Merge branch 'main' into main

This commit is contained in:
Spineraks
2024-07-06 21:51:48 +02:00
committed by GitHub
105 changed files with 2119 additions and 1122 deletions

View File

@@ -23,7 +23,7 @@ if __name__ == "__main__":
from MultiServer import CommandProcessor
from NetUtils import (Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot,
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes)
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, SlotType)
from Utils import Version, stream_input, async_start
from worlds import network_data_package, AutoWorldRegister
import os
@@ -862,7 +862,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.team = args["team"]
ctx.slot = args["slot"]
# int keys get lost in JSON transfer
ctx.slot_info = {int(pid): data for pid, data in args["slot_info"].items()}
ctx.slot_info = {0: NetworkSlot("Archipelago", "Archipelago", SlotType.player)}
ctx.slot_info.update({int(pid): data for pid, data in args["slot_info"].items()})
ctx.hint_points = args.get("hint_points", 0)
ctx.consume_players_package(args["players"])
ctx.stored_data_notification_keys.add(f"_read_hints_{ctx.team}_{ctx.slot}")

View File

@@ -1352,7 +1352,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.remaining_mode == "enabled":
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.ctx.games[self.client.slot]][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
@@ -1365,7 +1365,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.ctx.games[self.client.slot]][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")

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@@ -1,6 +1,6 @@
import datetime
import os
from typing import List, Dict, Union
from typing import Any, IO, Dict, Iterator, List, Tuple, Union
import jinja2.exceptions
from flask import request, redirect, url_for, render_template, Response, session, abort, send_from_directory
@@ -97,25 +97,37 @@ def new_room(seed: UUID):
return redirect(url_for("host_room", room=room.id))
def _read_log(path: str):
if os.path.exists(path):
with open(path, encoding="utf-8-sig") as log:
yield from log
else:
yield f"Logfile {path} does not exist. " \
f"Likely a crash during spinup of multiworld instance or it is still spinning up."
def _read_log(log: IO[Any], offset: int = 0) -> Iterator[bytes]:
marker = log.read(3) # skip optional BOM
if marker != b'\xEF\xBB\xBF':
log.seek(0, os.SEEK_SET)
log.seek(offset, os.SEEK_CUR)
yield from log
log.close() # free file handle as soon as possible
@app.route('/log/<suuid:room>')
def display_log(room: UUID):
def display_log(room: UUID) -> Union[str, Response, Tuple[str, int]]:
room = Room.get(id=room)
if room is None:
return abort(404)
if room.owner == session["_id"]:
file_path = os.path.join("logs", str(room.id) + ".txt")
if os.path.exists(file_path):
return Response(_read_log(file_path), mimetype="text/plain;charset=UTF-8")
return "Log File does not exist."
try:
log = open(file_path, "rb")
range_header = request.headers.get("Range")
if range_header:
range_type, range_values = range_header.split('=')
start, end = map(str.strip, range_values.split('-', 1))
if range_type != "bytes" or end != "":
return "Unsupported range", 500
# NOTE: we skip Content-Range in the response here, which isn't great but works for our JS
return Response(_read_log(log, int(start)), mimetype="text/plain", status=206)
return Response(_read_log(log), mimetype="text/plain")
except FileNotFoundError:
return Response(f"Logfile {file_path} does not exist. "
f"Likely a crash during spinup of multiworld instance or it is still spinning up.",
mimetype="text/plain")
return "Access Denied", 403
@@ -139,7 +151,22 @@ def host_room(room: UUID):
with db_session:
room.last_activity = now # will trigger a spinup, if it's not already running
return render_template("hostRoom.html", room=room, should_refresh=should_refresh)
def get_log(max_size: int = 1024000) -> str:
try:
with open(os.path.join("logs", str(room.id) + ".txt"), "rb") as log:
raw_size = 0
fragments: List[str] = []
for block in _read_log(log):
if raw_size + len(block) > max_size:
fragments.append("")
break
raw_size += len(block)
fragments.append(block.decode("utf-8"))
return "".join(fragments)
except FileNotFoundError:
return ""
return render_template("hostRoom.html", room=room, should_refresh=should_refresh, get_log=get_log)
@app.route('/favicon.ico')

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@@ -8,7 +8,8 @@ from . import cache
def robots():
# If this host is not official, do not allow search engine crawling
if not app.config["ASSET_RIGHTS"]:
return app.send_static_file('robots.txt')
# filename changed in case the path is intercepted and served by an outside service
return app.send_static_file('robots_file.txt')
# Send 404 if the host has affirmed this to be the official WebHost
abort(404)

View File

@@ -44,7 +44,7 @@
{{ macros.list_patches_room(room) }}
{% if room.owner == session["_id"] %}
<div style="display: flex; align-items: center;">
<form method=post style="flex-grow: 1; margin-right: 1em;">
<form method="post" id="command-form" style="flex-grow: 1; margin-right: 1em;">
<div class="form-group">
<label for="cmd"></label>
<input class="form-control" type="text" id="cmd" name="cmd"
@@ -55,24 +55,89 @@
Open Log File...
</a>
</div>
<div id="logger"></div>
<script type="application/ecmascript">
let xmlhttp = new XMLHttpRequest();
let url = '{{ url_for('display_log', room = room.id) }}';
{% set log = get_log() -%}
{%- set log_len = log | length - 1 if log.endswith("…") else log | length -%}
<div id="logger" style="white-space: pre">{{ log }}</div>
<script>
let url = '{{ url_for('display_log', room = room.id) }}';
let bytesReceived = {{ log_len }};
let updateLogTimeout;
let awaitingCommandResponse = false;
let logger = document.getElementById("logger");
xmlhttp.onreadystatechange = function () {
if (this.readyState === 4 && this.status === 200) {
document.getElementById("logger").innerText = this.responseText;
}
};
function request_new() {
xmlhttp.open("GET", url, true);
xmlhttp.send();
function scrollToBottom(el) {
let bot = el.scrollHeight - el.clientHeight;
el.scrollTop += Math.ceil((bot - el.scrollTop)/10);
if (bot - el.scrollTop >= 1) {
window.clearTimeout(el.scrollTimer);
el.scrollTimer = window.setTimeout(() => {
scrollToBottom(el)
}, 16);
}
}
window.setTimeout(request_new, 1000);
window.setInterval(request_new, 10000);
async function updateLog() {
try {
let res = await fetch(url, {
headers: {
'Range': `bytes=${bytesReceived}-`,
}
});
if (res.ok) {
let text = await res.text();
if (text.length > 0) {
awaitingCommandResponse = false;
if (bytesReceived === 0 || res.status !== 206) {
logger.innerHTML = '';
}
if (res.status !== 206) {
bytesReceived = 0;
} else {
bytesReceived += new Blob([text]).size;
}
if (logger.innerHTML.endsWith('…')) {
logger.innerHTML = logger.innerHTML.substring(0, logger.innerHTML.length - 1);
}
logger.appendChild(document.createTextNode(text));
scrollToBottom(logger);
}
}
}
finally {
window.clearTimeout(updateLogTimeout);
updateLogTimeout = window.setTimeout(updateLog, awaitingCommandResponse ? 500 : 10000);
}
}
async function postForm(ev) {
/** @type {HTMLInputElement} */
let cmd = document.getElementById("cmd");
if (cmd.value === "") {
ev.preventDefault();
return;
}
/** @type {HTMLFormElement} */
let form = document.getElementById("command-form");
let req = fetch(form.action || window.location.href, {
method: form.method,
body: new FormData(form),
redirect: "manual",
});
ev.preventDefault(); // has to happen before first await
form.reset();
let res = await req;
if (res.ok || res.type === 'opaqueredirect') {
awaitingCommandResponse = true;
window.clearTimeout(updateLogTimeout);
updateLogTimeout = window.setTimeout(updateLog, 100);
} else {
window.alert(res.statusText);
}
}
document.getElementById("command-form").addEventListener("submit", postForm);
updateLogTimeout = window.setTimeout(updateLog, 1000);
logger.scrollTop = logger.scrollHeight;
</script>
{% endif %}
</div>

View File

@@ -1366,28 +1366,28 @@ if "Starcraft 2" in network_data_package["games"]:
organics_icon_base_url = "https://0rganics.org/archipelago/sc2wol/"
icons = {
"Starting Minerals": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/icons/icon-mineral-protoss.png",
"Starting Vespene": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/icons/icon-gas-terran.png",
"Starting Minerals": github_icon_base_url + "blizzard/icon-mineral-nobg.png",
"Starting Vespene": github_icon_base_url + "blizzard/icon-gas-terran-nobg.png",
"Starting Supply": github_icon_base_url + "blizzard/icon-supply-terran_nobg.png",
"Terran Infantry Weapons Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryweaponslevel1.png",
"Terran Infantry Weapons Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryweaponslevel2.png",
"Terran Infantry Weapons Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryweaponslevel3.png",
"Terran Infantry Armor Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryarmorlevel1.png",
"Terran Infantry Armor Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryarmorlevel2.png",
"Terran Infantry Armor Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-infantryarmorlevel3.png",
"Terran Vehicle Weapons Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleweaponslevel1.png",
"Terran Vehicle Weapons Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleweaponslevel2.png",
"Terran Vehicle Weapons Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleweaponslevel3.png",
"Terran Vehicle Armor Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleplatinglevel1.png",
"Terran Vehicle Armor Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleplatinglevel2.png",
"Terran Vehicle Armor Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-vehicleplatinglevel3.png",
"Terran Ship Weapons Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipweaponslevel1.png",
"Terran Ship Weapons Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipweaponslevel2.png",
"Terran Ship Weapons Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipweaponslevel3.png",
"Terran Ship Armor Level 1": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipplatinglevel1.png",
"Terran Ship Armor Level 2": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipplatinglevel2.png",
"Terran Ship Armor Level 3": "https://sclegacy.com/images/uploaded/starcraftii_beta/gamefiles/upgrades/btn-upgrade-terran-shipplatinglevel3.png",
"Terran Infantry Weapons Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryweaponslevel1.png",
"Terran Infantry Weapons Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryweaponslevel2.png",
"Terran Infantry Weapons Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryweaponslevel3.png",
"Terran Infantry Armor Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryarmorlevel1.png",
"Terran Infantry Armor Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryarmorlevel2.png",
"Terran Infantry Armor Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-infantryarmorlevel3.png",
"Terran Vehicle Weapons Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleweaponslevel1.png",
"Terran Vehicle Weapons Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleweaponslevel2.png",
"Terran Vehicle Weapons Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleweaponslevel3.png",
"Terran Vehicle Armor Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleplatinglevel1.png",
"Terran Vehicle Armor Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleplatinglevel2.png",
"Terran Vehicle Armor Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-vehicleplatinglevel3.png",
"Terran Ship Weapons Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-shipweaponslevel1.png",
"Terran Ship Weapons Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-shipweaponslevel2.png",
"Terran Ship Weapons Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-shipweaponslevel3.png",
"Terran Ship Armor Level 1": github_icon_base_url + "blizzard/btn-upgrade-terran-shipplatinglevel1.png",
"Terran Ship Armor Level 2": github_icon_base_url + "blizzard/btn-upgrade-terran-shipplatinglevel2.png",
"Terran Ship Armor Level 3": github_icon_base_url + "blizzard/btn-upgrade-terran-shipplatinglevel3.png",
"Bunker": "https://static.wikia.nocookie.net/starcraft/images/c/c5/Bunker_SC2_Icon1.jpg",
"Missile Turret": "https://static.wikia.nocookie.net/starcraft/images/5/5f/MissileTurret_SC2_Icon1.jpg",

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@@ -456,8 +456,9 @@ In addition, the following methods can be implemented and are called in this ord
called to place player's regions and their locations into the MultiWorld's regions list.
If it's hard to separate, this can be done during `generate_early` or `create_items` as well.
* `create_items(self)`
called to place player's items into the MultiWorld's itempool. After this step all regions
and items have to be in the MultiWorld's regions and itempool, and these lists should not be modified afterward.
called to place player's items into the MultiWorld's itempool. By the end of this step all regions, locations and
items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `generate_basic(self)`

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@@ -219,7 +219,7 @@ Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{
Root: HKCR; Subkey: ".apworld"; ValueData: "{#MyAppName}worlddata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}worlddata"; ValueData: "Archipelago World Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}worlddata\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}worlddata\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1""";
Root: HKCR; Subkey: "{#MyAppName}worlddata\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueData: "Archipegalo Protocol"; Flags: uninsdeletekey;
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueName: "URL Protocol"; ValueData: "";

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@@ -292,12 +292,12 @@ class WorldTestBase(unittest.TestCase):
"""Ensure all state can reach everything and complete the game with the defined options"""
if not (self.run_default_tests and self.constructed):
return
with self.subTest("Game", game=self.game):
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
excluded = self.multiworld.worlds[self.player].options.exclude_locations.value
state = self.multiworld.get_all_state(False)
for location in self.multiworld.get_locations():
if location.name not in excluded:
with self.subTest("Location should be reached", location=location):
with self.subTest("Location should be reached", location=location.name):
reachable = location.can_reach(state)
self.assertTrue(reachable, f"{location.name} unreachable")
with self.subTest("Beatable"):
@@ -308,7 +308,7 @@ class WorldTestBase(unittest.TestCase):
"""Ensure empty state can reach at least one location with the defined options"""
if not (self.run_default_tests and self.constructed):
return
with self.subTest("Game", game=self.game):
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
state = CollectionState(self.multiworld)
locations = self.multiworld.get_reachable_locations(state, self.player)
self.assertGreater(len(locations), 0,
@@ -329,7 +329,7 @@ class WorldTestBase(unittest.TestCase):
for n in range(len(locations) - 1, -1, -1):
if locations[n].can_reach(state):
sphere.append(locations.pop(n))
self.assertTrue(sphere or self.multiworld.accessibility[1] == "minimal",
self.assertTrue(sphere or self.multiworld.worlds[1].options.accessibility == "minimal",
f"Unreachable locations: {locations}")
if not sphere:
break

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@@ -41,15 +41,15 @@ class TestBase(unittest.TestCase):
state = multiworld.get_all_state(False)
for location in multiworld.get_locations():
if location.name not in excluded:
with self.subTest("Location should be reached", location=location):
with self.subTest("Location should be reached", location=location.name):
self.assertTrue(location.can_reach(state), f"{location.name} unreachable")
for region in multiworld.get_regions():
if region.name in unreachable_regions:
with self.subTest("Region should be unreachable", region=region):
with self.subTest("Region should be unreachable", region=region.name):
self.assertFalse(region.can_reach(state))
else:
with self.subTest("Region should be reached", region=region):
with self.subTest("Region should be reached", region=region.name):
self.assertTrue(region.can_reach(state))
with self.subTest("Completion Condition"):

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@@ -280,7 +280,7 @@ class World(metaclass=AutoWorldRegister):
future. Protocol level compatibility check moved to MultiServer.min_client_version.
"""
required_server_version: Tuple[int, int, int] = (0, 2, 4)
required_server_version: Tuple[int, int, int] = (0, 5, 0)
"""update this if the resulting multidata breaks forward-compatibility of the server"""
hint_blacklist: ClassVar[FrozenSet[str]] = frozenset()

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@@ -1,7 +1,5 @@
from worlds.adventure import location_table
from worlds.adventure.Options import BatLogic, DifficultySwitchB, DifficultySwitchA
from .Options import BatLogic, DifficultySwitchB
from worlds.generic.Rules import add_rule, set_rule, forbid_item
from BaseClasses import LocationProgressType
def set_rules(self) -> None:

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@@ -682,7 +682,7 @@ def get_alttp_settings(romfile: str):
if 'yes' in choice:
import LttPAdjuster
from worlds.alttp.Rom import get_base_rom_path
from .Rom import get_base_rom_path
last_settings.rom = romfile
last_settings.baserom = get_base_rom_path()
last_settings.world = None

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@@ -1437,7 +1437,7 @@ def connect_mandatory_exits(world, entrances, caves, must_be_exits, player):
invalid_cave_connections = defaultdict(set)
if world.glitches_required[player] in ['overworld_glitches', 'hybrid_major_glitches', 'no_logic']:
from worlds.alttp import OverworldGlitchRules
from . import OverworldGlitchRules
for entrance in OverworldGlitchRules.get_non_mandatory_exits(world.mode[player] == 'inverted'):
invalid_connections[entrance] = set()
if entrance in must_be_exits:

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@@ -486,7 +486,7 @@ class LTTPBosses(PlandoBosses):
@classmethod
def can_place_boss(cls, boss: str, location: str) -> bool:
from worlds.alttp.Bosses import can_place_boss
from .Bosses import can_place_boss
level = ''
words = location.split(" ")
if words[-1] in ("top", "middle", "bottom"):

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@@ -406,7 +406,7 @@ def create_dungeon_region(world: MultiWorld, player: int, name: str, hint: str,
def _create_region(world: MultiWorld, player: int, name: str, type: LTTPRegionType, hint: str, locations=None,
exits=None):
from worlds.alttp.SubClasses import ALttPLocation
from .SubClasses import ALttPLocation
ret = LTTPRegion(name, type, hint, player, world)
if exits:
for exit in exits:
@@ -760,7 +760,7 @@ location_table: typing.Dict[str,
'Turtle Rock - Prize': (
[0x120A7, 0x53F24, 0x53F25, 0x18005C, 0x180079, 0xC708], None, True, 'Turtle Rock')}
from worlds.alttp.Shops import shop_table_by_location_id, shop_table_by_location
from .Shops import shop_table_by_location_id, shop_table_by_location
lookup_id_to_name = {data[0]: name for name, data in location_table.items() if type(data[0]) == int}
lookup_id_to_name = {**lookup_id_to_name, **{data[1]: name for name, data in key_drop_data.items()}}
lookup_id_to_name.update(shop_table_by_location_id)

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@@ -405,16 +405,14 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))
set_rule(multiworld.get_entrance('Thieves Town Big Key Door', player), lambda state: state.has('Big Key (Thieves Town)', player))
if multiworld.worlds[player].dungeons["Thieves Town"].boss.enemizer_name == "Blind":
set_rule(multiworld.get_entrance('Blind Fight', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3) and can_use_bombs(state, player))
set_rule(multiworld.get_location('Thieves\' Town - Big Chest', player),
lambda state: ((state._lttp_has_key('Small Key (Thieves Town)', player, 3)) or (location_item_name(state, 'Thieves\' Town - Big Chest', player) == ("Small Key (Thieves Town)", player)) and state._lttp_has_key('Small Key (Thieves Town)', player, 2)) and state.has('Hammer', player))
set_rule(multiworld.get_location('Thieves\' Town - Blind\'s Cell', player),
lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))
if multiworld.accessibility[player] != 'locations' and not multiworld.key_drop_shuffle[player]:
set_always_allow(multiworld.get_location('Thieves\' Town - Big Chest', player), lambda state, item: item.name == 'Small Key (Thieves Town)' and item.player == player)
set_rule(multiworld.get_location('Thieves\' Town - Attic', player), lambda state: state._lttp_has_key('Small Key (Thieves Town)', player, 3))
set_rule(multiworld.get_location('Thieves\' Town - Spike Switch Pot Key', player),
lambda state: state._lttp_has_key('Small Key (Thieves Town)', player))

View File

@@ -37,7 +37,8 @@ class TestThievesTown(TestDungeon):
["Thieves' Town - Blind's Cell", False, []],
["Thieves' Town - Blind's Cell", False, [], ['Big Key (Thieves Town)']],
["Thieves' Town - Blind's Cell", True, ['Big Key (Thieves Town)']],
["Thieves' Town - Blind's Cell", False, [], ['Small Key (Thieves Town)']],
["Thieves' Town - Blind's Cell", True, ['Big Key (Thieves Town)', 'Small Key (Thieves Town)']],
["Thieves' Town - Boss", False, []],
["Thieves' Town - Boss", False, [], ['Big Key (Thieves Town)']],

View File

@@ -30,7 +30,7 @@ class AquariaLocations:
locations_verse_cave_r = {
"Verse Cave, bulb in the skeleton room": 698107,
"Verse Cave, bulb in the path left of the skeleton room": 698108,
"Verse Cave, bulb in the path right of the skeleton room": 698108,
"Verse Cave right area, Big Seed": 698175,
}
@@ -122,6 +122,7 @@ class AquariaLocations:
"Open Water top right area, second urn in the Mithalas exit": 698149,
"Open Water top right area, third urn in the Mithalas exit": 698150,
}
locations_openwater_tr_turtle = {
"Open Water top right area, bulb in the turtle room": 698009,
"Open Water top right area, Transturtle": 698211,
@@ -195,7 +196,7 @@ class AquariaLocations:
locations_cathedral_l = {
"Mithalas City Castle, bulb in the flesh hole": 698042,
"Mithalas City Castle, Blue banner": 698165,
"Mithalas City Castle, Blue Banner": 698165,
"Mithalas City Castle, urn in the bedroom": 698130,
"Mithalas City Castle, first urn of the single lamp path": 698131,
"Mithalas City Castle, second urn of the single lamp path": 698132,
@@ -226,7 +227,7 @@ class AquariaLocations:
"Mithalas Cathedral, third urn in the path behind the flesh vein": 698146,
"Mithalas Cathedral, fourth urn in the top right room": 698147,
"Mithalas Cathedral, Mithalan Dress": 698189,
"Mithalas Cathedral right area, urn below the left entrance": 698198,
"Mithalas Cathedral, urn below the left entrance": 698198,
}
locations_cathedral_underground = {
@@ -239,7 +240,7 @@ class AquariaLocations:
}
locations_cathedral_boss = {
"Cathedral boss area, beating Mithalan God": 698202,
"Mithalas boss area, beating Mithalan God": 698202,
}
locations_forest_tl = {
@@ -269,7 +270,7 @@ class AquariaLocations:
locations_forest_bl = {
"Kelp Forest bottom left area, bulb close to the spirit crystals": 698054,
"Kelp Forest bottom left area, Walker baby": 698186,
"Kelp Forest bottom left area, Walker Baby": 698186,
"Kelp Forest bottom left area, Transturtle": 698212,
}
@@ -451,7 +452,7 @@ class AquariaLocations:
locations_body_c = {
"The Body center area, breaking Li's cage": 698201,
"The Body main area, bulb on the main path blocking tube": 698097,
"The Body center area, bulb on the main path blocking tube": 698097,
}
locations_body_l = {

View File

@@ -5,7 +5,7 @@ Description: Manage options in the Aquaria game multiworld randomizer
"""
from dataclasses import dataclass
from Options import Toggle, Choice, Range, DeathLink, PerGameCommonOptions, DefaultOnToggle, StartInventoryPool
from Options import Toggle, Choice, Range, PerGameCommonOptions, DefaultOnToggle, StartInventoryPool
class IngredientRandomizer(Choice):
@@ -111,6 +111,14 @@ class BindSongNeededToGetUnderRockBulb(Toggle):
display_name = "Bind song needed to get sing bulbs under rocks"
class BlindGoal(Toggle):
"""
Hide the goal's requirements from the help page so that you have to go to the last boss door to know
what is needed to access the boss.
"""
display_name = "Hide the goal's requirements"
class UnconfineHomeWater(Choice):
"""
Open the way out of the Home Water area so that Naija can go to open water and beyond without the bind song.
@@ -142,4 +150,4 @@ class AquariaOptions(PerGameCommonOptions):
dish_randomizer: DishRandomizer
aquarian_translation: AquarianTranslation
skip_first_vision: SkipFirstVision
death_link: DeathLink
blind_goal: BlindGoal

View File

@@ -300,7 +300,7 @@ class AquariaRegions:
AquariaLocations.locations_cathedral_l_sc)
self.cathedral_r = self.__add_region("Mithalas Cathedral",
AquariaLocations.locations_cathedral_r)
self.cathedral_underground = self.__add_region("Mithalas Cathedral Underground area",
self.cathedral_underground = self.__add_region("Mithalas Cathedral underground",
AquariaLocations.locations_cathedral_underground)
self.cathedral_boss_r = self.__add_region("Mithalas Cathedral, Mithalan God room",
AquariaLocations.locations_cathedral_boss)
@@ -597,22 +597,22 @@ class AquariaRegions:
lambda state: _has_beast_form(state, self.player) and
_has_energy_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_regions("Mithalas castle", "Cathedral underground",
self.__connect_regions("Mithalas castle", "Mithalas Cathedral underground",
self.cathedral_l, self.cathedral_underground,
lambda state: _has_beast_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_regions("Mithalas castle", "Cathedral right area",
self.__connect_regions("Mithalas castle", "Mithalas Cathedral",
self.cathedral_l, self.cathedral_r,
lambda state: _has_bind_song(state, self.player) and
_has_energy_form(state, self.player))
self.__connect_regions("Cathedral right area", "Cathedral underground",
self.__connect_regions("Mithalas Cathedral", "Mithalas Cathedral underground",
self.cathedral_r, self.cathedral_underground,
lambda state: _has_energy_form(state, self.player))
self.__connect_one_way_regions("Cathedral underground", "Cathedral boss left area",
self.__connect_one_way_regions("Mithalas Cathedral underground", "Cathedral boss left area",
self.cathedral_underground, self.cathedral_boss_r,
lambda state: _has_energy_form(state, self.player) and
_has_bind_song(state, self.player))
self.__connect_one_way_regions("Cathedral boss left area", "Cathedral underground",
self.__connect_one_way_regions("Cathedral boss left area", "Mithalas Cathedral underground",
self.cathedral_boss_r, self.cathedral_underground,
lambda state: _has_beast_form(state, self.player))
self.__connect_regions("Cathedral boss right area", "Cathedral boss left area",
@@ -1099,7 +1099,7 @@ class AquariaRegions:
lambda state: _has_beast_form(state, self.player))
add_rule(self.multiworld.get_location("Open Water bottom left area, bulb inside the lowest fish pass", self.player),
lambda state: _has_fish_form(state, self.player))
add_rule(self.multiworld.get_location("Kelp Forest bottom left area, Walker baby", self.player),
add_rule(self.multiworld.get_location("Kelp Forest bottom left area, Walker Baby", self.player),
lambda state: _has_spirit_form(state, self.player))
add_rule(self.multiworld.get_location("The Veil top left area, bulb hidden behind the blocking rock", self.player),
lambda state: _has_bind_song(state, self.player))
@@ -1134,7 +1134,7 @@ class AquariaRegions:
self.multiworld.get_location("Energy Temple boss area, Fallen God Tooth",
self.player).item_rule =\
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Cathedral boss area, beating Mithalan God",
self.multiworld.get_location("Mithalas boss area, beating Mithalan God",
self.player).item_rule =\
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Kelp Forest boss area, beating Drunian God",
@@ -1191,7 +1191,7 @@ class AquariaRegions:
self.multiworld.get_location("Kelp Forest bottom left area, bulb close to the spirit crystals",
self.player).item_rule =\
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Kelp Forest bottom left area, Walker baby",
self.multiworld.get_location("Kelp Forest bottom left area, Walker Baby",
self.player).item_rule =\
lambda item: item.classification != ItemClassification.progression
self.multiworld.get_location("Sun Temple, Sun Key",

View File

@@ -204,7 +204,8 @@ class AquariaWorld(World):
def fill_slot_data(self) -> Dict[str, Any]:
return {"ingredientReplacement": self.ingredients_substitution,
"aquarianTranslate": bool(self.options.aquarian_translation.value),
"aquarian_translate": bool(self.options.aquarian_translation.value),
"blind_goal": bool(self.options.blind_goal.value),
"secret_needed": self.options.objective.value > 0,
"minibosses_to_kill": self.options.mini_bosses_to_beat.value,
"bigbosses_to_kill": self.options.big_bosses_to_beat.value,

View File

@@ -60,7 +60,7 @@ after_home_water_locations = [
"Mithalas City, Doll",
"Mithalas City, urn inside a home fish pass",
"Mithalas City Castle, bulb in the flesh hole",
"Mithalas City Castle, Blue banner",
"Mithalas City Castle, Blue Banner",
"Mithalas City Castle, urn in the bedroom",
"Mithalas City Castle, first urn of the single lamp path",
"Mithalas City Castle, second urn of the single lamp path",
@@ -82,14 +82,14 @@ after_home_water_locations = [
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral right area, urn below the left entrance",
"Mithalas Cathedral, urn below the left entrance",
"Cathedral Underground, bulb in the center part",
"Cathedral Underground, first bulb in the top left part",
"Cathedral Underground, second bulb in the top left part",
"Cathedral Underground, third bulb in the top left part",
"Cathedral Underground, bulb close to the save crystal",
"Cathedral Underground, bulb in the bottom right path",
"Cathedral boss area, beating Mithalan God",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest top left area, bulb in the bottom left clearing",
"Kelp Forest top left area, bulb in the path down from the top left clearing",
"Kelp Forest top left area, bulb in the top left clearing",
@@ -104,7 +104,7 @@ after_home_water_locations = [
"Kelp Forest top right area, Black Pearl",
"Kelp Forest top right area, bulb in the top fish pass",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker baby",
"Kelp Forest bottom left area, Walker Baby",
"Kelp Forest bottom left area, Transturtle",
"Kelp Forest bottom right area, Odd Container",
"Kelp Forest boss area, beating Drunian God",
@@ -175,7 +175,7 @@ after_home_water_locations = [
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body main area, bulb on the main path blocking tube",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the beast form
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class BeastFormAccessTest(AquariaTestBase):

View File

@@ -5,7 +5,7 @@ Description: Unit test used to test accessibility of locations with and without
under rock needing bind song option)
"""
from worlds.aquaria.test import AquariaTestBase, after_home_water_locations
from . import AquariaTestBase, after_home_water_locations
class BindSongAccessTest(AquariaTestBase):

View File

@@ -5,8 +5,8 @@ Description: Unit test used to test accessibility of locations with and without
under rock needing bind song option)
"""
from worlds.aquaria.test import AquariaTestBase
from worlds.aquaria.test.test_bind_song_access import after_home_water_locations
from . import AquariaTestBase
from .test_bind_song_access import after_home_water_locations
class BindSongOptionAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test accessibility of region with the home water confine via option
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class ConfinedHomeWaterAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the dual song
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class LiAccessTest(AquariaTestBase):

View File

@@ -5,7 +5,7 @@ Description: Unit test used to test accessibility of locations with and without
energy form option)
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class EnergyFormAccessTest(AquariaTestBase):
@@ -39,8 +39,8 @@ class EnergyFormAccessTest(AquariaTestBase):
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral right area, urn below the left entrance",
"Cathedral boss area, beating Mithalan God",
"Mithalas Cathedral, urn below the left entrance",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest boss area, beating Drunian God",

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the fish form
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class FishFormAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without Li
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class LiAccessTest(AquariaTestBase):
@@ -24,7 +24,7 @@ class LiAccessTest(AquariaTestBase):
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body main area, bulb on the main path blocking tube",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without a light (Dumbo pet or sun form)
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class LightAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the nature form
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class NatureFormAccessTest(AquariaTestBase):
@@ -38,7 +38,7 @@ class NatureFormAccessTest(AquariaTestBase):
"Beating the Golem",
"Sunken City cleared",
"The Body center area, breaking Li's cage",
"The Body main area, bulb on the main path blocking tube",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",

View File

@@ -4,7 +4,7 @@ Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test that no progression items can be put in hard or hidden locations when option enabled
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
from BaseClasses import ItemClassification
@@ -16,7 +16,7 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
unfillable_locations = [
"Energy Temple boss area, Fallen God Tooth",
"Cathedral boss area, beating Mithalan God",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest boss area, beating Drunian God",
"Sun Temple boss area, beating Sun God",
"Sunken City, bulb on top of the boss area",
@@ -35,7 +35,7 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker baby",
"Kelp Forest bottom left area, Walker Baby",
"Sun Temple, Sun Key",
"The Body bottom area, Mutant Costume",
"Sun Temple, bulb in the hidden room of the right part",

View File

@@ -4,8 +4,7 @@ Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test that progression items can be put in hard or hidden locations when option disabled
"""
from worlds.aquaria.test import AquariaTestBase
from BaseClasses import ItemClassification
from . import AquariaTestBase
class UNoProgressionHardHiddenTest(AquariaTestBase):
@@ -16,7 +15,7 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
unfillable_locations = [
"Energy Temple boss area, Fallen God Tooth",
"Cathedral boss area, beating Mithalan God",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest boss area, beating Drunian God",
"Sun Temple boss area, beating Sun God",
"Sunken City, bulb on top of the boss area",
@@ -35,7 +34,7 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker baby",
"Kelp Forest bottom left area, Walker Baby",
"Sun Temple, Sun Key",
"The Body bottom area, Mutant Costume",
"Sun Temple, bulb in the hidden room of the right part",

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the spirit form
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class SpiritFormAccessTest(AquariaTestBase):
@@ -16,7 +16,7 @@ class SpiritFormAccessTest(AquariaTestBase):
"The Veil bottom area, bulb in the spirit path",
"Mithalas City Castle, Trident Head",
"Open Water skeleton path, King Skull",
"Kelp Forest bottom left area, Walker baby",
"Kelp Forest bottom left area, Walker Baby",
"Abyss right area, bulb behind the rock in the whale room",
"The Whale, Verse Egg",
"Ice Cave, bulb in the room to the right",

View File

@@ -4,7 +4,7 @@ Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the sun form
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class SunFormAccessTest(AquariaTestBase):

View File

@@ -5,7 +5,7 @@ Description: Unit test used to test accessibility of region with the unconfined
turtle and energy door
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class UnconfineHomeWaterBothAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test accessibility of region with the unconfined home water option via the energy door
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class UnconfineHomeWaterEnergyDoorAccessTest(AquariaTestBase):

View File

@@ -4,7 +4,7 @@ Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test accessibility of region with the unconfined home water option via transturtle
"""
from worlds.aquaria.test import AquariaTestBase
from . import AquariaTestBase
class UnconfineHomeWaterTransturtleAccessTest(AquariaTestBase):

View File

@@ -60,7 +60,7 @@ class DKC3SNIClient(SNIClient):
return
new_checks = []
from worlds.dkc3.Rom import location_rom_data, item_rom_data, boss_location_ids, level_unlock_map
from .Rom import location_rom_data, item_rom_data, boss_location_ids, level_unlock_map
location_ram_data = await snes_read(ctx, WRAM_START + 0x5FE, 0x81)
for loc_id, loc_data in location_rom_data.items():
if loc_id not in ctx.locations_checked:

View File

@@ -60,17 +60,18 @@ class DOOM2World(World):
# Item ratio that scales depending on episode count. These are the ratio for 3 episode. In DOOM1.
# The ratio have been tweaked seem, and feel good.
items_ratio: Dict[str, float] = {
"Armor": 41,
"Mega Armor": 25,
"Berserk": 12,
"Armor": 39,
"Mega Armor": 23,
"Berserk": 11,
"Invulnerability": 10,
"Partial invisibility": 18,
"Supercharge": 28,
"Supercharge": 26,
"Medikit": 15,
"Box of bullets": 13,
"Box of rockets": 13,
"Box of shotgun shells": 13,
"Energy cell pack": 10
"Energy cell pack": 10,
"Megasphere": 7
}
def __init__(self, multiworld: MultiWorld, player: int):
@@ -233,6 +234,7 @@ class DOOM2World(World):
self.create_ratioed_items("Invulnerability", itempool)
self.create_ratioed_items("Partial invisibility", itempool)
self.create_ratioed_items("Supercharge", itempool)
self.create_ratioed_items("Megasphere", itempool)
while len(itempool) < self.location_count:
itempool.append(self.create_item(self.get_filler_item_name()))

View File

@@ -11,8 +11,8 @@ Some steps also assume use of Windows, so may vary with your OS.
## Installing the Archipelago software
The most recent public release of Archipelago can be found on the GitHub Releases page:
[Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases).
The most recent public release of Archipelago can be found on GitHub:
[Archipelago Latest Release](https://github.com/ArchipelagoMW/Archipelago/releases/latest).
Run the exe file, and after accepting the license agreement you will be asked which components you would like to
install.

View File

@@ -71,6 +71,7 @@ class HereticWorld(World):
"Tome of Power": 16,
"Silver Shield": 10,
"Enchanted Shield": 5,
"Torch": 5,
"Morph Ovum": 3,
"Mystic Urn": 2,
"Chaos Device": 1,
@@ -242,6 +243,7 @@ class HereticWorld(World):
self.create_ratioed_items("Mystic Urn", itempool)
self.create_ratioed_items("Ring of Invincibility", itempool)
self.create_ratioed_items("Shadowsphere", itempool)
self.create_ratioed_items("Torch", itempool)
self.create_ratioed_items("Timebomb of the Ancients", itempool)
self.create_ratioed_items("Tome of Power", itempool)
self.create_ratioed_items("Silver Shield", itempool)

View File

@@ -4,6 +4,7 @@ import importlib.machinery
import os
import pkgutil
from collections import defaultdict
from typing import TYPE_CHECKING
from .romTables import ROMWithTables
from . import assembler
@@ -67,10 +68,14 @@ from BaseClasses import ItemClassification
from ..Locations import LinksAwakeningLocation
from ..Options import TrendyGame, Palette, MusicChangeCondition, BootsControls
if TYPE_CHECKING:
from .. import LinksAwakeningWorld
# Function to generate a final rom, this patches the rom with all required patches
def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, multiworld=None, player_name=None, player_names=[], player_id = 0):
def generateRom(args, world: "LinksAwakeningWorld"):
rom_patches = []
player_names = list(world.multiworld.player_name.values())
rom = ROMWithTables(args.input_filename, rom_patches)
rom.player_names = player_names
@@ -84,10 +89,10 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
for pymod in pymods:
pymod.prePatch(rom)
if settings.gfxmod:
patches.aesthetics.gfxMod(rom, os.path.join("data", "sprites", "ladx", settings.gfxmod))
if world.ladxr_settings.gfxmod:
patches.aesthetics.gfxMod(rom, os.path.join("data", "sprites", "ladx", world.ladxr_settings.gfxmod))
item_list = [item for item in logic.iteminfo_list if not isinstance(item, KeyLocation)]
item_list = [item for item in world.ladxr_logic.iteminfo_list if not isinstance(item, KeyLocation)]
assembler.resetConsts()
assembler.const("INV_SIZE", 16)
@@ -116,7 +121,7 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
assembler.const("wLinkSpawnDelay", 0xDE13)
#assembler.const("HARDWARE_LINK", 1)
assembler.const("HARD_MODE", 1 if settings.hardmode != "none" else 0)
assembler.const("HARD_MODE", 1 if world.ladxr_settings.hardmode != "none" else 0)
patches.core.cleanup(rom)
patches.save.singleSaveSlot(rom)
@@ -130,7 +135,7 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
patches.core.easyColorDungeonAccess(rom)
patches.owl.removeOwlEvents(rom)
patches.enemies.fixArmosKnightAsMiniboss(rom)
patches.bank3e.addBank3E(rom, auth, player_id, player_names)
patches.bank3e.addBank3E(rom, world.multi_key, world.player, player_names)
patches.bank3f.addBank3F(rom)
patches.bank34.addBank34(rom, item_list)
patches.core.removeGhost(rom)
@@ -141,10 +146,11 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
from ..Options import ShuffleSmallKeys, ShuffleNightmareKeys
if ap_settings["shuffle_small_keys"] != ShuffleSmallKeys.option_original_dungeon or ap_settings["shuffle_nightmare_keys"] != ShuffleNightmareKeys.option_original_dungeon:
if world.options.shuffle_small_keys != ShuffleSmallKeys.option_original_dungeon or\
world.options.shuffle_nightmare_keys != ShuffleNightmareKeys.option_original_dungeon:
patches.inventory.advancedInventorySubscreen(rom)
patches.inventory.moreSlots(rom)
if settings.witch:
if world.ladxr_settings.witch:
patches.witch.updateWitch(rom)
patches.softlock.fixAll(rom)
patches.maptweaks.tweakMap(rom)
@@ -158,9 +164,9 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
patches.tarin.updateTarin(rom)
patches.fishingMinigame.updateFinishingMinigame(rom)
patches.health.upgradeHealthContainers(rom)
if settings.owlstatues in ("dungeon", "both"):
if world.ladxr_settings.owlstatues in ("dungeon", "both"):
patches.owl.upgradeDungeonOwlStatues(rom)
if settings.owlstatues in ("overworld", "both"):
if world.ladxr_settings.owlstatues in ("overworld", "both"):
patches.owl.upgradeOverworldOwlStatues(rom)
patches.goldenLeaf.fixGoldenLeaf(rom)
patches.heartPiece.fixHeartPiece(rom)
@@ -170,106 +176,110 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
patches.songs.upgradeMarin(rom)
patches.songs.upgradeManbo(rom)
patches.songs.upgradeMamu(rom)
if settings.tradequest:
patches.tradeSequence.patchTradeSequence(rom, settings.boomerang)
if world.ladxr_settings.tradequest:
patches.tradeSequence.patchTradeSequence(rom, world.ladxr_settings.boomerang)
else:
# Monkey bridge patch, always have the bridge there.
rom.patch(0x00, 0x333D, assembler.ASM("bit 4, e\njr Z, $05"), b"", fill_nop=True)
patches.bowwow.fixBowwow(rom, everywhere=settings.bowwow != 'normal')
if settings.bowwow != 'normal':
patches.bowwow.fixBowwow(rom, everywhere=world.ladxr_settings.bowwow != 'normal')
if world.ladxr_settings.bowwow != 'normal':
patches.bowwow.bowwowMapPatches(rom)
patches.desert.desertAccess(rom)
if settings.overworld == 'dungeondive':
if world.ladxr_settings.overworld == 'dungeondive':
patches.overworld.patchOverworldTilesets(rom)
patches.overworld.createDungeonOnlyOverworld(rom)
elif settings.overworld == 'nodungeons':
elif world.ladxr_settings.overworld == 'nodungeons':
patches.dungeon.patchNoDungeons(rom)
elif settings.overworld == 'random':
elif world.ladxr_settings.overworld == 'random':
patches.overworld.patchOverworldTilesets(rom)
mapgen.store_map(rom, logic.world.map)
mapgen.store_map(rom, world.ladxr_logic.world.map)
#if settings.dungeon_items == 'keysy':
# patches.dungeon.removeKeyDoors(rom)
# patches.reduceRNG.slowdownThreeOfAKind(rom)
patches.reduceRNG.fixHorseHeads(rom)
patches.bomb.onlyDropBombsWhenHaveBombs(rom)
if ap_settings['music_change_condition'] == MusicChangeCondition.option_always:
if world.options.music_change_condition == MusicChangeCondition.option_always:
patches.aesthetics.noSwordMusic(rom)
patches.aesthetics.reduceMessageLengths(rom, rnd)
patches.aesthetics.reduceMessageLengths(rom, world.random)
patches.aesthetics.allowColorDungeonSpritesEverywhere(rom)
if settings.music == 'random':
patches.music.randomizeMusic(rom, rnd)
elif settings.music == 'off':
if world.ladxr_settings.music == 'random':
patches.music.randomizeMusic(rom, world.random)
elif world.ladxr_settings.music == 'off':
patches.music.noMusic(rom)
if settings.noflash:
if world.ladxr_settings.noflash:
patches.aesthetics.removeFlashingLights(rom)
if settings.hardmode == "oracle":
if world.ladxr_settings.hardmode == "oracle":
patches.hardMode.oracleMode(rom)
elif settings.hardmode == "hero":
elif world.ladxr_settings.hardmode == "hero":
patches.hardMode.heroMode(rom)
elif settings.hardmode == "ohko":
elif world.ladxr_settings.hardmode == "ohko":
patches.hardMode.oneHitKO(rom)
if settings.superweapons:
if world.ladxr_settings.superweapons:
patches.weapons.patchSuperWeapons(rom)
if settings.textmode == 'fast':
if world.ladxr_settings.textmode == 'fast':
patches.aesthetics.fastText(rom)
if settings.textmode == 'none':
if world.ladxr_settings.textmode == 'none':
patches.aesthetics.fastText(rom)
patches.aesthetics.noText(rom)
if not settings.nagmessages:
if not world.ladxr_settings.nagmessages:
patches.aesthetics.removeNagMessages(rom)
if settings.lowhpbeep == 'slow':
if world.ladxr_settings.lowhpbeep == 'slow':
patches.aesthetics.slowLowHPBeep(rom)
if settings.lowhpbeep == 'none':
if world.ladxr_settings.lowhpbeep == 'none':
patches.aesthetics.removeLowHPBeep(rom)
if 0 <= int(settings.linkspalette):
patches.aesthetics.forceLinksPalette(rom, int(settings.linkspalette))
if 0 <= int(world.ladxr_settings.linkspalette):
patches.aesthetics.forceLinksPalette(rom, int(world.ladxr_settings.linkspalette))
if args.romdebugmode:
# The default rom has this build in, just need to set a flag and we get this save.
rom.patch(0, 0x0003, "00", "01")
# Patch the sword check on the shopkeeper turning around.
if settings.steal == 'never':
if world.ladxr_settings.steal == 'never':
rom.patch(4, 0x36F9, "FA4EDB", "3E0000")
elif settings.steal == 'always':
elif world.ladxr_settings.steal == 'always':
rom.patch(4, 0x36F9, "FA4EDB", "3E0100")
if settings.hpmode == 'inverted':
if world.ladxr_settings.hpmode == 'inverted':
patches.health.setStartHealth(rom, 9)
elif settings.hpmode == '1':
elif world.ladxr_settings.hpmode == '1':
patches.health.setStartHealth(rom, 1)
patches.inventory.songSelectAfterOcarinaSelect(rom)
if settings.quickswap == 'a':
if world.ladxr_settings.quickswap == 'a':
patches.core.quickswap(rom, 1)
elif settings.quickswap == 'b':
elif world.ladxr_settings.quickswap == 'b':
patches.core.quickswap(rom, 0)
patches.core.addBootsControls(rom, ap_settings['boots_controls'])
patches.core.addBootsControls(rom, world.options.boots_controls)
world_setup = logic.world_setup
world_setup = world.ladxr_logic.world_setup
JUNK_HINT = 0.33
RANDOM_HINT= 0.66
# USEFUL_HINT = 1.0
# TODO: filter events, filter unshuffled keys
all_items = multiworld.get_items()
our_items = [item for item in all_items if item.player == player_id and item.location and item.code is not None and item.location.show_in_spoiler]
all_items = world.multiworld.get_items()
our_items = [item for item in all_items
if item.player == world.player
and item.location
and item.code is not None
and item.location.show_in_spoiler]
our_useful_items = [item for item in our_items if ItemClassification.progression in item.classification]
def gen_hint():
chance = rnd.uniform(0, 1)
chance = world.random.uniform(0, 1)
if chance < JUNK_HINT:
return None
elif chance < RANDOM_HINT:
location = rnd.choice(our_items).location
location = world.random.choice(our_items).location
else: # USEFUL_HINT
location = rnd.choice(our_useful_items).location
location = world.random.choice(our_useful_items).location
if location.item.player == player_id:
if location.item.player == world.player:
name = "Your"
else:
name = f"{multiworld.player_name[location.item.player]}'s"
name = f"{world.multiworld.player_name[location.item.player]}'s"
if isinstance(location, LinksAwakeningLocation):
location_name = location.ladxr_item.metadata.name
@@ -277,8 +287,8 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
location_name = location.name
hint = f"{name} {location.item} is at {location_name}"
if location.player != player_id:
hint += f" in {multiworld.player_name[location.player]}'s world"
if location.player != world.player:
hint += f" in {world.multiworld.player_name[location.player]}'s world"
# Cap hint size at 85
# Realistically we could go bigger but let's be safe instead
@@ -286,7 +296,7 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
return hint
hints.addHints(rom, rnd, gen_hint)
hints.addHints(rom, world.random, gen_hint)
if world_setup.goal == "raft":
patches.goal.setRaftGoal(rom)
@@ -299,7 +309,7 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
# Patch the generated logic into the rom
patches.chest.setMultiChest(rom, world_setup.multichest)
if settings.overworld not in {"dungeondive", "random"}:
if world.ladxr_settings.overworld not in {"dungeondive", "random"}:
patches.entrances.changeEntrances(rom, world_setup.entrance_mapping)
for spot in item_list:
if spot.item and spot.item.startswith("*"):
@@ -318,15 +328,16 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
patches.core.addFrameCounter(rom, len(item_list))
patches.core.warpHome(rom) # Needs to be done after setting the start location.
patches.titleScreen.setRomInfo(rom, auth, seed_name, settings, player_name, player_id)
if ap_settings["ap_title_screen"]:
patches.titleScreen.setRomInfo(rom, world.multi_key, world.multiworld.seed_name, world.ladxr_settings,
world.player_name, world.player)
if world.options.ap_title_screen:
patches.titleScreen.setTitleGraphics(rom)
patches.endscreen.updateEndScreen(rom)
patches.aesthetics.updateSpriteData(rom)
if args.doubletrouble:
patches.enemies.doubleTrouble(rom)
if ap_settings["text_shuffle"]:
if world.options.text_shuffle:
buckets = defaultdict(list)
# For each ROM bank, shuffle text within the bank
for n, data in enumerate(rom.texts._PointerTable__data):
@@ -336,20 +347,20 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
for bucket in buckets.values():
# For each bucket, make a copy and shuffle
shuffled = bucket.copy()
rnd.shuffle(shuffled)
world.random.shuffle(shuffled)
# Then put new text in
for bucket_idx, (orig_idx, data) in enumerate(bucket):
rom.texts[shuffled[bucket_idx][0]] = data
if ap_settings["trendy_game"] != TrendyGame.option_normal:
if world.options.trendy_game != TrendyGame.option_normal:
# TODO: if 0 or 4, 5, remove inaccurate conveyor tiles
room_editor = RoomEditor(rom, 0x2A0)
if ap_settings["trendy_game"] == TrendyGame.option_easy:
if world.options.trendy_game == TrendyGame.option_easy:
# Set physics flag on all objects
for i in range(0, 6):
rom.banks[0x4][0x6F1E + i -0x4000] = 0x4
@@ -360,7 +371,7 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
# Add new conveyor to "push" yoshi (it's only a visual)
room_editor.objects.append(Object(5, 3, 0xD0))
if int(ap_settings["trendy_game"]) >= TrendyGame.option_harder:
if world.options.trendy_game >= TrendyGame.option_harder:
"""
Data_004_76A0::
db $FC, $00, $04, $00, $00
@@ -374,12 +385,12 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
TrendyGame.option_impossible: (3, 16),
}
def speed():
return rnd.randint(*speeds[ap_settings["trendy_game"]])
return world.random.randint(*speeds[world.options.trendy_game])
rom.banks[0x4][0x76A0-0x4000] = 0xFF - speed()
rom.banks[0x4][0x76A2-0x4000] = speed()
rom.banks[0x4][0x76A6-0x4000] = speed()
rom.banks[0x4][0x76A8-0x4000] = 0xFF - speed()
if int(ap_settings["trendy_game"]) >= TrendyGame.option_hardest:
if world.options.trendy_game >= TrendyGame.option_hardest:
rom.banks[0x4][0x76A1-0x4000] = 0xFF - speed()
rom.banks[0x4][0x76A3-0x4000] = speed()
rom.banks[0x4][0x76A5-0x4000] = speed()
@@ -403,10 +414,10 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
for channel in range(3):
color[channel] = color[channel] * 31 // 0xbc
if ap_settings["warp_improvements"]:
patches.core.addWarpImprovements(rom, ap_settings["additional_warp_points"])
if world.options.warp_improvements:
patches.core.addWarpImprovements(rom, world.options.additional_warp_points)
palette = ap_settings["palette"]
palette = world.options.palette
if palette != Palette.option_normal:
ranges = {
# Object palettes
@@ -472,8 +483,8 @@ def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, m
SEED_LOCATION = 0x0134
# Patch over the title
assert(len(auth) == 12)
rom.patch(0x00, SEED_LOCATION, None, binascii.hexlify(auth))
assert(len(world.multi_key) == 12)
rom.patch(0x00, SEED_LOCATION, None, binascii.hexlify(world.multi_key))
for pymod in pymods:
pymod.postPatch(rom)

View File

@@ -19,7 +19,7 @@ class DroppedKey(ItemInfo):
extra = 0x01F8
super().__init__(room, extra)
def patch(self, rom, option, *, multiworld=None):
if (option.startswith(MAP) and option != MAP) or (option.startswith(COMPASS) and option != COMPASS) or option.startswith(STONE_BEAK) or (option.startswith(NIGHTMARE_KEY) and option != NIGHTMARE_KEY )or (option.startswith(KEY) and option != KEY):
if (option.startswith(MAP) and option != MAP) or (option.startswith(COMPASS) and option != COMPASS) or (option.startswith(STONE_BEAK) and option != STONE_BEAK) or (option.startswith(NIGHTMARE_KEY) and option != NIGHTMARE_KEY) or (option.startswith(KEY) and option != KEY):
if option[-1] == 'P':
print(option)
if self._location.dungeon == int(option[-1]) and multiworld is None and self.room not in {0x166, 0x223}:

View File

@@ -1,7 +1,9 @@
from dataclasses import dataclass
import os.path
import typing
import logging
from Options import Choice, Option, Toggle, DefaultOnToggle, Range, FreeText
from Options import Choice, Toggle, DefaultOnToggle, Range, FreeText, PerGameCommonOptions, OptionGroup
from collections import defaultdict
import Utils
@@ -14,7 +16,7 @@ class LADXROption:
def to_ladxr_option(self, all_options):
if not self.ladxr_name:
return None, None
return (self.ladxr_name, self.name_lookup[self.value].replace("_", ""))
@@ -32,9 +34,10 @@ class Logic(Choice, LADXROption):
option_hard = 2
option_glitched = 3
option_hell = 4
default = option_normal
class TradeQuest(DefaultOffToggle, LADXROption):
"""
[On] adds the trade items to the pool (the trade locations will always be local items)
@@ -43,11 +46,14 @@ class TradeQuest(DefaultOffToggle, LADXROption):
display_name = "Trade Quest"
ladxr_name = "tradequest"
class TextShuffle(DefaultOffToggle):
"""
[On] Shuffles all the text in the game
[Off] (default) doesn't shuffle them.
"""
display_name = "Text Shuffle"
class Rooster(DefaultOnToggle, LADXROption):
"""
@@ -57,16 +63,19 @@ class Rooster(DefaultOnToggle, LADXROption):
display_name = "Rooster"
ladxr_name = "rooster"
class Boomerang(Choice):
"""
[Normal] requires Magnifying Lens to get the boomerang.
[Gift] The boomerang salesman will give you a random item, and the boomerang is shuffled.
"""
display_name = "Boomerang"
normal = 0
gift = 1
default = gift
class EntranceShuffle(Choice, LADXROption):
"""
[WARNING] Experimental, may fail to fill
@@ -75,19 +84,20 @@ class EntranceShuffle(Choice, LADXROption):
If random start location and/or dungeon shuffle is enabled, then these will be shuffled with all the non-connector entrance pool.
Note, some entrances can lead into water, use the warp-to-home from the save&quit menu to escape this."""
#[Advanced] Simple, but two-way connector caves are shuffled in their own pool as well.
#[Expert] Advanced, but caves/houses without items are also shuffled into the Simple entrance pool.
#[Insanity] Expert, but the Raft Minigame hut and Mamu's cave are added to the non-connector pool.
# [Advanced] Simple, but two-way connector caves are shuffled in their own pool as well.
# [Expert] Advanced, but caves/houses without items are also shuffled into the Simple entrance pool.
# [Insanity] Expert, but the Raft Minigame hut and Mamu's cave are added to the non-connector pool.
option_none = 0
option_simple = 1
#option_advanced = 2
#option_expert = 3
#option_insanity = 4
# option_advanced = 2
# option_expert = 3
# option_insanity = 4
default = option_none
display_name = "Experimental Entrance Shuffle"
ladxr_name = "entranceshuffle"
class DungeonShuffle(DefaultOffToggle, LADXROption):
"""
[WARNING] Experimental, may fail to fill
@@ -96,13 +106,16 @@ class DungeonShuffle(DefaultOffToggle, LADXROption):
display_name = "Experimental Dungeon Shuffle"
ladxr_name = "dungeonshuffle"
class APTitleScreen(DefaultOnToggle):
"""
Enables AP specific title screen and disables the intro cutscene
"""
display_name = "AP Title Screen"
class BossShuffle(Choice):
display_name = "Boss Shuffle"
none = 0
shuffle = 1
random = 2
@@ -110,15 +123,18 @@ class BossShuffle(Choice):
class DungeonItemShuffle(Choice):
display_name = "Dungeon Item Shuffle"
option_original_dungeon = 0
option_own_dungeons = 1
option_own_world = 2
option_any_world = 3
option_different_world = 4
#option_delete = 5
#option_start_with = 6
# option_delete = 5
# option_start_with = 6
alias_true = 3
alias_false = 0
ladxr_item: str
class ShuffleNightmareKeys(DungeonItemShuffle):
"""
@@ -132,6 +148,7 @@ class ShuffleNightmareKeys(DungeonItemShuffle):
display_name = "Shuffle Nightmare Keys"
ladxr_item = "NIGHTMARE_KEY"
class ShuffleSmallKeys(DungeonItemShuffle):
"""
Shuffle Small Keys
@@ -143,6 +160,8 @@ class ShuffleSmallKeys(DungeonItemShuffle):
"""
display_name = "Shuffle Small Keys"
ladxr_item = "KEY"
class ShuffleMaps(DungeonItemShuffle):
"""
Shuffle Dungeon Maps
@@ -155,6 +174,7 @@ class ShuffleMaps(DungeonItemShuffle):
display_name = "Shuffle Maps"
ladxr_item = "MAP"
class ShuffleCompasses(DungeonItemShuffle):
"""
Shuffle Dungeon Compasses
@@ -167,6 +187,7 @@ class ShuffleCompasses(DungeonItemShuffle):
display_name = "Shuffle Compasses"
ladxr_item = "COMPASS"
class ShuffleStoneBeaks(DungeonItemShuffle):
"""
Shuffle Owl Beaks
@@ -179,6 +200,7 @@ class ShuffleStoneBeaks(DungeonItemShuffle):
display_name = "Shuffle Stone Beaks"
ladxr_item = "STONE_BEAK"
class ShuffleInstruments(DungeonItemShuffle):
"""
Shuffle Instruments
@@ -195,6 +217,7 @@ class ShuffleInstruments(DungeonItemShuffle):
option_vanilla = 100
alias_false = 100
class Goal(Choice, LADXROption):
"""
The Goal of the game
@@ -207,7 +230,7 @@ class Goal(Choice, LADXROption):
option_instruments = 1
option_seashells = 2
option_open = 3
default = option_instruments
def to_ladxr_option(self, all_options):
@@ -216,6 +239,7 @@ class Goal(Choice, LADXROption):
else:
return LADXROption.to_ladxr_option(self, all_options)
class InstrumentCount(Range, LADXROption):
"""
Sets the number of instruments required to open the Egg
@@ -226,6 +250,7 @@ class InstrumentCount(Range, LADXROption):
range_end = 8
default = 8
class NagMessages(DefaultOffToggle, LADXROption):
"""
Controls if nag messages are shown when rocks and crystals are touched. Useful for glitches, annoying for everyone else.
@@ -233,6 +258,7 @@ class NagMessages(DefaultOffToggle, LADXROption):
display_name = "Nag Messages"
ladxr_name = "nagmessages"
class MusicChangeCondition(Choice):
"""
Controls how the music changes.
@@ -243,6 +269,8 @@ class MusicChangeCondition(Choice):
option_sword = 0
option_always = 1
default = option_always
# Setting('hpmode', 'Gameplay', 'm', 'Health mode', options=[('default', '', 'Normal'), ('inverted', 'i', 'Inverted'), ('1', '1', 'Start with 1 heart'), ('low', 'l', 'Low max')], default='default',
# description="""
# [Normal} health works as you would expect.
@@ -267,10 +295,12 @@ class Bowwow(Choice):
[Normal] BowWow is in the item pool, but can be logically expected as a damage source.
[Swordless] The progressive swords are removed from the item pool.
"""
display_name = "BowWow"
normal = 0
swordless = 1
default = normal
class Overworld(Choice, LADXROption):
"""
[Dungeon Dive] Create a different overworld where all the dungeons are directly accessible and almost no chests are located in the overworld.
@@ -284,9 +314,10 @@ class Overworld(Choice, LADXROption):
# option_shuffled = 3
default = option_normal
#Setting('superweapons', 'Special', 'q', 'Enable super weapons', default=False,
# Setting('superweapons', 'Special', 'q', 'Enable super weapons', default=False,
# description='All items will be more powerful, faster, harder, bigger stronger. You name it.'),
#Setting('quickswap', 'User options', 'Q', 'Quickswap', options=[('none', '', 'Disabled'), ('a', 'a', 'Swap A button'), ('b', 'b', 'Swap B button')], default='none',
# Setting('quickswap', 'User options', 'Q', 'Quickswap', options=[('none', '', 'Disabled'), ('a', 'a', 'Swap A button'), ('b', 'b', 'Swap B button')], default='none',
# description='Adds that the select button swaps with either A or B. The item is swapped with the top inventory slot. The map is not available when quickswap is enabled.',
# aesthetic=True),
# Setting('textmode', 'User options', 'f', 'Text mode', options=[('fast', '', 'Fast'), ('default', 'd', 'Normal'), ('none', 'n', 'No-text')], default='fast',
@@ -329,7 +360,7 @@ class BootsControls(Choice):
option_bracelet = 1
option_press_a = 2
option_press_b = 3
class LinkPalette(Choice, LADXROption):
"""
@@ -352,6 +383,7 @@ class LinkPalette(Choice, LADXROption):
def to_ladxr_option(self, all_options):
return self.ladxr_name, str(self.value)
class TrendyGame(Choice):
"""
[Easy] All of the items hold still for you
@@ -370,6 +402,7 @@ class TrendyGame(Choice):
option_impossible = 5
default = option_normal
class GfxMod(FreeText, LADXROption):
"""
Sets the sprite for link, among other things
@@ -380,7 +413,7 @@ class GfxMod(FreeText, LADXROption):
normal = ''
default = 'Link'
__spriteDir: str = Utils.local_path(os.path.join('data', 'sprites','ladx'))
__spriteDir: str = Utils.local_path(os.path.join('data', 'sprites', 'ladx'))
__spriteFiles: typing.DefaultDict[str, typing.List[str]] = defaultdict(list)
extensions = [".bin", ".bdiff", ".png", ".bmp"]
@@ -389,16 +422,15 @@ class GfxMod(FreeText, LADXROption):
name, extension = os.path.splitext(file)
if extension in extensions:
__spriteFiles[name].append(file)
def __init__(self, value: str):
super().__init__(value)
def verify(self, world, player_name: str, plando_options) -> None:
if self.value == "Link" or self.value in GfxMod.__spriteFiles:
return
raise Exception(f"LADX Sprite '{self.value}' not found. Possible sprites are: {['Link'] + list(GfxMod.__spriteFiles.keys())}")
raise Exception(
f"LADX Sprite '{self.value}' not found. Possible sprites are: {['Link'] + list(GfxMod.__spriteFiles.keys())}")
def to_ladxr_option(self, all_options):
if self.value == -1 or self.value == "Link":
@@ -407,10 +439,12 @@ class GfxMod(FreeText, LADXROption):
assert self.value in GfxMod.__spriteFiles
if len(GfxMod.__spriteFiles[self.value]) > 1:
logger.warning(f"{self.value} does not uniquely identify a file. Possible matches: {GfxMod.__spriteFiles[self.value]}. Using {GfxMod.__spriteFiles[self.value][0]}")
logger.warning(
f"{self.value} does not uniquely identify a file. Possible matches: {GfxMod.__spriteFiles[self.value]}. Using {GfxMod.__spriteFiles[self.value][0]}")
return self.ladxr_name, self.__spriteDir + "/" + GfxMod.__spriteFiles[self.value][0]
class Palette(Choice):
"""
Sets the palette for the game.
@@ -430,18 +464,19 @@ class Palette(Choice):
option_pink = 4
option_inverted = 5
class Music(Choice, LADXROption):
"""
[Vanilla] Regular Music
[Shuffled] Shuffled Music
[Off] No music
"""
display_name = "Music"
ladxr_name = "music"
option_vanilla = 0
option_shuffled = 1
option_off = 2
def to_ladxr_option(self, all_options):
s = ""
if self.value == self.option_shuffled:
@@ -450,55 +485,97 @@ class Music(Choice, LADXROption):
s = "off"
return self.ladxr_name, s
class WarpImprovements(DefaultOffToggle):
"""
[On] Adds remake style warp screen to the game. Choose your warp destination on the map after jumping in a portal and press B to select.
[Off] No change
"""
display_name = "Warp Improvements"
class AdditionalWarpPoints(DefaultOffToggle):
"""
[On] (requires warp improvements) Adds a warp point at Crazy Tracy's house (the Mambo teleport spot) and Eagle's Tower
[Off] No change
"""
display_name = "Additional Warp Points"
links_awakening_options: typing.Dict[str, typing.Type[Option]] = {
'logic': Logic,
ladx_option_groups = [
OptionGroup("Goal Options", [
Goal,
InstrumentCount,
]),
OptionGroup("Shuffles", [
ShuffleInstruments,
ShuffleNightmareKeys,
ShuffleSmallKeys,
ShuffleMaps,
ShuffleCompasses,
ShuffleStoneBeaks
]),
OptionGroup("Warp Points", [
WarpImprovements,
AdditionalWarpPoints,
]),
OptionGroup("Miscellaneous", [
TradeQuest,
Rooster,
TrendyGame,
NagMessages,
BootsControls
]),
OptionGroup("Experimental", [
DungeonShuffle,
EntranceShuffle
]),
OptionGroup("Visuals & Sound", [
LinkPalette,
Palette,
TextShuffle,
APTitleScreen,
GfxMod,
Music,
MusicChangeCondition
])
]
@dataclass
class LinksAwakeningOptions(PerGameCommonOptions):
logic: Logic
# 'heartpiece': DefaultOnToggle, # description='Includes heart pieces in the item pool'),
# 'seashells': DefaultOnToggle, # description='Randomizes the secret sea shells hiding in the ground/trees. (chest are always randomized)'),
# 'heartcontainers': DefaultOnToggle, # description='Includes boss heart container drops in the item pool'),
# 'instruments': DefaultOffToggle, # description='Instruments are placed on random locations, dungeon goal will just contain a random item.'),
'tradequest': TradeQuest, # description='Trade quest items are randomized, each NPC takes its normal trade quest item, but gives a random item'),
tradequest: TradeQuest # description='Trade quest items are randomized, each NPC takes its normal trade quest item, but gives a random item'),
# 'witch': DefaultOnToggle, # description='Adds both the toadstool and the reward for giving the toadstool to the witch to the item pool'),
'rooster': Rooster, # description='Adds the rooster to the item pool. Without this option, the rooster spot is still a check giving an item. But you will never find the rooster. Any rooster spot is accessible without rooster by other means.'),
rooster: Rooster # description='Adds the rooster to the item pool. Without this option, the rooster spot is still a check giving an item. But you will never find the rooster. Any rooster spot is accessible without rooster by other means.'),
# 'boomerang': Boomerang,
# 'randomstartlocation': DefaultOffToggle, # 'Randomize where your starting house is located'),
'experimental_dungeon_shuffle': DungeonShuffle, # 'Randomizes the dungeon that each dungeon entrance leads to'),
'experimental_entrance_shuffle': EntranceShuffle,
experimental_dungeon_shuffle: DungeonShuffle # 'Randomizes the dungeon that each dungeon entrance leads to'),
experimental_entrance_shuffle: EntranceShuffle
# 'bossshuffle': BossShuffle,
# 'minibossshuffle': BossShuffle,
'goal': Goal,
'instrument_count': InstrumentCount,
goal: Goal
instrument_count: InstrumentCount
# 'itempool': ItemPool,
# 'bowwow': Bowwow,
# 'overworld': Overworld,
'link_palette': LinkPalette,
'warp_improvements': WarpImprovements,
'additional_warp_points': AdditionalWarpPoints,
'trendy_game': TrendyGame,
'gfxmod': GfxMod,
'palette': Palette,
'text_shuffle': TextShuffle,
'shuffle_nightmare_keys': ShuffleNightmareKeys,
'shuffle_small_keys': ShuffleSmallKeys,
'shuffle_maps': ShuffleMaps,
'shuffle_compasses': ShuffleCompasses,
'shuffle_stone_beaks': ShuffleStoneBeaks,
'music': Music,
'shuffle_instruments': ShuffleInstruments,
'music_change_condition': MusicChangeCondition,
'nag_messages': NagMessages,
'ap_title_screen': APTitleScreen,
'boots_controls': BootsControls,
}
link_palette: LinkPalette
warp_improvements: WarpImprovements
additional_warp_points: AdditionalWarpPoints
trendy_game: TrendyGame
gfxmod: GfxMod
palette: Palette
text_shuffle: TextShuffle
shuffle_nightmare_keys: ShuffleNightmareKeys
shuffle_small_keys: ShuffleSmallKeys
shuffle_maps: ShuffleMaps
shuffle_compasses: ShuffleCompasses
shuffle_stone_beaks: ShuffleStoneBeaks
music: Music
shuffle_instruments: ShuffleInstruments
music_change_condition: MusicChangeCondition
nag_messages: NagMessages
ap_title_screen: APTitleScreen
boots_controls: BootsControls

View File

@@ -1,4 +1,4 @@
import settings
import worlds.Files
import hashlib
import Utils
@@ -32,7 +32,7 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
options = settings.get_settings()
if not file_name:
file_name = options["ladx_options"]["rom_file"]
if not os.path.exists(file_name):

View File

@@ -1,4 +1,4 @@
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from .LADXR.checkMetadata import checkMetadataTable
import json
import logging
import websockets

View File

@@ -1,4 +1,5 @@
import binascii
import dataclasses
import os
import pkgutil
import tempfile
@@ -17,13 +18,13 @@ from .LADXR import generator
from .LADXR.itempool import ItemPool as LADXRItemPool
from .LADXR.locations.constants import CHEST_ITEMS
from .LADXR.locations.instrument import Instrument
from .LADXR.logic import Logic as LAXDRLogic
from .LADXR.logic import Logic as LADXRLogic
from .LADXR.main import get_parser
from .LADXR.settings import Settings as LADXRSettings
from .LADXR.worldSetup import WorldSetup as LADXRWorldSetup
from .Locations import (LinksAwakeningLocation, LinksAwakeningRegion,
create_regions_from_ladxr, get_locations_to_id)
from .Options import DungeonItemShuffle, links_awakening_options, ShuffleInstruments
from .Options import DungeonItemShuffle, ShuffleInstruments, LinksAwakeningOptions, ladx_option_groups
from .Rom import LADXDeltaPatch, get_base_rom_path
DEVELOPER_MODE = False
@@ -64,7 +65,7 @@ class LinksAwakeningWebWorld(WebWorld):
["zig"]
)]
theme = "dirt"
option_groups = ladx_option_groups
class LinksAwakeningWorld(World):
"""
@@ -73,8 +74,9 @@ class LinksAwakeningWorld(World):
"""
game = LINKS_AWAKENING # name of the game/world
web = LinksAwakeningWebWorld()
option_definitions = links_awakening_options # options the player can set
options_dataclass = LinksAwakeningOptions
options: LinksAwakeningOptions
settings: typing.ClassVar[LinksAwakeningSettings]
topology_present = True # show path to required location checks in spoiler
@@ -102,7 +104,11 @@ class LinksAwakeningWorld(World):
prefill_dungeon_items = None
player_options = None
ladxr_settings: LADXRSettings
ladxr_logic: LADXRLogic
ladxr_itempool: LADXRItemPool
multi_key: bytearray
rupees = {
ItemName.RUPEES_20: 20,
@@ -113,17 +119,13 @@ class LinksAwakeningWorld(World):
}
def convert_ap_options_to_ladxr_logic(self):
self.player_options = {
option: getattr(self.multiworld, option)[self.player] for option in self.option_definitions
}
self.ladxr_settings = LADXRSettings(dataclasses.asdict(self.options))
self.laxdr_options = LADXRSettings(self.player_options)
self.laxdr_options.validate()
self.ladxr_settings.validate()
world_setup = LADXRWorldSetup()
world_setup.randomize(self.laxdr_options, self.multiworld.random)
self.ladxr_logic = LAXDRLogic(configuration_options=self.laxdr_options, world_setup=world_setup)
self.ladxr_itempool = LADXRItemPool(self.ladxr_logic, self.laxdr_options, self.multiworld.random).toDict()
world_setup.randomize(self.ladxr_settings, self.random)
self.ladxr_logic = LADXRLogic(configuration_options=self.ladxr_settings, world_setup=world_setup)
self.ladxr_itempool = LADXRItemPool(self.ladxr_logic, self.ladxr_settings, self.random).toDict()
def create_regions(self) -> None:
# Initialize
@@ -180,8 +182,8 @@ class LinksAwakeningWorld(World):
# For any and different world, set item rule instead
for dungeon_item_type in ["maps", "compasses", "small_keys", "nightmare_keys", "stone_beaks", "instruments"]:
option = "shuffle_" + dungeon_item_type
option = self.player_options[option]
option_name = "shuffle_" + dungeon_item_type
option: DungeonItemShuffle = getattr(self.options, option_name)
dungeon_item_types[option.ladxr_item] = option.value
@@ -189,11 +191,11 @@ class LinksAwakeningWorld(World):
num_items = 8 if dungeon_item_type == "instruments" else 9
if option.value == DungeonItemShuffle.option_own_world:
self.multiworld.local_items[self.player].value |= {
self.options.local_items.value |= {
ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
}
elif option.value == DungeonItemShuffle.option_different_world:
self.multiworld.non_local_items[self.player].value |= {
self.options.non_local_items.value |= {
ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
}
# option_original_dungeon = 0
@@ -215,7 +217,7 @@ class LinksAwakeningWorld(World):
else:
item = self.create_item(item_name)
if not self.multiworld.tradequest[self.player] and isinstance(item.item_data, TradeItemData):
if not self.options.tradequest and isinstance(item.item_data, TradeItemData):
location = self.multiworld.get_location(item.item_data.vanilla_location, self.player)
location.place_locked_item(item)
location.show_in_spoiler = False
@@ -287,7 +289,7 @@ class LinksAwakeningWorld(World):
if item.player == self.player
and item.item_data.ladxr_id in start_loc.ladxr_item.OPTIONS and not item.location]
if possible_start_items:
index = self.multiworld.random.choice(possible_start_items)
index = self.random.choice(possible_start_items)
start_item = self.multiworld.itempool.pop(index)
start_loc.place_locked_item(start_item)
@@ -336,7 +338,7 @@ class LinksAwakeningWorld(World):
# Get the list of locations and shuffle
all_dungeon_locs_to_fill = sorted(all_dungeon_locs)
self.multiworld.random.shuffle(all_dungeon_locs_to_fill)
self.random.shuffle(all_dungeon_locs_to_fill)
# Get the list of items and sort by priority
def priority(item):
@@ -465,34 +467,19 @@ class LinksAwakeningWorld(World):
loc.ladxr_item.location_owner = self.player
rom_name = Rom.get_base_rom_path()
out_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.multiworld.player_name[self.player]}.gbc"
out_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.player_name}.gbc"
out_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.gbc")
parser = get_parser()
args = parser.parse_args([rom_name, "-o", out_name, "--dump"])
name_for_rom = self.multiworld.player_name[self.player]
all_names = [self.multiworld.player_name[i + 1] for i in range(len(self.multiworld.player_name))]
rom = generator.generateRom(
args,
self.laxdr_options,
self.player_options,
self.multi_key,
self.multiworld.seed_name,
self.ladxr_logic,
rnd=self.multiworld.per_slot_randoms[self.player],
player_name=name_for_rom,
player_names=all_names,
player_id = self.player,
multiworld=self.multiworld)
rom = generator.generateRom(args, self)
with open(out_path, "wb") as handle:
rom.save(handle, name="LADXR")
# Write title screen after everything else is done - full gfxmods may stomp over the egg tiles
if self.player_options["ap_title_screen"]:
if self.options.ap_title_screen:
with tempfile.NamedTemporaryFile(delete=False) as title_patch:
title_patch.write(pkgutil.get_data(__name__, "LADXR/patches/title_screen.bdiff4"))
@@ -500,16 +487,16 @@ class LinksAwakeningWorld(World):
os.unlink(title_patch.name)
patch = LADXDeltaPatch(os.path.splitext(out_path)[0]+LADXDeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=out_path)
player_name=self.player_name, patched_path=out_path)
patch.write()
if not DEVELOPER_MODE:
os.unlink(out_path)
def generate_multi_key(self):
return bytearray(self.multiworld.random.getrandbits(8) for _ in range(10)) + self.player.to_bytes(2, 'big')
return bytearray(self.random.getrandbits(8) for _ in range(10)) + self.player.to_bytes(2, 'big')
def modify_multidata(self, multidata: dict):
multidata["connect_names"][binascii.hexlify(self.multi_key).decode()] = multidata["connect_names"][self.multiworld.player_name[self.player]]
multidata["connect_names"][binascii.hexlify(self.multi_key).decode()] = multidata["connect_names"][self.player_name]
def collect(self, state, item: Item) -> bool:
change = super().collect(state, item)

View File

@@ -231,6 +231,8 @@ class MessengerRules:
self.is_aerobatic,
"Autumn Hills Seal - Trip Saws":
self.has_wingsuit,
"Autumn Hills Seal - Double Swing Saws":
self.has_vertical,
# forlorn temple
"Forlorn Temple Seal - Rocket Maze":
self.has_vertical,
@@ -430,6 +432,8 @@ class MessengerHardRules(MessengerRules):
{
"Autumn Hills Seal - Spike Ball Darts":
lambda state: self.has_vertical(state) and self.has_windmill(state) or self.is_aerobatic(state),
"Autumn Hills Seal - Double Swing Saws":
lambda state: self.has_vertical(state) or self.can_destroy_projectiles(state),
"Bamboo Creek - Claustro":
self.has_wingsuit,
"Bamboo Creek Seal - Spike Ball Pits":

Binary file not shown.

View File

@@ -553,7 +553,17 @@ NOVA|73-4|Happy Otaku Pack Vol.19|True|6|8|10|
Heaven's Gradius|73-5|Happy Otaku Pack Vol.19|True|6|8|10|
Ray Tuning|74-0|CHUNITHM COURSE MUSE|True|6|8|10|
World Vanquisher|74-1|CHUNITHM COURSE MUSE|True|6|8|10|11
Territory Battles|74-2|CHUNITHM COURSE MUSE|True|5|7|9|
Tsukuyomi Ni Naru|74-2|CHUNITHM COURSE MUSE|False|5|7|9|
The wheel to the right|74-3|CHUNITHM COURSE MUSE|True|5|7|9|11
Climax|74-4|CHUNITHM COURSE MUSE|True|4|8|11|11
Spider's Thread|74-5|CHUNITHM COURSE MUSE|True|5|8|10|12
HIT ME UP|43-54|MD Plus Project|True|4|6|8|
Test Me feat. Uyeon|43-55|MD Plus Project|True|3|5|9|
Assault TAXI|43-56|MD Plus Project|True|4|7|10|
No|43-57|MD Plus Project|False|4|6|9|
Pop it|43-58|MD Plus Project|True|1|3|6|
HEARTBEAT! KyunKyun!|43-59|MD Plus Project|True|4|6|9|
SUPERHERO|75-0|Novice Rider Pack|False|2|4|7|
Highway_Summer|75-1|Novice Rider Pack|True|2|4|6|
Mx. Black Box|75-2|Novice Rider Pack|True|5|7|9|
Sweet Encounter|75-3|Novice Rider Pack|True|2|4|7|

View File

@@ -17,11 +17,12 @@
## Installing the Archipelago mod to Muse Dash
1. Download [MelonLoader.Installer.exe](https://github.com/LavaGang/MelonLoader/releases/latest) and run it.
2. Choose the automated tab, click the select button and browse to `MuseDash.exe`. Then click install.
2. Choose the automated tab, click the select button and browse to `MuseDash.exe`.
- You can find the folder in steam by finding the game in your library, right clicking it and choosing *Manage→Browse Local Files*.
- If you click the bar at the top telling you your current folder, this will give you a path you can copy. If you paste that into the window popped up by **MelonLoader**, it will automatically go to the same folder.
3. Run the game once, and wait until you get to the Muse Dash start screen before exiting.
4. Download the latest [Muse Dash Archipelago Mod](https://github.com/DeamonHunter/ArchipelagoMuseDash/releases/latest) and then extract that into the newly created `/Mods/` folder in MuseDash's install location.
3. Uncheck "Latest" and select v0.6.1. Then click install.
4. Run the game once, and wait until you get to the Muse Dash start screen before exiting.
5. Download the latest [Muse Dash Archipelago Mod](https://github.com/DeamonHunter/ArchipelagoMuseDash/releases/latest) and then extract that into the newly created `/Mods/` folder in MuseDash's install location.
- All files must be under the `/Mods/` folder and not within a sub folder inside of `/Mods/`
If you've successfully installed everything, a button will appear in the bottom right which will allow you to log into an Archipelago server.

View File

@@ -17,11 +17,12 @@
## Instalar el mod de Archipelago en Muse Dash
1. Descarga [MelonLoader.Installer.exe](https://github.com/LavaGang/MelonLoader/releases/latest) y ejecutalo.
2. Elije la pestaña "automated", haz clic en el botón "select" y busca tu `MuseDash.exe`. Luego haz clic en "install".
2. Elije la pestaña "automated", haz clic en el botón "select" y busca tu `MuseDash.exe`.
- Puedes encontrar la carpeta en Steam buscando el juego en tu biblioteca, haciendo clic derecho sobre el y elegir *Administrar→Ver archivos locales*.
- Si haces clic en la barra superior que te indica la carpeta en la que estas, te dará la dirección de ésta para que puedas copiarla. Al pegar esa dirección en la ventana que **MelonLoader** abre, irá automaticamente a esa carpeta.
3. Ejecuta el juego una vez, y espera hasta que aparezca la pantalla de inicio de Muse Dash antes de cerrarlo.
4. Descarga la última version de [Muse Dash Archipelago Mod](https://github.com/DeamonHunter/ArchipelagoMuseDash/releases/latest) y extraelo en la nueva carpeta creada llamada `/Mods/`, localizada en la carpeta de instalación de Muse Dash.
3. Desmarca "Latest" y selecciona v0.6.1. Luego haz clic en "install".
4. Ejecuta el juego una vez, y espera hasta que aparezca la pantalla de inicio de Muse Dash antes de cerrarlo.
5. Descarga la última version de [Muse Dash Archipelago Mod](https://github.com/DeamonHunter/ArchipelagoMuseDash/releases/latest) y extraelo en la nueva carpeta creada llamada `/Mods/`, localizada en la carpeta de instalación de Muse Dash.
- Todos los archivos deben ir directamente en la carpeta `/Mods/`, y NO en una subcarpeta dentro de la carpeta `/Mods/`
Si todo fue instalado correctamente, un botón aparecerá en la parte inferior derecha del juego una vez abierto, que te permitirá conectarte al servidor de Archipelago.

View File

@@ -173,6 +173,15 @@ class OOTWorld(World):
"Adult Trade Item": {"Pocket Egg", "Pocket Cucco", "Cojiro", "Odd Mushroom",
"Odd Potion", "Poachers Saw", "Broken Sword", "Prescription",
"Eyeball Frog", "Eyedrops", "Claim Check"},
"Keys": {"Small Key (Bottom of the Well)", "Small Key (Fire Temple)", "Small Key (Forest Temple)",
"Small Key (Ganons Castle)", "Small Key (Gerudo Training Ground)", "Small Key (Shadow Temple)",
"Small Key (Spirit Temple)", "Small Key (Thieves Hideout)", "Small Key (Water Temple)",
"Small Key Ring (Bottom of the Well)", "Small Key Ring (Fire Temple)",
"Small Key Ring (Forest Temple)", "Small Key Ring (Ganons Castle)",
"Small Key Ring (Gerudo Training Ground)", "Small Key Ring (Shadow Temple)",
"Small Key Ring (Spirit Temple)", "Small Key Ring (Thieves Hideout)", "Small Key Ring (Water Temple)",
"Boss Key (Fire Temple)", "Boss Key (Forest Temple)", "Boss Key (Ganons Castle)",
"Boss Key (Shadow Temple)", "Boss Key (Spirit Temple)", "Boss Key (Water Temple)"},
}
location_name_groups = build_location_name_groups()
@@ -1173,10 +1182,35 @@ class OOTWorld(World):
def fill_slot_data(self):
self.collectible_flags_available.wait()
return {
slot_data = {
'collectible_override_flags': self.collectible_override_flags,
'collectible_flag_offsets': self.collectible_flag_offsets
}
slot_data.update(self.options.as_dict(
"open_forest", "open_kakariko", "open_door_of_time", "zora_fountain", "gerudo_fortress",
"bridge", "bridge_stones", "bridge_medallions", "bridge_rewards", "bridge_tokens", "bridge_hearts",
"shuffle_ganon_bosskey", "ganon_bosskey_medallions", "ganon_bosskey_stones", "ganon_bosskey_rewards",
"ganon_bosskey_tokens", "ganon_bosskey_hearts", "trials",
"triforce_hunt", "triforce_goal", "extra_triforce_percentage",
"shopsanity", "shop_slots", "shopsanity_prices", "tokensanity",
"dungeon_shortcuts", "dungeon_shortcuts_list",
"mq_dungeons_mode", "mq_dungeons_list", "mq_dungeons_count",
"shuffle_interior_entrances", "shuffle_grotto_entrances", "shuffle_dungeon_entrances",
"shuffle_overworld_entrances", "shuffle_bosses", "key_rings", "key_rings_list", "enhance_map_compass",
"shuffle_mapcompass", "shuffle_smallkeys", "shuffle_hideoutkeys", "shuffle_bosskeys",
"logic_rules", "logic_no_night_tokens_without_suns_song", "logic_tricks",
"warp_songs", "shuffle_song_items","shuffle_medigoron_carpet_salesman", "shuffle_frog_song_rupees",
"shuffle_scrubs", "shuffle_child_trade", "shuffle_freestanding_items", "shuffle_pots", "shuffle_crates",
"shuffle_cows", "shuffle_beehives", "shuffle_kokiri_sword", "shuffle_ocarinas", "shuffle_gerudo_card",
"shuffle_beans", "starting_age", "bombchus_in_logic", "spawn_positions", "owl_drops",
"no_epona_race", "skip_some_minigame_phases", "complete_mask_quest", "free_scarecrow", "plant_beans",
"chicken_count", "big_poe_count", "fae_torch_count", "blue_fire_arrows",
"damage_multiplier", "deadly_bonks", "starting_tod", "junk_ice_traps",
"start_with_consumables", "adult_trade_start", "plando_connections"
)
)
return slot_data
def modify_multidata(self, multidata: dict):

View File

@@ -4,10 +4,11 @@ from random import Random
from worlds.AutoWorld import AutoWorldRegister
from test.general import setup_solo_multiworld
from worlds.overcooked2.Items import *
from worlds.overcooked2.Overcooked2Levels import Overcooked2Dlc, Overcooked2Level, OverworldRegion, overworld_region_by_level, level_id_to_shortname
from worlds.overcooked2.Logic import level_logic, overworld_region_logic, level_shuffle_factory
from worlds.overcooked2.Locations import oc2_location_name_to_id
from ..Items import *
from ..Overcooked2Levels import (Overcooked2Dlc, Overcooked2Level, OverworldRegion, overworld_region_by_level,
level_id_to_shortname)
from ..Logic import level_logic, overworld_region_logic, level_shuffle_factory
from ..Locations import oc2_location_name_to_id
class Overcooked2Test(unittest.TestCase):

View File

@@ -32,7 +32,13 @@ class FillerItemTypes(Choice):
option_both = 2
class IslandFrequencyLocations(Choice):
"""Sets where frequencies for story islands are located."""
"""Sets where frequencies for story islands are located.
Vanilla will keep frequencies in their vanilla, non-randomized locations.
Random On Island will randomize each frequency within its vanilla island, but will preserve island order.
Random Island Order will change the order you visit islands, but will preserve the vanilla location of each frequency unlock.
Random On Island Random Order will randomize the location containing the frequency on each island and randomize the order.
Progressive will randomize the frequencies to anywhere, but will always unlock the frequencies in vanilla order as the frequency items are received.
Anywhere will randomize the frequencies to anywhere, and frequencies will be received in any order."""
display_name = "Frequency locations"
option_vanilla = 0
option_random_on_island = 1
@@ -53,7 +59,8 @@ class IslandGenerationDistance(Choice):
default = 8
class ExpensiveResearch(Toggle):
"""Makes unlocking items in the Crafting Table consume the researched items."""
"""If No is selected, researching items and unlocking items in the Crafting Table works the same as vanilla Raft.
If Yes is selected, each unlock in the Crafting Table will require its own set of researched items in order to unlock it."""
display_name = "Expensive research"
class ProgressiveItems(DefaultOnToggle):
@@ -66,8 +73,7 @@ class BigIslandEarlyCrafting(Toggle):
display_name = "Early recipes behind big islands"
class PaddleboardMode(Toggle):
"""Sets later story islands to in logic without an Engine or Steering Wheel. May require lots of paddling. Not
recommended."""
"""Sets later story islands to be in logic without an Engine or Steering Wheel. May require lots of paddling."""
display_name = "Paddleboard Mode"
raft_options = {

View File

@@ -17,7 +17,7 @@
4. Open RML and click Play. If you've already installed it, the executable that was used to install RML ("RMLLauncher.exe" unless renamed) should be used to run RML. Raft should start after clicking Play.
5. Open the RML menu. This should open automatically when Raft first loads. If it does not, and you see RML information in the top center of the Raft main menu, press F9 to open it.
5. Open the RML menu. This should open automatically when Raft first loads. If it does not, and you see RML information in the top center of the Raft main menu, press F9 to open it. If you do not see RML information at the top, close Raft+RML, go back to Step 4 and run RML as administrator.
6. Navigate to the "Mod manager" tab in the left-hand menu.

View File

@@ -1,8 +1,8 @@
from typing import Dict
from . import RLTestBase
from worlds.rogue_legacy.Items import RLItemData, item_table
from worlds.rogue_legacy.Locations import RLLocationData, location_table
from ..Items import item_table
from ..Locations import location_table
class UniqueTest(RLTestBase):

View File

@@ -22,10 +22,9 @@ from pathlib import Path
# CommonClient import first to trigger ModuleUpdater
from CommonClient import CommonContext, server_loop, ClientCommandProcessor, gui_enabled, get_base_parser
from Utils import init_logging, is_windows, async_start
from worlds.sc2 import ItemNames
from worlds.sc2.ItemGroups import item_name_groups, unlisted_item_name_groups
from worlds.sc2 import Options
from worlds.sc2.Options import (
from . import ItemNames, Options
from .ItemGroups import item_name_groups
from .Options import (
MissionOrder, KerriganPrimalStatus, kerrigan_unit_available, KerriganPresence,
GameSpeed, GenericUpgradeItems, GenericUpgradeResearch, ColorChoice, GenericUpgradeMissions,
LocationInclusion, ExtraLocations, MasteryLocations, ChallengeLocations, VanillaLocations,
@@ -46,11 +45,12 @@ from worlds._sc2common import bot
from worlds._sc2common.bot.data import Race
from worlds._sc2common.bot.main import run_game
from worlds._sc2common.bot.player import Bot
from worlds.sc2.Items import lookup_id_to_name, get_full_item_list, ItemData, type_flaggroups, upgrade_numbers, upgrade_numbers_all
from worlds.sc2.Locations import SC2WOL_LOC_ID_OFFSET, LocationType, SC2HOTS_LOC_ID_OFFSET
from worlds.sc2.MissionTables import lookup_id_to_mission, SC2Campaign, lookup_name_to_mission, \
lookup_id_to_campaign, MissionConnection, SC2Mission, campaign_mission_table, SC2Race, get_no_build_missions
from worlds.sc2.Regions import MissionInfo
from .Items import (lookup_id_to_name, get_full_item_list, ItemData, type_flaggroups, upgrade_numbers,
upgrade_numbers_all)
from .Locations import SC2WOL_LOC_ID_OFFSET, LocationType, SC2HOTS_LOC_ID_OFFSET
from .MissionTables import (lookup_id_to_mission, SC2Campaign, lookup_name_to_mission,
lookup_id_to_campaign, MissionConnection, SC2Mission, campaign_mission_table, SC2Race)
from .Regions import MissionInfo
import colorama
from Options import Option

View File

@@ -13,12 +13,12 @@ from kivy.uix.floatlayout import FloatLayout
from kivy.uix.scrollview import ScrollView
from kivy.properties import StringProperty
from worlds.sc2.Client import SC2Context, calc_unfinished_missions, parse_unlock
from worlds.sc2.MissionTables import lookup_id_to_mission, lookup_name_to_mission, campaign_race_exceptions, \
SC2Mission, SC2Race, SC2Campaign
from worlds.sc2.Locations import LocationType, lookup_location_id_to_type
from worlds.sc2.Options import LocationInclusion
from worlds.sc2 import SC2World, get_first_mission
from .Client import SC2Context, calc_unfinished_missions, parse_unlock
from .MissionTables import (lookup_id_to_mission, lookup_name_to_mission, campaign_race_exceptions, SC2Mission, SC2Race,
SC2Campaign)
from .Locations import LocationType, lookup_location_id_to_type
from .Options import LocationInclusion
from . import SC2World, get_first_mission
class HoverableButton(HoverBehavior, Button):

View File

@@ -51,7 +51,7 @@ for item, data in Items.get_full_item_list().items():
item_name_groups.setdefault(data.type, []).append(item)
# Numbered flaggroups get sorted into an unnumbered group
# Currently supports numbers of one or two digits
if data.type[-2:].strip().isnumeric:
if data.type[-2:].strip().isnumeric():
type_group = data.type[:-2].strip()
item_name_groups.setdefault(type_group, []).append(item)
# Flaggroups with numbers are unlisted

View File

@@ -1,4 +1,4 @@
from typing import Dict, List, TYPE_CHECKING
from typing import Dict, TYPE_CHECKING
from collections.abc import Callable
from BaseClasses import CollectionState
from worlds.generic.Rules import forbid_item
@@ -78,7 +78,7 @@ def all_skull_dials_available(state: CollectionState, player: int) -> bool:
def get_rules_lookup(player: int):
rules_lookup: Dict[str, List[Callable[[CollectionState], bool]]] = {
rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = {
"entrances": {
"To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player),
"To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player),
@@ -195,6 +195,15 @@ def set_rules(world: "ShiversWorld") -> None:
for location_name, rule in rules_lookup["lightning"].items():
multiworld.get_location(location_name, player).access_rule = rule
# Register indirect conditions
multiworld.register_indirect_condition(world.get_region("Burial"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Egypt"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Gods Room"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Tar River"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Werewolf"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby"))
# forbid cloth in janitor closet and oil in tar river
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Bottom DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Top DUPE", player)
@@ -226,7 +235,3 @@ def set_rules(world: "ShiversWorld") -> None:
# Set completion condition
multiworld.completion_condition[player] = lambda state: (first_nine_ixupi_capturable(state, player) and lightning_capturable(state, player))

View File

@@ -223,7 +223,7 @@ class SMWSNIClient(SNIClient):
next_trap, message = self.trap_queue.pop(0)
from worlds.smw.Rom import trap_rom_data
from .Rom import trap_rom_data
if next_trap.item in trap_rom_data:
trap_active = await snes_read(ctx, WRAM_START + trap_rom_data[next_trap.item][0], 0x3)
@@ -349,8 +349,8 @@ class SMWSNIClient(SNIClient):
blocksanity_flags = bytearray(await snes_read(ctx, SMW_BLOCKSANITY_FLAGS, 0xC))
blocksanity_active = await snes_read(ctx, SMW_BLOCKSANITY_ACTIVE_ADDR, 0x1)
level_clear_flags = bytearray(await snes_read(ctx, SMW_LEVEL_CLEAR_FLAGS, 0x60))
from worlds.smw.Rom import item_rom_data, ability_rom_data, trap_rom_data, icon_rom_data
from worlds.smw.Levels import location_id_to_level_id, level_info_dict, level_blocks_data
from .Rom import item_rom_data, ability_rom_data, trap_rom_data, icon_rom_data
from .Levels import location_id_to_level_id, level_info_dict, level_blocks_data
from worlds import AutoWorldRegister
for loc_name, level_data in location_id_to_level_id.items():
loc_id = AutoWorldRegister.world_types[ctx.game].location_name_to_id[loc_name]

View File

@@ -15,7 +15,7 @@ class SubnauticaTest(unittest.TestCase):
self.assertGreater(self.scancutoff, id)
def testGroupAssociation(self):
from worlds.subnautica import items
from .. import items
for item_id, item_data in items.item_table.items():
if item_data.type == items.ItemType.group:
with self.subTest(item=item_data.name):

View File

@@ -156,9 +156,6 @@ class TunicWorld(World):
return TunicItem(name, item_data.classification, self.item_name_to_id[name], self.player)
def create_items(self) -> None:
keys_behind_bosses = self.options.keys_behind_bosses
hexagon_quest = self.options.hexagon_quest
sword_progression = self.options.sword_progression
tunic_items: List[TunicItem] = []
self.slot_data_items = []
@@ -172,7 +169,7 @@ class TunicWorld(World):
if self.options.start_with_sword:
self.multiworld.push_precollected(self.create_item("Sword"))
if sword_progression:
if self.options.sword_progression:
items_to_create["Stick"] = 0
items_to_create["Sword"] = 0
else:
@@ -189,9 +186,9 @@ class TunicWorld(World):
self.slot_data_items.append(laurels)
items_to_create["Hero's Laurels"] = 0
if keys_behind_bosses:
if self.options.keys_behind_bosses:
for rgb_hexagon, location in hexagon_locations.items():
hex_item = self.create_item(gold_hexagon if hexagon_quest else rgb_hexagon)
hex_item = self.create_item(gold_hexagon if self.options.hexagon_quest else rgb_hexagon)
self.multiworld.get_location(location, self.player).place_locked_item(hex_item)
self.slot_data_items.append(hex_item)
items_to_create[rgb_hexagon] = 0
@@ -203,7 +200,7 @@ class TunicWorld(World):
# Remove filler to make room for other items
def remove_filler(amount: int) -> None:
for _ in range(0, amount):
for _ in range(amount):
if not available_filler:
fill = "Fool Trap"
else:
@@ -222,7 +219,7 @@ class TunicWorld(World):
ladder_count += 1
remove_filler(ladder_count)
if hexagon_quest:
if self.options.hexagon_quest:
# Calculate number of hexagons in item pool
hexagon_goal = self.options.hexagon_goal
extra_hexagons = self.options.extra_hexagon_percentage
@@ -238,6 +235,18 @@ class TunicWorld(World):
remove_filler(items_to_create[gold_hexagon])
for hero_relic in item_name_groups["Hero Relics"]:
relic_item = TunicItem(hero_relic, ItemClassification.useful, self.item_name_to_id[hero_relic], self.player)
tunic_items.append(relic_item)
items_to_create[hero_relic] = 0
if not self.options.ability_shuffling:
for page in item_name_groups["Abilities"]:
if items_to_create[page] > 0:
page_item = TunicItem(page, ItemClassification.useful, self.item_name_to_id[page], self.player)
tunic_items.append(page_item)
items_to_create[page] = 0
if self.options.maskless:
mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
tunic_items.append(mask_item)
@@ -249,7 +258,7 @@ class TunicWorld(World):
items_to_create["Lantern"] = 0
for item, quantity in items_to_create.items():
for i in range(0, quantity):
for _ in range(quantity):
tunic_item: TunicItem = self.create_item(item)
if item in slot_data_item_names:
self.slot_data_items.append(tunic_item)
@@ -300,10 +309,10 @@ class TunicWorld(World):
def set_rules(self) -> None:
if self.options.entrance_rando or self.options.shuffle_ladders:
set_er_location_rules(self, self.ability_unlocks)
set_er_location_rules(self)
else:
set_region_rules(self, self.ability_unlocks)
set_location_rules(self, self.ability_unlocks)
set_region_rules(self)
set_location_rules(self)
def get_filler_item_name(self) -> str:
return self.random.choice(filler_items)
@@ -378,7 +387,7 @@ class TunicWorld(World):
if start_item in slot_data_item_names:
if start_item not in slot_data:
slot_data[start_item] = []
for i in range(0, self.options.start_inventory_from_pool[start_item]):
for _ in range(self.options.start_inventory_from_pool[start_item]):
slot_data[start_item].extend(["Your Pocket", self.player])
for plando_item in self.multiworld.plando_items[self.player]:

View File

@@ -53,6 +53,7 @@ You can also use the Universal Tracker (by Faris and qwint) to find a complete l
## What should I know regarding logic?
In general:
- Nighttime is not considered in logic. Every check in the game is obtainable during the day.
- Bushes are not considered in logic. It is assumed that the player will find a way past them, whether it is with a sword, a bomb, fire, luring an enemy, etc. There is also an option in the in-game randomizer settings menu to clear some of the early bushes.
- The Cathedral is accessible during the day by using the Hero's Laurels to reach the Overworld fuse near the Swamp entrance.
- The Secret Legend chest at the Cathedral can be obtained during the day by opening the Holy Cross door from the outside.
@@ -81,8 +82,13 @@ Notes:
- The Entrance Randomizer option must be enabled for it to work.
- The `direction` field is not supported. Connections are always coupled.
- For a list of entrance names, check `er_data.py` in the TUNIC world folder or generate a game with the Entrance Randomizer option enabled and check the spoiler log.
- There is no limit to the number of Shops hard-coded into place.
- There is no limit to the number of Shops you can plando.
- If you have more than one shop in a scene, you may be wrong warped when exiting a shop.
- If you have a shop in every scene, and you have an odd number of shops, it will error out.
See the [Archipelago Plando Guide](../../../tutorial/Archipelago/plando/en) for more information on Plando and Connection Plando.
## Is there anything else I should know?
You can go to [The TUNIC Randomizer Website](https://rando.tunic.run/) for a list of randomizer features as well as some helpful tips.
You can use the Fairy Seeking Spell (ULU RDR) to locate the nearest unchecked location.
You can use the Entrance Seeking Spell (RDR ULU) to locate the nearest unused entrance.

File diff suppressed because it is too large Load Diff

View File

@@ -34,7 +34,7 @@ def create_er_regions(world: "TunicWorld") -> Dict[Portal, Portal]:
for region_name, region_data in tunic_er_regions.items():
regions[region_name] = Region(region_name, world.player, world.multiworld)
set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs)
set_er_region_rules(world, regions, portal_pairs)
for location_name, location_id in world.location_name_to_id.items():
region = regions[location_table[location_name].er_region]

View File

@@ -64,12 +64,12 @@ item_table: Dict[str, TunicItemData] = {
"HP Offering": TunicItemData(ItemClassification.useful, 6, 48, "Offerings"),
"MP Offering": TunicItemData(ItemClassification.useful, 3, 49, "Offerings"),
"SP Offering": TunicItemData(ItemClassification.useful, 2, 50, "Offerings"),
"Hero Relic - ATT": TunicItemData(ItemClassification.useful, 1, 51, "Hero Relics"),
"Hero Relic - DEF": TunicItemData(ItemClassification.useful, 1, 52, "Hero Relics"),
"Hero Relic - HP": TunicItemData(ItemClassification.useful, 1, 53, "Hero Relics"),
"Hero Relic - MP": TunicItemData(ItemClassification.useful, 1, 54, "Hero Relics"),
"Hero Relic - POTION": TunicItemData(ItemClassification.useful, 1, 55, "Hero Relics"),
"Hero Relic - SP": TunicItemData(ItemClassification.useful, 1, 56, "Hero Relics"),
"Hero Relic - ATT": TunicItemData(ItemClassification.progression_skip_balancing, 1, 51, "Hero Relics"),
"Hero Relic - DEF": TunicItemData(ItemClassification.progression_skip_balancing, 1, 52, "Hero Relics"),
"Hero Relic - HP": TunicItemData(ItemClassification.progression_skip_balancing, 1, 53, "Hero Relics"),
"Hero Relic - MP": TunicItemData(ItemClassification.progression_skip_balancing, 1, 54, "Hero Relics"),
"Hero Relic - POTION": TunicItemData(ItemClassification.progression_skip_balancing, 1, 55, "Hero Relics"),
"Hero Relic - SP": TunicItemData(ItemClassification.progression_skip_balancing, 1, 56, "Hero Relics"),
"Orange Peril Ring": TunicItemData(ItemClassification.useful, 1, 57, "Cards"),
"Tincture": TunicItemData(ItemClassification.useful, 1, 58, "Cards"),
"Scavenger Mask": TunicItemData(ItemClassification.progression, 1, 59, "Cards"),
@@ -143,7 +143,6 @@ item_table: Dict[str, TunicItemData] = {
"Pages 50-51": TunicItemData(ItemClassification.useful, 1, 127, "Pages"),
"Pages 52-53 (Icebolt)": TunicItemData(ItemClassification.progression, 1, 128, "Pages"),
"Pages 54-55": TunicItemData(ItemClassification.useful, 1, 129, "Pages"),
"Ladders near Weathervane": TunicItemData(ItemClassification.progression, 0, 130, "Ladders"),
"Ladders near Overworld Checkpoint": TunicItemData(ItemClassification.progression, 0, 131, "Ladders"),
"Ladders near Patrol Cave": TunicItemData(ItemClassification.progression, 0, 132, "Ladders"),

View File

@@ -38,102 +38,98 @@ def randomize_ability_unlocks(random: Random, options: TunicOptions) -> Dict[str
return dict(zip(abilities, ability_requirement))
def has_ability(state: CollectionState, player: int, ability: str, options: TunicOptions,
ability_unlocks: Dict[str, int]) -> bool:
def has_ability(ability: str, state: CollectionState, world: "TunicWorld") -> bool:
options = world.options
ability_unlocks = world.ability_unlocks
if not options.ability_shuffling:
return True
if options.hexagon_quest:
return state.has(gold_hexagon, player, ability_unlocks[ability])
return state.has(ability, player)
return state.has(gold_hexagon, world.player, ability_unlocks[ability])
return state.has(ability, world.player)
# a check to see if you can whack things in melee at all
def has_stick(state: CollectionState, player: int) -> bool:
return state.has("Stick", player) or state.has("Sword Upgrade", player, 1) or state.has("Sword", player)
return (state.has("Stick", player) or state.has("Sword Upgrade", player, 1)
or state.has("Sword", player))
def has_sword(state: CollectionState, player: int) -> bool:
return state.has("Sword", player) or state.has("Sword Upgrade", player, 2)
def has_ice_grapple_logic(long_range: bool, state: CollectionState, player: int, options: TunicOptions,
ability_unlocks: Dict[str, int]) -> bool:
if not options.logic_rules:
def has_ice_grapple_logic(long_range: bool, state: CollectionState, world: "TunicWorld") -> bool:
player = world.player
if not world.options.logic_rules:
return False
if not long_range:
return state.has_all({ice_dagger, grapple}, player)
else:
return state.has_all({ice_dagger, fire_wand, grapple}, player) and \
has_ability(state, player, icebolt, options, ability_unlocks)
return state.has_all({ice_dagger, fire_wand, grapple}, player) and has_ability(icebolt, state, world)
def can_ladder_storage(state: CollectionState, player: int, options: TunicOptions) -> bool:
if options.logic_rules == "unrestricted" and has_stick(state, player):
def can_ladder_storage(state: CollectionState, world: "TunicWorld") -> bool:
return world.options.logic_rules == "unrestricted" and has_stick(state, world.player)
def has_mask(state: CollectionState, world: "TunicWorld") -> bool:
if world.options.maskless:
return True
else:
return False
return state.has(mask, world.player)
def has_mask(state: CollectionState, player: int, options: TunicOptions) -> bool:
if options.maskless:
def has_lantern(state: CollectionState, world: "TunicWorld") -> bool:
if world.options.lanternless:
return True
else:
return state.has(mask, player)
return state.has(lantern, world.player)
def has_lantern(state: CollectionState, player: int, options: TunicOptions) -> bool:
if options.lanternless:
return True
else:
return state.has(lantern, player)
def set_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
def set_region_rules(world: "TunicWorld") -> None:
multiworld = world.multiworld
player = world.player
options = world.options
multiworld.get_entrance("Overworld -> Overworld Holy Cross", player).access_rule = \
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)
lambda state: has_ability(holy_cross, state, world)
multiworld.get_entrance("Overworld -> Beneath the Well", player).access_rule = \
lambda state: has_stick(state, player) or state.has(fire_wand, player)
multiworld.get_entrance("Overworld -> Dark Tomb", player).access_rule = \
lambda state: has_lantern(state, player, options)
lambda state: has_lantern(state, world)
multiworld.get_entrance("Overworld -> West Garden", player).access_rule = \
lambda state: state.has(laurels, player) \
or can_ladder_storage(state, player, options)
or can_ladder_storage(state, world)
multiworld.get_entrance("Overworld -> Eastern Vault Fortress", player).access_rule = \
lambda state: state.has(laurels, player) \
or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \
or can_ladder_storage(state, player, options)
or has_ice_grapple_logic(True, state, world) \
or can_ladder_storage(state, world)
# using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules
multiworld.get_entrance("Overworld -> Beneath the Vault", player).access_rule = \
lambda state: has_lantern(state, player, options) and \
has_ability(state, player, prayer, options, ability_unlocks)
lambda state: has_lantern(state, world) and has_ability(prayer, state, world)
multiworld.get_entrance("Ruined Atoll -> Library", player).access_rule = \
lambda state: state.has_any({grapple, laurels}, player) and \
has_ability(state, player, prayer, options, ability_unlocks)
lambda state: state.has_any({grapple, laurels}, player) and has_ability(prayer, state, world)
multiworld.get_entrance("Overworld -> Quarry", player).access_rule = \
lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \
and (state.has_any({grapple, laurels}, player) or can_ladder_storage(state, player, options))
and (state.has_any({grapple, laurels}, player) or can_ladder_storage(state, world))
multiworld.get_entrance("Quarry Back -> Quarry", player).access_rule = \
lambda state: has_sword(state, player) or state.has(fire_wand, player)
multiworld.get_entrance("Quarry -> Lower Quarry", player).access_rule = \
lambda state: has_mask(state, player, options)
lambda state: has_mask(state, world)
multiworld.get_entrance("Lower Quarry -> Rooted Ziggurat", player).access_rule = \
lambda state: state.has(grapple, player) and has_ability(state, player, prayer, options, ability_unlocks)
lambda state: state.has(grapple, player) and has_ability(prayer, state, world)
multiworld.get_entrance("Swamp -> Cathedral", player).access_rule = \
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks) \
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
lambda state: state.has(laurels, player) and has_ability(prayer, state, world) \
or has_ice_grapple_logic(False, state, world)
multiworld.get_entrance("Overworld -> Spirit Arena", player).access_rule = \
lambda state: (state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value
else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)) and \
has_ability(state, player, prayer, options, ability_unlocks) and has_sword(state, player) and \
state.has_any({lantern, laurels}, player)
lambda state: ((state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value
else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)
and state.has_group_unique("Hero Relics", player, 6))
and has_ability(prayer, state, world) and has_sword(state, player)
and state.has_any({lantern, laurels}, player))
def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
def set_location_rules(world: "TunicWorld") -> None:
multiworld = world.multiworld
player = world.player
options = world.options
@@ -142,37 +138,36 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
# Ability Shuffle Exclusive Rules
set_rule(multiworld.get_location("Far Shore - Page Pickup", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
lambda state: has_ability(prayer, state, world))
set_rule(multiworld.get_location("Fortress Courtyard - Chest Near Cave", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player)
or can_ladder_storage(state, player, options)
or (has_ice_grapple_logic(True, state, player, options, ability_unlocks)
and has_lantern(state, player, options)))
lambda state: has_ability(prayer, state, world)
or state.has(laurels, player)
or can_ladder_storage(state, world)
or (has_ice_grapple_logic(True, state, world) and has_lantern(state, world)))
set_rule(multiworld.get_location("Fortress Courtyard - Page Near Cave", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player)
or can_ladder_storage(state, player, options)
or (has_ice_grapple_logic(True, state, player, options, ability_unlocks)
and has_lantern(state, player, options)))
lambda state: has_ability(prayer, state, world) or state.has(laurels, player)
or can_ladder_storage(state, world)
or (has_ice_grapple_logic(True, state, world) and has_lantern(state, world)))
set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player),
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
lambda state: has_ability(prayer, state, world))
set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: has_ability(holy_cross, state, world))
# Overworld
set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player),
@@ -182,21 +177,21 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player),
lambda state: state.has_any({grapple, laurels}, player))
set_rule(multiworld.get_location("Far Shore - Secret Chest", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Old House - Normal Chest", player),
lambda state: state.has(house_key, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
or has_ice_grapple_logic(False, state, world)
or (state.has(laurels, player) and options.logic_rules))
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and
(state.has(house_key, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
or (state.has(laurels, player) and options.logic_rules)))
lambda state: has_ability(holy_cross, state, world) and (
state.has(house_key, player)
or has_ice_grapple_logic(False, state, world)
or (state.has(laurels, player) and options.logic_rules)))
set_rule(multiworld.get_location("Old House - Shield Pickup", player),
lambda state: state.has(house_key, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
or has_ice_grapple_logic(False, state, world)
or (state.has(laurels, player) and options.logic_rules))
set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player),
lambda state: state.has(laurels, player))
@@ -204,8 +199,8 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Overworld - [West] Chest After Bell", player),
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and has_sword(state, player))
or can_ladder_storage(state, player, options))
or (has_lantern(state, world) and has_sword(state, player))
or can_ladder_storage(state, world))
set_rule(multiworld.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate", player),
lambda state: state.has_any({grapple, laurels}, player) or options.logic_rules)
set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player),
@@ -213,15 +208,14 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
set_rule(multiworld.get_location("Special Shop - Secret Page Pickup", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player),
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and
(state.has(laurels, player)
or (has_lantern(state, player, options) and
(has_sword(state, player) or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
lambda state: has_ability(holy_cross, state, world)
and (state.has(laurels, player) or (has_lantern(state, world) and (has_sword(state, player)
or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, state, world)))
set_rule(multiworld.get_location("Sealed Temple - Page Pickup", player),
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and (has_sword(state, player) or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
or (has_lantern(state, world) and (has_sword(state, player) or state.has(fire_wand, player)))
or has_ice_grapple_logic(False, state, world))
set_rule(multiworld.get_location("West Furnace - Lantern Pickup", player),
lambda state: has_stick(state, player) or state.has_any({fire_wand, laurels}, player))
@@ -245,7 +239,7 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
lambda state: state.has_all({grapple, laurels}, player))
set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player),
lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player)
and has_ability(state, player, icebolt, options, ability_unlocks))
and has_ability(icebolt, state, world))
# West Garden
set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player),
@@ -253,17 +247,16 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player),
lambda state: state.has(laurels, player)
and has_ability(state, player, holy_cross, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(holy_cross, state, world))
set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player),
lambda state: (state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
lambda state: (state.has(laurels, player) and has_ability(prayer, state, world))
or has_ice_grapple_logic(True, state, world))
set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("West Garden - [Central Highlands] After Garden Knight", player),
lambda state: state.has(laurels, player)
or (has_lantern(state, player, options) and has_sword(state, player))
or can_ladder_storage(state, player, options))
or (has_lantern(state, world) and has_sword(state, player))
or can_ladder_storage(state, world))
# Ruined Atoll
set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player),
@@ -287,23 +280,23 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
set_rule(multiworld.get_location("Fortress Leaf Piles - Secret Chest", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player),
lambda state: has_sword(state, player) and
(has_ability(state, player, prayer, options, ability_unlocks)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
lambda state: has_sword(state, player)
and (has_ability(prayer, state, world) or has_ice_grapple_logic(False, state, world)))
set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player),
lambda state: state.has(vault_key, player) and
(has_ability(state, player, prayer, options, ability_unlocks)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
lambda state: state.has(vault_key, player)
and (has_ability(prayer, state, world) or has_ice_grapple_logic(False, state, world)))
# Beneath the Vault
set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player),
lambda state: has_stick(state, player) or state.has_any({laurels, fire_wand}, player))
set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player),
lambda state: has_stick(state, player) and has_lantern(state, player, options))
lambda state: has_stick(state, player) and has_lantern(state, world))
# Quarry
set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Rooted Ziggurat Upper - Near Bridge Switch", player),
lambda state: has_sword(state, player) or state.has_all({fire_wand, laurels}, player))
# nmg - kill boss scav with orb + firecracker, or similar
set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player),
lambda state: has_sword(state, player) or (state.has(grapple, player) and options.logic_rules))
@@ -311,8 +304,7 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
# Swamp
set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player),
lambda state: (state.has(fire_wand, player) and has_sword(state, player))
and (state.has(laurels, player)
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
and (state.has(laurels, player) or has_ice_grapple_logic(False, state, world)))
set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player),
lambda state: state.has(laurels, player))
set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player),
@@ -324,14 +316,24 @@ def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) ->
# Hero's Grave
set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player),
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
lambda state: state.has(laurels, player) and has_ability(prayer, state, world))
# Shop
set_rule(multiworld.get_location("Shop - Potion 1", player),
lambda state: has_sword(state, player))
set_rule(multiworld.get_location("Shop - Potion 2", player),
lambda state: has_sword(state, player))
set_rule(multiworld.get_location("Shop - Coin 1", player),
lambda state: has_sword(state, player))
set_rule(multiworld.get_location("Shop - Coin 2", player),
lambda state: has_sword(state, player))

View File

@@ -105,7 +105,6 @@ item_table = {
non_key_items = {
"Butterscotch Pie": 1,
"500G": 2,
"1000G": 2,
"Face Steak": 1,
"Snowman Piece": 1,
"Instant Noodles": 1,
@@ -147,6 +146,7 @@ plot_items = {
key_items = {
"Complete Skeleton": 1,
"Fish": 1,
"1000G": 2,
"DT Extractor": 1,
"Mettaton Plush": 1,
"Punch Card": 3,

View File

@@ -1,5 +1,5 @@
import typing
from Options import Choice, Option, Toggle, Range
from Options import Choice, Toggle, Range, PerGameCommonOptions
from dataclasses import dataclass
class RouteRequired(Choice):
@@ -86,17 +86,17 @@ class RandoBattleOptions(Toggle):
default = 0
undertale_options: typing.Dict[str, type(Option)] = {
"route_required": RouteRequired,
"starting_area": StartingArea,
"key_hunt": KeyHunt,
"key_pieces": KeyPieces,
"rando_love": RandomizeLove,
"rando_stats": RandomizeStats,
"temy_include": IncludeTemy,
"no_equips": NoEquips,
"only_flakes": OnlyFlakes,
"prog_armor": ProgressiveArmor,
"prog_weapons": ProgressiveWeapons,
"rando_item_button": RandoBattleOptions,
}
@dataclass
class UndertaleOptions(PerGameCommonOptions):
route_required: RouteRequired
starting_area: StartingArea
key_hunt: KeyHunt
key_pieces: KeyPieces
rando_love: RandomizeLove
rando_stats: RandomizeStats
temy_include: IncludeTemy
no_equips: NoEquips
only_flakes: OnlyFlakes
prog_armor: ProgressiveArmor
prog_weapons: ProgressiveWeapons
rando_item_button: RandoBattleOptions

View File

@@ -1,18 +1,22 @@
from worlds.generic.Rules import set_rule, add_rule, add_item_rule
from BaseClasses import MultiWorld, CollectionState
from worlds.generic.Rules import set_rule, add_rule
from BaseClasses import CollectionState
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from . import UndertaleWorld
def _undertale_is_route(state: CollectionState, player: int, route: int):
def _undertale_is_route(world: "UndertaleWorld", route: int):
if route == 3:
return state.multiworld.route_required[player].current_key == "all_routes"
if state.multiworld.route_required[player].current_key == "all_routes":
return world.options.route_required.current_key == "all_routes"
if world.options.route_required.current_key == "all_routes":
return True
if route == 0:
return state.multiworld.route_required[player].current_key == "neutral"
return world.options.route_required.current_key == "neutral"
if route == 1:
return state.multiworld.route_required[player].current_key == "pacifist"
return world.options.route_required.current_key == "pacifist"
if route == 2:
return state.multiworld.route_required[player].current_key == "genocide"
return world.options.route_required.current_key == "genocide"
return False
@@ -27,7 +31,7 @@ def _undertale_has_plot(state: CollectionState, player: int, item: str):
return state.has("DT Extractor", player)
def _undertale_can_level(state: CollectionState, exp: int, lvl: int):
def _undertale_can_level(exp: int, lvl: int):
if exp >= 10 and lvl == 1:
return True
elif exp >= 30 and lvl == 2:
@@ -70,7 +74,9 @@ def _undertale_can_level(state: CollectionState, exp: int, lvl: int):
# Sets rules on entrances and advancements that are always applied
def set_rules(multiworld: MultiWorld, player: int):
def set_rules(world: "UndertaleWorld"):
player = world.player
multiworld = world.multiworld
set_rule(multiworld.get_entrance("Ruins Hub", player), lambda state: state.has("Ruins Key", player))
set_rule(multiworld.get_entrance("Snowdin Hub", player), lambda state: state.has("Snowdin Key", player))
set_rule(multiworld.get_entrance("Waterfall Hub", player), lambda state: state.has("Waterfall Key", player))
@@ -81,16 +87,16 @@ def set_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance("New Home Exit", player),
lambda state: (state.has("Left Home Key", player) and
state.has("Right Home Key", player)) or
state.has("Key Piece", player, state.multiworld.key_pieces[player].value))
if _undertale_is_route(multiworld.state, player, 1):
state.has("Key Piece", player, world.options.key_pieces.value))
if _undertale_is_route(world, 1):
set_rule(multiworld.get_entrance("Papyrus\" Home Entrance", player),
lambda state: _undertale_has_plot(state, player, "Complete Skeleton"))
set_rule(multiworld.get_entrance("Undyne\"s Home Entrance", player),
lambda state: _undertale_has_plot(state, player, "Fish") and state.has("Papyrus Date", player))
set_rule(multiworld.get_entrance("Lab Elevator", player),
lambda state: state.has("Alphys Date", player) and state.has("DT Extractor", player) and
((state.has("Left Home Key", player) and state.has("Right Home Key", player)) or
state.has("Key Piece", player, state.multiworld.key_pieces[player].value)))
((state.has("Left Home Key", player) and state.has("Right Home Key", player)) or
state.has("Key Piece", player, world.options.key_pieces.value)))
set_rule(multiworld.get_location("Alphys Date", player),
lambda state: state.can_reach("New Home", "Region", player) and state.has("Undyne Letter EX", player)
and state.has("Undyne Date", player))
@@ -101,7 +107,10 @@ def set_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_location("True Lab Plot", player),
lambda state: state.can_reach("New Home", "Region", player)
and state.can_reach("Letter Quest", "Location", player)
and state.can_reach("Alphys Date", "Location", player))
and state.can_reach("Alphys Date", "Location", player)
and ((state.has("Left Home Key", player) and
state.has("Right Home Key", player)) or
state.has("Key Piece", player, world.options.key_pieces.value)))
set_rule(multiworld.get_location("Chisps Machine", player),
lambda state: state.can_reach("True Lab", "Region", player))
set_rule(multiworld.get_location("Dog Sale 1", player),
@@ -118,7 +127,7 @@ def set_rules(multiworld: MultiWorld, player: int):
lambda state: state.can_reach("News Show", "Region", player) and state.has("Hot Dog...?", player, 1))
set_rule(multiworld.get_location("Letter Quest", player),
lambda state: state.can_reach("Last Corridor", "Region", player) and state.has("Undyne Date", player))
if (not _undertale_is_route(multiworld.state, player, 2)) or _undertale_is_route(multiworld.state, player, 3):
if (not _undertale_is_route(world, 2)) or _undertale_is_route(world, 3):
set_rule(multiworld.get_location("Nicecream Punch Card", player),
lambda state: state.has("Punch Card", player, 3) and state.can_reach("Waterfall", "Region", player))
set_rule(multiworld.get_location("Nicecream Snowdin", player),
@@ -129,26 +138,26 @@ def set_rules(multiworld: MultiWorld, player: int):
lambda state: state.can_reach("Waterfall", "Region", player))
set_rule(multiworld.get_location("Apron Hidden", player),
lambda state: state.can_reach("Cooking Show", "Region", player))
if _undertale_is_route(multiworld.state, player, 2) and \
(bool(multiworld.rando_love[player].value) or bool(multiworld.rando_stats[player].value)):
if _undertale_is_route(world, 2) and \
(bool(world.options.rando_love.value) or bool(world.options.rando_stats.value)):
maxlv = 1
exp = 190
curarea = "Old Home"
while maxlv < 20:
maxlv += 1
if multiworld.rando_love[player]:
if world.options.rando_love:
set_rule(multiworld.get_location(("LOVE " + str(maxlv)), player), lambda state: False)
if multiworld.rando_stats[player]:
if world.options.rando_stats:
set_rule(multiworld.get_location(("ATK "+str(maxlv)), player), lambda state: False)
set_rule(multiworld.get_location(("HP "+str(maxlv)), player), lambda state: False)
if maxlv in {5, 9, 13, 17}:
set_rule(multiworld.get_location(("DEF "+str(maxlv)), player), lambda state: False)
maxlv = 1
while maxlv < 20:
while _undertale_can_level(multiworld.state, exp, maxlv):
while _undertale_can_level(exp, maxlv):
maxlv += 1
if multiworld.rando_stats[player]:
if world.options.rando_stats:
if curarea == "Old Home":
add_rule(multiworld.get_location(("ATK "+str(maxlv)), player),
lambda state: (state.can_reach("Old Home", "Region", player)), combine="or")
@@ -197,7 +206,7 @@ def set_rules(multiworld: MultiWorld, player: int):
if maxlv == 5 or maxlv == 9 or maxlv == 13 or maxlv == 17:
add_rule(multiworld.get_location(("DEF "+str(maxlv)), player),
lambda state: (state.can_reach("New Home Exit", "Entrance", player)), combine="or")
if multiworld.rando_love[player]:
if world.options.rando_love:
if curarea == "Old Home":
add_rule(multiworld.get_location(("LOVE "+str(maxlv)), player),
lambda state: (state.can_reach("Old Home", "Region", player)), combine="or")
@@ -307,9 +316,9 @@ def set_rules(multiworld: MultiWorld, player: int):
# Sets rules on completion condition
def set_completion_rules(multiworld: MultiWorld, player: int):
completion_requirements = lambda state: state.can_reach("Barrier", "Region", player)
if _undertale_is_route(multiworld.state, player, 1):
completion_requirements = lambda state: state.can_reach("True Lab", "Region", player)
multiworld.completion_condition[player] = lambda state: completion_requirements(state)
def set_completion_rules(world: "UndertaleWorld"):
player = world.player
multiworld = world.multiworld
multiworld.completion_condition[player] = lambda state: state.can_reach("Barrier", "Region", player)
if _undertale_is_route(world, 1):
multiworld.completion_condition[player] = lambda state: state.can_reach("True Lab", "Region", player)

View File

@@ -5,9 +5,9 @@ from .Regions import undertale_regions, link_undertale_areas
from .Rules import set_rules, set_completion_rules
from worlds.generic.Rules import exclusion_rules
from BaseClasses import Region, Entrance, Tutorial, Item
from .Options import undertale_options
from .Options import UndertaleOptions
from worlds.AutoWorld import World, WebWorld
from worlds.LauncherComponents import Component, components, Type
from worlds.LauncherComponents import Component, components
from multiprocessing import Process
@@ -46,7 +46,8 @@ class UndertaleWorld(World):
from their underground prison.
"""
game = "Undertale"
option_definitions = undertale_options
options_dataclass = UndertaleOptions
options: UndertaleOptions
web = UndertaleWeb()
item_name_to_id = {name: data.code for name, data in item_table.items()}
@@ -54,39 +55,55 @@ class UndertaleWorld(World):
def _get_undertale_data(self):
return {
"world_seed": self.multiworld.per_slot_randoms[self.player].getrandbits(32),
"world_seed": self.random.getrandbits(32),
"seed_name": self.multiworld.seed_name,
"player_name": self.multiworld.get_player_name(self.player),
"player_id": self.player,
"client_version": self.required_client_version,
"race": self.multiworld.is_race,
"route": self.multiworld.route_required[self.player].current_key,
"starting_area": self.multiworld.starting_area[self.player].current_key,
"temy_armor_include": bool(self.multiworld.temy_include[self.player].value),
"only_flakes": bool(self.multiworld.only_flakes[self.player].value),
"no_equips": bool(self.multiworld.no_equips[self.player].value),
"key_hunt": bool(self.multiworld.key_hunt[self.player].value),
"key_pieces": self.multiworld.key_pieces[self.player].value,
"rando_love": bool(self.multiworld.rando_love[self.player].value),
"rando_stats": bool(self.multiworld.rando_stats[self.player].value),
"prog_armor": bool(self.multiworld.prog_armor[self.player].value),
"prog_weapons": bool(self.multiworld.prog_weapons[self.player].value),
"rando_item_button": bool(self.multiworld.rando_item_button[self.player].value)
"route": self.options.route_required.current_key,
"starting_area": self.options.starting_area.current_key,
"temy_armor_include": bool(self.options.temy_include.value),
"only_flakes": bool(self.options.only_flakes.value),
"no_equips": bool(self.options.no_equips.value),
"key_hunt": bool(self.options.key_hunt.value),
"key_pieces": self.options.key_pieces.value,
"rando_love": bool(self.options.rando_love.value),
"rando_stats": bool(self.options.rando_stats.value),
"prog_armor": bool(self.options.prog_armor.value),
"prog_weapons": bool(self.options.prog_weapons.value),
"rando_item_button": bool(self.options.rando_item_button.value)
}
def get_filler_item_name(self):
if self.options.route_required == "all_routes":
junk_pool = junk_weights_all
elif self.options.route_required == "genocide":
junk_pool = junk_weights_genocide
elif self.options.route_required == "neutral":
junk_pool = junk_weights_neutral
elif self.options.route_required == "pacifist":
junk_pool = junk_weights_pacifist
else:
junk_pool = junk_weights_all
if not self.options.only_flakes:
return self.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()))[0]
else:
return "Temmie Flakes"
def create_items(self):
self.multiworld.get_location("Undyne Date", self.player).place_locked_item(self.create_item("Undyne Date"))
self.multiworld.get_location("Alphys Date", self.player).place_locked_item(self.create_item("Alphys Date"))
self.multiworld.get_location("Papyrus Date", self.player).place_locked_item(self.create_item("Papyrus Date"))
# Generate item pool
itempool = []
if self.multiworld.route_required[self.player] == "all_routes":
if self.options.route_required == "all_routes":
junk_pool = junk_weights_all.copy()
elif self.multiworld.route_required[self.player] == "genocide":
elif self.options.route_required == "genocide":
junk_pool = junk_weights_genocide.copy()
elif self.multiworld.route_required[self.player] == "neutral":
elif self.options.route_required == "neutral":
junk_pool = junk_weights_neutral.copy()
elif self.multiworld.route_required[self.player] == "pacifist":
elif self.options.route_required == "pacifist":
junk_pool = junk_weights_pacifist.copy()
else:
junk_pool = junk_weights_all.copy()
@@ -99,73 +116,68 @@ class UndertaleWorld(World):
itempool += [name] * num
for name, num in non_key_items.items():
itempool += [name] * num
if self.multiworld.rando_item_button[self.player]:
if self.options.rando_item_button:
itempool += ["ITEM"]
else:
self.multiworld.push_precollected(self.create_item("ITEM"))
self.multiworld.push_precollected(self.create_item("FIGHT"))
self.multiworld.push_precollected(self.create_item("ACT"))
self.multiworld.push_precollected(self.create_item("MERCY"))
if self.multiworld.route_required[self.player] == "genocide":
if self.options.route_required == "genocide":
itempool = [item for item in itempool if item != "Popato Chisps" and item != "Stained Apron" and
item != "Nice Cream" and item != "Hot Cat" and item != "Hot Dog...?" and item != "Punch Card"]
elif self.multiworld.route_required[self.player] == "neutral":
elif self.options.route_required == "neutral":
itempool = [item for item in itempool if item != "Popato Chisps" and item != "Hot Cat" and
item != "Hot Dog...?"]
if self.multiworld.route_required[self.player] == "pacifist" or \
self.multiworld.route_required[self.player] == "all_routes":
if self.options.route_required == "pacifist" or self.options.route_required == "all_routes":
itempool += ["Undyne Letter EX"]
else:
itempool.remove("Complete Skeleton")
itempool.remove("Fish")
itempool.remove("DT Extractor")
itempool.remove("Hush Puppy")
if self.multiworld.key_hunt[self.player]:
itempool += ["Key Piece"] * self.multiworld.key_pieces[self.player].value
if self.options.key_hunt:
itempool += ["Key Piece"] * self.options.key_pieces.value
else:
itempool += ["Left Home Key"]
itempool += ["Right Home Key"]
if not self.multiworld.rando_love[self.player] or \
(self.multiworld.route_required[self.player] != "genocide" and
self.multiworld.route_required[self.player] != "all_routes"):
if not self.options.rando_love or \
(self.options.route_required != "genocide" and self.options.route_required != "all_routes"):
itempool = [item for item in itempool if not item == "LOVE"]
if not self.multiworld.rando_stats[self.player] or \
(self.multiworld.route_required[self.player] != "genocide" and
self.multiworld.route_required[self.player] != "all_routes"):
if not self.options.rando_stats or \
(self.options.route_required != "genocide" and self.options.route_required != "all_routes"):
itempool = [item for item in itempool if not (item == "ATK Up" or item == "DEF Up" or item == "HP Up")]
if self.multiworld.temy_include[self.player]:
if self.options.temy_include:
itempool += ["temy armor"]
if self.multiworld.no_equips[self.player]:
if self.options.no_equips:
itempool = [item for item in itempool if item not in required_armor and item not in required_weapons]
else:
if self.multiworld.prog_armor[self.player]:
if self.options.prog_armor:
itempool = [item if (item not in required_armor and not item == "temy armor") else
"Progressive Armor" for item in itempool]
if self.multiworld.prog_weapons[self.player]:
if self.options.prog_weapons:
itempool = [item if item not in required_weapons else "Progressive Weapons" for item in itempool]
if self.multiworld.route_required[self.player] == "genocide" or \
self.multiworld.route_required[self.player] == "all_routes":
if not self.multiworld.only_flakes[self.player]:
if self.options.route_required == "genocide" or \
self.options.route_required == "all_routes":
if not self.options.only_flakes:
itempool += ["Snowman Piece"] * 2
if not self.multiworld.no_equips[self.player]:
if not self.options.no_equips:
itempool = ["Real Knife" if item == "Worn Dagger" else "The Locket"
if item == "Heart Locket" else item for item in itempool]
if self.multiworld.only_flakes[self.player]:
if self.options.only_flakes:
itempool = [item for item in itempool if item not in non_key_items]
starting_key = self.multiworld.starting_area[self.player].current_key.title() + " Key"
starting_key = self.options.starting_area.current_key.title() + " Key"
itempool.remove(starting_key)
self.multiworld.push_precollected(self.create_item(starting_key))
# Choose locations to automatically exclude based on settings
exclusion_pool = set()
exclusion_pool.update(exclusion_table[self.multiworld.route_required[self.player].current_key])
if not self.multiworld.rando_love[self.player] or \
(self.multiworld.route_required[self.player] != "genocide" and
self.multiworld.route_required[self.player] != "all_routes"):
exclusion_pool.update(exclusion_table[self.options.route_required.current_key])
if not self.options.rando_love or \
(self.options.route_required != "genocide" and self.options.route_required != "all_routes"):
exclusion_pool.update(exclusion_table["NoLove"])
if not self.multiworld.rando_stats[self.player] or \
(self.multiworld.route_required[self.player] != "genocide" and
self.multiworld.route_required[self.player] != "all_routes"):
if not self.options.rando_stats or \
(self.options.route_required != "genocide" and self.options.route_required != "all_routes"):
exclusion_pool.update(exclusion_table["NoStats"])
# Choose locations to automatically exclude based on settings
@@ -173,36 +185,33 @@ class UndertaleWorld(World):
exclusion_checks.update(["Nicecream Punch Card", "Hush Trade"])
exclusion_rules(self.multiworld, self.player, exclusion_checks)
# Fill remaining items with randomly generated junk or Temmie Flakes
if not self.multiworld.only_flakes[self.player]:
itempool += self.multiworld.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()),
k=len(self.location_names)-len(itempool)-len(exclusion_pool))
else:
itempool += ["Temmie Flakes"] * (len(self.location_names) - len(itempool) - len(exclusion_pool))
# Convert itempool into real items
itempool = [item for item in map(lambda name: self.create_item(name), itempool)]
# Fill remaining items with randomly generated junk or Temmie Flakes
while len(itempool) < len(self.multiworld.get_unfilled_locations(self.player)):
itempool.append(self.create_filler())
self.multiworld.itempool += itempool
def set_rules(self):
set_rules(self.multiworld, self.player)
set_completion_rules(self.multiworld, self.player)
set_rules(self)
set_completion_rules(self)
def create_regions(self):
def UndertaleRegion(region_name: str, exits=[]):
ret = Region(region_name, self.player, self.multiworld)
ret.locations += [UndertaleAdvancement(self.player, loc_name, loc_data.id, ret)
for loc_name, loc_data in advancement_table.items()
if loc_data.region == region_name and
(loc_name not in exclusion_table["NoStats"] or
(self.multiworld.rando_stats[self.player] and
(self.multiworld.route_required[self.player] == "genocide" or
self.multiworld.route_required[self.player] == "all_routes"))) and
(loc_name not in exclusion_table["NoLove"] or
(self.multiworld.rando_love[self.player] and
(self.multiworld.route_required[self.player] == "genocide" or
self.multiworld.route_required[self.player] == "all_routes"))) and
loc_name not in exclusion_table[self.multiworld.route_required[self.player].current_key]]
for loc_name, loc_data in advancement_table.items()
if loc_data.region == region_name and
(loc_name not in exclusion_table["NoStats"] or
(self.options.rando_stats and
(self.options.route_required == "genocide" or
self.options.route_required == "all_routes"))) and
(loc_name not in exclusion_table["NoLove"] or
(self.options.rando_love and
(self.options.route_required == "genocide" or
self.options.route_required == "all_routes"))) and
loc_name not in exclusion_table[self.options.route_required.current_key]]
for exit in exits:
ret.exits.append(Entrance(self.player, exit, ret))
return ret
@@ -212,11 +221,11 @@ class UndertaleWorld(World):
def fill_slot_data(self):
slot_data = self._get_undertale_data()
for option_name in undertale_options:
for option_name in self.options.as_dict():
option = getattr(self.multiworld, option_name)[self.player]
if (option_name == "rando_love" or option_name == "rando_stats") and \
self.multiworld.route_required[self.player] != "genocide" and \
self.multiworld.route_required[self.player] != "all_routes":
self.options.route_required != "genocide" and \
self.options.route_required != "all_routes":
option.value = False
if slot_data.get(option_name, None) is None and type(option.value) in {str, int}:
slot_data[option_name] = int(option.value)

View File

@@ -11,11 +11,12 @@ from Options import OptionError, PerGameCommonOptions, Toggle
from worlds.AutoWorld import WebWorld, World
from .data import static_items as static_witness_items
from .data import static_locations as static_witness_locations
from .data import static_logic as static_witness_logic
from .data.item_definition_classes import DoorItemDefinition, ItemData
from .data.utils import get_audio_logs
from .hints import CompactItemData, create_all_hints, make_compact_hint_data, make_laser_hints
from .locations import WitnessPlayerLocations, static_witness_locations
from .locations import WitnessPlayerLocations
from .options import TheWitnessOptions, witness_option_groups
from .player_items import WitnessItem, WitnessPlayerItems
from .player_logic import WitnessPlayerLogic
@@ -53,7 +54,8 @@ class WitnessWorld(World):
options: TheWitnessOptions
item_name_to_id = {
name: data.ap_code for name, data in static_witness_items.ITEM_DATA.items()
# ITEM_DATA doesn't have any event items in it
name: cast(int, data.ap_code) for name, data in static_witness_items.ITEM_DATA.items()
}
location_name_to_id = static_witness_locations.ALL_LOCATIONS_TO_ID
item_name_groups = static_witness_items.ITEM_GROUPS
@@ -142,7 +144,7 @@ class WitnessWorld(World):
)
self.player_regions: WitnessPlayerRegions = WitnessPlayerRegions(self.player_locations, self)
self.log_ids_to_hints = dict()
self.log_ids_to_hints = {}
self.determine_sufficient_progression()
@@ -183,21 +185,22 @@ class WitnessWorld(World):
self.items_placed_early.append("Puzzle Skip")
# Pick an early item to place on the tutorial gate.
early_items = [
item for item in self.player_items.get_early_items() if item in self.player_items.get_mandatory_items()
]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == "sigma_expert":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.
gate_item = self.create_item(random_early_item)
self.get_location("Tutorial Gate Open").place_locked_item(gate_item)
self.own_itempool.append(gate_item)
self.items_placed_early.append(random_early_item)
if self.options.early_symbol_item:
# Pick an early item to place on the tutorial gate.
early_items = [
item for item in self.player_items.get_early_items() if item in self.player_items.get_mandatory_items()
]
if early_items:
random_early_item = self.random.choice(early_items)
if self.options.puzzle_randomization == "sigma_expert":
# In Expert, only tag the item as early, rather than forcing it onto the gate.
self.multiworld.local_early_items[self.player][random_early_item] = 1
else:
# Force the item onto the tutorial gate check and remove it from our random pool.
gate_item = self.create_item(random_early_item)
self.get_location("Tutorial Gate Open").place_locked_item(gate_item)
self.own_itempool.append(gate_item)
self.items_placed_early.append(random_early_item)
# There are some really restrictive settings in The Witness.
# They are rarely played, but when they are, we add some extra sphere 1 locations.
@@ -279,7 +282,7 @@ class WitnessWorld(World):
remaining_item_slots = pool_size - sum(item_pool.values())
# Add puzzle skips.
num_puzzle_skips = self.options.puzzle_skip_amount
num_puzzle_skips = self.options.puzzle_skip_amount.value
if num_puzzle_skips > remaining_item_slots:
warning(f"{self.multiworld.get_player_name(self.player)}'s Witness world has insufficient locations"
@@ -301,21 +304,21 @@ class WitnessWorld(World):
if self.player_items.item_data[item_name].local_only:
self.options.local_items.value.add(item_name)
def fill_slot_data(self) -> dict:
self.log_ids_to_hints: Dict[int, CompactItemData] = dict()
self.laser_ids_to_hints: Dict[int, CompactItemData] = dict()
def fill_slot_data(self) -> Dict[str, Any]:
self.log_ids_to_hints: Dict[int, CompactItemData] = {}
self.laser_ids_to_hints: Dict[int, CompactItemData] = {}
already_hinted_locations = set()
# Laser hints
if self.options.laser_hints:
laser_hints = make_laser_hints(self, static_witness_items.ITEM_GROUPS["Lasers"])
laser_hints = make_laser_hints(self, sorted(static_witness_items.ITEM_GROUPS["Lasers"]))
for item_name, hint in laser_hints.items():
item_def = cast(DoorItemDefinition, static_witness_logic.ALL_ITEMS[item_name])
self.laser_ids_to_hints[int(item_def.panel_id_hexes[0], 16)] = make_compact_hint_data(hint, self.player)
already_hinted_locations.add(hint.location)
already_hinted_locations.add(cast(Location, hint.location))
# Audio Log Hints
@@ -378,13 +381,13 @@ class WitnessLocation(Location):
game: str = "The Witness"
entity_hex: int = -1
def __init__(self, player: int, name: str, address: Optional[int], parent, ch_hex: int = -1) -> None:
def __init__(self, player: int, name: str, address: Optional[int], parent: Region, ch_hex: int = -1) -> None:
super().__init__(player, name, address, parent)
self.entity_hex = ch_hex
def create_region(world: WitnessWorld, name: str, player_locations: WitnessPlayerLocations,
region_locations=None, exits=None) -> Region:
region_locations: Optional[List[str]] = None, exits: Optional[List[str]] = None) -> Region:
"""
Create an Archipelago Region for The Witness
"""
@@ -399,11 +402,11 @@ def create_region(world: WitnessWorld, name: str, player_locations: WitnessPlaye
entity_hex = int(
static_witness_logic.ENTITIES_BY_NAME[location]["entity_hex"], 0
)
location = WitnessLocation(
location_obj = WitnessLocation(
world.player, location, loc_id, ret, entity_hex
)
ret.locations.append(location)
ret.locations.append(location_obj)
if exits:
for single_exit in exits:
ret.exits.append(Entrance(world.player, single_exit, ret))

View File

@@ -1,4 +1,4 @@
from typing import Dict, List
from typing import Dict, List, Set
from BaseClasses import ItemClassification
@@ -7,7 +7,7 @@ from .item_definition_classes import DoorItemDefinition, ItemCategory, ItemData
from .static_locations import ID_START
ITEM_DATA: Dict[str, ItemData] = {}
ITEM_GROUPS: Dict[str, List[str]] = {}
ITEM_GROUPS: Dict[str, Set[str]] = {}
# Useful items that are treated specially at generation time and should not be automatically added to the player's
# item list during get_progression_items.
@@ -22,13 +22,13 @@ def populate_items() -> None:
if definition.category is ItemCategory.SYMBOL:
classification = ItemClassification.progression
ITEM_GROUPS.setdefault("Symbols", []).append(item_name)
ITEM_GROUPS.setdefault("Symbols", set()).add(item_name)
elif definition.category is ItemCategory.DOOR:
classification = ItemClassification.progression
ITEM_GROUPS.setdefault("Doors", []).append(item_name)
ITEM_GROUPS.setdefault("Doors", set()).add(item_name)
elif definition.category is ItemCategory.LASER:
classification = ItemClassification.progression_skip_balancing
ITEM_GROUPS.setdefault("Lasers", []).append(item_name)
ITEM_GROUPS.setdefault("Lasers", set()).add(item_name)
elif definition.category is ItemCategory.USEFUL:
classification = ItemClassification.useful
elif definition.category is ItemCategory.FILLER:
@@ -47,7 +47,7 @@ def populate_items() -> None:
def get_item_to_door_mappings() -> Dict[int, List[int]]:
output: Dict[int, List[int]] = {}
for item_name, item_data in ITEM_DATA.items():
if not isinstance(item_data.definition, DoorItemDefinition):
if not isinstance(item_data.definition, DoorItemDefinition) or item_data.ap_code is None:
continue
output[item_data.ap_code] = [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
return output

View File

@@ -1,3 +1,5 @@
from typing import Dict, Set, cast
from . import static_logic as static_witness_logic
ID_START = 158000
@@ -441,17 +443,17 @@ OBELISK_SIDES = {
"Town Obelisk Side 6",
}
ALL_LOCATIONS_TO_ID = dict()
ALL_LOCATIONS_TO_ID: Dict[str, int] = {}
AREA_LOCATION_GROUPS = dict()
AREA_LOCATION_GROUPS: Dict[str, Set[str]] = {}
def get_id(entity_hex: str) -> str:
def get_id(entity_hex: str) -> int:
"""
Calculates the location ID for any given location
"""
return static_witness_logic.ENTITIES_BY_HEX[entity_hex]["id"]
return cast(int, static_witness_logic.ENTITIES_BY_HEX[entity_hex]["id"])
def get_event_name(entity_hex: str) -> str:
@@ -461,7 +463,7 @@ def get_event_name(entity_hex: str) -> str:
action = " Opened" if static_witness_logic.ENTITIES_BY_HEX[entity_hex]["entityType"] == "Door" else " Solved"
return static_witness_logic.ENTITIES_BY_HEX[entity_hex]["checkName"] + action
return cast(str, static_witness_logic.ENTITIES_BY_HEX[entity_hex]["checkName"]) + action
ALL_LOCATIONS_TO_IDS = {
@@ -479,4 +481,4 @@ for key, item in ALL_LOCATIONS_TO_IDS.items():
for loc in ALL_LOCATIONS_TO_IDS:
area = static_witness_logic.ENTITIES_BY_NAME[loc]["area"]["name"]
AREA_LOCATION_GROUPS.setdefault(area, []).append(loc)
AREA_LOCATION_GROUPS.setdefault(area, set()).add(loc)

View File

@@ -1,5 +1,5 @@
from collections import defaultdict
from typing import Dict, List, Set, Tuple
from typing import Any, Dict, List, Optional, Set, Tuple
from Utils import cache_argsless
@@ -24,13 +24,37 @@ from .utils import (
class StaticWitnessLogicObj:
def read_logic_file(self, lines) -> None:
def __init__(self, lines: Optional[List[str]] = None) -> None:
if lines is None:
lines = get_sigma_normal_logic()
# All regions with a list of panels in them and the connections to other regions, before logic adjustments
self.ALL_REGIONS_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.ALL_AREAS_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.CONNECTIONS_WITH_DUPLICATES: Dict[str, Dict[str, Set[WitnessRule]]] = defaultdict(lambda: defaultdict(set))
self.STATIC_CONNECTIONS_BY_REGION_NAME: Dict[str, Set[Tuple[str, WitnessRule]]] = {}
self.ENTITIES_BY_HEX: Dict[str, Dict[str, Any]] = {}
self.ENTITIES_BY_NAME: Dict[str, Dict[str, Any]] = {}
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX: Dict[str, Dict[str, WitnessRule]] = {}
self.OBELISK_SIDE_ID_TO_EP_HEXES: Dict[int, Set[int]] = {}
self.EP_TO_OBELISK_SIDE: Dict[str, str] = {}
self.ENTITY_ID_TO_NAME: Dict[str, str] = {}
self.read_logic_file(lines)
self.reverse_connections()
self.combine_connections()
def read_logic_file(self, lines: List[str]) -> None:
"""
Reads the logic file and does the initial population of data structures
"""
current_region = dict()
current_area = {
current_region = {}
current_area: Dict[str, Any] = {
"name": "Misc",
"regions": [],
}
@@ -155,7 +179,7 @@ class StaticWitnessLogicObj:
current_region["entities"].append(entity_hex)
current_region["physical_entities"].append(entity_hex)
def reverse_connection(self, source_region: str, connection: Tuple[str, Set[WitnessRule]]):
def reverse_connection(self, source_region: str, connection: Tuple[str, Set[WitnessRule]]) -> None:
target = connection[0]
traversal_options = connection[1]
@@ -169,13 +193,13 @@ class StaticWitnessLogicObj:
if remaining_options:
self.CONNECTIONS_WITH_DUPLICATES[target][source_region].add(frozenset(remaining_options))
def reverse_connections(self):
def reverse_connections(self) -> None:
# Iterate all connections
for region_name, connections in list(self.CONNECTIONS_WITH_DUPLICATES.items()):
for connection in connections.items():
self.reverse_connection(region_name, connection)
def combine_connections(self):
def combine_connections(self) -> None:
# All regions need to be present, and this dict is copied later - Thus, defaultdict is not the correct choice.
self.STATIC_CONNECTIONS_BY_REGION_NAME = {region_name: set() for region_name in self.ALL_REGIONS_BY_NAME}
@@ -184,30 +208,6 @@ class StaticWitnessLogicObj:
combined_req = logical_or_witness_rules(requirement)
self.STATIC_CONNECTIONS_BY_REGION_NAME[source].add((target, combined_req))
def __init__(self, lines=None) -> None:
if lines is None:
lines = get_sigma_normal_logic()
# All regions with a list of panels in them and the connections to other regions, before logic adjustments
self.ALL_REGIONS_BY_NAME = dict()
self.ALL_AREAS_BY_NAME = dict()
self.CONNECTIONS_WITH_DUPLICATES = defaultdict(lambda: defaultdict(lambda: set()))
self.STATIC_CONNECTIONS_BY_REGION_NAME = dict()
self.ENTITIES_BY_HEX = dict()
self.ENTITIES_BY_NAME = dict()
self.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX = dict()
self.OBELISK_SIDE_ID_TO_EP_HEXES = dict()
self.EP_TO_OBELISK_SIDE = dict()
self.ENTITY_ID_TO_NAME = dict()
self.read_logic_file(lines)
self.reverse_connections()
self.combine_connections()
# Item data parsed from WitnessItems.txt
ALL_ITEMS: Dict[str, ItemDefinition] = {}
@@ -276,12 +276,12 @@ def get_sigma_expert() -> StaticWitnessLogicObj:
return StaticWitnessLogicObj(get_sigma_expert_logic())
def __getattr__(name):
def __getattr__(name: str) -> StaticWitnessLogicObj:
if name == "vanilla":
return get_vanilla()
elif name == "sigma_normal":
if name == "sigma_normal":
return get_sigma_normal()
elif name == "sigma_expert":
if name == "sigma_expert":
return get_sigma_expert()
raise AttributeError(f"module '{__name__}' has no attribute '{name}'")

View File

@@ -1,7 +1,9 @@
from math import floor
from pkgutil import get_data
from random import random
from typing import Any, Collection, Dict, FrozenSet, Iterable, List, Set, Tuple
from random import Random
from typing import Any, Collection, Dict, FrozenSet, Iterable, List, Set, Tuple, TypeVar
T = TypeVar("T")
# A WitnessRule is just an or-chain of and-conditions.
# It represents the set of all options that could fulfill this requirement.
@@ -11,9 +13,9 @@ from typing import Any, Collection, Dict, FrozenSet, Iterable, List, Set, Tuple
WitnessRule = FrozenSet[FrozenSet[str]]
def weighted_sample(world_random: random, population: List, weights: List[float], k: int) -> List:
def weighted_sample(world_random: Random, population: List[T], weights: List[float], k: int) -> List[T]:
positions = range(len(population))
indices = []
indices: List[int] = []
while True:
needed = k - len(indices)
if not needed:
@@ -82,13 +84,13 @@ def define_new_region(region_string: str) -> Tuple[Dict[str, Any], Set[Tuple[str
region_obj = {
"name": region_name,
"shortName": region_name_simple,
"entities": list(),
"physical_entities": list(),
"entities": [],
"physical_entities": [],
}
return region_obj, options
def parse_lambda(lambda_string) -> WitnessRule:
def parse_lambda(lambda_string: str) -> WitnessRule:
"""
Turns a lambda String literal like this: a | b & c
into a set of sets like this: {{a}, {b, c}}
@@ -97,18 +99,18 @@ def parse_lambda(lambda_string) -> WitnessRule:
if lambda_string == "True":
return frozenset([frozenset()])
split_ands = set(lambda_string.split(" | "))
lambda_set = frozenset({frozenset(a.split(" & ")) for a in split_ands})
return lambda_set
return frozenset({frozenset(a.split(" & ")) for a in split_ands})
_adjustment_file_cache = dict()
_adjustment_file_cache = {}
def get_adjustment_file(adjustment_file: str) -> List[str]:
if adjustment_file not in _adjustment_file_cache:
data = get_data(__name__, adjustment_file).decode("utf-8")
_adjustment_file_cache[adjustment_file] = [line.strip() for line in data.split("\n")]
data = get_data(__name__, adjustment_file)
if data is None:
raise FileNotFoundError(f"Could not find {adjustment_file}")
_adjustment_file_cache[adjustment_file] = [line.strip() for line in data.decode("utf-8").split("\n")]
return _adjustment_file_cache[adjustment_file]
@@ -237,7 +239,7 @@ def logical_and_witness_rules(witness_rules: Iterable[WitnessRule]) -> WitnessRu
A logical formula might look like this: {{a, b}, {c, d}}, which would mean "a & b | c & d".
These can be easily and-ed by just using the boolean distributive law: (a | b) & c = a & c | a & b.
"""
current_overall_requirement = frozenset({frozenset()})
current_overall_requirement: FrozenSet[FrozenSet[str]] = frozenset({frozenset()})
for next_dnf_requirement in witness_rules:
new_requirement: Set[FrozenSet[str]] = set()

View File

@@ -1,11 +1,12 @@
import logging
from dataclasses import dataclass
from typing import TYPE_CHECKING, Dict, List, Optional, Set, Tuple, Union
from typing import TYPE_CHECKING, Any, Dict, List, Optional, Set, Tuple, Union
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from .data import static_logic as static_witness_logic
from .data.utils import weighted_sample
from .player_items import WitnessItem
if TYPE_CHECKING:
from . import WitnessWorld
@@ -22,7 +23,9 @@ class WitnessLocationHint:
def __hash__(self) -> int:
return hash(self.location)
def __eq__(self, other) -> bool:
def __eq__(self, other: Any) -> bool:
if not isinstance(other, WitnessLocationHint):
return False
return self.location == other.location
@@ -171,9 +174,13 @@ def word_direct_hint(world: "WitnessWorld", hint: WitnessLocationHint) -> Witnes
location_name += " (" + world.multiworld.get_player_name(hint.location.player) + ")"
item = hint.location.item
item_name = item.name
if item.player != world.player:
item_name += " (" + world.multiworld.get_player_name(item.player) + ")"
item_name = "Nothing"
if item is not None:
item_name = item.name
if item.player != world.player:
item_name += " (" + world.multiworld.get_player_name(item.player) + ")"
if hint.hint_came_from_location:
hint_text = f"{location_name} contains {item_name}."
@@ -183,14 +190,17 @@ def word_direct_hint(world: "WitnessWorld", hint: WitnessLocationHint) -> Witnes
return WitnessWordedHint(hint_text, hint.location)
def hint_from_item(world: "WitnessWorld", item_name: str, own_itempool: List[Item]) -> Optional[WitnessLocationHint]:
def get_real_location(multiworld: MultiWorld, location: Location):
def hint_from_item(world: "WitnessWorld", item_name: str,
own_itempool: List["WitnessItem"]) -> Optional[WitnessLocationHint]:
def get_real_location(multiworld: MultiWorld, location: Location) -> Location:
"""If this location is from an item_link pseudo-world, get the location that the item_link item is on.
Return the original location otherwise / as a fallback."""
if location.player not in world.multiworld.groups:
return location
try:
if not location.item:
return location
return multiworld.find_item(location.item.name, location.player)
except StopIteration:
return location
@@ -209,17 +219,11 @@ def hint_from_item(world: "WitnessWorld", item_name: str, own_itempool: List[Ite
def hint_from_location(world: "WitnessWorld", location: str) -> Optional[WitnessLocationHint]:
location_obj = world.get_location(location)
item_obj = location_obj.item
item_name = item_obj.name
if item_obj.player != world.player:
item_name += " (" + world.multiworld.get_player_name(item_obj.player) + ")"
return WitnessLocationHint(location_obj, True)
return WitnessLocationHint(world.get_location(location), True)
def get_items_and_locations_in_random_order(world: "WitnessWorld",
own_itempool: List[Item]) -> Tuple[List[str], List[str]]:
own_itempool: List["WitnessItem"]) -> Tuple[List[str], List[str]]:
prog_items_in_this_world = sorted(
item.name for item in own_itempool
if item.advancement and item.code and item.location
@@ -235,7 +239,7 @@ def get_items_and_locations_in_random_order(world: "WitnessWorld",
return prog_items_in_this_world, locations_in_this_world
def make_always_and_priority_hints(world: "WitnessWorld", own_itempool: List[Item],
def make_always_and_priority_hints(world: "WitnessWorld", own_itempool: List["WitnessItem"],
already_hinted_locations: Set[Location]
) -> Tuple[List[WitnessLocationHint], List[WitnessLocationHint]]:
prog_items_in_this_world, loc_in_this_world = get_items_and_locations_in_random_order(world, own_itempool)
@@ -282,14 +286,14 @@ def make_always_and_priority_hints(world: "WitnessWorld", own_itempool: List[Ite
return always_hints, priority_hints
def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itempool: List[Item],
def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itempool: List["WitnessItem"],
already_hinted_locations: Set[Location], hints_to_use_first: List[WitnessLocationHint],
unhinted_locations_for_hinted_areas: Dict[str, Set[Location]]) -> List[WitnessWordedHint]:
prog_items_in_this_world, locations_in_this_world = get_items_and_locations_in_random_order(world, own_itempool)
next_random_hint_is_location = world.random.randrange(0, 2)
hints = []
hints: List[WitnessWordedHint] = []
# This is a way to reverse a Dict[a,List[b]] to a Dict[b,a]
area_reverse_lookup = {
@@ -304,6 +308,7 @@ def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itemp
logging.warning(f"Ran out of items/locations to hint for player {player_name}.")
break
location_hint: Optional[WitnessLocationHint]
if hints_to_use_first:
location_hint = hints_to_use_first.pop()
elif next_random_hint_is_location and locations_in_this_world:
@@ -317,7 +322,7 @@ def make_extra_location_hints(world: "WitnessWorld", hint_amount: int, own_itemp
next_random_hint_is_location = not next_random_hint_is_location
continue
if not location_hint or location_hint.location in already_hinted_locations:
if location_hint is None or location_hint.location in already_hinted_locations:
continue
# Don't hint locations in areas that are almost fully hinted out already
@@ -344,8 +349,8 @@ def choose_areas(world: "WitnessWorld", amount: int, locations_per_area: Dict[st
When this happens, they are made less likely to receive an area hint.
"""
unhinted_locations_per_area = dict()
unhinted_location_percentage_per_area = dict()
unhinted_locations_per_area = {}
unhinted_location_percentage_per_area = {}
for area_name, locations in locations_per_area.items():
not_yet_hinted_locations = sum(location not in already_hinted_locations for location in locations)
@@ -368,8 +373,8 @@ def choose_areas(world: "WitnessWorld", amount: int, locations_per_area: Dict[st
def get_hintable_areas(world: "WitnessWorld") -> Tuple[Dict[str, List[Location]], Dict[str, List[Item]]]:
potential_areas = list(static_witness_logic.ALL_AREAS_BY_NAME.keys())
locations_per_area = dict()
items_per_area = dict()
locations_per_area = {}
items_per_area = {}
for area in potential_areas:
regions = [
@@ -533,7 +538,7 @@ def create_all_hints(world: "WitnessWorld", hint_amount: int, area_hints: int,
location_hints_created_in_round_1 = len(generated_hints)
unhinted_locations_per_area: Dict[str, Set[Location]] = dict()
unhinted_locations_per_area: Dict[str, Set[Location]] = {}
# Then, make area hints.
if area_hints:
@@ -584,17 +589,29 @@ def make_compact_hint_data(hint: WitnessWordedHint, local_player_number: int) ->
location = hint.location
area_amount = hint.area_amount
# None if junk hint, address if location hint, area string if area hint
arg_1 = location.address if location else (hint.area if hint.area else None)
# -1 if junk hint, address if location hint, area string if area hint
arg_1: Union[str, int]
if location and location.address is not None:
arg_1 = location.address
elif hint.area is not None:
arg_1 = hint.area
else:
arg_1 = -1
# self.player if junk hint, player if location hint, progression amount if area hint
arg_2 = area_amount if area_amount is not None else (location.player if location else local_player_number)
arg_2: int
if area_amount is not None:
arg_2 = area_amount
elif location is not None:
arg_2 = location.player
else:
arg_2 = local_player_number
return hint.wording, arg_1, arg_2
def make_laser_hints(world: "WitnessWorld", laser_names: List[str]) -> Dict[str, WitnessWordedHint]:
laser_hints_by_name = dict()
laser_hints_by_name = {}
for item_name in laser_names:
location_hint = hint_from_item(world, item_name, world.own_itempool)

View File

@@ -61,9 +61,7 @@ class WitnessPlayerLocations:
sorted(self.CHECK_PANELHEX_TO_ID.items(), key=lambda item: item[1])
)
event_locations = {
p for p in player_logic.USED_EVENT_NAMES_BY_HEX
}
event_locations = set(player_logic.USED_EVENT_NAMES_BY_HEX)
self.EVENT_LOCATION_TABLE = {
static_witness_locations.get_event_name(entity_hex): None
@@ -80,5 +78,5 @@ class WitnessPlayerLocations:
def add_location_late(self, entity_name: str) -> None:
entity_hex = static_witness_logic.ENTITIES_BY_NAME[entity_name]["entity_hex"]
self.CHECK_LOCATION_TABLE[entity_hex] = entity_name
self.CHECK_LOCATION_TABLE[entity_hex] = static_witness_locations.get_id(entity_hex)
self.CHECK_PANELHEX_TO_ID[entity_hex] = static_witness_locations.get_id(entity_hex)

View File

@@ -2,7 +2,7 @@ from dataclasses import dataclass
from schema import And, Schema
from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle
from Options import Choice, DefaultOnToggle, OptionDict, OptionGroup, PerGameCommonOptions, Range, Toggle, Visibility
from .data import static_logic as static_witness_logic
from .data.item_definition_classes import ItemCategory, WeightedItemDefinition
@@ -35,6 +35,14 @@ class EarlyCaves(Choice):
alias_on = 2
class EarlySymbolItem(DefaultOnToggle):
"""
Put a random helpful symbol item on an early check, specifically Tutorial Gate Open if it is available early.
"""
visibility = Visibility.none
class ShuffleSymbols(DefaultOnToggle):
"""
If on, you will need to unlock puzzle symbols as items to be able to solve the panels that contain those symbols.
@@ -325,6 +333,7 @@ class TheWitnessOptions(PerGameCommonOptions):
mountain_lasers: MountainLasers
challenge_lasers: ChallengeLasers
early_caves: EarlyCaves
early_symbol_item: EarlySymbolItem
elevators_come_to_you: ElevatorsComeToYou
trap_percentage: TrapPercentage
trap_weights: TrapWeights

View File

@@ -2,7 +2,7 @@
Defines progression, junk and event items for The Witness
"""
import copy
from typing import TYPE_CHECKING, Dict, List, Set
from typing import TYPE_CHECKING, Dict, List, Set, cast
from BaseClasses import Item, ItemClassification, MultiWorld
@@ -87,7 +87,8 @@ class WitnessPlayerItems:
if data.classification == ItemClassification.useful}.items():
if item_name in static_witness_items._special_usefuls:
continue
elif item_name == "Energy Capacity":
if item_name == "Energy Capacity":
self._mandatory_items[item_name] = NUM_ENERGY_UPGRADES
elif isinstance(item_data.classification, ProgressiveItemDefinition):
self._mandatory_items[item_name] = len(item_data.mappings)
@@ -184,15 +185,16 @@ class WitnessPlayerItems:
output -= {item for item, weight in inner_item.items() if weight}
# Sort the output for consistency across versions if the implementation changes but the logic does not.
return sorted(list(output))
return sorted(output)
def get_door_ids_in_pool(self) -> List[int]:
"""
Returns the total set of all door IDs that are controlled by items in the pool.
"""
output: List[int] = []
for item_name, item_data in {name: data for name, data in self.item_data.items()
if isinstance(data.definition, DoorItemDefinition)}.items():
for item_name, item_data in dict(self.item_data.items()).items():
if not isinstance(item_data.definition, DoorItemDefinition):
continue
output += [int(hex_string, 16) for hex_string in item_data.definition.panel_id_hexes]
return output
@@ -201,18 +203,21 @@ class WitnessPlayerItems:
"""
Returns the item IDs of symbol items that were defined in the configuration file but are not in the pool.
"""
return [data.ap_code for name, data in static_witness_items.ITEM_DATA.items()
if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL]
return [
# data.ap_code is guaranteed for a symbol definition
cast(int, data.ap_code) for name, data in static_witness_items.ITEM_DATA.items()
if name not in self.item_data.keys() and data.definition.category is ItemCategory.SYMBOL
]
def get_progressive_item_ids_in_pool(self) -> Dict[int, List[int]]:
output: Dict[int, List[int]] = {}
for item_name, quantity in {name: quantity for name, quantity in self._mandatory_items.items()}.items():
for item_name, quantity in dict(self._mandatory_items.items()).items():
item = self.item_data[item_name]
if isinstance(item.definition, ProgressiveItemDefinition):
# Note: we need to reference the static table here rather than the player-specific one because the child
# items were removed from the pool when we pruned out all progression items not in the settings.
output[item.ap_code] = [static_witness_items.ITEM_DATA[child_item].ap_code
for child_item in item.definition.child_item_names]
output[cast(int, item.ap_code)] = [cast(int, static_witness_items.ITEM_DATA[child_item].ap_code)
for child_item in item.definition.child_item_names]
return output

View File

@@ -22,6 +22,7 @@ from typing import TYPE_CHECKING, Dict, List, Set, Tuple, cast
from .data import static_logic as static_witness_logic
from .data.item_definition_classes import DoorItemDefinition, ItemCategory, ProgressiveItemDefinition
from .data.static_logic import StaticWitnessLogicObj
from .data.utils import (
WitnessRule,
define_new_region,
@@ -58,6 +59,95 @@ if TYPE_CHECKING:
class WitnessPlayerLogic:
"""WITNESS LOGIC CLASS"""
VICTORY_LOCATION: str
def __init__(self, world: "WitnessWorld", disabled_locations: Set[str], start_inv: Dict[str, int]) -> None:
self.YAML_DISABLED_LOCATIONS: Set[str] = disabled_locations
self.YAML_ADDED_ITEMS: Dict[str, int] = start_inv
self.EVENT_PANELS_FROM_PANELS: Set[str] = set()
self.EVENT_PANELS_FROM_REGIONS: Set[str] = set()
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES: Set[str] = set()
self.ENTITIES_WITHOUT_ENSURED_SOLVABILITY: Set[str] = set()
self.UNREACHABLE_REGIONS: Set[str] = set()
self.THEORETICAL_ITEMS: Set[str] = set()
self.THEORETICAL_ITEMS_NO_MULTI: Set[str] = set()
self.MULTI_AMOUNTS: Dict[str, int] = defaultdict(lambda: 1)
self.MULTI_LISTS: Dict[str, List[str]] = {}
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI: Set[str] = set()
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME: Set[str] = set()
self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
self.STARTING_INVENTORY: Set[str] = set()
self.DIFFICULTY = world.options.puzzle_randomization
self.REFERENCE_LOGIC: StaticWitnessLogicObj
if self.DIFFICULTY == "sigma_expert":
self.REFERENCE_LOGIC = static_witness_logic.sigma_expert
elif self.DIFFICULTY == "none":
self.REFERENCE_LOGIC = static_witness_logic.vanilla
else:
self.REFERENCE_LOGIC = static_witness_logic.sigma_normal
self.CONNECTIONS_BY_REGION_NAME_THEORETICAL: Dict[str, Set[Tuple[str, WitnessRule]]] = copy.deepcopy(
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
)
self.CONNECTIONS_BY_REGION_NAME: Dict[str, Set[Tuple[str, WitnessRule]]] = copy.deepcopy(
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
)
self.DEPENDENT_REQUIREMENTS_BY_HEX: Dict[str, Dict[str, WitnessRule]] = copy.deepcopy(
self.REFERENCE_LOGIC.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX
)
self.REQUIREMENTS_BY_HEX: Dict[str, WitnessRule] = {}
self.EVENT_ITEM_PAIRS: Dict[str, str] = {}
self.COMPLETELY_DISABLED_ENTITIES: Set[str] = set()
self.DISABLE_EVERYTHING_BEHIND: Set[str] = set()
self.PRECOMPLETED_LOCATIONS: Set[str] = set()
self.EXCLUDED_LOCATIONS: Set[str] = set()
self.ADDED_CHECKS: Set[str] = set()
self.VICTORY_LOCATION = "0x0356B"
self.ALWAYS_EVENT_NAMES_BY_HEX = {
"0x00509": "+1 Laser (Symmetry Laser)",
"0x012FB": "+1 Laser (Desert Laser)",
"0x09F98": "Desert Laser Redirection",
"0x01539": "+1 Laser (Quarry Laser)",
"0x181B3": "+1 Laser (Shadows Laser)",
"0x014BB": "+1 Laser (Keep Laser)",
"0x17C65": "+1 Laser (Monastery Laser)",
"0x032F9": "+1 Laser (Town Laser)",
"0x00274": "+1 Laser (Jungle Laser)",
"0x0C2B2": "+1 Laser (Bunker Laser)",
"0x00BF6": "+1 Laser (Swamp Laser)",
"0x028A4": "+1 Laser (Treehouse Laser)",
"0x17C34": "Mountain Entry",
"0xFFF00": "Bottom Floor Discard Turns On",
}
self.USED_EVENT_NAMES_BY_HEX: Dict[str, str] = {}
self.CONDITIONAL_EVENTS: Dict[Tuple[str, str], str] = {}
# The basic requirements to solve each entity come from StaticWitnessLogic.
# However, for any given world, the options (e.g. which item shuffles are enabled) affect the requirements.
self.make_options_adjustments(world)
self.determine_unrequired_entities(world)
self.find_unsolvable_entities(world)
# After we have adjusted the raw requirements, we perform a dependency reduction for the entity requirements.
# This will make the access conditions way faster, instead of recursively checking dependent entities each time.
self.make_dependency_reduced_checklist()
# Finalize which items actually exist in the MultiWorld and which get grouped into progressive items.
self.finalize_items()
# Create event-item pairs for specific panels in the game.
self.make_event_panel_lists()
def reduce_req_within_region(self, entity_hex: str) -> WitnessRule:
"""
Panels in this game often only turn on when other panels are solved.
@@ -77,9 +167,9 @@ class WitnessPlayerLogic:
# For the requirement of an entity, we consider two things:
# 1. Any items this entity needs (e.g. Symbols or Door Items)
these_items = self.DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex].get("items", frozenset({frozenset()}))
these_items: WitnessRule = self.DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex].get("items", frozenset({frozenset()}))
# 2. Any entities that this entity depends on (e.g. one panel powering on the next panel in a set)
these_panels = self.DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex]["entities"]
these_panels: WitnessRule = self.DEPENDENT_REQUIREMENTS_BY_HEX[entity_hex]["entities"]
# Remove any items that don't actually exist in the settings (e.g. Symbol Shuffle turned off)
these_items = frozenset({
@@ -91,47 +181,49 @@ class WitnessPlayerLogic:
for subset in these_items:
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(subset)
# If this entity is opened by a door item that exists in the itempool, add that item to its requirements.
# Also, remove any original power requirements this entity might have had.
# Handle door entities (door shuffle)
if entity_hex in self.DOOR_ITEMS_BY_ID:
# If this entity is opened by a door item that exists in the itempool, add that item to its requirements.
door_items = frozenset({frozenset([item]) for item in self.DOOR_ITEMS_BY_ID[entity_hex]})
for dependent_item in door_items:
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI.update(dependent_item)
all_options = logical_and_witness_rules([door_items, these_items])
these_items = logical_and_witness_rules([door_items, these_items])
# If this entity is not an EP, and it has an associated door item, ignore the original power dependencies
if static_witness_logic.ENTITIES_BY_HEX[entity_hex]["entityType"] != "EP":
# A door entity is opened by its door item instead of previous entities powering it.
# That means we need to ignore any dependent requirements.
# However, there are some entities that depend on other entities because of an environmental reason.
# Those requirements need to be preserved even in door shuffle.
entity_dependencies_need_to_be_preserved = (
# EPs keep all their entity dependencies
static_witness_logic.ENTITIES_BY_HEX[entity_hex]["entityType"] == "EP"
# 0x28A0D depends on another entity for *non-power* reasons -> This dependency needs to be preserved,
# except in Expert, where that dependency doesn't exist, but now there *is* a power dependency.
# In the future, it'd be wise to make a distinction between "power dependencies" and other dependencies.
if entity_hex == "0x28A0D" and not any("0x28998" in option for option in these_panels):
these_items = all_options
or entity_hex == "0x28A0D" and not any("0x28998" in option for option in these_panels)
# Another dependency that is not power-based: The Symmetry Island Upper Panel latches
elif entity_hex == "0x1C349":
these_items = all_options
or entity_hex == "0x1C349"
)
else:
return frozenset(all_options)
else:
these_items = all_options
# If this is not one of those special cases, solving this door entity only needs its own item requirement.
# Dependent entities from these_panels are ignored, and we just return these_items directly.
if not entity_dependencies_need_to_be_preserved:
return these_items
# Now that we have item requirements and entity dependencies, it's time for the dependency reduction.
# For each entity that this entity depends on (e.g. a panel turning on another panel),
# Add that entities requirements to this entity.
# If there are multiple options, consider each, and then or-chain them.
all_options = list()
all_options = []
for option in these_panels:
dependent_items_for_option = frozenset({frozenset()})
dependent_items_for_option: WitnessRule = frozenset({frozenset()})
# For each entity in this option, resolve it to its actual requirement.
for option_entity in option:
dep_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX.get(option_entity)
dep_obj = self.REFERENCE_LOGIC.ENTITIES_BY_HEX.get(option_entity, {})
if option_entity in {"7 Lasers", "11 Lasers", "7 Lasers + Redirect", "11 Lasers + Redirect",
"PP2 Weirdness", "Theater to Tunnels"}:
@@ -525,13 +617,16 @@ class WitnessPlayerLogic:
current_adjustment_type = line[:-1]
continue
if current_adjustment_type is None:
raise ValueError(f"Adjustment lineset {adjustment_lineset} is malformed")
self.make_single_adjustment(current_adjustment_type, line)
for entity_id in self.COMPLETELY_DISABLED_ENTITIES:
if entity_id in self.DOOR_ITEMS_BY_ID:
del self.DOOR_ITEMS_BY_ID[entity_id]
def discover_reachable_regions(self):
def discover_reachable_regions(self) -> Set[str]:
"""
Some options disable panels or remove specific items.
This can make entire regions completely unreachable, because all their incoming connections are invalid.
@@ -640,7 +735,7 @@ class WitnessPlayerLogic:
# Check each traversal option individually
for option in connection[1]:
individual_entity_requirements = []
individual_entity_requirements: List[WitnessRule] = []
for entity in option:
# If a connection requires solving a disabled entity, it is not valid.
if not self.solvability_guaranteed(entity) or entity in self.DISABLE_EVERYTHING_BEHIND:
@@ -664,7 +759,7 @@ class WitnessPlayerLogic:
return logical_or_witness_rules(all_possibilities)
def make_dependency_reduced_checklist(self):
def make_dependency_reduced_checklist(self) -> None:
"""
Every entity has a requirement. This requirement may involve other entities.
Example: Solving a panel powers a cable, and that cable turns on the next panel.
@@ -679,12 +774,12 @@ class WitnessPlayerLogic:
# Requirements are cached per entity. However, we might redo the whole reduction process multiple times.
# So, we first clear this cache.
self.REQUIREMENTS_BY_HEX = dict()
self.REQUIREMENTS_BY_HEX = {}
# We also clear any data structures that we might have filled in a previous dependency reduction
self.REQUIREMENTS_BY_HEX = dict()
self.USED_EVENT_NAMES_BY_HEX = dict()
self.CONNECTIONS_BY_REGION_NAME = dict()
self.REQUIREMENTS_BY_HEX = {}
self.USED_EVENT_NAMES_BY_HEX = {}
self.CONNECTIONS_BY_REGION_NAME = {}
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI = set()
# Make independent requirements for entities
@@ -695,22 +790,18 @@ class WitnessPlayerLogic:
# Make independent region connection requirements based on the entities they require
for region, connections in self.CONNECTIONS_BY_REGION_NAME_THEORETICAL.items():
self.CONNECTIONS_BY_REGION_NAME[region] = []
new_connections = []
new_connections = set()
for connection in connections:
overall_requirement = self.reduce_connection_requirement(connection)
# If there is a way to use this connection, add it.
if overall_requirement:
new_connections.append((connection[0], overall_requirement))
new_connections.add((connection[0], overall_requirement))
# If there are any usable outgoing connections from this region, add them.
if new_connections:
self.CONNECTIONS_BY_REGION_NAME[region] = new_connections
self.CONNECTIONS_BY_REGION_NAME[region] = new_connections
def finalize_items(self):
def finalize_items(self) -> None:
"""
Finalise which items are used in the world, and handle their progressive versions.
"""
@@ -808,8 +899,7 @@ class WitnessPlayerLogic:
if entity_hex not in self.USED_EVENT_NAMES_BY_HEX:
warning(f'Entity "{name}" does not have an associated event name.')
self.USED_EVENT_NAMES_BY_HEX[entity_hex] = name + " Event"
pair = (name, self.USED_EVENT_NAMES_BY_HEX[entity_hex])
return pair
return (name, self.USED_EVENT_NAMES_BY_HEX[entity_hex])
def make_event_panel_lists(self) -> None:
"""
@@ -828,85 +918,3 @@ class WitnessPlayerLogic:
for panel in self.USED_EVENT_NAMES_BY_HEX:
pair = self.make_event_item_pair(panel)
self.EVENT_ITEM_PAIRS[pair[0]] = pair[1]
def __init__(self, world: "WitnessWorld", disabled_locations: Set[str], start_inv: Dict[str, int]) -> None:
self.YAML_DISABLED_LOCATIONS = disabled_locations
self.YAML_ADDED_ITEMS = start_inv
self.EVENT_PANELS_FROM_PANELS = set()
self.EVENT_PANELS_FROM_REGIONS = set()
self.IRRELEVANT_BUT_NOT_DISABLED_ENTITIES = set()
self.ENTITIES_WITHOUT_ENSURED_SOLVABILITY = set()
self.UNREACHABLE_REGIONS = set()
self.THEORETICAL_ITEMS = set()
self.THEORETICAL_ITEMS_NO_MULTI = set()
self.MULTI_AMOUNTS = defaultdict(lambda: 1)
self.MULTI_LISTS = dict()
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME_NO_MULTI = set()
self.PROG_ITEMS_ACTUALLY_IN_THE_GAME = set()
self.DOOR_ITEMS_BY_ID: Dict[str, List[str]] = {}
self.STARTING_INVENTORY = set()
self.DIFFICULTY = world.options.puzzle_randomization
if self.DIFFICULTY == "sigma_normal":
self.REFERENCE_LOGIC = static_witness_logic.sigma_normal
elif self.DIFFICULTY == "sigma_expert":
self.REFERENCE_LOGIC = static_witness_logic.sigma_expert
elif self.DIFFICULTY == "none":
self.REFERENCE_LOGIC = static_witness_logic.vanilla
self.CONNECTIONS_BY_REGION_NAME_THEORETICAL = copy.deepcopy(
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
)
self.CONNECTIONS_BY_REGION_NAME = dict()
self.DEPENDENT_REQUIREMENTS_BY_HEX = copy.deepcopy(self.REFERENCE_LOGIC.STATIC_DEPENDENT_REQUIREMENTS_BY_HEX)
self.REQUIREMENTS_BY_HEX = dict()
self.EVENT_ITEM_PAIRS = dict()
self.COMPLETELY_DISABLED_ENTITIES = set()
self.DISABLE_EVERYTHING_BEHIND = set()
self.PRECOMPLETED_LOCATIONS = set()
self.EXCLUDED_LOCATIONS = set()
self.ADDED_CHECKS = set()
self.VICTORY_LOCATION: str
self.ALWAYS_EVENT_NAMES_BY_HEX = {
"0x00509": "+1 Laser (Symmetry Laser)",
"0x012FB": "+1 Laser (Desert Laser)",
"0x09F98": "Desert Laser Redirection",
"0x01539": "+1 Laser (Quarry Laser)",
"0x181B3": "+1 Laser (Shadows Laser)",
"0x014BB": "+1 Laser (Keep Laser)",
"0x17C65": "+1 Laser (Monastery Laser)",
"0x032F9": "+1 Laser (Town Laser)",
"0x00274": "+1 Laser (Jungle Laser)",
"0x0C2B2": "+1 Laser (Bunker Laser)",
"0x00BF6": "+1 Laser (Swamp Laser)",
"0x028A4": "+1 Laser (Treehouse Laser)",
"0x17C34": "Mountain Entry",
"0xFFF00": "Bottom Floor Discard Turns On",
}
self.USED_EVENT_NAMES_BY_HEX = {}
self.CONDITIONAL_EVENTS = {}
# The basic requirements to solve each entity come from StaticWitnessLogic.
# However, for any given world, the options (e.g. which item shuffles are enabled) affect the requirements.
self.make_options_adjustments(world)
self.determine_unrequired_entities(world)
self.find_unsolvable_entities(world)
# After we have adjusted the raw requirements, we perform a dependency reduction for the entity requirements.
# This will make the access conditions way faster, instead of recursively checking dependent entities each time.
self.make_dependency_reduced_checklist()
# Finalize which items actually exist in the MultiWorld and which get grouped into progressive items.
self.finalize_items()
# Create event-item pairs for specific panels in the game.
self.make_event_panel_lists()

View File

@@ -9,9 +9,11 @@ from BaseClasses import Entrance, Region
from worlds.generic.Rules import CollectionRule
from .data import static_locations as static_witness_locations
from .data import static_logic as static_witness_logic
from .data.static_logic import StaticWitnessLogicObj
from .data.utils import WitnessRule, optimize_witness_rule
from .locations import WitnessPlayerLocations, static_witness_locations
from .locations import WitnessPlayerLocations
from .player_logic import WitnessPlayerLogic
if TYPE_CHECKING:
@@ -21,8 +23,20 @@ if TYPE_CHECKING:
class WitnessPlayerRegions:
"""Class that defines Witness Regions"""
player_locations = None
logic = None
def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None:
difficulty = world.options.puzzle_randomization
self.reference_logic: StaticWitnessLogicObj
if difficulty == "sigma_normal":
self.reference_logic = static_witness_logic.sigma_normal
elif difficulty == "sigma_expert":
self.reference_logic = static_witness_logic.sigma_expert
else:
self.reference_logic = static_witness_logic.vanilla
self.player_locations = player_locations
self.two_way_entrance_register: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: [])
self.created_region_names: Set[str] = set()
@staticmethod
def make_lambda(item_requirement: WitnessRule, world: "WitnessWorld") -> CollectionRule:
@@ -36,7 +50,7 @@ class WitnessPlayerRegions:
return _meets_item_requirements(item_requirement, world)
def connect_if_possible(self, world: "WitnessWorld", source: str, target: str, req: WitnessRule,
regions_by_name: Dict[str, Region]):
regions_by_name: Dict[str, Region]) -> None:
"""
connect two regions and set the corresponding requirement
"""
@@ -89,8 +103,8 @@ class WitnessPlayerRegions:
"""
from . import create_region
all_locations = set()
regions_by_name = dict()
all_locations: Set[str] = set()
regions_by_name: Dict[str, Region] = {}
regions_to_create = {
k: v for k, v in self.reference_logic.ALL_REGIONS_BY_NAME.items()
@@ -121,17 +135,3 @@ class WitnessPlayerRegions:
for region_name, region in regions_to_create.items():
for connection in player_logic.CONNECTIONS_BY_REGION_NAME[region_name]:
self.connect_if_possible(world, region_name, connection[0], connection[1], regions_by_name)
def __init__(self, player_locations: WitnessPlayerLocations, world: "WitnessWorld") -> None:
difficulty = world.options.puzzle_randomization
if difficulty == "sigma_normal":
self.reference_logic = static_witness_logic.sigma_normal
elif difficulty == "sigma_expert":
self.reference_logic = static_witness_logic.sigma_expert
elif difficulty == "none":
self.reference_logic = static_witness_logic.vanilla
self.player_locations = player_locations
self.two_way_entrance_register: Dict[Tuple[str, str], List[Entrance]] = defaultdict(lambda: [])
self.created_region_names: Set[str] = set()

View File

@@ -1,10 +1,10 @@
line-length = 120
[lint]
select = ["E", "F", "W", "I", "N", "Q", "UP", "RUF", "ISC", "T20"]
ignore = ["RUF012", "RUF100"]
select = ["C", "E", "F", "R", "W", "I", "N", "Q", "UP", "RUF", "ISC", "T20"]
ignore = ["C9", "RUF012", "RUF100"]
[per-file-ignores]
[lint.per-file-ignores]
# The way options definitions work right now, I am forced to break line length requirements.
"options.py" = ["E501"]
# The import list would just be so big if I imported every option individually in presets.py

View File

@@ -37,8 +37,8 @@ def _has_laser(laser_hex: str, world: "WitnessWorld", player: int, redirect_requ
_can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)(state)
and state.has("Desert Laser Redirection", player)
)
else:
return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)
return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.player_locations)
def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> CollectionRule:
@@ -63,8 +63,8 @@ def _can_solve_panel(panel: str, world: "WitnessWorld", player: int, player_logi
if entity_name + " Solved" in player_locations.EVENT_LOCATION_TABLE:
return lambda state: state.has(player_logic.EVENT_ITEM_PAIRS[entity_name + " Solved"], player)
else:
return make_lambda(panel, world)
return make_lambda(panel, world)
def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
@@ -175,12 +175,10 @@ def _can_do_expert_pp2(state: CollectionState, world: "WitnessWorld") -> bool:
# We can get to Hedge 3 from Hedge 2. If we can get from Keep to Hedge 2, we're good.
# This covers both Hedge 1 Exit and Hedge 2 Shortcut, because Hedge 1 is just part of the Keep region.
hedge_2_from_keep = any(
return any(
e.can_reach(state) for e in player_regions.two_way_entrance_register["Keep 2nd Maze", "Keep"]
)
return hedge_2_from_keep
def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") -> bool:
"""
@@ -211,14 +209,12 @@ def _can_do_theater_to_tunnels(state: CollectionState, world: "WitnessWorld") ->
# We also need a way from Town to Tunnels.
tunnels_from_town = (
return (
any(e.can_reach(state) for e in player_regions.two_way_entrance_register["Tunnels", "Windmill Interior"])
and any(e.can_reach(state) for e in player_regions.two_way_entrance_register["Town", "Windmill Interior"])
or any(e.can_reach(state) for e in player_regions.two_way_entrance_register["Tunnels", "Town"])
)
return tunnels_from_town
def _has_item(item: str, world: "WitnessWorld", player: int,
player_logic: WitnessPlayerLogic, player_locations: WitnessPlayerLocations) -> CollectionRule:
@@ -237,9 +233,9 @@ def _has_item(item: str, world: "WitnessWorld", player: int,
if item == "11 Lasers + Redirect":
laser_req = world.options.challenge_lasers.value
return _has_lasers(laser_req, world, True)
elif item == "PP2 Weirdness":
if item == "PP2 Weirdness":
return lambda state: _can_do_expert_pp2(state, world)
elif item == "Theater to Tunnels":
if item == "Theater to Tunnels":
return lambda state: _can_do_theater_to_tunnels(state, world)
if item in player_logic.USED_EVENT_NAMES_BY_HEX:
return _can_solve_panel(item, world, player, player_logic, player_locations)

View File

@@ -0,0 +1,161 @@
from test.bases import WorldTestBase
from test.general import gen_steps, setup_multiworld
from test.multiworld.test_multiworlds import MultiworldTestBase
from typing import Any, ClassVar, Dict, Iterable, List, Mapping, Union, cast
from BaseClasses import CollectionState, Entrance, Item, Location, Region
from .. import WitnessWorld
class WitnessTestBase(WorldTestBase):
game = "The Witness"
player: ClassVar[int] = 1
world: WitnessWorld
def can_beat_game_with_items(self, items: Iterable[Item]) -> bool:
"""
Check that the items listed are enough to beat the game.
"""
state = CollectionState(self.multiworld)
for item in items:
state.collect(item)
return state.multiworld.can_beat_game(state)
def assert_dependency_on_event_item(self, spot: Union[Location, Region, Entrance], item_name: str) -> None:
"""
WorldTestBase.assertAccessDependency, but modified & simplified to work with event items
"""
event_items = [item for item in self.multiworld.get_items() if item.name == item_name]
self.assertTrue(event_items, f"Event item {item_name} does not exist.")
event_locations = [cast(Location, event_item.location) for event_item in event_items]
# Checking for an access dependency on an event item requires a bit of extra work,
# as state.remove forces a sweep, which will pick up the event item again right after we tried to remove it.
# So, we temporarily set the access rules of the event locations to be impossible.
original_rules = {event_location.name: event_location.access_rule for event_location in event_locations}
for event_location in event_locations:
event_location.access_rule = lambda _: False
# We can't use self.assertAccessDependency here, it doesn't work for event items. (As of 2024-06-30)
test_state = self.multiworld.get_all_state(False)
self.assertFalse(spot.can_reach(test_state), f"{spot.name} is reachable without {item_name}")
test_state.collect(event_items[0])
self.assertTrue(spot.can_reach(test_state), f"{spot.name} is not reachable despite having {item_name}")
# Restore original access rules.
for event_location in event_locations:
event_location.access_rule = original_rules[event_location.name]
def assert_location_exists(self, location_name: str, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, also make sure that this (non-event) location COULD exist.
"""
if strict_check:
self.assertIn(location_name, self.world.location_name_to_id, f"Location {location_name} can never exist")
try:
self.world.get_location(location_name)
except KeyError:
self.fail(f"Location {location_name} does not exist.")
def assert_location_does_not_exist(self, location_name: str, strict_check: bool = True) -> None:
"""
Assert that a location exists in this world.
If strict_check, be explicit about whether the location could exist in the first place.
"""
if strict_check:
self.assertIn(location_name, self.world.location_name_to_id, f"Location {location_name} can never exist")
self.assertRaises(
KeyError,
lambda _: self.world.get_location(location_name),
f"Location {location_name} exists, but is not supposed to.",
)
def assert_can_beat_with_minimally(self, required_item_counts: Mapping[str, int]) -> None:
"""
Assert that the specified mapping of items is enough to beat the game,
and that having one less of any item would result in the game being unbeatable.
"""
# Find the actual items
found_items = [item for item in self.multiworld.get_items() if item.name in required_item_counts]
actual_items: Dict[str, List[Item]] = {item_name: [] for item_name in required_item_counts}
for item in found_items:
if len(actual_items[item.name]) < required_item_counts[item.name]:
actual_items[item.name].append(item)
# Assert that enough items exist in the item pool to satisfy the specified required counts
for item_name, item_objects in actual_items.items():
self.assertEqual(
len(item_objects),
required_item_counts[item_name],
f"Couldn't find {required_item_counts[item_name]} copies of item {item_name} available in the pool, "
f"only found {len(item_objects)}",
)
# assert that multiworld is beatable with the items specified
self.assertTrue(
self.can_beat_game_with_items(item for items in actual_items.values() for item in items),
f"Could not beat game with items: {required_item_counts}",
)
# assert that one less copy of any item would result in the multiworld being unbeatable
for item_name, item_objects in actual_items.items():
with self.subTest(f"Verify cannot beat game with one less copy of {item_name}"):
removed_item = item_objects.pop()
self.assertFalse(
self.can_beat_game_with_items(item for items in actual_items.values() for item in items),
f"Game was beatable despite having {len(item_objects)} copies of {item_name} "
f"instead of the specified {required_item_counts[item_name]}",
)
item_objects.append(removed_item)
class WitnessMultiworldTestBase(MultiworldTestBase):
options_per_world: List[Dict[str, Any]]
common_options: Dict[str, Any] = {}
def setUp(self) -> None:
"""
Set up a multiworld with multiple players, each using different options.
"""
self.multiworld = setup_multiworld([WitnessWorld] * len(self.options_per_world), ())
for world, options in zip(self.multiworld.worlds.values(), self.options_per_world):
for option_name, option_value in {**self.common_options, **options}.items():
option = getattr(world.options, option_name)
self.assertIsNotNone(option)
option.value = option.from_any(option_value).value
self.assertSteps(gen_steps)
def collect_by_name(self, item_names: Union[str, Iterable[str]], player: int) -> List[Item]:
"""
Collect all copies of a specified item name (or list of item names) for a player in the multiworld item pool.
"""
items = self.get_items_by_name(item_names, player)
for item in items:
self.multiworld.state.collect(item)
return items
def get_items_by_name(self, item_names: Union[str, Iterable[str]], player: int) -> List[Item]:
"""
Return all copies of a specified item name (or list of item names) for a player in the multiworld item pool.
"""
if isinstance(item_names, str):
item_names = (item_names,)
return [item for item in self.multiworld.itempool if item.name in item_names and item.player == player]

View File

@@ -0,0 +1,66 @@
from ..test import WitnessMultiworldTestBase, WitnessTestBase
class TestElevatorsComeToYou(WitnessTestBase):
options = {
"elevators_come_to_you": True,
"shuffle_doors": "mixed",
"shuffle_symbols": False,
}
def test_bunker_laser(self) -> None:
"""
In elevators_come_to_you, Bunker can be entered from the back.
This means that you can access the laser with just Bunker Elevator Control (Panel).
It also means that you can, for example, access UV Room with the Control and the Elevator Room Entry Door.
"""
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))
self.collect_by_name("Bunker Elevator Control (Panel)")
self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", self.player))
self.assertFalse(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))
self.collect_by_name("Bunker Elevator Room Entry (Door)")
self.collect_by_name("Bunker Drop-Down Door Controls (Panel)")
self.assertTrue(self.multiworld.state.can_reach("Bunker UV Room 2", "Location", self.player))
class TestElevatorsComeToYouBleed(WitnessMultiworldTestBase):
options_per_world = [
{
"elevators_come_to_you": False,
},
{
"elevators_come_to_you": True,
},
{
"elevators_come_to_you": False,
},
]
common_options = {
"shuffle_symbols": False,
"shuffle_doors": "panels",
}
def test_correct_access_per_player(self) -> None:
"""
Test that in a multiworld with players that alternate the elevators_come_to_you option,
the actual behavior alternates as well and doesn't bleed over from slot to slot.
(This is essentially a "does connection info bleed over" test).
"""
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))
self.collect_by_name(["Bunker Elevator Control (Panel)"], 1)
self.collect_by_name(["Bunker Elevator Control (Panel)"], 2)
self.collect_by_name(["Bunker Elevator Control (Panel)"], 3)
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 1))
self.assertTrue(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 2))
self.assertFalse(self.multiworld.state.can_reach("Bunker Laser Panel", "Location", 3))

View File

@@ -0,0 +1,37 @@
from ..rules import _has_lasers
from ..test import WitnessTestBase
class TestDisableNonRandomized(WitnessTestBase):
options = {
"disable_non_randomized_puzzles": True,
"shuffle_doors": "panels",
"early_symbol_item": False,
}
def test_locations_got_disabled_and_alternate_activation_triggers_work(self) -> None:
"""
Test the different behaviors of the disable_non_randomized mode:
1. Unrandomized locations like Orchard Apple Tree 5 are disabled.
2. Certain doors or lasers that would usually be activated by unrandomized panels depend on event items instead.
3. These alternate activations are tied to solving Discarded Panels.
"""
with self.subTest("Test that unrandomized locations are disabled."):
self.assert_location_does_not_exist("Orchard Apple Tree 5")
with self.subTest("Test that alternate activation trigger events exist."):
self.assert_dependency_on_event_item(
self.world.get_entrance("Town Tower After Third Door to Town Tower Top"),
"Town Tower 4th Door Opens",
)
with self.subTest("Test that alternate activation triggers award lasers."):
self.assertFalse(_has_lasers(1, self.world, False)(self.multiworld.state))
self.collect_by_name("Triangles")
# Alternate triggers yield Bunker Laser (Mountainside Discard) and Monastery Laser (Desert Discard)
self.assertTrue(_has_lasers(2, self.world, False)(self.multiworld.state))
self.assertFalse(_has_lasers(3, self.world, False)(self.multiworld.state))

View File

@@ -0,0 +1,24 @@
from ..test import WitnessTestBase
class TestIndividualDoors(WitnessTestBase):
options = {
"shuffle_doors": "doors",
"door_groupings": "off",
}
def test_swamp_laser_shortcut(self) -> None:
"""
Test that Door Shuffle grants early access to Swamp Laser from the back shortcut.
"""
self.assertTrue(self.get_items_by_name("Swamp Laser Shortcut (Door)"))
self.assertAccessDependency(
["Swamp Laser Panel"],
[
["Swamp Laser Shortcut (Door)"],
["Swamp Red Underwater Exit (Door)"],
],
only_check_listed=True,
)

View File

@@ -0,0 +1,54 @@
from ..test import WitnessTestBase
class TestIndividualEPs(WitnessTestBase):
options = {
"shuffle_EPs": "individual",
"EP_difficulty": "normal",
"obelisk_keys": True,
"disable_non_randomized_puzzles": True,
"shuffle_postgame": False,
"victory_condition": "mountain_box_short",
"early_caves": "off",
}
def test_correct_eps_exist_and_are_locked(self) -> None:
"""
Test that EP locations exist in shuffle_EPs, but only the ones that actually should (based on options)
"""
# Test Tutorial First Hallways EP as a proxy for "EPs exist at all"
# Don't wrap in a subtest - If this fails, there is no point.
self.assert_location_exists("Tutorial First Hallway EP")
with self.subTest("Test that disable_non_randomized disables Monastery Garden Left EP"):
self.assert_location_does_not_exist("Monastery Garden Left EP")
with self.subTest("Test that shuffle_postgame being off disables postgame EPs."):
self.assert_location_does_not_exist("Caves Skylight EP")
with self.subTest("Test that ep_difficulty being set to normal excludes tedious EPs."):
self.assert_location_does_not_exist("Shipwreck Couch EP")
with self.subTest("Test that EPs are being locked by Obelisk Keys."):
self.assertAccessDependency(["Desert Sand Snake EP"], [["Desert Obelisk Key"]], True)
class TestObeliskSides(WitnessTestBase):
options = {
"shuffle_EPs": "obelisk_sides",
"EP_difficulty": "eclipse",
"shuffle_vault_boxes": True,
"shuffle_postgame": True,
}
def test_eclipse_required_for_town_side_6(self) -> None:
"""
Test that Obelisk Sides require the appropriate event items from the individual EPs.
Specifically, assert that Town Obelisk Side 6 needs Theater Eclipse EP.
This doubles as a test for Theater Eclipse EP existing with the right options.
"""
self.assert_dependency_on_event_item(
self.world.get_location("Town Obelisk Side 6"), "Town Obelisk Side 6 - Theater Eclipse EP"
)

View File

@@ -0,0 +1,185 @@
from ..test import WitnessTestBase
class TestSymbolsRequiredToWinElevatorNormal(WitnessTestBase):
options = {
"shuffle_lasers": True,
"puzzle_randomization": "sigma_normal",
"mountain_lasers": 1,
"victory_condition": "elevator",
"early_symbol_item": False,
}
def test_symbols_to_win(self) -> None:
"""
In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain.
This requires a very specific set of symbol items per puzzle randomization mode.
In this case, we check Sigma Normal Puzzles.
"""
exact_requirement = {
"Monastery Laser": 1,
"Progressive Dots": 2,
"Progressive Stars": 2,
"Progressive Symmetry": 2,
"Black/White Squares": 1,
"Colored Squares": 1,
"Shapers": 1,
"Rotated Shapers": 1,
"Eraser": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
class TestSymbolsRequiredToWinElevatorExpert(WitnessTestBase):
options = {
"shuffle_lasers": True,
"mountain_lasers": 1,
"victory_condition": "elevator",
"early_symbol_item": False,
"puzzle_randomization": "sigma_expert",
}
def test_symbols_to_win(self) -> None:
"""
In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain.
This requires a very specific set of symbol items per puzzle randomization mode.
In this case, we check Sigma Expert Puzzles.
"""
exact_requirement = {
"Monastery Laser": 1,
"Progressive Dots": 2,
"Progressive Stars": 2,
"Progressive Symmetry": 2,
"Black/White Squares": 1,
"Colored Squares": 1,
"Shapers": 1,
"Rotated Shapers": 1,
"Negative Shapers": 1,
"Eraser": 1,
"Triangles": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
class TestSymbolsRequiredToWinElevatorVanilla(WitnessTestBase):
options = {
"shuffle_lasers": True,
"mountain_lasers": 1,
"victory_condition": "elevator",
"early_symbol_item": False,
"puzzle_randomization": "none",
}
def test_symbols_to_win(self) -> None:
"""
In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain.
This requires a very specific set of symbol items per puzzle randomization mode.
In this case, we check Vanilla Puzzles.
"""
exact_requirement = {
"Monastery Laser": 1,
"Progressive Dots": 2,
"Progressive Stars": 2,
"Progressive Symmetry": 1,
"Black/White Squares": 1,
"Colored Squares": 1,
"Shapers": 1,
"Rotated Shapers": 1,
"Eraser": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
class TestPanelsRequiredToWinElevator(WitnessTestBase):
options = {
"shuffle_lasers": True,
"mountain_lasers": 1,
"victory_condition": "elevator",
"early_symbol_item": False,
"shuffle_symbols": False,
"shuffle_doors": "panels",
"door_groupings": "off",
}
def test_panels_to_win(self) -> None:
"""
In door panel shuffle , the only way to reach the Elevator is through Mountain Entry by descending the Mountain.
This requires some control panels for each of the Mountain Floors.
"""
exact_requirement = {
"Desert Laser": 1,
"Town Desert Laser Redirect Control (Panel)": 1,
"Mountain Floor 1 Light Bridge (Panel)": 1,
"Mountain Floor 2 Light Bridge Near (Panel)": 1,
"Mountain Floor 2 Light Bridge Far (Panel)": 1,
"Mountain Floor 2 Elevator Control (Panel)": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
class TestDoorsRequiredToWinElevator(WitnessTestBase):
options = {
"shuffle_lasers": True,
"mountain_lasers": 1,
"victory_condition": "elevator",
"early_symbol_item": False,
"shuffle_symbols": False,
"shuffle_doors": "doors",
"door_groupings": "off",
}
def test_doors_to_elevator_paths(self) -> None:
"""
In remote door shuffle, there are three ways to win.
- Through the normal route (Mountain Entry -> Descend through Mountain -> Reach Bottom Floor)
- Through the Caves using the Caves Shortcuts (Caves -> Reach Bottom Floor)
- Through the Caves via Challenge (Tunnels -> Challenge -> Caves -> Reach Bottom Floor)
"""
with self.subTest("Test Elevator victory in shuffle_doors through Mountain Entry."):
exact_requirement = {
"Monastery Laser": 1,
"Mountain Floor 1 Exit (Door)": 1,
"Mountain Floor 2 Staircase Near (Door)": 1,
"Mountain Floor 2 Staircase Far (Door)": 1,
"Mountain Floor 2 Exit (Door)": 1,
"Mountain Bottom Floor Giant Puzzle Exit (Door)": 1,
"Mountain Bottom Floor Pillars Room Entry (Door)": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
with self.subTest("Test Elevator victory in shuffle_doors through Caves Shortcuts."):
exact_requirement = {
"Monastery Laser": 1, # Elevator Panel itself has a laser lock
"Caves Mountain Shortcut (Door)": 1,
"Caves Entry (Door)": 1,
"Mountain Bottom Floor Rock (Door)": 1,
"Mountain Bottom Floor Pillars Room Entry (Door)": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)
with self.subTest("Test Elevator victory in shuffle_doors through Tunnels->Challenge->Caves."):
exact_requirement = {
"Monastery Laser": 1, # Elevator Panel itself has a laser lock
"Windmill Entry (Door)": 1,
"Tunnels Theater Shortcut (Door)": 1,
"Tunnels Entry (Door)": 1,
"Challenge Entry (Door)": 1,
"Caves Pillar Door": 1,
"Caves Entry (Door)": 1,
"Mountain Bottom Floor Rock (Door)": 1,
"Mountain Bottom Floor Pillars Room Entry (Door)": 1,
}
self.assert_can_beat_with_minimally(exact_requirement)

View File

@@ -0,0 +1,58 @@
from ..test import WitnessTestBase
# These are just some random options combinations, just to catch whether I broke anything obvious
class TestExpertNonRandomizedEPs(WitnessTestBase):
options = {
"disable_non_randomized": True,
"puzzle_randomization": "sigma_expert",
"shuffle_EPs": "individual",
"ep_difficulty": "eclipse",
"victory_condition": "challenge",
"shuffle_discarded_panels": False,
"shuffle_boat": False,
}
class TestVanillaAutoElevatorsPanels(WitnessTestBase):
options = {
"puzzle_randomization": "none",
"elevators_come_to_you": True,
"shuffle_doors": "panels",
"victory_condition": "mountain_box_short",
"early_caves": True,
"shuffle_vault_boxes": True,
"mountain_lasers": 11,
}
class TestMiscOptions(WitnessTestBase):
options = {
"death_link": True,
"death_link_amnesty": 3,
"laser_hints": True,
"hint_amount": 40,
"area_hint_percentage": 100,
}
class TestMaxEntityShuffle(WitnessTestBase):
options = {
"shuffle_symbols": False,
"shuffle_doors": "mixed",
"shuffle_EPs": "individual",
"obelisk_keys": True,
"shuffle_lasers": "anywhere",
"victory_condition": "mountain_box_long",
}
class TestPostgameGroupedDoors(WitnessTestBase):
options = {
"shuffle_postgame": True,
"shuffle_discarded_panels": True,
"shuffle_doors": "doors",
"door_groupings": "regional",
"victory_condition": "elevator",
}

View File

@@ -0,0 +1,74 @@
from ..test import WitnessMultiworldTestBase, WitnessTestBase
class TestSymbols(WitnessTestBase):
options = {
"early_symbol_item": False,
}
def test_progressive_symbols(self) -> None:
"""
Test that Dots & Full Dots are correctly replaced by 2x Progressive Dots,
and test that Dots puzzles and Full Dots puzzles require 1 and 2 copies of this item respectively.
"""
progressive_dots = self.get_items_by_name("Progressive Dots")
self.assertEqual(len(progressive_dots), 2)
self.assertFalse(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player))
self.assertFalse(
self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player)
)
self.collect(progressive_dots.pop())
self.assertTrue(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player))
self.assertFalse(
self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player)
)
self.collect(progressive_dots.pop())
self.assertTrue(self.multiworld.state.can_reach("Outside Tutorial Shed Row 5", "Location", self.player))
self.assertTrue(
self.multiworld.state.can_reach("Outside Tutorial Outpost Entry Panel", "Location", self.player)
)
class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase):
options_per_world = [
{
"puzzle_randomization": "sigma_normal",
},
{
"puzzle_randomization": "sigma_expert",
},
{
"puzzle_randomization": "none",
},
]
common_options = {
"shuffle_discarded_panels": True,
"early_symbol_item": False,
}
def test_arrows_exist_and_are_required_in_expert_seeds_only(self) -> None:
"""
In sigma_expert, Discarded Panels require Arrows.
In sigma_normal, Discarded Panels require Triangles, and Arrows shouldn't exist at all as an item.
"""
with self.subTest("Test that Arrows exist only in the expert seed."):
self.assertFalse(self.get_items_by_name("Arrows", 1))
self.assertTrue(self.get_items_by_name("Arrows", 2))
self.assertFalse(self.get_items_by_name("Arrows", 3))
with self.subTest("Test that Discards ask for Triangles in normal, but Arrows in expert."):
desert_discard = "0x17CE7"
triangles = frozenset({frozenset({"Triangles"})})
arrows = frozenset({frozenset({"Arrows"})})
self.assertEqual(self.multiworld.worlds[1].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles)
self.assertEqual(self.multiworld.worlds[2].player_logic.REQUIREMENTS_BY_HEX[desert_discard], arrows)
self.assertEqual(self.multiworld.worlds[3].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles)

View File

@@ -87,9 +87,7 @@ class YoshisIslandSNIClient(SNIClient):
if game_mode is None:
return
elif goal_flag[0] != 0x00:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
elif game_mode[0] not in VALID_GAME_STATES:
return
elif item_received[0] > 0x00:
@@ -101,6 +99,10 @@ class YoshisIslandSNIClient(SNIClient):
ctx.rom = None
return
if goal_flag[0] != 0x00:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
new_checks = []
from .Rom import location_table

View File

@@ -145,10 +145,10 @@ class ZillionWorld(World):
self._item_counts = item_counts
with redirect_stdout(self.lsi): # type: ignore
self.zz_system.make_randomizer(zz_op)
self.zz_system.seed(self.multiworld.seed)
self.zz_system.set_options(zz_op)
self.zz_system.seed(self.random.randrange(1999999999))
self.zz_system.make_map()
self.zz_system.make_randomizer()
# just in case the options changed anything (I don't think they do)
assert self.zz_system.randomizer, "init failed"

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