Fix lamp logic in partitioned
This commit is contained in:
4
Rules.py
4
Rules.py
@@ -1191,9 +1191,9 @@ def add_conditional_lamps(world, player):
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is_dark = False
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if not world.sewer_light_cone[player]:
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is_dark = True
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elif world.doorShuffle[player] != 'crossed' and not info['sewer']:
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elif world.doorShuffle[player] not in ['crossed', 'partitioned'] and not info['sewer']:
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is_dark = True
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elif world.doorShuffle[player] == 'crossed':
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elif world.doorShuffle[player] in ['crossed', 'partitioned']:
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sewer_builder = world.dungeon_layouts[player]['Hyrule Castle']
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is_dark = region not in sewer_builder.master_sector.region_set()
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if is_dark:
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