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6a0aa190a9 |
@@ -0,0 +1,81 @@
|
||||
# GitHub Pages Deployment Workflow
|
||||
name: 📄 Deploy GitHub Pages
|
||||
|
||||
# Deploy on push to DoorDevUnstable branch
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- DoorDevUnstable
|
||||
# Allow manual trigger
|
||||
workflow_dispatch:
|
||||
|
||||
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
# Allow only one concurrent deployment
|
||||
concurrency:
|
||||
group: "pages"
|
||||
cancel-in-progress: true
|
||||
|
||||
jobs:
|
||||
# Build job
|
||||
build:
|
||||
name: 🔨 Build Site
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: ✔️ Checkout
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: 💎 Setup Ruby
|
||||
uses: ruby/setup-ruby@v1
|
||||
with:
|
||||
ruby-version: '3.1'
|
||||
bundler-cache: false
|
||||
|
||||
- name: 💿 Install dependencies
|
||||
run: |
|
||||
gem install bundler
|
||||
bundle config set --local path 'vendor/bundle'
|
||||
# Create Gemfile if it doesn't exist
|
||||
if [ ! -f Gemfile ]; then
|
||||
cat > Gemfile << 'EOF'
|
||||
source 'https://rubygems.org'
|
||||
gem 'github-pages', group: :jekyll_plugins
|
||||
gem 'jekyll-feed'
|
||||
gem 'jekyll-seo-tag'
|
||||
gem 'jekyll-sitemap'
|
||||
gem 'just-the-docs'
|
||||
EOF
|
||||
fi
|
||||
bundle install
|
||||
|
||||
- name: 🔨 Build with Jekyll
|
||||
run: bundle exec jekyll build --baseurl "/ALttPDoorRandomizer"
|
||||
env:
|
||||
JEKYLL_ENV: production
|
||||
|
||||
- name: 📤 Upload artifact
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
with:
|
||||
path: ./_site
|
||||
|
||||
# Deployment job
|
||||
deploy:
|
||||
name: 🚀 Deploy to GitHub Pages
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
runs-on: ubuntu-latest
|
||||
needs: build
|
||||
steps:
|
||||
- name: 🚀 Deploy to GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v4
|
||||
|
||||
- name: ✅ Deployment complete
|
||||
run: |
|
||||
echo "🎉 GitHub Pages deployed successfully!"
|
||||
echo "📄 Site URL: ${{ steps.deployment.outputs.page_url }}"
|
||||
@@ -31,6 +31,7 @@ weights/
|
||||
/QUsb2Snes/
|
||||
/output/
|
||||
/enemizer/
|
||||
visualizations/
|
||||
|
||||
resources/user/*
|
||||
!resources/user/.gitkeep
|
||||
|
||||
+78
-50
@@ -26,11 +26,12 @@ from Versions import DRVersion, GKVersion, ORVersion
|
||||
|
||||
class World(object):
|
||||
|
||||
def __init__(self, players, owShuffle, owCrossed, owMixed, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments,
|
||||
def __init__(self, players, owLayout, owParallel, owCrossed, owMixed, shuffle, doorShuffle, logic, mode, swords, difficulty, difficulty_adjustments,
|
||||
timer, progressive, goal, algorithm, accessibility, shuffle_ganon, custom, customitemarray, hints, spoiler_mode):
|
||||
self.players = players
|
||||
self.teams = 1
|
||||
self.owShuffle = owShuffle.copy()
|
||||
self.owLayout = owLayout.copy()
|
||||
self.owParallel = owParallel.copy()
|
||||
self.owTerrain = {}
|
||||
self.owKeepSimilar = {}
|
||||
self.owMixed = owMixed.copy()
|
||||
@@ -38,6 +39,7 @@ class World(object):
|
||||
self.owCrossed = self.owCrossed if self.owCrossed != 'polar' or self.owMixed else 'none'
|
||||
self.owWhirlpoolShuffle = {}
|
||||
self.owFluteShuffle = {}
|
||||
self.owFog = {}
|
||||
self.shuffle = shuffle.copy()
|
||||
self.doorShuffle = doorShuffle.copy()
|
||||
self.intensity = {}
|
||||
@@ -99,6 +101,9 @@ class World(object):
|
||||
self.owswaps = {}
|
||||
self.owcrossededges = {}
|
||||
self.owwhirlpools = {}
|
||||
self.owgrid = {}
|
||||
self.owlayoutmap_lw = {}
|
||||
self.owlayoutmap_dw = {}
|
||||
self.owflutespots = {}
|
||||
self.owsectors = {}
|
||||
self.allow_flip_sanc = {}
|
||||
@@ -131,6 +136,7 @@ class World(object):
|
||||
set_player_attr('owswaps', [[],[],[]])
|
||||
set_player_attr('owcrossededges', [])
|
||||
set_player_attr('owwhirlpools', [])
|
||||
set_player_attr('owgrid', None)
|
||||
set_player_attr('owsectors', None)
|
||||
set_player_attr('allow_flip_sanc', False)
|
||||
set_player_attr('remote_items', False)
|
||||
@@ -158,6 +164,7 @@ class World(object):
|
||||
set_player_attr('bigkeyshuffle', 'none')
|
||||
set_player_attr('prizeshuffle', 'none')
|
||||
set_player_attr('showloot', 'never')
|
||||
set_player_attr('loothud', 'never')
|
||||
set_player_attr('showmap', 'map')
|
||||
set_player_attr('restrict_boss_items', 'none')
|
||||
set_player_attr('bombbag', False)
|
||||
@@ -196,6 +203,7 @@ class World(object):
|
||||
set_player_attr('damage_challenge', 'normal')
|
||||
set_player_attr('shuffle_damage_table', 'vanilla')
|
||||
set_player_attr('crystal_book', False)
|
||||
set_player_attr('extra_keys', 0)
|
||||
set_player_attr('collection_rate', False)
|
||||
set_player_attr('colorizepots', True)
|
||||
set_player_attr('pot_pool', {})
|
||||
@@ -347,6 +355,16 @@ class World(object):
|
||||
def is_tile_lw_like(self, owid, player):
|
||||
return (owid >= 0x40 and owid < 0x80) == self.is_tile_swapped(owid, player)
|
||||
|
||||
def get_portal_unsafe(self, portal_name, player):
|
||||
if (portal_name, player) in self._portal_cache:
|
||||
return self._portal_cache[(portal_name, player)]
|
||||
else:
|
||||
for portal in self.dungeon_portals[player]:
|
||||
if portal.name == portal_name and portal.player == player:
|
||||
self._portal_cache[(portal_name, player)] = portal
|
||||
return portal
|
||||
return None
|
||||
|
||||
def is_atgt_swapped(self, player):
|
||||
return self.is_tile_swapped(0x03, player) and self.is_tile_swapped(0x1b, player)
|
||||
|
||||
@@ -1501,7 +1519,10 @@ class CollectionState(object):
|
||||
if not item:
|
||||
return
|
||||
changed = False
|
||||
if item.name.startswith('Progressive '):
|
||||
if item.name == "Sword and Shield":
|
||||
self.prog_items["Fighter Sword", item.player] += 1
|
||||
self.prog_items["Blue Shield", item.player] += 1
|
||||
elif item.name.startswith('Progressive '):
|
||||
if 'Sword' in item.name:
|
||||
if self.has('Golden Sword', item.player):
|
||||
pass
|
||||
@@ -1747,12 +1768,12 @@ class Entrance(object):
|
||||
|
||||
def can_reach(self, state):
|
||||
# Destination Pickup OW Only No Ledges Can S&Q Allow Mirror
|
||||
multi_step_locations = { 'Pyramid Crack': ('Big Bomb', True, True, False, True),
|
||||
'Missing Smith': ('Frog', True, False, True, True),
|
||||
'Middle Aged Man': ('Dark Blacksmith Ruins', True, False, True, True),
|
||||
'Dark Palace Button':('Kiki', True, False, False, False),
|
||||
'Old Man Drop Off': ('Lost Old Man', True, False, False, False),
|
||||
'Revealing Light': ('Suspicious Maiden', False, False, False, False)
|
||||
multi_step_locations = { 'Pyramid Crack': ('Pick Up Big Bomb', True, True, False, True),
|
||||
'Missing Smith': ('Get Frog', True, False, True, True),
|
||||
'Middle Aged Man': ('Pick Up Purple Chest', True, False, True, True),
|
||||
'Dark Palace Button': ('Pick Up Kiki', True, False, False, False),
|
||||
'Old Man Drop Off': ('Escort Old Man', True, False, False, False),
|
||||
'Revealing Light': ('Maiden Rescued', False, False, False, False)
|
||||
}
|
||||
|
||||
if self.name in multi_step_locations:
|
||||
@@ -1761,7 +1782,10 @@ class Entrance(object):
|
||||
multi_step_loc = multi_step_locations[self.name]
|
||||
if world.shuffle_followers[self.player]:
|
||||
multi_step_loc = (multi_step_loc[0], self.name == 'Pyramid Crack', multi_step_loc[2], True, True)
|
||||
step_location = world.get_location(multi_step_loc[0], self.player)
|
||||
step_location = world.find_items(multi_step_loc[0], self.player)
|
||||
if len(step_location) == 0:
|
||||
return False
|
||||
step_location = step_location[0]
|
||||
if step_location.can_reach(state) and self.can_reach_thru(state, step_location, multi_step_loc[1], multi_step_loc[2], multi_step_loc[3], multi_step_loc[4]) and self.access_rule(state):
|
||||
if not self in state.path:
|
||||
path = state.path.get(step_location.parent_region, (step_location.parent_region.name, None))
|
||||
@@ -1959,6 +1983,7 @@ class Dungeon(object):
|
||||
self.prize = None
|
||||
self.big_key = big_key
|
||||
self.small_keys = small_keys
|
||||
self.extra_small_keys = 0
|
||||
self.dungeon_items = dungeon_items
|
||||
self.bosses = dict()
|
||||
self.player = player
|
||||
@@ -2401,12 +2426,11 @@ class OWEdge(object):
|
||||
def __init__(self, player, name, owIndex, direction, terrain, edge_id, owSlotIndex=0xff):
|
||||
self.player = player
|
||||
self.name = name
|
||||
self.type = DoorType.Open
|
||||
self.direction = direction
|
||||
self.terrain = terrain
|
||||
self.parallel = None
|
||||
self.specialEntrance = False
|
||||
self.specialExit = False
|
||||
self.deadEnd = False
|
||||
|
||||
# rom properties
|
||||
self.owIndex = owIndex
|
||||
@@ -2437,7 +2461,6 @@ class OWEdge(object):
|
||||
self.worldType = WorldType.Dark
|
||||
|
||||
# logical properties
|
||||
# self.connected = False # combine with Dest?
|
||||
self.dest = None
|
||||
self.dependents = []
|
||||
self.dead = False
|
||||
@@ -2454,9 +2477,6 @@ class OWEdge(object):
|
||||
def getTarget(self):
|
||||
return self.dest.specialID if self.dest.specialExit else self.dest.edge_id
|
||||
|
||||
def dead_end(self):
|
||||
self.deadEnd = True
|
||||
|
||||
def coordInfo(self, midpoint, vram_loc):
|
||||
self.midpoint = midpoint
|
||||
self.vramLoc = vram_loc
|
||||
@@ -2878,6 +2898,10 @@ class Item(object):
|
||||
def compass(self):
|
||||
return self.type == 'Compass'
|
||||
|
||||
@property
|
||||
def event(self):
|
||||
return self.type == 'Event'
|
||||
|
||||
@property
|
||||
def dungeon(self):
|
||||
if not self.smallkey and not self.bigkey and not self.map and not self.compass:
|
||||
@@ -3095,13 +3119,15 @@ class Spoiler(object):
|
||||
'bow_mode': self.world.bow_mode,
|
||||
'goal': self.world.goal,
|
||||
'custom_goals': self.world.custom_goals,
|
||||
'ow_shuffle': self.world.owShuffle,
|
||||
'ow_layout': self.world.owLayout,
|
||||
'ow_parallel': self.world.owParallel,
|
||||
'ow_terrain': self.world.owTerrain,
|
||||
'ow_crossed': self.world.owCrossed,
|
||||
'ow_keepsimilar': self.world.owKeepSimilar,
|
||||
'ow_mixed': self.world.owMixed,
|
||||
'ow_whirlpool': self.world.owWhirlpoolShuffle,
|
||||
'ow_fluteshuffle': self.world.owFluteShuffle,
|
||||
'ow_fog': self.world.owFog,
|
||||
'bonk_drops': self.world.shuffle_bonk_drops,
|
||||
'shuffle_followers': self.world.shuffle_followers,
|
||||
'shuffle': self.world.shuffle,
|
||||
@@ -3138,6 +3164,7 @@ class Spoiler(object):
|
||||
'bigkeyshuffle': self.world.bigkeyshuffle,
|
||||
'prizeshuffle': self.world.prizeshuffle,
|
||||
'showloot': self.world.showloot,
|
||||
'loothud': self.world.loothud,
|
||||
'showmap': self.world.showmap,
|
||||
'boss_shuffle': self.world.boss_shuffle,
|
||||
'enemy_shuffle': self.world.enemy_shuffle,
|
||||
@@ -3158,6 +3185,7 @@ class Spoiler(object):
|
||||
'damage_challenge': self.world.damage_challenge,
|
||||
'shuffle_damage_table': self.world.shuffle_damage_table,
|
||||
'crystal_book': self.world.crystal_book,
|
||||
'extra_keys': self.world.extra_keys,
|
||||
'triforcegoal': self.world.treasure_hunt_count,
|
||||
'triforcepool': self.world.treasure_hunt_total,
|
||||
'race': self.world.settings.world_rep['meta']['race'],
|
||||
@@ -3165,6 +3193,8 @@ class Spoiler(object):
|
||||
'code': {p: Settings.make_code(self.world, p) for p in range(1, self.world.players + 1)},
|
||||
'seed': self.world.seed
|
||||
}
|
||||
if self.hashes:
|
||||
self.metadata['hash'] = {p: self.hashes[p, 0] for p in range(1, self.world.players + 1)} # TODO: make this work for multiple teams
|
||||
|
||||
for p in range(1, self.world.players + 1):
|
||||
from ItemList import set_default_triforce
|
||||
@@ -3381,15 +3411,18 @@ class Spoiler(object):
|
||||
outfile.write('Enemy Drop Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['dropshuffle'][player])
|
||||
outfile.write('Take Any Caves:'.ljust(line_width) + '%s\n' % self.metadata['take_any'][player])
|
||||
outfile.write('\n')
|
||||
outfile.write('Overworld Layout Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_shuffle'][player])
|
||||
if self.metadata['ow_shuffle'][player] != 'vanilla':
|
||||
outfile.write('Overworld Layout Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_layout'][player])
|
||||
if self.metadata['ow_layout'][player] != 'vanilla':
|
||||
outfile.write('Parallel OW:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_parallel'][player]))
|
||||
outfile.write('Free Terrain:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_terrain'][player]))
|
||||
outfile.write('Crossed OW:'.ljust(line_width) + '%s\n' % self.metadata['ow_crossed'][player])
|
||||
if self.metadata['ow_shuffle'][player] != 'vanilla' or self.metadata['ow_crossed'][player] != 'none':
|
||||
if self.metadata['ow_layout'][player] != 'vanilla' or self.metadata['ow_crossed'][player] != 'none':
|
||||
outfile.write('Keep Similar OW Edges Together:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_keepsimilar'][player]))
|
||||
outfile.write('OW Tile Flip (Mixed):'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_mixed'][player]))
|
||||
outfile.write('Whirlpool Shuffle:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_whirlpool'][player]))
|
||||
outfile.write('Flute Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['ow_fluteshuffle'][player])
|
||||
if self.metadata['ow_layout'][player] == 'grid' or self.metadata['ow_mixed'][player]:
|
||||
outfile.write('Overworld Fog:'.ljust(line_width) + '%s\n' % yn(self.metadata['ow_fog'][player]))
|
||||
outfile.write('\n')
|
||||
outfile.write('Entrance Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['shuffle'][player])
|
||||
if self.metadata['shuffle'][player] != 'vanilla':
|
||||
@@ -3408,6 +3441,7 @@ class Spoiler(object):
|
||||
outfile.write('Big Key Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['bigkeyshuffle'][player])
|
||||
outfile.write('Prize Shuffle:'.ljust(line_width) + '%s\n' % self.metadata['prizeshuffle'][player])
|
||||
outfile.write('Show Value of Checks:'.ljust(line_width) + '%s\n' % self.metadata['showloot'][player])
|
||||
outfile.write('Show Value of Checks on HUD:'.ljust(line_width) + '%s\n' % self.metadata['loothud'][player])
|
||||
outfile.write('Show Map:'.ljust(line_width) + '%s\n' % self.metadata['showmap'][player])
|
||||
outfile.write('Key Logic Algorithm:'.ljust(line_width) + '%s\n' % self.metadata['key_logic'][player])
|
||||
outfile.write('\n')
|
||||
@@ -3434,6 +3468,7 @@ class Spoiler(object):
|
||||
outfile.write('Damage Challenge:'.ljust(line_width) + '%s\n' % self.metadata['damage_challenge'][player])
|
||||
outfile.write('Damage Table Randomization:'.ljust(line_width) + '%s\n' % self.metadata['shuffle_damage_table'][player])
|
||||
outfile.write('Crystal Book:'.ljust(line_width) + '%s\n' % yn(self.metadata['crystal_book'][player]))
|
||||
outfile.write('Extra Keys:'.ljust(line_width) + '%d%%\n' % self.metadata['extra_keys'][player])
|
||||
outfile.write('Hints:'.ljust(line_width) + '%s\n' % yn(self.metadata['hints'][player]))
|
||||
outfile.write('Race:'.ljust(line_width) + '%s\n' % yn(self.world.settings.world_rep['meta']['race']))
|
||||
|
||||
@@ -3506,40 +3541,31 @@ class Spoiler(object):
|
||||
outfile.write(f'{fairy}: {bottle}\n')
|
||||
|
||||
if self.maps:
|
||||
if 'all' in self.settings or 'flute' in self.settings:
|
||||
# flute shuffle
|
||||
def write_map(type, title):
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('flute', player) in self.maps:
|
||||
outfile.write('\n\nFlute Spots:\n\n')
|
||||
if (type, player) in self.maps:
|
||||
outfile.write('\n\n' + title + '\n\n')
|
||||
break
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('flute', player) in self.maps:
|
||||
if (type, player) in self.maps:
|
||||
if self.world.players > 1:
|
||||
outfile.write(str('(Player ' + str(player) + ')\n')) # player name
|
||||
outfile.write(self.maps[('flute', player)]['text'])
|
||||
outfile.write(self.maps[(type, player)]['text'])
|
||||
|
||||
if 'all' in self.settings or 'flute' in self.settings:
|
||||
# flute shuffle
|
||||
write_map('flute', 'Flute Spots:')
|
||||
|
||||
if 'all' in self.settings or 'overworld' in self.settings:
|
||||
# overworld tile flips
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('swaps', player) in self.maps:
|
||||
outfile.write('\n\nOW Tile Flips:\n\n')
|
||||
break
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('swaps', player) in self.maps:
|
||||
if self.world.players > 1:
|
||||
outfile.write(str('(Player ' + str(player) + ')\n')) # player name
|
||||
outfile.write(self.maps[('swaps', player)]['text'])
|
||||
write_map('swaps', 'OW Tile Flips:')
|
||||
|
||||
# crossed groups
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('groups', player) in self.maps:
|
||||
outfile.write('\n\nOW Crossed Groups:\n\n')
|
||||
break
|
||||
for player in range(1, self.world.players + 1):
|
||||
if ('groups', player) in self.maps:
|
||||
if self.world.players > 1:
|
||||
outfile.write(str('(Player ' + str(player) + ')\n')) # player name
|
||||
outfile.write(self.maps[('groups', player)]['text'])
|
||||
write_map('groups', 'OW Crossed Groups:')
|
||||
|
||||
# grid layout
|
||||
write_map('layout_grid_lw', 'Light World Layout:')
|
||||
write_map('layout_grid_dw', 'Dark World Layout:')
|
||||
|
||||
if self.overworlds and ('all' in self.settings or 'overworld' in self.settings):
|
||||
outfile.write('\n\nOverworld Edges:\n\n')
|
||||
@@ -3804,11 +3830,11 @@ boss_mode = {"none": 0, "simple": 1, "full": 2, "chaos": 3, 'random': 3, 'unique
|
||||
|
||||
# byte 10: settings_version
|
||||
|
||||
# byte 11: OOOT WCCC (OWR layout, free terrain, whirlpools, OWR crossed)
|
||||
or_mode = {"vanilla": 0, "parallel": 1, "full": 2}
|
||||
# byte 11: POOT WCCC (parallel, OWR layout, free terrain, whirlpools, OWR crossed)
|
||||
orlayout_mode = {"vanilla": 0, "grid": 1, "wild": 2}
|
||||
orcrossed_mode = {"none": 0, "polar": 1, "grouped": 2, "unrestricted": 4}
|
||||
|
||||
# byte 12: KMBQ FF?? (keep similar, mixed/tile flip, bonk drops, follower quests, flute spots)
|
||||
# byte 12: KMBQ FFO? (keep similar, mixed/tile flip, bonk drops, follower quests, flute spots, fog)
|
||||
flutespot_mode = {"vanilla": 0, "balanced": 1, "random": 2}
|
||||
|
||||
# byte 13: FBBB TTPP (flute_mode, bow_mode, take_any, prize shuffle)
|
||||
@@ -3871,12 +3897,12 @@ class Settings(object):
|
||||
|
||||
settings_version,
|
||||
|
||||
(or_mode[w.owShuffle[p]] << 5) | (0x10 if w.owTerrain[p] else 0)
|
||||
(0x80 if w.owParallel[p] else 0) | (orlayout_mode[w.owLayout[p]] << 5) | (0x10 if w.owTerrain[p] else 0)
|
||||
| (0x08 if w.owWhirlpoolShuffle[p] else 0) | orcrossed_mode[w.owCrossed[p]],
|
||||
|
||||
(0x80 if w.owKeepSimilar[p] else 0) | (0x40 if w.owMixed[p] else 0)
|
||||
| (0x20 if w.shuffle_bonk_drops[p] else 0) | (0x10 if w.shuffle_followers[p] else 0)
|
||||
| (flutespot_mode[w.owFluteShuffle[p]] << 4),
|
||||
| (flutespot_mode[w.owFluteShuffle[p]] << 4) | (0x02 if w.owFog[p] else 0),
|
||||
|
||||
(flute_mode[w.flute_mode[p]] << 7 | bow_mode[w.bow_mode[p]] << 4
|
||||
| take_any_mode[w.take_any[p]] << 2 | prizeshuffle_mode[w.prizeshuffle[p]]),
|
||||
@@ -3953,7 +3979,8 @@ class Settings(object):
|
||||
args.algorithm = r(algo_mode)[(settings[9] & 0x38) >> 3]
|
||||
args.shufflebosses[p] = r(boss_mode)[(settings[9] & 0x07)]
|
||||
|
||||
args.ow_shuffle[p] = r(or_mode)[(settings[11] & 0xE0) >> 5]
|
||||
args.ow_parallel[p] = True if settings[11] & 0x80 else False
|
||||
args.ow_layout[p] = r(orlayout_mode)[(settings[11] & 0x60) >> 5]
|
||||
args.ow_terrain[p] = True if settings[11] & 0x10 else False
|
||||
args.ow_whirlpool[p] = True if settings[11] & 0x08 else False
|
||||
args.ow_crossed[p] = r(orcrossed_mode)[(settings[11] & 0x07)]
|
||||
@@ -3963,6 +3990,7 @@ class Settings(object):
|
||||
args.bonk_drops[p] = True if settings[12] & 0x20 else False
|
||||
args.shuffle_followers[p] = True if settings[12] & 0x10 else False
|
||||
args.ow_fluteshuffle[p] = r(flutespot_mode)[(settings[12] & 0x0C) >> 2]
|
||||
args.ow_fog[p] = True if settings[12] & 0x02 else False
|
||||
|
||||
if len(settings) > 13:
|
||||
args.flute_mode[p] = r(flute_mode)[(settings[13] & 0x80) >> 7]
|
||||
|
||||
@@ -1,5 +1,58 @@
|
||||
# Changelog
|
||||
|
||||
# 0.7.0.3
|
||||
- Further updates and new yamls for Grid OW Shuffle
|
||||
- Further customizer options for Grid OW Shuffle like defining screens that should stay together
|
||||
- Fix buffer sword slash when dashing into water
|
||||
- Fixed bug with MSU-1 GT2 track not falling back to GT track
|
||||
- Fix for Kiki unfollowing after certain entrance transition conditions
|
||||
- Fixed bug/oversight with vanilla_fill and prize_shuffle
|
||||
- Changed big bomb shop vendor text to be follower agnostic
|
||||
- Updated crosskeys winners (thanks clearmouse)
|
||||
- Fixed bug with potential locale determination (thanks Esme)
|
||||
- \~Merged in DR v1.5.6~
|
||||
|
||||
# 0.7.0.2
|
||||
- Fixed money error for bombbag/take-anys
|
||||
- Fixed palette issue for map check/flute menu
|
||||
- Fixed issue with dungeon icons showing in opposite world in Inverted
|
||||
- Fixed Links position in map checks when in Special OW areas
|
||||
- Fixed buffered sword issue in OW Shuffle water transitions
|
||||
- Added PlasmaKappa tribute TF room text
|
||||
|
||||
# 0.7.0.1
|
||||
- Fixed buggy sprites in post-Aga Zora's Domain
|
||||
- Fixed L/R map switch when in special OW screens
|
||||
- Fixes issue not able to screen transition if bumped by enemy in water
|
||||
|
||||
# 0.7.0.0
|
||||
- New OW Layout Shuffle Mode: Grid
|
||||
- Implemented Fog of War for Tile Flip
|
||||
|
||||
# 0.6.1.11
|
||||
- Fixed bonk drops duplicate counting and potentially overwriting arbitrary values
|
||||
- Fixed boss icons on dungeon map check
|
||||
- Fixed dungeon counters to autotrack correctly
|
||||
- Key and chest counts in menu now display consistently (must have dungeon item or have visited dungeon to see the HUD)
|
||||
- Money balancing will fail in less scenarios
|
||||
- Fixed issue with Sanc pots not collecting
|
||||
- Enemizer now allows more enemies on water
|
||||
- Fix infinite pit fall issue with Old Man follower location
|
||||
- Fix bad overworld tilemap drawing on HC and Pyramid screens in OW Layout Shuffle
|
||||
|
||||
## 0.6.1.10
|
||||
- Emergency fix for bonk functionality
|
||||
|
||||
## 0.6.1.9
|
||||
- Fixed follower shuffle placement errors
|
||||
- Fixed pseudoboots ability to open Kings Tomb
|
||||
- Implemented better accurate coordinates on map check locations
|
||||
- Fixed janky icons on zoomed-in map check screen
|
||||
|
||||
## 0.6.1.8
|
||||
- Fixed follower placement and logic
|
||||
- Fixed error with HC Courtyard Tree Pull
|
||||
|
||||
## 0.6.1.7
|
||||
- \~Merged in DR v1.5.2~
|
||||
- Reverted key count update
|
||||
|
||||
@@ -0,0 +1,257 @@
|
||||
# CLAUDE.md
|
||||
|
||||
This file provides guidance to Claude Code (claude.ai/code) when working with code in this repository.
|
||||
|
||||
## Project Overview
|
||||
|
||||
**ALttPDoorRandomizer** is a sophisticated dungeon and door randomizer for *The Legend of Zelda: A Link to the Past* (SNES). It extends the standard ALTTP Entrance Randomizer with advanced dungeon shuffling capabilities that can rearrange dungeon interiors at the door and sector level.
|
||||
|
||||
- **Repository**: https://github.com/aerinon/ALttPDoorRandomizer
|
||||
- **Python Version**: 3.10+
|
||||
- **Current Branch**: DoorDevUnstable (dev branch: NewGeneration)
|
||||
- **Discord**: #door-rando and #bug-reports channels at ALTTP Randomizer discord
|
||||
|
||||
## Development Commands
|
||||
|
||||
### Running the Randomizer
|
||||
```bash
|
||||
# CLI interface
|
||||
python DungeonRandomizer.py
|
||||
|
||||
# GUI interface
|
||||
python Gui.py
|
||||
|
||||
```
|
||||
|
||||
### Dependencies
|
||||
```bash
|
||||
# Install platform-specific dependencies
|
||||
python resources/ci/common/local_install.py
|
||||
|
||||
# For multiworld server/client
|
||||
# Run the same command to install multiworld dependencies
|
||||
```
|
||||
|
||||
### Testing
|
||||
```bash
|
||||
# Run test suite
|
||||
python TestSuite.py
|
||||
|
||||
# Run test suite with specific door shuffle mode
|
||||
python TestSuite.py --dr basic --count 10 --tense 2
|
||||
|
||||
# Individual test files (unittest-based)
|
||||
python -m pytest test/
|
||||
python -m pytest test/dungeons/TestDarkPalace.py
|
||||
```
|
||||
|
||||
### ROM Generation
|
||||
```bash
|
||||
# Basic door shuffle seed
|
||||
python DungeonRandomizer.py --doorShuffle crossed --intensity 2
|
||||
|
||||
# Suppress ROM output (for testing)
|
||||
python DungeonRandomizer.py --suppress_rom --spoiler none
|
||||
|
||||
# Create BPS patch
|
||||
python DungeonRandomizer.py --bps
|
||||
```
|
||||
|
||||
## Architecture Overview
|
||||
|
||||
### Generation Pipeline
|
||||
|
||||
The randomizer follows this high-level flow (orchestrated in `Main.py`):
|
||||
|
||||
1. **World Setup** → Initialize World object, parse settings, set seed
|
||||
2. **Region Creation** → Build game regions, locations, entrances (`Regions.py`)
|
||||
3. **Dungeon Structure** → Create dungeon objects and rooms (`Dungeons.py`, `RoomData.py`)
|
||||
4. **Door/Entrance Shuffling** → Shuffle dungeon interiors and/or overworld entrances
|
||||
5. **Logic Rules** → Set access requirements for all locations (`Rules.py`)
|
||||
6**Item Placement** → Generate item pool and place items with logic constraints (`Fill.py`)
|
||||
7. **ROM Patching** → Apply changes to base ROM (`Rom.py`)
|
||||
8. **Output** → Generate ROM file, spoiler log, and/or multiworld data
|
||||
|
||||
### Core Data Structures (BaseClasses.py)
|
||||
|
||||
- **World**: Container for all game state, regions, dungeons, items, and settings
|
||||
- **Region**: Geographic area with locations and exits
|
||||
- **Location**: Item placement spot with access rules
|
||||
- **Item**: Game items with advancement/priority flags
|
||||
- **Entrance**: Connections between regions with conditional access
|
||||
- **CollectionState**: Tracks player's collected items for logic evaluation
|
||||
|
||||
### Dungeon Generation System
|
||||
|
||||
The dungeon shuffling system uses a three-stage algorithm:
|
||||
|
||||
#### 1. DungeonGenLocalSearch (source/dungeon/DungeonGenLocalSearch.py)
|
||||
**Purpose**: Assigns dungeon sectors to dungeons using constraint satisfaction
|
||||
|
||||
**Balancing Constraints**:
|
||||
- **Polarity**: North/South and East/West door balance
|
||||
- **Crystal Balance**: Blue/orange barriers must have matching switches
|
||||
- **Portal Balance**: Entrance distribution
|
||||
- **Location Balance**: Ensures dungeons have accessible non-big-key locations
|
||||
- **Branching**: Dead ends vs branches ratio (insufficient branches = unreachable areas)
|
||||
- **Transitivity**: Validates that doors can actually connect
|
||||
|
||||
**Algorithm**: Local search with greedy constraint satisfaction, prioritizing crystal switches → portals → locations → branching → polarity → transitivity
|
||||
|
||||
#### 2. DungeonGenTransitivity (source/dungeon/DungeonGenTransitivity.py)
|
||||
**Purpose**: Validates that door connections are possible for a given sector assignment
|
||||
|
||||
**Key Features**:
|
||||
- Verifies all doors can be validly connected (e.g., North↔South, East↔West, Stairs↔Stairs)
|
||||
- Propagates crystal switch states through connections
|
||||
- Detects forced connections and impossible layouts
|
||||
- Uses depth-first search with constraint propagation
|
||||
- Handles special mechanics (portals, crystal barriers, special rooms)
|
||||
|
||||
#### 3. DungeonStitcherV2 (source/dungeon/DungeonStitcherV2.py)
|
||||
**Purpose**: Realizes actual door connections from validated sector assignments
|
||||
|
||||
**Key Features**:
|
||||
- Generates random valid door pairings
|
||||
- Assigns portal connections (dungeon entrances)
|
||||
- Simulates player traversal to verify connectivity
|
||||
- Manages crystal barrier state propagation
|
||||
|
||||
### Key Logic Components
|
||||
|
||||
**Rules.py** (~7000 lines): Sets logical requirements for accessing locations
|
||||
- Supports multiple logic modes: noglitches, owglitches, hybridglitches, nologic
|
||||
- Handles multiple key logic algorithms: partial, strict, dangerous, experimental
|
||||
- Manages dungeon-specific access rules and boss requirements
|
||||
|
||||
**Fill.py** (~2000 lines): Item placement algorithms
|
||||
- **Balanced**: Random distribution
|
||||
- **Vanilla Fill**: Attempts vanilla item locations when possible
|
||||
- **Major Location Restriction**: Major items → major locations
|
||||
- **Dungeon Restriction**: Major items → dungeons
|
||||
- **District Restriction**: Items distributed by geographic region
|
||||
|
||||
**KeyPlacement.py** / **NewKeyLogic.py**: Advanced key door logic
|
||||
- Handles small key placement with multiple satisfiability algorithms
|
||||
- Prevents self-locking situations
|
||||
- Manages big key placement rules
|
||||
- Validates minimum key requirements for dungeon completion
|
||||
|
||||
### Source Module Organization
|
||||
|
||||
```
|
||||
source/
|
||||
├── dungeon/ # Dungeon generation algorithms and key logic
|
||||
├── overworld/ # Entrance shuffling (EntranceShuffle2.py)
|
||||
├── item/ # Item placement utilities (FillUtil.py, District.py)
|
||||
├── enemizer/ # Enemy randomization system
|
||||
├── gui/ # GUI components (tkinter-based)
|
||||
├── rom/ # ROM patching utilities
|
||||
├── classes/ # Utility classes (BabelFish, CustomSettings)
|
||||
├── meta/ # Metadata and build tools
|
||||
└── limited/ # Limited run coordination
|
||||
```
|
||||
|
||||
### Important Files by Size/Complexity
|
||||
|
||||
- **DoorShuffle.py** (~8500 lines): Door shuffling orchestration
|
||||
- **Rules.py** (~7000 lines): Location access logic
|
||||
- **EnemyList.py** (~6000 lines): Enemy definitions
|
||||
- **Doors.py** (~5500 lines): Door object definitions
|
||||
- **Rom.py** (~5500 lines): ROM patching
|
||||
- **Regions.py** (~5000 lines): World region creation
|
||||
- **DungeonGenerator.py** (~5000 lines): Legacy dungeon generation
|
||||
- **EntranceShuffle2.py** (~5000 lines): Entrance shuffling logic
|
||||
- **BaseClasses.py** (~4000 lines): Core data structures
|
||||
- **KeyDoorShuffle.py** (~3500 lines): Key door logic
|
||||
- **PotShuffle.py** (~3500 lines): Pot randomization
|
||||
|
||||
## Key Concepts
|
||||
|
||||
### Door Shuffle Modes
|
||||
- **Vanilla**: No shuffling
|
||||
- **Basic**: Shuffle within each dungeon
|
||||
- **Partitioned**: Shuffle in pools (Light World, Early Dark World, Late Dark World)
|
||||
- **Crossed**: Full shuffle between all dungeons
|
||||
|
||||
### Intensity Levels
|
||||
- **Level 1**: Normal doors and spiral staircases
|
||||
- **Level 2**: + open edges and straight staircases
|
||||
- **Level 3**: + dungeon lobbies
|
||||
|
||||
### Key Shuffle Modes
|
||||
- **In Dungeon** (keyshuffle=none): Keys restricted to their dungeon
|
||||
- **Randomized** (keyshuffle=wild): Keys can be anywhere
|
||||
- **Universal** (keyshuffle=universal): Keys work in any dungeon
|
||||
|
||||
### Fill Algorithms (--algorithm)
|
||||
See Fill.py for implementation details. The algorithm affect where item may be placed.
|
||||
|
||||
### Logic Modes
|
||||
- **noglitches**: Standard logic
|
||||
- **owglitches**: Overworld glitches (OOB, clips, superbunny)
|
||||
- **hybridglitches**: + major underworld glitches (not compatible with door shuffle)
|
||||
- **nologic**: No logical constraints
|
||||
|
||||
## Testing Strategy
|
||||
|
||||
Tests verify location accessibility with various item combinations:
|
||||
- **test/dungeons/**: Per-dungeon location access tests
|
||||
- **test/vanilla/**: Vanilla world logic tests
|
||||
- **test/owg/**: Overworld glitch logic tests
|
||||
- **test/inverted/**: Inverted mode tests
|
||||
- **TestBase.py**: Base test class with utility methods
|
||||
|
||||
Use `TestSuite.py` for batch generation testing across modes (Open/Standard/Inverted) and settings.
|
||||
|
||||
## Important Development Notes
|
||||
|
||||
### Starting Items & Special Items
|
||||
- **Mirror Scroll**: Dungeon-only mirror (starting item in door shuffle)
|
||||
- **Bomb Bag**: Optional item that gates bomb usage
|
||||
- **Pseudo Boots**: Allows dashing but gates certain sequence breaks
|
||||
|
||||
### Branch Structure
|
||||
- **DoorDev**: Main development branch (use for PRs)
|
||||
- **DoorDevUnstable**: Current working branch
|
||||
- **Dev/Master**: Do NOT use for PRs
|
||||
|
||||
### Git Workflow
|
||||
Recent commits show work on:
|
||||
- Limited run coordination
|
||||
- Custom rooms support
|
||||
- Key logic improvements (transitivity, portal checks, placement rules)
|
||||
- Isolated region detection fixes
|
||||
- Big key placement satisfiability
|
||||
|
||||
### Documentation Resources
|
||||
- **Algorithm.md**: Detailed dungeon generation algorithm documentation
|
||||
- **docs/ai_context/**: Comprehensive architectural documentation by topic
|
||||
- **docs/Customizer.md**: Custom seed configuration guide
|
||||
- **docs/DR_hint_reference.md**: Hint system documentation
|
||||
- **docs/BUILDING.md**: Build and installation instructions
|
||||
- **README.md**: User-facing feature documentation
|
||||
|
||||
## Common Gotchas
|
||||
|
||||
1. **Transitivity Checks**: Most expensive constraint check - always run last
|
||||
2. **Self-Locking Keys**: Key logic must prevent situations where players cannot access the rest of the dungeon
|
||||
3. **Crystal Barriers**: Blue/orange barriers require matching switches in dungeon
|
||||
4. **Portal Distribution**: Each dungeon needs at least one entrance
|
||||
5. **Branching Balance**: Too many dead ends without branches = unreachable areas
|
||||
6**Polarity Balance**: N/S and E/W door counts must allow valid connections
|
||||
|
||||
## CLI Argument Reference
|
||||
|
||||
Key arguments from `resources/app/cli/args.json`:
|
||||
- `--doorShuffle [vanilla|basic|partitioned|crossed]`
|
||||
- `--intensity [1|2|3]`
|
||||
- `--keyshuffle [none|wild|universal]`
|
||||
- `--key_logic [partial|strict|dangerous|experimental]`
|
||||
- `--algorithm [balanced|vanilla_fill|major_only|dungeon_only|district]`
|
||||
- `--logic [noglitches|owglitches|hybridglitches|nologic]`
|
||||
- `--mode [open|standard|inverted]`
|
||||
- `--shuffle`: Entrance randomizer options (vanilla, simple, restricted, full, crossed, insanity, etc.)
|
||||
- `--pottery`: Pot shuffling modes
|
||||
- `--shopsanity`: Enable shop item randomization
|
||||
- `--enemizer`: Enemy randomization options
|
||||
@@ -89,6 +89,7 @@ def parse_cli(argv, no_defaults=False):
|
||||
parser.add_argument('--count', default=defval(int(settings["count"]) if settings["count"] != "" and settings["count"] is not None else 1), help="\n".join(fish.translate("cli", "help", "count")), type=int)
|
||||
parser.add_argument('--tries', default=defval(int(settings["tries"]) if settings["tries"] != "" and settings["tries"] is not None else 1), help="\n".join(fish.translate("cli", "help", "tries")), type=int)
|
||||
parser.add_argument('--customitemarray', default={}, help=argparse.SUPPRESS)
|
||||
parser.add_argument('--skip_money_balance', action="store_true", help=argparse.SUPPRESS)
|
||||
|
||||
# included for backwards compatibility
|
||||
parser.add_argument('--multi', default=defval(settings["multi"]), type=lambda value: min(max(int(value), 1), 255))
|
||||
@@ -106,7 +107,14 @@ def parse_cli(argv, no_defaults=False):
|
||||
ret = parser.parse_args(argv)
|
||||
|
||||
if ret.keysanity:
|
||||
ret.mapshuffle, ret.compassshuffle, ret.keyshuffle, ret.bigkeyshuffle = ['wild'] * 4
|
||||
if ret.mapshuffle == "none":
|
||||
ret.mapshuffle = "wild"
|
||||
if ret.compassshuffle == "none":
|
||||
ret.compassshuffle = "wild"
|
||||
if ret.keyshuffle == "none":
|
||||
ret.keyshuffle = "wild"
|
||||
if ret.bigkeyshuffle == "none":
|
||||
ret.bigkeyshuffle = "wild"
|
||||
|
||||
if ret.keydropshuffle:
|
||||
ret.dropshuffle = 'keys' if ret.dropshuffle == 'none' else ret.dropshuffle
|
||||
@@ -120,33 +128,65 @@ def parse_cli(argv, no_defaults=False):
|
||||
ret.take_any = 'random' if ret.take_any == 'none' else ret.take_any
|
||||
ret.keyshuffle = 'universal'
|
||||
|
||||
if ret.ow_unparallel:
|
||||
ret.ow_parallel = False
|
||||
|
||||
if ret.ow_shuffle == 'parallel':
|
||||
ret.ow_layout = 'wild'
|
||||
ret.ow_parallel = True
|
||||
elif ret.ow_shuffle == 'full':
|
||||
ret.ow_layout = 'wild'
|
||||
ret.ow_parallel = False
|
||||
|
||||
if ret.ow_no_fog:
|
||||
ret.ow_fog = False
|
||||
|
||||
if player_num:
|
||||
defaults = copy.deepcopy(ret)
|
||||
for player in range(1, player_num + 1):
|
||||
playerargs = parse_cli(shlex.split(getattr(ret, f"p{player}")), True)
|
||||
|
||||
|
||||
if playerargs.filename:
|
||||
playersettings = apply_settings_file({}, playerargs.filename)
|
||||
for k, v in playersettings.items():
|
||||
setattr(playerargs, k, v)
|
||||
|
||||
for name in ['logic', 'mode', 'swords', 'goal', 'difficulty', 'item_functionality', 'ow_shuffle',
|
||||
'ow_terrain', 'ow_crossed', 'ow_keepsimilar', 'ow_mixed', 'ow_whirlpool', 'ow_fluteshuffle',
|
||||
'flute_mode', 'bow_mode', 'take_any', 'boots_hint', 'shuffle_followers',
|
||||
'shuffle', 'door_shuffle', 'intensity', 'crystals_ganon', 'crystals_gt', 'bosses_ganon', 'bosshunt_include_agas', 'ganon_item', 'openpyramid',
|
||||
'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle', 'prizeshuffle', 'showloot', 'showmap', 'startinventory',
|
||||
'usestartinventory', 'bombbag', 'shuffleganon', 'overworld_map', 'restrict_boss_items',
|
||||
'triforce_max_difference', 'triforce_pool_min', 'triforce_pool_max', 'triforce_goal_min', 'triforce_goal_max',
|
||||
'triforce_min_difference', 'triforce_goal', 'triforce_pool', 'shufflelinks', 'shuffletavern',
|
||||
'skullwoods', 'linked_drops',
|
||||
'pseudoboots', 'mirrorscroll', 'dark_rooms', 'damage_challenge', 'shuffle_damage_table', 'crystal_book', 'retro', 'accessibility', 'hints', 'beemizer', 'experimental', 'dungeon_counters',
|
||||
'shufflebosses', 'shuffleenemies', 'enemy_health', 'enemy_damage', 'shufflepots',
|
||||
'ow_palettes', 'uw_palettes', 'sprite', 'triforce_gfx', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor',
|
||||
'heartbeep', 'remote_items', 'shopsanity', 'dropshuffle', 'pottery', 'keydropshuffle',
|
||||
'mixed_travel', 'standardize_palettes', 'code', 'reduce_flashing', 'shuffle_sfx', 'shuffle_sfxinstruments',
|
||||
'shuffle_songinstruments', 'msu_resume', 'collection_rate', 'colorizepots', 'decoupledoors', 'door_type_mode',
|
||||
'bonk_drops', 'trap_door_mode', 'key_logic_algorithm', 'door_self_loops', 'any_enemy_logic', 'aga_randomness',
|
||||
'money_balance']:
|
||||
for name in ['logic', 'mode', 'swords', 'goal', 'difficulty',
|
||||
'item_functionality', 'ow_shuffle', 'ow_layout',
|
||||
'ow_parallel', 'ow_terrain', 'ow_crossed',
|
||||
'ow_keepsimilar', 'ow_mixed', 'ow_whirlpool',
|
||||
'ow_fluteshuffle', 'ow_fog', 'flute_mode', 'bow_mode',
|
||||
'take_any', 'boots_hint', 'shuffle_followers',
|
||||
'shuffle', 'door_shuffle', 'intensity',
|
||||
'crystals_ganon', 'crystals_gt', 'bosses_ganon',
|
||||
'bosshunt_include_agas', 'ganon_item', 'openpyramid',
|
||||
'mapshuffle', 'compassshuffle', 'keyshuffle',
|
||||
'bigkeyshuffle', 'prizeshuffle', 'showloot', 'loothud',
|
||||
'showmap', 'startinventory', 'usestartinventory',
|
||||
'bombbag', 'shuffleganon', 'overworld_map',
|
||||
'restrict_boss_items', 'triforce_max_difference',
|
||||
'triforce_pool_min', 'triforce_pool_max',
|
||||
'triforce_goal_min', 'triforce_goal_max',
|
||||
'triforce_min_difference', 'triforce_goal',
|
||||
'triforce_pool', 'shufflelinks', 'shuffletavern',
|
||||
'skullwoods', 'linked_drops', 'pseudoboots',
|
||||
'mirrorscroll', 'dark_rooms', 'damage_challenge',
|
||||
'shuffle_damage_table', 'crystal_book', 'extra_keys',
|
||||
'retro', 'accessibility', 'hints', 'beemizer',
|
||||
'experimental', 'dungeon_counters', 'shufflebosses',
|
||||
'shuffleenemies', 'enemy_health', 'enemy_damage',
|
||||
'shufflepots', 'ow_palettes', 'uw_palettes', 'sprite',
|
||||
'triforce_gfx', 'disablemusic', 'quickswap', 'fastmenu',
|
||||
'heartcolor', 'heartbeep', 'remote_items', 'shopsanity',
|
||||
'dropshuffle', 'pottery', 'keydropshuffle',
|
||||
'mixed_travel', 'standardize_palettes', 'code',
|
||||
'reduce_flashing', 'shuffle_sfx',
|
||||
'shuffle_sfxinstruments', 'shuffle_songinstruments',
|
||||
'msu_resume', 'collection_rate', 'colorizepots',
|
||||
'decoupledoors', 'door_type_mode', 'bonk_drops',
|
||||
'trap_door_mode', 'key_logic_algorithm',
|
||||
'door_self_loops', 'any_enemy_logic', 'aga_randomness',
|
||||
'money_balance', 'patches']:
|
||||
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
|
||||
if player == 1:
|
||||
setattr(ret, name, {1: value})
|
||||
@@ -196,13 +236,18 @@ def parse_settings():
|
||||
# Shuffle Ganon defaults to TRUE
|
||||
"openpyramid": "auto",
|
||||
"shuffleganon": True,
|
||||
"ow_shuffle": "vanilla",
|
||||
"ow_shuffle": "vanilla", # for backwards compatibility
|
||||
"ow_layout": "vanilla",
|
||||
"ow_parallel": True,
|
||||
"ow_unparallel": False,
|
||||
"ow_terrain": False,
|
||||
"ow_crossed": "none",
|
||||
"ow_keepsimilar": False,
|
||||
"ow_mixed": False,
|
||||
"ow_whirlpool": False,
|
||||
"ow_fluteshuffle": "vanilla",
|
||||
"ow_fog": True,
|
||||
"ow_no_fog": False,
|
||||
"shuffle_followers": False,
|
||||
"bonk_drops": False,
|
||||
"shuffle": "vanilla",
|
||||
@@ -218,6 +263,7 @@ def parse_settings():
|
||||
"damage_challenge": "normal",
|
||||
"shuffle_damage_table": "vanilla",
|
||||
"crystal_book": False,
|
||||
"extra_keys": 0,
|
||||
|
||||
"shuffleenemies": "none",
|
||||
"shufflebosses": "none",
|
||||
@@ -237,6 +283,7 @@ def parse_settings():
|
||||
"bigkeyshuffle": "none",
|
||||
"prizeshuffle": "none",
|
||||
"showloot": "never",
|
||||
"loothud": "never",
|
||||
"showmap": "map",
|
||||
"keysanity": False,
|
||||
"door_shuffle": "vanilla",
|
||||
|
||||
+52
-4
@@ -3,6 +3,7 @@ import time
|
||||
from collections import defaultdict, deque
|
||||
from enum import Flag, unique
|
||||
from itertools import chain
|
||||
from math import ceil
|
||||
from typing import DefaultDict, Dict, List
|
||||
|
||||
import RaceRandom as random
|
||||
@@ -140,6 +141,9 @@ def link_doors_prep(world, player):
|
||||
world.get_portal('Turtle Rock Eye Bridge', player).destination = True
|
||||
else:
|
||||
analyze_portals(world, player)
|
||||
if world.doorShuffle[player] == 'vanilla': # these are always not destinations
|
||||
world.get_portal('Desert Back', player).destination = False
|
||||
world.get_portal('Skull 3', player).destination = False
|
||||
for portal in world.dungeon_portals[player]:
|
||||
connect_portal(portal, world, player)
|
||||
|
||||
@@ -269,11 +273,21 @@ def vanilla_key_logic(world, player):
|
||||
enabled_entrances = world.enabled_entrances[player] = {}
|
||||
builder_queue = deque(builders)
|
||||
last_key, loops = None, 0
|
||||
|
||||
# --- Precompute all potential portals for each builder using dungeon_portals ---
|
||||
from DungeonGenerator import dungeon_portals
|
||||
all_potential_portals_map = {}
|
||||
for builder in builders:
|
||||
portal_names = list(dungeon_portals.get(builder.name, []))
|
||||
all_potential_portals_map[builder.name] = set(world.get_portal(portal_name, player).door.entrance.parent_region.name for portal_name in portal_names)
|
||||
|
||||
while len(builder_queue) > 0:
|
||||
builder = builder_queue.popleft()
|
||||
origin_list = entrances_map[builder.name]
|
||||
find_enabled_origins(builder.sectors, enabled_entrances, origin_list, entrances_map, builder.name)
|
||||
if len(origin_list) <= 0:
|
||||
all_potential_origins = all_potential_portals_map[builder.name]
|
||||
enabled = entrances_map[builder.name]
|
||||
if len(origin_list) <= 0 or should_delay_processing(enabled, all_potential_origins, potentials, connections, world, player):
|
||||
if last_key == builder.name or loops > 1000:
|
||||
origin_name = (world.get_region(origin_list[0], player).entrances[0].parent_region.name
|
||||
if len(origin_list) > 0 else 'no origin')
|
||||
@@ -346,6 +360,33 @@ def validate_vanilla_reservation(dungeon, world, player):
|
||||
return validate_key_layout(world.key_layout[player][dungeon.name], world, player)
|
||||
|
||||
|
||||
def should_delay_processing(enabled_origins, potential_origins, potentials, connections, world, player):
|
||||
disabled_origins = potential_origins.difference(set(enabled_origins))
|
||||
main_targets = []
|
||||
for do in disabled_origins:
|
||||
region = world.get_region(do, player)
|
||||
portal = _find_portal_for_region(region, world, player)
|
||||
if portal and not portal.destination:
|
||||
main_targets.append(region)
|
||||
if not main_targets:
|
||||
return False # No non-destination disabled origins found
|
||||
enabling_regions = {connections[r.name] for r in main_targets}
|
||||
for enabling_region in enabling_regions:
|
||||
dungeon_names = {
|
||||
portal.door.entrance.parent_region.dungeon.name
|
||||
for dungeon_r in potentials[enabling_region]
|
||||
if (portal := _find_portal_for_region(world.get_region(dungeon_r, player), world, player))
|
||||
}
|
||||
if len(dungeon_names) > 1:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
def _find_portal_for_region(region, world, player):
|
||||
return next((p for ent in region.entrances
|
||||
if (p := world.get_portal_unsafe(ent.parent_region.name.rstrip(' Portal'), player))), None)
|
||||
|
||||
|
||||
# some useful functions
|
||||
oppositemap = {
|
||||
Direction.South: Direction.North,
|
||||
@@ -1559,7 +1600,11 @@ def assign_cross_keys(dungeon_builders, world, player):
|
||||
if actual_chest_keys == 0:
|
||||
dungeon.small_keys = []
|
||||
else:
|
||||
dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * actual_chest_keys
|
||||
extra_keys = ceil(actual_chest_keys * world.extra_keys[player] / 100)
|
||||
logger.debug(f'Adding {extra_keys} extra small keys to {name}')
|
||||
dungeon.extra_small_keys = extra_keys
|
||||
created_keys = actual_chest_keys + extra_keys
|
||||
dungeon.small_keys = [ItemFactory(dungeon_keys[name], player)] * created_keys
|
||||
logger.info(f'{world.fish.translate("cli", "cli", "keydoor.shuffle.time.crossed")}: {time.process_time()-start}')
|
||||
|
||||
|
||||
@@ -2131,7 +2176,10 @@ def shuffle_small_key_doors(door_type_pools, used_doors, start_regions_map, all_
|
||||
if actual_chest_keys == 0:
|
||||
dungeon.small_keys = []
|
||||
else:
|
||||
dungeon.small_keys = [ItemFactory(dungeon_keys[dungeon_name], player) for _ in range(actual_chest_keys)]
|
||||
extra_keys = ceil(actual_chest_keys * world.extra_keys[player] / 100)
|
||||
dungeon.extra_small_keys = extra_keys
|
||||
created_keys = actual_chest_keys + extra_keys
|
||||
dungeon.small_keys = [ItemFactory(dungeon_keys[dungeon_name], player) for _ in range(created_keys)]
|
||||
|
||||
for name, small_list in small_map.items():
|
||||
used_doors.update(flatten_pair_list(small_list))
|
||||
@@ -3721,7 +3769,7 @@ logical_connections = [
|
||||
('PoD Pit Room Block Path S', 'PoD Pit Room'),
|
||||
('PoD Arena Landing Bonk Path', 'PoD Arena Bridge'),
|
||||
('PoD Arena North Drop Down', 'PoD Arena Main'),
|
||||
('PoD Arena Bridge Drop Down', 'PoD Arena Main'),
|
||||
('PoD Arena Bridge Drop Down', 'PoD Arena Landing'),
|
||||
('PoD Arena North to Landing Barrier - Orange', 'PoD Arena Landing'),
|
||||
('PoD Arena Main to Ranged Crystal', 'PoD Arena Main - Ranged Crystal'),
|
||||
('PoD Arena Main to Landing Barrier - Blue', 'PoD Arena Landing'),
|
||||
|
||||
@@ -117,7 +117,7 @@ def fill_dungeons_restrictive(world, shuffled_locations):
|
||||
for attempt in range(15):
|
||||
try:
|
||||
for player in range(1, world.players + 1):
|
||||
if world.prizeshuffle[player] == 'nearby':
|
||||
if world.prizeshuffle[player] == 'nearby' and world.algorithm != 'vanilla_fill':
|
||||
dungeon_pool = []
|
||||
for dungeon in world.dungeons:
|
||||
from Dungeons import dungeon_table
|
||||
@@ -149,6 +149,14 @@ def fill_dungeons_restrictive(world, shuffled_locations):
|
||||
else:
|
||||
raise FillError(f'Unable to place dungeon prizes: {", ".join(list(map(lambda d: d.name, prizes)))}')
|
||||
|
||||
if world.algorithm == 'vanilla_fill':
|
||||
for prize in prizes_copy:
|
||||
if prize.is_near_dungeon_item(world):
|
||||
if prize.location and prize.location.parent_region.dungeon:
|
||||
dungeon = prize.location.parent_region.dungeon
|
||||
dungeon.prize = prize
|
||||
prize.dungeon_object = dungeon
|
||||
|
||||
random.shuffle(shuffled_locations)
|
||||
fill(all_state_base, others, shuffled_locations)
|
||||
|
||||
@@ -240,9 +248,11 @@ def verify_spot_to_fill(location, item_to_place, max_exp_state, single_player_pl
|
||||
test_state.sweep_for_events()
|
||||
if location.can_fill(test_state, item_to_place, perform_access_check):
|
||||
if valid_key_placement(item_to_place, location, key_pool, test_state, world):
|
||||
if (item_to_place.prize and world.prizeshuffle[item_to_place.player] == 'none') \
|
||||
if (item_to_place.prize and (world.prizeshuffle[item_to_place.player] == 'none' \
|
||||
or (world.algorithm == 'vanilla_fill' and item_to_place.is_near_dungeon_item(world)))) \
|
||||
or valid_dungeon_placement(item_to_place, location, world):
|
||||
return location
|
||||
|
||||
if item_to_place.smallkey or item_to_place.bigkey or item_to_place.prize:
|
||||
location.item = None
|
||||
location.event = False
|
||||
@@ -302,7 +312,9 @@ def valid_dungeon_placement(item, location, world):
|
||||
dungeon = check_dungeon
|
||||
if dungeon:
|
||||
layout = world.dungeon_layouts[location.player][dungeon.name]
|
||||
if not is_dungeon_item(item, world) or item.player != location.player:
|
||||
if item.event:
|
||||
return True
|
||||
elif not is_dungeon_item(item, world) or item.player != location.player:
|
||||
if item.prize and item.is_near_dungeon_item(world):
|
||||
return item.dungeon_object == dungeon and layout.free_items > 0
|
||||
return layout.free_items > 0
|
||||
@@ -336,6 +348,10 @@ def track_dungeon_items(item, location, world):
|
||||
if item.prize:
|
||||
location.parent_region.dungeon.prize = item
|
||||
item.dungeon_object = location.parent_region.dungeon
|
||||
elif world.algorithm == 'vanilla_fill' and item.prize and location.parent_region.dungeon:
|
||||
dungeon = location.parent_region.dungeon
|
||||
dungeon.prize = item
|
||||
item.dungeon_object = dungeon
|
||||
|
||||
|
||||
def is_dungeon_item(item, world):
|
||||
@@ -728,8 +744,13 @@ def fast_fill_pot_for_multiworld(world, item_pool, fill_locations):
|
||||
flex = 256 - world.data_tables[player].pot_secret_table.multiworld_count
|
||||
fill_count = len(pot_fill_locations[player]) - flex
|
||||
if fill_count > 0:
|
||||
fill_spots = random.sample(pot_fill_locations[player], fill_count)
|
||||
fill_items = random.sample(pot_item_pool[player], fill_count)
|
||||
first_count = min(fill_count, len(pot_item_pool[player]))
|
||||
fill_items = random.sample(pot_item_pool[player], first_count)
|
||||
remaining = fill_count - first_count
|
||||
if remaining > 0:
|
||||
other_items = [i for i in item_pool if i.player == player and i not in pot_item_pool[player]]
|
||||
fill_items += random.sample(other_items, min(remaining, len(other_items)))
|
||||
fill_spots = random.sample(pot_fill_locations[player], len(fill_items))
|
||||
for x in fill_items:
|
||||
item_pool.remove(x)
|
||||
for x in fill_spots:
|
||||
@@ -1030,7 +1051,10 @@ def balance_money_progression(world):
|
||||
'Rupees (100)': 100, 'Rupees (300)': 300}
|
||||
rupee_rooms = {'Eastern Rupees': 90, 'Mire Key Rupees': 45, 'Mire Shooter Rupees': 90,
|
||||
'TR Rupees': 270, 'PoD Dark Basement': 270}
|
||||
acceptable_balancers = ['Bombs (3)', 'Arrows (10)', 'Bombs (10)']
|
||||
acceptable_balancers = ['Single Bomb', 'Bombs (3)', 'Bombs (10)',
|
||||
'Single Arrow', 'Arrows (5)', 'Arrows (10)',
|
||||
'Small Magic', 'Big Magic', 'Small Heart',
|
||||
'Fairy', 'Chicken', 'Nothing']
|
||||
|
||||
base_value = sum(rupee_rooms.values())
|
||||
available_money = {player: base_value for player in range(1, world.players+1)}
|
||||
@@ -1060,6 +1084,8 @@ def balance_money_progression(world):
|
||||
return [loc for loc in locations if sphere_state.can_reach(loc) and sphere_state.not_flooding_a_key(sphere_state.world, loc)]
|
||||
|
||||
def interesting_item(location, item, world, player):
|
||||
if location.event or location.locked:
|
||||
return True
|
||||
if item.advancement:
|
||||
return True
|
||||
if item.type is not None or item.name.startswith('Rupee'):
|
||||
@@ -1107,7 +1133,7 @@ def balance_money_progression(world):
|
||||
slot = shop_to_location_table[location.parent_region.name].index(location.name)
|
||||
shop = location.parent_region.shop
|
||||
shop_item = shop.inventory[slot]
|
||||
if location.item and interesting_item(location, location.item, world, location.item.player):
|
||||
if shop_item and location.item and interesting_item(location, location.item, world, location.item.player):
|
||||
if location.item.name.startswith('Rupee') and loc_player == location.item.player:
|
||||
if shop_item['price'] < rupee_chart[location.item.name]:
|
||||
wallet[loc_player] -= shop_item['price'] # will get picked up in the location_free block
|
||||
@@ -1129,10 +1155,11 @@ def balance_money_progression(world):
|
||||
unchecked_locations.remove(location)
|
||||
if location.item:
|
||||
if location.item.name.startswith('Rupee'):
|
||||
wallet[location.item.player] += rupee_chart[location.item.name]
|
||||
if location.item.name != 'Rupees (300)':
|
||||
balance_locations[location.item.player].add(location)
|
||||
if interesting_item(location, location.item, world, location.item.player):
|
||||
if not (location.item.name == 'Rupee (1)' and world.algorithm != 'district'):
|
||||
wallet[location.item.player] += rupee_chart[location.item.name]
|
||||
if location.item.name != 'Rupees (300)':
|
||||
balance_locations[location.item.player].add(location)
|
||||
elif interesting_item(location, location.item, world, location.item.player):
|
||||
checked_locations.append(location)
|
||||
elif location.item.name in acceptable_balancers:
|
||||
balance_locations[location.item.player].add(location)
|
||||
@@ -1176,7 +1203,11 @@ def balance_money_progression(world):
|
||||
if len(increase_targets) == 0:
|
||||
increase_targets = [x for x in balance_locations[target_player] if (rupee_chart[x.item.name] if x.item.name in rupee_chart else 0) < best_value]
|
||||
if len(increase_targets) == 0:
|
||||
raise Exception('No early sphere swaps for rupees - money grind would be required - bailing for now')
|
||||
if state.can_farm_rupees(target_player):
|
||||
logger.warning(f'No more swap targets available. Short by {difference} rupees, but continuing (player can farm)')
|
||||
break
|
||||
else:
|
||||
raise Exception(f'No early sphere swaps for rupees - money grind would be required - bailing for now')
|
||||
best_target = min(increase_targets, key=lambda t: rupee_chart[t.item.name] if t.item.name in rupee_chart else 0)
|
||||
make_item_free = wallet[target_player] < 20
|
||||
old_value = 0 if make_item_free else (rupee_chart[best_target.item.name] if best_target.item.name in rupee_chart else 0)
|
||||
|
||||
+95
-40
@@ -43,8 +43,8 @@ alwaysitems = ['Bombos', 'Book of Mudora', 'Cane of Somaria', 'Ether', 'Fire Rod
|
||||
progressivegloves = ['Progressive Glove'] * 2
|
||||
basicgloves = ['Power Glove', 'Titans Mitts']
|
||||
|
||||
normalbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)']
|
||||
hardbottles = ['Bottle', 'Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)']
|
||||
normalbottles = ['Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Fairy)', 'Bottle (Bee)', 'Bottle (Good Bee)']
|
||||
hardbottles = ['Bottle (Red Potion)', 'Bottle (Green Potion)', 'Bottle (Blue Potion)', 'Bottle (Bee)', 'Bottle (Good Bee)']
|
||||
|
||||
normalbaseitems = (['Magic Upgrade (1/2)', 'Single Arrow', 'Sanctuary Heart Container', 'Arrows (10)', 'Bombs (10)'] +
|
||||
['Rupees (300)'] * 4 + ['Boss Heart Container'] * 10 + ['Piece of Heart'] * 24)
|
||||
@@ -325,6 +325,42 @@ def generate_itempool(world, player):
|
||||
for _ in range(0, amt):
|
||||
pool.append('Rupees (20)')
|
||||
|
||||
if world.shopsanity[player] and not skip_pool_adjustments:
|
||||
for shop in world.shops[player]:
|
||||
if shop.region.name in shop_to_location_table:
|
||||
for index, slot in enumerate(shop.inventory):
|
||||
if slot:
|
||||
item = slot['item']
|
||||
if shop.region.name == 'Capacity Upgrade' and world.difficulty[player] != 'normal':
|
||||
pool.append('Rupees (20)')
|
||||
else:
|
||||
pool.append(item)
|
||||
|
||||
if (world.customizer and world.customizer.get_item_pool_adjust()
|
||||
and player in world.customizer.get_item_pool_adjust()):
|
||||
diff = difficulties[world.difficulty[player]]
|
||||
for item_name, delta in world.customizer.get_item_pool_adjust()[player].items():
|
||||
if not isinstance(delta, int):
|
||||
continue
|
||||
if delta > 0:
|
||||
if item_name == 'Bottle (Random)':
|
||||
for _ in range(delta):
|
||||
pool.append(random.choice(diff.bottles))
|
||||
else:
|
||||
pool.extend([item_name] * delta)
|
||||
elif delta < 0:
|
||||
remove_count = abs(delta)
|
||||
if item_name == 'Bottle (Random)':
|
||||
bottle_names = set(diff.bottles)
|
||||
for _ in range(remove_count):
|
||||
bottle = next((x for x in pool if x in bottle_names), None)
|
||||
if bottle:
|
||||
pool.remove(bottle)
|
||||
else:
|
||||
for _ in range(remove_count):
|
||||
if item_name in pool:
|
||||
pool.remove(item_name)
|
||||
|
||||
if world.logic[player] == 'hybridglitches' and world.pottery[player] not in ['none', 'cave'] \
|
||||
and world.keyshuffle[player] not in ['none', 'nearby']:
|
||||
# In HMG force swamp smalls in pots to allow getting out of swamp palace
|
||||
@@ -336,6 +372,13 @@ def generate_itempool(world, player):
|
||||
world.push_precollected(ItemFactory(item, player))
|
||||
|
||||
if world.mode[player] == 'standard' and not world.state.has_blunt_weapon(player):
|
||||
if world.customizer:
|
||||
placements = world.customizer.get_placements()
|
||||
if placements:
|
||||
custom_uncle = placements.get(player, {}).get("Link's Uncle")
|
||||
if custom_uncle:
|
||||
placed_items["Link's Uncle"] = custom_uncle
|
||||
|
||||
if "Link's Uncle" not in placed_items:
|
||||
found_sword = False
|
||||
found_bow = False
|
||||
@@ -364,20 +407,10 @@ def generate_itempool(world, player):
|
||||
world.escape_assist[player].append('bombs')
|
||||
|
||||
for (location, item) in placed_items.items():
|
||||
world.push_item(world.get_location(location, player), ItemFactory(item, player), False)
|
||||
world.get_location(location, player).event = True
|
||||
world.get_location(location, player).locked = True
|
||||
|
||||
if world.shopsanity[player] and not skip_pool_adjustments:
|
||||
for shop in world.shops[player]:
|
||||
if shop.region.name in shop_to_location_table:
|
||||
for index, slot in enumerate(shop.inventory):
|
||||
if slot:
|
||||
item = slot['item']
|
||||
if shop.region.name == 'Capacity Upgrade' and world.difficulty[player] != 'normal':
|
||||
pool.append('Rupees (20)')
|
||||
else:
|
||||
pool.append(item)
|
||||
loc = world.get_location(location, player)
|
||||
world.push_item(loc, ItemFactory(item, player), False)
|
||||
loc.event = True
|
||||
loc.locked = True
|
||||
|
||||
items = ItemFactory(pool, player)
|
||||
if world.shopsanity[player]:
|
||||
@@ -463,11 +496,11 @@ def generate_itempool(world, player):
|
||||
|
||||
# shuffle bottle refills
|
||||
if world.difficulty[player] in ['hard', 'expert']:
|
||||
waterfall_bottle = hardbottles[random.randint(0, 5)]
|
||||
pyramid_bottle = hardbottles[random.randint(0, 5)]
|
||||
waterfall_bottle = hardbottles[random.randint(0, 4)]
|
||||
pyramid_bottle = hardbottles[random.randint(0, 4)]
|
||||
else:
|
||||
waterfall_bottle = normalbottles[random.randint(0, 6)]
|
||||
pyramid_bottle = normalbottles[random.randint(0, 6)]
|
||||
waterfall_bottle = normalbottles[random.randint(0, 5)]
|
||||
pyramid_bottle = normalbottles[random.randint(0, 5)]
|
||||
world.bottle_refills[player] = (waterfall_bottle, pyramid_bottle)
|
||||
|
||||
set_up_shops(world, player)
|
||||
@@ -1507,7 +1540,7 @@ def make_customizer_pool(world, player):
|
||||
elif timer == 'ohko':
|
||||
clock_mode = 'ohko'
|
||||
|
||||
if goal in ['sanctuary']:
|
||||
if world.goal[player] in ['sanctuary']:
|
||||
place_item('Sanctuary', 'Triforce')
|
||||
if world.custom_goals[player]['pedgoal'] and 'requirements' in world.custom_goals[player]['pedgoal'] and world.custom_goals[player]['pedgoal']['requirements'][0]['condition'] == 0x00:
|
||||
place_item('Master Sword Pedestal', 'Nothing')
|
||||
@@ -1643,12 +1676,15 @@ def fill_specific_items(world):
|
||||
item_to_place, event_flag = get_item_and_event_flag(item, world, player,
|
||||
dungeon_pool, prize_set, prize_pool)
|
||||
if item_to_place:
|
||||
world.push_item(loc, item_to_place, False)
|
||||
loc.locked = True
|
||||
track_outside_keys(item_to_place, loc, world)
|
||||
track_dungeon_items(item_to_place, loc, world)
|
||||
loc.event = (event_flag or item_to_place.advancement
|
||||
or item_to_place.bigkey or item_to_place.smallkey)
|
||||
if not loc.item:
|
||||
world.push_item(loc, item_to_place, False)
|
||||
loc.locked = True
|
||||
track_outside_keys(item_to_place, loc, world)
|
||||
track_dungeon_items(item_to_place, loc, world)
|
||||
loc.event = (event_flag or item_to_place.advancement
|
||||
or item_to_place.bigkey or item_to_place.smallkey)
|
||||
elif loc.item != item_to_place:
|
||||
logging.getLogger('').warning("Failed to place item %s at location %s because it already contained %s", item_to_place, loc.name, loc.item)
|
||||
else:
|
||||
raise Exception(f'Did not find "{item}" in item pool to place at "{location}"')
|
||||
advanced_placements = world.customizer.get_advanced_placements()
|
||||
@@ -1727,6 +1763,7 @@ def shuffle_event_items(world, player):
|
||||
available_quests = follower_quests.copy()
|
||||
available_pickups = [quests[0] for quests in available_quests.values()]
|
||||
|
||||
# finalize customizer followers first
|
||||
for loc_name in follower_quests.keys():
|
||||
loc = world.get_location(loc_name, player)
|
||||
if loc.item:
|
||||
@@ -1734,7 +1771,6 @@ def shuffle_event_items(world, player):
|
||||
available_quests.pop(loc_name)
|
||||
available_pickups.remove(loc.item.name)
|
||||
|
||||
|
||||
if world.mode[player] == 'standard' and 'Zelda Herself' in available_pickups:
|
||||
zelda_dropoff = 'Zelda Pickup'
|
||||
if world.default_zelda_region[player] == 'Thieves Blind\'s Cell':
|
||||
@@ -1744,20 +1780,39 @@ def shuffle_event_items(world, player):
|
||||
available_pickups.remove(zelda_pickup)
|
||||
set_event_item(world, player, zelda_dropoff, zelda_pickup)
|
||||
|
||||
random.shuffle(available_pickups)
|
||||
follower_locations = [world.get_location(loc_name, player) for loc_name in available_quests.keys()]
|
||||
|
||||
restricted_pickups = { 'Get Frog': 'Dark Blacksmith Ruins'}
|
||||
for pickup in restricted_pickups:
|
||||
restricted_quests = [q for q in available_quests.keys() if q not in restricted_pickups[pickup]]
|
||||
random.shuffle(restricted_quests)
|
||||
quest = restricted_quests.pop()
|
||||
available_quests.pop(quest)
|
||||
available_pickups.remove(pickup)
|
||||
set_event_item(world, player, quest, pickup)
|
||||
attempts = 10
|
||||
for attempt in range(attempts):
|
||||
try:
|
||||
all_state = world.get_all_state(keys=True)
|
||||
if world.prizeshuffle[player] != 'wild':
|
||||
from Items import prize_item_table
|
||||
prizes = ItemFactory(list(prize_item_table.keys()), player)
|
||||
for prize in prizes:
|
||||
all_state.collect(prize, True)
|
||||
|
||||
for pickup in available_pickups:
|
||||
quest, _ = available_quests.popitem()
|
||||
set_event_item(world, player, quest, pickup)
|
||||
# randomize the follower pickups, but ensure that the last items are the unrestrictive ones
|
||||
unrestrictive_pickups = ItemFactory([p for p in ['Zelda Herself', 'Sign Vandalized'] if p in available_pickups], player)
|
||||
restrictive_pickups = ItemFactory([p for p in available_pickups if p not in unrestrictive_pickups], player)
|
||||
random.shuffle(restrictive_pickups)
|
||||
random.shuffle(unrestrictive_pickups)
|
||||
pickup_items = unrestrictive_pickups + restrictive_pickups
|
||||
random.shuffle(follower_locations)
|
||||
|
||||
fill_restrictive(world, all_state, follower_locations, pickup_items, single_player_placement=True)
|
||||
for loc_name in available_quests.keys():
|
||||
loc = world.get_location(loc_name, player)
|
||||
if loc.item:
|
||||
set_event_item(world, player, loc_name)
|
||||
except FillError as e:
|
||||
logging.getLogger('').info("Failed to place followers (%s). Will retry %s more times", e, attempts - attempt - 1)
|
||||
for loc in follower_locations:
|
||||
loc.item = None
|
||||
continue
|
||||
break
|
||||
else:
|
||||
raise FillError(f'Unable to place followers: {", ".join(list(map(lambda f: f.name, pickup_items)))}')
|
||||
|
||||
|
||||
def get_item_and_event_flag(item, world, player, dungeon_pool, prize_set, prize_pool):
|
||||
|
||||
@@ -55,7 +55,7 @@ item_table = {'Bow': (True, False, None, 0x0B, 200, 'Bow!\nJoin the archer class
|
||||
'Master Sword': (True, False, 'Sword', 0x50, 100, 'Master Sword!\nEvil\'s bane!', 'and the master sword', 'sword-wielding kid', 'glow sword for sale', 'fungus for blue slasher', 'sword boy fights again', 'the Master Sword'),
|
||||
'Tempered Sword': (True, False, 'Sword', 0x02, 150, 'Tempered Sword!\nMore slashy!', 'the tempered sword', 'sword-wielding kid', 'flame sword for sale', 'fungus for red slasher', 'sword boy fights again', 'the Tempered Sword'),
|
||||
'Fighter Sword': (True, False, 'Sword', 0x49, 50, 'Fighter Sword!\nStarter level slashy!', 'the tiny sword', 'sword-wielding kid', 'tiny sword for sale', 'fungus for tiny slasher', 'sword boy fights again', 'the Fighter Sword'),
|
||||
'Sword and Shield': (True, False, 'Sword', 0x00, 'Sword and Shield!\nUncle sword ahoy!', 'the sword and shield', 'sword and shield-wielding kid', 'training set for sale', 'fungus for training set', 'sword and shield boy fights again', 'the small sword and shield'),
|
||||
'Sword and Shield': (True, False, 'Sword', 0x00, 50, 'Sword and Shield!\nUncle sword ahoy!', 'the sword and shield', 'sword and shield-wielding kid', 'training set for sale', 'fungus for training set', 'sword and shield boy fights again', 'the small sword and shield'),
|
||||
'Golden Sword': (True, False, 'Sword', 0x03, 200, 'Golden Sword!\nBest slashy!', 'and the butter sword', 'sword-wielding kid', 'butter for sale', 'cap churned to butter', 'sword boy fights again', 'the Golden Sword'),
|
||||
'Progressive Sword': (True, False, 'Sword', 0x5E, 150, 'Sword!\nA better sword for your time!', 'the unknown sword', 'sword-wielding kid', 'sword for sale', 'fungus for some slasher', 'sword boy fights again', 'a Sword'),
|
||||
'Progressive Glove': (True, False, None, 0x61, 150, 'Glove!\nLift more than you can now!', 'and the lift upgrade', 'body-building kid', 'some glove for sale', 'fungus for gloves', 'body-building boy lifts again', 'a Glove'),
|
||||
|
||||
@@ -50,7 +50,6 @@ from Items import ItemFactory
|
||||
from KeyDoorShuffle import validate_key_placement
|
||||
from OverworldGlitchRules import create_owg_connections
|
||||
from OverworldShuffle import (
|
||||
create_dynamic_flute_exits,
|
||||
create_dynamic_mirror_exits,
|
||||
link_overworld,
|
||||
update_world_regions,
|
||||
@@ -68,6 +67,7 @@ from Rom import (
|
||||
JsonRom,
|
||||
LocalRom,
|
||||
apply_rom_settings,
|
||||
apply_rom_patches,
|
||||
get_hash_string,
|
||||
patch_race_rom,
|
||||
patch_rom,
|
||||
@@ -86,6 +86,7 @@ from source.item.FillUtil import (
|
||||
verify_item_pool_config,
|
||||
)
|
||||
from source.overworld.EntranceShuffle2 import link_entrances_new
|
||||
from source.overworld.FluteShuffle import create_dynamic_flute_exits
|
||||
from source.rom.DataTables import init_data_tables
|
||||
from source.tools.BPS import create_bps_from_data
|
||||
from UnderworldGlitchRules import (
|
||||
@@ -335,7 +336,7 @@ def main(args, seed=None, fish=None):
|
||||
for player in range(1, world.players+1):
|
||||
if world.shopsanity[player]:
|
||||
customize_shops(world, player)
|
||||
if args.algorithm in ['balanced', 'equitable']:
|
||||
if not args.skip_money_balance and args.algorithm in ['balanced', 'equitable']:
|
||||
balance_money_progression(world)
|
||||
ensure_good_items(world, True)
|
||||
|
||||
@@ -364,6 +365,8 @@ def main(args, seed=None, fish=None):
|
||||
rom_names.append((player, team, list(rom.name)))
|
||||
world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
|
||||
|
||||
if args.patches[player]:
|
||||
apply_rom_patches(rom, map(lambda arg: arg.strip(), args.patches[player].split(",")))
|
||||
apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
|
||||
args.fastmenu[player], args.disablemusic[player], args.sprite[player], args.triforce_gfx[player],
|
||||
args.ow_palettes[player], args.uw_palettes[player], args.reduce_flashing[player],
|
||||
@@ -503,7 +506,7 @@ def init_world(args, fish):
|
||||
customized.load_yaml(args.customizer)
|
||||
customized.adjust_args(args, False)
|
||||
|
||||
world = World(args.multi, args.ow_shuffle, args.ow_crossed, args.ow_mixed, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords,
|
||||
world = World(args.multi, args.ow_layout, args.ow_parallel, args.ow_crossed, args.ow_mixed, args.shuffle, args.door_shuffle, args.logic, args.mode, args.swords,
|
||||
args.difficulty, args.item_functionality, args.timer, args.progressive, args.goal, args.algorithm,
|
||||
args.accessibility, args.shuffleganon, args.custom, args.customitemarray, args.hints, args.spoiler)
|
||||
|
||||
@@ -516,6 +519,7 @@ def init_world(args, fish):
|
||||
world.bigkeyshuffle = args.bigkeyshuffle.copy()
|
||||
world.prizeshuffle = args.prizeshuffle.copy()
|
||||
world.showloot = args.showloot.copy()
|
||||
world.loothud = args.loothud.copy()
|
||||
world.showmap = args.showmap.copy()
|
||||
world.bombbag = args.bombbag.copy()
|
||||
world.flute_mode = args.flute_mode.copy()
|
||||
@@ -529,6 +533,7 @@ def init_world(args, fish):
|
||||
world.owKeepSimilar = args.ow_keepsimilar.copy()
|
||||
world.owWhirlpoolShuffle = args.ow_whirlpool.copy()
|
||||
world.owFluteShuffle = args.ow_fluteshuffle.copy()
|
||||
world.owFog = args.ow_fog.copy()
|
||||
world.shuffle_followers = args.shuffle_followers.copy()
|
||||
world.shuffle_bonk_drops = args.bonk_drops.copy()
|
||||
world.open_pyramid = args.openpyramid.copy()
|
||||
@@ -563,13 +568,14 @@ def init_world(args, fish):
|
||||
world.damage_challenge = args.damage_challenge.copy()
|
||||
world.shuffle_damage_table = args.shuffle_damage_table.copy()
|
||||
world.crystal_book = args.crystal_book.copy()
|
||||
world.extra_keys = {player: int(args.extra_keys[player]) for player in range(1, world.players + 1)}
|
||||
world.overworld_map = args.overworld_map.copy()
|
||||
world.take_any = args.take_any.copy()
|
||||
world.restrict_boss_items = args.restrict_boss_items.copy()
|
||||
world.collection_rate = args.collection_rate.copy()
|
||||
world.colorizepots = args.colorizepots.copy()
|
||||
world.aga_randomness = args.aga_randomness.copy()
|
||||
world.money_balance = args.money_balance.copy()
|
||||
world.money_balance = {player: int(args.money_balance[player]) for player in range(1, world.players + 1)}
|
||||
|
||||
# custom settings - these haven't been promoted to full settings yet
|
||||
in_progress_settings = ['force_enemy']
|
||||
@@ -806,7 +812,7 @@ def set_starting_inventory(world, args):
|
||||
|
||||
def copy_world(world):
|
||||
# ToDo: Not good yet
|
||||
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
|
||||
ret = World(world.players, world.owLayout, world.owParallel, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
|
||||
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
|
||||
world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints, world.spoiler_mode)
|
||||
ret.teams = world.teams
|
||||
@@ -835,6 +841,7 @@ def copy_world(world):
|
||||
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
|
||||
ret.prizeshuffle = world.prizeshuffle.copy()
|
||||
ret.showloot = world.showloot.copy()
|
||||
ret.loothud = world.loothud.copy()
|
||||
ret.showmap = world.showmap.copy()
|
||||
ret.bombbag = world.bombbag.copy()
|
||||
ret.flute_mode = world.flute_mode.copy()
|
||||
@@ -852,6 +859,7 @@ def copy_world(world):
|
||||
ret.owKeepSimilar = world.owKeepSimilar.copy()
|
||||
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
|
||||
ret.owFluteShuffle = world.owFluteShuffle.copy()
|
||||
ret.owFog = world.owFog.copy()
|
||||
ret.shuffle_followers = world.shuffle_followers.copy()
|
||||
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
|
||||
ret.open_pyramid = world.open_pyramid.copy()
|
||||
@@ -866,6 +874,7 @@ def copy_world(world):
|
||||
ret.damage_challenge = world.damage_challenge.copy()
|
||||
ret.shuffle_damage_table = world.shuffle_damage_table.copy()
|
||||
ret.crystal_book = world.crystal_book.copy()
|
||||
ret.extra_keys = world.extra_keys.copy()
|
||||
ret.overworld_map = world.overworld_map.copy()
|
||||
ret.take_any = world.take_any.copy()
|
||||
ret.boss_shuffle = world.boss_shuffle.copy()
|
||||
@@ -1037,7 +1046,7 @@ def copy_world(world):
|
||||
|
||||
def copy_world_premature(world, player, create_flute_exits=True):
|
||||
# ToDo: Not good yet
|
||||
ret = World(world.players, world.owShuffle, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
|
||||
ret = World(world.players, world.owLayout, world.owParallel, world.owCrossed, world.owMixed, world.shuffle, world.doorShuffle, world.logic, world.mode, world.swords,
|
||||
world.difficulty, world.difficulty_adjustments, world.timer, world.progressive, world.goal, world.algorithm,
|
||||
world.accessibility, world.shuffle_ganon, world.custom, world.customitemarray, world.hints, world.spoiler_mode)
|
||||
ret.teams = world.teams
|
||||
@@ -1066,6 +1075,7 @@ def copy_world_premature(world, player, create_flute_exits=True):
|
||||
ret.bigkeyshuffle = world.bigkeyshuffle.copy()
|
||||
ret.prizeshuffle = world.prizeshuffle.copy()
|
||||
ret.showloot = world.showloot.copy()
|
||||
ret.loothud = world.loothud.copy()
|
||||
ret.showmap = world.showmap.copy()
|
||||
ret.bombbag = world.bombbag.copy()
|
||||
ret.flute_mode = world.flute_mode.copy()
|
||||
@@ -1083,6 +1093,7 @@ def copy_world_premature(world, player, create_flute_exits=True):
|
||||
ret.owKeepSimilar = world.owKeepSimilar.copy()
|
||||
ret.owWhirlpoolShuffle = world.owWhirlpoolShuffle.copy()
|
||||
ret.owFluteShuffle = world.owFluteShuffle.copy()
|
||||
ret.owFog = world.owFog.copy()
|
||||
ret.shuffle_followers = world.shuffle_followers.copy()
|
||||
ret.shuffle_bonk_drops = world.shuffle_bonk_drops.copy()
|
||||
ret.open_pyramid = world.open_pyramid.copy()
|
||||
@@ -1097,6 +1108,7 @@ def copy_world_premature(world, player, create_flute_exits=True):
|
||||
ret.damage_challenge = world.damage_challenge.copy()
|
||||
ret.shuffle_damage_table = world.shuffle_damage_table.copy()
|
||||
ret.crystal_book = world.crystal_book.copy()
|
||||
ret.extra_keys = world.extra_keys.copy()
|
||||
ret.overworld_map = world.overworld_map.copy()
|
||||
ret.take_any = world.take_any.copy()
|
||||
ret.boss_shuffle = world.boss_shuffle.copy()
|
||||
@@ -1279,6 +1291,9 @@ def create_playthrough(world):
|
||||
for location in sphere:
|
||||
if world.goal[location.player] == 'completionist':
|
||||
continue # every location for that player is required
|
||||
if location.item.type == "SmallKey":
|
||||
continue
|
||||
|
||||
# we remove the item at location and check if game is still beatable
|
||||
logging.getLogger('').debug('Checking if %s (Player %d) is required to beat the game.', location.item.name, location.item.player)
|
||||
old_item = location.item
|
||||
|
||||
@@ -326,12 +326,20 @@ def create_owedges(world, player):
|
||||
|
||||
world.owedges += edges
|
||||
world.initialize_owedges(edges)
|
||||
set_parallel_owedge_links(world, player, edges)
|
||||
|
||||
def create_owedge(player, name, owIndex, direction, terrain, edge_id, owSlotIndex=0xff):
|
||||
if name not in OWExitTypes['OWEdge']:
|
||||
OWExitTypes['OWEdge'].append(name)
|
||||
return OWEdge(player, name, owIndex, direction, terrain, edge_id, owSlotIndex)
|
||||
|
||||
def set_parallel_owedge_links(world, player, edges):
|
||||
for edge in edges:
|
||||
if edge.name in parallel_links:
|
||||
dw_edge = world.get_owedge(parallel_links[edge.name], player)
|
||||
edge.parallel = dw_edge
|
||||
dw_edge.parallel = edge
|
||||
|
||||
|
||||
OWEdgeGroups = {
|
||||
#(IsStandard, World, EdgeAxis, Terrain, HasParallel, NumberInGroup, CustomizerGroup)
|
||||
|
||||
+179
-289
@@ -25,6 +25,11 @@ from OWEdges import (
|
||||
)
|
||||
from Regions import mark_light_dark_world_regions
|
||||
from source.overworld.EntranceShuffle2 import connect_simple
|
||||
from source.overworld.FluteShuffle import (
|
||||
default_flute_connections,
|
||||
flute_data,
|
||||
shuffle_flute_spots,
|
||||
)
|
||||
from Utils import bidict
|
||||
|
||||
parallel_links_new = None # needs to be globally available, reset every new generation/player
|
||||
@@ -127,37 +132,38 @@ def link_overworld(world, player):
|
||||
|
||||
# restructure Maze Race/Suburb/Frog/Dig Game manually due to NP/P relationship
|
||||
parallel_links_new = bidict(parallel_links) # shallow copy is enough (deep copy is broken)
|
||||
if world.owKeepSimilar[player]:
|
||||
del parallel_links_new['Maze Race ES']
|
||||
del parallel_links_new['Kakariko Suburb WS']
|
||||
for group in trimmed_groups.keys():
|
||||
(std, region, axis, terrain, parallel, _, custom) = group
|
||||
if parallel == IsParallel.Yes:
|
||||
if world.owLayout[player] != 'grid':
|
||||
if world.owKeepSimilar[player]:
|
||||
del parallel_links_new['Maze Race ES']
|
||||
del parallel_links_new['Kakariko Suburb WS']
|
||||
for group in trimmed_groups.keys():
|
||||
(std, region, axis, terrain, parallel, _, custom) = group
|
||||
if parallel == IsParallel.Yes:
|
||||
(forward_edges, back_edges) = trimmed_groups[group]
|
||||
if ['Maze Race ES'] in forward_edges:
|
||||
forward_edges.remove(['Maze Race ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][0].append(['Maze Race ES'])
|
||||
if ['Kakariko Suburb WS'] in back_edges:
|
||||
back_edges.remove(['Kakariko Suburb WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][1].append(['Kakariko Suburb WS'])
|
||||
trimmed_groups[group] = (forward_edges, back_edges)
|
||||
else:
|
||||
for group in trimmed_groups.keys():
|
||||
(std, region, axis, terrain, _, _, custom) = group
|
||||
(forward_edges, back_edges) = trimmed_groups[group]
|
||||
if ['Maze Race ES'] in forward_edges:
|
||||
forward_edges.remove(['Maze Race ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][0].append(['Maze Race ES'])
|
||||
if ['Kakariko Suburb WS'] in back_edges:
|
||||
back_edges.remove(['Kakariko Suburb WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][1].append(['Kakariko Suburb WS'])
|
||||
if ['Dig Game EC', 'Dig Game ES'] in forward_edges:
|
||||
forward_edges.remove(['Dig Game EC', 'Dig Game ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.Yes, 1, custom)][0].append(['Dig Game ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][0].append(['Dig Game EC'])
|
||||
if ['Frog WC', 'Frog WS'] in back_edges:
|
||||
back_edges.remove(['Frog WC', 'Frog WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.Yes, 1, custom)][1].append(['Frog WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][1].append(['Frog WC'])
|
||||
trimmed_groups[group] = (forward_edges, back_edges)
|
||||
else:
|
||||
for group in trimmed_groups.keys():
|
||||
(std, region, axis, terrain, _, _, custom) = group
|
||||
(forward_edges, back_edges) = trimmed_groups[group]
|
||||
if ['Dig Game EC', 'Dig Game ES'] in forward_edges:
|
||||
forward_edges.remove(['Dig Game EC', 'Dig Game ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.Yes, 1, custom)][0].append(['Dig Game ES'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][0].append(['Dig Game EC'])
|
||||
if ['Frog WC', 'Frog WS'] in back_edges:
|
||||
back_edges.remove(['Frog WC', 'Frog WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.Yes, 1, custom)][1].append(['Frog WS'])
|
||||
trimmed_groups[(std, region, axis, terrain, IsParallel.No, 1, custom)][1].append(['Frog WC'])
|
||||
trimmed_groups[group] = (forward_edges, back_edges)
|
||||
parallel_links_new = {**dict(parallel_links_new), **dict({e:p[0] for e, p in parallel_links_new.inverse.items()})}
|
||||
|
||||
connected_edges = []
|
||||
if world.owShuffle[player] != 'vanilla':
|
||||
if world.owLayout[player] != 'vanilla':
|
||||
trimmed_groups = remove_reserved(world, trimmed_groups, connected_edges, player)
|
||||
trimmed_groups = reorganize_groups(world, trimmed_groups, player)
|
||||
|
||||
@@ -245,7 +251,7 @@ def link_overworld(world, player):
|
||||
if 'undefined_chance' in custom_crossed:
|
||||
undefined_chance = custom_crossed['undefined_chance']
|
||||
|
||||
if limited_crossed > -1:
|
||||
if limited_crossed > -1 and world.owLayout[player] != 'grid':
|
||||
# connect forced crossed non-parallel edges based on previously determined tile flips
|
||||
for edge in swapped_edges:
|
||||
if edge not in parallel_links_new:
|
||||
@@ -277,10 +283,10 @@ def link_overworld(world, player):
|
||||
s[0x30], s[0x35],
|
||||
s[0x41], s[0x3a],s[0x3b],s[0x3c], s[0x3f])
|
||||
world.spoiler.set_map('groups', text_output, ow_crossed_tiles, player)
|
||||
elif limited_crossed > -1 or (world.owShuffle[player] == 'vanilla' and world.owCrossed[player] == 'unrestricted'):
|
||||
elif (limited_crossed > -1 and world.owLayout[player] != 'grid') or (world.owLayout[player] == 'vanilla' and world.owCrossed[player] == 'unrestricted'):
|
||||
crossed_candidates = list()
|
||||
for group in trimmed_groups.keys():
|
||||
(mode, wrld, dir, terrain, parallel, count, _) = group
|
||||
(mode, wrld, _, terrain, parallel, _, _) = group
|
||||
if wrld == WorldType.Light and mode != OpenStd.Standard:
|
||||
for (forward_set, back_set) in zip(trimmed_groups[group][0], trimmed_groups[group][1]):
|
||||
if forward_set[0] in parallel_links_new:
|
||||
@@ -291,7 +297,7 @@ def link_overworld(world, player):
|
||||
combine_set = forward_combine+back_combine
|
||||
|
||||
skip_forward = False
|
||||
if world.owShuffle[player] == 'vanilla':
|
||||
if world.owLayout[player] == 'vanilla':
|
||||
if any(edge in force_crossed for edge in combine_set):
|
||||
if not any(edge in force_noncrossed for edge in combine_set):
|
||||
if any(edge in force_crossed for edge in forward_combine):
|
||||
@@ -348,6 +354,7 @@ def link_overworld(world, player):
|
||||
world.owcrossededges[player].extend(edge_set)
|
||||
assert len(world.owcrossededges[player]) == len(set(world.owcrossededges[player])), "Same edge candidate added to crossed edges"
|
||||
|
||||
# TODO: Someday don't force parallels also? Keeping for now to ensure full reachability
|
||||
for edge in copy.deepcopy(world.owcrossededges[player]):
|
||||
if edge in parallel_links_new:
|
||||
if parallel_links_new[edge] not in world.owcrossededges[player]:
|
||||
@@ -425,7 +432,7 @@ def link_overworld(world, player):
|
||||
# layout shuffle
|
||||
logging.getLogger('').debug('Shuffling overworld layout')
|
||||
|
||||
if world.owShuffle[player] == 'vanilla':
|
||||
if world.owLayout[player] == 'vanilla':
|
||||
# apply outstanding flips
|
||||
trimmed_groups = performSwap(trimmed_groups, edges_to_swap)
|
||||
assert len(edges_to_swap) == 0, 'Not all edges were flipped successfully: ' + ', '.join(edges_to_swap)
|
||||
@@ -438,8 +445,15 @@ def link_overworld(world, player):
|
||||
assert len(forward_set) == len(back_set)
|
||||
for (forward_edge, back_edge) in zip(forward_set, back_set):
|
||||
connect_two_way(world, forward_edge, back_edge, player, connected_edges)
|
||||
elif world.owLayout[player] == 'grid':
|
||||
from source.overworld.LayoutGenerator import generate_random_grid_layout
|
||||
|
||||
for exitname, destname in special_screen_connections:
|
||||
connect_two_way(world, exitname, destname, player, connected_edges)
|
||||
|
||||
generate_random_grid_layout(world, player, connected_edges, ow_crossed_tiles if world.owCrossed[player] == 'grouped' else [], force_noncrossed, force_crossed, limited_crossed, undefined_chance / 100)
|
||||
else:
|
||||
if world.owKeepSimilar[player] and world.owShuffle[player] == 'parallel':
|
||||
if world.owKeepSimilar[player] and world.owParallel[player]:
|
||||
for exitname, destname in parallelsimilar_connections:
|
||||
connect_two_way(world, exitname, destname, player, connected_edges)
|
||||
|
||||
@@ -570,7 +584,7 @@ def link_overworld(world, player):
|
||||
remove_connected(forward_edge_sets, back_edge_sets)
|
||||
assert len(connected_edges) == len(default_connections) * 2, connected_edges
|
||||
|
||||
valid_layout = validate_layout(world, player)
|
||||
valid_layout = world.accessibility[player] == 'none' or validate_layout(world, player)
|
||||
|
||||
tries -= 1
|
||||
assert valid_layout, 'Could not find a valid OW layout'
|
||||
@@ -579,166 +593,8 @@ def link_overworld(world, player):
|
||||
|
||||
# flute shuffle
|
||||
logging.getLogger('').debug('Shuffling flute spots')
|
||||
def connect_flutes(flute_destinations):
|
||||
for o in range(0, len(flute_destinations)):
|
||||
owid = flute_destinations[o]
|
||||
regions = flute_data[owid][0]
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
connect_simple(world, 'Flute Spot ' + str(o + 1), regions[0], player)
|
||||
else:
|
||||
connect_simple(world, 'Flute Spot ' + str(o + 1), regions[1], player)
|
||||
|
||||
if world.owFluteShuffle[player] == 'vanilla':
|
||||
connect_flutes(default_flute_connections)
|
||||
else:
|
||||
flute_spots = 8
|
||||
flute_pool = list(flute_data.keys())
|
||||
new_spots = list()
|
||||
ignored_regions = set()
|
||||
used_flute_regions = []
|
||||
forbidden_spots = []
|
||||
forbidden_regions = []
|
||||
shuffle_flute_spots(world, player)
|
||||
|
||||
def addSpot(owid, ignore_proximity, forced):
|
||||
if world.owFluteShuffle[player] == 'balanced':
|
||||
def getIgnored(regionname, base_owid, owid):
|
||||
region = world.get_region(regionname, player)
|
||||
for exit in region.exits:
|
||||
if exit.connected_region is not None and exit.connected_region.type in [RegionType.LightWorld, RegionType.DarkWorld] and exit.connected_region.name not in new_ignored:
|
||||
if exit.connected_region.name in OWTileRegions and (OWTileRegions[exit.connected_region.name] in [base_owid, owid] or OWTileRegions[regionname] == base_owid):
|
||||
new_ignored.add(exit.connected_region.name)
|
||||
getIgnored(exit.connected_region.name, base_owid, OWTileRegions[exit.connected_region.name])
|
||||
if regionname in one_way_ledges:
|
||||
for ledge_region in one_way_ledges[regionname]:
|
||||
if ledge_region not in new_ignored:
|
||||
new_ignored.add(ledge_region)
|
||||
getIgnored(ledge_region, base_owid, OWTileRegions[ledge_region])
|
||||
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
new_region = flute_data[owid][0][0]
|
||||
else:
|
||||
new_region = flute_data[owid][0][1]
|
||||
|
||||
if new_region in ignored_regions and not forced:
|
||||
return False
|
||||
|
||||
new_ignored = {new_region}
|
||||
getIgnored(new_region, OWTileRegions[new_region], OWTileRegions[new_region])
|
||||
if not ignore_proximity and not forced and random.randint(0, 31) != 0 and new_ignored.intersection(ignored_regions):
|
||||
return False
|
||||
ignored_regions.update(new_ignored)
|
||||
if owid in flute_pool:
|
||||
flute_pool.remove(owid)
|
||||
if ignore_proximity and not forced:
|
||||
logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
|
||||
logging.getLogger('').debug(f'Placing flute at: {hex(owid)}')
|
||||
new_spots.append(owid)
|
||||
else:
|
||||
# TODO: Inspect later, seems to happen only with 'random' flute shuffle
|
||||
logging.getLogger('').warning(f'Warning: Attempted to place flute spot not in pool: {hex(owid)}')
|
||||
return True
|
||||
|
||||
if world.customizer:
|
||||
custom_spots = world.customizer.get_owflutespots()
|
||||
if custom_spots and player in custom_spots:
|
||||
if 'force' in custom_spots[player]:
|
||||
for id in custom_spots[player]['force']:
|
||||
owid = id & 0xBF
|
||||
addSpot(owid, True, True)
|
||||
flute_spots -= 1
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
used_flute_regions.append(flute_data[owid][0][0])
|
||||
else:
|
||||
used_flute_regions.append(flute_data[owid][0][1])
|
||||
if 'forbid' in custom_spots[player]:
|
||||
for id in custom_spots[player]['forbid']:
|
||||
owid = id & 0xBF
|
||||
if owid not in new_spots:
|
||||
forbidden_spots.append(owid)
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
forbidden_regions.append(flute_data[owid][0][0])
|
||||
else:
|
||||
forbidden_regions.append(flute_data[owid][0][1])
|
||||
|
||||
# determine sectors (isolated groups of regions) to place flute spots
|
||||
flute_regions = {(f[0][0] if (o not in world.owswaps[player][0]) != (world.mode[player] == 'inverted') else f[0][1]) : o for o, f in flute_data.items() if o not in new_spots and o not in forbidden_spots}
|
||||
flute_sectors = [(len([r for l in s for r in l]), [r for l in s for r in l if r in flute_regions]) for s in world.owsectors[player]]
|
||||
flute_sectors = [s for s in flute_sectors if len(s[1]) > 0]
|
||||
region_total = sum([c for c,_ in flute_sectors])
|
||||
sector_total = len(flute_sectors)
|
||||
empty_sector_total = 0
|
||||
sector_has_spot = []
|
||||
|
||||
# determine which sectors still need a flute spot
|
||||
for sector in flute_sectors:
|
||||
already_has_spot = any(region in sector for region in used_flute_regions)
|
||||
sector_has_spot.append(already_has_spot)
|
||||
if not already_has_spot:
|
||||
empty_sector_total += 1
|
||||
if flute_spots < empty_sector_total:
|
||||
logging.getLogger('').warning(f'Warning: Not every sector can have a flute spot, generation might fail')
|
||||
# pretend like some of the empty sectors already have a flute spot, don't know if they will be reachable
|
||||
for i in range(len(flute_sectors)):
|
||||
if not sector_has_spot[i]:
|
||||
sector_has_spot[i] = True
|
||||
empty_sector_total -= 1
|
||||
if flute_spots == empty_sector_total:
|
||||
break
|
||||
|
||||
# distribute flute spots for each sector
|
||||
for i in range(len(flute_sectors)):
|
||||
sector = flute_sectors[i]
|
||||
sector_total -= 1
|
||||
if not sector_has_spot[i]:
|
||||
empty_sector_total -= 1
|
||||
spots_to_place = min(flute_spots - empty_sector_total, max(0 if sector_has_spot[i] else 1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
|
||||
target_spots = len(new_spots) + spots_to_place
|
||||
logging.getLogger('').debug(f'Sector of {sector[0]} regions gets {spots_to_place} spot(s)')
|
||||
|
||||
if 0x30 in flute_pool and 0x30 not in forbidden_spots and len(new_spots) < target_spots and ('Desert Teleporter Ledge' in sector[1] or 'Mire Teleporter Ledge' in sector[1]):
|
||||
addSpot(0x30, True, True) # guarantee desert/mire access
|
||||
|
||||
random.shuffle(sector[1])
|
||||
f = 0
|
||||
t = 0
|
||||
while len(new_spots) < target_spots:
|
||||
if f >= len(sector[1]):
|
||||
f = 0
|
||||
t += 1
|
||||
if t > 5:
|
||||
raise GenerationException('Infinite loop detected in flute shuffle')
|
||||
owid = flute_regions[sector[1][f]]
|
||||
if owid not in new_spots and owid not in forbidden_spots:
|
||||
addSpot(owid, t > 0, False)
|
||||
f += 1
|
||||
|
||||
region_total -= sector[0]
|
||||
flute_spots -= spots_to_place
|
||||
|
||||
# connect new flute spots
|
||||
new_spots.sort()
|
||||
world.owflutespots[player] = new_spots
|
||||
connect_flutes(new_spots)
|
||||
|
||||
# update spoiler
|
||||
s = list(map(lambda x: ' ' if x not in new_spots else 'F', [i for i in range(0x40)]))
|
||||
text_output = flute_spoiler_table.replace('s', '%s') % ( s[0x02], s[0x07],
|
||||
s[0x00], s[0x03], s[0x05],
|
||||
s[0x00], s[0x02],s[0x03], s[0x05], s[0x07], s[0x0a], s[0x0f],
|
||||
s[0x0a], s[0x0f],
|
||||
s[0x10],s[0x11],s[0x12],s[0x13],s[0x14],s[0x15],s[0x16],s[0x17], s[0x10],s[0x11],s[0x12],s[0x13],s[0x14],s[0x15],s[0x16],s[0x17],
|
||||
s[0x18], s[0x1a],s[0x1b], s[0x1d],s[0x1e],
|
||||
s[0x22], s[0x25], s[0x1a], s[0x1d],
|
||||
s[0x28],s[0x29],s[0x2a],s[0x2b],s[0x2c],s[0x2d],s[0x2e],s[0x2f], s[0x18], s[0x1b], s[0x1e],
|
||||
s[0x30], s[0x32],s[0x33],s[0x34],s[0x35], s[0x37], s[0x22], s[0x25],
|
||||
s[0x3a],s[0x3b],s[0x3c], s[0x3f],
|
||||
s[0x28],s[0x29],s[0x2a],s[0x2b],s[0x2c],s[0x2d],s[0x2e],s[0x2f],
|
||||
s[0x32],s[0x33],s[0x34], s[0x37],
|
||||
s[0x30], s[0x35],
|
||||
s[0x3a],s[0x3b],s[0x3c], s[0x3f])
|
||||
world.spoiler.set_map('flute', text_output, new_spots, player)
|
||||
|
||||
create_dynamic_flute_exits(world, player)
|
||||
|
||||
def connect_custom(world, connected_edges, groups, forced, player):
|
||||
forced_crossed, forced_noncrossed = forced
|
||||
@@ -835,7 +691,7 @@ def connect_custom(world, connected_edges, groups, forced, player):
|
||||
remove_pair_from_pool(edge1.name, edge2.name, is_crossed)
|
||||
connect_two_way(world, edge1.name, edge2.name, player, connected_edges)
|
||||
# resolve parallel
|
||||
if world.owShuffle[player] == 'parallel' and edge1.name in parallel_links_new:
|
||||
if world.owParallel[player] and edge1.name in parallel_links_new:
|
||||
parallel_forward_edge = parallel_links_new[edge1.name]
|
||||
parallel_back_edge = parallel_links_new[edge2.name]
|
||||
if validate_crossed_allowed(parallel_forward_edge, parallel_back_edge, is_crossed):
|
||||
@@ -851,13 +707,13 @@ def connect_custom(world, connected_edges, groups, forced, player):
|
||||
connect_two_way(world, forward_edge, back_edge, player, connected_edges)
|
||||
else:
|
||||
raise GenerationException('Violation of force crossed rules on unresolved similars: \'%s\' <-> \'%s\'', forward_edge, back_edge)
|
||||
if world.owShuffle[player] == 'parallel' and forward_edge in parallel_links_new:
|
||||
if world.owParallel[player] and forward_edge in parallel_links_new:
|
||||
parallel_forward_edge = parallel_links_new[forward_edge]
|
||||
parallel_back_edge = parallel_links_new[back_edge]
|
||||
if not validate_crossed_allowed(parallel_forward_edge, parallel_back_edge, is_crossed):
|
||||
raise GenerationException('Violation of force crossed rules on parallel unresolved similars: \'%s\' <-> \'%s\'', forward_edge, back_edge)
|
||||
|
||||
def connect_two_way(world, edgename1, edgename2, player, connected_edges=None):
|
||||
def connect_two_way(world, edgename1, edgename2, player, connected_edges=None, set_spoiler=True):
|
||||
edge1 = world.get_entrance(edgename1, player)
|
||||
edge2 = world.get_entrance(edgename2, player)
|
||||
x = world.get_owedge(edgename1, player)
|
||||
@@ -881,7 +737,7 @@ def connect_two_way(world, edgename1, edgename2, player, connected_edges=None):
|
||||
x.dest = y
|
||||
y.dest = x
|
||||
|
||||
if world.owShuffle[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none':
|
||||
if set_spoiler and (world.owLayout[player] != 'vanilla' or world.owMixed[player] or world.owCrossed[player] != 'none'):
|
||||
world.spoiler.set_overworld(edgename2, edgename1, 'both', player)
|
||||
|
||||
if connected_edges is not None:
|
||||
@@ -889,7 +745,7 @@ def connect_two_way(world, edgename1, edgename2, player, connected_edges=None):
|
||||
connected_edges.append(edgename2)
|
||||
|
||||
# connecting parallel connections
|
||||
if world.owShuffle[player] in ['vanilla', 'parallel']:
|
||||
if world.owLayout[player] == 'vanilla' or world.owParallel[player]:
|
||||
if edgename1 in parallel_links_new:
|
||||
try:
|
||||
parallel_forward_edge = parallel_links_new[edgename1]
|
||||
@@ -978,7 +834,7 @@ def determine_forced_flips(world, tile_ow_groups, do_grouped, player):
|
||||
for whirl1, whirl2 in custom_whirlpools.items():
|
||||
if [whirlpool_map[whirl1], whirlpool_map[whirl2]] not in merged_owids and should_merge_group(whirlpool_map[whirl1], whirlpool_map[whirl2]):
|
||||
merged_owids.append([whirlpool_map[whirl1], whirlpool_map[whirl2]])
|
||||
if world.owShuffle[player] != 'vanilla':
|
||||
if world.owLayout[player] != 'vanilla':
|
||||
custom_edges = world.customizer.get_owedges()
|
||||
if custom_edges and player in custom_edges:
|
||||
custom_edges = custom_edges[player]
|
||||
@@ -1084,6 +940,9 @@ def shuffle_tiles(world, groups, result_list, do_grouped, forced_flips, player):
|
||||
exist_dw_regions.extend(dw_regions)
|
||||
|
||||
parity = [sum(group_parity[group[0][0]][i] for group in groups if group not in removed) for i in range(6)]
|
||||
if world.owLayout[player] == 'grid':
|
||||
parity[1] = 0
|
||||
parity[2] = 0
|
||||
if not world.owKeepSimilar[player]:
|
||||
parity[1] += 2*parity[2]
|
||||
parity[2] = 0
|
||||
@@ -1177,12 +1036,16 @@ def define_tile_groups(world, do_grouped, player):
|
||||
if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'simple', 'restricted', 'district']:
|
||||
merge_groups([[0x05, 0x07]])
|
||||
|
||||
# all non-parallel screens
|
||||
if world.owShuffle[player] == 'vanilla' and (world.owCrossed[player] == 'none' or do_grouped):
|
||||
merge_groups([[0x00, 0x2d, 0x80], [0x0f, 0x81], [0x1a, 0x1b], [0x28, 0x29], [0x30, 0x3a]])
|
||||
# special screens
|
||||
if world.owLayout[player] != 'wild' and (world.owCrossed[player] == 'none' or do_grouped):
|
||||
merge_groups([[0x00, 0x2d, 0x80], [0x0f, 0x81]])
|
||||
|
||||
# remaining non-parallel edges
|
||||
if world.owLayout[player] == 'vanilla' and (world.owCrossed[player] == 'none' or do_grouped):
|
||||
merge_groups([[0x1a, 0x1b], [0x28, 0x29], [0x30, 0x3a]])
|
||||
|
||||
# special case: non-parallel keep similar
|
||||
if world.owShuffle[player] == 'parallel' and world.owKeepSimilar[player] and (world.owCrossed[player] == 'none' or do_grouped):
|
||||
if world.owLayout[player] == 'wild' and world.owParallel[player] and world.owKeepSimilar[player] and (world.owCrossed[player] == 'none' or do_grouped):
|
||||
merge_groups([[0x28, 0x29]])
|
||||
|
||||
# whirlpool screens
|
||||
@@ -1238,7 +1101,7 @@ def reorganize_groups(world, groups, player):
|
||||
new_group[0] = None
|
||||
if world.owTerrain[player]:
|
||||
new_group[3] = None
|
||||
if world.owShuffle[player] != 'parallel':
|
||||
if not world.owParallel[player]:
|
||||
new_group[4] = None
|
||||
if not world.owKeepSimilar[player]:
|
||||
new_group[5] = None
|
||||
@@ -1307,19 +1170,6 @@ def adjust_edge_groups(world, trimmed_groups, edges_to_swap, player):
|
||||
groups[(mode, wrld, dir, terrain, parallel, count, group_name)][i].extend(matches)
|
||||
return groups
|
||||
|
||||
def create_dynamic_flute_exits(world, player):
|
||||
flute_in_pool = True if player not in world.customitemarray else any(i for i, n in world.customitemarray[player].items() if i == 'flute' and n > 0)
|
||||
if not flute_in_pool:
|
||||
return
|
||||
for region in (r for r in world.regions if r.player == player and r.terrain == Terrain.Land and r.name not in ['Zoras Domain', 'Master Sword Meadow', 'Hobo Bridge']):
|
||||
if region.type == (RegionType.LightWorld if world.mode[player] != 'inverted' else RegionType.DarkWorld):
|
||||
exitname = 'Flute From ' + region.name
|
||||
exit = Entrance(region.player, exitname, region)
|
||||
exit.spot_type = 'Flute'
|
||||
exit.connect(world.get_region('Flute Sky', player))
|
||||
region.exits.append(exit)
|
||||
world.initialize_regions()
|
||||
|
||||
def get_mirror_exit_name(from_region, to_region):
|
||||
if from_region in mirror_connections and to_region in mirror_connections[from_region]:
|
||||
if len(mirror_connections[from_region]) == 1:
|
||||
@@ -1536,9 +1386,6 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
|
||||
return explored_regions
|
||||
|
||||
def validate_layout(world, player):
|
||||
if world.accessibility[player] == 'none':
|
||||
return True
|
||||
|
||||
entrance_connectors = {
|
||||
'East Death Mountain (Bottom)': ['East Death Mountain (Top East)'],
|
||||
'Kakariko Suburb Area': ['Maze Race Ledge'],
|
||||
@@ -1632,7 +1479,7 @@ def validate_layout(world, player):
|
||||
while unreachable_count != len(unreachable_regions):
|
||||
# find unreachable regions
|
||||
unreachable_regions = {}
|
||||
for region_name in list(OWTileRegions.copy().keys()):
|
||||
for region_name in list(OWTileRegions.keys()):
|
||||
if region_name not in explored_regions and region_name not in isolated_regions:
|
||||
region = world.get_region(region_name, player)
|
||||
unreachable_regions[region_name] = region
|
||||
@@ -1675,9 +1522,55 @@ def validate_layout(world, player):
|
||||
|
||||
if len(unreachable_regions):
|
||||
return False
|
||||
|
||||
|
||||
return True
|
||||
|
||||
|
||||
def get_separate_ow_areas(world, player):
|
||||
"""
|
||||
Returns a list of separated areas in the overworld layout.
|
||||
It looks at the distinct connected components when only considering
|
||||
OW edge and whirlpool connections (no entrances, portals, mirror, or flute).
|
||||
Uses Union-Find to handle directed edges properly (treats them as undirected).
|
||||
"""
|
||||
parent = {}
|
||||
|
||||
def find(x):
|
||||
if x not in parent:
|
||||
parent[x] = x
|
||||
if parent[x] != x:
|
||||
parent[x] = find(parent[x]) # Path compression
|
||||
return parent[x]
|
||||
|
||||
def union(x, y):
|
||||
root_x = find(x)
|
||||
root_y = find(y)
|
||||
if root_x != root_y:
|
||||
parent[root_y] = root_x
|
||||
|
||||
all_regions = set(OWTileRegions.keys()) - set(isolated_regions)
|
||||
considered_exit_spot_types = set(['OpenTerrain', 'OWTerrain', 'Ledge', 'OWEdge', 'Whirlpool'])
|
||||
|
||||
# Initialize all regions in Union-Find
|
||||
for region_name in all_regions:
|
||||
find(region_name)
|
||||
|
||||
# Build connections by examining all edges (treating directed as undirected)
|
||||
for region_name in all_regions:
|
||||
region = world.get_region(region_name, player)
|
||||
for exit in region.exits:
|
||||
if exit.spot_type in considered_exit_spot_types and exit.connected_region is not None and exit.connected_region.name in all_regions:
|
||||
union(region_name, exit.connected_region.name)
|
||||
|
||||
# Group regions by their root
|
||||
areas = {}
|
||||
for region_name in all_regions:
|
||||
root = find(region_name)
|
||||
if root not in areas:
|
||||
areas[root] = []
|
||||
areas[root].append(region_name)
|
||||
|
||||
return list(areas.values())
|
||||
|
||||
test_connections = [
|
||||
#('Links House ES', 'Octoballoon WS'),
|
||||
#('Links House NE', 'Lost Woods Pass SW')
|
||||
@@ -1891,10 +1784,6 @@ default_whirlpool_connections = [
|
||||
((0x35, 'Lake Hylia Whirlpool', 'Lake Hylia Water'), (0x0f, 'Zora Whirlpool', 'Zora Waterfall Water')),
|
||||
((0x12, 'Kakariko Pond Whirlpool', 'Kakariko Pond Area'), (0x3f, 'Octoballoon Whirlpool', 'Octoballoon Water')),
|
||||
((0x55, 'Qirn Jump Whirlpool', 'Qirn Jump Water'), (0x7f, 'Bomber Corner Whirlpool', 'Bomber Corner Water'))
|
||||
]
|
||||
|
||||
default_flute_connections = [
|
||||
0x03, 0x16, 0x18, 0x2c, 0x2f, 0x30, 0x3b, 0x3f
|
||||
]
|
||||
|
||||
ow_connections = {
|
||||
@@ -2347,6 +2236,11 @@ parallelsimilar_connections = [('Maze Race ES', 'Kakariko Suburb WS'),
|
||||
('Dig Game ES', 'Frog WS')
|
||||
]
|
||||
|
||||
special_screen_connections = [('Lost Woods NW', 'Master Sword Meadow SC'),
|
||||
('Stone Bridge WC', 'Hobo EC'),
|
||||
('Zora Waterfall NE', 'Zoras Domain SW')
|
||||
]
|
||||
|
||||
# non shuffled overworld
|
||||
default_connections = [('Lost Woods NW', 'Master Sword Meadow SC'),
|
||||
('Lost Woods SW', 'Lost Woods Pass NW'),
|
||||
@@ -2557,49 +2451,65 @@ isolated_regions = [
|
||||
'Pyramid Water'
|
||||
]
|
||||
|
||||
flute_data = {
|
||||
#OWID LW Region DW Region Slot VRAM BG Y BG X Link Y Link X Cam Y Cam X Unk1 Unk2 IconY IconX AltY AltX AltVRAM AltBGY AltBGX AltCamY AltCamX AltUnk1 AltUnk2 AltIconY AltIconX
|
||||
0x00: (['Lost Woods East Area', 'Skull Woods Forest'], 0x09, 0x1042, 0x022e, 0x0202, 0x0290, 0x0288, 0x029b, 0x028f, 0xfff2, 0x000e, 0x0290, 0x0288, 0x0290, 0x0290),
|
||||
0x02: (['Lumberjack Area', 'Dark Lumberjack Area'], 0x02, 0x059c, 0x00d6, 0x04e6, 0x0138, 0x0558, 0x0143, 0x0563, 0xfffa, 0xfffa, 0x0138, 0x0550),
|
||||
0x03: (['West Death Mountain (Bottom)', 'West Dark Death Mountain (Top)'], 0x0b, 0x1600, 0x02ca, 0x060e, 0x0328, 0x0678, 0x0337, 0x0683, 0xfff6, 0xfff2, 0x035b, 0x0680, 0x0118, 0x0860, 0x05c0, 0x00b8, 0x07ec, 0x0127, 0x086b, 0xfff8, 0x0004, 0x0148, 0x0850),
|
||||
0x05: (['East Death Mountain (Bottom)', 'East Dark Death Mountain (Bottom)'], 0x0e, 0x1860, 0x031e, 0x0d00, 0x0388, 0x0da8, 0x038d, 0x0d7d, 0x0000, 0x0000, 0x0388, 0x0da8),
|
||||
0x07: (['Death Mountain TR Pegs Area', 'Turtle Rock Area'], 0x07, 0x0804, 0x0102, 0x0e1a, 0x0160, 0x0e90, 0x016f, 0x0e97, 0xfffe, 0x0006, 0x0160, 0x0f20),
|
||||
0x0a: (['Mountain Pass Area', 'Bumper Cave Area'], 0x0a, 0x0180, 0x0220, 0x0406, 0x0280, 0x0488, 0x028f, 0x0493, 0x0000, 0xfffa, 0x0280, 0x0488),
|
||||
0x0f: (['Zora Waterfall Area', 'Catfish Area'], 0x0f, 0x0316, 0x025c, 0x0eb2, 0x02c0, 0x0f28, 0x02cb, 0x0f2f, 0x0002, 0xfffe, 0x02d0, 0x0f38),
|
||||
0x10: (['Lost Woods Pass West Area', 'Skull Woods Pass West Area'], 0x10, 0x0080, 0x0400, 0x0000, 0x0448, 0x0058, 0x046f, 0x0085, 0x0000, 0x0000, 0x0448, 0x0058),
|
||||
0x11: (['Kakariko Fortune Area', 'Dark Fortune Area'], 0x11, 0x0912, 0x051e, 0x0292, 0x0588, 0x0318, 0x058d, 0x031f, 0x0000, 0xfffe, 0x0588, 0x0318),
|
||||
0x12: (['Kakariko Pond Area', 'Outcast Pond Area'], 0x12, 0x0890, 0x051a, 0x0476, 0x0578, 0x04f8, 0x0587, 0x0503, 0xfff6, 0x000a, 0x0578, 0x04f8),
|
||||
0x13: (['Sanctuary Area', 'Dark Chapel Area'], 0x13, 0x051c, 0x04aa, 0x06de, 0x0508, 0x0758, 0x0517, 0x0763, 0xfff6, 0x0002, 0x0508, 0x0758),
|
||||
0x14: (['Graveyard Area', 'Dark Graveyard Area'], 0x14, 0x089c, 0x051e, 0x08e6, 0x0580, 0x0958, 0x058b, 0x0963, 0x0000, 0xfffa, 0x0580, 0x0928, 0x0580, 0x0948),
|
||||
0x15: (['River Bend East Bank', 'Qirn Jump East Bank'], 0x15, 0x041a, 0x0486, 0x0ad2, 0x04e8, 0x0b48, 0x04f3, 0x0b4f, 0x0008, 0xfffe, 0x04f8, 0x0b60),
|
||||
0x16: (['Potion Shop Area', 'Dark Witch Area'], 0x16, 0x0888, 0x0516, 0x0c4e, 0x0578, 0x0cc8, 0x0583, 0x0cd3, 0xfffa, 0xfff2, 0x0598, 0x0ccf),
|
||||
0x17: (['Zora Approach Ledge', 'Catfish Approach Ledge'], 0x17, 0x039e, 0x047e, 0x0ef2, 0x04e0, 0x0f68, 0x04eb, 0x0f6f, 0x0000, 0xfffe, 0x04e0, 0x0f68),
|
||||
0x18: (['Kakariko Village', 'Village of Outcasts'], 0x18, 0x0b30, 0x0759, 0x017e, 0x07b7, 0x0200, 0x07c6, 0x020b, 0x0007, 0x0002, 0x07c0, 0x0210, 0x07c8, 0x01f8),
|
||||
0x1a: (['Forgotten Forest Area', 'Shield Shop Fence'], 0x1a, 0x081a, 0x070f, 0x04d2, 0x0770, 0x0548, 0x077c, 0x054f, 0xffff, 0xfffe, 0x0770, 0x0548),
|
||||
0x1b: (['Hyrule Castle Courtyard', 'Pyramid Area'], 0x1b, 0x0c30, 0x077a, 0x0786, 0x07d8, 0x07f8, 0x07e7, 0x0803, 0x0006, 0xfffa, 0x07d8, 0x07f8),
|
||||
0x1d: (['Wooden Bridge Area', 'Broken Bridge Northeast'], 0x1d, 0x0602, 0x06c2, 0x0a0e, 0x0720, 0x0a80, 0x072f, 0x0a8b, 0xfffe, 0x0002, 0x0720, 0x0a80),
|
||||
0x1e: (['Eastern Palace Area', 'Palace of Darkness Area'], 0x26, 0x1802, 0x091e, 0x0c0e, 0x09c0, 0x0c80, 0x098b, 0x0c8b, 0x0000, 0x0002, 0x09c0, 0x0c80),
|
||||
0x22: (['Blacksmith Area', 'Hammer Pegs Area'], 0x22, 0x058c, 0x08aa, 0x0462, 0x0908, 0x04d8, 0x0917, 0x04df, 0x0006, 0xfffe, 0x0908, 0x04d8),
|
||||
0x25: (['Sand Dunes Area', 'Dark Dunes Area'], 0x25, 0x030e, 0x085a, 0x0a76, 0x08b8, 0x0ae8, 0x08c7, 0x0af3, 0x0006, 0xfffa, 0x08b8, 0x0b08),
|
||||
0x28: (['Maze Race Area', 'Dig Game Area'], 0x28, 0x0908, 0x0b1e, 0x003a, 0x0b88, 0x00b8, 0x0b8d, 0x00bf, 0x0000, 0x0006, 0x0b88, 0x00b8),
|
||||
0x29: (['Kakariko Suburb Area', 'Frog Area'], 0x29, 0x0408, 0x0a7c, 0x0242, 0x0ae0, 0x02c0, 0x0aeb, 0x02c7, 0x0002, 0xfffe, 0x0ae0, 0x02c0),
|
||||
0x2a: (['Flute Boy Area', 'Stumpy Area'], 0x2a, 0x058e, 0x0aac, 0x046e, 0x0b10, 0x04e8, 0x0b1b, 0x04f3, 0x0002, 0x0002, 0x0b10, 0x04e8),
|
||||
0x2b: (['Central Bonk Rocks Area', 'Dark Bonk Rocks Area'], 0x2b, 0x0620, 0x0acc, 0x0700, 0x0b30, 0x0790, 0x0b3b, 0x0785, 0xfff2, 0x0000, 0x0b30, 0x0770),
|
||||
0x2c: (['Links House Area', 'Big Bomb Shop Area'], 0x2c, 0x0588, 0x0ab9, 0x0840, 0x0b17, 0x08b8, 0x0b26, 0x08bf, 0xfff7, 0x0000, 0x0b20, 0x08b8),
|
||||
0x2d: (['Stone Bridge South Area', 'Hammer Bridge South Area'], 0x2d, 0x0886, 0x0b1e, 0x0a2a, 0x0ba0, 0x0aa8, 0x0b8b, 0x0aaf, 0x0000, 0x0006, 0x0bc4, 0x0ad0),
|
||||
0x2e: (['Tree Line Area', 'Dark Tree Line Area'], 0x2e, 0x0100, 0x0a1a, 0x0c00, 0x0a78, 0x0c30, 0x0a87, 0x0c7d, 0x0006, 0x0000, 0x0a78, 0x0c58),
|
||||
0x2f: (['Eastern Nook Area', 'Darkness Nook Area'], 0x2f, 0x0798, 0x0afa, 0x0eb2, 0x0b58, 0x0f30, 0x0b67, 0x0f37, 0xfff6, 0x000e, 0x0b50, 0x0f30),
|
||||
0x30: (['Desert Teleporter Ledge', 'Mire Teleporter Ledge'], 0x38, 0x1880, 0x0f1e, 0x0000, 0x0fa8, 0x0078, 0x0f8d, 0x008d, 0x0000, 0x0000, 0x0fb0, 0x0070),
|
||||
0x32: (['Flute Boy Approach Area', 'Stumpy Approach Area'], 0x32, 0x03a0, 0x0c6c, 0x0500, 0x0cd0, 0x05a8, 0x0cdb, 0x0585, 0x0002, 0x0000, 0x0cd6, 0x0568),
|
||||
0x33: (['C Whirlpool Outer Area', 'Dark C Whirlpool Outer Area'], 0x33, 0x0180, 0x0c20, 0x0600, 0x0c80, 0x0628, 0x0c8f, 0x067d, 0x0000, 0x0000, 0x0c80, 0x0628),
|
||||
0x34: (['Statues Area', 'Hype Cave Area'], 0x34, 0x088e, 0x0d00, 0x0866, 0x0d60, 0x08d8, 0x0d6f, 0x08e3, 0x0000, 0x000a, 0x0d60, 0x08d8),
|
||||
#0x35: (['Lake Hylia Northwest Bank', 'Ice Lake Northwest Bank'], 0x35, 0x0d00, 0x0da6, 0x0a06, 0x0e08, 0x0a80, 0x0e13, 0x0a8b, 0xfffa, 0xfffa, 0x0d88, 0x0a88),
|
||||
0x35: (['Lake Hylia South Shore', 'Ice Lake Southeast Ledge'], 0x3e, 0x1860, 0x0f1e, 0x0d00, 0x0f98, 0x0da8, 0x0f8b, 0x0d85, 0x0000, 0x0000, 0x0f90, 0x0da4),
|
||||
0x37: (['Ice Cave Area', 'Shopping Mall Area'], 0x37, 0x0786, 0x0cf6, 0x0e2e, 0x0d58, 0x0ea0, 0x0d63, 0x0eab, 0x000a, 0x0002, 0x0d48, 0x0ed0),
|
||||
0x3a: (['Desert Pass Area', 'Swamp Nook Area'], 0x3a, 0x001a, 0x0e08, 0x04c6, 0x0e70, 0x0540, 0x0e7d, 0x054b, 0x0006, 0x000a, 0x0e70, 0x0540),
|
||||
0x3b: (['Dam Area', 'Swamp Area'], 0x3b, 0x069e, 0x0edf, 0x06f2, 0x0f3d, 0x0778, 0x0f4c, 0x077f, 0xfff1, 0xfffe, 0x0f30, 0x0770),
|
||||
0x3c: (['South Pass Area', 'Dark South Pass Area'], 0x3c, 0x0584, 0x0ed0, 0x081e, 0x0f38, 0x0898, 0x0f45, 0x08a3, 0xfffe, 0x0002, 0x0f38, 0x0898),
|
||||
0x3f: (['Octoballoon Area', 'Bomber Corner Area'], 0x3f, 0x0810, 0x0f05, 0x0e75, 0x0f67, 0x0ef3, 0x0f72, 0x0efa, 0xfffb, 0x000b, 0x0f80, 0x0ef0)
|
||||
ow_loc_prize_table = {
|
||||
'Master Sword Pedestal': (0x06d, 0x070),
|
||||
'Hobo': (0xb80, 0xb90),
|
||||
'Mushroom': (0x180, 0x140),
|
||||
'Lost Woods Hideout Tree': (0x200, 0x320),
|
||||
'Ether Tablet': (0x728, 0x017),
|
||||
'Spectacle Rock': (0x7F8, 0x128),
|
||||
'Old Man': (0x6A8, 0x3FF),
|
||||
'Floating Island': (0xD38, 0x038),
|
||||
'Death Mountain Bonk Rocks': (0xD48, 0x107),
|
||||
'Mountain Pass Pull Tree': (0x4E0, 0x380),
|
||||
'Mountain Pass Southeast Tree': (0x5A0, 0x3FF),
|
||||
'Lost Woods Pass West Tree': (0x080, 0x540),
|
||||
'Kakariko Portal Tree': (0x190, 0x540),
|
||||
'Fortune Bonk Rocks': (0x288, 0x558),
|
||||
'Bonk Rocks Tree': (0x680, 0x520),
|
||||
'Sanctuary Tree': (0x788, 0x594),
|
||||
'River Bend West Tree': (0xA38, 0x5FF),
|
||||
'River Bend East Tree': (0xB88, 0x558),
|
||||
'Bottle Merchant': (0x178, 0x7E8),
|
||||
'Blinds Hideout Tree': (0x118, 0x6F7),
|
||||
'Kakariko Welcome Tree': (0x358, 0x988),
|
||||
'Hyrule Castle Tree': (0x730, 0x780),
|
||||
'Wooden Bridge Tree': (0xA78, 0x6F0),
|
||||
'Eastern Palace Tree': (0xEC0, 0x968),
|
||||
'Maze Race': (0x0C0, 0xB00),
|
||||
'Flute Spot': (0x480, 0xAC0),
|
||||
'Flute Boy East Tree': (0x540, 0xB80),
|
||||
'Flute Boy South Tree': (0x540, 0xB80),
|
||||
'Central Bonk Rocks Tree': (0x768, 0xB37),
|
||||
'Tree Line Tree 2': (0xCD8, 0xB00),
|
||||
'Tree Line Tree 4': (0xCD8, 0xB00),
|
||||
'Desert Ledge': (0x018, 0xE88),
|
||||
'Bombos Tablet': (0x3E8, 0xEF8),
|
||||
'Flute Boy Approach North Tree': (0x588, 0xD07),
|
||||
'Flute Boy Approach South Tree': (0x588, 0xD07),
|
||||
'Lake Hylia Island': (0xB98, 0xD88),
|
||||
'Purple Chest': (0x588, 0xE96),
|
||||
'Sunken Treasure': (0x6F8, 0xF48),
|
||||
|
||||
'Dark Lumberjack Tree': (0x438, 0x1F7),
|
||||
'Bumper Cave Ledge': (0x538, 0x277),
|
||||
'Catfish': (0xE80, 0x368),
|
||||
'Dark Fortune Bonk Rocks (Drop 1)': (0x288, 0x558),
|
||||
'Dark Fortune Bonk Rocks (Drop 2)': (0x288, 0x558),
|
||||
'Dark Graveyard West Bonk Rocks': (0x900, 0x580),
|
||||
'Dark Graveyard North Bonk Rocks': (0x900, 0x580),
|
||||
'Dark Graveyard Tomb Bonk Rocks': (0x900, 0x580),
|
||||
'Qirn Jump West Tree': (0xA98, 0x5FF),
|
||||
'Qirn Jump East Tree': (0xB88, 0x558),
|
||||
'Dark Witch Tree': (0xC28, 0x558),
|
||||
'Pyramid': (0x998, 0x778),
|
||||
'Pyramid Tree': (0x738, 0x908),
|
||||
'Palace of Darkness Tree': (0xEC0, 0x968),
|
||||
'Digging Game': (0x0C0, 0xB00),
|
||||
'Dark Tree Line Tree 2': (0xCD8, 0xB00),
|
||||
'Dark Tree Line Tree 3': (0xCD8, 0xB00),
|
||||
'Dark Tree Line Tree 4': (0xCD8, 0xB00),
|
||||
'Hype Cave Statue': (0x900, 0xDB0)
|
||||
}
|
||||
|
||||
tile_swap_spoiler_table = \
|
||||
@@ -2621,23 +2531,3 @@ H(38)| sss s| +-+-+-+-+-+-+-+-+
|
||||
+-+ | s +-+-+-+ s +-+
|
||||
Zora: |s| H(38)| |s|s|s| |s|
|
||||
+-+ +---+-+-+-+---+-+"""
|
||||
|
||||
flute_spoiler_table = \
|
||||
""" 0 1 2 3 4 5 6 7
|
||||
+---+-+---+---+-+
|
||||
01234567 A(00)| |s| | |s|
|
||||
+--------+ | s +-+ s | s +-+
|
||||
A(00)|s ss s s| B(08)| |s| | |s|
|
||||
B(08)| s s| +-+-+-+-+-+-+-+-+
|
||||
C(10)|ssssssss| C(10)|s|s|s|s|s|s|s|s|
|
||||
D(18)|s ss ss | +-+-+-+-+-+-+-+-+
|
||||
E(20)| s s | D(18)| |s| |s| |
|
||||
F(28)|ssssssss| | s +-+ s +-+ s |
|
||||
G(30)|s ssss s| E(20)| |s| |s| |
|
||||
H(38)| sss s| +-+-+-+-+-+-+-+-+
|
||||
+--------+ F(28)|s|s|s|s|s|s|s|s|
|
||||
+-+-+-+-+-+-+-+-+
|
||||
G(30)| |s|s|s| |s|
|
||||
| s +-+-+-+ s +-+
|
||||
H(38)| |s|s|s| |s|
|
||||
+---+-+-+-+---+-+"""
|
||||
|
||||
+33
-1
@@ -1,10 +1,42 @@
|
||||
# Past Feature Notes
|
||||
|
||||
1.4.3: File Select/End Game screen: Mirror Scroll and Pseudoboots added (Thanks Hiimcody!)
|
||||
1.5.0
|
||||
* Enemy Drop: Added "spies" and shadows for hidden enemies when enemy drop shuffled is enabled
|
||||
* Pottery: Pots will uncolor when the item inside is collected next time the room is loaded
|
||||
|
||||
1.4.3
|
||||
* File Select/End Game screen: Mirror Scroll and Pseudoboots added (Thanks Hiimcody!)
|
||||
|
||||
# Patch Notes
|
||||
|
||||
Changelog archive
|
||||
* 1.5.5
|
||||
* Logic: Fixed an issue where PoD Bridge lead to Arena Main instead of Arena Landing Area. (Potentially unnecessarily requiring bombs or Somaria to progress)
|
||||
* HUD: Key counters are correct even when door shuffle is off
|
||||
* 1.5.4
|
||||
* Documentation: New AI-assisted documentation [Site](https://aerinon.github.io/ALttPDoorRandomizer)
|
||||
* Generation Error: Fixed Issue with Shop Code and Take Any Caves (thanks Codemann for assistance)
|
||||
* 1.5.3
|
||||
* Logic: Key logic fix for part of a dungeon located at Skull 3 (or other similar restricted entrancs). Appropriate key logic was not being applied, causing progression issues. This mostly affect crosskey style seeds.
|
||||
* Standard: Rupee balancing algorithm can no longer switch out the weapon on uncle for money.
|
||||
* Dungeon Counters: Some fixes for inconsistent tracking and display of dungeon counters on the keysanity menu.
|
||||
* Text: Updated main tournament winner (Thanks clearmouse!)
|
||||
* 1.5.1
|
||||
* Bugfix: Fixed an issue with keys not counting correctly
|
||||
* 1.5.0
|
||||
* Logic: Fixed vanilla key logic for GT basement
|
||||
* Logic (Playthrough): Fixed an issue where enemy kill rules were not applied during playthrough calculation. (Thanks Catobat for the catch)
|
||||
* Keysanity/Keydrop Menu for DR:
|
||||
* Map key information is now controlled by the Dungeon Chest Counts setting. If set to always on, this information will be available right away in the menu and will be on the HUD even when the map is not obtained.
|
||||
* The key counter on the HUD for the current dungeon now accounts for keys from enemies or pots that are from vanilla key locations.
|
||||
* The first number on the HUD represents all keys collected either in that dungeon or elsewhere.
|
||||
* The second number on the HUD is the total keys that can be collected either in that dungeon or elsewhere.
|
||||
* The key counter on inside the Menu is unchanged. (At the bottom near A button items)
|
||||
* The first number in the Menu is the current number of keys in your inventory
|
||||
* The second number is how many keys left to find in chests (not those from pots/enemies unless those item pools are enabled)
|
||||
* Customizer: free_lamp_cone option added. The logic will account for this, and place the lamp without regard to dark rooms.
|
||||
* Customizer: force_enemy option added that makes all enemies the specified type if possible. There are known gfx glitches in the overworld.
|
||||
* Optimization: Improved generation performance (Thanks Catobat!)
|
||||
* 1.4.11
|
||||
* Rom fixes (all thanks to Codemann, I believe)
|
||||
* Pot bug when at sprite limit
|
||||
|
||||
@@ -35,7 +35,7 @@ def main(args):
|
||||
start_time = time.process_time()
|
||||
|
||||
# initialize the world
|
||||
world = World(1, 'vanilla', 'vanilla', 'vanilla', 'vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, False, False, False, None, False)
|
||||
world = World(1, 'vanilla', True, 'vanilla', 'vanilla', 'vanilla', 'noglitches', 'standard', 'normal', 'none', 'on', 'ganon', 'freshness', False, False, False, False, False, False, None, False)
|
||||
world.player_names[1].append("Player 1")
|
||||
logger = logging.getLogger('')
|
||||
|
||||
@@ -168,9 +168,9 @@ def prefill_world(world, plando, text_patches):
|
||||
elif line.startswith('!goal'):
|
||||
_, goalstr = line.split(':', 1)
|
||||
world.goal = {1: goalstr.strip()}
|
||||
elif line.startswith('!owShuffle'):
|
||||
elif line.startswith('!owLayout'):
|
||||
_, modestr = line.split(':', 1)
|
||||
world.owShuffle = {1: modestr.strip()}
|
||||
world.owLayout = {1: modestr.strip()}
|
||||
elif line.startswith('!owCrossed'):
|
||||
_, modestr = line.split(':', 1)
|
||||
world.owCrossed = {1: modestr.strip()}
|
||||
|
||||
@@ -244,7 +244,7 @@ Ganons Tower - Validation Chest: Nothing
|
||||
Ganon: Triforce
|
||||
|
||||
# set Overworld connections (lines starting with $, separate edges with =)
|
||||
!owShuffle: parallel
|
||||
!owLayout: wild
|
||||
#!owMixed: true # Mixed OW not supported yet
|
||||
!owCrossed: none
|
||||
!owKeepSimilar: true
|
||||
|
||||
@@ -132,20 +132,24 @@ Note: These changes do impact the logic. If you use `CodeTracker`, these Inverte
|
||||
|
||||
Only settings specifically added by this Overworld Shuffle fork are found here. All door and entrance randomizer settings are supported. See their [readme](https://github.com/Aerinon/ALttPDoorRandomizer/blob/master/README.md)
|
||||
|
||||
## Overworld Layout Shuffle (--ow_shuffle)
|
||||
## Overworld Layout Shuffle (--ow_layout)
|
||||
OW Edge Transitions are shuffled to create new world layouts. A brief visual representation of this can be viewed [here](https://zelda.codemann8.com/images/shared/ow-modes.gif). (This graphic also includes combinations of Crossed and Tile Flip)
|
||||
|
||||
### Vanilla
|
||||
|
||||
OW Transitions are not shuffled.
|
||||
|
||||
### Parallel
|
||||
### Grid
|
||||
|
||||
OW Transitions are shuffled, but both worlds will have a matching layout, similar to that of vanilla.
|
||||
OW Screens are shuffled in such a way that they are still arranged on an 8x8 grid for each world like vanilla, and the OW Transitions are based on that arrangement.
|
||||
|
||||
### Full
|
||||
### Wild
|
||||
|
||||
OW Transitions are shuffled within each world separately.
|
||||
OW Transitions are shuffled with no respect to geometric coherence.
|
||||
|
||||
## Parallel (--ow_unparallel to disable)
|
||||
|
||||
With OW Layout Shuffle, this forces both worlds to have a matching layout.
|
||||
|
||||
## Free Terrain (--ow_terrain)
|
||||
|
||||
@@ -389,11 +393,17 @@ Districts are a concept originally conceived by Aerinon in the Door Randomizer,
|
||||
Show the help message and exit.
|
||||
|
||||
```
|
||||
--ow_shuffle <mode>
|
||||
--ow_layout <mode>
|
||||
```
|
||||
|
||||
For specifying the overworld layout shuffle you want as above. (default: vanilla)
|
||||
|
||||
```
|
||||
--ow_unparallel
|
||||
```
|
||||
|
||||
With OW Layout Shuffle, this no longer forces both worlds to have a matching layout.
|
||||
|
||||
```
|
||||
--ow_terrain
|
||||
```
|
||||
@@ -424,6 +434,12 @@ This gives each OW tile a random chance to be flipped to the opposite world
|
||||
|
||||
For randomizing the flute spots around the overworld
|
||||
|
||||
```
|
||||
--ow_no_fog
|
||||
```
|
||||
|
||||
With OW Grid Layout Shuffle or Mixed, this disables the fog that prevents you from seeing unvisited screens on the overworld map.
|
||||
|
||||
```
|
||||
--shuffle_followers
|
||||
```
|
||||
|
||||
+7
-16
@@ -141,19 +141,10 @@ These are now independent of retro mode and have three options: None, Random, an
|
||||
|
||||
# Patch Notes
|
||||
|
||||
* 1.5.0
|
||||
* Logic: Fixed vanilla key logic for GT basement
|
||||
* Logic (Playthrough): Fixed an issue where enemy kill rules were not applied during playthrough calculation. (Thanks Catobat for the catch)
|
||||
* Enemy Drop: Added "spies" and shadows for hidden enemies when enemy drop shuffled is enabled
|
||||
* Pottery: Pots will uncolor when the item inside is collected next time the room is loaded
|
||||
* Keysanity/Keydrop Menu for DR:
|
||||
* Map key information is now controlled by the Dungeon Chest Counts setting. If set to always on, this information will be available right away in the menu and will be on the HUD even when the map is not obtained.
|
||||
* The key counter on the HUD for the current dungeon now accounts for keys from enemies or pots that are from vanilla key locations.
|
||||
* The first number on the HUD represents all keys collected either in that dungeon or elsewhere.
|
||||
* The second number on the HUD is the total keys that can be collected either in that dungeon or elsewhere.
|
||||
* The key counter on inside the Menu is unchanged. (At the bottom near A button items)
|
||||
* The first number in the Menu is the current number of keys in your inventory
|
||||
* The second number is how many keys left to find in chests (not those from pots/enemies unless those item pools are enabled)
|
||||
* Customizer: free_lamp_cone option added. The logic will account for this, and place the lamp without regard to dark rooms.
|
||||
* Customizer: force_enemy option added that makes all enemies the specified type if possible. There are known gfx glitches in the overworld.
|
||||
* Optimization: Improved generation performance (Thanks Catobat!)
|
||||
* 1.5.6
|
||||
* Enemy Drops: Pikit are no longer eligible for dropped items due to a vanilla bug where a failed steal can overwrite the assigned drop.
|
||||
* Standard Mode: Reworked spawn refills to be more generous for enemy drop modes.
|
||||
* Customizer: Added `item_pool_adjust` section to apply additive/subtractive deltas to the base item pool rather than replacing it entirely.
|
||||
* Multiworld: Fixed a generation crash when beemizer is active and pottery is enabled. Pot locations are now properly filled with same-player items when the MW limit is hit even when beemizer has replaced native pot items.
|
||||
|
||||
|
||||
|
||||
@@ -47,6 +47,7 @@ from source.enemizer.Enemizer import write_enemy_shuffle_settings
|
||||
from source.item.FillUtil import valid_pot_items
|
||||
from source.overworld.EntranceData import door_addresses, ow_prize_table
|
||||
from source.overworld.EntranceShuffle2 import exit_ids
|
||||
from source.overworld.FluteShuffle import default_flute_connections, flute_data
|
||||
from Text import (
|
||||
Blacksmiths_texts,
|
||||
Blind_texts,
|
||||
@@ -84,7 +85,7 @@ from Utils import int16_as_bytes, int32_as_bytes, local_path, snes_to_pc
|
||||
from Versions import DRVersion, GKVersion, ORVersion
|
||||
|
||||
JAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
RANDOMIZERBASEHASH = '2647cc28bca3675152576dd1f5ea0bab'
|
||||
RANDOMIZERBASEHASH = '100c3e1da68680a0f3d8e1fc94568de6'
|
||||
|
||||
|
||||
class JsonRom(object):
|
||||
@@ -530,14 +531,16 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
|
||||
# patch flute spots
|
||||
owFlags = 0
|
||||
if world.owFluteShuffle[player] == 'vanilla':
|
||||
owFog = 0
|
||||
if world.owFluteShuffle[player] == 'vanilla' and world.owLayout[player] != 'grid':
|
||||
flute_spots = default_flute_connections
|
||||
else:
|
||||
flute_spots = world.owflutespots[player]
|
||||
owFlags |= 0x0100
|
||||
write_int16(rom, snes_to_pc(0x0AB7F7), 0xEAEA)
|
||||
if world.owFluteShuffle[player] != 'vanilla':
|
||||
write_int16(rom, snes_to_pc(0x0AB80B), 0xEAEA)
|
||||
|
||||
flute_writes = sorted([(f, flute_data[f][1]) for f in flute_spots], key = lambda f: f[1])
|
||||
flute_writes = [(f, flute_data[f][1]) for f in flute_spots]
|
||||
for o in range(0, len(flute_writes)):
|
||||
owid = flute_writes[o][0]
|
||||
offset = 0
|
||||
@@ -550,46 +553,64 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
write_int16(rom, snes_to_pc(0x02E8D1 + (o * 2)), data[13] if offset > 0 and len(data) > 13 else data[5]) # link Y
|
||||
write_int16(rom, snes_to_pc(0x02E8F3 + (o * 2)), data[14] if offset > 0 and len(data) > 13 else data[6]) # link X
|
||||
|
||||
if offset == 0 or len(data) <= 15:
|
||||
write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[2]) # vram
|
||||
write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[3]) # BG scroll Y
|
||||
write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[4]) # BG scroll X
|
||||
write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[7]) # cam Y
|
||||
write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[8]) # cam X
|
||||
write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[9]) # unknown 1
|
||||
write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[10]) # unknown 2
|
||||
rom.write_byte(snes_to_pc(0x0AB783 + o), data[12] & 0xff) # flute menu blip - X low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB78B + o), data[12] // 0x100) # flute menu blip - X high byte
|
||||
rom.write_byte(snes_to_pc(0x0AB793 + o), data[11] & 0xff) # flute menu blip - Y low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB79B + o), data[11] // 0x100) # flute menu blip - Y high byte
|
||||
else: # use alternate flute data
|
||||
write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[15]) # vram
|
||||
write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[16]) # BG scroll Y
|
||||
write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[17]) # BG scroll X
|
||||
write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[18]) # cam Y
|
||||
write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[19]) # cam X
|
||||
write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[20]) # unknown 1
|
||||
write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[21]) # unknown 2
|
||||
rom.write_byte(snes_to_pc(0x0AB783 + o), data[23] & 0xff) # flute menu blip - X low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB78B + o), data[23] // 0x100) # flute menu blip - X high byte
|
||||
rom.write_byte(snes_to_pc(0x0AB793 + o), data[22] & 0xff) # flute menu blip - Y low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB79B + o), data[22] // 0x100) # flute menu blip - Y high byte
|
||||
base_index = 0
|
||||
if not (offset == 0 or len(data) <= 15):
|
||||
base_index = 13 # use alternate flute data
|
||||
write_int16(rom, snes_to_pc(0x02E86B + (o * 2)), data[base_index + 2]) # vram
|
||||
write_int16(rom, snes_to_pc(0x02E88D + (o * 2)), data[base_index + 3]) # BG scroll Y
|
||||
write_int16(rom, snes_to_pc(0x02E8AF + (o * 2)), data[base_index + 4]) # BG scroll X
|
||||
if base_index > 0:
|
||||
base_index -= 2
|
||||
write_int16(rom, snes_to_pc(0x02E915 + (o * 2)), data[base_index + 7]) # cam Y
|
||||
write_int16(rom, snes_to_pc(0x02E937 + (o * 2)), data[base_index + 8]) # cam X
|
||||
write_int16(rom, snes_to_pc(0x02E959 + (o * 2)), data[base_index + 9]) # unknown 1
|
||||
write_int16(rom, snes_to_pc(0x02E97B + (o * 2)), data[base_index + 10]) # unknown 2
|
||||
map_x, map_y = adjust_ow_coordinates_to_layout(world, player, data[base_index + 12], data[base_index + 11], world.mode[player] == 'inverted')
|
||||
rom.write_byte(snes_to_pc(0x0AB783 + o), map_x & 0xff) # flute menu blip - X low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB78B + o), map_x // 0x100) # flute menu blip - X high byte
|
||||
rom.write_byte(snes_to_pc(0x0AB793 + o), map_y & 0xff) # flute menu blip - Y low byte
|
||||
rom.write_byte(snes_to_pc(0x0AB79B + o), map_y // 0x100) # flute menu blip - Y high byte
|
||||
|
||||
# patch whirlpools
|
||||
if world.owWhirlpoolShuffle[player]:
|
||||
owFlags |= 0x01
|
||||
write_int16s(rom, snes_to_pc(0x02EA5C), world.owwhirlpools[player])
|
||||
|
||||
# set custom overworld map layout and fog
|
||||
if world.owLayout[player] == 'grid':
|
||||
owFlags |= 0x06
|
||||
owFog = 1 if world.owParallel[player] else 2
|
||||
grid = world.owgrid[player]
|
||||
all_rows = grid[0] + grid[1]
|
||||
all_cells = sum(all_rows, [])
|
||||
rom.write_bytes(0x153C80, all_cells)
|
||||
for pos, cell_id in enumerate(sum(grid[0], [])):
|
||||
rom.write_byte(0x153D00 + cell_id % 0x40, pos)
|
||||
for pos, cell_id in enumerate(sum(grid[1], [])):
|
||||
rom.write_byte(0x153D40 + cell_id % 0x40, pos)
|
||||
elif world.owMixed[player]:
|
||||
owFlags |= 0x02
|
||||
owFog = 1
|
||||
large_screen_ids = [0x00, 0x03, 0x05, 0x18, 0x1B, 0x1E, 0x30, 0x35, 0x40, 0x43, 0x45, 0x58, 0x5B, 0x5E, 0x70, 0x75]
|
||||
for cell_id in range(0x80):
|
||||
if cell_id - 0x01 in large_screen_ids:
|
||||
screen_id = cell_id - 0x01
|
||||
elif cell_id - 0x08 in large_screen_ids:
|
||||
screen_id = cell_id - 0x08
|
||||
elif cell_id - 0x09 in large_screen_ids:
|
||||
screen_id = cell_id - 0x09
|
||||
else:
|
||||
screen_id = cell_id
|
||||
world_flag = 0x40 if screen_id in world.owswaps[player][0] else 0x00
|
||||
rom.write_byte(0x153C80 + cell_id, cell_id ^ world_flag)
|
||||
|
||||
# patch overworld edges
|
||||
inverted_buffer = [0] * 0x82
|
||||
owMode = 0
|
||||
if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] not in ['none', 'polar'] or world.owMixed[player]:
|
||||
if world.owShuffle[player] == 'parallel':
|
||||
owMode = 1
|
||||
elif world.owShuffle[player] == 'full':
|
||||
owMode = 2
|
||||
|
||||
if world.owKeepSimilar[player] and (world.owShuffle[player] != 'vanilla' or world.owCrossed[player] == 'unrestricted'):
|
||||
if world.owLayout[player] != 'vanilla' or world.owCrossed[player] not in ['none', 'polar'] or world.owMixed[player]:
|
||||
if world.owLayout[player] != 'vanilla':
|
||||
owMode = 1 if world.owParallel[player] else 2
|
||||
if world.owKeepSimilar[player] and (world.owLayout[player] != 'vanilla' or world.owCrossed[player] == 'unrestricted'):
|
||||
owMode |= 0x0100
|
||||
if world.owCrossed[player] != 'none' and (world.owCrossed[player] != 'polar' or world.owMixed[player]):
|
||||
owMode |= 0x0200
|
||||
@@ -624,10 +645,11 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
rom.write_byte(0x1539B0 + b + 9, world_flag)
|
||||
|
||||
for edge in world.owedges:
|
||||
if edge.dest is not None and isinstance(edge.dest, OWEdge) and edge.player == player:
|
||||
if edge.player == player:
|
||||
write_int16(rom, edge.getAddress() + 0x0a, edge.vramLoc)
|
||||
if not edge.specialExit:
|
||||
rom.write_byte(0x1539A0 + (edge.specialID - 0x80) * 2 if edge.specialEntrance else edge.getAddress() + 0x0e, edge.getTarget())
|
||||
destination = edge.getTarget() if edge.dest is not None and isinstance(edge.dest, OWEdge) else 0xFF
|
||||
rom.write_byte(0x1539A0 + (edge.specialID - 0x80) * 2 if edge.specialEntrance else edge.getAddress() + 0x0e, destination)
|
||||
|
||||
# patch bonk prizes
|
||||
if world.shuffle_bonk_drops[player]:
|
||||
@@ -656,6 +678,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
|
||||
write_int16(rom, 0x150002, owMode)
|
||||
write_int16(rom, 0x150004, owFlags)
|
||||
write_int16(rom, 0x150008, owFog if world.owFog[player] else 0x00)
|
||||
|
||||
# patch entrance/exits/holes
|
||||
for region in world.regions:
|
||||
@@ -715,15 +738,15 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
if world.mirrorscroll[player] or world.doorShuffle[player] != 'vanilla':
|
||||
dr_flags |= DROptions.Town_Portal
|
||||
if world.doorShuffle[player] == 'vanilla':
|
||||
dr_flags |= DROptions.Eternal_Mini_Bosses
|
||||
dr_flags |= DROptions.Eternal_Mini_Bosses
|
||||
if world.doorShuffle[player] not in ['vanilla', 'basic']:
|
||||
dr_flags |= DROptions.Map_Info
|
||||
if ((world.collection_rate[player] or world.goal[player] == 'completionist')
|
||||
and world.goal[player] not in ['triforcehunt', 'trinity', 'ganonhunt']):
|
||||
and world.goal[player] not in ['triforcehunt', 'trinity', 'ganonhunt']):
|
||||
dr_flags |= DROptions.Debug
|
||||
rom.write_byte(snes_to_pc(0x308039), 1)
|
||||
if world.doorShuffle[player] not in ['vanilla', 'basic'] and world.logic[player] != 'nologic'\
|
||||
and world.mixed_travel[player] == 'prevent':
|
||||
if world.doorShuffle[player] not in ['vanilla', 'basic'] and world.logic[player] != 'nologic' \
|
||||
and world.mixed_travel[player] == 'prevent':
|
||||
# PoD Falling Bridge or Hammjump
|
||||
# 1FA607: db $2D, $79, $69 ; 0x0069: Vertical Rail ↕ | { 0B, 1E } | Size: 05
|
||||
# 1FA60A: db $14, $99, $5D ; 0x005D: Large Horizontal Rail ↔ | { 05, 26 } | Size: 01
|
||||
@@ -795,11 +818,13 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
rom.write_byte(0x138002, 2)
|
||||
for name, layout in world.key_layout[player].items():
|
||||
offset = compass_data[name][4]//2
|
||||
dungeon = world.get_dungeon(name, player)
|
||||
if world.keyshuffle[player] == 'universal':
|
||||
rom.write_byte(0x187010+offset, layout.max_chests + layout.max_drops)
|
||||
else:
|
||||
rom.write_byte(0x13f020+offset, layout.max_chests + layout.max_drops) # not currently used
|
||||
rom.write_byte(0x187010+offset, layout.max_chests)
|
||||
rom.write_byte(0x13f020+offset, layout.max_chests + layout.max_drops + dungeon.extra_small_keys) # not currently used
|
||||
rom.write_byte(0x187010+offset, layout.max_chests + dungeon.extra_small_keys)
|
||||
rom.write_byte(0x187000+offset, dungeon.extra_small_keys)
|
||||
builder = world.dungeon_layouts[player][name]
|
||||
bk_status = 1 if builder.bk_required else 0
|
||||
bk_status = 2 if builder.bk_provided else bk_status
|
||||
@@ -821,9 +846,9 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
if world.doorShuffle[player] == 'basic':
|
||||
rom.write_byte(0x138002, 1)
|
||||
for door in world.doors:
|
||||
if door.dest is not None and isinstance(door.dest, Door) and\
|
||||
door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs,
|
||||
DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
if door.dest is not None and isinstance(door.dest, Door) and \
|
||||
door.player == player and door.type in [DoorType.Normal, DoorType.SpiralStairs,
|
||||
DoorType.Open, DoorType.StraightStairs, DoorType.Ladder]:
|
||||
rom.write_bytes(door.getAddress(), door.dest.getTarget(door))
|
||||
for paired_door in world.paired_doors[player]:
|
||||
rom.write_bytes(paired_door.address_a(world, player), paired_door.rom_data_a(world, player))
|
||||
@@ -969,7 +994,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
set_inverted_mode(world, player, rom, inverted_buffer)
|
||||
|
||||
uncle_location = world.get_location('Link\'s Uncle', player)
|
||||
if uncle_location.item is None or uncle_location.item.name not in ['Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword']:
|
||||
if uncle_location.item is None or uncle_location.item.name not in ['Master Sword', 'Tempered Sword', 'Fighter Sword', 'Golden Sword', 'Progressive Sword', 'Sword and Shield']:
|
||||
# disable sword sprite from uncle
|
||||
rom.write_bytes(0x6D263, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D26B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
@@ -1233,7 +1258,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
|
||||
gametype = 0x04 # item
|
||||
if (world.shuffle[player] != 'vanilla' or world.doorShuffle[player] != 'vanilla'
|
||||
or world.dropshuffle[player] != 'none' or world.pottery[player] != 'none'):
|
||||
or world.dropshuffle[player] != 'none' or world.pottery[player] != 'none'):
|
||||
gametype |= 0x02 # entrance/door
|
||||
rom.write_byte(0x180211, gametype) # Game type
|
||||
|
||||
@@ -1317,8 +1342,8 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
else:
|
||||
goal_bytes += int16_as_bytes(req['target'])
|
||||
elif req['condition'] & 0x80 == 0:
|
||||
if req['condition'] & 0x7F == 0x06 or req['condition'] & 0x7F == 0x07:
|
||||
# agahnims have no target value
|
||||
if req['condition'] & 0x7F in [0x00, 0x06, 0x07]:
|
||||
# no target value
|
||||
pass
|
||||
elif req['condition'] & 0x7F < 0x08:
|
||||
goal_bytes += [req['target']]
|
||||
@@ -1459,9 +1484,15 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
| (0x04 if world.mapshuffle[player] != 'none' else 0x00)
|
||||
| (0x08 if world.bigkeyshuffle[player] != 'none' else 0x00))) # free roaming item text boxes
|
||||
rom.write_byte(0x18003B, 0x01 if world.mapshuffle[player] not in ['none', 'nearby'] else 0x00) # maps showing crystals on overworld
|
||||
if world.keyshuffle[player] != 'universal' and (world.mapshuffle[player] not in ['none', 'nearby'] or world.doorShuffle[player] != 'vanilla'
|
||||
or world.dropshuffle[player] != 'none' or world.pottery[player] not in ['none', 'cave']):
|
||||
rom.write_byte(0x18003A, 0x01) # show key counts on map pickup
|
||||
map_hud_mode = 0x00
|
||||
if world.dungeon_counters[player] == 'on':
|
||||
map_hud_mode = 0x02 # always on
|
||||
elif world.dungeon_counters[player] == 'off':
|
||||
pass
|
||||
elif world.keyshuffle[player] != 'universal' and (world.mapshuffle[player] not in ['none', 'nearby'] or world.doorShuffle[player] != 'vanilla'
|
||||
or world.dropshuffle[player] != 'none' or world.pottery[player] not in ['none', 'cave'] or world.dungeon_counters[player] == 'pickup'):
|
||||
map_hud_mode = 0x01 # show on pickup
|
||||
rom.write_byte(0x18003A, map_hud_mode)
|
||||
|
||||
loot_source = 0x09
|
||||
if world.prizeshuffle[player] != 'none':
|
||||
@@ -1472,9 +1503,22 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
loot_source |= 0x04
|
||||
rom.write_byte(0x1CFF10, loot_source)
|
||||
|
||||
if world.loothud[player] == 'never':
|
||||
rom.write_byte(0x1CFF12, 0x00)
|
||||
elif world.loothud[player] == 'presence':
|
||||
rom.write_byte(0x1CFF12, 0x01)
|
||||
rom.write_bytes(0x1CFF0E, [0x01, 0x01])
|
||||
elif world.loothud[player] == 'value':
|
||||
rom.write_byte(0x1CFF12, 0x01)
|
||||
rom.write_bytes(0x1CFF0E, [0xFF, 0xFF])
|
||||
elif world.loothud[player] == 'dungeon_value':
|
||||
rom.write_byte(0x1CFF12, 0x01)
|
||||
rom.write_bytes(0x1CFF0E, [0xFF, 0x01])
|
||||
|
||||
if world.showloot[player] == 'never':
|
||||
rom.write_bytes(0x1CFF08, [0x00, 0x00, 0x00, 0x00])
|
||||
rom.write_byte(0x1CFF11, 0x00)
|
||||
rom.write_byte(0x1CFF12, 0x00) # turn off hud icon too just to be safe
|
||||
elif world.showloot[player] == 'presence':
|
||||
rom.write_bytes(0x1CFF08, [0x01, 0x00, 0x00, 0x00])
|
||||
rom.write_byte(0x1CFF11, 0x00)
|
||||
@@ -1535,36 +1579,53 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
rom.write_byte(0x18003C, compass_mode)
|
||||
|
||||
def get_entrance_coords(ent):
|
||||
if ent is None:
|
||||
owid_map = [0x1E, 0x30, 0xFF, 0x7B, 0x5E, 0x70, 0x40, 0x75, 0x03, 0x58, 0x47]
|
||||
x_map_position_generic = [0x03c0, 0x0740, 0xff00, 0x03c0, 0x01c0, 0x0bc0, 0x05c0, 0x09c0, 0x0ac0, 0x07c0, 0x0dc0]
|
||||
y_map_position_generic = [0xff00, 0xff00, 0xff00, 0x0fc0, 0x0fc0, 0x0fc0, 0x0fc0, 0x0fc0, 0xff00, 0x0fc0, 0x0fc0]
|
||||
world_indicator = 0x0000
|
||||
idx = int((map_index-2)/2)
|
||||
if ent is None or isinstance(ent, int):
|
||||
owid_map = [ 0x1E, 0x30, 0xFF, 0x7B, 0x5E, 0x70, 0x40, 0x75, 0x03, 0x58, 0x47 ]
|
||||
coord_flags = 0x0000
|
||||
if ent is None:
|
||||
# HUD-style dislocated icons
|
||||
x_map_position = [0x0050, 0x0080, 0xFF00, 0x0040, 0x0020, 0x00C0, 0x0060, 0x00A0, 0x00B0, 0x0080, 0x00E0]
|
||||
y_map_position = [0x000C, 0x000C, 0xFF00, 0x00D4, 0x00D4, 0x00D4, 0x00D4, 0x00D4, 0x000C, 0x00D4, 0x00D4]
|
||||
coord_flags = 0x4000 # raw OAM coord flag
|
||||
idx = int((map_index-2)/2)
|
||||
elif isinstance(ent, int):
|
||||
# vanilla icon positions
|
||||
x_map_position = [0x0F40, 0x0140, 0xFF00, 0x0778, 0x0F40, 0x0148, 0x00B0, 0x0CA0, 0x0900, 0x01F8, 0x0F20]
|
||||
y_map_position = [0x0660, 0x0D00, 0xFF00, 0x0F50, 0x0660, 0x0D00, 0x00C0, 0x0E00, 0x0100, 0x0800, 0x0100]
|
||||
idx = ent
|
||||
owid = owid_map[idx]
|
||||
map_x = x_map_position[idx]
|
||||
map_y = y_map_position[idx]
|
||||
if owid != 0xFF:
|
||||
if (owid < 0x40) == (world.is_tile_swapped(owid, player)):
|
||||
world_indicator = 0x8000
|
||||
return [world_indicator | x_map_position_generic[idx], y_map_position_generic[idx]]
|
||||
if type(ent) is Location:
|
||||
from OverworldShuffle import OWTileRegions
|
||||
if ent.name == 'Hobo':
|
||||
coords = (0xb80, 0xb80)
|
||||
elif ent.name == 'Master Sword Pedestal':
|
||||
coords = (0x06d, 0x070)
|
||||
if (owid < 0x40) == (owid in world.owswaps[player][0]):
|
||||
coord_flags |= 0x8000 # world indicator flag
|
||||
if coord_flags & 0x4000 == 0:
|
||||
map_x, map_y = adjust_ow_coordinates_to_layout(world, player, map_x, map_y, coord_flags & 0x8000 != 0)
|
||||
return (coord_flags | map_x, map_y)
|
||||
elif type(ent) is Location:
|
||||
from OverworldShuffle import OWTileRegions, ow_loc_prize_table
|
||||
if ent.name in ow_loc_prize_table:
|
||||
coords = ow_loc_prize_table[ent.name]
|
||||
else:
|
||||
owid = OWTileRegions[ent.parent_region.name]
|
||||
if owid == 0x81:
|
||||
coords = (0x220, 0xf40)
|
||||
coords = (0xF60, 0x280)
|
||||
else:
|
||||
owid = owid % 0x40
|
||||
coords = (0x200 * (owid % 0x08) + 0x100, 0x200 * int(owid / 0x08) + 0x100)
|
||||
if owid in [0x00, 0x03, 0x05, 0x18, 0x1b, 0x1e, 0x30, 0x35]:
|
||||
if owid in [0x00, 0x03, 0x05, 0x18, 0x1B, 0x1E, 0x30, 0x35]:
|
||||
coords = (coords[0] + 0x100, coords[1] + 0x100)
|
||||
else:
|
||||
coords = ow_prize_table[ent.name]
|
||||
coords = ((0x8000 if ent.parent_region.type == RegionType.DarkWorld else 0x0000) | coords[0], coords[1])
|
||||
if ent.name in ow_prize_table:
|
||||
coords = ow_prize_table[ent.name]
|
||||
elif door_addresses[ent.name][1] is not None:
|
||||
coords = (door_addresses[ent.name][1][6], door_addresses[ent.name][1][5])
|
||||
else:
|
||||
raise Exception(f"No overworld map coordinates for entrance {ent.name}")
|
||||
map_x, map_y = adjust_ow_coordinates_to_layout(world, player, coords[0], coords[1], ent.parent_region.type == RegionType.DarkWorld)
|
||||
coords = ((0x8000 if ent.parent_region.type == RegionType.DarkWorld else 0x0000) | map_x, map_y)
|
||||
return coords
|
||||
|
||||
if world.overworld_map[player] == 'default':
|
||||
# disable HC/AT/GT icons
|
||||
if not world.owMixed[player]:
|
||||
@@ -1591,16 +1652,16 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
# prize location
|
||||
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6)+8, coords)
|
||||
if world.shuffle[player] == 'vanilla' or world.overworld_map[player] == 'default':
|
||||
# TODO: I think this is logically the same as some of the vanilla stuff below
|
||||
vanilla_entrances = { 'Hyrule Castle': 'Hyrule Castle Entrance (South)',
|
||||
'Desert Palace': 'Desert Palace Entrance (North)',
|
||||
'Skull Woods': 'Skull Woods Final Section' }
|
||||
entrance_name = vanilla_entrances[dungeon] if dungeon in vanilla_entrances else dungeon
|
||||
if world.is_atgt_swapped(player):
|
||||
swap_entrances = { 'Agahnims Tower': 'Ganons Tower',
|
||||
'Ganons Tower': 'Agahnims Tower' }
|
||||
entrance_name = swap_entrances[dungeon] if dungeon in swap_entrances else entrance_name
|
||||
entrance = world.get_entrance(entrance_name, player)
|
||||
swap_entrances = { 'Agahnims Tower': 'Ganons Tower',
|
||||
'Ganons Tower': 'Agahnims Tower' }
|
||||
if dungeon in swap_entrances:
|
||||
entrance_name = dungeon
|
||||
if world.is_atgt_swapped(player):
|
||||
entrance_name = swap_entrances[dungeon]
|
||||
entrance = world.get_entrance(entrance_name, player)
|
||||
coords = get_entrance_coords(entrance)
|
||||
else:
|
||||
coords = get_entrance_coords(int((map_index-2)/2))
|
||||
else:
|
||||
if len(portal_list) == 1:
|
||||
portal_idx = 0
|
||||
@@ -1620,8 +1681,8 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
offset += 4
|
||||
portal = world.get_portal(portal_list[portal_idx], player)
|
||||
entrance = portal.find_portal_entrance()
|
||||
coords = get_entrance_coords(entrance)
|
||||
|
||||
coords = get_entrance_coords(entrance)
|
||||
|
||||
# figure out compass entrances and what world (light/dark)
|
||||
write_int16s(rom, snes_to_pc(0x0ABE2E)+(map_index*6), coords)
|
||||
if world.prizeshuffle[player] in ['none', 'dungeon', 'nearby'] and dungeon_table[dungeon].prize:
|
||||
@@ -1718,53 +1779,40 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
rom.write_byte(0x180358, 0x01 if glitches_enabled else 0x00)
|
||||
rom.write_byte(0x18008B, 0x01 if glitches_enabled else 0x00)
|
||||
|
||||
# remove shield from uncle
|
||||
rom.write_bytes(0x6D253, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D25B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D283, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D28B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D2CB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E])
|
||||
rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E])
|
||||
rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
|
||||
if uncle_location.item is None or uncle_location.item.name not in ['Sword and Shield']:
|
||||
# remove shield from uncle
|
||||
rom.write_bytes(0x6D253, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D25B, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D283, [0x00, 0x00, 0xf6, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D28B, [0x00, 0x00, 0xf7, 0xff, 0x00, 0x0E])
|
||||
rom.write_bytes(0x6D2CB, [0x00, 0x00, 0xf6, 0xff, 0x02, 0x0E])
|
||||
rom.write_bytes(0x6D2FB, [0x00, 0x00, 0xf7, 0xff, 0x02, 0x0E])
|
||||
rom.write_bytes(0x6D313, [0x00, 0x00, 0xe4, 0xff, 0x08, 0x0E])
|
||||
|
||||
write_int16(rom, 0x180183, 0) # Escape fill rupee bow
|
||||
# Uncle / Zelda / Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180185, [0] * 9)
|
||||
|
||||
rom.write_byte(0x18004E, 0) # Escape Fill (nothing)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max, bomb_max, magic_max = 0, 0, 0
|
||||
bow_small, magic_small = 0, 0
|
||||
if world.mode[player] == 'standard':
|
||||
if world.doorShuffle[player] not in ['vanilla']:
|
||||
# If door shuffle, give player small bit of all three ammos on respawn during escape
|
||||
# Uncle / Zelda / Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180185, [0x20, 3, 10] * 3)
|
||||
|
||||
# Always fully fill ammo of starting weapon on respawn during escape
|
||||
if uncle_location.item is not None and uncle_location.item.name in ['Bow', 'Progressive Bow']:
|
||||
rom.write_byte(0x18004E, 1) # Escape Fill (arrows)
|
||||
write_int16(rom, 0x180183, 300) # Escape fill rupee bow
|
||||
rom.write_bytes(0x180185, [0, 0, 70]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 0, 10]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 0, 10]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bow_max, bow_small = 70, 10
|
||||
rom.write_byte(0x180187, 70) # Uncle respawn refill arrows
|
||||
rom.write_byte(0x18018A, 70) # Zelda respawn refill arrows
|
||||
rom.write_byte(0x18018D, 70) # Mantle respawn refill arrowss
|
||||
elif uncle_location.item is not None and uncle_location.item.name in ['Bomb Upgrade (+10)' if world.bombbag[player] else 'Bombs (10)']:
|
||||
rom.write_byte(0x18004E, 2) # Escape Fill (bombs)
|
||||
rom.write_bytes(0x180185, [0, 50, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0, 3, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0, 3, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
bomb_max = 50
|
||||
rom.write_byte(0x180186, 50) # Uncle respawn refill bombs
|
||||
rom.write_byte(0x180189, 50) # Zelda respawn refill bombs
|
||||
rom.write_byte(0x18018C, 50) # Mantle respawn refill bombs
|
||||
elif uncle_location.item is not None and uncle_location.item.name in ['Cane of Somaria', 'Cane of Byrna', 'Fire Rod']:
|
||||
rom.write_byte(0x18004E, 4) # Escape Fill (magic)
|
||||
rom.write_bytes(0x180185, [0x80, 0, 0]) # Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [0x20, 0, 0]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [0x20, 0, 0]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
magic_max, magic_small = 0x80, 0x20
|
||||
if world.doorShuffle[player] not in ['vanilla', 'basic']:
|
||||
# Uncle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180185, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
|
||||
# Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x180188, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
|
||||
# Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [max(0x20, magic_max), max(3, bomb_max), max(10, bow_max)])
|
||||
elif world.doorShuffle[player] == 'basic': # just in case a bomb is needed to get to a chest
|
||||
rom.write_bytes(0x180185, [max(0x00, magic_max), max(3, bomb_max), max(0, bow_max)])
|
||||
rom.write_bytes(0x180188, [magic_small, 3, bow_small]) # Zelda respawn refills (magic, bombs, arrows)
|
||||
rom.write_bytes(0x18018B, [magic_small, 3, bow_small]) # Mantle respawn refills (magic, bombs, arrows)
|
||||
rom.write_byte(0x180185, 0x80) # Uncle respawn refill magic
|
||||
rom.write_byte(0x180188, 0x80) # Zelda respawn refill magic
|
||||
rom.write_byte(0x18018B, 0x80) # Mantle respawn refill magic
|
||||
|
||||
# patch swamp: Need to enable permanent drain of water as dam or swamp were moved
|
||||
rom.write_byte(0x18003D, 0x01 if world.swamp_patch_required[player] else 0x00)
|
||||
@@ -1867,7 +1915,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
write_enemy_shuffle_settings(world, player, rom)
|
||||
|
||||
if (world.doorShuffle[player] != 'vanilla' or world.dropshuffle[player] != 'none'
|
||||
or world.pottery[player] != 'none'):
|
||||
or world.pottery[player] != 'none'):
|
||||
for room in world.rooms:
|
||||
if room.player == player and room.modified:
|
||||
if room.index in world.data_tables[player].room_list:
|
||||
@@ -1884,7 +1932,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
|
||||
write_enemizer_tweaks(rom, world, player)
|
||||
randomize_damage_table(rom, world, player)
|
||||
write_strings(rom, world, player, team)
|
||||
write_strings(rom, world, player, team, is_mystery)
|
||||
|
||||
# write initial sram
|
||||
rom.write_initial_sram()
|
||||
@@ -1929,7 +1977,7 @@ def patch_rom(world, rom, player, team, is_mystery=False, rom_header=None):
|
||||
(hashint >> 10) & 0x1F,
|
||||
(hashint >> 5) & 0x1F,
|
||||
hashint & 0x1F,
|
||||
]
|
||||
]
|
||||
rom.write_bytes(0x180215, code)
|
||||
rom.hash = code
|
||||
|
||||
@@ -2027,6 +2075,49 @@ def hud_format_text(text):
|
||||
output += b'\x7f\x00'
|
||||
return output[:32]
|
||||
|
||||
def read_bytes(f, count):
|
||||
values = f.read(count)
|
||||
if len(values) < count:
|
||||
raise EOFError
|
||||
return values
|
||||
|
||||
def apply_rom_patches(rom, patches):
|
||||
for patch in patches:
|
||||
if not os.path.exists(f"patches/{patch}.ips"):
|
||||
logging.getLogger('').warning("Patch %s not found -- skipping", patch)
|
||||
continue
|
||||
|
||||
with open(f"patches/{patch}.ips", "rb") as f:
|
||||
byte_changes = []
|
||||
try:
|
||||
header = read_bytes(f, 5)
|
||||
if header != b"PATCH":
|
||||
logging.getLogger('').warning("Patch %s invalid -- skipping", patch)
|
||||
continue
|
||||
|
||||
while True:
|
||||
address = read_bytes(f, 3)
|
||||
if address == b"EOF":
|
||||
break
|
||||
|
||||
address = int.from_bytes(address, byteorder="big")
|
||||
length = int.from_bytes(read_bytes(f, 2), byteorder="big")
|
||||
|
||||
if length > 0:
|
||||
byte_changes.append((address, list(f.read(length))))
|
||||
else:
|
||||
length = int.from_bytes(read_bytes(f, 2), byteorder="big")
|
||||
value = read_bytes(f, 1)
|
||||
byte_changes.append((address, length * list(value)))
|
||||
|
||||
for address, values in byte_changes:
|
||||
rom.write_bytes(address, values)
|
||||
|
||||
logging.getLogger("").info("Patch %s applied successfully", patch)
|
||||
|
||||
except EOFError:
|
||||
logging.getLogger('').warning("Patch %s invalid -- skipping", patch)
|
||||
continue
|
||||
|
||||
def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite, triforce_gfx,
|
||||
ow_palettes, uw_palettes, reduce_flashing, shuffle_sfx,
|
||||
@@ -2343,7 +2434,7 @@ def write_string_to_rom(rom, target, string):
|
||||
rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes))
|
||||
|
||||
|
||||
def write_strings(rom, world, player, team):
|
||||
def write_strings(rom, world, player, team, is_mystery=False):
|
||||
tt = TextTable()
|
||||
tt.removeUnwantedText()
|
||||
if world.shuffle[player] != 'vanilla':
|
||||
@@ -2351,6 +2442,9 @@ def write_strings(rom, world, player, team):
|
||||
" Crosskeys\n"
|
||||
" Tournament\n"
|
||||
" Winners\n{HARP}\n"
|
||||
" ~~~2025~~~\n humbugh\n\n"
|
||||
" ~~~2024~~~\n Gammachuu\n\n"
|
||||
" ~~~2023~~~\n WallKicks\n\n"
|
||||
" ~~~2022~~~\n Schulzer\n\n"
|
||||
" ~~~2021~~~\n Goomba\n\n"
|
||||
" ~~~2020~~~\n Linlinlin\n\n"
|
||||
@@ -2542,7 +2636,7 @@ def write_strings(rom, world, player, team):
|
||||
if world.is_tile_swapped(0x18, player) or world.flute_mode[player] in ['active', 'pseudo']:
|
||||
items_to_hint.remove(flute_item)
|
||||
flute_item = 'Ocarina (Activated)'
|
||||
if world.owShuffle[player] != 'vanilla' or world.owMixed[player]:
|
||||
if world.owLayout[player] != 'vanilla' or world.owMixed[player]:
|
||||
# Adding a guaranteed hint for the Flute in overworld shuffle.
|
||||
this_location = world.find_items_not_key_only(flute_item, player)
|
||||
if this_location and this_location not in hinted_locations:
|
||||
@@ -2560,7 +2654,7 @@ def write_strings(rom, world, player, team):
|
||||
random.shuffle(items_to_hint)
|
||||
hint_count = 5 if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull', 'district', 'swapped'] else 8
|
||||
hint_count += 2 if world.doorShuffle[player] not in ['vanilla', 'basic'] else 0
|
||||
hint_count += 1 if world.owShuffle[player] != 'vanilla' or world.owCrossed[player] != 'none' or world.owMixed[player] else 0
|
||||
hint_count += 1 if world.owLayout[player] != 'vanilla' or world.owCrossed[player] != 'none' or world.owMixed[player] else 0
|
||||
while hint_count > 0 and len(items_to_hint) > 0:
|
||||
this_item = items_to_hint.pop(0)
|
||||
this_location = world.find_items_not_key_only(this_item, player)
|
||||
@@ -2718,16 +2812,19 @@ def write_strings(rom, world, player, team):
|
||||
loc.item = i
|
||||
return loc
|
||||
(crystal5, crystal6, greenpendant) = tuple([x[0] if x else missing_prize() for x in [crystal5, crystal6, greenpendant]])
|
||||
bigbomb_follower = 'Big Bomb?\n'
|
||||
if world.shuffle_followers[player]:
|
||||
bigbomb_follower = ''
|
||||
if world.prizeshuffle[player] in ['none', 'dungeon']:
|
||||
(crystal5, crystal6, greenpendant) = tuple([x.parent_region.dungeon.name for x in [crystal5, crystal6, greenpendant]])
|
||||
tt['bomb_shop'] = 'Big Bomb?\nMy supply is blocked until you clear %s and %s.' % (crystal5, crystal6)
|
||||
tt['bomb_shop'] = f'{bigbomb_follower}My supply is blocked until you clear %s and %s.' % (crystal5, crystal6)
|
||||
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom in %s' % greenpendant
|
||||
elif world.prizeshuffle[player] == 'nearby':
|
||||
(crystal5, crystal6, greenpendant) = tuple([x.item.dungeon_object.name for x in [crystal5, crystal6, greenpendant]])
|
||||
tt['bomb_shop'] = 'Big Bomb?\nThe crystals can be found near %s and %s.' % (crystal5, crystal6)
|
||||
tt['bomb_shop'] = f'{bigbomb_follower}The crystals can be found near %s and %s.' % (crystal5, crystal6)
|
||||
tt['sahasrahla_bring_courage'] = 'I lost my family heirloom near %s' % greenpendant
|
||||
else:
|
||||
tt['bomb_shop'] = 'Big Bomb?\nThe crystals can be found %s and %s.' % (crystal5.hint_text, crystal6.hint_text)
|
||||
tt['bomb_shop'] = f'{bigbomb_follower}The crystals can be found %s and %s.' % (crystal5.hint_text, crystal6.hint_text)
|
||||
tt['sahasrahla_bring_courage'] = 'My family heirloom can be found %s' % greenpendant.hint_text
|
||||
|
||||
tt['sign_ganons_tower'] = ('You need %d crystal to enter.' if world.crystals_needed_for_gt[player] == 1 else 'You need %d crystals to enter.') % world.crystals_needed_for_gt[player]
|
||||
@@ -2788,7 +2885,7 @@ def write_strings(rom, world, player, team):
|
||||
tt['sign_ganon'] = 'Three ways to victory! %s Get to it!' % trinity_crystal_text
|
||||
tt['murahdahla'] = "Hello @. I\nam Murahdahla, brother of\nSahasrahla and Aginah. Behold the power of\ninvisibility.\n\n\n\n… … …\n\nWait! You can see me? I knew I should have\nhidden in a hollow tree. If you bring\n%d triforce pieces, I can reassemble it." % int(world.treasure_hunt_count[player])
|
||||
elif world.goal[player] == 'ganonhunt':
|
||||
tt['sign_ganon'] = 'Go find the Triforce pieces to beat Ganon'
|
||||
tt['sign_ganon'] = 'Go find the Triforce pieces to beat Ganon.'
|
||||
elif world.goal[player] == 'bosshunt':
|
||||
bosshunt_count = '%d guardian%s of %sdungeons' % \
|
||||
(world.bosses_ganon[player],
|
||||
@@ -2796,7 +2893,7 @@ def write_strings(rom, world, player, team):
|
||||
'' if world.bosshunt_include_agas[player] else 'prize ')
|
||||
tt['sign_ganon'] = 'To beat Ganon you must defeat %s.' % bosshunt_count
|
||||
elif world.goal[player] == 'completionist':
|
||||
tt['sign_ganon'] = 'Ganon only respects those who have done everything'
|
||||
tt['sign_ganon'] = 'Ganon only respects those who have done everything.'
|
||||
tt['ganon_fall_in'] = Ganon1_texts[random.randint(0, len(Ganon1_texts) - 1)]
|
||||
tt['ganon_fall_in_alt'] = 'You cannot defeat me until you finish your goal!'
|
||||
tt['ganon_phase_3_alt'] = 'Got wax in\nyour ears?\nI can not die!'
|
||||
@@ -2852,7 +2949,22 @@ def write_strings(rom, world, player, team):
|
||||
sanc_text = "Dark Chapel"
|
||||
tt['menu_start_2'] = "{MENU}\n{SPEED0}\n≥@'s " + lh_text + "\n " + sanc_text + "\n{CHOICE3}"
|
||||
tt['menu_start_3'] = "{MENU}\n{SPEED0}\n≥@'s " + lh_text + "\n " + sanc_text + "\n Mountain Cave\n{CHOICE2}"
|
||||
if world.mode[player] == 'inverted':
|
||||
|
||||
if is_mystery:
|
||||
tt['intro_main'] = CompressedTextMapper.convert(
|
||||
"{INTRO}\n Episode III"
|
||||
+ "{PAUSE3}\n A Link to the Past"
|
||||
+ "{PAUSE3}\n Mystery Randomizer"
|
||||
+ "{PAUSE3}\n\n\n"
|
||||
+ "{PAUSE3}\nAfter mostly disregarding what happened in the first two games,"
|
||||
+ "{PAUSE3}\nLink awakens to a massive mystery."
|
||||
+ "{PAUSE3}\nHe doesn't know why he's here, or what he must do."
|
||||
+ "{PAUSE3} {CHANGEPIC}\nGanon has moved around all the items in Hyrule."
|
||||
+ "{PAUSE7}\nYou will have to find all the items necessary to achieve your goal."
|
||||
+ "{PAUSE7}\nThis is your chance to be a hero."
|
||||
+ "{PAUSE3} {CHANGEPIC}\nYou must determine and achieve your goal."
|
||||
+ "{PAUSE9} {CHANGEPIC}", False)
|
||||
elif world.mode[player] == 'inverted':
|
||||
tt['intro_main'] = CompressedTextMapper.convert(
|
||||
"{INTRO}\n Episode III"
|
||||
+ "{PAUSE3}\n A Link to the Past"
|
||||
@@ -2866,6 +2978,7 @@ def write_strings(rom, world, player, team):
|
||||
+ "{PAUSE7}\nThis is your chance to be a hero."
|
||||
+ "{PAUSE3} {CHANGEPIC}\nYou must get the 7 crystals to beat Ganon."
|
||||
+ "{PAUSE9} {CHANGEPIC}", False)
|
||||
|
||||
rom.write_bytes(0xE0000, tt.getBytes())
|
||||
|
||||
credits = Credits()
|
||||
@@ -3194,6 +3307,13 @@ def update_compasses(rom, dungeon_locations, world, player):
|
||||
if not provided_dungeon:
|
||||
rom.write_byte(0x186FFF, 0xff)
|
||||
|
||||
def adjust_ow_coordinates_to_layout(world, player, x, y, dw_flag):
|
||||
if world.owLayout[player] != 'grid':
|
||||
return (x, y)
|
||||
layout_map = world.owlayoutmap_dw[player] if dw_flag else world.owlayoutmap_lw[player]
|
||||
original_slot_id = ((y // 0x0200) % 0x08) * 0x08 + ((x // 0x0200) % 0x08)
|
||||
new_slot_id = layout_map[original_slot_id]
|
||||
return ((new_slot_id % 0x08) * 0x0200 + x % 0x0200, ((new_slot_id // 0x08) % 0x08) * 0x0200 + y % 0x0200)
|
||||
|
||||
|
||||
InconvenientDungeonEntrances = {'Turtle Rock': 'Turtle Rock Main',
|
||||
@@ -3467,7 +3587,10 @@ Prizes = ['Green Pendant',
|
||||
]
|
||||
|
||||
hash_alphabet = [
|
||||
"Bow", "Boomerang", "Hookshot", "Bomb", "Mushroom", "Powder", "Rod", "Pendant", "Bombos", "Ether", "Quake",
|
||||
"Lamp", "Hammer", "Shovel", "Ocarina", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots",
|
||||
"Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key"
|
||||
"Bow", "Boomerang", "Hookshot", "Bomb", "Mushroom", "Powder",
|
||||
"Ice Rod", "Green Pendant", "Bombos", "Ether", "Quake", "Lamp",
|
||||
"Hammer", "Shovel", "Ocarina", "Bug Net", "Book", "Bottle",
|
||||
"Green Potion", "Somaria", "Cape", "Mirror", "Boots", "Gloves",
|
||||
"Flippers", "Pearl", "Shield", "Green Tunic", "Heart", "Map",
|
||||
"Compass", "Key",
|
||||
]
|
||||
|
||||
@@ -505,7 +505,7 @@ def global_rules(world, player):
|
||||
set_rule(world.get_entrance('Skull Woods Rock (West)', player), lambda state: state.can_lift_rocks(player))
|
||||
set_rule(world.get_entrance('Skull Woods Rock (East)', player), lambda state: state.can_lift_rocks(player))
|
||||
# this more like an ohko rule - dependent on bird being present too - so enemizer could turn this off?
|
||||
set_rule(world.get_entrance('Bumper Cave Ledge Drop', player), lambda state: world.can_take_damage or state.has('Cape', player) or state.has('Cane of Byrna', player) or state.has_sword(player))
|
||||
set_rule(world.get_entrance('Bumper Cave Ledge Drop', player), lambda state: state.has('Cape', player) or state.has('Cane of Byrna', player) or state.has_sword(player))
|
||||
set_rule(world.get_entrance('Bumper Cave Rock (Outer)', player), lambda state: state.can_lift_rocks(player))
|
||||
set_rule(world.get_entrance('Bumper Cave Rock (Inner)', player), lambda state: state.can_lift_rocks(player))
|
||||
set_rule(world.get_entrance('Skull Woods Pass Rock (North)', player), lambda state: state.can_lift_heavy_rocks(player))
|
||||
@@ -1404,8 +1404,7 @@ def ow_bunny_rules(world, player):
|
||||
add_bunny_rule(world.get_entrance('Skull Woods Forgotten Bush (East)', player), player)
|
||||
add_bunny_rule(world.get_entrance('Skull Woods Second Section Hole', player), player)
|
||||
add_bunny_rule(world.get_entrance('East Dark Death Mountain Bushes', player), player)
|
||||
if not world.can_take_damage:
|
||||
add_bunny_rule(world.get_entrance('Bumper Cave Ledge Drop', player), player)
|
||||
add_bunny_rule(world.get_entrance('Bumper Cave Ledge Drop', player), player)
|
||||
add_bunny_rule(world.get_entrance('Bumper Cave Rock (Outer)', player), player)
|
||||
add_bunny_rule(world.get_entrance('Bumper Cave Rock (Inner)', player), player)
|
||||
add_bunny_rule(world.get_entrance('Skull Woods Pass Bush Row (West)', player), player)
|
||||
@@ -1832,7 +1831,9 @@ def standard_rules(world, player):
|
||||
add_rule(world.get_location('Central Bonk Rocks Tree', player), lambda state: state.has('Zelda Delivered', player))
|
||||
|
||||
if not world.is_premature_copied_world:
|
||||
add_rule(world.get_location('Hyrule Castle Courtyard Tree Pull', player), lambda state: state.has('Zelda Delivered', player))
|
||||
loc = world.get_location_unsafe('Hyrule Castle Courtyard Tree Pull', player)
|
||||
if loc:
|
||||
add_rule(loc, lambda state: state.has('Zelda Delivered', player))
|
||||
|
||||
# don't allow bombs to get past here before zelda is rescued
|
||||
set_rule(world.get_entrance('GT Hookshot South Entry to Ranged Crystal', player), lambda state: (state.can_use_bombs(player) and state.has('Zelda Delivered', player)) or state.has('Blue Boomerang', player) or state.has('Red Boomerang', player)) # or state.has('Cane of Somaria', player))
|
||||
|
||||
@@ -135,6 +135,7 @@ Triforce_texts = [
|
||||
" I promise the\n next seed will\n be better.",
|
||||
"\n Honk.",
|
||||
" Breakfast\n is served!",
|
||||
"\n send help",
|
||||
]
|
||||
BombShop2_texts = ['Bombs!\nBombs!\nBiggest!\nBestest!\nGreatest!\nBoomest!']
|
||||
Sahasrahla2_texts = ['You already got my item, idiot.', 'Why are you still talking to me?', 'This text won\'t change.', 'Have you met my brother, Hasarahshla?']
|
||||
@@ -388,7 +389,6 @@ DeathMountain_texts = [
|
||||
]
|
||||
LostWoods_texts = [
|
||||
'thieves\' stump',
|
||||
'He\'s got wood',
|
||||
] * 2 + [
|
||||
"the forest thief",
|
||||
"dancing pickles",
|
||||
@@ -1801,6 +1801,7 @@ class TextTable(object):
|
||||
text['telepathic_tile_ice_stalfos_knights_room'] = CompressedTextMapper.convert("{NOBORDER}\nKnock 'em down and then bomb them dead.")
|
||||
text['telepathic_tile_tower_of_hera_entrance'] = CompressedTextMapper.convert("{NOBORDER}\nThis is a bad place, with a guy who will make you fall…\n\n\na lot.")
|
||||
text['houlihan_room'] = CompressedTextMapper.convert("Randomizer tournament winners\n{HARP}\n"
|
||||
" ~~~2025~~~\nGammachuu\n\n"
|
||||
" ~~~2024~~~\nGammachuu\n\n"
|
||||
" ~~~2023~~~\nGanonsGoneWild\n\n"
|
||||
" ~~~2022~~~\nObscure\n\n"
|
||||
|
||||
@@ -356,6 +356,26 @@ def update_deprecated_args(args):
|
||||
else:
|
||||
args.shuffleganon = not args.no_shuffleganon in truthy
|
||||
|
||||
# OW Parallel defaults to TRUE
|
||||
# Don't do: Yes
|
||||
# Do: No
|
||||
if "ow_unparallel" in argVars:
|
||||
if isinstance(args.ow_parallel, dict):
|
||||
for player in range(1, players + 1):
|
||||
args.ow_parallel[player] = not args.ow_unparallel in truthy
|
||||
else:
|
||||
args.ow_parallel = not args.ow_unparallel in truthy
|
||||
|
||||
# OW Fog defaults to TRUE
|
||||
# Don't do: Yes
|
||||
# Do: No
|
||||
if "ow_no_fog" in argVars:
|
||||
if isinstance(args.ow_fog, dict):
|
||||
for player in range(1, players + 1):
|
||||
args.ow_fog[player] = not args.ow_no_fog in truthy
|
||||
else:
|
||||
args.ow_fog = not args.ow_no_fog in truthy
|
||||
|
||||
# Playthrough defaults to TRUE
|
||||
# Don't do: Yes
|
||||
# Do: No
|
||||
|
||||
+3
-3
@@ -1,3 +1,3 @@
|
||||
GKVersion = '1.0.0'
|
||||
ORVersion = '0.6.1.7'
|
||||
DRVersion = '1.5.0-u'
|
||||
GKVersion = '1.1.0'
|
||||
ORVersion = '0.7.0.3'
|
||||
DRVersion = '1.5.6-u'
|
||||
|
||||
+139
-1
@@ -1 +1,139 @@
|
||||
theme: jekyll-theme-slate
|
||||
# Site settings
|
||||
title: ALttP Dungeon Randomizer
|
||||
description: Advanced dungeon randomization for The Legend of Zelda - A Link to the Past
|
||||
baseurl: "/ALttPDoorRandomizer"
|
||||
url: "https://aerinon.github.io"
|
||||
|
||||
# Theme
|
||||
theme: jekyll-theme-slate
|
||||
remote_theme: just-the-docs/just-the-docs
|
||||
|
||||
# Logo and branding
|
||||
# logo: "/assets/images/logo.png"
|
||||
|
||||
# Navigation
|
||||
nav_enabled: true
|
||||
nav_external_links:
|
||||
- title: GitHub
|
||||
url: https://github.com/aerinon/ALttPDoorRandomizer
|
||||
- title: Discord
|
||||
url: https://discordapp.com/invite/alttprandomizer
|
||||
- title: Download
|
||||
url: https://github.com/aerinon/ALttPDoorRandomizer/releases
|
||||
|
||||
# Search
|
||||
search_enabled: true
|
||||
search:
|
||||
heading_level: 2
|
||||
previews: 3
|
||||
preview_words_before: 5
|
||||
preview_words_after: 10
|
||||
tokenizer_separator: /[\s/]+/
|
||||
rel_url: true
|
||||
button: true
|
||||
|
||||
# Heading anchors
|
||||
heading_anchors: true
|
||||
|
||||
# Aux links
|
||||
aux_links:
|
||||
"Door Randomizer on GitHub":
|
||||
- "https://github.com/aerinon/ALttPDoorRandomizer"
|
||||
"ALTTP Rando Discord":
|
||||
- "https://discordapp.com/invite/alttprandomizer"
|
||||
|
||||
aux_links_new_tab: true
|
||||
|
||||
# Footer
|
||||
footer_content: "Copyright © 2026 ALttP Door Randomizer Team. Based on ALttP Entrance Randomizer."
|
||||
|
||||
# Back to top link
|
||||
back_to_top: true
|
||||
back_to_top_text: "Back to top"
|
||||
|
||||
# Collections for blog posts
|
||||
collections:
|
||||
posts:
|
||||
output: true
|
||||
permalink: /blog/:year/:month/:day/:title/
|
||||
|
||||
# Defaults
|
||||
defaults:
|
||||
- scope:
|
||||
path: ""
|
||||
type: "posts"
|
||||
values:
|
||||
layout: "default"
|
||||
- scope:
|
||||
path: ""
|
||||
values:
|
||||
layout: "default"
|
||||
|
||||
# Build settings
|
||||
markdown: kramdown
|
||||
kramdown:
|
||||
input: GFM
|
||||
syntax_highlighter: rouge
|
||||
syntax_highlighter_opts:
|
||||
css_class: 'highlight'
|
||||
|
||||
plugins:
|
||||
- jekyll-feed
|
||||
- jekyll-seo-tag
|
||||
- jekyll-sitemap
|
||||
|
||||
# Exclude from processing
|
||||
exclude:
|
||||
- .git/
|
||||
- .github/
|
||||
- .gitignore
|
||||
- .gitattributes
|
||||
- source/
|
||||
- test/
|
||||
- resources/
|
||||
- data/
|
||||
- debug/
|
||||
- analysis/
|
||||
- analysis2/
|
||||
- alttp_dungeon_randomizer.egg-info/
|
||||
- DR/
|
||||
- "*.py"
|
||||
- "*.pyc"
|
||||
- "*.pyd"
|
||||
- "*.pyo"
|
||||
- "*.egg-info"
|
||||
- "*.spec"
|
||||
- requirements*.txt
|
||||
- setup.py
|
||||
- TestSuite.py
|
||||
- DungeonRandomizer.py
|
||||
- Gui.py
|
||||
- MultiServer.py
|
||||
- MultiClient.py
|
||||
- CLAUDE.md
|
||||
- LICENSE
|
||||
- libbz2-dev
|
||||
- tlogbfs.txt
|
||||
|
||||
# Include files
|
||||
include:
|
||||
- _posts
|
||||
- blog
|
||||
- docs/Customizer.md
|
||||
- docs/BUILDING.md
|
||||
- docs/DR_hint_reference.md
|
||||
|
||||
# Color scheme (for just-the-docs theme)
|
||||
color_scheme: dark
|
||||
|
||||
# Google Analytics (optional - add your tracking ID)
|
||||
# ga_tracking: UA-XXXXXXXX-X
|
||||
|
||||
# Compress HTML
|
||||
compress_html:
|
||||
clippings: all
|
||||
comments: all
|
||||
endings: all
|
||||
startings: []
|
||||
blanklines: false
|
||||
profile: false
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
---
|
||||
layout: default
|
||||
title: "Welcome to the ALttP Door Randomizer Blog"
|
||||
date: 2026-01-26
|
||||
author: Door Randomizer Team
|
||||
category: development
|
||||
excerpt: "Introducing the new Door Randomizer documentation site and blog. Learn about what's new, what's coming, and how to get involved."
|
||||
---
|
||||
|
||||
# Welcome to the ALttP Door Randomizer Blog
|
||||
|
||||
We're excited to launch the official documentation site and development blog for ALttP Door Randomizer! This site serves as a central hub for all things Door Rando - from comprehensive feature documentation to release notes and development updates.
|
||||
|
||||
## What's New Here?
|
||||
|
||||
### Comprehensive Documentation
|
||||
|
||||
We've reorganized and expanded our documentation to make it easier to find what you need:
|
||||
|
||||
- **[Features Guide](/features)** - Complete reference for all randomizer settings and modes
|
||||
- **[Installation & Usage](/installation)** - Step-by-step setup instructions for all platforms
|
||||
- **[Known Issues](/known-issues)** - Tracking current bugs and limitations
|
||||
- **[Roadmap](/roadmap)** - Our vision for the future of Door Randomizer
|
||||
|
||||
### Development Blog
|
||||
|
||||
This blog will be your source for:
|
||||
|
||||
- **Feature highlights** - Deep dives into specific features
|
||||
- **Development updates** - Behind-the-scenes looks at ongoing work
|
||||
- **Technical articles** - How the randomizer works under the hood
|
||||
|
||||
## What is Door Randomizer?
|
||||
|
||||
If you're new here, Door Randomizer takes the ALttP randomizer experience to the next level by shuffling the connections between rooms within dungeons. Walk through a door in Eastern Palace and you might end up in Tower of Hera, Ice Palace, or anywhere else!
|
||||
|
||||
Key features include:
|
||||
|
||||
- **Four shuffle modes** - From basic (within dungeon) to crossed (full chaos)
|
||||
- **Three intensity levels** - Control how thoroughly dungeons are shuffled
|
||||
- **Advanced key logic** - Multiple algorithms to prevent self-locking
|
||||
- **Pottery shuffle** - Randomize items under pots with multiple modes
|
||||
- **Shopsanity** - 32+ shop locations with intelligent pricing
|
||||
- **Enemizer integration** - Enemy and boss randomization with logic
|
||||
- **Custom seeds** - Create your own dungeons and rooms
|
||||
|
||||
[Learn more about features →](/features)
|
||||
|
||||
[Read the Customizer guide →](https://github.com/aerinon/ALttPDoorRandomizer/blob/DoorDev/docs/Customizer.md)
|
||||
|
||||
## What's Coming Next?
|
||||
|
||||
We have plans for Door Randomizer's future. Check out our [Roadmap](/roadmap) for details. (Still very much a work in progress!)
|
||||
|
||||
## Community
|
||||
|
||||
Join the Door Randomizer community:
|
||||
|
||||
- **Discord**: [ALTTP Randomizer Discord](https://discordapp.com/invite/alttprandomizer)
|
||||
- `#door-rando` - General discussion and help
|
||||
- `#bug-reports` - Report bugs and issues
|
||||
- **GitHub**: [aerinon/ALttPDoorRandomizer](https://github.com/aerinon/ALttPDoorRandomizer)
|
||||
|
||||
## Stay Tuned
|
||||
|
||||
We'll be posting irregular updates here as development continues.
|
||||
|
||||
Thank you to everyone who has contributed to Door Randomizer through code, testing, feedback, and community support. We're excited about the future and can't wait to see what lies in store!
|
||||
|
||||
Happy randomizing!
|
||||
|
||||
---
|
||||
|
||||
*Have questions or feedback about the new documentation site? Let us know in Discord!*
|
||||
@@ -1,5 +0,0 @@
|
||||
Mike Lenzen <m.lenzen@gmail.com> https://github.com/mlenzen
|
||||
Caleb Levy <caleb.levy@berkeley.edu> https://github.com/caleblevy
|
||||
Marein Könings <mail@marein.org> https://github.com/MareinK
|
||||
Jad Kik <jadkik94@gmail.com> https://github.com/jadkik
|
||||
Kuba Marek <blue.cube@seznam.cz> https://github.com/bluecube
|
||||
@@ -1,191 +0,0 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
"License" shall mean the terms and conditions for use, reproduction, and
|
||||
distribution as defined by Sections 1 through 9 of this document.
|
||||
|
||||
"Licensor" shall mean the copyright owner or entity authorized by the copyright
|
||||
owner that is granting the License.
|
||||
|
||||
"Legal Entity" shall mean the union of the acting entity and all other entities
|
||||
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|
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For the purposes of this definition, "control" means (i) the power, direct or
|
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|
||||
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|
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|
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"Work" shall mean the work of authorship, whether in Source or Object form, made
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Unless You explicitly state otherwise, any Contribution intentionally submitted
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In no event and under no legal theory, whether in tort (including negligence),
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|
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END OF TERMS AND CONDITIONS
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|
||||
APPENDIX: How to apply the Apache License to your work
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|
||||
To apply the Apache License to your work, attach the following boilerplate
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Copyright [yyyy] [name of copyright owner]
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|
||||
limitations under the License.
|
||||
@@ -1,55 +0,0 @@
|
||||
"""collections_extended contains a few extra basic data structures."""
|
||||
from ._compat import Collection
|
||||
from .bags import bag, frozenbag
|
||||
from .bijection import bijection
|
||||
from .range_map import MappedRange, RangeMap
|
||||
from .setlists import frozensetlist, setlist
|
||||
|
||||
__version__ = '1.0.2'
|
||||
|
||||
__all__ = (
|
||||
'collection',
|
||||
'setlist',
|
||||
'frozensetlist',
|
||||
'bag',
|
||||
'frozenbag',
|
||||
'bijection',
|
||||
'RangeMap',
|
||||
'MappedRange',
|
||||
'Collection',
|
||||
)
|
||||
|
||||
|
||||
def collection(iterable=None, mutable=True, ordered=False, unique=False):
|
||||
"""Return a Collection with the specified properties.
|
||||
|
||||
Args:
|
||||
iterable (Iterable): collection to instantiate new collection from.
|
||||
mutable (bool): Whether or not the new collection is mutable.
|
||||
ordered (bool): Whether or not the new collection is ordered.
|
||||
unique (bool): Whether or not the new collection contains only unique values.
|
||||
"""
|
||||
if iterable is None:
|
||||
iterable = tuple()
|
||||
if unique:
|
||||
if ordered:
|
||||
if mutable:
|
||||
return setlist(iterable)
|
||||
else:
|
||||
return frozensetlist(iterable)
|
||||
else:
|
||||
if mutable:
|
||||
return set(iterable)
|
||||
else:
|
||||
return frozenset(iterable)
|
||||
else:
|
||||
if ordered:
|
||||
if mutable:
|
||||
return list(iterable)
|
||||
else:
|
||||
return tuple(iterable)
|
||||
else:
|
||||
if mutable:
|
||||
return bag(iterable)
|
||||
else:
|
||||
return frozenbag(iterable)
|
||||
@@ -1,53 +0,0 @@
|
||||
"""Python 2/3 compatibility helpers."""
|
||||
import sys
|
||||
|
||||
is_py2 = sys.version_info[0] == 2
|
||||
|
||||
if is_py2:
|
||||
def keys_set(d):
|
||||
"""Return a set of passed dictionary's keys."""
|
||||
return set(d.keys())
|
||||
else:
|
||||
keys_set = dict.keys
|
||||
|
||||
|
||||
if sys.version_info < (3, 6):
|
||||
from collections import Container, Iterable, Sized
|
||||
|
||||
def _check_methods(C, *methods):
|
||||
mro = C.__mro__
|
||||
for method in methods:
|
||||
for B in mro:
|
||||
if method in B.__dict__:
|
||||
if B.__dict__[method] is None:
|
||||
return NotImplemented
|
||||
break
|
||||
else:
|
||||
return NotImplemented
|
||||
return True
|
||||
|
||||
class Collection(Sized, Iterable, Container):
|
||||
"""Backport from Python3.6."""
|
||||
|
||||
__slots__ = tuple()
|
||||
|
||||
@classmethod
|
||||
def __subclasshook__(cls, C):
|
||||
if cls is Collection:
|
||||
return _check_methods(C, "__len__", "__iter__", "__contains__")
|
||||
return NotImplemented
|
||||
|
||||
else:
|
||||
from collections.abc import Collection
|
||||
|
||||
|
||||
def handle_rich_comp_not_implemented():
|
||||
"""Correctly handle unimplemented rich comparisons.
|
||||
|
||||
In Python 3, return NotImplemented.
|
||||
In Python 2, raise a TypeError.
|
||||
"""
|
||||
if is_py2:
|
||||
raise TypeError()
|
||||
else:
|
||||
return NotImplemented
|
||||
@@ -1,16 +0,0 @@
|
||||
"""util functions for collections_extended."""
|
||||
|
||||
|
||||
def hash_iterable(it):
|
||||
"""Perform a O(1) memory hash of an iterable of arbitrary length.
|
||||
|
||||
hash(tuple(it)) creates a temporary tuple containing all values from it
|
||||
which could be a problem if it is large.
|
||||
|
||||
See discussion at:
|
||||
https://groups.google.com/forum/#!msg/python-ideas/XcuC01a8SYs/e-doB9TbDwAJ
|
||||
"""
|
||||
hash_value = hash(type(it))
|
||||
for value in it:
|
||||
hash_value = hash((hash_value, value))
|
||||
return hash_value
|
||||
@@ -1,527 +0,0 @@
|
||||
"""Bag class definitions."""
|
||||
import heapq
|
||||
from collections import Hashable, MutableSet, Set
|
||||
from operator import itemgetter
|
||||
|
||||
from . import _compat
|
||||
|
||||
|
||||
class _basebag(Set):
|
||||
"""Base class for bag classes.
|
||||
|
||||
Base class for bag and frozenbag. Is not mutable and not hashable, so there's
|
||||
no reason to use this instead of either bag or frozenbag.
|
||||
"""
|
||||
|
||||
# Basic object methods
|
||||
|
||||
def __init__(self, iterable=None):
|
||||
"""Create a new basebag.
|
||||
|
||||
If iterable isn't given, is None or is empty then the bag starts empty.
|
||||
Otherwise each element from iterable will be added to the bag
|
||||
however many times it appears.
|
||||
|
||||
This runs in O(len(iterable))
|
||||
"""
|
||||
self._dict = dict()
|
||||
self._size = 0
|
||||
if iterable:
|
||||
if isinstance(iterable, _basebag):
|
||||
for elem, count in iterable._dict.items():
|
||||
self._dict[elem] = count
|
||||
self._size += count
|
||||
else:
|
||||
for value in iterable:
|
||||
self._dict[value] = self._dict.get(value, 0) + 1
|
||||
self._size += 1
|
||||
|
||||
def __repr__(self):
|
||||
if self._size == 0:
|
||||
return '{0}()'.format(self.__class__.__name__)
|
||||
else:
|
||||
repr_format = '{class_name}({values!r})'
|
||||
return repr_format.format(
|
||||
class_name=self.__class__.__name__,
|
||||
values=tuple(self),
|
||||
)
|
||||
|
||||
def __str__(self):
|
||||
if self._size == 0:
|
||||
return '{class_name}()'.format(class_name=self.__class__.__name__)
|
||||
else:
|
||||
format_single = '{elem!r}'
|
||||
format_mult = '{elem!r}^{mult}'
|
||||
strings = []
|
||||
for elem, mult in self._dict.items():
|
||||
if mult > 1:
|
||||
strings.append(format_mult.format(elem=elem, mult=mult))
|
||||
else:
|
||||
strings.append(format_single.format(elem=elem))
|
||||
return '{%s}' % ', '.join(strings)
|
||||
|
||||
# New public methods (not overriding/implementing anything)
|
||||
|
||||
def num_unique_elements(self):
|
||||
"""Return the number of unique elements.
|
||||
|
||||
This runs in O(1) time
|
||||
"""
|
||||
return len(self._dict)
|
||||
|
||||
def unique_elements(self):
|
||||
"""Return a view of unique elements in this bag.
|
||||
|
||||
In Python 3:
|
||||
This runs in O(1) time and returns a view of the unique elements
|
||||
In Python 2:
|
||||
This runs in O(n) and returns set of the current elements.
|
||||
"""
|
||||
return _compat.keys_set(self._dict)
|
||||
|
||||
def count(self, value):
|
||||
"""Return the number of value present in this bag.
|
||||
|
||||
If value is not in the bag no Error is raised, instead 0 is returned.
|
||||
|
||||
This runs in O(1) time
|
||||
|
||||
Args:
|
||||
value: The element of self to get the count of
|
||||
Returns:
|
||||
int: The count of value in self
|
||||
"""
|
||||
return self._dict.get(value, 0)
|
||||
|
||||
def nlargest(self, n=None):
|
||||
"""List the n most common elements and their counts.
|
||||
|
||||
List is from the most
|
||||
common to the least. If n is None, the list all element counts.
|
||||
|
||||
Run time should be O(m log m) where m is len(self)
|
||||
Args:
|
||||
n (int): The number of elements to return
|
||||
"""
|
||||
if n is None:
|
||||
return sorted(self._dict.items(), key=itemgetter(1), reverse=True)
|
||||
else:
|
||||
return heapq.nlargest(n, self._dict.items(), key=itemgetter(1))
|
||||
|
||||
@classmethod
|
||||
def _from_iterable(cls, it):
|
||||
return cls(it)
|
||||
|
||||
@classmethod
|
||||
def from_mapping(cls, mapping):
|
||||
"""Create a bag from a dict of elem->count.
|
||||
|
||||
Each key in the dict is added if the value is > 0.
|
||||
"""
|
||||
out = cls()
|
||||
for elem, count in mapping.items():
|
||||
if count > 0:
|
||||
out._dict[elem] = count
|
||||
out._size += count
|
||||
return out
|
||||
|
||||
def copy(self):
|
||||
"""Create a shallow copy of self.
|
||||
|
||||
This runs in O(len(self.num_unique_elements()))
|
||||
"""
|
||||
return self.from_mapping(self._dict)
|
||||
|
||||
# implementing Sized methods
|
||||
|
||||
def __len__(self):
|
||||
"""Return the cardinality of the bag.
|
||||
|
||||
This runs in O(1)
|
||||
"""
|
||||
return self._size
|
||||
|
||||
# implementing Container methods
|
||||
|
||||
def __contains__(self, value):
|
||||
"""Return the multiplicity of the element.
|
||||
|
||||
This runs in O(1)
|
||||
"""
|
||||
return self._dict.get(value, 0)
|
||||
|
||||
# implementing Iterable methods
|
||||
|
||||
def __iter__(self):
|
||||
"""Iterate through all elements.
|
||||
|
||||
Multiple copies will be returned if they exist.
|
||||
"""
|
||||
for value, count in self._dict.items():
|
||||
for i in range(count):
|
||||
yield(value)
|
||||
|
||||
# Comparison methods
|
||||
|
||||
def _is_subset(self, other):
|
||||
"""Check that every element in self has a count <= in other.
|
||||
|
||||
Args:
|
||||
other (Set)
|
||||
"""
|
||||
if isinstance(other, _basebag):
|
||||
for elem, count in self._dict.items():
|
||||
if not count <= other._dict.get(elem, 0):
|
||||
return False
|
||||
else:
|
||||
for elem in self:
|
||||
if self._dict.get(elem, 0) > 1 or elem not in other:
|
||||
return False
|
||||
return True
|
||||
|
||||
def _is_superset(self, other):
|
||||
"""Check that every element in self has a count >= in other.
|
||||
|
||||
Args:
|
||||
other (Set)
|
||||
"""
|
||||
if isinstance(other, _basebag):
|
||||
for elem, count in other._dict.items():
|
||||
if not self._dict.get(elem, 0) >= count:
|
||||
return False
|
||||
else:
|
||||
for elem in other:
|
||||
if elem not in self:
|
||||
return False
|
||||
return True
|
||||
|
||||
def __le__(self, other):
|
||||
if not isinstance(other, Set):
|
||||
return _compat.handle_rich_comp_not_implemented()
|
||||
return len(self) <= len(other) and self._is_subset(other)
|
||||
|
||||
def __lt__(self, other):
|
||||
if not isinstance(other, Set):
|
||||
return _compat.handle_rich_comp_not_implemented()
|
||||
return len(self) < len(other) and self._is_subset(other)
|
||||
|
||||
def __gt__(self, other):
|
||||
if not isinstance(other, Set):
|
||||
return _compat.handle_rich_comp_not_implemented()
|
||||
return len(self) > len(other) and self._is_superset(other)
|
||||
|
||||
def __ge__(self, other):
|
||||
if not isinstance(other, Set):
|
||||
return _compat.handle_rich_comp_not_implemented()
|
||||
return len(self) >= len(other) and self._is_superset(other)
|
||||
|
||||
def __eq__(self, other):
|
||||
if not isinstance(other, Set):
|
||||
return False
|
||||
if isinstance(other, _basebag):
|
||||
return self._dict == other._dict
|
||||
if not len(self) == len(other):
|
||||
return False
|
||||
for elem in other:
|
||||
if self._dict.get(elem, 0) != 1:
|
||||
return False
|
||||
return True
|
||||
|
||||
def __ne__(self, other):
|
||||
return not (self == other)
|
||||
|
||||
# Operations - &, |, +, -, ^, * and isdisjoint
|
||||
|
||||
def __and__(self, other):
|
||||
"""Intersection is the minimum of corresponding counts.
|
||||
|
||||
This runs in O(l + n) where:
|
||||
n is self.num_unique_elements()
|
||||
if other is a bag:
|
||||
l = 1
|
||||
else:
|
||||
l = len(other)
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
values = dict()
|
||||
for elem in self._dict:
|
||||
values[elem] = min(other._dict.get(elem, 0), self._dict.get(elem, 0))
|
||||
return self.from_mapping(values)
|
||||
|
||||
def isdisjoint(self, other):
|
||||
"""Return if this bag is disjoint with the passed collection.
|
||||
|
||||
This runs in O(len(other))
|
||||
|
||||
TODO move isdisjoint somewhere more appropriate
|
||||
"""
|
||||
for value in other:
|
||||
if value in self:
|
||||
return False
|
||||
return True
|
||||
|
||||
def __or__(self, other):
|
||||
"""Union is the maximum of all elements.
|
||||
|
||||
This runs in O(m + n) where:
|
||||
n is self.num_unique_elements()
|
||||
if other is a bag:
|
||||
m = other.num_unique_elements()
|
||||
else:
|
||||
m = len(other)
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
values = dict()
|
||||
for elem in self.unique_elements() | other.unique_elements():
|
||||
values[elem] = max(self._dict.get(elem, 0), other._dict.get(elem, 0))
|
||||
return self.from_mapping(values)
|
||||
|
||||
def __add__(self, other):
|
||||
"""Return a new bag also containing all the elements of other.
|
||||
|
||||
self + other = self & other + self | other
|
||||
|
||||
This runs in O(m + n) where:
|
||||
n is self.num_unique_elements()
|
||||
m is len(other)
|
||||
Args:
|
||||
other (Iterable): elements to add to self
|
||||
"""
|
||||
out = self.copy()
|
||||
for value in other:
|
||||
out._dict[value] = out._dict.get(value, 0) + 1
|
||||
out._size += 1
|
||||
return out
|
||||
|
||||
def __sub__(self, other):
|
||||
"""Difference between the sets.
|
||||
|
||||
For normal sets this is all x s.t. x in self and x not in other.
|
||||
For bags this is count(x) = max(0, self.count(x)-other.count(x))
|
||||
|
||||
This runs in O(m + n) where:
|
||||
n is self.num_unique_elements()
|
||||
m is len(other)
|
||||
Args:
|
||||
other (Iterable): elements to remove
|
||||
"""
|
||||
out = self.copy()
|
||||
for value in other:
|
||||
old_count = out._dict.get(value, 0)
|
||||
if old_count == 1:
|
||||
del out._dict[value]
|
||||
out._size -= 1
|
||||
elif old_count > 1:
|
||||
out._dict[value] = old_count - 1
|
||||
out._size -= 1
|
||||
return out
|
||||
|
||||
def __mul__(self, other):
|
||||
"""Cartesian product of the two sets.
|
||||
|
||||
other can be any iterable.
|
||||
Both self and other must contain elements that can be added together.
|
||||
|
||||
This should run in O(m*n+l) where:
|
||||
m is the number of unique elements in self
|
||||
n is the number of unique elements in other
|
||||
if other is a bag:
|
||||
l is 0
|
||||
else:
|
||||
l is the len(other)
|
||||
The +l will only really matter when other is an iterable with MANY
|
||||
repeated elements.
|
||||
For example: {'a'^2} * 'bbbbbbbbbbbbbbbbbbbbbbbbbb'
|
||||
The algorithm will be dominated by counting the 'b's
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
values = dict()
|
||||
for elem, count in self._dict.items():
|
||||
for other_elem, other_count in other._dict.items():
|
||||
new_elem = elem + other_elem
|
||||
new_count = count * other_count
|
||||
values[new_elem] = new_count
|
||||
return self.from_mapping(values)
|
||||
|
||||
def __xor__(self, other):
|
||||
"""Symmetric difference between the sets.
|
||||
|
||||
other can be any iterable.
|
||||
|
||||
This runs in O(m + n) where:
|
||||
m = len(self)
|
||||
n = len(other)
|
||||
"""
|
||||
return (self - other) | (other - self)
|
||||
|
||||
|
||||
class bag(_basebag, MutableSet):
|
||||
"""bag is a mutable unhashable bag."""
|
||||
|
||||
def pop(self):
|
||||
"""Remove and return an element of self."""
|
||||
# TODO can this be done more efficiently (no need to create an iterator)?
|
||||
it = iter(self)
|
||||
try:
|
||||
value = next(it)
|
||||
except StopIteration:
|
||||
raise KeyError
|
||||
self.discard(value)
|
||||
return value
|
||||
|
||||
def add(self, elem):
|
||||
"""Add elem to self."""
|
||||
self._dict[elem] = self._dict.get(elem, 0) + 1
|
||||
self._size += 1
|
||||
|
||||
def discard(self, elem):
|
||||
"""Remove elem from this bag, silent if it isn't present."""
|
||||
try:
|
||||
self.remove(elem)
|
||||
except ValueError:
|
||||
pass
|
||||
|
||||
def remove(self, elem):
|
||||
"""Remove elem from this bag, raising a ValueError if it isn't present.
|
||||
|
||||
Args:
|
||||
elem: object to remove from self
|
||||
Raises:
|
||||
ValueError: if the elem isn't present
|
||||
"""
|
||||
old_count = self._dict.get(elem, 0)
|
||||
if old_count == 0:
|
||||
raise ValueError
|
||||
elif old_count == 1:
|
||||
del self._dict[elem]
|
||||
else:
|
||||
self._dict[elem] -= 1
|
||||
self._size -= 1
|
||||
|
||||
def discard_all(self, other):
|
||||
"""Discard all of the elems from other."""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
for elem, other_count in other._dict.items():
|
||||
old_count = self._dict.get(elem, 0)
|
||||
new_count = old_count - other_count
|
||||
if new_count >= 0:
|
||||
if new_count == 0:
|
||||
if elem in self:
|
||||
del self._dict[elem]
|
||||
else:
|
||||
self._dict[elem] = new_count
|
||||
self._size += new_count - old_count
|
||||
|
||||
def remove_all(self, other):
|
||||
"""Remove all of the elems from other.
|
||||
|
||||
Raises a ValueError if the multiplicity of any elem in other is greater
|
||||
than in self.
|
||||
"""
|
||||
if not self._is_superset(other):
|
||||
raise ValueError
|
||||
self.discard_all(other)
|
||||
|
||||
def clear(self):
|
||||
"""Remove all elements from this bag."""
|
||||
self._dict = dict()
|
||||
self._size = 0
|
||||
|
||||
# In-place operations
|
||||
|
||||
def __ior__(self, other):
|
||||
"""Set multiplicity of each element to the maximum of the two collections.
|
||||
|
||||
if isinstance(other, _basebag):
|
||||
This runs in O(other.num_unique_elements())
|
||||
else:
|
||||
This runs in O(len(other))
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
for elem, other_count in other._dict.items():
|
||||
old_count = self._dict.get(elem, 0)
|
||||
new_count = max(other_count, old_count)
|
||||
self._dict[elem] = new_count
|
||||
self._size += new_count - old_count
|
||||
return self
|
||||
|
||||
def __iand__(self, other):
|
||||
"""Set multiplicity of each element to the minimum of the two collections.
|
||||
|
||||
if isinstance(other, _basebag):
|
||||
This runs in O(other.num_unique_elements())
|
||||
else:
|
||||
This runs in O(len(other))
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
for elem, old_count in set(self._dict.items()):
|
||||
other_count = other._dict.get(elem, 0)
|
||||
new_count = min(other_count, old_count)
|
||||
if new_count == 0:
|
||||
del self._dict[elem]
|
||||
else:
|
||||
self._dict[elem] = new_count
|
||||
self._size += new_count - old_count
|
||||
return self
|
||||
|
||||
def __ixor__(self, other):
|
||||
"""Set self to the symmetric difference between the sets.
|
||||
|
||||
if isinstance(other, _basebag):
|
||||
This runs in O(other.num_unique_elements())
|
||||
else:
|
||||
This runs in O(len(other))
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
other_minus_self = other - self
|
||||
self -= other
|
||||
self |= other_minus_self
|
||||
return self
|
||||
|
||||
def __isub__(self, other):
|
||||
"""Discard the elements of other from self.
|
||||
|
||||
if isinstance(it, _basebag):
|
||||
This runs in O(it.num_unique_elements())
|
||||
else:
|
||||
This runs in O(len(it))
|
||||
"""
|
||||
self.discard_all(other)
|
||||
return self
|
||||
|
||||
def __iadd__(self, other):
|
||||
"""Add all of the elements of other to self.
|
||||
|
||||
if isinstance(it, _basebag):
|
||||
This runs in O(it.num_unique_elements())
|
||||
else:
|
||||
This runs in O(len(it))
|
||||
"""
|
||||
if not isinstance(other, _basebag):
|
||||
other = self._from_iterable(other)
|
||||
for elem, other_count in other._dict.items():
|
||||
self._dict[elem] = self._dict.get(elem, 0) + other_count
|
||||
self._size += other_count
|
||||
return self
|
||||
|
||||
|
||||
class frozenbag(_basebag, Hashable):
|
||||
"""frozenbag is an immutable, hashable bab."""
|
||||
|
||||
def __hash__(self):
|
||||
"""Compute the hash value of a frozenbag.
|
||||
|
||||
This was copied directly from _collections_abc.Set._hash in Python3 which
|
||||
is identical to _abcoll.Set._hash
|
||||
We can't call it directly because Python2 raises a TypeError.
|
||||
"""
|
||||
if not hasattr(self, '_hash_value'):
|
||||
self._hash_value = self._hash()
|
||||
return self._hash_value
|
||||
@@ -1,94 +0,0 @@
|
||||
"""Class definition for bijection."""
|
||||
|
||||
from collections import Mapping, MutableMapping
|
||||
|
||||
|
||||
class bijection(MutableMapping):
|
||||
"""A one-to-one onto mapping, a dict with unique values."""
|
||||
|
||||
def __init__(self, iterable=None, **kwarg):
|
||||
"""Create a bijection from an iterable.
|
||||
|
||||
Matches dict.__init__.
|
||||
"""
|
||||
self._data = {}
|
||||
self.__inverse = self.__new__(bijection)
|
||||
self.__inverse._data = {}
|
||||
self.__inverse.__inverse = self
|
||||
if iterable is not None:
|
||||
if isinstance(iterable, Mapping):
|
||||
for key, value in iterable.items():
|
||||
self[key] = value
|
||||
else:
|
||||
for pair in iterable:
|
||||
self[pair[0]] = pair[1]
|
||||
for key, value in kwarg.items():
|
||||
self[key] = value
|
||||
|
||||
def __repr__(self):
|
||||
if len(self._data) == 0:
|
||||
return '{0}()'.format(self.__class__.__name__)
|
||||
else:
|
||||
repr_format = '{class_name}({values!r})'
|
||||
return repr_format.format(
|
||||
class_name=self.__class__.__name__,
|
||||
values=self._data,
|
||||
)
|
||||
|
||||
@property
|
||||
def inverse(self):
|
||||
"""Return the inverse of this bijection."""
|
||||
return self.__inverse
|
||||
|
||||
# Required for MutableMapping
|
||||
def __len__(self):
|
||||
return len(self._data)
|
||||
|
||||
# Required for MutableMapping
|
||||
def __getitem__(self, key):
|
||||
return self._data[key]
|
||||
|
||||
# Required for MutableMapping
|
||||
def __setitem__(self, key, value):
|
||||
if key in self:
|
||||
del self.inverse._data[self[key]]
|
||||
if value in self.inverse:
|
||||
del self._data[self.inverse[value]]
|
||||
self._data[key] = value
|
||||
self.inverse._data[value] = key
|
||||
|
||||
# Required for MutableMapping
|
||||
def __delitem__(self, key):
|
||||
value = self._data.pop(key)
|
||||
del self.inverse._data[value]
|
||||
|
||||
# Required for MutableMapping
|
||||
def __iter__(self):
|
||||
return iter(self._data)
|
||||
|
||||
def __contains__(self, key):
|
||||
return key in self._data
|
||||
|
||||
def clear(self):
|
||||
"""Remove everything from this bijection."""
|
||||
self._data.clear()
|
||||
self.inverse._data.clear()
|
||||
|
||||
def copy(self):
|
||||
"""Return a copy of this bijection."""
|
||||
return bijection(self)
|
||||
|
||||
def items(self):
|
||||
"""See Mapping.items."""
|
||||
return self._data.items()
|
||||
|
||||
def keys(self):
|
||||
"""See Mapping.keys."""
|
||||
return self._data.keys()
|
||||
|
||||
def values(self):
|
||||
"""See Mapping.values."""
|
||||
return self.inverse.keys()
|
||||
|
||||
def __eq__(self, other):
|
||||
return isinstance(other, bijection) and self._data == other._data
|
||||
@@ -1,383 +0,0 @@
|
||||
"""RangeMap class definition."""
|
||||
from bisect import bisect_left, bisect_right
|
||||
from collections import Mapping, MappingView, Set, namedtuple
|
||||
|
||||
# Used to mark unmapped ranges
|
||||
_empty = object()
|
||||
|
||||
MappedRange = namedtuple('MappedRange', ('start', 'stop', 'value'))
|
||||
|
||||
|
||||
class KeysView(MappingView, Set):
|
||||
"""A view of the keys that mark the starts of subranges.
|
||||
|
||||
Since iterating over all the keys is impossible, the KeysView only
|
||||
contains the keys that start each subrange.
|
||||
"""
|
||||
|
||||
__slots__ = ()
|
||||
|
||||
@classmethod
|
||||
def _from_iterable(self, it):
|
||||
return set(it)
|
||||
|
||||
def __contains__(self, key):
|
||||
loc = self._mapping._bisect_left(key)
|
||||
return self._mapping._keys[loc] == key and \
|
||||
self._mapping._values[loc] is not _empty
|
||||
|
||||
def __iter__(self):
|
||||
for item in self._mapping.ranges():
|
||||
yield item.start
|
||||
|
||||
|
||||
class ItemsView(MappingView, Set):
|
||||
"""A view of the items that mark the starts of subranges.
|
||||
|
||||
Since iterating over all the keys is impossible, the ItemsView only
|
||||
contains the items that start each subrange.
|
||||
"""
|
||||
|
||||
__slots__ = ()
|
||||
|
||||
@classmethod
|
||||
def _from_iterable(self, it):
|
||||
return set(it)
|
||||
|
||||
def __contains__(self, item):
|
||||
key, value = item
|
||||
loc = self._mapping._bisect_left(key)
|
||||
return self._mapping._keys[loc] == key and \
|
||||
self._mapping._values[loc] == value
|
||||
|
||||
def __iter__(self):
|
||||
for mapped_range in self._mapping.ranges():
|
||||
yield (mapped_range.start, mapped_range.value)
|
||||
|
||||
|
||||
class ValuesView(MappingView):
|
||||
"""A view on the values of a Mapping."""
|
||||
|
||||
__slots__ = ()
|
||||
|
||||
def __contains__(self, value):
|
||||
return value in self._mapping._values
|
||||
|
||||
def __iter__(self):
|
||||
for value in self._mapping._values:
|
||||
if value is not _empty:
|
||||
yield value
|
||||
|
||||
|
||||
def _check_start_stop(start, stop):
|
||||
"""Check that start and stop are valid - orderable and in the right order.
|
||||
|
||||
Raises:
|
||||
ValueError: if stop <= start
|
||||
TypeError: if unorderable
|
||||
"""
|
||||
if start is not None and stop is not None and stop <= start:
|
||||
raise ValueError('stop must be > start')
|
||||
|
||||
|
||||
def _check_key_slice(key):
|
||||
if not isinstance(key, slice):
|
||||
raise TypeError('Can only set and delete slices')
|
||||
if key.step is not None:
|
||||
raise ValueError('Cannot set or delete slices with steps')
|
||||
|
||||
|
||||
class RangeMap(Mapping):
|
||||
"""Map ranges of orderable elements to values."""
|
||||
|
||||
def __init__(self, iterable=None, **kwargs):
|
||||
"""Create a RangeMap.
|
||||
|
||||
A mapping or other iterable can be passed to initialize the RangeMap.
|
||||
If mapping is passed, it is interpreted as a mapping from range start
|
||||
indices to values.
|
||||
If an iterable is passed, each element will define a range in the
|
||||
RangeMap and should be formatted (start, stop, value).
|
||||
|
||||
default_value is a an optional keyword argument that will initialize the
|
||||
entire RangeMap to that value. Any missing ranges will be mapped to that
|
||||
value. However, if ranges are subsequently deleted they will be removed
|
||||
and *not* mapped to the default_value.
|
||||
|
||||
Args:
|
||||
iterable: A Mapping or an Iterable to initialize from.
|
||||
default_value: If passed, the return value for all keys less than the
|
||||
least key in mapping or missing ranges in iterable. If no mapping
|
||||
or iterable, the return value for all keys.
|
||||
"""
|
||||
default_value = kwargs.pop('default_value', _empty)
|
||||
if kwargs:
|
||||
raise TypeError('Unknown keyword arguments: %s' % ', '.join(kwargs.keys()))
|
||||
self._keys = [None]
|
||||
self._values = [default_value]
|
||||
if iterable:
|
||||
if isinstance(iterable, Mapping):
|
||||
self._init_from_mapping(iterable)
|
||||
else:
|
||||
self._init_from_iterable(iterable)
|
||||
|
||||
@classmethod
|
||||
def from_mapping(cls, mapping):
|
||||
"""Create a RangeMap from a mapping of interval starts to values."""
|
||||
obj = cls()
|
||||
obj._init_from_mapping(mapping)
|
||||
return obj
|
||||
|
||||
def _init_from_mapping(self, mapping):
|
||||
for key, value in sorted(mapping.items()):
|
||||
self.set(value, key)
|
||||
|
||||
@classmethod
|
||||
def from_iterable(cls, iterable):
|
||||
"""Create a RangeMap from an iterable of tuples defining each range.
|
||||
|
||||
Each element of the iterable is a tuple (start, stop, value).
|
||||
"""
|
||||
obj = cls()
|
||||
obj._init_from_iterable(iterable)
|
||||
return obj
|
||||
|
||||
def _init_from_iterable(self, iterable):
|
||||
for start, stop, value in iterable:
|
||||
self.set(value, start=start, stop=stop)
|
||||
|
||||
def __str__(self):
|
||||
range_format = '({range.start}, {range.stop}): {range.value}'
|
||||
values = ', '.join([range_format.format(range=r) for r in self.ranges()])
|
||||
return 'RangeMap(%s)' % values
|
||||
|
||||
def __repr__(self):
|
||||
range_format = '({range.start!r}, {range.stop!r}, {range.value!r})'
|
||||
values = ', '.join([range_format.format(range=r) for r in self.ranges()])
|
||||
return 'RangeMap([%s])' % values
|
||||
|
||||
def _bisect_left(self, key):
|
||||
"""Return the index of the key or the last key < key."""
|
||||
if key is None:
|
||||
return 0
|
||||
else:
|
||||
return bisect_left(self._keys, key, lo=1)
|
||||
|
||||
def _bisect_right(self, key):
|
||||
"""Return the index of the first key > key."""
|
||||
if key is None:
|
||||
return 1
|
||||
else:
|
||||
return bisect_right(self._keys, key, lo=1)
|
||||
|
||||
def ranges(self, start=None, stop=None):
|
||||
"""Generate MappedRanges for all mapped ranges.
|
||||
|
||||
Yields:
|
||||
MappedRange
|
||||
"""
|
||||
_check_start_stop(start, stop)
|
||||
start_loc = self._bisect_right(start)
|
||||
if stop is None:
|
||||
stop_loc = len(self._keys)
|
||||
else:
|
||||
stop_loc = self._bisect_left(stop)
|
||||
start_val = self._values[start_loc - 1]
|
||||
candidate_keys = [start] + self._keys[start_loc:stop_loc] + [stop]
|
||||
candidate_values = [start_val] + self._values[start_loc:stop_loc]
|
||||
for i, value in enumerate(candidate_values):
|
||||
if value is not _empty:
|
||||
start_key = candidate_keys[i]
|
||||
stop_key = candidate_keys[i + 1]
|
||||
yield MappedRange(start_key, stop_key, value)
|
||||
|
||||
def __contains__(self, value):
|
||||
try:
|
||||
self.__getitem(value) is not _empty
|
||||
except KeyError:
|
||||
return False
|
||||
else:
|
||||
return True
|
||||
|
||||
def __iter__(self):
|
||||
for key, value in zip(self._keys, self._values):
|
||||
if value is not _empty:
|
||||
yield key
|
||||
|
||||
def __bool__(self):
|
||||
if len(self._keys) > 1:
|
||||
return True
|
||||
else:
|
||||
return self._values[0] != _empty
|
||||
|
||||
__nonzero__ = __bool__
|
||||
|
||||
def __getitem(self, key):
|
||||
"""Get the value for a key (not a slice)."""
|
||||
loc = self._bisect_right(key) - 1
|
||||
value = self._values[loc]
|
||||
if value is _empty:
|
||||
raise KeyError(key)
|
||||
else:
|
||||
return value
|
||||
|
||||
def get(self, key, restval=None):
|
||||
"""Get the value of the range containing key, otherwise return restval."""
|
||||
try:
|
||||
return self.__getitem(key)
|
||||
except KeyError:
|
||||
return restval
|
||||
|
||||
def get_range(self, start=None, stop=None):
|
||||
"""Return a RangeMap for the range start to stop.
|
||||
|
||||
Returns:
|
||||
A RangeMap
|
||||
"""
|
||||
return self.from_iterable(self.ranges(start, stop))
|
||||
|
||||
def set(self, value, start=None, stop=None):
|
||||
"""Set the range from start to stop to value."""
|
||||
_check_start_stop(start, stop)
|
||||
# start_index, stop_index will denote the sections we are replacing
|
||||
start_index = self._bisect_left(start)
|
||||
if start is not None: # start_index == 0
|
||||
prev_value = self._values[start_index - 1]
|
||||
if prev_value == value:
|
||||
# We're setting a range where the left range has the same
|
||||
# value, so create one big range
|
||||
start_index -= 1
|
||||
start = self._keys[start_index]
|
||||
if stop is None:
|
||||
new_keys = [start]
|
||||
new_values = [value]
|
||||
stop_index = len(self._keys)
|
||||
else:
|
||||
stop_index = self._bisect_right(stop)
|
||||
stop_value = self._values[stop_index - 1]
|
||||
stop_key = self._keys[stop_index - 1]
|
||||
if stop_key == stop and stop_value == value:
|
||||
new_keys = [start]
|
||||
new_values = [value]
|
||||
else:
|
||||
new_keys = [start, stop]
|
||||
new_values = [value, stop_value]
|
||||
self._keys[start_index:stop_index] = new_keys
|
||||
self._values[start_index:stop_index] = new_values
|
||||
|
||||
def delete(self, start=None, stop=None):
|
||||
"""Delete the range from start to stop from self.
|
||||
|
||||
Raises:
|
||||
KeyError: If part of the passed range isn't mapped.
|
||||
"""
|
||||
_check_start_stop(start, stop)
|
||||
start_loc = self._bisect_right(start) - 1
|
||||
if stop is None:
|
||||
stop_loc = len(self._keys)
|
||||
else:
|
||||
stop_loc = self._bisect_left(stop)
|
||||
for value in self._values[start_loc:stop_loc]:
|
||||
if value is _empty:
|
||||
raise KeyError((start, stop))
|
||||
# this is inefficient, we've already found the sub ranges
|
||||
self.set(_empty, start=start, stop=stop)
|
||||
|
||||
def empty(self, start=None, stop=None):
|
||||
"""Empty the range from start to stop.
|
||||
|
||||
Like delete, but no Error is raised if the entire range isn't mapped.
|
||||
"""
|
||||
self.set(_empty, start=start, stop=stop)
|
||||
|
||||
def clear(self):
|
||||
"""Remove all elements."""
|
||||
self._keys = [None]
|
||||
self._values = [_empty]
|
||||
|
||||
@property
|
||||
def start(self):
|
||||
"""Get the start key of the first range.
|
||||
|
||||
None if RangeMap is empty or unbounded to the left.
|
||||
"""
|
||||
if self._values[0] is _empty:
|
||||
try:
|
||||
return self._keys[1]
|
||||
except IndexError:
|
||||
# This is empty or everything is mapped to a single value
|
||||
return None
|
||||
else:
|
||||
# This is unbounded to the left
|
||||
return self._keys[0]
|
||||
|
||||
@property
|
||||
def end(self):
|
||||
"""Get the stop key of the last range.
|
||||
|
||||
None if RangeMap is empty or unbounded to the right.
|
||||
"""
|
||||
if self._values[-1] is _empty:
|
||||
return self._keys[-1]
|
||||
else:
|
||||
# This is unbounded to the right
|
||||
return None
|
||||
|
||||
def __eq__(self, other):
|
||||
if isinstance(other, RangeMap):
|
||||
return (
|
||||
self._keys == other._keys and
|
||||
self._values == other._values
|
||||
)
|
||||
else:
|
||||
return False
|
||||
|
||||
def __getitem__(self, key):
|
||||
try:
|
||||
_check_key_slice(key)
|
||||
except TypeError:
|
||||
return self.__getitem(key)
|
||||
else:
|
||||
return self.get_range(key.start, key.stop)
|
||||
|
||||
def __setitem__(self, key, value):
|
||||
_check_key_slice(key)
|
||||
self.set(value, key.start, key.stop)
|
||||
|
||||
def __delitem__(self, key):
|
||||
_check_key_slice(key)
|
||||
self.delete(key.start, key.stop)
|
||||
|
||||
def __len__(self):
|
||||
count = 0
|
||||
for v in self._values:
|
||||
if v is not _empty:
|
||||
count += 1
|
||||
return count
|
||||
|
||||
def keys(self):
|
||||
"""Return a view of the keys."""
|
||||
return KeysView(self)
|
||||
|
||||
def values(self):
|
||||
"""Return a view of the values."""
|
||||
return ValuesView(self)
|
||||
|
||||
def items(self):
|
||||
"""Return a view of the item pairs."""
|
||||
return ItemsView(self)
|
||||
|
||||
# Python2 - override slice methods
|
||||
def __setslice__(self, i, j, value):
|
||||
"""Implement __setslice__ to override behavior in Python 2.
|
||||
|
||||
This is required because empty slices pass integers in python2 as opposed
|
||||
to None in python 3.
|
||||
"""
|
||||
raise SyntaxError('Assigning slices doesn\t work in Python 2, use set')
|
||||
|
||||
def __delslice__(self, i, j):
|
||||
raise SyntaxError('Deleting slices doesn\t work in Python 2, use delete')
|
||||
|
||||
def __getslice__(self, i, j):
|
||||
raise SyntaxError('Getting slices doesn\t work in Python 2, use get_range.')
|
||||
@@ -1,551 +0,0 @@
|
||||
"""Setlist class definitions."""
|
||||
import random as random_
|
||||
from collections import (
|
||||
Hashable,
|
||||
MutableSequence,
|
||||
MutableSet,
|
||||
Sequence,
|
||||
Set,
|
||||
)
|
||||
|
||||
from . import _util
|
||||
|
||||
|
||||
class _basesetlist(Sequence, Set):
|
||||
"""A setlist is an ordered Collection of unique elements.
|
||||
|
||||
_basesetlist is the superclass of setlist and frozensetlist. It is immutable
|
||||
and unhashable.
|
||||
"""
|
||||
|
||||
def __init__(self, iterable=None, raise_on_duplicate=False):
|
||||
"""Create a setlist.
|
||||
|
||||
Args:
|
||||
iterable (Iterable): Values to initialize the setlist with.
|
||||
"""
|
||||
self._list = list()
|
||||
self._dict = dict()
|
||||
if iterable:
|
||||
if raise_on_duplicate:
|
||||
self._extend(iterable)
|
||||
else:
|
||||
self._update(iterable)
|
||||
|
||||
def __repr__(self):
|
||||
if len(self) == 0:
|
||||
return '{0}()'.format(self.__class__.__name__)
|
||||
else:
|
||||
repr_format = '{class_name}({values!r})'
|
||||
return repr_format.format(
|
||||
class_name=self.__class__.__name__,
|
||||
values=tuple(self),
|
||||
)
|
||||
|
||||
# Convenience methods
|
||||
def _fix_neg_index(self, index):
|
||||
if index < 0:
|
||||
index += len(self)
|
||||
if index < 0:
|
||||
raise IndexError('index is out of range')
|
||||
return index
|
||||
|
||||
def _fix_end_index(self, index):
|
||||
if index is None:
|
||||
return len(self)
|
||||
else:
|
||||
return self._fix_neg_index(index)
|
||||
|
||||
def _append(self, value):
|
||||
# Checking value in self will check that value is Hashable
|
||||
if value in self:
|
||||
raise ValueError('Value "%s" already present' % str(value))
|
||||
else:
|
||||
self._dict[value] = len(self)
|
||||
self._list.append(value)
|
||||
|
||||
def _extend(self, values):
|
||||
new_values = set()
|
||||
for value in values:
|
||||
if value in new_values:
|
||||
raise ValueError('New values contain duplicates')
|
||||
elif value in self:
|
||||
raise ValueError('New values contain elements already present in self')
|
||||
else:
|
||||
new_values.add(value)
|
||||
for value in values:
|
||||
self._dict[value] = len(self)
|
||||
self._list.append(value)
|
||||
|
||||
def _add(self, item):
|
||||
if item not in self:
|
||||
self._dict[item] = len(self)
|
||||
self._list.append(item)
|
||||
|
||||
def _update(self, values):
|
||||
for value in values:
|
||||
if value not in self:
|
||||
self._dict[value] = len(self)
|
||||
self._list.append(value)
|
||||
|
||||
@classmethod
|
||||
def _from_iterable(cls, it, **kwargs):
|
||||
return cls(it, **kwargs)
|
||||
|
||||
# Implement Container
|
||||
def __contains__(self, value):
|
||||
return value in self._dict
|
||||
|
||||
# Iterable we get by inheriting from Sequence
|
||||
|
||||
# Implement Sized
|
||||
def __len__(self):
|
||||
return len(self._list)
|
||||
|
||||
# Implement Sequence
|
||||
def __getitem__(self, index):
|
||||
if isinstance(index, slice):
|
||||
return self._from_iterable(self._list[index])
|
||||
return self._list[index]
|
||||
|
||||
def count(self, value):
|
||||
"""Return the number of occurences of value in self.
|
||||
|
||||
This runs in O(1)
|
||||
|
||||
Args:
|
||||
value: The value to count
|
||||
Returns:
|
||||
int: 1 if the value is in the setlist, otherwise 0
|
||||
"""
|
||||
if value in self:
|
||||
return 1
|
||||
else:
|
||||
return 0
|
||||
|
||||
def index(self, value, start=0, end=None):
|
||||
"""Return the index of value between start and end.
|
||||
|
||||
By default, the entire setlist is searched.
|
||||
|
||||
This runs in O(1)
|
||||
|
||||
Args:
|
||||
value: The value to find the index of
|
||||
start (int): The index to start searching at (defaults to 0)
|
||||
end (int): The index to stop searching at (defaults to the end of the list)
|
||||
Returns:
|
||||
int: The index of the value
|
||||
Raises:
|
||||
ValueError: If the value is not in the list or outside of start - end
|
||||
IndexError: If start or end are out of range
|
||||
"""
|
||||
try:
|
||||
index = self._dict[value]
|
||||
except KeyError:
|
||||
raise ValueError
|
||||
else:
|
||||
start = self._fix_neg_index(start)
|
||||
end = self._fix_end_index(end)
|
||||
if start <= index and index < end:
|
||||
return index
|
||||
else:
|
||||
raise ValueError
|
||||
|
||||
@classmethod
|
||||
def _check_type(cls, other, operand_name):
|
||||
if not isinstance(other, _basesetlist):
|
||||
message = (
|
||||
"unsupported operand type(s) for {operand_name}: "
|
||||
"'{self_type}' and '{other_type}'").format(
|
||||
operand_name=operand_name,
|
||||
self_type=cls,
|
||||
other_type=type(other),
|
||||
)
|
||||
raise TypeError(message)
|
||||
|
||||
def __add__(self, other):
|
||||
self._check_type(other, '+')
|
||||
out = self.copy()
|
||||
out._extend(other)
|
||||
return out
|
||||
|
||||
# Implement Set
|
||||
|
||||
def issubset(self, other):
|
||||
return self <= other
|
||||
|
||||
def issuperset(self, other):
|
||||
return self >= other
|
||||
|
||||
def union(self, other):
|
||||
out = self.copy()
|
||||
out.update(other)
|
||||
return out
|
||||
|
||||
def intersection(self, other):
|
||||
other = set(other)
|
||||
return self._from_iterable(item for item in self if item in other)
|
||||
|
||||
def difference(self, other):
|
||||
other = set(other)
|
||||
return self._from_iterable(item for item in self if item not in other)
|
||||
|
||||
def symmetric_difference(self, other):
|
||||
return self.union(other) - self.intersection(other)
|
||||
|
||||
def __sub__(self, other):
|
||||
self._check_type(other, '-')
|
||||
return self.difference(other)
|
||||
|
||||
def __and__(self, other):
|
||||
self._check_type(other, '&')
|
||||
return self.intersection(other)
|
||||
|
||||
def __or__(self, other):
|
||||
self._check_type(other, '|')
|
||||
return self.union(other)
|
||||
|
||||
def __xor__(self, other):
|
||||
self._check_type(other, '^')
|
||||
return self.symmetric_difference(other)
|
||||
|
||||
# Comparison
|
||||
|
||||
def __eq__(self, other):
|
||||
if not isinstance(other, _basesetlist):
|
||||
return False
|
||||
if not len(self) == len(other):
|
||||
return False
|
||||
for self_elem, other_elem in zip(self, other):
|
||||
if self_elem != other_elem:
|
||||
return False
|
||||
return True
|
||||
|
||||
def __ne__(self, other):
|
||||
return not (self == other)
|
||||
|
||||
# New methods
|
||||
|
||||
def sub_index(self, sub, start=0, end=None):
|
||||
"""Return the index of a subsequence.
|
||||
|
||||
This runs in O(len(sub))
|
||||
|
||||
Args:
|
||||
sub (Sequence): An Iterable to search for
|
||||
Returns:
|
||||
int: The index of the first element of sub
|
||||
Raises:
|
||||
ValueError: If sub isn't a subsequence
|
||||
TypeError: If sub isn't iterable
|
||||
IndexError: If start or end are out of range
|
||||
"""
|
||||
start_index = self.index(sub[0], start, end)
|
||||
end = self._fix_end_index(end)
|
||||
if start_index + len(sub) > end:
|
||||
raise ValueError
|
||||
for i in range(1, len(sub)):
|
||||
if sub[i] != self[start_index + i]:
|
||||
raise ValueError
|
||||
return start_index
|
||||
|
||||
def copy(self):
|
||||
return self.__class__(self)
|
||||
|
||||
|
||||
class setlist(_basesetlist, MutableSequence, MutableSet):
|
||||
"""A mutable (unhashable) setlist."""
|
||||
|
||||
def __str__(self):
|
||||
return '{[%s}]' % ', '.join(repr(v) for v in self)
|
||||
|
||||
# Helper methods
|
||||
def _delete_all(self, elems_to_delete, raise_errors):
|
||||
indices_to_delete = set()
|
||||
for elem in elems_to_delete:
|
||||
try:
|
||||
elem_index = self._dict[elem]
|
||||
except KeyError:
|
||||
if raise_errors:
|
||||
raise ValueError('Passed values contain elements not in self')
|
||||
else:
|
||||
if elem_index in indices_to_delete:
|
||||
if raise_errors:
|
||||
raise ValueError('Passed vales contain duplicates')
|
||||
indices_to_delete.add(elem_index)
|
||||
self._delete_values_by_index(indices_to_delete)
|
||||
|
||||
def _delete_values_by_index(self, indices_to_delete):
|
||||
deleted_count = 0
|
||||
for i, elem in enumerate(self._list):
|
||||
if i in indices_to_delete:
|
||||
deleted_count += 1
|
||||
del self._dict[elem]
|
||||
else:
|
||||
new_index = i - deleted_count
|
||||
self._list[new_index] = elem
|
||||
self._dict[elem] = new_index
|
||||
# Now remove deleted_count items from the end of the list
|
||||
if deleted_count:
|
||||
self._list = self._list[:-deleted_count]
|
||||
|
||||
# Set/Sequence agnostic
|
||||
def pop(self, index=-1):
|
||||
"""Remove and return the item at index."""
|
||||
value = self._list.pop(index)
|
||||
del self._dict[value]
|
||||
return value
|
||||
|
||||
def clear(self):
|
||||
"""Remove all elements from self."""
|
||||
self._dict = dict()
|
||||
self._list = list()
|
||||
|
||||
# Implement MutableSequence
|
||||
def __setitem__(self, index, value):
|
||||
if isinstance(index, slice):
|
||||
old_values = self[index]
|
||||
for v in value:
|
||||
if v in self and v not in old_values:
|
||||
raise ValueError
|
||||
self._list[index] = value
|
||||
self._dict = {}
|
||||
for i, v in enumerate(self._list):
|
||||
self._dict[v] = i
|
||||
else:
|
||||
index = self._fix_neg_index(index)
|
||||
old_value = self._list[index]
|
||||
if value in self:
|
||||
if value == old_value:
|
||||
return
|
||||
else:
|
||||
raise ValueError
|
||||
del self._dict[old_value]
|
||||
self._list[index] = value
|
||||
self._dict[value] = index
|
||||
|
||||
def __delitem__(self, index):
|
||||
if isinstance(index, slice):
|
||||
indices_to_delete = set(self.index(e) for e in self._list[index])
|
||||
self._delete_values_by_index(indices_to_delete)
|
||||
else:
|
||||
index = self._fix_neg_index(index)
|
||||
value = self._list[index]
|
||||
del self._dict[value]
|
||||
for elem in self._list[index + 1:]:
|
||||
self._dict[elem] -= 1
|
||||
del self._list[index]
|
||||
|
||||
def insert(self, index, value):
|
||||
"""Insert value at index.
|
||||
|
||||
Args:
|
||||
index (int): Index to insert value at
|
||||
value: Value to insert
|
||||
Raises:
|
||||
ValueError: If value already in self
|
||||
IndexError: If start or end are out of range
|
||||
"""
|
||||
if value in self:
|
||||
raise ValueError
|
||||
index = self._fix_neg_index(index)
|
||||
self._dict[value] = index
|
||||
for elem in self._list[index:]:
|
||||
self._dict[elem] += 1
|
||||
self._list.insert(index, value)
|
||||
|
||||
def append(self, value):
|
||||
"""Append value to the end.
|
||||
|
||||
Args:
|
||||
value: Value to append
|
||||
Raises:
|
||||
ValueError: If value alread in self
|
||||
TypeError: If value isn't hashable
|
||||
"""
|
||||
self._append(value)
|
||||
|
||||
def extend(self, values):
|
||||
"""Append all values to the end.
|
||||
|
||||
If any of the values are present, ValueError will
|
||||
be raised and none of the values will be appended.
|
||||
|
||||
Args:
|
||||
values (Iterable): Values to append
|
||||
Raises:
|
||||
ValueError: If any values are already present or there are duplicates
|
||||
in the passed values.
|
||||
TypeError: If any of the values aren't hashable.
|
||||
"""
|
||||
self._extend(values)
|
||||
|
||||
def __iadd__(self, values):
|
||||
"""Add all values to the end of self.
|
||||
|
||||
Args:
|
||||
values (Iterable): Values to append
|
||||
Raises:
|
||||
ValueError: If any values are already present
|
||||
"""
|
||||
self._check_type(values, '+=')
|
||||
self.extend(values)
|
||||
return self
|
||||
|
||||
def remove(self, value):
|
||||
"""Remove value from self.
|
||||
|
||||
Args:
|
||||
value: Element to remove from self
|
||||
Raises:
|
||||
ValueError: if element is already present
|
||||
"""
|
||||
try:
|
||||
index = self._dict[value]
|
||||
except KeyError:
|
||||
raise ValueError('Value "%s" is not present.')
|
||||
else:
|
||||
del self[index]
|
||||
|
||||
def remove_all(self, elems_to_delete):
|
||||
"""Remove all elements from elems_to_delete, raises ValueErrors.
|
||||
|
||||
See Also:
|
||||
discard_all
|
||||
Args:
|
||||
elems_to_delete (Iterable): Elements to remove.
|
||||
Raises:
|
||||
ValueError: If the count of any element is greater in
|
||||
elems_to_delete than self.
|
||||
TypeError: If any of the values aren't hashable.
|
||||
"""
|
||||
self._delete_all(elems_to_delete, raise_errors=True)
|
||||
|
||||
# Implement MutableSet
|
||||
|
||||
def add(self, item):
|
||||
"""Add an item.
|
||||
|
||||
Note:
|
||||
This does not raise a ValueError for an already present value like
|
||||
append does. This is to match the behavior of set.add
|
||||
Args:
|
||||
item: Item to add
|
||||
Raises:
|
||||
TypeError: If item isn't hashable.
|
||||
"""
|
||||
self._add(item)
|
||||
|
||||
def update(self, values):
|
||||
"""Add all values to the end.
|
||||
|
||||
If any of the values are present, silently ignore
|
||||
them (as opposed to extend which raises an Error).
|
||||
|
||||
See also:
|
||||
extend
|
||||
Args:
|
||||
values (Iterable): Values to add
|
||||
Raises:
|
||||
TypeError: If any of the values are unhashable.
|
||||
"""
|
||||
self._update(values)
|
||||
|
||||
def discard_all(self, elems_to_delete):
|
||||
"""Discard all the elements from elems_to_delete.
|
||||
|
||||
This is much faster than removing them one by one.
|
||||
This runs in O(len(self) + len(elems_to_delete))
|
||||
|
||||
Args:
|
||||
elems_to_delete (Iterable): Elements to discard.
|
||||
Raises:
|
||||
TypeError: If any of the values aren't hashable.
|
||||
"""
|
||||
self._delete_all(elems_to_delete, raise_errors=False)
|
||||
|
||||
def discard(self, value):
|
||||
"""Discard an item.
|
||||
|
||||
Note:
|
||||
This does not raise a ValueError for a missing value like remove does.
|
||||
This is to match the behavior of set.discard
|
||||
"""
|
||||
try:
|
||||
self.remove(value)
|
||||
except ValueError:
|
||||
pass
|
||||
|
||||
def difference_update(self, other):
|
||||
"""Update self to include only the differene with other."""
|
||||
other = set(other)
|
||||
indices_to_delete = set()
|
||||
for i, elem in enumerate(self):
|
||||
if elem in other:
|
||||
indices_to_delete.add(i)
|
||||
if indices_to_delete:
|
||||
self._delete_values_by_index(indices_to_delete)
|
||||
|
||||
def intersection_update(self, other):
|
||||
"""Update self to include only the intersection with other."""
|
||||
other = set(other)
|
||||
indices_to_delete = set()
|
||||
for i, elem in enumerate(self):
|
||||
if elem not in other:
|
||||
indices_to_delete.add(i)
|
||||
if indices_to_delete:
|
||||
self._delete_values_by_index(indices_to_delete)
|
||||
|
||||
def symmetric_difference_update(self, other):
|
||||
"""Update self to include only the symmetric difference with other."""
|
||||
other = setlist(other)
|
||||
indices_to_delete = set()
|
||||
for i, item in enumerate(self):
|
||||
if item in other:
|
||||
indices_to_delete.add(i)
|
||||
for item in other:
|
||||
self.add(item)
|
||||
self._delete_values_by_index(indices_to_delete)
|
||||
|
||||
def __isub__(self, other):
|
||||
self._check_type(other, '-=')
|
||||
self.difference_update(other)
|
||||
return self
|
||||
|
||||
def __iand__(self, other):
|
||||
self._check_type(other, '&=')
|
||||
self.intersection_update(other)
|
||||
return self
|
||||
|
||||
def __ior__(self, other):
|
||||
self._check_type(other, '|=')
|
||||
self.update(other)
|
||||
return self
|
||||
|
||||
def __ixor__(self, other):
|
||||
self._check_type(other, '^=')
|
||||
self.symmetric_difference_update(other)
|
||||
return self
|
||||
|
||||
# New methods
|
||||
def shuffle(self, random=None):
|
||||
"""Shuffle all of the elements in self randomly."""
|
||||
random_.shuffle(self._list, random=random)
|
||||
for i, elem in enumerate(self._list):
|
||||
self._dict[elem] = i
|
||||
|
||||
def sort(self, *args, **kwargs):
|
||||
"""Sort this setlist in place."""
|
||||
self._list.sort(*args, **kwargs)
|
||||
for index, value in enumerate(self._list):
|
||||
self._dict[value] = index
|
||||
|
||||
|
||||
class frozensetlist(_basesetlist, Hashable):
|
||||
"""An immutable (hashable) setlist."""
|
||||
|
||||
def __hash__(self):
|
||||
if not hasattr(self, '_hash_value'):
|
||||
self._hash_value = _util.hash_iterable(self)
|
||||
return self._hash_value
|
||||
@@ -1,28 +0,0 @@
|
||||
version: '{build}'
|
||||
pull_requests:
|
||||
do_not_increment_build_number: true
|
||||
environment:
|
||||
ProjectVersion: build$(APPVEYOR_BUILD_VERSION)
|
||||
matrix:
|
||||
- PYTHON: C:\PYTHON36
|
||||
install:
|
||||
- ps: 'if(Test-Path env:APPVEYOR_REPO_TAG_NAME) {$env:ProjectVersion=$env:APPVEYOR_REPO_TAG_NAME}'
|
||||
- '%PYTHON%\python.exe --version'
|
||||
- '%PYTHON%\Scripts\pip install pyinstaller'
|
||||
- '%PYTHON%\Scripts\pip install markdown'
|
||||
- '%PYTHON%\python.exe -m markdown README.md > README.html'
|
||||
- '%PYTHON%\Scripts\pyinstaller bundle\EntranceRandomizer.spec'
|
||||
- 'mkdir dist\EntranceRandomizer\ext'
|
||||
- 'move dist\EntranceRandomizer\*.pyd dist\EntranceRandomizer\ext'
|
||||
- 'move dist\EntranceRandomizer\tcl*.dll dist\EntranceRandomizer\ext'
|
||||
- 'move dist\EntranceRandomizer\tk*.dll dist\EntranceRandomizer\ext'
|
||||
- ps: '$env:ER_Version= &"$env:PYTHON\python.exe" -c "import Main; import re; print(re.match(''[0-9]+\\.[0-9]+\\.[0-9]+'',Main.__version__).group(0))"'
|
||||
- '"%WIX%\bin\heat.exe" dir "dist\EntranceRandomizer" -sfrag -srd -suid -dr INSTALLDIR -cg ERFiles -ag -template fragment -t bundle\components.xslt -out build\components.wxs'
|
||||
- '"%WIX%\bin\candle.exe" -out build\ bundle\*.wxs build\*.wxs'
|
||||
- '"%WIX%\bin\light.exe" -ext WixUIExtension build\*.wixobj -o dist\EntranceRandomizer-Installer-%ProjectVersion%-win32.msi -b dist\EntranceRandomizer'
|
||||
build: off
|
||||
artifacts:
|
||||
- path: dist/EntranceRandomizer*.msi
|
||||
name: EntranceRandomizer-Installer-$(ProjectVersion)-win32.msi
|
||||
- path: dist/EntranceRandomizer/
|
||||
name: EntranceRandomizer-Raw-$(ProjectVersion)-win32.zip
|
||||
+100
@@ -0,0 +1,100 @@
|
||||
---
|
||||
layout: default
|
||||
title: Blog
|
||||
nav_order: 6
|
||||
has_children: false
|
||||
---
|
||||
|
||||
# Development Blog
|
||||
{: .no_toc }
|
||||
|
||||
Latest updates, release notes, and development insights for ALttP Door Randomizer.
|
||||
{: .fs-6 .fw-300 }
|
||||
|
||||
---
|
||||
|
||||
## Recent Posts
|
||||
|
||||
{% assign posts = site.posts | sort: 'date' | reverse %}
|
||||
{% for post in posts limit:10 %}
|
||||
<div class="post-entry" style="margin-bottom: 2em; padding-bottom: 1em; border-bottom: 1px solid #eeebee;">
|
||||
<h3 style="margin-bottom: 0.5em;">
|
||||
<a href="{{ post.url | relative_url }}">{{ post.title }}</a>
|
||||
</h3>
|
||||
<p style="color: #5C5962; font-size: 0.9em; margin-bottom: 0.5em;">
|
||||
{{ post.date | date: "%B %d, %Y" }}
|
||||
{% if post.author %} • by {{ post.author }}{% endif %}
|
||||
</p>
|
||||
<p>{{ post.excerpt | strip_html | truncatewords: 50 }}</p>
|
||||
<p><a href="{{ post.url | relative_url }}">Read more →</a></p>
|
||||
</div>
|
||||
{% endfor %}
|
||||
|
||||
---
|
||||
|
||||
## Categories
|
||||
|
||||
Browse posts by category:
|
||||
|
||||
- [Release Notes](#release-notes)
|
||||
- [Development Updates](#development-updates)
|
||||
- [Feature Highlights](#feature-highlights)
|
||||
- [Technical Deep Dives](#technical-deep-dives)
|
||||
|
||||
### Release Notes
|
||||
|
||||
{% assign release_posts = site.posts | where: "category", "release" %}
|
||||
{% for post in release_posts limit:5 %}
|
||||
- [{{ post.title }}]({{ post.url | relative_url }}) - {{ post.date | date: "%B %d, %Y" }}
|
||||
{% endfor %}
|
||||
|
||||
### Development Updates
|
||||
|
||||
{% assign dev_posts = site.posts | where: "category", "development" %}
|
||||
{% for post in dev_posts limit:5 %}
|
||||
- [{{ post.title }}]({{ post.url | relative_url }}) - {{ post.date | date: "%B %d, %Y" }}
|
||||
{% endfor %}
|
||||
|
||||
### Feature Highlights
|
||||
|
||||
{% assign feature_posts = site.posts | where: "category", "features" %}
|
||||
{% for post in feature_posts limit:5 %}
|
||||
- [{{ post.title }}]({{ post.url | relative_url }}) - {{ post.date | date: "%B %d, %Y" }}
|
||||
{% endfor %}
|
||||
|
||||
### Technical Deep Dives
|
||||
|
||||
{% assign feature_posts = site.posts | where: "category", "features" %}
|
||||
{% for post in feature_posts limit:5 %}
|
||||
- [{{ post.title }}]({{ post.url | relative_url }}) - {{ post.date | date: "%B %d, %Y" }}
|
||||
{% endfor %}
|
||||
|
||||
---
|
||||
|
||||
## Subscribe
|
||||
|
||||
Stay up to date with Door Randomizer development:
|
||||
|
||||
- **Discord**: Join [ALTTP Randomizer Discord](https://discordapp.com/invite/alttprandomizer) in `#door-rando`
|
||||
|
||||
---
|
||||
|
||||
## Archive
|
||||
|
||||
View all posts by year:
|
||||
|
||||
{% assign posts_by_year = site.posts | group_by_exp: "post", "post.date | date: '%Y'" %}
|
||||
{% for year in posts_by_year %}
|
||||
### {{ year.name }}
|
||||
{% for post in year.items %}
|
||||
- [{{ post.title }}]({{ post.url | relative_url }}) - {{ post.date | date: "%B %d, %Y" }}
|
||||
{% endfor %}
|
||||
{% endfor %}
|
||||
|
||||
---
|
||||
|
||||
## Contributing to the Blog
|
||||
|
||||
Want to write a guest post or contribute content?
|
||||
|
||||
Contact us on Discord to discuss your ideas!
|
||||
Binary file not shown.
Binary file not shown.
|
After Width: | Height: | Size: 330 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 324 KiB |
+66
-3
@@ -68,10 +68,30 @@ Then each player can have the entire item pool defined. The name of item should
|
||||
`Bottle (Random)` is supported to randomize bottle contents according to those allowed by difficulty. Pendants and crystals are supported here.
|
||||
|
||||
|
||||
##### Caveat
|
||||
|
||||
**Note**: `item_pool` is a **full replacement** of the base item pool. Every item the player will receive must be listed. If you only want to tweak the default pool, use `item_pool_adjust` instead.
|
||||
|
||||
##### Caveat
|
||||
|
||||
Dungeon items amount can be increased (but not decreased as the minimum of each dungeon item is either pre-determined or calculated by door rando) if the type of dungeon item is not shuffled then it is attempted to be placed in the dungeon. Extra item beyond dungeon capacity not be confined to the dungeon.
|
||||
|
||||
### item_pool_adjust
|
||||
|
||||
This must be defined by player. Each player number should be listed with the appropriate adjustments.
|
||||
|
||||
Unlike `item_pool`, this section **adjusts** the base item pool generated by the randomizer settings rather than replacing it. Use positive values to add items and negative values to remove items.
|
||||
|
||||
```yaml
|
||||
item_pool_adjust:
|
||||
1:
|
||||
Bottle (Random): 2 # add 2 extra random bottles
|
||||
Rupees (300): 1 # add 1 extra rupee pack
|
||||
Boss Heart Container: -3 # remove 3 heart containers from the base pool
|
||||
```
|
||||
|
||||
`Bottle (Random)` follows the same bottle randomization rules as in `item_pool`. When removing bottles with `Bottle (Random): -N`, any bottle (regardless of contents) will be removed.
|
||||
|
||||
Removals that exceed the number of that item currently in the pool are silently ignored. Item pool adjustments are applied after beemizer but before the standard-mode Link's Uncle weapon selection, so weapons added here are eligible for that placement.
|
||||
|
||||
### goals
|
||||
|
||||
This must be defined by player. Each player number should be listed with the appropriate custom goals. This section has four primary subsections for each of the current supported events:
|
||||
@@ -234,7 +254,7 @@ You may define a list of items and a list of locations. Those items will be cons
|
||||
|
||||
### ow-edges
|
||||
|
||||
This must be defined by player. Each player number should be listed with the appropriate sections and each of these players MUST have either `ow_shuffle` or `ow_crossed` enabled in the `settings` section in order for any values here to take effect. This section has two primary subsections: `two-way` and `groups`.
|
||||
This must be defined by player. Each player number should be listed with the appropriate sections and each of these players MUST have either `ow_layout` or `ow_crossed` enabled in the `settings` section in order for any values here to take effect. This section has two primary subsections: `two-way` and `groups`.
|
||||
|
||||
#### two-way
|
||||
|
||||
@@ -253,6 +273,49 @@ someDescription:
|
||||
- Stone Bridge WS*
|
||||
```
|
||||
|
||||
### ow-grid
|
||||
|
||||
`grid` contains additional options that only have an effect when `ow_layout` is set to `grid`.
|
||||
|
||||
#### fixed_arrangements
|
||||
|
||||
Use this to dictate the relative positioning between multiple screens (or quadrants of large screens). Screens and quadrants are addressed by their OW Slot ID (independently of their world), ranging from 0x00 to 0x3F. An `arrangement` is given as a list of rows with equal lenghts. If you do not want to specify a full rectangle of screens, you can use `.` as a placeholder to allow the generator to place any screen there. The `world` property can be set to `light`, `dark` or `both` (default value) and determines for which worlds the arrangement applies.
|
||||
|
||||
This example forces Death Mountain to stay connected the same as vanilla in both worlds:
|
||||
```
|
||||
fixed_arrangements:
|
||||
- arrangement:
|
||||
- 0x03 0x04 0x05 0x06 0x07
|
||||
- 0x0B 0x0C 0x0D 0x0E .
|
||||
world: both
|
||||
```
|
||||
|
||||
#### restricted_positions
|
||||
|
||||
Use this to restrict cells to a specified set of possible positions. The `world` property can be set to `light`, `dark` or `both` (default value) and determines for which worlds the restriction applies.
|
||||
|
||||
This example forces the Sanctuary and Link's House screens in both worlds to get placed in corners of the grid:
|
||||
```
|
||||
restricted_positions:
|
||||
- cells:
|
||||
- 0x13
|
||||
- 0x2C
|
||||
positions:
|
||||
- 0x00
|
||||
- 0x07
|
||||
- 0x38
|
||||
- 0x3F
|
||||
world: both
|
||||
```
|
||||
|
||||
#### wrap_horizontal / wrap_vertical
|
||||
|
||||
Set these to `true` to allow for overworld edge transitions to wrap from one side of a world to the opposite side. With `wrap_horizontal`, there can be east transitions on the eastern edge of the world map that send the player to the western edge of the world. With `wrap_vertical`, there can be south transitions on the southern edge of the world map that send the player to the northern edge of the world.
|
||||
|
||||
#### split_large_screens
|
||||
|
||||
When set to `true`, the four quadrants of each large screen are placed on the grid independently of each other.
|
||||
|
||||
### ow-crossed
|
||||
|
||||
This must be defined by player. Each player number should be listed with the appropriate sections and each of these players MUST have `ow_crossed` enabled in the `settings` section in order for any values here to take effect. This section has four primary subsections: `force_crossed`, `force_noncrossed`, `limit_crossed`, and `undefined_chance`. There are also
|
||||
|
||||
@@ -20,7 +20,8 @@ settings:
|
||||
shuffle_followers: true
|
||||
shuffle: crossed
|
||||
shufflelinks: true
|
||||
ow_shuffle: parallel
|
||||
ow_layout: wild
|
||||
ow_parallel: true
|
||||
ow_terrain: true
|
||||
ow_crossed: grouped
|
||||
ow_keepsimilar: true
|
||||
@@ -66,6 +67,14 @@ item_pool:
|
||||
Sanctuary Heart Container: 3
|
||||
Shovel: 3
|
||||
Single Arrow: 1
|
||||
Green Potion: 1
|
||||
Blue Potion: 1
|
||||
Red Potion: 1
|
||||
item_pool_adjust:
|
||||
1:
|
||||
Bottle (Random): 2 # add 2 extra random bottles on top of the base pool
|
||||
Magic Upgrade (1/2): 1 # add 1 extra half-magic
|
||||
Boss Heart Container: -3 # remove 3 heart containers from the base pool
|
||||
placements:
|
||||
1:
|
||||
Palace of Darkness - Big Chest: Hammer
|
||||
|
||||
+473
@@ -0,0 +1,473 @@
|
||||
---
|
||||
layout: default
|
||||
title: Features
|
||||
nav_order: 2
|
||||
---
|
||||
|
||||
# Features Guide
|
||||
{: .no_toc }
|
||||
|
||||
Comprehensive documentation of all Door Randomizer features and settings.
|
||||
{: .fs-6 .fw-300 }
|
||||
|
||||
## Table of contents
|
||||
{: .no_toc .text-delta }
|
||||
|
||||
1. TOC
|
||||
{:toc}
|
||||
|
||||
---
|
||||
|
||||
## Important Differences from Other Randomizers
|
||||
|
||||
Most of these apply only when door shuffle is not vanilla.
|
||||
|
||||
### Starting Item
|
||||
|
||||
You start with a **Mirror Scroll** (looks like a map), a simplified mirror that only works in dungeons, not the overworld, and can't erase blocks like the Mirror.
|
||||
|
||||
### Navigation Changes
|
||||
|
||||
- Holes in Mire Torches Top and Mire Torches Bottom fall through to rooms below (you only need fire to get the chest)
|
||||
- You can Hookshot from the left Mire wooden Bridge to the right one
|
||||
- In the PoD Arena, you can bonk with Boots between the two blue crystal barriers against the ladder to reach the Arena Bridge chest and door (Bomb Jump also possible but not in logic - Boots are required)
|
||||
- Flooded Rooms in Swamp can be traversed backward and may be required. Flippers are needed to get out of the water
|
||||
|
||||
### Logic Differences
|
||||
|
||||
- The chest in southeast Skull Woods that is traditionally a guaranteed Small Key in ER is not guaranteed here
|
||||
- Fire Rod is not in logic for dark rooms (hard enough to figure out which dark room you are in)
|
||||
- The hammerjump (and some other skips) are not in logic by default (see the mixed_travel setting for details). Doing so in a crossed dungeon seed can put you into another dungeon with the wrong dungeon id
|
||||
|
||||
### Boss Differences
|
||||
|
||||
- You have to find the attic floor and bomb it open and bring the maiden to the light to fight Blind. In cross dungeon door shuffle, the attic can be in any dungeon. If you bring the maiden to the boss arena, she will hint where the cracked floor can be found
|
||||
- GT Bosses do not respawn after killing them in this mode
|
||||
- Enemizer change: The attic/maiden sequence is now active and required when Blind is the boss of Thieves' Town even when bosses are shuffled
|
||||
|
||||
### Crystal Switches
|
||||
|
||||
- You can hit the PoD crystal switch in the Sexy Statue room with a bomb from the balcony above without jumping down
|
||||
- GT Crystal Conveyor room (it has gibdos) - You can hit the crystal switch with a bomb when the blue barrier is up from the far side so you can leave the room to the left with blue barriers down
|
||||
- PoD Arena Bridge - If entering from the bridge, you can circle round and hit the switch, then fall into the hole to respawn at the bridge again with the crystal barriers different
|
||||
|
||||
---
|
||||
|
||||
## Dungeon Settings
|
||||
|
||||
### Door Shuffle
|
||||
|
||||
Controls how dungeon doors are shuffled:
|
||||
|
||||
- **Vanilla** - Doors are not shuffled
|
||||
- **Basic** - Doors are shuffled only within a single dungeon
|
||||
- **Partitioned** - Dungeons are shuffled in 3 pools: Light World, Early Dark World, Late Dark World (Late Dark are the four dungeons that require Mitts in vanilla, including Ganon's Tower)
|
||||
- **Crossed** - Doors are shuffled between dungeons as well
|
||||
|
||||
CLI: `--doorShuffle [vanilla|basic|partitioned|crossed]`
|
||||
|
||||
### Intensity
|
||||
|
||||
Controls which types of connections are shuffled:
|
||||
|
||||
- **Level 1** - Normal doors and spiral staircases are shuffled
|
||||
- **Level 2** - Same as Level 1 plus open edges and both types of straight staircases are shuffled
|
||||
- **Level 3** - Same as Level 2 plus Dungeon Lobbies are shuffled
|
||||
|
||||
CLI: `--intensity [1|2|3]`
|
||||
|
||||
### Door Type Shuffle
|
||||
|
||||
Controls which types of doors can be shuffled (only active if door shuffle is not vanilla):
|
||||
|
||||
- **Small Key Doors, Bomb Doors, Dash Doors** - Standard shuffled doors
|
||||
- **Adds Big Key Doors** - Big key doors are now shuffled in addition to those above
|
||||
- **Adds Trap Doors** - All trap doors that are permanently shut in vanilla are shuffled, excluding boss trap doors
|
||||
- **Increases all Door Types** - Chaos mode where each door type per dungeon is randomized between 1 less and 4 more
|
||||
|
||||
CLI: `--door_type_mode [original|big|all|chaos]`
|
||||
|
||||
### Trap Door Removal
|
||||
|
||||
Options for making dungeon traversal more convenient:
|
||||
|
||||
- **No Removal** - Does not remove any trap doors
|
||||
- **Removed If Blocking Path** - Dungeon generation removes annoying trap doors if necessary (boss trap doors never shuffled)
|
||||
- **Remove Boss Traps** - Boss traps are removed, including the one near Mothula
|
||||
- **Remove All Annoying Traps** - Removes all trap doors that are annoying, including boss traps
|
||||
|
||||
CLI: `--trap_door_mode [vanilla|optional|boss|oneway]`
|
||||
|
||||
### Dungeon Items
|
||||
|
||||
#### Small Keys
|
||||
|
||||
- **In Dungeon** - Small keys are restricted to their own dungeon
|
||||
- **Randomized** - Small keys can be found anywhere
|
||||
- **Universal** - Small keys work in any dungeon, can be found anywhere, and at least one shop will sell keys (like original Legend of Zelda)
|
||||
|
||||
CLI: `--keyshuffle [none|wild|universal]`
|
||||
|
||||
All other dungeon items (maps, compasses, Big Keys) can be restricted to their own dungeon or shuffled in the general pool.
|
||||
|
||||
### Key Logic Algorithm
|
||||
|
||||
Determines how small key door logic works:
|
||||
|
||||
- **Partial Protection** - Assumes you always have full inventory and worst case usage. Accounts for dark room and bunny revival glitches
|
||||
- **Strict** - Small key doors require all small keys to be available to be in logic
|
||||
- **Dangerous** - Assumes you never use keys out of logic (not recommended)
|
||||
|
||||
CLI: `--key_logic [partial|strict|dangerous]`
|
||||
|
||||
### Decouple Doors
|
||||
|
||||
Similar to insanity mode in ER where door entrances and exits are not paired anymore. Tends to remove more logic from dungeons as many rooms will not be required to traverse.
|
||||
|
||||
CLI: `--decoupledoors`
|
||||
|
||||
### Allow Self-Looping Spiral Stairs
|
||||
|
||||
If enabled, spiral stairs are allowed to lead to themselves.
|
||||
|
||||
CLI: `--door_self_loops`
|
||||
|
||||
### Experimental Features
|
||||
|
||||
You will start as a bunny if your spawn point is in the dark world.
|
||||
|
||||
CLI: `--experimental`
|
||||
|
||||
### Crossed Dungeon Specific Settings
|
||||
|
||||
#### Dungeon Chest Counters
|
||||
|
||||
- **Auto** - Picks an appropriate setting based on other settings
|
||||
- **On** - Dungeon counters on HUD always displayed
|
||||
- **Off** - Dungeon counters on HUD never displayed
|
||||
- **On Compass Pickup** - Dungeons with a compass item will display the counter once the compass is found
|
||||
|
||||
CLI: `--dungeon_counters [auto|on|off|pickup]`
|
||||
|
||||
#### Mixed Travel
|
||||
|
||||
Controls Hammerjump, PoD Arena hovering, and Mire Big Key Chest bomb jump:
|
||||
|
||||
- **Prevent (default)** - Rails are added to prevent these tricks. Recommended for those learning crossed dungeon mode
|
||||
- **Allow** - Rooms are left alone and it is up to player discretion whether to use these tricks
|
||||
- **Force** - The two disjointed sections are forced to be in the same dungeon but the glitches are never logically required
|
||||
|
||||
CLI: `--mixed_travel [prevent|allow|force]`
|
||||
|
||||
#### Standardize Palettes
|
||||
|
||||
- **Standardize (default)** - Rooms in the same dungeon have their palettes changed to match
|
||||
- **Original** - Rooms/supertiles keep their original palettes
|
||||
|
||||
CLI: `--standardize_palettes`
|
||||
|
||||
---
|
||||
|
||||
## Pool Expansions
|
||||
|
||||
### Pottery
|
||||
|
||||
Controls which pots (and large blocks) are in the locations pool:
|
||||
|
||||
- **None** - No pots are in the pool, like normal randomizer
|
||||
- **Key Pots** - The pots that have keys are in the pool
|
||||
- **Cave Pots** - The pots that are not found in dungeons are in the pool (includes Spike Cave large block)
|
||||
- **Cave + Keys Pots** - Both non-dungeon pots and pots that used to have keys
|
||||
- **Reduced Dungeon Pots** - Cave+Keys plus roughly 25% of dungeon pots (dynamic mode with colored pots)
|
||||
- **Clustered Dungeon Pots** - Like reduced but pots grouped by logical sets, roughly 50% chosen (dynamic mode)
|
||||
- **Excludes Empty Pots** - All pots that had some sort of objects under them
|
||||
- **Dungeon Pots** - The pots that are in dungeons
|
||||
- **Lottery** - All pots and large blocks are in the pool
|
||||
|
||||
CLI: `--pottery [none|keys|cave|cavekeys|reduced|clustered|nonempty|dungeon|lottery]`
|
||||
|
||||
#### Colorize Pots
|
||||
|
||||
Colors the pots that have been chosen to be part of the location pool. Forced on for dynamic modes (clustered and reduced).
|
||||
|
||||
CLI: `--colorizepots`
|
||||
|
||||
### Shuffle Enemy Drops
|
||||
|
||||
Controls whether enemies that drop items are randomized:
|
||||
|
||||
- **None** - Special enemies drop keys normally
|
||||
- **Keys** - Enemies that drop keys are added to the randomization pool (includes Hyrule Castle Big Key)
|
||||
- **Underworld** - Enemies in the underworld are added to the randomization pool. Blue square indicates if there are any enemies on the supertile that still have an available drop
|
||||
|
||||
CLI: `--dropshuffle [none|keys|underworld]`
|
||||
|
||||
### Shopsanity
|
||||
|
||||
Adds 32 shop locations (9 more in retro) to the general location pool. Multi-world supported.
|
||||
|
||||
Shop locations include:
|
||||
- Lake Hylia Cave Shop (3 items)
|
||||
- Kakariko Village Shop (3 items)
|
||||
- Potion Shop (3 new items)
|
||||
- Paradox Cave Shop (3 items)
|
||||
- Capacity Upgrade Fairy (2 items)
|
||||
- Dark Lake Hylia Shop (3 items)
|
||||
- Curiosity/Red Shield Shop (3 items)
|
||||
- Dark Lumberjack Shop (3 items)
|
||||
- Dark Potion Shop (3 items)
|
||||
- Village of Outcast Hammer Peg Shop (3 items)
|
||||
- Dark Death Mountain Shop (3 items)
|
||||
|
||||
[See README for complete pricing guide and mechanics](/README#shopsanity)
|
||||
|
||||
### Take Any Caves
|
||||
|
||||
Three options: None, Random, and Fixed. Fixed means take any caves replace specific fairy caves:
|
||||
|
||||
- Desert Healer Fairy
|
||||
- Swamp Healer Fairy (aka Light Hype Cave)
|
||||
- Dark Death Mountain Healer Fairy
|
||||
- Dark Lake Hylia Ledge Healer Fairy (aka Shopping Mall Bomb)
|
||||
- Bonk Fairy (Dark)
|
||||
|
||||
---
|
||||
|
||||
## Item Randomization
|
||||
|
||||
### New "Items"
|
||||
|
||||
#### Bomb Bag
|
||||
|
||||
Two bomb bags are added to the item pool (look like +10 Capacity upgrades). Bombs are unable to be used until one is found.
|
||||
|
||||
CLI: `--bombbag`
|
||||
|
||||
#### Pseudo Boots
|
||||
|
||||
Dashing is allowed without the boots item however doors and certain rocks remain unopenable until boots are found. Specific sequence breaks like hovering and water-walking are not allowed until boots are found.
|
||||
|
||||
CLI: `--pseudoboots`
|
||||
|
||||
#### Mirror Scroll
|
||||
|
||||
Mirror is usable inside dungeons. Locations that require the mirror are still unattainable.
|
||||
|
||||
CLI: `--mirrorscroll`
|
||||
|
||||
#### Flute Mode
|
||||
|
||||
- **Normal** - Need to activate it at the village statue after finding it
|
||||
- **Activated** - Can use it immediately upon finding it
|
||||
|
||||
CLI: `--flute_mode`
|
||||
|
||||
#### Bow Mode
|
||||
|
||||
- **Progressive** - Standard progressive bows
|
||||
- **Silvers separate** - One bow in the pool and silvers are a separate item
|
||||
- **Retro (progressive)** - Arrows cost rupees, need to purchase single arrow item at shop
|
||||
- **Retro + Silvers** - Arrows cost rupees, one bow, silvers are separate item
|
||||
|
||||
CLI: `--bow_mode [progressive|silvers|retro|retro_silvers]`
|
||||
|
||||
|
||||
|
||||
### Goal Options
|
||||
|
||||
- **Trinity** - Find one of 3 triforces to win (pedestal, Ganon, or Murahdahla with 8 of 10 pieces)
|
||||
- **Ganonhunt** - Collect the requisite triforce pieces, then defeat Ganon (Aga2 not required)
|
||||
- **Completionist** - Obtain every item in the game and defeat Ganon (forces 100% accessibility)
|
||||
|
||||
### Item Sorting (Fill Algorithms)
|
||||
|
||||
Controls how items are placed in the world:
|
||||
|
||||
#### Balanced
|
||||
|
||||
Most random distribution of items (recommended).
|
||||
|
||||
#### Vanilla Fill
|
||||
|
||||
Attempts to place all items in their vanilla locations when possible. If not possible, prefers "major" locations, then heart piece locations, then the rest.
|
||||
|
||||
#### Major Location Restriction
|
||||
|
||||
Attempts to place major items in major locations. Major locations are where major items are found in the vanilla game.
|
||||
|
||||
#### Dungeon Restriction
|
||||
|
||||
Attempts to place all major items in dungeons. Overflows to overworld if necessary.
|
||||
|
||||
#### District Restriction
|
||||
|
||||
The world is divided into different regions/districts. Districts are chosen at random and filled with major items. Single green rupees indicate chosen districts.
|
||||
|
||||
CLI: `--algorithm [balanced|vanilla_fill|major_only|dungeon_only|district]`
|
||||
|
||||
### Forbidden Boss Items
|
||||
|
||||
Restrict items that can appear on bosses:
|
||||
|
||||
- **None** - Boss may have any item
|
||||
- **MapCompass** - Map and compass are logically required to defeat a boss (currently bugged)
|
||||
- **Dungeon** - Small keys and big keys of the dungeon are not allowed on a boss
|
||||
|
||||
CLI: `--restrict_boss_items [none|mapcompass|dungeon]`
|
||||
|
||||
---
|
||||
|
||||
## Entrance Randomization
|
||||
|
||||
### New Modes
|
||||
|
||||
- **Lite** - Non item entrances are vanilla, dungeons/caves grouped with restrictions
|
||||
- **Lean** - Same grouping as Lite but cross-world connections allowed
|
||||
- **Swapped** - Entrances are swapped with each other
|
||||
|
||||
### Shuffle Links House
|
||||
|
||||
In certain ER shuffles (not dungeonssimple or dungeonsfulls), control whether Links House is shuffled or remains vanilla.
|
||||
|
||||
### Skull Woods Shuffle
|
||||
|
||||
Options to reduce annoying Skull Woods layouts:
|
||||
|
||||
- **Original** - Skull woods shuffles classically amongst itself unless insanity mode
|
||||
- **Restricted** - Skull woods drops are vanilla, entrances stay in skull woods and are shuffled
|
||||
- **Loose** - Skull woods drops are vanilla, main ER mode's pool determines handling
|
||||
- **Followlinked** - Follows Linked Drops setting
|
||||
|
||||
### Linked Drops Override
|
||||
|
||||
Controls whether drops should be linked to nearby entrances:
|
||||
|
||||
- **Unset** - Uses the mode's default (linked for all modes except insanity)
|
||||
- **Linked** - Forces drops to be linked to their entrances
|
||||
- **Independent** - Decouples drops from entrances
|
||||
|
||||
### Overworld Map
|
||||
|
||||
Option to move indicators on overworld map to reference dungeon location:
|
||||
|
||||
- **Default** - Showing only the prize markers on vanilla dungeon locations
|
||||
- **Compass** - Compass item controls whether marker is moved to dungeon locations
|
||||
- **Map** - Map item shows both prize and location of the dungeon
|
||||
|
||||
CLI: `--overworld_map [default|compass|map]`
|
||||
|
||||
---
|
||||
|
||||
## Enemizer
|
||||
|
||||
Enemizer has been incorporated into the generator. See [Enemizer in DR documentation](https://docs.google.com/document/d/1iwY7Gy50DR3SsdXVaLFIbx4xRBqo9a-e1_jAl5LMCX8/edit?usp=sharing) for extensive details.
|
||||
|
||||
### Enemy Shuffle
|
||||
|
||||
Enemies are shuffled with an enemy ban list that prevents problematic placements (blocking paths, unavoidable damage, glitches).
|
||||
|
||||
### Enemy Damage
|
||||
|
||||
The shuffled setting actually shuffles the damage table unlike the original enemizer.
|
||||
|
||||
### Boss Shuffle: Unique
|
||||
|
||||
Bosses are shuffled with some exceptions:
|
||||
- Trinexx is not allowed on GT basement when DR is enabled
|
||||
- Harder bosses in GT basement have logic concessions for low percentage requirements
|
||||
|
||||
New variant: At least one boss of each type for prize bosses will be present guarding prizes.
|
||||
|
||||
### Enemy Health
|
||||
|
||||
Health is taken into account for challenge rooms if magic or ammo is required.
|
||||
|
||||
### Enemy Logic
|
||||
|
||||
Can account for logical access to challenge rooms and item/key drops when enemies are shuffled:
|
||||
|
||||
- **Forbid special enemies** - Special enemies disallowed from drops and challenge rooms
|
||||
- **Item drops may have special enemies** - Challenge rooms won't have special enemies, but drops may
|
||||
- **Allow special enemies anywhere** - Both challenge rooms and enemy drops can have special requirements
|
||||
|
||||
---
|
||||
|
||||
## Glitched Logic
|
||||
|
||||
CLI: `--logic [noglitches|owglitches|hybridglitches|nologic]`
|
||||
|
||||
### Overworld Glitches
|
||||
|
||||
Includes overworld teleports, clips, superbunny, mirror to access Desert Palace East Entrance, bunny pocket access, etc.
|
||||
|
||||
### Hybrid Major Glitches
|
||||
|
||||
**Not compatible with Door Shuffle**
|
||||
|
||||
Includes all Overworld Glitches logic plus:
|
||||
- Kikiskip to access PoD without MP or DW access
|
||||
- IP Lobby clip to skip fire requirement
|
||||
- Various traversals between dungeons (TT ↔ Desert, Spec rock, Paradox, Mire ↔ Hera ↔ Swamp)
|
||||
- Stealing SK from Mire to open SP
|
||||
- Using Mire big key to open Hera doors
|
||||
|
||||
---
|
||||
|
||||
## Game Options
|
||||
|
||||
### MSU Resume
|
||||
|
||||
Turns on MSU resume support.
|
||||
|
||||
CLI: `--msu_resume`
|
||||
|
||||
### Collection Rate
|
||||
|
||||
Display the collection rate unless the triforce piece counter is needed.
|
||||
|
||||
CLI: `--collection_rate`
|
||||
|
||||
### Reduce Flashing
|
||||
|
||||
Accessibility option to reduce some flashing animations in the game.
|
||||
|
||||
CLI: `--reduce_flashing`
|
||||
|
||||
### Shuffle Sound Effects
|
||||
|
||||
Shuffles a large portion of the sound effects. Can be used with the adjuster.
|
||||
|
||||
CLI: `--shuffle_sfx`
|
||||
|
||||
---
|
||||
|
||||
## Customizer
|
||||
|
||||
Create custom seeds with custom dungeons and rooms.
|
||||
|
||||
See [Customizer documentation](Customizer.md) for details.
|
||||
|
||||
---
|
||||
|
||||
## Generation Setup & Miscellaneous
|
||||
|
||||
### Create BPS Patches
|
||||
|
||||
Create BPS patch(es) instead of generating ROM(s) for distribution.
|
||||
|
||||
CLI: `--bps`
|
||||
|
||||
### Triforce Hunt Settings
|
||||
|
||||
Controls for triforce piece pool:
|
||||
- `--triforce_goal_min` / `--triforce_goal_max` - Pieces to collect to win
|
||||
- `--triforce_pool_min` / `--triforce_pool_max` - Pieces in item pool
|
||||
- `--triforce_min_difference` / `--triforce_max_difference` - Difference between pool and goal
|
||||
|
||||
### Seed
|
||||
|
||||
Set a seed number to generate. Same seed with same settings on same version will always yield identical output.
|
||||
|
||||
### Count
|
||||
|
||||
Batch generate multiple seeds with same settings. If seed number provided, it will be used to derive subsequent seeds.
|
||||
@@ -0,0 +1,81 @@
|
||||
---
|
||||
layout: default
|
||||
title: Home
|
||||
nav_order: 1
|
||||
---
|
||||
|
||||
# ALttP Dungeon Randomizer
|
||||
|
||||
**A dungeon randomizer for The Legend of Zelda: A Link to the Past**
|
||||
|
||||
Door Randomizer extends the standard ALttP Entrance Randomizer with advanced dungeon shuffling capabilities that can rearrange dungeon interiors at the room level, creating entirely new dungeon experiences.
|
||||
|
||||
[Download Latest Release](https://github.com/aerinon/ALttPDoorRandomizer/releases/latest){: .btn .btn-primary .fs-5 .mb-4 .mb-md-0 .mr-2 }
|
||||
[View on GitHub](https://github.com/aerinon/ALttPDoorRandomizer){: .btn .fs-5 .mb-4 .mb-md-0 }
|
||||
|
||||
---
|
||||
|
||||
## What is Door Randomizer?
|
||||
|
||||
Door Randomizer takes the dungeon experience in A Link to the Past to the next level by shuffling the connections between rooms within dungeons. Instead of just shuffling dungeon entrances, Door Randomizer can:
|
||||
|
||||
- **Shuffle doors within dungeons** - Rooms connect in completely new ways
|
||||
- **Cross dungeon boundaries** - Walk through a door in Eastern Palace and end up in Tower of Hera
|
||||
- **Adjust intensity levels** - From basic door shuffling to complete dungeon lobby randomization
|
||||
|
||||
## Key Features
|
||||
|
||||
### Basic Randomizer Features
|
||||
|
||||
- Supports many standard ALttP Randomizer features without needing more advanced settings.
|
||||
|
||||
### Door Shuffle Modes
|
||||
- **Vanilla** - No shuffling, classic experience
|
||||
- **Basic** - Doors shuffled within each dungeon
|
||||
- **Partitioned** - Shuffle in pools (Light World, Early Dark World, Late Dark World)
|
||||
- **Crossed** - Full shuffle between all dungeons
|
||||
|
||||
### Intensity Levels
|
||||
- **Level 1** - Normal doors and spiral staircases
|
||||
- **Level 2** - + open edges and straight staircases
|
||||
- **Level 3** - + dungeon lobbies
|
||||
|
||||
### Advanced Features
|
||||
- **Multiple key shuffle modes** - In dungeon, randomized, or universal keys
|
||||
- **Pottery shuffle** - Randomize items under pots with multiple modes
|
||||
- **Shopsanity** - 32 shop locations added to item pool
|
||||
- **Enemy randomization** - Built-in enemizer with logic-aware placement
|
||||
- **Custom seeds** - Create your own custom dungeons and rooms
|
||||
- **Fill algorithms** - Multiple item placement strategies (balanced, vanilla fill, major only, district)
|
||||
|
||||
## Quick Start
|
||||
|
||||
1. [Download the latest release](https://github.com/aerinon/ALttPDoorRandomizer/releases/latest)
|
||||
2. Extract the archive for your platform (Windows, Mac, or Linux)
|
||||
3. Run `DungeonRandomizer.exe` (or the appropriate platform executable)
|
||||
4. Configure your settings and generate a seed
|
||||
5. Apply the patch to your A Link to the Past ROM (must be JP 1.0 version)
|
||||
|
||||
[See detailed installation instructions →](installation.html)
|
||||
|
||||
## Community
|
||||
|
||||
Join the discussion and get help:
|
||||
|
||||
- **Discord**: [ALTTP Randomizer Discord](https://discordapp.com/invite/alttprandomizer)
|
||||
- `#door-rando` - General discussion and help
|
||||
- `#bug-reports` - Report bugs and issues
|
||||
|
||||
## Learn More
|
||||
|
||||
- [Features Guide](features.html) - Comprehensive feature documentation
|
||||
- [Installation & Usage](installation.html) - Setup and running the randomizer
|
||||
- [Known Issues](known-issues.html) - Current bugs and limitations
|
||||
- [Roadmap](roadmap.html) - Future development plans
|
||||
- [Blog](blog.html) - Latest updates and release notes
|
||||
|
||||
## Credits
|
||||
|
||||
Based on the [ALttP Entrance Randomizer](https://github.com/KevinCathcart/ALttPEntranceRandomizer) by KevinCathcart et al.
|
||||
|
||||
See [alttpr.com](https://alttpr.com/) for more details on the original VT randomizer.
|
||||
+369
@@ -0,0 +1,369 @@
|
||||
---
|
||||
layout: default
|
||||
title: Installation & Usage
|
||||
nav_order: 3
|
||||
---
|
||||
|
||||
# Installation & Usage
|
||||
{: .no_toc }
|
||||
|
||||
Complete guide to installing and running ALttP Door Randomizer.
|
||||
{: .fs-6 .fw-300 }
|
||||
|
||||
## Table of contents
|
||||
{: .no_toc .text-delta }
|
||||
|
||||
1. TOC
|
||||
{:toc}
|
||||
|
||||
---
|
||||
|
||||
## Requirements
|
||||
|
||||
- Python 3.10 or higher (for running from source)
|
||||
- A legal copy of The Legend of Zelda: A Link to the Past (JP 1.0 version) ROM
|
||||
|
||||
---
|
||||
|
||||
## Installation Methods
|
||||
|
||||
### Method 1: Pre-built Releases (Recommended)
|
||||
|
||||
This is the easiest method for most users.
|
||||
|
||||
1. Visit the [Releases page](https://github.com/aerinon/ALttPDoorRandomizer/releases)
|
||||
2. Download the appropriate build for your system:
|
||||
- **Windows**: `ALttPDoorRandomizer-{version}-windows.zip`
|
||||
- **macOS**: `ALttPDoorRandomizer-{version}-osx.tar.gz`
|
||||
- **Linux**: `ALttPDoorRandomizer-{version}-linux-focal.tar.gz`
|
||||
3. Extract the archive to a folder of your choice
|
||||
4. Run the executable:
|
||||
- **Windows**: `DungeonRandomizer.exe`
|
||||
- **macOS/Linux**: `./DungeonRandomizer` or `./Gui.py`
|
||||
|
||||
### Method 2: Running from Source
|
||||
|
||||
For developers or users who want to run the latest development version.
|
||||
|
||||
#### Step 1: Clone the Repository
|
||||
|
||||
```bash
|
||||
git clone https://github.com/aerinon/ALttPDoorRandomizer.git
|
||||
cd ALttPDoorRandomizer
|
||||
```
|
||||
|
||||
For the development branch:
|
||||
```bash
|
||||
git checkout DoorDevUnstable
|
||||
```
|
||||
|
||||
#### Step 2: Install Python Dependencies
|
||||
|
||||
The project includes a script to install platform-specific dependencies:
|
||||
|
||||
```bash
|
||||
python resources/ci/common/local_install.py
|
||||
```
|
||||
|
||||
This will install all necessary Python packages and platform-specific dependencies.
|
||||
|
||||
#### Step 3: Verify Installation
|
||||
|
||||
Test that everything is working:
|
||||
|
||||
```bash
|
||||
python DungeonRandomizer.py --help
|
||||
```
|
||||
|
||||
You should see the help text with all available options.
|
||||
|
||||
---
|
||||
|
||||
## Usage
|
||||
|
||||
### GUI (Graphical User Interface)
|
||||
|
||||
The GUI provides an easy-to-use interface for generating seeds.
|
||||
|
||||
#### Starting the GUI
|
||||
|
||||
**Pre-built release:**
|
||||
- **Windows**: Double-click `DungeonRandomizer.exe`
|
||||
- **macOS/Linux**: Run `./DungeonRandomizer` from terminal
|
||||
|
||||
**From source:**
|
||||
```bash
|
||||
python Gui.py
|
||||
```
|
||||
|
||||
#### Using the GUI
|
||||
|
||||
1. **Select your ROM**: Click "Select ROM" and choose your ALttP ROM file
|
||||
2. **Configure settings**: Use the tabs to adjust:
|
||||
- **Dungeon Settings**: Door shuffle mode, intensity, key logic
|
||||
- **Item Settings**: Item placement, shopsanity, pottery
|
||||
- **Entrance Settings**: Entrance randomization options
|
||||
- **Enemy Settings**: Enemy shuffle, boss shuffle
|
||||
- **Game Options**: MSU resume, collection rate, etc.
|
||||
3. **Generate**: Click "Generate" to create your seed
|
||||
4. **Output**: The patched ROM will be created in the same directory
|
||||
|
||||
### CLI (Command-Line Interface)
|
||||
|
||||
The CLI offers more control and is useful for batch generation or scripting.
|
||||
|
||||
#### Basic Usage
|
||||
|
||||
```bash
|
||||
python DungeonRandomizer.py [options]
|
||||
```
|
||||
|
||||
#### Common Examples
|
||||
|
||||
**Basic crossed dungeon shuffle:**
|
||||
```bash
|
||||
python DungeonRandomizer.py --doorShuffle crossed --intensity 2
|
||||
```
|
||||
|
||||
**With key shuffle and shopsanity:**
|
||||
```bash
|
||||
python DungeonRandomizer.py --doorShuffle crossed --keyshuffle wild --shopsanity
|
||||
```
|
||||
|
||||
**Pottery and enemy drops:**
|
||||
```bash
|
||||
python DungeonRandomizer.py --doorShuffle basic --pottery lottery --dropshuffle underworld
|
||||
```
|
||||
|
||||
**Generate without creating ROM (testing):**
|
||||
```bash
|
||||
python DungeonRandomizer.py --suppress_rom --spoiler none
|
||||
```
|
||||
|
||||
**Create BPS patch instead of ROM:**
|
||||
```bash
|
||||
python DungeonRandomizer.py --bps --doorShuffle crossed
|
||||
```
|
||||
|
||||
**Batch generation:**
|
||||
```bash
|
||||
python DungeonRandomizer.py --doorShuffle crossed --count 10
|
||||
```
|
||||
|
||||
#### Key CLI Arguments
|
||||
|
||||
**Dungeon Settings:**
|
||||
- `--doorShuffle [vanilla|basic|partitioned|crossed]` - Door shuffle mode
|
||||
- `--intensity [1|2|3]` - Intensity level
|
||||
- `--keyshuffle [none|wild|universal]` - Key shuffle mode
|
||||
- `--key_logic [partial|strict|dangerous]` - Key logic algorithm
|
||||
- `--door_type_mode [original|big|all|chaos]` - Door type shuffle
|
||||
- `--trap_door_mode [vanilla|optional|boss|oneway]` - Trap door removal
|
||||
|
||||
**Item Settings:**
|
||||
- `--algorithm [balanced|vanilla_fill|major_only|dungeon_only|district]` - Item placement
|
||||
- `--pottery [none|keys|cave|cavekeys|reduced|clustered|nonempty|dungeon|lottery]` - Pot shuffle
|
||||
- `--dropshuffle [none|keys|underworld]` - Enemy drop shuffle
|
||||
- `--shopsanity` - Enable shop randomization
|
||||
- `--bombbag` - Enable bomb bag item
|
||||
- `--pseudoboots` - Enable pseudo boots
|
||||
|
||||
**Entrance Settings:**
|
||||
- `--shuffle [vanilla|simple|restricted|full|crossed|insanity|...]` - Entrance shuffle mode
|
||||
- `--overworld_map [default|compass|map]` - Overworld map mode
|
||||
|
||||
**Enemy Settings:**
|
||||
- `--enemizercli [none|basic|shuffled]` - Enemy shuffle mode
|
||||
- `--enemy_damage [default|shuffled|chaos]` - Enemy damage
|
||||
- `--enemy_health [default|easy|hard]` - Enemy health
|
||||
- `--shufflebosses [none|basic|normal|chaos|unique]` - Boss shuffle
|
||||
|
||||
**Logic:**
|
||||
- `--logic [noglitches|owglitches|hybridglitches|nologic]` - Logic mode
|
||||
- `--mode [open|standard|inverted]` - Game mode
|
||||
- `--goal [ganon|trinity|ganonhunt|completionist]` - Victory condition
|
||||
|
||||
**Generation:**
|
||||
- `--seed SEED` - Set seed number
|
||||
- `--count N` - Generate N seeds
|
||||
- `--suppress_rom` - Don't create ROM (testing)
|
||||
- `--bps` - Create BPS patch instead of ROM
|
||||
- `--spoiler [none|spoiler|playthrough]` - Spoiler log type
|
||||
|
||||
**Game Options:**
|
||||
- `--msu_resume` - Enable MSU resume
|
||||
- `--collection_rate` - Display collection rate
|
||||
- `--reduce_flashing` - Reduce flashing animations
|
||||
- `--shuffle_sfx` - Shuffle sound effects
|
||||
|
||||
For a complete list of options:
|
||||
```bash
|
||||
python DungeonRandomizer.py --help
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Multiworld Setup
|
||||
|
||||
Door Randomizer supports multiworld seeds where multiple players play different randomized games with shared item pools.
|
||||
|
||||
### Installing Multiworld Dependencies
|
||||
|
||||
Run the same installation script to install multiworld-specific dependencies:
|
||||
|
||||
```bash
|
||||
python resources/ci/common/local_install.py
|
||||
```
|
||||
|
||||
### Generating Multiworld Seeds
|
||||
|
||||
Create YAML files for each player (see `docs/player1.yml`, `docs/player2.yml`, `docs/player3.yml` for individual examples, or `docs/multi_mystery_example.yaml` for a complete multiworld configuration).
|
||||
|
||||
**Example player configuration:**
|
||||
```yaml
|
||||
description: Player 1's World
|
||||
name: Player1
|
||||
doorShuffle: crossed
|
||||
intensity: 2
|
||||
keyshuffle: wild
|
||||
shopsanity: true
|
||||
```
|
||||
|
||||
Generate the multiworld using the multi-mystery configuration file:
|
||||
```bash
|
||||
python DungeonRandomizer.py --customizer docs/multi_mystery_example.yaml
|
||||
```
|
||||
|
||||
### Running Multiworld Server
|
||||
|
||||
```bash
|
||||
python MultiServer.py
|
||||
```
|
||||
|
||||
It will prompt you for the multidata file created from the multiworld generation step.
|
||||
|
||||
### Connecting with Multiworld Client
|
||||
|
||||
```bash
|
||||
python MultiClient.py
|
||||
```
|
||||
|
||||
Enter the server address and your player name to connect.
|
||||
|
||||
---
|
||||
|
||||
## Testing & Verification
|
||||
|
||||
### Running the Test Suite
|
||||
|
||||
To verify your installation and test the randomizer logic:
|
||||
|
||||
```bash
|
||||
python TestSuite.py
|
||||
```
|
||||
|
||||
**Test with specific settings:**
|
||||
```bash
|
||||
python TestSuite.py --dr basic --count 10 --tense 2
|
||||
```
|
||||
|
||||
**Run specific test modules:**
|
||||
```bash
|
||||
python -m pytest test/
|
||||
python -m pytest test/dungeons/TestDarkPalace.py
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
#### "Python not found" or "python: command not found"
|
||||
|
||||
- **Windows**: Make sure Python is installed and added to PATH during installation
|
||||
- **macOS/Linux**: Install Python 3.10+ via your package manager or from [python.org](https://www.python.org/)
|
||||
|
||||
#### "No module named 'yaml'" or similar import errors
|
||||
|
||||
Run the dependency installation script:
|
||||
```bash
|
||||
python resources/ci/common/local_install.py
|
||||
```
|
||||
|
||||
#### Pre-built executable won't run on macOS
|
||||
|
||||
macOS may block unsigned applications. Right-click the app and select "Open" to bypass the warning.
|
||||
|
||||
#### Pre-built executable won't run on Linux
|
||||
|
||||
Ensure the file has execute permissions:
|
||||
```bash
|
||||
chmod +x DungeonRandomizer
|
||||
```
|
||||
|
||||
#### GUI window is too small or cut off
|
||||
|
||||
Try running from the command line to see if there are any error messages. Some display scaling settings can cause issues.
|
||||
|
||||
#### Generated ROM doesn't work with emulator
|
||||
|
||||
- Ensure you're using a clean US version of ALttP ROM (Japan 1.0)
|
||||
- Try a different emulator (recommended: SNES9x, RetroArch with bsnes core)
|
||||
- Verify the ROM was patched successfully (check file size and modification date)
|
||||
|
||||
### Getting Help
|
||||
|
||||
If you encounter issues:
|
||||
|
||||
1. Check the [Known Issues](/known-issues) page
|
||||
2. Search [GitHub Issues](https://github.com/aerinon/ALttPDoorRandomizer/issues)
|
||||
3. Ask in the [ALTTP Randomizer Discord](https://discordapp.com/invite/alttprandomizer):
|
||||
- `#door-rando` - General help and questions
|
||||
- `#bug-reports` - Report bugs and issues
|
||||
|
||||
When reporting issues, please include:
|
||||
- Operating system and version
|
||||
- Python version (`python --version`)
|
||||
- Door Randomizer version or commit hash
|
||||
- Full error message or description of the problem
|
||||
- Settings used (CLI command or screenshot of GUI)
|
||||
|
||||
---
|
||||
|
||||
## Advanced Usage
|
||||
|
||||
### Custom Presets
|
||||
|
||||
You can create custom preset files to save your favorite settings combinations.
|
||||
|
||||
See the [Customizer documentation](docs/Customizer.md) for details on creating custom seeds with custom dungeons and rooms.
|
||||
|
||||
### Build from Source (Packaging)
|
||||
|
||||
To create a standalone executable from source:
|
||||
|
||||
See [BUILDING.md](docs/BUILDING.md) for detailed build instructions.
|
||||
|
||||
### Development Workflow
|
||||
|
||||
For contributors:
|
||||
|
||||
1. Fork the repository
|
||||
2. Create a feature branch from `DoorDevUnstable`:
|
||||
```bash
|
||||
git checkout DoorDevUnstable
|
||||
git checkout -b my-feature
|
||||
```
|
||||
3. Make your changes
|
||||
4. Run tests: `python TestSuite.py`
|
||||
5. Submit a pull request to `DoorDevUnstable` (not main/master)
|
||||
|
||||
---
|
||||
|
||||
## Next Steps
|
||||
|
||||
- Read the [Features Guide](/features) for detailed information on all settings
|
||||
- Check the [Known Issues](/known-issues) page for current limitations
|
||||
- See the [Roadmap](/roadmap) for upcoming features
|
||||
- Join the community on [Discord](https://discordapp.com/invite/alttprandomizer)
|
||||
+366
@@ -0,0 +1,366 @@
|
||||
---
|
||||
layout: default
|
||||
title: Known Issues
|
||||
nav_order: 4
|
||||
---
|
||||
|
||||
# Known Issues & Bug Tracking
|
||||
{: .no_toc }
|
||||
|
||||
Current known issues, bugs, and limitations in ALttP Door Randomizer.
|
||||
{: .fs-6 .fw-300 }
|
||||
|
||||
## Table of contents
|
||||
{: .no_toc .text-delta }
|
||||
|
||||
1. TOC
|
||||
{:toc}
|
||||
|
||||
---
|
||||
|
||||
## Reporting Bugs
|
||||
|
||||
Before reporting a bug, please:
|
||||
|
||||
1. Check this page to see if the issue is already known
|
||||
2. Search [existing GitHub issues](https://github.com/aerinon/ALttPDoorRandomizer/issues)
|
||||
3. Verify you're using the latest version
|
||||
|
||||
### How to Report
|
||||
|
||||
Report bugs in this location:
|
||||
|
||||
- **Discord**: [ALTTP Randomizer Discord](https://discordapp.com/invite/alttprandomizer) in `#bug-reports` or `#door-rando` channels
|
||||
|
||||
### What to Include
|
||||
|
||||
When reporting a bug, please provide:
|
||||
|
||||
- **Spoiler log** if you have one
|
||||
- If you don't have a spoiler log, include:
|
||||
- **Seed number** and **settings used**
|
||||
- **Version** of Door Randomizer (from GUI or `--version`)
|
||||
- **Website or Platform** (Windows, macOS, Linux) if generator error, or which website was used
|
||||
- **Description** of the issue
|
||||
- **Steps to reproduce** the problem
|
||||
- **Screenshots or videos** (if applicable)
|
||||
- Optionally, **Save state** (if gameplay issue) (and which emulator/version)
|
||||
|
||||
---
|
||||
|
||||
## Known Issues
|
||||
|
||||
### Critical Issues
|
||||
|
||||
#### Links House on Death Mountain - no logical way off the mountain
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Some ER generations can have Link's House be on Death Mountain and no good way off the mountain.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### Major Issues
|
||||
|
||||
#### Crossed Dungeon Generation Can Be Slow
|
||||
|
||||
**Status**: Performance optimization needed
|
||||
|
||||
Generating crossed dungeon seeds, especially with high intensity and complex settings, can take a significant amount of time (30 seconds to several minutes).
|
||||
|
||||
**Why**: The dungeon generation algorithm uses constraint satisfaction and local search, which can require many attempts to find valid layouts.
|
||||
|
||||
**Workaround**: Be patient, or reduce intensity/complexity of settings.
|
||||
|
||||
#### Rare Impossible Seeds (Generation Failures)
|
||||
|
||||
**Status**: Occasional, investigating
|
||||
|
||||
In rare cases, the generator may fail to place all items or create a valid dungeon layout. This usually happens with very restrictive settings combinations.
|
||||
|
||||
**Workaround**: Try a different seed number, or slightly adjust settings.
|
||||
|
||||
---
|
||||
|
||||
### Moderate Issues
|
||||
|
||||
#### Some Enemy Placements Can Be Problematic
|
||||
|
||||
**Status**: Ongoing ban list maintenance
|
||||
|
||||
Despite the enemy ban list, some enemy placements can occasionally cause issues:
|
||||
- Blocking required paths
|
||||
- Causing unavoidable damage
|
||||
- Creating glitchy behavior
|
||||
- Bush enemies not working correctly
|
||||
- Wallmasters can cause issues in certain locations
|
||||
|
||||
**Workaround**: Report specific problematic enemy locations so they can be added to the ban list.
|
||||
|
||||
**Note**: Thieves are always unkillable and banned from the entire underworld.
|
||||
|
||||
|
||||
---
|
||||
|
||||
### Minor Issues
|
||||
|
||||
#### Forbidden Boss Items "MapCompass" Mode Bugged
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
The `mapcompass` option for `--restrict_boss_items` is currently bugged and not recommended for use.
|
||||
|
||||
**Workaround**: Use `dungeon` option instead, or use `none`.
|
||||
|
||||
#### Swamp Trench 2 Keeps Draining
|
||||
|
||||
**Status**: Known issue
|
||||
|
||||
In some configurations, Swamp Trench 2 continues to drain even after the pot is obtained.
|
||||
|
||||
**Workaround**: None currently. This is a known behavior issue.
|
||||
|
||||
#### Killing Certain Red Guards Kills Music
|
||||
|
||||
**Status**: Known issue
|
||||
|
||||
Killing certain red guards in specific locations causes the music to stop playing.
|
||||
|
||||
**Workaround**: None currently. This is a cosmetic issue that doesn't affect gameplay.
|
||||
|
||||
#### Some Lobbies Exitable During Escape (Standard Mode)
|
||||
|
||||
**Status**: Known issue
|
||||
|
||||
In standard mode, some dungeon lobbies can be exited during the escape sequence when they shouldn't be.
|
||||
|
||||
**Workaround**: Avoid leaving during escape if you want to maintain intended flow.
|
||||
|
||||
---
|
||||
|
||||
### Logic Issues
|
||||
|
||||
These are cases where the logic may not perfectly match what's actually possible in-game:
|
||||
|
||||
#### GT Crystal Paths Room Logic
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Crystal switch logic for GT Crystal Paths room may not properly account for OHKO scenarios when traversing backwards.
|
||||
|
||||
#### OHKO (One-Hit KO) Logic Issues
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
In some configurations, unavoidable damage logic or OHKO scenarios may not be properly accounted for.
|
||||
|
||||
#### Hammerjump Logic and Mixed Travel
|
||||
|
||||
**Status**: Configurable behavior
|
||||
|
||||
Hammerjump and similar tricks (PoD Arena hovering, Mire Big Key bomb jump) can unintentionally put you in another dungeon with the wrong dungeon ID.
|
||||
|
||||
**Setting**: Use `--mixed_travel` to control this behavior:
|
||||
- `prevent`: Adds rails to prevent tricks (default, recommended for learning)
|
||||
- `allow`: Up to player discretion
|
||||
- `force`: Sections forced to same dungeon
|
||||
|
||||
---
|
||||
|
||||
## Mode-Specific Issues
|
||||
|
||||
### Glitched Logic Modes
|
||||
|
||||
Several issues specific to glitched logic modes (OWG, HMG):
|
||||
|
||||
#### Cave State Issues
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Cave state in GT hearts area may not work correctly in glitched modes.
|
||||
|
||||
#### Rain State Issues
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Rain state handling may have issues in glitched logic modes.
|
||||
|
||||
#### Key/Pot SRAM System
|
||||
|
||||
**Status**: Needs restoration
|
||||
|
||||
Old key/pot SRAM system needs to be restored for glitched modes to work properly.
|
||||
|
||||
### Inverted Mode Issues
|
||||
|
||||
#### Dark Sanctuary Inverted Insanity
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Dark Sanctuary with inverted mode and insanity entrance shuffle may have double entrance issues.
|
||||
|
||||
#### Dark Sanctuary at Tavern Error
|
||||
|
||||
**Status**: In progress
|
||||
|
||||
When Dark Sanctuary is at Tavern location, Link's body position may be incorrect.
|
||||
|
||||
### Entrance Randomization Issues
|
||||
|
||||
#### Dungeon Boss Exits in Non-ER
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
Dungeon boss exits may not work correctly when entrance randomization is disabled.
|
||||
|
||||
### Decoupled Doors Issues
|
||||
|
||||
#### Sanctuary Palette Detection
|
||||
|
||||
**Status**: Known issue
|
||||
|
||||
In decoupled doors mode, sanctuary palette doesn't correctly identify adjacent rooms. Uses exits instead of entrances for determination.
|
||||
|
||||
**Workaround**: Use coupled doors or original palette mode.
|
||||
|
||||
### Shopsanity Issues
|
||||
|
||||
#### Output YAML: Shopsanity Potions Missing
|
||||
|
||||
**Status**: Under investigation
|
||||
|
||||
When outputting to YAML format, shopsanity potions may not be correctly included in the item pool representation.
|
||||
|
||||
**Workaround**: Check spoiler log for actual item locations.
|
||||
|
||||
---
|
||||
|
||||
## Known Limitations & Design Decisions
|
||||
|
||||
These items are **not planned to be fixed** as they are either fundamental limitations, intentional design choices, or affect all ALttP randomizers.
|
||||
|
||||
### Game Engine Limitations
|
||||
|
||||
#### Compass Count Stops Working After Triforce
|
||||
|
||||
After obtaining the Triforce, compass counts no longer function correctly. This is true in all ALttP randomizers and is a base game limitation.
|
||||
|
||||
**Workaround**: Complete dungeon exploration before finishing the game if you need counts.
|
||||
|
||||
#### GT Bosses Don't Respawn
|
||||
|
||||
GT bosses don't respawn after killing them. This is intentional base game behavior.
|
||||
|
||||
### Door Randomizer Design Decisions
|
||||
|
||||
#### Hybrid Major Glitches Not Compatible with Door Shuffle
|
||||
|
||||
Hybrid major glitches logic is not compatible with door shuffle modes. This is a fundamental limitation due to how glitch logic interacts with shuffled dungeon interiors.
|
||||
|
||||
**Workaround**: Use Overworld Glitches logic instead, or disable door shuffle.
|
||||
|
||||
#### Fire Rod Not in Logic for Dark Rooms
|
||||
|
||||
Fire Rod is not in logic for dark rooms in door shuffle mode, as it's too difficult to determine which dark room you're in after doors are shuffled.
|
||||
|
||||
**Note**: This is different from Advanced mode in the vanilla randomizer.
|
||||
|
||||
#### Hammerjump Requiring Mixed Travel Settings
|
||||
|
||||
Hammerjump and similar tricks (PoD Arena hovering, Mire Big Key bomb jump) require `--mixed_travel` settings in crossed mode to allow unintended dungeon transitions.
|
||||
|
||||
#### Blind Maiden/Attic Sequence Always Required
|
||||
|
||||
Blind maiden/attic sequence is required even when boss is shuffled. This maintains story consistency.
|
||||
|
||||
#### Southeast Skull Woods Chest Not Guaranteed Key
|
||||
|
||||
In Entrance Randomizer, the southeast Skull Woods chest is guaranteed to be a small key. In Door Randomizer, this is not guaranteed. This is an intentional change from ER.
|
||||
|
||||
### Technical Limitations
|
||||
|
||||
#### Pottery Lottery Mode: Multiworld Item Limit
|
||||
|
||||
In pottery lottery mode, only 256 items for other players can be placed under pots in your world due to technical constraints in how the game tracks items.
|
||||
|
||||
---
|
||||
|
||||
## Feature Limitations
|
||||
|
||||
See the [Roadmap](/roadmap) for planned features.
|
||||
|
||||
---
|
||||
|
||||
## Recently Fixed Issues
|
||||
|
||||
See RELEASENOTES.md for the latest fixes.
|
||||
|
||||
And PastReleaseNotes.md for older fixes.
|
||||
|
||||
---
|
||||
|
||||
## Performance Issues
|
||||
|
||||
### Memory Usage
|
||||
|
||||
**Issue**: Generator can use significant memory for complex seeds.
|
||||
|
||||
**Most affected by**:
|
||||
- Multiworld with many players
|
||||
- Pottery lottery mode
|
||||
|
||||
**Workaround**: Close other applications, or increase available RAM.
|
||||
|
||||
---
|
||||
|
||||
## Emulator Compatibility
|
||||
|
||||
### Known Issues with Emulators
|
||||
|
||||
#### Older SNES9x versions
|
||||
|
||||
Some older versions (< 1.55) may have graphical glitches with certain custom graphics.
|
||||
|
||||
#### ZSNES
|
||||
|
||||
**Not recommended**: ZSNES is outdated and has known accuracy issues.
|
||||
|
||||
---
|
||||
|
||||
## Workarounds & Tips
|
||||
|
||||
### If Generation Keeps Failing
|
||||
|
||||
1. Switch to a different door shuffle mode
|
||||
4. Disable some restrictive settings (strict key logic, dungeon item restrictions)
|
||||
5. Use balanced fill algorithm instead of district restriction
|
||||
|
||||
### If Seed Seems Impossible
|
||||
|
||||
1. Check spoiler log to verify it's beatable
|
||||
2. Remember new logic differences (see Features guide)
|
||||
3. Check for required techniques (boots bonking, crystal switch bombs, etc.)
|
||||
4. Ask for help in Discord with spoiler log
|
||||
|
||||
### If Performance Is Poor
|
||||
|
||||
1. Use pre-built executable instead of running from source
|
||||
2. Close other applications
|
||||
3. Update to latest version
|
||||
4. Use simpler settings combinations
|
||||
|
||||
|
||||
---
|
||||
|
||||
## Issue Status Tracking
|
||||
|
||||
For real-time status of known issues, check:
|
||||
|
||||
- Discord `#bug-reports` and `#door-rando` channels
|
||||
|
||||
---
|
||||
|
||||
Last updated: 2026-01-30
|
||||
|
||||
This page is maintained as issues are discovered and fixed. If you notice an issue not listed here, please report it!
|
||||
@@ -1,21 +0,0 @@
|
||||
Notes:
|
||||
|
||||
Ice Spike Stairs seems to be off and maybe Lonely Freezor
|
||||
Pod bk ledge stairs
|
||||
|
||||
AgaTower usually doesn't have enough Key Door candidates
|
||||
(Testing) Camera spots in Aga Tower: Push Statue, Lone Statue maybe?
|
||||
(Testing Waterfall Now) Spiral stairs without keys look funny - change to Incognito instead of Normal
|
||||
|
||||
(Can't Fix yet) Key door on Layer 1 not working (Aga Tower)
|
||||
(Can't Fix yet) Key door in HC Lobby E door not passable - look into it?
|
||||
|
||||
Pairing Notes
|
||||
30-34 4f-37 #$18,-24
|
||||
30-34 37-1f #$18,-24
|
||||
30-34 1f-1f???
|
||||
30-35 1f-1f
|
||||
30-34 36-1e #$18,-24
|
||||
30-34 1e-1f
|
||||
|
||||
inconsistencies are caused by $0492 being set wrong
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
@@ -1,5 +1,6 @@
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settings:
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|
||||
@@ -77,6 +78,25 @@ ow-edges:
|
||||
Desert Pass EC*: Dam WC*
|
||||
Desert Pass ES*: Dam WS*
|
||||
Dam EC*: South Pass WC*
|
||||
ow-grid:
|
||||
1:
|
||||
fixed_arrangements:
|
||||
- arrangement:
|
||||
- 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07
|
||||
- 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
|
||||
- 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17
|
||||
- 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F
|
||||
- 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27
|
||||
- 0x28 0x29 0x2A 0x2B 0x2C 0x2D 0x2E 0x2F
|
||||
- 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37
|
||||
- 0x38 0x39 0x3A 0x3B 0x3C 0x3D 0x3E 0x3F
|
||||
world: light
|
||||
restricted_positions:
|
||||
- cells:
|
||||
- 0x00
|
||||
positions:
|
||||
- 0x00
|
||||
world: light
|
||||
ow-whirlpools:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -0,0 +1,149 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: grid
|
||||
ow-grid:
|
||||
1:
|
||||
restricted_positions:
|
||||
- cells:
|
||||
- 0x00
|
||||
- 0x03
|
||||
- 0x05
|
||||
- 0x18
|
||||
- 0x1B
|
||||
- 0x1E
|
||||
- 0x30
|
||||
- 0x35
|
||||
positions:
|
||||
- 0x00
|
||||
- 0x03
|
||||
- 0x05
|
||||
- 0x18
|
||||
- 0x1B
|
||||
- 0x1E
|
||||
- 0x30
|
||||
- 0x35
|
||||
world: both
|
||||
- cells:
|
||||
- 0x01
|
||||
- 0x04
|
||||
- 0x06
|
||||
- 0x19
|
||||
- 0x1C
|
||||
- 0x1F
|
||||
- 0x31
|
||||
- 0x36
|
||||
positions:
|
||||
- 0x01
|
||||
- 0x04
|
||||
- 0x06
|
||||
- 0x19
|
||||
- 0x1C
|
||||
- 0x1F
|
||||
- 0x31
|
||||
- 0x36
|
||||
world: both
|
||||
- cells:
|
||||
- 0x08
|
||||
- 0x0B
|
||||
- 0x0D
|
||||
- 0x20
|
||||
- 0x23
|
||||
- 0x26
|
||||
- 0x38
|
||||
- 0x3D
|
||||
positions:
|
||||
- 0x08
|
||||
- 0x0B
|
||||
- 0x0D
|
||||
- 0x20
|
||||
- 0x23
|
||||
- 0x26
|
||||
- 0x38
|
||||
- 0x3D
|
||||
world: both
|
||||
- cells:
|
||||
- 0x09
|
||||
- 0x0C
|
||||
- 0x0E
|
||||
- 0x21
|
||||
- 0x24
|
||||
- 0x27
|
||||
- 0x39
|
||||
- 0x3E
|
||||
positions:
|
||||
- 0x09
|
||||
- 0x0C
|
||||
- 0x0E
|
||||
- 0x21
|
||||
- 0x24
|
||||
- 0x27
|
||||
- 0x39
|
||||
- 0x3E
|
||||
world: both
|
||||
- cells:
|
||||
- 0x02
|
||||
- 0x07
|
||||
- 0x0A
|
||||
- 0x0F
|
||||
- 0x10
|
||||
- 0x11
|
||||
- 0x12
|
||||
- 0x13
|
||||
- 0x14
|
||||
- 0x15
|
||||
- 0x16
|
||||
- 0x17
|
||||
- 0x1A
|
||||
- 0x1D
|
||||
- 0x22
|
||||
- 0x25
|
||||
- 0x28
|
||||
- 0x29
|
||||
- 0x2A
|
||||
- 0x2B
|
||||
- 0x2C
|
||||
- 0x2D
|
||||
- 0x2E
|
||||
- 0x2F
|
||||
- 0x32
|
||||
- 0x33
|
||||
- 0x34
|
||||
- 0x37
|
||||
- 0x3A
|
||||
- 0x3B
|
||||
- 0x3C
|
||||
- 0x3F
|
||||
positions:
|
||||
- 0x02
|
||||
- 0x07
|
||||
- 0x0A
|
||||
- 0x0F
|
||||
- 0x10
|
||||
- 0x11
|
||||
- 0x12
|
||||
- 0x13
|
||||
- 0x14
|
||||
- 0x15
|
||||
- 0x16
|
||||
- 0x17
|
||||
- 0x1A
|
||||
- 0x1D
|
||||
- 0x22
|
||||
- 0x25
|
||||
- 0x28
|
||||
- 0x29
|
||||
- 0x2A
|
||||
- 0x2B
|
||||
- 0x2C
|
||||
- 0x2D
|
||||
- 0x2E
|
||||
- 0x2F
|
||||
- 0x32
|
||||
- 0x33
|
||||
- 0x34
|
||||
- 0x37
|
||||
- 0x3A
|
||||
- 0x3B
|
||||
- 0x3C
|
||||
- 0x3F
|
||||
world: both
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
settings:
|
||||
1:
|
||||
ow_whirlpool: false
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_parallel: false
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
@@ -69,6 +72,25 @@ ow-edges:
|
||||
Swamp Nook EC*: Swamp WC*
|
||||
Swamp Nook ES*: Swamp WS*
|
||||
Swamp EC*: Dark South Pass WC*
|
||||
ow-grid:
|
||||
1:
|
||||
fixed_arrangements:
|
||||
- arrangement:
|
||||
- 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07
|
||||
- 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
|
||||
- 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17
|
||||
- 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F
|
||||
- 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27
|
||||
- 0x28 0x29 0x2A 0x2B 0x2C 0x2D 0x2E 0x2F
|
||||
- 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37
|
||||
- 0x38 0x39 0x3A 0x3B 0x3C 0x3D 0x3E 0x3F
|
||||
world: dark
|
||||
restricted_positions:
|
||||
- cells:
|
||||
- 0x00
|
||||
positions:
|
||||
- 0x00
|
||||
world: dark
|
||||
ow-whirlpools:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
groups:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow_terrain: false
|
||||
ow-edges:
|
||||
1:
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow_terrain: true
|
||||
ow-edges:
|
||||
1:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -0,0 +1,16 @@
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
West Death Mountain EN*: East Death Mountain WN*
|
||||
West Death Mountain ES*: East Death Mountain WS*
|
||||
East Death Mountain EN*: Death Mountain TR Pegs WN*
|
||||
West Dark Death Mountain EN*: East Dark Death Mountain WN*
|
||||
West Dark Death Mountain ES*: East Dark Death Mountain WS*
|
||||
East Dark Death Mountain EN*: Turtle Rock WN*
|
||||
ow-grid:
|
||||
1:
|
||||
fixed_arrangements:
|
||||
- arrangement:
|
||||
- 0x03 0x04 0x05 0x06 0x07
|
||||
- 0x0B 0x0C 0x0D 0x0E .
|
||||
world: both
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: wild
|
||||
ow-edges:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
settings:
|
||||
1:
|
||||
ow_layout: grid
|
||||
ow-grid:
|
||||
1:
|
||||
wrap_horizontal: true
|
||||
wrap_vertical: true
|
||||
@@ -1,6 +1,7 @@
|
||||
settings:
|
||||
1:
|
||||
ow_shuffle: full
|
||||
ow_layout: wild
|
||||
ow_parallel: false
|
||||
ow_terrain: true
|
||||
ow-edges:
|
||||
1:
|
||||
|
||||
@@ -144,6 +144,25 @@ ow-edges:
|
||||
Swamp EC*: Dark South Pass WC*
|
||||
South Pass ES*: Lake Hylia WS*
|
||||
Dark South Pass ES*: Ice Lake WS*
|
||||
ow-grid:
|
||||
1:
|
||||
fixed_arrangements:
|
||||
- arrangement:
|
||||
- 0x00 0x01 0x02 0x03 0x04 0x05 0x06 0x07
|
||||
- 0x08 0x09 0x0A 0x0B 0x0C 0x0D 0x0E 0x0F
|
||||
- 0x10 0x11 0x12 0x13 0x14 0x15 0x16 0x17
|
||||
- 0x18 0x19 0x1A 0x1B 0x1C 0x1D 0x1E 0x1F
|
||||
- 0x20 0x21 0x22 0x23 0x24 0x25 0x26 0x27
|
||||
- 0x28 0x29 0x2A 0x2B 0x2C 0x2D 0x2E 0x2F
|
||||
- 0x30 0x31 0x32 0x33 0x34 0x35 0x36 0x37
|
||||
- 0x38 0x39 0x3A 0x3B 0x3C 0x3D 0x3E 0x3F
|
||||
world: both
|
||||
restricted_positions:
|
||||
- cells:
|
||||
- 0x00
|
||||
positions:
|
||||
- 0x00
|
||||
world: both
|
||||
ow-whirlpools:
|
||||
1:
|
||||
two-way:
|
||||
|
||||
@@ -7,6 +7,7 @@ requires-python = ">=3.7"
|
||||
dependencies = [
|
||||
"aenum>=3.1.16",
|
||||
"aioconsole>=0.6.2",
|
||||
"collections-extended>=2.0.2",
|
||||
"colorama>=0.4.6",
|
||||
"distro>=1.9.0",
|
||||
"fast-enum>=1.3.0",
|
||||
|
||||
@@ -177,6 +177,22 @@
|
||||
"full"
|
||||
]
|
||||
},
|
||||
"ow_layout": {
|
||||
"choices": [
|
||||
"vanilla",
|
||||
"grid",
|
||||
"wild"
|
||||
]
|
||||
},
|
||||
"ow_parallel": {
|
||||
"action": "store_true",
|
||||
"help": "suppress",
|
||||
"type": "bool"
|
||||
},
|
||||
"ow_unparallel": {
|
||||
"action": "store_true",
|
||||
"dest": "ow_parallel"
|
||||
},
|
||||
"ow_terrain": {
|
||||
"action": "store_true",
|
||||
"type": "bool"
|
||||
@@ -212,6 +228,15 @@
|
||||
"random"
|
||||
]
|
||||
},
|
||||
"ow_fog": {
|
||||
"action": "store_true",
|
||||
"help": "suppress",
|
||||
"type": "bool"
|
||||
},
|
||||
"ow_no_fog": {
|
||||
"action": "store_true",
|
||||
"dest": "ow_fog"
|
||||
},
|
||||
"shuffle": {
|
||||
"choices": [
|
||||
"vanilla",
|
||||
@@ -461,6 +486,14 @@
|
||||
"always"
|
||||
]
|
||||
},
|
||||
"loothud": {
|
||||
"choices": [
|
||||
"never",
|
||||
"presence",
|
||||
"value",
|
||||
"dungeon_value"
|
||||
]
|
||||
},
|
||||
"showmap": {
|
||||
"choices": [
|
||||
"visited",
|
||||
@@ -640,6 +673,9 @@
|
||||
"action": "store_true",
|
||||
"type": "bool"
|
||||
},
|
||||
"extra_keys": {
|
||||
"type": "int"
|
||||
},
|
||||
"calc_playthrough": {
|
||||
"action": "store_false",
|
||||
"type": "bool"
|
||||
@@ -718,6 +754,10 @@
|
||||
"type": "bool"
|
||||
},
|
||||
"money_balance": {},
|
||||
"patches": {
|
||||
"type": "str",
|
||||
"help": "suppress"
|
||||
},
|
||||
"settingsonload": {
|
||||
"choices": [
|
||||
"default",
|
||||
|
||||
@@ -235,14 +235,18 @@
|
||||
"the entrances vanilla."
|
||||
],
|
||||
"ow_shuffle": [
|
||||
"Deprecated, use ow_layout and ow_unparallel instead."
|
||||
],
|
||||
"ow_layout": [
|
||||
"This shuffles the layout of the overworld.",
|
||||
"Vanilla: All overworld transitions are connected the same",
|
||||
" way they were in the base game.",
|
||||
"Parallel: Overworld transitions are shuffled, but both worlds",
|
||||
" will have the same pattern/shape.",
|
||||
"Full: Overworld transitions are shuffled, but both worlds",
|
||||
" will have an independent map shape."
|
||||
"Grid: OW Screens are arranged on 8x8 grids and OW Transitions",
|
||||
" work according to this arrangement.",
|
||||
"Wild: OW Transitions are shuffled with no respect to geometric coherence."
|
||||
],
|
||||
"ow_unparallel": [
|
||||
"With OW Layout Shuffle, this no longer forces both worlds to have a matching layout." ],
|
||||
"ow_terrain": [
|
||||
"With OW Layout Shuffle, this allows land and water edges to be connected." ],
|
||||
"ow_crossed": [
|
||||
@@ -277,6 +281,9 @@
|
||||
" spots from being on any adjacent screen.",
|
||||
"Random: New flute spots will be generated with minimal bias."
|
||||
],
|
||||
"ow_no_fog": [
|
||||
"With OW Grid Layout Shuffle or Mixed, this disables the fog that prevents",
|
||||
"you from seeing unvisited screens on the overworld map." ],
|
||||
"door_shuffle": [
|
||||
"Select Door Shuffling Algorithm. (default: %(default)s)",
|
||||
"Basic: Doors are mixed within a single dungeon.",
|
||||
@@ -418,6 +425,7 @@
|
||||
"AlwaysInLogic: Dark rooms are always considered to be in logic, even if the player cannot see"
|
||||
],
|
||||
"crystal_book": [ " Book can be used indoors to flip the state of colored pegs (default: %(default)s)"],
|
||||
"extra_keys": [ " Percentage of extra small keys to create for each dungeon when door shuffle is enabled (default: %(default)s)"],
|
||||
"bombbag": ["Start with 0 bomb capacity. Two capacity upgrades (+10) are added to the pool (default: %(default)s)" ],
|
||||
"any_enemy_logic": [
|
||||
"How to handle potential traversal between dungeon in Crossed door shuffle",
|
||||
|
||||
@@ -111,11 +111,11 @@
|
||||
|
||||
"randomizer.dungeon.experimental": "Enable Experimental Features",
|
||||
|
||||
"randomizer.dungeon.dungeon_counters": "Dungeon Chest Counters",
|
||||
"randomizer.dungeon.dungeon_counters": "Dungeon Counters",
|
||||
"randomizer.dungeon.dungeon_counters.default": "Auto",
|
||||
"randomizer.dungeon.dungeon_counters.off": "Off",
|
||||
"randomizer.dungeon.dungeon_counters.on": "On",
|
||||
"randomizer.dungeon.dungeon_counters.pickup": "On Compass Pickup",
|
||||
"randomizer.dungeon.dungeon_counters.pickup": "On Item Pickup",
|
||||
|
||||
"randomizer.dungeon.mixed_travel": "Mixed Dungeon Travel ",
|
||||
"randomizer.dungeon.mixed_travel.prevent": "Prevent Mixed Dungeon Travel",
|
||||
@@ -157,10 +157,12 @@
|
||||
"randomizer.enemizer.enemylogic.allow_all": "Allow special enemies anywhere",
|
||||
|
||||
|
||||
"randomizer.overworld.overworldshuffle": "Layout Shuffle",
|
||||
"randomizer.overworld.overworldshuffle.vanilla": "Vanilla",
|
||||
"randomizer.overworld.overworldshuffle.parallel": "Parallel",
|
||||
"randomizer.overworld.overworldshuffle.full": "Full",
|
||||
"randomizer.overworld.layout": "Layout Shuffle",
|
||||
"randomizer.overworld.layout.vanilla": "Vanilla",
|
||||
"randomizer.overworld.layout.grid": "Grid",
|
||||
"randomizer.overworld.layout.wild": "Wild",
|
||||
|
||||
"randomizer.overworld.parallel": "Keep Worlds Parallel",
|
||||
|
||||
"randomizer.overworld.terrain": "Free Terrain",
|
||||
|
||||
@@ -181,6 +183,8 @@
|
||||
"randomizer.overworld.overworldflute.balanced": "Balanced",
|
||||
"randomizer.overworld.overworldflute.random": "Random",
|
||||
|
||||
"randomizer.overworld.fog": "Overworld Map Fog",
|
||||
|
||||
|
||||
"randomizer.entrance.openpyramid": "Pre-open Pyramid Hole",
|
||||
"randomizer.entrance.openpyramid.auto": "Auto",
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
{
|
||||
"topOverworldFrame": {},
|
||||
"leftOverworldFrame": {
|
||||
"overworldshuffle": {
|
||||
"layout": {
|
||||
"type": "selectbox",
|
||||
"default": "vanilla",
|
||||
"options": [
|
||||
"vanilla",
|
||||
"parallel",
|
||||
"full"
|
||||
"grid",
|
||||
"wild"
|
||||
]
|
||||
},
|
||||
"crossed": {
|
||||
@@ -18,7 +18,10 @@
|
||||
"grouped",
|
||||
"polar",
|
||||
"unrestricted"
|
||||
]
|
||||
],
|
||||
"config": {
|
||||
"pady": [16,0]
|
||||
}
|
||||
},
|
||||
"mixed": {
|
||||
"type": "checkbox",
|
||||
@@ -45,22 +48,27 @@
|
||||
"config": {
|
||||
"pady": [20,0]
|
||||
}
|
||||
},
|
||||
"fog": {
|
||||
"type": "checkbox",
|
||||
"default": true,
|
||||
"config": {
|
||||
"pady": [20,0]
|
||||
}
|
||||
}
|
||||
},
|
||||
"rightOverworldFrame": {
|
||||
"parallel": {
|
||||
"type": "checkbox",
|
||||
"default": true
|
||||
},
|
||||
"terrain": {
|
||||
"type": "checkbox",
|
||||
"default": false,
|
||||
"config": {
|
||||
"pady": [3,0]
|
||||
}
|
||||
"default": false
|
||||
},
|
||||
"keepsimilar": {
|
||||
"type": "checkbox",
|
||||
"default": false,
|
||||
"config": {
|
||||
"pady": [6,0]
|
||||
}
|
||||
"default": false
|
||||
}
|
||||
}
|
||||
}
|
||||
+234
@@ -0,0 +1,234 @@
|
||||
---
|
||||
layout: default
|
||||
title: Roadmap
|
||||
nav_order: 5
|
||||
---
|
||||
|
||||
# Development Roadmap
|
||||
{: .no_toc }
|
||||
|
||||
Future plans and upcoming features for ALttP Door Randomizer.
|
||||
{: .fs-6 .fw-300 }
|
||||
|
||||
## Table of contents
|
||||
{: .no_toc .text-delta }
|
||||
|
||||
1. TOC
|
||||
{:toc}
|
||||
|
||||
---
|
||||
|
||||
## Project Vision
|
||||
|
||||
Door Randomizer aims to provide the most comprehensive and flexible dungeon randomization experience for A Link to the Past while maintaining playability and logical consistency. Our focus is on:
|
||||
|
||||
1. **Robust Generation** - Ensuring seeds are always completable and logical
|
||||
2. **Feature Richness** - Providing extensive customization options
|
||||
3. **Community Engagement** - Responding to player feedback and needs
|
||||
4. **Performance** - Improving generation speed and reliability
|
||||
|
||||
---
|
||||
|
||||
## Bug Fixes
|
||||
|
||||
Critical and important bugs that need to be addressed:
|
||||
|
||||
### Critical Bugs
|
||||
- Dungeon Key HUD indicator issue (total is incorrect)
|
||||
- Links House on DM pathing issues (See OWR solution)
|
||||
|
||||
### Minor Bugs
|
||||
- Resolve Swamp Trench 2 draining issue (pot obtained but still drains)
|
||||
- Fix OHKO logic issues - Crystal Path backwards in GT
|
||||
- Fix MapCompass forbidden boss items mode (currently bugged)
|
||||
- Killing Certain Red Guards Kills Music
|
||||
|
||||
---
|
||||
|
||||
## Logic & Generation Improvements
|
||||
|
||||
Improving dungeon generation algorithms and logic:
|
||||
|
||||
- Enhanced key logic algorithms (experimental mode in New Generation)
|
||||
- Rework Uncle weapon/Escape small key
|
||||
- Make Sanctuary heart the logical one (simplify sanctuary heart logic)
|
||||
- Investigate rupee balancing issues causing failed generations
|
||||
|
||||
---
|
||||
|
||||
## New Features
|
||||
|
||||
New functionality and game modes, mostly planned for the NewGeneration branch:
|
||||
|
||||
- Portal placement flexibility (customizability and mixed dungeon pools)
|
||||
- Smarter trap door placement (reduce forced mirroring)
|
||||
- DR Keysanity menu improvements
|
||||
- PitWarp feature
|
||||
- Door Type pooling customizations
|
||||
- OWR ER standardization (District ER, Links on Death Mountain issue)
|
||||
- NewSwappedAlgorithm integration
|
||||
- Bonk Item Pool from Overworld Randomizer (downstream integration)
|
||||
- A better hint system
|
||||
- Prize Shuffle from Overworld Randomizer (downstream integration)
|
||||
- Map Screen from GK Randomizer (need to investigate)
|
||||
- Other downstream integrations? (custom goals, follower shuffle, flute shuffle?)
|
||||
|
||||
---
|
||||
|
||||
## Quality of Life Enhancements
|
||||
|
||||
Improving user experience and usability:
|
||||
|
||||
- Preferred location groups (control item placement with warnings/failures/retries)
|
||||
- Preset support
|
||||
- Control output ROM name (customize generated ROM filename)
|
||||
- Progress indicators for generations
|
||||
- Better entrance tracking for trackers (investigate race legality)
|
||||
- Super-tile split palettes (reduce hinting from palette colors)
|
||||
- Turn off Bob by default for enemizer (fewer graphical glitches)
|
||||
|
||||
---
|
||||
|
||||
## Performance Improvements
|
||||
|
||||
Making generation faster and more efficient:
|
||||
|
||||
- Reduce memory footprint
|
||||
|
||||
---
|
||||
|
||||
## Customization & Content Creation
|
||||
|
||||
Tools and features for creating custom content:
|
||||
|
||||
- Re-design customizer file format (improved YAML structure)
|
||||
- Presets for customizer (start from predefined base)
|
||||
- Easier enemy customization (simpler interface for customizing specific enemies - better integration with customization system)
|
||||
|
||||
---
|
||||
|
||||
## Multiworld
|
||||
|
||||
Enhancements for multiplayer seeds:
|
||||
|
||||
- Multiworld documentation
|
||||
- Ability to have similar randomizations across multiworlds (makes parts of it co-op)
|
||||
|
||||
---
|
||||
|
||||
## External Tools & Integration
|
||||
|
||||
Integration with external tools and platforms:
|
||||
|
||||
- Tracker integration features
|
||||
- Web-based API
|
||||
|
||||
---
|
||||
|
||||
## Technical Debt & Refactoring
|
||||
|
||||
Behind-the-scenes code improvements:
|
||||
|
||||
- Modernize Rules.py (improve readability and maintainability)
|
||||
- Python upgrade (3.10 deprecated in 2026)
|
||||
|
||||
---
|
||||
|
||||
## Research & Exploration
|
||||
|
||||
Experimental ideas that may or may not be implemented:
|
||||
|
||||
### Dungeon Randomization Ideas
|
||||
|
||||
- **Subroom randomization** - Randomize smaller rooms within a larger room (subtile vs. supertile doors)
|
||||
- **Euclidean dungeon layouts** - Dungeon randomization that makes spatial sense (rooms connected geographically)
|
||||
- **Swapped dungeon generation** - Create dungeons by swapping door destinations (requires new algorithms)
|
||||
|
||||
---
|
||||
|
||||
## Branch Strategy
|
||||
|
||||
### Current Branches
|
||||
|
||||
- **NewGeneration** - Active development branch for new generation system
|
||||
- **NewSwappedAlgorithm** - Experimental branch for swapped item algorithm
|
||||
- **DoorDevUnstable** - Main branch, maintenance mode - only bug fixes and patches (ready to be moved to official stable)
|
||||
- **DoorDev** - Stale development branch (needs update)
|
||||
- **Dev/Master** - Do NOT use for PRs. Used by upstream only.
|
||||
|
||||
### Planned Branch Changes
|
||||
|
||||
- Transition from DoorDevUnstable to DoorDev as main maintenance branch
|
||||
- Transition NewGeneration to main development branch
|
||||
|
||||
---
|
||||
|
||||
## Completed Features
|
||||
|
||||
Recent accomplishments:
|
||||
|
||||
- ✅ Dynamic colored pots
|
||||
- ✅ Free lamp cone
|
||||
- ✅ Experimental key logic improvements
|
||||
|
||||
---
|
||||
|
||||
## How to Contribute
|
||||
|
||||
Want to help shape the future of Door Randomizer?
|
||||
|
||||
### For Players
|
||||
- **Test seeds** - Play with different settings and report issues
|
||||
- **Provide feedback** - Share what you like and what could be better
|
||||
- **Suggest features** - Tell us what you want to see
|
||||
|
||||
### For Developers
|
||||
- **Submit PRs to DoorDevUnstable**
|
||||
- **Join Discord** - Discuss development in `#door-rando`
|
||||
- **Write tests** - Improve test coverage
|
||||
- **Improve documentation** - Help others understand the code
|
||||
|
||||
### For Creators
|
||||
- **Custom rooms** - Design interesting custom rooms
|
||||
- **Presets** - Create balanced preset configurations
|
||||
- **Tutorials** - Teach others how to use Door Rando
|
||||
- **Tools** - Build complementary tools (trackers, analyzers)
|
||||
|
||||
---
|
||||
|
||||
## Release Schedule
|
||||
|
||||
### Regular Releases
|
||||
- **Unstable builds** - Automated on every push to DoorDevUnstable
|
||||
- **Hotfixes** - As needed for critical bugs
|
||||
|
||||
### Upcoming Releases (Tentative)
|
||||
- **v1.5.x** (Q2 2026) - DoorDevUnstable becomes DoorDev
|
||||
- **v1.6** (Q3 2026) - Python upgrade
|
||||
- **v2.0** (Q4 2026) - New Generation branch release
|
||||
|
||||
---
|
||||
|
||||
## Success Metrics
|
||||
|
||||
How we measure progress:
|
||||
|
||||
### Technical Metrics
|
||||
- Generation success rate (target: >95%)
|
||||
- Average generation time (target: <10s for crossed seeds)
|
||||
- Memory usage (start measuring)
|
||||
- Test coverage (start measuring)
|
||||
|
||||
---
|
||||
|
||||
## Feedback & Discussion
|
||||
|
||||
Have thoughts on the roadmap?
|
||||
|
||||
- **Discord**: Join `#door-rando` to discuss
|
||||
|
||||
---
|
||||
|
||||
*This roadmap is a living document and will be updated regularly as priorities shift and progress is made.*
|
||||
|
||||
Last updated: 2026-01-30
|
||||
@@ -6,6 +6,8 @@ import os
|
||||
class BabelFish():
|
||||
def __init__(self,subpath=["resources","app","meta"],lang=None):
|
||||
localization_string = locale.getdefaultlocale()[0] #get set localization
|
||||
if localization_string is None:
|
||||
localization_string = "en"
|
||||
self.locale = localization_string[:2] if lang is None else lang #let caller override localization
|
||||
self.langs = ["en"] #start with English
|
||||
if(not self.locale == "en"): #add localization
|
||||
|
||||
@@ -11,6 +11,7 @@ from yaml.representer import Representer
|
||||
import RaceRandom as random
|
||||
from BaseClasses import DoorType, LocationType
|
||||
from OverworldShuffle import default_flute_connections, flute_data
|
||||
from source.overworld.FluteShuffle import default_flute_connections, flute_data
|
||||
from source.tools.MysteryUtils import get_weights, roll_settings
|
||||
from Utils import HexInt, hex_representer
|
||||
|
||||
@@ -90,7 +91,8 @@ class CustomSettings(object):
|
||||
args.mystery = True
|
||||
else:
|
||||
settings = defaultdict(lambda: None, player_setting)
|
||||
args.ow_shuffle[p] = get_setting(settings['ow_shuffle'], args.ow_shuffle[p])
|
||||
args.ow_layout[p] = get_setting(settings['ow_layout'], args.ow_layout[p])
|
||||
args.ow_parallel[p] = get_setting(settings['ow_parallel'], args.ow_parallel[p])
|
||||
args.ow_terrain[p] = get_setting(settings['ow_terrain'], args.ow_terrain[p])
|
||||
args.ow_crossed[p] = get_setting(settings['ow_crossed'], args.ow_crossed[p])
|
||||
if args.ow_crossed[p] == 'chaos':
|
||||
@@ -101,6 +103,7 @@ class CustomSettings(object):
|
||||
args.ow_mixed[p] = get_setting(settings['ow_mixed'], args.ow_mixed[p])
|
||||
args.ow_whirlpool[p] = get_setting(settings['ow_whirlpool'], args.ow_whirlpool[p])
|
||||
args.ow_fluteshuffle[p] = get_setting(settings['ow_fluteshuffle'], args.ow_fluteshuffle[p])
|
||||
args.ow_fog[p] = get_setting(settings['ow_fog'], args.ow_fog[p])
|
||||
args.shuffle_followers[p] = get_setting(settings['shuffle_followers'], args.shuffle_followers[p])
|
||||
args.bonk_drops[p] = get_setting(settings['bonk_drops'], args.bonk_drops[p])
|
||||
args.shuffle[p] = get_setting(settings['shuffle'], args.shuffle[p])
|
||||
@@ -136,6 +139,14 @@ class CustomSettings(object):
|
||||
args.take_any[p] = 'random' if args.take_any[p] == 'none' else args.take_any[p]
|
||||
args.keyshuffle[p] = 'universal'
|
||||
|
||||
ow_shuffle = get_setting(settings['ow_shuffle'], args.ow_shuffle[p])
|
||||
if ow_shuffle == 'parallel':
|
||||
args.ow_layout = 'wild'
|
||||
args.ow_parallel = True
|
||||
elif ow_shuffle == 'full':
|
||||
args.ow_layout = 'wild'
|
||||
args.ow_parallel = False
|
||||
|
||||
args.mixed_travel[p] = get_setting(settings['mixed_travel'], args.mixed_travel[p])
|
||||
args.standardize_palettes[p] = get_setting(settings['standardize_palettes'],
|
||||
args.standardize_palettes[p])
|
||||
@@ -236,6 +247,11 @@ class CustomSettings(object):
|
||||
return self.file_source['item_pool']
|
||||
return None
|
||||
|
||||
def get_item_pool_adjust(self):
|
||||
if 'item_pool_adjust' in self.file_source:
|
||||
return self.file_source['item_pool_adjust']
|
||||
return None
|
||||
|
||||
def get_placements(self):
|
||||
if 'placements' in self.file_source:
|
||||
return self.file_source['placements']
|
||||
@@ -254,6 +270,11 @@ class CustomSettings(object):
|
||||
return self.file_source['ow-edges']
|
||||
return None
|
||||
|
||||
def get_owgrid(self):
|
||||
if 'ow-grid' in self.file_source:
|
||||
return self.file_source['ow-grid']
|
||||
return None
|
||||
|
||||
def get_owcrossed(self):
|
||||
if 'ow-crossed' in self.file_source:
|
||||
return self.file_source['ow-crossed']
|
||||
@@ -357,13 +378,15 @@ class CustomSettings(object):
|
||||
self.world_rep['start_inventory'] = start_inv = {}
|
||||
for p in self.player_range:
|
||||
settings_dict[p] = {}
|
||||
settings_dict[p]['ow_shuffle'] = world.owShuffle[p]
|
||||
settings_dict[p]['ow_layout'] = world.owLayout[p]
|
||||
settings_dict[p]['ow_parallel'] = world.owParallel[p]
|
||||
settings_dict[p]['ow_terrain'] = world.owTerrain[p]
|
||||
settings_dict[p]['ow_crossed'] = world.owCrossed[p]
|
||||
settings_dict[p]['ow_keepsimilar'] = world.owKeepSimilar[p]
|
||||
settings_dict[p]['ow_mixed'] = world.owMixed[p]
|
||||
settings_dict[p]['ow_whirlpool'] = world.owWhirlpoolShuffle[p]
|
||||
settings_dict[p]['ow_fluteshuffle'] = world.owFluteShuffle[p]
|
||||
settings_dict[p]['ow_fog'] = world.owFog[p]
|
||||
settings_dict[p]['shuffle_followers'] = world.shuffle_followers[p]
|
||||
settings_dict[p]['bonk_drops'] = world.shuffle_bonk_drops[p]
|
||||
settings_dict[p]['shuffle'] = world.shuffle[p]
|
||||
@@ -488,6 +511,7 @@ class CustomSettings(object):
|
||||
self.world_rep['ow-whirlpools'] = whirlpools = {}
|
||||
self.world_rep['ow-tileflips'] = flips = {}
|
||||
self.world_rep['ow-flutespots'] = flute = {}
|
||||
self.world_rep['ow-grid'] = owgrid = {}
|
||||
for p in self.player_range:
|
||||
connections = edges[p] = {}
|
||||
connections['two-way'] = {}
|
||||
@@ -508,6 +532,57 @@ class CustomSettings(object):
|
||||
else:
|
||||
flute[p]['force'] = list(HexInt(id) for id in sorted(default_flute_connections))
|
||||
flute[p]['forbid'] = []
|
||||
# layout grid
|
||||
owgrid[p] = {}
|
||||
grid = world.owgrid[p]
|
||||
if grid is None:
|
||||
grid = [
|
||||
[[HexInt(row * 8 + col) for col in range(8)] for row in range(8)],
|
||||
[[HexInt(row * 8 + col) for col in range(8)] for row in range(8)]
|
||||
]
|
||||
else:
|
||||
grid = [
|
||||
[[HexInt(cell & 0xBF) for cell in row] for row in grid[0]],
|
||||
[[HexInt(cell & 0xBF) for cell in row] for row in grid[1]]
|
||||
]
|
||||
# Create fixed_arrangements for both worlds
|
||||
owgrid[p]['fixed_arrangements'] = [
|
||||
{
|
||||
'arrangement': [' '.join(f'0x{cell:02X}' for cell in row) for row in grid[0]],
|
||||
'world': 'light'
|
||||
},
|
||||
{
|
||||
'arrangement': [' '.join(f'0x{cell:02X}' for cell in row) for row in grid[1]],
|
||||
'world': 'dark'
|
||||
}
|
||||
]
|
||||
# Pin top left corners to position 0x00
|
||||
owgrid[p]['restricted_positions'] = [
|
||||
{
|
||||
'cells': [HexInt(grid[0][0][0])],
|
||||
'positions': [HexInt(0x00)],
|
||||
'world': 'light'
|
||||
},
|
||||
{
|
||||
'cells': [HexInt(grid[1][0][0])],
|
||||
'positions': [HexInt(0x00)],
|
||||
'world': 'dark'
|
||||
}
|
||||
]
|
||||
# Set advanced grid options
|
||||
horizontal_wrap = False
|
||||
vertical_wrap = False
|
||||
split_large_screens = False
|
||||
if world.customizer:
|
||||
grid_options = world.customizer.get_owgrid()
|
||||
if grid_options and p in grid_options:
|
||||
grid_options = grid_options[p]
|
||||
horizontal_wrap = 'wrap_horizontal' in grid_options and grid_options['wrap_horizontal'] == True
|
||||
vertical_wrap = 'wrap_vertical' in grid_options and grid_options['wrap_vertical'] == True
|
||||
split_large_screens = 'split_large_screens' in grid_options and grid_options['split_large_screens'] == True
|
||||
owgrid[p]['wrap_horizontal'] = horizontal_wrap
|
||||
owgrid[p]['wrap_vertical'] = vertical_wrap
|
||||
owgrid[p]['split_large_screens'] = split_large_screens
|
||||
for key, data in world.spoiler.overworlds.items():
|
||||
player = data['player'] if 'player' in data else 1
|
||||
connections = edges[player]
|
||||
@@ -515,7 +590,7 @@ class CustomSettings(object):
|
||||
connections[sub][data['entrance']] = data['exit']
|
||||
for key, data in world.spoiler.whirlpools.items():
|
||||
player = data['player'] if 'player' in data else 1
|
||||
whirlconnects = whirlconnects[player]
|
||||
whirlconnects = whirlpools[player]
|
||||
sub = 'two-way' if data['direction'] == 'both' else 'one-way'
|
||||
whirlconnects[sub][data['entrance']] = data['exit']
|
||||
|
||||
|
||||
@@ -92,13 +92,15 @@ SETTINGSTOPROCESS = {
|
||||
"bombbag": "bombbag"
|
||||
},
|
||||
"overworld": {
|
||||
"overworldshuffle": "ow_shuffle",
|
||||
"layout": "ow_layout",
|
||||
"parallel": "ow_parallel",
|
||||
"terrain": "ow_terrain",
|
||||
"crossed": "ow_crossed",
|
||||
"keepsimilar": "ow_keepsimilar",
|
||||
"mixed": "ow_mixed",
|
||||
"whirlpool": "ow_whirlpool",
|
||||
"overworldflute": "ow_fluteshuffle"
|
||||
"overworldflute": "ow_fluteshuffle",
|
||||
"fog": "ow_fog"
|
||||
},
|
||||
"entrance": {
|
||||
"entranceshuffle": "shuffle",
|
||||
|
||||
@@ -450,7 +450,7 @@ def init_enemy_stats():
|
||||
EnemySprite.Stalfos: EnemyStats(EnemySprite.Stalfos, False, True, 6, health=4, dmg=1),
|
||||
EnemySprite.GreenZirro: EnemyStats(EnemySprite.GreenZirro, False, False, 1, health=4, dmg=5, dmask=0x80),
|
||||
EnemySprite.BlueZirro: EnemyStats(EnemySprite.BlueZirro, False, False, 7, health=8, dmg=3, dmask=0x80),
|
||||
EnemySprite.Pikit: EnemyStats(EnemySprite.Pikit, False, True, 2, health=12, dmg=5),
|
||||
EnemySprite.Pikit: EnemyStats(EnemySprite.Pikit, False, False, 2, health=12, dmg=5),
|
||||
|
||||
EnemySprite.OldMan: EnemyStats(EnemySprite.OldMan, True, dmg=0),
|
||||
EnemySprite.PipeDown: EnemyStats(EnemySprite.PipeDown, True, dmg=0),
|
||||
@@ -2116,8 +2116,13 @@ class EnemyTable:
|
||||
self.room_map = defaultdict(list)
|
||||
self.special_bitmasks = None
|
||||
|
||||
def write_sprite_data_to_rom(self, rom):
|
||||
pointer_address = snes_to_pc(0x09D62E)
|
||||
def write_sprite_data_to_rom(self, rom, pointer_table):
|
||||
ow_data_end = pointer_table['ow_sprites'][0] + pointer_table['ow_sprites'][1]
|
||||
if ow_data_end > pointer_table['uw_sprites'][2]:
|
||||
# moving pointer table down
|
||||
pointer_table['uw_sprites'][2] = ow_data_end
|
||||
rom.write_bytes(snes_to_pc(pointer_table['uw_sprites'][3]), int16_as_bytes(ow_data_end & 0xFFFF))
|
||||
pointer_address = snes_to_pc(pointer_table['uw_sprites'][2])
|
||||
data_pointer = snes_to_pc(0x288000)
|
||||
empty_pointer = pc_to_snes(data_pointer) & 0xFFFF
|
||||
rom.write_bytes(data_pointer, [0x00, 0xff])
|
||||
|
||||
@@ -183,9 +183,9 @@ def init_sprite_requirements():
|
||||
SpriteRequirement(EnemySprite.Vulture).no_drop().sub_group(2, 0x12).exclude(NoFlyingRooms),
|
||||
SpriteRequirement(EnemySprite.CorrectPullSwitch).affix().sub_group(3, [0x52, 0x53]),
|
||||
SpriteRequirement(EnemySprite.WrongPullSwitch).affix().sub_group(3, [0x52, 0x53]),
|
||||
SpriteRequirement(EnemySprite.Octorok).aquaphobia().sub_group(2, [0xc, 0x18]),
|
||||
SpriteRequirement(EnemySprite.Octorok).sub_group(2, [0xc, 0x18]),
|
||||
SpriteRequirement(EnemySprite.Moldorm).exalt().sub_group(2, 0x30),
|
||||
SpriteRequirement(EnemySprite.Octorok4Way).aquaphobia().sub_group(2, 0xc),
|
||||
SpriteRequirement(EnemySprite.Octorok4Way).sub_group(2, 0xc),
|
||||
SpriteRequirement(EnemySprite.Cucco).immune().sub_group(3, [0x15, 0x50]).exclude(NoFlyingRooms),
|
||||
SpriteRequirement(EnemySprite.Buzzblob).sub_group(3, 0x11),
|
||||
SpriteRequirement(EnemySprite.Snapdragon).sub_group(0, 0x16).sub_group(2, 0x17),
|
||||
@@ -197,7 +197,7 @@ def init_sprite_requirements():
|
||||
.exclude(NoFlyingRooms).exclude({0x40}), # no anti-fairies in aga tower bridge room
|
||||
SpriteRequirement(EnemySprite.Wiseman).affix().sub_group(2, 0x4c),
|
||||
SpriteRequirement(EnemySprite.Hoarder).sub_group(3, 0x11).exclude({0x10c}),
|
||||
SpriteRequirement(EnemySprite.MiniMoldorm).aquaphobia().sub_group(1, 0x1e),
|
||||
SpriteRequirement(EnemySprite.MiniMoldorm).sub_group(1, 0x1e),
|
||||
SpriteRequirement(EnemySprite.Poe).no_drop().sub_group(3, 0x15).exclude(NoFlyingRooms),
|
||||
SpriteRequirement(EnemySprite.Smithy).affix().sub_group(1, 0x1d).sub_group(3, 0x15),
|
||||
SpriteRequirement(EnemySprite.Statue).stasis().immune().sub_group(3, [0x52, 0x53]),
|
||||
@@ -231,12 +231,12 @@ def init_sprite_requirements():
|
||||
SpriteRequirement(EnemySprite.Hoarder2).sub_group(3, 0x11).exclude({0x10c}),
|
||||
SpriteRequirement(EnemySprite.TutorialGuard).affix(),
|
||||
SpriteRequirement(EnemySprite.LightningGate).affix().sub_group(3, 0x3f),
|
||||
SpriteRequirement(EnemySprite.BlueGuard).aquaphobia().sub_group(1, [0xd, 0x49]).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.BlueGuard).aquaphobia().sub_group(1, [0xd, 0x49]).sub_group(2, [0x29, 0x13]),
|
||||
SpriteRequirement(EnemySprite.GreenGuard).aquaphobia().sub_group(1, 0x49).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.GreenGuard).aquaphobia().sub_group(1, 0x49).sub_group(2, 0x13),
|
||||
SpriteRequirement(EnemySprite.RedSpearGuard).aquaphobia().sub_group(1, [0xd, 0x49]).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.RedSpearGuard).aquaphobia().sub_group(1, [0xd, 0x49]).sub_group(2, [0x29, 0x13]),
|
||||
SpriteRequirement(EnemySprite.BlueGuard).sub_group(1, [0xd, 0x49]).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.BlueGuard).sub_group(1, [0xd, 0x49]).sub_group(2, [0x29, 0x13]),
|
||||
SpriteRequirement(EnemySprite.GreenGuard).sub_group(1, 0x49).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.GreenGuard).sub_group(1, 0x49).sub_group(2, 0x13),
|
||||
SpriteRequirement(EnemySprite.RedSpearGuard).sub_group(1, [0xd, 0x49]).exclude(PitRooms),
|
||||
SpriteRequirement(EnemySprite.RedSpearGuard).sub_group(1, [0xd, 0x49]).sub_group(2, [0x29, 0x13]),
|
||||
SpriteRequirement(EnemySprite.BluesainBolt).aquaphobia().sub_group(0, 0x46).sub_group(1, [0xd, 0x49]),
|
||||
SpriteRequirement(EnemySprite.UsainBolt).aquaphobia().sub_group(1, [0xd, 0x49]),
|
||||
SpriteRequirement(EnemySprite.BlueArcher).sub_group(0, 0x48).sub_group(1, 0x49),
|
||||
@@ -335,7 +335,7 @@ def init_sprite_requirements():
|
||||
SpriteRequirement(EnemySprite.Stalfos).sub_group(0, 0x1f),
|
||||
SpriteRequirement(EnemySprite.GreenZirro).no_drop().sub_group(3, 0x1b).exclude(NoFlyingRooms),
|
||||
SpriteRequirement(EnemySprite.BlueZirro).no_drop().sub_group(3, 0x1b).exclude(NoFlyingRooms),
|
||||
SpriteRequirement(EnemySprite.Pikit).sub_group(3, 0x1b),
|
||||
SpriteRequirement(EnemySprite.Pikit).no_drop().sub_group(3, 0x1b),
|
||||
SpriteRequirement(EnemySprite.CrystalMaiden).affix(),
|
||||
SpriteRequirement(EnemySprite.OldMan).affix().sub_group(2, 0x1c),
|
||||
SpriteRequirement(EnemySprite.PipeDown).affix(),
|
||||
|
||||
@@ -84,7 +84,10 @@ UwGeneralDeny:
|
||||
- [ 0x0039, 4, [ "RollerVerticalUp", "RollerVerticalDown", "RollerHorizontalLeft", "RollerHorizontalRight", "FirebarCW", "FirebarCCW" ] ] #"Skull Woods - Play Pen - Spike Trap 1"
|
||||
- [0x0039, 5, ["RollerVerticalUp", "RollerVerticalDown", "RollerHorizontalLeft", "Bumper", "AntiFairyCircle"]] #"Skull Woods - Play Pen - Hardhat Beetle"
|
||||
- [ 0x0039, 6, [ "RollerVerticalUp", "RollerVerticalDown", "RollerHorizontalLeft", "RollerHorizontalRight", "FirebarCW", "FirebarCCW" ] ] #"Skull Woods - Play Pen - Spike Trap 2"
|
||||
- [0x003a, 1, ["RollerVerticalUp", "RollerVerticalDown"]]
|
||||
- [ 0x003a, 0, ["RollerVerticalUp", "RollerVerticalDown"]]
|
||||
- [ 0x003a, 1, ["RollerVerticalUp", "RollerVerticalDown"]]
|
||||
- [ 0x003a, 3, ["RollerHorizontalLeft", "RollerHorizontalRight"]]
|
||||
- [ 0x003a, 4, ["RollerHorizontalLeft", "RollerHorizontalRight"]]
|
||||
- [ 0x003b, 1, [ "Bumper", "AntiFairyCircle" ]]
|
||||
- [ 0x003b, 4, ["RollerVerticalUp", "RollerVerticalDown"]]
|
||||
- [ 0x003c, 0, ["BigSpike"]]
|
||||
@@ -306,7 +309,7 @@ UwGeneralDeny:
|
||||
- [0x00b0, 7, [ "StalfosKnight", "Blob", "Stal", "Wizzrobe"]] # blocked, but Geldmen are probably okay
|
||||
- [0x00b0, 8, [ "StalfosKnight", "Blob", "Stal", "Wizzrobe"]] # blocked, but Geldmen are probably okay
|
||||
- [ 0x00b1, 2, [ "RollerVerticalUp", "RollerVerticalDown" ] ] #"Misery Mire - Hourglass - Spike Trap 1"
|
||||
- [ 0x00b1, 3, [ "RollerVerticalUp", "RollerVerticalDown" ] ] #"Misery Mire - Hourglass - Spike Trap 2"
|
||||
- [ 0x00b1, 3, [ "RollerVerticalUp", "RollerVerticalDown", "Bumper" ] ] #"Misery Mire - Hourglass - Spike Trap 2"
|
||||
- [0x00b1, 4, ["Bumper", "BigSpike", "AntiFairyCircle", "Statue"]] # Wizzrobe near door
|
||||
- [ 0x00b2, 1, [ "Wizzrobe", "Statue" ] ] # Wizzrobes can't spawn on pots
|
||||
- [ 0x00b2, 3, [ "Wizzrobe", "Statue" ] ] # Wizzrobes can't spawn on pots
|
||||
@@ -339,11 +342,11 @@ UwGeneralDeny:
|
||||
- [ 0x00c2, 5, [ "Wizzrobe", "Statue" ] ] # Wizzrobes can't spawn on pots
|
||||
- [ 0x00c5, 6, [ "RollerVerticalUp", "RollerVerticalDown", "RollerHorizontalLeft", "RollerHorizontalRight", "Beamos", "AntiFairyCircle", "BigSpike", "SpikeBlock", "Bumper" ] ] #"Turtle Rock - Catwalk - Mini Helmasaur"
|
||||
- [ 0x00c5, 7, [ "Statue" ] ] #"Turtle Rock - Catwalk - Laser Eye (Left) 4"
|
||||
- [0x00c6, 2, ["Bumper", "AntiFairyCircle"]]
|
||||
- [0x00c6, 3, ["Bumper", "AntiFairyCircle"]]
|
||||
- [0x00c6, 4, ["Bumper", "AntiFairyCircle"]]
|
||||
- [0x00c6, 5, ["Bumper", "AntiFairyCircle"]]
|
||||
- [0x00c6, 6, ["Bumper", "AntiFairyCircle"]]
|
||||
- [ 0x00c6, 2, ["Bumper", "AntiFairyCircle", "BigSpike" ]]
|
||||
- [ 0x00c6, 3, ["Bumper", "AntiFairyCircle", "BigSpike" ]]
|
||||
- [ 0x00c6, 4, ["Bumper", "AntiFairyCircle", "BigSpike" ]]
|
||||
- [ 0x00c6, 5, ["Bumper", "AntiFairyCircle", "BigSpike" ]]
|
||||
- [ 0x00c6, 6, ["Bumper", "AntiFairyCircle", "BigSpike" ]]
|
||||
- [ 0x00cb, 0, [ "Wizzrobe", "Statue" ] ] # Wizzrobes can't spawn on pots
|
||||
- [ 0x00cb, 3, [ "RollerVerticalUp", "RollerVerticalDown", "Beamos", "AntiFairyCircle", "BigSpike", "SpikeBlock", "Bumper" ] ] #"Thieves' Town - Grand Room NW - Zol 1"
|
||||
- [ 0x00cb, 5, [ "RollerVerticalUp", "RollerVerticalDown", "Beamos", "AntiFairyCircle", "BigSpike", "SpikeBlock", "Bumper" ] ] #"Thieves' Town - Grand Room NW - Zol 2"
|
||||
|
||||
@@ -120,9 +120,6 @@ def create_item_pool_config(world):
|
||||
LocationGroup('bkgt').locs(mode_grouping['GT Trash'])]
|
||||
for loc_name in mode_grouping['Big Chests'] + mode_grouping['Heart Containers']:
|
||||
config.reserved_locations[player].add(loc_name)
|
||||
if world.prizeshuffle[player] != 'none':
|
||||
for loc_name in mode_grouping['Prizes']:
|
||||
config.reserved_locations[player].add(loc_name)
|
||||
elif world.algorithm == 'major_only':
|
||||
config.location_groups = [
|
||||
LocationGroup('MajorItems'),
|
||||
|
||||
+142
-132
@@ -147,139 +147,149 @@ door_addresses = {'Links House': (0x00, (0x0104, 0x2c
|
||||
'Lake Hylia Fortune Teller': (0x72, (0x0122, 0x35, 0x0380, 0x0c6a, 0x0a00, 0x0cb8, 0x0a58, 0x0cd7, 0x0a85, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
|
||||
'Kakariko Gamble Game': (0x66, (0x0118, 0x29, 0x069e, 0x0ac4, 0x02ea, 0x0b18, 0x0368, 0x0b33, 0x036f, 0x0a, 0xf6, 0x09AC, 0x0000), 0x00)}
|
||||
|
||||
ow_prize_table = {'Links House': (0x8b1, 0xb2d),
|
||||
'Desert Palace Entrance (South)': (0x108, 0xd70), 'Desert Palace Entrance (West)': (0x031, 0xca0),
|
||||
'Desert Palace Entrance (North)': (0x0e1, 0xba0), 'Desert Palace Entrance (East)': (0x191, 0xca0),
|
||||
'Eastern Palace': (0xf31, 0x620), 'Tower of Hera': (0x8D0, 0x080),
|
||||
'Hyrule Castle Entrance (South)': (0x820, 0x730), 'Hyrule Castle Entrance (West)': (0x740, 0x5D0),
|
||||
'Hyrule Castle Entrance (East)': (0x8f0, 0x5D0),
|
||||
'Agahnims Tower': (0x820, 0x5D0),
|
||||
'Thieves Town': (0x1d0, 0x780), 'Skull Woods First Section Door': (0x2e0, 0x280),
|
||||
'Skull Woods Second Section Door (East)': (0x200, 0x240),
|
||||
'Skull Woods Second Section Door (West)': (0x0c0, 0x1c0),
|
||||
'Skull Woods Final Section': (0x082, 0x0b0),
|
||||
'Skull Woods First Section Hole (West)': (0x200, 0x2b0),
|
||||
'Skull Woods First Section Hole (East)': (0x340, 0x2e0),
|
||||
'Skull Woods First Section Hole (North)': (0x320, 0x1e0),
|
||||
'Skull Woods Second Section Hole': (0x0f0, 0x0b0),
|
||||
'Ice Palace': (0xca0, 0xda0),
|
||||
'Misery Mire': (0x100, 0xca0),
|
||||
'Palace of Darkness': (0xf40, 0x620), 'Swamp Palace': (0x759, 0xED0),
|
||||
'Turtle Rock': (0xf11, 0x103),
|
||||
'Dark Death Mountain Ledge (West)': (0xb80, 0x180),
|
||||
'Dark Death Mountain Ledge (East)': (0xc80, 0x180),
|
||||
'Turtle Rock Isolated Ledge Entrance': (0xc00, 0x240),
|
||||
ow_prize_table = {'Lost Woods Gamble': (0x2A0, 0x080),
|
||||
'Lost Woods Hideout Drop': (0x338, 0x218),
|
||||
'Lost Woods Hideout Stump': (0x2A0, 0x2E0),
|
||||
'Lumberjack House': (0x538, 0x158),
|
||||
'Lumberjack Tree Tree': (0x4A0, 0x160),
|
||||
'Lumberjack Tree Cave': (0x550, 0x004),
|
||||
'Tower of Hera': (0x900, 0x0E0),
|
||||
'Spectacle Rock Cave Peak': (0x758, 0x1B7),
|
||||
'Spectacle Rock Cave (Bottom)': (0x6F0, 0x257),
|
||||
'Spectacle Rock Cave': (0x7C8, 0x257),
|
||||
'Death Mountain Return Cave (East)': (0x648, 0x278),
|
||||
'Old Man Cave (East)': (0x658, 0x387),
|
||||
'Old Man House (Top)': (0x8C8, 0x2D8),
|
||||
'Old Man House (Bottom)': (0x728, 0x3A7),
|
||||
'Paradox Cave (Top)': (0xDE0, 0x100),
|
||||
'Paradox Cave (Bottom)': (0xDC8, 0x358),
|
||||
'Paradox Cave (Middle)': (0xDDF, 0x3FF),
|
||||
'Fairy Ascension Cave (Top)': (0xCD8, 0x2B8),
|
||||
'Fairy Ascension Cave (Bottom)': (0xC78, 0x358),
|
||||
'Spiral Cave': (0xC78, 0x207),
|
||||
'Spiral Cave (Bottom)': (0xBC8, 0x2F7),
|
||||
'Mimic Cave': (0xD38, 0x207),
|
||||
'Hookshot Fairy': (0xD38, 0x358),
|
||||
'Death Mountain Return Cave (West)': (0x5B8, 0x247),
|
||||
'Old Man Cave (West)': (0x5B8, 0x348),
|
||||
'Waterfall of Wishing': (0xE80, 0x2C7),
|
||||
'Fortune Teller (Light)': (0x308, 0x5A8),
|
||||
'Bonk Rock Cave': (0x600, 0x517),
|
||||
'Sanctuary': (0x748, 0x4F4),
|
||||
'Sanctuary Grave': (0x860, 0x550),
|
||||
'Graveyard Cave': (0x8F8, 0x4A6),
|
||||
'Kings Grave': (0x978, 0x566),
|
||||
'North Fairy Cave Drop': (0xA40, 0x580),
|
||||
'North Fairy Cave': (0xAA8, 0x4A8),
|
||||
'Potion Shop': (0xCB8, 0x598),
|
||||
'Kakariko Well Drop': (0x030, 0x6C0),
|
||||
'Kakariko Well Cave': (0x0D8, 0x6F7),
|
||||
'Blinds Hideout': (0x1B8, 0x6F7),
|
||||
'Elder House (West)': (0x258, 0x6F7),
|
||||
'Elder House (East)': (0x2E8, 0x6F7),
|
||||
'Snitch Lady (West)': (0x0C8, 0x7E8),
|
||||
'Snitch Lady (East)': (0x338, 0x7E8),
|
||||
'Chicken House': (0x188, 0x8E8),
|
||||
'Sick Kids House': (0x278, 0x8E8),
|
||||
'Bush Covered House': (0x338, 0x8E8),
|
||||
'Light World Bomb Hut': (0x068, 0x9D7),
|
||||
'Kakariko Shop': (0x1C8, 0x9D7),
|
||||
'Tavern North': (0x2B8, 0x977),
|
||||
'Tavern (Front)': (0x2B8, 0x9F7),
|
||||
'Agahnims Tower': (0x7F0, 0x630),
|
||||
'Hyrule Castle Entrance (South)': (0x7F0, 0x750),
|
||||
'Hyrule Castle Entrance (West)': (0x758, 0x644),
|
||||
'Hyrule Castle Entrance (East)': (0x8E8, 0x644),
|
||||
'Hyrule Castle Secret Entrance Drop': (0x9D0, 0x680),
|
||||
'Hyrule Castle Secret Entrance Stairs': (0x8D0, 0x700),
|
||||
'Kakariko Well Drop': (0x030, 0x680),
|
||||
'Kakariko Well Cave': (0x060, 0x680),
|
||||
'Bat Cave Drop': (0x520, 0x8f0),
|
||||
'Bat Cave Cave': (0x560, 0x940),
|
||||
'Elder House (East)': (0x2b0, 0x6a0),
|
||||
'Elder House (West)': (0x230, 0x6a0),
|
||||
'North Fairy Cave Drop': (0xa40, 0x500),
|
||||
'North Fairy Cave': (0xa80, 0x440),
|
||||
'Lost Woods Hideout Drop': (0x290, 0x200),
|
||||
'Lost Woods Hideout Stump': (0x240, 0x280),
|
||||
'Lumberjack Tree Tree': (0x4e0, 0x140),
|
||||
'Lumberjack Tree Cave': (0x560, 0x004),
|
||||
'Two Brothers House (East)': (0x200, 0x0b60),
|
||||
'Two Brothers House (West)': (0x180, 0x0b60),
|
||||
'Sanctuary Grave': (0x820, 0x4c0),
|
||||
'Sanctuary': (0x720, 0x4a0),
|
||||
'Old Man Cave (West)': (0x580, 0x2c0),
|
||||
'Old Man Cave (East)': (0x620, 0x2c0),
|
||||
'Old Man House (Bottom)': (0x720, 0x320),
|
||||
'Old Man House (Top)': (0x820, 0x220),
|
||||
'Death Mountain Return Cave (East)': (0x600, 0x220),
|
||||
'Death Mountain Return Cave (West)': (0x500, 0x1c0),
|
||||
'Spectacle Rock Cave Peak': (0x720, 0x0a0),
|
||||
'Spectacle Rock Cave': (0x790, 0x1a0),
|
||||
'Spectacle Rock Cave (Bottom)': (0x710, 0x0a0),
|
||||
'Paradox Cave (Bottom)': (0xd80, 0x180),
|
||||
'Paradox Cave (Middle)': (0xd80, 0x380),
|
||||
'Paradox Cave (Top)': (0xd80, 0x020),
|
||||
'Fairy Ascension Cave (Bottom)': (0xcc8, 0x2a0),
|
||||
'Fairy Ascension Cave (Top)': (0xc00, 0x240),
|
||||
'Spiral Cave': (0xb80, 0x180),
|
||||
'Spiral Cave (Bottom)': (0xb80, 0x2c0),
|
||||
'Bumper Cave (Bottom)': (0x580, 0x2c0),
|
||||
'Bumper Cave (Top)': (0x500, 0x1c0),
|
||||
'Superbunny Cave (Top)': (0xd80, 0x020),
|
||||
'Superbunny Cave (Bottom)': (0xd00, 0x180),
|
||||
'Hookshot Cave': (0xc80, 0x0c0),
|
||||
'Hookshot Cave Back Entrance': (0xcf0, 0x004),
|
||||
'Ganons Tower': (0x8D0, 0x080),
|
||||
'Pyramid Hole': (0x820, 0x680),
|
||||
'Inverted Pyramid Hole': (0x820, 0x680),
|
||||
'Pyramid Entrance': (0x640, 0x7c0),
|
||||
'Inverted Pyramid Entrance': (0x6C0, 0x5D0),
|
||||
'Waterfall of Wishing': (0xe80, 0x280),
|
||||
'Dam': (0x759, 0xED0),
|
||||
'Blinds Hideout': (0x190, 0x6c0),
|
||||
'Bonk Fairy (Light)': (0x740, 0xa80),
|
||||
'Lake Hylia Fairy': (0xd40, 0x9f0),
|
||||
'Light Hype Fairy': (0x940, 0xc80),
|
||||
'Desert Fairy': (0x420, 0xe00),
|
||||
'Kings Grave': (0x920, 0x520),
|
||||
'Tavern North': (0x270, 0x900),
|
||||
'Chicken House': (0x120, 0x880),
|
||||
'Aginahs Cave': (0x2e0, 0xd00),
|
||||
'Sahasrahlas Hut': (0xcf0, 0x6c0),
|
||||
'Lake Hylia Shop': (0xbc0, 0xc00),
|
||||
'Capacity Upgrade': (0xca0, 0xda0),
|
||||
'Blacksmiths Hut': (0x4a0, 0x880),
|
||||
'Sick Kids House': (0x220, 0x880),
|
||||
'Lost Woods Gamble': (0x240, 0x080),
|
||||
'Fortune Teller (Light)': (0x2c0, 0x4c0),
|
||||
'Snitch Lady (East)': (0x310, 0x7a0),
|
||||
'Snitch Lady (West)': (0x080, 0x7a0),
|
||||
'Bush Covered House': (0x2e0, 0x880),
|
||||
'Tavern (Front)': (0x270, 0x980),
|
||||
'Light World Bomb Hut': (0x070, 0x980),
|
||||
'Kakariko Shop': (0x170, 0x980),
|
||||
'Cave 45': (0x440, 0xca0), 'Graveyard Cave': (0x8f0, 0x430),
|
||||
'Checkerboard Cave': (0x260, 0xc00),
|
||||
'Mini Moldorm Cave': (0xa40, 0xe80),
|
||||
'Long Fairy Cave': (0xf60, 0xb00),
|
||||
'Good Bee Cave': (0xec0, 0xc00),
|
||||
'20 Rupee Cave': (0xe80, 0xca0),
|
||||
'50 Rupee Cave': (0x4d0, 0xed0),
|
||||
'Ice Rod Cave': (0xe00, 0xc00),
|
||||
'Bonk Rock Cave': (0x5f0, 0x460),
|
||||
'Library': (0x270, 0xaa0),
|
||||
'Potion Shop': (0xc80, 0x4c0),
|
||||
'Hookshot Fairy': (0xd00, 0x180),
|
||||
'Pyramid Fairy': (0x740, 0x740),
|
||||
'East Dark World Hint': (0xf60, 0xb00),
|
||||
'Palace of Darkness Hint': (0xd60, 0x7c0),
|
||||
'Dark Lake Hylia Fairy': (0xd40, 0x9f0),
|
||||
'Dark Lake Hylia Ledge Fairy': (0xe00, 0xc00),
|
||||
'Dark Lake Hylia Ledge Spike Cave': (0xe80, 0xca0),
|
||||
'Dark Lake Hylia Ledge Hint': (0xec0, 0xc00),
|
||||
'Hype Cave': (0x940, 0xc80),
|
||||
'Bonk Fairy (Dark)': (0x740, 0xa80),
|
||||
'Brewery': (0x170, 0x980), 'C-Shaped House': (0x310, 0x7a0), 'Chest Game': (0x080, 0x7a0),
|
||||
'Hammer Peg Cave': (0x4c0, 0x940),
|
||||
'Red Shield Shop': (0x500, 0x680),
|
||||
'Dark Sanctuary Hint': (0x720, 0x4a0),
|
||||
'Fortune Teller (Dark)': (0x2c0, 0x4c0),
|
||||
'Dark World Shop': (0x2e0, 0x880),
|
||||
'Dark Lumberjack Shop': (0x4e0, 0x0d0),
|
||||
'Dark Potion Shop': (0xc80, 0x4c0),
|
||||
'Archery Game': (0x2f0, 0xaf0),
|
||||
'Mire Shed': (0x060, 0xc90),
|
||||
'Mire Hint': (0x2e0, 0xd00),
|
||||
'Mire Fairy': (0x1c0, 0xc90),
|
||||
'Spike Cave': (0x860, 0x180),
|
||||
'Dark Death Mountain Shop': (0xd80, 0x180),
|
||||
'Dark Death Mountain Fairy': (0x620, 0x2c0),
|
||||
'Mimic Cave': (0xc80, 0x180),
|
||||
'Big Bomb Shop': (0x8b1, 0xb2d),
|
||||
'Dark Lake Hylia Shop': (0xa40, 0xc40),
|
||||
'Lumberjack House': (0x580, 0x100),
|
||||
'Lake Hylia Fortune Teller': (0xa40, 0xc40),
|
||||
'Kakariko Gamble Game': (0x2f0, 0xaf0)}
|
||||
'Hyrule Castle Secret Entrance Stairs': (0x8C8, 0x718),
|
||||
'Inverted Pyramid Hole': (0x7F0, 0x6B0),
|
||||
'Inverted Pyramid Entrance': (0x6E8, 0x644),
|
||||
'Sahasrahlas Hut': (0xCF0, 0x747),
|
||||
'Eastern Palace': (0xF40, 0x680),
|
||||
'Blacksmiths Hut': (0x4E8, 0x8C8),
|
||||
'Bat Cave Drop': (0x538, 0x9A8),
|
||||
'Bat Cave Cave': (0x510, 0x930),
|
||||
'Two Brothers House (West)': (0x1B8, 0xB88),
|
||||
'Two Brothers House (East)': (0x238, 0xB88),
|
||||
'Library': (0x2B8, 0xAA7),
|
||||
'Kakariko Gamble Game': (0x348, 0xB78),
|
||||
'Bonk Fairy (Light)': (0x788, 0xA87),
|
||||
'Links House': (0x8B8, 0xB58),
|
||||
'Lake Hylia Fairy': (0xD58, 0xA57),
|
||||
'Long Fairy Cave': (0xF68, 0xB58),
|
||||
'Desert Palace Entrance (North)': (0x148, 0xC28),
|
||||
'Desert Palace Entrance (West)': (0x088, 0xCF8),
|
||||
'Desert Palace Entrance (East)': (0x1E8, 0xCF8),
|
||||
'Desert Palace Entrance (South)': (0x138, 0xD18),
|
||||
'Checkerboard Cave': (0x2E8, 0xCF7),
|
||||
'Aginahs Cave': (0x388, 0xDE8),
|
||||
'Cave 45': (0x448, 0xD86),
|
||||
'Light Hype Fairy': (0x988, 0xCF8),
|
||||
'Lake Hylia Fortune Teller': (0xA68, 0xCC8),
|
||||
'Lake Hylia Shop': (0xBF8, 0xC66),
|
||||
'Capacity Upgrade': (0xCC8, 0xDE8),
|
||||
'Mini Moldorm Cave': (0xA88, 0xEF8),
|
||||
'Ice Rod Cave': (0xE68, 0xC37),
|
||||
'Good Bee Cave': (0xEF8, 0xC36),
|
||||
'20 Rupee Cave': (0xEB8, 0xCC6),
|
||||
'Desert Fairy': (0x488, 0xE76),
|
||||
'50 Rupee Cave': (0x4F8, 0xF47),
|
||||
'Dam': (0x778, 0xF68),
|
||||
|
||||
'Skull Woods Final Section': (0x078, 0x0A8),
|
||||
'Skull Woods Second Section Door (West)': (0x0E0, 0x1C0),
|
||||
'Skull Woods Second Section Hole': (0x150, 0x120),
|
||||
'Skull Woods Second Section Door (East)': (0x208, 0x208),
|
||||
'Skull Woods First Section Door': (0x2C8, 0x2A8),
|
||||
'Skull Woods First Section Hole (North)': (0x320, 0x1e0),
|
||||
'Skull Woods First Section Hole (West)': (0x240, 0x380),
|
||||
'Skull Woods First Section Hole (East)': (0x340, 0x380),
|
||||
'Dark Lumberjack Shop': (0x538, 0x177),
|
||||
'Ganons Tower': (0x900, 0x0E0),
|
||||
'Dark Death Mountain Fairy': (0x658, 0x387),
|
||||
'Spike Cave': (0x9F8, 0x268),
|
||||
'Hookshot Cave Back Entrance': (0xD38, 0x038),
|
||||
'Hookshot Cave': (0xD48, 0x107),
|
||||
'Superbunny Cave (Top)': (0xDE0, 0x100),
|
||||
'Superbunny Cave (Bottom)': (0xD38, 0x358),
|
||||
'Dark Death Mountain Ledge (West)': (0xC78, 0x207),
|
||||
'Dark Death Mountain Ledge (East)': (0xD38, 0x207),
|
||||
'Turtle Rock Isolated Ledge Entrance': (0xCD8, 0x2B8),
|
||||
'Dark Death Mountain Shop': (0xDC8, 0x358),
|
||||
'Turtle Rock': (0xF48, 0x108),
|
||||
'Bumper Cave (Top)': (0x5B8, 0x247),
|
||||
'Bumper Cave (Bottom)': (0x5B8, 0x348),
|
||||
'Fortune Teller (Dark)': (0x308, 0x5A8),
|
||||
'Dark Sanctuary Hint': (0x748, 0x4F4),
|
||||
'Dark Potion Shop': (0xCB8, 0x598),
|
||||
'Chest Game': (0x0C8, 0x7E8),
|
||||
'Thieves Town': (0x1F0, 0x7E8),
|
||||
'C-Shaped House': (0x338, 0x7E8),
|
||||
'Brewery': (0x1C8, 0x9D7),
|
||||
'Dark World Shop': (0x338, 0x8E8),
|
||||
'Red Shield Shop': (0x538, 0x778),
|
||||
'Pyramid Hole': (0x800, 0x680),
|
||||
'Pyramid Entrance': (0x718, 0x7A8),
|
||||
'Pyramid Fairy': (0x7B8, 0x7A8),
|
||||
'Palace of Darkness': (0xF40, 0x680),
|
||||
'Palace of Darkness Hint': (0xD70, 0x878),
|
||||
'Hammer Peg Cave': (0x528, 0x9B6),
|
||||
'Archery Game': (0x348, 0xB78),
|
||||
'Bonk Fairy (Dark)': (0x788, 0xA87),
|
||||
'Big Bomb Shop': (0x8B8, 0xB58),
|
||||
'Dark Lake Hylia Fairy': (0xD58, 0xA57),
|
||||
'East Dark World Hint': (0xF68, 0xB58),
|
||||
'Mire Shed': (0x0A8, 0xCC7),
|
||||
'Misery Mire': (0x148, 0xCC7),
|
||||
'Mire Fairy': (0x1E8, 0xCC7),
|
||||
'Mire Hint': (0x388, 0xDE8),
|
||||
'Hype Cave': (0x988, 0xCF8),
|
||||
'Dark Lake Hylia Shop': (0xA68, 0xCC8),
|
||||
'Ice Palace': (0xCA8, 0xE28),
|
||||
'Dark Lake Hylia Ledge Fairy': (0xE68, 0xC37),
|
||||
'Dark Lake Hylia Ledge Hint': (0xEF8, 0xC36),
|
||||
'Dark Lake Hylia Ledge Spike Cave': (0xEB8, 0xCC6),
|
||||
'Swamp Palace': (0x778, 0xF68)}
|
||||
|
||||
default_connector_connections = [('Death Mountain Return Cave (West)', 'Death Mountain Return Cave Exit (West)'),
|
||||
('Death Mountain Return Cave (East)', 'Death Mountain Return Cave Exit (East)'),
|
||||
|
||||
@@ -634,7 +634,7 @@ def do_dark_sanc(entrances, exits, avail):
|
||||
forbidden.append('Links House')
|
||||
else:
|
||||
forbidden.append('Big Bomb Shop')
|
||||
if avail.world.owShuffle[avail.player] == 'vanilla':
|
||||
if avail.world.owLayout[avail.player] == 'vanilla':
|
||||
choices = [e for e in avail.world.districts[avail.player]['Northwest Dark World'].entrances if e not in forbidden and e in entrances]
|
||||
else:
|
||||
choices = [e for e in get_starting_entrances(avail) if e not in forbidden and e in entrances]
|
||||
@@ -678,7 +678,7 @@ def do_links_house(entrances, exits, avail, cross_world):
|
||||
forbidden.append(links_house_vanilla)
|
||||
forbidden.extend(Forbidden_Swap_Entrances)
|
||||
shuffle_mode = avail.world.shuffle[avail.player]
|
||||
if avail.world.owShuffle[avail.player] == 'vanilla':
|
||||
if avail.world.owLayout[avail.player] == 'vanilla':
|
||||
# simple shuffle -
|
||||
if shuffle_mode == 'simple':
|
||||
avail.links_on_mountain = True # taken care of by the logic below
|
||||
@@ -732,7 +732,7 @@ def do_links_house(entrances, exits, avail, cross_world):
|
||||
|
||||
# links on dm
|
||||
dm_spots = LH_DM_Connector_List.union(LH_DM_Exit_Forbidden)
|
||||
if links_house in dm_spots and avail.world.owShuffle[avail.player] == 'vanilla':
|
||||
if links_house in dm_spots and avail.world.owLayout[avail.player] == 'vanilla':
|
||||
if avail.links_on_mountain:
|
||||
return # connector is fine
|
||||
logging.getLogger('').warning(f'Links House is placed in tight area and is now unhandled. Report any errors that occur from here.')
|
||||
|
||||
@@ -0,0 +1,270 @@
|
||||
import copy
|
||||
import logging
|
||||
|
||||
import RaceRandom as random
|
||||
from BaseClasses import Entrance, RegionType, Terrain
|
||||
from DungeonGenerator import GenerationException
|
||||
from OWEdges import OWTileRegions
|
||||
from source.overworld.EntranceShuffle2 import connect_simple
|
||||
|
||||
|
||||
def shuffle_flute_spots(world, player):
|
||||
def connect_flutes(flute_destinations):
|
||||
for o in range(0, len(flute_destinations)):
|
||||
owid = flute_destinations[o]
|
||||
regions = flute_data[owid][0]
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
connect_simple(world, 'Flute Spot ' + str(o + 1), regions[0], player)
|
||||
else:
|
||||
connect_simple(world, 'Flute Spot ' + str(o + 1), regions[1], player)
|
||||
|
||||
if world.owFluteShuffle[player] == 'vanilla':
|
||||
flute_spots = default_flute_connections.copy()
|
||||
sort_flute_spots(world, player, flute_spots)
|
||||
world.owflutespots[player] = flute_spots
|
||||
connect_flutes(flute_spots)
|
||||
else:
|
||||
from OverworldShuffle import one_way_ledges
|
||||
|
||||
flute_spots = 8
|
||||
flute_pool = list(flute_data.keys())
|
||||
new_spots = list()
|
||||
ignored_regions = set()
|
||||
used_flute_regions = []
|
||||
forbidden_spots = []
|
||||
forbidden_regions = []
|
||||
|
||||
def addSpot(owid, ignore_proximity, forced):
|
||||
if world.owFluteShuffle[player] == 'balanced':
|
||||
def getIgnored(regionname, base_owid, owid):
|
||||
region = world.get_region(regionname, player)
|
||||
for exit in region.exits:
|
||||
if exit.connected_region is not None and exit.connected_region.type in [RegionType.LightWorld, RegionType.DarkWorld] and exit.connected_region.name not in new_ignored:
|
||||
if exit.connected_region.name in OWTileRegions and (OWTileRegions[exit.connected_region.name] in [base_owid, owid] or OWTileRegions[regionname] == base_owid):
|
||||
new_ignored.add(exit.connected_region.name)
|
||||
getIgnored(exit.connected_region.name, base_owid, OWTileRegions[exit.connected_region.name])
|
||||
if regionname in one_way_ledges:
|
||||
for ledge_region in one_way_ledges[regionname]:
|
||||
if ledge_region not in new_ignored:
|
||||
new_ignored.add(ledge_region)
|
||||
getIgnored(ledge_region, base_owid, OWTileRegions[ledge_region])
|
||||
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
new_region = flute_data[owid][0][0]
|
||||
else:
|
||||
new_region = flute_data[owid][0][1]
|
||||
|
||||
if new_region in ignored_regions and not forced:
|
||||
return False
|
||||
|
||||
new_ignored = {new_region}
|
||||
getIgnored(new_region, OWTileRegions[new_region], OWTileRegions[new_region])
|
||||
if not ignore_proximity and not forced and random.randint(0, 31) != 0 and new_ignored.intersection(ignored_regions):
|
||||
return False
|
||||
ignored_regions.update(new_ignored)
|
||||
if owid in flute_pool:
|
||||
flute_pool.remove(owid)
|
||||
if ignore_proximity and not forced:
|
||||
logging.getLogger('').warning(f'Warning: Adding flute spot within proximity: {hex(owid)}')
|
||||
logging.getLogger('').debug(f'Placing flute at: {hex(owid)}')
|
||||
new_spots.append(owid)
|
||||
else:
|
||||
# TODO: Inspect later, seems to happen only with 'random' flute shuffle
|
||||
logging.getLogger('').warning(f'Warning: Attempted to place flute spot not in pool: {hex(owid)}')
|
||||
return True
|
||||
|
||||
if world.customizer:
|
||||
custom_spots = world.customizer.get_owflutespots()
|
||||
if custom_spots and player in custom_spots:
|
||||
if 'force' in custom_spots[player]:
|
||||
for id in custom_spots[player]['force']:
|
||||
owid = id & 0xBF
|
||||
addSpot(owid, True, True)
|
||||
flute_spots -= 1
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
used_flute_regions.append(flute_data[owid][0][0])
|
||||
else:
|
||||
used_flute_regions.append(flute_data[owid][0][1])
|
||||
if 'forbid' in custom_spots[player]:
|
||||
for id in custom_spots[player]['forbid']:
|
||||
owid = id & 0xBF
|
||||
if owid not in new_spots:
|
||||
forbidden_spots.append(owid)
|
||||
if not world.is_tile_swapped(owid, player):
|
||||
forbidden_regions.append(flute_data[owid][0][0])
|
||||
else:
|
||||
forbidden_regions.append(flute_data[owid][0][1])
|
||||
|
||||
# determine sectors (isolated groups of regions) to place flute spots
|
||||
flute_regions = {(f[0][0] if (o not in world.owswaps[player][0]) != (world.mode[player] == 'inverted') else f[0][1]) : o for o, f in flute_data.items() if o not in new_spots and o not in forbidden_spots}
|
||||
flute_sectors = [(len([r for l in s for r in l]), [r for l in s for r in l if r in flute_regions]) for s in world.owsectors[player]]
|
||||
flute_sectors = [s for s in flute_sectors if len(s[1]) > 0]
|
||||
region_total = sum([c for c,_ in flute_sectors])
|
||||
sector_total = len(flute_sectors)
|
||||
empty_sector_total = 0
|
||||
sector_has_spot = []
|
||||
|
||||
# determine which sectors still need a flute spot
|
||||
for sector in flute_sectors:
|
||||
already_has_spot = any(region in sector for region in used_flute_regions)
|
||||
sector_has_spot.append(already_has_spot)
|
||||
if not already_has_spot:
|
||||
empty_sector_total += 1
|
||||
if flute_spots < empty_sector_total:
|
||||
logging.getLogger('').warning(f'Warning: Not every sector can have a flute spot, generation might fail')
|
||||
# pretend like some of the empty sectors already have a flute spot, don't know if they will be reachable
|
||||
for i in range(len(flute_sectors)):
|
||||
if not sector_has_spot[i]:
|
||||
sector_has_spot[i] = True
|
||||
empty_sector_total -= 1
|
||||
if flute_spots == empty_sector_total:
|
||||
break
|
||||
|
||||
# distribute flute spots for each sector
|
||||
for i in range(len(flute_sectors)):
|
||||
sector = flute_sectors[i]
|
||||
sector_total -= 1
|
||||
if not sector_has_spot[i]:
|
||||
empty_sector_total -= 1
|
||||
spots_to_place = min(flute_spots - empty_sector_total, max(0 if sector_has_spot[i] else 1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
|
||||
target_spots = len(new_spots) + spots_to_place
|
||||
logging.getLogger('').debug(f'Sector of {sector[0]} regions gets {spots_to_place} spot(s)')
|
||||
|
||||
if 0x30 in flute_pool and 0x30 not in forbidden_spots and len(new_spots) < target_spots and ('Desert Teleporter Ledge' in sector[1] or 'Mire Teleporter Ledge' in sector[1]):
|
||||
addSpot(0x30, True, True) # guarantee desert/mire access
|
||||
|
||||
random.shuffle(sector[1])
|
||||
f = 0
|
||||
t = 0
|
||||
while len(new_spots) < target_spots:
|
||||
if f >= len(sector[1]):
|
||||
f = 0
|
||||
t += 1
|
||||
if t > 5:
|
||||
raise GenerationException('Infinite loop detected in flute shuffle')
|
||||
owid = flute_regions[sector[1][f]]
|
||||
if owid not in new_spots and owid not in forbidden_spots:
|
||||
addSpot(owid, t > 0, False)
|
||||
f += 1
|
||||
|
||||
region_total -= sector[0]
|
||||
flute_spots -= spots_to_place
|
||||
|
||||
# connect new flute spots
|
||||
sort_flute_spots(world, player, new_spots)
|
||||
world.owflutespots[player] = new_spots
|
||||
connect_flutes(new_spots)
|
||||
|
||||
# update spoiler
|
||||
#new_spots = list(map(lambda o: flute_data[o][1], new_spots))
|
||||
s = list(map(lambda x: ' ' if x not in new_spots else 'F', [i for i in range(0x40)]))
|
||||
text_output = flute_spoiler_table.replace('s', '%s') % ( s[0x02], s[0x07],
|
||||
s[0x00], s[0x03], s[0x05],
|
||||
s[0x00], s[0x02],s[0x03], s[0x05], s[0x07], s[0x0a], s[0x0f],
|
||||
s[0x0a], s[0x0f],
|
||||
s[0x10],s[0x11],s[0x12],s[0x13],s[0x14],s[0x15],s[0x16],s[0x17], s[0x10],s[0x11],s[0x12],s[0x13],s[0x14],s[0x15],s[0x16],s[0x17],
|
||||
s[0x18], s[0x1a],s[0x1b], s[0x1d],s[0x1e],
|
||||
s[0x22], s[0x25], s[0x1a], s[0x1d],
|
||||
s[0x28],s[0x29],s[0x2a],s[0x2b],s[0x2c],s[0x2d],s[0x2e],s[0x2f], s[0x18], s[0x1b], s[0x1e],
|
||||
s[0x30], s[0x32],s[0x33],s[0x34],s[0x35], s[0x37], s[0x22], s[0x25],
|
||||
s[0x3a],s[0x3b],s[0x3c], s[0x3f],
|
||||
s[0x28],s[0x29],s[0x2a],s[0x2b],s[0x2c],s[0x2d],s[0x2e],s[0x2f],
|
||||
s[0x32],s[0x33],s[0x34], s[0x37],
|
||||
s[0x30], s[0x35],
|
||||
s[0x3a],s[0x3b],s[0x3c], s[0x3f])
|
||||
world.spoiler.set_map('flute', text_output, new_spots, player)
|
||||
create_dynamic_flute_exits(world, player)
|
||||
|
||||
|
||||
def sort_flute_spots(world, player, flute_spots):
|
||||
if world.owLayout[player] != 'grid':
|
||||
flute_spots.sort(key=lambda id: flute_data[id][1] if id != 0x03 or not world.is_tile_swapped(0x03, player) else 0x04)
|
||||
else:
|
||||
world_layout = world.owgrid[player][0] if world.mode[player] != 'inverted' else world.owgrid[player][1]
|
||||
layout_list = sum(world_layout, [])
|
||||
layout_map = {id & 0xBF: i for i, id in enumerate(layout_list)}
|
||||
flute_spots.sort(key=lambda id: layout_map[flute_data[id][1] if id != 0x03 or not world.is_tile_swapped(0x03, player) else 0x04])
|
||||
|
||||
|
||||
def create_dynamic_flute_exits(world, player):
|
||||
flute_in_pool = True if player not in world.customitemarray else any(i for i, n in world.customitemarray[player].items() if i == 'flute' and n > 0)
|
||||
if not flute_in_pool:
|
||||
return
|
||||
for region in (r for r in world.regions if r.player == player and r.terrain == Terrain.Land and r.name not in ['Zoras Domain', 'Master Sword Meadow', 'Hobo Bridge']):
|
||||
if region.type == (RegionType.LightWorld if world.mode[player] != 'inverted' else RegionType.DarkWorld):
|
||||
exitname = 'Flute From ' + region.name
|
||||
exit = Entrance(region.player, exitname, region)
|
||||
exit.spot_type = 'Flute'
|
||||
exit.connect(world.get_region('Flute Sky', player))
|
||||
region.exits.append(exit)
|
||||
world.initialize_regions()
|
||||
|
||||
|
||||
default_flute_connections = [
|
||||
0x03, 0x16, 0x18, 0x2c, 0x2f, 0x30, 0x3b, 0x3f
|
||||
]
|
||||
|
||||
flute_data = {
|
||||
#OWID LW Region DW Region Slot VRAM BG Y BG X Link Y Link X Cam Y Cam X Unk1 Unk2 IconY IconX AltY AltX AltVRAM AltBGY AltBGX AltCamY AltCamX AltUnk1 AltUnk2 AltIconY AltIconX
|
||||
0x00: (['Lost Woods East Area', 'Skull Woods Forest'], 0x09, 0x1042, 0x022e, 0x0202, 0x0290, 0x0288, 0x029b, 0x028f, 0xfff2, 0x000e, 0x0290, 0x0288, 0x0290, 0x0290),
|
||||
0x02: (['Lumberjack Area', 'Dark Lumberjack Area'], 0x02, 0x059c, 0x00d6, 0x04e6, 0x0138, 0x0558, 0x0143, 0x0563, 0xfffa, 0xfffa, 0x01d8, 0x0518),
|
||||
0x03: (['West Death Mountain (Bottom)', 'West Dark Death Mountain (Top)'], 0x0b, 0x1600, 0x02ca, 0x060e, 0x0328, 0x0678, 0x0337, 0x0683, 0xfff6, 0xfff2, 0x03bb, 0x0680, 0x0118, 0x0860, 0x05c0, 0x00b8, 0x07ec, 0x0127, 0x086b, 0xfff8, 0x0004, 0x0148, 0x0850),
|
||||
0x05: (['East Death Mountain (Bottom)', 'East Dark Death Mountain (Bottom)'], 0x0e, 0x1860, 0x031e, 0x0d00, 0x0388, 0x0da8, 0x038d, 0x0d7d, 0x0000, 0x0000, 0x03c8, 0x0d98),
|
||||
0x07: (['Death Mountain TR Pegs Area', 'Turtle Rock Area'], 0x07, 0x0804, 0x0102, 0x0e1a, 0x0160, 0x0e90, 0x016f, 0x0e97, 0xfffe, 0x0006, 0x0150, 0x0ea0),
|
||||
0x0a: (['Mountain Pass Area', 'Bumper Cave Area'], 0x0a, 0x0180, 0x0220, 0x0406, 0x0280, 0x0488, 0x028f, 0x0493, 0x0000, 0xfffa, 0x0390, 0x04d8),
|
||||
0x0f: (['Zora Waterfall Area', 'Catfish Area'], 0x0f, 0x0316, 0x025c, 0x0eb2, 0x02c0, 0x0f28, 0x02cb, 0x0f2f, 0x0002, 0xfffe, 0x0360, 0x0f58),
|
||||
0x10: (['Lost Woods Pass West Area', 'Skull Woods Pass West Area'], 0x10, 0x0080, 0x0400, 0x0000, 0x0448, 0x0058, 0x046f, 0x0085, 0x0000, 0x0000, 0x04f8, 0x0088),
|
||||
0x11: (['Kakariko Fortune Area', 'Dark Fortune Area'], 0x11, 0x0912, 0x051e, 0x0292, 0x0588, 0x0318, 0x058d, 0x031f, 0x0000, 0xfffe, 0x05f8, 0x0318),
|
||||
0x12: (['Kakariko Pond Area', 'Outcast Pond Area'], 0x12, 0x0890, 0x051a, 0x0476, 0x0578, 0x04f8, 0x0587, 0x0503, 0xfff6, 0x000a, 0x05b8, 0x04f8),
|
||||
0x13: (['Sanctuary Area', 'Dark Chapel Area'], 0x13, 0x051c, 0x04aa, 0x06de, 0x0508, 0x0758, 0x0517, 0x0763, 0xfff6, 0x0002, 0x05b8, 0x0738),
|
||||
0x14: (['Graveyard Area', 'Dark Graveyard Area'], 0x14, 0x089c, 0x051e, 0x08e6, 0x0580, 0x0958, 0x058b, 0x0963, 0x0000, 0xfffa, 0x05f0, 0x0918, 0x0580, 0x0948),
|
||||
0x15: (['River Bend East Bank', 'Qirn Jump East Bank'], 0x15, 0x041a, 0x0486, 0x0ad2, 0x04e8, 0x0b48, 0x04f3, 0x0b4f, 0x0008, 0xfffe, 0x0548, 0x0b78),
|
||||
0x16: (['Potion Shop Area', 'Dark Witch Area'], 0x16, 0x0888, 0x0516, 0x0c4e, 0x0578, 0x0cc8, 0x0583, 0x0cd3, 0xfffa, 0xfff2, 0x05e8, 0x0c9f),
|
||||
0x17: (['Zora Approach Ledge', 'Catfish Approach Ledge'], 0x17, 0x039e, 0x047e, 0x0ef2, 0x04e0, 0x0f68, 0x04eb, 0x0f6f, 0x0000, 0xfffe, 0x0580, 0x0f48),
|
||||
0x18: (['Kakariko Village', 'Village of Outcasts'], 0x18, 0x0b30, 0x0759, 0x017e, 0x07b7, 0x0200, 0x07c6, 0x020b, 0x0007, 0x0002, 0x0830, 0x0240, 0x07c8, 0x01f8),
|
||||
0x1a: (['Forgotten Forest Area', 'Shield Shop Fence'], 0x1a, 0x081a, 0x070f, 0x04d2, 0x0770, 0x0548, 0x077c, 0x054f, 0xffff, 0xfffe, 0x0770, 0x0518),
|
||||
0x1b: (['Hyrule Castle Courtyard', 'Pyramid Area'], 0x1b, 0x0c30, 0x077a, 0x0786, 0x07d8, 0x07f8, 0x07e7, 0x0803, 0x0006, 0xfffa, 0x07f8, 0x07f8),
|
||||
0x1d: (['Wooden Bridge Area', 'Broken Bridge Northeast'], 0x1d, 0x0602, 0x06c2, 0x0a0e, 0x0720, 0x0a80, 0x072f, 0x0a8b, 0xfffe, 0x0002, 0x0750, 0x0a70),
|
||||
0x1e: (['Eastern Palace Area', 'Palace of Darkness Area'], 0x26, 0x1802, 0x091e, 0x0c0e, 0x09c0, 0x0c80, 0x098b, 0x0c8b, 0x0000, 0x0002, 0x09a0, 0x0cb0),
|
||||
0x22: (['Blacksmith Area', 'Hammer Pegs Area'], 0x22, 0x058c, 0x08aa, 0x0462, 0x0908, 0x04d8, 0x0917, 0x04df, 0x0006, 0xfffe, 0x0978, 0x04e8),
|
||||
0x25: (['Sand Dunes Area', 'Dark Dunes Area'], 0x25, 0x030e, 0x085a, 0x0a76, 0x08b8, 0x0ae8, 0x08c7, 0x0af3, 0x0006, 0xfffa, 0x0918, 0x0b18),
|
||||
0x28: (['Maze Race Area', 'Dig Game Area'], 0x28, 0x0908, 0x0b1e, 0x003a, 0x0b88, 0x00b8, 0x0b8d, 0x00bf, 0x0000, 0x0006, 0x0ba8, 0x00b8),
|
||||
0x29: (['Kakariko Suburb Area', 'Frog Area'], 0x29, 0x0408, 0x0a7c, 0x0242, 0x0ae0, 0x02c0, 0x0aeb, 0x02c7, 0x0002, 0xfffe, 0x0b30, 0x02e0),
|
||||
0x2a: (['Flute Boy Area', 'Stumpy Area'], 0x2a, 0x058e, 0x0aac, 0x046e, 0x0b10, 0x04e8, 0x0b1b, 0x04f3, 0x0002, 0x0002, 0x0b60, 0x04f8),
|
||||
0x2b: (['Central Bonk Rocks Area', 'Dark Bonk Rocks Area'], 0x2b, 0x0620, 0x0acc, 0x0700, 0x0b30, 0x0790, 0x0b3b, 0x0785, 0xfff2, 0x0000, 0x0b80, 0x0760),
|
||||
0x2c: (['Links House Area', 'Big Bomb Shop Area'], 0x2c, 0x0588, 0x0ab9, 0x0840, 0x0b17, 0x08b8, 0x0b26, 0x08bf, 0xfff7, 0x0000, 0x0bb0, 0x08a8),
|
||||
0x2d: (['Stone Bridge South Area', 'Hammer Bridge South Area'], 0x2d, 0x0886, 0x0b1e, 0x0a2a, 0x0ba0, 0x0aa8, 0x0b8b, 0x0aaf, 0x0000, 0x0006, 0x0bf0, 0x0ab8),
|
||||
0x2e: (['Tree Line Area', 'Dark Tree Line Area'], 0x2e, 0x0100, 0x0a1a, 0x0c00, 0x0a78, 0x0c30, 0x0a87, 0x0c7d, 0x0006, 0x0000, 0x0ac8, 0x0c70),
|
||||
0x2f: (['Eastern Nook Area', 'Darkness Nook Area'], 0x2f, 0x0798, 0x0afa, 0x0eb2, 0x0b58, 0x0f30, 0x0b67, 0x0f37, 0xfff6, 0x000e, 0x0bc0, 0x0f00),
|
||||
0x30: (['Desert Teleporter Ledge', 'Mire Teleporter Ledge'], 0x38, 0x1880, 0x0f1e, 0x0000, 0x0fa8, 0x0078, 0x0f8d, 0x008d, 0x0000, 0x0000, 0x0ff0, 0x0070),
|
||||
0x32: (['Flute Boy Approach Area', 'Stumpy Approach Area'], 0x32, 0x03a0, 0x0c6c, 0x0500, 0x0cd0, 0x05a8, 0x0cdb, 0x0585, 0x0002, 0x0000, 0x0d00, 0x0528),
|
||||
0x33: (['C Whirlpool Outer Area', 'Dark C Whirlpool Outer Area'], 0x33, 0x0180, 0x0c20, 0x0600, 0x0c80, 0x0628, 0x0c8f, 0x067d, 0x0000, 0x0000, 0x0ce0, 0x0688),
|
||||
0x34: (['Statues Area', 'Hype Cave Area'], 0x34, 0x088e, 0x0d00, 0x0866, 0x0d60, 0x08d8, 0x0d6f, 0x08e3, 0x0000, 0x000a, 0x0dd0, 0x08e8),
|
||||
#0x35: (['Lake Hylia Northwest Bank', 'Ice Lake Northwest Bank'], 0x35, 0x0d00, 0x0da6, 0x0a06, 0x0e08, 0x0a80, 0x0e13, 0x0a8b, 0xfffa, 0xfffa, 0x0dc8, 0x0a90),
|
||||
0x35: (['Lake Hylia South Shore', 'Ice Lake Southeast Ledge'], 0x3e, 0x1860, 0x0f1e, 0x0d00, 0x0f98, 0x0da8, 0x0f8b, 0x0d85, 0x0000, 0x0000, 0x0fd8, 0x0da8),
|
||||
0x37: (['Ice Cave Area', 'Shopping Mall Area'], 0x37, 0x0786, 0x0cf6, 0x0e2e, 0x0d58, 0x0ea0, 0x0d63, 0x0eab, 0x000a, 0x0002, 0x0d98, 0x0ed0),
|
||||
0x3a: (['Desert Pass Area', 'Swamp Nook Area'], 0x3a, 0x001a, 0x0e08, 0x04c6, 0x0e70, 0x0540, 0x0e7d, 0x054b, 0x0006, 0x000a, 0x0ee0, 0x0570),
|
||||
0x3b: (['Dam Area', 'Swamp Area'], 0x3b, 0x069e, 0x0edf, 0x06f2, 0x0f3d, 0x0778, 0x0f4c, 0x077f, 0xfff1, 0xfffe, 0x0fd0, 0x0770),
|
||||
0x3c: (['South Pass Area', 'Dark South Pass Area'], 0x3c, 0x0584, 0x0ed0, 0x081e, 0x0f38, 0x0898, 0x0f45, 0x08a3, 0xfffe, 0x0002, 0x0fa8, 0x0898),
|
||||
0x3f: (['Octoballoon Area', 'Bomber Corner Area'], 0x3f, 0x0810, 0x0f05, 0x0e75, 0x0f67, 0x0ef3, 0x0f72, 0x0efa, 0xfffb, 0x000b, 0x0fd0, 0x0ef0)
|
||||
}
|
||||
|
||||
flute_spoiler_table = \
|
||||
""" 0 1 2 3 4 5 6 7
|
||||
+---+-+---+---+-+
|
||||
01234567 A(00)| |s| | |s|
|
||||
+--------+ | s +-+ s | s +-+
|
||||
A(00)|s ss s s| B(08)| |s| | |s|
|
||||
B(08)| s s| +-+-+-+-+-+-+-+-+
|
||||
C(10)|ssssssss| C(10)|s|s|s|s|s|s|s|s|
|
||||
D(18)|s ss ss | +-+-+-+-+-+-+-+-+
|
||||
E(20)| s s | D(18)| |s| |s| |
|
||||
F(28)|ssssssss| | s +-+ s +-+ s |
|
||||
G(30)|s ssss s| E(20)| |s| |s| |
|
||||
H(38)| sss s| +-+-+-+-+-+-+-+-+
|
||||
+--------+ F(28)|s|s|s|s|s|s|s|s|
|
||||
+-+-+-+-+-+-+-+-+
|
||||
G(30)| |s|s|s| |s|
|
||||
| s +-+-+-+ s +-+
|
||||
H(38)| |s|s|s| |s|
|
||||
+---+-+-+-+---+-+"""
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,468 @@
|
||||
import logging
|
||||
import os
|
||||
from datetime import datetime
|
||||
from typing import Dict, List
|
||||
|
||||
from PIL import Image, ImageDraw
|
||||
|
||||
from BaseClasses import Direction, OWEdge
|
||||
from source.overworld.LayoutGenerator import Screen, get_screen_id_from_cell
|
||||
|
||||
|
||||
def get_quadrant_from_cell_id(cell_id: int, screen_id: int) -> str:
|
||||
offset = (cell_id & 0xBF) - (screen_id & 0xBF)
|
||||
if offset == 0x00:
|
||||
return "NW"
|
||||
elif offset == 0x01:
|
||||
return "NE"
|
||||
elif offset == 0x08:
|
||||
return "SW"
|
||||
else:
|
||||
return "SE"
|
||||
|
||||
|
||||
def get_edge_lists(grid: List[List[List[int]]],
|
||||
overworld_screens: Dict[int, Screen],
|
||||
large_screen_quadrant_info: Dict[int, Dict]) -> Dict:
|
||||
"""
|
||||
Get list of edges for each cell and direction.
|
||||
|
||||
Args:
|
||||
grid: 3D list [world][row][col] containing cell IDs
|
||||
overworld_screens: Dict of screen_id -> Screen objects
|
||||
large_screen_quadrant_info: Dict of screen_id -> quadrant info for large screens
|
||||
|
||||
Returns:
|
||||
Dict mapping (world, row, col, direction) -> list of edges
|
||||
Each edge has a .dest property (None if unconnected)
|
||||
"""
|
||||
GRID_SIZE = 8
|
||||
edge_lists = {}
|
||||
|
||||
for world_idx in range(2):
|
||||
for row in range(GRID_SIZE):
|
||||
for col in range(GRID_SIZE):
|
||||
cell_id = grid[world_idx][row][col]
|
||||
|
||||
if cell_id == -1:
|
||||
# Empty cell - no edges
|
||||
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
|
||||
edge_lists[(world_idx, row, col, direction)] = []
|
||||
continue
|
||||
|
||||
screen_id = get_screen_id_from_cell(cell_id)
|
||||
screen = overworld_screens.get(screen_id)
|
||||
if not screen:
|
||||
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
|
||||
edge_lists[(world_idx, row, col, direction)] = []
|
||||
continue
|
||||
|
||||
if screen.big:
|
||||
# For large screens, determine quadrant from cell ID
|
||||
quadrant = get_quadrant_from_cell_id(cell_id, screen_id)
|
||||
|
||||
# Get edges for this quadrant
|
||||
if screen_id in large_screen_quadrant_info:
|
||||
quad_info = large_screen_quadrant_info[screen_id]
|
||||
|
||||
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
|
||||
edges = quad_info.get(quadrant, {}).get(direction, [])
|
||||
edge_lists[(world_idx, row, col, direction)] = edges
|
||||
else:
|
||||
# No quadrant info - no edges
|
||||
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
|
||||
edge_lists[(world_idx, row, col, direction)] = []
|
||||
else:
|
||||
# Small screen - get edges directly
|
||||
for direction in [Direction.North, Direction.South, Direction.East, Direction.West]:
|
||||
edges_in_dir = [e for e in screen.edges.values() if e.direction == direction]
|
||||
edge_lists[(world_idx, row, col, direction)] = edges_in_dir
|
||||
|
||||
return edge_lists
|
||||
|
||||
def is_crossed_edge(edge: OWEdge, overworld_screens: Dict[int, Screen]) -> bool:
|
||||
if edge.dest is None:
|
||||
return False
|
||||
|
||||
source_screen = overworld_screens.get(edge.owIndex)
|
||||
dest_screen = overworld_screens.get(edge.dest.owIndex)
|
||||
return source_screen.dark_world != dest_screen.dark_world
|
||||
|
||||
def are_large_screen_cells_connected(cell_id1: int, cell_id2: int, quadrant1: str, quadrant2: str, direction: str) -> bool:
|
||||
"""
|
||||
Check if two cells of a large screen are connected (should have no border between them).
|
||||
|
||||
For cells to be connected:
|
||||
1. They must be from the same large screen (same base screen ID)
|
||||
2. Their quadrants must be adjacent in the expected direction
|
||||
|
||||
Args:
|
||||
cell_id1: Cell ID of the first cell
|
||||
cell_id2: Cell ID of the second cell
|
||||
quadrant1: Quadrant of the first cell ("NW", "NE", "SW", "SE")
|
||||
quadrant2: Quadrant of the second cell
|
||||
direction: Direction from cell1 to cell2 ("east", "south")
|
||||
|
||||
Returns:
|
||||
True if the cells should have no border between them
|
||||
"""
|
||||
# Must be from the same large screen
|
||||
screen_id1 = get_screen_id_from_cell(cell_id1)
|
||||
screen_id2 = get_screen_id_from_cell(cell_id2)
|
||||
if screen_id1 != screen_id2:
|
||||
return False
|
||||
|
||||
# Check if quadrants are properly adjacent
|
||||
if direction == "east":
|
||||
# For east connection: NW->NE or SW->SE
|
||||
return (quadrant1 == "NW" and quadrant2 == "NE") or (quadrant1 == "SW" and quadrant2 == "SE")
|
||||
elif direction == "south":
|
||||
# For south connection: NW->SW or NE->SE
|
||||
return (quadrant1 == "NW" and quadrant2 == "SW") or (quadrant1 == "NE" and quadrant2 == "SE")
|
||||
|
||||
return False
|
||||
|
||||
def visualize_layout(grid: List[List[List[int]]], output_dir: str,
|
||||
overworld_screens: Dict[int, Screen],
|
||||
large_screen_quadrant_info: Dict[int, Dict]) -> None:
|
||||
# Constants
|
||||
GRID_SIZE = 8
|
||||
BORDER_WIDTH = 1
|
||||
OUTPUT_CELL_SIZE = 64 # Each cell in output is always 64x64 pixels
|
||||
|
||||
# Load the world images
|
||||
try:
|
||||
lightworld_img = Image.open("data/overworld/lightworld.png")
|
||||
darkworld_img = Image.open("data/overworld/darkworld.png")
|
||||
except FileNotFoundError as e:
|
||||
raise FileNotFoundError(f"World image not found: {e}. Ensure lightworld.png and darkworld.png are in the data/overworld directory.")
|
||||
|
||||
# Calculate source cell size from the base images
|
||||
# Each world image is 8x8 screens, so divide by 8 to get source cell size
|
||||
img_width, _ = lightworld_img.size
|
||||
SOURCE_CELL_SIZE = img_width // GRID_SIZE # Size of each cell in the source image
|
||||
|
||||
# Calculate dimensions for the output (always based on 64x64 cells)
|
||||
world_width = GRID_SIZE * OUTPUT_CELL_SIZE
|
||||
world_height = GRID_SIZE * OUTPUT_CELL_SIZE
|
||||
|
||||
# Create output image (two worlds side by side with a small gap)
|
||||
gap = 32
|
||||
output_width = world_width * 2 + gap
|
||||
output_height = world_height
|
||||
output_img = Image.new('RGB', (output_width, output_height), color='black')
|
||||
|
||||
# Process both worlds
|
||||
for world_idx in range(2):
|
||||
x_offset = 0 if world_idx == 0 else (world_width + gap)
|
||||
|
||||
# Process each cell in the grid individually
|
||||
for row in range(GRID_SIZE):
|
||||
for col in range(GRID_SIZE):
|
||||
cell_id = grid[world_idx][row][col]
|
||||
|
||||
if cell_id == -1:
|
||||
# Empty cell - fill with black (already black from initialization)
|
||||
continue
|
||||
|
||||
screen_id = get_screen_id_from_cell(cell_id)
|
||||
screen = overworld_screens.get(screen_id)
|
||||
if not screen:
|
||||
continue
|
||||
|
||||
is_large = screen.big
|
||||
|
||||
# Calculate source position in the world image based on cell_id
|
||||
# For large screens, cell_id already encodes the quadrant position
|
||||
source_row = (cell_id % 0x40) >> 3
|
||||
source_col = cell_id % 0x08
|
||||
world_img = lightworld_img if cell_id < 0x40 else darkworld_img
|
||||
|
||||
source_x = source_col * SOURCE_CELL_SIZE
|
||||
source_y = source_row * SOURCE_CELL_SIZE
|
||||
|
||||
# Crop single cell from source
|
||||
cropped = world_img.crop((
|
||||
source_x,
|
||||
source_y,
|
||||
source_x + SOURCE_CELL_SIZE,
|
||||
source_y + SOURCE_CELL_SIZE
|
||||
))
|
||||
|
||||
# Resize to output size (64x64 pixels)
|
||||
resized = cropped.resize(
|
||||
(OUTPUT_CELL_SIZE, OUTPUT_CELL_SIZE),
|
||||
Image.LANCZOS
|
||||
)
|
||||
|
||||
# Paste into output at grid position
|
||||
dest_x = x_offset + col * OUTPUT_CELL_SIZE
|
||||
dest_y = row * OUTPUT_CELL_SIZE
|
||||
output_img.paste(resized, (dest_x, dest_y))
|
||||
|
||||
edge_lists = get_edge_lists(grid, overworld_screens, large_screen_quadrant_info)
|
||||
|
||||
# Draw borders and edge connection indicators after all screens are placed
|
||||
draw = ImageDraw.Draw(output_img)
|
||||
|
||||
# Size of the indicator squares
|
||||
INDICATOR_SIZE = 12
|
||||
|
||||
for world_idx in range(2):
|
||||
x_offset = 0 if world_idx == 0 else (world_width + gap)
|
||||
|
||||
# Draw borders for each cell
|
||||
# For large screens, only draw borders where cells are not connected
|
||||
for row in range(GRID_SIZE):
|
||||
for col in range(GRID_SIZE):
|
||||
cell_id = grid[world_idx][row][col]
|
||||
|
||||
if cell_id == -1:
|
||||
continue
|
||||
|
||||
screen_id = get_screen_id_from_cell(cell_id)
|
||||
screen = overworld_screens.get(screen_id)
|
||||
if not screen:
|
||||
continue
|
||||
|
||||
is_large = screen.big
|
||||
|
||||
dest_x = x_offset + col * OUTPUT_CELL_SIZE
|
||||
dest_y = row * OUTPUT_CELL_SIZE
|
||||
|
||||
if is_large:
|
||||
quadrant = get_quadrant_from_cell_id(cell_id, screen_id)
|
||||
|
||||
# Check each border direction
|
||||
# Top border: draw if this is a north quadrant OR if the cell above is not connected
|
||||
draw_top = True
|
||||
if quadrant in ["SW", "SE"]:
|
||||
# Check if cell above is connected
|
||||
above_row = (row - 1) % GRID_SIZE
|
||||
above_cell_id = grid[world_idx][above_row][col]
|
||||
if above_cell_id != -1:
|
||||
above_screen_id = get_screen_id_from_cell(above_cell_id)
|
||||
above_screen = overworld_screens.get(above_screen_id)
|
||||
if above_screen and above_screen.big:
|
||||
above_quadrant = get_quadrant_from_cell_id(above_cell_id, above_screen_id)
|
||||
if are_large_screen_cells_connected(above_cell_id, cell_id, above_quadrant, quadrant, "south"):
|
||||
draw_top = False
|
||||
|
||||
# Bottom border: draw if this is a south quadrant OR if the cell below is not connected
|
||||
draw_bottom = True
|
||||
if quadrant in ["NW", "NE"]:
|
||||
# Check if cell below is connected
|
||||
below_row = (row + 1) % GRID_SIZE
|
||||
below_cell_id = grid[world_idx][below_row][col]
|
||||
if below_cell_id != -1:
|
||||
below_screen_id = get_screen_id_from_cell(below_cell_id)
|
||||
below_screen = overworld_screens.get(below_screen_id)
|
||||
if below_screen and below_screen.big:
|
||||
below_quadrant = get_quadrant_from_cell_id(below_cell_id, below_screen_id)
|
||||
if are_large_screen_cells_connected(cell_id, below_cell_id, quadrant, below_quadrant, "south"):
|
||||
draw_bottom = False
|
||||
|
||||
# Left border: draw if this is a west quadrant OR if the cell to the left is not connected
|
||||
draw_left = True
|
||||
if quadrant in ["NE", "SE"]:
|
||||
# Check if cell to the left is connected
|
||||
left_col = (col - 1) % GRID_SIZE
|
||||
left_cell_id = grid[world_idx][row][left_col]
|
||||
if left_cell_id != -1:
|
||||
left_screen_id = get_screen_id_from_cell(left_cell_id)
|
||||
left_screen = overworld_screens.get(left_screen_id)
|
||||
if left_screen and left_screen.big:
|
||||
left_quadrant = get_quadrant_from_cell_id(left_cell_id, left_screen_id)
|
||||
if are_large_screen_cells_connected(left_cell_id, cell_id, left_quadrant, quadrant, "east"):
|
||||
draw_left = False
|
||||
|
||||
# Right border: draw if this is an east quadrant OR if the cell to the right is not connected
|
||||
draw_right = True
|
||||
if quadrant in ["NW", "SW"]:
|
||||
# Check if cell to the right is connected
|
||||
right_col = (col + 1) % GRID_SIZE
|
||||
right_cell_id = grid[world_idx][row][right_col]
|
||||
if right_cell_id != -1:
|
||||
right_screen_id = get_screen_id_from_cell(right_cell_id)
|
||||
right_screen = overworld_screens.get(right_screen_id)
|
||||
if right_screen and right_screen.big:
|
||||
right_quadrant = get_quadrant_from_cell_id(right_cell_id, right_screen_id)
|
||||
if are_large_screen_cells_connected(cell_id, right_cell_id, quadrant, right_quadrant, "east"):
|
||||
draw_right = False
|
||||
|
||||
# Draw the borders
|
||||
if draw_top:
|
||||
draw.line([(dest_x, dest_y), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y)], fill='black', width=BORDER_WIDTH)
|
||||
if draw_bottom:
|
||||
draw.line([(dest_x, dest_y + OUTPUT_CELL_SIZE - 1), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
|
||||
if draw_left:
|
||||
draw.line([(dest_x, dest_y), (dest_x, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
|
||||
if draw_right:
|
||||
draw.line([(dest_x + OUTPUT_CELL_SIZE - 1, dest_y), (dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1)], fill='black', width=BORDER_WIDTH)
|
||||
else:
|
||||
# Small screen - draw border around single cell
|
||||
draw.rectangle(
|
||||
[dest_x, dest_y, dest_x + OUTPUT_CELL_SIZE - 1, dest_y + OUTPUT_CELL_SIZE - 1],
|
||||
outline='black',
|
||||
width=BORDER_WIDTH
|
||||
)
|
||||
|
||||
# Draw edge connection indicators for each cell
|
||||
for row in range(GRID_SIZE):
|
||||
for col in range(GRID_SIZE):
|
||||
cell_id = grid[world_idx][row][col]
|
||||
if cell_id == -1:
|
||||
continue
|
||||
|
||||
dest_x = x_offset + col * OUTPUT_CELL_SIZE
|
||||
dest_y = row * OUTPUT_CELL_SIZE
|
||||
|
||||
# Draw indicator for each direction (only if edges exist)
|
||||
# Use bright colors for visibility
|
||||
GREEN = (0, 255, 0) # Bright green
|
||||
YELLOW = (255, 255, 0) # Bright yellow
|
||||
RED = (255, 0, 0) # Bright red
|
||||
|
||||
# North indicators - positioned based on edge midpoint
|
||||
north_edges = edge_lists.get((world_idx, row, col, Direction.North), [])
|
||||
if north_edges:
|
||||
north_y = dest_y # Touch the top border
|
||||
|
||||
for edge in north_edges:
|
||||
# For north/south edges, midpoint gives the X coordinate
|
||||
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
|
||||
midpoint = edge.midpoint % 0x0200
|
||||
# Map from game coordinate range to pixel position
|
||||
edge_x_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
|
||||
edge_x = dest_x + edge_x_offset - INDICATOR_SIZE // 2
|
||||
|
||||
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in north_edges if e.dest) else RED
|
||||
draw.rectangle(
|
||||
[edge_x, north_y, edge_x + INDICATOR_SIZE - 1, north_y + INDICATOR_SIZE - 1],
|
||||
fill=edge_color,
|
||||
outline='black'
|
||||
)
|
||||
|
||||
# Draw diagonal cross if edge crosses between worlds
|
||||
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
|
||||
draw.line(
|
||||
[edge_x, north_y, edge_x + INDICATOR_SIZE - 1, north_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
draw.line(
|
||||
[edge_x + INDICATOR_SIZE - 1, north_y, edge_x, north_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
|
||||
# South indicators - positioned based on edge midpoint
|
||||
south_edges = edge_lists.get((world_idx, row, col, Direction.South), [])
|
||||
if south_edges:
|
||||
south_y = dest_y + OUTPUT_CELL_SIZE - INDICATOR_SIZE # Touch the bottom border
|
||||
|
||||
for edge in south_edges:
|
||||
# For north/south edges, midpoint gives the X coordinate
|
||||
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
|
||||
midpoint = edge.midpoint % 0x0200
|
||||
# Map from game coordinate range to pixel position
|
||||
edge_x_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
|
||||
edge_x = dest_x + edge_x_offset - INDICATOR_SIZE // 2
|
||||
|
||||
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in south_edges if e.dest) else RED
|
||||
draw.rectangle(
|
||||
[edge_x, south_y, edge_x + INDICATOR_SIZE - 1, south_y + INDICATOR_SIZE - 1],
|
||||
fill=edge_color,
|
||||
outline='black'
|
||||
)
|
||||
|
||||
# Draw diagonal cross if edge crosses between worlds
|
||||
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
|
||||
draw.line(
|
||||
[edge_x, south_y, edge_x + INDICATOR_SIZE - 1, south_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
draw.line(
|
||||
[edge_x + INDICATOR_SIZE - 1, south_y, edge_x, south_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
|
||||
# West indicators - positioned based on edge midpoint
|
||||
west_edges = edge_lists.get((world_idx, row, col, Direction.West), [])
|
||||
if west_edges:
|
||||
west_x = dest_x # Touch the left border
|
||||
|
||||
for edge in west_edges:
|
||||
# For west/east edges, midpoint gives the Y coordinate
|
||||
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
|
||||
midpoint = edge.midpoint % 0x0200
|
||||
# Map from game coordinate range to pixel position
|
||||
edge_y_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
|
||||
edge_y = dest_y + edge_y_offset - INDICATOR_SIZE // 2
|
||||
|
||||
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in west_edges if e.dest) else RED
|
||||
draw.rectangle(
|
||||
[west_x, edge_y, west_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
|
||||
fill=edge_color,
|
||||
outline='black'
|
||||
)
|
||||
|
||||
# Draw diagonal cross if edge crosses between worlds
|
||||
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
|
||||
draw.line(
|
||||
[west_x, edge_y, west_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
draw.line(
|
||||
[west_x + INDICATOR_SIZE - 1, edge_y, west_x, edge_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
|
||||
# East indicators - positioned based on edge midpoint
|
||||
east_edges = edge_lists.get((world_idx, row, col, Direction.East), [])
|
||||
if east_edges:
|
||||
east_x = dest_x + OUTPUT_CELL_SIZE - INDICATOR_SIZE # Touch the right border
|
||||
|
||||
for edge in east_edges:
|
||||
# For west/east edges, midpoint gives the Y coordinate
|
||||
# Take midpoint modulo 0x0200, range 0-0x01FF maps to full side
|
||||
midpoint = edge.midpoint % 0x0200
|
||||
# Map from game coordinate range to pixel position
|
||||
edge_y_offset = (midpoint * OUTPUT_CELL_SIZE) // 0x0200
|
||||
edge_y = dest_y + edge_y_offset - INDICATOR_SIZE // 2
|
||||
|
||||
edge_color = GREEN if edge.dest is not None else YELLOW if any(e for e in east_edges if e.dest) else RED
|
||||
draw.rectangle(
|
||||
[east_x, edge_y, east_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
|
||||
fill=edge_color,
|
||||
outline='black'
|
||||
)
|
||||
|
||||
# Draw diagonal cross if edge crosses between worlds
|
||||
if edge.dest is not None and is_crossed_edge(edge, overworld_screens):
|
||||
draw.line(
|
||||
[east_x, edge_y, east_x + INDICATOR_SIZE - 1, edge_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
draw.line(
|
||||
[east_x + INDICATOR_SIZE - 1, edge_y, east_x, edge_y + INDICATOR_SIZE - 1],
|
||||
fill='black',
|
||||
width=1
|
||||
)
|
||||
|
||||
# Create output directory if it doesn't exist
|
||||
os.makedirs(output_dir, exist_ok=True)
|
||||
|
||||
# Generate filename with timestamp
|
||||
timestamp = datetime.now().strftime("%Y%m%d_%H%M%S")
|
||||
filename = f"layout_{timestamp}.png"
|
||||
filepath = os.path.join(output_dir, filename)
|
||||
|
||||
# Save the image
|
||||
output_img.save(filepath, "PNG")
|
||||
logging.getLogger('').info(f"Layout visualization saved to {filepath}")
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user