Removal of legacy ER shuffles

This commit is contained in:
codemann8
2021-08-13 22:11:58 -05:00
parent 651f057adc
commit cda70f783a
7 changed files with 10 additions and 592 deletions

View File

@@ -2553,11 +2553,11 @@ class Pot(object):
self.flags = flags self.flags = flags
# byte 0: DDOO EEEE (DR, OR, ER) # byte 0: DDOO OEEE (DR, OR, ER)
dr_mode = {"basic": 1, "crossed": 2, "vanilla": 0} dr_mode = {"basic": 1, "crossed": 2, "vanilla": 0}
or_mode = {"parallel": 1, "full": 2, "vanilla": 0} or_mode = {"vanilla": 0, "parallel": 1, "full": 2}
er_mode = {"vanilla": 0, "simple": 1, "restricted": 2, "full": 3, "crossed": 4, "insanity": 5, "restricted_legacy": 8, orswap_mode = {"vanilla": 0, "mixed": 1, "crossed": 1}
"full_legacy": 9, "madness_legacy": 10, "insanity_legacy": 11, "dungeonsfull": 7, "dungeonssimple": 6} er_mode = {"vanilla": 0, "simple": 1, "restricted": 3, "full": 3, "crossed": 4, "insanity": 5, "dungeonsfull": 7, "dungeonssimple": 7}
# byte 1: LLLW WSSR (logic, mode, sword, retro) # byte 1: LLLW WSSR (logic, mode, sword, retro)
logic_mode = {"noglitches": 0, "minorglitches": 1, "nologic": 2, "owglitches": 3, "majorglitches": 4} logic_mode = {"noglitches": 0, "minorglitches": 1, "nologic": 2, "owglitches": 3, "majorglitches": 4}
@@ -2592,7 +2592,7 @@ class Settings(object):
@staticmethod @staticmethod
def make_code(w, p): def make_code(w, p):
code = bytes([ code = bytes([
(dr_mode[w.doorShuffle[p]] << 6) | (or_mode[w.owShuffle[p]] << 4) | er_mode[w.shuffle[p]], (dr_mode[w.doorShuffle[p]] << 6) | (or_mode[w.owShuffle[p]] << 4) | (orswap_mode[w.owSwap[p]] << 3) | er_mode[w.shuffle[p]],
(logic_mode[w.logic[p]] << 5) | (world_mode[w.mode[p]] << 3) (logic_mode[w.logic[p]] << 5) | (world_mode[w.mode[p]] << 3)
| (sword_mode[w.swords[p]] << 1) | (1 if w.retro[p] else 0), | (sword_mode[w.swords[p]] << 1) | (1 if w.retro[p] else 0),

View File

@@ -14,7 +14,7 @@ In the vanilla, dungeonssimple, and dungeonsfull shuffles, the following ratios
8 hints for valuable items. 8 hints for valuable items.
7 junk hints. 7 junk hints.
In the simple, restricted, and restricted legacy shuffles, these are the ratios: In the simple, restricted shuffles, these are the ratios:
2 hints for inconvenient entrances. 2 hints for inconvenient entrances.
1 hint for an inconvenient dungeon entrance. 1 hint for an inconvenient dungeon entrance.

View File

@@ -374,61 +374,6 @@ def link_entrances(world, player):
# place remaining doors # place remaining doors
connect_doors(world, doors, door_targets, player) connect_doors(world, doors, door_targets, player)
elif not invFlag and world.shuffle[player] == 'restricted_legacy':
simple_shuffle_dungeons(world, player)
lw_entrances = list(LW_Entrances)
dw_entrances = list(DW_Entrances)
dw_must_exits = list(DW_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances)
caves = list(Cave_Exits)
three_exit_caves = list(Cave_Three_Exits)
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)
# only use two exit caves to do mandatory dw connections
connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
# add three exit doors to pool for remainder
caves.extend(three_exit_caves)
# place old man, has limited options
# exit has to come from specific set of doors, the entrance is free to move about
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
lw_entrances.extend(old_man_entrances)
random.shuffle(lw_entrances)
old_man_entrance = lw_entrances.pop()
connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
# place Old Man House in Light World
connect_caves(world, lw_entrances, [], Old_Man_House, player)
# connect rest. There's 2 dw entrances remaining, so we will not run into parity issue placing caves
connect_caves(world, lw_entrances, dw_entrances, caves, player)
# scramble holes
scramble_holes(world, player)
# place blacksmith, has limited options
random.shuffle(blacksmith_doors)
blacksmith_hut = blacksmith_doors.pop()
connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
bomb_shop_doors.extend(blacksmith_doors)
# 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)
single_doors.extend(bomb_shop_doors)
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
# place remaining doors
connect_doors(world, single_doors, door_targets, player)
elif world.shuffle[player] == 'full': elif world.shuffle[player] == 'full':
skull_woods_shuffle(world, player) skull_woods_shuffle(world, player)
@@ -769,324 +714,6 @@ def link_entrances(world, player):
# place remaining doors # place remaining doors
connect_doors(world, entrances, door_targets, player) connect_doors(world, entrances, door_targets, player)
elif not invFlag and world.shuffle[player] == 'full_legacy':
skull_woods_shuffle(world, player)
lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + Old_Man_Entrances)
dw_entrances = list(DW_Entrances + DW_Dungeon_Entrances)
dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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
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)
if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
else:
caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
lw_entrances.append('Hyrule Castle Entrance (South)')
if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
else:
dw_entrances.append('Ganons Tower')
caves.append('Ganons Tower Exit')
# we randomize which world requirements we fulfill first so we get better dungeon distribution
if random.randint(0, 1) == 0:
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
else:
connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
if world.mode[player] == 'standard':
# rest of hyrule castle must be in light world
connect_caves(world, lw_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player)
# 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 = [door for door in old_man_entrances if door in lw_entrances]
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
lw_entrances.remove(old_man_exit)
random.shuffle(lw_entrances)
old_man_entrance = lw_entrances.pop()
connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
# place Old Man House in Light World
connect_caves(world, lw_entrances, [], list(Old_Man_House), player) #need this to avoid badness with multiple seeds
# now scramble the rest
connect_caves(world, lw_entrances, dw_entrances, caves, player)
# scramble holes
scramble_holes(world, player)
# place blacksmith, has limited options
random.shuffle(blacksmith_doors)
blacksmith_hut = blacksmith_doors.pop()
connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
bomb_shop_doors.extend(blacksmith_doors)
# place bomb shop, has limited options
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
single_doors.extend(bomb_shop_doors)
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
# place remaining doors
connect_doors(world, single_doors, door_targets, player)
elif not invFlag and world.shuffle[player] == 'madness_legacy':
# here lie dragons, connections are no longer two way
lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + Old_Man_Entrances)
dw_entrances = list(DW_Entrances + DW_Dungeon_Entrances)
dw_entrances_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
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',
'Lumberjack Tree Cave'] + list(Old_Man_Entrances)
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)']
random.shuffle(lw_doors)
random.shuffle(dw_doors)
dw_entrances_must_exits.append('Skull Woods Second Section Door (West)')
dw_entrances.append('Skull Woods Second Section Door (East)')
dw_entrances.append('Skull Woods First Section Door')
lw_entrances.extend(['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'])
lw_entrances_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances) + ['Tower of Hera']
mandatory_light_world = ['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)']
mandatory_dark_world = []
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits)
# shuffle up holes
lw_hole_entrances = ['Kakariko Well Drop', 'Bat Cave Drop', 'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree', 'Sanctuary Grave']
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']
hole_targets = [('Kakariko Well Exit', 'Kakariko Well (top)'),
('Bat Cave Exit', 'Bat Cave (right)'),
('North Fairy Cave Exit', 'North Fairy Cave'),
('Lost Woods Hideout Exit', 'Lost Woods Hideout (top)'),
('Lumberjack Tree Exit', 'Lumberjack Tree (top)'),
(('Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)'), 'Skull Back Drop')]
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:
lw_hole_entrances.append('Hyrule Castle Secret Entrance Drop')
hole_targets.append(('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance'))
lw_doors.append('Hyrule Castle Secret Entrance Stairs')
lw_entrances.append('Hyrule Castle Secret Entrance Stairs')
if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
else:
dw_entrances.append('Ganons Tower')
caves.append('Ganons Tower Exit')
dw_hole_entrances.append('Pyramid Hole')
hole_targets.append(('Pyramid Exit', 'Pyramid'))
dw_entrances_must_exits.append('Pyramid Entrance')
dw_doors.extend(['Ganons Tower', 'Pyramid Entrance'])
random.shuffle(lw_hole_entrances)
random.shuffle(dw_hole_entrances)
random.shuffle(hole_targets)
# decide if skull woods first section should be in light or dark world
sw_light = random.randint(0, 1) == 0
if sw_light:
sw_hole_pool = lw_hole_entrances
mandatory_light_world.append('Skull Woods First Section Exit')
else:
sw_hole_pool = dw_hole_entrances
mandatory_dark_world.append('Skull Woods First Section Exit')
for target in ['Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']:
connect_entrance(world, sw_hole_pool.pop(), target, player)
# sanctuary has to be in light world
connect_entrance(world, lw_hole_entrances.pop(), 'Sewer Drop', player)
mandatory_light_world.append('Sanctuary Exit')
# fill up remaining holes
for hole in dw_hole_entrances:
exits, target = hole_targets.pop()
mandatory_dark_world.append(exits)
connect_entrance(world, hole, target, player)
for hole in lw_hole_entrances:
exits, target = hole_targets.pop()
mandatory_light_world.append(exits)
connect_entrance(world, hole, target, 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)
mandatory_light_world.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
else:
lw_doors.append('Hyrule Castle Entrance (South)')
lw_entrances.append('Hyrule Castle Entrance (South)')
caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
# 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 and Spectracle Rock cave have 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, general, worldspecific, worldoors):
# select which one is the primary option
if random.randint(0, 1) == 0:
primary = general
secondary = worldspecific
else:
primary = worldspecific
secondary = general
try:
cave = extract_reachable_exit(primary)
except RuntimeError:
cave = extract_reachable_exit(secondary)
exit = cave[-1]
cave = cave[:-1]
connect_exit(world, exit, entrance, player)
connect_entrance(world, worldoors.pop(), exit, player)
# rest of cave now is forced to be in this world
worldspecific.append(cave)
# we randomize which world requirements we fulfill first so we get better dungeon distribution
if random.randint(0, 1) == 0:
for entrance in lw_entrances_must_exits:
connect_reachable_exit(entrance, caves, mandatory_light_world, lw_doors)
for entrance in dw_entrances_must_exits:
connect_reachable_exit(entrance, caves, mandatory_dark_world, dw_doors)
else:
for entrance in dw_entrances_must_exits:
connect_reachable_exit(entrance, caves, mandatory_dark_world, dw_doors)
for entrance in lw_entrances_must_exits:
connect_reachable_exit(entrance, caves, mandatory_light_world, lw_doors)
# 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 lw_entrances]
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
lw_entrances.remove(old_man_exit)
connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player)
connect_entrance(world, lw_doors.pop(), 'Old Man Cave Exit (East)', player)
mandatory_light_world.append('Old Man Cave Exit (West)')
# we connect up the mandatory associations we have found
for mandatory in mandatory_light_world:
if not isinstance(mandatory, tuple):
mandatory = (mandatory,)
for exit in mandatory:
# point out somewhere
connect_exit(world, exit, lw_entrances.pop(), player)
# point in from somewhere
connect_entrance(world, lw_doors.pop(), exit, player)
for mandatory in mandatory_dark_world:
if not isinstance(mandatory, tuple):
mandatory = (mandatory,)
for exit in mandatory:
# point out somewhere
connect_exit(world, exit, dw_entrances.pop(), player)
# point in from somewhere
connect_entrance(world, dw_doors.pop(), exit, player)
# handle remaining caves
while caves:
# connect highest exit count caves first, prevent issue where we have 2 or 3 exits across worlds left to fill
cave_candidate = (None, 0)
for i, cave in enumerate(caves):
if isinstance(cave, str):
cave = (cave,)
if len(cave) > cave_candidate[1]:
cave_candidate = (i, len(cave))
cave = caves.pop(cave_candidate[0])
place_lightworld = random.randint(0, 1) == 0
if place_lightworld:
target_doors = lw_doors
target_entrances = lw_entrances
else:
target_doors = dw_doors
target_entrances = dw_entrances
if isinstance(cave, str):
cave = (cave,)
# check if we can still fit the cave into our target group
if len(target_doors) < len(cave):
if not place_lightworld:
target_doors = lw_doors
target_entrances = lw_entrances
else:
target_doors = dw_doors
target_entrances = dw_entrances
for exit in cave:
connect_exit(world, exit, target_entrances.pop(), player)
connect_entrance(world, target_doors.pop(), exit, player)
# 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)
bomb_shop_doors.extend(blacksmith_doors)
# 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)
single_doors.extend(bomb_shop_doors)
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'], player)
# place remaining doors
connect_doors(world, single_doors, door_targets, player)
elif world.shuffle[player] == 'insanity': elif world.shuffle[player] == 'insanity':
# beware ye who enter here # beware ye who enter here
@@ -1304,205 +931,6 @@ def link_entrances(world, player):
# place remaining doors # place remaining doors
connect_doors(world, doors, door_targets, player) 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: else:
raise NotImplementedError('Shuffling not supported yet') raise NotImplementedError('Shuffling not supported yet')

View File

@@ -986,12 +986,12 @@ def test():
for mode in ['open', 'standard', 'inverted', 'retro']: for mode in ['open', 'standard', 'inverted', 'retro']:
for swords in ['random', 'assured', 'swordless', 'vanilla']: for swords in ['random', 'assured', 'swordless', 'vanilla']:
for progressive in ['on', 'off']: for progressive in ['on', 'off']:
for shuffle in ['full', 'insanity_legacy']: for shuffle in ['vanilla', 'full', 'crossed', 'insanity']:
for logic in ['noglitches', 'minorglitches', 'owglitches', 'nologic']: for logic in ['noglitches', 'minorglitches', 'owglitches', 'nologic']:
for retro in [True, False]: for retro in [True, False]:
for door_shuffle in ['basic', 'crossed', 'vanilla']: for door_shuffle in ['basic', 'crossed', 'vanilla']:
for owShuffle in ['full', 'vanilla']: for owShuffle in ['full', 'parallel', 'vanilla']:
for owSwap in ['mixed', 'vanilla']: for owSwap in ['vanilla', 'mixed', 'crossed']:
out = get_pool_core(progressive, owShuffle, owSwap, shuffle, difficulty, 30, timer, goal, mode, swords, retro, bombbag, door_shuffle, logic) out = get_pool_core(progressive, owShuffle, owSwap, shuffle, difficulty, 30, timer, goal, mode, swords, retro, bombbag, door_shuffle, logic)
count = len(out[0]) + len(out[1]) count = len(out[0]) + len(out[1])

View File

@@ -142,10 +142,6 @@
"full", "full",
"crossed", "crossed",
"insanity", "insanity",
"restricted_legacy",
"full_legacy",
"madness_legacy",
"insanity_legacy",
"dungeonsfull", "dungeonsfull",
"dungeonssimple" "dungeonssimple"
] ]

View File

@@ -189,10 +189,8 @@
" which they are entered.", " which they are entered.",
"Vanilla: All entrances are in the same locations they were", "Vanilla: All entrances are in the same locations they were",
" in the base game.", " in the base game.",
"Legacy shuffles preserve behavior from older versions of the",
"entrance randomizer including significant technical limitations.",
"The dungeon variants only mix up dungeons and keep the rest of", "The dungeon variants only mix up dungeons and keep the rest of",
"the overworld vanilla." "the entrances vanilla."
], ],
"ow_shuffle": [ "ow_shuffle": [
"This shuffles the layout of the overworld.", "This shuffles the layout of the overworld.",

View File

@@ -12,10 +12,6 @@
"full", "full",
"crossed", "crossed",
"insanity", "insanity",
"restricted_legacy",
"full_legacy",
"madness_legacy",
"insanity_legacy",
"dungeonsfull", "dungeonsfull",
"dungeonssimple" "dungeonssimple"
] ]