Merge branch 'DoorDevUnstable' into DoorDevVolatile
# Conflicts: # CLI.py # Main.py # RELEASENOTES.md # Rom.py # Rules.py # data/base2current.bps # source/classes/CustomSettings.py # source/tools/MysteryUtils.py
This commit is contained in:
@@ -22,7 +22,7 @@ def generate_dungeon(builder, entrance_region_names, split_dungeon, world, playe
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queue = collections.deque(proposed_map.items())
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while len(queue) > 0:
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a, b = queue.popleft()
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if world.decoupledoors[player]:
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if a == b or world.decoupledoors[player]:
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connect_doors_one_way(a, b)
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else:
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connect_doors(a, b)
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@@ -72,11 +72,13 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
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entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
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doors_to_connect, idx = {}, 0
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all_regions = set()
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bk_special = False
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for sector in builder.sectors:
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for door in sector.outstanding_doors:
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doors_to_connect[door.name] = door, idx
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idx += 1
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all_regions.update(sector.regions)
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bk_special |= check_for_special(sector.regions)
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finished = False
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# flag if standard and this is hyrule castle
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paths = determine_paths_for_dungeon(world, player, all_regions, name)
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@@ -95,9 +97,9 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
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if hash_code not in hash_code_set:
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hash_code_set.add(hash_code)
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explored_state = explore_proposal(name, entrance_regions, all_regions, proposed_map, doors_to_connect,
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world, player)
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bk_special, world, player)
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if check_valid(name, explored_state, proposed_map, doors_to_connect, all_regions,
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paths, entrance_regions, world, player):
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paths, entrance_regions, bk_special, world, player):
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finished = True
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else:
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proposed_map, hash_code = modify_proposal(proposed_map, explored_state, doors_to_connect,
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@@ -128,14 +130,14 @@ def create_random_proposal(doors_to_connect, world, player):
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next_hook = random.choice(hooks_left)
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primary_door = random.choice(primary_bucket[next_hook])
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opp_hook, secondary_door = type_map[next_hook], None
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while (secondary_door is None or secondary_door == primary_door
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while (secondary_door is None or (secondary_door == primary_door and not world.door_self_loops[player])
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or decouple_check(primary_bucket[next_hook], secondary_bucket[opp_hook],
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primary_door, secondary_door, world, player)):
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secondary_door = random.choice(secondary_bucket[opp_hook])
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proposal[primary_door] = secondary_door
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primary_bucket[next_hook].remove(primary_door)
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secondary_bucket[opp_hook].remove(secondary_door)
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if not world.decoupledoors[player]:
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if primary_door != secondary_door and not world.decoupledoors[player]:
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proposal[secondary_door] = primary_door
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primary_bucket[opp_hook].remove(secondary_door)
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secondary_bucket[next_hook].remove(primary_door)
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@@ -200,11 +202,19 @@ def modify_proposal(proposed_map, explored_state, doors_to_connect, hash_code_se
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unvisted_bucket[opp_hook].sort(key=lambda d: d.name)
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new_door = random.choice(unvisted_bucket[opp_hook])
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old_target = proposed_map[attempt]
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proposed_map[attempt] = new_door
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if not world.decoupledoors[player]:
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old_attempt = proposed_map[new_door]
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else:
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old_attempt = next(x for x in proposed_map if proposed_map[x] == new_door)
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# ensure nothing gets messed up when something loops with itself
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if attempt == old_target and old_attempt == new_door:
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old_attempt = new_door
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old_target = attempt
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elif attempt == old_target:
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old_target = old_attempt
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elif old_attempt == new_door:
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old_attempt = old_target
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proposed_map[attempt] = new_door
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proposed_map[old_attempt] = old_target
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if not world.decoupledoors[player]:
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proposed_map[old_target] = old_attempt
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@@ -221,21 +231,24 @@ def modify_proposal(proposed_map, explored_state, doors_to_connect, hash_code_se
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return proposed_map, hash_code
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def explore_proposal(name, entrance_regions, all_regions, proposed_map, valid_doors, world, player):
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def explore_proposal(name, entrance_regions, all_regions, proposed_map, valid_doors, bk_special, world, player):
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start = ExplorationState(dungeon=name)
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bk_relevant = (world.door_type_mode[player] == 'original' and not world.bigkeyshuffle[player]) or bk_special
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start.big_key_special = bk_special
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original_state = extend_reachable_state_lenient(entrance_regions, start, proposed_map,
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all_regions, valid_doors, world, player)
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all_regions, valid_doors, bk_relevant, world, player)
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return original_state
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def check_valid(name, exploration_state, proposed_map, doors_to_connect, all_regions,
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paths, entrance_regions, world, player):
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paths, entrance_regions, bk_special, world, player):
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all_visited = set()
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all_visited.update(exploration_state.visited_blue)
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all_visited.update(exploration_state.visited_orange)
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if len(all_regions.difference(all_visited)) > 0:
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return False
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if not valid_paths(name, paths, entrance_regions, doors_to_connect, all_regions, proposed_map, world, player):
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if not valid_paths(name, paths, entrance_regions, doors_to_connect, all_regions, proposed_map,
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bk_special, world, player):
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return False
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return True
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@@ -258,7 +271,7 @@ def check_for_special(regions):
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return False
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def valid_paths(name, paths, entrance_regions, valid_doors, all_regions, proposed_map, world, player):
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def valid_paths(name, paths, entrance_regions, valid_doors, all_regions, proposed_map, bk_special, world, player):
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for path in paths:
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if type(path) is tuple:
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target = path[1]
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@@ -270,12 +283,13 @@ def valid_paths(name, paths, entrance_regions, valid_doors, all_regions, propose
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else:
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target = path
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start_regions = entrance_regions
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if not valid_path(name, start_regions, target, valid_doors, proposed_map, all_regions, world, player):
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if not valid_path(name, start_regions, target, valid_doors, proposed_map, all_regions,
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bk_special, world, player):
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return False
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return True
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def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_regions, world, player):
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def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_regions, bk_special, world, player):
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target_regions = set()
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if type(target) is not list:
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for region in all_regions:
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@@ -288,8 +302,10 @@ def valid_path(name, starting_regions, target, valid_doors, proposed_map, all_re
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target_regions.add(region)
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start = ExplorationState(dungeon=name)
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bk_relevant = (world.door_type_mode[player] == 'original' and not world.bigkeyshuffle[player]) or bk_special
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start.big_key_special = bk_special
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original_state = extend_reachable_state_lenient(starting_regions, start, proposed_map, all_regions,
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valid_doors, world, player)
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valid_doors, bk_relevant, world, player)
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for exp_door in original_state.unattached_doors:
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if not exp_door.door.blocked or exp_door.door.trapFlag != 0:
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@@ -523,7 +539,7 @@ class ExplorationState(object):
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self.crystal = exp_door.crystal
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return exp_door
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def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False):
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def visit_region(self, region, key_region=None, key_checks=False, bk_relevant=False):
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if region.type != RegionType.Dungeon:
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self.crystal = CrystalBarrier.Orange
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if self.crystal == CrystalBarrier.Either:
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@@ -544,8 +560,14 @@ class ExplorationState(object):
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self.ttl_locations += 1
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if location not in self.found_locations:
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self.found_locations.append(location)
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if not bk_flag:
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self.bk_found.add(location)
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if bk_relevant:
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if self.big_key_special:
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if special_big_key_found(self):
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self.bk_found.add(location)
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self.re_add_big_key_doors()
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else:
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self.bk_found.add(location)
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self.re_add_big_key_doors()
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if location.name in dungeon_events and location.name not in self.events:
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if self.flooded_key_check(location):
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self.perform_event(location.name, key_region)
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@@ -566,6 +588,14 @@ class ExplorationState(object):
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return True
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return False
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def re_add_big_key_doors(self):
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self.big_key_opened = True
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queue = collections.deque(self.big_doors)
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while len(queue) > 0:
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exp_door = queue.popleft()
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self.avail_doors.append(exp_door)
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self.big_doors.remove(exp_door)
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def perform_event(self, location_name, key_region):
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self.events.add(location_name)
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queue = collections.deque(self.event_doors)
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@@ -632,7 +662,7 @@ class ExplorationState(object):
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self.append_door_to_list(door, self.avail_doors, flag)
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# same as above but traps are ignored, and flag is not used
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def add_all_doors_check_proposed_2(self, region, proposed_map, valid_doors, world, player):
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def add_all_doors_check_proposed_2(self, region, proposed_map, valid_doors, bk_relevant, world, player):
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for door in get_doors(world, region, player):
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if door in proposed_map and door.name in valid_doors:
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self.visited_doors.add(door)
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@@ -646,14 +676,18 @@ class ExplorationState(object):
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other = self.find_door_in_list(door, self.unattached_doors)
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if self.crystal != other.crystal:
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other.crystal = CrystalBarrier.Either
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elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
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self.event_doors):
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elif (door.req_event is not None and door.req_event not in self.events
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and not self.in_door_list(door, self.event_doors)):
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self.append_door_to_list(door, self.event_doors)
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elif (bk_relevant and (door.bigKey or door.name in get_special_big_key_doors(world, player))
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and not self.big_key_opened):
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if not self.in_door_list(door, self.big_doors):
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self.append_door_to_list(door, self.big_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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# same as above but traps are checked for
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def add_all_doors_check_proposed_3(self, region, proposed_map, valid_doors, world, player):
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def add_all_doors_check_proposed_3(self, region, proposed_map, valid_doors, bk_relevant, world, player):
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for door in get_doors(world, region, player):
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if door in proposed_map and door.name in valid_doors:
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self.visited_doors.add(door)
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@@ -667,9 +701,13 @@ class ExplorationState(object):
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other = self.find_door_in_list(door, self.unattached_doors)
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if self.crystal != other.crystal:
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other.crystal = CrystalBarrier.Either
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elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
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self.event_doors):
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elif (door.req_event is not None and door.req_event not in self.events
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and not self.in_door_list(door, self.event_doors)):
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self.append_door_to_list(door, self.event_doors)
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elif (bk_relevant and (door.bigKey or door.name in get_special_big_key_doors(world, player))
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and not self.big_key_opened):
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if not self.in_door_list(door, self.big_doors):
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self.append_door_to_list(door, self.big_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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@@ -855,16 +893,22 @@ def extend_reachable_state_improved(search_regions, state, proposed_map, all_reg
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return local_state
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def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regions, valid_doors, world, player):
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# bk_relevant means the big key doors need to be checks
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def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regions, valid_doors, bk_relevant,
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world, player):
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local_state = state.copy()
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for region in search_regions:
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local_state.visit_region(region)
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local_state.visit_region(region, bk_relevant=bk_relevant)
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if world.trap_door_mode[player] == 'vanilla':
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local_state.add_all_doors_check_proposed_3(region, proposed_map, valid_doors, world, player)
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local_state.add_all_doors_check_proposed_3(region, proposed_map, valid_doors, bk_relevant, world, player)
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else:
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local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, world, player)
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local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, bk_relevant, world, player)
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while len(local_state.avail_doors) > 0:
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explorable_door = local_state.next_avail_door()
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if explorable_door.door.bigKey:
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if bk_relevant and (not special_big_key_found(local_state) if local_state.big_key_special
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else local_state.count_locations_exclude_specials(world, player) == 0):
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continue
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if explorable_door.door in proposed_map:
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connect_region = world.get_entrance(proposed_map[explorable_door.door].name, player).parent_region
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else:
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@@ -872,11 +916,13 @@ def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regi
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if connect_region is not None:
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if (valid_region_to_explore_in_regions(connect_region, all_regions, world, player)
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and not local_state.visited(connect_region)):
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local_state.visit_region(connect_region)
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local_state.visit_region(connect_region, bk_relevant=bk_relevant)
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if world.trap_door_mode[player] == 'vanilla':
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local_state.add_all_doors_check_proposed_3(connect_region, proposed_map, valid_doors, world, player)
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local_state.add_all_doors_check_proposed_3(connect_region, proposed_map, valid_doors,
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bk_relevant, world, player)
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else:
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local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors, world, player)
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local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors,
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bk_relevant, world, player)
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return local_state
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