Revamped dungeon generation

Revamped key logic generation
Prevent key floods in playthrough/can_beat_game checks
This commit is contained in:
aerinon
2019-10-31 11:09:58 -06:00
parent bc30cc3b42
commit 90c3368f9d
8 changed files with 1029 additions and 311 deletions

View File

@@ -90,6 +90,7 @@ class World(object):
self._room_cache = {}
self.dungeon_layouts = {}
self.inaccessible_regions = []
self.key_logic = {}
def intialize_regions(self):
for region in self.regions:
@@ -328,7 +329,7 @@ class World(object):
sphere = []
# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations:
if location.can_reach(state):
if location.can_reach(state) and state.not_flooding_a_key(state.world, location):
sphere.append(location)
if not sphere:
@@ -414,14 +415,17 @@ class CollectionState(object):
def _do_not_flood_the_keys(self, reachable_events):
adjusted_checks = list(reachable_events)
for event in reachable_events:
if event.name == 'Trench 2 Switch' and self.world.get_location('Swamp Palace - Trench 2 Pot Key', event.player) not in reachable_events:
adjusted_checks.remove(event)
if event.name == 'Trench 1 Switch' and self.world.get_location('Swamp Palace - Trench 1 Pot Key', event.player) not in reachable_events:
if event.name in flooded_keys.keys() and self.world.get_location(flooded_keys[event.name], event.player) not in reachable_events:
adjusted_checks.remove(event)
if len(adjusted_checks) < len(reachable_events):
return adjusted_checks
return reachable_events
def not_flooding_a_key(self, world, location):
if location.name in flooded_keys.keys():
return world.get_location(flooded_keys[location.name], location.player) in self.locations_checked
return True
def has(self, item, player, count=1):
if count == 1:
return (item, player) in self.prog_items
@@ -948,7 +952,8 @@ class Door(object):
# logical properties
# self.connected = False # combine with Dest?
self.dest = None
self.blocked = False # Indicates if the door is normally blocked off. (Sanc door or always closed)
self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed)
self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue)
self.smallKey = False # There's a small key door on this side
self.bigKey = False # There's a big key door on this side
self.ugly = False # Indicates that it can't be seen from the front (e.g. back of a big key door)
@@ -1004,6 +1009,10 @@ class Door(object):
self.blocked = True
return self
def no_entrance(self):
self.stonewall = True
return self
def trap(self, trapFlag):
self.trapFlag = trapFlag
return self
@@ -1024,6 +1033,12 @@ class Door(object):
self.crystal = CrystalBarrier.Either
return self
def __eq__(self, other):
return isinstance(other, self.__class__) and self.name == other.name
def __hash__(self):
return hash(self.name)
def __str__(self):
return str(self.__unicode__())
@@ -1419,3 +1434,9 @@ class Spoiler(object):
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))
flooded_keys = {
'Trench 1 Switch': 'Swamp Palace - Trench 1 Pot Key',
'Trench 2 Switch': 'Swamp Palace - Trench 2 Pot Key'
}