Merge unstable into CrossGen

This commit is contained in:
aerinon
2020-04-10 15:17:31 -06:00
106 changed files with 4298 additions and 2170 deletions

View File

@@ -318,7 +318,7 @@ def within_dungeon(world, player):
dungeon_builders[key] = simple_dungeon_builder(key, sector_list)
dungeon_builders[key].entrance_list = list(entrances_map[key])
recombinant_builders = {}
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map)
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
paths = determine_required_paths(world, player)
@@ -328,15 +328,15 @@ def within_dungeon(world, player):
start = time.process_time()
for builder in world.dungeon_layouts[player].values():
shuffle_key_doors(builder, world, player)
logging.getLogger('').info('Key door shuffle time: %s', time.process_time()-start)
logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time"), time.process_time()-start)
smooth_door_pairs(world, player)
def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map):
def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, fish):
for name, split_list in split_region_starts.items():
builder = dungeon_builders.pop(name)
recombinant_builders[name] = builder
split_builders = split_dungeon_builder(builder, split_list)
split_builders = split_dungeon_builder(builder, split_list, fish)
dungeon_builders.update(split_builders)
for sub_name, split_entrances in split_list.items():
sub_builder = dungeon_builders[name+' '+sub_name]
@@ -370,7 +370,7 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
last_key = builder.name
loops += 1
else:
logging.getLogger('').info('Generating dungeon: %s', builder.name)
logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","generating.dungeon"), builder.name)
ds = generate_dungeon(builder, origin_list_sans_drops, split_dungeon, world, player)
find_new_entrances(ds, entrances_map, connections, potentials, enabled_entrances, world, player)
ds.name = name
@@ -521,7 +521,7 @@ def shuffle_dungeon(world, player, start_region_names, dungeon_region_names):
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
while len(available_doors) > 0:
# Pick a random available door to connect, prioritizing ones that aren't blocked.
@@ -691,7 +691,7 @@ def cross_dungeon(world, player):
key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
loc.forced_item = loc.item = ItemFactory(key_name, player)
recombinant_builders = {}
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map)
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, world.fish)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
@@ -699,26 +699,16 @@ def cross_dungeon(world, player):
check_required_paths(paths, world, player)
hc = world.get_dungeon('Hyrule Castle', player)
del hc.dungeon_items[0] # removes map
hc.dungeon_items.append(ItemFactory('Compass (Escape)', player))
at = world.get_dungeon('Agahnims Tower', player)
at.dungeon_items.append(ItemFactory('Compass (Agahnims Tower)', player))
gt = world.get_dungeon('Ganons Tower', player)
del gt.dungeon_items[0] # removes map
at.dungeon_items.append(ItemFactory('Map (Agahnims Tower)', player))
assign_cross_keys(dungeon_builders, world, player)
all_dungeon_items = [y for x in world.dungeons if x.player == player for y in x.all_items]
target_items = 34 if world.retro[player] else 63
d_items = target_items - len(all_dungeon_items)
if d_items > 0:
if d_items >= 1: # restore HC map
world.get_dungeon('Hyrule Castle', player).dungeon_items.append(ItemFactory('Map (Escape)', player))
if d_items >= 2: # restore GT map
world.get_dungeon('Ganons Tower', player).dungeon_items.append(ItemFactory('Map (Ganons Tower)', player))
if d_items > 2:
world.pool_adjustment[player] = d_items - 2
elif d_items < 0:
world.pool_adjustment[player] = d_items
world.pool_adjustment[player] = d_items
smooth_door_pairs(world, player)
# Re-assign dungeon bosses
@@ -812,7 +802,7 @@ def assign_cross_keys(dungeon_builders, world, player):
dungeon.small_keys = []
else:
dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
logging.getLogger('').info('Cross Dungeon: Key door shuffle time: %s', time.process_time()-start)
logging.getLogger('').info('%s: %s', world.fish.translate("cli","cli","keydoor.shuffle.time.crossed"), time.process_time()-start)
def reassign_boss(boss_region, boss_key, builder, gt, world, player):
@@ -969,14 +959,14 @@ def calc_used_dungeon_items(builder):
def find_valid_combination(builder, start_regions, world, player, drop_keys=True):
logger = logging.getLogger('')
logger.info('Shuffling Key doors for %s', builder.name)
logger.info('%s %s', world.fish.translate("cli","cli","shuffling.keydoors"), builder.name)
# find valid combination of candidates
if len(builder.candidates) < builder.key_doors_num:
if not drop_keys:
logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
return False
builder.key_doors_num = len(builder.candidates) # reduce number of key doors
logger.info('Lowering key door count because not enough candidates: %s', builder.name)
logger.info('%s: %s', world.fish.translate("cli","cli","lowering.keys.candidates"), builder.name)
combinations = ncr(len(builder.candidates), builder.key_doors_num)
itr = 0
start = time.process_time()
@@ -996,7 +986,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True
if not drop_keys:
logger.info('No valid layouts for %s with %s doors', builder.name, builder.key_doors_num)
return False
logger.info('Lowering key door count because no valid layouts: %s', builder.name)
logger.info('%s: %s', world.fish.translate("cli","cli","lowering.keys.layouts"), builder.name)
builder.key_doors_num -= 1
if builder.key_doors_num < 0:
raise Exception('Bad dungeon %s - 0 key doors not valid' % builder.name)
@@ -1043,8 +1033,9 @@ def log_key_logic(d_name, key_logic):
logger.debug('*Rule for %s:', rule.door_reference)
if rule.bk_conditional_set:
logger.debug('**BK Checks %s', ','.join([x.name for x in rule.bk_conditional_set]))
logger.debug('**BK Blocked By Door (%s) : %s', rule.needed_keys_wo_bk, ','.join([x.name for x in rule.check_locations_wo_bk]))
logger.debug('**BK Elsewhere (%s) : %s', rule.needed_keys_w_bk, ','.join([x.name for x in rule.check_locations_w_bk]))
logger.debug('**BK Blocked (%s) : %s', rule.needed_keys_wo_bk, ','.join([x.name for x in rule.check_locations_wo_bk]))
if rule.needed_keys_w_bk:
logger.debug('**BK Available (%s) : %s', rule.needed_keys_w_bk, ','.join([x.name for x in rule.check_locations_w_bk]))
def build_pair_list(flat_list):
@@ -1294,7 +1285,7 @@ def stateful_door(door, kind):
def random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b):
r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [5, 2, 3], k=1)[0]
r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [15, 4, 6], k=1)[0]
if r_kind != DoorKind.Normal:
if door.type == DoorType.Normal:
add_pair(door, partner, world, player)
@@ -1486,6 +1477,7 @@ class DROptions(Flag):
NoOptions = 0x00
Eternal_Mini_Bosses = 0x01 # If on, GT minibosses marked as defeated when they try to spawn a heart
Town_Portal = 0x02 # If on, Players will start with mirror scroll
Map_Info = 0x04
Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
# DATA GOES DOWN HERE
@@ -1572,10 +1564,12 @@ logical_connections = [
('Ice Big Chest Landing Push Blocks', 'Ice Big Chest View'),
('Mire Lobby Gap', 'Mire Post-Gap'),
('Mire Post-Gap Gap', 'Mire Lobby'),
('Mire Hub Upper Blue Barrier', 'Mire Hub Top'),
('Mire Hub Upper Blue Barrier', 'Mire Hub Switch'),
('Mire Hub Lower Blue Barrier', 'Mire Hub Right'),
('Mire Hub Right Blue Barrier', 'Mire Hub'),
('Mire Hub Top Blue Barrier', 'Mire Hub'),
('Mire Hub Top Blue Barrier', 'Mire Hub Switch'),
('Mire Hub Switch Blue Barrier N', 'Mire Hub Top'),
('Mire Hub Switch Blue Barrier S', 'Mire Hub'),
('Mire Map Spike Side Drop Down', 'Mire Lone Shooter'),
('Mire Map Spike Side Blue Barrier', 'Mire Crystal Dead End'),
('Mire Map Spot Blue Barrier', 'Mire Crystal Dead End'),
@@ -2246,3 +2240,19 @@ compass_data = {
'Turtle Rock': (0x11F, 0xcb, 0x15e, 0, 0x18),
'Ganons Tower': (0x13A, 0xcc, 0x170, 2, 0x1a)
}
# For compass boss indicator
boss_indicator = {
'Eastern Palace': (0x04, 'Eastern Boss SE'),
'Desert Palace': (0x06, 'Desert Boss SW'),
'Agahnims Tower': (0x08, 'Tower Agahnim 1 SW'),
'Swamp Palace': (0x0a, 'Swamp Boss SW'),
'Palace of Darkness': (0x0c, 'PoD Boss SE'),
'Misery Mire': (0x0e, 'Mire Boss SW'),
'Skull Woods': (0x10, 'Skull Spike Corner SW'),
'Ice Palace': (0x12, 'Ice Antechamber NE'),
'Tower of Hera': (0x14, 'Hera Boss Down Stairs'),
'Thieves Town': (0x16, 'Thieves Boss SE'),
'Turtle Rock': (0x18, 'TR Boss SW'),
'Ganons Tower': (0x1a, 'GT Agahnim 2 SW')
}