Actually reverting Dark Sanc to original state for good
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@@ -162,7 +162,8 @@ def link_entrances(world, player):
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in bomb_shop_doors]
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sanc_door = random.choice(sanc_doors)
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bomb_shop_doors.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', player)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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lw_dm_entrances = ['Paradox Cave (Bottom)', 'Paradox Cave (Middle)', 'Paradox Cave (Top)', 'Old Man House (Bottom)',
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'Fairy Ascension Cave (Bottom)', 'Fairy Ascension Cave (Top)', 'Spiral Cave (Bottom)', 'Old Man Cave (East)',
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@@ -260,7 +261,8 @@ def link_entrances(world, player):
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
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sanc_door = random.choice(sanc_doors)
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dw_entrances.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', player)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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# in restricted, the only mandatory exits are in dark world (lw in inverted)
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if not invFlag:
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@@ -420,7 +422,8 @@ def link_entrances(world, player):
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in dw_entrances]
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sanc_door = random.choice(sanc_doors)
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dw_entrances.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', player)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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# we randomize which world requirements we fulfill first so we get better dungeon distribution
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# we also places the Old Man House at this time to make sure he can be connected to the desert one way
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@@ -598,7 +601,8 @@ def link_entrances(world, player):
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sanc_doors = [door for door in Inverted_Dark_Sanctuary_Doors if door in entrances]
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sanc_door = random.choice(sanc_doors)
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entrances.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', player)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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#place must-exit caves
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connect_mandatory_exits(world, entrances, caves, must_exits, player)
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@@ -778,7 +782,8 @@ def link_entrances(world, player):
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sanc_door = random.choice(sanc_doors)
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exit_pool.remove(sanc_door)
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doors.remove(sanc_door)
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connect_two_way(world, sanc_door, 'Dark Sanctuary Hint Exit', player)
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connect_entrance(world, sanc_door, 'Dark Sanctuary Hint', player)
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world.get_entrance('Dark Sanctuary Hint Exit', player).connect(world.get_entrance(sanc_door, player).parent_region)
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# now let's deal with mandatory reachable stuff
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def extract_reachable_exit(cavelist):
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@@ -2939,7 +2944,7 @@ exit_ids = {'Links House Exit': (0x01, 0x00),
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'Chest Game': 0x47,
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'Dark World Hammer Peg Cave': 0x83,
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'Red Shield Shop': 0x57,
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'Dark Sanctuary Hint Exit': 0x5A,
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'Dark Sanctuary Hint': 0x5A,
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'Fortune Teller (Dark)': 0x66,
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'Archery Game': 0x59,
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'Mire Shed': 0x5F,
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