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https://github.com/MarioSpore/Grinch-AP.git
synced 2025-10-21 20:21:32 -06:00
implement Silver Bow as default non-progressive Bow
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@@ -254,10 +254,10 @@ class World(object):
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elif self.difficulty_requirements[item.player].progressive_shield_limit >= 1:
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ret.prog_items['Blue Shield', item.player] += 1
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elif 'Bow' in item.name:
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if ret.has('Silver Arrows', item.player):
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if ret.has('Silver', item.player):
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pass
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elif ret.has('Bow', item.player) and self.difficulty_requirements[item.player].progressive_bow_limit >= 2:
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ret.prog_items['Silver Arrows', item.player] += 1
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ret.prog_items['Silver Bow', item.player] += 1
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elif self.difficulty_requirements[item.player].progressive_bow_limit >= 1:
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ret.prog_items['Bow', item.player] += 1
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elif item.name.startswith('Bottle'):
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@@ -576,8 +576,8 @@ class CollectionState(object):
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def can_shoot_arrows(self, player: int) -> bool:
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if self.world.retro[player]:
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# TODO: Progressive and Non-Progressive silvers work differently (progressive is not usable until the shop arrow is bought)
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return self.has('Bow', player) and self.can_buy_unlimited('Single Arrow', player)
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return self.has('Bow', player)
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return (self.has('Bow', player) or self.has('Silver Bow', player)) and self.can_buy_unlimited('Single Arrow', player)
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return self.has('Bow', player) or self.has('Silver Bow', player)
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def can_get_good_bee(self, player: int) -> bool:
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cave = self.world.get_region('Good Bee Cave', player)
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@@ -712,10 +712,10 @@ class CollectionState(object):
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self.prog_items['Blue Shield', item.player] += 1
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changed = True
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elif 'Bow' in item.name:
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if self.has('Silver Arrows', item.player):
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if self.has('Silver Bow', item.player):
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pass
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elif self.has('Bow', item.player):
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self.prog_items['Silver Arrows', item.player] += 1
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self.prog_items['Silver Bow', item.player] += 1
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changed = True
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else:
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self.prog_items['Bow', item.player] += 1
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@@ -766,8 +766,8 @@ class CollectionState(object):
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else:
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to_remove = 'None'
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elif 'Bow' in item.name:
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if self.has('Silver Arrows', item.player):
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to_remove = 'Silver Arrows'
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if self.has('Silver Bow', item.player):
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to_remove = 'Silver Bow'
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elif self.has('Bow', item.player):
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to_remove = 'Bow'
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else:
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