More prize door refinement
Incorporating drop entrances better in the find proposal algorithm
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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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