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Merge branch 'main' into main
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@@ -45,6 +45,9 @@
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# ChecksFinder
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/worlds/checksfinder/ @SunCatMC
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# Civilization VI
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/worlds/civ6/ @hesto2
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# Clique
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/worlds/clique/ @ThePhar
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@@ -363,11 +363,11 @@ An enumeration containing the possible hint states.
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```python
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import enum
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class HintStatus(enum.IntEnum):
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HINT_FOUND = 0 # The location has been collected. Status cannot be changed once found.
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HINT_UNSPECIFIED = 1 # The receiving player has not specified any status
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HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
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HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
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HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
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HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
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HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
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```
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- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
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- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
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@@ -73,11 +73,11 @@ When tests are run, this class will create a multiworld with a single player hav
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generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
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that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
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overridden. For more information on what methods are available to your class, check the
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[WorldTestBase definition](/test/bases.py#L104).
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[WorldTestBase definition](/test/bases.py#L106).
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#### Alternatives to WorldTestBase
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Unit tests can also be created using [TestBase](/test/bases.py#L14) or
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Unit tests can also be created using [TestBase](/test/bases.py#L16) or
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[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
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may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
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testing portions of your code that can be tested without relying on a multiworld to be created first.
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@@ -291,7 +291,7 @@ like entrance randomization in logic.
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Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
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There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
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There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)),
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from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
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### Entrances
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@@ -331,7 +331,7 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
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You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
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You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
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Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
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Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304),
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avoiding the need for indirect conditions at the expense of performance.
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### Item Rules
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@@ -562,17 +562,13 @@ from .items import is_progression # this is just a dummy
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def create_item(self, item: str) -> MyGameItem:
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# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
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classification = ItemClassification.progression if is_progression(item) else
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ItemClassification.filler
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return MyGameItem(item, classification, self.item_name_to_id[item],
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self.player)
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classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
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return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
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def create_event(self, event: str) -> MyGameItem:
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# while we are at it, we can also add a helper to create events
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return MyGameItem(event, True, None, self.player)
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return MyGameItem(event, ItemClassification.progression, None, self.player)
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```
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#### create_items
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