"Ugly door" support

Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side

This rejects layouts where one would appear.
This commit is contained in:
tolmar
2019-09-15 23:40:06 -07:00
parent 9fa26ef067
commit dda7dbaad4
3 changed files with 36 additions and 7 deletions

View File

@@ -850,6 +850,7 @@ class Door(object):
self.blocked = False # Indicates if the door is normally blocked off. (Sanc door or always closed) self.blocked = False # Indicates if the door is normally blocked off. (Sanc door or always closed)
self.smallKey = False # There's a small key door on this side self.smallKey = False # There's a small key door on this side
self.bigKey = False # There's a big key door on this side self.bigKey = False # There's a big key door on this side
self.ugly = False # Indicates that it can't be seen from the front (e.g. back of a big key door)
def getAddress(self): def getAddress(self):
if self.type == DoorType.Normal: if self.type == DoorType.Normal:

View File

@@ -159,12 +159,20 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
for name in [r for r in dungeon_region_names if r not in start_region_names]: for name in [r for r in dungeon_region_names if r not in start_region_names]:
available_regions.append(world.get_region(name, player)) available_regions.append(world.get_region(name, player))
random.shuffle(available_regions) random.shuffle(available_regions)
# "Ugly" doors are doors that we don't want to see from the front, because of some
# sort of unsupported key door. To handle them, make a map of "ugly regions" and
# never link across them.
ugly_regions = {}
next_ugly_region = 1
# Add all start regions to the open set. # Add all start regions to the open set.
available_doors = [] available_doors = []
for name in start_region_names: for name in start_region_names:
logger.info("Starting in %s", name) logger.info("Starting in %s", name)
available_doors.extend(get_doors(world, world.get_region(name, player), player)) for door in get_doors(world, world.get_region(name, player), player):
ugly_regions[door.name] = 0
available_doors.append(door)
# Loop until all available doors are used # Loop until all available doors are used
while len(available_doors) > 0: while len(available_doors) > 0:
@@ -173,7 +181,7 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
# into the dungeon), or puts them late in the dungeon (so they probably are part # into the dungeon), or puts them late in the dungeon (so they probably are part
# of a loop). Panic if neither of these happens. # of a loop). Panic if neither of these happens.
random.shuffle(available_doors) random.shuffle(available_doors)
available_doors.sort(key=lambda door: 1 if door.blocked else 0) available_doors.sort(key=lambda door: 1 if door.blocked else 2 if door.ugly else 0)
door = available_doors.pop() door = available_doors.pop()
logger.info('Linking %s', door.name) logger.info('Linking %s', door.name)
# Find an available region that has a compatible door # Find an available region that has a compatible door
@@ -184,13 +192,27 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
logger.info(' Found new region %s via %s', connect_region.name, connect_door.name) logger.info(' Found new region %s via %s', connect_region.name, connect_door.name)
# Apply connection and add the new region's doors to the available list # Apply connection and add the new region's doors to the available list
maybe_connect_two_way(world, door, connect_door, player) maybe_connect_two_way(world, door, connect_door, player)
available_doors.extend(get_doors(world, connect_region, player)) # Figure out the new room's ugliness region
new_room_ugly_region = ugly_regions[door.name]
if connect_door.ugly:
next_ugly_region += 1
new_room_ugly_region = next_ugly_region
# Add the doors
for door in get_doors(world, connect_region, player):
ugly_regions[door.name] = new_room_ugly_region
available_doors.append(door)
# If an ugly door is anything but the connect door, panic and die
if door != connect_door and door.ugly:
logger.info('Failed because of ugly door, trying again.')
shuffle_dungeon(world, player, start_region_names, dungeon_region_names)
return
# We've used this region and door, so don't use them again # We've used this region and door, so don't use them again
available_regions.remove(connect_region) available_regions.remove(connect_region)
available_doors.remove(connect_door) available_doors.remove(connect_door)
else: else:
# If there's no available region with a door, use an internal connection # If there's no available region with a door, use an internal connection
connect_door = find_compatible_door_in_list(world, door, available_doors, player) connect_door = find_compatible_door_in_list(ugly_regions, world, door, available_doors, player)
# If we don't have a door at this point, it's time to panic and retry. # If we don't have a door at this point, it's time to panic and retry.
if connect_door is None: if connect_door is None:
logger.info('Failed because of blocked door, trying again.') logger.info('Failed because of blocked door, trying again.')
@@ -233,8 +255,10 @@ def find_compatible_door_in_regions(world, door, regions, player):
return region, proposed_door return region, proposed_door
return None, None return None, None
def find_compatible_door_in_list(world, door, doors, player): def find_compatible_door_in_list(ugly_regions, world, door, doors, player):
for proposed_door in doors: for proposed_door in doors:
if ugly_regions[door.name] != ugly_regions[proposed_door.name]:
continue
if doors_compatible(door, proposed_door): if doors_compatible(door, proposed_door):
return proposed_door return proposed_door

View File

@@ -112,10 +112,10 @@ def create_doors(world, player):
create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High), create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High),
create_dir_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High), create_dir_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High),
create_big_key_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High), create_big_key_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High),
create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High), ugly_door(create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High)),
# TODO: Up is a keydoor and down is not. Are they both spiralkeys or what? # TODO: Up is a keydoor and down is not. Are they both spiralkeys or what?
create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True), create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True),
create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, HTH, Z, 0x11, 0x80, False, True), ugly_door(create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, HTH, Z, 0x11, 0x80, False, True)),
create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High), create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High),
create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High), create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High),
create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High), create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High),
@@ -169,3 +169,7 @@ def create_spiral_stairs(player, name, type, direction, room,
d.zeroHzCam = zero_hz_cam d.zeroHzCam = zero_hz_cam
d.zeroVtCam = zero_vt_cam d.zeroVtCam = zero_vt_cam
return d return d
def ugly_door(door):
door.ugly = True
return door