Only start at Big Bomb Shop if not ER

This commit is contained in:
codemann8
2022-01-15 17:37:16 -06:00
parent f6d309ca76
commit c2f6799885
4 changed files with 21 additions and 18 deletions

View File

@@ -1815,7 +1815,7 @@ def remove_pair_type_if_present(door, world, player):
def find_inaccessible_regions(world, player):
world.inaccessible_regions[player] = []
start_regions = ['Links House' if not world.is_tile_swapped(0x2c, player) else 'Big Bomb Shop', 'Sanctuary' if world.mode[player] != 'inverted' else 'Dark Sanctuary Hint']
start_regions = ['Links House' if not world.is_bombshop_start(player) else 'Big Bomb Shop', 'Sanctuary' if world.mode[player] != 'inverted' else 'Dark Sanctuary Hint']
regs = convert_regions(start_regions, world, player)
all_regions = [r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon]
visited_regions = set()
@@ -1851,7 +1851,7 @@ def find_accessible_entrances(world, player, builder):
if world.mode[player] == 'standard' and builder.name == 'Hyrule Castle':
start_regions = ['Hyrule Castle Courtyard']
else:
start_regions = ['Links House' if not world.is_tile_swapped(0x2c, player) else 'Big Bomb Shop', 'Sanctuary' if world.mode[player] != 'inverted' else 'Dark Sanctuary Hint']
start_regions = ['Links House' if not world.is_bombshop_start(player) else 'Big Bomb Shop', 'Sanctuary' if world.mode[player] != 'inverted' else 'Dark Sanctuary Hint']
if world.is_tile_swapped(0x1b, player):
start_regions.append('Hyrule Castle Ledge')
regs = convert_regions(start_regions, world, player)
@@ -1886,7 +1886,7 @@ def find_accessible_entrances(world, player, builder):
def valid_inaccessible_region(world, r, player):
return r.type is not RegionType.Cave or (len(r.exits) > 0 and r.name not in ['Links House' if not world.is_tile_swapped(0x2c, player) else 'Big Bomb Shop', 'Chris Houlihan Room'])
return r.type is not RegionType.Cave or (len(r.exits) > 0 and r.name not in ['Links House' if not world.is_bombshop_start(player) else 'Big Bomb Shop', 'Chris Houlihan Room'])
def add_inaccessible_doors(world, player):