kings grave area, waterwalk regions

This commit is contained in:
qadan
2020-02-26 15:18:49 -04:00
parent ea4340b796
commit 52982a5e13
4 changed files with 10 additions and 8 deletions

View File

@@ -736,11 +736,6 @@ def add_conditional_lamps(world, player):
def overworld_glitches_rules(world, player):
# @TODO: Waterfall fairy and Zora ledge could use some logic to determine
# if we can water walk and/or stored water walk in; currently it's omitted
# in case no interiors provide a water walk, but one could be kicking
# around. We could detect a path to determine if one can be stored.
# Spots that are immediately accessible.
for entrance in OWGSets.get_immediately_accessible_entrances(world, player):
set_rule(world.get_entrance(entrance, player), lambda state: True)
@@ -784,6 +779,9 @@ def overworld_glitches_rules(world, player):
else:
add_rule(world.get_entrance('South Dark World Teleporter', player), lambda state: state.has_Boots(player) and state.can_lift_rocks(player), 'or')
# Zora's Ledge via waterwalk setup.
add_rule(world.get_location('Zora\'s Ledge', player), lambda state: state.has_Boots(player), 'or')
def open_rules(world, player):
# softlock protection as you can reach the sewers small key door with a guard drop key