Fix lamp logic in partitioned

This commit is contained in:
aerinon
2023-03-30 16:42:56 -06:00
parent 636819ffc0
commit 6f18c4c4a5

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@@ -1191,9 +1191,9 @@ def add_conditional_lamps(world, player):
is_dark = False
if not world.sewer_light_cone[player]:
is_dark = True
elif world.doorShuffle[player] != 'crossed' and not info['sewer']:
elif world.doorShuffle[player] not in ['crossed', 'partitioned'] and not info['sewer']:
is_dark = True
elif world.doorShuffle[player] == 'crossed':
elif world.doorShuffle[player] in ['crossed', 'partitioned']:
sewer_builder = world.dungeon_layouts[player]['Hyrule Castle']
is_dark = region not in sewer_builder.master_sector.region_set()
if is_dark: