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Core: Band-aid fixes start_inventory_from_pool
causing generation failures if any world doesn't utilize it. (#1694)
* Core: Band-aid fixes `start_inventory_from_pool` causing generation failures if any world does utilize it. * Core: Slightly better(?) solution * Set default so it doesn't fail on WebHost.
This commit is contained in:
26
Main.py
26
Main.py
@@ -1,23 +1,24 @@
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import collections
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import concurrent.futures
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import logging
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import os
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import time
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import zlib
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import concurrent.futures
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import pickle
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import tempfile
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import time
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import zipfile
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from typing import Dict, List, Tuple, Optional, Set
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import zlib
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from typing import Dict, List, Optional, Set, Tuple
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from BaseClasses import Item, MultiWorld, CollectionState, Region, LocationProgressType, Location
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import worlds
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from worlds.alttp.SubClasses import LTTPRegionType
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from worlds.alttp.Regions import is_main_entrance
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from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
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from worlds.alttp.Shops import FillDisabledShopSlots
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from Utils import output_path, get_options, __version__, version_tuple
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from worlds.generic.Rules import locality_rules, exclusion_rules
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from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
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from Fill import balance_multiworld_progression, distribute_items_restrictive, distribute_planned, flood_items
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from Options import StartInventoryPool
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from Utils import __version__, get_options, output_path, version_tuple
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from worlds import AutoWorld
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from worlds.alttp.Regions import is_main_entrance
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from worlds.alttp.Shops import FillDisabledShopSlots
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from worlds.alttp.SubClasses import LTTPRegionType
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from worlds.generic.Rules import exclusion_rules, locality_rules
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ordered_areas = (
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'Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
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@@ -115,7 +116,8 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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for item_name, count in world.start_inventory[player].value.items():
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for _ in range(count):
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world.push_precollected(world.create_item(item_name, player))
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for item_name, count in world.start_inventory_from_pool[player].value.items():
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for item_name, count in world.start_inventory_from_pool.setdefault(player, StartInventoryPool({})).value.items():
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for _ in range(count):
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world.push_precollected(world.create_item(item_name, player))
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