Hylics 2: Fix invalid multiworld data, use `self.random` instead of `self.multiworld.random` (#3001)
* Hylics 2: Fixes * Rewrite loop
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4391d1f4c1
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worlds/hylics2
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@ -34,8 +34,6 @@ class Hylics2World(World):
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location_name_to_id = {data["name"]: loc_id for loc_id, data in all_locations.items()}
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option_definitions = Options.hylics2_options
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topology_present: bool = True
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data_version = 3
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start_location = "Waynehouse"
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@ -51,10 +49,6 @@ class Hylics2World(World):
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return Hylics2Item(name, self.all_items[item_id]["classification"], item_id, player=self.player)
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def add_item(self, name: str, classification: ItemClassification, code: int) -> "Item":
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return Hylics2Item(name, classification, code, self.player)
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def create_event(self, event: str):
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return Hylics2Item(event, ItemClassification.progression_skip_balancing, None, self.player)
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@ -62,7 +56,7 @@ class Hylics2World(World):
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# set random starting location if option is enabled
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def generate_early(self):
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if self.multiworld.random_start[self.player]:
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i = self.multiworld.random.randint(0, 3)
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i = self.random.randint(0, 3)
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if i == 0:
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self.start_location = "Waynehouse"
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elif i == 1:
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@ -77,26 +71,26 @@ class Hylics2World(World):
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pool = []
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# add regular items
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for i, data in Items.item_table.items():
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if data["count"] > 0:
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for j in range(data["count"]):
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pool.append(self.add_item(data["name"], data["classification"], i))
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for item in Items.item_table.values():
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if item["count"] > 0:
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for _ in range(item["count"]):
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pool.append(self.create_item(item["name"]))
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# add party members if option is enabled
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if self.multiworld.party_shuffle[self.player]:
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for i, data in Items.party_item_table.items():
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pool.append(self.add_item(data["name"], data["classification"], i))
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for item in Items.party_item_table.values():
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pool.append(self.create_item(item["name"]))
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# handle gesture shuffle
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if not self.multiworld.gesture_shuffle[self.player]: # add gestures to pool like normal
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for i, data in Items.gesture_item_table.items():
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pool.append(self.add_item(data["name"], data["classification"], i))
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for item in Items.gesture_item_table.values():
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pool.append(self.create_item(item["name"]))
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# add '10 Bones' items if medallion shuffle is enabled
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if self.multiworld.medallion_shuffle[self.player]:
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for i, data in Items.medallion_item_table.items():
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for j in range(data["count"]):
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pool.append(self.add_item(data["name"], data["classification"], i))
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for item in Items.medallion_item_table.values():
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for _ in range(item["count"]):
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pool.append(self.create_item(item["name"]))
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# add to world's pool
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self.multiworld.itempool += pool
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@ -107,48 +101,45 @@ class Hylics2World(World):
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if self.multiworld.gesture_shuffle[self.player] == 2: # vanilla locations
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gestures = Items.gesture_item_table
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self.multiworld.get_location("Waynehouse: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200678]["name"], gestures[200678]["classification"], 200678))
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.place_locked_item(self.create_item("POROMER BLEB"))
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self.multiworld.get_location("Afterlife: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200683]["name"], gestures[200683]["classification"], 200683))
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.place_locked_item(self.create_item("TELEDENUDATE"))
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self.multiworld.get_location("New Muldul: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200679]["name"], gestures[200679]["classification"], 200679))
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.place_locked_item(self.create_item("SOUL CRISPER"))
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self.multiworld.get_location("Viewax's Edifice: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200680]["name"], gestures[200680]["classification"], 200680))
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.place_locked_item(self.create_item("TIME SIGIL"))
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self.multiworld.get_location("TV Island: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200681]["name"], gestures[200681]["classification"], 200681))
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.place_locked_item(self.create_item("CHARGE UP"))
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self.multiworld.get_location("Juice Ranch: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200682]["name"], gestures[200682]["classification"], 200682))
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.place_locked_item(self.create_item("FATE SANDBOX"))
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self.multiworld.get_location("Foglast: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200684]["name"], gestures[200684]["classification"], 200684))
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.place_locked_item(self.create_item("LINK MOLLUSC"))
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self.multiworld.get_location("Drill Castle: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200688]["name"], gestures[200688]["classification"], 200688))
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.place_locked_item(self.create_item("NEMATODE INTERFACE"))
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self.multiworld.get_location("Sage Airship: TV", self.player)\
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.place_locked_item(self.add_item(gestures[200685]["name"], gestures[200685]["classification"], 200685))
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.place_locked_item(self.create_item("BOMBO - GENESIS"))
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elif self.multiworld.gesture_shuffle[self.player] == 1: # TVs only
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gestures = list(Items.gesture_item_table.items())
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tvs = list(Locations.tv_location_table.items())
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gestures = [gesture["name"] for gesture in Items.gesture_item_table.values()]
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tvs = [tv["name"] for tv in Locations.tv_location_table.values()]
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# if Extra Items in Logic is enabled place CHARGE UP first and make sure it doesn't get
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# placed at Sage Airship: TV or Foglast: TV
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if self.multiworld.extra_items_in_logic[self.player]:
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tv = self.multiworld.random.choice(tvs)
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gest = gestures.index((200681, Items.gesture_item_table[200681]))
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while tv[1]["name"] == "Sage Airship: TV" or tv[1]["name"] == "Foglast: TV":
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tv = self.multiworld.random.choice(tvs)
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self.multiworld.get_location(tv[1]["name"], self.player)\
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.place_locked_item(self.add_item(gestures[gest][1]["name"], gestures[gest][1]["classification"],
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gestures[gest]))
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gestures.remove(gestures[gest])
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tv = self.random.choice(tvs)
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while tv == "Sage Airship: TV" or tv == "Foglast: TV":
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tv = self.random.choice(tvs)
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self.multiworld.get_location(tv, self.player)\
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.place_locked_item(self.create_item("CHARGE UP"))
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gestures.remove("CHARGE UP")
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tvs.remove(tv)
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for i in range(len(gestures)):
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gest = self.multiworld.random.choice(gestures)
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tv = self.multiworld.random.choice(tvs)
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self.multiworld.get_location(tv[1]["name"], self.player)\
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.place_locked_item(self.add_item(gest[1]["name"], gest[1]["classification"], gest[0]))
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gestures.remove(gest)
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tvs.remove(tv)
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self.random.shuffle(gestures)
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self.random.shuffle(tvs)
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while gestures:
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gesture = gestures.pop()
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tv = tvs.pop()
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self.get_location(tv).place_locked_item(self.create_item(gesture))
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def fill_slot_data(self) -> Dict[str, Any]:
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