diff --git a/BaseClasses.py b/BaseClasses.py index 02d050c66761..26cdfb528569 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -853,14 +853,6 @@ def can_reach(self, state: CollectionState) -> bool: state.update_reachable_regions(self.player) return self in state.reachable_regions[self.player] - def can_reach_private(self, state: CollectionState) -> bool: - for entrance in self.entrances: - if entrance.can_reach(state): - if not self in state.path: - state.path[self] = (self.name, state.path.get(entrance, None)) - return True - return False - @property def hint_text(self) -> str: return self._hint_text if self._hint_text else self.name diff --git a/worlds/alttp/Rules.py b/worlds/alttp/Rules.py index 09c63aca01d2..ce4a941ead1b 100644 --- a/worlds/alttp/Rules.py +++ b/worlds/alttp/Rules.py @@ -32,7 +32,6 @@ def set_rules(world): 'WARNING! Seeds generated under this logic often require major glitches and may be impossible!') if world.players == 1: - world.get_region('Menu', player).can_reach_private = lambda state: True no_logic_rules(world, player) for exit in world.get_region('Menu', player).exits: exit.hide_path = True @@ -196,7 +195,6 @@ def global_rules(world, player): add_item_rule(world.get_location(prize_location, player), lambda item: item.name in crystals_and_pendants and item.player == player) # determines which S&Q locations are available - hide from paths since it isn't an in-game location - world.get_region('Menu', player).can_reach_private = lambda state: True for exit in world.get_region('Menu', player).exits: exit.hide_path = True