import RaceRandom as random # ToDo: With shuffle_ganon option, prevent gtower from linking to an exit only location through a 2 entrance cave. from collections import defaultdict def link_entrances(world, player): invFlag = world.mode[player] == 'inverted' Dungeon_Exits = Dungeon_Exits_Base.copy() Cave_Exits = Cave_Exits_Base.copy() Old_Man_House = Old_Man_House_Base.copy() Cave_Three_Exits = Cave_Three_Exits_Base.copy() unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits) # setup mandatory connections for exitname, regionname in mandatory_connections: connect_simple(world, exitname, regionname, player) if not invFlag: for exitname, regionname in open_mandatory_connections: connect_simple(world, exitname, regionname, player) else: for exitname, regionname in inverted_mandatory_connections: connect_simple(world, exitname, regionname, player) connect_custom(world, player) # if we do not shuffle, set default connections if world.shuffle[player] in ['vanilla', 'dungeonssimple', 'dungeonsfull']: for exitname, regionname in default_connections + default_connector_connections + default_drop_connections + default_item_connections + default_shop_connections: connect_simple(world, exitname, regionname, player) if world.shuffle[player] == 'vanilla': for exitname, regionname in default_dungeon_connections: connect_simple(world, exitname, regionname, player) if not invFlag: for exitname, regionname in open_default_connections: connect_simple(world, exitname, regionname, player) if world.shuffle[player] == 'vanilla': for exitname, regionname in open_default_dungeon_connections: connect_simple(world, exitname, regionname, player) else: for exitname, regionname in inverted_default_connections: connect_simple(world, exitname, regionname, player) if world.shuffle[player] == 'vanilla': for exitname, regionname in inverted_default_dungeon_connections: connect_simple(world, exitname, regionname, player) # inverted entrance mods for owid in swapped_connections.keys(): if invFlag != (owid in world.owswaps[player][0] and world.owMixed[player]): for (entrancename, exitname) in swapped_connections[owid]: try: connect_two_way(world, entrancename, exitname, player) except RuntimeError: connect_entrance(world, entrancename, exitname, player) if invFlag != (0x03 in world.owswaps[player][0] and world.owMixed[player]) and \ invFlag == (0x0a in world.owswaps[player][0] and world.owMixed[player]): connect_entrance(world, 'Death Mountain Return Cave (West)', 'Dark Death Mountain Healer Fairy', player) elif invFlag != (0x0a in world.owswaps[player][0] and world.owMixed[player]) and \ invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]): connect_two_way(world, 'Bumper Cave (Top)', 'Death Mountain Return Cave Exit (West)', player) # dungeon entrance shuffle if world.shuffle[player] == 'dungeonssimple': simple_shuffle_dungeons(world, player) elif world.shuffle[player] == 'dungeonsfull': skull_woods_shuffle(world, player) dungeon_exits = list(Dungeon_Exits) lw_entrances = list(LW_Dungeon_Entrances) if not invFlag else list(Inverted_LW_Dungeon_Entrances_Must_Exit) dw_entrances = list(DW_Dungeon_Entrances) if not invFlag else list(Inverted_DW_Dungeon_Entrances) if world.mode[player] != 'standard': lw_entrances.append('Hyrule Castle Entrance (South)') if not invFlag: if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) elif world.doorShuffle[player] == 'vanilla': dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) else: lw_dungeon_entrances_must_exit = list(Inverted_LW_Dungeon_Entrances_Must_Exit) # randomize which desert ledge door is a must-exit if random.randint(0, 1) == 0: lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (North)') lw_entrances.append('Desert Palace Entrance (West)') else: lw_dungeon_entrances_must_exit.append('Desert Palace Entrance (West)') lw_entrances.append('Desert Palace Entrance (North)') dungeon_exits.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] else: if not invFlag: dw_entrances.append('Ganons Tower') else: lw_entrances.append('Agahnims Tower') dungeon_exits.append('Ganons Tower Exit') hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] if not invFlag: if world.mode[player] == 'standard': # rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')] connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits, list(LW_Dungeon_Entrances_Must_Exit), player) connect_caves(world, lw_entrances, [], hyrule_castle_exits, player) elif world.doorShuffle[player] != 'vanilla': # sanc is in light world, so must all of HC if door shuffle is on connect_mandatory_exits(world, lw_entrances, [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')], list(LW_Dungeon_Entrances_Must_Exit), player) else: connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player) else: # shuffle aga door first. If it's on HC ledge, remaining HC ledge door must be must-exit all_entrances_aga = lw_entrances + dw_entrances aga_doors = [i for i in all_entrances_aga] random.shuffle(aga_doors) aga_door = aga_doors.pop() if aga_door in hc_ledge_entrances: lw_entrances.remove(aga_door) hc_ledge_entrances.remove(aga_door) random.shuffle(hc_ledge_entrances) hc_ledge_must_exit = hc_ledge_entrances.pop() lw_entrances.remove(hc_ledge_must_exit) lw_dungeon_entrances_must_exit.append(hc_ledge_must_exit) if aga_door in lw_entrances: lw_entrances.remove(aga_door) elif aga_door in dw_entrances: dw_entrances.remove(aga_door) connect_two_way(world, aga_door, 'Agahnims Tower Exit', player) dungeon_exits.remove('Agahnims Tower Exit') connect_mandatory_exits(world, lw_entrances, dungeon_exits, lw_dungeon_entrances_must_exit, player) connect_caves(world, lw_entrances, dw_entrances, dungeon_exits, player) elif world.shuffle[player] == 'simple': simple_shuffle_dungeons(world, player) old_man_entrances = list(Old_Man_Entrances) if not invFlag else list(Inverted_Old_Man_Entrances) caves = list(Cave_Exits) three_exit_caves = list(Cave_Three_Exits) single_doors = list(Single_Cave_Doors) bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors) if not invFlag else list(Inverted_Bomb_Shop_Single_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors) + ['Links House'] if not invFlag else [] door_targets = list(Single_Cave_Targets) if not invFlag else list(Inverted_Single_Cave_Targets) # we shuffle all 2 entrance caves as pairs as a start # start with the ones that need to be directed two_door_caves = list(Two_Door_Caves_Directional) if not invFlag else list(Inverted_Two_Door_Caves_Directional) random.shuffle(two_door_caves) random.shuffle(caves) while two_door_caves: entrance1, entrance2 = two_door_caves.pop() exit1, exit2 = caves.pop() connect_two_way(world, entrance1, exit1, player) connect_two_way(world, entrance2, exit2, player) # now the remaining pairs two_door_caves = list(Two_Door_Caves) if not invFlag else list(Inverted_Two_Door_Caves) random.shuffle(two_door_caves) while two_door_caves: entrance1, entrance2 = two_door_caves.pop() exit1, exit2 = caves.pop() connect_two_way(world, entrance1, exit1, player) connect_two_way(world, entrance2, exit2, player) # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: if not invFlag: links_house_doors = [i for i in LW_Single_Cave_Doors if i not in Isolated_LH_Doors_Open] else: links_house_doors = [i for i in LW_Single_Cave_Doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos if links_house in bomb_shop_doors: bomb_shop_doors.remove(links_house) if links_house in blacksmith_doors: blacksmith_doors.remove(links_house) if invFlag: if links_house in old_man_entrances: old_man_entrances.remove(links_house) # place dark sanc sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors] sanc_door = random.choice(sanc_doors) bomb_shop_doors.remove(sanc_door) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region) lw_dm_entrances = ['Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Old Man House (Bottom)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)', 'Death Mountain Return Cave (East)', 'Spiral Cave', 'Old Man House (Top)', 'Spectacle Rock Cave', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)'] # place old man, bumper cave bottom to DDM entrances not in east bottom else: # at this point only Light World death mountain entrances remain # place old man, has limited options remaining_entrances = ['Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)'] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() if not invFlag: remaining_entrances.extend(old_man_entrances) random.shuffle(remaining_entrances) old_man_entrance = remaining_entrances.pop() connect_two_way(world, old_man_entrance if invFlag == (0x0a in world.owswaps[player][0] and world.owMixed[player]) else 'Bumper Cave (Bottom)', 'Old Man Cave Exit (West)', player) connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) if invFlag and old_man_exit == 'Spike Cave': bomb_shop_doors.remove('Spike Cave') bomb_shop_doors.extend(old_man_entrances) # add old man house to ensure it is always somewhere on light death mountain caves.extend(list(Old_Man_House)) caves.extend(list(three_exit_caves)) # connect rest connect_caves(world, remaining_entrances if not invFlag else lw_dm_entrances, [], caves, player) # scramble holes scramble_holes(world, player) # place blacksmith, has limited options if invFlag: blacksmith_doors = [door for door in blacksmith_doors[:]] random.shuffle(blacksmith_doors) blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) bomb_shop_doors.extend(blacksmith_doors) # place bomb shop, has limited options if invFlag: bomb_shop_doors = [door for door in bomb_shop_doors[:]] random.shuffle(bomb_shop_doors) bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) single_doors.extend(bomb_shop_doors) # tavern back door cannot be shuffled yet connect_doors(world, ['Tavern North'], ['Tavern'], player) # place remaining doors connect_doors(world, single_doors, door_targets, player) elif world.shuffle[player] == 'restricted': simple_shuffle_dungeons(world, player) if not invFlag: lw_entrances = list(LW_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances) dw_entrances = list(DW_Entrances + DW_Single_Cave_Doors) dw_must_exits = list(DW_Entrances_Must_Exit) old_man_entrances = list(Old_Man_Entrances) caves = list(Cave_Exits + Cave_Three_Exits) single_doors = list(Single_Cave_Doors) bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) else: lw_entrances = list(Inverted_LW_Entrances + LW_Single_Cave_Doors) dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances) lw_must_exits = list(Inverted_LW_Entrances_Must_Exit) old_man_entrances = list(Inverted_Old_Man_Entrances) caves = list(Cave_Exits + Cave_Three_Exits + Old_Man_House) single_doors = list(Single_Cave_Doors) bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: if not invFlag: links_house_doors = [i for i in lw_entrances if i not in Isolated_LH_Doors_Open] else: links_house_doors = [i for i in lw_entrances if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos if links_house in lw_entrances: if not invFlag: lw_entrances.remove(links_house) else: dw_entrances.remove(links_house) # tavern back door cannot be shuffled yet connect_doors(world, ['Tavern North'], ['Tavern'], player) # in restricted, the only mandatory exits are in dark world (lw in inverted) if not invFlag: connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) else: connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player) # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about if not invFlag: old_man_entrances = [door for door in old_man_entrances if door in lw_entrances] else: old_man_entrances = [door for door in old_man_entrances if door in dw_entrances] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) if not invFlag: lw_entrances.remove(old_man_exit) else: dw_entrances.remove(old_man_exit) # place blacksmith, has limited options all_entrances = lw_entrances + dw_entrances # cannot place it anywhere already taken (or that are otherwise not eligible for placement) blacksmith_doors = [door for door in blacksmith_doors if door in all_entrances] random.shuffle(blacksmith_doors) blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) if blacksmith_hut in lw_entrances: lw_entrances.remove(blacksmith_hut) if blacksmith_hut in dw_entrances: dw_entrances.remove(blacksmith_hut) bomb_shop_doors.extend(blacksmith_doors) # place bomb shop, has limited options all_entrances = lw_entrances + dw_entrances # cannot place it anywhere already taken (or that are otherwise not eligible for placement) bomb_shop_doors = [door for door in bomb_shop_doors if door in all_entrances] random.shuffle(bomb_shop_doors) bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) if bomb_shop in lw_entrances: lw_entrances.remove(bomb_shop) if bomb_shop in dw_entrances: dw_entrances.remove(bomb_shop) # place the old man cave's entrance somewhere in the light world (dw for inverted) if not invFlag: random.shuffle(lw_entrances) old_man_entrance = lw_entrances.pop() else: random.shuffle(dw_entrances) old_man_entrance = dw_entrances.pop() connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player) if not invFlag: # place Old Man House in Light World connect_caves(world, lw_entrances, [], list(Old_Man_House), player) #for multiple seeds # now scramble the rest connect_caves(world, lw_entrances, dw_entrances, caves, player) # scramble holes scramble_holes(world, player) doors = lw_entrances + dw_entrances # place remaining doors connect_doors(world, doors, door_targets, player) elif world.shuffle[player] == 'full': skull_woods_shuffle(world, player) if not invFlag: lw_entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances) dw_entrances = list(DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors) dw_must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit) lw_must_exits = list(LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) else: lw_entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + LW_Single_Cave_Doors) dw_entrances = list(Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors + Inverted_Old_Man_Entrances) lw_must_exits = list(Inverted_LW_Dungeon_Entrances_Must_Exit + Inverted_LW_Entrances_Must_Exit) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) # randomize which desert ledge door is a must-exit if random.randint(0, 1) == 0: lw_must_exits.append('Desert Palace Entrance (North)') lw_entrances.append('Desert Palace Entrance (West)') else: lw_must_exits.append('Desert Palace Entrance (West)') lw_entrances.append('Desert Palace Entrance (North)') old_man_house = list(Old_Man_House) # tavern back door cannot be shuffled yet connect_doors(world, ['Tavern North'], ['Tavern'], player) if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) elif invFlag or world.doorShuffle[player] == 'vanilla': caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3))) lw_entrances.append('Hyrule Castle Entrance (South)') if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] else: if not invFlag: dw_entrances.append('Ganons Tower') else: lw_entrances.append('Agahnims Tower') caves.append('Ganons Tower Exit') hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] if invFlag: # shuffle aga door first. if it's on hc ledge, then one other hc ledge door has to be must_exit all_entrances_aga = lw_entrances + dw_entrances aga_doors = [i for i in all_entrances_aga] random.shuffle(aga_doors) aga_door = aga_doors.pop() if aga_door in hc_ledge_entrances: lw_entrances.remove(aga_door) hc_ledge_entrances.remove(aga_door) random.shuffle(hc_ledge_entrances) hc_ledge_must_exit = hc_ledge_entrances.pop() lw_entrances.remove(hc_ledge_must_exit) lw_must_exits.append(hc_ledge_must_exit) if aga_door in lw_entrances: lw_entrances.remove(aga_door) elif aga_door in dw_entrances: dw_entrances.remove(aga_door) connect_two_way(world, aga_door, 'Agahnims Tower Exit', player) caves.remove('Agahnims Tower Exit') # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: if not invFlag: links_house_doors = [i for i in lw_entrances + lw_must_exits if i not in Isolated_LH_Doors_Open] else: links_house_doors = [i for i in dw_entrances if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos if not invFlag: if links_house in lw_entrances: lw_entrances.remove(links_house) if links_house in lw_must_exits: lw_must_exits.remove(links_house) else: if links_house in dw_entrances: dw_entrances.remove(links_house) # place dark sanc sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] sanc_door = random.choice(sanc_doors) dw_entrances.remove(sanc_door) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region) # we randomize which world requirements we fulfill first so we get better dungeon distribution # we also places the Old Man House at this time to make sure he can be connected to the desert one way # no dw must exits in inverted, but we randomize whether cave is in light or dark world if random.randint(0, 1) == 0: caves += old_man_house connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player) try: caves.remove(old_man_house[0]) except ValueError: pass else: #if the cave wasn't placed we get here connect_caves(world, lw_entrances, [], old_man_house, player) if not invFlag: connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) else: if not invFlag: connect_mandatory_exits(world, dw_entrances, caves, dw_must_exits, player) caves += old_man_house connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player) try: caves.remove(old_man_house[0]) except ValueError: pass else: # if the cave wasn't placed we get here connect_caves(world, lw_entrances, [], old_man_house, player) else: connect_caves(world, dw_entrances, [], old_man_house, player) connect_mandatory_exits(world, lw_entrances, caves, lw_must_exits, player) if world.mode[player] == 'standard': # rest of hyrule castle must be in light world connect_caves(world, lw_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player) # in full, Sanc must be in light world, so must all of HC if door shuffle is on elif not invFlag and world.doorShuffle[player] != 'vanilla': connect_caves(world, lw_entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Hyrule Castle Exit (South)')], player) # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about if not invFlag: old_man_entrances = [door for door in old_man_entrances if door in lw_entrances] else: old_man_entrances = [door for door in old_man_entrances if door in dw_entrances + lw_entrances] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) if old_man_exit in dw_entrances: dw_entrances.remove(old_man_exit) old_man_world = 'dark' elif invFlag or old_man_exit in lw_entrances: lw_entrances.remove(old_man_exit) old_man_world = 'light' # place blacksmith, has limited options all_entrances = lw_entrances + dw_entrances # cannot place it anywhere already taken (or that are otherwise not eligible for placement) blacksmith_doors = [door for door in blacksmith_doors if door in all_entrances] random.shuffle(blacksmith_doors) blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) if blacksmith_hut in lw_entrances: lw_entrances.remove(blacksmith_hut) if blacksmith_hut in dw_entrances: dw_entrances.remove(blacksmith_hut) bomb_shop_doors.extend(blacksmith_doors) # place bomb shop, has limited options all_entrances = lw_entrances + dw_entrances # cannot place it anywhere already taken (or that are otherwise not eligible for placement) bomb_shop_doors = [door for door in bomb_shop_doors if door in all_entrances] random.shuffle(bomb_shop_doors) bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) if bomb_shop in lw_entrances: lw_entrances.remove(bomb_shop) if bomb_shop in dw_entrances: dw_entrances.remove(bomb_shop) # place the old man cave's entrance somewhere in the same world he'll exit from if old_man_world == 'light': random.shuffle(lw_entrances) old_man_entrance = lw_entrances.pop() elif old_man_world == 'dark': random.shuffle(dw_entrances) old_man_entrance = dw_entrances.pop() connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player) # now scramble the rest connect_caves(world, lw_entrances, dw_entrances, caves, player) # scramble holes scramble_holes(world, player) doors = lw_entrances + dw_entrances # place remaining doors connect_doors(world, doors, door_targets, player) elif world.shuffle[player] == 'crossed': skull_woods_shuffle(world, player) if not invFlag: entrances = list(LW_Entrances + LW_Dungeon_Entrances + LW_Single_Cave_Doors + Old_Man_Entrances + DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors) must_exits = list(DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Old_Man_Entrances + ['Tower of Hera']) caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) else: entrances = list(Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + LW_Single_Cave_Doors + Inverted_Old_Man_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_DW_Single_Cave_Doors) must_exits = list(Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit) old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Ganons Tower', 'Tower of Hera']) caves = list(Cave_Exits + Dungeon_Exits + Cave_Three_Exits + Old_Man_House) # don't need to consider three exit caves, have one exit caves to avoid parity issues bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) if invFlag: # randomize which desert ledge door is a must-exit if random.randint(0, 1) == 0: must_exits.append('Desert Palace Entrance (North)') entrances.append('Desert Palace Entrance (West)') else: must_exits.append('Desert Palace Entrance (West)') entrances.append('Desert Palace Entrance (North)') if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) else: caves.append(tuple(random.sample(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'],3))) entrances.append('Hyrule Castle Entrance (South)') if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] else: entrances.append('Ganons Tower' if not invFlag else 'Agahnims Tower') caves.append('Ganons Tower Exit') hc_ledge_entrances = ['Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] if invFlag: # shuffle aga door. if it's on hc ledge, then one other hc ledge door has to be must_exit aga_choices = [x for x in entrances] aga_door = random.choice(aga_choices) if aga_door in hc_ledge_entrances: hc_ledge_entrances.remove(aga_door) random.shuffle(hc_ledge_entrances) hc_ledge_must_exit = hc_ledge_entrances.pop() entrances.remove(hc_ledge_must_exit) must_exits.append(hc_ledge_must_exit) entrances.remove(aga_door) connect_two_way(world, aga_door, 'Agahnims Tower Exit', player) caves.remove('Agahnims Tower Exit') # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: if not invFlag: links_house_doors = [i for i in entrances + must_exits if i not in Isolated_LH_Doors_Open] else: links_house_doors = [i for i in entrances + must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3: exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors\ + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] links_house_doors = [i for i in links_house_doors if i not in exclusions] links_house = random.choice(list(links_house_doors)) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos if links_house in entrances: entrances.remove(links_house) elif links_house in must_exits: must_exits.remove(links_house) if invFlag: # place dark sanc sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances] sanc_door = random.choice(sanc_doors) entrances.remove(sanc_door) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region) # tavern back door cannot be shuffled yet connect_doors(world, ['Tavern North'], ['Tavern'], player) #place must-exit caves connect_mandatory_exits(world, entrances, caves, must_exits, player) if world.mode[player] == 'standard': # rest of hyrule castle must be dealt with connect_caves(world, entrances, [], [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], player) # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about old_man_entrances = [door for door in old_man_entrances if door in entrances] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() connect_two_way(world, old_man_exit, 'Old Man Cave Exit (East)', player) entrances.remove(old_man_exit) # place blacksmith, has limited options # cannot place it anywhere already taken (or that are otherwise not eligible for placement) blacksmith_doors = [door for door in blacksmith_doors if door in entrances] random.shuffle(blacksmith_doors) blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) entrances.remove(blacksmith_hut) if not invFlag: bomb_shop_doors.extend(blacksmith_doors) # place bomb shop, has limited options # cannot place it anywhere already taken (or that are otherwise not eligible for placement) bomb_shop_doors = [door for door in bomb_shop_doors if door in entrances] random.shuffle(bomb_shop_doors) bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) entrances.remove(bomb_shop) # place the old man cave's entrance somewhere random.shuffle(entrances) old_man_entrance = entrances.pop() connect_two_way(world, old_man_entrance, 'Old Man Cave Exit (West)', player) # now scramble the rest connect_caves(world, entrances, [], caves, player) # scramble holes scramble_holes(world, player) # place remaining doors connect_doors(world, entrances, door_targets, player) elif world.shuffle[player] == 'insanity': # beware ye who enter here if not invFlag: entrances_must_exits = DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + LW_Dungeon_Entrances_Must_Exit + ['Skull Woods Second Section Door (West)'] doors = LW_Entrances + LW_Dungeon_Entrances + LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave'] + Old_Man_Entrances +\ DW_Entrances + DW_Dungeon_Entrances + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\ LW_Single_Cave_Doors + DW_Single_Cave_Doors else: entrances = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + Inverted_Old_Man_Entrances + Old_Man_Entrances + ['Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods First Section Door', 'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Entrance (South)'] entrances_must_exits = Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit doors = Inverted_LW_Entrances + Inverted_LW_Dungeon_Entrances + Inverted_LW_Entrances_Must_Exit + Inverted_LW_Dungeon_Entrances_Must_Exit + ['Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Sanctuary', 'Lost Woods Hideout Stump', 'Lumberjack Tree Cave', 'Hyrule Castle Secret Entrance Stairs'] + Inverted_Old_Man_Entrances +\ Inverted_DW_Entrances + Inverted_DW_Dungeon_Entrances + ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'] +\ LW_Single_Cave_Doors + Inverted_DW_Single_Cave_Doors + ['Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'] exit_pool = list(doors) if invFlag: # randomize which desert ledge door is a must-exit if random.randint(0, 1) == 0: entrances_must_exits.append('Desert Palace Entrance (North)') exit_pool.append('Desert Palace Entrance (West)') else: entrances_must_exits.append('Desert Palace Entrance (West)') exit_pool.append('Desert Palace Entrance (North)') # TODO: there are other possible entrances we could support here by way of exiting from a connector, # and rentering to find bomb shop. However appended list here is all those that we currently have # bomb shop logic for. # Specifically we could potentially add: 'Dark Death Mountain Ledge (East)' and doors associated with pits if not invFlag: bomb_shop_doors = list(Bomb_Shop_Single_Cave_Doors + Bomb_Shop_Multi_Cave_Doors+['Desert Palace Entrance (East)', 'Turtle Rock Isolated Ledge Entrance', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance']) blacksmith_doors = list(Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Single_Cave_Targets) else: bomb_shop_doors = list(Inverted_Bomb_Shop_Single_Cave_Doors + Inverted_Bomb_Shop_Multi_Cave_Doors + ['Turtle Rock Isolated Ledge Entrance', 'Hookshot Cave Back Entrance']) blacksmith_doors = list(Inverted_Blacksmith_Single_Cave_Doors + Blacksmith_Multi_Cave_Doors) door_targets = list(Inverted_Single_Cave_Targets) random.shuffle(doors) if not invFlag: old_man_entrances = list(Old_Man_Entrances) + ['Tower of Hera'] else: old_man_entrances = list(Inverted_Old_Man_Entrances + Old_Man_Entrances) + ['Tower of Hera', 'Ganons Tower'] caves = Cave_Exits + Dungeon_Exits + Cave_Three_Exits + ['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)', 'Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)', 'Kakariko Well Exit', 'Bat Cave Exit', 'North Fairy Cave Exit', 'Lost Woods Hideout Exit', 'Lumberjack Tree Exit', 'Sanctuary Exit'] # shuffle up holes hole_entrances = ['Kakariko Well Drop', 'Bat Cave Drop', 'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree', 'Sanctuary Grave', 'Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole'] hole_targets = ['Kakariko Well (top)', 'Bat Cave (right)', 'North Fairy Cave', 'Lost Woods Hideout (top)', 'Lumberjack Tree (top)', 'Sewer Drop', 'Skull Back Drop', 'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle'] # tavern back door cannot be shuffled yet connect_doors(world, ['Tavern North'], ['Tavern'], player) if world.mode[player] == 'standard': # cannot move uncle cave connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player) connect_exit(world, 'Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance Stairs', player) connect_entrance(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player) else: hole_entrances.append('Hyrule Castle Secret Entrance Drop') hole_targets.append('Hyrule Castle Secret Entrance') exit_pool.append('Hyrule Castle Secret Entrance Stairs') caves.append('Hyrule Castle Secret Entrance Exit') if not invFlag: doors.append('Hyrule Castle Secret Entrance Stairs') if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower' if not invFlag else 'Agahnims Tower', 'Ganons Tower Exit', player) connect_two_way(world, 'Pyramid Entrance' if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]) else 'Inverted Pyramid Entrance', 'Pyramid Exit', player) connect_entrance(world, 'Pyramid Hole' if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]) else 'Inverted Pyramid Hole', 'Pyramid', player) else: caves.extend(['Ganons Tower Exit', 'Pyramid Exit']) hole_targets.append('Pyramid') if not invFlag: exit_pool.extend(['Ganons Tower']) doors.extend(['Ganons Tower']) else: exit_pool.extend(['Agahnims Tower']) doors.extend(['Agahnims Tower']) if invFlag == (0x1b in world.owswaps[player][0] and world.owMixed[player]): exit_pool.extend(['Pyramid Entrance']) hole_entrances.append('Pyramid Hole') entrances_must_exits.append('Pyramid Entrance') doors.extend(['Pyramid Entrance']) else: exit_pool.extend(['Inverted Pyramid Entrance']) hole_entrances.append('Inverted Pyramid Hole') doors.extend(['Inverted Pyramid Entrance']) random.shuffle(hole_entrances) random.shuffle(hole_targets) random.shuffle(exit_pool) # fill up holes for hole in hole_entrances: connect_entrance(world, hole, hole_targets.pop(), player) # hyrule castle handling if world.mode[player] == 'standard': # must connect front of hyrule castle to do escape connect_entrance(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_exit(world, 'Hyrule Castle Exit (South)', 'Hyrule Castle Entrance (South)', player) caves.append(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) else: doors.append('Hyrule Castle Entrance (South)') caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')) if not invFlag: exit_pool.append('Hyrule Castle Entrance (South)') # place links house if world.mode[player] == 'standard' or not world.shufflelinks[player]: links_house = 'Links House' else: if not invFlag: links_house_doors = [i for i in doors if i not in Isolated_LH_Doors_Open] else: links_house_doors = [i for i in doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors] if not invFlag and world.doorShuffle[player] == 'crossed' and world.intensity[player] >= 3: exclusions = DW_Entrances + DW_Dungeon_Entrances + DW_Single_Cave_Doors \ + DW_Entrances_Must_Exit + DW_Dungeon_Entrances_Must_Exit + ['Ganons Tower'] links_house_doors = [i for i in links_house_doors if i not in exclusions] links_house = random.choice(links_house_doors) connect_two_way(world, links_house, 'Links House Exit', player) connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos exit_pool.remove(links_house) doors.remove(links_house) if invFlag: # place dark sanc sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in exit_pool] sanc_door = random.choice(sanc_doors) exit_pool.remove(sanc_door) doors.remove(sanc_door) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player) world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region) # now let's deal with mandatory reachable stuff def extract_reachable_exit(cavelist): random.shuffle(cavelist) candidate = None for cave in cavelist: if isinstance(cave, tuple) and len(cave) > 1: # special handling: TRock has two entries that we should consider entrance only # ToDo this should be handled in a more sensible manner if cave[0] in ['Turtle Rock Exit (Front)', 'Spectacle Rock Cave Exit (Peak)'] and len(cave) == 2: continue candidate = cave break if candidate is None: raise RuntimeError('No suitable cave.') cavelist.remove(candidate) return candidate def connect_reachable_exit(entrance, caves, doors, exit_pool): cave = extract_reachable_exit(caves) exit = cave[-1] cave = cave[:-1] connect_exit(world, exit, entrance, player) connect_entrance(world, doors.pop(), exit, player) # rest of cave now is forced to be in this world exit_pool.remove(entrance) caves.append(cave) # connect mandatory exits for entrance in entrances_must_exits: connect_reachable_exit(entrance, caves, doors, exit_pool) # place old man, has limited options # exit has to come from specific set of doors, the entrance is free to move about old_man_entrances = [entrance for entrance in old_man_entrances if entrance in exit_pool] random.shuffle(old_man_entrances) old_man_exit = old_man_entrances.pop() exit_pool.remove(old_man_exit) connect_exit(world, 'Old Man Cave Exit (East)', old_man_exit, player) connect_entrance(world, doors.pop(), 'Old Man Cave Exit (East)', player) caves.append('Old Man Cave Exit (West)') # place blacksmith, has limited options blacksmith_doors = [door for door in blacksmith_doors if door in doors] random.shuffle(blacksmith_doors) blacksmith_hut = blacksmith_doors.pop() connect_entrance(world, blacksmith_hut, 'Blacksmiths Hut', player) exit_pool.remove(blacksmith_hut) doors.remove(blacksmith_hut) # place dam and pyramid fairy, have limited options bomb_shop_doors = [door for door in bomb_shop_doors if door in doors] random.shuffle(bomb_shop_doors) bomb_shop = bomb_shop_doors.pop() connect_entrance(world, bomb_shop, 'Big Bomb Shop', player) exit_pool.remove(bomb_shop) doors.remove(bomb_shop) # handle remaining caves for cave in caves: if isinstance(cave, str): cave = (cave,) for exit in cave: connect_exit(world, exit, exit_pool.pop(), player) connect_entrance(world, doors.pop(), exit, player) # place remaining doors connect_doors(world, doors, door_targets, player) else: raise NotImplementedError('Shuffling not supported yet') # check for swamp palace fix if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Portal': world.swamp_patch_required[player] = True # check for potion shop location if world.get_entrance('Potion Shop', player).connected_region.name != 'Potion Shop': world.powder_patch_required[player] = True # check for ganon location if world.get_entrance('Pyramid Hole' if invFlag == (0x03 in world.owswaps[player][0] and world.owMixed[player]) else 'Inverted Pyramid Hole', player).connected_region.name != 'Pyramid': world.ganon_at_pyramid[player] = False # check for Ganon's Tower location if world.get_entrance('Ganons Tower' if not invFlag else 'Agahnims Tower', player).connected_region.name != 'Ganons Tower Portal' if not invFlag else 'GT Lobby': world.ganonstower_vanilla[player] = False def connect_custom(world, player): if hasattr(world, 'custom_entrances') and world.custom_entrances[player]: for exit_name, region_name in world.custom_entrances[player]: # doesn't actually change addresses connect_simple(world, exit_name, region_name, player) # this needs to remove custom connections from the pool def connect_simple(world, exitname, regionname, player): world.get_entrance(exitname, player).connect(world.get_region(regionname, player)) def connect_entrance(world, entrancename, exitname, player): entrance = world.get_entrance(entrancename, player) # check if we got an entrance or a region to connect to try: region = world.get_region(exitname, player) exit = None except RuntimeError: exit = world.get_entrance(exitname, player) region = exit.parent_region # if this was already connected somewhere, remove the backreference if entrance.connected_region is not None: entrance.connected_region.entrances.remove(entrance) target = exit_ids[exit.name][0] if exit is not None else exit_ids.get(region.name, None) addresses = door_addresses[entrance.name][0] entrance.connect(region, addresses, target) if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name if exit is not None else region.name, 'entrance', player) def connect_exit(world, exitname, entrancename, player): entrance = world.get_entrance(entrancename, player) exit = world.get_entrance(exitname, player) # if this was already connected somewhere, remove the backreference if exit.connected_region is not None: exit.connected_region.entrances.remove(exit) exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1]) if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name, 'exit', player) def connect_two_way(world, entrancename, exitname, player): entrance = world.get_entrance(entrancename, player) exit = world.get_entrance(exitname, player) # if these were already connected somewhere, remove the backreference if entrance.connected_region is not None: entrance.connected_region.entrances.remove(entrance) if exit.connected_region is not None: exit.connected_region.entrances.remove(exit) entrance.connect(exit.parent_region, door_addresses[entrance.name][0], exit_ids[exit.name][0]) exit.connect(entrance.parent_region, door_addresses[entrance.name][1], exit_ids[exit.name][1]) if world.shuffle[player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']: world.spoiler.set_entrance(entrance.name, exit.name, 'both', player) def scramble_holes(world, player): hole_entrances = [('Kakariko Well Cave', 'Kakariko Well Drop'), ('Bat Cave Cave', 'Bat Cave Drop'), ('North Fairy Cave', 'North Fairy Cave Drop'), ('Lost Woods Hideout Stump', 'Lost Woods Hideout Drop'), ('Lumberjack Tree Cave', 'Lumberjack Tree Tree'), ('Sanctuary', 'Sanctuary Grave')] hole_targets = [('Kakariko Well Exit', 'Kakariko Well (top)'), ('Bat Cave Exit', 'Bat Cave (right)'), ('North Fairy Cave Exit', 'North Fairy Cave'), ('Lost Woods Hideout Exit', 'Lost Woods Hideout (top)'), ('Lumberjack Tree Exit', 'Lumberjack Tree (top)')] if world.mode[player] == 'standard': # cannot move uncle cave connect_two_way(world, 'Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', player) connect_entrance(world, 'Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', player) else: hole_entrances.append(('Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Drop')) hole_targets.append(('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Secret Entrance')) # do not shuffle sanctuary into pyramid hole unless shuffle is crossed if world.shuffle[player] == 'crossed': hole_targets.append(('Sanctuary Exit', 'Sewer Drop')) # determine pyramid hole if not world.shuffle_ganon: if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]): connect_two_way(world, 'Pyramid Entrance', 'Pyramid Exit', player) connect_entrance(world, 'Pyramid Hole', 'Pyramid', player) else: connect_two_way(world, 'Inverted Pyramid Entrance', 'Pyramid Exit', player) connect_entrance(world, 'Inverted Pyramid Hole', 'Pyramid', player) else: hole_targets.append(('Pyramid Exit', 'Pyramid')) random.shuffle(hole_targets) exit, target = hole_targets.pop() if (world.mode[player] == 'inverted') == (0x03 in world.owswaps[player][0] and world.owMixed[player]): connect_two_way(world, 'Pyramid Entrance', exit, player) connect_entrance(world, 'Pyramid Hole', target, player) else: connect_two_way(world, 'Inverted Pyramid Entrance', exit, player) connect_entrance(world, 'Inverted Pyramid Hole', target, player) if world.shuffle[player] != 'crossed': hole_targets.append(('Sanctuary Exit', 'Sewer Drop')) # shuffle the rest random.shuffle(hole_targets) for entrance, drop in hole_entrances: exit, target = hole_targets.pop() connect_two_way(world, entrance, exit, player) connect_entrance(world, drop, target, player) def connect_random(world, exitlist, targetlist, player, two_way=False): targetlist = list(targetlist) random.shuffle(targetlist) for exit, target in zip(exitlist, targetlist): if two_way: connect_two_way(world, exit, target, player) else: connect_entrance(world, exit, target, player) def connect_mandatory_exits(world, entrances, caves, must_be_exits, player): # Keeps track of entrances that cannot be used to access each exit / cave if world.mode[player] == 'inverted': invalid_connections = Inverted_Must_Exit_Invalid_Connections.copy() else: invalid_connections = Must_Exit_Invalid_Connections.copy() invalid_cave_connections = defaultdict(set) if world.logic[player] in ['owglitches', 'nologic']: import OverworldGlitchRules for entrance in OverworldGlitchRules.get_non_mandatory_exits(world.mode[player] == 'inverted'): invalid_connections[entrance] = set() if entrance in must_be_exits: must_be_exits.remove(entrance) entrances.append(entrance) """This works inplace""" random.shuffle(entrances) random.shuffle(caves) # Handle inverted Aga Tower - if it depends on connections, then so does Hyrule Castle Ledge if world.mode[player] == 'inverted': for entrance in invalid_connections: if world.get_entrance(entrance, player).connected_region == world.get_region('Agahnims Tower Portal', player): for exit in invalid_connections[entrance]: invalid_connections[exit] = invalid_connections[exit].union({'Agahnims Tower', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'}) break used_caves = [] required_entrances = 0 # Number of entrances reserved for used_caves while must_be_exits: exit = must_be_exits.pop() # find multi exit cave cave = None for candidate in caves: if not isinstance(candidate, str) and (candidate in used_caves or len(candidate) < len(entrances) - required_entrances - 1): cave = candidate break if cave is None: raise RuntimeError('No more caves left. Should not happen!') # all caves are sorted so that the last exit is always reachable connect_two_way(world, exit, cave[-1], player) if len(cave) == 2: entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit] and e not in invalid_cave_connections[tuple(cave)]) entrances.remove(entrance) connect_two_way(world, entrance, cave[0], player) if cave in used_caves: required_entrances -= 2 used_caves.remove(cave) if entrance in invalid_connections: for exit2 in invalid_connections[entrance]: invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit]).union(invalid_cave_connections[tuple(cave)]) elif cave[-1] == 'Spectacle Rock Cave Exit': #Spectacle rock only has one exit cave_entrances = [] for cave_exit in cave[:-1]: entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit]) cave_entrances.append(entrance) entrances.remove(entrance) connect_two_way(world,entrance,cave_exit, player) if entrance not in invalid_connections: invalid_connections[exit] = set() if all(entrance in invalid_connections for entrance in cave_entrances): new_invalid_connections = invalid_connections[cave_entrances[0]].intersection(invalid_connections[cave_entrances[1]]) for exit2 in new_invalid_connections: invalid_connections[exit2] = invalid_connections[exit2].union(invalid_connections[exit]) else:#save for later so we can connect to multiple exits if cave in used_caves: required_entrances -= 1 used_caves.remove(cave) else: required_entrances += len(cave)-1 caves.append(cave[0:-1]) random.shuffle(caves) used_caves.append(cave[0:-1]) invalid_cave_connections[tuple(cave[0:-1])] = invalid_cave_connections[tuple(cave)].union(invalid_connections[exit]) caves.remove(cave) for cave in used_caves: if cave in caves: #check if we placed multiple entrances from this 3 or 4 exit for cave_exit in cave: entrance = next(e for e in entrances[::-1] if e not in invalid_cave_connections[tuple(cave)]) invalid_cave_connections[tuple(cave)] = set() entrances.remove(entrance) connect_two_way(world, entrance, cave_exit, player) caves.remove(cave) def connect_caves(world, lw_entrances, dw_entrances, caves, player): """This works inplace""" random.shuffle(lw_entrances) random.shuffle(dw_entrances) random.shuffle(caves) while caves: # connect highest exit count caves first, prevent issue where we have 2 or 3 exits accross worlds left to fill cave_candidate = (None, 0) for i, cave in enumerate(caves): if isinstance(cave, str): cave = (cave,) if len(cave) > cave_candidate[1]: cave_candidate = (i, len(cave)) cave = caves.pop(cave_candidate[0]) target = lw_entrances if random.randint(0, 1) == 0 else dw_entrances if isinstance(cave, str): cave = (cave,) # check if we can still fit the cave into our target group if len(target) < len(cave): # need to use other set target = lw_entrances if target is dw_entrances else dw_entrances for exit in cave: connect_two_way(world, target.pop(), exit, player) def connect_doors(world, doors, targets, player): """This works inplace""" random.shuffle(doors) random.shuffle(targets) while doors: door = doors.pop() target = targets.pop() connect_entrance(world, door, target, player) def skull_woods_shuffle(world, player): connect_random(world, ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)', 'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole'], ['Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle', 'Skull Back Drop'], player) connect_random(world, ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)'], ['Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)'], player, True) def simple_shuffle_dungeons(world, player): skull_woods_shuffle(world, player) dungeon_entrances = ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section', 'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace'] dungeon_exits = ['Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Skull Woods Final Section Exit', 'Palace of Darkness Exit', 'Ice Palace Exit', 'Misery Mire Exit', 'Swamp Palace Exit'] if world.mode[player] != 'inverted': if not world.shuffle_ganon: connect_two_way(world, 'Ganons Tower', 'Ganons Tower Exit', player) else: dungeon_entrances.append('Ganons Tower') dungeon_exits.append('Ganons Tower Exit') else: dungeon_entrances.append('Ganons Tower') dungeon_exits.append('Agahnims Tower Exit') # shuffle up single entrance dungeons connect_random(world, dungeon_entrances, dungeon_exits, player, True) # mix up 4 door dungeons multi_dungeons = ['Desert', 'Turtle Rock'] if world.mode[player] == 'open' or (world.mode[player] == 'inverted' and world.shuffle_ganon): multi_dungeons.append('Hyrule Castle') random.shuffle(multi_dungeons) dp_target = multi_dungeons[0] tr_target = multi_dungeons[1] if world.mode[player] not in ['open', 'inverted'] or (world.mode[player] == 'inverted' and world.shuffle_ganon is False): # place hyrule castle as intended hc_target = 'Hyrule Castle' else: hc_target = multi_dungeons[2] # door shuffle should restrict hyrule castle to the light world due to sanc being limited to the LW if world.doorShuffle[player] != 'vanilla' and hc_target == 'Turtle Rock': swap_w_dp = random.choice([True, False]) if swap_w_dp: hc_target, dp_target = dp_target, hc_target else: hc_target, tr_target = tr_target, hc_target # ToDo improve this? if world.mode[player] != 'inverted': if hc_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Hyrule Castle Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Agahnims Tower Exit', player) elif hc_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Hyrule Castle Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Agahnims Tower Exit', player) elif hc_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Hyrule Castle Exit (East)', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Agahnims Tower Exit', player) if dp_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Desert Palace Exit (North)', player) elif dp_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Desert Palace Exit (North)', player) elif dp_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Desert Palace Exit (North)', player) if tr_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Turtle Rock Ledge Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Turtle Rock Isolated Ledge Exit', player) elif tr_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Turtle Rock Ledge Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Turtle Rock Isolated Ledge Exit', player) elif tr_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Isolated Ledge Exit', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Turtle Rock Ledge Exit (East)', player) else: if hc_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Hyrule Castle Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Ganons Tower Exit', player) elif hc_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Hyrule Castle Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Ganons Tower Exit', player) elif hc_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Hyrule Castle Exit (South)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Ganons Tower Exit', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Hyrule Castle Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Hyrule Castle Exit (East)', player) if dp_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Desert Palace Exit (North)', player) elif dp_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Desert Palace Exit (North)', player) elif dp_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Desert Palace Exit (South)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Desert Palace Exit (East)', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Desert Palace Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Desert Palace Exit (North)', player) if tr_target == 'Hyrule Castle': connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Hyrule Castle Entrance (East)', 'Turtle Rock Ledge Exit (East)', player) connect_two_way(world, 'Hyrule Castle Entrance (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Agahnims Tower', 'Turtle Rock Isolated Ledge Exit', player) elif tr_target == 'Desert': connect_two_way(world, 'Desert Palace Entrance (South)', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Desert Palace Entrance (North)', 'Turtle Rock Ledge Exit (East)', player) connect_two_way(world, 'Desert Palace Entrance (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Desert Palace Entrance (East)', 'Turtle Rock Isolated Ledge Exit', player) elif tr_target == 'Turtle Rock': connect_two_way(world, 'Turtle Rock', 'Turtle Rock Exit (Front)', player) connect_two_way(world, 'Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Isolated Ledge Exit', player) connect_two_way(world, 'Dark Death Mountain Ledge (West)', 'Turtle Rock Ledge Exit (West)', player) connect_two_way(world, 'Dark Death Mountain Ledge (East)', 'Turtle Rock Ledge Exit (East)', player) def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits): def shuffle_lists_in_list(ls): for i, item in enumerate(ls): if isinstance(item, list): ls[i] = random.sample(item, len(item)) def tuplize_lists_in_list(ls): for i, item in enumerate(ls): if isinstance(item, list): ls[i] = tuple(item) shuffle_lists_in_list(Dungeon_Exits) shuffle_lists_in_list(Cave_Exits) shuffle_lists_in_list(Old_Man_House) shuffle_lists_in_list(Cave_Three_Exits) # paradox fixup if Cave_Three_Exits[1][0] == "Paradox Cave Exit (Bottom)": i = random.randint(1,2) Cave_Three_Exits[1][0] = Cave_Three_Exits[1][i] Cave_Three_Exits[1][i] = "Paradox Cave Exit (Bottom)" # TR fixup tr_fixup = False for i, item in enumerate(Dungeon_Exits[-1]): if 'Turtle Rock Ledge Exit (East)' == item: tr_fixup = True if 0 != i: Dungeon_Exits[-1][i] = Dungeon_Exits[-1][0] Dungeon_Exits[-1][0] = 'Turtle Rock Ledge Exit (East)' break if not tr_fixup: raise RuntimeError("TR entrance shuffle fixup didn't happen") tuplize_lists_in_list(Dungeon_Exits) tuplize_lists_in_list(Cave_Exits) tuplize_lists_in_list(Old_Man_House) tuplize_lists_in_list(Cave_Three_Exits) LW_Dungeon_Entrances = ['Desert Palace Entrance (South)', 'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)', 'Eastern Palace', 'Tower of Hera', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower'] LW_Dungeon_Entrances_Must_Exit = ['Desert Palace Entrance (East)'] DW_Dungeon_Entrances = ['Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)'] DW_Dungeon_Entrances_Must_Exit = ['Dark Death Mountain Ledge (East)', 'Turtle Rock Isolated Ledge Entrance'] Dungeon_Exits_Base = [['Desert Palace Exit (South)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)'], 'Desert Palace Exit (North)', 'Eastern Palace Exit', 'Tower of Hera Exit', 'Thieves Town Exit', 'Skull Woods Final Section Exit', 'Ice Palace Exit', 'Misery Mire Exit', 'Palace of Darkness Exit', 'Swamp Palace Exit', 'Agahnims Tower Exit', ['Turtle Rock Ledge Exit (East)', 'Turtle Rock Exit (Front)', 'Turtle Rock Ledge Exit (West)', 'Turtle Rock Isolated Ledge Exit']] DW_Entrances_Must_Exit = ['Bumper Cave (Top)', 'Hookshot Cave Back Entrance'] Two_Door_Caves_Directional = [('Bumper Cave (Bottom)', 'Bumper Cave (Top)'), ('Hookshot Cave', 'Hookshot Cave Back Entrance')] Two_Door_Caves = [('Elder House (East)', 'Elder House (West)'), ('Two Brothers House (East)', 'Two Brothers House (West)'), ('Superbunny Cave (Bottom)', 'Superbunny Cave (Top)')] Old_Man_Entrances = ['Old Man Cave (East)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)'] Old_Man_House_Base = [['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)']] Cave_Exits_Base = [['Elder House Exit (East)', 'Elder House Exit (West)'], ['Two Brothers House Exit (East)', 'Two Brothers House Exit (West)'], ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)'], ['Fairy Ascension Cave Exit (Bottom)', 'Fairy Ascension Cave Exit (Top)'], ['Bumper Cave Exit (Top)', 'Bumper Cave Exit (Bottom)'], ['Hookshot Cave Back Exit', 'Hookshot Cave Front Exit'], ['Superbunny Cave Exit (Bottom)', 'Superbunny Cave Exit (Top)'], ['Spiral Cave Exit (Top)', 'Spiral Cave Exit']] Cave_Three_Exits_Base = [['Spectacle Rock Cave Exit (Peak)', 'Spectacle Rock Cave Exit (Top)', 'Spectacle Rock Cave Exit'], ['Paradox Cave Exit (Top)', 'Paradox Cave Exit (Middle)','Paradox Cave Exit (Bottom)']] LW_Entrances = ['Elder House (East)', 'Elder House (West)', 'Two Brothers House (East)', 'Two Brothers House (West)', 'Old Man Cave (West)', 'Old Man House (Bottom)', 'Death Mountain Return Cave (West)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)'] DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave'] Bomb_Shop_Multi_Cave_Doors = ['Hyrule Castle Entrance (South)', 'Misery Mire', 'Thieves Town', 'Bumper Cave (Bottom)', 'Swamp Palace', 'Hyrule Castle Secret Entrance Stairs', 'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section', 'Ice Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Ganons Tower', 'Desert Palace Entrance (South)', 'Tower of Hera', 'Two Brothers House (West)', 'Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Death Mountain Return Cave (West)', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave', 'Spectacle Rock Cave (Bottom)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)', 'Palace of Darkness', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower', 'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)' # all entrances below this line would be possible for blacksmith_hut # if it were not for dwarf checking multi-entrance caves ] Blacksmith_Multi_Cave_Doors = ['Eastern Palace', 'Elder House (East)', 'Elder House (West)', 'Two Brothers House (East)', 'Old Man Cave (West)', 'Sanctuary', 'Lumberjack Tree Cave', 'Lost Woods Hideout Stump', 'North Fairy Cave', 'Bat Cave Cave', 'Kakariko Well Cave'] LW_Single_Cave_Doors = ['Blinds Hideout', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Blacksmiths Hut', 'Sick Kids House', 'Lost Woods Gamble', 'Fortune Teller (Light)', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Mini Moldorm Cave', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', '50 Rupee Cave', 'Ice Rod Cave', 'Library', 'Potion Shop', 'Dam', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Waterfall of Wishing', 'Capacity Upgrade', 'Bonk Rock Cave', 'Graveyard Cave', 'Checkerboard Cave', 'Cave 45', 'Kings Grave', 'Bonk Fairy (Light)', 'Hookshot Fairy', 'Mimic Cave', 'Links House'] Isolated_LH_Doors_Open = ['Mimic Cave', 'Kings Grave', 'Waterfall of Wishing', 'Desert Palace Entrance (South)', 'Desert Palace Entrance (North)', 'Capacity Upgrade', 'Ice Palace', 'Skull Woods Final Section', 'Dark World Hammer Peg Cave', 'Turtle Rock Isolated Ledge Entrance'] DW_Single_Cave_Doors = ['Bonk Fairy (Dark)', 'Dark Sanctuary Hint', 'Dark Lake Hylia Fairy', 'C-Shaped House', 'Big Bomb Shop', 'Dark Death Mountain Fairy', 'Dark Lake Hylia Shop', 'Dark World Shop', 'Red Shield Shop', 'Mire Shed', 'East Dark World Hint', 'Dark Desert Hint', 'Spike Cave', 'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Dark World Potion Shop', 'Pyramid Fairy', 'Archery Game', 'Dark World Lumberjack Shop', 'Hype Cave', 'Brewery', 'Dark Lake Hylia Ledge Hint', 'Chest Game', 'Dark Desert Fairy', 'Dark Lake Hylia Ledge Fairy', 'Fortune Teller (Dark)', 'Dark World Hammer Peg Cave'] Blacksmith_Single_Cave_Doors = ['Blinds Hideout', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Blacksmiths Hut', 'Sick Kids House', 'Lost Woods Gamble', 'Fortune Teller (Light)', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Mini Moldorm Cave', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', '50 Rupee Cave', 'Ice Rod Cave', 'Library', 'Potion Shop', 'Dam', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game'] Bomb_Shop_Single_Cave_Doors = ['Waterfall of Wishing', 'Capacity Upgrade', 'Bonk Rock Cave', 'Graveyard Cave', 'Checkerboard Cave', 'Cave 45', 'Kings Grave', 'Bonk Fairy (Light)', 'Hookshot Fairy', 'East Dark World Hint', 'Palace of Darkness Hint', 'Dark Lake Hylia Fairy', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Hint', 'Hype Cave', 'Bonk Fairy (Dark)', 'Brewery', 'C-Shaped House', 'Chest Game', 'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Dark World Shop', 'Dark World Lumberjack Shop', 'Dark World Potion Shop', 'Archery Game', 'Mire Shed', 'Dark Desert Hint', 'Dark Desert Fairy', 'Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Dark Death Mountain Fairy', 'Mimic Cave', 'Big Bomb Shop', 'Dark Lake Hylia Shop'] Single_Cave_Doors = ['Pyramid Fairy'] Single_Cave_Targets = ['Blinds Hideout', 'Bonk Fairy (Light)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy', 'Kings Grave', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Sick Kids House', 'Lost Woods Gamble', 'Fortune Teller (Light)', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Cave 45', 'Graveyard Cave', 'Checkerboard Cave', 'Mini Moldorm Cave', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', '50 Rupee Cave', 'Ice Rod Cave', 'Bonk Rock Cave', 'Library', 'Potion Shop', 'Hookshot Fairy', 'Waterfall of Wishing', 'Capacity Upgrade', 'Pyramid Fairy', 'East Dark World Hint', 'Palace of Darkness Hint', 'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Hint', 'Hype Cave', 'Bonk Fairy (Dark)', 'Brewery', 'C-Shaped House', 'Chest Game', 'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Village of Outcasts Shop', 'Dark Lake Hylia Shop', 'Dark World Lumberjack Shop', 'Archery Game', 'Mire Shed', 'Dark Desert Hint', 'Dark Desert Healer Fairy', 'Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Dark Death Mountain Healer Fairy', 'Mimic Cave', 'Dark World Potion Shop', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Dam'] Inverted_LW_Dungeon_Entrances = ['Desert Palace Entrance (South)', 'Eastern Palace', 'Tower of Hera', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'] Inverted_DW_Dungeon_Entrances = ['Thieves Town', 'Skull Woods Final Section', 'Ice Palace', 'Misery Mire', 'Palace of Darkness', 'Swamp Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)', 'Turtle Rock Isolated Ledge Entrance', 'Ganons Tower'] Inverted_LW_Dungeon_Entrances_Must_Exit = ['Desert Palace Entrance (East)'] Inverted_LW_Entrances_Must_Exit = ['Death Mountain Return Cave (West)', 'Two Brothers House (West)'] Inverted_Two_Door_Caves_Directional = [('Old Man Cave (West)', 'Death Mountain Return Cave (West)'), ('Two Brothers House (East)', 'Two Brothers House (West)')] Inverted_Two_Door_Caves = [('Elder House (East)', 'Elder House (West)'), ('Superbunny Cave (Bottom)', 'Superbunny Cave (Top)'), ('Hookshot Cave', 'Hookshot Cave Back Entrance')] Inverted_Old_Man_Entrances = ['Dark Death Mountain Fairy', 'Spike Cave'] Inverted_LW_Entrances = ['Elder House (East)', 'Elder House (West)', 'Two Brothers House (East)', 'Old Man Cave (East)', 'Old Man Cave (West)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Spectacle Rock Cave', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)'] Inverted_DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Hookshot Cave Back Entrance'] Inverted_Bomb_Shop_Multi_Cave_Doors = ['Hyrule Castle Entrance (South)', 'Misery Mire', 'Thieves Town', 'Bumper Cave (Bottom)', 'Swamp Palace', 'Hyrule Castle Secret Entrance Stairs', 'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)', 'Skull Woods Final Section', 'Ice Palace', 'Turtle Rock', 'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave', 'Ganons Tower', 'Desert Palace Entrance (South)', 'Tower of Hera', 'Two Brothers House (West)', 'Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Death Mountain Return Cave (West)', 'Spectacle Rock Cave Peak', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)', 'Palace of Darkness', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower', 'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'] Inverted_DW_Single_Cave_Doors = ['Bonk Fairy (Dark)', 'Dark Sanctuary Hint', 'Big Bomb Shop', 'Dark Lake Hylia Fairy', 'C-Shaped House', 'Bumper Cave (Top)', 'Dark Lake Hylia Shop', 'Dark World Shop', 'Red Shield Shop', 'Mire Shed', 'East Dark World Hint', 'Dark Desert Hint', 'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Dark World Potion Shop', 'Pyramid Fairy', 'Archery Game', 'Dark World Lumberjack Shop', 'Hype Cave', 'Brewery', 'Dark Lake Hylia Ledge Hint', 'Chest Game', 'Dark Desert Fairy', 'Dark Lake Hylia Ledge Fairy', 'Fortune Teller (Dark)', 'Dark World Hammer Peg Cave'] Inverted_Bomb_Shop_Single_Cave_Doors = ['Waterfall of Wishing', 'Capacity Upgrade', 'Bonk Rock Cave', 'Graveyard Cave', 'Checkerboard Cave', 'Cave 45', 'Kings Grave', 'Bonk Fairy (Light)', 'Hookshot Fairy', 'East Dark World Hint', 'Palace of Darkness Hint', 'Dark Lake Hylia Fairy', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Hint', 'Hype Cave', 'Bonk Fairy (Dark)', 'Brewery', 'C-Shaped House', 'Chest Game', 'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Dark World Shop', 'Dark World Lumberjack Shop', 'Dark World Potion Shop', 'Archery Game', 'Mire Shed', 'Dark Desert Hint', 'Dark Desert Fairy', 'Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Bumper Cave (Top)', 'Mimic Cave', 'Dark Lake Hylia Shop', 'Links House', 'Big Bomb Shop'] Inverted_Blacksmith_Single_Cave_Doors = ['Blinds Hideout', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Blacksmiths Hut', 'Sick Kids House', 'Lost Woods Gamble', 'Fortune Teller (Light)', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Mini Moldorm Cave', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', '50 Rupee Cave', 'Ice Rod Cave', 'Library', 'Potion Shop', 'Dam', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Links House'] Inverted_Single_Cave_Targets = ['Blinds Hideout', 'Bonk Fairy (Light)', 'Lake Hylia Healer Fairy', 'Swamp Healer Fairy', 'Desert Healer Fairy', 'Kings Grave', 'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Sick Kids House', 'Lost Woods Gamble', 'Fortune Teller (Light)', 'Snitch Lady (East)', 'Snitch Lady (West)', 'Bush Covered House', 'Tavern (Front)', 'Light World Bomb Hut', 'Kakariko Shop', 'Cave 45', 'Graveyard Cave', 'Checkerboard Cave', 'Mini Moldorm Cave', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', '50 Rupee Cave', 'Ice Rod Cave', 'Bonk Rock Cave', 'Library', 'Potion Shop', 'Hookshot Fairy', 'Waterfall of Wishing', 'Capacity Upgrade', 'Pyramid Fairy', 'East Dark World Hint', 'Palace of Darkness Hint', 'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Hint', 'Hype Cave', 'Bonk Fairy (Dark)', 'Brewery', 'C-Shaped House', 'Chest Game', 'Dark World Hammer Peg Cave', 'Red Shield Shop', 'Fortune Teller (Dark)', 'Village of Outcasts Shop', 'Dark Lake Hylia Shop', 'Dark World Lumberjack Shop', 'Archery Game', 'Mire Shed', 'Dark Desert Hint', 'Dark Desert Healer Fairy', 'Spike Cave', 'Cave Shop (Dark Death Mountain)', 'Dark Death Mountain Healer Fairy', 'Mimic Cave', 'Dark World Potion Shop', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game', 'Dam'] # in inverted we put dark sanctuary in west dark world for now Inverted_Dark_Sanctuary_Doors = ['Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Brewery', 'C-Shaped House', 'Chest Game', 'Dark World Lumberjack Shop', 'Red Shield Shop', 'Bumper Cave (Bottom)', 'Bumper Cave (Top)', 'Thieves Town'] Isolated_LH_Doors = ['Kings Grave', 'Waterfall of Wishing', 'Desert Palace Entrance (South)', 'Desert Palace Entrance (North)', 'Capacity Upgrade', 'Ice Palace', 'Skull Woods Final Section', 'Dark World Hammer Peg Cave', 'Turtle Rock Isolated Ledge Entrance'] # Entrances that cannot be used to access a must_exit entrance - symmetrical to allow reverse lookups Must_Exit_Invalid_Connections = defaultdict(set, { 'Dark Death Mountain Ledge (East)': {'Dark Death Mountain Ledge (West)', 'Mimic Cave'}, 'Dark Death Mountain Ledge (West)': {'Dark Death Mountain Ledge (East)', 'Mimic Cave'}, 'Mimic Cave': {'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)'}, 'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'}, 'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'}, 'Skull Woods Second Section Door (West)': {'Skull Woods Final Section'}, 'Skull Woods Final Section': {'Skull Woods Second Section Door (West)'}, }) Inverted_Must_Exit_Invalid_Connections = defaultdict(set, { 'Bumper Cave (Top)': {'Death Mountain Return Cave (West)'}, 'Death Mountain Return Cave (West)': {'Bumper Cave (Top)'}, 'Desert Palace Entrance (North)': {'Desert Palace Entrance (West)'}, 'Desert Palace Entrance (West)': {'Desert Palace Entrance (North)'}, 'Agahnims Tower': {'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'}, 'Hyrule Castle Entrance (West)': {'Hyrule Castle Entrance (East)', 'Agahnims Tower'}, 'Hyrule Castle Entrance (East)': {'Hyrule Castle Entrance (West)', 'Agahnims Tower'}, }) # these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions mandatory_connections = [('Links House S&Q', 'Links House'), ('Old Man S&Q', 'Old Man House'), # UW Connections ('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'), ('Lumberjack Tree (top to bottom)', 'Lumberjack Tree (bottom)'), ('Kakariko Well (top to bottom)', 'Kakariko Well (bottom)'), ('Bat Cave Door', 'Bat Cave (left)'), ('Sewer Drop', 'Sewers Rat Path'), ('Old Man Cave Dropdown', 'Old Man Cave'), ('Old Man House Front to Back', 'Old Man House Back'), ('Old Man House Back to Front', 'Old Man House'), ('Spectacle Rock Cave Drop', 'Spectacle Rock Cave (Bottom)'), ('Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave (Bottom)'), ('Spiral Cave (top to bottom)', 'Spiral Cave (Bottom)'), ('Light World Death Mountain Shop', 'Light World Death Mountain Shop'), ('Paradox Cave Push Block Reverse', 'Paradox Cave Chest Area'), ('Paradox Cave Push Block', 'Paradox Cave Front'), ('Paradox Cave Bomb Jump', 'Paradox Cave'), ('Paradox Cave Drop', 'Paradox Cave Chest Area'), ('Fairy Ascension Cave Climb', 'Fairy Ascension Cave (Top)'), ('Fairy Ascension Cave Pots', 'Fairy Ascension Cave (Bottom)'), ('Fairy Ascension Cave Drop', 'Fairy Ascension Cave (Drop)'), ('Superbunny Cave Climb', 'Superbunny Cave (Top)'), ('Hookshot Cave Front to Middle', 'Hookshot Cave (Middle)'), ('Hookshot Cave Middle to Front', 'Hookshot Cave (Front)'), ('Hookshot Cave Middle to Back', 'Hookshot Cave (Back)'), ('Hookshot Cave Back to Middle', 'Hookshot Cave (Middle)'), ('Ganon Drop', 'Bottom of Pyramid') ] open_mandatory_connections = [('Sanctuary S&Q', 'Sanctuary'), ('Other World S&Q', 'Pyramid Area')] inverted_mandatory_connections = [('Sanctuary S&Q', 'Dark Sanctuary Hint'), ('Other World S&Q', 'Hyrule Castle Ledge'), ('Dark Sanctuary Hint Exit', 'Dark Chapel Area')] # non-shuffled entrance links default_connections = [('Lumberjack House', 'Lumberjack House'), ('Bonk Fairy (Light)', 'Bonk Fairy (Light)'), ('Lake Hylia Fairy', 'Lake Hylia Healer Fairy'), ('Lake Hylia Fortune Teller', 'Lake Hylia Fortune Teller'), ('Light Hype Fairy', 'Swamp Healer Fairy'), ('Desert Fairy', 'Desert Healer Fairy'), ('Tavern North', 'Tavern'), ('Lost Woods Gamble', 'Lost Woods Gamble'), ('Fortune Teller (Light)', 'Fortune Teller (Light)'), ('Snitch Lady (East)', 'Snitch Lady (East)'), ('Snitch Lady (West)', 'Snitch Lady (West)'), ('Bush Covered House', 'Bush Covered House'), ('Tavern (Front)', 'Tavern (Front)'), ('Light World Bomb Hut', 'Light World Bomb Hut'), ('Long Fairy Cave', 'Long Fairy Cave'), # near East Light World Teleporter ('Good Bee Cave', 'Good Bee Cave'), ('20 Rupee Cave', '20 Rupee Cave'), ('50 Rupee Cave', '50 Rupee Cave'), ('Kakariko Gamble Game', 'Kakariko Gamble Game'), ('Hookshot Fairy', 'Hookshot Fairy'), ('East Dark World Hint', 'East Dark World Hint'), ('Palace of Darkness Hint', 'Palace of Darkness Hint'), ('Dark Lake Hylia Fairy', 'Dark Lake Hylia Healer Fairy'), ('Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Ledge Healer Fairy'), ('Dark Lake Hylia Ledge Spike Cave', 'Dark Lake Hylia Ledge Spike Cave'), ('Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Hint'), ('Bonk Fairy (Dark)', 'Bonk Fairy (Dark)'), ('Dark Sanctuary Hint', 'Dark Sanctuary Hint'), ('Fortune Teller (Dark)', 'Fortune Teller (Dark)'), ('Archery Game', 'Archery Game'), ('Dark Desert Hint', 'Dark Desert Hint'), ('Dark Desert Fairy', 'Dark Desert Healer Fairy'), ('Dark Death Mountain Fairy', 'Dark Death Mountain Healer Fairy'), ] default_connector_connections = [('Old Man Cave (West)', 'Old Man Cave Ledge'), ('Old Man Cave (East)', 'Old Man Cave'), ('Old Man Cave Exit (West)', 'Mountain Entry Entrance'), ('Old Man Cave Exit (East)', 'West Death Mountain (Bottom)'), ('Old Man House (Bottom)', 'Old Man House'), ('Old Man House Exit (Bottom)', 'West Death Mountain (Bottom)'), ('Old Man House (Top)', 'Old Man House Back'), ('Old Man House Exit (Top)', 'West Death Mountain (Bottom)'), ('Death Mountain Return Cave (East)', 'Death Mountain Return Cave'), ('Death Mountain Return Cave (West)', 'Death Mountain Return Cave'), ('Death Mountain Return Cave Exit (West)', 'Mountain Entry Ledge'), ('Death Mountain Return Cave Exit (East)', 'West Death Mountain (Bottom)'), ('Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Peak)'), ('Spectacle Rock Cave (Bottom)', 'Spectacle Rock Cave (Bottom)'), ('Spectacle Rock Cave', 'Spectacle Rock Cave (Top)'), ('Spectacle Rock Cave Exit', 'West Death Mountain (Bottom)'), ('Spectacle Rock Cave Exit (Top)', 'West Death Mountain (Bottom)'), ('Spectacle Rock Cave Exit (Peak)', 'West Death Mountain (Bottom)'), ('Spiral Cave', 'Spiral Cave (Top)'), ('Spiral Cave (Bottom)', 'Spiral Cave (Bottom)'), ('Spiral Cave Exit', 'East Death Mountain (Bottom)'), ('Spiral Cave Exit (Top)', 'Spiral Cave Ledge'), ('Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Bottom)'), ('Fairy Ascension Cave (Top)', 'Fairy Ascension Cave (Top)'), ('Fairy Ascension Cave Exit (Bottom)', 'Fairy Ascension Plateau'), ('Fairy Ascension Cave Exit (Top)', 'Fairy Ascension Ledge'), ('Paradox Cave (Bottom)', 'Paradox Cave Front'), ('Paradox Cave (Middle)', 'Paradox Cave'), ('Paradox Cave (Top)', 'Paradox Cave'), ('Paradox Cave Exit (Bottom)', 'East Death Mountain (Bottom)'), ('Paradox Cave Exit (Middle)', 'East Death Mountain (Bottom)'), ('Paradox Cave Exit (Top)', 'East Death Mountain (Top East)'), ('Elder House (East)', 'Elder House'), ('Elder House (West)', 'Elder House'), ('Elder House Exit (East)', 'Kakariko Area'), ('Elder House Exit (West)', 'Kakariko Area'), ('Two Brothers House (East)', 'Two Brothers House'), ('Two Brothers House (West)', 'Two Brothers House'), ('Two Brothers House Exit (East)', 'Kakariko Suburb Area'), ('Two Brothers House Exit (West)', 'Maze Race Ledge'), ('Bumper Cave (Bottom)', 'Bumper Cave'), ('Bumper Cave (Top)', 'Bumper Cave'), ('Bumper Cave Exit (Top)', 'Bumper Cave Ledge'), ('Bumper Cave Exit (Bottom)', 'Bumper Cave Entrance'), ('Superbunny Cave (Top)', 'Superbunny Cave (Top)'), ('Superbunny Cave (Bottom)', 'Superbunny Cave (Bottom)'), ('Superbunny Cave Exit (Top)', 'East Dark Death Mountain (Top)'), ('Superbunny Cave Exit (Bottom)', 'East Dark Death Mountain (Bottom)'), ('Hookshot Cave', 'Hookshot Cave (Front)'), ('Hookshot Cave Back Entrance', 'Hookshot Cave (Back)'), ('Hookshot Cave Front Exit', 'East Dark Death Mountain (Top)'), ('Hookshot Cave Back Exit', 'Dark Death Mountain Floating Island') ] default_item_connections = [('Mimic Cave', 'Mimic Cave'), ('Waterfall of Wishing', 'Waterfall of Wishing'), ('Bonk Rock Cave', 'Bonk Rock Cave'), ('Graveyard Cave', 'Graveyard Cave'), ('Kings Grave', 'Kings Grave'), ('Potion Shop', 'Potion Shop'), ('Blinds Hideout', 'Blinds Hideout'), ('Chicken House', 'Chicken House'), ('Sick Kids House', 'Sick Kids House'), ('Sahasrahlas Hut', 'Sahasrahlas Hut'), ('Blacksmiths Hut', 'Blacksmiths Hut'), ('Library', 'Library'), ('Checkerboard Cave', 'Checkerboard Cave'), ('Aginahs Cave', 'Aginahs Cave'), ('Cave 45', 'Cave 45'), ('Mini Moldorm Cave', 'Mini Moldorm Cave'), ('Ice Rod Cave', 'Ice Rod Cave'), ('Dam', 'Dam'), ('Spike Cave', 'Spike Cave'), ('Chest Game', 'Chest Game'), ('C-Shaped House', 'C-Shaped House'), ('Brewery', 'Brewery'), ('Pyramid Fairy', 'Pyramid Fairy'), ('Dark World Hammer Peg Cave', 'Dark World Hammer Peg Cave'), ('Mire Shed', 'Mire Shed'), ('Hype Cave', 'Hype Cave') ] default_shop_connections = [('Kakariko Shop', 'Kakariko Shop'), ('Cave Shop (Lake Hylia)', 'Cave Shop (Lake Hylia)'), ('Capacity Upgrade', 'Capacity Upgrade'), ('Dark World Lumberjack Shop', 'Dark World Lumberjack Shop'), ('Cave Shop (Dark Death Mountain)', 'Cave Shop (Dark Death Mountain)'), ('Dark World Potion Shop', 'Dark World Potion Shop'), ('Dark World Shop', 'Village of Outcasts Shop'), ('Red Shield Shop', 'Red Shield Shop'), ('Dark Lake Hylia Shop', 'Dark Lake Hylia Shop') ] default_drop_connections = [('Lost Woods Hideout Drop', 'Lost Woods Hideout (top)'), ('Lost Woods Hideout Stump', 'Lost Woods Hideout (bottom)'), ('Lost Woods Hideout Exit', 'Lost Woods East Area'), ('Lumberjack Tree Tree', 'Lumberjack Tree (top)'), ('Lumberjack Tree Cave', 'Lumberjack Tree (bottom)'), ('Lumberjack Tree Exit', 'Lumberjack Area'), ('Sanctuary', 'Sanctuary Portal'), ('Sanctuary Grave', 'Sewer Drop'), ('Sanctuary Exit', 'Sanctuary Area'), ('North Fairy Cave Drop', 'North Fairy Cave'), ('North Fairy Cave', 'North Fairy Cave'), ('North Fairy Cave Exit', 'River Bend Area'), ('Kakariko Well Drop', 'Kakariko Well (top)'), ('Kakariko Well Cave', 'Kakariko Well (bottom)'), ('Kakariko Well Exit', 'Kakariko Area'), ('Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance'), ('Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance'), ('Hyrule Castle Secret Entrance Exit', 'Hyrule Castle Courtyard Northeast'), ('Bat Cave Drop', 'Bat Cave (right)'), ('Bat Cave Cave', 'Bat Cave (left)'), ('Bat Cave Exit', 'Blacksmith Area'), ('Pyramid Hole', 'Pyramid'), ('Pyramid Entrance', 'Bottom of Pyramid'), ('Inverted Pyramid Hole', 'Pyramid'), ('Inverted Pyramid Entrance', 'Bottom of Pyramid'), ('Pyramid Exit', 'Pyramid Exit Ledge') ] swapped_connections = { 0x03: [ ('Old Man Cave (East)', 'Death Mountain Return Cave Exit (West)'), #('Death Mountain Return Cave (East)', 'Death Mountain Return Cave Exit (East)'), ('Dark Death Mountain Fairy', 'Old Man Cave Exit (East)') ], 0x0a: [ ('Old Man Cave (West)', 'Bumper Cave Exit (Bottom)'), ('Death Mountain Return Cave (West)', 'Bumper Cave Exit (Top)'), ('Bumper Cave (Bottom)', 'Old Man Cave Exit (West)'), ('Bumper Cave (Top)', 'Dark Death Mountain Healer Fairy') ], 0x1b: [ ('Inverted Pyramid Entrance', 'Pyramid Exit') ] } open_default_connections = [('Links House', 'Links House'), ('Links House Exit', 'Links House Area'), ('Big Bomb Shop', 'Big Bomb Shop') ] inverted_default_connections = [('Links House', 'Big Bomb Shop'), ('Links House Exit', 'Big Bomb Shop Area'), ('Big Bomb Shop', 'Links House') ] # non shuffled dungeons default_dungeon_connections = [('Desert Palace Entrance (South)', 'Desert South Portal'), ('Desert Palace Entrance (West)', 'Desert West Portal'), ('Desert Palace Entrance (North)', 'Desert Back Portal'), ('Desert Palace Entrance (East)', 'Desert East Portal'), ('Desert Palace Exit (South)', 'Desert Palace Stairs'), ('Desert Palace Exit (West)', 'Desert Ledge'), ('Desert Palace Exit (East)', 'Desert Palace Mouth'), ('Desert Palace Exit (North)', 'Desert Palace Entrance (North) Spot'), ('Eastern Palace', 'Eastern Portal'), ('Eastern Palace Exit', 'Eastern Palace Area'), ('Tower of Hera', 'Hera Portal'), ('Tower of Hera Exit', 'West Death Mountain (Top)'), ('Hyrule Castle Entrance (South)', 'Hyrule Castle South Portal'), ('Hyrule Castle Entrance (West)', 'Hyrule Castle West Portal'), ('Hyrule Castle Entrance (East)', 'Hyrule Castle East Portal'), ('Hyrule Castle Exit (South)', 'Hyrule Castle Courtyard'), ('Hyrule Castle Exit (West)', 'Hyrule Castle Ledge'), ('Hyrule Castle Exit (East)', 'Hyrule Castle Ledge'), ('Thieves Town', 'Thieves Town Portal'), ('Thieves Town Exit', 'Village of Outcasts Area'), ('Skull Woods First Section Hole (East)', 'Skull Pinball'), ('Skull Woods First Section Hole (West)', 'Skull Left Drop'), ('Skull Woods First Section Hole (North)', 'Skull Pot Circle'), ('Skull Woods First Section Door', 'Skull 1 Portal'), ('Skull Woods First Section Exit', 'Skull Woods Forest'), ('Skull Woods Second Section Hole', 'Skull Back Drop'), ('Skull Woods Second Section Door (East)', 'Skull 2 East Portal'), ('Skull Woods Second Section Door (West)', 'Skull 2 West Portal'), ('Skull Woods Second Section Exit (East)', 'Skull Woods Forest'), ('Skull Woods Second Section Exit (West)', 'Skull Woods Forest (West)'), ('Skull Woods Final Section', 'Skull 3 Portal'), ('Skull Woods Final Section Exit', 'Skull Woods Forest (West)'), ('Ice Palace', 'Ice Portal'), ('Ice Palace Exit', 'Ice Palace Area'), ('Misery Mire', 'Mire Portal'), ('Misery Mire Exit', 'Misery Mire Area'), ('Palace of Darkness', 'Palace of Darkness Portal'), ('Palace of Darkness Exit', 'Palace of Darkness Area'), ('Swamp Palace', 'Swamp Portal'), # requires additional patch for flooding moat if moved ('Swamp Palace Exit', 'Swamp Area'), ('Turtle Rock', 'Turtle Rock Main Portal'), ('Turtle Rock Exit (Front)', 'Turtle Rock Area'), ('Turtle Rock Ledge Exit (West)', 'Dark Death Mountain Ledge'), ('Turtle Rock Ledge Exit (East)', 'Dark Death Mountain Ledge'), ('Dark Death Mountain Ledge (West)', 'Turtle Rock Lazy Eyes Portal'), ('Dark Death Mountain Ledge (East)', 'Turtle Rock Chest Portal'), ('Turtle Rock Isolated Ledge Exit', 'Dark Death Mountain Isolated Ledge'), ('Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Eye Bridge Portal') ] open_default_dungeon_connections = [('Ganons Tower', 'Ganons Tower Portal'), ('Ganons Tower Exit', 'West Dark Death Mountain (Top)'), ('Agahnims Tower', 'Agahnims Tower Portal'), ('Agahnims Tower Exit', 'Hyrule Castle Ledge') ] inverted_default_dungeon_connections = [('Ganons Tower', 'Agahnims Tower Portal'), ('Ganons Tower Exit', 'Hyrule Castle Ledge'), ('Agahnims Tower', 'Ganons Tower Portal'), ('Agahnims Tower Exit', 'West Dark Death Mountain (Top)') ] indirect_connections = { 'Turtle Rock Ledge': 'Turtle Rock', 'Pyramid Area': 'Pyramid Fairy', #'East Dark World': 'Pyramid Fairy', 'Big Bomb Shop': 'Pyramid Fairy', #'Dark Desert': 'Pyramid Fairy', #'West Dark World': 'Pyramid Fairy', #'South Dark World': 'Pyramid Fairy', #'Light World': 'Pyramid Fairy', 'Old Man Cave': 'Old Man S&Q' } # format: # Key=Name # addr = (door_index, exitdata) # multiexit # | ([addr], None) # holes # exitdata = (room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2) # ToDo somehow merge this with creation of the locations # ToDo somehow merge this with creation of the locations door_addresses = {'Links House': (0x00, (0x0104, 0x2c, 0x0506, 0x0a9a, 0x0832, 0x0ae8, 0x08b8, 0x0b07, 0x08bf, 0x06, 0xfe, 0x0816, 0x0000)), 'Desert Palace Entrance (South)': (0x08, (0x0084, 0x30, 0x0314, 0x0c56, 0x00a6, 0x0ca8, 0x0128, 0x0cc3, 0x0133, 0x0a, 0xfa, 0x0000, 0x0000)), 'Desert Palace Entrance (West)': (0x0A, (0x0083, 0x30, 0x0280, 0x0c46, 0x0003, 0x0c98, 0x0088, 0x0cb3, 0x0090, 0x0a, 0xfd, 0x0000, 0x0000)), 'Desert Palace Entrance (North)': (0x0B, (0x0063, 0x30, 0x0016, 0x0c00, 0x00a2, 0x0c28, 0x0128, 0x0c6d, 0x012f, 0x00, 0x0e, 0x0000, 0x0000)), 'Desert Palace Entrance (East)': (0x09, (0x0085, 0x30, 0x02a8, 0x0c4a, 0x0142, 0x0c98, 0x01c8, 0x0cb7, 0x01cf, 0x06, 0xfe, 0x0000, 0x0000)), 'Eastern Palace': (0x07, (0x00c9, 0x1e, 0x005a, 0x0600, 0x0ed6, 0x0618, 0x0f50, 0x066d, 0x0f5b, 0x00, 0xfa, 0x0000, 0x0000)), 'Tower of Hera': (0x32, (0x0077, 0x03, 0x0050, 0x0014, 0x087c, 0x0068, 0x08f0, 0x0083, 0x08fb, 0x0a, 0xf4, 0x0000, 0x0000)), 'Hyrule Castle Entrance (South)': (0x03, (0x0061, 0x1b, 0x0530, 0x0692, 0x0784, 0x06cc, 0x07f8, 0x06ff, 0x0803, 0x0e, 0xfa, 0x0000, 0x87be)), 'Hyrule Castle Entrance (West)': (0x02, (0x0060, 0x1b, 0x0016, 0x0600, 0x06ae, 0x0604, 0x0728, 0x066d, 0x0733, 0x00, 0x02, 0x0000, 0x8124)), 'Hyrule Castle Entrance (East)': (0x04, (0x0062, 0x1b, 0x004a, 0x0600, 0x0856, 0x0604, 0x08c8, 0x066d, 0x08d3, 0x00, 0xfa, 0x0000, 0x8158)), 'Inverted Pyramid Entrance': (0x35, (0x0010, 0x1b, 0x000e, 0x0600, 0x0676, 0x0604, 0x06e8, 0x066d, 0x06f3, 0x00, 0x0a, 0x0000, 0x811c)), 'Agahnims Tower': (0x23, (0x00e0, 0x1b, 0x0032, 0x0600, 0x0784, 0x0634, 0x07f8, 0x066d, 0x0803, 0x00, 0x0a, 0x0000, 0x82be)), 'Thieves Town': (0x33, (0x00db, 0x58, 0x0b2e, 0x075a, 0x0176, 0x07a8, 0x01f8, 0x07c7, 0x0203, 0x06, 0xfa, 0x0000, 0x0000)), 'Skull Woods First Section Door': (0x29, (0x0058, 0x40, 0x0f4c, 0x01f6, 0x0262, 0x0248, 0x02e8, 0x0263, 0x02ef, 0x0a, 0xfe, 0x0000, 0x0000)), 'Skull Woods Second Section Door (East)': (0x28, (0x0057, 0x40, 0x0eb8, 0x01e6, 0x01c2, 0x0238, 0x0248, 0x0253, 0x024f, 0x0a, 0xfe, 0x0000, 0x0000)), 'Skull Woods Second Section Door (West)': (0x27, (0x0056, 0x40, 0x0c8e, 0x01a6, 0x0062, 0x01f8, 0x00e8, 0x0213, 0x00ef, 0x0a, 0x0e, 0x0000, 0x0000)), 'Skull Woods Final Section': (0x2A, (0x0059, 0x40, 0x0282, 0x0066, 0x0016, 0x00b8, 0x0098, 0x00d3, 0x00a3, 0x0a, 0xfa, 0x0000, 0x0000)), 'Ice Palace': (0x2C, (0x000e, 0x75, 0x0bc6, 0x0d6a, 0x0c3e, 0x0db8, 0x0cb8, 0x0dd7, 0x0cc3, 0x06, 0xf2, 0x0000, 0x0000)), 'Misery Mire': (0x26, (0x0098, 0x70, 0x0414, 0x0c79, 0x00a6, 0x0cc7, 0x0128, 0x0ce6, 0x0133, 0x07, 0xfa, 0x0000, 0x0000)), 'Palace of Darkness': (0x25, (0x004a, 0x5e, 0x005a, 0x0600, 0x0ed6, 0x0628, 0x0f50, 0x066d, 0x0f5b, 0x00, 0xfa, 0x0000, 0x0000)), 'Swamp Palace': (0x24, (0x0028, 0x7b, 0x049e, 0x0e8c, 0x06f2, 0x0ed8, 0x0778, 0x0ef9, 0x077f, 0x04, 0xfe, 0x0000, 0x0000)), 'Turtle Rock': (0x34, (0x00d6, 0x47, 0x0712, 0x00da, 0x0e96, 0x0128, 0x0f08, 0x0147, 0x0f13, 0x06, 0xfa, 0x0000, 0x0000)), 'Dark Death Mountain Ledge (West)': (0x14, (0x0023, 0x45, 0x07ca, 0x0103, 0x0c46, 0x0157, 0x0cb8, 0x0172, 0x0cc3, 0x0b, 0x0a, 0x0000, 0x0000)), 'Dark Death Mountain Ledge (East)': (0x18, (0x0024, 0x45, 0x07e0, 0x0103, 0x0d00, 0x0157, 0x0d78, 0x0172, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000)), 'Turtle Rock Isolated Ledge Entrance': (0x17, (0x00d5, 0x45, 0x0ad4, 0x0164, 0x0ca6, 0x01b8, 0x0d18, 0x01d3, 0x0d23, 0x0a, 0xfa, 0x0000, 0x0000)), 'Hyrule Castle Secret Entrance Stairs': (0x31, (0x0055, 0x1b, 0x044a, 0x067a, 0x0854, 0x06c8, 0x08c8, 0x06e7, 0x08d3, 0x06, 0xfa, 0x0000, 0x0000)), 'Kakariko Well Cave': (0x38, (0x002f, 0x18, 0x0386, 0x0665, 0x0032, 0x06b7, 0x00b8, 0x06d2, 0x00bf, 0x0b, 0xfe, 0x0000, 0x0000)), 'Bat Cave Cave': (0x10, (0x00e3, 0x22, 0x0412, 0x087a, 0x048e, 0x08c8, 0x0508, 0x08e7, 0x0513, 0x06, 0x02, 0x0000, 0x0000)), 'Elder House (East)': (0x0D, (0x00f3, 0x18, 0x02c4, 0x064a, 0x0222, 0x0698, 0x02a8, 0x06b7, 0x02af, 0x06, 0xfe, 0x05d4, 0x0000)), 'Elder House (West)': (0x0C, (0x00f2, 0x18, 0x02bc, 0x064c, 0x01e2, 0x0698, 0x0268, 0x06b9, 0x026f, 0x04, 0xfe, 0x05cc, 0x0000)), 'North Fairy Cave': (0x37, (0x0008, 0x15, 0x0088, 0x0400, 0x0a36, 0x0448, 0x0aa8, 0x046f, 0x0ab3, 0x00, 0x0a, 0x0000, 0x0000)), 'Lost Woods Hideout Stump': (0x2B, (0x00e1, 0x00, 0x0f4e, 0x01f6, 0x0262, 0x0248, 0x02e8, 0x0263, 0x02ef, 0x0a, 0x0e, 0x0000, 0x0000)), 'Lumberjack Tree Cave': (0x11, (0x00e2, 0x02, 0x0118, 0x0015, 0x04c6, 0x0067, 0x0548, 0x0082, 0x0553, 0x0b, 0xfa, 0x0000, 0x0000)), 'Two Brothers House (East)': (0x0F, (0x00f5, 0x29, 0x0880, 0x0b07, 0x0200, 0x0b58, 0x0238, 0x0b74, 0x028d, 0x09, 0x00, 0x0b86, 0x0000)), 'Two Brothers House (West)': (0x0E, (0x00f4, 0x28, 0x08a0, 0x0b06, 0x0100, 0x0b58, 0x01b8, 0x0b73, 0x018d, 0x0a, 0x00, 0x0bb6, 0x0000)), 'Sanctuary': (0x01, (0x0012, 0x13, 0x001c, 0x0400, 0x06de, 0x0414, 0x0758, 0x046d, 0x0763, 0x00, 0x02, 0x0000, 0x01aa)), 'Old Man Cave (West)': (0x05, (0x00f0, 0x0a, 0x03a0, 0x0264, 0x0500, 0x02b8, 0x05a8, 0x02d3, 0x058d, 0x0a, 0x00, 0x0000, 0x0000)), 'Old Man Cave (East)': (0x06, (0x00f1, 0x03, 0x1402, 0x0294, 0x0604, 0x02e8, 0x0678, 0x0303, 0x0683, 0x0a, 0xfc, 0x0000, 0x0000)), 'Old Man House (Bottom)': (0x2F, (0x00e4, 0x03, 0x181a, 0x031e, 0x06b4, 0x03a7, 0x0728, 0x038d, 0x0733, 0x00, 0x0c, 0x0000, 0x0000)), 'Old Man House (Top)': (0x30, (0x00e5, 0x03, 0x10c6, 0x0224, 0x0814, 0x0278, 0x0888, 0x0293, 0x0893, 0x0a, 0x0c, 0x0000, 0x0000)), 'Death Mountain Return Cave (East)': (0x2E, (0x00e7, 0x03, 0x0d82, 0x01c4, 0x0600, 0x0218, 0x0648, 0x0233, 0x067f, 0x0a, 0x00, 0x0000, 0x0000)), 'Death Mountain Return Cave (West)': (0x2D, (0x00e6, 0x0a, 0x00a0, 0x0205, 0x0500, 0x0257, 0x05b8, 0x0272, 0x058d, 0x0b, 0x00, 0x0000, 0x0000)), 'Spectacle Rock Cave Peak': (0x22, (0x00ea, 0x03, 0x092c, 0x0133, 0x0754, 0x0187, 0x07c8, 0x01a2, 0x07d3, 0x0b, 0xfc, 0x0000, 0x0000)), 'Spectacle Rock Cave': (0x21, (0x00fa, 0x03, 0x0eac, 0x01e3, 0x0754, 0x0237, 0x07c8, 0x0252, 0x07d3, 0x0b, 0xfc, 0x0000, 0x0000)), 'Spectacle Rock Cave (Bottom)': (0x20, (0x00f9, 0x03, 0x0d9c, 0x01c3, 0x06d4, 0x0217, 0x0748, 0x0232, 0x0753, 0x0b, 0xfc, 0x0000, 0x0000)), 'Paradox Cave (Bottom)': (0x1D, (0x00ff, 0x05, 0x0ee0, 0x01e3, 0x0d00, 0x0237, 0x0da8, 0x0252, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000)), 'Paradox Cave (Middle)': (0x1E, (0x00ef, 0x05, 0x17e0, 0x0304, 0x0d00, 0x0358, 0x0dc8, 0x0373, 0x0d7d, 0x0a, 0x00, 0x0000, 0x0000)), 'Paradox Cave (Top)': (0x1F, (0x00df, 0x05, 0x0460, 0x0093, 0x0d00, 0x00e7, 0x0db8, 0x0102, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000)), 'Fairy Ascension Cave (Bottom)': (0x19, (0x00fd, 0x05, 0x0dd4, 0x01c4, 0x0ca6, 0x0218, 0x0d18, 0x0233, 0x0d23, 0x0a, 0xfa, 0x0000, 0x0000)), 'Fairy Ascension Cave (Top)': (0x1A, (0x00ed, 0x05, 0x0ad4, 0x0163, 0x0ca6, 0x01b7, 0x0d18, 0x01d2, 0x0d23, 0x0b, 0xfa, 0x0000, 0x0000)), 'Spiral Cave': (0x1C, (0x00ee, 0x05, 0x07c8, 0x0108, 0x0c46, 0x0158, 0x0cb8, 0x0177, 0x0cc3, 0x06, 0xfa, 0x0000, 0x0000)), 'Spiral Cave (Bottom)': (0x1B, (0x00fe, 0x05, 0x0cca, 0x01a3, 0x0c56, 0x01f7, 0x0cc8, 0x0212, 0x0cd3, 0x0b, 0xfa, 0x0000, 0x0000)), 'Bumper Cave (Bottom)': (0x15, (0x00fb, 0x4a, 0x03a0, 0x0263, 0x0500, 0x02b7, 0x05a8, 0x02d2, 0x058d, 0x0b, 0x00, 0x0000, 0x0000)), 'Bumper Cave (Top)': (0x16, (0x00eb, 0x4a, 0x00a0, 0x020a, 0x0500, 0x0258, 0x05b8, 0x0277, 0x058d, 0x06, 0x00, 0x0000, 0x0000)), 'Superbunny Cave (Top)': (0x13, (0x00e8, 0x45, 0x0460, 0x0093, 0x0d00, 0x00e7, 0x0db8, 0x0102, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000)), 'Superbunny Cave (Bottom)': (0x12, (0x00f8, 0x45, 0x0ee0, 0x01e4, 0x0d00, 0x0238, 0x0d78, 0x0253, 0x0d7d, 0x0a, 0x00, 0x0000, 0x0000)), 'Hookshot Cave': (0x39, (0x003c, 0x45, 0x04da, 0x00a3, 0x0cd6, 0x0107, 0x0d48, 0x0112, 0x0d53, 0x0b, 0xfa, 0x0000, 0x0000)), 'Hookshot Cave Back Entrance': (0x3A, (0x002c, 0x45, 0x004c, 0x0000, 0x0c56, 0x0038, 0x0cc8, 0x006f, 0x0cd3, 0x00, 0x0a, 0x0000, 0x0000)), 'Ganons Tower': (0x36, (0x000c, 0x43, 0x0052, 0x0000, 0x0884, 0x0028, 0x08f8, 0x006f, 0x0903, 0x00, 0xfc, 0x0000, 0x0000)), 'Pyramid Entrance': (0x35, (0x0010, 0x5b, 0x0b0e, 0x075a, 0x0674, 0x07a8, 0x06e8, 0x07c7, 0x06f3, 0x06, 0xfa, 0x0000, 0x0000)), 'Skull Woods First Section Hole (West)': ([0xDB84D, 0xDB84E], None), 'Skull Woods First Section Hole (East)': ([0xDB84F, 0xDB850], None), 'Skull Woods First Section Hole (North)': ([0xDB84C], None), 'Skull Woods Second Section Hole': ([0xDB851, 0xDB852], None), 'Pyramid Hole': ([0xDB854, 0xDB855, 0xDB856], None), 'Inverted Pyramid Hole': ([0xDB854, 0xDB855, 0xDB856, 0x180340], None), 'Waterfall of Wishing': (0x5B, (0x0114, 0x0f, 0x0080, 0x0200, 0x0e00, 0x0207, 0x0e60, 0x026f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000)), 'Dam': (0x4D, (0x010b, 0x3b, 0x04a0, 0x0e8a, 0x06fa, 0x0ed8, 0x0778, 0x0ef7, 0x077f, 0x06, 0xfa, 0x0000, 0x0000)), 'Blinds Hideout': (0x60, (0x0119, 0x18, 0x02b2, 0x064a, 0x0186, 0x0697, 0x0208, 0x06b7, 0x0213, 0x06, 0xfa, 0x0000, 0x0000)), 'Hyrule Castle Secret Entrance Drop': ([0xDB858], None), 'Bonk Fairy (Light)': (0x76, (0x0126, 0x2b, 0x00a0, 0x0a0a, 0x0700, 0x0a67, 0x0788, 0x0a77, 0x0785, 0x06, 0xfa, 0x0000, 0x0000)), 'Lake Hylia Fairy': (0x5D, (0x0115, 0x2e, 0x0016, 0x0a00, 0x0cb6, 0x0a37, 0x0d28, 0x0a6d, 0x0d33, 0x00, 0x00, 0x0000, 0x0000)), 'Light Hype Fairy': (0x6B, (0x0115, 0x34, 0x00a0, 0x0c04, 0x0900, 0x0c58, 0x0988, 0x0c73, 0x0985, 0x0a, 0xf6, 0x0000, 0x0000)), 'Desert Fairy': (0x71, (0x0115, 0x3a, 0x0000, 0x0e00, 0x0400, 0x0e26, 0x0468, 0x0e6d, 0x0485, 0x00, 0x00, 0x0000, 0x0000)), 'Kings Grave': (0x5A, (0x0113, 0x14, 0x0320, 0x0456, 0x0900, 0x04a6, 0x0998, 0x04c3, 0x097d, 0x0a, 0xf6, 0x0000, 0x0000)), 'Tavern North': (0x42, (0x0103, 0x18, 0x1440, 0x08a7, 0x0206, 0x08f9, 0x0288, 0x0914, 0x0293, 0xf7, 0x09, 0xFFFF, 0x0000)), # do not use, buggy 'Chicken House': (0x4A, (0x0108, 0x18, 0x1120, 0x0837, 0x0106, 0x0888, 0x0188, 0x08a4, 0x0193, 0x07, 0xf9, 0x1530, 0x0000)), 'Aginahs Cave': (0x70, (0x010a, 0x30, 0x0656, 0x0cc6, 0x02aa, 0x0d18, 0x0328, 0x0d33, 0x032f, 0x08, 0xf8, 0x0000, 0x0000)), 'Sahasrahlas Hut': (0x44, (0x0105, 0x1e, 0x0610, 0x06d4, 0x0c76, 0x0727, 0x0cf0, 0x0743, 0x0cfb, 0x0a, 0xf6, 0x0000, 0x0000)), 'Cave Shop (Lake Hylia)': (0x57, (0x0112, 0x35, 0x0022, 0x0c00, 0x0b1a, 0x0c26, 0x0b98, 0x0c6d, 0x0b9f, 0x00, 0x00, 0x0000, 0x0000)), 'Capacity Upgrade': (0x5C, (0x0115, 0x35, 0x0a46, 0x0d36, 0x0c2a, 0x0d88, 0x0ca8, 0x0da3, 0x0caf, 0x0a, 0xf6, 0x0000, 0x0000)), 'Kakariko Well Drop': ([0xDB85C, 0xDB85D], None), 'Blacksmiths Hut': (0x63, (0x0121, 0x22, 0x010c, 0x081a, 0x0466, 0x0868, 0x04d8, 0x0887, 0x04e3, 0x06, 0xfa, 0x041A, 0x0000)), 'Bat Cave Drop': ([0xDB859, 0xDB85A], None), 'Sick Kids House': (0x3F, (0x0102, 0x18, 0x10be, 0x0826, 0x01f6, 0x0877, 0x0278, 0x0893, 0x0283, 0x08, 0xf8, 0x14CE, 0x0000)), 'North Fairy Cave Drop': ([0xDB857], None), 'Lost Woods Gamble': (0x3B, (0x0100, 0x00, 0x004e, 0x0000, 0x0272, 0x0008, 0x02f0, 0x006f, 0x02f7, 0x00, 0x00, 0x0000, 0x0000)), 'Fortune Teller (Light)': (0x64, (0x0122, 0x11, 0x060e, 0x04b4, 0x027d, 0x0508, 0x02f8, 0x0523, 0x0302, 0x0a, 0xf6, 0x0000, 0x0000)), 'Snitch Lady (East)': (0x3D, (0x0101, 0x18, 0x0ad8, 0x074a, 0x02c6, 0x0798, 0x0348, 0x07b7, 0x0353, 0x06, 0xfa, 0x0DE8, 0x0000)), 'Snitch Lady (West)': (0x3E, (0x0101, 0x18, 0x0788, 0x0706, 0x0046, 0x0758, 0x00c8, 0x0773, 0x00d3, 0x08, 0xf8, 0x0B98, 0x0000)), 'Bush Covered House': (0x43, (0x0103, 0x18, 0x1156, 0x081a, 0x02b6, 0x0868, 0x0338, 0x0887, 0x0343, 0x06, 0xfa, 0x1466, 0x0000)), 'Tavern (Front)': (0x41, (0x0103, 0x18, 0x1842, 0x0916, 0x0206, 0x0967, 0x0288, 0x0983, 0x0293, 0x08, 0xf8, 0x1C50, 0x0000)), 'Light World Bomb Hut': (0x49, (0x0107, 0x18, 0x1800, 0x0916, 0x0000, 0x0967, 0x0068, 0x0983, 0x008d, 0x08, 0xf8, 0x9C0C, 0x0000)), 'Kakariko Shop': (0x45, (0x011f, 0x18, 0x16a8, 0x08e7, 0x0136, 0x0937, 0x01b8, 0x0954, 0x01c3, 0x07, 0xf9, 0x1AB6, 0x0000)), 'Lost Woods Hideout Drop': ([0xDB853], None), 'Lumberjack Tree Tree': ([0xDB85B], None), 'Cave 45': (0x50, (0x011b, 0x32, 0x0680, 0x0cc9, 0x0400, 0x0d16, 0x0438, 0x0d36, 0x0485, 0x07, 0xf9, 0x0000, 0x0000)), 'Graveyard Cave': (0x51, (0x011b, 0x14, 0x0016, 0x0400, 0x08a2, 0x0446, 0x0918, 0x046d, 0x091f, 0x00, 0x00, 0x0000, 0x0000)), 'Checkerboard Cave': (0x7D, (0x0126, 0x30, 0x00c8, 0x0c0a, 0x024a, 0x0c67, 0x02c8, 0x0c77, 0x02cf, 0x06, 0xfa, 0x0000, 0x0000)), 'Mini Moldorm Cave': (0x7C, (0x0123, 0x35, 0x1480, 0x0e96, 0x0a00, 0x0ee8, 0x0a68, 0x0f03, 0x0a85, 0x08, 0xf8, 0x0000, 0x0000)), 'Long Fairy Cave': (0x54, (0x011e, 0x2f, 0x06a0, 0x0aca, 0x0f00, 0x0b18, 0x0fa8, 0x0b37, 0x0f85, 0x06, 0xfa, 0x0000, 0x0000)), 'Good Bee Cave': (0x6A, (0x0120, 0x37, 0x0084, 0x0c00, 0x0e26, 0x0c36, 0x0e98, 0x0c6f, 0x0ea3, 0x00, 0x00, 0x0000, 0x0000)), '20 Rupee Cave': (0x7A, (0x0125, 0x37, 0x0200, 0x0c23, 0x0e00, 0x0c86, 0x0e68, 0x0c92, 0x0e7d, 0x0d, 0xf3, 0x0000, 0x0000)), '50 Rupee Cave': (0x78, (0x0124, 0x3a, 0x0790, 0x0eea, 0x047a, 0x0f47, 0x04f8, 0x0f57, 0x04ff, 0x06, 0xfa, 0x0000, 0x0000)), 'Ice Rod Cave': (0x7F, (0x0120, 0x37, 0x0080, 0x0c00, 0x0e00, 0x0c37, 0x0e48, 0x0c6f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000)), 'Bonk Rock Cave': (0x79, (0x0124, 0x13, 0x0280, 0x044a, 0x0600, 0x04a7, 0x0638, 0x04b7, 0x067d, 0x06, 0xfa, 0x0000, 0x0000)), 'Library': (0x48, (0x0107, 0x29, 0x0100, 0x0a14, 0x0200, 0x0a67, 0x0278, 0x0a83, 0x0285, 0x0a, 0xf6, 0x040E, 0x0000)), 'Potion Shop': (0x4B, (0x0109, 0x16, 0x070a, 0x04e6, 0x0c56, 0x0538, 0x0cc8, 0x0553, 0x0cd3, 0x08, 0xf8, 0x0A98, 0x0000)), 'Sanctuary Grave': ([0xDB85E], None), 'Hookshot Fairy': (0x4F, (0x010c, 0x05, 0x0ee0, 0x01e3, 0x0d00, 0x0236, 0x0d78, 0x0252, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000)), 'Pyramid Fairy': (0x62, (0x0116, 0x5b, 0x0b1e, 0x0754, 0x06fa, 0x07a7, 0x0778, 0x07c3, 0x077f, 0x0a, 0xf6, 0x0000, 0x0000)), 'East Dark World Hint': (0x68, (0x010e, 0x6f, 0x06a0, 0x0aca, 0x0f00, 0x0b18, 0x0fa8, 0x0b37, 0x0f85, 0x06, 0xfa, 0x0000, 0x0000)), 'Palace of Darkness Hint': (0x67, (0x011a, 0x5e, 0x0c24, 0x0794, 0x0d12, 0x07e8, 0x0d90, 0x0803, 0x0d97, 0x0a, 0xf6, 0x0000, 0x0000)), 'Dark Lake Hylia Fairy': (0x6C, (0x0115, 0x6e, 0x0016, 0x0a00, 0x0cb6, 0x0a36, 0x0d28, 0x0a6d, 0x0d33, 0x00, 0x00, 0x0000, 0x0000)), 'Dark Lake Hylia Ledge Fairy': (0x80, (0x0115, 0x77, 0x0080, 0x0c00, 0x0e00, 0x0c37, 0x0e48, 0x0c6f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000)), 'Dark Lake Hylia Ledge Spike Cave': (0x7B, (0x0125, 0x77, 0x0200, 0x0c27, 0x0e00, 0x0c86, 0x0e68, 0x0c96, 0x0e7d, 0x09, 0xf7, 0x0000, 0x0000)), 'Dark Lake Hylia Ledge Hint': (0x69, (0x010e, 0x77, 0x0084, 0x0c00, 0x0e26, 0x0c36, 0x0e98, 0x0c6f, 0x0ea3, 0x00, 0x00, 0x0000, 0x0000)), 'Hype Cave': (0x3C, (0x011e, 0x74, 0x00a0, 0x0c0a, 0x0900, 0x0c58, 0x0988, 0x0c77, 0x097d, 0x06, 0xfa, 0x0000, 0x0000)), 'Bonk Fairy (Dark)': (0x77, (0x0126, 0x6b, 0x00a0, 0x0a05, 0x0700, 0x0a66, 0x0788, 0x0a72, 0x0785, 0x0b, 0xf5, 0x0000, 0x0000)), 'Brewery': (0x47, (0x0106, 0x58, 0x16a8, 0x08e4, 0x013e, 0x0938, 0x01b8, 0x0953, 0x01c3, 0x0a, 0xf6, 0x1AB6, 0x0000)), 'C-Shaped House': (0x53, (0x011c, 0x58, 0x09d8, 0x0744, 0x02ce, 0x0797, 0x0348, 0x07b3, 0x0353, 0x0a, 0xf6, 0x0DE8, 0x0000)), 'Chest Game': (0x46, (0x0106, 0x58, 0x078a, 0x0705, 0x004e, 0x0758, 0x00c8, 0x0774, 0x00d3, 0x09, 0xf7, 0x0B98, 0x0000)), 'Dark World Hammer Peg Cave': (0x7E, (0x0127, 0x62, 0x0894, 0x091e, 0x0492, 0x09a6, 0x0508, 0x098b, 0x050f, 0x00, 0x00, 0x0000, 0x0000)), 'Red Shield Shop': (0x74, (0x0110, 0x5a, 0x079a, 0x06e8, 0x04d6, 0x0738, 0x0548, 0x0755, 0x0553, 0x08, 0xf8, 0x0AA8, 0x0000)), 'Dark Sanctuary Hint': (0x59, (0x0112, 0x53, 0x001e, 0x0400, 0x06e2, 0x0446, 0x0758, 0x046d, 0x075f, 0x00, 0x00, 0x0000, 0x0000)), 'Fortune Teller (Dark)': (0x65, (0x0122, 0x51, 0x0610, 0x04b4, 0x027e, 0x0507, 0x02f8, 0x0523, 0x0303, 0x0a, 0xf6, 0x091E, 0x0000)), 'Dark World Shop': (0x5F, (0x010f, 0x58, 0x1058, 0x0814, 0x02be, 0x0868, 0x0338, 0x0883, 0x0343, 0x0a, 0xf6, 0x0000, 0x0000)), 'Dark World Lumberjack Shop': (0x56, (0x010f, 0x42, 0x041c, 0x0074, 0x04e2, 0x00c7, 0x0558, 0x00e3, 0x055f, 0x0a, 0xf6, 0x0000, 0x0000)), 'Dark World Potion Shop': (0x6E, (0x010f, 0x56, 0x080e, 0x04f4, 0x0c66, 0x0548, 0x0cd8, 0x0563, 0x0ce3, 0x0a, 0xf6, 0x0000, 0x0000)), 'Archery Game': (0x58, (0x0111, 0x69, 0x069e, 0x0ac4, 0x02ea, 0x0b18, 0x0368, 0x0b33, 0x036f, 0x0a, 0xf6, 0x09AC, 0x0000)), 'Mire Shed': (0x5E, (0x010d, 0x70, 0x0384, 0x0c69, 0x001e, 0x0cb6, 0x0098, 0x0cd6, 0x00a3, 0x07, 0xf9, 0x0000, 0x0000)), 'Dark Desert Hint': (0x61, (0x0114, 0x70, 0x0654, 0x0cc5, 0x02aa, 0x0d16, 0x0328, 0x0d32, 0x032f, 0x09, 0xf7, 0x0000, 0x0000)), 'Dark Desert Fairy': (0x55, (0x0115, 0x70, 0x03a8, 0x0c6a, 0x013a, 0x0cb7, 0x01b8, 0x0cd7, 0x01bf, 0x06, 0xfa, 0x0000, 0x0000)), 'Spike Cave': (0x40, (0x0117, 0x43, 0x0ed4, 0x01e4, 0x08aa, 0x0236, 0x0928, 0x0253, 0x092f, 0x0a, 0xf6, 0x0000, 0x0000)), 'Cave Shop (Dark Death Mountain)': (0x6D, (0x0112, 0x45, 0x0ee0, 0x01e3, 0x0d00, 0x0236, 0x0daa, 0x0252, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000)), 'Dark Death Mountain Fairy': (0x6F, (0x0115, 0x43, 0x1400, 0x0294, 0x0600, 0x02e8, 0x0678, 0x0303, 0x0685, 0x0a, 0xf6, 0x0000, 0x0000)), 'Mimic Cave': (0x4E, (0x010c, 0x05, 0x07e0, 0x0103, 0x0d00, 0x0156, 0x0d78, 0x0172, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000)), 'Big Bomb Shop': (0x52, (0x011c, 0x6c, 0x0506, 0x0a9a, 0x0832, 0x0ae7, 0x08b8, 0x0b07, 0x08bf, 0x06, 0xfa, 0x0816, 0x0000)), 'Dark Lake Hylia Shop': (0x73, (0x010f, 0x75, 0x0380, 0x0c6a, 0x0a00, 0x0cb8, 0x0a58, 0x0cd7, 0x0a85, 0x06, 0xfa, 0x0000, 0x0000)), 'Lumberjack House': (0x75, (0x011f, 0x02, 0x049c, 0x0088, 0x04e6, 0x00d8, 0x0558, 0x00f7, 0x0563, 0x08, 0xf8, 0x07AA, 0x0000)), 'Lake Hylia Fortune Teller': (0x72, (0x0122, 0x35, 0x0380, 0x0c6a, 0x0a00, 0x0cb8, 0x0a58, 0x0cd7, 0x0a85, 0x06, 0xfa, 0x0000, 0x0000)), 'Kakariko Gamble Game': (0x66, (0x0118, 0x29, 0x069e, 0x0ac4, 0x02ea, 0x0b18, 0x0368, 0x0b33, 0x036f, 0x0a, 0xf6, 0x09AC, 0x0000))} # format: # Key=Name # value = entrance # # | (entrance #, exit #) exit_ids = {'Links House Exit': (0x01, 0x00), 'Chris Houlihan Room Exit': (None, 0x3D), 'Desert Palace Exit (South)': (0x09, 0x0A), 'Desert Palace Exit (West)': (0x0B, 0x0C), 'Desert Palace Exit (East)': (0x0A, 0x0B), 'Desert Palace Exit (North)': (0x0C, 0x0D), 'Eastern Palace Exit': (0x08, 0x09), 'Tower of Hera Exit': (0x33, 0x2D), 'Hyrule Castle Exit (South)': (0x04, 0x03), 'Hyrule Castle Exit (West)': (0x03, 0x02), 'Hyrule Castle Exit (East)': (0x05, 0x04), 'Agahnims Tower Exit': (0x24, 0x25), 'Thieves Town Exit': (0x34, 0x35), 'Skull Woods First Section Exit': (0x2A, 0x2B), 'Skull Woods Second Section Exit (East)': (0x29, 0x2A), 'Skull Woods Second Section Exit (West)': (0x28, 0x29), 'Skull Woods Final Section Exit': (0x2B, 0x2C), 'Ice Palace Exit': (0x2D, 0x2E), 'Misery Mire Exit': (0x27, 0x28), 'Palace of Darkness Exit': (0x26, 0x27), 'Swamp Palace Exit': (0x25, 0x26), 'Turtle Rock Exit (Front)': (0x35, 0x34), 'Turtle Rock Ledge Exit (West)': (0x15, 0x16), 'Turtle Rock Ledge Exit (East)': (0x19, 0x1A), 'Turtle Rock Isolated Ledge Exit': (0x18, 0x19), 'Hyrule Castle Secret Entrance Exit': (0x32, 0x33), 'Kakariko Well Exit': (0x39, 0x3A), 'Bat Cave Exit': (0x11, 0x12), 'Elder House Exit (East)': (0x0E, 0x0F), 'Elder House Exit (West)': (0x0D, 0x0E), 'North Fairy Cave Exit': (0x38, 0x39), 'Lost Woods Hideout Exit': (0x2C, 0x36), 'Lumberjack Tree Exit': (0x12, 0x13), 'Two Brothers House Exit (East)': (0x10, 0x11), 'Two Brothers House Exit (West)': (0x0F, 0x10), 'Sanctuary Exit': (0x02, 0x01), 'Old Man Cave Exit (East)': (0x07, 0x08), 'Old Man Cave Exit (West)': (0x06, 0x07), 'Old Man House Exit (Bottom)': (0x30, 0x31), 'Old Man House Exit (Top)': (0x31, 0x32), 'Death Mountain Return Cave Exit (West)': (0x2E, 0x2F), 'Death Mountain Return Cave Exit (East)': (0x2F, 0x30), 'Spectacle Rock Cave Exit': (0x21, 0x22), 'Spectacle Rock Cave Exit (Top)': (0x22, 0x23), 'Spectacle Rock Cave Exit (Peak)': (0x23, 0x24), 'Paradox Cave Exit (Bottom)': (0x1E, 0x1F), 'Paradox Cave Exit (Middle)': (0x1F, 0x20), 'Paradox Cave Exit (Top)': (0x20, 0x21), 'Fairy Ascension Cave Exit (Bottom)': (0x1A, 0x1B), 'Fairy Ascension Cave Exit (Top)': (0x1B, 0x1C), 'Spiral Cave Exit': (0x1C, 0x1D), 'Spiral Cave Exit (Top)': (0x1D, 0x1E), 'Bumper Cave Exit (Top)': (0x17, 0x18), 'Bumper Cave Exit (Bottom)': (0x16, 0x17), 'Superbunny Cave Exit (Top)': (0x14, 0x15), 'Superbunny Cave Exit (Bottom)': (0x13, 0x14), 'Hookshot Cave Front Exit': (0x3A, 0x3B), 'Hookshot Cave Back Exit': (0x3B, 0x3C), 'Ganons Tower Exit': (0x37, 0x38), 'Pyramid Exit': (0x36, 0x37), 'Waterfall of Wishing': 0x5C, 'Dam': 0x4E, 'Blinds Hideout': 0x61, 'Lumberjack House': 0x6B, 'Bonk Fairy (Light)': 0x71, 'Bonk Fairy (Dark)': 0x71, 'Lake Hylia Healer Fairy': 0x5E, 'Swamp Healer Fairy': 0x5E, 'Desert Healer Fairy': 0x5E, 'Dark Lake Hylia Healer Fairy': 0x5E, 'Dark Lake Hylia Ledge Healer Fairy': 0x5E, 'Dark Desert Healer Fairy': 0x5E, 'Dark Death Mountain Healer Fairy': 0x5E, 'Fortune Teller (Light)': 0x65, 'Lake Hylia Fortune Teller': 0x65, 'Kings Grave': 0x5B, 'Tavern': 0x43, 'Chicken House': 0x4B, 'Aginahs Cave': 0x4D, 'Sahasrahlas Hut': 0x45, 'Cave Shop (Lake Hylia)': 0x58, 'Cave Shop (Dark Death Mountain)': 0x58, 'Capacity Upgrade': 0x5D, 'Blacksmiths Hut': 0x64, 'Sick Kids House': 0x40, 'Lost Woods Gamble': 0x3C, 'Snitch Lady (East)': 0x3E, 'Snitch Lady (West)': 0x3F, 'Bush Covered House': 0x44, 'Tavern (Front)': 0x42, 'Light World Bomb Hut': 0x4A, 'Kakariko Shop': 0x46, 'Cave 45': 0x51, 'Graveyard Cave': 0x52, 'Checkerboard Cave': 0x72, 'Mini Moldorm Cave': 0x6C, 'Long Fairy Cave': 0x55, 'Good Bee Cave': 0x56, '20 Rupee Cave': 0x6F, '50 Rupee Cave': 0x6D, 'Ice Rod Cave': 0x84, 'Bonk Rock Cave': 0x6E, 'Library': 0x49, 'Kakariko Gamble Game': 0x67, 'Potion Shop': 0x4C, 'Hookshot Fairy': 0x50, 'Pyramid Fairy': 0x63, 'East Dark World Hint': 0x69, 'Palace of Darkness Hint': 0x68, 'Big Bomb Shop': 0x53, 'Village of Outcasts Shop': 0x60, 'Dark Lake Hylia Shop': 0x60, 'Dark World Lumberjack Shop': 0x60, 'Dark World Potion Shop': 0x60, 'Dark Lake Hylia Ledge Spike Cave': 0x70, 'Dark Lake Hylia Ledge Hint': 0x6A, 'Hype Cave': 0x3D, 'Brewery': 0x48, 'C-Shaped House': 0x54, 'Chest Game': 0x47, 'Dark World Hammer Peg Cave': 0x83, 'Red Shield Shop': 0x57, 'Dark Sanctuary Hint': 0x5A, 'Fortune Teller (Dark)': 0x66, 'Archery Game': 0x59, 'Mire Shed': 0x5F, 'Dark Desert Hint': 0x62, 'Spike Cave': 0x41, 'Mimic Cave': 0x4F, 'Kakariko Well (top)': 0x80, 'Hyrule Castle Secret Entrance': 0x7D, 'Bat Cave (right)': 0x7E, 'North Fairy Cave': 0x7C, 'Lost Woods Hideout (top)': 0x7A, 'Lumberjack Tree (top)': 0x7F, 'Sewer Drop': 0x81, 'Skull Back Drop': 0x79, 'Skull Left Drop': 0x77, 'Skull Pinball': 0x78, 'Skull Pot Circle': 0x76, 'Pyramid': 0x7B}