Added option to keep original palettes in crossed dungeon mode

If sanc if in a DW dungeon because of crossed+ ER, then you start in bunny form
Mirroring from sanc to the portal is now in logic
Another fix for animated tiles (fairy fountains)
GT Big Key stat changed on credits

Some standard logic fixes for lobbies (more outstanding)
This commit is contained in:
aerinon
2020-11-16 10:51:26 -07:00
parent 11154e1544
commit 4dda394a90
24 changed files with 186 additions and 37 deletions

View File

@@ -129,6 +129,7 @@ class World(object):
set_player_attr('keydropshuffle', False)
set_player_attr('mixed_travel', 'prevent')
set_player_attr('standardize_palettes', 'standardize')
set_player_attr('force_fix', {'gt': False, 'sw': False, 'pod': False, 'tr': False});
def get_name_string_for_object(self, obj):
@@ -148,6 +149,11 @@ class World(object):
for door in doors:
self._door_cache[(door.name, door.player)] = door
def remove_door(self, door, player):
if (door, player) in self._door_cache.keys():
del self._door_cache[(door, player)]
self.doors.remove(door)
def get_regions(self, player=None):
return self.regions if player is None else self._region_cache[player].values()
@@ -176,6 +182,10 @@ class World(object):
return exit
raise RuntimeError('No such entrance %s for player %d' % (entrance, player))
def remove_entrance(self, entrance, player):
if (entrance, player) in self._entrance_cache.keys():
del self._entrance_cache[(entrance, player)]
def get_location(self, location, player):
if isinstance(location, Location):
return location
@@ -862,6 +872,7 @@ class CollectionState(object):
@unique
class RegionType(Enum):
Menu = 0
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses