ChecksFinder: Refactor/Cleaning (#3725)
* Update ChecksFinder * minor cleanup * Check for compatible name * Enable APWorld * Update setup_en.md * Update en_ChecksFinder.md * The client is getting updated instead * Qwint suggestions, ' -> ", streamline fill_slot_data * Oops, too many refactors --------- Co-authored-by: SunCat <suncat.game@ya.ru>
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@@ -1,44 +1,24 @@
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from ..generic.Rules import set_rule
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from BaseClasses import MultiWorld, CollectionState
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from worlds.generic.Rules import set_rule
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from BaseClasses import MultiWorld
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def _has_total(state: CollectionState, player: int, total: int):
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return (state.count('Map Width', player) + state.count('Map Height', player) +
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state.count('Map Bombs', player)) >= total
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items = ["Map Width", "Map Height", "Map Bombs"]
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# Sets rules on entrances and advancements that are always applied
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def set_rules(world: MultiWorld, player: int):
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set_rule(world.get_location("Tile 6", player), lambda state: _has_total(state, player, 1))
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set_rule(world.get_location("Tile 7", player), lambda state: _has_total(state, player, 2))
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set_rule(world.get_location("Tile 8", player), lambda state: _has_total(state, player, 3))
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set_rule(world.get_location("Tile 9", player), lambda state: _has_total(state, player, 4))
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set_rule(world.get_location("Tile 10", player), lambda state: _has_total(state, player, 5))
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set_rule(world.get_location("Tile 11", player), lambda state: _has_total(state, player, 6))
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set_rule(world.get_location("Tile 12", player), lambda state: _has_total(state, player, 7))
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set_rule(world.get_location("Tile 13", player), lambda state: _has_total(state, player, 8))
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set_rule(world.get_location("Tile 14", player), lambda state: _has_total(state, player, 9))
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set_rule(world.get_location("Tile 15", player), lambda state: _has_total(state, player, 10))
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set_rule(world.get_location("Tile 16", player), lambda state: _has_total(state, player, 11))
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set_rule(world.get_location("Tile 17", player), lambda state: _has_total(state, player, 12))
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set_rule(world.get_location("Tile 18", player), lambda state: _has_total(state, player, 13))
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set_rule(world.get_location("Tile 19", player), lambda state: _has_total(state, player, 14))
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set_rule(world.get_location("Tile 20", player), lambda state: _has_total(state, player, 15))
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set_rule(world.get_location("Tile 21", player), lambda state: _has_total(state, player, 16))
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set_rule(world.get_location("Tile 22", player), lambda state: _has_total(state, player, 17))
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set_rule(world.get_location("Tile 23", player), lambda state: _has_total(state, player, 18))
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set_rule(world.get_location("Tile 24", player), lambda state: _has_total(state, player, 19))
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set_rule(world.get_location("Tile 25", player), lambda state: _has_total(state, player, 20))
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def set_rules(multiworld: MultiWorld, player: int):
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for i in range(20):
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set_rule(multiworld.get_location(f"Tile {i+6}", player), lambda state, i=i: state.has_from_list(items, player, i+1))
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# Sets rules on completion condition
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def set_completion_rules(world: MultiWorld, player: int):
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width_req = 10-5
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height_req = 10-5
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bomb_req = 20-5
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completion_requirements = lambda state: \
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state.has("Map Width", player, width_req) and \
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state.has("Map Height", player, height_req) and \
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state.has("Map Bombs", player, bomb_req)
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world.completion_condition[player] = lambda state: completion_requirements(state)
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def set_completion_rules(multiworld: MultiWorld, player: int):
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width_req = 5 # 10 - 5
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height_req = 5 # 10 - 5
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bomb_req = 15 # 20 - 5
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multiworld.completion_condition[player] = lambda state: state.has_all_counts(
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{
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"Map Width": width_req,
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"Map Height": height_req,
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"Map Bombs": bomb_req,
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}, player)
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