Key Door Shuffle algorithm added
This commit is contained in:
122
Doors.py
122
Doors.py
@@ -50,8 +50,8 @@ def create_doors(world, player):
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# hyrule dungeon level
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create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, LTH, A, 0x4b, 0xec),
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small_key(create_dir_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x72, Mid, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x72, Mid, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x72, Mid, High)).pos(0),
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small_key(create_dir_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x72, Mid, High)).pos(0),
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create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low),
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create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High),
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create_door(player, 'Hyrule Dungeon North Abyss Catwalk Dropdown', DoorType.Logical),
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@@ -63,8 +63,8 @@ def create_doors(world, player):
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low).pos(0),
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trap(create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), 0x2).pos(1),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High)).pos(0),
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small_key(create_dir_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High)).pos(0),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, LTH, A, 0x32, 0x94, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, HTH, A, 0x11, 0x58),
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@@ -134,10 +134,10 @@ def create_doors(world, player):
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create_dir_door(player, 'Desert Dead End Edge', DoorType.Open, Direction.South, 0x74, None, High),
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create_dir_door(player, 'Desert East Wing W Edge', DoorType.Open, Direction.West, 0x85, None, High),
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create_dir_door(player, 'Desert East Wing N Edge', DoorType.Open, Direction.North, 0x85, None, High),
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create_dir_door(player, 'Desert East Lobby WS', DoorType.Interior, Direction.West, 0x85, Bot, High),
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create_dir_door(player, 'Desert East Wing ES', DoorType.Interior, Direction.East, 0x85, Bot, High),
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small_key(create_dir_door(player, 'Desert East Wing Key Door EN', DoorType.Interior, Direction.East, 0x85, Top, High)),
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small_key(create_dir_door(player, 'Desert Compass Key Door WN', DoorType.Interior, Direction.West, 0x85, Top, High)),
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create_dir_door(player, 'Desert East Lobby WS', DoorType.Interior, Direction.West, 0x85, Bot, High).pos(3),
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create_dir_door(player, 'Desert East Wing ES', DoorType.Interior, Direction.East, 0x85, Bot, High).pos(3),
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small_key(create_dir_door(player, 'Desert East Wing Key Door EN', DoorType.Interior, Direction.East, 0x85, Top, High)).pos(1),
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small_key(create_dir_door(player, 'Desert Compass Key Door WN', DoorType.Interior, Direction.West, 0x85, Top, High)).pos(1),
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trap(create_dir_door(player, 'Desert Compass NW', DoorType.Normal, Direction.North, 0x85, Left, High), 0x4).pos(0),
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create_dir_door(player, 'Desert Cannonball S', DoorType.Normal, Direction.South, 0x75, Left, High).pos(1),
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create_dir_door(player, 'Desert Arrow Pot Corner S Edge', DoorType.Open, Direction.South, 0x75, None, High),
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@@ -146,35 +146,35 @@ def create_doors(world, player):
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create_dir_door(player, 'Desert North Hall SW Edge', DoorType.Open, Direction.South, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall W Edge', DoorType.Open, Direction.West, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall E Edge', DoorType.Open, Direction.East, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall NW', DoorType.Interior, Direction.North, 0x74, Left, High),
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create_dir_door(player, 'Desert Map SW', DoorType.Interior, Direction.South, 0x74, Left, High),
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create_dir_door(player, 'Desert North Hall NE', DoorType.Interior, Direction.North, 0x74, Right, High),
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create_dir_door(player, 'Desert Map SE', DoorType.Interior, Direction.South, 0x74, Right, High),
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create_dir_door(player, 'Desert North Hall NW', DoorType.Interior, Direction.North, 0x74, Left, High).pos(1),
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create_dir_door(player, 'Desert Map SW', DoorType.Interior, Direction.South, 0x74, Left, High).pos(1),
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create_dir_door(player, 'Desert North Hall NE', DoorType.Interior, Direction.North, 0x74, Right, High).pos(0),
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create_dir_door(player, 'Desert Map SE', DoorType.Interior, Direction.South, 0x74, Right, High).pos(0),
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create_dir_door(player, 'Desert Sandworm Corner S Edge', DoorType.Open, Direction.South, 0x73, None, High),
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create_dir_door(player, 'Desert Sandworm Corner E Edge', DoorType.Open, Direction.East, 0x73, None, High),
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create_dir_door(player, 'Desert Sandworm Corner NE', DoorType.Interior, Direction.North, 0x73, Right, High),
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create_dir_door(player, 'Desert Bonk Torch SE', DoorType.Interior, Direction.South, 0x73, Right, High),
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create_dir_door(player, 'Desert Sandworm Corner WS', DoorType.Interior, Direction.West, 0x73, Bot, High),
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create_dir_door(player, 'Desert Sandworm Corner NE', DoorType.Interior, Direction.North, 0x73, Right, High).pos(2),
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create_dir_door(player, 'Desert Bonk Torch SE', DoorType.Interior, Direction.South, 0x73, Right, High).pos(2),
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create_dir_door(player, 'Desert Sandworm Corner WS', DoorType.Interior, Direction.West, 0x73, Bot, High).pos(1),
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# I don't know if I have to mark trap on interior doors yet - haven't mucked them up much
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create_dir_door(player, 'Desert Circle of Pots ES', DoorType.Interior, Direction.East, 0x73, Bot, High),
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create_dir_door(player, 'Desert Circle of Pots NW', DoorType.Interior, Direction.North, 0x73, Left, High),
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create_dir_door(player, 'Desert Big Chest SW', DoorType.Interior, Direction.South, 0x73, Left, High),
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create_dir_door(player, 'Desert Circle of Pots ES', DoorType.Interior, Direction.East, 0x73, Bot, High).pos(1),
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create_dir_door(player, 'Desert Circle of Pots NW', DoorType.Interior, Direction.North, 0x73, Left, High).pos(0),
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create_dir_door(player, 'Desert Big Chest SW', DoorType.Interior, Direction.South, 0x73, Left, High).pos(0),
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create_dir_door(player, 'Desert West Wing N Edge', DoorType.Open, Direction.North, 0x83, None, High),
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create_dir_door(player, 'Desert West Wing WS', DoorType.Interior, Direction.West, 0x83, Bot, High),
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create_dir_door(player, 'Desert West Lobby ES', DoorType.Interior, Direction.East, 0x83, Bot, High),
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create_dir_door(player, 'Desert West Wing WS', DoorType.Interior, Direction.West, 0x83, Bot, High).pos(2),
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create_dir_door(player, 'Desert West Lobby ES', DoorType.Interior, Direction.East, 0x83, Bot, High).pos(2),
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# Desert Back
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create_dir_door(player, 'Desert Back Lobby NW', DoorType.Interior, Direction.North, 0x63, Left, High),
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create_dir_door(player, 'Desert Tiles 1 SW', DoorType.Interior, Direction.South, 0x63, Left, High),
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small_key(create_spiral_stairs(player, 'Desert Tiles 1 Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x63, 0, HTH, A, 0x1b, 0x6c, True)),
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create_dir_door(player, 'Desert Back Lobby NW', DoorType.Interior, Direction.North, 0x63, Left, High).pos(1),
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create_dir_door(player, 'Desert Tiles 1 SW', DoorType.Interior, Direction.South, 0x63, Left, High).pos(1),
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small_key(create_spiral_stairs(player, 'Desert Tiles 1 Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x63, 0, HTH, A, 0x1b, 0x6c, True)).pos(0),
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create_spiral_stairs(player, 'Desert Bridge Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x53, 0, HTH, A, 0x0f, 0x80, True),
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create_dir_door(player, 'Desert Bridge SW', DoorType.Interior, Direction.South, 0x53, Left, High),
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create_dir_door(player, 'Desert Four Statues NW', DoorType.Interior, Direction.North, 0x53, Left, High),
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create_dir_door(player, 'Desert Four Statues ES', DoorType.Interior, Direction.East, 0x53, Bot, High),
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create_dir_door(player, 'Desert Beamos Hall WS', DoorType.Interior, Direction.West, 0x53, Bot, High),
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create_dir_door(player, 'Desert Bridge SW', DoorType.Interior, Direction.South, 0x53, Left, High).pos(0),
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create_dir_door(player, 'Desert Four Statues NW', DoorType.Interior, Direction.North, 0x53, Left, High).pos(0),
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create_dir_door(player, 'Desert Four Statues ES', DoorType.Interior, Direction.East, 0x53, Bot, High).pos(1),
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create_dir_door(player, 'Desert Beamos Hall WS', DoorType.Interior, Direction.West, 0x53, Bot, High).pos(1),
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small_key(create_dir_door(player, 'Desert Beamos Hall NE', DoorType.Normal, Direction.North, 0x53, Right, High)).pos(2),
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small_key(create_dir_door(player, 'Desert Tiles 2 SE', DoorType.Normal, Direction.South, 0x43, Right, High)).pos(2),
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create_dir_door(player, 'Desert Tiles 2 NE', DoorType.Interior, Direction.North, 0x43, Right, High),
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create_dir_door(player, 'Desert Wall Slide SE', DoorType.Interior, Direction.South, 0x43, Right, High),
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create_dir_door(player, 'Desert Tiles 2 NE', DoorType.Interior, Direction.North, 0x43, Right, High).small_key().pos(1),
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create_dir_door(player, 'Desert Wall Slide SE', DoorType.Interior, Direction.South, 0x43, Right, High).small_key().pos(1),
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# todo: we need a new flag for a door that has a wall on it - you have to traverse it one particular way first
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# the above is not a problem until we get to crossed mode
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big_key(create_dir_door(player, 'Desert Wall Slide NW', DoorType.Normal, Direction.North, 0x43, Left, High)).pos(0),
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@@ -182,22 +182,22 @@ def create_doors(world, player):
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# Hera
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create_spiral_stairs(player, 'Hera Lobby Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x77, 3, HTL, Z, 0x21, 0x90, False, True),
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small_key(create_spiral_stairs(player, 'Hera Lobby Key Stairs', DoorType.SpiralStairs, Direction.Down, 0x77, 1, HTL, A, 0x12, 0x80)),
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small_key(create_spiral_stairs(player, 'Hera Lobby Key Stairs', DoorType.SpiralStairs, Direction.Down, 0x77, 1, HTL, A, 0x12, 0x80)).pos(0),
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create_spiral_stairs(player, 'Hera Lobby Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x77, 2, HTL, X, 0x2b, 0x5c, False, True),
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create_spiral_stairs(player, 'Hera Basement Cage Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x87, 3, LTH, Z, 0x42, 0x7c, True, True),
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create_spiral_stairs(player, 'Hera Tile Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x87, 1, LTH, A, 0x32, 0x6c, True, True),
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create_dir_door(player, 'Hera Tile Room EN', DoorType.Interior, Direction.East, 0x87, Top, High),
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create_dir_door(player, 'Hera Tridorm WN', DoorType.Interior, Direction.West, 0x87, Top, High),
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create_dir_door(player, 'Hera Tridorm SE', DoorType.Interior, Direction.South, 0x87, Right, High),
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create_dir_door(player, 'Hera Torches NE', DoorType.Interior, Direction.North, 0x87, Right, High),
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create_dir_door(player, 'Hera Tile Room EN', DoorType.Interior, Direction.East, 0x87, Top, High).pos(0),
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create_dir_door(player, 'Hera Tridorm WN', DoorType.Interior, Direction.West, 0x87, Top, High).pos(0),
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create_dir_door(player, 'Hera Tridorm SE', DoorType.Interior, Direction.South, 0x87, Right, High).pos(1),
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create_dir_door(player, 'Hera Torches NE', DoorType.Interior, Direction.North, 0x87, Right, High).pos(1),
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create_spiral_stairs(player, 'Hera Beetles Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x31, 2, LTH, X, 0x3a, 0x70, True, True),
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create_dir_door(player, 'Hera Beetles WS', DoorType.Interior, Direction.West, 0x31, Bot, High),
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create_dir_door(player, 'Hera Beetles WS', DoorType.Interior, Direction.West, 0x31, Bot, High).pos(1),
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create_door(player, 'Hera Beetles Holes', DoorType.Hole),
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create_dir_door(player, 'Hera Startile Corner ES', DoorType.Interior, Direction.East, 0x31, Bot, High),
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big_key(create_dir_door(player, 'Hera Startile Corner NW', DoorType.Interior, Direction.North, 0x31, Left, High)),
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create_dir_door(player, 'Hera Startile Corner ES', DoorType.Interior, Direction.East, 0x31, Bot, High).pos(1),
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big_key(create_dir_door(player, 'Hera Startile Corner NW', DoorType.Interior, Direction.North, 0x31, Left, High)).pos(0),
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create_door(player, 'Hera Startile Corner Holes', DoorType.Hole),
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# technically ugly but causes lots of failures in basic
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create_dir_door(player, 'Hera Startile Wide SW', DoorType.Interior, Direction.South, 0x31, Left, High),
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create_dir_door(player, 'Hera Startile Wide SW', DoorType.Interior, Direction.South, 0x31, Left, High).pos(0),
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create_spiral_stairs(player, 'Hera Startile Wide Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x31, 0, HTH, S, 0x6b, 0xac, False, True),
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create_door(player, 'Hera Startile Wide Holes', DoorType.Hole),
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create_spiral_stairs(player, 'Hera 4F Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x27, 0, HTH, S, 0x62, 0xc0),
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@@ -252,12 +252,12 @@ def create_doors(world, player):
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create_dir_door(player, 'Tower Agahnim 1 SW', DoorType.Normal, Direction.South, 0x20, Left, High).no_exit().trap(0x4).pos(0),
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#Palace of Darkness
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create_door(player, 'PoD Lobby N', DoorType.Interior).dir(Direction.North, 0x4a, Mid, High),
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create_door(player, 'PoD Lobby NW', DoorType.Interior).dir(Direction.North, 0x4a, Left, High),
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create_door(player, 'PoD Lobby NE', DoorType.Interior).dir(Direction.North, 0x4a, Right, High),
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create_door(player, 'PoD Left Cage SW', DoorType.Interior).dir(Direction.North, 0x4a, Left, High),
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create_door(player, 'PoD Middle Cage S', DoorType.Interior).dir(Direction.North, 0x4a, Mid, High),
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create_door(player, 'PoD Middle Cage SE', DoorType.Interior).dir(Direction.North, 0x4a, Right, High),
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create_door(player, 'PoD Lobby N', DoorType.Interior).dir(Direction.North, 0x4a, Mid, High).pos(2),
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create_door(player, 'PoD Lobby NW', DoorType.Interior).dir(Direction.North, 0x4a, Left, High).pos(0),
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create_door(player, 'PoD Lobby NE', DoorType.Interior).dir(Direction.North, 0x4a, Right, High).pos(1),
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create_door(player, 'PoD Left Cage SW', DoorType.Interior).dir(Direction.North, 0x4a, Left, High).pos(0),
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create_door(player, 'PoD Middle Cage S', DoorType.Interior).dir(Direction.North, 0x4a, Mid, High).pos(2),
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create_door(player, 'PoD Middle Cage SE', DoorType.Interior).dir(Direction.North, 0x4a, Right, High).pos(1),
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create_door(player, 'PoD Left Cage Down Stairs', DoorType.SpiralStairs).dir(Direction.Down, 0x4a, 1, HTH).ss(A, 0x12, 0x80, False, True),
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create_door(player, 'PoD Middle Cage Down Stairs', DoorType.SpiralStairs).dir(Direction.Down, 0x4a, 0, HTH).ss(S, 0x12, 0x80, False, True),
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create_door(player, 'PoD Middle Cage N', DoorType.Normal).dir(Direction.North, 0x4a, Mid, High).small_key().pos(2),
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@@ -271,7 +271,7 @@ def create_doors(world, player):
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create_door(player, 'PoD Pit Room Bomb Hole', DoorType.Hole),
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create_door(player, 'PoD Big Key Landing Hole', DoorType.Hole),
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create_door(player, 'PoD Big Key Landing Down Stairs', DoorType.SpiralStairs).dir(Direction.Down, 0x3a, 0, HTH).ss(A, 0x11, 0x00),
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create_door(player, 'PoD Basement Ledge Up Stairs', DoorType.SpiralStairs).dir(Direction.Up, 0x0a, 0, HTH).ss(A, 0x1a, 0xec),
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create_door(player, 'PoD Basement Ledge Up Stairs', DoorType.SpiralStairs).dir(Direction.Up, 0x0a, 0, HTH).ss(A, 0x1a, 0xec).small_key().pos(0),
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create_door(player, 'PoD Basement Ledge Drop Down', DoorType.Logical),
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create_door(player, 'PoD Stalfos Basement Warp', DoorType.Warp),
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create_door(player, 'PoD Arena Main SW', DoorType.Normal).dir(Direction.South, 0x2a, Left, High).pos(4),
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@@ -291,20 +291,20 @@ def create_doors(world, player):
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create_door(player, 'PoD Conveyor North Stairs', DoorType.StraightStairs).dir(Direction.North, 0x3b, Left, High),
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create_door(player, 'PoD Conveyor SW', DoorType.Normal).dir(Direction.South, 0x3b, Left, High).pos(0),
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create_door(player, 'PoD Mimics 1 NW', DoorType.Normal).dir(Direction.North, 0x4b, Left, High).trap(0x4).pos(0),
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create_door(player, 'PoD Mimics 1 SW', DoorType.Interior).dir(Direction.South, 0x4b, Left, High),
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create_door(player, 'PoD Jelly Hall NW', DoorType.Interior).dir(Direction.North, 0x4b, Left, High),
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create_door(player, 'PoD Jelly Hall NE', DoorType.Interior).dir(Direction.North, 0x4b, Right, High),
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create_door(player, 'PoD Warp Hint SE', DoorType.Interior).dir(Direction.South, 0x4b, Right, High),
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create_door(player, 'PoD Mimics 1 SW', DoorType.Interior).dir(Direction.South, 0x4b, Left, High).pos(1),
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create_door(player, 'PoD Jelly Hall NW', DoorType.Interior).dir(Direction.North, 0x4b, Left, High).pos(1),
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create_door(player, 'PoD Jelly Hall NE', DoorType.Interior).dir(Direction.North, 0x4b, Right, High).pos(2),
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create_door(player, 'PoD Warp Hint SE', DoorType.Interior).dir(Direction.South, 0x4b, Right, High).pos(2),
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create_door(player, 'PoD Warp Hint Warp', DoorType.Warp),
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create_door(player, 'PoD Falling Bridge SW', DoorType.Normal).dir(Direction.South, 0x1a, Left, High).small_key().pos(3),
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create_door(player, 'PoD Falling Bridge WN', DoorType.Normal).dir(Direction.West, 0x1a, Top, High).small_key().pos(1),
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create_door(player, 'PoD Falling Bridge EN', DoorType.Interior).dir(Direction.East, 0x1a, Top, High),
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create_door(player, 'PoD Falling Bridge EN', DoorType.Interior).dir(Direction.East, 0x1a, Top, High).pos(4),
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create_door(player, 'PoD Big Chest Balcony W', DoorType.Normal).dir(Direction.West, 0x1a, Mid, High).pos(2),
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create_door(player, 'PoD Dark Maze EN', DoorType.Normal).dir(Direction.East, 0x19, Top, High).small_key().pos(1),
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create_door(player, 'PoD Dark Maze E', DoorType.Normal).dir(Direction.East, 0x19, Mid, High).pos(0),
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create_door(player, 'PoD Compass Room WN', DoorType.Interior).dir(Direction.West, 0x1a, Top, High),
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create_door(player, 'PoD Compass Room SE', DoorType.Interior).dir(Direction.North, 0x1a, Mid, High).small_key(),
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create_door(player, 'PoD Harmless Hellway NE', DoorType.Interior).dir(Direction.North, 0x1a, Right, High).small_key(),
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create_door(player, 'PoD Compass Room WN', DoorType.Interior).dir(Direction.West, 0x1a, Top, High).pos(4),
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create_door(player, 'PoD Compass Room SE', DoorType.Interior).dir(Direction.North, 0x1a, Mid, High).small_key().pos(0),
|
||||
create_door(player, 'PoD Harmless Hellway NE', DoorType.Interior).dir(Direction.North, 0x1a, Right, High).small_key().pos(0),
|
||||
create_door(player, 'PoD Harmless Hellway SE', DoorType.Normal).dir(Direction.South, 0x1a, Right, High).pos(5),
|
||||
create_door(player, 'PoD Compass Room W Down Stairs', DoorType.SpiralStairs).dir(Direction.Down, 0x1a, 0, HTH).ss(S, 0x12, 0x50, True, True),
|
||||
create_door(player, 'PoD Compass Room E Down Stairs', DoorType.SpiralStairs).dir(Direction.Down, 0x1a, 1, HTH).ss(S, 0x11, 0xb0, True, True),
|
||||
@@ -312,16 +312,16 @@ def create_doors(world, player):
|
||||
create_door(player, 'PoD Dark Basement E Up Stairs', DoorType.SpiralStairs).dir(Direction.Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
|
||||
create_door(player, 'PoD Dark Alley NE', DoorType.Normal).dir(Direction.North, 0x6a, Right, High).big_key().pos(0),
|
||||
create_door(player, 'PoD Mimics 2 SW', DoorType.Normal).dir(Direction.South, 0x1b, Left, High).pos(1),
|
||||
create_door(player, 'PoD Mimics 2 NW', DoorType.Interior).dir(Direction.North, 0x1b, Left, High),
|
||||
create_door(player, 'PoD Bow Statue SW', DoorType.Interior).dir(Direction.South, 0x1b, Left, High),
|
||||
create_door(player, 'PoD Mimics 2 NW', DoorType.Interior).dir(Direction.North, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue SW', DoorType.Interior).dir(Direction.South, 0x1b, Left, High).pos(0),
|
||||
create_door(player, 'PoD Bow Statue Down Ladder', DoorType.Ladder),
|
||||
create_door(player, 'PoD Dark Pegs Up Ladder', DoorType.Ladder),
|
||||
create_door(player, 'PoD Dark Pegs WN', DoorType.Interior).dir(Direction.West, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Lonely Turtle SW', DoorType.Interior).dir(Direction.South, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Lonely Turtle EN', DoorType.Interior).dir(Direction.East, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Turtle Party ES', DoorType.Interior).dir(Direction.East, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Turtle Party NW', DoorType.Interior).dir(Direction.North, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Callback WS', DoorType.Interior).dir(Direction.West, 0x0b, Mid, High),
|
||||
create_door(player, 'PoD Dark Pegs WN', DoorType.Interior).dir(Direction.West, 0x0b, Mid, High).small_key().pos(2),
|
||||
create_door(player, 'PoD Lonely Turtle SW', DoorType.Interior).dir(Direction.South, 0x0b, Mid, High).pos(0),
|
||||
create_door(player, 'PoD Lonely Turtle EN', DoorType.Interior).dir(Direction.East, 0x0b, Mid, High).small_key().pos(2),
|
||||
create_door(player, 'PoD Turtle Party ES', DoorType.Interior).dir(Direction.East, 0x0b, Mid, High).pos(1),
|
||||
create_door(player, 'PoD Turtle Party NW', DoorType.Interior).dir(Direction.North, 0x0b, Mid, High).pos(0),
|
||||
create_door(player, 'PoD Callback WS', DoorType.Interior).dir(Direction.West, 0x0b, Mid, High).pos(1),
|
||||
create_door(player, 'PoD Callback Warp', DoorType.Warp),
|
||||
create_door(player, 'PoD Boss SE', DoorType.Normal).dir(Direction.South, 0x5a, Right, High).no_exit().trap(0x4).pos(0),
|
||||
]
|
||||
|
||||
Reference in New Issue
Block a user