Stonewall generation changed to pre-open wall if necessary.
GT Mini bosses no longer drop heart containers. Crystal switch logic during generation updated.
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@@ -51,43 +51,17 @@ def validate_tr(builder, entrance_region_names, world, player):
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def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
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builder_list = [builder]
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queue = deque(builder_list)
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finished_stonewalls = []
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while len(queue) > 0:
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builder = queue.popleft()
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stonewall = check_for_stonewall(builder, finished_stonewalls)
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if stonewall is not None:
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# todo: kill drop exceptions
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entrances = [x for x in entrance_region_names if x not in ['Skull Back Drop']]
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dungeon_map = stonewall_dungeon_builder(builder, stonewall, entrances, world, player)
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builder_list.remove(builder)
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for sub_builder in dungeon_map.values():
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builder_list.append(sub_builder)
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queue.append(sub_builder)
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finished_stonewalls.append(stonewall)
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if len(builder_list) == 1:
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return generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
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else:
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sector_list = []
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for split_builder in builder_list:
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sector = generate_dungeon_main(split_builder, split_builder.stonewall_entrances, True, world, player)
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sector_list.append(sector)
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master_sector = sector_list.pop()
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for sub_sector in sector_list:
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master_sector.regions.extend(sub_sector.regions)
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master_sector.outstanding_doors.clear()
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master_sector.r_name_set = None
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for stonewall in finished_stonewalls:
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if not stonewall_valid(stonewall):
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raise Exception('Stonewall still reachable from wrong side')
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return master_sector
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stonewall = check_for_stonewall(builder)
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sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
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if stonewall and not stonewall_valid(stonewall):
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builder.pre_open_stonewall = stonewall
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return sector
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def check_for_stonewall(builder, finished_stonewalls):
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def check_for_stonewall(builder):
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for sector in builder.sectors:
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for door in sector.outstanding_doors:
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if door.stonewall and door not in finished_stonewalls:
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if door.stonewall:
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return door
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return None
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@@ -207,7 +181,8 @@ def gen_dungeon_info(name, available_sectors, entrance_regions, proposed_map, va
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if not door.stonewall and door not in proposed_map.keys():
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hanger_set.add(door)
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parent = door.entrance.parent_region
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init_state = ExplorationState(init_crystal, dungeon=name)
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crystal_start = CrystalBarrier.Either if parent.crystal_switch else init_crystal
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init_state = ExplorationState(crystal_start, dungeon=name)
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init_state.big_key_special = start.big_key_special
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o_state = extend_reachable_state_improved([parent], init_state, proposed_map,
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valid_doors, False, world, player)
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@@ -1046,7 +1021,7 @@ class DungeonBuilder(object):
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self.path_entrances = None # used for pathing/key doors, I think
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self.split_flag = False
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self.stonewall_entrances = [] # used by stonewall system
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self.pre_open_stonewall = None # used by stonewall system
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self.candidates = None
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self.key_doors_num = None
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@@ -1866,193 +1841,6 @@ def categorize_sectors(candidate_sectors):
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return crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors
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def stonewall_dungeon_builder(builder, stonewall, entrance_region_names, world, player):
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logger = logging.getLogger('')
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logger.info('Stonewall treatment')
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candidate_sectors = dict.fromkeys(builder.sectors)
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dungeon_map = {}
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# split stonewall sector
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region = stonewall.entrance.parent_region
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sector = find_sector(region.name, candidate_sectors)
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del candidate_sectors[sector]
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stonewall_start = Sector()
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stonewall_connector = Sector()
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stonewall_start.outstanding_doors.append(stonewall)
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stonewall_start.regions.append(region)
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stonewall_start.entrance_sector = True
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stonewall_start.branch_factor = 2
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stonewall_connector.outstanding_doors += [x for x in sector.outstanding_doors if x != stonewall]
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stonewall_connector.regions += [x for x in sector.regions if x != region]
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define_sector_features([stonewall_connector, stonewall_start])
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candidate_sectors[stonewall_start] = None
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candidate_sectors[stonewall_connector] = None
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global_pole = GlobalPolarity(candidate_sectors)
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create_stone_builder(builder, dungeon_map, region, stonewall_start, candidate_sectors, global_pole)
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origin_builder = create_origin_builder(builder, dungeon_map, entrance_region_names, stonewall_connector, candidate_sectors, global_pole)
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if stonewall.name == 'Desert Wall Slide NW':
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# not true if big shuffled or split
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location_needed = not builder.split_flag and not world.bigkeyshuffle[player]
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for sector in origin_builder.sectors:
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location_needed &= sector.chest_locations == 0 or (sector.chest_locations == 1 and sector.big_chest_present)
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if location_needed:
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free_location_sectors = []
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for sector in candidate_sectors:
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if sector.chest_locations > 1 or (sector.chest_locations == 1 and not sector.big_chest_present):
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free_location_sectors.append(sector)
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valid = False
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while not valid:
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if len(free_location_sectors) == 0:
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raise Exception('Cannot place a big key sector before the wall slide, ouch')
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sector = random.choice(free_location_sectors)
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free_location_sectors.remove(sector)
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valid = global_pole.is_valid_choice(dungeon_map, origin_builder, [sector])
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assign_sector(sector, origin_builder, candidate_sectors, global_pole)
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return balance_split(candidate_sectors, dungeon_map, global_pole)
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# dependent sector splits
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# dependency_list = []
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# removal = []
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# for sector in candidate_sectors.keys():
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# dependency = split_sector(sector)
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# if dependency is not None:
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# removal.append(sector)
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# parent, child = dependency
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# dependency_list.append((parent, child, sector))
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# for sector in removal:
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# del candidate_sectors[sector]
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# retry_candidates = candidate_sectors.copy()
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# tries = 0
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# while tries < 10:
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# try:
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# # re-assign dependent regions
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# for parent, child, original in dependency_list:
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# chosen_builder = random.choice([stone_builder, origin_builder, None])
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# if chosen_builder is None:
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# candidate_sectors[original] = None
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# elif chosen_builder == stone_builder:
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# candidate_sectors[original] = None
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# assign_sector(original, chosen_builder, candidate_sectors)
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# else:
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# candidate_sectors[parent] = None
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# candidate_sectors[child] = None
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# assign_sector(child, chosen_builder, candidate_sectors)
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# return stonewall_split(candidate_sectors, dungeon_map)
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# except NeutralizingException:
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# tries += 1
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# candidate_sectors = retry_candidates.copy()
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# candidate_sectors[stonewall_start] = None
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# candidate_sectors[stonewall_connector] = None
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# stone_builder = create_stone_builder(builder, dungeon_map, region, stonewall_start, candidate_sectors)
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# origin_builder = create_origin_builder(builder, dungeon_map, entrance_region_names, stonewall_connector, candidate_sectors)
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#
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# raise NeutralizingException('Unable to find a valid combination')
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def stonewall_split(candidate_sectors, dungeon_map, global_pole):
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logger = logging.getLogger('')
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# categorize sectors
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crystal_switches, crystal_barriers, neutral_sectors, polarized_sectors = categorize_sectors(candidate_sectors)
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leftover = assign_crystal_switch_sectors(dungeon_map, crystal_switches, global_pole, len(crystal_barriers) > 0)
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for sector in leftover:
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if sector.polarity().is_neutral():
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neutral_sectors[sector] = None
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else:
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polarized_sectors[sector] = None
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# blue barriers
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assign_crystal_barrier_sectors(dungeon_map, crystal_barriers, global_pole)
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# polarity:
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logger.info('-Re-balancing ' + next(iter(dungeon_map.keys())) + ' et al')
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polarity_step_3(dungeon_map, polarized_sectors, global_pole, logger)
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assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, logger)
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# the rest
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assign_the_rest(dungeon_map, neutral_sectors, global_pole)
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return dungeon_map
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def create_origin_builder(builder, dungeon_map, entrance_region_names, stonewall_connector, candidate_sectors, global_pole):
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key = builder.name + ' Prewall'
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dungeon_map[key] = origin_builder = DungeonBuilder(key)
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origin_builder.stonewall_entrances += entrance_region_names
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origin_builder.all_entrances = []
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for ent in entrance_region_names:
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sector = find_sector(ent, candidate_sectors)
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if sector is not None:
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for door in sector.outstanding_doors:
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if not door.blocked:
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origin_builder.all_entrances.append(ent)
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assign_sector(sector, origin_builder, candidate_sectors, global_pole)
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break
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else: # already got assigned
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origin_builder.all_entrances.append(ent)
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assign_sector(stonewall_connector, origin_builder, candidate_sectors, global_pole)
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return origin_builder
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def create_stone_builder(builder, dungeon_map, region, stonewall_start, candidate_sectors, global_pole):
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key = builder.name + ' Stonewall'
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dungeon_map[key] = stone_builder = DungeonBuilder(key)
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stone_builder.stonewall_entrances += [region.name]
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stone_builder.all_entrances = [region.name]
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stone_builder.branch_factor = 2
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assign_sector(stonewall_start, stone_builder, candidate_sectors, global_pole)
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return stone_builder
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# def split_sector(sector):
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# entrance_set = set()
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# exit_map = {}
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# visited_regions = {}
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# min_cardinality = None
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# for door in sector.outstanding_doors:
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# reachable_doors = {door}
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# start_region = door.entrance.parent_region
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# visited = {start_region}
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# queue = deque([start_region])
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# while len(queue) > 0:
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# region = queue.popleft()
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# for ext in region.exits:
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# connect = ext.connected_region
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# if connect is not None and connect.type == RegionType.Dungeon and connect not in visited:
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# visited.add(connect)
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# queue.append(connect)
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# elif ext.door in sector.outstanding_doors:
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# reachable_doors.add(ext.door)
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# visited_regions[door] = visited
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# if len(reachable_doors) >= len(sector.outstanding_doors):
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# entrance_set.add(door)
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# else:
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# door_cardinality = len(reachable_doors)
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# if door_cardinality not in exit_map.keys():
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# exit_map[door_cardinality] = set()
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# exit_map[door_cardinality].add(door)
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# if min_cardinality is None or door_cardinality < min_cardinality:
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# min_cardinality = door_cardinality
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# exit_set = set()
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# if min_cardinality is not None:
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# for cardinality, door_set in exit_map.items():
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# if cardinality > min_cardinality:
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# entrance_set.update(door_set)
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# exit_set = exit_map[min_cardinality]
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# if len(entrance_set) > 0 and len(exit_set) > 0:
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# entrance_sector = Sector()
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# exit_sector = Sector()
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# entrance_sector.outstanding_doors.extend(entrance_set)
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# region_set = set()
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# for ent_door in entrance_set:
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# region_set.update(visited_regions[ent_door])
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# entrance_sector.regions.extend(region_set)
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# exit_sector.outstanding_doors.extend(exit_set)
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# region_set = set()
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# for ext_door in exit_set:
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# region_set.update(visited_regions[ext_door])
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# exit_sector.regions.extend(region_set)
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# define_sector_features([entrance_sector, exit_sector])
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# return entrance_sector, exit_sector
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# return None
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class NeutralizingException(Exception):
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pass
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