Logic additions for basic+experimental
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@@ -30,8 +30,6 @@ def link_doors(world, player):
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# These connections are here because they are currently unable to be shuffled
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for entrance, ext in straight_staircases:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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for exitName, regionName in falldown_pits:
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connect_simple_door(world, exitName, regionName, player)
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for exitName, regionName in dungeon_warps:
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@@ -40,6 +38,8 @@ def link_doors(world, player):
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connect_two_way(world, ent, ext, player)
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if world.doorShuffle[player] == 'vanilla':
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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for exitName, regionName in vanilla_logical_connections:
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connect_simple_door(world, exitName, regionName, player)
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for entrance, ext in spiral_staircases:
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@@ -50,8 +50,13 @@ def link_doors(world, player):
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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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if not world.experimental[player]:
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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within_dungeon(world, player)
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elif world.doorShuffle[player] == 'crossed':
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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cross_dungeon(world, player)
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else:
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logging.getLogger('').error('Invalid door shuffle setting: %s' % world.doorShuffle[player])
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@@ -817,7 +822,7 @@ def convert_to_sectors(region_names, world, player):
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matching_sectors = []
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while len(exits) > 0:
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ext = exits.pop()
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door = world.check_for_door(ext.name, player)
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door = ext.door
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if ext.connected_region is not None or door is not None and door.controller is not None:
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if door is not None and door.controller is not None:
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connect_region = world.get_entrance(door.controller.name, player).parent_region
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@@ -1671,7 +1676,7 @@ open_edges = [
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('Thieves Ambush EN Edge', 'Thieves BK Corner WN Edge'),
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('Thieves BK Corner S Edge', 'Thieves Compass Room N Edge'),
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('Thieves BK Corner SW Edge', 'Thieves Compass Room NW Edge'),
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('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook WS Edge'),
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('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook ES Edge'),
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('Thieves Cricket Hall Left Edge', 'Thieves Cricket Hall Right Edge')
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]
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@@ -1921,7 +1926,7 @@ interior_doors = [
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key_doors = [
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('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
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('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
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('Sewers Dark Cross Key Door N', 'Sewers Water S'),
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('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
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('Eastern Darkness Up Stairs', 'Eastern Attic Start Down Stairs'),
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('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'),
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@@ -1941,7 +1946,7 @@ key_doors = [
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default_small_key_doors = {
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'Hyrule Castle': [
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('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
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('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
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('Sewers Dark Cross Key Door N', 'Sewers Water S'),
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('Hyrule Dungeon Map Room Key Door S', 'Hyrule Dungeon North Abyss Key Door N'),
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('Hyrule Dungeon Armory Interior Key Door N', 'Hyrule Dungeon Armory Interior Key Door S')
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],
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@@ -2039,7 +2044,7 @@ default_door_connections = [
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('Hyrule Castle West Hall E', 'Hyrule Castle Back Hall W'),
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('Hyrule Castle Throne Room N', 'Sewers Behind Tapestry S'),
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('Hyrule Dungeon Guardroom N', 'Hyrule Dungeon Armory S'),
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('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
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('Sewers Dark Cross Key Door N', 'Sewers Water S'),
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('Sewers Water W', 'Sewers Key Rat E'),
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('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
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('Eastern Lobby Bridge N', 'Eastern Cannonball S'),
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