Handle standard mode, vanilla door shuffle.

This commit is contained in:
compiling
2020-01-20 22:02:33 +11:00
parent d3a6dd9138
commit 74c515eb16
3 changed files with 40 additions and 18 deletions

View File

@@ -118,17 +118,34 @@ def vanilla_key_logic(world, player):
overworld_prep(world, player)
entrances_map, potentials, connections = determine_entrance_list(world, player)
for builder in builders:
start_regions = convert_regions(entrances_map[builder.name], world, player)
doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
key_layout = build_key_layout(builder, start_regions, doors, world, player)
valid = validate_key_layout(key_layout, world, player)
if not valid:
raise Exception('Vanilla key layout not valid %s' % builder.name)
if player not in world.key_logic.keys():
world.key_logic[player] = {}
analyze_dungeon(key_layout, world, player)
world.key_logic[player][builder.name] = key_layout.key_logic
enabled_entrances = {}
sector_queue = collections.deque(builders)
last_key = None
while len(sector_queue) > 0:
builder = sector_queue.popleft()
origin_list = list(entrances_map[builder.name])
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
origin_list_sans_drops = remove_drop_origins(origin_list)
if len(origin_list_sans_drops) <= 0:
if last_key == builder.name:
raise Exception('Infinte loop detected %s' % builder.name)
sector_queue.append(builder)
last_key = builder.name
else:
find_new_entrances(builder.master_sector, connections, potentials, enabled_entrances, world, player)
start_regions = convert_regions(origin_list, world, player)
doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
key_layout = build_key_layout(builder, start_regions, doors, world, player)
valid = validate_key_layout(key_layout, world, player)
if not valid:
raise Exception('Vanilla key layout not valid %s' % builder.name)
if player not in world.key_logic.keys():
world.key_logic[player] = {}
analyze_dungeon(key_layout, world, player)
world.key_logic[player][builder.name] = key_layout.key_logic
last_key = None
validate_vanilla_key_logic(world, player)

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@@ -1000,12 +1000,16 @@ def validate_vanilla_key_logic(world, player):
def val_hyrule(key_logic, world, player):
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
# why is allow_small actually false? - because chest key is forced elsewhere?
# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest')
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
if world.mode[player] == 'standard':
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 1)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 2)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
val_rule(key_logic.door_rules['Sewers Key Rat Key Door N'], 4)
else:
val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
def val_eastern(key_logic, world, player):

View File

@@ -846,7 +846,8 @@ dungeon_events = [
'Attic Cracked Floor',
'Suspicious Maiden',
'Revealing Light',
'Ice Block Drop'
'Ice Block Drop',
'Zelda Pickup'
]
flooded_keys_reverse = {