Merge branch 'DoorDevUnstable' into Sandbox
# Conflicts: # ItemList.py # Items.py # Main.py # Rom.py # data/base2current.bps
This commit is contained in:
@@ -58,15 +58,17 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
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excluded[region] = None
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elif split_dungeon and builder.sewers_access and builder.sewers_access.entrance.parent_region == region:
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continue
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elif len(region.entrances) == 1: # for holes
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access_region = next(x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop')
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if access_region.name == 'Sewer Drop':
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access_region = next(x.parent_region for x in access_region.entrances)
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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drop_region = next((x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop'), None)
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if drop_region: # for holes
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if drop_region.name == 'Sewer Drop':
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drop_region = next(x.parent_region for x in drop_region.entrances)
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if (drop_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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elif region in excluded:
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del excluded[region]
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entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
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doors_to_connect, idx = {}, 0
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all_regions = set()
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@@ -216,7 +218,6 @@ def modify_proposal(proposed_map, explored_state, doors_to_connect, hash_code_se
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else:
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logger.debug(f' Re-Linking {attempt.name} -> {new_door.name}')
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logger.debug(f' Re-Linking {old_attempt.name} -> {old_target.name}')
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hash_code_set.add(hash_code)
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return proposed_map, hash_code
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@@ -315,9 +316,14 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
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non_hole_portals.append(portal.door.entrance.parent_region.name)
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if portal.destination:
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paths.append(portal.door.entrance.parent_region.name)
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if world.mode[player] == 'standard' and name == 'Hyrule Castle':
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if world.mode[player] == 'standard' and name == 'Hyrule Castle Dungeon':
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paths.append('Hyrule Dungeon Cellblock')
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paths.append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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paths.append(('Hyrule Dungeon Cellblock', 'Hyrule Castle Throne Room'))
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entrance = next(x for x in world.dungeon_portals[player] if x.name == 'Hyrule Castle South')
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# todo: in non-er, we can use the other portals too
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paths.append(('Hyrule Dungeon Cellblock', entrance.door.entrance.parent_region.name))
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paths.append(('Hyrule Castle Throne Room', [entrance.door.entrance.parent_region.name,
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'Hyrule Dungeon Cellblock']))
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if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town':
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paths.append('Thieves Attic Window')
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elif 'Thieves Attic Window' in all_r_names:
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@@ -431,6 +437,13 @@ def connect_simple_door(exit_door, region):
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special_big_key_doors = ['Hyrule Dungeon Cellblock Door', "Thieves Blind's Cell Door"]
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std_special_big_key_doors = ['Hyrule Castle Throne Room Tapestry'] + special_big_key_doors
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def get_special_big_key_doors(world, player):
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if world.mode[player] == 'standard':
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return std_special_big_key_doors
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return special_big_key_doors
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class ExplorationState(object):
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@@ -618,6 +631,7 @@ class ExplorationState(object):
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors, flag)
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# same as above but traps are ignored, and flag is not used
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def add_all_doors_check_proposed_2(self, region, proposed_map, valid_doors, world, player):
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for door in get_doors(world, region, player):
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if door in proposed_map and door.name in valid_doors:
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@@ -638,6 +652,27 @@ class ExplorationState(object):
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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# same as above but traps are checked for
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def add_all_doors_check_proposed_3(self, region, proposed_map, valid_doors, world, player):
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for door in get_doors(world, region, player):
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if door in proposed_map and door.name in valid_doors:
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self.visited_doors.add(door)
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if self.can_traverse(door):
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if door.controller is not None:
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door = door.controller
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if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors:
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if not self.in_door_list_ic(door, self.unattached_doors):
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self.append_door_to_list(door, self.unattached_doors)
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else:
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other = self.find_door_in_list(door, self.unattached_doors)
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if self.crystal != other.crystal:
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other.crystal = CrystalBarrier.Either
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elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
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self.event_doors):
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self.append_door_to_list(door, self.event_doors)
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elif not self.in_door_list(door, self.avail_doors):
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self.append_door_to_list(door, self.avail_doors)
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def add_all_doors_check_proposed_traps(self, region, proposed_traps, world, player):
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for door in get_doors(world, region, player):
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if self.can_traverse_ignore_traps(door) and door not in proposed_traps:
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@@ -671,7 +706,7 @@ class ExplorationState(object):
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if door in key_door_proposal and door not in self.opened_doors:
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if not self.in_door_list(door, self.small_doors):
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self.append_door_to_list(door, self.small_doors)
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elif (door.bigKey or door.name in special_big_key_doors) and not self.big_key_opened:
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elif (door.bigKey or door.name in get_special_big_key_doors(world, player)) and not self.big_key_opened:
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if not self.in_door_list(door, self.big_doors):
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self.append_door_to_list(door, self.big_doors)
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elif door.req_event is not None and door.req_event not in self.events:
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@@ -824,7 +859,10 @@ def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regi
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local_state = state.copy()
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for region in search_regions:
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local_state.visit_region(region)
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local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, world, player)
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if world.trap_door_mode[player] == 'vanilla':
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local_state.add_all_doors_check_proposed_3(region, proposed_map, valid_doors, world, player)
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else:
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local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, world, player)
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while len(local_state.avail_doors) > 0:
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explorable_door = local_state.next_avail_door()
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if explorable_door.door in proposed_map:
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@@ -835,7 +873,10 @@ def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regi
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if (valid_region_to_explore_in_regions(connect_region, all_regions, world, player)
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and not local_state.visited(connect_region)):
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local_state.visit_region(connect_region)
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local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors, world, player)
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if world.trap_door_mode[player] == 'vanilla':
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local_state.add_all_doors_check_proposed_3(connect_region, proposed_map, valid_doors, world, player)
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else:
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local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors, world, player)
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return local_state
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