Update logic for Skull Woods and Agahnim's Tower to support key-sanity

Skull Wood's various chests have been split into real locations that
reflect key requirements.
This commit is contained in:
Kevin Cathcart
2017-10-19 09:54:09 -04:00
parent 51a892e869
commit 623e6637ff
4 changed files with 27 additions and 18 deletions

View File

@@ -1240,9 +1240,13 @@ mandatory_connections = [('Links House', 'Links House'), # unshuffled. For now
('Swamp Palace (North)', 'Swamp Palace (North)'),
('Thieves Town Big Key Door', 'Thieves Town (Deep)'),
('Skull Woods Torch Room', 'Skull Woods Final Section (Mothula)'),
('Skull Woods First Section (Right)', 'Skull Woods First Section'), # exist only for unique hole reference points
('Skull Woods First Section (Left)', 'Skull Woods First Section'),
('Skull Woods First Section (Top)', 'Skull Woods First Section'),
('Skull Woods First Section Bomb Jump', 'Skull Woods First Section (Top)'), # represents bomb jumping to big chest
('Skull Woods First Section South Door', 'Skull Woods First Section (Right)'),
('Skull Woods First Section West Door', 'Skull Woods First Section (Left)'),
('Skull Woods First Section (Right) North Door', 'Skull Woods First Section'),
('Skull Woods First Section (Left) Door to Right', 'Skull Woods First Section (Right)'),
('Skull Woods First Section (Left) Door to Exit', 'Skull Woods First Section'),
('Skull Woods First Section (Top) One-Way Path', 'Skull Woods First Section'),
('Blind Fight', 'Blind Fight'),
('Ice Palace Entrance Room', 'Ice Palace (Main)'),
('Ice Palace (East)', 'Ice Palace (East)'),