Merge branch 'OverworldShuffleDev' into OverworldShuffle
This commit is contained in:
@@ -6,7 +6,7 @@ from Regions import mark_dark_world_regions, mark_light_world_regions
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from OWEdges import OWTileRegions, OWEdgeGroups, OWExitTypes, OpenStd, parallel_links, IsParallel
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from Utils import bidict
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version_number = '0.2.9.1'
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version_number = '0.2.10.0'
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# branch indicator is intentionally different across branches
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version_branch = ''
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@@ -289,6 +289,8 @@ def link_overworld(world, player):
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for whirlpools in whirlpool_candidates:
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random.shuffle(whirlpools)
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while len(whirlpools):
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if len(whirlpools) % 2 == 1:
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x=0
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from_owid, from_whirlpool, from_region = whirlpools.pop()
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to_owid, to_whirlpool, to_region = whirlpools.pop()
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connect_simple(world, from_whirlpool, to_region, player)
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@@ -329,7 +331,7 @@ def link_overworld(world, player):
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# layout shuffle
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groups = adjust_edge_groups(world, trimmed_groups, edges_to_swap, player)
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tries = 20
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tries = 100
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valid_layout = False
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connected_edge_cache = connected_edges.copy()
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while not valid_layout and tries > 0:
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@@ -423,10 +425,15 @@ def link_overworld(world, player):
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if not ignore_proximity and random.randint(0, 31) != 0 and new_ignored.intersection(ignored_regions):
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return False
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ignored_regions.update(new_ignored)
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flute_pool.remove(owid)
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if ignore_proximity:
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logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
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new_spots.append(owid)
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if owid in flute_pool:
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flute_pool.remove(owid)
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if ignore_proximity:
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logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
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logging.getLogger('').debug(f'Placing flute at: {hex(owid)}')
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new_spots.append(owid)
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else:
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# TODO: Inspect later, seems to happen only with 'random' flute shuffle
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logging.getLogger('').warning(f'Warning: Attempted to place flute spot not in pool: {hex(owid)}')
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return True
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# determine sectors (isolated groups of regions) to place flute spots
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@@ -442,6 +449,7 @@ def link_overworld(world, player):
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sector_total -= 1
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spots_to_place = min(flute_spots - sector_total, max(1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
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target_spots = len(new_spots) + spots_to_place
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logging.getLogger('').debug(f'Sector of {sector[0]} regions gets {spots_to_place} spot(s)')
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if 'Desert Palace Teleporter Ledge' in sector[1] or 'Misery Mire Teleporter Ledge' in sector[1]:
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addSpot(0x38, False) # guarantee desert/mire access
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@@ -553,8 +561,8 @@ def shuffle_tiles(world, groups, result_list, do_grouped, player):
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group_parity = {}
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for group_data in groups:
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group = group_data[0]
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parity = [0, 0, 0, 0, 0]
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# vertical land
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parity = [0, 0, 0, 0, 0, 0]
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# 0: vertical
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if 0x00 in group:
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parity[0] += 1
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if 0x0f in group:
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@@ -563,40 +571,46 @@ def shuffle_tiles(world, groups, result_list, do_grouped, player):
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parity[0] -= 1
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if 0x81 in group:
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parity[0] -= 1
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# horizontal land
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# 1: horizontal land single
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if 0x1a in group:
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parity[1] -= 1
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if 0x1b in group:
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parity[1] += 1
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if 0x28 in group:
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parity[1] += 1
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if 0x29 in group:
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parity[1] -= 1
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if 0x30 in group:
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parity[1] -= 2
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if 0x3a in group:
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parity[1] += 2
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# horizontal water
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if 0x2d in group:
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if 0x29 in group:
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parity[1] += 1
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# 2: horizontal land double
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if 0x28 in group:
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parity[2] += 1
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if 0x80 in group:
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if 0x29 in group:
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parity[2] -= 1
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# whirlpool
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if 0x30 in group:
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parity[2] -= 1
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if 0x3a in group:
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parity[2] += 1
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# 3: horizontal water
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if 0x2d in group:
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parity[3] += 1
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if 0x80 in group:
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parity[3] -= 1
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# 4: whirlpool
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if 0x0f in group:
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parity[3] += 1
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parity[4] += 1
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if 0x12 in group:
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parity[3] += 1
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parity[4] += 1
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if 0x33 in group:
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parity[3] += 1
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parity[4] += 1
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if 0x35 in group:
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parity[3] += 1
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# dropdown exit
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if 0x00 in group or 0x02 in group or 0x13 in group or 0x15 in group or 0x18 in group or 0x22 in group:
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parity[4] += 1
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# 5: dropdown exit
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for id in [0x00, 0x02, 0x13, 0x15, 0x18, 0x22]:
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if id in group:
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parity[5] += 1
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if 0x1b in group and world.mode[player] != 'standard':
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parity[4] += 1
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parity[5] += 1
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if 0x1b in group and world.shuffle_ganon:
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parity[4] -= 1
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parity[5] -= 1
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group_parity[group[0]] = parity
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attempts = 1000
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@@ -607,7 +621,7 @@ def shuffle_tiles(world, groups, result_list, do_grouped, player):
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# tile shuffle happens here
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removed = list()
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for group in groups:
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# if 0x1b in group[0] or (0x1a in group[0] and world.owCrossed[player] == 'none'): # TODO: Standard + Inverted
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#if 0x1b in group[0] or 0x13 in group[0] or (0x1a in group[0] and world.owCrossed[player] == 'none'): # TODO: Standard + Inverted
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if random.randint(0, 1):
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removed.append(group)
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@@ -621,18 +635,24 @@ def shuffle_tiles(world, groups, result_list, do_grouped, player):
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exist_lw_regions.extend(lw_regions)
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exist_dw_regions.extend(dw_regions)
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parity = [sum(group_parity[group[0][0]][i] for group in groups if group not in removed) for i in range(5)]
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parity[3] %= 2 # actual parity
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if (world.owCrossed[player] == 'none' or do_grouped) and parity[:4] != [0, 0, 0, 0]:
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parity = [sum(group_parity[group[0][0]][i] for group in groups if group not in removed) for i in range(6)]
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if not world.owKeepSimilar[player]:
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parity[1] += 2*parity[2]
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parity[2] = 0
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# if crossed terrain:
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# parity[1] += parity[3]
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# parity[3] = 0
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parity[4] %= 2 # actual parity
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if (world.owCrossed[player] == 'none' or do_grouped) and parity[:5] != [0, 0, 0, 0, 0]:
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attempts -= 1
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continue
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# ensure sanc can be placed in LW in certain modes
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if not do_grouped and world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'lean', 'crossed', 'insanity'] and world.mode[player] != 'inverted' and (world.doorShuffle[player] != 'crossed' or world.intensity[player] < 3 or world.mode[player] == 'standard'):
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free_dw_drops = parity[4] + (1 if world.shuffle_ganon else 0)
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free_dw_drops = parity[5] + (1 if world.shuffle_ganon else 0)
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free_drops = 6 + (1 if world.mode[player] != 'standard' else 0) + (1 if world.shuffle_ganon else 0)
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if free_dw_drops == free_drops:
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attempts -= 1
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continue
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attempts -= 1
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continue
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break
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(exist_owids, exist_lw_regions, exist_dw_regions) = result_list
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@@ -681,7 +701,7 @@ def define_tile_groups(world, player, do_grouped):
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# sanctuary/chapel should not be swapped if S+Q guaranteed to output on that screen
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if 0x13 in group and ((world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull'] \
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and (world.mode[player] in ['standard', 'inverted'] or world.doorShuffle[player] != 'crossed' or world.intensity[player] < 3)) \
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or (world.shuffle[player] == 'lite' and world.mode[player] == 'inverted')):
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or (world.shuffle[player] in ['lite', 'lean'] and world.mode[player] == 'inverted')):
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return False
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return True
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@@ -708,7 +728,7 @@ def define_tile_groups(world, player, do_grouped):
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if world.owShuffle[player] == 'vanilla' and (world.owCrossed[player] == 'none' or do_grouped):
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merge_groups([[0x00, 0x2d, 0x80], [0x0f, 0x81], [0x1a, 0x1b], [0x28, 0x29], [0x30, 0x3a]])
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if world.owShuffle[player] == 'parallel' and world.owKeepSimilar[player] and world.owCrossed[player] == 'none':
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if world.owShuffle[player] == 'parallel' and world.owKeepSimilar[player] and (world.owCrossed[player] == 'none' or do_grouped):
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merge_groups([[0x28, 0x29]])
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if not world.owWhirlpoolShuffle[player] and (world.owCrossed[player] == 'none' or do_grouped):
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@@ -878,13 +898,13 @@ def can_reach_smith(world, player):
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return found
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def build_sectors(world, player):
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from Main import copy_world
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from Main import copy_world_limited
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from OWEdges import OWTileRegions
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# perform accessibility check on duplicate world
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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# build lists of contiguous regions accessible with full inventory (excl portals/mirror/flute/entrances)
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regions = list(OWTileRegions.copy().keys())
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@@ -928,11 +948,23 @@ def build_sectors(world, player):
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sectors2.append(explored_regions)
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sectors[s] = sectors2
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#TODO: Keep largest LW sector for Links House consideration, keep sector containing WDM for Old Man consideration
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# sector_entrances = list()
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# for sector in sectors:
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# entrances = list()
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# for s2 in sector:
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# for region_name in s2:
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# region = world.get_region(region_name, player)
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# for exit in region.exits:
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# if exit.spot_type == 'Entrance' and exit.name in entrance_pool:
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# entrances.append(exit.name)
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# sector_entrances.append(entrances)
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return sectors
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def build_accessible_region_list(world, start_region, player, build_copy_world=False, cross_world=False, region_rules=True, ignore_ledges = False):
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from Main import copy_world
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from BaseClasses import CollectionState
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from Main import copy_world_limited
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from Items import ItemFactory
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from Utils import stack_size3a
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@@ -959,7 +991,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
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if build_copy_world:
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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base_world.override_bomb_check = True
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else:
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base_world = world
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@@ -1015,7 +1047,7 @@ def validate_layout(world, player):
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entrance_connectors['Bumper Cave Entrance'] = ['West Dark Death Mountain (Bottom)']
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entrance_connectors['Mountain Entry Entrance'] = ['Mountain Entry Ledge']
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from Main import copy_world
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from Main import copy_world_limited
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from Utils import stack_size3a
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from EntranceShuffle import default_dungeon_connections, default_connector_connections, default_item_connections, default_shop_connections, default_drop_connections, default_dropexit_connections
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@@ -1048,7 +1080,7 @@ def validate_layout(world, player):
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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explored_regions = list()
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull'] or not world.shufflelinks[player]:
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