Couple minor issues - let a door not be dead in higher intensity, slightly better reporting
This commit is contained in:
7
Doors.py
7
Doors.py
@@ -435,7 +435,7 @@ def create_doors(world, player):
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create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True),
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create_door(player, 'PoD Dark Basement W Up Stairs', Sprl).dir(Up, 0x6a, 0, HTH).ss(S, 0x1b, 0x3c, True),
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create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
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create_door(player, 'PoD Dark Basement E Up Stairs', Sprl).dir(Up, 0x6a, 1, HTH).ss(S, 0x1b, 0x9c, True),
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create_door(player, 'PoD Dark Alley NE', Nrml).dir(No, 0x6a, Right, High).big_key().pos(0),
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create_door(player, 'PoD Dark Alley NE', Nrml).dir(No, 0x6a, Right, High).big_key().pos(0),
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create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).kill().portal(Z, 0x00),
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create_door(player, 'PoD Mimics 2 SW', Nrml).dir(So, 0x1b, Left, High).pos(1).portal(Z, 0x00),
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create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
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create_door(player, 'PoD Mimics 2 NW', Intr).dir(No, 0x1b, Left, High).pos(0),
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create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
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create_door(player, 'PoD Bow Statue SW', Intr).dir(So, 0x1b, Left, High).pos(0),
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create_door(player, 'PoD Bow Statue Left to Right Barrier - Orange', Lgcl),
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create_door(player, 'PoD Bow Statue Left to Right Barrier - Orange', Lgcl),
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@@ -1467,6 +1467,11 @@ def create_doors(world, player):
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world.get_door('GT Spike Crystal Right to Left Barrier - Orange', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Spike Crystal Right to Left Barrier - Orange', player).barrier(CrystalBarrier.Orange)
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world.get_door('GT Spike Crystal Left to Right Bypass', player).barrier(CrystalBarrier.Blue)
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world.get_door('GT Spike Crystal Left to Right Bypass', player).barrier(CrystalBarrier.Blue)
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# kill certain doors
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if world.intensity[player] == 1: # due to ladder & warp being fixed
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world.get_door('PoD Mimics 2 SW', player).kill()
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# nifty dynamic logical doors:
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# nifty dynamic logical doors:
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south_controller = world.get_door('Ice Cross Bottom SE', player)
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south_controller = world.get_door('Ice Cross Bottom SE', player)
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east_controller = world.get_door('Ice Cross Right ES', player)
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east_controller = world.get_door('Ice Cross Right ES', player)
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@@ -514,7 +514,7 @@ def fill_prizes(world, attempts=15):
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continue
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continue
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break
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break
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else:
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else:
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raise FillError('Unable to place dungeon prizes')
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raise FillError(f'Unable to place dungeon prizes {", ".join(list(map(lambda d: d.hint_text, prize_locs)))}')
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def set_up_shops(world, player):
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def set_up_shops(world, player):
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