Merge branch 'DoorDevUnstable' into Synthesis

# Conflicts:
#	TestSuite.py
This commit is contained in:
aerinon
2022-09-01 11:38:02 -06:00
11 changed files with 50 additions and 20 deletions

View File

@@ -233,7 +233,7 @@ def vanilla_key_logic(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)
logging.getLogger('').info('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] = {}
@@ -799,11 +799,17 @@ def main_dungeon_pool(dungeon_pool, world, player):
else:
if 'Hyrule Castle' in pool:
hc = world.get_dungeon('Hyrule Castle', player)
hc.dungeon_items.append(ItemFactory('Compass (Escape)', player))
hc_compass = ItemFactory('Compass (Escape)', player)
hc_compass.advancement = world.restrict_boss_items[player] != 'none'
hc.dungeon_items.append(hc_compass)
if 'Agahnims Tower' in pool:
at = world.get_dungeon('Agahnims Tower', player)
at.dungeon_items.append(ItemFactory('Compass (Agahnims Tower)', player))
at.dungeon_items.append(ItemFactory('Map (Agahnims Tower)', player))
at_compass = ItemFactory('Compass (Agahnims Tower)', player)
at_compass.advancement = world.restrict_boss_items[player] != 'none'
at.dungeon_items.append(at_compass)
at_map = ItemFactory('Map (Agahnims Tower)', player)
at_map.advancement = world.restrict_boss_items[player] != 'none'
at.dungeon_items.append(at_map)
sector_pool = convert_to_sectors(region_list, world, player)
merge_sectors(sector_pool, world, player)
# todo: which dungeon to create
@@ -1227,11 +1233,16 @@ def cross_dungeon(world, player):
paths = determine_required_paths(world, player)
check_required_paths(paths, world, player)
hc_compass = ItemFactory('Compass (Escape)', player)
at_compass = ItemFactory('Compass (Agahnims Tower)', player)
at_map = ItemFactory('Map (Agahnims Tower)', player)
if world.restrict_boss_items[player] != 'none':
hc_compass.advancement = at_compass.advancement = at_map.advancement = True
hc = world.get_dungeon('Hyrule Castle', player)
hc.dungeon_items.append(ItemFactory('Compass (Escape)', player))
hc.dungeon_items.append(hc_compass)
at = world.get_dungeon('Agahnims Tower', player)
at.dungeon_items.append(ItemFactory('Compass (Agahnims Tower)', player))
at.dungeon_items.append(ItemFactory('Map (Agahnims Tower)', player))
at.dungeon_items.append(at_compass)
at.dungeon_items.append(at_map)
setup_custom_door_types(world, player)
assign_cross_keys(dungeon_builders, world, player)
@@ -3196,8 +3207,10 @@ def find_inaccessible_regions(world, player):
def find_accessible_entrances(world, player, builder):
entrances = [region.name for region in (portal.door.entrance.parent_region for portal in world.dungeon_portals[player]) if region.dungeon.name == builder.name]
entrances.extend(drop_entrances[builder.name])
hc_std = False
if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle':
hc_std = True
start_regions = ['Hyrule Castle Courtyard']
elif world.mode[player] != 'inverted':
start_regions = ['Links House', 'Sanctuary']
@@ -3222,6 +3235,8 @@ 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
continue
connect = ext.connected_region
if connect is None or ext.door and ext.door.blocked:
continue