Allow Blind's Cell to be shuffled if Blind is not the boss
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@@ -585,7 +585,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
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paths.append(boss)
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if 'Thieves Boss' in all_r_names:
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paths.append('Thieves Boss')
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paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
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if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
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paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
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for drop_check in drop_path_checks:
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if drop_check in all_r_names:
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paths.append((drop_check, non_hole_portals))
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@@ -1275,6 +1276,9 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player,
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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,
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candidate_sectors, global_pole)
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if key == 'Thieves Town' and world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
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assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon,
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candidate_sectors, global_pole)
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entrances_map, potentials, connections = connections_tuple
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accessible_sectors, reverse_d_map = set(), {}
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for key in dungeon_entrances.keys():
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@@ -3898,7 +3902,7 @@ dungeon_boss_sectors = {
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'Palace of Darkness': ['PoD Boss'],
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'Swamp Palace': ['Swamp Boss'],
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'Skull Woods': ['Skull Boss'],
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'Thieves Town': ['Thieves Blind\'s Cell', 'Thieves Boss'],
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'Thieves Town': ['Thieves Boss'],
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'Ice Palace': ['Ice Boss'],
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'Misery Mire': ['Mire Boss'],
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'Turtle Rock': ['TR Boss'],
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