Key counts for vanilla fixed
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@@ -375,13 +375,6 @@ flexible_starts = {
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'Skull Woods': ['Skull Left Drop', 'Skull Pinball']
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'Skull Woods': ['Skull Left Drop', 'Skull Pinball']
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}
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}
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default_key_counts = {
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'Hyrule Castle': 1, 'Eastern Palace': 0, 'Desert Palace': 1,
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'Tower of Hera': 1, 'Agahnims Tower': 2, 'Palace of Darkness': 6,
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'Swamp Palace': 1, 'Skull Woods': 3, 'Thieves Town': 1,
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'Ice Palace': 2, 'Misery Mire': 3, 'Turtle Rock': 4, 'Ganons Tower': 4
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}
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dungeon_keys = {
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dungeon_keys = {
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'Hyrule Castle': 'Small Key (Escape)',
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'Hyrule Castle': 'Small Key (Escape)',
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'Eastern Palace': 'Small Key (Eastern Palace)',
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'Eastern Palace': 'Small Key (Eastern Palace)',
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@@ -4,7 +4,7 @@ from collections import defaultdict, deque
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from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
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from BaseClasses import DoorType, dungeon_keys, KeyRuleType, RegionType
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from Regions import dungeon_events
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from Regions import dungeon_events
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from Dungeons import dungeon_keys, dungeon_bigs, dungeon_prize, default_key_counts
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from Dungeons import dungeon_keys, dungeon_bigs, dungeon_prize
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from DungeonGenerator import ExplorationState, special_big_key_doors
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from DungeonGenerator import ExplorationState, special_big_key_doors
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@@ -1531,7 +1531,8 @@ def create_key_counters(key_layout, world, player):
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flat_proposal = key_layout.flat_prop
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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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state = ExplorationState(dungeon=key_layout.sector.name)
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if world.doorShuffle[player] == 'vanilla':
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if world.doorShuffle[player] == 'vanilla':
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state.key_locations = default_key_counts[key_layout.sector.name]
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builder = world.dungeon_layouts[player][key_layout.sector.name]
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state.key_locations = len(builder.key_door_proposal) - builder.key_drop_cnt
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else:
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else:
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builder = world.dungeon_layouts[player][key_layout.sector.name]
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builder = world.dungeon_layouts[player][key_layout.sector.name]
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state.key_locations = builder.total_keys - builder.key_drop_cnt
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state.key_locations = builder.total_keys - builder.key_drop_cnt
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