Archipelago/worlds/ladx/LADXR/logic/overworld.py

683 lines
53 KiB
Python

from .requirements import *
from .location import Location
from ..locations.all import *
from ..worldSetup import ENTRANCE_INFO
class World:
def __init__(self, options, world_setup, r):
self.overworld_entrance = {}
self.indoor_location = {}
mabe_village = Location("Mabe Village")
Location().add(HeartPiece(0x2A4)).connect(mabe_village, r.bush) # well
Location().add(FishingMinigame()).connect(mabe_village, AND(r.bush, COUNT("RUPEES", 20))) # fishing game, heart piece is directly done by the minigame.
Location().add(Seashell(0x0A3)).connect(mabe_village, r.bush) # bushes below the shop
Location().add(Seashell(0x0D2)).connect(mabe_village, PEGASUS_BOOTS) # smash into tree next to lv1
Location().add(Song(0x092)).connect(mabe_village, OCARINA) # Marins song
rooster_cave = Location("Rooster Cave")
Location().add(DroppedKey(0x1E4)).connect(rooster_cave, AND(OCARINA, SONG3))
papahl_house = Location("Papahl House")
papahl_house.connect(Location().add(TradeSequenceItem(0x2A6, TRADING_ITEM_RIBBON)), TRADING_ITEM_YOSHI_DOLL)
trendy_shop = Location("Trendy Shop").add(TradeSequenceItem(0x2A0, TRADING_ITEM_YOSHI_DOLL))
#trendy_shop.connect(Location())
self._addEntrance("papahl_house_left", mabe_village, papahl_house, None)
self._addEntrance("papahl_house_right", mabe_village, papahl_house, None)
self._addEntrance("rooster_grave", mabe_village, rooster_cave, COUNT(POWER_BRACELET, 2))
self._addEntranceRequirementExit("rooster_grave", None) # if exiting, you do not need l2 bracelet
self._addEntrance("madambowwow", mabe_village, None, None)
self._addEntrance("ulrira", mabe_village, None, None)
self._addEntrance("mabe_phone", mabe_village, None, None)
self._addEntrance("library", mabe_village, None, None)
self._addEntrance("trendy_shop", mabe_village, trendy_shop, r.bush)
self._addEntrance("d1", mabe_village, None, TAIL_KEY)
self._addEntranceRequirementExit("d1", None) # if exiting, you do not need the key
start_house = Location("Start House").add(StartItem())
self._addEntrance("start_house", mabe_village, start_house, None)
shop = Location("Shop")
Location().add(ShopItem(0)).connect(shop, OR(COUNT("RUPEES", 500), SWORD))
Location().add(ShopItem(1)).connect(shop, OR(COUNT("RUPEES", 1480), SWORD))
self._addEntrance("shop", mabe_village, shop, None)
dream_hut = Location("Dream Hut")
dream_hut_right = Location().add(Chest(0x2BF)).connect(dream_hut, SWORD)
if options.logic != "casual":
dream_hut_right.connect(dream_hut, OR(BOOMERANG, HOOKSHOT, FEATHER))
dream_hut_left = Location().add(Chest(0x2BE)).connect(dream_hut_right, PEGASUS_BOOTS)
self._addEntrance("dream_hut", mabe_village, dream_hut, POWER_BRACELET)
kennel = Location("Kennel").connect(Location().add(Seashell(0x2B2)), SHOVEL) # in the kennel
kennel.connect(Location().add(TradeSequenceItem(0x2B2, TRADING_ITEM_DOG_FOOD)), TRADING_ITEM_RIBBON)
self._addEntrance("kennel", mabe_village, kennel, None)
sword_beach = Location("Sword Beach").add(BeachSword()).connect(mabe_village, OR(r.bush, SHIELD, r.attack_hookshot))
banana_seller = Location("Banana Seller")
banana_seller.connect(Location().add(TradeSequenceItem(0x2FE, TRADING_ITEM_BANANAS)), TRADING_ITEM_DOG_FOOD)
self._addEntrance("banana_seller", sword_beach, banana_seller, r.bush)
boomerang_cave = Location("Boomerang Cave")
if options.boomerang == 'trade':
Location().add(BoomerangGuy()).connect(boomerang_cave, OR(BOOMERANG, HOOKSHOT, MAGIC_ROD, PEGASUS_BOOTS, FEATHER, SHOVEL))
elif options.boomerang == 'gift':
Location().add(BoomerangGuy()).connect(boomerang_cave, None)
self._addEntrance("boomerang_cave", sword_beach, boomerang_cave, BOMB)
self._addEntranceRequirementExit("boomerang_cave", None) # if exiting, you do not need bombs
sword_beach_to_ghost_hut = Location("Sword Beach to Ghost House").add(Chest(0x0E5)).connect(sword_beach, POWER_BRACELET)
ghost_hut_outside = Location("Outside Ghost House").connect(sword_beach_to_ghost_hut, POWER_BRACELET)
ghost_hut_inside = Location("Ghost House").connect(Location().add(Seashell(0x1E3)), POWER_BRACELET)
self._addEntrance("ghost_house", ghost_hut_outside, ghost_hut_inside, None)
## Forest area
forest = Location("Forest").connect(mabe_village, r.bush) # forest stretches all the way from the start town to the witch hut
Location().add(Chest(0x071)).connect(forest, POWER_BRACELET) # chest at start forest with 2 zols
forest_heartpiece = Location("Forest Heart Piece").add(HeartPiece(0x044)) # next to the forest, surrounded by pits
forest.connect(forest_heartpiece, OR(BOOMERANG, FEATHER, HOOKSHOT, ROOSTER), one_way=True)
witch_hut = Location().connect(Location().add(Witch()), TOADSTOOL)
self._addEntrance("witch", forest, witch_hut, None)
crazy_tracy_hut = Location("Outside Crazy Tracy's House").connect(forest, POWER_BRACELET)
crazy_tracy_hut_inside = Location("Crazy Tracy's House")
Location().add(KeyLocation("MEDICINE2")).connect(crazy_tracy_hut_inside, FOUND("RUPEES", 50))
self._addEntrance("crazy_tracy", crazy_tracy_hut, crazy_tracy_hut_inside, None)
start_house.connect(crazy_tracy_hut, SONG2, one_way=True) # Manbo's Mambo into the pond outside Tracy
forest_madbatter = Location("Forest Mad Batter")
Location().add(MadBatter(0x1E1)).connect(forest_madbatter, MAGIC_POWDER)
self._addEntrance("forest_madbatter", forest, forest_madbatter, POWER_BRACELET)
self._addEntranceRequirementExit("forest_madbatter", None) # if exiting, you do not need bracelet
forest_cave = Location("Forest Cave")
Location().add(Chest(0x2BD)).connect(forest_cave, SWORD) # chest in forest cave on route to mushroom
log_cave_heartpiece = Location().add(HeartPiece(0x2AB)).connect(forest_cave, POWER_BRACELET) # piece of heart in the forest cave on route to the mushroom
forest_toadstool = Location().add(Toadstool())
self._addEntrance("toadstool_entrance", forest, forest_cave, None)
self._addEntrance("toadstool_exit", forest_toadstool, forest_cave, None)
hookshot_cave = Location("Hookshot Cave")
hookshot_cave_chest = Location().add(Chest(0x2B3)).connect(hookshot_cave, OR(HOOKSHOT, ROOSTER))
self._addEntrance("hookshot_cave", forest, hookshot_cave, POWER_BRACELET)
swamp = Location("Swamp").connect(forest, AND(OR(MAGIC_POWDER, FEATHER, ROOSTER), r.bush))
swamp.connect(forest, r.bush, one_way=True) # can go backwards past Tarin
swamp.connect(forest_toadstool, OR(FEATHER, ROOSTER))
swamp_chest = Location("Swamp Chest").add(Chest(0x034)).connect(swamp, OR(BOWWOW, HOOKSHOT, MAGIC_ROD, BOOMERANG))
self._addEntrance("d2", swamp, None, OR(BOWWOW, HOOKSHOT, MAGIC_ROD, BOOMERANG))
forest_rear_chest = Location().add(Chest(0x041)).connect(swamp, r.bush) # tail key
self._addEntrance("writes_phone", swamp, None, None)
writes_hut_outside = Location("Outside Write's House").connect(swamp, OR(FEATHER, ROOSTER)) # includes the cave behind the hut
writes_house = Location("Write's House")
writes_house.connect(Location().add(TradeSequenceItem(0x2a8, TRADING_ITEM_BROOM)), TRADING_ITEM_LETTER)
self._addEntrance("writes_house", writes_hut_outside, writes_house, None)
if options.owlstatues == "both" or options.owlstatues == "overworld":
writes_hut_outside.add(OwlStatue(0x11))
writes_cave = Location("Write's Cave")
writes_cave_left_chest = Location().add(Chest(0x2AE)).connect(writes_cave, OR(FEATHER, ROOSTER, HOOKSHOT)) # 1st chest in the cave behind the hut
Location().add(Chest(0x2AF)).connect(writes_cave, POWER_BRACELET) # 2nd chest in the cave behind the hut.
self._addEntrance("writes_cave_left", writes_hut_outside, writes_cave, None)
self._addEntrance("writes_cave_right", writes_hut_outside, writes_cave, None)
graveyard = Location("Graveyard").connect(forest, OR(FEATHER, ROOSTER, POWER_BRACELET)) # whole area from the graveyard up to the moblin cave
if options.owlstatues == "both" or options.owlstatues == "overworld":
graveyard.add(OwlStatue(0x035)) # Moblin cave owl
self._addEntrance("photo_house", graveyard, None, None)
self._addEntrance("d0", graveyard, None, POWER_BRACELET)
self._addEntranceRequirementExit("d0", None) # if exiting, you do not need bracelet
ghost_grave = Location().connect(forest, POWER_BRACELET)
Location().add(Seashell(0x074)).connect(ghost_grave, AND(r.bush, SHOVEL)) # next to grave cave, digging spot
graveyard_cave_left = Location()
graveyard_cave_right = Location().connect(graveyard_cave_left, OR(FEATHER, ROOSTER))
graveyard_heartpiece = Location().add(HeartPiece(0x2DF)).connect(graveyard_cave_right, OR(AND(BOMB, OR(HOOKSHOT, PEGASUS_BOOTS), FEATHER), ROOSTER)) # grave cave
self._addEntrance("graveyard_cave_left", ghost_grave, graveyard_cave_left, POWER_BRACELET)
self._addEntrance("graveyard_cave_right", graveyard, graveyard_cave_right, None)
moblin_cave = Location().connect(Location().add(Chest(0x2E2)), AND(r.attack_hookshot_powder, r.miniboss_requirements[world_setup.miniboss_mapping["moblin_cave"]]))
self._addEntrance("moblin_cave", graveyard, moblin_cave, None)
# "Ukuku Prairie"
ukuku_prairie = Location().connect(mabe_village, POWER_BRACELET).connect(graveyard, POWER_BRACELET)
ukuku_prairie.connect(Location().add(TradeSequenceItem(0x07B, TRADING_ITEM_STICK)), TRADING_ITEM_BANANAS)
ukuku_prairie.connect(Location().add(TradeSequenceItem(0x087, TRADING_ITEM_HONEYCOMB)), TRADING_ITEM_STICK)
self._addEntrance("prairie_left_phone", ukuku_prairie, None, None)
self._addEntrance("prairie_right_phone", ukuku_prairie, None, None)
self._addEntrance("prairie_left_cave1", ukuku_prairie, Location().add(Chest(0x2CD)), None) # cave next to town
self._addEntrance("prairie_left_fairy", ukuku_prairie, None, BOMB)
self._addEntranceRequirementExit("prairie_left_fairy", None) # if exiting, you do not need bombs
prairie_left_cave2 = Location() # Bomb cave
Location().add(Chest(0x2F4)).connect(prairie_left_cave2, PEGASUS_BOOTS)
Location().add(HeartPiece(0x2E5)).connect(prairie_left_cave2, AND(BOMB, PEGASUS_BOOTS))
self._addEntrance("prairie_left_cave2", ukuku_prairie, prairie_left_cave2, BOMB)
self._addEntranceRequirementExit("prairie_left_cave2", None) # if exiting, you do not need bombs
mamu = Location().connect(Location().add(Song(0x2FB)), AND(OCARINA, COUNT("RUPEES", 1480)))
self._addEntrance("mamu", ukuku_prairie, mamu, AND(OR(AND(FEATHER, PEGASUS_BOOTS), ROOSTER), OR(HOOKSHOT, ROOSTER), POWER_BRACELET))
dungeon3_entrance = Location().connect(ukuku_prairie, OR(FEATHER, ROOSTER, FLIPPERS))
self._addEntrance("d3", dungeon3_entrance, None, SLIME_KEY)
self._addEntranceRequirementExit("d3", None) # if exiting, you do not need to open the door
Location().add(Seashell(0x0A5)).connect(dungeon3_entrance, SHOVEL) # above lv3
dungeon3_entrance.connect(ukuku_prairie, None, one_way=True) # jump down ledge back to ukuku_prairie
prairie_island_seashell = Location().add(Seashell(0x0A6)).connect(ukuku_prairie, AND(FLIPPERS, r.bush)) # next to lv3
Location().add(Seashell(0x08B)).connect(ukuku_prairie, r.bush) # next to seashell house
Location().add(Seashell(0x0A4)).connect(ukuku_prairie, PEGASUS_BOOTS) # smash into tree next to phonehouse
self._addEntrance("castle_jump_cave", ukuku_prairie, Location().add(Chest(0x1FD)), OR(AND(FEATHER, PEGASUS_BOOTS), ROOSTER)) # left of the castle, 5 holes turned into 3
Location().add(Seashell(0x0B9)).connect(ukuku_prairie, POWER_BRACELET) # under the rock
left_bay_area = Location()
left_bay_area.connect(ghost_hut_outside, OR(AND(FEATHER, PEGASUS_BOOTS), ROOSTER))
self._addEntrance("prairie_low_phone", left_bay_area, None, None)
Location().add(Seashell(0x0E9)).connect(left_bay_area, r.bush) # same screen as mermaid statue
tiny_island = Location().add(Seashell(0x0F8)).connect(left_bay_area, AND(OR(FLIPPERS, ROOSTER), r.bush)) # tiny island
prairie_plateau = Location() # prairie plateau at the owl statue
if options.owlstatues == "both" or options.owlstatues == "overworld":
prairie_plateau.add(OwlStatue(0x0A8))
Location().add(Seashell(0x0A8)).connect(prairie_plateau, SHOVEL) # at the owl statue
prairie_cave = Location()
prairie_cave_secret_exit = Location().connect(prairie_cave, AND(BOMB, OR(FEATHER, ROOSTER)))
self._addEntrance("prairie_right_cave_top", ukuku_prairie, prairie_cave, None)
self._addEntrance("prairie_right_cave_bottom", left_bay_area, prairie_cave, None)
self._addEntrance("prairie_right_cave_high", prairie_plateau, prairie_cave_secret_exit, None)
bay_madbatter_connector_entrance = Location()
bay_madbatter_connector_exit = Location().connect(bay_madbatter_connector_entrance, FLIPPERS)
bay_madbatter_connector_outside = Location()
bay_madbatter = Location().connect(Location().add(MadBatter(0x1E0)), MAGIC_POWDER)
self._addEntrance("prairie_madbatter_connector_entrance", left_bay_area, bay_madbatter_connector_entrance, AND(OR(FEATHER, ROOSTER), OR(SWORD, MAGIC_ROD, BOOMERANG)))
self._addEntranceRequirementExit("prairie_madbatter_connector_entrance", AND(OR(FEATHER, ROOSTER), r.bush)) # if exiting, you can pick up the bushes by normal means
self._addEntrance("prairie_madbatter_connector_exit", bay_madbatter_connector_outside, bay_madbatter_connector_exit, None)
self._addEntrance("prairie_madbatter", bay_madbatter_connector_outside, bay_madbatter, None)
seashell_mansion = Location()
if options.goal != "seashells":
Location().add(SeashellMansion(0x2E9)).connect(seashell_mansion, COUNT(SEASHELL, 20))
else:
seashell_mansion.add(DroppedKey(0x2E9))
self._addEntrance("seashell_mansion", ukuku_prairie, seashell_mansion, None)
bay_water = Location()
bay_water.connect(ukuku_prairie, FLIPPERS)
bay_water.connect(left_bay_area, FLIPPERS)
fisher_under_bridge = Location().add(TradeSequenceItem(0x2F5, TRADING_ITEM_NECKLACE))
fisher_under_bridge.connect(bay_water, AND(TRADING_ITEM_FISHING_HOOK, FEATHER, FLIPPERS))
bay_water.connect(Location().add(TradeSequenceItem(0x0C9, TRADING_ITEM_SCALE)), AND(TRADING_ITEM_NECKLACE, FLIPPERS))
d5_entrance = Location().connect(bay_water, FLIPPERS)
self._addEntrance("d5", d5_entrance, None, None)
# Richard
richard_house = Location()
richard_cave = Location().connect(richard_house, COUNT(GOLD_LEAF, 5))
richard_cave.connect(richard_house, None, one_way=True) # can exit richard's cave even without leaves
richard_cave_chest = Location().add(Chest(0x2C8)).connect(richard_cave, OR(FEATHER, HOOKSHOT, ROOSTER))
richard_maze = Location()
self._addEntrance("richard_house", ukuku_prairie, richard_house, None)
self._addEntrance("richard_maze", richard_maze, richard_cave, None)
if options.owlstatues == "both" or options.owlstatues == "overworld":
Location().add(OwlStatue(0x0C6)).connect(richard_maze, r.bush)
Location().add(SlimeKey()).connect(richard_maze, AND(r.bush, SHOVEL))
next_to_castle = Location()
if options.tradequest:
ukuku_prairie.connect(next_to_castle, TRADING_ITEM_BANANAS, one_way=True) # can only give bananas from ukuku prairie side
else:
next_to_castle.connect(ukuku_prairie, None)
next_to_castle.connect(ukuku_prairie, FLIPPERS)
self._addEntrance("castle_phone", next_to_castle, None, None)
castle_secret_entrance_left = Location()
castle_secret_entrance_right = Location().connect(castle_secret_entrance_left, FEATHER)
castle_courtyard = Location()
castle_frontdoor = Location().connect(castle_courtyard, r.bush)
castle_frontdoor.connect(ukuku_prairie, "CASTLE_BUTTON") # the button in the castle connector allows access to the castle grounds in ER
self._addEntrance("castle_secret_entrance", next_to_castle, castle_secret_entrance_right, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD))
self._addEntrance("castle_secret_exit", castle_courtyard, castle_secret_entrance_left, None)
Location().add(HeartPiece(0x078)).connect(bay_water, FLIPPERS) # in the moat of the castle
castle_inside = Location()
Location().add(KeyLocation("CASTLE_BUTTON")).connect(castle_inside, None)
castle_top_outside = Location()
castle_top_inside = Location()
self._addEntrance("castle_main_entrance", castle_frontdoor, castle_inside, r.bush)
self._addEntrance("castle_upper_left", castle_top_outside, castle_inside, None)
self._addEntrance("castle_upper_right", castle_top_outside, castle_top_inside, None)
Location().add(GoldLeaf(0x05A)).connect(castle_courtyard, OR(SWORD, BOW, MAGIC_ROD)) # mad bomber, enemy hiding in the 6 holes
crow_gold_leaf = Location().add(GoldLeaf(0x058)).connect(castle_courtyard, AND(POWER_BRACELET, r.attack_hookshot_no_bomb)) # bird on tree, can't kill with bomb cause it flies off. immune to magic_powder
Location().add(GoldLeaf(0x2D2)).connect(castle_inside, r.attack_hookshot_powder) # in the castle, kill enemies
Location().add(GoldLeaf(0x2C5)).connect(castle_inside, AND(BOMB, r.attack_hookshot_powder)) # in the castle, bomb wall to show enemy
kanalet_chain_trooper = Location().add(GoldLeaf(0x2C6)) # in the castle, spinning spikeball enemy
castle_top_inside.connect(kanalet_chain_trooper, AND(POWER_BRACELET, r.attack_hookshot), one_way=True)
animal_village = Location()
animal_village.connect(Location().add(TradeSequenceItem(0x0CD, TRADING_ITEM_FISHING_HOOK)), TRADING_ITEM_BROOM)
cookhouse = Location()
cookhouse.connect(Location().add(TradeSequenceItem(0x2D7, TRADING_ITEM_PINEAPPLE)), TRADING_ITEM_HONEYCOMB)
goathouse = Location()
goathouse.connect(Location().add(TradeSequenceItem(0x2D9, TRADING_ITEM_LETTER)), TRADING_ITEM_HIBISCUS)
mermaid_statue = Location()
mermaid_statue.connect(animal_village, AND(TRADING_ITEM_SCALE, HOOKSHOT))
mermaid_statue.add(TradeSequenceItem(0x297, TRADING_ITEM_MAGNIFYING_GLASS))
self._addEntrance("animal_phone", animal_village, None, None)
self._addEntrance("animal_house1", animal_village, None, None)
self._addEntrance("animal_house2", animal_village, None, None)
self._addEntrance("animal_house3", animal_village, goathouse, None)
self._addEntrance("animal_house4", animal_village, None, None)
self._addEntrance("animal_house5", animal_village, cookhouse, None)
animal_village.connect(bay_water, FLIPPERS)
animal_village.connect(ukuku_prairie, OR(HOOKSHOT, ROOSTER))
animal_village_connector_left = Location()
animal_village_connector_right = Location().connect(animal_village_connector_left, PEGASUS_BOOTS)
self._addEntrance("prairie_to_animal_connector", ukuku_prairie, animal_village_connector_left, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD)) # passage under river blocked by bush
self._addEntrance("animal_to_prairie_connector", animal_village, animal_village_connector_right, None)
if options.owlstatues == "both" or options.owlstatues == "overworld":
animal_village.add(OwlStatue(0x0DA))
Location().add(Seashell(0x0DA)).connect(animal_village, SHOVEL) # owl statue at the water
desert = Location().connect(animal_village, r.bush) # Note: We moved the walrus blocking the desert.
if options.owlstatues == "both" or options.owlstatues == "overworld":
desert.add(OwlStatue(0x0CF))
desert_lanmola = Location().add(AnglerKey()).connect(desert, OR(BOW, SWORD, HOOKSHOT, MAGIC_ROD, BOOMERANG))
animal_village_bombcave = Location()
self._addEntrance("animal_cave", desert, animal_village_bombcave, BOMB)
self._addEntranceRequirementExit("animal_cave", None) # if exiting, you do not need bombs
animal_village_bombcave_heartpiece = Location().add(HeartPiece(0x2E6)).connect(animal_village_bombcave, OR(AND(BOMB, FEATHER, HOOKSHOT), ROOSTER)) # cave in the upper right of animal town
desert_cave = Location()
self._addEntrance("desert_cave", desert, desert_cave, None)
desert.connect(desert_cave, None, one_way=True) # Drop down the sinkhole
Location().add(HeartPiece(0x1E8)).connect(desert_cave, BOMB) # above the quicksand cave
Location().add(Seashell(0x0FF)).connect(desert, POWER_BRACELET) # bottom right corner of the map
armos_maze = Location().connect(animal_village, POWER_BRACELET)
armos_temple = Location()
Location().add(FaceKey()).connect(armos_temple, r.miniboss_requirements[world_setup.miniboss_mapping["armos_temple"]])
if options.owlstatues == "both" or options.owlstatues == "overworld":
armos_maze.add(OwlStatue(0x08F))
self._addEntrance("armos_maze_cave", armos_maze, Location().add(Chest(0x2FC)), None)
self._addEntrance("armos_temple", armos_maze, armos_temple, None)
armos_fairy_entrance = Location().connect(bay_water, FLIPPERS).connect(animal_village, POWER_BRACELET)
self._addEntrance("armos_fairy", armos_fairy_entrance, None, BOMB)
self._addEntranceRequirementExit("armos_fairy", None) # if exiting, you do not need bombs
d6_connector_left = Location()
d6_connector_right = Location().connect(d6_connector_left, OR(AND(HOOKSHOT, OR(FLIPPERS, AND(FEATHER, PEGASUS_BOOTS))), ROOSTER))
d6_entrance = Location()
d6_entrance.connect(bay_water, FLIPPERS, one_way=True)
d6_armos_island = Location().connect(bay_water, FLIPPERS)
self._addEntrance("d6_connector_entrance", d6_armos_island, d6_connector_right, None)
self._addEntrance("d6_connector_exit", d6_entrance, d6_connector_left, None)
self._addEntrance("d6", d6_entrance, None, FACE_KEY)
self._addEntranceRequirementExit("d6", None) # if exiting, you do not need to open the dungeon
windfish_egg = Location().connect(swamp, POWER_BRACELET).connect(graveyard, POWER_BRACELET)
windfish_egg.connect(graveyard, None, one_way=True) # Ledge jump
obstacle_cave_entrance = Location()
obstacle_cave_inside = Location().connect(obstacle_cave_entrance, SWORD)
obstacle_cave_inside.connect(obstacle_cave_entrance, FEATHER, one_way=True) # can get past the rock room from right to left pushing blocks and jumping over the pit
obstacle_cave_inside_chest = Location().add(Chest(0x2BB)).connect(obstacle_cave_inside, OR(HOOKSHOT, ROOSTER)) # chest at obstacles
obstacle_cave_exit = Location().connect(obstacle_cave_inside, OR(PEGASUS_BOOTS, ROOSTER))
lower_right_taltal = Location()
self._addEntrance("obstacle_cave_entrance", windfish_egg, obstacle_cave_entrance, POWER_BRACELET)
self._addEntrance("obstacle_cave_outside_chest", Location().add(Chest(0x018)), obstacle_cave_inside, None)
self._addEntrance("obstacle_cave_exit", lower_right_taltal, obstacle_cave_exit, None)
papahl_cave = Location().add(Chest(0x28A))
papahl = Location().connect(lower_right_taltal, None, one_way=True)
hibiscus_item = Location().add(TradeSequenceItem(0x019, TRADING_ITEM_HIBISCUS))
papahl.connect(hibiscus_item, TRADING_ITEM_PINEAPPLE, one_way=True)
self._addEntrance("papahl_entrance", lower_right_taltal, papahl_cave, None)
self._addEntrance("papahl_exit", papahl, papahl_cave, None)
# D4 entrance and related things
below_right_taltal = Location().connect(windfish_egg, POWER_BRACELET)
below_right_taltal.add(KeyLocation("ANGLER_KEYHOLE"))
below_right_taltal.connect(bay_water, FLIPPERS)
below_right_taltal.connect(next_to_castle, ROOSTER) # fly from staircase to staircase on the north side of the moat
lower_right_taltal.connect(below_right_taltal, FLIPPERS, one_way=True)
heartpiece_swim_cave = Location().connect(Location().add(HeartPiece(0x1F2)), FLIPPERS)
self._addEntrance("heartpiece_swim_cave", below_right_taltal, heartpiece_swim_cave, FLIPPERS) # cave next to level 4
d4_entrance = Location().connect(below_right_taltal, FLIPPERS)
lower_right_taltal.connect(d4_entrance, AND(ANGLER_KEY, "ANGLER_KEYHOLE"), one_way=True)
self._addEntrance("d4", d4_entrance, None, ANGLER_KEY)
self._addEntranceRequirementExit("d4", FLIPPERS) # if exiting, you can leave with flippers without opening the dungeon
mambo = Location().connect(Location().add(Song(0x2FD)), AND(OCARINA, FLIPPERS)) # Manbo's Mambo
self._addEntrance("mambo", d4_entrance, mambo, FLIPPERS)
# Raft game.
raft_house = Location("Raft House")
Location().add(KeyLocation("RAFT")).connect(raft_house, COUNT("RUPEES", 100))
raft_return_upper = Location()
raft_return_lower = Location().connect(raft_return_upper, None, one_way=True)
outside_raft_house = Location().connect(below_right_taltal, HOOKSHOT).connect(below_right_taltal, FLIPPERS, one_way=True)
raft_game = Location()
raft_game.connect(outside_raft_house, "RAFT")
raft_game.add(Chest(0x05C), Chest(0x05D)) # Chests in the rafting game
raft_exit = Location()
if options.logic != "casual": # use raft to reach north armos maze entrances without flippers
raft_game.connect(raft_exit, None, one_way=True)
raft_game.connect(armos_fairy_entrance, None, one_way=True)
self._addEntrance("raft_return_exit", outside_raft_house, raft_return_upper, None)
self._addEntrance("raft_return_enter", raft_exit, raft_return_lower, None)
raft_exit.connect(armos_fairy_entrance, FLIPPERS)
self._addEntrance("raft_house", outside_raft_house, raft_house, None)
if options.owlstatues == "both" or options.owlstatues == "overworld":
raft_game.add(OwlStatue(0x5D))
outside_rooster_house = Location().connect(lower_right_taltal, OR(FLIPPERS, ROOSTER))
self._addEntrance("rooster_house", outside_rooster_house, None, None)
bird_cave = Location()
bird_key = Location().add(BirdKey())
bird_cave.connect(bird_key, OR(AND(FEATHER, COUNT(POWER_BRACELET, 2)), ROOSTER))
if options.logic != "casual":
bird_cave.connect(lower_right_taltal, None, one_way=True) # Drop in a hole at bird cave
self._addEntrance("bird_cave", outside_rooster_house, bird_cave, None)
bridge_seashell = Location().add(Seashell(0x00C)).connect(outside_rooster_house, AND(OR(FEATHER, ROOSTER), POWER_BRACELET)) # seashell right of rooster house, there is a hole in the bridge
multichest_cave = Location()
multichest_cave_secret = Location().connect(multichest_cave, BOMB)
water_cave_hole = Location() # Location with the hole that drops you onto the hearth piece under water
if options.logic != "casual":
water_cave_hole.connect(heartpiece_swim_cave, FLIPPERS, one_way=True)
multichest_outside = Location().add(Chest(0x01D)) # chest after multichest puzzle outside
self._addEntrance("multichest_left", lower_right_taltal, multichest_cave, OR(FLIPPERS, ROOSTER))
self._addEntrance("multichest_right", water_cave_hole, multichest_cave, None)
self._addEntrance("multichest_top", multichest_outside, multichest_cave_secret, None)
if options.owlstatues == "both" or options.owlstatues == "overworld":
water_cave_hole.add(OwlStatue(0x1E)) # owl statue below d7
right_taltal_connector1 = Location()
right_taltal_connector_outside1 = Location()
right_taltal_connector2 = Location()
right_taltal_connector3 = Location()
right_taltal_connector2.connect(right_taltal_connector3, AND(OR(FEATHER, ROOSTER), HOOKSHOT), one_way=True)
right_taltal_connector_outside2 = Location()
right_taltal_connector4 = Location()
d7_platau = Location()
d7_tower = Location()
d7_platau.connect(d7_tower, AND(POWER_BRACELET, BIRD_KEY), one_way=True)
self._addEntrance("right_taltal_connector1", water_cave_hole, right_taltal_connector1, None)
self._addEntrance("right_taltal_connector2", right_taltal_connector_outside1, right_taltal_connector1, None)
self._addEntrance("right_taltal_connector3", right_taltal_connector_outside1, right_taltal_connector2, None)
self._addEntrance("right_taltal_connector4", right_taltal_connector_outside2, right_taltal_connector3, None)
self._addEntrance("right_taltal_connector5", right_taltal_connector_outside2, right_taltal_connector4, None)
self._addEntrance("right_taltal_connector6", d7_platau, right_taltal_connector4, None)
self._addEntrance("right_fairy", right_taltal_connector_outside2, None, BOMB)
self._addEntranceRequirementExit("right_fairy", None) # if exiting, you do not need bombs
self._addEntrance("d7", d7_tower, None, None)
if options.logic != "casual": # D7 area ledge drops
d7_platau.connect(heartpiece_swim_cave, FLIPPERS, one_way=True)
d7_platau.connect(right_taltal_connector_outside1, None, one_way=True)
mountain_bridge_staircase = Location().connect(outside_rooster_house, OR(HOOKSHOT, ROOSTER)) # cross bridges to staircase
if options.logic != "casual": # ledge drop
mountain_bridge_staircase.connect(windfish_egg, None, one_way=True)
left_right_connector_cave_entrance = Location()
left_right_connector_cave_exit = Location()
left_right_connector_cave_entrance.connect(left_right_connector_cave_exit, OR(HOOKSHOT, ROOSTER), one_way=True) # pass through the underground passage to left side
taltal_boulder_zone = Location()
self._addEntrance("left_to_right_taltalentrance", mountain_bridge_staircase, left_right_connector_cave_entrance, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD))
self._addEntrance("left_taltal_entrance", taltal_boulder_zone, left_right_connector_cave_exit, None)
mountain_heartpiece = Location().add(HeartPiece(0x2BA)) # heartpiece in connecting cave
left_right_connector_cave_entrance.connect(mountain_heartpiece, BOMB, one_way=True) # in the connecting cave from right to left. one_way to prevent access to left_side_mountain via glitched logic
taltal_boulder_zone.add(Chest(0x004)) # top of falling rocks hill
taltal_madbatter = Location().connect(Location().add(MadBatter(0x1E2)), MAGIC_POWDER)
self._addEntrance("madbatter_taltal", taltal_boulder_zone, taltal_madbatter, POWER_BRACELET)
self._addEntranceRequirementExit("madbatter_taltal", None) # if exiting, you do not need bracelet
outside_fire_cave = Location()
if options.logic != "casual":
outside_fire_cave.connect(writes_hut_outside, None, one_way=True) # Jump down the ledge
taltal_boulder_zone.connect(outside_fire_cave, None, one_way=True)
fire_cave_bottom = Location()
fire_cave_top = Location().connect(fire_cave_bottom, COUNT(SHIELD, 2))
self._addEntrance("fire_cave_entrance", outside_fire_cave, fire_cave_bottom, BOMB)
self._addEntranceRequirementExit("fire_cave_entrance", None) # if exiting, you do not need bombs
d8_entrance = Location()
if options.logic != "casual":
d8_entrance.connect(writes_hut_outside, None, one_way=True) # Jump down the ledge
d8_entrance.connect(outside_fire_cave, None, one_way=True) # Jump down the other ledge
self._addEntrance("fire_cave_exit", d8_entrance, fire_cave_top, None)
self._addEntrance("phone_d8", d8_entrance, None, None)
self._addEntrance("d8", d8_entrance, None, AND(OCARINA, SONG3, SWORD))
self._addEntranceRequirementExit("d8", None) # if exiting, you do not need to wake the turtle
nightmare = Location("Nightmare")
windfish = Location("Windfish").connect(nightmare, AND(MAGIC_POWDER, SWORD, OR(BOOMERANG, BOW)))
if options.logic == 'hard' or options.logic == 'glitched' or options.logic == 'hell':
hookshot_cave.connect(hookshot_cave_chest, AND(FEATHER, PEGASUS_BOOTS)) # boots jump the gap to the chest
graveyard_cave_left.connect(graveyard_cave_right, HOOKSHOT, one_way=True) # hookshot the block behind the stairs while over the pit
swamp_chest.connect(swamp, None) # Clip past the flower
self._addEntranceRequirement("d2", POWER_BRACELET) # clip the top wall to walk between the goponga flower and the wall
self._addEntranceRequirement("d2", COUNT(SWORD, 2)) # use l2 sword spin to kill goponga flowers
swamp.connect(writes_hut_outside, HOOKSHOT, one_way=True) # hookshot the sign in front of writes hut
graveyard_heartpiece.connect(graveyard_cave_right, FEATHER) # jump to the bottom right tile around the blocks
graveyard_heartpiece.connect(graveyard_cave_right, OR(HOOKSHOT, BOOMERANG)) # push bottom block, wall clip and hookshot/boomerang corner to grab item
self._addEntranceRequirement("mamu", AND(FEATHER, POWER_BRACELET)) # can clear the gaps at the start with just feather, can reach bottom left sign with a well timed jump while wall clipped
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(OR(FEATHER, ROOSTER), OR(MAGIC_POWDER, BOMB))) # use bombs or powder to get rid of a bush on the other side by jumping across and placing the bomb/powder before you fall into the pit
fisher_under_bridge.connect(bay_water, AND(TRADING_ITEM_FISHING_HOOK, FLIPPERS)) # can talk to the fisherman from the water when the boat is low (requires swimming up out of the water a bit)
crow_gold_leaf.connect(castle_courtyard, POWER_BRACELET) # bird on tree at left side kanalet, can use both rocks to kill the crow removing the kill requirement
castle_inside.connect(kanalet_chain_trooper, BOOMERANG, one_way=True) # kill the ball and chain trooper from the left side, then use boomerang to grab the dropped item
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(PEGASUS_BOOTS, FEATHER)) # jump across horizontal 4 gap to heart piece
desert_lanmola.connect(desert, BOMB) # use bombs to kill lanmola
d6_connector_left.connect(d6_connector_right, AND(OR(FLIPPERS, PEGASUS_BOOTS), FEATHER)) # jump the gap in underground passage to d6 left side to skip hookshot
bird_key.connect(bird_cave, COUNT(POWER_BRACELET, 2)) # corner walk past the one pit on the left side to get to the elephant statue
fire_cave_bottom.connect(fire_cave_top, PEGASUS_BOOTS, one_way=True) # flame skip
if options.logic == 'glitched' or options.logic == 'hell':
#self._addEntranceRequirement("dream_hut", FEATHER) # text clip TODO: require nag messages
self._addEntranceRequirementEnter("dream_hut", HOOKSHOT) # clip past the rocks in front of dream hut
dream_hut_right.connect(dream_hut_left, FEATHER) # super jump
forest.connect(swamp, BOMB) # bomb trigger tarin
forest.connect(forest_heartpiece, BOMB, one_way=True) # bomb trigger heartpiece
self._addEntranceRequirementEnter("hookshot_cave", HOOKSHOT) # clip past the rocks in front of hookshot cave
swamp.connect(forest_toadstool, None, one_way=True) # villa buffer from top (swamp phonebooth area) to bottom (toadstool area)
writes_hut_outside.connect(swamp, None, one_way=True) # villa buffer from top (writes hut) to bottom (swamp phonebooth area) or damage boost
graveyard.connect(forest_heartpiece, None, one_way=True) # villa buffer from top.
log_cave_heartpiece.connect(forest_cave, FEATHER) # super jump
log_cave_heartpiece.connect(forest_cave, BOMB) # bomb trigger
graveyard_cave_left.connect(graveyard_heartpiece, BOMB, one_way=True) # bomb trigger the heartpiece from the left side
graveyard_heartpiece.connect(graveyard_cave_right, None) # sideways block push from the right staircase.
prairie_island_seashell.connect(ukuku_prairie, AND(FEATHER, r.bush)) # jesus jump from right side, screen transition on top of the water to reach the island
self._addEntranceRequirement("castle_jump_cave", FEATHER) # 1 pit buffer to clip bottom wall and jump across.
left_bay_area.connect(ghost_hut_outside, FEATHER) # 1 pit buffer to get across
tiny_island.connect(left_bay_area, AND(FEATHER, r.bush)) # jesus jump around
bay_madbatter_connector_exit.connect(bay_madbatter_connector_entrance, FEATHER, one_way=True) # jesus jump (3 screen) through the underground passage leading to martha's bay mad batter
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(FEATHER, POWER_BRACELET)) # villa buffer into the top side of the bush, then pick it up
ukuku_prairie.connect(richard_maze, OR(BOMB, BOOMERANG, MAGIC_POWDER, MAGIC_ROD, SWORD), one_way=True) # break bushes on north side of the maze, and 1 pit buffer into the maze
fisher_under_bridge.connect(bay_water, AND(BOMB, FLIPPERS)) # can bomb trigger the item without having the hook
animal_village.connect(ukuku_prairie, FEATHER) # jesus jump
below_right_taltal.connect(next_to_castle, FEATHER) # jesus jump (north of kanalet castle phonebooth)
animal_village_connector_right.connect(animal_village_connector_left, FEATHER) # text clip past the obstacles (can go both ways), feather to wall clip the obstacle without triggering text or shaq jump in bottom right corner if text is off
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, AND(BOMB, OR(HOOKSHOT, FEATHER, PEGASUS_BOOTS))) # bomb trigger from right side, corner walking top right pit is stupid so hookshot or boots added
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, FEATHER) # villa buffer across the pits
d6_entrance.connect(ukuku_prairie, FEATHER, one_way=True) # jesus jump (2 screen) from d6 entrance bottom ledge to ukuku prairie
d6_entrance.connect(armos_fairy_entrance, FEATHER, one_way=True) # jesus jump (2 screen) from d6 entrance top ledge to armos fairy entrance
armos_fairy_entrance.connect(d6_armos_island, FEATHER, one_way=True) # jesus jump from top (fairy bomb cave) to armos island
armos_fairy_entrance.connect(raft_exit, FEATHER) # jesus jump (2-ish screen) from fairy cave to lower raft connector
self._addEntranceRequirementEnter("obstacle_cave_entrance", HOOKSHOT) # clip past the rocks in front of obstacle cave entrance
obstacle_cave_inside_chest.connect(obstacle_cave_inside, FEATHER) # jump to the rightmost pits + 1 pit buffer to jump across
obstacle_cave_exit.connect(obstacle_cave_inside, FEATHER) # 1 pit buffer above boots crystals to get past
lower_right_taltal.connect(hibiscus_item, AND(TRADING_ITEM_PINEAPPLE, BOMB), one_way=True) # bomb trigger papahl from below ledge, requires pineapple
self._addEntranceRequirement("heartpiece_swim_cave", FEATHER) # jesus jump into the cave entrance after jumping down the ledge, can jesus jump back to the ladder 1 screen below
self._addEntranceRequirement("mambo", FEATHER) # jesus jump from (unlocked) d4 entrance to mambo's cave entrance
outside_raft_house.connect(below_right_taltal, FEATHER, one_way=True) # jesus jump from the ledge at raft to the staircase 1 screen south
self._addEntranceRequirement("multichest_left", FEATHER) # jesus jump past staircase leading up the mountain
outside_rooster_house.connect(lower_right_taltal, FEATHER) # jesus jump (1 or 2 screen depending if angler key is used) to staircase leading up the mountain
d7_platau.connect(water_cave_hole, None, one_way=True) # use save and quit menu to gain control while falling to dodge the water cave hole
mountain_bridge_staircase.connect(outside_rooster_house, AND(PEGASUS_BOOTS, FEATHER)) # cross bridge to staircase with pit buffer to clip bottom wall and jump across
bird_key.connect(bird_cave, AND(FEATHER, HOOKSHOT)) # hookshot jump across the big pits room
right_taltal_connector2.connect(right_taltal_connector3, None, one_way=True) # 2 seperate pit buffers so not obnoxious to get past the two pit rooms before d7 area. 2nd pits can pit buffer on top right screen, bottom wall to scroll on top of the wall on bottom screen
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(HOOKSHOT, FEATHER), one_way=True) # pass through the passage in reverse using a superjump to get out of the dead end
obstacle_cave_inside.connect(mountain_heartpiece, BOMB, one_way=True) # bomb trigger from boots crystal cave
self._addEntranceRequirement("d8", OR(BOMB, AND(OCARINA, SONG3))) # bomb trigger the head and walk trough, or play the ocarina song 3 and walk through
if options.logic == 'hell':
dream_hut_right.connect(dream_hut, None) # alternate diagonal movement with orthogonal movement to control the mimics. Get them clipped into the walls to walk past
swamp.connect(forest_toadstool, None) # damage boost from toadstool area across the pit
swamp.connect(forest, AND(r.bush, OR(PEGASUS_BOOTS, HOOKSHOT))) # boots bonk / hookshot spam over the pits right of forest_rear_chest
forest.connect(forest_heartpiece, PEGASUS_BOOTS, one_way=True) # boots bonk across the pits
log_cave_heartpiece.connect(forest_cave, BOOMERANG) # clip the boomerang through the corner gaps on top right to grab the item
log_cave_heartpiece.connect(forest_cave, AND(ROOSTER, OR(PEGASUS_BOOTS, SWORD, BOW, MAGIC_ROD))) # boots rooster hop in bottom left corner to "superjump" into the area. use buffers after picking up rooster to gain height / time to throw rooster again facing up
writes_hut_outside.connect(swamp, None) # damage boost with moblin arrow next to telephone booth
writes_cave_left_chest.connect(writes_cave, None) # damage boost off the zol to get across the pit.
graveyard.connect(crazy_tracy_hut, HOOKSHOT, one_way=True) # use hookshot spam to clip the rock on the right with the crow
graveyard.connect(forest, OR(PEGASUS_BOOTS, HOOKSHOT)) # boots bonk witches hut, or hookshot spam across the pit
graveyard_cave_left.connect(graveyard_cave_right, HOOKSHOT) # hookshot spam over the pit
graveyard_cave_right.connect(graveyard_cave_left, PEGASUS_BOOTS, one_way=True) # boots bonk off the cracked block
self._addEntranceRequirementEnter("mamu", AND(PEGASUS_BOOTS, POWER_BRACELET)) # can clear the gaps at the start with multiple pit buffers, can reach bottom left sign with bonking along the bottom wall
self._addEntranceRequirement("castle_jump_cave", PEGASUS_BOOTS) # pit buffer to clip bottom wall and boots bonk across
prairie_cave_secret_exit.connect(prairie_cave, AND(BOMB, OR(PEGASUS_BOOTS, HOOKSHOT))) # hookshot spam or boots bonk across pits can go from left to right by pit buffering on top of the bottom wall then boots bonk across
richard_cave_chest.connect(richard_cave, None) # use the zol on the other side of the pit to damage boost across (requires damage from pit + zol)
castle_secret_entrance_right.connect(castle_secret_entrance_left, AND(PEGASUS_BOOTS, "MEDICINE2")) # medicine iframe abuse to get across spikes with a boots bonk
left_bay_area.connect(ghost_hut_outside, PEGASUS_BOOTS) # multiple pit buffers to bonk across the bottom wall
tiny_island.connect(left_bay_area, AND(PEGASUS_BOOTS, r.bush)) # jesus jump around with boots bonks, then one final bonk off the bottom wall to get on the staircase (needs to be centered correctly)
self._addEntranceRequirement("prairie_madbatter_connector_entrance", AND(PEGASUS_BOOTS, OR(MAGIC_POWDER, BOMB, SWORD, MAGIC_ROD, BOOMERANG))) # Boots bonk across the bottom wall, then remove one of the bushes to get on land
self._addEntranceRequirementExit("prairie_madbatter_connector_entrance", AND(PEGASUS_BOOTS, r.bush)) # if exiting, you can pick up the bushes by normal means and boots bonk across the bottom wall
# bay_water connectors, only left_bay_area, ukuku_prairie and animal_village have to be connected with jesus jumps. below_right_taltal, d6_armos_island and armos_fairy_entrance are accounted for via ukuku prairie in glitch logic
left_bay_area.connect(bay_water, FEATHER) # jesus jump (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
animal_village.connect(bay_water, FEATHER) # jesus jump (can always reach bay_water with jesus jumping from every way to enter bay_water, so no one_way)
ukuku_prairie.connect(bay_water, FEATHER, one_way=True) # jesus jump
bay_water.connect(d5_entrance, FEATHER) # jesus jump into d5 entrance (wall clip), wall clip + jesus jump to get out
crow_gold_leaf.connect(castle_courtyard, BOMB) # bird on tree at left side kanalet, place a bomb against the tree and the crow flies off. With well placed second bomb the crow can be killed
mermaid_statue.connect(animal_village, AND(TRADING_ITEM_SCALE, FEATHER)) # early mermaid statue by buffering on top of the right ledge, then superjumping to the left (horizontal pixel perfect)
animal_village_bombcave_heartpiece.connect(animal_village_bombcave, PEGASUS_BOOTS) # boots bonk across bottom wall (both at entrance and in item room)
d6_armos_island.connect(ukuku_prairie, FEATHER) # jesus jump (3 screen) from seashell mansion to armos island
armos_fairy_entrance.connect(d6_armos_island, PEGASUS_BOOTS, one_way=True) # jesus jump from top (fairy bomb cave) to armos island with fast falling
d6_connector_right.connect(d6_connector_left, PEGASUS_BOOTS) # boots bonk across bottom wall at water and pits (can do both ways)
obstacle_cave_entrance.connect(obstacle_cave_inside, OR(HOOKSHOT, AND(FEATHER, PEGASUS_BOOTS, OR(SWORD, MAGIC_ROD, BOW)))) # get past crystal rocks by hookshotting into top pushable block, or boots dashing into top wall where the pushable block is to superjump down
obstacle_cave_entrance.connect(obstacle_cave_inside, AND(PEGASUS_BOOTS, ROOSTER)) # get past crystal rocks pushing the top pushable block, then boots dashing up picking up the rooster before bonking. Pause buffer until rooster is fully picked up then throw it down before bonking into wall
d4_entrance.connect(below_right_taltal, FEATHER) # jesus jump a long way
if options.entranceshuffle in ("default", "simple"): # connector cave from armos d6 area to raft shop may not be randomized to add a flippers path since flippers stop you from jesus jumping
below_right_taltal.connect(raft_game, AND(FEATHER, r.attack_hookshot_powder), one_way=True) # jesus jump from heartpiece water cave, around the island and clip past the diagonal gap in the rock, then jesus jump all the way down the waterfall to the chests (attack req for hardlock flippers+feather scenario)
outside_raft_house.connect(below_right_taltal, AND(FEATHER, PEGASUS_BOOTS)) #superjump from ledge left to right, can buffer to land on ledge instead of water, then superjump right which is pixel perfect
bridge_seashell.connect(outside_rooster_house, AND(PEGASUS_BOOTS, POWER_BRACELET)) # boots bonk
bird_key.connect(bird_cave, AND(FEATHER, PEGASUS_BOOTS)) # boots jump above wall, use multiple pit buffers to get across
mountain_bridge_staircase.connect(outside_rooster_house, OR(PEGASUS_BOOTS, FEATHER)) # cross bridge to staircase with pit buffer to clip bottom wall and jump or boots bonk across
left_right_connector_cave_entrance.connect(left_right_connector_cave_exit, AND(PEGASUS_BOOTS, FEATHER), one_way=True) # boots jump to bottom left corner of pits, pit buffer and jump to left
left_right_connector_cave_exit.connect(left_right_connector_cave_entrance, AND(ROOSTER, OR(PEGASUS_BOOTS, SWORD, BOW, MAGIC_ROD)), one_way=True) # pass through the passage in reverse using a boots rooster hop or rooster superjump in the one way passage area
self.start = start_house
self.egg = windfish_egg
self.nightmare = nightmare
self.windfish = windfish
def _addEntrance(self, name, outside, inside, requirement):
assert name not in self.overworld_entrance, "Duplicate entrance: %s" % name
assert name in ENTRANCE_INFO
self.overworld_entrance[name] = EntranceExterior(outside, requirement)
self.indoor_location[name] = inside
def _addEntranceRequirement(self, name, requirement):
assert name in self.overworld_entrance
self.overworld_entrance[name].addRequirement(requirement)
def _addEntranceRequirementEnter(self, name, requirement):
assert name in self.overworld_entrance
self.overworld_entrance[name].addEnterRequirement(requirement)
def _addEntranceRequirementExit(self, name, requirement):
assert name in self.overworld_entrance
self.overworld_entrance[name].addExitRequirement(requirement)
def updateIndoorLocation(self, name, location):
assert name in self.indoor_location
assert self.indoor_location[name] is None
self.indoor_location[name] = location
class DungeonDiveOverworld:
def __init__(self, options, r):
self.overworld_entrance = {}
self.indoor_location = {}
start_house = Location("Start House").add(StartItem())
Location().add(ShopItem(0)).connect(start_house, OR(COUNT("RUPEES", 200), SWORD))
Location().add(ShopItem(1)).connect(start_house, OR(COUNT("RUPEES", 980), SWORD))
Location().add(Song(0x0B1)).connect(start_house, OCARINA) # Marins song
start_house.add(DroppedKey(0xB2)) # Sword on the beach
egg = Location().connect(start_house, AND(r.bush, BOMB))
Location().add(MadBatter(0x1E1)).connect(start_house, MAGIC_POWDER)
if options.boomerang == 'trade':
Location().add(BoomerangGuy()).connect(start_house, AND(BOMB, OR(BOOMERANG, HOOKSHOT, MAGIC_ROD, PEGASUS_BOOTS, FEATHER, SHOVEL)))
elif options.boomerang == 'gift':
Location().add(BoomerangGuy()).connect(start_house, BOMB)
nightmare = Location("Nightmare")
windfish = Location("Windfish").connect(nightmare, AND(MAGIC_POWDER, SWORD, OR(BOOMERANG, BOW)))
self.start = start_house
self.overworld_entrance = {
"d1": EntranceExterior(start_house, None),
"d2": EntranceExterior(start_house, None),
"d3": EntranceExterior(start_house, None),
"d4": EntranceExterior(start_house, None),
"d5": EntranceExterior(start_house, FLIPPERS),
"d6": EntranceExterior(start_house, None),
"d7": EntranceExterior(start_house, None),
"d8": EntranceExterior(start_house, None),
"d0": EntranceExterior(start_house, None),
}
self.egg = egg
self.nightmare = nightmare
self.windfish = windfish
def updateIndoorLocation(self, name, location):
self.indoor_location[name] = location
class EntranceExterior:
def __init__(self, outside, requirement, one_way_enter_requirement="UNSET", one_way_exit_requirement="UNSET"):
self.location = outside
self.requirement = requirement
self.one_way_enter_requirement = one_way_enter_requirement
self.one_way_exit_requirement = one_way_exit_requirement
def addRequirement(self, new_requirement):
self.requirement = OR(self.requirement, new_requirement)
def addExitRequirement(self, new_requirement):
if self.one_way_exit_requirement == "UNSET":
self.one_way_exit_requirement = new_requirement
else:
self.one_way_exit_requirement = OR(self.one_way_exit_requirement, new_requirement)
def addEnterRequirement(self, new_requirement):
if self.one_way_enter_requirement == "UNSET":
self.one_way_enter_requirement = new_requirement
else:
self.one_way_enter_requirement = OR(self.one_way_enter_requirement, new_requirement)
def enterIsSet(self):
return self.one_way_enter_requirement != "UNSET"
def exitIsSet(self):
return self.one_way_exit_requirement != "UNSET"