Model Link's house and Houlihan room

This is mostly to have all the interesting exits actually included in
the source
This commit is contained in:
Kevin Cathcart 2018-02-24 14:22:36 -05:00
parent 83c182fbcb
commit eb8cff4d5a
2 changed files with 10 additions and 6 deletions

View File

@ -8,6 +8,9 @@ def link_entrances(world):
for exitname, regionname in mandatory_connections: for exitname, regionname in mandatory_connections:
connect_simple(world, exitname, regionname) connect_simple(world, exitname, regionname)
connect_two_way(world, 'Links House', 'Links House Exit') # unshuffled. For now
connect_exit(world, 'Chris Houlihan Room Exit', 'Links House') # should always match link's house, except for plandos
# if we do not shuffle, set default connections # if we do not shuffle, set default connections
if world.shuffle == 'vanilla': if world.shuffle == 'vanilla':
for exitname, regionname in default_connections: for exitname, regionname in default_connections:
@ -1649,10 +1652,7 @@ Single_Cave_Targets = ['Blinds Hideout',
'Dam'] 'Dam']
# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions # these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
mandatory_connections = [('Links House', 'Links House'), # unshuffled. For now mandatory_connections = [('Lake Hylia Central Island Pier', 'Lake Hylia Central Island'),
('Links House Exit', 'Light World'),
('Lake Hylia Central Island Pier', 'Lake Hylia Central Island'),
('Lake Hylia Central Island Teleporter', 'Dark Lake Hylia Central Island'), ('Lake Hylia Central Island Teleporter', 'Dark Lake Hylia Central Island'),
('Zoras River', 'Zoras River'), ('Zoras River', 'Zoras River'),
('Kings Grave Outer Rocks', 'Kings Grave Area'), ('Kings Grave Outer Rocks', 'Kings Grave Area'),
@ -2045,7 +2045,8 @@ default_dungeon_connections = [('Desert Palace Entrance (South)', 'Desert Palace
# 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) # 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 # ToDo somehow merge this with creation of the locations
door_addresses = {'Desert Palace Entrance (South)': (0x08, (0x0084, 0x30, 0x0314, 0x0c56, 0x00a6, 0x0ca8, 0x0128, 0x0cc3, 0x0133, 0x0a, 0xfa, 0x0000, 0x0000)), door_addresses = {'Links House': (0x00, (0x0104, 0x2c, 0x0506, 0x0a9a, 0x0832, 0x0ae8, 0x08b8, 0x0b07, 0x08bf, 0x06, 0xfe, 0x0816, 0x0000)),
'Desert Palace Entrance (South)': (0x08, (0x0084, 0x30, 0x0314, 0x0c56, 0x00a6, 0x0ca8, 0x0128, 0x0cc3, 0x0133, 0x0a, 0xfa, 0x0000, 0x0000)),
'Desert Palace Entrance (West)': (0x0A, (0x0083, 0x30, 0x0280, 0x0c46, 0x0003, 0x0c98, 0x0088, 0x0cb3, 0x0090, 0x0a, 0xfd, 0x0000, 0x0000)), 'Desert Palace Entrance (West)': (0x0A, (0x0083, 0x30, 0x0280, 0x0c46, 0x0003, 0x0c98, 0x0088, 0x0cb3, 0x0090, 0x0a, 0xfd, 0x0000, 0x0000)),
'Desert Palace Entrance (North)': (0x0B, (0x0063, 0x30, 0x0016, 0x0c00, 0x00a2, 0x0c28, 0x0128, 0x0c6d, 0x012f, 0x00, 0x0e, 0x0000, 0x0000)), 'Desert Palace Entrance (North)': (0x0B, (0x0063, 0x30, 0x0016, 0x0c00, 0x00a2, 0x0c28, 0x0128, 0x0c6d, 0x012f, 0x00, 0x0e, 0x0000, 0x0000)),
'Desert Palace Entrance (East)': (0x09, (0x0085, 0x30, 0x02a8, 0x0c4a, 0x0142, 0x0c98, 0x01c8, 0x0cb7, 0x01cf, 0x06, 0xfe, 0x0000, 0x0000)), 'Desert Palace Entrance (East)': (0x09, (0x0085, 0x30, 0x02a8, 0x0c4a, 0x0142, 0x0c98, 0x01c8, 0x0cb7, 0x01cf, 0x06, 0xfe, 0x0000, 0x0000)),
@ -2189,7 +2190,9 @@ door_addresses = {'Desert Palace Entrance (South)': (0x08, (0x0084, 0x30, 0x0314
# Key=Name # Key=Name
# value = entrance # # value = entrance #
# | (entrance #, exit #) # | (entrance #, exit #)
exit_ids = {'Desert Palace Exit (South)': (0x09, 0x0A), 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 (West)': (0x0B, 0x0C),
'Desert Palace Exit (East)': (0x0A, 0x0B), 'Desert Palace Exit (East)': (0x0A, 0x0B),
'Desert Palace Exit (North)': (0x0C, 0x0D), 'Desert Palace Exit (North)': (0x0C, 0x0D),

View File

@ -30,6 +30,7 @@ def create_regions(world):
create_cave_region('North Fairy Cave', None, ['North Fairy Cave Exit']), create_cave_region('North Fairy Cave', None, ['North Fairy Cave Exit']),
create_cave_region('Dam', ['Floodgate Chest']), create_cave_region('Dam', ['Floodgate Chest']),
create_cave_region('Links House', ['Link\'s House'], ['Links House Exit']), create_cave_region('Links House', ['Link\'s House'], ['Links House Exit']),
create_cave_region('Chris Houlihan Room', None, ['Chris Houlihan Room Exit']),
create_cave_region('Tavern', ['Kakariko Tavern']), create_cave_region('Tavern', ['Kakariko Tavern']),
create_cave_region('Elder House', None, ['Elder House Exit (East)', 'Elder House Exit (West)']), create_cave_region('Elder House', None, ['Elder House Exit (East)', 'Elder House Exit (West)']),
create_cave_region('Snitch Lady (East)'), create_cave_region('Snitch Lady (East)'),