Some generation improvements (bk checked better, backtrack added re-attempts)
No logic skips more key logic Some prototyping new key rules
This commit is contained in:
25
Main.py
25
Main.py
@@ -24,7 +24,7 @@ from Fill import distribute_items_cutoff, distribute_items_staleness, distribute
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from ItemList import generate_itempool, difficulties, fill_prizes
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from Utils import output_path, parse_player_names
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__version__ = '0.1.0.1-u'
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__version__ = '0.1.0.2-u'
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class EnemizerError(RuntimeError):
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pass
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@@ -145,17 +145,18 @@ def main(args, seed=None, fish=None):
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fill_dungeons(world)
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for player in range(1, world.players+1):
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for key_layout in world.key_layout[player].values():
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if not validate_key_placement(key_layout, world, player):
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raise RuntimeError(
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"%s: %s (%s %d)" %
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(
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world.fish.translate("cli","cli","keylock.detected"),
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key_layout.sector.name,
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world.fish.translate("cli","cli","player"),
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player
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)
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)
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if world.logic[player] != 'nologic':
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for key_layout in world.key_layout[player].values():
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if not validate_key_placement(key_layout, world, player):
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raise RuntimeError(
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"%s: %s (%s %d)" %
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(
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world.fish.translate("cli", "cli", "keylock.detected"),
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key_layout.sector.name,
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world.fish.translate("cli", "cli", "player"),
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player
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)
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)
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logger.info(world.fish.translate("cli","cli","fill.world"))
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