diff --git a/worlds/alttp/ItemPool.py b/worlds/alttp/ItemPool.py index d6c6005b..1d224569 100644 --- a/worlds/alttp/ItemPool.py +++ b/worlds/alttp/ItemPool.py @@ -385,16 +385,13 @@ def generate_itempool(world): else: for x in range(len(dungeon_items)-1, -1, -1): item = dungeon_items[x] - logging.info(f'itemn:{x} item:{item} len:{len(dungeon_items)}') if ((world.smallkey_shuffle[player] == smallkey_shuffle.option_start_with and item.type == 'SmallKey') or (world.bigkey_shuffle[player] == bigkey_shuffle.option_start_with and item.type == 'BigKey') or (world.compass_shuffle[player] == compass_shuffle.option_start_with and item.type == 'Compass') or (world.map_shuffle[player] == map_shuffle.option_start_with and item.type == 'Map')): - logging.info('Removing...') dungeon_items.remove(item) world.push_precollected(item) world.itempool.append(ItemFactory(dungeon_item_replacements.pop(), player)) - logging.info(f'Done: {dungeon_items}') world.itempool.extend([item for item in dungeon_items]) # logic has some branches where having 4 hearts is one possible requirement (of several alternatives) # rather than making all hearts/heart pieces progression items (which slows down generation considerably)