Merge remote-tracking branch 'origin/DoorDevUnstable' into DoorDevUnstable
# Conflicts: # RELEASENOTES.md
This commit is contained in:
@@ -322,6 +322,11 @@ def connect_simple_door(world, exit_name, region_name, player):
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d.dest = region
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def connect_simple_door_to_region(exit_door, region):
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exit_door.entrance.connect(region)
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exit_door.dest = region
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def connect_door_only(world, exit_name, region, player):
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d = world.check_for_door(exit_name, player)
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if d is not None:
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@@ -354,6 +359,12 @@ def connect_two_way(world, entrancename, exitname, player):
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x.dest = y
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if y is not None:
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y.dest = x
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if x.dependents:
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for dep in x.dependents:
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connect_simple_door_to_region(dep, ext.parent_region)
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if y.dependents:
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for dep in y.dependents:
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connect_simple_door_to_region(dep, entrance.parent_region)
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def connect_one_way(world, entrancename, exitname, player):
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@@ -373,6 +384,9 @@ def connect_one_way(world, entrancename, exitname, player):
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y = world.check_for_door(exitname, player)
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if x is not None:
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x.dest = y
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if x.dependents:
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for dep in x.dependents:
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connect_simple_door_to_region(dep, ext.parent_region)
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def unmark_ugly_smalls(world, player):
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for d in ['Eastern Hint Tile Blocked Path SE', 'Eastern Darkness S', 'Thieves Hallway SE', 'Mire Left Bridge S',
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@@ -1561,13 +1561,18 @@ def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposa
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def invalid_self_locking_key(key_layout, state, prev_state, prev_avail, world, player):
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if prev_state is None or state.used_smalls == prev_state.used_smalls:
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return False
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new_bk_doors = set(state.big_doors).difference(set(prev_state.big_doors))
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state_copy = state.copy()
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while len(new_bk_doors) > 0:
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for door in new_bk_doors:
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open_a_door(door.door, state_copy, key_layout.flat_prop, world, player)
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new_bk_doors = set(state_copy.big_doors).difference(set(prev_state.big_doors))
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expand_key_state(state_copy, key_layout.flat_prop, world, player)
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if state.found_forced_bk() and not prev_state.found_forced_bk():
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return False
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if state.big_key_opened:
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new_bk_doors = set(state.big_doors).difference(set(prev_state.big_doors))
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state_copy = state.copy()
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while len(new_bk_doors) > 0:
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for door in new_bk_doors:
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open_a_door(door.door, state_copy, key_layout.flat_prop, world, player)
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new_bk_doors = set(state_copy.big_doors).difference(set(prev_state.big_doors))
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expand_key_state(state_copy, key_layout.flat_prop, world, player)
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else:
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state_copy = state
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new_locations = set(state_copy.found_locations).difference(set(prev_state.found_locations))
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important_found = False
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for loc in new_locations:
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@@ -110,6 +110,8 @@ These are now independent of retro mode and have three options: None, Random, an
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# Bug Fixes and Notes
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* 1.2.0.14u
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* Small fix for key logic validation (got rid of a false negative)
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* Customized doors in ice cross work properly now
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* GUI reorganization
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* Auto option for pyramid open (trinity or ER + crystals goal)
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* World model refactor (combining inverted and normal world models)
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