diff --git a/BaseClasses.py b/BaseClasses.py index 9b9e15e9..0ba6b8a7 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -588,6 +588,8 @@ class CollectionState(object): def has_sm_key(self, item, player, count=1): if self.world.retro[player]: + if self.world.mode[player] == 'standard' and self.world.doorShuffle[player] == 'vanilla' and item == 'Small Key (Escape)': + return True # Cannot access the shop until escape is finished. This is safe because the key is manually placed in make_custom_item_pool return self.can_buy_unlimited('Small Key (Universal)', player) if count == 1: return (item, player) in self.prog_items diff --git a/DoorShuffle.py b/DoorShuffle.py index 426e9501..2f664af1 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -154,39 +154,20 @@ def vanilla_key_logic(world, player): world.dungeon_layouts[player][builder.name] = builder add_inaccessible_doors(world, player) - entrances_map, potentials, connections = determine_entrance_list(world, player) - - enabled_entrances = {} - sector_queue = deque(builders) - last_key, loops = None, 0 - while len(sector_queue) > 0: - builder = sector_queue.popleft() - - split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods') - origin_list = list(entrances_map[builder.name]) - find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name) - 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)) - sector_queue.append(builder) - last_key = builder.name - loops += 1 - else: - find_new_entrances(builder.master_sector, entrances_map, connections, potentials, enabled_entrances, world, player) - start_regions = convert_regions(origin_list, world, player) - doors = convert_key_doors(default_small_key_doors[builder.name], world, player) - key_layout = build_key_layout(builder, start_regions, doors, world, player) - valid = validate_key_layout(key_layout, world, player) - if not valid: - logging.getLogger('').warning('Vanilla key layout not valid %s', builder.name) - builder.key_door_proposal = doors - if player not in world.key_logic.keys(): - world.key_logic[player] = {} - analyze_dungeon(key_layout, world, player) - world.key_logic[player][builder.name] = key_layout.key_logic - log_key_logic(builder.name, key_layout.key_logic) - last_key = None + for builder in builders: + origin_list = find_accessible_entrances(world, player, builder) + start_regions = convert_regions(origin_list, world, player) + doors = convert_key_doors(default_small_key_doors[builder.name], world, player) + key_layout = build_key_layout(builder, start_regions, doors, world, player) + valid = validate_key_layout(key_layout, world, player) + if not valid: + logging.getLogger('').warning('Vanilla key layout not valid %s', builder.name) + builder.key_door_proposal = doors + if player not in world.key_logic.keys(): + world.key_logic[player] = {} + analyze_dungeon(key_layout, world, player) + world.key_logic[player][builder.name] = key_layout.key_logic + log_key_logic(builder.name, key_layout.key_logic) if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player] and not world.keydropshuffle[player]: validate_vanilla_key_logic(world, player) @@ -708,8 +689,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_ combine_layouts(recombinant_builders, dungeon_builders, entrances_map) world.dungeon_layouts[player] = {} for builder in dungeon_builders.values(): - find_enabled_origins([builder.master_sector], enabled_entrances, builder.layout_starts, entrances_map, builder.name) - builder.path_entrances = entrances_map[builder.name] + builder.entrance_list = builder.layout_starts = builder.path_entrances = find_accessible_entrances(world, player, builder) world.dungeon_layouts[player] = dungeon_builders @@ -1589,7 +1569,12 @@ def find_inaccessible_regions(world, player): logger.debug('%s', r) -def find_accessible_entrances(world, player, entrances): +def find_accessible_entrances(world, player, builder): + # todo: lobby shuffle + if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle': + return ['Hyrule Castle Lobby'] + entrances = default_dungeon_entrances[builder.name] + if world.mode[player] != 'inverted': start_regions = ['Links House', 'Sanctuary'] else: