Large refactor underway.
Wrote new main method Implemented trap door shuffle to some degree Still needs the other types
This commit is contained in:
26
Doors.py
26
Doors.py
@@ -348,7 +348,7 @@ def create_doors(world, player):
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create_door(player, 'Tower Catwalk North Stairs', StrS).dir(No, 0x40, Left, High),
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create_door(player, 'Tower Antechamber South Stairs', StrS).dir(So, 0x30, Left, High),
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create_door(player, 'Tower Antechamber NW', Intr).dir(No, 0x30, Left, High).pos(1),
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create_door(player, 'Tower Altar SW', Intr).dir(So, 0x30, Left, High).no_exit().pos(1),
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create_door(player, 'Tower Altar SW', Intr).dir(So, 0x30, Left, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'Tower Altar NW', Nrml).dir(No, 0x30, Left, High).pos(0),
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create_door(player, 'Tower Agahnim 1 SW', Nrml).dir(So, 0x20, Left, High).no_exit().trap(0x4).pos(0),
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@@ -667,7 +667,7 @@ def create_doors(world, player):
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create_door(player, 'Thieves Conveyor Maze SW', Intr).dir(So, 0xbc, Left, High).pos(6),
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create_door(player, 'Thieves Pot Alcove Top NW', Intr).dir(No, 0xbc, Left, High).pos(6),
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create_door(player, 'Thieves Conveyor Maze EN', Intr).dir(Ea, 0xbc, Top, High).pos(2),
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create_door(player, 'Thieves Hallway WN', Intr).dir(We, 0xbc, Top, High).no_exit().pos(2),
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create_door(player, 'Thieves Hallway WN', Intr).dir(We, 0xbc, Top, High).no_exit().trap(0x1).pos(2),
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create_door(player, 'Thieves Conveyor Maze Down Stairs', Sprl).dir(Dn, 0xbc, 0, HTH).ss(A, 0x11, 0x80, True, True),
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create_door(player, 'Thieves Boss SE', Nrml).dir(So, 0xac, Right, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Thieves Spike Track ES', Nrml).dir(Ea, 0xbb, Bot, High).pos(5),
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@@ -742,7 +742,7 @@ def create_doors(world, player):
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create_door(player, 'Ice Big Key Push Block', Lgcl),
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create_door(player, 'Ice Big Key Down Ladder', Lddr).dir(So, 0x1f, 3, High),
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create_door(player, 'Ice Stalfos Hint SE', Intr).dir(So, 0x3e, Right, High).pos(0),
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create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().pos(0),
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create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Ice Conveyor to Crystal', Lgcl),
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create_door(player, 'Ice Conveyor Crystal Exit', Lgcl),
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create_door(player, 'Ice Conveyor SW', Nrml).dir(So, 0x3e, Left, High).small_key().pos(1).portal(Z, 0x20),
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@@ -760,7 +760,7 @@ def create_doors(world, player):
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create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
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create_door(player, 'Ice Firebar Down Ladder', Lddr).dir(So, 0x5e, 5, High),
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create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
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create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().pos(1),
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create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().trap(0x1).pos(1),
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create_door(player, 'Ice Falling Square Hole', Hole),
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create_door(player, 'Ice Spike Room WS', Nrml).dir(We, 0x5f, Bot, High).small_key().pos(0),
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create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x11, 0x48, True, True),
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@@ -840,12 +840,12 @@ def create_doors(world, player):
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create_door(player, 'Mire Hub Top NW', Nrml).dir(No, 0xc2, Left, High).pos(2),
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create_door(player, 'Mire Lone Shooter WS', Nrml).dir(We, 0xc3, Bot, High).pos(6),
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create_door(player, 'Mire Lone Shooter ES', Intr).dir(Ea, 0xc3, Bot, High).pos(3),
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create_door(player, 'Mire Falling Bridge WS', Intr).dir(We, 0xc3, Bot, High).no_exit().pos(3),
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create_door(player, 'Mire Falling Bridge WS', Intr).dir(We, 0xc3, Bot, High).no_exit().trap(0x8).pos(3),
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create_door(player, 'Mire Falling Bridge W', Intr).dir(We, 0xc3, Mid, High).pos(2),
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create_door(player, 'Mire Failure Bridge E', Intr).dir(Ea, 0xc3, Mid, High).no_exit().pos(2),
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create_door(player, 'Mire Failure Bridge E', Intr).dir(Ea, 0xc3, Mid, High).no_exit().trap(0x1).pos(2),
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create_door(player, 'Mire Failure Bridge W', Nrml).dir(We, 0xc3, Mid, High).pos(5),
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create_door(player, 'Mire Falling Bridge WN', Intr).dir(We, 0xc3, Top, High).pos(1),
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create_door(player, 'Mire Map Spike Side EN', Intr).dir(Ea, 0xc3, Top, High).no_exit().pos(1),
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create_door(player, 'Mire Map Spike Side EN', Intr).dir(Ea, 0xc3, Top, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'Mire Map Spot WN', Nrml).dir(We, 0xc3, Top, High).small_key().pos(0),
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create_door(player, 'Mire Crystal Dead End NW', Nrml).dir(No, 0xc3, Left, High).pos(4),
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create_door(player, 'Mire Map Spike Side Drop Down', Lgcl),
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@@ -903,7 +903,7 @@ def create_doors(world, player):
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create_door(player, 'Mire Tile Room NW', Intr).dir(No, 0xc1, Left, High).pos(3),
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create_door(player, 'Mire Compass Room SW', Intr).dir(So, 0xc1, Left, High).pos(3),
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create_door(player, 'Mire Compass Room EN', Intr).dir(Ea, 0xc1, Top, High).pos(2),
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create_door(player, 'Mire Wizzrobe Bypass WN', Intr).dir(We, 0xc1, Top, High).no_exit().pos(2),
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create_door(player, 'Mire Wizzrobe Bypass WN', Intr).dir(We, 0xc1, Top, High).no_exit().trap(0x1).pos(2),
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create_door(player, 'Mire Compass Blue Barrier', Lgcl),
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create_door(player, 'Mire Compass Chest Exit', Lgcl),
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create_door(player, 'Mire Neglected Room NE', Nrml).dir(No, 0xd1, Right, High).pos(2),
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@@ -912,7 +912,7 @@ def create_doors(world, player):
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create_door(player, 'Mire Neglected Room SE', Intr).dir(So, 0xd1, Right, High).pos(3),
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create_door(player, 'Mire Chest View NE', Intr).dir(No, 0xd1, Right, High).pos(3),
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create_door(player, 'Mire BK Chest Ledge WS', Intr).dir(We, 0xd1, Bot, High).pos(0),
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create_door(player, 'Mire Warping Pool ES', Intr).dir(Ea, 0xd1, Bot, High).no_exit().pos(0),
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create_door(player, 'Mire Warping Pool ES', Intr).dir(Ea, 0xd1, Bot, High).no_exit().trap(0x4).pos(0),
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create_door(player, 'Mire Warping Pool Warp', Warp),
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create_door(player, 'Mire Torches Top Down Stairs', Sprl).dir(Dn, 0x97, 0, HTH).ss(A, 0x11, 0xb0, True).kill(),
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create_door(player, 'Mire Torches Top SW', Intr).dir(So, 0x97, Left, High).pos(1),
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@@ -1011,7 +1011,7 @@ def create_doors(world, player):
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create_door(player, 'TR Big Chest Entrance SE', Nrml).dir(So, 0x24, Right, High).pos(4).kill().portal(X, 0x00),
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create_door(player, 'TR Big Chest Entrance Gap', Lgcl),
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create_door(player, 'TR Big Chest NE', Intr).dir(No, 0x24, Right, High).pos(3),
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create_door(player, 'TR Dodgers SE', Intr).dir(So, 0x24, Right, High).no_exit().pos(3),
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create_door(player, 'TR Dodgers SE', Intr).dir(So, 0x24, Right, High).no_exit().trap(0x8).pos(3),
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create_door(player, 'TR Dodgers NE', Nrml).dir(No, 0x24, Right, High).big_key().pos(0),
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create_door(player, 'TR Lazy Eyes SE', Nrml).dir(So, 0x23, Right, High).pos(0).portal(X, 0x00),
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create_door(player, 'TR Lazy Eyes ES', Nrml).dir(Ea, 0x23, Bot, High).pos(1),
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@@ -1073,7 +1073,7 @@ def create_doors(world, player):
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create_door(player, 'GT Hope Room EN', Nrml).dir(Ea, 0x8c, Top, High).trap(0x4).pos(0),
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create_door(player, 'GT Torch EN', Intr).dir(Ea, 0x8c, Top, High).small_key().pos(2),
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create_door(player, 'GT Hope Room WN', Intr).dir(We, 0x8c, Top, High).small_key().pos(2),
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create_door(player, 'GT Torch SW', Intr).dir(So, 0x8c, Left, High).no_exit().pos(1),
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create_door(player, 'GT Torch SW', Intr).dir(So, 0x8c, Left, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'GT Big Chest NW', Intr).dir(No, 0x8c, Left, High).pos(1),
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create_door(player, 'GT Blocked Stairs Down Stairs', Sprl).dir(Dn, 0x8c, 3, HTH).ss(Z, 0x12, 0x40, True, True).kill(),
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create_door(player, 'GT Blocked Stairs Block Path', Lgcl),
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@@ -1179,7 +1179,7 @@ def create_doors(world, player):
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create_door(player, 'GT Ice Armos NE', Intr).dir(No, 0x1c, Right, High).pos(0),
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create_door(player, 'GT Big Key Room SE', Intr).dir(So, 0x1c, Right, High).pos(0),
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create_door(player, 'GT Ice Armos WS', Intr).dir(We, 0x1c, Bot, High).pos(1),
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create_door(player, 'GT Four Torches ES', Intr).dir(Ea, 0x1c, Bot, High).no_exit().pos(1),
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create_door(player, 'GT Four Torches ES', Intr).dir(Ea, 0x1c, Bot, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'GT Four Torches NW', Intr).dir(No, 0x1c, Left, High).pos(2),
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create_door(player, 'GT Fairy Abyss SW', Intr).dir(So, 0x1c, Left, High).pos(2),
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create_door(player, 'GT Four Torches Up Stairs', Sprl).dir(Up, 0x1c, 0, HTH).ss(Z, 0x1b, 0x2c, True, True),
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@@ -1211,7 +1211,7 @@ def create_doors(world, player):
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create_door(player, 'GT Beam Dash WS', Intr).dir(We, 0x6c, Bot, High).pos(0),
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create_door(player, 'GT Lanmolas 2 ES', Intr).dir(Ea, 0x6c, Bot, High).pos(0),
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create_door(player, 'GT Lanmolas 2 NW', Intr).dir(No, 0x6c, Left, High).pos(1),
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create_door(player, 'GT Quad Pot SW', Intr).dir(So, 0x6c, Left, High).no_exit().pos(1),
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create_door(player, 'GT Quad Pot SW', Intr).dir(So, 0x6c, Left, High).no_exit().trap(0x2).pos(1),
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create_door(player, 'GT Quad Pot Up Stairs', Sprl).dir(Up, 0x6c, 0, HTH).ss(A, 0x1b, 0x6c, True, True),
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create_door(player, 'GT Wizzrobes 1 Down Stairs', Sprl).dir(Dn, 0xa5, 0, HTH).ss(A, 0x12, 0x80, True, True),
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create_door(player, 'GT Wizzrobes 1 SW', Intr).dir(So, 0xa5, Left, High).pos(2),
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