diff --git a/EntranceShuffle.py b/EntranceShuffle.py index 78c97f63..a44edf0e 100644 --- a/EntranceShuffle.py +++ b/EntranceShuffle.py @@ -162,7 +162,8 @@ def link_entrances(world, player): sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors] sanc_door = random.choice(sanc_doors) bomb_shop_doors.remove(sanc_door) - connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', 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)', 'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)', @@ -260,7 +261,8 @@ def link_entrances(world, player): sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] sanc_door = random.choice(sanc_doors) dw_entrances.remove(sanc_door) - connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', 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) if not invFlag: @@ -420,7 +422,8 @@ def link_entrances(world, player): sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances] sanc_door = random.choice(sanc_doors) dw_entrances.remove(sanc_door) - connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', 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 also places the Old Man House at this time to make sure he can be connected to the desert one way @@ -598,7 +601,8 @@ def link_entrances(world, player): sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances] sanc_door = random.choice(sanc_doors) entrances.remove(sanc_door) - connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', 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 connect_mandatory_exits(world, entrances, caves, must_exits, player) @@ -778,7 +782,8 @@ def link_entrances(world, player): sanc_door = random.choice(sanc_doors) exit_pool.remove(sanc_door) doors.remove(sanc_door) - connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', 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 def extract_reachable_exit(cavelist): @@ -2939,7 +2944,7 @@ exit_ids = {'Links House Exit': (0x01, 0x00), 'Chest Game': 0x47, 'Dark World Hammer Peg Cave': 0x83, 'Red Shield Shop': 0x57, - 'Dark Sanctuary Hint Exit': 0x5A, + 'Dark Sanctuary Hint': 0x5A, 'Fortune Teller (Dark)': 0x66, 'Archery Game': 0x59, 'Mire Shed': 0x5F,