diff --git a/src/open_samus_returns_rando/specific_patches/door_patches.py b/src/open_samus_returns_rando/specific_patches/door_patches.py index c4a3c6d..fc15bde 100644 --- a/src/open_samus_returns_rando/specific_patches/door_patches.py +++ b/src/open_samus_returns_rando/specific_patches/door_patches.py @@ -125,7 +125,7 @@ def _patch_beam_covers(editor: PatcherEditor): actor = scenario.raw.actors[9][cover_name] new_actor_name = f"{cover_name}_o" new_actor = editor.copy_actor( - scenario_name, (actor["position"][0], actor["position"][1], actor["position"][2]), + scenario_name, (actor["position"][0], actor["position"][1], actor["position"][2]), actor, new_actor_name, 9 ) new_actor["rotation"][0] = 0 @@ -147,7 +147,6 @@ def _patch_beam_covers(editor: PatcherEditor): scenario.insert_into_entity_group(group, new_actor_name) - def _patch_charge_doors(editor: PatcherEditor): CHARGE_DOORS = { "s000_surface": ["Door004", "Door011"], @@ -175,7 +174,9 @@ def _patch_one_way_doors(editor: PatcherEditor): "s030_area3": ["Door005", "Door006"], # Chozo Seal Spazer Door "s040_area4": ["Door001"], - # Plasma Room Plasma and Missile doors, Gravity Room Missile Door + # Super Missile Room Super Door + "s050_area5": ["Door005"], + # Plasma Room Plasma and Missile Doors, Gravity Room Missile Door "s067_area6c": ["Door005", "Door006", "Door009"] } diff --git a/src/open_samus_returns_rando/specific_patches/map_icons.py b/src/open_samus_returns_rando/specific_patches/map_icons.py index ef5e6d9..4f9f2d1 100644 --- a/src/open_samus_returns_rando/specific_patches/map_icons.py +++ b/src/open_samus_returns_rando/specific_patches/map_icons.py @@ -12,6 +12,7 @@ def patch_tiles(editor: PatcherEditor): "s028_area2c": ["Door001", "Door007"], "s030_area3": ["Door002", "Door005", "Door006", "Door008"], "s040_area4": ["Door001", "Door006", "Door014"], + "s050_area5": ["Door005"], "s060_area6": ["Door001"], "s067_area6c": ["Door005", "Door006", "Door009"], "s090_area9": ["Door012"], @@ -42,7 +43,8 @@ def patch_tiles(editor: PatcherEditor): for door in doors: if door in door_tile["actor_name"]: door_tile["clear_condition"] = "" - if "left" in door_tile["icon"]: - door_tile["icon"] = "doorpowerleft" - else: - door_tile["icon"] = "doorpowerright" + if "closed" in door_tile["icon"]: + if "left" in door_tile["icon"]: + door_tile["icon"] = "doorpowerleft" + else: + door_tile["icon"] = "doorpowerright"