Merge branch 'DoorDevUnstable' into Sandbox

# Conflicts:
#	Gui.py
#	Main.py
#	Rom.py
#	Rules.py
#	data/base2current.bps
#	resources/app/gui/lang/en.json
#	resources/app/gui/randomize/dungeon/widgets.json
This commit is contained in:
aerinon
2023-04-05 16:26:26 -06:00
47 changed files with 2813 additions and 4065 deletions

View File

@@ -322,6 +322,11 @@ def connect_simple_door(world, exit_name, region_name, player):
d.dest = region
def connect_simple_door_to_region(exit_door, region):
exit_door.entrance.connect(region)
exit_door.dest = region
def connect_door_only(world, exit_name, region, player):
d = world.check_for_door(exit_name, player)
if d is not None:
@@ -354,6 +359,12 @@ def connect_two_way(world, entrancename, exitname, player):
x.dest = y
if y is not None:
y.dest = x
if x.dependents:
for dep in x.dependents:
connect_simple_door_to_region(dep, ext.parent_region)
if y.dependents:
for dep in y.dependents:
connect_simple_door_to_region(dep, entrance.parent_region)
def connect_one_way(world, entrancename, exitname, player):
@@ -373,6 +384,9 @@ def connect_one_way(world, entrancename, exitname, player):
y = world.check_for_door(exitname, player)
if x is not None:
x.dest = y
if x.dependents:
for dep in x.dependents:
connect_simple_door_to_region(dep, ext.parent_region)
def unmark_ugly_smalls(world, player):
for d in ['Eastern Hint Tile Blocked Path SE', 'Eastern Darkness S', 'Thieves Hallway SE', 'Mire Left Bridge S',
@@ -421,7 +435,6 @@ def pair_existing_key_doors(world, player, door_a, door_b):
def choose_portals(world, player):
if world.doorShuffle[player] != ['vanilla']:
shuffle_flag = world.doorShuffle[player] != 'basic'
allowed = {}
@@ -650,8 +663,6 @@ def analyze_portals(world, player):
def connect_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']:
ext = 'Inverted ' + ext
portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
target_exit = world.get_entrance(ext, player)
portal_entrance.connected_region = target_exit.parent_region
@@ -1189,6 +1200,8 @@ def enable_new_entrances(region, connections, potentials, enabled, world, player
while len(queue) > 0:
ext = queue.popleft()
visited.add(ext)
if ext.connected_region is None:
continue
region_name = ext.connected_region.name
if region_name in connections.keys() and connections[region_name] in potentials.keys():
for potential in potentials.pop(connections[region_name]):
@@ -1813,7 +1826,8 @@ def shuffle_door_types(door_type_pools, paths, world, player):
for dungeon, doors in custom_dict.items():
all_custom[dungeon].extend(doors)
world.paired_doors[player].clear()
for pd in world.paired_doors[player]:
pd.pair = False
used_doors = shuffle_trap_doors(door_type_pools, paths, start_regions_map, all_custom, world, player)
# big keys
used_doors = shuffle_big_key_doors(door_type_pools, used_doors, start_regions_map, all_custom, world, player)
@@ -3273,7 +3287,7 @@ def find_inaccessible_regions(world, player):
if world.mode[player] != 'inverted':
start_regions = ['Links House', 'Sanctuary']
else:
start_regions = ['Inverted Links House', 'Inverted Dark Sanctuary']
start_regions = ['Links House', 'Dark Sanctuary Hint']
regs = convert_regions(start_regions, world, player)
all_regions = set([r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon])
visited_regions = set()
@@ -3281,7 +3295,7 @@ def find_inaccessible_regions(world, player):
while len(queue) > 0:
next_region = queue.popleft()
visited_regions.add(next_region)
if next_region.name == 'Inverted Dark Sanctuary': # special spawn point in cave
if next_region.name == 'Dark Sanctuary Hint': # special spawn point in cave
for ent in next_region.entrances:
parent = ent.parent_region
if parent and parent.type is not RegionType.Dungeon and parent not in queue and parent not in visited_regions:
@@ -3311,9 +3325,9 @@ def find_accessible_entrances(world, player, builder):
hc_std = True
start_regions = ['Hyrule Castle Courtyard']
elif world.mode[player] != 'inverted':
start_regions = ['Links House', 'Sanctuary']
start_regions = ['Links House', 'Sanctuary', 'East Dark World']
else:
start_regions = ['Inverted Links House', 'Inverted Dark Sanctuary', 'Hyrule Castle Ledge']
start_regions = ['Links House', 'Dark Sanctuary Hint', 'Hyrule Castle Ledge']
regs = convert_regions(start_regions, world, player)
visited_regions = set()
visited_entrances = []
@@ -3333,7 +3347,7 @@ def find_accessible_entrances(world, player, builder):
if connect not in queue and connect not in visited_regions:
queue.append(connect)
for ext in next_region.exits:
if hc_std and ext.name == 'Hyrule Castle Main Gate (North)': # just skip it
if hc_std and ext.name in ['Hyrule Castle Main Gate (North)', 'Castle Gate Teleporter', 'Hyrule Castle Ledge Drop']: # just skip it
continue
connect = ext.connected_region
if connect is None or ext.door and ext.door.blocked:
@@ -3369,7 +3383,7 @@ def create_doors_for_inaccessible_region(inaccessible_region, world, player):
region = world.get_region(inaccessible_region, player)
for ext in region.exits:
create_door(world, player, ext.name, region.name)
if ext.connected_region.name.endswith(' Portal'):
if ext.connected_region and ext.connected_region.name.endswith(' Portal'):
for more_exts in ext.connected_region.exits:
create_door(world, player, more_exts.name, ext.connected_region.name)
@@ -3377,14 +3391,15 @@ def create_doors_for_inaccessible_region(inaccessible_region, world, player):
def create_door(world, player, entName, region_name):
entrance = world.get_entrance(entName, player)
connect = entrance.connected_region
for ext in connect.exits:
if ext.connected_region is not None and ext.connected_region.name == region_name:
d = Door(player, ext.name, DoorType.Logical, ext),
world.doors += d
connect_door_only(world, ext.name, ext.connected_region, player)
d = Door(player, entName, DoorType.Logical, entrance),
world.doors += d
connect_door_only(world, entName, connect, player)
if connect is not None:
for ext in connect.exits:
if ext.connected_region and ext.connected_region.name == region_name:
d = Door(player, ext.name, DoorType.Logical, ext),
world.doors += d
connect_door_only(world, ext.name, ext.connected_region, player)
d = Door(player, entName, DoorType.Logical, entrance),
world.doors += d
connect_door_only(world, entName, connect, player)
def check_required_paths(paths, world, player):