From 457421f54a76853ff16331b31792e3e236430935 Mon Sep 17 00:00:00 2001 From: codemann8 Date: Tue, 5 Oct 2021 19:30:38 -0500 Subject: [PATCH] Minor accuracy improvements to ER algorithm --- EntranceShuffle.py | 83 +++++----- Rules.py | 383 +++++++++++++++++++++++---------------------- 2 files changed, 234 insertions(+), 232 deletions(-) diff --git a/EntranceShuffle.py b/EntranceShuffle.py index 8350b5bb..8994b93c 100644 --- a/EntranceShuffle.py +++ b/EntranceShuffle.py @@ -18,6 +18,11 @@ def link_entrances(world, player): isolated_entrances = Isolated_LH_Doors.copy() # modifications to lists + Dungeon_Exits = Dungeon_Exits_Base.copy() + Cave_Exits = Cave_Exits_Base.copy() + Old_Man_House = Old_Man_House_Base.copy() + Cave_Three_Exits = Cave_Three_Exits_Base.copy() + if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): drop_connections.append(tuple(('Pyramid Hole', 'Pyramid'))) dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit'))) @@ -31,11 +36,11 @@ def link_entrances(world, player): dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit'))) connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player) - Dungeon_Exits = Dungeon_Exits_Base.copy() - Cave_Exits = Cave_Exits_Base.copy() - Old_Man_House = Old_Man_House_Base.copy() - Cave_Three_Exits = Cave_Three_Exits_Base.copy() - + if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]): + connect_simple(world, 'Old Man S&Q', 'Old Man House', player) + else: + connect_simple(world, 'Old Man S&Q', 'West Dark Death Mountain (Bottom)', player) + unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits) # setup mandatory connections @@ -139,7 +144,7 @@ def link_entrances(world, player): exit1, exit2 = caves.pop() connect_two_way(world, entrance1, exit1, player) connect_two_way(world, entrance2, exit2, player) - + # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' if not invFlag else 'Big Bomb Shop' @@ -174,17 +179,18 @@ def link_entrances(world, player): else: # at this point only Light World death mountain entrances remain # place old man, has limited options - remaining_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', + lw_dm_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)'] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() if not invFlag: - remaining_entrances.extend(old_man_entrances) - random.shuffle(remaining_entrances) - old_man_entrance = remaining_entrances.pop() connect_two_way(world, old_man_entrance if invFlag == (0x0a in world.owswaps[player][0] and world.owMixed[player]) else 'Bumper Cave (Bottom)', 'Old Man Cave Exit (West)', player) + lw_dm_entrances.extend(old_man_entrances) + random.shuffle(lw_dm_entrances) + old_man_entrance = lw_dm_entrances.pop() + connect_two_way(world, old_man_entrance if invFlag == (0x0a in world.owswaps[player][0] and world.owMixed[player]) else 'Bumper Cave (Bottom)', 'Old Man Cave Exit (West)', player) connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) if invFlag and old_man_exit == 'Spike Cave': @@ -196,7 +202,7 @@ def link_entrances(world, player): caves.extend(list(three_exit_caves)) # connect rest - connect_caves(world, remaining_entrances if not invFlag else lw_dm_entrances, [], caves, player) + connect_caves(world, lw_dm_entrances, [], caves, player) # scramble holes scramble_holes(world, player) @@ -247,15 +253,24 @@ def link_entrances(world, player): if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' if not invFlag else 'Big Bomb Shop' else: + links_house_doors = [i for i in (lw_entrances if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos - if links_house in lw_entrances: - if not invFlag: + if not invFlag: + if links_house in lw_entrances: lw_entrances.remove(links_house) - else: + else: + if links_house in dw_entrances: dw_entrances.remove(links_house) + # place dark sanc + if invFlag: + sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] + sanc_door = random.choice(sanc_doors) + dw_entrances.remove(sanc_door) + connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) + # in restricted, the only mandatory exits are in dark world (lw in inverted) if not invFlag: connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) @@ -264,10 +279,7 @@ def link_entrances(world, player): # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about - if not invFlag: - old_man_entrances = [door for door in old_man_entrances if door in lw_entrances] - else: - old_man_entrances = [door for door in old_man_entrances if door in dw_entrances] + old_man_entrances = [door for door in old_man_entrances if door in (lw_entrances if not invFlag else dw_entrances)] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) @@ -320,9 +332,8 @@ def link_entrances(world, player): # scramble holes scramble_holes(world, player) - doors = lw_entrances + dw_entrances - # place remaining doors + doors = lw_entrances + dw_entrances connect_doors(world, doors, door_targets, player) elif world.shuffle[player] == 'full': skull_woods_shuffle(world, player) @@ -333,7 +344,6 @@ def link_entrances(world, player): dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit) lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) - caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) @@ -342,7 +352,6 @@ def link_entrances(world, player): dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances) lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) - caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) @@ -354,15 +363,17 @@ def link_entrances(world, player): else: lw_must_exits.append('Desert Palace Entrance (West)') lw_entrances.append('Desert Palace Entrance (North)') + caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues old_man_house = list(Old_Man_House) if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) - elif invFlag or world.doorShuffle[player] == 'vanilla': - caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3))) - lw_entrances.append('Hyrule Castle Entrance (South)') - + else: + lw_entrances.append('Hyrule Castle Entrance (South)') + if invFlag or world.doorShuffle[player] == 'vanilla': + caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3))) + if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] @@ -508,16 +519,14 @@ def link_entrances(world, player): old_man_entrance = dw_entrances.pop() connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player) - # now scramble the rest connect_caves(world, lw_entrances, dw_entrances, caves, player) # scramble holes scramble_holes(world, player) - doors = lw_entrances + dw_entrances - # place remaining doors + doors = lw_entrances + dw_entrances connect_doors(world, doors, door_targets, player) elif world.shuffle[player] == 'crossed': skull_woods_shuffle(world, player) @@ -526,7 +535,6 @@ def link_entrances(world, player): entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors) must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) - caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) @@ -534,10 +542,10 @@ def link_entrances(world, player): entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + LW_Single_Cave_Doors + Inverted_Old_Man_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors) must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) - caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) + caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues if invFlag: # randomize which desert ledge door is a must-exit @@ -631,7 +639,6 @@ def link_entrances(world, player): bomb_shop_doors.extend(blacksmith_doors) # place bomb shop, has limited options - # cannot place it anywhere already taken (or that are otherwise not eligible for placement) bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances] random.shuffle(bomb_shop_doors) @@ -663,7 +670,6 @@ def link_entrances(world, player): DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\ LW_Single_Cave_Doors + DW_Single_Cave_Doors else: - entrances = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Entrance (South)'] entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit doors = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Secret Entrance Stairs'] + Inverted_Old_Man_Entrances +\ @@ -720,10 +726,10 @@ def link_entrances(world, player): else: hole_entrances.append('Hyrule Castle Secret Entrance Drop') hole_targets.append('Hyrule Castle Secret Entrance') - exit_pool.append('Hyrule Castle Secret Entrance Stairs') caves.append('Hyrule Castle Secret Entrance Exit') if not invFlag: doors.append('Hyrule Castle Secret Entrance Stairs') + exit_pool.append('Hyrule Castle Secret Entrance Stairs') if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) @@ -732,13 +738,8 @@ def link_entrances(world, player): else: caves.extend(['Ganons Tower Exit', 'Pyramid Exit']) hole_targets.append('Pyramid') - - if not invFlag: - exit_pool.extend(['Ganons Tower']) - doors.extend(['Ganons Tower']) - else: - exit_pool.extend(['Agahnims Tower']) - doors.extend(['Agahnims Tower']) + exit_pool.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower']) + doors.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower']) if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): exit_pool.extend(['Pyramid Entrance']) diff --git a/Rules.py b/Rules.py index 702f7d2b..9ceac0d7 100644 --- a/Rules.py +++ b/Rules.py @@ -1865,199 +1865,200 @@ def set_big_bomb_rules(world, player): #add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player))) def set_inverted_big_bomb_rules(world, player): - bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0] - Normal_LW_entrances = ['Blinds Hideout', - 'Bonk Fairy (Light)', - 'Lake Hylia Fairy', - 'Light Hype Fairy', - 'Desert Fairy', - 'Chicken House', - 'Aginahs Cave', - 'Sahasrahlas Hut', - 'Cave Shop (Lake Hylia)', - 'Blacksmiths Hut', - 'Sick Kids House', - 'Lost Woods Gamble', - 'Fortune Teller (Light)', - 'Snitch Lady (East)', - 'Snitch Lady (West)', - 'Tavern (Front)', - 'Kakariko Shop', - 'Mini Moldorm Cave', - 'Long Fairy Cave', - 'Good Bee Cave', - '20 Rupee Cave', - '50 Rupee Cave', - 'Ice Rod Cave', - 'Bonk Rock Cave', - 'Library', - 'Potion Shop', - 'Dam', - 'Lumberjack House', - 'Lake Hylia Fortune Teller', - 'Eastern Palace', - 'Kakariko Gamble Game', - 'Kakariko Well Cave', - 'Bat Cave Cave', - 'Elder House (East)', - 'Elder House (West)', - 'North Fairy Cave', - 'Lost Woods Hideout Stump', - 'Lumberjack Tree Cave', - 'Two Brothers House (East)', - 'Sanctuary', - 'Hyrule Castle Entrance (South)', - 'Hyrule Castle Secret Entrance Stairs', - 'Hyrule Castle Entrance (West)', - 'Hyrule Castle Entrance (East)', - 'Ganons Tower', - 'Cave 45', - 'Checkerboard Cave', - 'Links House'] - Isolated_LW_entrances = ['Old Man Cave (East)', - 'Old Man House (Bottom)', - 'Old Man House (Top)', - 'Death Mountain Return Cave (East)', - 'Spectacle Rock Cave Peak', - 'Tower of Hera', - 'Death Mountain Return Cave (West)', - 'Paradox Cave (Top)', - 'Fairy Ascension Cave (Top)', - 'Spiral Cave', - 'Paradox Cave (Bottom)', - 'Paradox Cave (Middle)', - 'Hookshot Fairy', - 'Spiral Cave (Bottom)', - 'Mimic Cave', - 'Fairy Ascension Cave (Bottom)', - 'Desert Palace Entrance (West)', - 'Desert Palace Entrance (North)', - 'Desert Palace Entrance (South)'] - Eastern_DW_entrances = ['Palace of Darkness', - 'Palace of Darkness Hint', - 'Dark Lake Hylia Fairy', - 'East Dark World Hint'] - Northern_DW_entrances = ['Brewery', - 'C-Shaped House', - 'Chest Game', - 'Dark World Hammer Peg Cave', - 'Dark Sanctuary Hint', - 'Fortune Teller (Dark)', - 'Dark World Lumberjack Shop', - 'Thieves Town', - 'Skull Woods First Section Door', - 'Skull Woods Second Section Door (East)'] - Southern_DW_entrances = ['Hype Cave', - 'Bonk Fairy (Dark)', - 'Archery Game', - 'Big Bomb Shop', - 'Dark Lake Hylia Shop', - 'Swamp Palace'] - Isolated_DW_entrances = ['Spike Cave', - 'Cave Shop (Dark Death Mountain)', - 'Dark Death Mountain Fairy', - 'Skull Woods Second Section Door (West)', - 'Skull Woods Final Section', - 'Turtle Rock', - 'Dark Death Mountain Ledge (West)', - 'Dark Death Mountain Ledge (East)', - 'Bumper Cave (Top)', - 'Superbunny Cave (Top)', - 'Superbunny Cave (Bottom)', - 'Hookshot Cave', - 'Turtle Rock Isolated Ledge Entrance', - 'Hookshot Cave Back Entrance', - 'Agahnims Tower'] - LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy', - 'Dark Lake Hylia Ledge Spike Cave', - 'Dark Lake Hylia Ledge Hint', - 'Mire Shed', - 'Dark Desert Hint', - 'Dark Desert Fairy', - 'Misery Mire', - 'Red Shield Shop'] - LW_bush_entrances = ['Bush Covered House', - 'Light World Bomb Hut', - 'Graveyard Cave'] - LW_inaccessible_entrances = ['Desert Palace Entrance (East)', - 'Spectacle Rock Cave', - 'Spectacle Rock Cave (Bottom)'] + if len(world.get_region('Big Bomb Shop', player).entrances) > 0: + bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0] + Normal_LW_entrances = ['Blinds Hideout', + 'Bonk Fairy (Light)', + 'Lake Hylia Fairy', + 'Light Hype Fairy', + 'Desert Fairy', + 'Chicken House', + 'Aginahs Cave', + 'Sahasrahlas Hut', + 'Cave Shop (Lake Hylia)', + 'Blacksmiths Hut', + 'Sick Kids House', + 'Lost Woods Gamble', + 'Fortune Teller (Light)', + 'Snitch Lady (East)', + 'Snitch Lady (West)', + 'Tavern (Front)', + 'Kakariko Shop', + 'Mini Moldorm Cave', + 'Long Fairy Cave', + 'Good Bee Cave', + '20 Rupee Cave', + '50 Rupee Cave', + 'Ice Rod Cave', + 'Bonk Rock Cave', + 'Library', + 'Potion Shop', + 'Dam', + 'Lumberjack House', + 'Lake Hylia Fortune Teller', + 'Eastern Palace', + 'Kakariko Gamble Game', + 'Kakariko Well Cave', + 'Bat Cave Cave', + 'Elder House (East)', + 'Elder House (West)', + 'North Fairy Cave', + 'Lost Woods Hideout Stump', + 'Lumberjack Tree Cave', + 'Two Brothers House (East)', + 'Sanctuary', + 'Hyrule Castle Entrance (South)', + 'Hyrule Castle Secret Entrance Stairs', + 'Hyrule Castle Entrance (West)', + 'Hyrule Castle Entrance (East)', + 'Ganons Tower', + 'Cave 45', + 'Checkerboard Cave', + 'Links House'] + Isolated_LW_entrances = ['Old Man Cave (East)', + 'Old Man House (Bottom)', + 'Old Man House (Top)', + 'Death Mountain Return Cave (East)', + 'Spectacle Rock Cave Peak', + 'Tower of Hera', + 'Death Mountain Return Cave (West)', + 'Paradox Cave (Top)', + 'Fairy Ascension Cave (Top)', + 'Spiral Cave', + 'Paradox Cave (Bottom)', + 'Paradox Cave (Middle)', + 'Hookshot Fairy', + 'Spiral Cave (Bottom)', + 'Mimic Cave', + 'Fairy Ascension Cave (Bottom)', + 'Desert Palace Entrance (West)', + 'Desert Palace Entrance (North)', + 'Desert Palace Entrance (South)'] + Eastern_DW_entrances = ['Palace of Darkness', + 'Palace of Darkness Hint', + 'Dark Lake Hylia Fairy', + 'East Dark World Hint'] + Northern_DW_entrances = ['Brewery', + 'C-Shaped House', + 'Chest Game', + 'Dark World Hammer Peg Cave', + 'Dark Sanctuary Hint', + 'Fortune Teller (Dark)', + 'Dark World Lumberjack Shop', + 'Thieves Town', + 'Skull Woods First Section Door', + 'Skull Woods Second Section Door (East)'] + Southern_DW_entrances = ['Hype Cave', + 'Bonk Fairy (Dark)', + 'Archery Game', + 'Big Bomb Shop', + 'Dark Lake Hylia Shop', + 'Swamp Palace'] + Isolated_DW_entrances = ['Spike Cave', + 'Cave Shop (Dark Death Mountain)', + 'Dark Death Mountain Fairy', + 'Skull Woods Second Section Door (West)', + 'Skull Woods Final Section', + 'Turtle Rock', + 'Dark Death Mountain Ledge (West)', + 'Dark Death Mountain Ledge (East)', + 'Bumper Cave (Top)', + 'Superbunny Cave (Top)', + 'Superbunny Cave (Bottom)', + 'Hookshot Cave', + 'Turtle Rock Isolated Ledge Entrance', + 'Hookshot Cave Back Entrance', + 'Agahnims Tower'] + LW_walkable_entrances = ['Dark Lake Hylia Ledge Fairy', + 'Dark Lake Hylia Ledge Spike Cave', + 'Dark Lake Hylia Ledge Hint', + 'Mire Shed', + 'Dark Desert Hint', + 'Dark Desert Fairy', + 'Misery Mire', + 'Red Shield Shop'] + LW_bush_entrances = ['Bush Covered House', + 'Light World Bomb Hut', + 'Graveyard Cave'] + LW_inaccessible_entrances = ['Desert Palace Entrance (East)', + 'Spectacle Rock Cave', + 'Spectacle Rock Cave (Bottom)'] - set_rule(world.get_entrance('Pyramid Fairy', player), - lambda state: state.can_reach('Pyramid Area', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) + set_rule(world.get_entrance('Pyramid Fairy', player), + lambda state: state.can_reach('Pyramid Area', 'Region', player) and state.can_reach('Big Bomb Shop', 'Region', player) and state.has('Crystal 5', player) and state.has('Crystal 6', player)) - # Key for below abbreviations: - # P = pearl - # A = Aga1 - # H = hammer - # M = Mirror - # G = Glove - if bombshop_entrance.name in Eastern_DW_entrances: - # Just walk to the pyramid - pass - elif bombshop_entrance.name in Normal_LW_entrances: - # Just walk to the castle and mirror. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player)) - elif bombshop_entrance.name in Isolated_LW_entrances: - # For these entrances, you cannot walk to the castle/pyramid and thus must use Mirror and then Flute. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player)) - elif bombshop_entrance.name in Northern_DW_entrances: - # You can just fly with the Flute, you can take a long walk with Mitts and Hammer, - # or you can leave a Mirror portal nearby and then walk to the castle to Mirror again. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) - elif bombshop_entrance.name in Southern_DW_entrances: - # This is the same as north DW without the Mitts rock present. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) - elif bombshop_entrance.name in Isolated_DW_entrances: - # There's just no way to escape these places with the bomb and no Flute. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player)) - elif bombshop_entrance.name in LW_walkable_entrances: - # You can fly with the flute, or leave a mirror portal and walk through the light world - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) - elif bombshop_entrance.name in LW_bush_entrances: - # These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)))) - elif bombshop_entrance.name == 'Dark World Shop': - # This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player)))) - elif bombshop_entrance.name == 'Bumper Cave (Bottom)': - # This is mostly the same as NDW but the Mirror path requires being able to lift a rock. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) - elif bombshop_entrance.name == 'Old Man Cave (West)': - # The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player))) - elif bombshop_entrance.name == 'Dark World Potion Shop': - # You either need to Flute to 5 or cross the rock/hammer choice pass to the south. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player)) - elif bombshop_entrance.name == 'Kings Grave': - # Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(player))) and state.has_Mirror(player)) - elif bombshop_entrance.name == 'Two Brothers House (West)': - # First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player)) - elif bombshop_entrance.name == 'Waterfall of Wishing': - # You absolutely must be able to swim to return it from here. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player)) - elif bombshop_entrance.name == 'Ice Palace': - # You can swim to the dock or use the Flute to get off the island. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) or state.can_flute(player)) - elif bombshop_entrance.name == 'Capacity Upgrade': - # You must Mirror but then can use either Ice Palace return path. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and state.has_Mirror(player)) - elif bombshop_entrance.name == 'Two Brothers House (West)': - # First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again. - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player)) - elif bombshop_entrance.name in LW_inaccessible_entrances: - # You can't get to the pyramid from these entrances without bomb duping. - raise Exception('No valid path to open Pyramid Fairy. (Could not route from %s)' % bombshop_entrance.name) - elif bombshop_entrance.name == 'Pyramid Fairy': - # Self locking. The shuffles don't put the bomb shop here, but doesn't lock anything important. - set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) - else: - raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name) - - if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none': - add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) #temp disable progression until routing to Pyramid get be guaranteed + # Key for below abbreviations: + # P = pearl + # A = Aga1 + # H = hammer + # M = Mirror + # G = Glove + if bombshop_entrance.name in Eastern_DW_entrances: + # Just walk to the pyramid + pass + elif bombshop_entrance.name in Normal_LW_entrances: + # Just walk to the castle and mirror. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player)) + elif bombshop_entrance.name in Isolated_LW_entrances: + # For these entrances, you cannot walk to the castle/pyramid and thus must use Mirror and then Flute. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) and state.has_Mirror(player)) + elif bombshop_entrance.name in Northern_DW_entrances: + # You can just fly with the Flute, you can take a long walk with Mitts and Hammer, + # or you can leave a Mirror portal nearby and then walk to the castle to Mirror again. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) + elif bombshop_entrance.name in Southern_DW_entrances: + # This is the same as north DW without the Mitts rock present. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Hammer', player) or state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) + elif bombshop_entrance.name in Isolated_DW_entrances: + # There's just no way to escape these places with the bomb and no Flute. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player)) + elif bombshop_entrance.name in LW_walkable_entrances: + # You can fly with the flute, or leave a mirror portal and walk through the light world + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) + elif bombshop_entrance.name in LW_bush_entrances: + # These entrances are behind bushes in LW so you need either Pearl or the tools to solve NDW bomb shop locations. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and (state.can_flute(player) or state.has_Pearl(player) or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)))) + elif bombshop_entrance.name == 'Dark World Shop': + # This is mostly the same as NDW but the Mirror path requires the Pearl, or using the Hammer + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_reach('Hyrule Castle Area', 'Region', player) and (state.has_Pearl(player) or state.has('Hammer', player)))) + elif bombshop_entrance.name == 'Bumper Cave (Bottom)': + # This is mostly the same as NDW but the Mirror path requires being able to lift a rock. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute or (state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.has_Mirror(player) and state.can_lift_rocks(player) and state.can_reach('Hyrule Castle Area', 'Region', player))) + elif bombshop_entrance.name == 'Old Man Cave (West)': + # The three paths back are Mirror and DW walk, Mirror and Flute, or LW walk and then Mirror. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has_Mirror(player) and ((state.can_lift_heavy_rocks(player) and state.has('Hammer', player)) or (state.can_lift_rocks(player) and state.has_Pearl(player)) or state.can_flute(player))) + elif bombshop_entrance.name == 'Dark World Potion Shop': + # You either need to Flute to 5 or cross the rock/hammer choice pass to the south. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.can_flute(player) or state.has('Hammer', player) or state.can_lift_rocks(player)) + elif bombshop_entrance.name == 'Kings Grave': + # Either lift the rock and walk to the castle to Mirror or Mirror immediately and Flute. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or (state.has_Pearl(player) and state.can_lift_heavy_rocks(player))) and state.has_Mirror(player)) + elif bombshop_entrance.name == 'Two Brothers House (West)': + # First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player)) + elif bombshop_entrance.name == 'Waterfall of Wishing': + # You absolutely must be able to swim to return it from here. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) and state.has_Pearl(player) and state.has_Mirror(player)) + elif bombshop_entrance.name == 'Ice Palace': + # You can swim to the dock or use the Flute to get off the island. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: state.has('Flippers', player) or state.can_flute(player)) + elif bombshop_entrance.name == 'Capacity Upgrade': + # You must Mirror but then can use either Ice Palace return path. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.has('Flippers', player) or state.can_flute(player)) and state.has_Mirror(player)) + elif bombshop_entrance.name == 'Two Brothers House (West)': + # First you must Mirror. Then you can either Flute, cross the peg bridge, or use the Agah 1 portal to Mirror again. + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_flute(player) or state.has('Hammer', player) or state.has('Beat Agahnim 1', player)) and state.has_Mirror(player)) + elif bombshop_entrance.name in LW_inaccessible_entrances: + # You can't get to the pyramid from these entrances without bomb duping. + raise Exception('No valid path to open Pyramid Fairy. (Could not route from %s)' % bombshop_entrance.name) + elif bombshop_entrance.name == 'Pyramid Fairy': + # Self locking. The shuffles don't put the bomb shop here, but doesn't lock anything important. + set_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) + else: + raise Exception('No logic found for routing from %s to the pyramid.' % bombshop_entrance.name) + + if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none': + add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: False) #temp disable progression until routing to Pyramid get be guaranteed def set_bunny_rules(world, player, inverted):