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EntranceShuffle.py
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EntranceShuffle.py
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from __future__ import annotations
import random
import logging
from collections import OrderedDict
from collections.abc import Iterable, Container
from itertools import chain
from typing import TYPE_CHECKING, Optional
from Fill import ShuffleError
from Search import Search
from Region import Region, TimeOfDay
from Rules import set_entrances_based_rules
from State import State
from Item import ItemFactory
from Hints import HintArea, HintAreaNotFound
from HintList import misc_item_hint_table
if TYPE_CHECKING:
from Entrance import Entrance
from Location import Location
from Item import Item
from World import World
def set_all_entrances_data(world: World) -> None:
for type, forward_entry, *return_entry in entrance_shuffle_table:
forward_entrance = world.get_entrance(forward_entry[0])
forward_entrance.data = forward_entry[1]
forward_entrance.type = type
forward_entrance.primary = True
if type == 'Grotto':
forward_entrance.data['index'] = 0x1000 + forward_entrance.data['grotto_id']
if return_entry:
return_entry = return_entry[0]
return_entrance = world.get_entrance(return_entry[0])
return_entrance.data = return_entry[1]
return_entrance.type = type
forward_entrance.bind_two_way(return_entrance)
if type == 'Grotto':
return_entrance.data['index'] = 0x7FFF
def assume_entrance_pool(entrance_pool: list[Entrance]) -> list[Entrance]:
assumed_pool = []
for entrance in entrance_pool:
assumed_forward = entrance.assume_reachable()
if entrance.reverse is not None:
assumed_return = entrance.reverse.assume_reachable()
if (entrance.type in ('Dungeon', 'Grotto', 'Grave') and entrance.reverse.name != 'Spirit Temple Lobby -> Desert Colossus From Spirit Lobby') or \
(entrance.type == 'Interior' and entrance.world and entrance.world.shuffle_special_interior_entrances):
# In most cases, Dungeon, Grotto/Grave and Simple Interior exits shouldn't be assumed able to give access to their parent region
assumed_return.set_rule(lambda state, **kwargs: False)
assumed_forward.bind_two_way(assumed_return)
assumed_pool.append(assumed_forward)
return assumed_pool
def build_one_way_targets(world: World, types_to_include: Iterable[str], exclude: Container[str] = (), target_region_names: Container[str] = ()) -> list[Entrance]:
one_way_entrances: list[Entrance] = []
for pool_type in types_to_include:
one_way_entrances += world.get_shufflable_entrances(type=pool_type)
valid_one_way_entrances = list(filter(lambda entrance: entrance.name not in exclude, one_way_entrances))
if target_region_names:
return [entrance.get_new_target() for entrance in valid_one_way_entrances
if entrance.connected_region.name in target_region_names]
return [entrance.get_new_target() for entrance in valid_one_way_entrances]
# Abbreviations
# DMC Death Mountain Crater
# DMT Death Mountain Trail
# GC Goron City
# GF Gerudo Fortress
# GS Gold Skulltula
# GV Gerudo Valley
# HC Hyrule Castle
# HF Hyrule Field
# KF Kokiri Forest
# LH Lake Hylia
# LLR Lon Lon Ranch
# LW Lost Woods
# OGC Outside Ganon's Castle
# SFM Sacred Forest Meadow
# ToT Temple of Time
# ZD Zora's Domain
# ZF Zora's Fountain
# ZR Zora's River
entrance_shuffle_table = [
('Dungeon', ('KF Outside Deku Tree -> Deku Tree Lobby', { 'index': 0x0000 }),
('Deku Tree Lobby -> KF Outside Deku Tree', { 'index': 0x0209 })),
('Dungeon', ('Death Mountain -> Dodongos Cavern Beginning', { 'index': 0x0004 }),
('Dodongos Cavern Beginning -> Death Mountain', { 'index': 0x0242 })),
('Dungeon', ('Zoras Fountain -> Jabu Jabus Belly Beginning', { 'index': 0x0028 }),
('Jabu Jabus Belly Beginning -> Zoras Fountain', { 'index': 0x0221 })),
('Dungeon', ('SFM Forest Temple Entrance Ledge -> Forest Temple Lobby', { 'index': 0x0169 }),
('Forest Temple Lobby -> SFM Forest Temple Entrance Ledge', { 'index': 0x0215 })),
('Dungeon', ('DMC Fire Temple Entrance -> Fire Temple Lower', { 'index': 0x0165 }),
('Fire Temple Lower -> DMC Fire Temple Entrance', { 'index': 0x024A })),
('Dungeon', ('Lake Hylia -> Water Temple Lobby', { 'index': 0x0010 }),
('Water Temple Lobby -> Lake Hylia', { 'index': 0x021D })),
('Dungeon', ('Graveyard Warp Pad Region -> Shadow Temple Entryway', { 'index': 0x0037 }),
('Shadow Temple Entryway -> Graveyard Warp Pad Region', { 'index': 0x0205 })),
('Dungeon', ('Desert Colossus -> Spirit Temple Lobby', { 'index': 0x0082 }),
('Spirit Temple Lobby -> Desert Colossus From Spirit Lobby', { 'index': 0x01E1 })),
('Dungeon', ('Kakariko Village -> Bottom of the Well', { 'index': 0x0098 }),
('Bottom of the Well -> Kakariko Village', { 'index': 0x02A6 })),
('Dungeon', ('ZF Ice Ledge -> Ice Cavern Beginning', { 'index': 0x0088 }),
('Ice Cavern Beginning -> ZF Ice Ledge', { 'index': 0x03D4 })),
('Dungeon', ('Gerudo Fortress -> Gerudo Training Ground Lobby', { 'index': 0x0008 }),
('Gerudo Training Ground Lobby -> Gerudo Fortress', { 'index': 0x03A8 })),
('DungeonSpecial', ('Ganons Castle Grounds -> Ganons Castle Lobby', { 'index': 0x0467 }),
('Ganons Castle Lobby -> Castle Grounds From Ganons Castle', { 'index': 0x023D })),
('ChildBoss', ('Deku Tree Before Boss -> Queen Gohma Boss Room', { 'index': 0x040f, 'savewarp_addresses': [ 0xB06292, 0xBC6162, 0xBC60AE ] }),
('Queen Gohma Boss Room -> Deku Tree Before Boss', { 'index': 0x0252 })),
('ChildBoss', ('Dodongos Cavern Before Boss -> King Dodongo Boss Room', { 'index': 0x040b, 'savewarp_addresses': [ 0xB062B6, 0xBC616E ] }),
('King Dodongo Boss Room -> Dodongos Cavern Mouth', { 'index': 0x00c5 })),
('ChildBoss', ('Jabu Jabus Belly Before Boss -> Barinade Boss Room', { 'index': 0x0301, 'savewarp_addresses': [ 0xB062C2, 0xBC60C2 ] }),
('Barinade Boss Room -> Jabu Jabus Belly Before Boss', { 'index': 0x0407 })),
('AdultBoss', ('Forest Temple Before Boss -> Phantom Ganon Boss Room', { 'index': 0x000c, 'savewarp_addresses': [ 0xB062CE, 0xBC6182 ] }),
('Phantom Ganon Boss Room -> Forest Temple Before Boss', { 'index': 0x024E })),
('AdultBoss', ('Fire Temple Before Boss -> Volvagia Boss Room', { 'index': 0x0305, 'savewarp_addresses': [ 0xB062DA, 0xBC60CE ] }),
('Volvagia Boss Room -> Fire Temple Before Boss', { 'index': 0x0175 })),
('AdultBoss', ('Water Temple Before Boss -> Morpha Boss Room', { 'index': 0x0417, 'savewarp_addresses': [ 0xB062E6, 0xBC6196 ] }),
('Morpha Boss Room -> Water Temple Before Boss', { 'index': 0x0423 })),
('AdultBoss', ('Shadow Temple Before Boss -> Bongo Bongo Boss Room', { 'index': 0x0413, 'savewarp_addresses': [ 0xB062FE, 0xBC61AA ] }),
('Bongo Bongo Boss Room -> Shadow Temple Before Boss', { 'index': 0x02B2 })),
('AdultBoss', ('Spirit Temple Before Boss -> Twinrova Boss Room', { 'index': 0x008D, 'savewarp_addresses': [ 0xB062F2, 0xBC6122 ] }),
('Twinrova Boss Room -> Spirit Temple Before Boss', { 'index': 0x02F5 })),
('Interior', ('Kokiri Forest -> KF Midos House', { 'index': 0x0433 }),
('KF Midos House -> Kokiri Forest', { 'index': 0x0443 })),
('Interior', ('Kokiri Forest -> KF Sarias House', { 'index': 0x0437 }),
('KF Sarias House -> Kokiri Forest', { 'index': 0x0447 })),
('Interior', ('Kokiri Forest -> KF House of Twins', { 'index': 0x009C }),
('KF House of Twins -> Kokiri Forest', { 'index': 0x033C })),
('Interior', ('Kokiri Forest -> KF Know It All House', { 'index': 0x00C9 }),
('KF Know It All House -> Kokiri Forest', { 'index': 0x026A })),
('Interior', ('Kokiri Forest -> KF Kokiri Shop', { 'index': 0x00C1 }),
('KF Kokiri Shop -> Kokiri Forest', { 'index': 0x0266 })),
('Interior', ('Lake Hylia -> LH Lab', { 'index': 0x0043 }),
('LH Lab -> Lake Hylia', { 'index': 0x03CC })),
('Interior', ('LH Fishing Island -> LH Fishing Hole', { 'index': 0x045F }),
('LH Fishing Hole -> LH Fishing Island', { 'index': 0x0309 })),
('Interior', ('GV Fortress Side -> GV Carpenter Tent', { 'index': 0x03A0 }),
('GV Carpenter Tent -> GV Fortress Side', { 'index': 0x03D0 })),
('Interior', ('Market Entrance -> Market Guard House', { 'index': 0x007E }),
('Market Guard House -> Market Entrance', { 'index': 0x026E })),
('Interior', ('Market -> Market Mask Shop', { 'index': 0x0530 }),
('Market Mask Shop -> Market', { 'index': 0x01D1, 'addresses': [0xC6DA5E] })),
('Interior', ('Market -> Market Bombchu Bowling', { 'index': 0x0507 }),
('Market Bombchu Bowling -> Market', { 'index': 0x03BC })),
('Interior', ('Market -> Market Potion Shop', { 'index': 0x0388 }),
('Market Potion Shop -> Market', { 'index': 0x02A2 })),
('Interior', ('Market -> Market Treasure Chest Game', { 'index': 0x0063 }),
('Market Treasure Chest Game -> Market', { 'index': 0x01D5 })),
('Interior', ('Market Back Alley -> Market Bombchu Shop', { 'index': 0x0528 }),
('Market Bombchu Shop -> Market Back Alley', { 'index': 0x03C0 })),
('Interior', ('Market Back Alley -> Market Man in Green House', { 'index': 0x043B }),
('Market Man in Green House -> Market Back Alley', { 'index': 0x0067 })),
('Interior', ('Kakariko Village -> Kak Carpenter Boss House', { 'index': 0x02FD }),
('Kak Carpenter Boss House -> Kakariko Village', { 'index': 0x0349 })),
('Interior', ('Kakariko Village -> Kak House of Skulltula', { 'index': 0x0550 }),
('Kak House of Skulltula -> Kakariko Village', { 'index': 0x04EE })),
('Interior', ('Kakariko Village -> Kak Impas House', { 'index': 0x039C }),
('Kak Impas House -> Kakariko Village', { 'index': 0x0345 })),
('Interior', ('Kak Impas Ledge -> Kak Impas House Back', { 'index': 0x05C8 }),
('Kak Impas House Back -> Kak Impas Ledge', { 'index': 0x05DC })),
('Interior', ('Kak Backyard -> Kak Odd Medicine Building', { 'index': 0x0072 }),
('Kak Odd Medicine Building -> Kak Backyard', { 'index': 0x034D })),
('Interior', ('Graveyard -> Graveyard Dampes House', { 'index': 0x030D }),
('Graveyard Dampes House -> Graveyard', { 'index': 0x0355 })),
('Interior', ('Goron City -> GC Shop', { 'index': 0x037C }),
('GC Shop -> Goron City', { 'index': 0x03FC })),
('Interior', ('Zoras Domain -> ZD Shop', { 'index': 0x0380 }),
('ZD Shop -> Zoras Domain', { 'index': 0x03C4 })),
('Interior', ('Lon Lon Ranch -> LLR Talons House', { 'index': 0x004F }),
('LLR Talons House -> Lon Lon Ranch', { 'index': 0x0378 })),
('Interior', ('Lon Lon Ranch -> LLR Stables', { 'index': 0x02F9 }),
('LLR Stables -> Lon Lon Ranch', { 'index': 0x042F })),
('Interior', ('Lon Lon Ranch -> LLR Tower', { 'index': 0x05D0 }),
('LLR Tower -> Lon Lon Ranch', { 'index': 0x05D4 })),
('Interior', ('Market -> Market Bazaar', { 'index': 0x052C }),
('Market Bazaar -> Market', { 'index': 0x03B8, 'addresses': [0xBEFD74] })),
('Interior', ('Market -> Market Shooting Gallery', { 'index': 0x016D }),
('Market Shooting Gallery -> Market', { 'index': 0x01CD, 'addresses': [0xBEFD7C] })),
('Interior', ('Kakariko Village -> Kak Bazaar', { 'index': 0x00B7 }),
('Kak Bazaar -> Kakariko Village', { 'index': 0x0201, 'addresses': [0xBEFD72] })),
('Interior', ('Kakariko Village -> Kak Shooting Gallery', { 'index': 0x003B }),
('Kak Shooting Gallery -> Kakariko Village', { 'index': 0x0463, 'addresses': [0xBEFD7A] })),
('Interior', ('Desert Colossus -> Colossus Great Fairy Fountain', { 'index': 0x0588 }),
('Colossus Great Fairy Fountain -> Desert Colossus', { 'index': 0x057C, 'addresses': [0xBEFD82] })),
('Interior', ('Hyrule Castle Grounds -> HC Great Fairy Fountain', { 'index': 0x0578 }),
('HC Great Fairy Fountain -> Castle Grounds', { 'index': 0x0340, 'addresses': [0xBEFD80] })),
('Interior', ('Ganons Castle Grounds -> OGC Great Fairy Fountain', { 'index': 0x04C2 }),
('OGC Great Fairy Fountain -> Castle Grounds', { 'index': 0x0340, 'addresses': [0xBEFD6C] })),
('Interior', ('DMC Lower Nearby -> DMC Great Fairy Fountain', { 'index': 0x04BE }),
('DMC Great Fairy Fountain -> DMC Lower Local', { 'index': 0x0482, 'addresses': [0xBEFD6A] })),
('Interior', ('Death Mountain Summit -> DMT Great Fairy Fountain', { 'index': 0x0315 }),
('DMT Great Fairy Fountain -> Death Mountain Summit', { 'index': 0x045B, 'addresses': [0xBEFD68] })),
('Interior', ('Zoras Fountain -> ZF Great Fairy Fountain', { 'index': 0x0371 }),
('ZF Great Fairy Fountain -> Zoras Fountain', { 'index': 0x0394, 'addresses': [0xBEFD7E] })),
('SpecialInterior', ('Kokiri Forest -> KF Links House', { 'index': 0x0272 }),
('KF Links House -> Kokiri Forest', { 'index': 0x0211 })),
('SpecialInterior', ('ToT Entrance -> Temple of Time', { 'index': 0x0053 }),
('Temple of Time -> ToT Entrance', { 'index': 0x0472 })),
('SpecialInterior', ('Kakariko Village -> Kak Windmill', { 'index': 0x0453 }),
('Kak Windmill -> Kakariko Village', { 'index': 0x0351 })),
('SpecialInterior', ('Kakariko Village -> Kak Potion Shop Front', { 'index': 0x0384 }),
('Kak Potion Shop Front -> Kakariko Village', { 'index': 0x044B })),
('SpecialInterior', ('Kak Backyard -> Kak Potion Shop Back', { 'index': 0x03EC }),
('Kak Potion Shop Back -> Kak Backyard', { 'index': 0x04FF })),
('Hideout', ('Gerudo Fortress -> Hideout 1 Torch Jail', { 'index': 0x0486 }),
('Hideout 1 Torch Jail -> Gerudo Fortress', { 'index': 0x0231 })),
('Hideout', ('GF Entrances Behind Crates -> Hideout 1 Torch Jail', { 'index': 0x048A }),
('Hideout 1 Torch Jail -> GF Entrances Behind Crates', { 'index': 0x0235 })),
('Hideout', ('GF Entrances Behind Crates -> Hideout Kitchen Hallway', { 'index': 0x048E }),
('Hideout Kitchen Hallway -> GF Entrances Behind Crates', { 'index': 0x0239 })),
('Hideout', ('Gerudo Fortress -> Hideout Kitchen Hallway', { 'index': 0x0492 }),
('Hideout Kitchen Hallway -> Gerudo Fortress', { 'index': 0x02AA })),
('Hideout', ('Gerudo Fortress -> Hideout 4 Torches Jail', { 'index': 0x0496 }),
('Hideout 4 Torches Jail -> Gerudo Fortress', { 'index': 0x02BA })),
('Hideout', ('GF Roof Entrance Cluster -> Hideout 4 Torches Jail', { 'index': 0x049A }),
('Hideout 4 Torches Jail -> GF Roof Entrance Cluster', { 'index': 0x02BE })),
('Hideout', ('Gerudo Fortress -> Hideout 2 Torches Jail', { 'index': 0x049E }),
('Hideout 2 Torches Jail -> Gerudo Fortress', { 'index': 0x02C2 })),
('Hideout', ('GF Roof Entrance Cluster -> Hideout 2 Torches Jail', { 'index': 0x04A2 }),
('Hideout 2 Torches Jail -> GF Roof Entrance Cluster', { 'index': 0x02C6 })),
('Hideout', ('GF Roof Entrance Cluster -> Hideout Kitchen Front', { 'index': 0x04A6 }),
('Hideout Kitchen Front -> GF Roof Entrance Cluster', { 'index': 0x02D2 })),
('Hideout', ('GF Kitchen Roof Access -> Hideout Kitchen Rear', { 'index': 0x04AA }),
('Hideout Kitchen Rear -> GF Kitchen Roof Access', { 'index': 0x02D6 })),
('Hideout', ('GF Break Room Entrance -> Hideout Break Room', { 'index': 0x04AE }),
('Hideout Break Room -> GF Break Room Entrance', { 'index': 0x02DA })),
('Hideout', ('GF Balcony -> Hideout Hall to Balcony', { 'index': 0x04B2 }),
('Hideout Hall to Balcony -> GF Balcony', { 'index': 0x02DE })),
('Hideout', ('GF 3 Torches Jail Exterior -> Hideout 3 Torches Jail', { 'index': 0x0570 }),
('Hideout 3 Torches Jail -> GF 3 Torches Jail Exterior', { 'index': 0x03A4 })),
('Grotto', ('Desert Colossus -> Colossus Grotto', { 'grotto_id': 0x00, 'entrance': 0x05BC, 'content': 0xFD, 'scene': 0x5C }),
('Colossus Grotto -> Desert Colossus', { 'grotto_id': 0x00, 'savewarp_fallback': 0x01F1 })),
('Grotto', ('Lake Hylia -> LH Grotto', { 'grotto_id': 0x01, 'entrance': 0x05A4, 'content': 0xEF, 'scene': 0x57 }),
('LH Grotto -> Lake Hylia', { 'grotto_id': 0x01, 'savewarp_fallback': 0x0604 })),
('Grotto', ('Zora River -> ZR Storms Grotto', { 'grotto_id': 0x02, 'entrance': 0x05BC, 'content': 0xEB, 'scene': 0x54 }),
('ZR Storms Grotto -> Zora River', { 'grotto_id': 0x02, 'savewarp_fallback': 0x0199 })),
('Grotto', ('Zora River -> ZR Fairy Grotto', { 'grotto_id': 0x03, 'entrance': 0x036D, 'content': 0xE6, 'scene': 0x54 }),
('ZR Fairy Grotto -> Zora River', { 'grotto_id': 0x03, 'savewarp_fallback': 0x0199 })),
('Grotto', ('Zora River -> ZR Open Grotto', { 'grotto_id': 0x04, 'entrance': 0x003F, 'content': 0x29, 'scene': 0x54 }),
('ZR Open Grotto -> Zora River', { 'grotto_id': 0x04, 'savewarp_fallback': 0x0199 })),
('Grotto', ('DMC Lower Nearby -> DMC Hammer Grotto', { 'grotto_id': 0x05, 'entrance': 0x05A4, 'content': 0xF9, 'scene': 0x61 }),
('DMC Hammer Grotto -> DMC Lower Local', { 'grotto_id': 0x05, 'savewarp_fallback': 0x0246 })),
('Grotto', ('DMC Upper Nearby -> DMC Upper Grotto', { 'grotto_id': 0x06, 'entrance': 0x003F, 'content': 0x7A, 'scene': 0x61 }),
('DMC Upper Grotto -> DMC Upper Local', { 'grotto_id': 0x06, 'savewarp_fallback': 0x0147 })),
('Grotto', ('GC Grotto Platform -> GC Grotto', { 'grotto_id': 0x07, 'entrance': 0x05A4, 'content': 0xFB, 'scene': 0x62 }),
('GC Grotto -> GC Grotto Platform', { 'grotto_id': 0x07, 'savewarp_fallback': 0x014D })), #TODO (out-of-logic access to Goron City)
('Grotto', ('Death Mountain -> DMT Storms Grotto', { 'grotto_id': 0x08, 'entrance': 0x003F, 'content': 0x57, 'scene': 0x60 }),
('DMT Storms Grotto -> Death Mountain', { 'grotto_id': 0x08, 'savewarp_fallback': 0x01B9 })),
('Grotto', ('Death Mountain Summit -> DMT Cow Grotto', { 'grotto_id': 0x09, 'entrance': 0x05FC, 'content': 0xF8, 'scene': 0x60 }),
('DMT Cow Grotto -> Death Mountain Summit', { 'grotto_id': 0x09, 'savewarp_fallback': 0x045B })),
('Grotto', ('Kak Backyard -> Kak Open Grotto', { 'grotto_id': 0x0A, 'entrance': 0x003F, 'content': 0x28, 'scene': 0x52 }),
('Kak Open Grotto -> Kak Backyard', { 'grotto_id': 0x0A, 'savewarp_fallback': 0x04FF })),
('Grotto', ('Kakariko Village -> Kak Redead Grotto', { 'grotto_id': 0x0B, 'entrance': 0x05A0, 'content': 0xE7, 'scene': 0x52 }),
('Kak Redead Grotto -> Kakariko Village', { 'grotto_id': 0x0B, 'savewarp_fallback': 0x0349 })),
('Grotto', ('Hyrule Castle Grounds -> HC Storms Grotto', { 'grotto_id': 0x0C, 'entrance': 0x05B8, 'content': 0xF6, 'scene': 0x5F }),
('HC Storms Grotto -> Castle Grounds', { 'grotto_id': 0x0C, 'savewarp_fallback': 0x0340 })),
('Grotto', ('Hyrule Field -> HF Tektite Grotto', { 'grotto_id': 0x0D, 'entrance': 0x05C0, 'content': 0xE1, 'scene': 0x51 }),
('HF Tektite Grotto -> Hyrule Field', { 'grotto_id': 0x0D, 'savewarp_fallback': 0x01F9 })),
('Grotto', ('Hyrule Field -> HF Near Kak Grotto', { 'grotto_id': 0x0E, 'entrance': 0x0598, 'content': 0xE5, 'scene': 0x51 }),
('HF Near Kak Grotto -> Hyrule Field', { 'grotto_id': 0x0E, 'savewarp_fallback': 0x017D })),
('Grotto', ('Hyrule Field -> HF Fairy Grotto', { 'grotto_id': 0x0F, 'entrance': 0x036D, 'content': 0xFF, 'scene': 0x51 }),
('HF Fairy Grotto -> Hyrule Field', { 'grotto_id': 0x0F, 'savewarp_fallback': 0x027E })),
('Grotto', ('Hyrule Field -> HF Near Market Grotto', { 'grotto_id': 0x10, 'entrance': 0x003F, 'content': 0x00, 'scene': 0x51 }),
('HF Near Market Grotto -> Hyrule Field', { 'grotto_id': 0x10, 'savewarp_fallback': 0x027E })),
('Grotto', ('Hyrule Field -> HF Cow Grotto', { 'grotto_id': 0x11, 'entrance': 0x05A8, 'content': 0xE4, 'scene': 0x51 }),
('HF Cow Grotto -> Hyrule Field', { 'grotto_id': 0x11, 'savewarp_fallback': 0x018D })),
('Grotto', ('Hyrule Field -> HF Inside Fence Grotto', { 'grotto_id': 0x12, 'entrance': 0x059C, 'content': 0xE6, 'scene': 0x51 }),
('HF Inside Fence Grotto -> Hyrule Field', { 'grotto_id': 0x12, 'savewarp_fallback': 0x0189 })),
('Grotto', ('Hyrule Field -> HF Open Grotto', { 'grotto_id': 0x13, 'entrance': 0x003F, 'content': 0x03, 'scene': 0x51 }),
('HF Open Grotto -> Hyrule Field', { 'grotto_id': 0x13, 'savewarp_fallback': 0x0189 })),
('Grotto', ('Hyrule Field -> HF Southeast Grotto', { 'grotto_id': 0x14, 'entrance': 0x003F, 'content': 0x22, 'scene': 0x51 }),
('HF Southeast Grotto -> Hyrule Field', { 'grotto_id': 0x14, 'savewarp_fallback': 0x0189 })),
('Grotto', ('Lon Lon Ranch -> LLR Grotto', { 'grotto_id': 0x15, 'entrance': 0x05A4, 'content': 0xFC, 'scene': 0x63 }),
('LLR Grotto -> Lon Lon Ranch', { 'grotto_id': 0x15, 'savewarp_fallback': 0x05D4 })),
('Grotto', ('SFM Entryway -> SFM Wolfos Grotto', { 'grotto_id': 0x16, 'entrance': 0x05B4, 'content': 0xED, 'scene': 0x56 }),
('SFM Wolfos Grotto -> SFM Entryway', { 'grotto_id': 0x16, 'savewarp_fallback': 0x00FC })),
('Grotto', ('Sacred Forest Meadow -> SFM Storms Grotto', { 'grotto_id': 0x17, 'entrance': 0x05BC, 'content': 0xEE, 'scene': 0x56 }),
('SFM Storms Grotto -> Sacred Forest Meadow', { 'grotto_id': 0x17, 'savewarp_fallback': 0x0600 })),
('Grotto', ('Sacred Forest Meadow -> SFM Fairy Grotto', { 'grotto_id': 0x18, 'entrance': 0x036D, 'content': 0xFF, 'scene': 0x56 }),
('SFM Fairy Grotto -> Sacred Forest Meadow', { 'grotto_id': 0x18, 'savewarp_fallback': 0x0600 })),
('Grotto', ('LW Beyond Mido -> LW Scrubs Grotto', { 'grotto_id': 0x19, 'entrance': 0x05B0, 'content': 0xF5, 'scene': 0x5B }),
('LW Scrubs Grotto -> LW Beyond Mido', { 'grotto_id': 0x19, 'savewarp_fallback': 0x01A9 })),
('Grotto', ('Lost Woods -> LW Near Shortcuts Grotto', { 'grotto_id': 0x1A, 'entrance': 0x003F, 'content': 0x14, 'scene': 0x5B }),
('LW Near Shortcuts Grotto -> Lost Woods', { 'grotto_id': 0x1A, 'savewarp_fallback': 0x04D6 })),
('Grotto', ('Kokiri Forest -> KF Storms Grotto', { 'grotto_id': 0x1B, 'entrance': 0x003F, 'content': 0x2C, 'scene': 0x55 }),
('KF Storms Grotto -> Kokiri Forest', { 'grotto_id': 0x1B, 'savewarp_fallback': 0x0286 })),
('Grotto', ('Zoras Domain -> ZD Storms Grotto', { 'grotto_id': 0x1C, 'entrance': 0x036D, 'content': 0xFF, 'scene': 0x58 }),
('ZD Storms Grotto -> Zoras Domain', { 'grotto_id': 0x1C, 'savewarp_fallback': 0x0108 })),
('Grotto', ('GF Entrances Behind Crates -> GF Storms Grotto', { 'grotto_id': 0x1D, 'entrance': 0x036D, 'content': 0xFF, 'scene': 0x5D }),
('GF Storms Grotto -> GF Entrances Behind Crates', { 'grotto_id': 0x1D, 'savewarp_fallback': 0x0235 })),
('Grotto', ('GV Fortress Side -> GV Storms Grotto', { 'grotto_id': 0x1E, 'entrance': 0x05BC, 'content': 0xF0, 'scene': 0x5A }),
('GV Storms Grotto -> GV Fortress Side', { 'grotto_id': 0x1E, 'savewarp_fallback': 0x022D })),
('Grotto', ('GV Grotto Ledge -> GV Octorok Grotto', { 'grotto_id': 0x1F, 'entrance': 0x05AC, 'content': 0xF2, 'scene': 0x5A }),
('GV Octorok Grotto -> GV Grotto Ledge', { 'grotto_id': 0x1F, 'savewarp_fallback': 0x0117 })), #TODO (out-of-logic access to Gerudo Valley)
('Grotto', ('LW Beyond Mido -> Deku Theater', { 'grotto_id': 0x20, 'entrance': 0x05C4, 'content': 0xF3, 'scene': 0x5B }),
('Deku Theater -> LW Beyond Mido', { 'grotto_id': 0x20, 'savewarp_fallback': 0x01A9 })),
('Grave', ('Graveyard -> Graveyard Shield Grave', { 'index': 0x004B }),
('Graveyard Shield Grave -> Graveyard', { 'index': 0x035D })),
('Grave', ('Graveyard -> Graveyard Heart Piece Grave', { 'index': 0x031C }),
('Graveyard Heart Piece Grave -> Graveyard', { 'index': 0x0361 })),
('Grave', ('Graveyard -> Graveyard Royal Familys Tomb', { 'index': 0x002D }),
('Graveyard Royal Familys Tomb -> Graveyard', { 'index': 0x050B })),
('Grave', ('Graveyard -> Graveyard Dampes Grave', { 'index': 0x044F }),
('Graveyard Dampes Grave -> Graveyard', { 'index': 0x0359 })),
('Overworld', ('Kokiri Forest -> LW Bridge From Forest', { 'index': 0x05E0 }),
('LW Bridge -> Kokiri Forest', { 'index': 0x020D })),
('Overworld', ('Kokiri Forest -> Lost Woods', { 'index': 0x011E }),
('LW Forest Exit -> Kokiri Forest', { 'index': 0x0286 })),
('Overworld', ('Lost Woods -> GC Woods Warp', { 'index': 0x04E2 }),
('GC Woods Warp -> Lost Woods', { 'index': 0x04D6 })),
('Overworld', ('Lost Woods -> Zora River', { 'index': 0x01DD }),
('Zora River -> LW Underwater Entrance', { 'index': 0x04DA })),
('Overworld', ('LW Beyond Mido -> SFM Entryway', { 'index': 0x00FC }),
('SFM Entryway -> LW Beyond Mido', { 'index': 0x01A9 })),
('Overworld', ('LW Bridge -> Hyrule Field', { 'index': 0x0185 }),
('Hyrule Field -> LW Bridge', { 'index': 0x04DE })),
('Overworld', ('Hyrule Field -> Lake Hylia', { 'index': 0x0102 }),
('Lake Hylia -> Hyrule Field', { 'index': 0x0189 })),
('Overworld', ('Hyrule Field -> Gerudo Valley', { 'index': 0x0117 }),
('Gerudo Valley -> Hyrule Field', { 'index': 0x018D })),
('Overworld', ('Hyrule Field -> Market Entrance', { 'index': 0x0276 }),
('Market Entrance -> Hyrule Field', { 'index': 0x01FD })),
('Overworld', ('Hyrule Field -> Kakariko Village', { 'index': 0x00DB }),
('Kakariko Village -> Hyrule Field', { 'index': 0x017D })),
('Overworld', ('Hyrule Field -> ZR Front', { 'index': 0x00EA }),
('ZR Front -> Hyrule Field', { 'index': 0x0181 })),
('Overworld', ('Hyrule Field -> Lon Lon Ranch', { 'index': 0x0157 }),
('Lon Lon Ranch -> Hyrule Field', { 'index': 0x01F9 })),
('Overworld', ('Lake Hylia -> Zoras Domain', { 'index': 0x0328 }),
('Zoras Domain -> Lake Hylia', { 'index': 0x0560 })),
('Overworld', ('GV Fortress Side -> Gerudo Fortress', { 'index': 0x0129 }),
('Gerudo Fortress -> GV Fortress Side', { 'index': 0x022D })),
('Overworld', ('GF Outside Gate -> Wasteland Near Fortress', { 'index': 0x0130 }),
('Wasteland Near Fortress -> GF Outside Gate', { 'index': 0x03AC })),
('Overworld', ('Wasteland Near Colossus -> Desert Colossus', { 'index': 0x0123 }),
('Desert Colossus -> Wasteland Near Colossus', { 'index': 0x0365 })),
('Overworld', ('Market Entrance -> Market', { 'index': 0x00B1 }),
('Market -> Market Entrance', { 'index': 0x0033 })),
('Overworld', ('Market -> Castle Grounds', { 'index': 0x0138 }),
('Castle Grounds -> Market', { 'index': 0x025A })),
('Overworld', ('Market -> ToT Entrance', { 'index': 0x0171 }),
('ToT Entrance -> Market', { 'index': 0x025E })),
('Overworld', ('Kakariko Village -> Graveyard', { 'index': 0x00E4 }),
('Graveyard -> Kakariko Village', { 'index': 0x0195 })),
('Overworld', ('Kak Behind Gate -> Death Mountain', { 'index': 0x013D }),
('Death Mountain -> Kak Behind Gate', { 'index': 0x0191 })),
('Overworld', ('Death Mountain -> Goron City', { 'index': 0x014D }),
('Goron City -> Death Mountain', { 'index': 0x01B9 })),
('Overworld', ('GC Darunias Chamber -> DMC Lower Local', { 'index': 0x0246 }),
('DMC Lower Nearby -> GC Darunias Chamber', { 'index': 0x01C1 })),
('Overworld', ('Death Mountain Summit -> DMC Upper Local', { 'index': 0x0147 }),
('DMC Upper Nearby -> Death Mountain Summit', { 'index': 0x01BD })),
('Overworld', ('ZR Behind Waterfall -> Zoras Domain', { 'index': 0x0108 }),
('Zoras Domain -> ZR Behind Waterfall', { 'index': 0x019D })),
('Overworld', ('ZD Behind King Zora -> Zoras Fountain', { 'index': 0x0225 }),
('Zoras Fountain -> ZD Behind King Zora', { 'index': 0x01A1 })),
('OverworldOneWay', ('GV Lower Stream -> Lake Hylia', { 'index': 0x0219 })),
('OwlDrop', ('LH Owl Flight -> Hyrule Field', { 'index': 0x027E, 'addresses': [0xAC9F26] })),
('OwlDrop', ('DMT Owl Flight -> Kak Impas Rooftop', { 'index': 0x0554, 'addresses': [0xAC9EF2] })),
('Spawn', ('Child Spawn -> KF Links House', { 'index': 0x00BB, 'addresses': [0xB06342] })),
('Spawn', ('Adult Spawn -> Temple of Time', { 'index': 0x05F4, 'addresses': [0xB06332] })),
('WarpSong', ('Minuet of Forest Warp -> Sacred Forest Meadow', { 'index': 0x0600, 'addresses': [0xBF023C] })),
('WarpSong', ('Bolero of Fire Warp -> DMC Central Local', { 'index': 0x04F6, 'addresses': [0xBF023E] })),
('WarpSong', ('Serenade of Water Warp -> Lake Hylia', { 'index': 0x0604, 'addresses': [0xBF0240] })),
('WarpSong', ('Requiem of Spirit Warp -> Desert Colossus', { 'index': 0x01F1, 'addresses': [0xBF0242] })),
('WarpSong', ('Nocturne of Shadow Warp -> Graveyard Warp Pad Region', { 'index': 0x0568, 'addresses': [0xBF0244] })),
('WarpSong', ('Prelude of Light Warp -> Temple of Time', { 'index': 0x05F4, 'addresses': [0xBF0246] })),
('BlueWarp', ('Queen Gohma Boss Room -> KF Outside Deku Tree', { 'index': 0x0457, 'addresses': [0xAC93A2, 0xCA3142] })),
('BlueWarp', ('King Dodongo Boss Room -> Death Mountain', { 'index': 0x047A, 'addresses': [0xAC9336, 0xCA30CA] })),
('BlueWarp', ('Barinade Boss Room -> Zoras Fountain', { 'index': 0x010E, 'addresses': [0xAC936A, 0xCA31B2] })),
('BlueWarp', ('Phantom Ganon Boss Room -> Sacred Forest Meadow', { 'index': 0x0608, 'addresses': [0xAC9F96, 0xCA3D66, 0xCA3D5A], 'child_index': 0x0600 })),
('BlueWarp', ('Volvagia Boss Room -> DMC Central Local', { 'index': 0x0564, 'addresses': [0xACA516, 0xCA3DF2, 0xCA3DE6], 'child_index': 0x04F6 })),
('BlueWarp', ('Morpha Boss Room -> Lake Hylia', { 'index': 0x060C, 'addresses': [0xAC995A, 0xCA3E82, 0xCA3E76], 'child_index': 0x0604 })),
('BlueWarp', ('Bongo Bongo Boss Room -> Graveyard Warp Pad Region', { 'index': 0x0580, 'addresses': [0xACA496, 0xCA3FA2, 0xCA3F96], 'child_index': 0x0568 })),
('BlueWarp', ('Twinrova Boss Room -> Desert Colossus', { 'index': 0x0610, 'addresses': [0xACA402, 0xCA3F12, 0xCA3F06], 'child_index': 0x01F1 })),
('Extra', ('ZD Eyeball Frog Timeout -> Zoras Domain', { 'index': 0x0153 })),
('Extra', ('ZR Top of Waterfall -> Zora River', { 'index': 0x0199 })),
]
# Basically, the entrances in the list above that go to:
# - DMC Central Local (child access for the bean and skull)
# - Desert Colossus (child access to colossus and spirit)
# - Graveyard Warp Pad Region (access to shadow, plus the gossip stone)
# We will always need to pick one from each list to receive a one-way entrance
# if shuffling warp songs (depending on other settings).
# Table maps: short key -> ([target regions], [allowed types])
priority_entrance_table = {
'Bolero': (['DMC Central Local'], ['OwlDrop', 'WarpSong', 'OverworldOneWay']),
'Nocturne': (['Graveyard Warp Pad Region'], ['OwlDrop', 'Spawn', 'WarpSong', 'OverworldOneWay']),
'Requiem': (['Desert Colossus', 'Desert Colossus From Spirit Lobby'], ['OwlDrop', 'Spawn', 'WarpSong', 'OverworldOneWay']),
}
class EntranceShuffleError(ShuffleError):
pass
# Set entrances of all worlds, first initializing them to their default regions, then potentially shuffling part of them
def set_entrances(worlds: list[World], savewarps_to_connect: list[tuple[Entrance, str]]) -> None:
for world in worlds:
world.initialize_entrances()
for savewarp, replaces in savewarps_to_connect:
savewarp.replaces = savewarp.world.get_entrance(replaces)
savewarp.connect(savewarp.replaces.connected_region)
for world in worlds:
if world.settings.logic_rules != 'glitched':
# Set entrance data for all entrances, even those we aren't shuffling
set_all_entrances_data(world)
if worlds[0].entrance_shuffle:
shuffle_random_entrances(worlds)
set_entrances_based_rules(worlds)
# Shuffles entrances that need to be shuffled in all worlds
def shuffle_random_entrances(worlds: list[World]) -> None:
# Store all locations reachable before shuffling to differentiate which locations were already unreachable from those we made unreachable
complete_itempool = [item for world in worlds for item in world.get_itempool_with_dungeon_items()]
max_search = Search.max_explore([world.state for world in worlds], complete_itempool)
non_drop_locations = [location for world in worlds for location in world.get_locations() if location.type not in ('Drop', 'Event')]
max_search.visit_locations(non_drop_locations)
locations_to_ensure_reachable = list(filter(max_search.visited, non_drop_locations))
placed_one_way_entrances = None
# Shuffle all entrances within their own worlds
for world in worlds:
# Determine entrance pools based on settings, to be shuffled in the order we set them by
one_way_entrance_pools = OrderedDict()
entrance_pools = OrderedDict()
one_way_priorities = {}
if worlds[0].settings.shuffle_gerudo_valley_river_exit:
one_way_entrance_pools['OverworldOneWay'] = world.get_shufflable_entrances(type='OverworldOneWay')
if worlds[0].settings.owl_drops:
one_way_entrance_pools['OwlDrop'] = world.get_shufflable_entrances(type='OwlDrop')
if worlds[0].settings.spawn_positions:
one_way_entrance_pools['Spawn'] = world.get_shufflable_entrances(type='Spawn')
if 'child' not in worlds[0].settings.spawn_positions:
one_way_entrance_pools['Spawn'].remove(world.get_entrance('Child Spawn -> KF Links House'))
elif 'adult' not in worlds[0].settings.spawn_positions:
one_way_entrance_pools['Spawn'].remove(world.get_entrance('Adult Spawn -> Temple of Time'))
if worlds[0].settings.warp_songs:
one_way_entrance_pools['WarpSong'] = world.get_shufflable_entrances(type='WarpSong')
if worlds[0].settings.reachable_locations != 'beatable' and worlds[0].settings.logic_rules == 'glitchless':
# In glitchless, there aren't any other ways to access these areas
wincons = [worlds[0].settings.bridge, worlds[0].settings.shuffle_ganon_bosskey]
if worlds[0].settings.shuffle_ganon_bosskey == 'on_lacs':
wincons.append(worlds[0].settings.lacs_condition)
if (
worlds[0].settings.reachable_locations == 'all'
or ('tokens' in wincons and worlds[0].settings.tokensanity in ('off', 'dungeons'))
):
one_way_priorities['Bolero'] = priority_entrance_table['Bolero']
if (
worlds[0].settings.reachable_locations == 'all'
or 'dungeons' in wincons
or ('stones' in wincons and 'medallions' in wincons)
or ('tokens' in wincons and worlds[0].settings.tokensanity in ('off', 'overworld'))
):
one_way_priorities['Nocturne'] = priority_entrance_table['Nocturne']
if (
not worlds[0].shuffle_dungeon_entrances
and not worlds[0].settings.shuffle_overworld_entrances
and not worlds[0].shuffle_special_interior_entrances
and (
worlds[0].settings.reachable_locations == 'all'
or 'dungeons' in wincons
or ('stones' in wincons and 'medallions' in wincons)
or ('tokens' in wincons and worlds[0].settings.tokensanity != 'all')
)
):
one_way_priorities['Requiem'] = priority_entrance_table['Requiem']
if worlds[0].settings.shuffle_bosses == 'full':
entrance_pools['Boss'] = world.get_shufflable_entrances(type='ChildBoss', only_primary=True)
entrance_pools['Boss'] += world.get_shufflable_entrances(type='AdultBoss', only_primary=True)
if worlds[0].settings.open_forest == 'closed':
# Deku is forced vanilla below, so Queen Gohma must be vanilla to ensure she is reachable.
# This is already enforced by the fill algorithm in most cases, but this covers the odd settings combination where it isn't.
entrance_pools['Boss'].remove(world.get_entrance('Deku Tree Before Boss -> Queen Gohma Boss Room'))
elif worlds[0].settings.shuffle_bosses == 'limited':
entrance_pools['ChildBoss'] = world.get_shufflable_entrances(type='ChildBoss', only_primary=True)
entrance_pools['AdultBoss'] = world.get_shufflable_entrances(type='AdultBoss', only_primary=True)
if worlds[0].settings.open_forest == 'closed':
# Deku is forced vanilla below, so Queen Gohma must be vanilla to ensure she is reachable.
# This is already enforced by the fill algorithm in most cases, but this covers the odd settings combination where it isn't.
entrance_pools['ChildBoss'].remove(world.get_entrance('Deku Tree Before Boss -> Queen Gohma Boss Room'))
if worlds[0].shuffle_dungeon_entrances:
entrance_pools['Dungeon'] = world.get_shufflable_entrances(type='Dungeon', only_primary=True)
# The fill algorithm will already make sure gohma is reachable, however it can end up putting
# a forest escape via the hands of spirit on Deku leading to Deku on spirit in logic. This is
# not really a closed forest anymore, so specifically remove Deku Tree from closed forest.
if worlds[0].settings.open_forest == 'closed':
entrance_pools['Dungeon'].remove(world.get_entrance('KF Outside Deku Tree -> Deku Tree Lobby'))
if worlds[0].shuffle_special_dungeon_entrances:
entrance_pools['Dungeon'] += world.get_shufflable_entrances(type='DungeonSpecial', only_primary=True)
if worlds[0].shuffle_interior_entrances:
entrance_pools['Interior'] = world.get_shufflable_entrances(type='Interior', only_primary=True)
if worlds[0].shuffle_special_interior_entrances:
entrance_pools['Interior'] += world.get_shufflable_entrances(type='SpecialInterior', only_primary=True)
if worlds[0].settings.shuffle_hideout_entrances:
entrance_pools['Interior'] += world.get_shufflable_entrances(type='Hideout', only_primary=True)
if worlds[0].settings.shuffle_grotto_entrances:
entrance_pools['GrottoGrave'] = world.get_shufflable_entrances(type='Grotto', only_primary=True)
entrance_pools['GrottoGrave'] += world.get_shufflable_entrances(type='Grave', only_primary=True)
if worlds[0].settings.shuffle_overworld_entrances:
entrance_pools['Overworld'] = world.get_shufflable_entrances(type='Overworld')
# Set shuffled entrances as such
for entrance in list(chain.from_iterable(one_way_entrance_pools.values())) + list(chain.from_iterable(entrance_pools.values())):
entrance.shuffled = True
if entrance.reverse:
entrance.reverse.shuffled = True
# Build target entrance pools and set the assumption for entrances being reachable
one_way_target_entrance_pools = {}
for pool_type, entrance_pool in one_way_entrance_pools.items():
# One way entrances are extra entrances that will be connected to entrance positions from a selection of entrance pools
if pool_type == 'OverworldOneWay':
valid_target_types = ('WarpSong', 'BlueWarp', 'OwlDrop', 'OverworldOneWay', 'Overworld', 'Extra')
one_way_target_entrance_pools[pool_type] = build_one_way_targets(world, valid_target_types, exclude=['Prelude of Light Warp -> Temple of Time'])
elif pool_type == 'OwlDrop':
valid_target_types = ('WarpSong', 'BlueWarp', 'OwlDrop', 'OverworldOneWay', 'Overworld', 'Extra')
one_way_target_entrance_pools[pool_type] = build_one_way_targets(world, valid_target_types, exclude=['Prelude of Light Warp -> Temple of Time'])
for target in one_way_target_entrance_pools[pool_type]:
target.set_rule(lambda state, age=None, **kwargs: age == 'child')
elif pool_type == 'Spawn':
valid_target_types = ('Spawn', 'WarpSong', 'BlueWarp', 'OwlDrop', 'OverworldOneWay', 'Overworld', 'Interior', 'SpecialInterior', 'Extra')
one_way_target_entrance_pools[pool_type] = build_one_way_targets(world, valid_target_types)
elif pool_type == 'WarpSong':
valid_target_types = ('Spawn', 'WarpSong', 'BlueWarp', 'OwlDrop', 'OverworldOneWay', 'Overworld', 'Interior', 'SpecialInterior', 'Extra')
one_way_target_entrance_pools[pool_type] = build_one_way_targets(world, valid_target_types)
# Ensure that when trying to place the last entrance of a one way pool, we don't assume the rest of the targets are reachable
for target in one_way_target_entrance_pools[pool_type]:
target.add_rule((lambda entrances=entrance_pool: (lambda state, **kwargs: any(
entrance.connected_region is None for entrance in entrances)))())
# Disconnect all one way entrances at this point (they need to be connected during all of the above process)
for entrance in chain.from_iterable(one_way_entrance_pools.values()):
entrance.disconnect()
target_entrance_pools = {}
for pool_type, entrance_pool in entrance_pools.items():
target_entrance_pools[pool_type] = assume_entrance_pool(entrance_pool)
# Set entrances defined in the distribution
world.distribution.set_shuffled_entrances(worlds, {**one_way_entrance_pools, **entrance_pools}, {**one_way_target_entrance_pools, **target_entrance_pools}, locations_to_ensure_reachable, complete_itempool)
# Check placed one way entrances and trim.
# The placed entrances are already pointing at their new regions.
placed_entrances = [entrance for entrance in chain.from_iterable(one_way_entrance_pools.values())
if entrance.replaces is not None]
replaced_entrances = [entrance.replaces for entrance in placed_entrances]
# Remove replaced entrances so we don't place two in one target.
for remaining_target in chain.from_iterable(one_way_target_entrance_pools.values()):
if remaining_target.replaces and remaining_target.replaces in replaced_entrances:
delete_target_entrance(remaining_target)
# Remove priority targets if any placed entrances point at their region(s).
for key, (regions, _) in priority_entrance_table.items():
if key in one_way_priorities:
for entrance in placed_entrances:
if entrance.connected_region and entrance.connected_region.name in regions:
del one_way_priorities[key]
break
# Place priority entrances
placed_one_way_entrances = shuffle_one_way_priority_entrances(worlds, world, one_way_priorities, one_way_entrance_pools, one_way_target_entrance_pools, locations_to_ensure_reachable, complete_itempool, retry_count=2)
# Delete all targets that we just placed from one way target pools so multiple one way entrances don't use the same target
replaced_entrances = [entrance.replaces for entrance in chain.from_iterable(one_way_entrance_pools.values())]
for remaining_target in chain.from_iterable(one_way_target_entrance_pools.values()):
if remaining_target.replaces in replaced_entrances:
delete_target_entrance(remaining_target)
# Shuffle all entrances among the pools to shuffle
for pool_type, entrance_pool in one_way_entrance_pools.items():
placed_one_way_entrances += shuffle_entrance_pool(world, worlds, entrance_pool, one_way_target_entrance_pools[pool_type], locations_to_ensure_reachable, check_all=True, placed_one_way_entrances=placed_one_way_entrances)
# Delete all targets that we just placed from other one way target pools so multiple one way entrances don't use the same target
replaced_entrances = [entrance.replaces for entrance in entrance_pool]
for remaining_target in chain.from_iterable(one_way_target_entrance_pools.values()):
if remaining_target.replaces in replaced_entrances:
delete_target_entrance(remaining_target)
# Delete all unused extra targets after placing a one way pool, since the unused targets won't ever be replaced
for unused_target in one_way_target_entrance_pools[pool_type]:
delete_target_entrance(unused_target)
for pool_type, entrance_pool in entrance_pools.items():
shuffle_entrance_pool(world, worlds, entrance_pool, target_entrance_pools[pool_type], locations_to_ensure_reachable, placed_one_way_entrances=placed_one_way_entrances)
# Determine blue warp targets
# if a boss room is inside a boss door, make the blue warp go outside the dungeon's entrance
boss_exits = {
'Queen Gohma Boss Room -> Deku Tree Before Boss': world.get_entrance('Deku Tree Lobby -> KF Outside Deku Tree'),
'King Dodongo Boss Room -> Dodongos Cavern Mouth': world.get_entrance('Dodongos Cavern Beginning -> Death Mountain'),
'Barinade Boss Room -> Jabu Jabus Belly Before Boss': world.get_entrance('Jabu Jabus Belly Beginning -> Zoras Fountain'),
'Phantom Ganon Boss Room -> Forest Temple Before Boss': world.get_entrance('Forest Temple Lobby -> SFM Forest Temple Entrance Ledge'),
'Volvagia Boss Room -> Fire Temple Before Boss': world.get_entrance('Fire Temple Lower -> DMC Fire Temple Entrance'),
'Morpha Boss Room -> Water Temple Before Boss': world.get_entrance('Water Temple Lobby -> Lake Hylia'),
'Bongo Bongo Boss Room -> Shadow Temple Before Boss': world.get_entrance('Shadow Temple Entryway -> Graveyard Warp Pad Region'),
'Twinrova Boss Room -> Spirit Temple Before Boss': world.get_entrance('Spirit Temple Lobby -> Desert Colossus From Spirit Lobby'),
}
# if a boss room is inside a dungeon entrance (or inside a dungeon which is inside a dungeon entrance), make the blue warp go to that dungeon's blue warp target
dungeon_exits = {
'Deku Tree Lobby -> KF Outside Deku Tree': world.get_entrance('Queen Gohma Boss Room -> KF Outside Deku Tree'),
'Dodongos Cavern Beginning -> Death Mountain': world.get_entrance('King Dodongo Boss Room -> Death Mountain'),
'Jabu Jabus Belly Beginning -> Zoras Fountain': world.get_entrance('Barinade Boss Room -> Zoras Fountain'),
'Forest Temple Lobby -> SFM Forest Temple Entrance Ledge': world.get_entrance('Phantom Ganon Boss Room -> Sacred Forest Meadow'),
'Fire Temple Lower -> DMC Fire Temple Entrance': world.get_entrance('Volvagia Boss Room -> DMC Central Local'),
'Water Temple Lobby -> Lake Hylia': world.get_entrance('Morpha Boss Room -> Lake Hylia'),
'Shadow Temple Entryway -> Graveyard Warp Pad Region': world.get_entrance('Bongo Bongo Boss Room -> Graveyard Warp Pad Region'),
'Spirit Temple Lobby -> Desert Colossus From Spirit Lobby': world.get_entrance('Twinrova Boss Room -> Desert Colossus'),
}
for (blue_warp, boss_door_exit) in (
(world.get_entrance('Queen Gohma Boss Room -> KF Outside Deku Tree'), world.get_entrance('Queen Gohma Boss Room -> Deku Tree Before Boss')),
(world.get_entrance('King Dodongo Boss Room -> Death Mountain'), world.get_entrance('King Dodongo Boss Room -> Dodongos Cavern Mouth')),
(world.get_entrance('Barinade Boss Room -> Zoras Fountain'), world.get_entrance('Barinade Boss Room -> Jabu Jabus Belly Before Boss')),
(world.get_entrance('Phantom Ganon Boss Room -> Sacred Forest Meadow'), world.get_entrance('Phantom Ganon Boss Room -> Forest Temple Before Boss')),
(world.get_entrance('Volvagia Boss Room -> DMC Central Local'), world.get_entrance('Volvagia Boss Room -> Fire Temple Before Boss')),
(world.get_entrance('Morpha Boss Room -> Lake Hylia'), world.get_entrance('Morpha Boss Room -> Water Temple Before Boss')),
(world.get_entrance('Bongo Bongo Boss Room -> Graveyard Warp Pad Region'), world.get_entrance('Bongo Bongo Boss Room -> Shadow Temple Before Boss')),
(world.get_entrance('Twinrova Boss Room -> Desert Colossus'), world.get_entrance('Twinrova Boss Room -> Spirit Temple Before Boss')),
):
target = boss_door_exit.replaces or boss_door_exit
if True: #TODO not world.settings.decouple_entrances
while target.name in boss_exits:
target = boss_exits[target.name].replaces or boss_exits[target.name]
if target.name in dungeon_exits:
target = dungeon_exits[target.name]
blue_warp.connect(world.get_region(target.name.split(' -> ')[1]))
blue_warp.replaces = target
# Multiple checks after shuffling entrances to make sure everything went fine
max_search = Search.max_explore([world.state for world in worlds], complete_itempool)
# Check that all shuffled entrances are properly connected to a region
for world in worlds:
for entrance in world.get_shuffled_entrances():
if entrance.connected_region is None:
logging.getLogger('').error('%s was shuffled but still isn\'t connected to any region [World %d]', entrance, world.id)
if entrance.replaces is None:
logging.getLogger('').error('%s was shuffled but still doesn\'t replace any entrance [World %d]', entrance, world.id)
if len(world.get_region('Root Exits').exits) > 8:
for exit in world.get_region('Root Exits').exits:
logging.getLogger('').error('Root Exit: %s, Connected Region: %s', exit, exit.connected_region)
raise RuntimeError('Something went wrong, Root has too many entrances left after shuffling entrances [World %d]' % world.id)
# Check for game beatability in all worlds
if not max_search.can_beat_game(False):
raise EntranceShuffleError('Cannot beat game!')
# Validate the worlds one last time to ensure all special conditions are still valid
for world in worlds:
try:
validate_world(world, worlds, None, locations_to_ensure_reachable, complete_itempool, placed_one_way_entrances=placed_one_way_entrances)
except EntranceShuffleError as error:
raise EntranceShuffleError('Worlds are not valid after shuffling entrances, Reason: %s' % error)
def shuffle_one_way_priority_entrances(worlds: list[World], world: World, one_way_priorities: dict[str, tuple[list[str], list[str]]],
one_way_entrance_pools: dict[str, list[Entrance]], one_way_target_entrance_pools: dict[str, list[Entrance]],
locations_to_ensure_reachable: Iterable[Location], complete_itempool: list[Item],
retry_count: int = 2) -> list[tuple[Entrance, Entrance]]:
while retry_count:
retry_count -= 1
rollbacks = []
try:
for key, (regions, types) in one_way_priorities.items():
place_one_way_priority_entrance(worlds, world, key, regions, types, rollbacks, locations_to_ensure_reachable, complete_itempool, one_way_entrance_pools, one_way_target_entrance_pools)
# If all entrances could be connected without issues, log connections and continue
for entrance, target in rollbacks:
confirm_replacement(entrance, target)
return rollbacks
except EntranceShuffleError as error:
for entrance, target in rollbacks:
restore_connections(entrance, target)
logging.getLogger('').info('Failed to place all priority one-way entrances for world %d. Will retry %d more times', world.id, retry_count)
logging.getLogger('').info('\t%s' % error)
if world.settings.custom_seed:
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Ensure the \"Seed\" field is empty and retry a few times.' % world.id)
if world.settings.distribution_file:
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Some entrances in the Plandomizer File may have to be changed to create a valid seed. Reach out to Support on Discord for help.' % world.id)
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Retry a few times or reach out to Support on Discord for help.' % world.id)
# Shuffle all entrances within a provided pool
def shuffle_entrance_pool(world: World, worlds: list[World], entrance_pool: list[Entrance], target_entrances: list[Entrance],
locations_to_ensure_reachable: Iterable[Location], check_all: bool = False, retry_count: int = 20,
placed_one_way_entrances: Optional[list[tuple[Entrance, Entrance]]] = None) -> list[tuple[Entrance, Entrance]]:
if placed_one_way_entrances is None:
placed_one_way_entrances = []
# Split entrances between those that have requirements (restrictive) and those that do not (soft). These are primarily age or time of day requirements.
restrictive_entrances, soft_entrances = split_entrances_by_requirements(worlds, entrance_pool, target_entrances)
while retry_count:
retry_count -= 1
rollbacks = []
try:
# Shuffle restrictive entrances first while more regions are available in order to heavily reduce the chances of the placement failing.
shuffle_entrances(worlds, restrictive_entrances, target_entrances, rollbacks, locations_to_ensure_reachable, placed_one_way_entrances=placed_one_way_entrances)
# Shuffle the rest of the entrances, we don't have to check for beatability/reachability of locations when placing those, unless specified otherwise
if check_all:
shuffle_entrances(worlds, soft_entrances, target_entrances, rollbacks, locations_to_ensure_reachable, placed_one_way_entrances=placed_one_way_entrances)
else:
shuffle_entrances(worlds, soft_entrances, target_entrances, rollbacks, placed_one_way_entrances=placed_one_way_entrances)
# Fully validate the resulting world to ensure everything is still fine after shuffling this pool
complete_itempool = [item for world in worlds for item in world.get_itempool_with_dungeon_items()]
validate_world(world, worlds, None, locations_to_ensure_reachable, complete_itempool, placed_one_way_entrances=placed_one_way_entrances)
# If all entrances could be connected without issues, log connections and continue
for entrance, target in rollbacks:
confirm_replacement(entrance, target)
return rollbacks
except EntranceShuffleError as error:
for entrance, target in rollbacks:
restore_connections(entrance, target)
logging.getLogger('').info('Failed to place all entrances in a pool for world %d. Will retry %d more times', entrance_pool[0].world.id, retry_count)
logging.getLogger('').info('\t%s' % error)
if world.settings.custom_seed:
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Ensure the \"Seed\" field is empty and retry a few times.' % world.id)
if world.settings.distribution_file:
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Some entrances in the Plandomizer File may have to be changed to create a valid seed. Reach out to Support on Discord for help.' % world.id)
raise EntranceShuffleError('Entrance placement attempt count exceeded for world %d. Retry a few times or reach out to Support on Discord for help.' % world.id)
# Split entrances based on their requirements to figure out how each entrance should be handled when shuffling them
def split_entrances_by_requirements(worlds: list[World], entrances_to_split: list[Entrance], assumed_entrances: list[Entrance]) -> tuple[list[Entrance], list[Entrance]]:
# First, disconnect all root assumed entrances and save which regions they were originally connected to, so we can reconnect them later
original_connected_regions = {}
entrances_to_disconnect = set(assumed_entrances).union(entrance.reverse for entrance in assumed_entrances if entrance.reverse)
for entrance in entrances_to_disconnect:
if entrance.connected_region:
original_connected_regions[entrance] = entrance.disconnect()
# Generate the states with all assumed entrances disconnected
# This ensures no assumed entrances corresponding to those we are shuffling are required in order for an entrance to be reachable as some age/tod
complete_itempool = [item for world in worlds for item in world.get_itempool_with_dungeon_items()]
max_search = Search.max_explore([world.state for world in worlds], complete_itempool)
restrictive_entrances = []
soft_entrances = []
for entrance in entrances_to_split:
# Here, we find entrances that may be unreachable under certain conditions
if not max_search.spot_access(entrance, age='both', tod=TimeOfDay.ALL):
restrictive_entrances.append(entrance)
continue
# If an entrance is reachable as both ages and all times of day with all the other entrances disconnected,
# then it can always be made accessible in all situations by the Fill algorithm, no matter which combination of entrances we end up with.
# Thus, those entrances aren't bound to any specific requirements and are very versatile during placement.
soft_entrances.append(entrance)
# Reconnect all disconnected entrances afterwards
for entrance in entrances_to_disconnect:
if entrance in original_connected_regions:
entrance.connect(original_connected_regions[entrance])
return restrictive_entrances, soft_entrances
def replace_entrance(worlds: list[World], entrance: Entrance, target: Entrance, rollbacks: list[tuple[Entrance, Entrance]],
locations_to_ensure_reachable: Iterable[Location], itempool: list[Item], placed_one_way_entrances: Optional[list[tuple[Entrance, Entrance]]] = None) -> bool:
if placed_one_way_entrances is None:
placed_one_way_entrances = []
try:
check_entrances_compatibility(entrance, target, rollbacks, placed_one_way_entrances)
change_connections(entrance, target)
validate_world(entrance.world, worlds, entrance, locations_to_ensure_reachable, itempool, placed_one_way_entrances=placed_one_way_entrances)
rollbacks.append((entrance, target))
return True
except EntranceShuffleError as error:
# If the entrance can't be placed there, log a debug message and change the connections back to what they were previously
logging.getLogger('').debug('Failed to connect %s To %s (Reason: %s) [World %d]',
entrance, entrance.connected_region or target.connected_region, error, entrance.world.id)
if entrance.connected_region:
restore_connections(entrance, target)
return False
# Connect one random entrance from entrance pools to one random target in the respective target pool.
# Entrance chosen will have one of the allowed types.
# Target chosen will lead to one of the allowed regions.
def place_one_way_priority_entrance(worlds: list[World], world: World, priority_name: str, allowed_regions: Container[str], allowed_types: Iterable[str],
rollbacks: list[tuple[Entrance, Entrance]], locations_to_ensure_reachable: Iterable[Location], complete_itempool: list[Item],
one_way_entrance_pools: dict[str, list[Entrance]], one_way_target_entrance_pools: dict[str, list[Entrance]]) -> None:
# Combine the entrances for allowed types in one list.
# Shuffle this list.
# Pick the first one not already set, not adult spawn, that has a valid target entrance.
# Assemble then clear entrances from the pool and target pools as appropriate.
avail_pool = list(chain.from_iterable(one_way_entrance_pools[t] for t in allowed_types if t in one_way_entrance_pools))
random.shuffle(avail_pool)
for entrance in avail_pool:
if entrance.replaces:
continue
# Only allow Adult Spawn as sole Nocturne access if hints != mask.
# Otherwise, child access is required here (adult access assumed or guaranteed later).
if entrance.parent_region.name == 'Adult Spawn':
if priority_name != 'Nocturne' or entrance.world.settings.hints == "mask":
continue
# If not shuffling dungeons, Nocturne requires adult access.
if not entrance.world.shuffle_dungeon_entrances and priority_name == 'Nocturne':
if entrance.type not in ('OverworldOneWay', 'WarpSong') and entrance.parent_region.name != 'Adult Spawn':
continue
for target in one_way_target_entrance_pools[entrance.type]:
if target.connected_region and target.connected_region.name in allowed_regions:
if replace_entrance(worlds, entrance, target, rollbacks, locations_to_ensure_reachable, complete_itempool):
logging.getLogger('').debug(f'Priority placement for {priority_name}: placing {entrance} as {target}')
return
raise EntranceShuffleError(f'Unable to place priority one-way entrance for {priority_name} [World {world.id}].')
# Shuffle entrances by placing them instead of entrances in the provided target entrances list
# While shuffling entrances, the algorithm will ensure worlds are still valid based on multiple criterias
def shuffle_entrances(worlds: list[World], entrances: list[Entrance], target_entrances: list[Entrance], rollbacks: list[tuple[Entrance, Entrance]],
locations_to_ensure_reachable: Iterable[Location] = (), placed_one_way_entrances: Optional[list[tuple[Entrance, Entrance]]] = None) -> None:
if placed_one_way_entrances is None:
placed_one_way_entrances = []
# Retrieve all items in the itempool, all worlds included
complete_itempool = [item for world in worlds for item in world.get_itempool_with_dungeon_items()]
random.shuffle(entrances)
# Place all entrances in the pool, validating worlds during every placement
for entrance in entrances:
if entrance.connected_region is not None:
continue
random.shuffle(target_entrances)
for target in target_entrances:
if target.connected_region is None:
continue
if replace_entrance(worlds, entrance, target, rollbacks, locations_to_ensure_reachable, complete_itempool, placed_one_way_entrances=placed_one_way_entrances):
break
if entrance.connected_region is None:
raise EntranceShuffleError('No more valid entrances to replace with %s in world %d' % (entrance, entrance.world.id))
# Check and validate that an entrance is compatible to replace a specific target
def check_entrances_compatibility(entrance: Entrance, target: Entrance, rollbacks: list[tuple[Entrance, Entrance]] = (),
placed_one_way_entrances: Optional[list[tuple[Entrance, Entrance]]] = None) -> None:
if placed_one_way_entrances is None:
placed_one_way_entrances = []
# An entrance shouldn't be connected to its own scene, so we fail in that situation
if entrance.parent_region.get_scene() and entrance.parent_region.get_scene() == target.connected_region.get_scene():
raise EntranceShuffleError('Self scene connections are forbidden')
# One way entrances shouldn't lead to the same hint area as other already chosen one way entrances
if entrance.type in ('OverworldOneWay', 'OwlDrop', 'Spawn', 'WarpSong'):
try:
hint_area = HintArea.at(target.connected_region)
except HintAreaNotFound:
pass # not connected to a hint area yet, will be checked when shuffling two-way entrances
else:
# Check all already placed entrances of the same type (including priority entrances placed separately)
for rollback in (*rollbacks, *placed_one_way_entrances):
try:
placed_entrance = rollback[0]
if entrance.type == placed_entrance.type and HintArea.at(placed_entrance.connected_region) == hint_area:
raise EntranceShuffleError(f'Another {entrance.type} entrance already leads to {hint_area}')
except HintAreaNotFound:
pass
# Validate the provided worlds' structures, raising an error if it's not valid based on our criterias
def validate_world(world: World, worlds: list[World], entrance_placed: Optional[Entrance], locations_to_ensure_reachable: Iterable[Location],
itempool: list[Item], placed_one_way_entrances: Optional[list[tuple[Entrance, Entrance]]] = None) -> None:
if placed_one_way_entrances is None:
placed_one_way_entrances = []
# For various reasons, we don't want the player to end up through certain entrances as the wrong age
# This means we need to hard check that none of the relevant entrances are ever reachable as that age
# This is mostly relevant when shuffling special interiors (such as windmill or kak potion shop)
# Warp Songs and Overworld Spawns can also end up inside certain indoors so those need to be handled as well
# Allowing child to enter Spirit from the boss would severely complicate key logic
CHILD_FORBIDDEN = ['OGC Great Fairy Fountain -> Castle Grounds', 'GV Carpenter Tent -> GV Fortress Side', 'Ganons Castle Lobby -> Castle Grounds', 'Bongo Bongo Boss Room -> Shadow Temple Before Boss', 'Twinrova Boss Room -> Spirit Temple Before Boss']
ADULT_FORBIDDEN = ['HC Great Fairy Fountain -> Castle Grounds', 'HC Storms Grotto -> Castle Grounds', 'Bongo Bongo Boss Room -> Shadow Temple Before Boss', 'Twinrova Boss Room -> Spirit Temple Before Boss']
if world.dungeon_mq['Forest Temple'] and 'Forest Temple' in world.settings.dungeon_shortcuts:
CHILD_FORBIDDEN.append('Phantom Ganon Boss Room -> Forest Temple Before Boss')
ADULT_FORBIDDEN.append('Phantom Ganon Boss Room -> Forest Temple Before Boss')
for entrance in world.get_shufflable_entrances():
if entrance.shuffled:
if entrance.replaces:
if entrance.replaces.name in CHILD_FORBIDDEN and not entrance_unreachable_as(entrance, 'child', already_checked=[entrance.replaces.reverse]):
raise EntranceShuffleError('%s is replaced by an entrance with a potential child access' % entrance.replaces.name)
elif entrance.replaces.name in ADULT_FORBIDDEN and not entrance_unreachable_as(entrance, 'adult', already_checked=[entrance.replaces.reverse]):
raise EntranceShuffleError('%s is replaced by an entrance with a potential adult access' % entrance.replaces.name)
else:
if entrance.name in CHILD_FORBIDDEN and not entrance_unreachable_as(entrance, 'child', already_checked=[entrance.reverse]):
raise EntranceShuffleError('%s is potentially accessible as child' % entrance.name)
elif entrance.name in ADULT_FORBIDDEN and not entrance_unreachable_as(entrance, 'adult', already_checked=[entrance.reverse]):
raise EntranceShuffleError('%s is potentially accessible as adult' % entrance.name)
if locations_to_ensure_reachable:
max_search = Search.max_explore([w.state for w in worlds], itempool)
if world.check_beatable_only:
if worlds[0].settings.reachable_locations == 'goals':
# If this entrance is required for a goal, it must be placed somewhere reachable.
# We also need to check to make sure the game is beatable, since custom goals might not imply that.
predicate = lambda state: state.won() and state.has_all_item_goals()
else:
# If the game is not beatable without this entrance, it must be placed somewhere reachable.
predicate = State.won
perform_access_check = not max_search.can_beat_game(scan_for_items=False, predicate=predicate)
else:
# All entrances must be placed somewhere reachable.
perform_access_check = True
if perform_access_check:
max_search.visit_locations(locations_to_ensure_reachable)
for location in locations_to_ensure_reachable:
if not max_search.visited(location):
raise EntranceShuffleError('%s is unreachable' % location.name)
if (
world.shuffle_interior_entrances and (
(world.dungeon_rewards_hinted and world.mixed_pools_bosses) or #TODO also enable if boss reward shuffle is on
any(hint_type in world.settings.misc_hints for hint_type in misc_item_hint_table) or world.settings.hints != 'none'
) and (entrance_placed is None or entrance_placed.type in ['Interior', 'SpecialInterior'])
):
# Ensure Kak Potion Shop entrances are in the same hint area so there is no ambiguity as to which entrance is used for hints
potion_front_entrance = get_entrance_replacing(world.get_region('Kak Potion Shop Front'), 'Kakariko Village -> Kak Potion Shop Front')
potion_back_entrance = get_entrance_replacing(world.get_region('Kak Potion Shop Back'), 'Kak Backyard -> Kak Potion Shop Back')
if potion_front_entrance is not None and potion_back_entrance is not None and not same_hint_area(potion_front_entrance, potion_back_entrance):
raise EntranceShuffleError('Kak Potion Shop entrances are not in the same hint area')
# When cows are shuffled, ensure the same thing for Impa's House, since the cow is reachable from both sides
if world.settings.shuffle_cows:
impas_front_entrance = get_entrance_replacing(world.get_region('Kak Impas House'), 'Kakariko Village -> Kak Impas House')
impas_back_entrance = get_entrance_replacing(world.get_region('Kak Impas House Back'), 'Kak Impas Ledge -> Kak Impas House Back')
if impas_front_entrance is not None and impas_back_entrance is not None and not same_hint_area(impas_front_entrance, impas_back_entrance):
raise EntranceShuffleError('Kak Impas House entrances are not in the same hint area')
if (world.shuffle_special_interior_entrances or world.settings.shuffle_overworld_entrances or world.settings.spawn_positions) and \
(entrance_placed == None or entrance_placed.type in ('SpecialInterior', 'Hideout', 'Overworld', 'OverworldOneWay', 'Spawn', 'WarpSong', 'OwlDrop')):
# At least one valid starting region with all basic refills should be reachable without using any items at the beginning of the seed
# Note this creates new empty states rather than reuse the worlds' states (which already have starting items)
no_items_search = Search([State(w) for w in worlds])
valid_starting_regions = ['Kokiri Forest', 'Kakariko Village']
if not any(region for region in valid_starting_regions if no_items_search.can_reach(world.get_region(region))):
raise EntranceShuffleError('Invalid starting area')
# Check that a region where time passes is always reachable as both ages without having collected any items
time_travel_search = Search.with_items([w.state for w in worlds], [ItemFactory('Time Travel', world=w) for w in worlds])
if not (any(region for region in time_travel_search.reachable_regions('child') if region.time_passes and region.world == world) and
any(region for region in time_travel_search.reachable_regions('adult') if region.time_passes and region.world == world)):
raise EntranceShuffleError('Time passing is not guaranteed as both ages')
# The player should be able to get back to ToT after going through time, without having collected any items
# This is important to ensure that the player never loses access to the pedestal after going through time
if world.settings.starting_age == 'child' and not time_travel_search.can_reach(world.get_region('Temple of Time'), age='adult'):
raise EntranceShuffleError('Path to Temple of Time as adult is not guaranteed')
elif world.settings.starting_age == 'adult' and not time_travel_search.can_reach(world.get_region('Temple of Time'), age='child'):
raise EntranceShuffleError('Path to Temple of Time as child is not guaranteed')
if (world.shuffle_interior_entrances or world.settings.shuffle_overworld_entrances) and \