Merged glitched mode fixes from Muffins PR/21

This commit is contained in:
codemann8
2024-12-15 19:10:21 -06:00
10 changed files with 229 additions and 139 deletions

31
Main.py
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@@ -28,7 +28,7 @@ from Fill import distribute_items_restrictive, promote_dungeon_items, fill_dunge
from Fill import dungeon_tracking
from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression, lock_shop_locations, set_prize_drops
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops, fill_specific_items, create_farm_locations
from UnderworldGlitchRules import create_hybridmajor_connections, create_hybridmajor_connectors, get_hybridmajor_connector_entrances
from UnderworldGlitchRules import create_hybridmajor_connections, get_hybridmajor_connection_entrances
from Utils import output_path, parse_player_names
from source.item.District import init_districts
@@ -176,8 +176,6 @@ def main(args, seed=None, fish=None):
world.data_tables[player] = init_data_tables(world, player)
place_bosses(world, player)
randomize_enemies(world, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connections(world, player)
adjust_locations(world, player)
if any(world.potshuffle.values()):
@@ -204,8 +202,6 @@ def main(args, seed=None, fish=None):
for player in range(1, world.players + 1):
link_entrances_new(world, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connectors(world, player)
logger.info(world.fish.translate("cli", "cli", "shuffling.prep"))
@@ -227,6 +223,8 @@ def main(args, seed=None, fish=None):
create_farm_locations(world, player)
for player in range(1, world.players + 1):
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connections(world, player)
generate_itempool(world, player)
verify_item_pool_config(world)
@@ -628,8 +626,6 @@ def copy_world(world):
create_owg_connections(ret, player)
create_dynamic_exits(ret, player)
create_dungeon_regions(ret, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connections(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
#create_doors(ret, player)
@@ -660,7 +656,11 @@ def copy_world(world):
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
hmg_entrances = get_hybridmajor_connector_entrances()
# We have to skip these for now. They require both the rest of the entrances _and_ the dungeon portals to be copied first
# We will connect them later
hmg_entrances = get_hybridmajor_connection_entrances()
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
@@ -739,7 +739,16 @@ def copy_world(world):
categorize_world_regions(ret, player)
create_farm_locations(ret, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connectors(ret, player)
create_hybridmajor_connections(ret, player)
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
for entrance in region.entrances:
if entrance.name not in hmg_entrances:
continue
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
for player in range(1, world.players + 1):
set_rules(ret, player)
return ret
@@ -830,8 +839,6 @@ def copy_world_premature(world, player):
create_owg_connections(ret, player)
create_dynamic_exits(ret, player)
create_dungeon_regions(ret, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connections(ret, player)
create_owedges(ret, player)
create_shops(ret, player)
create_doors(ret, player)
@@ -891,7 +898,7 @@ def copy_world_premature(world, player):
connect_portal(portal, ret, player)
if world.logic[player] in ('nologic', 'hybridglitches'):
create_hybridmajor_connectors(ret, player)
create_hybridmajor_connections(ret, player)
set_rules(ret, player)

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@@ -2,7 +2,7 @@
Helper functions to deliver entrance/exit/region sets to OWG rules.
"""
from BaseClasses import Entrance
from BaseClasses import Entrance, Region
from OWEdges import OWTileRegions
# Cave regions that superbunny can get through - but only with a sword.
@@ -327,10 +327,18 @@ def add_additional_rule(entrance, rule):
entrance.access_rule = lambda state: old_rule(state) and rule(state)
def create_no_logic_connections(player, world, connections):
def create_no_logic_connections(player, world, connections, connect_external=False):
for entrance, parent_region, target_region, *_ in connections:
parent = world.get_region(parent_region, player)
target = world.get_region(target_region, player)
if isinstance(target_region, Region):
target_region = target_region.name
if connect_external and target_region.endswith(" Portal"):
target = world.get_portal(target_region[:-7], player).find_portal_entrance().parent_region
else:
target = world.get_region(target_region, player)
connection = Entrance(player, entrance, parent)
connection.spot_type = 'OWG'
parent.exits.append(connection)

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@@ -1,6 +1,9 @@
from BaseClasses import Entrance
import functools
from BaseClasses import Entrance, DoorType
from DoorShuffle import connect_simple_door
import Rules
from OverworldGlitchRules import create_no_logic_connections
from Doors import create_door
kikiskip_spots = [
("Kiki Skip", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Portal")
@@ -26,44 +29,10 @@ paradox_spots = [
("Paradox Front Teleport", "Paradox Cave Front", "Paradox Cave Chest Area")
]
# We need to make connectors at a separate time from the connections, because of how dungeons are linked to regions
kikiskip_connectors = [
("Kiki Skip Connector", "Spectacle Rock Cave (Bottom)", "Palace of Darkness Exit")
]
mirehera_connectors = [
("Mire to Hera Connector", "Mire Torches Top", "Tower of Hera Exit")
]
heraswamp_connectors = [
("Mire to Swamp Connector", "Mire Torches Top", "Swamp Palace Exit")
]
thievesdesert_connectors = [
("Thieves to Desert West Connector", "Thieves Attic", "Desert Palace Exit (West)"),
(
"Thieves to Desert South Connector",
"Thieves Attic",
"Desert Palace Exit (South)",
),
("Thieves to Desert East Connector", "Thieves Attic", "Desert Palace Exit (East)"),
]
specrock_connectors = [
(
"Spec Rock Top Connector",
"Spectacle Rock Cave (Peak)",
"Spectacle Rock Cave Exit (Top)",
),
(
"Spec Rock Exit Connector",
"Spectacle Rock Cave (Peak)",
"Spectacle Rock Cave Exit",
),
]
# Create connections between dungeons/locations
def create_hybridmajor_connections(world, player):
fix_fake_worlds = world.fix_fake_world[player]
for spots in [
kikiskip_spots,
mirehera_spots,
@@ -73,41 +42,33 @@ def create_hybridmajor_connections(world, player):
specrock_spots,
paradox_spots,
]:
create_no_logic_connections(player, world, spots)
create_no_logic_connections(player, world, spots, connect_external=fix_fake_worlds)
# Add the new Ice path (back of bomb drop to front) to the world and model it properly
clip_door = create_door(player, "Ice Bomb Drop Clip", DoorType.Logical)
world.doors += [clip_door]
world.initialize_doors([clip_door])
# Turn dungeons into connectors
def create_hybridmajor_connectors(world, player):
for connectors in [
kikiskip_connectors,
mirehera_connectors,
heraswamp_connectors,
thievesdesert_connectors,
specrock_connectors,
]:
new_connectors = [
(
connector[0],
connector[1],
world.get_entrance(connector[2], player).connected_region,
)
for connector in connectors
]
new_connectors = [c for c in new_connectors if c[2] is not None]
create_no_logic_connections(player, world, new_connectors)
ice_bomb_top_reg = world.get_region("Ice Bomb Drop - Top", player)
ice_bomb_top_reg.exits.append(
Entrance(player, "Ice Bomb Drop Clip", ice_bomb_top_reg)
)
connect_simple_door(world, "Ice Bomb Drop Clip", "Ice Bomb Drop", player)
def get_hybridmajor_connector_entrances():
connectors = []
def get_hybridmajor_connection_entrances():
connections = []
for connector in (
kikiskip_connectors
+ mirehera_connectors
+ heraswamp_connectors
+ thievesdesert_connectors
+ specrock_connectors
):
connectors.append(connector[0])
return set(connectors)
kikiskip_spots
+ mirehera_spots
+ heraswamp_spots
+ icepalace_spots
+ thievesdesert_spots
+ specrock_spots
+ paradox_spots
):
connections.append(connector[0])
connections.append('Ice Bomb Drop Clip')
return set(connections)
# For some entrances, we need to fake having pearl, because we're in fake DW/LW.
@@ -123,19 +84,40 @@ def fake_pearl_state(state, player):
# Sets the rules on where we can actually go using this clip.
# Behavior differs based on what type of ER shuffle we're playing.
def dungeon_reentry_rules(
world, player, clip: Entrance, dungeon_region: str, dungeon_exit: str
world,
player,
clip: Entrance,
dungeon_region: str,
):
fix_dungeon_exits = world.fix_palaceofdarkness_exit[player]
fix_fake_worlds = world.fix_fake_world[player]
all_clips = [
x[0]
for x in kikiskip_spots
+ mirehera_spots
+ heraswamp_spots
+ icepalace_spots
+ thievesdesert_spots
+ specrock_spots
+ paradox_spots
]
dungeon_entrance = [
r
for r in world.get_region(dungeon_region, player).entrances
if r.name != clip.name
if r.name not in all_clips
][0]
if (
not fix_dungeon_exits
): # vanilla, simple, restricted, dungeonssimple; should never have fake worlds fix
dungeon_exit = [
r
for r in world.get_region(dungeon_region, player).exits
if r.name not in all_clips
][0]
if not fix_dungeon_exits:
# vanilla, simple, restricted, dungeonssimple; should never have fake worlds fix
# Dungeons are only shuffled among themselves. We need to check SW, MM, and AT because they can't be reentered trivially.
# entrance doesn't exist until you fire rod it from the other side
@@ -186,32 +168,66 @@ def dungeon_reentry_rules(
def underworld_glitches_rules(world, player):
# Ice Palace Entrance Clip, needs bombs or cane of somaria to exit bomb drop room
Rules.add_rule(
world.get_entrance("Ice Bomb Drop SE", player),
lambda state: state.can_dash_clip(world.get_region("Ice Lobby", player), player)
and (state.can_use_bombs(player) or state.has("Cane of Somaria", player)),
combine="or",
)
# Kiki Skip
kks = world.get_entrance("Kiki Skip", player)
Rules.set_rule(kks, lambda state: state.can_bomb_clip(kks.parent_region, player))
dungeon_reentry_rules(
world, player, kks, "Palace of Darkness Portal", "Palace of Darkness Exit"
)
# Mire -> Hera -> Swamp
def mire_clip(state):
return state.can_reach(
"Mire Torches Top", "Region", player
) and state.can_dash_clip(world.get_region("Mire Torches Top", player), player)
def hera_clip(state):
return state.can_reach("Hera 4F", "Region", player) and state.can_dash_clip(
world.get_region("Hera 4F", player), player
torches = world.get_region("Mire Torches Top", player)
return state.can_dash_clip(torches, player) or (
state.can_bomb_clip(torches, player) and state.has_fire_source(player)
)
def hera_clip(state):
hera = world.get_region("Hera 4F", player)
return state.can_bomb_clip(hera, player) or state.can_dash_clip(hera, player)
# We use these plus functool.partial because lambdas don't work in loops properly.
def bomb_clip(state, region, player):
return state.can_bomb_clip(region, player)
def dash_clip(state, region, player):
return state.can_dash_clip(region, player)
# Bomb clips
for clip in (
kikiskip_spots
+ icepalace_spots
+ thievesdesert_spots
+ specrock_spots
):
region = world.get_region(clip[1], player)
Rules.set_rule(
world.get_entrance(clip[0], player),
functools.partial(bomb_clip, region=region, player=player),
)
# Dash clips
for clip in icepalace_spots:
region = world.get_region(clip[1], player)
Rules.add_rule(
world.get_entrance(clip[0], player),
functools.partial(dash_clip, region=region, player=player),
combine="or",
)
for spot in kikiskip_spots + thievesdesert_spots:
dungeon_reentry_rules(
world,
player,
world.get_entrance(spot[0], player),
spot[2],
)
for clip in mirehera_spots:
Rules.set_rule(
world.get_entrance(clip[0], player),
lambda state: mire_clip(state),
)
# Need to be able to escape by hitting the switch from the back
Rules.set_rule(
world.get_entrance("Ice Bomb Drop Clip", player),
lambda state: (
state.can_use_bombs(player) or state.has("Cane of Somaria", player)
),
)
# Allow mire big key to be used in Hera
Rules.add_rule(
world.get_entrance("Hera Startile Corner NW", player),
lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
@@ -222,20 +238,10 @@ def underworld_glitches_rules(world, player):
lambda state: mire_clip(state) and state.has("Big Key (Misery Mire)", player),
combine="or",
)
mire_to_hera = world.get_entrance("Mire to Hera Clip", player)
mire_to_swamp = world.get_entrance("Hera to Swamp Clip", player)
Rules.set_rule(mire_to_hera, mire_clip)
# This uses the mire clip because it's always expected to come from mire
Rules.set_rule(
mire_to_swamp, lambda state: mire_clip(state) and state.has("Flippers", player)
)
# Using the entrances for various ER types. Hera -> Swamp never matters because you can only logically traverse with the mire keys
dungeon_reentry_rules(
world, player, mire_to_hera, "Hera Lobby", "Tower of Hera Exit"
)
dungeon_reentry_rules(
world, player, mire_to_swamp, "Swamp Lobby", "Swamp Palace Exit"
world.get_entrance("Hera to Swamp Clip", player),
lambda state: mire_clip(state) and state.has("Flippers", player),
)
# We need to set _all_ swamp doors to be openable with mire keys, otherwise the small key can't be behind them - 6 keys because of Pots
# Flippers required for all of these doors to prevent locks when flooding
@@ -259,7 +265,6 @@ def underworld_glitches_rules(world, player):
and state.has("Flippers", player),
combine="or",
)
# Rules.add_rule(world.get_entrance(door, player), lambda state: mire_clip(state) and state.has('Flippers', player), combine="or")
Rules.add_rule(
world.get_location("Trench 1 Switch", player),
@@ -312,21 +317,16 @@ def underworld_glitches_rules(world, player):
lambda state: mirrorless_moat_rule(state),
combine="or",
)
desert_exits = ["West", "South", "East"]
for desert_exit in ["East", "South", "West"]:
for desert_exit in desert_exits:
Rules.add_rule(
world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
world.get_entrance(f"Thieves to Desert {desert_exit} Clip", player),
lambda state: state.can_dash_clip(
world.get_region("Thieves Attic", player), player
),
)
dungeon_reentry_rules(
world,
player,
world.get_entrance(f"Thieves to Desert {desert_exit} Connector", player),
f"Desert {desert_exit} Portal",
f"Desert Palace Exit ({desert_exit})",
)
# Collecting left chests in Paradox Cave using a dash clip -> dash citrus, 1f right, teleport up
paradox_left_chests = [

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@@ -19,8 +19,6 @@ advanced_placements:
locations:
Link's House: True
Magic Bat: False
advanced_placements:
1:
- type: Verification
item: Progressive Glove
locations:

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@@ -5,7 +5,6 @@ settings:
logic: hybridglitches
mode: inverted
shuffle: crossed
start_inventory:
1:
- Pegasus Boots
@@ -15,6 +14,8 @@ start_inventory:
placements:
1:
Desert Palace - Boss: Moon Pearl
Desert Palace - Prize: Green Pendant
Sahasrahla: Magic Mirror
entrances:
1:
two-way:
@@ -23,4 +24,6 @@ entrances:
Thieves Town: Thieves Town Exit
Hyrule Castle Entrance (East): Desert Palace Exit (South)
Hyrule Castle Entrance (West): Desert Palace Exit (North)
entrances:
Agahnims Tower: Pyramid Fairy

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@@ -15,6 +15,9 @@ start_inventory:
- Ether
- Quake
- Bombos
- Big Key (Tower of Hera)
- Big Key (Desert Palace)
- Big Key (Eastern Palace)
advanced_placements:
1:
- type: Verification

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@@ -3,6 +3,7 @@ meta:
settings:
1:
logic: hybridglitches
shuffle: vanilla
start_inventory:
1:
- Pegasus Boots
@@ -10,9 +11,8 @@ start_inventory:
- Fire Rod
- Book of Mudora
- Progressive Sword
- Progressive Sword
- Lamp
- Magic Mirror
- Hammer
- Ether
- Quake
- Bombos
@@ -41,6 +41,7 @@ advanced_placements:
C-Shaped House: True
Pyramid Fairy - Left: True
Swamp Palace - Entrance: False
Swamp Palace - Boss: False
Thieves' Town - Map Chest: False

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@@ -0,0 +1,49 @@
meta:
players: 1
settings:
1:
logic: hybridglitches
shuffle: vanilla
start_inventory:
1:
- Pegasus Boots
- Flippers
- Fire Rod
- Book of Mudora
- Progressive Sword
- Lamp
- Hammer
- Ether
- Quake
- Bombos
- Bombs (10)
placements:
1:
# Put mirror in PF so we can't DMD
Pyramid Fairy - Right: Magic Mirror
# Lock all swords and cape behind pearl so we can't do aga 1 for pyramid access
Thieves' Town - Big Chest: Progressive Sword
Thieves' Town - Attic: Progressive Sword
Thieves' Town - Blind's Cell: Progressive Sword
Thieves' Town - Map Chest: Cape
advanced_placements:
1:
- type: Verification
item: Moon Pearl
locations:
Palace of Darkness - Shooter Room: True
Palace of Darkness - The Arena - Bridge: True
Palace of Darkness - Stalfos Basement: True
Palace of Darkness - Big Key Chest: True
Palace of Darkness - The Arena - Ledge: True
Palace of Darkness - Map Chest: True
Palace of Darkness - Compass Chest: True
Palace of Darkness - Dark Basement - Left: True
Palace of Darkness - Dark Basement - Right: True
Palace of Darkness - Dark Maze - Top: True
Palace of Darkness - Dark Maze - Bottom: True
Palace of Darkness - Big Chest: True
Palace of Darkness - Harmless Hellway: True
Palace of Darkness - Boss: True
Pyramid Fairy - Left: False
Pyramid: False

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@@ -9,6 +9,7 @@ start_inventory:
- Flippers
- Pegasus Boots
- Progressive Sword
- Progressive Sword
- Hammer
- Progressive Glove
- Progressive Glove
@@ -17,9 +18,16 @@ start_inventory:
- Bottle
- Magic Mirror
- Lamp
- Beat Agahnim 1
- Cane of Somaria
- Hookshot
- Quake
- Ether
- Bombos
advanced_placements:
1:
- type: Verification
item: Moon Pearl
locations:
Skull Woods - Bridge Room: True
Skull Woods - Boss: True

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@@ -0,0 +1,13 @@
meta:
players: 1
settings:
1:
logic: hybridglitches
mode: open
shuffle: vanilla
start_inventory:
1:
- Pegasus Boots
placements:
1:
Palace of Darkness - Shooter Room: Moon Pearl