Logic additions for basic+experimental
This commit is contained in:
@@ -7,7 +7,7 @@ from collections import OrderedDict, deque
|
||||
from EntranceShuffle import door_addresses
|
||||
from _vendor.collections_extended import bag
|
||||
from Utils import int16_as_bytes
|
||||
from Tables import normal_offset_table, spiral_offset_table
|
||||
from Tables import normal_offset_table, spiral_offset_table, multiply_lookup, divisor_lookup
|
||||
from RoomData import Room
|
||||
|
||||
class World(object):
|
||||
@@ -1122,6 +1122,8 @@ class Door(object):
|
||||
self.zeroHzCam = False
|
||||
self.zeroVtCam = False
|
||||
self.doorListPos = -1
|
||||
self.edge_id = None
|
||||
self.edge_width = None
|
||||
|
||||
# logical properties
|
||||
# self.connected = False # combine with Dest?
|
||||
@@ -1146,10 +1148,18 @@ class Door(object):
|
||||
return 0x13A000 + normal_offset_table[self.roomIndex] * 24 + (self.doorIndex + self.direction.value * 3) * 2
|
||||
elif self.type == DoorType.SpiralStairs:
|
||||
return 0x13B000 + (spiral_offset_table[self.roomIndex] + self.doorIndex) * 4
|
||||
elif self.type == DoorType.Open:
|
||||
base_address = {
|
||||
Direction.North: 0x13C500,
|
||||
Direction.South: 0x13C533,
|
||||
Direction.West: 0x13C566,
|
||||
Direction.East: 0x13C581,
|
||||
}
|
||||
return base_address[self.direction] + self.edge_id * 3
|
||||
|
||||
def getTarget(self, toggle):
|
||||
def getTarget(self, src):
|
||||
if self.type == DoorType.Normal:
|
||||
bitmask = 4 * (self.layer ^ 1 if toggle else self.layer)
|
||||
bitmask = 4 * (self.layer ^ 1 if src.toggle else self.layer)
|
||||
bitmask += 0x08 * int(self.trapFlag)
|
||||
return [self.roomIndex, bitmask + self.doorIndex]
|
||||
if self.type == DoorType.SpiralStairs:
|
||||
@@ -1158,6 +1168,17 @@ class Door(object):
|
||||
bitmask += 0x20 * int(self.zeroVtCam)
|
||||
bitmask += 0x80 if self.direction == Direction.Up else 0
|
||||
return [self.roomIndex, bitmask + self.quadrant, self.shiftX, self.shiftY]
|
||||
if self.type == DoorType.Open:
|
||||
bitmask = self.edge_id
|
||||
bitmask += 0x10 * self.layer
|
||||
bitmask += 0x20 * self.quadrant
|
||||
bitmask += 0x80
|
||||
if src.type == DoorType.Open:
|
||||
fraction = 0x10 * multiply_lookup[src.edge_width][self.edge_width]
|
||||
fraction += divisor_lookup[src.edge_width][self.edge_width]
|
||||
return [self.roomIndex, bitmask, fraction]
|
||||
else:
|
||||
return [self.roomIndex, bitmask]
|
||||
|
||||
def dir(self, direction, room, doorIndex, layer):
|
||||
self.direction = direction
|
||||
@@ -1174,6 +1195,12 @@ class Door(object):
|
||||
self.zeroVtCam = zero_vt_cam
|
||||
return self
|
||||
|
||||
def edge(self, edge_id, quadrant, width):
|
||||
self.edge_id = edge_id
|
||||
self.quadrant = quadrant
|
||||
self.edge_width = width
|
||||
return self
|
||||
|
||||
def small_key(self):
|
||||
self.smallKey = True
|
||||
return self
|
||||
|
||||
@@ -30,8 +30,6 @@ def link_doors(world, player):
|
||||
# These connections are here because they are currently unable to be shuffled
|
||||
for entrance, ext in straight_staircases:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for entrance, ext in open_edges:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for exitName, regionName in falldown_pits:
|
||||
connect_simple_door(world, exitName, regionName, player)
|
||||
for exitName, regionName in dungeon_warps:
|
||||
@@ -40,6 +38,8 @@ def link_doors(world, player):
|
||||
connect_two_way(world, ent, ext, player)
|
||||
|
||||
if world.doorShuffle[player] == 'vanilla':
|
||||
for entrance, ext in open_edges:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
for exitName, regionName in vanilla_logical_connections:
|
||||
connect_simple_door(world, exitName, regionName, player)
|
||||
for entrance, ext in spiral_staircases:
|
||||
@@ -50,8 +50,13 @@ def link_doors(world, player):
|
||||
connect_one_way(world, ent, ext, player)
|
||||
vanilla_key_logic(world, player)
|
||||
elif world.doorShuffle[player] == 'basic':
|
||||
if not world.experimental[player]:
|
||||
for entrance, ext in open_edges:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
within_dungeon(world, player)
|
||||
elif world.doorShuffle[player] == 'crossed':
|
||||
for entrance, ext in open_edges:
|
||||
connect_two_way(world, entrance, ext, player)
|
||||
cross_dungeon(world, player)
|
||||
else:
|
||||
logging.getLogger('').error('Invalid door shuffle setting: %s' % world.doorShuffle[player])
|
||||
@@ -817,7 +822,7 @@ def convert_to_sectors(region_names, world, player):
|
||||
matching_sectors = []
|
||||
while len(exits) > 0:
|
||||
ext = exits.pop()
|
||||
door = world.check_for_door(ext.name, player)
|
||||
door = ext.door
|
||||
if ext.connected_region is not None or door is not None and door.controller is not None:
|
||||
if door is not None and door.controller is not None:
|
||||
connect_region = world.get_entrance(door.controller.name, player).parent_region
|
||||
@@ -1671,7 +1676,7 @@ open_edges = [
|
||||
('Thieves Ambush EN Edge', 'Thieves BK Corner WN Edge'),
|
||||
('Thieves BK Corner S Edge', 'Thieves Compass Room N Edge'),
|
||||
('Thieves BK Corner SW Edge', 'Thieves Compass Room NW Edge'),
|
||||
('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook WS Edge'),
|
||||
('Thieves Compass Room WS Edge', 'Thieves Big Chest Nook ES Edge'),
|
||||
('Thieves Cricket Hall Left Edge', 'Thieves Cricket Hall Right Edge')
|
||||
]
|
||||
|
||||
@@ -1921,7 +1926,7 @@ interior_doors = [
|
||||
|
||||
key_doors = [
|
||||
('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Water S'),
|
||||
('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
|
||||
('Eastern Darkness Up Stairs', 'Eastern Attic Start Down Stairs'),
|
||||
('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'),
|
||||
@@ -1941,7 +1946,7 @@ key_doors = [
|
||||
default_small_key_doors = {
|
||||
'Hyrule Castle': [
|
||||
('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Water S'),
|
||||
('Hyrule Dungeon Map Room Key Door S', 'Hyrule Dungeon North Abyss Key Door N'),
|
||||
('Hyrule Dungeon Armory Interior Key Door N', 'Hyrule Dungeon Armory Interior Key Door S')
|
||||
],
|
||||
@@ -2039,7 +2044,7 @@ default_door_connections = [
|
||||
('Hyrule Castle West Hall E', 'Hyrule Castle Back Hall W'),
|
||||
('Hyrule Castle Throne Room N', 'Sewers Behind Tapestry S'),
|
||||
('Hyrule Dungeon Guardroom N', 'Hyrule Dungeon Armory S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S'),
|
||||
('Sewers Dark Cross Key Door N', 'Sewers Water S'),
|
||||
('Sewers Water W', 'Sewers Key Rat E'),
|
||||
('Sewers Key Rat Key Door N', 'Sewers Secret Room Key Door S'),
|
||||
('Eastern Lobby Bridge N', 'Eastern Cannonball S'),
|
||||
|
||||
84
Doors.py
84
Doors.py
@@ -68,15 +68,15 @@ def create_doors(world, player):
|
||||
create_door(player, 'Hyrule Dungeon Map Room Up Stairs', Sprl).dir(Up, 0x72, 0, LTH).ss(A, 0x4b, 0xec),
|
||||
create_door(player, 'Hyrule Dungeon Map Room Key Door S', Intr).dir(So, 0x72, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss Key Door N', Intr).dir(No, 0x72, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss South Edge', Open).dir(So, 0x72, None, Low).edge(0, Z, 0x10),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', Open).dir(So, 0x72, None, High).edge(1, Z, 0x08),
|
||||
create_door(player, 'Hyrule Dungeon North Abyss Catwalk Dropdown', Lgcl),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High),
|
||||
create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High),
|
||||
create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(We, 0x81, None, High),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss North Edge', Open).dir(No, 0x82, None, Low).edge(0, A, 0x10),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss West Edge', Open).dir(We, 0x82, None, Low).edge(3, Z, 0x10),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', Open).dir(No, 0x82, None, High).edge(1, A, 0x08),
|
||||
create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', Open).dir(We, 0x82, None, High).edge(4, A, 0x18),
|
||||
create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', Open).dir(Ea, 0x81, None, High).edge(3, S, 0x10),
|
||||
create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', Open).dir(Ea, 0x81, None, High).edge(4, X, 0x18),
|
||||
create_door(player, 'Hyrule Dungeon Guardroom N', Nrml).dir(No, 0x81, Left, Low).pos(0),
|
||||
create_door(player, 'Hyrule Dungeon Armory S', Nrml).dir(So, 0x71, Left, Low).trap(0x2).pos(1),
|
||||
create_door(player, 'Hyrule Dungeon Armory ES', Intr).dir(Ea, 0x71, Left, Low).pos(2),
|
||||
@@ -95,7 +95,7 @@ def create_doors(world, player):
|
||||
create_door(player, 'Sewers Rope Room North Stairs', StrS).dir(No, 0x42, Mid, High),
|
||||
create_door(player, 'Sewers Dark Cross South Stairs', StrS).dir(So, 0x32, Mid, High),
|
||||
create_door(player, 'Sewers Dark Cross Key Door N', Nrml).dir(No, 0x32, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'Sewers Dark Cross Key Door S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'Sewers Water S', Nrml).dir(So, 0x22, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'Sewers Water W', Nrml).dir(We, 0x22, Bot, High).pos(1),
|
||||
create_door(player, 'Sewers Key Rat E', Nrml).dir(Ea, 0x21, Bot, High).pos(1),
|
||||
create_door(player, 'Sewers Key Rat Key Door N', Nrml).dir(No, 0x21, Right, High).small_key().pos(0),
|
||||
@@ -178,44 +178,44 @@ def create_doors(world, player):
|
||||
create_door(player, 'Eastern Boss SE', Nrml).dir(So, 0xc8, Right, High).no_exit().trap(0x4).pos(0),
|
||||
|
||||
# Desert Palace
|
||||
create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High),
|
||||
create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High),
|
||||
create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High),
|
||||
create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High),
|
||||
create_door(player, 'Desert Main Lobby NW Edge', Open).dir(No, 0x84, None, High).edge(3, A, 0x20),
|
||||
create_door(player, 'Desert Main Lobby N Edge', Open).dir(No, 0x84, None, High).edge(4, A, 0xa0),
|
||||
create_door(player, 'Desert Main Lobby NE Edge', Open).dir(No, 0x84, None, High).edge(5, S, 0x20),
|
||||
create_door(player, 'Desert Main Lobby E Edge', Open).dir(Ea, 0x84, None, High).edge(5, S, 0xa0),
|
||||
create_door(player, 'Desert Main Lobby Left Path', Lgcl),
|
||||
create_door(player, 'Desert Main Lobby Right Path', Lgcl),
|
||||
create_door(player, 'Desert Left Alcove Path', Lgcl),
|
||||
create_door(player, 'Desert Right Alcove Path', Lgcl),
|
||||
create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High),
|
||||
create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High),
|
||||
create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High),
|
||||
create_door(player, 'Desert Dead End Edge', Open).dir(So, 0x74, None, High).edge(4, Z, 0xa0),
|
||||
create_door(player, 'Desert East Wing W Edge', Open).dir(We, 0x85, None, High).edge(5, A, 0xa0),
|
||||
create_door(player, 'Desert East Wing N Edge', Open).dir(No, 0x85, None, High).edge(6, A, 0x20),
|
||||
create_door(player, 'Desert East Lobby WS', Intr).dir(We, 0x85, Bot, High).pos(3),
|
||||
create_door(player, 'Desert East Wing ES', Intr).dir(Ea, 0x85, Bot, High).pos(3),
|
||||
create_door(player, 'Desert East Wing Key Door EN', Intr).dir(Ea, 0x85, Top, High).small_key().pos(1),
|
||||
create_door(player, 'Desert Compass Key Door WN', Intr).dir(We, 0x85, Top, High).small_key().pos(1),
|
||||
create_door(player, 'Desert Compass NW', Nrml).dir(No, 0x85, Right, High).trap(0x4).pos(0),
|
||||
create_door(player, 'Desert Cannonball S', Nrml).dir(So, 0x75, Right, High).pos(1),
|
||||
create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High),
|
||||
create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High),
|
||||
create_door(player, 'Desert Arrow Pot Corner S Edge', Open).dir(So, 0x75, None, High).edge(6, Z, 0x20),
|
||||
create_door(player, 'Desert Arrow Pot Corner W Edge', Open).dir(We, 0x75, None, High).edge(2, Z, 0x20),
|
||||
create_door(player, 'Desert Arrow Pot Corner NW', Intr).dir(No, 0x75, Left, High).pos(0),
|
||||
create_door(player, 'Desert Trap Room SW', Intr).dir(So, 0x75, Left, High).pos(0),
|
||||
create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High),
|
||||
create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High),
|
||||
create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High),
|
||||
create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High),
|
||||
create_door(player, 'Desert North Hall SE Edge', Open).dir(So, 0x74, None, High).edge(5, X, 0x20),
|
||||
create_door(player, 'Desert North Hall SW Edge', Open).dir(So, 0x74, None, High).edge(3, Z, 0x20),
|
||||
create_door(player, 'Desert North Hall W Edge', Open).dir(We, 0x74, None, High).edge(2, Z, 0x20),
|
||||
create_door(player, 'Desert North Hall E Edge', Open).dir(Ea, 0x74, None, High).edge(1, X, 0x20),
|
||||
create_door(player, 'Desert North Hall NW', Intr).dir(No, 0x74, Left, High).pos(1),
|
||||
create_door(player, 'Desert Map SW', Intr).dir(So, 0x74, Left, High).pos(1),
|
||||
create_door(player, 'Desert North Hall NE', Intr).dir(No, 0x74, Right, High).pos(0),
|
||||
create_door(player, 'Desert Map SE', Intr).dir(So, 0x74, Right, High).pos(0),
|
||||
create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High),
|
||||
create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High),
|
||||
create_door(player, 'Desert Sandworm Corner S Edge', Open).dir(So, 0x73, None, High).edge(2, X, 0x20),
|
||||
create_door(player, 'Desert Sandworm Corner E Edge', Open).dir(Ea, 0x73, None, High).edge(1, X, 0x20),
|
||||
create_door(player, 'Desert Sandworm Corner NE', Intr).dir(No, 0x73, Right, High).pos(2),
|
||||
create_door(player, 'Desert Bonk Torch SE', Intr).dir(So, 0x73, Right, High).pos(2),
|
||||
create_door(player, 'Desert Sandworm Corner WS', Intr).dir(We, 0x73, Bot, High).pos(1),
|
||||
create_door(player, 'Desert Circle of Pots ES', Intr).dir(Ea, 0x73, Bot, High).pos(1),
|
||||
create_door(player, 'Desert Circle of Pots NW', Intr).dir(No, 0x73, Left, High).pos(0),
|
||||
create_door(player, 'Desert Big Chest SW', Intr).dir(So, 0x73, Left, High).pos(0),
|
||||
create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High),
|
||||
create_door(player, 'Desert West Wing N Edge', Open).dir(No, 0x83, None, High).edge(2, S, 0x20),
|
||||
create_door(player, 'Desert West Wing WS', Intr).dir(We, 0x83, Bot, High).pos(2),
|
||||
create_door(player, 'Desert West Lobby ES', Intr).dir(Ea, 0x83, Bot, High).pos(2),
|
||||
create_door(player, 'Desert West Lobby NW', Intr).dir(No, 0x83, Left, High).pos(0),
|
||||
@@ -537,26 +537,26 @@ def create_doors(world, player):
|
||||
create_door(player, 'Skull Final Drop WS', Intr).dir(We, 0x39, Bot, High).small_key().pos(1),
|
||||
create_door(player, 'Skull Final Drop Hole', Hole),
|
||||
|
||||
create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low),
|
||||
create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low),
|
||||
create_door(player, 'Thieves Lobby N Edge', Open).dir(No, 0xdb, None, Low).edge(7, A, 0x10),
|
||||
create_door(player, 'Thieves Lobby NE Edge', Open).dir(No, 0xdb, None, Low).edge(8, S, 0x18),
|
||||
create_door(player, 'Thieves Lobby E', Nrml).dir(Ea, 0xdb, Mid, High).no_exit().trap(0x4).pos(0),
|
||||
create_door(player, 'Thieves Big Chest Nook WS Edge', Open).dir(We, 0xdb, None, Low),
|
||||
create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low),
|
||||
create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low),
|
||||
create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low),
|
||||
create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low),
|
||||
create_door(player, 'Thieves Big Chest Nook ES Edge', Open).dir(Ea, 0xdb, None, Low).edge(8, X, 0x50),
|
||||
create_door(player, 'Thieves Ambush S Edge', Open).dir(So, 0xcb, None, Low).edge(7, Z, 0x10),
|
||||
create_door(player, 'Thieves Ambush SE Edge', Open).dir(So, 0xcb, None, Low).edge(8, X, 0x18),
|
||||
create_door(player, 'Thieves Ambush ES Edge', Open).dir(Ea, 0xcb, None, Low).edge(6, X, 0x50),
|
||||
create_door(player, 'Thieves Ambush EN Edge', Open).dir(Ea, 0xcb, None, Low).edge(7, S, 0x50),
|
||||
create_door(player, 'Thieves Ambush E', Nrml).dir(Ea, 0xcb, Mid, High).pos(0),
|
||||
create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low),
|
||||
create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low),
|
||||
create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low),
|
||||
create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low),
|
||||
create_door(player, 'Thieves BK Corner WN Edge', Open).dir(We, 0xcc, None, Low).edge(7, A, 0x50),
|
||||
create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low).edge(6, Z, 0x50),
|
||||
create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low).edge(10, Z, 0x10),
|
||||
create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low).edge(9, Z, 0x18),
|
||||
create_door(player, 'Thieves Rail Ledge Drop Down', Lgcl),
|
||||
create_door(player, 'Thieves Rail Ledge W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
|
||||
create_door(player, 'Thieves Rail Ledge NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
|
||||
create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0),
|
||||
create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low),
|
||||
create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low),
|
||||
create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low),
|
||||
create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low).edge(9, A, 0x18),
|
||||
create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low).edge(10, A, 0x10),
|
||||
create_door(player, 'Thieves Compass Room WS Edge', Open).dir(We, 0xdc, None, Low).edge(8, Z, 0x50),
|
||||
create_door(player, 'Thieves Compass Room W', Nrml).dir(We, 0xdc, Mid, High).pos(0),
|
||||
create_door(player, 'Thieves Hallway SE', Nrml).dir(So, 0xbc, Right, High).small_key().pos(1),
|
||||
create_door(player, 'Thieves Hallway NE', Nrml).dir(No, 0xbc, Right, High).pos(7),
|
||||
@@ -589,8 +589,8 @@ def create_doors(world, player):
|
||||
create_door(player, 'Thieves Attic Down Stairs', Sprl).dir(Dn, 0x64, 0, HTH).ss(Z, 0x11, 0x80, True, True),
|
||||
create_door(player, 'Thieves Attic ES', Intr).dir(Ea, 0x64, Bot, High).pos(0),
|
||||
create_door(player, 'Thieves Cricket Hall Left WS', Intr).dir(We, 0x64, Bot, High).pos(0),
|
||||
create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High),
|
||||
create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High),
|
||||
create_door(player, 'Thieves Cricket Hall Left Edge', Open).dir(Ea, 0x64, None, High).edge(0, X, 0x30),
|
||||
create_door(player, 'Thieves Cricket Hall Right Edge', Open).dir(We, 0x65, None, High).edge(0, Z, 0x30),
|
||||
create_door(player, 'Thieves Cricket Hall Right ES', Intr).dir(Ea, 0x65, Bot, High).pos(0),
|
||||
create_door(player, 'Thieves Attic Window WS', Intr).dir(We, 0x65, Bot, High).pos(0),
|
||||
create_door(player, 'Thieves Basement Block Up Stairs', Sprl).dir(Up, 0x45, 0, HTH).ss(A, 0x1a, 0x6c, True, True),
|
||||
@@ -1231,7 +1231,7 @@ def create_paired_doors(world, player):
|
||||
PairedDoor('PoD Falling Bridge WN', 'PoD Dark Maze EN', True), # Pod Dark maze door
|
||||
PairedDoor('PoD Dark Maze E', 'PoD Big Chest Balcony W', True), # PoD Bombable by Big Chest
|
||||
PairedDoor('PoD Arena Main NW', 'PoD Falling Bridge SW', True), # Pod key door by bridge
|
||||
PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Dark Cross Key Door S', True),
|
||||
PairedDoor('Sewers Dark Cross Key Door N', 'Sewers Water S', True),
|
||||
PairedDoor('Swamp Hub WN', 'Swamp Crystal Switch EN', True), # Swamp key door crystal switch
|
||||
PairedDoor('Swamp Hub North Ledge N', 'Swamp Push Statue S', True), # Swamp key door above big chest
|
||||
PairedDoor('PoD Map Balcony WS', 'PoD Arena Ledge ES', True), # Pod bombable by arena
|
||||
|
||||
@@ -19,6 +19,10 @@ class Hook(Enum):
|
||||
South = 2
|
||||
East = 3
|
||||
Stairs = 4
|
||||
NEdge = 5
|
||||
SEdge = 6
|
||||
WEdge = 7
|
||||
EEdge = 8
|
||||
|
||||
|
||||
class GraphPiece:
|
||||
@@ -518,11 +522,29 @@ def opposite_h_type(h_type):
|
||||
Hook.South: Hook.North,
|
||||
Hook.West: Hook.East,
|
||||
Hook.East: Hook.West,
|
||||
|
||||
Hook.NEdge: Hook.SEdge,
|
||||
Hook.SEdge: Hook.NEdge,
|
||||
Hook.EEdge: Hook.WEdge,
|
||||
Hook.WEdge: Hook.EEdge,
|
||||
}
|
||||
return type_map[h_type]
|
||||
|
||||
|
||||
edge_map = {
|
||||
Direction.North: Hook.NEdge,
|
||||
Direction.South: Hook.SEdge,
|
||||
Direction.West: Hook.WEdge,
|
||||
Direction.East: Hook.EEdge,
|
||||
}
|
||||
|
||||
edge_map_back = {
|
||||
Direction.North: Hook.SEdge,
|
||||
Direction.South: Hook.NEdge,
|
||||
Direction.West: Hook.EEdge,
|
||||
Direction.East: Hook.WEdge,
|
||||
}
|
||||
|
||||
|
||||
def hook_from_door(door):
|
||||
if door.type == DoorType.SpiralStairs:
|
||||
return Hook.Stairs
|
||||
@@ -534,6 +556,8 @@ def hook_from_door(door):
|
||||
Direction.East: Hook.East,
|
||||
}
|
||||
return dir[door.direction]
|
||||
if door.type == DoorType.Open:
|
||||
return edge_map[door.direction]
|
||||
return None
|
||||
|
||||
|
||||
@@ -548,16 +572,18 @@ def hanger_from_door(door):
|
||||
Direction.East: Hook.West,
|
||||
}
|
||||
return dir[door.direction]
|
||||
if door.type == DoorType.Open:
|
||||
return edge_map_back[door.direction]
|
||||
return None
|
||||
|
||||
|
||||
def connect_doors(a, b):
|
||||
# Return on unsupported types.
|
||||
if a.type in [DoorType.Open, DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder,
|
||||
if a.type in [DoorType.StraightStairs, DoorType.Hole, DoorType.Warp, DoorType.Ladder,
|
||||
DoorType.Interior, DoorType.Logical]:
|
||||
return
|
||||
# Connect supported types
|
||||
if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs:
|
||||
if a.type == DoorType.Normal or a.type == DoorType.SpiralStairs or a.type == DoorType.Open:
|
||||
if a.blocked:
|
||||
connect_one_way(b.entrance, a.entrance)
|
||||
elif b.blocked:
|
||||
|
||||
@@ -232,7 +232,7 @@ def create_dungeon_regions(world, player):
|
||||
create_dungeon_region(player, 'Sewers Behind Tapestry', 'Hyrule Castle', None, ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs']),
|
||||
create_dungeon_region(player, 'Sewers Rope Room', 'Hyrule Castle', None, ['Sewers Rope Room Up Stairs', 'Sewers Rope Room North Stairs']),
|
||||
create_dungeon_region(player, 'Sewers Dark Cross', 'Hyrule Castle', ['Sewers - Dark Cross'], ['Sewers Dark Cross Key Door N', 'Sewers Dark Cross South Stairs']),
|
||||
create_dungeon_region(player, 'Sewers Water', 'Hyrule Castle', None, ['Sewers Dark Cross Key Door S', 'Sewers Water W']),
|
||||
create_dungeon_region(player, 'Sewers Water', 'Hyrule Castle', None, ['Sewers Water S', 'Sewers Water W']),
|
||||
create_dungeon_region(player, 'Sewers Key Rat', 'Hyrule Castle', ['Hyrule Castle - Key Rat Key Drop'], ['Sewers Key Rat E', 'Sewers Key Rat Key Door N']),
|
||||
create_dungeon_region(player, 'Sewers Secret Room Blocked Path', 'Hyrule Castle', None, ['Sewers Secret Room Up Stairs']),
|
||||
create_dungeon_region(player, 'Sewers Rat Path', 'Hyrule Castle', None, ['Sewers Secret Room Key Door S', 'Sewers Secret Room Push Block', 'Sewers Rat Path WS', 'Sewers Rat Path WN']),
|
||||
@@ -460,7 +460,7 @@ def create_dungeon_regions(world, player):
|
||||
create_dungeon_region(player, 'Thieves Rail Ledge', 'Thieves\' Town', None, ['Thieves Rail Ledge NW', 'Thieves Rail Ledge W', 'Thieves Rail Ledge Drop Down']),
|
||||
create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge', 'Thieves BK Corner NE']),
|
||||
create_dungeon_region(player, 'Thieves Compass Room', 'Thieves\' Town', ['Thieves\' Town - Compass Chest'], ['Thieves Compass Room NW Edge', 'Thieves Compass Room N Edge', 'Thieves Compass Room WS Edge', 'Thieves Compass Room W']),
|
||||
create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook WS Edge']),
|
||||
create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook ES Edge']),
|
||||
create_dungeon_region(player, 'Thieves Hallway', 'Thieves\' Town', ['Thieves\' Town - Hallway Pot Key'], ['Thieves Hallway SE', 'Thieves Hallway NE', 'Thieves Hallway WN', 'Thieves Hallway WS']),
|
||||
create_dungeon_region(player, 'Thieves Boss', 'Thieves\' Town', ['Revealing Light', 'Thieves\' Town - Boss', 'Thieves\' Town - Prize'], ['Thieves Boss SE']),
|
||||
create_dungeon_region(player, 'Thieves Pot Alcove Mid', 'Thieves\' Town', None, ['Thieves Pot Alcove Mid ES', 'Thieves Pot Alcove Mid WS']),
|
||||
|
||||
2
Rom.py
2
Rom.py
@@ -605,7 +605,7 @@ def patch_rom(world, rom, player, team, enemized):
|
||||
rom.write_byte(0x139004, 1)
|
||||
for door in world.doors:
|
||||
if door.dest is not None and door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs]:
|
||||
rom.write_bytes(door.getAddress(), door.dest.getTarget(door.toggle))
|
||||
rom.write_bytes(door.getAddress(), door.dest.getTarget(door))
|
||||
for room in world.rooms:
|
||||
if room.player == player and room.modified:
|
||||
rom.write_bytes(room.address(), room.rom_data())
|
||||
|
||||
2
Rules.py
2
Rules.py
@@ -732,7 +732,7 @@ def no_glitches_rules(world, player):
|
||||
'Sewers Dark Cross': {'sewer': True, 'entrances': ['Sewers Dark Cross Key Door N', 'Sewers Dark Cross South Stairs'], 'locations': ['Sewers - Dark Cross']},
|
||||
'Sewers Behind Tapestry': {'sewer': True, 'entrances': ['Sewers Behind Tapestry S', 'Sewers Behind Tapestry Down Stairs'], 'locations': []},
|
||||
'Sewers Rope Room': {'sewer': True, 'entrances': ['Sewers Rope Room Up Stairs', 'Sewers Rope Room North Stairs'], 'locations': []},
|
||||
'Sewers Water': {'sewer': True, 'entrances': ['Sewers Dark Cross Key Door S', 'Sewers Water W'], 'locations': []},
|
||||
'Sewers Water': {'sewer': True, 'entrances': ['Sewers Water S', 'Sewers Water W'], 'locations': []},
|
||||
'Sewers Key Rat': {'sewer': True, 'entrances': ['Sewers Key Rat E', 'Sewers Key Rat Key Door N'], 'locations': ['Hyrule Castle - Key Rat Key Drop']},
|
||||
}
|
||||
|
||||
|
||||
@@ -34,10 +34,11 @@ LoadEdgeRoomHorz:
|
||||
lda $a0 : and.b #$F0 : lsr #3 : sta $0603 : inc : sta $0607
|
||||
|
||||
|
||||
lda $aa : asl : tax ; current quad as 0/4
|
||||
lda $04 : and #$40 : bne +
|
||||
lda $603 : sta $00 : stz $01 : bra ++
|
||||
+ lda $607 : sta $00 : lda #$02 : sta $01
|
||||
++
|
||||
++ ; $01 now contains 0 or 2
|
||||
lda $00 : sta $21 : sta $0601 : sta $0605
|
||||
lda $01 : sta $aa : lsr : sta $01 : stz $00
|
||||
lda $0a : sta $20
|
||||
@@ -70,7 +71,7 @@ LoadEdgeRoomHorz:
|
||||
|
||||
.done sta $ab : sep #$30
|
||||
lda $0e : asl : ora $ac : sta $ac
|
||||
lda $0603 : sta $e9
|
||||
lda $0603, x : sta $e9
|
||||
|
||||
lda $04 : and #$80 : lsr #4 : sta $ee ; layer stuff
|
||||
rts
|
||||
@@ -82,7 +83,7 @@ LoadEdgeRoomVert:
|
||||
ldy #$01 : jsr ShiftVariablesMainDir
|
||||
lda $a0 : and.b #$0f : asl : sta $060b : inc : sta $060f
|
||||
|
||||
|
||||
lda $a9 : asl #2 : tax ; current quad as 0/4
|
||||
lda $04 : and #$20 : bne +
|
||||
lda $60b : sta $00 : stz $01 : bra ++
|
||||
+ lda $60f : sta $00 : lda #$01 : sta $01
|
||||
@@ -119,7 +120,7 @@ LoadEdgeRoomVert:
|
||||
|
||||
.done sta $ab : sep #$30
|
||||
lda $0e : asl : ora $ac : sta $ac
|
||||
lda $060b : sta $e3
|
||||
lda $060b, x : sta $e3
|
||||
|
||||
lda $04 : and #$10 : lsr #4 : sta $ee ; layer stuff
|
||||
rts
|
||||
|
||||
Reference in New Issue
Block a user