Bonta-kun
d9281adc07
Individual settings: accessibility
2019-12-17 12:14:29 +01:00
Bonta-kun
e5246d5d5a
Individual settings: retro
2019-12-17 00:16:02 +01:00
Bonta-kun
1315eb55cf
Individual settings: map/compass/key/bk shuffle
2019-12-16 21:46:47 +01:00
Bonta-kun
dc26dfce77
Individual settings: crystals_ganon crystals_gt openpyramid
2019-12-16 19:09:15 +01:00
Bonta-kun
ec1b9eca43
Individual settings: shuffle
2019-12-16 18:24:34 +01:00
Bonta-kun
203147dda1
Individual settings: difficulty and item_functionality
2019-12-16 17:46:21 +01:00
Bonta-kun
c1788c070d
Individual settings: goal
2019-12-16 16:55:00 +01:00
Bonta-kun
9ca755d5b2
Individual settings: swords
2019-12-16 16:54:57 +01:00
Bonta-kun
ab28858a8f
Individual settings: mode
2019-12-16 16:54:46 +01:00
Bonta-kun
79786c7c9e
Individual settings: logic
2019-12-16 13:26:07 +01:00
Bonta-kun
d33582a3a2
Enable bombs in escape assist with an enemized standard start so you can beat the game
2019-12-16 09:59:16 +01:00
Bonta-kun
d608d5ca30
Optimize update_reachable_regions using the new region cache, it is almost twice as fast now
2019-12-14 19:53:19 +01:00
Bonta-kun
e4fef05d53
Initialize region cache in initialize_regions() and make it a 2d map for more efficient player filtering
2019-12-14 19:19:08 +01:00
Bonta-kun
fc9d1b501b
Replace keysanity with map/compass/key/bk shuffle
2019-12-13 22:37:52 +01:00
Bonta-kun
25068bcfdd
Added an option to pre-open the pyramid hole (aka "fast ganon")
2019-12-12 09:20:32 +01:00
Bonta-kun
d87cb2c380
BaseClasses: do not tag every location as locked by default
2019-12-10 19:21:05 +01:00
Bonta-kun
f479c8dc23
dont throw on __len__ attribute
2019-12-10 02:14:22 +01:00
Bonta-kun
55a30aa91f
multiworld
2019-12-09 19:27:56 +01:00
aerinon
f6e8584d19
Fixed Death Mountain Return Ledge dungeons
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Multiplayer support for inaccessible regions
2019-11-21 14:04:29 -07:00
aerinon
5718018982
Added Turtle Rock.
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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
2019-11-07 12:16:13 -07:00
aerinon
bad5fff022
Skull 3 entrance fix - could be refined
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Thieves Town region addition - couldn't reach certain doors from elsewhere.
Ice Palace trap doors and fixed a couple broken staircases
2019-11-04 13:04:26 -07:00
aerinon
e08bf3776a
Ice Palace added
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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
90c3368f9d
Revamped dungeon generation
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Revamped key logic generation
Prevent key floods in playthrough/can_beat_game checks
2019-10-31 11:09:58 -06:00
aerinon
c090bd7003
Early bad loop detection.
2019-10-18 11:56:56 -06:00
aerinon
beb15951a0
Skull Woods added
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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
4d35265e5c
Key flood protection in sweep for events
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Better loop validation
Small key validation tweaks
2019-10-15 15:15:29 -06:00
aerinon
ce626bd093
Unification of exploration logic
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Crystal stuff for PoD/Hera
Minor fixes to key logic
2019-10-15 13:01:32 -06:00
aerinon
a0fdb25b43
Spirals for Swamp
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Swamp Logic
Door definition cleanup
Stabs at Swamp events and Crystal Switches
2019-10-11 16:53:46 -06:00
aerinon
dc6791da08
Door Types in Spoiler
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Some fixes for rooms with ToggleFlag "doors"
2019-10-09 14:26:18 -06:00
aerinon
2ced48c691
Incorporated key logic prototype in the rules.
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Relaxed key_layout_validation more (allows keys to lead to more keys)
2019-10-08 16:57:27 -06:00
aerinon
92ad60bedf
Key Door Shuffle algorithm added
2019-10-03 16:27:44 -06:00
aerinon
5cc4fdfa1f
Added PoD
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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
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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
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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
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* 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.
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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
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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
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# Conflicts:
# DoorShuffle.py
# Doors.py
# Regions.py
2019-09-16 14:02:32 -06:00
tolmar
dda7dbaad4
"Ugly door" support
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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
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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
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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
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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
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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