Fixes for mirror scroll
Fix for Stonewall + Ice Cross Fix for Ice Cross key doors Changed how key doors are chosen in a slightly better manner (pairs them earlier)
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@@ -779,6 +779,8 @@ def assign_cross_keys(dungeon_builders, world, player):
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# Last Step: Adjust Small Key Dungeon Pool
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if not world.retro[player]:
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for name, builder in dungeon_builders.items():
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reassign_key_doors(builder, world, player)
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log_key_logic(builder.name, world.key_logic[player][builder.name])
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actual_chest_keys = max(builder.key_doors_num - builder.key_drop_cnt, 0)
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dungeon = world.get_dungeon(name, player)
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if actual_chest_keys == 0:
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@@ -893,9 +895,11 @@ def shuffle_key_doors(builder, world, player):
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builder.key_doors_num = num_key_doors
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find_small_key_door_candidates(builder, start_regions, world, player)
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find_valid_combination(builder, start_regions, world, player)
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reassign_key_doors(builder, world, player)
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log_key_logic(builder.name, world.key_logic[player][builder.name])
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def find_current_key_doors(builder, world, player):
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def find_current_key_doors(builder):
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current_doors = []
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for region in builder.master_sector.regions:
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for ext in region.exits:
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@@ -982,8 +986,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
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if player not in world.key_logic.keys():
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world.key_logic[player] = {}
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analyze_dungeon(key_layout, world, player)
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reassign_key_doors(builder, proposal, world, player)
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log_key_logic(builder.name, key_layout.key_logic)
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builder.key_door_proposal = proposal
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world.key_logic[player][builder.name] = key_layout.key_logic
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return True
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@@ -1040,7 +1043,9 @@ def find_key_door_candidates(region, checked, world, player):
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while len(queue) > 0:
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current, last_door, last_region = queue.pop()
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for ext in current.exits:
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d = world.check_for_door(ext.name, player)
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d = ext.door
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if d and d.controller:
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d = d.controller
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if d is not None and not d.blocked and d.dest is not last_door and d.dest is not last_region and d not in checked_doors:
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valid = False
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if 0 <= d.doorListPos < 4 and d.type in [DoorType.Interior, DoorType.Normal, DoorType.SpiralStairs]:
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@@ -1059,6 +1064,8 @@ def find_key_door_candidates(region, checked, world, player):
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okay_normals = [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable,
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DoorKind.Dashable, DoorKind.DungeonChanger]
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valid = kind in okay_normals and kind_b in okay_normals
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if valid and 0 <= d2.doorListPos < 4:
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candidates.append(d2)
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else:
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valid = True
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if valid:
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@@ -1092,10 +1099,11 @@ def ncr(n, r):
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return numerator / denominator
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def reassign_key_doors(builder, proposal, world, player):
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def reassign_key_doors(builder, world, player):
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logger = logging.getLogger('')
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proposal = builder.key_door_proposal
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flat_proposal = flatten_pair_list(proposal)
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queue = deque(find_current_key_doors(builder, world, player))
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queue = deque(find_current_key_doors(builder))
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while len(queue) > 0:
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d = queue.pop()
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if d.type is DoorType.SpiralStairs and d not in proposal:
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