Generate: You can now have triggers in a game section that get run after common triggers and after the game is selected. Their format is the same but they can't overwrite game.

This commit is contained in:
Fabian Dill 2021-10-17 20:53:06 +02:00
parent c8d6250ada
commit 833de94ab0
2 changed files with 14 additions and 8 deletions

View File

@ -359,10 +359,10 @@ def roll_linked_options(weights: dict) -> dict:
return weights
def roll_triggers(weights: dict) -> dict:
def roll_triggers(weights: dict, triggers: list) -> dict:
weights = weights.copy() # make sure we don't write back to other weights sets in same_settings
weights["_Generator_Version"] = "Archipelago" # Some means for triggers to know if the seed is on main or doors.
for i, option_set in enumerate(weights["triggers"]):
for i, option_set in enumerate(triggers):
try:
currently_targeted_weights = weights
category = option_set.get("option_category", None)
@ -455,7 +455,7 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
weights = roll_linked_options(weights)
if "triggers" in weights:
weights = roll_triggers(weights)
weights = roll_triggers(weights, weights["triggers"])
requirements = weights.get("requires", {})
if requirements:
@ -480,15 +480,21 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
if option_key in weights:
raise Exception(f"Option {option_key} has to be in a game's section, not on its own.")
ret.name = get_choice('name', weights)
for option_key, option in Options.common_options.items():
setattr(ret, option_key, option.from_any(get_choice(option_key, weights, option.default)))
ret.game = get_choice("game", weights)
if ret.game not in weights:
raise Exception(f"No game options for selected game \"{ret.game}\" found.")
world_type = AutoWorldRegister.world_types[ret.game]
game_weights = weights[ret.game]
if "triggers" in game_weights:
weights = roll_triggers(weights, game_weights["triggers"])
game_weights = weights[ret.game]
ret.name = get_choice('name', weights)
for option_key, option in Options.common_options.items():
setattr(ret, option_key, option.from_any(get_choice(option_key, weights, option.default)))
if ret.game in AutoWorldRegister.world_types:
for option_key, option in world_type.options.items():
handle_option(ret, game_weights, option_key, option)

View File

@ -92,7 +92,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if not cls.hidden:
logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | "
f"{len(cls.location_names):3} Locations")
logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
f"{max(cls.item_id_to_name):{numlength}} | "
f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
f"{max(cls.location_id_to_name):{numlength}}")
@ -151,7 +151,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
AutoWorld.call_all(world, "pre_fill")
logger.info('Fill the world.')
logger.info(f'Filling the world with {len(world.itempool)} items.')
if world.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items