mirror of
https://github.com/MarioSpore/Grinch-AP.git
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* first commit (not including OoT data files yet) * added some basic options * rule parser works now at least * make sure to commit everything this time * temporary change to BaseClasses for oot * overworld location graph builds mostly correctly * adding oot data files * commenting out world options until later since they only existed to make the RuleParser work * conversion functions between AP ids and OOT ids * world graph outputs * set scrub prices * itempool generates, entrances connected, way too many options added * fixed set_rules and set_shop_rules * temp baseclasses changes * Reaches the fill step now, old event-based system retained in case the new way breaks * Song placements and misc fixes everywhere * temporary changes to make oot work * changed root exits for AP fill framework * prevent infinite recursion due to OoT sharing usage of the address field * age reachability works hopefully, songs are broken again * working spoiler log generation on beatable-only * Logic tricks implemented * need this for logic tricks * fixed map/compass being placed on Serenade location * kill unreachable events before filling the world * add a bunch of utility functions to prepare for rom patching * move OptionList into generic options * fixed some silly bugs with OptionList * properly seed all random behavior (so far) * ROM generation working * fix hints trying to get alttp dungeon hint texts * continue fixing hints * add oot to network data package * change item and location IDs to 66000 and 67000 range respectively * push removed items to precollected items * fixed various issues with cross-contamination with multiple world generation * reenable glitched logic (hopefully) * glitched world files age-check fix * cleaned up some get_locations calls * added token shuffle and scrub shuffle, modified some options slightly to make the parsing work * reenable MQ dungeons * fix forest mq exception * made targeting style an option for now, will be cosmetic later * reminder to move targeting to cosmetics * some oot option maintenance * enabled starting time of day * fixed issue breaking shop slots in multiworld generation * added "off" option for text shuffle and hints * shopsanity functionality restored * change patch file extension * remove unnecessary utility functions + imports * update MIT license * change option to "patch_uncompressed_rom" instead of "compress_rom" * compliance with new AutoWorld systems * Kill only internal events, remove non-internal big poe event in code * re-add the big poe event and handle it correctly * remove extra method in Range option * fix typo * Starting items, starting with consumables option * do not remove nonexistent item * move set_shop_rules to after shop items are placed * some cleanup * add retries for song placement * flagged Skull Mask and Mask of Truth as advancement items * update OoT to use LogicMixin * Fixed trying to assign starting items from the wrong players * fixed song retry step * improved option handling, comments, and starting item replacements * DefaultOnToggle writes Yes or No to spoiler * enable compression of output if Compress executable is present * clean up compression * check whether (de)compressor exists before running the process * allow specification of rom path in host.yaml * check if decompressed file already exists before decompressing again * fix triforce hunt generation * rename all the oot state functions with prefix * OoT: mark triforce pieces as completion goal for triforce hunt * added overworld and any-dungeon shuffle for dungeon items * Hide most unshuffled locations and events from the list of locations in spoiler * build oot option ranges with a generic function instead of defining each separately * move oot output-type control to host.yaml instead of individual yamls * implement dungeon song shuffle * minor improvements to overworld dungeon item shuffle * remove random ice trap names in shops, mostly to avoid maintaining a massive censor list * always output patch file to folder, remove option to generate ROM in preparation for removal * re-add the fix for infinite recursion due to not being light or dark world * change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently * oot: remove item_names and location_names * oot: minor fixes * oot: comment out ROM patching * oot: only add CollectionState objects on creation if actually needed * main entrance shuffle method and entrances-based rules * fix entrances based rules * disable master quest and big poe count options for client compatibility * use get_player_name instead of get_player_names * fix OptionList * fix oot options for new option system * new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES * fill AP player name in oot rom with 0 instead of 0xDF * encode player name with ASCII for fixed-width * revert oot player name array to 8 bytes per name * remove Pierre location if fast scarecrow is on * check player name length * "free_scarecrow" not "fast_scarecrow" * OoT locations now properly store the AP ID instead of the oot internal ID * oot __version__ updates in lockstep with AP version * pull in unmodified oot cosmetic files * also grab JSONDump since it's needed apparently * gather extra needed methods, modify imports * delete cosmetics log, replace all instances of SettingsList with OOTWorld * cosmetic options working, except for sound effects (due to ear-safe issues) * SFX, Music, and Fanfare randomization reenabled * move OoT data files into the worlds folder * move Compress and Decompress into oot data folder * Replace get_all_state with custom method to avoid the cache * OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues * set data_version to 0 * make Kokiri Sword shuffle off by default * reenable "Random Choice" for various cosmetic options * kill Ruto's Letter turnin if open fountain also fix for shopsanity * place Buy Goron/Zora Tunic first in shop shuffle * make ice traps appear as other items instead of breaking generation * managed to break ice traps on non-major-only * only handle ice traps if they are on * fix shopsanity for non-oot games, and write player name instead of player number * light arrows hint uses player name instead of player number * Reenable "skip child zelda" option * fix entrances_based_rules * fix ganondorf hint if starting with light arrows * fix dungeonitem shuffle and shopsanity interaction * remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group * force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any * keep bosses and bombchu bowling chus out of data package * revert workaround for infinite recursion and fix it properly * fix shared shop id caches during patching process * fix shop text box overflows, as much as possible * add default oot host.yaml option * add .apz5, .n64, .z64 to gitignore * Properly document and name all (functioning) OOT options * clean up some imports * remove unnecessary files from oot's data * fix typo in gitignore * readd the Compress and Decompress utilities, since they are needed for generation * cleanup of imports and some minor optimizations * increase shop offset for item IDs to 0xCB * remove shop item AP ids entirely * prevent triforce pieces for other players from being received by yourself * add "excluded" property to Location * Hint system adapted and reenabled; hints still unseeded * make hints deterministic with lists instead of sets * do not allow hints to point to Light Arrows on non-vanilla bridge * foreign locations hint as their full name in OoT rather than their region * checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated * consolidate versioning in Utils * ice traps appear as major items rather than any progression item * set prescription and claim check as defaults for adult trade item settings * add oot options to playerSettings * allow case-insensitive logic tricks in yaml * fix oot shopsanity option formatting * Write OoT override info even if local item, enabling local checks to show up immediately in the client * implement CollectionState.can_live_dmg for oot glitched logic * filter item names for invalid characters when patching shops * make ice traps appear according to the settings of the world they are shuffled into, rather than the original world * set hidden-spoiler items and locations with Shop items to events * make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start * Fix oot Glitched and No Logic generation * fix indenting * Greatly reduce displayed cosmetic options * Change oot data version to 1 * add apz5 distribution to webhost * print player name if an ALttP dungeon contains a good item for OoT world * delete unneeded commented code * remove OcarinaSongs import to satisfy lint
99 lines
4.3 KiB
JSON
99 lines
4.3 KiB
JSON
[
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{
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"region_name": "Gerudo Training Grounds Lobby",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ Lobby Left Chest": "True",
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"Gerudo Training Grounds MQ Lobby Right Chest": "True",
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"Gerudo Training Grounds MQ Hidden Ceiling Chest": "logic_lens_gtg_mq or can_use(Lens_of_Truth)",
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"Gerudo Training Grounds MQ Maze Path First Chest": "True",
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"Gerudo Training Grounds MQ Maze Path Second Chest": "True",
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"Gerudo Training Grounds MQ Maze Path Third Chest": "(Small_Key_Gerudo_Training_Grounds, 1)"
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},
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"exits": {
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"Gerudo Fortress": "True",
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"Gerudo Training Grounds Left Side": "here(has_fire_source)",
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"Gerudo Training Grounds Right Side": "here(can_use(Bow) or can_use(Slingshot))"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Right Side",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ Dinolfos Chest": "is_adult",
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"Wall Fairy": "has_bottle and can_use(Bow)" #in the Dinalfos room shoot the Gerudo symbol above the door to the lava room.
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},
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"exits": {
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# Still requires has_fire_source in the room
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"Gerudo Training Grounds Underwater": "
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(Bow or can_use(Longshot)) and can_use(Hover_Boots)"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Underwater",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ Underwater Silver Rupee Chest": "
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has_fire_source and can_use(Iron_Boots) and
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(logic_fewer_tunic_requirements or can_use(Zora_Tunic)) and can_take_damage"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Left Side",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ First Iron Knuckle Chest": "is_adult or Kokiri_Sword or has_explosives"
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},
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"exits": {
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"Gerudo Training Grounds Stalfos Room": "
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can_use(Longshot) or logic_gtg_mq_without_hookshot or
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(logic_gtg_mq_with_hookshot and can_use(Hookshot))"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Stalfos Room",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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# Very difficult to fight the Stalfos and Stulltulas under the time limit as child.
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"Gerudo Training Grounds MQ Before Heavy Block Chest": "is_adult",
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"Gerudo Training Grounds MQ Heavy Block Chest": "can_use(Silver_Gauntlets)",
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"Blue Fire": "has_bottle"
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},
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"exits": {
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"Gerudo Training Grounds Back Areas": "
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is_adult and (logic_lens_gtg_mq or can_use(Lens_of_Truth)) and Blue_Fire and
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(can_play(Song_of_Time) or (logic_gtg_fake_wall and can_use(Hover_Boots)))"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Back Areas",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ Eye Statue Chest": "Bow",
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"Gerudo Training Grounds MQ Second Iron Knuckle Chest": "True",
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"Gerudo Training Grounds MQ Flame Circle Chest": "can_use(Hookshot) or Bow or has_explosives"
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},
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"exits": {
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"Gerudo Training Grounds Central Maze Right": "Megaton_Hammer",
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"Gerudo Training Grounds Right Side": "can_use(Longshot)"
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}
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},
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{
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"region_name": "Gerudo Training Grounds Central Maze Right",
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"dungeon": "Gerudo Training Grounds",
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"locations": {
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"Gerudo Training Grounds MQ Maze Right Central Chest": "True",
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"Gerudo Training Grounds MQ Maze Right Side Chest": "True",
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# The switch that opens the door to the Ice Arrows chest can be hit with a precise jumpslash.
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"Gerudo Training Grounds MQ Ice Arrows Chest": "
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(Small_Key_Gerudo_Training_Grounds, 3)"
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},
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"exits": {
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# guarantees fire with torch
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"Gerudo Training Grounds Underwater": "
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can_use(Longshot) or (can_use(Hookshot) and Bow)",
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"Gerudo Training Grounds Right Side": "can_use(Hookshot)"
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}
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}
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]
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