diff --git a/BaseClasses.py b/BaseClasses.py index 98b4ad34..5832c956 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -12,7 +12,6 @@ except ImportError: from source.classes.BabelFish import BabelFish -from EntranceShuffle import door_addresses, indirect_connections from Utils import int16_as_bytes from Tables import normal_offset_table, spiral_offset_table, multiply_lookup, divisor_lookup from RoomData import Room @@ -613,6 +612,7 @@ class CollectionState(object): self.path[new_region] = (new_region.name, self.path.get(connection, None)) # Retry connections if the new region can unblock them + from EntranceShuffle import indirect_connections if new_region.name in indirect_connections: new_entrance = self.world.get_entrance(indirect_connections[new_region.name], player) if new_entrance in bc and new_entrance.parent_region in rrp: @@ -1443,6 +1443,8 @@ class CollectionState(object): def collect(self, item, event=False, location=None): if location: self.locations_checked.add(location) + if not item: + return changed = False if item.name.startswith('Progressive '): if 'Sword' in item.name: @@ -2618,6 +2620,7 @@ class Shop(object): # [id][roomID-low][roomID-high][doorID][zero][shop_config][shopkeeper_config][sram_index] entrances = self.region.entrances config = self.item_count + from EntranceShuffle import door_addresses if len(entrances) == 1 and entrances[0].name in door_addresses: door_id = door_addresses[entrances[0].name][0]+1 else: @@ -2885,8 +2888,8 @@ class Spoiler(object): outfile.write('Overworld Layout Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_shuffle'][player]) if self.metadata['ow_shuffle'][player] != 'vanilla': outfile.write('Keep Similar OW Edges Together:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['ow_keepsimilar'][player] else 'No')) - outfile.write('Crossed OW:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['ow_crossed'][player] else 'No')) - outfile.write('Mixed OW:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['ow_mixed'][player] else 'No')) + outfile.write('Crossed OW:'.ljust(line_width) + '%s\n' % self.metadata['ow_crossed'][player]) + outfile.write('Swapped OW (Mixed):'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['ow_mixed'][player] else 'No')) outfile.write('Flute Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_fluteshuffle'][player]) outfile.write('Entrance Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['shuffle'][player]) outfile.write('Door Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['door_shuffle'][player]) diff --git a/CHANGELOG.md b/CHANGELOG.md index 1d6898aa..778324c1 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,5 +1,10 @@ # Changelog +### 0.1.9.2 +- Fixed spoiler log and mystery for new Crossed/Mixed structure +- Minor preparations and tweaks to ER framework (added global Entrance/Exit pool) +- ~~Merged DR v0.5.1.2 - Blind Prison shuffled outside TT/Keylogic Improvements~~ + ### 0.1.9.1 - Fixed logic issue with leaving IP entrance not requiring flippers - ~~Merged DR v0.5.1.1 - Map Indicator Fix/Boss Shuffle Bias/Shop Hints~~ diff --git a/DoorShuffle.py b/DoorShuffle.py index ef8d1863..ca60be21 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -14,7 +14,7 @@ from RoomData import DoorKind, PairedDoor, reset_rooms from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException -from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout +from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock from Utils import ncr, kth_combination @@ -1358,10 +1358,8 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map): if recombine.master_sector is None: recombine.master_sector = builder.master_sector recombine.master_sector.name = recombine.name - recombine.pre_open_stonewalls = builder.pre_open_stonewalls else: recombine.master_sector.regions.extend(builder.master_sector.regions) - recombine.pre_open_stonewalls.update(builder.pre_open_stonewalls) recombine.layout_starts = list(entrances_map[recombine.name]) dungeon_builders[recombine.name] = recombine @@ -1465,6 +1463,7 @@ def find_valid_combination(builder, start_regions, world, player, drop_keys=True start_regions = [x for x in start_regions if x not in excluded.keys()] key_layout = build_key_layout(builder, start_regions, proposal, world, player) + determine_prize_lock(key_layout, world, player) while not validate_key_layout(key_layout, world, player): itr += 1 stop_early = False @@ -1582,7 +1581,7 @@ def find_key_door_candidates(region, checked, world, player): if d2.type == DoorType.Normal: room_b = world.get_room(d2.roomIndex, player) pos_b, kind_b = room_b.doorList[d2.doorListPos] - valid = kind in okay_normals and kind_b in okay_normals + valid = kind in okay_normals and kind_b in okay_normals and valid_key_door_pair(d, d2) else: valid = kind in okay_normals if valid and 0 <= d2.doorListPos < 4: @@ -1599,6 +1598,12 @@ def find_key_door_candidates(region, checked, world, player): return candidates, checked_doors +def valid_key_door_pair(door1, door2): + if door1.roomIndex != door2.roomIndex: + return True + return len(door1.entrance.parent_region.exits) <= 1 or len(door2.entrance.parent_region.exits) <= 1 + + def reassign_key_doors(builder, world, player): logger = logging.getLogger('') logger.debug('Key doors for %s', builder.name) @@ -2042,10 +2047,10 @@ class DROptions(Flag): Town_Portal = 0x02 # If on, Players will start with mirror scroll Map_Info = 0x04 Debug = 0x08 - Rails = 0x10 # If on, draws rails + # Rails = 0x10 # Unused bit now OriginalPalettes = 0x20 - Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required - Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required + # Open_PoD_Wall = 0x40 # No longer pre-opening pod wall - unused + # Open_Desert_Wall = 0x80 # No longer pre-opening desert wall - unused Hide_Total = 0x100 DarkWorld_Spawns = 0x200 diff --git a/DungeonGenerator.py b/DungeonGenerator.py index f579f285..f88499bd 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -56,24 +56,6 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player): def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player): - stonewalls = check_for_stonewalls(builder) - sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player) - for stonewall in stonewalls: - if not stonewall_valid(stonewall): - builder.pre_open_stonewalls.add(stonewall) - return sector - - -def check_for_stonewalls(builder): - stonewalls = set() - for sector in builder.sectors: - for door in sector.outstanding_doors: - if door.stonewall: - stonewalls.add(door) - return stonewalls - - -def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player): if builder.valid_proposal: # we made this earlier in gen, just use it proposed_map = builder.valid_proposal else: @@ -112,6 +94,15 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon if (access_region.name in world.inaccessible_regions[player] and region.name not in world.enabled_entrances[player]): excluded[region] = None + elif len(region.entrances) == 1: # for holes + access_region = next(x.parent_region for x in region.entrances + if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld] + or x.parent_region.name == 'Sewer Drop') + if access_region.name == 'Sewer Drop': + access_region = next(x.parent_region for x in access_region.entrances) + if (access_region.name in world.inaccessible_regions[player] and + region.name not in world.enabled_entrances[player]): + excluded[region] = None entrance_regions = [x for x in entrance_regions if x not in excluded.keys()] doors_to_connect = {} all_regions = set() @@ -585,7 +576,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name): paths.append(boss) if 'Thieves Boss' in all_r_names: paths.append('Thieves Boss') - paths.append(('Thieves Blind\'s Cell', 'Thieves Boss')) + if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': + paths.append(('Thieves Blind\'s Cell', 'Thieves Boss')) for drop_check in drop_path_checks: if drop_check in all_r_names: paths.append((drop_check, non_hole_portals)) @@ -611,35 +603,6 @@ def winnow_hangers(hangers, hooks): hangers[hanger].remove(door) -def stonewall_valid(stonewall): - bad_door = stonewall.dest - if bad_door.blocked: - return True # great we're done with this one - loop_region = stonewall.entrance.parent_region - start_regions = [bad_door.entrance.parent_region] - if bad_door.dependents: - for dep in bad_door.dependents: - start_regions.append(dep.entrance.parent_region) - queue = deque(start_regions) - visited = set(start_regions) - while len(queue) > 0: - region = queue.popleft() - if region == loop_region: - return False # guaranteed loop - possible_entrances = list(region.entrances) - for entrance in possible_entrances: - parent = entrance.parent_region - if parent.type != RegionType.Dungeon: - return False # you can get stuck from an entrance - else: - door = entrance.door - if (door is None or (door != stonewall and not door.blocked)) and parent not in visited: - visited.add(parent) - queue.append(parent) - # we didn't find anything bad - return True - - def create_graph_piece_from_state(door, o_state, b_state, proposed_map, exception): # todo: info about dungeon events - not sure about that graph_piece = GraphPiece() @@ -1197,8 +1160,6 @@ class DungeonBuilder(object): self.path_entrances = None # used for pathing/key doors, I think self.split_flag = False - self.pre_open_stonewalls = set() # used by stonewall system - self.candidates = None self.total_keys = None self.key_doors_num = None @@ -1275,6 +1236,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors, global_pole) + if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind': + assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon, + candidate_sectors, global_pole) entrances_map, potentials, connections = connections_tuple accessible_sectors, reverse_d_map = set(), {} for key in dungeon_entrances.keys(): @@ -3898,7 +3862,7 @@ dungeon_boss_sectors = { 'Palace of Darkness': ['PoD Boss'], 'Swamp Palace': ['Swamp Boss'], 'Skull Woods': ['Skull Boss'], - 'Thieves Town': ['Thieves Blind\'s Cell', 'Thieves Boss'], + 'Thieves Town': ['Thieves Boss'], 'Ice Palace': ['Ice Boss'], 'Misery Mire': ['Mire Boss'], 'Turtle Rock': ['TR Boss'], diff --git a/EntranceShuffle.py b/EntranceShuffle.py index 8fda03fc..c5398aa1 100644 --- a/EntranceShuffle.py +++ b/EntranceShuffle.py @@ -3,10 +3,34 @@ import RaceRandom as random # ToDo: With shuffle_ganon option, prevent gtower from linking to an exit only location through a 2 entrance cave. from collections import defaultdict +entrance_pool = list() +exit_pool = list() +ignore_pool = False def link_entrances(world, player): invFlag = world.mode[player] == 'inverted' - + + global entrance_pool, exit_pool, ignore_pool + entrance_pool = Entrance_Pool_Base.copy() + exit_pool = Exit_Pool_Base.copy() + drop_connections = default_drop_connections.copy() + dropexit_connections = default_dropexit_connections.copy() + isolated_entrances = Isolated_LH_Doors.copy() + + # modifications to lists + if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): + drop_connections.append(tuple(('Pyramid Hole', 'Pyramid'))) + dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit'))) + connect_simple(world, 'Other World S&Q', 'Pyramid Area', player) + else: + entrance_pool.remove('Pyramid Hole') + entrance_pool.add('Inverted Pyramid Hole') + entrance_pool.remove('Pyramid Entrance') + entrance_pool.add('Inverted Pyramid Entrance') + drop_connections.append(tuple(('Inverted Pyramid Hole', 'Pyramid'))) + dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit'))) + connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player) + Dungeon_Exits = Dungeon_Exits_Base.copy() Cave_Exits = Cave_Exits_Base.copy() Old_Man_House = Old_Man_House_Base.copy() @@ -25,28 +49,30 @@ def link_entrances(world, player): for exitname, regionname in inverted_mandatory_connections: connect_simple(world, exitname, regionname, player) + connect_simple(world, 'Tavern North', 'Tavern', player) + connect_custom(world, player) + if invFlag == (0x05 in world.owswaps[player][0] and world.owMixed[player]): + isolated_entrances.append('Mimic Cave') + # if we do not shuffle, set default connections if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: - for exitname, regionname in default_connections + default_connector_connections + default_drop_connections + default_item_connections + default_shop_connections: - connect_simple(world, exitname, regionname, player) - if world.shuffle[player] == 'vanilla': - for exitname, regionname in default_dungeon_connections: - connect_simple(world, exitname, regionname, player) + for entrancename, exitname in default_connections + drop_connections + default_item_connections + default_shop_connections: + connect_logical(world, entrancename, exitname, player, False) + for entrancename, exitname in default_connector_connections + dropexit_connections: + connect_logical(world, entrancename, exitname, player, True) if not invFlag: - for exitname, regionname in open_default_connections: - connect_simple(world, exitname, regionname, player) - if world.shuffle[player] == 'vanilla': - for exitname, regionname in open_default_dungeon_connections: - connect_simple(world, exitname, regionname, player) + for entrancename, exitname in open_default_connections: + connect_logical(world, entrancename, exitname, player, True) + ignore_pool = True + connect_exit(world, 'Chris Houlihan Room Exit', 'Links House', player) else: - for exitname, regionname in inverted_default_connections: - connect_simple(world, exitname, regionname, player) - if world.shuffle[player] == 'vanilla': - for exitname, regionname in inverted_default_dungeon_connections: - connect_simple(world, exitname, regionname, player) + for entrancename, exitname in inverted_default_connections: + connect_logical(world, entrancename, exitname, player, True) + ignore_pool = True + connect_exit(world, 'Chris Houlihan Room Exit', 'Big Bomb Shop', player) # inverted entrance mods for owid in swapped_connections.keys(): @@ -63,89 +89,25 @@ def link_entrances(world, player): elif invFlag != (0x0a in world.owswaps[player][0] and world.owMixed[player]) and \ invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]): connect_two_way(world, 'Bumper Cave (Top)', 'Death Mountain Return Cave Exit (West)', player) + ignore_pool = False # dungeon entrance shuffle - if world.shuffle[player] == 'dungeonssimple': + if world.shuffle[player] == 'vanilla': + for entrancename, exitname in default_dungeon_connections: + connect_logical(world, entrancename, exitname, player, True) + for entrancename, exitname in default_skulldrop_connections: + connect_logical(world, entrancename, exitname, player, False) + + if not invFlag: + for entrancename, exitname in open_default_dungeon_connections: + connect_logical(world, entrancename, exitname, player, True) + else: + for entrancename, exitname in inverted_default_dungeon_connections: + connect_logical(world, entrancename, exitname, player, True) + elif world.shuffle[player] == 'dungeonssimple': simple_shuffle_dungeons(world, player) elif world.shuffle[player] == 'dungeonsfull': - skull_woods_shuffle(world, player) - - dungeon_exits = list(Dungeon_Exits) - lw_entrances = list(LW_Dungeon_Entrances) if not invFlag else list(Inverted_LW_Dungeon_Entrances_Must_Exit) - dw_entrances = list(DW_Dungeon_Entrances) if not invFlag else list(Inverted_DW_Dungeon_Entrances) - - if world.mode[player] != 'standard': - lw_entrances.append('Hyrule Castle Entrance (South)') - - if not invFlag: - if world.mode[player] == 'standard': - # must connect front of hyrule castle to do escape - connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) - elif world.doorShuffle[player] == 'vanilla': - dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) - else: - lw_dungeon_entrances_must_exit = list(Inverted_LW_Dungeon_Entrances_Must_Exit) - # randomize which desert ledge door is a must-exit - if random.randint(0, 1) == 0: - lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (North)') - lw_entrances.append('Desert Palace Entrance (West)') - else: - lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (West)') - lw_entrances.append('Desert Palace Entrance (North)') - dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) - - if not world.shuffle_ganon: - connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) - hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] - else: - if not invFlag: - dw_entrances.append('Ganons Tower') - else: - lw_entrances.append('Agahnims Tower') - dungeon_exits.append('Ganons Tower Exit') - hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] - - if not invFlag: - if world.mode[player] == 'standard': - # rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert - hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')] - connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits, list(LW_Dungeon_Entrances_Must_Exit), player) - connect_caves(world, lw_entrances, [], hyrule_castle_exits, player) - elif world.doorShuffle[player] != 'vanilla': - # sanc is in light world, so must all of HC if door shuffle is on - connect_mandatory_exits(world, lw_entrances, - [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')], - list(LW_Dungeon_Entrances_Must_Exit), player) - else: - connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player) - connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player) - else: - # shuffle aga door first. If it's on HC ledge, remaining HC ledge door must be must-exit - all_entrances_aga = lw_entrances + dw_entrances - aga_doors = [i for i in all_entrances_aga] - random.shuffle(aga_doors) - aga_door = aga_doors.pop() - - if aga_door in hc_ledge_entrances: - lw_entrances.remove(aga_door) - hc_ledge_entrances.remove(aga_door) - - random.shuffle(hc_ledge_entrances) - hc_ledge_must_exit = hc_ledge_entrances.pop() - lw_entrances.remove(hc_ledge_must_exit) - lw_dungeon_entrances_must_exit.append(hc_ledge_must_exit) - - if aga_door in lw_entrances: - lw_entrances.remove(aga_door) - elif aga_door in dw_entrances: - dw_entrances.remove(aga_door) - - connect_two_way(world, aga_door, 'Agahnims Tower Exit', player) - dungeon_exits.remove('Agahnims Tower Exit') - - connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player) - - connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player) + full_shuffle_dungeons(world, Dungeon_Exits, player) elif world.shuffle[player] == 'simple': simple_shuffle_dungeons(world, player) @@ -182,22 +144,19 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - if not invFlag: - links_house_doors = [i for i in LW_Single_Cave_Doors if i not in Isolated_LH_Doors_Open] - else: - links_house_doors = [i for i in LW_Single_Cave_Doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] + links_house_doors = [i for i in LW_Single_Cave_Doors if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos + if links_house in bomb_shop_doors: bomb_shop_doors.remove(links_house) if links_house in blacksmith_doors: blacksmith_doors.remove(links_house) + if links_house in old_man_entrances: + old_man_entrances.remove(links_house) if invFlag: - if links_house in old_man_entrances: - old_man_entrances.remove(links_house) - # place dark sanc sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors] sanc_door = random.choice(sanc_doors) @@ -227,6 +186,7 @@ def link_entrances(world, player): connect_two_way(world, old_man_entrance if invFlag == (0x0a in world.owswaps[player][0] and world.owMixed[player]) else 'Bumper Cave (Bottom)', 'Old Man Cave Exit (West)', player) connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) + if invFlag and old_man_exit == 'Spike Cave': bomb_shop_doors.remove('Spike Cave') bomb_shop_doors.extend(old_man_entrances) @@ -257,9 +217,6 @@ def link_entrances(world, player): connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) single_doors.extend(bomb_shop_doors) - # tavern back door cannot be shuffled yet - connect_doors(world, ['Tavern North'], ['Tavern'], player) - # place remaining doors connect_doors(world, single_doors, door_targets, player) elif world.shuffle[player] == 'restricted': @@ -290,10 +247,7 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - if not invFlag: - links_house_doors = [i for i in lw_entrances if i not in Isolated_LH_Doors_Open] - else: - links_house_doors = [i for i in lw_entrances if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] + links_house_doors = [i for i in LW_Single_Cave_Doors if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos @@ -303,9 +257,6 @@ def link_entrances(world, player): else: dw_entrances.remove(links_house) - # tavern back door cannot be shuffled yet - connect_doors(world, ['Tavern North'], ['Tavern'], player) - # in restricted, the only mandatory exits are in dark world (lw in inverted) if not invFlag: connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) @@ -406,9 +357,6 @@ def link_entrances(world, player): lw_entrances.append('Desert Palace Entrance (North)') old_man_house = list(Old_Man_House) - # tavern back door cannot be shuffled yet - connect_doors(world, ['Tavern North'], ['Tavern'], player) - if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) @@ -455,10 +403,7 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - if not invFlag: - links_house_doors = [i for i in lw_entrances + lw_must_exits if i not in Isolated_LH_Doors_Open] - else: - links_house_doors = [i for i in dw_entrances if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] + links_house_doors = [i for i in LW_Single_Cave_Doors if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos @@ -640,10 +585,7 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - if not invFlag: - links_house_doors = [i for i in entrances + must_exits if i not in Isolated_LH_Doors_Open] - else: - links_house_doors = [i for i in entrances + must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] + links_house_doors = [i for i in LW_Single_Cave_Doors if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3: exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors\ + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] @@ -664,9 +606,6 @@ def link_entrances(world, player): connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region) - # tavern back door cannot be shuffled yet - connect_doors(world, ['Tavern North'], ['Tavern'], player) - #place must-exit caves connect_mandatory_exits(world, entrances, caves, must_exits, player) @@ -716,6 +655,7 @@ def link_entrances(world, player): connect_doors(world, entrances, door_targets, player) elif world.shuffle[player] == 'insanity': # beware ye who enter here + ignore_pool = True if not invFlag: entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)'] @@ -773,9 +713,6 @@ def link_entrances(world, player): hole_targets = ['Kakariko Well (top)', 'Bat Cave (right)', 'North Fairy Cave', 'Lost Woods Hideout (top)', 'Lumberjack Tree (top)', 'Sewer Drop', 'Skull Back Drop', 'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle'] - # tavern back door cannot be shuffled yet - connect_doors(world, ['Tavern North'], ['Tavern'], player) - if world.mode[player] == 'standard': # cannot move uncle cave connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player) @@ -838,10 +775,7 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: - if not invFlag: - links_house_doors = [i for i in doors if i not in Isolated_LH_Doors_Open] - else: - links_house_doors = [i for i in doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] + links_house_doors = [i for i in LW_Single_Cave_Doors if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3: exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \ + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] @@ -943,7 +877,7 @@ def link_entrances(world, player): world.powder_patch_required[player] = True # check for ganon location - if world.get_entrance('Pyramid Hole' if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]) else 'Inverted Pyramid Hole', player).connected_region.name != 'Pyramid': + if world.get_entrance('Pyramid Hole' if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]) else 'Inverted Pyramid Hole', player).connected_region.name != 'Pyramid': world.ganon_at_pyramid[player] = False # check for Ganon's Tower location @@ -962,7 +896,41 @@ def connect_simple(world, exitname, regionname, player): world.get_entrance(exitname, player).connect(world.get_region(regionname, player)) +def connect_logical(world, entrancename, exitname, player, isTwoWay = False): + if not ignore_pool: + if entrancename not in entrance_pool: + x = 9 + if exitname not in exit_pool: + x = 9 + assert entrancename in entrance_pool, 'Entrance not in pool: ' + entrancename + assert exitname in exit_pool, 'Exit not in pool: ' + exitname + + try: + region = world.get_region(exitname, player) + exit = None + except RuntimeError: + exit = world.get_entrance(exitname, player) + region = exit.parent_region + + connect_simple(world, entrancename, region.name, player) + if isTwoWay: + region = world.get_entrance(entrancename, player).parent_region + connect_simple(world, exitname, region.name, player) + + if not ignore_pool: + entrance_pool.remove(entrancename) + exit_pool.remove(exitname) + + def connect_entrance(world, entrancename, exitname, player): + if not ignore_pool: + if entrancename not in entrance_pool: + x = 9 + if exitname not in exit_pool: + x = 9 + assert entrancename in entrance_pool, 'Entrance not in pool: ' + entrancename + assert exitname in exit_pool, 'Exit not in pool: ' + exitname + entrance = world.get_entrance(entrancename, player) # check if we got an entrance or a region to connect to try: @@ -980,11 +948,23 @@ def connect_entrance(world, entrancename, exitname, player): addresses = door_addresses[entrance.name][0] entrance.connect(region, addresses, target) + + if not ignore_pool: + entrance_pool.remove(entrancename) + exit_pool.remove(exitname) if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name if exit is not None else region.name, 'entrance', player) def connect_exit(world, exitname, entrancename, player): + if not (ignore_pool or exitname == 'Chris Houlihan Room Exit'): + if entrancename not in entrance_pool: + x = 9 + if exitname not in exit_pool: + x = 9 + assert entrancename in entrance_pool, 'Entrance not in pool: ' + entrancename + assert exitname in exit_pool, 'Exit not in pool: ' + exitname + entrance = world.get_entrance(entrancename, player) exit = world.get_entrance(exitname, player) @@ -994,11 +974,23 @@ def connect_exit(world, exitname, entrancename, player): exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1]) + if not (ignore_pool or exitname == 'Chris Houlihan Room Exit'): + entrance_pool.remove(entrancename) + exit_pool.remove(exitname) + if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name, 'exit', player) def connect_two_way(world, entrancename, exitname, player): + if not ignore_pool: + if entrancename not in entrance_pool: + x = 9 + if exitname not in exit_pool: + x = 9 + assert entrancename in entrance_pool, 'Entrance not in pool: ' + entrancename + assert exitname in exit_pool, 'Exit not in pool: ' + exitname + entrance = world.get_entrance(entrancename, player) exit = world.get_entrance(exitname, player) @@ -1011,6 +1003,10 @@ def connect_two_way(world, entrancename, exitname, player): entrance.connect(exit.parent_region, door_addresses[entrance.name][0], exit_ids[exit.name][0]) exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1]) + if not ignore_pool: + entrance_pool.remove(entrancename) + exit_pool.remove(exitname) + if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name, 'both', player) @@ -1358,6 +1354,88 @@ def simple_shuffle_dungeons(world, player): connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Turtle Rock Ledge Exit (East)', player) +def full_shuffle_dungeons(world, Dungeon_Exits, player): + invFlag = world.mode[player] == 'inverted' + + skull_woods_shuffle(world, player) + + dungeon_exits = list(Dungeon_Exits) + lw_entrances = list(LW_Dungeon_Entrances) if not invFlag else list(Inverted_LW_Dungeon_Entrances_Must_Exit) + dw_entrances = list(DW_Dungeon_Entrances) if not invFlag else list(Inverted_DW_Dungeon_Entrances) + + if world.mode[player] != 'standard': + lw_entrances.append('Hyrule Castle Entrance (South)') + + if not invFlag: + if world.mode[player] == 'standard': + # must connect front of hyrule castle to do escape + connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) + elif world.doorShuffle[player] == 'vanilla': + dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) + else: + lw_dungeon_entrances_must_exit = list(Inverted_LW_Dungeon_Entrances_Must_Exit) + # randomize which desert ledge door is a must-exit + if random.randint(0, 1) == 0: + lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (North)') + lw_entrances.append('Desert Palace Entrance (West)') + else: + lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (West)') + lw_entrances.append('Desert Palace Entrance (North)') + dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) + + if not world.shuffle_ganon: + connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) + hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] + else: + if not invFlag: + dw_entrances.append('Ganons Tower') + else: + lw_entrances.append('Agahnims Tower') + dungeon_exits.append('Ganons Tower Exit') + hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] + + if not invFlag: + if world.mode[player] == 'standard': + # rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert + hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')] + connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits, list(LW_Dungeon_Entrances_Must_Exit), player) + connect_caves(world, lw_entrances, [], hyrule_castle_exits, player) + elif world.doorShuffle[player] != 'vanilla': + # sanc is in light world, so must all of HC if door shuffle is on + connect_mandatory_exits(world, lw_entrances, + [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')], + list(LW_Dungeon_Entrances_Must_Exit), player) + else: + connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player) + connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player) + else: + # shuffle aga door first. If it's on HC ledge, remaining HC ledge door must be must-exit + all_entrances_aga = lw_entrances + dw_entrances + aga_doors = [i for i in all_entrances_aga] + random.shuffle(aga_doors) + aga_door = aga_doors.pop() + + if aga_door in hc_ledge_entrances: + lw_entrances.remove(aga_door) + hc_ledge_entrances.remove(aga_door) + + random.shuffle(hc_ledge_entrances) + hc_ledge_must_exit = hc_ledge_entrances.pop() + lw_entrances.remove(hc_ledge_must_exit) + lw_dungeon_entrances_must_exit.append(hc_ledge_must_exit) + + if aga_door in lw_entrances: + lw_entrances.remove(aga_door) + elif aga_door in dw_entrances: + dw_entrances.remove(aga_door) + + connect_two_way(world, aga_door, 'Agahnims Tower Exit', player) + dungeon_exits.remove('Agahnims Tower Exit') + + connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player) + + connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player) + def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits): def shuffle_lists_in_list(ls): for i, item in enumerate(ls): @@ -1588,16 +1666,15 @@ LW_Single_Cave_Doors = ['Blinds Hideout', 'Mimic Cave', 'Links House'] -Isolated_LH_Doors_Open = ['Mimic Cave', - 'Kings Grave', - 'Waterfall of Wishing', - 'Desert Palace Entrance (South)', - 'Desert Palace Entrance (North)', - 'Capacity Upgrade', - 'Ice Palace', - 'Skull Woods Final Section', - 'Dark World Hammer Peg Cave', - 'Turtle Rock Isolated Ledge Entrance'] +Isolated_LH_Doors = ['Kings Grave', + 'Waterfall of Wishing', + 'Desert Palace Entrance (South)', + 'Desert Palace Entrance (North)', + 'Capacity Upgrade', + 'Ice Palace', + 'Skull Woods Final Section', + 'Dark World Hammer Peg Cave', + 'Turtle Rock Isolated Ledge Entrance'] DW_Single_Cave_Doors = ['Bonk Fairy (Dark)', 'Dark Sanctuary Hint', @@ -2047,16 +2124,6 @@ Inverted_Dark_Sanctuary_Doors = ['Dark Sanctuary Hint', 'Bumper Cave (Top)', 'Thieves Town'] -Isolated_LH_Doors = ['Kings Grave', - 'Waterfall of Wishing', - 'Desert Palace Entrance (South)', - 'Desert Palace Entrance (North)', - 'Capacity Upgrade', - 'Ice Palace', - 'Skull Woods Final Section', - 'Dark World Hammer Peg Cave', - 'Turtle Rock Isolated Ledge Entrance'] - # Entrances that cannot be used to access a must_exit entrance - symmetrical to allow reverse lookups Must_Exit_Invalid_Connections = defaultdict(set, { 'Dark Death Mountain Ledge (East)': {'Dark Death Mountain Ledge (West)', 'Mimic Cave'}, @@ -2077,6 +2144,285 @@ Inverted_Must_Exit_Invalid_Connections = defaultdict(set, { 'Hyrule Castle Entrance (East)': {'Hyrule Castle Entrance (West)', 'Agahnims Tower'}, }) +Entrance_Pool_Base = {'Links House', + 'Desert Palace Entrance (South)', + 'Desert Palace Entrance (West)', + 'Desert Palace Entrance (East)', + 'Desert Palace Entrance (North)', + 'Eastern Palace', + 'Tower of Hera', + 'Hyrule Castle Entrance (South)', + 'Hyrule Castle Entrance (West)', + 'Hyrule Castle Entrance (East)', + 'Agahnims Tower', + 'Thieves Town', + 'Skull Woods First Section Door', + 'Skull Woods Second Section Door (East)', + 'Skull Woods Second Section Door (West)', + 'Skull Woods Final Section', + 'Ice Palace', + 'Misery Mire', + 'Palace of Darkness', + 'Swamp Palace', + 'Turtle Rock', + 'Dark Death Mountain Ledge (West)', + 'Dark Death Mountain Ledge (East)', + 'Turtle Rock Isolated Ledge Entrance', + 'Hyrule Castle Secret Entrance Stairs', + 'Kakariko Well Cave', + 'Bat Cave Cave', + 'Elder House (East)', + 'Elder House (West)', + 'North Fairy Cave', + 'Lost Woods Hideout Stump', + 'Lumberjack Tree Cave', + 'Two Brothers House (East)', + 'Two Brothers House (West)', + 'Sanctuary', + 'Old Man Cave (East)', + 'Old Man Cave (West)', + 'Old Man House (Bottom)', + 'Old Man House (Top)', + 'Death Mountain Return Cave (West)', + 'Death Mountain Return Cave (East)', + 'Spectacle Rock Cave (Bottom)', + 'Spectacle Rock Cave', + 'Spectacle Rock Cave Peak', + 'Paradox Cave (Bottom)', + 'Paradox Cave (Middle)', + 'Paradox Cave (Top)', + 'Fairy Ascension Cave (Bottom)', + 'Fairy Ascension Cave (Top)', + 'Spiral Cave (Bottom)', + 'Spiral Cave', + 'Bumper Cave (Top)', + 'Bumper Cave (Bottom)', + 'Superbunny Cave (Top)', + 'Superbunny Cave (Bottom)', + 'Hookshot Cave', + 'Hookshot Cave Back Entrance', + 'Ganons Tower', + 'Pyramid Entrance', + 'Waterfall of Wishing', + 'Dam', + 'Blinds Hideout', + 'Lumberjack House', + 'Bonk Fairy (Light)', + 'Bonk Fairy (Dark)', + 'Lake Hylia Fairy', + 'Light Hype Fairy', + 'Desert Fairy', + 'Dark Lake Hylia Fairy', + 'Dark Lake Hylia Ledge Fairy', + 'Dark Desert Fairy', + 'Dark Death Mountain Fairy', + 'Fortune Teller (Light)', + 'Lake Hylia Fortune Teller', + 'Kings Grave', + 'Chicken House', + 'Aginahs Cave', + 'Sahasrahlas Hut', + 'Cave Shop (Lake Hylia)', + 'Cave Shop (Dark Death Mountain)', + 'Capacity Upgrade', + 'Blacksmiths Hut', + 'Sick Kids House', + 'Lost Woods Gamble', + 'Snitch Lady (East)', + 'Snitch Lady (West)', + 'Bush Covered House', + 'Tavern (Front)', + 'Light World Bomb Hut', + 'Kakariko Shop', + 'Cave 45', + 'Graveyard Cave', + 'Checkerboard Cave', + 'Mini Moldorm Cave', + 'Long Fairy Cave', + 'Good Bee Cave', + '20 Rupee Cave', + '50 Rupee Cave', + 'Ice Rod Cave', + 'Bonk Rock Cave', + 'Library', + 'Kakariko Gamble Game', + 'Potion Shop', + 'Hookshot Fairy', + 'Pyramid Fairy', + 'East Dark World Hint', + 'Palace of Darkness Hint', + 'Big Bomb Shop', + 'Dark World Shop', + 'Dark Lake Hylia Shop', + 'Dark World Lumberjack Shop', + 'Dark World Potion Shop', + 'Dark Lake Hylia Ledge Spike Cave', + 'Dark Lake Hylia Ledge Hint', + 'Hype Cave', + 'Brewery', + 'C-Shaped House', + 'Chest Game', + 'Dark World Hammer Peg Cave', + 'Red Shield Shop', + 'Dark Sanctuary Hint', + 'Fortune Teller (Dark)', + 'Archery Game', + 'Mire Shed', + 'Dark Desert Hint', + 'Spike Cave', + 'Mimic Cave', + 'Kakariko Well Drop', + 'Hyrule Castle Secret Entrance Drop', + 'Bat Cave Drop', + 'North Fairy Cave Drop', + 'Lost Woods Hideout Drop', + 'Lumberjack Tree Tree', + 'Sanctuary Grave', + 'Skull Woods Second Section Hole', + 'Skull Woods First Section Hole (West)', + 'Skull Woods First Section Hole (East)', + 'Skull Woods First Section Hole (North)', + 'Pyramid Hole'} + +Exit_Pool_Base = {'Links House Exit', + 'Desert Palace Exit (South)', + 'Desert Palace Exit (West)', + 'Desert Palace Exit (East)', + 'Desert Palace Exit (North)', + 'Eastern Palace Exit', + 'Tower of Hera Exit', + 'Hyrule Castle Exit (South)', + 'Hyrule Castle Exit (West)', + 'Hyrule Castle Exit (East)', + 'Agahnims Tower Exit', + 'Thieves Town Exit', + 'Skull Woods First Section Exit', + 'Skull Woods Second Section Exit (East)', + 'Skull Woods Second Section Exit (West)', + 'Skull Woods Final Section Exit', + 'Ice Palace Exit', + 'Misery Mire Exit', + 'Palace of Darkness Exit', + 'Swamp Palace Exit', + 'Turtle Rock Exit (Front)', + 'Turtle Rock Ledge Exit (West)', + 'Turtle Rock Ledge Exit (East)', + 'Turtle Rock Isolated Ledge Exit', + 'Hyrule Castle Secret Entrance Exit', + 'Kakariko Well Exit', + 'Bat Cave Exit', + 'Elder House Exit (East)', + 'Elder House Exit (West)', + 'North Fairy Cave Exit', + 'Lost Woods Hideout Exit', + 'Lumberjack Tree Exit', + 'Two Brothers House Exit (East)', + 'Two Brothers House Exit (West)', + 'Sanctuary Exit', + 'Old Man Cave Exit (East)', + 'Old Man Cave Exit (West)', + 'Old Man House Exit (Bottom)', + 'Old Man House Exit (Top)', + 'Death Mountain Return Cave Exit (West)', + 'Death Mountain Return Cave Exit (East)', + 'Spectacle Rock Cave Exit', + 'Spectacle Rock Cave Exit (Top)', + 'Spectacle Rock Cave Exit (Peak)', + 'Paradox Cave Exit (Bottom)', + 'Paradox Cave Exit (Middle)', + 'Paradox Cave Exit (Top)', + 'Fairy Ascension Cave Exit (Bottom)', + 'Fairy Ascension Cave Exit (Top)', + 'Spiral Cave Exit', + 'Spiral Cave Exit (Top)', + 'Bumper Cave Exit (Top)', + 'Bumper Cave Exit (Bottom)', + 'Superbunny Cave Exit (Top)', + 'Superbunny Cave Exit (Bottom)', + 'Hookshot Cave Front Exit', + 'Hookshot Cave Back Exit', + 'Ganons Tower Exit', + 'Pyramid Exit', + 'Waterfall of Wishing', + 'Dam', + 'Blinds Hideout', + 'Lumberjack House', + 'Bonk Fairy (Light)', + 'Bonk Fairy (Dark)', + 'Lake Hylia Healer Fairy', + 'Swamp Healer Fairy', + 'Desert Healer Fairy', + 'Dark Lake Hylia Healer Fairy', + 'Dark Lake Hylia Ledge Healer Fairy', + 'Dark Desert Healer Fairy', + 'Dark Death Mountain Healer Fairy', + 'Fortune Teller (Light)', + 'Lake Hylia Fortune Teller', + 'Kings Grave', + 'Chicken House', + 'Aginahs Cave', + 'Sahasrahlas Hut', + 'Cave Shop (Lake Hylia)', + 'Cave Shop (Dark Death Mountain)', + 'Capacity Upgrade', + 'Blacksmiths Hut', + 'Sick Kids House', + 'Lost Woods Gamble', + 'Snitch Lady (East)', + 'Snitch Lady (West)', + 'Bush Covered House', + 'Tavern (Front)', + 'Light World Bomb Hut', + 'Kakariko Shop', + 'Cave 45', + 'Graveyard Cave', + 'Checkerboard Cave', + 'Mini Moldorm Cave', + 'Long Fairy Cave', + 'Good Bee Cave', + '20 Rupee Cave', + '50 Rupee Cave', + 'Ice Rod Cave', + 'Bonk Rock Cave', + 'Library', + 'Kakariko Gamble Game', + 'Potion Shop', + 'Hookshot Fairy', + 'Pyramid Fairy', + 'East Dark World Hint', + 'Palace of Darkness Hint', + 'Big Bomb Shop', + 'Village of Outcasts Shop', + 'Dark Lake Hylia Shop', + 'Dark World Lumberjack Shop', + 'Dark World Potion Shop', + 'Dark Lake Hylia Ledge Spike Cave', + 'Dark Lake Hylia Ledge Hint', + 'Hype Cave', + 'Brewery', + 'C-Shaped House', + 'Chest Game', + 'Dark World Hammer Peg Cave', + 'Red Shield Shop', + 'Dark Sanctuary Hint', + 'Fortune Teller (Dark)', + 'Archery Game', + 'Mire Shed', + 'Dark Desert Hint', + 'Spike Cave', + 'Mimic Cave', + 'Kakariko Well (top)', + 'Hyrule Castle Secret Entrance', + 'Bat Cave (right)', + 'North Fairy Cave', + 'Lost Woods Hideout (top)', + 'Lumberjack Tree (top)', + 'Sewer Drop', + 'Skull Back Drop', + 'Skull Left Drop', + 'Skull Pinball', + 'Skull Pot Circle', + 'Pyramid'} # these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions mandatory_connections = [('Links House S&Q', 'Links House'), @@ -2110,12 +2456,9 @@ mandatory_connections = [('Links House S&Q', 'Links House'), ('Ganon Drop', 'Bottom of Pyramid') ] -open_mandatory_connections = [('Sanctuary S&Q', 'Sanctuary'), - ('Other World S&Q', 'Pyramid Area')] +open_mandatory_connections = [('Sanctuary S&Q', 'Sanctuary')] -inverted_mandatory_connections = [('Sanctuary S&Q', 'Dark Sanctuary Hint'), - ('Other World S&Q', 'Hyrule Castle Ledge'), - ('Dark Sanctuary Hint Exit', 'Dark Chapel Area')] +inverted_mandatory_connections = [('Sanctuary S&Q', 'Dark Sanctuary Hint')] # non-shuffled entrance links default_connections = [('Lumberjack House', 'Lumberjack House'), @@ -2124,7 +2467,6 @@ default_connections = [('Lumberjack House', 'Lumberjack House'), ('Lake Hylia Fortune Teller', 'Lake Hylia Fortune Teller'), ('Light Hype Fairy', 'Swamp Healer Fairy'), ('Desert Fairy', 'Desert Healer Fairy'), - ('Tavern North', 'Tavern'), ('Lost Woods Gamble', 'Lost Woods Gamble'), ('Fortune Teller (Light)', 'Fortune Teller (Light)'), ('Snitch Lady (East)', 'Snitch Lady (East)'), @@ -2154,58 +2496,32 @@ default_connections = [('Lumberjack House', 'Lumberjack House'), ('Dark Death Mountain Fairy', 'Dark Death Mountain Healer Fairy'), ] -default_connector_connections = [('Old Man Cave (West)', 'Old Man Cave Ledge'), - ('Old Man Cave (East)', 'Old Man Cave'), - ('Old Man Cave Exit (West)', 'Mountain Entry Entrance'), - ('Old Man Cave Exit (East)', 'West Death Mountain (Bottom)'), - ('Old Man House (Bottom)', 'Old Man House'), - ('Old Man House Exit (Bottom)', 'West Death Mountain (Bottom)'), - ('Old Man House (Top)', 'Old Man House Back'), - ('Old Man House Exit (Top)', 'West Death Mountain (Bottom)'), - ('Death Mountain Return Cave (East)', 'Death Mountain Return Cave'), - ('Death Mountain Return Cave (West)', 'Death Mountain Return Cave'), - ('Death Mountain Return Cave Exit (West)', 'Mountain Entry Ledge'), - ('Death Mountain Return Cave Exit (East)', 'West Death Mountain (Bottom)'), - ('Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Peak)'), - ('Spectacle Rock Cave (Bottom)', 'Spectacle Rock Cave (Bottom)'), - ('Spectacle Rock Cave', 'Spectacle Rock Cave (Top)'), - ('Spectacle Rock Cave Exit', 'West Death Mountain (Bottom)'), - ('Spectacle Rock Cave Exit (Top)', 'West Death Mountain (Bottom)'), - ('Spectacle Rock Cave Exit (Peak)', 'West Death Mountain (Bottom)'), - ('Spiral Cave', 'Spiral Cave (Top)'), - ('Spiral Cave (Bottom)', 'Spiral Cave (Bottom)'), - ('Spiral Cave Exit', 'East Death Mountain (Bottom)'), - ('Spiral Cave Exit (Top)', 'Spiral Cave Ledge'), - ('Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Bottom)'), - ('Fairy Ascension Cave (Top)', 'Fairy Ascension Cave (Top)'), - ('Fairy Ascension Cave Exit (Bottom)', 'Fairy Ascension Plateau'), - ('Fairy Ascension Cave Exit (Top)', 'Fairy Ascension Ledge'), - ('Paradox Cave (Bottom)', 'Paradox Cave Front'), - ('Paradox Cave (Middle)', 'Paradox Cave'), - ('Paradox Cave (Top)', 'Paradox Cave'), - ('Paradox Cave Exit (Bottom)', 'East Death Mountain (Bottom)'), - ('Paradox Cave Exit (Middle)', 'East Death Mountain (Bottom)'), - ('Paradox Cave Exit (Top)', 'East Death Mountain (Top East)'), - ('Elder House (East)', 'Elder House'), - ('Elder House (West)', 'Elder House'), - ('Elder House Exit (East)', 'Kakariko Area'), - ('Elder House Exit (West)', 'Kakariko Area'), - ('Two Brothers House (East)', 'Two Brothers House'), - ('Two Brothers House (West)', 'Two Brothers House'), - ('Two Brothers House Exit (East)', 'Kakariko Suburb Area'), - ('Two Brothers House Exit (West)', 'Maze Race Ledge'), - ('Bumper Cave (Bottom)', 'Bumper Cave'), - ('Bumper Cave (Top)', 'Bumper Cave'), - ('Bumper Cave Exit (Top)', 'Bumper Cave Ledge'), - ('Bumper Cave Exit (Bottom)', 'Bumper Cave Entrance'), - ('Superbunny Cave (Top)', 'Superbunny Cave (Top)'), - ('Superbunny Cave (Bottom)', 'Superbunny Cave (Bottom)'), - ('Superbunny Cave Exit (Top)', 'East Dark Death Mountain (Top)'), - ('Superbunny Cave Exit (Bottom)', 'East Dark Death Mountain (Bottom)'), - ('Hookshot Cave', 'Hookshot Cave (Front)'), - ('Hookshot Cave Back Entrance', 'Hookshot Cave (Back)'), - ('Hookshot Cave Front Exit', 'East Dark Death Mountain (Top)'), - ('Hookshot Cave Back Exit', 'Dark Death Mountain Floating Island') +default_connector_connections = [('Old Man Cave (West)', 'Old Man Cave Exit (West)'), + ('Old Man Cave (East)', 'Old Man Cave Exit (East)'), + ('Old Man House (Bottom)', 'Old Man House Exit (Bottom)'), + ('Old Man House (Top)', 'Old Man House Exit (Top)'), + ('Death Mountain Return Cave (East)', 'Death Mountain Return Cave Exit (East)'), + ('Death Mountain Return Cave (West)', 'Death Mountain Return Cave Exit (West)'), + ('Spectacle Rock Cave Peak', 'Spectacle Rock Cave Exit (Peak)'), + ('Spectacle Rock Cave (Bottom)', 'Spectacle Rock Cave Exit'), + ('Spectacle Rock Cave', 'Spectacle Rock Cave Exit (Top)'), + ('Spiral Cave', 'Spiral Cave Exit (Top)'), + ('Spiral Cave (Bottom)', 'Spiral Cave Exit'), + ('Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave Exit (Bottom)'), + ('Fairy Ascension Cave (Top)', 'Fairy Ascension Cave Exit (Top)'), + ('Paradox Cave (Bottom)', 'Paradox Cave Exit (Bottom)'), + ('Paradox Cave (Middle)', 'Paradox Cave Exit (Middle)'), + ('Paradox Cave (Top)', 'Paradox Cave Exit (Top)'), + ('Elder House (East)', 'Elder House Exit (East)'), + ('Elder House (West)', 'Elder House Exit (West)'), + ('Two Brothers House (East)', 'Two Brothers House Exit (East)'), + ('Two Brothers House (West)', 'Two Brothers House Exit (West)'), + ('Bumper Cave (Bottom)', 'Bumper Cave Exit (Bottom)'), + ('Bumper Cave (Top)', 'Bumper Cave Exit (Top)'), + ('Superbunny Cave (Top)', 'Superbunny Cave Exit (Top)'), + ('Superbunny Cave (Bottom)', 'Superbunny Cave Exit (Bottom)'), + ('Hookshot Cave', 'Hookshot Cave Front Exit'), + ('Hookshot Cave Back Entrance', 'Hookshot Cave Back Exit') ] default_item_connections = [('Mimic Cave', 'Mimic Cave'), @@ -2248,33 +2564,25 @@ default_shop_connections = [('Kakariko Shop', 'Kakariko Shop'), ] default_drop_connections = [('Lost Woods Hideout Drop', 'Lost Woods Hideout (top)'), - ('Lost Woods Hideout Stump', 'Lost Woods Hideout (bottom)'), - ('Lost Woods Hideout Exit', 'Lost Woods East Area'), ('Lumberjack Tree Tree', 'Lumberjack Tree (top)'), - ('Lumberjack Tree Cave', 'Lumberjack Tree (bottom)'), - ('Lumberjack Tree Exit', 'Lumberjack Area'), - ('Sanctuary', 'Sanctuary Portal'), ('Sanctuary Grave', 'Sewer Drop'), - ('Sanctuary Exit', 'Sanctuary Area'), ('North Fairy Cave Drop', 'North Fairy Cave'), - ('North Fairy Cave', 'North Fairy Cave'), - ('North Fairy Cave Exit', 'River Bend Area'), ('Kakariko Well Drop', 'Kakariko Well (top)'), - ('Kakariko Well Cave', 'Kakariko Well (bottom)'), - ('Kakariko Well Exit', 'Kakariko Area'), ('Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance'), - ('Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance'), - ('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Courtyard Northeast'), ('Bat Cave Drop', 'Bat Cave (right)'), - ('Bat Cave Cave', 'Bat Cave (left)'), - ('Bat Cave Exit', 'Blacksmith Area'), - ('Pyramid Hole', 'Pyramid'), - ('Pyramid Entrance', 'Bottom of Pyramid'), - ('Inverted Pyramid Hole', 'Pyramid'), - ('Inverted Pyramid Entrance', 'Bottom of Pyramid'), - ('Pyramid Exit', 'Pyramid Exit Ledge') + #('Pyramid Hole', 'Pyramid') # this is dynamically added because of Inverted/OW Mixed ] +default_dropexit_connections = [('Lost Woods Hideout Stump', 'Lost Woods Hideout Exit'), + ('Lumberjack Tree Cave', 'Lumberjack Tree Exit'), + ('Sanctuary', 'Sanctuary Exit'), + ('North Fairy Cave', 'North Fairy Cave Exit'), + ('Kakariko Well Cave', 'Kakariko Well Exit'), + ('Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit'), + ('Bat Cave Cave', 'Bat Cave Exit'), + #('Pyramid Entrance', 'Pyramid Exit') # this is dynamically added because of Inverted/OW Mixed + ] + swapped_connections = { 0x03: [ ('Old Man Cave (East)', 'Death Mountain Return Cave Exit (West)'), @@ -2286,87 +2594,58 @@ swapped_connections = { ('Death Mountain Return Cave (West)', 'Bumper Cave Exit (Top)'), ('Bumper Cave (Bottom)', 'Old Man Cave Exit (West)'), ('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy') - ], - 0x1b: [ - ('Inverted Pyramid Entrance', 'Pyramid Exit') ] } -open_default_connections = [('Links House', 'Links House'), - ('Links House Exit', 'Links House Area'), +open_default_connections = [('Links House', 'Links House Exit'), ('Big Bomb Shop', 'Big Bomb Shop') ] -inverted_default_connections = [('Links House', 'Big Bomb Shop'), - ('Links House Exit', 'Big Bomb Shop Area'), - ('Big Bomb Shop', 'Links House') +inverted_default_connections = [('Big Bomb Shop', 'Links House Exit'), + ('Links House', 'Big Bomb Shop') ] # non shuffled dungeons -default_dungeon_connections = [('Desert Palace Entrance (South)', 'Desert South Portal'), - ('Desert Palace Entrance (West)', 'Desert West Portal'), - ('Desert Palace Entrance (North)', 'Desert Back Portal'), - ('Desert Palace Entrance (East)', 'Desert East Portal'), - ('Desert Palace Exit (South)', 'Desert Palace Stairs'), - ('Desert Palace Exit (West)', 'Desert Ledge'), - ('Desert Palace Exit (East)', 'Desert Palace Mouth'), - ('Desert Palace Exit (North)', 'Desert Palace Entrance (North) Spot'), +default_dungeon_connections = [('Desert Palace Entrance (South)', 'Desert Palace Exit (South)'), + ('Desert Palace Entrance (West)', 'Desert Palace Exit (West)'), + ('Desert Palace Entrance (North)', 'Desert Palace Exit (North)'), + ('Desert Palace Entrance (East)', 'Desert Palace Exit (East)'), + + ('Eastern Palace', 'Eastern Palace Exit'), + ('Tower of Hera', 'Tower of Hera Exit'), - ('Eastern Palace', 'Eastern Portal'), - ('Eastern Palace Exit', 'Eastern Palace Area'), - ('Tower of Hera', 'Hera Portal'), - ('Tower of Hera Exit', 'West Death Mountain (Top)'), + ('Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)'), + ('Hyrule Castle Entrance (West)', 'Hyrule Castle Exit (West)'), + ('Hyrule Castle Entrance (East)', 'Hyrule Castle Exit (East)'), - ('Hyrule Castle Entrance (South)', 'Hyrule Castle South Portal'), - ('Hyrule Castle Entrance (West)', 'Hyrule Castle West Portal'), - ('Hyrule Castle Entrance (East)', 'Hyrule Castle East Portal'), - ('Hyrule Castle Exit (South)', 'Hyrule Castle Courtyard'), - ('Hyrule Castle Exit (West)', 'Hyrule Castle Ledge'), - ('Hyrule Castle Exit (East)', 'Hyrule Castle Ledge'), + ('Thieves Town', 'Thieves Town Exit'), + ('Skull Woods First Section Door', 'Skull Woods First Section Exit'), + ('Skull Woods Second Section Door (East)', 'Skull Woods Second Section Exit (East)'), + ('Skull Woods Second Section Door (West)', 'Skull Woods Second Section Exit (West)'), + ('Skull Woods Final Section', 'Skull Woods Final Section Exit'), + ('Ice Palace', 'Ice Palace Exit'), + ('Misery Mire', 'Misery Mire Exit'), + ('Palace of Darkness', 'Palace of Darkness Exit'), + ('Swamp Palace', 'Swamp Palace Exit'), # requires additional patch for flooding moat if moved - ('Thieves Town', 'Thieves Town Portal'), - ('Thieves Town Exit', 'Village of Outcasts Area'), - ('Skull Woods First Section Hole (East)', 'Skull Pinball'), - ('Skull Woods First Section Hole (West)', 'Skull Left Drop'), - ('Skull Woods First Section Hole (North)', 'Skull Pot Circle'), - ('Skull Woods First Section Door', 'Skull 1 Portal'), - ('Skull Woods First Section Exit', 'Skull Woods Forest'), - ('Skull Woods Second Section Hole', 'Skull Back Drop'), - ('Skull Woods Second Section Door (East)', 'Skull 2 East Portal'), - ('Skull Woods Second Section Door (West)', 'Skull 2 West Portal'), - ('Skull Woods Second Section Exit (East)', 'Skull Woods Forest'), - ('Skull Woods Second Section Exit (West)', 'Skull Woods Forest (West)'), - ('Skull Woods Final Section', 'Skull 3 Portal'), - ('Skull Woods Final Section Exit', 'Skull Woods Forest (West)'), - ('Ice Palace', 'Ice Portal'), - ('Ice Palace Exit', 'Ice Palace Area'), - ('Misery Mire', 'Mire Portal'), - ('Misery Mire Exit', 'Misery Mire Area'), - ('Palace of Darkness', 'Palace of Darkness Portal'), - ('Palace of Darkness Exit', 'Palace of Darkness Area'), - ('Swamp Palace', 'Swamp Portal'), # requires additional patch for flooding moat if moved - ('Swamp Palace Exit', 'Swamp Area'), - - ('Turtle Rock', 'Turtle Rock Main Portal'), - ('Turtle Rock Exit (Front)', 'Turtle Rock Area'), - ('Turtle Rock Ledge Exit (West)', 'Dark Death Mountain Ledge'), - ('Turtle Rock Ledge Exit (East)', 'Dark Death Mountain Ledge'), - ('Dark Death Mountain Ledge (West)', 'Turtle Rock Lazy Eyes Portal'), - ('Dark Death Mountain Ledge (East)', 'Turtle Rock Chest Portal'), - ('Turtle Rock Isolated Ledge Exit', 'Dark Death Mountain Isolated Ledge'), - ('Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Eye Bridge Portal') + ('Turtle Rock', 'Turtle Rock Exit (Front)'), + ('Dark Death Mountain Ledge (West)', 'Turtle Rock Ledge Exit (West)'), + ('Dark Death Mountain Ledge (East)', 'Turtle Rock Ledge Exit (East)'), + ('Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Isolated Ledge Exit') ] -open_default_dungeon_connections = [('Ganons Tower', 'Ganons Tower Portal'), - ('Ganons Tower Exit', 'West Dark Death Mountain (Top)'), - ('Agahnims Tower', 'Agahnims Tower Portal'), - ('Agahnims Tower Exit', 'Hyrule Castle Ledge') +default_skulldrop_connections = [('Skull Woods First Section Hole (East)', 'Skull Pinball'), + ('Skull Woods First Section Hole (West)', 'Skull Left Drop'), + ('Skull Woods First Section Hole (North)', 'Skull Pot Circle'), + ('Skull Woods Second Section Hole', 'Skull Back Drop') ] -inverted_default_dungeon_connections = [('Ganons Tower', 'Agahnims Tower Portal'), - ('Ganons Tower Exit', 'Hyrule Castle Ledge'), - ('Agahnims Tower', 'Ganons Tower Portal'), - ('Agahnims Tower Exit', 'West Dark Death Mountain (Top)') +open_default_dungeon_connections = [('Ganons Tower', 'Ganons Tower Exit'), + ('Agahnims Tower', 'Agahnims Tower Exit') + ] + +inverted_default_dungeon_connections = [('Ganons Tower', 'Agahnims Tower Exit'), + ('Agahnims Tower', 'Ganons Tower Exit') ] indirect_connections = { diff --git a/Fill.py b/Fill.py index 015760ca..7deb6fcc 100644 --- a/Fill.py +++ b/Fill.py @@ -245,7 +245,11 @@ def valid_key_placement(item, location, itempool, world): return True key_logic = world.key_logic[item.player][dungeon.name] unplaced_keys = len([x for x in itempool if x.name == key_logic.small_key_name and x.player == item.player]) - return key_logic.check_placement(unplaced_keys, location if item.bigkey else None) + prize_loc = None + if key_logic.prize_location: + prize_loc = world.get_location(key_logic.prize_location, location.player) + cr_count = world.crystals_needed_for_gt[location.player] + return key_logic.check_placement(unplaced_keys, location if item.bigkey else None, prize_loc, cr_count) else: inside_dungeon_item = ((item.smallkey and not world.keyshuffle[item.player]) or (item.bigkey and not world.bigkeyshuffle[item.player])) @@ -644,7 +648,7 @@ def balance_money_progression(world): base_value = sum(rupee_rooms.values()) available_money = {player: base_value for player in range(1, world.players+1)} for loc in world.get_locations(): - if loc.item.name in rupee_chart: + if loc.item and loc.item.name in rupee_chart: available_money[loc.item.player] += rupee_chart[loc.item.name] total_price = {player: 0 for player in range(1, world.players+1)} @@ -709,7 +713,7 @@ def balance_money_progression(world): slot = shop_to_location_table[location.parent_region.name].index(location.name) shop = location.parent_region.shop shop_item = shop.inventory[slot] - if interesting_item(location, location.item, world, location.item.player): + if location.item and interesting_item(location, location.item, world, location.item.player): if location.item.name.startswith('Rupee') and loc_player == location.item.player: if shop_item['price'] < rupee_chart[location.item.name]: wallet[loc_player] -= shop_item['price'] # will get picked up in the location_free block @@ -729,14 +733,15 @@ def balance_money_progression(world): if location_free and location.item: state.collect(location.item, True, location) unchecked_locations.remove(location) - if location.item.name.startswith('Rupee'): - wallet[location.item.player] += rupee_chart[location.item.name] - if location.item.name != 'Rupees (300)': + if location.item: + if location.item.name.startswith('Rupee'): + wallet[location.item.player] += rupee_chart[location.item.name] + if location.item.name != 'Rupees (300)': + balance_locations[location.item.player].add(location) + if interesting_item(location, location.item, world, location.item.player): + checked_locations.append(location) + elif location.item.name in acceptable_balancers: balance_locations[location.item.player].add(location) - if interesting_item(location, location.item, world, location.item.player): - checked_locations.append(location) - elif location.item.name in acceptable_balancers: - balance_locations[location.item.player].add(location) for room, income in rupee_rooms.items(): for player in range(1, world.players+1): if room not in rooms_visited[player] and world.get_region(room, player) in state.reachable_regions[player]: @@ -801,7 +806,7 @@ def balance_money_progression(world): else: state.collect(location.item, True, location) unchecked_locations.remove(location) - if location.item.name.startswith('Rupee'): + if location.item and location.item.name.startswith('Rupee'): wallet[location.item.player] += rupee_chart[location.item.name] def set_prize_drops(world, player): diff --git a/ItemList.py b/ItemList.py index ae5f36a2..7c179a25 100644 --- a/ItemList.py +++ b/ItemList.py @@ -4,7 +4,6 @@ import math import RaceRandom as random from BaseClasses import Region, RegionType, Shop, ShopType, Location, CollectionState -from Bosses import place_bosses from Dungeons import get_dungeon_item_pool from EntranceShuffle import connect_entrance from Regions import shop_to_location_table, retro_shops, shop_table_by_location @@ -384,7 +383,6 @@ def generate_itempool(world, player): tr_medallion = ['Ether', 'Quake', 'Bombos'][random.randint(0, 2)] world.required_medallions[player] = (mm_medallion, tr_medallion) - place_bosses(world, player) set_up_shops(world, player) if world.retro[player]: diff --git a/KeyDoorShuffle.py b/KeyDoorShuffle.py index 102fc15d..24023584 100644 --- a/KeyDoorShuffle.py +++ b/KeyDoorShuffle.py @@ -26,7 +26,8 @@ class KeyLayout(object): self.item_locations = set() self.found_doors = set() - self.prize_relevant = False + self.prize_relevant = None + self.prize_can_lock = None # if true, then you may need to beat the bo # bk special? # bk required? True if big chests or big doors exists @@ -37,7 +38,7 @@ class KeyLayout(object): self.max_chests = calc_max_chests(builder, self, world, player) self.all_locations = set() self.item_locations = set() - self.prize_relevant = False + self.prize_relevant = None class KeyLogic(object): @@ -58,10 +59,11 @@ class KeyLogic(object): self.outside_keys = 0 self.dungeon = dungeon_name self.sm_doors = {} + self.prize_location = None - def check_placement(self, unplaced_keys, big_key_loc=None): + def check_placement(self, unplaced_keys, big_key_loc=None, prize_loc=None, cr_count=7): for rule in self.placement_rules: - if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc): + if not rule.is_satisfiable(self.outside_keys, unplaced_keys, big_key_loc, prize_loc, cr_count): return False if big_key_loc: for rule_a, rule_b in itertools.combinations(self.placement_rules, 2): @@ -120,6 +122,7 @@ class PlacementRule(object): self.check_locations_wo_bk = None self.bk_relevant = True self.key_reduced = False + self.prize_relevance = None def contradicts(self, rule, unplaced_keys, big_key_loc): bk_blocked = big_key_loc in self.bk_conditional_set if self.bk_conditional_set else False @@ -154,7 +157,14 @@ class PlacementRule(object): left -= rule_needed return False - def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc): + def is_satisfiable(self, outside_keys, unplaced_keys, big_key_loc, prize_location, cr_count): + if self.prize_relevance and prize_location: + if self.prize_relevance == 'BigBomb': + if prize_location.item.name not in ['Crystal 5', 'Crystal 6']: + return True + elif self.prize_relevance == 'GT': + if 'Crystal' not in prize_location.item.name or cr_count < 7: + return True bk_blocked = False if self.bk_conditional_set: for loc in self.bk_conditional_set: @@ -258,6 +268,7 @@ def analyze_dungeon(key_layout, world, player): find_bk_locked_sections(key_layout, world, player) key_logic.bk_chests.update(find_big_chest_locations(key_layout.all_chest_locations)) key_logic.bk_chests.update(find_big_key_locked_locations(key_layout.all_chest_locations)) + key_logic.prize_location = dungeon_table[key_layout.sector.name].prize if world.retro[player] and world.mode[player] != 'standard': return @@ -284,7 +295,7 @@ def analyze_dungeon(key_layout, world, player): key_logic.bk_restricted.update(filter_big_chest(key_counter.free_locations)) # note to self: this is due to the enough_small_locations function in validate_key_layout_sub_loop # I don't like this exception here or there - elif available <= possible_smalls and avail_bigs and non_big_locs > 0: + elif available < possible_smalls and avail_bigs and non_big_locs > 0: max_ctr = find_max_counter(key_layout) bk_lockdown = [x for x in max_ctr.free_locations if x not in key_counter.free_locations] key_logic.bk_restricted.update(filter_big_chest(bk_lockdown)) @@ -361,6 +372,7 @@ def create_exhaustive_placement_rules(key_layout, world, player): rule.bk_conditional_set = blocked_loc rule.needed_keys_wo_bk = min_keys rule.check_locations_wo_bk = set(filter_big_chest(accessible_loc)) + rule.prize_relevance = key_layout.prize_relevant if rule_prize_relevant(key_counter) else None if valid_rule: key_logic.placement_rules.append(rule) adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_counter, max_ctr) @@ -368,6 +380,10 @@ def create_exhaustive_placement_rules(key_layout, world, player): refine_location_rules(key_layout) +def rule_prize_relevant(key_counter): + return not key_counter.prize_doors_opened and not key_counter.prize_received + + def skip_key_counter_due_to_prize(key_layout, key_counter): return key_layout.prize_relevant and key_counter.prize_received and not key_counter.prize_doors_opened @@ -467,7 +483,7 @@ def refine_placement_rules(key_layout, max_ctr): if rule.needed_keys_wo_bk == 0: rules_to_remove.append(rule) if len(rule.check_locations_wo_bk) < rule.needed_keys_wo_bk or rule.needed_keys_wo_bk > key_layout.max_chests: - if len(rule.bk_conditional_set) > 0: + if not rule.prize_relevance and len(rule.bk_conditional_set) > 0: key_logic.bk_restricted.update(rule.bk_conditional_set) rules_to_remove.append(rule) changed = True # impossible for bk to be here, I think @@ -1380,6 +1396,15 @@ def forced_big_key_avail(locations): return None +def prize_relevance(key_layout, dungeon_entrance): + if len(key_layout.start_regions) > 1 and dungeon_entrance and dungeon_table[key_layout.key_logic.dungeon].prize: + if dungeon_entrance.name in ['Ganons Tower', 'Inverted Ganons Tower']: + return 'GT' + elif dungeon_entrance.name == 'Pyramid Fairy': + return 'BigBomb' + return None + + # Soft lock stuff def validate_key_layout(key_layout, world, player): # retro is all good - except for hyrule castle in standard mode @@ -1391,12 +1416,11 @@ def validate_key_layout(key_layout, world, player): state.big_key_special = check_bk_special(key_layout.sector.regions, world, player) for region in key_layout.start_regions: dungeon_entrance, portal_door = find_outside_connection(region) - if (len(key_layout.start_regions) > 1 and dungeon_entrance and - dungeon_entrance.name in ['Ganons Tower', 'Pyramid Fairy'] - and dungeon_table[key_layout.key_logic.dungeon].prize): + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: state.append_door_to_list(portal_door, state.prize_doors) state.prize_door_set[portal_door] = dungeon_entrance - key_layout.prize_relevant = True + key_layout.prize_relevant = prize_relevant_flag else: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) @@ -1424,7 +1448,11 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa found_forced_bk = state.found_forced_bk() smalls_done = not smalls_avail or not enough_small_locations(state, available_small_locations) bk_done = state.big_key_opened or num_bigs == 0 or (available_big_locations == 0 and not found_forced_bk) - if smalls_done and bk_done: + # prize door should not be opened if the boss is reachable - but not reached yet + allow_for_prize_lock = (key_layout.prize_can_lock and + not any(x for x in state.found_locations if '- Prize' in x.name)) + prize_done = not key_layout.prize_relevant or state.prize_doors_opened or allow_for_prize_lock + if smalls_done and bk_done and prize_done: return False else: # todo: pretty sure you should OR these paths together, maybe when there's one location and it can @@ -1460,6 +1488,7 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa if not valid: return False # todo: feel like you only open these if the boss is available??? + # todo: or if a crystal isn't valid placement on this boss if not state.prize_doors_opened and key_layout.prize_relevant: state_copy = state.copy() open_a_door(next(iter(state_copy.prize_door_set)), state_copy, flat_proposal, world, player) @@ -1506,6 +1535,39 @@ def enough_small_locations(state, avail_small_loc): return avail_small_loc >= len(unique_d_set) +def determine_prize_lock(key_layout, world, player): + if ((world.retro[player] and (world.mode[player] != 'standard' or key_layout.sector.name != 'Hyrule Castle')) + or world.logic[player] == 'nologic'): + return # done, doesn't matter what + flat_proposal = key_layout.flat_prop + state = ExplorationState(dungeon=key_layout.sector.name) + state.key_locations = key_layout.max_chests + state.big_key_special = check_bk_special(key_layout.sector.regions, world, player) + prize_lock_possible = False + for region in key_layout.start_regions: + dungeon_entrance, portal_door = find_outside_connection(region) + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: + state.append_door_to_list(portal_door, state.prize_doors) + state.prize_door_set[portal_door] = dungeon_entrance + key_layout.prize_relevant = prize_relevant_flag + prize_lock_possible = True + else: + state.visit_region(region, key_checks=True) + state.add_all_doors_check_keys(region, flat_proposal, world, player) + if not prize_lock_possible: + return # done, no prize entrances to worry about + expand_key_state(state, flat_proposal, world, player) + while len(state.small_doors) > 0 or len(state.big_doors) > 0: + if len(state.big_doors) > 0: + open_a_door(state.big_doors[0].door, state, flat_proposal, world, player) + elif len(state.small_doors) > 0: + open_a_door(state.small_doors[0].door, state, flat_proposal, world, player) + expand_key_state(state, flat_proposal, world, player) + if any(x for x in state.found_locations if '- Prize' in x.name): + key_layout.prize_can_lock = True + + def cnt_avail_small_locations(free_locations, key_only, state, world, player): if not world.keyshuffle[player] and not world.retro[player]: bk_adj = 1 if state.big_key_opened and not state.big_key_special else 0 @@ -1554,12 +1616,11 @@ def create_key_counters(key_layout, world, player): state.big_key_special = True for region in key_layout.start_regions: dungeon_entrance, portal_door = find_outside_connection(region) - if (len(key_layout.start_regions) > 1 and dungeon_entrance and - dungeon_entrance.name in ['Ganons Tower', 'Pyramid Fairy'] - and dungeon_table[key_layout.key_logic.dungeon].prize): + prize_relevant_flag = prize_relevance(key_layout, dungeon_entrance) + if prize_relevant_flag: state.append_door_to_list(portal_door, state.prize_doors) state.prize_door_set[portal_door] = dungeon_entrance - key_layout.prize_relevant = True + key_layout.prize_relevant = prize_relevant_flag else: state.visit_region(region, key_checks=True) state.add_all_doors_check_keys(region, flat_proposal, world, player) @@ -1988,8 +2049,10 @@ def validate_key_placement(key_layout, world, player): found_prize = any(x for x in counter.important_locations if '- Prize' in x.name) if not found_prize and dungeon_table[key_layout.sector.name].prize: prize_loc = world.get_location(dungeon_table[key_layout.sector.name].prize, player) - # todo: pyramid fairy only care about crystals 5 & 6 - found_prize = 'Crystal' not in prize_loc.item.name + if key_layout.prize_relevant == 'BigBomb': + found_prize = prize_loc.item.name not in ['Crystal 5', 'Crystal 6'] + elif key_layout.prize_relevant == 'GT': + found_prize = 'Crystal' not in prize_loc.item.name or world.crystals_needed_for_gt[player] < 7 else: found_prize = False can_progress = (not counter.big_key_opened and big_found and any(d.bigKey for d in counter.child_doors)) or \ diff --git a/Main.py b/Main.py index 7d66094e..ff4b6063 100644 --- a/Main.py +++ b/Main.py @@ -10,6 +10,7 @@ import time import zlib from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings +from Bosses import place_bosses from Items import ItemFactory from KeyDoorShuffle import validate_key_placement from OverworldGlitchRules import create_owg_connections @@ -29,7 +30,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops from Utils import output_path, parse_player_names -__version__ = '0.5.1.1-u' +__version__ = '0.5.1.2-u' from source.classes.BabelFish import BabelFish @@ -178,6 +179,7 @@ def main(args, seed=None, fish=None): create_rooms(world, player) create_dungeons(world, player) adjust_locations(world, player) + place_bosses(world, player) if any(world.potshuffle.values()): logger.info(world.fish.translate("cli", "cli", "shuffling.pots")) @@ -524,10 +526,6 @@ def copy_world(world): ret.state.stale = {player: True for player in range(1, world.players + 1)} ret.owedges = world.owedges - for edge in ret.owedges: - transition = ret.check_for_owedge(edge.name, edge.player) - if transition is not None: - transition.dest = edge ret.doors = world.doors for door in ret.doors: entrance = ret.check_for_entrance(door.name, door.player) diff --git a/Mystery.py b/Mystery.py index 33719b69..2219ef59 100644 --- a/Mystery.py +++ b/Mystery.py @@ -137,7 +137,7 @@ def roll_settings(weights): ret.ow_shuffle = overworld_shuffle if overworld_shuffle != 'none' else 'vanilla' ret.ow_crossed = get_choice('overworld_crossed') ret.ow_keepsimilar = get_choice('overworld_keepsimilar') == 'on' - ret.ow_mixed = get_choice('overworld_mixed') == 'on' + ret.ow_mixed = get_choice('overworld_swap') == 'on' overworld_flute = get_choice('flute_shuffle') ret.ow_fluteshuffle = overworld_flute if overworld_flute != 'none' else 'vanilla' entrance_shuffle = get_choice('entrance_shuffle') diff --git a/OverworldShuffle.py b/OverworldShuffle.py index 558f089f..7b7ad24c 100644 --- a/OverworldShuffle.py +++ b/OverworldShuffle.py @@ -2,7 +2,7 @@ import RaceRandom as random, logging, copy from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OpenStd, parallel_links, IsParallel -__version__ = '0.1.9.1-u' +__version__ = '0.1.9.2-u' def link_overworld(world, player): # setup mandatory connections diff --git a/RELEASENOTES.md b/RELEASENOTES.md index 4d212275..55a34c3f 100644 --- a/RELEASENOTES.md +++ b/RELEASENOTES.md @@ -15,6 +15,14 @@ CLI: ```--bombbag``` # Bug Fixes and Notes. +* 0.5.1.2 + * Allowed Blind's Cell to be shuffled anywhere if Blind is not the boss of Thieves Town + * Remove unique annotation from a FastEnum that was causing problems + * Updated prevent mixed_travel setting to prevent more mixed travel + * Prevent key door loops on the same supertile where you could have spent 2 keys on one logical door + * Promoted dynamic soft-lock prevention on "stonewalls" from experimental to be the primary prevention (Stonewalls are now never pre-opened) + * Fix to money balancing algorithm with small item_pool, thanks Catobat + * Many fixes and refinements to key logic and generation * 0.5.1.1 * Shop hints in ER are now more generic instead of using "near X" because they aren't near that anymore * Added memory location for mutliworld scripts to read what item was just obtain (longer than one frame) diff --git a/Rom.py b/Rom.py index 8238a09b..f83258dd 100644 --- a/Rom.py +++ b/Rom.py @@ -33,7 +33,7 @@ from source.classes.SFX import randomize_sfx JAP10HASH = '03a63945398191337e896e5771f77173' -RANDOMIZERBASEHASH = 'e580dd8121ad99247ce3d471cf02432e' +RANDOMIZERBASEHASH = 'ca2988def4bfcfcee5b73b85e8fc9931' class JsonRom(object): @@ -769,7 +769,19 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False): dr_flags |= DROptions.Debug if world.doorShuffle[player] == 'crossed' and world.logic[player] != 'nologic'\ and world.mixed_travel[player] == 'prevent': - dr_flags |= DROptions.Rails + # PoD Falling Bridge or Hammjump + # 1FA607: db $2D, $79, $69 ; 0x0069: Vertical Rail ↕ | { 0B, 1E } | Size: 05 + # 1FA60A: db $14, $99, $5D ; 0x005D: Large Horizontal Rail ↔ | { 05, 26 } | Size: 01 + rom.write_bytes(0xfa607, [0x2d, 0x79, 0x69, 0x14, 0x99, 0x5d]) + # PoD Arena + # 1FA573: db $D4, $B2, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 2C } | Size: 02 + # 1FA576: db $D4, $CE, $22 ; 0x0022: Horizontal Rail ↔ | { 35, 33 } | Size: 01 + # 1FA579: db $D9, $AE, $69 ; 0x0069: Vertical Rail ↕ | { 36, 2B } | Size: 06 + rom.write_bytes(0xfa573, [0xd4, 0xb2, 0x22, 0xd4, 0xce, 0x22, 0xd9, 0xae, 0x69]) + # Mire BK Pond + # 1FB1FC: db $C8, $9D, $69 ; 0x0069: Vertical Rail ↕ | { 32, 27 } | Size: 01 + # 1FB1FF: db $B4, $AC, $5D ; 0x005D: Large Horizontal Rail ↔ | { 2D, 2B } | Size: 00 + rom.write_bytes(0xfb1fc, [0xc8, 0x9d, 0x69, 0xb4, 0xac, 0x5d]) if world.standardize_palettes[player] == 'original': dr_flags |= DROptions.OriginalPalettes if world.experimental[player]: @@ -840,13 +852,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False): rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player)) rom.write_bytes(paired_door.address_b(world, player), paired_door.rom_data_b(world, player)) if world.doorShuffle[player] != 'vanilla': - if not world.experimental[player]: - for builder in world.dungeon_layouts[player].values(): - for stonewall in builder.pre_open_stonewalls: - if stonewall.name == 'Desert Wall Slide NW': - dr_flags |= DROptions.Open_Desert_Wall - elif stonewall.name == 'PoD Bow Statue Down Ladder': - dr_flags |= DROptions.Open_PoD_Wall for name, pair in boss_indicator.items(): dungeon_id, boss_door = pair opposite_door = world.get_door(boss_door, player).dest diff --git a/Rules.py b/Rules.py index 416ff29e..f621fe46 100644 --- a/Rules.py +++ b/Rules.py @@ -1664,239 +1664,240 @@ def find_rules_for_zelda_delivery(world, player): def set_big_bomb_rules(world, player): # this is a mess - bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0] - Normal_LW_entrances = ['Blinds Hideout', - 'Bonk Fairy (Light)', - 'Lake Hylia Fairy', - 'Light Hype Fairy', - 'Desert Fairy', - 'Chicken House', - 'Aginahs Cave', - 'Sahasrahlas Hut', - 'Cave Shop (Lake Hylia)', - 'Blacksmiths Hut', - 'Sick Kids House', - 'Lost Woods Gamble', - 'Fortune Teller (Light)', - 'Snitch Lady (East)', - 'Snitch Lady (West)', - 'Bush Covered House', - 'Tavern (Front)', - 'Light World Bomb Hut', - 'Kakariko Shop', - 'Mini Moldorm Cave', - 'Long Fairy Cave', - 'Good Bee Cave', - '20 Rupee Cave', - '50 Rupee Cave', - 'Ice Rod Cave', - 'Bonk Rock Cave', - 'Library', - 'Potion Shop', - 'Dam', - 'Lumberjack House', - 'Lake Hylia Fortune Teller', - 'Eastern Palace', - 'Kakariko Gamble Game', - 'Kakariko Well Cave', - 'Bat Cave Cave', - 'Elder House (East)', - 'Elder House (West)', - 'North Fairy Cave', - 'Lost Woods Hideout Stump', - 'Lumberjack Tree Cave', - 'Two Brothers House (East)', - 'Sanctuary', - 'Hyrule Castle Entrance (South)', - 'Hyrule Castle Secret Entrance Stairs'] - LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy', - 'Dark Lake Hylia Ledge Spike Cave', - 'Dark Lake Hylia Ledge Hint', - 'Mire Shed', - 'Dark Desert Hint', - 'Dark Desert Fairy', - 'Misery Mire'] - Northern_DW_entrances = ['Brewery', - 'C-Shaped House', - 'Chest Game', - 'Dark World Hammer Peg Cave', - 'Red Shield Shop', - 'Dark Sanctuary Hint', - 'Fortune Teller (Dark)', - 'Dark World Shop', - 'Dark World Lumberjack Shop', - 'Thieves Town', - 'Skull Woods First Section Door', - 'Skull Woods Second Section Door (East)'] - Southern_DW_entrances = ['Hype Cave', - 'Bonk Fairy (Dark)', - 'Archery Game', - 'Big Bomb Shop', - 'Dark Lake Hylia Shop', - 'Swamp Palace'] - Isolated_DW_entrances = ['Spike Cave', - 'Cave Shop (Dark Death Mountain)', - 'Dark Death Mountain Fairy', - 'Mimic Cave', - 'Skull Woods Second Section Door (West)', - 'Skull Woods Final Section', - 'Ice Palace', - 'Turtle Rock', - 'Dark Death Mountain Ledge (West)', - 'Dark Death Mountain Ledge (East)', - 'Bumper Cave (Top)', - 'Superbunny Cave (Top)', - 'Superbunny Cave (Bottom)', - 'Hookshot Cave', - 'Ganons Tower', - 'Turtle Rock Isolated Ledge Entrance', - 'Hookshot Cave Back Entrance'] - Isolated_LW_entrances = ['Capacity Upgrade', - 'Tower of Hera', - 'Death Mountain Return Cave (West)', - 'Paradox Cave (Top)', - 'Fairy Ascension Cave (Top)', - 'Spiral Cave', - 'Desert Palace Entrance (East)'] - West_LW_DM_entrances = ['Old Man Cave (East)', - 'Old Man House (Bottom)', - 'Old Man House (Top)', - 'Death Mountain Return Cave (East)', - 'Spectacle Rock Cave Peak', - 'Spectacle Rock Cave', - 'Spectacle Rock Cave (Bottom)'] - East_LW_DM_entrances = ['Paradox Cave (Bottom)', - 'Paradox Cave (Middle)', - 'Hookshot Fairy', - 'Spiral Cave (Bottom)'] - Mirror_from_SDW_entrances = ['Two Brothers House (West)', - 'Cave 45'] - Castle_ledge_entrances = ['Hyrule Castle Entrance (West)', - 'Hyrule Castle Entrance (East)', - 'Agahnims Tower'] - Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)', - 'Desert Palace Entrance (North)', - 'Desert Palace Entrance (South)', - 'Checkerboard Cave'] + if len(world.get_region('Big Bomb Shop', player).entrances) > 0: + bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0] + Normal_LW_entrances = ['Blinds Hideout', + 'Bonk Fairy (Light)', + 'Lake Hylia Fairy', + 'Light Hype Fairy', + 'Desert Fairy', + 'Chicken House', + 'Aginahs Cave', + 'Sahasrahlas Hut', + 'Cave Shop (Lake Hylia)', + 'Blacksmiths Hut', + 'Sick Kids House', + 'Lost Woods Gamble', + 'Fortune Teller (Light)', + 'Snitch Lady (East)', + 'Snitch Lady (West)', + 'Bush Covered House', + 'Tavern (Front)', + 'Light World Bomb Hut', + 'Kakariko Shop', + 'Mini Moldorm Cave', + 'Long Fairy Cave', + 'Good Bee Cave', + '20 Rupee Cave', + '50 Rupee Cave', + 'Ice Rod Cave', + 'Bonk Rock Cave', + 'Library', + 'Potion Shop', + 'Dam', + 'Lumberjack House', + 'Lake Hylia Fortune Teller', + 'Eastern Palace', + 'Kakariko Gamble Game', + 'Kakariko Well Cave', + 'Bat Cave Cave', + 'Elder House (East)', + 'Elder House (West)', + 'North Fairy Cave', + 'Lost Woods Hideout Stump', + 'Lumberjack Tree Cave', + 'Two Brothers House (East)', + 'Sanctuary', + 'Hyrule Castle Entrance (South)', + 'Hyrule Castle Secret Entrance Stairs'] + LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy', + 'Dark Lake Hylia Ledge Spike Cave', + 'Dark Lake Hylia Ledge Hint', + 'Mire Shed', + 'Dark Desert Hint', + 'Dark Desert Fairy', + 'Misery Mire'] + Northern_DW_entrances = ['Brewery', + 'C-Shaped House', + 'Chest Game', + 'Dark World Hammer Peg Cave', + 'Red Shield Shop', + 'Dark Sanctuary Hint', + 'Fortune Teller (Dark)', + 'Dark World Shop', + 'Dark World Lumberjack Shop', + 'Thieves Town', + 'Skull Woods First Section Door', + 'Skull Woods Second Section Door (East)'] + Southern_DW_entrances = ['Hype Cave', + 'Bonk Fairy (Dark)', + 'Archery Game', + 'Big Bomb Shop', + 'Dark Lake Hylia Shop', + 'Swamp Palace'] + Isolated_DW_entrances = ['Spike Cave', + 'Cave Shop (Dark Death Mountain)', + 'Dark Death Mountain Fairy', + 'Mimic Cave', + 'Skull Woods Second Section Door (West)', + 'Skull Woods Final Section', + 'Ice Palace', + 'Turtle Rock', + 'Dark Death Mountain Ledge (West)', + 'Dark Death Mountain Ledge (East)', + 'Bumper Cave (Top)', + 'Superbunny Cave (Top)', + 'Superbunny Cave (Bottom)', + 'Hookshot Cave', + 'Ganons Tower', + 'Turtle Rock Isolated Ledge Entrance', + 'Hookshot Cave Back Entrance'] + Isolated_LW_entrances = ['Capacity Upgrade', + 'Tower of Hera', + 'Death Mountain Return Cave (West)', + 'Paradox Cave (Top)', + 'Fairy Ascension Cave (Top)', + 'Spiral Cave', + 'Desert Palace Entrance (East)'] + West_LW_DM_entrances = ['Old Man Cave (East)', + 'Old Man House (Bottom)', + 'Old Man House (Top)', + 'Death Mountain Return Cave (East)', + 'Spectacle Rock Cave Peak', + 'Spectacle Rock Cave', + 'Spectacle Rock Cave (Bottom)'] + East_LW_DM_entrances = ['Paradox Cave (Bottom)', + 'Paradox Cave (Middle)', + 'Hookshot Fairy', + 'Spiral Cave (Bottom)'] + Mirror_from_SDW_entrances = ['Two Brothers House (West)', + 'Cave 45'] + Castle_ledge_entrances = ['Hyrule Castle Entrance (West)', + 'Hyrule Castle Entrance (East)', + 'Agahnims Tower'] + Desert_mirrorable_ledge_entrances = ['Desert Palace Entrance (West)', + 'Desert Palace Entrance (North)', + 'Desert Palace Entrance (South)', + 'Checkerboard Cave'] - set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_reach('Pyramid Area', 'Region', player) or state.can_reach('East Dark World', 'Region', player)) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) + set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_reach('Pyramid Area', 'Region', player) or state.can_reach('East Dark World', 'Region', player)) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) - #crossing peg bridge starting from the southern dark world - def cross_peg_bridge(state): - return state.has('Hammer', player) and state.has_Pearl(player) + #crossing peg bridge starting from the southern dark world + def cross_peg_bridge(state): + return state.has('Hammer', player) and state.has_Pearl(player) - # returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing. - # crossing preg bridge already requires hammer so we just add the gloves to the requirement - def southern_teleporter(state): - return state.can_lift_rocks(player) and cross_peg_bridge(state) + # returning via the eastern and southern teleporters needs the same items, so we use the southern teleporter for out routing. + # crossing preg bridge already requires hammer so we just add the gloves to the requirement + def southern_teleporter(state): + return state.can_lift_rocks(player) and cross_peg_bridge(state) - # the basic routes assume you can reach eastern light world with the bomb. - # you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp - def basic_routes(state): - return southern_teleporter(state) or state.has('Beat Agahnim 1', player) + # the basic routes assume you can reach eastern light world with the bomb. + # you can then use the southern teleporter, or (if you have beaten Aga1) the hyrule castle gate warp + def basic_routes(state): + return southern_teleporter(state) or state.has('Beat Agahnim 1', player) - # Key for below abbreviations: - # P = pearl - # A = Aga1 - # H = hammer - # M = Mirror - # G = Glove + # Key for below abbreviations: + # P = pearl + # A = Aga1 + # H = hammer + # M = Mirror + # G = Glove - if bombshop_entrance.name in Normal_LW_entrances: - #1. basic routes - #2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror - # -> M or BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player)) - elif bombshop_entrance.name in LW_walkable_entrances: - #1. Mirror then basic routes - # -> M and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state)) - elif bombshop_entrance.name in Northern_DW_entrances: - #1. Mirror and basic routes - #2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl - # -> (Mitts and CPB) or (M and BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state))) - elif bombshop_entrance.name == 'Bumper Cave (Bottom)': - #1. Mirror and Lift rock and basic_routes - #2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case) - #3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl - # -> (Mitts and CPB) or (((G or Flute) and M) and BR)) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state))) - elif bombshop_entrance.name in Southern_DW_entrances: - #1. Mirror and enter via gate: Need mirror and Aga1 - #2. cross peg bridge: Need hammer and moon pearl - # -> CPB or (M and A) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player))) - elif bombshop_entrance.name in Isolated_DW_entrances: - # 1. mirror then flute then basic routes - # -> M and Flute and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player) and basic_routes(state)) - elif bombshop_entrance.name in Isolated_LW_entrances: - # 1. flute then basic routes - # Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations. - # -> Flute and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and basic_routes(state)) - elif bombshop_entrance.name in West_LW_DM_entrances: - # 1. flute then basic routes or mirror - # Prexisting mirror spot is permitted, because flute can be used to reach west DM directly. - # -> Flute and (M or BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('West Death Mountain (Bottom)', 'Region', player)) - elif bombshop_entrance.name in East_LW_DM_entrances: - # 1. flute then basic routes or mirror and hookshot - # Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot - # -> Flute and ((M and Hookshot) or BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player)) - elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)': - # Same as East_LW_DM_entrances except navigation without BR requires Mitts - # -> Flute and ((M and Hookshot and Mitts) or BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player) and state.can_lift_heavy_rocks(player)) - elif bombshop_entrance.name in Castle_ledge_entrances: - # 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror - # 2. flute then basic routes - # -> M or (Flute and BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Hyrule Castle Ledge', 'Region', player)) - elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances: - # Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and: - # 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes - # 2. flute then basic routes - # -> (Mire access and M) or Flute) and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Desert Ledge', 'Region', player)) - elif bombshop_entrance.name == 'Old Man Cave (West)': - # 1. Lift rock then basic_routes - # 2. flute then basic_routes - # -> (Flute or G) and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Death Mountain Entrance', 'Region', player)) - elif bombshop_entrance.name == 'Graveyard Cave': - # 1. flute then basic routes - # 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge - # -> (Flute or (M and P and West Dark World access) and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state)) - elif bombshop_entrance.name in Mirror_from_SDW_entrances: - # 1. flute then basic routes - # 2. (has South dark world access) use existing mirror spot, mirror again off ledge - # -> (Flute or (M and South Dark World access) and BR - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Pyramid Area', 'Region', player) and state.has_Mirror(player))) and basic_routes(state)) - elif bombshop_entrance.name == 'Dark World Potion Shop': - # 1. walk down by lifting rock: needs gloves and pearl` - # 2. walk down by hammering peg: needs hammer and pearl - # 3. mirror and basic routes - # -> (P and (H or Gloves)) or (M and BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Dark Witch Area', 'Region', player)) - elif bombshop_entrance.name == 'Kings Grave': - # same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts - # (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot) - # to account for insanity, must consider a way to escape without a cave for basic_routes - # -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR) - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) or state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player)))) - elif bombshop_entrance.name == 'Waterfall of Wishing': - # same as the Normal_LW_entrances case except in insanity it's possible you could be here without Flippers which - # means you need an escape route of either Flippers or Flute - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player))) - - #TODO: Fix red bomb rules, artifically adding a bunch of rules to help reduce unbeatable seeds in OW shuffle - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) - #add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Pyramid Area', 'Region', player)) - #add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player))) + if bombshop_entrance.name in Normal_LW_entrances: + #1. basic routes + #2. Can reach Eastern dark world some other way, mirror, get bomb, return to mirror spot, walk to pyramid: Needs mirror + # -> M or BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: basic_routes(state) or state.has_Mirror(player)) + elif bombshop_entrance.name in LW_walkable_entrances: + #1. Mirror then basic routes + # -> M and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and basic_routes(state)) + elif bombshop_entrance.name in Northern_DW_entrances: + #1. Mirror and basic routes + #2. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl + # -> (Mitts and CPB) or (M and BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (state.has_Mirror(player) and basic_routes(state))) + elif bombshop_entrance.name == 'Bumper Cave (Bottom)': + #1. Mirror and Lift rock and basic_routes + #2. Mirror and Flute and basic routes (can make difference if accessed via insanity or w/ mirror from connector, and then via hyrule castle gate, because no gloves are needed in that case) + #3. Go to south DW and then cross peg bridge: Need Mitts and hammer and moon pearl + # -> (Mitts and CPB) or (((G or Flute) and M) and BR)) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and cross_peg_bridge(state)) or (((state.can_lift_rocks(player) or state.can_flute(player)) and state.has_Mirror(player)) and basic_routes(state))) + elif bombshop_entrance.name in Southern_DW_entrances: + #1. Mirror and enter via gate: Need mirror and Aga1 + #2. cross peg bridge: Need hammer and moon pearl + # -> CPB or (M and A) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: cross_peg_bridge(state) or (state.has_Mirror(player) and state.has('Beat Agahnim 1', player))) + elif bombshop_entrance.name in Isolated_DW_entrances: + # 1. mirror then flute then basic routes + # -> M and Flute and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and state.can_flute(player) and basic_routes(state)) + elif bombshop_entrance.name in Isolated_LW_entrances: + # 1. flute then basic routes + # Prexisting mirror spot is not permitted, because mirror might have been needed to reach these isolated locations. + # -> Flute and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and basic_routes(state)) + elif bombshop_entrance.name in West_LW_DM_entrances: + # 1. flute then basic routes or mirror + # Prexisting mirror spot is permitted, because flute can be used to reach west DM directly. + # -> Flute and (M or BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('West Death Mountain (Bottom)', 'Region', player)) + elif bombshop_entrance.name in East_LW_DM_entrances: + # 1. flute then basic routes or mirror and hookshot + # Prexisting mirror spot is permitted, because flute can be used to reach west DM directly and then east DM via Hookshot + # -> Flute and ((M and Hookshot) or BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player)) + elif bombshop_entrance.name == 'Fairy Ascension Cave (Bottom)': + # Same as East_LW_DM_entrances except navigation without BR requires Mitts + # -> Flute and ((M and Hookshot and Mitts) or BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('East Death Mountain (Bottom)', 'Region', player) and state.can_lift_heavy_rocks(player)) + elif bombshop_entrance.name in Castle_ledge_entrances: + # 1. mirror on pyramid to castle ledge, grab bomb, return through mirror spot: Needs mirror + # 2. flute then basic routes + # -> M or (Flute and BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Hyrule Castle Ledge', 'Region', player)) + elif bombshop_entrance.name in Desert_mirrorable_ledge_entrances: + # Cases when you have mire access: Mirror to reach locations, return via mirror spot, move to center of desert, mirror anagin and: + # 1. Have mire access, Mirror to reach locations, return via mirror spot, move to center of desert, mirror again and then basic routes + # 2. flute then basic routes + # -> (Mire access and M) or Flute) and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Desert Ledge', 'Region', player)) + elif bombshop_entrance.name == 'Old Man Cave (West)': + # 1. Lift rock then basic_routes + # 2. flute then basic_routes + # -> (Flute or G) and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Death Mountain Entrance', 'Region', player)) + elif bombshop_entrance.name == 'Graveyard Cave': + # 1. flute then basic routes + # 2. (has west dark world access) use existing mirror spot (required Pearl), mirror again off ledge + # -> (Flute or (M and P and West Dark World access) and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player))) and basic_routes(state)) + elif bombshop_entrance.name in Mirror_from_SDW_entrances: + # 1. flute then basic routes + # 2. (has South dark world access) use existing mirror spot, mirror again off ledge + # -> (Flute or (M and South Dark World access) and BR + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.can_reach('Pyramid Area', 'Region', player) and state.has_Mirror(player))) and basic_routes(state)) + elif bombshop_entrance.name == 'Dark World Potion Shop': + # 1. walk down by lifting rock: needs gloves and pearl` + # 2. walk down by hammering peg: needs hammer and pearl + # 3. mirror and basic routes + # -> (P and (H or Gloves)) or (M and BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Dark Witch Area', 'Region', player)) + elif bombshop_entrance.name == 'Kings Grave': + # same as the Normal_LW_entrances case except that the pre-existing mirror is only possible if you have mitts + # (because otherwise mirror was used to reach the grave, so would cancel a pre-existing mirror spot) + # to account for insanity, must consider a way to escape without a cave for basic_routes + # -> (M and Mitts) or ((Mitts or Flute or (M and P and West Dark World access)) and BR) + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) or state.can_flute(player) or (state.can_reach('Dark Graveyard Area', 'Region', player) and state.has_Pearl(player) and state.has_Mirror(player)))) + elif bombshop_entrance.name == 'Waterfall of Wishing': + # same as the Normal_LW_entrances case except in insanity it's possible you could be here without Flippers which + # means you need an escape route of either Flippers or Flute + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player))) + + #TODO: Fix red bomb rules, artifically adding a bunch of rules to help reduce unbeatable seeds in OW shuffle + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) + #add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_reach('Pyramid Area', 'Region', player)) + #add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player))) def set_inverted_big_bomb_rules(world, player): bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0] @@ -2379,7 +2380,7 @@ def add_key_logic_rules(world, player): big_chest = world.get_location(chest.name, player) add_rule(big_chest, create_rule(d_logic.bk_name, player)) if len(d_logic.bk_doors) == 0 and len(d_logic.bk_chests) <= 1: - set_always_allow(big_chest, lambda state, item: item.name == d_logic.bk_name and item.player == player) + set_always_allow(big_chest, allow_big_key_in_big_chest(d_logic.bk_name, player)) if world.retro[player]: for d_name, layout in world.key_layout[player].items(): for door in layout.flat_prop: @@ -2417,6 +2418,10 @@ def eval_small_key_door(door_name, dungeon, player): return lambda state: eval_small_key_door_main(state, door_name, dungeon, player) +def allow_big_key_in_big_chest(bk_name, player): + return lambda state, item: item.name == bk_name and item.player == player + + def retro_in_hc(spot): return spot.parent_region.dungeon.name == 'Hyrule Castle' if spot.parent_region.dungeon else False diff --git a/asm/overrides.asm b/asm/overrides.asm index f9842866..a041ae30 100644 --- a/asm/overrides.asm +++ b/asm/overrides.asm @@ -35,11 +35,7 @@ rtl OnFileLoadOverride: jsl OnFileLoad ; what I wrote over - lda.l DRFlags : and #$80 : beq + ;flag is off - lda $7ef086 : ora #$80 : sta $7ef086 - + lda.l DRFlags : and #$40 : beq + ;flag is off - lda $7ef036 : ora #$80 : sta $7ef036 - + lda.l DRFlags : and #$02 : beq + + + lda.l DRFlags : and #$02 : beq + ; Mirror Scroll lda $7ef353 : bne + lda #$01 : sta $7ef353 + rtl diff --git a/data/base2current.bps b/data/base2current.bps index dcf6b550..8d10282f 100644 Binary files a/data/base2current.bps and b/data/base2current.bps differ diff --git a/mystery_example.yml b/mystery_example.yml index 6bef94e6..9d1d1501 100644 --- a/mystery_example.yml +++ b/mystery_example.yml @@ -4,12 +4,15 @@ parallel: 2 full: 2 overworld_crossed: - on: 1 - off: 1 + none: 4 + polar: 1 + grouped: 1 + limited: 1 + chaos: 1 overworld_keepsimilar: on: 1 off: 1 - overworld_mixed: + overworld_swap: on: 1 off: 1 flute_shuffle: