Commit Graph

606 Commits

Author SHA1 Message Date
aerinon
e08bf3776a Ice Palace added
Dynamic logical doors added for ice cross w/ push block
Improved crystal switch pathing
Minor update to PoD
2019-11-01 16:13:23 -06:00
aerinon
49cfe923b6 Merge pull request #12 from aerinon/Swamp
Swamp, Skull and TT
2019-10-31 11:20:50 -06:00
aerinon
90c3368f9d Revamped dungeon generation
Revamped key logic generation
Prevent key floods in playthrough/can_beat_game checks
2019-10-31 11:09:58 -06:00
aerinon
bc30cc3b42 Minor fix to basic generation for now 2019-10-28 13:55:07 -06:00
aerinon
417fc0797f Shuffling sectors is improved slightly
Changing many logging statements to debug only
2019-10-25 13:56:44 -06:00
aerinon
050ae66bf6 Thieves Town 2019-10-25 13:50:37 -06:00
aerinon
8db8d066b4 PoD and Swamp logical dead end detection improved 2019-10-22 15:49:36 -06:00
aerinon
01a4d4b872 Generation tweaks and fixes
- Flooding the keys in swamp
- Logical dead ends
- The pinball exception
2019-10-21 22:32:49 -06:00
aerinon
c090bd7003 Early bad loop detection. 2019-10-18 11:56:56 -06:00
aerinon
beb15951a0 Skull Woods added
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
2019-10-17 16:35:13 -06:00
aerinon
7db3c82e70 More swamp fixes
Removed Left Drain to Right (switch resets)
2019-10-16 06:57:57 -06:00
aerinon
6e4ab638aa Desert Cannonball/Compass fix
Potential PoD stair fix
--Going a down stair in Q1 to a 00 x coord is problematic
PoD stair coordinates
Attempted Swamp layer fix
More swamp fixes
--Note: Left switch resets
2019-10-15 22:38:25 -06:00
aerinon
4d35265e5c Key flood protection in sweep for events
Better loop validation
Small key validation tweaks
2019-10-15 15:15:29 -06:00
aerinon
ce626bd093 Unification of exploration logic
Crystal stuff for PoD/Hera
Minor fixes to key logic
2019-10-15 13:01:32 -06:00
aerinon
a0fdb25b43 Spirals for Swamp
Swamp Logic
Door definition cleanup
Stabs at Swamp events and Crystal Switches
2019-10-11 16:53:46 -06:00
aerinon
d7b5a513bf More swamp door rom data 2019-10-10 21:52:58 -06:00
aerinon
87ff92ba7c Swamp regions and doors 2019-10-09 16:46:26 -06:00
aerinon
dc6791da08 Door Types in Spoiler
Some fixes for rooms with ToggleFlag "doors"
2019-10-09 14:26:18 -06:00
aerinon
2ced48c691 Incorporated key logic prototype in the rules.
Relaxed key_layout_validation more (allows keys to lead to more keys)
2019-10-08 16:57:27 -06:00
aerinon
db155950f2 Not allowing Lower Layer keydoors for now. vanilla Lttp engine does not handle them
Killed the restrictive Eastern key rules - in prep for real key logic
2019-10-07 14:32:34 -06:00
aerinon
19a78f2a0c Fixed a few spiral bugs
Fixed a problem with door pairing system
2019-10-05 23:15:06 -06:00
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
1f9f9e5656 Merge pull request #11 from KevinCathcart/Dev
Dev
2019-10-01 14:34:44 -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
aerinon
3df4fe08b3 More fixes for problems with staircases (quads 01 & 02) 2019-09-23 23:55:05 -06:00
aerinon
8e50c6d8eb Several fixes for problems with staircases in Hera/AgaTower 2019-09-21 22:15:51 -06:00
cassidoxa
f8628337bb One more vanilla/dungeons ROM fix 2019-09-21 22:15:12 -04:00
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
2f659da39f Update to latest baserom (has some MSU-1 stuff)
Minor fix to Armory S door - can't seem to get it right
Minor fix to spirals that cross the horiz quadrant boundary while traversing
2019-09-18 13:01:35 -06:00
randall.rupper
292af3241c Minor logging problem 2019-09-17 14:02:21 -06:00
randall.rupper
27ea522499 Experimental and Crossed mode updated with monte carlo division of sectors 2019-09-17 13:53:30 -06:00
aerinon
a38ef2820a Incremental improvements to algorithm.
Can get stuck in loop because it ran into a dead end only option early, not sure how to avoid that.
Also, some landings are considered outstanding doors, that shouldn't happen.
2019-09-16 22:10:25 -06:00
randall.rupper
49e782b050 Intermediate commit to switch from work to home 2019-09-16 21:12:55 -06:00
randall.rupper
6f5121c028 Updated desert to be more compatible with logic changes (no logic yet)
Refactored doors to clean up builder flags.
2019-09-16 15:10:37 -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
aerinon
ada06cb519 Merge pull request #9 from aerinon/DoorShuffleStandardModeDev
Logic!
2019-09-16 13:06:19 -06:00
tolmar
64bdedf1e3 Loosen EP rules
EP boss rules no longer need BK+bow, since those were actually requirements of the rooms leading up to the boss.
2019-09-15 23:41:08 -07:00
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
9fa26ef067 Handle multiple startpoints and some blocked doors
Better blocked door handling:
- Start dungeon layout at the entrance
- Hold off on linking from blocked doors until the end of the dungeon, so they either point deeper in, or get added as a loop.
- Now that we care what the start is, properly handle the fact that dungeons have multiple starts.
2019-09-15 21:14:51 -07:00
tolmar
6ac00c2968 Eastern Palace Logic
Works sometimes. Either needs a south-facing big key door hack, or a way to avoid placing big key doors in places where you can see their back.
2019-09-15 11:35:35 -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
3a872723b0 Use connect_one_way when doors are blocked
Shuffler doesn't respect blocked doors yet so it may create an unbeatable layout, and the item placer will panic. But that's better than silently giving the player something impossible
2019-09-15 02:24:48 -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