diff --git a/worlds/ror2/Locations.py b/worlds/ror2/Locations.py index fcb48a83..b3de5cff 100644 --- a/worlds/ror2/Locations.py +++ b/worlds/ror2/Locations.py @@ -15,7 +15,7 @@ base_location_table = { } # 37006 - 37106 item_pickups = { - f"Item Pickup {i}": 37005+i for i in range(1, 101) + f"ItemPickup{i}": 37005+i for i in range(1, 101) } location_table = {**base_location_table, **item_pickups} diff --git a/worlds/ror2/Rules.py b/worlds/ror2/Rules.py index 9b33328f..df207b5e 100644 --- a/worlds/ror2/Rules.py +++ b/worlds/ror2/Rules.py @@ -20,15 +20,15 @@ def set_rules(world: MultiWorld, player: int): # lock item pickup access based on level completion for i in range(1, items_per_level): - set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: True) + set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: True) for i in range(items_per_level, 2*items_per_level): - set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level One", player)) + set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level One", player)) for i in range(2*items_per_level, 3*items_per_level): - set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Two", player)) + set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Two", player)) for i in range(3*items_per_level, 4*items_per_level): - set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Three", player)) - for i in range(4*items_per_level, world.total_locations[player]+1): - set_rule(world.get_location(f"Item Pickup {i}", player), lambda state: state.has("Beat Level Four", player)) + set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Three", player)) + for i in range(4*items_per_level, world.total_locations[player] + 1): + set_rule(world.get_location(f"ItemPickup{i}", player), lambda state: state.has("Beat Level Four", player)) # require items to beat each stage set_rule(world.get_location("Level Two", player), diff --git a/worlds/ror2/__init__.py b/worlds/ror2/__init__.py index 3a4611d7..410c40dd 100644 --- a/worlds/ror2/__init__.py +++ b/worlds/ror2/__init__.py @@ -64,6 +64,7 @@ class RiskOfRainWorld(World): "Equipment": self.world.equipment[self.player].value } + # remove lunar items from the pool if they're disabled in the yaml unless lunartic is rolled if not self.world.enable_lunar[self.player]: if not pool_option == 4: junk_pool.pop("Lunar Item") @@ -110,7 +111,7 @@ def create_regions(world, player: int): create_region(world, player, 'Menu', None, ['Lobby']), create_region(world, player, 'Petrichor V', [location for location in base_location_table] + - [f"Item Pickup {i}" for i in range(1, 1 + world.total_locations[player])]) + [f"ItemPickup{i}" for i in range(1, 1 + world.total_locations[player])]) ] world.get_entrance("Lobby", player).connect(world.get_region("Petrichor V", player))