Merge in combinatoric key logic from keyLogicAttempt1 branch

This commit is contained in:
aerinon
2021-08-20 10:03:40 -06:00
15 changed files with 1155 additions and 295 deletions

View File

@@ -140,6 +140,8 @@ class World(object):
set_player_attr('standardize_palettes', 'standardize')
set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False})
set_player_attr('exp_cache', defaultdict(dict))
def get_name_string_for_object(self, obj):
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
@@ -394,6 +396,10 @@ class World(object):
def clear_location_cache(self):
self._cached_locations = None
def clear_exp_cache(self):
for p in range(1, self.players + 1):
self.exp_cache[p].clear()
def get_unfilled_locations(self, player=None):
return [location for location in self.get_locations() if (player is None or location.player == player) and location.item is None]
@@ -426,10 +432,14 @@ class World(object):
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state=None):
def can_beat_game(self, starting_state=None, log_error=False):
if starting_state:
if self.has_beaten_game(starting_state):
return True
state = starting_state.copy()
else:
if self.has_beaten_game(self.state):
return True
state = CollectionState(self)
if self.has_beaten_game(state):
@@ -446,6 +456,9 @@ class World(object):
if not sphere:
# ran out of places and did not finish yet, quit
if log_error:
missing_locations = ", ".join([x.name for x in prog_locations])
logging.getLogger('').error(f'Cannot reach the following locations: {missing_locations}')
return False
for location in sphere:
@@ -460,17 +473,25 @@ class World(object):
class CollectionState(object):
def __init__(self, parent):
self.prog_items = Counter()
def __init__(self, parent, skip_init=False):
self.world = parent
self.reachable_regions = {player: dict() for player in range(1, parent.players + 1)}
self.blocked_connections = {player: dict() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in range(1, parent.players + 1)}
for item in parent.precollected_items:
self.collect(item, True)
if not skip_init:
self.prog_items = Counter()
self.reachable_regions = {player: dict() for player in range(1, parent.players + 1)}
self.blocked_connections = {player: dict() for player in range(1, parent.players + 1)}
self.events = []
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in range(1, parent.players + 1)}
for item in parent.precollected_items:
self.collect(item, True)
# reached vs. opened in the counter
self.door_counter = {player: (Counter(), Counter()) for player in range(1, parent.players + 1)}
self.reached_doors = {player: set() for player in range(1, parent.players + 1)}
self.opened_doors = {player: set() for player in range(1, parent.players + 1)}
self.dungeons_to_check = {player: defaultdict(dict) for player in range(1, parent.players + 1)}
self.dungeon_limits = None
# self.trace = None
def update_reachable_regions(self, player):
self.stale[player] = False
@@ -481,68 +502,386 @@ class CollectionState(object):
start = self.world.get_region('Menu', player)
if not start in rrp:
rrp[start] = CrystalBarrier.Orange
for exit in start.exits:
bc[exit] = CrystalBarrier.Orange
for conn in start.exits:
bc[conn] = CrystalBarrier.Orange
queue = deque(self.blocked_connections[player].items())
self.traverse_world(queue, rrp, bc, player)
unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
and x not in self.locations_checked and x.can_reach(self)]
unresolved_events = self._do_not_flood_the_keys(unresolved_events)
if len(unresolved_events) == 0:
self.check_key_doors_in_dungeons(rrp, player)
def traverse_world(self, queue, rrp, bc, player):
# run BFS on all connections, and keep track of those blocked by missing items
while True:
try:
connection, crystal_state = queue.popleft()
new_region = connection.connected_region
if new_region is None or new_region in rrp and (new_region.type != RegionType.Dungeon or (rrp[new_region] & crystal_state) == crystal_state):
while len(queue) > 0:
connection, crystal_state = queue.popleft()
new_region = connection.connected_region
if not self.should_visit(new_region, rrp, crystal_state, player):
if not new_region or not self.dungeon_limits or self.possibly_connected_to_dungeon(new_region, player):
bc.pop(connection, None)
elif connection.can_reach(self):
if new_region.type == RegionType.Dungeon:
new_crystal_state = crystal_state
for exit in new_region.exits:
door = exit.door
if door is not None and door.crystal == CrystalBarrier.Either and door.entrance.can_reach(self):
new_crystal_state = CrystalBarrier.Either
break
if new_region in rrp:
new_crystal_state |= rrp[new_region]
elif connection.can_reach(self):
bc.pop(connection, None)
if new_region.type == RegionType.Dungeon:
new_crystal_state = crystal_state
if new_region in rrp:
new_crystal_state |= rrp[new_region]
rrp[new_region] = new_crystal_state
for exit in new_region.exits:
door = exit.door
if door is not None and not door.blocked:
rrp[new_region] = new_crystal_state
for conn in new_region.exits:
door = conn.door
if door is not None and not door.blocked:
if self.valid_crystal(door, new_crystal_state):
door_crystal_state = door.crystal if door.crystal else new_crystal_state
bc[exit] = door_crystal_state
queue.append((exit, door_crystal_state))
elif door is None:
queue.append((exit, new_crystal_state))
else:
new_crystal_state = CrystalBarrier.Orange
rrp[new_region] = new_crystal_state
bc.pop(connection, None)
for exit in new_region.exits:
bc[exit] = new_crystal_state
queue.append((exit, new_crystal_state))
bc[conn] = door_crystal_state
queue.append((conn, door_crystal_state))
elif door is None:
# note: no door in dungeon indicates what exactly? (always traversable)?
queue.append((conn, new_crystal_state))
else:
new_crystal_state = CrystalBarrier.Orange
rrp[new_region] = new_crystal_state
for conn in new_region.exits:
bc[conn] = new_crystal_state
queue.append((conn, new_crystal_state))
self.path[new_region] = (new_region.name, self.path.get(connection, None))
self.path[new_region] = (new_region.name, self.path.get(connection, None))
# Retry connections if the new region can unblock them
if new_region.name in indirect_connections:
new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
if new_entrance in bc and new_entrance not in queue and new_entrance.parent_region in rrp:
queue.append((new_entrance, rrp[new_entrance.parent_region]))
except IndexError:
break
# Retry connections if the new region can unblock them
if new_region.name in indirect_connections:
new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player)
if new_entrance in bc and new_entrance.parent_region in rrp:
new_crystal_state = rrp[new_entrance.parent_region]
if (new_entrance, new_crystal_state) not in queue:
queue.append((new_entrance, new_crystal_state))
# else those connections that are not accessible yet
if self.is_small_door(connection):
door = connection.door
dungeon_name = connection.parent_region.dungeon.name
key_logic = self.world.key_logic[player][dungeon_name]
if door.name not in self.reached_doors[player]:
self.door_counter[player][0][dungeon_name] += 1
self.reached_doors[player].add(door.name)
if key_logic.sm_doors[door]:
self.reached_doors[player].add(key_logic.sm_doors[door].name)
if not connection.can_reach(self):
checklist_key = 'Universal' if self.world.retro[player] else dungeon_name
checklist = self.dungeons_to_check[player][checklist_key]
checklist[connection.name] = (connection, crystal_state)
elif door.name not in self.opened_doors[player]:
opened_doors = self.opened_doors[player]
door = connection.door
if door.name not in opened_doors:
self.door_counter[player][1][dungeon_name] += 1
opened_doors.add(door.name)
key_logic = self.world.key_logic[player][dungeon_name]
if key_logic.sm_doors[door]:
opened_doors.add(key_logic.sm_doors[door].name)
def should_visit(self, new_region, rrp, crystal_state, player):
if not new_region:
return False
if self.dungeon_limits and not self.possibly_connected_to_dungeon(new_region, player):
return False
if new_region not in rrp:
return True
if new_region.type != RegionType.Dungeon:
return False
return (rrp[new_region] & crystal_state) != crystal_state
def possibly_connected_to_dungeon(self, new_region, player):
if new_region.dungeon:
return new_region.dungeon.name in self.dungeon_limits
else:
return new_region.name in self.world.inaccessible_regions[player]
@staticmethod
def valid_crystal(door, new_crystal_state):
return (not door.crystal or door.crystal == CrystalBarrier.Either or new_crystal_state == CrystalBarrier.Either
or new_crystal_state == door.crystal)
def check_key_doors_in_dungeons(self, rrp, player):
for dungeon_name, checklist in self.dungeons_to_check[player].items():
if self.apply_dungeon_exploration(rrp, player, dungeon_name, checklist):
continue
init_door_candidates = self.should_explore_child_state(self, dungeon_name, player)
key_total = self.prog_items[(dungeon_keys[dungeon_name], player)] # todo: universal
remaining_keys = key_total - self.door_counter[player][1][dungeon_name]
if not init_door_candidates or remaining_keys == 0:
continue
dungeon_doors = {x.name for x in self.world.key_logic[player][dungeon_name].sm_doors.keys()}
def valid_d_door(x):
return x in dungeon_doors
child_states = deque()
child_states.append(self)
visited_opened_doors = set()
visited_opened_doors.add(frozenset(self.opened_doors[player]))
terminal_states, common_regions, common_bc, common_doors = [], {}, {}, set()
while len(child_states) > 0:
next_child = child_states.popleft()
door_candidates = CollectionState.should_explore_child_state(next_child, dungeon_name, player)
child_checklist = next_child.dungeons_to_check[player][dungeon_name]
if door_candidates:
for chosen_door in door_candidates:
child_state = next_child.copy()
child_queue = deque()
child_state.door_counter[player][1][dungeon_name] += 1
if isinstance(chosen_door, tuple):
child_state.opened_doors[player].add(chosen_door[0])
child_state.opened_doors[player].add(chosen_door[1])
if chosen_door[0] in child_checklist:
child_queue.append(child_checklist[chosen_door[0]])
if chosen_door[1] in child_checklist:
child_queue.append(child_checklist[chosen_door[1]])
else:
child_state.opened_doors[player].add(chosen_door)
if chosen_door in child_checklist:
child_queue.append(child_checklist[chosen_door])
if child_state.opened_doors[player] not in visited_opened_doors:
done = False
while not done:
rrp_ = child_state.reachable_regions[player]
bc_ = child_state.blocked_connections[player]
child_state.set_dungeon_limits(player, dungeon_name)
child_queue.extend([(x, y) for x, y in bc_.items()
if child_state.possibly_connected_to_dungeon(x.parent_region,
player)])
child_state.traverse_world(child_queue, rrp_, bc_, player)
new_events = child_state.sweep_for_events_once(player)
child_state.stale[player] = False
if new_events:
for conn in bc_:
if conn.parent_region.dungeon and conn.parent_region.dungeon.name == dungeon_name:
child_queue.append((conn, bc_[conn]))
done = not new_events
if child_state.opened_doors[player] not in visited_opened_doors:
visited_opened_doors.add(frozenset(child_state.opened_doors[player]))
child_states.append(child_state)
else:
terminal_states.append(next_child)
common_regions, common_bc, common_doors, first = {}, {}, set(), True
bc = self.blocked_connections[player]
for term_state in terminal_states:
t_rrp = term_state.reachable_regions[player]
t_bc = term_state.blocked_connections[player]
if first:
first = False
common_regions = {x: y for x, y in t_rrp.items() if x not in rrp or y != rrp[x]}
common_bc = {x: y for x, y in t_bc.items() if x not in bc}
common_doors = {x for x in term_state.opened_doors[player] - self.opened_doors[player]
if valid_d_door(x)}
else:
cm_rrp = {x: y for x, y in t_rrp.items() if x not in rrp or y != rrp[x]}
common_regions = {k: self.comb_crys(v, cm_rrp[k]) for k, v in common_regions.items()
if k in cm_rrp and self.crys_agree(v, cm_rrp[k])}
common_bc.update({x: y for x, y in t_bc.items() if x not in bc and x not in common_bc})
common_doors &= {x for x in term_state.opened_doors[player] - self.opened_doors[player]
if valid_d_door(x)}
terminal_queue = deque()
for door in common_doors:
pair = self.find_door_pair(player, dungeon_name, door)
if door not in self.reached_doors[player]:
self.door_counter[player][0][dungeon_name] += 1
self.reached_doors[player].add(door)
if pair not in self.reached_doors[player]:
self.reached_doors[player].add(pair)
self.opened_doors[player].add(door)
if door in checklist:
terminal_queue.append(checklist[door])
if pair not in self.opened_doors[player]:
self.door_counter[player][1][dungeon_name] += 1
self.set_dungeon_limits(player, dungeon_name)
rrp_ = self.reachable_regions[player]
bc_ = self.blocked_connections[player]
for block, crystal in bc_.items():
if (block, crystal) not in terminal_queue and self.possibly_connected_to_dungeon(block.connected_region, player):
terminal_queue.append((block, crystal))
self.traverse_world(terminal_queue, rrp_, bc_, player)
self.dungeon_limits = None
rrp = self.reachable_regions[player]
missing_regions = {x: y for x, y in common_regions.items() if x not in rrp}
paths = {}
for k in missing_regions:
rrp[k] = missing_regions[k]
possible_path = terminal_states[0].path[k]
self.path[k] = paths[k] = possible_path
missing_bc = {}
for blocked, crystal in common_bc.items():
if (blocked not in bc and blocked.parent_region in rrp
and self.should_visit(blocked.connected_region, rrp, crystal, player)):
missing_bc[blocked] = crystal
for k in missing_bc:
bc[k] = missing_bc[k]
self.record_dungeon_exploration(player, dungeon_name, checklist,
common_doors, missing_regions, missing_bc, paths)
checklist.clear()
@staticmethod
def comb_crys(a, b):
return a if a == b or a != CrystalBarrier.Either else b
@staticmethod
def crys_agree(a, b):
return a == b or a == CrystalBarrier.Either or b == CrystalBarrier.Either
def find_door_pair(self, player, dungeon_name, name):
for door in self.world.key_logic[player][dungeon_name].sm_doors.keys():
if door.name == name:
paired_door = self.world.key_logic[player][dungeon_name].sm_doors[door]
return paired_door.name if paired_door else None
return None
def set_dungeon_limits(self, player, dungeon_name):
if self.world.retro[player] and self.world.mode[player] == 'standard':
self.dungeon_limits = ['Hyrule Castle', 'Agahnims Tower']
else:
self.dungeon_limits = [dungeon_name]
@staticmethod
def should_explore_child_state(state, dungeon_name, player):
small_key_name = dungeon_keys[dungeon_name]
key_total = state.prog_items[(small_key_name, player)]
remaining_keys = key_total - state.door_counter[player][1][dungeon_name]
unopened_doors = state.door_counter[player][0][dungeon_name] - state.door_counter[player][1][dungeon_name]
if remaining_keys > 0 and unopened_doors > 0:
key_logic = state.world.key_logic[player][dungeon_name]
door_candidates, skip = [], set()
for door, paired in key_logic.sm_doors.items():
if door.name in state.reached_doors[player] and door.name not in state.opened_doors[player]:
if door.name not in skip:
if paired:
door_candidates.append((door.name, paired.name))
skip.add(paired.name)
else:
door_candidates.append(door.name)
return door_candidates
return None
@staticmethod
def print_rrp(rrp):
logger = logging.getLogger('')
logger.debug('RRP Checking')
for region, packet in rrp.items():
new_crystal_state, logic, path = packet
logger.debug(f'\nRegion: {region.name} (CS: {str(new_crystal_state)})')
for i in range(0, len(logic)):
logger.debug(f'{logic[i]}')
logger.debug(f'{",".join(str(x) for x in path[i])}')
def copy(self):
ret = CollectionState(self.world)
ret = CollectionState(self.world, skip_init=True)
ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
ret.stale = {player: self.stale[player] for player in range(1, self.world.players + 1)}
ret.door_counter = {player: (copy.copy(self.door_counter[player][0]), copy.copy(self.door_counter[player][1]))
for player in range(1, self.world.players + 1)}
ret.reached_doors = {player: copy.copy(self.reached_doors[player]) for player in range(1, self.world.players + 1)}
ret.opened_doors = {player: copy.copy(self.opened_doors[player]) for player in range(1, self.world.players + 1)}
ret.dungeons_to_check = {
player: defaultdict(dict, {name: copy.copy(checklist)
for name, checklist in self.dungeons_to_check[player].items()})
for player in range(1, self.world.players + 1)}
return ret
def apply_dungeon_exploration(self, rrp, player, dungeon_name, checklist):
bc = self.blocked_connections[player]
ec = self.world.exp_cache[player]
prog_set = self.reduce_prog_items(player, dungeon_name)
exp_key = (prog_set, frozenset(checklist))
if dungeon_name in ec and exp_key in ec[dungeon_name]:
# apply
common_doors, missing_regions, missing_bc, paths = ec[dungeon_name][exp_key]
terminal_queue = deque()
for door in common_doors:
pair = self.find_door_pair(player, dungeon_name, door)
if door not in self.reached_doors[player]:
self.door_counter[player][0][dungeon_name] += 1
self.reached_doors[player].add(door)
if pair not in self.reached_doors[player]:
self.reached_doors[player].add(pair)
self.opened_doors[player].add(door)
if door in checklist:
terminal_queue.append(checklist[door])
if pair not in self.opened_doors[player]:
self.door_counter[player][1][dungeon_name] += 1
self.set_dungeon_limits(player, dungeon_name)
rrp_ = self.reachable_regions[player]
bc_ = self.blocked_connections[player]
for block, crystal in bc_.items():
if (block, crystal) not in terminal_queue and self.possibly_connected_to_dungeon(block.connected_region, player):
terminal_queue.append((block, crystal))
self.traverse_world(terminal_queue, rrp_, bc_, player)
self.dungeon_limits = None
for k in missing_regions:
rrp[k] = missing_regions[k]
for r, path in paths.items():
self.path[r] = path
for k in missing_bc:
bc[k] = missing_bc[k]
return True
return False
def record_dungeon_exploration(self, player, dungeon_name, checklist,
common_doors, missing_regions, missing_bc, paths):
ec = self.world.exp_cache[player]
prog_set = self.reduce_prog_items(player, dungeon_name)
exp_key = (prog_set, frozenset(checklist))
ec[dungeon_name][exp_key] = (common_doors, missing_regions, missing_bc, paths)
def reduce_prog_items(self, player, dungeon_name):
# todo: possibly could include an analysis of dungeon items req. like Hammer, Hookshot, etc
# cross dungeon requirements may be necessary for keysanity - which invalidates the above
# todo: universal smalls where needed
life_count, bottle_count = 0, 0
reduced = Counter()
for item, cnt in self.prog_items.items():
item_name, item_player = item
if item_player == player and self.check_if_progressive(item_name):
if item_name.startswith('Bottle'): # I think magic requirements can require multiple bottles
bottle_count += cnt
elif item_name in ['Boss Heart Container', 'Sanctuary Heart Container', 'Piece of Heart']:
if 'Container' in item_name:
life_count += 1
elif 'Piece of Heart' == item_name:
life_count += .25
else:
reduced[item] = cnt
if bottle_count > 0:
reduced[('Bottle', player)] = 1
if life_count >= 1:
reduced[('Heart Container', player)] = 1
return frozenset(reduced.items())
@staticmethod
def check_if_progressive(item_name):
return (item_name in
['Bow', 'Progressive Bow', 'Progressive Bow (Alt)', 'Book of Mudora', 'Hammer', 'Hookshot',
'Magic Mirror', 'Ocarina', 'Pegasus Boots', 'Power Glove', 'Cape', 'Mushroom', 'Shovel',
'Lamp', 'Magic Powder', 'Moon Pearl', 'Cane of Somaria', 'Fire Rod', 'Flippers', 'Ice Rod',
'Titans Mitts', 'Bombos', 'Ether', 'Quake', 'Master Sword', 'Tempered Sword', 'Fighter Sword',
'Golden Sword', 'Progressive Sword', 'Progressive Glove', 'Silver Arrows', 'Green Pendant',
'Blue Pendant', 'Red Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5',
'Crystal 6', 'Crystal 7', 'Blue Boomerang', 'Red Boomerang', 'Blue Shield', 'Red Shield',
'Mirror Shield', 'Progressive Shield', 'Bug Catching Net', 'Cane of Byrna',
'Boss Heart Container', 'Sanctuary Heart Container', 'Piece of Heart', 'Magic Upgrade (1/2)',
'Magic Upgrade (1/4)']
or item_name.startswith(('Bottle', 'Small Key', 'Big Key')))
def can_reach(self, spot, resolution_hint=None, player=None):
try:
spot_type = spot.spot_type
@@ -558,6 +897,16 @@ class CollectionState(object):
return spot.can_reach(self)
def sweep_for_events_once(self, player):
locations = self.world.get_filled_locations(player)
checked_locations = set([l for l in locations if l in self.locations_checked])
reachable_events = [location for location in locations if location.event and location.can_reach(self)]
reachable_events = self._do_not_flood_the_keys(reachable_events)
for event in reachable_events:
if event not in checked_locations:
self.events.append((event.name, event.player))
self.collect(event.item, True, event)
return len(reachable_events) > len(checked_locations)
def sweep_for_events(self, key_only=False, locations=None):
# this may need improvement
@@ -605,6 +954,13 @@ class CollectionState(object):
or not self.location_can_be_flooded(flood_location))
return True
@staticmethod
def is_small_door(connection):
return connection and connection.door and connection.door.smallKey
def is_door_open(self, door_name, player):
return door_name in self.opened_doors[player]
@staticmethod
def location_can_be_flooded(location):
return location.parent_region.name in ['Swamp Trench 1 Alcove', 'Swamp Trench 2 Alcove']
@@ -1484,6 +1840,7 @@ class Sector(object):
self.entrance_sector = None
self.destination_entrance = False
self.equations = None
self.item_logic = set()
def region_set(self):
if self.r_name_set is None:
@@ -1736,9 +2093,7 @@ class Location(object):
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state):
if self.parent_region.can_reach(state) and self.access_rule(state):
return True
return False
return self.parent_region.can_reach(state) and self.access_rule(state)
def forced_big_key(self):
if self.forced_item and self.forced_item.bigkey and self.player == self.forced_item.player:
@@ -1765,6 +2120,12 @@ class Location(object):
world = self.parent_region.world if self.parent_region and self.parent_region.world else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
def __eq__(self, other):
return self.name == other.name and self.player == other.player
def __hash__(self):
return hash((self.name, self.player))
class Item(object):
@@ -1808,6 +2169,15 @@ class Item(object):
def compass(self):
return self.type == 'Compass'
@property
def dungeon(self):
if not self.smallkey and not self.bigkey and not self.map and not self.compass:
return None
item_dungeon = self.name.split('(')[1][:-1]
if item_dungeon == 'Escape':
item_dungeon = 'Hyrule Castle'
return item_dungeon
def __str__(self):
return str(self.__unicode__())
@@ -2157,7 +2527,7 @@ class Spoiler(object):
for player in range(1, self.world.players + 1):
if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[player] if self.world.players > 1 else self.bosses
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
outfile.write(f'\n\nBosses ({self.world.get_player_names(player)}):\n\n')
outfile.write('\n'.join([f'{x}: {y}' for x, y in bossmap.items() if y not in ['Agahnim', 'Agahnim 2', 'Ganon']]))
@@ -2200,6 +2570,22 @@ dungeon_names = [
'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace', 'Misery Mire', 'Turtle Rock', 'Ganons Tower'
]
dungeon_keys = {
'Hyrule Castle': 'Small Key (Escape)',
'Eastern Palace': 'Small Key (Eastern Palace)',
'Desert Palace': 'Small Key (Desert Palace)',
'Tower of Hera': 'Small Key (Tower of Hera)',
'Agahnims Tower': 'Small Key (Agahnims Tower)',
'Palace of Darkness': 'Small Key (Palace of Darkness)',
'Swamp Palace': 'Small Key (Swamp Palace)',
'Skull Woods': 'Small Key (Skull Woods)',
'Thieves Town': 'Small Key (Thieves Town)',
'Ice Palace': 'Small Key (Ice Palace)',
'Misery Mire': 'Small Key (Misery Mire)',
'Turtle Rock': 'Small Key (Turtle Rock)',
'Ganons Tower': 'Small Key (Ganons Tower)',
'Universal': 'Small Key (Universal)'
}
class PotItem(FastEnum):
Nothing = 0x0
@@ -2350,3 +2736,10 @@ class Settings(object):
args.enemy_health[p] = r(e_health)[(settings[7] & 0xE0) >> 5]
args.enemy_damage[p] = r(e_dmg)[(settings[7] & 0x18) >> 3]
args.shufflepots[p] = True if settings[7] & 0x4 else False
@unique
class KeyRuleType(FastEnum):
WorstCase = 0
AllowSmall = 1
Lock = 2