Crossed Dungeon generation work
--Introduced reachable_switches --Calculate total completion in equation resolution --Prioritized one-way connections over neutral/neutral_profitable sectored but not over dead-ends --Simplified finding good complex branching candidates - just re-used equations routine --Valid multi choice for global polarity when fixing parity --Added total dungeon charge as critieria when fixing parity --Pinball used for navigation in skull 2, marked appropriately (particularly with Ice Cross in Skull 2) --Equation resolution detects used benefits with unreached_doors benefits --Greedy equation finder not longer used destination/entrance sectors of the wrong split dungeon --Required connections don't overestimate benefits --Introduced the concept of crystal switches and doors blocked by blue barriers to equations
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5
Main.py
5
Main.py
@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names
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__version__ = '0.1.0.11-u'
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__version__ = '0.1.0.12-u'
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class EnemizerError(RuntimeError):
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pass
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@@ -287,7 +287,8 @@ def main(args, seed=None, fish=None):
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"roms": rom_names,
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"remote_items": [player for player in range(1, world.players + 1) if world.remote_items[player]],
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"locations": [((location.address, location.player), (location.item.code, location.item.player))
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for location in world.get_filled_locations() if type(location.address) is int]
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for location in world.get_filled_locations() if type(location.address) is int],
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"tags" : ["DR"]
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}).encode("utf-8"))
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if args.jsonout:
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jsonout["multidata"] = list(multidata)
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