Remove old fill algorithms that I have no intention to optimize or support in the future

This commit is contained in:
Fabian Dill
2020-08-25 17:44:03 +02:00
parent 6d38e87527
commit d86eb69b4c
5 changed files with 4 additions and 174 deletions

View File

@@ -155,7 +155,8 @@ def parse_arguments(argv, no_defaults=False):
category, be randomly progressive or not.
Link will die in one hit.
''')
parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?', choices=['freshness', 'flood', 'vt21', 'vt22', 'vt25', 'vt26', 'balanced'],
parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
help='''\
Select item filling algorithm. (default: %(default)s
balanced: vt26 derivitive that aims to strike a balance between
@@ -166,14 +167,6 @@ def parse_arguments(argv, no_defaults=False):
dungeon keys and items.
vt25: Shuffle items and place them in a random location
that it is not impossible to be in.
vt21: Unbiased in its selection, but has tendency to put
Ice Rod in Turtle Rock.
vt22: Drops off stale locations after 1/3 of progress
items were placed to try to circumvent vt21\'s
shortcomings.
Freshness: Keep track of stale locations (ones that cannot be
reached yet) and decrease likeliness of selecting
them the more often they were found unreachable.
Flood: Push out items starting from Link\'s House and
slightly biased to placing progression items with
less restrictions.