Handle standard mode, vanilla door shuffle.
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@@ -118,17 +118,34 @@ def vanilla_key_logic(world, player):
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overworld_prep(world, player)
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entrances_map, potentials, connections = determine_entrance_list(world, player)
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for builder in builders:
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start_regions = convert_regions(entrances_map[builder.name], world, player)
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doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
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key_layout = build_key_layout(builder, start_regions, doors, world, player)
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valid = validate_key_layout(key_layout, world, player)
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if not valid:
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raise Exception('Vanilla key layout not valid %s' % builder.name)
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if player not in world.key_logic.keys():
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world.key_logic[player] = {}
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analyze_dungeon(key_layout, world, player)
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world.key_logic[player][builder.name] = key_layout.key_logic
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enabled_entrances = {}
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sector_queue = collections.deque(builders)
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last_key = None
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while len(sector_queue) > 0:
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builder = sector_queue.popleft()
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origin_list = list(entrances_map[builder.name])
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find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
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origin_list_sans_drops = remove_drop_origins(origin_list)
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if len(origin_list_sans_drops) <= 0:
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if last_key == builder.name:
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raise Exception('Infinte loop detected %s' % builder.name)
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sector_queue.append(builder)
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last_key = builder.name
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else:
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find_new_entrances(builder.master_sector, connections, potentials, enabled_entrances, world, player)
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start_regions = convert_regions(origin_list, world, player)
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doors = convert_key_doors(default_small_key_doors[builder.name], world, player)
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key_layout = build_key_layout(builder, start_regions, doors, world, player)
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valid = validate_key_layout(key_layout, world, player)
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if not valid:
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raise Exception('Vanilla key layout not valid %s' % builder.name)
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if player not in world.key_logic.keys():
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world.key_logic[player] = {}
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analyze_dungeon(key_layout, world, player)
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world.key_logic[player][builder.name] = key_layout.key_logic
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last_key = None
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validate_vanilla_key_logic(world, player)
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@@ -1000,12 +1000,16 @@ def validate_vanilla_key_logic(world, player):
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def val_hyrule(key_logic, world, player):
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val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
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val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
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val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
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# why is allow_small actually false? - because chest key is forced elsewhere?
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# val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 3, True, 'Hyrule Castle - Zelda\'s Chest')
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val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
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if world.mode[player] == 'standard':
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val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 1)
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val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 2)
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val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 3)
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val_rule(key_logic.door_rules['Sewers Key Rat Key Door N'], 4)
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else:
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val_rule(key_logic.door_rules['Sewers Secret Room Key Door S'], 2)
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val_rule(key_logic.door_rules['Sewers Dark Cross Key Door N'], 2)
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val_rule(key_logic.door_rules['Hyrule Dungeon Map Room Key Door S'], 2)
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val_rule(key_logic.door_rules['Hyrule Dungeon Armory Interior Key Door N'], 4)
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def val_eastern(key_logic, world, player):
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@@ -846,7 +846,8 @@ dungeon_events = [
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'Attic Cracked Floor',
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'Suspicious Maiden',
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'Revealing Light',
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'Ice Block Drop'
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'Ice Block Drop',
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'Zelda Pickup'
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]
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flooded_keys_reverse = {
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