Merge branch 'OverworldShuffle' of github.com:codemann8/ALttPDoorRandomizer into OverworldShuffle

This commit is contained in:
2021-10-07 15:28:16 -07:00
6 changed files with 268 additions and 263 deletions

View File

@@ -1,5 +1,13 @@
# Changelog # Changelog
### 0.1.9.4
- Hotfix for bad 0.1.9.3 version
### 0.1.9.3
- Moved flute spot from Northwest Lake Hylia to Southeast Lake Hylia
- Fixed Links House start in Inverted ER
- Minor accuracy improvements to ER, mostly preparations for future work
### 0.1.9.2 ### 0.1.9.2
- Fixed spoiler log and mystery for new Crossed/Mixed structure - Fixed spoiler log and mystery for new Crossed/Mixed structure
- Minor preparations and tweaks to ER framework (added global Entrance/Exit pool) - Minor preparations and tweaks to ER framework (added global Entrance/Exit pool)

View File

@@ -18,6 +18,11 @@ def link_entrances(world, player):
isolated_entrances = Isolated_LH_Doors.copy() isolated_entrances = Isolated_LH_Doors.copy()
# modifications to lists # modifications to lists
Dungeon_Exits = Dungeon_Exits_Base.copy()
Cave_Exits = Cave_Exits_Base.copy()
Old_Man_House = Old_Man_House_Base.copy()
Cave_Three_Exits = Cave_Three_Exits_Base.copy()
if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
drop_connections.append(tuple(('Pyramid Hole', 'Pyramid'))) drop_connections.append(tuple(('Pyramid Hole', 'Pyramid')))
dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit'))) dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit')))
@@ -31,10 +36,10 @@ def link_entrances(world, player):
dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit'))) dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit')))
connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player) connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player)
Dungeon_Exits = Dungeon_Exits_Base.copy() if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
Cave_Exits = Cave_Exits_Base.copy() connect_simple(world, 'Old Man S&Q', 'Old Man House', player)
Old_Man_House = Old_Man_House_Base.copy() else:
Cave_Three_Exits = Cave_Three_Exits_Base.copy() connect_simple(world, 'Old Man S&Q', 'West Dark Death Mountain (Bottom)', player)
unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits) unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits)
@@ -65,16 +70,13 @@ def link_entrances(world, player):
if not invFlag: if not invFlag:
for entrancename, exitname in open_default_connections: for entrancename, exitname in open_default_connections:
connect_logical(world, entrancename, exitname, player, True) connect_logical(world, entrancename, exitname, player, exitname.endswith(' Exit'))
ignore_pool = True
connect_exit(world, 'Chris Houlihan Room Exit', 'Links House', player)
else: else:
for entrancename, exitname in inverted_default_connections: for entrancename, exitname in inverted_default_connections:
connect_logical(world, entrancename, exitname, player, True) connect_logical(world, entrancename, exitname, player, exitname.endswith(' Exit'))
ignore_pool = True
connect_exit(world, 'Chris Houlihan Room Exit', 'Big Bomb Shop', player)
# inverted entrance mods # inverted entrance mods
ignore_pool = True
for owid in swapped_connections.keys(): for owid in swapped_connections.keys():
if invFlag != (owid in world.owswaps[player][0] and world.owMixed[player]): if invFlag != (owid in world.owswaps[player][0] and world.owMixed[player]):
for (entrancename, exitname) in swapped_connections[owid]: for (entrancename, exitname) in swapped_connections[owid]:
@@ -142,12 +144,11 @@ def link_entrances(world, player):
# place links house # place links house
if world.mode[player] == 'standard' or not world.shufflelinks[player]: if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else: else:
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_doors = [i for i in (LW_Single_Cave_Doors if not invFlag else DW_Single_Cave_Doors) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
links_house = random.choice(links_house_doors) links_house = random.choice(links_house_doors)
connect_two_way(world, links_house, 'Links House Exit', player) 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: if links_house in bomb_shop_doors:
bomb_shop_doors.remove(links_house) bomb_shop_doors.remove(links_house)
@@ -161,7 +162,6 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors] sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors]
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
bomb_shop_doors.remove(sanc_door) bomb_shop_doors.remove(sanc_door)
connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', 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) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
@@ -174,16 +174,15 @@ def link_entrances(world, player):
else: else:
# at this point only Light World death mountain entrances remain # at this point only Light World death mountain entrances remain
# place old man, has limited options # place old man, has limited options
remaining_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', lw_dm_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)',
'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)'] 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)']
random.shuffle(old_man_entrances) random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop() old_man_exit = old_man_entrances.pop()
if not invFlag: if not invFlag:
remaining_entrances.extend(old_man_entrances) lw_dm_entrances.extend(old_man_entrances)
random.shuffle(remaining_entrances) random.shuffle(lw_dm_entrances)
old_man_entrance = remaining_entrances.pop() old_man_entrance = lw_dm_entrances.pop()
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_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) connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
@@ -196,7 +195,7 @@ def link_entrances(world, player):
caves.extend(list(three_exit_caves)) caves.extend(list(three_exit_caves))
# connect rest # connect rest
connect_caves(world, remaining_entrances if not invFlag else lw_dm_entrances, [], caves, player) connect_caves(world, lw_dm_entrances, [], caves, player)
# scramble holes # scramble holes
scramble_holes(world, player) scramble_holes(world, player)
@@ -245,18 +244,26 @@ def link_entrances(world, player):
# place links house # place links house
if world.mode[player] == 'standard' or not world.shufflelinks[player]: if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else: else:
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_doors = [i for i in (lw_entrances if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
links_house = random.choice(links_house_doors) links_house = random.choice(links_house_doors)
connect_two_way(world, links_house, 'Links House Exit', player) 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 lw_entrances:
if not invFlag: if not invFlag:
if links_house in lw_entrances:
lw_entrances.remove(links_house) lw_entrances.remove(links_house)
else: else:
if links_house in dw_entrances:
dw_entrances.remove(links_house) dw_entrances.remove(links_house)
# place dark sanc
if invFlag:
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
sanc_door = random.choice(sanc_doors)
dw_entrances.remove(sanc_door)
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)
# in restricted, the only mandatory exits are in dark world (lw in inverted) # in restricted, the only mandatory exits are in dark world (lw in inverted)
if not invFlag: if not invFlag:
connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
@@ -265,10 +272,7 @@ def link_entrances(world, player):
# place old man, has limited options # place old man, has limited options
# exit has to come from specific set of doors, the entrance is free to move about # exit has to come from specific set of doors, the entrance is free to move about
if not invFlag: old_man_entrances = [door for door in old_man_entrances if door in (lw_entrances if not invFlag else dw_entrances)]
old_man_entrances = [door for door in old_man_entrances if door in lw_entrances]
else:
old_man_entrances = [door for door in old_man_entrances if door in dw_entrances]
random.shuffle(old_man_entrances) random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop() old_man_exit = old_man_entrances.pop()
connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
@@ -321,9 +325,8 @@ def link_entrances(world, player):
# scramble holes # scramble holes
scramble_holes(world, player) scramble_holes(world, player)
doors = lw_entrances + dw_entrances
# place remaining doors # place remaining doors
doors = lw_entrances + dw_entrances
connect_doors(world, doors, door_targets, player) connect_doors(world, doors, door_targets, player)
elif world.shuffle[player] == 'full': elif world.shuffle[player] == 'full':
skull_woods_shuffle(world, player) skull_woods_shuffle(world, player)
@@ -334,7 +337,6 @@ def link_entrances(world, player):
dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit) dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit) lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Single_Cave_Targets) door_targets = list(Single_Cave_Targets)
@@ -343,7 +345,6 @@ def link_entrances(world, player):
dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances) dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances)
lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit) lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit)
old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Inverted_Single_Cave_Targets) door_targets = list(Inverted_Single_Cave_Targets)
@@ -355,14 +356,16 @@ def link_entrances(world, player):
else: else:
lw_must_exits.append('Desert Palace Entrance (West)') lw_must_exits.append('Desert Palace Entrance (West)')
lw_entrances.append('Desert Palace Entrance (North)') lw_entrances.append('Desert Palace Entrance (North)')
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues
old_man_house = list(Old_Man_House) old_man_house = list(Old_Man_House)
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
# must connect front of hyrule castle to do escape # must connect front of hyrule castle to do escape
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
elif invFlag or world.doorShuffle[player] == 'vanilla': else:
caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
lw_entrances.append('Hyrule Castle Entrance (South)') lw_entrances.append('Hyrule Castle Entrance (South)')
if invFlag or world.doorShuffle[player] == 'vanilla':
caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
if not world.shuffle_ganon: if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
@@ -401,12 +404,11 @@ def link_entrances(world, player):
# place links house # place links house
if world.mode[player] == 'standard' or not world.shufflelinks[player]: if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else: else:
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_doors = [i for i in (lw_entrances + lw_must_exits if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
links_house = random.choice(links_house_doors) links_house = random.choice(links_house_doors)
connect_two_way(world, links_house, 'Links House Exit', player) 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 not invFlag: if not invFlag:
if links_house in lw_entrances: if links_house in lw_entrances:
lw_entrances.remove(links_house) lw_entrances.remove(links_house)
@@ -509,16 +511,14 @@ def link_entrances(world, player):
old_man_entrance = dw_entrances.pop() old_man_entrance = dw_entrances.pop()
connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player) connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
# now scramble the rest # now scramble the rest
connect_caves(world, lw_entrances, dw_entrances, caves, player) connect_caves(world, lw_entrances, dw_entrances, caves, player)
# scramble holes # scramble holes
scramble_holes(world, player) scramble_holes(world, player)
doors = lw_entrances + dw_entrances
# place remaining doors # place remaining doors
doors = lw_entrances + dw_entrances
connect_doors(world, doors, door_targets, player) connect_doors(world, doors, door_targets, player)
elif world.shuffle[player] == 'crossed': elif world.shuffle[player] == 'crossed':
skull_woods_shuffle(world, player) skull_woods_shuffle(world, player)
@@ -527,7 +527,6 @@ def link_entrances(world, player):
entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors) entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors)
must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit) must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues
bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Single_Cave_Targets) door_targets = list(Single_Cave_Targets)
@@ -535,10 +534,10 @@ def link_entrances(world, player):
entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + LW_Single_Cave_Doors + Inverted_Old_Man_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors) entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + LW_Single_Cave_Doors + Inverted_Old_Man_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors)
must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit) must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit)
old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues
bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Inverted_Single_Cave_Targets) door_targets = list(Inverted_Single_Cave_Targets)
caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues
if invFlag: if invFlag:
# randomize which desert ledge door is a must-exit # randomize which desert ledge door is a must-exit
@@ -583,16 +582,15 @@ def link_entrances(world, player):
# place links house # place links house
if world.mode[player] == 'standard' or not world.shufflelinks[player]: if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else: else:
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_doors = [i for i in entrances + must_exits 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: if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3:
exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors\ exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors\
+ DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower']
links_house_doors = [i for i in links_house_doors if i not in exclusions] links_house_doors = [i for i in links_house_doors if i not in exclusions]
links_house = random.choice(list(links_house_doors)) links_house = random.choice(list(links_house_doors))
connect_two_way(world, links_house, 'Links House Exit', player) 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 entrances: if links_house in entrances:
entrances.remove(links_house) entrances.remove(links_house)
elif links_house in must_exits: elif links_house in must_exits:
@@ -632,7 +630,6 @@ def link_entrances(world, player):
bomb_shop_doors.extend(blacksmith_doors) bomb_shop_doors.extend(blacksmith_doors)
# place bomb shop, has limited options # place bomb shop, has limited options
# cannot place it anywhere already taken (or that are otherwise not eligible for placement) # cannot place it anywhere already taken (or that are otherwise not eligible for placement)
bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances] bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances]
random.shuffle(bomb_shop_doors) random.shuffle(bomb_shop_doors)
@@ -664,7 +661,6 @@ def link_entrances(world, player):
DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\ DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\
LW_Single_Cave_Doors + DW_Single_Cave_Doors LW_Single_Cave_Doors + DW_Single_Cave_Doors
else: else:
entrances = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Entrance (South)']
entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit
doors = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Secret Entrance Stairs'] + Inverted_Old_Man_Entrances +\ doors = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Secret Entrance Stairs'] + Inverted_Old_Man_Entrances +\
@@ -721,10 +717,10 @@ def link_entrances(world, player):
else: else:
hole_entrances.append('Hyrule Castle Secret Entrance Drop') hole_entrances.append('Hyrule Castle Secret Entrance Drop')
hole_targets.append('Hyrule Castle Secret Entrance') hole_targets.append('Hyrule Castle Secret Entrance')
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
caves.append('Hyrule Castle Secret Entrance Exit') caves.append('Hyrule Castle Secret Entrance Exit')
if not invFlag: if not invFlag:
doors.append('Hyrule Castle Secret Entrance Stairs') doors.append('Hyrule Castle Secret Entrance Stairs')
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
if not world.shuffle_ganon: if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
@@ -733,13 +729,8 @@ def link_entrances(world, player):
else: else:
caves.extend(['Ganons Tower Exit', 'Pyramid Exit']) caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
hole_targets.append('Pyramid') hole_targets.append('Pyramid')
exit_pool.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
if not invFlag: doors.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
exit_pool.extend(['Ganons Tower'])
doors.extend(['Ganons Tower'])
else:
exit_pool.extend(['Agahnims Tower'])
doors.extend(['Agahnims Tower'])
if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
exit_pool.extend(['Pyramid Entrance']) exit_pool.extend(['Pyramid Entrance'])
@@ -773,16 +764,15 @@ def link_entrances(world, player):
# place links house # place links house
if world.mode[player] == 'standard' or not world.shufflelinks[player]: if world.mode[player] == 'standard' or not world.shufflelinks[player]:
links_house = 'Links House' links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
else: else:
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_doors = [i for i in 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: if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3:
exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \ exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \
+ DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower']
links_house_doors = [i for i in links_house_doors if i not in exclusions] links_house_doors = [i for i in links_house_doors if i not in exclusions]
links_house = random.choice(links_house_doors) links_house = random.choice(links_house_doors)
connect_two_way(world, links_house, 'Links House Exit', player) 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
exit_pool.remove(links_house) exit_pool.remove(links_house)
doors.remove(links_house) doors.remove(links_house)
@@ -868,6 +858,13 @@ def link_entrances(world, player):
else: else:
raise NotImplementedError('Shuffling not supported yet') raise NotImplementedError('Shuffling not supported yet')
# ensure Houlihan exits where Links House does
# TODO: Plando should overrule this
for links_house in world.get_entrance('Links House Exit', player).connected_region.exits:
if links_house.connected_region and links_house.connected_region.name == 'Links House':
break
connect_exit(world, 'Chris Houlihan Room Exit', links_house.name, player)
# check for swamp palace fix # check for swamp palace fix
if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Portal': if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Portal':
world.swamp_patch_required[player] = True world.swamp_patch_required[player] = True
@@ -2404,7 +2401,7 @@ Exit_Pool_Base = {'Links House Exit',
'Chest Game', 'Chest Game',
'Dark World Hammer Peg Cave', 'Dark World Hammer Peg Cave',
'Red Shield Shop', 'Red Shield Shop',
'Dark Sanctuary Hint', 'Dark Sanctuary Hint Exit',
'Fortune Teller (Dark)', 'Fortune Teller (Dark)',
'Archery Game', 'Archery Game',
'Mire Shed', 'Mire Shed',
@@ -2426,7 +2423,6 @@ Exit_Pool_Base = {'Links House Exit',
# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions # 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'), mandatory_connections = [('Links House S&Q', 'Links House'),
('Old Man S&Q', 'Old Man House'),
# UW Connections # UW Connections
('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'), ('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),
@@ -2488,7 +2484,7 @@ default_connections = [('Lumberjack House', 'Lumberjack House'),
('Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Spike Cave'), ('Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Spike Cave'),
('Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Hint'), ('Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Hint'),
('Bonk Fairy (Dark)', 'Bonk Fairy (Dark)'), ('Bonk Fairy (Dark)', 'Bonk Fairy (Dark)'),
('Dark Sanctuary Hint', 'Dark Sanctuary Hint'), ('Dark Sanctuary Hint', 'Dark Sanctuary Hint Exit'),
('Fortune Teller (Dark)', 'Fortune Teller (Dark)'), ('Fortune Teller (Dark)', 'Fortune Teller (Dark)'),
('Archery Game', 'Archery Game'), ('Archery Game', 'Archery Game'),
('Dark Desert Hint', 'Dark Desert Hint'), ('Dark Desert Hint', 'Dark Desert Hint'),

View File

@@ -292,7 +292,7 @@ def main(args, seed=None, fish=None):
customize_shops(world, player) customize_shops(world, player)
balance_money_progression(world) balance_money_progression(world)
if world.owShuffle[1] != 'vanilla' or world.owCrossed[1] != 'none' or world.owMixed[1] or str(world.seed).startswith('M'): if world.owShuffle[1] != 'vanilla' or world.owCrossed[1] not in ['none', 'polar'] or world.owMixed[1] or str(world.seed).startswith('M'):
outfilebase = f'OR_{args.outputname if args.outputname else world.seed}' outfilebase = f'OR_{args.outputname if args.outputname else world.seed}'
else: else:
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}' outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'

View File

@@ -2,7 +2,7 @@ import RaceRandom as random, logging, copy
from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance
from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OpenStd, parallel_links, IsParallel from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OpenStd, parallel_links, IsParallel
__version__ = '0.1.9.2-u' __version__ = '0.1.9.4-u'
def link_overworld(world, player): def link_overworld(world, player):
# setup mandatory connections # setup mandatory connections
@@ -1442,7 +1442,7 @@ flute_data = {
0x32: (['Flute Boy Approach Area', 'Stumpy Approach Area'], 0x32, 0x03a0, 0x0c6c, 0x0500, 0x0cd0, 0x05a8, 0x0cdb, 0x0585, 0x0002, 0x0000, 0x0cd6, 0x05a8), 0x32: (['Flute Boy Approach Area', 'Stumpy Approach Area'], 0x32, 0x03a0, 0x0c6c, 0x0500, 0x0cd0, 0x05a8, 0x0cdb, 0x0585, 0x0002, 0x0000, 0x0cd6, 0x05a8),
0x33: (['C Whirlpool Outer Area', 'Dark C Whirlpool Outer Area'], 0x33, 0x0180, 0x0c20, 0x0600, 0x0c80, 0x0628, 0x0c8f, 0x067d, 0x0000, 0x0000, 0x0c80, 0x0628), 0x33: (['C Whirlpool Outer Area', 'Dark C Whirlpool Outer Area'], 0x33, 0x0180, 0x0c20, 0x0600, 0x0c80, 0x0628, 0x0c8f, 0x067d, 0x0000, 0x0000, 0x0c80, 0x0628),
0x34: (['Statues Area', 'Hype Cave Area'], 0x34, 0x088e, 0x0d00, 0x0866, 0x0d60, 0x08d8, 0x0d6f, 0x08e3, 0x0000, 0x000a, 0x0d60, 0x08d8), 0x34: (['Statues Area', 'Hype Cave Area'], 0x34, 0x088e, 0x0d00, 0x0866, 0x0d60, 0x08d8, 0x0d6f, 0x08e3, 0x0000, 0x000a, 0x0d60, 0x08d8),
0x35: (['Lake Hylia Area', 'Ice Lake Area'], 0x35, 0x0d00, 0x0da6, 0x0a06, 0x0e08, 0x0a80, 0x0e13, 0x0a8b, 0xfffa, 0xfffa, 0x0d88, 0x0a88), 0x3e: (['Lake Hylia South Shore', 'Ice Lake Ledge (East)'], 0x35, 0x1860, 0x0f1e, 0x0d00, 0x0f98, 0x0da8, 0x0f8b, 0x0d85, 0x0000, 0x0000, 0x0f90, 0x0da4),
0x37: (['Ice Cave Area', 'Shopping Mall Area'], 0x37, 0x0786, 0x0cf6, 0x0e2e, 0x0d58, 0x0ea0, 0x0d63, 0x0eab, 0x000a, 0x0002, 0x0d48, 0x0ed0), 0x37: (['Ice Cave Area', 'Shopping Mall Area'], 0x37, 0x0786, 0x0cf6, 0x0e2e, 0x0d58, 0x0ea0, 0x0d63, 0x0eab, 0x000a, 0x0002, 0x0d48, 0x0ed0),
0x3a: (['Desert Pass Area', 'Swamp Nook Area'], 0x3a, 0x001a, 0x0e08, 0x04c6, 0x0e70, 0x0540, 0x0e7d, 0x054b, 0x0006, 0x000a, 0x0e70, 0x0540), 0x3a: (['Desert Pass Area', 'Swamp Nook Area'], 0x3a, 0x001a, 0x0e08, 0x04c6, 0x0e70, 0x0540, 0x0e7d, 0x054b, 0x0006, 0x000a, 0x0e70, 0x0540),
0x3b: (['Dam Area', 'Swamp Area'], 0x3b, 0x069e, 0x0edf, 0x06f2, 0x0f3d, 0x0778, 0x0f4c, 0x077f, 0xfff1, 0xfffe, 0x0f30, 0x0770), 0x3b: (['Dam Area', 'Swamp Area'], 0x3b, 0x069e, 0x0edf, 0x06f2, 0x0f3d, 0x0778, 0x0f4c, 0x077f, 0xfff1, 0xfffe, 0x0f30, 0x0770),

2
Rom.py
View File

@@ -661,7 +661,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
# patch overworld edges # patch overworld edges
inverted_buffer = [0] * 0x82 inverted_buffer = [0] * 0x82
if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] != 'none' or world.owMixed[player]: if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] not in ['none', 'polar'] or world.owMixed[player]:
owMode = 0 owMode = 0
if world.owShuffle[player] == 'parallel': if world.owShuffle[player] == 'parallel':
owMode = 1 owMode = 1

View File

@@ -1900,6 +1900,7 @@ def set_big_bomb_rules(world, 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))) #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): def set_inverted_big_bomb_rules(world, player):
if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
bombshop_entrance = 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', Normal_LW_entrances = ['Blinds Hideout',
'Bonk Fairy (Light)', 'Bonk Fairy (Light)',