Moving shuffling dropdowns to later in modes where HC isn't placed early

This fixes unwanted cross-world scenarios
This commit is contained in:
codemann8
2021-10-27 22:33:15 -05:00
parent deb3015105
commit a5ceb2f61c

View File

@@ -329,9 +329,6 @@ def link_entrances(world, player):
else:
caves.append('Ganons Tower Exit')
# shuffle holes
scramble_holes(world, player)
# place dark sanc
if invFlag:
place_dark_sanc(world, sectors, player)
@@ -371,6 +368,9 @@ def link_entrances(world, player):
dw_entrances = [e for e in dw_entrances if e in entrance_pool]
connect_caves(world, lw_entrances, dw_entrances, caves, player)
# shuffle holes
scramble_holes(world, player)
# place remaining doors
connect_doors(world, list(entrance_pool), list(exit_pool), player)
elif world.shuffle[player] == 'lite':
@@ -467,9 +467,6 @@ def link_entrances(world, player):
# shuffle dungeons
skull_woods_shuffle(world, player)
# shuffle dropdowns
scramble_holes(world, player)
if world.mode[player] == 'standard':
connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
Dungeon_Exits.append(tuple(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')))
@@ -509,6 +506,9 @@ def link_entrances(world, player):
bomb_shop = bomb_shop_doors.pop()
connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
# shuffle dropdowns
scramble_holes(world, player)
# place remaining doors
connect_doors(world, list(entrance_pool), list(exit_pool), player)
elif world.shuffle[player] == 'crossed':