Strict and Partial key logic implementations with new test suite utility

This commit is contained in:
aerinon
2023-02-17 10:07:43 -07:00
parent 2b8b9156d9
commit d7c15ae22c
17 changed files with 512 additions and 24 deletions

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@@ -510,6 +510,7 @@ class CollectionState(object):
self.world = parent
if not skip_init:
self.prog_items = Counter()
self.forced_keys = Counter()
self.reachable_regions = {player: dict() for player in range(1, parent.players + 1)}
self.blocked_connections = {player: dict() for player in range(1, parent.players + 1)}
self.events = []
@@ -542,12 +543,13 @@ class CollectionState(object):
queue = deque(self.blocked_connections[player].items())
self.traverse_world(queue, rrp, bc, player)
unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
and x not in self.locations_checked and x.can_reach(self)]
unresolved_events = self._do_not_flood_the_keys(unresolved_events)
if len(unresolved_events) == 0:
self.check_key_doors_in_dungeons(rrp, player)
if self.world.key_logic_algorithm[player] == 'default':
unresolved_events = [x for y in self.reachable_regions[player] for x in y.locations
if x.event and x.item and (x.item.smallkey or x.item.bigkey or x.item.advancement)
and x not in self.locations_checked and x.can_reach(self)]
unresolved_events = self._do_not_flood_the_keys(unresolved_events)
if len(unresolved_events) == 0:
self.check_key_doors_in_dungeons(rrp, player)
def traverse_world(self, queue, rrp, bc, player):
# run BFS on all connections, and keep track of those blocked by missing items
@@ -639,6 +641,7 @@ class CollectionState(object):
def check_key_doors_in_dungeons(self, rrp, player):
for dungeon_name, checklist in self.dungeons_to_check[player].items():
# todo: optimization idea - abort exploration if there are unresolved events now
if self.apply_dungeon_exploration(rrp, player, dungeon_name, checklist):
continue
init_door_candidates = self.should_explore_child_state(self, dungeon_name, player)
@@ -838,6 +841,7 @@ class CollectionState(object):
def copy(self):
ret = CollectionState(self.world, skip_init=True)
ret.prog_items = self.prog_items.copy()
ret.forced_keys = self.forced_keys.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
@@ -1045,6 +1049,14 @@ class CollectionState(object):
return (item, player) in self.prog_items
return self.prog_items[item, player] >= count
def has_sm_key_strict(self, item, player, count=1):
if self.world.keyshuffle[player] == 'universal':
if self.world.mode[player] == 'standard' and self.world.doorShuffle[player] == 'vanilla' and item == 'Small Key (Escape)':
return True # Cannot access the shop until escape is finished. This is safe because the key is manually placed in make_custom_item_pool
return self.can_buy_unlimited('Small Key (Universal)', player)
obtained = self.prog_items[item, player] - self.forced_keys[item, player]
return obtained >= count
def can_buy_unlimited(self, item, player):
for shop in self.world.shops[player]:
if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
@@ -1241,6 +1253,8 @@ class CollectionState(object):
def collect(self, item, event=False, location=None):
if location:
self.locations_checked.add(location)
if item and item.smallkey and location.forced_item is not None:
self.forced_keys[item.name, item.player] += 1
if not item:
return
changed = False
@@ -2949,7 +2963,7 @@ bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3}
# byte 12: POOT TKKK (pseudoboots, overworld_map, trap_door_mode, key_logic_algo)
overworld_map_mode = {'default': 0, 'compass': 1, 'map': 2}
trap_door_mode = {'vanilla': 0, 'boss': 1, 'oneway': 2}
key_logic_algo = {'loose': 0, 'default': 1, 'partial': 2, 'strict': 4}
key_logic_algo = {'default': 0, 'partial': 1, 'strict': 2}
# sfx_shuffle and other adjust items does not affect settings code

64
Fill.py
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@@ -105,6 +105,8 @@ def fill_restrictive(world, base_state, locations, itempool, key_pool=None, sing
spot_to_fill = None
item_locations = filter_locations(item_to_place, locations, world, vanilla)
verify(item_to_place, item_locations, maximum_exploration_state, single_player_placement,
perform_access_check, key_pool, world)
for location in item_locations:
spot_to_fill = verify_spot_to_fill(location, item_to_place, maximum_exploration_state,
single_player_placement, perform_access_check, key_pool, world)
@@ -128,9 +130,6 @@ def fill_restrictive(world, base_state, locations, itempool, key_pool=None, sing
raise FillError('No more spots to place %s' % item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
if item_to_place.smallkey:
with suppress(ValueError):
key_pool.remove(item_to_place)
track_outside_keys(item_to_place, spot_to_fill, world)
track_dungeon_items(item_to_place, spot_to_fill, world)
locations.remove(spot_to_fill)
@@ -144,6 +143,9 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
if item_to_place.smallkey or item_to_place.bigkey: # a better test to see if a key can go there
location.item = item_to_place
location.event = True
if item_to_place.smallkey:
with suppress(ValueError):
key_pool.remove(item_to_place)
test_state = max_exp_state.copy()
test_state.stale[item_to_place.player] = True
else:
@@ -157,6 +159,8 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
if item_to_place.smallkey or item_to_place.bigkey:
location.item = None
location.event = False
if item_to_place.smallkey:
key_pool.append(item_to_place)
return None
@@ -394,11 +398,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
random.shuffle(fill_locations)
random.shuffle(world.itempool)
if world.item_pool_config.preferred:
pref = list(world.item_pool_config.preferred.keys())
pref_len = len(pref)
world.itempool.sort(key=lambda i: pref_len - pref.index((i.name, i.player))
if (i.name, i.player) in world.item_pool_config.preferred else 0)
config_sort(world)
progitempool = [item for item in world.itempool if item.advancement]
prioitempool = [item for item in world.itempool if not item.advancement and item.priority]
restitempool = [item for item in world.itempool if not item.advancement and not item.priority]
@@ -496,6 +496,20 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
ensure_good_pots(world)
def config_sort(world):
if world.item_pool_config.verify:
config_sort_helper(world, world.item_pool_config.verify)
elif world.item_pool_config.preferred:
config_sort_helper(world, world.item_pool_config.preferred)
def config_sort_helper(world, sort_dict):
pref = list(sort_dict.keys())
pref_len = len(pref)
world.itempool.sort(key=lambda i: pref_len - pref.index((i.name, i.player))
if (i.name, i.player) in sort_dict else 0)
def calc_trash_locations(world, player):
total_count, gt_count = 0, 0
for loc in world.get_locations():
@@ -667,6 +681,40 @@ def sell_keys(world, player):
world.itempool.remove(universal_key)
def verify(item_to_place, item_locations, state, spp, pac, key_pool, world):
if world.item_pool_config.verify:
logger = logging.getLogger('')
item_name = 'Bottle' if item_to_place.name.startswith('Bottle') else item_to_place.name
item_player = item_to_place.player
config = world.item_pool_config
if (item_name, item_player) in config.verify:
tests = config.verify[(item_name, item_player)]
issues = []
for location in item_locations:
if location.name in tests:
expected = tests[location.name]
spot = verify_spot_to_fill(location, item_to_place, state, spp, pac, key_pool, world)
if spot and (item_to_place.smallkey or item_to_place.bigkey):
location.item = None
location.event = False
if item_to_place.smallkey:
key_pool.append(item_to_place)
if (expected and spot) or (not expected and spot is None):
logger.debug(f'Placing {item_name} ({item_player}) at {location.name} was {expected}')
config.verify_count += 1
if config.verify_count >= config.verify_target:
exit()
else:
issues.append((item_name, item_player, location.name, expected))
if len(issues) > 0:
for name, player, loc, expected in issues:
if expected:
logger.error(f'Could not place {name} ({player}) at {loc}')
else:
logger.error(f'{name} ({player}) should not be allowed at {loc}')
raise Exception(f'Test failed placing {name}')
def balance_multiworld_progression(world):
state = CollectionState(world)
checked_locations = set()

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@@ -1431,6 +1431,13 @@ def fill_specific_items(world):
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
world.item_pool_config.preferred[(item_name, item_player)] = placement['locations']
elif placement['type'] == 'Verification':
item = placement['item']
item_parts = item.split('#')
item_player = player if len(item_parts) < 2 else int(item_parts[1])
item_name = item_parts[0]
world.item_pool_config.verify[(item_name, item_player)] = placement['locations']
world.item_pool_config.verify_target += len(placement['locations'])
def get_item_and_event_flag(item, world, player, dungeon_pool, prize_set, prize_pool):

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@@ -158,12 +158,11 @@ CLI: `--trap_door_mode [vanilla|boss|oneway]`
Determines how small key door logic works.
* Loose: Skips placement rules checks. Currently, experimental to see what kinds of problems can arise.
* Default: Current key logic. Assumes worse case usage, placement checks, but assumes you can't get to a chest until you have sufficient keys. (May assume items are unreachable)
* Partial Protection: Assumes you always have full inventory and worse case usage. This should account for dark room and bunny revival glitches.
* Strict: For those would like to glitch and be protected from yourselves. Small keys door require all small keys to be available to be in logic.
CLI: `--key_logic [loose|default|partial|strict]`
CLI: `--key_logic [default|partial|strict]`
### Decouple Doors

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@@ -2076,13 +2076,16 @@ bunny_impassible_doors = {
def add_key_logic_rules(world, player):
key_logic = world.key_logic[player]
eval_func = eval_small_key_door
if world.key_logic_algorithm[player] == 'strict' and world.keyshuffle[player] == 'wild':
eval_func = eval_small_key_door_strict
for d_name, d_logic in key_logic.items():
for door_name, rule in d_logic.door_rules.items():
door_entrance = world.get_entrance(door_name, player)
add_rule(door_entrance, eval_small_key_door(door_name, d_name, player))
add_rule(door_entrance, eval_func(door_name, d_name, player))
if door_entrance.door.dependents:
for dep in door_entrance.door.dependents:
add_rule(dep.entrance, eval_small_key_door(door_name, d_name, player))
add_rule(dep.entrance, eval_func(door_name, d_name, player))
for location in d_logic.bk_restricted:
if not location.forced_item:
forbid_item(location, d_logic.bk_name, player)
@@ -2129,10 +2132,24 @@ def eval_small_key_door_main(state, door_name, dungeon, player):
return door_openable
def eval_small_key_door_strict_main(state, door_name, dungeon, player):
if state.is_door_open(door_name, player):
return True
key_layout = state.world.key_layout[player][dungeon]
number = key_layout.max_chests
if number <= 0:
return True
return state.has_sm_key_strict(key_layout.key_logic.small_key_name, player, number)
def eval_small_key_door(door_name, dungeon, player):
return lambda state: eval_small_key_door_main(state, door_name, dungeon, player)
def eval_small_key_door_strict(door_name, dungeon, player):
return lambda state: eval_small_key_door_strict_main(state, door_name, dungeon, player)
def allow_big_key_in_big_chest(bk_name, player):
return lambda state, item: item.name == bk_name and item.player == player

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@@ -27,7 +27,6 @@
boss: 0
oneway: 0
key_logic_algorithm:
loose: 0
default: 1
partial: 0
strict: 0

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@@ -202,7 +202,6 @@
},
"key_logic_algorithm": {
"choices": [
"loose",
"default",
"partial",
"strict"

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@@ -247,7 +247,6 @@
],
"key_logic_algorithm": [
"Key Logic Algorithm (default: %(default)s)",
"loose: Allow more randomization",
"default: Balance between safety and randomization",
"partial: Partial protection when using certain minor glitches",
"strict: Ensure small keys are available"

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@@ -97,7 +97,6 @@
"randomizer.dungeon.trap_door_mode.oneway": "Remove Annoying Traps",
"randomizer.dungeon.key_logic_algorithm": "Key Logic Algorithm",
"randomizer.dungeon.key_logic_algorithm.loose": "Loose",
"randomizer.dungeon.key_logic_algorithm.default": "Default",
"randomizer.dungeon.key_logic_algorithm.partial": "Partial Protection",
"randomizer.dungeon.key_logic_algorithm.strict": "Strict",

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@@ -57,7 +57,6 @@
"type": "selectbox",
"default": "default",
"options": [
"loose",
"default",
"partial",
"strict"

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@@ -20,6 +20,9 @@ class ItemPoolConfig(object):
self.reserved_locations = defaultdict(set)
self.restricted = {}
self.preferred = {}
self.verify = {}
self.verify_count = 0
self.verify_target = 0
self.recorded_choices = []
@@ -435,6 +438,9 @@ def filter_locations(item_to_place, locations, world, vanilla_skip=False, potion
if (item_name, item_to_place.player) in config.preferred:
locs = config.preferred[(item_name, item_to_place.player)]
return sorted(locations, key=lambda l: 0 if l.name in locs else 1)
if (item_name, item_to_place.player) in config.verify:
locs = config.verify[(item_name, item_to_place.player)].keys()
return sorted(locations, key=lambda l: 0 if l.name in locs else 1)
return locations

126
test/NewTestSuite.py Normal file
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@@ -0,0 +1,126 @@
import fnmatch
import os
import subprocess
import sys
import multiprocessing
import concurrent.futures
import argparse
from collections import OrderedDict
cpu_threads = multiprocessing.cpu_count()
py_version = f"{sys.version_info.major}.{sys.version_info.minor}"
def main(args=None):
successes = []
errors = []
task_mapping = []
tests = OrderedDict()
successes.append(f"Testing DR (NewTestSuite)")
print(successes[0])
# max_attempts = args.count
pool = concurrent.futures.ThreadPoolExecutor(max_workers=cpu_threads)
dead_or_alive = 0
alive = 0
def test(test_name: str, command: str, test_file: str):
tests[test_name] = [command]
base_command = f"python3.8 DungeonRandomizer.py --suppress_rom --suppress_spoiler"
def gen_seed():
task_command = base_command + " " + command
return subprocess.run(task_command, capture_output=True, shell=True, text=True)
task = pool.submit(gen_seed)
task.success = False
task.name = test_name
task.test_file = test_file
task.cmd = base_command + " " + command
task_mapping.append(task)
for test_suite, test_files in args.test_suite.items():
for test_file in test_files:
test(test_suite, f'--customizer {os.path.join(test_suite, test_file)}', test_file)
from tqdm import tqdm
with tqdm(concurrent.futures.as_completed(task_mapping),
total=len(task_mapping), unit="seed(s)",
desc=f"Success rate: 0.00%") as progressbar:
for task in progressbar:
dead_or_alive += 1
try:
result = task.result()
if result.returncode:
errors.append([task.name + ' ' + task.test_file, task.cmd, result.stderr])
else:
alive += 1
task.success = True
except Exception as e:
raise e
progressbar.set_description(f"Success rate: {(alive/dead_or_alive)*100:.2f}% - {task.name}")
def get_results(testname: str):
result = ""
dead_or_alive = [task.success for task in task_mapping if task.name == testname]
alive = [x for x in dead_or_alive if x]
success = f"{testname} Rate: {(len(alive) / len(dead_or_alive)) * 100:.2f}%"
successes.append(success)
print(success)
result += f"{(len(alive)/len(dead_or_alive))*100:.2f}%\t"
return result.strip()
results = []
for t in tests.keys():
results.append(get_results(t))
for result in results:
print(result)
successes.append(result)
return successes, errors
if __name__ == "__main__":
successes = []
parser = argparse.ArgumentParser(add_help=False)
# parser.add_argument('--count', default=0, type=lambda value: max(int(value), 0))
parser.add_argument('--cpu_threads', default=cpu_threads, type=lambda value: max(int(value), 1))
parser.add_argument('--help', default=False, action='store_true')
args = parser.parse_args()
if args.help:
parser.print_help()
exit(0)
cpu_threads = args.cpu_threads
test_suites = {}
# not sure if it supports subdirectories properly yet
for root, dirnames, filenames in os.walk('test/suite'):
test_suites[root] = fnmatch.filter(filenames, '*.yaml')
args = argparse.Namespace()
args.test_suite = test_suites
s, errors = main(args=args)
if successes:
successes += [""] * 2
successes += s
print()
if errors:
with open(f"new-test-suite-errors.txt", 'w') as stream:
for error in errors:
stream.write(error[0] + "\n")
stream.write(error[1] + "\n")
stream.write(error[2] + "\n\n")
with open("new-test-suite-success.txt", "w") as stream:
stream.write(str.join("\n", successes))
input("Press enter to continue")

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@@ -0,0 +1,44 @@
# Possible improvements: account for items that are possibly in logic
# Example: Mire Big Key in harmless means all 6 mire smalls required for fire-locked side,
# if you have access to harmless via:
# 2 pod smalls + bow, hammer or 3 pod small
meta:
players: 1
settings:
1:
key_logic_algorithm: default
keysanity: True
crystals_needed_for_gt: 0 # to skip trash fill
placements:
1:
Hobo: Big Key (Misery Mire)
Waterfall Fairy - Left: Small Key (Misery Mire)
Waterfall Fairy - Right: Small Key (Misery Mire)
Palace of Darkness - Big Chest: Hammer
advanced_placements:
1:
# Contrast with partial_2
- type: Verification
item: Flippers
locations:
Misery Mire - Map Chest: True
Misery Mire - Main Lobby: True
Misery Mire - Bridge Chest: True
Misery Mire - Spike Chest: True
Misery Mire - Compass Chest: False
Misery Mire - Big Key Chest: False
Misery Mire - Boss: False
# Contrast with partial_3
- type: Verification
item: Big Key (Ganons Tower)
locations:
Ganons Tower - Big Key Chest: True
Ganons Tower - Big Key Room - Left: True
Ganons Tower - Big Key Room - Right: True
Ganons Tower - Bob's Chest: True
# Normal logic doesn't allow this placement
# unless hammer is placed before it - no algorithm does this in non-keysanity, but possible in keysanity
- type: Verification
item: Small Key (Palace of Darkness)
locations:
Palace of Darkness - Dark Maze - Bottom: True

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@@ -0,0 +1,24 @@
# Even though Lamp is Flipper-locked, this logic considers that a key could be wasted in the dark in mire
# Only fire locked mire is off limits
meta:
players: 1
settings:
1:
key_logic_algorithm: partial
keysanity: true
placements:
1:
Hobo: Lamp
Waterfall Fairy - Left: Small Key (Misery Mire)
advanced_placements:
1:
- type: Verification
item: Flippers
locations:
Misery Mire - Map Chest: True
Misery Mire - Main Lobby: True
Misery Mire - Bridge Chest: True
Misery Mire - Spike Chest: True
Misery Mire - Compass Chest: False
Misery Mire - Big Key Chest: False
Misery Mire - Boss: False

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@@ -0,0 +1,26 @@
# For contrast with default logic
# This logic is not yet smart enough to allow the crystal blocked chests with two keys (Spike Pot and one other)
meta:
players: 1
settings:
1:
key_logic_algorithm: partial
keysanity: True
placements:
1:
Hobo: Lamp
Waterfall Fairy - Left: Small Key (Misery Mire)
Waterfall Fairy - Right: Small Key (Misery Mire)
Swamp Palace - Entrance: Big Key (Misery Mire)
advanced_placements:
1:
- type: Verification
item: Flippers
locations:
Misery Mire - Map Chest: False
Misery Mire - Main Lobby: False
Misery Mire - Bridge Chest: True
Misery Mire - Spike Chest: True
Misery Mire - Compass Chest: False
Misery Mire - Big Key Chest: False
Misery Mire - Boss: False

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@@ -0,0 +1,160 @@
# For contrast with default logic
# Examples of valid big key placement that doesn't work with pure worst case scenarios
# Basically chests that are obtainable two ways+ of spending keys
# (Possible fix: access to the extra door grants access to the mini helma key too)
meta:
players: 1
settings:
1:
key_logic_algorithm: partial
crystals_needed_for_gt: 0 # to skip trash fill
advanced_placements:
1:
- type: Verification
item: Big Key (Desert Palace)
locations:
Desert Palace - Big Chest: False
Desert Palace - Big Key Chest: True
Desert Palace - Boss: False
Desert Palace - Compass Chest: True
Desert Palace - Map Chest: True
Desert Palace - Torch: True
- type: Verification
item: Big Key (Eastern Palace)
locations:
Eastern Palace - Big Chest: False
Eastern Palace - Big Key Chest: True
Eastern Palace - Boss: False
Eastern Palace - Cannonball Chest: True
Eastern Palace - Compass Chest: True
Eastern Palace - Map Chest: True
- type: Verification
item: Big Key (Ganons Tower)
locations:
# These four require not wasting keys upstairs because the big key is down here
Ganons Tower - Big Key Chest: False
Ganons Tower - Big Key Room - Left: False
Ganons Tower - Big Key Room - Right: False
Ganons Tower - Bob's Chest: False
# These are normal
Ganons Tower - Big Chest: False
Ganons Tower - Bob's Torch: True
Ganons Tower - Compass Room - Bottom Left: True
Ganons Tower - Compass Room - Bottom Right: True
Ganons Tower - Compass Room - Top Left: True
Ganons Tower - Compass Room - Top Right: True
Ganons Tower - DMs Room - Bottom Left: True
Ganons Tower - DMs Room - Bottom Right: True
Ganons Tower - DMs Room - Top Left: True
Ganons Tower - DMs Room - Top Right: True
Ganons Tower - Firesnake Room: True
Ganons Tower - Hope Room - Left: True
Ganons Tower - Hope Room - Right: True
Ganons Tower - Map Chest: True
Ganons Tower - Mini Helmasaur Room - Left: False
Ganons Tower - Mini Helmasaur Room - Right: False
Ganons Tower - Pre-Moldorm Chest: False
Ganons Tower - Randomizer Room - Bottom Left: True
Ganons Tower - Randomizer Room - Bottom Right: True
Ganons Tower - Randomizer Room - Top Left: True
Ganons Tower - Randomizer Room - Top Right: True
Ganons Tower - Tile Room: True
Ganons Tower - Validation Chest: False
- type: Verification
item: Big Key (Ice Palace)
locations:
Ice Palace - Big Chest: False
Ice Palace - Big Key Chest: True
Ice Palace - Boss: False
Ice Palace - Compass Chest: True
Ice Palace - Freezor Chest: True
Ice Palace - Iced T Room: True
Ice Palace - Map Chest: True
Ice Palace - Spike Room: True
- type: Verification
item: Big Key (Misery Mire)
locations:
Misery Mire - Big Chest: False
Misery Mire - Big Key Chest: True
Misery Mire - Boss: False
Misery Mire - Bridge Chest: True
Misery Mire - Compass Chest: True
Misery Mire - Main Lobby: True
Misery Mire - Map Chest: True
Misery Mire - Spike Chest: True
- type: Verification
item: Big Key (Palace of Darkness)
locations:
Palace of Darkness - Big Chest: False
Palace of Darkness - Big Key Chest: True
Palace of Darkness - Boss: False
Palace of Darkness - Compass Chest: True
Palace of Darkness - Dark Basement - Left: True
Palace of Darkness - Dark Basement - Right: True
Palace of Darkness - Dark Maze - Bottom: True
Palace of Darkness - Dark Maze - Top: True
Palace of Darkness - Harmless Hellway: True
Palace of Darkness - Map Chest: True
Palace of Darkness - Shooter Room: True
Palace of Darkness - Stalfos Basement: True
Palace of Darkness - The Arena - Bridge: True
Palace of Darkness - The Arena - Ledge: True
- type: Verification
item: Big Key (Skull Woods)
locations:
Skull Woods - Big Chest: True
Skull Woods - Big Key Chest: True
Skull Woods - Boss: True
Skull Woods - Bridge Room: True
Skull Woods - Compass Chest: True
Skull Woods - Map Chest: True
Skull Woods - Pinball Room: True
Skull Woods - Pot Prison: True
- type: Verification
item: Big Key (Swamp Palace)
locations:
Swamp Palace - Big Chest: True
Swamp Palace - Big Key Chest: True
Swamp Palace - Boss: True
Swamp Palace - Compass Chest: True
Swamp Palace - Entrance: False
Swamp Palace - Flooded Room - Left: True
Swamp Palace - Flooded Room - Right: True
Swamp Palace - Map Chest: True
Swamp Palace - Waterfall Room: True
Swamp Palace - West Chest: True
- type: Verification
item: Big Key (Thieves Town)
locations:
Thieves' Town - Ambush Chest: True
Thieves' Town - Attic: False
Thieves' Town - Big Chest: False
Thieves' Town - Big Key Chest: True
Thieves' Town - Blind's Cell: False
Thieves' Town - Boss: False
Thieves' Town - Compass Chest: True
Thieves' Town - Map Chest: True
- type: Verification
item: Big Key (Tower of Hera)
locations:
Tower of Hera - Basement Cage: True
Tower of Hera - Big Chest: False
Tower of Hera - Big Key Chest: True
Tower of Hera - Boss: False
Tower of Hera - Compass Chest: False
Tower of Hera - Map Chest: True
- type: Verification
item: Big Key (Turtle Rock)
locations:
Turtle Rock - Big Chest: False
Turtle Rock - Big Key Chest: True
Turtle Rock - Boss: False
Turtle Rock - Chain Chomps: True
Turtle Rock - Compass Chest: True
Turtle Rock - Crystaroller Room: False
Turtle Rock - Eye Bridge - Bottom Left: False
Turtle Rock - Eye Bridge - Bottom Right: False
Turtle Rock - Eye Bridge - Top Left: False
Turtle Rock - Eye Bridge - Top Right: False
Turtle Rock - Roller Room - Left: True
Turtle Rock - Roller Room - Right: True

View File

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meta:
players: 1
settings:
1:
key_logic_algorithm: strict
keysanity: true
placements:
1:
Hobo: Big Key (Misery Mire)
Waterfall Fairy - Left: Small Key (Misery Mire)
advanced_placements:
1:
- type: Verification
item: Flippers
locations:
Misery Mire - Map Chest: False
Misery Mire - Main Lobby: False
Misery Mire - Bridge Chest: True
Misery Mire - Spike Chest: True
Misery Mire - Compass Chest: False
Misery Mire - Big Key Chest: False
Misery Mire - Boss: False