diff --git a/DungeonGenerator.py b/DungeonGenerator.py index f97f8ecf..d96b654a 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -1677,10 +1677,24 @@ def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_p random.shuffle(sector_list) orig_location_set = build_orig_location_set(dungeon_map) num_dungeon_items = requested_dungeon_items(world, player) + locations_to_distribute = sum(sector.chest_locations for sector in free_location_sectors.keys()) + reserved_per_dungeon = {d_name: count_reserved_locations(world, player, orig_location_set[d_name]) + for d_name in dungeon_map.keys()} + base_free, found_enough = 2, False + while not found_enough: + needed = sum(max(0, max(base_free, reserved_per_dungeon[d]) + num_dungeon_items - len(orig_location_set[d])) + for d in dungeon_map.keys()) + if needed > locations_to_distribute: + if base_free == 0: + raise Exception('Unable to meet minimum requirements, check for customizer problems') + base_free -= 1 + else: + found_enough = True d_idx = {builder.name: i for i, builder in enumerate(dungeon_map.values())} next_sector = sector_list.pop() while not valid: - choice, totals, location_set = weighted_random_location(dungeon_map, choices, orig_location_set, world, player) + choice, totals, location_set = weighted_random_location(dungeon_map, choices, orig_location_set, + base_free, world, player) if not choice: break choices[choice].append(next_sector) @@ -1691,7 +1705,7 @@ def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_p valid = True for d_name, idx in d_idx.items(): free_items = count_reserved_locations(world, player, location_set[d_name]) - target = max(free_items, 2) + num_dungeon_items + target = max(free_items, base_free) + num_dungeon_items if totals[idx] < target: valid = False break @@ -1699,8 +1713,7 @@ def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_p if len(sector_list) == 0: choices = defaultdict(list) sector_list = list(free_location_sectors) - else: - next_sector = sector_list.pop() + next_sector = sector_list.pop() else: choices[choice].remove(next_sector) for builder, choice_list in choices.items(): @@ -1709,7 +1722,7 @@ def assign_location_sectors_minimal(dungeon_map, free_location_sectors, global_p return free_location_sectors -def weighted_random_location(dungeon_map, choices, orig_location_set, world, player): +def weighted_random_location(dungeon_map, choices, orig_location_set, base_free, world, player): population = [] totals = [] location_set = {x: set(y) for x, y in orig_location_set.items()} @@ -1720,7 +1733,7 @@ def weighted_random_location(dungeon_map, choices, orig_location_set, world, pla builder_set = location_set[dungeon_builder.name] builder_set.update(set().union(*(s.chest_location_set for s in choices[dungeon_builder]))) free_items = count_reserved_locations(world, player, builder_set) - target = max(free_items, 2) + num_dungeon_items + target = max(free_items, base_free) + num_dungeon_items if ttl < target: population.append(dungeon_builder) choice = random.choice(population) if len(population) > 0 else None @@ -1775,7 +1788,7 @@ def count_reserved_locations(world, player, proposed_set): return 2 -def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole, assign_one=False): +def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole): population = [] some_c_switches_present = False for name, builder in dungeon_map.items(): @@ -1784,7 +1797,7 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier if builder.c_switch_present and not builder.c_locked: some_c_switches_present = True if len(population) == 0: # nothing needs a switch - if assign_one and not some_c_switches_present: # something should have one + if len(crystal_barriers) > 0 and not some_c_switches_present: # something should have one if len(crystal_switches) == 0: raise GenerationException('No crystal switches to assign. Ref %s' % next(iter(dungeon_map.keys()))) valid, builder_choice, switch_choice = False, None, None @@ -3139,8 +3152,7 @@ def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info): check_for_forced_assignments(dungeon_map, candidate_sectors, global_pole) check_for_forced_crystal(dungeon_map, candidate_sectors, global_pole) crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors = categorize_sectors(candidate_sectors) - leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, - global_pole, len(crystal_barriers) > 0) + leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barriers, global_pole) ensure_crystal_switches_reachable(dungeon_map, leftover, polarized_sectors, crystal_barriers, global_pole) for sector in leftover: if sector.polarity().is_neutral(): diff --git a/resources/app/cli/args.json b/resources/app/cli/args.json index 9aff422a..2eaf847e 100644 --- a/resources/app/cli/args.json +++ b/resources/app/cli/args.json @@ -175,7 +175,6 @@ "door_shuffle": { "choices": [ "basic", - "paired", "partitioned", "crossed", "vanilla"