Merge branch 'DoorDev' into EdgeWork
This commit is contained in:
@@ -318,7 +318,7 @@ def within_dungeon(world, player):
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dungeon_builders[key] = simple_dungeon_builder(key, sector_list)
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dungeon_builders[key].entrance_list = list(entrances_map[key])
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recombinant_builders = {}
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map)
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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paths = determine_required_paths(world, player)
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@@ -328,15 +328,15 @@ def within_dungeon(world, player):
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start = time.process_time()
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for builder in world.dungeon_layouts[player].values():
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shuffle_key_doors(builder, world, player)
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logging.getLogger('').info('Key door shuffle time: %s', time.process_time()-start)
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time"), time.process_time()-start)
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smooth_door_pairs(world, player)
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def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map):
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def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, fish):
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for name, split_list in split_region_starts.items():
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builder = dungeon_builders.pop(name)
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recombinant_builders[name] = builder
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split_builders = split_dungeon_builder(builder, split_list)
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split_builders = split_dungeon_builder(builder, split_list, fish)
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dungeon_builders.update(split_builders)
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for sub_name, split_entrances in split_list.items():
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sub_builder = dungeon_builders[name+' '+sub_name]
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@@ -370,7 +370,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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last_key = builder.name
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loops += 1
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else:
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logging.getLogger('').info('Generating dungeon: %s', builder.name)
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","generating.dungeon"), builder.name)
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ds = generate_dungeon(builder, origin_list_sans_drops, split_dungeon, world, player)
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find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player)
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ds.name = name
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@@ -528,7 +528,7 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
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for door in get_doors(world, world.get_region(name, player), player):
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ugly_regions[door.name] = 0
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available_doors.append(door)
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# Loop until all available doors are used
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while len(available_doors) > 0:
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# Pick a random available door to connect, prioritizing ones that aren't blocked.
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@@ -698,7 +698,7 @@ def cross_dungeon(world, player):
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key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
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loc.forced_item = loc.item = ItemFactory(key_name, player)
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recombinant_builders = {}
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map)
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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@@ -819,7 +819,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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dungeon.small_keys = []
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else:
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dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
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logging.getLogger('').info('Cross Dungeon: Key door shuffle time: %s', time.process_time()-start)
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logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time.crossed"), time.process_time()-start)
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def reassign_boss(boss_region, boss_key, builder, gt, world, player):
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@@ -976,14 +976,14 @@ def calc_used_dungeon_items(builder):
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def find_valid_combination(builder, start_regions, world, player, drop_keys=True):
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logger = logging.getLogger('')
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logger.info('Shuffling Key doors for %s', builder.name)
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logger.info('%s %s', world.fish.translate("cli","cli","shuffling.keydoors"), builder.name)
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# find valid combination of candidates
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if len(builder.candidates) < builder.key_doors_num:
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if not drop_keys:
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logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
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return False
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builder.key_doors_num = len(builder.candidates) # reduce number of key doors
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logger.info('Lowering key door count because not enough candidates: %s', builder.name)
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logger.info('%s: %s', world.fish.translate("cli","cli","lowering.keys.candidates"), builder.name)
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combinations = ncr(len(builder.candidates), builder.key_doors_num)
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itr = 0
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start = time.process_time()
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@@ -1003,7 +1003,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
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if not drop_keys:
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logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
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return False
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logger.info('Lowering key door count because no valid layouts: %s', builder.name)
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logger.info('%s: %s', world.fish.translate("cli","cli","lowering.keys.layouts"), builder.name)
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builder.key_doors_num -= 1
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if builder.key_doors_num < 0:
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raise Exception('Bad dungeon %s - 0 key doors not valid' % builder.name)
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