Standard + Crossed bug with Hyrule Castle
Big Key logic for standard Some generation issues with ER Redesigned Map/Compass section of Keysanity menu
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@@ -858,10 +858,6 @@ class ExplorationState(object):
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if location.name in flooded_keys_reverse.keys() and self.location_found(
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flooded_keys_reverse[location.name]):
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self.perform_event(flooded_keys_reverse[location.name], key_region)
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if key_checks and region.name == 'Hyrule Dungeon Cellblock' and not self.big_key_opened:
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self.big_key_opened = True
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self.avail_doors.extend(self.big_doors)
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self.big_doors.clear()
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def flooded_key_check(self, location):
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if location.name not in flooded_keys.keys():
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@@ -980,6 +976,12 @@ class ExplorationState(object):
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def visited_at_all(self, region):
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return region in self.visited_blue or region in self.visited_orange
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def found_forced_bk(self):
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for location in self.found_locations:
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if location.forced_big_key():
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return True
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return False
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def can_traverse(self, door, exception=None):
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if door.blocked:
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return exception(door) if exception else False
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@@ -2763,7 +2765,7 @@ def split_dungeon_builder(builder, split_list, builder_info):
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p = next(x for x in world.dungeon_portals[player] if x.door.entrance.parent_region.name == r_name)
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if not p.deadEnd:
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candidates.append(name)
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merge_keys = random.sample(candidates, 2)
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merge_keys = random.sample(candidates, 2) if len(candidates) >= 2 else []
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for name, split_entrances in split_list.items():
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key = builder.name + ' ' + name
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if merge_keys and name in merge_keys:
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