Merge branch 'DoorDevUnstable' into Synthesis
# Conflicts: # TestSuite.py
This commit is contained in:
3
.gitignore
vendored
3
.gitignore
vendored
@@ -4,6 +4,9 @@
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*.bmbp
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*.log
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*_Spoiler.json
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*_custom.yaml
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*_meta.txt
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*.bps
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*.pyc
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*.sfc
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*.srm
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@@ -2813,6 +2813,11 @@ class Pot(object):
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item = self.item if not self.indicator else self.standing_item_code
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return [self.x, high_byte, item]
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def get_region(self, world, player):
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if world.mode[player] == 'inverted' and self.room == 'Links House':
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return world.get_region('Inverted Links House', 1)
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return world.get_region(self.room, 1)
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def __eq__(self, other):
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return self.x == other.x and self.y == other.y and self.room == other.room
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@@ -233,7 +233,7 @@ def vanilla_key_logic(world, player):
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key_layout = build_key_layout(builder, start_regions, doors, world, player)
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valid = validate_key_layout(key_layout, world, player)
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if not valid:
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logging.getLogger('').warning('Vanilla key layout not valid %s', builder.name)
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logging.getLogger('').info('Vanilla key layout not valid %s', builder.name)
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builder.key_door_proposal = doors
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if player not in world.key_logic.keys():
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world.key_logic[player] = {}
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@@ -799,11 +799,17 @@ def main_dungeon_pool(dungeon_pool, world, player):
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else:
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if 'Hyrule Castle' in pool:
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hc = world.get_dungeon('Hyrule Castle', player)
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hc.dungeon_items.append(ItemFactory('Compass (Escape)', player))
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hc_compass = ItemFactory('Compass (Escape)', player)
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hc_compass.advancement = world.restrict_boss_items[player] != 'none'
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hc.dungeon_items.append(hc_compass)
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if 'Agahnims Tower' in pool:
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at = world.get_dungeon('Agahnims Tower', player)
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at.dungeon_items.append(ItemFactory('Compass (Agahnims Tower)', player))
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at.dungeon_items.append(ItemFactory('Map (Agahnims Tower)', player))
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at_compass = ItemFactory('Compass (Agahnims Tower)', player)
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at_compass.advancement = world.restrict_boss_items[player] != 'none'
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at.dungeon_items.append(at_compass)
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at_map = ItemFactory('Map (Agahnims Tower)', player)
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at_map.advancement = world.restrict_boss_items[player] != 'none'
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at.dungeon_items.append(at_map)
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sector_pool = convert_to_sectors(region_list, world, player)
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merge_sectors(sector_pool, world, player)
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# todo: which dungeon to create
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@@ -1227,11 +1233,16 @@ def cross_dungeon(world, player):
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paths = determine_required_paths(world, player)
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check_required_paths(paths, world, player)
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hc_compass = ItemFactory('Compass (Escape)', player)
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at_compass = ItemFactory('Compass (Agahnims Tower)', player)
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at_map = ItemFactory('Map (Agahnims Tower)', player)
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if world.restrict_boss_items[player] != 'none':
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hc_compass.advancement = at_compass.advancement = at_map.advancement = True
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hc = world.get_dungeon('Hyrule Castle', player)
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hc.dungeon_items.append(ItemFactory('Compass (Escape)', player))
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hc.dungeon_items.append(hc_compass)
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at = world.get_dungeon('Agahnims Tower', player)
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at.dungeon_items.append(ItemFactory('Compass (Agahnims Tower)', player))
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at.dungeon_items.append(ItemFactory('Map (Agahnims Tower)', player))
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at.dungeon_items.append(at_compass)
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at.dungeon_items.append(at_map)
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setup_custom_door_types(world, player)
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assign_cross_keys(dungeon_builders, world, player)
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@@ -3196,8 +3207,10 @@ def find_inaccessible_regions(world, player):
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def find_accessible_entrances(world, player, builder):
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entrances = [region.name for region in (portal.door.entrance.parent_region for portal in world.dungeon_portals[player]) if region.dungeon.name == builder.name]
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entrances.extend(drop_entrances[builder.name])
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hc_std = False
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if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle':
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hc_std = True
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start_regions = ['Hyrule Castle Courtyard']
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elif world.mode[player] != 'inverted':
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start_regions = ['Links House', 'Sanctuary']
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@@ -3222,6 +3235,8 @@ def find_accessible_entrances(world, player, builder):
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if connect not in queue and connect not in visited_regions:
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queue.append(connect)
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for ext in next_region.exits:
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if hc_std and ext.name == 'Hyrule Castle Main Gate (North)': # just skip it
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continue
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connect = ext.connected_region
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if connect is None or ext.door and ext.door.blocked:
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continue
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@@ -63,9 +63,10 @@ def link_entrances(world, player):
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connect_caves(world, lw_entrances, [], hyrule_castle_exits, player)
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elif world.doorShuffle[player] != 'vanilla':
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# sanc is in light world, so must all of HC if door shuffle is on
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connect_mandatory_exits(world, lw_entrances,
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[('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')],
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hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')]
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connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits,
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list(LW_Dungeon_Entrances_Must_Exit), player)
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connect_caves(world, lw_entrances, [], hyrule_castle_exits, player)
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else:
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connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
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connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)
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8
Fill.py
8
Fill.py
@@ -48,6 +48,10 @@ def fill_dungeons_restrictive(world, shuffled_locations):
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bigs, smalls, others = [], [], []
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for i in dungeon_items:
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(bigs if i.bigkey else smalls if i.smallkey else others).append(i)
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unplaced_smalls = list(smalls)
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for i in world.itempool:
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if i.smallkey and world.keyshuffle[i.player]:
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unplaced_smalls.append(i)
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def fill(base_state, items, key_pool):
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fill_restrictive(world, base_state, shuffled_locations, items, key_pool, True)
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@@ -56,12 +60,12 @@ def fill_dungeons_restrictive(world, shuffled_locations):
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big_state_base = all_state_base.copy()
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for x in smalls + others:
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big_state_base.collect(x, True)
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fill(big_state_base, bigs, smalls)
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fill(big_state_base, bigs, unplaced_smalls)
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random.shuffle(shuffled_locations)
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small_state_base = all_state_base.copy()
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for x in others:
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small_state_base.collect(x, True)
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fill(small_state_base, smalls, list(smalls))
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fill(small_state_base, smalls, unplaced_smalls)
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random.shuffle(shuffled_locations)
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fill(all_state_base, others, None)
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@@ -894,7 +894,7 @@ def shuffle_pots(world, player):
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new_pot.item = PotItem.FiveRupees
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if new_pot.item == PotItem.Key:
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key = next(location for location in world.get_region(old_pot.room, player).locations if location.name in key_drop_data)
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key = next(location for location in old_pot.get_region(world, player).locations if location.name in key_drop_data)
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key.pot = new_pot
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if new_pot.room != old_pot.room:
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# Move pot key to new room
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@@ -970,7 +970,7 @@ def choose_pots(world, player):
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dungeon_list = []
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for super_tile, pot_list in vanilla_pots.items():
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for pot in pot_list:
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if world.get_region(pot.room, player).type == RegionType.Cave:
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if pot.get_region(world, player).type == RegionType.Cave:
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pot_pool.add(pot)
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else:
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dungeon_list.append(pot)
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@@ -981,7 +981,7 @@ def choose_pots(world, player):
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dungeon_count = 0
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for super_tile, pot_list in vanilla_pots.items():
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for pot in pot_list:
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if world.get_region(pot.room, player).type == RegionType.Cave:
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if pot.get_region(world, player).type == RegionType.Cave:
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pot_pool.add(pot)
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else:
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dungeon_map[pot.room].append(pot)
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@@ -217,6 +217,8 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
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* Fixed an issue where trinity goal would open pyramid unexpectedly. (No longer does so if ER mdoe is shuffling holes). Crystals goal updated to match that behavior.
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* Fixed a playthrough issue that was not respecting pot rules
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* Fixed an issue that was conflicting with downstream OWR project
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* Fixed an issue with inverted and certain pottery settings
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* Fixed an issue with small keys being shuffled and big keys not (key distribution)
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* 1.0.1.1
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* Fixed the pots in Mire Storyteller/ Dark Desert Hint to be colorized when they should be
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* Certain pot items no longer reload when reloading the supertile (matches original pot behavior better)
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@@ -1073,9 +1073,9 @@ def valid_pot_location(pot, pot_set, world, player):
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return True
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if world.pottery[player] in ['reduced', 'clustered'] and pot in pot_set:
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return True
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if world.pottery[player] == 'dungeon' and world.get_region(pot.room, player).type == RegionType.Dungeon:
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if world.pottery[player] == 'dungeon' and pot.get_region(world, player).type == RegionType.Dungeon:
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return True
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if world.pottery[player] in ['cave', 'cavekeys'] and world.get_region(pot.room, player).type == RegionType.Cave:
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if world.pottery[player] in ['cave', 'cavekeys'] and pot.get_region(world, player).type == RegionType.Cave:
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return True
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return False
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6
Rules.py
6
Rules.py
@@ -323,8 +323,10 @@ def global_rules(world, player):
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# byrna could work with sufficient magic
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set_rule(world.get_location('Misery Mire - Spike Chest', player), lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
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loc = world.get_location('Misery Mire - Spikes Pot Key', player)
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if loc.pot.x == 48 and loc.pot.y == 28: # pot shuffled to spike area
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set_rule(loc, lambda state: (state.world.can_take_damage and state.has_hearts(player, 4)) or state.has('Cane of Byrna', player) or state.has('Cape', player))
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if loc.pot:
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if loc.pot.x == 48 and loc.pot.y == 28: # pot shuffled to spike area
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set_rule(loc, lambda state: (state.world.can_take_damage and state.has_hearts(player, 4))
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or state.has('Cane of Byrna', player) or state.has('Cape', player))
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set_rule(world.get_entrance('Mire Left Bridge Hook Path', player), lambda state: state.has('Hookshot', player))
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set_rule(world.get_entrance('Mire Tile Room NW', player), lambda state: state.has_fire_source(player))
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set_rule(world.get_entrance('Mire Attic Hint Hole', player), lambda state: state.has_fire_source(player))
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@@ -22,7 +22,6 @@ if os.path.isdir("build") and not sys.platform.find("mac") and not sys.platform.
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subprocess.run(" ".join([f"pyinstaller {SPEC_FILE} ",
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upx_string,
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"-y ",
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"--onefile ",
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f"--distpath {DEST_DIRECTORY} ",
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]),
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shell=True)
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@@ -22,7 +22,6 @@ if os.path.isdir("build") and not sys.platform.find("mac") and not sys.platform.
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subprocess.run(" ".join([f"pyinstaller {SPEC_FILE} ",
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upx_string,
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"-y ",
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"--onefile ",
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f"--distpath {DEST_DIRECTORY} ",
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]),
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shell=True)
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