SC2: client revamp (#967)
SC2 client now relies almost entirely on the map file and server for the locations and just facilitates them, should make it significantly more resilient to objectives being added or removed * SC2: fix client crash on printjson messages with more [ than ] * SC2: move text to queue, that actually clears memory * SC2: Announce which mission is being loaded Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
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@@ -69,8 +69,8 @@ vanilla_mission_req_table = {
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"Zero Hour": MissionInfo(3, 4, [2], "Mar Sara", completion_critical=True),
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"Evacuation": MissionInfo(4, 4, [3], "Colonist"),
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"Outbreak": MissionInfo(5, 3, [4], "Colonist"),
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"Safe Haven": MissionInfo(6, 1, [5], "Colonist", number=7),
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"Haven's Fall": MissionInfo(7, 1, [5], "Colonist", number=7),
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"Safe Haven": MissionInfo(6, 4, [5], "Colonist", number=7),
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"Haven's Fall": MissionInfo(7, 4, [5], "Colonist", number=7),
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"Smash and Grab": MissionInfo(8, 5, [3], "Artifact", completion_critical=True),
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"The Dig": MissionInfo(9, 4, [8], "Artifact", number=8, completion_critical=True),
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"The Moebius Factor": MissionInfo(10, 9, [9], "Artifact", number=11, completion_critical=True),
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@@ -43,6 +43,7 @@ class SC2WoLWorld(World):
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locked_locations: typing.List[str]
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location_cache: typing.List[Location]
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mission_req_table = {}
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required_client_version = 0, 3, 5
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def __init__(self, world: MultiWorld, player: int):
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super(SC2WoLWorld, self).__init__(world, player)
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