Minor accuracy improvements to ER algorithm
This commit is contained in:
@@ -18,6 +18,11 @@ def link_entrances(world, player):
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isolated_entrances = Isolated_LH_Doors.copy()
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isolated_entrances = Isolated_LH_Doors.copy()
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# modifications to lists
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# modifications to lists
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Dungeon_Exits = Dungeon_Exits_Base.copy()
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Cave_Exits = Cave_Exits_Base.copy()
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Old_Man_House = Old_Man_House_Base.copy()
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Cave_Three_Exits = Cave_Three_Exits_Base.copy()
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if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
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if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
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drop_connections.append(tuple(('Pyramid Hole', 'Pyramid')))
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drop_connections.append(tuple(('Pyramid Hole', 'Pyramid')))
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dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit')))
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dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit')))
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@@ -31,10 +36,10 @@ def link_entrances(world, player):
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dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit')))
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dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit')))
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connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player)
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connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player)
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Dungeon_Exits = Dungeon_Exits_Base.copy()
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if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]):
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Cave_Exits = Cave_Exits_Base.copy()
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connect_simple(world, 'Old Man S&Q', 'Old Man House', player)
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Old_Man_House = Old_Man_House_Base.copy()
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else:
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Cave_Three_Exits = Cave_Three_Exits_Base.copy()
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connect_simple(world, 'Old Man S&Q', 'West Dark Death Mountain (Bottom)', player)
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unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits)
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unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits)
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@@ -174,16 +179,17 @@ def link_entrances(world, player):
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else:
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else:
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# at this point only Light World death mountain entrances remain
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# at this point only Light World death mountain entrances remain
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# place old man, has limited options
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# place old man, has limited options
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remaining_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)',
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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)',
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'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)']
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'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)']
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random.shuffle(old_man_entrances)
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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old_man_exit = old_man_entrances.pop()
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if not invFlag:
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if not invFlag:
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remaining_entrances.extend(old_man_entrances)
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random.shuffle(remaining_entrances)
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old_man_entrance = remaining_entrances.pop()
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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)
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lw_dm_entrances.extend(old_man_entrances)
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random.shuffle(lw_dm_entrances)
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old_man_entrance = lw_dm_entrances.pop()
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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)
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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)
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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@@ -196,7 +202,7 @@ def link_entrances(world, player):
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caves.extend(list(three_exit_caves))
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caves.extend(list(three_exit_caves))
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# connect rest
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# connect rest
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connect_caves(world, remaining_entrances if not invFlag else lw_dm_entrances, [], caves, player)
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connect_caves(world, lw_dm_entrances, [], caves, player)
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# scramble holes
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# scramble holes
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scramble_holes(world, player)
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scramble_holes(world, player)
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@@ -247,15 +253,24 @@ def link_entrances(world, player):
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if world.mode[player] == 'standard' or not world.shufflelinks[player]:
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if world.mode[player] == 'standard' or not world.shufflelinks[player]:
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links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
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links_house = 'Links House' if not invFlag else 'Big Bomb Shop'
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else:
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else:
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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)]
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links_house = random.choice(links_house_doors)
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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if links_house in lw_entrances:
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if not invFlag:
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if not invFlag:
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if links_house in lw_entrances:
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lw_entrances.remove(links_house)
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lw_entrances.remove(links_house)
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else:
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else:
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if links_house in dw_entrances:
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dw_entrances.remove(links_house)
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dw_entrances.remove(links_house)
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# place dark sanc
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if invFlag:
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
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sanc_door = random.choice(sanc_doors)
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dw_entrances.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player)
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# in restricted, the only mandatory exits are in dark world (lw in inverted)
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# in restricted, the only mandatory exits are in dark world (lw in inverted)
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if not invFlag:
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if not invFlag:
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connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
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connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player)
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@@ -264,10 +279,7 @@ def link_entrances(world, player):
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# place old man, has limited options
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# place old man, has limited options
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# exit has to come from specific set of doors, the entrance is free to move about
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# exit has to come from specific set of doors, the entrance is free to move about
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if not invFlag:
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old_man_entrances = [door for door in old_man_entrances if door in (lw_entrances if not invFlag else dw_entrances)]
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old_man_entrances = [door for door in old_man_entrances if door in lw_entrances]
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else:
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old_man_entrances = [door for door in old_man_entrances if door in dw_entrances]
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random.shuffle(old_man_entrances)
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random.shuffle(old_man_entrances)
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old_man_exit = old_man_entrances.pop()
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old_man_exit = old_man_entrances.pop()
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player)
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@@ -320,9 +332,8 @@ def link_entrances(world, player):
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# scramble holes
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# scramble holes
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scramble_holes(world, player)
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scramble_holes(world, player)
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doors = lw_entrances + dw_entrances
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# place remaining doors
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# place remaining doors
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doors = lw_entrances + dw_entrances
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connect_doors(world, doors, door_targets, player)
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connect_doors(world, doors, door_targets, player)
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elif world.shuffle[player] == 'full':
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elif world.shuffle[player] == 'full':
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skull_woods_shuffle(world, player)
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skull_woods_shuffle(world, player)
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@@ -333,7 +344,6 @@ def link_entrances(world, player):
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dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
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dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit)
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lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
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lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit)
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old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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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
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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door_targets = list(Single_Cave_Targets)
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door_targets = list(Single_Cave_Targets)
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@@ -342,7 +352,6 @@ def link_entrances(world, player):
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dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances)
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dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances)
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lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit)
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lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit)
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
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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
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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door_targets = list(Inverted_Single_Cave_Targets)
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@@ -354,14 +363,16 @@ def link_entrances(world, player):
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else:
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else:
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lw_must_exits.append('Desert Palace Entrance (West)')
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lw_must_exits.append('Desert Palace Entrance (West)')
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lw_entrances.append('Desert Palace Entrance (North)')
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lw_entrances.append('Desert Palace Entrance (North)')
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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
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old_man_house = list(Old_Man_House)
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old_man_house = list(Old_Man_House)
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if world.mode[player] == 'standard':
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if world.mode[player] == 'standard':
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# must connect front of hyrule castle to do escape
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# must connect front of hyrule castle to do escape
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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elif invFlag or world.doorShuffle[player] == 'vanilla':
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else:
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caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
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lw_entrances.append('Hyrule Castle Entrance (South)')
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lw_entrances.append('Hyrule Castle Entrance (South)')
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if invFlag or world.doorShuffle[player] == 'vanilla':
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caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3)))
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if not world.shuffle_ganon:
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if not world.shuffle_ganon:
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connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
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connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
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@@ -508,16 +519,14 @@ def link_entrances(world, player):
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old_man_entrance = dw_entrances.pop()
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old_man_entrance = dw_entrances.pop()
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connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
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connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player)
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# now scramble the rest
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# now scramble the rest
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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# scramble holes
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# scramble holes
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scramble_holes(world, player)
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scramble_holes(world, player)
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doors = lw_entrances + dw_entrances
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# place remaining doors
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# place remaining doors
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doors = lw_entrances + dw_entrances
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connect_doors(world, doors, door_targets, player)
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connect_doors(world, doors, door_targets, player)
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elif world.shuffle[player] == 'crossed':
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elif world.shuffle[player] == 'crossed':
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skull_woods_shuffle(world, player)
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skull_woods_shuffle(world, player)
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@@ -526,7 +535,6 @@ def link_entrances(world, player):
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entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors)
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entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors)
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must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit)
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must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit)
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old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera'])
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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
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
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bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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door_targets = list(Single_Cave_Targets)
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door_targets = list(Single_Cave_Targets)
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@@ -534,10 +542,10 @@ def link_entrances(world, player):
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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)
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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)
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must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit)
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must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit)
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
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old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera'])
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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
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors)
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door_targets = list(Inverted_Single_Cave_Targets)
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door_targets = list(Inverted_Single_Cave_Targets)
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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
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if invFlag:
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if invFlag:
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# randomize which desert ledge door is a must-exit
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# randomize which desert ledge door is a must-exit
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@@ -631,7 +639,6 @@ def link_entrances(world, player):
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bomb_shop_doors.extend(blacksmith_doors)
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bomb_shop_doors.extend(blacksmith_doors)
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# place bomb shop, has limited options
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# place bomb shop, has limited options
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# cannot place it anywhere already taken (or that are otherwise not eligible for placement)
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# cannot place it anywhere already taken (or that are otherwise not eligible for placement)
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bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances]
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bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances]
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random.shuffle(bomb_shop_doors)
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random.shuffle(bomb_shop_doors)
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@@ -663,7 +670,6 @@ def link_entrances(world, player):
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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)'] +\
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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)'] +\
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LW_Single_Cave_Doors + DW_Single_Cave_Doors
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LW_Single_Cave_Doors + DW_Single_Cave_Doors
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else:
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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
|
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 +\
|
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:
|
else:
|
||||||
hole_entrances.append('Hyrule Castle Secret Entrance Drop')
|
hole_entrances.append('Hyrule Castle Secret Entrance Drop')
|
||||||
hole_targets.append('Hyrule Castle Secret Entrance')
|
hole_targets.append('Hyrule Castle Secret Entrance')
|
||||||
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
|
|
||||||
caves.append('Hyrule Castle Secret Entrance Exit')
|
caves.append('Hyrule Castle Secret Entrance Exit')
|
||||||
if not invFlag:
|
if not invFlag:
|
||||||
doors.append('Hyrule Castle Secret Entrance Stairs')
|
doors.append('Hyrule Castle Secret Entrance Stairs')
|
||||||
|
exit_pool.append('Hyrule Castle Secret Entrance Stairs')
|
||||||
|
|
||||||
if not world.shuffle_ganon:
|
if not world.shuffle_ganon:
|
||||||
connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player)
|
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:
|
else:
|
||||||
caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
|
caves.extend(['Ganons Tower Exit', 'Pyramid Exit'])
|
||||||
hole_targets.append('Pyramid')
|
hole_targets.append('Pyramid')
|
||||||
|
exit_pool.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
|
||||||
if not invFlag:
|
doors.extend(['Ganons Tower' if not invFlag else 'Agahnims Tower'])
|
||||||
exit_pool.extend(['Ganons Tower'])
|
|
||||||
doors.extend(['Ganons Tower'])
|
|
||||||
else:
|
|
||||||
exit_pool.extend(['Agahnims Tower'])
|
|
||||||
doors.extend(['Agahnims Tower'])
|
|
||||||
|
|
||||||
if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
|
if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]):
|
||||||
exit_pool.extend(['Pyramid Entrance'])
|
exit_pool.extend(['Pyramid Entrance'])
|
||||||
|
|||||||
1
Rules.py
1
Rules.py
@@ -1865,6 +1865,7 @@ def set_big_bomb_rules(world, player):
|
|||||||
#add_rule(world.get_entrance('Pyramid Fairy', player), lambda state: (state.can_lift_heavy_rocks(player) and state.has('Flippers', player) and state.can_flute(player) and state.has('Hammer', player) and state.has('Hookshot', player) and state.has_Pearl(player) and state.has_Mirror(player)))
|
#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):
|
def set_inverted_big_bomb_rules(world, player):
|
||||||
|
if len(world.get_region('Big Bomb Shop', player).entrances) > 0:
|
||||||
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
|
bombshop_entrance = world.get_region('Big Bomb Shop', player).entrances[0]
|
||||||
Normal_LW_entrances = ['Blinds Hideout',
|
Normal_LW_entrances = ['Blinds Hideout',
|
||||||
'Bonk Fairy (Light)',
|
'Bonk Fairy (Light)',
|
||||||
|
|||||||
Reference in New Issue
Block a user