Merged in DR v1.2.0.22

This commit is contained in:
codemann8
2023-11-18 17:49:41 -06:00
5 changed files with 94 additions and 76 deletions

View File

@@ -1800,7 +1800,7 @@ def imp_locations_factory(world, player):
imp_locations = ['Agahnim 1', 'Agahnim 2', 'Attic Cracked Floor', 'Suspicious Maiden']
if world.mode[player] == 'standard':
imp_locations.append('Zelda Pickup')
imp_locations.append('Zelda Dropoff')
imp_locations.append('Zelda Drop Off')
return imp_locations

View File

@@ -36,7 +36,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
from source.tools.BPS import create_bps_from_data
from source.classes.CustomSettings import CustomSettings
version_number = '1.2.0.21'
version_number = '1.2.0.22'
version_branch = '-u'
__version__ = f'{version_number}{version_branch}'

View File

@@ -109,6 +109,13 @@ These are now independent of retro mode and have three options: None, Random, an
# Bug Fixes and Notes
* 1.2.0.22u
* Flute can't be activated in rain state (except glitched modes) (Thanks codemann!)
* ER: Minor fix for Link's House on DM in Insanity (escape cave should not be re-used)
* Logic issues:
* Self-locking key not allowed in Sanctuary in standard (typo fixed)
* More advanced bunny-walking logic in dungeons (multiple paths considred)
* MSU: GTBK song fix for DR (Thanks codemann!)
* 1.2.0.21u
* Fix that should force items needed for leaving Zelda's cell to before the throne room, so S&Q isn't mandatory
* Small fix for Tavern Shuffle (thanks Catobat)

View File

@@ -128,9 +128,11 @@ def mirrorless_path_to_castle_courtyard(world, player):
queue.append((entrance.connected_region, new_path))
seen.add(entrance.connected_region)
def set_rule(spot, rule):
spot.access_rule = rule
def set_defeat_dungeon_boss_rule(location):
# Lambda required to defer evaluation of dungeon.boss since it will change later if boos shuffle is used
set_rule(location, lambda state: location.parent_region.dungeon.boss.can_defeat(state))
@@ -139,6 +141,7 @@ def set_defeat_dungeon_boss_rule(location):
def set_always_allow(spot, rule):
spot.always_allow = rule
def add_rule(spot, rule, combine='and'):
old_rule = spot.access_rule
if combine == 'or':
@@ -167,22 +170,26 @@ def forbid_item(location, item, player):
old_rule = location.item_rule
location.item_rule = lambda i: (i.name != item or i.player != player) and old_rule(i)
def add_item_rule(location, rule):
old_rule = location.item_rule
location.item_rule = lambda item: rule(item) and old_rule(item)
def item_in_locations(state, item, player, locations):
for location in locations:
if item_name(state, location[0], location[1]) == (item, player):
return True
return False
def item_name(state, location, player):
location = state.world.get_location(location, player)
if location.item is None:
return None
return (location.item.name, location.item.player)
def global_rules(world, player):
# ganon can only carry triforce
add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
@@ -922,7 +929,7 @@ def bomb_rules(world, player):
('TR Tongue Pull WS', True),
('TR Twin Pokeys NW', False),
]
for killdoor,bombable in easy_kill_rooms:
for killdoor, bombable in easy_kill_rooms:
if bombable:
add_rule(world.get_entrance(killdoor, player), lambda state: (state.can_use_bombs(player) or state.can_kill_most_things(player)))
else:
@@ -943,21 +950,21 @@ def bomb_rules(world, player):
('Hyrule Castle - Map Guard Key Drop', True),
('Hyrule Castle - Boomerang Guard Key Drop', True),
('Hyrule Castle - Key Rat Key Drop', True),
# ('Hyrule Castle - Big Key Drop', True), # Pots are available
# ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available
# ('Hyrule Castle - Big Key Drop', True), # Pots are available
# ('Eastern Palace - Dark Eyegore Key Drop', True), # Pots are available
('Castle Tower - Dark Archer Key Drop', True),
# ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available
# ('Skull Woods - Spike Corner Key Drop', True), # Pots are available
# ('Castle Tower - Circle of Pots Key Drop', True), # Pots are available
# ('Skull Woods - Spike Corner Key Drop', True), # Pots are available
('Ice Palace - Jelly Key Drop', True),
('Ice Palace - Conveyor Key Drop', True),
('Misery Mire - Conveyor Crystal Key Drop', True),
('Turtle Rock - Pokey 1 Key Drop', True),
('Turtle Rock - Pokey 2 Key Drop', True),
# ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available
# ('Ganons Tower - Mini Helmasaur Key Drop', True) # Pots are available
('Castle Tower - Room 03', True), # Two spring soliders
('Ice Palace - Compass Chest', True) # Pengators
]
for location,bombable in enemy_kill_drops:
for location, bombable in enemy_kill_drops:
if bombable:
add_rule(world.get_location(location, player), lambda state: state.can_use_bombs(player) or state.can_kill_most_things(player))
else:
@@ -976,10 +983,10 @@ def bomb_rules(world, player):
'PoD Warp Hint SE', 'PoD Jelly Hall NW', 'PoD Jelly Hall NE', 'PoD Mimics 1 SW',
'Thieves Ambush E', 'Thieves Rail Ledge W',
'TR Dash Room NW', 'TR Crystaroller SW', 'TR Dash Room ES',
'GT Four Torches NW','GT Fairy Abyss SW'
'GT Four Torches NW', 'GT Fairy Abyss SW'
]
dungeon_bombable = ['PoD Map Balcony WS', 'PoD Arena Ledge ES', 'PoD Dark Maze E', 'PoD Big Chest Balcony W',
'Swamp Pot Row WN','Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S',
'Swamp Pot Row WN', 'Swamp Map Ledge EN', 'Swamp Hammer Switch WN', 'Swamp Hub Dead Ledge EN', 'Swamp Waterway N', 'Swamp I S',
'Skull Pot Circle WN', 'Skull Pull Switch EN', 'Skull Big Key EN', 'Skull Lone Pot WN',
'Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW',
'Ice Bomb Drop Hole', 'Ice Freezors Bomb Hole',
@@ -1378,6 +1385,7 @@ def forbid_bomb_jump_requirements(world, player):
set_rule(world.get_entrance('Paradox Cave Bomb Jump', player), lambda state: False)
set_rule(world.get_entrance('Ice Lake Iceberg Bomb Jump', player), lambda state: False)
def add_conditional_lamps(world, player):
def add_conditional_lamp(spot, spottype='Location'):
if spottype == 'Location':
@@ -1519,6 +1527,7 @@ std_kill_doors_if_trapped = {
# 'Ice Lobby S' # can melt rule is sufficient
}
def add_connection(parent_name, target_name, entrance_name, world, player):
parent = world.get_region(parent_name, player)
target = world.get_region(target_name, player)
@@ -1581,6 +1590,7 @@ def standard_rules(world, player):
def check_rule_list(state, r_list):
return True if len(r_list) <= 0 else r_list[0](state) and check_rule_list(state, r_list[1:])
rule_list, debug_path = find_rules_for_zelda_delivery(world, player)
set_rule(world.get_entrance('Hyrule Castle Throne Room Tapestry', player),
lambda state: state.has('Zelda Herself', player) and check_rule_list(state, rule_list))
@@ -1619,16 +1629,15 @@ def find_rules_for_zelda_delivery(world, player):
if not rule(blank_state):
rule_list.append(rule)
next_path.append(ext.name)
if connect.name == 'Sanctuary':
if connect.name == 'Hyrule Castle Throne Room':
return rule_list, next_path
else:
visited.add(connect)
queue.append((connect, rule_list, next_path))
raise Exception('No path to Sanctuary found')
raise Exception('No path to Throne Room found')
def set_bunny_rules(world, player, inverted):
# regions for the exits of multi-entrace caves/drops that bunny cannot pass
# Note spiral cave may be technically passible, but it would be too absurd to require since OHKO mode is a thing.
bunny_impassable_caves = ['Bumper Cave (top)', 'Bumper Cave (bottom)', 'Two Brothers House',
@@ -1668,13 +1677,14 @@ def set_bunny_rules(world, player, inverted):
return region.is_light_world
else:
return region.is_dark_world
def is_link(region):
if inverted:
return region.is_dark_world
else:
return region.is_light_world
def get_rule_to_add(region, location = None, connecting_entrance = None):
def get_rule_to_add(region, location=None, connecting_entrance=None):
# In OWG, a location can potentially be superbunny-mirror accessible or
# bunny revival accessible.
if world.logic[player] == 'owglitches':
@@ -1697,16 +1707,15 @@ def set_bunny_rules(world, player, inverted):
# for each such entrance a new option is added that consist of:
# a) being able to reach it, and
# b) being able to access all entrances from there to `region`
seen = {region}
queue = deque([(region, [])])
queue = deque([(region, [], {region})])
while queue:
(current, path) = queue.popleft()
(current, path, seen) = queue.popleft()
for entrance in current.entrances:
new_region = entrance.parent_region
if new_region.type in (RegionType.Cave, RegionType.Dungeon) and new_region in seen:
continue
new_path = path + [entrance.access_rule]
seen.add(new_region)
new_seen = seen.union({new_region})
if not is_link(new_region):
if world.logic[player] == 'owglitches':
if region.type == RegionType.Dungeon and new_region.type != RegionType.Dungeon:
@@ -1743,7 +1752,7 @@ def set_bunny_rules(world, player, inverted):
else:
continue
if is_bunny(new_region):
queue.append((new_region, new_path))
queue.append((new_region, new_path, new_seen))
else:
# we have reached pure light world, so we have a new possible option
possible_options.append(path_to_access_rule(new_path, entrance))
@@ -1795,7 +1804,6 @@ drop_dungeon_entrances = {
"Skull Back Drop"
}
bunny_revivable_entrances = {
"Sewers Pull Switch", "TR Dash Room", "Swamp Boss", "Hera Boss",
"Tower Agahnim 1", "Ice Lobby", "Sewers Rat Path", "PoD Falling Bridge",
@@ -2047,7 +2055,7 @@ def create_key_rule(small_key_name, player, keys):
def create_key_rule_allow_small(small_key_name, player, keys, location):
loc = location.name
return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1))
return lambda state: state.has_sm_key(small_key_name, player, keys) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1))
def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_keys, bk_locs):
@@ -2058,7 +2066,7 @@ def create_key_rule_bk_exception(small_key_name, big_key_name, player, keys, bk_
def create_key_rule_bk_exception_or_allow(small_key_name, big_key_name, player, keys, location, bk_keys, bk_locs):
loc = location.name
chest_names = [x.name for x in bk_locs]
return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys-1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys))
return lambda state: (state.has_sm_key(small_key_name, player, keys) and not item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names)))) or (item_name(state, loc, player) in [(small_key_name, player)] and state.has_sm_key(small_key_name, player, keys - 1)) or (item_in_locations(state, big_key_name, player, zip(chest_names, [player] * len(chest_names))) and state.has_sm_key(small_key_name, player, bk_keys))
def create_advanced_key_rule(key_logic, player, rule):

View File

@@ -711,7 +711,10 @@ def do_links_house(entrances, exits, avail, cross_world):
connect_entrance(chosen_dm_escape, chosen_exit_start, avail)
connect_exit(chosen_exit_end, chosen_landing, avail)
entrances.remove(chosen_dm_escape)
avail.decoupled_exits.remove(chosen_exit_start)
avail.decoupled_entrances.remove(chosen_landing)
# chosen cave has already been removed from exits
exits.add(chosen_exit_start) # this needs to be added back in
if len(chosen_cave):
exits.update([x for x in chosen_cave])
exits.update([x for item in multi_exit_caves for x in item])
@@ -1675,7 +1678,7 @@ def connect_entrance(entrancename, exit_name, avail):
def connect_exit(exit_name, entrancename, avail):
world, player = avail.world, avail. player
world, player = avail.world, avail.player
entrance = world.get_entrance(entrancename, player)
exit = world.get_entrance(exit_name, player)