diff --git a/DoorShuffle.py b/DoorShuffle.py index 8bd93efc..b7f94a76 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -139,7 +139,7 @@ def vanilla_key_logic(world, player): enabled_entrances = {} sector_queue = deque(builders) - last_key = None + last_key, loops = None, 0 while len(sector_queue) > 0: builder = sector_queue.popleft() @@ -147,12 +147,14 @@ def vanilla_key_logic(world, player): find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name) origin_list_sans_drops = remove_drop_origins(origin_list) if len(origin_list_sans_drops) <= 0: - if last_key == builder.name: - raise Exception('Infinte loop detected %s' % builder.name) + if last_key == builder.name or loops > 1000: + origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name + raise Exception('Infinite loop detected for "%s" located at %s' % builder.name, origin_name) sector_queue.append(builder) last_key = builder.name + loops += 1 else: - find_new_entrances(builder.master_sector, connections, potentials, enabled_entrances, world, player) + find_new_entrances(builder.master_sector, entrances_map, connections, potentials, enabled_entrances, world, player) start_regions = convert_regions(origin_list, world, player) doors = convert_key_doors(default_small_key_doors[builder.name], world, player) key_layout = build_key_layout(builder, start_regions, doors, world, player) @@ -165,7 +167,7 @@ def vanilla_key_logic(world, player): world.key_logic[player][builder.name] = key_layout.key_logic log_key_logic(builder.name, key_layout.key_logic) last_key = None - if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items': + if world.shuffle[player] == 'vanilla' and world.accessibility[player] == 'items' and not world.retro[player]: validate_vanilla_key_logic(world, player) @@ -350,7 +352,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_ entrances_map, potentials, connections = connections_tuple enabled_entrances = {} sector_queue = deque(dungeon_builders.values()) - last_key = None + last_key, loops = None, 0 while len(sector_queue) > 0: builder = sector_queue.popleft() split_dungeon = builder.name.startswith('Desert Palace') or builder.name.startswith('Skull Woods') @@ -361,14 +363,16 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_ find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name) origin_list_sans_drops = remove_drop_origins(origin_list) if len(origin_list_sans_drops) <= 0 or name == "Turtle Rock" and not validate_tr(builder, origin_list_sans_drops, world, player): - if last_key == builder.name: - raise Exception('Infinte loop detected %s' % builder.name) + if last_key == builder.name or loops > 1000: + origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name + raise Exception('Infinite loop detected for "%s" located at %s' % builder.name, origin_name) sector_queue.append(builder) last_key = builder.name + loops += 1 else: logging.getLogger('').info('Generating dungeon: %s', builder.name) ds = generate_dungeon(builder, origin_list_sans_drops, split_dungeon, world, player) - find_new_entrances(ds, connections, potentials, enabled_entrances, world, player) + find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player) ds.name = name builder.master_sector = ds builder.layout_starts = origin_list if len(builder.entrance_list) <= 0 else builder.entrance_list @@ -432,27 +436,50 @@ def remove_drop_origins(entrance_list): return [x for x in entrance_list if x not in drop_entrances] -def find_new_entrances(sector, connections, potentials, enabled, world, player): +def find_new_entrances(sector, entrances_map, connections, potentials, enabled, world, player): for region in sector.regions: if region.name in connections.keys() and (connections[region.name] in potentials.keys() or connections[region.name].name in world.inaccessible_regions[player]): - new_region = connections[region.name] - if new_region in potentials.keys(): - for potential in potentials.pop(new_region): - enabled[potential] = (region.name, region.dungeon) - # see if this unexplored region connects elsewhere - queue = deque(new_region.exits) - visited = set() - while len(queue) > 0: - ext = queue.popleft() - visited.add(ext) - region_name = ext.connected_region.name - if region_name in connections.keys() and connections[region_name] in potentials.keys(): - for potential in potentials.pop(connections[region_name]): - enabled[potential] = (region.name, region.dungeon) - if ext.connected_region.name in world.inaccessible_regions[player]: - for new_exit in ext.connected_region.exits: - if new_exit not in visited: - queue.append(new_exit) + enable_new_entrances(region, connections, potentials, enabled, world, player) + inverted_aga_check(entrances_map, connections, potentials, enabled, world, player) + + +def enable_new_entrances(region, connections, potentials, enabled, world, player): + new_region = connections[region.name] + if new_region in potentials.keys(): + for potential in potentials.pop(new_region): + enabled[potential] = (region.name, region.dungeon) + # see if this unexplored region connects elsewhere + queue = deque(new_region.exits) + visited = set() + while len(queue) > 0: + ext = queue.popleft() + visited.add(ext) + region_name = ext.connected_region.name + if region_name in connections.keys() and connections[region_name] in potentials.keys(): + for potential in potentials.pop(connections[region_name]): + enabled[potential] = (region.name, region.dungeon) + if ext.connected_region.name in world.inaccessible_regions[player]: + for new_exit in ext.connected_region.exits: + if new_exit not in visited: + queue.append(new_exit) + + +def inverted_aga_check(entrances_map, connections, potentials, enabled, world, player): + if world.mode[player] == 'inverted': + if 'Agahnims Tower' in entrances_map.keys() or aga_tower_enabled(enabled): + for region in list(potentials.keys()): + if region.name == 'Hyrule Castle Ledge': + for r_name in potentials[region]: + new_region = world.get_region(r_name, player) + enable_new_entrances(new_region, connections, potentials, enabled, world, player) + + +def aga_tower_enabled(enabled): + for region_name, enabled_tuple in enabled.items(): + entrance, dungeon = enabled_tuple + if dungeon.name == 'Agahnims Tower': + return True + return False def within_dungeon_legacy(world, player): diff --git a/DungeonGenerator.py b/DungeonGenerator.py index 5dd74be4..2a1ee11c 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -836,6 +836,8 @@ class ExplorationState(object): def add_all_doors_check_keys(self, region, key_door_proposal, world, player): for door in get_doors(world, region, player): if self.can_traverse(door): + if door.controller: + door = door.controller if door in key_door_proposal and door not in self.opened_doors: if not self.in_door_list(door, self.small_doors): self.append_door_to_list(door, self.small_doors) diff --git a/Main.py b/Main.py index 00ec6bff..137d02d4 100644 --- a/Main.py +++ b/Main.py @@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute from ItemList import generate_itempool, difficulties, fill_prizes from Utils import output_path, parse_player_names -__version__ = '0.0.18.4d' +__version__ = '0.0.18.5d' def main(args, seed=None): diff --git a/Utils.py b/Utils.py index d616ef22..938ed097 100644 --- a/Utils.py +++ b/Utils.py @@ -3,6 +3,7 @@ import os import re import subprocess import sys +import xml.etree.ElementTree as ET def int16_as_bytes(value): value = value & 0xFFFF @@ -241,6 +242,46 @@ def print_wiki_doors(d_regions, world, player): print('|}') +def print_xml_doors(d_regions, world, player): + root = ET.Element('root') + for d, region_list in d_regions.items(): + tile_map = {} + for region in region_list: + tile = None + r = world.get_region(region, player) + for ext in r.exits: + door = world.check_for_door(ext.name, player) + if door is not None and door.roomIndex != -1: + tile = door.roomIndex + break + if tile is not None: + if tile not in tile_map: + tile_map[tile] = [] + tile_map[tile].append(r) + dungeon = ET.SubElement(root, 'dungeon', {'name': d}) + for tile, r_list in tile_map.items(): + supertile = ET.SubElement(dungeon, 'supertile', {'id': str(tile)}) + for region in r_list: + room = ET.SubElement(supertile, 'room', {'name': region.name}) + for ext in region.exits: + ET.SubElement(room, 'door', {'name': ext.name}) + ET.dump(root) + + +def print_graph(world): + root = ET.Element('root') + for region in world.regions: + r = ET.SubElement(root, 'region', {'name': region.name}) + for ext in region.exits: + attribs = {'name': ext.name} + if ext.connected_region: + attribs['connected_region'] = ext.connected_region.name + if ext.door and ext.door.dest: + attribs['dest'] = ext.door.dest.name + ET.SubElement(r, 'exit', attribs) + ET.dump(root) + + if __name__ == '__main__': pass # make_new_base2current()