Force Entrance/Exit Direction Pairs for ER - #474
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What does this add?
Expands upon the work done in 9003012 to make it work with Dungeons and entrance mixing.
This works by re-categorizing entrance types to have an " Entrance" and " Exit" suffix for the categories where we want that behavior and only letting one map to the other. (When mixing with interiors, entrances and exits can map to interiors, and interiors can map to both.)
By working with the direction type being directly in the cateogry's suffix this meant I could get rid of some of the code designed to help with bipartite categories.
Making it work with mixing also meant having to remove the cheap "mixed categories go into the
ER_GROUP_MIXEDGER group" optimization and making a proper group lookup, which I assume is where most of the performance goes away.Why do you want it to be added?
It makes ER way more fun to me by having the entrances actually make sense. I suppose this could be turned into an
er_direction_pairsoption if people don't want that behavior to be the only oneWas this tested yet?
Generated one game with Dungeon+Gym shuffled and mixed, started in Ecruteak with Squirtbottle to have as many entrances to check, also fuzzed to check that the code at the very least runs
I did not do any testing to see how stable GER is with this but the fuzzing shows that it makes it significantly slower, having roughly 20% timeouts