Whole ton of things:
-Experimental Flag --Mirror Scroll --Mortal GT Minibosses --Random door kinds -Crossed Mode --Standard logic --Nothing Items --GT Trash fill skip --Too many keys in retro --Hint work --Spoiler clarification --Aga 1 logic -Misc --Retro nothing item --Bombable/Dashable matching --ER+Inverted Logic fix --Logic for GT Gauntlet/Wizzrobes --Logic for PoD Sexy Statue switch
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@@ -806,7 +806,8 @@ def reduce_rules(small_rules, collected, collected_alt):
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# Soft lock stuff
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def validate_key_layout(key_layout, world, player):
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if world.retro[player]: # retro is all good - don't care how the doors are laid out
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# retro is all good - except for hyrule castle in standard mode
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if world.retro[player] and (world.mode[player] != 'standard' or key_layout.sector.name != 'Hyrule Castle'):
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return True
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flat_proposal = key_layout.flat_prop
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state = ExplorationState(dungeon=key_layout.sector.name)
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@@ -815,7 +816,7 @@ def validate_key_layout(key_layout, world, player):
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for region in key_layout.start_regions:
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state.visit_region(region, key_checks=True)
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state.add_all_doors_check_keys(region, flat_proposal, world, player)
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return validate_key_layout_sub_loop(key_layout, state, {}, flat_proposal, None, None, world, player)
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return validate_key_layout_sub_loop(key_layout, state, {}, flat_proposal, None, 0, world, player)
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def validate_key_layout_sub_loop(key_layout, state, checked_states, flat_proposal, prev_state, prev_avail, world, player):
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