From 579c3bfd2311322def538a6986325a3189516d20 Mon Sep 17 00:00:00 2001 From: Catobat <69204835+Catobat@users.noreply.github.com> Date: Fri, 6 Aug 2021 14:17:24 +0200 Subject: [PATCH 01/10] Fix money balancing with reduced item pool --- BaseClasses.py | 2 ++ Fill.py | 21 +++++++++++---------- 2 files changed, 13 insertions(+), 10 deletions(-) diff --git a/BaseClasses.py b/BaseClasses.py index b7a80af7..19cc8def 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -808,6 +808,8 @@ class CollectionState(object): def collect(self, item, event=False, location=None): if location: self.locations_checked.add(location) + if not item: + return changed = False if item.name.startswith('Progressive '): if 'Sword' in item.name: diff --git a/Fill.py b/Fill.py index 7572b350..6436a7ee 100644 --- a/Fill.py +++ b/Fill.py @@ -553,7 +553,7 @@ def balance_money_progression(world): base_value = sum(rupee_rooms.values()) available_money = {player: base_value for player in range(1, world.players+1)} for loc in world.get_locations(): - if loc.item.name in rupee_chart: + if loc.item and loc.item.name in rupee_chart: available_money[loc.item.player] += rupee_chart[loc.item.name] total_price = {player: 0 for player in range(1, world.players+1)} @@ -618,7 +618,7 @@ def balance_money_progression(world): slot = shop_to_location_table[location.parent_region.name].index(location.name) shop = location.parent_region.shop shop_item = shop.inventory[slot] - if interesting_item(location, location.item, world, location.item.player): + if location.item and interesting_item(location, location.item, world, location.item.player): if location.item.name.startswith('Rupee') and loc_player == location.item.player: if shop_item['price'] < rupee_chart[location.item.name]: wallet[loc_player] -= shop_item['price'] # will get picked up in the location_free block @@ -638,14 +638,15 @@ def balance_money_progression(world): if location_free: state.collect(location.item, True, location) unchecked_locations.remove(location) - if location.item.name.startswith('Rupee'): - wallet[location.item.player] += rupee_chart[location.item.name] - if location.item.name != 'Rupees (300)': + if location.item: + if location.item.name.startswith('Rupee'): + wallet[location.item.player] += rupee_chart[location.item.name] + if location.item.name != 'Rupees (300)': + balance_locations[location.item.player].add(location) + if interesting_item(location, location.item, world, location.item.player): + checked_locations.append(location) + elif location.item.name in acceptable_balancers: balance_locations[location.item.player].add(location) - if interesting_item(location, location.item, world, location.item.player): - checked_locations.append(location) - elif location.item.name in acceptable_balancers: - balance_locations[location.item.player].add(location) for room, income in rupee_rooms.items(): for player in range(1, world.players+1): if room not in rooms_visited[player] and world.get_region(room, player) in state.reachable_regions[player]: @@ -710,5 +711,5 @@ def balance_money_progression(world): else: state.collect(location.item, True, location) unchecked_locations.remove(location) - if location.item.name.startswith('Rupee'): + if location.item and location.item.name.startswith('Rupee'): wallet[location.item.player] += rupee_chart[location.item.name] From 2760841836d793543cdbf097bd6611b3248548bc Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 2 Sep 2021 17:00:36 -0600 Subject: [PATCH 02/10] Prevent keys doors on door pairs that loop on themselves in the same supertile. (Excludes dead ends) Thus, there's not chance for a keys to be wasted. --- DoorShuffle.py | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/DoorShuffle.py b/DoorShuffle.py index e89a7bb4..2574e4f5 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -1582,7 +1582,7 @@ def find_key_door_candidates(region, checked, world, player): if d2.type == DoorType.Normal: room_b = world.get_room(d2.roomIndex, player) pos_b, kind_b = room_b.doorList[d2.doorListPos] - valid = kind in okay_normals and kind_b in okay_normals + valid = kind in okay_normals and kind_b in okay_normals and valid_key_door_pair(d, d2) else: valid = kind in okay_normals if valid and 0 <= d2.doorListPos < 4: @@ -1599,6 +1599,12 @@ def find_key_door_candidates(region, checked, world, player): return candidates, checked_doors +def valid_key_door_pair(door1, door2): + if door1.roomIndex != door2.roomIndex: + return True + return len(door1.entrance.parent_region.exits) <= 1 or len(door2.entrance.parent_region.exits) <= 1 + + def reassign_key_doors(builder, world, player): logger = logging.getLogger('') logger.debug('Key doors for %s', builder.name) From e48dbe3d27c4f0417293f2fb8f8df2b925dc15a5 Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 2 Sep 2021 18:10:49 -0600 Subject: [PATCH 03/10] Prize relevance refinement Subtle change on bk restriction - only restrict if bk was determined to be the way forward --- KeyDoorShuffle.py | 35 ++++++++++++++++++++++------------- 1 file changed, 22 insertions(+), 13 deletions(-) diff --git a/KeyDoorShuffle.py b/KeyDoorShuffle.py index 23dd24be..1ff840f6 100644 --- a/KeyDoorShuffle.py +++ b/KeyDoorShuffle.py @@ -26,7 +26,7 @@ class KeyLayout(object): self.item_locations = set() self.found_doors = set() - self.prize_relevant = False + self.prize_relevant = None # bk special? # bk required? True if big chests or big doors exists @@ -37,7 +37,7 @@ class KeyLayout(object): self.max_chests = calc_max_chests(builder, self, world, player) self.all_locations = set() self.item_locations = set() - self.prize_relevant = False + self.prize_relevant = None class KeyLogic(object): @@ -284,7 +284,7 @@ def analyze_dungeon(key_layout, world, player): key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations)) # note to self: this is due to the enough_small_locations function in validate_key_layout_sub_loop # I don't like this exception here or there - elif available <= possible_smalls and avail_bigs and non_big_locs > 0: + elif available < possible_smalls and avail_bigs and non_big_locs > 0: max_ctr = find_max_counter(key_layout) bk_lockdown = [x for x in max_ctr.free_locations if x not in key_counter.free_locations] key_logic.bk_restricted.update(filter_big_chest(bk_lockdown)) @@ -1380,6 +1380,15 @@ def forced_big_key_avail(locations): return None +def prize_relevance(key_layout, dungeon_entrance): + if len(key_layout.start_regions) > 1 and dungeon_entrance and dungeon_table[key_layout.key_logic.dungeon].prize: + if dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower']: + return 'GT' + elif dungeon_entrance.name == 'Pyramid Fairy': + return 'BigBomb' + return None + + # Soft lock stuff def validate_key_layout(key_layout, world, player): # retro is all good - except for hyrule castle in standard mode @@ -1391,12 +1400,11 @@ def validate_key_layout(key_layout, world, player): state.big_key_special = check_bk_special(key_layout.sector.regions, world, player) for region in key_layout.start_regions: dungeon_entrance, portal_door = find_outside_connection(region) - if (len(key_layout.start_regions) > 1 and dungeon_entrance and - dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy'] - and dungeon_table[key_layout.key_logic.dungeon].prize): + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: state.append_door_to_list(portal_door, state.prize_doors) state.prize_door_set[portal_door] = dungeon_entrance - key_layout.prize_relevant = True + key_layout.prize_relevant = prize_relevant_flag else: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) @@ -1554,12 +1562,11 @@ def create_key_counters(key_layout, world, player): state.big_key_special = True for region in key_layout.start_regions: dungeon_entrance, portal_door = find_outside_connection(region) - if (len(key_layout.start_regions) > 1 and dungeon_entrance and - dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower', 'Pyramid Fairy'] - and dungeon_table[key_layout.key_logic.dungeon].prize): + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: state.append_door_to_list(portal_door, state.prize_doors) state.prize_door_set[portal_door] = dungeon_entrance - key_layout.prize_relevant = True + key_layout.prize_relevant = prize_relevant_flag else: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) @@ -1988,8 +1995,10 @@ def validate_key_placement(key_layout, world, player): found_prize = any(x for x in counter.important_locations if '- Prize' in x.name) if not found_prize and dungeon_table[key_layout.sector.name].prize: prize_loc = world.get_location(dungeon_table[key_layout.sector.name].prize, player) - # todo: pyramid fairy only care about crystals 5 & 6 - found_prize = 'Crystal' not in prize_loc.item.name + if key_layout.prize_relevant == 'BigBomb': + found_prize = prize_loc.item.name not in ['Crystal 5', 'Crystal 6'] + elif key_layout.prize_relevant == 'GT': + found_prize = 'Crystal' not in prize_loc.item.name or world.crystals_needed_for_gt[player] < 7 else: found_prize = False can_progress = (not counter.big_key_opened and big_found and any(d.bigKey for d in counter.child_doors)) or \ From ec7c1489c788ef4cb59df59509cbfc89c2491d15 Mon Sep 17 00:00:00 2001 From: aerinon Date: Tue, 7 Sep 2021 16:25:42 -0600 Subject: [PATCH 04/10] Removed rails flag and just edited the object table for prevent mode in mixed travel Updated rails in PoD Arena to prevent hovering better --- DoorShuffle.py | 2 +- Rom.py | 16 ++++++++++++++-- data/base2current.bps | Bin 136284 -> 135945 bytes 3 files changed, 15 insertions(+), 3 deletions(-) diff --git a/DoorShuffle.py b/DoorShuffle.py index 2574e4f5..9d22893c 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -2041,7 +2041,7 @@ class DROptions(Flag): Town_Portal = 0x02 # If on, Players will start with mirror scroll Map_Info = 0x04 Debug = 0x08 - Rails = 0x10 # If on, draws rails + # Rails = 0x10 # Unused bit now OriginalPalettes = 0x20 Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required diff --git a/Rom.py b/Rom.py index 53d6666e..d6248488 100644 --- a/Rom.py +++ b/Rom.py @@ -32,7 +32,7 @@ from source.classes.SFX import randomize_sfx JAP10HASH = '03a63945398191337e896e5771f77173' -RANDOMIZERBASEHASH = '091671c7f555331ff2f411b304141c29' +RANDOMIZERBASEHASH = 'ef6e3e1aa59838c01dbd5b1b2387e70c' class JsonRom(object): @@ -671,7 +671,19 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False): dr_flags |= DROptions.Debug if world.doorShuffle[player] == 'crossed' and world.logic[player] != 'nologic'\ and world.mixed_travel[player] == 'prevent': - dr_flags |= DROptions.Rails + # PoD Falling Bridge or Hammjump + # 1FA607: db $2D, $79, $69 ; 0x0069: Vertical Rail ↕ | { 0B, 1E } | Size: 05 + # 1FA60A: db $14, $99, $5D ; 0x005D: Large Horizontal Rail ↔ | { 05, 26 } | Size: 01 + rom.write_bytes(0xfa607, [0x2d, 0x79, 0x69, 0x14, 0x99, 0x5d]) + # PoD Arena + # 1FA573: db $D4, $B2, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 2C } | Size: 02 + # 1FA576: db $D4, $CE, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 33 } | Size: 01 + # 1FA579: db $D9, $AE, $69 ; 0x0069: Vertical Rail ↕ | { 36, 2B } | Size: 06 + rom.write_bytes(0xfa573, [0xd4, 0xb2, 0x22, 0xd4, 0xce, 0x22, 0xd9, 0xae, 0x69]) + # Mire BK Pond + # 1FB1FC: db $C8, $9D, $69 ; 0x0069: Vertical Rail ↕ | { 32, 27 } | Size: 01 + # 1FB1FF: db $B4, $AC, $5D ; 0x005D: Large Horizontal Rail ↔ | { 2D, 2B } | Size: 00 + rom.write_bytes(0xfb1fc, [0xc8, 0x9d, 0x69, 0xb4, 0xac, 0x5d]) if world.standardize_palettes[player] == 'original': dr_flags |= DROptions.OriginalPalettes if world.experimental[player]: diff --git a/data/base2current.bps b/data/base2current.bps index 4571d623111492b36542f9572a826fd4ecbbef1d..17b3e4976a8e05b8f7e0a167166c55236e3a9806 100644 GIT binary patch delta 7248 zcmZWtc|a4#_ut(lkPwb=sGJg36p$OK2a4c@sHmuTAu3w2*mzZKJy6&MA|_!I!T>8- zAq#B8Ah>AMfT#!-0Y!~kEz-lI{q{husYg9)eoO!TC3!QSot@*&J7(U?kH>_Hqrwt& zoOcNWZEpSpzwignOu>kZxmeBN%8ch0X0Rz#h~c4`McNEKRx_AgB*);C0wN^VI|@{*D`|MZML`pzs|2;t1ZMr5CsiS1^NvD^B3jsDtGh#zWeFgV0-D 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zmeNFN`LutA3cfhTl*jWq%Z|S#XfU&B&6BDjXc!ufBFOOaxn3t15+l)AbR0SfHh|i< z`*{meRF;wNns{O_(lzLLSo#7<2RF*g`kKMwLPwtPTEu8)9|NgC`@2cSH52W z;WgDVp4^dq#*j7>L5`lb_RCXP$9ba-Zv1lj&N}+PL1^6A)PxU<)xKrcCCy;DTQA6P z>s5Az85O^wC=YWHxQjhRUScnymzTpKacnGdq#d;%N{*{{E3hsafJR|hoVT?g7!Bi# zjUKL~HOqxOlwMqa3P*VY{-5-Koz|96bS3H))1Z_grHhs+l_65=bc~J+LuXHJ{9@KX z;UX~|t6}Sq$=<&kh@5Hf9P67#{lCI%^o(03V%^>HUaeFOqV$I$P zW*%+*wF*6s@)pcJXk}{9HEt726SwbwkmkBygrKMhK}^^Mq>HeB`t+BxwY7dt)z3tp z=r6=6`pdMkZDQA;G|m?xk$H#!@h#syu);dM866ZXVn%HJf?!ey4kT##RWwdeBk#ki ztEewOIxd!=PhCY<^Hv4xY1uXOU2yrfX+@RO&mzuuZ%}9Xl+_1yV~H}vux;eZ=Yxz} ztnt^;?cxzk$mp?zHg6Ac`n}-oa%TeqhvRg&bU# Date: Fri, 10 Sep 2021 09:13:20 -0600 Subject: [PATCH 05/10] More refinement for prize locked parts of a dungeon and key rule interaction --- Fill.py | 6 +++++- KeyDoorShuffle.py | 27 ++++++++++++++++++++++----- 2 files changed, 27 insertions(+), 6 deletions(-) diff --git a/Fill.py b/Fill.py index 779e1ec4..2cf1f25e 100644 --- a/Fill.py +++ b/Fill.py @@ -245,7 +245,11 @@ def valid_key_placement(item, location, itempool, world): return True key_logic = world.key_logic[item.player][dungeon.name] unplaced_keys = len([x for x in itempool if x.name == key_logic.small_key_name and x.player == item.player]) - return key_logic.check_placement(unplaced_keys, location if item.bigkey else None) + prize_loc = None + if key_logic.prize_location: + prize_loc = world.get_location(key_logic.prize_location, location.player) + cr_count = world.crystals_needed_for_gt[location.player] + return key_logic.check_placement(unplaced_keys, location if item.bigkey else None, prize_loc, cr_count) else: inside_dungeon_item = ((item.smallkey and not world.keyshuffle[item.player]) or (item.bigkey and not world.bigkeyshuffle[item.player])) diff --git a/KeyDoorShuffle.py b/KeyDoorShuffle.py index 1ff840f6..1b74ae80 100644 --- a/KeyDoorShuffle.py +++ b/KeyDoorShuffle.py @@ -58,10 +58,11 @@ class KeyLogic(object): self.outside_keys = 0 self.dungeon = dungeon_name self.sm_doors = {} + self.prize_location = None - def check_placement(self, unplaced_keys, big_key_loc=None): + def check_placement(self, unplaced_keys, big_key_loc=None, prize_loc=None, cr_count=7): for rule in self.placement_rules: - if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc): + if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc, prize_loc, cr_count): return False if big_key_loc: for rule_a, rule_b in itertools.combinations(self.placement_rules, 2): @@ -120,6 +121,7 @@ class PlacementRule(object): self.check_locations_wo_bk = None self.bk_relevant = True self.key_reduced = False + self.prize_relevance = None def contradicts(self, rule, unplaced_keys, big_key_loc): bk_blocked = big_key_loc in self.bk_conditional_set if self.bk_conditional_set else False @@ -154,7 +156,14 @@ class PlacementRule(object): left -= rule_needed return False - def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc): + def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc, prize_location, cr_count): + if self.prize_relevance and prize_location: + if self.prize_relevance == 'BigBomb': + if prize_location.item.name not in ['Crystal 5', 'Crystal 6']: + return True + elif self.prize_relevance == 'GT': + if 'Crystal' not in prize_location.item.name or cr_count < 7: + return True bk_blocked = False if self.bk_conditional_set: for loc in self.bk_conditional_set: @@ -258,6 +267,7 @@ def analyze_dungeon(key_layout, world, player): find_bk_locked_sections(key_layout, world, player) key_logic.bk_chests.update(find_big_chest_locations(key_layout.all_chest_locations)) key_logic.bk_chests.update(find_big_key_locked_locations(key_layout.all_chest_locations)) + key_logic.prize_location = dungeon_table[key_layout.sector.name].prize if world.retro[player] and world.mode[player] != 'standard': return @@ -361,6 +371,7 @@ def create_exhaustive_placement_rules(key_layout, world, player): rule.bk_conditional_set = blocked_loc rule.needed_keys_wo_bk = min_keys rule.check_locations_wo_bk = set(filter_big_chest(accessible_loc)) + rule.prize_relevance = key_layout.prize_relevant if rule_prize_relevant(key_counter) else None if valid_rule: key_logic.placement_rules.append(rule) adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_counter, max_ctr) @@ -368,6 +379,10 @@ def create_exhaustive_placement_rules(key_layout, world, player): refine_location_rules(key_layout) +def rule_prize_relevant(key_counter): + return not key_counter.prize_doors_opened and not key_counter.prize_received + + def skip_key_counter_due_to_prize(key_layout, key_counter): return key_layout.prize_relevant and key_counter.prize_received and not key_counter.prize_doors_opened @@ -467,7 +482,7 @@ def refine_placement_rules(key_layout, max_ctr): if rule.needed_keys_wo_bk == 0: rules_to_remove.append(rule) if len(rule.check_locations_wo_bk) < rule.needed_keys_wo_bk or rule.needed_keys_wo_bk > key_layout.max_chests: - if len(rule.bk_conditional_set) > 0: + if not rule.prize_relevance and len(rule.bk_conditional_set) > 0: key_logic.bk_restricted.update(rule.bk_conditional_set) rules_to_remove.append(rule) changed = True # impossible for bk to be here, I think @@ -1432,7 +1447,8 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa found_forced_bk = state.found_forced_bk() smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations) bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk) - if smalls_done and bk_done: + prize_done = not key_layout.prize_relevant or state.prize_doors_opened + if smalls_done and bk_done and prize_done: return False else: # todo: pretty sure you should OR these paths together, maybe when there's one location and it can @@ -1468,6 +1484,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa if not valid: return False # todo: feel like you only open these if the boss is available??? + # todo: or if a crystal isn't valid placement on this boss if not state.prize_doors_opened and key_layout.prize_relevant: state_copy = state.copy() open_a_door(next(iter(state_copy.prize_door_set)), state_copy, flat_proposal, world, player) From c5f6c46bd879f21df840c550e40143703409318e Mon Sep 17 00:00:00 2001 From: aerinon Date: Tue, 14 Sep 2021 15:24:23 -0600 Subject: [PATCH 06/10] Remove unique annotation from FastEnum class --- BaseClasses.py | 1 - 1 file changed, 1 deletion(-) diff --git a/BaseClasses.py b/BaseClasses.py index 77fdf968..b7c13f45 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -2740,7 +2740,6 @@ class Settings(object): args.shufflepots[p] = True if settings[7] & 0x4 else False -@unique class KeyRuleType(FastEnum): WorstCase = 0 AllowSmall = 1 From eab94043988c92b96260ec09ae88bcd76aba56be Mon Sep 17 00:00:00 2001 From: aerinon Date: Tue, 14 Sep 2021 15:40:55 -0600 Subject: [PATCH 07/10] Allow Blind's Cell to be shuffled if Blind is not the boss --- DungeonGenerator.py | 8 ++++++-- ItemList.py | 2 -- Main.py | 2 ++ 3 files changed, 8 insertions(+), 4 deletions(-) diff --git a/DungeonGenerator.py b/DungeonGenerator.py index f579f285..19ab9a1d 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -585,7 +585,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name): paths.append(boss) if 'Thieves Boss' in all_r_names: paths.append('Thieves Boss') - paths.append(('Thieves Blind\'s Cell', 'Thieves Boss')) + if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': + paths.append(('Thieves Blind\'s Cell', 'Thieves Boss')) for drop_check in drop_path_checks: if drop_check in all_r_names: paths.append((drop_check, non_hole_portals)) @@ -1275,6 +1276,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) + if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': + assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon, + candidate_sectors, global_pole) entrances_map, potentials, connections = connections_tuple accessible_sectors, reverse_d_map = set(), {} for key in dungeon_entrances.keys(): @@ -3898,7 +3902,7 @@ dungeon_boss_sectors = { 'Palace of Darkness': ['PoD Boss'], 'Swamp Palace': ['Swamp Boss'], 'Skull Woods': ['Skull Boss'], - 'Thieves Town': ['Thieves Blind\'s Cell', 'Thieves Boss'], + 'Thieves Town': ['Thieves Boss'], 'Ice Palace': ['Ice Boss'], 'Misery Mire': ['Mire Boss'], 'Turtle Rock': ['TR Boss'], diff --git a/ItemList.py b/ItemList.py index eda7291f..c0f2f86c 100644 --- a/ItemList.py +++ b/ItemList.py @@ -4,7 +4,6 @@ import math import RaceRandom as random from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState -from Bosses import place_bosses from Dungeons import get_dungeon_item_pool from EntranceShuffle import connect_entrance from Regions import shop_to_location_table, retro_shops, shop_table_by_location @@ -371,7 +370,6 @@ def generate_itempool(world, player): tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] world.required_medallions[player] = (mm_medallion, tr_medallion) - place_bosses(world, player) set_up_shops(world, player) if world.retro[player]: diff --git a/Main.py b/Main.py index be2cb2e6..11bf51d3 100644 --- a/Main.py +++ b/Main.py @@ -10,6 +10,7 @@ import time import zlib from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings +from Bosses import place_bosses from Items import ItemFactory from KeyDoorShuffle import validate_key_placement from OverworldGlitchRules import create_owg_connections @@ -146,6 +147,7 @@ def main(args, seed=None, fish=None): create_rooms(world, player) create_dungeons(world, player) adjust_locations(world, player) + place_bosses(world, player) if any(world.potshuffle.values()): logger.info(world.fish.translate("cli", "cli", "shuffling.pots")) From bce3bcf4fe8036c3a767c9d8cbbf98debbb68e07 Mon Sep 17 00:00:00 2001 From: aerinon Date: Tue, 14 Sep 2021 16:02:31 -0600 Subject: [PATCH 08/10] Remove stonewall pre-opening code in favor of dynamic softlock prevention (Promoted from experimental) --- DoorShuffle.py | 6 ++---- DungeonGenerator.py | 44 ------------------------------------------ Main.py | 2 +- RELEASENOTES.md | 8 ++++++++ Rom.py | 9 +-------- asm/overrides.asm | 6 +----- data/base2current.bps | Bin 135945 -> 135928 bytes 7 files changed, 13 insertions(+), 62 deletions(-) diff --git a/DoorShuffle.py b/DoorShuffle.py index 9d22893c..ee9cbd01 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -1358,10 +1358,8 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map): if recombine.master_sector is None: recombine.master_sector = builder.master_sector recombine.master_sector.name = recombine.name - recombine.pre_open_stonewalls = builder.pre_open_stonewalls else: recombine.master_sector.regions.extend(builder.master_sector.regions) - recombine.pre_open_stonewalls.update(builder.pre_open_stonewalls) recombine.layout_starts = list(entrances_map[recombine.name]) dungeon_builders[recombine.name] = recombine @@ -2043,8 +2041,8 @@ class DROptions(Flag): Debug = 0x08 # Rails = 0x10 # Unused bit now OriginalPalettes = 0x20 - Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required - Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required + # Open_PoD_Wall = 0x40 # No longer pre-opening pod wall - unused + # Open_Desert_Wall = 0x80 # No longer pre-opening desert wall - unused Hide_Total = 0x100 DarkWorld_Spawns = 0x200 diff --git a/DungeonGenerator.py b/DungeonGenerator.py index 19ab9a1d..12aaa1c9 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -56,23 +56,10 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player): def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player): - stonewalls = check_for_stonewalls(builder) sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player) - for stonewall in stonewalls: - if not stonewall_valid(stonewall): - builder.pre_open_stonewalls.add(stonewall) return sector -def check_for_stonewalls(builder): - stonewalls = set() - for sector in builder.sectors: - for door in sector.outstanding_doors: - if door.stonewall: - stonewalls.add(door) - return stonewalls - - def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player): if builder.valid_proposal: # we made this earlier in gen, just use it proposed_map = builder.valid_proposal @@ -612,35 +599,6 @@ def winnow_hangers(hangers, hooks): hangers[hanger].remove(door) -def stonewall_valid(stonewall): - bad_door = stonewall.dest - if bad_door.blocked: - return True # great we're done with this one - loop_region = stonewall.entrance.parent_region - start_regions = [bad_door.entrance.parent_region] - if bad_door.dependents: - for dep in bad_door.dependents: - start_regions.append(dep.entrance.parent_region) - queue = deque(start_regions) - visited = set(start_regions) - while len(queue) > 0: - region = queue.popleft() - if region == loop_region: - return False # guaranteed loop - possible_entrances = list(region.entrances) - for entrance in possible_entrances: - parent = entrance.parent_region - if parent.type != RegionType.Dungeon: - return False # you can get stuck from an entrance - else: - door = entrance.door - if (door is None or (door != stonewall and not door.blocked)) and parent not in visited: - visited.add(parent) - queue.append(parent) - # we didn't find anything bad - return True - - def create_graph_piece_from_state(door, o_state, b_state, proposed_map, exception): # todo: info about dungeon events - not sure about that graph_piece = GraphPiece() @@ -1198,8 +1156,6 @@ class DungeonBuilder(object): self.path_entrances = None # used for pathing/key doors, I think self.split_flag = False - self.pre_open_stonewalls = set() # used by stonewall system - self.candidates = None self.total_keys = None self.key_doors_num = None diff --git a/Main.py b/Main.py index 11bf51d3..0db8af04 100644 --- a/Main.py +++ b/Main.py @@ -29,7 +29,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops from Utils import output_path, parse_player_names -__version__ = '0.5.1.1-u' +__version__ = '0.5.1.2-u' from source.classes.BabelFish import BabelFish diff --git a/RELEASENOTES.md b/RELEASENOTES.md index 4d212275..55a34c3f 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -15,6 +15,14 @@ CLI: ```--bombbag``` # Bug Fixes and Notes. +* 0.5.1.2 + * Allowed Blind's Cell to be shuffled anywhere if Blind is not the boss of Thieves Town + * Remove unique annotation from a FastEnum that was causing problems + * Updated prevent mixed_travel setting to prevent more mixed travel + * Prevent key door loops on the same supertile where you could have spent 2 keys on one logical door + * Promoted dynamic soft-lock prevention on "stonewalls" from experimental to be the primary prevention (Stonewalls are now never pre-opened) + * Fix to money balancing algorithm with small item_pool, thanks Catobat + * Many fixes and refinements to key logic and generation * 0.5.1.1 * Shop hints in ER are now more generic instead of using "near X" because they aren't near that anymore * Added memory location for mutliworld scripts to read what item was just obtain (longer than one frame) diff --git a/Rom.py b/Rom.py index d6248488..22f017e3 100644 --- a/Rom.py +++ b/Rom.py @@ -32,7 +32,7 @@ from source.classes.SFX import randomize_sfx JAP10HASH = '03a63945398191337e896e5771f77173' -RANDOMIZERBASEHASH = 'ef6e3e1aa59838c01dbd5b1b2387e70c' +RANDOMIZERBASEHASH = '11f4f494e999a919aafd7d2624e67679' class JsonRom(object): @@ -754,13 +754,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False): rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player)) rom.write_bytes(paired_door.address_b(world, player), paired_door.rom_data_b(world, player)) if world.doorShuffle[player] != 'vanilla': - if not world.experimental[player]: - for builder in world.dungeon_layouts[player].values(): - for stonewall in builder.pre_open_stonewalls: - if stonewall.name == 'Desert Wall Slide NW': - dr_flags |= DROptions.Open_Desert_Wall - elif stonewall.name == 'PoD Bow Statue Down Ladder': - dr_flags |= DROptions.Open_PoD_Wall for name, pair in boss_indicator.items(): dungeon_id, boss_door = pair opposite_door = world.get_door(boss_door, player).dest diff --git a/asm/overrides.asm b/asm/overrides.asm index f9842866..a041ae30 100644 --- a/asm/overrides.asm +++ b/asm/overrides.asm @@ -35,11 +35,7 @@ rtl OnFileLoadOverride: jsl OnFileLoad ; what I wrote over - lda.l DRFlags : and #$80 : beq + ;flag is off - lda $7ef086 : ora #$80 : sta $7ef086 - + lda.l DRFlags : and #$40 : beq + ;flag is off - lda $7ef036 : ora #$80 : sta $7ef036 - + lda.l DRFlags : and #$02 : beq + + + lda.l DRFlags : and #$02 : beq + ; Mirror Scroll lda $7ef353 : bne + lda #$01 : sta $7ef353 + rtl diff --git a/data/base2current.bps b/data/base2current.bps index 17b3e4976a8e05b8f7e0a167166c55236e3a9806..46dee4bec02691a6036774e7670b7a070e81727c 100644 GIT binary patch delta 1022 zcmW-de@q)?7{~9uw)CK^6tJ!)W4shtsRIR>QbZOk$e0eoh76n&8?uQ8H+5pj62k5Z zx2-|iYhTJ)Dgt8%6gEn{kOE6Bn-Xw;xNaGn&N#P#Q6~vkp&%g+Z~pcDkK;8ZC6i9=tEdv(0eet7PJtAD6juZMaXXrk9K@GcULzfp zfF?984+1N)6Gw^pcHMWJcDbDo6Z-&g^Z8Nb0BCuuVnYg){CQQn9uWL^ZY2O}q{uq} z)O>XwcvgAEn10V<__Lt%Sk=#i6{zm`EnH&c^WLi~27P@0rQdTv9%@_E5jl2J#sPQ= zO)c&Ob?B$Xq{sk+TIo&3*2?3*rO3Ah7+ULDB^4sI$?(}rJf0fT)EnxxxsHooDXG)r zLbSJHr8yYk0X9+V-FssPQQbRy!g2vP^MRumCna#)@%@&d={o)I#`KmTgHd*|E4D+s 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z^Y%ZHV3ZZWr)(U1-3G5&@^v!Z|A>BwHeN4GJ$Kpn1l=cH#9CV-tK8 z8H%C#MgX_8ksD}!FMh@W^Q;gz_DZiZ;<57&3o@>NYWs|AY_F)#LCWM%W6+_nS2i}k z!%FjDU55_twbBqCw5qfi97Oln)U6F;=G^;Eez9Yjol!-xVH$%O$cWP-E^uyy7O3K} z;c@r2@$)!*4jC~zj(Q0dFK2911oVW(a9Kd}Vc7cnglonqM*YS(oxSD037c-VomR$j>Z0#U~u9s*+n<;*( z#kup1OWi`)iOM6TNkNCZPTFJRPF7N=l+?#j2ar3W2CHZ;vI$J0#mI|z>Lk*vW#TD1 zRKKQ{qzT=|PjV{WFF&TIj;1iKwZg|^`eS#G?SBdPBaK{_w{ts8zk3A~m~9Ix~1 z%Vw)I{zfe@C(BPYPMVui$uF@HVNOfizu0XoiZ#DHH4nhPxieI?Uw#180ExYjf7Tvz zBB)Ou$bBs6Z?6GmwL*7w#bR*>b<+oW1-vM?qZ&s+C9fp+H~;h~$OSy+rR28Gx}m)-(bN{HFKva|0P@cI7$0bslV From ddd3aaf9a2e502335834d23f81fd8f0edf69eae5 Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 16 Sep 2021 15:20:29 -0600 Subject: [PATCH 09/10] More prize door refinement Incorporating drop entrances better in the find proposal algorithm --- DoorShuffle.py | 3 ++- DungeonGenerator.py | 14 +++++++++----- KeyDoorShuffle.py | 39 ++++++++++++++++++++++++++++++++++++++- 3 files changed, 49 insertions(+), 7 deletions(-) diff --git a/DoorShuffle.py b/DoorShuffle.py index ee9cbd01..c70cc040 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -14,7 +14,7 @@ from RoomData import DoorKind, PairedDoor, reset_rooms from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException -from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout +from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock from Utils import ncr, kth_combination @@ -1463,6 +1463,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True start_regions = [x for x in start_regions if x not in excluded.keys()] key_layout = build_key_layout(builder, start_regions, proposal, world, player) + determine_prize_lock(key_layout, world, player) while not validate_key_layout(key_layout, world, player): itr += 1 stop_early = False diff --git a/DungeonGenerator.py b/DungeonGenerator.py index 12aaa1c9..f88499bd 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -56,11 +56,6 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player): def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player): - sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player) - return sector - - -def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player): if builder.valid_proposal: # we made this earlier in gen, just use it proposed_map = builder.valid_proposal else: @@ -99,6 +94,15 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon if (access_region.name in world.inaccessible_regions[player] and region.name not in world.enabled_entrances[player]): excluded[region] = None + elif len(region.entrances) == 1: # for holes + access_region = next(x.parent_region for x in region.entrances + if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] + or x.parent_region.name == 'Sewer Drop') + if access_region.name == 'Sewer Drop': + access_region = next(x.parent_region for x in access_region.entrances) + if (access_region.name in world.inaccessible_regions[player] and + region.name not in world.enabled_entrances[player]): + excluded[region] = None entrance_regions = [x for x in entrance_regions if x not in excluded.keys()] doors_to_connect = {} all_regions = set() diff --git a/KeyDoorShuffle.py b/KeyDoorShuffle.py index 1b74ae80..a84fe5e8 100644 --- a/KeyDoorShuffle.py +++ b/KeyDoorShuffle.py @@ -27,6 +27,7 @@ class KeyLayout(object): self.found_doors = set() self.prize_relevant = None + self.prize_can_lock = None # if true, then you may need to beat the bo # bk special? # bk required? True if big chests or big doors exists @@ -1447,7 +1448,10 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa found_forced_bk = state.found_forced_bk() smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations) bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk) - prize_done = not key_layout.prize_relevant or state.prize_doors_opened + # prize door should not be opened if the boss is reachable - but not reached yet + allow_for_prize_lock = (key_layout.prize_can_lock and + not any(x for x in state.found_locations if '- Prize' in x.name)) + prize_done = not key_layout.prize_relevant or state.prize_doors_opened or allow_for_prize_lock if smalls_done and bk_done and prize_done: return False else: @@ -1531,6 +1535,39 @@ def enough_small_locations(state, avail_small_loc): return avail_small_loc >= len(unique_d_set) +def determine_prize_lock(key_layout, world, player): + if ((world.retro[player] and (world.mode[player] != 'standard' or key_layout.sector.name != 'Hyrule Castle')) + or world.logic[player] == 'nologic'): + return # done, doesn't matter what + flat_proposal = key_layout.flat_prop + state = ExplorationState(dungeon=key_layout.sector.name) + state.key_locations = key_layout.max_chests + state.big_key_special = check_bk_special(key_layout.sector.regions, world, player) + prize_lock_possible = False + for region in key_layout.start_regions: + dungeon_entrance, portal_door = find_outside_connection(region) + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: + state.append_door_to_list(portal_door, state.prize_doors) + state.prize_door_set[portal_door] = dungeon_entrance + key_layout.prize_relevant = prize_relevant_flag + prize_lock_possible = True + else: + state.visit_region(region, key_checks=True) + state.add_all_doors_check_keys(region, flat_proposal, world, player) + if not prize_lock_possible: + return # done, no prize entrances to worry about + expand_key_state(state, flat_proposal, world, player) + while len(state.small_doors) > 0 or len(state.big_doors) > 0: + if len(state.big_doors) > 0: + open_a_door(state.big_doors[0].door, state, flat_proposal, world, player) + elif len(state.small_doors) > 0: + open_a_door(state.small_doors[0].door, state, flat_proposal, world, player) + expand_key_state(state, flat_proposal, world, player) + if any(x for x in state.found_locations if '- Prize' in x.name): + key_layout.prize_can_lock = True + + def cnt_avail_small_locations(free_locations, key_only, state, world, player): if not world.keyshuffle[player] and not world.retro[player]: bk_adj = 1 if state.big_key_opened and not state.big_key_special else 0 From 1eda6cfa9a392a6fa3f4f99d6f560b2ff9066c95 Mon Sep 17 00:00:00 2001 From: aerinon Date: Thu, 16 Sep 2021 15:46:40 -0600 Subject: [PATCH 10/10] Fix lambda by binding bk_name at lambda creation --- Rules.py | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Rules.py b/Rules.py index 3114bde0..42bfe2f2 100644 --- a/Rules.py +++ b/Rules.py @@ -1954,7 +1954,7 @@ def add_key_logic_rules(world, player): big_chest = world.get_location(chest.name, player) add_rule(big_chest, create_rule(d_logic.bk_name, player)) if len(d_logic.bk_doors) == 0 and len(d_logic.bk_chests) <= 1: - set_always_allow(big_chest, lambda state, item: item.name == d_logic.bk_name and item.player == player) + set_always_allow(big_chest, allow_big_key_in_big_chest(d_logic.bk_name, player)) if world.retro[player]: for d_name, layout in world.key_layout[player].items(): for door in layout.flat_prop: @@ -1992,6 +1992,10 @@ def eval_small_key_door(door_name, dungeon, player): return lambda state: eval_small_key_door_main(state, door_name, dungeon, player) +def allow_big_key_in_big_chest(bk_name, player): + return lambda state, item: item.name == bk_name and item.player == player + + def retro_in_hc(spot): return spot.parent_region.dungeon.name == 'Hyrule Castle' if spot.parent_region.dungeon else False