Corrected logic error.

Per discussion here: https://discord.com/channels/731205301247803413/1148330200891932742/1192138309120577646

At the moment, the logic expects Treasure Bumper 2 to require 1 bumper, Treasure Bumper 3 to require 2, etc., and for Treasure Bumper 1 to be in Sphere 1. This is incorrect, each Bumper check should require 1 Bumper item of it's type.

This corrects that. I've verified I was able to generate with it by editing my apworld locally, but I'm also not a programmer and don't know anything about tests. However, I'd think this is a simple change.
This commit is contained in:
The T
2024-01-03 12:39:32 -05:00
committed by GitHub
parent 0df0955415
commit 63a5c48c7f

View File

@@ -117,10 +117,10 @@ class BumpStikWorld(World):
def set_rules(self):
for x in range(1, 32):
self.multiworld.get_location(f"Treasure Bumper {x + 1}", self.player).access_rule = \
self.multiworld.get_location(f"Treasure Bumper {x}", self.player).access_rule = \
lambda state, x = x: state.has("Treasure Bumper", self.player, x)
for x in range(1, 5):
self.multiworld.get_location(f"Bonus Booster {x + 1}", self.player).access_rule = \
self.multiworld.get_location(f"Bonus Booster {x}", self.player).access_rule = \
lambda state, x = x: state.has("Booster Bumper", self.player, x)
self.multiworld.get_location("Level 5 - Cleared all Hazards", self.player).access_rule = \
lambda state: state.has("Hazard Bumper", self.player, 25)