Door pairing system initial pass complete
Sucessfully de-coupling of Big Key doors with dumb small key doors behind Added a bit to trap door fixer so that we can hit the 3rd door in the door list Added door list position info
This commit is contained in:
62
RoomData.py
62
RoomData.py
@@ -1,14 +1,15 @@
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from enum import Enum, unique
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from Tables import door_pair_offset_table
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def create_rooms(world, player):
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world.rooms = [
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Room(player, 0x01, 0x51168).door(Position.WestN2, DoorKind.Warp).door(Position.EastN2, DoorKind.Warp),
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Room(player, 0x02, 0x50b97).door(Position.South2, DoorKind.TrapTriggerableLow).door(Position.InteriorV2, DoorKind.NormalLow2).door(Position.South2, DoorKind.TrapLow),
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Room(player, 0x02, 0x50b97).door(Position.South2, DoorKind.TrapTriggerableLow).door(Position.InteriorV2, DoorKind.NormalLow2).door(Position.South2, DoorKind.ToggleFlag),
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# Room(player, 0x03, 0x509cf).door(Position.SouthW, DoorKind.CaveEntrance),
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Room(player, 0x04, 0xfe25c).door(Position.NorthW, DoorKind.StairKey2).door(Position.InteriorW, DoorKind.Dashable).door(Position.InteriorS, DoorKind.Dashable).door(Position.InteriorE, DoorKind.TrapTriggerable).door(Position.SouthW, DoorKind.Normal),
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Room(player, 0x06, 0xfa192).door(Position.SouthW, DoorKind.Trap),
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# Room(player, 0x08, 0x5064f).door(Position.InteriorS2, DoorKind.CaveEntranceLow08).door(Position.SouthE, DoorKind.CaveEntrance).door(Position.SouthW2, DoorKind.NormalLow2).door(Position.SouthW2, DoorKind.TrapLow),
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# Room(player, 0x08, 0x5064f).door(Position.InteriorS2, DoorKind.CaveEntranceLow08).door(Position.SouthE, DoorKind.CaveEntrance).door(Position.SouthW2, DoorKind.NormalLow2).door(Position.SouthW2, DoorKind.ToggleFlag),
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Room(player, 0x0a, 0xfa734).door(Position.North, DoorKind.StairKey),
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Room(player, 0x0b, 0xfabf0).door(Position.InteriorW, DoorKind.TrapTriggerable).door(Position.InteriorS, DoorKind.Trap2).door(Position.InteriorN, DoorKind.SmallKey),
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Room(player, 0x0c, 0xfef53).door(Position.South, DoorKind.DungeonEntrance),
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@@ -17,12 +18,12 @@ def create_rooms(world, player):
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# Room(player, 0x10, 0x50596).door(Position.SouthW, DoorKind.DungeonEntrance).door(Position.InteriorS, DoorKind.Normal),
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Room(player, 0x11, 0x50c52).door(Position.InteriorN, DoorKind.Dashable).door(Position.InteriorS, DoorKind.Dashable).door(Position.SouthE, DoorKind.SmallKey),
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Room(player, 0x12, 0x50a9b).door(Position.North2, DoorKind.NormalLow).door(Position.North2, DoorKind.TrapLow).door(Position.South2, DoorKind.NormalLow).door(Position.South2, DoorKind.IncognitoEntrance),
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Room(player, 0x12, 0x50a9b).door(Position.North2, DoorKind.NormalLow).door(Position.North2, DoorKind.ToggleFlag).door(Position.South2, DoorKind.NormalLow).door(Position.South2, DoorKind.IncognitoEntrance),
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Room(player, 0x13, 0xfe29d).door(Position.EastS, DoorKind.SmallKey).door(Position.EastN, DoorKind.Normal),
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Room(player, 0x14, 0xfe464).door(Position.SouthE, DoorKind.SmallKey).door(Position.WestS, DoorKind.SmallKey).door(Position.NorthW, DoorKind.Normal).door(Position.WestN, DoorKind.Normal).door(Position.SouthW, DoorKind.Normal).door(Position.EastN, DoorKind.Normal).door(Position.EastS, DoorKind.Normal),
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Room(player, 0x15, 0xfe63e).door(Position.WestS, DoorKind.Trap).door(Position.WestN, DoorKind.Normal),
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Room(player, 0x16, 0xfa150).door(Position.InteriorV, DoorKind.Bombable).door(Position.InteriorW, DoorKind.SmallKey).door(Position.InteriorE, DoorKind.Normal).door(Position.NorthW, DoorKind.Normal),
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# Room(player, 0x18, 0x506e5).door(Position.NorthW2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.TrapLow),
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# Room(player, 0x18, 0x506e5).door(Position.NorthW2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.ToggleFlag),
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Room(player, 0x19, 0xfacc6).door(Position.East, DoorKind.Bombable).door(Position.EastN, DoorKind.SmallKey),
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Room(player, 0x1a, 0xfa670).door(Position.InteriorE, DoorKind.SmallKey).door(Position.WestN, DoorKind.SmallKey).door(Position.West, DoorKind.Bombable).door(Position.SouthW, DoorKind.SmallKey).door(Position.InteriorN, DoorKind.Normal).door(Position.SouthE, DoorKind.Normal),
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Room(player, 0x1b, 0xfab31).door(Position.InteriorW, DoorKind.TrapTriggerable).door(Position.SouthW, DoorKind.Normal),
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@@ -93,13 +94,13 @@ def create_rooms(world, player):
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Room(player, 0x5e, 0xfc6b8).door(Position.EastS, DoorKind.SmallKey).door(Position.InteriorE, DoorKind.Trap2).door(Position.SouthE, DoorKind.Normal).door(Position.InteriorS, DoorKind.Normal),
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Room(player, 0x5f, 0xfc6fa).door(Position.WestS, DoorKind.SmallKey),
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Room(player, 0x60, 0x51309).door(Position.NorthE2, DoorKind.NormalLow2).door(Position.East2, DoorKind.NormalLow2).door(Position.East2, DoorKind.TrapLow).door(Position.EastN, DoorKind.Normal).door(Position.SouthE, DoorKind.Normal).door(Position.SouthE, DoorKind.IncognitoEntrance),
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Room(player, 0x61, 0x51454).door(Position.West2, DoorKind.NormalLow).door(Position.West2, DoorKind.TrapLow).door(Position.East2, DoorKind.NormalLow).door(Position.East2, DoorKind.TrapLow).door(Position.South2, DoorKind.NormalLow).door(Position.South2, DoorKind.IncognitoEntrance).door(Position.WestN, DoorKind.Normal),
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Room(player, 0x62, 0x51577).door(Position.West2, DoorKind.NormalLow2).door(Position.West2, DoorKind.TrapLow).door(Position.NorthW2, DoorKind.NormalLow2).door(Position.North, DoorKind.Normal).door(Position.SouthW, DoorKind.Normal).door(Position.SouthW, DoorKind.IncognitoEntrance),
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Room(player, 0x60, 0x51309).door(Position.NorthE2, DoorKind.NormalLow2).door(Position.East2, DoorKind.NormalLow2).door(Position.East2, DoorKind.ToggleFlag).door(Position.EastN, DoorKind.Normal).door(Position.SouthE, DoorKind.Normal).door(Position.SouthE, DoorKind.IncognitoEntrance),
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Room(player, 0x61, 0x51454).door(Position.West2, DoorKind.NormalLow).door(Position.West2, DoorKind.ToggleFlag).door(Position.East2, DoorKind.NormalLow).door(Position.East2, DoorKind.ToggleFlag).door(Position.South2, DoorKind.NormalLow).door(Position.South2, DoorKind.IncognitoEntrance).door(Position.WestN, DoorKind.Normal),
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Room(player, 0x62, 0x51577).door(Position.West2, DoorKind.NormalLow2).door(Position.West2, DoorKind.ToggleFlag).door(Position.NorthW2, DoorKind.NormalLow2).door(Position.North, DoorKind.Normal).door(Position.SouthW, DoorKind.Normal).door(Position.SouthW, DoorKind.IncognitoEntrance),
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Room(player, 0x63, 0xf88ed).door(Position.NorthE, DoorKind.StairKey).door(Position.InteriorW, DoorKind.TrapTriggerable).door(Position.SouthW, DoorKind.DungeonEntrance), # todo: looks like a huge typo - I had to guess on StairKey
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Room(player, 0x64, 0xfda53).door(Position.InteriorS, DoorKind.Trap2),
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Room(player, 0x65, 0xfdac5).door(Position.InteriorS, DoorKind.Normal),
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Room(player, 0x66, 0xfa01b).door(Position.InteriorE2, DoorKind.Waterfall).door(Position.SouthW2, DoorKind.NormalLow2).door(Position.SouthW2, DoorKind.TrapLow).door(Position.InteriorW2, DoorKind.NormalLow2),
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Room(player, 0x66, 0xfa01b).door(Position.InteriorE2, DoorKind.Waterfall).door(Position.SouthW2, DoorKind.NormalLow2).door(Position.SouthW2, DoorKind.ToggleFlag).door(Position.InteriorW2, DoorKind.NormalLow2),
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Room(player, 0x67, 0xfbe17).door(Position.NorthE, DoorKind.Normal).door(Position.InteriorS, DoorKind.Normal).door(Position.EastS, DoorKind.Normal),
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Room(player, 0x68, 0xfbf02).door(Position.WestS, DoorKind.Trap).door(Position.NorthE, DoorKind.SmallKey),
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Room(player, 0x6a, 0xfa7c7).door(Position.NorthE, DoorKind.BigKey),
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@@ -113,7 +114,7 @@ def create_rooms(world, player):
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Room(player, 0x73, 0xf8972).door(Position.InteriorW, DoorKind.TrapTriggerable).door(Position.InteriorS, DoorKind.Trap2).door(Position.InteriorE, DoorKind.Normal),
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Room(player, 0x74, 0xf8a66).door(Position.InteriorE, DoorKind.Normal).door(Position.InteriorW, DoorKind.Normal),
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Room(player, 0x75, 0xf8ab9).door(Position.InteriorW, DoorKind.Trap2).door(Position.SouthE, DoorKind.Normal),
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Room(player, 0x76, 0xf9e35).door(Position.InteriorN2, DoorKind.NormalLow).door(Position.InteriorS2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.TrapLow),
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Room(player, 0x76, 0xf9e35).door(Position.InteriorN2, DoorKind.NormalLow).door(Position.InteriorS2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.NormalLow).door(Position.NorthW2, DoorKind.ToggleFlag),
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Room(player, 0x77, 0xfd0e6).door(Position.NorthW2, DoorKind.StairKeyLow).door(Position.South2, DoorKind.DungeonEntranceLow),
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Room(player, 0x7b, 0xff02b).door(Position.SouthW, DoorKind.Trap).door(Position.EastN, DoorKind.SmallKey).door(Position.EastS, DoorKind.Normal),
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Room(player, 0x7c, 0xff0ef).door(Position.NorthE, DoorKind.BlastWall).door(Position.EastS, DoorKind.Bombable).door(Position.WestN, DoorKind.SmallKey).door(Position.WestS, DoorKind.Normal),
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@@ -239,11 +240,17 @@ class Room(object):
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self.index = index
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self.doorListAddress = address
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self.doorList = []
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self.modified = False
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def door(self, pos, kind):
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self.doorList.append((pos, kind))
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return self
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def change(self, list_idx, kind):
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prev = self.doorList[list_idx]
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self.doorList[list_idx] = (prev[0], kind)
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self.modified = True
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def address(self):
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return self.doorListAddress
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@@ -261,6 +268,39 @@ class Room(object):
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return '%s' % self.index
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class PairedDoor(object):
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def __init__(self, door_a, door_b):
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self.door_a = door_a
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self.door_b = door_b
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self.pair = True
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def address_a(self, world, player):
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d = world.check_for_door(self.door_a, player)
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return 0x13C000 + door_pair_offset_table[d.roomIndex]*2
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def address_b(self, world, player):
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d = world.check_for_door(self.door_b, player)
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return 0x13C000 + door_pair_offset_table[d.roomIndex]*2
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def rom_data_a(self, world, player):
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if not self.pair:
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return [0x00, 0x00]
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d = world.check_for_door(self.door_b, player)
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return [d.roomIndex, pos_map[d.doorListPos]]
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def rom_data_b(self, world, player):
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if not self.pair:
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return [0x00, 0x00]
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d = world.check_for_door(self.door_a, player)
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return [d.roomIndex, pos_map[d.doorListPos]]
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pos_map = {
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0: 0x80, 1: 0x40, 2: 0x20, 3: 0x10
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# indices 4-7 not supported yet
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}
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@unique
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class DoorKind(Enum):
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Normal = 0x00
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@@ -273,7 +313,7 @@ class DoorKind(Enum):
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CaveEntranceLow = 0x10
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IncognitoEntrance = 0x12
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DungeonChanger = 0x14
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TrapLow = 0x16
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ToggleFlag = 0x16
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Trap = 0x18
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UnknownD7 = 0x1A
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SmallKey = 0x1C
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@@ -292,7 +332,7 @@ class DoorKind(Enum):
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TrapTriggerableLow = 0x44
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Warp = 0x46
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CaveEntranceLow08 = 0x48
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TrapLowE3 = 0x4A
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TrapLowE3 = 0x4A # Maybe this is a toggle flag too?
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@unique
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