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