Added new Lite (fka. Beginner) ER mode
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@@ -366,6 +366,44 @@ def link_entrances(world, player):
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dw_entrances = [e for e in dw_entrances if e in entrance_pool]
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connect_caves(world, lw_entrances, dw_entrances, caves, player)
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'lite':
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for entrancename, exitname in default_connections + ([] if world.shopsanity[player] else default_shop_connections):
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connect_logical(world, entrancename, exitname, player, False)
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# place bomb shop
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bomb_shop = 'Big Bomb Shop' if invFlag == (0x2c in world.owswaps[player][0] and world.owMixed[player]) else 'Links House'
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connect_entrance(world, bomb_shop, 'Big Bomb Shop', player)
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suppress_spoiler = False
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# place links house
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links_house = place_links_house(world, sectors, player)
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# shuffle dungeons
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full_shuffle_dungeons(world, Dungeon_Exits, player)
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# shuffle dropdowns
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scramble_holes(world, player)
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# place old man, has limited options
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connector_entrances = [e for e in list(zip(*default_connector_connections))[0] if e in entrance_pool]
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place_old_man(world, list(connector_entrances), player)
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caves = list(Cave_Exits + Cave_Three_Exits + Old_Man_House)
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# place connectors in inaccessible regions
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connector_entrances = [e for e in connector_entrances if e in entrance_pool]
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connect_inaccessible_regions(world, connector_entrances, [], caves, player)
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# shuffle remaining connectors
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connector_entrances = [e for e in connector_entrances if e in entrance_pool]
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connect_caves(world, connector_entrances, [], caves, player)
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# place blacksmith, has limited options
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place_blacksmith(world, links_house, player)
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# place remaining doors
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connect_doors(world, list(entrance_pool), list(exit_pool), player)
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elif world.shuffle[player] == 'crossed':
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@@ -1171,6 +1209,13 @@ def full_shuffle_dungeons(world, Dungeon_Exits, player):
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random.shuffle(ledge)
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lw_must_exit.append(ledge.pop())
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lw_related.extend(ledge)
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if world.shuffle[player] == 'lite':
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lw_entrances.extend(dw_entrances)
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lw_must_exit.extend(dw_must_exit)
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lw_related.extend(dw_related)
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dw_entrances = list()
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dw_must_exit = list()
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dw_related = list()
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random.shuffle(lw_must_exit)
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random.shuffle(dw_must_exit)
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@@ -1231,6 +1276,8 @@ def place_links_house(world, sectors, player):
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return entrances
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links_house_doors = [i for i in get_link_candidates() if i in entrance_pool]
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if world.shuffle[player] == 'lite':
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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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@@ -1304,6 +1351,8 @@ def place_old_man(world, pool, player):
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else:
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region_name = 'West Dark Death Mountain (Top)'
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old_man_entrances = list(build_accessible_entrance_list(world, region_name, player, [], False, True, True))
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if world.shuffle[player] == 'lite':
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old_man_entrances = [e for e in old_man_entrances if e in pool]
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random.shuffle(old_man_entrances)
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old_man_exit = None
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while not old_man_exit:
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@@ -1400,7 +1449,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, player)
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# connect one connector at a time to ensure multiple connectors aren't assigned to the same inaccessible set of regions
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if world.shuffle[player] in ['crossed', 'insanity']:
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if world.shuffle[player] in ['lite', 'crossed', 'insanity']:
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combined_must_exit_regions = list(must_exit_regions + otherworld_must_exit_regions)
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if len(combined_must_exit_regions) > 0:
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random.shuffle(combined_must_exit_regions)
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