Merge branch 'OverworldShuffleDev' into OverworldShuffle

This commit is contained in:
codemann8
2021-10-28 14:01:39 -05:00
6 changed files with 188 additions and 145 deletions

View File

@@ -2600,6 +2600,56 @@ class Spoiler(object):
else:
self.doorTypes[(doorNames, player)] = OrderedDict([('player', player), ('doorNames', doorNames), ('type', type)])
def parse_meta(self):
from Main import __version__ as ERVersion
from OverworldShuffle import __version__ as ORVersion
self.startinventory = list(map(str, self.world.precollected_items))
self.metadata = {'version': ERVersion,
'versions': {'Door':ERVersion, 'Overworld':ORVersion},
'logic': self.world.logic,
'mode': self.world.mode,
'retro': self.world.retro,
'bombbag': self.world.bombbag,
'weapons': self.world.swords,
'goal': self.world.goal,
'ow_shuffle': self.world.owShuffle,
'ow_crossed': self.world.owCrossed,
'ow_keepsimilar': self.world.owKeepSimilar,
'ow_mixed': self.world.owMixed,
'ow_whirlpool': self.world.owWhirlpoolShuffle,
'ow_fluteshuffle': self.world.owFluteShuffle,
'shuffle': self.world.shuffle,
'shuffleganon': self.world.shuffle_ganon,
'shufflelinks': self.world.shufflelinks,
'door_shuffle': self.world.doorShuffle,
'intensity': self.world.intensity,
'item_pool': self.world.difficulty,
'item_functionality': self.world.difficulty_adjustments,
'gt_crystals': self.world.crystals_needed_for_gt,
'ganon_crystals': self.world.crystals_needed_for_ganon,
'open_pyramid': self.world.open_pyramid,
'accessibility': self.world.accessibility,
'hints': self.world.hints,
'mapshuffle': self.world.mapshuffle,
'compassshuffle': self.world.compassshuffle,
'keyshuffle': self.world.keyshuffle,
'bigkeyshuffle': self.world.bigkeyshuffle,
'boss_shuffle': self.world.boss_shuffle,
'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage,
'potshuffle': self.world.potshuffle,
'players': self.world.players,
'teams': self.world.teams,
'experimental': self.world.experimental,
'keydropshuffle': self.world.keydropshuffle,
'shopsanity': self.world.shopsanity,
'triforcegoal': self.world.treasure_hunt_count,
'triforcepool': self.world.treasure_hunt_total,
'code': {p: Settings.make_code(self.world, p) for p in range(1, self.world.players + 1)}
}
def parse_data(self):
self.medallions = OrderedDict()
if self.world.players == 1:
@@ -2610,8 +2660,6 @@ class Spoiler(object):
self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1]
self.startinventory = list(map(str, self.world.precollected_items))
self.locations = OrderedDict()
listed_locations = set()
@@ -2682,54 +2730,8 @@ class Spoiler(object):
for portal in self.world.dungeon_portals[player]:
self.set_lobby(portal.name, portal.door.name, player)
from Main import __version__ as ERVersion
from OverworldShuffle import __version__ as ORVersion
self.metadata = {'version': ERVersion,
'versions': {'Door':ERVersion, 'Overworld':ORVersion},
'logic': self.world.logic,
'mode': self.world.mode,
'retro': self.world.retro,
'bombbag': self.world.bombbag,
'weapons': self.world.swords,
'goal': self.world.goal,
'ow_shuffle': self.world.owShuffle,
'ow_crossed': self.world.owCrossed,
'ow_keepsimilar': self.world.owKeepSimilar,
'ow_mixed': self.world.owMixed,
'ow_whirlpool': self.world.owWhirlpoolShuffle,
'ow_fluteshuffle': self.world.owFluteShuffle,
'shuffle': self.world.shuffle,
'shuffleganon': self.world.shuffle_ganon,
'shufflelinks': self.world.shufflelinks,
'door_shuffle': self.world.doorShuffle,
'intensity': self.world.intensity,
'item_pool': self.world.difficulty,
'item_functionality': self.world.difficulty_adjustments,
'gt_crystals': self.world.crystals_needed_for_gt,
'ganon_crystals': self.world.crystals_needed_for_ganon,
'open_pyramid': self.world.open_pyramid,
'accessibility': self.world.accessibility,
'hints': self.world.hints,
'mapshuffle': self.world.mapshuffle,
'compassshuffle': self.world.compassshuffle,
'keyshuffle': self.world.keyshuffle,
'bigkeyshuffle': self.world.bigkeyshuffle,
'boss_shuffle': self.world.boss_shuffle,
'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage,
'potshuffle': self.world.potshuffle,
'players': self.world.players,
'teams': self.world.teams,
'experimental': self.world.experimental,
'keydropshuffle': self.world.keydropshuffle,
'shopsanity': self.world.shopsanity,
'triforcegoal': self.world.treasure_hunt_count,
'triforcepool': self.world.treasure_hunt_total,
'code': {p: Settings.make_code(self.world, p) for p in range(1, self.world.players + 1)}
}
def to_json(self):
self.parse_meta()
self.parse_data()
out = OrderedDict()
out['Overworld'] = list(self.overworlds.values())
@@ -2751,8 +2753,8 @@ class Spoiler(object):
return json.dumps(out)
def to_file(self, filename):
self.parse_data()
def meta_to_file(self, filename):
self.parse_meta()
with open(filename, 'w') as outfile:
line_width = 35
outfile.write('ALttP Entrance Randomizer - Seed: %s\n\n' % (self.world.seed))
@@ -2764,9 +2766,6 @@ class Spoiler(object):
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
if len(self.hashes) > 0:
for team in range(self.world.teams):
outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
outfile.write('Settings Code:'.ljust(line_width) + '%s\n' % self.metadata["code"][player])
outfile.write('Logic:'.ljust(line_width) + '%s\n' % self.metadata['logic'][player])
outfile.write('Mode:'.ljust(line_width) + '%s\n' % self.metadata['mode'][player])
@@ -2812,14 +2811,28 @@ class Spoiler(object):
if self.startinventory:
outfile.write('Starting Inventory:'.ljust(line_width))
outfile.write('\n'.ljust(line_width+1).join(self.startinventory))
def to_file(self, filename):
self.parse_data()
with open(filename, 'a') as outfile:
line_width = 35
if self.world.players > 1:
outfile.write('\nHashes:')
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player)))
if len(self.hashes) > 0:
for team in range(self.world.teams):
outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
outfile.write('\n\nRequirements:\n\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'{dungeon}:'.ljust(line_width) + '%s Medallion\n' % medallion)
if self.world.crystals_gt_orig[player] == 'random':
outfile.write('Crystals Required for GT:'.ljust(line_width) + '%s\n' % (str(self.metadata['gt_crystals'][player])))
if self.world.crystals_ganon_orig[player] == 'random':
outfile.write('Crystals Required for Ganon:'.ljust(line_width) + '%s\n' % (str(self.metadata['ganon_crystals'][player])))
for player in range(1, self.world.players + 1):
player_name = '' if self.world.players == 1 else str(' (Player ' + str(player) + ')')
if self.world.crystals_gt_orig[player] == 'random':
outfile.write(str('Crystals Required for GT' + player_name + ':').ljust(line_width) + '%s\n' % (str(self.metadata['gt_crystals'][player])))
if self.world.crystals_ganon_orig[player] == 'random':
outfile.write(str('Crystals Required for Ganon' + player_name + ':').ljust(line_width) + '%s\n' % (str(self.metadata['ganon_crystals'][player])))
if self.overworlds:
# overworlds: overworld transitions;
@@ -2868,6 +2881,8 @@ class Spoiler(object):
outfile.write(f'\n\nBosses ({self.world.get_player_names(player)}):\n\n')
outfile.write('\n'.join([f'{x}: {y}' for x, y in bossmap.items() if y not in ['Agahnim', 'Agahnim 2', 'Ganon']]))
def playthru_to_file(self, filename):
with open(filename, 'a') as outfile:
# locations: Change up location names; in the instance of a location with multiple sections, it'll try to translate the room name
# items: Item names
outfile.write('\n\nPlaythrough:\n\n')
@@ -2896,7 +2911,6 @@ class Spoiler(object):
outfile.write('\n'.join(path_listings))
flooded_keys = {
'Trench 1 Switch': 'Swamp Palace - Trench 1 Pot Key',
'Trench 2 Switch': 'Swamp Palace - Trench 2 Pot Key'

View File

@@ -1,5 +1,11 @@
# Changelog
### 0.2.1.1
- Many fixes to ER: infinite loops, preventing cross-world scenarios in non-cross-world modes
- Spoiler log improvements, outputs in stages so a Spoiler is available if an error occurs
- Added no_race option for Mystery
- Fixed output_path in Mystery to use the saved setting if none is specified on CLI
### 0.2.1.0
- Implemented Whirlpool Shuffle

View File

@@ -257,8 +257,7 @@ def link_entrances(world, player):
bomb_shop_doors = list(entrance_pool)
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# place remaining doors
@@ -301,8 +300,7 @@ def link_entrances(world, player):
bomb_shop_doors = list(entrance_pool)
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# shuffle connectors
@@ -329,41 +327,35 @@ def link_entrances(world, player):
else:
caves.append('Ganons Tower Exit')
# shuffle holes
scramble_holes(world, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, sectors, player)
place_dark_sanc(world, sectors, player, list(zip(*drop_connections + dropexit_connections))[0])
# place links house
links_house = place_links_house(world, sectors, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
links_house = place_links_house(world, sectors, player, list(zip(*drop_connections + dropexit_connections))[0])
# determine pools
lw_entrances = list()
dw_entrances = list()
for e in entrance_pool:
region = world.get_entrance(e, player).parent_region
if region.type == RegionType.LightWorld:
lw_entrances.append(e)
else:
dw_entrances.append(e)
if e not in list(zip(*drop_connections + dropexit_connections))[0]:
region = world.get_entrance(e, player).parent_region
if region.type == RegionType.LightWorld:
lw_entrances.append(e)
else:
dw_entrances.append(e)
# place connectors in inaccessible regions
connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player)
connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, list(zip(*drop_connections + dropexit_connections))[0])
# place old man, has limited options
place_old_man(world, lw_entrances if not invFlag else dw_entrances, player)
place_old_man(world, lw_entrances if not invFlag else dw_entrances, player, list(zip(*drop_connections + dropexit_connections))[0])
# place bomb shop, has limited options
bomb_shop_doors = list(entrance_pool)
bomb_shop_doors = [e for e in entrance_pool if e not in list(zip(*drop_connections + dropexit_connections))[0]]
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop_doors = [e for e in bomb_shop_doors if e not in ['Pyramid Fairy']]
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# shuffle connectors
@@ -371,6 +363,12 @@ def link_entrances(world, player):
dw_entrances = [e for e in dw_entrances if e in entrance_pool]
connect_caves(world, lw_entrances, dw_entrances, caves, player)
# shuffle holes
scramble_holes(world, player)
# place blacksmith, has limited options
place_blacksmith(world, links_house, player)
# place remaining doors
connect_doors(world, list(entrance_pool), list(exit_pool), player)
elif world.shuffle[player] == 'lite':
@@ -423,15 +421,16 @@ def link_entrances(world, player):
dw_entrances.append(e)
# place connectors in inaccessible regions
caves = Cave_Base + lw_dungeons + Cave_Base
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in lw_entrances]
connect_inaccessible_regions(world, connector_entrances, [], caves, player)
lw_dungeons = list(set(lw_dungeons) & set(caves)) + Old_Man_House
caves = list(set(Cave_Base) & set(caves)) + dw_dungeons
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in dw_entrances]
caves = Cave_Base + (dw_dungeons if not invFlag else lw_dungeons)
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (dw_entrances if not invFlag else lw_entrances)]
connect_inaccessible_regions(world, [], connector_entrances, caves, player)
dw_dungeons = list(set(dw_dungeons) & set(caves))
caves = list(set(Cave_Base) & set(caves)) + (lw_dungeons if not invFlag else dw_dungeons)
connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (lw_entrances if not invFlag else dw_entrances)]
connect_inaccessible_regions(world, connector_entrances, [], caves, player)
lw_dungeons = list(set(lw_dungeons) & set(caves)) + (Old_Man_House if not invFlag else [])
dw_dungeons = list(set(dw_dungeons) & set(caves)) + ([] if not invFlag else Old_Man_House)
caves = list(set(Cave_Base) & set(caves)) + DW_Mid_Dungeon_Exits
# place old man, has limited options
@@ -450,8 +449,7 @@ def link_entrances(world, player):
bomb_shop_doors = list(entrance_pool)
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# place remaining doors
@@ -467,9 +465,6 @@ def link_entrances(world, player):
# shuffle dungeons
skull_woods_shuffle(world, player)
# shuffle dropdowns
scramble_holes(world, player)
if world.mode[player] == 'standard':
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
Dungeon_Exits.append(tuple(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')))
@@ -483,6 +478,9 @@ def link_entrances(world, player):
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House)
# shuffle dropdowns
scramble_holes(world, player)
# place links house
links_house = place_links_house(world, sectors, player)
@@ -505,8 +503,7 @@ def link_entrances(world, player):
bomb_shop_doors = list(entrance_pool)
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# place remaining doors
@@ -551,8 +548,7 @@ def link_entrances(world, player):
bomb_shop_doors = list(entrance_pool)
if world.logic[player] in ['noglitches', 'minorglitches'] or (invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
bomb_shop_doors = [e for e in entrance_pool if e not in ['Pyramid Fairy']]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
bomb_shop = random.choice(bomb_shop_doors)
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# shuffle connectors
@@ -1072,7 +1068,7 @@ def scramble_holes(world, player):
if len(region.entrances) > 0:
hc_in_lw = region.entrances[0].parent_region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld)
elif world.shuffle[player] == 'lite':
hc_in_lw = True
hc_in_lw = not invFlag
else:
# checks if drop candidates exist in LW
drop_owids = [ 0x00, 0x02, 0x13, 0x15, 0x18, 0x1b, 0x22 ]
@@ -1351,7 +1347,7 @@ def full_shuffle_dungeons(world, Dungeon_Exits, player):
connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player)
def place_links_house(world, sectors, player):
def place_links_house(world, sectors, player, ignore_list=[]):
invFlag = world.mode[player] == 'inverted'
if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
@@ -1361,24 +1357,32 @@ def place_links_house(world, sectors, player):
if dark_sanc.connected_region and dark_sanc.connected_region.name == 'Dark Sanctuary Hint':
dark_sanc = dark_sanc.name
break
if invFlag and isinstance(dark_sanc, str):
links_house_doors = [i for i in get_distant_entrances(world, dark_sanc, sectors, player) if i in entrance_pool]
else:
links_house_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
links_house_doors = [i for i in get_starting_entrances(world, sectors, player, world.shuffle[player] != 'insanity') if i in entrance_pool]
if world.shuffle[player] in ['lite', 'lean']:
links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
#TODO: Need to improve Links House placement to choose a better sector or eliminate entrances that are after ledge drops
links_house_doors = [e for e in links_house_doors if e not in ignore_list]
assert len(links_house_doors), 'No valid candidates to place Links House'
links_house = random.choice(links_house_doors)
connect_two_way(world, links_house, 'Links House Exit', player)
return links_house
def place_dark_sanc(world, sectors, player):
def place_dark_sanc(world, sectors, player, ignore_list=[]):
if not world.shufflelinks[player]:
sanc_doors = [i for i in get_distant_entrances(world, 'Big Bomb Shop', sectors, player) if i in entrance_pool]
else:
sanc_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
sanc_doors = [i for i in get_starting_entrances(world, sectors, player, world.shuffle[player] != 'insanity') if i in entrance_pool]
if world.shuffle[player] in ['lite', 'lean']:
sanc_doors = [e for e in sanc_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
sanc_doors = [e for e in sanc_doors if e not in ignore_list]
assert len(sanc_doors), 'No valid candidates to place Dark Chapel'
sanc_door = random.choice(sanc_doors)
connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
@@ -1405,20 +1409,20 @@ def place_blacksmith(world, links_house, player):
if world.shuffle[player] in ['lite', 'lean']:
blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
random.shuffle(blacksmith_doors)
blacksmith_hut = blacksmith_doors.pop()
assert len(blacksmith_doors), 'No valid candidates to place Blacksmiths Hut'
blacksmith_hut = random.choice(blacksmith_doors)
connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
return blacksmith_hut
def place_old_man(world, pool, player):
def place_old_man(world, pool, player, ignore_list=[]):
# exit has to come from specific set of doors, the entrance is free to move about
if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
region_name = 'West Death Mountain (Top)'
else:
region_name = 'West Dark Death Mountain (Top)'
old_man_entrances = list(build_accessible_entrance_list(world, region_name, player, [], False, True, True, True))
old_man_entrances = [e for e in old_man_entrances if e != 'Old Man House (Bottom)']
old_man_entrances = [e for e in old_man_entrances if e != 'Old Man House (Bottom)' and e not in ignore_list]
if world.shuffle[player] in ['lite', 'lean']:
old_man_entrances = [e for e in old_man_entrances if e in pool]
random.shuffle(old_man_entrances)
@@ -1428,7 +1432,7 @@ def place_old_man(world, pool, player):
if 'West Death Mountain (Bottom)' not in build_accessible_region_list(world, world.get_entrance(old_man_exit, player).parent_region.name, player, True, True):
old_man_exit = None
old_man_entrances = [e for e in pool if e in entrance_pool and e not in entrance_exits + [old_man_exit]]
old_man_entrances = [e for e in pool if e in entrance_pool and e not in ignore_list and e not in entrance_exits + [old_man_exit]]
random.shuffle(old_man_entrances)
old_man_entrance = old_man_entrances.pop()
if world.shuffle[player] != 'insanity':
@@ -1478,7 +1482,7 @@ def junk_fill_inaccessible(world, player):
connect_entrance(world, entrance, junk_locations.pop(), player)
def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player):
def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list=[]):
invFlag = world.mode[player] == 'inverted'
random.shuffle(lw_entrances)
@@ -1506,7 +1510,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
for region_name in inaccessible_regions.copy():
region = world.get_region(region_name, player)
if region.type not in [RegionType.LightWorld, RegionType.DarkWorld] or not any((not exit.connected_region and exit.spot_type == 'Entrance') for exit in region.exits) \
or (region_name == 'Pyramid Exit Ledge' and invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
or (region_name == 'Pyramid Exit Ledge' and world.shuffle[player] != 'insanity' or invFlag != (0x1b in world.owswaps[player][0] and world.owMixed[player])):
inaccessible_regions.remove(region_name)
elif region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
must_exit_regions.append(region_name)
@@ -1517,12 +1521,12 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
inaccessible_entrances = list()
region = world.get_region(region_name, player)
for exit in region.exits:
if not exit.connected_region and exit.name in entrance_pool and (world.shuffle[player] not in ['lite', 'lean'] or exit.name in pool):
if not exit.connected_region and exit.name in [e for e in entrance_pool if e not in ignore_list] and (world.shuffle[player] not in ['lite', 'lean'] or exit.name in pool):
inaccessible_entrances.append(exit.name)
if len(inaccessible_entrances):
random.shuffle(inaccessible_entrances)
connect_mandatory_exits(world, pool, caves, [inaccessible_entrances.pop()], player)
connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player)
connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list)
# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
if world.shuffle[player] in ['lean', 'crossed', 'insanity']:
@@ -1531,12 +1535,15 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
random.shuffle(combined_must_exit_regions)
connect_one(combined_must_exit_regions[0], [e for e in lw_entrances if e in entrance_pool])
else:
if len(otherworld_must_exit_regions) > 0:
pool = [e for e in dw_entrances if e in entrance_pool]
if len(otherworld_must_exit_regions) > 0 and len(pool):
random.shuffle(otherworld_must_exit_regions)
connect_one(otherworld_must_exit_regions[0], [e for e in (dw_entrances if not invFlag else lw_entrances) if e in entrance_pool])
connect_one(otherworld_must_exit_regions[0], pool)
elif len(must_exit_regions) > 0:
random.shuffle(must_exit_regions)
connect_one(must_exit_regions[0], [e for e in (lw_entrances if not invFlag else dw_entrances) if e in entrance_pool])
pool = [e for e in lw_entrances if e in entrance_pool]
if len(pool):
random.shuffle(must_exit_regions)
connect_one(must_exit_regions[0], pool)
def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits):
@@ -1735,30 +1742,36 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
return entrances
def get_starting_entrances(world, sectors, player):
def get_starting_entrances(world, sectors, player, force_starting_world=True):
invFlag = world.mode[player] == 'inverted'
# find largest walkable sector
sector = None
invalid_sectors = list()
while (sector is None):
sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
invalid_sectors.append(sector)
sector = None
regions = max(sector, key=lambda x: len(x))
# get entrances from list of regions
entrances = list()
for region_name in [r for r in regions if r ]:
if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
if region.type == RegionType.LightWorld if not invFlag else RegionType.DarkWorld:
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
entrances.append(exit.name)
while not len(entrances):
while (sector is None):
sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
invalid_sectors.append(sector)
sector = None
regions = max(sector, key=lambda x: len(x))
# get entrances from list of regions
entrances = list()
for region_name in regions:
if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = world.get_region(region_name, player)
if not force_starting_world or region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
entrances.append(exit.name)
invalid_sectors.append(sector)
sector = None
return entrances

20
Main.py
View File

@@ -131,6 +131,15 @@ def main(args, seed=None, fish=None):
world.player_names[player].append(name)
logger.info('')
if world.owShuffle[1] != 'vanilla' or world.owCrossed[1] not in ['none', 'polar'] or world.owMixed[1] or str(world.seed).startswith('M'):
outfilebase = f'OR_{args.outputname if args.outputname else world.seed}'
else:
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'
if args.create_spoiler and not args.jsonout:
logger.info(world.fish.translate("cli","cli","patching.spoiler"))
world.spoiler.meta_to_file(output_path('%s_Spoiler.txt' % outfilebase))
for player in range(1, world.players + 1):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
@@ -266,11 +275,6 @@ def main(args, seed=None, fish=None):
customize_shops(world, player)
balance_money_progression(world)
if world.owShuffle[1] != 'vanilla' or world.owCrossed[1] not in ['none', 'polar'] or world.owMixed[1] or str(world.seed).startswith('M'):
outfilebase = f'OR_{args.outputname if args.outputname else world.seed}'
else:
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'
rom_names = []
jsonout = {}
enemized = False
@@ -338,6 +342,10 @@ def main(args, seed=None, fish=None):
with open(output_path('%s_multidata' % outfilebase), 'wb') as f:
f.write(multidata)
if args.create_spoiler and not args.jsonout:
logger.info(world.fish.translate("cli","cli","patching.spoiler"))
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
if not args.skip_playthrough:
logger.info(world.fish.translate("cli","cli","calc.playthrough"))
create_playthrough(world)
@@ -350,7 +358,7 @@ def main(args, seed=None, fish=None):
with open(output_path('%s_Spoiler.json' % outfilebase), 'w') as outfile:
outfile.write(world.spoiler.to_json())
else:
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
world.spoiler.playthru_to_file(output_path('%s_Spoiler.txt' % outfilebase))
YES = world.fish.translate("cli","cli","yes")
NO = world.fish.translate("cli","cli","no")

View File

@@ -28,6 +28,7 @@ def main():
parser.add_argument('--names', default='')
parser.add_argument('--teams', default=1, type=lambda value: max(int(value), 1))
parser.add_argument('--create_spoiler', action='store_true')
parser.add_argument('--no_race', action='store_true')
parser.add_argument('--rom')
parser.add_argument('--enemizercli')
parser.add_argument('--outputpath')
@@ -61,9 +62,10 @@ def main():
erargs.seed = seed
erargs.names = args.names
erargs.create_spoiler = args.create_spoiler
erargs.race = True
erargs.race = not args.no_race
erargs.outputname = seedname
erargs.outputpath = args.outputpath
if args.outputpath:
erargs.outputpath = args.outputpath
erargs.loglevel = args.loglevel
if args.rom:

View File

@@ -3,7 +3,7 @@ from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSl
from Regions import mark_dark_world_regions, mark_light_world_regions
from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OWExitTypes, OpenStd, parallel_links, IsParallel
__version__ = '0.2.1.0-u'
__version__ = '0.2.1.1-u'
def link_overworld(world, player):
# setup mandatory connections