Simple dungeon revive logic (only considering reviving in the first room for now)

This commit is contained in:
compiling
2021-04-25 23:21:10 +10:00
parent 9852352027
commit 1433c987f1
2 changed files with 74 additions and 55 deletions

View File

@@ -39,6 +39,9 @@ def get_invalid_mirror_bunny_entrances():
yield 'Hookshot Cave'
yield 'Dark Lake Hylia Ledge Fairy'
yield 'Dark Lake Hylia Ledge Spike Cave'
yield 'Palace of Darkness'
yield 'Misery Mire'
yield 'Turtle Rock'
yield 'Bonk Rock Cave'
yield 'Bonk Fairy (Light)'
yield '50 Rupee Cave'
@@ -51,6 +54,10 @@ def get_invalid_mirror_bunny_entrances():
yield 'Ice Rod Cave'
yield 'Sanctuary Grave'
yield 'Kings Grave'
yield 'Sanctuary Grave'
yield 'Hyrule Castle Secret Entrance Drop'
yield 'Skull Woods Second Section Hole'
yield 'Skull Woods First Section Hole (North)'
def get_superbunny_accessible_locations():
@@ -205,17 +212,6 @@ def get_mirror_offset_spots_lw(player):
yield ('Death Mountain Offset Mirror (Houlihan Exit)', 'Death Mountain', 'Hyrule Castle Ledge', lambda state: state.has_Mirror(player) and state.can_boots_clip_dw(player) and state.has_Pearl(player))
def get_invalid_bunny_revival_dungeons():
"""
Dungeon regions that can't be bunny revived from without superbunny state.
"""
yield 'Tower of Hera (Bottom)'
yield 'Swamp Palace (Entrance)'
yield 'Turtle Rock (Entrance)'
yield 'Sanctuary'
def no_logic_rules(world, player):
"""
Add OWG transitions to no logic player's world