Add all entrances as required paths (may be required for inaccessible regions).
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@@ -1125,29 +1125,24 @@ def change_door_to_small_key(d, world, player):
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def determine_required_paths(world, player):
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def determine_required_paths(world, player):
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paths = {
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paths = {
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'Hyrule Castle': [],
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'Hyrule Castle': ['Hyrule Castle Lobby', 'Hyrule Castle West Lobby', 'Hyrule Castle East Lobby'],
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'Eastern Palace': ['Eastern Boss'],
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'Eastern Palace': ['Eastern Boss'],
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'Desert Palace': ['Desert Boss'],
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'Desert Palace': ['Desert Main Lobby', 'Desert East Lobby', 'Desert West Lobby', 'Desert Boss'],
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'Tower of Hera': ['Hera Boss'],
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'Tower of Hera': ['Hera Boss'],
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'Agahnims Tower': ['Tower Agahnim 1'],
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'Agahnims Tower': ['Tower Agahnim 1'],
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'Palace of Darkness': ['PoD Boss'],
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'Palace of Darkness': ['PoD Boss'],
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'Swamp Palace': ['Swamp Boss'],
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'Swamp Palace': ['Swamp Boss'],
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'Skull Woods': ['Skull Boss'],
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'Skull Woods': ['Skull 1 Lobby', 'Skull 2 East Lobby', 'Skull 2 West Lobby', 'Skull Boss'],
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'Thieves Town': ['Thieves Boss', ('Thieves Blind\'s Cell', 'Thieves Boss')],
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'Thieves Town': ['Thieves Boss', ('Thieves Blind\'s Cell', 'Thieves Boss')],
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'Ice Palace': ['Ice Boss'],
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'Ice Palace': ['Ice Boss'],
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'Misery Mire': ['Mire Boss'],
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'Misery Mire': ['Mire Boss'],
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'Turtle Rock': ['TR Boss'],
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'Turtle Rock': ['TR Main Lobby', 'TR Lazy Eyes', 'TR Big Chest Entrance', 'TR Eye Bridge', 'TR Boss'],
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'Ganons Tower': ['GT Agahnim 2']
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'Ganons Tower': ['GT Agahnim 2']
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}
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}
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if world.shuffle[player] == 'vanilla':
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if world.mode[player] == 'standard':
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paths['Skull Woods'].insert(0, 'Skull 2 West Lobby')
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paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
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paths['Turtle Rock'].insert(0, 'TR Eye Bridge')
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# noinspection PyTypeChecker
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paths['Turtle Rock'].insert(0, 'TR Big Chest Entrance')
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paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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paths['Turtle Rock'].insert(0, 'TR Lazy Eyes')
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if world.mode[player] == 'standard':
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paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
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# noinspection PyTypeChecker
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paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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if world.doorShuffle[player] in ['basic']:
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if world.doorShuffle[player] in ['basic']:
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paths['Thieves Town'].append('Thieves Attic Window')
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paths['Thieves Town'].append('Thieves Attic Window')
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return paths
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return paths
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@@ -52,7 +52,6 @@ def generate_dungeon(name, available_sectors, entrance_region_names, split_dunge
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itr = 0
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itr = 0
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finished = False
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finished = False
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# flag if standard and this is hyrule castle
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# flag if standard and this is hyrule castle
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# std_flag = world.mode[player] == 'standard' and bk_special # todo: multi
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std_flag = world.mode[player] == 'standard' and bk_special
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std_flag = world.mode[player] == 'standard' and bk_special
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while not finished:
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while not finished:
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# what are my choices?
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# what are my choices?
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