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LTTP: Key Drop Shuffle #282
Conversation
@espeon65536 I think you wanted to "have a look". |
Option 2 is definitely the right way to go for the option. It should be the case that keydrop logic reduces identically to current logic with the keys locked into the pots. |
the AP basepatch should have the dungeon counts overwritable at the same locations door rando does. |
I didn't see where door rando was making any changes for that |
https://github.com/aerinon/z3randomizer/blob/DRMain/compasses.asm should provide some info on where to find the addresses |
key_drop_shuffle is now an option. However, turning it off and having small keys set to original dungeon is causing generation failure as the game will appear as unbeatable during output and I haven't been able to figure out why yet |
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set address on key drop locations to None remove plando key drop location ban add location unit tests for dungeons that are not currently broken second last two key drops in Desert Palace now have can_kill_most_things as requirement due to room where you must kill several enemies. A test for DP boss with only ice rod for a weapon had to be removed
* Document id range for items and locations * Update Text.py (ArchipelagoMW#274) Changed the Houlihan hint tile to list the winner of the SGLive 2021 tournament in similar style to alttp tournament winners. * [SM] Fix "No Energy" bugs * OoT: certain ER options convert closed forest into closed deku + child start * OoT: ER fixes Don't allow beatable only to influence priority placements Shuffle spawns after warp songs to prevent spawn points going to Desert Colossus Prevent child spawn from priority placing at Colossus if overworld ER is off * OoT: ice traps have the trap attribute * OoT: make Farore's Wind a never-exclude item if the relevant trick is off * OoT: invert logic of previous commit * OoT: regions are not barren if they contain never-exclude items * ALttP: rework some keydrop rules TR function is unchanged and probably too conservative, need to rework that GT and TR tests not passing yet Co-authored-by: black-sliver <[email protected]> Co-authored-by: Bondo <[email protected]> Co-authored-by: Alchav <[email protected]>
This wouldn't happen to be able to reach testable stage this weekend? Also the merge conflict on OoT it curious. |
@espeon65536 asked me not to touch the logic as he is supposedly working on it. The OoT code came from a PR he sent me. |
…ss of BK location
I think it's right now
TR and GT logic
# Conflicts: # worlds/oot/__init__.py
Co-authored-by: Fabian Dill <[email protected]>
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After generating some large multiworlds with equal weights to all logically relevant option choices, I've run into generation failures that appear to be related to "self locking item" rules and have set this to draft until I figure all that out |
Good, and fair enough on 2. Unfortunately LttP is still not apworld compatible. So I'm now in the process of making a whole AP build with this PR for ease of use for testing for users, so they can test along until APs next feature release. |
Just a question: If not i'm gonna wait |
Co-authored-by: espeon65536 <[email protected]> Co-authored-by: black-sliver <[email protected]> Co-authored-by: Bondo <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
@Alchav had changed the required version in the playerSettings.yaml to 0.4.3 as a part of ArchipelagoMW#282, but the PR didn't end up getting into a release until 0.4.4. Updating yaml to make sure people have the proper required version if they ever use this template to play with KDS
Co-authored-by: espeon65536 <[email protected]> Co-authored-by: black-sliver <[email protected]> Co-authored-by: Bondo <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
…cil_colossus sc2: Adding colossus war council upgrade -- fire lance
Very preliminary.
Currently does not allow for an option to enable/disable key drops. Unit tests are not updated. I see two separate routes to proper implementation:
set up different sets of dungeon rules based on the key drop setting. Remove key drop locations if key drop shuffle is off. Create second set of unit tests to test with key drop shuffle on.
use one logic rule set, and just pre-fill key drop locations with their original keys if key drop shuffle is off. Then remove the locations from the slot after main fill? Adapt unit tests to new logic
Option 1 would be more work (and would mean maintaining different sets of logic rules and unit tests) but option 2 would mean that if there are any problems with new logic, they could affect players that are playing with key drop shuffle off.
Other issues:
Currently the dungeon counters still show the original maximum dungeon items. If these are hardcoded numbers in the base patch I need the addresses for those to change them.
Need to adjust credits_total
Many inline comments do not accurately describe code as is.
Need to get this working with start_with dungeon item setting and universal keys.
I am still working on logic for skull woods and turtle rock.