diff --git a/DoorShuffle.py b/DoorShuffle.py index 31744208..b6e264af 100644 --- a/DoorShuffle.py +++ b/DoorShuffle.py @@ -3595,6 +3595,7 @@ logical_connections = [ ('Mire Hub Switch Blue Barrier S', 'Mire Hub'), ('Mire Falling Bridge Hook Path', 'Mire Falling Bridge - Chest'), ('Mire Falling Bridge Hook Only Path', 'Mire Falling Bridge - Chest'), + ('Mire Falling Bridge Failure Path', 'Mire Falling Bridge - Failure'), ('Mire Map Spike Side Drop Down', 'Mire Lone Shooter'), ('Mire Map Spike Side Blue Barrier', 'Mire Crystal Dead End'), ('Mire Map Spot Blue Barrier', 'Mire Crystal Dead End'), @@ -3728,7 +3729,6 @@ vanilla_logical_connections = [ ('Ice Cross Bottom Push Block Right', 'Ice Pengator Switch'), ('Ice Cross Top Push Block Right', 'Ice Pengator Switch'), ('Mire Falling Bridge Primary Path', 'Mire Lone Shooter'), - ('Mire Falling Bridge Failure Path', 'Mire Failure Bridge'), ] spiral_staircases = [ diff --git a/Doors.py b/Doors.py index 5a205f1c..c80ea51a 100644 --- a/Doors.py +++ b/Doors.py @@ -850,7 +850,7 @@ def create_doors(world, player): create_door(player, 'Mire Falling Bridge Hook Path', Lgcl), create_door(player, 'Mire Falling Bridge Hook Only Path', Lgcl), create_door(player, 'Mire Falling Bridge Primary Path', Lgcl), # dynamic - create_door(player, 'Mire Falling Bridge Failure Path', Lgcl), # dynamic + create_door(player, 'Mire Falling Bridge Failure Path', Lgcl), create_door(player, 'Mire Map Spike Side EN', Intr).dir(Ea, 0xc3, Top, High).no_exit().trap(0x2).pos(1), create_door(player, 'Mire Map Spot WN', Nrml).dir(We, 0xc3, Top, High).small_key().pos(0), create_door(player, 'Mire Crystal Dead End NW', Nrml).dir(No, 0xc3, Left, High).pos(4), @@ -1481,9 +1481,7 @@ def create_doors(world, player): controller_door(south_controller, world.get_door('Ice Cross Top Push Block Bottom', player)) controller_door(east_controller, world.get_door('Ice Cross Bottom Push Block Right', player)) controller_door(east_controller, world.get_door('Ice Cross Top Push Block Right', player)) - failure_controller = world.get_door('Mire Falling Bridge W', player) primary_controller = world.get_door('Mire Falling Bridge WS', player) - controller_door(failure_controller, world.get_door('Mire Falling Bridge Failure Path', player)) controller_door(primary_controller, world.get_door('Mire Falling Bridge Primary Path', player)) assign_entrances(world, player) diff --git a/DungeonGenerator.py b/DungeonGenerator.py index 055a7252..4404d53f 100644 --- a/DungeonGenerator.py +++ b/DungeonGenerator.py @@ -1346,8 +1346,8 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge sanc = find_sector('Sanctuary', candidate_sectors) if sanc: # only run if sanc if a candidate lw_builders = [] - for name, portal_list in dungeon_portals.items(): - for portal_name in portal_list: + for name in dungeon_pool: + for portal_name in dungeon_portals[name]: if world.get_portal(portal_name, player).light_world: lw_builders.append(dungeon_map[name]) break