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https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-27 17:23:22 -07:00
remove redundant door_shuffle bool
when generic ER gets in, this whole function gets rewritten. So just clean it a little now.
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@@ -37,7 +37,7 @@ def generate_valid_level(level, stage, possible_stages, slot_random):
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return new_stage
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def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing.Dict[int, Region]):
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def generate_rooms(world: "KDL3World", level_regions: typing.Dict[int, Region]):
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level_names = {LocationName.level_names[level]: level for level in LocationName.level_names}
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room_data = orjson.loads(get_data(__name__, os.path.join("data", "Rooms.json")))
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rooms: typing.Dict[str, KDL3Room] = dict()
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@@ -62,33 +62,25 @@ def generate_rooms(world: "KDL3World", door_shuffle: bool, level_regions: typing
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world.multiworld.regions.extend(world.rooms)
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first_rooms: typing.Dict[int, KDL3Room] = dict()
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if door_shuffle:
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# first, we need to generate the notable edge cases
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# 5-6 is the first, being the most restrictive
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# half of its rooms are required to be vanilla, but can be in different orders
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# the room before it *must* contain the copy ability required to unlock the room's goal
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raise NotImplementedError()
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else:
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for name, room in rooms.items():
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if room.room == 0:
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if room.stage == 7:
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first_rooms[0x770200 + room.level - 1] = room
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else:
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first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
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exits = dict()
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for def_exit in room.default_exits:
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target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
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access_rule = tuple(def_exit["access_rule"])
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exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
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room.add_exits(
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exits.keys(),
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exits
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)
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if world.options.open_world:
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if any("Complete" in location.name for location in room.locations):
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room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
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KDL3Location)
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for name, room in rooms.items():
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if room.room == 0:
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if room.stage == 7:
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first_rooms[0x770200 + room.level - 1] = room
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else:
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first_rooms[0x770000 + ((room.level - 1) * 6) + room.stage] = room
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exits = dict()
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for def_exit in room.default_exits:
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target = f"{level_names[room.level]} {room.stage} - {def_exit['room']}"
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access_rule = tuple(def_exit["access_rule"])
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exits[target] = lambda state, rule=access_rule: state.has_all(rule, world.player)
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room.add_exits(
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exits.keys(),
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exits
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)
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if world.options.open_world:
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if any("Complete" in location.name for location in room.locations):
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room.add_locations({f"{level_names[room.level]} {room.stage} - Stage Completion": None},
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KDL3Location)
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for level in world.player_levels:
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for stage in range(6):
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