From 9277cb39efcca4e53ecca75c96436bd19eb0993a Mon Sep 17 00:00:00 2001 From: Mysteryem Date: Mon, 19 Aug 2024 05:44:06 +0100 Subject: [PATCH] Core: Fix incorrect default state checked in MultiWorld.can_beat_game (#3813) `MultiWorld.can_beat_game()` with no arguments would initially check if `self.state` is beatable, but then would create an empty state, `state = CollectionState(self)`, to sweep spheres from to determine if the game is beatable. The issue was that `self.state` and the new empty state could be different. Currently, it seems that everywhere in Archipelago's codebase that calls `MultiWorld.can_beat_game()` with no arguments or `starting_state=None` has a `self.state` that only contains precollected items, so the new empty state happens to result in an equivalent state, but this should not be relied upon to always be the case. This patch changes `can_beat_game()` to initially check if the new empty state is beatable instead of `self.state`. This appears to be a bug introduced way back in 27b6dd8bd761 Fixes #3742 --- BaseClasses.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/BaseClasses.py b/BaseClasses.py index 68b41001..1188e722 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -541,9 +541,9 @@ class MultiWorld(): return True state = starting_state.copy() else: - if self.has_beaten_game(self.state): - return True state = CollectionState(self) + if self.has_beaten_game(state): + return True prog_locations = {location for location in self.get_locations() if location.item and location.item.advancement and location not in state.locations_checked}