Stardew Valley: Use the pre-existing cache rather than ignoring it (#2368)
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@ -100,15 +100,15 @@ class StardewValleyWorld(World):
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return region
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world_regions, self.randomized_entrances = create_regions(create_region, self.multiworld.random, self.options)
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self.multiworld.regions.extend(world_regions)
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def add_location(name: str, code: Optional[int], region: str):
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region = self.multiworld.get_region(region, self.player)
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region = world_regions[region]
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location = StardewLocation(self.player, name, code, region)
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location.access_rule = lambda _: True
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region.locations.append(location)
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create_locations(add_location, self.options, self.multiworld.random)
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self.multiworld.regions.extend(world_regions.values())
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def create_items(self):
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self.precollect_starting_season()
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@ -429,7 +429,7 @@ def create_final_connections(world_options) -> List[ConnectionData]:
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def create_regions(region_factory: RegionFactory, random: Random, world_options) -> Tuple[
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Iterable[Region], Dict[str, str]]:
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Dict[str, Region], Dict[str, str]]:
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final_regions = create_final_regions(world_options)
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regions: Dict[str: Region] = {region.name: region_factory(region.name, region.exits) for region in
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final_regions}
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@ -444,7 +444,7 @@ def create_regions(region_factory: RegionFactory, random: Random, world_options)
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if connection.name in entrances:
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entrances[connection.name].connect(regions[connection.destination])
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return regions.values(), randomized_data
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return regions, randomized_data
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def randomize_connections(random: Random, world_options, regions_by_name) -> Tuple[
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