Merge branch 'ArchipelagoMW:main' into main

This commit is contained in:
CookieCat
2023-12-19 16:20:35 -05:00
committed by GitHub
10 changed files with 68 additions and 25 deletions

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@@ -3,6 +3,16 @@
{% block head %}
<title>Multiworld {{ room.id|suuid }}</title>
{% if should_refresh %}<meta http-equiv="refresh" content="2">{% endif %}
<meta name="og:site_name" content="Archipelago">
<meta property="og:title" content="Multiworld {{ room.id|suuid }}">
<meta property="og:type" content="website" />
{% if room.seed.slots|length < 2 %}
<meta property="og:description" content="{{ room.seed.slots|length }} Player World
{% if room.last_port != -1 %}running on {{ config['HOST_ADDRESS'] }} with port {{ room.last_port }}{% endif %}">
{% else %}
<meta property="og:description" content="{{ room.seed.slots|length }} Players Multiworld
{% if room.last_port != -1 %}running on {{ config['HOST_ADDRESS'] }} with port {{ room.last_port }}{% endif %}">
{% endif %}
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/hostRoom.css") }}"/>
{% endblock %}

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@@ -2,7 +2,7 @@ import typing
from .ExtractedData import logic_options, starts, pool_options
from .Rules import cost_terms
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange
from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange, DeathLink
from .Charms import vanilla_costs, names as charm_names
if typing.TYPE_CHECKING:
@@ -402,22 +402,34 @@ class WhitePalace(Choice):
default = 0
class DeathLink(Choice):
class ExtraPlatforms(DefaultOnToggle):
"""Places additional platforms to make traveling throughout Hallownest more convenient."""
class DeathLinkShade(Choice):
"""Sets whether to create a shade when you are killed by a DeathLink and how to handle your existing shade, if any.
vanilla: DeathLink deaths function like any other death and overrides your existing shade (including geo), if any.
shadeless: DeathLink deaths do not spawn shades. Your existing shade (including geo), if any, is untouched.
shade: DeathLink deaths spawn a shade if you do not have an existing shade. Otherwise, it acts like shadeless.
* This option has no effect if DeathLink is disabled.
** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override
your existing shade, if any.
"""
When you die, everyone dies. Of course the reverse is true too.
When enabled, choose how incoming deathlinks are handled:
vanilla: DeathLink kills you and is just like any other death. RIP your previous shade and geo.
shadeless: DeathLink kills you, but no shade spawns and no geo is lost. Your previous shade, if any, is untouched.
shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
"""
option_off = 0
alias_no = 0
alias_true = 1
alias_on = 1
alias_yes = 1
option_vanilla = 0
option_shadeless = 1
option_vanilla = 2
option_shade = 3
option_shade = 2
default = 2
class DeathLinkBreaksFragileCharms(Toggle):
"""Sets if fragile charms break when you are killed by a DeathLink.
* This option has no effect if DeathLink is disabled.
** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it
will continue to do so.
"""
class StartingGeo(Range):
@@ -476,7 +488,8 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
**{
option.__name__: option
for option in (
StartLocation, Goal, WhitePalace, StartingGeo, DeathLink,
StartLocation, Goal, WhitePalace, ExtraPlatforms, StartingGeo,
DeathLink, DeathLinkShade, DeathLinkBreaksFragileCharms,
MinimumGeoPrice, MaximumGeoPrice,
MinimumGrubPrice, MaximumGrubPrice,
MinimumEssencePrice, MaximumEssencePrice,
@@ -488,7 +501,7 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
LegEaterShopSlots, GrubfatherRewardSlots,
SeerRewardSlots, ExtraShopSlots,
SplitCrystalHeart, SplitMothwingCloak, SplitMantisClaw,
CostSanity, CostSanityHybridChance,
CostSanity, CostSanityHybridChance
)
},
**cost_sanity_weights

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@@ -11,7 +11,6 @@ from .options import LingoOptions
from .player_logic import LingoPlayerLogic
from .regions import create_regions
from .static_logic import Room, RoomEntrance
from .testing import LingoTestOptions
class LingoWebWorld(WebWorld):

View File

@@ -6,7 +6,6 @@ from .options import LocationChecks, ShuffleDoors, VictoryCondition
from .static_logic import DOORS_BY_ROOM, Door, PAINTINGS, PAINTINGS_BY_ROOM, PAINTING_ENTRANCES, PAINTING_EXITS, \
PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, RoomAndDoor, \
RoomAndPanel
from .testing import LingoTestOptions
if TYPE_CHECKING:
from . import LingoWorld
@@ -224,7 +223,7 @@ class LingoPlayerLogic:
"kind of logic error.")
if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
and not early_color_hallways and LingoTestOptions.disable_forced_good_item is False:
and not early_color_hallways is False:
# If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
# but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
# now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are

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@@ -8,6 +8,8 @@ class TestRequiredRoomLogic(LingoTestBase):
}
def test_pilgrim_first(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Antechamber", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
@@ -28,6 +30,8 @@ class TestRequiredRoomLogic(LingoTestBase):
self.assertTrue(self.can_reach_location("The Seeker - Achievement"))
def test_hidden_first(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
self.assertFalse(self.can_reach_location("The Seeker - Achievement"))
@@ -55,6 +59,8 @@ class TestRequiredDoorLogic(LingoTestBase):
}
def test_through_rhyme(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
self.collect_by_name("Starting Room - Rhyme Room Entrance")
@@ -64,6 +70,8 @@ class TestRequiredDoorLogic(LingoTestBase):
self.assertTrue(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
def test_through_hidden(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
self.collect_by_name("Starting Room - Rhyme Room Entrance")
@@ -83,6 +91,8 @@ class TestSimpleDoors(LingoTestBase):
}
def test_requirement(self):
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Outside The Wanderer", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))

View File

@@ -8,6 +8,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
}
def test_from_welcome_back(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
@@ -83,6 +85,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
self.assertTrue(self.multiworld.state.can_reach("Orange Tower Seventh Floor", "Region", self.player))
def test_from_hub_room(self) -> None:
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))

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@@ -7,6 +7,8 @@ class TestComplexProgressiveHallwayRoom(LingoTestBase):
}
def test_item(self):
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
@@ -58,6 +60,8 @@ class TestSimpleHallwayRoom(LingoTestBase):
}
def test_item(self):
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
@@ -86,6 +90,8 @@ class TestProgressiveArtGallery(LingoTestBase):
}
def test_item(self):
self.remove_forced_good_item()
self.assertFalse(self.multiworld.state.can_reach("Art Gallery", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Second Floor)", "Region", self.player))
self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Third Floor)", "Region", self.player))

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@@ -1,7 +1,6 @@
from typing import ClassVar
from test.bases import WorldTestBase
from .. import LingoTestOptions
class LingoTestBase(WorldTestBase):
@@ -9,5 +8,10 @@ class LingoTestBase(WorldTestBase):
player: ClassVar[int] = 1
def world_setup(self, *args, **kwargs):
LingoTestOptions.disable_forced_good_item = True
super().world_setup(*args, **kwargs)
def remove_forced_good_item(self):
location = self.multiworld.get_location("Second Room - Good Luck", self.player)
self.remove(location.item)
self.multiworld.itempool.append(location.item)
self.multiworld.state.events.add(location)

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@@ -1,2 +0,0 @@
class LingoTestOptions:
disable_forced_good_item: bool = False

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@@ -414,7 +414,7 @@ class PokemonRedBlueWorld(World):
> 7) or (self.multiworld.door_shuffle[self.player] not in ("off", "simple")))):
intervene_move = "Cut"
elif ((not logic.can_learn_hm(test_state, "Flash", self.player)) and self.multiworld.dark_rock_tunnel_logic[self.player]
and (((self.multiworld.accessibility[self.player] != "minimal" and
and (((self.multiworld.accessibility[self.player] != "minimal" or
(self.multiworld.trainersanity[self.player] or self.multiworld.extra_key_items[self.player])) or
self.multiworld.door_shuffle[self.player]))):
intervene_move = "Flash"