Add !hint_location command.
As it turns out, because factorio location names are 100% identical to factorio item names, it is impossible without a command that explicitly hints locations to hint a specific factorio location, or any other game where location names match item names.
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@ -977,14 +977,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
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self.output("Cheating is disabled.")
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return False
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@mark_raw
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def _cmd_hint(self, item_or_location: str = "") -> bool:
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"""Use !hint {item_name/location_name},
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for example !hint Lamp or !hint Link's House to get a spoiler peek for that location or item.
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If hint costs are on, this will only give you one new result,
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you can rerun the command to get more in that case."""
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def get_hints(self, input_text: str, explicit_location: bool = False) -> bool:
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points_available = get_client_points(self.ctx, self.client)
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if not item_or_location:
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if not input_text:
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hints = {hint.re_check(self.ctx, self.client.team) for hint in
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self.ctx.hints[self.client.team, self.client.slot]}
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self.ctx.hints[self.client.team, self.client.slot] = hints
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@ -994,16 +989,16 @@ class ClientMessageProcessor(CommonCommandProcessor):
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return True
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else:
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world = proxy_worlds[self.ctx.games[self.client.slot]]
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item_name, usable, response = get_intended_text(item_or_location, world.all_names)
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item_name, usable, response = get_intended_text(input_text, world.all_names if not explicit_location else world.location_names)
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if usable:
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if item_name in world.hint_blacklist:
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self.output(f"Sorry, \"{item_name}\" is marked as non-hintable.")
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hints = []
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elif item_name in world.item_name_groups:
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elif item_name in world.item_name_groups and not explicit_location:
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hints = []
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for item in world.item_name_groups[item_name]:
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hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item))
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elif item_name in world.item_names: # item name
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elif item_name in world.item_names and not explicit_location: # item name
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hints = collect_hints(self.ctx, self.client.team, self.client.slot, item_name)
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else: # location name
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hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
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@ -1036,19 +1031,25 @@ class ClientMessageProcessor(CommonCommandProcessor):
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hints.append(hint)
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can_pay -= 1
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self.ctx.hints_used[self.client.team, self.client.slot] += 1
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points_available = get_client_points(self.ctx, self.client)
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if not hint.found:
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self.ctx.hints[self.client.team, hint.finding_player].add(hint)
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self.ctx.hints[self.client.team, hint.receiving_player].add(hint)
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if not_found_hints:
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if hints:
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if hints and cost and int((points_available // cost) == 0):
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self.output(
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f"There may be more hintables, however, you cannot afford to pay for any more. "
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f" You have {points_available} and need at least "
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f"{self.ctx.get_hint_cost(self.client.slot)}.")
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elif hints:
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self.output(
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"There may be more hintables, you can rerun the command to find more.")
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else:
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self.output(f"You can't afford the hint. "
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f"You have {points_available} points and need at least "
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f"{self.ctx.get_hint_cost(self.client.slot)}")
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f"{self.ctx.get_hint_cost(self.client.slot)}.")
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notify_hints(self.ctx, self.client.team, hints)
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self.ctx.save()
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return True
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@ -1060,6 +1061,22 @@ class ClientMessageProcessor(CommonCommandProcessor):
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self.output(response)
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return False
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@mark_raw
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def _cmd_hint(self, item_or_location: str = "") -> bool:
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"""Use !hint {item_name/location_name},
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for example !hint Lamp or !hint Link's House to get a spoiler peek for that location or item.
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If hint costs are on, this will only give you one new result,
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you can rerun the command to get more in that case."""
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return self.get_hints(item_or_location)
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@mark_raw
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def _cmd_hint_location(self, location: str = "") -> bool:
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"""Use !hint_location {location_name},
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for example !hint atomic-bomb to get a spoiler peek for that location.
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(In the case of factorio, or any other game where item names and location names are identical,
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this command must be used explicitly.)"""
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return self.get_hints(location, True)
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def get_checked_checks(ctx: Context, client: Client) -> typing.List[int]:
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return [location_id for
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