Moving S&Q exits to OWR mandatory connections
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@@ -39,7 +39,6 @@ def link_entrances(world, player):
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if not world.is_tile_swapped(0x1b, player):
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drop_connections.append(tuple(('Pyramid Hole', 'Pyramid')))
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dropexit_connections.append(tuple(('Pyramid Entrance', 'Pyramid Exit')))
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connect_simple(world, 'Other World S&Q', 'Pyramid Area', player)
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else:
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entrance_pool.remove('Pyramid Hole')
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entrance_pool.append('Inverted Pyramid Hole')
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@@ -47,7 +46,6 @@ def link_entrances(world, player):
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entrance_pool.append('Inverted Pyramid Entrance')
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drop_connections.append(tuple(('Inverted Pyramid Hole', 'Pyramid')))
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dropexit_connections.append(tuple(('Inverted Pyramid Entrance', 'Pyramid Exit')))
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connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player)
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unbias_some_entrances(Dungeon_Exits, Cave_Exits, Old_Man_House, Cave_Three_Exits)
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Cave_Exits.extend(Cave_Exits_Directional)
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@@ -56,16 +54,6 @@ def link_entrances(world, player):
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for exitname, regionname in mandatory_connections:
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connect_simple(world, exitname, regionname, player)
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if not world.is_bombshop_start(player):
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connect_simple(world, 'Links House S&Q', 'Links House', player)
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else:
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connect_simple(world, 'Links House S&Q', 'Big Bomb Shop', player)
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if not invFlag:
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connect_simple(world, 'Sanctuary S&Q', 'Sanctuary', player)
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else:
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connect_simple(world, 'Sanctuary S&Q', 'Dark Sanctuary Hint', player)
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connect_simple(world, 'Tavern North', 'Tavern', player)
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suppress_spoiler = False
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@@ -2040,11 +2028,8 @@ Exit_Pool_Base = ['Links House Exit',
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'Pyramid']
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# these are connections that cannot be shuffled and always exist.
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# They link together separate parts of the world we need to divide into regions
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mandatory_connections = [('Old Man S&Q', 'Old Man House'),
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# UW Connections
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('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),
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# They link together underworld regions
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mandatory_connections = [('Lost Woods Hideout (top to bottom)', 'Lost Woods Hideout (bottom)'),
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('Lumberjack Tree (top to bottom)', 'Lumberjack Tree (bottom)'),
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('Kakariko Well (top to bottom)', 'Kakariko Well (bottom)'),
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('Kakariko Well (top to back)', 'Kakariko Well (back)'),
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@@ -14,6 +14,21 @@ version_branch = '-u'
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__version__ = '%s%s' % (version_number, version_branch)
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def link_overworld(world, player):
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if not world.is_bombshop_start(player):
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connect_simple(world, 'Links House S&Q', 'Links House', player)
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else:
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connect_simple(world, 'Links House S&Q', 'Big Bomb Shop', player)
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if not world.mode[player] != 'inverted':
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connect_simple(world, 'Sanctuary S&Q', 'Sanctuary', player)
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else:
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connect_simple(world, 'Sanctuary S&Q', 'Dark Sanctuary Hint', player)
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if not world.is_tile_swapped(0x1b, player):
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connect_simple(world, 'Other World S&Q', 'Pyramid Area', player)
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else:
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connect_simple(world, 'Other World S&Q', 'Hyrule Castle Ledge', player)
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# setup mandatory connections
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for exitname, regionname in mandatory_connections:
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connect_simple(world, exitname, regionname, player)
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@@ -1202,7 +1217,9 @@ test_connections = [
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]
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# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
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mandatory_connections = [# Intra-tile OW Connections
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mandatory_connections = [('Old Man S&Q', 'Old Man House'),
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# Intra-tile OW Connections
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('Lost Woods Bush (West)', 'Lost Woods East Area'), #pearl
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('Lost Woods Bush (East)', 'Lost Woods West Area'), #pearl
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('West Death Mountain Drop', 'West Death Mountain (Bottom)'),
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