Merge in unstable

This commit is contained in:
aerinon
2021-01-28 21:20:32 -07:00
342 changed files with 314 additions and 318 deletions

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@@ -26,8 +26,8 @@ jobs:
# os & python versions # os & python versions
strategy: strategy:
matrix: matrix:
os-name: [ ubuntu-latest, ubuntu-16.04, macOS-latest, windows-latest ] os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
python-version: [ 3.7 ] python-version: [ 3.8 ]
# needs: [ install-test ] # needs: [ install-test ]
steps: steps:
# checkout commit # checkout commit
@@ -57,11 +57,11 @@ jobs:
# run build-gui.py # run build-gui.py
- name: Build GUI - name: Build GUI
run: | run: |
python ./build-gui.py python ./source/meta/build-gui.py
# run build-dr.py # run build-dr.py
- name: Build DungeonRandomizer - name: Build DungeonRandomizer
run: | run: |
python ./build-dr.py python ./source/meta/build-dr.py
# prepare binary artifacts for later step # prepare binary artifacts for later step
- name: Prepare Binary Artifacts - name: Prepare Binary Artifacts
env: env:
@@ -88,8 +88,8 @@ jobs:
strategy: strategy:
matrix: matrix:
# install/release on not xenial # install/release on not xenial
os-name: [ ubuntu-latest, macOS-latest, windows-latest ] os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
python-version: [ 3.7 ] python-version: [ 3.8 ]
needs: [ install-build ] needs: [ install-build ]
steps: steps:
@@ -150,9 +150,9 @@ jobs:
# os & python versions # os & python versions
strategy: strategy:
matrix: matrix:
# release only on bionic # release only on focal/bionic
os-name: [ ubuntu-latest ] os-name: [ ubuntu-latest ]
python-version: [ 3.7 ] python-version: [ 3.8 ]
needs: [ install-prepare-release ] needs: [ install-prepare-release ]
steps: steps:

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@@ -154,8 +154,9 @@ class World(object):
self._door_cache[(door.name, door.player)] = door self._door_cache[(door.name, door.player)] = door
def remove_door(self, door, player): def remove_door(self, door, player):
if (door, player) in self._door_cache.keys(): if (door.name, player) in self._door_cache.keys():
del self._door_cache[(door, player)] del self._door_cache[(door.name, player)]
if door in self.doors:
self.doors.remove(door) self.doors.remove(door)
def get_regions(self, player=None): def get_regions(self, player=None):
@@ -1220,6 +1221,7 @@ class Door(object):
# self.connected = False # combine with Dest? # self.connected = False # combine with Dest?
self.dest = None self.dest = None
self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed) self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed)
self.blocked_orig = False
self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue) self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue)
self.smallKey = False # There's a small key door on this side self.smallKey = False # There's a small key door on this side
self.bigKey = False # There's a big key door on this side self.bigKey = False # There's a big key door on this side
@@ -1231,7 +1233,7 @@ class Door(object):
self.dead = False self.dead = False
self.entrance = entrance self.entrance = entrance
if entrance is not None: if entrance is not None and not entrance.door:
entrance.door = self entrance.door = self
def getAddress(self): def getAddress(self):
@@ -1317,7 +1319,7 @@ class Door(object):
return self return self
def no_exit(self): def no_exit(self):
self.blocked = True self.blocked = self.blocked_orig = True
return self return self
def no_entrance(self): def no_entrance(self):

View File

@@ -8,17 +8,43 @@ from typing import DefaultDict, Dict, List
from functools import reduce from functools import reduce
from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo
from Doors import reset_portals
from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts
from Dungeons import dungeon_bigs, dungeon_keys, dungeon_hints from Dungeons import dungeon_bigs, dungeon_keys, dungeon_hints
from Items import ItemFactory from Items import ItemFactory
from RoomData import DoorKind, PairedDoor 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 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 create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
from DungeonGenerator import dungeon_portals, dungeon_drops from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
def link_doors(world, player): def link_doors(world, player):
attempt, valid = 1, False
while not valid:
try:
link_doors_main(world, player)
valid = True
except GenerationException as e:
logging.getLogger('').debug(f'Irreconcilable generation. {str(e)} Starting a new attempt.')
attempt += 1
if attempt > 10:
raise Exception('Could not create world in 10 attempts. Generation algorithms need more work', e)
for door in world.doors:
if door.player == player:
door.dest = None
door.entranceFlag = False
ent = door.entrance
if door.type != DoorType.Logical and ent.connected_region is not None:
ent.connected_region.entrances = [x for x in ent.connected_region.entrances if x != ent]
ent.connected_region = None
for portal in world.dungeon_portals[player]:
disconnect_portal(portal, world, player)
reset_portals(world, player)
reset_rooms(world, player)
def link_doors_main(world, player):
# Drop-down connections & push blocks # Drop-down connections & push blocks
for exitName, regionName in logical_connections: for exitName, regionName in logical_connections:
@@ -45,6 +71,7 @@ def link_doors(world, player):
mirror_route = world.get_entrance('Sanctuary Mirror Route', player) mirror_route = world.get_entrance('Sanctuary Mirror Route', player)
mr_door = mirror_route.door mr_door = mirror_route.door
sanctuary = mirror_route.parent_region sanctuary = mirror_route.parent_region
if mirror_route in sanctuary.exits:
sanctuary.exits.remove(mirror_route) sanctuary.exits.remove(mirror_route)
world.remove_entrance(mirror_route, player) world.remove_entrance(mirror_route, player)
world.remove_door(mr_door, player) world.remove_door(mr_door, player)
@@ -388,6 +415,9 @@ def choose_portals(world, player):
possible_portals = outstanding_portals if not info.sole_entrance else [x for x in outstanding_portals if x != info.sole_entrance] possible_portals = outstanding_portals if not info.sole_entrance else [x for x in outstanding_portals if x != info.sole_entrance]
choice, portal = assign_portal(candidates, possible_portals, world, player) choice, portal = assign_portal(candidates, possible_portals, world, player)
if choice.deadEnd: if choice.deadEnd:
if choice.passage:
portal.destination = True
else:
portal.deadEnd = True portal.deadEnd = True
clean_up_portal_assignment(portal_assignment, dungeon, portal, master_door_list, outstanding_portals) clean_up_portal_assignment(portal_assignment, dungeon, portal, master_door_list, outstanding_portals)
the_rest = info.total - len(portal_assignment[dungeon]) the_rest = info.total - len(portal_assignment[dungeon])
@@ -477,7 +507,6 @@ def connect_portal(portal, world, player):
ent, ext, entrance_name = portal_map[portal.name] ent, ext, entrance_name = portal_map[portal.name]
if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']: if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
ext = 'Inverted ' + ext ext = 'Inverted ' + ext
# ent = 'Inverted ' + ent
portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
target_exit = world.get_entrance(ext, player) target_exit = world.get_entrance(ext, player)
portal_entrance.connected_region = target_exit.parent_region portal_entrance.connected_region = target_exit.parent_region
@@ -491,22 +520,18 @@ def connect_portal(portal, world, player):
portal_entrance.parent_region.entrances.append(edit_entrance) portal_entrance.parent_region.entrances.append(edit_entrance)
# todo: remove this? def disconnect_portal(portal, world, player):
def connect_portal_copy(portal, world, player):
ent, ext, entrance_name = portal_map[portal.name] ent, ext, entrance_name = portal_map[portal.name]
if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']: portal_entrance = world.get_entrance(portal.door.entrance.name, player)
ext = 'Inverted ' + ext # portal_region = world.get_region(portal.name + ' Portal', player)
portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
target_exit = world.get_entrance(ext, player)
portal_entrance.connected_region = target_exit.parent_region
portal_region = world.get_region(portal.name + ' Portal', player)
portal_region.entrances.append(portal_entrance)
edit_entrance = world.get_entrance(entrance_name, player) edit_entrance = world.get_entrance(entrance_name, player)
edit_entrance.connected_region = portal_entrance.parent_region
chosen_door = world.get_door(portal_entrance.name, player) chosen_door = world.get_door(portal_entrance.name, player)
chosen_door.blocked = False
connect_door_only(world, chosen_door, portal_region, player) # reverse work
portal_entrance.parent_region.entrances.append(edit_entrance) if edit_entrance in portal_entrance.parent_region.entrances:
portal_entrance.parent_region.entrances.remove(edit_entrance)
chosen_door.blocked = chosen_door.blocked_orig
chosen_door.entranceFlag = False
def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False, bk_shuffle=False): def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False, bk_shuffle=False):
@@ -710,10 +735,11 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
continue continue
origin_list = list(builder.entrance_list) origin_list = list(builder.entrance_list)
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name) find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
split_dungeon = treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player)
if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player): if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player):
if last_key == builder.name or loops > 1000: if last_key == builder.name or loops > 1000:
origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin' origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin'
raise Exception('Infinite loop detected for "%s" located at %s' % (builder.name, origin_name)) raise GenerationException(f'Infinite loop detected for "{builder.name}" located at {origin_name}')
sector_queue.append(builder) sector_queue.append(builder)
last_key = builder.name last_key = builder.name
loops += 1 loops += 1
@@ -857,6 +883,22 @@ def aga_tower_enabled(enabled):
return False return False
def treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player):
# what about ER dungeons? - find an example? (bad key doors 0 keys not valid)
if split_dungeon and name in multiple_portal_map:
possible_entrances = []
for portal_name in multiple_portal_map[name]:
portal = world.get_portal(portal_name, player)
portal_entrance = world.get_entrance(portal_map[portal_name][0], player)
if not portal.destination and portal_entrance.parent_region.name not in world.inaccessible_regions[player]:
possible_entrances.append(portal)
if len(possible_entrances) == 1:
single_portal = possible_entrances[0]
if single_portal.door.entrance.parent_region.name in origin_list and len(origin_list) == 1:
return False
return split_dungeon
# goals: # goals:
# 1. have enough chests to be interesting (2 more than dungeon items) # 1. have enough chests to be interesting (2 more than dungeon items)
# 2. have a balanced amount of regions added (check) # 2. have a balanced amount of regions added (check)
@@ -2828,6 +2870,14 @@ portal_map = {
'Ganons Tower': ('Ganons Tower', 'Ganons Tower Exit', 'Enter Ganons Tower'), 'Ganons Tower': ('Ganons Tower', 'Ganons Tower Exit', 'Enter Ganons Tower'),
} }
multiple_portal_map = {
'Hyrule Castle': ['Sanctuary', 'Hyrule Castle West', 'Hyrule Castle South', 'Hyrule Castle East'],
'Desert Palace': ['Desert West', 'Desert South', 'Desert East', 'Desert Back'],
'Skull Woods': ['Skull 1', 'Skull 2 West', 'Skull 2 East', 'Skull 3'],
'Turtle Rock': ['Turtle Rock Lazy Eyes', 'Turtle Rock Eye Bridge', 'Turtle Rock Chest', 'Turtle Rock Main'],
}
split_portals = { split_portals = {
'Desert Palace': ['Back', 'Main'], 'Desert Palace': ['Back', 'Main'],
'Skull Woods': ['1', '2', '3'] 'Skull Woods': ['1', '2', '3']

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@@ -1271,36 +1271,11 @@ def create_doors(world, player):
assign_entrances(world, player) assign_entrances(world, player)
dungeon_portals = [ create_portals(world, player)
create_portal(player, 'Sanctuary', world.get_door('Sanctuary S', player), 0x02, 0x02),
create_portal(player, 'Hyrule Castle West', world.get_door('Hyrule Castle West Lobby S', player), 0x03, 0x04),
create_portal(player, 'Hyrule Castle South', world.get_door('Hyrule Castle Lobby S', player), 0x04, 0x06),
create_portal(player, 'Hyrule Castle East', world.get_door('Hyrule Castle East Lobby S', player), 0x05, 0x08),
create_portal(player, 'Eastern', world.get_door('Eastern Lobby S', player), 0x08, 0x12, 0),
create_portal(player, 'Desert South', world.get_door('Desert Main Lobby S', player), 0x09, 0x14),
create_portal(player, 'Desert East', world.get_door('Desert East Lobby S', player), 0x0a, 0x16),
create_portal(player, 'Desert West', world.get_door('Desert West S', player), 0x0b, 0x18),
create_portal(player, 'Desert Back', world.get_door('Desert Back Lobby S', player), 0x0c, 0x1a, 1),
create_portal(player, 'Turtle Rock Lazy Eyes', world.get_door('TR Lazy Eyes SE', player), 0x15, 0x2c),
create_portal(player, 'Turtle Rock Eye Bridge', world.get_door('TR Eye Bridge SW', player), 0x18, 0x32),
create_portal(player, 'Turtle Rock Chest', world.get_door('TR Big Chest Entrance SE', player), 0x19, 0x34),
create_portal(player, 'Agahnims Tower', world.get_door('Tower Lobby S', player), 0x24, 0x4a),
create_portal(player, 'Swamp', world.get_door('Swamp Lobby S', player), 0x25, 0x4c, 4),
create_portal(player, 'Palace of Darkness', world.get_door('PoD Lobby S', player), 0x26, 0x4e, 5),
create_portal(player, 'Mire', world.get_door('Mire Lobby S', player), 0x27, 0x50, 7),
create_portal(player, 'Skull 2 West', world.get_door('Skull 2 West Lobby S', player), 0x28, 0x52),
create_portal(player, 'Skull 2 East', world.get_door('Skull 2 East Lobby SW', player), 0x29, 0x54),
create_portal(player, 'Skull 1', world.get_door('Skull 1 Lobby S', player), 0x2a, 0x56),
create_portal(player, 'Skull 3', world.get_door('Skull 3 Lobby SW', player), 0x2b, 0x58, 6),
create_portal(player, 'Ice', world.get_door('Ice Lobby SE', player), 0x2d, 0x5c, 8),
create_portal(player, 'Hera', world.get_door('Hera Lobby S', player), 0x33, 0x5a, 2),
create_portal(player, 'Thieves Town', world.get_door('Thieves Lobby S', player), 0x34, 0x6a, 10),
create_portal(player, 'Turtle Rock Main', world.get_door('TR Main Lobby SE', player), 0x35, 0x68, 9),
create_portal(player, 'Ganons Tower', world.get_door('GT Lobby S', player), 0x37, 0x70),
]
world.dungeon_portals[player] += dungeon_portals
# static portal flags
world.get_door('Sanctuary S', player).dead_end(allowPassage=True) world.get_door('Sanctuary S', player).dead_end(allowPassage=True)
world.get_door('Eastern Hint Tile Blocked Path SE', player).passage = False
world.get_door('TR Big Chest Entrance SE', player).passage = False world.get_door('TR Big Chest Entrance SE', player).passage = False
world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle' world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle'
world.get_door('Desert Cannonball S', player).dead_end() world.get_door('Desert Cannonball S', player).dead_end()
@@ -1336,6 +1311,42 @@ def create_doors(world, player):
world.get_door('Ice Conveyor SW', player).dungeonLink = 'linkIceFalls2' world.get_door('Ice Conveyor SW', player).dungeonLink = 'linkIceFalls2'
def create_portals(world, player):
dungeon_portals = [
create_portal(player, 'Sanctuary', world.get_door('Sanctuary S', player), 0x02, 0x02),
create_portal(player, 'Hyrule Castle West', world.get_door('Hyrule Castle West Lobby S', player), 0x03, 0x04),
create_portal(player, 'Hyrule Castle South', world.get_door('Hyrule Castle Lobby S', player), 0x04, 0x06),
create_portal(player, 'Hyrule Castle East', world.get_door('Hyrule Castle East Lobby S', player), 0x05, 0x08),
create_portal(player, 'Eastern', world.get_door('Eastern Lobby S', player), 0x08, 0x12, 0),
create_portal(player, 'Desert South', world.get_door('Desert Main Lobby S', player), 0x09, 0x14),
create_portal(player, 'Desert East', world.get_door('Desert East Lobby S', player), 0x0a, 0x16),
create_portal(player, 'Desert West', world.get_door('Desert West S', player), 0x0b, 0x18),
create_portal(player, 'Desert Back', world.get_door('Desert Back Lobby S', player), 0x0c, 0x1a, 1),
create_portal(player, 'Turtle Rock Lazy Eyes', world.get_door('TR Lazy Eyes SE', player), 0x15, 0x2c),
create_portal(player, 'Turtle Rock Eye Bridge', world.get_door('TR Eye Bridge SW', player), 0x18, 0x32),
create_portal(player, 'Turtle Rock Chest', world.get_door('TR Big Chest Entrance SE', player), 0x19, 0x34),
create_portal(player, 'Agahnims Tower', world.get_door('Tower Lobby S', player), 0x24, 0x4a),
create_portal(player, 'Swamp', world.get_door('Swamp Lobby S', player), 0x25, 0x4c, 4),
create_portal(player, 'Palace of Darkness', world.get_door('PoD Lobby S', player), 0x26, 0x4e, 5),
create_portal(player, 'Mire', world.get_door('Mire Lobby S', player), 0x27, 0x50, 7),
create_portal(player, 'Skull 2 West', world.get_door('Skull 2 West Lobby S', player), 0x28, 0x52),
create_portal(player, 'Skull 2 East', world.get_door('Skull 2 East Lobby SW', player), 0x29, 0x54),
create_portal(player, 'Skull 1', world.get_door('Skull 1 Lobby S', player), 0x2a, 0x56),
create_portal(player, 'Skull 3', world.get_door('Skull 3 Lobby SW', player), 0x2b, 0x58, 6),
create_portal(player, 'Ice', world.get_door('Ice Lobby SE', player), 0x2d, 0x5c, 8),
create_portal(player, 'Hera', world.get_door('Hera Lobby S', player), 0x33, 0x5a, 2),
create_portal(player, 'Thieves Town', world.get_door('Thieves Lobby S', player), 0x34, 0x6a, 10),
create_portal(player, 'Turtle Rock Main', world.get_door('TR Main Lobby SE', player), 0x35, 0x68, 9),
create_portal(player, 'Ganons Tower', world.get_door('GT Lobby S', player), 0x37, 0x70),
]
world.dungeon_portals[player] += dungeon_portals
def reset_portals(world, player):
world.dungeon_portals[player].clear()
world._portal_cache.clear()
create_portals(world, player)
def create_paired_doors(world, player): def create_paired_doors(world, player):
world.paired_doors[player] = [ world.paired_doors[player] = [
PairedDoor('Sewers Secret Room Key Door S', 'Sewers Key Rat Key Door N', True), PairedDoor('Sewers Secret Room Key Door S', 'Sewers Key Rat Key Door N', True),

View File

@@ -1225,15 +1225,15 @@ def simple_dungeon_builder(name, sector_list):
def create_dungeon_builders(all_sectors, connections_tuple, world, player, def create_dungeon_builders(all_sectors, connections_tuple, world, player,
dungeon_entrances=None, split_dungeon_entrances=None): dungeon_entrances=None, split_dungeon_entrances=None):
logger = logging.getLogger('') logger = logging.getLogger('')
logger.info('Shuffling Dungeon Sectors')
if dungeon_entrances is None: if dungeon_entrances is None:
dungeon_entrances = default_dungeon_entrances dungeon_entrances = default_dungeon_entrances
if split_dungeon_entrances is None: if split_dungeon_entrances is None:
split_dungeon_entrances = split_region_starts split_dungeon_entrances = split_region_starts
define_sector_features(all_sectors) define_sector_features(all_sectors)
finished, dungeon_map = False, {} finished, dungeon_map, attempts = False, {}, 0
while not finished: while not finished:
logger.info('Shuffling Dungeon Sectors')
candidate_sectors = dict.fromkeys(all_sectors) candidate_sectors = dict.fromkeys(all_sectors)
global_pole = GlobalPolarity(candidate_sectors) global_pole = GlobalPolarity(candidate_sectors)
@@ -1248,6 +1248,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
candidate_sectors, global_pole) candidate_sectors, global_pole)
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
entrances_map, potentials, connections = connections_tuple entrances_map, potentials, connections = connections_tuple
accessible_sectors, reverse_d_map = set(), {} accessible_sectors, reverse_d_map = set(), {}
for key in dungeon_entrances.keys(): for key in dungeon_entrances.keys():
@@ -1324,11 +1325,27 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info) assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
dungeon_map.update(complete_dungeons) dungeon_map.update(complete_dungeons)
finished = True finished = True
except NeutralizingException: except (NeutralizingException, GenerationException) as e:
pass attempts += 1
logger.debug(f'Attempt {attempts} failed with {str(e)}')
if attempts >= 10:
raise Exception('Could not find a valid seed quickly, something is likely horribly wrong.', e)
return dungeon_map return dungeon_map
def standard_stair_check(dungeon_map, dungeon, candidate_sectors, global_pole):
# this is because there must be at least one non-dead stairway in hc to get out
# this check may not be necessary
filtered_sectors = [x for x in candidate_sectors if any(y for y in x.outstanding_doors if not y.dead and y.type == DoorType.SpiralStairs)]
valid = False
while not valid:
chosen_sector = random.choice(filtered_sectors)
filtered_sectors.remove(chosen_sector)
valid = global_pole.is_valid_choice(dungeon_map, dungeon, [chosen_sector])
if valid:
assign_sector(chosen_sector, dungeon, candidate_sectors, global_pole)
def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances): def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances):
accessible_overworld, found_connections, explored = set(), set(), False accessible_overworld, found_connections, explored = set(), set(), False
@@ -1578,6 +1595,8 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
if len(crystal_switches) == 0: if len(crystal_switches) == 0:
raise GenerationException('No crystal switches to assign') raise GenerationException('No crystal switches to assign')
sector_list = list(crystal_switches) sector_list = list(crystal_switches)
if len(population) > len(sector_list):
raise GenerationException('Not enough crystal switch sectors for those needed')
choices = random.sample(sector_list, k=len(population)) choices = random.sample(sector_list, k=len(population))
for i, choice in enumerate(choices): for i, choice in enumerate(choices):
builder = dungeon_map[population[i]] builder = dungeon_map[population[i]]
@@ -1588,7 +1607,7 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole): def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole):
invalid_builders = [] invalid_builders = []
for name, builder in dungeon_map.items(): for name, builder in dungeon_map.items():
if builder.c_switch_present and not builder.c_locked: if builder.c_switch_present and builder.c_switch_required and not builder.c_locked:
invalid_builders.append(builder) invalid_builders.append(builder)
while len(invalid_builders) > 0: while len(invalid_builders) > 0:
valid_builders = [] valid_builders = []
@@ -1597,7 +1616,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
reachable_crystals = defaultdict() reachable_crystals = defaultdict()
for sector in builder.sectors: for sector in builder.sectors:
if sector.equations is None: if sector.equations is None:
sector.equations = calc_sector_equations(sector, builder) sector.equations = calc_sector_equations(sector)
if sector.is_entrance_sector() and not sector.destination_entrance: if sector.is_entrance_sector() and not sector.destination_entrance:
need_switch = True need_switch = True
for region in sector.get_start_regions(): for region in sector.get_start_regions():
@@ -1631,7 +1650,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
valid, sector, which_list = False, None, None valid, sector, which_list = False, None, None
while not valid: while not valid:
if len(candidates) <= 0: if len(candidates) <= 0:
raise GenerationException(f'need to provide more sophisticatedted crystal connection for {entrance_sector}') raise GenerationException(f'need to provide more sophisticated crystal connection for {entrance_sector}')
sector, which_list = random.choice(list(candidates.items())) sector, which_list = random.choice(list(candidates.items()))
del candidates[sector] del candidates[sector]
valid = global_pole.is_valid_choice(dungeon_map, builder, [sector]) valid = global_pole.is_valid_choice(dungeon_map, builder, [sector])
@@ -1690,7 +1709,7 @@ def find_pol_cand_for_c_switch(access, reachable_crystals, polarized_candidates)
def pol_cand_matches_access_reach(sector, access, reachable_crystals): def pol_cand_matches_access_reach(sector, access, reachable_crystals):
if sector.equations is None: if sector.equations is None:
sector.equations = calc_sector_equations(sector, None) sector.equations = calc_sector_equations(sector)
for eq in sector.equations: for eq in sector.equations:
key, cost_door = eq.cost key, cost_door = eq.cost
if key in access.keys() and access[key]: if key in access.keys() and access[key]:
@@ -1712,7 +1731,7 @@ def find_crystal_cand(access, crystal_switches):
def crystal_cand_matches_access(sector, access): def crystal_cand_matches_access(sector, access):
if sector.equations is None: if sector.equations is None:
sector.equations = calc_sector_equations(sector, None) sector.equations = calc_sector_equations(sector)
for eq in sector.equations: for eq in sector.equations:
key, cost_door = eq.cost key, cost_door = eq.cost
if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1: if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1:
@@ -1984,6 +2003,9 @@ def polarity_step_3(dungeon_map, polarized_sectors, global_pole):
sample_target = 100 if combos > 10 else combos * 2 sample_target = 100 if combos > 10 else combos * 2
while best_choices is None or samples < sample_target: while best_choices is None or samples < sample_target:
samples += 1 samples += 1
if len(odd_candidates) < len(odd_builders):
raise GenerationException(f'Unable to fix dungeon parity - not enough candidates.'
f' Ref: {next(iter(odd_builders)).name}')
choices = random.sample(odd_candidates, k=len(odd_builders)) choices = random.sample(odd_candidates, k=len(odd_builders))
valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices) valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices)
charge = calc_total_charge(dungeon_map, odd_builders, choices) charge = calc_total_charge(dungeon_map, odd_builders, choices)
@@ -3649,14 +3671,14 @@ def copy_door_equations(builder, sector_list):
for sector in builder.sectors + sector_list: for sector in builder.sectors + sector_list:
if sector.equations is None: if sector.equations is None:
# todo: sort equations? # todo: sort equations?
sector.equations = calc_sector_equations(sector, builder) sector.equations = calc_sector_equations(sector)
curr_list = equations[sector] = [] curr_list = equations[sector] = []
for equation in sector.equations: for equation in sector.equations:
curr_list.append(equation.copy()) curr_list.append(equation.copy())
return equations return equations
def calc_sector_equations(sector, builder): def calc_sector_equations(sector):
equations = [] equations = []
is_entrance = sector.is_entrance_sector() and not sector.destination_entrance is_entrance = sector.is_entrance_sector() and not sector.destination_entrance
if is_entrance: if is_entrance:
@@ -3686,6 +3708,8 @@ def calc_door_equation(door, sector, look_for_entrance):
eq.benefit[hook_from_door(door)].append(door) eq.benefit[hook_from_door(door)].append(door)
eq.required = True eq.required = True
eq.c_switch = door.crystal == CrystalBarrier.Either eq.c_switch = door.crystal == CrystalBarrier.Either
# exceptions for long entrances ???
# if door.name in ['PoD Dark Alley']:
eq.entrance_flag = True eq.entrance_flag = True
return eq, flag return eq, flag
eq = DoorEquation(door) eq = DoorEquation(door)

View File

@@ -3181,7 +3181,7 @@ default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'),
('Sanctuary Grave', 'Sewer Drop'), ('Sanctuary Grave', 'Sewer Drop'),
('Sanctuary Exit', 'Light World'), ('Sanctuary Exit', 'Light World'),
('Old Man Cave (West)', 'Old Man Cave'), ('Old Man Cave (West)', 'Old Man Cave Ledge'),
('Old Man Cave (East)', 'Old Man Cave'), ('Old Man Cave (East)', 'Old Man Cave'),
('Old Man Cave Exit (West)', 'Light World'), ('Old Man Cave Exit (West)', 'Light World'),
('Old Man Cave Exit (East)', 'Death Mountain'), ('Old Man Cave Exit (East)', 'Death Mountain'),
@@ -3327,7 +3327,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
('Two Brothers House (West)', 'Two Brothers House'), ('Two Brothers House (West)', 'Two Brothers House'),
('Two Brothers House Exit (East)', 'Light World'), ('Two Brothers House Exit (East)', 'Light World'),
('Two Brothers House Exit (West)', 'Maze Race Ledge'), ('Two Brothers House Exit (West)', 'Maze Race Ledge'),
('Sanctuary', 'Sanctuary'), ('Sanctuary', 'Sanctuary Portal'),
('Sanctuary Grave', 'Sewer Drop'), ('Sanctuary Grave', 'Sewer Drop'),
('Sanctuary Exit', 'Light World'), ('Sanctuary Exit', 'Light World'),
('Old Man House (Bottom)', 'Old Man House'), ('Old Man House (Bottom)', 'Old Man House'),
@@ -3398,7 +3398,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
('Old Man Cave Exit (West)', 'West Dark World'), ('Old Man Cave Exit (West)', 'West Dark World'),
('Old Man Cave Exit (East)', 'Dark Death Mountain'), ('Old Man Cave Exit (East)', 'Dark Death Mountain'),
('Dark Death Mountain Fairy', 'Old Man Cave'), ('Dark Death Mountain Fairy', 'Old Man Cave'),
('Bumper Cave (Bottom)', 'Old Man Cave'), ('Bumper Cave (Bottom)', 'Old Man Cave Ledge'),
('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy'), ('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy'),
('Bumper Cave Exit (Top)', 'Death Mountain Return Ledge'), ('Bumper Cave Exit (Top)', 'Death Mountain Return Ledge'),
('Bumper Cave Exit (Bottom)', 'Light World'), ('Bumper Cave Exit (Bottom)', 'Light World'),

1
Gui.py
View File

@@ -1,4 +1,3 @@
#!/usr/bin/env python3
import json import json
import os import os
import sys import sys

View File

@@ -335,8 +335,9 @@ def adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_coun
test_set = None test_set = None
needed = rule.needed_keys_w_bk needed = rule.needed_keys_w_bk
if needed > 0: if needed > 0:
accessible_loc.update(key_counter.other_locations) all_accessible = set(accessible_loc)
blocked_loc = key_layout.all_locations-accessible_loc all_accessible.update(key_counter.other_locations)
blocked_loc = key_layout.all_locations-all_accessible
for location in blocked_loc: for location in blocked_loc:
if location not in key_logic.location_rules.keys(): if location not in key_logic.location_rules.keys():
loc_rule = LocationRule() loc_rule = LocationRule()
@@ -373,11 +374,16 @@ def refine_placement_rules(key_layout, max_ctr):
rule.needed_keys_w_bk -= len(key_onlys) rule.needed_keys_w_bk -= len(key_onlys)
if rule.needed_keys_w_bk == 0: if rule.needed_keys_w_bk == 0:
rules_to_remove.append(rule) rules_to_remove.append(rule)
if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1: # todo: evaluate this usage
new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk # if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
if len(new_restricted - key_logic.bk_restricted) > 0: # new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations # if len(new_restricted | key_logic.bk_restricted) < len(key_layout.all_chest_locations):
changed = True # if len(new_restricted - key_logic.bk_restricted) > 0:
# key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
# changed = True
# else:
# rules_to_remove.append(rule)
# changed = True
if rule.needed_keys_w_bk > key_layout.max_chests or len(rule.check_locations_w_bk) < rule.needed_keys_w_bk: if rule.needed_keys_w_bk > key_layout.max_chests or len(rule.check_locations_w_bk) < rule.needed_keys_w_bk:
logging.getLogger('').warning('Invalid rule - what went wrong here??') logging.getLogger('').warning('Invalid rule - what went wrong here??')
rules_to_remove.append(rule) rules_to_remove.append(rule)
@@ -501,6 +507,8 @@ def find_bk_locked_sections(key_layout, world, player):
key_layout.all_chest_locations.update(counter.free_locations) key_layout.all_chest_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.free_locations) key_layout.item_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.key_only_locations) key_layout.item_locations.update(counter.key_only_locations)
key_layout.all_locations.update(key_layout.item_locations)
key_layout.all_locations.update(counter.other_locations)
if counter.big_key_opened and counter.important_location: if counter.big_key_opened and counter.important_location:
big_chest_allowed_big_key = False big_chest_allowed_big_key = False
if not counter.big_key_opened: if not counter.big_key_opened:

16
Main.py
View File

@@ -17,7 +17,7 @@ from InvertedRegions import create_inverted_regions, mark_dark_world_regions
from EntranceShuffle import link_entrances, link_inverted_entrances from EntranceShuffle import link_entrances, link_inverted_entrances
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
from Doors import create_doors from Doors import create_doors
from DoorShuffle import link_doors, connect_portal_copy from DoorShuffle import link_doors, connect_portal
from RoomData import create_rooms from RoomData import create_rooms
from Rules import set_rules from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
@@ -25,8 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
from Utils import output_path, parse_player_names from Utils import output_path, parse_player_names
__version__ = '0.2.1.0-u' __version__ = '0.3.1.0-u'
class EnemizerError(RuntimeError): class EnemizerError(RuntimeError):
pass pass
@@ -116,7 +115,7 @@ def main(args, seed=None, fish=None):
create_dungeons(world, player) create_dungeons(world, player)
adjust_locations(world, player) adjust_locations(world, player)
if any(world.potshuffle): if any(world.potshuffle.values()):
logger.info(world.fish.translate("cli", "cli", "shuffling.pots")) logger.info(world.fish.translate("cli", "cli", "shuffling.pots"))
for player in range(1, world.players + 1): for player in range(1, world.players + 1):
if world.potshuffle[player]: if world.potshuffle[player]:
@@ -232,9 +231,6 @@ def main(args, seed=None, fish=None):
if use_enemizer: if use_enemizer:
base_patch = LocalRom(args.rom) # update base2current.json base_patch = LocalRom(args.rom) # update base2current.json
if use_enemizer:
base_patch = LocalRom(args.rom) # update base2current.json
rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom) rom = JsonRom() if args.jsonout or use_enemizer else LocalRom(args.rom)
if use_enemizer and (args.enemizercli or not args.jsonout): if use_enemizer and (args.enemizercli or not args.jsonout):
@@ -448,9 +444,7 @@ def copy_world(world):
copied_region.is_light_world = region.is_light_world copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world copied_region.is_dark_world = region.is_dark_world
copied_region.dungeon = region.dungeon copied_region.dungeon = region.dungeon
copied_region.locations = [copy.copy(location) for location in region.locations] copied_region.locations = [ret.get_location(location.name, location.player) for location in region.locations]
for location in copied_region.locations:
location.parent_region = copied_region
for entrance in region.entrances: for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region) ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
@@ -494,7 +488,7 @@ def copy_world(world):
ret.dungeon_portals = world.dungeon_portals ret.dungeon_portals = world.dungeon_portals
for player, portals in world.dungeon_portals.items(): for player, portals in world.dungeon_portals.items():
for portal in portals: for portal in portals:
connect_portal_copy(portal, ret, player) connect_portal(portal, ret, player)
ret.sanc_portal = world.sanc_portal ret.sanc_portal = world.sanc_portal
for player in range(1, world.players + 1): for player in range(1, world.players + 1):

View File

@@ -60,9 +60,10 @@ Key drop location are added to the pool. The keys normally found there are added
### Mixed Travel (--mixed_travel value) ### Mixed Travel (--mixed_travel value)
Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally otherwise unconnected logically can be reached using these glitches. To prevent the player from unintentionally changing
dungeons while doing these tricks, you may use one of the following options.
#### Prevent #### Prevent (default)
Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning crossed dungeon mode to
learn what is dangerous and what is not. No logic seeds ignore this setting. learn what is dangerous and what is not. No logic seeds ignore this setting.
@@ -73,17 +74,17 @@ The rooms are left alone and it is up to the discretion of the player whether to
#### Force #### Force
The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game. The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required to complete that game.
### Standardize Palettes (--standardize_palettes) ### Standardize Palettes (--standardize_palettes)
No effect if door shuffle is not on crossed No effect if door shuffle is not on crossed
#### Standardize #### Standardize (default)
Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette. Rooms in the same dungeon have their palettes changed to match. Hyrule Castle is split between Sewer and HC palette.
Rooms adjacent to sanctuary get their coloring to match sanc. Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original palette.
#### Original #### Original
Room keep their original palettes. Rooms/supertiles keep their original palettes.
## Map/Compass/Small Key/Big Key shuffle (aka Keysanity) ## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
@@ -121,13 +122,31 @@ Use to batch generate multiple seeds with same settings. If a seed number is pro
Show the help message and exit. Show the help message and exit.
``` ```
--door_shuffle --door_shuffle <mode>
``` ```
For specifying the door shuffle you want as above. (default: basic) For specifying the door shuffle you want as above. (default: basic)
``` ```
--intensity --intensity <number>
``` ```
For specifying the door shuffle intensity level you want as above. (default: 2) For specifying the door shuffle intensity level you want as above. (default: 2)
```
--keydropshuffle
```
Include mobs and pots drop in the item pool. (default: not enabled)
```
--mixed_travel <mode>
```
How to handle certain glitches in crossed dungeon mode. (default: prevent)
```
--standardize_palettes (mode)
```
Whether to standardize dungeon palettes in crossed dungeon mode. (default: standardize)

View File

@@ -1,173 +1,21 @@
# New Features # New Features
## Lobby shuffle added as Intensity level 3
* Standard notes:
* The sanctuary is vanilla, and will be missing the exit door until Zelda is rescued
* In entrance shuffle the hyrule castle left and right exit door will be missing until Zelda is rescued. This
replaces the rails that used to block those lobby exits
* In non-entrance shuffle, Agahnims tower can be in logic if you have cape and/or Master sword, but you are never
required to beat Agahnim 1 until Zelda is rescued.
* Open notes:
* The Sanctuary is limited to be in a LW dungeon unless you have ER Crossed or higher enabled
* Mirroring from the Sanctuary to the new "Sanctuary" lobby is now in logic, as is exiting there.
* In ER crossed or higher, if the Sanctuary is in the Dark World, Link starts as Bunny there until the Moon Pearl
is found. Nothing inside that dungeon is in logic until the Moon Pearl is found. (Unless it is a multi-entrance
dungeon that you can access from some LW entrance)
* Lobby list is found in the spoiler
* Exits for Multi-entrance dungeons after beating bosses now makes more sense. Generally you'll exit from a entrance
from which the boss can logically be reached. If there are multiple, ones that do not lead to regions only accessible
by connector are preferred. The exit is randomly chosen if there's no obvious preference. However, In certain poor
cases like Skull Woods in ER, sometimes an exit is chosen not because you can reach the boss from there, but to
prevent a potential forced S&Q.
* Palette changes:
* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
* Sanctuary palette used on the adjacent rooms to Sanctuary (Sanctuary stays the dungeon color for now)
* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
* There is a setting to keep original palettes (--standardize_palettes original)
* Known issues:
* Palettes aren't perfect
* Some ugly colors
* Invisible floors can be see in many palettes
## Shopsanity ## Shopsanity
--shopsanity added. This adds 29 shop locations (9 more in retro) to the general and location pool. --shopsanity added. This adds 29 shop locations (9 more in retro) to the general and location pool.
** **Todo** **: add more info here. ** **Todo** **: add more info here.
## Key Drop Shuffle
--keydropshuffle added. This add 33 new locations to the game where keys are found under pots
and where enemies drop keys. This includes 32 small key location and the ball and chain guard who normally drop the HC
Big Key.
* Overall location count updated
* Setting mentioned in spoiler
* Minor change: if a key is Universal or for that dungeon, then if will use the old mechanics of picking up the key without
an entire pose and should be obtainable with the hookshot or boomerang as before
## --mixed_travel setting
* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
* prevent: Rails are added the 3 spots to prevent this tricks. This setting is recommend for those learning
crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
* force: The two disjointed sections are forced to be in the same dungeon but never logically required to complete that game.
## Keysanity menu redesign
Redesign of Keysanity Menu complete for crossed dungeon and moved out of experimental.
* First screen about Big Keys and Small Keys
* 1st Column: The map is required for information about the Big Key
* If you don't have the map, it'll be blank until you obtain the Big Key
* If have the map:
* 0 indicates there is no Big Key for that dungeon
* A red symbol indicates the Ball N Chain guard has the big key for that dungeon (does not apply in
--keydropshuffle)
* Blank if there a big key but you haven't found it yet
* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
* 3rd Column only display if you have the map. It shows the number of keys left to collect for that dungeon. If
--keydropshuffle is off, this does not count key drops. If on, it does.
* (Note: the key columns can display up to 36 using the letters A-Z after 9)
* Second screen about Maps / Compass
* 1st Column: indicate if you have foudn the map of not for that dungeon
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that show you how
many chests are left in the dungeon. If -keydropshuffle is off, this does not count key drop. If on, it does.
## Potshuffle by compiling
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version. Needs some
testing to verify logic is all good.
## Other features
### Spoiler log improvements
* In crossed mode, the new dungeon is listed along with the location designated by a '@' sign
* Random gt crystals and ganon crystal are noted in the settings for better reproduction of seeds
### Experimental features
* Only the item counter is currently experimental
* Item counter is suppressed in Triforce Hunt
#### Temporary debug features
* Removed the red square in the upper right corner of the hud if the castle gate is closed
# Bug Fixes # Bug Fixes
* 2.0.20u * 0.3.0.1-u
* Problem with Desert Wall not being pre-opened in intensity 3 fixed * Problem with lobbies on re-rolls corrected
* 2.0.19u * Potential playthrough problem addressed
* Generation improvement * 0.3.0.0-u
* Possible fix for shop vram corruption * Generation improvements. Basic >95% success. Crossed >80% success.
* The Cane of Byrna does not count as a chest key anymore * Possible increased generation times as certain generation problem tries a partial re-roll
* 2.0.18u
* Generation improvements
* Bombs/Dash doors more consistent with the amount in vanilla.
* 2.0.17u
* Generation improvements
* 2.0.16u
* Prevent HUD from showing key counter when in the overworld. (Aga 2 doesn't always clear the dungeon indicator)
* Fixed key logic regarding certain isolated "important" locations
* Fixed a problem with keydropshuffle thinking certain progression items are keys
* A couple of inverted rules fixed
* A more accurate count of which locations are blocked by teh big key in Ganon's Tower
* Updated base rom to 31.0.7 (includes potential hera basement cage fix)
* 2.0.15u
* Allow Aga Tower lobby door as a a paired keydoor (typo)
* Fix portal check for multi-entrance dungeons
* 2.0.14u
* Removal of key doors no longer messes up certain lobbies
* Fixed ER entrances when Desert Back is a connector
* 2.0.13u
* Minor portal re-work for certain logic and spoiler information
* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
* Fix for inverted ER + intensity 3
* Fix for current small keys missing on keysanity menu
* Logic added for cases where you can flood Swamp Trench 1 before finding flippers and lock yourself out of getting
something behind the trench that leads to the flippers
* 2.0.12u
* Another fix for animated tiles (fairy fountains)
* GT Big Key stat fixed on credits
* Any denomination of rupee 20 or below can be removed to make room for Crossed Dungeon's extra dungeon items. This
helps retro generate more often.
* Fix for TR Lobbies in intensity 3 and ER shuffles that was causing a hardlock
* Standard ER logic revised for lobby shuffle and rain state considerations.
* 2.0.11u
* Fix output path setting in settings.json
* Fix trock entrances when intensity <= 2
* 2.0.10u
* Fix POD, TR, GT and SKULL 3 entrances if sanc ends up in that dungeon in crossed ER+
* TR Lobbies that need a bomb and can be entered before bombing should be pre-opened
* Animated tiles are loaded correctly in lobbies
* If a wallmaster grabs you and the lobby is dark, the lamp turns on now
* Certain key rules no longer override item requirements (e.g. Somaria behind TR Hub)
* Old Man Cave is correctly one way in the graph
* Some key logic fixes
* 2.0.9-u
* /missing command in MultiClient fixed
* 2.0.8-u
* Player sprite disappears after picking up a key drop in keydropshuffle
* Sewers and Hyrule Castle compass problems
* Double count of the Hera Basement Cage item (both overall and compass)
* Unnecessary/inconsistent rug cutoff
* TR Crystal Maze thought you get through backwards without Somaria
* Ensure Thieves Attic Window area can always be reached
* Fixed where HC big key was not counted
* Prior fixes
* Fixed a situation where logic did not account properly for Big Key doors in standard Hyrule Castle
* Fixed a problem ER shuffle generation that did not account for lobbies moving around
* Fixed a problem with camera unlock (GT Mimics and Mire Minibridge)
* Fixed a problem with bad-pseudo layer at PoD map Balcony (unable to hit switch with Bomb)
* Fixed a problem with the Ganon hint when hints are turned off
# Known Issues # Known Issues
* Multiworld = /missing command not working * Potential keylocks in multi-entrance dungeons
* Potenial keylocks in multi-entrance dungeons * Incorrect vanilla key logic for Mire
* Incorrect vanilla keylogic for Mire
* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic

15
Rom.py
View File

@@ -284,14 +284,23 @@ def patch_enemizer(world, player, rom, baserom_path, enemizercli, random_sprite_
with open(options_path, 'w') as f: with open(options_path, 'w') as f:
json.dump(options, f) json.dump(options, f)
subprocess.check_call([os.path.abspath(enemizercli), try:
subprocess.run([os.path.abspath(enemizercli),
'--rom', baserom_path, '--rom', baserom_path,
'--seed', str(world.rom_seeds[player]), '--seed', str(world.rom_seeds[player]),
'--base', basepatch_path, '--base', basepatch_path,
'--randomizer', randopatch_path, '--randomizer', randopatch_path,
'--enemizer', options_path, '--enemizer', options_path,
'--output', enemizer_output_path], '--output', enemizer_output_path],
cwd=os.path.dirname(enemizercli), stdout=subprocess.DEVNULL) cwd=os.path.dirname(enemizercli),
check=True,
capture_output=True)
except subprocess.CalledProcessError as e:
from Main import EnemizerError
enemizerMsg = world.fish.translate("cli","cli","Enemizer returned exit code: ") + str(e.returncode) + "\n"
enemizerMsg += world.fish.translate("cli","cli","enemizer.nothing.applied")
logging.error(f'Enemizer error output: {e.stderr.decode("utf-8")}\n')
raise EnemizerError(enemizerMsg)
with open(enemizer_basepatch_path, 'r') as f: with open(enemizer_basepatch_path, 'r') as f:
for patch in json.load(f): for patch in json.load(f):
@@ -690,7 +699,7 @@ def patch_rom(world, rom, player, team, enemized):
for name, pair in boss_indicator.items(): for name, pair in boss_indicator.items():
dungeon_id, boss_door = pair dungeon_id, boss_door = pair
opposite_door = world.get_door(boss_door, player).dest opposite_door = world.get_door(boss_door, player).dest
if opposite_door and opposite_door.roomIndex > -1: if opposite_door and isinstance(opposite_door, Door) and opposite_door.roomIndex > -1:
dungeon_name = opposite_door.entrance.parent_region.dungeon.name dungeon_name = opposite_door.entrance.parent_region.dungeon.name
dungeon_id = boss_indicator[dungeon_name][0] dungeon_id = boss_indicator[dungeon_name][0]
rom.write_byte(0x13f000+dungeon_id, opposite_door.roomIndex) rom.write_byte(0x13f000+dungeon_id, opposite_door.roomIndex)

View File

@@ -254,6 +254,12 @@ def create_rooms(world, player):
world.get_room(0xc0, player).change(0, DoorKind.Normal) # fix this kill room if enemizer is on world.get_room(0xc0, player).change(0, DoorKind.Normal) # fix this kill room if enemizer is on
def reset_rooms(world, player):
world.rooms = [x for x in world.rooms if x.player != player]
world._room_cache.clear()
create_rooms(world, player)
class Room(object): class Room(object):
def __init__(self, player, index, address): def __init__(self, player, index, address):
self.player = player self.player = player

View File

@@ -36,6 +36,9 @@ def is_bundled():
return getattr(sys, 'frozen', False) return getattr(sys, 'frozen', False)
def local_path(path): def local_path(path):
# just do stuff here and bail
return os.path.join(".", path)
if local_path.cached_path is not None: if local_path.cached_path is not None:
return os.path.join(local_path.cached_path, path) return os.path.join(local_path.cached_path, path)
@@ -51,6 +54,9 @@ def local_path(path):
local_path.cached_path = None local_path.cached_path = None
def output_path(path): def output_path(path):
# just do stuff here and bail
return os.path.join(".", path)
if output_path.cached_path is not None: if output_path.cached_path is not None:
return os.path.join(output_path.cached_path, path) return os.path.join(output_path.cached_path, path)
@@ -61,15 +67,7 @@ def output_path(path):
# has been packaged, so cannot use CWD for output. # has been packaged, so cannot use CWD for output.
if sys.platform == 'win32': if sys.platform == 'win32':
#windows #windows
import ctypes.wintypes documents = os.path.join(os.path.expanduser("~"),"Documents")
CSIDL_PERSONAL = 5 # My Documents
SHGFP_TYPE_CURRENT = 0 # Get current, not default value
buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf)
documents = buf.value
elif sys.platform == 'darwin': elif sys.platform == 'darwin':
from AppKit import NSSearchPathForDirectoriesInDomains # pylint: disable=import-error from AppKit import NSSearchPathForDirectoriesInDomains # pylint: disable=import-error
# http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/Foundation/Miscellaneous/Foundation_Functions/Reference/reference.html#//apple_ref/c/func/NSSearchPathForDirectoriesInDomains # http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/Foundation/Miscellaneous/Foundation_Functions/Reference/reference.html#//apple_ref/c/func/NSSearchPathForDirectoriesInDomains
@@ -655,4 +653,3 @@ if __name__ == '__main__':
# room_palette_data(old_rom=sys.argv[1]) # room_palette_data(old_rom=sys.argv[1])
# extract_data_from_us_rom(sys.argv[1]) # extract_data_from_us_rom(sys.argv[1])
extract_data_from_jp_rom(sys.argv[1]) extract_data_from_jp_rom(sys.argv[1])

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