Merge branch 'Customizer' into Synthesis
# Conflicts: # BaseClasses.py # Rom.py # data/base2current.bps
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@@ -2375,6 +2375,7 @@ class Spoiler(object):
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'shuffle': self.world.shuffle,
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'shuffleganon': self.world.shuffle_ganon,
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'shufflelinks': self.world.shufflelinks,
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'shuffletavern': self.world.shuffletavern,
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'overworld_map': self.world.overworld_map,
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'door_shuffle': self.world.doorShuffle,
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'intensity': self.world.intensity,
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@@ -2574,6 +2575,7 @@ class Spoiler(object):
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outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
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if self.metadata['shuffle'][player] != 'vanilla':
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outfile.write(f"Link's House Shuffled: {yn(self.metadata['shufflelinks'])}\n")
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outfile.write(f"Back of Tavern Shuffled: {yn(self.metadata['shuffletavern'][player])}\n")
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outfile.write(f"GT/Ganon Shuffled: {yn(self.metadata['shuffleganon'])}\n")
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outfile.write(f"Overworld Map: {self.metadata['overworld_map'][player]}\n")
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if self.metadata['goal'][player] != 'trinity':
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@@ -2838,8 +2840,8 @@ func_mode = {"normal": 0, "hard": 1, "expert": 2}
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mixed_travel_mode = {"prevent": 0, "allow": 1, "force": 2}
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# intensity is 3 bits (reserves 4-7 levels)
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# new byte 4: ?DDD PPPP (unused, drop, pottery)
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# dropshuffle reserves 2 bits, pottery needs 2 but reserves 2 for future modes)
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# new byte 4: TDDD PPPP (tavern shuffle, drop, pottery)
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# dropshuffle reserves 2 bits, pottery needs 4)
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pottery_mode = {'none': 0, 'keys': 2, 'lottery': 3, 'dungeon': 4, 'cave': 5, 'cavekeys': 6, 'reduced': 7,
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'clustered': 8, 'nonempty': 9}
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@@ -2893,7 +2895,7 @@ class Settings(object):
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| (0x8 if w.standardize_palettes[p] == "original" else 0)
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| (0 if w.intensity[p] == "random" else w.intensity[p]),
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(0x10 if w.dropshuffle[p] else 0) | (pottery_mode[w.pottery[p]]),
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(0x80 if w.shuffletavern[p] else 0) | (0x10 if w.dropshuffle[p] else 0) | (pottery_mode[w.pottery[p]]),
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((8 if w.crystals_gt_orig[p] == "random" else int(w.crystals_gt_orig[p])) << 3)
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| (counter_mode[w.dungeon_counters[p]] << 1) | (1 if w.experimental[p] else 0),
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@@ -2943,7 +2945,7 @@ class Settings(object):
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intensity = settings[3] & 0x7
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args.intensity[p] = "random" if intensity == 0 else intensity
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# args.shuffleswitches[p] = True if settings[4] & 0x80 else False
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args.shuffletavern[p] = True if settings[4] & 0x80 else False
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args.dropshuffle[p] = True if settings[4] & 0x10 else False
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args.pottery[p] = r(pottery_mode)[settings[4] & 0x0F]
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