remove lamps_needed_for_dark_rooms variable
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86025745ac
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615192f65b
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@ -75,7 +75,6 @@ class World(object):
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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.lamps_needed_for_dark_rooms = 1
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for player in range(1, players + 1):
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def set_player_attr(attr, val):
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17
ItemList.py
17
ItemList.py
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@ -219,12 +219,12 @@ def generate_itempool(world, player):
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# set up item pool
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if world.custom:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon,
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lamps_needed_for_dark_rooms) = make_custom_item_pool(world, player)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count,
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treasure_hunt_icon) = make_custom_item_pool(world, player)
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world.rupoor_cost = min(world.customitemarray[69], 9999)
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else:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon,
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lamps_needed_for_dark_rooms) = get_pool_core(world, player)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon) = get_pool_core(
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world, player)
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for item in precollected_items:
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world.push_precollected(ItemFactory(item, player))
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@ -258,8 +258,6 @@ def generate_itempool(world, player):
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items = ItemFactory(pool, player)
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world.lamps_needed_for_dark_rooms = lamps_needed_for_dark_rooms
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if clock_mode is not None:
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world.clock_mode[player] = clock_mode
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@ -474,8 +472,6 @@ def get_pool_core(world, player: int):
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else:
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pool.extend(basicgloves)
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lamps_needed_for_dark_rooms = 1
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# insanity shuffle doesn't have fake LW/DW logic so for now guaranteed Mirror and Moon Pearl at the start
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if shuffle == 'insanity_legacy':
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place_item('Link\'s House', 'Magic Mirror')
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@ -580,7 +576,7 @@ def get_pool_core(world, player: int):
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place_item(key_location, 'Small Key (Universal)')
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else:
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pool.extend(['Small Key (Universal)'])
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
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def make_custom_item_pool(world, player):
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@ -681,7 +677,6 @@ def make_custom_item_pool(world, player):
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diff = difficulties[difficulty]
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lamps_needed_for_dark_rooms = 1
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# expert+ difficulties produce the same contents for
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# all bottles, since only one bottle is available
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@ -741,4 +736,4 @@ def make_custom_item_pool(world, player):
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if itemtotal < total_items_to_place:
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pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon)
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1
Main.py
1
Main.py
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@ -332,7 +332,6 @@ def copy_world(world):
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ret.can_take_damage = world.can_take_damage
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ret.difficulty_requirements = world.difficulty_requirements.copy()
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ret.fix_fake_world = world.fix_fake_world.copy()
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ret.lamps_needed_for_dark_rooms = world.lamps_needed_for_dark_rooms
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ret.mapshuffle = world.mapshuffle.copy()
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ret.compassshuffle = world.compassshuffle.copy()
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ret.keyshuffle = world.keyshuffle.copy()
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2
Rules.py
2
Rules.py
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@ -120,7 +120,7 @@ def add_rule(spot, rule, combine='and'):
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def add_lamp_requirement(spot, player):
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add_rule(spot, lambda state: state.has('Lamp', player, state.world.lamps_needed_for_dark_rooms))
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add_rule(spot, lambda state: state.has('Lamp', player))
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def forbid_item(location, item, player: int):
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