Merge branch 'Ambrosia' into Bias

This commit is contained in:
aerinon
2021-09-10 09:18:49 -06:00
15 changed files with 185 additions and 53 deletions

View File

@@ -778,7 +778,7 @@ def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map,
def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player):
entrances_map, potentials, connections = connections_tuple
enabled_entrances = {}
enabled_entrances = world.enabled_entrances[player] = {}
sector_queue = deque(dungeon_builders.values())
last_key, loops = None, 0
logging.getLogger('').info(world.fish.translate("cli", "cli", "generating.dungeon"))
@@ -1607,7 +1607,7 @@ 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:
@@ -1624,6 +1624,12 @@ 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)
@@ -1940,14 +1946,18 @@ def check_required_paths(paths, world, player):
if dungeon_name in world.dungeon_layouts[player].keys():
builder = world.dungeon_layouts[player][dungeon_name]
if len(paths[dungeon_name]) > 0:
states_to_explore = defaultdict(list)
states_to_explore = {}
for path in paths[dungeon_name]:
if type(path) is tuple:
states_to_explore[tuple([path[0]])] = path[1]
states_to_explore[tuple([path[0]])] = (path[1], 'any')
else:
states_to_explore[tuple(builder.path_entrances)].append(path)
common_starts = tuple(builder.path_entrances)
if common_starts not in states_to_explore:
states_to_explore[common_starts] = ([], 'all')
states_to_explore[common_starts][0].append(path)
cached_initial_state = None
for start_regs, dest_regs in states_to_explore.items():
for start_regs, info in states_to_explore.items():
dest_regs, path_type = info
if type(dest_regs) is not list:
dest_regs = [dest_regs]
check_paths = convert_regions(dest_regs, world, player)
@@ -1964,11 +1974,17 @@ def check_required_paths(paths, world, player):
cached_initial_state = state
else:
state = cached_initial_state
valid, bad_region = check_if_regions_visited(state, check_paths)
if path_type == 'any':
valid, bad_region = check_if_any_regions_visited(state, check_paths)
else:
valid, bad_region = check_if_all_regions_visited(state, check_paths)
if not valid:
if check_for_pinball_fix(state, bad_region, world, player):
explore_state(state, world, player)
valid, bad_region = check_if_regions_visited(state, check_paths)
if path_type == 'any':
valid, bad_region = check_if_any_regions_visited(state, check_paths)
else:
valid, bad_region = check_if_all_regions_visited(state, check_paths)
if not valid:
raise Exception('%s cannot reach %s' % (dungeon_name, bad_region.name))
@@ -2008,7 +2024,7 @@ def explore_state_not_inaccessible(state, world, player):
state.add_all_doors_check_unattached(connect_region, world, player)
def check_if_regions_visited(state, check_paths):
def check_if_any_regions_visited(state, check_paths):
valid = False
breaking_region = None
for region_target in check_paths:
@@ -2020,6 +2036,13 @@ def check_if_regions_visited(state, check_paths):
return valid, breaking_region
def check_if_all_regions_visited(state, check_paths):
for region_target in check_paths:
if not state.visited_at_all(region_target):
return False, region_target
return True, None
def check_for_pinball_fix(state, bad_region, world, player):
pinball_region = world.get_region('Skull Pinball', player)
# todo: lobby shuffle
@@ -2043,7 +2066,7 @@ 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