Merged in DR v1.2.0.22
This commit is contained in:
@@ -1800,7 +1800,7 @@ def imp_locations_factory(world, player):
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imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
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imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
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if world.mode[player] == 'standard':
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if world.mode[player] == 'standard':
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imp_locations.append('Zelda Pickup')
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imp_locations.append('Zelda Pickup')
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imp_locations.append('Zelda Dropoff')
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imp_locations.append('Zelda Drop Off')
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return imp_locations
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return imp_locations
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2
Main.py
2
Main.py
@@ -36,7 +36,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
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from source.tools.BPS import create_bps_from_data
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from source.tools.BPS import create_bps_from_data
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from source.classes.CustomSettings import CustomSettings
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from source.classes.CustomSettings import CustomSettings
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version_number = '1.2.0.21'
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version_number = '1.2.0.22'
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version_branch = '-u'
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version_branch = '-u'
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__version__ = f'{version_number}{version_branch}'
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__version__ = f'{version_number}{version_branch}'
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@@ -109,6 +109,13 @@ These are now independent of retro mode and have three options: None, Random, an
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# Bug Fixes and Notes
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# Bug Fixes and Notes
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* 1.2.0.22u
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* Flute can't be activated in rain state (except glitched modes) (Thanks codemann!)
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* ER: Minor fix for Link's House on DM in Insanity (escape cave should not be re-used)
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* Logic issues:
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* Self-locking key not allowed in Sanctuary in standard (typo fixed)
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* More advanced bunny-walking logic in dungeons (multiple paths considred)
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* MSU: GTBK song fix for DR (Thanks codemann!)
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* 1.2.0.21u
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* 1.2.0.21u
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* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
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* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
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* Small fix for Tavern Shuffle (thanks Catobat)
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* Small fix for Tavern Shuffle (thanks Catobat)
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26
Rules.py
26
Rules.py
@@ -128,9 +128,11 @@ def mirrorless_path_to_castle_courtyard(world, player):
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queue.append((entrance.connected_region, new_path))
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queue.append((entrance.connected_region, new_path))
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seen.add(entrance.connected_region)
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seen.add(entrance.connected_region)
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def set_rule(spot, rule):
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def set_rule(spot, rule):
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spot.access_rule = rule
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spot.access_rule = rule
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def set_defeat_dungeon_boss_rule(location):
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def set_defeat_dungeon_boss_rule(location):
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# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
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# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
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set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
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set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
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@@ -139,6 +141,7 @@ def set_defeat_dungeon_boss_rule(location):
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def set_always_allow(spot, rule):
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def set_always_allow(spot, rule):
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spot.always_allow = rule
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spot.always_allow = rule
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def add_rule(spot, rule, combine='and'):
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def add_rule(spot, rule, combine='and'):
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old_rule = spot.access_rule
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old_rule = spot.access_rule
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if combine == 'or':
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if combine == 'or':
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@@ -167,22 +170,26 @@ def forbid_item(location, item, player):
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old_rule = location.item_rule
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old_rule = location.item_rule
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location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
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def add_item_rule(location, rule):
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def add_item_rule(location, rule):
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old_rule = location.item_rule
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old_rule = location.item_rule
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location.item_rule = lambda item: rule(item) and old_rule(item)
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location.item_rule = lambda item: rule(item) and old_rule(item)
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def item_in_locations(state, item, player, locations):
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def item_in_locations(state, item, player, locations):
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for location in locations:
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for location in locations:
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if item_name(state, location[0], location[1]) == (item, player):
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if item_name(state, location[0], location[1]) == (item, player):
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return True
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return True
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return False
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return False
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def item_name(state, location, player):
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def item_name(state, location, player):
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location = state.world.get_location(location, player)
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location = state.world.get_location(location, player)
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if location.item is None:
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if location.item is None:
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return None
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return None
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return (location.item.name, location.item.player)
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return (location.item.name, location.item.player)
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def global_rules(world, player):
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def global_rules(world, player):
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# ganon can only carry triforce
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# ganon can only carry triforce
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add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
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add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
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@@ -1378,6 +1385,7 @@ def forbid_bomb_jump_requirements(world, player):
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set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Ice Lake Iceberg Bomb Jump', player), lambda state: False)
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set_rule(world.get_entrance('Ice Lake Iceberg Bomb Jump', player), lambda state: False)
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def add_conditional_lamps(world, player):
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def add_conditional_lamps(world, player):
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def add_conditional_lamp(spot, spottype='Location'):
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def add_conditional_lamp(spot, spottype='Location'):
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if spottype == 'Location':
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if spottype == 'Location':
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@@ -1519,6 +1527,7 @@ std_kill_doors_if_trapped = {
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# 'Ice Lobby S' # can melt rule is sufficient
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# 'Ice Lobby S' # can melt rule is sufficient
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}
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}
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def add_connection(parent_name, target_name, entrance_name, world, player):
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def add_connection(parent_name, target_name, entrance_name, world, player):
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parent = world.get_region(parent_name, player)
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parent = world.get_region(parent_name, player)
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target = world.get_region(target_name, player)
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target = world.get_region(target_name, player)
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@@ -1581,6 +1590,7 @@ def standard_rules(world, player):
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def check_rule_list(state, r_list):
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def check_rule_list(state, r_list):
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return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
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return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
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rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
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rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
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set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
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set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
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lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
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lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
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@@ -1619,16 +1629,15 @@ def find_rules_for_zelda_delivery(world, player):
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if not rule(blank_state):
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if not rule(blank_state):
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rule_list.append(rule)
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rule_list.append(rule)
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next_path.append(ext.name)
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next_path.append(ext.name)
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if connect.name == 'Sanctuary':
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if connect.name == 'Hyrule Castle Throne Room':
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return rule_list, next_path
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return rule_list, next_path
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else:
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else:
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visited.add(connect)
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visited.add(connect)
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queue.append((connect, rule_list, next_path))
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queue.append((connect, rule_list, next_path))
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raise Exception('No path to Sanctuary found')
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raise Exception('No path to Throne Room found')
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def set_bunny_rules(world, player, inverted):
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def set_bunny_rules(world, player, inverted):
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# regions for the exits of multi-entrace caves/drops that bunny cannot pass
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# regions for the exits of multi-entrace caves/drops that bunny cannot pass
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# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
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# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
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bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
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bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
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@@ -1668,6 +1677,7 @@ def set_bunny_rules(world, player, inverted):
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return region.is_light_world
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return region.is_light_world
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else:
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else:
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return region.is_dark_world
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return region.is_dark_world
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def is_link(region):
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def is_link(region):
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if inverted:
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if inverted:
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return region.is_dark_world
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return region.is_dark_world
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@@ -1697,16 +1707,15 @@ def set_bunny_rules(world, player, inverted):
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# for each such entrance a new option is added that consist of:
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# for each such entrance a new option is added that consist of:
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# a) being able to reach it, and
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# a) being able to reach it, and
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# b) being able to access all entrances from there to `region`
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# b) being able to access all entrances from there to `region`
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seen = {region}
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queue = deque([(region, [], {region})])
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queue = deque([(region, [])])
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while queue:
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while queue:
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(current, path) = queue.popleft()
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(current, path, seen) = queue.popleft()
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for entrance in current.entrances:
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for entrance in current.entrances:
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new_region = entrance.parent_region
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new_region = entrance.parent_region
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if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
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if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
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continue
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continue
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new_path = path + [entrance.access_rule]
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new_path = path + [entrance.access_rule]
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seen.add(new_region)
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new_seen = seen.union({new_region})
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if not is_link(new_region):
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if not is_link(new_region):
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if world.logic[player] == 'owglitches':
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if world.logic[player] == 'owglitches':
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if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
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if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
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@@ -1743,7 +1752,7 @@ def set_bunny_rules(world, player, inverted):
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else:
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else:
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continue
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continue
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if is_bunny(new_region):
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if is_bunny(new_region):
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queue.append((new_region, new_path))
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queue.append((new_region, new_path, new_seen))
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else:
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else:
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# we have reached pure light world, so we have a new possible option
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# we have reached pure light world, so we have a new possible option
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possible_options.append(path_to_access_rule(new_path, entrance))
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possible_options.append(path_to_access_rule(new_path, entrance))
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@@ -1795,7 +1804,6 @@ drop_dungeon_entrances = {
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"Skull Back Drop"
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"Skull Back Drop"
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}
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}
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bunny_revivable_entrances = {
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bunny_revivable_entrances = {
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"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
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"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
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"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
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"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
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@@ -711,7 +711,10 @@ def do_links_house(entrances, exits, avail, cross_world):
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connect_entrance(chosen_dm_escape, chosen_exit_start, avail)
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connect_entrance(chosen_dm_escape, chosen_exit_start, avail)
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connect_exit(chosen_exit_end, chosen_landing, avail)
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connect_exit(chosen_exit_end, chosen_landing, avail)
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entrances.remove(chosen_dm_escape)
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entrances.remove(chosen_dm_escape)
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avail.decoupled_exits.remove(chosen_exit_start)
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avail.decoupled_entrances.remove(chosen_landing)
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avail.decoupled_entrances.remove(chosen_landing)
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# chosen cave has already been removed from exits
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exits.add(chosen_exit_start) # this needs to be added back in
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if len(chosen_cave):
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if len(chosen_cave):
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exits.update([x for x in chosen_cave])
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exits.update([x for x in chosen_cave])
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exits.update([x for item in multi_exit_caves for x in item])
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exits.update([x for item in multi_exit_caves for x in item])
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