AHIT: Fix Your Contract has Expired being placed on the first level when it shouldn't (#3379)
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@ -699,11 +699,14 @@ def is_valid_first_act(world: "HatInTimeWorld", act: Region) -> bool:
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# Needs to be at least moderate to cross the big dweller wall
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# Needs to be at least moderate to cross the big dweller wall
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if act.name == "Queen Vanessa's Manor" and diff < Difficulty.MODERATE:
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if act.name == "Queen Vanessa's Manor" and diff < Difficulty.MODERATE:
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return False
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return False
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elif act.name == "Your Contract has Expired" and diff < Difficulty.EXPERT: # Snatcher Hover
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return False
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elif act.name == "Heating Up Mafia Town": # Straight up impossible
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elif act.name == "Heating Up Mafia Town": # Straight up impossible
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return False
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return False
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# Need to be able to hover
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if act.name == "Your Contract has Expired":
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if diff < Difficulty.EXPERT or world.options.ShuffleSubconPaintings and world.options.NoPaintingSkips:
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return False
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if act.name == "Dead Bird Studio":
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if act.name == "Dead Bird Studio":
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# No umbrella logic = moderate, umbrella logic = expert.
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# No umbrella logic = moderate, umbrella logic = expert.
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if diff < Difficulty.MODERATE or world.options.UmbrellaLogic and diff < Difficulty.EXPERT:
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if diff < Difficulty.MODERATE or world.options.UmbrellaLogic and diff < Difficulty.EXPERT:
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@ -718,14 +721,9 @@ def is_valid_first_act(world: "HatInTimeWorld", act: Region) -> bool:
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return False
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return False
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if world.options.ShuffleSubconPaintings and act_chapters.get(act.name, "") == "Subcon Forest":
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if world.options.ShuffleSubconPaintings and act_chapters.get(act.name, "") == "Subcon Forest":
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# This requires a cherry hover to enter Subcon
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# Only allow Subcon levels if painting skips are allowed
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if act.name == "Your Contract has Expired":
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if diff < Difficulty.MODERATE or world.options.NoPaintingSkips:
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if diff < Difficulty.EXPERT or world.options.NoPaintingSkips:
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return False
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return False
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else:
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# Only allow Subcon levels if paintings can be skipped
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if diff < Difficulty.MODERATE or world.options.NoPaintingSkips:
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return False
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return True
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return True
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