Not allowing Lower Layer keydoors for now. vanilla Lttp engine does not handle them
Killed the restrictive Eastern key rules - in prep for real key logic
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12
Rules.py
12
Rules.py
@@ -256,12 +256,7 @@ def global_rules(world, player):
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# Start of door rando rules
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# TODO: Do these need to flag off when door rando is off?
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# TODO: Can these replace other rules?
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# Hyrule Castle: Can't get keys from guards unless you can kill said guards.
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# Aerinon's note: You can use bombs? - That's usually assumed. In Standard, you get uncle weapon
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# add_rule(world.get_location('Hyrule Castle - Map Guard Key Drop', player), lambda state: state.can_kill_most_things(player))
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# add_rule(world.get_location('Hyrule Castle - Boomerang Guard Key Drop', player), lambda state: state.can_kill_most_things(player))
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# If these generate fine rules with vanilla shuffle - then no.
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# Hyrule Castle: There are three keys and we don't know how we shuffled, so we
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# need three keys to be accessible before you use any of these doors.
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@@ -285,10 +280,7 @@ def global_rules(world, player):
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forbid_item(world.get_location('Eastern Palace - Big Chest', player), 'Big Key (Eastern Palace)', player)
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set_rule(world.get_entrance('Eastern Big Key NE', player), lambda state: state.has('Big Key (Eastern Palace)', player))
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set_rule(world.get_entrance('Eastern Courtyard N', player), lambda state: state.has('Big Key (Eastern Palace)', player))
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# There are two keys and we don't know how we shuffled, so careful with key doors.
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# TODO: Generate key rules in the shuffler. (But make sure this way works first.)
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for door in ['Eastern Dark Square Key Door WN', 'Eastern Cannonball Ledge Key Door EN', 'Eastern Darkness Up Stairs']:
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set_rule(world.get_entrance(door, player), lambda state: state.has_key('Small Key (Eastern Palace)', player, 2))
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# TODO: Key logic for eastern
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# Boss rules. Same as below but no BK or arrow requirement.
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set_defeat_dungeon_boss_rule(world.get_location('Eastern Palace - Prize', player))
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