Minecraft updates (#29)

* Implement excluded locations

* Update Minecraft to use exclusion_rules for its exclusion pools

* Flag the enchanted books as advancement so they don't go on excluded locations (particularly the Infinity book)

* update playerSettings for exclusion

* new items: 32 Arrows, Saddle, structure compasses for overworld structures

* move structure linking to create_regions instead of generate_basic

* Update Minecraft to use LogicMixin

* add separate can_exclude property, so non-progression items can be marked non-excluded

* separate fill step for nonadvancement nonexcluded items

* made Saddle not a progression item, but also nonexcluded

* fix missing player arg

* remove higher xp amounts from pool, leaving only 50 XP

* fix new Minecraft item IDs

* added shulker box item for starting inventory

* increment client and data version

* change client_version to int instead of tuple

* make saddle a progression item

* added structure compass option and appropriate logic for all compasses

* Update playerSettings.yaml with MC options

* update minecraft tests

* update exclusion procedure for clarity
This commit is contained in:
espeon65536
2021-07-23 19:28:16 -04:00
committed by GitHub
parent 83dc92c6a5
commit e79a918c03
8 changed files with 219 additions and 171 deletions

View File

@@ -741,91 +741,6 @@ class CollectionState(object):
def can_bomb_clip(self, region: Region, player: int) -> bool:
return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
# Minecraft logic functions
def has_iron_ingots(self, player: int):
return self.has('Progressive Tools', player) and self.has('Ingot Crafting', player)
def has_gold_ingots(self, player: int):
return self.has('Ingot Crafting', player) and (self.has('Progressive Tools', player, 2) or self.can_reach('The Nether', 'Region', player))
def has_diamond_pickaxe(self, player: int):
return self.has('Progressive Tools', player, 3) and self.has_iron_ingots(player)
def craft_crossbow(self, player: int):
return self.has('Archery', player) and self.has_iron_ingots(player)
def has_bottle_mc(self, player: int):
return self.has('Bottles', player) and self.has('Ingot Crafting', player)
def can_enchant(self, player: int):
return self.has('Enchanting', player) and self.has_diamond_pickaxe(player) # mine obsidian and lapis
def can_use_anvil(self, player: int):
return self.has('Enchanting', player) and self.has('Resource Blocks', player) and self.has_iron_ingots(player)
def fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
return self.can_reach('Nether Fortress', 'Region', player) and self.basic_combat(player)
def can_brew_potions(self, player: int):
return self.fortress_loot(player) and self.has('Brewing', player) and self.has_bottle_mc(player)
def can_piglin_trade(self, player: int):
return self.has_gold_ingots(player) and (self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region', player))
def enter_stronghold(self, player: int):
return self.fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
# Difficulty-dependent functions
def combat_difficulty(self, player: int):
return self.world.combat_difficulty[player].get_option_name()
def can_adventure(self, player: int):
if self.combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Ingot Crafting', player) or self.has('Campfire', player))
def basic_combat(self, player: int):
if self.combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
self.has('Shield', player) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Progressive Armor', player) or self.has('Shield', player)) and self.has_iron_ingots(player)
def complete_raid(self, player: int):
reach_regions = self.can_reach('Village', 'Region', player) and self.can_reach('Pillager Outpost', 'Region', player)
if self.combat_difficulty(player) == 'easy':
return reach_regions and \
self.has('Progressive Weapons', player, 3) and self.has('Progressive Armor', player, 2) and \
self.has('Shield', player) and self.has('Archery', player) and \
self.has('Progressive Tools', player, 2) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard': # might be too hard?
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
(self.has('Progressive Armor', player) or self.has('Shield', player))
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
self.has('Progressive Armor', player) and self.has('Shield', player)
def can_kill_wither(self, player: int):
normal_kill = self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.can_brew_potions(player) and self.can_enchant(player)
if self.combat_difficulty(player) == 'easy':
return self.fortress_loot(player) and normal_kill and self.has('Archery', player)
elif self.combat_difficulty(player) == 'hard': # cheese kill using bedrock ceilings
return self.fortress_loot(player) and (normal_kill or self.can_reach('The Nether', 'Region', player) or self.can_reach('The End', 'Region', player))
return self.fortress_loot(player) and normal_kill
def can_kill_ender_dragon(self, player: int):
# Since it is possible to kill the dragon without getting any of the advancements related to it, we need to require that it can be respawned.
respawn_dragon = self.can_reach('The Nether', 'Region', player) and self.has('Ingot Crafting', player)
if self.combat_difficulty(player) == 'easy':
return respawn_dragon and self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and \
self.has('Archery', player) and self.can_brew_potions(player) and self.can_enchant(player)
if self.combat_difficulty(player) == 'hard':
return respawn_dragon and ((self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
(self.has('Progressive Weapons', player, 1) and self.has('Bed', player)))
return respawn_dragon and self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
if location:
self.locations_checked.add(location)