Generation improvements

Bomb/dash doors removed from experimental
This commit is contained in:
aerinon
2020-12-02 15:13:42 -07:00
parent 32e7544775
commit ba3bd4b648
5 changed files with 161 additions and 75 deletions

View File

@@ -60,9 +60,12 @@ def link_doors(world, player):
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
world.get_portal('Sanctuary', player).destination = True world.get_portal('Sanctuary', player).destination = True
world.get_portal('Desert East', player).destination = True world.get_portal('Desert East', player).destination = True
world.get_portal('Skull 2 West', player).destination = True if world.mode[player] == 'inverted':
world.get_portal('Turtle Rock Lazy Eyes', player).destination = True world.get_portal('Desert West', player).destination = True
world.get_portal('Turtle Rock Eye Bridge', player).destination = True if world.mode[player] == 'open':
world.get_portal('Skull 2 West', player).destination = True
world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
world.get_portal('Turtle Rock Eye Bridge', player).destination = True
else: else:
analyze_portals(world, player) analyze_portals(world, player)
for portal in world.dungeon_portals[player]: for portal in world.dungeon_portals[player]:
@@ -638,7 +641,7 @@ def within_dungeon(world, player):
dungeon_builders[key].entrance_list = list(entrances_map[key]) dungeon_builders[key].entrance_list = list(entrances_map[key])
recombinant_builders = {} recombinant_builders = {}
entrances, splits = create_dungeon_entrances(world, player) entrances, splits = create_dungeon_entrances(world, player)
builder_info = entrances, splits, world, player builder_info = entrances, splits, connections_tuple, world, player
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info) handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player) main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
@@ -662,12 +665,12 @@ def within_dungeon(world, player):
def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info): def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info):
dungeon_entrances, split_dungeon_entrances, world, player = builder_info dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
if dungeon_entrances is None: if dungeon_entrances is None:
dungeon_entrances = default_dungeon_entrances dungeon_entrances = default_dungeon_entrances
if split_dungeon_entrances is None: if split_dungeon_entrances is None:
split_dungeon_entrances = split_region_starts split_dungeon_entrances = split_region_starts
builder_info = dungeon_entrances, split_dungeon_entrances, world, player builder_info = dungeon_entrances, split_dungeon_entrances, c_tuple, world, player
for name, split_list in split_dungeon_entrances.items(): for name, split_list in split_dungeon_entrances.items():
builder = dungeon_builders.pop(name) builder = dungeon_builders.pop(name)
@@ -886,7 +889,7 @@ def cross_dungeon(world, player):
key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name] key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
loc.forced_item = loc.item = ItemFactory(key_name, player) loc.forced_item = loc.item = ItemFactory(key_name, player)
recombinant_builders = {} recombinant_builders = {}
builder_info = entrances, splits, world, player builder_info = entrances, splits, connections_tuple, world, player
handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info) handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player) main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
@@ -1609,6 +1612,7 @@ def change_door_to_small_key(d, world, player):
def smooth_door_pairs(world, player): def smooth_door_pairs(world, player):
all_doors = [x for x in world.doors if x.player == player] all_doors = [x for x in world.doors if x.player == player]
skip = set() skip = set()
bd_candidates, dashable_counts, bombable_counts = defaultdict(list), defaultdict(int), defaultdict(int)
for door in all_doors: for door in all_doors:
if door.type in [DoorType.Normal, DoorType.Interior] and door not in skip and not door.entranceFlag: if door.type in [DoorType.Normal, DoorType.Interior] and door not in skip and not door.entranceFlag:
partner = door.dest partner = door.dest
@@ -1636,19 +1640,18 @@ def smooth_door_pairs(world, player):
remove_pair(door, world, player) remove_pair(door, world, player)
elif type_a in [DoorKind.Bombable, DoorKind.Dashable] or type_b in [DoorKind.Bombable, DoorKind.Dashable]: elif type_a in [DoorKind.Bombable, DoorKind.Dashable] or type_b in [DoorKind.Bombable, DoorKind.Dashable]:
if valid_pair: if valid_pair:
if type_a == type_b: new_type = type_a
add_pair(door, partner, world, player) if type_a != type_b:
spoiler_type = 'Bomb Door' if type_a == DoorKind.Bombable else 'Dash Door'
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
else:
new_type = DoorKind.Dashable if type_a == DoorKind.Dashable or type_b == DoorKind.Dashable else DoorKind.Bombable new_type = DoorKind.Dashable if type_a == DoorKind.Dashable or type_b == DoorKind.Dashable else DoorKind.Bombable
if type_a != new_type: if type_a != new_type:
room_a.change(door.doorListPos, new_type) room_a.change(door.doorListPos, new_type)
if type_b != new_type: if type_b != new_type:
room_b.change(partner.doorListPos, new_type) room_b.change(partner.doorListPos, new_type)
add_pair(door, partner, world, player) add_pair(door, partner, world, player)
spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door' spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player) world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
counter = bombable_counts if new_type == DoorKind.Bombable else dashable_counts
counter[door.entrance.parent_region.dungeon] += 1
else: else:
if type_a in [DoorKind.Bombable, DoorKind.Dashable]: if type_a in [DoorKind.Bombable, DoorKind.Dashable]:
room_a.change(door.doorListPos, DoorKind.Normal) room_a.change(door.doorListPos, DoorKind.Normal)
@@ -1656,8 +1659,9 @@ def smooth_door_pairs(world, player):
elif type_b in [DoorKind.Bombable, DoorKind.Dashable]: elif type_b in [DoorKind.Bombable, DoorKind.Dashable]:
room_b.change(partner.doorListPos, DoorKind.Normal) room_b.change(partner.doorListPos, DoorKind.Normal)
remove_pair(partner, world, player) remove_pair(partner, world, player)
elif world.experimental[player] and valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey: elif valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey:
random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b) bd_candidates[door.entrance.parent_region.dungeon].append(door)
shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player)
world.paired_doors[player] = [x for x in world.paired_doors[player] if x.pair or x.original] world.paired_doors[player] = [x for x in world.paired_doors[player] if x.pair or x.original]
@@ -1694,17 +1698,61 @@ def stateful_door(door, kind):
return False return False
def random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b): def shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player):
r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [15, 4, 6], k=1)[0] if world.doorShuffle[player] == 'basic':
if r_kind != DoorKind.Normal: for dungeon, candidates in bd_candidates.items():
if door.type == DoorType.Normal: diff = bomb_dash_counts[dungeon.name][1] - dashable_counts[dungeon]
add_pair(door, partner, world, player) if diff > 0:
if type_a != r_kind: for chosen in random.sample(candidates, min(diff, len(candidates))):
room_a.change(door.doorListPos, r_kind) change_pair_type(chosen, DoorKind.Dashable, world, player)
if type_b != r_kind: candidates.remove(chosen)
room_b.change(partner.doorListPos, r_kind) diff = bomb_dash_counts[dungeon.name][0] - bombable_counts[dungeon]
spoiler_type = 'Bomb Door' if r_kind == DoorKind.Bombable else 'Dash Door' if diff > 0:
world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player) for chosen in random.sample(candidates, min(diff, len(candidates))):
change_pair_type(chosen, DoorKind.Bombable, world, player)
candidates.remove(chosen)
for excluded in candidates:
remove_pair_type_if_present(excluded, world, player)
elif world.doorShuffle[player] == 'crossed':
all_candidates = sum(bd_candidates.values(), [])
all_bomb_counts = sum(bombable_counts.values())
all_dash_counts = sum(dashable_counts.values())
if all_dash_counts < 8:
for chosen in random.sample(all_candidates, min(8 - all_dash_counts, len(all_candidates))):
change_pair_type(chosen, DoorKind.Dashable, world, player)
world.spoiler.set_door_type(chosen.name + ' <-> ' + chosen.dest.name, DoorKind.Dashable, player)
all_candidates.remove(chosen)
if all_bomb_counts < 12:
for chosen in random.sample(all_candidates, min(12 - all_bomb_counts, len(all_candidates))):
change_pair_type(chosen, DoorKind.Bombable, world, player)
world.spoiler.set_door_type(chosen.name + ' <-> ' + chosen.dest.name, DoorKind.Bombable, player)
all_candidates.remove(chosen)
for excluded in all_candidates:
remove_pair_type_if_present(excluded, world, player)
def change_pair_type(door, new_type, world, player):
room_a = world.get_room(door.roomIndex, player)
room_a.change(door.doorListPos, new_type)
if door.type != DoorType.Interior:
room_b = world.get_room(door.dest.roomIndex, player)
room_b.change(door.dest.doorListPos, new_type)
add_pair(door, door.dest, world, player)
spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
world.spoiler.set_door_type(door.name + ' <-> ' + door.dest.name, spoiler_type, player)
def remove_pair_type_if_present(door, world, player):
room_a = world.get_room(door.roomIndex, player)
if room_a.kind(door) in [DoorKind.Bombable, DoorKind.Dashable]:
room_a.change(door.doorListPos, DoorKind.Normal)
if door.type != DoorType.Interior:
remove_pair(door, world, player)
if door.type != DoorType.Interior:
room_b = world.get_room(door.dest.roomIndex, player)
if room_b.kind(door.dest) in [DoorKind.Bombable, DoorKind.Dashable]:
room_b.change(door.dest.doorListPos, DoorKind.Normal)
remove_pair(door.dest, world, player)
def find_inaccessible_regions(world, player): def find_inaccessible_regions(world, player):
@@ -1727,8 +1775,9 @@ def find_inaccessible_regions(world, player):
queue.append(parent) queue.append(parent)
for ext in next_region.exits: for ext in next_region.exits:
connect = ext.connected_region connect = ext.connected_region
if connect and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions: if connect and connect not in queue and connect not in visited_regions:
queue.append(connect) if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
queue.append(connect)
world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)]) world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
logger = logging.getLogger('') logger = logging.getLogger('')
logger.debug('Inaccessible Regions:') logger.debug('Inaccessible Regions:')
@@ -2798,4 +2847,20 @@ split_portal_defaults = {
} }
} }
bomb_dash_counts = {
'Hyrule Castle': (0, 2),
'Eastern Palace': (0, 0),
'Desert Palace': (0, 0),
'Agahnims Tower': (0, 0),
'Swamp Palace': (2, 0),
'Palace of Darkness': (3, 2),
'Misery Mire': (2, 0),
'Skull Woods': (2, 0),
'Ice Palace': (0, 0),
'Tower of Hera': (0, 0),
'Thieves Town': (1, 1),
'Turtle Rock': (0, 2), # 2 bombs kind of for entrances
'Ganons Tower': (2, 1)
}

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@@ -226,7 +226,7 @@ def gen_dungeon_info(name, available_sectors, entrance_regions, all_regions, pro
o_state_cache = {} o_state_cache = {}
for sector in available_sectors: for sector in available_sectors:
for door in sector.outstanding_doors: for door in sector.outstanding_doors:
if not door.stonewall and door not in proposed_map.keys(): if door not in proposed_map.keys():
hanger_set.add(door) hanger_set.add(door)
bk_flag = group_flags[door_map[door]] bk_flag = group_flags[door_map[door]]
parent = door.entrance.parent_region parent = door.entrance.parent_region
@@ -1271,7 +1271,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections, identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
dungeon_entrances, split_dungeon_entrances) dungeon_entrances, split_dungeon_entrances)
for name, builder in dungeon_map.items(): for name, builder in dungeon_map.items():
calc_allowance_and_dead_ends(builder, connections_tuple, world.dungeon_portals[player]) calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
if world.mode[player] == 'open' and world.shuffle[player] not in ['crossed', 'insanity']: if world.mode[player] == 'open' and world.shuffle[player] not in ['crossed', 'insanity']:
sanc = find_sector('Sanctuary', candidate_sectors) sanc = find_sector('Sanctuary', candidate_sectors)
@@ -1318,7 +1318,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
# restart # restart
raise NeutralizingException('Either free location/crystal assignment is already globally invalid') raise NeutralizingException('Either free location/crystal assignment is already globally invalid')
logger.info(world.fish.translate("cli", "cli", "balance.doors")) logger.info(world.fish.translate("cli", "cli", "balance.doors"))
builder_info = dungeon_entrances, split_dungeon_entrances, world, player builder_info = dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player
assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info) assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info)
# the rest # the rest
assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info) assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
@@ -1376,26 +1376,31 @@ def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map,
break break
def calc_allowance_and_dead_ends(builder, connections_tuple, portals): # todo: split version that adds allowance for potential entrances
def calc_allowance_and_dead_ends(builder, connections_tuple, world, player):
portals = world.dungeon_portals[player]
entrances_map, potentials, connections = connections_tuple entrances_map, potentials, connections = connections_tuple
needed_connections = [x for x in builder.all_entrances if x not in entrances_map[builder.name]] name = builder.name if not builder.split_flag else builder.name.rsplit(' ', 1)[0]
needed_connections = [x for x in builder.all_entrances if x not in entrances_map[name]]
starting_allowance = 0 starting_allowance = 0
used_sectors = set() used_sectors = set()
destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination] destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination]
for entrance in entrances_map[builder.name]: dead_ends = [x.door.entrance.parent_region.name for x in portals if x.deadEnd]
for entrance in entrances_map[name]:
sector = find_sector(entrance, builder.sectors) sector = find_sector(entrance, builder.sectors)
outflow_target = 0 if entrance not in drop_entrances_allowance else 1 if sector:
if sector not in used_sectors and sector.adj_outflow() > outflow_target: outflow_target = 0 if entrance not in drop_entrances_allowance else 1
if entrance not in destination_entrances: if sector not in used_sectors and (sector.adj_outflow() > outflow_target or entrance in dead_ends):
starting_allowance += 1 if entrance not in destination_entrances:
else: starting_allowance += 1
builder.branches -= 1 else:
used_sectors.add(sector) builder.branches -= 1
elif sector not in used_sectors: used_sectors.add(sector)
if entrance in destination_entrances and sector.branches() > 0: elif sector not in used_sectors:
builder.branches -= 1 if entrance in destination_entrances and sector.branches() > 0:
if entrance not in drop_entrances_allowance: builder.branches -= 1
needed_connections.append(entrance) if entrance not in drop_entrances_allowance:
needed_connections.append(entrance)
builder.allowance = starting_allowance builder.allowance = starting_allowance
for entrance in needed_connections: for entrance in needed_connections:
sector = find_sector(entrance, builder.sectors) sector = find_sector(entrance, builder.sectors)
@@ -1404,7 +1409,11 @@ def calc_allowance_and_dead_ends(builder, connections_tuple, portals):
connect_able = False connect_able = False
if entrance in connections.keys(): if entrance in connections.keys():
enabling_region = connections[entrance] enabling_region = connections[entrance]
connecting_entrances = [x for x in potentials[enabling_region] if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance] check_list = list(potentials[enabling_region])
if enabling_region.name in ['Desert Ledge', 'Desert Palace Entrance (North) Spot']:
alternate = 'Desert Palace Entrance (North) Spot' if enabling_region.name == 'Desert Ledge' else 'Desert Ledge'
check_list.extend(potentials[world.get_region(alternate, player)])
connecting_entrances = [x for x in check_list if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance]
connect_able = len(connecting_entrances) > 0 connect_able = len(connecting_entrances) > 0
if is_destination and sector.branches() == 0: # if is_destination and sector.branches() == 0: #
builder.dead_ends += 1 builder.dead_ends += 1
@@ -2633,7 +2642,7 @@ def valid_entrance(builder, sector_list, builder_info):
if len(builder.sectors) == 0: if len(builder.sectors) == 0:
is_dead_end = True is_dead_end = True
else: else:
entrances, splits, world, player = builder_info entrances, splits, c_tuple, world, player = builder_info
if builder.name not in entrances.keys(): if builder.name not in entrances.keys():
name_parts = builder.name.rsplit(' ', 1) name_parts = builder.name.rsplit(' ', 1)
entrance_list = splits[name_parts[0]][name_parts[1]] entrance_list = splits[name_parts[0]][name_parts[1]]
@@ -2765,7 +2774,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
continue continue
elif len(split_entrances) <= 0: elif len(split_entrances) <= 0:
continue continue
x, y, world, player = builder_info ents, splits, c_tuple, world, player = builder_info
r_name = split_entrances[0] r_name = split_entrances[0]
p = next(x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name) p = next(x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name)
if not p.deadEnd: if not p.deadEnd:
@@ -2782,6 +2791,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
sub_builder.all_entrances.extend(split_entrances) sub_builder.all_entrances.extend(split_entrances)
if key not in dungeon_map: if key not in dungeon_map:
dungeon_map[key] = sub_builder = DungeonBuilder(key) dungeon_map[key] = sub_builder = DungeonBuilder(key)
sub_builder.split_flag = True
sub_builder.all_entrances = list(split_entrances) sub_builder.all_entrances = list(split_entrances)
for r_name in split_entrances: for r_name in split_entrances:
assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole) assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole)
@@ -2799,6 +2809,9 @@ def split_dungeon_builder(builder, split_list, builder_info):
def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info): def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info):
dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player = builder_info
for name, builder in dungeon_map.items():
calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
comb_w_replace = len(dungeon_map) ** len(candidate_sectors) comb_w_replace = len(dungeon_map) ** len(candidate_sectors)
if comb_w_replace <= 10000: if comb_w_replace <= 10000:
combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors))) combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors)))
@@ -3217,7 +3230,7 @@ def identify_branching_issues(dungeon_map, builder_info):
def check_for_valid_layout(builder, sector_list, builder_info): def check_for_valid_layout(builder, sector_list, builder_info):
dungeon_entrances, split_dungeon_entrances, world, player = builder_info dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
if builder.name in split_dungeon_entrances.keys(): if builder.name in split_dungeon_entrances.keys():
try: try:
temp_builder = DungeonBuilder(builder.name) temp_builder = DungeonBuilder(builder.name)

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@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
from Utils import output_path, parse_player_names from Utils import output_path, parse_player_names
__version__ = '0.2.0.17u' __version__ = '0.2.0.18u'
class EnemizerError(RuntimeError): class EnemizerError(RuntimeError):
pass pass

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@@ -83,15 +83,19 @@ testing to verify logic is all good.
### Experimental features ### Experimental features
* Only the random bomb doors and the item counter are currently experimental * Only the item counter is currently experimental
* Item counter is suppressed in Triforce Hunt * Item counter is suppressed in Triforce Hunt
#### Temporary debug features #### Temporary debug features
* Removed the red square in the upper right corner of the hud if the castle gate is closed * Removed the red square in the upper right corner of the hud if the castle gate is closed
# Bug Fixes # Bug Fixes
* 2.0.18u
* Generation improvements
* Bombs/Dash doors more consistent with the amount in vanilla.
* 2.0.17u * 2.0.17u
* Generation improvements * Generation improvements
* 2.0.16u * 2.0.16u

46
Rom.py
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@@ -1375,38 +1375,42 @@ def patch_rom(world, rom, player, team, enemized):
rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E]) rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E])
rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E]) rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
rom.write_byte(0x18004E, 0) # Escape Fill (nothing) rom.write_byte(0x18004E, 0) # Escape Fill (nothing)
write_int16(rom, 0x180183, 300) # Escape fill rupee bow write_int16(rom, 0x180183, 300) # Escape fill rupee bow
rom.write_bytes(0x180185, [0,0,0]) # Uncle respawn refills (magic, bombs, arrows) rom.write_bytes(0x180185, [0, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,0,0]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,0,0]) # Mantle respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
bow_max, bomb_max, magic_max = 0, 0, 0 bow_max, bomb_max, magic_max = 0, 0, 0
bow_small, magic_small = 0, 0
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']: if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']:
rom.write_byte(0x18004E, 1) # Escape Fill (arrows) rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
write_int16(rom, 0x180183, 300) # Escape fill rupee bow write_int16(rom, 0x180183, 300) # Escape fill rupee bow
rom.write_bytes(0x180185, [0,0,70]) # Uncle respawn refills (magic, bombs, arrows) rom.write_bytes(0x180185, [0, 0, 70]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,0,10]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0, 0, 10]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,0,10]) # Mantle respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0, 0, 10]) # Mantle respawn refills (magic, bombs, arrows)
bow_max = 70 bow_max, bow_small = 70, 10
elif uncle_location.item is not None and uncle_location.item.name in ['Bombs (10)']: elif uncle_location.item is not None and uncle_location.item.name in ['Bombs (10)']:
rom.write_byte(0x18004E, 2) # Escape Fill (bombs) rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
rom.write_bytes(0x180185, [0,50,0]) # Uncle respawn refills (magic, bombs, arrows) rom.write_bytes(0x180185, [0, 50, 0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0,3,0]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0, 3, 0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0,3,0]) # Mantle respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0, 3, 0]) # Mantle respawn refills (magic, bombs, arrows)
bomb_max = 50 bomb_max = 50
elif uncle_location.item is not None and uncle_location.item.name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']: elif uncle_location.item is not None and uncle_location.item.name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']:
rom.write_byte(0x18004E, 4) # Escape Fill (magic) rom.write_byte(0x18004E, 4) # Escape Fill (magic)
rom.write_bytes(0x180185, [0x80,0,0]) # Uncle respawn refills (magic, bombs, arrows) rom.write_bytes(0x180185, [0x80, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180188, [0x20,0,0]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0x20, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0x20,0,0]) # Mantle respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
magic_max = 0x80 magic_max, magic_small = 0x80, 0x20
if world.doorShuffle[player] == 'crossed': if world.doorShuffle[player] == 'crossed':
# Uncle respawn refills (magic, bombs, arrows) # Uncle respawn refills (magic, bombs, arrows)
rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)]) rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
rom.write_bytes(0x180188, [0x20, 3, 10]) # Zelda respawn refills (magic, bombs, arrows) rom.write_bytes(0x180188, [0x20, 3, 10]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [0x20, 3, 10]) # Mantle respawn refills (magic, bombs, arrows) rom.write_bytes(0x18018B, [0x20, 3, 10]) # Mantle respawn refills (magic, bombs, arrows)
elif world.doorShuffle[player] == 'basic': # just in case a bomb is needed to get to a chest
rom.write_bytes(0x180185, [max(0x00, magic_max), max(3, bomb_max), max(0, bow_max)])
rom.write_bytes(0x180188, [magic_small, 3, bow_small]) # Zelda respawn refills (magic, bombs, arrows)
rom.write_bytes(0x18018B, [magic_small, 3, bow_small]) # Mantle respawn refills (magic, bombs, arrows)
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved # patch swamp: Need to enable permanent drain of water as dam or swamp were moved
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00) rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)