 fb122df5f5
			
		
	
	fb122df5f5
	
	
	
		
			
			* build locations dict dynamically from the TotalLocations option. Minor styling cleanup * Minor items styling cleanup. remove unused event items * minor options cleanup. clarify preset toggle slightly better * make items.py more readable. add chaos weights dict to use as reference point for generation * small rules styling and consistency cleanup * create less regions and other init cleanup * move region creation to less function calls and move revivals calculation * typing * use enum instead of hardcoded ints. fix bug i introduced * better typing
		
			
				
	
	
		
			34 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			34 lines
		
	
	
		
			2.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| from BaseClasses import MultiWorld
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| from worlds.generic.Rules import set_rule, add_rule
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| 
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| 
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| def set_rules(world: MultiWorld, player: int) -> None:
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|     total_locations = world.total_locations[player].value  # total locations for current player
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|     event_location_step = 25  # set an event location at these locations for "spheres"
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|     divisions = total_locations // event_location_step
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|     total_revivals = world.worlds[player].total_revivals  # pulling this info we calculated in generate_basic
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| 
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|     if divisions:
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|         for i in range(1, divisions):  # since divisions is the floor of total_locations / 25
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|             event_loc = world.get_location(f"Pickup{i * event_location_step}", player)
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|             set_rule(event_loc,
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|                      lambda state, i=i: state.can_reach(f"ItemPickup{i * event_location_step - 1}", "Location", player))
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|             for n in range(i * event_location_step, (i + 1) * event_location_step):  # we want to create a rule for each of the 25 locations per division
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|                 if n == i * event_location_step:
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|                     set_rule(world.get_location(f"ItemPickup{n}", player),
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|                              lambda state, event_item=event_loc.item.name: state.has(event_item, player))
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|                 else:
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|                     set_rule(world.get_location(f"ItemPickup{n}", player),
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|                              lambda state, n=n: state.can_reach(f"ItemPickup{n - 1}", "Location", player))
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|         for i in range(divisions * event_location_step, total_locations+1):
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|             set_rule(world.get_location(f"ItemPickup{i}", player),
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|                      lambda state, i=i: state.can_reach(f"ItemPickup{i - 1}", "Location", player))
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|     set_rule(world.get_location("Victory", player),
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|              lambda state: state.can_reach(f"ItemPickup{total_locations}", "Location", player))
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|     if total_revivals or world.start_with_revive[player].value:
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|         add_rule(world.get_location("Victory", player),
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|                  lambda state: state.has("Dio's Best Friend", player,
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|                                          total_revivals + world.start_with_revive[player]))
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| 
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|     world.completion_condition[player] = lambda state: state.has("Victory", player)
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