Made the CollectionState crystal switch aware and added crystal rules
Small adjustment to big key forbidding
This commit is contained in:
@@ -2,7 +2,7 @@ import copy
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from enum import Enum, unique
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import logging
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import json
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from collections import OrderedDict
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from collections import OrderedDict, deque
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from _vendor.collections_extended import bag
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from Utils import int16_as_bytes
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from Tables import normal_offset_table, spiral_offset_table
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@@ -355,6 +355,7 @@ class CollectionState(object):
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self.prog_items = bag()
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self.world = parent
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self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
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self.colored_regions = {player: {} for player in range(1, parent.players + 1)}
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self.events = []
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self.path = {}
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self.locations_checked = set()
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@@ -366,6 +367,7 @@ class CollectionState(object):
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player_regions = [region for region in self.world.regions if region.player == player]
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self.stale[player] = False
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rrp = self.reachable_regions[player]
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ccr = self.colored_regions[player]
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new_regions = True
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reachable_regions_count = len(rrp)
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while new_regions:
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@@ -373,13 +375,53 @@ class CollectionState(object):
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for candidate in possible:
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if candidate.can_reach_private(self):
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rrp.add(candidate)
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if candidate.type == RegionType.Dungeon:
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c_switch_present = False
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for ext in candidate.exits:
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door = self.world.check_for_door(ext.name, player)
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if door is not None and door.crystal == CrystalBarrier.Either:
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c_switch_present = True
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if c_switch_present:
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ccr[candidate] = CrystalBarrier.Either
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self.spread_crystal_access(candidate, CrystalBarrier.Either, rrp, ccr, player)
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else:
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for entrance in candidate.entrances:
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door = self.world.check_for_door(entrance.name, player)
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if door is None or entrance.parent_region.type != RegionType.Dungeon:
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ccr[candidate] = CrystalBarrier.Orange
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if entrance.parent_region in ccr.keys():
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color_type = ccr[entrance.parent_region]
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current_type = ccr[candidate] if candidate in ccr.keys() else None
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ccr[candidate] = color_type if current_type is None or color_type == current_type else CrystalBarrier.Either
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new_regions = len(rrp) > reachable_regions_count
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reachable_regions_count = len(rrp)
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def spread_crystal_access(self, region, crystal, rrp, ccr, player):
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queue = deque([(region, crystal)])
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visited = set()
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while len(queue) > 0:
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region, crystal = queue.popleft()
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visited.add(region)
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for ext in region.exits:
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connect = ext.connected_region
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if connect not in visited and connect is not None and connect.type == RegionType.Dungeon:
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if connect in rrp and ext.can_reach(self) and connect:
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door = self.world.check_for_door(ext.name, player)
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current_crystal = ccr[connect]
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if door is not None and not door.blocked and current_crystal != crystal and current_crystal != CrystalBarrier.Either:
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if door.crystal in [CrystalBarrier.Either, CrystalBarrier.Null]:
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ccr[connect] = crystal
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queue.append((connect, crystal))
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else:
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queue.append((connect, door.crystal))
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if door.crystal != current_crystal:
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ccr[connect] = CrystalBarrier.Either
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def copy(self):
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ret = CollectionState(self.world)
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ret.prog_items = self.prog_items.copy()
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ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in range(1, self.world.players + 1)}
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ret.colored_regions = {player: copy.copy(self.colored_regions[player]) for player in range(1, self.world.players + 1)}
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ret.events = copy.copy(self.events)
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ret.path = copy.copy(self.path)
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ret.locations_checked = copy.copy(self.locations_checked)
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@@ -400,6 +442,15 @@ class CollectionState(object):
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return spot.can_reach(self)
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def sweep_for_crystal_access(self):
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for player, rrp in self.reachable_regions.items():
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dungeon_regions = [x for x in rrp if x.type == RegionType.Dungeon]
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ccr = self.colored_regions[player]
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for region in dungeon_regions:
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if region in ccr.keys():
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self.spread_crystal_access(region, ccr[region], rrp, ccr, player)
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self.stale[player] = True
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def sweep_for_events(self, key_only=False, locations=None):
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# this may need improvement
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new_locations = True
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@@ -415,6 +466,18 @@ class CollectionState(object):
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self.collect(event.item, True, event)
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new_locations = len(reachable_events) > checked_locations
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checked_locations = len(reachable_events)
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if new_locations:
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self.sweep_for_crystal_access()
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def can_reach_blue(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Blue, CrystalBarrier.Either]
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def can_reach_orange(self, region, player):
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if region not in self.colored_regions[player].keys():
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return False
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return self.colored_regions[player][region] in [CrystalBarrier.Orange, CrystalBarrier.Either]
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def _do_not_flood_the_keys(self, reachable_events):
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adjusted_checks = list(reachable_events)
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@@ -699,7 +762,7 @@ class CollectionState(object):
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class RegionType(Enum):
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LightWorld = 1
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DarkWorld = 2
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Cave = 3 # Also includes Houses
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Cave = 3 # Also includes Houses
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Dungeon = 4
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@property
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@@ -1034,7 +1034,7 @@ def reassign_key_doors(builder, proposal, world, player):
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room.delete(d.doorListPos)
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else:
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if len(room.doorList) > 1:
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room.mirror(d.doorListPos)
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room.mirror(d.doorListPos) # todo: I don't think this works for crossed - maybe it will
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else:
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room.delete(d.doorListPos)
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d.smallKey = False
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4
Doors.py
4
Doors.py
@@ -1084,11 +1084,12 @@ def create_doors(world, player):
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world.get_door('Hera Startile Wide Holes', player).c_switch()
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world.get_door('PoD Arena Main SW', player).c_switch()
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world.get_door('PoD Arena Bonk Path', player).c_switch()
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world.get_door('PoD Arena Bridge SE', player).c_switch()
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world.get_door('PoD Arena Bridge Drop Down', player).c_switch()
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world.get_door('PoD Arena Main Orange Barrier', player).barrier(CrystalBarrier.Orange)
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# maybe you can cross this way with blue up??
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world.get_door('PoD Arena Main Crystal Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Arena Crystals E', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Arena Crystal Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('PoD Sexy Statue W', player).c_switch()
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world.get_door('PoD Sexy Statue NW', player).c_switch()
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@@ -1185,6 +1186,7 @@ def create_doors(world, player):
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world.get_door('GT Hookshot Entry Blue Barrier', player).barrier(CrystalBarrier.Blue)
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world.get_door('GT Double Switch Orange Barrier', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Orange Barrier 2', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Orange Path', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Key Orange Path', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Double Switch Key Blue Path', player).barrier(CrystalBarrier.Blue)
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world.get_door('GT Double Switch Blue Barrier', player).barrier(CrystalBarrier.Blue)
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@@ -118,9 +118,9 @@ def analyze_dungeon(key_layout, world, player):
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raw_avail = chest_keys + len(key_counter.key_only_locations)
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available = raw_avail - key_counter.used_keys
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possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
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avail_bigs = count_unique_big_doors(key_counter)
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avail_bigs = exist_relevant_big_doors(key_counter, key_layout)
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if not key_counter.big_key_opened:
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if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls and avail_bigs == 0:
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if chest_keys == count_locations_big_optional(key_counter.free_locations) and available <= possible_smalls and not avail_bigs:
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key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations))
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if not key_counter.big_key_opened and big_chest_in_locations(key_counter.free_locations):
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key_logic.sm_restricted.update(find_big_chest_locations(key_counter.free_locations))
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@@ -318,6 +318,7 @@ def create_rule(key_counter, prev_counter, key_layout, world):
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available = raw_avail - key_counter.used_keys
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possible_smalls = count_unique_small_doors(key_counter, key_layout.flat_prop)
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required_keys = min(available, possible_smalls) + key_counter.used_keys
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# required_keys = key_counter.used_keys + 1 # this sometimes makes more sense
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# if prev_avail < required_keys:
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# required_keys = prev_avail + prev_counter.used_keys
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# return DoorRules(required_keys)
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@@ -487,15 +488,16 @@ def count_unique_small_doors(key_counter, proposal):
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return cnt
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def count_unique_big_doors(key_counter):
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cnt = 0
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counted = set()
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for door in key_counter.child_doors:
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if door.bigKey and door not in counted:
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cnt += 1
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counted.add(door)
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counted.add(door.dest)
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return cnt
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def exist_relevant_big_doors(key_counter, key_layout):
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bk_counter = find_counter(key_counter.open_doors, True, key_layout, False)
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if bk_counter is not None:
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diff = dict_difference(bk_counter.free_locations, key_counter.free_locations)
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if len(diff) > 0:
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return True
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diff = dict_difference(bk_counter.key_only_locations, key_counter.key_only_locations)
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if len(diff) > 0:
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return True
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return False
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def count_locations_big_optional(locations, bk=False):
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@@ -788,7 +790,7 @@ def state_id(state, flat_proposal):
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return s_id
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def find_counter(opened_doors, bk_hint, key_layout):
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def find_counter(opened_doors, bk_hint, key_layout, raise_on_error=True):
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counter = find_counter_hint(opened_doors, bk_hint, key_layout)
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if counter is not None:
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return counter
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@@ -801,7 +803,9 @@ def find_counter(opened_doors, bk_hint, key_layout):
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counter = find_counter_hint(dict.fromkeys(more_doors), bk_hint, key_layout)
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if counter is not None:
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return counter
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raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
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if raise_on_error:
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raise Exception('Unable to find door permutation. Init CID: %s' % counter_id(opened_doors, bk_hint, key_layout.flat_prop))
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return None
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def find_counter_hint(opened_doors, bk_hint, key_layout):
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2
Main.py
2
Main.py
@@ -325,6 +325,7 @@ def create_playthrough(world):
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while sphere_candidates:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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state.sweep_for_crystal_access()
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sphere = []
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# build up spheres of collection radius. Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
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@@ -379,6 +380,7 @@ def create_playthrough(world):
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while required_locations:
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if not world.keysanity:
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state.sweep_for_events(key_only=True)
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state.sweep_for_crystal_access()
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sphere = list(filter(lambda loc: state.can_reach(loc) and state.not_flooding_a_key(world, loc), required_locations))
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49
Rules.py
49
Rules.py
@@ -423,6 +423,55 @@ def global_rules(world, player):
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set_defeat_dungeon_boss_rule(world.get_location('Agahnim 2', player))
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add_key_logic_rules(world, player)
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# crystal switch rules
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set_rule(world.get_entrance('PoD Arena Crystal Path', player), lambda state: state.can_reach_blue(world.get_region('PoD Arena Crystal', player), player))
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set_rule(world.get_entrance('Swamp Trench 2 Pots Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Swamp Trench 2 Pots', player), player))
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set_rule(world.get_entrance('Swamp Shortcut Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Swamp Shortcut', player), player))
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set_rule(world.get_entrance('Thieves Attic ES', player), lambda state: state.can_reach_blue(world.get_region('Thieves Attic', player), player))
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set_rule(world.get_entrance('Thieves Hellway Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Thieves Hellway', player), player))
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set_rule(world.get_entrance('Thieves Hellway Crystal Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Thieves Hellway N Crystal', player), player))
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set_rule(world.get_entrance('Thieves Triple Bypass SE', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
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set_rule(world.get_entrance('Thieves Triple Bypass WN', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
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set_rule(world.get_entrance('Thieves Triple Bypass EN', player), lambda state: state.can_reach_blue(world.get_region('Thieves Triple Bypass', player), player))
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set_rule(world.get_entrance('Ice Crystal Right Blue Hole', player), lambda state: state.can_reach_blue(world.get_region('Ice Crystal Right', player), player))
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set_rule(world.get_entrance('Ice Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Ice Crystal Left', player), player))
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set_rule(world.get_entrance('Ice Backwards Room Hole', player), lambda state: state.can_reach_blue(world.get_region('Ice Backwards Room', player), player))
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set_rule(world.get_entrance('Mire Hub Upper Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub', player), player))
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set_rule(world.get_entrance('Mire Hub Lower Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub', player), player))
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set_rule(world.get_entrance('Mire Hub Right Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub Right', player), player))
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set_rule(world.get_entrance('Mire Hub Top Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Hub Top', player), player))
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set_rule(world.get_entrance('Mire Map Spike Side Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Map Spike Side', player), player))
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set_rule(world.get_entrance('Mire Map Spot Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Map Spot', player), player))
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set_rule(world.get_entrance('Mire Crystal Dead End Left Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Dead End', player), player))
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set_rule(world.get_entrance('Mire Crystal Dead End Right Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Dead End', player), player))
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set_rule(world.get_entrance('Mire South Fish Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire South Fish', player), player))
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set_rule(world.get_entrance('Mire Compass Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Compass Room', player), player))
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set_rule(world.get_entrance('Mire Crystal Mid Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Mid', player), player))
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set_rule(world.get_entrance('Mire Crystal Left Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('Mire Crystal Left', player), player))
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set_rule(world.get_entrance('TR Crystal Maze Blue Path', player), lambda state: state.can_reach_blue(world.get_region('TR Crystal Maze End', player), player))
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set_rule(world.get_entrance('GT Hookshot Entry Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Hookshot South Entry', player), player))
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set_rule(world.get_entrance('GT Double Switch Key Blue Path', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Key Spot', player), player))
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set_rule(world.get_entrance('GT Double Switch Blue Barrier', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Switches', player), player))
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set_rule(world.get_entrance('GT Double Switch Transition Blue', player), lambda state: state.can_reach_blue(world.get_region('GT Double Switch Transition', player), player))
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set_rule(world.get_entrance('Swamp Barrier Ledge - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier Ledge', player), player))
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set_rule(world.get_entrance('Swamp Barrier - Orange', player), lambda state: state.can_reach_orange(world.get_region('Swamp Barrier', player), player))
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set_rule(world.get_entrance('Thieves Hellway Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Thieves Hellway', player), player))
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set_rule(world.get_entrance('Thieves Hellway Crystal Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Thieves Hellway S Crystal', player), player))
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set_rule(world.get_entrance('Ice Bomb Jump Ledge Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Bomb Jump Ledge', player), player))
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set_rule(world.get_entrance('Ice Bomb Jump Catwalk Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Bomb Jump Catwalk', player), player))
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set_rule(world.get_entrance('Ice Crystal Right Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Crystal Right', player), player))
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set_rule(world.get_entrance('Ice Crystal Left Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Ice Crystal Left', player), player))
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set_rule(world.get_entrance('Mire Crystal Right Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Crystal Right', player), player))
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set_rule(world.get_entrance('Mire Crystal Mid Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Crystal Mid', player), player))
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set_rule(world.get_entrance('Mire Firesnake Skip Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Firesnake Skip', player), player))
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set_rule(world.get_entrance('Mire Antechamber Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('Mire Antechamber', player), player))
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set_rule(world.get_entrance('GT Double Switch Orange Barrier', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Entry', player), player))
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set_rule(world.get_entrance('GT Double Switch Orange Barrier 2', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Entry', player), player))
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set_rule(world.get_entrance('GT Double Switch Orange Path', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Switches', player), player))
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set_rule(world.get_entrance('GT Double Switch Key Orange Path', player), lambda state: state.can_reach_orange(world.get_region('GT Double Switch Key Spot', player), player))
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# End of door rando rules.
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add_rule(world.get_location('Sunken Treasure', player), lambda state: state.has('Open Floodgate', player))
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