Better support for customized start_inverntory with dungeon items (can be mixed with item pool)
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17
ItemList.py
17
ItemList.py
@@ -1014,8 +1014,19 @@ item_alternates = {
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def modify_pool_for_start_inventory(start_inventory, world, player):
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# skips custom item pools - these shouldn't be adjusted
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if (world.customizer and world.customizer.get_item_pool()) or world.custom:
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# custom item pools only adjust in dungeon items
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for item in start_inventory:
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if item.dungeon:
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d = world.get_dungeon(item.dungeon, item.player)
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match = next((i for i in d.all_items if i.name == item.name), None)
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if match:
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if match.map or match.compass:
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d.dungeon_items.remove(match)
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elif match.smallkey:
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d.small_keys.remove(match)
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elif match.bigkey and d.big_key == match:
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d.big_key = None
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return
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for item in start_inventory:
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if item.player == player:
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@@ -1041,8 +1052,8 @@ def modify_pool_for_start_inventory(start_inventory, world, player):
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d.dungeon_items.remove(match)
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elif match.smallkey:
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d.small_keys.remove(match)
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elif match.bigkey:
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d.big_key.remove(match)
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elif match.bigkey and d.big_key == match:
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d.big_key = None
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def make_custom_item_pool(world, player, progressive, shuffle, difficulty, timer, goal, mode, swords, bombbag, customitemarray):
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@@ -2094,6 +2094,12 @@ def validate_key_placement(key_layout, world, player):
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if world.bigkeyshuffle[player]:
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max_counter = find_max_counter(key_layout)
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big_key_outside = bigkey_name not in (l.item.name for l in max_counter.free_locations if l.item)
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for i in world.precollected_items:
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if i.player == player and i.name == bigkey_name:
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big_key_outside = True
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break
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if i.player == player and i.name == smallkey_name:
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keys_outside += 1
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for code, counter in key_layout.key_counters.items():
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if len(counter.child_doors) == 0:
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