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Merge branch 'ArchipelagoMW:main' into Satisfactory_ToBeVerified
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@@ -203,7 +203,7 @@
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/worlds/timespinner/ @Jarno458
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# The Legend of Zelda (1)
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/worlds/tloz/ @Rosalie-A @t3hf1gm3nt
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/worlds/tloz/ @Rosalie-A
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# TUNIC
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/worlds/tunic/ @silent-destroyer @ScipioWright
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@@ -181,10 +181,3 @@ circular / partial imports. Instead, the code should fetch from settings on dema
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"Global" settings are populated immediately, while worlds settings are lazy loaded, so if really necessary,
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"global" settings could be used in global scope of worlds.
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### APWorld Backwards Compatibility
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APWorlds that want to be compatible with both stable and dev versions, have two options:
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1. use the old Utils.get_options() API until Archipelago 0.4.2 is out
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2. add some sort of compatibility code to your world that mimics the new API
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+2
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@@ -612,17 +612,10 @@ def create_items(self) -> None:
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# If there are two of the same item, the item has to be twice in the pool.
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# Which items are added to the pool may depend on player options, e.g. custom win condition like triforce hunt.
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# Having an item in the start inventory won't remove it from the pool.
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# If an item can't have duplicates it has to be excluded manually.
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# List of items to exclude, as a copy since it will be destroyed below
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exclude = [item for item in self.multiworld.precollected_items[self.player]]
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# If you want to do that, use start_inventory_from_pool
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for item in map(self.create_item, mygame_items):
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if item in exclude:
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exclude.remove(item) # this is destructive. create unique list above
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self.multiworld.itempool.append(self.create_item("nothing"))
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else:
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self.multiworld.itempool.append(item)
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self.multiworld.itempool.append(item)
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# itempool and number of locations should match up.
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# If this is not the case we want to fill the itempool with junk.
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