Split dungeon combinations - runs through combinations if few enough

Odd builders - new algorithm for testing entire set then making a decision
Force groupings updated to be smarter about it - needs to apply elsewhere
This commit is contained in:
aerinon
2020-04-21 16:03:07 -06:00
parent aed4251f13
commit 53ddd1963c
2 changed files with 165 additions and 55 deletions

View File

@@ -333,7 +333,7 @@ def create_doors(world, player):
create_door(player, 'PoD Basement Ledge Drop Down', Lgcl),
create_door(player, 'PoD Stalfos Basement Warp', Warp),
create_door(player, 'PoD Arena Main SW', Nrml).dir(So, 0x2a, Left, High).pos(4),
create_door(player, 'PoD Arena Bridge SE', Nrml).dir(So, 0x2a, Right, High).pos(5).kill(),
create_door(player, 'PoD Arena Bridge SE', Nrml).dir(So, 0x2a, Right, High).pos(5),
create_door(player, 'PoD Arena Main NW', Nrml).dir(No, 0x2a, Left, High).small_key().pos(1),
create_door(player, 'PoD Arena Main NE', Nrml).dir(No, 0x2a, Right, High).no_exit().trap(0x4).pos(0),
create_door(player, 'PoD Arena Main Crystal Path', Lgcl),