sm64ex: Refactor Regions (#2546)
Refactors region code to remove references to course index. There were bugs somewhere, but I dont know where tbh. This fixes them but leaves logic otherwise intact, and much cleaner to look at as there's one list less to take care of. Additionally, this fixes stopping the clock from Big Boos Haunt.
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@@ -1,77 +1,84 @@
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from ..generic.Rules import add_rule
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from .Regions import connect_regions, sm64courses, sm64paintings, sm64secrets, sm64entrances
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from .Regions import connect_regions, sm64_level_to_paintings, sm64_paintings_to_level, sm64_level_to_secrets, sm64_entrances_to_level, sm64_level_to_entrances
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def fix_reg(entrance_ids, reg, invalidspot, swaplist, world):
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if entrance_ids.index(reg) == invalidspot: # Unlucky :C
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swaplist.remove(invalidspot)
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rand = world.random.choice(swaplist)
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entrance_ids[invalidspot], entrance_ids[rand] = entrance_ids[rand], entrance_ids[invalidspot]
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swaplist.append(invalidspot)
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swaplist.remove(rand)
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def shuffle_dict_keys(world, obj: dict) -> dict:
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keys = list(obj.keys())
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values = list(obj.values())
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world.random.shuffle(keys)
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return dict(zip(keys,values))
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def set_rules(world, player: int, area_connections):
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destination_regions = list(range(13)) + [12,13,14] + list(range(15,15+len(sm64secrets))) # Two instances of Destination Course THI. Past normal course idx are secret regions
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secret_entrance_ids = list(range(len(sm64paintings), len(sm64paintings) + len(sm64secrets)))
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course_entrance_ids = list(range(len(sm64paintings)))
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if world.AreaRandomizer[player].value >= 1: # Some randomization is happening, randomize Courses
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world.random.shuffle(course_entrance_ids)
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def fix_reg(entrance_ids, entrance, destination, swapdict, world):
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if entrance_ids[entrance] == destination: # Unlucky :C
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rand = world.random.choice(swapdict.keys())
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entrance_ids[entrance], entrance_ids[swapdict[rand]] = rand, entrance_ids[entrance]
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swapdict[rand] = entrance_ids[entrance]
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swapdict.pop(entrance)
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def set_rules(world, player: int, area_connections: dict):
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randomized_level_to_paintings = sm64_level_to_paintings.copy()
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randomized_level_to_secrets = sm64_level_to_secrets.copy()
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if world.AreaRandomizer[player].value == 1: # Some randomization is happening, randomize Courses
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randomized_level_to_paintings = shuffle_dict_keys(world,sm64_level_to_paintings)
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if world.AreaRandomizer[player].value == 2: # Randomize Secrets as well
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world.random.shuffle(secret_entrance_ids)
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entrance_ids = course_entrance_ids + secret_entrance_ids
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randomized_level_to_secrets = shuffle_dict_keys(world,sm64_level_to_secrets)
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randomized_entrances = { **randomized_level_to_paintings, **randomized_level_to_secrets }
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if world.AreaRandomizer[player].value == 3: # Randomize Courses and Secrets in one pool
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world.random.shuffle(entrance_ids)
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randomized_entrances = shuffle_dict_keys(world,randomized_entrances)
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# Guarantee first entrance is a course
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swaplist = list(range(len(entrance_ids)))
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if entrance_ids.index(0) > 15: # Unlucky :C
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rand = world.random.randint(0,15)
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entrance_ids[entrance_ids.index(0)], entrance_ids[rand] = entrance_ids[rand], entrance_ids[entrance_ids.index(0)]
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swaplist.remove(entrance_ids.index(0))
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swapdict = { entrance: level for (level,entrance) in randomized_entrances }
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if randomized_entrances[91] not in sm64_paintings_to_level.keys(): # Unlucky :C (91 -> BoB Entrance)
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rand = world.random.choice(sm64_paintings_to_level.values())
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randomized_entrances[91], randomized_entrances[swapdict[rand]] = rand, randomized_entrances[91]
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swapdict[rand] = randomized_entrances[91]
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swapdict.pop("Bob-omb Battlefield")
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# Guarantee COTMC is not mapped to HMC, cuz thats impossible
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fix_reg(entrance_ids, 20, 5, swaplist, world)
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fix_reg(randomized_entrances, "Cavern of the Metal Cap", "Hazy Maze Cave", swapdict, world)
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# Guarantee BITFS is not mapped to DDD
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fix_reg(entrance_ids, 22, 8, swaplist, world)
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if entrance_ids.index(22) == 5: # If BITFS is mapped to HMC...
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fix_reg(entrance_ids, 20, 8, swaplist, world) # ... then dont allow COTMC to be mapped to DDD
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temp_assign = dict(zip(entrance_ids,destination_regions)) # Used for Rules only
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fix_reg(randomized_entrances, "Bowser in the Fire Sea", "Dire, Dire Docks", swapdict, world)
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if randomized_entrances[191] == "Hazy Maze Cave": # If BITFS is mapped to HMC...
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fix_reg(randomized_entrances, "Cavern of the Metal Cap", "Dire, Dire Docks", swapdict, world) # ... then dont allow COTMC to be mapped to DDD
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# Destination Format: LVL | AREA with LVL = LEVEL_x, AREA = Area as used in sm64 code
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area_connections.update({sm64entrances[entrance]: destination for entrance, destination in zip(entrance_ids,sm64entrances)})
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area_connections.update({entrance_lvl: sm64_entrances_to_level[destination] for (entrance_lvl,destination) in randomized_entrances.items()})
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randomized_entrances_s = {sm64_level_to_entrances[entrance_lvl]: destination for (entrance_lvl,destination) in randomized_entrances.items()}
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connect_regions(world, player, "Menu", sm64courses[temp_assign[0]]) # BOB
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connect_regions(world, player, "Menu", sm64courses[temp_assign[1]], lambda state: state.has("Power Star", player, 1)) # WF
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connect_regions(world, player, "Menu", sm64courses[temp_assign[2]], lambda state: state.has("Power Star", player, 3)) # JRB
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connect_regions(world, player, "Menu", sm64courses[temp_assign[3]], lambda state: state.has("Power Star", player, 3)) # CCM
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connect_regions(world, player, "Menu", sm64courses[temp_assign[4]], lambda state: state.has("Power Star", player, 12)) # BBH
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connect_regions(world, player, "Menu", sm64courses[temp_assign[16]], lambda state: state.has("Power Star", player, 1)) # PSS
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connect_regions(world, player, "Menu", sm64courses[temp_assign[17]], lambda state: state.has("Power Star", player, 3)) # SA
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connect_regions(world, player, "Menu", sm64courses[temp_assign[19]], lambda state: state.has("Power Star", player, 10)) # TOTWC
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connect_regions(world, player, "Menu", sm64courses[temp_assign[18]], lambda state: state.has("Power Star", player, world.FirstBowserStarDoorCost[player].value)) # BITDW
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connect_regions(world, player, "Menu", randomized_entrances_s["Bob-omb Battlefield"])
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connect_regions(world, player, "Menu", randomized_entrances_s["Whomp's Fortress"], lambda state: state.has("Power Star", player, 1))
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connect_regions(world, player, "Menu", randomized_entrances_s["Jolly Roger Bay"], lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", randomized_entrances_s["Cool, Cool Mountain"], lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", randomized_entrances_s["Big Boo's Haunt"], lambda state: state.has("Power Star", player, 12))
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connect_regions(world, player, "Menu", randomized_entrances_s["The Princess's Secret Slide"], lambda state: state.has("Power Star", player, 1))
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connect_regions(world, player, "Menu", randomized_entrances_s["The Secret Aquarium"], lambda state: state.has("Power Star", player, 3))
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connect_regions(world, player, "Menu", randomized_entrances_s["Tower of the Wing Cap"], lambda state: state.has("Power Star", player, 10))
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connect_regions(world, player, "Menu", randomized_entrances_s["Bowser in the Dark World"], lambda state: state.has("Power Star", player, world.FirstBowserStarDoorCost[player].value))
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connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
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connect_regions(world, player, "Basement", sm64courses[temp_assign[5]]) # HMC
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connect_regions(world, player, "Basement", sm64courses[temp_assign[6]]) # LLL
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connect_regions(world, player, "Basement", sm64courses[temp_assign[7]]) # SSL
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connect_regions(world, player, "Basement", sm64courses[temp_assign[8]], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value)) # DDD
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connect_regions(world, player, "Hazy Maze Cave", sm64courses[temp_assign[20]]) # COTMC
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connect_regions(world, player, "Basement", sm64courses[temp_assign[21]]) # VCUTM
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connect_regions(world, player, "Basement", sm64courses[temp_assign[22]], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value) and
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state.can_reach("DDD: Board Bowser's Sub", 'Location', player)) # BITFS
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connect_regions(world, player, "Basement", randomized_entrances_s["Hazy Maze Cave"])
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connect_regions(world, player, "Basement", randomized_entrances_s["Lethal Lava Land"])
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connect_regions(world, player, "Basement", randomized_entrances_s["Shifting Sand Land"])
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connect_regions(world, player, "Basement", randomized_entrances_s["Dire, Dire Docks"], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value))
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connect_regions(world, player, "Hazy Maze Cave", randomized_entrances_s["Cavern of the Metal Cap"])
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connect_regions(world, player, "Basement", randomized_entrances_s["Vanish Cap under the Moat"])
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connect_regions(world, player, "Basement", randomized_entrances_s["Bowser in the Fire Sea"], lambda state: state.has("Power Star", player, world.BasementStarDoorCost[player].value) and
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state.can_reach("DDD: Board Bowser's Sub", 'Location', player))
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connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
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connect_regions(world, player, "Second Floor", sm64courses[temp_assign[9]]) # SL
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connect_regions(world, player, "Second Floor", sm64courses[temp_assign[10]]) # WDW
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connect_regions(world, player, "Second Floor", sm64courses[temp_assign[11]]) # TTM
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connect_regions(world, player, "Second Floor", sm64courses[temp_assign[12]]) # THI Tiny
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connect_regions(world, player, "Second Floor", sm64courses[temp_assign[13]]) # THI Huge
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connect_regions(world, player, "Second Floor", randomized_entrances_s["Snowman's Land"])
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connect_regions(world, player, "Second Floor", randomized_entrances_s["Wet-Dry World"])
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connect_regions(world, player, "Second Floor", randomized_entrances_s["Tall, Tall Mountain"])
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connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Tiny)"])
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connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Huge)"])
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connect_regions(world, player, "Tiny-Huge Island (Tiny)", "Tiny-Huge Island (Huge)")
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connect_regions(world, player, "Tiny-Huge Island (Huge)", "Tiny-Huge Island (Tiny)")
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connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, world.SecondFloorStarDoorCost[player].value))
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connect_regions(world, player, "Third Floor", sm64courses[temp_assign[14]]) # TTC
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connect_regions(world, player, "Third Floor", sm64courses[temp_assign[15]]) # RR
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connect_regions(world, player, "Third Floor", sm64courses[temp_assign[23]]) # WMOTR
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connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, world.StarsToFinish[player].value)) # BITS
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connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"])
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connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"])
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connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"])
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connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, world.StarsToFinish[player].value))
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#Special Rules for some Locations
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add_rule(world.get_location("BoB: Mario Wings to the Sky", player), lambda state: state.has("Cannon Unlock BoB", player))
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