Merge pull request #1 from aerinon/DoorDevUnstable

Update from Aerinon
This commit is contained in:
Mike A. Trethewey
2021-02-22 16:03:56 -08:00
committed by GitHub
373 changed files with 2003 additions and 727 deletions
+8 -8
View File
@@ -26,8 +26,8 @@ jobs:
# os & python versions
strategy:
matrix:
os-name: [ ubuntu-latest, ubuntu-16.04, macOS-latest, windows-latest ]
python-version: [ 3.7 ]
os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
python-version: [ 3.8 ]
# needs: [ install-test ]
steps:
# checkout commit
@@ -57,11 +57,11 @@ jobs:
# run build-gui.py
- name: Build GUI
run: |
python ./build-gui.py
python ./source/meta/build-gui.py
# run build-dr.py
- name: Build DungeonRandomizer
run: |
python ./build-dr.py
python ./source/meta/build-dr.py
# prepare binary artifacts for later step
- name: Prepare Binary Artifacts
env:
@@ -88,8 +88,8 @@ jobs:
strategy:
matrix:
# install/release on not xenial
os-name: [ ubuntu-latest, macOS-latest, windows-latest ]
python-version: [ 3.7 ]
os-name: [ ubuntu-latest, ubuntu-18.04, macOS-latest, windows-latest ]
python-version: [ 3.8 ]
needs: [ install-build ]
steps:
@@ -150,9 +150,9 @@ jobs:
# os & python versions
strategy:
matrix:
# release only on bionic
# release only on focal/bionic
os-name: [ ubuntu-latest ]
python-version: [ 3.7 ]
python-version: [ 3.8 ]
needs: [ install-prepare-release ]
steps:
+169 -32
View File
@@ -1,3 +1,4 @@
import base64
import copy
import json
import logging
@@ -36,7 +37,7 @@ class World(object):
self.algorithm = algorithm
self.dungeons = []
self.regions = []
self.shops = []
self.shops = {}
self.itempool = []
self.seed = None
self.precollected_items = []
@@ -130,10 +131,11 @@ class World(object):
set_player_attr('potshuffle', False)
set_player_attr('pot_contents', None)
set_player_attr('shopsanity', False)
set_player_attr('keydropshuffle', False)
set_player_attr('mixed_travel', 'prevent')
set_player_attr('standardize_palettes', 'standardize')
set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False});
set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False})
def get_name_string_for_object(self, obj):
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
@@ -146,16 +148,19 @@ class World(object):
region.world = self
self._region_cache[region.player][region.name] = region
for exit in region.exits:
self._entrance_cache[(exit.name, exit.player)] = exit
self._entrance_cache[exit.name, exit.player] = exit
for r_location in region.locations:
self._location_cache[r_location.name, r_location.player] = r_location
def initialize_doors(self, doors):
for door in doors:
self._door_cache[(door.name, door.player)] = door
def remove_door(self, door, player):
if (door, player) in self._door_cache.keys():
del self._door_cache[(door, player)]
self.doors.remove(door)
if (door.name, player) in self._door_cache.keys():
del self._door_cache[(door.name, player)]
if door in self.doors:
self.doors.remove(door)
def get_regions(self, player=None):
return self.regions if player is None else self._region_cache[player].values()
@@ -610,7 +615,7 @@ class CollectionState(object):
return self.prog_items[item, player] >= count
def can_buy_unlimited(self, item, player):
for shop in self.world.shops:
for shop in self.world.shops[player]:
if shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self):
return True
return False
@@ -674,7 +679,7 @@ class CollectionState(object):
def can_shoot_arrows(self, player):
if self.world.retro[player]:
#todo: Non-progressive silvers grant wooden arrows, but progressive bows do not. Always require shop arrows to be safe
return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
return self.has('Bow', player) and (self.can_buy_unlimited('Single Arrow', player) or self.has('Single Arrow', player))
return self.has('Bow', player)
def can_get_good_bee(self, player):
@@ -1070,7 +1075,7 @@ hook_dir_map = {
def hook_from_door(door):
if door.type == DoorType.SpiralStairs:
return Hook.Stairs
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
return hook_dir_map[door.direction]
return None
@@ -1188,7 +1193,8 @@ class Door(object):
# rom properties
self.roomIndex = -1
# 0,1,2 + Direction (N:0, W:3, S:6, E:9) for normal
# 0,1,2 for normal
# 0-7 for ladder
# 0-4 for spiral offset thing
self.doorIndex = -1
self.layer = -1 # 0 for normal floor, 1 for the inset layer
@@ -1212,6 +1218,7 @@ class Door(object):
self.passage = True
self.dungeonLink = None
self.bk_shuffle_req = False
self.standard_restrict = False # flag if portal is not allowed in HC in standard
# self.incognitoPos = -1
# self.sectorLink = False
@@ -1219,6 +1226,7 @@ class Door(object):
# self.connected = False # combine with Dest?
self.dest = None
self.blocked = False # Indicates if the door is normally blocked off as an exit. (Sanc door or always closed)
self.blocked_orig = False
self.stonewall = False # Indicate that the door cannot be enter until exited (Desert Torches, PoD Eye Statue)
self.smallKey = False # There's a small key door on this side
self.bigKey = False # There's a big key door on this side
@@ -1230,7 +1238,7 @@ class Door(object):
self.dead = False
self.entrance = entrance
if entrance is not None:
if entrance is not None and not entrance.door:
entrance.door = self
def getAddress(self):
@@ -1238,6 +1246,8 @@ class Door(object):
return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
elif self.type == DoorType.SpiralStairs:
return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4
elif self.type == DoorType.Ladder:
return 0x13C700 + self.doorIndex * 2
elif self.type == DoorType.Open:
base_address = {
Direction.North: 0x13C500,
@@ -1254,6 +1264,12 @@ class Door(object):
if src.type == DoorType.StraightStairs:
bitmask += 0x40
return [self.roomIndex, bitmask + self.doorIndex]
if self.type == DoorType.Ladder:
bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer)
bitmask += 0x08 * self.doorIndex
if src.type == DoorType.StraightStairs:
bitmask += 0x40
return [self.roomIndex, bitmask + 0x03]
if self.type == DoorType.SpiralStairs:
bitmask = int(self.layer) << 2
bitmask += 0x10 * int(self.zeroHzCam)
@@ -1316,7 +1332,7 @@ class Door(object):
return self
def no_exit(self):
self.blocked = True
self.blocked = self.blocked_orig = True
return self
def no_entrance(self):
@@ -1640,6 +1656,7 @@ class Location(object):
self.access_rule = lambda state: True
self.item_rule = lambda item: True
self.player = player
self.skip = False
def can_fill(self, state, item, check_access=True):
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
@@ -1677,7 +1694,9 @@ class Location(object):
class Item(object):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, pedestal_hint=None, pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None, hint_text=None, player=None):
def __init__(self, name='', advancement=False, priority=False, type=None, code=None, price=999, pedestal_hint=None,
pedestal_credit=None, sickkid_credit=None, zora_credit=None, witch_credit=None, fluteboy_credit=None,
hint_text=None, player=None):
self.name = name
self.advancement = advancement
self.priority = priority
@@ -1690,6 +1709,7 @@ class Item(object):
self.fluteboy_credit_text = fluteboy_credit
self.hint_text = hint_text
self.code = code
self.price = price
self.location = None
self.world = None
self.player = player
@@ -1732,7 +1752,7 @@ class ShopType(Enum):
UpgradeShop = 2
class Shop(object):
def __init__(self, region, room_id, type, shopkeeper_config, custom, locked):
def __init__(self, region, room_id, type, shopkeeper_config, custom, locked, sram_address):
self.region = region
self.room_id = room_id
self.type = type
@@ -1740,6 +1760,7 @@ class Shop(object):
self.shopkeeper_config = shopkeeper_config
self.custom = custom
self.locked = locked
self.sram_address = sram_address
@property
def item_count(self):
@@ -1756,11 +1777,11 @@ class Shop(object):
door_id = door_addresses[entrances[0].name][0]+1
else:
door_id = 0
config |= 0x40 # ignore door id
config |= 0x40 # ignore door id
if self.type == ShopType.TakeAny:
config |= 0x80
if self.type == ShopType.UpgradeShop:
config |= 0x10 # Alt. VRAM
config |= 0x10 # Alt. VRAM
return [0x00]+int16_as_bytes(self.room_id)+[door_id, 0x00, config, self.shopkeeper_config, 0x00]
def has_unlimited(self, item):
@@ -1776,14 +1797,16 @@ class Shop(object):
def clear_inventory(self):
self.inventory = [None, None, None]
def add_inventory(self, slot, item, price, max=0, replacement=None, replacement_price=0, create_location=False):
def add_inventory(self, slot: int, item, price, max=0, replacement=None, replacement_price=0,
create_location=False, player=0):
self.inventory[slot] = {
'item': item,
'price': price,
'max': max,
'replacement': replacement,
'replacement_price': replacement_price,
'create_location': create_location
'create_location': create_location,
'player': player
}
@@ -1853,12 +1876,12 @@ class Spoiler(object):
self.locations['Dark World'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
listed_locations.update(dw_locations)
cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave]
cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and not loc.skip]
self.locations['Caves'] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
listed_locations.update(cave_locations)
for dungeon in self.world.dungeons:
dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon]
dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and not loc.forced_item]
self.locations[str(dungeon)] = OrderedDict([(location.gen_name(), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
listed_locations.update(dungeon_locations)
@@ -1868,17 +1891,21 @@ class Spoiler(object):
listed_locations.update(other_locations)
self.shops = []
for shop in self.world.shops:
if not shop.custom:
continue
shopdata = {'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
for index, item in enumerate(shop.inventory):
if item is None:
for player in range(1, self.world.players + 1):
for shop in self.world.shops[player]:
if not shop.custom:
continue
shopdata['item_{}'.format(index)] = "{} - {}".format(item['item'], item['price']) if item['price'] else item['item']
self.shops.append(shopdata)
shopdata = {'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
for index, item in enumerate(shop.inventory):
if item is None:
continue
if self.world.players == 1:
shopdata[f'item_{index}'] = f"{item['item']}{item['price']}" if item['price'] else item['item']
else:
shopdata[f'item_{index}'] = f"{item['item']} (Player {item['player']}) — {item['price']}"
self.shops.append(shopdata)
for player in range(1, self.world.players + 1):
self.bosses[str(player)] = OrderedDict()
@@ -1904,7 +1931,7 @@ class Spoiler(object):
self.bosses = self.bosses["1"]
for player in range(1, self.world.players + 1):
if self.world.intensity[player] >= 3:
if self.world.intensity[player] >= 3 and self.world.doorShuffle[player] != 'vanilla':
for portal in self.world.dungeon_portals[player]:
self.set_lobby(portal.name, portal.door.name, player)
@@ -1937,6 +1964,8 @@ class Spoiler(object):
'teams': self.world.teams,
'experimental': self.world.experimental,
'keydropshuffle': self.world.keydropshuffle,
'shopsanity': self.world.shopsanity,
'code': {p: Settings.make_code(self.world, p) for p in range(1, self.world.players + 1)}
}
def to_json(self):
@@ -1973,6 +2002,7 @@ class Spoiler(object):
if len(self.hashes) > 0:
for team in range(self.world.teams):
outfile.write('%s%s\n' % (f"Hash - {self.world.player_names[player][team]} (Team {team+1}): " if self.world.teams > 1 else 'Hash: ', self.hashes[player, team]))
outfile.write(f'Settings Code: {self.metadata["code"][player]}\n')
outfile.write('Logic: %s\n' % self.metadata['logic'][player])
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' % ('Yes' if self.metadata['retro'][player] else 'No'))
@@ -2000,6 +2030,7 @@ class Spoiler(object):
outfile.write('Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
outfile.write('Experimental: %s\n' % ('Yes' if self.metadata['experimental'][player] else 'No'))
outfile.write('Key Drops shuffled: %s\n' % ('Yes' if self.metadata['keydropshuffle'][player] else 'No'))
outfile.write(f"Shopsanity: {'Yes' if self.metadata['shopsanity'][player] else 'No'}\n")
if self.doors:
outfile.write('\n\nDoors:\n\n')
outfile.write('\n'.join(
@@ -2129,4 +2160,110 @@ class Pot(object):
self.y = y
self.item = item
self.room = room
self.flags = flags
self.flags = flags
# byte 0: DDDE EEEE (DR, ER)
dr_mode = {"basic": 1, "crossed": 2, "vanilla": 0}
er_mode = {"vanilla": 0, "simple": 1, "restricted": 2, "full": 3, "crossed": 4, "insanity": 5, "restricted_legacy": 8,
"full_legacy": 9, "madness_legacy": 10, "insanity_legacy": 11, "dungeonsfull": 7, "dungeonssimple": 6}
# byte 1: LLLW WSSR (logic, mode, sword, retro)
logic_mode = {"noglitches": 0, "minorglitches": 1, "nologic": 2, "owg": 3, "majorglitches": 4}
world_mode = {"open": 0, "standard": 1, "inverted": 2}
sword_mode = {"random": 0, "assured": 1, "swordless": 2, "vanilla": 3}
# byte 2: GGGD DFFH (goal, diff, item_func, hints)
goal_mode = {"ganon": 0, "pedestal": 1, "dungeons": 2, "triforcehunt": 3, "crystals": 4}
diff_mode = {"normal": 0, "hard": 1, "expert": 2}
func_mode = {"normal": 0, "hard": 1, "expert": 2}
# byte 3: SKMM PIII (shop, keydrop, mixed, palettes, intensity)
mixed_travel_mode = {"prevent": 0, "allow": 1, "force": 2}
# intensity is 3 bits (reserves 4-7 levels)
# byte 4: CCCC CTTX (crystals gt, ctr2, experimental)
counter_mode = {"default": 0, "off": 1, "on": 2, "pickup": 3}
# byte 5: CCCC CPAA (crystals ganon, pyramid, access
access_mode = {"items": 0, "locations": 1, "none": 2}
# byte 6: BSMC BBEE (big, small, maps, compass, bosses, enemies)
boss_mode = {"none": 0, "simple": 1, "full": 2, "random": 3}
enemy_mode = {"none": 0, "shuffled": 1, "random": 2}
# byte 7: HHHD DP?? (enemy_health, enemy_dmg, potshuffle, ?)
e_health = {"default": 0, "easy": 1, "normal": 2, "hard": 3, "expert": 4}
e_dmg = {"default": 0, "shuffled": 1, "random": 2}
class Settings(object):
@staticmethod
def make_code(w, p):
code = bytes([
(dr_mode[w.doorShuffle[p]] << 5) | er_mode[w.shuffle[p]],
(logic_mode[w.logic[p]] << 5) | (world_mode[w.mode[p]] << 3)
| (sword_mode[w.swords[p]] << 1) | (1 if w.retro[p] else 0),
(goal_mode[w.goal[p]] << 5) | (diff_mode[w.difficulty[p]] << 3)
| (func_mode[w.difficulty_adjustments[p]] << 1) | (1 if w.hints[p] else 0),
(0x80 if w.shopsanity[p] else 0) | (0x40 if w.keydropshuffle[p] else 0)
| (mixed_travel_mode[w.mixed_travel[p]] << 4) | (0x8 if w.standardize_palettes[p] == "original" else 0)
| (0 if w.intensity[p] == "random" else w.intensity[p]),
((8 if w.crystals_gt_orig[p] == "random" else int(w.crystals_gt_orig[p])) << 3)
| (counter_mode[w.dungeon_counters[p]] << 1) | (1 if w.experimental[p] else 0),
((8 if w.crystals_ganon_orig[p] == "random" else int(w.crystals_ganon_orig[p])) << 3)
| (0x4 if w.open_pyramid[p] else 0) | access_mode[w.accessibility[p]],
(0x80 if w.bigkeyshuffle[p] else 0) | (0x40 if w.keyshuffle[p] else 0)
| (0x20 if w.mapshuffle[p] else 0) | (0x10 if w.compassshuffle[p] else 0)
| (boss_mode[w.boss_shuffle[p]] << 2) | (enemy_mode[w.enemy_shuffle[p]]),
(e_health[w.enemy_health[p]] << 5) | (e_dmg[w.enemy_damage[p]] << 3) | (0x4 if w.potshuffle[p] else 0)])
return base64.b64encode(code, "+-".encode()).decode()
@staticmethod
def adjust_args_from_code(code, player, args):
settings, p = base64.b64decode(code.encode(), "+-".encode()), player
def r(d):
return {y: x for x, y in d.items()}
args.shuffle[p] = r(er_mode)[settings[0] & 0x1F]
args.door_shuffle[p] = r(dr_mode)[(settings[0] & 0xE0) >> 5]
args.logic[p] = r(logic_mode)[(settings[1] & 0xE0) >> 5]
args.mode[p] = r(world_mode)[(settings[1] & 0x18) >> 3]
args.swords[p] = r(sword_mode)[(settings[1] & 0x6) >> 1]
args.difficulty[p] = r(diff_mode)[(settings[2] & 0x18) >> 3]
args.item_functionality[p] = r(func_mode)[(settings[2] & 0x6) >> 1]
args.goal[p] = r(goal_mode)[(settings[2] & 0xE0) >> 5]
args.accessibility[p] = r(access_mode)[settings[5] & 0x3]
args.retro[p] = True if settings[1] & 0x01 else False
args.hints[p] = True if settings[2] & 0x01 else False
args.retro[p] = True if settings[1] & 0x01 else False
args.shopsanity[p] = True if settings[3] & 0x80 else False
args.keydropshuffle[p] = True if settings[3] & 0x40 else False
args.mixed_travel[p] = r(mixed_travel_mode)[(settings[3] & 0x30) >> 4]
args.standardize_palettes[p] = "original" if settings[3] & 0x8 else "standardize"
intensity = settings[3] & 0x7
args.intensity[p] = "random" if intensity == 0 else intensity
args.dungeon_counters[p] = r(counter_mode)[(settings[4] & 0x6) >> 1]
cgt = (settings[4] & 0xf8) >> 3
args.crystals_gt[p] = "random" if cgt == 8 else cgt
args.experimental[p] = True if settings[4] & 0x1 else False
cgan = (settings[5] & 0xf8) >> 3
args.crystals_ganon[p] = "random" if cgan == 8 else cgan
args.openpyramid[p] = True if settings[5] & 0x4 else False
args.bigkeyshuffle[p] = True if settings[6] & 0x80 else False
args.keyshuffle[p] = True if settings[6] & 0x40 else False
args.mapshuffle[p] = True if settings[6] & 0x20 else False
args.compassshuffle[p] = True if settings[6] & 0x10 else False
args.shufflebosses[p] = r(boss_mode)[(settings[6] & 0xc) >> 2]
args.shuffleenemies[p] = r(enemy_mode)[settings[6] & 0x3]
args.enemy_health[p] = r(e_health)[(settings[7] & 0xE0) >> 5]
args.enemy_damage[p] = r(e_dmg)[(settings[7] & 0x18) >> 3]
args.shufflepots[p] = True if settings[7] & 0x4 else False
+3 -1
View File
@@ -93,7 +93,7 @@ def parse_cli(argv, no_defaults=False):
'retro', 'accessibility', 'hints', 'beemizer', 'experimental', 'dungeon_counters',
'shufflebosses', 'shuffleenemies', 'enemy_health', 'enemy_damage', 'shufflepots',
'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor', 'heartbeep',
'remote_items', 'keydropshuffle', 'mixed_travel', 'standardize_palettes']:
'remote_items', 'shopsanity', 'keydropshuffle', 'mixed_travel', 'standardize_palettes', 'code']:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1:
setattr(ret, name, {1: value})
@@ -133,6 +133,7 @@ def parse_settings():
"enemy_health": "default",
"enemizercli": os.path.join(".", "EnemizerCLI", "EnemizerCLI.Core"),
"shopsanity": False,
"keydropshuffle": False,
"mapshuffle": False,
"compassshuffle": False,
@@ -146,6 +147,7 @@ def parse_settings():
"mixed_travel": "prevent",
"standardize_palettes": "standardize",
"code": "",
"multi": 1,
"names": "",
+106 -47
View File
@@ -8,17 +8,43 @@ from typing import DefaultDict, Dict, List
from functools import reduce
from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo
from Doors import reset_portals
from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts
from Dungeons import dungeon_bigs, dungeon_keys, dungeon_hints
from Items import ItemFactory
from RoomData import DoorKind, PairedDoor
from RoomData import DoorKind, PairedDoor, reset_rooms
from DungeonGenerator import ExplorationState, convert_regions, generate_dungeon, pre_validate, determine_required_paths, drop_entrances
from DungeonGenerator import create_dungeon_builders, split_dungeon_builder, simple_dungeon_builder, default_dungeon_entrances
from DungeonGenerator import dungeon_portals, dungeon_drops
from DungeonGenerator import dungeon_portals, dungeon_drops, GenerationException
from KeyDoorShuffle import analyze_dungeon, validate_vanilla_key_logic, build_key_layout, validate_key_layout
def link_doors(world, player):
attempt, valid = 1, False
while not valid:
try:
link_doors_main(world, player)
valid = True
except GenerationException as e:
logging.getLogger('').debug(f'Irreconcilable generation. {str(e)} Starting a new attempt.')
attempt += 1
if attempt > 10:
raise Exception('Could not create world in 10 attempts. Generation algorithms need more work', e)
for door in world.doors:
if door.player == player:
door.dest = None
door.entranceFlag = False
ent = door.entrance
if (door.type != DoorType.Logical or door.controller) and ent.connected_region is not None:
ent.connected_region.entrances = [x for x in ent.connected_region.entrances if x != ent]
ent.connected_region = None
for portal in world.dungeon_portals[player]:
disconnect_portal(portal, world, player)
reset_portals(world, player)
reset_rooms(world, player)
def link_doors_main(world, player):
# Drop-down connections & push blocks
for exitName, regionName in logical_connections:
@@ -32,20 +58,21 @@ def link_doors(world, player):
connect_simple_door(world, exitName, regionName, player)
for exitName, regionName in dungeon_warps:
connect_simple_door(world, exitName, regionName, player)
for ent, ext in ladders:
connect_two_way(world, ent, ext, player)
if world.intensity[player] < 2:
for entrance, ext in open_edges:
connect_two_way(world, entrance, ext, player)
for entrance, ext in straight_staircases:
connect_two_way(world, entrance, ext, player)
for entrance, ext in ladders:
connect_two_way(world, entrance, ext, player)
if world.intensity[player] < 3 or world.doorShuffle == 'vanilla':
mirror_route = world.get_entrance('Sanctuary Mirror Route', player)
mr_door = mirror_route.door
sanctuary = mirror_route.parent_region
sanctuary.exits.remove(mirror_route)
if mirror_route in sanctuary.exits:
sanctuary.exits.remove(mirror_route)
world.remove_entrance(mirror_route, player)
world.remove_door(mr_door, player)
@@ -62,7 +89,7 @@ def link_doors(world, player):
world.get_portal('Desert East', player).destination = True
if world.mode[player] == 'inverted':
world.get_portal('Desert West', player).destination = True
if world.mode[player] == 'open':
else:
world.get_portal('Skull 2 West', player).destination = True
world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
world.get_portal('Turtle Rock Eye Bridge', player).destination = True
@@ -80,6 +107,8 @@ def link_doors(world, player):
connect_simple_door(world, exitName, regionName, player)
for entrance, ext in spiral_staircases:
connect_two_way(world, entrance, ext, player)
for entrance, ext in ladders:
connect_two_way(world, entrance, ext, player)
for entrance, ext in default_door_connections:
connect_two_way(world, entrance, ext, player)
for ent, ext in default_one_way_connections:
@@ -134,7 +163,7 @@ def create_door_spoiler(world, player):
door_a = ext.door
connect = ext.connected_region
if door_a and door_a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open,
DoorType.StraightStairs] and door_a not in done:
DoorType.StraightStairs, DoorType.Ladder] and door_a not in done:
done.add(door_a)
door_b = door_a.dest
if door_b and not isinstance(door_b, Region):
@@ -328,6 +357,7 @@ def choose_portals(world, player):
if world.doorShuffle[player] in ['basic', 'crossed']:
cross_flag = world.doorShuffle[player] == 'crossed'
bk_shuffle = world.bigkeyshuffle[player]
std_flag = world.mode[player] == 'standard'
# roast incognito doors
world.get_room(0x60, player).delete(5)
world.get_room(0x60, player).change(2, DoorKind.DungeonEntrance)
@@ -340,13 +370,14 @@ def choose_portals(world, player):
region_map = defaultdict(list)
reachable_portals = []
inaccessible_portals = []
hc_flag = std_flag and dungeon == 'Hyrule Castle'
for portal in portal_list:
placeholder = world.get_region(portal + ' Portal', player)
portal_region = placeholder.exits[0].connected_region
name = portal_region.name
if portal_region.type == RegionType.LightWorld:
world.get_portal(portal, player).light_world = True
if name in world.inaccessible_regions[player]:
if name in world.inaccessible_regions[player] or (hc_flag and portal != 'Hyrule Castle South'):
name_key = 'Desert Ledge' if name == 'Desert Palace Entrance (North) Spot' else name
region_map[name_key].append(portal)
inaccessible_portals.append(portal)
@@ -368,7 +399,8 @@ def choose_portals(world, player):
portal_assignment = defaultdict(list)
for dungeon, info in info_map.items():
outstanding_portals = list(dungeon_portals[dungeon])
if dungeon == 'Hyrule Castle' and world.mode[player] == 'standard':
hc_flag = std_flag and dungeon == 'Hyrule Castle'
if hc_flag:
sanc = world.get_portal('Sanctuary', player)
sanc.destination = True
clean_up_portal_assignment(portal_assignment, dungeon, sanc, master_door_list, outstanding_portals)
@@ -388,12 +420,15 @@ def choose_portals(world, player):
possible_portals = outstanding_portals if not info.sole_entrance else [x for x in outstanding_portals if x != info.sole_entrance]
choice, portal = assign_portal(candidates, possible_portals, world, player)
if choice.deadEnd:
portal.deadEnd = True
if choice.passage:
portal.destination = True
else:
portal.deadEnd = True
clean_up_portal_assignment(portal_assignment, dungeon, portal, master_door_list, outstanding_portals)
the_rest = info.total - len(portal_assignment[dungeon])
for i in range(0, the_rest):
candidates = find_portal_candidates(master_door_list, dungeon, crossed=cross_flag,
bk_shuffle=bk_shuffle)
bk_shuffle=bk_shuffle, standard=hc_flag)
choice, portal = assign_portal(candidates, outstanding_portals, world, player)
clean_up_portal_assignment(portal_assignment, dungeon, portal, master_door_list, outstanding_portals)
@@ -477,7 +512,6 @@ def connect_portal(portal, world, player):
ent, ext, entrance_name = portal_map[portal.name]
if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
ext = 'Inverted ' + ext
# ent = 'Inverted ' + ent
portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
target_exit = world.get_entrance(ext, player)
portal_entrance.connected_region = target_exit.parent_region
@@ -491,41 +525,34 @@ def connect_portal(portal, world, player):
portal_entrance.parent_region.entrances.append(edit_entrance)
# todo: remove this?
def connect_portal_copy(portal, world, player):
def disconnect_portal(portal, world, player):
ent, ext, entrance_name = portal_map[portal.name]
if world.mode[player] == 'inverted' and portal.name in ['Ganons Tower', 'Agahnims Tower']:
ext = 'Inverted ' + ext
portal_entrance = world.get_entrance(portal.door.entrance.name, player) # ensures I get the right one for copying
target_exit = world.get_entrance(ext, player)
portal_entrance.connected_region = target_exit.parent_region
portal_region = world.get_region(portal.name + ' Portal', player)
portal_region.entrances.append(portal_entrance)
portal_entrance = world.get_entrance(portal.door.entrance.name, player)
# portal_region = world.get_region(portal.name + ' Portal', player)
edit_entrance = world.get_entrance(entrance_name, player)
edit_entrance.connected_region = portal_entrance.parent_region
chosen_door = world.get_door(portal_entrance.name, player)
chosen_door.blocked = False
connect_door_only(world, chosen_door, portal_region, player)
portal_entrance.parent_region.entrances.append(edit_entrance)
# reverse work
if edit_entrance in portal_entrance.parent_region.entrances:
portal_entrance.parent_region.entrances.remove(edit_entrance)
chosen_door.blocked = chosen_door.blocked_orig
chosen_door.entranceFlag = False
def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False, bk_shuffle=False):
filter_list = [x for x in door_list if bk_shuffle or not x.bk_shuffle_req]
if need_passage:
if crossed:
return [x for x in filter_list if x.passage and (x.dungeonLink is None or x.entrance.parent_region.dungeon.name == dungeon)]
else:
return [x for x in filter_list if x.passage and x.entrance.parent_region.dungeon.name == dungeon]
elif dead_end_allowed:
if crossed:
return [x for x in filter_list if x.dungeonLink is None or x.entrance.parent_region.dungeon.name == dungeon]
else:
return [x for x in filter_list if x.entrance.parent_region.dungeon.name == dungeon]
def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False,
bk_shuffle=False, standard=False):
ret = [x for x in door_list if bk_shuffle or not x.bk_shuffle_req]
if crossed:
ret = [x for x in ret if not x.dungeonLink or x.entrance.parent_region.dungeon.name == dungeon]
else:
if crossed:
return [x for x in filter_list if (not x.dungeonLink or x.entrance.parent_region.dungeon.name == dungeon) and not x.deadEnd]
else:
return [x for x in filter_list if x.entrance.parent_region.dungeon.name == dungeon and not x.deadEnd]
ret = [x for x in ret if x.entrance.parent_region.dungeon.name == dungeon]
if need_passage:
ret = [x for x in ret if x.passage]
if not dead_end_allowed:
ret = [x for x in ret if not x.deadEnd]
if standard:
ret = [x for x in ret if not x.standard_restrict]
return ret
def assign_portal(candidates, possible_portals, world, player):
@@ -710,10 +737,11 @@ def main_dungeon_generation(dungeon_builders, recombinant_builders, connections_
continue
origin_list = list(builder.entrance_list)
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, name)
split_dungeon = treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player)
if len(origin_list) <= 0 or not pre_validate(builder, origin_list, split_dungeon, world, player):
if last_key == builder.name or loops > 1000:
origin_name = world.get_region(origin_list[0], player).entrances[0].parent_region.name if len(origin_list) > 0 else 'no origin'
raise Exception('Infinite loop detected for "%s" located at %s' % (builder.name, origin_name))
raise GenerationException(f'Infinite loop detected for "{builder.name}" located at {origin_name}')
sector_queue.append(builder)
last_key = builder.name
loops += 1
@@ -857,6 +885,22 @@ def aga_tower_enabled(enabled):
return False
def treat_split_as_whole_dungeon(split_dungeon, name, origin_list, world, player):
# what about ER dungeons? - find an example? (bad key doors 0 keys not valid)
if split_dungeon and name in multiple_portal_map:
possible_entrances = []
for portal_name in multiple_portal_map[name]:
portal = world.get_portal(portal_name, player)
portal_entrance = world.get_entrance(portal_map[portal_name][0], player)
if not portal.destination and portal_entrance.parent_region.name not in world.inaccessible_regions[player]:
possible_entrances.append(portal)
if len(possible_entrances) == 1:
single_portal = possible_entrances[0]
if single_portal.door.entrance.parent_region.name in origin_list and len(origin_list) == 1:
return False
return split_dungeon
# goals:
# 1. have enough chests to be interesting (2 more than dungeon items)
# 2. have a balanced amount of regions added (check)
@@ -1282,11 +1326,10 @@ def combine_layouts(recombinant_builders, dungeon_builders, entrances_map):
if recombine.master_sector is None:
recombine.master_sector = builder.master_sector
recombine.master_sector.name = recombine.name
recombine.pre_open_stonewall = builder.pre_open_stonewall
recombine.pre_open_stonewalls = builder.pre_open_stonewalls
else:
recombine.master_sector.regions.extend(builder.master_sector.regions)
if builder.pre_open_stonewall:
recombine.pre_open_stonewall = builder.pre_open_stonewall
recombine.pre_open_stonewalls.update(builder.pre_open_stonewalls)
recombine.layout_starts = list(entrances_map[recombine.name])
dungeon_builders[recombine.name] = recombine
@@ -1967,8 +2010,9 @@ class DROptions(Flag):
Debug = 0x08
Rails = 0x10 # If on, draws rails
OriginalPalettes = 0x20
Reserved = 0x40 # Reserved for PoD sliding wall?
Open_PoD_Wall = 0x40 # If on, pre opens the PoD wall, no bow required
Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
Hide_Total = 0x100
# DATA GOES DOWN HERE
@@ -2000,6 +2044,13 @@ logical_connections = [
('PoD Basement Ledge Drop Down', 'PoD Stalfos Basement'),
('PoD Falling Bridge Path N', 'PoD Falling Bridge Ledge'),
('PoD Falling Bridge Path S', 'PoD Falling Bridge'),
('PoD Bow Statue Crystal Path', 'PoD Bow Statue Moving Wall'),
('PoD Bow Statue Moving Wall Path', 'PoD Bow Statue'),
('PoD Bow Statue Moving Wall Cane Path', 'PoD Bow Statue'),
('PoD Dark Pegs Hammer Path', 'PoD Dark Pegs Ladder'),
('PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs'),
('PoD Dark Pegs Ladder Cane Path', 'PoD Dark Pegs Switch'),
('PoD Dark Pegs Switch Path', 'PoD Dark Pegs Ladder'),
('Swamp Lobby Moat', 'Swamp Entrance'),
('Swamp Entrance Moat', 'Swamp Lobby'),
('Swamp Trench 1 Approach Dry', 'Swamp Trench 1 Nexus'),
@@ -2367,7 +2418,7 @@ interior_doors = [
('Skull Pull Switch S', 'Skull Big Chest N'),
('Skull Left Drop ES', 'Skull Compass Room WS'),
('Skull 2 East Lobby NW', 'Skull Big Key SW'),
('Skull Big Key WN', 'Skull Lone Pot EN'),
('Skull Big Key EN', 'Skull Lone Pot WN'),
('Skull Small Hall WS', 'Skull 2 West Lobby ES'),
('Skull 2 West Lobby NW', 'Skull X Room SW'),
('Skull 3 Lobby EN', 'Skull East Bridge WN'),
@@ -2828,6 +2879,14 @@ portal_map = {
'Ganons Tower': ('Ganons Tower', 'Ganons Tower Exit', 'Enter Ganons Tower'),
}
multiple_portal_map = {
'Hyrule Castle': ['Sanctuary', 'Hyrule Castle West', 'Hyrule Castle South', 'Hyrule Castle East'],
'Desert Palace': ['Desert West', 'Desert South', 'Desert East', 'Desert Back'],
'Skull Woods': ['Skull 1', 'Skull 2 West', 'Skull 2 East', 'Skull 3'],
'Turtle Rock': ['Turtle Rock Lazy Eyes', 'Turtle Rock Eye Bridge', 'Turtle Rock Chest', 'Turtle Rock Main'],
}
split_portals = {
'Desert Palace': ['Back', 'Main'],
'Skull Woods': ['1', '2', '3']
+66 -46
View File
@@ -395,8 +395,15 @@ def create_doors(world, player):
create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(),
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr),
create_door(player, 'PoD Bow Statue Crystal Path', Lgcl),
create_door(player, 'PoD Bow Statue Moving Wall Path', Lgcl),
create_door(player, 'PoD Bow Statue Moving Wall Cane Path', Lgcl),
create_door(player, 'PoD Bow Statue Down Ladder', Lddr).dir(So, 0x1b, 1, High).no_entrance(),
create_door(player, 'PoD Dark Pegs Up Ladder', Lddr).dir(No, 0x0b, 0, High),
create_door(player, 'PoD Dark Pegs Hammer Path', Lgcl),
create_door(player, 'PoD Dark Pegs Ladder Hammer Path', Lgcl),
create_door(player, 'PoD Dark Pegs Ladder Cane Path', Lgcl),
create_door(player, 'PoD Dark Pegs Switch Path', Lgcl),
create_door(player, 'PoD Dark Pegs WN', Intr).dir(We, 0x0b, Mid, High).small_key().pos(2),
create_door(player, 'PoD Lonely Turtle SW', Intr).dir(So, 0x0b, Mid, High).pos(0),
create_door(player, 'PoD Lonely Turtle EN', Intr).dir(Ea, 0x0b, Mid, High).small_key().pos(2),
@@ -534,8 +541,8 @@ def create_doors(world, player):
create_door(player, 'Skull 2 East Lobby WS', Nrml).dir(We, 0x57, Bot, High).pos(4),
create_door(player, 'Skull 2 East Lobby NW', Intr).dir(No, 0x57, Left, High).pos(1),
create_door(player, 'Skull Big Key SW', Intr).dir(So, 0x57, Left, High).pos(1),
create_door(player, 'Skull Big Key WN', Intr).dir(We, 0x57, Top, High).pos(0),
create_door(player, 'Skull Lone Pot EN', Intr).dir(Ea, 0x57, Top, High).pos(0),
create_door(player, 'Skull Big Key EN', Intr).dir(Ea, 0x57, Top, High).pos(0),
create_door(player, 'Skull Lone Pot WN', Intr).dir(We, 0x57, Top, High).pos(0),
create_door(player, 'Skull Small Hall ES', Nrml).dir(Ea, 0x56, Bot, High).pos(3),
create_door(player, 'Skull Small Hall WS', Intr).dir(We, 0x56, Bot, High).pos(2),
create_door(player, 'Skull 2 West Lobby S', Nrml).dir(So, 0x56, Left, High).pos(1).portal(Z, 0x00),
@@ -663,7 +670,7 @@ def create_doors(world, player):
create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Big Key Push Block', Lgcl),
create_door(player, 'Ice Big Key Down Ladder', Lddr),
create_door(player, 'Ice Big Key Down Ladder', Lddr).dir(So, 0x1f, 3, High),
create_door(player, 'Ice Stalfos Hint SE', Intr).dir(So, 0x3e, Right, High).pos(0),
create_door(player, 'Ice Conveyor NE', Intr).dir(No, 0x3e, Right, High).no_exit().pos(0),
create_door(player, 'Ice Conveyor SW', Nrml).dir(So, 0x3e, Left, High).small_key().pos(1).portal(Z, 0x20),
@@ -679,7 +686,7 @@ def create_doors(world, player):
create_door(player, 'Ice Spike Cross ES', Nrml).dir(Ea, 0x5e, Bot, High).small_key().pos(0),
create_door(player, 'Ice Spike Cross WS', Intr).dir(We, 0x5e, Bot, High).pos(3),
create_door(player, 'Ice Firebar ES', Intr).dir(Ea, 0x5e, Bot, High).pos(3),
create_door(player, 'Ice Firebar Down Ladder', Lddr),
create_door(player, 'Ice Firebar Down Ladder', Lddr).dir(So, 0x5e, 5, High),
create_door(player, 'Ice Spike Cross NE', Intr).dir(No, 0x5e, Right, High).pos(1),
create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).no_exit().pos(1),
create_door(player, 'Ice Falling Square Hole', Hole),
@@ -689,8 +696,8 @@ def create_doors(world, player):
create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True).kill(),
create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr),
create_door(player, 'Ice Freezors Up Ladder', Lddr),
create_door(player, 'Ice Tongue Pull Up Ladder', Lddr).dir(No, 0x3f, 2, High),
create_door(player, 'Ice Freezors Up Ladder', Lddr).dir(No, 0x7e, 4, High),
create_door(player, 'Ice Freezors Hole', Hole),
create_door(player, 'Ice Freezors Bomb Hole', Hole), # combine these two? -- they have to lead to the same spot
create_door(player, 'Ice Freezors Ledge Hole', Hole),
@@ -1078,8 +1085,8 @@ def create_doors(world, player):
create_door(player, 'GT Torch Cross WN', Nrml).dir(We, 0x96, Top, High).pos(1),
create_door(player, 'GT Torch Cross ES', Intr).dir(Ea, 0x96, Bot, High).pos(0),
create_door(player, 'GT Staredown WS', Intr).dir(We, 0x96, Bot, High).pos(0),
create_door(player, 'GT Staredown Up Ladder', Lddr),
create_door(player, 'GT Falling Torches Down Ladder', Lddr),
create_door(player, 'GT Staredown Up Ladder', Lddr).dir(No, 0x96, 6, High),
create_door(player, 'GT Falling Torches Down Ladder', Lddr).dir(So, 0x3d, 7, High),
create_door(player, 'GT Falling Torches NE', Intr).dir(No, 0x3d, Right, High).pos(0),
create_door(player, 'GT Mini Helmasaur Room SE', Intr).dir(So, 0x3d, Right, High).pos(0),
create_door(player, 'GT Falling Torches Hole', Hole),
@@ -1156,9 +1163,11 @@ def create_doors(world, player):
world.get_door('PoD Map Balcony WS', player).c_switch()
world.get_door('PoD Map Balcony South Stairs', player).c_switch()
world.get_door('PoD Bow Statue SW', player).c_switch()
world.get_door('PoD Bow Statue Down Ladder', player).c_switch()
world.get_door('PoD Dark Pegs Up Ladder', player).c_switch()
world.get_door('PoD Bow Statue Moving Wall Path', player).barrier(CrystalBarrier.Orange)
world.get_door('PoD Bow Statue Crystal Path', player).c_switch()
world.get_door('PoD Dark Pegs WN', player).c_switch()
world.get_door('PoD Dark Pegs Switch Path', player).c_switch()
world.get_door('PoD Dark Pegs Hammer Path', player).c_switch()
world.get_door('Swamp Crystal Switch EN', player).c_switch()
world.get_door('Swamp Crystal Switch SE', player).c_switch()
@@ -1271,6 +1280,47 @@ def create_doors(world, player):
assign_entrances(world, player)
create_portals(world, player)
# static portal flags
world.get_door('Sanctuary S', player).dead_end(allowPassage=True)
world.get_door('Eastern Hint Tile Blocked Path SE', player).passage = False
world.get_door('TR Big Chest Entrance SE', player).passage = False
world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle'
world.get_door('Desert Cannonball S', player).dead_end()
# world.get_door('Desert Boss SW', player).dead_end()
# world.get_door('Desert Boss SW', player).dungeonLink = 'Desert Palace'
world.get_door('Skull 1 Lobby S', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Map Room SE', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Spike Corner SW', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Spike Corner SW', player).dead_end()
world.get_door('Thieves Pot Alcove Bottom SW', player).dead_end()
world.get_door('Ice Conveyor SW', player).dead_end(allowPassage=True)
world.get_door('Mire Right Bridge SE', player).dead_end(allowPassage=True)
world.get_door('TR Roller Room SW', player).dead_end()
world.get_door('TR Tile Room SE', player).dead_end()
# world.get_door('TR Boss SW', player).dead_end()
# world.get_door('TR Boss SW', player).dungeonLink = 'Turtle Rock'
world.get_door('GT Petting Zoo SE', player).dead_end()
world.get_door('GT DMs Room SW', player).dead_end()
world.get_door("GT Bob\'s Room SE", player).passage = False
world.get_door('Desert Tiles 2 SE', player).bk_shuffle_req = True # key-drop note (todo)
world.get_door('Swamp Lobby S', player).standard_restricted = True # key-drop note (todo)
# can't unlink from boss right now
world.get_door('Hera Lobby S', player).dungeonLink = 'Tower of Hera'
# can't unlink from skull woods right now
world.get_door('Skull 2 West Lobby S', player).dungeonLink = 'Skull Woods'
world.get_door('Ice Spike Cross SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Tall Hint SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Switch Room SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Cross Bottom SE', player).dungeonLink = 'linkIceFalls2'
world.get_door('Ice Conveyor SW', player).dungeonLink = 'linkIceFalls2'
def create_portals(world, player):
dungeon_portals = [
create_portal(player, 'Sanctuary', world.get_door('Sanctuary S', player), 0x02, 0x02),
create_portal(player, 'Hyrule Castle West', world.get_door('Hyrule Castle West Lobby S', player), 0x03, 0x04),
@@ -1300,41 +1350,11 @@ def create_doors(world, player):
]
world.dungeon_portals[player] += dungeon_portals
world.get_door('Sanctuary S', player).dead_end(allowPassage=True)
world.get_door('TR Big Chest Entrance SE', player).passage = False
world.get_door('Sewers Secret Room Key Door S', player).dungeonLink = 'Hyrule Castle'
world.get_door('Desert Cannonball S', player).dead_end()
# world.get_door('Desert Boss SW', player).dead_end()
# world.get_door('Desert Boss SW', player).dungeonLink = 'Desert Palace'
world.get_door('Skull 1 Lobby S', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Map Room SE', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Spike Corner SW', player).dungeonLink = 'Skull Woods'
world.get_door('Skull Spike Corner SW', player).dead_end()
world.get_door('Thieves Pot Alcove Bottom SW', player).dead_end()
world.get_door('Ice Conveyor SW', player).dead_end(allowPassage=True)
world.get_door('Mire Right Bridge SE', player).dead_end(allowPassage=True)
world.get_door('TR Roller Room SW', player).dead_end()
world.get_door('TR Tile Room SE', player).dead_end()
# world.get_door('TR Boss SW', player).dead_end()
# world.get_door('TR Boss SW', player).dungeonLink = 'Turtle Rock'
world.get_door('GT Petting Zoo SE', player).dead_end()
world.get_door('GT DMs Room SW', player).dead_end()
world.get_door("GT Bob\'s Room SE", player).passage = False
world.get_door('PoD Mimics 2 SW', player).bk_shuffle_req = True
world.get_door('Desert Tiles 2 SE', player).bk_shuffle_req = True # key-drop note (todo)
# can't unlink from boss right now
world.get_door('Hera Lobby S', player).dungeonLink = 'Tower of Hera'
# can't unlink from skull woods right now
world.get_door('Skull 2 West Lobby S', player).dungeonLink = 'Skull Woods'
world.get_door('Ice Spike Cross SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Tall Hint SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Switch Room SE', player).dungeonLink = 'linkIceFalls'
world.get_door('Ice Cross Bottom SE', player).dungeonLink = 'linkIceFalls2'
world.get_door('Ice Conveyor SW', player).dungeonLink = 'linkIceFalls2'
def reset_portals(world, player):
world.dungeon_portals[player].clear()
world._portal_cache.clear()
create_portals(world, player)
def create_paired_doors(world, player):
world.paired_doors[player] = [
+48 -23
View File
@@ -55,19 +55,21 @@ def pre_validate(builder, entrance_region_names, split_dungeon, world, player):
def generate_dungeon(builder, entrance_region_names, split_dungeon, world, player):
stonewall = check_for_stonewall(builder)
stonewalls = check_for_stonewalls(builder)
sector = generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player)
if stonewall and not stonewall_valid(stonewall):
builder.pre_open_stonewall = stonewall
for stonewall in stonewalls:
if not stonewall_valid(stonewall):
builder.pre_open_stonewalls.add(stonewall)
return sector
def check_for_stonewall(builder):
def check_for_stonewalls(builder):
stonewalls = set()
for sector in builder.sectors:
for door in sector.outstanding_doors:
if door.stonewall:
return door
return None
stonewalls.add(door)
return stonewalls
def generate_dungeon_main(builder, entrance_region_names, split_dungeon, world, player):
@@ -418,8 +420,7 @@ def check_valid(name, dungeon, hangers, hooks, proposed_map, doors_to_connect, a
true_origin_hooks = [x for x in dungeon['Origin'].hooks.keys() if not x.bigKey or possible_bks > 0 or not bk_needed]
if len(true_origin_hooks) == 0 and len(proposed_map.keys()) < len(doors_to_connect):
return False
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(
doors_to_connect):
if len(true_origin_hooks) == 0 and bk_needed and possible_bks == 0 and len(proposed_map.keys()) == len(doors_to_connect):
return False
for key in hangers.keys():
if len(hooks[key]) > 0 and len(hangers[key]) == 0:
@@ -694,17 +695,17 @@ hang_dir_map = {
def hanger_from_door(door):
if door.type == DoorType.SpiralStairs:
return Hook.Stairs
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs]:
if door.type in [DoorType.Normal, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
return hang_dir_map[door.direction]
return None
def connect_doors(a, b):
# Return on unsupported types.
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Ladder, DoorType.Interior, DoorType.Logical]:
if a.type in [DoorType.Hole, DoorType.Warp, DoorType.Interior, DoorType.Logical]:
return
# Connect supported types
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs]:
if a.type in [DoorType.Normal, DoorType.SpiralStairs, DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
if a.blocked:
connect_one_way(b.entrance, a.entrance)
elif b.blocked:
@@ -1171,7 +1172,7 @@ class DungeonBuilder(object):
self.path_entrances = None # used for pathing/key doors, I think
self.split_flag = False
self.pre_open_stonewall = None # used by stonewall system
self.pre_open_stonewalls = set() # used by stonewall system
self.candidates = None
self.key_doors_num = None
@@ -1225,15 +1226,15 @@ def simple_dungeon_builder(name, sector_list):
def create_dungeon_builders(all_sectors, connections_tuple, world, player,
dungeon_entrances=None, split_dungeon_entrances=None):
logger = logging.getLogger('')
logger.info('Shuffling Dungeon Sectors')
if dungeon_entrances is None:
dungeon_entrances = default_dungeon_entrances
if split_dungeon_entrances is None:
split_dungeon_entrances = split_region_starts
define_sector_features(all_sectors)
finished, dungeon_map = False, {}
finished, dungeon_map, attempts = False, {}, 0
while not finished:
logger.info('Shuffling Dungeon Sectors')
candidate_sectors = dict.fromkeys(all_sectors)
global_pole = GlobalPolarity(candidate_sectors)
@@ -1248,6 +1249,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
entrances_map, potentials, connections = connections_tuple
accessible_sectors, reverse_d_map = set(), {}
for key in dungeon_entrances.keys():
@@ -1324,11 +1326,27 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
dungeon_map.update(complete_dungeons)
finished = True
except NeutralizingException:
pass
except (NeutralizingException, GenerationException) as e:
attempts += 1
logger.debug(f'Attempt {attempts} failed with {str(e)}')
if attempts >= 10:
raise Exception('Could not find a valid seed quickly, something is likely horribly wrong.', e)
return dungeon_map
def standard_stair_check(dungeon_map, dungeon, candidate_sectors, global_pole):
# this is because there must be at least one non-dead stairway in hc to get out
# this check may not be necessary
filtered_sectors = [x for x in candidate_sectors if any(y for y in x.outstanding_doors if not y.dead and y.type == DoorType.SpiralStairs)]
valid = False
while not valid:
chosen_sector = random.choice(filtered_sectors)
filtered_sectors.remove(chosen_sector)
valid = global_pole.is_valid_choice(dungeon_map, dungeon, [chosen_sector])
if valid:
assign_sector(chosen_sector, dungeon, candidate_sectors, global_pole)
def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, dungeon_entrances, split_dungeon_entrances):
accessible_overworld, found_connections, explored = set(), set(), False
@@ -1578,6 +1596,8 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
if len(crystal_switches) == 0:
raise GenerationException('No crystal switches to assign')
sector_list = list(crystal_switches)
if len(population) > len(sector_list):
raise GenerationException('Not enough crystal switch sectors for those needed')
choices = random.sample(sector_list, k=len(population))
for i, choice in enumerate(choices):
builder = dungeon_map[population[i]]
@@ -1588,7 +1608,7 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, crystal_barrier
def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_sectors, crystal_barriers, global_pole):
invalid_builders = []
for name, builder in dungeon_map.items():
if builder.c_switch_present and not builder.c_locked:
if builder.c_switch_present and builder.c_switch_required and not builder.c_locked:
invalid_builders.append(builder)
while len(invalid_builders) > 0:
valid_builders = []
@@ -1597,7 +1617,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
reachable_crystals = defaultdict()
for sector in builder.sectors:
if sector.equations is None:
sector.equations = calc_sector_equations(sector, builder)
sector.equations = calc_sector_equations(sector)
if sector.is_entrance_sector() and not sector.destination_entrance:
need_switch = True
for region in sector.get_start_regions():
@@ -1631,7 +1651,7 @@ def ensure_crystal_switches_reachable(dungeon_map, crystal_switches, polarized_s
valid, sector, which_list = False, None, None
while not valid:
if len(candidates) <= 0:
raise GenerationException(f'need to provide more sophisticatedted crystal connection for {entrance_sector}')
raise GenerationException(f'need to provide more sophisticated crystal connection for {entrance_sector}')
sector, which_list = random.choice(list(candidates.items()))
del candidates[sector]
valid = global_pole.is_valid_choice(dungeon_map, builder, [sector])
@@ -1690,7 +1710,7 @@ def find_pol_cand_for_c_switch(access, reachable_crystals, polarized_candidates)
def pol_cand_matches_access_reach(sector, access, reachable_crystals):
if sector.equations is None:
sector.equations = calc_sector_equations(sector, None)
sector.equations = calc_sector_equations(sector)
for eq in sector.equations:
key, cost_door = eq.cost
if key in access.keys() and access[key]:
@@ -1712,7 +1732,7 @@ def find_crystal_cand(access, crystal_switches):
def crystal_cand_matches_access(sector, access):
if sector.equations is None:
sector.equations = calc_sector_equations(sector, None)
sector.equations = calc_sector_equations(sector)
for eq in sector.equations:
key, cost_door = eq.cost
if key in access.keys() and access[key] and eq.c_switch and len(sector.outstanding_doors) > 1:
@@ -1984,6 +2004,9 @@ def polarity_step_3(dungeon_map, polarized_sectors, global_pole):
sample_target = 100 if combos > 10 else combos * 2
while best_choices is None or samples < sample_target:
samples += 1
if len(odd_candidates) < len(odd_builders):
raise GenerationException(f'Unable to fix dungeon parity - not enough candidates.'
f' Ref: {next(iter(odd_builders)).name}')
choices = random.sample(odd_candidates, k=len(odd_builders))
valid = global_pole.is_valid_multi_choice(dungeon_map, odd_builders, choices)
charge = calc_total_charge(dungeon_map, odd_builders, choices)
@@ -3649,14 +3672,14 @@ def copy_door_equations(builder, sector_list):
for sector in builder.sectors + sector_list:
if sector.equations is None:
# todo: sort equations?
sector.equations = calc_sector_equations(sector, builder)
sector.equations = calc_sector_equations(sector)
curr_list = equations[sector] = []
for equation in sector.equations:
curr_list.append(equation.copy())
return equations
def calc_sector_equations(sector, builder):
def calc_sector_equations(sector):
equations = []
is_entrance = sector.is_entrance_sector() and not sector.destination_entrance
if is_entrance:
@@ -3686,6 +3709,8 @@ def calc_door_equation(door, sector, look_for_entrance):
eq.benefit[hook_from_door(door)].append(door)
eq.required = True
eq.c_switch = door.crystal == CrystalBarrier.Either
# exceptions for long entrances ???
# if door.name in ['PoD Dark Alley']:
eq.entrance_flag = True
return eq, flag
eq = DoorEquation(door)
+2 -2
View File
@@ -213,8 +213,8 @@ pod_regions = [
'PoD Map Balcony', 'PoD Conveyor', 'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room',
'PoD Stalfos Basement', 'PoD Basement Ledge', 'PoD Big Key Landing', 'PoD Falling Bridge',
'PoD Falling Bridge Ledge', 'PoD Dark Maze', 'PoD Big Chest Balcony', 'PoD Compass Room', 'PoD Dark Basement',
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs', 'PoD Lonely Turtle', 'PoD Turtle Party',
'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Bow Statue Moving Wall', 'PoD Dark Pegs', 'PoD Dark Pegs Ladder', 'PoD Dark Pegs Switch',
'PoD Lonely Turtle', 'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss', 'Palace of Darkness Portal'
]
swamp_regions = [
+3 -3
View File
@@ -3181,7 +3181,7 @@ default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'),
('Sanctuary Grave', 'Sewer Drop'),
('Sanctuary Exit', 'Light World'),
('Old Man Cave (West)', 'Old Man Cave'),
('Old Man Cave (West)', 'Old Man Cave Ledge'),
('Old Man Cave (East)', 'Old Man Cave'),
('Old Man Cave Exit (West)', 'Light World'),
('Old Man Cave Exit (East)', 'Death Mountain'),
@@ -3327,7 +3327,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
('Two Brothers House (West)', 'Two Brothers House'),
('Two Brothers House Exit (East)', 'Light World'),
('Two Brothers House Exit (West)', 'Maze Race Ledge'),
('Sanctuary', 'Sanctuary'),
('Sanctuary', 'Sanctuary Portal'),
('Sanctuary Grave', 'Sewer Drop'),
('Sanctuary Exit', 'Light World'),
('Old Man House (Bottom)', 'Old Man House'),
@@ -3398,7 +3398,7 @@ inverted_default_connections = [('Waterfall of Wishing', 'Waterfall of Wishing'
('Old Man Cave Exit (West)', 'West Dark World'),
('Old Man Cave Exit (East)', 'Dark Death Mountain'),
('Dark Death Mountain Fairy', 'Old Man Cave'),
('Bumper Cave (Bottom)', 'Old Man Cave'),
('Bumper Cave (Bottom)', 'Old Man Cave Ledge'),
('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy'),
('Bumper Cave Exit (Top)', 'Death Mountain Return Ledge'),
('Bumper Cave Exit (Bottom)', 'Light World'),
+181
View File
@@ -2,6 +2,8 @@ import random
import logging
from BaseClasses import CollectionState
from Items import ItemFactory
from Regions import shop_to_location_table
class FillError(RuntimeError):
@@ -374,6 +376,35 @@ def flood_items(world):
itempool.remove(item_to_place)
break
def sell_potions(world, player):
loc_choices = []
for shop in world.shops[player]:
# potions are excluded from the cap fairy due to visual problem
if shop.region.name in shop_to_location_table and shop.region.name != 'Capacity Upgrade':
loc_choices += [world.get_location(loc, player) for loc in shop_to_location_table[shop.region.name]]
locations = [loc for loc in loc_choices if not loc.item]
for potion in ['Green Potion', 'Blue Potion', 'Red Potion']:
location = random.choice(locations)
locations.remove(location)
p_item = next(item for item in world.itempool if item.name == potion and item.player == player)
world.push_item(location, p_item, collect=False)
world.itempool.remove(p_item)
def sell_keys(world, player):
# exclude the old man or take any caves because free keys are too good
shop_names = {shop.region.name: shop for shop in world.shops[player] if shop.region.name in shop_to_location_table}
choices = [(world.get_location(loc, player), shop) for shop in shop_names for loc in shop_to_location_table[shop]]
locations = [(loc, shop) for loc, shop in choices if not loc.item]
location, shop = random.choice(locations)
universal_key = next(i for i in world.itempool if i.name == 'Small Key (Universal)' and i.player == player)
world.push_item(location, universal_key, collect=False)
idx = shop_to_location_table[shop_names[shop].region.name].index(location.name)
shop_names[shop].add_inventory(idx, 'Small Key (Universal)', 100)
world.itempool.remove(universal_key)
def balance_multiworld_progression(world):
state = CollectionState(world)
checked_locations = []
@@ -470,3 +501,153 @@ def balance_multiworld_progression(world):
break
elif not sphere_locations:
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
def balance_money_progression(world):
logger = logging.getLogger('')
state = CollectionState(world)
unchecked_locations = world.get_locations().copy()
wallet = {player: 0 for player in range(1, world.players+1)}
kiki_check = {player: False for player in range(1, world.players+1)}
kiki_paid = {player: False for player in range(1, world.players+1)}
rooms_visited = {player: set() for player in range(1, world.players+1)}
balance_locations = {player: set() for player in range(1, world.players+1)}
pay_for_locations = {'Bottle Merchant': 100, 'Chest Game': 30, 'Digging Game': 80,
'King Zora': 500, 'Blacksmith': 10}
rupee_chart = {'Rupee (1)': 1, 'Rupees (5)': 5, 'Rupees (20)': 20, 'Rupees (50)': 50,
'Rupees (100)': 100, 'Rupees (300)': 300}
rupee_rooms = {'Eastern Rupees': 90, 'Mire Key Rupees': 45, 'Mire Shooter Rupees': 90,
'TR Rupees': 270, 'PoD Dark Basement': 270}
acceptable_balancers = ['Bombs (3)', 'Arrows (10)', 'Bombs (10)']
def get_sphere_locations(sphere_state, locations):
sphere_state.sweep_for_events(key_only=True, locations=locations)
return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
def interesting_item(location, item, world, player):
if item.advancement:
return True
if item.type is not None or item.name.startswith('Rupee'):
return True
if item.name in ['Progressive Armor', 'Blue Mail', 'Red Mail']:
return True
if world.retro[player] and (item.name in ['Single Arrow', 'Small Key (Universal)']):
return True
if location.name in pay_for_locations:
return True
return False
def kiki_required(state, location):
path = state.path[location.parent_region]
if path:
while path[1]:
if path[0] == 'Palace of Darkness':
return True
path = path[1]
return False
done = False
while not done:
sphere_costs = {player: 0 for player in range(1, world.players+1)}
locked_by_money = {player: set() for player in range(1, world.players+1)}
sphere_locations = get_sphere_locations(state, unchecked_locations)
checked_locations = []
for player in range(1, world.players+1):
kiki_payable = state.prog_items[('Moon Pearl', player)] > 0 or world.mode[player] == 'inverted'
if kiki_payable and world.get_region('East Dark World', player) in state.reachable_regions[player]:
if not kiki_paid[player]:
kiki_check[player] = True
sphere_costs[player] += 110
locked_by_money[player].add('Kiki')
for location in sphere_locations:
location_free, loc_player = True, location.player
if location.parent_region.name in shop_to_location_table and location.name != 'Potion Shop':
slot = shop_to_location_table[location.parent_region.name].index(location.name)
shop = location.parent_region.shop
shop_item = shop.inventory[slot]
if interesting_item(location, location.item, world, location.item.player):
sphere_costs[loc_player] += shop_item['price']
location_free = False
locked_by_money[loc_player].add(location)
elif location.name in pay_for_locations:
sphere_costs[loc_player] += pay_for_locations[location.name]
location_free = False
locked_by_money[loc_player].add(location)
if kiki_check[loc_player] and not kiki_paid[loc_player] and kiki_required(state, location):
locked_by_money[loc_player].add(location)
location_free = False
if location_free:
state.collect(location.item, True, location)
unchecked_locations.remove(location)
if location.item.name.startswith('Rupee'):
wallet[location.item.player] += rupee_chart[location.item.name]
if location.item.name != 'Rupees (300)':
balance_locations[location.item.player].add(location)
if interesting_item(location, location.item, world, location.item.player):
checked_locations.append(location)
elif location.item.name in acceptable_balancers:
balance_locations[location.item.player].add(location)
for room, income in rupee_rooms.items():
for player in range(1, world.players+1):
if room not in rooms_visited[player] and world.get_region(room, player) in state.reachable_regions[player]:
wallet[player] += income
rooms_visited[player].add(room)
if checked_locations:
if world.has_beaten_game(state):
done = True
continue
# else go to next sphere
else:
# check for solvent players
solvent = set()
insolvent = set()
for player in range(1, world.players+1):
if wallet[player] >= sphere_costs[player] > 0:
solvent.add(player)
if sphere_costs[player] > 0 and sphere_costs[player] > wallet[player]:
insolvent.add(player)
if len(solvent) == 0:
target_player = min(insolvent, key=lambda p: sphere_costs[p]-wallet[p])
difference = sphere_costs[target_player]-wallet[target_player]
logger.debug(f'Money balancing needed: Player {target_player} short {difference}')
while difference > 0:
swap_targets = [x for x in unchecked_locations if x not in sphere_locations and x.item.name.startswith('Rupees') and x.item.player == target_player]
if len(swap_targets) == 0:
best_swap, best_value = None, 300
else:
best_swap = max(swap_targets, key=lambda t: rupee_chart[t.item.name])
best_value = rupee_chart[best_swap.item.name]
increase_targets = [x for x in balance_locations[target_player] if x.item.name in rupee_chart and rupee_chart[x.item.name] < best_value]
if len(increase_targets) == 0:
increase_targets = [x for x in balance_locations[target_player] if (rupee_chart[x.item.name] if x.item.name in rupee_chart else 0) < best_value]
if len(increase_targets) == 0:
raise Exception('No early sphere swaps for rupees - money grind would be required - bailing for now')
best_target = min(increase_targets, key=lambda t: rupee_chart[t.item.name] if t.item.name in rupee_chart else 0)
old_value = rupee_chart[best_target.item.name] if best_target.item.name in rupee_chart else 0
if best_swap is None:
logger.debug(f'Upgrading {best_target.item.name} @ {best_target.name} for 300 Rupees')
best_target.item = ItemFactory('Rupees (300)', best_target.item.player)
best_target.item.location = best_target
else:
old_item = best_target.item
logger.debug(f'Swapping {best_target.item.name} @ {best_target.name} for {best_swap.item.name} @ {best_swap.name}')
best_target.item = best_swap.item
best_target.item.location = best_target
best_swap.item = old_item
best_swap.item.location = best_swap
increase = best_value - old_value
difference -= increase
wallet[target_player] += increase
solvent.add(target_player)
# apply solvency
for player in solvent:
wallet[player] -= sphere_costs[player]
for location in locked_by_money[player]:
if location == 'Kiki':
kiki_paid[player] = True
else:
state.collect(location.item, True, location)
unchecked_locations.remove(location)
if location.item.name.startswith('Rupee'):
wallet[location.item.player] += rupee_chart[location.item.name]
-1
View File
@@ -1,4 +1,3 @@
#!/usr/bin/env python3
import json
import os
import sys
+46 -13
View File
@@ -2,7 +2,7 @@ import collections
from BaseClasses import RegionType
from Regions import create_lw_region, create_dw_region, create_cave_region, create_dungeon_region, create_menu_region
# todo: shopsanity locations
def create_inverted_regions(world, player):
world.regions += [
@@ -51,7 +51,7 @@ def create_inverted_regions(world, player):
create_cave_region(player, 'Bush Covered House', 'the grass man'),
create_cave_region(player, 'Tavern (Front)', 'the tavern'),
create_cave_region(player, 'Light World Bomb Hut', 'a restock room'),
create_cave_region(player, 'Kakariko Shop', 'a common shop'),
create_cave_region(player, 'Kakariko Shop', 'a common shop', ['Kakariko Shop - Left', 'Kakariko Shop - Middle', 'Kakariko Shop - Right']),
create_cave_region(player, 'Fortune Teller (Light)', 'a fortune teller'),
create_cave_region(player, 'Lake Hylia Fortune Teller', 'a fortune teller'),
create_cave_region(player, 'Lumberjack House', 'a boring house'),
@@ -89,14 +89,14 @@ def create_inverted_regions(world, player):
create_cave_region(player, 'Ice Rod Cave', 'a cave with a chest', ['Ice Rod Cave']),
create_cave_region(player, 'Good Bee Cave', 'a cold bee'),
create_cave_region(player, '20 Rupee Cave', 'a cave with some cash'),
create_cave_region(player, 'Cave Shop (Lake Hylia)', 'a common shop'),
create_cave_region(player, 'Cave Shop (Dark Death Mountain)', 'a common shop'),
create_cave_region(player, 'Cave Shop (Lake Hylia)', 'a common shop', ['Lake Hylia Shop - Left', 'Lake Hylia Shop - Middle', 'Lake Hylia Shop - Right']),
create_cave_region(player, 'Cave Shop (Dark Death Mountain)', 'a common shop', ['Dark Death Mountain Shop - Left', 'Dark Death Mountain Shop - Middle', 'Dark Death Mountain Shop - Right']),
create_cave_region(player, 'Bonk Rock Cave', 'a cave with a chest', ['Bonk Rock Cave']),
create_cave_region(player, 'Library', 'the library', ['Library']),
create_cave_region(player, 'Kakariko Gamble Game', 'a game of chance'),
create_cave_region(player, 'Potion Shop', 'the potion shop', ['Potion Shop']),
create_cave_region(player, 'Potion Shop', 'the potion shop', ['Potion Shop', 'Potion Shop - Left', 'Potion Shop - Middle', 'Potion Shop - Right']),
create_lw_region(player, 'Lake Hylia Island', ['Lake Hylia Island']),
create_cave_region(player, 'Capacity Upgrade', 'the queen of fairies'),
create_cave_region(player, 'Capacity Upgrade', 'the queen of fairies', ['Capacity Upgrade - Left', 'Capacity Upgrade - Right']),
create_cave_region(player, 'Two Brothers House', 'a connector', None, ['Two Brothers House Exit (East)', 'Two Brothers House Exit (West)']),
create_lw_region(player, 'Maze Race Ledge', ['Maze Race'], ['Two Brothers House (West)', 'Maze Race Mirror Spot']),
create_cave_region(player, '50 Rupee Cave', 'a cave with some cash'),
@@ -131,7 +131,7 @@ def create_inverted_regions(world, player):
'Paradox Cave Upper - Right'],
['Paradox Cave Push Block', 'Paradox Cave Bomb Jump']),
create_cave_region(player, 'Paradox Cave', 'a connector', None, ['Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)', 'Paradox Cave Drop']),
create_cave_region(player, 'Light World Death Mountain Shop', 'a common shop'),
create_cave_region(player, 'Light World Death Mountain Shop', 'a common shop', ['Paradox Shop - Left', 'Paradox Shop - Middle', 'Paradox Shop - Right']),
create_lw_region(player, 'East Death Mountain (Top)', ['Floating Island'], ['Paradox Cave (Top)', 'Death Mountain (Top)', 'Spiral Cave Ledge Access', 'East Death Mountain Drop', 'East Death Mountain Mirror Spot (Top)', 'Fairy Ascension Ledge Access', 'Mimic Cave Ledge Access',
'Floating Island Mirror Spot']),
create_lw_region(player, 'Spiral Cave Ledge', None, ['Spiral Cave', 'Spiral Cave Ledge Drop', 'Dark Death Mountain Ledge Mirror Spot (West)']),
@@ -168,16 +168,16 @@ def create_inverted_regions(world, player):
create_dw_region(player, 'Hammer Peg Area', ['Dark Blacksmith Ruins'], ['Dark World Hammer Peg Cave', 'Peg Area Rocks', 'Hammer Peg Area Flute']),
create_dw_region(player, 'Bumper Cave Entrance', None, ['Bumper Cave (Bottom)', 'Bumper Cave Entrance Drop']),
create_cave_region(player, 'Fortune Teller (Dark)', 'a fortune teller'),
create_cave_region(player, 'Village of Outcasts Shop', 'a common shop'),
create_cave_region(player, 'Dark Lake Hylia Shop', 'a common shop'),
create_cave_region(player, 'Dark World Lumberjack Shop', 'a common shop'),
create_cave_region(player, 'Dark World Potion Shop', 'a common shop'),
create_cave_region(player, 'Village of Outcasts Shop', 'a common shop', ['Village of Outcasts Shop - Left', 'Village of Outcasts Shop - Middle', 'Village of Outcasts Shop - Right']),
create_cave_region(player, 'Dark Lake Hylia Shop', 'a common shop', ['Dark Lake Hylia Shop - Left', 'Dark Lake Hylia Shop - Middle', 'Dark Lake Hylia Shop - Right']),
create_cave_region(player, 'Dark World Lumberjack Shop', 'a common shop', ['Dark Lumberjack Shop - Left', 'Dark Lumberjack Shop - Middle', 'Dark Lumberjack Shop - Right']),
create_cave_region(player, 'Dark World Potion Shop', 'a common shop', ['Dark Potion Shop - Left', 'Dark Potion Shop - Middle', 'Dark Potion Shop - Right']),
create_cave_region(player, 'Dark World Hammer Peg Cave', 'a cave with an item', ['Peg Cave']),
create_cave_region(player, 'Pyramid Fairy', 'a cave with two chests', ['Pyramid Fairy - Left', 'Pyramid Fairy - Right']),
create_cave_region(player, 'Brewery', 'a house with a chest', ['Brewery']),
create_cave_region(player, 'C-Shaped House', 'a house with a chest', ['C-Shaped House']),
create_cave_region(player, 'Chest Game', 'a game of 16 chests', ['Chest Game']),
create_cave_region(player, 'Red Shield Shop', 'the rare shop'),
create_cave_region(player, 'Red Shield Shop', 'the rare shop', ['Red Shield Shop - Left', 'Red Shield Shop - Middle', 'Red Shield Shop - Right']),
create_cave_region(player, 'Inverted Dark Sanctuary', 'a storyteller', None, ['Inverted Dark Sanctuary Exit']),
create_cave_region(player, 'Bumper Cave', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
create_dw_region(player, 'Skull Woods Forest', None, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)',
@@ -473,4 +473,37 @@ location_table = {'Mushroom': (0x180013, 0x186338, False, 'in the woods'),
'Skull Woods - Prize': ([0x120A3, 0x53F12, 0x53F13, 0x180058, 0x18007B, 0xC704], None, True, 'Skull Woods'),
'Ice Palace - Prize': ([0x120A4, 0x53F5A, 0x53F5B, 0x180059, 0x180073, 0xC705], None, True, 'Ice Palace'),
'Misery Mire - Prize': ([0x120A2, 0x53F48, 0x53F49, 0x180057, 0x180075, 0xC703], None, True, 'Misery Mire'),
'Turtle Rock - Prize': ([0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock')}
'Turtle Rock - Prize': ([0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock'),
'Kakariko Shop - Left': (None, None, False, 'for sale in Kakariko'),
'Kakariko Shop - Middle': (None, None, False, 'for sale in Kakariko'),
'Kakariko Shop - Right': (None, None, False, 'for sale in Kakariko'),
'Lake Hylia Shop - Left': (None, None, False, 'for sale near the lake'),
'Lake Hylia Shop - Middle': (None, None, False, 'for sale near the lake'),
'Lake Hylia Shop - Right': (None, None, False, 'for sale near the lake'),
'Paradox Shop - Left': (None, None, False, 'for sale near seven chests'),
'Paradox Shop - Middle': (None, None, False, 'for sale near seven chests'),
'Paradox Shop - Right': (None, None, False, 'for sale near seven chests'),
'Capacity Upgrade - Left': (None, None, False, 'for sale near the queen'),
'Capacity Upgrade - Right': (None, None, False, 'for sale near the queen'),
'Village of Outcasts Shop - Left': (None, None, False, 'for sale near outcasts'),
'Village of Outcasts Shop - Middle': (None, None, False, 'for sale near outcasts'),
'Village of Outcasts Shop - Right': (None, None, False, 'for sale near outcasts'),
'Dark Lumberjack Shop - Left': (None, None, False, 'for sale in the far north'),
'Dark Lumberjack Shop - Middle': (None, None, False, 'for sale in the far north'),
'Dark Lumberjack Shop - Right': (None, None, False, 'for sale in the far north'),
'Dark Lake Hylia Shop - Left': (None, None, False, 'for sale near the dark lake'),
'Dark Lake Hylia Shop - Middle': (None, None, False, 'for sale near the dark lake'),
'Dark Lake Hylia Shop - Right': (None, None, False, 'for sale near the dark lake'),
'Dark Potion Shop - Left': (None, None, False, 'for sale near a catfish'),
'Dark Potion Shop - Middle': (None, None, False, 'for sale near a catfish'),
'Dark Potion Shop - Right': (None, None, False, 'for sale near a catfish'),
'Dark Death Mountain Shop - Left': (None, None, False, 'for sale on the dark mountain'),
'Dark Death Mountain Shop - Middle': (None, None, False, 'for sale on the dark mountain'),
'Dark Death Mountain Shop - Right': (None, None, False, 'for sale on the dark mountain'),
'Red Shield Shop - Left': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Middle': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Right': (None, None, False, 'for sale as a curiosity'),
'Potion Shop - Left': (None, None, False, 'for sale near the witch'),
'Potion Shop - Middle': (None, None, False, 'for sale near the witch'),
'Potion Shop - Right': (None, None, False, 'for sale near the witch'),
}
+196 -31
View File
@@ -1,12 +1,14 @@
from collections import namedtuple
import logging
import math
import random
from BaseClasses import Region, RegionType, Shop, ShopType, Location
from Bosses import place_bosses
from Dungeons import get_dungeon_item_pool
from EntranceShuffle import connect_entrance
from Fill import FillError, fill_restrictive, fast_fill
from Regions import shop_to_location_table, retro_shops, shop_table_by_location
from Fill import FillError, fill_restrictive
from Items import ItemFactory
import source.classes.constants as CONST
@@ -304,6 +306,13 @@ def generate_itempool(world, player):
world.get_location(location, player).event = True
world.get_location(location, player).locked = True
if world.shopsanity[player]:
for shop in world.shops[player]:
if shop.region.name in shop_to_location_table:
for index, slot in enumerate(shop.inventory):
if slot:
pool.append(slot['item'])
items = ItemFactory(pool, player)
world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
@@ -371,6 +380,7 @@ take_any_locations = [
'Palace of Darkness Hint', 'East Dark World Hint', 'Archery Game', 'Dark Lake Hylia Ledge Hint',
'Dark Lake Hylia Ledge Spike Cave', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint', 'Dark Desert Hint']
def set_up_take_anys(world, player):
if world.mode[player] == 'inverted' and 'Dark Sanctuary Hint' in take_any_locations:
take_any_locations.remove('Dark Sanctuary Hint')
@@ -385,52 +395,61 @@ def set_up_take_anys(world, player):
entrance = world.get_region(reg, player).entrances[0]
connect_entrance(world, entrance, old_man_take_any, player)
entrance.target = 0x58
old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, True)
world.shops.append(old_man_take_any.shop)
old_man_take_any.shop = Shop(old_man_take_any, 0x0112, ShopType.TakeAny, 0xE2, True, not world.shopsanity[player], 32)
world.shops[player].append(old_man_take_any.shop)
swords = [item for item in world.itempool if item.type == 'Sword' and item.player == player]
if swords:
sword = random.choice(swords)
world.itempool.remove(sword)
sword = next((item for item in world.itempool if item.type == 'Sword' and item.player == player), None)
if sword:
world.itempool.append(ItemFactory('Rupees (20)', player))
if not world.shopsanity[player]:
world.itempool.remove(sword)
old_man_take_any.shop.add_inventory(0, sword.name, 0, 0, create_location=True)
else:
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0)
if world.shopsanity[player]:
world.itempool.append(ItemFactory('Rupees (300)', player))
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0, create_location=world.shopsanity[player])
take_any_type = ShopType.Shop if world.shopsanity[player] else ShopType.TakeAny
for num in range(4):
take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player)
world.regions.append(take_any)
world.dynamic_regions.append(take_any)
target, room_id = random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
reg = regions.pop()
entrance = world.get_region(reg, player).entrances[0]
connect_entrance(world, entrance, take_any, player)
entrance.target = target
take_any.shop = Shop(take_any, room_id, ShopType.TakeAny, 0xE3, True, True)
world.shops.append(take_any.shop)
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0)
take_any.shop = Shop(take_any, room_id, take_any_type, 0xE3, True, not world.shopsanity[player], 33 + num*2)
world.shops[player].append(take_any.shop)
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0, create_location=world.shopsanity[player])
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0, create_location=world.shopsanity[player])
if world.shopsanity[player]:
world.itempool.append(ItemFactory('Blue Potion', player))
world.itempool.append(ItemFactory('Boss Heart Container', player))
world.initialize_regions()
def create_dynamic_shop_locations(world, player):
for shop in world.shops:
for shop in world.shops[player]:
if shop.region.player == player:
for i, item in enumerate(shop.inventory):
if item is None:
continue
if item['create_location']:
loc = Location(player, "{} Item {}".format(shop.region.name, i+1), parent=shop.region)
slot_name = "{} Item {}".format(shop.region.name, i+1)
address = shop_table_by_location[slot_name] if world.shopsanity[player] else None
loc = Location(player, slot_name, address=address,
parent=shop.region, hint_text='in an old-fashioned cave')
shop.region.locations.append(loc)
world.dynamic_locations.append(loc)
world.clear_location_cache()
world.push_item(loc, ItemFactory(item['item'], player), False)
loc.event = True
loc.locked = True
if not world.shopsanity[player]:
world.push_item(loc, ItemFactory(item['item'], player), False)
loc.event = True
loc.locked = True
def fill_prizes(world, attempts=15):
@@ -462,20 +481,161 @@ def fill_prizes(world, attempts=15):
def set_up_shops(world, player):
# TODO: move hard+ mode changes for sheilds here, utilizing the new shops
if world.retro[player]:
rss = world.get_region('Red Shield Shop', player).shop
if not rss.locked:
rss.custom = True
rss.add_inventory(2, 'Single Arrow', 80)
for shop in random.sample([s for s in world.shops if not s.locked and s.region.player == player], 5):
shop.custom = True
shop.locked = True
shop.add_inventory(0, 'Single Arrow', 80)
shop.add_inventory(1, 'Small Key (Universal)', 100)
shop.add_inventory(2, 'Bombs (10)', 50)
rss.locked = True
if world.shopsanity[player]:
removals = [next(item for item in world.itempool if item.name == 'Arrows (10)' and item.player == player)]
red_pots = [item for item in world.itempool if item.name == 'Red Potion' and item.player == player][:5]
shields_n_hearts = [item for item in world.itempool if item.name in ['Blue Shield', 'Small Heart'] and item.player == player]
removals.extend([item for item in world.itempool if item.name == 'Arrow Upgrade (+5)' and item.player == player])
removals.extend(red_pots)
removals.extend(random.sample(shields_n_hearts, 5))
for remove in removals:
world.itempool.remove(remove)
for i in range(6): # replace the Arrows (10) and randomly selected hearts/blue shield
arrow_item = ItemFactory('Single Arrow', player)
arrow_item.advancement = True
world.itempool.append(arrow_item)
for i in range(5): # replace the red potions
world.itempool.append(ItemFactory('Small Key (Universal)', player))
world.itempool.append(ItemFactory('Rupees (50)', player)) # replaces the arrow upgrade
# TODO: move hard+ mode changes for shields here, utilizing the new shops
else:
rss = world.get_region('Red Shield Shop', player).shop
if not rss.locked:
rss.custom = True
rss.add_inventory(2, 'Single Arrow', 80)
for shop in random.sample([s for s in world.shops[player] if not s.locked and s.region.player == player], 5):
shop.custom = True
shop.locked = True
shop.add_inventory(0, 'Single Arrow', 80)
shop.add_inventory(1, 'Small Key (Universal)', 100)
shop.add_inventory(2, 'Bombs (10)', 50)
rss.locked = True
def customize_shops(world, player):
found_bomb_upgrade, found_arrow_upgrade = False, world.retro[player]
possible_replacements = []
shops_to_customize = shop_to_location_table.copy()
if world.retro[player]:
shops_to_customize.update(retro_shops)
for shop_name, loc_list in shops_to_customize.items():
shop = world.get_region(shop_name, player).shop
shop.custom = True
shop.clear_inventory()
for idx, loc in enumerate(loc_list):
location = world.get_location(loc, player)
item = location.item
max_repeat = 1
if shop_name not in retro_shops:
if item.name in repeatable_shop_items and item.player == player:
max_repeat = 0
if item.name in ['Bomb Upgrade (+5)', 'Arrow Upgrade (+5)'] and item.player == player:
if item.name == 'Bomb Upgrade (+5)':
found_bomb_upgrade = True
if item.name == 'Arrow Upgrade (+5)':
found_arrow_upgrade = True
max_repeat = 7
if shop_name in retro_shops:
price = 0
else:
price = 120 if shop_name == 'Potion Shop' and item.name == 'Red Potion' else item.price
if world.retro[player] and item.name == 'Single Arrow':
price = 80
# randomize price
shop.add_inventory(idx, item.name, randomize_price(price), max_repeat, player=item.player)
if item.name in cap_replacements and shop_name not in retro_shops and item.player == player:
possible_replacements.append((shop, idx, location, item))
# randomize shopkeeper
if shop_name != 'Capacity Upgrade':
shopkeeper = random.choice([0xC1, 0xA0, 0xE2, 0xE3])
shop.shopkeeper_config = shopkeeper
# handle capacity upgrades - randomly choose a bomb bunch or arrow bunch to become capacity upgrades
if not found_bomb_upgrade and len(possible_replacements) > 0:
choices = []
for shop, idx, loc, item in possible_replacements:
if item.name in ['Bombs (3)', 'Bombs (10)']:
choices.append((shop, idx, loc, item))
if len(choices) > 0:
shop, idx, loc, item = random.choice(choices)
upgrade = ItemFactory('Bomb Upgrade (+5)', player)
shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
item.name, randomize_price(item.price), player=item.player)
loc.item = upgrade
upgrade.location = loc
if not found_arrow_upgrade and len(possible_replacements) > 0:
choices = []
for shop, idx, loc, item in possible_replacements:
if item.name == 'Arrows (10)' or (item.name == 'Single Arrow' and not world.retro[player]):
choices.append((shop, idx, loc, item))
if len(choices) > 0:
shop, idx, loc, item = random.choice(choices)
upgrade = ItemFactory('Arrow Upgrade (+5)', player)
shop.add_inventory(idx, upgrade.name, randomize_price(upgrade.price), 6,
item.name, randomize_price(item.price), player=item.player)
loc.item = upgrade
upgrade.location = loc
change_shop_items_to_rupees(world, player, shops_to_customize)
todays_discounts(world, player)
def randomize_price(price):
half_price = price // 2
max_price = price - half_price
if max_price % 5 == 0:
max_price //= 5
return random.randint(0, max_price) * 5 + half_price
else:
if price <= 10:
return price
else:
half_price = int(math.ceil(half_price / 5.0)) * 5
max_price = price - half_price
max_price //= 5
return random.randint(0, max_price) * 5 + half_price
def change_shop_items_to_rupees(world, player, shops):
locations = world.get_filled_locations(player)
for location in locations:
if location.item.name in shop_transfer.keys() and location.parent_region.name not in shops:
new_item = ItemFactory(shop_transfer[location.item.name], location.item.player)
location.item = new_item
if location.parent_region.name == 'Capacity Upgrade' and location.item.name in cap_blacklist:
new_item = ItemFactory('Rupees (300)', location.item.player)
location.item = new_item
shop = world.get_region('Capacity Upgrade', player).shop
slot = shop_to_location_table['Capacity Upgrade'].index(location.name)
shop.add_inventory(slot, new_item.name, randomize_price(new_item.price), 1, player=new_item.player)
def todays_discounts(world, player):
locs = []
for shop, locations in shop_to_location_table.items():
for slot, loc in enumerate(locations):
locs.append((world.get_location(loc, player), shop, slot))
discount_number = random.randint(4, 7)
chosen_locations = random.choices(locs, k=discount_number)
for location, shop_name, slot in chosen_locations:
shop = world.get_region(shop_name, player).shop
orig = location.item.price
shop.inventory[slot]['price'] = randomize_price(orig // 5)
repeatable_shop_items = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)', 'Red Potion', 'Small Heart',
'Blue Shield', 'Red Shield', 'Bee', 'Small Key (Universal)', 'Blue Potion', 'Green Potion']
cap_replacements = ['Single Arrow', 'Arrows (10)', 'Bombs (3)', 'Bombs (10)']
cap_blacklist = ['Green Potion', 'Red Potion', 'Blue Potion']
shop_transfer = {'Red Potion': 'Rupees (100)', 'Bee': 'Rupees (5)', 'Blue Potion': 'Rupees (100)',
'Green Potion': 'Rupees (50)',
# money seems a bit too generous with these on
# 'Blue Shield': 'Rupees (50)', 'Red Shield': 'Rupees (300)',
}
def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, door_shuffle):
@@ -596,6 +756,11 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
pool = [item.replace('Arrow Upgrade (+5)','Rupees (5)') for item in pool]
pool = [item.replace('Arrow Upgrade (+10)','Rupees (5)') for item in pool]
pool.extend(diff.retro)
if door_shuffle != 'vanilla': # door shuffle needs more keys for retro
replace = 'Rupees (20)' if difficulty == 'normal' else 'Rupees (5)'
indices = [i for i, x in enumerate(pool) if x == replace]
for i in range(0, min(10, len(indices))):
pool[indices[i]] = 'Small Key (Universal)'
if mode == 'standard':
if door_shuffle == 'vanilla':
key_location = random.choice(['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
+165 -165
View File
@@ -11,8 +11,8 @@ def ItemFactory(items, player):
singleton = True
for item in items:
if item in item_table:
advancement, priority, type, code, pedestal_hint, pedestal_credit, sickkid_credit, zora_credit, witch_credit, fluteboy_credit, hint_text = item_table[item]
ret.append(Item(item, advancement, priority, type, code, pedestal_hint, pedestal_credit, sickkid_credit, zora_credit, witch_credit, fluteboy_credit, hint_text, player))
advancement, priority, type, code, price, pedestal_hint, pedestal_credit, sickkid_credit, zora_credit, witch_credit, fluteboy_credit, hint_text = item_table[item]
ret.append(Item(item, advancement, priority, type, code, price, pedestal_hint, pedestal_credit, sickkid_credit, zora_credit, witch_credit, fluteboy_credit, hint_text, player))
else:
logging.getLogger('').warning('Unknown Item: %s', item)
return None
@@ -23,167 +23,167 @@ def ItemFactory(items, player):
# Format: Name: (Advancement, Priority, Type, ItemCode, Pedestal Hint Text, Pedestal Credit Text, Sick Kid Credit Text, Zora Credit Text, Witch Credit Text, Flute Boy Credit Text, Hint Text)
item_table = {'Bow': (True, False, None, 0x0B, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'the Bow'),
'Progressive Bow': (True, False, None, 0x64, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
'Progressive Bow (Alt)': (True, False, None, 0x65, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
'Book of Mudora': (True, False, None, 0x1D, 'This is a\nparadox?!', 'and the story book', 'the scholarly kid', 'moon runes for sale', 'drugs for literacy', 'book-worm boy can read again', 'the Book'),
'Hammer': (True, False, None, 0x09, 'stop\nhammer time!', 'and m c hammer', 'hammer-smashing kid', 'm c hammer for sale', 'stop... hammer time', 'stop, hammer time', 'the hammer'),
'Hookshot': (True, False, None, 0x0A, 'BOING!!!\nBOING!!!\nBOING!!!', 'and the tickle beam', 'tickle-monster kid', 'tickle beam for sale', 'witch and tickle boy', 'beam boy tickles again', 'the Hookshot'),
'Magic Mirror': (True, False, None, 0x1A, 'Isn\'t your\nreflection so\npretty?', 'the face reflector', 'the narcissistic kid', 'your face for sale', 'trades looking-glass', 'narcissistic boy is happy again', 'the Mirror'),
'Ocarina': (True, False, None, 0x14, 'Save the duck\nand fly to\nfreedom!', 'and the duck call', 'the duck-call kid', 'duck call for sale', 'duck-calls for trade', 'ocarina boy plays again', 'the Flute'),
'Pegasus Boots': (True, False, None, 0x4B, 'Gotta go fast!', 'and the sprint shoes', 'the running-man kid', 'sprint shoe for sale', 'shrooms for speed', 'gotta-go-fast boy runs again', 'the Boots'),
'Power Glove': (True, False, None, 0x1B, 'Now you can\nlift weak\nstuff!', 'and the grey mittens', 'body-building kid', 'lift glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'the glove'),
'Cape': (True, False, None, 0x19, 'Wear this to\nbecome\ninvisible!', 'the camouflage cape', 'red riding-hood kid', 'red hood for sale', 'hood from a hood', 'dapper boy hides again', 'the cape'),
'Mushroom': (True, False, None, 0x29, 'I\'m a fun guy!\n\nI\'m a funghi!', 'and the legal drugs', 'the drug-dealing kid', 'legal drugs for sale', 'shroom swap', 'shroom boy sells drugs again', 'the mushroom'),
'Shovel': (True, False, None, 0x13, 'Can\n You\n Dig it?', 'and the spade', 'archaeologist kid', 'dirt spade for sale', 'can you dig it', 'shovel boy digs again', 'the shovel'),
'Lamp': (True, False, None, 0x12, 'Baby, baby,\nbaby.\nLight my way!', 'and the flashlight', 'light-shining kid', 'flashlight for sale', 'fungus for illumination', 'illuminated boy can see again', 'the lamp'),
'Magic Powder': (True, False, None, 0x0D, 'you can turn\nanti-faeries\ninto faeries', 'and the magic sack', 'the sack-holding kid', 'magic sack for sale', 'the witch and assistant', 'magic boy plays marbles again', 'the powder'),
'Moon Pearl': (True, False, None, 0x1F, ' Bunny Link\n be\n gone!', 'and the jaw breaker', 'fortune-telling kid', 'lunar orb for sale', 'shrooms for moon rock', 'moon boy plays ball again', 'the moon pearl'),
'Cane of Somaria': (True, False, None, 0x15, 'I make blocks\nto hold down\nswitches!', 'and the red blocks', 'the block-making kid', 'block stick for sale', 'block stick for trade', 'cane boy makes blocks again', 'the red cane'),
'Fire Rod': (True, False, None, 0x07, 'I\'m the hot\nrod. I make\nthings burn!', 'and the flamethrower', 'fire-starting kid', 'rage rod for sale', 'fungus for rage-rod', 'firestarter boy burns again', 'the fire rod'),
'Flippers': (True, False, None, 0x1E, 'fancy a swim?', 'and the toewebs', 'the swimming kid', 'finger webs for sale', 'shrooms let you swim', 'swimming boy swims again', 'the flippers'),
'Ice Rod': (True, False, None, 0x08, 'I\'m the cold\nrod. I make\nthings freeze!', 'and the freeze ray', 'the ice-bending kid', 'freeze ray for sale', 'fungus for ice-rod', 'ice-cube boy freezes again', 'the ice rod'),
'Titans Mitts': (True, False, None, 0x1C, 'Now you can\nlift heavy\nstuff!', 'and the golden glove', 'body-building kid', 'carry glove for sale', 'fungus for bling-gloves', 'body-building boy has gold again', 'the mitts'),
'Bombos': (True, False, None, 0x0F, 'Burn, baby,\nburn! Fear my\nring of fire!', 'and the swirly coin', 'coin-collecting kid', 'swirly coin for sale', 'shrooms for swirly-coin', 'medallion boy melts room again', 'Bombos'),
'Ether': (True, False, None, 0x10, 'This magic\ncoin freezes\neverything!', 'and the bolt coin', 'coin-collecting kid', 'bolt coin for sale', 'shrooms for bolt-coin', 'medallion boy sees floor again', 'Ether'),
'Quake': (True, False, None, 0x11, 'Maxing out the\nRichter scale\nis what I do!', 'and the wavy coin', 'coin-collecting kid', 'wavy coin for sale', 'shrooms for wavy-coin', 'medallion boy shakes dirt again', 'Quake'),
'Bottle': (True, False, None, 0x16, 'Now you can\nstore potions\nand stuff!', 'and the terrarium', 'the terrarium kid', 'terrarium for sale', 'special promotion', 'bottle boy has terrarium again', 'a Bottle'),
'Bottle (Red Potion)': (True, False, None, 0x2B, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has red goo again', 'a Bottle'),
'Bottle (Green Potion)': (True, False, None, 0x2C, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has green goo again', 'a Bottle'),
'Bottle (Blue Potion)': (True, False, None, 0x2D, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has blue goo again', 'a Bottle'),
'Bottle (Fairy)': (True, False, None, 0x3D, 'Save me and I will revive you', 'and the captive', 'the tingle kid', 'hostage for sale', 'fairy dust and shrooms', 'bottle boy has friend again', 'a Bottle'),
'Bottle (Bee)': (True, False, None, 0x3C, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again', 'a Bottle'),
'Bottle (Good Bee)': (True, False, None, 0x48, 'I will sting your foes a whole lot!', 'and the sparkle sting', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has beetor again', 'a Bottle'),
'Master Sword': (True, False, 'Sword', 0x50, 'I beat barries and pigs alike', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'sword boy fights again', 'the Master Sword'),
'Tempered Sword': (True, False, 'Sword', 0x02, 'I stole the\nblacksmith\'s\njob!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'sword boy fights again', 'the Tempered Sword'),
'Fighter Sword': (True, False, 'Sword', 0x49, 'A pathetic\nsword rests\nhere!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'sword boy fights again', 'the small sword'),
'Golden Sword': (True, False, 'Sword', 0x03, 'The butter\nsword rests\nhere!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again', 'the Golden Sword'),
'Progressive Sword': (True, False, 'Sword', 0x5E, 'a better copy\nof your sword\nfor your time', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again', 'a sword'),
'Progressive Glove': (True, False, None, 0x61, 'a way to lift\nheavier things', 'and the lift upgrade', 'body-building kid', 'some glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'a glove'),
'Silver Arrows': (True, False, None, 0x58, 'Do you fancy\nsilver tipped\narrows?', 'and the ganonsbane', 'ganon-killing kid', 'ganon doom for sale', 'fungus for pork', 'archer boy shines again', 'the silver arrows'),
'Green Pendant': (True, False, 'Crystal', [0x04, 0x38, 0x62, 0x00, 0x69, 0x01], None, None, None, None, None, None, None),
'Blue Pendant': (True, False, 'Crystal', [0x02, 0x34, 0x60, 0x00, 0x69, 0x02], None, None, None, None, None, None, None),
'Red Pendant': (True, False, 'Crystal', [0x01, 0x32, 0x60, 0x00, 0x69, 0x03], None, None, None, None, None, None, None),
'Triforce': (True, False, None, 0x6A, '\n YOU WIN!', 'and the triforce', 'victorious kid', 'victory for sale', 'fungus for the win', 'greedy boy wins game again', 'the Triforce'),
'Power Star': (True, False, None, 0x6B, 'a small victory', 'and the power star', 'star-struck kid', 'star for sale', 'see stars with shroom', 'mario powers up again', 'a Power Star'),
'Triforce Piece': (True, False, None, 0x6C, 'a small victory', 'and the thirdforce', 'triangular kid', 'triangle for sale', 'fungus for triangle', 'wise boy has triangle again', 'a Triforce Piece'),
'Crystal 1': (True, False, 'Crystal', [0x02, 0x34, 0x64, 0x40, 0x7F, 0x06], None, None, None, None, None, None, None),
'Crystal 2': (True, False, 'Crystal', [0x10, 0x34, 0x64, 0x40, 0x79, 0x06], None, None, None, None, None, None, None),
'Crystal 3': (True, False, 'Crystal', [0x40, 0x34, 0x64, 0x40, 0x6C, 0x06], None, None, None, None, None, None, None),
'Crystal 4': (True, False, 'Crystal', [0x20, 0x34, 0x64, 0x40, 0x6D, 0x06], None, None, None, None, None, None, None),
'Crystal 5': (True, False, 'Crystal', [0x04, 0x32, 0x64, 0x40, 0x6E, 0x06], None, None, None, None, None, None, None),
'Crystal 6': (True, False, 'Crystal', [0x01, 0x32, 0x64, 0x40, 0x6F, 0x06], None, None, None, None, None, None, None),
'Crystal 7': (True, False, 'Crystal', [0x08, 0x34, 0x64, 0x40, 0x7C, 0x06], None, None, None, None, None, None, None),
'Single Arrow': (False, False, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again', 'an arrow'),
'Arrows (10)': (False, False, None, 0x44, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again', 'ten arrows'),
'Arrow Upgrade (+10)': (False, False, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': (False, False, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Single Bomb': (False, False, None, 0x27, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
'Bombs (3)': (False, False, None, 0x28, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
'Bombs (10)': (False, False, None, 0x31, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),
'Bomb Upgrade (+10)': (False, False, None, 0x52, 'increase bomb\nstorage, low\nlow price', 'and the bomb bag', 'boom-enlarging kid', 'bomb boost for sale', 'the shroom goes boom', 'upgrade boy explodes more again', 'bomb capacity'),
'Bomb Upgrade (+5)': (False, False, None, 0x51, 'increase bomb\nstorage, low\nlow price', 'and the bomb bag', 'boom-enlarging kid', 'bomb boost for sale', 'the shroom goes boom', 'upgrade boy explodes more again', 'bomb capacity'),
'Blue Mail': (False, True, None, 0x22, 'Now you\'re a\nblue elf!', 'and the banana hat', 'the protected kid', 'banana hat for sale', 'the clothing store', 'tailor boy banana hatted again', 'the blue mail'),
'Red Mail': (False, True, None, 0x23, 'Now you\'re a\nred elf!', 'and the eggplant hat', 'well-protected kid', 'purple hat for sale', 'the nice clothing store', 'tailor boy fears nothing again', 'the red mail'),
'Progressive Armor': (False, True, None, 0x60, 'time for a\nchange of\nclothes?', 'and the unknown hat', 'the protected kid', 'new hat for sale', 'the clothing store', 'tailor boy has threads again', 'some armor'),
'Blue Boomerang': (True, False, None, 0x0C, 'No matter what\nyou do, blue\nreturns to you', 'and the bluemarang', 'the bat-throwing kid', 'bent stick for sale', 'fungus for puma-stick', 'throwing boy plays fetch again', 'the blue boomerang'),
'Red Boomerang': (True, False, None, 0x2A, 'No matter what\nyou do, red\nreturns to you', 'and the badmarang', 'the bat-throwing kid', 'air foil for sale', 'fungus for return-stick', 'magical boy plays fetch again', 'the red boomerang'),
'Blue Shield': (False, True, None, 0x04, 'Now you can\ndefend against\npebbles!', 'and the stone blocker', 'shield-wielding kid', 'shield for sale', 'fungus for shield', 'shield boy defends again', 'the blue shield'),
'Red Shield': (False, True, None, 0x05, 'Now you can\ndefend against\nfireballs!', 'and the shot blocker', 'shield-wielding kid', 'fire shield for sale', 'fungus for fire shield', 'shield boy defends again', 'the red shield'),
'Mirror Shield': (True, False, None, 0x06, 'Now you can\ndefend against\nlasers!', 'and the laser blocker', 'shield-wielding kid', 'face shield for sale', 'fungus for face shield', 'shield boy defends again', 'the mirror shield'),
'Progressive Shield': (True, False, None, 0x5F, 'have a better\nblocker in\nfront of you', 'and the new shield', 'shield-wielding kid', 'shield for sale', 'fungus for shield', 'shield boy defends again', 'a shield'),
'Bug Catching Net': (True, False, None, 0x21, 'Let\'s catch\nsome bees and\nfaeries!', 'and the bee catcher', 'the bug-catching kid', 'stick web for sale', 'fungus for butterflies', 'wrong boy catches bees again', 'the bug net'),
'Cane of Byrna': (True, False, None, 0x18, 'Use this to\nbecome\ninvincible!', 'and the bad cane', 'the spark-making kid', 'spark stick for sale', 'spark-stick for trade', 'cane boy encircles again', 'the blue cane'),
'Boss Heart Container': (False, False, None, 0x3E, 'Maximum health\nincreased!\nYeah!', 'and the full heart', 'the life-giving kid', 'love for sale', 'fungus for life', 'life boy feels love again', 'a heart'),
'Sanctuary Heart Container': (False, False, None, 0x3F, 'Maximum health\nincreased!\nYeah!', 'and the full heart', 'the life-giving kid', 'love for sale', 'fungus for life', 'life boy feels love again', 'a heart'),
'Piece of Heart': (False, False, None, 0x17, 'Just a little\npiece of love!', 'and the broken heart', 'the life-giving kid', 'little love for sale', 'fungus for life', 'life boy feels some love again', 'a heart piece'),
'Rupee (1)': (False, False, None, 0x34, 'Just pocket\nchange. Move\nright along.', 'the pocket change', 'poverty-struck kid', 'life lesson for sale', 'buying cheap drugs', 'destitute boy has snack again', 'a green rupee'),
'Rupees (5)': (False, False, None, 0x35, 'Just pocket\nchange. Move\nright along.', 'the pocket change', 'poverty-struck kid', 'life lesson for sale', 'buying cheap drugs', 'destitute boy has snack again', 'a blue rupee'),
'Rupees (20)': (False, False, None, 0x36, 'Just couch\ncash. Move\nright along.', 'and the couch cash', 'the piggy-bank kid', 'life lesson for sale', 'the witch buying drugs', 'destitute boy has lunch again', 'a red rupee'),
'Rupees (50)': (False, False, None, 0x41, 'A rupee pile!\nOkay?', 'and the rupee pile', 'the well-off kid', 'life lesson for sale', 'buying okay drugs', 'destitute boy has dinner again', 'fifty rupees'),
'Rupees (100)': (False, False, None, 0x40, 'A rupee stash!\nHell yeah!', 'and the rupee stash', 'the kind-of-rich kid', 'life lesson for sale', 'buying good drugs', 'affluent boy goes drinking again', 'one hundred rupees'),
'Rupees (300)': (False, False, None, 0x46, 'A rupee hoard!\nHell yeah!', 'and the rupee hoard', 'the really-rich kid', 'life lesson for sale', 'buying the best drugs', 'fat-cat boy is rich again', 'three hundred rupees'),
'Rupoor': (False, False, None, 0x59, 'a debt collector', 'and the toll-booth', 'the toll-booth kid', 'double loss for sale', 'witch stole your rupees', 'affluent boy steals rupees', 'a rupoor'),
'Red Clock': (False, True, None, 0x5B, 'a waste of time', 'the ruby clock', 'the ruby-time kid', 'red time for sale', 'for ruby time', 'moment boy travels time again', 'a red clock'),
'Blue Clock': (False, True, None, 0x5C, 'a bit of time', 'the sapphire clock', 'sapphire-time kid', 'blue time for sale', 'for sapphire time', 'moment boy time travels again', 'a blue clock'),
'Green Clock': (False, True, None, 0x5D, 'a lot of time', 'the emerald clock', 'the emerald-time kid', 'green time for sale', 'for emerald time', 'moment boy adjusts time again', 'a red clock'),
'Single RNG': (False, True, None, 0x62, 'something you don\'t yet have', None, None, None, None, 'unknown boy somethings again', 'a new mystery'),
'Multi RNG': (False, True, None, 0x63, 'something you may already have', None, None, None, None, 'unknown boy somethings again', 'a total mystery'),
'Magic Upgrade (1/2)': (True, False, None, 0x4E, 'Your magic\npower has been\ndoubled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'half magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Magic Upgrade (1/4)': (True, False, None, 0x4F, 'Your magic\npower has been\nquadrupled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'quarter magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Small Key (Eastern Palace)': (False, False, 'SmallKey', 0xA2, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'),
'Big Key (Eastern Palace)': (False, False, 'BigKey', 0x9D, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'),
'Compass (Eastern Palace)': (False, True, 'Compass', 0x8D, 'Now you can find the Armos Knights!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Eastern Palace'),
'Map (Eastern Palace)': (False, True, 'Map', 0x7D, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Eastern Palace'),
'Small Key (Desert Palace)': (False, False, 'SmallKey', 0xA3, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'),
'Big Key (Desert Palace)': (False, False, 'BigKey', 0x9C, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'),
'Compass (Desert Palace)': (False, True, 'Compass', 0x8C, 'Now you can find Lanmolas!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Desert Palace'),
'Map (Desert Palace)': (False, True, 'Map', 0x7C, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Desert Palace'),
'Small Key (Tower of Hera)': (False, False, 'SmallKey', 0xAA, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'),
'Big Key (Tower of Hera)': (False, False, 'BigKey', 0x95, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'),
'Compass (Tower of Hera)': (False, True, 'Compass', 0x85, 'Now you can find Moldorm!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Tower of Hera'),
'Map (Tower of Hera)': (False, True, 'Map', 0x75, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Tower of Hera'),
'Small Key (Escape)': (False, False, 'SmallKey', 0xA0, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'),
'Big Key (Escape)': (False, False, 'BigKey', 0x9F, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'),
'Compass (Escape)': (False, True, 'Compass', 0x8F, 'Now you can find no boss!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Hyrule Castle'),
'Map (Escape)': (False, True, 'Map', 0x7F, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Hyrule Castle'),
'Small Key (Agahnims Tower)': (False, False, 'SmallKey', 0xA4, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'),
'Big Key (Agahnims Tower)': (False, False, 'BigKey', 0x9B, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'),
'Compass (Agahnims Tower)': (False, True, 'Compass', 0x8B, 'Now you can find Aga1!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Castle Tower'),
'Map (Agahnims Tower)': (False, True, 'Map', 0x7B, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Castle Tower'),
'Small Key (Palace of Darkness)': (False, False, 'SmallKey', 0xA6, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'),
'Big Key (Palace of Darkness)': (False, False, 'BigKey', 0x99, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'),
'Compass (Palace of Darkness)': (False, True, 'Compass', 0x89, 'Now you can find Helmasaur King!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Palace of Darkness'),
'Map (Palace of Darkness)': (False, True, 'Map', 0x79, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Palace of Darkness'),
'Small Key (Thieves Town)': (False, False, 'SmallKey', 0xAB, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'),
'Big Key (Thieves Town)': (False, False, 'BigKey', 0x94, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'),
'Compass (Thieves Town)': (False, True, 'Compass', 0x84, 'Now you can find Blind!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Thieves\' Town'),
'Map (Thieves Town)': (False, True, 'Map', 0x74, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Thieves\' Town'),
'Small Key (Skull Woods)': (False, False, 'SmallKey', 0xA8, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'),
'Big Key (Skull Woods)': (False, False, 'BigKey', 0x97, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'),
'Compass (Skull Woods)': (False, True, 'Compass', 0x87, 'Now you can find Mothula!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Skull Woods'),
'Map (Skull Woods)': (False, True, 'Map', 0x77, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Skull Woods'),
'Small Key (Swamp Palace)': (False, False, 'SmallKey', 0xA5, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'),
'Big Key (Swamp Palace)': (False, False, 'BigKey', 0x9A, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'),
'Compass (Swamp Palace)': (False, True, 'Compass', 0x8A, 'Now you can find Arrghus!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Swamp Palace'),
'Map (Swamp Palace)': (False, True, 'Map', 0x7A, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Swamp Palace'),
'Small Key (Ice Palace)': (False, False, 'SmallKey', 0xA9, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'),
'Big Key (Ice Palace)': (False, False, 'BigKey', 0x96, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'),
'Compass (Ice Palace)': (False, True, 'Compass', 0x86, 'Now you can find Kholdstare!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ice Palace'),
'Map (Ice Palace)': (False, True, 'Map', 0x76, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ice Palace'),
'Small Key (Misery Mire)': (False, False, 'SmallKey', 0xA7, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'),
'Big Key (Misery Mire)': (False, False, 'BigKey', 0x98, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'),
'Compass (Misery Mire)': (False, True, 'Compass', 0x88, 'Now you can find Vitreous!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Misery Mire'),
'Map (Misery Mire)': (False, True, 'Map', 0x78, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Misery Mire'),
'Small Key (Turtle Rock)': (False, False, 'SmallKey', 0xAC, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'),
'Big Key (Turtle Rock)': (False, False, 'BigKey', 0x93, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'),
'Compass (Turtle Rock)': (False, True, 'Compass', 0x83, 'Now you can find Trinexx!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Turtle Rock'),
'Map (Turtle Rock)': (False, True, 'Map', 0x73, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Turtle Rock'),
'Small Key (Ganons Tower)': (False, False, 'SmallKey', 0xAD, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'),
'Big Key (Ganons Tower)': (False, False, 'BigKey', 0x92, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'),
'Compass (Ganons Tower)': (False, True, 'Compass', 0x82, 'Now you can find Agahnim!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a comapss to Ganon\'s Tower'),
'Map (Ganons Tower)': (False, True, 'Map', 0x72, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ganon\'s Tower'),
'Small Key (Universal)': (False, True, None, 0xAF, 'A small key for any door', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key'),
'Nothing': (False, False, None, 0x5A, 'Some Hot Air', 'and the Nothing', 'the zen kid', 'outright theft', 'shroom theft', 'empty boy is bored again', 'nothing'),
'Bee Trap': (False, False, None, 0xB0, 'We will sting your face a whole lot!', 'and the sting buddies', 'the beekeeper kid', 'insects for sale', 'shroom pollenation', 'bottle boy has mad bees again', 'friendship'),
'Red Potion': (False, False, None, 0x2E, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has red goo again', 'a red potion'),
'Green Potion': (False, False, None, 0x2F, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has green goo again', 'a green potion'),
'Blue Potion': (False, False, None, 0x30, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has blue goo again', 'a blue potion'),
'Bee': (False, False, None, 0x0E, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again', 'a bee'),
'Small Heart': (False, False, None, 0x42, 'Just a little\npiece of love!', 'and the heart', 'the life-giving kid', 'little love for sale', 'fungus for life', 'life boy feels some love again', 'a heart'),
'Beat Agahnim 1': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Beat Agahnim 2': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Get Frog': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Return Smith': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Pick Up Purple Chest': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Open Floodgate': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Trench 1 Filled': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Trench 2 Filled': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Drained Swamp': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Shining Light': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Maiden Rescued': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Maiden Unmasked': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Convenient Block': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Zelda Herself': (True, False, 'Event', None, None, None, None, None, None, None, None),
'Zelda Delivered': (True, False, 'Event', None, None, None, None, None, None, None, None),
item_table = {'Bow': (True, False, None, 0x0B, 200, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'the Bow'),
'Progressive Bow': (True, False, None, 0x64, 150, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
'Progressive Bow (Alt)': (True, False, None, 0x65, 150, 'You have\nchosen the\narcher class.', 'the stick and twine', 'arrow-slinging kid', 'arrow sling for sale', 'witch and robin hood', 'archer boy shoots again', 'a Bow'),
'Book of Mudora': (True, False, None, 0x1D, 150, 'This is a\nparadox?!', 'and the story book', 'the scholarly kid', 'moon runes for sale', 'drugs for literacy', 'book-worm boy can read again', 'the Book'),
'Hammer': (True, False, None, 0x09, 250, 'stop\nhammer time!', 'and m c hammer', 'hammer-smashing kid', 'm c hammer for sale', 'stop... hammer time', 'stop, hammer time', 'the hammer'),
'Hookshot': (True, False, None, 0x0A, 250, 'BOING!!!\nBOING!!!\nBOING!!!', 'and the tickle beam', 'tickle-monster kid', 'tickle beam for sale', 'witch and tickle boy', 'beam boy tickles again', 'the Hookshot'),
'Magic Mirror': (True, False, None, 0x1A, 250, 'Isn\'t your\nreflection so\npretty?', 'the face reflector', 'the narcissistic kid', 'your face for sale', 'trades looking-glass', 'narcissistic boy is happy again', 'the Mirror'),
'Ocarina': (True, False, None, 0x14, 250, 'Save the duck\nand fly to\nfreedom!', 'and the duck call', 'the duck-call kid', 'duck call for sale', 'duck-calls for trade', 'ocarina boy plays again', 'the Flute'),
'Pegasus Boots': (True, False, None, 0x4B, 250, 'Gotta go fast!', 'and the sprint shoes', 'the running-man kid', 'sprint shoe for sale', 'shrooms for speed', 'gotta-go-fast boy runs again', 'the Boots'),
'Power Glove': (True, False, None, 0x1B, 100, 'Now you can\nlift weak\nstuff!', 'and the grey mittens', 'body-building kid', 'lift glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'the glove'),
'Cape': (True, False, None, 0x19, 50, 'Wear this to\nbecome\ninvisible!', 'the camouflage cape', 'red riding-hood kid', 'red hood for sale', 'hood from a hood', 'dapper boy hides again', 'the cape'),
'Mushroom': (True, False, None, 0x29, 50, 'I\'m a fun guy!\n\nI\'m a funghi!', 'and the legal drugs', 'the drug-dealing kid', 'legal drugs for sale', 'shroom swap', 'shroom boy sells drugs again', 'the mushroom'),
'Shovel': (True, False, None, 0x13, 50, 'Can\n You\n Dig it?', 'and the spade', 'archaeologist kid', 'dirt spade for sale', 'can you dig it', 'shovel boy digs again', 'the shovel'),
'Lamp': (True, False, None, 0x12, 150, 'Baby, baby,\nbaby.\nLight my way!', 'and the flashlight', 'light-shining kid', 'flashlight for sale', 'fungus for illumination', 'illuminated boy can see again', 'the lamp'),
'Magic Powder': (True, False, None, 0x0D, 50, 'you can turn\nanti-faeries\ninto faeries', 'and the magic sack', 'the sack-holding kid', 'magic sack for sale', 'the witch and assistant', 'magic boy plays marbles again', 'the powder'),
'Moon Pearl': (True, False, None, 0x1F, 200, ' Bunny Link\n be\n gone!', 'and the jaw breaker', 'fortune-telling kid', 'lunar orb for sale', 'shrooms for moon rock', 'moon boy plays ball again', 'the moon pearl'),
'Cane of Somaria': (True, False, None, 0x15, 250, 'I make blocks\nto hold down\nswitches!', 'and the red blocks', 'the block-making kid', 'block stick for sale', 'block stick for trade', 'cane boy makes blocks again', 'the red cane'),
'Fire Rod': (True, False, None, 0x07, 250, 'I\'m the hot\nrod. I make\nthings burn!', 'and the flamethrower', 'fire-starting kid', 'rage rod for sale', 'fungus for rage-rod', 'firestarter boy burns again', 'the fire rod'),
'Flippers': (True, False, None, 0x1E, 250, 'fancy a swim?', 'and the toewebs', 'the swimming kid', 'finger webs for sale', 'shrooms let you swim', 'swimming boy swims again', 'the flippers'),
'Ice Rod': (True, False, None, 0x08, 250, 'I\'m the cold\nrod. I make\nthings freeze!', 'and the freeze ray', 'the ice-bending kid', 'freeze ray for sale', 'fungus for ice-rod', 'ice-cube boy freezes again', 'the ice rod'),
'Titans Mitts': (True, False, None, 0x1C, 200, 'Now you can\nlift heavy\nstuff!', 'and the golden glove', 'body-building kid', 'carry glove for sale', 'fungus for bling-gloves', 'body-building boy has gold again', 'the mitts'),
'Bombos': (True, False, None, 0x0F, 100, 'Burn, baby,\nburn! Fear my\nring of fire!', 'and the swirly coin', 'coin-collecting kid', 'swirly coin for sale', 'shrooms for swirly-coin', 'medallion boy melts room again', 'Bombos'),
'Ether': (True, False, None, 0x10, 100, 'This magic\ncoin freezes\neverything!', 'and the bolt coin', 'coin-collecting kid', 'bolt coin for sale', 'shrooms for bolt-coin', 'medallion boy sees floor again', 'Ether'),
'Quake': (True, False, None, 0x11, 100, 'Maxing out the\nRichter scale\nis what I do!', 'and the wavy coin', 'coin-collecting kid', 'wavy coin for sale', 'shrooms for wavy-coin', 'medallion boy shakes dirt again', 'Quake'),
'Bottle': (True, False, None, 0x16, 50, 'Now you can\nstore potions\nand stuff!', 'and the terrarium', 'the terrarium kid', 'terrarium for sale', 'special promotion', 'bottle boy has terrarium again', 'a Bottle'),
'Bottle (Red Potion)': (True, False, None, 0x2B, 70, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has red goo again', 'a Bottle'),
'Bottle (Green Potion)': (True, False, None, 0x2C, 60, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has green goo again', 'a Bottle'),
'Bottle (Blue Potion)': (True, False, None, 0x2D, 80, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has blue goo again', 'a Bottle'),
'Bottle (Fairy)': (True, False, None, 0x3D, 70, 'Save me and I will revive you', 'and the captive', 'the tingle kid', 'hostage for sale', 'fairy dust and shrooms', 'bottle boy has friend again', 'a Bottle'),
'Bottle (Bee)': (True, False, None, 0x3C, 50, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again', 'a Bottle'),
'Bottle (Good Bee)': (True, False, None, 0x48, 60, 'I will sting your foes a whole lot!', 'and the sparkle sting', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has beetor again', 'a Bottle'),
'Master Sword': (True, False, 'Sword', 0x50, 100, 'I beat barries and pigs alike', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'sword boy fights again', 'the Master Sword'),
'Tempered Sword': (True, False, 'Sword', 0x02, 150, 'I stole the\nblacksmith\'s\njob!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'sword boy fights again', 'the Tempered Sword'),
'Fighter Sword': (True, False, 'Sword', 0x49, 50, 'A pathetic\nsword rests\nhere!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'sword boy fights again', 'the small sword'),
'Golden Sword': (True, False, 'Sword', 0x03, 200, 'The butter\nsword rests\nhere!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again', 'the Golden Sword'),
'Progressive Sword': (True, False, 'Sword', 0x5E, 150, 'a better copy\nof your sword\nfor your time', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again', 'a sword'),
'Progressive Glove': (True, False, None, 0x61, 150, 'a way to lift\nheavier things', 'and the lift upgrade', 'body-building kid', 'some glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'a glove'),
'Silver Arrows': (True, False, None, 0x58, 100, 'Do you fancy\nsilver tipped\narrows?', 'and the ganonsbane', 'ganon-killing kid', 'ganon doom for sale', 'fungus for pork', 'archer boy shines again', 'the silver arrows'),
'Green Pendant': (True, False, 'Crystal', [0x04, 0x38, 0x62, 0x00, 0x69, 0x01], 999, None, None, None, None, None, None, None),
'Blue Pendant': (True, False, 'Crystal', [0x02, 0x34, 0x60, 0x00, 0x69, 0x02], 999, None, None, None, None, None, None, None),
'Red Pendant': (True, False, 'Crystal', [0x01, 0x32, 0x60, 0x00, 0x69, 0x03], 999, None, None, None, None, None, None, None),
'Triforce': (True, False, None, 0x6A, 777, '\n YOU WIN!', 'and the triforce', 'victorious kid', 'victory for sale', 'fungus for the win', 'greedy boy wins game again', 'the Triforce'),
'Power Star': (True, False, None, 0x6B, 50, 'a small victory', 'and the power star', 'star-struck kid', 'star for sale', 'see stars with shroom', 'mario powers up again', 'a Power Star'),
'Triforce Piece': (True, False, None, 0x6C, 50, 'a small victory', 'and the thirdforce', 'triangular kid', 'triangle for sale', 'fungus for triangle', 'wise boy has triangle again', 'a Triforce Piece'),
'Crystal 1': (True, False, 'Crystal', [0x02, 0x34, 0x64, 0x40, 0x7F, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 2': (True, False, 'Crystal', [0x10, 0x34, 0x64, 0x40, 0x79, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 3': (True, False, 'Crystal', [0x40, 0x34, 0x64, 0x40, 0x6C, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 4': (True, False, 'Crystal', [0x20, 0x34, 0x64, 0x40, 0x6D, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 5': (True, False, 'Crystal', [0x04, 0x32, 0x64, 0x40, 0x6E, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 6': (True, False, 'Crystal', [0x01, 0x32, 0x64, 0x40, 0x6F, 0x06], 999, None, None, None, None, None, None, None),
'Crystal 7': (True, False, 'Crystal', [0x08, 0x34, 0x64, 0x40, 0x7C, 0x06], 999, None, None, None, None, None, None, None),
'Single Arrow': (False, False, None, 0x43, 3, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again', 'an arrow'),
'Arrows (10)': (False, False, None, 0x44, 30, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack', 'stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again', 'ten arrows'),
'Arrow Upgrade (+10)': (False, False, None, 0x54, 100, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': (False, False, None, 0x53, 100, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Single Bomb': (False, False, None, 0x27, 5, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
'Bombs (3)': (False, False, None, 0x28, 15, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
'Bombs (10)': (False, False, None, 0x31, 50, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),
'Bomb Upgrade (+10)': (False, False, None, 0x52, 100, 'increase bomb\nstorage, low\nlow price', 'and the bomb bag', 'boom-enlarging kid', 'bomb boost for sale', 'the shroom goes boom', 'upgrade boy explodes more again', 'bomb capacity'),
'Bomb Upgrade (+5)': (False, False, None, 0x51, 100, 'increase bomb\nstorage, low\nlow price', 'and the bomb bag', 'boom-enlarging kid', 'bomb boost for sale', 'the shroom goes boom', 'upgrade boy explodes more again', 'bomb capacity'),
'Blue Mail': (False, True, None, 0x22, 50, 'Now you\'re a\nblue elf!', 'and the banana hat', 'the protected kid', 'banana hat for sale', 'the clothing store', 'tailor boy banana hatted again', 'the blue mail'),
'Red Mail': (False, True, None, 0x23, 100, 'Now you\'re a\nred elf!', 'and the eggplant hat', 'well-protected kid', 'purple hat for sale', 'the nice clothing store', 'tailor boy fears nothing again', 'the red mail'),
'Progressive Armor': (False, True, None, 0x60, 50, 'time for a\nchange of\nclothes?', 'and the unknown hat', 'the protected kid', 'new hat for sale', 'the clothing store', 'tailor boy has threads again', 'some armor'),
'Blue Boomerang': (True, False, None, 0x0C, 50, 'No matter what\nyou do, blue\nreturns to you', 'and the bluemarang', 'the bat-throwing kid', 'bent stick for sale', 'fungus for puma-stick', 'throwing boy plays fetch again', 'the blue boomerang'),
'Red Boomerang': (True, False, None, 0x2A, 50, 'No matter what\nyou do, red\nreturns to you', 'and the badmarang', 'the bat-throwing kid', 'air foil for sale', 'fungus for return-stick', 'magical boy plays fetch again', 'the red boomerang'),
'Blue Shield': (False, True, None, 0x04, 50, 'Now you can\ndefend against\npebbles!', 'and the stone blocker', 'shield-wielding kid', 'shield for sale', 'fungus for shield', 'shield boy defends again', 'the blue shield'),
'Red Shield': (False, True, None, 0x05, 500, 'Now you can\ndefend against\nfireballs!', 'and the shot blocker', 'shield-wielding kid', 'fire shield for sale', 'fungus for fire shield', 'shield boy defends again', 'the red shield'),
'Mirror Shield': (True, False, None, 0x06, 200, 'Now you can\ndefend against\nlasers!', 'and the laser blocker', 'shield-wielding kid', 'face shield for sale', 'fungus for face shield', 'shield boy defends again', 'the mirror shield'),
'Progressive Shield': (True, False, None, 0x5F, 50, 'have a better\nblocker in\nfront of you', 'and the new shield', 'shield-wielding kid', 'shield for sale', 'fungus for shield', 'shield boy defends again', 'a shield'),
'Bug Catching Net': (True, False, None, 0x21, 50, 'Let\'s catch\nsome bees and\nfaeries!', 'and the bee catcher', 'the bug-catching kid', 'stick web for sale', 'fungus for butterflies', 'wrong boy catches bees again', 'the bug net'),
'Cane of Byrna': (True, False, None, 0x18, 50, 'Use this to\nbecome\ninvincible!', 'and the bad cane', 'the spark-making kid', 'spark stick for sale', 'spark-stick for trade', 'cane boy encircles again', 'the blue cane'),
'Boss Heart Container': (False, False, None, 0x3E, 40, 'Maximum health\nincreased!\nYeah!', 'and the full heart', 'the life-giving kid', 'love for sale', 'fungus for life', 'life boy feels love again', 'a heart'),
'Sanctuary Heart Container': (False, False, None, 0x3F, 50, 'Maximum health\nincreased!\nYeah!', 'and the full heart', 'the life-giving kid', 'love for sale', 'fungus for life', 'life boy feels love again', 'a heart'),
'Piece of Heart': (False, False, None, 0x17, 10, 'Just a little\npiece of love!', 'and the broken heart', 'the life-giving kid', 'little love for sale', 'fungus for life', 'life boy feels some love again', 'a heart piece'),
'Rupee (1)': (False, False, None, 0x34, 0, 'Just pocket\nchange. Move\nright along.', 'the pocket change', 'poverty-struck kid', 'life lesson for sale', 'buying cheap drugs', 'destitute boy has snack again', 'a green rupee'),
'Rupees (5)': (False, False, None, 0x35, 2, 'Just pocket\nchange. Move\nright along.', 'the pocket change', 'poverty-struck kid', 'life lesson for sale', 'buying cheap drugs', 'destitute boy has snack again', 'a blue rupee'),
'Rupees (20)': (False, False, None, 0x36, 10, 'Just couch\ncash. Move\nright along.', 'and the couch cash', 'the piggy-bank kid', 'life lesson for sale', 'the witch buying drugs', 'destitute boy has lunch again', 'a red rupee'),
'Rupees (50)': (False, False, None, 0x41, 25, 'A rupee pile!\nOkay?', 'and the rupee pile', 'the well-off kid', 'life lesson for sale', 'buying okay drugs', 'destitute boy has dinner again', 'fifty rupees'),
'Rupees (100)': (False, False, None, 0x40, 50, 'A rupee stash!\nHell yeah!', 'and the rupee stash', 'the kind-of-rich kid', 'life lesson for sale', 'buying good drugs', 'affluent boy goes drinking again', 'one hundred rupees'),
'Rupees (300)': (False, False, None, 0x46, 150, 'A rupee hoard!\nHell yeah!', 'and the rupee hoard', 'the really-rich kid', 'life lesson for sale', 'buying the best drugs', 'fat-cat boy is rich again', 'three hundred rupees'),
'Rupoor': (False, False, None, 0x59, 0, 'a debt collector', 'and the toll-booth', 'the toll-booth kid', 'double loss for sale', 'witch stole your rupees', 'affluent boy steals rupees', 'a rupoor'),
'Red Clock': (False, True, None, 0x5B, 0, 'a waste of time', 'the ruby clock', 'the ruby-time kid', 'red time for sale', 'for ruby time', 'moment boy travels time again', 'a red clock'),
'Blue Clock': (False, True, None, 0x5C, 50, 'a bit of time', 'the sapphire clock', 'sapphire-time kid', 'blue time for sale', 'for sapphire time', 'moment boy time travels again', 'a blue clock'),
'Green Clock': (False, True, None, 0x5D, 200, 'a lot of time', 'the emerald clock', 'the emerald-time kid', 'green time for sale', 'for emerald time', 'moment boy adjusts time again', 'a red clock'),
'Single RNG': (False, True, None, 0x62, 300, 'something you don\'t yet have', None, None, None, None, 'unknown boy somethings again', 'a new mystery'),
'Multi RNG': (False, True, None, 0x63, 100, 'something you may already have', None, None, None, None, 'unknown boy somethings again', 'a total mystery'),
'Magic Upgrade (1/2)': (True, False, None, 0x4E, 50, 'Your magic\npower has been\ndoubled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'half magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Magic Upgrade (1/4)': (True, False, None, 0x4F, 100, 'Your magic\npower has been\nquadrupled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'quarter magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Small Key (Eastern Palace)': (False, False, 'SmallKey', 0xA2, 30, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'),
'Big Key (Eastern Palace)': (False, False, 'BigKey', 0x9D, 50, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'),
'Compass (Eastern Palace)': (False, True, 'Compass', 0x8D, 10, 'Now you can find the Armos Knights!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Eastern Palace'),
'Map (Eastern Palace)': (False, True, 'Map', 0x7D, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Eastern Palace'),
'Small Key (Desert Palace)': (False, False, 'SmallKey', 0xA3, 30, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'),
'Big Key (Desert Palace)': (False, False, 'BigKey', 0x9C, 50, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'),
'Compass (Desert Palace)': (False, True, 'Compass', 0x8C, 10, 'Now you can find Lanmolas!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Desert Palace'),
'Map (Desert Palace)': (False, True, 'Map', 0x7C, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Desert Palace'),
'Small Key (Tower of Hera)': (False, False, 'SmallKey', 0xAA, 30, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'),
'Big Key (Tower of Hera)': (False, False, 'BigKey', 0x95, 50, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'),
'Compass (Tower of Hera)': (False, True, 'Compass', 0x85, 10, 'Now you can find Moldorm!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Tower of Hera'),
'Map (Tower of Hera)': (False, True, 'Map', 0x75, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Tower of Hera'),
'Small Key (Escape)': (False, False, 'SmallKey', 0xA0, 30, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'),
'Big Key (Escape)': (False, False, 'BigKey', 0x9F, 50, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'),
'Compass (Escape)': (False, True, 'Compass', 0x8F, 10, 'Now you can find no boss!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Hyrule Castle'),
'Map (Escape)': (False, True, 'Map', 0x7F, 10, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Hyrule Castle'),
'Small Key (Agahnims Tower)': (False, False, 'SmallKey', 0xA4, 30, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'),
'Big Key (Agahnims Tower)': (False, False, 'BigKey', 0x9B, 50, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'),
'Compass (Agahnims Tower)': (False, True, 'Compass', 0x8B, 10, 'Now you can find Aga1!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Castle Tower'),
'Map (Agahnims Tower)': (False, True, 'Map', 0x7B, 10, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Castle Tower'),
'Small Key (Palace of Darkness)': (False, False, 'SmallKey', 0xA6, 30, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'),
'Big Key (Palace of Darkness)': (False, False, 'BigKey', 0x99, 50, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'),
'Compass (Palace of Darkness)': (False, True, 'Compass', 0x89, 10, 'Now you can find Helmasaur King!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Palace of Darkness'),
'Map (Palace of Darkness)': (False, True, 'Map', 0x79, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Palace of Darkness'),
'Small Key (Thieves Town)': (False, False, 'SmallKey', 0xAB, 30, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'),
'Big Key (Thieves Town)': (False, False, 'BigKey', 0x94, 50, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'),
'Compass (Thieves Town)': (False, True, 'Compass', 0x84, 10, 'Now you can find Blind!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Thieves\' Town'),
'Map (Thieves Town)': (False, True, 'Map', 0x74, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Thieves\' Town'),
'Small Key (Skull Woods)': (False, False, 'SmallKey', 0xA8, 30, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'),
'Big Key (Skull Woods)': (False, False, 'BigKey', 0x97, 50, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'),
'Compass (Skull Woods)': (False, True, 'Compass', 0x87, 10, 'Now you can find Mothula!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Skull Woods'),
'Map (Skull Woods)': (False, True, 'Map', 0x77, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Skull Woods'),
'Small Key (Swamp Palace)': (False, False, 'SmallKey', 0xA5, 30, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'),
'Big Key (Swamp Palace)': (False, False, 'BigKey', 0x9A, 50, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'),
'Compass (Swamp Palace)': (False, True, 'Compass', 0x8A, 10, 'Now you can find Arrghus!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Swamp Palace'),
'Map (Swamp Palace)': (False, True, 'Map', 0x7A, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Swamp Palace'),
'Small Key (Ice Palace)': (False, False, 'SmallKey', 0xA9, 30, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'),
'Big Key (Ice Palace)': (False, False, 'BigKey', 0x96, 50, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'),
'Compass (Ice Palace)': (False, True, 'Compass', 0x86, 10, 'Now you can find Kholdstare!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ice Palace'),
'Map (Ice Palace)': (False, True, 'Map', 0x76, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ice Palace'),
'Small Key (Misery Mire)': (False, False, 'SmallKey', 0xA7, 30, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'),
'Big Key (Misery Mire)': (False, False, 'BigKey', 0x98, 50, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'),
'Compass (Misery Mire)': (False, True, 'Compass', 0x88, 10, 'Now you can find Vitreous!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Misery Mire'),
'Map (Misery Mire)': (False, True, 'Map', 0x78, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Misery Mire'),
'Small Key (Turtle Rock)': (False, False, 'SmallKey', 0xAC, 30, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'),
'Big Key (Turtle Rock)': (False, False, 'BigKey', 0x93, 50, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'),
'Compass (Turtle Rock)': (False, True, 'Compass', 0x83, 10, 'Now you can find Trinexx!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Turtle Rock'),
'Map (Turtle Rock)': (False, True, 'Map', 0x73, 20, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Turtle Rock'),
'Small Key (Ganons Tower)': (False, False, 'SmallKey', 0xAD, 30, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'),
'Big Key (Ganons Tower)': (False, False, 'BigKey', 0x92, 50, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'),
'Compass (Ganons Tower)': (False, True, 'Compass', 0x82, 10, 'Now you can find Agahnim!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a comapss to Ganon\'s Tower'),
'Map (Ganons Tower)': (False, True, 'Map', 0x72, 10, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ganon\'s Tower'),
'Small Key (Universal)': (False, True, None, 0xAF, 100, 'A small key for any door', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key'),
'Nothing': (False, False, None, 0x5A, 1, 'Some Hot Air', 'and the Nothing', 'the zen kid', 'outright theft', 'shroom theft', 'empty boy is bored again', 'nothing'),
'Bee Trap': (False, False, None, 0xB0, 0, 'We will sting your face a whole lot!', 'and the sting buddies', 'the beekeeper kid', 'insects for sale', 'shroom pollenation', 'bottle boy has mad bees again', 'friendship'),
'Red Potion': (False, False, None, 0x2E, 150, 'Hearty red goop!', 'and the red goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has red goo again', 'a red potion'),
'Green Potion': (False, False, None, 0x2F, 60, 'Refreshing green goop!', 'and the green goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has green goo again', 'a green potion'),
'Blue Potion': (False, False, None, 0x30, 160, 'Delicious blue goop!', 'and the blue goo', 'the liquid kid', 'potion for sale', 'free samples', 'bottle boy has blue goo again', 'a blue potion'),
'Bee': (False, False, None, 0x0E, 10, 'I will sting your foes a few times', 'and the sting buddy', 'the beekeeper kid', 'insect for sale', 'shroom pollenation', 'bottle boy has mad bee again', 'a bee'),
'Small Heart': (False, False, None, 0x42, 10, 'Just a little\npiece of love!', 'and the heart', 'the life-giving kid', 'little love for sale', 'fungus for life', 'life boy feels some love again', 'a heart'),
'Beat Agahnim 1': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Beat Agahnim 2': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Get Frog': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Return Smith': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Pick Up Purple Chest': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Open Floodgate': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Trench 1 Filled': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Trench 2 Filled': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Drained Swamp': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Shining Light': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Maiden Rescued': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Maiden Unmasked': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Convenient Block': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Zelda Herself': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
'Zelda Delivered': (True, False, 'Event', 999, None, None, None, None, None, None, None, None),
}
+21 -10
View File
@@ -335,8 +335,9 @@ def adjust_locations_rules(key_logic, rule, accessible_loc, key_layout, key_coun
test_set = None
needed = rule.needed_keys_w_bk
if needed > 0:
accessible_loc.update(key_counter.other_locations)
blocked_loc = key_layout.all_locations-accessible_loc
all_accessible = set(accessible_loc)
all_accessible.update(key_counter.other_locations)
blocked_loc = key_layout.all_locations-all_accessible
for location in blocked_loc:
if location not in key_logic.location_rules.keys():
loc_rule = LocationRule()
@@ -373,11 +374,16 @@ def refine_placement_rules(key_layout, max_ctr):
rule.needed_keys_w_bk -= len(key_onlys)
if rule.needed_keys_w_bk == 0:
rules_to_remove.append(rule)
if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
if len(new_restricted - key_logic.bk_restricted) > 0:
key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
changed = True
# todo: evaluate this usage
# if rule.bk_relevant and len(rule.check_locations_w_bk) == rule.needed_keys_w_bk + 1:
# new_restricted = set(max_ctr.free_locations) - rule.check_locations_w_bk
# if len(new_restricted | key_logic.bk_restricted) < len(key_layout.all_chest_locations):
# if len(new_restricted - key_logic.bk_restricted) > 0:
# key_logic.bk_restricted.update(new_restricted) # bk must be in one of the check_locations
# changed = True
# else:
# rules_to_remove.append(rule)
# changed = True
if rule.needed_keys_w_bk > key_layout.max_chests or len(rule.check_locations_w_bk) < rule.needed_keys_w_bk:
logging.getLogger('').warning('Invalid rule - what went wrong here??')
rules_to_remove.append(rule)
@@ -501,6 +507,8 @@ def find_bk_locked_sections(key_layout, world, player):
key_layout.all_chest_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.free_locations)
key_layout.item_locations.update(counter.key_only_locations)
key_layout.all_locations.update(key_layout.item_locations)
key_layout.all_locations.update(counter.other_locations)
if counter.big_key_opened and counter.important_location:
big_chest_allowed_big_key = False
if not counter.big_key_opened:
@@ -571,7 +579,7 @@ def progressive_ctr(new_counter, last_counter):
def unique_child_door(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
if child in key_counter.open_doors or child.dest in key_counter.open_doors:
return False
if child.bigKey and key_counter.big_key_opened:
return False
@@ -581,7 +589,7 @@ def unique_child_door(child, key_counter):
def unique_child_door_2(child, key_counter):
if child in key_counter.child_doors or child.dest in key_counter.child_doors:
return False
if child in key_counter.open_doors or child.dest in key_counter.child_doors:
if child in key_counter.open_doors or child.dest in key_counter.open_doors:
return False
return True
@@ -1455,7 +1463,10 @@ def create_odd_key_counter(door, parent_counter, key_layout, world, player):
next_counter = find_next_counter(door, parent_counter, key_layout)
odd_counter.free_locations = dict_difference(next_counter.free_locations, parent_counter.free_locations)
odd_counter.key_only_locations = dict_difference(next_counter.key_only_locations, parent_counter.key_only_locations)
odd_counter.child_doors = dict_difference(next_counter.child_doors, parent_counter.child_doors)
odd_counter.child_doors = {}
for d in next_counter.child_doors:
if d not in parent_counter.child_doors and (d.type == DoorType.SpiralStairs or d.dest not in parent_counter.child_doors):
odd_counter.child_doors[d] = None
odd_counter.other_locations = dict_difference(next_counter.other_locations, parent_counter.other_locations)
odd_counter.important_locations = dict_difference(next_counter.important_locations, parent_counter.important_locations)
for loc in odd_counter.other_locations:
+38 -62
View File
@@ -8,7 +8,7 @@ import random
import time
import zlib
from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance
from BaseClasses import World, CollectionState, Item, Region, Location, Shop, Entrance, Settings
from Items import ItemFactory
from KeyDoorShuffle import validate_key_placement
from PotShuffle import shuffle_pots
@@ -17,15 +17,17 @@ from InvertedRegions import create_inverted_regions, mark_dark_world_regions
from EntranceShuffle import link_entrances, link_inverted_entrances
from Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, JsonRom, get_hash_string
from Doors import create_doors
from DoorShuffle import link_doors, connect_portal_copy
from DoorShuffle import link_doors, connect_portal
from RoomData import create_rooms
from Rules import set_rules
from Dungeons import create_dungeons, fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items, balance_multiworld_progression
from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
from Fill import distribute_items_cutoff, distribute_items_staleness, distribute_items_restrictive, flood_items
from Fill import sell_potions, sell_keys, balance_multiworld_progression, balance_money_progression
from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
from Utils import output_path, parse_player_names
__version__ = '0.2.0-dev'
__version__ = '0.3.1.1-u'
class EnemizerError(RuntimeError):
pass
@@ -39,6 +41,10 @@ def main(args, seed=None, fish=None):
start = time.perf_counter()
# initialize the world
if args.code:
for player, code in args.code.items():
if code:
Settings.adjust_args_from_code(code, player, args)
world = World(args.multi, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords,
args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm,
args.accessibility, args.shuffleganon, args.retro, args.custom, args.customitemarray, args.hints)
@@ -70,6 +76,7 @@ def main(args, seed=None, fish=None):
world.dungeon_counters = args.dungeon_counters.copy()
world.potshuffle = args.shufflepots.copy()
world.fish = fish
world.shopsanity = args.shopsanity.copy()
world.keydropshuffle = args.keydropshuffle.copy()
world.mixed_travel = args.mixed_travel.copy()
world.standardize_palettes = args.standardize_palettes.copy()
@@ -147,6 +154,12 @@ def main(args, seed=None, fish=None):
for player in range(1, world.players + 1):
set_rules(world, player)
for player in range(1, world.players + 1):
if world.shopsanity[player]:
sell_potions(world, player)
if world.retro[player]:
sell_keys(world, player)
logger.info(world.fish.translate("cli","cli","placing.dungeon.prizes"))
fill_prizes(world)
@@ -205,7 +218,12 @@ def main(args, seed=None, fish=None):
if not world.can_beat_game():
raise RuntimeError(world.fish.translate("cli","cli","cannot.beat.game"))
outfilebase = 'DR_%s' % (args.outputname if args.outputname else world.seed)
for player in range(1, world.players+1):
if world.shopsanity[player]:
customize_shops(world, player)
balance_money_progression(world)
outfilebase = f'DR_{args.outputname if args.outputname else world.seed}'
rom_names = []
jsonout = {}
@@ -238,7 +256,7 @@ def main(args, seed=None, fish=None):
logging.warning(enemizerMsg)
raise EnemizerError(enemizerMsg)
patch_rom(world, rom, player, team, enemized)
patch_rom(world, rom, player, team, enemized, bool(args.outputname))
if args.race:
patch_race_rom(rom)
@@ -251,59 +269,12 @@ def main(args, seed=None, fish=None):
if args.jsonout:
jsonout[f'patch_t{team}_p{player}'] = rom.patches
else:
mcsb_name = ''
if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
mcsb_name = '-keysanity'
elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]].count(True) == 1:
mcsb_name = '-mapshuffle' if world.mapshuffle[player] else '-compassshuffle' if world.compassshuffle[player] else '-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player], world.bigkeyshuffle[player]]):
mcsb_name = '-%s%s%s%sshuffle' % (
'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
'S' if world.keyshuffle[player] else '', 'B' if world.bigkeyshuffle[player] else '')
outfilepname = f'_T{team+1}' if world.teams > 1 else ''
if world.players > 1:
outfilepname += f'_P{player}'
if world.players > 1 or world.teams > 1:
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" if world.player_names[player][team] != 'Player %d' % player else ''
outfilestuffs = {
"logic": world.logic[player], # 0
"difficulty": world.difficulty[player], # 1
"difficulty_adjustments": world.difficulty_adjustments[player], # 2
"mode": world.mode[player], # 3
"goal": world.goal[player], # 4
"timer": str(world.timer), # 5
"shuffle": world.shuffle[player], # 6
"doorShuffle": world.doorShuffle[player], # 7
"algorithm": world.algorithm, # 8
"mscb": mcsb_name, # 9
"retro": world.retro[player], # A
"progressive": world.progressive, # B
"hints": 'True' if world.hints[player] else 'False' # C
}
# 0 1 2 3 4 5 6 7 8 9 A B C
outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s_%s-%s%s%s%s%s' % (
# 0 1 2 3 4 5 6 7 8 9 A B C
# _noglitches_normal-normal-open-ganon-ohko_simple_basic-balanced-keysanity-retro-prog_swords-nohints
# _noglitches_normal-normal-open-ganon _simple_basic-balanced-keysanity-retro
# _noglitches_normal-normal-open-ganon _simple_basic-balanced-keysanity -prog_swords
# _noglitches_normal-normal-open-ganon _simple_basic-balanced-keysanity -nohints
outfilestuffs["logic"], # 0
outfilestuffs["difficulty"], # 1
outfilestuffs["difficulty_adjustments"], # 2
outfilestuffs["mode"], # 3
outfilestuffs["goal"], # 4
"" if outfilestuffs["timer"] in ['False', 'none', 'display'] else "-" + outfilestuffs["timer"], # 5
outfilestuffs["shuffle"], # 6
outfilestuffs["doorShuffle"], # 7
outfilestuffs["algorithm"], # 8
outfilestuffs["mscb"], # 9
"-retro" if outfilestuffs["retro"] == "True" else "", # A
"-prog_" + outfilestuffs["progressive"] if outfilestuffs["progressive"] in ['off', 'random'] else "", # B
"-nohints" if not outfilestuffs["hints"] == "True" else "")) if not args.outputname else '' # C
outfilesuffix = f'_{Settings.make_code(world, player)}' if not args.outputname else ''
rom.write_to_file(output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc'))
if world.players > 1:
@@ -395,6 +366,7 @@ def copy_world(world):
ret.beemizer = world.beemizer.copy()
ret.intensity = world.intensity.copy()
ret.experimental = world.experimental.copy()
ret.shopsanity = world.shopsanity.copy()
ret.keydropshuffle = world.keydropshuffle.copy()
ret.mixed_travel = world.mixed_travel.copy()
ret.standardize_palettes = world.standardize_palettes.copy()
@@ -423,17 +395,19 @@ def copy_world(world):
for level, boss in dungeon.bosses.items():
ret.get_dungeon(dungeon.name, dungeon.player).bosses[level] = boss
for shop in world.shops:
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
copied_shop.inventory = copy.copy(shop.inventory)
for player in range(1, world.players + 1):
for shop in world.shops[player]:
copied_shop = ret.get_region(shop.region.name, shop.region.player).shop
copied_shop.inventory = copy.copy(shop.inventory)
# connect copied world
copied_locations = {(loc.name, loc.player): loc for loc in ret.get_locations()} # caches all locations
for region in world.regions:
copied_region = ret.get_region(region.name, region.player)
copied_region.is_light_world = region.is_light_world
copied_region.is_dark_world = region.is_dark_world
copied_region.dungeon = region.dungeon
copied_region.locations = [Location(location.player, location.name, parent=copied_region) for location in region.locations]
copied_region.locations = [copied_locations[(location.name, location.player)] for location in region.locations]
for entrance in region.entrances:
ret.get_entrance(entrance.name, entrance.player).connect(copied_region)
@@ -477,7 +451,7 @@ def copy_world(world):
ret.dungeon_portals = world.dungeon_portals
for player, portals in world.dungeon_portals.items():
for portal in portals:
connect_portal_copy(portal, ret, player)
connect_portal(portal, ret, player)
ret.sanc_portal = world.sanc_portal
for player in range(1, world.players + 1):
@@ -485,6 +459,7 @@ def copy_world(world):
return ret
def copy_dynamic_regions_and_locations(world, ret):
for region in world.dynamic_regions:
new_reg = Region(region.name, region.type, region.hint_text, region.player)
@@ -495,8 +470,9 @@ def copy_dynamic_regions_and_locations(world, ret):
# Note: ideally exits should be copied here, but the current use case (Take anys) do not require this
if region.shop:
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config, region.shop.custom, region.shop.locked)
ret.shops.append(new_reg.shop)
new_reg.shop = Shop(new_reg, region.shop.room_id, region.shop.type, region.shop.shopkeeper_config,
region.shop.custom, region.shop.locked, region.shop.sram_address)
ret.shops[region.player].append(new_reg.shop)
for location in world.dynamic_locations:
new_reg = ret.get_region(location.parent_region.name, location.parent_region.player)
+54 -3
View File
@@ -52,6 +52,12 @@ class Context:
self.awaiting_rom = False
self.rom = None
self.auth = None
self.total_locations = None
self.mode_flags = None
self.key_drop_mode = False
self.shop_mode = False
self.retro_mode = False
self.ignore_count = 0
def color_code(*args):
codes = {'reset': 0, 'bold': 1, 'underline': 4, 'black': 30, 'red': 31, 'green': 32, 'yellow': 33, 'blue': 34,
@@ -86,6 +92,13 @@ SCOUT_LOCATION_ADDR = SAVEDATA_START + 0x4D7 # 1 byte
SCOUTREPLY_LOCATION_ADDR = SAVEDATA_START + 0x4D8 # 1 byte
SCOUTREPLY_ITEM_ADDR = SAVEDATA_START + 0x4D9 # 1 byte
SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
SHOP_ADDR = SAVEDATA_START + 0x302 # 2 bytes?
DYNAMIC_TOTAL_ADDR = SAVEDATA_START + 0x33E # 2 bytes
MODE_FLAGS = SAVEDATA_START + 0x33D # 1 byte
SHOP_SRAM_LEN = 0x29 # 41 tracked items
location_shop_order = [Regions.shop_to_location_table.keys()] + [Regions.retro_shops.keys()]
location_shop_ids = {0x0112, 0x0110, 0x010F, 0x00FF, 0x011F, 0x0109, 0x0115}
location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
"Blind's Hideout - Left": (0x11d, 0x20),
@@ -769,7 +782,8 @@ async def console_loop(ctx : Context):
get_location_name_from_address(item.location), index, len(ctx.items_received)))
if command[0] == '/missing':
for location in [k for k, v in Regions.lookup_name_to_id.items() if type(v) is int]:
for location in [k for k, v in Regions.lookup_name_to_id.items()
if type(v) is int and not filter_location(ctx, k)]:
if location not in ctx.locations_checked:
logging.info('Missing: ' + location)
if command[0] == '/getitem' and len(command) > 1:
@@ -797,13 +811,50 @@ def get_location_name_from_address(address):
return Regions.lookup_id_to_name.get(address, f'Unknown location (ID:{address})')
def filter_location(ctx, location):
if not ctx.key_drop_mode and ('Key Drop' in location or 'Pot Key' in location):
return True
if not ctx.shop_mode and location in Regions.flat_normal_shops:
return True
if not ctx.retro_mode and location in Regions.flat_retro_shops:
return True
return False
async def track_locations(ctx : Context, roomid, roomdata):
new_locations = []
if ctx.total_locations is None:
total_data = await snes_read(ctx, DYNAMIC_TOTAL_ADDR, 2)
ttl = total_data[0] | (total_data[1] << 8)
if ttl > 0:
ctx.total_locations = ttl
if ctx.mode_flags is None:
flags = await snes_read(ctx, MODE_FLAGS, 1)
ctx.key_drop_mode = flags[0] & 0x1
ctx.shop_mode = flags[0] & 0x2
ctx.retro_mode = flags[0] & 0x4
def new_check(location):
ctx.locations_checked.add(location)
logging.info("New check: %s (%d/216)" % (location, len(ctx.locations_checked)))
new_locations.append(Regions.lookup_name_to_id[location])
ignored = filter_location(ctx, location)
if ignored:
ctx.ignore_count += 1
else:
logging.info(f"New check: {location} ({len(ctx.locations_checked)-ctx.ignore_count}/{ctx.total_locations})")
new_locations.append(Regions.lookup_name_to_id[location])
try:
if roomid in location_shop_ids:
misc_data = await snes_read(ctx, SHOP_ADDR, SHOP_SRAM_LEN)
for cnt, b in enumerate(misc_data):
my_check = Regions.shop_table_by_location_id[0x400000 + cnt]
if int(b) > 0 and my_check not in ctx.locations_checked:
new_check(my_check)
except Exception as e:
print(e)
logging.warning(e)
for location, (loc_roomid, loc_mask) in location_table_uw.items():
if location not in ctx.locations_checked and loc_roomid == roomid and (roomdata << 4) & loc_mask != 0:
+6
View File
@@ -156,6 +156,11 @@ def roll_settings(weights):
if ret.dungeon_counters == 'default':
ret.dungeon_counters = 'pickup' if ret.door_shuffle != 'vanilla' or ret.compassshuffle == 'on' else 'off'
ret.shopsanity = get_choice('shopsanity') == 'on'
ret.keydropshuffle = get_choice('keydropshuffle') == 'on'
ret.mixed_travel = get_choice('mixed_travel') if 'mixed_travel' in weights else 'prevent'
ret.standardize_palettes = get_choice('standardize_palettes') if 'standardize_palettes' in weights else 'standardize'
goal = get_choice('goals')
ret.goal = {'ganon': 'ganon',
'fast_ganon': 'crystals',
@@ -173,6 +178,7 @@ def roll_settings(weights):
if ret.mode == 'retro':
ret.mode = 'open'
ret.retro = True
ret.retro = get_choice('retro') == 'on' # this overrides world_state if used
ret.hints = get_choice('hints') == 'on'
+1 -1
View File
@@ -45,7 +45,7 @@ Doors are not shuffled.
#### Level 1
Normal door and spiral staircases are shuffled
#### Level 2
Same as Level 1 plus open edges and straight staircases are shuffled.
Same as Level 1 plus open edges and both types of straight staircases are shuffled.
#### Level 3
Same as Level 2 plus Dungeon Lobbies are shuffled
+143 -143
View File
@@ -1,165 +1,165 @@
# New Features
## Lobby shuffle added as Intensity level 3
## Shopsanity
* Standard notes:
* The sanctuary is vanilla, and will be missing the exit door until Zelda is rescued
* In entrance shuffle the hyrule castle left and right exit door will be missing until Zelda is rescued. This
replaces the rails that used to block those lobby exits
* In non-entrance shuffle, Agahnims tower can be in logic if you have cape and/or Master sword, but you are never
required to beat Agahnim 1 until Zelda is rescued.
* Open notes:
* The Sanctuary is limited to be in a LW dungeon unless you have ER Crossed or higher enabled
* Mirroring from the Sanctuary to the new "Sanctuary" lobby is now in logic, as is exiting there.
* In ER crossed or higher, if the Sanctuary is in the Dark World, Link starts as Bunny there until the Moon Pearl
is found. Nothing inside that dungeon is in logic until the Moon Pearl is found. (Unless it is a multi-entrance
dungeon that you can access from some LW entrance)
* Lobby list is found in the spoiler
* Exits for Multi-entrance dungeons after beating bosses now makes more sense. Generally you'll exit from a entrance
from which the boss can logically be reached. If there are multiple, ones that do not lead to regions only accessible
by connector are preferred. The exit is randomly chosen if there's no obvious preference. However, In certain poor
cases like Skull Woods in ER, sometimes an exit is chosen not because you can reach the boss from there, but to
prevent a potential forced S&Q.
* Palette changes:
* Certain doors/transition no longer have an effect on the palette choice (dead ends mostly or just bridges)
* Sanctuary palette used on the adjacent rooms to Sanctuary (Sanctuary stays the dungeon color for now)
* Sewer palette comes back for part of Hyrule Castle for areas "near" the sewer dropdown
* There is a setting to keep original palettes (--standardize_palettes original)
* Known issues:
* Palettes are not perfect
* Some ugly colors
* Invisible floors can be see in many palettes
--shopsanity added. This adds 32 shop locations (9 more in retro) to the general location pool.
## Key Drop Shuffle
Multi-world supported. Thanks go to Pepper and CaitSith2 for figuring out several items related to this major feature.
--keydropshuffle added. This add 33 new locations to the game where keys are found under pots
and where enemies drop keys. This includes 32 small key location and the ball and chain guard who normally drop the HC
Big Key.
Shop locations:
* Lake Hylia Cave Shop (3 items)
* Kakariko Village Shop (3 items)
* Potion Shop (3 new items)
* Paradox Cave Shop (3 items)
* Capacity Upgrade Fairy (2 items)
* Dark Lake Hylia Shop (3 items)
* Curiosity/Red Shield Shop (3 items)
* Dark Lumberjack Shop (3 items)
* Dark Potion Shop (3 items)
* Village of Outcast Hammer Peg Shop (3 items)
* Dark Death Mountain Shop (3 items)
* Overall location count updated
* Setting mentioned in spoiler
* Minor change: if a key is Universal or for that dungeon, then if will use the old mechanics of picking up the key without
an entire pose and should be obtainable with the hookshot or boomerang as before
Item Pool changes: To accommodate the new locations, new items are added to the pool, as follows:
## --mixed_travel setting
* Due to Hammerjump, Hovering in PoD Arena, and the Mire Big Key Chest bomb jump two sections of a supertile that are
otherwise unconnected logically can be reach using these glitches. To prevent the player from unintentionally
* prevent: Rails are added to the 3 spots to prevent these tricks. This setting is recommend for those learning
crossed dungeon mode to learn what is dangerous and what is not. No logic seeds ignore this setting.
* allow: The rooms are left alone and it is up to the discretion of the player whether to use these tricks or not.
* force: The two disjointed sections are forced to be in the same dungeon but performing the glitches is never
logically required to complete that game.
* 10 - Red Potion Refills
* 9 - Ten Bombs
* 4 - Small Hearts
* 4 - Blue Shields
* 1 - Red Shield
* 1 - Bee
* 1 - Ten Arrows
* 1 - Green Potion Refill
* 1 - Blue Potion Refill
* 1 - +5 Bomb Capacity
* 1 - +5 Arrow Capacity
## Keysanity menu redesign
1. Initially, 1 of each type of potion refill is shuffled to the shops. (the Capacity Fairy is excluded from this, see step 4). This ensures that potions can be bought somewhere.
2. The rest of the shop pool is shuffled with the rest of the item pool.
3. At this time, only Ten Bombs, Ten Arrows, Capacity upgrades, Small Hearts, and the non-progressive shields can appear outside of shops. Any other shop items are replaced with rupees of various amounts. This is because of one reason: potion refills and the Bee are indistinguishable from Bottles with that item in them. Receiving those items without a bottle or empty bottle is essentially a nothing item but looks like a bottle. Note, the non-progressive Shields interact fine with Progressive Shields (you never get downgraded) but are usually also a nothing item most of the time.
4. The Capacity Fairy cannot sell Potion Refills because the graphics are incompatible. 300 Rupees will replace any potion refill that ends up there.
5. For capacity upgrades, if any shop sells capacity upgrades, then it will sell all seven of that type. Otherwise, if plain bombs or arrows are sold somewhere, then the other six capacity upgrades will be purchasable first at those locations and then replaced by the underlying ammo. If no suitable spot is found, then no more capacity upgrades will be available for that seed. (There is always one somewhere in the pool.)
6. Any shop item that is originally sold by shops can be bought indefinitely, but only the first purchase counts toward total checks on the credits screen & item counter. All other items can be bought only once.
Redesign of Keysanity Menu complete for crossed dungeon and moved out of experimental.
* First screen about Big Keys and Small Keys
* 1st Column: The map is required for information about the Big Key
* If you don't have the map, it'll be blank until you obtain the Big Key
* If have the map:
* 0 indicates there is no Big Key for that dungeon
* A red symbol indicates the Ball N Chain guard has the big key for that dungeon (does not apply in
--keydropshuffle)
* Blank if there a big key but you haven't found it yet
* 2nd Column displays the current number of keys for that dungeon. Suppressed in retro (always blank)
* 3rd Column only displays if you have the map. It shows the number of keys left to collect for that dungeon. If
--keydropshuffle is off, this does not count key drops. If on, it does.
* (Note: the key columns can display up to 35 using the letters A-Z after 9)
* Second screen about Maps / Compass
* 1st Column: indicates if you have found the map or not for that dungeon
* 2nd and 3rd Column: You must have the compass to see these columns. A two-digit display that shows you how
many chests are left in the dungeon. If --keydropshuffle is off, this does not count key drops. If on, it does.
## Potshuffle by compiling
All items in the general item pool may appear in shops. This includes normal progression items and dungeon items in the appropriate keysanity settings.
Same flag as before but uses python logic written by compiling instead of the enemizer logic-less version.
#### Pricing Guide
## Other features
All prices range approx. from half the base price to the base price in increments of 5, the exact price is chosen randomly within the range.
### Spoiler log improvements
| Category | Items | Base Price | Typical Range |
| ----------------- | ------- |:----------:|:-------------:|
| Major Progression | Hammer, Hookshot, Mirror, Ocarina, Boots, Somaria, Fire Rod, Ice Rod | 250 | 125-250
| | Moon Pearl | 200 | 100-200
| | Lamp, Progressive Bows, Gloves, & Swords | 150 | 75-150
| Medallions | Bombos, Ether, Quake | 100 | 50-100
| Safety/Fetch | Cape, Mushroom, Shovel, Powder, Bug Net, Byrna, Progressive Armor & Shields, Half Magic | 50 | 25-50
| Bottles | Empty Bottle or Bee Bottle | 50 | 25-50
| | Green Goo or Good Bee | 60 | 30-60
| | Red Goo or Fairy | 70 | 35-70
| | Blue Goo | 80 | 40-80
| Health | Heart Container | 40 | 20-40
| | Sanctuary Heart | 50 | 25-50
| | Piece of Heart | 10 | 5-10
| Dungeon | Big Keys | 50 | 25-50
| | Small Keys | 30 | 15-30
| | Info Maps | 20 | 10-20
| | Other Maps & Compasses | 10 | 5-10
| Rupees | Green | Free | Free
| | Blue | 2 | 2
| | Red | 10 | 5-10
| | Fifty | 25 | 15-25
| | One Hundred | 50 | 25-50
| | Three Hundred | 150 | 75-150
| Ammo | Three Bombs | 15 | 10-15
| | Single Arrow | 3 | 3
| Original Shop Items | Other Ammo, Refills, Non-Progressive Shields, Capacity Upgrades, Small Hearts, Retro Quiver, Universal Key | Original | Could be Discounted as Above
* In crossed mode, the new dungeon is listed along with the location designated by a '@' sign
* Random gt crystals and ganon crystal are noted in the settings for better reproduction of seeds
In addition, 4-7 items are steeply discounted at random.
### Experimental features
#### Rupee Balancing Algorithm
* Only the item counter is currently experimental
* Item counter is suppressed in Triforce Hunt
To prevent needed to grind for rupees to buy things in Sphere 1 and later, a money balancing algorithm has been developed to counteract the need for rupees. Basic logic: it assumes you buy nothing until you are blocked by a shop, a check that requires money, or blocked by Kiki. Then you must have enough to make all purchases. If not, any free rupees encountered may be swapped with higher denominations that have not been encountered. Ammo may also be swapped, if necessary.
#### Temporary debug features
(Checks that require money: Bottle Merchant, King Zora, Digging Game, Chest Game, Blacksmith, anything blocked by Kiki e.g. all of Palace of Darkness when ER is vanilla)
* Removed the red square in the upper right corner of the hud if the castle gate is closed
The Houlihan room is not in logic but the five dungeon rooms that provide rupees are. Pots with rupees, the arrow game, and all other gambling games are not counted for determining income.
# Bug Fixes
Currently this is applied to seeds without shopsanity on so early money is slightly more likely if progression is on a check that requires money even if Shopsanity is not turned on.
* 2.0.20u
* Problem with Desert Wall not being pre-opened in intensity 3 fixed
* 2.0.19u
* Generation improvement
* Possible fix for shop vram corruption
* The Cane of Byrna does not count as a chest key anymore
* 2.0.18u
* Generation improvements
* Bombs/Dash doors more consistent with the amount in vanilla.
* 2.0.17u
* Generation improvements
* 2.0.16u
* Prevent HUD from showing key counter when in the overworld. (Aga 2 doesn't always clear the dungeon indicator)
* Fixed key logic regarding certain isolated "important" locations
* Fixed a problem with keydropshuffle thinking certain progression items are keys
* A couple of inverted rules fixed
* A more accurate count of which locations are blocked by teh big key in Ganon's Tower
* Updated base rom to 31.0.7 (includes potential hera basement cage fix)
* 2.0.15u
* Allow Aga Tower lobby door as a a paired keydoor (typo)
* Fix portal check for multi-entrance dungeons
* 2.0.14u
* Removal of key doors no longer messes up certain lobbies
* Fixed ER entrances when Desert Back is a connector
* 2.0.13u
* Minor portal re-work for certain logic and spoiler information
* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
* Fix for inverted ER + intensity 3
* Fix for current small keys missing on keysanity menu
* Logic added for cases where you can flood Swamp Trench 1 before finding flippers and lock yourself out of getting
something behind the trench that leads to the flippers
* 2.0.12u
* Another fix for animated tiles (fairy fountains)
* GT Big Key stat fixed on credits
* Any denomination of rupee 20 or below can be removed to make room for Crossed Dungeon's extra dungeon items. This
helps retro generate more often.
* Fix for TR Lobbies in intensity 3 and ER shuffles that was causing a hardlock
* Standard ER logic revised for lobby shuffle and rain state considerations.
* 2.0.11u
* Fix output path setting in settings.json
* Fix trock entrances when intensity <= 2
* 2.0.10u
* Fix POD, TR, GT and SKULL 3 entrances if sanc ends up in that dungeon in crossed ER+
* TR Lobbies that need a bomb and can be entered before bombing should be pre-opened
* Animated tiles are loaded correctly in lobbies
* If a wallmaster grabs you and the lobby is dark, the lamp turns on now
* Certain key rules no longer override item requirements (e.g. Somaria behind TR Hub)
* Old Man Cave is correctly one way in the graph
* Some key logic fixes
* 2.0.9-u
* /missing command in MultiClient fixed
* 2.0.8-u
* Player sprite disappears after picking up a key drop in keydropshuffle
* Sewers and Hyrule Castle compass problems
* Double count of the Hera Basement Cage item (both overall and compass)
* Unnecessary/inconsistent rug cutoff
* TR Crystal Maze thought you get through backwards without Somaria
* Ensure Thieves Attic Window area can always be reached
* Fixed where HC big key was not counted
* Prior fixes
* Fixed a situation where logic did not account properly for Big Key doors in standard Hyrule Castle
* Fixed a problem ER shuffle generation that did not account for lobbies moving around
* Fixed a problem with camera unlock (GT Mimics and Mire Minibridge)
* Fixed a problem with bad-pseudo layer at PoD map Balcony (unable to hit switch with Bomb)
* Fixed a problem with the Ganon hint when hints are turned off
#### Retro and Shopsanity
9 new locations are added.
The four "Take Any" caves are converted into "Take Both" caves. Those and the old man cave are included in the shuffle. The sword is returned to the pool, and the 4 heart containers and 4 blue potion refills are also added to the general item pool. All items found in the retro caves are free to take once. Potion refills will disappear after use.
Arrow Capacity upgrades are now replaced by Rupees wherever it might end up.
The Ten Arrows and 5 randomly selected Small Hearts or Blue Shields are replaced by the quiver item (represented by the Single Arrow in game.) 5 Red Potion refills are replaced by the Universal small key. It is assured that at least one shop sells Universal Small Keys. The quiver may thus not be found in shops. The quiver and small keys retain their original base price, but may be discounted.
##### Misc Notes
The location counter both experimental and the credits now reflects the total and current checks made. Original retro for example is 221 while shopsanity by itself is 248. Keydropshuffle+sanity+retro can reach up to 290.
## In-Room Staircases/Ladders
In intensity level 2 and higher the in-floor staircases/ladders that take you between tiles can now be shuffled with
any N/S connections. (those that appear to go up one floor are North connection and those that go down are South ones)
Big thanks to Catobat for doing all the hard work.
## Enemizer change
The attic/maiden sequence is now active and required when Blind is the boss of Theives' Town even when bosses are shuffled.
## Settings code
File names have changed with a settings code instead of listing major settings chosen. Mystery games omit this for obvious reasons. Also found in the spoiler.
Added to CLI only now. With more testing, this will be added to the GUI to be able to save use settings codes for generation.
## Mystery fixes
The Mystery.py file has been updated for those who like to use that for generating games. Supports keydropshuffle,
shopsanity, and other settings that have been added.
## Experimental Item Counter
New item counter modified to show total
# Bug Fixes and Notes.
* 0.3.1.1-u
* Potion shop crash in non-keysanity
* 0.3.1.0-u
* Shopsanity introduced
* Blind sequence restored when Blind is in Theives Town in boss shuffle
* Settings code added to file name
* Minor fix to Standard generation
* 0.3.0.4-u
* QoL fixes from Mike
* Allow PoD Mimics 2 as a lobby in non-keysanity seeds (Thanks @Catobat)
* Fix for double-counting Hera key in keydropshuffle
* 0.3.0.3-u
* Disallowed Swamp Lobby in Hyrule Castle in Standard mode
* Prevent defeating Aga 1 before Zelda is delivered to the Sanctuary. (He can't take damage)
* Fix for Ice Jelly room when going backward and enemizer is on
* Fix for inverted - don't start as a bunny in Dark Sanctuary
* Fix for non-ER Inverted with Lobby shuffle. Aga Tower's exit works properly now.
* Fix for In-Room Stairs with Trap Doors
* Key logic fix
* Fix for door gen re-start
* More lenient keys in DR+Retro
* Fix for shufflepots option
* 0.3.0.2-u
* Introduced in-room staircases/ladders
* 0.3.0.1-u
* Problem with lobbies on re-rolls corrected
* Potential playthrough problem addressed
* 0.3.0.0-u
* Generation improvements. Basic >95% success. Crossed >80% success.
* Possible increased generation times as certain generation problem tries a partial re-roll
# Known Issues
* Potenial keylocks in multi-entrance dungeons
* Incorrect vanilla keylogic for Mire
* ER - Potential for Skull Woods West to be completely inaccessible in non-beatable logic
* Potential keylocks in multi-entrance dungeons
* Incorrect vanilla key logic for Mire
+118 -31
View File
@@ -1,4 +1,5 @@
import collections
from Items import ItemFactory
from BaseClasses import Region, Location, Entrance, RegionType, Shop, ShopType
@@ -38,7 +39,7 @@ def create_regions(world, player):
create_cave_region(player, 'Bush Covered House', 'the grass man'),
create_cave_region(player, 'Tavern (Front)', 'the tavern'),
create_cave_region(player, 'Light World Bomb Hut', 'a restock room'),
create_cave_region(player, 'Kakariko Shop', 'a common shop'),
create_cave_region(player, 'Kakariko Shop', 'a common shop', ['Kakariko Shop - Left', 'Kakariko Shop - Middle', 'Kakariko Shop - Right']),
create_cave_region(player, 'Fortune Teller (Light)', 'a fortune teller'),
create_cave_region(player, 'Lake Hylia Fortune Teller', 'a fortune teller'),
create_cave_region(player, 'Lumberjack House', 'a boring house'),
@@ -78,14 +79,14 @@ def create_regions(world, player):
create_cave_region(player, 'Ice Rod Cave', 'a cave with a chest', ['Ice Rod Cave']),
create_cave_region(player, 'Good Bee Cave', 'a cold bee'),
create_cave_region(player, '20 Rupee Cave', 'a cave with some cash'),
create_cave_region(player, 'Cave Shop (Lake Hylia)', 'a common shop'),
create_cave_region(player, 'Cave Shop (Dark Death Mountain)', 'a common shop'),
create_cave_region(player, 'Cave Shop (Lake Hylia)', 'a common shop', ['Lake Hylia Shop - Left', 'Lake Hylia Shop - Middle', 'Lake Hylia Shop - Right']),
create_cave_region(player, 'Cave Shop (Dark Death Mountain)', 'a common shop', ['Dark Death Mountain Shop - Left', 'Dark Death Mountain Shop - Middle', 'Dark Death Mountain Shop - Right']),
create_cave_region(player, 'Bonk Rock Cave', 'a cave with a chest', ['Bonk Rock Cave']),
create_cave_region(player, 'Library', 'the library', ['Library']),
create_cave_region(player, 'Kakariko Gamble Game', 'a game of chance'),
create_cave_region(player, 'Potion Shop', 'the potion shop', ['Potion Shop']),
create_cave_region(player, 'Potion Shop', 'the potion shop', ['Potion Shop', 'Potion Shop - Left', 'Potion Shop - Middle', 'Potion Shop - Right']),
create_lw_region(player, 'Lake Hylia Island', ['Lake Hylia Island']),
create_cave_region(player, 'Capacity Upgrade', 'the queen of fairies'),
create_cave_region(player, 'Capacity Upgrade', 'the queen of fairies', ['Capacity Upgrade - Left', 'Capacity Upgrade - Right']),
create_cave_region(player, 'Two Brothers House', 'a connector', None, ['Two Brothers House Exit (East)', 'Two Brothers House Exit (West)']),
create_lw_region(player, 'Maze Race Ledge', ['Maze Race'], ['Two Brothers House (West)']),
create_cave_region(player, '50 Rupee Cave', 'a cave with some cash'),
@@ -122,7 +123,7 @@ def create_regions(world, player):
'Paradox Cave Upper - Right'],
['Paradox Cave Push Block', 'Paradox Cave Bomb Jump']),
create_cave_region(player, 'Paradox Cave', 'a connector', None, ['Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)', 'Paradox Cave Drop']),
create_cave_region(player, 'Light World Death Mountain Shop', 'a common shop'),
create_cave_region(player, 'Light World Death Mountain Shop', 'a common shop', ['Paradox Shop - Left', 'Paradox Shop - Middle', 'Paradox Shop - Right']),
create_lw_region(player, 'East Death Mountain (Top)', None, ['Paradox Cave (Top)', 'Death Mountain (Top)', 'Spiral Cave Ledge Access', 'East Death Mountain Drop', 'Turtle Rock Teleporter', 'Fairy Ascension Ledge']),
create_lw_region(player, 'Spiral Cave Ledge', None, ['Spiral Cave', 'Spiral Cave Ledge Drop']),
create_cave_region(player, 'Spiral Cave (Top)', 'a connector', ['Spiral Cave'], ['Spiral Cave (top to bottom)', 'Spiral Cave Exit (Top)']),
@@ -157,16 +158,16 @@ def create_regions(world, player):
create_dw_region(player, 'Hammer Peg Area', ['Dark Blacksmith Ruins'], ['Bat Cave Drop Ledge Mirror Spot', 'Dark World Hammer Peg Cave', 'Peg Area Rocks']),
create_dw_region(player, 'Bumper Cave Entrance', None, ['Bumper Cave (Bottom)', 'Bumper Cave Entrance Mirror Spot', 'Bumper Cave Entrance Drop']),
create_cave_region(player, 'Fortune Teller (Dark)', 'a fortune teller'),
create_cave_region(player, 'Village of Outcasts Shop', 'a common shop'),
create_cave_region(player, 'Dark Lake Hylia Shop', 'a common shop'),
create_cave_region(player, 'Dark World Lumberjack Shop', 'a common shop'),
create_cave_region(player, 'Dark World Potion Shop', 'a common shop'),
create_cave_region(player, 'Village of Outcasts Shop', 'a common shop', ['Village of Outcasts Shop - Left', 'Village of Outcasts Shop - Middle', 'Village of Outcasts Shop - Right']),
create_cave_region(player, 'Dark Lake Hylia Shop', 'a common shop', ['Dark Lake Hylia Shop - Left', 'Dark Lake Hylia Shop - Middle', 'Dark Lake Hylia Shop - Right']),
create_cave_region(player, 'Dark World Lumberjack Shop', 'a common shop', ['Dark Lumberjack Shop - Left', 'Dark Lumberjack Shop - Middle', 'Dark Lumberjack Shop - Right']),
create_cave_region(player, 'Dark World Potion Shop', 'a common shop', ['Dark Potion Shop - Left', 'Dark Potion Shop - Middle', 'Dark Potion Shop - Right']),
create_cave_region(player, 'Dark World Hammer Peg Cave', 'a cave with an item', ['Peg Cave']),
create_cave_region(player, 'Pyramid Fairy', 'a cave with two chests', ['Pyramid Fairy - Left', 'Pyramid Fairy - Right']),
create_cave_region(player, 'Brewery', 'a house with a chest', ['Brewery']),
create_cave_region(player, 'C-Shaped House', 'a house with a chest', ['C-Shaped House']),
create_cave_region(player, 'Chest Game', 'a game of 16 chests', ['Chest Game']),
create_cave_region(player, 'Red Shield Shop', 'the rare shop'),
create_cave_region(player, 'Red Shield Shop', 'the rare shop', ['Red Shield Shop - Left', 'Red Shield Shop - Middle', 'Red Shield Shop - Right']),
create_cave_region(player, 'Dark Sanctuary Hint', 'a storyteller'),
create_cave_region(player, 'Bumper Cave', 'a connector', None, ['Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)']),
create_dw_region(player, 'Bumper Cave Ledge', ['Bumper Cave Ledge'], ['Bumper Cave Ledge Drop', 'Bumper Cave (Top)', 'Bumper Cave Ledge Mirror Spot']),
@@ -401,8 +402,11 @@ def create_dungeon_regions(world, player):
create_dungeon_region(player, 'PoD Dark Basement', 'Palace of Darkness', ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'], ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs']),
create_dungeon_region(player, 'PoD Harmless Hellway', 'Palace of Darkness', ['Palace of Darkness - Harmless Hellway'], ['PoD Harmless Hellway NE', 'PoD Harmless Hellway SE']),
create_dungeon_region(player, 'PoD Mimics 2', 'Palace of Darkness', None, ['PoD Mimics 2 SW', 'PoD Mimics 2 NW']),
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Down Ladder']),
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN']),
create_dungeon_region(player, 'PoD Bow Statue', 'Palace of Darkness', None, ['PoD Bow Statue SW', 'PoD Bow Statue Crystal Path']),
create_dungeon_region(player, 'PoD Bow Statue Moving Wall', 'Palace of Darkness', None, ['PoD Bow Statue Moving Wall Path', 'PoD Bow Statue Down Ladder', 'PoD Bow Statue Moving Wall Cane Path']),
create_dungeon_region(player, 'PoD Dark Pegs', 'Palace of Darkness', None, ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN']),
create_dungeon_region(player, 'PoD Dark Pegs Ladder', 'Palace of Darkness', None, ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path']),
create_dungeon_region(player, 'PoD Dark Pegs Switch', 'Palace of Darkness', None, ['PoD Dark Pegs Switch Path']),
create_dungeon_region(player, 'PoD Lonely Turtle', 'Palace of Darkness', None, ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN']),
create_dungeon_region(player, 'PoD Turtle Party', 'Palace of Darkness', None, ['PoD Turtle Party ES', 'PoD Turtle Party NW']),
create_dungeon_region(player, 'PoD Dark Alley', 'Palace of Darkness', None, ['PoD Dark Alley NE']),
@@ -469,8 +473,8 @@ def create_dungeon_regions(world, player):
create_dungeon_region(player, 'Skull Compass Room', 'Skull Woods', ['Skull Woods - Compass Chest'], ['Skull Compass Room NE', 'Skull Compass Room ES', 'Skull Compass Room WS']),
create_dungeon_region(player, 'Skull Left Drop', 'Skull Woods', None, ['Skull Left Drop ES']),
create_dungeon_region(player, 'Skull 2 East Lobby', 'Skull Woods', None, ['Skull 2 East Lobby NW', 'Skull 2 East Lobby WS', 'Skull 2 East Lobby SW']),
create_dungeon_region(player, 'Skull Big Key', 'Skull Woods', ['Skull Woods - Big Key Chest'], ['Skull Big Key SW', 'Skull Big Key WN']),
create_dungeon_region(player, 'Skull Lone Pot', 'Skull Woods', None, ['Skull Lone Pot EN']),
create_dungeon_region(player, 'Skull Big Key', 'Skull Woods', ['Skull Woods - Big Key Chest'], ['Skull Big Key SW', 'Skull Big Key EN']),
create_dungeon_region(player, 'Skull Lone Pot', 'Skull Woods', None, ['Skull Lone Pot WN']),
create_dungeon_region(player, 'Skull Small Hall', 'Skull Woods', None, ['Skull Small Hall ES', 'Skull Small Hall WS']),
create_dungeon_region(player, 'Skull Back Drop', 'Skull Woods', None, ['Skull Back Drop Star Path', ]),
create_dungeon_region(player, 'Skull 2 West Lobby', 'Skull Woods', ['Skull Woods - West Lobby Pot Key'], ['Skull 2 West Lobby ES', 'Skull 2 West Lobby NW', 'Skull 2 West Lobby S']),
@@ -762,7 +766,8 @@ def create_dungeon_regions(world, player):
world.get_region('PoD Arena Main', player).crystal_switch = True
world.get_region('PoD Arena Bridge', player).crystal_switch = True # RANGED Weapon Required
world.get_region('PoD Sexy Statue', player).crystal_switch = True
world.get_region('PoD Bow Statue', player).crystal_switch = True # LADDER not accessible (maybe with cane)
world.get_region('PoD Bow Statue', player).crystal_switch = True
world.get_region('PoD Dark Pegs Switch', player).crystal_switch = True
world.get_region('PoD Dark Pegs', player).crystal_switch = True
world.get_region('Swamp Crystal Switch', player).crystal_switch = True
world.get_region('Thieves Spike Switch', player).crystal_switch = True
@@ -857,16 +862,24 @@ def mark_light_world_regions(world, player):
def create_shops(world, player):
for region_name, (room_id, type, shopkeeper, custom, locked, inventory) in shop_table.items():
world.shops[player] = []
for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram) in shop_table.items():
if world.mode[player] == 'inverted' and region_name == 'Dark Lake Hylia Shop':
locked = True
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
region = world.get_region(region_name, player)
shop = Shop(region, room_id, type, shopkeeper, custom, locked)
shop = Shop(region, room_id, type, shopkeeper, custom, locked, sram)
region.shop = shop
world.shops.append(shop)
world.shops[player].append(shop)
for index, item in enumerate(inventory):
shop.add_inventory(index, *item)
if not world.shopsanity[player]:
if region_name in shop_to_location_table.keys():
for index, location in enumerate(shop_to_location_table[region_name]):
loc = world.get_location(location, player)
loc.skip = True
loc.forced_item = loc.item = ItemFactory(shop.inventory[index]['item'], player)
loc.item.location = loc
def adjust_locations(world, player):
@@ -889,6 +902,13 @@ def adjust_locations(world, player):
dungeon.small_keys.append(key_item)
elif key_item.bigkey:
dungeon.big_key = key_item
if world.shopsanity[player]:
index = 0
for shop, location_list in shop_to_location_table.items():
for location in location_list:
world.get_location(location, player).address = 0x400000 + index
# player address? it is in the shop table
index += 1
# (type, room_id, shopkeeper, custom, locked, [items])
@@ -896,19 +916,51 @@ def adjust_locations(world, player):
_basic_shop_defaults = [('Red Potion', 150), ('Small Heart', 10), ('Bombs (10)', 50)]
_dark_world_shop_defaults = [('Red Potion', 150), ('Blue Shield', 50), ('Bombs (10)', 50)]
shop_table = {
'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, False, False, _basic_shop_defaults),
'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, False, False, [('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)]),
'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults),
'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults),
'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults),
'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults),
'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults),
'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults),
'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults),
'Potion Shop': (0x0109, ShopType.Shop, 0xFF, False, True, [('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)]),
'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True, [('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)])
'Cave Shop (Dark Death Mountain)': (0x0112, ShopType.Shop, 0xC1, False, False, _basic_shop_defaults, 0),
'Red Shield Shop': (0x0110, ShopType.Shop, 0xC1, False, False,
[('Red Shield', 500), ('Bee', 10), ('Arrows (10)', 30)], 3),
'Dark Lake Hylia Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults, 6),
'Dark World Lumberjack Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults, 9),
'Village of Outcasts Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults, 12),
'Dark World Potion Shop': (0x010F, ShopType.Shop, 0xC1, False, False, _dark_world_shop_defaults, 15),
'Light World Death Mountain Shop': (0x00FF, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults, 18),
'Kakariko Shop': (0x011F, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults, 21),
'Cave Shop (Lake Hylia)': (0x0112, ShopType.Shop, 0xA0, False, False, _basic_shop_defaults, 24),
'Potion Shop': (0x0109, ShopType.Shop, 0xFF, False, True,
[('Red Potion', 120), ('Green Potion', 60), ('Blue Potion', 160)], 27),
'Capacity Upgrade': (0x0115, ShopType.UpgradeShop, 0x04, True, True,
[('Bomb Upgrade (+5)', 100, 7), ('Arrow Upgrade (+5)', 100, 7)], 30)
}
shop_to_location_table = {
'Cave Shop (Dark Death Mountain)': ['Dark Death Mountain Shop - Left', 'Dark Death Mountain Shop - Middle', 'Dark Death Mountain Shop - Right'],
'Red Shield Shop': ['Red Shield Shop - Left', 'Red Shield Shop - Middle', 'Red Shield Shop - Right'],
'Dark Lake Hylia Shop': ['Dark Lake Hylia Shop - Left', 'Dark Lake Hylia Shop - Middle', 'Dark Lake Hylia Shop - Right'],
'Dark World Lumberjack Shop': ['Dark Lumberjack Shop - Left', 'Dark Lumberjack Shop - Middle', 'Dark Lumberjack Shop - Right'],
'Village of Outcasts Shop': ['Village of Outcasts Shop - Left', 'Village of Outcasts Shop - Middle', 'Village of Outcasts Shop - Right'],
'Dark World Potion Shop': ['Dark Potion Shop - Left', 'Dark Potion Shop - Middle', 'Dark Potion Shop - Right'],
'Light World Death Mountain Shop': ['Paradox Shop - Left', 'Paradox Shop - Middle', 'Paradox Shop - Right'],
'Kakariko Shop': ['Kakariko Shop - Left', 'Kakariko Shop - Middle', 'Kakariko Shop - Right'],
'Cave Shop (Lake Hylia)': ['Lake Hylia Shop - Left', 'Lake Hylia Shop - Middle', 'Lake Hylia Shop - Right'],
'Potion Shop': ['Potion Shop - Left', 'Potion Shop - Middle', 'Potion Shop - Right'],
'Capacity Upgrade': ['Capacity Upgrade - Left', 'Capacity Upgrade - Right'],
}
retro_shops = {
'Old Man Sword Cave': ['Old Man Sword Cave Item 1'],
'Take-Any #1': ['Take-Any #1 Item 1', 'Take-Any #1 Item 2'],
'Take-Any #2': ['Take-Any #2 Item 1', 'Take-Any #2 Item 2'],
'Take-Any #3': ['Take-Any #3 Item 1', 'Take-Any #3 Item 2'],
'Take-Any #4': ['Take-Any #4 Item 1', 'Take-Any #4 Item 2'],
}
flat_normal_shops = [loc_name for name, location_list in shop_to_location_table.items() for loc_name in location_list]
flat_retro_shops = [loc_name for name, location_list in retro_shops.items() for loc_name in location_list]
shop_table_by_location_id = {0x400000+cnt: x for cnt, x in enumerate(flat_normal_shops)}
shop_table_by_location_id = {**shop_table_by_location_id, **{0x400020+cnt: x for cnt, x in enumerate(flat_retro_shops)}}
shop_table_by_location = {y: x for x, y in shop_table_by_location_id.items()}
key_drop_data = {
'Hyrule Castle - Map Guard Key Drop': [0x140036, 0x140037, 'in Hyrule Castle', 'Small Key (Escape)'],
'Hyrule Castle - Boomerang Guard Key Drop': [0x140033, 0x140034, 'in Hyrule Castle', 'Small Key (Escape)'],
@@ -1202,9 +1254,44 @@ location_table = {'Mushroom': (0x180013, 0x186338, False, 'in the woods'),
'Skull Woods - Prize': ([0x120A3, 0x53F12, 0x53F13, 0x180058, 0x18007B, 0xC704], None, True, 'Skull Woods'),
'Ice Palace - Prize': ([0x120A4, 0x53F5A, 0x53F5B, 0x180059, 0x180073, 0xC705], None, True, 'Ice Palace'),
'Misery Mire - Prize': ([0x120A2, 0x53F48, 0x53F49, 0x180057, 0x180075, 0xC703], None, True, 'Misery Mire'),
'Turtle Rock - Prize': ([0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock')}
'Turtle Rock - Prize': ([0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock'),
'Kakariko Shop - Left': (None, None, False, 'for sale in Kakariko'),
'Kakariko Shop - Middle': (None, None, False, 'for sale in Kakariko'),
'Kakariko Shop - Right': (None, None, False, 'for sale in Kakariko'),
'Lake Hylia Shop - Left': (None, None, False, 'for sale near the lake'),
'Lake Hylia Shop - Middle': (None, None, False, 'for sale near the lake'),
'Lake Hylia Shop - Right': (None, None, False, 'for sale near the lake'),
'Paradox Shop - Left': (None, None, False, 'for sale near seven chests'),
'Paradox Shop - Middle': (None, None, False, 'for sale near seven chests'),
'Paradox Shop - Right': (None, None, False, 'for sale near seven chests'),
'Capacity Upgrade - Left': (None, None, False, 'for sale near the queen'),
'Capacity Upgrade - Right': (None, None, False, 'for sale near the queen'),
'Village of Outcasts Shop - Left': (None, None, False, 'for sale near outcasts'),
'Village of Outcasts Shop - Middle': (None, None, False, 'for sale near outcasts'),
'Village of Outcasts Shop - Right': (None, None, False, 'for sale near outcasts'),
'Dark Lumberjack Shop - Left': (None, None, False, 'for sale in the far north'),
'Dark Lumberjack Shop - Middle': (None, None, False, 'for sale in the far north'),
'Dark Lumberjack Shop - Right': (None, None, False, 'for sale in the far north'),
'Dark Lake Hylia Shop - Left': (None, None, False, 'for sale near the dark lake'),
'Dark Lake Hylia Shop - Middle': (None, None, False, 'for sale near the dark lake'),
'Dark Lake Hylia Shop - Right': (None, None, False, 'for sale near the dark lake'),
'Dark Potion Shop - Left': (None, None, False, 'for sale near a catfish'),
'Dark Potion Shop - Middle': (None, None, False, 'for sale near a catfish'),
'Dark Potion Shop - Right': (None, None, False, 'for sale near a catfish'),
'Dark Death Mountain Shop - Left': (None, None, False, 'for sale on the dark mountain'),
'Dark Death Mountain Shop - Middle': (None, None, False, 'for sale on the dark mountain'),
'Dark Death Mountain Shop - Right': (None, None, False, 'for sale on the dark mountain'),
'Red Shield Shop - Left': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Middle': (None, None, False, 'for sale as a curiosity'),
'Red Shield Shop - Right': (None, None, False, 'for sale as a curiosity'),
'Potion Shop - Left': (None, None, False, 'for sale near the witch'),
'Potion Shop - Middle': (None, None, False, 'for sale near the witch'),
'Potion Shop - Right': (None, None, False, 'for sale near the witch'),
}
lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}
lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()}}
lookup_id_to_name.update(shop_table_by_location_id)
lookup_name_to_id = {name: data[0] for name, data in location_table.items() if type(data[0]) == int}
lookup_name_to_id = {**lookup_name_to_id, **{name: data[1] for name, data in key_drop_data.items()}}
lookup_name_to_id.update(shop_table_by_location)
+59 -26
View File
@@ -27,7 +27,7 @@ from EntranceShuffle import door_addresses, exit_ids
JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '30147375153cc57197805eddf38c2a23'
RANDOMIZERBASEHASH = '633051ea43b6f6f971a32ed3e0a1bf5e'
class JsonRom(object):
@@ -310,6 +310,13 @@ def patch_enemizer(world, player, rom, baserom_path, enemizercli, random_sprite_
for patch in json.load(f):
rom.write_bytes(patch["address"], patch["patchData"])
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == "Blind":
rom.write_byte(0x04DE81, 0x6) # maiden spawn
# restore blind spawn code
rom.write_bytes(0xEA081, [0xaf, 0xcc, 0xf3, 0x7e, 0xc9, 0x6, 0xf0, 0x24,
0xad, 0x3, 0x4, 0x29, 0x20, 0xf0, 0x1d])
rom.write_byte(0x200101, 0) # Do not close boss room door on entry.
if random_sprite_on_hit:
_populate_sprite_table()
sprites = list(_sprite_table.values())
@@ -518,7 +525,8 @@ class Sprite(object):
# split into palettes of 15 colors
return array_chunk(palette_as_colors, 15)
def patch_rom(world, rom, player, team, enemized):
def patch_rom(world, rom, player, team, enemized, is_mystery=False):
random.seed(world.rom_seeds[player])
# progressive bow silver arrow hint hack
@@ -535,7 +543,7 @@ def patch_rom(world, rom, player, team, enemized):
itemid = location.item.code if location.item is not None else 0x5A
if location.address is None:
if location.address is None or (type(location.address) is int and location.address >= 0x400000):
continue
if not location.crystal:
@@ -685,7 +693,7 @@ def patch_rom(world, rom, player, team, enemized):
for door in world.doors:
if door.dest is not None and isinstance(door.dest, Door) and\
door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs,
DoorType.Open, DoorType.StraightStairs]:
DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
rom.write_bytes(door.getAddress(), door.dest.getTarget(door))
for paired_door in world.paired_doors[player]:
rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player))
@@ -693,22 +701,33 @@ def patch_rom(world, rom, player, team, enemized):
if world.doorShuffle[player] != 'vanilla':
for builder in world.dungeon_layouts[player].values():
if builder.pre_open_stonewall:
if builder.pre_open_stonewall.name == 'Desert Wall Slide NW':
for stonewall in builder.pre_open_stonewalls:
if stonewall.name == 'Desert Wall Slide NW':
dr_flags |= DROptions.Open_Desert_Wall
elif stonewall.name == 'PoD Bow Statue Down Ladder':
dr_flags |= DROptions.Open_PoD_Wall
for name, pair in boss_indicator.items():
dungeon_id, boss_door = pair
opposite_door = world.get_door(boss_door, player).dest
if opposite_door and opposite_door.roomIndex > -1:
if opposite_door and isinstance(opposite_door, Door) and opposite_door.roomIndex > -1:
dungeon_name = opposite_door.entrance.parent_region.dungeon.name
dungeon_id = boss_indicator[dungeon_name][0]
rom.write_byte(0x13f000+dungeon_id, opposite_door.roomIndex)
elif not opposite_door:
rom.write_byte(0x13f000+dungeon_id, 0) # no supertile preceeding boss
rom.write_byte(0x138004, dr_flags.value)
if is_mystery:
dr_flags |= DROptions.Hide_Total
rom.write_byte(0x138004, dr_flags.value & 0xff)
rom.write_byte(0x138005, (dr_flags.value & 0xff00) >> 8)
if dr_flags & DROptions.Town_Portal and world.mode[player] == 'inverted':
rom.write_byte(0x138006, 1)
# swap in non-ER Lobby Shuffle Inverted - but only then
if world.mode[player] == 'inverted' and world.intensity[player] >= 3 and world.doorShuffle[player] != 'vanilla' and world.shuffle[player] == 'vanilla':
aga_portal = world.get_portal('Agahnims Tower', player)
gt_portal = world.get_portal('Ganons Tower', player)
aga_portal.exit_offset, gt_portal.exit_offset = gt_portal.exit_offset, aga_portal.exit_offset
for portal in world.dungeon_portals[player]:
if not portal.default:
offset = portal.ent_offset
@@ -743,14 +762,27 @@ def patch_rom(world, rom, player, team, enemized):
def credits_digit(num):
# top: $54 is 1, 55 2, etc , so 57=4, 5C=9
# bot: $7A is 1, 7B is 2, etc so 7D=4, 82=9 (zero unknown...)
return 0x53+num, 0x79+num
return 0x53+int(num), 0x79+int(num)
credits_total = 216
if world.keydropshuffle[player]:
credits_total += 33
if world.shopsanity[player]:
credits_total += 32
if world.retro[player]:
credits_total += 9 if world.shopsanity[player] else 5
if world.keydropshuffle[player]:
rom.write_byte(0x140000, 1)
rom.write_byte(0x187010, 249) # dynamic credits
multiClientFlags = ((0x1 if world.keydropshuffle[player] else 0) | (0x2 if world.shopsanity[player] else 0)
| (0x4 if world.retro[player] else 0))
rom.write_byte(0x140001, multiClientFlags)
write_int16(rom, 0x187010, credits_total) # dynamic credits
if credits_total != 216:
# collection rate address: 238C37
mid_top, mid_bot = credits_digit(4)
last_top, last_bot = credits_digit(9)
mid_top, mid_bot = credits_digit((credits_total // 10) % 10)
last_top, last_bot = credits_digit(credits_total % 10)
# top half
rom.write_byte(0x118C53, mid_top)
rom.write_byte(0x118C54, last_top)
@@ -913,8 +945,6 @@ def patch_rom(world, rom, player, team, enemized):
if difficulty.progressive_bow_limit < 2 and world.swords == 'swordless':
rom.write_bytes(0x180098, [2, overflow_replacement])
rom.write_byte(0x180181, 0x01) # Make silver arrows work only on ganon
rom.write_byte(0x180182, 0x00) # Don't auto equip silvers on pickup
# set up game internal RNG seed
for i in range(1024):
@@ -1502,28 +1532,30 @@ def patch_race_rom(rom):
RaceRom.encrypt(rom)
def write_custom_shops(rom, world, player):
shops = [shop for shop in world.shops if shop.custom and shop.region.player == player]
shops = [shop for shop in world.shops[player] if shop.custom and shop.region.player == player]
shop_data = bytearray()
items_data = bytearray()
sram_offset = 0
for shop_id, shop in enumerate(shops):
if shop_id == len(shops) - 1:
shop_id = 0xFF
bytes = shop.get_bytes()
bytes[0] = shop_id
bytes[-1] = sram_offset
if shop.type == ShopType.TakeAny:
sram_offset += 1
else:
sram_offset += shop.item_count
bytes[-1] = shop.sram_address
shop_data.extend(bytes)
# [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high]
for item in shop.inventory:
# [id][item][price-low][price-high][max][repl_id][repl_price-low][repl_price-high][player][sram]
for index, item in enumerate(shop.inventory):
if item is None:
break
item_data = [shop_id, ItemFactory(item['item'], player).code] + int16_as_bytes(item['price']) + [item['max'], ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF] + int16_as_bytes(item['replacement_price'])
if world.shopsanity[player] or shop.type == ShopType.TakeAny:
rom.write_byte(0x186560 + shop.sram_address + index, 1)
item_id = ItemFactory(item['item'], player).code
price = int16_as_bytes(item['price'])
replace = ItemFactory(item['replacement'], player).code if item['replacement'] else 0xFF
replace_price = int16_as_bytes(item['replacement_price'])
item_player = 0 if item['player'] == player else item['player']
item_data = [shop_id, item_id] + price + [item['max'], replace] + replace_price + [item_player]
items_data.extend(item_data)
rom.write_bytes(0x184800, shop_data)
@@ -2091,8 +2123,9 @@ def set_inverted_mode(world, player, rom):
if world.shuffle[player] == 'vanilla':
rom.write_byte(0xDBB73 + 0x23, 0x37) # switch AT and GT
rom.write_byte(0xDBB73 + 0x36, 0x24)
write_int16(rom, 0x15AEE + 2*0x38, 0x00E0)
write_int16(rom, 0x15AEE + 2*0x25, 0x000C)
if world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
write_int16(rom, 0x15AEE + 2*0x38, 0x00E0)
write_int16(rom, 0x15AEE + 2*0x25, 0x000C)
if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
rom.write_byte(0x15B8C, 0x6C)
rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house
+10 -3
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@@ -252,6 +252,13 @@ def create_rooms(world, player):
world.get_room(0x77, player).swap(0, 1) # fixes Hera Lobby Key Stairs - entrance now at pos 0
if world.enemy_shuffle[player] != 'none':
world.get_room(0xc0, player).change(0, DoorKind.Normal) # fix this kill room if enemizer is on
world.get_room(0x0e, player).change(1, DoorKind.TrapTriggerable) # fix this kill room if enemizer is on
def reset_rooms(world, player):
world.rooms = [x for x in world.rooms if x.player != player]
world._room_cache.clear()
create_rooms(world, player)
class Room(object):
@@ -363,7 +370,7 @@ class DoorKind(Enum):
IncognitoEntrance = 0x12
DungeonChanger = 0x14
ToggleFlag = 0x16
Trap = 0x18
Trap = 0x18 # both sides trapped
UnknownD6 = 0x1A
SmallKey = 0x1C
BigKey = 0x1E
@@ -376,8 +383,8 @@ class DoorKind(Enum):
Bombable = 0x2E
BlastWall = 0x30
Hidden = 0x32
TrapTriggerable = 0x36
Trap2 = 0x38
TrapTriggerable = 0x36 # right side trap or south side trap
Trap2 = 0x38 # left side trap or north side trap
NormalLow2 = 0x40
TrapTriggerableLow = 0x44
Warp = 0x46
+13 -3
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@@ -180,8 +180,10 @@ def global_rules(world, player):
set_rule(world.get_entrance('PoD Mimics 2 NW', player), lambda state: state.can_shoot_arrows(player))
set_rule(world.get_entrance('PoD Bow Statue Down Ladder', player), lambda state: state.can_shoot_arrows(player))
set_rule(world.get_entrance('PoD Map Balcony Drop Down', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('PoD Dark Pegs WN', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('PoD Dark Pegs Up Ladder', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('PoD Dark Pegs Hammer Path', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('PoD Dark Pegs Ladder Hammer Path', player), lambda state: state.has('Hammer', player))
set_rule(world.get_entrance('PoD Dark Pegs Ladder Cane Path', player), lambda state: state.has('Cane of Somaria', player))
set_rule(world.get_entrance('PoD Bow Statue Moving Wall Cane Path', player), lambda state: state.has('Cane of Somaria', player))
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Boss', player))
set_defeat_dungeon_boss_rule(world.get_location('Palace of Darkness - Prize', player))
@@ -723,7 +725,9 @@ def no_glitches_rules(world, player):
'PoD Callback': {'sewer': False, 'entrances': ['PoD Callback WS', 'PoD Callback Warp'], 'locations': []},
'PoD Turtle Party': {'sewer': False, 'entrances': ['PoD Turtle Party ES', 'PoD Turtle Party NW'], 'locations': []},
'PoD Lonely Turtle': {'sewer': False, 'entrances': ['PoD Lonely Turtle SW', 'PoD Lonely Turtle EN'], 'locations': []},
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs WN'], 'locations': []},
'PoD Dark Pegs': {'sewer': False, 'entrances': ['PoD Dark Pegs Hammer Path', 'PoD Dark Pegs WN'], 'locations': []},
'PoD Dark Pegs Ladder': {'sewer': False, 'entrances': ['PoD Dark Pegs Up Ladder', 'PoD Dark Pegs Ladder Hammer Path', 'PoD Dark Pegs Ladder Cane Path'], 'locations': []},
'PoD Dark Pegs Switch': {'sewer': False, 'entrances': ['PoD Dark Pegs Switch Path'], 'locations': []},
'PoD Dark Basement': {'sewer': False, 'entrances': ['PoD Dark Basement W Up Stairs', 'PoD Dark Basement E Up Stairs'], 'locations': ['Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right']},
'PoD Dark Maze': {'sewer': False, 'entrances': ['PoD Dark Maze EN', 'PoD Dark Maze E'], 'locations': ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom']},
'Eastern Dark Square': {'sewer': False, 'entrances': ['Eastern Dark Square NW', 'Eastern Dark Square Key Door WN', 'Eastern Dark Square EN'], 'locations': []},
@@ -1588,6 +1592,7 @@ def add_key_logic_rules(world, player):
if keys.opposite:
rule = or_rule(rule, create_advanced_key_rule(d_logic, player, keys.opposite))
add_rule(spot, rule)
for location in d_logic.bk_restricted:
if not location.forced_item:
forbid_item(location, d_logic.bk_name, player)
@@ -1597,6 +1602,11 @@ def add_key_logic_rules(world, player):
add_rule(world.get_entrance(door.name, player), create_rule(d_logic.bk_name, player))
for chest in d_logic.bk_chests:
add_rule(world.get_location(chest.name, player), create_rule(d_logic.bk_name, player))
if world.retro[player]:
for d_name, layout in world.key_layout[player].items():
for door in layout.flat_prop:
if world.mode[player] != 'standard' or not retro_in_hc(door.entrance):
add_rule(door.entrance, create_key_rule('Small Key (Universal)', player, 1))
def retro_in_hc(spot):
+1
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@@ -46,6 +46,7 @@ def main(args=None):
test("Vanilla ", "--shuffle vanilla")
test("Retro ", "--retro --shuffle vanilla")
test("Keysanity ", "--shuffle vanilla --keydropshuffle --keysanity")
test("Shopsanity", "--shuffle vanilla --shopsanity")
test("Simple ", "--shuffle simple")
test("Full ", "--shuffle full")
test("Crossed ", "--shuffle crossed")
+7 -10
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@@ -36,6 +36,9 @@ def is_bundled():
return getattr(sys, 'frozen', False)
def local_path(path):
# just do stuff here and bail
return os.path.join(".", path)
if local_path.cached_path is not None:
return os.path.join(local_path.cached_path, path)
@@ -51,6 +54,9 @@ def local_path(path):
local_path.cached_path = None
def output_path(path):
# just do stuff here and bail
return os.path.join(".", path)
if output_path.cached_path is not None:
return os.path.join(output_path.cached_path, path)
@@ -61,15 +67,7 @@ def output_path(path):
# has been packaged, so cannot use CWD for output.
if sys.platform == 'win32':
#windows
import ctypes.wintypes
CSIDL_PERSONAL = 5 # My Documents
SHGFP_TYPE_CURRENT = 0 # Get current, not default value
buf = ctypes.create_unicode_buffer(ctypes.wintypes.MAX_PATH)
ctypes.windll.shell32.SHGetFolderPathW(None, CSIDL_PERSONAL, None, SHGFP_TYPE_CURRENT, buf)
documents = buf.value
documents = os.path.join(os.path.expanduser("~"),"Documents")
elif sys.platform == 'darwin':
from AppKit import NSSearchPathForDirectoriesInDomains # pylint: disable=import-error
# http://developer.apple.com/DOCUMENTATION/Cocoa/Reference/Foundation/Miscellaneous/Foundation_Functions/Reference/reference.html#//apple_ref/c/func/NSSearchPathForDirectoriesInDomains
@@ -655,4 +653,3 @@ if __name__ == '__main__':
# room_palette_data(old_rom=sys.argv[1])
# extract_data_from_us_rom(sys.argv[1])
extract_data_from_jp_rom(sys.argv[1])
+11
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@@ -200,3 +200,14 @@ $bc - TT 188 idx 1
; called by 10CE2, (Dungeon_SpiralStaircase_3)
;122f0
Link's position after screen transition and auto-walk (from $02C034):
0C 20 30 38 48 ; down
D4 D8 C0 C0 A8 ; up
0C 18 28 30 40 ; right
E4 D8 C8 C0 B0 ; left
Effectively indexed by $0418*#$05+$4E.
Row ($0418) is the direction and column ($4E) determines how far to auto-walk (depends on tile attribute at edge of screen).
From left to right: edge, inside high door, outside high door, inside low door and outside low door.
+3 -1
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@@ -7,6 +7,8 @@
; Free RAM notes
; Normal doors use $AB-AC for scrolling indicator
; Normal doors use $FE to store the trap door indicator
; Normal doors use $045e to store Y coordinate when transitioning to in-room stairs
; Normal doors use $045f to determine the order in which supertile quadrants are drawn
; Spiral doors use $045e to store stair type
; Gfx uses $b1 to for sub-sub-sub-module thing
@@ -35,7 +37,7 @@ incsrc edges.asm
incsrc math.asm
incsrc hudadditions.asm
incsrc dr_lobby.asm
warnpc $279700
warnpc $279C00
incsrc doortables.asm
warnpc $288000
+17 -3
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@@ -1,4 +1,4 @@
org $279700
org $279C00
KeyDoorOffset:
; 0 1 2 3 4 5 6 7 8 9 a b c d e f --Offset Ruler
dw $0000,$0001,$0003,$0000,$0006,$0000,$000b,$0000,$0000,$0000,$000c,$000d,$0010,$0011,$0012,$0000
@@ -58,7 +58,7 @@ db $9f
org $27A000
DoorTable:
;; NW 00 N 01 N 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
;; NW 00 N 01 NE 02 WN 00 W 01 WS 02 SW 00 S 01 SE 02 EN 00 E 01 ES 02 - Door ruler
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Default/Garbage row
dw $0003, $0003, $0003, $0450, $0003, $0003, $0003, $0003, $0003, $0452, $0003, $0003 ; HC Back Hall (x01)
dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003 ; Sewer Switches (x02)
@@ -227,7 +227,7 @@ dw $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003, $0003,
;dw $0080, $1f50 ; ->zelda's cellblock
org $27B000
SpiralTable: ;113 4 byte entries - should end at 27B44C
SpiralTable: ;113 4 byte entries - should end at 27B1C4
dw $0203, $8080 ;null row
dw $0203, $8080 ;HC Backhallway
dw $0203, $8080 ;Sewer Pull
@@ -557,6 +557,20 @@ MultDivInfo: ; (1, 2, 3, 4, 5, 6, 10, 20)
db $01, $02, $03, $04, $05, $06, $0a, $14
; indices: 0-7
; In-room stairs in North/South pairs. From left to right:
; PoD, IP right side, IP Freezor chest and GT
org $27C700
InroomStairsTable:
dw $0003,$0003, $0003,$0003, $0003,$0003, $0003,$0003
org $27C720
InroomStairsRoom:
db $0B,$1B, $3F,$1F, $7E,$5E, $96,$3D
InroomStairsX:
dw $0190, $0160, $0040, $0178
InroomStairsY:
dw $0058, $0148, $0198, $0190
; dungeon tables
; HC HC EP DP AT SP PD MM SW IP TH TT TR GT
+1
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@@ -1,5 +1,6 @@
CheckDarkWorldSanc:
STA $A0 : STA $048E ; what we wrote over
LDA.l InvertedMode : BNE +
LDA.l SancDarkWorldFlag : BEQ +
SEP #$30
LDA $A0 : CMP #$12 : BNE ++
+14
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@@ -46,8 +46,19 @@ org $029396 ; <- 11396 - Bank02.asm : 3641 (LDA $01C322, X)
jsl StraightStairLayerFix
org $02c06d ; <- Bank02.asm : 9874 (LDX $0418, CMP.b #$02)
jsl DoorToStraight : nop
org $02c092 ; STA $0020, Y : LDX #$00
jsl DoorToInroom : nop
org $02c0f8 ; CMP $02C034, X
jsl DoorToInroomEnd
org $02941a ; <- Bank02.asm : 3748 module 7.12.11 (LDA $0464 : BNE BRANCH_$11513 : INC $B0 : RTS)
jsl StraightStairsTrapDoor : rts
org $028b54 ; <- Bank02.asm : 2200 (JSL UseImplicitRegIndexedLocalJumpTable)
jsl InroomStairsTrapDoor
org $0289a0 ; JSL $0091C4
jsl QuadrantLoadOrderBeforeScroll
org $02bd9c ; JSL $0091C4
jsl QuadrantLoadOrderAfterScroll
; Graphics fix
@@ -159,6 +170,9 @@ JSL CheckDarkWorldSanc : NOP
org $01891e ; <- Bank 01.asm : 991 Dungeon_LoadType2Object (LDA $00 : XBA : AND.w #$00FF)
JSL RainPrevention : NOP #2
org $1edabf ; <- sprite_energy_ball.asm : 86-7 Sprite_EnergyBall (LDA.b #$10 : LDX.b #$00)
JSL StandardAgaDmg
; These two, if enabled together, have implications for vanilla BK doors in IP/Hera/Mire
; IPBJ is common enough to consider not doing this. Mire is not a concern for vanilla - maybe glitched modes
; Hera BK door back can be seen with Pot clipping - likely useful for no logic seeds
+7 -1
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@@ -52,14 +52,20 @@ LoadEdgeRoomVert:
lda $03 : sta $a0
sty $06
and.b #$f0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$80 : bne .edge
lda $04 : sta $01 ; load up flags in $01
and #$03 : cmp #$03 : beq .inroom
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
bra .scroll
.inroom
jsr ScrollToInroomStairs
rts
.edge
ldy #$01 : jsr ShiftVariablesMainDir
lda $04 : and #$10 : beq +
lda #$01
+ sta $ee ; layer stuff
+14 -4
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@@ -8,11 +8,21 @@ DrHudOverride:
HudAdditions:
{
lda.l DRFlags : and #$0008 : beq ++
lda $7EF423 : and #$00ff
LDA.w #$28A4 : STA !GOAL_DRAW_ADDRESS
lda $7EF423
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+2 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+4 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+6 ; draw 1's digit
LDA.w #$2830 : STA !GOAL_DRAW_ADDRESS+8 ; draw slash
LDA.l DRFlags : AND #$0100 : BNE +
lda $7EF33E
jsr HudHexToDec4DigitCopy
LDX.b $05 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+10 ; draw 100's digit
LDX.b $06 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+12 ; draw 10's digit
LDX.b $07 : TXA : ORA.w #$2400 : STA !GOAL_DRAW_ADDRESS+14 ; draw 1's digit
BRA ++
+ LDA.w #$2405 : STA !GOAL_DRAW_ADDRESS+10 : STA !GOAL_DRAW_ADDRESS+12 : STA !GOAL_DRAW_ADDRESS+14
++
LDX $1B : BNE + : RTS : + ; Skip if outdoors
+1 -1
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@@ -26,7 +26,7 @@ Sprite_LoadProperties:
org $288000 ;140000
ShuffleKeyDrops:
db 0
ShuffleKeyDropsReserved:
MultiClientFlags: ; 140001 -> stored in SRAM at 7ef33d
db 0
LootTable: ;PC: 140002
+114 -4
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@@ -31,6 +31,13 @@ WarpUp:
jsr Cleanup
rtl
; Checks if $a0 is equal to <Room>. If it is, opens its stonewall if it's there
macro StonewallCheck(Room)
lda $a0 : cmp.b #<Room> : bne ?end
lda.l <Room>*2+$7ef000 : ora #$80 : sta.l <Room>*2+$7ef000
?end
endmacro
WarpDown:
lda.l DRMode : beq .end
lda $040c : cmp.b #$ff : beq .end
@@ -38,6 +45,7 @@ WarpDown:
jsr CalcIndex
!add #$0c : ldy #$ff ; offsets in A, Y
jsr LoadRoomVert
%StonewallCheck($43)
.end
jsr Cleanup
rtl
@@ -130,15 +138,20 @@ LoadRoomVert:
.gtg ;Good to Go!
pla ; Throw away normal room (don't fill up the stack)
lda $a0 : and.b #$F0 : lsr #3 : !sub $21 : !add $06 : sta $02
ldy #$01 : jsr ShiftVariablesMainDir
lda $01 : and #$80 : beq .normal
lda $01 : and #$80 : beq .notEdge
ldy #$01 : jsr ShiftVariablesMainDir
ldy $06 : cpy #$ff : beq +
lda $01 : jsr LoadSouthMidpoint : bra ++
+ lda $01 : jsr LoadNorthMidpoint
++ jsr PrepScrollToEdge : bra .scroll
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
jsr ScrollToInroomStairs
bra .end
.normal
ldy #$01 : jsr ShiftVariablesMainDir
jsr PrepScrollToNormal
.scroll
lda $01 : and #$40 : pha
@@ -180,6 +193,68 @@ ShiftVariablesMainDir:
rts
}
; Normal Flags should be in $01
ScrollToInroomStairs:
{
jsr PrepScrollToInroomStairs
ldy #$01 : jsr ShiftVariablesMainDir
jsr ScrollX
ldy #$00 : jsr ApplyScroll
lda $a0 : and #$0f : cmp #$0f : bne +
stz $e0 : stz $e2 ; special case camera fix
lda #$1f : sta $e1 : sta $e3
+
rts
}
; Direction should be in $06, Shift Value (see above) in $02 and other info in $01
; Sets $02, $04, $05, $ee, $045e, $045f and things related to Y coordinate
PrepScrollToInroomStairs:
{
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX,y : sta $04
lda.w InroomStairsX+1,y : sta $05
lda $06 : cmp #$ff : beq .south
lda.w InroomStairsY+1,y : bne +
inc $045f ; flag indicating special screen transition
dec $02 ; shift variables further
stz $aa
lda $a8 : and #%11111101 : sta $a8
stz $0613 ; North scroll target
inc $0603 : inc $0607
dec $0619 : dec $061b
+
lda.w InroomStairsY,y : !add #$20 : sta $20
!sub #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !add #$20 : sta $20
stz $045f
+
dec $21
%StonewallCheck($1b)
bra ++
.south
lda.w InroomStairsY+1,y : beq +
inc $045f ; flag indicating special screen transition
inc $02 ; shift variables further
lda #$02 : sta $aa
lda $a8 : ora #%00000010 : sta $a8
inc $0611 ; South scroll target
dec $0603 : dec $0607
inc $0619 : inc $061b
+
lda.w InroomStairsY,y : !sub #$20 : sta $20
!add #$38 : sta $045e
lda $01 : and #$40 : beq +
lda $20 : !sub #$20 : sta $20
stz $045f
+
inc $21
++
lda $01 : and #$04 : lsr #2 : sta $ee : bne +
stz $0476
+ rts
}
; Target pixel should be in A, other info in $01
; Sets $04 $05 and $ee
@@ -214,6 +289,7 @@ StraightStairsAdj:
{
stx $0464 : sty $012e ; what we wrote over
lda.l DRMode : beq +
lda $045e : bne .toInroom
jsr GetTileAttribute : tax
lda $11 : cmp #$12 : beq .goingNorth
lda $a2 : cmp #$51 : bne ++
@@ -234,6 +310,9 @@ StraightStairsAdj:
pla : !add #$f6 : pha
++ pla : !add $0464 : sta $0464
+ rtl
.toInroom
lda #$32 : sta $0464 : stz $045e
rtl
}
GetTileAttribute:
@@ -283,11 +362,32 @@ DoorToStraight:
rtl
}
DoorToInroom:
{
ldx $045e : bne .end
sta $0020, y ; what we wrote over
.end
ldx #$00 ; what we wrote over
rtl
}
DoorToInroomEnd:
{
ldy $045e : beq .vanilla
cmp $045e : bne .return
stz $045e ; clear
.return
rtl
.vanilla
cmp $02c034, x ; what we wrote over
rtl
}
StraightStairsTrapDoor:
{
lda $0464 : bne +
; reset function
phk : pea.w .jslrtsreturn-1
.reset phk : pea.w .jslrtsreturn-1
pea.w $02802c
jml $028c73 ; $10D71 .reset label of Bank02
.jslrtsreturn
@@ -300,5 +400,15 @@ StraightStairsTrapDoor:
inc $0468 : stz $068e : stz $0690
++ rtl
+ jsl Dungeon_ApproachFixedColor ; what we wrote over
.end rtl
rtl
}
InroomStairsTrapDoor:
{
lda $0200 : cmp #$05 : beq .reset
lda $b0 : jml $008781 ; what we wrote over (essentially)
.reset
pla : pla : pla
jsl StraightStairsTrapDoor_reset
jml $028b15 ; just some RTS in bank 02
}
+9
View File
@@ -37,6 +37,8 @@ OnFileLoadOverride:
jsl OnFileLoad ; what I wrote over
lda.l DRFlags : and #$80 : beq + ;flag is off
lda $7ef086 : ora #$80 : sta $7ef086
+ lda.l DRFlags : and #$40 : beq + ;flag is off
lda $7ef036 : ora #$80 : sta $7ef036
+ lda.l DRFlags : and #$02 : beq +
lda $7ef353 : bne +
lda #$01 : sta $7ef353
@@ -140,3 +142,10 @@ RainPrevention:
PLA : LDA #$0008 : RTL
.done PLA : RTL
; A should be how much dmg to do to Aga when leaving this function
StandardAgaDmg:
LDX.b #$00 ; part of what we wrote over
LDA.l $7EF3C6 : AND #$04 : BEQ + ; zelda's not been rescued
LDA.b #$10 ; hurt him!
+ RTL ; A is zero if the AND results in zero and then Agahnim's invincible!
+15 -1
View File
@@ -203,4 +203,18 @@ ApplyScroll:
.end
sta $00e2, y
sta $00e0, y
stz $ab : sep #$30 : rts
stz $ab : sep #$30 : rts
QuadrantLoadOrderBeforeScroll:
lda $045f : beq .end
lda #$08 : sta $045c ; start with opposite quadrant row
.end
jsl $0091c4 ; what we overwrote
rtl
QuadrantLoadOrderAfterScroll:
lda $045f : beq .end
stz $045c : stz $045f ; draw other row and clear flag
.end
jsl $0091c4 ; what we overwrote
rtl
+128 -7
View File
@@ -2,9 +2,10 @@ RecordStairType: {
pha
lda.l DRMode : beq .norm
lda $040c : cmp #$ff : beq .norm
lda $0e : sta $045e
cmp #$26 : beq .norm ; skipping in-floor staircases
pla : bra +
lda $0e
cmp #$25 : bcc ++ ; don't record straight staircases
sta $045e
++ pla : bra +
.norm pla : sta $a0
+ lda $063d, x
rtl
@@ -15,8 +16,13 @@ SpiralWarp: {
lda $040c : cmp.b #$ff : beq .abort ; abort if not in dungeon
lda $045e : cmp #$5e : beq .gtg ; abort if not spiral - intended room is in A!
cmp #$5f : beq .gtg
cmp #$26 : beq .inroom
.abort
stz $045e : lda $a2 : and #$0f : rtl ; clear,run hijacked code and get out
.inroom
jsr InroomStairsWarp
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
.gtg
phb : phk : plb : phx : phy ; push stuff
@@ -70,6 +76,13 @@ SpiralWarp: {
lda $01 : and #$20 : sta $07 ; zeroVtCam check
ldy #$01 : jsr SetCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
}
StairCleanup: {
stz $045e ; clear the staircase flag
; animated tiles fix
@@ -81,9 +94,7 @@ SpiralWarp: {
jsl DecompDungAnimatedTiles
+
stz $047a
ply : plx : plb ; pull the stuff we pushed
lda $a2 : and #$0f ; this is the code we are hijacking
rtl
rts
}
;Sets the offset in A
@@ -105,7 +116,7 @@ LookupSpiralOffset: {
lda $a9 : ora $aa : and #$03 : beq .quad0
cmp #$01 : beq .quad1
cmp #$02 : beq .quad2
cmp #$03 : beq .quad3
bra .quad3
.quad0
inc $01 : lda $a2
cmp #$0c : beq .q0diff ;gt ent
@@ -138,6 +149,116 @@ LookupSpiralOffset: {
rts
}
InroomStairsWarp: {
phb : phk : plb : phx : phy ; push stuff
; find stairs by room and store index in X
lda $a0 : ldx #$07
.loop
cmp.w InroomStairsRoom,x
beq .found
dex
bne .loop
.found
rep #$30
txa : and #$00ff : asl : tay
lda.w InroomStairsTable,y : sta $00
sep #$30
sta $a0
; set position and everything else based on target door type
txa : and #$01 : eor #$01 : sta $07
; should be the same as lda $0462 : and #$04 : lsr #2 : eor #$01 : sta $07
lda $01 : and #$80 : beq .notEdge
lda $07 : sta $03 : beq +
lda $01 : jsr LoadSouthMidpoint : sta $22 : lda #$f4
bra ++
+
lda $01 : jsr LoadNorthMidpoint : sta $22 : dec $21 : lda #$f7
++
sta $20
lda $01 : and #$20 : beq +
lda #$01
+
sta $02
stz $07
lda $01 : and #$10 : lsr #4
brl .layer
.notEdge
lda $01 : and #$03 : cmp #$03 : bne .normal
txa : and #$06 : sta $07
lda $01 : and #$30 : lsr #3 : tay
lda.w InroomStairsX+1,y : sta $02
lda.w InroomStairsY+1,y : sta $03
cpy $07 : beq .vanillaTransition
lda.w InroomStairsX,y : sta $22
lda.w InroomStairsY,y
ldy $07 : beq +
!add #$07
+
sta $20
inc $07
bra ++
.vanillaTransition
lda #$c0 : sta $07 ; leave camera
++
%StonewallCheck($1b)
lda $01 : and #$04 : lsr #2
bra .layer
.normal
lda $01 : sta $fe ; trap door
lda $07 : sta $03 : beq +
ldy $a0 : cpy #$51 : beq .specialFix ; throne room
cpy #$02 : beq .specialFix ; sewers pull switch
cpy #$71 : beq .specialFix ; castle armory
lda #$e0
bra ++
.specialFix
lda #$c8
bra ++
+
%StonewallCheck($43)
lda #$1b
++
sta $20
inc $07 : stz $02 : lda #$78 : sta $22
lda $01 : and #$03 : beq ++
cmp #$02 : !bge +
lda #$f8 : sta $22 : stz $07 : bra ++
+ inc $02
++
lda $01 : and #$04 : lsr #2
.layer
sta $ee
bne +
stz $0476
+
lda $02 : !sub $a9
beq .skipXQuad
sta $06 : !add $a9 : sta $a9
ldy #$00 : jsr ShiftQuadSimple
.skipXQuad
lda $aa : lsr : sta $06 : lda $03 : !sub $06
beq .skipYQuad
sta $06 : asl : !add $aa : sta $aa
ldy #$01 : jsr ShiftQuadSimple
.skipYQuad
lda $07 : bmi .skipCamera
ldy #$00 : jsr SetCamera ; horizontal camera
ldy #$01 : sty $07 : jsr SetCamera ; vertical camera
lda $20 : cmp #$e0 : bcc +
lda $e8 : bne +
lda #$10 : sta $e8 ; adjust vertical camera at bottom
+
.skipCamera
jsr StairCleanup
ply : plx : plb ; pull the stuff we pushed
rts
}
ShiftQuadSimple: {
lda.w CoordIndex,y : tax
lda $20,x : beq .skip
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