fix(key logic): typo

fix(bunny logic): multiple paths considered
This commit is contained in:
aerinon
2023-11-13 15:43:27 -07:00
parent fd99620ac9
commit 71eadd051c
4 changed files with 100 additions and 85 deletions

View File

@@ -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

View File

@@ -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}'

View File

@@ -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)

View File

@@ -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)
@@ -811,7 +819,7 @@ def bomb_rules(world, player):
('TR Tongue Pull WS', True), ('TR Tongue Pull WS', True),
('TR Twin Pokeys NW', False), ('TR Twin Pokeys NW', False),
] ]
for killdoor,bombable in easy_kill_rooms: for killdoor, bombable in easy_kill_rooms:
if bombable: if bombable:
add_rule(world.get_entrance(killdoor, player), lambda state: (state.can_use_bombs(player) or state.can_kill_most_things(player))) add_rule(world.get_entrance(killdoor, player), lambda state: (state.can_use_bombs(player) or state.can_kill_most_things(player)))
else: else:
@@ -832,21 +840,21 @@ def bomb_rules(world, player):
('Hyrule Castle - Map Guard Key Drop', True), ('Hyrule Castle - Map Guard Key Drop', True),
('Hyrule Castle - Boomerang Guard Key Drop', True), ('Hyrule Castle - Boomerang Guard Key Drop', True),
('Hyrule Castle - Key Rat Key Drop', True), ('Hyrule Castle - Key Rat Key Drop', True),
# ('Hyrule Castle - Big Key Drop', True), # Pots are available # ('Hyrule Castle - Big Key Drop', True), # Pots are available
# ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available # ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available
('Castle Tower - Dark Archer Key Drop', True), ('Castle Tower - Dark Archer Key Drop', True),
# ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available # ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available
# ('Skull Woods - Spike Corner Key Drop', True), # Pots are available # ('Skull Woods - Spike Corner Key Drop', True), # Pots are available
('Ice Palace - Jelly Key Drop', True), ('Ice Palace - Jelly Key Drop', True),
('Ice Palace - Conveyor Key Drop', True), ('Ice Palace - Conveyor Key Drop', True),
('Misery Mire - Conveyor Crystal Key Drop', True), ('Misery Mire - Conveyor Crystal Key Drop', True),
('Turtle Rock - Pokey 1 Key Drop', True), ('Turtle Rock - Pokey 1 Key Drop', True),
('Turtle Rock - Pokey 2 Key Drop', True), ('Turtle Rock - Pokey 2 Key Drop', True),
# ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available # ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available
('Castle Tower - Room 03', True), # Two spring soliders ('Castle Tower - Room 03', True), # Two spring soliders
('Ice Palace - Compass Chest', True) # Pengators ('Ice Palace - Compass Chest', True) # Pengators
] ]
for location,bombable in enemy_kill_drops: for location, bombable in enemy_kill_drops:
if bombable: if bombable:
add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.can_kill_most_things(player)) add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.can_kill_most_things(player))
else: else:
@@ -865,10 +873,10 @@ def bomb_rules(world, player):
'PoD Warp Hint SE', 'PoD Jelly Hall NW', 'PoD Jelly Hall NE', 'PoD Mimics 1 SW', 'PoD Warp Hint SE', 'PoD Jelly Hall NW', 'PoD Jelly Hall NE', 'PoD Mimics 1 SW',
'Thieves Ambush E', 'Thieves Rail Ledge W', 'Thieves Ambush E', 'Thieves Rail Ledge W',
'TR Dash Room NW', 'TR Crystaroller SW', 'TR Dash Room ES', 'TR Dash Room NW', 'TR Crystaroller SW', 'TR Dash Room ES',
'GT Four Torches NW','GT Fairy Abyss SW' 'GT Four Torches NW', 'GT Fairy Abyss SW'
] ]
dungeon_bombable = ['PoD Map Balcony WS', 'PoD Arena Ledge ES', 'PoD Dark Maze E', 'PoD Big Chest Balcony W', dungeon_bombable = ['PoD Map Balcony WS', 'PoD Arena Ledge ES', 'PoD Dark Maze E', 'PoD Big Chest Balcony W',
'Swamp Pot Row WN','Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S', 'Swamp Pot Row WN', 'Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S',
'Skull Pot Circle WN', 'Skull Pull Switch EN', 'Skull Big Key EN', 'Skull Lone Pot WN', 'Skull Pot Circle WN', 'Skull Pull Switch EN', 'Skull Big Key EN', 'Skull Lone Pot WN',
'Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW', 'Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW',
'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole', 'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole',
@@ -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))
@@ -1502,7 +1515,7 @@ def set_big_bomb_rules(world, player):
set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Dark World', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player))
#crossing peg bridge starting from the southern dark world # crossing peg bridge starting from the southern dark world
def cross_peg_bridge(state): def cross_peg_bridge(state):
return state.has('Hammer', player) and state.has_Pearl(player) return state.has('Hammer', player) and state.has_Pearl(player)
@@ -1524,28 +1537,28 @@ def set_big_bomb_rules(world, player):
# G = Glove # G = Glove
if bombshop_entrance.name in Normal_LW_entrances: if bombshop_entrance.name in Normal_LW_entrances:
#1. basic routes # 1. basic routes
#2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror # 2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror
# -> M or BR # -> M or BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player)) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player))
elif bombshop_entrance.name in LW_walkable_entrances: elif bombshop_entrance.name in LW_walkable_entrances:
#1. Mirror then basic routes # 1. Mirror then basic routes
# -> M and BR # -> M and BR
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state)) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state))
elif bombshop_entrance.name in Northern_DW_entrances: elif bombshop_entrance.name in Northern_DW_entrances:
#1. Mirror and basic routes # 1. Mirror and basic routes
#2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl # 2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and CPB) or (M and BR) # -> (Mitts and CPB) or (M and BR)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state)))
elif bombshop_entrance.name == 'Bumper Cave (Bottom)': elif bombshop_entrance.name == 'Bumper Cave (Bottom)':
#1. Mirror and Lift rock and basic_routes # 1. Mirror and Lift rock and basic_routes
#2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case) # 2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case)
#3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl # 3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl
# -> (Mitts and CPB) or (((G or Flute) and M) and BR)) # -> (Mitts and CPB) or (((G or Flute) and M) and BR))
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state)))
elif bombshop_entrance.name in Southern_DW_entrances: elif bombshop_entrance.name in Southern_DW_entrances:
#1. Mirror and enter via gate: Need mirror and Aga1 # 1. Mirror and enter via gate: Need mirror and Aga1
#2. cross peg bridge: Need hammer and moon pearl # 2. cross peg bridge: Need hammer and moon pearl
# -> CPB or (M and A) # -> CPB or (M and A)
add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player))) add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player)))
elif bombshop_entrance.name in Isolated_DW_entrances: elif bombshop_entrance.name in Isolated_DW_entrances:
@@ -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',
@@ -1848,13 +1860,14 @@ 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
else: else:
return region.is_light_world return region.is_light_world
def get_rule_to_add(region, location = None, connecting_entrance = None): def get_rule_to_add(region, location=None, connecting_entrance=None):
# In OWG, a location can potentially be superbunny-mirror accessible or # In OWG, a location can potentially be superbunny-mirror accessible or
# bunny revival accessible. # bunny revival accessible.
if world.logic[player] == 'owglitches': if world.logic[player] == 'owglitches':
@@ -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",
@@ -2227,7 +2238,7 @@ def create_key_rule(small_key_name, player, keys):
def create_key_rule_allow_small(small_key_name, player, keys, location): def create_key_rule_allow_small(small_key_name, player, keys, location):
loc = location.name loc = location.name
return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1)) return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1))
def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_keys, bk_locs): def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_keys, bk_locs):
@@ -2238,7 +2249,7 @@ def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_
def create_key_rule_bk_exception_or_allow(small_key_name, big_key_name, player, keys, location, bk_keys, bk_locs): def create_key_rule_bk_exception_or_allow(small_key_name, big_key_name, player, keys, location, bk_keys, bk_locs):
loc = location.name loc = location.name
chest_names = [x.name for x in bk_locs] chest_names = [x.name for x in bk_locs]
return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys)) return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys))
def create_advanced_key_rule(key_logic, player, rule): def create_advanced_key_rule(key_logic, player, rule):