Minor adjustments to world model refactor
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Main.py
1
Main.py
@@ -241,7 +241,6 @@ def main(args, seed=None, fish=None):
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for player in range(1, world.players + 1):
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for player in range(1, world.players + 1):
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set_rules(world, player)
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set_rules(world, player)
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reg = world.get_region('Dark Desert', 1)
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district_item_pool_config(world)
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district_item_pool_config(world)
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for player in range(1, world.players + 1):
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for player in range(1, world.players + 1):
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if world.shopsanity[player]:
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if world.shopsanity[player]:
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9
Rules.py
9
Rules.py
@@ -246,6 +246,10 @@ def global_rules(world, player):
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set_rule(world.get_entrance('Hammer Bridge Pegs (North)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Hammer Bridge Pegs (North)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Hammer Bridge Pegs (South)', player), lambda state: state.has('Hammer', player))
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set_rule(world.get_entrance('Hammer Bridge Pegs (South)', player), lambda state: state.has('Hammer', player))
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# this more like an ohko rule - dependent on bird being present too - so enemizer could turn this off?
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set_rule(world.get_entrance('Bumper Cave Ledge Drop', player), lambda state: state.has_Pearl(player) and
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(state.has('Cape', player) or state.has('Cane of Byrna', player) or state.has_sword(player)))
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# entrance rules
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# entrance rules
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# Caution: If king's grave is relaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
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# Caution: If king's grave is relaxed at all to account for reaching it via a two way cave's exit in insanity mode, then the bomb shop logic will need to be updated (that would involve create a small ledge-like Region for it)
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# TODO: Not sure if this ^ is true anymore since Kings Grave is its own region now
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# TODO: Not sure if this ^ is true anymore since Kings Grave is its own region now
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@@ -900,11 +904,6 @@ def ow_inverted_rules(world, player):
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or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player))) # Need LW access using Mirror or Portal
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or (state.can_reach('Light World', 'Region', player) and state.has_Mirror(player))) # Need LW access using Mirror or Portal
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set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: world.open_pyramid[player] or world.goal[player] == 'trinity' or state.has('Beat Agahnim 2', player))
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set_rule(world.get_entrance('Inverted Pyramid Hole', player), lambda state: world.open_pyramid[player] or world.goal[player] == 'trinity' or state.has('Beat Agahnim 2', player))
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# todo: this needs a new home
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# # this more like an ohko rule - dependent on bird being present too - so enemizer could turn this off?
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# set_rule(world.get_entrance('Bumper Cave Ledge Drop', player), lambda state: state.has_Pearl(player) and
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# (state.has('Cape', player) or state.has('Cane of Byrna', player) or state.has_sword(player)))
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def ow_bunny_rules(world, player):
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def ow_bunny_rules(world, player):
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# locations
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# locations
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@@ -976,7 +976,6 @@ def find_entrances_and_exits(avail_pool, entrance_pool):
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inverted_sub_table = {
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inverted_sub_table = {
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#TODO: Confirm this is correct
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#'Ganons Tower': 'Agahnims Tower',
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#'Ganons Tower': 'Agahnims Tower',
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#'Agahnims Tower': 'Ganons Tower',
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#'Agahnims Tower': 'Ganons Tower',
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#'Links House': 'Big Bomb Shop',
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#'Links House': 'Big Bomb Shop',
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