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authorStar Rauchenberger <fefferburbia@gmail.com>2023-08-23 18:33:09 -0400
committerStar Rauchenberger <fefferburbia@gmail.com>2023-08-23 18:33:09 -0400
commit58ea40015ddfdbce984f109fe32f291afd0408bd (patch)
tree3e61b0ee39c18fc5889949ef90901dc4f0694e8f
parent776b5bd01dd677b24802a86090277dc99d037c9c (diff)
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Keep flood boundary even when on doors mode
Certain complex topologies (such as The Steady) require keeping the transitions around for longer.
-rw-r--r--src/tracker_state.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/tracker_state.cpp b/src/tracker_state.cpp index b0e7ccc..557e551 100644 --- a/src/tracker_state.cpp +++ b/src/tracker_state.cpp
@@ -4,9 +4,11 @@
4#include <map> 4#include <map>
5#include <set> 5#include <set>
6#include <tuple> 6#include <tuple>
7#include <sstream>
7 8
8#include "ap_state.h" 9#include "ap_state.h"
9#include "game_data.h" 10#include "game_data.h"
11#include "logger.h"
10 12
11namespace { 13namespace {
12 14
@@ -151,7 +153,7 @@ void RecalculateReachability() {
151 if (room_exit.door.has_value()) { 153 if (room_exit.door.has_value()) {
152 if (IsDoorReachable_Helper(*room_exit.door, reachable_rooms)) { 154 if (IsDoorReachable_Helper(*room_exit.door, reachable_rooms)) {
153 valid_transition = true; 155 valid_transition = true;
154 } else if (AP_GetDoorShuffleMode() == kNO_DOORS) { 156 } else {
155 new_boundary.push_back(room_exit); 157 new_boundary.push_back(room_exit);
156 } 158 }
157 } else { 159 } else {
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