Merged DR v1.0.1.3

This commit is contained in:
codemann8
2022-09-07 22:44:11 -05:00
9 changed files with 30 additions and 18 deletions

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@@ -435,7 +435,7 @@ def create_doors(world, player):
create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True),
create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
create_door(player, 'PoD Dark Alley NE', Nrml).dir(No, 0x6a, Right, High).big_key().pos(0),
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).portal(Z, 0x00),
create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue Left to Right Barrier - Orange', Lgcl),
@@ -1467,6 +1467,11 @@ def create_doors(world, player):
world.get_door('GT Spike Crystal Right to Left Barrier - Orange', player).barrier(CrystalBarrier.Orange)
world.get_door('GT Spike Crystal Left to Right Bypass', player).barrier(CrystalBarrier.Blue)
# kill certain doors
if world.intensity[player] == 1: # due to ladder & warp being fixed
world.get_door('PoD Mimics 2 SW', player).kill()
# nifty dynamic logical doors:
south_controller = world.get_door('Ice Cross Bottom SE', player)
east_controller = world.get_door('Ice Cross Right ES', player)

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@@ -172,7 +172,8 @@ def valid_key_placement(item, location, key_pool, world):
if key_logic.prize_location:
prize_loc = world.get_location(key_logic.prize_location, location.player)
cr_count = world.crystals_needed_for_gt[location.player]
return key_logic.check_placement(unplaced_keys, location if item.bigkey else None, prize_loc, cr_count)
wild_keys = world.keyshuffle[item.player]
return key_logic.check_placement(unplaced_keys, wild_keys, location if item.bigkey else None, prize_loc, cr_count)
else:
return not item.is_inside_dungeon_item(world)

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@@ -545,7 +545,7 @@ def fill_prizes(world, attempts=15):
continue
break
else:
raise FillError("Unable to place dungeon prizes: {}".format(", ".join(list(map(lambda d: d.hint_text, prize_locs)))))
raise FillError(f'Unable to place dungeon prizes {", ".join(list(map(lambda d: d.hint_text, prize_locs)))}')
def set_up_shops(world, player):

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@@ -62,9 +62,9 @@ class KeyLogic(object):
self.sm_doors = {}
self.prize_location = None
def check_placement(self, unplaced_keys, big_key_loc=None, prize_loc=None, cr_count=7):
def check_placement(self, unplaced_keys, wild_keys, big_key_loc=None, prize_loc=None, cr_count=7):
for rule in self.placement_rules:
if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc, prize_loc, cr_count):
if not rule.is_satisfiable(self.outside_keys, wild_keys, unplaced_keys, big_key_loc, prize_loc, cr_count):
return False
if big_key_loc:
for rule_a, rule_b in itertools.combinations(self.placement_rules, 2):
@@ -158,7 +158,7 @@ class PlacementRule(object):
left -= rule_needed
return False
def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc, prize_location, cr_count):
def is_satisfiable(self, outside_keys, wild_keys, unplaced_keys, big_key_loc, prize_location, cr_count):
if self.prize_relevance and prize_location:
if self.prize_relevance == 'BigBomb':
if prize_location.item.name not in ['Crystal 5', 'Crystal 6']:
@@ -186,17 +186,20 @@ class PlacementRule(object):
if not bk_blocked and check_locations is None:
return True
available_keys = outside_keys
empty_chests = 0
# todo: sometimes we need an extra empty chest to accomodate the big key too
# dungeon bias seed 563518200 for example
threshold = self.needed_keys_wo_bk if bk_blocked else self.needed_keys_w_bk
for loc in check_locations:
if not loc.item:
empty_chests += 1
elif loc.item and loc.item.name == self.small_key:
available_keys += 1
place_able_keys = min(empty_chests, unplaced_keys)
available_keys += place_able_keys
if not wild_keys:
empty_chests = 0
for loc in check_locations:
if not loc.item:
empty_chests += 1
elif loc.item and loc.item.name == self.small_key:
available_keys += 1
place_able_keys = min(empty_chests, unplaced_keys)
available_keys += place_able_keys
else:
available_keys += unplaced_keys
return available_keys >= threshold

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@@ -32,7 +32,7 @@ from Utils import output_path, parse_player_names
from source.item.FillUtil import create_item_pool_config, massage_item_pool, district_item_pool_config
from source.tools.BPS import create_bps_from_data
__version__ = '1.0.1.2-u'
__version__ = '1.0.1.3-u'
from source.classes.BabelFish import BabelFish

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@@ -183,6 +183,9 @@ Same as above but both small keys and bigs keys of the dungeon are not allowed o
#### Unstable
* 1.0.1.3
* Fix for rain prevented doors fouling up key doors
* Couple minor issues
* 1.0.1.2
* Removed "good bee" as an in-logic way of killing Mothula
* Fixed an issue with Mystery generation and Windows path

2
Rom.py
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@@ -38,7 +38,7 @@ from source.dungeon.RoomList import Room0127
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '831beb6f60c3c99467552493b3ce6f19'
RANDOMIZERBASEHASH = '0aa072c020b0c1167c3e618b571efbbe'
class JsonRom(object):

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@@ -157,9 +157,9 @@ db 2, 2, 0, 0 ; Coordinate Index $20-$23
OWOppCoordIndex: ; Horizontal 1st
db 0, 0, 2, 2 ; Coordinate Index $20-$23
OWBGIndex: ; Horizontal 1st
db 0, 0, 6, 6 ; BG Scroll Index $e2-$ea
db 0, 0, 6, 6 ; BG Scroll Index $e0-$eb
OWOppBGIndex: ; Horizontal 1st
db 6, 6, 0, 0 ; BG Scroll Index $e2-$ea
db 6, 6, 0, 0 ; BG Scroll Index $e0-$eb
OWCameraIndex: ; Horizontal 1st
db 4, 4, 0, 0 ; Camera Index $0618-$61f
OWOppCameraIndex: ; Horizontal 1st

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