Merge remote-tracking branch 'upstream/DoorDevUnstable' into OverworldShuffle
This commit is contained in:
@@ -26,8 +26,8 @@ jobs:
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# os & python versions
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strategy:
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matrix:
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os-name: [ ubuntu-latest, ubuntu-16.04, macOS-latest, windows-latest ]
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python-version: [ 3.7 ]
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os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
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python-version: [ 3.8 ]
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# needs: [ install-test ]
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steps:
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# checkout commit
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@@ -57,11 +57,11 @@ jobs:
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# run build-gui.py
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- name: Build GUI
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run: |
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python ./build-gui.py
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python ./source/meta/build-gui.py
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# run build-dr.py
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- name: Build DungeonRandomizer
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run: |
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python ./build-dr.py
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python ./source/meta/build-dr.py
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# prepare binary artifacts for later step
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- name: Prepare Binary Artifacts
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env:
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@@ -88,8 +88,8 @@ jobs:
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strategy:
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matrix:
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# install/release on not xenial
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os-name: [ ubuntu-latest, macOS-latest, windows-latest ]
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python-version: [ 3.7 ]
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os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
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python-version: [ 3.8 ]
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needs: [ install-build ]
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steps:
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@@ -150,9 +150,9 @@ jobs:
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# os & python versions
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strategy:
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matrix:
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# release only on bionic
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# release only on focal/bionic
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os-name: [ ubuntu-latest ]
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python-version: [ 3.7 ]
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python-version: [ 3.8 ]
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needs: [ install-prepare-release ]
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steps:
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+18
-7
@@ -153,9 +153,10 @@ class World(object):
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self._door_cache[(door.name, door.player)] = door
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def remove_door(self, door, player):
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if (door, player) in self._door_cache.keys():
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del self._door_cache[(door, player)]
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self.doors.remove(door)
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if (door.name, player) in self._door_cache.keys():
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del self._door_cache[(door.name, player)]
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if door in self.doors:
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self.doors.remove(door)
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def get_regions(self, player=None):
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return self.regions if player is None else self._region_cache[player].values()
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@@ -1070,7 +1071,7 @@ hook_dir_map = {
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def hook_from_door(door):
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if door.type == DoorType.SpiralStairs:
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return Hook.Stairs
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if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
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if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
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return hook_dir_map[door.direction]
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return None
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@@ -1188,7 +1189,8 @@ class Door(object):
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# rom properties
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self.roomIndex = -1
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# 0,1,2 + Direction (N:0, W:3, S:6, E:9) for normal
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# 0,1,2 for normal
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# 0-7 for ladder
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# 0-4 for spiral offset thing
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self.doorIndex = -1
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self.layer = -1 # 0 for normal floor, 1 for the inset layer
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@@ -1219,6 +1221,7 @@ class Door(object):
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# self.connected = False # combine with Dest?
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self.dest = None
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self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed)
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self.blocked_orig = False
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self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue)
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self.smallKey = False # There's a small key door on this side
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self.bigKey = False # There's a big key door on this side
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@@ -1230,7 +1233,7 @@ class Door(object):
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self.dead = False
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self.entrance = entrance
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if entrance is not None:
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if entrance is not None and not entrance.door:
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entrance.door = self
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def getAddress(self):
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@@ -1238,6 +1241,8 @@ class Door(object):
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return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
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elif self.type == DoorType.SpiralStairs:
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return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4
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elif self.type == DoorType.Ladder:
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return 0x13C700 + self.doorIndex * 2
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elif self.type == DoorType.Open:
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base_address = {
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Direction.North: 0x13C500,
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@@ -1254,6 +1259,12 @@ class Door(object):
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if src.type == DoorType.StraightStairs:
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bitmask += 0x40
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return [self.roomIndex, bitmask + self.doorIndex]
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if self.type == DoorType.Ladder:
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bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer)
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bitmask += 0x08 * self.doorIndex
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if src.type == DoorType.StraightStairs:
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bitmask += 0x40
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return [self.roomIndex, bitmask + 0x03]
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if self.type == DoorType.SpiralStairs:
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bitmask = int(self.layer) << 2
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bitmask += 0x10 * int(self.zeroHzCam)
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@@ -1316,7 +1327,7 @@ class Door(object):
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return self
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def no_exit(self):
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self.blocked = True
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self.blocked = self.blocked_orig = True
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return self
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def no_entrance(self):
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+182
-58
@@ -8,17 +8,43 @@ from typing import DefaultDict, Dict, List
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from functools import reduce
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from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo
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from Doors import reset_portals
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from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts
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from Dungeons import dungeon_bigs, dungeon_keys, dungeon_hints
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from Items import ItemFactory
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from RoomData import DoorKind, PairedDoor
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from RoomData import DoorKind, PairedDoor, reset_rooms
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from DungeonGenerator import dungeon_portals, dungeon_drops
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from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
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from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
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def link_doors(world, player):
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attempt, valid = 1, False
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while not valid:
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try:
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link_doors_main(world, player)
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valid = True
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except GenerationException as e:
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logging.getLogger('').debug(f'Irreconcilable generation. {str(e)} Starting a new attempt.')
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attempt += 1
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if attempt > 10:
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raise Exception('Could not create world in 10 attempts. Generation algorithms need more work', e)
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for door in world.doors:
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if door.player == player:
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door.dest = None
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door.entranceFlag = False
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ent = door.entrance
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if door.type != DoorType.Logical and ent.connected_region is not None:
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ent.connected_region.entrances = [x for x in ent.connected_region.entrances if x != ent]
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ent.connected_region = None
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for portal in world.dungeon_portals[player]:
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disconnect_portal(portal, world, player)
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reset_portals(world, player)
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reset_rooms(world, player)
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def link_doors_main(world, player):
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# Drop-down connections & push blocks
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for exitName, regionName in logical_connections:
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@@ -32,20 +58,21 @@ def link_doors(world, player):
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connect_simple_door(world, exitName, regionName, player)
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for exitName, regionName in dungeon_warps:
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connect_simple_door(world, exitName, regionName, player)
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for ent, ext in ladders:
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connect_two_way(world, ent, ext, player)
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if world.intensity[player] < 2:
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in straight_staircases:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in ladders:
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connect_two_way(world, entrance, ext, player)
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if world.intensity[player] < 3 or world.doorShuffle == 'vanilla':
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mirror_route = world.get_entrance('Sanctuary Mirror Route', player)
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mr_door = mirror_route.door
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sanctuary = mirror_route.parent_region
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sanctuary.exits.remove(mirror_route)
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if mirror_route in sanctuary.exits:
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sanctuary.exits.remove(mirror_route)
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world.remove_entrance(mirror_route, player)
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world.remove_door(mr_door, player)
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@@ -60,9 +87,12 @@ def link_doors(world, player):
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if world.mode[player] == 'standard':
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world.get_portal('Sanctuary', player).destination = True
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world.get_portal('Desert East', player).destination = True
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world.get_portal('Skull 2 West', player).destination = True
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world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
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world.get_portal('Turtle Rock Eye Bridge', player).destination = True
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if world.mode[player] == 'inverted':
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world.get_portal('Desert West', player).destination = True
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if world.mode[player] == 'open':
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world.get_portal('Skull 2 West', player).destination = True
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world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
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world.get_portal('Turtle Rock Eye Bridge', player).destination = True
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else:
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analyze_portals(world, player)
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for portal in world.dungeon_portals[player]:
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@@ -77,6 +107,8 @@ def link_doors(world, player):
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connect_simple_door(world, exitName, regionName, player)
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for entrance, ext in spiral_staircases:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in ladders:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in default_door_connections:
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connect_two_way(world, entrance, ext, player)
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for ent, ext in default_one_way_connections:
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@@ -131,7 +163,7 @@ def create_door_spoiler(world, player):
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door_a = ext.door
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connect = ext.connected_region
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if door_a and door_a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open,
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DoorType.StraightStairs] and door_a not in done:
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DoorType.StraightStairs, DoorType.Ladder] and door_a not in done:
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done.add(door_a)
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door_b = door_a.dest
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if door_b and not isinstance(door_b, Region):
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@@ -385,7 +417,10 @@ def choose_portals(world, player):
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possible_portals = outstanding_portals if not info.sole_entrance else [x for x in outstanding_portals if x != info.sole_entrance]
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choice, portal = assign_portal(candidates, possible_portals, world, player)
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if choice.deadEnd:
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portal.deadEnd = True
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if choice.passage:
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portal.destination = True
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else:
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portal.deadEnd = True
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clean_up_portal_assignment(portal_assignment, dungeon, portal, master_door_list, outstanding_portals)
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the_rest = info.total - len(portal_assignment[dungeon])
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for i in range(0, the_rest):
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@@ -474,7 +509,6 @@ def connect_portal(portal, world, player):
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ent, ext, entrance_name = portal_map[portal.name]
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if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
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ext = 'Inverted ' + ext
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# ent = 'Inverted ' + ent
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portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
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target_exit = world.get_entrance(ext, player)
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portal_entrance.connected_region = target_exit.parent_region
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@@ -485,23 +519,21 @@ def connect_portal(portal, world, player):
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chosen_door = world.get_door(portal_entrance.name, player)
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chosen_door.blocked = False
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connect_door_only(world, chosen_door, portal_region, player)
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portal_entrance.parent_region.entrances.append(edit_entrance)
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||||
|
||||
|
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# todo: remove this?
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def connect_portal_copy(portal, world, player):
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def disconnect_portal(portal, world, player):
|
||||
ent, ext, entrance_name = portal_map[portal.name]
|
||||
if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
|
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ext = 'Inverted ' + ext
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portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
|
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target_exit = world.get_entrance(ext, player)
|
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portal_entrance.connected_region = target_exit.parent_region
|
||||
portal_region = world.get_region(portal.name + ' Portal', player)
|
||||
portal_region.entrances.append(portal_entrance)
|
||||
portal_entrance = world.get_entrance(portal.door.entrance.name, player)
|
||||
# portal_region = world.get_region(portal.name + ' Portal', player)
|
||||
edit_entrance = world.get_entrance(entrance_name, player)
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||||
edit_entrance.connected_region = portal_entrance.parent_region
|
||||
chosen_door = world.get_door(portal_entrance.name, player)
|
||||
chosen_door.blocked = False
|
||||
connect_door_only(world, chosen_door, portal_region, player)
|
||||
|
||||
# reverse work
|
||||
if edit_entrance in portal_entrance.parent_region.entrances:
|
||||
portal_entrance.parent_region.entrances.remove(edit_entrance)
|
||||
chosen_door.blocked = chosen_door.blocked_orig
|
||||
chosen_door.entranceFlag = False
|
||||
|
||||
|
||||
def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False, bk_shuffle=False):
|
||||
@@ -638,7 +670,7 @@ def within_dungeon(world, player):
|
||||
dungeon_builders[key].entrance_list = list(entrances_map[key])
|
||||
recombinant_builders = {}
|
||||
entrances, splits = create_dungeon_entrances(world, player)
|
||||
builder_info = entrances, splits, world, player
|
||||
builder_info = entrances, splits, connections_tuple, world, player
|
||||
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
|
||||
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
|
||||
|
||||
@@ -662,12 +694,12 @@ def within_dungeon(world, player):
|
||||
|
||||
|
||||
def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info):
|
||||
dungeon_entrances, split_dungeon_entrances, world, player = builder_info
|
||||
dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
|
||||
if dungeon_entrances is None:
|
||||
dungeon_entrances = default_dungeon_entrances
|
||||
if split_dungeon_entrances is None:
|
||||
split_dungeon_entrances = split_region_starts
|
||||
builder_info = dungeon_entrances, split_dungeon_entrances, world, player
|
||||
builder_info = dungeon_entrances, split_dungeon_entrances, c_tuple, world, player
|
||||
|
||||
for name, split_list in split_dungeon_entrances.items():
|
||||
builder = dungeon_builders.pop(name)
|
||||
@@ -705,10 +737,11 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
|
||||
continue
|
||||
origin_list = list(builder.entrance_list)
|
||||
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
|
||||
split_dungeon = treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player)
|
||||
if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player):
|
||||
if last_key == builder.name or loops > 1000:
|
||||
origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin'
|
||||
raise Exception('Infinite loop detected for "%s" located at %s' % (builder.name, origin_name))
|
||||
raise GenerationException(f'Infinite loop detected for "{builder.name}" located at {origin_name}')
|
||||
sector_queue.append(builder)
|
||||
last_key = builder.name
|
||||
loops += 1
|
||||
@@ -852,6 +885,22 @@ def aga_tower_enabled(enabled):
|
||||
return False
|
||||
|
||||
|
||||
def treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player):
|
||||
# what about ER dungeons? - find an example? (bad key doors 0 keys not valid)
|
||||
if split_dungeon and name in multiple_portal_map:
|
||||
possible_entrances = []
|
||||
for portal_name in multiple_portal_map[name]:
|
||||
portal = world.get_portal(portal_name, player)
|
||||
portal_entrance = world.get_entrance(portal_map[portal_name][0], player)
|
||||
if not portal.destination and portal_entrance.parent_region.name not in world.inaccessible_regions[player]:
|
||||
possible_entrances.append(portal)
|
||||
if len(possible_entrances) == 1:
|
||||
single_portal = possible_entrances[0]
|
||||
if single_portal.door.entrance.parent_region.name in origin_list and len(origin_list) == 1:
|
||||
return False
|
||||
return split_dungeon
|
||||
|
||||
|
||||
# goals:
|
||||
# 1. have enough chests to be interesting (2 more than dungeon items)
|
||||
# 2. have a balanced amount of regions added (check)
|
||||
@@ -886,7 +935,7 @@ def cross_dungeon(world, player):
|
||||
key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
|
||||
loc.forced_item = loc.item = ItemFactory(key_name, player)
|
||||
recombinant_builders = {}
|
||||
builder_info = entrances, splits, world, player
|
||||
builder_info = entrances, splits, connections_tuple, world, player
|
||||
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
|
||||
|
||||
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
|
||||
@@ -1277,11 +1326,10 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map):
|
||||
if recombine.master_sector is None:
|
||||
recombine.master_sector = builder.master_sector
|
||||
recombine.master_sector.name = recombine.name
|
||||
recombine.pre_open_stonewall = builder.pre_open_stonewall
|
||||
recombine.pre_open_stonewalls = builder.pre_open_stonewalls
|
||||
else:
|
||||
recombine.master_sector.regions.extend(builder.master_sector.regions)
|
||||
if builder.pre_open_stonewall:
|
||||
recombine.pre_open_stonewall = builder.pre_open_stonewall
|
||||
recombine.pre_open_stonewalls.update(builder.pre_open_stonewalls)
|
||||
recombine.layout_starts = list(entrances_map[recombine.name])
|
||||
dungeon_builders[recombine.name] = recombine
|
||||
|
||||
@@ -1609,6 +1657,7 @@ def change_door_to_small_key(d, world, player):
|
||||
def smooth_door_pairs(world, player):
|
||||
all_doors = [x for x in world.doors if x.player == player]
|
||||
skip = set()
|
||||
bd_candidates, dashable_counts, bombable_counts = defaultdict(list), defaultdict(int), defaultdict(int)
|
||||
for door in all_doors:
|
||||
if door.type in [DoorType.Normal, DoorType.Interior] and door not in skip and not door.entranceFlag:
|
||||
partner = door.dest
|
||||
@@ -1636,19 +1685,18 @@ def smooth_door_pairs(world, player):
|
||||
remove_pair(door, world, player)
|
||||
elif type_a in [DoorKind.Bombable, DoorKind.Dashable] or type_b in [DoorKind.Bombable, DoorKind.Dashable]:
|
||||
if valid_pair:
|
||||
if type_a == type_b:
|
||||
add_pair(door, partner, world, player)
|
||||
spoiler_type = 'Bomb Door' if type_a == DoorKind.Bombable else 'Dash Door'
|
||||
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
|
||||
else:
|
||||
new_type = type_a
|
||||
if type_a != type_b:
|
||||
new_type = DoorKind.Dashable if type_a == DoorKind.Dashable or type_b == DoorKind.Dashable else DoorKind.Bombable
|
||||
if type_a != new_type:
|
||||
room_a.change(door.doorListPos, new_type)
|
||||
if type_b != new_type:
|
||||
room_b.change(partner.doorListPos, new_type)
|
||||
add_pair(door, partner, world, player)
|
||||
spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
|
||||
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
|
||||
add_pair(door, partner, world, player)
|
||||
spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
|
||||
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
|
||||
counter = bombable_counts if new_type == DoorKind.Bombable else dashable_counts
|
||||
counter[door.entrance.parent_region.dungeon] += 1
|
||||
else:
|
||||
if type_a in [DoorKind.Bombable, DoorKind.Dashable]:
|
||||
room_a.change(door.doorListPos, DoorKind.Normal)
|
||||
@@ -1656,8 +1704,9 @@ def smooth_door_pairs(world, player):
|
||||
elif type_b in [DoorKind.Bombable, DoorKind.Dashable]:
|
||||
room_b.change(partner.doorListPos, DoorKind.Normal)
|
||||
remove_pair(partner, world, player)
|
||||
elif world.experimental[player] and valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey:
|
||||
random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b)
|
||||
elif valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey:
|
||||
bd_candidates[door.entrance.parent_region.dungeon].append(door)
|
||||
shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player)
|
||||
world.paired_doors[player] = [x for x in world.paired_doors[player] if x.pair or x.original]
|
||||
|
||||
|
||||
@@ -1694,17 +1743,59 @@ def stateful_door(door, kind):
|
||||
return False
|
||||
|
||||
|
||||
def random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b):
|
||||
r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [15, 4, 6], k=1)[0]
|
||||
if r_kind != DoorKind.Normal:
|
||||
if door.type == DoorType.Normal:
|
||||
add_pair(door, partner, world, player)
|
||||
if type_a != r_kind:
|
||||
room_a.change(door.doorListPos, r_kind)
|
||||
if type_b != r_kind:
|
||||
room_b.change(partner.doorListPos, r_kind)
|
||||
spoiler_type = 'Bomb Door' if r_kind == DoorKind.Bombable else 'Dash Door'
|
||||
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
|
||||
def shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player):
|
||||
if world.doorShuffle[player] == 'basic':
|
||||
for dungeon, candidates in bd_candidates.items():
|
||||
diff = bomb_dash_counts[dungeon.name][1] - dashable_counts[dungeon]
|
||||
if diff > 0:
|
||||
for chosen in random.sample(candidates, min(diff, len(candidates))):
|
||||
change_pair_type(chosen, DoorKind.Dashable, world, player)
|
||||
candidates.remove(chosen)
|
||||
diff = bomb_dash_counts[dungeon.name][0] - bombable_counts[dungeon]
|
||||
if diff > 0:
|
||||
for chosen in random.sample(candidates, min(diff, len(candidates))):
|
||||
change_pair_type(chosen, DoorKind.Bombable, world, player)
|
||||
candidates.remove(chosen)
|
||||
for excluded in candidates:
|
||||
remove_pair_type_if_present(excluded, world, player)
|
||||
elif world.doorShuffle[player] == 'crossed':
|
||||
all_candidates = sum(bd_candidates.values(), [])
|
||||
all_bomb_counts = sum(bombable_counts.values())
|
||||
all_dash_counts = sum(dashable_counts.values())
|
||||
if all_dash_counts < 8:
|
||||
for chosen in random.sample(all_candidates, min(8 - all_dash_counts, len(all_candidates))):
|
||||
change_pair_type(chosen, DoorKind.Dashable, world, player)
|
||||
all_candidates.remove(chosen)
|
||||
if all_bomb_counts < 12:
|
||||
for chosen in random.sample(all_candidates, min(12 - all_bomb_counts, len(all_candidates))):
|
||||
change_pair_type(chosen, DoorKind.Bombable, world, player)
|
||||
all_candidates.remove(chosen)
|
||||
for excluded in all_candidates:
|
||||
remove_pair_type_if_present(excluded, world, player)
|
||||
|
||||
|
||||
def change_pair_type(door, new_type, world, player):
|
||||
room_a = world.get_room(door.roomIndex, player)
|
||||
room_a.change(door.doorListPos, new_type)
|
||||
if door.type != DoorType.Interior:
|
||||
room_b = world.get_room(door.dest.roomIndex, player)
|
||||
room_b.change(door.dest.doorListPos, new_type)
|
||||
add_pair(door, door.dest, world, player)
|
||||
spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
|
||||
world.spoiler.set_door_type(door.name + ' <-> ' + door.dest.name, spoiler_type, player)
|
||||
|
||||
|
||||
def remove_pair_type_if_present(door, world, player):
|
||||
room_a = world.get_room(door.roomIndex, player)
|
||||
if room_a.kind(door) in [DoorKind.Bombable, DoorKind.Dashable]:
|
||||
room_a.change(door.doorListPos, DoorKind.Normal)
|
||||
if door.type != DoorType.Interior:
|
||||
remove_pair(door, world, player)
|
||||
if door.type != DoorType.Interior:
|
||||
room_b = world.get_room(door.dest.roomIndex, player)
|
||||
if room_b.kind(door.dest) in [DoorKind.Bombable, DoorKind.Dashable]:
|
||||
room_b.change(door.dest.doorListPos, DoorKind.Normal)
|
||||
remove_pair(door.dest, world, player)
|
||||
|
||||
|
||||
def find_inaccessible_regions(world, player):
|
||||
@@ -1727,8 +1818,9 @@ def find_inaccessible_regions(world, player):
|
||||
queue.append(parent)
|
||||
for ext in next_region.exits:
|
||||
connect = ext.connected_region
|
||||
if connect and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions:
|
||||
queue.append(connect)
|
||||
if connect and connect not in queue and connect not in visited_regions:
|
||||
if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
|
||||
queue.append(connect)
|
||||
world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
|
||||
logger = logging.getLogger('')
|
||||
logger.debug('Inaccessible Regions:')
|
||||
@@ -1816,12 +1908,12 @@ def check_required_paths(paths, world, player):
|
||||
if dungeon_name in world.dungeon_layouts[player].keys():
|
||||
builder = world.dungeon_layouts[player][dungeon_name]
|
||||
if len(paths[dungeon_name]) > 0:
|
||||
states_to_explore = {}
|
||||
states_to_explore = defaultdict(list)
|
||||
for path in paths[dungeon_name]:
|
||||
if type(path) is tuple:
|
||||
states_to_explore[tuple([path[0]])] = path[1]
|
||||
else:
|
||||
states_to_explore[tuple(builder.path_entrances)] = path
|
||||
states_to_explore[tuple(builder.path_entrances)].append(path)
|
||||
cached_initial_state = None
|
||||
for start_regs, dest_regs in states_to_explore.items():
|
||||
if type(dest_regs) is not list:
|
||||
@@ -1890,13 +1982,14 @@ def check_if_regions_visited(state, check_paths):
|
||||
if state.visited_at_all(region_target):
|
||||
valid = True
|
||||
break
|
||||
else:
|
||||
elif not breaking_region:
|
||||
breaking_region = region_target
|
||||
return valid, breaking_region
|
||||
|
||||
|
||||
def check_for_pinball_fix(state, bad_region, world, player):
|
||||
pinball_region = world.get_region('Skull Pinball', player)
|
||||
# todo: lobby shuffle
|
||||
if bad_region.name == 'Skull 2 West Lobby' and state.visited_at_all(pinball_region): # revisit this for entrance shuffle
|
||||
door = world.get_door('Skull Pinball WS', player)
|
||||
room = world.get_room(door.roomIndex, player)
|
||||
@@ -1919,7 +2012,7 @@ class DROptions(Flag):
|
||||
Debug = 0x08
|
||||
Rails = 0x10 # If on, draws rails
|
||||
OriginalPalettes = 0x20
|
||||
Reserved = 0x40 # Reserved for PoD sliding wall?
|
||||
Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required
|
||||
Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
|
||||
|
||||
|
||||
@@ -1952,6 +2045,13 @@ logical_connections = [
|
||||
('PoD Basement Ledge Drop Down', 'PoD Stalfos Basement'),
|
||||
('PoD Falling Bridge Path N', 'PoD Falling Bridge Ledge'),
|
||||
('PoD Falling Bridge Path S', 'PoD Falling Bridge'),
|
||||
('PoD Bow Statue Crystal Path', 'PoD Bow Statue Moving Wall'),
|
||||
('PoD Bow Statue Moving Wall Path', 'PoD Bow Statue'),
|
||||
('PoD Bow Statue Moving Wall Cane Path', 'PoD Bow Statue'),
|
||||
('PoD Dark Pegs Hammer Path', 'PoD Dark Pegs Ladder'),
|
||||
('PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs'),
|
||||
('PoD Dark Pegs Ladder Cane Path', 'PoD Dark Pegs Switch'),
|
||||
('PoD Dark Pegs Switch Path', 'PoD Dark Pegs Ladder'),
|
||||
('Swamp Lobby Moat', 'Swamp Entrance'),
|
||||
('Swamp Entrance Moat', 'Swamp Lobby'),
|
||||
('Swamp Trench 1 Approach Dry', 'Swamp Trench 1 Nexus'),
|
||||
@@ -2780,6 +2880,14 @@ portal_map = {
|
||||
'Ganons Tower': ('Ganons Tower', 'Ganons Tower Exit', 'Enter Ganons Tower'),
|
||||
}
|
||||
|
||||
|
||||
multiple_portal_map = {
|
||||
'Hyrule Castle': ['Sanctuary', 'Hyrule Castle West', 'Hyrule Castle South', 'Hyrule Castle East'],
|
||||
'Desert Palace': ['Desert West', 'Desert South', 'Desert East', 'Desert Back'],
|
||||
'Skull Woods': ['Skull 1', 'Skull 2 West', 'Skull 2 East', 'Skull 3'],
|
||||
'Turtle Rock': ['Turtle Rock Lazy Eyes', 'Turtle Rock Eye Bridge', 'Turtle Rock Chest', 'Turtle Rock Main'],
|
||||
}
|
||||
|
||||
split_portals = {
|
||||
'Desert Palace': ['Back', 'Main'],
|
||||
'Skull Woods': ['1', '2', '3']
|
||||
@@ -2800,4 +2908,20 @@ split_portal_defaults = {
|
||||
}
|
||||
}
|
||||
|
||||
bomb_dash_counts = {
|
||||
'Hyrule Castle': (0, 2),
|
||||
'Eastern Palace': (0, 0),
|
||||
'Desert Palace': (0, 0),
|
||||
'Agahnims Tower': (0, 0),
|
||||
'Swamp Palace': (2, 0),
|
||||
'Palace of Darkness': (3, 2),
|
||||
'Misery Mire': (2, 0),
|
||||
'Skull Woods': (2, 0),
|
||||
'Ice Palace': (0, 0),
|
||||
'Tower of Hera': (0, 0),
|
||||
'Thieves Town': (1, 1),
|
||||
'Turtle Rock': (0, 2), # 2 bombs kind of for entrances
|
||||
'Ganons Tower': (2, 1)
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -395,8 +395,15 @@ def create_doors(world, player):
|
||||
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
|
||||
create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(),
|
||||
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr),
|
||||
create_door(player, 'PoD Bow Statue Crystal Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Moving Wall Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Moving Wall Cane Path', Lgcl),
|
||||
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).dir(So, 0x1b, 1, High).no_entrance(),
|
||||
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr).dir(No, 0x0b, 0, High),
|
||||
create_door(player, 'PoD Dark Pegs Hammer Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Ladder Hammer Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Ladder Cane Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs Switch Path', Lgcl),
|
||||
create_door(player, 'PoD Dark Pegs WN', Intr).dir(We, 0x0b, Mid, High).small_key().pos(2),
|
||||
create_door(player, 'PoD Lonely Turtle SW', Intr).dir(So, 0x0b, Mid, High).pos(0),
|
||||
create_door(player, 'PoD Lonely Turtle EN', Intr).dir(Ea, 0x0b, Mid, High).small_key().pos(2),
|
||||
@@ -663,7 +670,7 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
|
||||
create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
|
||||
create_door(player, 'Ice Big Key Push Block', Lgcl),
|
||||
create_door(player, 'Ice Big Key Down Ladder', Lddr),
|
||||
create_door(player, 'Ice Big Key Down Ladder', Lddr).dir(So, 0x1f, 3, High),
|
||||
create_door(player, 'Ice Stalfos Hint SE', Intr).dir(So, 0x3e, Right, High).pos(0),
|
||||
create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().pos(0),
|
||||
create_door(player, 'Ice Conveyor SW', Nrml).dir(So, 0x3e, Left, High).small_key().pos(1).portal(Z, 0x20),
|
||||
@@ -679,7 +686,7 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Spike Cross ES', Nrml).dir(Ea, 0x5e, Bot, High).small_key().pos(0),
|
||||
create_door(player, 'Ice Spike Cross WS', Intr).dir(We, 0x5e, Bot, High).pos(3),
|
||||
create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
|
||||
create_door(player, 'Ice Firebar Down Ladder', Lddr),
|
||||
create_door(player, 'Ice Firebar Down Ladder', Lddr).dir(So, 0x5e, 5, High),
|
||||
create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
|
||||
create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().pos(1),
|
||||
create_door(player, 'Ice Falling Square Hole', Hole),
|
||||
@@ -689,8 +696,8 @@ def create_doors(world, player):
|
||||
create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True).kill(),
|
||||
create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
|
||||
create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
|
||||
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr),
|
||||
create_door(player, 'Ice Freezors Up Ladder', Lddr),
|
||||
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr).dir(No, 0x3f, 2, High),
|
||||
create_door(player, 'Ice Freezors Up Ladder', Lddr).dir(No, 0x7e, 4, High),
|
||||
create_door(player, 'Ice Freezors Hole', Hole),
|
||||
create_door(player, 'Ice Freezors Bomb Hole', Hole), # combine these two? -- they have to lead to the same spot
|
||||
create_door(player, 'Ice Freezors Ledge Hole', Hole),
|
||||
@@ -1078,8 +1085,8 @@ def create_doors(world, player):
|
||||
create_door(player, 'GT Torch Cross WN', Nrml).dir(We, 0x96, Top, High).pos(1),
|
||||
create_door(player, 'GT Torch Cross ES', Intr).dir(Ea, 0x96, Bot, High).pos(0),
|
||||
create_door(player, 'GT Staredown WS', Intr).dir(We, 0x96, Bot, High).pos(0),
|
||||
create_door(player, 'GT Staredown Up Ladder', Lddr),
|
||||
create_door(player, 'GT Falling Torches Down Ladder', Lddr),
|
||||
create_door(player, 'GT Staredown Up Ladder', Lddr).dir(No, 0x96, 6, High),
|
||||
create_door(player, 'GT Falling Torches Down Ladder', Lddr).dir(So, 0x3d, 7, High),
|
||||
create_door(player, 'GT Falling Torches NE', Intr).dir(No, 0x3d, Right, High).pos(0),
|
||||
create_door(player, 'GT Mini Helmasaur Room SE', Intr).dir(So, 0x3d, Right, High).pos(0),
|
||||
create_door(player, 'GT Falling Torches Hole', Hole),
|
||||
@@ -1156,9 +1163,11 @@ def create_doors(world, player):
|
||||
world.get_door('PoD Map Balcony WS', player).c_switch()
|
||||
world.get_door('PoD Map Balcony South Stairs', player).c_switch()
|
||||
world.get_door('PoD Bow Statue SW', player).c_switch()
|
||||
world.get_door('PoD Bow Statue Down Ladder', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Up Ladder', player).c_switch()
|
||||
world.get_door('PoD Bow Statue Moving Wall Path', player).barrier(CrystalBarrier.Orange)
|
||||
world.get_door('PoD Bow Statue Crystal Path', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs WN', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Switch Path', player).c_switch()
|
||||
world.get_door('PoD Dark Pegs Hammer Path', player).c_switch()
|
||||
|
||||
world.get_door('Swamp Crystal Switch EN', player).c_switch()
|
||||
world.get_door('Swamp Crystal Switch SE', player).c_switch()
|
||||
@@ -1271,36 +1280,11 @@ def create_doors(world, player):
|
||||
|
||||
assign_entrances(world, player)
|
||||
|
||||
dungeon_portals = [
|
||||
create_portal(player, 'Sanctuary', world.get_door('Sanctuary S', player), 0x02, 0x02),
|
||||
create_portal(player, 'Hyrule Castle West', world.get_door('Hyrule Castle West Lobby S', player), 0x03, 0x04),
|
||||
create_portal(player, 'Hyrule Castle South', world.get_door('Hyrule Castle Lobby S', player), 0x04, 0x06),
|
||||
create_portal(player, 'Hyrule Castle East', world.get_door('Hyrule Castle East Lobby S', player), 0x05, 0x08),
|
||||
create_portal(player, 'Eastern', world.get_door('Eastern Lobby S', player), 0x08, 0x12, 0),
|
||||
create_portal(player, 'Desert South', world.get_door('Desert Main Lobby S', player), 0x09, 0x14),
|
||||
create_portal(player, 'Desert East', world.get_door('Desert East Lobby S', player), 0x0a, 0x16),
|
||||
create_portal(player, 'Desert West', world.get_door('Desert West S', player), 0x0b, 0x18),
|
||||
create_portal(player, 'Desert Back', world.get_door('Desert Back Lobby S', player), 0x0c, 0x1a, 1),
|
||||
create_portal(player, 'Turtle Rock Lazy Eyes', world.get_door('TR Lazy Eyes SE', player), 0x15, 0x2c),
|
||||
create_portal(player, 'Turtle Rock Eye Bridge', world.get_door('TR Eye Bridge SW', player), 0x18, 0x32),
|
||||
create_portal(player, 'Turtle Rock Chest', world.get_door('TR Big Chest Entrance SE', player), 0x19, 0x34),
|
||||
create_portal(player, 'Agahnims Tower', world.get_door('Tower Lobby S', player), 0x24, 0x4a),
|
||||
create_portal(player, 'Swamp', world.get_door('Swamp Lobby S', player), 0x25, 0x4c, 4),
|
||||
create_portal(player, 'Palace of Darkness', world.get_door('PoD Lobby S', player), 0x26, 0x4e, 5),
|
||||
create_portal(player, 'Mire', world.get_door('Mire Lobby S', player), 0x27, 0x50, 7),
|
||||
create_portal(player, 'Skull 2 West', world.get_door('Skull 2 West Lobby S', player), 0x28, 0x52),
|
||||
create_portal(player, 'Skull 2 East', world.get_door('Skull 2 East Lobby SW', player), 0x29, 0x54),
|
||||
create_portal(player, 'Skull 1', world.get_door('Skull 1 Lobby S', player), 0x2a, 0x56),
|
||||
create_portal(player, 'Skull 3', world.get_door('Skull 3 Lobby SW', player), 0x2b, 0x58, 6),
|
||||
create_portal(player, 'Ice', world.get_door('Ice Lobby SE', player), 0x2d, 0x5c, 8),
|
||||
create_portal(player, 'Hera', world.get_door('Hera Lobby S', player), 0x33, 0x5a, 2),
|
||||
create_portal(player, 'Thieves Town', world.get_door('Thieves Lobby S', player), 0x34, 0x6a, 10),
|
||||
create_portal(player, 'Turtle Rock Main', world.get_door('TR Main Lobby SE', player), 0x35, 0x68, 9),
|
||||
create_portal(player, 'Ganons Tower', world.get_door('GT Lobby S', player), 0x37, 0x70),
|
||||
]
|
||||
world.dungeon_portals[player] += dungeon_portals
|
||||
create_portals(world, player)
|
||||
|
||||
# static portal flags
|
||||
world.get_door('Sanctuary S', player).dead_end(allowPassage=True)
|
||||
world.get_door('Eastern Hint Tile Blocked Path SE', player).passage = False
|
||||
world.get_door('TR Big Chest Entrance SE', player).passage = False
|
||||
world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle'
|
||||
world.get_door('Desert Cannonball S', player).dead_end()
|
||||
@@ -1336,6 +1320,42 @@ def create_doors(world, player):
|
||||
world.get_door('Ice Conveyor SW', player).dungeonLink = 'linkIceFalls2'
|
||||
|
||||
|
||||
def create_portals(world, player):
|
||||
dungeon_portals = [
|
||||
create_portal(player, 'Sanctuary', world.get_door('Sanctuary S', player), 0x02, 0x02),
|
||||
create_portal(player, 'Hyrule Castle West', world.get_door('Hyrule Castle West Lobby S', player), 0x03, 0x04),
|
||||
create_portal(player, 'Hyrule Castle South', world.get_door('Hyrule Castle Lobby S', player), 0x04, 0x06),
|
||||
create_portal(player, 'Hyrule Castle East', world.get_door('Hyrule Castle East Lobby S', player), 0x05, 0x08),
|
||||
create_portal(player, 'Eastern', world.get_door('Eastern Lobby S', player), 0x08, 0x12, 0),
|
||||
create_portal(player, 'Desert South', world.get_door('Desert Main Lobby S', player), 0x09, 0x14),
|
||||
create_portal(player, 'Desert East', world.get_door('Desert East Lobby S', player), 0x0a, 0x16),
|
||||
create_portal(player, 'Desert West', world.get_door('Desert West S', player), 0x0b, 0x18),
|
||||
create_portal(player, 'Desert Back', world.get_door('Desert Back Lobby S', player), 0x0c, 0x1a, 1),
|
||||
create_portal(player, 'Turtle Rock Lazy Eyes', world.get_door('TR Lazy Eyes SE', player), 0x15, 0x2c),
|
||||
create_portal(player, 'Turtle Rock Eye Bridge', world.get_door('TR Eye Bridge SW', player), 0x18, 0x32),
|
||||
create_portal(player, 'Turtle Rock Chest', world.get_door('TR Big Chest Entrance SE', player), 0x19, 0x34),
|
||||
create_portal(player, 'Agahnims Tower', world.get_door('Tower Lobby S', player), 0x24, 0x4a),
|
||||
create_portal(player, 'Swamp', world.get_door('Swamp Lobby S', player), 0x25, 0x4c, 4),
|
||||
create_portal(player, 'Palace of Darkness', world.get_door('PoD Lobby S', player), 0x26, 0x4e, 5),
|
||||
create_portal(player, 'Mire', world.get_door('Mire Lobby S', player), 0x27, 0x50, 7),
|
||||
create_portal(player, 'Skull 2 West', world.get_door('Skull 2 West Lobby S', player), 0x28, 0x52),
|
||||
create_portal(player, 'Skull 2 East', world.get_door('Skull 2 East Lobby SW', player), 0x29, 0x54),
|
||||
create_portal(player, 'Skull 1', world.get_door('Skull 1 Lobby S', player), 0x2a, 0x56),
|
||||
create_portal(player, 'Skull 3', world.get_door('Skull 3 Lobby SW', player), 0x2b, 0x58, 6),
|
||||
create_portal(player, 'Ice', world.get_door('Ice Lobby SE', player), 0x2d, 0x5c, 8),
|
||||
create_portal(player, 'Hera', world.get_door('Hera Lobby S', player), 0x33, 0x5a, 2),
|
||||
create_portal(player, 'Thieves Town', world.get_door('Thieves Lobby S', player), 0x34, 0x6a, 10),
|
||||
create_portal(player, 'Turtle Rock Main', world.get_door('TR Main Lobby SE', player), 0x35, 0x68, 9),
|
||||
create_portal(player, 'Ganons Tower', world.get_door('GT Lobby S', player), 0x37, 0x70),
|
||||
]
|
||||
world.dungeon_portals[player] += dungeon_portals
|
||||
|
||||
|
||||
def reset_portals(world, player):
|
||||
world.dungeon_portals[player].clear()
|
||||
world._portal_cache.clear()
|
||||
create_portals(world, player)
|
||||
|
||||
def create_paired_doors(world, player):
|
||||
world.paired_doors[player] = [
|
||||
PairedDoor('Sewers Secret Room Key Door S', 'Sewers Key Rat Key Door N', True),
|
||||
|
||||
+98
-57
@@ -55,19 +55,21 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
|
||||
|
||||
|
||||
def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
|
||||
stonewall = check_for_stonewall(builder)
|
||||
stonewalls = check_for_stonewalls(builder)
|
||||
sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
|
||||
if stonewall and not stonewall_valid(stonewall):
|
||||
builder.pre_open_stonewall = stonewall
|
||||
for stonewall in stonewalls:
|
||||
if not stonewall_valid(stonewall):
|
||||
builder.pre_open_stonewalls.add(stonewall)
|
||||
return sector
|
||||
|
||||
|
||||
def check_for_stonewall(builder):
|
||||
def check_for_stonewalls(builder):
|
||||
stonewalls = set()
|
||||
for sector in builder.sectors:
|
||||
for door in sector.outstanding_doors:
|
||||
if door.stonewall:
|
||||
return door
|
||||
return None
|
||||
stonewalls.add(door)
|
||||
return stonewalls
|
||||
|
||||
|
||||
def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player):
|
||||
@@ -226,7 +228,7 @@ def gen_dungeon_info(name, available_sectors, entrance_regions, all_regions, pro
|
||||
o_state_cache = {}
|
||||
for sector in available_sectors:
|
||||
for door in sector.outstanding_doors:
|
||||
if not door.stonewall and door not in proposed_map.keys():
|
||||
if door not in proposed_map.keys():
|
||||
hanger_set.add(door)
|
||||
bk_flag = group_flags[door_map[door]]
|
||||
parent = door.entrance.parent_region
|
||||
@@ -418,8 +420,7 @@ def check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, a
|
||||
true_origin_hooks = [x for x in dungeon['Origin'].hooks.keys() if not x.bigKey or possible_bks > 0 or not bk_needed]
|
||||
if len(true_origin_hooks) == 0 and len(proposed_map.keys()) < len(doors_to_connect):
|
||||
return False
|
||||
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(
|
||||
doors_to_connect):
|
||||
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(doors_to_connect):
|
||||
return False
|
||||
for key in hangers.keys():
|
||||
if len(hooks[key]) > 0 and len(hangers[key]) == 0:
|
||||
@@ -619,7 +620,7 @@ def stonewall_valid(stonewall):
|
||||
return False # you can get stuck from an entrance
|
||||
else:
|
||||
door = entrance.door
|
||||
if door is not None and door != stonewall and not door.blocked and parent not in visited:
|
||||
if (door is None or (door != stonewall and not door.blocked)) and parent not in visited:
|
||||
visited.add(parent)
|
||||
queue.append(parent)
|
||||
# we didn't find anything bad
|
||||
@@ -694,17 +695,17 @@ hang_dir_map = {
|
||||
def hanger_from_door(door):
|
||||
if door.type == DoorType.SpiralStairs:
|
||||
return Hook.Stairs
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
|
||||
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
return hang_dir_map[door.direction]
|
||||
return None
|
||||
|
||||
|
||||
def connect_doors(a, b):
|
||||
# Return on unsupported types.
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Ladder, DoorType.Interior, DoorType.Logical]:
|
||||
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
|
||||
return
|
||||
# Connect supported types
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs]:
|
||||
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
if a.blocked:
|
||||
connect_one_way(b.entrance, a.entrance)
|
||||
elif b.blocked:
|
||||
@@ -1171,7 +1172,7 @@ class DungeonBuilder(object):
|
||||
self.path_entrances = None # used for pathing/key doors, I think
|
||||
self.split_flag = False
|
||||
|
||||
self.pre_open_stonewall = None # used by stonewall system
|
||||
self.pre_open_stonewalls = set() # used by stonewall system
|
||||
|
||||
self.candidates = None
|
||||
self.key_doors_num = None
|
||||
@@ -1225,15 +1226,15 @@ def simple_dungeon_builder(name, sector_list):
|
||||
def create_dungeon_builders(all_sectors, connections_tuple, world, player,
|
||||
dungeon_entrances=None, split_dungeon_entrances=None):
|
||||
logger = logging.getLogger('')
|
||||
logger.info('Shuffling Dungeon Sectors')
|
||||
|
||||
if dungeon_entrances is None:
|
||||
dungeon_entrances = default_dungeon_entrances
|
||||
if split_dungeon_entrances is None:
|
||||
split_dungeon_entrances = split_region_starts
|
||||
define_sector_features(all_sectors)
|
||||
finished, dungeon_map = False, {}
|
||||
finished, dungeon_map, attempts = False, {}, 0
|
||||
while not finished:
|
||||
logger.info('Shuffling Dungeon Sectors')
|
||||
candidate_sectors = dict.fromkeys(all_sectors)
|
||||
global_pole = GlobalPolarity(candidate_sectors)
|
||||
|
||||
@@ -1248,6 +1249,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
|
||||
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
|
||||
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
|
||||
candidate_sectors, global_pole)
|
||||
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
|
||||
entrances_map, potentials, connections = connections_tuple
|
||||
accessible_sectors, reverse_d_map = set(), {}
|
||||
for key in dungeon_entrances.keys():
|
||||
@@ -1271,7 +1273,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
|
||||
identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
|
||||
dungeon_entrances, split_dungeon_entrances)
|
||||
for name, builder in dungeon_map.items():
|
||||
calc_allowance_and_dead_ends(builder, connections_tuple, world.dungeon_portals[player])
|
||||
calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
|
||||
|
||||
if world.mode[player] == 'open' and world.shuffle[player] not in ['crossed', 'insanity']:
|
||||
sanc = find_sector('Sanctuary', candidate_sectors)
|
||||
@@ -1318,17 +1320,33 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
|
||||
# restart
|
||||
raise NeutralizingException('Either free location/crystal assignment is already globally invalid')
|
||||
logger.info(world.fish.translate("cli", "cli", "balance.doors"))
|
||||
builder_info = dungeon_entrances, split_dungeon_entrances, world, player
|
||||
builder_info = dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player
|
||||
assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info)
|
||||
# the rest
|
||||
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
|
||||
dungeon_map.update(complete_dungeons)
|
||||
finished = True
|
||||
except NeutralizingException:
|
||||
pass
|
||||
except (NeutralizingException, GenerationException) as e:
|
||||
attempts += 1
|
||||
logger.debug(f'Attempt {attempts} failed with {str(e)}')
|
||||
if attempts >= 10:
|
||||
raise Exception('Could not find a valid seed quickly, something is likely horribly wrong.', e)
|
||||
return dungeon_map
|
||||
|
||||
|
||||
def standard_stair_check(dungeon_map, dungeon, candidate_sectors, global_pole):
|
||||
# this is because there must be at least one non-dead stairway in hc to get out
|
||||
# this check may not be necessary
|
||||
filtered_sectors = [x for x in candidate_sectors if any(y for y in x.outstanding_doors if not y.dead and y.type == DoorType.SpiralStairs)]
|
||||
valid = False
|
||||
while not valid:
|
||||
chosen_sector = random.choice(filtered_sectors)
|
||||
filtered_sectors.remove(chosen_sector)
|
||||
valid = global_pole.is_valid_choice(dungeon_map, dungeon, [chosen_sector])
|
||||
if valid:
|
||||
assign_sector(chosen_sector, dungeon, candidate_sectors, global_pole)
|
||||
|
||||
|
||||
def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances):
|
||||
accessible_overworld, found_connections, explored = set(), set(), False
|
||||
|
||||
@@ -1376,35 +1394,44 @@ def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map,
|
||||
break
|
||||
|
||||
|
||||
def calc_allowance_and_dead_ends(builder, connections_tuple, portals):
|
||||
# todo: split version that adds allowance for potential entrances
|
||||
def calc_allowance_and_dead_ends(builder, connections_tuple, world, player):
|
||||
portals = world.dungeon_portals[player]
|
||||
entrances_map, potentials, connections = connections_tuple
|
||||
needed_connections = [x for x in builder.all_entrances if x not in entrances_map[builder.name]]
|
||||
name = builder.name if not builder.split_flag else builder.name.rsplit(' ', 1)[0]
|
||||
needed_connections = [x for x in builder.all_entrances if x not in entrances_map[name]]
|
||||
starting_allowance = 0
|
||||
used_sectors = set()
|
||||
destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination]
|
||||
for entrance in entrances_map[builder.name]:
|
||||
dead_ends = [x.door.entrance.parent_region.name for x in portals if x.deadEnd]
|
||||
for entrance in entrances_map[name]:
|
||||
sector = find_sector(entrance, builder.sectors)
|
||||
outflow_target = 0 if entrance not in drop_entrances_allowance else 1
|
||||
if sector not in used_sectors and sector.adj_outflow() > outflow_target:
|
||||
if entrance not in destination_entrances:
|
||||
starting_allowance += 1
|
||||
else:
|
||||
builder.branches -= 1
|
||||
used_sectors.add(sector)
|
||||
elif sector not in used_sectors:
|
||||
if entrance in destination_entrances and sector.branches() > 0:
|
||||
builder.branches -= 1
|
||||
if entrance not in drop_entrances_allowance:
|
||||
needed_connections.append(entrance)
|
||||
if sector:
|
||||
outflow_target = 0 if entrance not in drop_entrances_allowance else 1
|
||||
if sector not in used_sectors and (sector.adj_outflow() > outflow_target or entrance in dead_ends):
|
||||
if entrance not in destination_entrances:
|
||||
starting_allowance += 1
|
||||
else:
|
||||
builder.branches -= 1
|
||||
used_sectors.add(sector)
|
||||
elif sector not in used_sectors:
|
||||
if entrance in destination_entrances and sector.branches() > 0:
|
||||
builder.branches -= 1
|
||||
if entrance not in drop_entrances_allowance:
|
||||
needed_connections.append(entrance)
|
||||
builder.allowance = starting_allowance
|
||||
for entrance in needed_connections:
|
||||
sector = find_sector(entrance, builder.sectors)
|
||||
if sector not in used_sectors: # ignore things on same sector
|
||||
if sector and sector not in used_sectors: # ignore things on same sector
|
||||
is_destination = entrance in destination_entrances
|
||||
connect_able = False
|
||||
if entrance in connections.keys():
|
||||
enabling_region = connections[entrance]
|
||||
connecting_entrances = [x for x in potentials[enabling_region] if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance]
|
||||
check_list = list(potentials[enabling_region])
|
||||
if enabling_region.name in ['Desert Ledge', 'Desert Palace Entrance (North) Spot']:
|
||||
alternate = 'Desert Palace Entrance (North) Spot' if enabling_region.name == 'Desert Ledge' else 'Desert Ledge'
|
||||
check_list.extend(potentials[world.get_region(alternate, player)])
|
||||
connecting_entrances = [x for x in check_list if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance]
|
||||
connect_able = len(connecting_entrances) > 0
|
||||
if is_destination and sector.branches() == 0: #
|
||||
builder.dead_ends += 1
|
||||
@@ -1566,7 +1593,11 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
|
||||
valid = global_pole.is_valid_choice(dungeon_map, builder_choice, test_set)
|
||||
assign_sector(switch_choice, builder_choice, crystal_switches, global_pole)
|
||||
return crystal_switches
|
||||
if len(crystal_switches) == 0:
|
||||
raise GenerationException('No crystal switches to assign')
|
||||
sector_list = list(crystal_switches)
|
||||
if len(population) > len(sector_list):
|
||||
raise GenerationException('Not enough crystal switch sectors for those needed')
|
||||
choices = random.sample(sector_list, k=len(population))
|
||||
for i, choice in enumerate(choices):
|
||||
builder = dungeon_map[population[i]]
|
||||
@@ -1577,7 +1608,7 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
|
||||
def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole):
|
||||
invalid_builders = []
|
||||
for name, builder in dungeon_map.items():
|
||||
if builder.c_switch_present and not builder.c_locked:
|
||||
if builder.c_switch_present and builder.c_switch_required and not builder.c_locked:
|
||||
invalid_builders.append(builder)
|
||||
while len(invalid_builders) > 0:
|
||||
valid_builders = []
|
||||
@@ -1586,7 +1617,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
|
||||
reachable_crystals = defaultdict()
|
||||
for sector in builder.sectors:
|
||||
if sector.equations is None:
|
||||
sector.equations = calc_sector_equations(sector, builder)
|
||||
sector.equations = calc_sector_equations(sector)
|
||||
if sector.is_entrance_sector() and not sector.destination_entrance:
|
||||
need_switch = True
|
||||
for region in sector.get_start_regions():
|
||||
@@ -1620,7 +1651,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
|
||||
valid, sector, which_list = False, None, None
|
||||
while not valid:
|
||||
if len(candidates) <= 0:
|
||||
raise GenerationException(f'need to provide more sophisticatedted crystal connection for {entrance_sector}')
|
||||
raise GenerationException(f'need to provide more sophisticated crystal connection for {entrance_sector}')
|
||||
sector, which_list = random.choice(list(candidates.items()))
|
||||
del candidates[sector]
|
||||
valid = global_pole.is_valid_choice(dungeon_map, builder, [sector])
|
||||
@@ -1679,7 +1710,7 @@ def find_pol_cand_for_c_switch(access, reachable_crystals, polarized_candidates)
|
||||
|
||||
def pol_cand_matches_access_reach(sector, access, reachable_crystals):
|
||||
if sector.equations is None:
|
||||
sector.equations = calc_sector_equations(sector, None)
|
||||
sector.equations = calc_sector_equations(sector)
|
||||
for eq in sector.equations:
|
||||
key, cost_door = eq.cost
|
||||
if key in access.keys() and access[key]:
|
||||
@@ -1701,7 +1732,7 @@ def find_crystal_cand(access, crystal_switches):
|
||||
|
||||
def crystal_cand_matches_access(sector, access):
|
||||
if sector.equations is None:
|
||||
sector.equations = calc_sector_equations(sector, None)
|
||||
sector.equations = calc_sector_equations(sector)
|
||||
for eq in sector.equations:
|
||||
key, cost_door = eq.cost
|
||||
if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1:
|
||||
@@ -1973,6 +2004,9 @@ def polarity_step_3(dungeon_map, polarized_sectors, global_pole):
|
||||
sample_target = 100 if combos > 10 else combos * 2
|
||||
while best_choices is None or samples < sample_target:
|
||||
samples += 1
|
||||
if len(odd_candidates) < len(odd_builders):
|
||||
raise GenerationException(f'Unable to fix dungeon parity - not enough candidates.'
|
||||
f' Ref: {next(iter(odd_builders)).name}')
|
||||
choices = random.sample(odd_candidates, k=len(odd_builders))
|
||||
valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices)
|
||||
charge = calc_total_charge(dungeon_map, odd_builders, choices)
|
||||
@@ -2633,7 +2667,7 @@ def valid_entrance(builder, sector_list, builder_info):
|
||||
if len(builder.sectors) == 0:
|
||||
is_dead_end = True
|
||||
else:
|
||||
entrances, splits, world, player = builder_info
|
||||
entrances, splits, c_tuple, world, player = builder_info
|
||||
if builder.name not in entrances.keys():
|
||||
name_parts = builder.name.rsplit(' ', 1)
|
||||
entrance_list = splits[name_parts[0]][name_parts[1]]
|
||||
@@ -2646,8 +2680,8 @@ def valid_entrance(builder, sector_list, builder_info):
|
||||
for sector in entrances:
|
||||
for region in entrance_list:
|
||||
if region in sector.region_set():
|
||||
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region))
|
||||
if not portal.deadEnd:
|
||||
portal = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == region), None)
|
||||
if portal and not portal.deadEnd:
|
||||
all_dead = False
|
||||
break
|
||||
if not all_dead:
|
||||
@@ -2765,10 +2799,10 @@ def split_dungeon_builder(builder, split_list, builder_info):
|
||||
continue
|
||||
elif len(split_entrances) <= 0:
|
||||
continue
|
||||
x, y, world, player = builder_info
|
||||
ents, splits, c_tuple, world, player = builder_info
|
||||
r_name = split_entrances[0]
|
||||
p = next(x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name)
|
||||
if not p.deadEnd:
|
||||
p = next((x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name), None)
|
||||
if p and not p.deadEnd:
|
||||
candidates.append(name)
|
||||
merge_keys = random.sample(candidates, merge_attempt+1) if len(candidates) >= merge_attempt+1 else []
|
||||
for name, split_entrances in split_list.items():
|
||||
@@ -2782,6 +2816,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
|
||||
sub_builder.all_entrances.extend(split_entrances)
|
||||
if key not in dungeon_map:
|
||||
dungeon_map[key] = sub_builder = DungeonBuilder(key)
|
||||
sub_builder.split_flag = True
|
||||
sub_builder.all_entrances = list(split_entrances)
|
||||
for r_name in split_entrances:
|
||||
assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole)
|
||||
@@ -2799,6 +2834,9 @@ def split_dungeon_builder(builder, split_list, builder_info):
|
||||
|
||||
|
||||
def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info):
|
||||
dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player = builder_info
|
||||
for name, builder in dungeon_map.items():
|
||||
calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
|
||||
comb_w_replace = len(dungeon_map) ** len(candidate_sectors)
|
||||
if comb_w_replace <= 10000:
|
||||
combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors)))
|
||||
@@ -2937,12 +2975,13 @@ def check_for_forced_crystal_single(builder, candidate_sectors):
|
||||
for hook in builder_doors.keys():
|
||||
for door in builder_doors[hook].keys():
|
||||
opp = opposite_h_type(hook)
|
||||
for d, sector in builder_doors[opp].items():
|
||||
if d != door and (not sector.blue_barrier or sector.c_switch):
|
||||
return False
|
||||
for d, sector in candidate_doors[opp].items():
|
||||
if not sector.blue_barrier or sector.c_switch:
|
||||
return False
|
||||
if opp in builder_doors.keys():
|
||||
for d, sector in builder_doors[opp].items():
|
||||
if d != door and (not sector.blue_barrier or sector.c_switch):
|
||||
return False
|
||||
for d, sector in candidate_doors[opp].items():
|
||||
if not sector.blue_barrier or sector.c_switch:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
@@ -3217,7 +3256,7 @@ def identify_branching_issues(dungeon_map, builder_info):
|
||||
|
||||
|
||||
def check_for_valid_layout(builder, sector_list, builder_info):
|
||||
dungeon_entrances, split_dungeon_entrances, world, player = builder_info
|
||||
dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
|
||||
if builder.name in split_dungeon_entrances.keys():
|
||||
try:
|
||||
temp_builder = DungeonBuilder(builder.name)
|
||||
@@ -3633,14 +3672,14 @@ def copy_door_equations(builder, sector_list):
|
||||
for sector in builder.sectors + sector_list:
|
||||
if sector.equations is None:
|
||||
# todo: sort equations?
|
||||
sector.equations = calc_sector_equations(sector, builder)
|
||||
sector.equations = calc_sector_equations(sector)
|
||||
curr_list = equations[sector] = []
|
||||
for equation in sector.equations:
|
||||
curr_list.append(equation.copy())
|
||||
return equations
|
||||
|
||||
|
||||
def calc_sector_equations(sector, builder):
|
||||
def calc_sector_equations(sector):
|
||||
equations = []
|
||||
is_entrance = sector.is_entrance_sector() and not sector.destination_entrance
|
||||
if is_entrance:
|
||||
@@ -3670,6 +3709,8 @@ def calc_door_equation(door, sector, look_for_entrance):
|
||||
eq.benefit[hook_from_door(door)].append(door)
|
||||
eq.required = True
|
||||
eq.c_switch = door.crystal == CrystalBarrier.Either
|
||||
# exceptions for long entrances ???
|
||||
# if door.name in ['PoD Dark Alley']:
|
||||
eq.entrance_flag = True
|
||||
return eq, flag
|
||||
eq = DoorEquation(door)
|
||||
|
||||
+2
-2
@@ -213,8 +213,8 @@ pod_regions = [
|
||||
'PoD Map Balcony', 'PoD Conveyor', 'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room',
|
||||
'PoD Stalfos Basement', 'PoD Basement Ledge', 'PoD Big Key Landing', 'PoD Falling Bridge',
|
||||
'PoD Falling Bridge Ledge', 'PoD Dark Maze', 'PoD Big Chest Balcony', 'PoD Compass Room', 'PoD Dark Basement',
|
||||
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs', 'PoD Lonely Turtle', 'PoD Turtle Party',
|
||||
'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
|
||||
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Bow Statue Moving Wall', 'PoD Dark Pegs', 'PoD Dark Pegs Ladder', 'PoD Dark Pegs Switch',
|
||||
'PoD Lonely Turtle', 'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
|
||||
]
|
||||
|
||||
swamp_regions = [
|
||||
|
||||
+3
-3
@@ -3616,7 +3616,7 @@ default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'),
|
||||
('Sanctuary Grave', 'Sewer Drop'),
|
||||
('Sanctuary Exit', 'Sanctuary Area'),
|
||||
|
||||
('Old Man Cave (West)', 'Old Man Cave'),
|
||||
('Old Man Cave (West)', 'Old Man Cave Ledge'),
|
||||
('Old Man Cave (East)', 'Old Man Cave'),
|
||||
('Old Man Cave Exit (West)', 'Death Mountain Entrance'),
|
||||
('Old Man Cave Exit (East)', 'West Death Mountain (Bottom)'),
|
||||
@@ -3762,7 +3762,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
|
||||
('Two Brothers House (West)', 'Two Brothers House'),
|
||||
('Two Brothers House Exit (East)', 'Light World'),
|
||||
('Two Brothers House Exit (West)', 'Maze Race Ledge'),
|
||||
('Sanctuary', 'Sanctuary'),
|
||||
('Sanctuary', 'Sanctuary Portal'),
|
||||
('Sanctuary Grave', 'Sewer Drop'),
|
||||
('Sanctuary Exit', 'Light World'),
|
||||
('Old Man House (Bottom)', 'Old Man House'),
|
||||
@@ -3833,7 +3833,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
|
||||
('Old Man Cave Exit (West)', 'West Dark World'),
|
||||
('Old Man Cave Exit (East)', 'Dark Death Mountain'),
|
||||
('Dark Death Mountain Fairy', 'Old Man Cave'),
|
||||
('Bumper Cave (Bottom)', 'Old Man Cave'),
|
||||
('Bumper Cave (Bottom)', 'Old Man Cave Ledge'),
|
||||
('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy'),
|
||||
('Bumper Cave Exit (Top)', 'Death Mountain Return Ledge'),
|
||||
('Bumper Cave Exit (Bottom)', 'Light World'),
|
||||
|
||||
@@ -749,6 +749,12 @@ def fill_specific_items(world):
|
||||
all_state = world.get_all_state(True)
|
||||
fill_restrictive(world, all_state, [cage], [key_item])
|
||||
|
||||
location = world.get_location('Tower of Hera - Map Chest', 1)
|
||||
key_item = next(x for x in world.itempool if 'Byrna' in x.name)
|
||||
world.itempool.remove(key_item)
|
||||
fast_fill(world, [key_item], [location])
|
||||
|
||||
|
||||
# somaria = next(item for item in world.itempool if item.name == 'Cane of Somaria')
|
||||
# shooter = world.get_location('Palace of Darkness - Shooter Room', 1)
|
||||
# world.itempool.remove(somaria)
|
||||
|
||||
+15
-7
@@ -335,8 +335,9 @@ def adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_coun
|
||||
test_set = None
|
||||
needed = rule.needed_keys_w_bk
|
||||
if needed > 0:
|
||||
accessible_loc.update(key_counter.other_locations)
|
||||
blocked_loc = key_layout.all_locations-accessible_loc
|
||||
all_accessible = set(accessible_loc)
|
||||
all_accessible.update(key_counter.other_locations)
|
||||
blocked_loc = key_layout.all_locations-all_accessible
|
||||
for location in blocked_loc:
|
||||
if location not in key_logic.location_rules.keys():
|
||||
loc_rule = LocationRule()
|
||||
@@ -373,11 +374,16 @@ def refine_placement_rules(key_layout, max_ctr):
|
||||
rule.needed_keys_w_bk -= len(key_onlys)
|
||||
if rule.needed_keys_w_bk == 0:
|
||||
rules_to_remove.append(rule)
|
||||
if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
|
||||
new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
|
||||
if len(new_restricted - key_logic.bk_restricted) > 0:
|
||||
key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
|
||||
changed = True
|
||||
# todo: evaluate this usage
|
||||
# if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
|
||||
# new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
|
||||
# if len(new_restricted | key_logic.bk_restricted) < len(key_layout.all_chest_locations):
|
||||
# if len(new_restricted - key_logic.bk_restricted) > 0:
|
||||
# key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
|
||||
# changed = True
|
||||
# else:
|
||||
# rules_to_remove.append(rule)
|
||||
# changed = True
|
||||
if rule.needed_keys_w_bk > key_layout.max_chests or len(rule.check_locations_w_bk) < rule.needed_keys_w_bk:
|
||||
logging.getLogger('').warning('Invalid rule - what went wrong here??')
|
||||
rules_to_remove.append(rule)
|
||||
@@ -501,6 +507,8 @@ def find_bk_locked_sections(key_layout, world, player):
|
||||
key_layout.all_chest_locations.update(counter.free_locations)
|
||||
key_layout.item_locations.update(counter.free_locations)
|
||||
key_layout.item_locations.update(counter.key_only_locations)
|
||||
key_layout.all_locations.update(key_layout.item_locations)
|
||||
key_layout.all_locations.update(counter.other_locations)
|
||||
if counter.big_key_opened and counter.important_location:
|
||||
big_chest_allowed_big_key = False
|
||||
if not counter.big_key_opened:
|
||||
|
||||
@@ -17,7 +17,7 @@ from InvertedRegions import create_inverted_regions, mark_dark_world_regions
|
||||
from EntranceShuffle import link_entrances, link_inverted_entrances
|
||||
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
|
||||
from Doors import create_doors
|
||||
from DoorShuffle import link_doors, connect_portal_copy
|
||||
from DoorShuffle import link_doors, connect_portal
|
||||
from RoomData import create_rooms
|
||||
from Rules import set_rules
|
||||
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
|
||||
@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
|
||||
from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
|
||||
from Utils import output_path, parse_player_names
|
||||
|
||||
__version__ = '0.2.0.17u'
|
||||
__version__ = '0.3.0.2-u'
|
||||
|
||||
class EnemizerError(RuntimeError):
|
||||
pass
|
||||
@@ -114,7 +114,7 @@ def main(args, seed=None, fish=None):
|
||||
create_dungeons(world, player)
|
||||
adjust_locations(world, player)
|
||||
|
||||
if any(world.potshuffle):
|
||||
if any(world.potshuffle.values()):
|
||||
logger.info(world.fish.translate("cli", "cli", "shuffling.pots"))
|
||||
for player in range(1, world.players + 1):
|
||||
if world.potshuffle[player]:
|
||||
@@ -222,9 +222,6 @@ def main(args, seed=None, fish=None):
|
||||
if use_enemizer:
|
||||
base_patch = LocalRom(args.rom) # update base2current.json
|
||||
|
||||
if use_enemizer:
|
||||
base_patch = LocalRom(args.rom) # update base2current.json
|
||||
|
||||
rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom)
|
||||
|
||||
if use_enemizer and (args.enemizercli or not args.jsonout):
|
||||
@@ -436,9 +433,7 @@ def copy_world(world):
|
||||
copied_region.is_light_world = region.is_light_world
|
||||
copied_region.is_dark_world = region.is_dark_world
|
||||
copied_region.dungeon = region.dungeon
|
||||
copied_region.locations = [copy.copy(location) for location in region.locations]
|
||||
for location in copied_region.locations:
|
||||
location.parent_region = copied_region
|
||||
copied_region.locations = [ret.get_location(location.name, location.player) for location in region.locations]
|
||||
for entrance in region.entrances:
|
||||
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
|
||||
|
||||
@@ -482,7 +477,7 @@ def copy_world(world):
|
||||
ret.dungeon_portals = world.dungeon_portals
|
||||
for player, portals in world.dungeon_portals.items():
|
||||
for portal in portals:
|
||||
connect_portal_copy(portal, ret, player)
|
||||
connect_portal(portal, ret, player)
|
||||
ret.sanc_portal = world.sanc_portal
|
||||
|
||||
for player in range(1, world.players + 1):
|
||||
|
||||
@@ -45,7 +45,7 @@ Doors are not shuffled.
|
||||
#### Level 1
|
||||
Normal door and spiral staircases are shuffled
|
||||
#### Level 2
|
||||
Same as Level 1 plus open edges and straight staircases are shuffled.
|
||||
Same as Level 1 plus open edges and both types of straight staircases are shuffled.
|
||||
#### Level 3
|
||||
Same as Level 2 plus Dungeon Lobbies are shuffled
|
||||
|
||||
@@ -60,9 +60,10 @@ Key drop location are added to the pool. The keys normally found there are added
|
||||
### Mixed Travel (--mixed_travel value)
|
||||
|
||||
Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
|
||||
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
|
||||
otherwise unconnected logically can be reached using these glitches. To prevent the player from unintentionally changing
|
||||
dungeons while doing these tricks, you may use one of the following options.
|
||||
|
||||
#### Prevent
|
||||
#### Prevent (default)
|
||||
|
||||
Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to
|
||||
learn what is dangerous and what is not. No logic seeds ignore this setting.
|
||||
@@ -73,17 +74,17 @@ The rooms are left alone and it is up to the discretion of the player whether to
|
||||
|
||||
#### Force
|
||||
|
||||
The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
|
||||
The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required to complete that game.
|
||||
|
||||
### Standardize Palettes (--standardize_palettes)
|
||||
No effect if door shuffle is not on crossed
|
||||
|
||||
#### Standardize
|
||||
#### Standardize (default)
|
||||
Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette.
|
||||
Rooms adjacent to sanctuary get their coloring to match sanc.
|
||||
Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original palette.
|
||||
|
||||
#### Original
|
||||
Room keep their original palettes.
|
||||
Rooms/supertiles keep their original palettes.
|
||||
|
||||
|
||||
## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
|
||||
@@ -121,13 +122,31 @@ Use to batch generate multiple seeds with same settings. If a seed number is pro
|
||||
Show the help message and exit.
|
||||
|
||||
```
|
||||
--door_shuffle
|
||||
--door_shuffle <mode>
|
||||
```
|
||||
|
||||
For specifying the door shuffle you want as above. (default: basic)
|
||||
|
||||
```
|
||||
--intensity
|
||||
--intensity <number>
|
||||
```
|
||||
|
||||
For specifying the door shuffle intensity level you want as above. (default: 2)
|
||||
|
||||
```
|
||||
--keydropshuffle
|
||||
```
|
||||
|
||||
Include mobs and pots drop in the item pool. (default: not enabled)
|
||||
|
||||
```
|
||||
--mixed_travel <mode>
|
||||
```
|
||||
|
||||
How to handle certain glitches in crossed dungeon mode. (default: prevent)
|
||||
|
||||
```
|
||||
--standardize_palettes (mode)
|
||||
```
|
||||
|
||||
Whether to standardize dungeon palettes in crossed dungeon mode. (default: standardize)
|
||||
+12
-147
@@ -1,157 +1,22 @@
|
||||
# New Features
|
||||
|
||||
## Lobby shuffle added as Intensity level 3
|
||||
## In-Room Staircases/Ladders
|
||||
|
||||
* Standard notes:
|
||||
* The sanctuary is vanilla, and will be missing the exit door until Zelda is rescued
|
||||
* In entrance shuffle the hyrule castle left and right exit door will be missing until Zelda is rescued. This
|
||||
replaces the rails that used to block those lobby exits
|
||||
* In non-entrance shuffle, Agahnims tower can be in logic if you have cape and/or Master sword, but you are never
|
||||
required to beat Agahnim 1 until Zelda is rescued.
|
||||
* Open notes:
|
||||
* The Sanctuary is limited to be in a LW dungeon unless you have ER Crossed or higher enabled
|
||||
* Mirroring from the Sanctuary to the new "Sanctuary" lobby is now in logic, as is exiting there.
|
||||
* In ER crossed or higher, if the Sanctuary is in the Dark World, Link starts as Bunny there until the Moon Pearl
|
||||
is found. Nothing inside that dungeon is in logic until the Moon Pearl is found. (Unless it is a multi-entrance
|
||||
dungeon that you can access from some LW entrance)
|
||||
* Lobby list is found in the spoiler
|
||||
* Exits for Multi-entrance dungeons after beating bosses now makes more sense. Generally you'll exit from a entrance
|
||||
from which the boss can logically be reached. If there are multiple, ones that do not lead to regions only accessible
|
||||
by connector are preferred. The exit is randomly chosen if there's no obvious preference. However, In certain poor
|
||||
cases like Skull Woods in ER, sometimes an exit is chosen not because you can reach the boss from there, but to
|
||||
prevent a potential forced S&Q.
|
||||
* Palette changes:
|
||||
* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
|
||||
* Sanctuary palette used on the adjacent rooms to Sanctuary (Sanctuary stays the dungeon color for now)
|
||||
* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
|
||||
* There is a setting to keep original palettes (--standardize_palettes original)
|
||||
* Known issues:
|
||||
* Palettes aren't perfect
|
||||
* Some ugly colors
|
||||
* Invisible floors can be see in many palettes
|
||||
In intensity level 2 and higher the in-floor staircases/ladders that take you between tiles can now be shuffled with
|
||||
any N/S connections. (those that appear to go up one floor are North connection and those that go down are South ones)
|
||||
|
||||
## Key Drop Shuffle
|
||||
|
||||
--keydropshuffle added. This add 33 new locations to the game where keys are found under pots
|
||||
and where enemies drop keys. This includes 32 small key location and the ball and chain guard who normally drop the HC
|
||||
Big Key.
|
||||
|
||||
* Overall location count updated
|
||||
* Setting mentioned in spoiler
|
||||
* Minor change: if a key is Universal or for that dungeon, then if will use the old mechanics of picking up the key without
|
||||
an entire pose and should be obtainable with the hookshot or boomerang as before
|
||||
|
||||
## --mixed_travel setting
|
||||
* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
|
||||
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
|
||||
* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
|
||||
crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
|
||||
* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
|
||||
* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
|
||||
|
||||
## Keysanity menu redesign
|
||||
|
||||
Redesign of Keysanity Menu complete for crossed dungeon and moved out of experimental.
|
||||
* First screen about Big Keys and Small Keys
|
||||
* 1st Column: The map is required for information about the Big Key
|
||||
* If you don't have the map, it'll be blank until you obtain the Big Key
|
||||
* If have the map:
|
||||
* 0 indicates there is no Big Key for that dungeon
|
||||
* A red symbol indicates the Ball N Chain guard has the big key for that dungeon (does not apply in
|
||||
--keydropshuffle)
|
||||
* Blank if there a big key but you haven't found it yet
|
||||
* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
|
||||
* 3rd Column only display if you have the map. It shows the number of keys left to collect for that dungeon. If
|
||||
--keydropshuffle is off, this does not count key drops. If on, it does.
|
||||
* (Note: the key columns can display up to 36 using the letters A-Z after 9)
|
||||
* Second screen about Maps / Compass
|
||||
* 1st Column: indicate if you have foudn the map of not for that dungeon
|
||||
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
|
||||
many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
|
||||
|
||||
## Potshuffle by compiling
|
||||
|
||||
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version. Needs some
|
||||
testing to verify logic is all good.
|
||||
|
||||
## Other features
|
||||
|
||||
### Spoiler log improvements
|
||||
|
||||
* In crossed mode, the new dungeon is listed along with the location designated by a '@' sign
|
||||
* Random gt crystals and ganon crystal are noted in the settings for better reproduction of seeds
|
||||
|
||||
### Experimental features
|
||||
|
||||
* Only the random bomb doors and the item counter are currently experimental
|
||||
* Item counter is suppressed in Triforce Hunt
|
||||
|
||||
#### Temporary debug features
|
||||
|
||||
* Removed the red square in the upper right corner of the hud if the castle gate is closed
|
||||
Big thanks to Catobat for doing all the hard work.
|
||||
|
||||
# Bug Fixes
|
||||
|
||||
* 2.0.17u
|
||||
* Generation improvements
|
||||
* 2.0.16u
|
||||
* Prevent HUD from showing key counter when in the overworld. (Aga 2 doesn't always clear the dungeon indicator)
|
||||
* Fixed key logic regarding certain isolated "important" locations
|
||||
* Fixed a problem with keydropshuffle thinking certain progression items are keys
|
||||
* A couple of inverted rules fixed
|
||||
* A more accurate count of which locations are blocked by teh big key in Ganon's Tower
|
||||
* Updated base rom to 31.0.7 (includes potential hera basement cage fix)
|
||||
* 2.0.15u
|
||||
* Allow Aga Tower lobby door as a a paired keydoor (typo)
|
||||
* Fix portal check for multi-entrance dungeons
|
||||
* 2.0.14u
|
||||
* Removal of key doors no longer messes up certain lobbies
|
||||
* Fixed ER entrances when Desert Back is a connector
|
||||
* 2.0.13u
|
||||
* Minor portal re-work for certain logic and spoiler information
|
||||
* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
|
||||
* Fix for inverted ER + intensity 3
|
||||
* Fix for current small keys missing on keysanity menu
|
||||
* Logic added for cases where you can flood Swamp Trench 1 before finding flippers and lock yourself out of getting
|
||||
something behind the trench that leads to the flippers
|
||||
* 2.0.12u
|
||||
* Another fix for animated tiles (fairy fountains)
|
||||
* GT Big Key stat fixed on credits
|
||||
* Any denomination of rupee 20 or below can be removed to make room for Crossed Dungeon's extra dungeon items. This
|
||||
helps retro generate more often.
|
||||
* Fix for TR Lobbies in intensity 3 and ER shuffles that was causing a hardlock
|
||||
* Standard ER logic revised for lobby shuffle and rain state considerations.
|
||||
* 2.0.11u
|
||||
* Fix output path setting in settings.json
|
||||
* Fix trock entrances when intensity <= 2
|
||||
* 2.0.10u
|
||||
* Fix POD, TR, GT and SKULL 3 entrances if sanc ends up in that dungeon in crossed ER+
|
||||
* TR Lobbies that need a bomb and can be entered before bombing should be pre-opened
|
||||
* Animated tiles are loaded correctly in lobbies
|
||||
* If a wallmaster grabs you and the lobby is dark, the lamp turns on now
|
||||
* Certain key rules no longer override item requirements (e.g. Somaria behind TR Hub)
|
||||
* Old Man Cave is correctly one way in the graph
|
||||
* Some key logic fixes
|
||||
* 2.0.9-u
|
||||
* /missing command in MultiClient fixed
|
||||
* 2.0.8-u
|
||||
* Player sprite disappears after picking up a key drop in keydropshuffle
|
||||
* Sewers and Hyrule Castle compass problems
|
||||
* Double count of the Hera Basement Cage item (both overall and compass)
|
||||
* Unnecessary/inconsistent rug cutoff
|
||||
* TR Crystal Maze thought you get through backwards without Somaria
|
||||
* Ensure Thieves Attic Window area can always be reached
|
||||
* Fixed where HC big key was not counted
|
||||
* Prior fixes
|
||||
* Fixed a situation where logic did not account properly for Big Key doors in standard Hyrule Castle
|
||||
* Fixed a problem ER shuffle generation that did not account for lobbies moving around
|
||||
* Fixed a problem with camera unlock (GT Mimics and Mire Minibridge)
|
||||
* Fixed a problem with bad-pseudo layer at PoD map Balcony (unable to hit switch with Bomb)
|
||||
* Fixed a problem with the Ganon hint when hints are turned off
|
||||
* 0.3.0.1-u
|
||||
* Problem with lobbies on re-rolls corrected
|
||||
* Potential playthrough problem addressed
|
||||
* 0.3.0.0-u
|
||||
* Generation improvements. Basic >95% success. Crossed >80% success.
|
||||
* Possible increased generation times as certain generation problem tries a partial re-roll
|
||||
|
||||
# Known Issues
|
||||
|
||||
* Multiworld = /missing command not working
|
||||
* Potenial keylocks in multi-entrance dungeons
|
||||
* Incorrect vanilla keylogic for Mire
|
||||
* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic
|
||||
* Potential keylocks in multi-entrance dungeons
|
||||
* Incorrect vanilla key logic for Mire
|
||||
+10
-6
@@ -511,8 +511,11 @@ def create_dungeon_regions(world, player):
|
||||
create_dungeon_region(player, 'PoD Dark Basement', 'Palace of Darkness', ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'], ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs']),
|
||||
create_dungeon_region(player, 'PoD Harmless Hellway', 'Palace of Darkness', ['Palace of Darkness - Harmless Hellway'], ['PoD Harmless Hellway NE', 'PoD Harmless Hellway SE']),
|
||||
create_dungeon_region(player, 'PoD Mimics 2', 'Palace of Darkness', None, ['PoD Mimics 2 SW', 'PoD Mimics 2 NW']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Down Ladder']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Crystal Path']),
|
||||
create_dungeon_region(player, 'PoD Bow Statue Moving Wall', 'Palace of Darkness', None, ['PoD Bow Statue Moving Wall Path', 'PoD Bow Statue Down Ladder', 'PoD Bow Statue Moving Wall Cane Path']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs Ladder', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path']),
|
||||
create_dungeon_region(player, 'PoD Dark Pegs Switch', 'Palace of Darkness', None, ['PoD Dark Pegs Switch Path']),
|
||||
create_dungeon_region(player, 'PoD Lonely Turtle', 'Palace of Darkness', None, ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN']),
|
||||
create_dungeon_region(player, 'PoD Turtle Party', 'Palace of Darkness', None, ['PoD Turtle Party ES', 'PoD Turtle Party NW']),
|
||||
create_dungeon_region(player, 'PoD Dark Alley', 'Palace of Darkness', None, ['PoD Dark Alley NE']),
|
||||
@@ -555,9 +558,9 @@ def create_dungeon_regions(world, player):
|
||||
create_dungeon_region(player, 'Swamp Right Elbow', 'Swamp Palace', None, ['Swamp Right Elbow SE', 'Swamp Right Elbow Down Stairs']),
|
||||
create_dungeon_region(player, 'Swamp Drain Left', 'Swamp Palace', None, ['Swamp Drain Left Up Stairs', 'Swamp Drain WN']),
|
||||
create_dungeon_region(player, 'Swamp Drain Right', 'Swamp Palace', ['Swamp Drain'], ['Swamp Drain Right Switch', 'Swamp Drain Right Up Stairs']),
|
||||
# This is intentionally odd so I don't have to treat the WS door in the Flooded Room oddly (because of how it works when going backward)
|
||||
create_dungeon_region(player, 'Swamp Flooded Room', 'Swamp Palace', None, ['Swamp Flooded Room Up Stairs', 'Swamp Flooded Room Ladder', 'Swamp Flooded Room WS']),
|
||||
create_dungeon_region(player, 'Swamp Flooded Spot', 'Swamp Palace', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right'], ['Swamp Flooded Spot Ladder']),
|
||||
create_dungeon_region(player, 'Swamp Flooded Room', 'Swamp Palace', None, ['Swamp Flooded Room Up Stairs', 'Swamp Flooded Room Ladder']),
|
||||
# this is more normal and allows getting the chests from doing this room backward in logic
|
||||
create_dungeon_region(player, 'Swamp Flooded Spot', 'Swamp Palace', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right'], ['Swamp Flooded Room WS', 'Swamp Flooded Spot Ladder']),
|
||||
create_dungeon_region(player, 'Swamp Basement Shallows', 'Swamp Palace', None, ['Swamp Basement Shallows NW', 'Swamp Basement Shallows EN', 'Swamp Basement Shallows ES']),
|
||||
create_dungeon_region(player, 'Swamp Waterfall Room', 'Swamp Palace', ['Swamp Palace - Waterfall Room'], ['Swamp Waterfall Room SW', 'Swamp Waterfall Room NW', 'Swamp Waterfall Room NE']),
|
||||
create_dungeon_region(player, 'Swamp Refill', 'Swamp Palace', None, ['Swamp Refill SW']),
|
||||
@@ -872,7 +875,8 @@ def create_dungeon_regions(world, player):
|
||||
world.get_region('PoD Arena Main', player).crystal_switch = True
|
||||
world.get_region('PoD Arena Bridge', player).crystal_switch = True # RANGED Weapon Required
|
||||
world.get_region('PoD Sexy Statue', player).crystal_switch = True
|
||||
world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane)
|
||||
world.get_region('PoD Bow Statue', player).crystal_switch = True
|
||||
world.get_region('PoD Dark Pegs Switch', player).crystal_switch = True
|
||||
world.get_region('PoD Dark Pegs', player).crystal_switch = True
|
||||
world.get_region('Swamp Crystal Switch', player).crystal_switch = True
|
||||
world.get_region('Thieves Spike Switch', player).crystal_switch = True
|
||||
|
||||
@@ -27,7 +27,7 @@ from EntranceShuffle import door_addresses, exit_ids
|
||||
|
||||
|
||||
JAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
RANDOMIZERBASEHASH = '185a0f74ab0e2ce8899c8d7d309ca68c'
|
||||
RANDOMIZERBASEHASH = 'bffd4e834049ca5f5295601436fc6009'
|
||||
|
||||
|
||||
class JsonRom(object):
|
||||
@@ -284,14 +284,23 @@ def patch_enemizer(world, player, rom, baserom_path, enemizercli, random_sprite_
|
||||
with open(options_path, 'w') as f:
|
||||
json.dump(options, f)
|
||||
|
||||
subprocess.check_call([os.path.abspath(enemizercli),
|
||||
'--rom', baserom_path,
|
||||
'--seed', str(world.rom_seeds[player]),
|
||||
'--base', basepatch_path,
|
||||
'--randomizer', randopatch_path,
|
||||
'--enemizer', options_path,
|
||||
'--output', enemizer_output_path],
|
||||
cwd=os.path.dirname(enemizercli), stdout=subprocess.DEVNULL)
|
||||
try:
|
||||
subprocess.run([os.path.abspath(enemizercli),
|
||||
'--rom', baserom_path,
|
||||
'--seed', str(world.rom_seeds[player]),
|
||||
'--base', basepatch_path,
|
||||
'--randomizer', randopatch_path,
|
||||
'--enemizer', options_path,
|
||||
'--output', enemizer_output_path],
|
||||
cwd=os.path.dirname(enemizercli),
|
||||
check=True,
|
||||
capture_output=True)
|
||||
except subprocess.CalledProcessError as e:
|
||||
from Main import EnemizerError
|
||||
enemizerMsg = world.fish.translate("cli","cli","Enemizer returned exit code: ") + str(e.returncode) + "\n"
|
||||
enemizerMsg += world.fish.translate("cli","cli","enemizer.nothing.applied")
|
||||
logging.error(f'Enemizer error output: {e.stderr.decode("utf-8")}\n')
|
||||
raise EnemizerError(enemizerMsg)
|
||||
|
||||
with open(enemizer_basepatch_path, 'r') as f:
|
||||
for patch in json.load(f):
|
||||
@@ -676,7 +685,7 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
for door in world.doors:
|
||||
if door.dest is not None and isinstance(door.dest, Door) and\
|
||||
door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs,
|
||||
DoorType.Open, DoorType.StraightStairs]:
|
||||
DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
rom.write_bytes(door.getAddress(), door.dest.getTarget(door))
|
||||
for paired_door in world.paired_doors[player]:
|
||||
rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player))
|
||||
@@ -684,13 +693,15 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
if world.doorShuffle[player] != 'vanilla':
|
||||
|
||||
for builder in world.dungeon_layouts[player].values():
|
||||
if builder.pre_open_stonewall:
|
||||
if builder.pre_open_stonewall.name == 'Desert Wall Slide NW':
|
||||
for stonewall in builder.pre_open_stonewalls:
|
||||
if stonewall.name == 'Desert Wall Slide NW':
|
||||
dr_flags |= DROptions.Open_Desert_Wall
|
||||
elif stonewall.name == 'PoD Bow Statue Down Ladder':
|
||||
dr_flags |= DROptions.Open_PoD_Wall
|
||||
for name, pair in boss_indicator.items():
|
||||
dungeon_id, boss_door = pair
|
||||
opposite_door = world.get_door(boss_door, player).dest
|
||||
if opposite_door and opposite_door.roomIndex > -1:
|
||||
if opposite_door and isinstance(opposite_door, Door) and opposite_door.roomIndex > -1:
|
||||
dungeon_name = opposite_door.entrance.parent_region.dungeon.name
|
||||
dungeon_id = boss_indicator[dungeon_name][0]
|
||||
rom.write_byte(0x13f000+dungeon_id, opposite_door.roomIndex)
|
||||
@@ -1375,38 +1386,42 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E])
|
||||
rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
|
||||
|
||||
rom.write_byte(0x18004E, 0) # Escape Fill (nothing)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0,0,0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0,0,0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0,0,0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_byte(0x18004E, 0) # Escape Fill (nothing)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max, bomb_max, magic_max = 0, 0, 0
|
||||
bow_small, magic_small = 0, 0
|
||||
if world.mode[player] == 'standard':
|
||||
if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']:
|
||||
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0,0,70]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0,0,10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0,0,10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max = 70
|
||||
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0, 0, 70]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 0, 10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 0, 10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max, bow_small = 70, 10
|
||||
elif uncle_location.item is not None and uncle_location.item.name in ['Bombs (10)']:
|
||||
rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
|
||||
rom.write_bytes(0x180185, [0,50,0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0,3,0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0,3,0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
|
||||
rom.write_bytes(0x180185, [0, 50, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 3, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 3, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bomb_max = 50
|
||||
elif uncle_location.item is not None and uncle_location.item.name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']:
|
||||
rom.write_byte(0x18004E, 4) # Escape Fill (magic)
|
||||
rom.write_bytes(0x180185, [0x80,0,0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0x20,0,0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0x20,0,0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
magic_max = 0x80
|
||||
rom.write_byte(0x18004E, 4) # Escape Fill (magic)
|
||||
rom.write_bytes(0x180185, [0x80, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0x20, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
magic_max, magic_small = 0x80, 0x20
|
||||
if world.doorShuffle[player] == 'crossed':
|
||||
# Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
|
||||
rom.write_bytes(0x180188, [0x20, 3, 10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0x20, 3, 10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
|
||||
elif world.doorShuffle[player] == 'basic': # just in case a bomb is needed to get to a chest
|
||||
rom.write_bytes(0x180185, [max(0x00, magic_max), max(3, bomb_max), max(0, bow_max)])
|
||||
rom.write_bytes(0x180188, [magic_small, 3, bow_small]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [magic_small, 3, bow_small]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
|
||||
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
|
||||
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)
|
||||
@@ -2575,4 +2590,4 @@ def write_pots_to_rom(rom, pot_contents):
|
||||
write_int16(rom, pot_item_room_table_lookup + 2*i, n-2)
|
||||
else:
|
||||
write_int16(rom, pot_item_room_table_lookup + 2*i, n-2)
|
||||
assert n <= pot_item_table_end
|
||||
assert n <= pot_item_table_end
|
||||
|
||||
@@ -254,6 +254,12 @@ def create_rooms(world, player):
|
||||
world.get_room(0xc0, player).change(0, DoorKind.Normal) # fix this kill room if enemizer is on
|
||||
|
||||
|
||||
def reset_rooms(world, player):
|
||||
world.rooms = [x for x in world.rooms if x.player != player]
|
||||
world._room_cache.clear()
|
||||
create_rooms(world, player)
|
||||
|
||||
|
||||
class Room(object):
|
||||
def __init__(self, player, index, address):
|
||||
self.player = player
|
||||
|
||||
@@ -202,8 +202,10 @@ def global_rules(world, player):
|
||||
set_rule(world.get_entrance('PoD Mimics 2 NW', player), lambda state: state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('PoD Bow Statue Down Ladder', player), lambda state: state.can_shoot_arrows(player))
|
||||
set_rule(world.get_entrance('PoD Map Balcony Drop Down', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs WN', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Up Ladder', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Hammer Path', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Ladder Hammer Path', player), lambda state: state.has('Hammer', player))
|
||||
set_rule(world.get_entrance('PoD Dark Pegs Ladder Cane Path', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_rule(world.get_entrance('PoD Bow Statue Moving Wall Cane Path', player), lambda state: state.has('Cane of Somaria', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
|
||||
|
||||
@@ -231,10 +233,9 @@ def global_rules(world, player):
|
||||
set_rule(world.get_entrance('Swamp Barrier Ledge Hook Path', player), lambda state: state.has('Hookshot', player))
|
||||
set_rule(world.get_entrance('Swamp Drain Right Switch', player), lambda state: state.has('Drained Swamp', player))
|
||||
set_rule(world.get_entrance('Swamp Drain WN', player), lambda state: state.has('Drained Swamp', player))
|
||||
# this might be unnecesssary for an insanity style shuffle
|
||||
set_rule(world.get_entrance('Swamp Flooded Room WS', player), lambda state: state.has('Drained Swamp', player))
|
||||
set_rule(world.get_entrance('Swamp Flooded Room Ladder', player), lambda state: state.has('Drained Swamp', player))
|
||||
set_rule(world.get_location('Swamp Palace - Flooded Room - Left', player), lambda state: state.has('Drained Swamp', player))
|
||||
set_rule(world.get_location('Swamp Palace - Flooded Room - Right', player), lambda state: state.has('Drained Swamp', player))
|
||||
set_rule(world.get_entrance('Swamp Flooded Spot Ladder', player), lambda state: state.has('Flippers', player) or state.has('Drained Swamp', player))
|
||||
set_rule(world.get_entrance('Swamp Drain Left Up Stairs', player), lambda state: state.has('Flippers', player) or state.has('Drained Swamp', player))
|
||||
set_rule(world.get_entrance('Swamp Waterway NW', player), lambda state: state.has('Flippers', player))
|
||||
@@ -854,7 +855,9 @@ def no_glitches_rules(world, player):
|
||||
'PoD Callback': {'sewer': False, 'entrances': ['PoD Callback WS', 'PoD Callback Warp'], 'locations': []},
|
||||
'PoD Turtle Party': {'sewer': False, 'entrances': ['PoD Turtle Party ES', 'PoD Turtle Party NW'], 'locations': []},
|
||||
'PoD Lonely Turtle': {'sewer': False, 'entrances': ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN'], 'locations': []},
|
||||
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN'], 'locations': []},
|
||||
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN'], 'locations': []},
|
||||
'PoD Dark Pegs Ladder': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path'], 'locations': []},
|
||||
'PoD Dark Pegs Switch': {'sewer': False, 'entrances': ['PoD Dark Pegs Switch Path'], 'locations': []},
|
||||
'PoD Dark Basement': {'sewer': False, 'entrances': ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs'], 'locations': ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right']},
|
||||
'PoD Dark Maze': {'sewer': False, 'entrances': ['PoD Dark Maze EN', 'PoD Dark Maze E'], 'locations': ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom']},
|
||||
'Eastern Dark Square': {'sewer': False, 'entrances': ['Eastern Dark Square NW', 'Eastern Dark Square Key Door WN', 'Eastern Dark Square EN'], 'locations': []},
|
||||
|
||||
@@ -36,6 +36,9 @@ def is_bundled():
|
||||
return getattr(sys, 'frozen', False)
|
||||
|
||||
def local_path(path):
|
||||
# just do stuff here and bail
|
||||
return os.path.join(".", path)
|
||||
|
||||
if local_path.cached_path is not None:
|
||||
return os.path.join(local_path.cached_path, path)
|
||||
|
||||
@@ -51,6 +54,9 @@ def local_path(path):
|
||||
local_path.cached_path = None
|
||||
|
||||
def output_path(path):
|
||||
# just do stuff here and bail
|
||||
return os.path.join(".", path)
|
||||
|
||||
if output_path.cached_path is not None:
|
||||
return os.path.join(output_path.cached_path, path)
|
||||
|
||||
@@ -61,15 +67,7 @@ def output_path(path):
|
||||
# has been packaged, so cannot use CWD for output.
|
||||
if sys.platform == 'win32':
|
||||
#windows
|
||||
import ctypes.wintypes
|
||||
CSIDL_PERSONAL = 5 # My Documents
|
||||
SHGFP_TYPE_CURRENT = 0 # Get current, not default value
|
||||
|
||||
buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
|
||||
ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf)
|
||||
|
||||
documents = buf.value
|
||||
|
||||
documents = os.path.join(os.path.expanduser("~"),"Documents")
|
||||
elif sys.platform == 'darwin':
|
||||
from AppKit import NSSearchPathForDirectoriesInDomains # pylint: disable=import-error
|
||||
# http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/Foundation/Miscellaneous/Foundation_Functions/Reference/reference.html#//apple_ref/c/func/NSSearchPathForDirectoriesInDomains
|
||||
@@ -655,4 +653,3 @@ if __name__ == '__main__':
|
||||
# room_palette_data(old_rom=sys.argv[1])
|
||||
# extract_data_from_us_rom(sys.argv[1])
|
||||
extract_data_from_jp_rom(sys.argv[1])
|
||||
|
||||
|
||||
+3
-1
@@ -7,6 +7,8 @@
|
||||
; Free RAM notes
|
||||
; Normal doors use $AB-AC for scrolling indicator
|
||||
; Normal doors use $FE to store the trap door indicator
|
||||
; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
|
||||
; Normal doors use $045f to determine the order in which supertile quadrants are drawn
|
||||
; Spiral doors use $045e to store stair type
|
||||
; Gfx uses $b1 to for sub-sub-sub-module thing
|
||||
|
||||
@@ -35,7 +37,7 @@ incsrc edges.asm
|
||||
incsrc math.asm
|
||||
incsrc hudadditions.asm
|
||||
incsrc dr_lobby.asm
|
||||
warnpc $279700
|
||||
warnpc $279C00
|
||||
|
||||
incsrc doortables.asm
|
||||
warnpc $288000
|
||||
|
||||
+17
-3
@@ -1,4 +1,4 @@
|
||||
org $279700
|
||||
org $279C00
|
||||
KeyDoorOffset:
|
||||
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
|
||||
dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000
|
||||
@@ -58,7 +58,7 @@ db $9f
|
||||
|
||||
org $27A000
|
||||
DoorTable:
|
||||
;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
|
||||
;; NW 00 N 01 NE 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
|
||||
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
|
||||
dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01)
|
||||
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02)
|
||||
@@ -227,7 +227,7 @@ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003,
|
||||
;dw $0080, $1f50 ; ->zelda's cellblock
|
||||
|
||||
org $27B000
|
||||
SpiralTable: ;113 4 byte entries - should end at 27B44C
|
||||
SpiralTable: ;113 4 byte entries - should end at 27B1C4
|
||||
dw $0203, $8080 ;null row
|
||||
dw $0203, $8080 ;HC Backhallway
|
||||
dw $0203, $8080 ;Sewer Pull
|
||||
@@ -557,6 +557,20 @@ MultDivInfo: ; (1, 2, 3, 4, 5, 6, 10, 20)
|
||||
db $01, $02, $03, $04, $05, $06, $0a, $14
|
||||
; indices: 0-7
|
||||
|
||||
; In-room stairs in North/South pairs. From left to right:
|
||||
; PoD, IP right side, IP Freezor chest and GT
|
||||
org $27C700
|
||||
InroomStairsTable:
|
||||
dw $0003,$0003, $0003,$0003, $0003,$0003, $0003,$0003
|
||||
|
||||
org $27C720
|
||||
InroomStairsRoom:
|
||||
db $0B,$1B, $3F,$1F, $7E,$5E, $96,$3D
|
||||
InroomStairsX:
|
||||
dw $0190, $0160, $0040, $0178
|
||||
InroomStairsY:
|
||||
dw $0058, $0148, $0198, $0190
|
||||
|
||||
|
||||
; dungeon tables
|
||||
; HC HC EP DP AT SP PD MM SW IP TH TT TR GT
|
||||
|
||||
@@ -46,8 +46,19 @@ org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
|
||||
jsl StraightStairLayerFix
|
||||
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
|
||||
jsl DoorToStraight : nop
|
||||
org $02c092 ; STA $0020, Y : LDX #$00
|
||||
jsl DoorToInroom : nop
|
||||
org $02c0f8 ; CMP $02C034, X
|
||||
jsl DoorToInroomEnd
|
||||
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
|
||||
jsl StraightStairsTrapDoor : rts
|
||||
org $028b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
|
||||
jsl InroomStairsTrapDoor
|
||||
|
||||
org $0289a0 ; JSL $0091C4
|
||||
jsl QuadrantLoadOrderBeforeScroll
|
||||
org $02bd9c ; JSL $0091C4
|
||||
jsl QuadrantLoadOrderAfterScroll
|
||||
|
||||
|
||||
; Graphics fix
|
||||
|
||||
+7
-1
@@ -52,14 +52,20 @@ LoadEdgeRoomVert:
|
||||
lda $03 : sta $a0
|
||||
sty $06
|
||||
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
|
||||
lda $04 : and #$80 : bne .edge
|
||||
lda $04 : sta $01 ; load up flags in $01
|
||||
and #$03 : cmp #$03 : beq .inroom
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr PrepScrollToNormal
|
||||
bra .scroll
|
||||
|
||||
.inroom
|
||||
jsr ScrollToInroomStairs
|
||||
rts
|
||||
|
||||
.edge
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
lda $04 : and #$10 : beq +
|
||||
lda #$01
|
||||
+ sta $ee ; layer stuff
|
||||
|
||||
+114
-4
@@ -31,6 +31,13 @@ WarpUp:
|
||||
jsr Cleanup
|
||||
rtl
|
||||
|
||||
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
|
||||
macro StonewallCheck(Room)
|
||||
lda $a0 : cmp.b #<Room> : bne ?end
|
||||
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
|
||||
?end
|
||||
endmacro
|
||||
|
||||
WarpDown:
|
||||
lda.l DRMode : beq .end
|
||||
lda $040c : cmp.b #$ff : beq .end
|
||||
@@ -38,6 +45,7 @@ WarpDown:
|
||||
jsr CalcIndex
|
||||
!add #$0c : ldy #$ff ; offsets in A, Y
|
||||
jsr LoadRoomVert
|
||||
%StonewallCheck($43)
|
||||
.end
|
||||
jsr Cleanup
|
||||
rtl
|
||||
@@ -130,15 +138,20 @@ LoadRoomVert:
|
||||
.gtg ;Good to Go!
|
||||
pla ; Throw away normal room (don't fill up the stack)
|
||||
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
|
||||
lda $01 : and #$80 : beq .normal
|
||||
lda $01 : and #$80 : beq .notEdge
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
ldy $06 : cpy #$ff : beq +
|
||||
lda $01 : jsr LoadSouthMidpoint : bra ++
|
||||
+ lda $01 : jsr LoadNorthMidpoint
|
||||
++ jsr PrepScrollToEdge : bra .scroll
|
||||
|
||||
.notEdge
|
||||
lda $01 : and #$03 : cmp #$03 : bne .normal
|
||||
jsr ScrollToInroomStairs
|
||||
bra .end
|
||||
.normal
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr PrepScrollToNormal
|
||||
.scroll
|
||||
lda $01 : and #$40 : pha
|
||||
@@ -180,6 +193,68 @@ ShiftVariablesMainDir:
|
||||
rts
|
||||
}
|
||||
|
||||
; Normal Flags should be in $01
|
||||
ScrollToInroomStairs:
|
||||
{
|
||||
jsr PrepScrollToInroomStairs
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
jsr ScrollX
|
||||
ldy #$00 : jsr ApplyScroll
|
||||
lda $a0 : and #$0f : cmp #$0f : bne +
|
||||
stz $e0 : stz $e2 ; special case camera fix
|
||||
lda #$1f : sta $e1 : sta $e3
|
||||
+
|
||||
rts
|
||||
}
|
||||
|
||||
; Direction should be in $06, Shift Value (see above) in $02 and other info in $01
|
||||
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
|
||||
PrepScrollToInroomStairs:
|
||||
{
|
||||
lda $01 : and #$30 : lsr #3 : tay
|
||||
lda.w InroomStairsX,y : sta $04
|
||||
lda.w InroomStairsX+1,y : sta $05
|
||||
lda $06 : cmp #$ff : beq .south
|
||||
lda.w InroomStairsY+1,y : bne +
|
||||
inc $045f ; flag indicating special screen transition
|
||||
dec $02 ; shift variables further
|
||||
stz $aa
|
||||
lda $a8 : and #%11111101 : sta $a8
|
||||
stz $0613 ; North scroll target
|
||||
inc $0603 : inc $0607
|
||||
dec $0619 : dec $061b
|
||||
+
|
||||
lda.w InroomStairsY,y : !add #$20 : sta $20
|
||||
!sub #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !add #$20 : sta $20
|
||||
stz $045f
|
||||
+
|
||||
dec $21
|
||||
%StonewallCheck($1b)
|
||||
bra ++
|
||||
.south
|
||||
lda.w InroomStairsY+1,y : beq +
|
||||
inc $045f ; flag indicating special screen transition
|
||||
inc $02 ; shift variables further
|
||||
lda #$02 : sta $aa
|
||||
lda $a8 : ora #%00000010 : sta $a8
|
||||
inc $0611 ; South scroll target
|
||||
dec $0603 : dec $0607
|
||||
inc $0619 : inc $061b
|
||||
+
|
||||
lda.w InroomStairsY,y : !sub #$20 : sta $20
|
||||
!add #$38 : sta $045e
|
||||
lda $01 : and #$40 : beq +
|
||||
lda $20 : !sub #$20 : sta $20
|
||||
stz $045f
|
||||
+
|
||||
inc $21
|
||||
++
|
||||
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
|
||||
stz $0476
|
||||
+ rts
|
||||
}
|
||||
|
||||
; Target pixel should be in A, other info in $01
|
||||
; Sets $04 $05 and $ee
|
||||
@@ -214,6 +289,7 @@ StraightStairsAdj:
|
||||
{
|
||||
stx $0464 : sty $012e ; what we wrote over
|
||||
lda.l DRMode : beq +
|
||||
lda $045e : bne .toInroom
|
||||
jsr GetTileAttribute : tax
|
||||
lda $11 : cmp #$12 : beq .goingNorth
|
||||
lda $a2 : cmp #$51 : bne ++
|
||||
@@ -234,6 +310,9 @@ StraightStairsAdj:
|
||||
pla : !add #$f6 : pha
|
||||
++ pla : !add $0464 : sta $0464
|
||||
+ rtl
|
||||
.toInroom
|
||||
lda #$32 : sta $0464 : stz $045e
|
||||
rtl
|
||||
}
|
||||
|
||||
GetTileAttribute:
|
||||
@@ -283,11 +362,32 @@ DoorToStraight:
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroom:
|
||||
{
|
||||
ldx $045e : bne .end
|
||||
sta $0020, y ; what we wrote over
|
||||
.end
|
||||
ldx #$00 ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
DoorToInroomEnd:
|
||||
{
|
||||
ldy $045e : beq .vanilla
|
||||
cmp $045e : bne .return
|
||||
stz $045e ; clear
|
||||
.return
|
||||
rtl
|
||||
.vanilla
|
||||
cmp $02c034, x ; what we wrote over
|
||||
rtl
|
||||
}
|
||||
|
||||
StraightStairsTrapDoor:
|
||||
{
|
||||
lda $0464 : bne +
|
||||
; reset function
|
||||
phk : pea.w .jslrtsreturn-1
|
||||
.reset phk : pea.w .jslrtsreturn-1
|
||||
pea.w $02802c
|
||||
jml $028c73 ; $10D71 .reset label of Bank02
|
||||
.jslrtsreturn
|
||||
@@ -300,5 +400,15 @@ StraightStairsTrapDoor:
|
||||
inc $0468 : stz $068e : stz $0690
|
||||
++ rtl
|
||||
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
|
||||
.end rtl
|
||||
rtl
|
||||
}
|
||||
|
||||
InroomStairsTrapDoor:
|
||||
{
|
||||
lda $0200 : cmp #$05 : beq .reset
|
||||
lda $b0 : jml $008781 ; what we wrote over (essentially)
|
||||
.reset
|
||||
pla : pla : pla
|
||||
jsl StraightStairsTrapDoor_reset
|
||||
jml $028b15 ; just some RTS in bank 02
|
||||
}
|
||||
@@ -37,6 +37,8 @@ OnFileLoadOverride:
|
||||
jsl OnFileLoad ; what I wrote over
|
||||
lda.l DRFlags : and #$80 : beq + ;flag is off
|
||||
lda $7ef086 : ora #$80 : sta $7ef086
|
||||
+ lda.l DRFlags : and #$40 : beq + ;flag is off
|
||||
lda $7ef036 : ora #$80 : sta $7ef036
|
||||
+ lda.l DRFlags : and #$02 : beq +
|
||||
lda $7ef353 : bne +
|
||||
lda #$01 : sta $7ef353
|
||||
|
||||
+15
-1
@@ -203,4 +203,18 @@ ApplyScroll:
|
||||
.end
|
||||
sta $00e2, y
|
||||
sta $00e0, y
|
||||
stz $ab : sep #$30 : rts
|
||||
stz $ab : sep #$30 : rts
|
||||
|
||||
QuadrantLoadOrderBeforeScroll:
|
||||
lda $045f : beq .end
|
||||
lda #$08 : sta $045c ; start with opposite quadrant row
|
||||
.end
|
||||
jsl $0091c4 ; what we overwrote
|
||||
rtl
|
||||
|
||||
QuadrantLoadOrderAfterScroll:
|
||||
lda $045f : beq .end
|
||||
stz $045c : stz $045f ; draw other row and clear flag
|
||||
.end
|
||||
jsl $0091c4 ; what we overwrote
|
||||
rtl
|
||||
+115
-7
@@ -2,9 +2,10 @@ RecordStairType: {
|
||||
pha
|
||||
lda.l DRMode : beq .norm
|
||||
lda $040c : cmp #$ff : beq .norm
|
||||
lda $0e : sta $045e
|
||||
cmp #$26 : beq .norm ; skipping in-floor staircases
|
||||
pla : bra +
|
||||
lda $0e
|
||||
cmp #$25 : bcc ++ ; don't record straight staircases
|
||||
sta $045e
|
||||
++ pla : bra +
|
||||
.norm pla : sta $a0
|
||||
+ lda $063d, x
|
||||
rtl
|
||||
@@ -15,8 +16,13 @@ SpiralWarp: {
|
||||
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
|
||||
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
|
||||
cmp #$5f : beq .gtg
|
||||
cmp #$26 : beq .inroom
|
||||
.abort
|
||||
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
|
||||
.inroom
|
||||
jsr InroomStairsWarp
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
|
||||
.gtg
|
||||
phb : phk : plb : phx : phy ; push stuff
|
||||
@@ -70,6 +76,13 @@ SpiralWarp: {
|
||||
lda $01 : and #$20 : sta $07 ; zeroVtCam check
|
||||
ldy #$01 : jsr SetCamera
|
||||
|
||||
jsr StairCleanup
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
}
|
||||
|
||||
StairCleanup: {
|
||||
stz $045e ; clear the staircase flag
|
||||
|
||||
; animated tiles fix
|
||||
@@ -81,9 +94,7 @@ SpiralWarp: {
|
||||
jsl DecompDungAnimatedTiles
|
||||
+
|
||||
stz $047a
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
lda $a2 : and #$0f ; this is the code we are hijacking
|
||||
rtl
|
||||
rts
|
||||
}
|
||||
|
||||
;Sets the offset in A
|
||||
@@ -105,7 +116,7 @@ LookupSpiralOffset: {
|
||||
lda $a9 : ora $aa : and #$03 : beq .quad0
|
||||
cmp #$01 : beq .quad1
|
||||
cmp #$02 : beq .quad2
|
||||
cmp #$03 : beq .quad3
|
||||
bra .quad3
|
||||
.quad0
|
||||
inc $01 : lda $a2
|
||||
cmp #$0c : beq .q0diff ;gt ent
|
||||
@@ -138,6 +149,103 @@ LookupSpiralOffset: {
|
||||
rts
|
||||
}
|
||||
|
||||
InroomStairsWarp: {
|
||||
phb : phk : plb : phx : phy ; push stuff
|
||||
; find stairs by room and store index in X
|
||||
lda $a0 : ldx #$07
|
||||
.loop
|
||||
cmp.w InroomStairsRoom,x
|
||||
beq .found
|
||||
dex
|
||||
bne .loop
|
||||
.found
|
||||
rep #$30
|
||||
txa : and #$00ff : asl : tay
|
||||
lda.w InroomStairsTable,y : sta $00
|
||||
sep #$30
|
||||
sta $a0
|
||||
|
||||
; set position and everything else based on target door type
|
||||
txa : and #$01 : eor #$01 : sta $07
|
||||
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
|
||||
lda $01 : and #$80 : beq .notEdge
|
||||
lda $07 : sta $03 : beq +
|
||||
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$e0
|
||||
bra ++
|
||||
+
|
||||
lda $01 : jsr LoadNorthMidpoint : sta $22 : lda #$1b
|
||||
++
|
||||
sta $20
|
||||
lda $01 : and #$20 : beq +
|
||||
lda #$01
|
||||
+
|
||||
sta $02
|
||||
stz $07
|
||||
lda $01 : and #$10 : lsr #4
|
||||
brl .layer
|
||||
.notEdge
|
||||
lda $01 : and #$03 : cmp #$03 : bne .normal
|
||||
lda $01 : and #$30 : lsr #3 : tay
|
||||
lda.w InroomStairsX,y : sta $22
|
||||
lda.w InroomStairsX+1,y : sta $02
|
||||
lda.w InroomStairsY+1,y : sta $03
|
||||
lda.w InroomStairsY,y
|
||||
ldy $07 : beq +
|
||||
!add #$07
|
||||
+
|
||||
sta $20
|
||||
%StonewallCheck($1b)
|
||||
inc $07
|
||||
lda $01 : and #$04 : lsr #2
|
||||
bra .layer
|
||||
.normal
|
||||
lda $01 : sta $fe ; trap door
|
||||
lda $07 : sta $03 : beq +
|
||||
lda #$e0
|
||||
ldy $a0 : cpy #$51 : bne ++ ; special fix for throne room
|
||||
!sub #$18
|
||||
bra ++
|
||||
+
|
||||
%StonewallCheck($43)
|
||||
lda #$1b
|
||||
++
|
||||
sta $20
|
||||
inc $07 : stz $02 : lda #$78 : sta $22
|
||||
lda $01 : and #$03 : beq ++
|
||||
cmp #$02 : !bge +
|
||||
lda #$f8 : sta $22 : stz $07 : bra ++
|
||||
+ inc $02
|
||||
++
|
||||
lda $01 : and #$04 : lsr #2
|
||||
|
||||
.layer
|
||||
sta $ee
|
||||
bne +
|
||||
stz $0476
|
||||
+
|
||||
|
||||
lda $02 : !sub $a9
|
||||
beq .skipXQuad
|
||||
sta $06 : !add $a9 : sta $a9
|
||||
ldy #$00 : jsr ShiftQuadSimple
|
||||
.skipXQuad
|
||||
lda $aa : lsr : sta $06 : lda $03 : !sub $06
|
||||
beq .skipYQuad
|
||||
sta $06 : asl : !add $aa : sta $aa
|
||||
ldy #$01 : jsr ShiftQuadSimple
|
||||
.skipYQuad
|
||||
|
||||
ldy #$00 : jsr SetCamera ; horizontal camera
|
||||
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
|
||||
lda $20 : cmp #$e0 : bcc +
|
||||
lda $e8 : bne +
|
||||
lda #$10 : sta $e8 ; adjust vertical camera at bottom
|
||||
+
|
||||
jsr StairCleanup
|
||||
ply : plx : plb ; pull the stuff we pushed
|
||||
rts
|
||||
}
|
||||
|
||||
ShiftQuadSimple: {
|
||||
lda.w CoordIndex,y : tax
|
||||
lda $20,x : beq .skip
|
||||
|
||||
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user