forked from mirror/Archipelago
Restoring and clarifying designer's original level access intent
The original creator of the AP version of Bumper Stickers intentionally set the Treasure Bumper requirements to logically reach each level 1 higher than the actual game requires, and logic tests were built based on this. This design decision has now been restored.
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@@ -17,19 +17,21 @@ def create_regions(world: MultiWorld, player: int):
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"Level 1": level2_locs + ["Bonus Booster 2"] + [f"Treasure Bumper {i + 9}" for i in range(8)],
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"Level 2": level3_locs + ["Bonus Booster 3"] + [f"Treasure Bumper {i + 17}" for i in range(8)],
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"Level 3": level4_locs + [f"Bonus Booster {i + 4}" for i in range(2)] +
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[f"Treasure Bumper {i + 25}" for i in range(8)],
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[f"Treasure Bumper {i + 25}" for i in range(8)],
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"Level 4": level5_locs
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}
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entrance_map = {
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# Give the player some wiggle room on treasure bumpers, by requiring 1 more to
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# logically access each level than the game actually needs to unlock that level
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"Level 1": lambda state:
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state.has("Booster Bumper", player, 1) and state.has("Treasure Bumper", player, 8),
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state.has("Booster Bumper", player, 1) and state.has("Treasure Bumper", player, 9),
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"Level 2": lambda state:
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state.has("Booster Bumper", player, 2) and state.has("Treasure Bumper", player, 16),
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state.has("Booster Bumper", player, 2) and state.has("Treasure Bumper", player, 17),
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"Level 3": lambda state:
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state.has("Booster Bumper", player, 3) and state.has("Treasure Bumper", player, 24),
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state.has("Booster Bumper", player, 3) and state.has("Treasure Bumper", player, 25),
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"Level 4": lambda state:
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state.has("Booster Bumper", player, 5) and state.has("Treasure Bumper", player, 32)
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state.has("Booster Bumper", player, 5) and state.has("Treasure Bumper", player, 33)
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}
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for x, region_name in enumerate(region_map):
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