Fixed Standard generation
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@@ -1864,6 +1864,8 @@ def find_accessible_entrances(world, player, builder):
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connect = ext.connected_region
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connect = ext.connected_region
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if connect is None or ext.door and ext.door.blocked:
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if connect is None or ext.door and ext.door.blocked:
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continue
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continue
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if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle' and ext.name in ['Hyrule Castle Main Gate (North)', 'Top of Pyramid (Inner)', 'Inverted Pyramid Entrance' ]:
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continue
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if connect.name in entrances and connect not in visited_entrances:
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if connect.name in entrances and connect not in visited_entrances:
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visited_entrances.append(connect.name)
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visited_entrances.append(connect.name)
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elif connect and connect not in queue and connect not in visited_regions:
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elif connect and connect not in queue and connect not in visited_regions:
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2
Rules.py
2
Rules.py
@@ -1570,7 +1570,7 @@ def standard_rules(world, player):
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set_rule(entrance, lambda state: state.has('Zelda Delivered', player))
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set_rule(entrance, lambda state: state.has('Zelda Delivered', player))
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set_rule(world.get_entrance('Sanctuary Exit', player), lambda state: state.has('Zelda Delivered', player))
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set_rule(world.get_entrance('Sanctuary Exit', player), lambda state: state.has('Zelda Delivered', player))
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# zelda should be saved before agahnim is in play
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# zelda should be saved before agahnim is in play
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set_rule(world.get_location('Agahnim 1', player), lambda state: state.has('Zelda Delivered', player))
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add_rule(world.get_location('Agahnim 1', player), lambda state: state.has('Zelda Delivered', player))
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# too restrictive for crossed?
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# too restrictive for crossed?
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def uncle_item_rule(item):
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def uncle_item_rule(item):
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