Lite/Lean now considers Cave Pottery options
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@@ -73,7 +73,7 @@ def link_entrances(world, player):
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# if we do not shuffle, set default connections
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# if we do not shuffle, set default connections
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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for entrancename, exitname in default_connections + drop_connections + default_item_connections + default_shop_connections:
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for entrancename, exitname in default_connections + default_pot_connections + drop_connections + default_item_connections + default_shop_connections:
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connect_logical(world, entrancename, exitname, player, exitname.endswith(' Exit'))
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connect_logical(world, entrancename, exitname, player, exitname.endswith(' Exit'))
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for entrancename, exitname in default_connector_connections + dropexit_connections:
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for entrancename, exitname in default_connector_connections + dropexit_connections:
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connect_logical(world, entrancename, exitname, player, True)
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connect_logical(world, entrancename, exitname, player, True)
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@@ -341,7 +341,7 @@ def link_entrances(world, player):
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# place remaining doors
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'lite':
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elif world.shuffle[player] == 'lite':
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections):
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections) + ([] if world.pottery[player] not in ['none', 'keys', 'dungeon'] else default_pot_connections):
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connect_logical(world, entrancename, exitname, player, False)
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connect_logical(world, entrancename, exitname, player, False)
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if invFlag:
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if invFlag:
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance('Dark Sanctuary Hint', player).parent_region)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance('Dark Sanctuary Hint', player).parent_region)
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@@ -433,7 +433,7 @@ def link_entrances(world, player):
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# place remaining doors
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'lean':
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elif world.shuffle[player] == 'lean':
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections):
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections) + ([] if world.pottery[player] not in ['none', 'keys', 'dungeon'] else default_pot_connections):
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connect_logical(world, entrancename, exitname, player, False)
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connect_logical(world, entrancename, exitname, player, False)
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if invFlag:
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if invFlag:
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance('Dark Sanctuary Hint', player).parent_region)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance('Dark Sanctuary Hint', player).parent_region)
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@@ -1356,7 +1356,7 @@ def place_links_house(world, player, ignore_list=[]):
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else:
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else:
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links_house_doors = [i for i in get_starting_entrances(world, player, world.shuffle[player] != 'insanity') if i in entrance_pool]
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links_house_doors = [i for i in get_starting_entrances(world, player, world.shuffle[player] != 'insanity') if i in entrance_pool]
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if world.shuffle[player] in ['lite', 'lean']:
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if world.shuffle[player] in ['lite', 'lean']:
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links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []) + (default_pot_connections if world.pottery[player] not in ['none', 'keys', 'dungeon'] else []))))[0]]
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#TODO: Need to improve Links House placement to choose a better sector or eliminate entrances that are after ledge drops
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#TODO: Need to improve Links House placement to choose a better sector or eliminate entrances that are after ledge drops
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links_house_doors = [e for e in links_house_doors if e not in ignore_list]
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links_house_doors = [e for e in links_house_doors if e not in ignore_list]
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@@ -1404,7 +1404,7 @@ def place_blacksmith(world, links_house, player):
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sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
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sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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if world.shuffle[player] in ['lite', 'lean']:
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if world.shuffle[player] in ['lite', 'lean']:
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blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []) + (default_pot_connections if world.pottery[player] not in ['none', 'keys', 'dungeon'] else []))))[0]]
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assert len(blacksmith_doors), 'No valid candidates to place Blacksmiths Hut'
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assert len(blacksmith_doors), 'No valid candidates to place Blacksmiths Hut'
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blacksmith_hut = random.choice(blacksmith_doors)
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blacksmith_hut = random.choice(blacksmith_doors)
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@@ -1472,7 +1472,7 @@ def junk_fill_inaccessible(world, player):
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if not exit.connected_region and exit.name in entrance_pool:
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if not exit.connected_region and exit.name in entrance_pool:
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inaccessible_entrances.append(exit.name)
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inaccessible_entrances.append(exit.name)
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junk_locations = [e for e in list(zip(*default_connections))[1] if e in exit_pool]
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junk_locations = [e for e in list(zip(*(default_connections + ([] if world.pottery[player] not in ['none', 'keys', 'dungeon'] else default_pot_connections))))[1] if e in exit_pool]
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random.shuffle(junk_locations)
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random.shuffle(junk_locations)
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for entrance in inaccessible_entrances:
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for entrance in inaccessible_entrances:
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connect_entrance(world, entrance, junk_locations.pop(), player)
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connect_entrance(world, entrance, junk_locations.pop(), player)
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@@ -2089,41 +2089,43 @@ mandatory_connections = [('Old Man S&Q', 'Old Man House'),
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]
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]
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# non-shuffled entrance links
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# non-shuffled entrance links
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default_connections = [('Lumberjack House', 'Lumberjack House'),
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default_connections = [('Bonk Fairy (Light)', 'Bonk Fairy (Light)'),
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('Bonk Fairy (Light)', 'Bonk Fairy (Light)'),
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('Lake Hylia Fairy', 'Lake Hylia Healer Fairy'),
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('Lake Hylia Fairy', 'Lake Hylia Healer Fairy'),
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('Lake Hylia Fortune Teller', 'Lake Hylia Fortune Teller'),
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('Lake Hylia Fortune Teller', 'Lake Hylia Fortune Teller'),
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('Light Hype Fairy', 'Swamp Healer Fairy'),
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('Light Hype Fairy', 'Swamp Healer Fairy'),
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('Desert Fairy', 'Desert Healer Fairy'),
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('Desert Fairy', 'Desert Healer Fairy'),
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('Lost Woods Gamble', 'Lost Woods Gamble'),
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('Lost Woods Gamble', 'Lost Woods Gamble'),
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('Fortune Teller (Light)', 'Fortune Teller (Light)'),
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('Fortune Teller (Light)', 'Fortune Teller (Light)'),
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('Snitch Lady (East)', 'Snitch Lady (East)'),
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('Snitch Lady (West)', 'Snitch Lady (West)'),
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('Bush Covered House', 'Bush Covered House'),
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('Bush Covered House', 'Bush Covered House'),
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('Tavern (Front)', 'Tavern (Front)'),
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('Light World Bomb Hut', 'Light World Bomb Hut'),
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('Long Fairy Cave', 'Long Fairy Cave'), # near East Light World Teleporter
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('Long Fairy Cave', 'Long Fairy Cave'), # near East Light World Teleporter
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('Good Bee Cave', 'Good Bee Cave'),
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('Good Bee Cave', 'Good Bee Cave'),
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('20 Rupee Cave', '20 Rupee Cave'),
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('50 Rupee Cave', '50 Rupee Cave'),
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('Kakariko Gamble Game', 'Kakariko Gamble Game'),
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('Kakariko Gamble Game', 'Kakariko Gamble Game'),
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('Hookshot Fairy', 'Hookshot Fairy'),
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('East Dark World Hint', 'East Dark World Hint'),
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('East Dark World Hint', 'East Dark World Hint'),
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('Palace of Darkness Hint', 'Palace of Darkness Hint'),
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('Dark Lake Hylia Fairy', 'Dark Lake Hylia Healer Fairy'),
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('Dark Lake Hylia Fairy', 'Dark Lake Hylia Healer Fairy'),
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('Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Healer Fairy'),
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('Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Healer Fairy'),
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('Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Spike Cave'),
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('Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Hint'),
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('Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Hint'),
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('Bonk Fairy (Dark)', 'Bonk Fairy (Dark)'),
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('Bonk Fairy (Dark)', 'Bonk Fairy (Dark)'),
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('Dark Sanctuary Hint', 'Dark Sanctuary Hint'),
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('Dark Sanctuary Hint', 'Dark Sanctuary Hint'),
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('Fortune Teller (Dark)', 'Fortune Teller (Dark)'),
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('Fortune Teller (Dark)', 'Fortune Teller (Dark)'),
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('Archery Game', 'Archery Game'),
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('Archery Game', 'Archery Game'),
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('Dark Desert Hint', 'Dark Desert Hint'),
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('Dark Desert Fairy', 'Dark Desert Healer Fairy'),
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('Dark Desert Fairy', 'Dark Desert Healer Fairy'),
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('Dark Death Mountain Fairy', 'Dark Death Mountain Healer Fairy'),
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('Dark Death Mountain Fairy', 'Dark Death Mountain Healer Fairy'),
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]
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]
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default_pot_connections = [('Lumberjack House', 'Lumberjack House'),
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('Snitch Lady (East)', 'Snitch Lady (East)'),
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('Snitch Lady (West)', 'Snitch Lady (West)'),
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('Tavern (Front)', 'Tavern (Front)'),
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('Light World Bomb Hut', 'Light World Bomb Hut'),
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('20 Rupee Cave', '20 Rupee Cave'),
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('50 Rupee Cave', '50 Rupee Cave'),
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('Hookshot Fairy', 'Hookshot Fairy'),
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('Palace of Darkness Hint', 'Palace of Darkness Hint'),
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('Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Spike Cave'),
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('Dark Desert Hint', 'Dark Desert Hint')
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]
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default_connector_connections = [('Old Man Cave (West)', 'Old Man Cave Exit (West)'),
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default_connector_connections = [('Old Man Cave (West)', 'Old Man Cave Exit (West)'),
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('Old Man Cave (East)', 'Old Man Cave Exit (East)'),
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('Old Man Cave (East)', 'Old Man Cave Exit (East)'),
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('Old Man House (Bottom)', 'Old Man House Exit (Bottom)'),
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('Old Man House (Bottom)', 'Old Man House Exit (Bottom)'),
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