Initial fill changes
Merge branch 'Bias' into DoorDevVolatile # Conflicts: # Rom.py
This commit is contained in:
@@ -44,10 +44,10 @@ def link_doors(world, player):
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reset_rooms(world, player)
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world.get_door("Skull Pinball WS", player).no_exit()
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world.swamp_patch_required[player] = orig_swamp_patch
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link_doors_prep(world, player)
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def link_doors_main(world, player):
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def link_doors_prep(world, player):
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# Drop-down connections & push blocks
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for exitName, regionName in logical_connections:
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connect_simple_door(world, exitName, regionName, player)
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@@ -99,6 +99,7 @@ def link_doors_main(world, player):
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analyze_portals(world, player)
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for portal in world.dungeon_portals[player]:
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connect_portal(portal, world, player)
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if not world.doorShuffle[player] == 'vanilla':
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fix_big_key_doors_with_ugly_smalls(world, player)
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else:
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@@ -119,11 +120,14 @@ def link_doors_main(world, player):
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for ent, ext in default_one_way_connections:
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connect_one_way(world, ent, ext, player)
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vanilla_key_logic(world, player)
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elif world.doorShuffle[player] == 'basic':
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def link_doors_main(world, player):
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if world.doorShuffle[player] == 'basic':
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within_dungeon(world, player)
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elif world.doorShuffle[player] == 'crossed':
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cross_dungeon(world, player)
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else:
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elif world.doorShuffle[player] != 'vanilla':
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logging.getLogger('').error('Invalid door shuffle setting: %s' % world.doorShuffle[player])
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raise Exception('Invalid door shuffle setting: %s' % world.doorShuffle[player])
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@@ -214,11 +218,16 @@ def vanilla_key_logic(world, player):
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world.key_logic[player] = {}
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analyze_dungeon(key_layout, world, player)
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world.key_logic[player][builder.name] = key_layout.key_logic
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world.key_layout[player][builder.name] = key_layout
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log_key_logic(builder.name, key_layout.key_logic)
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# if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player] and not world.keydropshuffle[player]:
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# validate_vanilla_key_logic(world, player)
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def validate_vanilla_reservation(dungeon, world, player):
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return validate_key_layout(world.key_layout[player][dungeon.name], world, player)
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# some useful functions
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oppositemap = {
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Direction.South: Direction.North,
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