Renamed Lite+ ER to Lean ER
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@@ -456,7 +456,7 @@ def link_entrances(world, player):
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'liteplus':
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elif world.shuffle[player] == 'lean':
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections):
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connect_logical(world, entrancename, exitname, player, False)
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if invFlag:
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@@ -1055,7 +1055,7 @@ def scramble_holes(world, player):
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hole_targets.append(('Pyramid Exit', 'Pyramid'))
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# shuffle sanctuary hole in same world as other HC entrances
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if world.shuffle[player] not in ['liteplus', 'crossed']:
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if world.shuffle[player] not in ['lean', 'crossed']:
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drop_owid_map = { # owid, is_light_world
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'Lost Woods Hideout Stump': (0x00, True),
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'Lumberjack Tree Cave': (0x02, True),
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@@ -1365,7 +1365,7 @@ def place_links_house(world, sectors, player):
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links_house_doors = [i for i in get_distant_entrances(world, dark_sanc, sectors, player) if i in entrance_pool]
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else:
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links_house_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
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if world.shuffle[player] in ['lite', 'liteplus']:
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if world.shuffle[player] in ['lite', 'lean']:
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links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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@@ -1377,7 +1377,7 @@ def place_dark_sanc(world, sectors, player):
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sanc_doors = [i for i in get_distant_entrances(world, 'Big Bomb Shop', sectors, player) if i in entrance_pool]
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else:
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sanc_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
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if world.shuffle[player] in ['lite', 'liteplus']:
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if world.shuffle[player] in ['lite', 'lean']:
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sanc_doors = [e for e in sanc_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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sanc_door = random.choice(sanc_doors)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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@@ -1402,7 +1402,7 @@ def place_blacksmith(world, links_house, player):
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elif world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
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sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
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blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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if world.shuffle[player] in ['lite', 'liteplus']:
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if world.shuffle[player] in ['lite', 'lean']:
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blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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random.shuffle(blacksmith_doors)
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@@ -1419,7 +1419,7 @@ def place_old_man(world, pool, player):
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region_name = 'West Dark Death Mountain (Top)'
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old_man_entrances = list(build_accessible_entrance_list(world, region_name, player, [], False, True, True, True))
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old_man_entrances = [e for e in old_man_entrances if e != 'Old Man House (Bottom)']
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if world.shuffle[player] in ['lite', 'liteplus']:
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if world.shuffle[player] in ['lite', 'lean']:
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old_man_entrances = [e for e in old_man_entrances if e in pool]
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random.shuffle(old_man_entrances)
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old_man_exit = None
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@@ -1517,7 +1517,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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inaccessible_entrances = list()
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region = world.get_region(region_name, player)
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for exit in region.exits:
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if not exit.connected_region and exit.name in entrance_pool and (world.shuffle[player] not in ['lite', 'liteplus'] or exit.name in pool):
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if not exit.connected_region and exit.name in entrance_pool and (world.shuffle[player] not in ['lite', 'lean'] or exit.name in pool):
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inaccessible_entrances.append(exit.name)
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if len(inaccessible_entrances):
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random.shuffle(inaccessible_entrances)
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@@ -1525,7 +1525,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player)
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# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
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if world.shuffle[player] in ['liteplus', 'crossed', 'insanity']:
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if world.shuffle[player] in ['lean', 'crossed', 'insanity']:
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combined_must_exit_regions = list(must_exit_regions + otherworld_must_exit_regions)
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if len(combined_must_exit_regions) > 0:
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random.shuffle(combined_must_exit_regions)
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