Fix for HC dark rooms not getting correct lamp logic in partitioned DR

This commit is contained in:
codemann8
2023-04-03 08:25:14 -05:00
parent 9cef1ff32e
commit 9406f408df

View File

@@ -1376,9 +1376,9 @@ 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 ['partitioned', 'crossed'] and not info['sewer']:
is_dark = True
elif world.doorShuffle[player] == 'crossed':
elif world.doorShuffle[player] in ['partitioned', 'crossed']:
sewer_builder = world.dungeon_layouts[player]['Hyrule Castle']
is_dark = region not in sewer_builder.master_sector.region_set()
if is_dark: