Bulk of Lobby randomization work

This commit is contained in:
aerinon
2020-08-28 12:42:20 -06:00
parent 18447cfe3e
commit 804309565b
16 changed files with 994 additions and 331 deletions

View File

@@ -78,6 +78,9 @@ class World(object):
self.key_logic = {}
self.pool_adjustment = {}
self.key_layout = defaultdict(dict)
self.dungeon_portals = defaultdict(list)
self._portal_cache = {}
self.sanc_portal = {}
self.fish = BabelFish()
for player in range(1, players + 1):
@@ -201,6 +204,18 @@ class World(object):
return door
raise RuntimeError('No such door %s for player %d' % (doorname, player))
def get_portal(self, portal_name, player):
if isinstance(portal_name, Portal):
return portal_name
try:
return self._portal_cache[(portal_name, player)]
except KeyError:
for portal in self.dungeon_portals[player]:
if portal.name == portal_name and portal.player == player:
self._portal_cache[(portal_name, player)] = portal
return portal
raise RuntimeError('No such portal %s for player %d' % (portal_name, player))
def check_for_door(self, doorname, player):
if isinstance(doorname, Door):
return doorname
@@ -266,7 +281,7 @@ class World(object):
pass
elif ret.has('Red Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 3:
ret.prog_items['Mirror Shield', item.player] += 1
elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
elif ret.has('Blue Shield', item.player) and self.difficulty_requirements[item.player].progressive_shield_limit >= 2:
ret.prog_items['Red Shield', item.player] += 1
elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
ret.prog_items['Blue Shield', item.player] += 1
@@ -933,9 +948,10 @@ class Entrance(object):
world = self.parent_region.world if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
class Dungeon(object):
def __init__(self, name, regions, big_key, small_keys, dungeon_items, player):
def __init__(self, name, regions, big_key, small_keys, dungeon_items, player, dungeon_id):
self.name = name
self.regions = regions
self.big_key = big_key
@@ -944,6 +960,7 @@ class Dungeon(object):
self.bosses = dict()
self.player = player
self.world = None
self.dungeon_id = dungeon_id
self.entrance_regions = []
@@ -1148,6 +1165,7 @@ class Door(object):
# 0-4 for spiral offset thing
self.doorIndex = -1
self.layer = -1 # 0 for normal floor, 1 for the inset layer
self.pseudo_bg = 0 # 0 for normal floor, 1 for pseudo bg
self.toggle = False
self.trapFlag = 0x0
self.quadrant = 2
@@ -1159,6 +1177,16 @@ class Door(object):
self.edge_id = None
self.edge_width = None
#portal items
self.portalAble = False
self.roomLayout = 0x22 # free scroll- both directions
self.entranceFlag = False
self.deadEnd = False
self.passage = True
self.dungeonLink = None
# self.incognitoPos = -1
# self.sectorLink = False
# logical properties
# self.connected = False # combine with Dest?
self.dest = None
@@ -1291,6 +1319,13 @@ class Door(object):
self.dead = True
return self
def portal(self, quadrant, roomLayout, pseudo_bg=0):
self.quadrant = quadrant
self.roomLayout = roomLayout
self.pseudo_bg = pseudo_bg
self.portalAble = True
return self
def __eq__(self, other):
return isinstance(other, self.__class__) and self.name == other.name
@@ -1420,6 +1455,109 @@ class Sector(object):
return f'{next(iter(self.region_set()))}'
class Portal(object):
def __init__(self, player, name, door, entrance_offset, exit_offset, boss_exit_idx):
self.player = player
self.name = name
self.door = door
self.ent_offset = entrance_offset
self.exit_offset = exit_offset
self.boss_exit_idx = boss_exit_idx
self.default = True
self.destination = False
self.deadEnd = False
def change_door(self, new_door):
if new_door != self.door:
self.default = False
self.door = new_door
def current_room(self):
return self.door.roomIndex
def relative_coords(self):
y_rel = (self.door.roomIndex & 0xf0) >> 3 #todo: fix the shift!!!!
x_rel = (self.door.roomIndex & 0x0f) * 2
quad = self.door.quadrant
if quad == 0:
return [y_rel, y_rel, y_rel, y_rel+1, x_rel, x_rel, x_rel, x_rel+1]
elif quad == 1:
return [y_rel, y_rel, y_rel, y_rel+1, x_rel+1, x_rel, x_rel+1, x_rel+1]
elif quad == 2:
return [y_rel+1, y_rel, y_rel+1, y_rel+1, x_rel, x_rel, x_rel, x_rel+1]
else:
return [y_rel+1, y_rel, y_rel+1, y_rel+1, x_rel+1, x_rel, x_rel+1, x_rel+1]
def scroll_x(self):
x_rel = (self.door.roomIndex & 0x0f) * 2
if self.door.doorIndex == 0:
return [0x00, x_rel]
elif self.door.doorIndex == 1:
return [0x80, x_rel]
else:
return [0x00, x_rel+1]
def scroll_y(self):
y_rel = ((self.door.roomIndex & 0xf0) >> 3) + 1
return [0x10, y_rel]
def link_y(self):
y_rel = ((self.door.roomIndex & 0xf0) >> 3) + 1
inset = False
if self.door.pseudo_bg == 1 or self.door.layer == 1:
inset = True
return [(0xd8 if not inset else 0xc0), y_rel]
def link_x(self):
x_rel = (self.door.roomIndex & 0x0f) * 2
if self.door.doorIndex == 0:
return [0x78, x_rel]
elif self.door.doorIndex == 1:
return [0xf8, x_rel]
else:
return [0x78, x_rel+1]
# def camera_y(self):
# return [0x87, 0x01]
def camera_x(self):
if self.door.doorIndex == 0:
return [0x7f, 0x00]
elif self.door.doorIndex == 1:
return [0xff, 0x00]
else:
return [0x7f, 0x01]
def bg_setting(self):
if self.door.layer == 0:
return 0x00 | self.door.pseudo_bg
else:
return 0x10 | self.door.pseudo_bg
def hv_scroll(self):
return self.door.roomLayout
def scroll_quad(self):
quad = self.door.quadrant
if quad == 0:
return 0x00
elif quad == 1:
return 0x10
elif quad == 2:
return 0x02
else:
return 0x12
class DungeonInfo(object):
def __init__(self, name):
self.name = name
self.total = 0
self.required_passage = {}
# self.dead_ends = 0 total - 1 - req = dead_ends possible
class Boss(object):
def __init__(self, name, enemizer_name, defeat_rule, player):
self.name = name