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)
This commit is contained in:
aerinon
2020-02-18 13:15:41 -07:00
parent 6bd05982ae
commit 6e11a4bbac
8 changed files with 43 additions and 16 deletions

View File

@@ -779,6 +779,8 @@ def assign_cross_keys(dungeon_builders, world, player):
# Last Step: Adjust Small Key Dungeon Pool
if not world.retro[player]:
for name, builder in dungeon_builders.items():
reassign_key_doors(builder, world, player)
log_key_logic(builder.name, world.key_logic[player][builder.name])
actual_chest_keys = max(builder.key_doors_num - builder.key_drop_cnt, 0)
dungeon = world.get_dungeon(name, player)
if actual_chest_keys == 0:
@@ -893,9 +895,11 @@ def shuffle_key_doors(builder, world, player):
builder.key_doors_num = num_key_doors
find_small_key_door_candidates(builder, start_regions, world, player)
find_valid_combination(builder, start_regions, world, player)
reassign_key_doors(builder, world, player)
log_key_logic(builder.name, world.key_logic[player][builder.name])
def find_current_key_doors(builder, world, player):
def find_current_key_doors(builder):
current_doors = []
for region in builder.master_sector.regions:
for ext in region.exits:
@@ -982,8 +986,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
if player not in world.key_logic.keys():
world.key_logic[player] = {}
analyze_dungeon(key_layout, world, player)
reassign_key_doors(builder, proposal, world, player)
log_key_logic(builder.name, key_layout.key_logic)
builder.key_door_proposal = proposal
world.key_logic[player][builder.name] = key_layout.key_logic
return True
@@ -1040,7 +1043,9 @@ def find_key_door_candidates(region, checked, world, player):
while len(queue) > 0:
current, last_door, last_region = queue.pop()
for ext in current.exits:
d = world.check_for_door(ext.name, player)
d = ext.door
if d and d.controller:
d = d.controller
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:
valid = False
if 0 <= d.doorListPos < 4 and d.type in [DoorType.Interior, DoorType.Normal, DoorType.SpiralStairs]:
@@ -1059,6 +1064,8 @@ def find_key_door_candidates(region, checked, world, player):
okay_normals = [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable,
DoorKind.Dashable, DoorKind.DungeonChanger]
valid = kind in okay_normals and kind_b in okay_normals
if valid and 0 <= d2.doorListPos < 4:
candidates.append(d2)
else:
valid = True
if valid:
@@ -1092,10 +1099,11 @@ def ncr(n, r):
return numerator / denominator
def reassign_key_doors(builder, proposal, world, player):
def reassign_key_doors(builder, world, player):
logger = logging.getLogger('')
proposal = builder.key_door_proposal
flat_proposal = flatten_pair_list(proposal)
queue = deque(find_current_key_doors(builder, world, player))
queue = deque(find_current_key_doors(builder))
while len(queue) > 0:
d = queue.pop()
if d.type is DoorType.SpiralStairs and d not in proposal:

View File

@@ -447,9 +447,12 @@ def stonewall_valid(stonewall):
if bad_door.blocked:
return True # great we're done with this one
loop_region = stonewall.entrance.parent_region
start_region = bad_door.entrance.parent_region
queue = deque([start_region])
visited = {start_region}
start_regions = [bad_door.entrance.parent_region]
if bad_door.dependents:
for dep in bad_door.dependents:
start_regions.append(dep.entrance.parent_region)
queue = deque(start_regions)
visited = set(start_regions)
while len(queue) > 0:
region = queue.popleft()
if region == loop_region:
@@ -1027,6 +1030,7 @@ class DungeonBuilder(object):
self.key_doors_num = None
self.combo_size = None
self.flex = 0
self.key_door_proposal = None
if name in dungeon_dead_end_allowance.keys():
self.allowance = dungeon_dead_end_allowance[name]

View File

@@ -23,7 +23,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties, fill_prizes
from Utils import output_path, parse_player_names
__version__ = '0.0.14pre'
__version__ = '0.0.15pre'
def main(args, seed=None):

4
Rom.py
View File

@@ -22,7 +22,7 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '818b2c659a610cb4112804cf612ffd37'
RANDOMIZERBASEHASH = '746b52b20a116648b624ebe58af9e54b'
class JsonRom(object):
@@ -618,6 +618,8 @@ def patch_rom(world, rom, player, team, enemized):
if builder.pre_open_stonewall.name == 'Desert Wall Slide NW':
dr_flags |= DROptions.Open_Desert_Wall
rom.write_byte(0x139006, dr_flags.value)
if dr_flags & DROptions.Town_Portal and world.mode[player] == 'inverted':
rom.write_byte(0x139008, 1)
# fix skull woods exit, if not fixed during exit patching
if world.fix_skullwoods_exit[player] and world.shuffle[player] == 'vanilla':

View File

@@ -27,6 +27,8 @@ DRMode:
dw 0
DRFlags:
dw 0
DRScroll:
db 0
; Vert 0,6,0 Horz 2,0,8
org $279010

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@@ -72,6 +72,13 @@ jsl GtBossHeartCheckOverride : bcs .not_in_ganons_tower
nop : stz $0dd0, X : rts
.not_in_ganons_tower
org $2081f2
jsl MirrorCheckOverride2
org $20825c
jsl MirrorCheckOverride2
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds

View File

@@ -43,9 +43,13 @@ OnFileLoadOverride:
+ rtl
MirrorCheckOverride:
lda $8A : and #$40 ; what I wrote over
beq +
lda DRFlags : and #$02 : beq ++
lda $7ef353 : cmp #$01 : beq +
++ lda #$01
+ rtl
++ lda $8A : and #$40 ; what I wrote over
rtl
+ lda DRScroll : rtl
MirrorCheckOverride2:
lda $7ef353 : cmp #$02 : beq +
sep #$02 ; clear zero flag, I think
+ rtl

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