Merge in Unstable updates
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@@ -15,6 +15,7 @@ from RoomData import DoorKind, PairedDoor, reset_rooms
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
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from DungeonGenerator import valid_region_to_explore as valid_region_to_explore_lim
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from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock
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from Utils import ncr, kth_combination
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@@ -1393,6 +1394,8 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map):
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dungeon_builders[recombine.name] = recombine
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# todo: this allows cross-dungeon exploring via HC Ledge or Inaccessible Regions
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# todo: @deprecated
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def valid_region_to_explore(region, world, player):
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return region and (region.type == RegionType.Dungeon
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or region.name in world.inaccessible_regions[player]
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@@ -1584,7 +1587,7 @@ okay_normals = [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable, DoorKind.
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def find_key_door_candidates(region, checked, world, player):
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dungeon = region.dungeon
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dungeon_name = region.dungeon.name
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candidates = []
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checked_doors = list(checked)
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queue = deque([(region, None, None)])
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@@ -1594,14 +1597,16 @@ def find_key_door_candidates(region, checked, world, 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 and not d.blocked and not d.entranceFlag and d.dest is not last_door and d.dest is not last_region and d not in checked_doors:
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if d 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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if (0 <= d.doorListPos < 4 and d.type in [DoorType.Interior, DoorType.Normal, DoorType.SpiralStairs]
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and not d.entranceFlag):
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room = world.get_room(d.roomIndex, player)
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position, kind = room.doorList[d.doorListPos]
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if d.type == DoorType.Interior:
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valid = kind in [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable, DoorKind.Dashable]
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if valid and d.dest not in candidates: # interior doors are not separable yet
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candidates.append(d.dest)
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elif d.type == DoorType.SpiralStairs:
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valid = kind in [DoorKind.StairKey, DoorKind.StairKey2, DoorKind.StairKeyLow]
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elif d.type == DoorType.Normal:
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@@ -1620,7 +1625,7 @@ def find_key_door_candidates(region, checked, world, player):
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if valid and d not in candidates:
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candidates.append(d)
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connected = ext.connected_region
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if connected and (connected.type != RegionType.Dungeon or connected.dungeon == dungeon):
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if valid_region_to_explore_lim(connected, dungeon_name, world, player):
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queue.append((ext.connected_region, d, current))
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if d is not None:
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checked_doors.append(d)
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