Core: remove sending_visible (#339)
* Core: remove sending_visible Only used by Factorio and that use predates start_location_hints, which works perfectly fine for this purpose. * Factorio: minor cleanup
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7
Main.py
7
Main.py
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@ -342,12 +342,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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for player, world_precollected in world.precollected_items.items()}
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precollected_hints = {player: set() for player in range(1, world.players + 1 + len(world.groups))}
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sending_visible_players = set()
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for slot in world.player_ids:
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slot_data[slot] = world.worlds[slot].fill_slot_data()
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if world.worlds[slot].sending_visible:
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sending_visible_players.add(slot)
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def precollect_hint(location):
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entrance = er_hint_data.get(location.player, {}).get(location.address, "")
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@ -367,9 +364,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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assert location.item.code is not None
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locations_data[location.player][location.address] = \
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location.item.code, location.item.player, location.item.flags
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if location.player in sending_visible_players:
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precollect_hint(location)
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elif location.name in world.start_location_hints[location.player]:
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if location.name in world.start_location_hints[location.player]:
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precollect_hint(location)
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elif location.item.name in world.start_hints[location.item.player]:
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precollect_hint(location)
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@ -132,10 +132,6 @@ class World(metaclass=AutoWorldRegister):
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item_names: Set[str] # set of all potential item names
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location_names: Set[str] # set of all potential location names
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# If the game displays all contained items to the user, this flag pre-fills the hint system with this information
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# For example the "full" tech tree information option in Factorio
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sending_visible: bool = False
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web: WebWorld = WebWorld()
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def __init__(self, world: MultiWorld, player: int):
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@ -57,6 +57,7 @@ class Factorio(World):
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attack_traps_wanted = self.world.attack_traps[player].value
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traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted
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self.world.random.shuffle(traps_wanted)
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for tech_name in base_tech_table:
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if traps_wanted and tech_name in useless_technologies:
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self.world.itempool.append(self.create_item(traps_wanted.pop()))
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@ -71,11 +72,15 @@ class Factorio(World):
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self.world.get_location(tech_name, player).place_locked_item(tech_item)
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else:
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self.world.itempool.append(tech_item)
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map_basic_settings = self.world.world_gen[player].value["basic"]
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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.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
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self.sending_visible = self.world.tech_tree_information[player] == TechTreeInformation.option_full
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# used to be called "sending_visible"
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if self.world.tech_tree_information[player] == TechTreeInformation.option_full:
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# mark all locations as pre-hinted
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self.world.start_location_hints[self.player].value.update(base_tech_table)
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generate_output = generate_mod
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