Commit Graph

250 Commits

Author SHA1 Message Date
aerinon
92ad60bedf Key Door Shuffle algorithm added 2019-10-03 16:27:44 -06:00
aerinon
5cc4fdfa1f Added PoD
Added Logic for Desert,Hera,Aga,PoD
Revamped Logic for HC, Eastern
2019-10-03 09:24:27 -06:00
aerinon
fd11e8cde1 Merge branch 'Dev' into DoorDev 2019-10-01 14:35:30 -06:00
aerinon
8719a4919d Door pairing system initial pass complete
Sucessfully de-coupling of Big Key doors with dumb small key doors behind
Added a bit to trap door fixer so that we can hit the 3rd door in the door list
Added door list position info
2019-10-01 11:26:10 -06:00
aerinon
f12659af9d Fixes to Aga Tower staircases
Lots of initial work on key doors and other door pairs
2019-09-27 22:00:45 -06:00
cassidoxa
2859acef7d Swordless rom writes and inverted fixes
* Update Swordless rom writes

* Remove swordless as possible mode in ItemList.py

* Fix inverted HC Ledge access
Added collection state helper methods for determining lw/dw access
Restricted locations where Link's House can be in inverted
Dark Sanc and Link's House can no longer be at the back of Skull Woods
Fixed minor error in inverted bunny rules

* Update Link's House Shuffling in inverted insanity

* More isolated entrances not to put Link's House at

* Fix Link's House in dungeons shuffles

* More dungeons shuffle stuff I forgot
2019-09-21 21:59:16 -04:00
aerinon
5eb0e6e379 Aga Tower preliminary check in 2019-09-20 21:24:46 -06:00
aerinon
1aa2d904d3 Spirals Can "connect" to the same direction now. Screws with maps.
Some initial work on key doors. Namely altering the reverse side of Big Key doors that were unreachable in vanilla.
2019-09-19 14:58:50 -06:00
aerinon
e66908816d Kill Landing/Warp End "Doors" 2019-09-19 14:44:33 -06:00
aerinon
6534aaecc6 Tower of Hera Door
Logical Doors
2019-09-19 14:40:16 -06:00
randall.rupper
49e782b050 Intermediate commit to switch from work to home 2019-09-16 21:12:55 -06:00
randall.rupper
dc74df793c Merge branch 'DoorDev' into DoorExtension
# Conflicts:
#	DoorShuffle.py
#	Doors.py
#	Regions.py
2019-09-16 14:02:32 -06:00
tolmar
dda7dbaad4 "Ugly door" support
Ugly doors are doors that we don't want to see from the front:
- south-facing side of a BK door
- other side of one of those keyed staircases that don't actually have a matching key on the other side

This rejects layouts where one would appear.
2019-09-15 23:40:06 -07:00
tolmar
40f345df13 Simple key logic for Escape
Adds ability to make a location for required keys (enemy drops and pots), so the filler knows about them.

Uses the most pessimistic possible rule to make sure you can't keylock yourself in Escape.
2019-09-15 02:28:04 -07:00
tolmar
b1e20c9c94 Revert forced keys change
I think I found a better way to do it
2019-09-15 00:27:51 -07:00
tolmar
b4028f429a Merge branch 'DoorDev' into DoorShuffleStandardModeDev 2019-09-14 22:15:55 -07:00
aerinon
4982ef0d9c Starting thinking about a backtracking algorithm 2019-09-14 22:27:38 -06:00
randall.rupper
97c225ab2f Desert Regions, Doors, and fixes associate with the new stuff
Updated generation algorithm to use new Sector object
Moved Dungeon items back for now
Created region lists for ease of grouping
2019-09-13 16:38:23 -06:00
randall.rupper
ec5e8614bc Started addressing trap doors to help indicate when they should be open
Sped up the gfx fixer stuff by moving the dungeon load room to execute only once
Minor optimization to spiral
Moved normal doors to separate file
2019-09-11 12:17:20 -06:00
tolmar
b07c71a487 Merge branch 'DoorDev' into DoorShuffleStandardModeDev 2019-09-07 16:44:26 -07:00
tolmar
861195eb8b Add internal key data
Adds forced keys (enemy and pot drops) to regions, adds key doors within supertiles.
2019-09-07 16:39:39 -07:00
randall.rupper
48f29b3aa5 Merge branch 'Dev' into DoorDev 2019-09-06 14:22:42 -06:00
randall.rupper
1ec963f162 Moved spiral warp point during dark transition (fixed $53 logic)
More spiral layers fixed by adding a 'from layer' bit.
Several edge cases addressed (a couple stairs crossed quadrant boundaries during transition)
2019-09-06 14:21:19 -06:00
randall.rupper
eb3b1eaa44 Working on spiral problems 2019-09-05 21:09:26 -06:00
randall.rupper
ac01262a31 Refactored normal doors to use a lookup table. Now the door table is <4k
Fixed graphics between HC/Sewers and cross dungeons.
Added base work for spiral staircases in HC/Eastern. (More data needed for other dungeons.)
Added new region to deal with push blocks in Sewers Secret Room
Refactored asm to be in multiple files.
2019-09-04 16:34:59 -06:00
Kevin Cathcart
ab99e8c223 Triforce Hunt turn-in logic 2019-08-28 21:12:44 -04:00
aerinon
1e495de31c Spoiler additions for doors 2019-08-26 21:59:02 -06:00
randall.rupper
02f4ad956d Merge branch 'Dev' into DoorDev 2019-08-26 15:11:11 -06:00
Kevin Cathcart
df6bf6f99c Fix errors 2019-08-24 15:53:21 -04:00
Kevin Cathcart
eb1b5053e5 update json spoiler meta section 2019-08-24 15:35:58 -04:00
randall.rupper
c87c767835 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
2019-08-23 16:52:53 -06:00
randall.rupper
ad3770e534 An initial commit.
ASAR asm patch included with test tables.
Eastern and Hyrule Castle regions created from a while ago.
Currently broken because boss prizes are unreachable.
2019-08-22 12:03:55 -06:00
cassidoxa
c042442d98 Pre bomb TR doors in inverted 2019-08-16 23:00:17 -04:00
Kevin Cathcart
418568df60 Add Item functionality setting and progressive bow
Progressive bows still have issue for silvers hint
2019-08-10 19:37:26 -04:00
Kevin Cathcart
996bf8495c Implement new weapons modes
This also includes some partial additional cleanup of the item pool.
2019-08-10 16:10:54 -04:00
Kevin Cathcart
ef7c3d4f06 New Item/Location accessibility options
Replaces existing check_only_beatable, which became the "none" option.

TR can run out of key placement options, with the 100% locations
option, but I really don't care enough. It exists mostly for people who
want to 100% a seed, or to point to if they ask about keys locked behind
themselves.
2019-08-10 16:10:54 -04:00
Kevin Cathcart
b0f4fa8cec Partial implementation of many V31 features
Partial support for Progressive bow
  - Still needs to be added to item pool
  - Silver hint handling remains TBD even for VT

Added weapons selection.
  - Vanilla needs to be implemented
  - Assured needs to be implemented
  - Inverted swordless is almost certainly messed up.
  - Swordless standard mode will likely softlock
  - Random weapon standard mode is currently treated as uncle assured

Deleted removed difficulties
  - Remaining difficulties still need to be adjusted

Added locked property to locations:
  - This is used for preplaced items etc so that multiworld balancing
    knows they cannot be moved.

Made a few of the difficulty changes from V31, but not all.

Added required text changes to handle crystals requirements
  - More changes will likely me made in future
  - Currently there is is no way to tell ganon requirement in
    Inverted mode
2019-08-10 16:10:47 -04:00
Kevin Cathcart
90e5f522d8 Partially implement variable crystal requirements 2019-08-03 16:48:31 -04:00
cassidoxa
18f1275050 Inverted Mode (#5)
Merging in Cassidoxa's inverted mode.

I've still not fully reviewed the logic used in this mode, so it should be considered experimental, pending an in depth review by either myself or AA.
2019-07-27 09:13:13 -04:00
Kevin Cathcart
6d5a0a004d Use a proper multiset for progression items
This can cut generation times in half in some cases
2019-07-13 18:17:16 -04:00
Kevin Cathcart
dcca15eda7 Avoid changing spoiler file for single world 2019-07-13 18:11:43 -04:00
Kevin Cathcart
c4570b732d Remove option_identifier
It is no longer needed because we set the hash based on an actual
hash of the rom contents, so it is not based on the title field anymore.
2019-07-11 20:39:08 -04:00
Kevin Cathcart
759c1a5686 Optimize simplified caching system 2019-07-11 20:39:08 -04:00
Kevin Cathcart
d6ff27f0a5 Reinstate the state cache system for playthough generation
Fixed the issues in can_beat_game that required me to turn it off.
2019-07-11 20:39:08 -04:00
Kevin Cathcart
0b9e144f8e Minor fixes and clarifications for Bonta's Multiworld code 2019-07-11 20:39:08 -04:00
Bonta-kun
1a62b1da28 Multiworld core implementation By Bonta0
Does not include the server/client code or the rom writes
specific to it. Indeed it cannot write multiworld roms at
all right now, pending addition future updates to support
the official ALTTPR Multiworld client.

Includes some GUI changes by Alaszun

Co-authored-by: Alaszun <koelze@google.com>
2019-07-11 20:39:08 -04:00
Kevin Cathcart
d44d194de7 Switch to simpler caching system
This should speed up generating the seeds the currently take
the longest. Seems to have no impact on the average case.
2019-07-09 20:31:39 -04:00
AmazingAmpharos
4d16559fae TR Logic Fix
This update should fully fix the key logic for Turtle Rock. This involved fixing several longstanding bugs in the program we didn't realize we had until trying to really fix this issue. Notable inclusions are that now seeds generated with a count will be identical to similarly numbered seeds generated individually and that now the always allows actually work (key for key apparently actually never happened in ER before and we didn't notice!). This also required refactoring the item pool generation before rule setting and individually moving pendant/crystal placement out of item pool generation (it's not a separate step between rule setting and normal item fill). A few exotic seed generation fails are still possible involving multi-entrance dungeons being really, really inaccessible in non-keysanity, but they're now appropriately super rare instead of being as common as they were before.
2019-04-18 16:11:11 -05:00
AmazingAmpharos
7b56932e31 TR Key Logic Update
This is just for review and isn't tested beyond seeing that it runs. In theory, this should fix the TR based seed generation failures and make TR Small Key requirements as precise as possible.
2019-04-15 19:17:44 -05:00
AmazingAmpharos
62df55242a Part 1 of Hint Improvement
This causes items to use clear, specific names instead of the pedestal style ambiguous names. This also randomizes the order of the two items listed in the hints for Mire left and Swamp left. Part 2 is going to be a substantial number of changes/improvements to location names.
2019-04-08 20:11:33 -05:00