Files
alttpr-python/source/overworld/EntranceShuffle2.py
2023-03-22 18:38:26 -05:00

2570 lines
147 KiB
Python

import RaceRandom as random
import logging
import copy
from collections import defaultdict, OrderedDict
from BaseClasses import RegionType
class EntrancePool(object):
def __init__(self, world, player):
self.entrances = set()
self.exits = set()
self.inverted = False
self.coupled = True
self.default_map = {}
self.one_way_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.world = world
self.player = player
def is_standard(self):
return self.world.mode[self.player] == 'standard'
def is_sanc_forced_in_hc(self):
return self.is_standard() or self.world.doorShuffle[self.player] in ['vanilla', 'basic'] or self.world.intensity[self.player] < 3
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()}
from OverworldShuffle import build_sectors
if not world.owsectors[player] and world.shuffle[player] != 'vanilla':
world.owsectors[player] = build_sectors(world, player)
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.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)
avail_pool.default_map = default_map
avail_pool.one_way_map = one_way_map
global LW_Entrances, DW_Entrances
for e in [e for e in avail_pool.entrances if e not in drop_map]:
region = world.get_entrance(e, player).parent_region
if region.type == RegionType.LightWorld:
LW_Entrances.append(e)
else:
DW_Entrances.append(e)
# 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 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':
holes, targets = find_entrances_and_targets_drops(avail_pool, pool['entrances'])
connect_random(holes, targets, avail_pool)
elif special_shuffle == 'normal_drops':
cross_world = mode_cfg['cross_world'] == 'on' if 'cross_world' in mode_cfg else False
keep_together = mode_cfg['keep_drops_together'] == 'on' if 'keep_drops_together' in mode_cfg else True
do_holes_and_linked_drops(set(avail_pool.entrances), set(avail_pool.exits), avail_pool, cross_world, keep_together)
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 == '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':
entrances, exits = find_entrances_and_exits(avail_pool, pool['entrances'])
rem_ent = None
if avail_pool.world.shuffle[avail_pool.player] in ['dungeons-simple', 'simple', 'restricted'] \
and not avail_pool.world.is_tile_swapped(0x00, avail_pool.player):
rem_ent = random.choice(['Skull Woods First Section Door', 'Skull Woods Second Section Door (East)'])
entrances.remove(rem_ent)
exits.remove('Skull Woods First Section Exit')
connect_random(entrances, exits, avail_pool, True)
entrances, exits = [rem_ent], ['Skull Woods First Section Exit']
connect_random(entrances, exits, avail_pool, True)
avail_pool.skull_handled = True
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 == 'shuffle':
do_main_shuffle(set(avail_pool.entrances), set(avail_pool.exits), avail_pool, mode_cfg)
# afterward
# connect houlihan
if not world.get_entrance('Chris Houlihan Room Exit', player).connected_region:
lh = 'Big Bomb Shop' if world.is_bombshop_start(player) else 'Links House'
lh = world.get_region(lh, player).entrances[1].name
connect_exit('Chris Houlihan Room Exit', lh, avail_pool)
# 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.world.is_tile_swapped(0x1b, avail_pool.player) 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):
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)
if avail_pool.inverted:
ext = avail_pool.world.get_entrance('Dark Sanctuary Hint Exit', avail_pool.player)
ext.connect(avail_pool.world.get_region('Dark Chapel Area', avail_pool.player))
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[avail.player]:
if avail.world.is_atgt_swapped(avail.player):
if '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')
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')
# inverted sanc
do_dark_sanc(entrances, exits, avail)
# links house
do_links_house(entrances, exits, avail, cross_world)
# mandatory exits
rem_entrances, rem_exits = set(), set()
if not cross_world:
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
if not avail.inverted:
do_mandatory_connections(avail, lw_entrances, multi_exit_caves, must_exit_lw)
else:
do_mandatory_connections(avail, dw_entrances, multi_exit_caves, must_exit_dw)
new_mec = []
for cave_option in multi_exit_caves:
# remove old man house as connector - not valid for dw must_exit if it is a spawn point
# remove HC exits as connector if sanc is guaranteed in HC
if any('Old Man House' in cave for cave in cave_option) \
or (avail.is_sanc_forced_in_hc() and any('Hyrule Castle' 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
if not avail.inverted:
do_mandatory_connections(avail, dw_entrances, multi_exit_caves, must_exit_dw)
else:
do_mandatory_connections(avail, lw_entrances, multi_exit_caves, must_exit_lw)
rem_entrances.update(lw_entrances)
rem_entrances.update(dw_entrances)
else:
# cross world mandantory
entrance_list = list(entrances)
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)
rem_exits.update([x for item in multi_exit_caves for x in item if x in avail.exits])
rem_exits.update(exits)
# old man cave
do_old_man_cave_exit(rem_entrances, rem_exits, avail, cross_world)
# blacksmith
do_blacksmith(rem_entrances, rem_exits, avail)
# bomb shop
if not avail.world.is_bombshop_start(avail.player):
bomb_shop = 'Big Bomb Shop'
if bomb_shop in rem_exits:
bomb_shop_options = [x for x in rem_entrances]
if avail.world.is_tile_swapped(0x03, avail.player):
bomb_shop_options = [x for x in bomb_shop_options if x not in ['Spectacle Rock Cave', 'Spectacle Rock Cave (Bottom)']]
bomb_shop_choice = random.choice(bomb_shop_options)
connect_entrance(bomb_shop_choice, bomb_shop, avail)
rem_entrances.remove(bomb_shop_choice)
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)']
for ext in om_house:
if ext in rem_exits:
world_limiter = DW_Entrances if avail.inverted else LW_Entrances
om_house_options = [x for x in rem_entrances if x in world_limiter 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)
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)
rem_exits.sort()
random.shuffle(rem_entrances)
random.shuffle(rem_exits)
placing = min(len(rem_entrances), len(rem_exits))
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:
from EntranceShuffle import build_accessible_region_list
if not avail.world.is_tile_swapped(0x03, avail.player):
region_name = 'West Death Mountain (Top)'
else:
region_name = 'West Dark Death Mountain (Top)'
om_cave_options = list(get_accessible_entrances(region_name, avail, [], cross_world, True, True, True))
om_cave_options = [e for e in om_cave_options if e in entrances and e != 'Old Man House (Bottom)']
assert len(om_cave_options), 'No available entrances left to place Old Man Cave'
random.shuffle(om_cave_options)
om_cave_choice = None
while not om_cave_choice:
om_cave_choice = om_cave_options.pop()
choice_region = avail.world.get_entrance(om_cave_choice, avail.player).parent_region.name
if 'West Death Mountain (Bottom)' not in build_accessible_region_list(avail.world, choice_region, avail.player, True, True):
om_cave_choice = None
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)
exits.remove('Old Man Cave Exit (East)')
def do_blacksmith(entrances, exits, avail):
if 'Blacksmiths Hut' in exits:
assumed_inventory = list()
if avail.world.logic[avail.player] in ['noglitches', 'minorglitches'] and (avail.world.is_tile_swapped(0x29, avail.player) == avail.inverted):
assumed_inventory.append('Titans Mitts')
if not avail.world.is_bombshop_start(avail.player):
links_region = avail.world.get_entrance('Links House Exit', avail.player).connected_region.name
else:
links_region = avail.world.get_entrance('Big Bomb Shop Exit', avail.player).connected_region.name
blacksmith_options = list(get_accessible_entrances(links_region, avail, assumed_inventory, False, True, True))
if avail.inverted:
dark_sanc = avail.world.get_entrance('Dark Sanctuary Hint Exit', avail.player).connected_region.name
blacksmith_options = list(OrderedDict.fromkeys(blacksmith_options + list(get_accessible_entrances(dark_sanc, avail, assumed_inventory, False, True, True))))
elif avail.is_sanc_forced_in_hc():
sanc_region = avail.world.get_entrance('Sanctuary Exit',avail. player).connected_region
if sanc_region:
blacksmith_options = list(OrderedDict.fromkeys(blacksmith_options + list(get_accessible_entrances(sanc_region.name, avail, assumed_inventory, False, True, True))))
else:
logging.getLogger('').warning('Blacksmith is unable to use Sanctuary S&Q as initial accessibility because Sanctuary Exit has not been placed yet')
blacksmith_options = [x for x in blacksmith_options if x in entrances]
blacksmith_choice = random.choice(blacksmith_options)
connect_entrance(blacksmith_choice, 'Blacksmiths Hut', avail)
entrances.remove(blacksmith_choice)
if not avail.coupled:
avail.decoupled_exits.remove('Blacksmiths Hut')
exits.remove('Blacksmiths Hut')
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)
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.world.is_tile_swapped(0x1b, avail.player) 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]
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 = [], []
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))
random.shuffle(hole_entrances)
if not cross_world and 'Sanctuary Grave' in holes_to_shuffle:
hc = avail.world.get_entrance('Hyrule Castle Exit (South)', avail.player)
chosen_entrance = None
if hc.connected_region and hc.connected_region.type == RegionType.DarkWorld:
chosen_entrance = next(entrance for entrance in hole_entrances if entrance[0] in DW_Entrances)
if not chosen_entrance:
chosen_entrance = next(entrance for entrance in hole_entrances if entrance[0] in LW_Entrances)
if chosen_entrance:
hole_entrances.remove(chosen_entrance)
sanc_interior = next(target for target in hole_targets if target[0] == 'Sanctuary Exit')
hole_targets.remove(sanc_interior)
connect_two_way(chosen_entrance[0], sanc_interior[0], avail) # two-way exit
connect_entrance(chosen_entrance[1], sanc_interior[1], avail) # hole
remove_from_list(entrances, [chosen_entrance[0], chosen_entrance[1]])
remove_from_list(exits, [sanc_interior[0], sanc_interior[1]])
random.shuffle(hole_targets)
for entrance, drop in hole_entrances:
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])
def do_dark_sanc(entrances, exits, avail):
if avail.inverted:
ext = avail.world.get_entrance('Dark Sanctuary Hint Exit', avail.player)
if 'Dark Sanctuary Hint' in exits:
forbidden = list(Isolated_LH_Doors)
if not avail.world.is_tile_swapped(0x05, avail.player):
forbidden.append('Mimic Cave')
if avail.world.owShuffle[avail.player] == 'vanilla':
choices = [e for e in avail.world.districts[avail.player]['Northwest Dark World'].entrances if e not in forbidden and e in entrances]
else:
choices = [e for e in get_starting_entrances(avail) if e not in forbidden and e in entrances]
choice = random.choice(choices)
entrances.remove(choice)
exits.remove('Dark Sanctuary Hint')
connect_entrance(choice, 'Dark Sanctuary Hint', avail)
ext.connect(avail.world.get_entrance(choice, avail.player).parent_region)
if not avail.coupled:
avail.decoupled_entrances.remove(choice)
elif not ext.connected_region:
# default to output to vanilla area, assume vanilla connection
ext.connect(avail.world.get_region('Dark Chapel Area', avail.player))
def do_links_house(entrances, exits, avail, cross_world):
lh_exit = 'Big Bomb Shop' if avail.world.is_bombshop_start(avail.player) else 'Links House Exit'
if lh_exit in exits:
if not avail.world.shufflelinks[avail.player]:
links_house = 'Big Bomb Shop' if avail.world.is_bombshop_start(avail.player) else 'Links House'
else:
# 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] == 'crossed'
and avail.world.intensity[avail.player] >= 3)
entrance_pool = entrances if avail.coupled else avail.decoupled_entrances
forbidden = list(Isolated_LH_Doors)
if not avail.world.is_tile_swapped(0x05, avail.player):
forbidden.append('Mimic Cave')
if avail.world.is_bombshop_start(avail.player) and (avail.inverted == avail.world.is_tile_swapped(0x03, avail.player)):
forbidden.extend(['Spectacle Rock Cave', 'Spectacle Rock Cave (Bottom)'])
if avail.inverted:
dark_sanc_region = avail.world.get_entrance('Dark Sanctuary Hint Exit', avail.player).connected_region.name
forbidden.extend(get_nearby_entrances(avail, dark_sanc_region))
if avail.world.owShuffle[avail.player] == 'vanilla':
# simple shuffle -
if avail.world.shuffle[avail.player] == 'simple':
avail.links_on_mountain = True # taken care of by the logic below
if avail.world.is_tile_swapped(0x03, avail.player): # 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 avail.world.shuffle[avail.player] in ['restricted', 'lite', 'lean'] and avail.world.is_tile_swapped(0x03, avail.player):
avail.links_on_mountain = True
forbidden.extend(['Spike Cave', 'Dark Death Mountain Fairy'])
if avail.world.shuffle[avail.player] in ['lite', 'lean']:
if avail.world.is_tile_swapped(0x05, avail.player):
avail.links_on_mountain = True
forbidden.extend(['Cave Shop (Dark Death Mountain)'])
else:
avail.links_on_mountain = True
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)
if not avail.world.is_bombshop_start(avail.player):
connect_two_way(links_house, lh_exit, avail)
else:
connect_entrance(links_house, lh_exit, avail)
ext = avail.world.get_entrance('Big Bomb Shop Exit', avail.player)
ext.connect(avail.world.get_entrance(links_house, avail.player).parent_region)
entrances.remove(links_house)
exits.remove(lh_exit)
if not avail.coupled:
avail.decoupled_entrances.remove(links_house)
avail.decoupled_exits.remove(lh_exit)
# links on dm
dm_spots = LH_DM_Connector_List.union(LH_DM_Exit_Forbidden)
if links_house in dm_spots and avail.world.owShuffle[avail.player] == 'vanilla':
if avail.links_on_mountain:
return # connector is fine
if avail.world.shuffle[avail.player] in ['lite', 'lean']:
rem_exits = [e for e in avail.exits if e in Connector_Exit_Set and e not in Dungeon_Exit_Set]
multi_exit_caves = figure_out_connectors(rem_exits)
if cross_world:
possible_dm_exits = [e for e in avail.entrances if e not in entrances and e in LH_DM_Connector_List]
possible_exits = [e for e in avail.entrances if e not in entrances and e not in dm_spots]
else:
world_list = LW_Entrances if not avail.inverted else DW_Entrances
possible_dm_exits = [e for e in avail.entrances if e not in entrances and e in LH_DM_Connector_List and e in world_list]
possible_exits = [e for e in avail.entrances if e not in entrances and e not in dm_spots and e in world_list]
else:
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)
if avail.coupled:
connect_two_way(chosen_dm_escape, chosen_cave.pop(0), avail)
connect_two_way(chosen_landing, chosen_cave.pop(), avail)
entrances.remove(chosen_dm_escape)
entrances.remove(chosen_landing)
else:
connect_entrance(chosen_dm_escape, chosen_cave.pop(0), avail)
connect_exit(chosen_cave.pop(), chosen_landing, avail)
entrances.remove(chosen_dm_escape)
avail.decoupled_entrances.remove(chosen_landing)
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 get_starting_entrances(avail, force_starting_world=True):
from OWEdges import OWTileRegions
sector = None
invalid_sectors = list()
entrances = list()
while not len(entrances):
# find largest walkable sector
while (sector is None):
sector = max(avail.world.owsectors[avail.player], key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
if not ((avail.world.owCrossed[avail.player] == 'polar' and avail.world.owMixed[avail.player]) or avail.world.owCrossed[avail.player] not in ['none', 'polar']) \
and avail.world.get_region(next(iter(next(iter(sector)))), avail.player).type != (RegionType.DarkWorld if avail.inverted else RegionType.LightWorld):
invalid_sectors.append(sector)
sector = None
regions = max(sector, key=lambda x: len(x))
# get entrances from list of regions
entrances = list()
for region_name in regions:
if avail.world.shuffle[avail.player] == 'simple' and region_name in OWTileRegions.keys() and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = avail.world.get_region(region_name, avail.player)
if not force_starting_world or region.type == (RegionType.DarkWorld if avail.inverted else RegionType.LightWorld):
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
entrances.append(exit.name)
invalid_sectors.append(sector)
sector = None
return entrances
def get_nearby_entrances(avail, start_region):
from OverworldShuffle import one_way_ledges
from OWEdges import OWTileRegions
# get walkable sector in which initial entrance was placed
regions = next(s for s in avail.world.owsectors[avail.player] if any(start_region in w for w in s))
regions = next(w for w in regions if start_region in w)
# eliminate regions surrounding the initial entrance until less than half of the candidate regions remain
explored_regions = list({start_region})
was_progress = True
while was_progress and len(explored_regions) < len(regions) / 2:
was_progress = False
new_regions = list()
for region_name in explored_regions:
if region_name in one_way_ledges:
for ledge in one_way_ledges[region_name]:
if ledge not in explored_regions + new_regions:
new_regions.append(ledge)
was_progress = True
region = avail.world.get_region(region_name, avail.player)
for exit in region.exits:
if exit.connected_region and region.type == exit.connected_region.type and exit.connected_region.name in regions and exit.connected_region.name not in explored_regions + new_regions:
new_regions.append(exit.connected_region.name)
was_progress = True
explored_regions.extend(new_regions)
# get entrances from remaining regions
candidates = list()
for region_name in [r for r in regions if r in explored_regions]:
if region_name in OWTileRegions.keys() and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
continue
region = avail.world.get_region(region_name, avail.player)
for exit in region.exits:
if not exit.connected_region and exit.spot_type == 'Entrance':
candidates.append(exit.name)
return candidates
def get_accessible_entrances(start_region, avail, assumed_inventory=[], cross_world=False, region_rules=True, exit_rules=True, include_one_ways=False):
from Main import copy_world_premature
from BaseClasses import CollectionState
from Items import ItemFactory
from EntranceShuffle import build_accessible_region_list
from OverworldShuffle import one_way_ledges
for p in range(1, avail.world.players + 1):
avail.world.key_logic[p] = {}
base_world = copy_world_premature(avail.world, avail.player)
base_world.override_bomb_check = True
connect_simple(base_world, 'Links House S&Q', start_region, avail.player)
blank_state = CollectionState(base_world)
if base_world.mode[avail.player] == 'standard':
blank_state.collect(ItemFactory('Zelda Delivered', avail.player), True)
for item in assumed_inventory:
blank_state.collect(ItemFactory(item, avail.player), True)
explored_regions = list(build_accessible_region_list(base_world, start_region, avail.player, False, cross_world, region_rules, False))
if include_one_ways:
new_regions = list()
for region_name in explored_regions:
if region_name in one_way_ledges:
for ledge in one_way_ledges[region_name]:
if ledge not in explored_regions + new_regions:
new_regions.append(ledge)
explored_regions.extend(new_regions)
found_entrances = list()
for region_name in explored_regions:
region = base_world.get_region(region_name, avail.player)
for exit in region.exits:
if exit.spot_type == 'Entrance' and (not exit_rules or exit.access_rule(blank_state)):
found_entrances.append(exit.name)
return found_entrances
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 must_exits_helper(avail):
def find_inacessible_ow_regions():
from DoorShuffle import find_inaccessible_regions
nonlocal inaccessible_regions
find_inaccessible_regions(avail.world, avail.player)
inaccessible_regions = list(avail.world.inaccessible_regions[avail.player])
# find OW regions that don't have a multi-entrance dungeon exit connected
glitch_regions = ['Central Cliffs', 'Eastern Cliff', 'Desert Northeast Cliffs', 'Hyrule Castle Water',
'Dark Central Cliffs', 'Darkness Cliff', 'Mire Northeast Cliffs', 'Pyramid Water']
multi_dungeon_exits = {
'Hyrule Castle South Portal', 'Hyrule Castle West Portal', 'Hyrule Castle East Portal', 'Sanctuary Portal',
'Desert South Portal', 'Desert West Portal',
'Skull 2 East Portal', 'Skull 2 West Portal',
'Turtle Rock Main Portal', 'Turtle Rock Lazy Eyes Portal', 'Turtle Rock Eye Bridge Portal'
}
for region_name in avail.world.inaccessible_regions[avail.player]:
if (avail.world.logic[avail.player] in ['noglitches', 'minorglitches'] and region_name in glitch_regions) \
or (region_name == 'Pyramid Exit Ledge' and (avail.world.shuffle[avail.player] != 'insanity' or avail.world.is_tile_swapped(0x1b, avail.player))) \
or (region_name == 'Spiral Mimic Ledge Extend' and not avail.world.is_tile_swapped(0x05, avail.player)):
# removing irrelevant and resolved regions
inaccessible_regions.remove(region_name)
continue
region = avail.world.get_region(region_name, avail.player)
if region.type not in [RegionType.LightWorld, RegionType.DarkWorld]:
inaccessible_regions.remove(region_name)
continue
if avail.world.shuffle[avail.player] != 'insanity':
for exit in region.exits:
# because dungeon regions haven't been connected yet, the inaccessibility check won't be able to know it's reachable yet
if exit.connected_region and exit.connected_region.name in multi_dungeon_exits:
resolved_regions.append(region_name)
break
inaccessible_regions = list()
resolved_regions = list()
find_inacessible_ow_regions()
# keep track of neighboring regions for later consolidation
must_exit_links = OrderedDict()
for region_name in inaccessible_regions:
region = avail.world.get_region(region_name, avail.player)
must_exit_links[region_name] = [x.connected_region.name for x in region.exits if x.connected_region and x.connected_region.name in inaccessible_regions]
# group neighboring regions together, separated by one-ways
def consolidate_group(region):
processed_regions.append(region)
must_exit_links_copy.pop(region)
region_group.append(region)
for dest_region in must_exit_links[region]:
if region in must_exit_links[dest_region]:
if dest_region not in processed_regions:
consolidate_group(dest_region)
else:
one_ways.append(tuple((region, dest_region)))
processed_regions = list()
must_exit_candidates = list()
one_ways = list()
must_exit_links_copy = must_exit_links.copy()
while len(must_exit_links_copy):
region_group = list()
region_name = next(iter(must_exit_links_copy))
consolidate_group(region_name)
must_exit_candidates.append(region_group)
# get available entrances in each group
for regions in must_exit_candidates:
entrances = list()
for region_name in regions:
region = avail.world.get_region(region_name, avail.player)
entrances = entrances + [x.name for x in region.exits if x.spot_type == 'Entrance' and not x.connected_region]
must_exit_candidates[must_exit_candidates.index(regions)] = tuple((regions, entrances))
# necessary for circular relations between region groups, it will pick the last group
# and fill one of those entrances, and we don't want it to bias the same group
random.shuffle(must_exit_candidates)
# remove must exit candidates that would be made accessible thru other region groups
def find_group(region):
for group in must_exit_candidates:
regions, _ = group
if region in regions:
return group
raise Exception(f'Could not find region group for {region}')
def cascade_ignore(group):
nonlocal ignored_regions, sector_entrances
regions, entrances = group
ignored_regions = ignored_regions + regions
sector_entrances.update(entrances)
for from_region, to_region in one_ways:
if from_region in regions:
if to_region not in ignored_regions:
sector_entrances.update(cascade_ignore(find_group(to_region)))
return sector_entrances
def build_invalid(entrances):
# building lists of entrances that cannot fulfill must-exit scenarios
# this ensures must-exits connect to an area outside of this group
for e in entrances:
if not Must_Exit_Invalid_Connections[e]:
Must_Exit_Invalid_Connections[e] = set()
Must_Exit_Invalid_Connections[e].update(set(entrances))
def process_group(group):
nonlocal processed_regions, ignored_regions, sector_entrances
regions, entrances = group
must_exit_candidates_copy.remove(group)
processed_regions = processed_regions + regions
if regions[0] not in ignored_regions:
for from_region, to_region in one_ways:
if to_region in regions and from_region not in ignored_regions + processed_regions:
process_group(find_group(from_region)) # process the parent region group
if regions[0] not in ignored_regions:
# this is the top level region
sector_entrances = set()
if any(r in resolved_regions for r in regions):
cascade_ignore(group)
build_invalid(sector_entrances)
else:
if len(entrances):
# we will fulfill must exit here and cascade access to children
if len(entrances) == 1:
entrances = entrances[0]
else:
entrances = tuple(entrances)
must_exit_regions.append(tuple((regions, entrances)))
cascade_ignore(group)
build_invalid(sector_entrances)
else:
ignored_regions = ignored_regions + regions
global Must_Exit_Invalid_Connections
Must_Exit_Invalid_Connections = defaultdict(set)
processed_regions = list()
ignored_regions = list()
sector_entrances = set()
must_exit_regions = list()
must_exit_candidates_copy = must_exit_candidates.copy()
while len(must_exit_candidates_copy):
region_group = next(iter(must_exit_candidates_copy))
process_group(region_group)
# build final must exit lists
must_exit_lw = list()
must_exit_dw = list()
for regions, entrances in must_exit_regions:
region = avail.world.get_region(regions[0], avail.player)
if region.type == RegionType.LightWorld:
must_exit_lw.append(entrances)
else:
must_exit_dw.append(entrances)
return must_exit_lw, must_exit_dw
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)
must_exit_lw, must_exit_dw = must_exits_helper(avail)
must_exit_lw = must_exit_filter(avail, must_exit_lw, lw_entrances)
must_exit_dw = must_exit_filter(avail, must_exit_dw, dw_entrances)
return must_exit_lw, must_exit_dw, lw_entrances, dw_entrances, multi_exit_caves
def figure_out_must_exits_cross_world(entrances, exits, avail):
multi_exit_caves = figure_out_connectors(exits)
must_exit_lw, must_exit_dw = must_exits_helper(avail)
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])
target = lw_entrances if random.randint(0, 1) == 0 else dw_entrances
if isinstance(cave, str):
cave = (cave,)
# check if we can still fit the cave into our target group
if len(target) < len(cave):
# need to use other set
target = lw_entrances if target is dw_entrances else dw_entrances
for 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_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,)
for ext in cave:
if not avail.coupled:
choice = random.choice(avail.decoupled_entrances)
connect_exit(ext, choice, avail)
avail.decoupled_entrances.remove(choice)
else:
connect_two_way(entrances.pop(), ext, avail)
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.is_sanc_forced_in_hc()):
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[avail.player]):
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()
for e, x in {**entrance_map, **single_entrance_map, **drop_map}.items():
if x in avail.exits:
region = avail.world.get_entrance(e, avail.player).parent_region
if region.type == RegionType.LightWorld:
new_x = x
if avail.world.is_atgt_swapped(avail.player):
if x == 'Ganons Tower Exit':
new_x = 'Agahnims Tower Exit'
elif x == 'Agahnims Tower Exit':
new_x = 'Ganons Tower Exit'
lw_exits.add(new_x)
if avail.world.shufflelinks[avail.player] or avail.world.shuffle[avail.player] not in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
lw_exits.update({'Big Bomb Shop'} if avail.world.is_bombshop_start(avail.player) else {'Links House Exit'})
filtered_choices = {i: opt for i, opt in choices.items() if all(t in lw_exits for t in opt[2])}
_, choice = random.choice(list(filtered_choices.items()))
else:
_, 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 = [], [], [], []
hyrule_forced = None
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 avail.is_sanc_forced_in_hc() and any(x in multi_entrances for x in ['Hyrule Castle Entrance (South)',
'Hyrule Castle Entrance (East)',
'Hyrule Castle Entrance (West)']):
hyrule_forced = [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, must_exit_dw = must_exits_helper(avail)
must_exit_lw = must_exit_filter(avail, must_exit_lw, lw_entrances)
must_exit_dw = must_exit_filter(avail, must_exit_dw, dw_entrances)
do_mandatory_connections(avail, lw_entrances, multi_exits_caves, must_exit_lw)
if hyrule_forced and hyrule_forced[0] in multi_exits_caves:
remove_from_list(multi_exits_caves, hyrule_forced)
do_mandatory_connections(avail, dw_entrances, multi_exits_caves, must_exit_dw)
multi_exits_caves.append(hyrule_forced[0])
else:
do_mandatory_connections(avail, dw_entrances, multi_exits_caves, must_exit_dw)
# connect caves
random.shuffle(lw_entrances)
random.shuffle(dw_entrances)
random.shuffle(multi_exits_caves)
while multi_exits_caves:
cave_candidate = (None, 0)
if hyrule_forced and hyrule_forced[0] in multi_exits_caves:
multi_exits_caves.remove(hyrule_forced[0])
cave = hyrule_forced[0]
hyrule_forced = None
target = lw_entrances
else:
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 = 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
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']
connector_list = pool_def['connectors']
option_list = pool_def['options']
for connector in directional_list:
chosen_option = random.choice(option_list)
_, 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, _ = 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)
_, chosen_exits = find_entrances_and_exits(avail, chosen_option)
# directionality need not be preserved
random.shuffle(chosen_exits)
connector_ent, _ = 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, _ = 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):
if avail.inverted:
lw = not lw
_, exits = find_entrances_and_exits(avail, pool_def['entrances'])
reserved_drops = set(linked_drop_map.values())
must_exit_lw, must_exit_dw = must_exits_helper(avail)
must_exit_lw = must_exit_filter(avail, must_exit_lw, LW_Entrances)
must_exit_dw = must_exit_filter(avail, must_exit_dw, DW_Entrances)
must_exit = set(must_exit_lw if lw else must_exit_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)
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]
chosen_entrance = reduced_pool.pop()
entrance_pool.remove(chosen_entrance)
else:
chosen_entrance = entrance_pool.pop()
connect_two_way(chosen_entrance, next_exit, avail)
def do_vanilla_connect(pool_def, avail):
if pool_def['condition'] == 'shopsanity':
if avail.world.shopsanity[avail.player]:
return
elif pool_def['condition'] == 'pottery': # this condition involves whether caves with pots are shuffled or not
if avail.world.pottery[avail.player] not in ['none', 'keys', 'dungeon']:
return
elif pool_def['condition'] == 'takeany':
if avail.world.take_any[avail.player] == 'fixed':
return
elif pool_def['condition'] == 'bonk':
if avail.world.shuffle_bonk_drops[avail.player]:
return
defaults = {**default_connections, **(inverted_default_connections if avail.inverted != avail.world.is_tile_swapped(0x1b, avail.player) else open_default_connections)}
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
invalid_connections = Must_Exit_Invalid_Connections.copy()
invalid_cave_connections = defaultdict(set)
if avail.world.logic[avail.player] in ['owglitches', 'nologic']:
import OverworldGlitchRules
for entrance in OverworldGlitchRules.get_non_mandatory_exits(avail.world, avail.player):
invalid_connections[entrance] = set()
if entrance in must_exit:
must_exit.remove(entrance)
entrances.append(entrance)
entrances.sort() # sort these for consistency
random.shuffle(entrances)
random.shuffle(cave_options)
if avail.world.is_tile_swapped(0x1b, avail.player):
for entrance in invalid_connections:
region = avail.world.get_entrance(entrance, avail.player).connected_region
if region and region.name == 'Agahnims Tower Portal':
for ext in invalid_connections[entrance]:
invalid_connections[ext] = invalid_connections[ext].union({'Agahnims Tower', 'Hyrule Castle Entrance (West)', 'Hyrule Castle Entrance (East)'})
break
used_caves = []
required_entrances = 0 # Number of entrances reserved for used_caves
while must_exit:
exit = must_exit.pop()
# find multi exit cave
candidates = []
for candidate in cave_options:
if not isinstance(candidate, str) and (candidate in used_caves
or len(candidate) < len(entrances) - required_entrances):
candidates.append(candidate)
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...
entrances.remove(exit)
connect_two_way(exit, rnd_cave[-1], avail)
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)
entrances.remove(entrance)
connect_two_way(entrance, rnd_cave[0], avail)
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]:
entrance = next(e for e in entrances[::-1] if e not in invalid_connections[exit] and e not in must_exit)
cave_entrances.append(entrance)
entrances.remove(entrance)
connect_two_way(entrance, cave_exit, avail)
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:
entrance = next(e for e in entrances[::-1] if e not in invalid_cave_connections[tuple(cave)])
invalid_cave_connections[tuple(cave)] = set()
entrances.remove(entrance)
connect_two_way(entrance, cave_exit, avail)
cave_options.remove(cave)
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 == 'Ganons Tower' and not avail_pool.world.shuffle_ganon[avail_pool.player]:
continue
if item in avail_pool.entrances:
entrances.append(item)
if item in entrance_map and entrance_map[item] in avail_pool.exits:
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 = {
'Pyramid Hole': 'Inverted Pyramid Hole',
'Pyramid Entrance': 'Inverted Pyramid Entrance'
}
inverted_exit_sub_table = {
}
def inverted_substitution(avail_pool, collection, is_entrance, is_set=False):
if avail_pool.world.is_tile_swapped(0x1b, avail_pool.player):
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_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':
if 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)']
},
'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'],
'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)', 'Desert Palace Entrance (North)'],
['Turtle Rock', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)']]
},
}
},
'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)']
},
'drops': {
'special': 'normal_drops',
'entrances': ['Hyrule Castle Secret Entrance Drop', 'Kakariko Well Drop', 'Bat Cave Drop',
'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree',
'Sanctuary Grave', 'Pyramid Hole']
},
'fixed_non_items': {
'special': 'vanilla',
'condition': '',
'entrances': ['Dark Desert Fairy', 'Archery Game', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint',
'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Fairy', 'Dark Lake Hylia Shop',
'East Dark World Hint', 'Kakariko Gamble Game', 'Long Fairy Cave',
'Bush Covered House', 'Fortune Teller (Light)', 'Lost Woods Gamble',
'Lake Hylia Fortune Teller', 'Lake Hylia Fairy', 'Bonk Fairy (Light)', 'Inverted Dark Sanctuary'],
},
'fixed_shops': {
'special': 'vanilla',
'condition': 'shopsanity',
'entrances': ['Cave Shop (Dark Death Mountain)', 'Dark World Potion Shop', 'Dark World Lumberjack Shop',
'Dark World Shop', 'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade',
'Cave Shop (Lake Hylia)'],
},
'fixed_takeanys': {
'special': 'vanilla',
'condition': 'takeany',
'entrances': ['Desert Fairy', 'Light Hype Fairy', 'Dark Death Mountain Fairy',
'Dark Lake Hylia Ledge Fairy', 'Bonk Fairy (Dark)'],
},
'fixed_pottery': {
'special': 'vanilla',
'condition': 'pottery',
'entrances': ['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',
'Dark Desert Hint']
},
'fixed_bonk': {
'special': 'vanilla',
'condition': 'bonk',
'entrances': ['Good Bee Cave']
},
'item_caves': { # shuffles shops/pottery if they weren't fixed in the last steps
'entrances': ['Mimic Cave', 'Spike Cave', 'Mire Shed', 'Dark World 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', 'Cave Shop (Dark Death Mountain)', 'Good Bee Cave',
'Dark World Potion Shop', 'Dark World Lumberjack Shop', 'Dark World Shop',
'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade', 'Cave Shop (Lake Hylia)',
'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',
'Dark Desert Hint', 'Desert Fairy', 'Light Hype Fairy', 'Dark Death Mountain Fairy',
'Dark Lake Hylia Ledge Fairy', 'Bonk Fairy (Dark)',
'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)']
},
'drops': {
'special': 'normal_drops',
'entrances': ['Hyrule Castle Secret Entrance Drop', 'Kakariko Well Drop', 'Bat Cave Drop',
'North Fairy Cave Drop', 'Lost Woods Hideout Drop', 'Lumberjack Tree Tree',
'Sanctuary Grave', 'Pyramid Hole']
},
'fixed_non_items': {
'special': 'vanilla',
'condition': '',
'entrances': ['Dark Desert Fairy', 'Archery Game', 'Fortune Teller (Dark)', 'Dark Sanctuary Hint',
'Dark Lake Hylia Ledge Hint', 'Dark Lake Hylia Fairy', 'Dark Lake Hylia Shop',
'East Dark World Hint', 'Kakariko Gamble Game', 'Long Fairy Cave',
'Bush Covered House', 'Fortune Teller (Light)', 'Lost Woods Gamble',
'Lake Hylia Fortune Teller', 'Lake Hylia Fairy', 'Bonk Fairy (Light)', 'Inverted Dark Sanctuary'],
},
'fixed_shops': {
'special': 'vanilla',
'condition': 'shopsanity',
'entrances': ['Cave Shop (Dark Death Mountain)', 'Dark World Potion Shop', 'Dark World Lumberjack Shop',
'Dark World Shop', 'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade',
'Cave Shop (Lake Hylia)'],
},
'fixed_takeanys': {
'special': 'vanilla',
'condition': 'takeany',
'entrances': ['Desert Fairy', 'Light Hype Fairy', 'Dark Death Mountain Fairy',
'Dark Lake Hylia Ledge Fairy', 'Bonk Fairy (Dark)'],
},
'fixed_pottery': {
'special': 'vanilla',
'condition': 'pottery',
'entrances': ['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',
'Dark Desert Hint']
},
'fixed_bonk': {
'special': 'vanilla',
'condition': 'bonk',
'entrances': ['Good Bee Cave']
},
'item_caves': { # shuffles shops/pottery if they weren't fixed in the last steps
'entrances': ['Mimic Cave', 'Spike Cave', 'Mire Shed', 'Dark World 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', 'Cave Shop (Dark Death Mountain)', 'Good Bee Cave',
'Dark World Potion Shop', 'Dark World Lumberjack Shop', 'Dark World Shop',
'Red Shield Shop', 'Kakariko Shop', 'Capacity Upgrade', 'Cave Shop (Lake Hylia)',
'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',
'Dark Desert Hint', 'Desert Fairy', 'Light Hype Fairy', 'Dark Death Mountain Fairy',
'Dark Lake Hylia Ledge Fairy', 'Bonk Fairy (Dark)',
'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)']
},
'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)']
],
'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)'],
},
'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)']
},
'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)']
},
}
},
'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'
}
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',
'Cave Shop (Dark Death Mountain)': 'Cave Shop (Dark Death Mountain)', 'Spike Cave': 'Spike Cave',
'Dark Desert Fairy': 'Dark Desert Healer Fairy', 'Dark Desert Hint': 'Dark Desert Hint', 'Mire Shed': 'Mire Shed',
'Archery Game': 'Archery Game', 'Dark World Potion Shop': 'Dark World Potion Shop',
'Dark World Lumberjack Shop': 'Dark World 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', 'Dark World Hammer Peg Cave': 'Dark World 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',
'Cave Shop (Lake Hylia)': 'Cave Shop (Lake Hylia)', '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': 'Swamp Healer 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'
}
LW_Entrances = []
DW_Entrances = []
Isolated_LH_Doors = ['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)',
'Dark World Hammer Peg Cave', 'Turtle Rock Isolated Ledge Entrance',
'Dark Death Mountain Ledge (West)', 'Dark Death Mountain Ledge (East)',
'Dark World Shop', 'Dark World 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', 'Cave Shop (Dark Death Mountain)', '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', 'Dark World 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 World Potion Shop'
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_Exit_Set = {
'Eastern Palace Exit',
'Tower of Hera Exit',
'Agahnims Tower Exit',
'Palace of Darkness Exit',
'Swamp Palace Exit',
'Skull Woods Final Section Exit',
'Thieves Town Exit',
'Ice Palace Exit',
'Misery Mire Exit',
'Ganons Tower Exit',
'Skull Woods First Section Exit', 'Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)',
'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)'
}
# Entrances that cannot be used to access a must_exit entrance - symmetrical to allow reverse lookups
Must_Exit_Invalid_Connections = defaultdict(set)
Simple_DM_Non_Connectors = {'Old Man Cave Ledge', 'Spiral Cave (Top)', 'Superbunny Cave (Bottom)',
'Spectacle Rock Cave (Peak)', 'Spectacle Rock Cave (Top)'}
# these are connections that cannot be shuffled and always exist.
# They link together underworld regions
mandatory_connections = [('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),
('Lumberjack Tree (top to bottom)', 'Lumberjack Tree (bottom)'),
('Kakariko Well (top to bottom)', 'Kakariko Well (bottom)'),
('Kakariko Well (top to back)', 'Kakariko Well (back)'),
('Blinds Hideout N', 'Blinds Hideout (Top)'),
('Bat Cave Door', 'Bat Cave (left)'),
('Sewer Drop', 'Sewers Rat Path'),
('Old Man Cave Dropdown', 'Old Man Cave'),
('Old Man House Front to Back', 'Old Man House Back'),
('Old Man House Back to Front', 'Old Man House'),
('Spectacle Rock Cave Drop', 'Spectacle Rock Cave (Bottom)'),
('Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave (Bottom)'),
('Death Mountain Return Cave E', 'Death Mountain Return Cave (right)'),
('Death Mountain Return Cave W', 'Death Mountain Return Cave (left)'),
('Spiral Cave (top to bottom)', 'Spiral Cave (Bottom)'),
('Light World Death Mountain Shop', 'Light World Death Mountain Shop'),
('Paradox Cave Push Block Reverse', 'Paradox Cave Chest Area'),
('Paradox Cave Push Block', 'Paradox Cave Front'),
('Paradox Cave Chest Area NE', 'Paradox Cave Bomb Area'),
('Paradox Cave Bomb Jump', 'Paradox Cave'),
('Paradox Cave Drop', 'Paradox Cave Chest Area'),
('Fairy Ascension Cave Climb', 'Fairy Ascension Cave (Top)'),
('Fairy Ascension Cave Pots', 'Fairy Ascension Cave (Bottom)'),
('Fairy Ascension Cave Drop', 'Fairy Ascension Cave (Drop)'),
('Missing Smith', 'Missing Smith'),
('Bumper Cave Bottom to Top', 'Bumper Cave (top)'),
('Bumper Cave Top To Bottom', 'Bumper Cave (bottom)'),
('Superbunny Cave Climb', 'Superbunny Cave (Top)'),
('Hookshot Cave Front to Middle', 'Hookshot Cave (Middle)'),
('Hookshot Cave Middle to Front', 'Hookshot Cave (Front)'),
('Hookshot Cave Middle to Back', 'Hookshot Cave (Back)'),
('Hookshot Cave Back to Middle', 'Hookshot Cave (Middle)'),
('Hookshot Cave Bonk Path', 'Hookshot Cave (Bonk Islands)'),
('Hookshot Cave Hook Path', 'Hookshot Cave (Hook Islands)'),
('Ganon Drop', 'Bottom of Pyramid')
]
# non-shuffled entrance links
default_connections = {'Links House': 'Links House',
'Links House Exit': 'Links House Area',
'Waterfall of Wishing': 'Waterfall of Wishing',
'Blinds Hideout': 'Blinds Hideout',
'Dam': 'Dam',
'Lumberjack House': 'Lumberjack House',
'Hyrule Castle Secret Entrance Drop': 'Hyrule Castle Secret Entrance',
'Hyrule Castle Secret Entrance Stairs': 'Hyrule Castle Secret Entrance',
'Hyrule Castle Secret Entrance Exit': 'Hyrule Castle Courtyard',
'Bonk Fairy (Light)': 'Bonk Fairy (Light)',
'Lake Hylia Fairy': 'Lake Hylia Healer Fairy',
'Lake Hylia Fortune Teller': 'Lake Hylia Fortune Teller',
'Light Hype Fairy': 'Swamp Healer Fairy',
'Desert Fairy': 'Desert Healer Fairy',
'Kings Grave': 'Kings Grave',
'Tavern North': 'Tavern',
'Chicken House': 'Chicken House',
'Aginahs Cave': 'Aginahs Cave',
'Sahasrahlas Hut': 'Sahasrahlas Hut',
'Cave Shop (Lake Hylia)': 'Cave Shop (Lake Hylia)',
'Capacity Upgrade': 'Capacity Upgrade',
'Kakariko Well Drop': 'Kakariko Well (top)',
'Kakariko Well Cave': 'Kakariko Well (bottom)',
'Kakariko Well Exit': 'Kakariko Area',
'Blacksmiths Hut': 'Blacksmiths Hut',
'Bat Cave Drop': 'Bat Cave (right)',
'Bat Cave Cave': 'Bat Cave (left)',
'Bat Cave Exit': 'Blacksmith Area',
'Sick Kids House': 'Sick Kids House',
'Elder House (East)': 'Elder House',
'Elder House (West)': 'Elder House',
'Elder House Exit (East)': 'Kakariko Area',
'Elder House Exit (West)': 'Kakariko Area',
'North Fairy Cave Drop': 'North Fairy Cave',
'North Fairy Cave': 'North Fairy Cave',
'North Fairy Cave Exit': 'River Bend Area',
'Lost Woods Gamble': 'Lost Woods Gamble',
'Fortune Teller (Light)': 'Fortune Teller (Light)',
'Snitch Lady (East)': 'Snitch Lady (East)',
'Snitch Lady (West)': 'Snitch Lady (West)',
'Bush Covered House': 'Bush Covered House',
'Tavern (Front)': 'Tavern (Front)',
'Light World Bomb Hut': 'Light World Bomb Hut',
'Kakariko Shop': 'Kakariko Shop',
'Lost Woods Hideout Drop': 'Lost Woods Hideout (top)',
'Lost Woods Hideout Stump': 'Lost Woods Hideout (bottom)',
'Lost Woods Hideout Exit': 'Lost Woods East Area',
'Lumberjack Tree Tree': 'Lumberjack Tree (top)',
'Lumberjack Tree Cave': 'Lumberjack Tree (bottom)',
'Lumberjack Tree Exit': 'Lumberjack Area',
'Cave 45': 'Cave 45',
'Graveyard Cave': 'Graveyard Cave',
'Checkerboard Cave': 'Checkerboard Cave',
'Mini Moldorm Cave': 'Mini Moldorm Cave',
'Long Fairy Cave': 'Long Fairy Cave', # near East Light World Teleporter
'Good Bee Cave': 'Good Bee Cave',
'20 Rupee Cave': '20 Rupee Cave',
'50 Rupee Cave': '50 Rupee Cave',
'Ice Rod Cave': 'Ice Rod Cave',
'Bonk Rock Cave': 'Bonk Rock Cave',
'Library': 'Library',
'Kakariko Gamble Game': 'Kakariko Gamble Game',
'Potion Shop': 'Potion Shop',
'Two Brothers House (East)': 'Two Brothers House',
'Two Brothers House (West)': 'Two Brothers House',
'Two Brothers House Exit (East)': 'Kakariko Suburb Area',
'Two Brothers House Exit (West)': 'Maze Race Ledge',
'Sanctuary': 'Sanctuary Portal',
'Sanctuary Grave': 'Sewer Drop',
'Sanctuary Exit': 'Sanctuary Area',
'Old Man Cave (West)': 'Old Man Cave Ledge',
'Old Man Cave (East)': 'Old Man Cave',
'Old Man Cave Exit (West)': 'Mountain Entry Entrance',
'Old Man Cave Exit (East)': 'West Death Mountain (Bottom)',
'Old Man House (Bottom)': 'Old Man House',
'Old Man House Exit (Bottom)': 'West Death Mountain (Bottom)',
'Old Man House (Top)': 'Old Man House Back',
'Old Man House Exit (Top)': 'West Death Mountain (Bottom)',
'Death Mountain Return Cave (East)': 'Death Mountain Return Cave (right)',
'Death Mountain Return Cave (West)': 'Death Mountain Return Cave (left)',
'Death Mountain Return Cave Exit (West)': 'Mountain Entry Ledge',
'Death Mountain Return Cave Exit (East)': 'West Death Mountain (Bottom)',
'Spectacle Rock Cave Peak': 'Spectacle Rock Cave (Peak)',
'Spectacle Rock Cave (Bottom)': 'Spectacle Rock Cave (Bottom)',
'Spectacle Rock Cave': 'Spectacle Rock Cave (Top)',
'Spectacle Rock Cave Exit': 'West Death Mountain (Bottom)',
'Spectacle Rock Cave Exit (Top)': 'West Death Mountain (Bottom)',
'Spectacle Rock Cave Exit (Peak)': 'West Death Mountain (Bottom)',
'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)',
'Hookshot Fairy': 'Hookshot Fairy',
'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',
'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',
'Pyramid Fairy': 'Pyramid Fairy',
'East Dark World Hint': 'East Dark World Hint',
'Palace of Darkness Hint': 'Palace of Darkness Hint',
'Big Bomb Shop': 'Big Bomb Shop',
'Dark Lake Hylia Shop': 'Dark Lake Hylia Shop',
'Dark Lake Hylia Fairy': 'Dark Lake Hylia Healer Fairy',
'Dark Lake Hylia Ledge Fairy': 'Dark Lake Hylia Ledge Healer Fairy',
'Dark Lake Hylia Ledge Spike Cave': 'Dark Lake Hylia Ledge Spike Cave',
'Dark Lake Hylia Ledge Hint': 'Dark Lake Hylia Ledge Hint',
'Hype Cave': 'Hype Cave',
'Bonk Fairy (Dark)': 'Bonk Fairy (Dark)',
'Brewery': 'Brewery',
'C-Shaped House': 'C-Shaped House',
'Chest Game': 'Chest Game',
'Dark World Hammer Peg Cave': 'Dark World Hammer Peg Cave',
'Bumper Cave (Bottom)': 'Bumper Cave (bottom)',
'Bumper Cave (Top)': 'Bumper Cave (top)',
'Red Shield Shop': 'Red Shield Shop',
'Dark Sanctuary Hint': 'Dark Sanctuary Hint',
'Fortune Teller (Dark)': 'Fortune Teller (Dark)',
'Dark World Shop': 'Village of Outcasts Shop',
'Dark World Lumberjack Shop': 'Dark World Lumberjack Shop',
'Dark World Potion Shop': 'Dark World Potion Shop',
'Archery Game': 'Archery Game',
'Bumper Cave Exit (Top)': 'Bumper Cave Ledge',
'Bumper Cave Exit (Bottom)': 'Bumper Cave Entrance',
'Mire Shed': 'Mire Shed',
'Dark Desert Hint': 'Dark Desert Hint',
'Dark Desert Fairy': 'Dark Desert Healer Fairy',
'Spike Cave': 'Spike Cave',
'Hookshot Cave': 'Hookshot Cave (Front)',
'Superbunny Cave (Top)': 'Superbunny Cave (Top)',
'Cave Shop (Dark Death Mountain)': 'Cave Shop (Dark Death Mountain)',
'Dark Death Mountain Fairy': 'Dark Death Mountain Healer Fairy',
'Superbunny Cave (Bottom)': 'Superbunny Cave (Bottom)',
'Superbunny Cave Exit (Top)': 'East Dark Death Mountain (Top)',
'Superbunny Cave Exit (Bottom)': 'East Dark Death Mountain (Bottom)',
'Hookshot Cave Front Exit': 'East Dark Death Mountain (Top)',
'Hookshot Cave Back Exit': 'Dark Death Mountain Floating Island',
'Hookshot Cave Back Entrance': 'Hookshot Cave (Back)',
'Mimic Cave': 'Mimic Cave'}
open_default_connections = {'Pyramid Hole': 'Pyramid',
'Pyramid Exit': 'Pyramid Ledge',
'Pyramid Entrance': 'Bottom of Pyramid'}
inverted_default_connections = {'Inverted Pyramid Hole': 'Pyramid',
'Pyramid Exit': 'Hyrule Castle Ledge',
'Inverted Pyramid Entrance': 'Bottom of Pyramid'}
# format:
# Key=Name
# addr = (door_index, exitdata) # multiexit
# | ([addr], None) # holes
# exitdata = (room_id, ow_area, vram_loc, scroll_y, scroll_x, link_y, link_x, camera_y, camera_x, unknown_1, unknown_2, door_1, door_2)
# ToDo somehow merge this with creation of the locations
door_addresses = {'Links House': (0x00, (0x0104, 0x2c, 0x0506, 0x0a9a, 0x0832, 0x0ae8, 0x08b8, 0x0b07, 0x08bf, 0x06, 0xfe, 0x0816, 0x0000), 0x00),
'Desert Palace Entrance (South)': (0x08, (0x0084, 0x30, 0x0314, 0x0c56, 0x00a6, 0x0ca8, 0x0128, 0x0cc3, 0x0133, 0x0a, 0xfa, 0x0000, 0x0000), 0x00),
'Desert Palace Entrance (West)': (0x0A, (0x0083, 0x30, 0x0280, 0x0c46, 0x0003, 0x0c98, 0x0088, 0x0cb3, 0x0090, 0x0a, 0xfd, 0x0000, 0x0000), 0x00),
'Desert Palace Entrance (North)': (0x0B, (0x0063, 0x30, 0x0016, 0x0c00, 0x00a2, 0x0c28, 0x0128, 0x0c6d, 0x012f, 0x00, 0x0e, 0x0000, 0x0000), 0x00),
'Desert Palace Entrance (East)': (0x09, (0x0085, 0x30, 0x02a8, 0x0c4a, 0x0142, 0x0c98, 0x01c8, 0x0cb7, 0x01cf, 0x06, 0xfe, 0x0000, 0x0000), 0x00),
'Eastern Palace': (0x07, (0x00c9, 0x1e, 0x005a, 0x0600, 0x0ed6, 0x0618, 0x0f50, 0x066d, 0x0f5b, 0x00, 0xfa, 0x0000, 0x0000), 0x00),
'Tower of Hera': (0x32, (0x0077, 0x03, 0x0050, 0x0014, 0x087c, 0x0068, 0x08f0, 0x0083, 0x08fb, 0x0a, 0xf4, 0x0000, 0x0000), 0x00),
'Hyrule Castle Entrance (South)': (0x03, (0x0061, 0x1b, 0x0530, 0x0692, 0x0784, 0x06cc, 0x07f8, 0x06ff, 0x0803, 0x0e, 0xfa, 0x0000, 0x87be), 0x00),
'Hyrule Castle Entrance (West)': (0x02, (0x0060, 0x1b, 0x0016, 0x0600, 0x06ae, 0x0604, 0x0728, 0x066d, 0x0733, 0x00, 0x02, 0x0000, 0x8124), 0x00),
'Hyrule Castle Entrance (East)': (0x04, (0x0062, 0x1b, 0x004a, 0x0600, 0x0856, 0x0604, 0x08c8, 0x066d, 0x08d3, 0x00, 0xfa, 0x0000, 0x8158), 0x00),
'Inverted Pyramid Entrance': (0x35, (0x0010, 0x1b, 0x000e, 0x0600, 0x0676, 0x0604, 0x06e8, 0x066d, 0x06f3, 0x00, 0x0a, 0x0000, 0x811c), 0x00),
'Agahnims Tower': (0x23, (0x00e0, 0x1b, 0x0032, 0x0600, 0x0784, 0x0634, 0x07f8, 0x066d, 0x0803, 0x00, 0x0a, 0x0000, 0x82be), 0x40),
'Thieves Town': (0x33, (0x00db, 0x58, 0x0b2e, 0x075a, 0x0176, 0x07a8, 0x01f8, 0x07c7, 0x0203, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Skull Woods First Section Door': (0x29, (0x0058, 0x40, 0x0f4c, 0x01f6, 0x0262, 0x0248, 0x02e8, 0x0263, 0x02ef, 0x0a, 0xfe, 0x0000, 0x0000), 0x00),
'Skull Woods Second Section Door (East)': (0x28, (0x0057, 0x40, 0x0eb8, 0x01e6, 0x01c2, 0x0238, 0x0248, 0x0253, 0x024f, 0x0a, 0xfe, 0x0000, 0x0000), 0x00),
'Skull Woods Second Section Door (West)': (0x27, (0x0056, 0x40, 0x0c8e, 0x01a6, 0x0062, 0x01f8, 0x00e8, 0x0213, 0x00ef, 0x0a, 0x0e, 0x0000, 0x0000), 0x00),
'Skull Woods Final Section': (0x2A, (0x0059, 0x40, 0x0282, 0x0066, 0x0016, 0x00b8, 0x0098, 0x00d3, 0x00a3, 0x0a, 0xfa, 0x0000, 0x0000), 0x20),
'Ice Palace': (0x2C, (0x000e, 0x75, 0x0bc6, 0x0d6a, 0x0c3e, 0x0db8, 0x0cb8, 0x0dd7, 0x0cc3, 0x06, 0xf2, 0x0000, 0x0000), 0x00),
'Misery Mire': (0x26, (0x0098, 0x70, 0x0414, 0x0c79, 0x00a6, 0x0cc7, 0x0128, 0x0ce6, 0x0133, 0x07, 0xfa, 0x0000, 0x0000), 0x20),
'Palace of Darkness': (0x25, (0x004a, 0x5e, 0x005a, 0x0600, 0x0ed6, 0x0628, 0x0f50, 0x066d, 0x0f5b, 0x00, 0xfa, 0x0000, 0x0000), 0x20),
'Swamp Palace': (0x24, (0x0028, 0x7b, 0x049e, 0x0e8c, 0x06f2, 0x0ed8, 0x0778, 0x0ef9, 0x077f, 0x04, 0xfe, 0x0000, 0x0000), 0x00),
'Turtle Rock': (0x34, (0x00d6, 0x47, 0x0712, 0x00da, 0x0e96, 0x0128, 0x0f08, 0x0147, 0x0f13, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Dark Death Mountain Ledge (West)': (0x14, (0x0023, 0x45, 0x07ca, 0x0103, 0x0c46, 0x0157, 0x0cb8, 0x0172, 0x0cc3, 0x0b, 0x0a, 0x0000, 0x0000), 0x00),
'Dark Death Mountain Ledge (East)': (0x18, (0x0024, 0x45, 0x07e0, 0x0103, 0x0d00, 0x0157, 0x0d78, 0x0172, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Turtle Rock Isolated Ledge Entrance': (0x17, (0x00d5, 0x45, 0x0ad4, 0x0164, 0x0ca6, 0x01b8, 0x0d18, 0x01d3, 0x0d23, 0x0a, 0xfa, 0x0000, 0x0000), 0x00),
'Hyrule Castle Secret Entrance Stairs': (0x31, (0x0055, 0x1b, 0x044a, 0x067a, 0x0854, 0x06c8, 0x08c8, 0x06e7, 0x08d3, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Kakariko Well Cave': (0x38, (0x002f, 0x18, 0x0386, 0x0665, 0x0032, 0x06b7, 0x00b8, 0x06d2, 0x00bf, 0x0b, 0xfe, 0x0000, 0x0000), 0x00),
'Bat Cave Cave': (0x10, (0x00e3, 0x22, 0x0412, 0x087a, 0x048e, 0x08c8, 0x0508, 0x08e7, 0x0513, 0x06, 0x02, 0x0000, 0x0000), 0x00),
'Elder House (East)': (0x0D, (0x00f3, 0x18, 0x02c4, 0x064a, 0x0222, 0x0698, 0x02a8, 0x06b7, 0x02af, 0x06, 0xfe, 0x05d4, 0x0000), 0x00),
'Elder House (West)': (0x0C, (0x00f2, 0x18, 0x02bc, 0x064c, 0x01e2, 0x0698, 0x0268, 0x06b9, 0x026f, 0x04, 0xfe, 0x05cc, 0x0000), 0x00),
'North Fairy Cave': (0x37, (0x0008, 0x15, 0x0088, 0x0400, 0x0a36, 0x0448, 0x0aa8, 0x046f, 0x0ab3, 0x00, 0x0a, 0x0000, 0x0000), 0x00),
'Lost Woods Hideout Stump': (0x2B, (0x00e1, 0x00, 0x0f4e, 0x01f6, 0x0262, 0x0248, 0x02e8, 0x0263, 0x02ef, 0x0a, 0x0e, 0x0000, 0x0000), 0x00),
'Lumberjack Tree Cave': (0x11, (0x00e2, 0x02, 0x0118, 0x0015, 0x04c6, 0x0067, 0x0548, 0x0082, 0x0553, 0x0b, 0xfa, 0x0000, 0x0000), 0x00),
'Two Brothers House (East)': (0x0F, (0x00f5, 0x29, 0x0880, 0x0b07, 0x0200, 0x0b58, 0x0238, 0x0b74, 0x028d, 0x09, 0x00, 0x0b86, 0x0000), 0x00),
'Two Brothers House (West)': (0x0E, (0x00f4, 0x28, 0x08a0, 0x0b06, 0x0100, 0x0b58, 0x01b8, 0x0b73, 0x018d, 0x0a, 0x00, 0x0bb6, 0x0000), 0x00),
'Sanctuary': (0x01, (0x0012, 0x13, 0x001c, 0x0400, 0x06de, 0x0414, 0x0758, 0x046d, 0x0763, 0x00, 0x02, 0x0000, 0x01aa), 0x00),
'Old Man Cave (West)': (0x05, (0x00f0, 0x0a, 0x03a0, 0x0264, 0x0500, 0x02b8, 0x05a8, 0x02d3, 0x058d, 0x0a, 0x00, 0x0000, 0x0000), 0x00),
'Old Man Cave (East)': (0x06, (0x00f1, 0x03, 0x1402, 0x0294, 0x0604, 0x02e8, 0x0678, 0x0303, 0x0683, 0x0a, 0xfc, 0x0000, 0x0000), 0x00),
'Old Man House (Bottom)': (0x2F, (0x00e4, 0x03, 0x181a, 0x031e, 0x06b4, 0x03a7, 0x0728, 0x038d, 0x0733, 0x00, 0x0c, 0x0000, 0x0000), 0x00),
'Old Man House (Top)': (0x30, (0x00e5, 0x03, 0x10c6, 0x0224, 0x0814, 0x0278, 0x0888, 0x0293, 0x0893, 0x0a, 0x0c, 0x0000, 0x0000), 0x00),
'Death Mountain Return Cave (East)': (0x2E, (0x00e7, 0x03, 0x0d82, 0x01c4, 0x0600, 0x0218, 0x0648, 0x0233, 0x067f, 0x0a, 0x00, 0x0000, 0x0000), 0x00),
'Death Mountain Return Cave (West)': (0x2D, (0x00e6, 0x0a, 0x00a0, 0x0205, 0x0500, 0x0257, 0x05b8, 0x0272, 0x058d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Spectacle Rock Cave Peak': (0x22, (0x00ea, 0x03, 0x092c, 0x0133, 0x0754, 0x0187, 0x07c8, 0x01a2, 0x07d3, 0x0b, 0xfc, 0x0000, 0x0000), 0x00),
'Spectacle Rock Cave': (0x21, (0x00fa, 0x03, 0x0eac, 0x01e3, 0x0754, 0x0237, 0x07c8, 0x0252, 0x07d3, 0x0b, 0xfc, 0x0000, 0x0000), 0x00),
'Spectacle Rock Cave (Bottom)': (0x20, (0x00f9, 0x03, 0x0d9c, 0x01c3, 0x06d4, 0x0217, 0x0748, 0x0232, 0x0753, 0x0b, 0xfc, 0x0000, 0x0000), 0x00),
'Paradox Cave (Bottom)': (0x1D, (0x00ff, 0x05, 0x0ee0, 0x01e3, 0x0d00, 0x0237, 0x0da8, 0x0252, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Paradox Cave (Middle)': (0x1E, (0x00ef, 0x05, 0x17e0, 0x0304, 0x0d00, 0x0358, 0x0dc8, 0x0373, 0x0d7d, 0x0a, 0x00, 0x0000, 0x0000), 0x00),
'Paradox Cave (Top)': (0x1F, (0x00df, 0x05, 0x0460, 0x0093, 0x0d00, 0x00e7, 0x0db8, 0x0102, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Fairy Ascension Cave (Bottom)': (0x19, (0x00fd, 0x05, 0x0dd4, 0x01c4, 0x0ca6, 0x0218, 0x0d18, 0x0233, 0x0d23, 0x0a, 0xfa, 0x0000, 0x0000), 0x00),
'Fairy Ascension Cave (Top)': (0x1A, (0x00ed, 0x05, 0x0ad4, 0x0163, 0x0ca6, 0x01b7, 0x0d18, 0x01d2, 0x0d23, 0x0b, 0xfa, 0x0000, 0x0000), 0x00),
'Spiral Cave': (0x1C, (0x00ee, 0x05, 0x07c8, 0x0108, 0x0c46, 0x0158, 0x0cb8, 0x0177, 0x0cc3, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Spiral Cave (Bottom)': (0x1B, (0x00fe, 0x05, 0x0cca, 0x01a3, 0x0c56, 0x01f7, 0x0cc8, 0x0212, 0x0cd3, 0x0b, 0xfa, 0x0000, 0x0000), 0x00),
'Bumper Cave (Bottom)': (0x15, (0x00fb, 0x4a, 0x03a0, 0x0263, 0x0500, 0x02b7, 0x05a8, 0x02d2, 0x058d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Bumper Cave (Top)': (0x16, (0x00eb, 0x4a, 0x00a0, 0x020a, 0x0500, 0x0258, 0x05b8, 0x0277, 0x058d, 0x06, 0x00, 0x0000, 0x0000), 0x00),
'Superbunny Cave (Top)': (0x13, (0x00e8, 0x45, 0x0460, 0x0093, 0x0d00, 0x00e7, 0x0db8, 0x0102, 0x0d7d, 0x0b, 0x00, 0x0000, 0x0000), 0x00),
'Superbunny Cave (Bottom)': (0x12, (0x00f8, 0x45, 0x0ee0, 0x01e4, 0x0d00, 0x0238, 0x0d78, 0x0253, 0x0d7d, 0x0a, 0x00, 0x0000, 0x0000), 0x00),
'Hookshot Cave': (0x39, (0x003c, 0x45, 0x04da, 0x00a3, 0x0cd6, 0x0107, 0x0d48, 0x0112, 0x0d53, 0x0b, 0xfa, 0x0000, 0x0000), 0x20),
'Hookshot Cave Back Entrance': (0x3A, (0x002c, 0x45, 0x004c, 0x0000, 0x0c56, 0x0038, 0x0cc8, 0x006f, 0x0cd3, 0x00, 0x0a, 0x0000, 0x0000), 0x00),
'Ganons Tower': (0x36, (0x000c, 0x43, 0x0052, 0x0000, 0x0884, 0x0028, 0x08f8, 0x006f, 0x0903, 0x00, 0xfc, 0x0000, 0x0000), 0x20),
'Pyramid Entrance': (0x35, (0x0010, 0x5b, 0x0b0e, 0x075a, 0x0674, 0x07a8, 0x06e8, 0x07c7, 0x06f3, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Skull Woods First Section Hole (West)': ([0xDB84D, 0xDB84E], None),
'Skull Woods First Section Hole (East)': ([0xDB84F, 0xDB850], None),
'Skull Woods First Section Hole (North)': ([0xDB84C], None),
'Skull Woods Second Section Hole': ([0xDB851, 0xDB852], None),
'Pyramid Hole': ([0xDB854, 0xDB855, 0xDB856], None),
'Inverted Pyramid Hole': ([0xDB854, 0xDB855, 0xDB856, 0x180340], None),
'Waterfall of Wishing': (0x5B, (0x0114, 0x0f, 0x0080, 0x0200, 0x0e00, 0x0207, 0x0e60, 0x026f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Dam': (0x4D, (0x010b, 0x3b, 0x04a0, 0x0e8a, 0x06fa, 0x0ed8, 0x0778, 0x0ef7, 0x077f, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Blinds Hideout': (0x60, (0x0119, 0x18, 0x02b2, 0x064a, 0x0186, 0x0697, 0x0208, 0x06b7, 0x0213, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Hyrule Castle Secret Entrance Drop': ([0xDB858], None),
'Bonk Fairy (Light)': (0x76, (0x0126, 0x2b, 0x00a0, 0x0a0a, 0x0700, 0x0a67, 0x0788, 0x0a77, 0x0785, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Lake Hylia Fairy': (0x5D, (0x0115, 0x2e, 0x0016, 0x0a00, 0x0cb6, 0x0a37, 0x0d28, 0x0a6d, 0x0d33, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Light Hype Fairy': (0x6B, (0x0115, 0x34, 0x00a0, 0x0c04, 0x0900, 0x0c58, 0x0988, 0x0c73, 0x0985, 0x0a, 0xf6, 0x0000, 0x0000), 0x02),
'Desert Fairy': (0x71, (0x0115, 0x3a, 0x0000, 0x0e00, 0x0400, 0x0e26, 0x0468, 0x0e6d, 0x0485, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Kings Grave': (0x5A, (0x0113, 0x14, 0x0320, 0x0456, 0x0900, 0x04a6, 0x0998, 0x04c3, 0x097d, 0x0a, 0xf6, 0x0000, 0x0000), 0x20),
'Tavern North': (0x42, (0x0103, 0x18, 0x1440, 0x08a7, 0x0206, 0x091b, 0x0288, 0x0914, 0x0293, 0xf7, 0x09, 0xFFFF, 0x0000), 0x00),
'Chicken House': (0x4A, (0x0108, 0x18, 0x1120, 0x0837, 0x0106, 0x0888, 0x0188, 0x08a4, 0x0193, 0x07, 0xf9, 0x1530, 0x0000), 0x00),
'Aginahs Cave': (0x70, (0x010a, 0x30, 0x0656, 0x0cc6, 0x02aa, 0x0d18, 0x0328, 0x0d33, 0x032f, 0x08, 0xf8, 0x0000, 0x0000), 0x00),
'Sahasrahlas Hut': (0x44, (0x0105, 0x1e, 0x0610, 0x06d4, 0x0c76, 0x0727, 0x0cf0, 0x0743, 0x0cfb, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Cave Shop (Lake Hylia)': (0x57, (0x0112, 0x35, 0x0022, 0x0c00, 0x0b1a, 0x0c26, 0x0b98, 0x0c6d, 0x0b9f, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Capacity Upgrade': (0x5C, (0x0115, 0x35, 0x0a46, 0x0d36, 0x0c2a, 0x0d88, 0x0ca8, 0x0da3, 0x0caf, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Kakariko Well Drop': ([0xDB85C, 0xDB85D], None),
'Blacksmiths Hut': (0x63, (0x0121, 0x22, 0x010c, 0x081a, 0x0466, 0x0868, 0x04d8, 0x0887, 0x04e3, 0x06, 0xfa, 0x041A, 0x0000), 0x00),
'Bat Cave Drop': ([0xDB859, 0xDB85A], None),
'Sick Kids House': (0x3F, (0x0102, 0x18, 0x10be, 0x0826, 0x01f6, 0x0877, 0x0278, 0x0893, 0x0283, 0x08, 0xf8, 0x14CE, 0x0000), 0x00),
'North Fairy Cave Drop': ([0xDB857], None),
'Lost Woods Gamble': (0x3B, (0x0100, 0x00, 0x004e, 0x0000, 0x0272, 0x0008, 0x02f0, 0x006f, 0x02f7, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Fortune Teller (Light)': (0x64, (0x0122, 0x11, 0x060e, 0x04b4, 0x027d, 0x0508, 0x02f8, 0x0523, 0x0302, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Snitch Lady (East)': (0x3D, (0x0101, 0x18, 0x0ad8, 0x074a, 0x02c6, 0x0798, 0x0348, 0x07b7, 0x0353, 0x06, 0xfa, 0x0DE8, 0x0000), 0x00),
'Snitch Lady (West)': (0x3E, (0x0101, 0x18, 0x0788, 0x0706, 0x0046, 0x0758, 0x00c8, 0x0773, 0x00d3, 0x08, 0xf8, 0x0B98, 0x0000), 0x00),
'Bush Covered House': (0x43, (0x0103, 0x18, 0x1156, 0x081a, 0x02b6, 0x0868, 0x0338, 0x0887, 0x0343, 0x06, 0xfa, 0x1466, 0x0000), 0x00),
'Tavern (Front)': (0x41, (0x0103, 0x18, 0x1842, 0x0916, 0x0206, 0x0967, 0x0288, 0x0983, 0x0293, 0x08, 0xf8, 0x1C50, 0x0000), 0x00),
'Light World Bomb Hut': (0x49, (0x0107, 0x18, 0x1800, 0x0916, 0x0000, 0x0967, 0x0068, 0x0983, 0x008d, 0x08, 0xf8, 0x9C0C, 0x0000), 0x02),
'Kakariko Shop': (0x45, (0x011f, 0x18, 0x16a8, 0x08e7, 0x0136, 0x0937, 0x01b8, 0x0954, 0x01c3, 0x07, 0xf9, 0x1AB6, 0x0000), 0x00),
'Lost Woods Hideout Drop': ([0xDB853], None),
'Lumberjack Tree Tree': ([0xDB85B], None),
'Cave 45': (0x50, (0x011b, 0x32, 0x0680, 0x0cc9, 0x0400, 0x0d16, 0x0438, 0x0d36, 0x0485, 0x07, 0xf9, 0x0000, 0x0000), 0x00),
'Graveyard Cave': (0x51, (0x011b, 0x14, 0x0016, 0x0400, 0x08a2, 0x0446, 0x0918, 0x046d, 0x091f, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Checkerboard Cave': (0x7D, (0x0126, 0x30, 0x00c8, 0x0c0a, 0x024a, 0x0c67, 0x02c8, 0x0c77, 0x02cf, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Mini Moldorm Cave': (0x7C, (0x0123, 0x35, 0x1480, 0x0e96, 0x0a00, 0x0ee8, 0x0a68, 0x0f03, 0x0a85, 0x08, 0xf8, 0x0000, 0x0000), 0x02),
'Long Fairy Cave': (0x54, (0x011e, 0x2f, 0x06a0, 0x0aca, 0x0f00, 0x0b18, 0x0fa8, 0x0b37, 0x0f85, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Good Bee Cave': (0x6A, (0x0120, 0x37, 0x0084, 0x0c00, 0x0e26, 0x0c36, 0x0e98, 0x0c6f, 0x0ea3, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'20 Rupee Cave': (0x7A, (0x0125, 0x37, 0x0200, 0x0c23, 0x0e00, 0x0c86, 0x0e68, 0x0c92, 0x0e7d, 0x0d, 0xf3, 0x0000, 0x0000), 0x20),
'50 Rupee Cave': (0x78, (0x0124, 0x3a, 0x0790, 0x0eea, 0x047a, 0x0f47, 0x04f8, 0x0f57, 0x04ff, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Ice Rod Cave': (0x7F, (0x0120, 0x37, 0x0080, 0x0c00, 0x0e00, 0x0c37, 0x0e48, 0x0c6f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000), 0x02),
'Bonk Rock Cave': (0x79, (0x0124, 0x13, 0x0280, 0x044a, 0x0600, 0x04a7, 0x0638, 0x04b7, 0x067d, 0x06, 0xfa, 0x0000, 0x0000), 0x20),
'Library': (0x48, (0x0107, 0x29, 0x0100, 0x0a14, 0x0200, 0x0a67, 0x0278, 0x0a83, 0x0285, 0x0a, 0xf6, 0x040E, 0x0000), 0x00),
'Potion Shop': (0x4B, (0x0109, 0x16, 0x070a, 0x04e6, 0x0c56, 0x0538, 0x0cc8, 0x0553, 0x0cd3, 0x08, 0xf8, 0x0A98, 0x0000), 0x00),
'Sanctuary Grave': ([0xDB85E], None),
'Hookshot Fairy': (0x4F, (0x010c, 0x05, 0x0ee0, 0x01e3, 0x0d00, 0x0236, 0x0d78, 0x0252, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000), 0x00),
'Pyramid Fairy': (0x62, (0x0116, 0x5b, 0x0b1e, 0x0754, 0x06fa, 0x07a7, 0x0778, 0x07c3, 0x077f, 0x0a, 0xf6, 0x0000, 0x0000), 0x02),
'East Dark World Hint': (0x68, (0x010e, 0x6f, 0x06a0, 0x0aca, 0x0f00, 0x0b18, 0x0fa8, 0x0b37, 0x0f85, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Palace of Darkness Hint': (0x67, (0x011a, 0x5e, 0x0c24, 0x0794, 0x0d12, 0x07e8, 0x0d90, 0x0803, 0x0d97, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Dark Lake Hylia Fairy': (0x6C, (0x0115, 0x6e, 0x0016, 0x0a00, 0x0cb6, 0x0a36, 0x0d28, 0x0a6d, 0x0d33, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Dark Lake Hylia Ledge Fairy': (0x80, (0x0115, 0x77, 0x0080, 0x0c00, 0x0e00, 0x0c37, 0x0e48, 0x0c6f, 0x0e7d, 0x00, 0x00, 0x0000, 0x0000), 0x02),
'Dark Lake Hylia Ledge Spike Cave': (0x7B, (0x0125, 0x77, 0x0200, 0x0c27, 0x0e00, 0x0c86, 0x0e68, 0x0c96, 0x0e7d, 0x09, 0xf7, 0x0000, 0x0000), 0x20),
'Dark Lake Hylia Ledge Hint': (0x69, (0x010e, 0x77, 0x0084, 0x0c00, 0x0e26, 0x0c36, 0x0e98, 0x0c6f, 0x0ea3, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Hype Cave': (0x3C, (0x011e, 0x74, 0x00a0, 0x0c0a, 0x0900, 0x0c58, 0x0988, 0x0c77, 0x097d, 0x06, 0xfa, 0x0000, 0x0000), 0x02),
'Bonk Fairy (Dark)': (0x77, (0x0126, 0x6b, 0x00a0, 0x0a05, 0x0700, 0x0a66, 0x0788, 0x0a72, 0x0785, 0x0b, 0xf5, 0x0000, 0x0000), 0x20),
'Brewery': (0x47, (0x0106, 0x58, 0x16a8, 0x08e4, 0x013e, 0x0938, 0x01b8, 0x0953, 0x01c3, 0x0a, 0xf6, 0x1AB6, 0x0000), 0x02),
'C-Shaped House': (0x53, (0x011c, 0x58, 0x09d8, 0x0744, 0x02ce, 0x0797, 0x0348, 0x07b3, 0x0353, 0x0a, 0xf6, 0x0DE8, 0x0000), 0x00),
'Chest Game': (0x46, (0x0106, 0x58, 0x078a, 0x0705, 0x004e, 0x0758, 0x00c8, 0x0774, 0x00d3, 0x09, 0xf7, 0x0B98, 0x0000), 0x00),
'Dark World Hammer Peg Cave': (0x7E, (0x0127, 0x62, 0x0894, 0x091e, 0x0492, 0x09a6, 0x0508, 0x098b, 0x050f, 0x00, 0x00, 0x0000, 0x0000), 0x20),
'Red Shield Shop': (0x74, (0x0110, 0x5a, 0x079a, 0x06e8, 0x04d6, 0x0738, 0x0548, 0x0755, 0x0553, 0x08, 0xf8, 0x0AA8, 0x0000), 0x00),
'Dark Sanctuary Hint': (0x59, (0x0112, 0x53, 0x001e, 0x0400, 0x06e2, 0x0446, 0x0758, 0x046d, 0x075f, 0x00, 0x00, 0x0000, 0x0000), 0x00),
'Fortune Teller (Dark)': (0x65, (0x0122, 0x51, 0x0610, 0x04b4, 0x027e, 0x0507, 0x02f8, 0x0523, 0x0303, 0x0a, 0xf6, 0x091E, 0x0000), 0x00),
'Dark World Shop': (0x5F, (0x010f, 0x58, 0x1058, 0x0814, 0x02be, 0x0868, 0x0338, 0x0883, 0x0343, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Dark World Lumberjack Shop': (0x56, (0x010f, 0x42, 0x041c, 0x0074, 0x04e2, 0x00c7, 0x0558, 0x00e3, 0x055f, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Dark World Potion Shop': (0x6E, (0x010f, 0x56, 0x080e, 0x04f4, 0x0c66, 0x0548, 0x0cd8, 0x0563, 0x0ce3, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Archery Game': (0x58, (0x0111, 0x69, 0x069e, 0x0ac4, 0x02ea, 0x0b18, 0x0368, 0x0b33, 0x036f, 0x0a, 0xf6, 0x09AC, 0x0000), 0x00),
'Mire Shed': (0x5E, (0x010d, 0x70, 0x0384, 0x0c69, 0x001e, 0x0cb6, 0x0098, 0x0cd6, 0x00a3, 0x07, 0xf9, 0x0000, 0x0000), 0x00),
'Dark Desert Hint': (0x61, (0x0114, 0x70, 0x0654, 0x0cc5, 0x02aa, 0x0d16, 0x0328, 0x0d32, 0x032f, 0x09, 0xf7, 0x0000, 0x0000), 0x00),
'Dark Desert Fairy': (0x55, (0x0115, 0x70, 0x03a8, 0x0c6a, 0x013a, 0x0cb7, 0x01b8, 0x0cd7, 0x01bf, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Spike Cave': (0x40, (0x0117, 0x43, 0x0ed4, 0x01e4, 0x08aa, 0x0236, 0x0928, 0x0253, 0x092f, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Cave Shop (Dark Death Mountain)': (0x6D, (0x0112, 0x45, 0x0ee0, 0x01e3, 0x0d00, 0x0236, 0x0daa, 0x0252, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000), 0x00),
'Dark Death Mountain Fairy': (0x6F, (0x0115, 0x43, 0x1400, 0x0294, 0x0600, 0x02e8, 0x0678, 0x0303, 0x0685, 0x0a, 0xf6, 0x0000, 0x0000), 0x00),
'Mimic Cave': (0x4E, (0x010c, 0x05, 0x07e0, 0x0103, 0x0d00, 0x0156, 0x0d78, 0x0172, 0x0d7d, 0x0b, 0xf5, 0x0000, 0x0000), 0x00),
'Big Bomb Shop': (0x52, (0x011c, 0x6c, 0x0506, 0x0a9a, 0x0832, 0x0ae7, 0x08b8, 0x0b07, 0x08bf, 0x06, 0xfa, 0x0816, 0x0000), 0x00),
'Dark Lake Hylia Shop': (0x73, (0x010f, 0x75, 0x0380, 0x0c6a, 0x0a00, 0x0cb8, 0x0a58, 0x0cd7, 0x0a85, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Lumberjack House': (0x75, (0x011f, 0x02, 0x049c, 0x0088, 0x04e6, 0x00d8, 0x0558, 0x00f7, 0x0563, 0x08, 0xf8, 0x07AA, 0x0000), 0x00),
'Lake Hylia Fortune Teller': (0x72, (0x0122, 0x35, 0x0380, 0x0c6a, 0x0a00, 0x0cb8, 0x0a58, 0x0cd7, 0x0a85, 0x06, 0xfa, 0x0000, 0x0000), 0x00),
'Kakariko Gamble Game': (0x66, (0x0118, 0x29, 0x069e, 0x0ac4, 0x02ea, 0x0b18, 0x0368, 0x0b33, 0x036f, 0x0a, 0xf6, 0x09AC, 0x0000), 0x00)}
# format:
# Key=Name
# value = entrance #
# | (entrance #, exit #)
exit_ids = {'Links House Exit': (0x01, 0x00),
'Chris Houlihan Room Exit': (None, 0x3D),
'Desert Palace Exit (South)': (0x09, 0x0A),
'Desert Palace Exit (West)': (0x0B, 0x0C),
'Desert Palace Exit (East)': (0x0A, 0x0B),
'Desert Palace Exit (North)': (0x0C, 0x0D),
'Eastern Palace Exit': (0x08, 0x09),
'Tower of Hera Exit': (0x33, 0x2D),
'Hyrule Castle Exit (South)': (0x04, 0x03),
'Hyrule Castle Exit (West)': (0x03, 0x02),
'Hyrule Castle Exit (East)': (0x05, 0x04),
'Agahnims Tower Exit': (0x24, 0x25),
'Thieves Town Exit': (0x34, 0x35),
'Skull Woods First Section Exit': (0x2A, 0x2B),
'Skull Woods Second Section Exit (East)': (0x29, 0x2A),
'Skull Woods Second Section Exit (West)': (0x28, 0x29),
'Skull Woods Final Section Exit': (0x2B, 0x2C),
'Ice Palace Exit': (0x2D, 0x2E),
'Misery Mire Exit': (0x27, 0x28),
'Palace of Darkness Exit': (0x26, 0x27),
'Swamp Palace Exit': (0x25, 0x26),
'Turtle Rock Exit (Front)': (0x35, 0x34),
'Turtle Rock Ledge Exit (West)': (0x15, 0x16),
'Turtle Rock Ledge Exit (East)': (0x19, 0x1A),
'Turtle Rock Isolated Ledge Exit': (0x18, 0x19),
'Hyrule Castle Secret Entrance Exit': (0x32, 0x33),
'Kakariko Well Exit': (0x39, 0x3A),
'Bat Cave Exit': (0x11, 0x12),
'Elder House Exit (East)': (0x0E, 0x0F),
'Elder House Exit (West)': (0x0D, 0x0E),
'North Fairy Cave Exit': (0x38, 0x39),
'Lost Woods Hideout Exit': (0x2C, 0x36),
'Lumberjack Tree Exit': (0x12, 0x13),
'Two Brothers House Exit (East)': (0x10, 0x11),
'Two Brothers House Exit (West)': (0x0F, 0x10),
'Sanctuary Exit': (0x02, 0x01),
'Old Man Cave Exit (East)': (0x07, 0x08),
'Old Man Cave Exit (West)': (0x06, 0x07),
'Old Man House Exit (Bottom)': (0x30, 0x31),
'Old Man House Exit (Top)': (0x31, 0x32),
'Death Mountain Return Cave Exit (West)': (0x2E, 0x2F),
'Death Mountain Return Cave Exit (East)': (0x2F, 0x30),
'Spectacle Rock Cave Exit': (0x21, 0x22),
'Spectacle Rock Cave Exit (Top)': (0x22, 0x23),
'Spectacle Rock Cave Exit (Peak)': (0x23, 0x24),
'Paradox Cave Exit (Bottom)': (0x1E, 0x1F),
'Paradox Cave Exit (Middle)': (0x1F, 0x20),
'Paradox Cave Exit (Top)': (0x20, 0x21),
'Fairy Ascension Cave Exit (Bottom)': (0x1A, 0x1B),
'Fairy Ascension Cave Exit (Top)': (0x1B, 0x1C),
'Spiral Cave Exit': (0x1C, 0x1D),
'Spiral Cave Exit (Top)': (0x1D, 0x1E),
'Bumper Cave Exit (Top)': (0x17, 0x18),
'Bumper Cave Exit (Bottom)': (0x16, 0x17),
'Superbunny Cave Exit (Top)': (0x14, 0x15),
'Superbunny Cave Exit (Bottom)': (0x13, 0x14),
'Hookshot Cave Front Exit': (0x3A, 0x3B),
'Hookshot Cave Back Exit': (0x3B, 0x3C),
'Ganons Tower Exit': (0x37, 0x38),
'Pyramid Exit': (0x36, 0x37),
'Waterfall of Wishing': 0x5C,
'Dam': 0x4E,
'Blinds Hideout': 0x61,
'Lumberjack House': 0x6B,
'Bonk Fairy (Light)': 0x71,
'Bonk Fairy (Dark)': 0x71,
'Lake Hylia Healer Fairy': 0x5E,
'Swamp Healer Fairy': 0x5E,
'Desert Healer Fairy': 0x5E,
'Dark Lake Hylia Healer Fairy': 0x5E,
'Dark Lake Hylia Ledge Healer Fairy': 0x5E,
'Dark Desert Healer Fairy': 0x5E,
'Dark Death Mountain Healer Fairy': 0x5E,
'Fortune Teller (Light)': 0x65,
'Lake Hylia Fortune Teller': 0x65,
'Kings Grave': 0x5B,
'Tavern': 0x43,
'Chicken House': 0x4B,
'Aginahs Cave': 0x4D,
'Sahasrahlas Hut': 0x45,
'Cave Shop (Lake Hylia)': 0x58,
'Cave Shop (Dark Death Mountain)': 0x58,
'Capacity Upgrade': 0x5D,
'Blacksmiths Hut': 0x64,
'Sick Kids House': 0x40,
'Lost Woods Gamble': 0x3C,
'Snitch Lady (East)': 0x3E,
'Snitch Lady (West)': 0x3F,
'Bush Covered House': 0x44,
'Tavern (Front)': 0x42,
'Light World Bomb Hut': 0x4A,
'Kakariko Shop': 0x46,
'Cave 45': 0x51,
'Graveyard Cave': 0x52,
'Checkerboard Cave': 0x72,
'Mini Moldorm Cave': 0x6C,
'Long Fairy Cave': 0x55,
'Good Bee Cave': 0x56,
'20 Rupee Cave': 0x6F,
'50 Rupee Cave': 0x6D,
'Ice Rod Cave': 0x84,
'Bonk Rock Cave': 0x6E,
'Library': 0x49,
'Kakariko Gamble Game': 0x67,
'Potion Shop': 0x4C,
'Hookshot Fairy': 0x50,
'Pyramid Fairy': 0x63,
'East Dark World Hint': 0x69,
'Palace of Darkness Hint': 0x68,
'Big Bomb Shop': 0x53,
'Village of Outcasts Shop': 0x60,
'Dark Lake Hylia Shop': 0x60,
'Dark World Lumberjack Shop': 0x60,
'Dark World Potion Shop': 0x60,
'Dark Lake Hylia Ledge Spike Cave': 0x70,
'Dark Lake Hylia Ledge Hint': 0x6A,
'Hype Cave': 0x3D,
'Brewery': 0x48,
'C-Shaped House': 0x54,
'Chest Game': 0x47,
'Dark World Hammer Peg Cave': 0x83,
'Red Shield Shop': 0x57,
'Dark Sanctuary Hint': 0x5A,
'Fortune Teller (Dark)': 0x66,
'Archery Game': 0x59,
'Mire Shed': 0x5F,
'Dark Desert Hint': 0x62,
'Spike Cave': 0x41,
'Mimic Cave': 0x4F,
'Kakariko Well (top)': 0x80,
'Hyrule Castle Secret Entrance': 0x7D,
'Bat Cave (right)': 0x7E,
'North Fairy Cave': 0x7C,
'Lost Woods Hideout (top)': 0x7A,
'Lumberjack Tree (top)': 0x7F,
'Sewer Drop': 0x81,
'Skull Back Drop': 0x79,
'Skull Left Drop': 0x77,
'Skull Pinball': 0x78,
'Skull Pot Circle': 0x76,
'Pyramid': 0x7B}