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https://github.com/ArchipelagoMW/Archipelago.git
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AutoWorld: Should no longer need to overwrite collect, collect_item should be used instead
AutoWorld: Now correctly automatically applies State.remove if collect_item is also correct LttP: Make keys advancement items This feels like it improved generation chance. Might not be the case.
This commit is contained in:
+6
-49
@@ -263,8 +263,6 @@ class MultiWorld():
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def push_precollected(self, item: Item):
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item.world = self
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if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
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item.advancement = True
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self.precollected_items.append(item)
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self.state.collect(item, True)
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@@ -758,53 +756,12 @@ class CollectionState(object):
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return changed
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def remove(self, item):
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if item.advancement:
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to_remove = item.name
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if item.game == "A Link to the Past" and to_remove.startswith('Progressive '):
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if 'Sword' in to_remove:
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if self.has('Golden Sword', item.player):
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to_remove = 'Golden Sword'
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elif self.has('Tempered Sword', item.player):
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to_remove = 'Tempered Sword'
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elif self.has('Master Sword', item.player):
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to_remove = 'Master Sword'
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elif self.has('Fighter Sword', item.player):
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to_remove = 'Fighter Sword'
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else:
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to_remove = None
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elif 'Glove' in item.name:
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if self.has('Titans Mitts', item.player):
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to_remove = 'Titans Mitts'
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elif self.has('Power Glove', item.player):
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to_remove = 'Power Glove'
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else:
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to_remove = None
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elif 'Shield' in item.name:
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if self.has('Mirror Shield', item.player):
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to_remove = 'Mirror Shield'
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elif self.has('Red Shield', item.player):
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to_remove = 'Red Shield'
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elif self.has('Blue Shield', item.player):
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to_remove = 'Blue Shield'
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else:
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to_remove = None
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elif 'Bow' in item.name:
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if self.has('Silver Bow', item.player):
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to_remove = 'Silver Bow'
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elif self.has('Bow', item.player):
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to_remove = 'Bow'
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else:
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to_remove = None
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if to_remove:
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self.prog_items[to_remove, item.player] -= 1
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if self.prog_items[to_remove, item.player] < 1:
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del (self.prog_items[to_remove, item.player])
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# invalidate caches, nothing can be trusted anymore now
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self.reachable_regions[item.player] = set()
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self.blocked_connections[item.player] = set()
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self.stale[item.player] = True
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changed = self.world.worlds[item.player].remove(self, item)
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if changed:
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# invalidate caches, nothing can be trusted anymore now
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self.reachable_regions[item.player] = set()
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self.blocked_connections[item.player] = set()
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self.stale[item.player] = True
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@unique
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class RegionType(int, Enum):
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@@ -187,7 +187,7 @@ def flood_items(world: MultiWorld):
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location_list = world.get_reachable_locations()
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world.random.shuffle(location_list)
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for location in location_list:
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if location.item is not None and not location.item.advancement and not location.item.smallkey and not location.item.bigkey:
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if location.item is not None and not location.item.advancement:
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# safe to replace
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replace_item = location.item
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replace_item.location = None
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+21
-6
@@ -1,5 +1,5 @@
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from __future__ import annotations
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from typing import Dict, Set, Tuple, List
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from typing import Dict, Set, Tuple, List, Optional
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from BaseClasses import MultiWorld, Item, CollectionState, Location
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@@ -150,18 +150,33 @@ class World(metaclass=AutoWorldRegister):
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# end of Main.py calls
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def collect(self, state: CollectionState, item: Item) -> bool:
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"""Collect an item into state. For speed reasons items that aren't logically useful get skipped."""
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def collect_item(self, state: CollectionState, item: Item) -> Optional[str]:
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"""Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
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Collect None to skip item."""
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if item.advancement:
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state.prog_items[item.name, item.player] += 1
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return True # indicate that a logical state change has occured
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return False
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return item.name
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def create_item(self, name: str) -> Item:
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"""Create an item for this world type and player.
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Warning: this may be called with self.world = None, for example by MultiServer"""
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raise NotImplementedError
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# following methods should not need to be overriden.
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def collect(self, state: CollectionState, item: Item) -> bool:
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name = self.collect_item(state, item)
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if name:
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state.prog_items[name, item.player] += 1
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return True
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return False
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def remove(self, state: CollectionState, item: Item) -> bool:
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name = self.collect_item(state, item)
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if name:
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state.prog_items[name, item.player] -= 1
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if state.prog_items[name, item.player] < 1:
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del (state.prog_items[name, item.player])
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return True
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return False
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# any methods attached to this can be used as part of CollectionState,
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# please use a prefix as all of them get clobbered together
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@@ -67,11 +67,6 @@ def fill_dungeons_restrictive(world):
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world.random.shuffle(locations)
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all_state_base = world.get_all_state()
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# with shuffled dungeon items they are distributed as part of the normal item pool
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for item in world.get_items():
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if (item.smallkey and world.keyshuffle[item.player]) or (item.bigkey and world.bigkeyshuffle[item.player]):
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all_state_base.collect(item, True)
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item.advancement = True
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# sort in the order Big Key, Small Key, Other before placing dungeon items
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sort_order = {"BigKey": 3, "SmallKey": 2}
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dungeon_items.sort(key=lambda item: sort_order.get(item.type, 1))
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+26
-26
@@ -136,58 +136,58 @@ item_table = {'Bow': ItemData(True, None, 0x0B, 'You have\nchosen the\narcher cl
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'Multi RNG': ItemData(False, None, 0x63, 'something you may already have', None, None, None, None, 'unknown boy somethings again', 'a total mystery'),
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'Magic Upgrade (1/2)': ItemData(True, None, 0x4E, 'Your magic\npower has been\ndoubled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Half Magic'), # can be required to beat mothula in an open seed in very very rare circumstance
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'Magic Upgrade (1/4)': ItemData(True, None, 0x4F, 'Your magic\npower has been\nquadrupled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Quarter Magic'), # can be required to beat mothula in an open seed in very very rare circumstance
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'Small Key (Eastern Palace)': ItemData(False, 'SmallKey', 0xA2, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'),
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'Big Key (Eastern Palace)': ItemData(False, 'BigKey', 0x9D, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'),
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'Small Key (Eastern Palace)': ItemData(True, 'SmallKey', 0xA2, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'),
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'Big Key (Eastern Palace)': ItemData(True, 'BigKey', 0x9D, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'),
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'Compass (Eastern Palace)': ItemData(False, 'Compass', 0x8D, 'Now you can find the Armos Knights!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Eastern Palace'),
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'Map (Eastern Palace)': ItemData(False, 'Map', 0x7D, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Eastern Palace'),
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'Small Key (Desert Palace)': ItemData(False, 'SmallKey', 0xA3, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'),
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'Big Key (Desert Palace)': ItemData(False, 'BigKey', 0x9C, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'),
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'Small Key (Desert Palace)': ItemData(True, 'SmallKey', 0xA3, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'),
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'Big Key (Desert Palace)': ItemData(True, 'BigKey', 0x9C, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'),
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'Compass (Desert Palace)': ItemData(False, 'Compass', 0x8C, 'Now you can find Lanmolas!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Desert Palace'),
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'Map (Desert Palace)': ItemData(False, 'Map', 0x7C, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Desert Palace'),
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'Small Key (Tower of Hera)': ItemData(False, 'SmallKey', 0xAA, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'),
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'Big Key (Tower of Hera)': ItemData(False, 'BigKey', 0x95, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'),
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'Small Key (Tower of Hera)': ItemData(True, 'SmallKey', 0xAA, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'),
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'Big Key (Tower of Hera)': ItemData(True, 'BigKey', 0x95, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'),
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'Compass (Tower of Hera)': ItemData(False, 'Compass', 0x85, 'Now you can find Moldorm!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Tower of Hera'),
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'Map (Tower of Hera)': ItemData(False, 'Map', 0x75, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Tower of Hera'),
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'Small Key (Hyrule Castle)': ItemData(False, 'SmallKey', 0xA0, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'),
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'Big Key (Hyrule Castle)': ItemData(False, 'BigKey', 0x9F, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'),
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'Small Key (Hyrule Castle)': ItemData(True, 'SmallKey', 0xA0, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'),
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'Big Key (Hyrule Castle)': ItemData(True, 'BigKey', 0x9F, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'),
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'Compass (Hyrule Castle)': ItemData(False, 'Compass', 0x8F, 'Now you can find no boss!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Hyrule Castle'),
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'Map (Hyrule Castle)': ItemData(False, 'Map', 0x7F, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Hyrule Castle'),
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'Small Key (Agahnims Tower)': ItemData(False, 'SmallKey', 0xA4, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'),
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'Small Key (Agahnims Tower)': ItemData(True, 'SmallKey', 0xA4, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'),
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# doors-specific items, baserom will not be able to understand these
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'Big Key (Agahnims Tower)': ItemData(False, 'BigKey', 0x9B, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'),
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'Big Key (Agahnims Tower)': ItemData(True, 'BigKey', 0x9B, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'),
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'Compass (Agahnims Tower)': ItemData(False, 'Compass', 0x8B, 'Now you can find Aga1!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Castle Tower'),
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'Map (Agahnims Tower)': ItemData(False, 'Map', 0x7B, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Castle Tower'),
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# end of doors-specific items
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'Small Key (Palace of Darkness)': ItemData(False, 'SmallKey', 0xA6, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'),
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'Big Key (Palace of Darkness)': ItemData(False, 'BigKey', 0x99, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'),
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'Small Key (Palace of Darkness)': ItemData(True, 'SmallKey', 0xA6, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'),
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'Big Key (Palace of Darkness)': ItemData(True, 'BigKey', 0x99, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'),
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'Compass (Palace of Darkness)': ItemData(False, 'Compass', 0x89, 'Now you can find Helmasaur King!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Palace of Darkness'),
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'Map (Palace of Darkness)': ItemData(False, 'Map', 0x79, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Palace of Darkness'),
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'Small Key (Thieves Town)': ItemData(False, 'SmallKey', 0xAB, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'),
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'Big Key (Thieves Town)': ItemData(False, 'BigKey', 0x94, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'),
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'Small Key (Thieves Town)': ItemData(True, 'SmallKey', 0xAB, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'),
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'Big Key (Thieves Town)': ItemData(True, 'BigKey', 0x94, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'),
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'Compass (Thieves Town)': ItemData(False, 'Compass', 0x84, 'Now you can find Blind!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Thieves\' Town'),
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'Map (Thieves Town)': ItemData(False, 'Map', 0x74, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Thieves\' Town'),
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'Small Key (Skull Woods)': ItemData(False, 'SmallKey', 0xA8, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'),
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'Big Key (Skull Woods)': ItemData(False, 'BigKey', 0x97, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'),
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'Small Key (Skull Woods)': ItemData(True, 'SmallKey', 0xA8, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'),
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'Big Key (Skull Woods)': ItemData(True, 'BigKey', 0x97, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'),
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'Compass (Skull Woods)': ItemData(False, 'Compass', 0x87, 'Now you can find Mothula!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Skull Woods'),
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'Map (Skull Woods)': ItemData(False, 'Map', 0x77, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Skull Woods'),
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'Small Key (Swamp Palace)': ItemData(False, 'SmallKey', 0xA5, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'),
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'Big Key (Swamp Palace)': ItemData(False, 'BigKey', 0x9A, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'),
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'Small Key (Swamp Palace)': ItemData(True, 'SmallKey', 0xA5, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'),
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'Big Key (Swamp Palace)': ItemData(True, 'BigKey', 0x9A, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'),
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'Compass (Swamp Palace)': ItemData(False, 'Compass', 0x8A, 'Now you can find Arrghus!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Swamp Palace'),
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'Map (Swamp Palace)': ItemData(False, 'Map', 0x7A, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Swamp Palace'),
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'Small Key (Ice Palace)': ItemData(False, 'SmallKey', 0xA9, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'),
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'Big Key (Ice Palace)': ItemData(False, 'BigKey', 0x96, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'),
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'Small Key (Ice Palace)': ItemData(True, 'SmallKey', 0xA9, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'),
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'Big Key (Ice Palace)': ItemData(True, 'BigKey', 0x96, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'),
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'Compass (Ice Palace)': ItemData(False, 'Compass', 0x86, 'Now you can find Kholdstare!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ice Palace'),
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'Map (Ice Palace)': ItemData(False, 'Map', 0x76, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ice Palace'),
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'Small Key (Misery Mire)': ItemData(False, 'SmallKey', 0xA7, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'),
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'Big Key (Misery Mire)': ItemData(False, 'BigKey', 0x98, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'),
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'Small Key (Misery Mire)': ItemData(True, 'SmallKey', 0xA7, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'),
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'Big Key (Misery Mire)': ItemData(True, 'BigKey', 0x98, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'),
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'Compass (Misery Mire)': ItemData(False, 'Compass', 0x88, 'Now you can find Vitreous!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Misery Mire'),
|
||||
'Map (Misery Mire)': ItemData(False, 'Map', 0x78, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Misery Mire'),
|
||||
'Small Key (Turtle Rock)': ItemData(False, 'SmallKey', 0xAC, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'),
|
||||
'Big Key (Turtle Rock)': ItemData(False, 'BigKey', 0x93, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'),
|
||||
'Small Key (Turtle Rock)': ItemData(True, 'SmallKey', 0xAC, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'),
|
||||
'Big Key (Turtle Rock)': ItemData(True, 'BigKey', 0x93, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'),
|
||||
'Compass (Turtle Rock)': ItemData(False, 'Compass', 0x83, 'Now you can find Trinexx!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Turtle Rock'),
|
||||
'Map (Turtle Rock)': ItemData(False, 'Map', 0x73, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Turtle Rock'),
|
||||
'Small Key (Ganons Tower)': ItemData(False, 'SmallKey', 0xAD, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'),
|
||||
'Big Key (Ganons Tower)': ItemData(False, 'BigKey', 0x92, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'),
|
||||
'Small Key (Ganons Tower)': ItemData(True, 'SmallKey', 0xAD, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'),
|
||||
'Big Key (Ganons Tower)': ItemData(True, 'BigKey', 0x92, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'),
|
||||
'Compass (Ganons Tower)': ItemData(False, 'Compass', 0x82, 'Now you can find Agahnim!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ganon\'s Tower'),
|
||||
'Map (Ganons Tower)': ItemData(False, 'Map', 0x72, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ganon\'s Tower'),
|
||||
'Small Key (Universal)': ItemData(False, None, 0xAF, 'A small key for any door', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key'),
|
||||
|
||||
+17
-30
@@ -86,59 +86,46 @@ class ALTTPWorld(World):
|
||||
world.random = old_random
|
||||
plando_connect(world, player)
|
||||
|
||||
def collect(self, state: CollectionState, item: Item) -> bool:
|
||||
def collect_item(self, state: CollectionState, item: Item):
|
||||
if item.name.startswith('Progressive '):
|
||||
if 'Sword' in item.name:
|
||||
if state.has('Golden Sword', item.player):
|
||||
pass
|
||||
elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
|
||||
item.player].progressive_sword_limit >= 4:
|
||||
state.prog_items['Golden Sword', item.player] += 1
|
||||
return True
|
||||
return 'Golden Sword'
|
||||
elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
|
||||
item.player].progressive_sword_limit >= 3:
|
||||
state.prog_items['Tempered Sword', item.player] += 1
|
||||
return True
|
||||
return 'Tempered Sword'
|
||||
elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
|
||||
state.prog_items['Master Sword', item.player] += 1
|
||||
return True
|
||||
return 'Master Sword'
|
||||
elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
|
||||
state.prog_items['Fighter Sword', item.player] += 1
|
||||
return True
|
||||
return 'Fighter Sword'
|
||||
elif 'Glove' in item.name:
|
||||
if state.has('Titans Mitts', item.player):
|
||||
pass
|
||||
return
|
||||
elif state.has('Power Glove', item.player):
|
||||
state.prog_items['Titans Mitts', item.player] += 1
|
||||
return True
|
||||
return 'Titans Mitts'
|
||||
else:
|
||||
state.prog_items['Power Glove', item.player] += 1
|
||||
return True
|
||||
return 'Power Glove'
|
||||
elif 'Shield' in item.name:
|
||||
if state.has('Mirror Shield', item.player):
|
||||
pass
|
||||
return
|
||||
elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
|
||||
state.prog_items['Mirror Shield', item.player] += 1
|
||||
return True
|
||||
return 'Mirror Shield'
|
||||
elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
|
||||
state.prog_items['Red Shield', item.player] += 1
|
||||
return True
|
||||
return 'Red Shield'
|
||||
elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
|
||||
state.prog_items['Blue Shield', item.player] += 1
|
||||
return True
|
||||
return 'Blue Shield'
|
||||
elif 'Bow' in item.name:
|
||||
if state.has('Silver', item.player):
|
||||
pass
|
||||
return
|
||||
elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2:
|
||||
state.prog_items['Silver Bow', item.player] += 1
|
||||
return True
|
||||
return 'Silver Bow'
|
||||
elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
|
||||
state.prog_items['Bow', item.player] += 1
|
||||
return True
|
||||
elif item.advancement or item.smallkey or item.bigkey:
|
||||
state.prog_items[item.name, item.player] += 1
|
||||
return True
|
||||
return False
|
||||
return 'Bow'
|
||||
elif item.advancement:
|
||||
return item.name
|
||||
|
||||
def pre_fill(self):
|
||||
from Fill import fill_restrictive, FillError
|
||||
|
||||
@@ -140,14 +140,14 @@ class Factorio(World):
|
||||
|
||||
world.completion_condition[player] = lambda state: state.has('Victory', player)
|
||||
|
||||
def collect(self, state, item) -> bool:
|
||||
def collect_item(self, state, item):
|
||||
if item.advancement and item.name in progressive_technology_table:
|
||||
prog_table = progressive_technology_table[item.name].progressive
|
||||
for item_name in prog_table:
|
||||
if not state.has(item_name, item.player):
|
||||
state.prog_items[item_name, item.player] += 1
|
||||
return True
|
||||
return super(Factorio, self).collect(state, item)
|
||||
return item_name
|
||||
|
||||
return super(Factorio, self).collect_item(state, item)
|
||||
|
||||
def get_required_client_version(self) -> tuple:
|
||||
return max((0, 1, 6), super(Factorio, self).get_required_client_version())
|
||||
|
||||
@@ -12,7 +12,7 @@ def locality_rules(world, player):
|
||||
def exclusion_rules(world, player: int, excluded_locations: set):
|
||||
for loc_name in excluded_locations:
|
||||
location = world.get_location(loc_name, player)
|
||||
add_item_rule(location, lambda i: not (i.advancement or i.smallkey or i.bigkey or i.never_exclude))
|
||||
add_item_rule(location, lambda i: not (i.advancement or i.never_exclude))
|
||||
|
||||
|
||||
def set_rule(spot, rule):
|
||||
|
||||
Reference in New Issue
Block a user