Updated desert to be more compatible with logic changes (no logic yet)

Refactored doors to clean up builder flags.
This commit is contained in:
randall.rupper
2019-09-16 15:10:37 -06:00
parent dc74df793c
commit 6f5121c028
3 changed files with 101 additions and 66 deletions

150
Doors.py
View File

@@ -22,18 +22,18 @@ HTL = 1 # High to Low 01
LTH = 2 # Low to High 10
LTL = 3 # Low to Low 11
# Only documenting non intratile transitions right now - could add intratile at some point
def create_doors(world, player):
world.doors += [
# hyrule castle
create_toggle_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West, 0x61, Mid, High),
create_toggle_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East, 0x61, Mid, High),
toggle(create_dir_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West, 0x61, Mid, High)),
toggle(create_dir_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East, 0x61, Mid, High)),
create_dir_door(player, 'Hyrule Castle Lobby WN', DoorType.Normal, Direction.West, 0x61, Top, High),
create_dir_door(player, 'Hyrule Castle Lobby North Stairs', DoorType.StraightStairs, Direction.North, 0x61, Mid, High),
create_toggle_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East, 0x60, Mid, Low),
toggle(create_dir_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East, 0x60, Mid, Low)),
create_dir_door(player, 'Hyrule Castle West Lobby N', DoorType.Normal, Direction.North, 0x60, Right, Low),
create_dir_door(player, 'Hyrule Castle West Lobby EN', DoorType.Normal, Direction.East, 0x60, Top, High),
create_toggle_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West, 0x62, Mid, Low),
toggle(create_dir_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West, 0x62, Mid, Low)),
create_dir_door(player, 'Hyrule Castle East Lobby N', DoorType.Normal, Direction.North, 0x62, Mid, High),
create_dir_door(player, 'Hyrule Castle East Lobby NW', DoorType.Normal, Direction.North, 0x62, Left, Low),
create_dir_door(player, 'Hyrule Castle East Hall W', DoorType.Normal, Direction.West, 0x52, Top, Low),
@@ -49,8 +49,8 @@ def create_doors(world, player):
# hyrule dungeon level
create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, LTH, A, 0x4b, 0xec),
create_small_key_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x71, Right, High),
create_small_key_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x71, Right, High),
small_key(create_dir_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x72, Mid, High)),
small_key(create_dir_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x72, Mid, High)),
create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low),
create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High),
create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low),
@@ -60,48 +60,48 @@ def create_doors(world, player):
create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High),
create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low),
create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low),
create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High),
create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High),
trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x2),
small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)),
small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)),
create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),
create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, LTH, A, 0x32, 0x94, True),
create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, HTH, A, 0x11, 0x58),
create_spiral_stairs(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x80, 0, HTH, A, 0x1a, 0x44),
# sewers
create_blocked_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, High, False, False, 0x2),
trap(blocked(create_dir_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, High)), 0x2),
create_spiral_stairs(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x41, 0, HTH, S, 0x12, 0xb0),
create_spiral_stairs(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x42, 0, HTH, S, 0x1b, 0x9c),
create_dir_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North, 0x42, Mid, High),
create_dir_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South, 0x32, Mid, High),
create_small_key_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, High),
create_small_key_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South, 0x22, Mid, High),
small_key(create_dir_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, High)),
small_key(create_dir_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South, 0x22, Mid, High)),
create_dir_door(player, 'Sewers Water W', DoorType.Normal, Direction.West, 0x22, Bot, High),
create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, High),
create_small_key_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High),
create_small_key_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High),
small_key(create_dir_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High)),
small_key(create_dir_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High)),
create_spiral_stairs(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x11, 0, LTH, S, 0x33, 0x6c, True),
create_spiral_stairs(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x02, 0, HTL, S, 0x12, 0x80),
create_toggle_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low, 0x2),
trap(toggle(create_dir_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low)), 0x2),
# logically one way the sanc, but should be linked - also toggle
create_blocked_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, 0, True),
toggle(blocked(create_dir_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, High))),
# Eastern Palace
create_dir_door(player, 'Eastern Lobby N', DoorType.Normal, Direction.North, 0xc9, Mid, High),
create_dir_door(player, 'Eastern Cannonball S', DoorType.Normal, Direction.South, 0xb9, Mid, High),
create_dir_door(player, 'Eastern Cannonball N', DoorType.Normal, Direction.North, 0xb9, Mid, High),
create_dir_door(player, 'Eastern Cannonball Ledge WN', DoorType.Normal, Direction.West, 0xb9, Top, High),
create_small_key_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East, 0xb9, Top, High),
small_key(create_dir_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East, 0xb9, Top, High)),
create_dir_door(player, 'Eastern Courtyard Ledge S', DoorType.Normal, Direction.South, 0xa9, Mid, High),
create_dir_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West, 0xa9, Mid, High, 0x2),
create_dir_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East, 0xa9, Mid, High, 0x1),
trap(create_dir_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West, 0xa9, Mid, High), 0x2),
trap(create_dir_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East, 0xa9, Mid, High), 0x1),
create_dir_door(player, 'Eastern Map Area W', DoorType.Normal, Direction.West, 0xaa, Mid, High),
create_dir_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East, 0xa8, Mid, High),
create_dir_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East, 0xa8, Top, Low),
ugly_door(create_small_key_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, High, False, True)),
ugly_door(small_key(create_dir_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, High))),
create_dir_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West, 0xa9, Top, Low),
create_dir_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East, 0xa9, Top, Low),
create_big_key_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, High),
big_key(create_dir_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, High)),
create_door(player, 'Eastern Courtyard Potholes', DoorType.Hole),
create_door(player, 'Eastern Fairy Landing', DoorType.Hole),
create_door(player, 'Eastern Fairies\' Warp', DoorType.Warp),
@@ -109,20 +109,20 @@ def create_doors(world, player):
create_dir_door(player, 'Eastern Map Valley WN', DoorType.Normal, Direction.West, 0xaa, Top, Low),
create_dir_door(player, 'Eastern Map Valley SW', DoorType.Normal, Direction.South, 0xaa, Left, High),
create_dir_door(player, 'Eastern Dark Square NW', DoorType.Normal, Direction.North, 0xba, Left, High),
create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High),
small_key(create_dir_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High)),
create_dir_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High),
create_big_key_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High),
ugly_door(create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High)),
big_key(create_dir_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High)),
ugly_door(small_key(create_dir_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High))),
# Up is a keydoor and down is not. Only the up stairs should be considered a key door for now.
# Todo: add key door?
create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True),
small_key(create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True)),
ugly_door(create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, HTH, Z, 0x11, 0x80, False, True)),
create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High),
create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High),
create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High),
create_dir_door(player, 'Eastern Eyegores ES', DoorType.Normal, Direction.East, 0xd8, Bot, High),
create_dir_door(player, 'Eastern Eyegores NE', DoorType.Normal, Direction.North, 0xd8, Right, High),
create_blocked_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South, 0xc8, Right, High, False, 0x2),
trap(blocked(create_dir_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South, 0xc8, Right, High)), 0x2),
# Desert Palace
create_dir_door(player, 'Desert Main Lobby NW Edge', DoorType.Open, Direction.North, 0x84, None, High),
@@ -132,7 +132,11 @@ def create_doors(world, player):
create_dir_door(player, 'Desert Dead End Edge', DoorType.Open, Direction.South, 0x74, None, High),
create_dir_door(player, 'Desert East Wing W Edge', DoorType.Open, Direction.West, 0x85, None, High),
create_dir_door(player, 'Desert East Wing N Edge', DoorType.Open, Direction.North, 0x85, None, High),
create_dir_door(player, 'Desert Compass NW', DoorType.Normal, Direction.North, 0x85, Left, High, 0x2),
create_dir_door(player, 'Desert East Lobby WS', DoorType.Interior, Direction.West, 0x85, Bot, High),
create_dir_door(player, 'Desert East Wing ES', DoorType.Interior, Direction.East, 0x85, Bot, High),
small_key(create_dir_door(player, 'Desert East Wing Key Door EN', DoorType.Interior, Direction.East, 0x85, Top, High)),
small_key(create_dir_door(player, 'Desert Compass Key Door WN', DoorType.Interior, Direction.West, 0x85, Top, High)),
trap(create_dir_door(player, 'Desert Compass NW', DoorType.Normal, Direction.North, 0x85, Left, High), 0x2),
create_dir_door(player, 'Desert Cannonball S', DoorType.Normal, Direction.South, 0x75, Left, High),
create_dir_door(player, 'Desert Arrow Pot Corner S Edge', DoorType.Open, Direction.South, 0x75, None, High),
create_dir_door(player, 'Desert Arrow Pot Corner W Edge', DoorType.Open, Direction.West, 0x75, None, High),
@@ -140,15 +144,37 @@ def create_doors(world, player):
create_dir_door(player, 'Desert North Hall SW Edge', DoorType.Open, Direction.South, 0x74, None, High),
create_dir_door(player, 'Desert North Hall W Edge', DoorType.Open, Direction.West, 0x74, None, High),
create_dir_door(player, 'Desert North Hall E Edge', DoorType.Open, Direction.East, 0x74, None, High),
create_dir_door(player, 'Desert North Hall NW', DoorType.Interior, Direction.North, 0x74, Left, High),
create_dir_door(player, 'Desert Map SW', DoorType.Interior, Direction.South, 0x74, Left, High),
create_dir_door(player, 'Desert North Hall NE', DoorType.Interior, Direction.North, 0x74, Right, High),
create_dir_door(player, 'Desert Map SE', DoorType.Interior, Direction.South, 0x74, Right, High),
create_dir_door(player, 'Desert Sandworm Corner S Edge', DoorType.Open, Direction.South, 0x73, None, High),
create_dir_door(player, 'Desert Sandworm Corner E Edge', DoorType.Open, Direction.East, 0x73, None, High),
create_dir_door(player, 'Desert Sandworm Corner NE', DoorType.Interior, Direction.North, 0x73, Right, High),
create_dir_door(player, 'Desert Bonk Torch SE', DoorType.Interior, Direction.South, 0x73, Right, High),
create_dir_door(player, 'Desert Sandworm Corner WS', DoorType.Interior, Direction.West, 0x73, Bot, High),
# I don't know if I have to mark trap on interior doors yet - haven't mucked them up much
create_dir_door(player, 'Desert Circle of Pots ES', DoorType.Interior, Direction.East, 0x73, Bot, High),
create_dir_door(player, 'Desert Circle of Pots NW', DoorType.Interior, Direction.North, 0x73, Left, High),
create_dir_door(player, 'Desert Big Chest SW', DoorType.Interior, Direction.South, 0x73, Left, High),
create_dir_door(player, 'Desert West Wing N Edge', DoorType.Open, Direction.North, 0x83, None, High),
create_spiral_stairs(player, 'Desert Tiles 1 Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x63, 0, HTH, A, 0x1b, 0x6c, True),
create_dir_door(player, 'Desert West Wing WS', DoorType.Interior, Direction.West, 0x83, Bot, High),
create_dir_door(player, 'Desert West Lobby ES', DoorType.Interior, Direction.East, 0x83, Bot, High),
# Desert Back
create_dir_door(player, 'Desert Back Lobby NW', DoorType.Interior, Direction.North, 0x63, Left, High),
create_dir_door(player, 'Desert Tiles 1 SW', DoorType.Interior, Direction.South, 0x63, Left, High),
small_key(create_spiral_stairs(player, 'Desert Tiles 1 Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x63, 0, HTH, A, 0x1b, 0x6c, True)),
create_spiral_stairs(player, 'Desert Bridge Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x53, 0, HTH, A, 0x0f, 0x80, True),
create_dir_door(player, 'Desert Beamos Hall NE', DoorType.Normal, Direction.North, 0x53, Right, High),
create_dir_door(player, 'Desert Tiles 2 SE', DoorType.Normal, Direction.South, 0x43, Right, High),
create_big_key_door(player, 'Desert Wall Slide NW', DoorType.Normal, Direction.North, 0x43, Left, High),
create_blocked_door(player, 'Desert Boss SW', DoorType.Normal, Direction.South, 0x33, Left, High, False, 0x2),
create_dir_door(player, 'Desert Bridge SW', DoorType.Interior, Direction.South, 0x53, Left, High),
create_dir_door(player, 'Desert Four Statues NW', DoorType.Interior, Direction.North, 0x53, Left, High),
create_dir_door(player, 'Desert Four Statues ES', DoorType.Interior, Direction.East, 0x53, Bot, High),
create_dir_door(player, 'Desert Beamos Hall WS', DoorType.Interior, Direction.West, 0x53, Bot, High),
small_key(create_dir_door(player, 'Desert Beamos Hall NE', DoorType.Normal, Direction.North, 0x53, Right, High)),
small_key(create_dir_door(player, 'Desert Tiles 2 SE', DoorType.Normal, Direction.South, 0x43, Right, High)),
create_dir_door(player, 'Desert Tiles 2 NE', DoorType.Interior, Direction.North, 0x43, Right, High),
create_dir_door(player, 'Desert Wall Slide SE', DoorType.Interior, Direction.South, 0x43, Right, High),
big_key(create_dir_door(player, 'Desert Wall Slide NW', DoorType.Normal, Direction.North, 0x43, Left, High)),
trap(blocked(create_dir_door(player, 'Desert Boss SW', DoorType.Normal, Direction.South, 0x33, Left, High)), 0x2),
]
@@ -156,34 +182,8 @@ def create_door(player, name, type):
return Door(player, name, type, None, None, None, None)
def create_small_key_door(player, name, type, direction, room, doorIndex, layer):
def create_dir_door(player, name, type, direction, room, doorIndex, layer):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.smallKey = True
return d
def create_big_key_door(player, name, type, direction, room, doorIndex, layer):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.bigKey = True
return d
def create_blocked_door(player, name, type, direction, room, doorIndex, layer, toggle=False, key=False, trap=0x0):
d = Door(player, name, type, direction, room, doorIndex, layer, toggle)
d.blocked = True
d.smallKey = key
d.trap = trap
return d
def create_dir_door(player, name, type, direction, room, doorIndex, layer, trap=0x0):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.trap = trap
return d
def create_toggle_door(player, name, type, direction, room, doorIndex, layer, trap=0x0):
d = Door(player, name, type, direction, room, doorIndex, layer, True)
d.trap = trap
return d
@@ -197,6 +197,32 @@ def create_spiral_stairs(player, name, type, direction, room,
d.zeroVtCam = zero_vt_cam
return d
def ugly_door(door):
door.ugly = True
return door
door.ugly = True
return door
def small_key(door):
door.smallKey = True
return door
def big_key(door):
door.bigKey = True
return door
def trap(door, trapFlag):
door.trap = trapFlag
return door
def toggle(door):
door.toggle = True
return door
def blocked(door):
door.blocked = True
return door