Merge remote-tracking branch 'origin/DoorDev' into DoorDev
This commit is contained in:
@@ -2,7 +2,9 @@ import copy
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from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict
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from collections import OrderedDict, deque
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from EntranceShuffle import door_addresses
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from _vendor.collections_extended import bag
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from Utils import int16_as_bytes
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from Tables import normal_offset_table, spiral_offset_table
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@@ -355,6 +357,7 @@ class CollectionState(object):
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self.prog_items = bag()
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self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
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self.events = []
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self.path = {}
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self.locations_checked = set()
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@@ -366,6 +369,7 @@ class CollectionState(object):
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player_regions = [region for region in self.world.regions if region.player == player]
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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ccr = self.colored_regions[player]
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new_regions = True
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reachable_regions_count = len(rrp)
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while new_regions:
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@@ -373,13 +377,53 @@ class CollectionState(object):
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for candidate in possible:
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if candidate.can_reach_private(self):
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rrp.add(candidate)
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if candidate.type == RegionType.Dungeon:
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c_switch_present = False
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for ext in candidate.exits:
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door = self.world.check_for_door(ext.name, player)
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if door is not None and door.crystal == CrystalBarrier.Either:
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c_switch_present = True
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if c_switch_present:
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ccr[candidate] = CrystalBarrier.Either
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self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
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else:
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for entrance in candidate.entrances:
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door = self.world.check_for_door(entrance.name, player)
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if door is None or entrance.parent_region.type != RegionType.Dungeon:
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ccr[candidate] = CrystalBarrier.Orange
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if entrance.parent_region in ccr.keys():
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color_type = ccr[entrance.parent_region]
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current_type = ccr[candidate] if candidate in ccr.keys() else None
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ccr[candidate] = color_type if current_type is None or color_type == current_type else CrystalBarrier.Either
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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def spread_crystal_access(self, region, crystal, rrp, ccr, player):
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queue = deque([(region, crystal)])
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visited = set()
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while len(queue) > 0:
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region, crystal = queue.popleft()
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visited.add(region)
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for ext in region.exits:
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connect = ext.connected_region
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if connect not in visited and connect is not None and connect.type == RegionType.Dungeon:
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if connect in rrp and ext.can_reach(self) and connect:
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door = self.world.check_for_door(ext.name, player)
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current_crystal = ccr[connect]
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if door is not None and not door.blocked and current_crystal != crystal and current_crystal != CrystalBarrier.Either:
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if door.crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
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ccr[connect] = crystal
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queue.append((connect, crystal))
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else:
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queue.append((connect, door.crystal))
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if door.crystal != current_crystal:
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ccr[connect] = CrystalBarrier.Either
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def copy(self):
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ret = CollectionState(self.world)
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ret.prog_items = self.prog_items.copy()
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
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ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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@@ -400,6 +444,15 @@ class CollectionState(object):
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return spot.can_reach(self)
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def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
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ccr = self.colored_regions[player]
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for region in dungeon_regions:
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if region in ccr.keys():
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self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = True
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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new_locations = True
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@@ -415,6 +468,18 @@ class CollectionState(object):
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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if new_locations:
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self.sweep_for_crystal_access()
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def can_reach_blue(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
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def can_reach_orange(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either]
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def _do_not_flood_the_keys(self, reachable_events):
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adjusted_checks = list(reachable_events)
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@@ -699,7 +764,7 @@ class CollectionState(object):
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class RegionType(Enum):
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LightWorld = 1
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DarkWorld = 2
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Cave = 3 # Also includes Houses
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Cave = 3 # Also includes Houses
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Dungeon = 4
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@property
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@@ -1244,10 +1309,9 @@ class ShopType(Enum):
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UpgradeShop = 2
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class Shop(object):
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def __init__(self, region, room_id, default_door_id, type, shopkeeper_config, replaceable):
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def __init__(self, region, room_id, type, shopkeeper_config, replaceable):
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self.region = region
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self.room_id = room_id
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self.default_door_id = default_door_id
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self.type = type
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self.inventory = [None, None, None]
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self.shopkeeper_config = shopkeeper_config
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@@ -1265,10 +1329,8 @@ class Shop(object):
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# [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index]
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entrances = self.region.entrances
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config = self.item_count
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if len(entrances) == 1 and entrances[0].addresses:
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door_id = entrances[0].addresses+1
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elif self.default_door_id is not None:
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door_id = self.default_door_id
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if len(entrances) == 1 and entrances[0].name in door_addresses:
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door_id = door_addresses[entrances[0].name][0]+1
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else:
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door_id = 0
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config |= 0x40 # ignore door id
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@@ -1034,7 +1034,7 @@ def reassign_key_doors(builder, proposal, world, player):
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room.delete(d.doorListPos)
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else:
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if len(room.doorList) > 1:
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room.mirror(d.doorListPos)
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room.mirror(d.doorListPos) # todo: I don't think this works for crossed - maybe it will
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else:
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room.delete(d.doorListPos)
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d.smallKey = False
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4
Doors.py
4
Doors.py
@@ -1084,11 +1084,12 @@ def create_doors(world, player):
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world.get_door('Hera Startile Wide Holes', player).c_switch()
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world.get_door('PoD Arena Main SW', player).c_switch()
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world.get_door('PoD Arena Bonk Path', player).c_switch()
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world.get_door('PoD Arena Bridge SE', player).c_switch()
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world.get_door('PoD Arena Bridge Drop Down', player).c_switch()
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world.get_door('PoD Arena Main Orange Barrier', player).barrier(CrystalBarrier.Orange)
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# maybe you can cross this way with blue up??
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world.get_door('PoD Arena Main Crystal Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Arena Crystals E', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Arena Crystal Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Sexy Statue W', player).c_switch()
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world.get_door('PoD Sexy Statue NW', player).c_switch()
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@@ -1185,6 +1186,7 @@ def create_doors(world, player):
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world.get_door('GT Hookshot Entry Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('GT Double Switch Orange Barrier', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Orange Barrier 2', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Orange Path', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Key Orange Path', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Key Blue Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('GT Double Switch Blue Barrier', player).barrier(CrystalBarrier.Blue)
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37
Gui.py
37
Gui.py
@@ -90,6 +90,34 @@ def guiMain(args=None):
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fileDialogFrame = Frame(rightHalfFrame)
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heartbeepFrame = Frame(fileDialogFrame)
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heartbeepVar = StringVar()
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heartbeepVar.set('normal')
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heartbeepOptionMenu = OptionMenu(heartbeepFrame, heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
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heartbeepOptionMenu.pack(side=RIGHT)
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heartbeepLabel = Label(heartbeepFrame, text='Heartbeep sound rate')
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heartbeepLabel.pack(side=LEFT, padx=(0,52))
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heartcolorFrame = Frame(fileDialogFrame)
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heartcolorVar = StringVar()
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heartcolorVar.set('red')
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heartcolorOptionMenu = OptionMenu(heartcolorFrame, heartcolorVar, 'red', 'blue', 'green', 'yellow', 'random')
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heartcolorOptionMenu.pack(side=RIGHT)
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heartcolorLabel = Label(heartcolorFrame, text='Heart color')
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heartcolorLabel.pack(side=LEFT, padx=(0,127))
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fastMenuFrame = Frame(fileDialogFrame)
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fastMenuVar = StringVar()
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fastMenuVar.set('normal')
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fastMenuOptionMenu = OptionMenu(fastMenuFrame, fastMenuVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
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fastMenuOptionMenu.pack(side=RIGHT)
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fastMenuLabel = Label(fastMenuFrame, text='Menu speed')
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fastMenuLabel.pack(side=LEFT, padx=(0,100))
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heartbeepFrame.pack(expand=True, anchor=E)
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heartcolorFrame.pack(expand=True, anchor=E)
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fastMenuFrame.pack(expand=True, anchor=E)
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romDialogFrame = Frame(fileDialogFrame)
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baseRomLabel = Label(romDialogFrame, text='Base Rom')
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romVar = StringVar()
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@@ -144,7 +172,7 @@ def guiMain(args=None):
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modeVar.set('open')
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modeOptionMenu = OptionMenu(modeFrame, modeVar, 'standard', 'open', 'inverted')
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modeOptionMenu.pack(side=RIGHT)
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modeLabel = Label(modeFrame, text='Game Mode')
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modeLabel = Label(modeFrame, text='Game mode')
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modeLabel.pack(side=LEFT)
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logicFrame = Frame(drowDownFrame)
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@@ -208,7 +236,7 @@ def guiMain(args=None):
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difficultyVar.set('normal')
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difficultyOptionMenu = OptionMenu(difficultyFrame, difficultyVar, 'normal', 'hard', 'expert')
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difficultyOptionMenu.pack(side=RIGHT)
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difficultyLabel = Label(difficultyFrame, text='Game difficulty')
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difficultyLabel = Label(difficultyFrame, text='Difficulty: item pool')
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difficultyLabel.pack(side=LEFT)
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timerFrame = Frame(drowDownFrame)
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@@ -1137,10 +1165,15 @@ def guiMain(args=None):
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if args.seed:
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seedVar.set(str(args.seed))
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modeVar.set(args.mode)
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swordsVar.set(args.swords)
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difficultyVar.set(args.difficulty)
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itemFuncVar.set(args.item_functionality)
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timerVar.set(args.timer)
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progressiveVar.set(args.progressive)
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accessibilityVar.set(args.accessibility)
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goalVar.set(args.goal)
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crystalsGTVar.set(args.crystals_gt)
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crystalsGanonVar.set(args.crystals_ganon)
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algorithmVar.set(args.algorithm)
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shuffleVar.set(args.shuffle)
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doorShuffleVar.set(args.door_shuffle)
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@@ -302,16 +302,16 @@ def create_inverted_regions(world, player):
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create_cave_region(player, 'The Sky', 'A Dark Sky', None, ['DDM Landing','NEDW Landing', 'WDW Landing', 'SDW Landing', 'EDW Landing', 'DD Landing', 'DLHL Landing'])
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]
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for region_name, (room_id, default_door_id, shopkeeper, replaceable) in shop_table.items():
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for region_name, (room_id, shopkeeper, replaceable) in shop_table.items():
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region = world.get_region(region_name, player)
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shop = Shop(region, room_id, default_door_id, ShopType.Shop, shopkeeper, replaceable)
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shop = Shop(region, room_id, ShopType.Shop, shopkeeper, replaceable)
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region.shop = shop
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world.shops.append(shop)
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for index, (item, price) in enumerate(default_shop_contents[region_name]):
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shop.add_inventory(index, item, price)
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region = world.get_region('Capacity Upgrade', player)
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shop = Shop(region, 0x0115, 0x5D, ShopType.UpgradeShop, 0x04, True)
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shop = Shop(region, 0x0115, ShopType.UpgradeShop, 0x04, True)
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region.shop = shop
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world.shops.append(shop)
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shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
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@@ -373,18 +373,18 @@ def mark_dark_world_regions(world):
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seen.add(exit.connected_region)
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queue.append(exit.connected_region)
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# (room_id, default_door_id, shopkeeper, replaceable)
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# (room_id, shopkeeper, replaceable)
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shop_table = {
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'Cave Shop (Dark Death Mountain)': (0x0112, 0x6E, 0xC1, True),
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'Red Shield Shop': (0x0110, 0x75, 0xC1, True),
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'Dark Lake Hylia Shop': (0x010F, 0x74, 0xC1, True),
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'Dark World Lumberjack Shop': (0x010F, 0x57, 0xC1, True),
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'Village of Outcasts Shop': (0x010F, 0x60, 0xC1, True),
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'Dark World Potion Shop': (0x010F, 0x6F, 0xC1, True),
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'Light World Death Mountain Shop': (0x00FF, None, 0xA0, True),
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'Kakariko Shop': (0x011F, 0x46, 0xA0, True),
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'Cave Shop (Lake Hylia)': (0x0112, 0x58, 0xA0, True),
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'Potion Shop': (0x0109, 0x4C, 0xFF, False),
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'Cave Shop (Dark Death Mountain)': (0x0112, 0xC1, True),
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'Red Shield Shop': (0x0110, 0xC1, True),
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'Dark Lake Hylia Shop': (0x010F, 0xC1, True),
|
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'Dark World Lumberjack Shop': (0x010F, 0xC1, True),
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'Village of Outcasts Shop': (0x010F, 0xC1, True),
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'Dark World Potion Shop': (0x010F, 0xC1, True),
|
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'Light World Death Mountain Shop': (0x00FF, 0xA0, True),
|
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'Kakariko Shop': (0x011F, 0xA0, True),
|
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'Cave Shop (Lake Hylia)': (0x0112, 0xA0, True),
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'Potion Shop': (0x0109, 0xFF, False),
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# Bomb Shop not currently modeled as a shop, due to special nature of items
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}
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# region, [item]
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@@ -267,7 +267,7 @@ def set_up_take_anys(world, player):
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entrance = world.get_region(reg, player).entrances[0]
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connect_entrance(world, entrance, old_man_take_any, player)
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entrance.target = 0x58
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||||
old_man_take_any.shop = Shop(old_man_take_any, 0x0112, None, ShopType.TakeAny, 0xE2, True)
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old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True)
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world.shops.append(old_man_take_any.shop)
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||||
old_man_take_any.shop.active = True
|
||||
|
||||
@@ -290,7 +290,7 @@ def set_up_take_anys(world, player):
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||||
entrance = world.get_region(reg, player).entrances[0]
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||||
connect_entrance(world, entrance, take_any, player)
|
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entrance.target = target
|
||||
take_any.shop = Shop(take_any, room_id, None, ShopType.TakeAny, 0xE3, True)
|
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take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True)
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world.shops.append(take_any.shop)
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||||
take_any.shop.active = True
|
||||
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
|
||||
|
||||
@@ -118,9 +118,9 @@ def analyze_dungeon(key_layout, world, player):
|
||||
raw_avail = chest_keys + len(key_counter.key_only_locations)
|
||||
available = raw_avail - key_counter.used_keys
|
||||
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
|
||||
avail_bigs = count_unique_big_doors(key_counter)
|
||||
avail_bigs = exist_relevant_big_doors(key_counter, key_layout)
|
||||
if not key_counter.big_key_opened:
|
||||
if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls and avail_bigs == 0:
|
||||
if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls and not avail_bigs:
|
||||
key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
|
||||
if not key_counter.big_key_opened and big_chest_in_locations(key_counter.free_locations):
|
||||
key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
|
||||
@@ -318,6 +318,7 @@ def create_rule(key_counter, prev_counter, key_layout, world):
|
||||
available = raw_avail - key_counter.used_keys
|
||||
possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
|
||||
required_keys = min(available, possible_smalls) + key_counter.used_keys
|
||||
# required_keys = key_counter.used_keys + 1 # this sometimes makes more sense
|
||||
# if prev_avail < required_keys:
|
||||
# required_keys = prev_avail + prev_counter.used_keys
|
||||
# return DoorRules(required_keys)
|
||||
@@ -487,15 +488,16 @@ def count_unique_small_doors(key_counter, proposal):
|
||||
return cnt
|
||||
|
||||
|
||||
def count_unique_big_doors(key_counter):
|
||||
cnt = 0
|
||||
counted = set()
|
||||
for door in key_counter.child_doors:
|
||||
if door.bigKey and door not in counted:
|
||||
cnt += 1
|
||||
counted.add(door)
|
||||
counted.add(door.dest)
|
||||
return cnt
|
||||
def exist_relevant_big_doors(key_counter, key_layout):
|
||||
bk_counter = find_counter(key_counter.open_doors, True, key_layout, False)
|
||||
if bk_counter is not None:
|
||||
diff = dict_difference(bk_counter.free_locations, key_counter.free_locations)
|
||||
if len(diff) > 0:
|
||||
return True
|
||||
diff = dict_difference(bk_counter.key_only_locations, key_counter.key_only_locations)
|
||||
if len(diff) > 0:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
def count_locations_big_optional(locations, bk=False):
|
||||
@@ -788,7 +790,7 @@ def state_id(state, flat_proposal):
|
||||
return s_id
|
||||
|
||||
|
||||
def find_counter(opened_doors, bk_hint, key_layout):
|
||||
def find_counter(opened_doors, bk_hint, key_layout, raise_on_error=True):
|
||||
counter = find_counter_hint(opened_doors, bk_hint, key_layout)
|
||||
if counter is not None:
|
||||
return counter
|
||||
@@ -801,7 +803,9 @@ def find_counter(opened_doors, bk_hint, key_layout):
|
||||
counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout)
|
||||
if counter is not None:
|
||||
return counter
|
||||
raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
|
||||
if raise_on_error:
|
||||
raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
|
||||
return None
|
||||
|
||||
|
||||
def find_counter_hint(opened_doors, bk_hint, key_layout):
|
||||
|
||||
4
Main.py
4
Main.py
@@ -290,7 +290,7 @@ def copy_dynamic_regions_and_locations(world, ret):
|
||||
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
|
||||
|
||||
if region.shop:
|
||||
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.default_door_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable)
|
||||
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.replaceable)
|
||||
ret.shops.append(new_reg.shop)
|
||||
|
||||
for location in world.dynamic_locations:
|
||||
@@ -325,6 +325,7 @@ def create_playthrough(world):
|
||||
while sphere_candidates:
|
||||
if not world.keysanity:
|
||||
state.sweep_for_events(key_only=True)
|
||||
state.sweep_for_crystal_access()
|
||||
|
||||
sphere = []
|
||||
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
|
||||
@@ -379,6 +380,7 @@ def create_playthrough(world):
|
||||
while required_locations:
|
||||
if not world.keysanity:
|
||||
state.sweep_for_events(key_only=True)
|
||||
state.sweep_for_crystal_access()
|
||||
|
||||
sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
|
||||
|
||||
|
||||
28
Regions.py
28
Regions.py
@@ -705,16 +705,16 @@ def create_regions(world, player):
|
||||
create_dungeon_region(player, 'GT Agahnim 2', 'Ganon\'s Tower', ['Agahnim 2'], ['GT Agahnim 2 SW'])
|
||||
]
|
||||
|
||||
for region_name, (room_id, default_door_id, shopkeeper, replaceable) in shop_table.items():
|
||||
for region_name, (room_id, shopkeeper, replaceable) in shop_table.items():
|
||||
region = world.get_region(region_name, player)
|
||||
shop = Shop(region, room_id, default_door_id, ShopType.Shop, shopkeeper, replaceable)
|
||||
shop = Shop(region, room_id, ShopType.Shop, shopkeeper, replaceable)
|
||||
region.shop = shop
|
||||
world.shops.append(shop)
|
||||
for index, (item, price) in enumerate(default_shop_contents[region_name]):
|
||||
shop.add_inventory(index, item, price)
|
||||
|
||||
region = world.get_region('Capacity Upgrade', player)
|
||||
shop = Shop(region, 0x0115, 0x5D, ShopType.UpgradeShop, 0x04, True)
|
||||
shop = Shop(region, 0x0115, ShopType.UpgradeShop, 0x04, True)
|
||||
region.shop = shop
|
||||
world.shops.append(shop)
|
||||
shop.add_inventory(0, 'Bomb Upgrade (+5)', 100, 7)
|
||||
@@ -780,18 +780,18 @@ def mark_light_world_regions(world):
|
||||
seen.add(exit.connected_region)
|
||||
queue.append(exit.connected_region)
|
||||
|
||||
# (room_id, default_door_id, shopkeeper, replaceable)
|
||||
# (room_id, shopkeeper, replaceable)
|
||||
shop_table = {
|
||||
'Cave Shop (Dark Death Mountain)': (0x0112, 0x6E, 0xC1, True),
|
||||
'Red Shield Shop': (0x0110, 0x75, 0xC1, True),
|
||||
'Dark Lake Hylia Shop': (0x010F, 0x74, 0xC1, True),
|
||||
'Dark World Lumberjack Shop': (0x010F, 0x57, 0xC1, True),
|
||||
'Village of Outcasts Shop': (0x010F, 0x60, 0xC1, True),
|
||||
'Dark World Potion Shop': (0x010F, 0x6F, 0xC1, True),
|
||||
'Light World Death Mountain Shop': (0x00FF, None, 0xA0, True),
|
||||
'Kakariko Shop': (0x011F, 0x46, 0xA0, True),
|
||||
'Cave Shop (Lake Hylia)': (0x0112, 0x58, 0xA0, True),
|
||||
'Potion Shop': (0x0109, 0x4C, 0xFF, False),
|
||||
'Cave Shop (Dark Death Mountain)': (0x0112, 0xC1, True),
|
||||
'Red Shield Shop': (0x0110, 0xC1, True),
|
||||
'Dark Lake Hylia Shop': (0x010F, 0xC1, True),
|
||||
'Dark World Lumberjack Shop': (0x010F, 0xC1, True),
|
||||
'Village of Outcasts Shop': (0x010F, 0xC1, True),
|
||||
'Dark World Potion Shop': (0x010F, 0xC1, True),
|
||||
'Light World Death Mountain Shop': (0x00FF, 0xA0, True),
|
||||
'Kakariko Shop': (0x011F, 0xA0, True),
|
||||
'Cave Shop (Lake Hylia)': (0x0112, 0xA0, True),
|
||||
'Potion Shop': (0x0109, 0xFF, False),
|
||||
# Bomb Shop not currently modeled as a shop, due to special nature of items
|
||||
}
|
||||
# region, [item]
|
||||
|
||||
49
Rules.py
49
Rules.py
@@ -423,6 +423,55 @@ def global_rules(world, player):
|
||||
set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
|
||||
|
||||
add_key_logic_rules(world, player)
|
||||
|
||||
# crystal switch rules
|
||||
set_rule(world.get_entrance('PoD Arena Crystal Path', player), lambda state: state.can_reach_blue(world.get_region('PoD Arena Crystal', player), player))
|
||||
set_rule(world.get_entrance('Swamp Trench 2 Pots Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Swamp Trench 2 Pots', player), player))
|
||||
set_rule(world.get_entrance('Swamp Shortcut Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Swamp Shortcut', player), player))
|
||||
set_rule(world.get_entrance('Thieves Attic ES', player), lambda state: state.can_reach_blue(world.get_region('Thieves Attic', player), player))
|
||||
set_rule(world.get_entrance('Thieves Hellway Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Thieves Hellway', player), player))
|
||||
set_rule(world.get_entrance('Thieves Hellway Crystal Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Thieves Hellway N Crystal', player), player))
|
||||
set_rule(world.get_entrance('Thieves Triple Bypass SE', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
|
||||
set_rule(world.get_entrance('Thieves Triple Bypass WN', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
|
||||
set_rule(world.get_entrance('Thieves Triple Bypass EN', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
|
||||
set_rule(world.get_entrance('Ice Crystal Right Blue Hole', player), lambda state: state.can_reach_blue(world.get_region('Ice Crystal Right', player), player))
|
||||
set_rule(world.get_entrance('Ice Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Ice Crystal Left', player), player))
|
||||
set_rule(world.get_entrance('Ice Backwards Room Hole', player), lambda state: state.can_reach_blue(world.get_region('Ice Backwards Room', player), player))
|
||||
set_rule(world.get_entrance('Mire Hub Upper Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub', player), player))
|
||||
set_rule(world.get_entrance('Mire Hub Lower Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub', player), player))
|
||||
set_rule(world.get_entrance('Mire Hub Right Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub Right', player), player))
|
||||
set_rule(world.get_entrance('Mire Hub Top Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub Top', player), player))
|
||||
set_rule(world.get_entrance('Mire Map Spike Side Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Map Spike Side', player), player))
|
||||
set_rule(world.get_entrance('Mire Map Spot Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Map Spot', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Dead End Left Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Dead End', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Dead End Right Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Dead End', player), player))
|
||||
set_rule(world.get_entrance('Mire South Fish Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire South Fish', player), player))
|
||||
set_rule(world.get_entrance('Mire Compass Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Compass Room', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Mid Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Mid', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Left', player), player))
|
||||
set_rule(world.get_entrance('TR Crystal Maze Blue Path', player), lambda state: state.can_reach_blue(world.get_region('TR Crystal Maze End', player), player))
|
||||
set_rule(world.get_entrance('GT Hookshot Entry Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Entry', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Key Blue Path', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Key Spot', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Switches', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Transition Blue', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Transition', player), player))
|
||||
|
||||
set_rule(world.get_entrance('Swamp Barrier Ledge - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier Ledge', player), player))
|
||||
set_rule(world.get_entrance('Swamp Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier', player), player))
|
||||
set_rule(world.get_entrance('Thieves Hellway Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Thieves Hellway', player), player))
|
||||
set_rule(world.get_entrance('Thieves Hellway Crystal Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Thieves Hellway S Crystal', player), player))
|
||||
set_rule(world.get_entrance('Ice Bomb Jump Ledge Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Bomb Jump Ledge', player), player))
|
||||
set_rule(world.get_entrance('Ice Bomb Jump Catwalk Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Bomb Jump Catwalk', player), player))
|
||||
set_rule(world.get_entrance('Ice Crystal Right Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Crystal Right', player), player))
|
||||
set_rule(world.get_entrance('Ice Crystal Left Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Crystal Left', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Right Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Crystal Right', player), player))
|
||||
set_rule(world.get_entrance('Mire Crystal Mid Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Crystal Mid', player), player))
|
||||
set_rule(world.get_entrance('Mire Firesnake Skip Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Firesnake Skip', player), player))
|
||||
set_rule(world.get_entrance('Mire Antechamber Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Antechamber', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Entry', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Orange Barrier 2', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Entry', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Orange Path', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Switches', player), player))
|
||||
set_rule(world.get_entrance('GT Double Switch Key Orange Path', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Key Spot', player), player))
|
||||
|
||||
# End of door rando rules.
|
||||
|
||||
add_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
|
||||
|
||||
Reference in New Issue
Block a user