KDL3: RC1 Fixes and Enhancement (#3022)

* fix cloudy park 4 rule, zero deathlink message

* remove redundant door_shuffle bool

when generic ER gets in, this whole function gets rewritten. So just clean it a little now.

* properly fix deathlink messages, fix fill error

* update docs
This commit is contained in:
Silvris
2024-03-28 09:41:32 -05:00
committed by GitHub
parent 77311719fa
commit 80d7ac4164
6 changed files with 66 additions and 52 deletions

View File

@@ -28,16 +28,30 @@ first_stage_blacklist = {
0x77001C, # 5-4 needs Burning
}
first_world_limit = {
# We need to limit the number of very restrictive stages in level 1 on solo gens
*first_stage_blacklist, # all three of the blacklist stages need 2+ items for both checks
0x770007,
0x770008,
0x770013,
0x77001E,
def generate_valid_level(level, stage, possible_stages, slot_random):
new_stage = slot_random.choice(possible_stages)
if level == 1 and stage == 0 and new_stage in first_stage_blacklist:
return generate_valid_level(level, stage, possible_stages, slot_random)
else:
return new_stage
}
def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing.Dict[int, Region]):
def generate_valid_level(world: "KDL3World", level, stage, possible_stages, placed_stages):
new_stage = world.random.choice(possible_stages)
if level == 1:
if stage == 0 and new_stage in first_stage_blacklist:
return generate_valid_level(world, level, stage, possible_stages, placed_stages)
elif not (world.multiworld.players > 1 or world.options.consumables or world.options.starsanity) and \
new_stage in first_world_limit and \
sum(p_stage in first_world_limit for p_stage in placed_stages) >= 2:
return generate_valid_level(world, level, stage, possible_stages, placed_stages)
return new_stage
def generate_rooms(world: "KDL3World", level_regions: typing.Dict[int, Region]):
level_names = {LocationName.level_names[level]: level for level in LocationName.level_names}
room_data = orjson.loads(get_data(__name__, os.path.join("data", "Rooms.json")))
rooms: typing.Dict[str, KDL3Room] = dict()
@@ -49,8 +63,8 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
room.add_locations({location: world.location_name_to_id[location] if location in world.location_name_to_id else
None for location in room_entry["locations"]
if (not any(x in location for x in ["1-Up", "Maxim"]) or
world.options.consumables.value) and ("Star" not in location
or world.options.starsanity.value)},
world.options.consumables.value) and ("Star" not in location
or world.options.starsanity.value)},
KDL3Location)
rooms[room.name] = room
for location in room.locations:
@@ -62,33 +76,25 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
world.multiworld.regions.extend(world.rooms)
first_rooms: typing.Dict[int, KDL3Room] = dict()
if door_shuffle:
# first, we need to generate the notable edge cases
# 5-6 is the first, being the most restrictive
# half of its rooms are required to be vanilla, but can be in different orders
# the room before it *must* contain the copy ability required to unlock the room's goal
raise NotImplementedError()
else:
for name, room in rooms.items():
if room.room == 0:
if room.stage == 7:
first_rooms[0x770200 + room.level - 1] = room
else:
first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
exits = dict()
for def_exit in room.default_exits:
target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
access_rule = tuple(def_exit["access_rule"])
exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
room.add_exits(
exits.keys(),
exits
)
if world.options.open_world:
if any("Complete" in location.name for location in room.locations):
room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
KDL3Location)
for name, room in rooms.items():
if room.room == 0:
if room.stage == 7:
first_rooms[0x770200 + room.level - 1] = room
else:
first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
exits = dict()
for def_exit in room.default_exits:
target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
access_rule = tuple(def_exit["access_rule"])
exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
room.add_exits(
exits.keys(),
exits
)
if world.options.open_world:
if any("Complete" in location.name for location in room.locations):
room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
KDL3Location)
for level in world.player_levels:
for stage in range(6):
@@ -102,7 +108,7 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
if world.options.open_world or stage == 0:
level_regions[level].add_exits([first_rooms[proper_stage].name])
else:
world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage-1]],
world.multiworld.get_location(world.location_id_to_name[world.player_levels[level][stage - 1]],
world.player).parent_region.add_exits([first_rooms[proper_stage].name])
level_regions[level].add_exits([first_rooms[0x770200 + level - 1].name])
@@ -141,8 +147,7 @@ def generate_valid_levels(world: "KDL3World", enforce_world: bool, enforce_patte
or (enforce_pattern and ((candidate - 1) & 0x00FFFF) % 6 == stage)
or (enforce_pattern == enforce_world)
]
new_stage = generate_valid_level(level, stage, stage_candidates,
world.random)
new_stage = generate_valid_level(world, level, stage, stage_candidates, levels[level])
possible_stages.remove(new_stage)
levels[level][stage] = new_stage
except Exception:
@@ -218,7 +223,7 @@ def create_levels(world: "KDL3World") -> None:
level_shuffle == 1,
level_shuffle == 2)
generate_rooms(world, False, levels)
generate_rooms(world, levels)
level6.add_locations({LocationName.goals[world.options.goal]: None}, KDL3Location)