Revamped dungeon generation
Revamped key logic generation Prevent key floods in playthrough/can_beat_game checks
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8
Doors.py
8
Doors.py
@@ -184,9 +184,7 @@ def create_doors(world, player):
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create_door(player, 'Desert Tiles 2 SE', Nrml).dir(Direction.South, 0x43, Right, High).small_key().pos(2),
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create_door(player, 'Desert Tiles 2 NE', Intr).dir(Direction.North, 0x43, Right, High).small_key().pos(1),
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create_door(player, 'Desert Wall Slide SE', Intr).dir(Direction.South, 0x43, Right, High).small_key().pos(1),
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# todo: we need a new flag for a door that has a wall on it - you have to traverse it one particular way first
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# the above is not a problem until we get to crossed mode
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create_door(player, 'Desert Wall Slide NW', Nrml).dir(Direction.North, 0x43, Left, High).big_key().pos(0),
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create_door(player, 'Desert Wall Slide NW', Nrml).dir(Direction.North, 0x43, Left, High).big_key().pos(0).no_entrance(),
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create_door(player, 'Desert Boss SW', Nrml).dir(Direction.South, 0x33, Left, High).no_exit().trap(0x4).pos(0),
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# Hera
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@@ -323,9 +321,7 @@ def create_doors(world, player):
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create_door(player, 'PoD Mimics 2 SW', Nrml).dir(Direction.South, 0x1b, Left, High).pos(1),
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create_door(player, 'PoD Mimics 2 NW', Intr).dir(Direction.North, 0x1b, Left, High).pos(0),
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create_door(player, 'PoD Bow Statue SW', Intr).dir(Direction.South, 0x1b, Left, High).pos(0),
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# todo: we need a new flag for a door that has a wall on it - you have to traverse it one particular way first
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# the above is not a problem until we get to crossed mode
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create_door(player, 'PoD Bow Statue Down Ladder', Lddr),
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create_door(player, 'PoD Bow Statue Down Ladder', Lddr).no_entrance(),
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create_door(player, 'PoD Dark Pegs Up Ladder', Lddr),
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create_door(player, 'PoD Dark Pegs WN', Intr).dir(Direction.West, 0x0b, Mid, High).small_key().pos(2),
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create_door(player, 'PoD Lonely Turtle SW', Intr).dir(Direction.South, 0x0b, Mid, High).pos(0),
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