New algorithm also obsoletes sweep_for_crystal_access
Set up door and entrance caches in advance
Replace CrystalBarrier with FastEnum for bitfield arithmetic
Fixed key door candidate finder to stay within own dungeon
Standard mode support added
Added missed Pre-moldorm chest
Started work on new key logic analyzer
Fixed clock -> process_time for Python 3.8
Fixed interior blocked doors
Vanilla logical connections for Ice Cross (Push block)
Dungeon entrance enhancement for TR, Skull, HC (Standard)
Kill on invalid dungeons during key door shuffle
Key logic improvements (Smallkey restrictions, Logic Min/Logic Max for key doors, Big Chest doesn't count for small keys if BK not found yet)
Key door candidate now accounts for "overworld" dungeon traversal
Path checking added some Crystal Logic (Blind's Cell to Boss mostly)
Kill on dungeon gen if taking too long
Fixed polarity for stairs
Some swamp fixes
Prep work for dungeons that can require traversal through overworld - like skull woods
Special case for pinball room so it can be in Skull 2 or Skull 1
This reformats the Rules.py file to no longer have quite so many totally redundant rules between inverted and non-inverted. In the process, it fixes an insanity only issue wherein the magic bat in inverted was set to always require Pearl (only in insanity can this not be true). Additionally, the inverted super bomb rules are completely reworked to be a lot more accurate (including preventing Desert Palace (East) from having the bomb shop at all in inverted insanity) and an obscure case involving non-inverted insanity super bomb return has a logic fix.
* 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
ASAR asm patch included with test tables.
Eastern and Hyrule Castle regions created from a while ago.
Currently broken because boss prizes are unreachable.
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.
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>
A longstanding issue is that Fairy Ascension Cave has been treated as a simple two way connector, but in reality bunny cannot "logically" go through the cave in reverse as it requires lifting some pots with super bunny. This super bunny state is effectively unavoidable and can really only be lost if you have Boots and foolishly bonk before lifting a pot, but for logical consistency fixing this is the right thing to do. The logic should now correctly see that the cave is a two way connection with no particular item requirements in general but that the reverse direction isn't bunny transversable.
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.
This fixes two issues:
-The same seed number was producing (subtly) different seeds. This was caused by misplaced random calls in the changes to the entrance shuffle; these calls to the rng were happening before the random seed was decided. Re-arranging that function should solve this. Thanks to hycutype for both noticing this and providing a solution.
-Retro mode was broken with the addition of hints. This was caused by the retro exclusive regions not having defined hints (for reasons I truly question myself over, they are defined in ItemList.py...) and then further by an obscure function in copy_world that builds the playthrough and deals with the sword cave not being updated for the new three parameter regions (region objects used to only require two parameters). This has been fixed.
GT now pre-fills with junk if it's in the vanilla location regardless of the state of the shuffleganon flag.
The smith is now allowed to be in multi-entrance cave locations in the appropriate shuffles. A duplicate Old Man Cave (West) from bomb shop multis was also removed.