Commit Graph
467 Commits
Author SHA1 Message Date
aerinon 91f619e36f Fixed when a multi-entrance cave is initially inaccessible (i.e. Superbunny connects Skull 3 to DDM Ledge)
Fixed some path checking in full where entrances are all over the place
2019-11-21 15:54:51 -07:00
aerinon f6e8584d19 Fixed Death Mountain Return Ledge dungeons
Multiplayer support for inaccessible regions
2019-11-21 14:04:29 -07:00
aerinon 41a8da1b05 Desert Palace interior rooms I skipped 2019-11-19 16:24:08 -07:00
aerinon 6a276ca0b8 MSU Scrolling bug
Crystaroller Stairs fixed
More Full ER support
Added DungeonGen check for hangers without enough hooks
DungeonGen doesn't consider BK door problems unless starting from origin
--This could cause some longer gen times - as the origin is hooked up last
Skull 3 Exit - attempt to fix
2019-11-19 16:00:55 -07:00
aerinon 48494a09ba TR Crystal Maze adjustments
Fixed key door candidate finder to stay within own dungeon
Standard mode support added
Added missed Pre-moldorm chest
Started work on new key logic analyzer
2019-11-19 10:50:44 -07:00
aerinon 7a87ef8520 More ER support added 2019-11-15 16:36:27 -07:00
aerinon 69c4dc17fd Merge branch 'MinorFixes' into DoorDev 2019-11-15 14:33:19 -07:00
aerinon 093746a0c7 Ganon's Tower added
Some key logic work
2019-11-15 13:50:31 -07:00
aerinon 2ad03af1da Removed Pot Circle from drops (it has unique regions)
Fixed a door in mire
Adjusted stair camera in Swamp
2019-11-14 06:39:27 -07:00
aerinon 77667668c9 Drop entrances not part of dungeon gen 2019-11-12 06:49:52 -07:00
aerinon d365ae5c36 Fixing a couple minor bugs 2019-11-09 19:10:13 -07:00
aerinon e7ddae0dfa Fix a TT open edge (getting caught by door code)
Try to fix Skull exit again
Fix Hera stair key
Some vanilla fixes
2019-11-08 16:51:51 -07:00
aerinon 5718018982 Added Turtle Rock.
Fixed clock -> process_time for Python 3.8
Fixed interior blocked doors
Vanilla logical connections for Ice Cross (Push block)
Dungeon entrance enhancement for TR, Skull, HC (Standard)
Kill on invalid dungeons during key door shuffle
Key logic improvements (Smallkey restrictions, Logic Min/Logic Max for key doors, Big Chest doesn't count for small keys if BK not found yet)
Key door candidate now accounts for "overworld" dungeon traversal
Path checking added some Crystal Logic (Blind's Cell to Boss mostly)
Kill on dungeon gen if taking too long
2019-11-07 12:16:13 -07:00
aerinon f8abf1fe81 Implemented mire 2019-11-05 11:39:13 -07:00
aerinon bad5fff022 Skull 3 entrance fix - could be refined
Thieves Town region addition - couldn't reach certain doors from elsewhere.
Ice Palace trap doors and fixed a couple broken staircases
2019-11-04 13:04:26 -07:00
aerinon 19e9738c42 Merge branch 'MinorCleanup' into DoorDev
# Conflicts:
#	DoorShuffle.py
#	Doors.py
2019-11-01 16:18:37 -06:00
aerinon e08bf3776a Ice Palace added
Dynamic logical doors added for ice cross w/ push block
Improved crystal switch pathing
Minor update to PoD
2019-11-01 16:13:23 -06:00
aerinon 90c3368f9d Revamped dungeon generation
Revamped key logic generation
Prevent key floods in playthrough/can_beat_game checks
2019-10-31 11:09:58 -06:00
aerinon bc30cc3b42 Minor fix to basic generation for now 2019-10-28 13:55:07 -06:00
aerinon 417fc0797f Shuffling sectors is improved slightly
Changing many logging statements to debug only
2019-10-25 13:56:44 -06:00
aerinon 050ae66bf6 Thieves Town 2019-10-25 13:50:37 -06:00
aerinon b27dd2f64f Finishing up interior doors for Eastern 2019-10-24 22:45:03 -06:00
aerinon be03fc214d Adding some more interior doors to HC and Eastern 2019-10-22 23:00:07 -06:00
aerinon 8db8d066b4 PoD and Swamp logical dead end detection improved 2019-10-22 15:49:36 -06:00
aerinon 01a4d4b872 Generation tweaks and fixes
- Flooding the keys in swamp
- Logical dead ends
- The pinball exception
2019-10-21 22:32:49 -06:00
aerinon c090bd7003 Early bad loop detection. 2019-10-18 11:56:56 -06:00
aerinon beb15951a0 Skull Woods added
Fixed polarity for stairs
Some swamp fixes
Prep work for dungeons that can require traversal through overworld - like skull woods
Special case for pinball room so it can be in Skull 2 or Skull 1
2019-10-17 16:35:13 -06:00
aerinon 7db3c82e70 More swamp fixes
Removed Left Drain to Right (switch resets)
2019-10-16 06:57:57 -06:00
aerinon 4d35265e5c Key flood protection in sweep for events
Better loop validation
Small key validation tweaks
2019-10-15 15:15:29 -06:00
aerinon ce626bd093 Unification of exploration logic
Crystal stuff for PoD/Hera
Minor fixes to key logic
2019-10-15 13:01:32 -06:00
aerinon a0fdb25b43 Spirals for Swamp
Swamp Logic
Door definition cleanup
Stabs at Swamp events and Crystal Switches
2019-10-11 16:53:46 -06:00
aerinon 87ff92ba7c Swamp regions and doors 2019-10-09 16:46:26 -06:00
aerinon dc6791da08 Door Types in Spoiler
Some fixes for rooms with ToggleFlag "doors"
2019-10-09 14:26:18 -06:00
aerinon 2ced48c691 Incorporated key logic prototype in the rules.
Relaxed key_layout_validation more (allows keys to lead to more keys)
2019-10-08 16:57:27 -06:00
aerinon db155950f2 Not allowing Lower Layer keydoors for now. vanilla Lttp engine does not handle them
Killed the restrictive Eastern key rules - in prep for real key logic
2019-10-07 14:32:34 -06:00
aerinon 19a78f2a0c Fixed a few spiral bugs
Fixed a problem with door pairing system
2019-10-05 23:15:06 -06:00
aerinon 92ad60bedf Key Door Shuffle algorithm added 2019-10-03 16:27:44 -06:00
aerinon 5cc4fdfa1f Added PoD
Added Logic for Desert,Hera,Aga,PoD
Revamped Logic for HC, Eastern
2019-10-03 09:24:27 -06:00
aerinon 8719a4919d Door pairing system initial pass complete
Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
2019-10-01 11:26:10 -06:00
aerinon f12659af9d Fixes to Aga Tower staircases
Lots of initial work on key doors and other door pairs
2019-09-27 22:00:45 -06:00
aerinon 5eb0e6e379 Aga Tower preliminary check in 2019-09-20 21:24:46 -06:00
aerinon e66908816d Kill Landing/Warp End "Doors" 2019-09-19 14:44:33 -06:00
aerinon 6534aaecc6 Tower of Hera Door
Logical Doors
2019-09-19 14:40:16 -06:00
randall.rupper 292af3241c Minor logging problem 2019-09-17 14:02:21 -06:00
randall.rupper 27ea522499 Experimental and Crossed mode updated with monte carlo division of sectors 2019-09-17 13:53:30 -06:00
aerinon a38ef2820a Incremental improvements to algorithm.
Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
2019-09-16 22:10:25 -06:00
randall.rupper 49e782b050 Intermediate commit to switch from work to home 2019-09-16 21:12:55 -06:00
randall.rupper 6f5121c028 Updated desert to be more compatible with logic changes (no logic yet)
Refactored doors to clean up builder flags.
2019-09-16 15:10:37 -06:00
randall.rupper dc74df793c Merge branch 'DoorDev' into DoorExtension
# Conflicts:
#	DoorShuffle.py
#	Doors.py
#	Regions.py
2019-09-16 14:02:32 -06:00
tolmar dda7dbaad4 "Ugly door" support
Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side

This rejects layouts where one would appear.
2019-09-15 23:40:06 -07:00