Fixed issue with Blacksmith using wrong pool in Lite ER

This commit is contained in:
codemann8
2021-10-18 20:40:31 -05:00
parent f8ce8ae1e2
commit f1d511b26e

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@@ -1410,6 +1410,8 @@ def place_blacksmith(world, links_house, player):
elif world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
if world.shuffle[player] in ['lite', 'liteplus']:
blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
random.shuffle(blacksmith_doors)
blacksmith_hut = blacksmith_doors.pop()