Various region/rule reorganization to match DR

This commit is contained in:
codemann8
2023-06-13 18:36:16 -05:00
parent f19b19ea00
commit a842939e92
13 changed files with 753 additions and 765 deletions

View File

@@ -213,7 +213,7 @@ def generate_itempool(world, player):
loc.forced_item = loc.item
if not world.is_tile_swapped(0x18, player):
region = world.get_region('Kakariko Area',player)
region = world.get_region('Kakariko Village',player)
loc = Location(player, "Flute Activation", parent=region)
region.locations.append(loc)
@@ -589,10 +589,10 @@ def create_dynamic_shop_locations(world, player):
def create_farm_locations(world, player):
bush_bombs = ['Flute Boy Approach Area',
'Kakariko Area',
'Village of Outcasts Area',
'Kakariko Village',
'Village of Outcasts',
'Forgotten Forest Area',
'Bat Cave Ledge',
'Blacksmith Ledge',
'East Dark Death Mountain (Bottom)']
rock_bombs = ['Links House Area',
'Dark Chapel Area',
@@ -606,7 +606,7 @@ def create_farm_locations(world, player):
'Dark Fortune Area',
'Qirn Jump Area',
'Shield Shop Area',
'Palace of Darkness Nook Area',
'Darkness Nook Area',
'Swamp Nook Area',
'Dark South Pass Area']
bonk_bombs = ['Kakariko Fortune Area', 'Dark Graveyard Area'] #TODO: Flute Boy Approach Area and Bonk Rock Ledge are available post-Aga
@@ -622,10 +622,10 @@ def create_farm_locations(world, player):
'Hype Cave Area',
'Dark South Pass Area',
'Bumper Cave Area']
pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Entry Area']
pre_aga_tree_pulls = ['Hyrule Castle Courtyard', 'Mountain Pass Area']
post_aga_tree_pulls = ['Statues Area', 'Eastern Palace Area']
bush_crabs = ['Lost Woods East Area', 'Mountain Entry Area']
bush_crabs = ['Lost Woods East Area', 'Mountain Pass Area']
pre_aga_bush_crabs = ['Lumberjack Area', 'South Pass Area']
rock_crabs = ['Desert Pass Area']
@@ -1118,8 +1118,6 @@ def get_pool_core(world, player, progressive, shuffle, difficulty, treasure_hunt
pool.remove('Fighter Sword')
pool.extend(['Rupees (50)'])
#TODO: Remove test placements
#place_item('Purple Chest', 'Magic Mirror')
if timer in ['timed', 'timed-countdown']:
pool.extend(diff.timedother)
clock_mode = 'stopwatch' if timer == 'timed' else 'countdown'