Creating a separate copy_world_limited for OWR/ER purposes
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@@ -289,6 +289,8 @@ def link_overworld(world, player):
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for whirlpools in whirlpool_candidates:
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random.shuffle(whirlpools)
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while len(whirlpools):
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if len(whirlpools) % 2 == 1:
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x=0
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from_owid, from_whirlpool, from_region = whirlpools.pop()
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to_owid, to_whirlpool, to_region = whirlpools.pop()
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connect_simple(world, from_whirlpool, to_region, player)
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@@ -329,7 +331,7 @@ def link_overworld(world, player):
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# layout shuffle
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groups = adjust_edge_groups(world, trimmed_groups, edges_to_swap, player)
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tries = 20
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tries = 100
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valid_layout = False
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connected_edge_cache = connected_edges.copy()
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while not valid_layout and tries > 0:
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@@ -426,6 +428,7 @@ def link_overworld(world, player):
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flute_pool.remove(owid)
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if ignore_proximity:
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logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
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logging.getLogger('').debug(f'Placing flute at: {hex(owid)}')
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new_spots.append(owid)
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return True
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@@ -442,6 +445,7 @@ def link_overworld(world, player):
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sector_total -= 1
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spots_to_place = min(flute_spots - sector_total, max(1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
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target_spots = len(new_spots) + spots_to_place
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logging.getLogger('').debug(f'Sector of {sector[0]} regions gets {spots_to_place} spot(s)')
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if 'Desert Palace Teleporter Ledge' in sector[1] or 'Misery Mire Teleporter Ledge' in sector[1]:
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addSpot(0x38, False) # guarantee desert/mire access
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@@ -878,13 +882,13 @@ def can_reach_smith(world, player):
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return found
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def build_sectors(world, player):
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from Main import copy_world
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from Main import copy_world_limited
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from OWEdges import OWTileRegions
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# perform accessibility check on duplicate world
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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# build lists of contiguous regions accessible with full inventory (excl portals/mirror/flute/entrances)
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regions = list(OWTileRegions.copy().keys())
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@@ -928,11 +932,23 @@ def build_sectors(world, player):
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sectors2.append(explored_regions)
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sectors[s] = sectors2
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#TODO: Keep largest LW sector for Links House consideration, keep sector containing WDM for Old Man consideration
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# sector_entrances = list()
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# for sector in sectors:
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# entrances = list()
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# for s2 in sector:
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# for region_name in s2:
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# region = world.get_region(region_name, player)
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# for exit in region.exits:
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# if exit.spot_type == 'Entrance' and exit.name in entrance_pool:
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# entrances.append(exit.name)
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# sector_entrances.append(entrances)
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return sectors
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def build_accessible_region_list(world, start_region, player, build_copy_world=False, cross_world=False, region_rules=True, ignore_ledges = False):
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from Main import copy_world
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from BaseClasses import CollectionState
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from Main import copy_world_limited
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from Items import ItemFactory
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from Utils import stack_size3a
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@@ -959,7 +975,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
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if build_copy_world:
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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base_world.override_bomb_check = True
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else:
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base_world = world
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@@ -1015,7 +1031,7 @@ def validate_layout(world, player):
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entrance_connectors['Bumper Cave Entrance'] = ['West Dark Death Mountain (Bottom)']
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entrance_connectors['Mountain Entry Entrance'] = ['Mountain Entry Ledge']
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from Main import copy_world
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from Main import copy_world_limited
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from Utils import stack_size3a
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from EntranceShuffle import default_dungeon_connections, default_connector_connections, default_item_connections, default_shop_connections, default_drop_connections, default_dropexit_connections
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@@ -1048,7 +1064,7 @@ def validate_layout(world, player):
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for p in range(1, world.players + 1):
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world.key_logic[p] = {}
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base_world = copy_world(world, True)
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base_world = copy_world_limited(world)
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explored_regions = list()
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if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull'] or not world.shufflelinks[player]:
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