Merge branch 'WorldModelRefactor' into DoorDevUnstable
This commit is contained in:
@@ -421,7 +421,6 @@ def pair_existing_key_doors(world, player, door_a, door_b):
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def choose_portals(world, player):
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if world.doorShuffle[player] != ['vanilla']:
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shuffle_flag = world.doorShuffle[player] != 'basic'
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allowed = {}
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@@ -650,8 +649,6 @@ def analyze_portals(world, player):
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def connect_portal(portal, world, player):
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ent, ext, entrance_name = portal_map[portal.name]
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if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
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ext = 'Inverted ' + ext
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portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
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target_exit = world.get_entrance(ext, player)
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portal_entrance.connected_region = target_exit.parent_region
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@@ -1189,6 +1186,8 @@ def enable_new_entrances(region, connections, potentials, enabled, world, player
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while len(queue) > 0:
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ext = queue.popleft()
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visited.add(ext)
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if ext.connected_region is None:
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continue
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region_name = ext.connected_region.name
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if region_name in connections.keys() and connections[region_name] in potentials.keys():
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for potential in potentials.pop(connections[region_name]):
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@@ -3274,7 +3273,7 @@ def find_inaccessible_regions(world, player):
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if world.mode[player] != 'inverted':
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start_regions = ['Links House', 'Sanctuary']
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else:
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start_regions = ['Inverted Links House', 'Inverted Dark Sanctuary']
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start_regions = ['Links House', 'Dark Sanctuary Hint']
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regs = convert_regions(start_regions, world, player)
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all_regions = set([r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon])
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visited_regions = set()
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@@ -3282,7 +3281,7 @@ def find_inaccessible_regions(world, player):
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while len(queue) > 0:
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next_region = queue.popleft()
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visited_regions.add(next_region)
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if next_region.name == 'Inverted Dark Sanctuary': # special spawn point in cave
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if next_region.name == 'Dark Sanctuary Hint': # special spawn point in cave
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for ent in next_region.entrances:
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parent = ent.parent_region
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if parent and parent.type is not RegionType.Dungeon and parent not in queue and parent not in visited_regions:
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@@ -3312,9 +3311,9 @@ def find_accessible_entrances(world, player, builder):
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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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start_regions = ['Links House', 'Sanctuary', 'East Dark World']
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else:
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start_regions = ['Inverted Links House', 'Inverted Dark Sanctuary', 'Hyrule Castle Ledge']
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start_regions = ['Links House', 'Dark Sanctuary Hint', 'Hyrule Castle Ledge']
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regs = convert_regions(start_regions, world, player)
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visited_regions = set()
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visited_entrances = []
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@@ -3334,7 +3333,7 @@ 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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if hc_std and ext.name in ['Hyrule Castle Main Gate (North)', 'Castle Gate Teleporter', 'Hyrule Castle Ledge Drop']: # 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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@@ -3370,7 +3369,7 @@ def create_doors_for_inaccessible_region(inaccessible_region, world, player):
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region = world.get_region(inaccessible_region, player)
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for ext in region.exits:
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create_door(world, player, ext.name, region.name)
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if ext.connected_region.name.endswith(' Portal'):
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if ext.connected_region and ext.connected_region.name.endswith(' Portal'):
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for more_exts in ext.connected_region.exits:
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create_door(world, player, more_exts.name, ext.connected_region.name)
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@@ -3378,14 +3377,15 @@ def create_doors_for_inaccessible_region(inaccessible_region, world, player):
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def create_door(world, player, entName, region_name):
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entrance = world.get_entrance(entName, player)
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connect = entrance.connected_region
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for ext in connect.exits:
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if ext.connected_region is not None and ext.connected_region.name == region_name:
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d = Door(player, ext.name, DoorType.Logical, ext),
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world.doors += d
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connect_door_only(world, ext.name, ext.connected_region, player)
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d = Door(player, entName, DoorType.Logical, entrance),
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world.doors += d
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connect_door_only(world, entName, connect, player)
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if connect is not None:
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for ext in connect.exits:
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if ext.connected_region and ext.connected_region.name == region_name:
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d = Door(player, ext.name, DoorType.Logical, ext),
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world.doors += d
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connect_door_only(world, ext.name, ext.connected_region, player)
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d = Door(player, entName, DoorType.Logical, entrance),
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world.doors += d
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connect_door_only(world, entName, connect, player)
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def check_required_paths(paths, world, player):
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