Added permanent additions and other prep for beta version - #14
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Propogate core update
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Also, I figured out that the unittests thing can be ignored for now. |
deefdragon
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All of these are just comments asside from the one comment request for the de-prioritized comment.
| "Throne Room": { | ||
| ROOM_ITEM_ID_KEY: 802, | ||
| ROOM_ITEM_CLASSIFICATION_KEY: ItemClassification.progression | ItemClassification.useful, | ||
| ROOM_ITEM_CLASSIFICATION_KEY: ItemClassification.progression_deprioritized | ItemClassification.useful, |
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I assume this is because its so late game, but can you add a comment here as to why its de-prioritized?
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Its to try to prevent the randomizer from choosing throne room as the primary north lever access
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| Blue Room Notes | |||
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Just curious on how you are sorting these?
The lore only ones I can see being not that useful (IE Pump room's) but there are a few under useless that DO relate to game mechanics atleast.
Assuming most of these will end up as AP hints, etc. eventually? I don't think we were planning on putting the safe/gate codes anywhere crazy, right?
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I copied these from somewhere else, can't find the link rn.
Mostly just added them so I had a full list for knowledge sanity planning.
| entrance_hall.connect( | ||
| room, | ||
| "Entrance Hall Throne Room", | ||
| CanReachPickPosition("Throne Room") & CanReachLocation("Throne Room Floorplan", parent_region_name="Orindian Ruins"), # This is a lie to prevent the Throne Room from being placed early in logic, which was forcing the other routes much later in logic. |
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Should this be using the And func instead of &? I dont remember how far things got on using the rule builder logic.
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And/& are functionally identical iirc, its mostly just that And is more readable and allows filtering
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fair re: the tests. Id recommend putting a test down for anything major or potentially fragile, but otherwise, they are largely to make sure core doesn't ship with a broken game. |
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