Merged in DR v1.2.0.1

This commit is contained in:
codemann8
2022-12-16 18:14:27 -06:00
21 changed files with 160 additions and 74 deletions
+20 -7
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@@ -128,7 +128,8 @@ class World(object):
set_player_attr('can_access_trock_front', None)
set_player_attr('can_access_trock_big_chest', None)
set_player_attr('can_access_trock_middle', None)
set_player_attr('fix_fake_world', logic[player] not in ['owglitches', 'nologic'] or shuffle[player] in ['lean', 'crossed', 'insanity'])
set_player_attr('fix_fake_world', logic[player] not in ['owglitches', 'nologic']
or shuffle[player] in ['lean', 'crossed', 'insanity'])
set_player_attr('mapshuffle', False)
set_player_attr('compassshuffle', False)
set_player_attr('keyshuffle', 'none')
@@ -174,7 +175,9 @@ class World(object):
def finish_init(self):
for player in range(1, self.players + 1):
if self.mode[player] == 'retro':
self.mode[player] == 'open'
self.mode[player] = 'open'
if self.goal[player] == 'completionist':
self.accessibility[player] = 'locations'
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)})'
@@ -547,7 +550,10 @@ class World(object):
if self.has_beaten_game(state):
return True
prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked]
prog_locations = [location for location in self.get_locations() if location.item is not None
and (location.item.advancement or location.event
or self.goal[location.player] == 'completionist')
and location not in state.locations_checked]
while prog_locations:
sphere = []
@@ -1129,6 +1135,12 @@ class CollectionState(object):
def item_count(self, item, player):
return self.prog_items[item, player]
def everything(self, player):
all_locations = self.world.get_filled_locations(player)
all_locations.remove(self.world.get_location('Ganon', player))
return (len([x for x in self.locations_checked if x.player == player])
>= len(all_locations))
def has_crystals(self, count, player):
crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7']
return len([crystal for crystal in crystals if self.has(crystal, player)]) >= count
@@ -1260,7 +1272,7 @@ class CollectionState(object):
def can_flute(self, player):
if self.world.mode[player] == 'standard' and not self.has('Zelda Delivered', player):
return False
return False # can't flute in rain state
if any(map(lambda i: i.name in ['Ocarina', 'Ocarina (Activated)'], self.world.precollected_items)):
return True
lw = self.world.get_region('Kakariko Area', player)
@@ -3014,7 +3026,7 @@ class Spoiler(object):
outfile.write('Mode:'.ljust(line_width) + '%s\n' % self.metadata['mode'][player])
outfile.write('Swords:'.ljust(line_width) + '%s\n' % self.metadata['weapons'][player])
outfile.write('Goal:'.ljust(line_width) + '%s\n' % self.metadata['goal'][player])
if self.metadata['goal'][player] in ['triforcehunt', 'trinity']:
if self.metadata['goal'][player] in ['triforcehunt', 'trinity', 'ganonhunt']:
outfile.write('Triforce Pieces Required:'.ljust(line_width) + '%s\n' % self.metadata['triforcegoal'][player])
outfile.write('Triforce Pieces Total:'.ljust(line_width) + '%s\n' % self.metadata['triforcepool'][player])
outfile.write('Crystals Required for GT:'.ljust(line_width) + '%s\n' % str(self.world.crystals_gt_orig[player]))
@@ -3343,7 +3355,8 @@ world_mode = {"open": 0, "standard": 1, "inverted": 2}
sword_mode = {"random": 0, "assured": 1, "swordless": 2, "vanilla": 3}
# byte 2: GGGD DFFH (goal, diff, item_func, hints)
goal_mode = {"ganon": 0, "pedestal": 1, "dungeons": 2, "triforcehunt": 3, "crystals": 4, "trinity": 5}
goal_mode = {'ganon': 0, 'pedestal': 1, 'dungeons': 2, 'triforcehunt': 3, 'crystals': 4, 'trinity': 5,
'ganonhunt': 6, 'completionist': 7}
diff_mode = {"normal": 0, "hard": 1, "expert": 2}
func_mode = {"normal": 0, "hard": 1, "expert": 2}
@@ -3391,7 +3404,7 @@ flutespot_mode = {"vanilla": 0, "balanced": 1, "random": 2}
flute_mode = {'normal': 0, 'active': 1}
keyshuffle_mode = {'none': 0, 'wild': 1, 'universal': 2} # reserved 8 modes?
take_any_mode = {'none': 0, 'random': 1, 'fixed': 2}
bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silver': 3}
bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3}
# additions
# psuedoboots does not effect code
+18 -11
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@@ -6,7 +6,7 @@ from enum import unique, Flag
from typing import DefaultDict, Dict, List
from itertools import chain
from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo, dungeon_keys
from BaseClasses import RegionType, Region, Door, DoorType, Sector, CrystalBarrier, DungeonInfo, dungeon_keys
from BaseClasses import PotFlags, LocationType, Direction
from Doors import reset_portals
from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts
@@ -15,13 +15,12 @@ from Items import ItemFactory
from RoomData import DoorKind, PairedDoor, reset_rooms
from source.dungeon.DungeonStitcher import GenerationException, generate_dungeon
from source.dungeon.DungeonStitcher import ExplorationState as ExplorationState2
# from DungeonGenerator import generate_dungeon
from DungeonGenerator import ExplorationState, convert_regions, pre_validate, determine_required_paths, drop_entrances
from DungeonGenerator import ExplorationState, convert_regions, 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, connect_doors, count_reserved_locations
from DungeonGenerator import valid_region_to_explore
from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock
from KeyDoorShuffle import validate_bk_layout, check_bk_special
from KeyDoorShuffle import validate_bk_layout
from Utils import ncr, kth_combination
@@ -1895,6 +1894,7 @@ def shuffle_big_key_doors(door_type_pools, used_doors, start_regions_map, world,
def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, world, player):
max_computation = 11 # this is around 6 billion worse case factorial don't want to exceed this much
for pool, door_type_pool in door_type_pools:
ttl = 0
suggestion_map, small_map, flex_map = {}, {}, {}
@@ -1921,27 +1921,28 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl
calculated = int(round(builder.key_doors_num*total_keys/ttl))
max_keys = max(0, builder.location_cnt - calc_used_dungeon_items(builder, world, player))
cand_len = max(0, len(builder.candidates.small) - builder.key_drop_cnt)
limit = min(max_keys, cand_len)
limit = min(max_keys, cand_len, max_computation)
suggested = min(calculated, limit)
combo_size = ncr(len(builder.candidates.small), suggested + builder.key_drop_cnt)
key_door_num = min(suggested + builder.key_drop_cnt, max_computation)
combo_size = ncr(len(builder.candidates.small), key_door_num)
while combo_size > 500000 and suggested > 0:
suggested -= 1
combo_size = ncr(len(builder.candidates.small), suggested + builder.key_drop_cnt)
suggestion_map[dungeon] = builder.key_doors_num = suggested + builder.key_drop_cnt
combo_size = ncr(len(builder.candidates.small), key_door_num)
suggestion_map[dungeon] = builder.key_doors_num = key_door_num
remaining -= suggested + builder.key_drop_cnt
builder.combo_size = combo_size
flex_map[dungeon] = (limit - suggested) if suggested < limit else 0
for dungeon in pool:
builder = world.dungeon_layouts[player][dungeon]
if total_adjustable:
builder.total_keys = suggestion_map[dungeon]
builder.total_keys = max(suggestion_map[dungeon], builder.key_drop_cnt)
valid_doors, small_number = find_valid_combination(builder, suggestion_map[dungeon],
start_regions_map[dungeon], world, player)
small_map[dungeon] = valid_doors
actual_chest_keys = small_number - builder.key_drop_cnt
if actual_chest_keys < suggestion_map[dungeon]:
if total_adjustable:
builder.total_keys = actual_chest_keys
builder.total_keys = actual_chest_keys + builder.key_drop_cnt
flex_map[dungeon] = 0
remaining += suggestion_map[dungeon] - actual_chest_keys
suggestion_map[dungeon] = small_number
@@ -1952,6 +1953,8 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl
builder = queue.popleft()
dungeon = builder.name
increased = suggestion_map[dungeon] + 1
if increased > max_computation:
continue
builder.key_doors_num = increased
valid_doors, small_number = find_valid_combination(builder, increased, start_regions_map[dungeon],
world, player)
@@ -1961,7 +1964,7 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl
suggestion_map[dungeon] = increased
flex_map[dungeon] -= 1
if total_adjustable:
builder.total_keys = actual_chest_keys
builder.total_keys = max(increased, builder.key_drop_cnt)
if flex_map[dungeon] > 0:
builder.combo_size = ncr(len(builder.candidates.small), builder.key_doors_num)
queue.append(builder)
@@ -2691,8 +2694,12 @@ def find_valid_bd_combination(builder, suggested, world, player):
test = random.choice([True, False])
if test:
bomb_doors_needed -= 1
if bomb_doors_needed < 0:
bomb_doors_needed = 0
else:
dash_doors_needed -= 1
if dash_doors_needed < 0:
dash_doors_needed = 0
bomb_proposal = random.sample(bd_door_pool, k=bomb_doors_needed)
bomb_proposal.extend(custom_bomb_doors)
dash_pool = [x for x in bd_door_pool if x not in bomb_proposal]
+6 -5
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@@ -12,7 +12,7 @@ from typing import List
from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, Polarity, PolSlot, flooded_keys, Sector
from BaseClasses import Hook, hook_from_door, Door
from Regions import dungeon_events, flooded_keys_reverse
from Dungeons import dungeon_regions, split_region_starts
from Dungeons import split_region_starts
from RoomData import DoorKind
from source.dungeon.DungeonStitcher import generate_dungeon_find_proposal
@@ -860,7 +860,7 @@ class ExplorationState(object):
self.crystal = exp_door.crystal
return exp_door
def visit_region(self, region, key_region=None, key_checks=False, bk_Flag=False):
def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False):
if region.type != RegionType.Dungeon:
self.crystal = CrystalBarrier.Orange
if self.crystal == CrystalBarrier.Either:
@@ -881,7 +881,7 @@ class ExplorationState(object):
self.ttl_locations += 1
if location not in self.found_locations:
self.found_locations.append(location)
if not bk_Flag and (not location.forced_item or 'Big Key' in location.item.name):
if not bk_flag and (not location.forced_item or 'Big Key' in location.item.name):
self.bk_found.add(location)
if location.name in dungeon_events and location.name not in self.events:
if self.flooded_key_check(location):
@@ -1335,8 +1335,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
sector = find_sector(r_name, all_sectors)
reverse_d_map[sector] = key
if world.mode[player] == 'standard':
current_dungeon = dungeon_map['Hyrule Castle']
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
if 'Hyrule Castle' in dungeon_map:
current_dungeon = dungeon_map['Hyrule Castle']
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0}
[dungeon_map.pop(key) for key in complete_dungeons.keys()]
+1 -1
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@@ -406,7 +406,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
else:
max_trash = gt_count
scaled_trash = math.floor(max_trash * scale_factor)
if world.goal[player] in ['triforcehunt', 'trinity']:
if world.goal[player] in ['triforcehunt', 'trinity', 'ganonhunt']:
gftower_trash_count = random.randint(scaled_trash, max_trash)
else:
gftower_trash_count = random.randint(0, scaled_trash)
+17 -12
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@@ -182,8 +182,12 @@ def get_custom_array_key(item):
def generate_itempool(world, player):
if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals']
or world.mode[player] not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
if (world.difficulty[player] not in ['normal', 'hard', 'expert']
or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals',
'ganonhunt', 'completionist']
or world.mode[player] not in ['open', 'standard', 'inverted']
or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown']
or world.progressive not in ['on', 'off', 'random']):
raise NotImplementedError('Not supported yet')
if world.timer in ['ohko', 'timed-ohko']:
@@ -364,7 +368,7 @@ def generate_itempool(world, player):
world.clock_mode = clock_mode
goal = world.goal[player]
if goal in ['triforcehunt', 'trinity']:
if goal in ['triforcehunt', 'trinity', 'ganonhunt']:
g, t = set_default_triforce(goal, world.treasure_hunt_count[player], world.treasure_hunt_total[player])
world.treasure_hunt_count[player], world.treasure_hunt_total[player] = g, t
world.treasure_hunt_icon[player] = 'Triforce Piece'
@@ -978,14 +982,15 @@ def add_bonkdrop_contents(world, player):
count -= 1
def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, bombbag,
door_shuffle, logic, flute_activated):
def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords,
bombbag, door_shuffle, logic, flute_activated):
pool = []
placed_items = {}
precollected_items = []
clock_mode = None
if treasure_hunt_total == 0 and goal in ['triforcehunt', 'trinity']:
treasure_hunt_total = 30 if goal == 'triforcehunt' else 10
if goal in ['triforcehunt', 'trinity', 'ganonhunt']:
if treasure_hunt_total == 0:
treasure_hunt_total = 30 if goal in ['triforcehunt', 'ganonhunt'] else 10
# triforce pieces max out
triforcepool = ['Triforce Piece'] * min(treasure_hunt_total, max_goal)
@@ -1088,7 +1093,7 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt
elif timer == 'timed-ohko':
pool.extend(diff.timedohko)
clock_mode = 'countdown-ohko'
if goal in ['triforcehunt', 'trinity']:
if goal in ['triforcehunt', 'trinity', 'ganonhunt']:
pool.extend(triforcepool)
for extra in diff.extras:
@@ -1146,7 +1151,7 @@ def make_custom_item_pool(world, player, progressive, shuffle, difficulty, timer
customitemarray["triforce"] = total_items_to_place
# Triforce Pieces
if goal in ['triforcehunt', 'trinity']:
if goal in ['triforcehunt', 'trinity', 'ganonhunt']:
g, t = set_default_triforce(goal, customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"])
customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"] = g, t
@@ -1184,8 +1189,8 @@ def make_custom_item_pool(world, player, progressive, shuffle, difficulty, timer
treasure_hunt_count = max(min(customitemarray["triforcepiecesgoal"], max_goal), 1)
treasure_hunt_icon = 'Triforce Piece'
# Ensure game is always possible to complete here, force sufficient pieces if the player is unwilling.
if ((customitemarray["triforcepieces"] < treasure_hunt_count) and (goal in ['triforcehunt', 'trinity'])
and (customitemarray["triforce"] == 0)):
if ((customitemarray["triforcepieces"] < treasure_hunt_count)
and (goal in ['triforcehunt', 'trinity', 'ganonhunt']) and (customitemarray["triforce"] == 0)):
extrapieces = treasure_hunt_count - customitemarray["triforcepieces"]
pool.extend(['Triforce Piece'] * extrapieces)
itemtotal = itemtotal + extrapieces
@@ -1385,7 +1390,7 @@ def get_player_dungeon_item_pool(world, player):
# location pool doesn't support larger values at this time
def set_default_triforce(goal, custom_goal, custom_total):
triforce_goal, triforce_total = 0, 0
if goal == 'triforcehunt':
if goal in ['triforcehunt', 'ganonhunt']:
triforce_goal, triforce_total = 20, 30
elif goal == 'trinity':
triforce_goal, triforce_total = 8, 10
+1 -1
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@@ -1445,7 +1445,7 @@ def validate_bk_layout(proposal, builder, start_regions, world, player):
if loc.forced_big_key():
return True
else:
return len(state.bk_found) > 0
return state.count_locations_exclude_specials(world, player) > 0
return False
+5 -2
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@@ -35,7 +35,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new
from source.tools.BPS import create_bps_from_data
from source.classes.CustomSettings import CustomSettings
__version__ = '1.2.0.0-u'
__version__ = '1.2.0.1-u'
from source.classes.BabelFish import BabelFish
@@ -786,7 +786,8 @@ def create_playthrough(world):
world = copy_world(world)
# get locations containing progress items
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement]
prog_locations = [location for location in world.get_filled_locations() if location.item.advancement
or world.goal[location.player] == 'completionist']
optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile']
optional_locations.extend(['Hyrule Castle Courtyard Tree Pull', 'Mountain Entry Area Tree Pull']) # adding pre-aga tree pulls
optional_locations.extend(['Lumberjack Area Crab Drop', 'South Pass Area Crab Drop']) # adding pre-aga bush crabs
@@ -825,6 +826,8 @@ def create_playthrough(world):
for num, sphere in reversed(list(enumerate(collection_spheres))):
to_delete = set()
for location in sphere:
if world.goal[location.player] == 'completionist':
continue # every location for that player is required
# we remove the item at location and check if game is still beatable
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
old_item = location.item
+17 -3
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@@ -55,6 +55,15 @@ This is similar to insanity mode in ER where door entrances and exits are not pa
Please see [Customizer documentation](docs/Customizer.md) on how to create custom seeds.
## New Goals
### Triforce Hunt + Ganon
Collect the requisite triforce pieces, then defeat Ganon. (Aga2 not required). Use `ganonhunt` on CLI
### Completionist
All dungeons not enough for you? You have to obtain every item in the game too. This option turns on the collection rate counter and forces accessibility to be 100% locations. Finish by defeating Ganon.
## Standard Generation Change
Hyrule Castle in standard mode is generated a little differently now. The throne room is guaranteed to be in Hyrule Castle and the Sanctuary is guaranteed to be beyond that. Additionally, the Mirror Scroll will bring you back to Zelda's Cell or the Throne Room depending on what save point you last obtained, this is to make it consistent with where you end up if you die. If you are lucky enough to find the Mirror, it behaves differently and brings you the last entrance used - giving you more options for exploration in Hyrule Castle.
@@ -100,10 +109,15 @@ These are now independent of retro mode and have three options: None, Random, an
# Bug Fixes and Notes
None yet
* 1.2.0.1-u
* Added new ganonhunt and completionist goals
* Fixed the issue when defeating Agahnim and standing in the doorway can cause door state to linger.
* Fix for Inverted Lean/Lite ER
* Fix for vanilla Doors + Standard + ER
* Added a limit per dungeon on small key doors to ensure reasonable generation
* Fixed many small bugs
# Known Issues
* Standing in the doorway when defeating Aga 1 and being teleported to the Dark World will not clear door state. It may cause issues requiring a Save & Quit to fix.
* Decoupled doors can lead to situations where you aren't logically supposed to go back through a door without a big key or small key, but you can if you press the correct direction back through the door first. There are some transitions where you may get stuck without a bomb. These problems are planned to be fixed.
* Logic getting to Skull X room may be wrong if a trap door, big key door, or bombable wall. A bomb jump to get to those pot may be required if you don't have boots to bonk across.
* Logic getting to Skull X room may be wrong if a trap door, big key door, or bombable wall is shuffled there. A bomb jump to get to those pot may be required if you don't have boots to bonk across.
+13 -4
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@@ -15,7 +15,7 @@ try:
except ImportError:
raise Exception('Could not load BPS module')
from BaseClasses import ShopType, Region, Location, OWEdge, Door, DoorType, RegionType, LocationType, Item
from BaseClasses import ShopType, Region, Location, OWEdge, Door, DoorType, RegionType, LocationType
from DoorShuffle import compass_data, DROptions, boss_indicator, dungeon_portals
from Dungeons import dungeon_music_addresses, dungeon_table
from Regions import location_table, shop_to_location_table, retro_shops
@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '7a6619830c3521f2a09c4c64cd8d7d75'
RANDOMIZERBASEHASH = '1cdb34399467efa346b713db54d6cb02'
class JsonRom(object):
@@ -869,7 +869,8 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
dr_flags = DROptions.Eternal_Mini_Bosses if world.doorShuffle[player] == 'vanilla' else DROptions.Town_Portal
if world.doorShuffle[player] not in ['vanilla', 'basic']:
dr_flags |= DROptions.Map_Info
if world.collection_rate[player] and world.goal[player] not in ['triforcehunt', 'trinity']:
if ((world.collection_rate[player] or world.goal[player] == 'completionist')
and world.goal[player] not in ['triforcehunt', 'trinity', 'ganonhunt']):
dr_flags |= DROptions.Debug
if world.doorShuffle[player] not in ['vanilla', 'basic'] and world.logic[player] != 'nologic'\
and world.mixed_travel[player] == 'prevent':
@@ -1339,7 +1340,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
# set up goals for treasure hunt
rom.write_bytes(0x180165, [0x0E, 0x28] if world.treasure_hunt_icon[player] == 'Triforce Piece' else [0x0D, 0x28])
if world.goal[player] in ['triforcehunt', 'trinity']:
if world.goal[player] in ['triforcehunt', 'trinity', 'ganonhunt']:
rom.write_bytes(0x180167, int16_as_bytes(world.treasure_hunt_count[player]))
rom.write_byte(0x180194, 1) # Must turn in triforced pieces (instant win not enabled)
@@ -1411,6 +1412,10 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
rom.write_byte(0x18003E, 0x02) # make ganon invincible until all dungeons are beat
elif world.goal[player] in ['crystals', 'trinity']:
rom.write_byte(0x18003E, 0x04) # make ganon invincible until all crystals
elif world.goal[player] in ['ganonhunt']:
rom.write_byte(0x18003E, 0x05) # make ganon invincible until all triforce pieces collected
elif world.goal[player] in ['completionist']:
rom.write_byte(0x18003E, 0x0a) # make ganon invincible until everything is collected
else:
rom.write_byte(0x18003E, 0x03) # make ganon invincible until all crystals and aga 2 are collected
@@ -2479,6 +2484,10 @@ def write_strings(rom, world, player, team):
trinity_crystal_text = ('%d crystal to beat Ganon.' if world.crystals_needed_for_ganon[player] == 1 else '%d crystals to beat Ganon.') % world.crystals_needed_for_ganon[player]
tt['sign_ganon'] = 'Three ways to victory! %s Get to it!' % trinity_crystal_text
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\ninvisibility.\n\n\n\n… … …\n\nWait! you can see me? I knew I should have\nhidden in a hollow tree. If you bring\n%d triforce pieces, I can reassemble it." % int(world.treasure_hunt_count[player])
elif world.goal[player] == 'ganonhunt':
tt['sign_ganon'] = 'Go find the Triforce pieces to beat Ganon'
elif world.goal[player] == 'completionist':
tt['sign_ganon'] = 'Ganon only respects those who have done everything'
tt['ganon_fall_in'] = Ganon1_texts[random.randint(0, len(Ganon1_texts) - 1)]
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
+6 -1
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@@ -65,6 +65,10 @@ def set_rules(world, player):
for location in world.get_region('Hyrule Castle Courtyard', player).locations:
if location.name == 'Murahdahla':
add_rule(location, lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) >= int(state.world.treasure_hunt_count[player]))
elif world.goal[player] == 'ganonhunt':
add_rule(world.get_location('Ganon', player), lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) >= int(state.world.treasure_hunt_count[player]))
elif world.goal[player] == 'completionist':
add_rule(world.get_location('Ganon', player), lambda state: state.everything(player))
# if swamp and dam have not been moved we require mirror for swamp palace
if not world.swamp_patch_required[player]:
@@ -2090,7 +2094,8 @@ def add_key_logic_rules(world, player):
for chest in d_logic.bk_chests:
big_chest = world.get_location(chest.name, player)
add_rule(big_chest, create_rule(d_logic.bk_name, player))
if len(d_logic.bk_doors) == 0 and len(d_logic.bk_chests) <= 1:
if (len(d_logic.bk_doors) == 0 and len(d_logic.bk_chests) <= 1
and world.accessibility[player] != 'locations'):
set_always_allow(big_chest, allow_big_key_in_big_chest(d_logic.bk_name, player))
if world.keyshuffle[player] == 'universal':
for d_name, layout in world.key_layout[player].items():
Binary file not shown.
+3 -1
View File
@@ -113,6 +113,8 @@
pedestal: 2
triforce-hunt: 2
trinity: 2
ganonhunt: 2
completionist: 1
triforce_goal_min: 10
triforce_goal_max: 30
triforce_pool_min: 20
@@ -136,7 +138,7 @@
mcu: 1 # map, compass, universal smalls
# for use when you aren't using the dungeon_items above
# smallkey_shuffle:
# standard: 5
# none: 5
# wild: 1
# universal: 1
dungeon_counters:
+3 -1
View File
@@ -67,7 +67,9 @@
"dungeons",
"triforcehunt",
"trinity",
"crystals"
"crystals",
"ganonhunt",
"completionist"
]
},
"difficulty": {
+4 -1
View File
@@ -108,7 +108,10 @@
"Triforce Hunt: Places 30 Triforce Pieces in the world, collect",
" 20 of them to beat the game.",
"Trinity: Can beat the game by defeating Ganon, pulling",
" Pedestal, or delivering Triforce Pieces."
" Pedestal, or delivering Triforce Pieces.",
"Ganon Hunt: Places 30 Triforce Pieces in the world, collect",
" 20 of them then defeat Ganon.",
"Completionist: Find everything then defeat Ganon."
],
"difficulty": [
"Select game difficulty. Affects available itempool. (default: %(default)s)",
+2
View File
@@ -279,6 +279,8 @@
"randomizer.item.goal.triforcehunt": "Triforce Hunt",
"randomizer.item.goal.trinity": "Trinity",
"randomizer.item.goal.crystals": "Crystals",
"randomizer.item.goal.ganonhunt": "Triforce Hunt + Ganon",
"randomizer.item.goal.completionist": "Completionist",
"randomizer.item.crystals_gt": "Crystals to open GT",
"randomizer.item.crystals_gt.0": "0",
@@ -36,7 +36,9 @@
"dungeons",
"triforcehunt",
"trinity",
"crystals"
"crystals",
"ganonhunt",
"completionist"
]
},
"crystals_gt": {
-1
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@@ -218,7 +218,6 @@ def modify_proposal(proposed_map, explored_state, doors_to_connect, hash_code_se
else:
logger.debug(f' Re-Linking {attempt.name} -> {new_door.name}')
logger.debug(f' Re-Linking {old_attempt.name} -> {old_target.name}')
hash_code_set.add(hash_code)
return proposed_map, hash_code
+18 -12
View File
@@ -189,26 +189,27 @@ def district_item_pool_config(world):
if district.dungeon:
adjustment = len([i for i in world.get_dungeon(name, p).all_items
if i.is_inside_dungeon_item(world)])
dist_len = len(district.locations) - adjustment
dist_adj = adjustment
if name not in district_choices:
district_choices[name] = (district.sphere_one, dist_len)
district_choices[name] = (district.sphere_one, dist_adj)
else:
so, amt = district_choices[name]
district_choices[name] = (so or district.sphere_one, amt + dist_len)
district_choices[name] = (so or district.sphere_one, amt + dist_adj)
chosen_locations = defaultdict(set)
location_cnt = 0
adjustment_cnt = 0
# choose a sphere one district
sphere_one_choices = [d for d, info in district_choices.items() if info[0]]
sphere_one = random.choice(sphere_one_choices)
so, amt = district_choices[sphere_one]
location_cnt += amt
so, adj = district_choices[sphere_one]
for player in range(1, world.players + 1):
for location in world.districts[player][sphere_one].locations:
chosen_locations[location].add(player)
del district_choices[sphere_one]
config.recorded_choices.append(sphere_one)
adjustment_cnt += adj
location_cnt = len(chosen_locations) - adjustment_cnt
scale_factors = defaultdict(int)
scale_total = 0
@@ -217,8 +218,9 @@ def district_item_pool_config(world):
dungeon = world.get_entrance(ent, p).connected_region.dungeon
if dungeon:
scale = world.crystals_needed_for_gt[p]
scale_total += scale
scale_factors[dungeon.name] += scale
if scale > 0:
scale_total += scale
scale_factors[dungeon.name] += scale
scale_total = max(1, scale_total)
scale_divisors = defaultdict(lambda: 1)
scale_divisors.update(scale_factors)
@@ -226,13 +228,15 @@ def district_item_pool_config(world):
while location_cnt < item_cnt:
weights = [scale_total / scale_divisors[d] for d in district_choices.keys()]
choice = random.choices(list(district_choices.keys()), weights=weights, k=1)[0]
so, amt = district_choices[choice]
location_cnt += amt
so, adj = district_choices[choice]
for player in range(1, world.players + 1):
for location in world.districts[player][choice].locations:
chosen_locations[location].add(player)
del district_choices[choice]
config.recorded_choices.append(choice)
adjustment_cnt += adj
location_cnt = len(chosen_locations) - adjustment_cnt
config.placeholders = location_cnt - item_cnt
config.location_groups[0].locations = chosen_locations
@@ -383,7 +387,10 @@ def vanilla_fallback(item_to_place, locations, world):
def filter_locations(item_to_place, locations, world, vanilla_skip=False, potion=False):
config = world.item_pool_config
item_name = 'Bottle' if item_to_place.name.startswith('Bottle') else item_to_place.name
if not isinstance(item_to_place, str):
item_name = 'Bottle' if item_to_place.name.startswith('Bottle') else item_to_place.name
else:
item_name = item_to_place
if world.algorithm == 'vanilla_fill':
filtered = []
item_name = 'Bottle' if item_to_place.name.startswith('Bottle') else item_to_place.name
@@ -443,7 +450,6 @@ def filter_pot_locations(locations, world):
return locations
vanilla_mapping = {
'Green Pendant': ['Eastern Palace - Prize'],
'Red Pendant': ['Desert Palace - Prize', 'Tower of Hera - Prize'],
+14 -6
View File
@@ -774,12 +774,19 @@ def do_vanilla_connect(pool_def, avail):
if avail.world.pottery[avail.player] not in ['none', 'keys', 'dungeon']:
return
defaults = inverted_default_connections if avail.inverted else default_connections
if avail.inverted:
if 'Dark Death Mountain Fairy' in pool_def['entrances']:
pool_def['entrances'].remove('Dark Death Mountain Fairy')
pool_def['entrances'].append('Bumper Cave (top)')
for entrance in pool_def['entrances']:
if entrance in avail.entrances:
target = defaults[entrance]
connect_simple(avail.world, entrance, target, avail.player)
avail.entrances.remove(entrance)
avail.exits.remove(target)
if entrance in avail.default_map:
connect_vanilla_two_way(entrance, avail.default_map[entrance], avail)
else:
connect_simple(avail.world, entrance, target, avail.player)
avail.entrances.remove(entrance)
avail.exits.remove(target)
def do_mandatory_connections(avail, entrances, cave_options, must_exit):
@@ -1228,7 +1235,7 @@ modes = {
'Light World Bomb Hut', '20 Rupee Cave', '50 Rupee Cave', 'Hookshot Fairy',
'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave',
'Dark Desert Hint',
'Links House', 'Inverted Links House', 'Tavern North']
'Links House', 'Tavern North']
},
'old_man_cave': { # have to do old man cave first so lw dungeon don't use up everything
'special': 'old_man_cave_east',
@@ -1304,7 +1311,7 @@ modes = {
'Light World Bomb Hut', '20 Rupee Cave', '50 Rupee Cave', 'Hookshot Fairy',
'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave',
'Dark Desert Hint',
'Links House', 'Inverted Links House', 'Tavern North']
'Links House', 'Tavern North'] # inverted links house gets substituted
}
}
},
@@ -1572,6 +1579,7 @@ entrance_map = {
'Paradox Cave (Bottom)': 'Paradox Cave Exit (Bottom)',
'Paradox Cave (Middle)': 'Paradox Cave Exit (Middle)',
'Paradox Cave (Top)': 'Paradox Cave Exit (Top)',
'Inverted Dark Sanctuary': 'Inverted Dark Sanctuary Exit',
}
@@ -1607,7 +1615,7 @@ single_entrance_map = {
'Lake Hylia Fortune Teller': 'Lake Hylia Fortune Teller', 'Lake Hylia Fairy': 'Lake Hylia Healer Fairy',
'Bonk Fairy (Light)': 'Bonk Fairy (Light)', 'Lumberjack House': 'Lumberjack House', 'Dam': 'Dam',
'Blinds Hideout': 'Blinds Hideout', 'Waterfall of Wishing': 'Waterfall of Wishing',
'Inverted Bomb Shop': 'Inverted Bomb Shop', 'Inverted Dark Sanctuary': 'Inverted Dark Sanctuary',
'Inverted Bomb Shop': 'Inverted Bomb Shop'
}
default_dw = {
+4 -1
View File
@@ -122,7 +122,9 @@ def roll_settings(weights):
'dungeons': 'dungeons',
'pedestal': 'pedestal',
'triforce-hunt': 'triforcehunt',
'trinity': 'trinity'
'trinity': 'trinity',
'ganonhunt': 'ganonhunt',
'completionist': 'completionist'
}[goal]
ret.openpyramid = get_choice('open_pyramid') if 'open_pyramid' in weights else 'auto'
@@ -215,5 +217,6 @@ def roll_settings(weights):
ret.ow_palettes = get_choice('ow_palettes', romweights)
ret.uw_palettes = get_choice('uw_palettes', romweights)
ret.shuffle_sfx = get_choice('shuffle_sfx', romweights) == 'on'
ret.msu_resume = get_choice('msu_resume', romweights) == 'on'
return ret
+4 -2
View File
@@ -1,5 +1,7 @@
import os
import sys
sys.path.append(os.path.join(os.path.dirname(__file__), '..', '..'))
import RaceRandom as random
import logging
import time
from collections import Counter, defaultdict
@@ -99,7 +101,7 @@ def test_loop(tests, entrance_set, exit_set, ctr, shuffle_mode, main_mode, links
# seed = 635441530
random.seed(seed)
world = World(1, {1: shuffle_mode}, {1: 'vanilla'}, {1: 'noglitches'}, {1: main_mode}, {}, {}, {},
{}, {}, {}, {}, {}, True, {}, {}, [], {})
{}, {}, {}, {}, {}, True, {}, [], {})
world.customizer = False
world.shufflelinks = {1: links}
create_regions(world, 1)