Aga Tower preliminary check in
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@@ -752,14 +752,8 @@ class Dungeon(object):
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self.bosses = dict()
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self.player = player
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self.world = None
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self.paths = None
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self.path_completion = dict()
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self.key_number = len(small_keys)
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self.big_key_required = True if self.big_key else False
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self.chunks = list()
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self.unlinked_doors = set([])
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self.chests = 0
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self.entrance_regions = []
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@property
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def boss(self):
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@@ -861,12 +855,10 @@ class Door(object):
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# logical properties
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# self.connected = False # combine with Dest?
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self.dest = None
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self.parentChunk = None
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self.blocked = False # Indicates if the door is normally blocked off. (Sanc door or always closed)
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self.smallKey = False # There's a small key door on this side
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self.bigKey = False # There's a big key door on this side
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self.ugly = False # Indicates that it can't be seen from the front (e.g. back of a big key door)
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self.landing = False
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def getAddress(self):
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if self.type == DoorType.Normal:
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@@ -904,17 +896,15 @@ class Sector(object):
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def polarity(self):
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polarity = [0, 0, 0]
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for door in self.outstanding_doors:
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if not door.landing:
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idx, inc = pol_idx[door.direction]
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polarity[idx] = pol_inc[inc](polarity[idx])
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idx, inc = pol_idx[door.direction]
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polarity[idx] = pol_inc[inc](polarity[idx])
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return polarity
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def magnitude(self):
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magnitude = [0, 0, 0]
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for door in self.outstanding_doors:
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if not door.landing:
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idx, inc = pol_idx[door.direction]
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magnitude[idx] = magnitude[idx] + 1
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idx, inc = pol_idx[door.direction]
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magnitude[idx] = magnitude[idx] + 1
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return magnitude
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def outflow(self):
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