Removal of legacy ER shuffles
This commit is contained in:
@@ -374,61 +374,6 @@ def link_entrances(world, player):
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# place remaining doors
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connect_doors(world, doors, door_targets, player)
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elif not invFlag and world.shuffle[player] == 'restricted_legacy':
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simple_shuffle_dungeons(world, player)
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lw_entrances = list(LW_Entrances)
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dw_entrances = list(DW_Entrances)
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dw_must_exits = list(DW_Entrances_Must_Exit)
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old_man_entrances = list(Old_Man_Entrances)
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caves = list(Cave_Exits)
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three_exit_caves = list(Cave_Three_Exits)
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single_doors = list(Single_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
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door_targets = list(Single_Cave_Targets)
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# only use two exit caves to do mandatory dw connections
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connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
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# add three exit doors to pool for remainder
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caves.extend(three_exit_caves)
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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lw_entrances.extend(old_man_entrances)
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random.shuffle(lw_entrances)
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old_man_entrance = lw_entrances.pop()
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connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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# place Old Man House in Light World
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connect_caves(world, lw_entrances, [], Old_Man_House, player)
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# connect rest. There's 2 dw entrances remaining, so we will not run into parity issue placing caves
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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# scramble holes
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scramble_holes(world, player)
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# place blacksmith, has limited options
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random.shuffle(blacksmith_doors)
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blacksmith_hut = blacksmith_doors.pop()
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connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
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bomb_shop_doors.extend(blacksmith_doors)
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# place dam and pyramid fairy, have limited options
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random.shuffle(bomb_shop_doors)
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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single_doors.extend(bomb_shop_doors)
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# tavern back door cannot be shuffled yet
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connect_doors(world, ['Tavern North'], ['Tavern'], player)
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# place remaining doors
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connect_doors(world, single_doors, door_targets, player)
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elif world.shuffle[player] == 'full':
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skull_woods_shuffle(world, player)
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@@ -769,324 +714,6 @@ def link_entrances(world, player):
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# place remaining doors
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connect_doors(world, entrances, door_targets, player)
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elif not invFlag and world.shuffle[player] == 'full_legacy':
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skull_woods_shuffle(world, player)
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lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + Old_Man_Entrances)
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dw_entrances = list(DW_Entrances + DW_Dungeon_Entrances)
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dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
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lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
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old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
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single_doors = list(Single_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
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door_targets = list(Single_Cave_Targets)
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if world.mode[player] == 'standard':
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# must connect front of hyrule castle to do escape
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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else:
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caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
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lw_entrances.append('Hyrule Castle Entrance (South)')
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if not world.shuffle_ganon:
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connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
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else:
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dw_entrances.append('Ganons Tower')
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caves.append('Ganons Tower Exit')
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# we randomize which world requirements we fulfill first so we get better dungeon distribution
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if random.randint(0, 1) == 0:
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connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
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connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
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else:
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connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
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connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
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if world.mode[player] == 'standard':
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# rest of hyrule castle must be in light world
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connect_caves(world, lw_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player)
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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old_man_entrances = [door for door in old_man_entrances if door in lw_entrances]
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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lw_entrances.remove(old_man_exit)
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random.shuffle(lw_entrances)
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old_man_entrance = lw_entrances.pop()
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connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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# place Old Man House in Light World
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connect_caves(world, lw_entrances, [], list(Old_Man_House), player) #need this to avoid badness with multiple seeds
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# now scramble the rest
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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# scramble holes
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scramble_holes(world, player)
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# place blacksmith, has limited options
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random.shuffle(blacksmith_doors)
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blacksmith_hut = blacksmith_doors.pop()
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connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
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bomb_shop_doors.extend(blacksmith_doors)
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# place bomb shop, has limited options
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random.shuffle(bomb_shop_doors)
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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single_doors.extend(bomb_shop_doors)
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# tavern back door cannot be shuffled yet
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connect_doors(world, ['Tavern North'], ['Tavern'], player)
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# place remaining doors
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connect_doors(world, single_doors, door_targets, player)
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elif not invFlag and world.shuffle[player] == 'madness_legacy':
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# here lie dragons, connections are no longer two way
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lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + Old_Man_Entrances)
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dw_entrances = list(DW_Entrances + DW_Dungeon_Entrances)
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dw_entrances_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
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lw_doors = list(LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit) + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump',
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'Lumberjack Tree Cave'] + list(Old_Man_Entrances)
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dw_doors = list(DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit) + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)']
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random.shuffle(lw_doors)
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random.shuffle(dw_doors)
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dw_entrances_must_exits.append('Skull Woods Second Section Door (West)')
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dw_entrances.append('Skull Woods Second Section Door (East)')
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dw_entrances.append('Skull Woods First Section Door')
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lw_entrances.extend(['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'])
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lw_entrances_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
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old_man_entrances = list(Old_Man_Entrances) + ['Tower of Hera']
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mandatory_light_world = ['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)']
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mandatory_dark_world = []
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caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits)
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# shuffle up holes
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lw_hole_entrances = ['Kakariko Well Drop', 'Bat Cave Drop', 'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree', 'Sanctuary Grave']
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dw_hole_entrances = ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
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hole_targets = [('Kakariko Well Exit', 'Kakariko Well (top)'),
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('Bat Cave Exit', 'Bat Cave (right)'),
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('North Fairy Cave Exit', 'North Fairy Cave'),
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('Lost Woods Hideout Exit', 'Lost Woods Hideout (top)'),
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('Lumberjack Tree Exit', 'Lumberjack Tree (top)'),
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(('Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)'), 'Skull Back Drop')]
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if world.mode[player] == 'standard':
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# cannot move uncle cave
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connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
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connect_exit(world, 'Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance Stairs', player)
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connect_entrance(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
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else:
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lw_hole_entrances.append('Hyrule Castle Secret Entrance Drop')
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hole_targets.append(('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance'))
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lw_doors.append('Hyrule Castle Secret Entrance Stairs')
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lw_entrances.append('Hyrule Castle Secret Entrance Stairs')
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if not world.shuffle_ganon:
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connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
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connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
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else:
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dw_entrances.append('Ganons Tower')
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caves.append('Ganons Tower Exit')
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dw_hole_entrances.append('Pyramid Hole')
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hole_targets.append(('Pyramid Exit', 'Pyramid'))
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dw_entrances_must_exits.append('Pyramid Entrance')
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dw_doors.extend(['Ganons Tower', 'Pyramid Entrance'])
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random.shuffle(lw_hole_entrances)
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random.shuffle(dw_hole_entrances)
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random.shuffle(hole_targets)
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# decide if skull woods first section should be in light or dark world
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sw_light = random.randint(0, 1) == 0
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if sw_light:
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sw_hole_pool = lw_hole_entrances
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mandatory_light_world.append('Skull Woods First Section Exit')
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else:
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sw_hole_pool = dw_hole_entrances
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mandatory_dark_world.append('Skull Woods First Section Exit')
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for target in ['Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']:
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connect_entrance(world, sw_hole_pool.pop(), target, player)
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# sanctuary has to be in light world
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connect_entrance(world, lw_hole_entrances.pop(), 'Sewer Drop', player)
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mandatory_light_world.append('Sanctuary Exit')
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# fill up remaining holes
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for hole in dw_hole_entrances:
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exits, target = hole_targets.pop()
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mandatory_dark_world.append(exits)
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connect_entrance(world, hole, target, player)
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for hole in lw_hole_entrances:
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exits, target = hole_targets.pop()
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mandatory_light_world.append(exits)
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connect_entrance(world, hole, target, player)
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# hyrule castle handling
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if world.mode[player] == 'standard':
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# must connect front of hyrule castle to do escape
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connect_entrance(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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connect_exit(world, 'Hyrule Castle Exit (South)', 'Hyrule Castle Entrance (South)', player)
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mandatory_light_world.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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else:
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lw_doors.append('Hyrule Castle Entrance (South)')
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lw_entrances.append('Hyrule Castle Entrance (South)')
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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# now let's deal with mandatory reachable stuff
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def extract_reachable_exit(cavelist):
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random.shuffle(cavelist)
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candidate = None
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for cave in cavelist:
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if isinstance(cave, tuple) and len(cave) > 1:
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# special handling: TRock and Spectracle Rock cave have two entries that we should consider entrance only
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# ToDo this should be handled in a more sensible manner
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if cave[0] in ['Turtle Rock Exit (Front)', 'Spectacle Rock Cave Exit (Peak)'] and len(cave) == 2:
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continue
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candidate = cave
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break
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if candidate is None:
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raise RuntimeError('No suitable cave.')
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cavelist.remove(candidate)
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return candidate
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def connect_reachable_exit(entrance, general, worldspecific, worldoors):
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# select which one is the primary option
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if random.randint(0, 1) == 0:
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primary = general
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secondary = worldspecific
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else:
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primary = worldspecific
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secondary = general
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try:
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cave = extract_reachable_exit(primary)
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except RuntimeError:
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cave = extract_reachable_exit(secondary)
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exit = cave[-1]
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cave = cave[:-1]
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connect_exit(world, exit, entrance, player)
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connect_entrance(world, worldoors.pop(), exit, player)
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# rest of cave now is forced to be in this world
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worldspecific.append(cave)
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# we randomize which world requirements we fulfill first so we get better dungeon distribution
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if random.randint(0, 1) == 0:
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for entrance in lw_entrances_must_exits:
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connect_reachable_exit(entrance, caves, mandatory_light_world, lw_doors)
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for entrance in dw_entrances_must_exits:
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connect_reachable_exit(entrance, caves, mandatory_dark_world, dw_doors)
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else:
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for entrance in dw_entrances_must_exits:
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connect_reachable_exit(entrance, caves, mandatory_dark_world, dw_doors)
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for entrance in lw_entrances_must_exits:
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connect_reachable_exit(entrance, caves, mandatory_light_world, lw_doors)
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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old_man_entrances = [entrance for entrance in old_man_entrances if entrance in lw_entrances]
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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lw_entrances.remove(old_man_exit)
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connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player)
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connect_entrance(world, lw_doors.pop(), 'Old Man Cave Exit (East)', player)
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mandatory_light_world.append('Old Man Cave Exit (West)')
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# we connect up the mandatory associations we have found
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for mandatory in mandatory_light_world:
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if not isinstance(mandatory, tuple):
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mandatory = (mandatory,)
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for exit in mandatory:
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# point out somewhere
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connect_exit(world, exit, lw_entrances.pop(), player)
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# point in from somewhere
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connect_entrance(world, lw_doors.pop(), exit, player)
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for mandatory in mandatory_dark_world:
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if not isinstance(mandatory, tuple):
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mandatory = (mandatory,)
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for exit in mandatory:
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# point out somewhere
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connect_exit(world, exit, dw_entrances.pop(), player)
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# point in from somewhere
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connect_entrance(world, dw_doors.pop(), exit, player)
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# handle remaining caves
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while caves:
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# connect highest exit count caves first, prevent issue where we have 2 or 3 exits across worlds left to fill
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cave_candidate = (None, 0)
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for i, cave in enumerate(caves):
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if isinstance(cave, str):
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cave = (cave,)
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if len(cave) > cave_candidate[1]:
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cave_candidate = (i, len(cave))
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cave = caves.pop(cave_candidate[0])
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place_lightworld = random.randint(0, 1) == 0
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if place_lightworld:
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target_doors = lw_doors
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target_entrances = lw_entrances
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else:
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target_doors = dw_doors
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target_entrances = dw_entrances
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if isinstance(cave, str):
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cave = (cave,)
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# check if we can still fit the cave into our target group
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if len(target_doors) < len(cave):
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if not place_lightworld:
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target_doors = lw_doors
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target_entrances = lw_entrances
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else:
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target_doors = dw_doors
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target_entrances = dw_entrances
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for exit in cave:
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connect_exit(world, exit, target_entrances.pop(), player)
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connect_entrance(world, target_doors.pop(), exit, player)
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# handle simple doors
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single_doors = list(Single_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
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door_targets = list(Single_Cave_Targets)
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# place blacksmith, has limited options
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random.shuffle(blacksmith_doors)
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blacksmith_hut = blacksmith_doors.pop()
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connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
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bomb_shop_doors.extend(blacksmith_doors)
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# place dam and pyramid fairy, have limited options
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random.shuffle(bomb_shop_doors)
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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single_doors.extend(bomb_shop_doors)
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# tavern back door cannot be shuffled yet
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connect_doors(world, ['Tavern North'], ['Tavern'], player)
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# place remaining doors
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connect_doors(world, single_doors, door_targets, player)
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elif world.shuffle[player] == 'insanity':
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# beware ye who enter here
|
||||
|
||||
@@ -1304,205 +931,6 @@ def link_entrances(world, player):
|
||||
|
||||
# place remaining doors
|
||||
connect_doors(world, doors, door_targets, player)
|
||||
elif world.shuffle[player] == 'insanity_legacy':
|
||||
world.fix_fake_world[player] = False
|
||||
# beware ye who enter here
|
||||
|
||||
if not invFlag:
|
||||
entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)']
|
||||
|
||||
doors = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave']
|
||||
else:
|
||||
entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit
|
||||
|
||||
doors = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Secret Entrance Stairs'] + Inverted_Old_Man_Entrances +\
|
||||
Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\
|
||||
Inverted_LW_Single_Cave_Doors + Inverted_DW_Single_Cave_Doors + ['Desert Palace Entrance (West)', 'Desert Palace Entrance (North)']
|
||||
|
||||
exit_pool = list(doors)
|
||||
|
||||
# randomize which desert ledge door is a must-exit
|
||||
if random.randint(0, 1) == 0:
|
||||
entrances_must_exits.append('Desert Palace Entrance (North)')
|
||||
else:
|
||||
entrances_must_exits.append('Desert Palace Entrance (West)')
|
||||
|
||||
doors = LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] + Old_Man_Entrances +\
|
||||
DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)']
|
||||
|
||||
random.shuffle(doors)
|
||||
|
||||
old_man_entrances = list(Old_Man_Entrances) + ['Tower of Hera']
|
||||
|
||||
caves = Cave_Exits + Dungeon_Exits + Cave_Three_Exits + ['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)', 'Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)',
|
||||
'Kakariko Well Exit', 'Bat Cave Exit', 'North Fairy Cave Exit', 'Lost Woods Hideout Exit', 'Lumberjack Tree Exit', 'Sanctuary Exit']
|
||||
|
||||
# shuffle up holes
|
||||
|
||||
hole_entrances = ['Kakariko Well Drop', 'Bat Cave Drop', 'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree', 'Sanctuary Grave',
|
||||
'Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
|
||||
|
||||
hole_targets = ['Kakariko Well (top)', 'Bat Cave (right)', 'North Fairy Cave', 'Lost Woods Hideout (top)', 'Lumberjack Tree (top)', 'Sewer Drop', 'Skull Back Drop',
|
||||
'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']
|
||||
|
||||
# tavern back door cannot be shuffled yet
|
||||
connect_doors(world, ['Tavern North'], ['Tavern'], player)
|
||||
|
||||
if world.mode[player] == 'standard':
|
||||
# cannot move uncle cave
|
||||
connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
|
||||
connect_exit(world, 'Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance Stairs', player)
|
||||
connect_entrance(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player)
|
||||
else:
|
||||
hole_entrances.append('Hyrule Castle Secret Entrance Drop')
|
||||
hole_targets.append('Hyrule Castle Secret Entrance')
|
||||
doors.append('Hyrule Castle Secret Entrance Stairs')
|
||||
caves.append('Hyrule Castle Secret Entrance Exit')
|
||||
|
||||
if not world.shuffle_ganon:
|
||||
connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
|
||||
if invFlag == (0x1b in world.owswaps[player][0] and world.owSwap[player] == 'mixed'):
|
||||
connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
|
||||
connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
|
||||
else:
|
||||
connect_two_way(world, 'Inverted Pyramid Entrance', 'Pyramid Exit', player)
|
||||
connect_entrance(world, 'Inverted Pyramid Hole', 'Pyramid', player)
|
||||
else:
|
||||
caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
|
||||
hole_targets.append('Pyramid')
|
||||
|
||||
if not invFlag:
|
||||
doors.extend(['Ganons Tower'])
|
||||
exit_pool.extend(['Ganons Tower'])
|
||||
else:
|
||||
doors.extend(['Agahnims Tower'])
|
||||
exit_pool.extend(['Agahnims Tower'])
|
||||
|
||||
if invFlag == (0x1b in world.owswaps[player][0] and world.owSwap[player] == 'mixed'):
|
||||
hole_entrances.append('Pyramid Hole')
|
||||
doors.extend(['Pyramid Entrance'])
|
||||
exit_pool.extend(['Pyramid Entrance'])
|
||||
else:
|
||||
hole_entrances.append('Inverted Pyramid Hole')
|
||||
doors.extend(['Inverted Pyramid Entrance'])
|
||||
exit_pool.extend(['Inverted Pyramid Entrance'])
|
||||
|
||||
random.shuffle(hole_entrances)
|
||||
random.shuffle(hole_targets)
|
||||
random.shuffle(exit_pool)
|
||||
|
||||
# fill up holes
|
||||
for hole in hole_entrances:
|
||||
connect_entrance(world, hole, hole_targets.pop(), player)
|
||||
|
||||
# hyrule castle handling
|
||||
if world.mode[player] == 'standard':
|
||||
# must connect front of hyrule castle to do escape
|
||||
connect_entrance(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
|
||||
connect_exit(world, 'Hyrule Castle Exit (South)', 'Hyrule Castle Entrance (South)', player)
|
||||
caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
|
||||
else:
|
||||
doors.append('Hyrule Castle Entrance (South)')
|
||||
caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
|
||||
|
||||
if not world.shufflelinks[player]:
|
||||
if not invFlag:
|
||||
links_house = 'Links House'
|
||||
else:
|
||||
links_house = 'Big Shop Shop'
|
||||
else:
|
||||
if not invFlag:
|
||||
links_house_doors = [i for i in doors if i not in Sanctuary_Doors + Isolated_LH_Doors]
|
||||
else:
|
||||
links_house_doors = [i for i in doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
|
||||
links_house = random.choice(links_house_doors)
|
||||
connect_two_way(world, links_house, 'Links House Exit', player)
|
||||
connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
|
||||
doors.remove(links_house)
|
||||
exit_pool.remove(links_house)
|
||||
|
||||
if not invFlag:
|
||||
sanc_doors = [door for door in exit_pool] #[door for door in Sanctuary_Doors if door in exit_pool]
|
||||
else:
|
||||
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool]
|
||||
sanc_door = random.choice(sanc_doors)
|
||||
exit_pool.remove(sanc_door)
|
||||
doors.remove(sanc_door)
|
||||
connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
|
||||
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
|
||||
|
||||
# now let's deal with mandatory reachable stuff
|
||||
def extract_reachable_exit(cavelist):
|
||||
random.shuffle(cavelist)
|
||||
candidate = None
|
||||
for cave in cavelist:
|
||||
if isinstance(cave, tuple) and len(cave) > 1:
|
||||
# special handling: TRock has two entries that we should consider entrance only
|
||||
# ToDo this should be handled in a more sensible manner
|
||||
if cave[0] in ['Turtle Rock Exit (Front)', 'Spectacle Rock Cave Exit (Peak)'] and len(cave) == 2:
|
||||
continue
|
||||
candidate = cave
|
||||
break
|
||||
if candidate is None:
|
||||
raise RuntimeError('No suitable cave.')
|
||||
cavelist.remove(candidate)
|
||||
return candidate
|
||||
|
||||
def connect_reachable_exit(entrance, caves, doors, exit_pool):
|
||||
cave = extract_reachable_exit(caves)
|
||||
|
||||
exit = cave[-1]
|
||||
cave = cave[:-1]
|
||||
connect_exit(world, exit, entrance, player)
|
||||
connect_entrance(world, doors.pop(), exit, player)
|
||||
# rest of cave now is forced to be in this world
|
||||
exit_pool.remove(entrance)
|
||||
caves.append(cave)
|
||||
|
||||
# connect mandatory exits
|
||||
for entrance in entrances_must_exits:
|
||||
connect_reachable_exit(entrance, caves, doors, exit_pool)
|
||||
|
||||
# place old man, has limited options
|
||||
# exit has to come from specific set of doors, the entrance is free to move about
|
||||
old_man_entrances = [entrance for entrance in old_man_entrances if entrance in exit_pool]
|
||||
random.shuffle(old_man_entrances)
|
||||
old_man_exit = old_man_entrances.pop()
|
||||
exit_pool.remove(old_man_exit)
|
||||
|
||||
connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player)
|
||||
connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player)
|
||||
caves.append('Old Man Cave Exit (West)')
|
||||
|
||||
# handle simple doors
|
||||
single_doors = list(Single_Cave_Doors)
|
||||
bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors)
|
||||
blacksmith_doors = list(Blacksmith_Single_Cave_Doors)
|
||||
door_targets = list(Single_Cave_Targets)
|
||||
|
||||
# place blacksmith, has limited options
|
||||
random.shuffle(blacksmith_doors)
|
||||
blacksmith_hut = blacksmith_doors.pop()
|
||||
connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
|
||||
doors.remove(blacksmith_hut)
|
||||
|
||||
# place dam and pyramid fairy, have limited options
|
||||
random.shuffle(bomb_shop_doors)
|
||||
bomb_shop = bomb_shop_doors.pop()
|
||||
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
|
||||
doors.remove(bomb_shop)
|
||||
|
||||
# handle remaining caves
|
||||
for cave in caves:
|
||||
if isinstance(cave, str):
|
||||
cave = (cave,)
|
||||
|
||||
for exit in cave:
|
||||
connect_exit(world, exit, exit_pool.pop(), player)
|
||||
connect_entrance(world, doors.pop(), exit, player)
|
||||
|
||||
# place remaining doors
|
||||
connect_doors(world, single_doors, door_targets, player)
|
||||
else:
|
||||
raise NotImplementedError('Shuffling not supported yet')
|
||||
|
||||
|
||||
Reference in New Issue
Block a user