Add new full_cross_worlds shuffle

Untested, seed generates, but might be horrifically broken.
This commit is contained in:
Kevin Cathcart
2018-01-28 13:24:36 -05:00
parent 124e3b69de
commit cd18be71d9
6 changed files with 82 additions and 8 deletions

View File

@@ -277,9 +277,83 @@ def link_entrances(world):
# place remaining doors
connect_doors(world, doors, door_targets)
elif world.shuffle == 'new_full_cross_worlds':
# TODO
raise NotImplementedError()
elif world.shuffle == 'full_cross_worlds':
skull_woods_shuffle(world)
entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors)
must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Single_Cave_Targets)
# tavern back door cannot be shuffled yet
connect_doors(world, ['Tavern North'], ['Tavern'])
if world.mode == 'standard':
# must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)')
else:
caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
entrances.append('Hyrule Castle Entrance (South)')
if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit')
else:
entrances.append('Ganons Tower')
caves.append('Ganons Tower Exit')
connect_mandatory_exits(world, entrances, caves, must_exits)
if world.mode == 'standard':
# rest of hyrule castle must be in light world to avoid fake darkworld stuff
connect_caves(world, entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')])
# place old man, has limited options
# exit has to come from specific set of doors, the entrance is free to move about
old_man_entrances = [door for door in old_man_entrances if door in entrances]
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)')
entrances.remove(old_man_exit)
# place blacksmith, has limited options
# cannot place it anywhere already taken (or that are otherwise not eligable for placement)
blacksmith_doors = [door for door in blacksmith_doors if door in entrances]
random.shuffle(blacksmith_doors)
blacksmith_hut = blacksmith_doors.pop()
connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut')
entrances.remove(blacksmith_hut)
bomb_shop_doors.extend(blacksmith_doors)
# place dam and pyramid fairy, have limited options
# cannot place it anywhere already taken (or that are otherwise not eligable for placement)
bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances]
random.shuffle(bomb_shop_doors)
bomb_shop = bomb_shop_doors.pop()
connect_entrance(world, bomb_shop, 'Big Bomb Shop')
entrances.remove(bomb_shop)
# place the old man cave's entrance somewhere in the light world
random.shuffle(entrances)
old_man_entrance = entrances.pop()
connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)')
# place Old Man House in Light World, so using the s&q point does not cause fake dark world
connect_caves(world, entrances, [], [('Old Man House Exit (Bottom)', 'Old Man House Exit (Top)')])
# now scramble the rest
connect_caves(world, entrances, [], caves)
# scramble holes
scramble_holes(world)
# place remaining doors
connect_doors(world, entrances, door_targets)
elif world.shuffle == 'full_legacy':
skull_woods_shuffle(world)