Core: World: MultiWorld and another deprecated option getter (#3254)
* world: multiworld and deprecated options getting * Oops * Found two more
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@ -1050,7 +1050,7 @@ class Location:
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self.parent_region = parent
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def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
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return ((self.always_allow(state, item) and item.name not in state.multiworld.non_local_items[item.player])
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return ((self.always_allow(state, item) and item.name not in state.multiworld.worlds[item.player].options.non_local_items)
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or ((self.progress_type != LocationProgressType.EXCLUDED or not (item.advancement or item.useful))
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and self.item_rule(item)
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and (not check_access or self.can_reach(state))))
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@ -1246,7 +1246,7 @@ class Spoiler:
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logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
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location.item.name, location.item.player, location.name, location.player) for location in
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sphere_candidates])
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if any([multiworld.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
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if any([multiworld.worlds[location.item.player].options.accessibility != 'minimal' for location in sphere_candidates]):
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raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
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f'Something went terribly wrong here.')
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else:
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@ -14,16 +14,16 @@ else:
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ItemRule = typing.Callable[[object], bool]
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def locality_needed(world: MultiWorld) -> bool:
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for player in world.player_ids:
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if world.local_items[player].value:
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def locality_needed(multiworld: MultiWorld) -> bool:
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for player in multiworld.player_ids:
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if multiworld.worlds[player].options.local_items.value:
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return True
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if world.non_local_items[player].value:
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if multiworld.worlds[player].options.non_local_items.value:
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return True
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# Group
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for group_id, group in world.groups.items():
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if set(world.player_ids) == set(group["players"]):
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for group_id, group in multiworld.groups.items():
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if set(multiworld.player_ids) == set(group["players"]):
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continue
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if group["local_items"]:
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return True
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@ -31,8 +31,8 @@ def locality_needed(world: MultiWorld) -> bool:
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return True
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def locality_rules(world: MultiWorld):
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if locality_needed(world):
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def locality_rules(multiworld: MultiWorld):
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if locality_needed(multiworld):
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forbid_data: typing.Dict[int, typing.Dict[int, typing.Set[str]]] = \
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collections.defaultdict(lambda: collections.defaultdict(set))
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@ -40,32 +40,32 @@ def locality_rules(world: MultiWorld):
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def forbid(sender: int, receiver: int, items: typing.Set[str]):
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forbid_data[sender][receiver].update(items)
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for receiving_player in world.player_ids:
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local_items: typing.Set[str] = world.worlds[receiving_player].options.local_items.value
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for receiving_player in multiworld.player_ids:
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local_items: typing.Set[str] = multiworld.worlds[receiving_player].options.local_items.value
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if local_items:
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for sending_player in world.player_ids:
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for sending_player in multiworld.player_ids:
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if receiving_player != sending_player:
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forbid(sending_player, receiving_player, local_items)
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non_local_items: typing.Set[str] = world.worlds[receiving_player].options.non_local_items.value
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non_local_items: typing.Set[str] = multiworld.worlds[receiving_player].options.non_local_items.value
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if non_local_items:
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forbid(receiving_player, receiving_player, non_local_items)
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# Group
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for receiving_group_id, receiving_group in world.groups.items():
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if set(world.player_ids) == set(receiving_group["players"]):
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for receiving_group_id, receiving_group in multiworld.groups.items():
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if set(multiworld.player_ids) == set(receiving_group["players"]):
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continue
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if receiving_group["local_items"]:
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for sending_player in world.player_ids:
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for sending_player in multiworld.player_ids:
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if sending_player not in receiving_group["players"]:
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forbid(sending_player, receiving_group_id, receiving_group["local_items"])
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if receiving_group["non_local_items"]:
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for sending_player in world.player_ids:
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for sending_player in multiworld.player_ids:
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if sending_player in receiving_group["players"]:
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forbid(sending_player, receiving_group_id, receiving_group["non_local_items"])
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# create fewer lambda's to save memory and cache misses
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func_cache = {}
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for location in world.get_locations():
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for location in multiworld.get_locations():
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if (location.player, location.item_rule) in func_cache:
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location.item_rule = func_cache[location.player, location.item_rule]
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# empty rule that just returns True, overwrite
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