Generate: You can now have triggers in a game section that get run after common triggers and after the game is selected. Their format is the same but they can't overwrite game.

This commit is contained in:
Fabian Dill
2021-10-17 20:53:06 +02:00
parent c8d6250ada
commit 833de94ab0
2 changed files with 14 additions and 8 deletions

View File

@@ -92,7 +92,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if not cls.hidden:
logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | "
f"{len(cls.location_names):3} Locations")
logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
f"{max(cls.item_id_to_name):{numlength}} | "
f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
f"{max(cls.location_id_to_name):{numlength}}")
@@ -151,7 +151,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
AutoWorld.call_all(world, "pre_fill")
logger.info('Fill the world.')
logger.info(f'Filling the world with {len(world.itempool)} items.')
if world.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items