Core, some worlds: Rename sweep_for_events to sweep_for_advancements (#3571)
* Rename sweep_for_events to sweep_for_advancements * more event->advancement renames * oops accidentally deleted the deprecation thing in the force push * Update TestDungeon.py * Update BaseClasses.py * Update BaseClasses.py * oops * utils.deprecate * treble, you had no idea how right you were * Update test_panel_hunt.py * Update BaseClasses.py Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com> --------- Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
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@ -430,7 +430,7 @@ class MultiWorld():
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subworld = self.worlds[player]
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subworld = self.worlds[player]
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for item in subworld.get_pre_fill_items():
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for item in subworld.get_pre_fill_items():
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subworld.collect(ret, item)
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subworld.collect(ret, item)
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ret.sweep_for_events()
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ret.sweep_for_advancements()
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if use_cache:
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if use_cache:
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self._all_state = ret
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self._all_state = ret
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@ -661,7 +661,7 @@ class CollectionState():
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multiworld: MultiWorld
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multiworld: MultiWorld
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reachable_regions: Dict[int, Set[Region]]
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reachable_regions: Dict[int, Set[Region]]
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blocked_connections: Dict[int, Set[Entrance]]
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blocked_connections: Dict[int, Set[Entrance]]
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events: Set[Location]
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advancements: Set[Location]
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path: Dict[Union[Region, Entrance], PathValue]
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path: Dict[Union[Region, Entrance], PathValue]
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locations_checked: Set[Location]
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locations_checked: Set[Location]
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stale: Dict[int, bool]
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stale: Dict[int, bool]
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@ -673,7 +673,7 @@ class CollectionState():
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self.multiworld = parent
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self.multiworld = parent
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self.reachable_regions = {player: set() for player in parent.get_all_ids()}
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self.reachable_regions = {player: set() for player in parent.get_all_ids()}
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self.blocked_connections = {player: set() for player in parent.get_all_ids()}
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self.blocked_connections = {player: set() for player in parent.get_all_ids()}
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self.events = set()
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self.advancements = set()
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self.path = {}
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self.path = {}
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self.locations_checked = set()
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self.locations_checked = set()
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self.stale = {player: True for player in parent.get_all_ids()}
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self.stale = {player: True for player in parent.get_all_ids()}
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@ -722,7 +722,7 @@ class CollectionState():
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self.reachable_regions.items()}
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self.reachable_regions.items()}
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ret.blocked_connections = {player: entrance_set.copy() for player, entrance_set in
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ret.blocked_connections = {player: entrance_set.copy() for player, entrance_set in
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self.blocked_connections.items()}
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self.blocked_connections.items()}
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ret.events = self.events.copy()
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ret.advancements = self.advancements.copy()
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ret.path = self.path.copy()
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ret.path = self.path.copy()
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ret.locations_checked = self.locations_checked.copy()
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ret.locations_checked = self.locations_checked.copy()
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for function in self.additional_copy_functions:
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for function in self.additional_copy_functions:
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@ -755,19 +755,24 @@ class CollectionState():
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return self.multiworld.get_region(spot, player).can_reach(self)
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return self.multiworld.get_region(spot, player).can_reach(self)
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def sweep_for_events(self, locations: Optional[Iterable[Location]] = None) -> None:
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def sweep_for_events(self, locations: Optional[Iterable[Location]] = None) -> None:
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Utils.deprecate("sweep_for_events has been renamed to sweep_for_advancements. The functionality is the same. "
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"Please switch over to sweep_for_advancements.")
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return self.sweep_for_advancements(locations)
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def sweep_for_advancements(self, locations: Optional[Iterable[Location]] = None) -> None:
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if locations is None:
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if locations is None:
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locations = self.multiworld.get_filled_locations()
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locations = self.multiworld.get_filled_locations()
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reachable_events = True
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reachable_advancements = True
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# since the loop has a good chance to run more than once, only filter the events once
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# since the loop has a good chance to run more than once, only filter the advancements once
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locations = {location for location in locations if location.advancement and location not in self.events}
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locations = {location for location in locations if location.advancement and location not in self.advancements}
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while reachable_events:
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while reachable_advancements:
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reachable_events = {location for location in locations if location.can_reach(self)}
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reachable_advancements = {location for location in locations if location.can_reach(self)}
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locations -= reachable_events
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locations -= reachable_advancements
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for event in reachable_events:
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for advancement in reachable_advancements:
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self.events.add(event)
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self.advancements.add(advancement)
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assert isinstance(event.item, Item), "tried to collect Event with no Item"
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assert isinstance(advancement.item, Item), "tried to collect Event with no Item"
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self.collect(event.item, True, event)
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self.collect(advancement.item, True, advancement)
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# item name related
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# item name related
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def has(self, item: str, player: int, count: int = 1) -> bool:
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def has(self, item: str, player: int, count: int = 1) -> bool:
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@ -871,7 +876,7 @@ class CollectionState():
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self.stale[item.player] = True
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self.stale[item.player] = True
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if changed and not prevent_sweep:
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if changed and not prevent_sweep:
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self.sweep_for_events()
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self.sweep_for_advancements()
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return changed
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return changed
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14
Fill.py
14
Fill.py
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@ -29,7 +29,7 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
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new_state = base_state.copy()
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new_state = base_state.copy()
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for item in itempool:
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for item in itempool:
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new_state.collect(item, True)
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new_state.collect(item, True)
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new_state.sweep_for_events(locations=locations)
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new_state.sweep_for_advancements(locations=locations)
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return new_state
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return new_state
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@ -329,8 +329,8 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
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pool.append(location.item)
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pool.append(location.item)
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state.remove(location.item)
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state.remove(location.item)
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location.item = None
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location.item = None
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if location in state.events:
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if location in state.advancements:
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state.events.remove(location)
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state.advancements.remove(location)
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locations.append(location)
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locations.append(location)
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if pool and locations:
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if pool and locations:
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locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
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locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
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@ -363,7 +363,7 @@ def distribute_early_items(multiworld: MultiWorld,
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early_priority_locations: typing.List[Location] = []
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early_priority_locations: typing.List[Location] = []
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loc_indexes_to_remove: typing.Set[int] = set()
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loc_indexes_to_remove: typing.Set[int] = set()
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base_state = multiworld.state.copy()
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base_state = multiworld.state.copy()
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base_state.sweep_for_events(locations=(loc for loc in multiworld.get_filled_locations() if loc.address is None))
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base_state.sweep_for_advancements(locations=(loc for loc in multiworld.get_filled_locations() if loc.address is None))
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for i, loc in enumerate(fill_locations):
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for i, loc in enumerate(fill_locations):
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if loc.can_reach(base_state):
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if loc.can_reach(base_state):
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if loc.progress_type == LocationProgressType.PRIORITY:
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if loc.progress_type == LocationProgressType.PRIORITY:
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@ -558,7 +558,7 @@ def flood_items(multiworld: MultiWorld) -> None:
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progress_done = False
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progress_done = False
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# sweep once to pick up preplaced items
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# sweep once to pick up preplaced items
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multiworld.state.sweep_for_events()
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multiworld.state.sweep_for_advancements()
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# fill multiworld from top of itempool while we can
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# fill multiworld from top of itempool while we can
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while not progress_done:
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while not progress_done:
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@ -746,7 +746,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
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), items_to_test):
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), items_to_test):
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reducing_state.collect(location.item, True, location)
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reducing_state.collect(location.item, True, location)
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reducing_state.sweep_for_events(locations=locations_to_test)
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reducing_state.sweep_for_advancements(locations=locations_to_test)
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if multiworld.has_beaten_game(balancing_state):
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if multiworld.has_beaten_game(balancing_state):
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if not multiworld.has_beaten_game(reducing_state):
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if not multiworld.has_beaten_game(reducing_state):
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@ -829,7 +829,7 @@ def distribute_planned(multiworld: MultiWorld) -> None:
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warn(warning, force)
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warn(warning, force)
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swept_state = multiworld.state.copy()
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swept_state = multiworld.state.copy()
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swept_state.sweep_for_events()
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swept_state.sweep_for_advancements()
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reachable = frozenset(multiworld.get_reachable_locations(swept_state))
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reachable = frozenset(multiworld.get_reachable_locations(swept_state))
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early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
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early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
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non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
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non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
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@ -24,7 +24,7 @@ class TestBase(unittest.TestCase):
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for item in items:
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for item in items:
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item.classification = ItemClassification.progression
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item.classification = ItemClassification.progression
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state.collect(item, prevent_sweep=True)
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state.collect(item, prevent_sweep=True)
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state.sweep_for_events()
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state.sweep_for_advancements()
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state.update_reachable_regions(1)
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state.update_reachable_regions(1)
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self._state_cache[self.multiworld, tuple(items)] = state
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self._state_cache[self.multiworld, tuple(items)] = state
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return state
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return state
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@ -221,8 +221,8 @@ class WorldTestBase(unittest.TestCase):
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if isinstance(items, Item):
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if isinstance(items, Item):
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items = (items,)
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items = (items,)
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for item in items:
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for item in items:
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if item.location and item.advancement and item.location in self.multiworld.state.events:
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if item.location and item.advancement and item.location in self.multiworld.state.advancements:
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self.multiworld.state.events.remove(item.location)
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self.multiworld.state.advancements.remove(item.location)
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self.multiworld.state.remove(item)
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self.multiworld.state.remove(item)
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def can_reach_location(self, location: str) -> bool:
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def can_reach_location(self, location: str) -> bool:
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@ -192,7 +192,7 @@ class TestFillRestrictive(unittest.TestCase):
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location_pool = player1.locations[1:] + player2.locations
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location_pool = player1.locations[1:] + player2.locations
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item_pool = player1.prog_items[:-1] + player2.prog_items
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item_pool = player1.prog_items[:-1] + player2.prog_items
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fill_restrictive(multiworld, multiworld.state, location_pool, item_pool)
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fill_restrictive(multiworld, multiworld.state, location_pool, item_pool)
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multiworld.state.sweep_for_events() # collect everything
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multiworld.state.sweep_for_advancements() # collect everything
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# all of player2's locations and items should be accessible (not all of player1's)
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# all of player2's locations and items should be accessible (not all of player1's)
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for item in player2.prog_items:
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for item in player2.prog_items:
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@ -443,8 +443,8 @@ class TestFillRestrictive(unittest.TestCase):
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item = player1.prog_items[0]
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item = player1.prog_items[0]
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item.code = None
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item.code = None
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location.place_locked_item(item)
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location.place_locked_item(item)
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multiworld.state.sweep_for_events()
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multiworld.state.sweep_for_advancements()
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multiworld.state.sweep_for_events()
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multiworld.state.sweep_for_advancements()
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self.assertTrue(multiworld.state.prog_items[item.player][item.name], "Sweep did not collect - Test flawed")
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self.assertTrue(multiworld.state.prog_items[item.player][item.name], "Sweep did not collect - Test flawed")
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self.assertEqual(multiworld.state.prog_items[item.player][item.name], 1, "Sweep collected multiple times")
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self.assertEqual(multiworld.state.prog_items[item.player][item.name], 1, "Sweep collected multiple times")
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@ -248,7 +248,7 @@ def fill_dungeons_restrictive(multiworld: MultiWorld):
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pass
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pass
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for item in pre_fill_items:
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for item in pre_fill_items:
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multiworld.worlds[item.player].collect(all_state_base, item)
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multiworld.worlds[item.player].collect(all_state_base, item)
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all_state_base.sweep_for_events()
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all_state_base.sweep_for_advancements()
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# Remove completion condition so that minimal-accessibility worlds place keys properly
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# Remove completion condition so that minimal-accessibility worlds place keys properly
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for player in {item.player for item in in_dungeon_items}:
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for player in {item.player for item in in_dungeon_items}:
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@ -262,8 +262,8 @@ def fill_dungeons_restrictive(multiworld: MultiWorld):
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all_state_base.remove(item_factory(key_data[3], multiworld.worlds[player]))
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all_state_base.remove(item_factory(key_data[3], multiworld.worlds[player]))
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loc = multiworld.get_location(key_loc, player)
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loc = multiworld.get_location(key_loc, player)
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if loc in all_state_base.events:
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if loc in all_state_base.advancements:
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all_state_base.events.remove(loc)
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all_state_base.advancements.remove(loc)
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fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, lock=True, allow_excluded=True,
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fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, lock=True, allow_excluded=True,
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name="LttP Dungeon Items")
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name="LttP Dungeon Items")
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@ -54,7 +54,7 @@ class TestDungeon(LTTPTestBase):
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for item in items:
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for item in items:
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item.classification = ItemClassification.progression
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item.classification = ItemClassification.progression
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state.collect(item, prevent_sweep=True) # prevent_sweep=True prevents running sweep_for_events() and picking up
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state.collect(item, prevent_sweep=True) # prevent_sweep=True prevents running sweep_for_advancements() and picking up
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state.sweep_for_events() # key drop keys repeatedly
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state.sweep_for_advancements() # key drop keys repeatedly
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self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access, f"failed {self.multiworld.get_location(location, 1)} with: {item_pool}")
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self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access, f"failed {self.multiworld.get_location(location, 1)} with: {item_pool}")
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@ -85,7 +85,7 @@ class LingoWorld(World):
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state.collect(self.create_item(self.player_logic.forced_good_item), True)
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state.collect(self.create_item(self.player_logic.forced_good_item), True)
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all_locations = self.multiworld.get_locations(self.player)
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all_locations = self.multiworld.get_locations(self.player)
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state.sweep_for_events(locations=all_locations)
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state.sweep_for_advancements(locations=all_locations)
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unreachable_locations = [location for location in all_locations
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unreachable_locations = [location for location in all_locations
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if not state.can_reach_location(location.name, self.player)]
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if not state.can_reach_location(location.name, self.player)]
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@ -445,7 +445,7 @@ def shuffle_random_entrances(ootworld):
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# Gather locations to keep reachable for validation
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# Gather locations to keep reachable for validation
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all_state = ootworld.get_state_with_complete_itempool()
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all_state = ootworld.get_state_with_complete_itempool()
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all_state.sweep_for_events(locations=ootworld.get_locations())
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all_state.sweep_for_advancements(locations=ootworld.get_locations())
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locations_to_ensure_reachable = {loc for loc in world.get_reachable_locations(all_state, player) if not (loc.type == 'Drop' or (loc.type == 'Event' and 'Subrule' in loc.name))}
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locations_to_ensure_reachable = {loc for loc in world.get_reachable_locations(all_state, player) if not (loc.type == 'Drop' or (loc.type == 'Event' and 'Subrule' in loc.name))}
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# Set entrance data for all entrances
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# Set entrance data for all entrances
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@ -791,8 +791,8 @@ def validate_world(ootworld, entrance_placed, locations_to_ensure_reachable, all
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all_state = all_state_orig.copy()
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all_state = all_state_orig.copy()
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none_state = none_state_orig.copy()
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none_state = none_state_orig.copy()
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all_state.sweep_for_events(locations=ootworld.get_locations())
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all_state.sweep_for_advancements(locations=ootworld.get_locations())
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none_state.sweep_for_events(locations=ootworld.get_locations())
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none_state.sweep_for_advancements(locations=ootworld.get_locations())
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if ootworld.shuffle_interior_entrances or ootworld.shuffle_overworld_entrances or ootworld.spawn_positions:
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if ootworld.shuffle_interior_entrances or ootworld.shuffle_overworld_entrances or ootworld.spawn_positions:
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time_travel_state = none_state.copy()
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time_travel_state = none_state.copy()
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@ -228,7 +228,7 @@ def set_shop_rules(ootworld):
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def set_entrances_based_rules(ootworld):
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def set_entrances_based_rules(ootworld):
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all_state = ootworld.get_state_with_complete_itempool()
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all_state = ootworld.get_state_with_complete_itempool()
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all_state.sweep_for_events(locations=ootworld.get_locations())
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all_state.sweep_for_advancements(locations=ootworld.get_locations())
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for location in filter(lambda location: location.type == 'Shop', ootworld.get_locations()):
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for location in filter(lambda location: location.type == 'Shop', ootworld.get_locations()):
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# If a shop is not reachable as adult, it can't have Goron Tunic or Zora Tunic as child can't buy these
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# If a shop is not reachable as adult, it can't have Goron Tunic or Zora Tunic as child can't buy these
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@ -847,7 +847,7 @@ class OOTWorld(World):
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# Make sure to only kill actual internal events, not in-game "events"
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# Make sure to only kill actual internal events, not in-game "events"
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all_state = self.get_state_with_complete_itempool()
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all_state = self.get_state_with_complete_itempool()
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all_locations = self.get_locations()
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all_locations = self.get_locations()
|
||||||
all_state.sweep_for_events(locations=all_locations)
|
all_state.sweep_for_advancements(locations=all_locations)
|
||||||
reachable = self.multiworld.get_reachable_locations(all_state, self.player)
|
reachable = self.multiworld.get_reachable_locations(all_state, self.player)
|
||||||
unreachable = [loc for loc in all_locations if
|
unreachable = [loc for loc in all_locations if
|
||||||
(loc.internal or loc.type == 'Drop') and loc.address is None and loc.locked and loc not in reachable]
|
(loc.internal or loc.type == 'Drop') and loc.address is None and loc.locked and loc not in reachable]
|
||||||
|
@ -875,7 +875,7 @@ class OOTWorld(World):
|
||||||
state = base_state.copy()
|
state = base_state.copy()
|
||||||
for item in self.get_pre_fill_items():
|
for item in self.get_pre_fill_items():
|
||||||
self.collect(state, item)
|
self.collect(state, item)
|
||||||
state.sweep_for_events(locations=self.get_locations())
|
state.sweep_for_advancements(locations=self.get_locations())
|
||||||
return state
|
return state
|
||||||
|
|
||||||
# Prefill shops, songs, and dungeon items
|
# Prefill shops, songs, and dungeon items
|
||||||
|
@ -887,7 +887,7 @@ class OOTWorld(World):
|
||||||
state = CollectionState(self.multiworld)
|
state = CollectionState(self.multiworld)
|
||||||
for item in self.itempool:
|
for item in self.itempool:
|
||||||
self.collect(state, item)
|
self.collect(state, item)
|
||||||
state.sweep_for_events(locations=self.get_locations())
|
state.sweep_for_advancements(locations=self.get_locations())
|
||||||
|
|
||||||
# Place dungeon items
|
# Place dungeon items
|
||||||
special_fill_types = ['GanonBossKey', 'BossKey', 'SmallKey', 'HideoutSmallKey', 'Map', 'Compass']
|
special_fill_types = ['GanonBossKey', 'BossKey', 'SmallKey', 'HideoutSmallKey', 'Map', 'Compass']
|
||||||
|
|
|
@ -296,7 +296,7 @@ class PokemonRedBlueWorld(World):
|
||||||
if attempt > 1:
|
if attempt > 1:
|
||||||
for mon in poke_data.pokemon_data.keys():
|
for mon in poke_data.pokemon_data.keys():
|
||||||
state.collect(self.create_item(mon), True)
|
state.collect(self.create_item(mon), True)
|
||||||
state.sweep_for_events()
|
state.sweep_for_advancements()
|
||||||
self.multiworld.random.shuffle(badges)
|
self.multiworld.random.shuffle(badges)
|
||||||
self.multiworld.random.shuffle(badgelocs)
|
self.multiworld.random.shuffle(badgelocs)
|
||||||
badgelocs_copy = badgelocs.copy()
|
badgelocs_copy = badgelocs.copy()
|
||||||
|
|
|
@ -2439,7 +2439,7 @@ def door_shuffle(world, multiworld, player, badges, badge_locs):
|
||||||
|
|
||||||
state_copy = state.copy()
|
state_copy = state.copy()
|
||||||
state_copy.collect(item, True)
|
state_copy.collect(item, True)
|
||||||
state.sweep_for_events(locations=event_locations)
|
state.sweep_for_advancements(locations=event_locations)
|
||||||
new_reachable_entrances = len([entrance for entrance in entrances if entrance in reachable_entrances or
|
new_reachable_entrances = len([entrance for entrance in entrances if entrance in reachable_entrances or
|
||||||
entrance.parent_region.can_reach(state_copy)])
|
entrance.parent_region.can_reach(state_copy)])
|
||||||
return new_reachable_entrances > len(reachable_entrances)
|
return new_reachable_entrances > len(reachable_entrances)
|
||||||
|
@ -2480,7 +2480,7 @@ def door_shuffle(world, multiworld, player, badges, badge_locs):
|
||||||
|
|
||||||
while entrances:
|
while entrances:
|
||||||
state.update_reachable_regions(player)
|
state.update_reachable_regions(player)
|
||||||
state.sweep_for_events(locations=event_locations)
|
state.sweep_for_advancements(locations=event_locations)
|
||||||
|
|
||||||
multiworld.random.shuffle(entrances)
|
multiworld.random.shuffle(entrances)
|
||||||
|
|
||||||
|
|
|
@ -219,7 +219,7 @@ class WitnessWorld(World):
|
||||||
# Only sweeps for events because having this behavior be random based on Tutorial Gate would be strange.
|
# Only sweeps for events because having this behavior be random based on Tutorial Gate would be strange.
|
||||||
|
|
||||||
state = CollectionState(self.multiworld)
|
state = CollectionState(self.multiworld)
|
||||||
state.sweep_for_events(locations=event_locations)
|
state.sweep_for_advancements(locations=event_locations)
|
||||||
|
|
||||||
num_early_locs = sum(1 for loc in self.multiworld.get_reachable_locations(state, self.player) if loc.address)
|
num_early_locs = sum(1 for loc in self.multiworld.get_reachable_locations(state, self.player) if loc.address)
|
||||||
|
|
||||||
|
|
|
@ -23,7 +23,7 @@ class TestMaxPanelHuntMinChecks(WitnessTestBase):
|
||||||
|
|
||||||
for _ in range(100):
|
for _ in range(100):
|
||||||
state_100.collect(panel_hunt_item, True)
|
state_100.collect(panel_hunt_item, True)
|
||||||
state_100.sweep_for_events([self.world.get_location("Tutorial Gate Open Solved")])
|
state_100.sweep_for_advancements([self.world.get_location("Tutorial Gate Open Solved")])
|
||||||
|
|
||||||
self.assertTrue(self.multiworld.completion_condition[self.player](state_100))
|
self.assertTrue(self.multiworld.completion_condition[self.player](state_100))
|
||||||
|
|
||||||
|
@ -33,7 +33,7 @@ class TestMaxPanelHuntMinChecks(WitnessTestBase):
|
||||||
|
|
||||||
for _ in range(99):
|
for _ in range(99):
|
||||||
state_99.collect(panel_hunt_item, True)
|
state_99.collect(panel_hunt_item, True)
|
||||||
state_99.sweep_for_events([self.world.get_location("Tutorial Gate Open Solved")])
|
state_99.sweep_for_advancements([self.world.get_location("Tutorial Gate Open Solved")])
|
||||||
|
|
||||||
self.assertFalse(self.multiworld.completion_condition[self.player](state_99))
|
self.assertFalse(self.multiworld.completion_condition[self.player](state_99))
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue