Lingo: Removed "Reached" event items (#2442)

This commit is contained in:
Star Rauchenberger 2023-11-10 14:19:05 -05:00 committed by GitHub
parent f444d570d3
commit 7af7ef2dc7
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 2 additions and 8 deletions

View File

@ -79,12 +79,6 @@ class LingoPlayerLogic:
raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not " raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
"be enough locations for all of the door items.") "be enough locations for all of the door items.")
# Create an event for every room that represents being able to reach that room.
for room_name in ROOMS.keys():
roomloc_name = f"{room_name} (Reached)"
self.add_location(room_name, PlayerLocation(roomloc_name, None, []))
self.EVENT_LOC_TO_ITEM[roomloc_name] = roomloc_name
# Create an event for every door, representing whether that door has been opened. Also create event items for # Create an event for every door, representing whether that door has been opened. Also create event items for
# doors that are event-only. # doors that are event-only.
for room_name, room_data in DOORS_BY_ROOM.items(): for room_name, room_data in DOORS_BY_ROOM.items():

View File

@ -66,7 +66,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
""" """
Determines whether a panel can be solved Determines whether a panel can be solved
""" """
if start_room != room and not state.has(f"{room} (Reached)", world.player): if start_room != room and not state.can_reach(room, "Region", world.player):
return False return False
if room == "Second Room" and panel == "ANOTHER TRY" \ if room == "Second Room" and panel == "ANOTHER TRY" \
@ -76,7 +76,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
panel_object = PANELS_BY_ROOM[room][panel] panel_object = PANELS_BY_ROOM[room][panel]
for req_room in panel_object.required_rooms: for req_room in panel_object.required_rooms:
if not state.has(f"{req_room} (Reached)", world.player): if not state.can_reach(req_room, "Region", world.player):
return False return False
for req_door in panel_object.required_doors: for req_door in panel_object.required_doors: