ALttP: Use auto indirect conditions (#4153)

ALttP makes common use of entrances with access rules that require
another entrance to be accessible. This results in requiring an indirect
condition to be registered for the other entrance's `.parent_region`,
but this indirect condition is often missing.

There are so many missing indirect conditions, and due to the complexity
of some of the chained rules, it is simply not realistic to add all the
missing indirect conditions.

This patch changes ALttP to use automatic indirect conditions instead of
explicit indirect conditions and removes the places that were
registering indirect conditions.

Without this patch, the missing indirect conditions almost never have an
effect on generating with default options, but enabling certain options,
such as `glitches_required` or `entrance_shuffle` can result in
frequently checking entrances that are missing indirect conditions.

Examples of complex chained rules:
`get_rule_to_add()` in `Rules.set_bunny_rules()` can create
rules on entrances that require access to any of a number of different
other entrances, which should require the parent regions of all of those
other entrances to be registered as indirect conditions.

There are entrance access rules that check
`StateHelpers.can_kill_most_things()` (e.g. `Turtle Rock Second Section
Bomb Wall`), which can check `can_extend_magic()`, which checks for
being able to buy unlimited `Blue Potion`, which checks for being able
to reach a shop that sells unlimited `Blue Potion`. This is usually
`Potion Shop`, but there is a yaml option that shuffles shop
inventories, so the shop that sells unlimited `Blue Potion` can be
randomized, meaning that the region that should be registered as an
indirect condition can also be randomized.

Example of many missing indirect conditions:
With `small_key_shuffle: universal`, every single
`ALttPLogic._lttp_has_key()` checks for being able to reach shops that
sell an unlimited number of universal Small Keys. Meaning that every
entrance access rule that uses `_lttp_has_key()` should register all
shop regions that sell unlimited universal small keys as indirect
conditions.
This commit is contained in:
Mysteryem 2024-11-07 08:29:47 +00:00 committed by GitHub
parent 1cba694b78
commit 7449bf6b99
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2 changed files with 2 additions and 31 deletions

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@ -3338,25 +3338,6 @@ inverted_default_dungeon_connections = [('Desert Palace Entrance (South)', 'Dese
('Turtle Rock Exit (Front)', 'Dark Death Mountain'), ('Turtle Rock Exit (Front)', 'Dark Death Mountain'),
('Ice Palace Exit', 'Dark Lake Hylia')] ('Ice Palace Exit', 'Dark Lake Hylia')]
# Regions that can be required to access entrances through rules, not paths
indirect_connections = {
"Turtle Rock (Top)": "Turtle Rock",
"East Dark World": "Pyramid Fairy",
"Dark Desert": "Pyramid Fairy",
"West Dark World": "Pyramid Fairy",
"South Dark World": "Pyramid Fairy",
"Light World": "Pyramid Fairy",
"Old Man Cave": "Old Man S&Q"
}
indirect_connections_inverted = {
"Inverted Big Bomb Shop": "Pyramid Fairy",
}
indirect_connections_not_inverted = {
"Big Bomb Shop": "Pyramid Fairy",
}
# format: # format:
# Key=Name # Key=Name
# addr = (door_index, exitdata) # multiexit # addr = (door_index, exitdata) # multiexit

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@ -8,8 +8,7 @@ import typing
import Utils import Utils
from BaseClasses import Item, CollectionState, Tutorial, MultiWorld from BaseClasses import Item, CollectionState, Tutorial, MultiWorld
from .Dungeons import create_dungeons, Dungeon from .Dungeons import create_dungeons, Dungeon
from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect, \ from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
indirect_connections, indirect_connections_inverted, indirect_connections_not_inverted
from .InvertedRegions import create_inverted_regions, mark_dark_world_regions from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
from .ItemPool import generate_itempool, difficulties from .ItemPool import generate_itempool, difficulties
from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem
@ -137,6 +136,7 @@ class ALTTPWorld(World):
settings_key = "lttp_options" settings_key = "lttp_options"
settings: typing.ClassVar[ALTTPSettings] settings: typing.ClassVar[ALTTPSettings]
topology_present = True topology_present = True
explicit_indirect_conditions = False
item_name_groups = item_name_groups item_name_groups = item_name_groups
location_name_groups = { location_name_groups = {
"Blind's Hideout": {"Blind's Hideout - Top", "Blind's Hideout - Left", "Blind's Hideout - Right", "Blind's Hideout": {"Blind's Hideout - Top", "Blind's Hideout - Left", "Blind's Hideout - Right",
@ -394,23 +394,13 @@ class ALTTPWorld(World):
if multiworld.mode[player] != 'inverted': if multiworld.mode[player] != 'inverted':
link_entrances(multiworld, player) link_entrances(multiworld, player)
mark_light_world_regions(multiworld, player) mark_light_world_regions(multiworld, player)
for region_name, entrance_name in indirect_connections_not_inverted.items():
multiworld.register_indirect_condition(multiworld.get_region(region_name, player),
multiworld.get_entrance(entrance_name, player))
else: else:
link_inverted_entrances(multiworld, player) link_inverted_entrances(multiworld, player)
mark_dark_world_regions(multiworld, player) mark_dark_world_regions(multiworld, player)
for region_name, entrance_name in indirect_connections_inverted.items():
multiworld.register_indirect_condition(multiworld.get_region(region_name, player),
multiworld.get_entrance(entrance_name, player))
multiworld.random = old_random multiworld.random = old_random
plando_connect(multiworld, player) plando_connect(multiworld, player)
for region_name, entrance_name in indirect_connections.items():
multiworld.register_indirect_condition(multiworld.get_region(region_name, player),
multiworld.get_entrance(entrance_name, player))
def collect_item(self, state: CollectionState, item: Item, remove=False): def collect_item(self, state: CollectionState, item: Item, remove=False):
item_name = item.name item_name = item.name
if item_name.startswith('Progressive '): if item_name.startswith('Progressive '):