Merged in DR Insanity shuffle issue fix
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@@ -1104,7 +1104,6 @@ def link_entrances(world, player):
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# beware ye who enter here
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if not invFlag:
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entrances = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave']
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entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)']
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doors = LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] + Old_Man_Entrances +\
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@@ -1118,13 +1117,16 @@ def link_entrances(world, player):
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Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\
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LW_Single_Cave_Doors + Inverted_DW_Single_Cave_Doors + ['Desert Palace Entrance (West)', 'Desert Palace Entrance (North)']
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exit_pool = list(doors)
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if invFlag:
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# randomize which desert ledge door is a must-exit
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if random.randint(0, 1) == 0:
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entrances_must_exits.append('Desert Palace Entrance (North)')
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entrances.append('Desert Palace Entrance (West)')
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exit_pool.append('Desert Palace Entrance (West)')
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else:
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entrances_must_exits.append('Desert Palace Entrance (West)')
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entrances.append('Desert Palace Entrance (North)')
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exit_pool.append('Desert Palace Entrance (North)')
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# TODO: there are other possible entrances we could support here by way of exiting from a connector,
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# and rentering to find bomb shop. However appended list here is all those that we currently have
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@@ -1168,7 +1170,7 @@ def link_entrances(world, player):
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else:
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hole_entrances.append('Hyrule Castle Secret Entrance Drop')
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hole_targets.append('Hyrule Castle Secret Entrance')
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entrances.append('Hyrule Castle Secret Entrance Stairs')
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exit_pool.append('Hyrule Castle Secret Entrance Stairs')
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caves.append('Hyrule Castle Secret Entrance Exit')
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if not invFlag:
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doors.append('Hyrule Castle Secret Entrance Stairs')
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@@ -1181,18 +1183,18 @@ def link_entrances(world, player):
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caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
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hole_targets.append('Pyramid')
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if not invFlag:
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entrances.append('Ganons Tower')
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exit_pool.extend(['Ganons Tower', 'Pyramid Entrance'])
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hole_entrances.append('Pyramid Hole')
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entrances_must_exits.append('Pyramid Entrance')
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doors.extend(['Ganons Tower', 'Pyramid Entrance'])
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else:
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entrances.append('Agahnims Tower')
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exit_pool.extend(['Agahnims Tower', 'Inverted Pyramid Entrance'])
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hole_entrances.append('Inverted Pyramid Hole')
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doors.extend(['Agahnims Tower', 'Inverted Pyramid Entrance'])
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random.shuffle(hole_entrances)
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random.shuffle(hole_targets)
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random.shuffle(entrances)
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random.shuffle(exit_pool)
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# fill up holes
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for hole in hole_entrances:
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@@ -1208,33 +1210,30 @@ def link_entrances(world, player):
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doors.append('Hyrule Castle Entrance (South)')
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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if not invFlag:
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entrances.append('Hyrule Castle Entrance (South)')
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exit_pool.append('Hyrule Castle Entrance (South)')
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# place links house
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if world.mode[player] == 'standard' or not world.shufflelinks[player]:
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links_house = 'Links House'
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else:
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if not invFlag:
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links_house_doors = [i for i in entrances + entrances_must_exits if i not in Isolated_LH_Doors_Open]
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links_house_doors = [i for i in doors if i not in Isolated_LH_Doors_Open]
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else:
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links_house_doors = [i for i in entrances + entrances_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house_doors = [i for i in doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3:
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exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \
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+ DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower']
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links_house_doors = [i for i in links_house_doors if i not in exclusions]
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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if links_house in entrances:
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entrances.remove(links_house)
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elif links_house in entrances_must_exits:
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entrances_must_exits.remove(links_house)
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exit_pool.remove(links_house)
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doors.remove(links_house)
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if invFlag:
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# place dark sanc
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances]
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool]
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sanc_door = random.choice(sanc_doors)
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entrances.remove(sanc_door)
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exit_pool.remove(sanc_door)
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doors.remove(sanc_door)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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@@ -1256,7 +1255,7 @@ def link_entrances(world, player):
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cavelist.remove(candidate)
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return candidate
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def connect_reachable_exit(entrance, caves, doors):
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def connect_reachable_exit(entrance, caves, doors, exit_pool):
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cave = extract_reachable_exit(caves)
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exit = cave[-1]
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@@ -1264,18 +1263,19 @@ def link_entrances(world, player):
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connect_exit(world, exit, entrance, player)
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connect_entrance(world, doors.pop(), exit, player)
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# rest of cave now is forced to be in this world
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exit_pool.remove(entrance)
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caves.append(cave)
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# connect mandatory exits
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for entrance in entrances_must_exits:
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connect_reachable_exit(entrance, caves, doors)
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connect_reachable_exit(entrance, caves, doors, exit_pool)
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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old_man_entrances = [entrance for entrance in old_man_entrances if entrance in entrances]
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old_man_entrances = [entrance for entrance in old_man_entrances if entrance in exit_pool]
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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entrances.remove(old_man_exit)
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exit_pool.remove(old_man_exit)
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connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player)
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connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player)
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@@ -1286,6 +1286,7 @@ def link_entrances(world, player):
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random.shuffle(blacksmith_doors)
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blacksmith_hut = blacksmith_doors.pop()
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connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
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exit_pool.remove(blacksmith_hut)
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doors.remove(blacksmith_hut)
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# place dam and pyramid fairy, have limited options
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@@ -1293,6 +1294,7 @@ def link_entrances(world, player):
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random.shuffle(bomb_shop_doors)
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop' if not invFlag else 'Links House', player)
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exit_pool.remove(bomb_shop)
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doors.remove(bomb_shop)
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# handle remaining caves
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@@ -1301,7 +1303,7 @@ def link_entrances(world, player):
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cave = (cave,)
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for exit in cave:
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connect_exit(world, exit, entrances.pop(), player)
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connect_exit(world, exit, exit_pool.pop(), player)
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connect_entrance(world, doors.pop(), exit, player)
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# place remaining doors
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