Simplified Houlihan designation in ER
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@@ -72,12 +72,10 @@ def link_entrances(world, player):
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for entrancename, exitname in open_default_connections:
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for entrancename, exitname in open_default_connections:
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connect_logical(world, entrancename, exitname, player, True)
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connect_logical(world, entrancename, exitname, player, True)
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ignore_pool = True
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ignore_pool = True
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connect_exit(world, 'Chris Houlihan Room Exit', 'Links House', player)
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else:
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else:
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for entrancename, exitname in inverted_default_connections:
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for entrancename, exitname in inverted_default_connections:
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connect_logical(world, entrancename, exitname, player, True)
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connect_logical(world, entrancename, exitname, player, True)
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ignore_pool = True
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ignore_pool = True
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connect_exit(world, 'Chris Houlihan Room Exit', 'Big Bomb Shop', player)
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# inverted entrance mods
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# inverted entrance mods
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for owid in swapped_connections.keys():
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for owid in swapped_connections.keys():
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@@ -152,7 +150,6 @@ def link_entrances(world, player):
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links_house_doors = [i for i in (LW_Single_Cave_Doors if not invFlag else DW_Single_Cave_Doors) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house_doors = [i for i in (LW_Single_Cave_Doors if not invFlag else DW_Single_Cave_Doors) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house = random.choice(links_house_doors)
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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if links_house in bomb_shop_doors:
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if links_house in bomb_shop_doors:
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bomb_shop_doors.remove(links_house)
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bomb_shop_doors.remove(links_house)
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@@ -256,7 +253,6 @@ def link_entrances(world, player):
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links_house_doors = [i for i in (lw_entrances if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house_doors = [i for i in (lw_entrances if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house = random.choice(links_house_doors)
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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if not invFlag:
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if not invFlag:
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if links_house in lw_entrances:
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if links_house in lw_entrances:
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lw_entrances.remove(links_house)
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lw_entrances.remove(links_house)
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@@ -416,7 +412,6 @@ def link_entrances(world, player):
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links_house_doors = [i for i in (lw_entrances + lw_must_exits if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house_doors = [i for i in (lw_entrances + lw_must_exits if not invFlag else dw_entrances) if i not in isolated_entrances + ([] if not invFlag else Inverted_Dark_Sanctuary_Doors)]
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links_house = random.choice(links_house_doors)
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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if not invFlag:
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if not invFlag:
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if links_house in lw_entrances:
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if links_house in lw_entrances:
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lw_entrances.remove(links_house)
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lw_entrances.remove(links_house)
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@@ -599,7 +594,6 @@ def link_entrances(world, player):
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links_house_doors = [i for i in links_house_doors if i not in exclusions]
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links_house_doors = [i for i in links_house_doors if i not in exclusions]
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links_house = random.choice(list(links_house_doors))
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links_house = random.choice(list(links_house_doors))
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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if links_house in entrances:
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if links_house in entrances:
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entrances.remove(links_house)
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entrances.remove(links_house)
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elif links_house in must_exits:
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elif links_house in must_exits:
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@@ -782,7 +776,6 @@ def link_entrances(world, player):
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links_house_doors = [i for i in links_house_doors if i not in exclusions]
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links_house_doors = [i for i in links_house_doors if i not in exclusions]
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links_house = random.choice(links_house_doors)
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_two_way(world, links_house, 'Links House Exit', player)
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connect_exit(world, 'Chris Houlihan Room Exit', links_house, player) # should always match link's house, except for plandos
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exit_pool.remove(links_house)
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exit_pool.remove(links_house)
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doors.remove(links_house)
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doors.remove(links_house)
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@@ -868,6 +861,13 @@ def link_entrances(world, player):
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else:
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else:
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raise NotImplementedError('Shuffling not supported yet')
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raise NotImplementedError('Shuffling not supported yet')
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# ensure Houlihan exits where Links House does
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# TODO: Plando should overrule this
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for links_house in world.get_entrance('Links House Exit', player).connected_region.exits:
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if links_house.connected_region.name == 'Links House':
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break
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connect_exit(world, 'Chris Houlihan Room Exit', links_house.name, player)
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# check for swamp palace fix
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# check for swamp palace fix
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if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Portal':
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if world.get_entrance('Dam', player).connected_region.name != 'Dam' or world.get_entrance('Swamp Palace', player).connected_region.name != 'Swamp Portal':
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world.swamp_patch_required[player] = True
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world.swamp_patch_required[player] = True
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