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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@@ -40,10 +40,10 @@ class SpireWorld(World):
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def _get_slot_data(self):
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return {
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'seed': "".join(self.world.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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'character': self.world.character[self.player],
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'ascension': self.world.ascension[self.player],
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'heart_run': self.world.heart_run[self.player]
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'seed': "".join(self.multiworld.slot_seeds[self.player].choice(string.ascii_letters) for i in range(16)),
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'character': self.multiworld.character[self.player],
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'ascension': self.multiworld.ascension[self.player],
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'heart_run': self.multiworld.heart_run[self.player]
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}
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def generate_basic(self):
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@@ -55,40 +55,40 @@ class SpireWorld(World):
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item = SpireItem(name, self.player)
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pool.append(item)
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self.world.itempool += pool
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self.multiworld.itempool += pool
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# Pair up our event locations with our event items
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for event, item in event_item_pairs.items():
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event_item = SpireItem(item, self.player)
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self.world.get_location(event, self.player).place_locked_item(event_item)
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self.multiworld.get_location(event, self.player).place_locked_item(event_item)
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if self.world.logic[self.player] != 'no logic':
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self.world.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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if self.multiworld.logic[self.player] != 'no logic':
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self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
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def set_rules(self):
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set_rules(self.world, self.player)
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set_rules(self.multiworld, self.player)
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def create_item(self, name: str) -> Item:
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return SpireItem(name, self.player)
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def create_regions(self):
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create_regions(self.world, self.player)
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create_regions(self.multiworld, self.player)
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def fill_slot_data(self) -> dict:
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slot_data = self._get_slot_data()
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for option_name in spire_options:
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option = getattr(self.world, option_name)[self.player]
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option = getattr(self.multiworld, option_name)[self.player]
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slot_data[option_name] = int(option.value)
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return slot_data
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def get_filler_item_name(self) -> str:
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return self.world.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"])
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return self.multiworld.random.choice(["Card Draw", "Card Draw", "Card Draw", "Relic", "Relic"])
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def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
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ret = Region(name, RegionType.Generic, name, player)
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ret.world = world
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ret.multiworld = world
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if locations:
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for location in locations:
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loc_id = location_table.get(location, 0)
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