It now shuffles super bomb into multi-entrance caves
(The list of entrances that owuld be blacksmith safe are marked, but
they are not safe because dwarf will not enter them, we may patch this
eventually)
Also include a missing dungeon region in the hyrule castle dungeon
definition
Include Tower of Hera as a valid old man location in new Full shuffle
Modify Region taging to include a Dungeon Tag
Refactor to use helper methods to make it easier to see the types.
Add an underlying enum for storage on the region class
Dam softlock fix, fake world fix, TT basement keylock, adjustments for disable music, shuffle Ganon on by default, custom missing certain progression items will fail less often.
Will help make avoid seed failure for custom pool seeds.
This won't help with a seed that has a layout that is not compatible
with the item pool though.
This is the starting point for the new custom item pool feature that will let users specify the item pool. It is functional, perhaps due for some minor tweaking and definitely needs more testing. The command line side is bad, just two parameters that hopefully don't do anything under any circumstance if the user tries to use them (don't really intend to support a command line version of this feature); maybe there's a better way to let the command line ER work in general without having any opportunity to activate this feature. The GUI should probably show the user the sum of the current item pool out of 153 so the user knows how to size the item pool more easily, but that's a todo.
Open dialogs now filter by correct file extensions
Sort sprites by name (instead of disk order)
Better handle blank author names in zspr files.
Sort paths by name. (Otherwise the Bomb shop entry if present looks
wrong)
Makes can_extend_magic take an argument for how much magic is needed in total. Fixes rule issues with Trinexx, spike cave, and swordless Agahnim's Tower.
For an example of a circumstance in which the existing code produces
incorrect spheres, consider the following item locations in the vanilla
entrance layout:
* byrna in sphere 0
* hammer in sphere 0
* gloves in sphere 0
* bottle in sphere 0
* bow in spike cave (sphere 1)
* cape in hype cave (sphere 1)
* flippers on bumper cave Ledge (sphere 2)
* lastly both Swamp and PoD are pendants.
Well the culling phase will remove Byrna, because cape is good enough to
still get the bow. But now the bow in sphere 1 depends on the cape also
from sphere 1.