diff --git a/worlds/sc2wol/Items.py b/worlds/sc2wol/Items.py index 2dbe5cdeb9..154a1cf9c8 100644 --- a/worlds/sc2wol/Items.py +++ b/worlds/sc2wol/Items.py @@ -165,7 +165,7 @@ advanced_basic_units = { } -def get_basic_units(world: MultiWorld, player: int) -> set[str]: +def get_basic_units(world: MultiWorld, player: int) -> set: if get_option_value(world, player, 'required_tactics') > 0: return basic_units.union(advanced_basic_units) else: diff --git a/worlds/sc2wol/MissionTables.py b/worlds/sc2wol/MissionTables.py index a261f470e9..454d46ca3b 100644 --- a/worlds/sc2wol/MissionTables.py +++ b/worlds/sc2wol/MissionTables.py @@ -198,7 +198,7 @@ advanced_starting_mission_locations = { } -def get_starting_mission_locations(world: MultiWorld, player: int) -> set[str]: +def get_starting_mission_locations(world: MultiWorld, player: int) -> set: if get_option_value(world, player, 'shuffle_no_build') or get_option_value(world, player, 'mission_order') < 2: # Always start with a no-build mission unless explicitly relegating them # Vanilla and Vanilla Shuffled always start with a no-build even when relegated diff --git a/worlds/sc2wol/PoolFilter.py b/worlds/sc2wol/PoolFilter.py index eb3ace78fe..17f25dae9f 100644 --- a/worlds/sc2wol/PoolFilter.py +++ b/worlds/sc2wol/PoolFilter.py @@ -28,7 +28,7 @@ def filter_missions(world: MultiWorld, player: int) -> dict[str, list[str]]: mission_order_type = get_option_value(world, player, "mission_order") shuffle_protoss = get_option_value(world, player, "shuffle_protoss") - excluded_missions: set[str] = set(get_option_set_value(world, player, "excluded_missions")) + excluded_missions: set = set(get_option_set_value(world, player, "excluded_missions")) invalid_mission_names = excluded_missions.difference(vanilla_mission_req_table.keys()) if invalid_mission_names: raise Exception("Error in locked_missions - the following are not valid mission names: " + ", ".join(invalid_mission_names)) @@ -113,10 +113,10 @@ class ValidInventory: def has(self, item: str, player: int): return item in self.logical_inventory - def has_any(self, items: set[str], player: int): + def has_any(self, items: set, player: int): return any(item in self.logical_inventory for item in items) - def has_all(self, items: set[str], player: int): + def has_all(self, items: set, player: int): return all(item in self.logical_inventory for item in items) def has_units_per_structure(self) -> bool: