Merge pull request #66 from compiling/dungeon_entrance_fix
Dungeon entrance fix (key logic)
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@@ -136,39 +136,20 @@ def vanilla_key_logic(world, player):
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world.dungeon_layouts[player][builder.name] = builder
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overworld_prep(world, player)
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entrances_map, potentials, connections = determine_entrance_list(world, player)
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enabled_entrances = {}
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sector_queue = deque(builders)
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last_key, loops = None, 0
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while len(sector_queue) > 0:
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builder = sector_queue.popleft()
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split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods')
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origin_list = list(entrances_map[builder.name])
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find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
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if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player):
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if last_key == builder.name or loops > 1000:
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origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin'
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raise Exception('Infinite loop detected for "%s" located at %s' % (builder.name, origin_name))
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sector_queue.append(builder)
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last_key = builder.name
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loops += 1
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else:
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find_new_entrances(builder.master_sector, entrances_map, connections, potentials, enabled_entrances, world, player)
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start_regions = convert_regions(origin_list, world, player)
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doors = convert_key_doors(default_small_key_doors[builder.name], 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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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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analyze_dungeon(key_layout, world, player)
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world.key_logic[player][builder.name] = key_layout.key_logic
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log_key_logic(builder.name, key_layout.key_logic)
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last_key = None
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for builder in builders:
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origin_list = find_accessible_entrances(world, player, default_dungeon_entrances[builder.name])
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start_regions = convert_regions(origin_list, world, player)
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doors = convert_key_doors(default_small_key_doors[builder.name], 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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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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analyze_dungeon(key_layout, world, player)
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world.key_logic[player][builder.name] = key_layout.key_logic
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log_key_logic(builder.name, key_layout.key_logic)
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if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player]:
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validate_vanilla_key_logic(world, player)
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@@ -391,8 +372,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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combine_layouts(recombinant_builders, dungeon_builders, entrances_map)
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world.dungeon_layouts[player] = {}
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for builder in dungeon_builders.values():
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find_enabled_origins([builder.master_sector], enabled_entrances, builder.layout_starts, entrances_map, builder.name)
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builder.path_entrances = entrances_map[builder.name]
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builder.entrance_list = builder.layout_starts = builder.path_entrances = find_accessible_entrances(world, player, builder.all_entrances)
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world.dungeon_layouts[player] = dungeon_builders
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@@ -1164,6 +1144,33 @@ def find_inaccessible_regions(world, player):
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logger.debug('%s', r)
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def find_accessible_entrances(world, player, entrances):
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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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regs = convert_regions(start_regions, world, player)
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visited_regions = set()
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visited_entrances = []
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queue = deque(regs)
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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 world.mode[player] == 'inverted' and next_region.name == 'Tower Agahnim 1':
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connect = world.get_region('Hyrule Castle Ledge', player)
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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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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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if connect.name in entrances:
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visited_entrances.append(connect.name)
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elif connect and connect not in queue and connect not in visited_regions:
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queue.append(connect)
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return visited_entrances
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def valid_inaccessible_region(r):
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return r.type is not RegionType.Cave or (len(r.exits) > 0 and r.name not in ['Links House', 'Chris Houlihan Room'])
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