Fix Desert Wall pre-opened logic for the portal re-factor
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@@ -488,6 +488,7 @@ def connect_portal(portal, world, player):
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chosen_door = world.get_door(portal_entrance.name, player)
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chosen_door.blocked = False
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connect_door_only(world, chosen_door, portal_region, player)
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portal_entrance.parent_region.entrances.append(edit_entrance)
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# todo: remove this?
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@@ -505,6 +506,7 @@ def connect_portal_copy(portal, world, player):
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chosen_door = world.get_door(portal_entrance.name, player)
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chosen_door.blocked = False
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connect_door_only(world, chosen_door, portal_region, player)
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portal_entrance.parent_region.entrances.append(edit_entrance)
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def find_portal_candidates(door_list, dungeon, need_passage=False, dead_end_allowed=False, crossed=False, bk_shuffle=False):
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@@ -619,7 +619,7 @@ def stonewall_valid(stonewall):
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return False # you can get stuck from an entrance
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else:
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door = entrance.door
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if door is not None and door != stonewall and not door.blocked and parent not in visited:
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if (door is None or (door != stonewall and not door.blocked)) and parent not in visited:
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visited.add(parent)
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queue.append(parent)
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# we didn't find anything bad
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2
Main.py
2
Main.py
@@ -25,7 +25,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from Utils import output_path, parse_player_names
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__version__ = '0.2.0.19u'
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__version__ = '0.2.0.20u'
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class EnemizerError(RuntimeError):
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pass
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@@ -93,6 +93,8 @@ testing to verify logic is all good.
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# Bug Fixes
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* 2.0.20u
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* Problem with Desert Wall not being pre-opened in intensity 3 fixed
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* 2.0.19u
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* Generation improvement
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* Possible fix for shop vram corruption
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