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synced 2025-10-21 20:21:32 -06:00
Remove old fill algorithms that I have no intention to optimize or support in the future
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@@ -155,7 +155,8 @@ def parse_arguments(argv, no_defaults=False):
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category, be randomly progressive or not.
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Link will die in one hit.
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''')
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parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
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parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
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choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
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help='''\
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Select item filling algorithm. (default: %(default)s
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balanced: vt26 derivitive that aims to strike a balance between
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@@ -166,14 +167,6 @@ def parse_arguments(argv, no_defaults=False):
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dungeon keys and items.
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vt25: Shuffle items and place them in a random location
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that it is not impossible to be in.
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vt21: Unbiased in its selection, but has tendency to put
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Ice Rod in Turtle Rock.
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vt22: Drops off stale locations after 1/3 of progress
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items were placed to try to circumvent vt21\'s
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shortcomings.
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Freshness: Keep track of stale locations (ones that cannot be
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reached yet) and decrease likeliness of selecting
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them the more often they were found unreachable.
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Flood: Push out items starting from Link\'s House and
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slightly biased to placing progression items with
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less restrictions.
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