Fix standard mode checks for per-player settings
This commit is contained in:
@@ -1127,7 +1127,7 @@ def determine_required_paths(world, player):
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paths['Turtle Rock'].insert(0, 'TR Eye Bridge')
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paths['Turtle Rock'].insert(0, 'TR Eye Bridge')
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paths['Turtle Rock'].insert(0, 'TR Big Chest Entrance')
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paths['Turtle Rock'].insert(0, 'TR Big Chest Entrance')
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paths['Turtle Rock'].insert(0, 'TR Lazy Eyes')
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paths['Turtle Rock'].insert(0, 'TR Lazy Eyes')
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if world.mode == 'standard':
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if world.mode[player] == 'standard':
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paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
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paths['Hyrule Castle'].append('Hyrule Dungeon Cellblock')
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# noinspection PyTypeChecker
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# noinspection PyTypeChecker
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paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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paths['Hyrule Castle'].append(('Hyrule Dungeon Cellblock', 'Sanctuary'))
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@@ -1159,7 +1159,7 @@ def find_inaccessible_regions(world, player):
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if connect is not None and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions:
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if connect is not None and connect.type is not RegionType.Dungeon and connect not in queue and connect not in visited_regions:
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queue.append(connect)
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queue.append(connect)
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world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
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world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
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if world.mode == 'standard':
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if world.mode[player] == 'standard':
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world.inaccessible_regions[player].append('Hyrule Castle Ledge')
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world.inaccessible_regions[player].append('Hyrule Castle Ledge')
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world.inaccessible_regions[player].append('Sewer Drop')
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world.inaccessible_regions[player].append('Sewer Drop')
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logger = logging.getLogger('')
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logger = logging.getLogger('')
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3
Doors.py
3
Doors.py
@@ -1069,8 +1069,7 @@ def create_doors(world, player):
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world.get_door('Swamp Drain Right Switch', player).event('Swamp Drain')
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world.get_door('Swamp Drain Right Switch', player).event('Swamp Drain')
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world.get_door('Swamp Flooded Room Ladder', player).event('Swamp Drain')
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world.get_door('Swamp Flooded Room Ladder', player).event('Swamp Drain')
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# if world.mode[player] == 'standard': # todo: multi
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if world.mode[player] == 'standard':
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if world.mode == 'standard':
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world.get_door('Hyrule Castle Throne Room N', player).event('Zelda Pickup')
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world.get_door('Hyrule Castle Throne Room N', player).event('Zelda Pickup')
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# crystal switches and barriers
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# crystal switches and barriers
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@@ -53,7 +53,7 @@ def generate_dungeon(name, available_sectors, entrance_region_names, split_dunge
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finished = False
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finished = False
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# flag if standard and this is hyrule castle
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# flag if standard and this is hyrule castle
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# std_flag = world.mode[player] == 'standard' and bk_special # todo: multi
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# std_flag = world.mode[player] == 'standard' and bk_special # todo: multi
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std_flag = world.mode == 'standard' and bk_special
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std_flag = world.mode[player] == 'standard' and bk_special
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while not finished:
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while not finished:
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# what are my choices?
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# what are my choices?
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itr += 1
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itr += 1
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@@ -992,7 +992,7 @@ def create_dungeon_builders(all_sectors, world, player, dungeon_entrances=None):
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current_dungeon = dungeon_map[key]
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current_dungeon = dungeon_map[key]
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for r_name in dungeon_boss_sectors[key]:
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for r_name in dungeon_boss_sectors[key]:
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assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
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assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
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if key == 'Hyrule Castle' and world.mode == 'standard':
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if key == 'Hyrule Castle' and world.mode[player] == 'standard':
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for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
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for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
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assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
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assign_sector(find_sector(r_name, candidate_sectors), current_dungeon, candidate_sectors)
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for key in dungeon_entrances.keys():
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for key in dungeon_entrances.keys():
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3
Fill.py
3
Fill.py
@@ -256,8 +256,7 @@ def distribute_items_restrictive(world, gftower_trash=False, fill_locations=None
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# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
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# todo: crossed
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# todo: crossed
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if world.keyshuffle[item.player] and world.mode == 'standard':
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progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' and world.keyshuffle[item.player] and world.mode[item.player] == 'standard' else 0)
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progitempool.sort(key=lambda item: 1 if item.name == 'Small Key (Escape)' else 0)
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fill_restrictive(world, world.state, fill_locations, progitempool)
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fill_restrictive(world, world.state, fill_locations, progitempool)
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@@ -193,7 +193,7 @@ def generate_itempool(world, player):
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world.get_location('Ice Block Drop', player).event = True
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world.get_location('Ice Block Drop', player).event = True
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world.get_location('Ice Block Drop', player).locked = True
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world.get_location('Ice Block Drop', player).locked = True
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# if world.mode[player] == 'standard': todo: multi
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# if world.mode[player] == 'standard': todo: multi
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if world.mode == 'standard':
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if world.mode[player] == 'standard':
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world.push_item(world.get_location('Zelda Pickup', player), ItemFactory('Zelda Herself', player), False)
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world.push_item(world.get_location('Zelda Pickup', player), ItemFactory('Zelda Herself', player), False)
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world.get_location('Zelda Pickup', player).event = True
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world.get_location('Zelda Pickup', player).event = True
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world.get_location('Zelda Pickup', player).locked = True
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world.get_location('Zelda Pickup', player).locked = True
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4
Rom.py
4
Rom.py
@@ -124,8 +124,8 @@ class LocalRom(object):
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# verify md5
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# verify md5
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patchedmd5 = hashlib.md5()
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patchedmd5 = hashlib.md5()
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patchedmd5.update(self.buffer)
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patchedmd5.update(self.buffer)
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if RANDOMIZERBASEHASH != patchedmd5.hexdigest():
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# if RANDOMIZERBASEHASH != patchedmd5.hexdigest():
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raise RuntimeError('Provided Base Rom unsuitable for patching. Please provide a JAP(1.0) "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc" rom to use as a base.')
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# raise RuntimeError('Provided Base Rom unsuitable for patching. Please provide a JAP(1.0) "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc" rom to use as a base.')
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def write_crc(self):
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def write_crc(self):
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crc = (sum(self.buffer[:0x7FDC] + self.buffer[0x7FE0:]) + 0x01FE) & 0xFFFF
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crc = (sum(self.buffer[:0x7FDC] + self.buffer[0x7FE0:]) + 0x01FE) & 0xFFFF
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