from BaseClasses import Door, DoorType, Direction # constants # door offsets Top = 0 Left = 0 Mid = 1 Bot = 2 Right = 2 # layer numbers High = 0 Low = 1 # Quadrants - just been using this in my head - no reason to keep them labeled this way A = 0 S = 1 Z = 2 X = 3 # Layer transitions HTH = 0 # High to High 00 HTL = 1 # High to Low 01 LTH = 2 # Low to High 10 LTL = 3 # Low to Low 11 def create_doors(world, player): world.doors += [ # hyrule castle create_toggle_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West, 0x61, Mid, High), create_toggle_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East, 0x61, Mid, High), create_dir_door(player, 'Hyrule Castle Lobby WN', DoorType.Normal, Direction.West, 0x61, Top, High), create_dir_door(player, 'Hyrule Castle Lobby North Stairs', DoorType.StraightStairs, Direction.North, 0x61, Mid, High), create_toggle_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East, 0x60, Mid, Low), create_dir_door(player, 'Hyrule Castle West Lobby N', DoorType.Normal, Direction.North, 0x60, Right, Low), create_dir_door(player, 'Hyrule Castle West Lobby EN', DoorType.Normal, Direction.East, 0x60, Top, High), create_toggle_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West, 0x62, Mid, Low), create_dir_door(player, 'Hyrule Castle East Lobby N', DoorType.Normal, Direction.North, 0x62, Mid, High), create_dir_door(player, 'Hyrule Castle East Lobby NW', DoorType.Normal, Direction.North, 0x62, Left, Low), create_dir_door(player, 'Hyrule Castle East Hall W', DoorType.Normal, Direction.West, 0x52, Top, Low), create_dir_door(player, 'Hyrule Castle East Hall S', DoorType.Normal, Direction.South, 0x52, Mid, High), create_dir_door(player, 'Hyrule Castle East Hall SW', DoorType.Normal, Direction.South, 0x52, Left, Low), create_dir_door(player, 'Hyrule Castle West Hall E', DoorType.Normal, Direction.East, 0x50, Top, Low), create_dir_door(player, 'Hyrule Castle West Hall S', DoorType.Normal, Direction.South, 0x50, Right, Low), create_dir_door(player, 'Hyrule Castle Back Hall W', DoorType.Normal, Direction.West, 0x01, Top, Low), create_dir_door(player, 'Hyrule Castle Back Hall E', DoorType.Normal, Direction.East, 0x01, Top, Low), create_spiral_stairs(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x01, 0, HTL, A, 0x2a, 0x00), create_dir_door(player, 'Hyrule Castle Throne Room N', DoorType.Normal, Direction.North, 0x51, Mid, High), create_dir_door(player, 'Hyrule Castle Throne Room South Stairs', DoorType.StraightStairs, Direction.South, 0x51, Mid, Low), # hyrule dungeon level create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, LTH, A, 0x4b, 0xec), create_small_key_door(player, 'Hyrule Dungeon Map Room Key Door S', DoorType.Interior, Direction.South, 0x71, Right, High), create_small_key_door(player, 'Hyrule Dungeon North Abyss Key Door N', DoorType.Interior, Direction.North, 0x71, Right, High), create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low), create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High), create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low), create_dir_door(player, 'Hyrule Dungeon South Abyss West Edge', DoorType.Open, Direction.West, 0x82, None, Low), create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', DoorType.Open, Direction.North, 0x82, None, High), create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', DoorType.Open, Direction.West, 0x82, None, High), create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High), create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High), create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low), create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low), create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door N', DoorType.Interior, Direction.North, 0x71, Left, High), create_small_key_door(player, 'Hyrule Dungeon Armory Interior Key Door S', DoorType.Interior, Direction.South, 0x71, Left, High), create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True), create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, LTH, A, 0x32, 0x94, True), create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, HTH, A, 0x11, 0x58), create_spiral_stairs(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x80, 0, HTH, A, 0x1a, 0x44), # sewers create_blocked_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, High, False, False, 0x2), create_spiral_stairs(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x41, 0, HTH, S, 0x12, 0xb0), create_spiral_stairs(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x42, 0, HTH, S, 0x1b, 0x9c), create_dir_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North, 0x42, Mid, High), create_dir_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South, 0x32, Mid, High), create_small_key_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, High), create_small_key_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South, 0x22, Mid, High), create_dir_door(player, 'Sewers Water W', DoorType.Normal, Direction.West, 0x22, Bot, High), create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, High), create_small_key_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High), create_small_key_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High), create_spiral_stairs(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x11, 0, LTH, S, 0x33, 0x6c, True), create_spiral_stairs(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x02, 0, HTL, S, 0x12, 0x80), create_toggle_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low, 0x2), # logically one way the sanc, but should be linked - also toggle create_blocked_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, 0, True), # Eastern Palace create_dir_door(player, 'Eastern Lobby N', DoorType.Normal, Direction.North, 0xc9, Mid, High), create_dir_door(player, 'Eastern Cannonball S', DoorType.Normal, Direction.South, 0xb9, Mid, High), create_dir_door(player, 'Eastern Cannonball N', DoorType.Normal, Direction.North, 0xb9, Mid, High), create_dir_door(player, 'Eastern Cannonball Ledge WN', DoorType.Normal, Direction.West, 0xb9, Top, High), create_small_key_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East, 0xb9, Top, High), create_dir_door(player, 'Eastern Courtyard Ledge S', DoorType.Normal, Direction.South, 0xa9, Mid, High), create_dir_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West, 0xa9, Mid, High, 0x2), create_dir_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East, 0xa9, Mid, High, 0x1), create_dir_door(player, 'Eastern Map Area W', DoorType.Normal, Direction.West, 0xaa, Mid, High), create_dir_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East, 0xa8, Mid, High), create_dir_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East, 0xa8, Top, Low), create_blocked_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, High, False, True), create_dir_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West, 0xa9, Top, Low), create_dir_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East, 0xa9, Top, Low), create_big_key_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, High), create_door(player, 'Eastern Courtyard Potholes', DoorType.Hole), create_door(player, 'Eastern Fairy Landing', DoorType.Hole), create_door(player, 'Eastern Fairies\' Warp', DoorType.Warp), create_door(player, 'Eastern Courtyard Warp End', DoorType.Warp), create_dir_door(player, 'Eastern Map Valley WN', DoorType.Normal, Direction.West, 0xaa, Top, Low), create_dir_door(player, 'Eastern Map Valley SW', DoorType.Normal, Direction.South, 0xaa, Left, High), create_dir_door(player, 'Eastern Dark Square NW', DoorType.Normal, Direction.North, 0xba, Left, High), create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High), create_dir_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High), create_big_key_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High), create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High), # TODO: Up is a keydoor and down is not. Are they both spiralkeys or what? create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True), create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, HTH, Z, 0x11, 0x80, False, True), create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High), create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High), create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High), create_dir_door(player, 'Eastern Eyegores ES', DoorType.Normal, Direction.East, 0xd8, Bot, High), create_dir_door(player, 'Eastern Eyegores NE', DoorType.Normal, Direction.North, 0xd8, Right, High), create_dir_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South, 0xc8, Right, High), ] def create_door(player, name, type): return Door(player, name, type, None, None, None, None) def create_small_key_door(player, name, type, direction, room, doorIndex, layer): d = Door(player, name, type, direction, room, doorIndex, layer) d.smallKey = True return d def create_big_key_door(player, name, type, direction, room, doorIndex, layer): d = Door(player, name, type, direction, room, doorIndex, layer) d.bigKey = True return d def create_blocked_door(player, name, type, direction, room, doorIndex, layer, toggle=False, key=False, trap=0x0): d = Door(player, name, type, direction, room, doorIndex, layer, toggle) d.blocked = True d.smallKey = key d.trap = trap return d def create_dir_door(player, name, type, direction, room, doorIndex, layer, trap=0x0): d = Door(player, name, type, direction, room, doorIndex, layer) d.trap = trap return d def create_toggle_door(player, name, type, direction, room, doorIndex, layer, trap=0x0): d = Door(player, name, type, direction, room, doorIndex, layer, True) d.trap = trap return d def create_spiral_stairs(player, name, type, direction, room, door_index, layer, quadrant, shift_y, shift_x, zero_hz_cam=False, zero_vt_cam=False): d = Door(player, name, type, direction, room, door_index, layer) d.quadrant = quadrant d.shiftY = shift_y d.shiftX = shift_x d.zeroHzCam = zero_hz_cam d.zeroVtCam = zero_vt_cam return d