remove some missed nonlocal world references
that would refer to a different world after copying it It is static data though, so it hasn't created an actual bug (yet)
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@ -25,9 +25,9 @@ class MultiWorld():
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er_seeds: Dict[int, str]
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def __init__(self, players: int):
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# TODO: move per-player settings into new classes per game-type instead of clumping it all together here
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self.random = random.Random() # world-local random state is saved in case of future use a
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# persistently running program with multiple worlds rolling concurrently
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self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
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self.players = players
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self.teams = 1
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self.algorithm = 'balanced'
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@ -85,7 +85,7 @@ def set_rules(world, player):
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set_trock_key_rules(world, player)
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set_rule(ganons_tower, lambda state: state.has_crystals(world.crystals_needed_for_gt[player], player))
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set_rule(ganons_tower, lambda state: state.has_crystals(state.world.crystals_needed_for_gt[player], player))
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if world.mode[player] != 'inverted' and world.logic[player] in ['owglitches', 'nologic']:
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add_rule(world.get_entrance('Ganons Tower', player), lambda state: state.world.get_entrance('Ganons Tower Ascent', player).can_reach(state), 'or')
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@ -389,11 +389,11 @@ def global_rules(world, player):
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ganon = world.get_location('Ganon', player)
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set_rule(ganon, lambda state: GanonDefeatRule(state, player))
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if world.goal[player] in ['ganontriforcehunt', 'localganontriforcehunt']:
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add_rule(ganon, lambda state: state.has_triforce_pieces(world.treasure_hunt_count[player], player))
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add_rule(ganon, lambda state: state.has_triforce_pieces(state.world.treasure_hunt_count[player], player))
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elif world.goal[player] == 'ganonpedestal':
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add_rule(world.get_location('Ganon', player), lambda state: state.can_reach('Master Sword Pedestal', 'Location', player))
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else:
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add_rule(ganon, lambda state: state.has_crystals(world.crystals_needed_for_ganon[player], player))
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add_rule(ganon, lambda state: state.has_crystals(state.world.crystals_needed_for_ganon[player], player))
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set_rule(world.get_entrance('Ganon Drop', player), lambda state: state.has_beam_sword(player)) # need to damage ganon to get tiles to drop
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set_rule(world.get_location('Flute Activation Spot', player), lambda state: state.has('Flute', player))
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