Upgrades doors to be written out by the rom. (No testing today)

Added some various modes to play around with.
Fixed prototype's generation code to run
This commit is contained in:
randall.rupper
2019-08-23 16:52:53 -06:00
parent 2ff60fe377
commit c87c767835
8 changed files with 324 additions and 188 deletions

202
Doors.py
View File

@@ -1,99 +1,133 @@
from BaseClasses import Door, DoorType, Direction
# constants
Top = 0
Left = 0
Mid = 1
Bot = 2
Right = 2
def create_doors(world, player):
world.doors += [
# hyrule castle
create_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West),
create_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East),
create_door(player, 'Hyrule Castle Lobby WN', DoorType.Normal, Direction.West),
create_door(player, 'Hyrule Castle Lobby North Stairs', DoorType.StraightStairs, Direction.North),
create_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East),
create_door(player, 'Hyrule Castle West Lobby N', DoorType.Normal, Direction.North),
create_door(player, 'Hyrule Castle West Lobby EN', DoorType.Normal, Direction.East),
create_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West),
create_door(player, 'Hyrule Castle East Lobby N', DoorType.Normal, Direction.North),
create_door(player, 'Hyrule Castle East Lobby NE', DoorType.Normal, Direction.North),
create_door(player, 'Hyrule Castle East Hall W', DoorType.Normal, Direction.West),
create_door(player, 'Hyrule Castle East Hall S', DoorType.Normal, Direction.South),
create_door(player, 'Hyrule Castle East Hall SE', DoorType.Normal, Direction.South),
create_door(player, 'Hyrule Castle West Hall E', DoorType.Normal, Direction.East),
create_door(player, 'Hyrule Castle West Hall S', DoorType.Normal, Direction.South),
create_door(player, 'Hyrule Castle Back Hall W', DoorType.Normal, Direction.West),
create_door(player, 'Hyrule Castle Back Hall E', DoorType.Normal, Direction.East),
create_door(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Castle Throne Room N', DoorType.Normal, Direction.North),
create_door(player, 'Hyrule Castle Throne Room South Stairs', DoorType.StraightStairs, Direction.South),
create_toggle_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West, 0x61, Mid, 0),
create_toggle_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East, 0x61, Mid, 0),
create_dir_door(player, 'Hyrule Castle Lobby WN', DoorType.Normal, Direction.West, 0x61, Top, 0),
create_dir_door(player, 'Hyrule Castle Lobby North Stairs', DoorType.StraightStairs, Direction.North, 0x61, Mid, 0),
create_toggle_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East, 0x60, Mid, 1),
create_dir_door(player, 'Hyrule Castle West Lobby N', DoorType.Normal, Direction.North, 0x60, Right, 1),
create_dir_door(player, 'Hyrule Castle West Lobby EN', DoorType.Normal, Direction.East, 0x60, Top, 1),
create_toggle_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West, 0x62, Mid, 1),
create_dir_door(player, 'Hyrule Castle East Lobby N', DoorType.Normal, Direction.North, 0x62, Mid, 0),
create_dir_door(player, 'Hyrule Castle East Lobby NW', DoorType.Normal, Direction.North, 0x62, Left, 1),
create_dir_door(player, 'Hyrule Castle East Hall W', DoorType.Normal, Direction.West, 0x52, Top, 1),
create_dir_door(player, 'Hyrule Castle East Hall S', DoorType.Normal, Direction.South, 0x52, Mid, 0),
create_dir_door(player, 'Hyrule Castle East Hall SW', DoorType.Normal, Direction.South, 0x52, Left, 1),
create_dir_door(player, 'Hyrule Castle West Hall E', DoorType.Normal, Direction.East, 0x50, Top, 1),
create_dir_door(player, 'Hyrule Castle West Hall S', DoorType.Normal, Direction.South, 0x50, Right, 1),
create_dir_door(player, 'Hyrule Castle Back Hall W', DoorType.Normal, Direction.West, 0x01, Top, 1),
create_dir_door(player, 'Hyrule Castle Back Hall E', DoorType.Normal, Direction.East, 0x01, Top, 1),
create_door(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs),
create_dir_door(player, 'Hyrule Castle Throne Room N', DoorType.Normal, Direction.North, 0x51, Mid, 0),
create_dir_door(player, 'Hyrule Castle Throne Room South Stairs', DoorType.StraightStairs, Direction.South, 0x51, Mid, 1),
# hyrule dungeon level
create_door(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South),
create_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South),
create_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North),
create_door(player, 'Hyrule Dungeon South Abyss West Edge', DoorType.Open, Direction.West),
create_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', DoorType.Open, Direction.North),
create_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', DoorType.Open, Direction.West),
create_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East),
create_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West),
create_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North),
create_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South),
create_door(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Dungeon Staircase Down Stair', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs),
create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, 1),
create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, 0),
create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, 1),
create_dir_door(player, 'Hyrule Dungeon South Abyss West Edge', DoorType.Open, Direction.West, 0x82, None, 1),
create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', DoorType.Open, Direction.North, 0x82, None, 0),
create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', DoorType.Open, Direction.West, 0x82, None, 0),
create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, 0),
create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, 0),
create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x71, Left, 1),
create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, 1),
create_door(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs),
create_door(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs),
create_door(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs),
create_door(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs),
# sewers
create_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South), # one-way, this door is locked
create_door(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North),
create_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South),
create_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North),
create_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South),
create_door(player, 'Sewers Water W', DoorType.Normal, Direction.West),
create_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East),
create_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North),
create_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South),
create_door(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South),
create_door(player, 'Sanctuary N', DoorType.Normal, Direction.North), # logically one way, but should be linked
create_blocked_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, 0),
create_door(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs),
create_door(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs),
create_dir_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North, 0x42, Mid, 0),
create_dir_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South, 0x32, Mid, 0),
create_dir_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, 0),
create_dir_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South, 0x22, Mid, 0),
create_dir_door(player, 'Sewers Water W', DoorType.Normal, Direction.West, 0x22, Bot, 0),
create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, 0),
create_small_key_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, 0),
create_small_key_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, 0),
create_door(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs),
create_door(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs),
create_dir_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, 0),
create_blocked_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, 0), # logically one way, but should be linked
# Eastern Palace
create_door(player, 'Eastern Lobby N', DoorType.Normal, Direction.North),
create_door(player, 'Eastern Cannonball S', DoorType.Normal, Direction.South),
create_door(player, 'Eastern Cannonball N', DoorType.Normal, Direction.North),
create_door(player, 'Eastern Cannonball Ledge WN', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Courtyard Ledge S', DoorType.Normal, Direction.South),
create_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Map Area W', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South), # one-way
create_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North), # big key
create_door(player, 'Eastern Courtyard Potholes', DoorType.Hole, None),
create_door(player, 'Eastern Fairies\' Warp', DoorType.Warp, None),
create_door(player, 'Eastern Map Valley WN', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Map Valley SW', DoorType.Normal, Direction.South),
create_door(player, 'Eastern Dark Square NW', DoorType.Normal, Direction.North),
create_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North),
create_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South), # small key?
create_door(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, None),
create_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West),
create_door(player, 'Eastern Eyegores ES', DoorType.Normal, Direction.East),
create_door(player, 'Eastern Eyegores NE', DoorType.Normal, Direction.North),
create_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South),
create_dir_door(player, 'Eastern Lobby N', DoorType.Normal, Direction.North, 0xc9, Mid, 0),
create_dir_door(player, 'Eastern Cannonball S', DoorType.Normal, Direction.South, 0xb9, Mid, 0),
create_dir_door(player, 'Eastern Cannonball N', DoorType.Normal, Direction.North, 0xb9, Mid, 0),
create_dir_door(player, 'Eastern Cannonball Ledge WN', DoorType.Normal, Direction.West, 0xb9, Top, 0),
create_small_key_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East, 0xb9, Top, 0),
create_dir_door(player, 'Eastern Courtyard Ledge S', DoorType.Normal, Direction.South, 0xa9, Mid, 0),
create_dir_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West, 0xa9, Mid, 0),
create_dir_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East, 0xa9, Mid, 0),
create_dir_door(player, 'Eastern Map Area W', DoorType.Normal, Direction.West, 0xaa, Mid, 0),
create_dir_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East, 0xa8, Mid, 0),
create_dir_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East, 0xa8, Top, 0),
create_blocked_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, 0),
create_dir_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West, 0xa9, Top, 1),
create_dir_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East, 0xa9, Top, 1),
create_big_key_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, 0),
create_door(player, 'Eastern Courtyard Potholes', DoorType.Hole),
create_door(player, 'Eastern Fairies\' Warp', DoorType.Warp),
create_dir_door(player, 'Eastern Map Valley WN', DoorType.Normal, Direction.West, 0xaa, Top, 1),
create_dir_door(player, 'Eastern Map Valley SW', DoorType.Normal, Direction.South, 0xaa, Left, 0),
create_small_key_door(player, 'Eastern Dark Square NW', DoorType.Normal, Direction.North, 0xba, Left, 0),
create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, 0),
create_small_key_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, 0),
create_dir_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, 0),
create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, 0),
create_door(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs),
create_door(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs),
create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, 0),
create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, 0),
create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, 0),
create_dir_door(player, 'Eastern Eyegores ES', DoorType.Normal, Direction.East, 0xd8, Bot, 0),
create_dir_door(player, 'Eastern Eyegores NE', DoorType.Normal, Direction.North, 0xd8, Right, 0),
create_dir_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South, 0xd8, Right, 0),
]
def create_door(player, name, type, direction):
return Door(player, name, type, direction)
def create_door(player, name, type):
return Door(player, name, type, None, None, None, None)
def create_small_key_door(player, name, type, direction, room, doorIndex, layer):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.smallKey = True
return d
def create_big_key_door(player, name, type, direction, room, doorIndex, layer):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.bigKey = True
return d
def create_blocked_door(player, name, type, direction, room, doorIndex, layer):
d = Door(player, name, type, direction, room, doorIndex, layer)
d.blocked = True
return d
def create_dir_door(player, name, type, direction, room, doorIndex, layer):
return Door(player, name, type, direction, room, doorIndex, layer)
def create_toggle_door(player, name, type, direction, room, doorIndex, layer):
return Door(player, name, type, direction, room, doorIndex, layer, True)