Merge branch 'main' into breaking_changes

# Conflicts:
#	MultiClient.py
#	Utils.py
#	worlds/alttp/ItemPool.py
#	worlds/alttp/Main.py
#	worlds/alttp/Shops.py
This commit is contained in:
Fabian Dill
2021-02-19 13:45:50 +01:00
46 changed files with 10942 additions and 6539 deletions

View File

@@ -7,7 +7,7 @@ from worlds.alttp.Bosses import place_bosses
from worlds.alttp.Dungeons import get_dungeon_item_pool
from worlds.alttp.EntranceShuffle import connect_entrance
from Fill import FillError, fill_restrictive
from worlds.alttp.Items import ItemFactory, trap_replaceable
from worlds.alttp.Items import ItemFactory, GetBeemizerItem
from worlds.alttp.Rules import forbid_items_for_player
# This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space.
@@ -297,24 +297,22 @@ def generate_itempool(world, player: int):
world.get_location('Ganon', player).event = True
world.get_location('Ganon', player).locked = True
world.push_item(world.get_location('Agahnim 1', player), ItemFactory('Beat Agahnim 1', player), False)
world.get_location('Agahnim 1', player).event = True
world.get_location('Agahnim 1', player).locked = True
world.push_item(world.get_location('Agahnim 2', player), ItemFactory('Beat Agahnim 2', player), False)
world.get_location('Agahnim 2', player).event = True
world.get_location('Agahnim 2', player).locked = True
world.push_item(world.get_location('Dark Blacksmith Ruins', player), ItemFactory('Pick Up Purple Chest', player), False)
world.get_location('Dark Blacksmith Ruins', player).event = True
world.get_location('Dark Blacksmith Ruins', player).locked = True
world.push_item(world.get_location('Frog', player), ItemFactory('Get Frog', player), False)
world.get_location('Frog', player).event = True
world.get_location('Frog', player).locked = True
world.push_item(world.get_location('Missing Smith', player), ItemFactory('Return Smith', player), False)
world.get_location('Missing Smith', player).event = True
world.get_location('Missing Smith', player).locked = True
world.push_item(world.get_location('Floodgate', player), ItemFactory('Open Floodgate', player), False)
world.get_location('Floodgate', player).event = True
world.get_location('Floodgate', player).locked = True
event_pairs = [
('Agahnim 1', 'Beat Agahnim 1'),
('Agahnim 2', 'Beat Agahnim 2'),
('Dark Blacksmith Ruins', 'Pick Up Purple Chest'),
('Frog', 'Get Frog'),
('Missing Smith', 'Return Smith'),
('Floodgate', 'Open Floodgate'),
('Agahnim 1', 'Beat Agahnim 1'),
('Flute Activation Spot', 'Activated Flute')
]
for location_name, event_name in event_pairs:
location = world.get_location(location_name, player)
event = ItemFactory(event_name, player)
world.push_item(location, event, False)
location.event = location.locked = True
# set up item pool
additional_triforce_pieces = 0
@@ -375,7 +373,7 @@ def generate_itempool(world, player: int):
if world.goal[player] == 'icerodhunt':
for item in dungeon_items:
world.itempool.append(ItemFactory('Nothing', player))
world.itempool.append(ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player))
world.push_precollected(item)
else:
world.itempool.extend([item for item in dungeon_items])
@@ -396,16 +394,8 @@ def generate_itempool(world, player: int):
for item in items:
if item.advancement or item.type:
progressionitems.append(item)
elif world.beemizer[player] and item.name in trap_replaceable:
if world.random.random() < world.beemizer[item.player] * 0.25:
if world.random.random() < (0.5 + world.beemizer[item.player] * 0.1):
nonprogressionitems.append(ItemFactory("Bee Trap", player))
else:
nonprogressionitems.append(ItemFactory("Bee", player))
else:
nonprogressionitems.append(item)
else:
nonprogressionitems.append(item)
nonprogressionitems.append(GetBeemizerItem(world, item.player, item))
world.random.shuffle(nonprogressionitems)
if additional_triforce_pieces:
@@ -422,10 +412,10 @@ def generate_itempool(world, player: int):
mm_medallion = world.random.choice(['Ether', 'Quake', 'Bombos'])
else:
mm_medallion = world.required_medallions[player][0]
if world.required_medallions[player][0] == "random":
if world.required_medallions[player][1] == "random":
tr_medallion = world.random.choice(['Ether', 'Quake', 'Bombos'])
else:
tr_medallion = world.required_medallions[player][0]
tr_medallion = world.required_medallions[player][1]
world.required_medallions[player] = (mm_medallion, tr_medallion)
place_bosses(world, player)