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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
Refactor OWG rules to keep them separate from no glitches.
Add logic for superbunny access to Sahasrahla's closet (with boots) Add logic for superbunny through Two Brother's House (with boots) Fix superbunny logic for spiral cave and mini moldorm cave - requires a sword Add logic for waterwalking into Waterfall Cave Add clip to Ice Palace entrance (requires boots, pearl and flippers) Add extra clips to inverted owg logic - PoD and Dark Lake Hylia Ledge are now in logic with just boots Add clip to flute point 6 into inverted owg logic - some light world locations are now accessible with boots and mitts, but no pearl or mirror.
This commit is contained in:
98
Main.py
98
Main.py
@@ -266,102 +266,6 @@ def main(args, seed=None):
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return world
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def copy_world(world):
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# ToDo: Not good yet
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ret = World(world.players, world.shuffle, world.logic, world.mode, world.swords, world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm, world.accessibility, world.shuffle_ganon, world.retro, world.custom, world.customitemarray, world.hints)
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ret.teams = world.teams
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ret.player_names = copy.deepcopy(world.player_names)
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ret.remote_items = world.remote_items.copy()
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ret.required_medallions = world.required_medallions.copy()
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ret.swamp_patch_required = world.swamp_patch_required.copy()
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ret.ganon_at_pyramid = world.ganon_at_pyramid.copy()
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ret.powder_patch_required = world.powder_patch_required.copy()
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ret.ganonstower_vanilla = world.ganonstower_vanilla.copy()
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ret.treasure_hunt_count = world.treasure_hunt_count.copy()
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ret.treasure_hunt_icon = world.treasure_hunt_icon.copy()
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ret.sewer_light_cone = world.sewer_light_cone.copy()
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ret.light_world_light_cone = world.light_world_light_cone
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ret.dark_world_light_cone = world.dark_world_light_cone
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ret.seed = world.seed
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ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge.copy()
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ret.can_access_trock_front = world.can_access_trock_front.copy()
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ret.can_access_trock_big_chest = world.can_access_trock_big_chest.copy()
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ret.can_access_trock_middle = world.can_access_trock_middle.copy()
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ret.can_take_damage = world.can_take_damage
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ret.difficulty_requirements = world.difficulty_requirements.copy()
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ret.fix_fake_world = world.fix_fake_world.copy()
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ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
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ret.mapshuffle = world.mapshuffle.copy()
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ret.compassshuffle = world.compassshuffle.copy()
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ret.keyshuffle = world.keyshuffle.copy()
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ret.bigkeyshuffle = world.bigkeyshuffle.copy()
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ret.crystals_needed_for_ganon = world.crystals_needed_for_ganon.copy()
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ret.crystals_needed_for_gt = world.crystals_needed_for_gt.copy()
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ret.open_pyramid = world.open_pyramid.copy()
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ret.boss_shuffle = world.boss_shuffle.copy()
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ret.enemy_shuffle = world.enemy_shuffle.copy()
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ret.enemy_health = world.enemy_health.copy()
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ret.enemy_damage = world.enemy_damage.copy()
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ret.beemizer = world.beemizer.copy()
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ret.timer = world.timer.copy()
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ret.shufflepots = world.shufflepots.copy()
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ret.extendedmsu = world.extendedmsu.copy()
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for player in range(1, world.players + 1):
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if world.mode[player] != 'inverted':
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create_regions(ret, player)
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else:
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create_inverted_regions(ret, player)
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create_shops(ret, player)
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create_dungeons(ret, player)
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copy_dynamic_regions_and_locations(world, ret)
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# copy bosses
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for dungeon in world.dungeons:
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for level, boss in dungeon.bosses.items():
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ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
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for shop in world.shops:
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copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
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copied_shop.inventory = copy.copy(shop.inventory)
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# connect copied world
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for region in world.regions:
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copied_region = ret.get_region(region.name, region.player)
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copied_region.is_light_world = region.is_light_world
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copied_region.is_dark_world = region.is_dark_world
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for entrance in region.entrances:
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ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
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# fill locations
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for location in world.get_locations():
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if location.item is not None:
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item = Item(location.item.name, location.item.advancement, location.item.priority, location.item.type, player = location.item.player)
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ret.get_location(location.name, location.player).item = item
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item.location = ret.get_location(location.name, location.player)
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item.world = ret
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if location.event:
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ret.get_location(location.name, location.player).event = True
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if location.locked:
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ret.get_location(location.name, location.player).locked = True
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# copy remaining itempool. No item in itempool should have an assigned location
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for item in world.itempool:
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ret.itempool.append(Item(item.name, item.advancement, item.priority, item.type, player = item.player))
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for item in world.precollected_items:
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ret.push_precollected(ItemFactory(item.name, item.player))
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# copy progress items in state
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ret.state.prog_items = world.state.prog_items.copy()
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ret.state.stale = {player: True for player in range(1, world.players + 1)}
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for player in range(1, world.players + 1):
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set_rules(ret, player)
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return ret
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def copy_dynamic_regions_and_locations(world, ret):
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for region in world.dynamic_regions:
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new_reg = Region(region.name, region.type, region.hint_text, region.player)
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@@ -391,7 +295,7 @@ def copy_dynamic_regions_and_locations(world, ret):
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def create_playthrough(world):
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# create a copy as we will modify it
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old_world = world
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world = copy_world(world)
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world = copy.deepcopy(world)
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# if we only check for beatable, we can do this sanity check first before writing down spheres
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if not world.can_beat_game():
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