Door pairing system initial pass complete

Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
This commit is contained in:
aerinon
2019-10-01 11:26:10 -06:00
parent f12659af9d
commit 8719a4919d
13 changed files with 321 additions and 173 deletions

View File

@@ -5,6 +5,7 @@ import logging
from BaseClasses import RegionType, DoorType, Direction, Sector, pol_idx
from Dungeons import hyrule_castle_regions, eastern_regions, desert_regions, hera_regions, tower_regions
from Dungeons import dungeon_regions
from RoomData import DoorKind, PairedDoor
def link_doors(world, player):
@@ -155,6 +156,47 @@ def connect_one_way(world, entrancename, exitname, player):
y.dest = x
def fix_big_key_doors_with_ugly_smalls(world, player):
remove_ugly_small_key_doors(world, player)
unpair_big_key_doors(world, player)
def remove_ugly_small_key_doors(world, player):
for d in ['Eastern Compass Area SW', 'Eastern Darkness S']:
door = world.get_door(d, player)
room = world.get_room(door.roomIndex, player)
room.change(door.doorListPos, DoorKind.Normal)
door.smallKey = False
door.ugly = False
def unpair_big_key_doors(world, player):
problematic_bk_doors = ['Eastern Courtyard N', 'Eastern Big Key NE']
for paired_door in world.paired_doors[player]:
if paired_door.door_a in problematic_bk_doors or paired_door.door_b in problematic_bk_doors:
paired_door.pair = False
def pair_existing_key_doors(world, player, door_a, door_b):
already_paired = False
door_names = [door_a.name, door_b.name]
for pd in world.paired_doors[player]:
if pd.door_a in door_names and pd.door_b in door_names:
already_paired = True
break
if already_paired:
return
for paired_door in world.paired_doors[player]:
if paired_door.door_a in door_names or paired_door.door_b in door_names:
paired_door.pair = False
world.paired_doors[player].append(PairedDoor(door_a, door_b))
# def unpair_all_doors(world, player):
# for paired_door in world.paired_doors[player]:
# paired_door.pair = False
def within_dungeon(world, player):
# TODO: The "starts" regions need access logic
# Aerinon's note: I think this is handled already by ER Rules - may need to check correct requirements
@@ -350,6 +392,7 @@ def cross_dungeon(world, player):
def experiment(world, player):
fix_big_key_doors_with_ugly_smalls(world, player)
hc = convert_to_sectors(dungeon_regions['Hyrule Castle'], world, player)
ep = convert_to_sectors(dungeon_regions['Eastern'], world, player)
dp = convert_to_sectors(dungeon_regions['Desert'], world, player)