Files
alttpr-python/source/overworld/EntranceShuffle2.py

2897 lines
157 KiB
Python

import RaceRandom as random
import logging
import copy
from collections import defaultdict
from BaseClasses import RegionType
from source.overworld.EntranceData import door_addresses
class EntrancePool(object):
def __init__(self, world, player):
self.entrances = set()
self.exits = set()
self.inverted = False
self.coupled = True
self.swapped = False
self.default_map = {}
self.one_way_map = {}
self.combine_map = {}
self.skull_handled = False
self.links_on_mountain = False
self.decoupled_entrances = []
self.decoupled_exits = []
self.original_entrances = set()
self.original_exits = set()
self.same_world_restricted = {}
self.world = world
self.player = player
def is_standard(self):
return self.world.mode[self.player] == 'standard'
class Restrictions(object):
def __init__(self):
self.size = None
self.must_exit_to_lw = False
self.fixed = False
# must_exit_to_dw = False
# same_world = False
def link_entrances_new(world, player):
avail_pool = EntrancePool(world, player)
i_drop_map = {x: y for x, y in drop_map.items() if not x.startswith('Inverted')}
i_entrance_map = {x: y for x, y in entrance_map.items() if not x.startswith('Inverted')}
i_single_ent_map = {x: y for x, y in single_entrance_map.items()}
avail_pool.entrances = set(i_drop_map.keys()).union(i_entrance_map.keys()).union(i_single_ent_map.keys())
avail_pool.exits = set(i_entrance_map.values()).union(i_drop_map.values()).union(i_single_ent_map.values())
avail_pool.exits.add('Chris Houlihan Room Exit')
avail_pool.inverted = world.mode[player] == 'inverted'
inverted_substitution(avail_pool, avail_pool.entrances, True, True)
inverted_substitution(avail_pool, avail_pool.exits, False, True)
avail_pool.original_entrances.update(avail_pool.entrances)
avail_pool.original_exits.update(avail_pool.exits)
default_map = {}
default_map.update(entrance_map)
one_way_map = {}
one_way_map.update(drop_map)
one_way_map.update(single_entrance_map)
if avail_pool.inverted:
default_map['Ganons Tower'] = 'Agahnims Tower Exit'
default_map['Agahnims Tower'] = 'Ganons Tower Exit'
default_map['Old Man Cave (West)'] = 'Bumper Cave Exit (Bottom)'
default_map['Death Mountain Return Cave (West)'] = 'Bumper Cave Exit (Top)'
default_map['Bumper Cave (Bottom)'] = 'Old Man Cave Exit (West)'
default_map['Dark Death Mountain Fairy'] = 'Old Man Cave Exit (East)'
del one_way_map['Dark Death Mountain Fairy']
default_map['Old Man Cave (East)'] = 'Death Mountain Return Cave Exit (West)'
one_way_map['Bumper Cave (Top)'] = 'Dark Death Mountain Healer Fairy'
del default_map['Bumper Cave (Top)']
del one_way_map['Big Bomb Shop']
one_way_map['Links House'] = 'Big Bomb Shop'
del default_map['Links House']
default_map['Big Bomb Shop'] = 'Links House Exit'
avail_pool.default_map = default_map
avail_pool.one_way_map = one_way_map
avail_pool.combine_map = {**default_map, **one_way_map}
# setup mandatory connections
for exit_name, region_name in mandatory_connections:
connect_simple(world, exit_name, region_name, player)
connect_custom(avail_pool, world, player)
if world.shuffle[player] == 'vanilla':
do_vanilla_connections(avail_pool)
else:
mode = world.shuffle[player]
if mode not in modes:
raise RuntimeError(f'Shuffle mode {mode} is not yet supported')
mode_cfg = copy.deepcopy(modes[mode])
if world.linked_drops[player] != 'unset':
mode_cfg['keep_drops_together'] = 'on' if world.linked_drops[player] == 'linked' else 'off'
avail_pool.swapped = mode_cfg['undefined'] == 'swap'
if avail_pool.is_standard():
do_standard_connections(avail_pool)
pool_list = mode_cfg['pools'] if 'pools' in mode_cfg else {}
for pool_name, pool in pool_list.items():
special_shuffle = pool['special'] if 'special' in pool else None
if special_shuffle == 'drops':
handle_skull_woods_drops(avail_pool, pool['entrances'], mode_cfg)
elif special_shuffle == 'fixed_shuffle':
do_fixed_shuffle(avail_pool, pool['entrances'])
elif special_shuffle == 'same_world':
do_same_world_shuffle(avail_pool, pool)
elif special_shuffle == 'simple_connector':
do_connector_shuffle(avail_pool, pool)
elif special_shuffle == 'old_man_cave_east':
exits = [x for x in pool['entrances'] if x in avail_pool.exits]
cross_world = mode_cfg['cross_world'] == 'on' if 'cross_world' in mode_cfg else False
do_old_man_cave_exit(set(avail_pool.entrances), exits, avail_pool, cross_world)
elif special_shuffle == 'inverted_fixed':
if avail_pool.inverted:
connect_two_way(pool['entrance'], pool['exit'], avail_pool)
elif special_shuffle == 'limited':
do_limited_shuffle(pool, avail_pool)
elif special_shuffle == 'limited_lw':
do_limited_shuffle_exclude_drops(pool, avail_pool)
elif special_shuffle == 'limited_dw':
do_limited_shuffle_exclude_drops(pool, avail_pool, False)
elif special_shuffle == 'vanilla':
do_vanilla_connect(pool, avail_pool)
elif special_shuffle == 'skull':
handle_skull_woods_entrances(avail_pool, pool['entrances'])
else:
entrances, exits = find_entrances_and_exits(avail_pool, pool['entrances'])
do_main_shuffle(entrances, exits, avail_pool, mode_cfg)
undefined_behavior = mode_cfg['undefined']
if undefined_behavior == 'vanilla':
do_vanilla_connections(avail_pool)
elif undefined_behavior in {'shuffle', 'swap'}:
do_main_shuffle(set(avail_pool.entrances), set(avail_pool.exits), avail_pool, mode_cfg)
# afterward
# 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
pyramid_hole = 'Inverted Pyramid Hole' if avail_pool.inverted else 'Pyramid Hole'
if world.get_entrance(pyramid_hole, player).connected_region.name != 'Pyramid':
world.ganon_at_pyramid[player] = False
# check for Ganon's Tower location
gt = 'Agahnims Tower' if avail_pool.world.is_atgt_swapped(avail_pool.player) else 'Ganons Tower'
if world.get_entrance(gt, player).connected_region.name != 'Ganons Tower Portal':
world.ganonstower_vanilla[player] = False
def do_vanilla_connections(avail_pool):
if 'Chris Houlihan Room Exit' in avail_pool.exits:
lh = 'Big Bomb Shop' if avail_pool.inverted else 'Links House'
connect_exit('Chris Houlihan Room Exit', lh, avail_pool)
for ent in list(avail_pool.entrances):
if ent in avail_pool.default_map and avail_pool.default_map[ent] in avail_pool.exits:
connect_vanilla_two_way(ent, avail_pool.default_map[ent], avail_pool)
if ent in avail_pool.one_way_map and avail_pool.one_way_map[ent] in avail_pool.exits:
connect_vanilla(ent, avail_pool.one_way_map[ent], avail_pool)
def do_main_shuffle(entrances, exits, avail, mode_def):
# drops and holes
cross_world = mode_def['cross_world'] == 'on' if 'cross_world' in mode_def else False
keep_together = mode_def['keep_drops_together'] == 'on' if 'keep_drops_together' in mode_def else True
avail.coupled = mode_def['decoupled'] != 'on' if 'decoupled' in mode_def else True
do_holes_and_linked_drops(entrances, exits, avail, cross_world, keep_together)
if not avail.coupled:
avail.decoupled_entrances.extend(entrances)
avail.decoupled_exits.extend(exits)
if not avail.world.shuffle_ganon:
if avail.world.is_atgt_swapped(avail.player) and 'Agahnims Tower' in entrances:
connect_two_way('Agahnims Tower', 'Ganons Tower Exit', avail)
entrances.remove('Agahnims Tower')
exits.remove('Ganons Tower Exit')
if not avail.coupled:
avail.decoupled_entrances.remove('Agahnims Tower')
avail.decoupled_exits.remove('Ganons Tower Exit')
if avail.swapped:
connect_swap('Agahnims Tower', 'Ganons Tower Exit', avail)
entrances.remove('Ganons Tower')
exits.remove('Agahnims Tower Exit')
elif 'Ganons Tower' in entrances:
connect_two_way('Ganons Tower', 'Ganons Tower Exit', avail)
entrances.remove('Ganons Tower')
exits.remove('Ganons Tower Exit')
if not avail.coupled:
avail.decoupled_entrances.remove('Ganons Tower')
avail.decoupled_exits.remove('Ganons Tower Exit')
# back of tavern
if not avail.world.shuffletavern[avail.player] and 'Tavern North' in entrances:
connect_entrance('Tavern North', 'Tavern', avail)
entrances.remove('Tavern North')
exits.remove('Tavern')
if not avail.coupled:
avail.decoupled_entrances.remove('Tavern North')
# links house / houlihan
do_links_house(entrances, exits, avail, cross_world)
# inverted sanc
if avail.inverted and 'Dark Sanctuary Hint' in exits:
forbidden = set()
if avail.swapped:
forbidden.add('Dark Sanctuary Hint')
forbidden.update(Forbidden_Swap_Entrances)
if not avail.inverted:
forbidden.append('Links House')
choices = [e for e in Inverted_Dark_Sanctuary_Doors if e in entrances and e not in forbidden]
choice = random.choice(choices)
entrances.remove(choice)
exits.remove('Dark Sanctuary Hint')
connect_entrance(choice, 'Dark Sanctuary Hint', avail)
ext = avail.world.get_entrance('Dark Sanctuary Hint Exit', avail.player)
ext.connect(avail.world.get_entrance(choice, avail.player).parent_region)
if not avail.coupled:
avail.decoupled_entrances.remove(choice)
if avail.swapped and choice != 'Dark Sanctuary Hint':
swap_ent, swap_ext = connect_swap(choice, 'Dark Sanctuary Hint', avail)
entrances.remove(swap_ent)
exits.remove(swap_ext)
# mandatory exits
rem_entrances, rem_exits = set(), set()
if not cross_world:
determine_dungeon_restrictions(avail)
mand_exits = figure_out_must_exits_same_world(entrances, exits, avail)
must_exit_lw, must_exit_dw, lw_entrances, dw_entrances, multi_exit_caves = mand_exits
lw_candidates = filter_restricted_caves(multi_exit_caves, 'LightWorld', avail)
other_candidates = [x for x in multi_exit_caves if x not in lw_candidates] # remember those not passed in
do_mandatory_connections(avail, lw_entrances, lw_candidates, must_exit_lw)
multi_exit_caves = other_candidates + lw_candidates # rebuild list from the lw_candidates and those not passed
# remove old man house as connector - not valid for dw must_exit if it is a spawn point
if not avail.inverted:
new_mec = []
for cave_option in multi_exit_caves:
if any('Old Man House' in cave for cave in cave_option):
rem_exits.update([item for item in cave_option])
else:
new_mec.append(cave_option)
multi_exit_caves = new_mec
dw_candidates = filter_restricted_caves(multi_exit_caves, 'DarkWorld', avail)
other_candidates = [x for x in multi_exit_caves if x not in dw_candidates] # remember those not passed in
do_mandatory_connections(avail, dw_entrances, dw_candidates, must_exit_dw)
multi_exit_caves = other_candidates + dw_candidates # rebuild list from the dw_candidates and those not passed
rem_entrances.update(lw_entrances)
rem_entrances.update(dw_entrances)
else:
# cross world mandantory
entrance_list = list(entrances)
if avail.swapped:
ban_list = Forbidden_Swap_Entrances_Inv if avail.inverted else Forbidden_Swap_Entrances
forbidden = [e for e in ban_list if e in entrance_list]
entrance_list = [e for e in entrance_list if e not in forbidden]
must_exit, multi_exit_caves = figure_out_must_exits_cross_world(entrances, exits, avail)
do_mandatory_connections(avail, entrance_list, multi_exit_caves, must_exit)
rem_entrances.update(entrance_list)
if avail.swapped:
rem_entrances.update(forbidden)
rem_exits.update([x for item in multi_exit_caves for x in item])
rem_exits.update(exits)
if avail.swapped:
rem_exits = [x for x in rem_exits if x in avail.exits]
# old man cave
do_old_man_cave_exit(rem_entrances, rem_exits, avail, cross_world)
# blacksmith
if 'Blacksmiths Hut' in rem_exits:
blacksmith_options = [x for x in Blacksmith_Options if x in rem_entrances]
if avail.swapped:
blacksmith_options = [e for e in blacksmith_options if e not in Forbidden_Swap_Entrances]
blacksmith_choice = random.choice(blacksmith_options)
connect_entrance(blacksmith_choice, 'Blacksmiths Hut', avail)
rem_entrances.remove(blacksmith_choice)
if avail.swapped and blacksmith_choice != 'Blacksmiths Hut':
swap_ent, swap_ext = connect_swap(blacksmith_choice, 'Blacksmiths Hut', avail)
rem_entrances.remove(swap_ent)
rem_exits.remove(swap_ext)
if not avail.coupled:
avail.decoupled_exits.remove('Blacksmiths Hut')
rem_exits.remove('Blacksmiths Hut')
# bomb shop
bomb_shop = 'Links House' if avail.inverted else 'Big Bomb Shop'
if bomb_shop in rem_exits:
bomb_shop_options = Inverted_Bomb_Shop_Options if avail.inverted else Bomb_Shop_Options
bomb_shop_options = [x for x in bomb_shop_options if x in rem_entrances]
if avail.swapped and len(bomb_shop_options) > 1:
bomb_shop_options = [x for x in bomb_shop_options if x != 'Big Bomb Shop']
bomb_shop_choice = random.choice(bomb_shop_options)
connect_entrance(bomb_shop_choice, bomb_shop, avail)
rem_entrances.remove(bomb_shop_choice)
if avail.swapped and bomb_shop_choice != 'Big Bomb Shop':
swap_ent, swap_ext = connect_swap(bomb_shop_choice, bomb_shop, avail)
rem_exits.remove(swap_ext)
rem_entrances.remove(swap_ent)
if not avail.coupled:
avail.decoupled_exits.remove(bomb_shop)
rem_exits.remove(bomb_shop)
def bonk_fairy_exception(x): # (Bonk Fairy not eligible in standard)
return not avail.is_standard() or x != 'Bonk Fairy (Light)'
if not cross_world:
# OM Cave entrance in lw/dw if cross_world off
if 'Old Man Cave Exit (West)' in rem_exits:
world_limiter = DW_Entrances if avail.inverted else LW_Entrances
om_cave_options = sorted([x for x in rem_entrances if x in world_limiter and bonk_fairy_exception(x)])
om_cave_choice = random.choice(om_cave_options)
if not avail.coupled:
connect_exit('Old Man Cave Exit (West)', om_cave_choice, avail)
avail.decoupled_entrances.remove(om_cave_choice)
else:
connect_two_way(om_cave_choice, 'Old Man Cave Exit (West)', avail)
rem_entrances.remove(om_cave_choice)
rem_exits.remove('Old Man Cave Exit (West)')
# OM House in lw/dw if cross_world off
om_house = ['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)']
if not avail.inverted: # we don't really care where this ends up in inverted?
for ext in om_house:
if ext in rem_exits:
om_house_options = [x for x in rem_entrances if x in LW_Entrances and bonk_fairy_exception(x)]
om_house_choice = random.choice(om_house_options)
if not avail.coupled:
connect_exit(ext, om_house_choice, avail)
avail.decoupled_entrances.remove(om_house_choice)
else:
connect_two_way(om_house_choice, ext, avail)
rem_entrances.remove(om_house_choice)
rem_exits.remove(ext)
# the rest of the caves
multi_exit_caves = figure_out_true_exits(rem_exits, avail)
unused_entrances = set()
if not cross_world:
lw_entrances, dw_entrances = [], []
left = sorted(rem_entrances)
for x in left:
if bonk_fairy_exception(x):
lw_entrances.append(x) if x in LW_Entrances else dw_entrances.append(x)
do_same_world_connectors(lw_entrances, dw_entrances, multi_exit_caves, avail)
if avail.world.doorShuffle[avail.player] != 'vanilla':
determine_dungeon_restrictions(avail)
possibles = figure_out_possible_exits(rem_exits)
do_same_world_possible_connectors(lw_entrances, dw_entrances, possibles, avail)
unused_entrances.update(lw_entrances)
unused_entrances.update(dw_entrances)
else:
entrance_list = sorted([x for x in rem_entrances if bonk_fairy_exception(x)])
do_cross_world_connectors(entrance_list, multi_exit_caves, avail)
unused_entrances.update(entrance_list)
if avail.is_standard() and 'Bonk Fairy (Light)' in rem_entrances:
rem_entrances = list(unused_entrances) + ['Bonk Fairy (Light)']
else:
rem_entrances = list(unused_entrances)
rem_entrances.sort()
rem_exits = list(rem_exits if avail.coupled else avail.decoupled_exits)
if avail.swapped:
rem_exits = [x for x in rem_exits if x in avail.exits]
rem_exits.sort()
random.shuffle(rem_entrances)
random.shuffle(rem_exits)
placing = min(len(rem_entrances), len(rem_exits))
if avail.swapped:
connect_swapped(rem_entrances, rem_exits, avail)
else:
for door, target in zip(rem_entrances, rem_exits):
connect_entrance(door, target, avail)
rem_entrances[:] = rem_entrances[placing:]
rem_exits[:] = rem_exits[placing:]
if rem_entrances or rem_exits:
logging.getLogger('').warning(f'Unplaced entrances/exits: {", ".join(rem_entrances + rem_exits)}')
def do_old_man_cave_exit(entrances, exits, avail, cross_world):
if 'Old Man Cave Exit (East)' in exits:
om_cave_options = Inverted_Old_Man_Entrances if avail.inverted else Old_Man_Entrances
if avail.inverted and cross_world:
om_cave_options = Inverted_Old_Man_Entrances + Old_Man_Entrances
om_cave_options = [x for x in om_cave_options if x in entrances]
om_cave_choice = random.choice(om_cave_options)
if not avail.coupled:
connect_exit('Old Man Cave Exit (East)', om_cave_choice, avail)
avail.decoupled_entrances.remove(om_cave_choice)
else:
connect_two_way(om_cave_choice, 'Old Man Cave Exit (East)', avail)
entrances.remove(om_cave_choice)
default_entrance = 'Dark Death Mountain Fairy' if avail.inverted else 'Old Man Cave (East)'
if avail.swapped and om_cave_choice != default_entrance:
swap_ent, swap_ext = connect_swap(om_cave_choice, 'Old Man Cave Exit (East)', avail)
entrances.remove(swap_ent)
exits.remove(swap_ext)
exits.remove('Old Man Cave Exit (East)')
def do_standard_connections(avail):
connect_two_way('Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', avail)
# cannot move uncle cave
connect_two_way('Hyrule Castle Secret Entrance Stairs', 'Hyrule Castle Secret Entrance Exit', avail)
connect_entrance('Hyrule Castle Secret Entrance Drop', 'Hyrule Castle Secret Entrance', avail)
connect_two_way('Links House', 'Links House Exit', avail)
connect_exit('Chris Houlihan Room Exit', 'Links House', avail)
def remove_from_list(t_list, removals):
for r in removals:
t_list.remove(r)
def do_holes_and_linked_drops(entrances, exits, avail, cross_world, keep_together):
holes_to_shuffle = [x for x in entrances if x in drop_map]
if not avail.world.shuffle_ganon:
if avail.inverted and 'Inverted Pyramid Hole' in holes_to_shuffle:
connect_entrance('Inverted Pyramid Hole', 'Pyramid', avail)
connect_two_way('Pyramid Entrance', 'Pyramid Exit', avail)
holes_to_shuffle.remove('Inverted Pyramid Hole')
remove_from_list(entrances, ['Inverted Pyramid Hole', 'Pyramid Entrance'])
remove_from_list(exits, ['Pyramid', 'Pyramid Exit'])
elif 'Pyramid Hole' in holes_to_shuffle:
connect_entrance('Pyramid Hole', 'Pyramid', avail)
connect_two_way('Pyramid Entrance', 'Pyramid Exit', avail)
holes_to_shuffle.remove('Pyramid Hole')
remove_from_list(entrances, ['Pyramid Hole', 'Pyramid Entrance'])
remove_from_list(exits, ['Pyramid', 'Pyramid Exit'])
if not keep_together:
targets = [avail.one_way_map[x] for x in holes_to_shuffle]
if avail.swapped:
connect_swapped(holes_to_shuffle, targets, avail)
else:
connect_random(holes_to_shuffle, targets, avail)
remove_from_list(entrances, holes_to_shuffle)
remove_from_list(exits, targets)
return # we're done here
hole_entrances, hole_targets = [], []
leftover_hole_entrances, leftover_hole_targets = [], []
for hole in drop_map:
if hole in avail.original_entrances and hole in linked_drop_map:
linked_entrance = linked_drop_map[hole]
if hole in entrances and linked_entrance in entrances:
hole_entrances.append((linked_entrance, hole))
target_exit = avail.default_map[linked_entrance]
target_drop = avail.one_way_map[hole]
if target_exit in exits and target_drop in exits:
hole_targets.append((target_exit, target_drop))
else:
if hole in avail.original_entrances and hole in entrances:
leftover_hole_entrances.append(hole)
if drop_map[hole] in exits:
leftover_hole_targets.append(drop_map[hole])
random.shuffle(hole_entrances)
if not cross_world:
if 'Sanctuary Grave' in holes_to_shuffle:
hc = avail.world.get_entrance('Hyrule Castle Exit (South)', avail.player)
is_hc_in_opp_world = avail.inverted
if hc.connected_region:
opp_world = RegionType.LightWorld if avail.inverted else RegionType.DarkWorld
is_hc_in_opp_world = hc.connected_region.type == opp_world
start_world_entrances = DW_Entrances if avail.inverted else LW_Entrances
opp_world_entrances = LW_Entrances if avail.inverted else DW_Entrances
chosen_entrance = None
if is_hc_in_opp_world:
if avail.swapped:
chosen_entrance = next(e for e in hole_entrances if e[0] in opp_world_entrances and e[0] != 'Sanctuary')
if not chosen_entrance:
chosen_entrance = next((e for e in hole_entrances if e[0] in opp_world_entrances), None)
if not chosen_entrance:
if avail.swapped:
chosen_entrance = next(e for e in hole_entrances if e[0] in start_world_entrances and e[0] != 'Sanctuary')
if not chosen_entrance:
chosen_entrance = next(e for e in hole_entrances if e[0] in start_world_entrances)
if chosen_entrance:
connect_hole_via_interior(chosen_entrance, 'Sanctuary Exit', hole_entrances, hole_targets, entrances, exits, avail)
if 'Skull Woods First Section Hole (North)' in holes_to_shuffle:
chosen_entrance = next(e for e in hole_entrances if e[0] in DW_Entrances)
connect_hole_via_interior(chosen_entrance, 'Skull Woods First Section Exit', hole_entrances, hole_targets, entrances, exits, avail)
if 'Skull Woods Second Section Hole' in holes_to_shuffle:
chosen_entrance = next(e for e in hole_entrances if e[0] in DW_Entrances)
connect_hole_via_interior(chosen_entrance, 'Skull Woods Second Section Exit (East)', hole_entrances, hole_targets, entrances, exits, avail)
random.shuffle(hole_targets)
while len(hole_entrances):
entrance, drop = hole_entrances.pop()
if avail.swapped and len(hole_targets) > 1:
ext, target = next((x, t) for x, t in hole_targets if x != entrance_map[entrance])
hole_targets.remove((ext, target))
else:
ext, target = hole_targets.pop()
connect_two_way(entrance, ext, avail)
connect_entrance(drop, target, avail)
remove_from_list(entrances, [entrance, drop])
remove_from_list(exits, [ext, target])
if avail.swapped and drop_map[drop] != target:
swap_ent, swap_ext = connect_swap(entrance, ext, avail)
swap_drop, swap_tgt = connect_swap(drop, target, avail)
hole_entrances.remove((swap_ent, swap_drop))
hole_targets.remove((swap_ext, swap_tgt))
remove_from_list(entrances, [swap_ent, swap_drop])
remove_from_list(exits, [swap_ext, swap_tgt])
if leftover_hole_entrances and leftover_hole_targets:
remove_from_list(entrances, leftover_hole_entrances)
remove_from_list(exits, leftover_hole_targets)
if avail.swapped:
connect_swapped(leftover_hole_entrances, leftover_hole_targets, avail)
else:
connect_random(leftover_hole_entrances, leftover_hole_targets, avail)
def connect_hole_via_interior(chosen_entrance, interior, hole_entrances, hole_targets, entrances, exits, avail):
hole_entrances.remove(chosen_entrance)
interior = next(target for target in hole_targets if target[0] == interior)
hole_targets.remove(interior)
connect_two_way(chosen_entrance[0], interior[0], avail)
connect_entrance(chosen_entrance[1], interior[1], avail)
remove_from_list(entrances, [chosen_entrance[0], chosen_entrance[1]])
remove_from_list(exits, [interior[0], interior[1]])
if avail.swapped and drop_map[chosen_entrance[1]] != interior[1]:
swap_ent, swap_ext = connect_swap(chosen_entrance[0], interior[0], avail)
swap_drop, swap_tgt = connect_swap(chosen_entrance[1], interior[1], avail)
hole_entrances.remove((swap_ent, swap_drop))
hole_targets.remove((swap_ext, swap_tgt))
remove_from_list(entrances, [swap_ent, swap_drop])
remove_from_list(exits, [swap_ext, swap_tgt])
def do_links_house(entrances, exits, avail, cross_world):
lh_exit = 'Links House Exit'
if lh_exit in exits:
links_house_vanilla = 'Big Bomb Shop' if avail.inverted else 'Links House'
if not avail.world.shufflelinks[avail.player]:
links_house = links_house_vanilla
else:
forbidden = list((Isolated_LH_Doors_Inv + Inverted_Dark_Sanctuary_Doors)
if avail.inverted else Isolated_LH_Doors_Open)
if not avail.inverted:
if avail.world.doorShuffle[avail.player] != 'vanilla' and avail.world.intensity[avail.player] > 2:
forbidden.append('Hyrule Castle Entrance (South)')
if avail.swapped:
forbidden.append(links_house_vanilla)
forbidden.extend(Forbidden_Swap_Entrances)
shuffle_mode = avail.world.shuffle[avail.player]
# simple shuffle -
if shuffle_mode == 'simple':
avail.links_on_mountain = True # taken care of by the logic below
if avail.inverted: # in inverted, links house cannot be on the mountain
forbidden.extend(['Spike Cave', 'Dark Death Mountain Fairy', 'Hookshot Fairy'])
else:
# links house cannot be on dm if there's no way off the mountain
ent = avail.world.get_entrance('Death Mountain Return Cave (West)', avail.player)
if ent.connected_region.name in Simple_DM_Non_Connectors:
forbidden.append('Hookshot Fairy')
# other cases it is fine
# can't have links house on eddm in restricted because Inverted Aga Tower isn't available
# todo: inverted full may have the same problem if both links house and a mandatory connector is chosen
# from the 3 inverted options
if shuffle_mode in ['restricted'] and avail.inverted:
avail.links_on_mountain = True
forbidden.extend(['Spike Cave', 'Dark Death Mountain Fairy'])
if shuffle_mode in ['lite', 'lean']:
forbidden.extend(['Spike Cave', 'Mire Shed'])
# lobby shuffle means you ought to keep links house in the same world
sanc_spawn_can_be_dark = (not avail.inverted and avail.world.doorShuffle[avail.player] in ['partitioned', 'crossed']
and avail.world.intensity[avail.player] >= 3)
entrance_pool = entrances if avail.coupled else avail.decoupled_entrances
if cross_world and not sanc_spawn_can_be_dark:
possible = [e for e in entrance_pool if e not in forbidden]
else:
world_list = LW_Entrances if not avail.inverted else DW_Entrances
possible = [e for e in entrance_pool if e in world_list and e not in forbidden]
possible.sort()
links_house = random.choice(possible)
connect_two_way(links_house, lh_exit, avail)
entrances.remove(links_house)
connect_exit('Chris Houlihan Room Exit', links_house, avail) # should match link's house
exits.remove(lh_exit)
exits.remove('Chris Houlihan Room Exit')
if not avail.coupled:
avail.decoupled_entrances.remove(links_house)
avail.decoupled_exits.remove('Links House Exit')
avail.decoupled_exits.remove('Chris Houlihan Room Exit')
if avail.swapped and links_house != links_house_vanilla:
swap_ent, swap_ext = connect_swap(links_house, lh_exit, avail)
entrances.remove(swap_ent)
exits.remove(swap_ext)
# links on dm
dm_spots = LH_DM_Connector_List.union(LH_DM_Exit_Forbidden)
if links_house in dm_spots:
if avail.links_on_mountain:
return # connector is fine
multi_exit_caves = figure_out_connectors(exits)
entrance_pool = entrances if avail.coupled else avail.decoupled_entrances
if cross_world:
possible_dm_exits = [e for e in entrances if e in LH_DM_Connector_List]
possible_exits = [e for e in entrance_pool if e not in dm_spots]
else:
world_list = LW_Entrances if not avail.inverted else DW_Entrances
possible_dm_exits = [e for e in entrances if e in LH_DM_Connector_List and e in world_list]
possible_exits = [e for e in entrance_pool if e not in dm_spots and e in world_list]
chosen_cave = random.choice(multi_exit_caves)
shuffle_connector_exits(chosen_cave)
possible_dm_exits.sort()
possible_exits.sort()
chosen_dm_escape = random.choice(possible_dm_exits)
chosen_landing = random.choice(possible_exits)
chosen_exit_start = chosen_cave.pop(0)
chosen_exit_end = chosen_cave.pop()
if avail.coupled:
connect_two_way(chosen_dm_escape, chosen_exit_start, avail)
connect_two_way(chosen_landing, chosen_exit_end, avail)
entrances.remove(chosen_dm_escape)
entrances.remove(chosen_landing)
else:
connect_entrance(chosen_dm_escape, chosen_exit_start, avail)
connect_exit(chosen_exit_end, chosen_landing, avail)
entrances.remove(chosen_dm_escape)
avail.decoupled_exits.remove(chosen_exit_start)
avail.decoupled_entrances.remove(chosen_landing)
exits.add(chosen_exit_start) # this needs to be added back in
if len(chosen_cave):
exits.update([x for x in chosen_cave])
exits.update([x for item in multi_exit_caves for x in item])
def figure_out_connectors(exits):
multi_exit_caves = []
for item in Connector_List:
if all(x in exits for x in item):
remove_from_list(exits, item)
multi_exit_caves.append(list(item))
return multi_exit_caves
def figure_out_true_exits(exits, avail):
multi_exit_caves = []
for item in Connector_List:
if all(x in exits for x in item):
remove_from_list(exits, item)
multi_exit_caves.append(list(item))
for item in avail.default_map.values():
if item in exits:
multi_exit_caves.append(item)
exits.remove(item)
return multi_exit_caves
def figure_out_possible_exits(exits):
possible_multi_exit_caves = []
for item in doors_possible_connectors:
if item in exits:
remove_from_list(exits, item)
possible_multi_exit_caves.append(item)
return possible_multi_exit_caves
def determine_dungeon_restrictions(avail):
check_for_hc = (avail.is_standard() or avail.world.doorShuffle[avail.player] != 'vanilla')
for check in dungeon_restriction_checks:
dungeon_exits, drop_regions = check
if check_for_hc and any('Hyrule Castle' in x for x in dungeon_exits):
avail.same_world_restricted.update({x: 'LightWorld' for x in dungeon_exits})
else:
restriction = None
for x in dungeon_exits:
ent = avail.world.get_entrance(x, avail.player)
if ent.connected_region:
if ent.connected_region.type == RegionType.LightWorld:
restriction = 'LightWorld'
elif ent.connected_region.type == RegionType.DarkWorld:
restriction = 'DarkWorld'
# Holes only restrict
for x in drop_regions:
region = avail.world.get_region(x, avail.player)
ent = next((ent for ent in region.entrances if ent.parent_region and ent.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]), None)
if ent:
if ent.parent_region.type == RegionType.LightWorld and not avail.inverted:
restriction = 'LightWorld'
elif ent.parent_region.type == RegionType.DarkWorld and avail.inverted:
restriction = 'DarkWorld'
if restriction:
avail.same_world_restricted.update({x: restriction for x in dungeon_exits})
def figure_out_must_exits_same_world(entrances, exits, avail):
lw_entrances, dw_entrances = [], []
for x in entrances:
lw_entrances.append(x) if x in LW_Entrances else dw_entrances.append(x)
multi_exit_caves = figure_out_connectors(exits)
if not avail.inverted and not avail.skull_handled:
skull_connector = [x for x in ['Skull Woods Second Section Exit (West)', 'Skull Woods Second Section Exit (East)'] if x in exits]
multi_exit_caves.append(skull_connector)
must_exit_lw, must_exit_dw, unfiltered_lw, unfiltered_dw = must_exits_helper(avail, lw_entrances, dw_entrances)
return must_exit_lw, must_exit_dw, lw_entrances, dw_entrances, multi_exit_caves
def must_exits_helper(avail, lw_entrances, dw_entrances):
must_exit_lw_orig = (Inverted_LW_Must_Exit if avail.inverted else LW_Must_Exit).copy()
must_exit_dw_orig = (Inverted_DW_Must_Exit if avail.inverted else DW_Must_Exit).copy()
if not avail.inverted and not avail.skull_handled:
must_exit_dw_orig.append('Skull Woods Second Section Door (West)')
must_exit_lw = must_exit_filter(avail, must_exit_lw_orig, lw_entrances)
must_exit_dw = must_exit_filter(avail, must_exit_dw_orig, dw_entrances)
return must_exit_lw, must_exit_dw, flatten(must_exit_lw_orig), flatten(must_exit_dw_orig)
def filter_restricted_caves(multi_exit_caves, restriction, avail):
candidates = []
for cave in multi_exit_caves:
if all(x not in avail.same_world_restricted or avail.same_world_restricted[x] == restriction for x in cave):
candidates.append(cave)
return candidates
def flatten(list_to_flatten):
ret = []
for item in list_to_flatten:
if isinstance(item, tuple):
ret.extend(item)
else:
ret.append(item)
return ret
def figure_out_must_exits_cross_world(entrances, exits, avail):
multi_exit_caves = figure_out_connectors(exits)
if not avail.skull_handled:
skull_connector = [x for x in ['Skull Woods Second Section Exit (West)', 'Skull Woods Second Section Exit (East)'] if x in exits]
multi_exit_caves.append(skull_connector)
remove_from_list(exits, skull_connector)
must_exit_lw = (Inverted_LW_Must_Exit if avail.inverted else LW_Must_Exit).copy()
must_exit_dw = (Inverted_DW_Must_Exit if avail.inverted else DW_Must_Exit).copy()
if not avail.inverted and not avail.skull_handled:
must_exit_dw.append('Skull Woods Second Section Door (West)')
must_exit = must_exit_filter(avail, must_exit_lw + must_exit_dw, entrances)
return must_exit, multi_exit_caves
def do_same_world_connectors(lw_entrances, dw_entrances, caves, avail):
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 across 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])
if isinstance(cave, str):
cave = (cave,)
target, restriction = None, None
if any(x in avail.same_world_restricted for x in cave):
restriction = next(avail.same_world_restricted[x] for x in cave if x in avail.same_world_restricted)
target = lw_entrances if restriction == 'LightWorld' else dw_entrances
if target is None:
target = lw_entrances if random.randint(0, 1) == 0 else dw_entrances
# check if we can still fit the cave into our target group
if len(target) < len(cave):
if restriction:
raise Exception('Not enough entrances for restricted cave, algorithm needs revision (main)')
# need to use other set
target = lw_entrances if target is dw_entrances else dw_entrances
for ext in cave:
# todo: for decoupled, need to split the avail decoupled entrances into lw/dw
# if decoupled:
# choice = random.choice(avail.decoupled_entrances)
# connect_exit(ext, choice, avail)
# avail.decoupled_entrances.remove()
# else:
connect_two_way(target.pop(), ext, avail)
def do_same_world_possible_connectors(lw_entrances, dw_entrances, possibles, avail):
random.shuffle(possibles)
while possibles:
possible = possibles.pop()
target = None
if possible in avail.same_world_restricted:
target = lw_entrances if avail.same_world_restricted[possible] == 'LightWorld' else dw_entrances
if target is None:
target = lw_entrances if random.randint(0, 1) == 0 else dw_entrances
connect_two_way(target.pop(), possible, avail)
determine_dungeon_restrictions(avail)
def do_cross_world_connectors(entrances, caves, avail):
random.shuffle(entrances)
random.shuffle(caves)
while caves:
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])
if isinstance(cave, str):
cave = [cave]
while len(cave):
ext = cave.pop()
if not avail.coupled:
choice = random.choice(avail.decoupled_entrances)
connect_exit(ext, choice, avail)
avail.decoupled_entrances.remove(choice)
else:
if avail.swapped and len(entrances) > 1:
chosen_entrance = next(e for e in entrances if avail.combine_map[e] != ext)
entrances.remove(chosen_entrance)
else:
chosen_entrance = entrances.pop()
connect_two_way(chosen_entrance, ext, avail)
if avail.swapped:
swap_ent, swap_ext = connect_swap(chosen_entrance, ext, avail)
if swap_ent:
entrances.remove(swap_ent)
if chosen_entrance not in single_entrance_map:
if swap_ext in cave:
cave.remove(swap_ext)
else:
for c in caves:
if swap_ext == c:
caves.remove(swap_ext)
break
if not isinstance(c, str) and swap_ext in c:
c.remove(swap_ext)
if len(c) == 0:
caves.remove(c)
break
def handle_skull_woods_drops(avail, pool, mode_cfg):
skull_woods = avail.world.skullwoods[avail.player]
if skull_woods in ['restricted', 'loose']:
for drop in pool:
target = drop_map[drop]
connect_entrance(drop, target, avail)
elif skull_woods == 'original':
holes, targets = find_entrances_and_targets_drops(avail, pool)
if avail.swapped:
connect_swapped(holes, targets, avail)
else:
connect_random(holes, targets, avail)
elif skull_woods == 'followlinked':
keep_together = mode_cfg['keep_drops_together'] == 'on' if 'keep_drops_together' in mode_cfg else True
if keep_together:
for drop in ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)']:
target = drop_map[drop]
connect_entrance(drop, target, avail)
def handle_skull_woods_entrances(avail, pool):
skull_woods = avail.world.skullwoods[avail.player]
if skull_woods in ['restricted', 'original']:
entrances, exits = find_entrances_and_exits(avail, pool)
if avail.swapped:
connect_swapped(entrances, exits, avail, True)
else:
connect_random(entrances, exits, avail, True)
avail.skull_handled = True
def do_fixed_shuffle(avail, entrance_list):
max_size = 0
options = {}
for i, entrance_set in enumerate(entrance_list):
entrances, targets = find_entrances_and_exits(avail, entrance_set)
size = min(len(entrances), len(targets))
max_size = max(max_size, size)
rules = Restrictions()
rules.size = size
if ('Hyrule Castle Entrance (South)' in entrances and
avail.world.doorShuffle[avail.player] != 'vanilla'):
rules.must_exit_to_lw = True
if avail.world.is_atgt_swapped(avail.player) and 'Agahnims Tower' in entrances and not avail.world.shuffle_ganon:
rules.fixed = True
option = (i, entrances, targets, rules)
options[i] = option
choices = dict(options)
for i, option in options.items():
key, entrances, targets, rules = option
if rules.size and rules.size < max_size:
choice = choices[i]
elif rules.fixed:
choice = choices[i]
elif rules.must_exit_to_lw:
lw_exits = set(default_lw)
lw_exits.update({'Big Bomb Shop', 'Ganons Tower Exit'} if avail.inverted else {'Links House Exit', 'Agahnims Tower Exit'})
filtered_choices = {i: opt for i, opt in choices.items() if all(t in lw_exits for t in opt[2])}
index, choice = random.choice(list(filtered_choices.items()))
else:
index, choice = random.choice(list(choices.items()))
del choices[choice[0]]
for t, entrance in enumerate(entrances):
target = choice[2][t]
connect_two_way(entrance, target, avail)
def do_same_world_shuffle(avail, pool_def):
single_exit = pool_def['entrances']
multi_exit = pool_def['connectors']
# complete_entrance_set = set()
lw_entrances, dw_entrances, multi_exits_caves, other_exits = [], [], [], []
single_entrances, single_exits = find_entrances_and_exits(avail, single_exit)
other_exits.extend(single_exits)
for x in single_entrances:
(dw_entrances, lw_entrances)[x in LW_Entrances].append(x)
# complete_entrance_set.update(single_entrances)
for option in multi_exit:
multi_entrances, multi_exits = find_entrances_and_exits(avail, option)
# complete_entrance_set.update(multi_entrances)
if multi_exits:
multi_exits_caves.append(multi_exits)
for x in multi_entrances:
(dw_entrances, lw_entrances)[x in LW_Entrances].append(x)
must_exit_lw = Inverted_LW_Must_Exit if avail.inverted else LW_Must_Exit
must_exit_dw = Inverted_DW_Must_Exit if avail.inverted else DW_Must_Exit
must_exit_lw = must_exit_filter(avail, must_exit_lw, lw_entrances)
must_exit_dw = must_exit_filter(avail, must_exit_dw, dw_entrances)
determine_dungeon_restrictions(avail)
lw_candidates = filter_restricted_caves(multi_exits_caves, 'LightWorld', avail)
other_candidates = [x for x in multi_exits_caves if x not in lw_candidates] # remember those not passed in
do_mandatory_connections(avail, lw_entrances, lw_candidates, must_exit_lw)
multi_exits_caves = (other_candidates + lw_candidates) if other_candidates else lw_candidates # rebuild list from the lw_candidates and those not passed
dw_candidates = filter_restricted_caves(multi_exits_caves, 'DarkWorld', avail)
other_candidates = [x for x in multi_exits_caves if x not in dw_candidates] # remember those not passed in
do_mandatory_connections(avail, dw_entrances, dw_candidates, must_exit_dw)
multi_exits_caves = (other_candidates + dw_candidates) if other_candidates else dw_candidates # rebuild list from the dw_candidates and those not passed
# connect caves
random.shuffle(lw_entrances)
random.shuffle(dw_entrances)
random.shuffle(multi_exits_caves)
while multi_exits_caves:
cave_candidate = (None, 0)
for i, cave in enumerate(multi_exits_caves):
if len(cave) > cave_candidate[1]:
cave_candidate = (i, len(cave))
cave = multi_exits_caves.pop(cave_candidate[0])
target, restriction = None, None
if any(x in avail.same_world_restricted for x in cave):
restriction = next(avail.same_world_restricted[x] for x in cave if x in avail.same_world_restricted)
target = lw_entrances if restriction == 'LightWorld' else dw_entrances
if target is None:
target = lw_entrances if random.randint(0, 1) == 0 else dw_entrances
if len(target) < len(cave): # swap because we ran out of entrances in that world
if restriction:
raise Exception('Not enough entrances for restricted cave, algorithm needs revision (dungeonsfull)')
target = lw_entrances if target is dw_entrances else dw_entrances
for ext in cave:
connect_two_way(target.pop(), ext, avail)
# finish the rest
connect_random(lw_entrances+dw_entrances, single_exits, avail, True)
def do_connector_shuffle(avail, pool_def):
directional_list = pool_def['directional_inv' if avail.inverted else 'directional']
connector_list = pool_def['connectors_inv' if avail.inverted else 'connectors']
option_list = pool_def['options']
for connector in directional_list:
chosen_option = random.choice(option_list)
ignored_ent, chosen_exits = find_entrances_and_exits(avail, chosen_option)
if not chosen_exits:
continue # nothing available
# this shuffle ensures directionality
shuffle_connector_exits(chosen_exits)
connector_ent, ignored_exits = find_entrances_and_exits(avail, connector)
for i, ent in enumerate(connector_ent):
connect_two_way(ent, chosen_exits[i], avail)
option_list.remove(chosen_option)
for connector in connector_list:
chosen_option = random.choice(option_list)
ignored_ent, chosen_exits = find_entrances_and_exits(avail, chosen_option)
# directionality need not be preserved
random.shuffle(chosen_exits)
connector_ent, ignored_exits = find_entrances_and_exits(avail, connector)
for i, ent in enumerate(connector_ent):
connect_two_way(ent, chosen_exits[i], avail)
option_list.remove(chosen_option)
def do_limited_shuffle(pool_def, avail):
entrance_pool, ignored_exits = find_entrances_and_exits(avail, pool_def['entrances'])
exit_pool = [x for x in pool_def['options'] if x in avail.exits]
random.shuffle(exit_pool)
for entrance in entrance_pool:
chosen_exit = exit_pool.pop()
connect_two_way(entrance, chosen_exit, avail)
def do_limited_shuffle_exclude_drops(pool_def, avail, lw=True):
ignored_entrances, exits = find_entrances_and_exits(avail, pool_def['entrances'])
reserved_drops = set(linked_drop_map.values())
must_exit_lw, must_exit_dw, unfiltered_lw, unfiltered_dw = must_exits_helper(avail, LW_Entrances, DW_Entrances)
must_exit = set(must_exit_lw if lw else must_exit_dw)
unfiltered = set(unfiltered_lw if lw else unfiltered_dw)
base_set = LW_Entrances if lw else DW_Entrances
entrance_pool = [x for x in base_set if x in avail.entrances and x not in reserved_drops]
random.shuffle(entrance_pool)
all_connectors = {c: tuple(connector) for connector in Connector_List for c in connector}
multi_tracker = {tuple(connector): False for connector in Connector_List} # ensures multi_entrance
for next_exit in exits:
if next_exit not in Connector_Exit_Set:
reduced_pool = [x for x in entrance_pool if x not in must_exit]
if next_exit in all_connectors and not multi_tracker[all_connectors[next_exit]]:
reduced_pool = [x for x in entrance_pool if x not in unfiltered]
chosen_entrance = reduced_pool.pop()
entrance_pool.remove(chosen_entrance)
else:
chosen_entrance = entrance_pool.pop()
if next_exit in all_connectors and chosen_entrance not in must_exit:
multi_tracker[all_connectors[next_exit]] = True
connect_two_way(chosen_entrance, next_exit, avail)
def do_vanilla_connect(pool_def, avail):
if 'shopsanity' in pool_def['condition']:
if avail.world.shopsanity[avail.player]:
return
if 'pottery' in pool_def['condition']: # this condition involves whether caves with pots are shuffled or not
if avail.world.pottery[avail.player] not in ['none', 'keys', 'dungeon']:
return
if 'dropshuffle' in pool_def['condition']:
if avail.world.dropshuffle[avail.player] not in ['none', 'keys']:
return
if 'enemy_drop' in pool_def['condition']:
if avail.world.dropshuffle[avail.player] not in ['none', 'keys'] and avail.world.enemy_shuffle[avail.player] != 'none':
return
defaults = {**default_connections, **(inverted_default_connections if avail.inverted else open_default_connections)}
if avail.inverted:
if 'Dark Death Mountain Fairy' in pool_def['entrances']:
pool_def['entrances'].remove('Dark Death Mountain Fairy')
pool_def['entrances'].append('Bumper Cave (top)')
for entrance in pool_def['entrances']:
if entrance in avail.entrances:
target = defaults[entrance]
if entrance in avail.default_map:
connect_vanilla_two_way(entrance, avail.default_map[entrance], avail)
else:
connect_simple(avail.world, entrance, target, avail.player)
avail.entrances.remove(entrance)
avail.exits.remove(target)
def do_mandatory_connections(avail, entrances, cave_options, must_exit):
if len(must_exit) == 0:
return
if not avail.coupled:
do_mandatory_connections_decoupled(avail, cave_options, must_exit)
return
# Keeps track of entrances that cannot be used to access each exit / cave
if avail.inverted:
invalid_connections = Inverted_Must_Exit_Invalid_Connections.copy()
else:
invalid_connections = Must_Exit_Invalid_Connections.copy()
invalid_cave_connections = defaultdict(set)
if avail.world.logic[avail.player] in ['owglitches', 'hybridglitches', 'nologic']:
import OverworldGlitchRules
for entrance in OverworldGlitchRules.inverted_non_mandatory_exits if avail.inverted else OverworldGlitchRules.open_non_mandatory_exits:
invalid_connections[entrance] = set()
if entrance in must_exit:
must_exit.remove(entrance)
if entrance not in entrances:
entrances.append(entrance)
if avail.swapped:
swap_forbidden = [e for e in entrances if avail.combine_map[e] in must_exit]
for e in swap_forbidden:
entrances.remove(e)
entrances.sort() # sort these for consistency
random.shuffle(entrances)
random.shuffle(cave_options)
if avail.inverted:
at = avail.world.get_region('Agahnims Tower Portal', avail.player)
for entrance in invalid_connections:
if avail.world.get_entrance(entrance, avail.player).connected_region == at:
for ext in invalid_connections[entrance]:
invalid_connections[ext] = invalid_connections[ext].union({'Agahnims Tower', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'})
break
def connect_cave_swap(entrance, exit, current_cave):
swap_entrance, swap_exit = connect_swap(entrance, exit, avail)
if swap_entrance and entrance not in single_entrance_map:
for option in cave_options:
if swap_exit in option and option == current_cave:
x=0
if swap_exit in option and option != current_cave:
option.remove(swap_exit)
if len(option) == 0:
cave_options.remove(option)
break
return swap_entrance, swap_exit
used_caves = []
required_entrances = 0 # Number of entrances reserved for used_caves
while must_exit:
exit = must_exit.pop()
# find multi exit cave
candidates = []
for candidate in cave_options:
if not isinstance(candidate, str) and len(candidate) > 1 and (candidate in used_caves
or len(candidate) < len(entrances) - required_entrances):
if not avail.swapped or (avail.combine_map[exit] not in candidate and not any(e for e in must_exit if avail.combine_map[e] in candidate)): #maybe someday allow these, but we need to disallow mutual locks in Swapped
candidates.append(candidate)
cave = random.choice(candidates)
if avail.swapped and len(candidates) > 1 and not avail.inverted:
DM_Connector_Prefixes = ['Spectacle Rock Cave', 'Old Man House', 'Death Mountain Return']
if any(p for p in DM_Connector_Prefixes if p in cave[0]): # if chosen cave is a DM connector
remain = [p for p in DM_Connector_Prefixes if len([e for e in entrances if p in e]) > 0] # gets remaining DM caves left in pool
if len(remain) == 1: # guarantee that old man rescue cave can still be placed
candidates.remove(cave)
cave = random.choice(candidates)
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
rnd_cave = list(cave)
shuffle_connector_exits(rnd_cave) # should be the same as unbiasing some entrances...
if avail.swapped and exit in swap_forbidden:
swap_forbidden.remove(exit)
else:
entrances.remove(exit)
connect_two_way(exit, rnd_cave[-1], avail)
if avail.swapped:
swap_ent, _ = connect_cave_swap(exit, rnd_cave[-1], cave)
entrances.remove(swap_ent)
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)] and e not in must_exit
and (not avail.swapped or rnd_cave[0] != avail.combine_map[e]))
entrances.remove(entrance)
connect_two_way(entrance, rnd_cave[0], avail)
if avail.swapped and avail.combine_map[entrance] != rnd_cave[0]:
swap_ent, _ = connect_cave_swap(entrance, rnd_cave[0], cave)
entrances.remove(swap_ent)
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 rnd_cave[:-1]:
if avail.swapped and cave_exit not in avail.exits:
entrance = avail.world.get_entrance(cave_exit, avail.player).parent_region.entrances[0].name
cave_entrances.append(entrance)
else:
entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit] and e not in must_exit
and (not avail.swapped or cave_exit != avail.combine_map[e]))
cave_entrances.append(entrance)
entrances.remove(entrance)
connect_two_way(entrance, cave_exit, avail)
if avail.swapped and avail.combine_map[entrance] != cave_exit:
swap_ent, _ = connect_cave_swap(entrance, cave_exit, cave)
entrances.remove(swap_ent)
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
cave_options.append(rnd_cave[0:-1])
random.shuffle(cave_options)
used_caves.append(rnd_cave[0:-1])
invalid_cave_connections[tuple(rnd_cave[0:-1])] = invalid_cave_connections[tuple(cave)].union(invalid_connections[exit])
cave_options.remove(cave)
for cave in used_caves:
if cave in cave_options: # check if we placed multiple entrances from this 3 or 4 exit
for cave_exit in cave:
if avail.swapped and cave_exit not in avail.exits:
continue
else:
entrance = next(e for e in entrances[::-1] if e not in invalid_cave_connections[tuple(cave)]
and (not avail.swapped or cave_exit != avail.combine_map[e]))
invalid_cave_connections[tuple(cave)] = set()
entrances.remove(entrance)
connect_two_way(entrance, cave_exit, avail)
if avail.swapped and avail.combine_map[entrance] != cave_exit:
swap_ent, _ = connect_cave_swap(entrance, cave_exit, cave)
entrances.remove(swap_ent)
cave_options.remove(cave)
if avail.swapped:
entrances.extend(swap_forbidden)
def do_mandatory_connections_decoupled(avail, cave_options, must_exit):
for next_entrance in must_exit:
random.shuffle(cave_options)
candidate = None
for cave in cave_options:
if len(cave) < 2 or (len(cave) == 2 and ('Spectacle Rock Cave Exit (Peak)' in cave
or 'Turtle Rock Ledge Exit (East)' in cave)):
continue
candidate = cave
break
if candidate is None:
raise RuntimeError('No suitable cave.')
cave_options.remove(candidate)
# all caves are sorted so that the last exit is always reachable
shuffle_connector_exits(candidate) # should be the same as un-biasing some entrances...
chosen_exit = candidate[-1]
cave = candidate[:-1]
connect_exit(chosen_exit, next_entrance, avail)
cave_options.append(cave)
avail.decoupled_entrances.remove(next_entrance)
def must_exit_filter(avail, candidates, shuffle_pool):
filtered_list = []
for cand in candidates:
if isinstance(cand, tuple):
candidates = [x for x in cand if x in avail.entrances and x in shuffle_pool]
if len(candidates) > 1:
filtered_list.append(random.choice(candidates))
elif len(candidates) == 1:
filtered_list.append(candidates[0])
elif cand in avail.entrances and cand in shuffle_pool:
filtered_list.append(cand)
return filtered_list
def shuffle_connector_exits(connector_choices):
random.shuffle(connector_choices)
# the order matter however, because we assume the last choice is exit-able from the other ways to get in
# the first one is the one where you can assume you access the entire cave from
if 'Paradox Cave Exit (Bottom)' == connector_choices[0]: # Paradox bottom is exit only
i = random.randint(1, len(connector_choices) - 1)
connector_choices[0], connector_choices[i] = connector_choices[i], connector_choices[0]
# east ledge can't fulfill a must_exit condition
if 'Turtle Rock Ledge Exit (East)' in connector_choices and 'Turtle Rock Ledge Exit (East)' != connector_choices[0]:
i = connector_choices.index('Turtle Rock Ledge Exit (East)')
connector_choices[0], connector_choices[i] = connector_choices[i], connector_choices[0]
# these only have one exit (one-way nature)
if 'Spectacle Rock Cave Exit' in connector_choices and connector_choices[-1] != 'Spectacle Rock Cave Exit':
i = connector_choices.index('Spectacle Rock Cave Exit')
connector_choices[-1], connector_choices[i] = connector_choices[i], connector_choices[-1]
if 'Superbunny Cave Exit (Top)' in connector_choices and connector_choices[-1] != 'Superbunny Cave Exit (Top)':
connector_choices[-1], connector_choices[0] = connector_choices[0], connector_choices[-1]
if 'Spiral Cave Exit' in connector_choices and connector_choices[-1] != 'Spiral Cave Exit':
connector_choices[-1], connector_choices[0] = connector_choices[0], connector_choices[-1]
def find_entrances_and_targets_drops(avail_pool, drop_pool):
holes, targets = [], []
inverted_substitution(avail_pool, drop_pool, True)
for item in drop_pool:
if item in avail_pool.entrances:
holes.append(item)
if drop_map[item] in avail_pool.exits:
targets.append(drop_map[item])
return holes, targets
def find_entrances_and_exits(avail_pool, entrance_pool):
entrances, targets = [], []
inverted_substitution(avail_pool, entrance_pool, True)
for item in entrance_pool:
if item in avail_pool.entrances:
entrances.append(item)
if item in entrance_map and entrance_map[item] in avail_pool.exits:
if entrance_map[item] == 'Links House Exit':
targets.append('Chris Houlihan Room Exit')
targets.append(entrance_map[item])
elif item in single_entrance_map and single_entrance_map[item] in avail_pool.exits:
targets.append(single_entrance_map[item])
return entrances, targets
inverted_sub_table = {
#'Ganons Tower': 'Agahnims Tower',
#'Agahnims Tower': 'Ganons Tower',
#'Links House': 'Big Bomb Shop',
#'Big Bomb Shop': 'Links House',
'Pyramid Hole': 'Inverted Pyramid Hole',
'Pyramid Entrance': 'Inverted Pyramid Entrance'
}
inverted_exit_sub_table = {
#'Ganons Tower Exit': 'Ganons Tower Exit',
#'Agahnims Tower Exit': 'Agahnims Tower Exit'
}
def inverted_substitution(avail_pool, collection, is_entrance, is_set=False):
if avail_pool.inverted:
sub_table = inverted_sub_table if is_entrance else inverted_exit_sub_table
for area, sub in sub_table.items():
if is_set:
if area in collection:
collection.remove(area)
collection.add(sub)
else:
try:
idx = collection.index(area)
collection[idx] = sub
except ValueError:
pass
def connect_swapped(entrancelist, targetlist, avail, two_way=False):
random.shuffle(entrancelist)
sorted_targets = list()
for ent in entrancelist:
if ent in avail.combine_map:
if avail.combine_map[ent] not in targetlist:
logging.getLogger('').error(f'{avail.combine_map[ent]} not in target list, cannot swap entrance')
raise Exception(f'{avail.combine_map[ent]} not in target list, cannot swap entrance')
sorted_targets.append(avail.combine_map[ent])
if len(sorted_targets):
targetlist = list(sorted_targets)
else:
targetlist = list(targetlist)
indexlist = list(range(len(targetlist)))
random.shuffle(indexlist)
while len(indexlist) > 1:
index1 = indexlist.pop()
index2 = indexlist.pop()
targetlist[index1], targetlist[index2] = targetlist[index2], targetlist[index1]
for exit, target in zip(entrancelist, targetlist):
if two_way:
connect_two_way(exit, target, avail)
else:
connect_entrance(exit, target, avail)
def connect_swap(entrance, exit, avail):
swap_exit = avail.combine_map[entrance]
if swap_exit != exit:
swap_entrance = next(e for e, x in avail.combine_map.items() if x == exit)
if swap_entrance in ['Pyramid Entrance', 'Pyramid Hole'] and avail.inverted:
swap_entrance = 'Inverted ' + swap_entrance
if swap_exit in entrance_map.values():
connect_two_way(swap_entrance, swap_exit, avail)
else:
connect_entrance(swap_entrance, swap_exit, avail)
return swap_entrance, swap_exit
return None, None
def connect_random(exitlist, targetlist, avail, two_way=False):
targetlist = list(targetlist)
random.shuffle(targetlist)
for exit, target in zip(exitlist, targetlist):
if two_way:
connect_two_way(exit, target, avail)
else:
connect_entrance(exit, target, avail)
def connect_custom(avail_pool, world, player):
if world.customizer and world.customizer.get_entrances():
custom_entrances = world.customizer.get_entrances()
player_key = player
if 'two-way' in custom_entrances[player_key]:
for ent_name, exit_name in custom_entrances[player_key]['two-way'].items():
connect_two_way(ent_name, exit_name, avail_pool)
if 'entrances' in custom_entrances[player_key]:
for ent_name, exit_name in custom_entrances[player_key]['entrances'].items():
connect_entrance(ent_name, exit_name, avail_pool)
if 'exits' in custom_entrances[player_key]:
for ent_name, exit_name in custom_entrances[player_key]['exits'].items():
connect_exit(exit_name, ent_name, avail_pool)
def connect_simple(world, exit_name, region_name, player):
world.get_entrance(exit_name, player).connect(world.get_region(region_name, player))
def connect_vanilla(exit_name, region_name, avail):
world, player = avail.world, avail.player
world.get_entrance(exit_name, player).connect(world.get_region(region_name, player))
avail.entrances.remove(exit_name)
avail.exits.remove(region_name)
def connect_vanilla_two_way(entrancename, exit_name, avail):
world, player = avail.world, avail.player
entrance = world.get_entrance(entrancename, player)
exit = world.get_entrance(exit_name, 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)
exit.connect(entrance.parent_region)
avail.entrances.remove(entrancename)
avail.exits.remove(exit_name)
def connect_entrance(entrancename, exit_name, avail):
world, player = avail.world, avail. player
entrance = world.get_entrance(entrancename, player)
# check if we got an entrance or a region to connect to
try:
region = world.get_region(exit_name, player)
exit = None
except RuntimeError:
exit = world.get_entrance(exit_name, 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)
avail.entrances.remove(entrancename)
if avail.coupled:
avail.exits.remove(exit_name)
world.spoiler.set_entrance(entrance.name, exit.name if exit is not None else region.name, 'entrance', player)
logging.getLogger('').debug(f'Connected (entr) {entrance.name} to {exit.name if exit is not None else region.name}')
def connect_exit(exit_name, entrancename, avail):
world, player = avail.world, avail.player
entrance = world.get_entrance(entrancename, player)
exit = world.get_entrance(exit_name, 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 exit_name != 'Chris Houlihan Room Exit' and avail.coupled:
avail.entrances.remove(entrancename)
avail.exits.remove(exit_name)
world.spoiler.set_entrance(entrance.name, exit.name, 'exit', player)
logging.getLogger('').debug(f'Connected (exit) {entrance.name} to {exit.name}')
def connect_two_way(entrancename, exit_name, avail):
world, player = avail.world, avail.player
entrance = world.get_entrance(entrancename, player)
exit = world.get_entrance(exit_name, 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])
avail.entrances.remove(entrancename)
avail.exits.remove(exit_name)
world.spoiler.set_entrance(entrance.name, exit.name, 'both', player)
logging.getLogger('').debug(f'Connected (2-way) {entrance.name} to {exit.name}')
modes = {
'dungeonssimple': {
'undefined': 'vanilla',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'skull_layout': {
'special': 'vanilla',
'condition': '',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'single_entrance_dungeon': {
'entrances': ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section',
'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace', 'Ganons Tower']
},
'multi_entrance_dungeon': {
'special': 'fixed_shuffle',
'entrances': [['Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)', 'Agahnims Tower'],
['Desert Palace Entrance (South)', 'Desert Palace Entrance (East)',
'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'],
['Turtle Rock', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)']]
},
}
},
'dungeonsfull': {
'undefined': 'vanilla',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'dungeon': {
'special': 'same_world',
'sanc_flag': 'light_world', # always light world flag
'entrances': ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section',
'Agahnims Tower', 'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace',
'Ganons Tower', 'Desert Palace Entrance (North)', 'Dark Death Mountain Ledge (East)'],
'connectors': [['Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)'],
['Desert Palace Entrance (South)', 'Desert Palace Entrance (East)',
'Desert Palace Entrance (West)'],
['Turtle Rock', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)'],
['Skull Woods Second Section Door (East)', 'Skull Woods Second Section Door (West)',
'Skull Woods First Section Door']]
},
}
},
'lite': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'off',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'fixed_non_items': {
'special': 'vanilla',
'condition': '',
'entrances': ['Dark Death Mountain Fairy', 'Mire Fairy', 'Archery Game',
'Fortune Teller (Dark)', 'Dark Sanctuary Hint',
'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Fairy',
'East Dark World Hint', 'Kakariko Gamble Game',
'Bush Covered House', 'Fortune Teller (Light)', 'Lost Woods Gamble',
'Desert Fairy', 'Light Hype Fairy', 'Lake Hylia Fortune Teller', 'Lake Hylia Fairy'],
},
'fixed_shops': {
'special': 'vanilla',
'condition': 'shopsanity',
'entrances': ['Dark Death Mountain Shop', 'Dark Potion Shop', 'Dark Lumberjack Shop',
'Dark World Shop', 'Red Shield Shop', 'Kakariko Shop', 'Lake Hylia Shop', 'Dark Lake Hylia Shop'],
},
'fixed_pottery': {
'special': 'vanilla',
'condition': 'pottery',
'entrances': ['Lumberjack House', 'Snitch Lady (West)', 'Snitch Lady (East)', 'Tavern (Front)',
'20 Rupee Cave', '50 Rupee Cave', 'Palace of Darkness Hint',
'Dark Lake Hylia Ledge Spike Cave', 'Mire Hint']
},
'fixed_enemy_drops_fairies': {
'special': 'vanilla',
'condition': 'enemy_drop',
'entrances': ['Bonk Fairy (Dark)', 'Good Bee Cave', 'Long Fairy Cave', 'Bonk Fairy (Light)']
},
'fixed_pots_n_bones_fairies': {
'special': 'vanilla',
'condition': ['pottery', 'enemy_drop'],
'entrances': ['Hookshot Fairy']
},
'fixed_pots_n_bones': {
'special': 'vanilla',
'condition': ['pottery', 'dropshuffle'],
'entrances': ['Light World Bomb Hut']
},
'fixed_shop_n_bones': {
'special': 'vanilla',
'condition': ['shopsanity', 'enemy_drop'],
'entrances': ['Capacity Upgrade']
},
'item_caves': { # shuffles shops/pottery if they weren't fixed in the last steps
'entrances': ['Mimic Cave', 'Spike Cave', 'Mire Shed', 'Hammer Peg Cave', 'Chest Game',
'C-Shaped House', 'Brewery', 'Hype Cave', 'Big Bomb Shop', 'Pyramid Fairy',
'Ice Rod Cave', 'Dam', 'Bonk Rock Cave', 'Library', 'Potion Shop', 'Mini Moldorm Cave',
'Checkerboard Cave', 'Graveyard Cave', 'Cave 45', 'Sick Kids House', 'Blacksmiths Hut',
'Sahasrahlas Hut', 'Aginahs Cave', 'Chicken House', 'Kings Grave', 'Blinds Hideout',
'Waterfall of Wishing', 'Dark Death Mountain Shop', 'Dark Lake Hylia Shop',
'Dark Potion Shop', 'Dark Lumberjack Shop', 'Dark World Shop',
'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade', 'Lake Hylia Shop',
'Lumberjack House', 'Snitch Lady (West)', 'Snitch Lady (East)', 'Tavern (Front)',
'Light World Bomb Hut', '20 Rupee Cave', '50 Rupee Cave', 'Hookshot Fairy',
'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave',
'Bonk Fairy (Dark)', 'Good Bee Cave', 'Long Fairy Cave', 'Bonk Fairy (Light)',
'Mire Hint', 'Links House', 'Tavern North']
},
'old_man_cave': { # have to do old man cave first so lw dungeon don't use up everything
'special': 'old_man_cave_east',
'entrances': ['Old Man Cave Exit (East)'],
},
'lw_dungeons': {
'special': 'limited_lw',
'entrances': ['Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)', 'Agahnims Tower', 'Eastern Palace', 'Tower of Hera',
'Desert Palace Entrance (South)', 'Desert Palace Entrance (East)',
'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'],
},
'dw_dungeons': {
'special': 'limited_dw',
'entrances': ['Ice Palace', 'Misery Mire', 'Ganons Tower', 'Turtle Rock',
'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)'],
},
}
},
'lean': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'on',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'fixed_non_items': {
'special': 'vanilla',
'condition': '',
'entrances': ['Dark Death Mountain Fairy', 'Mire Fairy', 'Archery Game',
'Fortune Teller (Dark)', 'Dark Sanctuary Hint',
'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Ledge Fairy', 'Dark Lake Hylia Fairy',
'East Dark World Hint', 'Kakariko Gamble Game',
'Bush Covered House', 'Fortune Teller (Light)', 'Lost Woods Gamble',
'Desert Fairy', 'Light Hype Fairy', 'Lake Hylia Fortune Teller', 'Lake Hylia Fairy'],
},
'fixed_shops': {
'special': 'vanilla',
'condition': 'shopsanity',
'entrances': ['Dark Death Mountain Shop', 'Dark Potion Shop', 'Dark Lumberjack Shop',
'Dark World Shop', 'Red Shield Shop', 'Kakariko Shop', 'Lake Hylia Shop', 'Dark Lake Hylia Shop'],
},
'fixed_pottery': {
'special': 'vanilla',
'condition': 'pottery',
'entrances': ['Lumberjack House', 'Snitch Lady (West)', 'Snitch Lady (East)', 'Tavern (Front)',
'20 Rupee Cave', '50 Rupee Cave', 'Palace of Darkness Hint',
'Dark Lake Hylia Ledge Spike Cave', 'Mire Hint']
},
'fixed_enemy_drops_fairies': {
'special': 'vanilla',
'condition': 'enemy_drop',
'entrances': ['Bonk Fairy (Dark)', 'Good Bee Cave', 'Long Fairy Cave', 'Bonk Fairy (Light)']
},
'fixed_pots_n_bones_fairies': {
'special': 'vanilla',
'condition': ['pottery', 'enemy_drop'],
'entrances': ['Hookshot Fairy']
},
'fixed_pots_n_bones': {
'special': 'vanilla',
'condition': ['pottery', 'dropshuffle'],
'entrances': ['Light World Bomb Hut']
},
'fixed_shop_n_bones': {
'special': 'vanilla',
'condition': ['shopsanity', 'enemy_drop'],
'entrances': ['Capacity Upgrade']
},
'item_caves': { # shuffles shops/pottery if they weren't fixed in the last steps
'entrances': ['Mimic Cave', 'Spike Cave', 'Mire Shed', 'Hammer Peg Cave', 'Chest Game',
'C-Shaped House', 'Brewery', 'Hype Cave', 'Big Bomb Shop', 'Pyramid Fairy',
'Ice Rod Cave', 'Dam', 'Bonk Rock Cave', 'Library', 'Potion Shop', 'Mini Moldorm Cave',
'Checkerboard Cave', 'Graveyard Cave', 'Cave 45', 'Sick Kids House', 'Blacksmiths Hut',
'Sahasrahlas Hut', 'Aginahs Cave', 'Chicken House', 'Kings Grave', 'Blinds Hideout',
'Waterfall of Wishing', 'Dark Death Mountain Shop', 'Dark Lake Hylia Shop',
'Dark Potion Shop', 'Dark Lumberjack Shop', 'Dark World Shop',
'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade', 'Lake Hylia Shop',
'Lumberjack House', 'Snitch Lady (West)', 'Snitch Lady (East)', 'Tavern (Front)',
'Light World Bomb Hut', '20 Rupee Cave', '50 Rupee Cave', 'Hookshot Fairy',
'Palace of Darkness Hint', 'Dark Lake Hylia Ledge Spike Cave',
'Bonk Fairy (Dark)', 'Good Bee Cave', 'Long Fairy Cave', 'Bonk Fairy (Light)',
'Mire Hint', 'Links House', 'Tavern North'] # inverted links house gets substituted
}
}
},
'simple': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'off',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'skull_layout': {
'special': 'vanilla',
'condition': '',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'single_entrance_dungeon': {
'entrances': ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section',
'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace', 'Ganons Tower']
},
'multi_entrance_dungeon': {
'special': 'fixed_shuffle',
'entrances': [['Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)', 'Agahnims Tower'],
['Desert Palace Entrance (South)', 'Desert Palace Entrance (East)',
'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'],
['Turtle Rock', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)']]
},
'two_way_entrances': {
'special': 'simple_connector',
'directional': [
['Bumper Cave (Bottom)', 'Bumper Cave (Top)'],
['Hookshot Cave', 'Hookshot Cave Back Entrance'],
],
'connectors': [
['Elder House (East)', 'Elder House (West)'],
['Two Brothers House (East)', 'Two Brothers House (West)'],
['Superbunny Cave (Bottom)', 'Superbunny Cave (Top)']
],
'directional_inv': [
['Old Man Cave (West)', 'Death Mountain Return Cave (West)'],
['Two Brothers House (East)', 'Two Brothers House (West)'],
],
'connectors_inv': [
['Elder House (East)', 'Elder House (West)'],
['Superbunny Cave (Bottom)', 'Superbunny Cave (Top)'],
['Hookshot Cave', 'Hookshot Cave Back Entrance']
],
'options': [
['Bumper Cave (Bottom)', 'Bumper Cave (Top)'],
['Hookshot Cave', 'Hookshot Cave Back Entrance'],
['Elder House (East)', 'Elder House (West)'],
['Two Brothers House (East)', 'Two Brothers House (West)'],
['Superbunny Cave (Bottom)', 'Superbunny Cave (Top)'],
['Death Mountain Return Cave (West)', 'Death Mountain Return Cave (East)'],
['Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)'],
['Spiral Cave (Bottom)', 'Spiral Cave']
]
},
'old_man_cave': {
'special': 'old_man_cave_east',
'entrances': ['Old Man Cave Exit (East)'],
},
'old_man_cave_inverted': {
'special': 'inverted_fixed',
'entrance': 'Bumper Cave (Bottom)',
'exit': 'Old Man Cave Exit (West)'
},
'light_death_mountain': {
'special': 'limited',
'entrances': ['Old Man Cave (West)', 'Old Man Cave (East)', 'Old Man House (Bottom)',
'Old Man House (Top)', 'Death Mountain Return Cave (East)',
'Death Mountain Return Cave (West)', 'Fairy Ascension Cave (Bottom)',
'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)',
'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Spectacle Rock Cave',
'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)'],
'options': ['Elder House Exit (East)', 'Elder House Exit (West)', 'Two Brothers House Exit (East)',
'Two Brothers House Exit (West)', 'Old Man Cave Exit (West)', 'Old Man House Exit (Bottom)',
'Old Man House Exit (Top)', 'Death Mountain Return Cave Exit (East)',
'Death Mountain Return Cave Exit (West)', 'Fairy Ascension Cave Exit (Bottom)',
'Fairy Ascension Cave Exit (Top)', 'Spiral Cave Exit (Top)', 'Spiral Cave Exit',
'Bumper Cave Exit (Bottom)', 'Bumper Cave Exit (Top)', 'Hookshot Cave Front Exit',
'Hookshot Cave Back Exit', 'Superbunny Cave Exit (Top)', 'Superbunny Cave Exit (Bottom)',
'Spectacle Rock Cave Exit (Peak)', 'Spectacle Rock Cave Exit',
'Spectacle Rock Cave Exit (Top)', 'Paradox Cave Exit (Bottom)',
'Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)']
}
}
},
'restricted': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'off',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'skull_layout': {
'special': 'vanilla',
'condition': '',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
'single_entrance_dungeon': {
'entrances': ['Eastern Palace', 'Tower of Hera', 'Thieves Town', 'Skull Woods Final Section',
'Palace of Darkness', 'Ice Palace', 'Misery Mire', 'Swamp Palace', 'Ganons Tower']
},
'multi_entrance_dungeon': {
'special': 'fixed_shuffle',
'entrances': [['Hyrule Castle Entrance (South)', 'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)', 'Agahnims Tower'],
['Desert Palace Entrance (South)', 'Desert Palace Entrance (East)',
'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)'],
['Turtle Rock', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)']]
},
}
},
'full': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'off',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
}
},
'swapped': {
'undefined': 'swap',
'keep_drops_together': 'on',
'cross_world': 'on',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
}
},
'crossed': {
'undefined': 'shuffle',
'keep_drops_together': 'on',
'cross_world': 'on',
'pools': {
'skull_drops': {
'special': 'drops',
'entrances': ['Skull Woods First Section Hole (East)', 'Skull Woods First Section Hole (West)',
'Skull Woods First Section Hole (North)', 'Skull Woods Second Section Hole']
},
'skull_doors': {
'special': 'skull',
'entrances': ['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)']
},
}
},
'insanity': {
'undefined': 'shuffle',
'keep_drops_together': 'off',
'cross_world': 'on',
'decoupled': 'on',
'pools': {}
}
}
drop_map = {
'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 Second Section Hole': 'Skull Back Drop',
'Hyrule Castle Secret Entrance Drop': 'Hyrule Castle Secret Entrance',
'Kakariko Well Drop': 'Kakariko Well (top)',
'Bat Cave Drop': 'Bat Cave (right)',
'North Fairy Cave Drop': 'North Fairy Cave',
'Lost Woods Hideout Drop': 'Lost Woods Hideout (top)',
'Lumberjack Tree Tree': 'Lumberjack Tree (top)',
'Sanctuary Grave': 'Sewer Drop',
'Pyramid Hole': 'Pyramid',
'Inverted Pyramid Hole': 'Pyramid'
}
linked_drop_map = {
'Hyrule Castle Secret Entrance Drop': 'Hyrule Castle Secret Entrance Stairs',
'Kakariko Well Drop': 'Kakariko Well Cave',
'Bat Cave Drop': 'Bat Cave Cave',
'North Fairy Cave Drop': 'North Fairy Cave',
'Lost Woods Hideout Drop': 'Lost Woods Hideout Stump',
'Lumberjack Tree Tree': 'Lumberjack Tree Cave',
'Sanctuary Grave': 'Sanctuary',
'Pyramid Hole': 'Pyramid Entrance',
'Inverted Pyramid Hole': 'Inverted Pyramid Entrance',
'Skull Woods First Section Hole (North)': 'Skull Woods First Section Door',
'Skull Woods Second Section Hole': 'Skull Woods Second Section Door (East)',
}
entrance_map = {
'Desert Palace Entrance (South)': 'Desert Palace Exit (South)',
'Desert Palace Entrance (West)': 'Desert Palace Exit (West)',
'Desert Palace Entrance (North)': 'Desert Palace Exit (North)',
'Desert Palace Entrance (East)': 'Desert Palace Exit (East)',
'Eastern Palace': 'Eastern Palace Exit',
'Tower of Hera': 'Tower of Hera Exit',
'Hyrule Castle Entrance (South)': 'Hyrule Castle Exit (South)',
'Hyrule Castle Entrance (West)': 'Hyrule Castle Exit (West)',
'Hyrule Castle Entrance (East)': 'Hyrule Castle Exit (East)',
'Agahnims Tower': 'Agahnims Tower Exit',
'Thieves Town': 'Thieves Town Exit',
'Skull Woods First Section Door': 'Skull Woods First Section Exit',
'Skull Woods Second Section Door (East)': 'Skull Woods Second Section Exit (East)',
'Skull Woods Second Section Door (West)': 'Skull Woods Second Section Exit (West)',
'Skull Woods Final Section': 'Skull Woods Final Section Exit',
'Ice Palace': 'Ice Palace Exit',
'Misery Mire': 'Misery Mire Exit',
'Palace of Darkness': 'Palace of Darkness Exit',
'Swamp Palace': 'Swamp Palace Exit',
'Turtle Rock': 'Turtle Rock Exit (Front)',
'Dark Death Mountain Ledge (West)': 'Turtle Rock Ledge Exit (West)',
'Dark Death Mountain Ledge (East)': 'Turtle Rock Ledge Exit (East)',
'Turtle Rock Isolated Ledge Entrance': 'Turtle Rock Isolated Ledge Exit',
'Ganons Tower': 'Ganons Tower Exit',
'Links House': 'Links House Exit',
'Hyrule Castle Secret Entrance Stairs': 'Hyrule Castle Secret Entrance Exit',
'Kakariko Well Cave': 'Kakariko Well Exit',
'Bat Cave Cave': 'Bat Cave Exit',
'North Fairy Cave': 'North Fairy Cave Exit',
'Lost Woods Hideout Stump': 'Lost Woods Hideout Exit',
'Lumberjack Tree Cave': 'Lumberjack Tree Exit',
'Sanctuary': 'Sanctuary Exit',
'Pyramid Entrance': 'Pyramid Exit',
'Inverted Pyramid Entrance': 'Pyramid Exit',
'Elder House (East)': 'Elder House Exit (East)',
'Elder House (West)': 'Elder House Exit (West)',
'Two Brothers House (East)': 'Two Brothers House Exit (East)',
'Two Brothers House (West)': 'Two Brothers House Exit (West)',
'Old Man Cave (West)': 'Old Man Cave Exit (West)',
'Old Man Cave (East)': 'Old Man Cave Exit (East)',
'Old Man House (Bottom)': 'Old Man House Exit (Bottom)',
'Old Man House (Top)': 'Old Man House Exit (Top)',
'Death Mountain Return Cave (East)': 'Death Mountain Return Cave Exit (East)',
'Death Mountain Return Cave (West)': 'Death Mountain Return Cave Exit (West)',
'Fairy Ascension Cave (Bottom)': 'Fairy Ascension Cave Exit (Bottom)',
'Fairy Ascension Cave (Top)': 'Fairy Ascension Cave Exit (Top)',
'Spiral Cave': 'Spiral Cave Exit (Top)',
'Spiral Cave (Bottom)': 'Spiral Cave Exit',
'Bumper Cave (Bottom)': 'Bumper Cave Exit (Bottom)',
'Bumper Cave (Top)': 'Bumper Cave Exit (Top)',
'Hookshot Cave': 'Hookshot Cave Front Exit',
'Hookshot Cave Back Entrance': 'Hookshot Cave Back Exit',
'Superbunny Cave (Top)': 'Superbunny Cave Exit (Top)',
'Superbunny Cave (Bottom)': 'Superbunny Cave Exit (Bottom)',
'Spectacle Rock Cave Peak': 'Spectacle Rock Cave Exit (Peak)',
'Spectacle Rock Cave (Bottom)': 'Spectacle Rock Cave Exit',
'Spectacle Rock Cave': 'Spectacle Rock Cave Exit (Top)',
'Paradox Cave (Bottom)': 'Paradox Cave Exit (Bottom)',
'Paradox Cave (Middle)': 'Paradox Cave Exit (Middle)',
'Paradox Cave (Top)': 'Paradox Cave Exit (Top)',
}
single_entrance_map = {
'Mimic Cave': 'Mimic Cave', 'Dark Death Mountain Fairy': 'Dark Death Mountain Healer Fairy',
'Dark Death Mountain Shop': 'Dark Death Mountain Shop', 'Spike Cave': 'Spike Cave',
'Mire Fairy': 'Mire Healer Fairy', 'Mire Hint': 'Mire Hint', 'Mire Shed': 'Mire Shed',
'Archery Game': 'Archery Game', 'Dark Potion Shop': 'Dark Potion Shop',
'Dark Lumberjack Shop': 'Dark Lumberjack Shop', 'Dark World Shop': 'Village of Outcasts Shop',
'Fortune Teller (Dark)': 'Fortune Teller (Dark)', 'Dark Sanctuary Hint': 'Dark Sanctuary Hint',
'Red Shield Shop': 'Red Shield Shop', 'Hammer Peg Cave': 'Hammer Peg Cave',
'Chest Game': 'Chest Game', 'C-Shaped House': 'C-Shaped House', 'Brewery': 'Brewery',
'Bonk Fairy (Dark)': 'Bonk Fairy (Dark)', 'Hype Cave': 'Hype Cave',
'Dark Lake Hylia Ledge Hint': 'Dark Lake Hylia Ledge Hint',
'Dark Lake Hylia Ledge Spike Cave': 'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Fairy': 'Dark Lake Hylia Ledge Healer Fairy',
'Dark Lake Hylia Fairy': 'Dark Lake Hylia Healer Fairy',
'Dark Lake Hylia Shop': 'Dark Lake Hylia Shop', 'Big Bomb Shop': 'Big Bomb Shop',
'Palace of Darkness Hint': 'Palace of Darkness Hint', 'East Dark World Hint': 'East Dark World Hint',
'Pyramid Fairy': 'Pyramid Fairy', 'Hookshot Fairy': 'Hookshot Fairy', '50 Rupee Cave': '50 Rupee Cave',
'Ice Rod Cave': 'Ice Rod Cave', 'Bonk Rock Cave': 'Bonk Rock Cave', 'Library': 'Library',
'Kakariko Gamble Game': 'Kakariko Gamble Game', 'Potion Shop': 'Potion Shop', '20 Rupee Cave': '20 Rupee Cave',
'Good Bee Cave': 'Good Bee Cave', 'Long Fairy Cave': 'Long Fairy Cave', 'Mini Moldorm Cave': 'Mini Moldorm Cave',
'Checkerboard Cave': 'Checkerboard Cave', 'Graveyard Cave': 'Graveyard Cave', 'Cave 45': 'Cave 45',
'Kakariko Shop': 'Kakariko Shop', 'Light World Bomb Hut': 'Light World Bomb Hut',
'Tavern (Front)': 'Tavern (Front)', 'Bush Covered House': 'Bush Covered House',
'Snitch Lady (West)': 'Snitch Lady (West)', 'Snitch Lady (East)': 'Snitch Lady (East)',
'Fortune Teller (Light)': 'Fortune Teller (Light)', 'Lost Woods Gamble': 'Lost Woods Gamble',
'Sick Kids House': 'Sick Kids House', 'Blacksmiths Hut': 'Blacksmiths Hut', 'Capacity Upgrade': 'Capacity Upgrade',
'Lake Hylia Shop': 'Lake Hylia Shop', 'Sahasrahlas Hut': 'Sahasrahlas Hut',
'Aginahs Cave': 'Aginahs Cave', 'Chicken House': 'Chicken House', 'Tavern North': 'Tavern',
'Kings Grave': 'Kings Grave', 'Desert Fairy': 'Desert Healer Fairy', 'Light Hype Fairy': 'Light Hype Fairy',
'Lake Hylia Fortune Teller': 'Lake Hylia Fortune Teller', 'Lake Hylia Fairy': 'Lake Hylia Healer Fairy',
'Bonk Fairy (Light)': 'Bonk Fairy (Light)', 'Lumberjack House': 'Lumberjack House', 'Dam': 'Dam',
'Blinds Hideout': 'Blinds Hideout', 'Waterfall of Wishing': 'Waterfall of Wishing'
}
default_dw = {
'Thieves Town Exit', 'Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)',
'Skull Woods Second Section Exit (West)', 'Skull Woods Final Section Exit', 'Ice Palace Exit', 'Misery Mire Exit',
'Palace of Darkness Exit', 'Swamp Palace Exit', 'Turtle Rock Exit (Front)', 'Turtle Rock Ledge Exit (West)',
'Turtle Rock Ledge Exit (East)', 'Turtle Rock Isolated Ledge Exit', 'Bumper Cave Exit (Top)',
'Bumper Cave Exit (Bottom)', 'Superbunny Cave Exit (Top)', 'Superbunny Cave Exit (Bottom)',
'Hookshot Cave Front Exit', 'Hookshot Cave Back Exit', 'Ganons Tower Exit', 'Pyramid Exit', 'Bonk Fairy (Dark)',
'Dark Lake Hylia Healer Fairy', 'Dark Lake Hylia Ledge Healer Fairy', 'Mire Healer Fairy',
'Dark Death Mountain Healer Fairy', 'Dark Death Mountain Shop', 'Pyramid Fairy', 'East Dark World Hint',
'Palace of Darkness Hint', 'Village of Outcasts Shop', 'Dark Lake Hylia Shop',
'Dark Lumberjack Shop', 'Dark Potion Shop', 'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint', 'Hype Cave', 'Brewery', 'C-Shaped House', 'Chest Game', 'Hammer Peg Cave',
'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Archery Game', 'Mire Shed', 'Mire Hint',
'Spike Cave', 'Skull Back Drop', 'Skull Left Drop', 'Skull Pinball', 'Skull Pot Circle', 'Pyramid'
}
default_lw = {
'Desert Palace Exit (South)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)',
'Desert Palace Exit (North)', 'Eastern Palace Exit', 'Tower of Hera Exit', 'Hyrule Castle Exit (South)',
'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)',
'Hyrule Castle Secret Entrance Exit', 'Kakariko Well Exit', 'Bat Cave Exit', 'Elder House Exit (East)',
'Elder House Exit (West)', 'North Fairy Cave Exit', 'Lost Woods Hideout Exit', 'Lumberjack Tree Exit',
'Two Brothers House Exit (East)', 'Two Brothers House Exit (West)', 'Sanctuary Exit', 'Old Man Cave Exit (East)',
'Old Man Cave Exit (West)', 'Old Man House Exit (Bottom)', 'Old Man House Exit (Top)',
'Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)', 'Spectacle Rock Cave Exit',
'Spectacle Rock Cave Exit (Top)', 'Spectacle Rock Cave Exit (Peak)', 'Paradox Cave Exit (Bottom)',
'Paradox Cave Exit (Middle)', 'Paradox Cave Exit (Top)', 'Fairy Ascension Cave Exit (Bottom)',
'Fairy Ascension Cave Exit (Top)', 'Spiral Cave Exit', 'Spiral Cave Exit (Top)', 'Waterfall of Wishing', 'Dam',
'Blinds Hideout', 'Lumberjack House', 'Bonk Fairy (Light)', 'Lake Hylia Healer Fairy',
'Swamp Healer Fairy', 'Desert Healer Fairy', 'Fortune Teller (Light)', 'Lake Hylia Fortune Teller', 'Kings Grave', 'Tavern',
'Chicken House', 'Aginahs Cave', 'Sahasrahlas Hut', 'Cave Shop (Lake Hylia)', 'Capacity Upgrade', 'Blacksmiths Hut',
'Sick Kids House', 'Lost Woods Gamble', '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', 'Kakariko Gamble Game', 'Potion Shop', 'Hookshot Fairy', 'Mimic Cave',
'Kakariko Well (top)', 'Hyrule Castle Secret Entrance', 'Bat Cave (right)', 'North Fairy Cave',
'Lost Woods Hideout (top)', 'Lumberjack Tree (top)', 'Sewer Drop'
}
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)',
'Desert Palace Entrance (South)', 'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)',
'Desert Palace Entrance (East)', 'Eastern Palace', 'Tower of Hera', 'Hyrule Castle Entrance (West)',
'Hyrule Castle Entrance (East)', 'Hyrule Castle Entrance (South)', 'Agahnims Tower', 'Blinds Hideout',
'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Tavern North', 'Chicken House', 'Aginahs Cave',
'Sahasrahlas Hut', 'Lake Hylia Shop', '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', 'Old Man Cave (East)',
'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave',
'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Hyrule Castle Secret Entrance Stairs',
'Kakariko Well Cave', 'Bat Cave Cave', 'North Fairy Cave', 'Lost Woods Hideout Stump',
'Lumberjack Tree Cave', 'Sanctuary', 'Inverted Pyramid Entrance']
DW_Entrances = ['Bumper Cave (Bottom)', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)', 'Hookshot Cave',
'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', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance',
'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', 'Mire Hint', 'Spike Cave', 'Palace of Darkness Hint',
'Dark Lake Hylia Ledge Spike Cave', 'Dark Death Mountain Shop', 'Dark Potion Shop',
'Pyramid Fairy', 'Archery Game', 'Dark Lumberjack Shop', 'Hype Cave', 'Brewery',
'Dark Lake Hylia Ledge Hint', 'Chest Game', 'Mire Fairy', 'Dark Lake Hylia Ledge Fairy',
'Fortune Teller (Dark)', 'Hammer Peg Cave', 'Pyramid Entrance',
'Skull Woods First Section Door', 'Skull Woods Second Section Door (East)',
'Skull Woods Second Section Door (West)', 'Ganons Tower']
LW_Must_Exit = ['Desert Palace Entrance (East)']
DW_Must_Exit = [('Dark Death Mountain Ledge (East)', 'Dark Death Mountain Ledge (West)'),
'Turtle Rock Isolated Ledge Entrance', 'Bumper Cave (Top)', 'Hookshot Cave Back Entrance',
'Pyramid Entrance']
Inverted_LW_Must_Exit = [('Desert Palace Entrance (North)', 'Desert Palace Entrance (West)'),
'Desert Palace Entrance (East)', 'Death Mountain Return Cave (West)',
'Two Brothers House (West)',
('Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)', 'Agahnims Tower')]
Inverted_DW_Must_Exit = []
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', 'Skull Woods Second Section Door (West)',
'Hammer Peg Cave', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)',
'Dark World Shop', 'Dark Potion Shop']
Isolated_LH_Doors_Inv = ['Kings Grave', 'Waterfall of Wishing', 'Desert Palace Entrance (South)',
'Desert Palace Entrance (North)', 'Capacity Upgrade', 'Ice Palace',
'Skull Woods Final Section', 'Skull Woods Second Section Door (West)',
'Hammer Peg Cave', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)',
'Dark World Shop', 'Dark Potion Shop']
# inverted doesn't like really like - Paradox Top or Tower of Hera
LH_DM_Connector_List = {
'Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)',
'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave', 'Spiral Cave (Bottom)',
'Tower of Hera', 'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Spectacle Rock Cave',
'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Hookshot Fairy', 'Spike Cave',
'Dark Death Mountain Fairy', 'Ganons Tower', 'Superbunny Cave (Top)', 'Superbunny Cave (Bottom)',
'Hookshot Cave', 'Dark Death Mountain Shop', 'Turtle Rock'}
LH_DM_Exit_Forbidden = {
'Turtle Rock Isolated Ledge Entrance', 'Mimic Cave', 'Hookshot Cave Back Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)', 'Desert Palace Entrance (South)',
'Ice Palace', 'Waterfall of Wishing', 'Kings Grave', 'Hammer Peg Cave', 'Capacity Upgrade',
'Skull Woods Final Section', 'Skull Woods Second Section Door (West)'
} # omissions from Isolated Starts: 'Desert Palace Entrance (North)', 'Dark World Shop', 'Dark Potion Shop'
# 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 Lumberjack Shop', 'Red Shield Shop', 'Bumper Cave (Bottom)', 'Bumper Cave (Top)', 'Thieves Town'
]
Connector_List = [['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'],
['Old Man House Exit (Bottom)', 'Old Man House Exit (Top)'],
['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)'],
['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)',
'Hyrule Castle Exit (East)'],
['Desert Palace Exit (South)', 'Desert Palace Exit (East)',
'Desert Palace Exit (West)'],
['Turtle Rock Exit (Front)', 'Turtle Rock Isolated Ledge Exit',
'Turtle Rock Ledge Exit (West)', 'Turtle Rock Ledge Exit (East)']]
Connector_Exit_Set = {
'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 (Top)', 'Spiral Cave Exit', 'Old Man House Exit (Bottom)', 'Old Man House Exit (Top)',
'Spectacle Rock Cave Exit', 'Paradox Cave Exit (Bottom)',
'Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)',
'Desert Palace Exit (South)', 'Desert Palace Exit (East)', 'Desert Palace Exit (West)', 'Turtle Rock Exit (Front)',
'Turtle Rock Isolated Ledge Exit', 'Turtle Rock Ledge Exit (West)'
}
dungeon_restriction_checks = [
(['Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)', 'Sanctuary Exit'], ['Sewer Drop']),
(['Desert Palace Exit (South)', 'Desert Palace Exit (East)', 'Desert Palace Exit (West)', 'Desert Palace Exit (North)'], []),
(['Turtle Rock Exit (Front)', 'Turtle Rock Isolated Ledge Exit', 'Turtle Rock Ledge Exit (West)', 'Turtle Rock Ledge Exit (East)'], []),
(['Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)', 'Skull Woods Final Section Exit'],
['Skull Pinball', 'Skull Left Drop', 'Skull Pot Circle', 'Skull Back Drop'])
]
doors_possible_connectors = [
'Sanctuary Exit', 'Desert Palace Exit (North)', 'Skull Woods First Section Exit',
'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)', 'Skull Woods Final Section Exit'
]
# 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'},
})
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)',
'Tower of Hera']
Inverted_Old_Man_Entrances = ['Dark Death Mountain Fairy', 'Spike Cave', 'Ganons Tower']
Simple_DM_Non_Connectors = {'Old Man Cave Ledge', 'Spiral Cave (Top)', 'Superbunny Cave (Bottom)',
'Spectacle Rock Cave (Peak)', 'Spectacle Rock Cave (Top)'}
Blacksmith_Options = [
'Blinds Hideout', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Tavern North', 'Chicken House',
'Aginahs Cave', 'Sahasrahlas Hut', 'Lake Hylia Shop', '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', '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', 'Links House']
Bomb_Shop_Options = [
'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',
'Hammer Peg Cave', 'Red Shield Shop', 'Dark Sanctuary Hint', 'Fortune Teller (Dark)', 'Dark World Shop',
'Dark Lumberjack Shop', 'Dark Potion Shop', 'Archery Game', 'Mire Shed', 'Mire Hint',
'Mire Fairy', 'Spike Cave', 'Dark Death Mountain Shop', 'Dark Death Mountain Fairy', 'Mimic Cave',
'Big Bomb Shop', 'Dark Lake Hylia Shop', 'Bumper Cave (Top)', 'Links House',
'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',
'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)',
'Spectacle Rock Cave', 'Spectacle Rock Cave (Bottom)', 'Two Brothers House (West)'] + Blacksmith_Options
Inverted_Bomb_Shop_Options = [
'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',
'Hammer Peg Cave', 'Red Shield Shop', 'Fortune Teller (Dark)', 'Dark World Shop',
'Dark Lumberjack Shop', 'Dark Potion Shop', 'Archery Game', 'Mire Shed', 'Mire Hint',
'Mire Fairy', 'Spike Cave', 'Dark Death Mountain Shop', 'Dark Death Mountain Fairy', 'Mimic Cave',
'Dark Lake Hylia Shop', 'Bumper Cave (Top)',
'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', 'Desert Palace Entrance (South)', 'Tower of Hera',
'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)',
'Desert Palace Entrance (West)', 'Desert Palace Entrance (North)',
'Agahnims Tower', 'Ganons Tower', 'Dark Sanctuary Hint', 'Big Bomb Shop', 'Links House'] + Blacksmith_Options
Forbidden_Swap_Entrances = {'Old Man Cave (East)', 'Blacksmiths Hut', 'Big Bomb Shop'}
Forbidden_Swap_Entrances_Inv = {'Dark Death Mountain Fairy', 'Blacksmiths Hut', 'Links House'}
# 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 = [# underworld
('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),
('Lumberjack Tree (top to bottom)', 'Lumberjack Tree (bottom)'),
('Death Mountain Return Cave E', 'Death Mountain Return Cave (right)'),
('Death Mountain Return Cave W', 'Death Mountain Return Cave (left)'),
('Old Man Cave Dropdown', 'Old Man Cave (East)'),
('Old Man Cave W', 'Old Man Cave (West)'),
('Old Man Cave E', 'Old Man Cave (East)'),
('Spectacle Rock Cave Drop', 'Spectacle Rock Cave Pool'),
('Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Pool'),
('Spectacle Rock Cave West Edge', 'Spectacle Rock Cave (Bottom)'),
('Spectacle Rock Cave East Edge', 'Spectacle Rock Cave Pool'),
('Old Man House Front to Back', 'Old Man House Back'),
('Old Man House Back to Front', 'Old Man House'),
('Spiral Cave (top to bottom)', 'Spiral Cave (Bottom)'),
('Paradox Cave Push Block Reverse', 'Paradox Cave Chest Area'),
('Paradox Cave Push Block', 'Paradox Cave Front'),
('Paradox Cave Chest Area NE', 'Paradox Cave Bomb Area'),
('Paradox Cave Bomb Jump', 'Paradox Cave'),
('Paradox Cave Drop', 'Paradox Cave Chest Area'),
('Paradox Shop', 'Paradox Shop'),
('Fairy Ascension Cave Climb', 'Fairy Ascension Cave (Top)'),
('Fairy Ascension Cave Pots', 'Fairy Ascension Cave (Bottom)'),
('Fairy Ascension Cave Drop', 'Fairy Ascension Cave (Drop)'),
('Sewer Drop', 'Sewers Rat Path'),
('Kakariko Well (top to bottom)', 'Kakariko Well (bottom)'),
('Kakariko Well (top to back)', 'Kakariko Well (back)'),
('Blinds Hideout N', 'Blinds Hideout (Top)'),
('Bat Cave Door', 'Bat Cave (left)'),
('Good Bee Cave Front to Back', 'Good Bee Cave (back)'),
('Good Bee Cave Back to Front', 'Good Bee Cave'),
('Capacity Upgrade East', 'Capacity Fairy Pool'),
('Capacity Fairy Pool West', 'Capacity Upgrade'),
('Bonk Fairy (Dark) Pool', 'Bonk Fairy Pool'),
('Bonk Fairy (Light) Pool', 'Bonk Fairy Pool'),
('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)'),
('Hookshot Cave Back to Fairy', 'Hookshot Cave (Fairy Pool)'),
('Hookshot Cave Fairy to Back', 'Hookshot Cave (Back)'),
('Hookshot Cave Bonk Path', 'Hookshot Cave (Bonk Islands)'),
('Hookshot Cave Hook Path', 'Hookshot Cave (Hook Islands)'),
('Superbunny Cave Climb', 'Superbunny Cave (Top)'),
('Bumper Cave Bottom to Top', 'Bumper Cave (top)'),
('Bumper Cave Top To Bottom', 'Bumper Cave (bottom)'),
('Ganon Drop', 'Bottom of Pyramid')
]
# non-shuffled entrance links
default_connections = {'Lost Woods Gamble': 'Lost Woods Gamble',
'Lost Woods Hideout Drop': 'Lost Woods Hideout (top)',
'Lost Woods Hideout Stump': 'Lost Woods Hideout (bottom)',
'Lost Woods Hideout Exit': 'Light World',
'Lumberjack House': 'Lumberjack House',
'Lumberjack Tree Tree': 'Lumberjack Tree (top)',
'Lumberjack Tree Cave': 'Lumberjack Tree (bottom)',
'Lumberjack Tree Exit': 'Light World',
'Death Mountain Return Cave (East)': 'Death Mountain Return Cave (right)',
'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)',
'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)',
'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',
'Mimic Cave': 'Mimic Cave',
'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',
'Hookshot Fairy': 'Hookshot Fairy',
'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)',
'Waterfall of Wishing': 'Waterfall of Wishing',
'Fortune Teller (Light)': 'Fortune Teller (Light)',
'Bonk Rock Cave': 'Bonk Rock Cave',
'Sanctuary': 'Sanctuary Portal',
'Sanctuary Exit': 'Light World',
'Sanctuary Grave': 'Sewer Drop',
'Graveyard Cave': 'Graveyard Cave',
'Kings Grave': 'Kings Grave',
'North Fairy Cave Drop': 'North Fairy Cave',
'North Fairy Cave': 'North Fairy Cave',
'North Fairy Cave Exit': 'Light World',
'Potion Shop': 'Potion Shop',
'Kakariko Well Drop': 'Kakariko Well (top)',
'Kakariko Well Cave': 'Kakariko Well (bottom)',
'Kakariko Well Exit': 'Light World',
'Blinds Hideout': 'Blinds Hideout',
'Elder House (West)': 'Elder House',
'Elder House (East)': 'Elder House',
'Elder House Exit (West)': 'Light World',
'Elder House Exit (East)': 'Light World',
'Snitch Lady (West)': 'Snitch Lady (West)',
'Snitch Lady (East)': 'Snitch Lady (East)',
'Bush Covered House': 'Bush Covered House',
'Chicken House': 'Chicken House',
'Sick Kids House': 'Sick Kids House',
'Light World Bomb Hut': 'Light World Bomb Hut',
'Kakariko Shop': 'Kakariko Shop',
'Tavern North': 'Tavern',
'Tavern (Front)': 'Tavern (Front)',
'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 Secret Entrance Area',
'Sahasrahlas Hut': 'Sahasrahlas Hut',
'Blacksmiths Hut': 'Blacksmiths Hut',
'Bat Cave Drop': 'Bat Cave (right)',
'Bat Cave Cave': 'Bat Cave (left)',
'Bat Cave Exit': 'Light World',
'Two Brothers House (West)': 'Two Brothers House',
'Two Brothers House Exit (West)': 'Maze Race Ledge',
'Two Brothers House (East)': 'Two Brothers House',
'Two Brothers House Exit (East)': 'Light World',
'Library': 'Library',
'Kakariko Gamble Game': 'Kakariko Gamble Game',
'Bonk Fairy (Light)': 'Bonk Fairy (Light)',
'Lake Hylia Fairy': 'Lake Hylia Healer Fairy',
'Long Fairy Cave': 'Long Fairy Cave',
'Checkerboard Cave': 'Checkerboard Cave',
'Aginahs Cave': 'Aginahs Cave',
'Cave 45': 'Cave 45',
'Light Hype Fairy': 'Light Hype Fairy',
'Lake Hylia Fortune Teller': 'Lake Hylia Fortune Teller',
'Lake Hylia Shop': 'Lake Hylia Shop',
'Capacity Upgrade': 'Capacity Upgrade',
'Mini Moldorm Cave': 'Mini Moldorm Cave',
'Ice Rod Cave': 'Ice Rod Cave',
'Good Bee Cave': 'Good Bee Cave',
'20 Rupee Cave': '20 Rupee Cave',
'Desert Fairy': 'Desert Healer Fairy',
'50 Rupee Cave': '50 Rupee Cave',
'Dam': 'Dam',
'Dark Lumberjack Shop': 'Dark Lumberjack Shop',
'Spike Cave': 'Spike Cave',
'Hookshot Cave Back Exit': 'Dark Death Mountain Floating Island',
'Hookshot Cave Back Entrance': 'Hookshot Cave (Back)',
'Hookshot Cave': 'Hookshot Cave (Front)',
'Hookshot Cave Front Exit': 'Dark Death Mountain (Top)',
'Superbunny Cave (Top)': 'Superbunny Cave (Top)',
'Superbunny Cave Exit (Top)': 'Dark Death Mountain (Top)',
'Superbunny Cave (Bottom)': 'Superbunny Cave (Bottom)',
'Superbunny Cave Exit (Bottom)': 'East Dark Death Mountain (Bottom)',
'Dark Death Mountain Shop': 'Dark Death Mountain Shop',
'Fortune Teller (Dark)': 'Fortune Teller (Dark)',
'Dark Sanctuary Hint': 'Dark Sanctuary Hint',
'Dark Potion Shop': 'Dark Potion Shop',
'Chest Game': 'Chest Game',
'C-Shaped House': 'C-Shaped House',
'Brewery': 'Brewery',
'Dark World Shop': 'Village of Outcasts Shop',
'Hammer Peg Cave': 'Hammer Peg Cave',
'Red Shield Shop': 'Red Shield Shop',
'Pyramid Fairy': 'Pyramid Fairy',
'Palace of Darkness Hint': 'Palace of Darkness Hint',
'Archery Game': 'Archery Game',
'Bonk Fairy (Dark)': 'Bonk Fairy (Dark)',
'Dark Lake Hylia Fairy': 'Dark Lake Hylia Healer Fairy',
'East Dark World Hint': 'East Dark World Hint',
'Mire Shed': 'Mire Shed',
'Mire Fairy': 'Mire Healer Fairy',
'Mire Hint': 'Mire Hint',
'Hype Cave': 'Hype Cave',
'Dark Lake Hylia Shop': 'Dark Lake Hylia Shop',
'Dark Lake Hylia Ledge Fairy': 'Dark Lake Hylia Ledge Healer Fairy',
'Dark Lake Hylia Ledge Hint': 'Dark Lake Hylia Ledge Hint',
'Dark Lake Hylia Ledge Spike Cave': 'Dark Lake Hylia Ledge Spike Cave'
}
open_default_connections = {'Links House': 'Links House',
'Links House Exit': 'Light World',
'Big Bomb Shop': 'Big Bomb Shop',
'Old Man Cave (West)': 'Old Man Cave Ledge',
'Old Man Cave (East)': 'Old Man Cave (East)',
'Old Man Cave Exit (West)': 'Light World',
'Old Man Cave Exit (East)': 'West Death Mountain (Bottom)',
'Death Mountain Return Cave (West)': 'Death Mountain Return Cave (left)',
'Death Mountain Return Cave Exit (West)': 'Death Mountain Return Ledge',
'Bumper Cave (Bottom)': 'Bumper Cave (bottom)',
'Bumper Cave (Top)': 'Bumper Cave (top)',
'Bumper Cave Exit (Top)': 'Bumper Cave Ledge',
'Bumper Cave Exit (Bottom)': 'West Dark World',
'Dark Death Mountain Fairy': 'Dark Death Mountain Healer Fairy',
'Pyramid Hole': 'Pyramid',
'Pyramid Entrance': 'Bottom of Pyramid',
'Pyramid Exit': 'Pyramid Exit Ledge'
}
inverted_default_connections = {'Links House': 'Big Bomb Shop',
'Links House Exit': 'South Dark World',
'Big Bomb Shop': 'Links House',
'Dark Sanctuary Hint Exit': 'West Dark World',
'Old Man Cave (West)': 'Bumper Cave (bottom)',
'Old Man Cave (East)': 'Death Mountain Return Cave (left)',
'Old Man Cave Exit (West)': 'West Dark World',
'Old Man Cave Exit (East)': 'West Dark Death Mountain (Bottom)',
'Death Mountain Return Cave (West)': 'Bumper Cave (top)',
'Death Mountain Return Cave Exit (West)': 'West Death Mountain (Bottom)',
'Bumper Cave (Bottom)': 'Old Man Cave Ledge',
'Bumper Cave (Top)': 'Dark Death Mountain Healer Fairy',
'Bumper Cave Exit (Top)': 'Death Mountain Return Ledge',
'Bumper Cave Exit (Bottom)': 'Light World',
'Dark Death Mountain Fairy': 'Old Man Cave (East)',
'Inverted Pyramid Hole': 'Pyramid',
'Inverted Pyramid Entrance': 'Bottom of Pyramid',
'Pyramid Exit': 'Hyrule Castle Courtyard'
}
# non shuffled dungeons
default_dungeon_connections = [('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'),
('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 Stairs'),
('Desert Palace Exit (West)', 'Desert Ledge'),
('Desert Palace Exit (East)', 'Desert Mouth'),
('Desert Palace Exit (North)', 'Desert Ledge Keep'),
('Eastern Palace', 'Eastern Portal'),
('Eastern Palace Exit', 'Eastern Palace Area'),
('Tower of Hera', 'Hera Portal'),
('Tower of Hera Exit', 'West Death Mountain (Top)'),
('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'),
('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)'),
('Thieves Town', 'Thieves Town Portal'),
('Thieves Town Exit', 'Village of Outcasts'),
('Ice Palace', 'Ice Portal'),
('Ice Palace Exit', 'Ice Palace Area'),
('Misery Mire', 'Mire Portal'),
('Misery Mire Exit', 'Mire Area'),
('Turtle Rock', 'Turtle Rock Main Portal'),
('Turtle Rock Exit (Front)', 'Turtle Rock Area'),
('Dark Death Mountain Ledge (West)', 'Turtle Rock Lazy Eyes Portal'),
('Dark Death Mountain Ledge (East)', 'Turtle Rock Chest Portal'),
('Turtle Rock Ledge Exit (West)', 'Dark Death Mountain Ledge'),
('Turtle Rock Ledge Exit (East)', 'Dark Death Mountain Ledge'),
('Turtle Rock Isolated Ledge Entrance', 'Turtle Rock Eye Bridge Portal'),
('Turtle Rock Isolated Ledge Exit', 'Dark Death Mountain Isolated Ledge')
]
open_default_dungeon_connections = [('Agahnims Tower', 'Agahnims Tower Portal'),
('Agahnims Tower Exit', 'Hyrule Castle Ledge'),
('Ganons Tower', 'Ganons Tower Portal'),
('Ganons Tower Exit', 'West Dark Death Mountain (Top)')
]
inverted_default_dungeon_connections = [('Agahnims Tower', 'Ganons Tower Portal'),
('Agahnims Tower Exit', 'West Dark Death Mountain (Top)'),
('Ganons Tower', 'Agahnims Tower Portal'),
('Ganons Tower Exit', 'Hyrule Castle Ledge')
]
# 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,
'Light Hype Fairy': 0x5E,
'Desert Healer Fairy': 0x5E,
'Dark Lake Hylia Healer Fairy': 0x5E,
'Dark Lake Hylia Ledge Healer Fairy': 0x5E,
'Mire 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,
'Lake Hylia Shop': 0x58,
'Dark Death Mountain Shop': 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 Lumberjack Shop': 0x60,
'Dark 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,
'Hammer Peg Cave': 0x83,
'Red Shield Shop': 0x57,
'Dark Sanctuary Hint': 0x5A,
'Fortune Teller (Dark)': 0x66,
'Archery Game': 0x59,
'Mire Shed': 0x5F,
'Mire 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}
ow_prize_table = {'Links House': (0x8b1, 0xb2d),
'Desert Palace Entrance (South)': (0x108, 0xd70), 'Desert Palace Entrance (West)': (0x031, 0xca0),
'Desert Palace Entrance (North)': (0x0e1, 0xba0), 'Desert Palace Entrance (East)': (0x191, 0xca0),
'Eastern Palace': (0xf31, 0x620), 'Tower of Hera': (0x8D0, 0x080),
'Hyrule Castle Entrance (South)': (0x7b0, 0x730), 'Hyrule Castle Entrance (West)': (0x700, 0x640),
'Hyrule Castle Entrance (East)': (0x8a0, 0x640), 'Inverted Pyramid Entrance': (0x720, 0x700),
'Agahnims Tower': (0x7e0, 0x640),
'Thieves Town': (0x1d0, 0x780), 'Skull Woods First Section Door': (0x240, 0x280),
'Skull Woods Second Section Door (East)': (0x1a0, 0x240),
'Skull Woods Second Section Door (West)': (0x0c0, 0x1c0), 'Skull Woods Final Section': (0x082, 0x0b0),
'Ice Palace': (0xca0, 0xda0),
'Misery Mire': (0x100, 0xca0),
'Palace of Darkness': (0xf40, 0x620), 'Swamp Palace': (0x759, 0xED0),
'Turtle Rock': (0xf11, 0x103),
'Dark Death Mountain Ledge (West)': (0xb80, 0x180),
'Dark Death Mountain Ledge (East)': (0xc80, 0x180),
'Turtle Rock Isolated Ledge Entrance': (0xc00, 0x240),
'Hyrule Castle Secret Entrance Stairs': (0x850, 0x700),
'Kakariko Well Cave': (0x060, 0x680),
'Bat Cave Cave': (0x540, 0x8f0),
'Elder House (East)': (0x2b0, 0x6a0),
'Elder House (West)': (0x230, 0x6a0),
'North Fairy Cave': (0xa80, 0x440),
'Lost Woods Hideout Stump': (0x240, 0x280),
'Lumberjack Tree Cave': (0x4e0, 0x004),
'Two Brothers House (East)': (0x200, 0x0b60),
'Two Brothers House (West)': (0x180, 0x0b60),
'Sanctuary': (0x720, 0x4a0),
'Old Man Cave (West)': (0x580, 0x2c0),
'Old Man Cave (East)': (0x620, 0x2c0),
'Old Man House (Bottom)': (0x720, 0x320),
'Old Man House (Top)': (0x820, 0x220),
'Death Mountain Return Cave (East)': (0x600, 0x220),
'Death Mountain Return Cave (West)': (0x500, 0x1c0),
'Spectacle Rock Cave Peak': (0x720, 0x0a0),
'Spectacle Rock Cave': (0x790, 0x1a0),
'Spectacle Rock Cave (Bottom)': (0x710, 0x0a0),
'Paradox Cave (Bottom)': (0xd80, 0x180),
'Paradox Cave (Middle)': (0xd80, 0x380),
'Paradox Cave (Top)': (0xd80, 0x020),
'Fairy Ascension Cave (Bottom)': (0xcc8, 0x2a0),
'Fairy Ascension Cave (Top)': (0xc00, 0x240),
'Spiral Cave': (0xb80, 0x180),
'Spiral Cave (Bottom)': (0xb80, 0x2c0),
'Bumper Cave (Bottom)': (0x580, 0x2c0),
'Bumper Cave (Top)': (0x500, 0x1c0),
'Superbunny Cave (Top)': (0xd80, 0x020),
'Superbunny Cave (Bottom)': (0xd00, 0x180),
'Hookshot Cave': (0xc80, 0x0c0),
'Hookshot Cave Back Entrance': (0xcf0, 0x004),
'Ganons Tower': (0x8D0, 0x080),
'Pyramid Entrance': (0x640, 0x7c0),
'Skull Woods First Section Hole (West)': None,
'Skull Woods First Section Hole (East)': None,
'Skull Woods First Section Hole (North)': None,
'Skull Woods Second Section Hole': None,
'Pyramid Hole': None,
'Inverted Pyramid Hole': None,
'Waterfall of Wishing': (0xe80, 0x280),
'Dam': (0x759, 0xED0),
'Blinds Hideout': (0x190, 0x6c0),
'Hyrule Castle Secret Entrance Drop': None,
'Bonk Fairy (Light)': (0x740, 0xa80),
'Lake Hylia Fairy': (0xd40, 0x9f0),
'Light Hype Fairy': (0x940, 0xc80),
'Desert Fairy': (0x420, 0xe00),
'Kings Grave': (0x920, 0x520),
'Tavern North': (0x270, 0x900),
'Chicken House': (0x120, 0x880),
'Aginahs Cave': (0x2e0, 0xd00),
'Sahasrahlas Hut': (0xcf0, 0x6c0),
'Lake Hylia Shop': (0xbc0, 0xc00),
'Capacity Upgrade': (0xca0, 0xda0),
'Kakariko Well Drop': None,
'Blacksmiths Hut': (0x4a0, 0x880),
'Bat Cave Drop': None,
'Sick Kids House': (0x220, 0x880),
'North Fairy Cave Drop': None,
'Lost Woods Gamble': (0x240, 0x080),
'Fortune Teller (Light)': (0x2c0, 0x4c0),
'Snitch Lady (East)': (0x310, 0x7a0),
'Snitch Lady (West)': (0x080, 0x7a0),
'Bush Covered House': (0x2e0, 0x880),
'Tavern (Front)': (0x270, 0x980),
'Light World Bomb Hut': (0x070, 0x980),
'Kakariko Shop': (0x170, 0x980),
'Lost Woods Hideout Drop': None,
'Lumberjack Tree Tree': None,
'Cave 45': (0x440, 0xca0), 'Graveyard Cave': (0x8f0, 0x430),
'Checkerboard Cave': (0x260, 0xc00),
'Mini Moldorm Cave': (0xa40, 0xe80),
'Long Fairy Cave': (0xf60, 0xb00),
'Good Bee Cave': (0xec0, 0xc00),
'20 Rupee Cave': (0xe80, 0xca0),
'50 Rupee Cave': (0x4d0, 0xed0),
'Ice Rod Cave': (0xe00, 0xc00),
'Bonk Rock Cave': (0x5f0, 0x460),
'Library': (0x270, 0xaa0),
'Potion Shop': (0xc80, 0x4c0),
'Sanctuary Grave': None,
'Hookshot Fairy': (0xd00, 0x180),
'Pyramid Fairy': (0x740, 0x740),
'East Dark World Hint': (0xf60, 0xb00),
'Palace of Darkness Hint': (0xd60, 0x7c0),
'Dark Lake Hylia Fairy': (0xd40, 0x9f0),
'Dark Lake Hylia Ledge Fairy': (0xe00, 0xc00),
'Dark Lake Hylia Ledge Spike Cave': (0xe80, 0xca0),
'Dark Lake Hylia Ledge Hint': (0xec0, 0xc00),
'Hype Cave': (0x940, 0xc80),
'Bonk Fairy (Dark)': (0x740, 0xa80),
'Brewery': (0x170, 0x980), 'C-Shaped House': (0x310, 0x7a0), 'Chest Game': (0x080, 0x7a0),
'Hammer Peg Cave': (0x4c0, 0x940),
'Red Shield Shop': (0x500, 0x680),
'Dark Sanctuary Hint': (0x720, 0x4a0),
'Fortune Teller (Dark)': (0x2c0, 0x4c0),
'Dark World Shop': (0x2e0, 0x880),
'Dark Lumberjack Shop': (0x4e0, 0x0d0),
'Dark Potion Shop': (0xc80, 0x4c0),
'Archery Game': (0x2f0, 0xaf0),
'Mire Shed': (0x060, 0xc90),
'Mire Hint': (0x2e0, 0xd00),
'Mire Fairy': (0x1c0, 0xc90),
'Spike Cave': (0x860, 0x180),
'Dark Death Mountain Shop': (0xd80, 0x180),
'Dark Death Mountain Fairy': (0x620, 0x2c0),
'Mimic Cave': (0xc80, 0x180),
'Big Bomb Shop': (0x8b1, 0xb2d),
'Dark Lake Hylia Shop': (0xa40, 0xc40),
'Lumberjack House': (0x4e0, 0x0d0),
'Lake Hylia Fortune Teller': (0xa40, 0xc40),
'Kakariko Gamble Game': (0x2f0, 0xaf0)}