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Options: raise Exception if per-game options are in root
Options: implement progression balancing and accessibility on new system Options: implement the notion of "common" and "per_game_common" options in various systems Options: centralize item and location name checking Spoiler: prettier print some lists, sets and dicts WebHost: add common options into /templates
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8
Fill.py
8
Fill.py
@@ -36,7 +36,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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has_beaten_game = world.has_beaten_game(maximum_exploration_state)
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for item_to_place in items_to_place:
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if world.accessibility[item_to_place.player] == 'none':
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if world.accessibility[item_to_place.player] == 'minimal':
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perform_access_check = not world.has_beaten_game(maximum_exploration_state,
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item_to_place.player) if single_player_placement else not has_beaten_game
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else:
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@@ -52,7 +52,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
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else:
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# we filled all reachable spots. Maybe the game can be beaten anyway?
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unplaced_items.append(item_to_place)
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if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
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if world.accessibility[item_to_place.player] != 'minimal' and world.can_beat_game():
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logging.warning(
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f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
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continue
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@@ -87,9 +87,9 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
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progitempool.append(item)
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elif item.never_exclude: # this only gets nonprogression items which should not appear in excluded locations
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nonexcludeditempool.append(item)
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elif item.name in world.local_items[item.player]:
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elif item.name in world.local_items[item.player].value:
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localrestitempool[item.player].append(item)
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elif item.name in world.non_local_items[item.player]:
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elif item.name in world.non_local_items[item.player].value:
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nonlocalrestitempool.append(item)
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else:
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restitempool.append(item)
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