Added Thieves Maiden to followers that have pathing logic
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@@ -1658,14 +1658,15 @@ class Entrance(object):
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'Missing Smith': ('Frog', True, False, True, True),
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'Middle Aged Man': ('Dark Blacksmith Ruins', True, False, True, True),
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'Old Man Drop Off': ('Lost Old Man', True, False, False, False),
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#'Revealing Light': ('Suspicious Maiden', False, False, False, False) }
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'Revealing Light': ('Suspicious Maiden', False, False, False, False)
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}
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if self.name in multi_step_locations:
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if self not in state.path:
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world = self.parent_region.world
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step_location = world.get_location(multi_step_locations[self.name][0], self.player)
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if step_location.can_reach(state) and self.can_reach_thru(state, step_location, multi_step_locations[self.name][1], multi_step_locations[self.name][2], multi_step_locations[self.name][3], multi_step_locations[self.name][4]) and self.access_rule(state):
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multi_step_loc = multi_step_locations[self.name]
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step_location = world.get_location(multi_step_loc[0], self.player)
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if step_location.can_reach(state) and self.can_reach_thru(state, step_location, multi_step_loc[1], multi_step_loc[2], multi_step_loc[3], multi_step_loc[4]) and self.access_rule(state):
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if not self in state.path:
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path = state.path.get(step_location.parent_region, (step_location.parent_region.name, None))
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item_name = step_location.item.name if step_location.item else 'Pick Up Item'
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