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https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-26 00:43:20 -07:00
remove unnecessary property
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@@ -157,7 +157,7 @@ def generate_setup_file(world) -> str:
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Generates the Lua for the setup file. This sets initial variables and state that affect gameplay around Progressive Eras
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"""
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setup = "-- Setup"
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if world.options.progression_style.current_key == "eras_and_districts":
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if world.options.progression_style == "eras_and_districts":
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setup += f"""
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-- Init Progressive Era Value if it hasn't been set already
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if Game.GetProperty("MaxAllowedEra") == nil then
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@@ -16,4 +16,4 @@ class CivVICheckType(Enum):
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PROGRESSIVE_DISTRICT = "PROGRESSIVE_DISTRICT"
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ERA = "ERA"
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GOODY = "GOODY"
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BOOST = "BOOST"
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BOOST = "BOOST"
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@@ -104,8 +104,8 @@ def create_regions(world: 'CivVIWorld', options: CivVIOptions, player: int):
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menu = Region("Menu", player, world.multiworld)
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world.multiworld.regions.append(menu)
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has_progressive_items = options.progression_style.current_key != "none"
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has_progressive_eras = options.progression_style.current_key == "eras_and_districts"
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has_progressive_items = options.progression_style != "none"
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has_progressive_eras = options.progression_style == "eras_and_districts"
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has_goody_huts = options.shuffle_goody_hut_rewards
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has_boosts = options.boostsanity
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@@ -28,7 +28,7 @@ def create_boost_rules(world: 'CivVIWorld'):
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if not boost_data or boost_data.PrereqRequiredCount == 0:
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continue
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has_progressive_items = world.options.progression_style.current_key != "none"
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has_progressive_items = world.options.progression_style != "none"
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set_rule(world_location,
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generate_has_required_items_lambda(boost_data.Prereq, boost_data.PrereqRequiredCount, has_progressive_items, world.player)
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)
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@@ -133,12 +133,12 @@ class CivVIWorld(World):
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boost_data = get_boosts_data()
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num_filler_items += len(boost_data)
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filler_count = {rarity: FILLER_DISTRIBUTION[rarity] * num_filler_items for rarity in FillerItemRarity.__reversed__()}
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filler_count = {rarity: math.ceil(FILLER_DISTRIBUTION[rarity] * num_filler_items) for rarity in FillerItemRarity.__reversed__()}
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min_count = 1
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# Add filler items by rarity
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total_created = 0
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for rarity, count in filler_count.items():
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for _ in range(max(min_count, math.ceil(count))):
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for _ in range(max(min_count, count)):
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if total_created >= num_filler_items:
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break
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self.multiworld.itempool += [self.create_item(
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