Merge branch 'OverworldShuffleDev' into OverworldShuffle

This commit is contained in:
codemann8
2021-10-05 21:00:58 -05:00

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@@ -163,7 +163,8 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors] sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors]
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
bomb_shop_doors.remove(sanc_door) bomb_shop_doors.remove(sanc_door)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
lw_dm_entrances = ['Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Old Man House (Bottom)', lw_dm_entrances = ['Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Old Man House (Bottom)',
'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)',
@@ -261,7 +262,8 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
dw_entrances.remove(sanc_door) dw_entrances.remove(sanc_door)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
# in restricted, the only mandatory exits are in dark world (lw in inverted) # in restricted, the only mandatory exits are in dark world (lw in inverted)
if not invFlag: if not invFlag:
@@ -421,7 +423,8 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
dw_entrances.remove(sanc_door) dw_entrances.remove(sanc_door)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
# we randomize which world requirements we fulfill first so we get better dungeon distribution # we randomize which world requirements we fulfill first so we get better dungeon distribution
# we also places the Old Man House at this time to make sure he can be connected to the desert one way # we also places the Old Man House at this time to make sure he can be connected to the desert one way
@@ -599,7 +602,8 @@ def link_entrances(world, player):
sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances] sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances]
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
entrances.remove(sanc_door) entrances.remove(sanc_door)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
#place must-exit caves #place must-exit caves
connect_mandatory_exits(world, entrances, caves, must_exits, player) connect_mandatory_exits(world, entrances, caves, must_exits, player)
@@ -779,7 +783,8 @@ def link_entrances(world, player):
sanc_door = random.choice(sanc_doors) sanc_door = random.choice(sanc_doors)
exit_pool.remove(sanc_door) exit_pool.remove(sanc_door)
doors.remove(sanc_door) doors.remove(sanc_door)
connect_two_way(world, sanc_door, 'Dark Sanctuary Hint', player) connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
# now let's deal with mandatory reachable stuff # now let's deal with mandatory reachable stuff
def extract_reachable_exit(cavelist): def extract_reachable_exit(cavelist):