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Fix up some key rules.
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12
Rules.py
12
Rules.py
@@ -327,10 +327,8 @@ def no_glitches_rules(world):
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set_rule(world.get_entrance('7 Chest Cave Push Block Reverse'), lambda state: False) # no glitches does not require block override
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set_rule(world.get_entrance('7 Chest Cave Bomb Jump'), lambda state: False)
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# if pyramid hole leads to big chest hole in skull woods, skull woods holds a crystal and ganon's tower is vanilla, the SW big chest cannot hold a small key
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if world.get_entrance('Pyramid Hole').connected_region.name == 'Skull Woods First Section (Top)' and world.get_entrance('Ganons Tower').connected_region.name == 'Ganons Tower (Entrance)' and\
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'Crystal' in world.get_location('Mothula - Crystal').item.name:
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forbid_item(world.get_location('[dungeon-D3-B1] Skull Woods - Big Chest'), 'Small Key (Skull Woods')
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# need to be able to drop into hole to reach big chest, bombjumps are not expected
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add_rule(world.get_location('[dungeon-D3-B1] Skull Woods - Big Chest'), lambda state: state.can_reach('Skull Woods First Section (Top)', 'Region'))
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# Light cones in standard depend on which world we actually are in, not which one the location would normally be
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# We add Lamp requirements only to those locations which lie in the dark world (or everything if open
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@@ -376,7 +374,9 @@ def no_glitches_rules(world):
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def open_rules(world):
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pass
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# softlock protection as you can reach the sewers small key door with a guard drop key
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forbid_item(world.get_location('[dungeon-C-B1] Hyrule Castle - Boomerang Room'), 'Small Key (Escape)')
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forbid_item(world.get_location('[dungeon-C-B1] Hyrule Castle - Next To Zelda'), 'Small Key (Escape)')
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def swordless_rules(world):
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@@ -402,6 +402,8 @@ def standard_rules(world):
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def set_trock_key_rules(world):
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# ToDo If only second section entrance is available, we may very well run out of valid key locations currently.
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# this is good enough to allow even key distribution but may still prevent certain valid item combinations from being placed
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all_state = world.get_all_state()
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