Generation improvements
Bomb/dash doors removed from experimental
This commit is contained in:
125
DoorShuffle.py
125
DoorShuffle.py
@@ -60,9 +60,12 @@ def link_doors(world, player):
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if world.mode[player] == 'standard':
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world.get_portal('Sanctuary', player).destination = True
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world.get_portal('Desert East', player).destination = True
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world.get_portal('Skull 2 West', player).destination = True
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world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
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world.get_portal('Turtle Rock Eye Bridge', player).destination = True
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if world.mode[player] == 'inverted':
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world.get_portal('Desert West', player).destination = True
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if world.mode[player] == 'open':
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world.get_portal('Skull 2 West', player).destination = True
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world.get_portal('Turtle Rock Lazy Eyes', player).destination = True
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world.get_portal('Turtle Rock Eye Bridge', player).destination = True
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else:
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analyze_portals(world, player)
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for portal in world.dungeon_portals[player]:
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@@ -638,7 +641,7 @@ def within_dungeon(world, player):
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dungeon_builders[key].entrance_list = list(entrances_map[key])
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recombinant_builders = {}
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entrances, splits = create_dungeon_entrances(world, player)
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builder_info = entrances, splits, world, player
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builder_info = entrances, splits, connections_tuple, world, player
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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@@ -662,12 +665,12 @@ def within_dungeon(world, player):
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def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info):
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dungeon_entrances, split_dungeon_entrances, world, player = builder_info
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dungeon_entrances, split_dungeon_entrances, c_tuple, world, player = builder_info
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if dungeon_entrances is None:
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dungeon_entrances = default_dungeon_entrances
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if split_dungeon_entrances is None:
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split_dungeon_entrances = split_region_starts
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builder_info = dungeon_entrances, split_dungeon_entrances, world, player
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builder_info = dungeon_entrances, split_dungeon_entrances, c_tuple, world, player
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for name, split_list in split_dungeon_entrances.items():
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builder = dungeon_builders.pop(name)
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@@ -886,7 +889,7 @@ def cross_dungeon(world, player):
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key_name = dungeon_keys[builder.name] if loc.name != 'Hyrule Castle - Big Key Drop' else dungeon_bigs[builder.name]
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loc.forced_item = loc.item = ItemFactory(key_name, player)
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recombinant_builders = {}
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builder_info = entrances, splits, world, player
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builder_info = entrances, splits, connections_tuple, world, player
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handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map, builder_info)
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main_dungeon_generation(dungeon_builders, recombinant_builders, connections_tuple, world, player)
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@@ -1609,6 +1612,7 @@ def change_door_to_small_key(d, world, player):
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def smooth_door_pairs(world, player):
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all_doors = [x for x in world.doors if x.player == player]
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skip = set()
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bd_candidates, dashable_counts, bombable_counts = defaultdict(list), defaultdict(int), defaultdict(int)
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for door in all_doors:
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if door.type in [DoorType.Normal, DoorType.Interior] and door not in skip and not door.entranceFlag:
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partner = door.dest
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@@ -1636,19 +1640,18 @@ def smooth_door_pairs(world, player):
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remove_pair(door, world, player)
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elif type_a in [DoorKind.Bombable, DoorKind.Dashable] or type_b in [DoorKind.Bombable, DoorKind.Dashable]:
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if valid_pair:
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if type_a == type_b:
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add_pair(door, partner, world, player)
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spoiler_type = 'Bomb Door' if type_a == DoorKind.Bombable else 'Dash Door'
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world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
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else:
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new_type = type_a
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if type_a != type_b:
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new_type = DoorKind.Dashable if type_a == DoorKind.Dashable or type_b == DoorKind.Dashable else DoorKind.Bombable
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if type_a != new_type:
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room_a.change(door.doorListPos, new_type)
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if type_b != new_type:
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room_b.change(partner.doorListPos, new_type)
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add_pair(door, partner, world, player)
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spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
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world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
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add_pair(door, partner, world, player)
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spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
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world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
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counter = bombable_counts if new_type == DoorKind.Bombable else dashable_counts
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counter[door.entrance.parent_region.dungeon] += 1
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else:
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if type_a in [DoorKind.Bombable, DoorKind.Dashable]:
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room_a.change(door.doorListPos, DoorKind.Normal)
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@@ -1656,8 +1659,9 @@ def smooth_door_pairs(world, player):
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elif type_b in [DoorKind.Bombable, DoorKind.Dashable]:
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room_b.change(partner.doorListPos, DoorKind.Normal)
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remove_pair(partner, world, player)
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elif world.experimental[player] and valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey:
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random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b)
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elif valid_pair and type_a != DoorKind.SmallKey and type_b != DoorKind.SmallKey:
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bd_candidates[door.entrance.parent_region.dungeon].append(door)
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shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player)
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world.paired_doors[player] = [x for x in world.paired_doors[player] if x.pair or x.original]
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@@ -1694,17 +1698,61 @@ def stateful_door(door, kind):
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return False
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def random_door_type(door, partner, world, player, type_a, type_b, room_a, room_b):
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r_kind = random.choices([DoorKind.Normal, DoorKind.Bombable, DoorKind.Dashable], [15, 4, 6], k=1)[0]
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if r_kind != DoorKind.Normal:
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if door.type == DoorType.Normal:
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add_pair(door, partner, world, player)
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if type_a != r_kind:
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room_a.change(door.doorListPos, r_kind)
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if type_b != r_kind:
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room_b.change(partner.doorListPos, r_kind)
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spoiler_type = 'Bomb Door' if r_kind == DoorKind.Bombable else 'Dash Door'
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world.spoiler.set_door_type(door.name + ' <-> ' + partner.name, spoiler_type, player)
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def shuffle_bombable_dashable(bd_candidates, bombable_counts, dashable_counts, world, player):
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if world.doorShuffle[player] == 'basic':
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for dungeon, candidates in bd_candidates.items():
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diff = bomb_dash_counts[dungeon.name][1] - dashable_counts[dungeon]
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if diff > 0:
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for chosen in random.sample(candidates, min(diff, len(candidates))):
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change_pair_type(chosen, DoorKind.Dashable, world, player)
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candidates.remove(chosen)
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diff = bomb_dash_counts[dungeon.name][0] - bombable_counts[dungeon]
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if diff > 0:
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for chosen in random.sample(candidates, min(diff, len(candidates))):
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change_pair_type(chosen, DoorKind.Bombable, world, player)
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candidates.remove(chosen)
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for excluded in candidates:
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remove_pair_type_if_present(excluded, world, player)
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elif world.doorShuffle[player] == 'crossed':
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all_candidates = sum(bd_candidates.values(), [])
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all_bomb_counts = sum(bombable_counts.values())
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all_dash_counts = sum(dashable_counts.values())
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if all_dash_counts < 8:
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for chosen in random.sample(all_candidates, min(8 - all_dash_counts, len(all_candidates))):
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change_pair_type(chosen, DoorKind.Dashable, world, player)
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world.spoiler.set_door_type(chosen.name + ' <-> ' + chosen.dest.name, DoorKind.Dashable, player)
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all_candidates.remove(chosen)
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if all_bomb_counts < 12:
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for chosen in random.sample(all_candidates, min(12 - all_bomb_counts, len(all_candidates))):
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change_pair_type(chosen, DoorKind.Bombable, world, player)
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world.spoiler.set_door_type(chosen.name + ' <-> ' + chosen.dest.name, DoorKind.Bombable, player)
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all_candidates.remove(chosen)
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for excluded in all_candidates:
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remove_pair_type_if_present(excluded, world, player)
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def change_pair_type(door, new_type, world, player):
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room_a = world.get_room(door.roomIndex, player)
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room_a.change(door.doorListPos, new_type)
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if door.type != DoorType.Interior:
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room_b = world.get_room(door.dest.roomIndex, player)
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room_b.change(door.dest.doorListPos, new_type)
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add_pair(door, door.dest, world, player)
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spoiler_type = 'Bomb Door' if new_type == DoorKind.Bombable else 'Dash Door'
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world.spoiler.set_door_type(door.name + ' <-> ' + door.dest.name, spoiler_type, player)
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def remove_pair_type_if_present(door, world, player):
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room_a = world.get_room(door.roomIndex, player)
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if room_a.kind(door) in [DoorKind.Bombable, DoorKind.Dashable]:
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room_a.change(door.doorListPos, DoorKind.Normal)
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if door.type != DoorType.Interior:
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remove_pair(door, world, player)
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if door.type != DoorType.Interior:
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room_b = world.get_room(door.dest.roomIndex, player)
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if room_b.kind(door.dest) in [DoorKind.Bombable, DoorKind.Dashable]:
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room_b.change(door.dest.doorListPos, DoorKind.Normal)
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remove_pair(door.dest, world, player)
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def find_inaccessible_regions(world, player):
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@@ -1727,8 +1775,9 @@ def find_inaccessible_regions(world, player):
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queue.append(parent)
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for ext in next_region.exits:
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connect = ext.connected_region
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if connect and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions:
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queue.append(connect)
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if connect and connect not in queue and connect not in visited_regions:
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if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
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queue.append(connect)
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world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
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logger = logging.getLogger('')
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logger.debug('Inaccessible Regions:')
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@@ -2798,4 +2847,20 @@ split_portal_defaults = {
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}
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}
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bomb_dash_counts = {
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'Hyrule Castle': (0, 2),
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'Eastern Palace': (0, 0),
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'Desert Palace': (0, 0),
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'Agahnims Tower': (0, 0),
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'Swamp Palace': (2, 0),
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'Palace of Darkness': (3, 2),
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'Misery Mire': (2, 0),
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'Skull Woods': (2, 0),
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'Ice Palace': (0, 0),
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'Tower of Hera': (0, 0),
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'Thieves Town': (1, 1),
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'Turtle Rock': (0, 2), # 2 bombs kind of for entrances
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'Ganons Tower': (2, 1)
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}
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@@ -226,7 +226,7 @@ def gen_dungeon_info(name, available_sectors, entrance_regions, all_regions, pro
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o_state_cache = {}
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for sector in available_sectors:
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for door in sector.outstanding_doors:
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if not door.stonewall and door not in proposed_map.keys():
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if door not in proposed_map.keys():
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hanger_set.add(door)
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bk_flag = group_flags[door_map[door]]
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parent = door.entrance.parent_region
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@@ -1271,7 +1271,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
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identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
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dungeon_entrances, split_dungeon_entrances)
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for name, builder in dungeon_map.items():
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calc_allowance_and_dead_ends(builder, connections_tuple, world.dungeon_portals[player])
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calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
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if world.mode[player] == 'open' and world.shuffle[player] not in ['crossed', 'insanity']:
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sanc = find_sector('Sanctuary', candidate_sectors)
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@@ -1318,7 +1318,7 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
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# restart
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raise NeutralizingException('Either free location/crystal assignment is already globally invalid')
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logger.info(world.fish.translate("cli", "cli", "balance.doors"))
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builder_info = dungeon_entrances, split_dungeon_entrances, world, player
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builder_info = dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player
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assign_polarized_sectors(dungeon_map, polarized_sectors, global_pole, builder_info)
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# the rest
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assign_the_rest(dungeon_map, neutral_sectors, global_pole, builder_info)
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@@ -1376,26 +1376,31 @@ def identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map,
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break
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def calc_allowance_and_dead_ends(builder, connections_tuple, portals):
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# todo: split version that adds allowance for potential entrances
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def calc_allowance_and_dead_ends(builder, connections_tuple, world, player):
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portals = world.dungeon_portals[player]
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entrances_map, potentials, connections = connections_tuple
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needed_connections = [x for x in builder.all_entrances if x not in entrances_map[builder.name]]
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name = builder.name if not builder.split_flag else builder.name.rsplit(' ', 1)[0]
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needed_connections = [x for x in builder.all_entrances if x not in entrances_map[name]]
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starting_allowance = 0
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used_sectors = set()
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destination_entrances = [x.door.entrance.parent_region.name for x in portals if x.destination]
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for entrance in entrances_map[builder.name]:
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dead_ends = [x.door.entrance.parent_region.name for x in portals if x.deadEnd]
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for entrance in entrances_map[name]:
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sector = find_sector(entrance, builder.sectors)
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outflow_target = 0 if entrance not in drop_entrances_allowance else 1
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if sector not in used_sectors and sector.adj_outflow() > outflow_target:
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if entrance not in destination_entrances:
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starting_allowance += 1
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else:
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builder.branches -= 1
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used_sectors.add(sector)
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elif sector not in used_sectors:
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if entrance in destination_entrances and sector.branches() > 0:
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builder.branches -= 1
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if entrance not in drop_entrances_allowance:
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needed_connections.append(entrance)
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if sector:
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outflow_target = 0 if entrance not in drop_entrances_allowance else 1
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if sector not in used_sectors and (sector.adj_outflow() > outflow_target or entrance in dead_ends):
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if entrance not in destination_entrances:
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starting_allowance += 1
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else:
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builder.branches -= 1
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used_sectors.add(sector)
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elif sector not in used_sectors:
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if entrance in destination_entrances and sector.branches() > 0:
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builder.branches -= 1
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if entrance not in drop_entrances_allowance:
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needed_connections.append(entrance)
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builder.allowance = starting_allowance
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for entrance in needed_connections:
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sector = find_sector(entrance, builder.sectors)
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@@ -1404,7 +1409,11 @@ def calc_allowance_and_dead_ends(builder, connections_tuple, portals):
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connect_able = False
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if entrance in connections.keys():
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enabling_region = connections[entrance]
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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]
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check_list = list(potentials[enabling_region])
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if enabling_region.name in ['Desert Ledge', 'Desert Palace Entrance (North) Spot']:
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alternate = 'Desert Palace Entrance (North) Spot' if enabling_region.name == 'Desert Ledge' else 'Desert Ledge'
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check_list.extend(potentials[world.get_region(alternate, player)])
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connecting_entrances = [x for x in check_list if x != entrance and x not in dead_entrances and x not in drop_entrances_allowance]
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connect_able = len(connecting_entrances) > 0
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if is_destination and sector.branches() == 0: #
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builder.dead_ends += 1
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@@ -2633,7 +2642,7 @@ def valid_entrance(builder, sector_list, builder_info):
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if len(builder.sectors) == 0:
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is_dead_end = True
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else:
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entrances, splits, world, player = builder_info
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entrances, splits, c_tuple, world, player = builder_info
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if builder.name not in entrances.keys():
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name_parts = builder.name.rsplit(' ', 1)
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entrance_list = splits[name_parts[0]][name_parts[1]]
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@@ -2765,7 +2774,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
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continue
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elif len(split_entrances) <= 0:
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continue
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x, y, world, player = builder_info
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ents, splits, c_tuple, world, player = builder_info
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r_name = split_entrances[0]
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p = next(x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name)
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if not p.deadEnd:
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@@ -2782,6 +2791,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
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sub_builder.all_entrances.extend(split_entrances)
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if key not in dungeon_map:
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dungeon_map[key] = sub_builder = DungeonBuilder(key)
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sub_builder.split_flag = True
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sub_builder.all_entrances = list(split_entrances)
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for r_name in split_entrances:
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assign_sector(find_sector(r_name, candidate_sectors), sub_builder, candidate_sectors, global_pole)
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@@ -2799,6 +2809,9 @@ def split_dungeon_builder(builder, split_list, builder_info):
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def balance_split(candidate_sectors, dungeon_map, global_pole, builder_info):
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dungeon_entrances, split_dungeon_entrances, connections_tuple, world, player = builder_info
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for name, builder in dungeon_map.items():
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calc_allowance_and_dead_ends(builder, connections_tuple, world, player)
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comb_w_replace = len(dungeon_map) ** len(candidate_sectors)
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if comb_w_replace <= 10000:
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combinations = list(itertools.product(dungeon_map.keys(), repeat=len(candidate_sectors)))
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@@ -3217,7 +3230,7 @@ def identify_branching_issues(dungeon_map, builder_info):
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def check_for_valid_layout(builder, sector_list, builder_info):
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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():
|
||||
try:
|
||||
temp_builder = DungeonBuilder(builder.name)
|
||||
|
||||
2
Main.py
2
Main.py
@@ -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 Utils import output_path, parse_player_names
|
||||
|
||||
__version__ = '0.2.0.17u'
|
||||
__version__ = '0.2.0.18u'
|
||||
|
||||
class EnemizerError(RuntimeError):
|
||||
pass
|
||||
|
||||
@@ -83,15 +83,19 @@ testing to verify logic is all good.
|
||||
|
||||
### 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
|
||||
|
||||
|
||||
#### Temporary debug features
|
||||
|
||||
* Removed the red square in the upper right corner of the hud if the castle gate is closed
|
||||
|
||||
# Bug Fixes
|
||||
|
||||
* 2.0.18u
|
||||
* Generation improvements
|
||||
* Bombs/Dash doors more consistent with the amount in vanilla.
|
||||
* 2.0.17u
|
||||
* Generation improvements
|
||||
* 2.0.16u
|
||||
|
||||
46
Rom.py
46
Rom.py
@@ -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(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
|
||||
|
||||
rom.write_byte(0x18004E, 0) # Escape Fill (nothing)
|
||||
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(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_byte(0x18004E, 0) # Escape Fill (nothing)
|
||||
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(0x180188, [0, 0, 0]) # Zelda 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_small, magic_small = 0, 0
|
||||
if world.mode[player] == 'standard':
|
||||
if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']:
|
||||
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
|
||||
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(0x180188, [0,0,10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0,0,10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max = 70
|
||||
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
|
||||
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(0x180188, [0, 0, 10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 0, 10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max, bow_small = 70, 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_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(0x18018B, [0,3,0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
|
||||
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(0x18018B, [0, 3, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bomb_max = 50
|
||||
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_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(0x18018B, [0x20,0,0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
magic_max = 0x80
|
||||
rom.write_byte(0x18004E, 4) # Escape Fill (magic)
|
||||
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(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
magic_max, magic_small = 0x80, 0x20
|
||||
if world.doorShuffle[player] == 'crossed':
|
||||
# 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(0x180188, [0x20, 3, 10]) # Zelda 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
|
||||
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)
|
||||
|
||||
Reference in New Issue
Block a user