Factorio: fix revealed tech tree hinting old location names
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38b5a90c07
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679cb3e197
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@ -179,6 +179,10 @@ class Factorio(World):
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"logistics": 1,
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"logistics": 1,
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"rocket-silo": -1}
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"rocket-silo": -1}
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loc: FactorioScienceLocation
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loc: FactorioScienceLocation
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if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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for loc in self.locations:
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loc.revealed = True
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if self.skip_silo:
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if self.skip_silo:
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removed = useless_technologies | {"rocket-silo"}
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removed = useless_technologies | {"rocket-silo"}
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else:
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else:
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@ -201,11 +205,15 @@ class Factorio(World):
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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if map_basic_settings.get("seed", None) is None: # allow seed 0
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map_basic_settings["seed"] = self.multiworld.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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map_basic_settings["seed"] = self.multiworld.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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if self.multiworld.tech_tree_information[player] == TechTreeInformation.option_full:
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start_location_hints: typing.Set[str] = self.multiworld.start_location_hints[self.player].value
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# mark all locations as pre-hinted
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self.multiworld.start_location_hints[self.player].value.update(base_tech_table)
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for loc in self.locations:
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for loc in self.locations:
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# show start_location_hints ingame
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if loc.name in start_location_hints:
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loc.revealed = True
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loc.revealed = True
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# make spoiler match mod info
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elif loc.revealed:
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start_location_hints.add(loc.name)
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def collect_item(self, state, item, remove=False):
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def collect_item(self, state, item, remove=False):
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if item.advancement and item.name in progressive_technology_table:
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if item.advancement and item.name in progressive_technology_table:
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