Commit Graph

143 Commits

Author SHA1 Message Date
Fabian Dill
94e5b5962f Merge branch 'pull/58' into compilingERupdate
# Conflicts:
#	EntranceShuffle.py
#	Rom.py
#	Rules.py
2020-04-05 19:06:15 +02:00
compiling
11a91b96c6 Set inverted blacksmith to require light world access using the mirror or a portal (via starting in Link's House / Old Man Cave doesn't work).
Set the flag allowing the blacksmith to visit Link's House in simple inverted shuffle.
2020-04-05 21:12:26 +10:00
Fabian Dill
42f98da399 remove post-merge duplicate rules 2020-04-04 09:23:10 +02:00
Fabian Dill
f89c28d5c2 Merge branch 'master' into pull/58
# Conflicts:
#	AdjusterMain.py
#	BaseClasses.py
#	EntranceShuffle.py
#	Gui.py
#	InvertedRegions.py
#	ItemList.py
#	Main.py
#	Plando.py
#	Rom.py
#	Rules.py
2020-04-04 09:16:39 +02:00
compiling
6003d40ce2 Update inverted big bomb rules.
Add checks that will not allow unexpected entrances to get east dark world logic.
2020-03-19 21:54:13 +11:00
compiling
e8ee3de083 Mire key logic update - it is impossible to access the Map Chest key door without hitting a colour switch (or clipping through a rail). 2020-03-15 21:03:43 +11:00
compiling
5c0d34a65d Require a weapon for Castle Tower. 2020-03-15 11:04:08 +11:00
compiling
49e48eba1d Add warp between Waterfall Cave and Lake Hylia into inverted logic. 2020-03-14 13:37:21 +11:00
compiling
6197b915a5 Fix inverted rule for old man house. 2020-03-14 00:39:29 +11:00
compiling
583380cad6 Support vanilla key layout in GT (copy item rando logic - firesnake room needs 2 keys if it contains a small key). 2020-03-09 09:59:54 +11:00
Fabian Dill
95aea8c4b4 rename ocarina to flute. 2020-02-17 10:08:03 +01:00
Fabian Dill
9659d01ed4 fix up some ohko stuff 2020-02-04 11:13:42 +01:00
Bonta-kun
0de0467b5c Inverted: connect lake hylia island to lw 2020-01-01 18:12:23 +01:00
Bonta-kun
41009c85c7 nologic inverted: reachable castle ledge 2019-12-28 01:12:45 +01:00
Bonta-kun
80d9fda10f Rules: allow triforce pieces to be in other players world 2019-12-18 20:56:58 +01:00
Bonta-kun
2b184d072b Rules: fix trock key logic for the big key chest "always allow" rule 2019-12-18 20:51:38 +01:00
Bonta-kun
8721310cf7 World: include can_access_trock_eyebridge can_access_trock_front can_access_trock_big_chest can_access_trock_middle and fix_fake_world in the player specific attributes 2019-12-18 20:45:51 +01:00
Bonta-kun
d9281adc07 Individual settings: accessibility 2019-12-17 12:14:29 +01:00
Bonta-kun
642bf65843 Skip the sewers door key check in standard retro since we cannot access the shop yet 2019-12-17 00:19:47 +01:00
Bonta-kun
1315eb55cf Individual settings: map/compass/key/bk shuffle 2019-12-16 21:46:47 +01:00
Bonta-kun
dc26dfce77 Individual settings: crystals_ganon crystals_gt openpyramid 2019-12-16 19:09:15 +01:00
Bonta-kun
ec1b9eca43 Individual settings: shuffle 2019-12-16 18:24:34 +01:00
Bonta-kun
c1788c070d Individual settings: goal 2019-12-16 16:55:00 +01:00
Bonta-kun
9ca755d5b2 Individual settings: swords 2019-12-16 16:54:57 +01:00
Bonta-kun
ab28858a8f Individual settings: mode 2019-12-16 16:54:46 +01:00
Bonta-kun
79786c7c9e Individual settings: logic 2019-12-16 13:26:07 +01:00
Bonta-kun
fc9d1b501b Replace keysanity with map/compass/key/bk shuffle 2019-12-13 22:37:52 +01:00
Bonta-kun
25068bcfdd Added an option to pre-open the pyramid hole (aka "fast ganon") 2019-12-12 09:20:32 +01:00
Bonta-kun
4ca063be54 Reimplement random weapon standard start, the previous one did not make sense in a multiworld context and rework castle chests logic, bombs start is now possible 2019-12-11 11:41:05 +01:00
cassidoxa
7a6c22c452 Add flippers rule to East Dark World Pier in inverted 2019-12-05 19:20:29 -05:00
AmazingAmpharos
e6793e36f2 Inverted logic improvements
This reformats the Rules.py file to no longer have quite so many totally redundant rules between inverted and non-inverted. In the process, it fixes an insanity only issue wherein the magic bat in inverted was set to always require Pearl (only in insanity can this not be true). Additionally, the inverted super bomb rules are completely reworked to be a lot more accurate (including preventing Desert Palace (East) from having the bomb shop at all in inverted insanity) and an obscure case involving non-inverted insanity super bomb return has a logic fix.
2019-10-01 03:17:40 -05:00
cassidoxa
2859acef7d Swordless rom writes and inverted fixes
* Update Swordless rom writes

* Remove swordless as possible mode in ItemList.py

* Fix inverted HC Ledge access
Added collection state helper methods for determining lw/dw access
Restricted locations where Link's House can be in inverted
Dark Sanc and Link's House can no longer be at the back of Skull Woods
Fixed minor error in inverted bunny rules

* Update Link's House Shuffling in inverted insanity

* More isolated entrances not to put Link's House at

* Fix Link's House in dungeons shuffles

* More dungeons shuffle stuff I forgot
2019-09-21 21:59:16 -04:00
cassidoxa
99a4ea17b0 Fix swordless vanilla shuffle TR keys issue 2019-09-14 10:02:38 -04:00
Kevin Cathcart
2bd2ae80de Remove obsolete comment 2019-08-25 22:35:03 -04:00
cassidoxa
fd1074d58a Adjust swordless rules for inverted 2019-08-25 22:31:51 -04:00
Kevin Cathcart
996bf8495c Implement new weapons modes
This also includes some partial additional cleanup of the item pool.
2019-08-10 16:10:54 -04:00
Kevin Cathcart
b8ea2eb4b1 Fix random weapons for Standard Mode
Now works roughly like VT, except that swords are somwhat more common
and bombs-only escape is not supported (because I don't want to make
'Bombs (10)' an advancement item)

Swordless Standard Mode should also work now

Assured and Vanilla weapons still need to be implemented.
2019-08-10 16:10:54 -04:00
Kevin Cathcart
ef7c3d4f06 New Item/Location accessibility options
Replaces existing check_only_beatable, which became the "none" option.

TR can run out of key placement options, with the 100% locations
option, but I really don't care enough. It exists mostly for people who
want to 100% a seed, or to point to if they ask about keys locked behind
themselves.
2019-08-10 16:10:54 -04:00
Kevin Cathcart
b0f4fa8cec Partial implementation of many V31 features
Partial support for Progressive bow
  - Still needs to be added to item pool
  - Silver hint handling remains TBD even for VT

Added weapons selection.
  - Vanilla needs to be implemented
  - Assured needs to be implemented
  - Inverted swordless is almost certainly messed up.
  - Swordless standard mode will likely softlock
  - Random weapon standard mode is currently treated as uncle assured

Deleted removed difficulties
  - Remaining difficulties still need to be adjusted

Added locked property to locations:
  - This is used for preplaced items etc so that multiworld balancing
    knows they cannot be moved.

Made a few of the difficulty changes from V31, but not all.

Added required text changes to handle crystals requirements
  - More changes will likely me made in future
  - Currently there is is no way to tell ganon requirement in
    Inverted mode
2019-08-10 16:10:47 -04:00
Kevin Cathcart
90e5f522d8 Partially implement variable crystal requirements 2019-08-03 16:48:31 -04:00
cassidoxa
18f1275050 Inverted Mode (#5)
Merging in Cassidoxa's inverted mode.

I've still not fully reviewed the logic used in this mode, so it should be considered experimental, pending an in depth review by either myself or AA.
2019-07-27 09:13:13 -04:00
Bonta-kun
1a62b1da28 Multiworld core implementation By Bonta0
Does not include the server/client code or the rom writes
specific to it. Indeed it cannot write multiworld roms at
all right now, pending addition future updates to support
the official ALTTPR Multiworld client.

Includes some GUI changes by Alaszun

Co-authored-by: Alaszun <koelze@google.com>
2019-07-11 20:39:08 -04:00
AmazingAmpharos
d6babfe222 Fix Fairy Ascension as bunny
A longstanding issue is that Fairy Ascension Cave has been treated as a simple two way connector, but in reality bunny cannot "logically" go through the cave in reverse as it requires lifting some pots with super bunny. This super bunny state is effectively unavoidable and can really only be lost if you have Boots and foolishly bonk before lifting a pot, but for logical consistency fixing this is the right thing to do. The logic should now correctly see that the cave is a two way connection with no particular item requirements in general but that the reverse direction isn't bunny transversable.
2019-04-22 16:41:33 -05:00
AmazingAmpharos
262e0e43c3 Fix GT Map Chest requirement
Forever in ER, erroneously, the Map Chest in Ganon's Tower erroneously required Hookshot instead of correctly accepting Hookshot or Boots like the item randomizer. The root cause involved how regional connections were strung together with the assumption Map Chest would have the same requirements as the four DMs Room chests. This fixes that and allows that chest to be accessed by logic with Boots.
2019-04-18 16:30:08 -05:00
AmazingAmpharos
4d16559fae TR Logic Fix
This update should fully fix the key logic for Turtle Rock. This involved fixing several longstanding bugs in the program we didn't realize we had until trying to really fix this issue. Notable inclusions are that now seeds generated with a count will be identical to similarly numbered seeds generated individually and that now the always allows actually work (key for key apparently actually never happened in ER before and we didn't notice!). This also required refactoring the item pool generation before rule setting and individually moving pendant/crystal placement out of item pool generation (it's not a separate step between rule setting and normal item fill). A few exotic seed generation fails are still possible involving multi-entrance dungeons being really, really inaccessible in non-keysanity, but they're now appropriately super rare instead of being as common as they were before.
2019-04-18 16:11:11 -05:00
AmazingAmpharos
7b56932e31 TR Key Logic Update
This is just for review and isn't tested beyond seeing that it runs. In theory, this should fix the TR based seed generation failures and make TR Small Key requirements as precise as possible.
2019-04-15 19:17:44 -05:00
Kevin Cathcart
54926a17f4 Additional v30 updates 2018-09-26 17:34:15 -04:00
Kevin Cathcart
b90a381e9b Basic impl. of boss shuffle for VT site enemizer integration 2018-09-26 13:12:20 -04:00
Kevin Cathcart
5539143f00 v30 updates 2018-09-22 22:51:54 -04:00
AmazingAmpharos
7c9c3db74d Hopefully final 0.6.1 changes
-Add no logic mode.
-Fix swordless requirement for Mothula to be less strict.
-New version number and logic hash.
-Significantly updated readme.
2018-03-25 17:21:36 -05:00