Remove crossworld connections from dungeonsfull (#97)

* Stop inverted dungeonsfull from generating crossworld dungeon connections.

* Inverted dungeonsfull fix - Force reusing an existing cave if there are not enough entrances to use a new one.

* Enhance mandatory exit logic to ensure they do not block themselves, and also handle boundary conditions that often occur in inverted dungeonsfull

* Split invalid connections into normal and inverted
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compiling 2020-05-26 00:01:43 +10:00 committed by GitHub
parent 23e989312c
commit a115f4115f
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1 changed files with 78 additions and 33 deletions

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@ -1,6 +1,7 @@
import random
# ToDo: With shuffle_ganon option, prevent gtower from linking to an exit only location through a 2 entrance cave.
from collections import defaultdict
def link_entrances(world, player):
@ -1103,11 +1104,9 @@ def link_inverted_entrances(world, player):
# randomize which desert ledge door is a must-exit
if random.randint(0, 1) == 0:
lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (North)')
dp_must_exit = 'Desert Palace Entrance (North)'
lw_entrances.append('Desert Palace Entrance (West)')
else:
lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (West)')
dp_must_exit = 'Desert Palace Entrance (West)'
lw_entrances.append('Desert Palace Entrance (North)')
dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
@ -1143,13 +1142,10 @@ def link_inverted_entrances(world, player):
connect_two_way(world, aga_door, 'Inverted Agahnims Tower Exit', player)
dungeon_exits.remove('Inverted Agahnims Tower Exit')
all_dungeon_entrances = dw_entrances + lw_entrances
connect_mandatory_exits(world, all_dungeon_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player, dp_must_exit)
remaining_dw_entrances = [i for i in all_dungeon_entrances if i in dw_entrances]
remaining_lw_entrances = [i for i in all_dungeon_entrances if i in lw_entrances]
connect_caves(world, remaining_lw_entrances, remaining_dw_entrances, dungeon_exits, player)
connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player)
connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player)
elif world.shuffle[player] == 'simple':
simple_shuffle_dungeons(world, player)
@ -1347,11 +1343,9 @@ def link_inverted_entrances(world, player):
# randomize which desert ledge door is a must-exit
if random.randint(0, 1) == 0:
lw_must_exits.append('Desert Palace Entrance (North)')
dp_must_exit = 'Desert Palace Entrance (North)'
lw_entrances.append('Desert Palace Entrance (West)')
else:
lw_must_exits.append('Desert Palace Entrance (West)')
dp_must_exit = 'Desert Palace Entrance (West)'
lw_entrances.append('Desert Palace Entrance (North)')
# tavern back door cannot be shuffled yet
@ -1414,7 +1408,7 @@ def link_inverted_entrances(world, player):
# no dw must exits in inverted, but we randomize whether cave is in light or dark world
if random.randint(0, 1) == 0:
caves += old_man_house
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player, dp_must_exit)
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
try:
caves.remove(old_man_house[0])
except ValueError:
@ -1423,7 +1417,7 @@ def link_inverted_entrances(world, player):
connect_caves(world, lw_entrances, [], old_man_house, player)
else:
connect_caves(world, dw_entrances, [], old_man_house, player)
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player, dp_must_exit)
connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player)
# place old man, has limited options
# exit has to come from specific set of doors, the entrance is free to move about
@ -1498,11 +1492,9 @@ def link_inverted_entrances(world, player):
# randomize which desert ledge door is a must-exit
if random.randint(0, 1) == 0:
must_exits.append('Desert Palace Entrance (North)')
dp_must_exit = 'Desert Palace Entrance (North)'
entrances.append('Desert Palace Entrance (West)')
else:
must_exits.append('Desert Palace Entrance (West)')
dp_must_exit = 'Desert Palace Entrance (West)'
entrances.append('Desert Palace Entrance (North)')
caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
@ -1553,7 +1545,7 @@ def link_inverted_entrances(world, player):
#place must-exit caves
connect_mandatory_exits(world, entrances, caves, must_exits, player, dp_must_exit)
connect_mandatory_exits(world, entrances, caves, must_exits, player)
# place old man, has limited options
@ -1917,17 +1909,33 @@ def connect_random(world, exitlist, targetlist, player, two_way=False):
connect_entrance(world, exit, target, player)
def connect_mandatory_exits(world, entrances, caves, must_be_exits, player, dp_must_exit=None):
def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
"""This works inplace"""
random.shuffle(entrances)
random.shuffle(caves)
# Keeps track of entrances that cannot be used to access each exit / cave
if world.mode[player] == 'inverted':
invalid_connections = Inverted_Must_Exit_Invalid_Connections.copy()
else:
invalid_connections = Must_Exit_Invalid_Connections.copy()
invalid_cave_connections = defaultdict(set)
# Handle inverted Aga Tower - if it depends on connections, then so does Hyrule Castle Ledge
if world.mode[player] == 'inverted':
for entrance in invalid_connections:
if world.get_entrance(entrance, player).connected_region == world.get_region('Inverted Agahnims Tower', player):
for exit in invalid_connections[entrance]:
invalid_connections[exit] = invalid_connections[exit].union({'Inverted Ganons Tower', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'})
break
used_caves = []
required_entrances = 0 # Number of entrances reserved for used_caves
while must_be_exits:
exit = must_be_exits.pop()
# find multi exit cave
cave = None
for candidate in caves:
if not isinstance(candidate, str):
if not isinstance(candidate, str) and (candidate in used_caves or len(candidate) < len(entrances) - required_entrances - 1):
cave = candidate
break
@ -1936,30 +1944,47 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player, dp_m
# all caves are sorted so that the last exit is always reachable
connect_two_way(world, exit, cave[-1], player)
if len(cave) == 2:
entrance = entrances.pop()
# ToDo Better solution, this is a hot fix. Do not connect both sides of trock/desert ledge only to each other
if world.mode[player] != 'inverted' and entrance == 'Dark Death Mountain Ledge (West)':
new_entrance = entrances.pop()
entrances.append(entrance)
entrance = new_entrance
if world.mode[player] == 'inverted' and entrance == dp_must_exit:
new_entrance = entrances.pop()
entrances.append(entrance)
entrance = new_entrance
if len(cave) == 2:
entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit] and e not in invalid_cave_connections[tuple(cave)])
entrances.remove(entrance)
connect_two_way(world, entrance, cave[0], player)
if cave in used_caves:
required_entrances -= 2
used_caves.remove(cave)
if entrance in invalid_connections:
for exit2 in invalid_connections[entrance]:
invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit]).union(invalid_cave_connections[tuple(cave)])
elif cave[-1] == 'Spectacle Rock Cave Exit': #Spectacle rock only has one exit
for exit in cave[:-1]:
connect_two_way(world,entrances.pop(),exit, player)
cave_entrances = []
for cave_exit in cave[:-1]:
entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit])
cave_entrances.append(entrance)
entrances.remove(entrance)
connect_two_way(world,entrance,cave_exit, player)
if entrance not in invalid_connections:
invalid_connections[exit] = set()
if all(entrance in invalid_connections for entrance in cave_entrances):
new_invalid_connections = invalid_connections[cave_entrances[0]].intersection(invalid_connections[cave_entrances[1]])
for exit2 in new_invalid_connections:
invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit])
else:#save for later so we can connect to multiple exits
if cave in used_caves:
required_entrances -= 1
used_caves.remove(cave)
else:
required_entrances += len(cave)-1
caves.append(cave[0:-1])
random.shuffle(caves)
used_caves.append(cave[0:-1])
invalid_cave_connections[tuple(cave[0:-1])] = invalid_cave_connections[tuple(cave)].union(invalid_connections[exit])
caves.remove(cave)
for cave in used_caves:
if cave in caves: #check if we placed multiple entrances from this 3 or 4 exit
for exit in cave:
connect_two_way(world, entrances.pop(), exit, player)
for cave_exit in cave:
entrance = next(e for e in entrances[::-1] if e not in invalid_cave_connections[tuple(cave)])
invalid_cave_connections[tuple(cave)] = set()
entrances.remove(entrance)
connect_two_way(world, entrance, cave_exit, player)
caves.remove(cave)
@ -2815,6 +2840,26 @@ Isolated_LH_Doors = ['Kings Grave',
'Dark World Hammer Peg Cave',
'Turtle Rock Isolated Ledge Entrance']
# Entrances that cannot be used to access a must_exit entrance - symmetrical to allow reverse lookups
Must_Exit_Invalid_Connections = defaultdict(set, {
'Dark Death Mountain Ledge (East)': {'Dark Death Mountain Ledge (West)', 'Mimic Cave'},
'Dark Death Mountain Ledge (West)': {'Dark Death Mountain Ledge (East)', 'Mimic Cave'},
'Mimic Cave': {'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)'},
'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'},
'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'},
'Skull Woods Second Section Door (West)': {'Skull Woods Final Section'},
'Skull Woods Final Section': {'Skull Woods Second Section Door (West)'},
})
Inverted_Must_Exit_Invalid_Connections = defaultdict(set, {
'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'},
'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'},
'Desert Palace Entrance (North)': {'Desert Palace Entrance (West)'},
'Desert Palace Entrance (West)': {'Desert Palace Entrance (North)'},
'Inverted Ganons Tower': {'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'},
'Hyrule Castle Entrance (West)': {'Hyrule Castle Entrance (East)', 'Inverted Ganons Tower'},
'Hyrule Castle Entrance (East)': {'Hyrule Castle Entrance (West)', 'Inverted Ganons Tower'},
})
# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
mandatory_connections = [('Links House S&Q', 'Links House'),
('Sanctuary S&Q', 'Sanctuary'),