Stardew Valley: Use the pre-existing cache rather than ignoring it (#2368)

This commit is contained in:
Aaron Wagener 2023-10-27 05:12:17 -05:00 committed by GitHub
parent 3b5f9d1758
commit 16fe66721f
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2 changed files with 4 additions and 4 deletions

View File

@ -100,15 +100,15 @@ class StardewValleyWorld(World):
return region
world_regions, self.randomized_entrances = create_regions(create_region, self.multiworld.random, self.options)
self.multiworld.regions.extend(world_regions)
def add_location(name: str, code: Optional[int], region: str):
region = self.multiworld.get_region(region, self.player)
region = world_regions[region]
location = StardewLocation(self.player, name, code, region)
location.access_rule = lambda _: True
region.locations.append(location)
create_locations(add_location, self.options, self.multiworld.random)
self.multiworld.regions.extend(world_regions.values())
def create_items(self):
self.precollect_starting_season()

View File

@ -429,7 +429,7 @@ def create_final_connections(world_options) -> List[ConnectionData]:
def create_regions(region_factory: RegionFactory, random: Random, world_options) -> Tuple[
Iterable[Region], Dict[str, str]]:
Dict[str, Region], Dict[str, str]]:
final_regions = create_final_regions(world_options)
regions: Dict[str: Region] = {region.name: region_factory(region.name, region.exits) for region in
final_regions}
@ -444,7 +444,7 @@ def create_regions(region_factory: RegionFactory, random: Random, world_options)
if connection.name in entrances:
entrances[connection.name].connect(regions[connection.destination])
return regions.values(), randomized_data
return regions, randomized_data
def randomize_connections(random: Random, world_options, regions_by_name) -> Tuple[