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SC2: Move itempool generation logic from generate_basic
to create_items
. (#1940)
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@@ -62,7 +62,9 @@ class SC2WoLWorld(World):
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self.multiworld, self.player, get_locations(self.multiworld, self.player), self.location_cache
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self.multiworld, self.player, get_locations(self.multiworld, self.player), self.location_cache
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)
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)
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def generate_basic(self):
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def create_items(self):
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setup_events(self.player, self.locked_locations, self.location_cache)
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excluded_items = get_excluded_items(self.multiworld, self.player)
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excluded_items = get_excluded_items(self.multiworld, self.player)
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starter_items = assign_starter_items(self.multiworld, self.player, excluded_items, self.locked_locations)
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starter_items = assign_starter_items(self.multiworld, self.player, excluded_items, self.locked_locations)
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@@ -74,7 +76,6 @@ class SC2WoLWorld(World):
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self.multiworld.itempool += pool
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self.multiworld.itempool += pool
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def set_rules(self):
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def set_rules(self):
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setup_events(self.player, self.locked_locations, self.location_cache)
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self.multiworld.completion_condition[self.player] = lambda state: state.has(self.victory_item, self.player)
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self.multiworld.completion_condition[self.player] = lambda state: state.has(self.victory_item, self.player)
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def get_filler_item_name(self) -> str:
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def get_filler_item_name(self) -> str:
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