Easy mode lamp update
You can find all 3 lamps before dark rooms for easy mode.
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@ -61,6 +61,7 @@ class World(object):
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self.difficulty_requirements = None
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self.fix_fake_world = True
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self.spoiler = Spoiler(self)
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self.lamps_needed_for_dark_rooms = 1
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def intialize_regions(self):
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for region in self.regions:
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19
ItemList.py
19
ItemList.py
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@ -40,7 +40,7 @@ hardbaseitems = (['Silver Arrows', 'Single Arrow', 'Single Bomb'] + ['Rupees (30
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['Boss Heart Container'] * 5 + ['Piece of Heart'] * 24)
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hardfirst20extra = ['Single Bomb'] * 7 + ['Rupees (5)'] * 8 + ['Rupee (1)'] * 2 + ['Rupees (20)'] * 2 + ['Arrows (10)']
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hardsecond10extra = ['Rupees (5)'] * 7 + ['Rupee (1)'] * 3
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hardthird10extra = ['Arrows (10)'] * 4 + ['Rupees (20)'] * 3 + ['Single Bomb'] * 3
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hardthird10extra = ['Arrows (10)'] * 4 + ['Rupees (20)'] * 3 + ['Single Bomb'] * 3
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hardfourth10extra = ['Rupees (5)'] * 3 + ['Single Arrow'] * 5 + ['Single Bomb'] * 2
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hardfinal20extra = ['Single Bomb'] * 4 + ['Rupees (5)'] * 2 + ['Single Arrow'] * 14
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@ -217,14 +217,15 @@ def generate_itempool(world):
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# set up item pool
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if world.custom:
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.customitemarray)
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode, world.customitemarray)
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world.rupoor_cost = min(world.customitemarray[67], 9999)
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else:
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode)
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(pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle, world.difficulty, world.timer, world.goal, world.mode)
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world.itempool = ItemFactory(pool)
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for (location, item) in placed_items:
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world.push_item(location, ItemFactory(item), False)
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world.get_location(location).event = True
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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if clock_mode is not None:
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world.clock_mode = clock_mode
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if treasure_hunt_count is not None:
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@ -299,6 +300,10 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode):
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else:
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pool.extend(basicgloves)
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lamps_needed_for_dark_rooms = 1
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if difficulty == 'easy':
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lamps_needed_for_dark_rooms = 3
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# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
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if shuffle == 'insanity_legacy':
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placed_items.append(('Link\'s House', 'Magic Mirror'))
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@ -377,7 +382,7 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode):
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if goal == 'pedestal':
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placed_items.append(('Master Sword Pedestal', 'Triforce'))
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return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
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return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, customitemarray):
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pool = []
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@ -461,6 +466,10 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, c
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diff = difficulties[difficulty]
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lamps_needed_for_dark_rooms = 1
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if difficulty == 'easy':
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lamps_needed_for_dark_rooms = customitemarray[12]
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# expert+ difficulties produce the same contents for
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# all bottles, since only one bottle is available
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if diff.same_bottle:
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@ -515,7 +524,7 @@ def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, c
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if itemtotal < total_items_to_place:
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pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
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return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
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return (pool, placed_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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# A quick test to ensure all combinations generate the correct amount of items.
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def test():
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3
Main.py
3
Main.py
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@ -146,7 +146,8 @@ def copy_world(world):
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ret.can_access_trock_eyebridge = world.can_access_trock_eyebridge
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ret.can_take_damage = world.can_take_damage
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ret.difficulty_requirements = world.difficulty_requirements
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ret.fix_fake_world = ret.fix_fake_world
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ret.fix_fake_world = world.fix_fake_world
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ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
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create_regions(ret)
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create_dungeons(ret)
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8
Rules.py
8
Rules.py
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@ -53,7 +53,7 @@ def add_rule(spot, rule, combine='and'):
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def add_lamp_requirement(spot):
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add_rule(spot, lambda state: state.has('Lamp'))
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add_rule(spot, lambda state: state.has('Lamp', state.world.lamps_needed_for_dark_rooms))
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def forbid_item(location, item):
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@ -437,9 +437,9 @@ def no_glitches_rules(world):
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add_conditional_lamp('Eastern Palace - Prize', 'Eastern Palace', 'Location')
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if not world.sewer_light_cone:
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add_rule(world.get_location('Sewers - Dark Cross'), lambda state: state.has('Lamp'))
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add_rule(world.get_entrance('Sewers Back Door'), lambda state: state.has('Lamp'))
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add_rule(world.get_entrance('Throne Room'), lambda state: state.has('Lamp'))
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add_lamp_requirement(world.get_location('Sewers - Dark Cross'))
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add_lamp_requirement(world.get_entrance('Sewers Back Door'))
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add_lamp_requirement(world.get_entrance('Throne Room'))
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def open_rules(world):
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