aerinon
a18f5c4d51
Key logic rework for placement rules
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--exhaustive per key_counter
--contradictions between rules
Mire Lobby chest fix
2020-03-20 09:05:07 -06:00
aerinon
5e2a5f2e8e
Bugfix for a key lock
2020-03-03 12:39:52 -07:00
aerinon
72a94e1e4f
Vanilla fixes for 100% locations
2020-02-24 08:53:03 -07:00
aerinon
e416e46130
Placement rules implemented for checking key placement
2020-02-20 16:45:51 -07:00
compiling
8fc9132746
Ignore impossible key counters when checking key placement.
2020-02-19 22:20:14 +11:00
compiling
ed3e2da663
Log all missing chests, not just non-keys.
2020-02-19 22:20:14 +11:00
compiling
b321410e5a
Keylock checks:
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Big Chest only available after the big key is found
Bosses are always required locations
Don't check for 100% locations - failure rate is too high
2020-02-19 22:20:14 +11:00
compiling
8ad28542a4
Check for key locks after placing dungeon items.
2020-02-19 22:20:13 +11:00
aerinon
1f7c27009e
Whole ton of things:
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-Experimental Flag
--Mirror Scroll
--Mortal GT Minibosses
--Random door kinds
-Crossed Mode
--Standard logic
--Nothing Items
--GT Trash fill skip
--Too many keys in retro
--Hint work
--Spoiler clarification
--Aga 1 logic
-Misc
--Retro nothing item
--Bombable/Dashable matching
--ER+Inverted Logic fix
--Logic for GT Gauntlet/Wizzrobes
--Logic for PoD Sexy Statue switch
2020-02-11 14:40:58 -07:00
aerinon
8cac03f4a3
Minor bug fixes
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--E-W fixed on interior door in Aga Tower
--Crossed+Enemizer bug with GT minibosses
--Vanilla bug with pre-open stonewall flag
2020-02-07 08:45:21 -07:00
aerinon
9737cdf5f1
Key issues
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--PoD Vanilla Stairway
--Boss should not be allowed key
--Scale back on aggressive layouts
Merge of attic hint
Non-chest keys hints added for figuring out how to get rid of them
2020-02-05 15:23:13 -07:00
aerinon
c619e3018b
Key math fix
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Turn off vanilla validation if ER is on
2020-01-27 09:17:29 -07:00
compiling
a370b34aca
Turn off vanilla TR key logic checks when TR can be entered from back
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- will need to be based on which entrances are available and how the inaccessible entrances link
2020-01-26 15:29:14 +11:00
aerinon
59e9fb82f5
Several bug fixes for yesterday's debacle
2020-01-24 08:51:34 -07:00
aerinon
4c0c8ea21a
Key and crystal sweep fixes
2020-01-22 12:35:13 -07:00
aerinon
eff78a2389
More key logic fixes
2020-01-21 16:32:31 -07:00
compiling
4339c606be
Reverse the normal and bk_restricted door rules, if the bk_restricted rule requires more small keys (prevents placing a big key from softlocking the game later).
2020-01-21 23:41:01 +11:00
compiling
1586267a80
Ban big keys from locations that will block required freestanding keys
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TBD how to handle regular rules
2020-01-21 22:12:06 +11:00
compiling
74c515eb16
Handle standard mode, vanilla door shuffle.
2020-01-20 22:02:33 +11:00
aerinon
c4ae75bc2b
Multiworld merge
2020-01-14 15:07:13 -07:00
aerinon
fd83eaa16e
Key logic overhaul - hope to have fixed many key locks
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Specific keysanity fix
Fixed issue with crossed that created extra keys
2020-01-13 16:34:45 -07:00
compiling
4d35a02e99
Separate doorShuffle for each player
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Add doorShuffle to spoiler metadata
2020-01-11 12:01:21 +11:00
aerinon
8ff43e50ce
Attempt to resolve certain key issues
2020-01-10 16:43:12 -07:00
compiling
a3a706d8c1
Merge remote-tracking branch 'remotes/door_rando/DoorDev' into Dev
2020-01-11 09:17:41 +11:00
aerinon
f26c83e852
Made the CollectionState crystal switch aware and added crystal rules
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Small adjustment to big key forbidding
2020-01-06 15:32:33 -07:00
compiling
0c2580dea9
Fix conflicts
2020-01-05 21:51:07 +11:00
aerinon
438d765627
Directional typos on interior doors fixed.
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Better batching support for mass testing of seed generation.
Generation issues fixed:
--Filler now tests with the key in the proposed location to enable alternate key rules
--Key rule checker now only considers key locations that the parent sphere did not have - better key rules
2020-01-02 11:15:27 -07:00
aerinon
59f819aebd
Fixed a couple of generation errors
2019-12-31 21:12:53 -07:00
aerinon
35c3a07dc3
Cross Dungeon initial work
2019-12-19 14:48:09 -07:00
aerinon
7422eb5ccc
Fixed Swordless rules
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Added rule for Freezor chest (for crossed and swordless)
Added more "single exit" caves to possible inaccessible regions
Prevented dungeon gen from assuming you could get GT Big Key at Aga 2
Prevented cross-dungeon contamination during key rule gen
Fixed some key-sphere merging problems (I'm ready to get rid of spheres now)
2019-12-12 15:01:12 -07:00
aerinon
45e7e228f6
Fixed a trap door in GT
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Tried to remove set sensitivity in KeyDoorShuffle
Added a sophisticated way to find permutations in KeyDoorShuffle
2019-12-11 06:37:54 -07:00
aerinon
f8218cf2ea
Key shuffling rules rework and refinement
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--Concept of best key counter and wasted keys added
--Moved softlock checking & added random order to door candidate combinations
2019-12-09 15:05:07 -07:00
aerinon
9dfd93adbc
More trap doors (mostly interior)
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DungeonGen refinements
--More Big Key door considerations
--Backtracks earlier when hook candidates comes up empty
Minor work on key shuffling - lots of bad rules still
Playthrough gen doesn't flood swamp keys now
2019-12-03 15:50:15 -07:00
aerinon
43ba391df1
Fixed some trap doors in logic
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Added the one way after validation chest (can't get to the chest from the door)
Started refining some key logic to relax it / tighten it
2019-12-02 16:36:15 -07:00
aerinon
c64b2269c0
Couple minor door fixes
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New key logic algorithm - some advanced rules in place to allow more locations
Changed generation to handle big key placement better
2019-11-26 16:43:43 -07:00
aerinon
1467b76d84
Fixed ice palace Hammer Block stairs
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Initial work on new key logic - only for vanilla for now
2019-11-22 12:04:36 -07:00
aerinon
48494a09ba
TR Crystal Maze adjustments
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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