fix(key logic): typo
fix(bunny logic): multiple paths considered
This commit is contained in:
@@ -1800,7 +1800,7 @@ def imp_locations_factory(world, player):
|
|||||||
imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
|
imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
|
||||||
if world.mode[player] == 'standard':
|
if world.mode[player] == 'standard':
|
||||||
imp_locations.append('Zelda Pickup')
|
imp_locations.append('Zelda Pickup')
|
||||||
imp_locations.append('Zelda Dropoff')
|
imp_locations.append('Zelda Drop Off')
|
||||||
return imp_locations
|
return imp_locations
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
2
Main.py
2
Main.py
@@ -34,7 +34,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
|
|||||||
from source.tools.BPS import create_bps_from_data
|
from source.tools.BPS import create_bps_from_data
|
||||||
from source.classes.CustomSettings import CustomSettings
|
from source.classes.CustomSettings import CustomSettings
|
||||||
|
|
||||||
version_number = '1.2.0.21'
|
version_number = '1.2.0.22'
|
||||||
version_branch = '-u'
|
version_branch = '-u'
|
||||||
__version__ = f'{version_number}{version_branch}'
|
__version__ = f'{version_number}{version_branch}'
|
||||||
|
|
||||||
|
|||||||
@@ -109,6 +109,10 @@ These are now independent of retro mode and have three options: None, Random, an
|
|||||||
|
|
||||||
# Bug Fixes and Notes
|
# Bug Fixes and Notes
|
||||||
|
|
||||||
|
* * 1.2.0.22u
|
||||||
|
* Fixed logic issues:
|
||||||
|
* Self-locking key not allowed in Sanctuary in standard (typo fixed)
|
||||||
|
* More advanced bunny-walking logic in dungeons (multiple paths considred)
|
||||||
* 1.2.0.21u
|
* 1.2.0.21u
|
||||||
* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
|
* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
|
||||||
* Small fix for Tavern Shuffle (thanks Catobat)
|
* Small fix for Tavern Shuffle (thanks Catobat)
|
||||||
|
|||||||
25
Rules.py
25
Rules.py
@@ -101,16 +101,20 @@ def mirrorless_path_to_castle_courtyard(world, player):
|
|||||||
else:
|
else:
|
||||||
queue.append((entrance.connected_region, new_path))
|
queue.append((entrance.connected_region, new_path))
|
||||||
|
|
||||||
|
|
||||||
def set_rule(spot, rule):
|
def set_rule(spot, rule):
|
||||||
spot.access_rule = rule
|
spot.access_rule = rule
|
||||||
|
|
||||||
|
|
||||||
def set_defeat_dungeon_boss_rule(location):
|
def set_defeat_dungeon_boss_rule(location):
|
||||||
# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
|
# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
|
||||||
set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
|
set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
|
||||||
|
|
||||||
|
|
||||||
def set_always_allow(spot, rule):
|
def set_always_allow(spot, rule):
|
||||||
spot.always_allow = rule
|
spot.always_allow = rule
|
||||||
|
|
||||||
|
|
||||||
def add_rule(spot, rule, combine='and'):
|
def add_rule(spot, rule, combine='and'):
|
||||||
old_rule = spot.access_rule
|
old_rule = spot.access_rule
|
||||||
if combine == 'or':
|
if combine == 'or':
|
||||||
@@ -140,22 +144,26 @@ def forbid_item(location, item, player):
|
|||||||
old_rule = location.item_rule
|
old_rule = location.item_rule
|
||||||
location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
|
location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
|
||||||
|
|
||||||
|
|
||||||
def add_item_rule(location, rule):
|
def add_item_rule(location, rule):
|
||||||
old_rule = location.item_rule
|
old_rule = location.item_rule
|
||||||
location.item_rule = lambda item: rule(item) and old_rule(item)
|
location.item_rule = lambda item: rule(item) and old_rule(item)
|
||||||
|
|
||||||
|
|
||||||
def item_in_locations(state, item, player, locations):
|
def item_in_locations(state, item, player, locations):
|
||||||
for location in locations:
|
for location in locations:
|
||||||
if item_name(state, location[0], location[1]) == (item, player):
|
if item_name(state, location[0], location[1]) == (item, player):
|
||||||
return True
|
return True
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
def item_name(state, location, player):
|
def item_name(state, location, player):
|
||||||
location = state.world.get_location(location, player)
|
location = state.world.get_location(location, player)
|
||||||
if location.item is None:
|
if location.item is None:
|
||||||
return None
|
return None
|
||||||
return (location.item.name, location.item.player)
|
return (location.item.name, location.item.player)
|
||||||
|
|
||||||
|
|
||||||
def global_rules(world, player):
|
def global_rules(world, player):
|
||||||
# ganon can only carry triforce
|
# ganon can only carry triforce
|
||||||
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
|
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
|
||||||
@@ -1109,17 +1117,20 @@ def forbid_bomb_jump_requirements(world, player):
|
|||||||
set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
|
set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
|
||||||
set_rule(world.get_entrance('Ice Island To East Pier', player), lambda state: False)
|
set_rule(world.get_entrance('Ice Island To East Pier', player), lambda state: False)
|
||||||
|
|
||||||
|
|
||||||
# Light cones in standard depend on which world we actually are in, not which one the location would normally be
|
# Light cones in standard depend on which world we actually are in, not which one the location would normally be
|
||||||
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
|
# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
|
||||||
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
|
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance', 'Dark Death Mountain Ledge (East)',
|
||||||
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
|
'Turtle Rock Isolated Ledge Entrance', 'Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)']
|
||||||
|
|
||||||
|
|
||||||
def check_is_dark_world(region):
|
def check_is_dark_world(region):
|
||||||
for entrance in region.entrances:
|
for entrance in region.entrances:
|
||||||
if entrance.name in DW_Entrances:
|
if entrance.name in DW_Entrances:
|
||||||
return True
|
return True
|
||||||
return False
|
return False
|
||||||
|
|
||||||
|
|
||||||
def add_conditional_lamps(world, player):
|
def add_conditional_lamps(world, player):
|
||||||
def add_conditional_lamp(spot, region, spottype='Location'):
|
def add_conditional_lamp(spot, region, spottype='Location'):
|
||||||
if spottype == 'Location':
|
if spottype == 'Location':
|
||||||
@@ -1262,6 +1273,7 @@ std_kill_doors_if_trapped = {
|
|||||||
# 'Ice Lobby S' # can melt rule is sufficient
|
# 'Ice Lobby S' # can melt rule is sufficient
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
def add_connection(parent_name, target_name, entrance_name, world, player):
|
def add_connection(parent_name, target_name, entrance_name, world, player):
|
||||||
parent = world.get_region(parent_name, player)
|
parent = world.get_region(parent_name, player)
|
||||||
target = world.get_region(target_name, player)
|
target = world.get_region(target_name, player)
|
||||||
@@ -1326,6 +1338,7 @@ def standard_rules(world, player):
|
|||||||
|
|
||||||
def check_rule_list(state, r_list):
|
def check_rule_list(state, r_list):
|
||||||
return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
|
return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
|
||||||
|
|
||||||
rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
|
rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
|
||||||
set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
|
set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
|
||||||
lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
|
lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
|
||||||
@@ -1809,7 +1822,6 @@ def set_inverted_big_bomb_rules(world, player):
|
|||||||
|
|
||||||
|
|
||||||
def set_bunny_rules(world, player, inverted):
|
def set_bunny_rules(world, player, inverted):
|
||||||
|
|
||||||
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
|
||||||
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
|
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
|
||||||
bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
|
bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
|
||||||
@@ -1848,6 +1860,7 @@ def set_bunny_rules(world, player, inverted):
|
|||||||
return region.is_light_world
|
return region.is_light_world
|
||||||
else:
|
else:
|
||||||
return region.is_dark_world
|
return region.is_dark_world
|
||||||
|
|
||||||
def is_link(region):
|
def is_link(region):
|
||||||
if inverted:
|
if inverted:
|
||||||
return region.is_dark_world
|
return region.is_dark_world
|
||||||
@@ -1877,16 +1890,15 @@ def set_bunny_rules(world, player, inverted):
|
|||||||
# for each such entrance a new option is added that consist of:
|
# for each such entrance a new option is added that consist of:
|
||||||
# a) being able to reach it, and
|
# a) being able to reach it, and
|
||||||
# b) being able to access all entrances from there to `region`
|
# b) being able to access all entrances from there to `region`
|
||||||
seen = {region}
|
queue = deque([(region, [], {region})])
|
||||||
queue = deque([(region, [])])
|
|
||||||
while queue:
|
while queue:
|
||||||
(current, path) = queue.popleft()
|
(current, path, seen) = queue.popleft()
|
||||||
for entrance in current.entrances:
|
for entrance in current.entrances:
|
||||||
new_region = entrance.parent_region
|
new_region = entrance.parent_region
|
||||||
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
|
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
|
||||||
continue
|
continue
|
||||||
new_path = path + [entrance.access_rule]
|
new_path = path + [entrance.access_rule]
|
||||||
seen.add(new_region)
|
new_seen = seen.union({new_region})
|
||||||
if not is_link(new_region):
|
if not is_link(new_region):
|
||||||
if world.logic[player] == 'owglitches':
|
if world.logic[player] == 'owglitches':
|
||||||
if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
|
if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
|
||||||
@@ -1923,7 +1935,7 @@ def set_bunny_rules(world, player, inverted):
|
|||||||
else:
|
else:
|
||||||
continue
|
continue
|
||||||
if is_bunny(new_region):
|
if is_bunny(new_region):
|
||||||
queue.append((new_region, new_path))
|
queue.append((new_region, new_path, new_seen))
|
||||||
else:
|
else:
|
||||||
# we have reached pure light world, so we have a new possible option
|
# we have reached pure light world, so we have a new possible option
|
||||||
possible_options.append(path_to_access_rule(new_path, entrance))
|
possible_options.append(path_to_access_rule(new_path, entrance))
|
||||||
@@ -1975,7 +1987,6 @@ drop_dungeon_entrances = {
|
|||||||
"Skull Back Drop"
|
"Skull Back Drop"
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
bunny_revivable_entrances = {
|
bunny_revivable_entrances = {
|
||||||
"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
|
"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
|
||||||
"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
|
"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
|
||||||
|
|||||||
Reference in New Issue
Block a user