Hylics 2: Various fixes and APWorld support (#2324)

- Fix generation failing with certain gesture shuffle options
    - Fixed passing ItemDict to multidata instead of item code
    - Don't allow CHARGE UP to be placed at Foglast: TV
- APWorld support by removing LogicMixin from Rules.py
This commit is contained in:
Trevor L
2023-10-18 13:50:57 -06:00
committed by GitHub
parent 13b68ecb15
commit 11ebc523a9
3 changed files with 349 additions and 214 deletions

View File

@@ -130,11 +130,11 @@ class Hylics2World(World):
tvs = list(Locations.tv_location_table.items())
# if Extra Items in Logic is enabled place CHARGE UP first and make sure it doesn't get
# placed at Sage Airship: TV
# placed at Sage Airship: TV or Foglast: TV
if self.multiworld.extra_items_in_logic[self.player]:
tv = self.multiworld.random.choice(tvs)
gest = gestures.index((200681, Items.gesture_item_table[200681]))
while tv[1]["name"] == "Sage Airship: TV":
while tv[1]["name"] == "Sage Airship: TV" or tv[1]["name"] == "Foglast: TV":
tv = self.multiworld.random.choice(tvs)
self.multiworld.get_location(tv[1]["name"], self.player)\
.place_locked_item(self.add_item(gestures[gest][1]["name"], gestures[gest][1]["classification"],
@@ -146,7 +146,7 @@ class Hylics2World(World):
gest = self.multiworld.random.choice(gestures)
tv = self.multiworld.random.choice(tvs)
self.multiworld.get_location(tv[1]["name"], self.player)\
.place_locked_item(self.add_item(gest[1]["name"], gest[1]["classification"], gest[1]))
.place_locked_item(self.add_item(gest[1]["name"], gest[1]["classification"], gest[0]))
gestures.remove(gest)
tvs.remove(tv)
@@ -232,8 +232,10 @@ class Hylics2World(World):
# create location for beating the game and place Victory event there
loc = Location(self.player, "Defeat Gibby", None, self.multiworld.get_region("Hylemxylem", self.player))
loc.place_locked_item(self.create_event("Victory"))
set_rule(loc, lambda state: state._hylics2_has_upper_chamber_key(self.player)
and state._hylics2_has_vessel_room_key(self.player))
set_rule(loc, lambda state: (
state.has("UPPER CHAMBER KEY", self.player)
and state.has("VESSEL ROOM KEY", self.player)
))
self.multiworld.get_region("Hylemxylem", self.player).locations.append(loc)
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)