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Fill: Crash if there are remaining unfilled locations #2830
Fill: Crash if there are remaining unfilled locations #2830
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recreated the same seed I had recently seen unfilled locations on,
ran with the apworld that allowed unfilled locations, got the Fill error and failed generation
ran with the update to fix the issue on my apworld, generated without issue
I disagree with this If I'm running an 100 slot async generation, I'd rather have a couple "nothings" than to have to redo the whole thing after an hour. I'm probably just going to revert this on my local installation Could we have the old behavior as an arg? |
The old behavior is having unfilled locations and causing rom games to crash when they try to get the items in locations or the locations not existing in the multiworld. |
Could add a prompt, instead of the Exception, explicitly informing the person generating of the risks and allowing them to type 'y' if they are willing to proceed, and throwing the Exception if they send anything else. |
This doesn't make any sense to do. "Would you like to continue?" and then it just crashes due to the aforementioned issues 10 minutes later. |
# Conflicts: # Fill.py
Idea: How about the above per-player counts gets turned into a differential and then an exception is raised with its info, such as : |
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Works and LGTM
…n items Co-authored-by: Exempt-Medic <[email protected]>
I'm fairly sure these if trees could be condensed quite a bit with this little trick:
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…ate a counter with negative numbers for some reason
…ce that one crashes
Co-authored-by: Exempt-Medic <[email protected]>
What is this fixing or adding?
Lots of various bugs that are a bit hard to track down arise from this issue so it's better to just crash loudly with a clear error.
How was this tested?
commented out my filler gen and watched it crash
If this makes graphical changes, please attach screenshots.