Merge remote-tracking branch 'upstream/DoorDevUnstable' into OverworldShuffleDev
This commit is contained in:
@@ -1071,6 +1071,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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# Step 3: Initial valid combination find - reduce flex if needed
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# Step 3: Initial valid combination find - reduce flex if needed
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for name, builder in dungeon_builders.items():
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for name, builder in dungeon_builders.items():
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suggested = builder.key_doors_num - builder.key_drop_cnt
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suggested = builder.key_doors_num - builder.key_drop_cnt
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builder.total_keys = builder.key_doors_num
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find_valid_combination(builder, start_regions_map[name], world, player)
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find_valid_combination(builder, start_regions_map[name], world, player)
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actual_chest_keys = builder.key_doors_num - builder.key_drop_cnt
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actual_chest_keys = builder.key_doors_num - builder.key_drop_cnt
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if actual_chest_keys < suggested:
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if actual_chest_keys < suggested:
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@@ -1087,6 +1088,7 @@ def assign_cross_keys(dungeon_builders, world, player):
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name = builder.name
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name = builder.name
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logger.debug('Cross Dungeon: Increasing key count by 1 for %s', name)
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logger.debug('Cross Dungeon: Increasing key count by 1 for %s', name)
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builder.key_doors_num += 1
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builder.key_doors_num += 1
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builder.total_keys = builder.key_doors_num
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result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False)
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result = find_valid_combination(builder, start_regions_map[name], world, player, drop_keys=False)
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if result:
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if result:
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remaining -= 1
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remaining -= 1
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@@ -1380,7 +1382,7 @@ def shuffle_key_doors(builder, world, player):
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skips.append(world.get_door(dp.door_a, player))
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skips.append(world.get_door(dp.door_a, player))
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break
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break
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num_key_doors += 1
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num_key_doors += 1
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builder.key_doors_num = num_key_doors
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builder.key_doors_num = builder.total_keys = num_key_doors
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find_small_key_door_candidates(builder, start_regions, world, player)
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find_small_key_door_candidates(builder, start_regions, world, player)
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find_valid_combination(builder, start_regions, world, player)
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find_valid_combination(builder, start_regions, world, player)
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reassign_key_doors(builder, world, player)
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reassign_key_doors(builder, world, player)
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@@ -1175,6 +1175,7 @@ class DungeonBuilder(object):
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self.pre_open_stonewalls = set() # used by stonewall system
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self.pre_open_stonewalls = set() # used by stonewall system
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self.candidates = None
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self.candidates = None
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self.total_keys = None
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self.key_doors_num = None
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self.key_doors_num = None
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self.combo_size = None
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self.combo_size = None
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self.flex = 0
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self.flex = 0
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@@ -375,6 +375,13 @@ flexible_starts = {
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'Skull Woods': ['Skull Left Drop', 'Skull Pinball']
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'Skull Woods': ['Skull Left Drop', 'Skull Pinball']
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}
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}
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default_key_counts = {
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'Hyrule Castle': 1, 'Eastern Palace': 0, 'Desert Palace': 1,
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'Tower of Hera': 1, 'Agahnims Tower': 2, 'Palace of Darkness': 6,
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'Swamp Palace': 1, 'Skull Woods': 3, 'Thieves Town': 1,
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'Ice Palace': 2, 'Misery Mire': 3, 'Turtle Rock': 4, 'Ganons Tower': 4
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}
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dungeon_keys = {
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dungeon_keys = {
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'Hyrule Castle': 'Small Key (Escape)',
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'Hyrule Castle': 'Small Key (Escape)',
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'Eastern Palace': 'Small Key (Eastern Palace)',
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'Eastern Palace': 'Small Key (Eastern Palace)',
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@@ -4,7 +4,7 @@ from collections import defaultdict, deque
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from BaseClasses import DoorType
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from BaseClasses import DoorType
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from Regions import dungeon_events
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs
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from Dungeons import dungeon_keys, dungeon_bigs, default_key_counts
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from DungeonGenerator import ExplorationState, special_big_key_doors
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from DungeonGenerator import ExplorationState, special_big_key_doors
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@@ -1384,9 +1384,10 @@ def create_key_counters(key_layout, world, player):
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flat_proposal = key_layout.flat_prop
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flat_proposal = key_layout.flat_prop
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state = ExplorationState(dungeon=key_layout.sector.name)
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state = ExplorationState(dungeon=key_layout.sector.name)
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if world.doorShuffle[player] == 'vanilla':
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if world.doorShuffle[player] == 'vanilla':
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state.key_locations = len(world.get_dungeon(key_layout.sector.name, player).small_keys)
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state.key_locations = default_key_counts[key_layout.sector.name]
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else:
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else:
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state.key_locations = world.dungeon_layouts[player][key_layout.sector.name].key_doors_num
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builder = world.dungeon_layouts[player][key_layout.sector.name]
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state.key_locations = builder.total_keys - builder.key_drop_cnt
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state.big_key_special, special_region = False, None
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state.big_key_special, special_region = False, None
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for region in key_layout.sector.regions:
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for region in key_layout.sector.regions:
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for location in region.locations:
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for location in region.locations:
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2
Main.py
2
Main.py
@@ -29,7 +29,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
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from Utils import output_path, parse_player_names
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from Utils import output_path, parse_player_names
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__version__ = '0.5.0.2-u'
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__version__ = '0.5.0.3-u'
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from source.classes.BabelFish import BabelFish
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from source.classes.BabelFish import BabelFish
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@@ -846,7 +846,7 @@ async def track_locations(ctx : Context, roomid, roomdata):
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new_locations.append(Regions.lookup_name_to_id[location])
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new_locations.append(Regions.lookup_name_to_id[location])
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try:
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try:
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if roomid in location_shop_ids:
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if ctx.shop_mode or ctx.retro_mode:
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misc_data = await snes_read(ctx, SHOP_ADDR, SHOP_SRAM_LEN)
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misc_data = await snes_read(ctx, SHOP_ADDR, SHOP_SRAM_LEN)
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for cnt, b in enumerate(misc_data):
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for cnt, b in enumerate(misc_data):
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my_check = Regions.shop_table_by_location_id[0x400000 + cnt]
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my_check = Regions.shop_table_by_location_id[0x400000 + cnt]
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@@ -15,6 +15,10 @@ CLI: ```--bombbag```
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# Bug Fixes and Notes.
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# Bug Fixes and Notes.
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* 0.5.0.3
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* Fixed a bug in retro+vanilla and big key placement
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* Fixed a problem with shops not registering in the Multiclient until you visit one
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* Fixed a bug in the Mystery code with sfx
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* 0.5.0.2
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* 0.5.0.2
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* --shuffle_sfx option added
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* --shuffle_sfx option added
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* 0.5.0.1
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* 0.5.0.1
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