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Closed doors logic #68
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Went through a full review of graph_creation
.
Only a very superficial look at the new rando logic, probably fine (the idea is sound, haven't checked the implementation in details yet).
The amount of global variables and context-specific top-level public methods we're using make me think that it might soon be time to think about making the "randomizer" it's own class.
for more information, see https://pre-commit.ci
for more information, see https://pre-commit.ci
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Dolphin scripts/Entrance Randomizer/newsfragments/68.feature.md
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Co-authored-by: Avasam <[email protected]>
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for more information, see https://pre-commit.ci
New features:
Added algorithm to account for closed doors
This means that from now on, the following things will never happen again:
A) Levels being inaccessable due to closed doors
B) The player running into a dead end and therefore a softlock due to closed doors
Keep in mind that softlocking due to [missing items] is still completely possible, this closed doors algorithm is a whole different subject.
Added multiple small things to graph creation:
A) closed doors are marked in red, and point in the direction that is still traversable even if the door is closed
B) one-way-transitions are marked by using a dashed line
C) temp disabled exits are marked in black
In order for those to be added: