forked from mirror/Archipelago
DS3: Fix code syntax according to review
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@@ -2,7 +2,6 @@
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import json
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import os
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from random import randint
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from .Options import dark_souls_options # the options we defined earlier
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from .data.items_data import weapons_upgrade_5_table, weapons_upgrade_10_table, item_dictionary_table, key_items_list
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from .data.locations_data import location_dictionary_table, cemetery_of_ash_table, fire_link_shrine_table, \
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@@ -42,9 +41,15 @@ class DarkSouls3World(World):
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def create_item(self, name: str) -> Item:
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data = self.item_name_to_id[name]
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item_classification = ItemClassification.filler
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if name in key_items_list:
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item_classification = ItemClassification.progression
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elif name in weapons_upgrade_5_table or name in weapons_upgrade_10_table:
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item_classification = ItemClassification.useful
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return Item(
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name, ItemClassification.progression if name in key_items_list else
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ItemClassification.useful, data, self.player)
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name, item_classification, data, self.player)
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def create_regions(self):
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menu_region = Region("Menu", RegionType.Generic, "Menu", self.player)
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@@ -129,13 +134,12 @@ class DarkSouls3World(World):
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self.world.get_entrance("Goto Untended Graves", self.player).connect(untended_graves_region)
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# For each region, add the associated locations retrieved from the corresponding location_table
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def create_region(self, name, location_table) -> Region:
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new_region = Region(name, RegionType.Generic, name, self.player)
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if location_table is not None:
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for name, address in self.location_name_to_id.items():
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if location_table.get(name):
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location = Location(self.player, name, address, new_region)
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new_region.locations.append(location)
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def create_region(self, region_name, location_table) -> Region:
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new_region = Region(region_name, RegionType.Generic, region_name, self.player)
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if location_table:
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for name, address in location_table.items():
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location = Location(self.player, name, address, new_region)
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new_region.locations.append(location)
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self.world.regions.append(new_region)
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return new_region
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@@ -208,13 +212,13 @@ class DarkSouls3World(World):
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if self.world.randomize_weapons_level[self.player]:
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# Randomize some weapons upgrades
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for name in weapons_upgrade_5_table.keys():
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if randint(0, 100) < 33:
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value = randint(1, 5)
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if self.world.random.randint(0, 100) < 33:
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value = self.world.random.randint(1, 5)
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item_dictionary[name] += value
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for name in weapons_upgrade_10_table.keys():
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if randint(0, 100) < 33:
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value = randint(1, 10)
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if self.world.random.randint(0, 100) < 33:
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value = self.world.random.randint(1, 10)
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item_dictionary[name] += value
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# Create the mandatory lists to generate the player's output file
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@@ -238,9 +242,9 @@ class DarkSouls3World(World):
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data = {
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"options": {
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"auto_equip": (True if self.world.auto_equip[self.player] else False),
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"lock_equip": (True if self.world.lock_equip[self.player] else False),
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"no_weapon_requirements": (True if self.world.no_weapon_requirements[self.player] else False),
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"auto_equip": self.world.auto_equip[self.player].value,
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"lock_equip": self.world.lock_equip[self.player].value,
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"no_weapon_requirements": self.world.no_weapon_requirements[self.player].value,
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},
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"seed": self.world.seed_name, # to verify the server's multiworld
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"slot": self.world.player_name[self.player], # to connect to server
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@@ -266,7 +270,7 @@ class DarkSouls3World(World):
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# data_version is used to signal that items, locations or their names
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# changed. Set this to 0 during development so other games' clients do not
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# cache any texts, then increase by 1 for each release that makes changes.
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data_version = 0
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data_version = 1
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# ID of first item and location, could be hard-coded but code may be easier
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# to read with this as a property.
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