Merge branch 'OverworldShuffleDev' into OverworldShuffle

This commit is contained in:
codemann8
2021-10-05 19:47:16 -05:00
6 changed files with 263 additions and 264 deletions

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@@ -1,5 +1,10 @@
# Changelog
### 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
- Fixed spoiler log and mystery for new Crossed/Mixed structure
- Minor preparations and tweaks to ER framework (added global Entrance/Exit pool)

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@@ -18,6 +18,11 @@ def link_entrances(world, player):
isolated_entrances = Isolated_LH_Doors.copy()
# 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]):
drop_connections.append(tuple(('Pyramid Hole', 'Pyramid')))
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')))
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()
Cave_Three_Exits = Cave_Three_Exits_Base.copy()
if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
connect_simple(world, 'Old Man S&Q', 'Old Man House', player)
else:
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)
@@ -67,12 +72,10 @@ def link_entrances(world, 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 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():
@@ -142,12 +145,11 @@ def link_entrances(world, player):
# place links house
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:
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)
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)
@@ -161,9 +163,7 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors]
sanc_door = random.choice(sanc_doors)
bomb_shop_doors.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)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player)
lw_dm_entrances = ['Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Old Man House (Bottom)',
'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)',
@@ -174,16 +174,15 @@ def link_entrances(world, player):
else:
# at this point only Light World death mountain entrances remain
# 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)']
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
if not invFlag:
remaining_entrances.extend(old_man_entrances)
random.shuffle(remaining_entrances)
old_man_entrance = remaining_entrances.pop()
lw_dm_entrances.extend(old_man_entrances)
random.shuffle(lw_dm_entrances)
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_exit, 'Old Man Cave Exit (East)', player)
@@ -196,7 +195,7 @@ def link_entrances(world, player):
caves.extend(list(three_exit_caves))
# 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(world, player)
@@ -245,18 +244,25 @@ def link_entrances(world, player):
# place links house
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:
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)
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 links_house in lw_entrances:
lw_entrances.remove(links_house)
else:
if links_house in dw_entrances:
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_two_way(world, sanc_door, 'Dark Sanctuary Hint', 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)
@@ -265,10 +271,7 @@ def link_entrances(world, player):
# place old man, has limited options
# 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]
else:
old_man_entrances = [door for door in old_man_entrances if door in dw_entrances]
old_man_entrances = [door for door in old_man_entrances if door in (lw_entrances if not invFlag else dw_entrances)]
random.shuffle(old_man_entrances)
old_man_exit = old_man_entrances.pop()
connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
@@ -321,9 +324,8 @@ def link_entrances(world, player):
# scramble holes
scramble_holes(world, player)
doors = lw_entrances + dw_entrances
# place remaining doors
doors = lw_entrances + dw_entrances
connect_doors(world, doors, door_targets, player)
elif world.shuffle[player] == 'full':
skull_woods_shuffle(world, player)
@@ -334,7 +336,6 @@ def link_entrances(world, player):
dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
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)
blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Single_Cave_Targets)
@@ -343,7 +344,6 @@ def link_entrances(world, player):
dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances)
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'])
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)
blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Inverted_Single_Cave_Targets)
@@ -355,14 +355,16 @@ def link_entrances(world, player):
else:
lw_must_exits.append('Desert Palace Entrance (West)')
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)
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 invFlag or world.doorShuffle[player] == 'vanilla':
caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
else:
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:
connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
@@ -401,12 +403,11 @@ def link_entrances(world, player):
# place links house
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:
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)
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 links_house in lw_entrances:
lw_entrances.remove(links_house)
@@ -420,8 +421,7 @@ def link_entrances(world, player):
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)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player)
# we randomize which world requirements we fulfill first so we get better dungeon distribution
# we also places the Old Man House at this time to make sure he can be connected to the desert one way
@@ -509,16 +509,14 @@ def link_entrances(world, player):
old_man_entrance = dw_entrances.pop()
connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
# now scramble the rest
connect_caves(world, lw_entrances, dw_entrances, caves, player)
# scramble holes
scramble_holes(world, player)
doors = lw_entrances + dw_entrances
# place remaining doors
doors = lw_entrances + dw_entrances
connect_doors(world, doors, door_targets, player)
elif world.shuffle[player] == 'crossed':
skull_woods_shuffle(world, player)
@@ -527,7 +525,6 @@ 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)
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'])
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)
blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
door_targets = list(Single_Cave_Targets)
@@ -535,10 +532,10 @@ 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)
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'])
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)
blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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:
# randomize which desert ledge door is a must-exit
@@ -583,16 +580,15 @@ def link_entrances(world, player):
# place links house
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:
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:
exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors\
+ 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 = random.choice(list(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 entrances:
entrances.remove(links_house)
elif links_house in must_exits:
@@ -603,8 +599,7 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances]
sanc_door = random.choice(sanc_doors)
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)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player)
#place must-exit caves
connect_mandatory_exits(world, entrances, caves, must_exits, player)
@@ -632,7 +627,6 @@ def link_entrances(world, player):
bomb_shop_doors.extend(blacksmith_doors)
# place bomb shop, has limited options
# 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]
random.shuffle(bomb_shop_doors)
@@ -664,7 +658,6 @@ 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)'] +\
LW_Single_Cave_Doors + DW_Single_Cave_Doors
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
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 +714,10 @@ def link_entrances(world, player):
else:
hole_entrances.append('Hyrule Castle Secret Entrance Drop')
hole_targets.append('Hyrule Castle Secret Entrance')
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
caves.append('Hyrule Castle Secret Entrance Exit')
if not invFlag:
doors.append('Hyrule Castle Secret Entrance Stairs')
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
if not world.shuffle_ganon:
connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
@@ -733,13 +726,8 @@ def link_entrances(world, player):
else:
caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
hole_targets.append('Pyramid')
if not invFlag:
exit_pool.extend(['Ganons Tower'])
doors.extend(['Ganons Tower'])
else:
exit_pool.extend(['Agahnims Tower'])
doors.extend(['Agahnims Tower'])
exit_pool.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
doors.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
exit_pool.extend(['Pyramid Entrance'])
@@ -773,16 +761,15 @@ def link_entrances(world, player):
# place links house
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:
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:
exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \
+ 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 = 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
exit_pool.remove(links_house)
doors.remove(links_house)
@@ -792,8 +779,7 @@ def link_entrances(world, player):
sanc_door = random.choice(sanc_doors)
exit_pool.remove(sanc_door)
doors.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)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player)
# now let's deal with mandatory reachable stuff
def extract_reachable_exit(cavelist):
@@ -868,6 +854,13 @@ def link_entrances(world, player):
else:
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.name == 'Links House':
break
connect_exit(world, 'Chris Houlihan Room Exit', links_house.name, player)
# 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':
world.swamp_patch_required[player] = True

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@@ -265,7 +265,7 @@ def main(args, seed=None, fish=None):
customize_shops(world, player)
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}'
else:
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'

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@@ -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__ = '0.1.9.2-u'
__version__ = '0.1.9.3-u'
def link_overworld(world, player):
# 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),
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),
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),
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),

2
Rom.py
View File

@@ -646,7 +646,7 @@ def patch_rom(world, rom, player, team, enemized, is_mystery=False):
# patch overworld edges
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
if world.owShuffle[player] == 'parallel':
owMode = 1

View File

@@ -1865,6 +1865,7 @@ 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)))
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]
Normal_LW_entrances = ['Blinds Hideout',
'Bonk Fairy (Light)',