Updated generation algorithm to use new Sector object Moved Dungeon items back for now Created region lists for ease of grouping
193 lines
14 KiB
Python
193 lines
14 KiB
Python
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from BaseClasses import Door, DoorType, Direction
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# constants
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# door offsets
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Top = 0
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Left = 0
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Mid = 1
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Bot = 2
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Right = 2
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# layer numbers
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High = 0
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Low = 1
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# Quadrants - just been using this in my head - no reason to keep them labeled this way
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A = 0
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S = 1
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Z = 2
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X = 3
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# Layer transitions
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HTH = 0 # High to High 00
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HTL = 1 # High to Low 01
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LTH = 2 # Low to High 10
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LTL = 3 # Low to Low 11
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# Only documenting non intratile transitions right now - could add intratile at some point
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def create_doors(world, player):
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world.doors += [
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# hyrule castle
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create_toggle_door(player, 'Hyrule Castle Lobby W', DoorType.Normal, Direction.West, 0x61, Mid, High),
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create_toggle_door(player, 'Hyrule Castle Lobby E', DoorType.Normal, Direction.East, 0x61, Mid, High),
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create_dir_door(player, 'Hyrule Castle Lobby WN', DoorType.Normal, Direction.West, 0x61, Top, High),
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create_dir_door(player, 'Hyrule Castle Lobby North Stairs', DoorType.StraightStairs, Direction.North, 0x61, Mid, High),
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create_toggle_door(player, 'Hyrule Castle West Lobby E', DoorType.Normal, Direction.East, 0x60, Mid, Low),
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create_dir_door(player, 'Hyrule Castle West Lobby N', DoorType.Normal, Direction.North, 0x60, Right, Low),
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create_dir_door(player, 'Hyrule Castle West Lobby EN', DoorType.Normal, Direction.East, 0x60, Top, High),
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create_toggle_door(player, 'Hyrule Castle East Lobby W', DoorType.Normal, Direction.West, 0x62, Mid, Low),
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create_dir_door(player, 'Hyrule Castle East Lobby N', DoorType.Normal, Direction.North, 0x62, Mid, High),
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create_dir_door(player, 'Hyrule Castle East Lobby NW', DoorType.Normal, Direction.North, 0x62, Left, Low),
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create_dir_door(player, 'Hyrule Castle East Hall W', DoorType.Normal, Direction.West, 0x52, Top, Low),
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create_dir_door(player, 'Hyrule Castle East Hall S', DoorType.Normal, Direction.South, 0x52, Mid, High),
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create_dir_door(player, 'Hyrule Castle East Hall SW', DoorType.Normal, Direction.South, 0x52, Left, Low),
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create_dir_door(player, 'Hyrule Castle West Hall E', DoorType.Normal, Direction.East, 0x50, Top, Low),
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create_dir_door(player, 'Hyrule Castle West Hall S', DoorType.Normal, Direction.South, 0x50, Right, Low),
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create_dir_door(player, 'Hyrule Castle Back Hall W', DoorType.Normal, Direction.West, 0x01, Top, Low),
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create_dir_door(player, 'Hyrule Castle Back Hall E', DoorType.Normal, Direction.East, 0x01, Top, Low),
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create_spiral_stairs(player, 'Hyrule Castle Back Hall Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x01, 0, HTL, A, 0x2a, 0x00),
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create_dir_door(player, 'Hyrule Castle Throne Room N', DoorType.Normal, Direction.North, 0x51, Mid, High),
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create_dir_door(player, 'Hyrule Castle Throne Room South Stairs', DoorType.StraightStairs, Direction.South, 0x51, Mid, Low),
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# hyrule dungeon level
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create_spiral_stairs(player, 'Hyrule Dungeon Map Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x72, 0, LTH, A, 0x4b, 0xec),
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create_dir_door(player, 'Hyrule Dungeon North Abyss South Edge', DoorType.Open, Direction.South, 0x72, None, Low),
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create_dir_door(player, 'Hyrule Dungeon North Abyss Catwalk Edge', DoorType.Open, Direction.South, 0x72, None, High),
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create_dir_door(player, 'Hyrule Dungeon South Abyss North Edge', DoorType.Open, Direction.North, 0x82, None, Low),
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create_dir_door(player, 'Hyrule Dungeon South Abyss West Edge', DoorType.Open, Direction.West, 0x82, None, Low),
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create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk North Edge', DoorType.Open, Direction.North, 0x82, None, High),
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create_dir_door(player, 'Hyrule Dungeon South Abyss Catwalk West Edge', DoorType.Open, Direction.West, 0x82, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom Catwalk Edge', DoorType.Open, Direction.East, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom Abyss Edge', DoorType.Open, Direction.West, 0x81, None, High),
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create_dir_door(player, 'Hyrule Dungeon Guardroom N', DoorType.Normal, Direction.North, 0x81, Left, Low),
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create_dir_door(player, 'Hyrule Dungeon Armory S', DoorType.Normal, Direction.South, 0x71, Left, Low, 0x1),
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create_spiral_stairs(player, 'Hyrule Dungeon Armory Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x71, 0, HTL, A, 0x11, 0xa8, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x70, 2, LTH, A, 0x32, 0x94, True),
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create_spiral_stairs(player, 'Hyrule Dungeon Staircase Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x70, 1, HTH, A, 0x11, 0x58),
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create_spiral_stairs(player, 'Hyrule Dungeon Cellblock Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x80, 0, HTH, A, 0x1a, 0x44),
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# sewers
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create_blocked_door(player, 'Sewers Behind Tapestry S', DoorType.Normal, Direction.South, 0x41, Mid, High, False, 0x2),
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create_spiral_stairs(player, 'Sewers Behind Tapestry Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x41, 0, HTH, S, 0x12, 0xb0),
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create_spiral_stairs(player, 'Sewers Rope Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x42, 0, HTH, S, 0x1b, 0x9c),
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create_dir_door(player, 'Sewers Rope Room North Stairs', DoorType.StraightStairs, Direction.North, 0x42, Mid, High),
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create_dir_door(player, 'Sewers Dark Cross South Stairs', DoorType.StraightStairs, Direction.South, 0x32, Mid, High),
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create_dir_door(player, 'Sewers Dark Cross Key Door N', DoorType.Normal, Direction.North, 0x32, Mid, High),
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create_dir_door(player, 'Sewers Dark Cross Key Door S', DoorType.Normal, Direction.South, 0x22, Mid, High),
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create_dir_door(player, 'Sewers Water W', DoorType.Normal, Direction.West, 0x22, Bot, High),
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create_dir_door(player, 'Sewers Key Rat E', DoorType.Normal, Direction.East, 0x21, Bot, High),
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create_small_key_door(player, 'Sewers Key Rat Key Door N', DoorType.Normal, Direction.North, 0x21, Right, High),
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create_small_key_door(player, 'Sewers Secret Room Key Door S', DoorType.Normal, Direction.South, 0x11, Right, High),
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create_spiral_stairs(player, 'Sewers Secret Room Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x11, 0, LTH, S, 0x33, 0x6c, True),
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create_spiral_stairs(player, 'Sewers Pull Switch Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x02, 0, HTL, S, 0x12, 0x80),
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create_toggle_door(player, 'Sewers Pull Switch S', DoorType.Normal, Direction.South, 0x02, Mid, Low, 0x2),
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# logically one way the sanc, but should be linked - also toggle
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create_blocked_door(player, 'Sanctuary N', DoorType.Normal, Direction.North, 0x12, Mid, 0, True),
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# Eastern Palace
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create_dir_door(player, 'Eastern Lobby N', DoorType.Normal, Direction.North, 0xc9, Mid, High),
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create_dir_door(player, 'Eastern Cannonball S', DoorType.Normal, Direction.South, 0xb9, Mid, High),
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create_dir_door(player, 'Eastern Cannonball N', DoorType.Normal, Direction.North, 0xb9, Mid, High),
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create_dir_door(player, 'Eastern Cannonball Ledge WN', DoorType.Normal, Direction.West, 0xb9, Top, High),
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create_small_key_door(player, 'Eastern Cannonball Ledge Key Door EN', DoorType.Normal, Direction.East, 0xb9, Top, High),
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create_dir_door(player, 'Eastern Courtyard Ledge S', DoorType.Normal, Direction.South, 0xa9, Mid, High),
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create_dir_door(player, 'Eastern Courtyard Ledge W', DoorType.Normal, Direction.West, 0xa9, Mid, High, 0x2),
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create_dir_door(player, 'Eastern Courtyard Ledge E', DoorType.Normal, Direction.East, 0xa9, Mid, High, 0x1),
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create_dir_door(player, 'Eastern Map Area W', DoorType.Normal, Direction.West, 0xaa, Mid, High),
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create_dir_door(player, 'Eastern Compass Area E', DoorType.Normal, Direction.East, 0xa8, Mid, High),
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create_dir_door(player, 'Eastern Compass Area EN', DoorType.Normal, Direction.East, 0xa8, Top, Low),
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create_blocked_door(player, 'Eastern Compass Area SW', DoorType.Normal, Direction.South, 0xa8, Right, High),
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create_dir_door(player, 'Eastern Courtyard WN', DoorType.Normal, Direction.West, 0xa9, Top, Low),
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create_dir_door(player, 'Eastern Courtyard EN', DoorType.Normal, Direction.East, 0xa9, Top, Low),
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create_big_key_door(player, 'Eastern Courtyard N', DoorType.Normal, Direction.North, 0xa9, Mid, High),
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create_door(player, 'Eastern Courtyard Potholes', DoorType.Hole),
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create_door(player, 'Eastern Fairy Landing', DoorType.Hole),
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create_door(player, 'Eastern Fairies\' Warp', DoorType.Warp),
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create_door(player, 'Eastern Courtyard Warp End', DoorType.Warp),
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create_dir_door(player, 'Eastern Map Valley WN', DoorType.Normal, Direction.West, 0xaa, Top, Low),
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create_dir_door(player, 'Eastern Map Valley SW', DoorType.Normal, Direction.South, 0xaa, Left, High),
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create_small_key_door(player, 'Eastern Dark Square NW', DoorType.Normal, Direction.North, 0xba, Left, High),
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create_small_key_door(player, 'Eastern Dark Square Key Door WN', DoorType.Normal, Direction.West, 0xba, Top, High),
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create_small_key_door(player, 'Eastern Big Key EN', DoorType.Normal, Direction.East, 0xb8, Top, High),
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create_dir_door(player, 'Eastern Big Key NE', DoorType.Normal, Direction.North, 0xb8, Right, High),
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create_small_key_door(player, 'Eastern Darkness S', DoorType.Normal, Direction.South, 0x99, Mid, High),
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create_spiral_stairs(player, 'Eastern Darkness Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x99, 0, HTH, Z, 0x1a, 0x6c, False, True),
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create_spiral_stairs(player, 'Eastern Attic Start Down Stairs', DoorType.SpiralStairs, Direction.Down, 0xda, 0, HTH, Z, 0x11, 0x80, False, True),
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create_dir_door(player, 'Eastern Attic Start WS', DoorType.Normal, Direction.West, 0xda, Bot, High),
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create_dir_door(player, 'Eastern Attic Switches ES', DoorType.Normal, Direction.East, 0xd9, Bot, High),
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create_dir_door(player, 'Eastern Attic Switches WS', DoorType.Normal, Direction.West, 0xd9, Bot, High),
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create_dir_door(player, 'Eastern Eyegores ES', DoorType.Normal, Direction.East, 0xd8, Bot, High),
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create_dir_door(player, 'Eastern Eyegores NE', DoorType.Normal, Direction.North, 0xd8, Right, High),
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create_blocked_door(player, 'Eastern Boss SE', DoorType.Normal, Direction.South, 0xc8, Right, High, False, 0x2),
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# Desert Palace
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create_dir_door(player, 'Desert Main Lobby NW Edge', DoorType.Open, Direction.North, 0x84, None, High),
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create_dir_door(player, 'Desert Main Lobby N Edge', DoorType.Open, Direction.North, 0x84, None, High),
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create_dir_door(player, 'Desert Main Lobby NE Edge', DoorType.Open, Direction.North, 0x84, None, High),
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create_dir_door(player, 'Desert Main Lobby E Edge', DoorType.Open, Direction.East, 0x84, None, High),
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create_dir_door(player, 'Desert Dead End Edge', DoorType.Open, Direction.South, 0x74, None, High),
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create_dir_door(player, 'Desert East Wing W Edge', DoorType.Open, Direction.West, 0x85, None, High),
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create_dir_door(player, 'Desert East Wing N Edge', DoorType.Open, Direction.North, 0x85, None, High),
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create_dir_door(player, 'Desert Compass NW', DoorType.Normal, Direction.North, 0x85, Left, High, 0x2),
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create_dir_door(player, 'Desert Cannonball S', DoorType.Normal, Direction.South, 0x75, Left, High),
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create_dir_door(player, 'Desert Arrow Pot Corner S Edge', DoorType.Open, Direction.South, 0x75, None, High),
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create_dir_door(player, 'Desert Arrow Pot Corner W Edge', DoorType.Open, Direction.West, 0x75, None, High),
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create_dir_door(player, 'Desert North Hall SE Edge', DoorType.Open, Direction.South, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall SW Edge', DoorType.Open, Direction.South, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall W Edge', DoorType.Open, Direction.West, 0x74, None, High),
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create_dir_door(player, 'Desert North Hall E Edge', DoorType.Open, Direction.East, 0x74, None, High),
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create_dir_door(player, 'Desert Sandworm Corner S Edge', DoorType.Open, Direction.South, 0x73, None, High),
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create_dir_door(player, 'Desert Sandworm Corner E Edge', DoorType.Open, Direction.East, 0x73, None, High),
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create_dir_door(player, 'Desert West Wing N Edge', DoorType.Open, Direction.North, 0x83, None, High),
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create_spiral_stairs(player, 'Desert Tiles 1 Up Stairs', DoorType.SpiralStairs, Direction.Up, 0x63, 0, HTH, A, 0x1b, 0x6c, True),
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create_spiral_stairs(player, 'Desert Bridge Down Stairs', DoorType.SpiralStairs, Direction.Down, 0x53, 0, HTH, A, 0x0f, 0x80, True),
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create_dir_door(player, 'Desert Beamos Hall NE', DoorType.Normal, Direction.North, 0x53, Right, High),
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create_dir_door(player, 'Desert Tiles 2 SE', DoorType.Normal, Direction.South, 0x43, Right, High),
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create_big_key_door(player, 'Desert Wall Slide NW', DoorType.Normal, Direction.North, 0x43, Left, High),
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create_blocked_door(player, 'Desert Boss SW', DoorType.Normal, Direction.South, 0x33, Left, High, False, 0x2),
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]
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def create_door(player, name, type):
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return Door(player, name, type, None, None, None, None)
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def create_small_key_door(player, name, type, direction, room, doorIndex, layer):
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d = Door(player, name, type, direction, room, doorIndex, layer)
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d.smallKey = True
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return d
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def create_big_key_door(player, name, type, direction, room, doorIndex, layer):
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d = Door(player, name, type, direction, room, doorIndex, layer)
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d.bigKey = True
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return d
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def create_blocked_door(player, name, type, direction, room, doorIndex, layer, toggle=False, trap=0x0):
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d = Door(player, name, type, direction, room, doorIndex, layer, toggle)
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d.blocked = True
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d.trap = trap
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return d
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def create_dir_door(player, name, type, direction, room, doorIndex, layer, trap=0x0):
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d = Door(player, name, type, direction, room, doorIndex, layer)
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d.trap = trap
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return d
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def create_toggle_door(player, name, type, direction, room, doorIndex, layer, trap=0x0):
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d = Door(player, name, type, direction, room, doorIndex, layer, True)
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d.trap = trap
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return d
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def create_spiral_stairs(player, name, type, direction, room,
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door_index, layer, quadrant, shift_y, shift_x, zero_hz_cam=False, zero_vt_cam=False):
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d = Door(player, name, type, direction, room, door_index, layer)
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d.quadrant = quadrant
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d.shiftY = shift_y
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d.shiftX = shift_x
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d.zeroHzCam = zero_hz_cam
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d.zeroVtCam = zero_vt_cam
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return d
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