Refactor OWG rules to keep them separate from no glitches.

Add logic for superbunny access to Sahasrahla's closet (with boots)
Add logic for superbunny through Two Brother's House (with boots)
Fix superbunny logic for spiral cave and mini moldorm cave - requires a sword
Add logic for waterwalking into Waterfall Cave
Add clip to Ice Palace entrance (requires boots, pearl and flippers)
Add extra clips to inverted owg logic - PoD and Dark Lake Hylia Ledge are now in logic with just boots
Add clip to flute point 6 into inverted owg logic - some light world locations are now accessible with boots and mitts, but no pearl or mirror.
This commit is contained in:
compiling
2020-10-30 17:04:36 +11:00
parent 82449763b7
commit b1853e2ad9
7 changed files with 328 additions and 429 deletions

81
Main.py
View File

@@ -187,85 +187,6 @@ def gt_filler(world):
return random.randint(15, 50)
return random.randint(0, 15)
def copy_world(world):
# ToDo: Not good yet
ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.place_dungeon_items, world.accessibility, world.shuffle_ganon, world.quickswap, world.fastmenu, world.disable_music, world.keysanity, world.retro, world.custom, world.customitemarray, world.boss_shuffle, world.hints)
ret.required_medallions = world.required_medallions.copy()
ret.swamp_patch_required = world.swamp_patch_required.copy()
ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
ret.powder_patch_required = world.powder_patch_required.copy()
ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
ret.treasure_hunt_count = world.treasure_hunt_count
ret.treasure_hunt_icon = world.treasure_hunt_icon
ret.sewer_light_cone = world.sewer_light_cone
ret.light_world_light_cone = world.light_world_light_cone
ret.dark_world_light_cone = world.dark_world_light_cone
ret.seed = world.seed
ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
ret.can_access_trock_front = world.can_access_trock_front
ret.can_access_trock_big_chest = world.can_access_trock_big_chest
ret.can_access_trock_middle = world.can_access_trock_middle
ret.can_take_damage = world.can_take_damage
ret.difficulty_requirements = world.difficulty_requirements
ret.fix_fake_world = world.fix_fake_world
ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon
ret.crystals_needed_for_gt = world.crystals_needed_for_gt
if world.mode != 'inverted':
for player in range(1, world.players + 1):
create_regions(ret, player)
create_dungeons(ret, player)
else:
for player in range(1, world.players + 1):
create_inverted_regions(ret, player)
create_dungeons(ret, player)
copy_dynamic_regions_and_locations(world, ret)
# copy bosses
for dungeon in world.dungeons:
for level, boss in dungeon.bosses.items():
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
for shop in world.shops:
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
copied_shop.active = shop.active
copied_shop.inventory = copy.copy(shop.inventory)
# connect copied world
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
# fill locations
for location in world.get_locations():
if location.item is not None:
item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player = location.item.player)
ret.get_location(location.name, location.player).item = item
item.location = ret.get_location(location.name, location.player)
if location.event:
ret.get_location(location.name, location.player).event = True
if location.locked:
ret.get_location(location.name, location.player).locked = True
# copy remaining itempool. No item in itempool should have an assigned location
for item in world.itempool:
ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
# copy progress items in state
ret.state.prog_items = world.state.prog_items.copy()
ret.precollected_items = world.precollected_items.copy()
ret.state.stale = {player: True for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
set_rules(ret, player)
return ret
def copy_dynamic_regions_and_locations(world, ret):
for region in world.dynamic_regions:
new_reg = Region(region.name, region.type, region.hint_text, region.player)
@@ -295,7 +216,7 @@ def copy_dynamic_regions_and_locations(world, ret):
def create_playthrough(world):
# create a copy as we will modify it
old_world = world
world = copy_world(world)
world = copy.deepcopy(world)
# if we only check for beatable, we can do this sanity check first before writing down spheres
if world.accessibility == 'none' and not world.can_beat_game():