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Bug: Worlds Applying Rules After set_rules
#4563
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I'll leave TLOZ's bit to Rosalie (since she's been working on a TLOZ overhaul). Should be simple enough to just move it out of generate basic and add it to the end of our set_rules in Rules.py, I think. |
Yeah, pretty much all of these should be that same simple change |
I think HK 'all' grub hunt should be included as a note here. It is impossible to know in advance exactly how many extra grubs will be added to the multiworld by |
Yeah I'm aware of it and don't really know what to do about it. It passes this test, but it's unclear to me whether what it's doing is supposed to be allowed. |
In case someone wonders why so many worlds do this, it's what the official documentation said to do for a long time. This was the example code in the documentation: def generate_basic(self) -> None:
# place "Victory" at "Final Boss" and set collection as win condition
self.multiworld.get_location("Final Boss", self.player)
.place_locked_item(self.create_event("Victory"))
self.multiworld.completion_condition[self.player] =
lambda state: state.has("Victory", self.player) |
What happened?
Rules are supposed to be finished by the end of
set_rules
The following worlds don't do this:
Archipelago/worlds/adventure/__init__.py
Line 247 in a53bcb4
Archipelago/worlds/kdl3/__init__.py
Line 316 in a53bcb4
Archipelago/worlds/meritous/__init__.py
Lines 169 to 174 in a53bcb4
Archipelago/worlds/mm2/__init__.py
Line 195 in a53bcb4
Archipelago/worlds/tloz/__init__.py
Lines 193 to 198 in a53bcb4
Archipelago/worlds/zillion/__init__.py
Lines 283 to 284 in a53bcb4
Archipelago/worlds/zork_grand_inquisitor/world.py
Line 193 in a53bcb4
@JusticePS @Silvris @FelicitusNeko @Rosalie-A @t3hf1gm3nt @beauxq @nbrochu
What were the expected results?
Rules to be done by
set_rules
Software
Local generation
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