Moving shuffling dropdowns to later in modes where HC isn't placed early
This fixes unwanted cross-world scenarios
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@@ -329,9 +329,6 @@ def link_entrances(world, player):
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else:
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else:
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caves.append('Ganons Tower Exit')
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caves.append('Ganons Tower Exit')
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# shuffle holes
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scramble_holes(world, player)
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# place dark sanc
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# place dark sanc
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if invFlag:
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if invFlag:
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place_dark_sanc(world, sectors, player)
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place_dark_sanc(world, sectors, player)
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@@ -371,6 +368,9 @@ def link_entrances(world, player):
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dw_entrances = [e for e in dw_entrances if e in entrance_pool]
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dw_entrances = [e for e in dw_entrances if e in entrance_pool]
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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# shuffle holes
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scramble_holes(world, player)
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# place remaining doors
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'lite':
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elif world.shuffle[player] == 'lite':
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@@ -467,9 +467,6 @@ def link_entrances(world, player):
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# shuffle dungeons
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# shuffle dungeons
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skull_woods_shuffle(world, player)
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skull_woods_shuffle(world, player)
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# shuffle dropdowns
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scramble_holes(world, player)
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if world.mode[player] == 'standard':
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if world.mode[player] == 'standard':
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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connect_two_way(world, 'Hyrule Castle Entrance (South)', 'Hyrule Castle Exit (South)', player)
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Dungeon_Exits.append(tuple(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')))
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Dungeon_Exits.append(tuple(('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')))
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@@ -509,6 +506,9 @@ def link_entrances(world, player):
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bomb_shop = bomb_shop_doors.pop()
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bomb_shop = bomb_shop_doors.pop()
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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# shuffle dropdowns
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scramble_holes(world, player)
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# place remaining doors
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'crossed':
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elif world.shuffle[player] == 'crossed':
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