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Clique: Refactors and Additional Features supported by v1.5 #1989
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def create_item(self, name: str) -> CliqueItem: | ||
return CliqueItem(name, ItemClassification.progression, self.item_name_to_id[name], self.player) | ||
return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player) |
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shouldn't this raise if someone plandoes "Button Activation" with "hard_mode" disabled?
return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player) | |
return CliqueItem(name, item_data_table[name].type, item_data_table[name].code, self.player) |
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Are you asking if it should raise or it does if that happens? If someone plandos Button Activation it would just create a useless item.
Worst case, it will cause a generation failure (or ignore for force: false
and force: null
if it's not possible like in a single player game.
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that was a play on the attribute name can_create
. if can_create
returns false, it should crash, no?
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Nope, can_create
is only referenced in create_items
for normal items.
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i know. i would expect it to throw an exception or divide by 0 when being called from plando
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I guess I disagree.
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def fill_slot_data(self): | ||
return { | ||
"color": getattr(self.multiworld, "color")[self.player].current_key |
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Could make this a lot nicer and get rid of all the getattr with #993
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Yeah well... it ain't merged yet. :P
What is this fixing or adding?
Refactors, implementation of
get_filler_item_name
, and new color option.Also sidesteps a possible generation issue with larger Clique-only games because of how restricted the "viable location pool" is by preventing Button Activation from being on The Button.
How was this tested?
Ran a mostly Clique test game, with minimal issues.
If this makes graphical changes, please attach screenshots.
N/A