The Witness 0.3.4 features (#780)
New options:
Shuffle Doors: Many doors in the game will open on their own upon receiving an item ("key").
Variant - Shuffle Door/Control Panels: Many panels in the game that open doors or control devices in the world will be off until receiving their respective item ("key").
Shuffle Lasers: Lasers no longer activate by solving the laser panel, instead you will get an item that activates the laser.
Shuffle Symbols: Now that there is something else to shuffle (doors / door panels), you can turn off Symbol Rando.
Shuffle Postgame (replaces "Shuffle Hard"): The randomizer will now determine by your settings which panels are in the "postgame" - Meaning they can only be accessed after you can complete your win condition anyway.
			
			
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		| @@ -33,6 +33,10 @@ class WitnessRegions: | ||||
|         source_region = world.get_region(source, player) | ||||
|         target_region = world.get_region(target, player) | ||||
|  | ||||
|         #print(source_region) | ||||
|         #print(target_region) | ||||
|         #print("---") | ||||
|  | ||||
|         connection = Entrance( | ||||
|             player, | ||||
|             source + " to " + target + " via " + str(panel_hex_to_solve_set), | ||||
| @@ -76,10 +80,17 @@ class WitnessRegions: | ||||
|             for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]: | ||||
|                 if connection[0] == "Entry": | ||||
|                     continue | ||||
|                 self.connect(world, player, region_name, | ||||
|                              connection[0], player_logic, connection[1]) | ||||
|                 self.connect(world, player, connection[0], | ||||
|                              region_name, player_logic, connection[1]) | ||||
|  | ||||
|                 if connection[1] == frozenset({frozenset(["TrueOneWay"])}): | ||||
|                     self.connect(world, player, region_name, connection[0], player_logic, frozenset({frozenset()})) | ||||
|                     continue | ||||
|  | ||||
|                 for subset in connection[1]: | ||||
|                     if all({panel in player_logic.DOOR_ITEMS_BY_ID for panel in subset}): | ||||
|                         if all({StaticWitnessLogic.CHECKS_BY_HEX[panel]["id"] is None for panel in subset}): | ||||
|                             self.connect(world, player, connection[0], region_name, player_logic, frozenset({subset})) | ||||
|  | ||||
|                 self.connect(world, player, region_name, connection[0], player_logic, connection[1]) | ||||
|  | ||||
|         world.get_entrance("The Splashscreen?", player).connect( | ||||
|             world.get_region('First Hallway', player) | ||||
|   | ||||
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