Fix deterministic issues in repeat seed generation

This commit is contained in:
codemann8
2021-12-19 19:59:30 -06:00
parent 7699c1fc63
commit d79adbf3c8
4 changed files with 31 additions and 28 deletions

View File

@@ -1658,7 +1658,8 @@ class Entrance(object):
from OWEdges import OWTileRegions
from OverworldShuffle import ow_connections
owid = OWTileRegions[follower_region.name]
(mirror_map, other_world) = ow_connections[owid % 0x40]
(mirror_map_orig, other_world) = ow_connections[owid % 0x40]
mirror_map = list(mirror_map_orig).copy()
mirror_map.extend(other_world)
mirror_exit = None
while len(mirror_map):
@@ -1710,7 +1711,8 @@ class Entrance(object):
from OWEdges import OWTileRegions
from OverworldShuffle import ow_connections
owid = OWTileRegions[dest_region.name]
(mirror_map, other_world) = ow_connections[owid % 0x40]
(mirror_map_orig, other_world) = ow_connections.copy()[owid % 0x40]
mirror_map = list(mirror_map_orig).copy()
mirror_map.extend(other_world)
mirror_map = [(x, d) for (x, d) in mirror_map if x in [e.name for e in dest_region.exits]]
# loop thru potential places to leave a mirror portal

View File

@@ -1820,7 +1820,7 @@ def find_inaccessible_regions(world, player):
else:
start_regions = ['Links House', 'Dark Sanctuary Hint']
regs = convert_regions(start_regions, world, player)
all_regions = set([r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon])
all_regions = [r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon]
visited_regions = set()
queue = deque(regs)
while len(queue) > 0:
@@ -1836,7 +1836,7 @@ def find_inaccessible_regions(world, player):
if connect and connect not in queue and connect not in visited_regions:
if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
queue.append(connect)
world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
world.inaccessible_regions[player].extend([r.name for r in all_regions if r not in visited_regions and valid_inaccessible_region(r)])
if (world.mode[player] == 'inverted') != (0x1b in world.owswaps[player][0] and world.owMixed[player]):
ledge = world.get_region('Hyrule Castle Ledge', player)
if any(x for x in ledge.exits if x.connected_region and x.connected_region.name == 'Agahnims Tower Portal'):

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@@ -1,5 +1,5 @@
import logging
from collections import defaultdict
from collections import defaultdict, OrderedDict
import RaceRandom as random
from BaseClasses import CollectionState, RegionType
from OverworldShuffle import build_accessible_region_list
@@ -432,21 +432,21 @@ def link_entrances(world, player):
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (dw_entrances if not invFlag else lw_entrances)]
connect_inaccessible_regions(world, [], connector_entrances, caves, player)
if invFlag:
lw_dungeons = list(set(lw_dungeons) & set(caves))
lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
else:
dw_dungeons = list(set(dw_dungeons) & set(caves))
dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
caves = list(set(Cave_Base) & set(caves)) + (lw_dungeons if not invFlag else dw_dungeons)
caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + (lw_dungeons if not invFlag else dw_dungeons)
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (lw_entrances if not invFlag else dw_entrances)]
connect_inaccessible_regions(world, connector_entrances, [], caves, player)
if not invFlag:
lw_dungeons = list(set(lw_dungeons) & set(caves))
lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
else:
dw_dungeons = list(set(dw_dungeons) & set(caves))
dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
lw_dungeons = lw_dungeons + (Old_Man_House if not invFlag else [])
dw_dungeons = dw_dungeons + ([] if not invFlag else Old_Man_House)
caves = list(set(Cave_Base) & set(caves)) + DW_Mid_Dungeon_Exits
caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + DW_Mid_Dungeon_Exits
# place old man, has limited options
lw_entrances = [e for e in lw_entrances if e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] and e in entrance_pool]
@@ -1429,10 +1429,10 @@ def place_blacksmith(world, links_house, player):
if invFlag:
dark_sanc = world.get_entrance('Dark Sanctuary Hint Exit', player).connected_region.name
blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
elif world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
if world.shuffle[player] in ['lite', 'lean']:
blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
@@ -1491,7 +1491,7 @@ def junk_fill_inaccessible(world, player):
accessible_regions.append(region_name)
break
for region_name in accessible_regions.copy():
accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
# get inaccessible entrances
@@ -1527,7 +1527,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
accessible_regions.append(region_name)
break
for region_name in accessible_regions.copy():
accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
# split inaccessible into 2 lists for each world
@@ -1665,12 +1665,12 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
new_regions.append(ledge)
explored_regions.extend(new_regions)
entrances = set()
entrances = list()
for region_name in explored_regions:
region = base_world.get_region(region_name, player)
for exit in region.exits:
if exit.name in entrance_pool and (not exit_rules or exit.access_rule(blank_state)):
entrances.add(exit.name)
entrances.append(exit.name)
return entrances
@@ -1798,7 +1798,7 @@ Cave_Three_Exits_Base = [('Spectacle Rock Cave Exit (Peak)', 'Spectacle Rock Cav
Old_Man_House_Base = [('Old Man House Exit (Bottom)', 'Old Man House Exit (Top)')]
Entrance_Pool_Base = {'Links House',
Entrance_Pool_Base = ['Links House',
'Desert Palace Entrance (South)',
'Desert Palace Entrance (West)',
'Desert Palace Entrance (East)',
@@ -1936,9 +1936,9 @@ Entrance_Pool_Base = {'Links House',
'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (East)',
'Skull Woods First Section Hole (North)',
'Pyramid Hole'}
'Pyramid Hole']
Exit_Pool_Base = {'Links House Exit',
Exit_Pool_Base = ['Links House Exit',
'Desert Palace Exit (South)',
'Desert Palace Exit (West)',
'Desert Palace Exit (East)',
@@ -2076,7 +2076,7 @@ Exit_Pool_Base = {'Links House Exit',
'Skull Left Drop',
'Skull Pinball',
'Skull Pot Circle',
'Pyramid'}
'Pyramid']
# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
mandatory_connections = [('Links House S&Q', 'Links House'),

View File

@@ -1,4 +1,5 @@
import RaceRandom as random, logging, copy
from collections import OrderedDict
from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance
from Regions import mark_dark_world_regions, mark_light_world_regions
from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OWExitTypes, OpenStd, parallel_links, IsParallel
@@ -500,7 +501,7 @@ def shuffle_tiles(world, groups, result_list, player):
exist_dw_regions.extend(dw_regions)
# check whirlpool parity
valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(set(new_results[0]) & set({0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f})) % 2 == 0
valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(OrderedDict.fromkeys(new_results[0] + [0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f])) % 2 == 0
(exist_owids, exist_lw_regions, exist_dw_regions) = result_list
exist_owids.extend(new_results[0])
@@ -809,7 +810,7 @@ def can_reach_smith(world, player):
def explore_region(region_name, region=None):
nonlocal found
explored_regions.add(region_name)
explored_regions.append(region_name)
if not found:
if not region:
region = world.get_region(region_name, player)
@@ -838,7 +839,7 @@ def can_reach_smith(world, player):
blank_state.collect(ItemFactory('Titans Mitts', player), True)
found = False
explored_regions = set()
explored_regions = list()
explore_region('Links House')
if not found:
if not invFlag:
@@ -867,7 +868,7 @@ def build_sectors(world, player):
if (any(r in unique_regions for r in explored_regions)):
for s in range(len(sectors)):
if (any(r in sectors[s] for r in explored_regions)):
sectors[s] = set(list(sectors[s]) + list(explored_regions))
sectors[s] = list(list(sectors[s]) + list(explored_regions))
break
else:
sectors.append(explored_regions)
@@ -893,7 +894,7 @@ def build_sectors(world, player):
if (any(r in unique_regions for r in explored_regions)):
for s2 in range(len(sectors2)):
if (any(r in sectors2[s2] for r in explored_regions)):
sectors2[s2] = set(list(sectors2[s2]) + list(explored_regions))
sectors2[s2] = list(sectors2[s2] + explored_regions)
break
else:
sectors2.append(explored_regions)
@@ -907,7 +908,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
from Items import ItemFactory
def explore_region(region_name, region=None):
explored_regions.add(region_name)
explored_regions.append(region_name)
if not region:
region = base_world.get_region(region_name, player)
for exit in region.exits:
@@ -936,7 +937,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
blank_state = CollectionState(base_world)
if base_world.mode[player] == 'standard':
blank_state.collect(ItemFactory('Zelda Delivered', player), True)
explored_regions = set()
explored_regions = list()
explore_region(start_region)
return explored_regions