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Multiple: Followed a rabbit hole of moving LttP Rom generation to AutoWorld
Generator: Re-allow names with spaces (and see what breaks) Generator: Removed teams (Note that teams are intended to move from a generation step feature to a server runtime feature, allowing dynamic creation of an already generated MW) LttP: All Rom Options are now on the new system LttP: palette option "random" is now called "good" LttP: Roms are now created as part of the general output file creation step LttP: disable Music is now Music, removing potential double negatives LttP & Factorio: Progressive option random is now grouped_random LttP: Enemy damage option random is now Enemy damage: chaos
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@@ -399,7 +399,7 @@ def generate_itempool(world):
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if additional_triforce_pieces:
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if additional_triforce_pieces > len(nonprogressionitems):
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raise FillError(f"Not enough non-progression items to replace with Triforce pieces found for player "
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f"{world.get_player_names(player)}.")
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f"{world.get_player_name(player)}.")
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progressionitems += [ItemFactory("Triforce Piece", player)] * additional_triforce_pieces
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nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)) # try to keep hearts in the pool
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nonprogressionitems = nonprogressionitems[additional_triforce_pieces:]
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@@ -563,16 +563,14 @@ def get_pool_core(world, player: int):
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assert loc not in placed_items
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placed_items[loc] = item
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def want_progressives():
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return world.random.choice([True, False]) if progressive == 'random' else progressive == 'on'
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# provide boots to major glitch dependent seeds
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if logic in {'owglitches', 'hybridglitches', 'nologic'} and world.glitch_boots[player] and goal != 'icerodhunt':
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precollected_items.append('Pegasus Boots')
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pool.remove('Pegasus Boots')
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pool.append('Rupees (20)')
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want_progressives = world.progressive[player].want_progressives
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if want_progressives():
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if want_progressives(world.random):
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pool.extend(diff.progressiveglove)
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else:
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pool.extend(diff.basicglove)
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@@ -599,22 +597,22 @@ def get_pool_core(world, player: int):
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thisbottle = world.random.choice(diff.bottles)
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pool.append(thisbottle)
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if want_progressives():
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if want_progressives(world.random):
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pool.extend(diff.progressiveshield)
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else:
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pool.extend(diff.basicshield)
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if want_progressives():
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if want_progressives(world.random):
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pool.extend(diff.progressivearmor)
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else:
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pool.extend(diff.basicarmor)
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if want_progressives():
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if want_progressives(world.random):
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pool.extend(diff.progressivemagic)
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else:
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pool.extend(diff.basicmagic)
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if want_progressives():
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if want_progressives(world.random):
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pool.extend(diff.progressivebow)
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elif (swordless or logic == 'noglitches') and goal != 'icerodhunt':
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swordless_bows = ['Bow', 'Silver Bow']
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@@ -627,7 +625,7 @@ def get_pool_core(world, player: int):
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if swordless:
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pool.extend(diff.swordless)
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else:
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progressive_swords = want_progressives()
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progressive_swords = want_progressives(world.random)
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pool.extend(diff.progressivesword if progressive_swords else diff.basicsword)
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extraitems = total_items_to_place - len(pool) - len(placed_items)
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