diff --git a/.coveragerc b/.coveragerc new file mode 100644 index 0000000000..17a60ad125 --- /dev/null +++ b/.coveragerc @@ -0,0 +1,5 @@ +[report] +exclude_lines = + pragma: no cover + if TYPE_CHECKING: + if typing.TYPE_CHECKING: diff --git a/.github/workflows/analyze-modified-files.yml b/.github/workflows/analyze-modified-files.yml index ba2660809a..d01365745c 100644 --- a/.github/workflows/analyze-modified-files.yml +++ b/.github/workflows/analyze-modified-files.yml @@ -71,7 +71,7 @@ jobs: continue-on-error: true if: env.diff != '' && matrix.task == 'flake8' run: | - flake8 --count --max-complexity=10 --max-doc-length=120 --max-line-length=120 --statistics ${{ env.diff }} + flake8 --count --max-complexity=14 --max-doc-length=120 --max-line-length=120 --statistics ${{ env.diff }} - name: "mypy: Type check modified files" continue-on-error: true diff --git a/BaseClasses.py b/BaseClasses.py index 855e69c5d4..38598d42d9 100644 --- a/BaseClasses.py +++ b/BaseClasses.py @@ -1056,9 +1056,6 @@ class Location: @property def hint_text(self) -> str: - hint_text = getattr(self, "_hint_text", None) - if hint_text: - return hint_text return "at " + self.name.replace("_", " ").replace("-", " ") diff --git a/worlds/alttp/SubClasses.py b/worlds/alttp/SubClasses.py index 64e4adaec9..22eeebe181 100644 --- a/worlds/alttp/SubClasses.py +++ b/worlds/alttp/SubClasses.py @@ -26,6 +26,13 @@ class ALttPLocation(Location): self.player_address = player_address self._hint_text = hint_text + @property + def hint_text(self) -> str: + hint_text = getattr(self, "_hint_text", None) + if hint_text: + return hint_text + return "at " + self.name.replace("_", " ").replace("-", " ") + class ALttPItem(Item): game: str = "A Link to the Past" diff --git a/worlds/bk_sudoku/__init__.py b/worlds/bk_sudoku/__init__.py index 36d863bb44..195339c380 100644 --- a/worlds/bk_sudoku/__init__.py +++ b/worlds/bk_sudoku/__init__.py @@ -7,16 +7,25 @@ from ..AutoWorld import WebWorld, World class Bk_SudokuWebWorld(WebWorld): options_page = "games/Sudoku/info/en" theme = 'partyTime' - tutorials = [ - Tutorial( - tutorial_name='Setup Guide', - description='A guide to playing BK Sudoku', - language='English', - file_name='setup_en.md', - link='setup/en', - authors=['Jarno'] - ) - ] + + setup_en = Tutorial( + tutorial_name='Setup Guide', + description='A guide to playing BK Sudoku', + language='English', + file_name='setup_en.md', + link='setup/en', + authors=['Jarno'] + ) + setup_de = Tutorial( + tutorial_name='Setup Anleitung', + description='Eine Anleitung um BK-Sudoku zu spielen', + language='Deutsch', + file_name='setup_de.md', + link='setup/de', + authors=['Held_der_Zeit'] + ) + + tutorials = [setup_en, setup_de] class Bk_SudokuWorld(World): diff --git a/worlds/bk_sudoku/docs/de_Sudoku.md b/worlds/bk_sudoku/docs/de_Sudoku.md new file mode 100644 index 0000000000..abb50c5498 --- /dev/null +++ b/worlds/bk_sudoku/docs/de_Sudoku.md @@ -0,0 +1,21 @@ +# BK-Sudoku + +## Was ist das für ein Spiel? + +BK-Sudoku ist kein typisches Archipelago-Spiel; stattdessen ist es ein gewöhnlicher Sudoku-Client der sich zu jeder +beliebigen Multiworld verbinden kann. Einmal verbunden kannst du ein 9x9 Sudoku spielen um einen zufälligen Hinweis +für dein Spiel zu erhalten. Es ist zwar langsam, aber es gibt dir etwas zu tun, solltest du mal nicht in der Lage sein +weitere „Checks” zu erreichen. +(Wer mag kann auch einfach so Sudoku spielen. Man muss nicht mit einer Multiworld verbunden sein, um ein Sudoku zu +spielen/generieren.) + +## Wie werden Hinweise freigeschalten? + +Nach dem Lösen eines Sudokus wird für den verbundenen Slot ein zufällig ausgewählter Hinweis freigegeben, für einen +Gegenstand der noch nicht gefunden wurde. + +## Wo ist die Seite für die Einstellungen? + +Es gibt keine Seite für die Einstellungen. Dieses Spiel kann nicht in deinen YAML-Dateien benutzt werden. Stattdessen +kann sich der Client mit einem beliebigen Slot einer Multiworld verbinden. In dem Client selbst kann aber der +Schwierigkeitsgrad des Sudoku ausgewählt werden. diff --git a/worlds/bk_sudoku/docs/setup_de.md b/worlds/bk_sudoku/docs/setup_de.md new file mode 100644 index 0000000000..71a8e5f624 --- /dev/null +++ b/worlds/bk_sudoku/docs/setup_de.md @@ -0,0 +1,27 @@ +# BK-Sudoku Setup Anleitung + +## Benötigte Software +- [Bk-Sudoku](https://github.com/Jarno458/sudoku) +- Windows 8 oder höher + +## Generelles Konzept + +Dies ist ein Client, der sich mit jedem beliebigen Slot einer Multiworld verbinden kann. Er lässt dich ein (9x9) Sudoku +spielen, um zufällige Hinweise für den verbundenen Slot freizuschalten. + +Aufgrund des Fakts, dass der Sudoku-Client sich zu jedem beliebigen Slot verbinden kann, ist es daher nicht notwendig +eine YAML für dieses Spiel zu generieren, da es keinen neuen Slot zur Multiworld-Session hinzufügt. + +## Installationsprozess + +Gehe zu der aktuellsten (latest) Veröffentlichung der [BK-Sudoku Releases](https://github.com/Jarno458/sudoku/releases). +Downloade und extrahiere/entpacke die `Bk_Sudoku.zip`-Datei. + +## Verbinden mit einer Multiworld + +1. Starte `Bk_Sudoku.exe` +2. Trage den Namen des Slots ein, mit dem du dich verbinden möchtest +3. Trage die Server-URL und den Port ein +4. Drücke auf Verbinden (connect) +5. Wähle deinen Schwierigkeitsgrad +6. Versuche das Sudoku zu Lösen diff --git a/worlds/clique/__init__.py b/worlds/clique/__init__.py index 5838389047..30c0e47f81 100644 --- a/worlds/clique/__init__.py +++ b/worlds/clique/__init__.py @@ -11,16 +11,26 @@ from .Rules import get_button_rule class CliqueWebWorld(WebWorld): theme = "partyTime" - tutorials = [ - Tutorial( - tutorial_name="Start Guide", - description="A guide to playing Clique.", - language="English", - file_name="guide_en.md", - link="guide/en", - authors=["Phar"] - ) - ] + + setup_en = Tutorial( + tutorial_name="Start Guide", + description="A guide to playing Clique.", + language="English", + file_name="guide_en.md", + link="guide/en", + authors=["Phar"] + ) + + setup_de = Tutorial( + tutorial_name="Anleitung zum Anfangen", + description="Eine Anleitung um Clique zu spielen.", + language="Deutsch", + file_name="guide_de.md", + link="guide/de", + authors=["Held_der_Zeit"] + ) + + tutorials = [setup_en, setup_de] class CliqueWorld(World): diff --git a/worlds/clique/docs/de_Clique.md b/worlds/clique/docs/de_Clique.md new file mode 100644 index 0000000000..cde0a23cf6 --- /dev/null +++ b/worlds/clique/docs/de_Clique.md @@ -0,0 +1,18 @@ +# Clique + +## Was ist das für ein Spiel? + +~~Clique ist ein psychologisches Überlebens-Horror Spiel, in dem der Spieler der Versuchung wiederstehen muss große~~ +~~(rote) Knöpfe zu drücken.~~ + +Clique ist ein scherzhaftes Spiel, welches für Archipelago im März 2023 entwickelt wurde, um zu zeigen, wie einfach +es sein kann eine Welt für Archipelago zu entwicklen. Das Ziel des Spiels ist es den großen (standardmäßig) roten +Knopf zu drücken. Wenn ein Spieler auf dem `hard_mode` (schwieriger Modus) spielt, muss dieser warten bis jemand +anderes in der Multiworld den Knopf aktiviert, damit er gedrückt werden kann. + +Clique kann auf den meisten modernen, HTML5-fähigen Browsern gespielt werden. + +## Wo ist die Seite für die Einstellungen? + +Die [Seite für die Spielereinstellungen dieses Spiels](../player-options) enthält alle Optionen die man benötigt um +eine YAML-Datei zu konfigurieren und zu exportieren. diff --git a/worlds/clique/docs/guide_de.md b/worlds/clique/docs/guide_de.md new file mode 100644 index 0000000000..26e08dbbdd --- /dev/null +++ b/worlds/clique/docs/guide_de.md @@ -0,0 +1,25 @@ +# Clique Anleitung + +Nachdem dein Seed generiert wurde, gehe auf die Website von [Clique dem Spiel](http://clique.pharware.com/) und gib +Server-Daten, deinen Slot-Namen und ein Passwort (falls vorhanden) ein. Klicke dann auf "Connect" (Verbinden). + +Wenn du auf "Einfach" spielst, kannst du unbedenklich den Knopf drücken und deine "Befriedigung" erhalten. + +Wenn du auf "Schwer" spielst, ist es sehr wahrscheinlich, dass du warten musst bevor du dein Ziel erreichen kannst. +Glücklicherweise läuft Click auf den meißten großen Browsern, die HTML5 unterstützen. Das heißt du kannst Clique auf +deinem Handy starten und produktiv sein während du wartest! + +Falls du einige Ideen brauchst was du tun kannst, während du wartest bis der Knopf aktiviert wurde, versuche +(mindestens) eins der Folgenden: + +- Dein Zimmer aufräumen. +- Die Wäsche machen. +- Etwas Essen von einem X-Belieben Fast Food Restaruant holen. +- Das tägliche Wordle machen. +- ~~Deine Seele an **Phar** verkaufen.~~ +- Deine Hausaufgaben erledigen. +- Deine Post abholen. + + +~~Solltest du auf irgendwelche Probleme in diesem Spiel stoßen, solltest du keinesfalls nicht **thephar** auf~~ +~~Discord kontaktieren. *zwinker* *zwinker*~~ diff --git a/worlds/kh2/Client.py b/worlds/kh2/Client.py index 544e710741..513d85257b 100644 --- a/worlds/kh2/Client.py +++ b/worlds/kh2/Client.py @@ -821,7 +821,8 @@ class KH2Context(CommonContext): def finishedGame(ctx: KH2Context, message): if ctx.kh2slotdata['FinalXemnas'] == 1: - if not ctx.final_xemnas and ctx.kh2_loc_name_to_id[LocationName.FinalXemnas] in ctx.locations_checked: + if not ctx.final_xemnas and ctx.kh2_read_byte(ctx.Save + all_world_locations[LocationName.FinalXemnas].addrObtained) \ + & 0x1 << all_world_locations[LocationName.FinalXemnas].bitIndex > 0: ctx.final_xemnas = True # three proofs if ctx.kh2slotdata['Goal'] == 0: diff --git a/worlds/kh2/Items.py b/worlds/kh2/Items.py index 3e656b418b..cb3d7c8d85 100644 --- a/worlds/kh2/Items.py +++ b/worlds/kh2/Items.py @@ -2,22 +2,7 @@ import typing from BaseClasses import Item from .Names import ItemName - - -class KH2Item(Item): - game: str = "Kingdom Hearts 2" - - -class ItemData(typing.NamedTuple): - quantity: int = 0 - kh2id: int = 0 - # Save+ mem addr - memaddr: int = 0 - # some items have bitmasks. if bitmask>0 bitor to give item else - bitmask: int = 0 - # if ability then - ability: bool = False - +from .Subclasses import ItemData # 0x130000 Reports_Table = { @@ -209,7 +194,7 @@ Armor_Table = { ItemName.GrandRibbon: ItemData(1, 157, 0x35D4), } Usefull_Table = { - ItemName.MickeyMunnyPouch: ItemData(1, 535, 0x3695), # 5000 munny per + ItemName.MickeyMunnyPouch: ItemData(1, 535, 0x3695), # 5000 munny per ItemName.OletteMunnyPouch: ItemData(2, 362, 0x363C), # 2500 munny per ItemName.HadesCupTrophy: ItemData(1, 537, 0x3696), ItemName.UnknownDisk: ItemData(1, 462, 0x365F), @@ -349,7 +334,7 @@ GoofyAbility_Table = { Wincon_Table = { ItemName.LuckyEmblem: ItemData(kh2id=367, memaddr=0x3641), # letter item - ItemName.Victory: ItemData(kh2id=263, memaddr=0x111), + # ItemName.Victory: ItemData(kh2id=263, memaddr=0x111), ItemName.Bounty: ItemData(kh2id=461, memaddr=0x365E), # Dummy 14 # ItemName.UniversalKey:ItemData(,365,0x363F,0)#Tournament Poster } diff --git a/worlds/kh2/Locations.py b/worlds/kh2/Locations.py index 9d7d948443..61fafe9094 100644 --- a/worlds/kh2/Locations.py +++ b/worlds/kh2/Locations.py @@ -1,19 +1,9 @@ import typing from BaseClasses import Location -from .Names import LocationName, ItemName - - -class KH2Location(Location): - game: str = "Kingdom Hearts 2" - - -class LocationData(typing.NamedTuple): - locid: int - yml: str - charName: str = "Sora" - charNumber: int = 1 - +from .Names import LocationName, ItemName, RegionName +from .Subclasses import LocationData +from .Regions import KH2REGIONS # data's addrcheck sys3 addr obtained roomid bit index is eventid LoD_Checks = { @@ -541,7 +531,7 @@ TWTNW_Checks = { LocationName.Xemnas1: LocationData(26, "Double Get Bonus"), LocationName.Xemnas1GetBonus: LocationData(26, "Second Get Bonus"), LocationName.Xemnas1SecretAnsemReport13: LocationData(537, "Chest"), - LocationName.FinalXemnas: LocationData(71, "Get Bonus"), + # LocationName.FinalXemnas: LocationData(71, "Get Bonus"), LocationName.XemnasDataPowerBoost: LocationData(554, "Chest"), } @@ -806,74 +796,75 @@ Atlantica_Checks = { } event_location_to_item = { - LocationName.HostileProgramEventLocation: ItemName.HostileProgramEvent, - LocationName.McpEventLocation: ItemName.McpEvent, + LocationName.HostileProgramEventLocation: ItemName.HostileProgramEvent, + LocationName.McpEventLocation: ItemName.McpEvent, # LocationName.ASLarxeneEventLocation: ItemName.ASLarxeneEvent, - LocationName.DataLarxeneEventLocation: ItemName.DataLarxeneEvent, - LocationName.BarbosaEventLocation: ItemName.BarbosaEvent, - LocationName.GrimReaper1EventLocation: ItemName.GrimReaper1Event, - LocationName.GrimReaper2EventLocation: ItemName.GrimReaper2Event, - LocationName.DataLuxordEventLocation: ItemName.DataLuxordEvent, - LocationName.DataAxelEventLocation: ItemName.DataAxelEvent, - LocationName.CerberusEventLocation: ItemName.CerberusEvent, - LocationName.OlympusPeteEventLocation: ItemName.OlympusPeteEvent, - LocationName.HydraEventLocation: ItemName.HydraEvent, + LocationName.DataLarxeneEventLocation: ItemName.DataLarxeneEvent, + LocationName.BarbosaEventLocation: ItemName.BarbosaEvent, + LocationName.GrimReaper1EventLocation: ItemName.GrimReaper1Event, + LocationName.GrimReaper2EventLocation: ItemName.GrimReaper2Event, + LocationName.DataLuxordEventLocation: ItemName.DataLuxordEvent, + LocationName.DataAxelEventLocation: ItemName.DataAxelEvent, + LocationName.CerberusEventLocation: ItemName.CerberusEvent, + LocationName.OlympusPeteEventLocation: ItemName.OlympusPeteEvent, + LocationName.HydraEventLocation: ItemName.HydraEvent, LocationName.OcPainAndPanicCupEventLocation: ItemName.OcPainAndPanicCupEvent, - LocationName.OcCerberusCupEventLocation: ItemName.OcCerberusCupEvent, - LocationName.HadesEventLocation: ItemName.HadesEvent, + LocationName.OcCerberusCupEventLocation: ItemName.OcCerberusCupEvent, + LocationName.HadesEventLocation: ItemName.HadesEvent, # LocationName.ASZexionEventLocation: ItemName.ASZexionEvent, - LocationName.DataZexionEventLocation: ItemName.DataZexionEvent, - LocationName.Oc2TitanCupEventLocation: ItemName.Oc2TitanCupEvent, - LocationName.Oc2GofCupEventLocation: ItemName.Oc2GofCupEvent, + LocationName.DataZexionEventLocation: ItemName.DataZexionEvent, + LocationName.Oc2TitanCupEventLocation: ItemName.Oc2TitanCupEvent, + LocationName.Oc2GofCupEventLocation: ItemName.Oc2GofCupEvent, # LocationName.Oc2CupsEventLocation: ItemName.Oc2CupsEventLocation, - LocationName.HadesCupEventLocations: ItemName.HadesCupEvents, - LocationName.PrisonKeeperEventLocation: ItemName.PrisonKeeperEvent, - LocationName.OogieBoogieEventLocation: ItemName.OogieBoogieEvent, - LocationName.ExperimentEventLocation: ItemName.ExperimentEvent, + LocationName.HadesCupEventLocations: ItemName.HadesCupEvents, + LocationName.PrisonKeeperEventLocation: ItemName.PrisonKeeperEvent, + LocationName.OogieBoogieEventLocation: ItemName.OogieBoogieEvent, + LocationName.ExperimentEventLocation: ItemName.ExperimentEvent, # LocationName.ASVexenEventLocation: ItemName.ASVexenEvent, - LocationName.DataVexenEventLocation: ItemName.DataVexenEvent, - LocationName.ShanYuEventLocation: ItemName.ShanYuEvent, - LocationName.AnsemRikuEventLocation: ItemName.AnsemRikuEvent, - LocationName.StormRiderEventLocation: ItemName.StormRiderEvent, - LocationName.DataXigbarEventLocation: ItemName.DataXigbarEvent, - LocationName.RoxasEventLocation: ItemName.RoxasEvent, - LocationName.XigbarEventLocation: ItemName.XigbarEvent, - LocationName.LuxordEventLocation: ItemName.LuxordEvent, - LocationName.SaixEventLocation: ItemName.SaixEvent, - LocationName.XemnasEventLocation: ItemName.XemnasEvent, - LocationName.ArmoredXemnasEventLocation: ItemName.ArmoredXemnasEvent, - LocationName.ArmoredXemnas2EventLocation: ItemName.ArmoredXemnas2Event, + LocationName.DataVexenEventLocation: ItemName.DataVexenEvent, + LocationName.ShanYuEventLocation: ItemName.ShanYuEvent, + LocationName.AnsemRikuEventLocation: ItemName.AnsemRikuEvent, + LocationName.StormRiderEventLocation: ItemName.StormRiderEvent, + LocationName.DataXigbarEventLocation: ItemName.DataXigbarEvent, + LocationName.RoxasEventLocation: ItemName.RoxasEvent, + LocationName.XigbarEventLocation: ItemName.XigbarEvent, + LocationName.LuxordEventLocation: ItemName.LuxordEvent, + LocationName.SaixEventLocation: ItemName.SaixEvent, + LocationName.XemnasEventLocation: ItemName.XemnasEvent, + LocationName.ArmoredXemnasEventLocation: ItemName.ArmoredXemnasEvent, + LocationName.ArmoredXemnas2EventLocation: ItemName.ArmoredXemnas2Event, # LocationName.FinalXemnasEventLocation: ItemName.FinalXemnasEvent, - LocationName.DataXemnasEventLocation: ItemName.DataXemnasEvent, - LocationName.ThresholderEventLocation: ItemName.ThresholderEvent, - LocationName.BeastEventLocation: ItemName.BeastEvent, - LocationName.DarkThornEventLocation: ItemName.DarkThornEvent, - LocationName.XaldinEventLocation: ItemName.XaldinEvent, - LocationName.DataXaldinEventLocation: ItemName.DataXaldinEvent, - LocationName.TwinLordsEventLocation: ItemName.TwinLordsEvent, - LocationName.GenieJafarEventLocation: ItemName.GenieJafarEvent, + LocationName.DataXemnasEventLocation: ItemName.DataXemnasEvent, + LocationName.ThresholderEventLocation: ItemName.ThresholderEvent, + LocationName.BeastEventLocation: ItemName.BeastEvent, + LocationName.DarkThornEventLocation: ItemName.DarkThornEvent, + LocationName.XaldinEventLocation: ItemName.XaldinEvent, + LocationName.DataXaldinEventLocation: ItemName.DataXaldinEvent, + LocationName.TwinLordsEventLocation: ItemName.TwinLordsEvent, + LocationName.GenieJafarEventLocation: ItemName.GenieJafarEvent, # LocationName.ASLexaeusEventLocation: ItemName.ASLexaeusEvent, - LocationName.DataLexaeusEventLocation: ItemName.DataLexaeusEvent, - LocationName.ScarEventLocation: ItemName.ScarEvent, - LocationName.GroundShakerEventLocation: ItemName.GroundShakerEvent, - LocationName.DataSaixEventLocation: ItemName.DataSaixEvent, - LocationName.HBDemyxEventLocation: ItemName.HBDemyxEvent, - LocationName.ThousandHeartlessEventLocation: ItemName.ThousandHeartlessEvent, - LocationName.Mushroom13EventLocation: ItemName.Mushroom13Event, - LocationName.SephiEventLocation: ItemName.SephiEvent, - LocationName.DataDemyxEventLocation: ItemName.DataDemyxEvent, - LocationName.CorFirstFightEventLocation: ItemName.CorFirstFightEvent, - LocationName.CorSecondFightEventLocation: ItemName.CorSecondFightEvent, - LocationName.TransportEventLocation: ItemName.TransportEvent, - LocationName.OldPeteEventLocation: ItemName.OldPeteEvent, - LocationName.FuturePeteEventLocation: ItemName.FuturePeteEvent, + LocationName.DataLexaeusEventLocation: ItemName.DataLexaeusEvent, + LocationName.ScarEventLocation: ItemName.ScarEvent, + LocationName.GroundShakerEventLocation: ItemName.GroundShakerEvent, + LocationName.DataSaixEventLocation: ItemName.DataSaixEvent, + LocationName.HBDemyxEventLocation: ItemName.HBDemyxEvent, + LocationName.ThousandHeartlessEventLocation: ItemName.ThousandHeartlessEvent, + LocationName.Mushroom13EventLocation: ItemName.Mushroom13Event, + LocationName.SephiEventLocation: ItemName.SephiEvent, + LocationName.DataDemyxEventLocation: ItemName.DataDemyxEvent, + LocationName.CorFirstFightEventLocation: ItemName.CorFirstFightEvent, + LocationName.CorSecondFightEventLocation: ItemName.CorSecondFightEvent, + LocationName.TransportEventLocation: ItemName.TransportEvent, + LocationName.OldPeteEventLocation: ItemName.OldPeteEvent, + LocationName.FuturePeteEventLocation: ItemName.FuturePeteEvent, # LocationName.ASMarluxiaEventLocation: ItemName.ASMarluxiaEvent, - LocationName.DataMarluxiaEventLocation: ItemName.DataMarluxiaEvent, - LocationName.TerraEventLocation: ItemName.TerraEvent, - LocationName.TwilightThornEventLocation: ItemName.TwilightThornEvent, - LocationName.Axel1EventLocation: ItemName.Axel1Event, - LocationName.Axel2EventLocation: ItemName.Axel2Event, - LocationName.DataRoxasEventLocation: ItemName.DataRoxasEvent, + LocationName.DataMarluxiaEventLocation: ItemName.DataMarluxiaEvent, + LocationName.TerraEventLocation: ItemName.TerraEvent, + LocationName.TwilightThornEventLocation: ItemName.TwilightThornEvent, + LocationName.Axel1EventLocation: ItemName.Axel1Event, + LocationName.Axel2EventLocation: ItemName.Axel2Event, + LocationName.DataRoxasEventLocation: ItemName.DataRoxasEvent, + LocationName.FinalXemnasEventLocation: ItemName.Victory, } all_weapon_slot = { LocationName.FAKESlot, @@ -1361,3 +1352,9 @@ exclusion_table = { location for location, data in all_locations.items() if location not in event_location_to_item.keys() and location not in popups_set and location != LocationName.StationofSerenityPotion and data.yml == "Chest" } } + +location_groups: typing.Dict[str, list] +location_groups = { + Region_Name: [loc for loc in Region_Locs if "Event" not in loc] + for Region_Name, Region_Locs in KH2REGIONS.items() if Region_Locs +} diff --git a/worlds/kh2/Regions.py b/worlds/kh2/Regions.py index 6dd8313107..235500ec89 100644 --- a/worlds/kh2/Regions.py +++ b/worlds/kh2/Regions.py @@ -1,9 +1,11 @@ import typing from BaseClasses import MultiWorld, Region +from . import Locations -from .Locations import KH2Location, event_location_to_item -from . import LocationName, RegionName, Events_Table +from .Subclasses import KH2Location +from .Names import LocationName, RegionName +from .Items import Events_Table KH2REGIONS: typing.Dict[str, typing.List[str]] = { "Menu": [], @@ -788,7 +790,7 @@ KH2REGIONS: typing.Dict[str, typing.List[str]] = { LocationName.ArmoredXemnas2EventLocation ], RegionName.FinalXemnas: [ - LocationName.FinalXemnas + LocationName.FinalXemnasEventLocation ], RegionName.DataXemnas: [ LocationName.XemnasDataPowerBoost, @@ -1020,7 +1022,8 @@ def create_regions(self): multiworld.regions += [create_region(multiworld, player, active_locations, region, locations) for region, locations in KH2REGIONS.items()] # fill the event locations with events - for location, item in event_location_to_item.items(): + + for location, item in Locations.event_location_to_item.items(): multiworld.get_location(location, player).place_locked_item( multiworld.worlds[player].create_event_item(item)) diff --git a/worlds/kh2/Rules.py b/worlds/kh2/Rules.py index 111d12d0d6..1124f8109c 100644 --- a/worlds/kh2/Rules.py +++ b/worlds/kh2/Rules.py @@ -83,6 +83,8 @@ class KH2Rules: return state.has(ItemName.TornPages, self.player, amount) def level_locking_unlock(self, state: CollectionState, amount): + if self.world.options.Promise_Charm and state.has(ItemName.PromiseCharm, self.player): + return True return amount <= sum([state.count(item_name, self.player) for item_name in visit_locking_dict["2VisitLocking"]]) def summon_levels_unlocked(self, state: CollectionState, amount) -> bool: @@ -270,7 +272,7 @@ class KH2WorldRules(KH2Rules): add_item_rule(location, lambda item: item.player == self.player and item.name in SupportAbility_Table.keys()) def set_kh2_goal(self): - final_xemnas_location = self.multiworld.get_location(LocationName.FinalXemnas, self.player) + final_xemnas_location = self.multiworld.get_location(LocationName.FinalXemnasEventLocation, self.player) if self.multiworld.Goal[self.player] == "three_proofs": final_xemnas_location.access_rule = lambda state: self.kh2_has_all(three_proofs, state) if self.multiworld.FinalXemnas[self.player]: diff --git a/worlds/kh2/Subclasses.py b/worlds/kh2/Subclasses.py new file mode 100644 index 0000000000..79f52c41c0 --- /dev/null +++ b/worlds/kh2/Subclasses.py @@ -0,0 +1,29 @@ +import typing + +from BaseClasses import Location, Item + + +class KH2Location(Location): + game: str = "Kingdom Hearts 2" + + +class LocationData(typing.NamedTuple): + locid: int + yml: str + charName: str = "Sora" + charNumber: int = 1 + + +class KH2Item(Item): + game: str = "Kingdom Hearts 2" + + +class ItemData(typing.NamedTuple): + quantity: int = 0 + kh2id: int = 0 + # Save+ mem addr + memaddr: int = 0 + # some items have bitmasks. if bitmask>0 bitor to give item else + bitmask: int = 0 + # if ability then + ability: bool = False diff --git a/worlds/kh2/__init__.py b/worlds/kh2/__init__.py index 2bddbd5ec3..d02614d380 100644 --- a/worlds/kh2/__init__.py +++ b/worlds/kh2/__init__.py @@ -12,6 +12,7 @@ from .OpenKH import patch_kh2 from .Options import KingdomHearts2Options from .Regions import create_regions, connect_regions from .Rules import * +from .Subclasses import KH2Item def launch_client(): @@ -49,7 +50,9 @@ class KH2World(World): for item_id, item in enumerate(item_dictionary_table.keys(), 0x130000)} location_name_to_id = {item: location for location, item in enumerate(all_locations.keys(), 0x130000)} + item_name_groups = item_groups + location_name_groups = location_groups visitlocking_dict: Dict[str, int] plando_locations: Dict[str, str] @@ -253,11 +256,8 @@ class KH2World(World): self.goofy_gen_early() self.keyblade_gen_early() - if self.multiworld.FinalXemnas[self.player]: - self.plando_locations[LocationName.FinalXemnas] = ItemName.Victory - else: - self.plando_locations[LocationName.FinalXemnas] = self.create_filler().name - self.total_locations -= 1 + # final xemnas isn't a location anymore + # self.total_locations -= 1 if self.options.WeaponSlotStartHint: for location in all_weapon_slot: diff --git a/worlds/lingo/data/LL1.yaml b/worlds/lingo/data/LL1.yaml index ea5886fea0..32a7659b82 100644 --- a/worlds/lingo/data/LL1.yaml +++ b/worlds/lingo/data/LL1.yaml @@ -2635,12 +2635,6 @@ panels: - OBSTACLE The Colorful: - # The set of required_doors in the achievement panel should prevent - # generation from asking you to solve The Colorful before opening all of the - # doors. Access from the roof is included so that the painting here could be - # an entrance. The client will have to be hardcoded to not open the door to - # the achievement until all of the doors are open, whether by solving the - # panels or through receiving items. entrances: The Colorful (Gray): room: The Colorful (Gray) @@ -2651,31 +2645,53 @@ id: Countdown Panels/Panel_colorful_colorful check: True tag: forbid - required_door: + required_panel: - room: The Colorful (White) - door: Progress Door + panel: BEGIN - room: The Colorful (Black) - door: Progress Door + panel: FOUND - room: The Colorful (Red) - door: Progress Door + panel: LOAF - room: The Colorful (Yellow) - door: Progress Door + panel: CREAM - room: The Colorful (Blue) - door: Progress Door + panel: SUN - room: The Colorful (Purple) - door: Progress Door + panel: SPOON - room: The Colorful (Orange) - door: Progress Door + panel: LETTERS - room: The Colorful (Green) - door: Progress Door + panel: WALLS - room: The Colorful (Brown) - door: Progress Door + panel: IRON - room: The Colorful (Gray) - door: Progress Door + panel: OBSTACLE achievement: The Colorful paintings: - id: arrows_painting_12 orientation: north + progression: + Progressive Colorful: + - room: The Colorful (White) + door: Progress Door + - room: The Colorful (Black) + door: Progress Door + - room: The Colorful (Red) + door: Progress Door + - room: The Colorful (Yellow) + door: Progress Door + - room: The Colorful (Blue) + door: Progress Door + - room: The Colorful (Purple) + door: Progress Door + - room: The Colorful (Orange) + door: Progress Door + - room: The Colorful (Green) + door: Progress Door + - room: The Colorful (Brown) + door: Progress Door + - room: The Colorful (Gray) + door: Progress Door Welcome Back Area: entrances: Starting Room: @@ -4202,9 +4218,6 @@ SIX: id: Backside Room/Panel_six_six_5 tag: midwhite - colors: - - red - - yellow hunt: True required_door: room: Number Hunt @@ -4280,9 +4293,6 @@ SIX: id: Backside Room/Panel_six_six_6 tag: midwhite - colors: - - red - - yellow hunt: True required_door: room: Number Hunt diff --git a/worlds/lingo/data/ids.yaml b/worlds/lingo/data/ids.yaml index 3239f21854..2b9e7f3d8c 100644 --- a/worlds/lingo/data/ids.yaml +++ b/worlds/lingo/data/ids.yaml @@ -1452,3 +1452,4 @@ progression: Progressive Fearless: 444470 Progressive Orange Tower: 444482 Progressive Art Gallery: 444563 + Progressive Colorful: 444580 diff --git a/worlds/lingo/items.py b/worlds/lingo/items.py index af24570f27..7b1a650561 100644 --- a/worlds/lingo/items.py +++ b/worlds/lingo/items.py @@ -28,6 +28,10 @@ class ItemData(NamedTuple): # door shuffle is on and tower isn't progressive return world.options.shuffle_doors != ShuffleDoors.option_none \ and not world.options.progressive_orange_tower + elif self.mode == "the colorful": + # complex door shuffle is on and colorful isn't progressive + return world.options.shuffle_doors == ShuffleDoors.option_complex \ + and not world.options.progressive_colorful elif self.mode == "complex door": return world.options.shuffle_doors == ShuffleDoors.option_complex elif self.mode == "door group": @@ -70,6 +74,8 @@ def load_item_data(): if room_name in PROGRESSION_BY_ROOM and door_name in PROGRESSION_BY_ROOM[room_name]: if room_name == "Orange Tower": door_mode = "orange tower" + elif room_name == "The Colorful": + door_mode = "the colorful" else: door_mode = "special" diff --git a/worlds/lingo/options.py b/worlds/lingo/options.py index c00208621f..ec6158fab5 100644 --- a/worlds/lingo/options.py +++ b/worlds/lingo/options.py @@ -21,6 +21,13 @@ class ProgressiveOrangeTower(DefaultOnToggle): display_name = "Progressive Orange Tower" +class ProgressiveColorful(DefaultOnToggle): + """When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up. + If off, there is an item for each room of The Colorful, meaning that random rooms in the middle of the sequence can open up without giving you access to them. + If on, there are ten progressive items, which open up the sequence from White forward.""" + display_name = "Progressive Colorful" + + class LocationChecks(Choice): """On "normal", there will be a location check for each panel set that would ordinarily open a door, as well as for achievement panels and a small handful of other panels. @@ -117,6 +124,7 @@ class DeathLink(Toggle): class LingoOptions(PerGameCommonOptions): shuffle_doors: ShuffleDoors progressive_orange_tower: ProgressiveOrangeTower + progressive_colorful: ProgressiveColorful location_checks: LocationChecks shuffle_colors: ShuffleColors shuffle_panels: ShufflePanels diff --git a/worlds/lingo/player_logic.py b/worlds/lingo/player_logic.py index fa497c59bd..f3efc2914c 100644 --- a/worlds/lingo/player_logic.py +++ b/worlds/lingo/player_logic.py @@ -83,7 +83,8 @@ class LingoPlayerLogic: def handle_non_grouped_door(self, room_name: str, door_data: Door, world: "LingoWorld"): if room_name in PROGRESSION_BY_ROOM and door_data.name in PROGRESSION_BY_ROOM[room_name]: - if room_name == "Orange Tower" and not world.options.progressive_orange_tower: + if (room_name == "Orange Tower" and not world.options.progressive_orange_tower)\ + or (room_name == "The Colorful" and not world.options.progressive_colorful): self.set_door_item(room_name, door_data.name, door_data.item_name) else: progressive_item_name = PROGRESSION_BY_ROOM[room_name][door_data.name].item_name @@ -223,7 +224,7 @@ class LingoPlayerLogic: "kind of logic error.") if door_shuffle != ShuffleDoors.option_none and location_classification != LocationClassification.insanity \ - and not early_color_hallways is False: + and not early_color_hallways: # If shuffle doors is on, force a useful item onto the HI panel. This may not necessarily get you out of BK, # but the goal is to allow you to reach at least one more check. The non-painting ones are hardcoded right # now. We only allow the entrance to the Pilgrim Room if color shuffle is off, because otherwise there are diff --git a/worlds/oot/__init__.py b/worlds/oot/__init__.py index e9c889d6f6..eb9c41f0b0 100644 --- a/worlds/oot/__init__.py +++ b/worlds/oot/__init__.py @@ -118,7 +118,16 @@ class OOTWeb(WebWorld): ["TheLynk"] ) - tutorials = [setup, setup_es, setup_fr] + setup_de = Tutorial( + setup.tutorial_name, + setup.description, + "Deutsch", + "setup_de.md", + "setup/de", + ["Held_der_Zeit"] + ) + + tutorials = [setup, setup_es, setup_fr, setup_de] class OOTWorld(World): diff --git a/worlds/oot/docs/MultiWorld-Room_oot.png b/worlds/oot/docs/MultiWorld-Room_oot.png new file mode 100644 index 0000000000..f0f224e5e1 Binary files /dev/null and b/worlds/oot/docs/MultiWorld-Room_oot.png differ diff --git a/worlds/oot/docs/de_Ocarina of Time.md b/worlds/oot/docs/de_Ocarina of Time.md new file mode 100644 index 0000000000..4d9fd2ea14 --- /dev/null +++ b/worlds/oot/docs/de_Ocarina of Time.md @@ -0,0 +1,41 @@ +# The Legend of Zelda: Ocarina of Time + +## Wo ist die Seite für die Einstellungen? + +Die [Seite für die Spielereinstellungen dieses Spiels](../player-options) enthält alle Optionen die man benötigt um +eine YAML-Datei zu konfigurieren und zu exportieren. + +## Was macht der Randomizer in diesem Spiel? + +Items, welche der Spieler für gewöhnlich im Verlauf des Spiels erhalten würde, wurden umhergemischt. Die Logik bleit +bestehen, damit ist das Spiel immer durchspielbar. Doch weil die Items durch das ganze Spiel gemischt wurden, müssen + manche Bereiche früher bescuht werden, als man es in Vanilla tun würde. +Eine Liste von implementierter Logik, die unoffensichtlich erscheinen kann, kann +[hier (Englisch)](https://wiki.ootrandomizer.com/index.php?title=Logic) gefunden werden. + +## Welche Items und Bereiche werden gemischt? + +Alle ausrüstbare und sammelbare Gegenstände, sowie Munition können gemischt werden. Und alle Bereiche, die einen +dieser Items enthalten könnten, haben (sehr wahrscheinlich) ihren Inhalt verändert. Goldene Skulltulas können ebenfalls +dazugezählt werden, je nach Wunsch des Spielers. + +## Welche Items können in sich in der Welt eines anderen Spielers befinden? + +Jedes dieser Items, die gemicht werden können, können in einer Multiworld auch in der Welt eines anderen Spielers +fallen. Es ist jedoch möglich ausgewählte Items auf deine eigene Welt zu beschränken. + +## Wie sieht ein Item einer anderen Welt in OoT aus? + +Items, die zu einer anderen Welt gehören, werden repräsentiert durch Zelda's Brief. + +## Was passiert, wenn der Spieler ein Item erhält? + +Sobald der Spieler ein Item erhält, wird Link das Item über seinen Kopf halten und der ganzen Welt präsentieren. +Gut für's Geschäft! + +## Einzigartige Lokale Befehle + +Die folgenden Befehle stehen nur im OoTClient, um mit Archipelago zu spielen, zur Verfügung: + +- `/n64` Überprüffe den Verbindungsstatus deiner N64 +- `/deathlink` Schalte den "Deathlink" des Clients um. Überschreibt die zuvor konfigurierten Einstellungen. diff --git a/worlds/oot/docs/setup_de.md b/worlds/oot/docs/setup_de.md new file mode 100644 index 0000000000..92c3150a7d --- /dev/null +++ b/worlds/oot/docs/setup_de.md @@ -0,0 +1,108 @@ +# Setup Anleitung für Ocarina of Time: Archipelago Edition + +## WICHTIG + +Da wir BizHawk benutzen, gilt diese Anleitung nur für Windows und Linux. + +## Benötigte Software + +- BizHawk: [BizHawk Veröffentlichungen von TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory) + - Version 2.3.1 und später werden unterstützt. Version 2.9 ist empfohlen. + - Detailierte Installtionsanweisungen für BizHawk können über den obrigen Link gefunden werden. + - Windows-Benutzer müssen die Prerequisiten installiert haben. Diese können ebenfalls über + den obrigen Link gefunden werden. +- Der integrierte Archipelago-Client, welcher [hier](https://github.com/ArchipelagoMW/Archipelago/releases) installiert + werden kann. +- Eine `Ocarina of Time v1.0 US(?) ROM`. (Nicht aus Europa und keine Master-Quest oder Debug-Rom!) + +## Konfigurieren von BizHawk + +Sobald Bizhawk einmal installiert wurde, öffne **EmuHawk** und ändere die folgenen Einsteluungen: + +- (≤ 2.8) Gehe zu `Config > Customize`. Wechlse zu dem `Advanced`-Reiter, wechsle dann den `Lua Core` von "NLua+KopiLua" zu + `"Lua+LuaInterface"`. Starte danach EmuHawk neu. Dies ist zwingend notwendig, damit die Lua-Scripts, mit denen man sich mit dem Client verbindet, ordnungsgemäß funktionieren. + **ANMERKUNG: Selbst wenn "Lua+LuaInterface" bereits ausgewählt ist, wechsle zwischen den beiden Optionen umher und** + **wähle es erneut aus. Neue Installationen oder Versionen von EmuHawk neigen dazu "Lua+LuaInterface" als die** + **Standard-Option anzuzeigen, aber laden dennoch "NLua+KopiLua", bis dieser Schritt getan ist.** +- Unter `Config > Customize > Advanced`, gehe sicher dass der Haken bei `AutoSaveRAM` ausgeählt ist, und klicke dann + den 5s-Knopf. Dies verringert die Wahrscheinlichkeit den Speicherfrotschritt zu verlieren, sollte der Emulator mal + abstürzen. +- **(Optional)** Unter `Config > Customize` kannst du die Haken in den "Run in background" + (Laufe weiter im Hintergrund) und "Accept background input" (akzeptiere Tastendruck im Hintergrund) Kästchen setzen. + Dies erlaubt dir das Spiel im Hintergrund weiter zu spielen, selbst wenn ein anderes Fenster aktiv ist. (Nützlich bei + mehreren oder eher großen Bildschrimen/Monitoren.) +- Unter `Config > Hotkeys` sind viele Hotkeys, die mit oft genuten Tasten belegt worden sind. Es wird empfohlen die + meisten (oder alle) Hotkeys zu deaktivieren. Dies kann schnell mit `Esc` erledigt werden. +- Wird mit einem Kontroller gespielt, bei der Tastenbelegung (bei einem Laufendem Spiel, unter + `Config > Controllers...`), deaktiviere "P1 A Up", "P1 A Down", "P1 A Left", and "P1 A Right" und gehe stattdessen in + den Reiter `Analog Controls` um den Stick zu belegen, da sonst Probleme beim Zielen auftreten (mit dem Bogen oder + ähnliches). Y-Axis ist für Oben und Unten, und die X-Axis ist für Links und Rechts. +- Unter `N64` setze einen Haken bei "Use Expansion Slot" (Benutze Erweiterungs-Slot). Dies wird benötigt damit + savestates/schnellspeichern funktioniert. (Das N64-Menü taucht nur **nach** dem laden einer N64-ROM auf.) + +Es wird sehr empfohlen N64 Rom-Erweiterungen (\*.n64, \*.z64) mit dem Emuhawk - welcher zuvor installiert wurde - zu +verknüpfen. +Um dies zu tun, muss eine beliebige N64 Rom aufgefunden werden, welche in deinem Besitz ist, diese Rechtsklicken und +dann auf "Öffnen mit..." gehen. Gehe dann auf "Andere App auswählen" und suche nach deinen BizHawk-Ordner, in der +sich der Emulator befindet, und wähle dann `EmuHawk.exe` **(NICHT "DiscoHawk.exe"!)** aus. + +Eine Alternative BizHawk Setup Anleitung (auf Englisch), sowie weitere Hilfe bei Problemen kann +[hier](https://wiki.ootrandomizer.com/index.php?title=Bizhawk) gefunden werden. + +## Erstelle eine YAML-Datei + +### Was ist eine YAML-Datei und Warum brauch ich eine? + +Eine YAML-Datie enthält einen Satz an einstellbaren Optionen, die dem Generator mitteilen, wie +dein Spiel generiert werden soll. In einer Multiworld stellt jeder Spieler eine eigene YAML-Datei zur Verfügung. Dies +erlaubt jeden Spieler eine personalisierte Erfahrung nach derem Geschmack. Damit kann auch jeder Spieler in einer +Multiworld (des gleichen Spiels) völlig unterschiedliche Einstellungen haben. + +Für weitere Informationen, besuche die allgemeine Anleitung zum Erstellen einer +YAML-Datei: [Archipelago Setup Anleitung](/tutorial/Archipelago/setup/en) + +### Woher bekomme ich eine YAML-Datei? + +Die Seite für die Spielereinstellungen auf dieser Website erlaubt es dir deine persönlichen Einstellungen nach +vorlieben zu konfigurieren und eine YAML-Datei zu exportieren. +Seite für die Spielereinstellungen: +[Seite für die Spielereinstellungen von Ocarina of Time](/games/Ocarina%20of%20Time/player-options) + +### Überprüfen deiner YAML-Datei + +Wenn du deine YAML-Datei überprüfen möchtest, um sicher zu gehen, dass sie funktioniert, kannst du dies auf der +YAML-Überprüfungsseite tun. +YAML-Überprüfungsseite: [YAML-Überprüfungsseite](/check) + +## Beitreten einer Multiworld + +### Erhalte deinen OoT-Patch + +(Der folgende Prozess ist bei den meisten ROM-basierenden Spielen sehr ähnlich.) + +Wenn du einer Multiworld beitrittst, wirst du gefordert eine YAML-Datei bei dem Host abzugeben. Ist dies getan, +erhälst du (in der Regel) einen Link vom Host der Multiworld. Dieser führt dich zu einem Raum, in dem alle +teilnehmenden Spieler (bzw. Welten) aufgelistet sind. Du solltest dich dann auf **deine** Welt konzentrieren +und klicke dann auf `Download APZ5 File...`. +![Screenshot of a Multiworld Room with an Ocarina of Time Player](/static/generated/docs/Ocarina%20of%20Time/MultiWorld-room_oot.png) + +Führe die `.apz5`-Datei mit einem Doppelklick aus, um deinen Ocarina Of Time-Client zu starten, sowie das patchen +deiner ROM. Ist dieser Prozess fertig (kann etwas dauern), startet sich der Client und der Emulator automatisch +(sofern das "Öffnen mit..." ausgewählt wurde). + +### Verbinde zum Multiserver + +Sind einmal der Client und der Emulator gestartet, müssen sie nur noch miteinander verbunden werden. Gehe dazu in +deinen Archipelago-Ordner, dann zu `data/lua`, und füge das `connector_oot.lua` Script per Drag&Drop (ziehen und +fallen lassen) auf das EmuHawk-Fenster. (Alternativ kannst du die Lua-Konsole manuell öffnen, gehe dazu auf +`Script > Open Script` und durchsuche die Ordner nach `data/lua/connector_oot.lua`.) + +Um den Client mit dem Multiserver zu verbinden, füge einfach `:` in das Textfeld ganz oben im +Client ein und drücke Enter oder "Connect" (verbinden). Wird ein Passwort benötigt, musst du es danach unten in das +Textfeld (für den Chat und Befehle) eingeben. +Alternativ kannst du auch in dem unterem Textfeld den folgenden Befehl schreiben: +`/connect : [Passwort]` (wie die Adresse und der Port lautet steht in dem Raum, oder wird von deinem +Host an dich weitergegeben.) +Beispiel: `/connect archipelago.gg:12345 Passw123` + +Du bist nun bereit für dein Zeitreise-Abenteuer in Hyrule. diff --git a/worlds/pokemon_emerald/__init__.py b/worlds/pokemon_emerald/__init__.py index b7730fbdf7..5d50e0db96 100644 --- a/worlds/pokemon_emerald/__init__.py +++ b/worlds/pokemon_emerald/__init__.py @@ -7,7 +7,7 @@ import logging import os from typing import Any, Set, List, Dict, Optional, Tuple, ClassVar -from BaseClasses import ItemClassification, MultiWorld, Tutorial +from BaseClasses import ItemClassification, MultiWorld, Tutorial, LocationProgressType from Fill import FillError, fill_restrictive from Options import Toggle import settings @@ -20,7 +20,7 @@ from .items import (ITEM_GROUPS, PokemonEmeraldItem, create_item_label_to_code_m offset_item_value) from .locations import (LOCATION_GROUPS, PokemonEmeraldLocation, create_location_label_to_id_map, create_locations_with_tags) -from .options import (ItemPoolType, RandomizeWildPokemon, RandomizeBadges, RandomizeTrainerParties, RandomizeHms, +from .options import (Goal, ItemPoolType, RandomizeWildPokemon, RandomizeBadges, RandomizeTrainerParties, RandomizeHms, RandomizeStarters, LevelUpMoves, RandomizeAbilities, RandomizeTypes, TmCompatibility, HmCompatibility, RandomizeStaticEncounters, NormanRequirement, PokemonEmeraldOptions) from .pokemon import get_random_species, get_random_move, get_random_damaging_move, get_random_type @@ -146,6 +146,60 @@ class PokemonEmeraldWorld(World): self.multiworld.regions.extend(regions.values()) + # Exclude locations which are always locked behind the player's goal + def exclude_locations(location_names: List[str]): + for location_name in location_names: + try: + self.multiworld.get_location(location_name, + self.player).progress_type = LocationProgressType.EXCLUDED + except KeyError: + continue # Location not in multiworld + + if self.options.goal == Goal.option_champion: + # Always required to beat champion before receiving this + exclude_locations([ + "Littleroot Town - S.S. Ticket from Norman" + ]) + + # S.S. Ticket requires beating champion, so ferry is not accessible until after goal + if not self.options.enable_ferry: + exclude_locations([ + "SS Tidal - Hidden Item in Lower Deck Trash Can", + "SS Tidal - TM49 from Thief" + ]) + + # Construction workers don't move until champion is defeated + if "Safari Zone Construction Workers" not in self.options.remove_roadblocks.value: + exclude_locations([ + "Safari Zone NE - Hidden Item North", + "Safari Zone NE - Hidden Item East", + "Safari Zone NE - Item on Ledge", + "Safari Zone SE - Hidden Item in South Grass 1", + "Safari Zone SE - Hidden Item in South Grass 2", + "Safari Zone SE - Item in Grass" + ]) + elif self.options.goal == Goal.option_norman: + # If the player sets their options such that Surf or the Balance + # Badge is vanilla, a very large number of locations become + # "post-Norman". Similarly, access to the E4 may require you to + # defeat Norman as an event or to get his badge, making postgame + # locations inaccessible. Detecting these situations isn't trivial + # and excluding all locations requiring Surf would be a bad idea. + # So for now we just won't touch it and blame the user for + # constructing their options in this way. Players usually expect + # to only partially complete their world when playing this goal + # anyway. + + # Locations which are directly unlocked by defeating Norman. + exclude_locations([ + "Petalburg Gym - Balance Badge", + "Petalburg Gym - TM42 from Norman", + "Petalburg City - HM03 from Wally's Uncle", + "Dewford Town - TM36 from Sludge Bomb Man", + "Mauville City - Basement Key from Wattson", + "Mauville City - TM24 from Wattson" + ]) + def create_items(self) -> None: item_locations: List[PokemonEmeraldLocation] = [ location diff --git a/worlds/v6/Options.py b/worlds/v6/Options.py index 107fbab465..1950d1bcbd 100644 --- a/worlds/v6/Options.py +++ b/worlds/v6/Options.py @@ -1,8 +1,10 @@ import typing -from Options import Option, DeathLink, Range, Toggle +from dataclasses import dataclass +from Options import Option, DeathLink, Range, Toggle, PerGameCommonOptions class DoorCost(Range): """Amount of Trinkets required to enter Areas. Set to 0 to disable artificial locks.""" + display_name = "Door Cost" range_start = 0 range_end = 3 default = 3 @@ -13,6 +15,7 @@ class AreaCostRandomizer(Toggle): class DeathLinkAmnesty(Range): """Amount of Deaths to take before sending a DeathLink signal, for balancing difficulty""" + display_name = "Death Link Amnesty" range_start = 0 range_end = 30 default = 15 @@ -25,11 +28,11 @@ class MusicRandomizer(Toggle): """Randomize Music""" display_name = "Music Randomizer" -v6_options: typing.Dict[str,type(Option)] = { - "MusicRandomizer": MusicRandomizer, - "AreaRandomizer": AreaRandomizer, - "DoorCost": DoorCost, - "AreaCostRandomizer": AreaCostRandomizer, - "death_link": DeathLink, - "DeathLinkAmnesty": DeathLinkAmnesty -} \ No newline at end of file +@dataclass +class V6Options(PerGameCommonOptions): + music_rando: MusicRandomizer + area_rando: AreaRandomizer + door_cost: DoorCost + area_cost: AreaCostRandomizer + death_link: DeathLink + death_link_amnesty: DeathLinkAmnesty diff --git a/worlds/v6/Regions.py b/worlds/v6/Regions.py index 5a8f0315f4..f6e9ee7538 100644 --- a/worlds/v6/Regions.py +++ b/worlds/v6/Regions.py @@ -31,14 +31,3 @@ def create_regions(world: MultiWorld, player: int): locWrp_names = ["Edge Games"] regWrp.locations += [V6Location(player, loc_name, location_table[loc_name], regWrp) for loc_name in locWrp_names] world.regions.append(regWrp) - - -def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule): - sourceRegion = world.get_region(source, player) - targetRegion = world.get_region(target, player) - - connection = Entrance(player,'', sourceRegion) - connection.access_rule = rule - - sourceRegion.exits.append(connection) - connection.connect(targetRegion) \ No newline at end of file diff --git a/worlds/v6/Rules.py b/worlds/v6/Rules.py index ecb34f2f32..bf0d60499e 100644 --- a/worlds/v6/Rules.py +++ b/worlds/v6/Rules.py @@ -1,6 +1,6 @@ import typing from ..generic.Rules import add_rule -from .Regions import connect_regions, v6areas +from .Regions import v6areas def _has_trinket_range(state, player, start, end) -> bool: @@ -10,34 +10,36 @@ def _has_trinket_range(state, player, start, end) -> bool: return True -def set_rules(world, player, area_connections: typing.Dict[int, int], area_cost_map: typing.Dict[int, int]): +def set_rules(multiworld, options, player, area_connections: typing.Dict[int, int], area_cost_map: typing.Dict[int, int]): areashuffle = list(range(len(v6areas))) - if world.AreaRandomizer[player].value: - world.random.shuffle(areashuffle) + if options.area_rando: + multiworld.random.shuffle(areashuffle) area_connections.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)}) area_connections.update({0: 0}) - if world.AreaCostRandomizer[player].value: - world.random.shuffle(areashuffle) + if options.area_cost: + multiworld.random.shuffle(areashuffle) area_cost_map.update({(index + 1): (value + 1) for index, value in enumerate(areashuffle)}) area_cost_map.update({0: 0}) + menu_region = multiworld.get_region("Menu", player) for i in range(1, 5): - connect_regions(world, player, "Menu", v6areas[area_connections[i] - 1], - lambda state, i=i: _has_trinket_range(state, player, - world.DoorCost[player].value * (area_cost_map[i] - 1), - world.DoorCost[player].value * area_cost_map[i])) + target_region = multiworld.get_region(v6areas[area_connections[i] - 1], player) + menu_region.connect(connecting_region=target_region, + rule=lambda state, i=i: _has_trinket_range(state, player, + options.door_cost * (area_cost_map[i] - 1), + options.door_cost * area_cost_map[i])) # Special Rule for V - add_rule(world.get_location("V", player), lambda state: state.can_reach("Laboratory", 'Region', player) and + add_rule(multiworld.get_location("V", player), lambda state: state.can_reach("Laboratory", 'Region', player) and state.can_reach("The Tower", 'Region', player) and state.can_reach("Space Station 2", 'Region', player) and state.can_reach("Warp Zone", 'Region', player)) # Special Rule for NPC Trinket - add_rule(world.get_location("NPC Trinket", player), + add_rule(multiworld.get_location("NPC Trinket", player), lambda state: state.can_reach("Laboratory", 'Region', player) or (state.can_reach("The Tower", 'Region', player) and state.can_reach("Space Station 2", 'Region', player) and state.can_reach("Warp Zone", 'Region', player))) - world.completion_condition[player] = lambda state: state.can_reach("V", 'Location', player) + multiworld.completion_condition[player] = lambda state: state.can_reach("V", 'Location', player) diff --git a/worlds/v6/__init__.py b/worlds/v6/__init__.py index 6ff7fba60c..30a76f82cc 100644 --- a/worlds/v6/__init__.py +++ b/worlds/v6/__init__.py @@ -2,7 +2,7 @@ import typing import os, json from .Items import item_table, V6Item from .Locations import location_table, V6Location -from .Options import v6_options +from .Options import V6Options from .Rules import set_rules from .Regions import create_regions from BaseClasses import Item, ItemClassification, Tutorial @@ -41,7 +41,7 @@ class V6World(World): music_map: typing.Dict[int,int] - option_definitions = v6_options + options_dataclass = V6Options def create_regions(self): create_regions(self.multiworld, self.player) @@ -49,7 +49,7 @@ class V6World(World): def set_rules(self): self.area_connections = {} self.area_cost_map = {} - set_rules(self.multiworld, self.player, self.area_connections, self.area_cost_map) + set_rules(self.multiworld, self.options, self.player, self.area_connections, self.area_cost_map) def create_item(self, name: str) -> Item: return V6Item(name, ItemClassification.progression, item_table[name], self.player) @@ -61,7 +61,7 @@ class V6World(World): def generate_basic(self): musiclist_o = [1,2,3,4,9,12] musiclist_s = musiclist_o.copy() - if self.multiworld.MusicRandomizer[self.player].value: + if self.options.music_rando: self.multiworld.random.shuffle(musiclist_s) self.music_map = dict(zip(musiclist_o, musiclist_s)) @@ -69,10 +69,10 @@ class V6World(World): return { "MusicRando": self.music_map, "AreaRando": self.area_connections, - "DoorCost": self.multiworld.DoorCost[self.player].value, + "DoorCost": self.options.door_cost.value, "AreaCostRando": self.area_cost_map, - "DeathLink": self.multiworld.death_link[self.player].value, - "DeathLink_Amnesty": self.multiworld.DeathLinkAmnesty[self.player].value + "DeathLink": self.options.death_link.value, + "DeathLink_Amnesty": self.options.death_link_amnesty.value } def generate_output(self, output_directory: str): diff --git a/worlds/witness/WitnessItems.txt b/worlds/witness/WitnessItems.txt index 750d6bd4eb..e17464a092 100644 --- a/worlds/witness/WitnessItems.txt +++ b/worlds/witness/WitnessItems.txt @@ -16,6 +16,7 @@ Symbols: 72 - Colored Squares 80 - Arrows 200 - Progressive Dots - Dots,Full Dots +210 - Progressive Symmetry - Symmetry,Colored Dots 260 - Progressive Stars - Stars,Stars + Same Colored Symbol Useful: @@ -29,8 +30,9 @@ Filler: #503 - Energy Fill (Max) - 1 Traps: -600 - Slowness - 8 +600 - Slowness - 6 610 - Power Surge - 2 +615 - Bonk - 1 Jokes: 650 - Functioning Brain @@ -41,10 +43,13 @@ Doors: 1102 - Tutorial Outpost Exit (Panel) - 0x04CA4 1105 - Symmetry Island Lower (Panel) - 0x000B0 1107 - Symmetry Island Upper (Panel) - 0x1C349 +1108 - Desert Surface 3 Control (Panel) - 0x09FA0 +1109 - Desert Surface 8 Control (Panel) - 0x09F86 1110 - Desert Light Room Entry (Panel) - 0x0C339 1111 - Desert Flood Controls (Panel) - 0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B 1112 - Desert Light Control (Panel) - 0x09FAA 1113 - Desert Flood Room Entry (Panel) - 0x0A249 +1114 - Desert Elevator Room Hexagonal Control (Panel) - 0x0A015 1115 - Quarry Elevator Control (Panel) - 0x17CC4 1117 - Quarry Entry 1 (Panel) - 0x09E57 1118 - Quarry Entry 2 (Panel) - 0x17C09 @@ -69,6 +74,7 @@ Doors: 1167 - Town Maze Rooftop Bridge (Panel) - 0x2896A 1169 - Town Windmill Entry (Panel) - 0x17F5F 1172 - Town Cargo Box Entry (Panel) - 0x0A0C8 +1173 - Town Desert Laser Redirect Control (Panel) - 0x09F98 1182 - Windmill Turn Control (Panel) - 0x17D02 1184 - Theater Entry (Panel) - 0x17F89 1185 - Theater Video Input (Panel) - 0x00815 @@ -231,10 +237,10 @@ Doors: 1984 - Caves Shortcuts - 0x2D859,0x2D73F 1987 - Tunnels Doors - 0x27739,0x27263,0x09E87,0x0348A -2000 - Desert Control Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B +2000 - Desert Control Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B,0x0A015,0x09FA0,0x09F86 2005 - Quarry Stoneworks Control Panels - 0x03678,0x03676,0x03679,0x03675 2010 - Quarry Boathouse Control Panels - 0x03852,0x03858,0x275FA -2015 - Town Control Panels - 0x2896A,0x334D8 +2015 - Town Control Panels - 0x2896A,0x334D8,0x09F98 2020 - Windmill & Theater Control Panels - 0x17D02,0x00815 2025 - Bunker Control Panels - 0x34BC5,0x34BC6,0x0A079 2030 - Swamp Control Panels - 0x00609,0x18488,0x181F5,0x17E2B,0x17C0A,0x17E07 @@ -242,7 +248,7 @@ Doors: 2100 - Symmetry Island Panels - 0x1C349,0x000B0 2101 - Tutorial Outpost Panels - 0x0A171,0x04CA4 -2105 - Desert Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B,0x0C339,0x0A249 +2105 - Desert Panels - 0x09FAA,0x1C2DF,0x1831E,0x1C260,0x1831C,0x1C2F3,0x1831D,0x1C2B1,0x1831B,0x0C339,0x0A249,0x0A015,0x09FA0,0x09F86 2110 - Quarry Outside Panels - 0x17C09,0x09E57,0x17CC4 2115 - Quarry Stoneworks Panels - 0x01E5A,0x01E59,0x03678,0x03676,0x03679,0x03675 2120 - Quarry Boathouse Panels - 0x03852,0x03858,0x275FA @@ -250,6 +256,7 @@ Doors: 2125 - Monastery Panels - 0x09D9B,0x00C92,0x00B10 2130 - Town Church & RGB House Panels - 0x28998,0x28A0D,0x334D8 2135 - Town Maze Panels - 0x2896A,0x28A79 +2137 - Town Dockside House Panels - 0x0A0C8,0x09F98 2140 - Windmill & Theater Panels - 0x17D02,0x00815,0x17F5F,0x17F89,0x0A168,0x33AB2 2145 - Treehouse Panels - 0x0A182,0x0288C,0x02886,0x2700B,0x17CBC,0x037FF 2150 - Bunker Panels - 0x34BC5,0x34BC6,0x0A079,0x0A099,0x17C2E diff --git a/worlds/witness/WitnessLogic.txt b/worlds/witness/WitnessLogic.txt index acfbe8c14e..ec0922bec6 100644 --- a/worlds/witness/WitnessLogic.txt +++ b/worlds/witness/WitnessLogic.txt @@ -209,12 +209,12 @@ Door - 0x0C316 (Elevator Room Entry) - 0x18076 159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317: -158111 - 0x17C31 (Final Transparent) - True - True -158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True -158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True -158115 - 0x0A15C (Final Bent 1) - True - True -158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True -158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True +158111 - 0x17C31 (Elevator Room Transparent) - True - True +158113 - 0x012D7 (Elevator Room Hexagonal) - 0x17C31 & 0x0A015 - True +158114 - 0x0A015 (Elevator Room Hexagonal Control) - 0x17C31 - True +158115 - 0x0A15C (Elevator Room Bent 1) - True - True +158116 - 0x09FFF (Elevator Room Bent 2) - 0x0A15C - True +158117 - 0x0A15F (Elevator Room Bent 3) - 0x09FFF - True 159035 - 0x037BB (Elevator EP) - 0x01317 - True Door - 0x01317 (Elevator) - 0x03608 @@ -474,7 +474,7 @@ Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x2 158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat 158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Black/White Squares & Shapers Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8 -158707 - 0x09F98 (Desert Laser Redirect) - True - True +158707 - 0x09F98 (Desert Laser Redirect Control) - True - True 158220 - 0x18590 (Transparent) - True - Symmetry 158221 - 0x28AE3 (Vines) - 0x18590 - True 158222 - 0x28938 (Apple Tree) - 0x28AE3 - True @@ -895,9 +895,9 @@ Mountainside Vault (Mountainside): Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34: 158405 - 0x0042D (River Shape) - True - True -158406 - 0x09F7F (Box Short) - 7 Lasers - True +158406 - 0x09F7F (Box Short) - 7 Lasers + Redirect - True 158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol -158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True +158800 - 0xFFF00 (Box Long) - 11 Lasers + Redirect & 0x17C34 - True 159300 - 0x001A3 (River Shape EP) - True - True 159320 - 0x3370E (Arch Black EP) - True - True 159324 - 0x336C8 (Arch White Right EP) - True - True diff --git a/worlds/witness/WitnessLogicExpert.txt b/worlds/witness/WitnessLogicExpert.txt index b1d9b8e30e..056ae145c4 100644 --- a/worlds/witness/WitnessLogicExpert.txt +++ b/worlds/witness/WitnessLogicExpert.txt @@ -209,12 +209,12 @@ Door - 0x0C316 (Elevator Room Entry) - 0x18076 159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317: -158111 - 0x17C31 (Final Transparent) - True - True -158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True -158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True -158115 - 0x0A15C (Final Bent 1) - True - True -158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True -158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True +158111 - 0x17C31 (Elevator Room Transparent) - True - True +158113 - 0x012D7 (Elevator Room Hexagonal) - 0x17C31 & 0x0A015 - True +158114 - 0x0A015 (Elevator Room Hexagonal Control) - 0x17C31 - True +158115 - 0x0A15C (Elevator Room Bent 1) - True - True +158116 - 0x09FFF (Elevator Room Bent 2) - 0x0A15C - True +158117 - 0x0A15F (Elevator Room Bent 3) - 0x09FFF - True 159035 - 0x037BB (Elevator EP) - 0x01317 - True Door - 0x01317 (Elevator) - 0x03608 @@ -474,7 +474,7 @@ Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x2 158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat 158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Squares & Black/White Squares & Shapers & Triangles Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8 -158707 - 0x09F98 (Desert Laser Redirect) - True - True +158707 - 0x09F98 (Desert Laser Redirect Control) - True - True 158220 - 0x18590 (Transparent) - True - Symmetry 158221 - 0x28AE3 (Vines) - 0x18590 - True 158222 - 0x28938 (Apple Tree) - 0x28AE3 - True @@ -895,9 +895,9 @@ Mountainside Vault (Mountainside): Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34: 158405 - 0x0042D (River Shape) - True - True -158406 - 0x09F7F (Box Short) - 7 Lasers - True +158406 - 0x09F7F (Box Short) - 7 Lasers + Redirect - True 158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Stars & Black/White Squares & Stars + Same Colored Symbol & Triangles -158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True +158800 - 0xFFF00 (Box Long) - 11 Lasers + Redirect & 0x17C34 - True 159300 - 0x001A3 (River Shape EP) - True - True 159320 - 0x3370E (Arch Black EP) - True - True 159324 - 0x336C8 (Arch White Right EP) - True - True diff --git a/worlds/witness/WitnessLogicVanilla.txt b/worlds/witness/WitnessLogicVanilla.txt index 779ead6bde..71af12f76d 100644 --- a/worlds/witness/WitnessLogicVanilla.txt +++ b/worlds/witness/WitnessLogicVanilla.txt @@ -209,12 +209,12 @@ Door - 0x0C316 (Elevator Room Entry) - 0x18076 159034 - 0x337F8 (Flood Room EP) - 0x1C2DF - True Desert Elevator Room (Desert) - Desert Lowest Level Inbetween Shortcuts - 0x01317: -158111 - 0x17C31 (Final Transparent) - True - True -158113 - 0x012D7 (Final Hexagonal) - 0x17C31 & 0x0A015 - True -158114 - 0x0A015 (Final Hexagonal Control) - 0x17C31 - True -158115 - 0x0A15C (Final Bent 1) - True - True -158116 - 0x09FFF (Final Bent 2) - 0x0A15C - True -158117 - 0x0A15F (Final Bent 3) - 0x09FFF - True +158111 - 0x17C31 (Elevator Room Transparent) - True - True +158113 - 0x012D7 (Elevator Room Hexagonal) - 0x17C31 & 0x0A015 - True +158114 - 0x0A015 (Elevator Room Hexagonal Control) - 0x17C31 - True +158115 - 0x0A15C (Elevator Room Bent 1) - True - True +158116 - 0x09FFF (Elevator Room Bent 2) - 0x0A15C - True +158117 - 0x0A15F (Elevator Room Bent 3) - 0x09FFF - True 159035 - 0x037BB (Elevator EP) - 0x01317 - True Door - 0x01317 (Elevator) - 0x03608 @@ -474,7 +474,7 @@ Town (Town) - Main Island - True - The Ocean - 0x0A054 - Town Maze Rooftop - 0x2 158218 - 0x0A054 (Boat Spawn) - 0x17CA6 | 0x17CDF | 0x09DB8 | 0x17C95 - Boat 158219 - 0x0A0C8 (Cargo Box Entry Panel) - True - Black/White Squares & Shapers Door - 0x0A0C9 (Cargo Box Entry) - 0x0A0C8 -158707 - 0x09F98 (Desert Laser Redirect) - True - True +158707 - 0x09F98 (Desert Laser Redirect Control) - True - True 158220 - 0x18590 (Transparent) - True - Symmetry 158221 - 0x28AE3 (Vines) - 0x18590 - True 158222 - 0x28938 (Apple Tree) - 0x28AE3 - True @@ -895,9 +895,9 @@ Mountainside Vault (Mountainside): Mountaintop (Mountaintop) - Mountain Top Layer - 0x17C34: 158405 - 0x0042D (River Shape) - True - True -158406 - 0x09F7F (Box Short) - 7 Lasers - True +158406 - 0x09F7F (Box Short) - 7 Lasers + Redirect - True 158407 - 0x17C34 (Mountain Entry Panel) - 0x09F7F - Black/White Squares -158800 - 0xFFF00 (Box Long) - 11 Lasers & 0x17C34 - True +158800 - 0xFFF00 (Box Long) - 11 Lasers + Redirect & 0x17C34 - True 159300 - 0x001A3 (River Shape EP) - True - True 159320 - 0x3370E (Arch Black EP) - True - True 159324 - 0x336C8 (Arch White Right EP) - True - True diff --git a/worlds/witness/__init__.py b/worlds/witness/__init__.py index 6360c33aef..a645abc081 100644 --- a/worlds/witness/__init__.py +++ b/worlds/witness/__init__.py @@ -6,6 +6,7 @@ from typing import Dict, Optional from BaseClasses import Region, Location, MultiWorld, Item, Entrance, Tutorial, CollectionState from Options import PerGameCommonOptions, Toggle +from .presets import witness_option_presets from .hints import get_always_hint_locations, get_always_hint_items, get_priority_hint_locations, \ get_priority_hint_items, make_hints, generate_joke_hints from worlds.AutoWorld import World, WebWorld @@ -15,7 +16,7 @@ from .locations import WitnessPlayerLocations, StaticWitnessLocations from .items import WitnessItem, StaticWitnessItems, WitnessPlayerItems, ItemData from .regions import WitnessRegions from .rules import set_rules -from .Options import TheWitnessOptions +from .options import TheWitnessOptions from .utils import get_audio_logs from logging import warning, error @@ -31,6 +32,8 @@ class WitnessWebWorld(WebWorld): ["NewSoupVi", "Jarno"] )] + options_presets = witness_option_presets + class WitnessWorld(World): """ @@ -40,7 +43,6 @@ class WitnessWorld(World): """ game = "The Witness" topology_present = False - data_version = 14 StaticWitnessLogic() StaticWitnessLocations() @@ -88,10 +90,10 @@ class WitnessWorld(World): } def generate_early(self): - disabled_locations = self.multiworld.exclude_locations[self.player].value + disabled_locations = self.options.exclude_locations.value self.player_logic = WitnessPlayerLogic( - self, disabled_locations, self.multiworld.start_inventory[self.player].value + self, disabled_locations, self.options.start_inventory.value ) self.locat: WitnessPlayerLocations = WitnessPlayerLocations(self, self.player_logic) @@ -102,14 +104,29 @@ class WitnessWorld(World): self.log_ids_to_hints = dict() - if not (self.options.shuffle_symbols or self.options.shuffle_doors or self.options.shuffle_lasers): - if self.multiworld.players == 1: - warning(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have any progression" - f" items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle if that doesn't" - f" seem right.") - else: - raise Exception(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have any" - f" progression items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle.") + interacts_with_multiworld = ( + self.options.shuffle_symbols or + self.options.shuffle_doors or + self.options.shuffle_lasers == "anywhere" + ) + + has_progression = ( + interacts_with_multiworld + or self.options.shuffle_lasers == "local" + or self.options.shuffle_boat + or self.options.early_caves == "add_to_pool" + ) + + if not has_progression and self.multiworld.players == 1: + warning(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have any progression" + f" items. Please turn on Symbol Shuffle, Door Shuffle or Laser Shuffle if that doesn't seem right.") + elif not interacts_with_multiworld and self.multiworld.players > 1: + raise Exception(f"{self.multiworld.get_player_name(self.player)}'s Witness world doesn't have enough" + f" progression items that can be placed in other players' worlds. Please turn on Symbol" + f" Shuffle, Door Shuffle or non-local Laser Shuffle.") + + if self.options.shuffle_lasers == "local": + self.options.local_items.value |= self.item_name_groups["Lasers"] def create_regions(self): self.regio.create_regions(self, self.player_logic) @@ -176,7 +193,8 @@ class WitnessWorld(World): extra_checks = [ ("First Hallway Room", "First Hallway Bend"), ("First Hallway", "First Hallway Straight"), - ("Desert Outside", "Desert Surface 3"), + ("Desert Outside", "Desert Surface 1"), + ("Desert Outside", "Desert Surface 2"), ] for i in range(num_early_locs, needed_size): @@ -253,7 +271,7 @@ class WitnessWorld(World): self.own_itempool += new_items self.multiworld.itempool += new_items if self.items.item_data[item_name].local_only: - self.multiworld.local_items[self.player].value.add(item_name) + self.options.local_items.value.add(item_name) def fill_slot_data(self) -> dict: hint_amount = self.options.hint_amount.value diff --git a/worlds/witness/hints.py b/worlds/witness/hints.py index d238aa4adf..c00827feee 100644 --- a/worlds/witness/hints.py +++ b/worlds/witness/hints.py @@ -187,8 +187,8 @@ def get_always_hint_items(world: "WitnessWorld") -> List[str]: return always -def get_always_hint_locations(_: "WitnessWorld") -> List[str]: - return [ +def get_always_hint_locations(world: "WitnessWorld") -> List[str]: + always = [ "Challenge Vault Box", "Mountain Bottom Floor Discard", "Theater Eclipse EP", @@ -196,6 +196,16 @@ def get_always_hint_locations(_: "WitnessWorld") -> List[str]: "Mountainside Cloud Cycle EP", ] + # Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side + if world.options.EP_difficulty == "eclipse": + always.append("Town Obelisk Side 6") # Eclipse EP + + if world.options.EP_difficulty != "normal": + always.append("Treehouse Obelisk Side 4") # Couch EP + always.append("River Obelisk Side 1") # Cloud Cycle EP. Needs to be changed to "Mountainside Obelisk" soon + + return always + def get_priority_hint_items(world: "WitnessWorld") -> List[str]: priority = { @@ -217,9 +227,8 @@ def get_priority_hint_items(world: "WitnessWorld") -> List[str]: "Eraser", "Black/White Squares", "Colored Squares", - "Colored Dots", "Sound Dots", - "Symmetry" + "Progressive Symmetry" ] priority.update(world.random.sample(symbols, 5)) @@ -249,8 +258,8 @@ def get_priority_hint_items(world: "WitnessWorld") -> List[str]: return sorted(priority) -def get_priority_hint_locations(_: "WitnessWorld") -> List[str]: - return [ +def get_priority_hint_locations(world: "WitnessWorld") -> List[str]: + priority = [ "Swamp Purple Underwater", "Shipwreck Vault Box", "Town RGB Room Left", @@ -265,6 +274,13 @@ def get_priority_hint_locations(_: "WitnessWorld") -> List[str]: "Boat Shipwreck Green EP", "Quarry Stoneworks Control Room Left", ] + + # Add Obelisk Sides that contain EPs that are meant to be hinted, if they are necessary to complete the Obelisk Side + if world.options.EP_difficulty != "normal": + priority.append("Town Obelisk Side 6") # Theater Flowers EP + priority.append("Treehouse Obelisk Side 4") # Shipwreck Green EP + + return priority def make_hint_from_item(world: "WitnessWorld", item_name: str, own_itempool: List[Item]): diff --git a/worlds/witness/locations.py b/worlds/witness/locations.py index d20be27940..026977701a 100644 --- a/worlds/witness/locations.py +++ b/worlds/witness/locations.py @@ -55,8 +55,8 @@ class StaticWitnessLocations: "Desert Light Room 3", "Desert Pond Room 5", "Desert Flood Room 6", - "Desert Final Hexagonal", - "Desert Final Bent 3", + "Desert Elevator Room Hexagonal", + "Desert Elevator Room Bent 3", "Desert Laser Panel", "Quarry Entry 1 Panel", diff --git a/worlds/witness/Options.py b/worlds/witness/options.py similarity index 82% rename from worlds/witness/Options.py rename to worlds/witness/options.py index 4c4b4f7626..ac1f2bc828 100644 --- a/worlds/witness/Options.py +++ b/worlds/witness/options.py @@ -28,11 +28,14 @@ class ShuffleSymbols(DefaultOnToggle): display_name = "Shuffle Symbols" -class ShuffleLasers(Toggle): +class ShuffleLasers(Choice): """If on, the 11 lasers are turned into items and will activate on their own upon receiving them. Note: There is a visual bug that can occur with the Desert Laser. It does not affect gameplay - The Laser can still be redirected as normal, for both applications of redirection.""" display_name = "Shuffle Lasers" + option_off = 0 + option_local = 1 + option_anywhere = 2 class ShuffleDoors(Choice): @@ -114,9 +117,13 @@ class ShufflePostgame(Toggle): class VictoryCondition(Choice): - """Change the victory condition from the original game's ending (elevator) to beating the Challenge - or solving the mountaintop box, either using the short solution - (7 lasers or whatever you've changed it to) or the long solution (11 lasers or whatever you've changed it to).""" + """Set the victory condition for this world. + Elevator: Start the elevator at the bottom of the mountain (requires Mountain Lasers). + Challenge: Beat the secret Challenge (requires Challenge Lasers). + Mountain Box Short: Input the short solution to the Mountaintop Box (requires Mountain Lasers). + Mountain Box Long: Input the long solution to the Mountaintop Box (requires Challenge Lasers). + It is important to note that while the Mountain Box requires Desert Laser to be redirected in Town for that laser + to count, the laser locks on the Elevator and Challenge Timer panels do not.""" display_name = "Victory Condition" option_elevator = 0 option_challenge = 1 @@ -133,10 +140,13 @@ class PuzzleRandomization(Choice): class MountainLasers(Range): - """Sets the amount of beams required to enter the final area.""" + """Sets the amount of lasers required to enter the Mountain. + If set to a higher amount than 7, the mountaintop box will be slightly rotated to make it possible to solve without + the hatch being opened. + This change will also be applied logically to the long solution ("Challenge Lasers" setting).""" display_name = "Required Lasers for Mountain Entry" range_start = 1 - range_end = 7 + range_end = 11 default = 7 @@ -182,10 +192,19 @@ class HintAmount(Range): class DeathLink(Toggle): """If on: Whenever you fail a puzzle (with some exceptions), everyone who is also on Death Link dies. - The effect of a "death" in The Witness is a Power Surge.""" + The effect of a "death" in The Witness is a Bonk Trap.""" display_name = "Death Link" +class DeathLinkAmnesty(Range): + """Number of panel fails to allow before sending a death through Death Link. + 0 means every panel fail will send a death, 1 means every other panel fail will send a death, etc.""" + display_name = "Death Link Amnesty" + range_start = 0 + range_end = 5 + default = 1 + + @dataclass class TheWitnessOptions(PerGameCommonOptions): puzzle_randomization: PuzzleRandomization @@ -209,3 +228,4 @@ class TheWitnessOptions(PerGameCommonOptions): puzzle_skip_amount: PuzzleSkipAmount hint_amount: HintAmount death_link: DeathLink + death_link_amnesty: DeathLinkAmnesty diff --git a/worlds/witness/player_logic.py b/worlds/witness/player_logic.py index e1ef1ae431..5d538e62b7 100644 --- a/worlds/witness/player_logic.py +++ b/worlds/witness/player_logic.py @@ -103,7 +103,8 @@ class WitnessPlayerLogic: if option_entity in self.EVENT_NAMES_BY_HEX: new_items = frozenset({frozenset([option_entity])}) - elif option_entity in {"7 Lasers", "11 Lasers", "PP2 Weirdness", "Theater to Tunnels"}: + elif option_entity in {"7 Lasers", "11 Lasers", "7 Lasers + Redirect", "11 Lasers + Redirect", + "PP2 Weirdness", "Theater to Tunnels"}: new_items = frozenset({frozenset([option_entity])}) else: new_items = self.reduce_req_within_region(option_entity) @@ -322,7 +323,10 @@ class WitnessPlayerLogic: elif victory == 3: self.VICTORY_LOCATION = "0xFFF00" - if chal_lasers <= 7: + # Long box can usually only be solved by opening Mountain Entry. However, if it requires 7 lasers or less + # (challenge_lasers <= 7), you can now solve it without opening Mountain Entry first. + # Furthermore, if the user sets mountain_lasers > 7, the box is rotated to not require Mountain Entry either. + if chal_lasers <= 7 or mnt_lasers > 7: adjustment_linesets_in_order.append([ "Requirement Changes:", "0xFFF00 - 11 Lasers - True", diff --git a/worlds/witness/presets.py b/worlds/witness/presets.py new file mode 100644 index 0000000000..1fee1a7968 --- /dev/null +++ b/worlds/witness/presets.py @@ -0,0 +1,101 @@ +from typing import Any, Dict + +from .options import * + +witness_option_presets: Dict[str, Dict[str, Any]] = { + # Great for short syncs & scratching that "speedrun with light routing elements" itch. + "Short & Dense": { + "progression_balancing": 30, + + "puzzle_randomization": PuzzleRandomization.option_sigma_normal, + + "shuffle_symbols": False, + "shuffle_doors": ShuffleDoors.option_panels, + "door_groupings": DoorGroupings.option_off, + "shuffle_boat": True, + "shuffle_lasers": ShuffleLasers.option_local, + + "disable_non_randomized_puzzles": True, + "shuffle_discarded_panels": False, + "shuffle_vault_boxes": False, + "shuffle_EPs": ShuffleEnvironmentalPuzzles.option_off, + "EP_difficulty": EnvironmentalPuzzlesDifficulty.option_normal, + "shuffle_postgame": False, + + "victory_condition": VictoryCondition.option_mountain_box_short, + "mountain_lasers": 7, + "challenge_lasers": 11, + + "early_caves": EarlyCaves.option_off, + "elevators_come_to_you": False, + + "trap_percentage": TrapPercentage.default, + "puzzle_skip_amount": PuzzleSkipAmount.default, + "hint_amount": HintAmount.default, + "death_link": DeathLink.default, + }, + + # For relative beginners who want to move to the next step. + "Advanced, But Chill": { + "progression_balancing": 30, + + "puzzle_randomization": PuzzleRandomization.option_sigma_normal, + + "shuffle_symbols": True, + "shuffle_doors": ShuffleDoors.option_doors, + "door_groupings": DoorGroupings.option_regional, + "shuffle_boat": True, + "shuffle_lasers": ShuffleLasers.option_off, + + "disable_non_randomized_puzzles": False, + "shuffle_discarded_panels": True, + "shuffle_vault_boxes": True, + "shuffle_EPs": ShuffleEnvironmentalPuzzles.option_obelisk_sides, + "EP_difficulty": EnvironmentalPuzzlesDifficulty.option_normal, + "shuffle_postgame": False, + + "victory_condition": VictoryCondition.option_mountain_box_long, + "mountain_lasers": 6, + "challenge_lasers": 9, + + "early_caves": EarlyCaves.option_off, + "elevators_come_to_you": False, + + "trap_percentage": TrapPercentage.default, + "puzzle_skip_amount": 15, + "hint_amount": HintAmount.default, + "death_link": DeathLink.default, + }, + + # Allsanity but without the BS (no expert, no tedious EPs). + "Nice Allsanity": { + "progression_balancing": 50, + + "puzzle_randomization": PuzzleRandomization.option_sigma_normal, + + "shuffle_symbols": True, + "shuffle_doors": ShuffleDoors.option_mixed, + "door_groupings": DoorGroupings.option_off, + "shuffle_boat": True, + "shuffle_lasers": ShuffleLasers.option_anywhere, + + "disable_non_randomized_puzzles": False, + "shuffle_discarded_panels": True, + "shuffle_vault_boxes": True, + "shuffle_EPs": ShuffleEnvironmentalPuzzles.option_individual, + "EP_difficulty": EnvironmentalPuzzlesDifficulty.option_normal, + "shuffle_postgame": False, + + "victory_condition": VictoryCondition.option_challenge, + "mountain_lasers": 6, + "challenge_lasers": 9, + + "early_caves": EarlyCaves.option_off, + "elevators_come_to_you": True, + + "trap_percentage": TrapPercentage.default, + "puzzle_skip_amount": 15, + "hint_amount": HintAmount.default, + "death_link": DeathLink.default, + }, +} diff --git a/worlds/witness/rules.py b/worlds/witness/rules.py index 75c662ac0f..5eded11ad4 100644 --- a/worlds/witness/rules.py +++ b/worlds/witness/rules.py @@ -29,8 +29,9 @@ laser_hexes = [ ] -def _has_laser(laser_hex: str, world: "WitnessWorld", player: int) -> Callable[[CollectionState], bool]: - if laser_hex == "0x012FB": +def _has_laser(laser_hex: str, world: "WitnessWorld", player: int, + redirect_required: bool) -> Callable[[CollectionState], bool]: + if laser_hex == "0x012FB" and redirect_required: return lambda state: ( _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat)(state) and state.has("Desert Laser Redirection", player) @@ -39,11 +40,11 @@ def _has_laser(laser_hex: str, world: "WitnessWorld", player: int) -> Callable[[ return _can_solve_panel(laser_hex, world, world.player, world.player_logic, world.locat) -def _has_lasers(amount: int, world: "WitnessWorld") -> Callable[[CollectionState], bool]: +def _has_lasers(amount: int, world: "WitnessWorld", redirect_required: bool) -> Callable[[CollectionState], bool]: laser_lambdas = [] for laser_hex in laser_hexes: - has_laser_lambda = _has_laser(laser_hex, world, world.player) + has_laser_lambda = _has_laser(laser_hex, world, world.player, redirect_required) laser_lambdas.append(has_laser_lambda) @@ -155,10 +156,16 @@ def _has_item(item: str, world: "WitnessWorld", player: int, return lambda state: state.can_reach(item, "Region", player) if item == "7 Lasers": laser_req = world.options.mountain_lasers.value - return _has_lasers(laser_req, world) + return _has_lasers(laser_req, world, False) + if item == "7 Lasers + Redirect": + laser_req = world.options.mountain_lasers.value + return _has_lasers(laser_req, world, True) if item == "11 Lasers": laser_req = world.options.challenge_lasers.value - return _has_lasers(laser_req, world) + return _has_lasers(laser_req, world, False) + if item == "11 Lasers + Redirect": + laser_req = world.options.challenge_lasers.value + return _has_lasers(laser_req, world, True) elif item == "PP2 Weirdness": return lambda state: _can_do_expert_pp2(state, world) elif item == "Theater to Tunnels": diff --git a/worlds/witness/settings/Door_Shuffle/Complex_Additional_Panels.txt b/worlds/witness/settings/Door_Shuffle/Complex_Additional_Panels.txt index 79bda7ea22..b843709085 100644 --- a/worlds/witness/settings/Door_Shuffle/Complex_Additional_Panels.txt +++ b/worlds/witness/settings/Door_Shuffle/Complex_Additional_Panels.txt @@ -1,4 +1,7 @@ Items: +Desert Surface 3 Control (Panel) +Desert Surface 8 Control (Panel) +Desert Elevator Room Hexagonal Control (Panel) Desert Flood Controls (Panel) Desert Light Control (Panel) Quarry Elevator Control (Panel) @@ -10,6 +13,7 @@ Quarry Boathouse Hook Control (Panel) Monastery Shutters Control (Panel) Town Maze Rooftop Bridge (Panel) Town RGB Control (Panel) +Town Desert Laser Redirect Control (Panel) Windmill Turn Control (Panel) Theater Video Input (Panel) Bunker Drop-Down Door Controls (Panel) diff --git a/worlds/witness/settings/Door_Shuffle/Simple_Panels.txt b/worlds/witness/settings/Door_Shuffle/Simple_Panels.txt index 79da154491..42258bca1a 100644 --- a/worlds/witness/settings/Door_Shuffle/Simple_Panels.txt +++ b/worlds/witness/settings/Door_Shuffle/Simple_Panels.txt @@ -10,7 +10,7 @@ Monastery Panels Town Church & RGB House Panels Town Maze Panels Windmill & Theater Panels -Town Cargo Box Entry (Panel) +Town Dockside House Panels Treehouse Panels Bunker Panels Swamp Panels diff --git a/worlds/witness/settings/Symbol_Shuffle.txt b/worlds/witness/settings/Symbol_Shuffle.txt index 3d0342f5e2..253fe98bad 100644 --- a/worlds/witness/settings/Symbol_Shuffle.txt +++ b/worlds/witness/settings/Symbol_Shuffle.txt @@ -1,9 +1,8 @@ Items: Arrows Progressive Dots -Colored Dots Sound Dots -Symmetry +Progressive Symmetry Triangles Eraser Shapers diff --git a/worlds/witness/static_logic.py b/worlds/witness/static_logic.py index 29c171d45c..0e8d649af6 100644 --- a/worlds/witness/static_logic.py +++ b/worlds/witness/static_logic.py @@ -109,7 +109,6 @@ class StaticWitnessLogicObj: "Laser", "Laser Hedges", "Laser Pressure Plates", - "Desert Laser Redirect" } is_vault_or_video = "Vault" in entity_name or "Video" in entity_name