diff --git a/BaseClasses.py b/BaseClasses.py index 0625a3cb..0a518548 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -110,7 +110,8 @@ class World(object): set_player_attr('can_access_trock_front', None) set_player_attr('can_access_trock_big_chest', None) set_player_attr('can_access_trock_middle', None) - set_player_attr('fix_fake_world', logic[player] not in ['owglitches', 'nologic'] or shuffle[player] in ['crossed', 'insanity']) + set_player_attr('fix_fake_world', logic[player] not in ['owglitches', 'nologic'] + or shuffle[player] in ['lean', 'crossed', 'insanity']) set_player_attr('mapshuffle', False) set_player_attr('compassshuffle', False) set_player_attr('keyshuffle', 'none') @@ -155,7 +156,9 @@ class World(object): def finish_init(self): for player in range(1, self.players + 1): if self.mode[player] == 'retro': - self.mode[player] == 'open' + self.mode[player] = 'open' + if self.goal[player] == 'completionist': + self.accessibility[player] = 'locations' 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)})' @@ -471,7 +474,10 @@ class World(object): if self.has_beaten_game(state): return True - prog_locations = [location for location in self.get_locations() if location.item is not None and (location.item.advancement or location.event) and location not in state.locations_checked] + prog_locations = [location for location in self.get_locations() if location.item is not None + and (location.item.advancement or location.event + or self.goal[location.player] == 'completionist') + and location not in state.locations_checked] while prog_locations: sphere = [] @@ -1038,6 +1044,12 @@ class CollectionState(object): def item_count(self, item, player): return self.prog_items[item, player] + def everything(self, player): + all_locations = self.world.get_filled_locations(player) + all_locations.remove(self.world.get_location('Ganon', player)) + return (len([x for x in self.locations_checked if x.player == player]) + >= len(all_locations)) + def has_crystals(self, count, player): crystals = ['Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 5', 'Crystal 6', 'Crystal 7'] return len([crystal for crystal in crystals if self.has(crystal, player)]) >= count @@ -1155,6 +1167,8 @@ class CollectionState(object): return self.has('Fire Rod', player) or self.has('Lamp', player) def can_flute(self, player): + if self.world.mode[player] == 'standard' and not self.has('Zelda Delivered', player): + return False # can't flute in rain state if any(map(lambda i: i.name in ['Ocarina', 'Ocarina (Activated)'], self.world.precollected_items)): return True lw = self.world.get_region('Light World', player) @@ -2590,7 +2604,7 @@ class Spoiler(object): outfile.write('Mode: %s\n' % self.metadata['mode'][player]) outfile.write('Swords: %s\n' % self.metadata['weapons'][player]) outfile.write('Goal: %s\n' % self.metadata['goal'][player]) - if self.metadata['goal'][player] in ['triforcehunt', 'trinity']: + if self.metadata['goal'][player] in ['triforcehunt', 'trinity', 'ganonhunt']: outfile.write('Triforce Pieces Required: %s\n' % self.metadata['triforcegoal'][player]) outfile.write('Triforce Pieces Total: %s\n' % self.metadata['triforcepool'][player]) outfile.write('Crystals required for GT: %s\n' % (str(self.world.crystals_gt_orig[player]))) @@ -2611,7 +2625,6 @@ class Spoiler(object): outfile.write(f"GT/Ganon Shuffled: {yn(self.metadata['shuffleganon'])}\n") outfile.write(f"Overworld Map: {self.metadata['overworld_map'][player]}\n") outfile.write(f"Take Any Caves: {self.metadata['take_any'][player]}\n") - outfile.write(f"Overworld Map: {self.metadata['overworld_map'][player]}\n") if self.metadata['goal'][player] != 'trinity': outfile.write('Pyramid hole pre-opened: %s\n' % ('Yes' if self.metadata['open_pyramid'][player] else 'No')) outfile.write('Door Shuffle: %s\n' % self.metadata['door_shuffle'][player]) @@ -2868,7 +2881,8 @@ 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, 'trinity': 5} +goal_mode = {'ganon': 0, 'pedestal': 1, 'dungeons': 2, 'triforcehunt': 3, 'crystals': 4, 'trinity': 5, + 'ganonhunt': 6, 'completionist': 7} diff_mode = {"normal": 0, "hard": 1, "expert": 2} func_mode = {"normal": 0, "hard": 1, "expert": 2} @@ -2909,7 +2923,7 @@ boss_mode = {"none": 0, "simple": 1, "full": 2, "chaos": 3, 'random': 3, 'unique flute_mode = {'normal': 0, 'active': 1} keyshuffle_mode = {'none': 0, 'wild': 1, 'universal': 2} # reserved 8 modes? take_any_mode = {'none': 0, 'random': 1, 'fixed': 2} -bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silver': 3} +bow_mode = {'progressive': 0, 'silvers': 1, 'retro': 2, 'retro_silvers': 3} # additions # psuedoboots does not effect code diff --git a/DoorShuffle.py b/DoorShuffle.py index bff6da60..96ce2302 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -6,7 +6,7 @@ from enum import unique, Flag from typing import DefaultDict, Dict, List from itertools import chain -from BaseClasses import RegionType, Region, Door, DoorType, Direction, Sector, CrystalBarrier, DungeonInfo, dungeon_keys +from BaseClasses import RegionType, Region, Door, DoorType, Sector, CrystalBarrier, DungeonInfo, dungeon_keys from BaseClasses import PotFlags, LocationType, Direction from Doors import reset_portals from Dungeons import dungeon_regions, region_starts, standard_starts, split_region_starts @@ -15,13 +15,12 @@ from Items import ItemFactory from RoomData import DoorKind, PairedDoor, reset_rooms from source.dungeon.DungeonStitcher import GenerationException, generate_dungeon from source.dungeon.DungeonStitcher import ExplorationState as ExplorationState2 -# from DungeonGenerator import generate_dungeon -from DungeonGenerator import ExplorationState, convert_regions, pre_validate, determine_required_paths, drop_entrances +from DungeonGenerator import ExplorationState, convert_regions, 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, connect_doors, count_reserved_locations from DungeonGenerator import valid_region_to_explore from KeyDoorShuffle import analyze_dungeon, build_key_layout, validate_key_layout, determine_prize_lock -from KeyDoorShuffle import validate_bk_layout, check_bk_special +from KeyDoorShuffle import validate_bk_layout from Utils import ncr, kth_combination @@ -1893,6 +1892,7 @@ def shuffle_big_key_doors(door_type_pools, used_doors, start_regions_map, world, def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, world, player): + max_computation = 11 # this is around 6 billion worse case factorial don't want to exceed this much for pool, door_type_pool in door_type_pools: ttl = 0 suggestion_map, small_map, flex_map = {}, {}, {} @@ -1919,27 +1919,28 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl calculated = int(round(builder.key_doors_num*total_keys/ttl)) max_keys = max(0, builder.location_cnt - calc_used_dungeon_items(builder, world, player)) cand_len = max(0, len(builder.candidates.small) - builder.key_drop_cnt) - limit = min(max_keys, cand_len) + limit = min(max_keys, cand_len, max_computation) suggested = min(calculated, limit) - combo_size = ncr(len(builder.candidates.small), suggested + builder.key_drop_cnt) + key_door_num = min(suggested + builder.key_drop_cnt, max_computation) + combo_size = ncr(len(builder.candidates.small), key_door_num) while combo_size > 500000 and suggested > 0: suggested -= 1 - combo_size = ncr(len(builder.candidates.small), suggested + builder.key_drop_cnt) - suggestion_map[dungeon] = builder.key_doors_num = suggested + builder.key_drop_cnt + combo_size = ncr(len(builder.candidates.small), key_door_num) + suggestion_map[dungeon] = builder.key_doors_num = key_door_num remaining -= suggested + builder.key_drop_cnt builder.combo_size = combo_size flex_map[dungeon] = (limit - suggested) if suggested < limit else 0 for dungeon in pool: builder = world.dungeon_layouts[player][dungeon] if total_adjustable: - builder.total_keys = suggestion_map[dungeon] + builder.total_keys = max(suggestion_map[dungeon], builder.key_drop_cnt) valid_doors, small_number = find_valid_combination(builder, suggestion_map[dungeon], start_regions_map[dungeon], world, player) small_map[dungeon] = valid_doors actual_chest_keys = small_number - builder.key_drop_cnt if actual_chest_keys < suggestion_map[dungeon]: if total_adjustable: - builder.total_keys = actual_chest_keys + builder.total_keys = actual_chest_keys + builder.key_drop_cnt flex_map[dungeon] = 0 remaining += suggestion_map[dungeon] - actual_chest_keys suggestion_map[dungeon] = small_number @@ -1950,6 +1951,8 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl builder = queue.popleft() dungeon = builder.name increased = suggestion_map[dungeon] + 1 + if increased > max_computation: + continue builder.key_doors_num = increased valid_doors, small_number = find_valid_combination(builder, increased, start_regions_map[dungeon], world, player) @@ -1959,7 +1962,7 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, worl suggestion_map[dungeon] = increased flex_map[dungeon] -= 1 if total_adjustable: - builder.total_keys = actual_chest_keys + builder.total_keys = max(increased, builder.key_drop_cnt) if flex_map[dungeon] > 0: builder.combo_size = ncr(len(builder.candidates.small), builder.key_doors_num) queue.append(builder) @@ -2689,8 +2692,12 @@ def find_valid_bd_combination(builder, suggested, world, player): test = random.choice([True, False]) if test: bomb_doors_needed -= 1 + if bomb_doors_needed < 0: + bomb_doors_needed = 0 else: dash_doors_needed -= 1 + if dash_doors_needed < 0: + dash_doors_needed = 0 bomb_proposal = random.sample(bd_door_pool, k=bomb_doors_needed) bomb_proposal.extend(custom_bomb_doors) dash_pool = [x for x in bd_door_pool if x not in bomb_proposal] diff --git a/DungeonGenerator.py b/DungeonGenerator.py index b1ce5456..2140520e 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -12,7 +12,7 @@ from typing import List from BaseClasses import DoorType, Direction, CrystalBarrier, RegionType, Polarity, PolSlot, flooded_keys, Sector from BaseClasses import Hook, hook_from_door, Door from Regions import dungeon_events, flooded_keys_reverse -from Dungeons import dungeon_regions, split_region_starts +from Dungeons import split_region_starts from RoomData import DoorKind from source.dungeon.DungeonStitcher import generate_dungeon_find_proposal @@ -860,7 +860,7 @@ class ExplorationState(object): self.crystal = exp_door.crystal return exp_door - def visit_region(self, region, key_region=None, key_checks=False, bk_Flag=False): + def visit_region(self, region, key_region=None, key_checks=False, bk_flag=False): if region.type != RegionType.Dungeon: self.crystal = CrystalBarrier.Orange if self.crystal == CrystalBarrier.Either: @@ -881,7 +881,7 @@ class ExplorationState(object): self.ttl_locations += 1 if location not in self.found_locations: self.found_locations.append(location) - if not bk_Flag and (not location.forced_item or 'Big Key' in location.item.name): + if not bk_flag and (not location.forced_item or 'Big Key' in location.item.name): self.bk_found.add(location) if location.name in dungeon_events and location.name not in self.events: if self.flooded_key_check(location): @@ -1335,8 +1335,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge sector = find_sector(r_name, all_sectors) reverse_d_map[sector] = key if world.mode[player] == 'standard': - current_dungeon = dungeon_map['Hyrule Castle'] - standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole) + if 'Hyrule Castle' in dungeon_map: + current_dungeon = dungeon_map['Hyrule Castle'] + standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole) complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0} [dungeon_map.pop(key) for key in complete_dungeons.keys()] diff --git a/Fill.py b/Fill.py index 0a50470b..0cee1ab3 100644 --- a/Fill.py +++ b/Fill.py @@ -400,7 +400,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None else: max_trash = gt_count scaled_trash = math.floor(max_trash * scale_factor) - if world.goal[player] in ['triforcehunt', 'trinity']: + if world.goal[player] in ['triforcehunt', 'trinity', 'ganonhunt']: gftower_trash_count = random.randint(scaled_trash, max_trash) else: gftower_trash_count = random.randint(0, scaled_trash) diff --git a/ItemList.py b/ItemList.py index f0dd572f..5dce275b 100644 --- a/ItemList.py +++ b/ItemList.py @@ -181,8 +181,12 @@ def get_custom_array_key(item): def generate_itempool(world, player): - if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals'] - or world.mode[player] not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']): + if (world.difficulty[player] not in ['normal', 'hard', 'expert'] + or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'trinity', 'crystals', + 'ganonhunt', 'completionist'] + or world.mode[player] not in ['open', 'standard', 'inverted'] + or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] + or world.progressive not in ['on', 'off', 'random']): raise NotImplementedError('Not supported yet') if world.timer in ['ohko', 'timed-ohko']: @@ -344,7 +348,7 @@ def generate_itempool(world, player): world.clock_mode = clock_mode goal = world.goal[player] - if goal in ['triforcehunt', 'trinity']: + if goal in ['triforcehunt', 'trinity', 'ganonhunt']: g, t = set_default_triforce(goal, world.treasure_hunt_count[player], world.treasure_hunt_total[player]) world.treasure_hunt_count[player], world.treasure_hunt_total[player] = g, t world.treasure_hunt_icon[player] = 'Triforce Piece' @@ -817,15 +821,15 @@ def add_pot_contents(world, player): world.itempool.append(ItemFactory(item, player)) -def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, bombbag, - door_shuffle, logic, flute_activated): +def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt_total, timer, goal, mode, swords, + bombbag, door_shuffle, logic, flute_activated): pool = [] placed_items = {} precollected_items = [] clock_mode = None - if goal in ['triforcehunt', 'trinity']: + if goal in ['triforcehunt', 'trinity', 'ganonhunt']: if treasure_hunt_total == 0: - treasure_hunt_total = 30 if goal == 'triforcehunt' else 10 + treasure_hunt_total = 30 if goal in ['triforcehunt', 'ganonhunt'] else 10 # triforce pieces max out triforcepool = ['Triforce Piece'] * min(treasure_hunt_total, max_goal) @@ -928,7 +932,7 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt elif timer == 'timed-ohko': pool.extend(diff.timedohko) clock_mode = 'countdown-ohko' - if goal in ['triforcehunt', 'trinity']: + if goal in ['triforcehunt', 'trinity', 'ganonhunt']: pool.extend(triforcepool) for extra in diff.extras: @@ -987,7 +991,7 @@ def make_custom_item_pool(world, player, progressive, shuffle, difficulty, timer customitemarray["triforce"] = total_items_to_place # Triforce Pieces - if goal in ['triforcehunt', 'trinity']: + if goal in ['triforcehunt', 'trinity', 'ganonhunt']: g, t = set_default_triforce(goal, customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"]) customitemarray["triforcepiecesgoal"], customitemarray["triforcepieces"] = g, t @@ -1025,8 +1029,8 @@ def make_custom_item_pool(world, player, progressive, shuffle, difficulty, timer treasure_hunt_count = max(min(customitemarray["triforcepiecesgoal"], max_goal), 1) treasure_hunt_icon = 'Triforce Piece' # Ensure game is always possible to complete here, force sufficient pieces if the player is unwilling. - if ((customitemarray["triforcepieces"] < treasure_hunt_count) and (goal in ['triforcehunt', 'trinity']) - and (customitemarray["triforce"] == 0)): + if ((customitemarray["triforcepieces"] < treasure_hunt_count) + and (goal in ['triforcehunt', 'trinity', 'ganonhunt']) and (customitemarray["triforce"] == 0)): extrapieces = treasure_hunt_count - customitemarray["triforcepieces"] pool.extend(['Triforce Piece'] * extrapieces) itemtotal = itemtotal + extrapieces @@ -1214,7 +1218,7 @@ def get_player_dungeon_item_pool(world, player): # location pool doesn't support larger values at this time def set_default_triforce(goal, custom_goal, custom_total): triforce_goal, triforce_total = 0, 0 - if goal == 'triforcehunt': + if goal in ['triforcehunt', 'ganonhunt']: triforce_goal, triforce_total = 20, 30 elif goal == 'trinity': triforce_goal, triforce_total = 8, 10 diff --git a/KeyDoorShuffle.py b/KeyDoorShuffle.py index d82adbf1..97c3e0c2 100644 --- a/KeyDoorShuffle.py +++ b/KeyDoorShuffle.py @@ -1445,7 +1445,7 @@ def validate_bk_layout(proposal, builder, start_regions, world, player): if loc.forced_big_key(): return True else: - return len(state.bk_found) > 0 + return state.count_locations_exclude_specials(world, player) > 0 return False diff --git a/Main.py b/Main.py index 63c24cae..3f2c3218 100644 --- a/Main.py +++ b/Main.py @@ -33,7 +33,7 @@ from source.overworld.EntranceShuffle2 import link_entrances_new from source.tools.BPS import create_bps_from_data from source.classes.CustomSettings import CustomSettings -__version__ = '1.2.0.0-x' +__version__ = '1.2.0.1-u' from source.classes.BabelFish import BabelFish @@ -605,7 +605,8 @@ def create_playthrough(world): world = copy_world(world) # get locations containing progress items - prog_locations = [location for location in world.get_filled_locations() if location.item.advancement] + prog_locations = [location for location in world.get_filled_locations() if location.item.advancement + or world.goal[location.player] == 'completionist'] optional_locations = ['Trench 1 Switch', 'Trench 2 Switch', 'Ice Block Drop', 'Skull Star Tile'] state_cache = [None] collection_spheres = [] @@ -642,6 +643,8 @@ def create_playthrough(world): for num, sphere in reversed(list(enumerate(collection_spheres))): to_delete = set() for location in sphere: + if world.goal[location.player] == 'completionist': + continue # every location for that player is required # we remove the item at location and check if game is still beatable logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player) old_item = location.item diff --git a/README.md b/README.md index c7ad7b42..bbb9b9bf 100644 --- a/README.md +++ b/README.md @@ -9,13 +9,16 @@ See https://alttpr.com/ for more details on the normal randomizer. 2. [Commonly Missed Things](#commonly-missed-things) (** **Read This If New** **) 3. [Settings](#settings) 1. [Dungeon Randomization](#dungeon-settings) - 1. [Dungeon Door Shuffle](#door-shuffle---doorshuffle) + 1. [Dungeon Door Shuffle](#door-shuffle) 2. [Intensity Level](#intensity---intensity-number) 3. [Key Drop Shuffle (Legacy)](#key-drop-shuffle-legacy---keydropshuffle) - 4. [Pottery](#pottery) - 5. [Shuffle Enemy Key Drops](#shuffle-enemy-key-drops---dropshuffle) - 6. [Experimental Features](#experimental-features) - 7. [Crossed Dungeon Specific Settings](#crossed-dungeon-specific-settings) + 4. [Door Type Shuffle](#door-type_shuffle) + 5. [Decouple Doors](#decouple-doors) + 6. [Pottery](#pottery) + 7. [Small Key Shuffle](#small-key-shuffle) + 8. [Shuffle Enemy Key Drops](#shuffle-enemy-key-drops) + 9. [Experimental Features](#experimental-features) + 10. [Crossed Dungeon Specific Settings](#crossed-dungeon-specific-settings) 2. [Item Randomization Changes](#item-randomization) 1. [New "Items"](#new-items) 2. [Shopsanity](#shopsanity) @@ -23,12 +26,15 @@ See https://alttpr.com/ for more details on the normal randomizer. 4. [Goal](#goal) 5. [Item Sorting](#item-sorting) 6. [Forbidden Boss Items](#forbidden-boss-items) - 3. [Entrance Randomization](#entrance-randomization) + 3. [Customizer](#customizer) + 4. [Entrance Randomization](#entrance-randomization) 1. [Shuffle Links House](#shuffle-links-house) 2. [Overworld Map](#overworld-map) - 4. [Enemizer](#enemizer) - 5. [Game Options](#game-options) - 6. [Generation Setup & Miscellaneous](#generation-setup--miscellaneous) + 5. [Enemizer](#enemizer) + 6. [Retro Changes](#retro-changes) + 7. [Standard Changes](#standard-changes) + 8. [Game Options](#game-options) + 9. [Generation Setup & Miscellaneous](#generation-setup--miscellaneous) ## Setup and Installation @@ -105,12 +111,15 @@ You start with a “Mirror Scroll”, a dumbed-down mirror that only works in du Only extra settings are found here. All entrance randomizer settings are supported. See their [readme](https://github.com/KevinCathcart/ALttPEntranceRandomizer/blob/master/README.md) -### Door Shuffle (--doorShuffle) +### Door Shuffle * Vanilla - Doors are not shuffled * Basic - Doors are shuffled only within a single dungeon. +* Paritioned - Dungeons are shuffled in 3 pools: Light World, Early Dark World, Late Dark World. (Late Dark are the four dungeons that require Mitts in vanilla, including Ganons Tower) * Crossed - Doors are shuffled between dungeons as well. +CLI: `--doorShuffle [vanilla|basic|partitioned|crossed]` + ### Intensity (--intensity number) * Level 1 - Normal door and spiral staircases are shuffled @@ -122,7 +131,24 @@ Only extra settings are found here. All entrance randomizer settings are support Adds 33 new locations to the randomization pool. The 32 small keys found under pots and dropped by enemies and the Big Key drop location are added to the pool. The keys normally found there are added to the item pool. Retro adds 32 generic keys to the pool instead. This has been can be controlled more granularly with the [Pottery](#pottery) and -[Shuffle Enemy Key Drops](#shuffle-enemy-key-drops---dropshuffle) +[Shuffle Enemy Key Drops](#shuffle-enemy-key-drops) + +### Door Type Shuffle + +Four options here, and all of them only take effect if Dungeon Door Shuffle is not vanilla: + +* Small Key Doors, Bomb Doors, Dash Doors: This is what was normally shuffled previously +* Adds Big Keys Doors: Big key doors are now shuffled in addition to those above, and Big Key doors are enabled to be on in both vertical directions thanks to a graphic that ended up on the cutting room floor. This does change +* Adds Trap Doors: All trap doors that are permanently shut in vanilla are shuffled. +* Increases all Door Types: This is a chaos mode where each door type per dungeon is randomized between 1 less and 4 more. + +CLI: `--door_type_mode [original|big|all|chaos]` + +### Decouple Doors + +This is similar to insanity mode in ER where door entrances and exits are not paired anymore. Tends to remove more logic from dungeons as many rooms will not be required to traverse to explore. Hope you like transitions. + +CLI `--decoupledoors` ### Pottery @@ -155,11 +181,23 @@ CLI `--colorizepots` This continues to works the same by shuffling all pots on a supertile. It works with the lottery option as well to move the switches to any valid pot on the supertile regardless of the pots chosen in the pottery mode. This may increase the number of pot locations slightly depending on the mode. -### Shuffle Enemy Key Drops (--dropshuffle) +### Small Key Shuffle + +There are three options now available: + +* In Dungeon: The small key will be in their own dungeon +* Randomized: Small keys can be shuffled outside their own dungeon +* Universal: Retro keys without the other options + +CLI: `--keyshuffle [none|wild|universal]` + +### Shuffle Enemy Key Drops Enemies that drop keys can have their drop shuffled into the pool. This is the one part of the keydropshuffle option. See the pottery option for more options involving pots. +CLI: `--dropshuffle` + ### Experimental Features You will start as a bunny if your spawn point is in the dark world. CLI: `--experimental` @@ -197,14 +235,35 @@ Rooms adjacent to sanctuary get their coloring to match the Sanctuary's original ### New "Items" -#### Bombbag (--bombbag) +#### Bombbag -Two bomb bags are added to the item pool (They look like +10 Capacity upgrades). Bombs are unable to be used until one is found. Bomb capacity upgrades are otherwise unavailable. +Two bomb bags are added to the item pool (They look like +10 Capacity upgrades). Bombs are unable to be used until one is found. Bomb capacity upgrades are otherwise unavailable. -#### Pseudo Boots (--pseudoboots) +CLI `--bombbag` + +#### Pseudo Boots Dashing is allowed without the boots item however doors and certain rocks remain un-openable until boots are found. Items that require boots are still unattainable. Specific sequence breaks like hovering and water-walking are not allowed until boots are found. Bonk distance is shortened to prevent certain pits from being crossed. Finding boots restores all normal behavior. +CLI `--pseudoboots` + +#### Flute Mode + +Normal mode for flute means you need to activate it at the village statue after finding it like usual. Activated flute mode mean you can use it immediately upon finding it. The flute SFX plays to let you know this is the case. + +CLI:`--flute_mode` + +#### Bow Mode + +Four options here : + +* Progressive. Standard progressive bows. +* Silvers separate. One bow in the pool and silvers are a separate item. +* Retro (progressive). Arrows cost rupees. You need to purchase the single arrow item at a shop and there are two progressive bows places. +* Retro + Silvers. Arrows cost rupees. You need to purchase the single arrow item or find the silvers, there is only one bow, and silvers are a separate item (but count for the quiver if found). + +CLI: `--bow_mode [progressive|silvers|retro|retro_silvers]` + ### Shopsanity This adds 32 shop locations (9 more in retro) to the general location pool. @@ -316,7 +375,12 @@ CLI: `--logic owglitches` ### Goal -Trinity goal is now supported. Find one of 3 triforces to win. One is at pedestal. One is with Ganon. One is with Murahdahla who wants you to find 8 of 10 triforce pieces to complete. +New supported goals: + +* Trinity: Find one of 3 triforces to win. One is at pedestal. One is with Ganon. One is with Murahdahla who wants you to find 8 of 10 triforce pieces to complete. +* Triforce Hunt + Ganon: Collect the requisite triforce pieces, then defeat Ganon. (Aga2 not required). Use `ganonhunt` on CLI +* Completionist: All dungeons not enough for you? You have to obtain every item in the game too. This option turns on the collection rate counter and forces accessibility to be 100% locations. Finish by defeating Ganon. + ### Item Sorting @@ -394,12 +458,24 @@ CLI: ```--restrict_boss_items