fix: key logic issue with decoupled doors
This commit is contained in:
17
CHANGELOG.md
17
CHANGELOG.md
@@ -7,6 +7,23 @@
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Changelog archive
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* 1.4.7.2
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- Fixed an issue with shuffle_ganon/fix_gtower_exit causing a generation failure
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- More HMG fixes by Muffins
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* 1.4.7.1
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- Fixed an issue with the repaired "beemizer" setting not being backwards compatible
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* 1.4.7
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- Fixed generation error with Big Key in starting inventory (thanks Cody!)
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- HMG/NL logic fixes by Muffins
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- Enemizer: Disabled Walking Zora in the UW due to crash with Swamola (they ignore a lot of collison anyway)
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- Enemizer: Fixed an issue with enemizer bush sprites
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- Enemizer: Banned new Mimics from being the randomized bush sprite due to crash
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- "Beatable" or "accessibility: none" can now use randomized trap doors to seal off entire parts of dungeons (was intended, bug prevented the logic skip)
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- Logic error with enemizer and standard should use new enemy logic rules
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- Fixed a bug with the inconsistent treatment of the beemizer setting
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- Fixed an issue with returning Blacksmith in Simple shuffle (when blacksmith is at Link's House)
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- Fixed an issue with dark sanctuary spawn at tavern north door (thanks Codemann!)
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- Various enemy bans for the last few months
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* 1.4.6
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- Restores original Sanc & Quit behavior, if Aga1 is not dead, then no quick pyramid warp
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- Fixed problem with Lite/Lean shuffling some fairy caves unnecessarily
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@@ -814,7 +814,12 @@ def key_wasted(new_door, old_door, old_counter, new_counter, key_layout, world,
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def find_next_counter(new_door, old_counter, key_layout, prize_flag=None):
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proposed_doors = {**old_counter.open_doors, **dict.fromkeys([new_door, new_door.dest])}
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prop_doors = next((item_or_tuple for item_or_tuple in key_layout.proposal
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if new_door == item_or_tuple or (isinstance(item_or_tuple, tuple) and new_door in item_or_tuple)), None)
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if prop_doors:
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proposed_doors = {**old_counter.open_doors, **dict.fromkeys([prop_doors])}
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else:
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proposed_doors = {**old_counter.open_doors}
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bk_open = old_counter.big_key_opened or new_door.bigKey
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prize_flag = prize_flag if prize_flag else old_counter.prize_doors_opened
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return find_counter(proposed_doors, bk_open, key_layout, prize_flag)
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2
Main.py
2
Main.py
@@ -38,7 +38,7 @@ from source.enemizer.DamageTables import DamageTable
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from source.enemizer.Enemizer import randomize_enemies
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from source.rom.DataTables import init_data_tables
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version_number = '1.4.7.2'
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version_number = '1.4.8'
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version_branch = '-u'
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__version__ = f'{version_number}{version_branch}'
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@@ -1,19 +1,4 @@
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# Patch Notes
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* 1.4.7.2
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- Fixed an issue with shuffle_ganon/fix_gtower_exit causing a generation failure
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- More HMG fixes by Muffins
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* 1.4.7.1
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- Fixed an issue with the repaired "beemizer" setting not being backwards compatible
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* 1.4.7
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- Fixed generation error with Big Key in starting inventory (thanks Cody!)
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- HMG/NL logic fixes by Muffins
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- Enemizer: Disabled Walking Zora in the UW due to crash with Swamola (they ignore a lot of collison anyway)
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- Enemizer: Fixed an issue with enemizer bush sprites
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- Enemizer: Banned new Mimics from being the randomized bush sprite due to crash
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- "Beatable" or "accessibility: none" can now use randomized trap doors to seal off entire parts of dungeons (was intended, bug prevented the logic skip)
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- Logic error with enemizer and standard should use new enemy logic rules
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- Fixed a bug with the inconsistent treatment of the beemizer setting
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- Fixed an issue with returning Blacksmith in Simple shuffle (when blacksmith is at Link's House)
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- Fixed an issue with dark sanctuary spawn at tavern north door (thanks Codemann!)
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- Various enemy bans for the last few months
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* 1.4.8
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- Fixed a key logic bug with decoupled doors when a big key door leads to a small key door (the small key door was missing appropriate logic)
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