Lingo: Removed "Reached" event items (#2442)
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@ -79,12 +79,6 @@ class LingoPlayerLogic:
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raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
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raise Exception("You cannot have reduced location checks when door shuffle is on, because there would not "
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"be enough locations for all of the door items.")
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"be enough locations for all of the door items.")
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# Create an event for every room that represents being able to reach that room.
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for room_name in ROOMS.keys():
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roomloc_name = f"{room_name} (Reached)"
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self.add_location(room_name, PlayerLocation(roomloc_name, None, []))
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self.EVENT_LOC_TO_ITEM[roomloc_name] = roomloc_name
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# Create an event for every door, representing whether that door has been opened. Also create event items for
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# Create an event for every door, representing whether that door has been opened. Also create event items for
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# doors that are event-only.
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# doors that are event-only.
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for room_name, room_data in DOORS_BY_ROOM.items():
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for room_name, room_data in DOORS_BY_ROOM.items():
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@ -66,7 +66,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
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"""
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"""
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Determines whether a panel can be solved
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Determines whether a panel can be solved
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"""
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"""
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if start_room != room and not state.has(f"{room} (Reached)", world.player):
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if start_room != room and not state.can_reach(room, "Region", world.player):
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return False
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return False
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if room == "Second Room" and panel == "ANOTHER TRY" \
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if room == "Second Room" and panel == "ANOTHER TRY" \
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@ -76,7 +76,7 @@ def _lingo_can_solve_panel(state: CollectionState, start_room: str, room: str, p
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panel_object = PANELS_BY_ROOM[room][panel]
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panel_object = PANELS_BY_ROOM[room][panel]
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for req_room in panel_object.required_rooms:
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for req_room in panel_object.required_rooms:
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if not state.has(f"{req_room} (Reached)", world.player):
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if not state.can_reach(req_room, "Region", world.player):
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return False
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return False
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for req_door in panel_object.required_doors:
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for req_door in panel_object.required_doors:
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