Log all missing chests, not just non-keys.
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@@ -1262,12 +1262,9 @@ def validate_key_placement(key_layout, world, player):
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found_keys > counter.used_keys and any(not d.bigKey for d in counter.child_doors)
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if not can_progress:
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missing_locations = set(max_counter.free_locations.keys()).difference(found_locations)
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missing_key_only = set(max_counter.key_only_locations.keys()).difference(counter.key_only_locations.keys())
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if world.accessibility[player] == 'items' or True: # locations is busted - just check items are accessible for now
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# Ok if only locking keys
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missing_key_only = []
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missing_locations = [l for l in missing_locations if l.item is None or (l.item.name != smallkey_name and l.item != dungeon.big_key) or "- Boss" in l.name]
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if len(missing_locations) > 0 or len(missing_key_only) > 0:
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missing_items = [l for l in missing_locations if l.item is None or (l.item.name != smallkey_name and l.item != dungeon.big_key) or "- Boss" in l.name]
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#missing_key_only = set(max_counter.key_only_locations.keys()).difference(counter.key_only_locations.keys()) # do freestanding keys matter for locations?
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if len(missing_items) > 0: #world.accessibility[player]=='locations' and (len(missing_locations)>0 or len(missing_key_only) > 0):
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logging.getLogger('').error("Keylock - can't open locations: ")
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for i in missing_locations:
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logging.getLogger('').error(i)
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