AutoWorld: basic Item handling

This commit is contained in:
Fabian Dill
2021-07-12 13:54:47 +02:00
parent babd809fa6
commit 31c550d410
11 changed files with 84 additions and 51 deletions

View File

@@ -1,4 +1,6 @@
from BaseClasses import MultiWorld
from typing import Dict, Set, Tuple
from BaseClasses import MultiWorld, Item, CollectionState
class AutoWorldRegister(type):
@@ -29,6 +31,9 @@ class World(metaclass=AutoWorldRegister):
player: int
options: dict = {}
topology_present: bool = False # indicate if world type has any meaningful layout/pathing
item_names: Set[str] = frozenset()
# maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_name_groups: Dict[str, Set[str]] = {}
def __init__(self, world: MultiWorld, player: int):
self.world = world
@@ -49,15 +54,19 @@ class World(metaclass=AutoWorldRegister):
If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead."""
pass
def get_required_client_version(self) -> tuple:
def get_required_client_version(self) -> Tuple[int, int, int]:
return 0, 0, 3
# end of Main.py calls
def collect(self, state, item) -> bool:
def collect(self, state: CollectionState, item: Item) -> bool:
"""Collect an item into state. For speed reasons items that aren't logically useful get skipped."""
if item.advancement:
state.prog_items[item.name, item.player] += 1
return True # indicate that a logical state change has occured
return False
def create_item(self, name: str) -> Item:
"""Create an item for this world type and player.
Warning: this may be called with self.world = None, for example by MultiServer"""
raise NotImplementedError