Merge branch 'ArchipelagoMW:main' into Satisfactory_ToBeVerified

This commit is contained in:
Jarno
2025-08-29 22:08:32 +02:00
committed by GitHub
56 changed files with 812 additions and 192 deletions

View File

@@ -29,7 +29,7 @@
"reportMissingImports": true,
"reportMissingTypeStubs": true,
"pythonVersion": "3.10",
"pythonVersion": "3.11",
"pythonPlatform": "Windows",
"executionEnvironments": [

View File

@@ -53,7 +53,7 @@ jobs:
- uses: actions/setup-python@v5
if: env.diff != ''
with:
python-version: '3.10'
python-version: '3.11'
- name: "Install dependencies"
if: env.diff != ''

View File

@@ -22,9 +22,9 @@ env:
# NOTE: since appimage/appimagetool and appimage/type2-runtime does not have tags anymore,
# we check the sha256 and require manual intervention if it was updated.
APPIMAGETOOL_VERSION: continuous
APPIMAGETOOL_X86_64_HASH: '363dafac070b65cc36ca024b74db1f043c6f5cd7be8fca760e190dce0d18d684'
APPIMAGETOOL_X86_64_HASH: '29348a20b80827cd261c28e95172ff828b69d43d4e4e18e3fd069e2c8693c94e'
APPIMAGE_RUNTIME_VERSION: continuous
APPIMAGE_RUNTIME_X86_64_HASH: 'e3c4dfb70eddf42e7e5a1d28dff396d30563aa9a901970aebe6f01f3fecf9f8e'
APPIMAGE_RUNTIME_X86_64_HASH: 'e70ffa9b69b211574d0917adc482dd66f25a0083427b5945783965d55b0b0a8b'
permissions: # permissions required for attestation
id-token: 'write'

View File

@@ -12,9 +12,9 @@ env:
# NOTE: since appimage/appimagetool and appimage/type2-runtime does not have tags anymore,
# we check the sha256 and require manual intervention if it was updated.
APPIMAGETOOL_VERSION: continuous
APPIMAGETOOL_X86_64_HASH: '363dafac070b65cc36ca024b74db1f043c6f5cd7be8fca760e190dce0d18d684'
APPIMAGETOOL_X86_64_HASH: '29348a20b80827cd261c28e95172ff828b69d43d4e4e18e3fd069e2c8693c94e'
APPIMAGE_RUNTIME_VERSION: continuous
APPIMAGE_RUNTIME_X86_64_HASH: 'e3c4dfb70eddf42e7e5a1d28dff396d30563aa9a901970aebe6f01f3fecf9f8e'
APPIMAGE_RUNTIME_X86_64_HASH: 'e70ffa9b69b211574d0917adc482dd66f25a0083427b5945783965d55b0b0a8b'
permissions: # permissions required for attestation
id-token: 'write'

View File

@@ -39,15 +39,15 @@ jobs:
matrix:
os: [ubuntu-latest]
python:
- {version: '3.10'}
- {version: '3.11'}
- {version: '3.11.2'} # Change to '3.11' around 2026-06-10
- {version: '3.12'}
- {version: '3.13'}
include:
- python: {version: '3.10'} # old compat
- python: {version: '3.11'} # old compat
os: windows-latest
- python: {version: '3.12'} # current
- python: {version: '3.13'} # current
os: windows-latest
- python: {version: '3.12'} # current
- python: {version: '3.13'} # current
os: macos-latest
steps:
@@ -75,7 +75,7 @@ jobs:
os:
- ubuntu-latest
python:
- {version: '3.12'} # current
- {version: '3.13'} # current
steps:
- uses: actions/checkout@v4

View File

@@ -1899,7 +1899,8 @@ class Spoiler:
if self.unreachables:
outfile.write('\n\nUnreachable Progression Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
'\n'.join(['%s: %s' % (unreachable.item, unreachable)
for unreachable in sorted(self.unreachables)]))
if self.paths:
outfile.write('\n\nPaths:\n\n')

View File

@@ -28,7 +28,7 @@ COPY requirements.txt WebHostLib/requirements.txt
RUN pip install --no-cache-dir -r \
WebHostLib/requirements.txt \
setuptools
"setuptools>=75,<81"
COPY _speedups.pyx .
COPY intset.h .
@@ -36,7 +36,7 @@ COPY intset.h .
RUN cythonize -b -i _speedups.pyx
# Archipelago
FROM python:3.12-slim AS archipelago
FROM python:3.12-slim-bookworm AS archipelago
ARG TARGETARCH
ENV VIRTUAL_ENV=/opt/venv
ENV PYTHONUNBUFFERED=1

View File

@@ -549,10 +549,12 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations and regular_progression:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
# deprioritized items are still not in the mix, so they need to be collected into state first.
# allow_partial should only be set if there is deprioritized progression to fall back on.
priority_retry_state = sweep_from_pool(multiworld.state, deprioritized_progression)
fill_restrictive(multiworld, priority_retry_state, prioritylocations, regular_progression,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False, allow_partial=True)
name="Priority Retry", one_item_per_player=False,
allow_partial=bool(deprioritized_progression))
if prioritylocations and deprioritized_progression:
# There are no more regular progression items that can be placed on any priority locations.

View File

@@ -484,7 +484,7 @@ def main(args: argparse.Namespace | dict | None = None):
if __name__ == '__main__':
init_logging('Launcher')
Utils.freeze_support()
multiprocessing.freeze_support()
multiprocessing.set_start_method("spawn") # if launched process uses kivy, fork won't work
parser = argparse.ArgumentParser(
description='Archipelago Launcher',

View File

@@ -5,15 +5,15 @@ import multiprocessing
import warnings
if sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 11):
if sys.platform in ("win32", "darwin") and sys.version_info < (3, 11, 9):
# Official micro version updates. This should match the number in docs/running from source.md.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. Official 3.10.15+ is supported.")
elif sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 15):
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. Official 3.11.9+ is supported.")
elif sys.platform in ("win32", "darwin") and sys.version_info < (3, 11, 13):
# There are known security issues, but no easy way to install fixed versions on Windows for testing.
warnings.warn(f"Python Version {sys.version_info} has security issues. Don't use in production.")
elif sys.version_info < (3, 10, 1):
elif sys.version_info < (3, 11, 0):
# Other platforms may get security backports instead of micro updates, so the number is unreliable.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. 3.10.1+ is supported.")
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. 3.11.0+ is supported.")
# don't run update if environment is frozen/compiled or if not the parent process (skip in subprocess)
_skip_update = bool(
@@ -74,11 +74,11 @@ def update_command():
def install_pkg_resources(yes=False):
try:
import pkg_resources # noqa: F401
except ImportError:
except (AttributeError, ImportError):
check_pip()
if not yes:
confirm("pkg_resources not found, press enter to install it")
subprocess.call([sys.executable, "-m", "pip", "install", "--upgrade", "setuptools"])
subprocess.call([sys.executable, "-m", "pip", "install", "--upgrade", "setuptools>=75,<81"])
def update(yes: bool = False, force: bool = False) -> None:

View File

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.3"
__version__ = "0.6.4"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -414,11 +414,11 @@ def get_adjuster_settings(game_name: str) -> Namespace:
@cache_argsless
def get_unique_identifier():
common_path = cache_path("common.json")
if os.path.exists(common_path):
try:
with open(common_path) as f:
common_file = json.load(f)
uuid = common_file.get("uuid", None)
else:
except FileNotFoundError:
common_file = {}
uuid = None
@@ -428,6 +428,9 @@ def get_unique_identifier():
from uuid import uuid4
uuid = str(uuid4())
common_file["uuid"] = uuid
cache_folder = os.path.dirname(common_path)
os.makedirs(cache_folder, exist_ok=True)
with open(common_path, "w") as f:
json.dump(common_file, f, separators=(",", ":"))
return uuid
@@ -900,7 +903,7 @@ def async_start(co: Coroutine[None, None, typing.Any], name: Optional[str] = Non
Use this to start a task when you don't keep a reference to it or immediately await it,
to prevent early garbage collection. "fire-and-forget"
"""
# https://docs.python.org/3.10/library/asyncio-task.html#asyncio.create_task
# https://docs.python.org/3.11/library/asyncio-task.html#asyncio.create_task
# Python docs:
# ```
# Important: Save a reference to the result of [asyncio.create_task],
@@ -937,15 +940,15 @@ class DeprecateDict(dict):
def _extend_freeze_support() -> None:
"""Extend multiprocessing.freeze_support() to also work on Non-Windows for spawn."""
# upstream issue: https://github.com/python/cpython/issues/76327
"""Extend multiprocessing.freeze_support() to also work on Non-Windows and without setting spawn method first."""
# original upstream issue: https://github.com/python/cpython/issues/76327
# code based on https://github.com/pyinstaller/pyinstaller/blob/develop/PyInstaller/hooks/rthooks/pyi_rth_multiprocessing.py#L26
import multiprocessing
import multiprocessing.spawn
def _freeze_support() -> None:
"""Minimal freeze_support. Only apply this if frozen."""
from subprocess import _args_from_interpreter_flags
from subprocess import _args_from_interpreter_flags # noqa
# Prevent `spawn` from trying to read `__main__` in from the main script
multiprocessing.process.ORIGINAL_DIR = None
@@ -972,17 +975,23 @@ def _extend_freeze_support() -> None:
multiprocessing.spawn.spawn_main(**kwargs)
sys.exit()
if not is_windows and is_frozen():
multiprocessing.freeze_support = multiprocessing.spawn.freeze_support = _freeze_support
def _noop() -> None:
pass
multiprocessing.freeze_support = multiprocessing.spawn.freeze_support = _freeze_support if is_frozen() else _noop
def freeze_support() -> None:
"""This behaves like multiprocessing.freeze_support but also works on Non-Windows."""
"""This now only calls multiprocessing.freeze_support since we are patching freeze_support on module load."""
import multiprocessing
_extend_freeze_support()
deprecate("Use multiprocessing.freeze_support() instead")
multiprocessing.freeze_support()
_extend_freeze_support()
def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
linetype_ortho: bool = True, regions_to_highlight: set[Region] | None = None) -> None:

View File

@@ -11,5 +11,5 @@ api_endpoints = Blueprint('api', __name__, url_prefix="/api")
def get_players(seed: Seed) -> List[Tuple[str, str]]:
return [(slot.player_name, slot.game) for slot in seed.slots.order_by(Slot.player_id)]
from . import datapackage, generate, room, user # trigger registration
# trigger endpoint registration
from . import datapackage, generate, room, tracker, user

230
WebHostLib/api/tracker.py Normal file
View File

@@ -0,0 +1,230 @@
from datetime import datetime, timezone
from typing import Any, TypedDict
from uuid import UUID
from flask import abort
from NetUtils import ClientStatus, Hint, NetworkItem, SlotType
from WebHostLib import cache
from WebHostLib.api import api_endpoints
from WebHostLib.models import Room
from WebHostLib.tracker import TrackerData
@api_endpoints.route("/tracker/<suuid:tracker>")
@cache.memoize(timeout=60)
def tracker_data(tracker: UUID) -> dict[str, Any]:
"""
Outputs json data to <root_path>/api/tracker/<id of current session tracker>.
:param tracker: UUID of current session tracker.
:return: Tracking data for all players in the room. Typing and docstrings describe the format of each value.
"""
room: Room | None = Room.get(tracker=tracker)
if not room:
abort(404)
tracker_data = TrackerData(room)
all_players: dict[int, list[int]] = tracker_data.get_all_players()
class PlayerAlias(TypedDict):
player: int
name: str | None
player_aliases: list[dict[str, int | list[PlayerAlias]]] = []
"""Slot aliases of all players."""
for team, players in all_players.items():
team_player_aliases: list[PlayerAlias] = []
team_aliases = {"team": team, "players": team_player_aliases}
player_aliases.append(team_aliases)
for player in players:
team_player_aliases.append({"player": player, "alias": tracker_data.get_player_alias(team, player)})
class PlayerItemsReceived(TypedDict):
player: int
items: list[NetworkItem]
player_items_received: list[dict[str, int | list[PlayerItemsReceived]]] = []
"""Items received by each player."""
for team, players in all_players.items():
player_received_items: list[PlayerItemsReceived] = []
team_items_received = {"team": team, "players": player_received_items}
player_items_received.append(team_items_received)
for player in players:
player_received_items.append(
{"player": player, "items": tracker_data.get_player_received_items(team, player)})
class PlayerChecksDone(TypedDict):
player: int
locations: list[int]
player_checks_done: list[dict[str, int | list[PlayerChecksDone]]] = []
"""ID of all locations checked by each player."""
for team, players in all_players.items():
per_player_checks: list[PlayerChecksDone] = []
team_checks_done = {"team": team, "players": per_player_checks}
player_checks_done.append(team_checks_done)
for player in players:
per_player_checks.append(
{"player": player, "locations": sorted(tracker_data.get_player_checked_locations(team, player))})
total_checks_done: list[dict[str, int]] = [
{"team": team, "checks_done": checks_done}
for team, checks_done in tracker_data.get_team_locations_checked_count().items()
]
"""Total number of locations checked for the entire multiworld per team."""
class PlayerHints(TypedDict):
player: int
hints: list[Hint]
hints: list[dict[str, int | list[PlayerHints]]] = []
"""Hints that all players have used or received."""
for team, players in tracker_data.get_all_slots().items():
per_player_hints: list[PlayerHints] = []
team_hints = {"team": team, "players": per_player_hints}
hints.append(team_hints)
for player in players:
player_hints = sorted(tracker_data.get_player_hints(team, player))
per_player_hints.append({"player": player, "hints": player_hints})
slot_info = tracker_data.get_slot_info(team, player)
# this assumes groups are always after players
if slot_info.type != SlotType.group:
continue
for member in slot_info.group_members:
team_hints[member]["hints"] += player_hints
class PlayerTimer(TypedDict):
player: int
time: datetime | None
activity_timers: list[dict[str, int | list[PlayerTimer]]] = []
"""Time of last activity per player. Returned as RFC 1123 format and null if no connection has been made."""
for team, players in all_players.items():
player_timers: list[PlayerTimer] = []
team_timers = {"team": team, "players": player_timers}
activity_timers.append(team_timers)
for player in players:
player_timers.append({"player": player, "time": None})
client_activity_timers: tuple[tuple[int, int], float] = tracker_data._multisave.get("client_activity_timers", ())
for (team, player), timestamp in client_activity_timers:
# use index since we can rely on order
activity_timers[team]["player_timers"][player - 1]["time"] = datetime.fromtimestamp(timestamp, timezone.utc)
connection_timers: list[dict[str, int | list[PlayerTimer]]] = []
"""Time of last connection per player. Returned as RFC 1123 format and null if no connection has been made."""
for team, players in all_players.items():
player_timers: list[PlayerTimer] = []
team_connection_timers = {"team": team, "players": player_timers}
connection_timers.append(team_connection_timers)
for player in players:
player_timers.append({"player": player, "time": None})
client_connection_timers: tuple[tuple[int, int], float] = tracker_data._multisave.get(
"client_connection_timers", ())
for (team, player), timestamp in client_connection_timers:
connection_timers[team]["players"][player - 1]["time"] = datetime.fromtimestamp(timestamp, timezone.utc)
class PlayerStatus(TypedDict):
player: int
status: ClientStatus
player_status: list[dict[str, int | list[PlayerStatus]]] = []
"""The current client status for each player."""
for team, players in all_players.items():
player_statuses: list[PlayerStatus] = []
team_status = {"team": team, "players": player_statuses}
player_status.append(team_status)
for player in players:
player_statuses.append({"player": player, "status": tracker_data.get_player_client_status(team, player)})
return {
**get_static_tracker_data(room),
"aliases": player_aliases,
"player_items_received": player_items_received,
"player_checks_done": player_checks_done,
"total_checks_done": total_checks_done,
"hints": hints,
"activity_timers": activity_timers,
"connection_timers": connection_timers,
"player_status": player_status,
"datapackage": tracker_data._multidata["datapackage"],
}
@cache.memoize()
def get_static_tracker_data(room: Room) -> dict[str, Any]:
"""
Builds and caches the static data for this active session tracker, so that it doesn't need to be recalculated.
"""
tracker_data = TrackerData(room)
all_players: dict[int, list[int]] = tracker_data.get_all_players()
class PlayerGroups(TypedDict):
slot: int
name: str
members: list[int]
groups: list[dict[str, int | list[PlayerGroups]]] = []
"""The Slot ID of groups and the IDs of the group's members."""
for team, players in tracker_data.get_all_slots().items():
groups_in_team: list[PlayerGroups] = []
team_groups = {"team": team, "groups": groups_in_team}
groups.append(team_groups)
for player in players:
slot_info = tracker_data.get_slot_info(team, player)
if slot_info.type != SlotType.group or not slot_info.group_members:
continue
groups_in_team.append(
{
"slot": player,
"name": slot_info.name,
"members": list(slot_info.group_members),
})
class PlayerName(TypedDict):
player: int
name: str
player_names: list[dict[str, str | list[PlayerName]]] = []
"""Slot names of all players."""
for team, players in all_players.items():
per_team_player_names: list[PlayerName] = []
team_names = {"team": team, "players": per_team_player_names}
player_names.append(team_names)
for player in players:
per_team_player_names.append({"player": player, "name": tracker_data.get_player_name(team, player)})
class PlayerGame(TypedDict):
player: int
game: str
games: list[dict[str, int | list[PlayerGame]]] = []
"""The game each player is playing."""
for team, players in all_players.items():
player_games: list[PlayerGame] = []
team_games = {"team": team, "players": player_games}
games.append(team_games)
for player in players:
player_games.append({"player": player, "game": tracker_data.get_player_game(team, player)})
class PlayerSlotData(TypedDict):
player: int
slot_data: dict[str, Any]
slot_data: list[dict[str, int | list[PlayerSlotData]]] = []
"""Slot data for each player."""
for team, players in all_players.items():
player_slot_data: list[PlayerSlotData] = []
team_slot_data = {"team": team, "players": player_slot_data}
slot_data.append(team_slot_data)
for player in players:
player_slot_data.append({"player": player, "slot_data": tracker_data.get_slot_data(team, player)})
return {
"groups": groups,
"slot_data": slot_data,
}

View File

@@ -133,6 +133,15 @@ def tutorial(game: str, file: str):
return abort(404)
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
def tutorial_redirect(game: str, file: str, lang: str):
"""
Permanent redirect old tutorial URLs to new ones to keep search engines happy.
e.g. /tutorial/Archipelago/setup/en -> /tutorial/Archipelago/setup_en
"""
return redirect(url_for("tutorial", game=game, file=f"{file}_{lang}"), code=301)
@app.route('/tutorial/')
@cache.cached()
def tutorial_landing():

View File

@@ -1,6 +1,7 @@
flask>=3.1.1
werkzeug>=3.1.3
pony>=0.7.19
pony>=0.7.19; python_version <= '3.12'
pony @ git+https://github.com/black-sliver/pony@7feb1221953b7fa4a6735466bf21a8b4d35e33ba#0.7.19; python_version >= '3.13'
waitress>=3.0.2
Flask-Caching>=2.3.0
Flask-Compress>=1.17

View File

@@ -28,7 +28,6 @@
font-weight: normal;
font-family: LondrinaSolid-Regular, sans-serif;
text-transform: uppercase;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
text-shadow: 1px 1px 4px #000000;
}
@@ -37,7 +36,6 @@
font-size: 38px;
font-weight: normal;
font-family: LondrinaSolid-Light, sans-serif;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
margin-top: 20px;
margin-bottom: 0.5rem;
@@ -50,7 +48,6 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
text-align: left;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
margin-bottom: 0.5rem;
}
@@ -59,7 +56,6 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 24px;
cursor: pointer; /* TODO: remove once we drop showdown.js */
margin-bottom: 24px;
}
@@ -67,14 +63,12 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 22px;
cursor: pointer; /* TODO: remove once we drop showdown.js */
}
.markdown h6, .markdown details summary.h6{
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 20px;
cursor: pointer; /* TODO: remove once we drop showdown.js */
}
.markdown h4, .markdown h5, .markdown h6{

View File

@@ -11,32 +11,32 @@
<h1>Site Map</h1>
<h2>Base Pages</h2>
<ul>
<li><a href="/discord">Discord Link</a></li>
<li><a href="/faq/en">F.A.Q. Page</a></li>
<li><a href="/favicon.ico">Favicon</a></li>
<li><a href="/generate">Generate Game Page</a></li>
<li><a href="/">Homepage</a></li>
<li><a href="/uploads">Host Game Page</a></li>
<li><a href="/datapackage">Raw Data Package</a></li>
<li><a href="{{ url_for('check')}}">Settings Validator</a></li>
<li><a href="/sitemap">Site Map</a></li>
<li><a href="/start-playing">Start Playing</a></li>
<li><a href="/games">Supported Games Page</a></li>
<li><a href="/tutorial">Tutorials Page</a></li>
<li><a href="/user-content">User Content</a></li>
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
<li><a href="/glossary/en">Glossary</a></li>
<li><a href="{{url_for("show_session")}}">Session / Login</a></li>
<li><a href="{{ url_for('discord') }}">Discord Link</a></li>
<li><a href="{{ url_for('faq', lang='en') }}">F.A.Q. Page</a></li>
<li><a href="{{ url_for('favicon') }}">Favicon</a></li>
<li><a href="{{ url_for('generate') }}">Generate Game Page</a></li>
<li><a href="{{ url_for('landing') }}">Homepage</a></li>
<li><a href="{{ url_for('uploads') }}">Host Game Page</a></li>
<li><a href="{{ url_for('get_datapackage') }}">Raw Data Package</a></li>
<li><a href="{{ url_for('check') }}">Settings Validator</a></li>
<li><a href="{{ url_for('get_sitemap') }}">Site Map</a></li>
<li><a href="{{ url_for('start_playing') }}">Start Playing</a></li>
<li><a href="{{ url_for('games') }}">Supported Games Page</a></li>
<li><a href="{{ url_for('tutorial_landing') }}">Tutorials Page</a></li>
<li><a href="{{ url_for('user_content') }}">User Content</a></li>
<li><a href="{{ url_for('stats') }}">Game Statistics</a></li>
<li><a href="{{ url_for('glossary', lang='en') }}">Glossary</a></li>
<li><a href="{{ url_for('show_session') }}">Session / Login</a></li>
</ul>
<h2>Tutorials</h2>
<ul>
<li><a href="/tutorial/Archipelago/setup/en">Multiworld Setup Tutorial</a></li>
<li><a href="/tutorial/Archipelago/mac/en">Setup Guide for Mac</a></li>
<li><a href="/tutorial/Archipelago/commands/en">Server and Client Commands</a></li>
<li><a href="/tutorial/Archipelago/advanced_settings/en">Advanced YAML Guide</a></li>
<li><a href="/tutorial/Archipelago/triggers/en">Triggers Guide</a></li>
<li><a href="/tutorial/Archipelago/plando/en">Plando Guide</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='setup_en') }}">Multiworld Setup Tutorial</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='mac_en') }}">Setup Guide for Mac</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='commands_en') }}">Server and Client Commands</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='advanced_settings_en') }}">Advanced YAML Guide</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='triggers_en') }}">Triggers Guide</a></li>
<li><a href="{{ url_for('tutorial', game='Archipelago', file='plando_en') }}">Plando Guide</a></li>
</ul>
<h2>Game Info Pages</h2>

View File

@@ -20,6 +20,8 @@ from worlds.tloz.Items import item_game_ids
from worlds.tloz.Locations import location_ids
from worlds.tloz import Items, Locations, Rom
from settings import get_settings
SYSTEM_MESSAGE_ID = 0
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart connector_tloz.lua"
@@ -341,13 +343,12 @@ if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
Utils.init_logging("ZeldaClient")
options = Utils.get_options()
DISPLAY_MSGS = options["tloz_options"]["display_msgs"]
DISPLAY_MSGS = get_settings()["tloz_options"]["display_msgs"]
async def run_game(romfile: str) -> None:
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["tloz_options"].get("rom_start", True))
get_settings()["tloz_options"].get("rom_start", True))
if auto_start is True:
import webbrowser
webbrowser.open(romfile)

View File

@@ -16,7 +16,7 @@ game contributions:
* **Do not introduce unit test failures/regressions.**
Archipelago supports multiple versions of Python. You may need to download older Python versions to fully test
your changes. Currently, the oldest supported version
is [Python 3.10](https://www.python.org/downloads/release/python-31015/).
is [Python 3.11](https://www.python.org/downloads/release/python-31113/).
It is recommended that automated github actions are turned on in your fork to have github run unit tests after
pushing.
You can turn them on here:

View File

@@ -344,7 +344,7 @@ names, and `def can_place_boss`, which passes a boss and location, allowing you
your game. When this function is called, `bosses`, `locations`, and the passed strings will all be lowercase. There is
also a `duplicate_bosses` attribute allowing you to define if a boss can be placed multiple times in your world. False
by default, and will reject duplicate boss names from the user. For an example of using this class, refer to
`worlds.alttp.options.py`
`worlds/alttp/Options.py`
### OptionDict
This option returns a dictionary. Setting a default here is recommended as it will output the dictionary to the

View File

@@ -7,7 +7,7 @@ use that version. These steps are for developers or platforms without compiled r
## General
What you'll need:
* [Python 3.10.11 or newer](https://www.python.org/downloads/), not the Windows Store version
* [Python 3.11.9 or newer](https://www.python.org/downloads/), not the Windows Store version
* On Windows, please consider only using the latest supported version in production environments since security
updates for older versions are not easily available.
* Python 3.12.x is currently the newest supported version

View File

@@ -16,6 +16,8 @@ Current endpoints:
- [`/status/<suuid:seed>`](#status)
- Room API
- [`/room_status/<suuid:room_id>`](#roomstatus)
- Tracker API
- [`/tracker/<suuid:tracker>`](#tracker)
- User API
- [`/get_rooms`](#getrooms)
- [`/get_seeds`](#getseeds)
@@ -244,6 +246,214 @@ Example:
}
```
## Tracker Endpoints
Endpoints to fetch information regarding players of an active WebHost room with the supplied tracker_ID. The tracker ID
can either be viewed while on a room tracker page, or from the [room's endpoint](#room-endpoints).
### `/tracker/<suuid:tracker>`
<a name=tracker></a>
Will provide a dict of tracker data with the following keys:
- item_link groups and their players (`groups`)
- Each player's slot_data (`slot_data`)
- Each player's current alias (`aliases`)
- Will return the name if there is none
- A list of items each player has received as a NetworkItem (`player_items_received`)
- A list of checks done by each player as a list of the location id's (`player_checks_done`)
- The total number of checks done by all players (`total_checks_done`)
- Hints that players have used or received (`hints`)
- The time of last activity of each player in RFC 1123 format (`activity_timers`)
- The time of last active connection of each player in RFC 1123 format (`connection_timers`)
- The current client status of each player (`player_status`)
- The datapackage hash for each player (`datapackage`)
- This hash can then be sent to the datapackage API to receive the appropriate datapackage as necessary
Example:
```json
{
"groups": [
{
"team": 0,
"groups": [
{
"slot": 5,
"name": "testGroup",
"members": [
1,
2
]
},
{
"slot": 6,
"name": "myCoolLink",
"members": [
3,
4
]
}
]
}
],
"slot_data": [
{
"team": 0,
"players": [
{
"player": 1,
"slot_data": {
"example_option": 1,
"other_option": 3
}
},
{
"player": 2,
"slot_data": {
"example_option": 1,
"other_option": 2
}
}
]
}
],
"aliases": [
{
"team": 0,
"players": [
{
"player": 1,
"alias": "Incompetence"
},
{
"player": 2,
"alias": "Slot_Name_2"
}
]
}
],
"player_items_received": [
{
"team": 0,
"players": [
{
"player": 1,
"items": [
[1, 1, 1, 0],
[2, 2, 2, 1]
]
},
{
"player": 2,
"items": [
[1, 1, 1, 2],
[2, 2, 2, 0]
]
}
]
}
],
"player_checks_done": [
{
"team": 0,
"players": [
{
"player": 1,
"locations": [
1,
2
]
},
{
"player": 2,
"locations": [
1,
2
]
}
]
}
],
"total_checks_done": [
{
"team": 0,
"checks_done": 4
}
],
"hints": [
{
"team": 0,
"players": [
{
"player": 1,
"hints": [
[1, 2, 4, 6, 0, "", 4, 0]
]
},
{
"player": 2,
"hints": []
}
]
}
],
"activity_timers": [
{
"team": 0,
"players": [
{
"player": 1,
"time": "Fri, 18 Apr 2025 20:35:45 GMT"
},
{
"player": 2,
"time": "Fri, 18 Apr 2025 20:42:46 GMT"
}
]
}
],
"connection_timers": [
{
"team": 0,
"players": [
{
"player": 1,
"time": "Fri, 18 Apr 2025 20:38:25 GMT"
},
{
"player": 2,
"time": "Fri, 18 Apr 2025 21:03:00 GMT"
}
]
}
],
"player_status": [
{
"team": 0,
"players": [
{
"player": 1,
"status": 0
},
{
"player": 2,
"status": 0
}
]
}
],
"datapackage": {
"Archipelago": {
"checksum": "ac9141e9ad0318df2fa27da5f20c50a842afeecb",
"version": 0
},
"The Messenger": {
"checksum": "6991cbcda7316b65bcb072667f3ee4c4cae71c0b",
"version": 0
}
}
}
```
## User Endpoints
User endpoints can get room and seed details from the current session tokens (cookies)

View File

@@ -257,6 +257,14 @@ another flag like "progression", it means "an especially useful progression item
combined with `progression`; see below)
* `progression_skip_balancing`: the combination of `progression` and `skip_balancing`, i.e., a progression item that
will not be moved around by progression balancing; used, e.g., for currency or tokens, to not flood early spheres
* `deprioritized`: denotes that an item should not be placed on priority locations
(to be combined with `progression`; see below)
* `progression_deprioritized`: the combination of `progression` and `deprioritized`, i.e. a progression item that
should not be placed on priority locations, despite being progression;
like skip_balancing, this is commonly used for currency or tokens.
* `progression_deprioritized_skip_balancing`: the combination of `progression`, `deprioritized` and `skip_balancing`.
Since there is overlap between the kind of items that want `skip_balancing` and `deprioritized`,
this combined classification exists for convenience
### Regions

View File

@@ -74,13 +74,12 @@ class EntranceLookup:
if entrance in self._expands_graph_cache:
return self._expands_graph_cache[entrance]
visited = set()
seen = {entrance.connected_region}
q: deque[Region] = deque()
q.append(entrance.connected_region)
while q:
region = q.popleft()
visited.add(region)
# check if the region itself is progression
if region in region.multiworld.indirect_connections:
@@ -103,7 +102,8 @@ class EntranceLookup:
and exit_ in self._usable_exits):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
elif exit_.connected_region and exit_.connected_region not in seen:
seen.add(exit_.connected_region)
q.append(exit_.connected_region)
self._expands_graph_cache[entrance] = False

View File

@@ -754,7 +754,12 @@ class Settings(Group):
return super().__getattribute__(key)
# directly import world and grab settings class
world_mod, world_cls_name = _world_settings_name_cache[key].rsplit(".", 1)
world = cast(type, getattr(__import__(world_mod, fromlist=[world_cls_name]), world_cls_name))
try:
world = cast(type, getattr(__import__(world_mod, fromlist=[world_cls_name]), world_cls_name))
except AttributeError:
import warnings
warnings.warn(f"World {world_cls_name} failed to initialize properly.")
return super().__getattribute__(key)
assert getattr(world, "settings_key") == key
try:
cls_or_name = world.__annotations__["settings"]

View File

@@ -30,7 +30,7 @@ try:
install_cx_freeze = False
except pkg_resources.ResolutionError:
install_cx_freeze = True
except ImportError:
except (AttributeError, ImportError):
install_cx_freeze = True
pkg_resources = None # type: ignore[assignment]

View File

@@ -3,7 +3,7 @@ from typing import List, Optional, Tuple, Type, Union
from BaseClasses import CollectionState, Item, ItemClassification, Location, MultiWorld, Region
from worlds import network_data_package
from worlds.AutoWorld import World, call_all
from worlds.AutoWorld import World, WebWorld, call_all
gen_steps = (
"generate_early",
@@ -17,7 +17,7 @@ gen_steps = (
def setup_solo_multiworld(
world_type: Type[World], steps: Tuple[str, ...] = gen_steps, seed: Optional[int] = None
world_type: Type[World], steps: Tuple[str, ...] = gen_steps, seed: Optional[int] = None
) -> MultiWorld:
"""
Creates a multiworld with a single player of `world_type`, sets default options, and calls provided gen steps.
@@ -62,11 +62,16 @@ def setup_multiworld(worlds: Union[List[Type[World]], Type[World]], steps: Tuple
return multiworld
class TestWebWorld(WebWorld):
tutorials = []
class TestWorld(World):
game = f"Test Game"
item_name_to_id = {}
location_name_to_id = {}
hidden = True
web = TestWebWorld()
# add our test world to the data package, so we can test it later

View File

@@ -48,13 +48,14 @@ class TestBase(unittest.TestCase):
original_get_all_state = multiworld.get_all_state
def patched_get_all_state(use_cache: bool, allow_partial_entrances: bool = False):
def patched_get_all_state(use_cache: bool | None = None, allow_partial_entrances: bool = False,
**kwargs):
self.assertTrue(allow_partial_entrances, (
"Before the connect_entrances step finishes, other worlds might still have partial entrances. "
"As such, any call to get_all_state must use allow_partial_entrances = True."
))
return original_get_all_state(use_cache, allow_partial_entrances)
return original_get_all_state(use_cache, allow_partial_entrances, **kwargs)
multiworld.get_all_state = patched_get_all_state

View File

@@ -37,10 +37,11 @@ class TestImplemented(unittest.TestCase):
def test_slot_data(self):
"""Tests that if a world creates slot data, it's json serializable."""
for game_name, world_type in AutoWorldRegister.world_types.items():
# has an await for generate_output which isn't being called
if game_name in {"Ocarina of Time"}:
continue
# has an await for generate_output which isn't being called
excluded_games = ("Ocarina of Time",)
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
for game_name, world_type in worlds_to_test.items():
multiworld = setup_solo_multiworld(world_type)
with self.subTest(game=game_name, seed=multiworld.seed):
distribute_items_restrictive(multiworld)

View File

@@ -150,8 +150,7 @@ class TestBase(unittest.TestCase):
"""Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early",)
additional_steps = ("create_regions", "create_items", "set_rules", "connect_entrances", "generate_basic", "pre_fill")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items():
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
local_items = multiworld.worlds[1].options.local_items.value.copy()

View File

@@ -33,7 +33,10 @@ class TestBase(unittest.TestCase):
def test_location_creation_steps(self):
"""Tests that Regions and Locations aren't created after `create_items`."""
gen_steps = ("generate_early", "create_regions", "create_items")
for game_name, world_type in AutoWorldRegister.world_types.items():
excluded_games = ("Ocarina of Time", "Pokemon Red and Blue")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
region_count = len(multiworld.get_regions())
@@ -54,13 +57,13 @@ class TestBase(unittest.TestCase):
call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic")
self.assertGreaterEqual(location_count, len(multiworld.get_locations()),
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during generate_basic")
call_all(multiworld, "pre_fill")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during pre_fill")
self.assertGreaterEqual(location_count, len(multiworld.get_locations()),
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during pre_fill")
def test_location_group(self):

View File

@@ -0,0 +1,63 @@
import urllib.parse
import html
import re
from flask import url_for
import WebHost
from . import TestBase
class TestSitemap(TestBase):
# Codes for OK and some redirects that we use
valid_status_codes = [200, 302, 308]
@classmethod
def setUpClass(cls) -> None:
super().setUpClass()
WebHost.copy_tutorials_files_to_static()
def test_sitemap_route(self) -> None:
"""Verify that the sitemap route works correctly and renders the template without errors."""
with self.app.test_request_context():
# Test the /sitemap route
with self.client.open("/sitemap") as response:
self.assertEqual(response.status_code, 200)
self.assertIn(b"Site Map", response.data)
# Test the /index route which should also serve the sitemap
with self.client.open("/index") as response:
self.assertEqual(response.status_code, 200)
self.assertIn(b"Site Map", response.data)
# Test using url_for with the function name
with self.client.open(url_for('get_sitemap')) as response:
self.assertEqual(response.status_code, 200)
self.assertIn(b'Site Map', response.data)
def test_sitemap_links(self) -> None:
"""
Verify that all links in the sitemap are valid by making a request to each one.
"""
with self.app.test_request_context():
with self.client.open(url_for("get_sitemap")) as response:
self.assertEqual(response.status_code, 200)
html_content = response.data.decode()
# Extract all href links using regex
href_pattern = re.compile(r'href=["\'](.*?)["\']')
links = href_pattern.findall(html_content)
self.assertTrue(len(links) > 0, "No links found in sitemap")
# Test each link
for link in links:
# Skip external links
if link.startswith(("http://", "https://")):
continue
link = urllib.parse.unquote(html.unescape(link))
with self.client.open(link) as response, self.subTest(link=link):
self.assertIn(response.status_code, self.valid_status_codes,
f"Link {link} returned invalid status code {response.status_code}")

View File

@@ -1,17 +1,46 @@
def load_tests(loader, standard_tests, pattern):
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from unittest import TestLoader, TestSuite
def load_tests(loader: "TestLoader", standard_tests: "TestSuite", pattern: str):
import os
import unittest
import fnmatch
from .. import file_path
from worlds.AutoWorld import AutoWorldRegister
suite = unittest.TestSuite()
suite.addTests(standard_tests)
# pattern hack
# all tests from within __init__ are always imported, so we need to filter out the folder earlier
# if the pattern isn't matching a specific world, we don't have much of a solution
if pattern.startswith("worlds."):
if pattern.endswith(".py"):
pattern = pattern[:-3]
components = pattern.split(".")
world_glob = f"worlds.{components[1]}"
pattern = components[-1]
elif pattern.startswith(f"worlds{os.path.sep}") or pattern.startswith(f"worlds{os.path.altsep}"):
components = pattern.split(os.path.sep)
if len(components) == 1:
components = pattern.split(os.path.altsep)
world_glob = f"worlds.{components[1]}"
pattern = components[-1]
else:
world_glob = "*"
folders = [os.path.join(os.path.split(world.__file__)[0], "test")
for world in AutoWorldRegister.world_types.values()]
for world in AutoWorldRegister.world_types.values()
if fnmatch.fnmatch(world.__module__, world_glob)]
all_tests = [
test_case for folder in folders if os.path.exists(folder)
for test_collection in loader.discover(folder, top_level_dir=file_path)
for test_collection in loader.discover(folder, top_level_dir=file_path, pattern=pattern)
for test_suite in test_collection if isinstance(test_suite, unittest.suite.TestSuite)
for test_case in test_suite
]

View File

@@ -37,7 +37,7 @@ class CV64Web(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Archipleago Castlevania 64 randomizer on your computer and connecting it to a "
"A guide to setting up the Archipelago Castlevania 64 randomizer on your computer and connecting it to a "
"multiworld.",
"English",
"setup_en.md",

View File

@@ -41,7 +41,7 @@ class CVCotMWeb(WebWorld):
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Archipleago Castlevania: Circle of the Moon randomizer on your computer and "
"A guide to setting up the Archipelago Castlevania: Circle of the Moon randomizer on your computer and "
"connecting it to a multiworld.",
"English",
"setup_en.md",

View File

@@ -267,6 +267,10 @@ class DarkSouls3World(World):
# Don't allow missable duplicates of progression items to be expected progression.
if location.name in self.missable_dupe_prog_locs: continue
# Don't create DLC and NGP locations if those are disabled
if location.dlc and not self.options.enable_dlc: continue
if location.ngp and not self.options.enable_ngp: continue
# Replace non-randomized items with events that give the default item
event_item = (
self.create_item(location.default_item_name) if location.default_item_name

View File

@@ -1,3 +1,4 @@
import Utils
from Utils import read_snes_rom
from worlds.AutoWorld import World
@@ -735,9 +736,9 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
if not file_name:
file_name = options["dkc3_options"]["rom_file"]
from settings import get_settings
file_name = get_settings()["dkc3_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name

View File

@@ -89,11 +89,15 @@ class FF1Client(BizHawkClient):
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
try:
if (await bizhawk.get_memory_size(ctx.bizhawk_ctx, self.rom)) < rom_name_location + 0x0D:
return False # ROM is not large enough to be a Final Fantasy 1 ROM
# Check ROM name/patch version
rom_name = ((await bizhawk.read(ctx.bizhawk_ctx, [(rom_name_location, 0x0D, self.rom)]))[0])
rom_name = rom_name.decode("ascii")
if rom_name != "FINAL FANTASY":
return False # Not a Final Fantasy 1 ROM
except UnicodeDecodeError:
return False # rom_name returned invalid text
except bizhawk.RequestFailedError:
return False # Not able to get a response, say no for now

View File

@@ -2,7 +2,7 @@
Archipelago does not have a compiled release on macOS. However, it is possible to run from source code on macOS. This guide expects you to have some experience with running software from the terminal.
## Prerequisite Software
Here is a list of software to install and source code to download.
1. Python 3.10 "universal2" or newer from the [macOS Python downloads page](https://www.python.org/downloads/macos/).
1. Python 3.11 "universal2" or newer from the [macOS Python downloads page](https://www.python.org/downloads/macos/).
**Python 3.13 is not supported yet.**
2. Xcode from the [macOS App Store](https://apps.apple.com/us/app/xcode/id497799835).
3. The source code from the [Archipelago releases page](https://github.com/ArchipelagoMW/Archipelago/releases).

View File

@@ -135,6 +135,10 @@ class JakAndDaxterContext(CommonContext):
self.tags = set()
await self.send_connect()
async def disconnect(self, allow_autoreconnect: bool = False):
self.locations_checked = set() # Clear this set to gracefully handle server disconnects.
await super(JakAndDaxterContext, self).disconnect(allow_autoreconnect)
def on_package(self, cmd: str, args: dict):
if cmd == "RoomInfo":
@@ -177,6 +181,10 @@ class JakAndDaxterContext(CommonContext):
create_task_log_exception(get_orb_balance())
# If there were any locations checked while the client wasn't connected, we want to make sure the server
# knows about them. To do that, replay the whole location_outbox (no duplicates will be sent).
self.memr.outbox_index = 0
# Tell the server if Deathlink is enabled or disabled in the in-game options.
# This allows us to "remember" the user's choice.
self.on_deathlink_toggle()
@@ -254,6 +262,7 @@ class JakAndDaxterContext(CommonContext):
# We don't need an ap_inform function because check_locations solves that need.
def on_location_check(self, location_ids: list[int]):
self.locations_checked.update(location_ids) # Populate this set to gracefully handle server disconnects.
create_task_log_exception(self.check_locations(location_ids))
# CommonClient has no finished_game function, so we will have to craft our own. TODO - Update if that changes.

View File

@@ -1,15 +1,15 @@
# Kingdom Hearts 2
<h2 style="text-transform:none";>Changes from the vanilla game</h2>
## Changes from the vanilla game
This randomizer creates a more dynamic play experience by randomizing the locations of most items in Kingdom Hearts 2. Currently all items within Chests, Popups, Get Bonuses, Form Levels, and Sora's Levels are randomized. This allows abilities that Sora would normally have to be placed on Keyblades with random stats. Additionally, there are several options for ways to finish the game, allowing for different goals beyond beating the final boss.
<h2 style="text-transform:none";>Where is the options page</h2>
## Where is the options page
The [player options page for this game](../player-options) contains all the options you need to configure and export a config file.
<h2 style="text-transform:none";>What is randomized in this game?</h2>
## What is randomized in this game?
- Chests
@@ -21,27 +21,27 @@ The [player options page for this game](../player-options) contains all the opti
- Keyblade Stats
- Keyblade Abilities
<h2 style="text-transform:none";>What Kingdom Hearts 2 items can appear in other players' worlds?</h2>
## What Kingdom Hearts 2 items can appear in other players' worlds?
Every item in the game except for abilities on weapons.
<h2 style="text-transform:none";>What is The Garden of Assemblage "GoA"?</h2>
## What is The Garden of Assemblage "GoA"?
The Garden of Assemblage Mod made by Sonicshadowsilver2 and Num turns the Garden of Assemblage into a “World Hub” where each portal takes you to one of the game worlds (as opposed to having a world map). This allows you to enter worlds at any time, and world progression is maintained for each world individually.
<h2 style="text-transform:none";>What does another world's item look like in Kingdom Hearts 2?</h2>
## What does another world's item look like in Kingdom Hearts 2?
In Kingdom Hearts 2, items which need to be sent to other worlds appear in any location that has a item in the vanilla game. They are represented by the Archipelago icon, and must be "picked up" as if it were a normal item. Upon obtaining the item, it will be sent to its home world.
<h2 style="text-transform:none";>When the player receives an item, what happens?</h2>
## When the player receives an item, what happens?
It is added to your inventory. If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
<h2 style="text-transform:none";>What Happens if I die before Room Saving?</h2>
## What Happens if I die before Room Saving?
When you die in vanilla Kingdom Hearts 2, you are reverted to the last non-boss room you entered and your status is reverted to what it was at that time. However, in archipelago, any item that you have sent/received will not be taken away from the player, any chest you have opened will remain open, and you will keep your level, but lose the experience.
@@ -49,7 +49,7 @@ When you die in vanilla Kingdom Hearts 2, you are reverted to the last non-boss
For example, if you are fighting Roxas, receive Reflect Element, then die mid-fight, you will keep that Reflect Element. You will still need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
<h2 style="text-transform:none";>Customization options:</h2>
## Customization options:
- Choose a goal from the list below (with an additional option to Kill Final Xemnas alongside your goal).
@@ -64,11 +64,11 @@ For example, if you are fighting Roxas, receive Reflect Element, then die mid-fi
- Customize the amount and level of progressive movement (Growth Abilities) you start with.
- Customize start inventory, i.e., begin every run with certain items or spells of your choice.
<h2 style="text-transform:none";>What are Lucky Emblems?</h2>
## What are Lucky Emblems?
Lucky Emblems are items that are required to beat the game if your goal is "Lucky Emblem Hunt".<br>
You can think of these as requiring X number of Proofs of Nonexistence to open the final door.
<h2 style="text-transform:none";>What is Hitlist/Bounties?</h2>
## What is Hitlist/Bounties?
The Hitlist goal adds "bounty" items to select late-game fights and locations, and you need to collect X number of them to win.<br>
The list of possible locations that can contain a bounty:
@@ -82,7 +82,7 @@ The list of possible locations that can contain a bounty:
- Transport to Remembrance
- Godess of Fate cup and Hades Paradox cup
<h2 style="text-transform:none";>Quality of life:</h2>
## Quality of life:
With the help of Shananas, Num, and ZakTheRobot we have many QoL features such are:

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@@ -1,11 +1,11 @@
# Kingdom Hearts 2 Archipelago Setup Guide
<h2 style="text-transform:none";>Quick Links</h2>
## Quick Links
- [Game Info Page](../../../../games/Kingdom%20Hearts%202/info/en)
- [Player Options Page](../../../../games/Kingdom%20Hearts%202/player-options)
<h2 style="text-transform:none";>Required Software:</h2>
## Required Software:
Kingdom Hearts II Final Mix from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts) or [Steam](https://store.steampowered.com/app/2552430/KINGDOM_HEARTS_HD_1525_ReMIX/)
@@ -23,39 +23,39 @@ Kingdom Hearts II Final Mix from the [Epic Games Store](https://store.epicgames.
1. Optionally Install the Archipelago Quality Of Life mod from `JaredWeakStrike/AP_QOL` using OpenKH Mod Manager
2. Optionally Install the Quality Of Life mod from `shananas/BearSkip` using OpenKH Mod Manager
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
### Required: Archipelago Companion Mod
Load this mod just like the <b>GoA ROM</b> you did during the KH2 Rando setup. `JaredWeakStrike/APCompanion`<br>
Have this mod second-highest priority below the .zip seed.<br>
This mod is based upon Num's Garden of Assemblage Mod and requires it to work. Without Num this could not be possible.
<h3 style="text-transform:none";>Required: Auto Save Mod and KH2 Lua Library</h3>
### Required: Auto Save Mod and KH2 Lua Library
Load these mods just like you loaded the GoA ROM mod during the KH2 Rando setup. `KH2FM-Mods-equations19/auto-save` and `KH2FM-Mods-equations19/KH2-Lua-Library` Location doesn't matter, required in case of crashes. See [Best Practices](en#best-practices) on how to load the auto save
Load these mods just like you loaded the GoA ROM mod during the KH2 Rando setup. `KH2FM-Mods-equations19/auto-save` and `KH2FM-Mods-equations19/KH2-Lua-Library` Location doesn't matter, required in case of crashes. See [Best Practices](#best-practices) on how to load the auto save
<h3 style="text-transform:none";>Optional QoL Mods: AP QoL and Bear Skip</h3>
### Optional QoL Mods: AP QoL and Bear Skip
`JaredWeakStrike/AP_QOL` Makes the urns minigames much faster, makes Cavern of Remembrance orbs drop significantly more drive orbs for refilling drive/leveling master form, skips the animation when using the bulky vendor RC, skips carpet escape auto-scroller in Agrabah 2, and prevents the wardrobe in the Beasts Castle wardrobe push minigame from waking up while being pushed.
`shananas/BearSkip` Skips all minigames in 100 Acre Woods except the Spooky Cave minigame since there are chests in Spooky Cave you can only get during the minigame. For Spooky Cave, Pooh is moved to the other side of the invisible wall that prevents you from using his RC to finish the minigame.
<h3 style="text-transform:none";>Installing A Seed</h3>
### Installing A Seed
When you generate a game you will see a download link for a KH2 .zip seed on the room page. Download the seed then open OpenKH Mod Manager and click the green plus and "Select and install Mod Archive".<br>
Make sure the seed is on the top of the list (Highest Priority)<br>
After Installing the seed click "Mod Loader -> Build/Build and Run". Every slot is a unique mod to install and will be needed be repatched for different slots/rooms.
<h2 style="text-transform:none";>Optional Software:</h2>
## Optional Software:
- [Kingdom Hearts 2 AP Tracker](https://github.com/palex00/kh2-ap-tracker/releases/latest/), for use with
[PopTracker](https://github.com/black-sliver/PopTracker/releases)
<h2 style="text-transform:none";>What the Mod Manager Should Look Like.</h2>
## What the Mod Manager Should Look Like.
![image](https://i.imgur.com/N0WJ8Qn.png)
<h2 style="text-transform:none";>Using the KH2 Client</h2>
## Using the KH2 Client
Start the game through OpenKH Mod Manager. If starting a new run, enter the Garden of Assemblage from a new save. If returning to a run, load the save and enter the Garden of Assemblage. Then run the [ArchipelagoKH2Client.exe](https://github.com/ArchipelagoMW/Archipelago/releases).<br>
When you successfully connect to the server the client will automatically hook into the game to send/receive checks. <br>
@@ -67,13 +67,13 @@ Most checks will be sent to you anywhere outside a load or cutscene.<br>
If you obtain magic, you will need to pause your game to have it show up in your inventory, then enter a new room for it to become properly usable.
<h2 style="text-transform:none";>KH2 Client should look like this: </h2>
## KH2 Client should look like this:
![image](https://i.imgur.com/qP6CmV8.png)
Enter The room's port number into the top box <b> where the x's are</b> and press "Connect". Follow the prompts there and you should be connected
<h2 style="text-transform:none";>Common Pitfalls</h2>
## Common Pitfalls
- Having an old GOA Lua Script in your `C:\Users\*YourName*\Documents\KINGDOM HEARTS HD 1.5+2.5 ReMIX\scripts\kh2` folder.
- Pressing F2 while in game should look like this. ![image](https://i.imgur.com/ABSdtPC.png)
@@ -86,7 +86,7 @@ Enter The room's port number into the top box <b> where the x's are</b> and pres
- Using a seed from the standalone KH2 Randomizer Seed Generator.
- The Archipelago version of the KH2 Randomizer does not use this Seed Generator; refer to the [Archipelago Setup](https://archipelago.gg/tutorial/Archipelago/setup/en) to learn how to generate and play a seed through Archipelago.
<h2 style="text-transform:none"; >Best Practices</h2>
## Best Practices
- Make a save at the start of the GoA before opening anything. This will be the file to select when loading an autosave if/when your game crashes.
- If you don't want to have a save in the GoA. Disconnect the client, load the auto save, and then reconnect the client after it loads the auto save.
@@ -94,13 +94,13 @@ Enter The room's port number into the top box <b> where the x's are</b> and pres
- Run the game in windows/borderless windowed mode. Fullscreen is stable but the game can crash if you alt-tab out.
- Make sure to save in a different save slot when playing in an async or disconnecting from the server to play a different seed
<h2 style="text-transform:none";>Logic Sheet & PopTracker Autotracking</h2>
## Logic Sheet & PopTracker Autotracking
Have any questions on what's in logic? This spreadsheet made by Bulcon has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1nNi8ohEs1fv-sDQQRaP45o6NoRcMlLJsGckBonweDMY/edit?usp=sharing)
Alternatively you can use the Kingdom Hearts 2 PopTracker Pack that is based off of the logic sheet above and does all the work for you.
<h3 style="text-transform:none";>PopTracker Pack</h3>
### PopTracker Pack
1. Download [Kingdom Hearts 2 AP Tracker](https://github.com/palex00/kh2-ap-tracker/releases/latest/) and
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
@@ -112,7 +112,7 @@ Alternatively you can use the Kingdom Hearts 2 PopTracker Pack that is based off
This pack will handle logic, received items, checked locations and autotabbing for you!
<h2 style="text-transform:none";>F.A.Q.</h2>
## F.A.Q.
- Why is my Client giving me a "Cannot Open Process: " error?
- Due to how the client reads kingdom hearts 2 memory some people's computer flags it as a virus. Run the client as admin.

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@@ -661,4 +661,8 @@ SONG_DATA: Dict[str, SongData] = {
"Ineffabilis": SongData(2900785, "87-4", "Aim to Be a Rhythm Master!", False, 3, 7, 10),
"DaJiaHao": SongData(2900786, "87-5", "Aim to Be a Rhythm Master!", False, 5, 7, 10),
"Echoes of SeraphiM": SongData(2900787, "87-6", "Aim to Be a Rhythm Master!", False, 5, 8, 10),
"Othello feat.Uiro": SongData(2900788, "88-0", "MUSE RADIO FM106", True, 3, 5, 7),
"Midnight Blue": SongData(2900789, "88-1", "MUSE RADIO FM106", True, 2, 5, 7),
"overwork feat.Woonoo": SongData(2900790, "88-2", "MUSE RADIO FM106", True, 2, 6, 8),
"SUPER CITYLIGHTS": SongData(2900791, "88-3", "MUSE RADIO FM106", True, 5, 7, 10),
}

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@@ -2,7 +2,7 @@ from worlds.AutoWorld import World, WebWorld
from BaseClasses import Region, Item, ItemClassification, Tutorial
from typing import List, ClassVar, Type, Set
from math import floor
from Options import PerGameCommonOptions
from Options import PerGameCommonOptions, OptionError
from .Options import MuseDashOptions, md_option_groups
from .Items import MuseDashSongItem, MuseDashFixedItem
@@ -102,7 +102,8 @@ class MuseDashWorld(World):
# If the above fails, we want to adjust the difficulty thresholds.
# Easier first, then harder
if lower_diff_threshold <= 1 and higher_diff_threshold >= 11:
raise Exception("Failed to find enough songs, even with maximum difficulty thresholds.")
raise OptionError("Failed to find enough songs, even with maximum difficulty thresholds. "
"Too many songs have been excluded or set to be starter songs.")
elif lower_diff_threshold <= 1:
higher_diff_threshold += 1
else:

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@@ -3,6 +3,8 @@ import typing
from BaseClasses import Location
task_types = ["prayer", "magic", "runecraft", "mining", "crafting", "smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
class SkillRequirement(typing.NamedTuple):
skill: str
level: int

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@@ -8,7 +8,7 @@ import requests
# The CSVs are updated at this repository to be shared between generator and client.
data_repository_address = "https://raw.githubusercontent.com/digiholic/osrs-archipelago-logic/"
# The Github tag of the CSVs this was generated with
data_csv_tag = "v2.0.4"
data_csv_tag = "v2.0.5"
# If true, generate using file names in the repository
debug = False

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@@ -77,7 +77,7 @@ location_rows = [
LocationRow('Bake a Redberry Pie', 'cooking', ['Redberry Bush', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 10), ], [], 0),
LocationRow('Cook some Stew', 'cooking', ['Bowl', 'Meat', 'Potato', ], [SkillRequirement('Cooking', 25), ], [], 0),
LocationRow('Bake an Apple Pie', 'cooking', ['Cooking Apple', 'Wheat', 'Windmill', 'Pie Dish', ], [SkillRequirement('Cooking', 32), ], [], 2),
LocationRow('Enter the Cook\'s Guild', 'cooking', ['Cook\'s Guild', ], [], [], 0),
LocationRow('Enter the Cook\'s Guild', 'cooking', ['Cook\'s Guild', ], [SkillRequirement('Cooking', 32), ], [], 0),
LocationRow('Bake a Cake', 'cooking', ['Wheat', 'Windmill', 'Egg', 'Milk', 'Cake Tin', ], [SkillRequirement('Cooking', 40), ], [], 6),
LocationRow('Bake a Meat Pizza', 'cooking', ['Wheat', 'Windmill', 'Cheese', 'Tomato', 'Meat', ], [SkillRequirement('Cooking', 45), ], [], 8),
LocationRow('Burn a Log', 'firemaking', [], [SkillRequirement('Firemaking', 1), SkillRequirement('Woodcutting', 1), ], [], 0),

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@@ -2,7 +2,7 @@ from dataclasses import dataclass
from Options import Choice, Toggle, Range, PerGameCommonOptions
MAX_COMBAT_TASKS = 16
MAX_COMBAT_TASKS = 17
MAX_PRAYER_TASKS = 5
MAX_MAGIC_TASKS = 7

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@@ -190,6 +190,8 @@ def get_firemaking_skill_rule(level, player, options) -> CollectionRule:
def get_skill_rule(skill, level, player, options) -> CollectionRule:
if level <= 1:
return lambda state: True
if skill.lower() == "fishing":
return get_fishing_skill_rule(level, player, options)
if skill.lower() == "mining":

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@@ -1,11 +1,11 @@
import typing
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld, CollectionState
from Fill import fill_restrictive, FillError
from BaseClasses import Item, Tutorial, ItemClassification, Region, MultiWorld
from worlds.AutoWorld import WebWorld, World
from Options import OptionError
from .Items import OSRSItem, starting_area_dict, chunksanity_starting_chunks, QP_Items, ItemRow, \
chunksanity_special_region_names
from .Locations import OSRSLocation, LocationRow
from .Locations import OSRSLocation, LocationRow, task_types
from .Rules import *
from .Options import OSRSOptions, StartingArea
from .Names import LocationNames, ItemNames, RegionNames
@@ -47,6 +47,7 @@ class OSRSWorld(World):
base_id = 0x070000
data_version = 1
explicit_indirect_conditions = False
ut_can_gen_without_yaml = True
item_name_to_id = {item_rows[i].name: 0x070000 + i for i in range(len(item_rows))}
location_name_to_id = {location_rows[i].name: 0x070000 + i for i in range(len(location_rows))}
@@ -105,6 +106,18 @@ class OSRSWorld(World):
# Set Starting Chunk
self.multiworld.push_precollected(self.create_item(self.starting_area_item))
elif hasattr(self.multiworld,"re_gen_passthrough") and self.game in self.multiworld.re_gen_passthrough:
re_gen_passthrough = self.multiworld.re_gen_passthrough[self.game] # UT passthrough
if "starting_area" in re_gen_passthrough:
self.starting_area_item = re_gen_passthrough["starting_area"]
for task_type in task_types:
if f"max_{task_type}_level" in re_gen_passthrough:
getattr(self.options,f"max_{task_type}_level").value = re_gen_passthrough[f"max_{task_type}_level"]
max_count = getattr(self.options,f"max_{task_type}_tasks")
max_count.value = max_count.range_end
self.options.brutal_grinds.value = re_gen_passthrough["brutal_grinds"]
"""
This function pulls from LogicCSVToPython so that it sends the correct tag of the repository to the client.
@@ -115,20 +128,13 @@ class OSRSWorld(World):
data = self.options.as_dict("brutal_grinds")
data["data_csv_tag"] = data_csv_tag
data["starting_area"] = str(self.starting_area_item) #these aren't actually strings, they just play them on tv
for task_type in task_types:
data[f"max_{task_type}_level"] = getattr(self.options,f"max_{task_type}_level").value
return data
def interpret_slot_data(self, slot_data: typing.Dict[str, typing.Any]) -> None:
if "starting_area" in slot_data:
self.starting_area_item = slot_data["starting_area"]
menu_region = self.multiworld.get_region("Menu",self.player)
menu_region.exits.clear() #prevent making extra exits if players just reconnect to a differnet slot
if self.starting_area_item in chunksanity_special_region_names:
starting_area_region = chunksanity_special_region_names[self.starting_area_item]
else:
starting_area_region = self.starting_area_item[6:] # len("Area: ")
starting_entrance = menu_region.create_exit(f"Start->{starting_area_region}")
starting_entrance.access_rule = lambda state: state.has(self.starting_area_item, self.player)
starting_entrance.connect(self.region_name_to_data[starting_area_region])
@staticmethod
def interpret_slot_data(slot_data: typing.Dict[str, typing.Any]) -> typing.Dict[str, typing.Any]:
return slot_data
def create_regions(self) -> None:
"""
@@ -195,6 +201,8 @@ class OSRSWorld(World):
generation_is_fake = hasattr(self.multiworld, "generation_is_fake") # UT specific override
locations_required = 0
for item_row in item_rows:
if item_row.name == self.starting_area_item:
continue #skip starting area
# If it's a filler item, set it aside for later
if item_row.progression == ItemClassification.filler:
continue
@@ -206,15 +214,18 @@ class OSRSWorld(World):
locations_required += item_row.amount
if self.options.enable_duds: locations_required += self.options.dud_count
locations_added = 1 # At this point we've already added the starting area, so we start at 1 instead of 0
locations_added = 0 # Keep track of the number of locations we add so we don't add more the number of items we're going to make
# Quests are always added first, before anything else is rolled
for i, location_row in enumerate(location_rows):
if location_row.category in {"quest", "points", "goal"}:
if location_row.category in {"quest"}:
if self.task_within_skill_levels(location_row.skills):
self.create_and_add_location(i)
if location_row.category == "quest":
locations_added += 1
locations_added += 1
elif location_row.category in {"goal"}:
if not self.task_within_skill_levels(location_row.skills):
raise OptionError(f"Goal location for {self.player_name} not allowed in skill levels") #it doesn't actually have any, but just in case for future
self.create_and_add_location(i)
# Build up the weighted Task Pool
rnd = self.random
@@ -225,18 +236,28 @@ class OSRSWorld(World):
rnd.shuffle(general_tasks)
else:
general_tasks.reverse()
for i in range(self.options.minimum_general_tasks):
general_tasks_added = 0
while general_tasks_added<self.options.minimum_general_tasks and general_tasks:
task = general_tasks.pop()
self.add_location(task)
locations_added += 1
if self.task_within_skill_levels(task.skills):
self.add_location(task)
locations_added += 1
general_tasks_added += 1
while generation_is_fake and len(general_tasks)>0:
task = general_tasks.pop()
if self.task_within_skill_levels(task.skills):
self.add_location(task)
locations_added += 1
general_tasks_added += 1
if general_tasks_added < self.options.minimum_general_tasks:
raise OptionError(f"{self.plyaer_name} doesn't have enough general tasks to create required minimum count"+
f", raise maximum skill levels or lower minimum general tasks")
general_weight = self.options.general_task_weight if len(general_tasks) > 0 else 0
general_weight = self.options.general_task_weight.value if len(general_tasks) > 0 else 0
tasks_per_task_type: typing.Dict[str, typing.List[LocationRow]] = {}
weights_per_task_type: typing.Dict[str, int] = {}
task_types = ["prayer", "magic", "runecraft", "mining", "crafting",
"smithing", "fishing", "cooking", "firemaking", "woodcutting", "combat"]
for task_type in task_types:
max_amount_for_task_type = getattr(self.options, f"max_{task_type}_tasks")
tasks_for_this_type = [task for task in self.locations_by_category[task_type]
@@ -263,10 +284,13 @@ class OSRSWorld(World):
all_weights.append(weights_per_task_type[task_type])
# Even after the initial forced generals, they can still be rolled randomly
if general_weight > 0:
if general_weight > 0 and len(general_tasks)>0:
all_tasks.append(general_tasks)
all_weights.append(general_weight)
if not generation_is_fake and locations_added > locations_required: #due to minimum general tasks we already have more than needed
raise OptionError(f"Too many locations created for {self.player_name}, lower the minimum general tasks")
while locations_added < locations_required or (generation_is_fake and len(all_tasks) > 0):
if all_tasks:
chosen_task = rnd.choices(all_tasks, all_weights)[0]
@@ -282,9 +306,9 @@ class OSRSWorld(World):
del all_tasks[index]
del all_weights[index]
else:
else: # We can ignore general tasks in UT because they will have been cleared already
if len(general_tasks) == 0:
raise Exception(f"There are not enough available tasks to fill the remaining pool for OSRS " +
raise OptionError(f"There are not enough available tasks to fill the remaining pool for OSRS " +
f"Please adjust {self.player_name}'s settings to be less restrictive of tasks.")
task = general_tasks.pop()
self.add_location(task)
@@ -296,7 +320,7 @@ class OSRSWorld(World):
self.create_and_add_location(index)
def create_items(self) -> None:
filler_items = []
filler_items:list[ItemRow] = []
for item_row in item_rows:
if item_row.name != self.starting_area_item:
# If it's a filler item, set it aside for later
@@ -321,7 +345,7 @@ class OSRSWorld(World):
def get_filler_item_name(self) -> str:
if self.options.enable_duds:
return self.random.choice([item for item in item_rows if item.progression == ItemClassification.filler])
return self.random.choice([item.name for item in item_rows if item.progression == ItemClassification.filler])
else:
return self.random.choice([ItemNames.Progressive_Weapons, ItemNames.Progressive_Magic,
ItemNames.Progressive_Range_Weapon, ItemNames.Progressive_Armor,
@@ -388,6 +412,12 @@ class OSRSWorld(World):
# Set the access rule for the QP Location
add_rule(qp_loc, lambda state, loc=q_loc: (loc.can_reach(state)))
qp = 0
for qp_event in self.available_QP_locations:
qp += int(qp_event[0])
if qp < self.location_rows_by_name[LocationNames.Q_Dragon_Slayer].qp:
raise OptionError(f"{self.player_name} doesn't have enough quests for reach goal, increase maximum skill levels")
# place "Victory" at "Dragon Slayer" and set collection as win condition
self.multiworld.get_location(LocationNames.Q_Dragon_Slayer, self.player) \
.place_locked_item(self.create_event("Victory"))

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@@ -1,6 +1,7 @@
import hashlib
import os
import settings
import json
import Utils
from Utils import read_snes_rom
@@ -77,7 +78,7 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
options: settings.Settings = settings.get_settings()
if not file_name:
file_name = options["sm_options"]["rom_file"]
if not os.path.exists(file_name):

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@@ -808,7 +808,7 @@ def create_regions(world: World, active_locations):
lambda state: (state.has(ItemName.blue_switch_palace, player) and
(state.has(ItemName.p_switch, player) or
state.has(ItemName.green_switch_palace, player) or
(state.has(ItemName.yellow_switch_palace, player) or state.has(ItemName.red_switch_palace, player)))))
(state.has(ItemName.yellow_switch_palace, player) and state.has(ItemName.red_switch_palace, player)))))
add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_island_3_region, LocationName.chocolate_island_3_dragon)
add_location_to_region(multiworld, player, active_locations, LocationName.chocolate_island_4_region, LocationName.chocolate_island_4_dragon,
lambda state: (state.has(ItemName.p_switch, player) and

View File

@@ -3185,9 +3185,9 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
if not file_name:
file_name = options["smw_options"]["rom_file"]
from settings import get_settings
file_name = get_settings()["smw_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name

View File

@@ -1,6 +1,7 @@
import hashlib
import os
import settings
import Utils
from Utils import read_snes_rom
from worlds.Files import APProcedurePatch, APPatchExtension, APTokenMixin, APTokenTypes
@@ -65,7 +66,7 @@ def get_base_rom_bytes() -> bytes:
def get_sm_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
options: settings.Settings = settings.get_settings()
if not file_name:
file_name = options["sm_options"]["rom_file"]
if not os.path.exists(file_name):
@@ -74,7 +75,7 @@ def get_sm_base_rom_path(file_name: str = "") -> str:
def get_lttp_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
options: settings.Settings = settings.get_settings()
if not file_name:
file_name = options["lttp_options"]["rom_file"]
if not os.path.exists(file_name):

View File

@@ -58,7 +58,7 @@ class TLoZDeltaPatch(APDeltaPatch):
def get_base_rom_bytes(file_name: str = "") -> bytes:
base_rom_bytes = getattr(get_base_rom_bytes, "base_rom_bytes", None)
if not base_rom_bytes:
file_name = get_base_rom_path(file_name)
file_name = get_base_rom_path()
base_rom_bytes = bytes(Utils.read_snes_rom(open(file_name, "rb")))
basemd5 = hashlib.md5()
@@ -70,10 +70,6 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
if not file_name:
file_name = options["tloz_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name
def get_base_rom_path() -> str:
from . import TLoZWorld
return TLoZWorld.settings.rom_file

View File

@@ -168,8 +168,8 @@ class ZillionWorld(World):
def create_regions(self) -> None:
assert self.zz_system.randomizer, "generate_early hasn't been called"
assert self.id_to_zz_item, "generate_early hasn't been called"
p = self.player
logic_cache = ZillionLogicCache(p, self.zz_system.randomizer, self.id_to_zz_item)
player = self.player
logic_cache = ZillionLogicCache(player, self.zz_system.randomizer, self.id_to_zz_item)
self.logic_cache = logic_cache
w = self.multiworld
self.my_locations = []
@@ -192,7 +192,7 @@ class ZillionWorld(World):
all_regions: dict[str, ZillionRegion] = {}
for here_zz_name, zz_r in self.zz_system.randomizer.regions.items():
here_name = "Menu" if here_zz_name == "start" else zz_reg_name_to_reg_name(here_zz_name)
all_regions[here_name] = ZillionRegion(zz_r, here_name, here_name, p, w)
all_regions[here_name] = ZillionRegion(zz_r, here_name, here_name, player, w)
self.multiworld.regions.append(all_regions[here_name])
limited_skill = Req(gun=3, jump=3, skill=self.zz_system.randomizer.options.skill, hp=940, red=1, floppy=126)
@@ -239,7 +239,7 @@ class ZillionWorld(World):
for zz_dest in zz_here.connections.keys():
dest_name = "Menu" if zz_dest.name == "start" else zz_reg_name_to_reg_name(zz_dest.name)
dest = all_regions[dest_name]
exit_ = Entrance(p, f"{here_name} to {dest_name}", here)
exit_ = Entrance(player, f"{here_name} to {dest_name}", here)
here.exits.append(exit_)
exit_.connect(dest)
@@ -248,6 +248,11 @@ class ZillionWorld(World):
if self.options.priority_dead_ends.value:
self.options.priority_locations.value |= {loc.name for loc in dead_end_locations}
# main location name is an alias
main_loc_name = self.zz_system.randomizer.loc_name_2_pretty[self.zz_system.randomizer.locations["main"].name]
self.multiworld.get_location(main_loc_name, player).place_locked_item(self.create_item("Win"))
self.multiworld.completion_condition[player] = lambda state: state.has("Win", player)
@override
def create_items(self) -> None:
if not self.id_to_zz_item:
@@ -272,17 +277,6 @@ class ZillionWorld(World):
self.logger.debug(f"Zillion Items: {item_name} 1")
self.multiworld.itempool.append(self.create_item(item_name))
@override
def generate_basic(self) -> None:
assert self.zz_system.randomizer, "generate_early hasn't been called"
# main location name is an alias
main_loc_name = self.zz_system.randomizer.loc_name_2_pretty[self.zz_system.randomizer.locations["main"].name]
self.multiworld.get_location(main_loc_name, self.player)\
.place_locked_item(self.create_item("Win"))
self.multiworld.completion_condition[self.player] = \
lambda state: state.has("Win", self.player)
@staticmethod
def stage_generate_basic(multiworld: MultiWorld, *args: Any) -> None: # noqa: ANN401
# item link pools are about to be created in main