Removal of key doors no longer overwrites lobby status
Fixed the 4 ER entrances when Desert back is a connector
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@@ -144,7 +144,7 @@ def create_door_spoiler(world, player):
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world.spoiler.set_door(door_a.name, door_b.name, 'entrance', player, builder.name)
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world.spoiler.set_door(door_a.name, door_b.name, 'entrance', player, builder.name)
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else:
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else:
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logger.warning('This is a bug during door spoiler')
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logger.warning('This is a bug during door spoiler')
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else:
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elif not isinstance(door_b, Region):
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logger.warning('Door not connected: %s', door_a.name)
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logger.warning('Door not connected: %s', door_a.name)
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if connect and connect.type == RegionType.Dungeon and connect not in visited:
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if connect and connect.type == RegionType.Dungeon and connect not in visited:
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visited.add(connect)
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visited.add(connect)
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@@ -1071,6 +1071,8 @@ def check_entrance_fixes(world, player):
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portal = test_portal
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portal = test_portal
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break
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break
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world.force_fix[player][key] = portal
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world.force_fix[player][key] = portal
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elif dungeon.name in ['Hyrule Castle', 'Desert Palace', 'Skull Woods', 'Turtle Rock']:
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world.force_fix[player][key] = portal
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def palette_assignment(world, player):
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def palette_assignment(world, player):
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@@ -1543,12 +1545,12 @@ def reassign_key_doors(builder, world, player):
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else:
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else:
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room.delete(d.doorListPos)
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room.delete(d.doorListPos)
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d.smallKey = False
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d.smallKey = False
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elif d.type is DoorType.Interior and d not in flat_proposal and d.dest not in flat_proposal:
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elif d.type is DoorType.Interior and d not in flat_proposal and d.dest not in flat_proposal and not d.entranceFlag:
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world.get_room(d.roomIndex, player).change(d.doorListPos, DoorKind.Normal)
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world.get_room(d.roomIndex, player).change(d.doorListPos, DoorKind.Normal)
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d.smallKey = False
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d.smallKey = False
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d.dest.smallKey = False
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d.dest.smallKey = False
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queue.remove(d.dest)
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queue.remove(d.dest)
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elif d.type is DoorType.Normal and d not in flat_proposal:
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elif d.type is DoorType.Normal and d not in flat_proposal and not d.entranceFlag:
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world.get_room(d.roomIndex, player).change(d.doorListPos, DoorKind.Normal)
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world.get_room(d.roomIndex, player).change(d.doorListPos, DoorKind.Normal)
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d.smallKey = False
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d.smallKey = False
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for dp in world.paired_doors[player]:
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for dp in world.paired_doors[player]:
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2
Main.py
2
Main.py
@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from ItemList import generate_itempool, difficulties, fill_prizes, fill_specific_items
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from Utils import output_path, parse_player_names
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from Utils import output_path, parse_player_names
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__version__ = '0.2.0.13u'
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__version__ = '0.2.0.14u'
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class EnemizerError(RuntimeError):
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class EnemizerError(RuntimeError):
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pass
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pass
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@@ -80,6 +80,9 @@ Redesign of Keysanity Menu complete for crossed dungeon and moved out of experim
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# Bug Fixes
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# Bug Fixes
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* 2.0.14u
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* Removal of key doors no longer messes up certain lobbies
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* Fixed ER entrances when Desert Back is a connector
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* 2.0.13u
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* 2.0.13u
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* Minor portal re-work for certain logic and spoiler information
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* Minor portal re-work for certain logic and spoiler information
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* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
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* Repaired certain exits wrongly affected by Sanctuary placement (ER crossed + intensity 3)
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