Core: remove legacy "dynamic_regions", as all regions are now dynamic
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@ -80,8 +80,6 @@ class MultiWorld():
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self.custom = False
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self.custom = False
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self.customitemarray = []
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self.customitemarray = []
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self.shuffle_ganon = True
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self.shuffle_ganon = True
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self.dynamic_regions = []
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self.dynamic_locations = []
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self.spoiler = Spoiler(self)
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self.spoiler = Spoiler(self)
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self.fix_trock_doors = self.AttributeProxy(
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self.fix_trock_doors = self.AttributeProxy(
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lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
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lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
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1
Fill.py
1
Fill.py
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@ -432,6 +432,7 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
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location_2.item.location = location_2
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location_2.item.location = location_2
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location_1.event, location_2.event = location_2.event, location_1.event
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location_1.event, location_2.event = location_2.event, location_1.event
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def distribute_planned(world: MultiWorld):
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def distribute_planned(world: MultiWorld):
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def warn(warning: str, force):
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def warn(warning: str, force):
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if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
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if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
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@ -290,7 +290,6 @@ def generate_itempool(world):
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loc.access_rule = lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player)
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loc.access_rule = lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player)
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region.locations.append(loc)
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region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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world.clear_location_cache()
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world.push_item(loc, ItemFactory('Triforce', player), False)
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world.push_item(loc, ItemFactory('Triforce', player), False)
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@ -474,7 +473,6 @@ def set_up_take_anys(world, player):
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old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave', player)
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old_man_take_any = Region("Old Man Sword Cave", RegionType.Cave, 'the sword cave', player)
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world.regions.append(old_man_take_any)
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world.regions.append(old_man_take_any)
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world.dynamic_regions.append(old_man_take_any)
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reg = regions.pop()
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reg = regions.pop()
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entrance = world.get_region(reg, player).entrances[0]
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entrance = world.get_region(reg, player).entrances[0]
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@ -495,7 +493,6 @@ def set_up_take_anys(world, player):
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for num in range(4):
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for num in range(4):
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take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player)
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take_any = Region("Take-Any #{}".format(num+1), RegionType.Cave, 'a cave of choice', player)
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world.regions.append(take_any)
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world.regions.append(take_any)
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world.dynamic_regions.append(take_any)
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target, room_id = world.random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
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target, room_id = world.random.choice([(0x58, 0x0112), (0x60, 0x010F), (0x46, 0x011F)])
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reg = regions.pop()
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reg = regions.pop()
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@ -519,7 +516,6 @@ def create_dynamic_shop_locations(world, player):
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if item['create_location']:
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if item['create_location']:
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loc = ALttPLocation(player, f"{shop.region.name} {shop.slot_names[i]}", parent=shop.region)
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loc = ALttPLocation(player, f"{shop.region.name} {shop.slot_names[i]}", parent=shop.region)
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shop.region.locations.append(loc)
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shop.region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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world.clear_location_cache()
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@ -337,7 +337,6 @@ def create_shops(world, player: int):
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loc.shop_slot_disabled = True
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loc.shop_slot_disabled = True
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loc.item.world = world
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loc.item.world = world
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shop.region.locations.append(loc)
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shop.region.locations.append(loc)
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world.dynamic_locations.append(loc)
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world.clear_location_cache()
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world.clear_location_cache()
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