fix: some customizer generation issues
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@@ -1062,8 +1062,11 @@ def handle_split_dungeons(dungeon_builders, recombinant_builders, entrances_map,
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for name, split_list in split_dungeon_entrances.items():
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for name, split_list in split_dungeon_entrances.items():
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builder = dungeon_builders.pop(name)
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builder = dungeon_builders.pop(name)
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recombinant_builders[name] = builder
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if all(len(sector.outstanding_doors) <= 0 for sector in builder.sectors):
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dungeon_builders[name] = builder
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continue
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recombinant_builders[name] = builder
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split_builders = split_dungeon_builder(builder, split_list, builder_info)
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split_builders = split_dungeon_builder(builder, split_list, builder_info)
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dungeon_builders.update(split_builders)
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dungeon_builders.update(split_builders)
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for sub_name, split_entrances in split_list.items():
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for sub_name, split_entrances in split_list.items():
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@@ -1342,10 +1342,6 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
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if not sector:
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if not sector:
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sector = find_sector(r_name, all_sectors)
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sector = find_sector(r_name, all_sectors)
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reverse_d_map[sector] = key
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reverse_d_map[sector] = key
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if world.mode[player] == 'standard':
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if 'Hyrule Castle' in dungeon_map:
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current_dungeon = dungeon_map['Hyrule Castle']
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standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
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complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0}
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complete_dungeons = {x: y for x, y in dungeon_map.items() if sum(len(sector.outstanding_doors) for sector in y.sectors) <= 0}
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[dungeon_map.pop(key) for key in complete_dungeons.keys()]
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[dungeon_map.pop(key) for key in complete_dungeons.keys()]
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@@ -1354,6 +1350,11 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
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dungeon_map.update(complete_dungeons)
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dungeon_map.update(complete_dungeons)
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return dungeon_map
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return dungeon_map
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if world.mode[player] == 'standard':
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if 'Hyrule Castle' in dungeon_map:
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current_dungeon = dungeon_map['Hyrule Castle']
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standard_stair_check(dungeon_map, current_dungeon, candidate_sectors, global_pole)
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# categorize sectors
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# categorize sectors
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identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
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identify_destination_sectors(accessible_sectors, reverse_d_map, dungeon_map, connections,
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dungeon_entrances, split_dungeon_entrances)
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dungeon_entrances, split_dungeon_entrances)
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@@ -6,4 +6,5 @@
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* Fixes for HMG by Muffins
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* Fixes for HMG by Muffins
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* Various fixes for Enemizer by Codemann (gfx fixes, more randomization options)
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* Various fixes for Enemizer by Codemann (gfx fixes, more randomization options)
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* Vanilla door shuffle prevents big key doors changes from door_type_mode
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* Vanilla door shuffle prevents big key doors changes from door_type_mode
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* Couple of minor fixes to custom generation. Deals with a complete specification of all dungeons
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* Various enemizer bans for blocked paths (thanks to all the reports, Q1 2025)
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* Various enemizer bans for blocked paths (thanks to all the reports, Q1 2025)
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