Fix some interior doors during key door identification as missing one reachable side

This commit is contained in:
aerinon
2022-03-04 16:45:51 -07:00
parent e0ff23158a
commit 922bc6d2d0
3 changed files with 13 additions and 6 deletions

View File

@@ -14,6 +14,7 @@ from RoomData import DoorKind, PairedDoor, reset_rooms
from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances
from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
from DungeonGenerator import valid_region_to_explore as valid_region_to_explore_lim
from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock
from Utils import ncr, kth_combination
@@ -1368,6 +1369,8 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map):
dungeon_builders[recombine.name] = recombine
# todo: this allows cross-dungeon exploring via HC Ledge or Inaccessible Regions
# todo: @deprecated
def valid_region_to_explore(region, world, player):
return region and (region.type == RegionType.Dungeon
or region.name in world.inaccessible_regions[player]
@@ -1559,7 +1562,7 @@ okay_normals = [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable, DoorKind.
def find_key_door_candidates(region, checked, world, player):
dungeon = region.dungeon
dungeon_name = region.dungeon.name
candidates = []
checked_doors = list(checked)
queue = deque([(region, None, None)])
@@ -1569,14 +1572,16 @@ def find_key_door_candidates(region, checked, world, player):
d = ext.door
if d and d.controller:
d = d.controller
if d and not d.blocked and not d.entranceFlag and d.dest is not last_door and d.dest is not last_region and d not in checked_doors:
if d and not d.blocked and d.dest is not last_door and d.dest is not last_region and d not in checked_doors:
valid = False
if 0 <= d.doorListPos < 4 and d.type in [DoorType.Interior, DoorType.Normal, DoorType.SpiralStairs]:
if (0 <= d.doorListPos < 4 and d.type in [DoorType.Interior, DoorType.Normal, DoorType.SpiralStairs]
and not d.entranceFlag):
room = world.get_room(d.roomIndex, player)
position, kind = room.doorList[d.doorListPos]
if d.type == DoorType.Interior:
valid = kind in [DoorKind.Normal, DoorKind.SmallKey, DoorKind.Bombable, DoorKind.Dashable]
if valid and d.dest not in candidates: # interior doors are not separable yet
candidates.append(d.dest)
elif d.type == DoorType.SpiralStairs:
valid = kind in [DoorKind.StairKey, DoorKind.StairKey2, DoorKind.StairKeyLow]
elif d.type == DoorType.Normal:
@@ -1595,7 +1600,7 @@ def find_key_door_candidates(region, checked, world, player):
if valid and d not in candidates:
candidates.append(d)
connected = ext.connected_region
if connected and (connected.type != RegionType.Dungeon or connected.dungeon == dungeon):
if valid_region_to_explore_lim(connected, dungeon_name, world, player):
queue.append((ext.connected_region, d, current))
if d is not None:
checked_doors.append(d)

View File

@@ -29,7 +29,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
from Utils import output_path, parse_player_names
__version__ = '1.0.0-dev'
__version__ = '1.0.1-dev'
from source.classes.BabelFish import BabelFish

View File

@@ -15,6 +15,8 @@ CLI: ```--bombbag```
# Bug Fixes and Notes.
* 1.0.1
* Fixed a bug with key doors not detecting one side of an interior door
* 0.5.1.7
* Baserom update
* Fix for Inverted Mode: Dark Lake Hylia shop defaults to selling a blue potion