Added Mire Torches holes
Fixed simple generation issue with crossed Typo in gui Killed the dungeon changer door in throne room
This commit is contained in:
@@ -1536,6 +1536,8 @@ falldown_pits = [
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('Ice Backwards Room Hole', 'Ice Fairy'),
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('Ice Backwards Room Hole', 'Ice Fairy'),
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('Ice Antechamber Hole', 'Ice Boss'),
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('Ice Antechamber Hole', 'Ice Boss'),
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('Mire Attic Hint Hole', 'Mire BK Chest Ledge'),
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('Mire Attic Hint Hole', 'Mire BK Chest Ledge'),
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('Mire Torches Top Holes', 'Mire Conveyor Barrier'),
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('Mire Torches Bottom Holes', 'Mire Warping Pool'),
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('GT Bob\'s Room Hole', 'GT Ice Armos'),
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('GT Bob\'s Room Hole', 'GT Ice Armos'),
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('GT Falling Torches Hole', 'GT Staredown'),
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('GT Falling Torches Hole', 'GT Staredown'),
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('GT Moldorm Hole', 'GT Moldorm Pit')
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('GT Moldorm Hole', 'GT Moldorm Pit')
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2
Doors.py
2
Doors.py
@@ -789,8 +789,10 @@ def create_doors(world, player):
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create_door(player, 'Mire Warping Pool Warp', Warp),
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create_door(player, 'Mire Warping Pool Warp', Warp),
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create_door(player, 'Mire Torches Top Down Stairs', Sprl).dir(Dn, 0x97, 0, HTH).ss(A, 0x11, 0xb0, True).kill(),
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create_door(player, 'Mire Torches Top Down Stairs', Sprl).dir(Dn, 0x97, 0, HTH).ss(A, 0x11, 0xb0, True).kill(),
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create_door(player, 'Mire Torches Top SW', Intr).dir(So, 0x97, Left, High).pos(1),
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create_door(player, 'Mire Torches Top SW', Intr).dir(So, 0x97, Left, High).pos(1),
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create_door(player, 'Mire Torches Bottom Holes', Hole),
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create_door(player, 'Mire Torches Bottom NW', Intr).dir(No, 0x97, Left, High).pos(1),
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create_door(player, 'Mire Torches Bottom NW', Intr).dir(No, 0x97, Left, High).pos(1),
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create_door(player, 'Mire Torches Bottom WS', Intr).dir(We, 0x97, Bot, High).pos(0),
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create_door(player, 'Mire Torches Bottom WS', Intr).dir(We, 0x97, Bot, High).pos(0),
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create_door(player, 'Mire Torches Top Holes', Hole),
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create_door(player, 'Mire Attic Hint ES', Intr).dir(Ea, 0x97, Bot, High).pos(0),
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create_door(player, 'Mire Attic Hint ES', Intr).dir(Ea, 0x97, Bot, High).pos(0),
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create_door(player, 'Mire Attic Hint Hole', Hole),
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create_door(player, 'Mire Attic Hint Hole', Hole),
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create_door(player, 'Mire Dark Shooters Up Stairs', Sprl).dir(Up, 0x93, 0, LTH).ss(A, 0x32, 0xec),
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create_door(player, 'Mire Dark Shooters Up Stairs', Sprl).dir(Up, 0x93, 0, LTH).ss(A, 0x32, 0xec),
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@@ -1128,7 +1128,7 @@ def assign_crystal_switch_sectors(dungeon_map, crystal_switches, assign_one=Fals
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assign_sector(random.choice(list(crystal_switches)), builder, crystal_switches)
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assign_sector(random.choice(list(crystal_switches)), builder, crystal_switches)
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return crystal_switches
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return crystal_switches
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sector_list = list(crystal_switches)
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sector_list = list(crystal_switches)
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choices = random.choices(sector_list, k=len(population))
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choices = random.sample(sector_list, k=len(population))
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for i, choice in enumerate(choices):
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for i, choice in enumerate(choices):
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builder = dungeon_map[population[i]]
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builder = dungeon_map[population[i]]
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assign_sector(choice, builder, crystal_switches)
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assign_sector(choice, builder, crystal_switches)
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2
Gui.py
2
Gui.py
@@ -274,7 +274,7 @@ def guiMain(args=None):
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doorShuffleFrame = Frame(drowDownFrame)
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doorShuffleFrame = Frame(drowDownFrame)
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doorShuffleVar = StringVar()
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doorShuffleVar = StringVar()
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doorShuffleVar.set('vanilla')
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doorShuffleVar.set('vanilla')
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doorShuffleOptionMenu = OptionMenu(doorShuffleFrame, doorShuffleVar, 'vanilla', 'basic', 'crosssed', 'experimental')
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doorShuffleOptionMenu = OptionMenu(doorShuffleFrame, doorShuffleVar, 'vanilla', 'basic', 'crossed', 'experimental')
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doorShuffleOptionMenu.pack(side=RIGHT)
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doorShuffleOptionMenu.pack(side=RIGHT)
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doorShuffleLabel = Label(doorShuffleFrame, text='Door shuffle algorithm')
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doorShuffleLabel = Label(doorShuffleFrame, text='Door shuffle algorithm')
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doorShuffleLabel.pack(side=LEFT)
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doorShuffleLabel.pack(side=LEFT)
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@@ -560,8 +560,8 @@ def create_regions(world, player):
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create_dungeon_region(player, 'Mire Conveyor Barrier', 'Misery Mire', None, ['Mire Conveyor Barrier NW', 'Mire Conveyor Barrier Up Stairs']),
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create_dungeon_region(player, 'Mire Conveyor Barrier', 'Misery Mire', None, ['Mire Conveyor Barrier NW', 'Mire Conveyor Barrier Up Stairs']),
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create_dungeon_region(player, 'Mire BK Chest Ledge', 'Misery Mire', ['Misery Mire - Big Key Chest'], ['Mire BK Chest Ledge WS']),
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create_dungeon_region(player, 'Mire BK Chest Ledge', 'Misery Mire', ['Misery Mire - Big Key Chest'], ['Mire BK Chest Ledge WS']),
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create_dungeon_region(player, 'Mire Warping Pool', 'Misery Mire', None, ['Mire Warping Pool ES', 'Mire Warping Pool Warp']),
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create_dungeon_region(player, 'Mire Warping Pool', 'Misery Mire', None, ['Mire Warping Pool ES', 'Mire Warping Pool Warp']),
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create_dungeon_region(player, 'Mire Torches Top', 'Misery Mire', None, ['Mire Torches Top Down Stairs', 'Mire Torches Top SW']),
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create_dungeon_region(player, 'Mire Torches Top', 'Misery Mire', None, ['Mire Torches Top Down Stairs', 'Mire Torches Top SW', 'Mire Torches Top Holes']),
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create_dungeon_region(player, 'Mire Torches Bottom', 'Misery Mire', None, ['Mire Torches Bottom NW', 'Mire Torches Bottom WS']),
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create_dungeon_region(player, 'Mire Torches Bottom', 'Misery Mire', None, ['Mire Torches Bottom NW', 'Mire Torches Bottom WS', 'Mire Torches Bottom Holes']),
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create_dungeon_region(player, 'Mire Attic Hint', 'Misery Mire', None, ['Mire Attic Hint ES', 'Mire Attic Hint Hole']),
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create_dungeon_region(player, 'Mire Attic Hint', 'Misery Mire', None, ['Mire Attic Hint ES', 'Mire Attic Hint Hole']),
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create_dungeon_region(player, 'Mire Dark Shooters', 'Misery Mire', None, ['Mire Dark Shooters Up Stairs', 'Mire Dark Shooters SW', 'Mire Dark Shooters SE']),
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create_dungeon_region(player, 'Mire Dark Shooters', 'Misery Mire', None, ['Mire Dark Shooters Up Stairs', 'Mire Dark Shooters SW', 'Mire Dark Shooters SE']),
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create_dungeon_region(player, 'Mire Key Rupees', 'Misery Mire', None, ['Mire Key Rupees NE']),
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create_dungeon_region(player, 'Mire Key Rupees', 'Misery Mire', None, ['Mire Key Rupees NE']),
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@@ -233,6 +233,7 @@ def create_rooms(world, player):
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# Room(player, 0xff, 0x52c9a).door(Position.InteriorW, DoorKind.Bombable).door(Position.InteriorE, DoorKind.Bombable).door(Position.SouthE, DoorKind.CaveEntrance),
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# Room(player, 0xff, 0x52c9a).door(Position.InteriorW, DoorKind.Bombable).door(Position.InteriorE, DoorKind.Bombable).door(Position.SouthE, DoorKind.CaveEntrance),
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]
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]
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# fix some wonky things
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# fix some wonky things
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world.get_room(0x51, player).change(1, DoorKind.Normal) # fix the dungeon changer
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world.get_room(0x60, player).swap(2, 4) # puts the exit at pos 2 - enables pos 3
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world.get_room(0x60, player).swap(2, 4) # puts the exit at pos 2 - enables pos 3
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world.get_room(0x61, player).swap(1, 6) # puts the WN door at pos 1 - enables it
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world.get_room(0x61, player).swap(1, 6) # puts the WN door at pos 1 - enables it
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world.get_room(0x61, player).swap(5, 6) # puts the Incognito Entrance at the end, so it can be deleted
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world.get_room(0x61, player).swap(5, 6) # puts the Incognito Entrance at the end, so it can be deleted
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