Merged DR v0.4.0.5
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@@ -2170,6 +2170,7 @@ class Spoiler(object):
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'enemy_shuffle': self.world.enemy_shuffle,
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'enemy_health': self.world.enemy_health,
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'enemy_damage': self.world.enemy_damage,
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'potshuffle': self.world.potshuffle,
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'players': self.world.players,
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'teams': self.world.teams,
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'experimental': self.world.experimental,
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@@ -2249,6 +2250,7 @@ class Spoiler(object):
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outfile.write('Enemy shuffle:'.ljust(line_width) + '%s\n' % self.metadata['enemy_shuffle'][player])
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outfile.write('Enemy health:'.ljust(line_width) + '%s\n' % self.metadata['enemy_health'][player])
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outfile.write('Enemy damage:'.ljust(line_width) + '%s\n' % self.metadata['enemy_damage'][player])
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outfile.write('Pot shuffle:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['potshuffle'][player] else 'No'))
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outfile.write('Hints:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
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outfile.write('Experimental:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['experimental'][player] else 'No'))
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outfile.write('Key Drops shuffled:'.ljust(line_width) + '%s\n' % ('Yes' if self.metadata['keydropshuffle'][player] else 'No'))
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@@ -174,7 +174,7 @@ def place_bosses(world, player):
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boss_locations.remove(['Ice Palace', None])
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placeable_bosses.remove('Kholdstare')
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if world.boss_shuffle[player] == "basic": # vanilla bosses shuffled
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if world.boss_shuffle[player] == "simple": # vanilla bosses shuffled
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bosses = placeable_bosses + ['Armos Knights', 'Lanmolas', 'Moldorm']
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else: # all bosses present, the three duplicates chosen at random
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bosses = all_bosses + [random.choice(placeable_bosses) for _ in range(3)]
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@@ -1308,13 +1308,29 @@ def link_entrances(world, player):
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# place remaining doors
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connect_doors(world, doors, door_targets, player)
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elif not invFlag and world.shuffle[player] == 'insanity_legacy':
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elif world.shuffle[player] == 'insanity_legacy':
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world.fix_fake_world[player] = False
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# beware ye who enter here
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entrances = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave']
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if not invFlag:
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entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)']
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doors = LW_Entrances + LW_Dungeon_Entrances + DW_Entrances + DW_Dungeon_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave']
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else:
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entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit
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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 +\
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Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\
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Inverted_LW_Single_Cave_Doors + Inverted_DW_Single_Cave_Doors + ['Desert Palace Entrance (West)', 'Desert Palace Entrance (North)']
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exit_pool = list(doors)
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# randomize which desert ledge door is a must-exit
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if random.randint(0, 1) == 0:
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entrances_must_exits.append('Desert Palace Entrance (North)')
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else:
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entrances_must_exits.append('Desert Palace Entrance (West)')
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doors = LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] + Old_Man_Entrances +\
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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)']
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@@ -1333,6 +1349,9 @@ def link_entrances(world, player):
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hole_targets = ['Kakariko Well (top)', 'Bat Cave (right)', 'North Fairy Cave', 'Lost Woods Hideout (top)', 'Lumberjack Tree (top)', 'Sewer Drop', 'Skull Back Drop',
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'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle']
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# tavern back door cannot be shuffled yet
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connect_doors(world, ['Tavern North'], ['Tavern'], player)
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if world.mode[player] == 'standard':
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# cannot move uncle cave
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connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player)
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@@ -1342,24 +1361,32 @@ def link_entrances(world, player):
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hole_entrances.append('Hyrule Castle Secret Entrance Drop')
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hole_targets.append('Hyrule Castle Secret Entrance')
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doors.append('Hyrule Castle Secret Entrance Stairs')
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entrances.append('Hyrule Castle Secret Entrance Stairs')
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caves.append('Hyrule Castle Secret Entrance Exit')
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if not world.shuffle_ganon:
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connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player)
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if not invFlag:
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connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Pyramid Hole', 'Pyramid', player)
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else:
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entrances.append('Ganons Tower')
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connect_two_way(world, 'Inverted Pyramid Entrance', 'Pyramid Exit', player)
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connect_entrance(world, 'Inverted Pyramid Hole', 'Pyramid', player)
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else:
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caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
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hole_entrances.append('Pyramid Hole')
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hole_targets.append('Pyramid')
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entrances_must_exits.append('Pyramid Entrance')
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doors.extend(['Ganons Tower', 'Pyramid Entrance'])
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if not invFlag:
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hole_entrances.append('Pyramid Hole')
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doors.extend(['Agahnims Tower', 'Pyramid Entrance'])
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exit_pool.extend(['Agahnims Tower', 'Pyramid Entrance'])
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else:
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hole_entrances.append('Inverted Pyramid Hole')
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doors.extend(['Agahnims Tower', 'Inverted Pyramid Entrance'])
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exit_pool.extend(['Agahnims Tower', 'Inverted Pyramid Entrance'])
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random.shuffle(hole_entrances)
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random.shuffle(hole_targets)
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random.shuffle(entrances)
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random.shuffle(exit_pool)
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# fill up holes
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for hole in hole_entrances:
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@@ -1376,6 +1403,31 @@ def link_entrances(world, player):
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entrances.append('Hyrule Castle Entrance (South)')
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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if not world.shufflelinks[player]:
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if not invFlag:
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links_house = 'Links House'
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else:
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links_house = 'Big Shop Shop'
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else:
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if not invFlag:
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links_house_doors = [i for i in doors if i not in Sanctuary_Doors + Isolated_LH_Doors]
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else:
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links_house_doors = [i for i in doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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doors.remove(links_house)
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exit_pool.remove(links_house)
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if not invFlag:
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sanc_doors = [door for door in Sanctuary_Doors if door in exit_pool]
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else:
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool]
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sanc_door = random.choice(sanc_doors)
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exit_pool.remove(sanc_door)
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doors.remove(sanc_door)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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# now let's deal with mandatory reachable stuff
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def extract_reachable_exit(cavelist):
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random.shuffle(cavelist)
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@@ -1393,7 +1445,7 @@ def link_entrances(world, player):
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cavelist.remove(candidate)
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return candidate
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def connect_reachable_exit(entrance, caves, doors):
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def connect_reachable_exit(entrance, caves, doors, exit_pool):
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cave = extract_reachable_exit(caves)
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exit = cave[-1]
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@@ -1401,18 +1453,19 @@ def link_entrances(world, player):
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connect_exit(world, exit, entrance, player)
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connect_entrance(world, doors.pop(), exit, player)
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# rest of cave now is forced to be in this world
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exit_pool.remove(entrance)
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caves.append(cave)
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# connect mandatory exits
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for entrance in entrances_must_exits:
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connect_reachable_exit(entrance, caves, doors)
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connect_reachable_exit(entrance, caves, doors, exit_pool)
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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old_man_entrances = [entrance for entrance in old_man_entrances if entrance in entrances]
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old_man_entrances = [entrance for entrance in old_man_entrances if entrance in exit_pool]
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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entrances.remove(old_man_exit)
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exit_pool.remove(old_man_exit)
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connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player)
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connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player)
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@@ -1438,16 +1491,24 @@ def link_entrances(world, player):
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random.shuffle(blacksmith_doors)
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blacksmith_hut = blacksmith_doors.pop()
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connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player)
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bomb_shop_doors.extend(blacksmith_doors)
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doors.remove(blacksmith_hut)
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exit_pool.remove(blacksmith_hut)
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# place dam and pyramid fairy, have limited options
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random.shuffle(bomb_shop_doors)
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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single_doors.extend(bomb_shop_doors)
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doors.remove(bomb_shop)
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exit_pool.remove(bomb_shop)
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# tavern back door cannot be shuffled yet
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connect_doors(world, ['Tavern North'], ['Tavern'], player)
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# handle remaining caves
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for cave in caves:
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if isinstance(cave, str):
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cave = (cave,)
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for exit in cave:
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connect_exit(world, exit, exit_pool.pop(), player)
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connect_entrance(world, doors.pop(), exit, player)
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# place remaining doors
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connect_doors(world, single_doors, door_targets, player)
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2
Main.py
2
Main.py
@@ -28,7 +28,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
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from Utils import output_path, parse_player_names
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__version__ = '0.4.0.4-u'
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__version__ = '0.4.0.5-u'
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class EnemizerError(RuntimeError):
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@@ -190,9 +190,9 @@ def roll_settings(weights):
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ret.item_functionality = get_choice('item_functionality')
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old_style_bosses = {'simple': 'basic',
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'full': 'normal',
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'random': 'chaos'}
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old_style_bosses = {'basic': 'simple',
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'normal': 'full',
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'chaos': 'random'}
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boss_choice = get_choice('boss_shuffle')
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if boss_choice in old_style_bosses.keys():
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boss_choice = old_style_bosses[boss_choice]
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@@ -295,7 +295,7 @@ def shuffle_pots(world, player):
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elif old_pot.item == PotItem.Switch:
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available_pots = (pot for pot in new_pots if (pot.room == old_pot.room or pot.room in movable_switch_rooms[old_pot.room]) and not (pot.flags & PotFlags.NoSwitch))
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elif old_pot.item == PotItem.Key:
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if world.doorShuffle[player] == 'vanilla' and not world.retro[player] and not world.keydropshuffle[player] and world.logic != 'nologic':
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if world.doorShuffle[player] == 'vanilla' and not world.retro[player] and not world.keydropshuffle[player] and world.logic[player] != 'nologic':
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available_pots = (pot for pot in new_pots if pot.room not in invalid_key_rooms)
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else:
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available_pots = new_pots
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@@ -10,6 +10,12 @@ Thanks to qadan, cheuer, & compiling
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# Bug Fixes and Notes.
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* 0.4.0.5
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* Insanity - less restrictions on exiting (all modes)
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* Fix for simple bosses shuffle
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* Fix for boss shuffle from Mystery.py
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* Minor msu fade out bug (thanks codemann8)
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* Other bug fixes (thanks Catobat)
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* 0.4.0.4
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* Added --shufflelinks option
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* Moved spawning as a bunny indoors to experimental
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3
Rom.py
3
Rom.py
@@ -1347,9 +1347,6 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
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if item.name != 'Piece of Heart' or equip[0x36B] == 0:
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equip[0x36C] = min(equip[0x36C] + 0x08, 0xA0)
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equip[0x36D] = min(equip[0x36D] + 0x08, 0xA0)
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elif item.name == 'Pegasus Boots':
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rom.write_byte(0x183015, 0x01)
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ability_flags |= 0b00000100
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else:
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raise RuntimeError(f'Unsupported item in starting equipment: {item.name}')
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