Added rule changes that only apply to reachability checks, prior to actual game simluation
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@@ -1234,7 +1234,7 @@ class CollectionState(object):
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# In the future, this can be used to check if the player starts without bombs
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# In the future, this can be used to check if the player starts without bombs
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def can_use_bombs(self, player):
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def can_use_bombs(self, player):
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return (not self.world.bombbag[player] or self.has('Bomb Upgrade (+10)', player)) and self.can_farm_bombs(player)
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return (not self.world.bombbag[player] or self.has('Bomb Upgrade (+10)', player)) and ((hasattr(self.world,"override_bomb_check") and self.world.override_bomb_check) or self.can_farm_bombs(player))
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def can_hit_crystal(self, player):
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def can_hit_crystal(self, player):
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return (self.can_use_bombs(player)
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return (self.can_use_bombs(player)
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3
Rules.py
3
Rules.py
@@ -24,7 +24,8 @@ def set_rules(world, player):
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ow_bunny_rules(world, player)
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ow_bunny_rules(world, player)
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if world.mode[player] == 'standard':
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if world.mode[player] == 'standard':
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standard_rules(world, player)
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if world.get_region('Big Bomb Shop', player).entrances: # just some location that is placed late in the ER algorithm, prevent standard rules from applying when trying to search reachability in the overworld
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standard_rules(world, player)
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elif world.mode[player] == 'open' or world.mode[player] == 'inverted':
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elif world.mode[player] == 'open' or world.mode[player] == 'inverted':
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open_rules(world, player)
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open_rules(world, player)
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else:
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else:
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