diff --git a/DoorShuffle.py b/DoorShuffle.py index 8134f73b..63f20e92 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -136,39 +136,20 @@ def vanilla_key_logic(world, player): world.dungeon_layouts[player][builder.name] = builder overworld_prep(world, player) - entrances_map, potentials, connections = determine_entrance_list(world, player) - - enabled_entrances = {} - sector_queue = deque(builders) - last_key, loops = None, 0 - while len(sector_queue) > 0: - builder = sector_queue.popleft() - - split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods') - origin_list = list(entrances_map[builder.name]) - find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name) - if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player): - if last_key == builder.name or loops > 1000: - origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin' - raise Exception('Infinite loop detected for "%s" located at %s' % (builder.name, origin_name)) - sector_queue.append(builder) - last_key = builder.name - loops += 1 - else: - find_new_entrances(builder.master_sector, entrances_map, connections, potentials, enabled_entrances, world, player) - start_regions = convert_regions(origin_list, world, player) - doors = convert_key_doors(default_small_key_doors[builder.name], 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) - builder.key_door_proposal = doors - if player not in world.key_logic.keys(): - world.key_logic[player] = {} - analyze_dungeon(key_layout, world, player) - world.key_logic[player][builder.name] = key_layout.key_logic - log_key_logic(builder.name, key_layout.key_logic) - last_key = None + for builder in builders: + origin_list = find_accessible_entrances(world, player, default_dungeon_entrances[builder.name]) + start_regions = convert_regions(origin_list, world, player) + doors = convert_key_doors(default_small_key_doors[builder.name], 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) + builder.key_door_proposal = doors + if player not in world.key_logic.keys(): + world.key_logic[player] = {} + analyze_dungeon(key_layout, world, player) + world.key_logic[player][builder.name] = key_layout.key_logic + log_key_logic(builder.name, key_layout.key_logic) if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player]: validate_vanilla_key_logic(world, player) @@ -391,8 +372,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_ combine_layouts(recombinant_builders, dungeon_builders, entrances_map) world.dungeon_layouts[player] = {} for builder in dungeon_builders.values(): - find_enabled_origins([builder.master_sector], enabled_entrances, builder.layout_starts, entrances_map, builder.name) - builder.path_entrances = entrances_map[builder.name] + builder.entrance_list = builder.layout_starts = builder.path_entrances = find_accessible_entrances(world, player, builder.all_entrances) world.dungeon_layouts[player] = dungeon_builders @@ -1164,6 +1144,33 @@ def find_inaccessible_regions(world, player): logger.debug('%s', r) +def find_accessible_entrances(world, player, entrances): + if world.mode[player] != 'inverted': + start_regions = ['Links House', 'Sanctuary'] + else: + start_regions = ['Inverted Links House', 'Inverted Dark Sanctuary'] + regs = convert_regions(start_regions, world, player) + visited_regions = set() + visited_entrances = [] + queue = deque(regs) + while len(queue) > 0: + next_region = queue.popleft() + visited_regions.add(next_region) + if world.mode[player] == 'inverted' and next_region.name == 'Tower Agahnim 1': + connect = world.get_region('Hyrule Castle Ledge', player) + if connect not in queue and connect not in visited_regions: + queue.append(connect) + for ext in next_region.exits: + connect = ext.connected_region + if connect is None or ext.door and ext.door.blocked: + continue + if connect.name in entrances: + visited_entrances.append(connect.name) + elif connect and connect not in queue and connect not in visited_regions: + queue.append(connect) + return visited_entrances + + def valid_inaccessible_region(r): return r.type is not RegionType.Cave or (len(r.exits) > 0 and r.name not in ['Links House', 'Chris Houlihan Room'])