Straight Stairs trap doors
Straight Stairs adjustment for different door types
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@@ -8,7 +8,6 @@ from enum import unique, Flag
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from functools import reduce
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from BaseClasses import RegionType, Door, DoorType, Direction, Sector, CrystalBarrier
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from Regions import key_only_locations
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from Dungeons import hyrule_castle_regions, eastern_regions, desert_regions, hera_regions, tower_regions, pod_regions
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from Dungeons import dungeon_regions, region_starts, split_region_starts, flexible_starts
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from Dungeons import drop_entrances, dungeon_bigs, dungeon_keys, dungeon_hints
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from Items import ItemFactory
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@@ -55,10 +54,11 @@ def link_doors(world, player):
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connect_two_way(world, entrance, ext, player)
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within_dungeon(world, player)
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elif world.doorShuffle[player] == 'crossed':
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in straight_staircases:
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connect_two_way(world, entrance, ext, player)
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if not world.experimental[player]:
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for entrance, ext in open_edges:
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connect_two_way(world, entrance, ext, player)
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for entrance, ext in straight_staircases:
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connect_two_way(world, entrance, ext, player)
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cross_dungeon(world, player)
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else:
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logging.getLogger('').error('Invalid door shuffle setting: %s' % world.doorShuffle[player])
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@@ -494,9 +494,10 @@ def cross_dungeon(world, player):
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entrances_map, potentials, connections = determine_entrance_list(world, player)
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connections_tuple = (entrances_map, potentials, connections)
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all_sectors = []
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all_sectors, all_regions = [], []
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for key in dungeon_regions.keys():
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all_sectors.extend(convert_to_sectors(dungeon_regions[key], world, player))
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all_regions += dungeon_regions[key]
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all_sectors.extend(convert_to_sectors(all_regions, world, player))
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dungeon_builders = create_dungeon_builders(all_sectors, connections_tuple, world, player)
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for builder in dungeon_builders.values():
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builder.entrance_list = list(entrances_map[builder.name])
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