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

3
.gitignore vendored
View File

@@ -4,6 +4,9 @@
*.bmbp
*.log
*_Spoiler.json
*_custom.yaml
*_meta.txt
*.bps
*.pyc
*.sfc
*.srm

View File

@@ -2813,6 +2813,11 @@ class Pot(object):
item = self.item if not self.indicator else self.standing_item_code
return [self.x, high_byte, item]
def get_region(self, world, player):
if world.mode[player] == 'inverted' and self.room == 'Links House':
return world.get_region('Inverted Links House', 1)
return world.get_region(self.room, 1)
def __eq__(self, other):
return self.x == other.x and self.y == other.y and self.room == other.room

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

View File

@@ -63,9 +63,10 @@ def link_entrances(world, player):
connect_caves(world, lw_entrances, [], hyrule_castle_exits, player)
elif world.doorShuffle[player] != 'vanilla':
# sanc is in light world, so must all of HC if door shuffle is on
connect_mandatory_exits(world, lw_entrances,
[('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')],
hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')]
connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits,
list(LW_Dungeon_Entrances_Must_Exit), player)
connect_caves(world, lw_entrances, [], hyrule_castle_exits, player)
else:
connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)

View File

@@ -48,6 +48,10 @@ def fill_dungeons_restrictive(world, shuffled_locations):
bigs, smalls, others = [], [], []
for i in dungeon_items:
(bigs if i.bigkey else smalls if i.smallkey else others).append(i)
unplaced_smalls = list(smalls)
for i in world.itempool:
if i.smallkey and world.keyshuffle[i.player]:
unplaced_smalls.append(i)
def fill(base_state, items, key_pool):
fill_restrictive(world, base_state, shuffled_locations, items, key_pool, True)
@@ -56,12 +60,12 @@ def fill_dungeons_restrictive(world, shuffled_locations):
big_state_base = all_state_base.copy()
for x in smalls + others:
big_state_base.collect(x, True)
fill(big_state_base, bigs, smalls)
fill(big_state_base, bigs, unplaced_smalls)
random.shuffle(shuffled_locations)
small_state_base = all_state_base.copy()
for x in others:
small_state_base.collect(x, True)
fill(small_state_base, smalls, list(smalls))
fill(small_state_base, smalls, unplaced_smalls)
random.shuffle(shuffled_locations)
fill(all_state_base, others, None)

View File

@@ -894,7 +894,7 @@ def shuffle_pots(world, player):
new_pot.item = PotItem.FiveRupees
if new_pot.item == PotItem.Key:
key = next(location for location in world.get_region(old_pot.room, player).locations if location.name in key_drop_data)
key = next(location for location in old_pot.get_region(world, player).locations if location.name in key_drop_data)
key.pot = new_pot
if new_pot.room != old_pot.room:
# Move pot key to new room
@@ -970,7 +970,7 @@ def choose_pots(world, player):
dungeon_list = []
for super_tile, pot_list in vanilla_pots.items():
for pot in pot_list:
if world.get_region(pot.room, player).type == RegionType.Cave:
if pot.get_region(world, player).type == RegionType.Cave:
pot_pool.add(pot)
else:
dungeon_list.append(pot)
@@ -981,7 +981,7 @@ def choose_pots(world, player):
dungeon_count = 0
for super_tile, pot_list in vanilla_pots.items():
for pot in pot_list:
if world.get_region(pot.room, player).type == RegionType.Cave:
if pot.get_region(world, player).type == RegionType.Cave:
pot_pool.add(pot)
else:
dungeon_map[pot.room].append(pot)

View File

@@ -217,6 +217,8 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
* 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.
* Fixed a playthrough issue that was not respecting pot rules
* Fixed an issue that was conflicting with downstream OWR project
* Fixed an issue with inverted and certain pottery settings
* Fixed an issue with small keys being shuffled and big keys not (key distribution)
* 1.0.1.1
* Fixed the pots in Mire Storyteller/ Dark Desert Hint to be colorized when they should be
* Certain pot items no longer reload when reloading the supertile (matches original pot behavior better)

View File

@@ -1073,9 +1073,9 @@ def valid_pot_location(pot, pot_set, world, player):
return True
if world.pottery[player] in ['reduced', 'clustered'] and pot in pot_set:
return True
if world.pottery[player] == 'dungeon' and world.get_region(pot.room, player).type == RegionType.Dungeon:
if world.pottery[player] == 'dungeon' and pot.get_region(world, player).type == RegionType.Dungeon:
return True
if world.pottery[player] in ['cave', 'cavekeys'] and world.get_region(pot.room, player).type == RegionType.Cave:
if world.pottery[player] in ['cave', 'cavekeys'] and pot.get_region(world, player).type == RegionType.Cave:
return True
return False

View File

@@ -323,8 +323,10 @@ def global_rules(world, player):
# byrna could work with sufficient magic
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))
loc = world.get_location('Misery Mire - Spikes Pot Key', player)
if loc.pot.x == 48 and loc.pot.y == 28: # pot shuffled to spike area
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))
if loc.pot:
if loc.pot.x == 48 and loc.pot.y == 28: # pot shuffled to spike area
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))
set_rule(world.get_entrance('Mire Left Bridge Hook Path', player), lambda state: state.has('Hookshot', player))
set_rule(world.get_entrance('Mire Tile Room NW', player), lambda state: state.has_fire_source(player))
set_rule(world.get_entrance('Mire Attic Hint Hole', player), lambda state: state.has_fire_source(player))

View File

@@ -22,7 +22,6 @@ if os.path.isdir("build") and not sys.platform.find("mac") and not sys.platform.
subprocess.run(" ".join([f"pyinstaller {SPEC_FILE} ",
upx_string,
"-y ",
"--onefile ",
f"--distpath {DEST_DIRECTORY} ",
]),
shell=True)

View File

@@ -22,7 +22,6 @@ if os.path.isdir("build") and not sys.platform.find("mac") and not sys.platform.
subprocess.run(" ".join([f"pyinstaller {SPEC_FILE} ",
upx_string,
"-y ",
"--onefile ",
f"--distpath {DEST_DIRECTORY} ",
]),
shell=True)