Actually reverting Dark Sanc to original state for good

This commit is contained in:
codemann8
2021-10-06 12:00:48 -05:00
parent 64d6f22b71
commit c08cb5c530

View File

@@ -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,