Making crossworld ER modes fill DW inaccessible entrances first rather than combined

This commit is contained in:
codemann8
2022-10-28 12:06:53 -05:00
parent c6eb0d80e7
commit 19176cea72

View File

@@ -1528,21 +1528,15 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list) connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player, ignore_list)
# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions # connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
if world.shuffle[player] in ['lean', 'crossed', 'insanity']: pool = [e for e in (lw_entrances if world.shuffle[player] in ['lean', 'crossed', 'insanity'] else dw_entrances) if e in entrance_pool]
combined_must_exit_regions = list(must_exit_regions + otherworld_must_exit_regions) if len(otherworld_must_exit_regions) > 0 and len(pool):
if len(combined_must_exit_regions) > 0: random.shuffle(otherworld_must_exit_regions)
random.shuffle(combined_must_exit_regions) connect_one(otherworld_must_exit_regions[0], pool)
connect_one(combined_must_exit_regions[0], [e for e in lw_entrances if e in entrance_pool]) elif len(must_exit_regions) > 0:
else: pool = [e for e in lw_entrances if e in entrance_pool]
pool = [e for e in dw_entrances if e in entrance_pool] if len(pool):
if len(otherworld_must_exit_regions) > 0 and len(pool): random.shuffle(must_exit_regions)
random.shuffle(otherworld_must_exit_regions) connect_one(must_exit_regions[0], pool)
connect_one(otherworld_must_exit_regions[0], pool)
elif len(must_exit_regions) > 0:
pool = [e for e in lw_entrances if e in entrance_pool]
if len(pool):
random.shuffle(must_exit_regions)
connect_one(must_exit_regions[0], pool)
def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits): def unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits):