Fix inconsistent gen and fix retro

This fixes two issues:

-The same seed number was producing (subtly) different seeds. This was caused by misplaced random calls in the changes to the entrance shuffle; these calls to the rng were happening before the random seed was decided. Re-arranging that function should solve this. Thanks to hycutype for both noticing this and providing a solution.

-Retro mode was broken with the addition of hints. This was caused by the retro exclusive regions not having defined hints (for reasons I truly question myself over, they are defined in ItemList.py...) and then further by an obscure function in copy_world that builds the playthrough and deals with the sword cave not being updated for the new three parameter regions (region objects used to only require two parameters). This has been fixed.
This commit is contained in:
AmazingAmpharos
2019-02-22 05:59:46 -06:00
committed by GitHub
parent 6294d5f831
commit a89c01f917
3 changed files with 48 additions and 17 deletions

View File

@@ -290,7 +290,7 @@ take_any_locations = [
def set_up_take_anys(world):
regions = random.sample(take_any_locations, 5)
old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave)
old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave')
world.regions.append(old_man_take_any)
world.dynamic_regions.append(old_man_take_any)
@@ -312,7 +312,7 @@ def set_up_take_anys(world):
old_man_take_any.shop.add_inventory(0, 'Rupees (300)', 0, 0)
for num in range(4):
take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave)
take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice')
world.regions.append(take_any)
world.dynamic_regions.append(take_any)