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Core: rename world
to multiworld
(#931)
* rename references to `Multiworld` in core to `multiworld` instead of `world` * fix smz3 * fix oot * fix low hanging fruit * revert mysteriously broken spacing in world api.md * fix more randomly broken spacing * hate * that better be all of it * begrudgingly move over smw * ._. * missed some worlds * this is getting tedious now * Missed some self.world definitions Co-authored-by: espeon65536 <espeon65536@gmail.com> Co-authored-by: Zach Parks <zach@alliware.com>
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@@ -45,7 +45,7 @@ class MinecraftLogic(LogicMixin):
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self.can_reach('Bastion Remnant', 'Region', player))
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def _mc_overworld_villager(self, player: int):
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village_region = self.world.get_region('Village', player).entrances[0].parent_region.name
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village_region = self.multiworld.get_region('Village', player).entrances[0].parent_region.name
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if village_region == 'The Nether': # 2 options: cure zombie villager or build portal in village
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return (self.can_reach('Zombie Doctor', 'Location', player) or
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(self._mc_has_diamond_pickaxe(player) and self.can_reach('Village', 'Region', player)))
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@@ -58,10 +58,10 @@ class MinecraftLogic(LogicMixin):
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# Difficulty-dependent functions
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def _mc_combat_difficulty(self, player: int):
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return self.world.combat_difficulty[player].current_key
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return self.multiworld.combat_difficulty[player].current_key
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def _mc_can_adventure(self, player: int):
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death_link_check = not self.world.death_link[player] or self.has('Bed', player)
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death_link_check = not self.multiworld.death_link[player] or self.has('Bed', player)
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if self._mc_combat_difficulty(player) == 'easy':
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return self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player) and death_link_check
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elif self._mc_combat_difficulty(player) == 'hard':
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@@ -112,9 +112,9 @@ class MinecraftLogic(LogicMixin):
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return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
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def _mc_has_structure_compass(self, entrance_name: str, player: int):
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if not self.world.structure_compasses[player]:
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if not self.multiworld.structure_compasses[player]:
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return True
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return self.has(f"Structure Compass ({self.world.get_entrance(entrance_name, player).connected_region.name})", player)
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return self.has(f"Structure Compass ({self.multiworld.get_entrance(entrance_name, player).connected_region.name})", player)
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# Sets rules on entrances and advancements that are always applied
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def set_advancement_rules(world: MultiWorld, player: int):
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