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:
aerinon
2020-01-07 08:53:06 -07:00
parent 19faf41e79
commit ea685c6a74
6 changed files with 9 additions and 4 deletions

View File

@@ -1536,6 +1536,8 @@ falldown_pits = [
('Ice Backwards Room Hole', 'Ice Fairy'),
('Ice Antechamber Hole', 'Ice Boss'),
('Mire Attic Hint Hole', 'Mire BK Chest Ledge'),
('Mire Torches Top Holes', 'Mire Conveyor Barrier'),
('Mire Torches Bottom Holes', 'Mire Warping Pool'),
('GT Bob\'s Room Hole', 'GT Ice Armos'),
('GT Falling Torches Hole', 'GT Staredown'),
('GT Moldorm Hole', 'GT Moldorm Pit')

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@@ -789,8 +789,10 @@ def create_doors(world, player):
create_door(player, 'Mire Warping Pool Warp', Warp),
create_door(player, 'Mire Torches Top Down Stairs', Sprl).dir(Dn, 0x97, 0, HTH).ss(A, 0x11, 0xb0, True).kill(),
create_door(player, 'Mire Torches Top SW', Intr).dir(So, 0x97, Left, High).pos(1),
create_door(player, 'Mire Torches Bottom Holes', Hole),
create_door(player, 'Mire Torches Bottom NW', Intr).dir(No, 0x97, Left, High).pos(1),
create_door(player, 'Mire Torches Bottom WS', Intr).dir(We, 0x97, Bot, High).pos(0),
create_door(player, 'Mire Torches Top Holes', Hole),
create_door(player, 'Mire Attic Hint ES', Intr).dir(Ea, 0x97, Bot, High).pos(0),
create_door(player, 'Mire Attic Hint Hole', Hole),
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
assign_sector(random.choice(list(crystal_switches)), builder, crystal_switches)
return crystal_switches
sector_list = list(crystal_switches)
choices = random.choices(sector_list, k=len(population))
choices = random.sample(sector_list, k=len(population))
for i, choice in enumerate(choices):
builder = dungeon_map[population[i]]
assign_sector(choice, builder, crystal_switches)

2
Gui.py
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@@ -274,7 +274,7 @@ def guiMain(args=None):
doorShuffleFrame = Frame(drowDownFrame)
doorShuffleVar = StringVar()
doorShuffleVar.set('vanilla')
doorShuffleOptionMenu = OptionMenu(doorShuffleFrame, doorShuffleVar, 'vanilla', 'basic', 'crosssed', 'experimental')
doorShuffleOptionMenu = OptionMenu(doorShuffleFrame, doorShuffleVar, 'vanilla', 'basic', 'crossed', 'experimental')
doorShuffleOptionMenu.pack(side=RIGHT)
doorShuffleLabel = Label(doorShuffleFrame, text='Door shuffle algorithm')
doorShuffleLabel.pack(side=LEFT)

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@@ -560,8 +560,8 @@ def create_regions(world, player):
create_dungeon_region(player, 'Mire Conveyor Barrier', 'Misery Mire', None, ['Mire Conveyor Barrier NW', 'Mire Conveyor Barrier Up Stairs']),
create_dungeon_region(player, 'Mire BK Chest Ledge', 'Misery Mire', ['Misery Mire - Big Key Chest'], ['Mire BK Chest Ledge WS']),
create_dungeon_region(player, 'Mire Warping Pool', 'Misery Mire', None, ['Mire Warping Pool ES', 'Mire Warping Pool Warp']),
create_dungeon_region(player, 'Mire Torches Top', 'Misery Mire', None, ['Mire Torches Top Down Stairs', 'Mire Torches Top SW']),
create_dungeon_region(player, 'Mire Torches Bottom', 'Misery Mire', None, ['Mire Torches Bottom NW', 'Mire Torches Bottom WS']),
create_dungeon_region(player, 'Mire Torches Top', 'Misery Mire', None, ['Mire Torches Top Down Stairs', 'Mire Torches Top SW', 'Mire Torches Top Holes']),
create_dungeon_region(player, 'Mire Torches Bottom', 'Misery Mire', None, ['Mire Torches Bottom NW', 'Mire Torches Bottom WS', 'Mire Torches Bottom Holes']),
create_dungeon_region(player, 'Mire Attic Hint', 'Misery Mire', None, ['Mire Attic Hint ES', 'Mire Attic Hint Hole']),
create_dungeon_region(player, 'Mire Dark Shooters', 'Misery Mire', None, ['Mire Dark Shooters Up Stairs', 'Mire Dark Shooters SW', 'Mire Dark Shooters SE']),
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):
# Room(player, 0xff, 0x52c9a).door(Position.InteriorW, DoorKind.Bombable).door(Position.InteriorE, DoorKind.Bombable).door(Position.SouthE, DoorKind.CaveEntrance),
]
# fix some wonky things
world.get_room(0x51, player).change(1, DoorKind.Normal) # fix the dungeon changer
world.get_room(0x60, player).swap(2, 4) # puts the exit at pos 2 - enables pos 3
world.get_room(0x61, player).swap(1, 6) # puts the WN door at pos 1 - enables it
world.get_room(0x61, player).swap(5, 6) # puts the Incognito Entrance at the end, so it can be deleted