Trap door refinement with "optional" value versus "vanilla"

Slight balance of chaos mode
Warping Pool trap no longer shuffled
This commit is contained in:
aerinon
2023-02-17 16:55:35 -07:00
parent d7c15ae22c
commit 9a71e56546
13 changed files with 123 additions and 53 deletions

View File

@@ -631,6 +631,7 @@ class ExplorationState(object):
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors, flag)
# same as above but traps are ignored, and flag is not used
def add_all_doors_check_proposed_2(self, region, proposed_map, valid_doors, world, player):
for door in get_doors(world, region, player):
if door in proposed_map and door.name in valid_doors:
@@ -651,6 +652,27 @@ class ExplorationState(object):
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors)
# same as above but traps are checked for
def add_all_doors_check_proposed_3(self, region, proposed_map, valid_doors, world, player):
for door in get_doors(world, region, player):
if door in proposed_map and door.name in valid_doors:
self.visited_doors.add(door)
if self.can_traverse(door):
if door.controller is not None:
door = door.controller
if door.dest is None and door not in proposed_map.keys() and door.name in valid_doors:
if not self.in_door_list_ic(door, self.unattached_doors):
self.append_door_to_list(door, self.unattached_doors)
else:
other = self.find_door_in_list(door, self.unattached_doors)
if self.crystal != other.crystal:
other.crystal = CrystalBarrier.Either
elif door.req_event is not None and door.req_event not in self.events and not self.in_door_list(door,
self.event_doors):
self.append_door_to_list(door, self.event_doors)
elif not self.in_door_list(door, self.avail_doors):
self.append_door_to_list(door, self.avail_doors)
def add_all_doors_check_proposed_traps(self, region, proposed_traps, world, player):
for door in get_doors(world, region, player):
if self.can_traverse_ignore_traps(door) and door not in proposed_traps:
@@ -837,7 +859,10 @@ def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regi
local_state = state.copy()
for region in search_regions:
local_state.visit_region(region)
local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, world, player)
if world.trap_door_mode[player] == 'vanilla':
local_state.add_all_doors_check_proposed_3(region, proposed_map, valid_doors, world, player)
else:
local_state.add_all_doors_check_proposed_2(region, proposed_map, valid_doors, world, player)
while len(local_state.avail_doors) > 0:
explorable_door = local_state.next_avail_door()
if explorable_door.door in proposed_map:
@@ -848,7 +873,10 @@ def extend_reachable_state_lenient(search_regions, state, proposed_map, all_regi
if (valid_region_to_explore_in_regions(connect_region, all_regions, world, player)
and not local_state.visited(connect_region)):
local_state.visit_region(connect_region)
local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors, world, player)
if world.trap_door_mode[player] == 'vanilla':
local_state.add_all_doors_check_proposed_3(connect_region, proposed_map, valid_doors, world, player)
else:
local_state.add_all_doors_check_proposed_2(connect_region, proposed_map, valid_doors, world, player)
return local_state