Crossed dungeon palette refinement
Fixed some entrances that require reset otherwise Fixed TR lobbies that need to be bombed Fixed animated tiles in lobbies Fixed wallmaster+lamp problem Fixed some key rules that caused item requirements to be ignored Fixed Old Man cave to be properly one-way in the graph Fixed some odd key logic issues
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@@ -1067,7 +1067,7 @@ def extend_reachable_state_improved(search_regions, state, proposed_map, all_reg
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explorable_door = local_state.next_avail_door()
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if explorable_door.door.bigKey:
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if bk_flag:
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big_not_found = not special_big_key_found(local_state, world, player) if local_state.big_key_special else local_state.count_locations_exclude_specials() == 0
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big_not_found = not special_big_key_found(local_state) if local_state.big_key_special else local_state.count_locations_exclude_specials() == 0
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if big_not_found:
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continue # we can't open this door
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if explorable_door.door in proposed_map:
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@@ -1083,9 +1083,11 @@ def extend_reachable_state_improved(search_regions, state, proposed_map, all_reg
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return local_state
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def special_big_key_found(state, world, player):
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cellblock = world.get_region('Hyrule Dungeon Cellblock', player)
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return state.visited(cellblock)
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def special_big_key_found(state):
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for location in state.found_locations:
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if location.forced_item and location.forced_item.bigkey:
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return True
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return False
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def valid_region_to_explore_in_regions(region, all_regions, world, player):
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