Removed futuro-stuff
This commit is contained in:
53
ItemList.py
53
ItemList.py
@@ -257,10 +257,10 @@ def generate_itempool(world, player):
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# set up item pool
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if world.custom:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.futuro[player], world.customitemarray)
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = make_custom_item_pool(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.customitemarray)
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world.rupoor_cost = min(world.customitemarray[player]["rupoorcost"], 9999)
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else:
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.futuro[player], world.doorShuffle[player])
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(pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms) = get_pool_core(world.progressive, world.shuffle[player], world.difficulty[player], world.timer, world.goal[player], world.mode[player], world.swords[player], world.retro[player], world.doorShuffle[player])
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if player in world.pool_adjustment.keys():
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amt = world.pool_adjustment[player]
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@@ -478,7 +478,7 @@ def set_up_shops(world, player):
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rss.locked = True
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, futuro, door_shuffle):
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def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, door_shuffle):
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pool = []
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placed_items = {}
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precollected_items = []
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@@ -604,28 +604,10 @@ def get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, r
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pool.extend(['Small Key (Universal)'])
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else:
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pool.extend(['Small Key (Universal)'])
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if futuro:
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magic_count = 0
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bomb_count = 0
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for item in pool:
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if item == 'Magic Upgrade (1/2)':
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magic_count += 1
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if item == 'Bomb Upgrade (+10)':
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bomb_count += 1
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if magic_count == 0:
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pool.append('Magic Upgrade (1/2)')
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if 'Magic Upgrade (1/4)' not in pool and magic_count < 2:
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pool.append('Magic Upgrade (1/2)')
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if bomb_count == 0:
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pool.append('Bomb Upgrade (+10)')
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pool.append('Bomb Upgrade (+10)')
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elif bomb_count == 1:
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pool.append('Bomb Upgrade (+10)')
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return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon, lamps_needed_for_dark_rooms)
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, futuro, customitemarray):
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def make_custom_item_pool(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, customitemarray):
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if isinstance(customitemarray,dict) and 1 in customitemarray:
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customitemarray = customitemarray[1]
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pool = []
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@@ -740,21 +722,20 @@ def test():
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for progressive in ['on', 'off']:
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for shuffle in ['full', 'insanity_legacy']:
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for retro in [True, False]:
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for futuro in [True, False]:
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for door_shuffle in ['basic', 'crossed', 'vanilla']:
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out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, futuro, door_shuffle)
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count = len(out[0]) + len(out[1])
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for door_shuffle in ['basic', 'crossed', 'vanilla']:
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out = get_pool_core(progressive, shuffle, difficulty, timer, goal, mode, swords, retro, door_shuffle)
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count = len(out[0]) + len(out[1])
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correct_count = total_items_to_place
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if goal == 'pedestal' and swords != 'vanilla':
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# pedestal goals generate one extra item
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correct_count += 1
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if retro:
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correct_count += 28
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try:
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assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, swords, retro, futuro))
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except AssertionError as e:
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print(e)
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correct_count = total_items_to_place
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if goal == 'pedestal' and swords != 'vanilla':
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# pedestal goals generate one extra item
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correct_count += 1
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if retro:
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correct_count += 28
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try:
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assert count == correct_count, "expected {0} items but found {1} items for {2}".format(correct_count, count, (progressive, shuffle, difficulty, timer, goal, mode, swords, retro))
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except AssertionError as e:
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print(e)
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if __name__ == '__main__':
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test()
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