Fixed issue with Links House candidate list in ER is blank
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@@ -1364,9 +1364,10 @@ def place_links_house(world, sectors, player):
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if invFlag and isinstance(dark_sanc, str):
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links_house_doors = [i for i in get_distant_entrances(world, dark_sanc, sectors, player) if i in entrance_pool]
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else:
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links_house_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
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links_house_doors = [i for i in get_starting_entrances(world, sectors, player, world.shuffle[player] == 'insanity') if i in entrance_pool]
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if world.shuffle[player] in ['lite', 'lean']:
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links_house_doors = [e for e in links_house_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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links_house = random.choice(links_house_doors)
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connect_two_way(world, links_house, 'Links House Exit', player)
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return links_house
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@@ -1376,7 +1377,7 @@ def place_dark_sanc(world, sectors, player):
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if not world.shufflelinks[player]:
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sanc_doors = [i for i in get_distant_entrances(world, 'Big Bomb Shop', sectors, player) if i in entrance_pool]
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else:
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sanc_doors = [i for i in get_starting_entrances(world, sectors, player) if i in entrance_pool]
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sanc_doors = [i for i in get_starting_entrances(world, sectors, player, world.shuffle[player] == 'insanity') if i in entrance_pool]
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if world.shuffle[player] in ['lite', 'lean']:
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sanc_doors = [e for e in sanc_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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sanc_door = random.choice(sanc_doors)
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@@ -1735,30 +1736,36 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
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return entrances
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def get_starting_entrances(world, sectors, player):
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def get_starting_entrances(world, sectors, player, force_starting_world=True):
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invFlag = world.mode[player] == 'inverted'
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# find largest walkable sector
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sector = None
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invalid_sectors = list()
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while (sector is None):
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sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
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if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
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and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
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invalid_sectors.append(sector)
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sector = None
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regions = max(sector, key=lambda x: len(x))
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# get entrances from list of regions
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entrances = list()
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for region_name in [r for r in regions if r ]:
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if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
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continue
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region = world.get_region(region_name, player)
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if region.type == RegionType.LightWorld if not invFlag else RegionType.DarkWorld:
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for exit in region.exits:
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if not exit.connected_region and exit.spot_type == 'Entrance':
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entrances.append(exit.name)
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while not len(entrances):
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while (sector is None):
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sector = max(sectors, key=lambda x: len(x) - (0 if x not in invalid_sectors else 1000))
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if not ((world.owCrossed[player] == 'polar' and world.owMixed[player]) or world.owCrossed[player] not in ['none', 'polar']) \
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and world.get_region(next(iter(next(iter(sector)))), player).type != (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
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invalid_sectors.append(sector)
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sector = None
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regions = max(sector, key=lambda x: len(x))
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# get entrances from list of regions
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entrances = list()
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for region_name in regions:
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if world.shuffle[player] == 'simple' and region_name in OWTileRegions and OWTileRegions[region_name] in [0x03, 0x05, 0x07]:
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continue
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region = world.get_region(region_name, player)
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if not force_starting_world or region.type == (RegionType.LightWorld if not invFlag else RegionType.DarkWorld):
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for exit in region.exits:
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if not exit.connected_region and exit.spot_type == 'Entrance':
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entrances.append(exit.name)
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invalid_sectors.append(sector)
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sector = None
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return entrances
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