fix: some customizer generation issues

This commit is contained in:
aerinon
2025-04-28 14:16:31 -06:00
parent f3b774ad7f
commit 4657aaf0b6
3 changed files with 10 additions and 5 deletions

View File

@@ -1342,10 +1342,6 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
if not sector:
sector = find_sector(r_name, all_sectors)
reverse_d_map[sector] = key
if world.mode[player] == 'standard':
if 'Hyrule Castle' in dungeon_map:
current_dungeon = dungeon_map['Hyrule Castle']
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0}
[dungeon_map.pop(key) for key in complete_dungeons.keys()]
@@ -1354,6 +1350,11 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
dungeon_map.update(complete_dungeons)
return dungeon_map
if world.mode[player] == 'standard':
if 'Hyrule Castle' in dungeon_map:
current_dungeon = dungeon_map['Hyrule Castle']
standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
# categorize sectors
identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
dungeon_entrances, split_dungeon_entrances)