From dfe824069a60e900b5f547da969bd87eeb45fd8a Mon Sep 17 00:00:00 2001 From: aerinon Date: Fri, 28 May 2021 16:01:09 -0600 Subject: [PATCH] Insanity restrictions lifted on multi-entrance caves and dungeon exits --- EntranceShuffle.py | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) diff --git a/EntranceShuffle.py b/EntranceShuffle.py index 3da46dda..b32fec84 100644 --- a/EntranceShuffle.py +++ b/EntranceShuffle.py @@ -823,12 +823,12 @@ def link_entrances(world, player): elif world.shuffle[player] == 'insanity': # beware ye who enter here - entrances = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)'] doors = LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] + Old_Man_Entrances +\ DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\ LW_Single_Cave_Doors + DW_Single_Cave_Doors + exit_pool = list(doors) # TODO: there are other possible entrances we could support here by way of exiting from a connector, # and rentering to find bomb shop. However appended list here is all those that we currently have @@ -866,7 +866,7 @@ def link_entrances(world, player): hole_entrances.append('Hyrule Castle Secret Entrance Drop') hole_targets.append('Hyrule Castle Secret Entrance') doors.append('Hyrule Castle Secret Entrance Stairs') - entrances.append('Hyrule Castle Secret Entrance Stairs') + exit_pool.append('Hyrule Castle Secret Entrance Stairs') caves.append('Hyrule Castle Secret Entrance Exit') if not world.shuffle_ganon: @@ -874,16 +874,16 @@ def link_entrances(world, player): connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player) connect_entrance(world, 'Pyramid Hole', 'Pyramid', player) else: - entrances.append('Ganons Tower') caves.extend(['Ganons Tower Exit', 'Pyramid Exit']) hole_entrances.append('Pyramid Hole') hole_targets.append('Pyramid') entrances_must_exits.append('Pyramid Entrance') + exit_pool.extend(['Ganons Tower', 'Pyramid Entrance']) doors.extend(['Ganons Tower', 'Pyramid Entrance']) random.shuffle(hole_entrances) random.shuffle(hole_targets) - random.shuffle(entrances) + random.shuffle(exit_pool) # fill up holes for hole in hole_entrances: @@ -897,24 +897,21 @@ def link_entrances(world, player): caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) else: doors.append('Hyrule Castle Entrance (South)') - entrances.append('Hyrule Castle Entrance (South)') + exit_pool.append('Hyrule Castle Entrance (South)') caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - links_house_doors = [i for i in entrances + entrances_must_exits if i not in Isolated_LH_Doors_Open] + links_house_doors = [i for i in doors if i not in Isolated_LH_Doors_Open] if world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3: exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \ + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] links_house_doors = [i for i in links_house_doors if i not in exclusions] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) - if links_house in entrances: - entrances.remove(links_house) - elif links_house in entrances_must_exits: - entrances_must_exits.remove(links_house) + exit_pool.remove(links_house) doors.remove(links_house) # now let's deal with mandatory reachable stuff @@ -934,7 +931,7 @@ def link_entrances(world, player): cavelist.remove(candidate) return candidate - def connect_reachable_exit(entrance, caves, doors): + def connect_reachable_exit(entrance, caves, doors, exit_pool): cave = extract_reachable_exit(caves) exit = cave[-1] @@ -942,18 +939,19 @@ def link_entrances(world, player): connect_exit(world, exit, entrance, player) connect_entrance(world, doors.pop(), exit, player) # rest of cave now is forced to be in this world + exit_pool.remove(entrance) caves.append(cave) # connect mandatory exits for entrance in entrances_must_exits: - connect_reachable_exit(entrance, caves, doors) + connect_reachable_exit(entrance, caves, doors, exit_pool) # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about - old_man_entrances = [entrance for entrance in old_man_entrances if entrance in entrances] + old_man_entrances = [entrance for entrance in old_man_entrances if entrance in exit_pool] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() - entrances.remove(old_man_exit) + exit_pool.remove(old_man_exit) connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player) connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player) @@ -965,6 +963,7 @@ def link_entrances(world, player): blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) doors.remove(blacksmith_hut) + exit_pool.remove(blacksmith_hut) # place dam and pyramid fairy, have limited options bomb_shop_doors = [door for door in bomb_shop_doors if door in doors] @@ -972,6 +971,7 @@ def link_entrances(world, player): bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) doors.remove(bomb_shop) + exit_pool.remove(bomb_shop) # handle remaining caves for cave in caves: @@ -979,7 +979,7 @@ def link_entrances(world, player): cave = (cave,) for exit in cave: - connect_exit(world, exit, entrances.pop(), player) + connect_exit(world, exit, exit_pool.pop(), player) connect_entrance(world, doors.pop(), exit, player) # place remaining doors