Merged light/dark world marking
This commit is contained in:
16
Regions.py
16
Regions.py
@@ -1079,14 +1079,6 @@ def _create_region(player, name, type, hint='Hyrule', locations=None, exits=None
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def mark_light_dark_world_regions(world, player):
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def mark_light_dark_world_regions(world, player):
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# cross world caves may have some sections marked as both in_light_world, and in_dark_work.
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# cross world caves may have some sections marked as both in_light_world, and in_dark_work.
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# That is ok. the bunny logic will check for this case and incorporate special rules.
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# That is ok. the bunny logic will check for this case and incorporate special rules.
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# Note: I don't see why the order would matter, but the original Inverted code reversed the order
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if world.mode[player] != 'inverted':
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mark_light()
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mark_dark()
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else:
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mark_dark()
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mark_light()
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def mark_light():
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def mark_light():
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queue = collections.deque(region for region in world.get_regions(player) if region.type == RegionType.LightWorld)
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queue = collections.deque(region for region in world.get_regions(player) if region.type == RegionType.LightWorld)
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seen = set(queue)
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seen = set(queue)
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@@ -1116,6 +1108,14 @@ def mark_light_dark_world_regions(world, player):
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seen.add(exit.connected_region)
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seen.add(exit.connected_region)
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queue.append(exit.connected_region)
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queue.append(exit.connected_region)
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# Note: I don't see why the order would matter, but the original Inverted code reversed the order
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if world.mode[player] != 'inverted':
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mark_light()
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mark_dark()
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else:
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mark_dark()
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mark_light()
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def create_shops(world, player):
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def create_shops(world, player):
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world.shops[player] = []
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world.shops[player] = []
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