Hack in Spanish
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@@ -5,6 +5,9 @@ import operator as op
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import time
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from enum import unique, Flag
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from source.classes.BabelFish import BabelFish
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import CLI as cli
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from functools import reduce
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from BaseClasses import RegionType, Door, DoorType, Direction, Sector, CrystalBarrier
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from Regions import key_only_locations
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@@ -305,6 +308,9 @@ def pair_existing_key_doors(world, player, door_a, door_b):
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# paired_door.pair = False
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def within_dungeon(world, player):
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settings = cli.get_settings()
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fish = BabelFish(lang=settings["lang"] if "lang" in settings else "en")
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fix_big_key_doors_with_ugly_smalls(world, player)
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overworld_prep(world, player)
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entrances_map, potentials, connections = determine_entrance_list(world, player)
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@@ -326,7 +332,7 @@ def within_dungeon(world, player):
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start = time.process_time()
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for builder in world.dungeon_layouts[player].values():
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shuffle_key_doors(builder, world, player)
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logging.getLogger('').info('Key door shuffle time: %s', time.process_time()-start)
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logging.getLogger('').info('%s: %s', fish.translate("cli","cli","keydoor.shuffle.time"), time.process_time()-start)
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smooth_door_pairs(world, player)
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@@ -347,6 +353,11 @@ def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map)
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def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player):
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settings = cli.get_args_priority(None, None, None)
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if "load" in settings:
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settings = settings["load"]
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fish = BabelFish(lang=settings["lang"] if "lang" in settings else "en")
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entrances_map, potentials, connections = connections_tuple
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enabled_entrances = {}
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sector_queue = deque(dungeon_builders.values())
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@@ -366,7 +377,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
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sector_queue.append(builder)
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last_key = builder.name
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else:
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logging.getLogger('').info('Generating dungeon: %s', builder.name)
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logging.getLogger('').info('%s: %s', fish.translate("cli","cli","generating.dungeon"), builder.name)
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ds = generate_dungeon(builder, origin_list_sans_drops, split_dungeon, world, player)
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find_new_entrances(ds, connections, potentials, enabled_entrances, world, player)
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ds.name = name
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@@ -501,7 +512,7 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
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for door in get_doors(world, world.get_region(name, player), player):
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ugly_regions[door.name] = 0
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available_doors.append(door)
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# Loop until all available doors are used
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while len(available_doors) > 0:
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# Pick a random available door to connect, prioritizing ones that aren't blocked.
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@@ -713,6 +724,9 @@ def cross_dungeon(world, player):
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def assign_cross_keys(dungeon_builders, world, player):
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settings = cli.get_settings()
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fish = BabelFish(lang=settings["lang"] if "lang" in settings else "en")
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start = time.process_time()
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total_keys = remaining = 29
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total_candidates = 0
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@@ -792,7 +806,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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dungeon.small_keys = []
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else:
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dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
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logging.getLogger('').info('Cross Dungeon: Key door shuffle time: %s', time.process_time()-start)
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logging.getLogger('').info('%s: %s', fish.translate("cli","cli","keydoor.shuffle.time.crossed"), time.process_time()-start)
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def reassign_boss(boss_region, boss_key, builder, gt, world, player):
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@@ -948,15 +962,18 @@ def calc_used_dungeon_items(builder):
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def find_valid_combination(builder, start_regions, world, player, drop_keys=True):
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settings = cli.get_settings()
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fish = BabelFish(lang=settings["lang"] if "lang" in settings else "en")
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logger = logging.getLogger('')
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logger.info('Shuffling Key doors for %s', builder.name)
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logger.info('%s %s', fish.translate("cli","cli","shuffling.keydoors"), builder.name)
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# find valid combination of candidates
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if len(builder.candidates) < builder.key_doors_num:
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if not drop_keys:
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logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
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return False
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builder.key_doors_num = len(builder.candidates) # reduce number of key doors
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logger.info('Lowering key door count because not enough candidates: %s', builder.name)
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logger.info('%s: %s', fish.translate("cli","cli","lowering.keys.candidates"), builder.name)
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combinations = ncr(len(builder.candidates), builder.key_doors_num)
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itr = 0
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start = time.process_time()
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@@ -976,7 +993,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
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if not drop_keys:
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logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
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return False
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logger.info('Lowering key door count because no valid layouts: %s', builder.name)
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logger.info('%s: %s', fish.translate("cli","cli","lowering.keys.layouts"), builder.name)
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builder.key_doors_num -= 1
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if builder.key_doors_num < 0:
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raise Exception('Bad dungeon %s - 0 key doors not valid' % builder.name)
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