Fixed EG2 spawn starts to connect logic exits more consistently
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@@ -644,7 +644,6 @@ def do_dark_sanc(entrances, exits, avail):
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entrances.remove(choice)
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entrances.remove(choice)
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exits.remove('Dark Sanctuary Hint')
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exits.remove('Dark Sanctuary Hint')
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connect_entrance(choice, 'Dark Sanctuary Hint', avail)
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connect_entrance(choice, 'Dark Sanctuary Hint', avail)
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ext.connect(avail.world.get_entrance(choice, avail.player).parent_region)
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if not avail.coupled:
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if not avail.coupled:
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avail.decoupled_entrances.remove(choice)
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avail.decoupled_entrances.remove(choice)
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if avail.swapped and choice != 'Dark Sanctuary Hint':
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if avail.swapped and choice != 'Dark Sanctuary Hint':
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@@ -652,8 +651,7 @@ def do_dark_sanc(entrances, exits, avail):
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entrances.remove(swap_ent)
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entrances.remove(swap_ent)
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exits.remove(swap_ext)
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exits.remove(swap_ext)
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elif not ext.connected_region:
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elif not ext.connected_region:
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# default to output to vanilla area, assume vanilla connection
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raise Exception('Dark Sanctuary Hint was placed earlier but its exit not properly connected')
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ext.connect(avail.world.get_region('Dark Chapel Area', avail.player))
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def do_links_house(entrances, exits, avail, cross_world):
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def do_links_house(entrances, exits, avail, cross_world):
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@@ -723,8 +721,6 @@ def do_links_house(entrances, exits, avail, cross_world):
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connect_two_way(links_house, lh_exit, avail)
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connect_two_way(links_house, lh_exit, avail)
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else:
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else:
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connect_entrance(links_house, lh_exit, avail)
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connect_entrance(links_house, lh_exit, avail)
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ext = avail.world.get_entrance('Big Bomb Shop Exit', avail.player)
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ext.connect(avail.world.get_entrance(links_house, avail.player).parent_region)
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entrances.remove(links_house)
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entrances.remove(links_house)
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exits.remove(lh_exit)
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exits.remove(lh_exit)
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if not avail.coupled:
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if not avail.coupled:
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@@ -1908,6 +1904,12 @@ def connect_entrance(entrancename, exit_name, avail):
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avail.entrances.remove(entrancename)
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avail.entrances.remove(entrancename)
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if avail.coupled:
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if avail.coupled:
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avail.exits.remove(exit_name)
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avail.exits.remove(exit_name)
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if exit_name == 'Big Bomb Shop' and avail.world.is_bombshop_start(avail.player):
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ext = avail.world.get_entrance('Big Bomb Shop Exit', avail.player)
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ext.connect(avail.world.get_entrance(entrancename, avail.player).parent_region)
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if exit_name == 'Dark Sanctuary Hint' and avail.world.is_dark_chapel_start(avail.player):
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ext = avail.world.get_entrance('Dark Sanctuary Hint Exit', avail.player)
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ext.connect(avail.world.get_entrance(entrancename, avail.player).parent_region)
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world.spoiler.set_entrance(entrance.name, exit.name if exit is not None else region.name, 'entrance', player)
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world.spoiler.set_entrance(entrance.name, exit.name if exit is not None else region.name, 'entrance', player)
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logging.getLogger('').debug(f'Connected (entr) {entrance.name} to {exit.name if exit is not None else region.name}')
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logging.getLogger('').debug(f'Connected (entr) {entrance.name} to {exit.name if exit is not None else region.name}')
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