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Terraria: Implement New Game #1405
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A short section about compatibility with other mods should also be included in the setup guide. I imagine that any mod that significantly alters gameplay progression (Calamity etc.) would be unsafe to use, while QoL mods (Veinminer etc.) should be fine.
operator, #: bool | None, | ||
conditions, #: list[tuple[bool, int, str | tuple[bool | None, list], str | int | None]], | ||
) -> bool: | ||
if operator is None: |
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This feels like it could be done with assert, to be skipped when shipped, as this should only raise during dev, correct?
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No, operator
is allowed to be None
when there's only one condition in the group. Like if some conditions are just Wall of Flesh
, no &
or |
is provided, so operator
is None
. As opposed to Wall of Flesh & Plantera
, where operator
would be false
to represent &
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In addition to the following, don't forget to also add "Terraria" to the list of supported games in the root README.md file.
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]>
Co-authored-by: Zach Parks <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
Co-authored-by: Zach Parks <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
Co-authored-by: Zach Parks <[email protected]> Co-authored-by: Fabian Dill <[email protected]>
What is this fixing or adding?
Terraria world randomization
How was this tested?
Manual verification and existing unit tests. Also, the parser checks for many errors in the data file (syntax errors, unrecognized logic functions, unrecognized item names, and duplicate items/locations/goals/flags/etc).
Some info to help the review process (see this)
People who have worked on this: just me (Discord @seldom_se)
Design thread
Current
apworld
I think this message and the next several messages following it show the current state of this integration. Most people don't run into any bugs, but some do, though they tend to be on the client-side. I occasionally tweak the logic for balance and fixes, and to account for discovered skips.
Calamity support is nearly done, but I'll save that for another pr. There are quite a few known bugs on the client at the moment.
I'll keep this comment up-to-date with the current state of the integration until it's merged