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