SC2: fix Moebius Factor rescue condition (#882)
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@ -103,19 +103,19 @@ def get_locations(world: Optional[MultiWorld], player: Optional[int]) -> Tuple[L
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LocationData("The Moebius Factor", "The Moebius Factor: Victory", SC2WOL_LOC_ID_OFFSET + 1000,
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lambda state: state._sc2wol_has_air(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: 1st Data Core ", SC2WOL_LOC_ID_OFFSET + 1001,
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lambda state: state._sc2wol_has_air(world, player) or True),
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lambda state: True),
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LocationData("The Moebius Factor", "The Moebius Factor: 2nd Data Core", SC2WOL_LOC_ID_OFFSET + 1002,
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lambda state: state._sc2wol_has_air(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: South Rescue", SC2WOL_LOC_ID_OFFSET + 1003,
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lambda state: state._sc2wol_able_to_rescue(world, player) or True),
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lambda state: state._sc2wol_able_to_rescue(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: Wall Rescue", SC2WOL_LOC_ID_OFFSET + 1004,
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lambda state: state._sc2wol_able_to_rescue(world, player) or True),
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lambda state: state._sc2wol_able_to_rescue(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: Mid Rescue", SC2WOL_LOC_ID_OFFSET + 1005,
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lambda state: state._sc2wol_able_to_rescue(world, player) or True),
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lambda state: state._sc2wol_able_to_rescue(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: Nydus Roof Rescue", SC2WOL_LOC_ID_OFFSET + 1006,
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lambda state: state._sc2wol_able_to_rescue(world, player) or True),
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lambda state: state._sc2wol_able_to_rescue(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: Alive Inside Rescue", SC2WOL_LOC_ID_OFFSET + 1007,
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lambda state: state._sc2wol_able_to_rescue(world, player) or True),
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lambda state: state._sc2wol_able_to_rescue(world, player)),
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LocationData("The Moebius Factor", "The Moebius Factor: Brutalisk", SC2WOL_LOC_ID_OFFSET + 1008,
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lambda state: state._sc2wol_has_air(world, player)),
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LocationData("The Moebius Factor", "Beat The Moebius Factor", None,
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@ -37,7 +37,7 @@ class SC2WoLLogic(LogicMixin):
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self.has_all({'Reaper', "G-4 Clusterbomb"}, player) or self.has_all({'Spectre', 'Psionic Lash'}, player))
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def _sc2wol_able_to_rescue(self, world: MultiWorld, player: int) -> bool:
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return self.has_any({'Medivac', 'Hercules', 'Raven', 'Orbital Strike'}, player)
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return self.has_any({'Medivac', 'Hercules', 'Raven', 'Viking'}, player)
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def _sc2wol_has_protoss_common_units(self, world: MultiWorld, player: int) -> bool:
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return self.has_any({'Zealot', 'Immortal', 'Stalker', 'Dark Templar'}, player)
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