More prize door refinement
Incorporating drop entrances better in the find proposal algorithm
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@@ -14,7 +14,7 @@ from RoomData import DoorKind, PairedDoor, reset_rooms
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from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances
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from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
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from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
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from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout
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from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock
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from Utils import ncr, kth_combination
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@@ -1463,6 +1463,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
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start_regions = [x for x in start_regions if x not in excluded.keys()]
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key_layout = build_key_layout(builder, start_regions, proposal, world, player)
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determine_prize_lock(key_layout, world, player)
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while not validate_key_layout(key_layout, world, player):
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itr += 1
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stop_early = False
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@@ -56,11 +56,6 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
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def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
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sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
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return sector
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def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player):
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if builder.valid_proposal: # we made this earlier in gen, just use it
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proposed_map = builder.valid_proposal
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else:
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@@ -99,6 +94,15 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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elif len(region.entrances) == 1: # for holes
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access_region = next(x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop')
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if access_region.name == 'Sewer Drop':
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access_region = next(x.parent_region for x in access_region.entrances)
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
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doors_to_connect = {}
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all_regions = set()
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@@ -27,6 +27,7 @@ class KeyLayout(object):
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self.found_doors = set()
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self.prize_relevant = None
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self.prize_can_lock = None # if true, then you may need to beat the bo
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# bk special?
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# bk required? True if big chests or big doors exists
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@@ -1447,7 +1448,10 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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found_forced_bk = state.found_forced_bk()
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smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations)
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bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk)
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prize_done = not key_layout.prize_relevant or state.prize_doors_opened
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# prize door should not be opened if the boss is reachable - but not reached yet
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allow_for_prize_lock = (key_layout.prize_can_lock and
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not any(x for x in state.found_locations if '- Prize' in x.name))
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prize_done = not key_layout.prize_relevant or state.prize_doors_opened or allow_for_prize_lock
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if smalls_done and bk_done and prize_done:
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return False
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else:
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@@ -1531,6 +1535,39 @@ def enough_small_locations(state, avail_small_loc):
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return avail_small_loc >= len(unique_d_set)
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def determine_prize_lock(key_layout, world, player):
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if ((world.retro[player] and (world.mode[player] != 'standard' or key_layout.sector.name != 'Hyrule Castle'))
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or world.logic[player] == 'nologic'):
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return # done, doesn't matter what
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flat_proposal = key_layout.flat_prop
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state = ExplorationState(dungeon=key_layout.sector.name)
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state.key_locations = key_layout.max_chests
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state.big_key_special = check_bk_special(key_layout.sector.regions, world, player)
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prize_lock_possible = False
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for region in key_layout.start_regions:
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dungeon_entrance, portal_door = find_outside_connection(region)
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prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance)
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if prize_relevant_flag:
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state.append_door_to_list(portal_door, state.prize_doors)
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state.prize_door_set[portal_door] = dungeon_entrance
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key_layout.prize_relevant = prize_relevant_flag
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prize_lock_possible = True
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else:
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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if not prize_lock_possible:
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return # done, no prize entrances to worry about
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expand_key_state(state, flat_proposal, world, player)
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while len(state.small_doors) > 0 or len(state.big_doors) > 0:
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if len(state.big_doors) > 0:
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open_a_door(state.big_doors[0].door, state, flat_proposal, world, player)
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elif len(state.small_doors) > 0:
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open_a_door(state.small_doors[0].door, state, flat_proposal, world, player)
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expand_key_state(state, flat_proposal, world, player)
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if any(x for x in state.found_locations if '- Prize' in x.name):
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key_layout.prize_can_lock = True
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def cnt_avail_small_locations(free_locations, key_only, state, world, player):
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if not world.keyshuffle[player] and not world.retro[player]:
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bk_adj = 1 if state.big_key_opened and not state.big_key_special else 0
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