Initial Follower Shuffle Implementation

This commit is contained in:
codemann8
2025-04-30 06:41:43 -05:00
parent 267552bfee
commit fcaaab30a4
29 changed files with 316 additions and 50 deletions

View File

@@ -602,7 +602,8 @@ def determine_paths_for_dungeon(world, player, all_regions, name):
paths.append(boss)
if 'Thieves Boss' in all_r_names:
paths.append('Thieves Boss')
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind':
if world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind' \
and not world.shuffle_followers[player]:
paths.append(('Thieves Blind\'s Cell', 'Thieves Boss'))
for drop_check in drop_path_checks:
if drop_check in all_r_names:
@@ -1324,7 +1325,8 @@ def create_dungeon_builders(all_sectors, connections_tuple, world, player, dunge
for r_name in ['Hyrule Dungeon Cellblock', 'Sanctuary', 'Hyrule Castle Throne Room']: # 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':
if key == 'Thieves Town' and (world.get_dungeon("Thieves Town", player).boss.enemizer_name == 'Blind'
and not world.shuffle_followers[player]):
assign_sector(find_sector("Thieves Blind's Cell", candidate_sectors), current_dungeon,
candidate_sectors, global_pole)
entrances_map, potentials, connections = connections_tuple