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Core: remove sending_visible (#339)
* Core: remove sending_visible Only used by Factorio and that use predates start_location_hints, which works perfectly fine for this purpose. * Factorio: minor cleanup
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@@ -57,6 +57,7 @@ class Factorio(World):
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attack_traps_wanted = self.world.attack_traps[player].value
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traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted
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self.world.random.shuffle(traps_wanted)
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for tech_name in base_tech_table:
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if traps_wanted and tech_name in useless_technologies:
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self.world.itempool.append(self.create_item(traps_wanted.pop()))
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@@ -71,11 +72,15 @@ class Factorio(World):
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self.world.get_location(tech_name, player).place_locked_item(tech_item)
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else:
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self.world.itempool.append(tech_item)
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map_basic_settings = self.world.world_gen[player].value["basic"]
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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self.sending_visible = self.world.tech_tree_information[player] == TechTreeInformation.option_full
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# used to be called "sending_visible"
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if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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self.world.start_location_hints[self.player].value.update(base_tech_table)
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generate_output = generate_mod
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