SMW: v1.1 Content Update (#1344)

* Make Bowser unkillable on Egg Hunt

* Increment Data Package version

Changed a location name.

* Baseline for Bowser Rooms shuffling

* Add boss shuffle

* Remove extra space

* Overworld Palette Shuffle

* Fix Literature Trap typo

* Handle Queuing traps and new Timer Trap

* Fix trap name and actually create them

* Early Climb and Overworld Speed

* Add correct tooltip for Early Climb

* Tooltip text edit

* Address unconnected regions

* Add option to fully exclude Special Zone levels from the seed

* Fix Chocolate Island 4 Dragon Coins logic

* Update worlds/smw/Client.py to use `getattr`
This commit is contained in:
PoryGone
2023-01-29 23:53:56 -05:00
committed by GitHub
parent 428344b6bc
commit dc2aa5f41e
11 changed files with 425 additions and 58 deletions

View File

@@ -1,6 +1,80 @@
from .Names import LocationName
class BowserRoom():
name: str
exitAddress: int
roomID: int
def __init__(self, name: str, exitAddress: int, roomID: int):
self.name = name
self.exitAddress = exitAddress
self.roomID = roomID
full_bowser_rooms = [
BowserRoom("Hallway 1 - Door 1", 0x3A680, 0x0D),
BowserRoom("Hallway 1 - Door 2", 0x3A684, 0x0D),
BowserRoom("Hallway 1 - Door 3", 0x3A688, 0x0D),
BowserRoom("Hallway 1 - Door 4", 0x3A68C, 0x0D),
BowserRoom("Hallway 2 - Door 1", 0x3A8CB, 0xD0),
BowserRoom("Hallway 2 - Door 2", 0x3A8CF, 0xD0),
BowserRoom("Hallway 2 - Door 3", 0x3A8D3, 0xD0),
BowserRoom("Hallway 2 - Door 4", 0x3A8D7, 0xD0),
BowserRoom("Room 1", 0x3A705, 0xD4),
BowserRoom("Room 2", 0x3A763, 0xD3),
BowserRoom("Room 3", 0x3A800, 0xD2),
BowserRoom("Room 4", 0x3A83D, 0xD1),
BowserRoom("Room 5", 0x3A932, 0xCF),
BowserRoom("Room 6", 0x3A9E1, 0xCE),
BowserRoom("Room 7", 0x3AA75, 0xCD),
BowserRoom("Room 8", 0x3AAC7, 0xCC),
]
standard_bowser_rooms = [
BowserRoom("Room 1", 0x3A705, 0xD4),
BowserRoom("Room 2", 0x3A763, 0xD3),
BowserRoom("Room 3", 0x3A800, 0xD2),
BowserRoom("Room 4", 0x3A83D, 0xD1),
BowserRoom("Room 5", 0x3A932, 0xCF),
BowserRoom("Room 6", 0x3A9E1, 0xCE),
BowserRoom("Room 7", 0x3AA75, 0xCD),
BowserRoom("Room 8", 0x3AAC7, 0xCC),
]
class BossRoom():
name: str
exitAddress: int
exitAddressAlt: int
roomID: int
def __init__(self, name: str, exitAddress: int, roomID: int, exitAddressAlt=None):
self.name = name
self.exitAddress = exitAddress
self.roomID = roomID
self.exitAddressAlt = exitAddressAlt
submap_boss_rooms = [
BossRoom("#1 Lemmy Koopa", 0x311E3, 0xF6), # Submap 0x1F6
BossRoom("#3 Lemmy Koopa", 0x33749, 0xF2), # Submap 0x1F2
BossRoom("Valley Reznor", 0x3A132, 0xDE), # Submap 0x1DE
BossRoom("#7 Larry Koopa", 0x3A026, 0xEB), # Submap 0x1EB
]
ow_boss_rooms = [
BossRoom("#2 Morton Koopa Jr.", 0x3209B, 0xE5), # OW 0x0E5
BossRoom("Vanilla Reznor", 0x33EAB, 0xDF), # OW 0x0DF
BossRoom("#4 Ludwig von Koopa", 0x346EA, 0xD9), # OW 0x0D9
BossRoom("Forest Reznor", 0x3643E, 0xD5, 0x36442), # OW 0x0D5
BossRoom("#5 Roy Koopa", 0x35ABC, 0xCC), # OW 0x0CC
BossRoom("Chocolate Reznor", 0x3705B, 0xE2), # OW 0x0E2
BossRoom("#6 Wendy O. Koopa", 0x38BB5, 0xD3), # OW 0x0D3
]
class SMWPath():
thisEndDirection: int
otherLevelID: int
@@ -203,6 +277,9 @@ hard_single_levels = [
0x3B,
0x3A,
0x37,
]
special_zone_levels = [
0x4E,
0x4F,
0x50,
@@ -443,6 +520,7 @@ def generate_level_list(world, player):
world.random.shuffle(easy_single_levels_copy)
hard_single_levels_copy = hard_single_levels.copy()
world.random.shuffle(hard_single_levels_copy)
special_zone_levels_copy = special_zone_levels.copy()
easy_double_levels_copy = easy_double_levels.copy()
world.random.shuffle(easy_double_levels_copy)
hard_double_levels_copy = hard_double_levels.copy()
@@ -474,6 +552,8 @@ def generate_level_list(world, player):
shuffled_level_list.append(0x16)
single_levels_copy = (easy_single_levels_copy.copy() + hard_single_levels_copy.copy())
if not world.exclude_special_zone[player]:
single_levels_copy.extend(special_zone_levels_copy)
world.random.shuffle(single_levels_copy)
castle_fortress_levels_copy = (easy_castle_fortress_levels_copy.copy() + hard_castle_fortress_levels_copy.copy())
@@ -566,14 +646,17 @@ def generate_level_list(world, player):
# Special Zone
shuffled_level_list.append(0x4D)
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
if not world.exclude_special_zone[player]:
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
shuffled_level_list.append(single_levels_copy.pop(0))
else:
shuffled_level_list.extend(special_zone_levels_copy)
shuffled_level_list.append(0x48)
return shuffled_level_list