Placing Dark Chapel before Links in ER

This commit is contained in:
codemann8
2021-10-18 20:42:57 -05:00
parent f1d511b26e
commit 87f2e84b03

View File

@@ -237,12 +237,12 @@ def link_entrances(world, player):
connect_caves(world, lw_wdm_entrances, [], caves[0:c], player)
connect_caves(world, lw_edm_entrances, [], caves[c:], player)
# place links house
links_house = place_links_house(world, sectors, player)
if invFlag:
# place dark sanc
place_dark_sanc(world, links_house, sectors, player)
place_dark_sanc(world, sectors, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
@@ -268,12 +268,12 @@ def link_entrances(world, player):
# shuffle holes
scramble_holes(world, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, links_house, sectors, player)
place_dark_sanc(world, sectors, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
@@ -330,12 +330,12 @@ def link_entrances(world, player):
# shuffle holes
scramble_holes(world, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, links_house, sectors, player)
place_dark_sanc(world, sectors, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
@@ -491,12 +491,12 @@ def link_entrances(world, player):
# shuffle holes
scramble_holes(world, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, links_house, sectors, player)
place_dark_sanc(world, sectors, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
@@ -561,12 +561,12 @@ def link_entrances(world, player):
for hole in hole_entrances:
connect_entrance(world, hole, hole_targets.pop(), player)
# place links house
links_house = place_links_house(world, sectors, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, links_house, sectors, player)
place_dark_sanc(world, sectors, player)
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, place sanc exit first for additional blacksmith candidates
doors = list(entrance_pool)
@@ -1322,31 +1322,15 @@ def place_links_house(world, sectors, player):
if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else:
def get_link_candidates():
# find largest walkable sector
sector = None
invalid_sectors = list()
while (sector is None):
sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
invalid_sectors.append(sector)
sector = None
regions = max(sector, key=lambda x: len(x))
# get entrances from list of regions
entrances = list()
for region_name in [r for r in regions if r ]:
if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
if region.type == RegionType.LightWorld if not invFlag else RegionType.DarkWorld:
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
entrances.append(exit.name)
return entrances
links_house_doors = [i for i in get_link_candidates() if i in entrance_pool]
if invFlag:
for dark_sanc in world.get_entrance('Dark Sanctuary Hint Exit', player).connected_region.exits:
if dark_sanc.connected_region and dark_sanc.connected_region.name == 'Dark Sanctuary Hint':
dark_sanc = dark_sanc.name
break
if invFlag and isinstance(dark_sanc, str):
links_house_doors = [i for i in get_distant_entrances(world, dark_sanc, sectors, player) if i in entrance_pool]
else:
links_house_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
if world.shuffle[player] in ['lite', 'liteplus']:
links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
links_house = random.choice(links_house_doors)
@@ -1354,37 +1338,11 @@ def place_links_house(world, sectors, player):
return links_house
def place_dark_sanc(world, links_house, sectors, player):
# get walkable sector in which links house was placed
links_region = world.get_entrance(links_house, player).parent_region.name
regions = next(s for s in sectors if any(links_region in w for w in s))
regions = next(w for w in regions if links_region in w)
# eliminate regions surrounding links until less than half of the candidate regions remain
explored_regions = list({links_region})
was_progress = True
while was_progress and len(explored_regions) < len(regions) / 2:
was_progress = False
new_regions = list()
for region_name in explored_regions:
region = world.get_region(region_name, player)
for exit in region.exits:
if exit.connected_region and region.type == exit.connected_region.type and exit.connected_region.name in regions and exit.connected_region.name not in explored_regions + new_regions:
new_regions.append(exit.connected_region.name)
was_progress = True
explored_regions.extend(new_regions)
# get entrances from remaining regions
sanc_doors = list()
for region_name in [r for r in regions if r not in explored_regions]:
if OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
sanc_doors.append(exit.name)
sanc_doors = [i for i in sanc_doors if i in entrance_pool]
def place_dark_sanc(world, sectors, player):
if not world.shufflelinks[player]:
sanc_doors = [i for i in get_distant_entrances(world, 'Big Bomb Shop', sectors, player) if i in entrance_pool]
else:
sanc_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
if world.shuffle[player] in ['lite', 'liteplus']:
sanc_doors = [e for e in sanc_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
sanc_door = random.choice(sanc_doors)
@@ -1690,6 +1648,66 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
return entrances
def get_starting_entrances(world, sectors, player):
invFlag = world.mode[player] == 'inverted'
# find largest walkable sector
sector = None
invalid_sectors = list()
while (sector is None):
sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
invalid_sectors.append(sector)
sector = None
regions = max(sector, key=lambda x: len(x))
# get entrances from list of regions
entrances = list()
for region_name in [r for r in regions if r ]:
if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
if region.type == RegionType.LightWorld if not invFlag else RegionType.DarkWorld:
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
entrances.append(exit.name)
return entrances
def get_distant_entrances(world, start_entrance, sectors, player):
# get walkable sector in which initial entrance was placed
start_region = world.get_entrance(start_entrance, player).parent_region.name
regions = next(s for s in sectors if any(start_region in w for w in s))
regions = next(w for w in regions if start_region in w)
# eliminate regions surrounding the initial entrance until less than half of the candidate regions remain
explored_regions = list({start_region})
was_progress = True
while was_progress and len(explored_regions) < len(regions) / 2:
was_progress = False
new_regions = list()
for region_name in explored_regions:
region = world.get_region(region_name, player)
for exit in region.exits:
if exit.connected_region and region.type == exit.connected_region.type and exit.connected_region.name in regions and exit.connected_region.name not in explored_regions + new_regions:
new_regions.append(exit.connected_region.name)
was_progress = True
explored_regions.extend(new_regions)
# get entrances from remaining regions
candidates = list()
for region_name in [r for r in regions if r not in explored_regions]:
if OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
candidates.append(exit.name)
return candidates
def can_reach(world, entrance_name, region_name, player):
from Main import copy_world
from Items import ItemFactory