Allow Blind's Cell to be shuffled if Blind is not the boss

This commit is contained in:
aerinon
2021-09-14 15:40:55 -06:00
parent c5f6c46bd8
commit eab9404398
3 changed files with 8 additions and 4 deletions

View File

@@ -585,7 +585,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
paths.append(boss)
if 'Thieves Boss' in all_r_names:
paths.append('Thieves Boss')
paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
for drop_check in drop_path_checks:
if drop_check in all_r_names:
paths.append((drop_check, non_hole_portals))
@@ -1275,6 +1276,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary']: # need to deliver zelda
assign_sector(find_sector(r_name, candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
entrances_map, potentials, connections = connections_tuple
accessible_sectors, reverse_d_map = set(), {}
for key in dungeon_entrances.keys():
@@ -3898,7 +3902,7 @@ dungeon_boss_sectors = {
'Palace of Darkness': ['PoD Boss'],
'Swamp Palace': ['Swamp Boss'],
'Skull Woods': ['Skull Boss'],
'Thieves Town': ['Thieves Blind\'s Cell', 'Thieves Boss'],
'Thieves Town': ['Thieves Boss'],
'Ice Palace': ['Ice Boss'],
'Misery Mire': ['Mire Boss'],
'Turtle Rock': ['TR Boss'],