Connect hyrule_castle_exits to light world exits in standard dungeonsfull shuffle when there are no mandatory exits.

Fix GT key logic to only allow placing a small key in the map room when the playthrough algorithm can reach it (due to limitations of the key logic).
This commit is contained in:
compiling 2020-07-29 18:05:47 +10:00
parent 445852d3fa
commit 113cb0fe82
2 changed files with 4 additions and 2 deletions

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@ -53,7 +53,9 @@ def link_entrances(world, player):
if world.mode[player] == 'standard': if world.mode[player] == 'standard':
# rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert # rest of hyrule castle must be in light world, so it has to be the one connected to east exit of desert
connect_mandatory_exits(world, lw_entrances, [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')], list(LW_Dungeon_Entrances_Must_Exit), player) hyrule_castle_exits = [('Hyrule Castle Exit (West)', 'Hyrule Castle Exit (East)')]
connect_mandatory_exits(world, lw_entrances, hyrule_castle_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
connect_caves(world, lw_entrances, [], hyrule_castle_exits, player)
else: else:
connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, lw_entrances, dungeon_exits, list(LW_Dungeon_Entrances_Must_Exit), player)
connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player) connect_mandatory_exits(world, dw_entrances, dungeon_exits, list(DW_Dungeon_Entrances_Must_Exit), player)

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@ -352,7 +352,7 @@ def global_rules(world, player):
set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has_Boots(player))) set_rule(world.get_entrance('Ganons Tower (Hookshot Room)', player), lambda state: state.has('Hammer', player) and (state.has('Hookshot', player) or state.has_Boots(player)))
set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3))) set_rule(world.get_entrance('Ganons Tower (Map Room)', player), lambda state: state.has_key('Small Key (Ganons Tower)', player, 4) or (item_name(state, 'Ganons Tower - Map Chest', player) in [('Big Key (Ganons Tower)', player), ('Small Key (Ganons Tower)', player)] and state.has_key('Small Key (Ganons Tower)', player, 3)))
if world.accessibility[player] != 'locations': if world.accessibility[player] != 'locations':
set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3)) set_always_allow(world.get_location('Ganons Tower - Map Chest', player), lambda state, item: item.name == 'Small Key (Ganons Tower)' and item.player == player and state.has_key('Small Key (Ganons Tower)', player, 3) and state.can_reach('Ganons Tower (Hookshot Room)', 'region', player))
# It is possible to need more than 2 keys to get through this entrance if you spend keys elsewhere. We reflect this in the chest requirements. # It is possible to need more than 2 keys to get through this entrance if you spend keys elsewhere. We reflect this in the chest requirements.
# However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos. # However we need to leave these at the lower values to derive that with 3 keys it is always possible to reach Bob and Ice Armos.