Lingo: Made entrance names unique (#2454)
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@ -43,7 +43,7 @@ def connect_painting(regions: Dict[str, Region], warp_enter: str, warp_exit: str
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source_region = regions[source_painting.room]
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source_region = regions[source_painting.room]
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source_region.connect(
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source_region.connect(
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target_region,
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target_region,
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f"{source_painting.room} to {target_painting.room} (Painting)",
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f"{source_painting.room} to {target_painting.room} ({source_painting.id} Painting)",
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lambda state: lingo_can_use_entrance(state, target_painting.room, source_painting.required_door, world.player,
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lambda state: lingo_can_use_entrance(state, target_painting.room, source_painting.required_door, world.player,
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player_logic))
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player_logic))
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@ -67,10 +67,17 @@ def create_regions(world: "LingoWorld", player_logic: LingoPlayerLogic) -> None:
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if entrance.painting and painting_shuffle:
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if entrance.painting and painting_shuffle:
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continue
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continue
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entrance_name = f"{entrance.room} to {room.name}"
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if entrance.door is not None:
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if entrance.door.room is not None:
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entrance_name += f" (through {entrance.door.room} - {entrance.door.door})"
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else:
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entrance_name += f" (through {room.name} - {entrance.door.door})"
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regions[entrance.room].connect(
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regions[entrance.room].connect(
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regions[room.name],
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regions[room.name], entrance_name,
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f"{entrance.room} to {room.name}",
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lambda state, r=room, e=entrance: lingo_can_use_entrance(state, r.name, e.door, world.player,
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lambda state, r=room, e=entrance: lingo_can_use_entrance(state, r.name, e.door, world.player, player_logic))
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player_logic))
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handle_pilgrim_room(regions, world, player_logic)
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handle_pilgrim_room(regions, world, player_logic)
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