Merge DoorDev fixes
This commit is contained in:
@@ -197,8 +197,7 @@ def connect_simple_door(world, exit_name, region_name, player):
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d.dest = region
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d.dest = region
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def connect_door_only(world, exit_name, region_name, player):
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def connect_door_only(world, exit_name, region, player):
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region = world.get_region(region_name, player)
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d = world.check_for_door(exit_name, player)
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d = world.check_for_door(exit_name, player)
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if d is not None:
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if d is not None:
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d.dest = region
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d.dest = region
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@@ -1352,8 +1351,8 @@ def add_inaccessible_doors(world, player):
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# todo: ignore standard mode hyrule castle ledge?
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# todo: ignore standard mode hyrule castle ledge?
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for inaccessible_region in world.inaccessible_regions[player]:
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for inaccessible_region in world.inaccessible_regions[player]:
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region = world.get_region(inaccessible_region, player)
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region = world.get_region(inaccessible_region, player)
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for exit in region.exits:
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for ext in region.exits:
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create_door(world, player, exit.name, region.name)
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create_door(world, player, ext.name, region.name)
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def create_door(world, player, entName, region_name):
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def create_door(world, player, entName, region_name):
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@@ -1459,6 +1458,7 @@ def check_for_pinball_fix(state, bad_region, world, player):
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@unique
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@unique
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class DROptions(Flag):
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class DROptions(Flag):
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NoOptions = 0x00
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Eternal_Mini_Bosses = 0x01 # If on, GT minibosses marked as defeated when they try to spawn a heart
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Eternal_Mini_Bosses = 0x01 # If on, GT minibosses marked as defeated when they try to spawn a heart
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Town_Portal = 0x02 # If on, Players will start with mirror scroll
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Town_Portal = 0x02 # If on, Players will start with mirror scroll
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Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
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Open_Desert_Wall = 0x80 # If on, pre opens the desert wall, no fire required
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@@ -177,6 +177,7 @@ def get_custom_array_key(item):
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key = label_switcher.get(key)
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key = label_switcher.get(key)
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return key
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return key
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def generate_itempool(world, player):
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def generate_itempool(world, player):
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if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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if (world.difficulty[player] not in ['normal', 'hard', 'expert'] or world.goal[player] not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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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']):
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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']):
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@@ -194,7 +195,7 @@ def generate_itempool(world, player):
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region = world.get_region('Light World',player)
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region = world.get_region('Light World',player)
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loc = Location(player, "Murahdahla", parent=region)
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loc = Location(player, "Murahdahla", parent=region)
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loc.access_rule = lambda state: state.item_count(get_custom_array_key('Triforce Piece'), player) + state.item_count(get_custom_array_key('Power Star'), player) > state.world.treasure_hunt_count[player]
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loc.access_rule = lambda state: state.item_count('Triforce Piece', player) + state.item_count('Power Star', player) > state.world.treasure_hunt_count[player]
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region.locations.append(loc)
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region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.dynamic_locations.append(loc)
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@@ -253,7 +254,6 @@ def generate_itempool(world, player):
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world.get_location('Zelda Drop Off', player).event = True
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world.get_location('Zelda Drop Off', player).event = True
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world.get_location('Zelda Drop Off', player).locked = True
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world.get_location('Zelda Drop Off', player).locked = True
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# set up item pool
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# set up item pool
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if world.custom:
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if world.custom:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray)
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@@ -407,6 +407,7 @@ def set_up_take_anys(world, player):
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world.initialize_regions()
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world.initialize_regions()
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def create_dynamic_shop_locations(world, player):
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def create_dynamic_shop_locations(world, player):
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for shop in world.shops:
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for shop in world.shops:
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if shop.region.player == player:
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if shop.region.player == player:
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@@ -705,7 +705,7 @@ def unique_doors(doors):
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def count_unique_sm_doors(doors):
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def count_unique_sm_doors(doors):
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unique_d_set = set()
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unique_d_set = set()
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for d in doors:
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for d in doors:
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if d not in unique_d_set and d.dest not in unique_d_set and not d.bigKey:
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if d not in unique_d_set and (d.dest not in unique_d_set or d.type == DoorType.SpiralStairs) and not d.bigKey:
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unique_d_set.add(d)
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unique_d_set.add(d)
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return len(unique_d_set)
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return len(unique_d_set)
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@@ -718,7 +718,8 @@ def count_unique_small_doors(key_counter, proposal):
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if door in proposal and door not in counted:
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if door in proposal and door not in counted:
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cnt += 1
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cnt += 1
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counted.add(door)
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counted.add(door)
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counted.add(door.dest)
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if door.type != DoorType.SpiralStairs:
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counted.add(door.dest)
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return cnt
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return cnt
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@@ -1069,15 +1070,6 @@ def invalid_self_locking_key(state, prev_state, prev_avail, world, player):
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return prev_avail - 1 == 0
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return prev_avail - 1 == 0
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# does not allow dest doors
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def count_unique_sm_doors(doors):
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unique_d_set = set()
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for d in doors:
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if d not in unique_d_set and d.dest not in unique_d_set and not d.bigKey:
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unique_d_set.add(d)
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return len(unique_d_set)
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def enough_small_locations(state, avail_small_loc):
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def enough_small_locations(state, avail_small_loc):
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unique_d_set = set()
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unique_d_set = set()
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for exp_door in state.small_doors:
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for exp_door in state.small_doors:
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@@ -148,6 +148,7 @@ def roll_settings(weights):
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ret.shuffle = entrance_shuffle if entrance_shuffle != 'none' else 'vanilla'
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ret.shuffle = entrance_shuffle if entrance_shuffle != 'none' else 'vanilla'
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door_shuffle = get_choice('door_shuffle')
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door_shuffle = get_choice('door_shuffle')
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ret.door_shuffle = door_shuffle if door_shuffle != 'none' else 'vanilla'
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ret.door_shuffle = door_shuffle if door_shuffle != 'none' else 'vanilla'
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ret.experimental = get_choice('experimental') == 'on'
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goal = get_choice('goals')
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goal = get_choice('goals')
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ret.goal = {'ganon': 'ganon',
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ret.goal = {'ganon': 'ganon',
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@@ -156,7 +157,7 @@ def roll_settings(weights):
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'pedestal': 'pedestal',
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'pedestal': 'pedestal',
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'triforce-hunt': 'triforcehunt'
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'triforce-hunt': 'triforcehunt'
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}[goal]
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}[goal]
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ret.openpyramid = goal == 'fast_ganon'
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ret.openpyramid = goal == 'fast_ganon' if ret.shuffle in ['vanilla', 'dungeonsfull', 'dungeonssimple'] else False
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ret.crystals_gt = get_choice('tower_open')
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ret.crystals_gt = get_choice('tower_open')
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@@ -36,10 +36,6 @@ Doors are shuffled between dungeons as well.
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Doors are not shuffled.
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Doors are not shuffled.
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### Experimental
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Used for development testing. This will be removed in a future version. Use at your own risk. Might play like a plando.
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## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
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## Map/Compass/Small Key/Big Key shuffle (aka Keysanity)
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These settings allow dungeon specific items to be distributed anywhere in the world and not just in their native dungeon.
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These settings allow dungeon specific items to be distributed anywhere in the world and not just in their native dungeon.
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2
Rom.py
2
Rom.py
@@ -591,7 +591,7 @@ def patch_rom(world, rom, player, team, enemized):
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patch_shuffled_dark_sanc(world, rom, player)
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patch_shuffled_dark_sanc(world, rom, player)
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# patch doors
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# patch doors
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dr_flags = DROptions.Eternal_Mini_Bosses if not world.experimental[player] else DROptions.Town_Portal
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dr_flags = DROptions.Eternal_Mini_Bosses if world.doorShuffle[player] == 'vanilla' or not world.experimental[player] else DROptions.Town_Portal
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if world.doorShuffle[player] == 'crossed':
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if world.doorShuffle[player] == 'crossed':
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rom.write_byte(0x139004, 2)
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rom.write_byte(0x139004, 2)
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rom.write_byte(0x151f1, 2)
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rom.write_byte(0x151f1, 2)
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@@ -1,11 +1,12 @@
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from tkinter import ttk, StringVar, Entry, Frame, Label, N, E, W, LEFT, RIGHT, X, VERTICAL, Y
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from tkinter import ttk, Frame, N, LEFT, VERTICAL, Y
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import gui.widgets as widgets
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import gui.widgets as widgets
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import json
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import json
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import os
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import os
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import classes.constants as CONST
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import classes.constants as CONST
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def custom_page(top,parent):
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def custom_page(top, parent):
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# Custom Item Pool
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# Custom Item Pool
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self = ttk.Frame(parent)
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self = ttk.Frame(parent)
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@@ -31,24 +32,24 @@ def custom_page(top,parent):
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# Custom Item Pool option sections
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# Custom Item Pool option sections
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self.frames = {}
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self.frames = {}
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create_list_frame(self,"itemList1")
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create_list_frame(self, "itemList1")
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create_vertical_rule(2)
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create_vertical_rule(2)
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create_list_frame(self,"itemList2")
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create_list_frame(self, "itemList2")
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create_vertical_rule(2)
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create_vertical_rule(2)
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create_list_frame(self,"itemList3")
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create_list_frame(self, "itemList3")
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create_vertical_rule(2)
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create_vertical_rule(2)
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create_list_frame(self,"itemList4")
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create_list_frame(self, "itemList4")
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create_vertical_rule(2)
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create_vertical_rule(2)
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create_list_frame(self,"itemList5")
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create_list_frame(self, "itemList5")
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with open(os.path.join("resources","app","gui","custom","overview","widgets.json")) as widgetDefns:
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with open(os.path.join("resources", "app", "gui", "custom", "overview", "widgets.json")) as widgetDefns:
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myDict = json.load(widgetDefns)
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myDict = json.load(widgetDefns)
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for framename,theseWidgets in myDict.items():
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for framename,theseWidgets in myDict.items():
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dictWidgets = widgets.make_widgets_from_dict(self, theseWidgets, self.frames[framename])
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dictWidgets = widgets.make_widgets_from_dict(self, theseWidgets, self.frames[framename])
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for key in dictWidgets:
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for key in dictWidgets:
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self.customWidgets[key] = dictWidgets[key]
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self.customWidgets[key] = dictWidgets[key]
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for key in CONST.CUSTOMITEMS:
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for i, key in enumerate(CONST.CUSTOMITEMS):
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self.customWidgets[key].storageVar.set(top.settings["customitemarray"][key])
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self.customWidgets[key].storageVar.set(top.settings["customitemarray"][i])
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return self
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return self
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