 81a239325d
			
		
	
	81a239325d
	
	
	
		
			
			Adds Link's Awakening: DX. Fully imports and forks LADXR, with permission - https://github.com/daid/LADXR
		
			
				
	
	
		
			66 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			66 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from .requirements import *
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| from .location import Location
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| from ..locations.all import *
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| 
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| 
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| class Dungeon7:
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|     def __init__(self, options, world_setup, r):
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|         entrance = Location(dungeon=7)
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|         first_key = Location(dungeon=7).add(DroppedKey(0x210)).connect(entrance, r.attack_hookshot_powder)
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|         topright_pillar_area = Location(dungeon=7).connect(entrance, KEY7)
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|         if options.owlstatues == "both" or options.owlstatues == "dungeon":
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|             Location(dungeon=7).add(OwlStatue(0x216)).connect(topright_pillar_area, STONE_BEAK7)
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|         topright_pillar = Location(dungeon=7).add(DungeonChest(0x212)).connect(topright_pillar_area, POWER_BRACELET)  # map chest
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|         if options.owlstatues == "both" or options.owlstatues == "dungeon":
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|             Location(dungeon=7).add(OwlStatue(0x204)).connect(topright_pillar_area, STONE_BEAK7)
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|         topright_pillar_area.add(DungeonChest(0x209))  # stone slab chest can be reached by dropping down a hole
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|         three_of_a_kind_north = Location(dungeon=7).add(DungeonChest(0x211)).connect(topright_pillar_area, OR(r.attack_hookshot, AND(FEATHER, SHIELD)))  # compass chest; path without feather with hitting switch by falling on the raised blocks. No bracelet because ball does not reset
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|         bottomleftF2_area = Location(dungeon=7).connect(topright_pillar_area, r.attack_hookshot)  # area with hinox, be able to hit a switch to reach that area
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|         topleftF1_chest = Location(dungeon=7).add(DungeonChest(0x201)) # top left chest on F1
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|         bottomleftF2_area.connect(topleftF1_chest, None, one_way = True)  # drop down in left most holes of hinox room or tile room
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|         Location(dungeon=7).add(DroppedKey(0x21B)).connect(bottomleftF2_area, r.attack_hookshot) # hinox drop key
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|         # Most of the dungeon can be accessed at this point.
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|         if options.owlstatues == "both" or options.owlstatues == "dungeon":
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|             bottomleft_owl = Location(dungeon=7).add(OwlStatue(0x21C)).connect(bottomleftF2_area, AND(BOMB, STONE_BEAK7))
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|         nightmare_key = Location(dungeon=7).add(DungeonChest(0x224)).connect(bottomleftF2_area, r.miniboss_requirements[world_setup.miniboss_mapping[6]]) # nightmare key after the miniboss
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|         mirror_shield_chest = Location(dungeon=7).add(DungeonChest(0x21A)).connect(bottomleftF2_area, r.attack_hookshot)  # mirror shield chest, need to be able to hit a switch to reach or
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|         bottomleftF2_area.connect(mirror_shield_chest, AND(KEY7, FOUND(KEY7, 3)), one_way = True) # reach mirror shield chest from hinox area by opening keyblock
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|         toprightF1_chest = Location(dungeon=7).add(DungeonChest(0x204)).connect(bottomleftF2_area, r.attack_hookshot)  # chest on the F1 right ledge. Added attack_hookshot since switch needs to be hit to get back up
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|         final_pillar_area = Location(dungeon=7).add(DungeonChest(0x21C)).connect(bottomleftF2_area, AND(BOMB, HOOKSHOT))  # chest that needs to spawn to get to the last pillar
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|         final_pillar = Location(dungeon=7).connect(final_pillar_area, POWER_BRACELET) # decouple chest from pillar
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| 
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|         beamos_horseheads_area = Location(dungeon=7).connect(final_pillar, NIGHTMARE_KEY7) # area behind boss door
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|         beamos_horseheads = Location(dungeon=7).add(DungeonChest(0x220)).connect(beamos_horseheads_area, POWER_BRACELET) # 100 rupee chest / medicine chest (DX) behind boss door
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|         pre_boss = Location(dungeon=7).connect(beamos_horseheads_area, HOOKSHOT) # raised plateau before boss staircase
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|         boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(pre_boss, r.boss_requirements[world_setup.boss_mapping[6]])
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|                 
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|         if options.logic == 'glitched' or options.logic == 'hell':
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|             topright_pillar_area.connect(entrance, AND(FEATHER, SWORD)) # superjump in the center to get on raised blocks, superjump in switch room to right side to walk down. center superjump has to be low so sword added
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|             toprightF1_chest.connect(topright_pillar_area, FEATHER) # superjump from F1 switch room
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|             topleftF2_area = Location(dungeon=7).connect(topright_pillar_area, FEATHER) # superjump in top left pillar room over the blocks from right to left, to reach tile room
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|             topleftF2_area.connect(topleftF1_chest, None, one_way = True) # fall down tile room holes on left side to reach top left chest on ground floor
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|             topleftF1_chest.connect(bottomleftF2_area, AND(PEGASUS_BOOTS, FEATHER), one_way = True) # without hitting the switch, jump on raised blocks at f1 pegs chest (0x209), and boots jump to stairs to reach hinox area
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|             final_pillar_area.connect(bottomleftF2_area, OR(r.attack_hookshot, POWER_BRACELET, AND(FEATHER, SHIELD))) # sideways block push to get to the chest and pillar, kill requirement for 3 of a kind enemies to access chest. Assumes you do not get ball stuck on raised pegs for bracelet path
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|             if options.owlstatues == "both" or options.owlstatues == "dungeon":
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|                 bottomleft_owl.connect(bottomleftF2_area, STONE_BEAK7) # sideways block push to get to the owl statue
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|             final_pillar.connect(bottomleftF2_area, BOMB) # bomb trigger pillar
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|             pre_boss.connect(final_pillar, FEATHER) # superjump on top of goomba to extend superjump to boss door plateau
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|             pre_boss.connect(beamos_horseheads_area, None, one_way=True) # can drop down from raised plateau to beamos horseheads area
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|             
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|         if options.logic == 'hell':
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|             topright_pillar_area.connect(entrance, FEATHER) # superjump in the center to get on raised blocks, has to be low
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|             topright_pillar_area.connect(entrance, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop in the center to get on raised blocks
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|             toprightF1_chest.connect(topright_pillar_area, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop from F1 switch room
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|             pre_boss.connect(final_pillar, AND(PEGASUS_BOOTS, OR(BOW, MAGIC_ROD))) # boots superhop on top of goomba to extend superhop to boss door plateau
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|         
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|         self.entrance = entrance
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| 
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| 
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| class NoDungeon7:
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|     def __init__(self, options, world_setup, r):
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|         entrance = Location(dungeon=7)
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|         boss = Location(dungeon=7).add(HeartContainer(0x223), Instrument(0x22c)).connect(entrance, r.boss_requirements[
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|             world_setup.boss_mapping[6]])
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| 
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|         self.entrance = entrance
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