Big key door fix
Some generation fixes (need to look at pre-validate some more) Bumped up escape assist values in non-basic shuffles
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@@ -58,15 +58,17 @@ def generate_dungeon_find_proposal(builder, entrance_region_names, split_dungeon
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excluded[region] = None
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elif split_dungeon and builder.sewers_access and builder.sewers_access.entrance.parent_region == region:
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continue
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elif len(region.entrances) == 1: # for holes
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access_region = next(x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop')
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if access_region.name == 'Sewer Drop':
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access_region = next(x.parent_region for x in access_region.entrances)
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if (access_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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drop_region = next((x.parent_region for x in region.entrances
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if x.parent_region.type in [RegionType.LightWorld, RegionType.DarkWorld]
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or x.parent_region.name == 'Sewer Drop'), None)
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if drop_region: # for holes
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if drop_region.name == 'Sewer Drop':
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drop_region = next(x.parent_region for x in drop_region.entrances)
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if (drop_region.name in world.inaccessible_regions[player] and
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region.name not in world.enabled_entrances[player]):
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excluded[region] = None
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elif region in excluded:
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del excluded[region]
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entrance_regions = [x for x in entrance_regions if x not in excluded.keys()]
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doors_to_connect, idx = {}, 0
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all_regions = set()
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@@ -315,9 +317,9 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
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non_hole_portals.append(portal.door.entrance.parent_region.name)
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if portal.destination:
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paths.append(portal.door.entrance.parent_region.name)
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if world.mode[player] == 'standard' and name == 'Hyrule Castle':
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if world.mode[player] == 'standard' and name == 'Hyrule Castle Dungeon':
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paths.append('Hyrule Dungeon Cellblock')
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paths.append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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paths.append(('Hyrule Dungeon Cellblock', 'Hyrule Castle Throne Room'))
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if world.doorShuffle[player] in ['basic'] and name == 'Thieves Town':
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paths.append('Thieves Attic Window')
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elif 'Thieves Attic Window' in all_r_names:
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