Merged in DR v1.0.0.2
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@@ -5,7 +5,8 @@ from collections import defaultdict, deque
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from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs, dungeon_table
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from DungeonGenerator import ExplorationState, special_big_key_doors
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from DungeonGenerator import ExplorationState, special_big_key_doors, count_locations_exclude_big_chest, prize_or_event
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from DungeonGenerator import reserved_location, blind_boss_unavail
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class KeyLayout(object):
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@@ -186,6 +187,8 @@ class PlacementRule(object):
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return True
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available_keys = outside_keys
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empty_chests = 0
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# todo: sometimes we need an extra empty chest to accomodate the big key too
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# dungeon bias seed 563518200 for example
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threshold = self.needed_keys_wo_bk if bk_blocked else self.needed_keys_w_bk
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for loc in check_locations:
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if not loc.item:
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@@ -1100,40 +1103,30 @@ def location_is_bk_locked(loc, key_logic):
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return loc in key_logic.bk_chests or loc in key_logic.bk_locked
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def prize_or_event(loc):
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return loc.name in dungeon_events or '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']
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def boss_unavail(loc, world, player):
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# todo: ambrosia
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# return world.bossdrops[player] == 'ambrosia' and "- Boss" in loc.name
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return False
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def blind_boss_unavail(loc, state, world, player):
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if loc.name == "Thieves' Town - Boss":
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# todo: check attic
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return (loc.parent_region.dungeon.boss.name == 'Blind' and
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(not any(x for x in state.found_locations if x.name == 'Suspicious Maiden') or
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(world.get_region('Thieves Attic Window', player).dungeon.name == 'Thieves Town' and
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not any(x for x in state.found_locations if x.name == 'Attic Cracked Floor'))))
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return False
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# todo: verfiy this code is defunct
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# def prize_or_event(loc):
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# return loc.name in dungeon_events or '- Prize' in loc.name or loc.name in ['Agahnim 1', 'Agahnim 2']
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#
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#
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# def reserved_location(loc, world, player):
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# return loc in world.item_pool.config.reserved_locations[player]
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#
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#
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# def blind_boss_unavail(loc, state, world, player):
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# if loc.name == "Thieves' Town - Boss":
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# return (loc.parent_region.dungeon.boss.name == 'Blind' and
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# (not any(x for x in state.found_locations if x.name == 'Suspicious Maiden') or
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# (world.get_region('Thieves Attic Window', player).dungeon.name == 'Thieves Town' and
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# not any(x for x in state.found_locations if x.name == 'Attic Cracked Floor'))))
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# return False
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# counts free locations for keys - hence why reserved locations don't count
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def count_free_locations(state, world, player):
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cnt = 0
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for loc in state.found_locations:
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if (not prize_or_event(loc) and not loc.forced_item and not boss_unavail(loc, world, player)
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and not blind_boss_unavail(loc, state, world, player)):
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cnt += 1
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return cnt
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def count_locations_exclude_big_chest(state, world, player):
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cnt = 0
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for loc in state.found_locations:
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if ('- Big Chest' not in loc.name and not loc.forced_item and not boss_unavail(loc, world, player)
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and not prize_or_event(loc) and not blind_boss_unavail(loc, state, world, player)):
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if (not prize_or_event(loc) and not loc.forced_item and not reserved_location(loc, world, player)
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and not blind_boss_unavail(loc, state.found_locations, world, player)):
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cnt += 1
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return cnt
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@@ -1437,7 +1430,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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if state.big_key_opened:
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ttl_locations = count_free_locations(state, world, player)
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else:
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ttl_locations = count_locations_exclude_big_chest(state, world, player)
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ttl_locations = count_locations_exclude_big_chest(state.found_locations, world, player)
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ttl_small_key_only = count_small_key_only_locations(state)
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available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state, world, player)
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available_big_locations = cnt_avail_big_locations(ttl_locations, state, world, player)
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@@ -1663,7 +1656,7 @@ def can_open_door(door, state, world, player):
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if state.big_key_opened:
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ttl_locations = count_free_locations(state, world, player)
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else:
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ttl_locations = count_locations_exclude_big_chest(state, world, player)
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ttl_locations = count_locations_exclude_big_chest(state.found_locations, world, player)
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if door.smallKey:
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ttl_small_key_only = count_small_key_only_locations(state)
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available_small_locations = cnt_avail_small_locations(ttl_locations, ttl_small_key_only, state, world, player)
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