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

@@ -78,6 +78,7 @@ class World(object):
self._room_cache = {}
self.dungeon_layouts = {}
self.inaccessible_regions = {}
self.enabled_entrances = {}
self.key_logic = {}
self.pool_adjustment = {}
self.key_layout = defaultdict(dict)
@@ -143,6 +144,7 @@ class World(object):
set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False})
set_player_attr('exp_cache', defaultdict(dict))
set_player_attr('enabled_entrances', {})
def get_name_string_for_object(self, obj):
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
@@ -1171,6 +1173,8 @@ 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:

View File

@@ -181,11 +181,11 @@ def place_bosses(world, player):
logging.getLogger('').debug('Bosses chosen %s', bosses)
random.shuffle(bosses)
for [loc, level] in boss_locations:
loc_text = loc + (' ('+level+')' if level else '')
boss = next((b for b in bosses if can_place_boss(world, player, b, loc, level)), None)
if not boss:
try:
boss = random.choice([b for b in bosses if can_place_boss(world, player, b, loc, level)])
except IndexError:
raise FillError('Could not place boss for location %s' % loc_text)
bosses.remove(boss)

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

View File

@@ -109,7 +109,8 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
p_region = portal.door.entrance.connected_region
access_region = next(x.parent_region for x in p_region.entrances
if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld])
if access_region.name in world.inaccessible_regions[player]:
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 = {}

13
Fill.py
View File

@@ -161,7 +161,11 @@ 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:
return item.is_inside_dungeon_item(world)
@@ -602,7 +606,7 @@ 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)}
@@ -667,7 +671,7 @@ 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
@@ -687,6 +691,7 @@ def balance_money_progression(world):
if location_free:
state.collect(location.item, True, location)
unchecked_locations.remove(location)
if location.item:
if location.item.name.startswith('Rupee'):
wallet[location.item.player] += rupee_chart[location.item.name]
if location.item.name != 'Rupees (300)':
@@ -759,5 +764,5 @@ 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]

View File

@@ -609,6 +609,7 @@ def customize_shops(world, player):
upgrade.location = loc
change_shop_items_to_rupees(world, player, shops_to_customize)
balance_prices(world, player)
check_hints(world, player)
def randomize_price(price):
@@ -712,6 +713,15 @@ def balance_prices(world, player):
# loc.parent_region.shop.inventory[slot]['price'] = new_price
def check_hints(world, player):
if world.shuffle[player] in ['simple', 'restricted', 'full', 'crossed', 'insanity']:
for shop, location_list in shop_to_location_table.items():
if shop in ['Capacity Upgrade', 'Light World Death Mountain Shop', 'Potion Shop']:
continue # near the queen, near potions, and near 7 chests are fine
for loc_name in location_list: # other shops are indistinguishable in ER
world.get_location(loc_name, player).hint_text = f'for sale'
repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)', 'Blue Potion', 'Green Potion']

View File

@@ -27,7 +27,7 @@ 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
@@ -38,7 +38,7 @@ 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):
@@ -59,10 +59,11 @@ 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):
@@ -121,6 +122,7 @@ 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
@@ -155,7 +157,14 @@ 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:
@@ -261,6 +270,7 @@ 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
@@ -285,6 +295,12 @@ def analyze_dungeon(key_layout, world, player):
if not big_avail:
if chest_keys == non_big_locs and chest_keys > 0 and available <= possible_smalls and not avail_bigs:
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:
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))
# try to relax the rules here? - smallest requirement that doesn't force a softlock
child_queue = deque()
for child in key_counter.child_doors.keys():
@@ -358,6 +374,7 @@ 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)
@@ -365,6 +382,10 @@ 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
@@ -464,7 +485,7 @@ 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
@@ -1367,6 +1388,15 @@ 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
@@ -1378,12 +1408,11 @@ 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)
@@ -1411,7 +1440,8 @@ 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
@@ -1447,6 +1477,7 @@ 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)
@@ -1541,12 +1572,11 @@ 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)
@@ -1612,8 +1642,13 @@ def can_open_door_by_counter(door, counter: KeyCounter, layout, world, player):
# ttl_small_key_only = len(counter.key_only_locations)
return cnt_avail_small_locations_by_ctr(ttl_locations, counter, layout, world, player) > 0
elif door.bigKey:
if counter.big_key_opened:
return False
if layout.big_key_special:
return any(x for x in counter.other_locations.keys() if x.forced_item and x.forced_item.bigkey)
else:
available_big_locations = cnt_avail_big_locations_by_ctr(ttl_locations, counter, layout, world, player)
return not counter.big_key_opened and available_big_locations > 0 and not layout.big_key_special
return available_big_locations > 0
else:
return True
@@ -1970,8 +2005,10 @@ 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 \

View File

@@ -31,7 +31,7 @@ from Utils import output_path, parse_player_names
from source.item.BiasedFill import create_item_pool_config, massage_item_pool
__version__ = '0.5.1.0-u'
__version__ = '0.5.1.1-u'
from source.classes.BabelFish import BabelFish

View File

@@ -15,6 +15,17 @@ CLI: ```--bombbag```
# Bug Fixes and Notes.
* 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)
* Fix for bias in boss shuffle "full"
* Fix for certain lone big chests in keysanity (allowed you to get contents without big key)
* Fix for pinball checking
* Fix for multi-entrance dungeons
* 2 fixes for big key placement logic
* ensure big key is placed early if the validator assumes it)
* Open big key doors appropriately when generating rules and big key is forced somewhere
* Updated cutoff entrances for intensity 3
* 0.5.1.0
* Large logic refactor introducing a new method of key logic
* Some performance optimization

View File

@@ -1382,9 +1382,9 @@ location_table = {'Mushroom': (0x180013, 0x186338, False, 'in the woods'),
'Red Shield Shop - Left': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Middle': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Right': (None, None, False, 'for sale as a curiosity'),
'Potion Shop - Left': (None, None, False, 'for sale near the witch'),
'Potion Shop - Middle': (None, None, False, 'for sale near the witch'),
'Potion Shop - Right': (None, None, False, 'for sale near the witch'),
'Potion Shop - Left': (None, None, False, 'for sale near potions'),
'Potion Shop - Middle': (None, None, False, 'for sale near potions'),
'Potion Shop - Right': (None, None, False, 'for sale near potions'),
}
lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}

16
Rom.py
View File

@@ -32,7 +32,7 @@ from source.classes.SFX import randomize_sfx
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '988f1546b14d8f2e6ee30b9de44882da'
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]:

View File

@@ -1969,9 +1969,11 @@ def add_key_logic_rules(world, player):
forbid_item(location, d_logic.small_key_name, player)
for door in d_logic.bk_doors:
add_rule(world.get_entrance(door.name, player), create_rule(d_logic.bk_name, player))
if len(d_logic.bk_doors) > 0 or len(d_logic.bk_chests) > 1:
for chest in d_logic.bk_chests:
add_rule(world.get_location(chest.name, player), create_rule(d_logic.bk_name, 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)
if world.retro[player]:
for d_name, layout in world.key_layout[player].items():
for door in layout.flat_prop:

View File

@@ -582,6 +582,8 @@ dw $00bc, $00a2, $00a3, $00c2, $001a, $0049, $0014, $008c
dw $009f, $0066, $005d, $00a8, $00a9, $00aa, $00b9, $0052
; HC West Hall, TR Dash Bridge, TR Hub, Pod Arena, GT Petting Zoo, Ice Spike Cross
dw $0050, $00c5, $00c6, $0009, $0003, $002a, $007d, $005e
; Sewer Drop, Mire Cross, GT Crystal Circles
dw $0011, $00b2, $003d
dw $ffff
; dungeon tables

Binary file not shown.

25
source/item/FillUtil.py Normal file
View File

@@ -0,0 +1,25 @@
from collections import defaultdict
from Dungeons import dungeon_table
class ItemPoolConfig(object):
def __init__(self):
self.reserved_locations = defaultdict(set)
def create_item_pool_config(world):
world.item_pool_config = config = ItemPoolConfig()
player_set = set()
for player in range(1, world.players+1):
if world.restrict_boss_items[player] != 'none':
player_set.add(player)
if world.restrict_boss_items[player] == 'dungeon':
for dungeon, info in dungeon_table.items():
if info.prize:
d_name = "Thieves' Town" if dungeon.startswith('Thieves') else dungeon
config.reserved_locations[player].add(f'{d_name} - Boss')
for dungeon in world.dungeons:
for item in dungeon.all_items:
if item.map or item.compass:
item.advancement = True