mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-27 17:33:25 -07:00
Merge branch 'ArchipelagoMW:main' into main
This commit is contained in:
@@ -3,6 +3,16 @@
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{% block head %}
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<title>Multiworld {{ room.id|suuid }}</title>
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{% if should_refresh %}<meta http-equiv="refresh" content="2">{% endif %}
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<meta name="og:site_name" content="Archipelago">
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<meta property="og:title" content="Multiworld {{ room.id|suuid }}">
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<meta property="og:type" content="website" />
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{% if room.seed.slots|length < 2 %}
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<meta property="og:description" content="{{ room.seed.slots|length }} Player World
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{% if room.last_port != -1 %}running on {{ config['HOST_ADDRESS'] }} with port {{ room.last_port }}{% endif %}">
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{% else %}
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<meta property="og:description" content="{{ room.seed.slots|length }} Players Multiworld
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{% if room.last_port != -1 %}running on {{ config['HOST_ADDRESS'] }} with port {{ room.last_port }}{% endif %}">
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{% endif %}
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<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/hostRoom.css") }}"/>
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{% endblock %}
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@@ -2,7 +2,7 @@ import typing
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from .ExtractedData import logic_options, starts, pool_options
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from .Rules import cost_terms
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from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange
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from Options import Option, DefaultOnToggle, Toggle, Choice, Range, OptionDict, NamedRange, DeathLink
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from .Charms import vanilla_costs, names as charm_names
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if typing.TYPE_CHECKING:
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@@ -402,22 +402,34 @@ class WhitePalace(Choice):
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default = 0
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class DeathLink(Choice):
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class ExtraPlatforms(DefaultOnToggle):
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"""Places additional platforms to make traveling throughout Hallownest more convenient."""
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class DeathLinkShade(Choice):
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"""Sets whether to create a shade when you are killed by a DeathLink and how to handle your existing shade, if any.
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vanilla: DeathLink deaths function like any other death and overrides your existing shade (including geo), if any.
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shadeless: DeathLink deaths do not spawn shades. Your existing shade (including geo), if any, is untouched.
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shade: DeathLink deaths spawn a shade if you do not have an existing shade. Otherwise, it acts like shadeless.
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* This option has no effect if DeathLink is disabled.
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** Self-death shade behavior is not changed; if a self-death normally creates a shade in vanilla, it will override
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your existing shade, if any.
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"""
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When you die, everyone dies. Of course the reverse is true too.
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When enabled, choose how incoming deathlinks are handled:
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vanilla: DeathLink kills you and is just like any other death. RIP your previous shade and geo.
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shadeless: DeathLink kills you, but no shade spawns and no geo is lost. Your previous shade, if any, is untouched.
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shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
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"""
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option_off = 0
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alias_no = 0
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alias_true = 1
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alias_on = 1
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alias_yes = 1
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option_vanilla = 0
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option_shadeless = 1
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option_vanilla = 2
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option_shade = 3
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option_shade = 2
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default = 2
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class DeathLinkBreaksFragileCharms(Toggle):
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"""Sets if fragile charms break when you are killed by a DeathLink.
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* This option has no effect if DeathLink is disabled.
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** Self-death fragile charm behavior is not changed; if a self-death normally breaks fragile charms in vanilla, it
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will continue to do so.
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"""
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class StartingGeo(Range):
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@@ -476,7 +488,8 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
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**{
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option.__name__: option
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for option in (
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StartLocation, Goal, WhitePalace, StartingGeo, DeathLink,
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StartLocation, Goal, WhitePalace, ExtraPlatforms, StartingGeo,
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DeathLink, DeathLinkShade, DeathLinkBreaksFragileCharms,
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MinimumGeoPrice, MaximumGeoPrice,
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MinimumGrubPrice, MaximumGrubPrice,
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MinimumEssencePrice, MaximumEssencePrice,
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@@ -488,7 +501,7 @@ hollow_knight_options: typing.Dict[str, type(Option)] = {
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LegEaterShopSlots, GrubfatherRewardSlots,
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SeerRewardSlots, ExtraShopSlots,
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SplitCrystalHeart, SplitMothwingCloak, SplitMantisClaw,
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CostSanity, CostSanityHybridChance,
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CostSanity, CostSanityHybridChance
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)
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},
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**cost_sanity_weights
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@@ -11,7 +11,6 @@ from .options import LingoOptions
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from .player_logic import LingoPlayerLogic
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from .regions import create_regions
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from .static_logic import Room, RoomEntrance
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from .testing import LingoTestOptions
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class LingoWebWorld(WebWorld):
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@@ -6,7 +6,6 @@ from .options import LocationChecks, ShuffleDoors, VictoryCondition
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from .static_logic import DOORS_BY_ROOM, Door, PAINTINGS, PAINTINGS_BY_ROOM, PAINTING_ENTRANCES, PAINTING_EXITS, \
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PANELS_BY_ROOM, PROGRESSION_BY_ROOM, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS, RoomAndDoor, \
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RoomAndPanel
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from .testing import LingoTestOptions
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if TYPE_CHECKING:
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from . import LingoWorld
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@@ -224,7 +223,7 @@ class LingoPlayerLogic:
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"kind of logic error.")
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if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \
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and not early_color_hallways and LingoTestOptions.disable_forced_good_item is False:
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and not early_color_hallways is False:
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# If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK,
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# but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right
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# 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):
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}
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def test_pilgrim_first(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Pilgrim Antechamber", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
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@@ -28,6 +30,8 @@ class TestRequiredRoomLogic(LingoTestBase):
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self.assertTrue(self.can_reach_location("The Seeker - Achievement"))
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def test_hidden_first(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("The Seeker", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Pilgrim Room", "Region", self.player))
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self.assertFalse(self.can_reach_location("The Seeker - Achievement"))
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@@ -55,6 +59,8 @@ class TestRequiredDoorLogic(LingoTestBase):
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}
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def test_through_rhyme(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
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self.collect_by_name("Starting Room - Rhyme Room Entrance")
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@@ -64,6 +70,8 @@ class TestRequiredDoorLogic(LingoTestBase):
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self.assertTrue(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
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def test_through_hidden(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.can_reach_location("Rhyme Room - Circle/Looped Square Wall"))
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self.collect_by_name("Starting Room - Rhyme Room Entrance")
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@@ -83,6 +91,8 @@ class TestSimpleDoors(LingoTestBase):
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}
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def test_requirement(self):
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Outside The Wanderer", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
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@@ -8,6 +8,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
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}
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def test_from_welcome_back(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Third Floor", "Region", self.player))
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@@ -83,6 +85,8 @@ class TestProgressiveOrangeTower(LingoTestBase):
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self.assertTrue(self.multiworld.state.can_reach("Orange Tower Seventh Floor", "Region", self.player))
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def test_from_hub_room(self) -> None:
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower First Floor", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Orange Tower Second Floor", "Region", self.player))
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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):
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}
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def test_item(self):
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
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@@ -58,6 +60,8 @@ class TestSimpleHallwayRoom(LingoTestBase):
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}
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def test_item(self):
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Outside The Agreeable", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Hallway Room (2)", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Hallway Room (3)", "Region", self.player))
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@@ -86,6 +90,8 @@ class TestProgressiveArtGallery(LingoTestBase):
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}
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def test_item(self):
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self.remove_forced_good_item()
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self.assertFalse(self.multiworld.state.can_reach("Art Gallery", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Second Floor)", "Region", self.player))
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self.assertFalse(self.multiworld.state.can_reach("Art Gallery (Third Floor)", "Region", self.player))
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@@ -1,7 +1,6 @@
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from typing import ClassVar
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from test.bases import WorldTestBase
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from .. import LingoTestOptions
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class LingoTestBase(WorldTestBase):
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@@ -9,5 +8,10 @@ class LingoTestBase(WorldTestBase):
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player: ClassVar[int] = 1
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def world_setup(self, *args, **kwargs):
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LingoTestOptions.disable_forced_good_item = True
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super().world_setup(*args, **kwargs)
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def remove_forced_good_item(self):
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location = self.multiworld.get_location("Second Room - Good Luck", self.player)
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self.remove(location.item)
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self.multiworld.itempool.append(location.item)
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self.multiworld.state.events.add(location)
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@@ -1,2 +0,0 @@
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class LingoTestOptions:
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disable_forced_good_item: bool = False
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@@ -414,7 +414,7 @@ class PokemonRedBlueWorld(World):
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> 7) or (self.multiworld.door_shuffle[self.player] not in ("off", "simple")))):
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intervene_move = "Cut"
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elif ((not logic.can_learn_hm(test_state, "Flash", self.player)) and self.multiworld.dark_rock_tunnel_logic[self.player]
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and (((self.multiworld.accessibility[self.player] != "minimal" and
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and (((self.multiworld.accessibility[self.player] != "minimal" or
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(self.multiworld.trainersanity[self.player] or self.multiworld.extra_key_items[self.player])) or
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self.multiworld.door_shuffle[self.player]))):
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intervene_move = "Flash"
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