Crossed Dungeon generation work
--Introduced reachable_switches --Calculate total completion in equation resolution --Prioritized one-way connections over neutral/neutral_profitable sectored but not over dead-ends --Simplified finding good complex branching candidates - just re-used equations routine --Valid multi choice for global polarity when fixing parity --Added total dungeon charge as critieria when fixing parity --Pinball used for navigation in skull 2, marked appropriately (particularly with Ice Cross in Skull 2) --Equation resolution detects used benefits with unreached_doors benefits --Greedy equation finder not longer used destination/entrance sectors of the wrong split dungeon --Required connections don't overestimate benefits --Introduced the concept of crystal switches and doors blocked by blue barriers to equations
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@@ -750,7 +750,8 @@ def create_dungeon_regions(world, player):
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world.get_region('TR Crystal Maze', player).crystal_switch = True
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world.get_region('GT Crystal Conveyor', player).crystal_switch = True # INTERIOR not accessible
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world.get_region('GT Hookshot South Platform', player).crystal_switch = True
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# world.get_region('GT Double Switch Switches', player).crystal_switch = True # this is not very relevant
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# Relevant to indicate north door can access c_switch
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world.get_region('GT Double Switch Switches', player).crystal_switch = True
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world.get_region('GT Spike Crystals', player).crystal_switch = True
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world.get_region('GT Crystal Paths', player).crystal_switch = True
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world.get_region('GT Hidden Spikes', player).crystal_switch = True
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