commit
bbc71a208f
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@ -492,6 +492,16 @@ class CollectionState(object):
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return region.is_light_world if self.world.mode != 'inverted' else region.is_dark_world
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def can_reach_light_world(self, player):
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if True in [i.is_light_world for i in self.reachable_regions[player]]:
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return True
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return False
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def can_reach_dark_world(self, player):
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if True in [i.is_dark_world for i in self.reachable_regions[player]]:
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return True
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return False
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def has_misery_mire_medallion(self, player):
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return self.has(self.world.required_medallions[player][0], player)
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@ -1184,7 +1184,8 @@ def link_inverted_entrances(world, player):
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connect_two_way(world, entrance2, exit2, player)
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# place links house
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links_house = random.choice(list(bomb_shop_doors + blacksmith_doors))
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links_house_doors = [i for i in bomb_shop_doors + blacksmith_doors if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Inverted Links House Exit', player)
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if links_house in bomb_shop_doors:
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bomb_shop_doors.remove(links_house)
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@ -1256,7 +1257,8 @@ def link_inverted_entrances(world, player):
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door_targets = list(Inverted_Single_Cave_Targets)
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# place links house
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links_house = random.choice(list(lw_entrances + dw_entrances + lw_must_exits))
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links_house_doors = [i for i in lw_entrances + dw_entrances + lw_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Inverted Links House Exit', player)
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if links_house in lw_entrances:
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lw_entrances.remove(links_house)
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@ -1386,8 +1388,8 @@ def link_inverted_entrances(world, player):
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caves.remove('Inverted Agahnims Tower Exit')
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# place links house
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links_house_doors = [door for door in lw_entrances + dw_entrances + lw_must_exits]
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links_house = random.choice(links_house_doors)
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links_house_doors = [i for i in lw_entrances + dw_entrances + lw_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Inverted Links House Exit', player)
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if links_house in lw_entrances:
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lw_entrances.remove(links_house)
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@ -1525,7 +1527,8 @@ def link_inverted_entrances(world, player):
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# place links house
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links_house = random.choice(list(entrances + must_exits))
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links_house_doors = [i for i in entrances + must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Inverted Links House Exit', player)
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if links_house in entrances:
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entrances.remove(links_house)
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@ -1656,7 +1659,8 @@ def link_inverted_entrances(world, player):
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caves.append(('Hyrule Castle Exit (South)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)'))
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# place links house and dark sanc
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links_house = random.choice(list(entrances + entrances_must_exits))
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links_house_doors = [i for i in entrances + entrances_must_exits if i not in Inverted_Dark_Sanctuary_Doors + Isolated_LH_Doors]
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Inverted Links House Exit', player)
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if links_house in entrances:
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entrances.remove(links_house)
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@ -2824,9 +2828,18 @@ Inverted_Dark_Sanctuary_Doors = ['Inverted Dark Sanctuary',
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'Red Shield Shop',
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'Bumper Cave (Bottom)',
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'Bumper Cave (Top)',
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'Skull Woods Final Section',
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'Thieves Town']
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Isolated_LH_Doors = ['Kings Grave',
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'Waterfall of Wishing',
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'Desert Palace Entrance (South)',
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'Desert Palace Entrance (North)',
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'Capacity Upgrade',
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'Ice Palace',
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'Skull Woods Final Section',
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'Dark World Hammer Peg Cave',
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'Turtle Rock Isolated Ledge Entrance']
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# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
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mandatory_connections = [('Lake Hylia Central Island Pier', 'Lake Hylia Central Island'),
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('Lake Hylia Central Island Teleporter', 'Dark Lake Hylia Central Island'),
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@ -3141,9 +3154,6 @@ inverted_mandatory_connections = [('Lake Hylia Central Island Pier', 'Lake Hylia
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('Ganon Drop', 'Bottom of Pyramid'),
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('Pyramid Drop', 'East Dark World'),
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('Post Aga Teleporter', 'Light World'),
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('LW Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'),
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('EDM Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'),
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('WDM Hyrule Castle Ledge SQ', 'Hyrule Castle Ledge'),
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('Secret Passage Inner Bushes', 'Light World'),
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('Secret Passage Outer Bushes', 'Hyrule Castle Secret Entrance Area'),
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('Potion Shop Inner Bushes', 'Light World'),
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@ -16,7 +16,7 @@ def create_inverted_regions(world, player):
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'Kakariko Shop', 'Long Fairy Cave', 'Good Bee Cave', '20 Rupee Cave', 'Cave Shop (Lake Hylia)',
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'Bonk Fairy (Light)', '50 Rupee Cave', 'Fortune Teller (Light)', 'Lake Hylia Fairy', 'Light Hype Fairy', 'Desert Fairy', 'Lumberjack House', 'Lake Hylia Fortune Teller', 'Kakariko Gamble Game',
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'East Dark World Mirror Spot', 'West Dark World Mirror Spot', 'South Dark World Mirror Spot', 'Cave 45', 'Checkerboard Cave', 'Mire Mirror Spot', 'Hammer Peg Area Mirror Spot',
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'Shopping Mall Mirror Spot', 'Skull Woods Mirror Spot', 'Inverted Pyramid Entrance','Hyrule Castle Entrance (South)', 'Secret Passage Outer Bushes', 'LW Hyrule Castle Ledge SQ', 'Bush Covered Lawn Outer Bushes',
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'Shopping Mall Mirror Spot', 'Skull Woods Mirror Spot', 'Inverted Pyramid Entrance','Hyrule Castle Entrance (South)', 'Secret Passage Outer Bushes', 'Bush Covered Lawn Outer Bushes',
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'Potion Shop Outer Bushes', 'Graveyard Cave Outer Bushes', 'Bomb Hut Outer Bushes']),
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create_lw_region(player, 'Bush Covered Lawn', None, ['Bush Covered House', 'Bush Covered Lawn Inner Bushes', 'Bush Covered Lawn Mirror Spot']),
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create_lw_region(player, 'Bomb Hut Area', None, ['Light World Bomb Hut', 'Bomb Hut Inner Bushes', 'Bomb Hut Mirror Spot']),
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@ -124,14 +124,14 @@ def create_inverted_regions(world, player):
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create_cave_region(player, 'Old Man House', 'a connector', None, ['Old Man House Exit (Bottom)', 'Old Man House Front to Back']),
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create_cave_region(player, 'Old Man House Back', 'a connector', None, ['Old Man House Exit (Top)', 'Old Man House Back to Front']),
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create_lw_region(player, 'Death Mountain', None, ['Old Man Cave (East)', 'Old Man House (Bottom)', 'Old Man House (Top)', 'Death Mountain Return Cave (East)', 'Spectacle Rock Cave',
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'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Mirror Spot', 'WDM Hyrule Castle Ledge SQ']),
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'Spectacle Rock Cave Peak', 'Spectacle Rock Cave (Bottom)', 'Broken Bridge (West)', 'Death Mountain Mirror Spot']),
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create_cave_region(player, 'Death Mountain Return Cave', 'a connector', None, ['Death Mountain Return Cave Exit (West)', 'Death Mountain Return Cave Exit (East)']),
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create_lw_region(player, 'Death Mountain Return Ledge', None, ['Death Mountain Return Ledge Drop', 'Death Mountain Return Cave (West)', 'Bumper Cave Ledge Mirror Spot']),
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create_cave_region(player, 'Spectacle Rock Cave (Top)', 'a connector', ['Spectacle Rock Cave'], ['Spectacle Rock Cave Drop', 'Spectacle Rock Cave Exit (Top)']),
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create_cave_region(player, 'Spectacle Rock Cave (Bottom)', 'a connector', None, ['Spectacle Rock Cave Exit']),
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create_cave_region(player, 'Spectacle Rock Cave (Peak)', 'a connector', None, ['Spectacle Rock Cave Peak Drop', 'Spectacle Rock Cave Exit (Peak)']),
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create_lw_region(player, 'East Death Mountain (Bottom)', None, ['Broken Bridge (East)', 'Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'East Death Mountain Mirror Spot (Bottom)', 'Hookshot Fairy',
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'Fairy Ascension Rocks', 'Spiral Cave (Bottom)', 'EDM Hyrule Castle Ledge SQ']),
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'Fairy Ascension Rocks', 'Spiral Cave (Bottom)']),
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create_cave_region(player, 'Hookshot Fairy', 'fairies deep in a cave'),
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create_cave_region(player, 'Paradox Cave Front', 'a connector', None, ['Paradox Cave Push Block Reverse', 'Paradox Cave Exit (Bottom)', 'Light World Death Mountain Shop']),
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create_cave_region(player, 'Paradox Cave Chest Area', 'a connector', ['Paradox Cave Lower - Far Left',
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@ -347,7 +347,6 @@ def _create_region(player, name, type, hint='Hyrule', locations=None, exits=None
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def mark_dark_world_regions(world):
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# cross world caves may have some sections marked as both in_light_world, and in_dark_work.
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# That is ok. the bunny logic will check for this case and incorporate special rules.
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queue = collections.deque(region for region in world.regions if region.type == RegionType.DarkWorld)
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seen = set(queue)
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while queue:
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@ -126,7 +126,7 @@ difficulties = {
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def generate_itempool(world, player):
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if (world.difficulty not in ['normal', 'hard', 'expert'] or world.goal not in ['ganon', 'pedestal', 'dungeons', 'triforcehunt', 'crystals']
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or world.mode not in ['open', 'standard', 'swordless', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
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or world.mode not in ['open', 'standard', 'inverted'] or world.timer not in ['none', 'display', 'timed', 'timed-ohko', 'ohko', 'timed-countdown'] or world.progressive not in ['on', 'off', 'random']):
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raise NotImplementedError('Not supported yet')
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if world.timer in ['ohko', 'timed-ohko']:
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29
Rom.py
29
Rom.py
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@ -785,11 +785,11 @@ def patch_rom(world, player, rom):
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rom.write_byte(0x180029, 0x01) # Smithy quick item give
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# set swordless mode settings
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rom.write_byte(0x18003F, 0x01 if world.mode == 'swordless' else 0x00) # hammer can harm ganon
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rom.write_byte(0x180040, 0x01 if world.mode == 'swordless' else 0x00) # open curtains
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rom.write_byte(0x180041, 0x01 if world.mode == 'swordless' else 0x00) # swordless medallions
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rom.write_byte(0x180043, 0xFF if world.mode == 'swordless' else 0x00) # starting sword for link
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rom.write_byte(0x180044, 0x01 if world.mode == 'swordless' else 0x00) # hammer activates tablets
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rom.write_byte(0x18003F, 0x01 if world.swords == 'swordless' else 0x00) # hammer can harm ganon
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rom.write_byte(0x180040, 0x01 if world.swords == 'swordless' else 0x00) # open curtains
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rom.write_byte(0x180041, 0x01 if world.swords == 'swordless' else 0x00) # swordless medallions
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rom.write_byte(0x180043, 0xFF if world.swords == 'swordless' else 0x00) # starting sword for link
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rom.write_byte(0x180044, 0x01 if world.swords == 'swordless' else 0x00) # hammer activates tablets
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# set up clocks for timed modes
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if world.shuffle == 'vanilla':
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@ -1442,13 +1442,14 @@ def set_inverted_mode(world, rom):
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# the following bytes should only be written in vanilla
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# or they'll overwrite the randomizer's shuffles
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if world.shuffle == 'vanilla':
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rom.write_byte(0x15B8C, 0x6C)
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rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house
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rom.write_byte(0xDBB73 + 0x52, 0x01)
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rom.write_byte(0xDBB73 + 0x23, 0x37) # switch AT and GT
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rom.write_byte(0xDBB73 + 0x36, 0x24)
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rom.write_int16(0x15AEE + 2*0x38, 0x00E0)
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rom.write_int16(0x15AEE + 2*0x25, 0x000C)
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if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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rom.write_byte(0x15B8C, 0x6C)
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rom.write_byte(0xDBB73 + 0x00, 0x53) # switch bomb shop and links house
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rom.write_byte(0xDBB73 + 0x52, 0x01)
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rom.write_byte(0xDBB73 + 0x15, 0x06) # bumper and old man cave
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rom.write_int16(0x15AEE + 2*0x17, 0x00F0)
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rom.write_byte(0xDBB73 + 0x05, 0x16)
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@ -1503,7 +1504,7 @@ def set_inverted_mode(world, rom):
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rom.write_int16(snes_to_pc(0x02D9A6), 0x005A)
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rom.write_byte(snes_to_pc(0x02D9B3), 0x12)
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# keep the old man spawn point at old man house unless shuffle is vanilla
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if world.shuffle == 'vanilla':
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if world.shuffle in ['vanilla', 'dungeonsfull', 'dungeonssimple']:
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rom.write_bytes(snes_to_pc(0x308350), [0x00, 0x00, 0x01])
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rom.write_int16(snes_to_pc(0x02D8DE), 0x00F1)
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rom.write_bytes(snes_to_pc(0x02D910), [0x1F, 0x1E, 0x1F, 0x1F, 0x03, 0x02, 0x03, 0x03])
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@ -1564,9 +1565,9 @@ def set_inverted_mode(world, rom):
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0x190F, 0x9D04, 0x9D04])
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rom.write_int16s(snes_to_pc(0x1bb810), [0x00BE, 0x00C0, 0x013E])
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rom.write_int16s(snes_to_pc(0x1bb836), [0x001B, 0x001B, 0x001B])
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rom.write_int16(snes_to_pc(0x308300), 0x0140)
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rom.write_int16(snes_to_pc(0x308300), 0x0140) # new pyramid hole entrance
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rom.write_int16(snes_to_pc(0x308320), 0x001B)
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if world.shuffle == 'vanilla':
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if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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rom.write_byte(snes_to_pc(0x308340), 0x7B)
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rom.write_int16(snes_to_pc(0x1af504), 0x148B)
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rom.write_int16(snes_to_pc(0x1af50c), 0x149B)
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@ -1603,10 +1604,10 @@ def set_inverted_mode(world, rom):
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rom.write_bytes(snes_to_pc(0x1BC85A), [0x50, 0x0F, 0x82])
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rom.write_int16(0xDB96F + 2 * 0x35, 0x001B) # move pyramid exit door
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rom.write_int16(0xDBA71 + 2 * 0x35, 0x06A4)
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if world.shuffle == 'vanilla':
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if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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rom.write_byte(0xDBB73 + 0x35, 0x36)
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rom.write_byte(snes_to_pc(0x09D436), 0xF3) # remove castle gate warp
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if world.shuffle == 'vanilla':
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if world.shuffle in ['vanilla', 'dungeonssimple', 'dungeonsfull']:
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rom.write_int16(0x15AEE + 2 * 0x37, 0x0010) # pyramid exit to new hc area
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rom.write_byte(0x15B8C + 0x37, 0x1B)
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rom.write_int16(0x15BDB + 2 * 0x37, 0x0418)
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@ -1630,8 +1631,6 @@ def set_inverted_mode(world, rom):
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def patch_shuffled_dark_sanc(world, rom, player):
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dark_sanc_entrance = str(world.get_region('Inverted Dark Sanctuary', player).entrances[0].name)
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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 = door_addresses[dark_sanc_entrance][1]
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if dark_sanc_entrance == 'Skull Woods Final Section':
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link_y = 0x00F8
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door_index = door_addresses[str(dark_sanc_entrance)][0]
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rom.write_byte(0x180241, 0x01)
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21
Rules.py
21
Rules.py
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@ -115,7 +115,7 @@ def global_rules(world, player):
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if world.mode == 'standard':
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world.get_region('Hyrule Castle Secret Entrance', player).can_reach_private = lambda state: True
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old_rule = world.get_region('Links House', player).can_reach
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old_rule = world.get_region('Links House', player).can_reach_private
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world.get_region('Links House', player).can_reach_private = lambda state: state.can_reach('Sanctuary', 'Region', player) or old_rule(state)
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else:
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# these are default save&quit points and always accessible
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@ -123,7 +123,7 @@ def global_rules(world, player):
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world.get_region('Sanctuary', player).can_reach_private = lambda state: True
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# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
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old_rule = world.get_region('Old Man House', player).can_reach
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old_rule = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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# overworld requirements
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@ -469,13 +469,17 @@ def inverted_rules(world, player):
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add_item_rule(world.get_location('Ganon', player), lambda item: item.name == 'Triforce' and item.player == player)
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# s&q regions. link's house entrance is set to true so the filler knows the chest inside can always be reached
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world.get_region('Inverted Links House', player).can_reach_private = lambda state: True
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world.get_region('Inverted Links House', player).entrances[0].can_reach = lambda state: True
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world.get_region('Inverted Dark Sanctuary', player).entrances[0].parent_region.can_reach_private = lambda state: True
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# we can s&q to the old man house after we rescue him. This may be somewhere completely different if caves are shuffled!
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if world.shuffle != 'vanilla':
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old_rule = world.get_region('Old Man House', player).can_reach
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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old_rule = world.get_region('Old Man House', player).can_reach_private
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world.get_region('Old Man House', player).can_reach_private = lambda state: state.can_reach('Old Man', 'Location', player) or old_rule(state)
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old_rule = world.get_region('Hyrule Castle Ledge', player).can_reach_private
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world.get_region('Hyrule Castle Ledge', player).can_reach_private = lambda state: (state.has_Mirror(player) and state.has('Beat Agahnim 1', player) and state.can_reach_light_world(player)) or old_rule(state)
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# overworld requirements
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set_rule(world.get_location('Maze Race', player), lambda state: state.has_Pearl(player))
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set_rule(world.get_entrance('Mini Moldorm Cave', player), lambda state: state.has_Pearl(player))
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@ -540,9 +544,6 @@ def inverted_rules(world, player):
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set_rule(world.get_entrance('Agahnim 1', player), lambda state: state.has_sword(player) and state.has_key('Small Key (Agahnims Tower)', player, 2))
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set_defeat_dungeon_boss_rule(world.get_location('Agahnim 1', player))
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set_rule(world.get_location('Castle Tower - Dark Maze', player), lambda state: state.has_key('Small Key (Agahnims Tower)', player))
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set_rule(world.get_entrance('LW Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('EDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('WDM Hyrule Castle Ledge SQ', player), lambda state: state.has('Beat Agahnim 1', player))
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set_rule(world.get_entrance('Hyrule Castle Secret Entrance Drop', player), lambda state: state.has_Pearl(player))
|
||||
set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False) # drop cannot be climbed up
|
||||
set_rule(world.get_entrance('Broken Bridge (West)', player), lambda state: state.has('Hookshot', player) and state.has_Pearl(player))
|
||||
|
@ -1395,7 +1396,7 @@ def set_inverted_big_bomb_rules(world, player):
|
|||
'Hookshot Cave',
|
||||
'Turtle Rock Isolated Ledge Entrance',
|
||||
'Hookshot Cave Back Entrance',
|
||||
'Inverted Ganons Tower']
|
||||
'Inverted Agahnims Tower']
|
||||
Isolated_LW_entrances = ['Capacity Upgrade',
|
||||
'Tower of Hera',
|
||||
'Death Mountain Return Cave (West)',
|
||||
|
|
Loading…
Reference in New Issue