Generation improvements
Potential fix for overworld problem
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@@ -1861,12 +1861,12 @@ def check_required_paths(paths, world, player):
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if dungeon_name in world.dungeon_layouts[player].keys():
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if dungeon_name in world.dungeon_layouts[player].keys():
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builder = world.dungeon_layouts[player][dungeon_name]
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builder = world.dungeon_layouts[player][dungeon_name]
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if len(paths[dungeon_name]) > 0:
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if len(paths[dungeon_name]) > 0:
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states_to_explore = {}
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states_to_explore = defaultdict(list)
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for path in paths[dungeon_name]:
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for path in paths[dungeon_name]:
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if type(path) is tuple:
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if type(path) is tuple:
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states_to_explore[tuple([path[0]])] = path[1]
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states_to_explore[tuple([path[0]])] = path[1]
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else:
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else:
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states_to_explore[tuple(builder.path_entrances)] = path
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states_to_explore[tuple(builder.path_entrances)].append(path)
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cached_initial_state = None
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cached_initial_state = None
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for start_regs, dest_regs in states_to_explore.items():
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for start_regs, dest_regs in states_to_explore.items():
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if type(dest_regs) is not list:
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if type(dest_regs) is not list:
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@@ -1935,13 +1935,14 @@ def check_if_regions_visited(state, check_paths):
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if state.visited_at_all(region_target):
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if state.visited_at_all(region_target):
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valid = True
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valid = True
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break
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break
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else:
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elif not breaking_region:
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breaking_region = region_target
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breaking_region = region_target
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return valid, breaking_region
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return valid, breaking_region
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def check_for_pinball_fix(state, bad_region, world, player):
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def check_for_pinball_fix(state, bad_region, world, player):
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pinball_region = world.get_region('Skull Pinball', player)
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pinball_region = world.get_region('Skull Pinball', player)
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# todo: lobby shuffle
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if bad_region.name == 'Skull 2 West Lobby' and state.visited_at_all(pinball_region): # revisit this for entrance shuffle
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if bad_region.name == 'Skull 2 West Lobby' and state.visited_at_all(pinball_region): # revisit this for entrance shuffle
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door = world.get_door('Skull Pinball WS', player)
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door = world.get_door('Skull Pinball WS', player)
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room = world.get_room(door.roomIndex, player)
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room = world.get_room(door.roomIndex, player)
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@@ -1575,6 +1575,8 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
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valid = global_pole.is_valid_choice(dungeon_map, builder_choice, test_set)
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valid = global_pole.is_valid_choice(dungeon_map, builder_choice, test_set)
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assign_sector(switch_choice, builder_choice, crystal_switches, global_pole)
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assign_sector(switch_choice, builder_choice, crystal_switches, global_pole)
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return crystal_switches
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return crystal_switches
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if len(crystal_switches) == 0:
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raise GenerationException('No crystal switches to assign')
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sector_list = list(crystal_switches)
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sector_list = list(crystal_switches)
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choices = random.sample(sector_list, k=len(population))
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choices = random.sample(sector_list, k=len(population))
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for i, choice in enumerate(choices):
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for i, choice in enumerate(choices):
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2
Main.py
2
Main.py
@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from Utils import output_path, parse_player_names
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from Utils import output_path, parse_player_names
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__version__ = '0.2.0.18u'
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__version__ = '0.2.0.19u'
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class EnemizerError(RuntimeError):
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class EnemizerError(RuntimeError):
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pass
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pass
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2
Rom.py
2
Rom.py
@@ -27,7 +27,7 @@ from EntranceShuffle import door_addresses, exit_ids
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JAP10HASH = '03a63945398191337e896e5771f77173'
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JAP10HASH = '03a63945398191337e896e5771f77173'
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RANDOMIZERBASEHASH = '185a0f74ab0e2ce8899c8d7d309ca68c'
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RANDOMIZERBASEHASH = '7264ffb7c430dde5d6bfe6030b79a575'
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class JsonRom(object):
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class JsonRom(object):
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