Skull 3 entrance fix - could be refined

Thieves Town region addition - couldn't reach certain doors from elsewhere.
Ice Palace trap doors and fixed a couple broken staircases
This commit is contained in:
aerinon
2019-11-04 13:04:26 -07:00
parent 8b7bbc25ff
commit bad5fff022
5 changed files with 32 additions and 32 deletions

View File

@@ -56,7 +56,7 @@ class World(object):
self.fix_trock_doors = self.shuffle != 'vanilla' or self.mode == 'inverted'
self.save_and_quit_from_boss = True
self.accessibility = accessibility
self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_skullwoods_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'] or self.doorShuffle not in ['vanilla']
self.fix_palaceofdarkness_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.fix_trock_exit = self.shuffle not in ['vanilla', 'simple', 'restricted', 'dungeonssimple']
self.shuffle_ganon = shuffle_ganon

View File

@@ -1548,8 +1548,8 @@ default_door_connections = [
('Skull 3 Lobby NW', 'Skull Star Pits SW'),
('Skull Vines NW', 'Skull Spike Corner SW'),
('Thieves Lobby E', 'Thieves Compass Room W'),
('Thieves Ambush E', 'Thieves BK Corner W'),
('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'),
('Thieves Ambush E', 'Thieves Rail Ledge W'),
('Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW'),
('Thieves BK Corner NE', 'Thieves Hallway SE'),
('Thieves Pot Alcove Mid WS', 'Thieves Spike Track ES'),
('Thieves Hellway NW', 'Thieves Spike Switch SW'),

View File

@@ -538,8 +538,8 @@ def create_doors(world, player):
create_door(player, 'Thieves BK Corner WS Edge', Open).dir(We, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner S Edge', Open).dir(So, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner SW Edge', Open).dir(So, 0xcc, None, Low),
create_door(player, 'Thieves BK Corner W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
create_door(player, 'Thieves BK Corner NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
create_door(player, 'Thieves Rail Ledge W', Nrml).dir(We, 0xcc, Mid, High).pos(2),
create_door(player, 'Thieves Rail Ledge NW', Nrml).dir(No, 0xcc, Left, High).pos(1),
create_door(player, 'Thieves BK Corner NE', Nrml).dir(No, 0xcc, Right, High).big_key().pos(0),
create_door(player, 'Thieves Compass Room NW Edge', Open).dir(No, 0xdc, None, Low),
create_door(player, 'Thieves Compass Room N Edge', Open).dir(No, 0xdc, None, Low),
@@ -614,10 +614,10 @@ def create_doors(world, player):
create_door(player, 'Ice Cross Top Push Block Left', Lgcl),
create_door(player, 'Ice Cross Top Push Block Right', Lgcl), # dynamic
create_door(player, 'Ice Cross Bottom SE', Nrml).dir(So, 0x1e, Right, High).pos(3),
create_door(player, 'Ice Cross Right ES', Nrml).dir(Ea, 0x1e, Bot, High).pos(0),
create_door(player, 'Ice Cross Right ES', Nrml).dir(Ea, 0x1e, Bot, High).trap(0x4).pos(0),
create_door(player, 'Ice Bomb Drop Hole', Hole),
create_door(player, 'Ice Compass Room NE', Nrml).dir(No, 0x2e, Right, High).pos(0),
create_door(player, 'Ice Pengator Switch WS', Nrml).dir(We, 0x1f, Bot, High).pos(0),
create_door(player, 'Ice Pengator Switch WS', Nrml).dir(We, 0x1f, Bot, High).trap(0x4).pos(0),
create_door(player, 'Ice Pengator Switch ES', Intr).dir(Ea, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Dead End WS', Intr).dir(We, 0x1f, Bot, High).pos(1),
create_door(player, 'Ice Big Key Push Block', Lgcl),
@@ -642,8 +642,8 @@ def create_doors(world, player):
create_door(player, 'Ice Falling Square SE', Intr).dir(So, 0x5e, Right, High).pos(1),
create_door(player, 'Ice Falling Square Hole', Hole),
create_door(player, 'Ice Spike Room WS', Nrml).dir(We, 0x5f, Bot, High).small_key().pos(0),
create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Up, 0x5f, 4, HTH).ss(Z, 0x11, 0x48, True, True),
create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x1a, 0xa4, True, True),
create_door(player, 'Ice Spike Room Down Stairs', Sprl).dir(Dn, 0x5f, 3, HTH).ss(Z, 0x11, 0x48, True, True),
create_door(player, 'Ice Spike Room Up Stairs', Sprl).dir(Up, 0x5f, 4, HTH).ss(Z, 0x1a, 0xa4, True, True),
create_door(player, 'Ice Hammer Block Down Stairs', Sprl).dir(Dn, 0x3f, 0, HTH).ss(Z, 0x11, 0xb8, True, True),
create_door(player, 'Ice Hammer Block ES', Intr).dir(Ea, 0x3f, Bot, High).pos(0),
create_door(player, 'Ice Tongue Pull WS', Intr).dir(We, 0x3f, Bot, High).pos(0),
@@ -656,7 +656,7 @@ def create_doors(world, player):
create_door(player, 'Ice Tall Hint WS', Intr).dir(We, 0x7e, Bot, High).pos(1),
create_door(player, 'Ice Tall Hint EN', Nrml).dir(Ea, 0x7e, Top, High).pos(1),
create_door(player, 'Ice Tall Hint SE', Nrml).dir(So, 0x7e, Right, High).small_key().pos(0),
create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).pos(0),
create_door(player, 'Ice Hookshot Ledge WN', Nrml).dir(We, 0x7f, Top, High).trap(0x4).pos(0),
create_door(player, 'Ice Hookshot Ledge Path', Lgcl),
create_door(player, 'Ice Hookshot Balcony Path', Lgcl),
create_door(player, 'Ice Hookshot Balcony SW', Intr).dir(So, 0x7f, Left, High).pos(1),
@@ -668,8 +668,8 @@ def create_doors(world, player):
create_door(player, 'Iced T Up Stairs', Sprl).dir(Up, 0xae, 0, HTH).ss(S, 0x1a, 0x3c, True, True),
create_door(player, 'Ice Catwalk WN', Nrml).dir(We, 0xaf, Top, High).pos(1),
create_door(player, 'Ice Catwalk NW', Nrml).dir(No, 0xaf, Left, High).pos(0),
create_door(player, 'Ice Many Pots SW', Nrml).dir(So, 0x9f, Left, High).pos(1),
create_door(player, 'Ice Many Pots WS', Nrml).dir(We, 0x9f, Bot, High).pos(0),
create_door(player, 'Ice Many Pots SW', Nrml).dir(So, 0x9f, Left, High).trap(0x2).pos(1),
create_door(player, 'Ice Many Pots WS', Nrml).dir(We, 0x9f, Bot, High).trap(0x4).pos(0),
create_door(player, 'Ice Crystal Right ES', Nrml).dir(Ea, 0x9e, Bot, High).pos(3),
create_door(player, 'Ice Crystal Right Orange Barrier', Lgcl),
create_door(player, 'Ice Crystal Right Blue Hole', Hole), # combine holes again??
@@ -688,10 +688,10 @@ def create_doors(world, player):
create_door(player, 'Ice Anti-Fairy SE', Intr).dir(So, 0xbe, Right, High).pos(2),
create_door(player, 'Ice Switch Room NE', Intr).dir(No, 0xbe, Right, High).pos(2),
create_door(player, 'Ice Switch Room ES', Nrml).dir(Ea, 0xbe, Bot, High).small_key().pos(1),
create_door(player, 'Ice Switch Room SE', Nrml).dir(So, 0xbe, Right, High).pos(0),
create_door(player, 'Ice Switch Room SE', Nrml).dir(So, 0xbe, Right, High).trap(0x4).pos(0),
create_door(player, 'Ice Refill WS', Nrml).dir(We, 0xbf, Bot, High).small_key().pos(0),
create_door(player, 'Ice Fairy Warp', Warp),
create_door(player, 'Ice Antechamber NE', Nrml).dir(No, 0xce, Right, High).pos(0),
create_door(player, 'Ice Antechamber NE', Nrml).dir(No, 0xce, Right, High).trap(0x4).pos(0),
create_door(player, 'Ice Antechamber Hole', Hole),
# Door Templates
@@ -821,13 +821,13 @@ def create_paired_doors(world, player):
PairedDoor('Eastern Big Key NE', 'Eastern Hint Tile Blocked Path SE'),
# PairedDoor('', ''), # TR somaria hub to pokey
PairedDoor('Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN'),
PairedDoor('Thieves BK Corner NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots
PairedDoor('Thieves BK Corner NW', 'Thieves Hallway SE'), # TT big key door
PairedDoor('Thieves Rail Ledge NW', 'Thieves Pot Alcove Bottom SW'), # TT random bomb to pots
PairedDoor('Thieves BK Corner NE', 'Thieves Hallway SE'), # TT big key door
PairedDoor('Ice Switch Room ES', 'Ice Refill WS'), # Ice last key door to crystal switch
# PairedDoor('', ''), # mire hub key door to attic
# PairedDoor('', ''), # mire hub key door to map
# PairedDoor('', ''), # tr last key door to switch maze
PairedDoor('Thieves Ambush E', 'Thieves BK Corner W') # TT dashable above
PairedDoor('Thieves Ambush E', 'Thieves Rail Ledge W') # TT dashable above
]

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@@ -207,12 +207,12 @@ tower_regions = [
]
pod_regions = [
'PoD Lobby', 'PoD Left Cage', 'PoD Middle Cage', 'PoD Shooter Room', 'PoD Pit Room', 'PoD Arena Main', 'PoD Arena North',
'PoD Arena Crystal', 'PoD Arena Bridge', 'PoD Arena Ledge', 'PoD Sexy Statue', 'PoD Map Balcony', 'PoD Conveyor',
'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room', 'PoD Stalfos Basement', 'PoD Basement Ledge',
'PoD Big Key Landing', 'PoD Falling Bridge', 'PoD Dark Maze', 'PoD Big Chest Balcony', 'PoD Compass Room',
'PoD Dark Basement', 'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs', 'PoD Lonely Turtle',
'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss'
'PoD Lobby', 'PoD Left Cage', 'PoD Middle Cage', 'PoD Shooter Room', 'PoD Pit Room', 'PoD Arena Main',
'PoD Arena North', 'PoD Arena Crystal', 'PoD Arena Bridge', 'PoD Arena Ledge', 'PoD Sexy Statue', 'PoD Map Balcony',
'PoD Conveyor', 'PoD Mimics 1', 'PoD Jelly Hall', 'PoD Warp Hint', 'PoD Warp Room', 'PoD Stalfos Basement',
'PoD Basement Ledge', 'PoD Big Key Landing', 'PoD Falling Bridge', 'PoD Dark Maze', 'PoD Big Chest Balcony',
'PoD Compass Room', 'PoD Dark Basement', 'PoD Harmless Hellway', 'PoD Mimics 2', 'PoD Bow Statue', 'PoD Dark Pegs',
'PoD Lonely Turtle', 'PoD Turtle Party', 'PoD Dark Alley', 'PoD Callback', 'PoD Boss'
]
swamp_regions = [
@@ -236,13 +236,13 @@ skull_regions = [
]
thieves_regions = [
'Thieves Lobby', 'Thieves Ambush', 'Thieves BK Corner', 'Thieves Compass Room', 'Thieves Big Chest Nook',
'Thieves Hallway', 'Thieves Boss', 'Thieves Pot Alcove Mid', 'Thieves Pot Alcove Bottom', 'Thieves Pot Alcove Top',
'Thieves Conveyor Maze', 'Thieves Spike Track', 'Thieves Hellway', 'Thieves Hellway N Crystal',
'Thieves Hellway S Crystal', 'Thieves Triple Bypass', 'Thieves Spike Switch', 'Thieves Attic',
'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window', 'Thieves Basement Block',
'Thieves Blocked Entry', 'Thieves Lonely Zazak', 'Thieves Blind\'s Cell', 'Thieves Conveyor Bridge',
'Thieves Conveyor Block', 'Thieves Big Chest Room', 'Thieves Trap'
'Thieves Lobby', 'Thieves Ambush', 'Thieves BK Corner', 'Thieves Rail Ledge', 'Thieves Compass Room',
'Thieves Big Chest Nook', 'Thieves Hallway', 'Thieves Boss', 'Thieves Pot Alcove Mid', 'Thieves Pot Alcove Bottom',
'Thieves Pot Alcove Top', 'Thieves Conveyor Maze', 'Thieves Spike Track', 'Thieves Hellway',
'Thieves Hellway N Crystal', 'Thieves Hellway S Crystal', 'Thieves Triple Bypass', 'Thieves Spike Switch',
'Thieves Attic', 'Thieves Cricket Hall Left', 'Thieves Cricket Hall Right', 'Thieves Attic Window',
'Thieves Basement Block', 'Thieves Blocked Entry', 'Thieves Lonely Zazak', 'Thieves Blind\'s Cell',
'Thieves Conveyor Bridge', 'Thieves Conveyor Block', 'Thieves Big Chest Room', 'Thieves Trap'
]
ice_regions = [

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@@ -485,8 +485,8 @@ def create_regions(world, player):
# tt
create_dungeon_region(player, 'Thieves Lobby', 'Thieves\' Town', ['Thieves\' Town - Map Chest'], ['Thieves Town Exit', 'Thieves Lobby N Edge', 'Thieves Lobby NE Edge', 'Thieves Lobby E']),
create_dungeon_region(player, 'Thieves Ambush', 'Thieves\' Town', ['Thieves\' Town - Ambush Chest'], ['Thieves Ambush S Edge', 'Thieves Ambush SE Edge', 'Thieves Ambush ES Edge', 'Thieves Ambush EN Edge', 'Thieves Ambush E']),
create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge',
'Thieves BK Corner W', 'Thieves BK Corner NW', 'Thieves BK Corner NE']),
create_dungeon_region(player, 'Thieves Rail Ledge', 'Thieves\' Town', None, ['Thieves Rail Ledge NW', 'Thieves Rail Ledge W']),
create_dungeon_region(player, 'Thieves BK Corner', 'Thieves\' Town', None, ['Thieves BK Corner WN Edge', 'Thieves BK Corner WS Edge', 'Thieves BK Corner S Edge', 'Thieves BK Corner SW Edge', 'Thieves BK Corner NE']),
create_dungeon_region(player, 'Thieves Compass Room', 'Thieves\' Town', ['Thieves\' Town - Compass Chest'], ['Thieves Compass Room NW Edge', 'Thieves Compass Room N Edge', 'Thieves Compass Room WS Edge', 'Thieves Compass Room W']),
create_dungeon_region(player, 'Thieves Big Chest Nook', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest'], ['Thieves Big Chest Nook WS Edge']),
create_dungeon_region(player, 'Thieves Hallway', 'Thieves\' Town', ['Thieves\' Town - Hallway Pot Key'], ['Thieves Hallway SE', 'Thieves Hallway NE', 'Thieves Hallway WN', 'Thieves Hallway WS']),