mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-28 02:33:31 -07:00
Merge branch 'main' of https://github.com/CookieCat45/Archipelago-ahit
This commit is contained in:
18
.run/Archipelago Unittests.run.xml
Normal file
18
.run/Archipelago Unittests.run.xml
Normal file
@@ -0,0 +1,18 @@
|
||||
<component name="ProjectRunConfigurationManager">
|
||||
<configuration default="false" name="Archipelago Unittests" type="tests" factoryName="Unittests">
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<module name="Archipelago" />
|
||||
<option name="INTERPRETER_OPTIONS" value="" />
|
||||
<option name="PARENT_ENVS" value="true" />
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||||
<option name="SDK_HOME" value="" />
|
||||
<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$" />
|
||||
<option name="IS_MODULE_SDK" value="true" />
|
||||
<option name="ADD_CONTENT_ROOTS" value="true" />
|
||||
<option name="ADD_SOURCE_ROOTS" value="true" />
|
||||
<EXTENSION ID="PythonCoverageRunConfigurationExtension" runner="coverage.py" />
|
||||
<option name="_new_pattern" value="""" />
|
||||
<option name="_new_additionalArguments" value="""" />
|
||||
<option name="_new_target" value=""$PROJECT_DIR$/test"" />
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||||
<option name="_new_targetType" value=""PATH"" />
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||||
<method v="2" />
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</configuration>
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</component>
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@@ -460,7 +460,7 @@ class CommonContext:
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else:
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self.update_game(cached_game)
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if needed_updates:
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await self.send_msgs([{"cmd": "GetDataPackage", "games": list(needed_updates)}])
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await self.send_msgs([{"cmd": "GetDataPackage", "games": [game_name]} for game_name in needed_updates])
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def update_game(self, game_package: dict):
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for item_name, item_id in game_package["item_name_to_id"].items():
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@@ -477,6 +477,7 @@ class CommonContext:
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current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
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current_cache.update(data_package["games"])
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Utils.persistent_store("datapackage", "games", current_cache)
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logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
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for game, game_data in data_package["games"].items():
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Utils.store_data_package_for_checksum(game, game_data)
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@@ -727,7 +728,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
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await ctx.server_auth(args['password'])
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elif cmd == 'DataPackage':
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logger.info("Got new ID/Name DataPackage")
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ctx.consume_network_data_package(args['data'])
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elif cmd == 'ConnectionRefused':
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12
Main.py
12
Main.py
@@ -114,7 +114,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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for _ in range(count):
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world.push_precollected(world.create_item(item_name, player))
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for item_name, count in world.start_inventory_from_pool.setdefault(player, StartInventoryPool({})).value.items():
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for item_name, count in getattr(world.worlds[player].options,
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"start_inventory_from_pool",
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StartInventoryPool({})).value.items():
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for _ in range(count):
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world.push_precollected(world.create_item(item_name, player))
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# remove from_pool items also from early items handling, as starting is plenty early.
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@@ -167,10 +169,14 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
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# remove starting inventory from pool items.
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# Because some worlds don't actually create items during create_items this has to be as late as possible.
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if any(world.start_inventory_from_pool[player].value for player in world.player_ids):
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if any(getattr(world.worlds[player].options, "start_inventory_from_pool", None) for player in world.player_ids):
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new_items: List[Item] = []
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depletion_pool: Dict[int, Dict[str, int]] = {
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player: world.start_inventory_from_pool[player].value.copy() for player in world.player_ids}
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player: getattr(world.worlds[player].options,
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"start_inventory_from_pool",
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StartInventoryPool({})).value.copy()
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for player in world.player_ids
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}
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for player, items in depletion_pool.items():
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player_world: AutoWorld.World = world.worlds[player]
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for count in items.values():
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@@ -4,14 +4,29 @@ import subprocess
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import multiprocessing
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import warnings
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local_dir = os.path.dirname(__file__)
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requirements_files = {os.path.join(local_dir, 'requirements.txt')}
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if sys.version_info < (3, 8, 6):
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raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
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# don't run update if environment is frozen/compiled or if not the parent process (skip in subprocess)
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update_ran = getattr(sys, "frozen", False) or multiprocessing.parent_process()
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_skip_update = bool(getattr(sys, "frozen", False) or multiprocessing.parent_process())
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update_ran = _skip_update
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||||
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class RequirementsSet(set):
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def add(self, e):
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global update_ran
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update_ran &= _skip_update
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super().add(e)
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def update(self, *s):
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global update_ran
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update_ran &= _skip_update
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super().update(*s)
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local_dir = os.path.dirname(__file__)
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requirements_files = RequirementsSet((os.path.join(local_dir, 'requirements.txt'),))
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if not update_ran:
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for entry in os.scandir(os.path.join(local_dir, "worlds")):
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@@ -2210,25 +2210,24 @@ def parse_args() -> argparse.Namespace:
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async def auto_shutdown(ctx, to_cancel=None):
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await asyncio.sleep(ctx.auto_shutdown)
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def inactivity_shutdown():
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ctx.server.ws_server.close()
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ctx.exit_event.set()
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if to_cancel:
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for task in to_cancel:
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task.cancel()
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logging.info("Shutting down due to inactivity.")
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while not ctx.exit_event.is_set():
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if not ctx.client_activity_timers.values():
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ctx.server.ws_server.close()
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ctx.exit_event.set()
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if to_cancel:
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for task in to_cancel:
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task.cancel()
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logging.info("Shutting down due to inactivity.")
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inactivity_shutdown()
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else:
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newest_activity = max(ctx.client_activity_timers.values())
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delta = datetime.datetime.now(datetime.timezone.utc) - newest_activity
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seconds = ctx.auto_shutdown - delta.total_seconds()
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if seconds < 0:
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ctx.server.ws_server.close()
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ctx.exit_event.set()
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if to_cancel:
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for task in to_cancel:
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task.cancel()
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logging.info("Shutting down due to inactivity.")
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inactivity_shutdown()
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else:
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await asyncio.sleep(seconds)
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@@ -58,6 +58,7 @@ Currently, the following games are supported:
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* Heretic
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* Landstalker: The Treasures of King Nole
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* Final Fantasy Mystic Quest
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* TUNIC
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||||
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For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
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Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled
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@@ -20,8 +20,8 @@ def generate_api():
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race = False
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meta_options_source = {}
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if 'file' in request.files:
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file = request.files['file']
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options = get_yaml_data(file)
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files = request.files.getlist('file')
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options = get_yaml_data(files)
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if isinstance(options, Markup):
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||||
return {"text": options.striptags()}, 400
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if isinstance(options, str):
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||||
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@@ -69,8 +69,8 @@
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</td>
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<td>
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<select name="collect_mode" id="collect_mode">
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<option value="goal">Allow !collect after goal completion</option>
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<option value="auto">Automatic on goal completion</option>
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<option value="goal">Allow !collect after goal completion</option>
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<option value="auto-enabled">
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Automatic on goal completion and manual !collect
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</option>
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||||
@@ -93,9 +93,9 @@
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||||
{% if race -%}
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<option value="disabled">Disabled in Race mode</option>
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{%- else -%}
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<option value="disabled">Disabled</option>
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||||
<option value="goal">Allow !remaining after goal completion</option>
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||||
<option value="enabled">Manual !remaining</option>
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||||
<option value="disabled">Disabled</option>
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||||
{%- endif -%}
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</select>
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</td>
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||||
@@ -185,12 +185,12 @@ Warning: playthrough can take a significant amount of time for larger multiworld
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</span>
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</td>
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<td>
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<input type="checkbox" id="plando_items" name="plando_items" value="items">
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<label for="plando_items">Items</label><br>
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||||
<input type="checkbox" id="plando_bosses" name="plando_bosses" value="bosses" checked>
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||||
<label for="plando_bosses">Bosses</label><br>
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||||
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||||
<input type="checkbox" id="plando_items" name="plando_items" value="items" checked>
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||||
<label for="plando_items">Items</label><br>
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||||
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||||
<input type="checkbox" id="plando_connections" name="plando_connections" value="connections" checked>
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||||
<label for="plando_connections">Connections</label><br>
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
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||||
{% block footer %}
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<footer id="island-footer">
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||||
<div id="copyright-notice">Copyright 2023 Archipelago</div>
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||||
<div id="copyright-notice">Copyright 2024 Archipelago</div>
|
||||
<div id="links">
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||||
<a href="/sitemap">Site Map</a>
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||||
-
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||||
@@ -1,4 +1,5 @@
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||||
import datetime
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||||
import collections
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||||
from dataclasses import dataclass
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||||
from typing import Any, Callable, Dict, List, Optional, Set, Tuple
|
||||
from uuid import UUID
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||||
@@ -8,7 +9,7 @@ from werkzeug.exceptions import abort
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||||
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from MultiServer import Context, get_saving_second
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||||
from NetUtils import ClientStatus, Hint, NetworkItem, NetworkSlot, SlotType
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from Utils import restricted_loads
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from Utils import restricted_loads, KeyedDefaultDict
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||||
from . import app, cache
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||||
from .models import GameDataPackage, Room
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||||
@@ -62,12 +63,18 @@ class TrackerData:
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||||
self.location_name_to_id: Dict[str, Dict[str, int]] = {}
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||||
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||||
# Generate inverse lookup tables from data package, useful for trackers.
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self.item_id_to_name: Dict[str, Dict[int, str]] = {}
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||||
self.location_id_to_name: Dict[str, Dict[int, str]] = {}
|
||||
self.item_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
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game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Item (ID: {code})")
|
||||
})
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||||
self.location_id_to_name: Dict[str, Dict[int, str]] = KeyedDefaultDict(lambda game_name: {
|
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game_name: KeyedDefaultDict(lambda code: f"Unknown Game {game_name} - Location (ID: {code})")
|
||||
})
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for game, game_package in self._multidata["datapackage"].items():
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game_package = restricted_loads(GameDataPackage.get(checksum=game_package["checksum"]).data)
|
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self.item_id_to_name[game] = {id: name for name, id in game_package["item_name_to_id"].items()}
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self.location_id_to_name[game] = {id: name for name, id in game_package["location_name_to_id"].items()}
|
||||
self.item_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Item (ID: {code})", {
|
||||
id: name for name, id in game_package["item_name_to_id"].items()})
|
||||
self.location_id_to_name[game] = KeyedDefaultDict(lambda code: f"Unknown Location (ID: {code})", {
|
||||
id: name for name, id in game_package["location_name_to_id"].items()})
|
||||
|
||||
# Normal lookup tables as well.
|
||||
self.item_name_to_id[game] = game_package["item_name_to_id"]
|
||||
@@ -115,10 +122,10 @@ class TrackerData:
|
||||
return self._multisave.get("received_items", {}).get((team, player, True), [])
|
||||
|
||||
@_cache_results
|
||||
def get_player_inventory_counts(self, team: int, player: int) -> Dict[int, int]:
|
||||
def get_player_inventory_counts(self, team: int, player: int) -> collections.Counter:
|
||||
"""Retrieves a dictionary of all items received by their id and their received count."""
|
||||
items = self.get_player_received_items(team, player)
|
||||
inventory = {item: 0 for item in self.item_id_to_name[self.get_player_game(team, player)]}
|
||||
inventory = collections.Counter()
|
||||
for item in items:
|
||||
inventory[item.item] += 1
|
||||
|
||||
@@ -149,16 +156,15 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of number of completed worlds per team."""
|
||||
return {
|
||||
team: sum(
|
||||
self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL
|
||||
for player in players if self.get_slot_info(team, player).type == SlotType.player
|
||||
) for team, players in self.get_team_players().items()
|
||||
self.get_player_client_status(team, player) == ClientStatus.CLIENT_GOAL for player in players
|
||||
) for team, players in self.get_all_players().items()
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
def get_team_hints(self) -> Dict[int, Set[Hint]]:
|
||||
"""Retrieves a dictionary of all hints per team."""
|
||||
hints = {}
|
||||
for team, players in self.get_team_players().items():
|
||||
for team, players in self.get_all_slots().items():
|
||||
hints[team] = set()
|
||||
for player in players:
|
||||
hints[team] |= self.get_player_hints(team, player)
|
||||
@@ -170,7 +176,7 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of total player locations each team has."""
|
||||
return {
|
||||
team: sum(len(self.get_player_locations(team, player)) for player in players)
|
||||
for team, players in self.get_team_players().items()
|
||||
for team, players in self.get_all_players().items()
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
@@ -178,16 +184,30 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of checked player locations each team has."""
|
||||
return {
|
||||
team: sum(len(self.get_player_checked_locations(team, player)) for player in players)
|
||||
for team, players in self.get_team_players().items()
|
||||
for team, players in self.get_all_players().items()
|
||||
}
|
||||
|
||||
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
|
||||
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
|
||||
@_cache_results
|
||||
def get_team_players(self) -> Dict[int, List[int]]:
|
||||
def get_all_slots(self) -> Dict[int, List[int]]:
|
||||
"""Retrieves a dictionary of all players ids on each team."""
|
||||
return {
|
||||
0: [player for player, slot_info in self._multidata["slot_info"].items()]
|
||||
0: [
|
||||
player for player, slot_info in self._multidata["slot_info"].items()
|
||||
]
|
||||
}
|
||||
|
||||
# TODO: Change this method to properly build for each team once teams are properly implemented, as they don't
|
||||
# currently exist in multidata to easily look up, so these are all assuming only 1 team: Team #0
|
||||
@_cache_results
|
||||
def get_all_players(self) -> Dict[int, List[int]]:
|
||||
"""Retrieves a dictionary of all player slot-type players ids on each team."""
|
||||
return {
|
||||
0: [
|
||||
player for player, slot_info in self._multidata["slot_info"].items()
|
||||
if self.get_slot_info(0, player).type == SlotType.player
|
||||
]
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
@@ -203,7 +223,7 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of all locations and their associated item metadata per player."""
|
||||
return {
|
||||
(team, player): self.get_player_locations(team, player)
|
||||
for team, players in self.get_team_players().items() for player in players
|
||||
for team, players in self.get_all_players().items() for player in players
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
@@ -211,7 +231,7 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of games for each player."""
|
||||
return {
|
||||
(team, player): self.get_player_game(team, player)
|
||||
for team, players in self.get_team_players().items() for player in players
|
||||
for team, players in self.get_all_slots().items() for player in players
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
@@ -219,7 +239,7 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of all locations complete per player."""
|
||||
return {
|
||||
(team, player): len(self.get_player_checked_locations(team, player))
|
||||
for team, players in self.get_team_players().items() for player in players
|
||||
for team, players in self.get_all_players().items() for player in players
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
@@ -227,14 +247,14 @@ class TrackerData:
|
||||
"""Retrieves a dictionary of all ClientStatus values per player."""
|
||||
return {
|
||||
(team, player): self.get_player_client_status(team, player)
|
||||
for team, players in self.get_team_players().items() for player in players
|
||||
for team, players in self.get_all_players().items() for player in players
|
||||
}
|
||||
|
||||
@_cache_results
|
||||
def get_room_long_player_names(self) -> Dict[TeamPlayer, str]:
|
||||
"""Retrieves a dictionary of names with aliases for each player."""
|
||||
long_player_names = {}
|
||||
for team, players in self.get_team_players().items():
|
||||
for team, players in self.get_all_slots().items():
|
||||
for player in players:
|
||||
alias = self.get_player_alias(team, player)
|
||||
if alias:
|
||||
@@ -370,7 +390,8 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
|
||||
enabled_trackers=enabled_trackers,
|
||||
current_tracker="Generic",
|
||||
room=tracker_data.room,
|
||||
room_players=tracker_data.get_team_players(),
|
||||
all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
@@ -389,7 +410,6 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
|
||||
|
||||
# TODO: This is a temporary solution until a proper Tracker API can be implemented for tracker templates and data to
|
||||
# live in their respective world folders.
|
||||
import collections
|
||||
|
||||
from worlds import network_data_package
|
||||
|
||||
@@ -400,7 +420,7 @@ if "Factorio" in network_data_package["games"]:
|
||||
(team, player): {
|
||||
tracker_data.item_id_to_name["Factorio"][item_id]: count
|
||||
for item_id, count in tracker_data.get_player_inventory_counts(team, player).items()
|
||||
} for team, players in tracker_data.get_team_players().items() for player in players
|
||||
} for team, players in tracker_data.get_all_slots().items() for player in players
|
||||
if tracker_data.get_player_game(team, player) == "Factorio"
|
||||
}
|
||||
|
||||
@@ -409,7 +429,8 @@ if "Factorio" in network_data_package["games"]:
|
||||
enabled_trackers=enabled_trackers,
|
||||
current_tracker="Factorio",
|
||||
room=tracker_data.room,
|
||||
room_players=tracker_data.get_team_players(),
|
||||
all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
@@ -547,7 +568,7 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
if area_name != "Total" else tracker_data._multidata["checks_in_area"][player]["Total"]
|
||||
for area_name in ordered_areas
|
||||
}
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
@@ -585,7 +606,7 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
|
||||
player_location_to_area = {
|
||||
(team, player): _get_location_table(tracker_data._multidata["checks_in_area"][player])
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
@@ -593,15 +614,15 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
|
||||
checks_done: Dict[TeamPlayer, Dict[str: int]] = {
|
||||
(team, player): {location_name: 0 for location_name in default_locations}
|
||||
for team, players in tracker_data.get_team_players().items()
|
||||
for team, players in tracker_data.get_all_slots().items()
|
||||
for player in players
|
||||
if tracker_data.get_slot_info(team, player).type != SlotType.group and
|
||||
tracker_data.get_slot_info(team, player).game == "A Link to the Past"
|
||||
}
|
||||
|
||||
inventories: Dict[TeamPlayer, Dict[int, int]] = {}
|
||||
player_big_key_locations = {(player): set() for player in tracker_data.get_team_players()[0]}
|
||||
player_small_key_locations = {player: set() for player in tracker_data.get_team_players()[0]}
|
||||
player_big_key_locations = {(player): set() for player in tracker_data.get_all_slots()[0]}
|
||||
player_small_key_locations = {player: set() for player in tracker_data.get_all_slots()[0]}
|
||||
group_big_key_locations = set()
|
||||
group_key_locations = set()
|
||||
|
||||
@@ -639,7 +660,8 @@ if "A Link to the Past" in network_data_package["games"]:
|
||||
enabled_trackers=enabled_trackers,
|
||||
current_tracker="A Link to the Past",
|
||||
room=tracker_data.room,
|
||||
room_players=tracker_data.get_team_players(),
|
||||
all_slots=tracker_data.get_all_slots(),
|
||||
room_players=tracker_data.get_all_players(),
|
||||
locations=tracker_data.get_room_locations(),
|
||||
locations_complete=tracker_data.get_room_locations_complete(),
|
||||
total_team_locations=tracker_data.get_team_locations_total_count(),
|
||||
|
||||
@@ -164,6 +164,9 @@
|
||||
# The Legend of Zelda (1)
|
||||
/worlds/tloz/ @Rosalie-A @t3hf1gm3nt
|
||||
|
||||
# TUNIC
|
||||
/worlds/tunic/ @silent-destroyer
|
||||
|
||||
# Undertale
|
||||
/worlds/undertale/ @jonloveslegos
|
||||
|
||||
|
||||
@@ -675,8 +675,8 @@ Tags are represented as a list of strings, the common Client tags follow:
|
||||
### DeathLink
|
||||
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
|
||||
|
||||
| Name | Type | Notes |
|
||||
| ---- | ---- | ---- |
|
||||
| time | float | Unix Time Stamp of time of death. |
|
||||
| cause | str | Optional. Text to explain the cause of death, ex. "Berserker was run over by a train." |
|
||||
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
|
||||
| Name | Type | Notes |
|
||||
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
|
||||
| time | float | Unix Time Stamp of time of death. |
|
||||
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
|
||||
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
|
||||
|
||||
@@ -4,7 +4,7 @@ PyYAML>=6.0.1
|
||||
jellyfish>=1.0.3
|
||||
jinja2>=3.1.2
|
||||
schema>=0.7.5
|
||||
kivy>=2.2.1
|
||||
kivy>=2.3.0
|
||||
bsdiff4>=1.2.4
|
||||
platformdirs>=4.0.0
|
||||
certifi>=2023.11.17
|
||||
|
||||
@@ -597,8 +597,8 @@ class ServerOptions(Group):
|
||||
disable_item_cheat: Union[DisableItemCheat, bool] = False
|
||||
location_check_points: LocationCheckPoints = LocationCheckPoints(1)
|
||||
hint_cost: HintCost = HintCost(10)
|
||||
release_mode: ReleaseMode = ReleaseMode("goal")
|
||||
collect_mode: CollectMode = CollectMode("goal")
|
||||
release_mode: ReleaseMode = ReleaseMode("auto")
|
||||
collect_mode: CollectMode = CollectMode("auto")
|
||||
remaining_mode: RemainingMode = RemainingMode("goal")
|
||||
auto_shutdown: AutoShutdown = AutoShutdown(0)
|
||||
compatibility: Compatibility = Compatibility(2)
|
||||
@@ -673,7 +673,7 @@ class GeneratorOptions(Group):
|
||||
spoiler: Spoiler = Spoiler(3)
|
||||
glitch_triforce_room: GlitchTriforceRoom = GlitchTriforceRoom(1) # why is this here?
|
||||
race: Race = Race(0)
|
||||
plando_options: PlandoOptions = PlandoOptions("bosses")
|
||||
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
|
||||
|
||||
|
||||
class SNIOptions(Group):
|
||||
|
||||
3
setup.py
3
setup.py
@@ -54,7 +54,6 @@ if __name__ == "__main__":
|
||||
# TODO: move stuff to not require this
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update(yes="--yes" in sys.argv or "-y" in sys.argv)
|
||||
ModuleUpdate.update_ran = False # restore for later
|
||||
|
||||
from worlds.LauncherComponents import components, icon_paths
|
||||
from Utils import version_tuple, is_windows, is_linux
|
||||
@@ -76,7 +75,6 @@ non_apworlds: set = {
|
||||
"Ocarina of Time",
|
||||
"Overcooked! 2",
|
||||
"Raft",
|
||||
"Secret of Evermore",
|
||||
"Slay the Spire",
|
||||
"Sudoku",
|
||||
"Super Mario 64",
|
||||
@@ -305,7 +303,6 @@ class BuildExeCommand(cx_Freeze.command.build_exe.BuildEXE):
|
||||
print(f"Outputting to: {self.buildfolder}")
|
||||
os.makedirs(self.buildfolder, exist_ok=True)
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.requirements_files.add(os.path.join("WebHostLib", "requirements.txt"))
|
||||
ModuleUpdate.update(yes=self.yes)
|
||||
|
||||
# auto-build cython modules
|
||||
|
||||
@@ -285,7 +285,7 @@ class WorldTestBase(unittest.TestCase):
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
with self.subTest("Game", game=self.game):
|
||||
excluded = self.multiworld.exclude_locations[1].value
|
||||
excluded = self.multiworld.worlds[1].options.exclude_locations.value
|
||||
state = self.multiworld.get_all_state(False)
|
||||
for location in self.multiworld.get_locations():
|
||||
if location.name not in excluded:
|
||||
|
||||
127
test/benchmark/__init__.py
Normal file
127
test/benchmark/__init__.py
Normal file
@@ -0,0 +1,127 @@
|
||||
import time
|
||||
|
||||
|
||||
class TimeIt:
|
||||
def __init__(self, name: str, time_logger=None):
|
||||
self.name = name
|
||||
self.logger = time_logger
|
||||
self.timer = None
|
||||
self.end_timer = None
|
||||
|
||||
def __enter__(self):
|
||||
self.timer = time.perf_counter()
|
||||
return self
|
||||
|
||||
@property
|
||||
def dif(self):
|
||||
return self.end_timer - self.timer
|
||||
|
||||
def __exit__(self, exc_type, exc_val, exc_tb):
|
||||
if not self.end_timer:
|
||||
self.end_timer = time.perf_counter()
|
||||
if self.logger:
|
||||
self.logger.info(f"{self.dif:.4f} seconds in {self.name}.")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
import argparse
|
||||
import logging
|
||||
import gc
|
||||
import collections
|
||||
import typing
|
||||
|
||||
# makes this module runnable from its folder.
|
||||
import sys
|
||||
import os
|
||||
sys.path.remove(os.path.dirname(__file__))
|
||||
new_home = os.path.normpath(os.path.join(os.path.dirname(__file__), os.pardir, os.pardir))
|
||||
os.chdir(new_home)
|
||||
sys.path.append(new_home)
|
||||
|
||||
from Utils import init_logging, local_path
|
||||
local_path.cached_path = new_home
|
||||
from BaseClasses import MultiWorld, CollectionState, Location
|
||||
from worlds import AutoWorld
|
||||
from worlds.AutoWorld import call_all
|
||||
|
||||
init_logging("Benchmark Runner")
|
||||
logger = logging.getLogger("Benchmark")
|
||||
|
||||
|
||||
class BenchmarkRunner:
|
||||
gen_steps: typing.Tuple[str, ...] = (
|
||||
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
|
||||
rule_iterations: int = 100_000
|
||||
|
||||
if sys.version_info >= (3, 9):
|
||||
@staticmethod
|
||||
def format_times_from_counter(counter: collections.Counter[str], top: int = 5) -> str:
|
||||
return "\n".join(f" {time:.4f} in {name}" for name, time in counter.most_common(top))
|
||||
else:
|
||||
@staticmethod
|
||||
def format_times_from_counter(counter: collections.Counter, top: int = 5) -> str:
|
||||
return "\n".join(f" {time:.4f} in {name}" for name, time in counter.most_common(top))
|
||||
|
||||
def location_test(self, test_location: Location, state: CollectionState, state_name: str) -> float:
|
||||
with TimeIt(f"{test_location.game} {self.rule_iterations} "
|
||||
f"runs of {test_location}.access_rule({state_name})", logger) as t:
|
||||
for _ in range(self.rule_iterations):
|
||||
test_location.access_rule(state)
|
||||
# if time is taken to disentangle complex ref chains,
|
||||
# this time should be attributed to the rule.
|
||||
gc.collect()
|
||||
return t.dif
|
||||
|
||||
def main(self):
|
||||
for game in sorted(AutoWorld.AutoWorldRegister.world_types):
|
||||
summary_data: typing.Dict[str, collections.Counter[str]] = {
|
||||
"empty_state": collections.Counter(),
|
||||
"all_state": collections.Counter(),
|
||||
}
|
||||
try:
|
||||
multiworld = MultiWorld(1)
|
||||
multiworld.game[1] = game
|
||||
multiworld.player_name = {1: "Tester"}
|
||||
multiworld.set_seed(0)
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
args = argparse.Namespace()
|
||||
for name, option in AutoWorld.AutoWorldRegister.world_types[game].options_dataclass.type_hints.items():
|
||||
setattr(args, name, {
|
||||
1: option.from_any(getattr(option, "default"))
|
||||
})
|
||||
multiworld.set_options(args)
|
||||
|
||||
gc.collect()
|
||||
for step in self.gen_steps:
|
||||
with TimeIt(f"{game} step {step}", logger):
|
||||
call_all(multiworld, step)
|
||||
gc.collect()
|
||||
|
||||
locations = sorted(multiworld.get_unfilled_locations())
|
||||
if not locations:
|
||||
continue
|
||||
|
||||
all_state = multiworld.get_all_state(False)
|
||||
for location in locations:
|
||||
time_taken = self.location_test(location, multiworld.state, "empty_state")
|
||||
summary_data["empty_state"][location.name] = time_taken
|
||||
|
||||
time_taken = self.location_test(location, all_state, "all_state")
|
||||
summary_data["all_state"][location.name] = time_taken
|
||||
|
||||
total_empty_state = sum(summary_data["empty_state"].values())
|
||||
total_all_state = sum(summary_data["all_state"].values())
|
||||
|
||||
logger.info(f"{game} took {total_empty_state/len(locations):.4f} "
|
||||
f"seconds per location in empty_state and {total_all_state/len(locations):.4f} "
|
||||
f"in all_state. (all times summed for {self.rule_iterations} runs.)")
|
||||
logger.info(f"Top times in empty_state:\n"
|
||||
f"{self.format_times_from_counter(summary_data['empty_state'])}")
|
||||
logger.info(f"Top times in all_state:\n"
|
||||
f"{self.format_times_from_counter(summary_data['all_state'])}")
|
||||
|
||||
except Exception as e:
|
||||
logger.exception(e)
|
||||
|
||||
runner = BenchmarkRunner()
|
||||
runner.main()
|
||||
@@ -1,5 +1,6 @@
|
||||
import unittest
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
from worlds.AutoWorld import AutoWorldRegister, call_all
|
||||
from . import setup_solo_multiworld
|
||||
|
||||
|
||||
@@ -53,7 +54,7 @@ class TestBase(unittest.TestCase):
|
||||
f"{game_name} Item count MUST meet or exceed the number of locations",
|
||||
)
|
||||
|
||||
def testItemsInDatapackage(self):
|
||||
def test_items_in_datapackage(self):
|
||||
"""Test that any created items in the itempool are in the datapackage"""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game=game_name):
|
||||
@@ -69,3 +70,20 @@ class TestBase(unittest.TestCase):
|
||||
with self.subTest("Name should be valid", game=game_name, item=name):
|
||||
self.assertIn(name, valid_names,
|
||||
"All item descriptions must match defined item names")
|
||||
|
||||
def test_itempool_not_modified(self):
|
||||
"""Test that worlds don't modify the itempool after `create_items`"""
|
||||
gen_steps = ("generate_early", "create_regions", "create_items")
|
||||
additional_steps = ("set_rules", "generate_basic", "pre_fill")
|
||||
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
|
||||
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=game_name):
|
||||
multiworld = setup_solo_multiworld(world_type, gen_steps)
|
||||
created_items = multiworld.itempool.copy()
|
||||
for step in additional_steps:
|
||||
with self.subTest("step", step=step):
|
||||
call_all(multiworld, step)
|
||||
self.assertEqual(created_items, multiworld.itempool,
|
||||
f"{game_name} modified the itempool during {step}")
|
||||
|
||||
@@ -10,3 +10,10 @@ class TestOptions(unittest.TestCase):
|
||||
for option_key, option in world_type.options_dataclass.type_hints.items():
|
||||
with self.subTest(game=gamename, option=option_key):
|
||||
self.assertTrue(option.__doc__)
|
||||
|
||||
def test_options_are_not_set_by_world(self):
|
||||
"""Test that options attribute is not already set"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
self.assertFalse(hasattr(world_type, "options"),
|
||||
f"Unexpected assignment to {world_type.__name__}.options!")
|
||||
|
||||
@@ -37,7 +37,7 @@ class TestBase(unittest.TestCase):
|
||||
unreachable_regions = self.default_settings_unreachable_regions.get(game_name, set())
|
||||
with self.subTest("Game", game=game_name):
|
||||
world = setup_solo_multiworld(world_type)
|
||||
excluded = world.exclude_locations[1].value
|
||||
excluded = world.worlds[1].options.exclude_locations.value
|
||||
state = world.get_all_state(False)
|
||||
for location in world.get_locations():
|
||||
if location.name not in excluded:
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
import io
|
||||
import unittest
|
||||
import json
|
||||
import yaml
|
||||
|
||||
|
||||
class TestDocs(unittest.TestCase):
|
||||
@@ -23,7 +25,7 @@ class TestDocs(unittest.TestCase):
|
||||
response = self.client.post("/api/generate")
|
||||
self.assertIn("No options found. Expected file attachment or json weights.", response.text)
|
||||
|
||||
def test_generation_queued(self):
|
||||
def test_generation_queued_weights(self):
|
||||
options = {
|
||||
"Tester1":
|
||||
{
|
||||
@@ -40,3 +42,19 @@ class TestDocs(unittest.TestCase):
|
||||
json_data = response.get_json()
|
||||
self.assertTrue(json_data["text"].startswith("Generation of seed "))
|
||||
self.assertTrue(json_data["text"].endswith(" started successfully."))
|
||||
|
||||
def test_generation_queued_file(self):
|
||||
options = {
|
||||
"game": "Archipelago",
|
||||
"name": "Tester",
|
||||
"Archipelago": {}
|
||||
}
|
||||
response = self.client.post(
|
||||
"/api/generate",
|
||||
data={
|
||||
'file': (io.BytesIO(yaml.dump(options, encoding="utf-8")), "test.yaml")
|
||||
},
|
||||
)
|
||||
json_data = response.get_json()
|
||||
self.assertTrue(json_data["text"].startswith("Generation of seed "))
|
||||
self.assertTrue(json_data["text"].endswith(" started successfully."))
|
||||
|
||||
@@ -1,24 +1,12 @@
|
||||
""" FillType_* is not a real kivy type - just something to fill unknown typing. """
|
||||
|
||||
from typing import Sequence
|
||||
|
||||
FillType_Vec = Sequence[int]
|
||||
|
||||
|
||||
class FillType_Drawable:
|
||||
def __init__(self, *, pos: FillType_Vec = ..., size: FillType_Vec = ...) -> None: ...
|
||||
|
||||
|
||||
class FillType_Texture(FillType_Drawable):
|
||||
pass
|
||||
from .texture import FillType_Drawable, FillType_Vec, Texture
|
||||
|
||||
|
||||
class FillType_Shape(FillType_Drawable):
|
||||
texture: FillType_Texture
|
||||
texture: Texture
|
||||
|
||||
def __init__(self,
|
||||
*,
|
||||
texture: FillType_Texture = ...,
|
||||
texture: Texture = ...,
|
||||
pos: FillType_Vec = ...,
|
||||
size: FillType_Vec = ...) -> None: ...
|
||||
|
||||
@@ -35,6 +23,6 @@ class Rectangle(FillType_Shape):
|
||||
def __init__(self,
|
||||
*,
|
||||
source: str = ...,
|
||||
texture: FillType_Texture = ...,
|
||||
texture: Texture = ...,
|
||||
pos: FillType_Vec = ...,
|
||||
size: FillType_Vec = ...) -> None: ...
|
||||
13
typings/kivy/graphics/texture.pyi
Normal file
13
typings/kivy/graphics/texture.pyi
Normal file
@@ -0,0 +1,13 @@
|
||||
""" FillType_* is not a real kivy type - just something to fill unknown typing. """
|
||||
|
||||
from typing import Sequence
|
||||
|
||||
FillType_Vec = Sequence[int]
|
||||
|
||||
|
||||
class FillType_Drawable:
|
||||
def __init__(self, *, pos: FillType_Vec = ..., size: FillType_Vec = ...) -> None: ...
|
||||
|
||||
|
||||
class Texture:
|
||||
pass
|
||||
9
typings/kivy/uix/image.pyi
Normal file
9
typings/kivy/uix/image.pyi
Normal file
@@ -0,0 +1,9 @@
|
||||
import io
|
||||
|
||||
from kivy.graphics.texture import Texture
|
||||
|
||||
|
||||
class CoreImage:
|
||||
texture: Texture
|
||||
|
||||
def __init__(self, data: io.BytesIO, ext: str) -> None: ...
|
||||
@@ -79,8 +79,8 @@ class AutoWorldRegister(type):
|
||||
if "options_dataclass" not in dct and "option_definitions" in dct:
|
||||
# TODO - switch to deprecate after a version
|
||||
if __debug__:
|
||||
from warnings import warn
|
||||
warn("Assigning options through option_definitions is now deprecated. Use options_dataclass instead.")
|
||||
logging.warning(f"{name} Assigned options through option_definitions which is now deprecated. "
|
||||
"Please use options_dataclass instead.")
|
||||
dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
|
||||
bases=(PerGameCommonOptions,))
|
||||
|
||||
@@ -328,7 +328,7 @@ class World(metaclass=AutoWorldRegister):
|
||||
|
||||
def create_items(self) -> None:
|
||||
"""
|
||||
Method for creating and submitting items to the itempool. Items and Regions should *not* be created and submitted
|
||||
Method for creating and submitting items to the itempool. Items and Regions must *not* be created and submitted
|
||||
to the MultiWorld after this step. If items need to be placed during pre_fill use `get_prefill_items`.
|
||||
"""
|
||||
pass
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
|
||||
- Detailed installation instructions for BizHawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `Adventure Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- An Adventure NTSC ROM file. The Archipelago community cannot provide these.
|
||||
|
||||
## Configuring BizHawk
|
||||
|
||||
@@ -1,21 +1,37 @@
|
||||
# A Hat in Time
|
||||
|
||||
## Where is the settings page?
|
||||
## Where is the options page?
|
||||
|
||||
The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
|
||||
The [player options page for this game](../player-settings) contains all the options you need to configure and export a
|
||||
config file.
|
||||
|
||||
## What does randomization do to this game?
|
||||
|
||||
Items which the player would normally acquire throughout the game have been moved around. Chapter costs are randomized in a progressive order based on your settings, so for example you could go to Subcon Forest -> Battle of the Birds -> Alpine Skyline, etc. in that order. If act shuffle is turned on, the levels and Time Rifts in these chapters will be randomized as well.
|
||||
Items which the player would normally acquire throughout the game have been moved around.
|
||||
Chapter costs are randomized in a progressive order based on your options,
|
||||
so for example you could go to Subcon Forest -> Battle of the Birds -> Alpine Skyline, etc. in that order. If act shuffle is turned on,
|
||||
the levels and Time Rifts in these chapters will be randomized as well.
|
||||
|
||||
To unlock and access a chapter's Time Rift in act shuffle, the levels in place of the original acts required to unlock the Time Rift in the vanilla game must be completed, and then you must enter a level that allows you to access that Time Rift. For example, Time Rift: Bazaar requires Heating Up Mafia Town to be completed in the vanilla game. To unlock this Time Rift in act shuffle (and therefore the level it contains) you must complete the level that was shuffled in place of Heating Up Mafia Town and then enter the Time Rift through a Mafia Town level.
|
||||
To unlock and access a chapter's Time Rift in act shuffle,
|
||||
the levels in place of the original acts required to unlock the Time Rift in the vanilla game must be completed,
|
||||
and then you must enter a level that allows you to access that Time Rift.
|
||||
For example, Time Rift: Bazaar requires Heating Up Mafia Town to be completed in the vanilla game.
|
||||
To unlock this Time Rift in act shuffle (and therefore the level it contains)
|
||||
you must complete the level that was shuffled in place of Heating Up Mafia Town
|
||||
and then enter the Time Rift through a Mafia Town level.
|
||||
|
||||
## What items and locations get shuffled?
|
||||
|
||||
Time Pieces, Relics, Yarn, Badges, and most other items are shuffled. Unlike in the vanilla game, yarn is typeless, and hats will be automatically stitched in a set order once you gather enough yarn for each hat. Hats can also optionally be shuffled as individual items instead. Any items in the world, shops, act completions, and optionally storybook pages or Death Wish contracts are locations.
|
||||
Time Pieces, Relics, Yarn, Badges, and most other items are shuffled.
|
||||
Unlike in the vanilla game, yarn is typeless, and hats will be automatically stitched
|
||||
in a set order once you gather enough yarn for each hat.
|
||||
Hats can also optionally be shuffled as individual items instead.
|
||||
Any items in the world, shops, act completions,
|
||||
and optionally storybook pages or Death Wish contracts are locations.
|
||||
|
||||
Any freestanding items that are considered to be progression or useful will have a rainbow streak particle attached to them. Filler items will have a white glow attached to them instead.
|
||||
Any freestanding items that are considered to be progression or useful
|
||||
will have a rainbow streak particle attached to them.
|
||||
Filler items will have a white glow attached to them instead.
|
||||
|
||||
## Which items can be in another player's world?
|
||||
|
||||
@@ -32,4 +48,4 @@ When the player receives an item, it will play the item collect effect and infor
|
||||
|
||||
## Is the DLC required to play A Hat in Time in Archipelago?
|
||||
|
||||
No, the DLC expansions are not required to play. Their content can be enabled through certain options that are disabled by default, but please don't turn them on if you don't own the respective DLC.
|
||||
No, the DLC expansions are not required to play. Their content can be enabled through certain options that are disabled by default, but please don't turn them on if you don't own the respective DLC.
|
||||
|
||||
@@ -33,7 +33,7 @@ To connect to the multiworld server, simply run the **ArchipelagoAHITClient** an
|
||||
|
||||
Commands will not work on the title screen, you must be in-game to use them. To use console commands, make sure ***Enable Developer Console*** is checked in Game Settings and press the tilde key or TAB while in-game.
|
||||
|
||||
`ap_say <message>` - Send a chat message to the server. Supports commands, such as !hint or !release.
|
||||
`ap_say <message>` - Send a chat message to the server. Supports commands, such as `!hint` or `!release`.
|
||||
|
||||
`ap_deathlink` - Toggle Death Link.
|
||||
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for
|
||||
`SNI Client - A Link to the Past Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- [SNI](https://github.com/alttpo/sni/releases). This is automatically included with your Archipelago installation above.
|
||||
- SNI is not compatible with (Q)Usb2Snes.
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -18,11 +17,12 @@ but it is not supported.**
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install SNIClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your Japanese Link to the Past ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Japanese Link to the Past ROM file. This only needs to be done once.
|
||||
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
- ChecksFinder from
|
||||
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `ChecksFinder Client` during installation.)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Donkey Kong Country 3 Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -23,9 +23,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Donkey Kong Country 3 ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Donkey Kong Country 3 ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -13,14 +13,23 @@ client_version = 0
|
||||
|
||||
|
||||
class DLCqwebworld(WebWorld):
|
||||
tutorials = [Tutorial(
|
||||
setup_en = Tutorial(
|
||||
"Multiworld Setup Tutorial",
|
||||
"A guide to setting up the Archipelago DLCQuest game on your computer.",
|
||||
"English",
|
||||
"setup_en.md",
|
||||
"setup/en",
|
||||
["axe_y"]
|
||||
)]
|
||||
)
|
||||
setup_fr = Tutorial(
|
||||
"Guide de configuration MultiWorld",
|
||||
"Un guide pour configurer DLCQuest sur votre PC.",
|
||||
"Français",
|
||||
"setup_fr.md",
|
||||
"setup/fr",
|
||||
["Deoxis"]
|
||||
)
|
||||
tutorials = [setup_en, setup_fr]
|
||||
|
||||
|
||||
class DLCqworld(World):
|
||||
|
||||
49
worlds/dlcquest/docs/fr_DLCQuest.md
Normal file
49
worlds/dlcquest/docs/fr_DLCQuest.md
Normal file
@@ -0,0 +1,49 @@
|
||||
# DLC Quest
|
||||
|
||||
## Où se trouve la page des paramètres ?
|
||||
|
||||
La [page des paramètres du joueur pour ce jeu](../player-settings) contient tous les paramètres dont vous avez besoin pour configurer et exporter le fichier.
|
||||
|
||||
|
||||
## Quel est l'effet de la randomisation sur ce jeu ?
|
||||
|
||||
Les DLC seront obtenus en tant que check pour le multiworld. Il existe également d'autres checks optionnels dans DLC Quest.
|
||||
|
||||
## Quel est le but de DLC Quest ?
|
||||
|
||||
DLC Quest a deux campagnes, et le joueur peut choisir celle qu'il veut jouer pour sa partie.
|
||||
Il peut également choisir de faire les deux campagnes.
|
||||
|
||||
|
||||
## Quels sont les emplacements dans DLC quest ?
|
||||
|
||||
Les emplacements dans DLC Quest comprennent toujours
|
||||
- les achats de DLC auprès du commerçant
|
||||
- Les objectifs liés aux récompenses
|
||||
- Tuer des moutons dans DLC Quest
|
||||
- Objectifs spécifiques de l'attribution dans Live Freemium or Die
|
||||
|
||||
Il existe également un certain nombres de critères de localisation qui sont optionnels et que les joueurs peuvent choisir d'inclure ou non dans leur sélection :
|
||||
- Objets que votre personnage peut obtenir de différentes manières
|
||||
- Swords
|
||||
- Gun
|
||||
- Box of Various Supplies
|
||||
- Humble Indie Bindle
|
||||
- Pickaxe
|
||||
- Coinsanity : Pièces de monnaie, soit individuellement, soit sous forme de lots personnalisés
|
||||
|
||||
## Quels objets peuvent se trouver dans le monde d'un autre joueur ?
|
||||
|
||||
Tous les DLC du jeu sont mélangés dans le stock d'objets. Les objets liés aux contrôles optionnels décrits ci-dessus sont également dans le stock
|
||||
|
||||
Il y a aussi de nouveaux objets pièges, utilisés comme substituts, basés sur les désagréments du jeu vanille.
|
||||
- Zombie Sheep
|
||||
- Loading Screens
|
||||
- Temporary Spikes
|
||||
|
||||
## Que se passe-t-il lorsque le joueur reçoit un objet ?
|
||||
|
||||
Chaque fois qu'un objet est reçu en ligne, une notification apparaît à l'écran pour en informer le joueur.
|
||||
Certains objets sont accompagnés d'une animation ou d'une scène qui se déroule immédiatement après leur réception.
|
||||
|
||||
Les objets reçus hors ligne ne sont pas accompagnés d'une animation ou d'une scène, et sont simplement activés lors de la connexion.
|
||||
55
worlds/dlcquest/docs/setup_fr.md
Normal file
55
worlds/dlcquest/docs/setup_fr.md
Normal file
@@ -0,0 +1,55 @@
|
||||
# # Guide de configuration MultiWorld de DLCQuest
|
||||
|
||||
## Logiciels requis
|
||||
|
||||
- DLC Quest sur PC (Recommandé: [Version Steam](https://store.steampowered.com/app/230050/DLC_Quest/))
|
||||
- [DLCQuestipelago](https://github.com/agilbert1412/DLCQuestipelago/releases)
|
||||
- BepinEx (utilisé comme un modloader pour DLCQuest. La version du mod ci-dessus inclut BepInEx si vous choisissez la version d'installation complète)
|
||||
|
||||
## Logiciels optionnels
|
||||
- [Archipelago] (https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (Uniquement pour le TextClient)
|
||||
|
||||
## Créer un fichier de configuration (.yaml)
|
||||
|
||||
### Qu'est-ce qu'un fichier YAML et pourquoi en ai-je besoin ?
|
||||
|
||||
Voir le guide d'Archipelago sur la mise en place d'un YAML de base : [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
|
||||
|
||||
### Où puis-je obtenir un fichier YAML ?
|
||||
|
||||
Vous pouvez personnaliser vos paramètres en visitant la [page des paramètres du joueur DLC Quest] (/games/DLCQuest/player-settings).
|
||||
|
||||
## Rejoindre une partie multi-monde
|
||||
|
||||
### Installer le mod
|
||||
|
||||
- Télécharger le [DLCQuestipelago mod release](https://github.com/agilbert1412/DLCQuestipelago/releases). Si c'est la première fois que vous installez le mod, ou si vous n'êtes pas à l'aise avec l'édition manuelle de fichiers, vous devriez choisir l'Installateur. Il se chargera de la plus grande partie du travail pour vous
|
||||
|
||||
|
||||
- Extraire l'archive .zip à l'emplacement de votre choix
|
||||
|
||||
|
||||
- Exécutez "DLCQuestipelagoInstaller.exe".
|
||||
|
||||

|
||||
- Le programme d'installation devrait décrire ce qu'il fait à chaque étape, et vous demandera votre avis si nécessaire.
|
||||
- Il vous permettra de choisir l'emplacement d'installation de votre jeu moddé et vous proposera un emplacement par défaut
|
||||
- Il **essayera** de trouver votre jeu DLCQuest sur votre ordinateur et, en cas d'échec, vous demandera d'indiquer le chemin d'accès.
|
||||
- Il vous offrira la possibilité de créer un raccourci sur le bureau pour le lanceur moddé.
|
||||
|
||||
### Se connecter au MultiServer
|
||||
|
||||
- Localisez le fichier "ArchipelagoConnectionInfo.json", qui se situe dans le même emplacement que votre installation moddée. Vous pouvez éditer ce fichier avec n'importe quel éditeur de texte, et vous devez entrer l'adresse IP du serveur, le port et votre nom de joueur dans les champs appropriés.
|
||||
|
||||
- Exécutez BepInEx.NET.Framework.Launcher.exe. Si vous avez opté pour un raccourci sur le bureau, vous le trouverez avec une icône et un nom plus reconnaissable.
|
||||

|
||||
|
||||
- Votre jeu devrait se lancer en même temps qu'une console de modloader, qui contiendra des informations de débogage importantes si vous rencontrez des problèmes.
|
||||
- Le jeu devrait se connecter automatiquement, et tenter de se reconnecter si votre internet ou le serveur se déconnecte, pendant que vous jouez.
|
||||
|
||||
### Interagir avec le MultiWorld depuis le jeu
|
||||
|
||||
Vous ne pouvez pas envoyer de commandes au serveur ou discuter avec les autres joueurs depuis DLC Quest, car le jeu ne dispose pas d'un moyen approprié pour saisir du texte.
|
||||
Vous pouvez suivre l'activité du serveur dans votre console BepInEx, car les messages de chat d'Archipelago y seront affichés.
|
||||
Vous devrez utiliser [Archipelago Text Client] (https://github.com/ArchipelagoMW/Archipelago/releases) si vous voulez envoyer des commandes.
|
||||
@@ -71,7 +71,7 @@ class FFMQClient(SNIClient):
|
||||
received = await snes_read(ctx, RECEIVED_DATA[0], RECEIVED_DATA[1])
|
||||
data = await snes_read(ctx, READ_DATA_START, READ_DATA_END - READ_DATA_START)
|
||||
check_2 = await snes_read(ctx, 0xF53749, 1)
|
||||
if check_1 == b'\x00' or check_2 == b'\x00':
|
||||
if check_1 in (b'\x00', b'\x55') or check_2 in (b'\x00', b'\x55'):
|
||||
return
|
||||
|
||||
def get_range(data_range):
|
||||
|
||||
@@ -223,11 +223,6 @@ for item, data in item_table.items():
|
||||
def create_items(self) -> None:
|
||||
items = []
|
||||
starting_weapon = self.multiworld.starting_weapon[self.player].current_key.title().replace("_", " ")
|
||||
if self.multiworld.progressive_gear[self.player]:
|
||||
for item_group in prog_map:
|
||||
if starting_weapon in self.item_name_groups[item_group]:
|
||||
starting_weapon = prog_map[item_group]
|
||||
break
|
||||
self.multiworld.push_precollected(self.create_item(starting_weapon))
|
||||
self.multiworld.push_precollected(self.create_item("Steel Armor"))
|
||||
if self.multiworld.sky_coin_mode[self.player] == "start_with":
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
@@ -19,8 +19,8 @@ The Archipelago community cannot supply you with this.
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -17,19 +17,22 @@ The most recent public release of Archipelago can be found on the GitHub Release
|
||||
Run the exe file, and after accepting the license agreement you will be asked which components you would like to
|
||||
install.
|
||||
|
||||
The generator allows you to generate multiworld games on your computer. The ROM setups are required if anyone in the
|
||||
game that you generate wants to play any of those games as they are needed to generate the relevant patch files. If you
|
||||
do not own the game, uncheck the relevant box. If you gain the game later, the installer can be run again to install and
|
||||
set up new components.
|
||||
Archipelago installations are automatically bundled with some programs. These include a launcher, a generator, a
|
||||
server and some clients.
|
||||
|
||||
The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
|
||||
- The launcher lets you quickly access Archipelago's different components and programs. It is found under the name
|
||||
`ArchipelagoLauncher` and can be found in the main directory of your Archipelago installation.
|
||||
|
||||
- The generator allows you to generate multiworld games on your computer. Please refer to the 'Generating a game'
|
||||
section of this guide for more information about it.
|
||||
|
||||
- The server will allow you to host the multiworld on your machine. Hosting on your machine requires forwarding the port
|
||||
you are hosting on. The default port for Archipelago is `38281`. If you are unsure how to do this there are plenty of
|
||||
other guides on the internet that will be more suited to your hardware.
|
||||
|
||||
The `Clients` are what are used to connect your game to the multiworld. If the game you plan to play is available
|
||||
here, go ahead and install its client as well. If the game you choose to play is supported by Archipelago but not listed
|
||||
in the installation, check the setup guide for that game. Installing a client for a ROM based game requires you to have
|
||||
a legally obtained ROM for that game as well.
|
||||
- The clients are what are used to connect your game to the multiworld. Some games use a client that is automatically
|
||||
installed with an Archipelago installation. You can access those clients via the launcher or by navigating
|
||||
to your Archipelago installation.
|
||||
|
||||
## Generating a game
|
||||
|
||||
@@ -72,14 +75,18 @@ If you have downloaded the settings, or have created a settings file manually, t
|
||||
|
||||
#### On your local installation
|
||||
|
||||
To generate a game on your local machine, make sure to install the Archipelago software, and ensure to select the
|
||||
`Generator` component, as well as the `ROM setup` for any games you will want to play. Navigate to your Archipelago
|
||||
To generate a game on your local machine, make sure to install the Archipelago software. Navigate to your Archipelago
|
||||
installation (usually C:\ProgramData\Archipelago), and place the settings file you have either created or downloaded
|
||||
from the website in the `Players` folder.
|
||||
|
||||
Run `ArchipelagoGenerate.exe`, and it will inform you whether the generation was successful or not. If successful, there
|
||||
will be an output zip in the `output` folder (usually named something like `AP_XXXXX.zip`). This will contain all
|
||||
relevant information to the session, including the spoiler log, if one was generated.
|
||||
Run `ArchipelagoGenerate.exe`, or click on `Generate` in the launcher, and it will inform you whether the generation
|
||||
was successful or not. If successful, there will be an output zip in the `output` folder
|
||||
(usually named something like `AP_XXXXX.zip`). This will contain all relevant information to the session, including the
|
||||
spoiler log, if one was generated.
|
||||
|
||||
Please note that some games require you to own their ROM files to generate with them as they are needed to generate the
|
||||
relevant patch files. When you generate with a ROM game for the first time, you will be asked to locate its base ROM file.
|
||||
This step only needs to be done once.
|
||||
|
||||
### Generating a multiplayer game
|
||||
|
||||
@@ -97,12 +104,9 @@ player name.
|
||||
|
||||
#### On the website
|
||||
|
||||
Gather all player YAML files into a single place, and compress them into a zip file. This can be done by pressing
|
||||
ctrl/cmd + clicking on each file until all are selected, right-clicking one of the files, and clicking
|
||||
`compress to ZIP file` or `send to > compressed folder`.
|
||||
|
||||
Navigate to the [Generate Page](/generate), select the host settings you would like, click on `Upload File`, and
|
||||
select the newly created zip from the opened window.
|
||||
Gather all player YAML files into a single place, then navigate to the [Generate Page](/generate). Select the host settings
|
||||
you would like, click on `Upload File(s)`, and select all player YAML files. The site also accepts `zip` archives containing YAML
|
||||
files.
|
||||
|
||||
After some time, you will be redirected to a seed info page that will display the generated seed, the time it was
|
||||
created, the number of players, the spoiler (if one was created) and all rooms created from this seed.
|
||||
@@ -114,8 +118,11 @@ It is possible to generate the multiworld locally, using a local Archipelago ins
|
||||
Archipelago installation folder (usually C:\ProgramData\Archipelago) and placing each YAML file in the `Players` folder.
|
||||
If the folder does not exist then it must be created manually. The files here should not be compressed.
|
||||
|
||||
After filling the `Players` folder, the `ArchipelagoGenerate.exe` program should be run in order to generate a
|
||||
multiworld. The output of this process is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
|
||||
After filling the `Players` folder, run`ArchipelagoGenerate.exe` or click `Generate` in the launcher. The output of
|
||||
the generation is placed in the `output` folder (usually named something like `AP_XXXXX.zip`).
|
||||
|
||||
Please note that if any player in the game you want to generate plays a game that needs a ROM file to generate, you will
|
||||
need the corresponding ROM files.
|
||||
|
||||
##### Changing local host settings for generation
|
||||
|
||||
@@ -123,10 +130,12 @@ Sometimes there are various settings that you may want to change before rolling
|
||||
auto-release, plando support, or setting a password.
|
||||
|
||||
All of these settings, plus other options, may be changed by modifying the `host.yaml` file in the Archipelago
|
||||
installation folder. The settings chosen here are baked into the `.archipelago` file that gets output with the other
|
||||
files after generation, so if you are rolling locally, ensure this file is edited to your liking **before** rolling the
|
||||
seed. This file is overwritten when running the Archipelago Installation software. If you have changed settings in this
|
||||
file, and would like to retain them, you may rename the file to `options.yaml`.
|
||||
installation folder. You can quickly access this file by clicking on `Open host.yaml` in the launcher. The settings
|
||||
chosen here are baked into the `.archipelago` file that gets output with the other files after generation, so if you
|
||||
are rolling locally, ensure this file is edited to your liking **before** rolling the seed. This file is overwritten
|
||||
when running the Archipelago Installation software. If you have changed settings in this file, and would like to retain
|
||||
them, you may rename the file to `options.yaml`.
|
||||
|
||||
|
||||
## Hosting an Archipelago Server
|
||||
|
||||
|
||||
File diff suppressed because one or more lines are too long
@@ -2,7 +2,7 @@ from dataclasses import dataclass
|
||||
|
||||
from Options import Choice, Range, Toggle, ItemDict, PerGameCommonOptions, StartInventoryPool
|
||||
|
||||
from worlds.kh2 import default_itempool_option
|
||||
from . import default_itempool_option
|
||||
|
||||
|
||||
class SoraEXP(Range):
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
from typing import Dict, Callable, TYPE_CHECKING
|
||||
|
||||
from BaseClasses import CollectionState
|
||||
from .Items import exclusion_item_table, visit_locking_dict, DonaldAbility_Table, GoofyAbility_Table
|
||||
from .Items import exclusion_item_table, visit_locking_dict, DonaldAbility_Table, GoofyAbility_Table, SupportAbility_Table
|
||||
from .Locations import exclusion_table, popups_set, Goofy_Checks, Donald_Checks
|
||||
from .Names import LocationName, ItemName, RegionName
|
||||
from worlds.generic.Rules import add_rule, forbid_items, add_item_rule
|
||||
@@ -224,7 +224,7 @@ class KH2WorldRules(KH2Rules):
|
||||
RegionName.Pl2: lambda state: self.pl_unlocked(state, 2),
|
||||
|
||||
RegionName.Ag: lambda state: self.ag_unlocked(state, 1),
|
||||
RegionName.Ag2: lambda state: self.ag_unlocked(state, 2) and self.kh2_has_all([ItemName.FireElement,ItemName.BlizzardElement,ItemName.ThunderElement],state),
|
||||
RegionName.Ag2: lambda state: self.ag_unlocked(state, 2) and self.kh2_has_all([ItemName.FireElement, ItemName.BlizzardElement, ItemName.ThunderElement], state),
|
||||
|
||||
RegionName.Bc: lambda state: self.bc_unlocked(state, 1),
|
||||
RegionName.Bc2: lambda state: self.bc_unlocked(state, 2),
|
||||
@@ -266,6 +266,8 @@ class KH2WorldRules(KH2Rules):
|
||||
add_item_rule(location, lambda item: item.player == self.player and item.name in GoofyAbility_Table.keys())
|
||||
elif location.name in Donald_Checks:
|
||||
add_item_rule(location, lambda item: item.player == self.player and item.name in DonaldAbility_Table.keys())
|
||||
else:
|
||||
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)
|
||||
@@ -417,7 +419,7 @@ class KH2FightRules(KH2Rules):
|
||||
RegionName.DataLexaeus: lambda state: self.get_data_lexaeus_rules(state),
|
||||
RegionName.OldPete: lambda state: self.get_old_pete_rules(),
|
||||
RegionName.FuturePete: lambda state: self.get_future_pete_rules(state),
|
||||
RegionName.Terra: lambda state: self.get_terra_rules(state),
|
||||
RegionName.Terra: lambda state: self.get_terra_rules(state) and state.has(ItemName.ProofofConnection, self.player),
|
||||
RegionName.DataMarluxia: lambda state: self.get_data_marluxia_rules(state),
|
||||
RegionName.Barbosa: lambda state: self.get_barbosa_rules(state),
|
||||
RegionName.GrimReaper1: lambda state: self.get_grim_reaper1_rules(),
|
||||
|
||||
@@ -16,6 +16,7 @@ The [player settings page for this game](../player-settings) contains all the op
|
||||
- Popups
|
||||
- Get Bonuses
|
||||
- Form Levels
|
||||
- Summon Levels
|
||||
- Sora's Levels
|
||||
- Keyblade Stats
|
||||
- Keyblade Abilities
|
||||
@@ -23,7 +24,7 @@ The [player settings page for this game](../player-settings) contains all the op
|
||||
<h2 style="text-transform:none";>What Kingdom Hearts 2 items can appear in other players' worlds?</h2>
|
||||
|
||||
|
||||
Every item in the game except for party members' abilities.
|
||||
Every item in the game except for abilities on weapons.
|
||||
|
||||
<h2 style="text-transform:none";>What is The Garden of Assemblage "GoA"?</h2>
|
||||
|
||||
@@ -73,6 +74,8 @@ The list of possible locations that can contain a bounty:
|
||||
|
||||
- Each of the 13 Data Fights
|
||||
- Max level (7) for each Drive Form
|
||||
- Max level (7) of Summons
|
||||
- Last song of Atlantica
|
||||
- Sephiroth
|
||||
- Lingering Will
|
||||
- Starry Hill
|
||||
@@ -87,6 +90,7 @@ With the help of Shananas, Num, and ZakTheRobot we have many QoL features such a
|
||||
|
||||
- Faster Wardrobe.
|
||||
- Faster Water Jafar Chase.
|
||||
- Faster Bulky Vendors
|
||||
- Carpet Skip.
|
||||
- Start with Lion Dash.
|
||||
- Faster Urns.
|
||||
|
||||
@@ -7,14 +7,14 @@
|
||||
<h2 style="text-transform:none";>Required Software:</h2>
|
||||
`Kingdom Hearts II Final Mix` from the [Epic Games Store](https://store.epicgames.com/en-US/discover/kingdom-hearts)
|
||||
- Follow this Guide to set up these requirements [KH2Rando.com](https://tommadness.github.io/KH2Randomizer/setup/Panacea-ModLoader/)<br>
|
||||
1. `3.0.0 OpenKH Mod Manager with Panacea`<br>
|
||||
2. `Install mod from KH2FM-Mods-Num/GoA-ROM-Edition`<br>
|
||||
3. `Setup Lua Backend From the 3.0.0 KH2Randomizer.exe per the setup guide linked above`<br>
|
||||
1. `3.2.0 OpenKH Mod Manager with Panacea`<br>
|
||||
2. `Lua Backend from the OpenKH Mod Manager`
|
||||
3. `Install the mod KH2FM-Mods-Num/GoA-ROM-Edition using OpenKH Mod Manager`<br>
|
||||
|
||||
- Needed for Archipelago
|
||||
1. [`ArchipelagoKH2Client.exe`](https://github.com/ArchipelagoMW/Archipelago/releases)<br>
|
||||
2. `Install mod from JaredWeakStrike/APCompanion`<br>
|
||||
3. `Install mod from KH2FM-Mods-equations19/auto-save`<br>
|
||||
2. `Install the mod from JaredWeakStrike/APCompanion using OpenKH Mod Manager`<br>
|
||||
3. `Install the mod from KH2FM-Mods-equations19/auto-save using OpenKH Mod Manager`<br>
|
||||
4. `AP Randomizer Seed`
|
||||
<h3 style="text-transform:none";>Required: Archipelago Companion Mod</h3>
|
||||
|
||||
@@ -68,8 +68,8 @@ Enter `The room's port number` into the top box <b> where the x's are</b> and pr
|
||||
- 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";>Requirement/logic sheet</h2>
|
||||
Have any questions on what's in logic? This spreadsheet has the answer [Requirements/logic sheet](https://docs.google.com/spreadsheets/d/1Embae0t7pIrbzvX-NRywk7bTHHEvuFzzQBUUpSUL7Ak/edit?usp=sharing)
|
||||
<h2 style="text-transform:none";>Logic Sheet</h2>
|
||||
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)
|
||||
<h2 style="text-transform:none";>F.A.Q.</h2>
|
||||
|
||||
- Why is my HP/MP continuously increasing without stopping?
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `Links Awakening DX`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- Software capable of loading and playing GBC ROM files
|
||||
- [RetroArch](https://retroarch.com?page=platforms) 1.10.3 or newer.
|
||||
- [BizHawk](https://tasvideos.org/BizHawk) 2.8 or newer.
|
||||
@@ -10,11 +10,12 @@
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install LinksAwakeningClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your Links Awakening DX ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Links Awakening DX ROM file. This only needs to be done once..
|
||||
|
||||
2. You should assign your emulator as your default program for launching ROM
|
||||
3. You should assign your emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -30,8 +30,8 @@ guide: [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
|
||||
|
||||
### Where do I get a config file?
|
||||
|
||||
The [Player Settings Page](../player-settings) on the website allows you to easily configure your personal settings
|
||||
and export a config file from them.
|
||||
The [Player Settings Page](/games/Landstalker%20-%20The%20Treasures%20of%20King%20Nole/player-settings) on the website allows
|
||||
you to easily configure your personal settings
|
||||
|
||||
## How-to-play
|
||||
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Lufia II Ancient Cave Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI
|
||||
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
|
||||
@@ -14,11 +14,12 @@ modded SNES minis are currently not supported by SNI**
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
1. Download and install SNIClient from the link above, making sure to install the most recent version.
|
||||
**The installer file is located in the assets section at the bottom of the version information**.
|
||||
- During setup, you will be asked to locate your base ROM file. This is your American Lufia II - Rise of the Sinistrals ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your American Lufia II - Rise of the Sinistrals ROM file. This only needs to be done once.
|
||||
|
||||
2. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
2. Right-click on a ROM file and select **Open with...**
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
- Minecraft Java Edition from
|
||||
the [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `Minecraft Client` during installation.)
|
||||
|
||||
## Configuring your YAML file
|
||||
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using Bizhawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.7.0 and later are supported.
|
||||
- Detailed installation instructions for Bizhawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `MegaMan Battle Network 3 Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- A US MegaMan Battle Network 3 Blue Rom. If you have the [MegaMan Battle Network Legacy Collection Vol. 1](https://store.steampowered.com/app/1798010/Mega_Man_Battle_Network_Legacy_Collection_Vol_1/)
|
||||
on Steam, you can obtain a copy of this ROM from the game's files, see instructions below.
|
||||
|
||||
|
||||
@@ -34,6 +34,7 @@ class MuseDashCollections:
|
||||
"Rush-Hour",
|
||||
"Find this Month's Featured Playlist",
|
||||
"PeroPero in the Universe",
|
||||
"umpopoff"
|
||||
]
|
||||
|
||||
album_items: Dict[str, AlbumData] = {}
|
||||
@@ -81,11 +82,22 @@ class MuseDashCollections:
|
||||
steamer_mode = sections[3] == "True"
|
||||
|
||||
if song_name in self.DIFF_OVERRIDES:
|
||||
# Note: These difficulties may not actually be representative of these songs.
|
||||
# The game does not provide these difficulties so they have to be filled in.
|
||||
diff_of_easy = 4
|
||||
diff_of_hard = 7
|
||||
diff_of_master = 10
|
||||
# These songs use non-standard difficulty values. Which are being overriden with standard values.
|
||||
# But also avoid filling any missing difficulties (i.e. 0s) with a difficulty value.
|
||||
if sections[4] != '0':
|
||||
diff_of_easy = 4
|
||||
else:
|
||||
diff_of_easy = None
|
||||
|
||||
if sections[5] != '0':
|
||||
diff_of_hard = 7
|
||||
else:
|
||||
diff_of_hard = None
|
||||
|
||||
if sections[6] != '0':
|
||||
diff_of_master = 10
|
||||
else:
|
||||
diff_of_master = None
|
||||
else:
|
||||
diff_of_easy = self.parse_song_difficulty(sections[4])
|
||||
diff_of_hard = self.parse_song_difficulty(sections[5])
|
||||
|
||||
@@ -119,7 +119,7 @@ Prestige and Vestige|56-4|Give Up TREATMENT Vol.11|True|6|8|11|
|
||||
Tiny Fate|56-5|Give Up TREATMENT Vol.11|False|7|9|11|
|
||||
Tsuki ni Murakumo Hana ni Kaze|55-0|Touhou Mugakudan -2-|False|3|5|7|
|
||||
Patchouli's - Best Hit GSK|55-1|Touhou Mugakudan -2-|False|3|5|8|
|
||||
Monosugoi Space Shuttle de Koishi ga Monosugoi uta|55-2|Touhou Mugakudan -2-|False|3|5|7|
|
||||
Monosugoi Space Shuttle de Koishi ga Monosugoi uta|55-2|Touhou Mugakudan -2-|False|3|5|7|11
|
||||
Kakoinaki Yo wa Ichigo no Tsukikage|55-3|Touhou Mugakudan -2-|False|3|6|8|
|
||||
Psychedelic Kizakura Doumei|55-4|Touhou Mugakudan -2-|False|4|7|10|
|
||||
Mischievous Sensation|55-5|Touhou Mugakudan -2-|False|5|7|9|
|
||||
@@ -501,4 +501,12 @@ slic.hertz|68-1|Gambler's Tricks|True|5|7|9|
|
||||
Fuzzy-Navel|68-2|Gambler's Tricks|True|6|8|10|11
|
||||
Swing Edge|68-3|Gambler's Tricks|True|4|8|10|
|
||||
Twisted Escape|68-4|Gambler's Tricks|True|5|8|10|11
|
||||
Swing Sweet Twee Dance|68-5|Gambler's Tricks|False|4|7|10|
|
||||
Swing Sweet Twee Dance|68-5|Gambler's Tricks|False|4|7|10|
|
||||
Sanyousei SAY YA!!!|43-42|MD Plus Project|False|4|6|8|
|
||||
YUKEMURI TAMAONSEN II|43-43|MD Plus Project|False|3|6|9|
|
||||
Samayoi no mei Amatsu|69-0|Touhou Mugakudan -3-|False|4|6|9|
|
||||
INTERNET SURVIVOR|69-1|Touhou Mugakudan -3-|False|5|8|10|
|
||||
Shuki*RaiRai|69-2|Touhou Mugakudan -3-|False|5|7|9|
|
||||
HELLOHELL|69-3|Touhou Mugakudan -3-|False|4|7|10|
|
||||
Calamity Fortune|69-4|Touhou Mugakudan -3-|True|6|8|10|11
|
||||
Tsurupettan|69-5|Touhou Mugakudan -3-|True|2|5|8|
|
||||
@@ -36,7 +36,7 @@ class AdditionalSongs(Range):
|
||||
- The final song count may be lower due to other settings.
|
||||
"""
|
||||
range_start = 15
|
||||
range_end = 500 # Note will probably not reach this high if any other settings are done.
|
||||
range_end = 508 # Note will probably not reach this high if any other settings are done.
|
||||
default = 40
|
||||
display_name = "Additional Song Count"
|
||||
|
||||
|
||||
@@ -328,5 +328,6 @@ class MuseDashWorld(World):
|
||||
"victoryLocation": self.victory_song_name,
|
||||
"deathLink": self.options.death_link.value,
|
||||
"musicSheetWinCount": self.get_music_sheet_win_count(),
|
||||
"gradeNeeded": self.options.grade_needed.value
|
||||
"gradeNeeded": self.options.grade_needed.value,
|
||||
"hasFiller": True,
|
||||
}
|
||||
|
||||
@@ -66,5 +66,11 @@ class DifficultyRanges(MuseDashTestBase):
|
||||
for song_name in muse_dash_world.md_collection.DIFF_OVERRIDES:
|
||||
song = muse_dash_world.md_collection.song_items[song_name]
|
||||
|
||||
self.assertTrue(song.easy is not None and song.hard is not None and song.master is not None,
|
||||
# umpopoff is a one time weird song. Its currently the only song in the game
|
||||
# with non-standard difficulties and also doesn't have 3 or more difficulties.
|
||||
if song_name == 'umpopoff':
|
||||
self.assertTrue(song.easy is None and song.hard is not None and song.master is None,
|
||||
f"Song '{song_name}' difficulty not set when it should be.")
|
||||
else:
|
||||
self.assertTrue(song.easy is not None and song.hard is not None and song.master is not None,
|
||||
f"Song '{song_name}' difficulty not set when it should be.")
|
||||
|
||||
@@ -10,8 +10,7 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
|
||||
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
|
||||
- Detailed installation instructions for BizHawk can be found at the above link.
|
||||
- Windows users must run the prereq installer first, which can also be found at the above link.
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
(select `Ocarina of Time Client` during installation).
|
||||
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
- An Ocarina of Time v1.0 ROM.
|
||||
|
||||
## Configuring BizHawk
|
||||
|
||||
@@ -353,7 +353,9 @@ class PokemonRedBlueWorld(World):
|
||||
location.show_in_spoiler = False
|
||||
|
||||
def intervene(move, test_state):
|
||||
if self.multiworld.randomize_wild_pokemon[self.player]:
|
||||
move_bit = pow(2, poke_data.hm_moves.index(move) + 2)
|
||||
viable_mons = [mon for mon in self.local_poke_data if self.local_poke_data[mon]["tms"][6] & move_bit]
|
||||
if self.multiworld.randomize_wild_pokemon[self.player] and viable_mons:
|
||||
accessible_slots = [loc for loc in self.multiworld.get_reachable_locations(test_state, self.player) if
|
||||
loc.type == "Wild Encounter"]
|
||||
|
||||
@@ -363,8 +365,6 @@ class PokemonRedBlueWorld(World):
|
||||
zones.add(loc.name.split(" - ")[0])
|
||||
return len(zones)
|
||||
|
||||
move_bit = pow(2, poke_data.hm_moves.index(move) + 2)
|
||||
viable_mons = [mon for mon in self.local_poke_data if self.local_poke_data[mon]["tms"][6] & move_bit]
|
||||
placed_mons = [slot.item.name for slot in accessible_slots]
|
||||
|
||||
if self.multiworld.area_1_to_1_mapping[self.player]:
|
||||
|
||||
@@ -3,7 +3,6 @@ from __future__ import annotations
|
||||
import asyncio
|
||||
import copy
|
||||
import ctypes
|
||||
import json
|
||||
import logging
|
||||
import multiprocessing
|
||||
import os.path
|
||||
@@ -15,6 +14,7 @@ import queue
|
||||
import zipfile
|
||||
import io
|
||||
import random
|
||||
import concurrent.futures
|
||||
from pathlib import Path
|
||||
|
||||
# CommonClient import first to trigger ModuleUpdater
|
||||
@@ -42,6 +42,7 @@ import colorama
|
||||
from NetUtils import ClientStatus, NetworkItem, RawJSONtoTextParser, JSONtoTextParser, JSONMessagePart
|
||||
from MultiServer import mark_raw
|
||||
|
||||
pool = concurrent.futures.ThreadPoolExecutor(1)
|
||||
loop = asyncio.get_event_loop_policy().new_event_loop()
|
||||
nest_asyncio.apply(loop)
|
||||
max_bonus: int = 13
|
||||
@@ -210,6 +211,11 @@ class StarcraftClientProcessor(ClientCommandProcessor):
|
||||
def _cmd_download_data(self) -> bool:
|
||||
"""Download the most recent release of the necessary files for playing SC2 with
|
||||
Archipelago. Will overwrite existing files."""
|
||||
pool.submit(self._download_data)
|
||||
return True
|
||||
|
||||
@staticmethod
|
||||
def _download_data() -> bool:
|
||||
if "SC2PATH" not in os.environ:
|
||||
check_game_install_path()
|
||||
|
||||
@@ -220,7 +226,7 @@ class StarcraftClientProcessor(ClientCommandProcessor):
|
||||
metadata = None
|
||||
|
||||
tempzip, metadata = download_latest_release_zip(DATA_REPO_OWNER, DATA_REPO_NAME, DATA_API_VERSION,
|
||||
metadata=metadata, force_download=True)
|
||||
metadata=metadata, force_download=True)
|
||||
|
||||
if tempzip != '':
|
||||
try:
|
||||
|
||||
@@ -151,14 +151,14 @@ def get_rules_lookup(player: int):
|
||||
"Puzzle Solved Maze Door": lambda state: state.can_reach("Projector Room", "Region", player),
|
||||
"Puzzle Solved Theater Door": lambda state: state.can_reach("Underground Lake", "Region", player),
|
||||
"Puzzle Solved Columns of RA": lambda state: state.can_reach("Underground Lake", "Region", player),
|
||||
"Final Riddle: Guillotine Dropped": lambda state: state.can_reach("Underground Lake", "Region", player)
|
||||
"Final Riddle: Guillotine Dropped": lambda state: (beths_body_available(state, player) and state.can_reach("Underground Lake", "Region", player))
|
||||
},
|
||||
"elevators": {
|
||||
"Puzzle Solved Underground Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player)
|
||||
and state.has("Key for Office Elevator", player))),
|
||||
"Puzzle Solved Office Elevator": lambda state: ((state.can_reach("Underground Lake", "Region", player) or state.can_reach("Office", "Region", player))
|
||||
and state.has("Key for Office Elevator", player)),
|
||||
"Puzzle Solved Bedroom Elevator": lambda state: (state.can_reach("Office", "Region", player) and state.has_all({"Key for Bedroom Elevator","Crawling"}, player)),
|
||||
"Puzzle Solved Three Floor Elevator": lambda state: (((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player))
|
||||
and state.has("Key for Three Floor Elevator", player)))
|
||||
"Puzzle Solved Three Floor Elevator": lambda state: ((state.can_reach("Maintenance Tunnels", "Region", player) or state.can_reach("Blue Maze", "Region", player))
|
||||
and state.has("Key for Three Floor Elevator", player))
|
||||
},
|
||||
"lightning": {
|
||||
"Ixupi Captured Lightning": lambda state: lightning_capturable(state, player)
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
"Information Plaque: Aliens (UFO)"
|
||||
],
|
||||
"elevators": [
|
||||
"Puzzle Solved Underground Elevator",
|
||||
"Puzzle Solved Office Elevator",
|
||||
"Puzzle Solved Bedroom Elevator",
|
||||
"Puzzle Solved Three Floor Elevator"
|
||||
],
|
||||
|
||||
@@ -110,7 +110,7 @@
|
||||
"Information Plaque: Astronomical Construction (UFO)",
|
||||
"Information Plaque: Guillotine (Torture)",
|
||||
"Information Plaque: Aliens (UFO)",
|
||||
"Puzzle Solved Underground Elevator",
|
||||
"Puzzle Solved Office Elevator",
|
||||
"Puzzle Solved Bedroom Elevator",
|
||||
"Puzzle Solved Three Floor Elevator",
|
||||
"Ixupi Captured Lightning"
|
||||
@@ -129,7 +129,7 @@
|
||||
"Ixupi Captured Sand",
|
||||
"Ixupi Captured Metal",
|
||||
"Ixupi Captured Lightning",
|
||||
"Puzzle Solved Underground Elevator",
|
||||
"Puzzle Solved Office Elevator",
|
||||
"Puzzle Solved Three Floor Elevator",
|
||||
"Puzzle Hint Found: Combo Lock in Mailbox",
|
||||
"Puzzle Hint Found: Orange Symbol",
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Super Metroid Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
@@ -18,9 +18,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Super Metroid ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Metroid ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -2,8 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `SNI Client - Super Mario World Patch Setup`
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
@@ -23,9 +22,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is your Super Mario World ROM file.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Mario World ROM file. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -40,6 +40,7 @@ class SMZ3SNIClient(SNIClient):
|
||||
if rom_name is None or rom_name == bytes([0] * ROMNAME_SIZE) or rom_name[:3] != b"ZSM":
|
||||
return False
|
||||
|
||||
ctx.smz3_new_message_queue = rom_name[7] in b"1234567890"
|
||||
ctx.game = self.game
|
||||
ctx.items_handling = 0b101 # local items and remote start inventory
|
||||
|
||||
@@ -53,6 +54,22 @@ class SMZ3SNIClient(SNIClient):
|
||||
if ctx.server is None or ctx.slot is None:
|
||||
# not successfully connected to a multiworld server, cannot process the game sending items
|
||||
return
|
||||
|
||||
send_progress_addr_ptr_offset = 0x680
|
||||
send_progress_size = 8
|
||||
send_progress_message_byte_offset = 4
|
||||
send_progress_addr_table_offset = 0x700
|
||||
recv_progress_addr_ptr_offset = 0x600
|
||||
recv_progress_size = 4
|
||||
recv_progress_addr_table_offset = 0x602
|
||||
if ctx.smz3_new_message_queue:
|
||||
send_progress_addr_ptr_offset = 0xD3C
|
||||
send_progress_size = 2
|
||||
send_progress_message_byte_offset = 0
|
||||
send_progress_addr_table_offset = 0xDA0
|
||||
recv_progress_addr_ptr_offset = 0xD36
|
||||
recv_progress_size = 2
|
||||
recv_progress_addr_table_offset = 0xD38
|
||||
|
||||
currentGame = await snes_read(ctx, SRAM_START + 0x33FE, 2)
|
||||
if (currentGame is not None):
|
||||
@@ -69,7 +86,7 @@ class SMZ3SNIClient(SNIClient):
|
||||
ctx.finished_game = True
|
||||
return
|
||||
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD3C, 4)
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + send_progress_addr_ptr_offset, 4)
|
||||
if data is None:
|
||||
return
|
||||
|
||||
@@ -77,14 +94,14 @@ class SMZ3SNIClient(SNIClient):
|
||||
recv_item = data[2] | (data[3] << 8)
|
||||
|
||||
while (recv_index < recv_item):
|
||||
item_address = recv_index * 2
|
||||
message = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xDA0 + item_address, 2)
|
||||
is_z3_item = ((message[1] & 0x80) != 0)
|
||||
masked_part = (message[1] & 0x7F) if is_z3_item else message[1]
|
||||
item_index = ((message[0] | (masked_part << 8)) >> 3) + (256 if is_z3_item else 0)
|
||||
item_address = recv_index * send_progress_size
|
||||
message = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + send_progress_addr_table_offset + item_address, send_progress_size)
|
||||
is_z3_item = ((message[send_progress_message_byte_offset+1] & 0x80) != 0)
|
||||
masked_part = (message[send_progress_message_byte_offset+1] & 0x7F) if is_z3_item else message[send_progress_message_byte_offset+1]
|
||||
item_index = ((message[send_progress_message_byte_offset] | (masked_part << 8)) >> 3) + (256 if is_z3_item else 0)
|
||||
|
||||
recv_index += 1
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD3C, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + send_progress_addr_ptr_offset, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
|
||||
|
||||
from .TotalSMZ3.Location import locations_start_id
|
||||
from . import convertLocSMZ3IDToAPID
|
||||
@@ -95,7 +112,7 @@ class SMZ3SNIClient(SNIClient):
|
||||
snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
|
||||
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [location_id]}])
|
||||
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD36, 4)
|
||||
data = await snes_read(ctx, SMZ3_RECV_PROGRESS_ADDR + recv_progress_addr_ptr_offset, 4)
|
||||
if data is None:
|
||||
return
|
||||
|
||||
@@ -107,9 +124,12 @@ class SMZ3SNIClient(SNIClient):
|
||||
item_id = item.item - items_start_id
|
||||
|
||||
player_id = item.player if item.player < SMZ3_ROM_PLAYER_LIMIT else 0
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + item_out_ptr * 2, bytes([player_id, item_id]))
|
||||
snes_buffered_write(ctx,
|
||||
SMZ3_RECV_PROGRESS_ADDR + item_out_ptr * recv_progress_size,
|
||||
bytes([player_id, item_id]) if ctx.smz3_new_message_queue else
|
||||
bytes([player_id & 0xFF, (player_id >> 8) & 0xFF, item_id & 0xFF, (item_id >> 8) & 0xFF]))
|
||||
item_out_ptr += 1
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0xD38, bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
|
||||
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + recv_progress_addr_table_offset, bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
|
||||
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
|
||||
color(ctx.item_names[item.item], 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
|
||||
ctx.location_names[item.location], item_out_ptr, len(ctx.items_received)))
|
||||
|
||||
@@ -616,7 +616,8 @@ class Patch:
|
||||
"H" if self.myWorld.Config.SMLogic == Config.SMLogic.Hard else \
|
||||
"X"
|
||||
|
||||
self.title = f"ZSM{Patch.Major}{Patch.Minor}{Patch.Patch}{z3Glitch}{smGlitch}{self.myWorld.Id}{self.seed:08x}".ljust(21)[:21]
|
||||
from Utils import __version__
|
||||
self.title = f"ZSM{Patch.Major}{Patch.Minor}{Patch.Patch}{__version__.replace('.', '')[0:3]}{z3Glitch}{smGlitch}{self.myWorld.Id}{self.seed:08x}".ljust(21)[:21]
|
||||
self.patches.append((Snes(0x00FFC0), bytearray(self.title, 'utf8')))
|
||||
self.patches.append((Snes(0x80FFC0), bytearray(self.title, 'utf8')))
|
||||
|
||||
|
||||
@@ -4,8 +4,7 @@
|
||||
|
||||
- One of the client programs:
|
||||
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases), included with the main
|
||||
Archipelago install. Make sure to check the box for `SNI Client - Super Metroid Patch Setup` and
|
||||
`SNI Client - A Link to the Past Patch Setup`
|
||||
Archipelago install.
|
||||
- Hardware or software capable of loading and playing SNES ROM files
|
||||
- An emulator capable of connecting to SNI such as:
|
||||
- snes9x-rr from: [snes9x rr](https://github.com/gocha/snes9x-rr/releases),
|
||||
@@ -20,9 +19,10 @@
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the SNI Client.
|
||||
2. During setup, you will be asked to locate your base ROM files. This is your Super Metroid and Zelda3 ROM files.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is your Super Metroid and Zelda3 ROM files. This only needs to be done once.
|
||||
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
|
||||
files.
|
||||
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
from typing import Protocol, Set
|
||||
|
||||
from BaseClasses import MultiWorld
|
||||
from worlds.AutoWorld import LogicMixin
|
||||
from . import pyevermizer
|
||||
from .Options import EnergyCore, OutOfBounds, SequenceBreaks
|
||||
|
||||
# TODO: Options may preset certain progress steps (i.e. P_ROCK_SKIP), set in generate_early?
|
||||
|
||||
# TODO: resolve/flatten/expand rules to get rid of recursion below where possible
|
||||
# Logic.rules are all rules including locations, excluding those with no progress (i.e. locations that only drop items)
|
||||
rules = [rule for rule in pyevermizer.get_logic() if len(rule.provides) > 0]
|
||||
# Logic.items are all items and extra items excluding non-progression items and duplicates
|
||||
item_names: Set[str] = set()
|
||||
items = [item for item in filter(lambda item: item.progression, pyevermizer.get_items() + pyevermizer.get_extra_items())
|
||||
if item.name not in item_names and not item_names.add(item.name)]
|
||||
|
||||
|
||||
class LogicProtocol(Protocol):
|
||||
def has(self, name: str, player: int) -> bool: ...
|
||||
def count(self, name: str, player: int) -> int: ...
|
||||
def soe_has(self, progress: int, world: MultiWorld, player: int, count: int) -> bool: ...
|
||||
def _soe_count(self, progress: int, world: MultiWorld, player: int, max_count: int) -> int: ...
|
||||
|
||||
|
||||
# when this module is loaded, this mixin will extend BaseClasses.CollectionState
|
||||
class SecretOfEvermoreLogic(LogicMixin):
|
||||
def _soe_count(self: LogicProtocol, progress: int, world: MultiWorld, player: int, max_count: int = 0) -> int:
|
||||
"""
|
||||
Returns reached count of one of evermizer's progress steps based on collected items.
|
||||
i.e. returns 0-3 for P_DE based on items providing CHECK_BOSS,DIAMOND_EYE_DROP
|
||||
"""
|
||||
n = 0
|
||||
for item in items:
|
||||
for pvd in item.provides:
|
||||
if pvd[1] == progress:
|
||||
if self.has(item.name, player):
|
||||
n += self.count(item.name, player) * pvd[0]
|
||||
if n >= max_count > 0:
|
||||
return n
|
||||
for rule in rules:
|
||||
for pvd in rule.provides:
|
||||
if pvd[1] == progress and pvd[0] > 0:
|
||||
has = True
|
||||
for req in rule.requires:
|
||||
if not self.soe_has(req[1], world, player, req[0]):
|
||||
has = False
|
||||
break
|
||||
if has:
|
||||
n += pvd[0]
|
||||
if n >= max_count > 0:
|
||||
return n
|
||||
return n
|
||||
|
||||
def soe_has(self: LogicProtocol, progress: int, world: MultiWorld, player: int, count: int = 1) -> bool:
|
||||
"""
|
||||
Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
|
||||
"""
|
||||
if progress == pyevermizer.P_ENERGY_CORE: # logic is shared between worlds, so we override in the call
|
||||
w = world.worlds[player]
|
||||
if w.energy_core == EnergyCore.option_fragments:
|
||||
progress = pyevermizer.P_CORE_FRAGMENT
|
||||
count = w.required_fragments
|
||||
elif progress == pyevermizer.P_ALLOW_OOB:
|
||||
if world.worlds[player].out_of_bounds == OutOfBounds.option_logic:
|
||||
return True
|
||||
elif progress == pyevermizer.P_ALLOW_SEQUENCE_BREAKS:
|
||||
if world.worlds[player].sequence_breaks == SequenceBreaks.option_logic:
|
||||
return True
|
||||
return self._soe_count(progress, world, player, count) >= count
|
||||
@@ -4,18 +4,23 @@ import os.path
|
||||
import threading
|
||||
import typing
|
||||
|
||||
# from . import pyevermizer # as part of the source tree
|
||||
import pyevermizer # from package
|
||||
|
||||
import settings
|
||||
from BaseClasses import Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
|
||||
from Utils import output_path
|
||||
from worlds.AutoWorld import WebWorld, World
|
||||
from worlds.generic.Rules import add_item_rule, set_rule
|
||||
from BaseClasses import Entrance, Item, ItemClassification, Location, LocationProgressType, Region, Tutorial
|
||||
from Utils import output_path
|
||||
from .logic import SoEPlayerLogic
|
||||
from .options import Difficulty, EnergyCore, SoEOptions
|
||||
from .patch import SoEDeltaPatch, get_base_rom_path
|
||||
|
||||
import pyevermizer # from package
|
||||
# from . import pyevermizer # as part of the source tree
|
||||
if typing.TYPE_CHECKING:
|
||||
from BaseClasses import MultiWorld, CollectionState
|
||||
|
||||
__all__ = ["pyevermizer", "SoEWorld"]
|
||||
|
||||
from . import Logic # load logic mixin
|
||||
from .Options import soe_options, Difficulty, EnergyCore, RequiredFragments, AvailableFragments
|
||||
from .Patch import SoEDeltaPatch, get_base_rom_path
|
||||
|
||||
"""
|
||||
In evermizer:
|
||||
@@ -24,17 +29,17 @@ Items are uniquely defined by a pair of (type, id).
|
||||
For most items this is their vanilla location (i.e. CHECK_GOURD, number).
|
||||
|
||||
Items have `provides`, which give the actual progression
|
||||
instead of providing multiple events per item, we iterate through them in Logic.py
|
||||
instead of providing multiple events per item, we iterate through them in logic.py
|
||||
e.g. Found any weapon
|
||||
|
||||
Locations have `requires` and `provides`.
|
||||
Requirements have to be converted to (access) rules for AP
|
||||
e.g. Chest locked behind having a weapon
|
||||
Provides could be events, but instead we iterate through the entire logic in Logic.py
|
||||
Provides could be events, but instead we iterate through the entire logic in logic.py
|
||||
e.g. NPC available after fighting a Boss
|
||||
|
||||
Rules are special locations that don't have a physical location
|
||||
instead of implementing virtual locations and virtual items, we simply use them in Logic.py
|
||||
instead of implementing virtual locations and virtual items, we simply use them in logic.py
|
||||
e.g. 2DEs+Wheel+Gauge = Rocket
|
||||
|
||||
Rules and Locations live on the same logic tree returned by pyevermizer.get_logic()
|
||||
@@ -84,8 +89,8 @@ _other_items = (
|
||||
)
|
||||
|
||||
|
||||
def _match_item_name(item, substr: str) -> bool:
|
||||
sub = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
|
||||
def _match_item_name(item: pyevermizer.Item, substr: str) -> bool:
|
||||
sub: str = item.name.split(' ', 1)[1] if item.name[0].isdigit() else item.name
|
||||
return sub == substr or sub == substr+'s'
|
||||
|
||||
|
||||
@@ -156,10 +161,11 @@ class SoESettings(settings.Group):
|
||||
class SoEWorld(World):
|
||||
"""
|
||||
Secret of Evermore is a SNES action RPG. You learn alchemy spells, fight bosses and gather rocket parts to visit a
|
||||
space station where the final boss must be defeated.
|
||||
space station where the final boss must be defeated.
|
||||
"""
|
||||
game: str = "Secret of Evermore"
|
||||
option_definitions = soe_options
|
||||
game: typing.ClassVar[str] = "Secret of Evermore"
|
||||
options_dataclass = SoEOptions
|
||||
options: SoEOptions
|
||||
settings: typing.ClassVar[SoESettings]
|
||||
topology_present = False
|
||||
data_version = 4
|
||||
@@ -170,31 +176,21 @@ class SoEWorld(World):
|
||||
location_name_to_id, location_id_to_raw = _get_location_mapping()
|
||||
item_name_groups = _get_item_grouping()
|
||||
|
||||
trap_types = [name[12:] for name in option_definitions if name.startswith('trap_chance_')]
|
||||
|
||||
logic: SoEPlayerLogic
|
||||
evermizer_seed: int
|
||||
connect_name: str
|
||||
energy_core: int
|
||||
sequence_breaks: int
|
||||
out_of_bounds: int
|
||||
available_fragments: int
|
||||
required_fragments: int
|
||||
|
||||
_halls_ne_chest_names: typing.List[str] = [loc.name for loc in _locations if 'Halls NE' in loc.name]
|
||||
|
||||
def __init__(self, *args, **kwargs):
|
||||
def __init__(self, multiworld: "MultiWorld", player: int):
|
||||
self.connect_name_available_event = threading.Event()
|
||||
super(SoEWorld, self).__init__(*args, **kwargs)
|
||||
super(SoEWorld, self).__init__(multiworld, player)
|
||||
|
||||
def generate_early(self) -> None:
|
||||
# store option values that change logic
|
||||
self.energy_core = self.multiworld.energy_core[self.player].value
|
||||
self.sequence_breaks = self.multiworld.sequence_breaks[self.player].value
|
||||
self.out_of_bounds = self.multiworld.out_of_bounds[self.player].value
|
||||
self.required_fragments = self.multiworld.required_fragments[self.player].value
|
||||
if self.required_fragments > self.multiworld.available_fragments[self.player].value:
|
||||
self.multiworld.available_fragments[self.player].value = self.required_fragments
|
||||
self.available_fragments = self.multiworld.available_fragments[self.player].value
|
||||
# create logic from options
|
||||
if self.options.required_fragments.value > self.options.available_fragments.value:
|
||||
self.options.available_fragments.value = self.options.required_fragments.value
|
||||
self.logic = SoEPlayerLogic(self.player, self.options)
|
||||
|
||||
def create_event(self, event: str) -> Item:
|
||||
return SoEItem(event, ItemClassification.progression, None, self.player)
|
||||
@@ -214,20 +210,20 @@ class SoEWorld(World):
|
||||
return SoEItem(item.name, classification, self.item_name_to_id[item.name], self.player)
|
||||
|
||||
@classmethod
|
||||
def stage_assert_generate(cls, multiworld):
|
||||
def stage_assert_generate(cls, _: "MultiWorld") -> None:
|
||||
rom_file = get_base_rom_path()
|
||||
if not os.path.exists(rom_file):
|
||||
raise FileNotFoundError(rom_file)
|
||||
|
||||
def create_regions(self):
|
||||
def create_regions(self) -> None:
|
||||
# exclude 'hidden' on easy
|
||||
max_difficulty = 1 if self.multiworld.difficulty[self.player] == Difficulty.option_easy else 256
|
||||
max_difficulty = 1 if self.options.difficulty == Difficulty.option_easy else 256
|
||||
|
||||
# TODO: generate *some* regions from locations' requirements?
|
||||
menu = Region('Menu', self.player, self.multiworld)
|
||||
self.multiworld.regions += [menu]
|
||||
|
||||
def get_sphere_index(evermizer_loc):
|
||||
def get_sphere_index(evermizer_loc: pyevermizer.Location) -> int:
|
||||
"""Returns 0, 1 or 2 for locations in spheres 1, 2, 3+"""
|
||||
if len(evermizer_loc.requires) == 1 and evermizer_loc.requires[0][1] != pyevermizer.P_WEAPON:
|
||||
return 2
|
||||
@@ -252,18 +248,18 @@ class SoEWorld(World):
|
||||
# mark some as excluded based on numbers above
|
||||
for trash_sphere, fills in trash_fills.items():
|
||||
for typ, counts in fills.items():
|
||||
count = counts[self.multiworld.difficulty[self.player].value]
|
||||
for location in self.multiworld.random.sample(spheres[trash_sphere][typ], count):
|
||||
count = counts[self.options.difficulty.value]
|
||||
for location in self.random.sample(spheres[trash_sphere][typ], count):
|
||||
assert location.name != "Energy Core #285", "Error in sphere generation"
|
||||
location.progress_type = LocationProgressType.EXCLUDED
|
||||
|
||||
def sphere1_blocked_items_rule(item):
|
||||
def sphere1_blocked_items_rule(item: pyevermizer.Item) -> bool:
|
||||
if isinstance(item, SoEItem):
|
||||
# disable certain items in sphere 1
|
||||
if item.name in {"Gauge", "Wheel"}:
|
||||
return False
|
||||
# and some more for non-easy, non-mystery
|
||||
if self.multiworld.difficulty[item.player] not in (Difficulty.option_easy, Difficulty.option_mystery):
|
||||
if self.options.difficulty not in (Difficulty.option_easy, Difficulty.option_mystery):
|
||||
if item.name in {"Laser Lance", "Atom Smasher", "Diamond Eye"}:
|
||||
return False
|
||||
return True
|
||||
@@ -273,13 +269,13 @@ class SoEWorld(World):
|
||||
add_item_rule(location, sphere1_blocked_items_rule)
|
||||
|
||||
# make some logically late(r) bosses priority locations to increase complexity
|
||||
if self.multiworld.difficulty[self.player] == Difficulty.option_mystery:
|
||||
late_count = self.multiworld.random.randint(0, 2)
|
||||
if self.options.difficulty == Difficulty.option_mystery:
|
||||
late_count = self.random.randint(0, 2)
|
||||
else:
|
||||
late_count = self.multiworld.difficulty[self.player].value
|
||||
late_count = self.options.difficulty.value
|
||||
late_bosses = ("Tiny", "Aquagoth", "Megataur", "Rimsala",
|
||||
"Mungola", "Lightning Storm", "Magmar", "Volcano Viper")
|
||||
late_locations = self.multiworld.random.sample(late_bosses, late_count)
|
||||
late_locations = self.random.sample(late_bosses, late_count)
|
||||
|
||||
# add locations to the world
|
||||
for sphere in spheres.values():
|
||||
@@ -293,17 +289,17 @@ class SoEWorld(World):
|
||||
menu.connect(ingame, "New Game")
|
||||
self.multiworld.regions += [ingame]
|
||||
|
||||
def create_items(self):
|
||||
def create_items(self) -> None:
|
||||
# add regular items to the pool
|
||||
exclusions: typing.List[str] = []
|
||||
if self.energy_core != EnergyCore.option_shuffle:
|
||||
if self.options.energy_core != EnergyCore.option_shuffle:
|
||||
exclusions.append("Energy Core") # will be placed in generate_basic or replaced by a fragment below
|
||||
items = list(map(lambda item: self.create_item(item), (item for item in _items if item.name not in exclusions)))
|
||||
|
||||
# remove one pair of wings that will be placed in generate_basic
|
||||
items.remove(self.create_item("Wings"))
|
||||
|
||||
def is_ingredient(item):
|
||||
def is_ingredient(item: pyevermizer.Item) -> bool:
|
||||
for ingredient in _ingredients:
|
||||
if _match_item_name(item, ingredient):
|
||||
return True
|
||||
@@ -311,84 +307,72 @@ class SoEWorld(World):
|
||||
|
||||
# add energy core fragments to the pool
|
||||
ingredients = [n for n, item in enumerate(items) if is_ingredient(item)]
|
||||
if self.energy_core == EnergyCore.option_fragments:
|
||||
if self.options.energy_core == EnergyCore.option_fragments:
|
||||
items.append(self.create_item("Energy Core Fragment")) # replaces the vanilla energy core
|
||||
for _ in range(self.available_fragments - 1):
|
||||
for _ in range(self.options.available_fragments - 1):
|
||||
if len(ingredients) < 1:
|
||||
break # out of ingredients to replace
|
||||
r = self.multiworld.random.choice(ingredients)
|
||||
r = self.random.choice(ingredients)
|
||||
ingredients.remove(r)
|
||||
items[r] = self.create_item("Energy Core Fragment")
|
||||
|
||||
# add traps to the pool
|
||||
trap_count = self.multiworld.trap_count[self.player].value
|
||||
trap_chances = {}
|
||||
trap_names = {}
|
||||
trap_count = self.options.trap_count.value
|
||||
trap_names: typing.List[str] = []
|
||||
trap_weights: typing.List[int] = []
|
||||
if trap_count > 0:
|
||||
for trap_type in self.trap_types:
|
||||
trap_option = getattr(self.multiworld, f'trap_chance_{trap_type}')[self.player]
|
||||
trap_chances[trap_type] = trap_option.value
|
||||
trap_names[trap_type] = trap_option.item_name
|
||||
trap_chances_total = sum(trap_chances.values())
|
||||
if trap_chances_total == 0:
|
||||
for trap_type in trap_chances:
|
||||
trap_chances[trap_type] = 1
|
||||
trap_chances_total = len(trap_chances)
|
||||
for trap_option in self.options.trap_chances:
|
||||
trap_names.append(trap_option.item_name)
|
||||
trap_weights.append(trap_option.value)
|
||||
if sum(trap_weights) == 0:
|
||||
trap_weights = [1 for _ in trap_weights]
|
||||
|
||||
def create_trap() -> Item:
|
||||
v = self.multiworld.random.randrange(trap_chances_total)
|
||||
for t, c in trap_chances.items():
|
||||
if v < c:
|
||||
return self.create_item(trap_names[t])
|
||||
v -= c
|
||||
assert False, "Bug in create_trap"
|
||||
return self.create_item(self.random.choices(trap_names, trap_weights)[0])
|
||||
|
||||
for _ in range(trap_count):
|
||||
if len(ingredients) < 1:
|
||||
break # out of ingredients to replace
|
||||
r = self.multiworld.random.choice(ingredients)
|
||||
r = self.random.choice(ingredients)
|
||||
ingredients.remove(r)
|
||||
items[r] = create_trap()
|
||||
|
||||
self.multiworld.itempool += items
|
||||
|
||||
def set_rules(self):
|
||||
def set_rules(self) -> None:
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has('Victory', self.player)
|
||||
# set Done from goal option once we have multiple goals
|
||||
set_rule(self.multiworld.get_location('Done', self.player),
|
||||
lambda state: state.soe_has(pyevermizer.P_FINAL_BOSS, self.multiworld, self.player))
|
||||
lambda state: self.logic.has(state, pyevermizer.P_FINAL_BOSS))
|
||||
set_rule(self.multiworld.get_entrance('New Game', self.player), lambda state: True)
|
||||
for loc in _locations:
|
||||
location = self.multiworld.get_location(loc.name, self.player)
|
||||
set_rule(location, self.make_rule(loc.requires))
|
||||
|
||||
def make_rule(self, requires: typing.List[typing.Tuple[int, int]]) -> typing.Callable[[typing.Any], bool]:
|
||||
def rule(state) -> bool:
|
||||
def rule(state: "CollectionState") -> bool:
|
||||
for count, progress in requires:
|
||||
if not state.soe_has(progress, self.multiworld, self.player, count):
|
||||
if not self.logic.has(state, progress, count):
|
||||
return False
|
||||
return True
|
||||
|
||||
return rule
|
||||
|
||||
def make_item_type_limit_rule(self, item_type: int):
|
||||
return lambda item: item.player != self.player or self.item_id_to_raw[item.code].type == item_type
|
||||
|
||||
def generate_basic(self):
|
||||
def generate_basic(self) -> None:
|
||||
# place Victory event
|
||||
self.multiworld.get_location('Done', self.player).place_locked_item(self.create_event('Victory'))
|
||||
# place wings in halls NE to avoid softlock
|
||||
wings_location = self.multiworld.random.choice(self._halls_ne_chest_names)
|
||||
wings_location = self.random.choice(self._halls_ne_chest_names)
|
||||
wings_item = self.create_item('Wings')
|
||||
self.multiworld.get_location(wings_location, self.player).place_locked_item(wings_item)
|
||||
# place energy core at vanilla location for vanilla mode
|
||||
if self.energy_core == EnergyCore.option_vanilla:
|
||||
if self.options.energy_core == EnergyCore.option_vanilla:
|
||||
energy_core = self.create_item('Energy Core')
|
||||
self.multiworld.get_location('Energy Core #285', self.player).place_locked_item(energy_core)
|
||||
# generate stuff for later
|
||||
self.evermizer_seed = self.multiworld.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
|
||||
self.evermizer_seed = self.random.randint(0, 2 ** 16 - 1) # TODO: make this an option for "full" plando?
|
||||
|
||||
def generate_output(self, output_directory: str):
|
||||
def generate_output(self, output_directory: str) -> None:
|
||||
player_name = self.multiworld.get_player_name(self.player)
|
||||
self.connect_name = player_name[:32]
|
||||
while len(self.connect_name.encode('utf-8')) > 32:
|
||||
@@ -397,24 +381,21 @@ class SoEWorld(World):
|
||||
placement_file = ""
|
||||
out_file = ""
|
||||
try:
|
||||
money = self.multiworld.money_modifier[self.player].value
|
||||
exp = self.multiworld.exp_modifier[self.player].value
|
||||
money = self.options.money_modifier.value
|
||||
exp = self.options.exp_modifier.value
|
||||
switches: typing.List[str] = []
|
||||
if self.multiworld.death_link[self.player].value:
|
||||
if self.options.death_link.value:
|
||||
switches.append("--death-link")
|
||||
if self.energy_core == EnergyCore.option_fragments:
|
||||
switches.extend(('--available-fragments', str(self.available_fragments),
|
||||
'--required-fragments', str(self.required_fragments)))
|
||||
if self.options.energy_core == EnergyCore.option_fragments:
|
||||
switches.extend(('--available-fragments', str(self.options.available_fragments.value),
|
||||
'--required-fragments', str(self.options.required_fragments.value)))
|
||||
rom_file = get_base_rom_path()
|
||||
out_base = output_path(output_directory, self.multiworld.get_out_file_name_base(self.player))
|
||||
out_file = out_base + '.sfc'
|
||||
placement_file = out_base + '.txt'
|
||||
patch_file = out_base + '.apsoe'
|
||||
flags = 'l' # spoiler log
|
||||
for option_name in self.option_definitions:
|
||||
option = getattr(self.multiworld, option_name)[self.player]
|
||||
if hasattr(option, 'to_flag'):
|
||||
flags += option.to_flag()
|
||||
flags += self.options.flags
|
||||
|
||||
with open(placement_file, "wb") as f: # generate placement file
|
||||
for location in self.multiworld.get_locations(self.player):
|
||||
@@ -448,7 +429,7 @@ class SoEWorld(World):
|
||||
except FileNotFoundError:
|
||||
pass
|
||||
|
||||
def modify_multidata(self, multidata: dict):
|
||||
def modify_multidata(self, multidata: typing.Dict[str, typing.Any]) -> None:
|
||||
# wait for self.connect_name to be available.
|
||||
self.connect_name_available_event.wait()
|
||||
# we skip in case of error, so that the original error in the output thread is the one that gets raised
|
||||
@@ -457,7 +438,7 @@ class SoEWorld(World):
|
||||
multidata["connect_names"][self.connect_name] = payload
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
return self.multiworld.random.choice(list(self.item_name_groups["Ingredients"]))
|
||||
return self.random.choice(list(self.item_name_groups["Ingredients"]))
|
||||
|
||||
|
||||
class SoEItem(Item):
|
||||
|
||||
85
worlds/soe/logic.py
Normal file
85
worlds/soe/logic.py
Normal file
@@ -0,0 +1,85 @@
|
||||
import typing
|
||||
from typing import Callable, Set
|
||||
|
||||
from . import pyevermizer
|
||||
from .options import EnergyCore, OutOfBounds, SequenceBreaks, SoEOptions
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
from BaseClasses import CollectionState
|
||||
|
||||
# TODO: Options may preset certain progress steps (i.e. P_ROCK_SKIP), set in generate_early?
|
||||
|
||||
# TODO: resolve/flatten/expand rules to get rid of recursion below where possible
|
||||
# Logic.rules are all rules including locations, excluding those with no progress (i.e. locations that only drop items)
|
||||
rules = [rule for rule in pyevermizer.get_logic() if len(rule.provides) > 0]
|
||||
# Logic.items are all items and extra items excluding non-progression items and duplicates
|
||||
item_names: Set[str] = set()
|
||||
items = [item for item in filter(lambda item: item.progression, pyevermizer.get_items() + pyevermizer.get_extra_items())
|
||||
if item.name not in item_names and not item_names.add(item.name)] # type: ignore[func-returns-value]
|
||||
|
||||
|
||||
class SoEPlayerLogic:
|
||||
__slots__ = "player", "out_of_bounds", "sequence_breaks", "has"
|
||||
player: int
|
||||
out_of_bounds: bool
|
||||
sequence_breaks: bool
|
||||
|
||||
has: Callable[..., bool]
|
||||
"""
|
||||
Returns True if count of one of evermizer's progress steps is reached based on collected items. i.e. 2 * P_DE
|
||||
"""
|
||||
|
||||
def __init__(self, player: int, options: "SoEOptions"):
|
||||
self.player = player
|
||||
self.out_of_bounds = options.out_of_bounds == OutOfBounds.option_logic
|
||||
self.sequence_breaks = options.sequence_breaks == SequenceBreaks.option_logic
|
||||
|
||||
if options.energy_core == EnergyCore.option_fragments:
|
||||
# override logic for energy core fragments
|
||||
required_fragments = options.required_fragments.value
|
||||
|
||||
def fragmented_has(state: "CollectionState", progress: int, count: int = 1) -> bool:
|
||||
if progress == pyevermizer.P_ENERGY_CORE:
|
||||
progress = pyevermizer.P_CORE_FRAGMENT
|
||||
count = required_fragments
|
||||
return self._has(state, progress, count)
|
||||
|
||||
self.has = fragmented_has
|
||||
else:
|
||||
# default (energy core) logic
|
||||
self.has = self._has
|
||||
|
||||
def _count(self, state: "CollectionState", progress: int, max_count: int = 0) -> int:
|
||||
"""
|
||||
Returns reached count of one of evermizer's progress steps based on collected items.
|
||||
i.e. returns 0-3 for P_DE based on items providing CHECK_BOSS,DIAMOND_EYE_DROP
|
||||
"""
|
||||
n = 0
|
||||
for item in items:
|
||||
for pvd in item.provides:
|
||||
if pvd[1] == progress:
|
||||
if state.has(item.name, self.player):
|
||||
n += state.count(item.name, self.player) * pvd[0]
|
||||
if n >= max_count > 0:
|
||||
return n
|
||||
for rule in rules:
|
||||
for pvd in rule.provides:
|
||||
if pvd[1] == progress and pvd[0] > 0:
|
||||
has = True
|
||||
for req in rule.requires:
|
||||
if not self.has(state, req[1], req[0]):
|
||||
has = False
|
||||
break
|
||||
if has:
|
||||
n += pvd[0]
|
||||
if n >= max_count > 0:
|
||||
return n
|
||||
return n
|
||||
|
||||
def _has(self, state: "CollectionState", progress: int, count: int = 1) -> bool:
|
||||
"""Default implementation of has"""
|
||||
if self.out_of_bounds is True and progress == pyevermizer.P_ALLOW_OOB:
|
||||
return True
|
||||
if self.sequence_breaks is True and progress == pyevermizer.P_ALLOW_SEQUENCE_BREAKS:
|
||||
return True
|
||||
return self._count(state, progress, count) >= count
|
||||
@@ -1,16 +1,18 @@
|
||||
import typing
|
||||
from dataclasses import dataclass, fields
|
||||
from typing import Any, cast, Dict, Iterator, List, Tuple, Protocol
|
||||
|
||||
from Options import Range, Choice, Toggle, DefaultOnToggle, AssembleOptions, DeathLink, ProgressionBalancing
|
||||
from Options import AssembleOptions, Choice, DeathLink, DefaultOnToggle, Option, PerGameCommonOptions, \
|
||||
ProgressionBalancing, Range, Toggle
|
||||
|
||||
|
||||
# typing boilerplate
|
||||
class FlagsProtocol(typing.Protocol):
|
||||
class FlagsProtocol(Protocol):
|
||||
value: int
|
||||
default: int
|
||||
flags: typing.List[str]
|
||||
flags: List[str]
|
||||
|
||||
|
||||
class FlagProtocol(typing.Protocol):
|
||||
class FlagProtocol(Protocol):
|
||||
value: int
|
||||
default: int
|
||||
flag: str
|
||||
@@ -18,7 +20,7 @@ class FlagProtocol(typing.Protocol):
|
||||
|
||||
# meta options
|
||||
class EvermizerFlags:
|
||||
flags: typing.List[str]
|
||||
flags: List[str]
|
||||
|
||||
def to_flag(self: FlagsProtocol) -> str:
|
||||
return self.flags[self.value]
|
||||
@@ -200,13 +202,13 @@ class TrapCount(Range):
|
||||
|
||||
# more meta options
|
||||
class ItemChanceMeta(AssembleOptions):
|
||||
def __new__(mcs, name, bases, attrs):
|
||||
def __new__(mcs, name: str, bases: Tuple[type], attrs: Dict[Any, Any]) -> "ItemChanceMeta":
|
||||
if 'item_name' in attrs:
|
||||
attrs["display_name"] = f"{attrs['item_name']} Chance"
|
||||
attrs["range_start"] = 0
|
||||
attrs["range_end"] = 100
|
||||
|
||||
return super(ItemChanceMeta, mcs).__new__(mcs, name, bases, attrs)
|
||||
cls = super(ItemChanceMeta, mcs).__new__(mcs, name, bases, attrs)
|
||||
return cast(ItemChanceMeta, cls)
|
||||
|
||||
|
||||
class TrapChance(Range, metaclass=ItemChanceMeta):
|
||||
@@ -247,33 +249,52 @@ class SoEProgressionBalancing(ProgressionBalancing):
|
||||
special_range_names = {**ProgressionBalancing.special_range_names, "normal": default}
|
||||
|
||||
|
||||
soe_options: typing.Dict[str, AssembleOptions] = {
|
||||
"difficulty": Difficulty,
|
||||
"energy_core": EnergyCore,
|
||||
"required_fragments": RequiredFragments,
|
||||
"available_fragments": AvailableFragments,
|
||||
"money_modifier": MoneyModifier,
|
||||
"exp_modifier": ExpModifier,
|
||||
"sequence_breaks": SequenceBreaks,
|
||||
"out_of_bounds": OutOfBounds,
|
||||
"fix_cheats": FixCheats,
|
||||
"fix_infinite_ammo": FixInfiniteAmmo,
|
||||
"fix_atlas_glitch": FixAtlasGlitch,
|
||||
"fix_wings_glitch": FixWingsGlitch,
|
||||
"shorter_dialogs": ShorterDialogs,
|
||||
"short_boss_rush": ShortBossRush,
|
||||
"ingredienizer": Ingredienizer,
|
||||
"sniffamizer": Sniffamizer,
|
||||
"callbeadamizer": Callbeadamizer,
|
||||
"musicmizer": Musicmizer,
|
||||
"doggomizer": Doggomizer,
|
||||
"turdo_mode": TurdoMode,
|
||||
"death_link": DeathLink,
|
||||
"trap_count": TrapCount,
|
||||
"trap_chance_quake": TrapChanceQuake,
|
||||
"trap_chance_poison": TrapChancePoison,
|
||||
"trap_chance_confound": TrapChanceConfound,
|
||||
"trap_chance_hud": TrapChanceHUD,
|
||||
"trap_chance_ohko": TrapChanceOHKO,
|
||||
"progression_balancing": SoEProgressionBalancing,
|
||||
}
|
||||
# noinspection SpellCheckingInspection
|
||||
@dataclass
|
||||
class SoEOptions(PerGameCommonOptions):
|
||||
difficulty: Difficulty
|
||||
energy_core: EnergyCore
|
||||
required_fragments: RequiredFragments
|
||||
available_fragments: AvailableFragments
|
||||
money_modifier: MoneyModifier
|
||||
exp_modifier: ExpModifier
|
||||
sequence_breaks: SequenceBreaks
|
||||
out_of_bounds: OutOfBounds
|
||||
fix_cheats: FixCheats
|
||||
fix_infinite_ammo: FixInfiniteAmmo
|
||||
fix_atlas_glitch: FixAtlasGlitch
|
||||
fix_wings_glitch: FixWingsGlitch
|
||||
shorter_dialogs: ShorterDialogs
|
||||
short_boss_rush: ShortBossRush
|
||||
ingredienizer: Ingredienizer
|
||||
sniffamizer: Sniffamizer
|
||||
callbeadamizer: Callbeadamizer
|
||||
musicmizer: Musicmizer
|
||||
doggomizer: Doggomizer
|
||||
turdo_mode: TurdoMode
|
||||
death_link: DeathLink
|
||||
trap_count: TrapCount
|
||||
trap_chance_quake: TrapChanceQuake
|
||||
trap_chance_poison: TrapChancePoison
|
||||
trap_chance_confound: TrapChanceConfound
|
||||
trap_chance_hud: TrapChanceHUD
|
||||
trap_chance_ohko: TrapChanceOHKO
|
||||
progression_balancing: SoEProgressionBalancing
|
||||
|
||||
@property
|
||||
def trap_chances(self) -> Iterator[TrapChance]:
|
||||
for field in fields(self):
|
||||
option = getattr(self, field.name)
|
||||
if isinstance(option, TrapChance):
|
||||
yield option
|
||||
|
||||
@property
|
||||
def flags(self) -> str:
|
||||
flags = ''
|
||||
for field in fields(self):
|
||||
option = getattr(self, field.name)
|
||||
if isinstance(option, (EvermizerFlag, EvermizerFlags)):
|
||||
assert isinstance(option, Option)
|
||||
# noinspection PyUnresolvedReferences
|
||||
flags += option.to_flag()
|
||||
return flags
|
||||
@@ -1,5 +1,5 @@
|
||||
import os
|
||||
from typing import Optional
|
||||
from typing import BinaryIO, Optional
|
||||
|
||||
import Utils
|
||||
from worlds.Files import APDeltaPatch
|
||||
@@ -30,7 +30,7 @@ def get_base_rom_path(file_name: Optional[str] = None) -> str:
|
||||
return file_name
|
||||
|
||||
|
||||
def read_rom(stream, strip_header=True) -> bytes:
|
||||
def read_rom(stream: BinaryIO, strip_header: bool = True) -> bytes:
|
||||
"""Reads rom into bytearray and optionally strips off any smc header"""
|
||||
data = stream.read()
|
||||
if strip_header and len(data) % 0x400 == 0x200:
|
||||
@@ -40,5 +40,5 @@ def read_rom(stream, strip_header=True) -> bytes:
|
||||
|
||||
if __name__ == '__main__':
|
||||
import sys
|
||||
print('Please use ../../Patch.py', file=sys.stderr)
|
||||
print('Please use ../../patch.py', file=sys.stderr)
|
||||
sys.exit(1)
|
||||
@@ -1,4 +1,4 @@
|
||||
from test.TestBase import WorldTestBase
|
||||
from test.bases import WorldTestBase
|
||||
from typing import Iterable
|
||||
|
||||
|
||||
@@ -6,7 +6,7 @@ class SoETestBase(WorldTestBase):
|
||||
game = "Secret of Evermore"
|
||||
|
||||
def assertLocationReachability(self, reachable: Iterable[str] = (), unreachable: Iterable[str] = (),
|
||||
satisfied=True) -> None:
|
||||
satisfied: bool = True) -> None:
|
||||
"""
|
||||
Tests that unreachable can't be reached. Tests that reachable can be reached if satisfied=True.
|
||||
Usage: test with satisfied=False, collect requirements into state, test again with satisfied=True
|
||||
@@ -18,3 +18,14 @@ class SoETestBase(WorldTestBase):
|
||||
for location in unreachable:
|
||||
self.assertFalse(self.can_reach_location(location),
|
||||
f"{location} is reachable but shouldn't be")
|
||||
|
||||
def testRocketPartsExist(self) -> None:
|
||||
"""Tests that rocket parts exist and are unique"""
|
||||
self.assertEqual(len(self.get_items_by_name("Gauge")), 1)
|
||||
self.assertEqual(len(self.get_items_by_name("Wheel")), 1)
|
||||
diamond_eyes = self.get_items_by_name("Diamond Eye")
|
||||
self.assertEqual(len(diamond_eyes), 3)
|
||||
# verify diamond eyes are individual items
|
||||
self.assertFalse(diamond_eyes[0] is diamond_eyes[1])
|
||||
self.assertFalse(diamond_eyes[0] is diamond_eyes[2])
|
||||
self.assertFalse(diamond_eyes[1] is diamond_eyes[2])
|
||||
|
||||
@@ -4,10 +4,10 @@ from . import SoETestBase
|
||||
|
||||
class AccessTest(SoETestBase):
|
||||
@staticmethod
|
||||
def _resolveGourds(gourds: typing.Dict[str, typing.Iterable[int]]):
|
||||
def _resolveGourds(gourds: typing.Mapping[str, typing.Iterable[int]]) -> typing.List[str]:
|
||||
return [f"{name} #{number}" for name, numbers in gourds.items() for number in numbers]
|
||||
|
||||
def testBronzeAxe(self):
|
||||
def test_bronze_axe(self) -> None:
|
||||
gourds = {
|
||||
"Pyramid bottom": (118, 121, 122, 123, 124, 125),
|
||||
"Pyramid top": (140,)
|
||||
@@ -16,7 +16,7 @@ class AccessTest(SoETestBase):
|
||||
items = [["Bronze Axe"]]
|
||||
self.assertAccessDependency(locations, items)
|
||||
|
||||
def testBronzeSpearPlus(self):
|
||||
def test_bronze_spear_plus(self) -> None:
|
||||
locations = ["Megataur"]
|
||||
items = [["Bronze Spear"], ["Lance (Weapon)"], ["Laser Lance"]]
|
||||
self.assertAccessDependency(locations, items)
|
||||
|
||||
@@ -8,7 +8,7 @@ class TestFragmentGoal(SoETestBase):
|
||||
"required_fragments": 20,
|
||||
}
|
||||
|
||||
def testFragments(self):
|
||||
def test_fragments(self) -> None:
|
||||
self.collect_by_name(["Gladiator Sword", "Diamond Eye", "Wheel", "Gauge"])
|
||||
self.assertBeatable(False) # 0 fragments
|
||||
fragments = self.get_items_by_name("Energy Core Fragment")
|
||||
@@ -24,11 +24,11 @@ class TestFragmentGoal(SoETestBase):
|
||||
self.assertEqual(self.count("Energy Core Fragment"), 21)
|
||||
self.assertBeatable(True)
|
||||
|
||||
def testNoWeapon(self):
|
||||
def test_no_weapon(self) -> None:
|
||||
self.collect_by_name(["Diamond Eye", "Wheel", "Gauge", "Energy Core Fragment"])
|
||||
self.assertBeatable(False)
|
||||
|
||||
def testNoRocket(self):
|
||||
def test_no_rocket(self) -> None:
|
||||
self.collect_by_name(["Gladiator Sword", "Diamond Eye", "Wheel", "Energy Core Fragment"])
|
||||
self.assertBeatable(False)
|
||||
|
||||
@@ -38,16 +38,16 @@ class TestShuffleGoal(SoETestBase):
|
||||
"energy_core": "shuffle",
|
||||
}
|
||||
|
||||
def testCore(self):
|
||||
def test_core(self) -> None:
|
||||
self.collect_by_name(["Gladiator Sword", "Diamond Eye", "Wheel", "Gauge"])
|
||||
self.assertBeatable(False)
|
||||
self.collect_by_name(["Energy Core"])
|
||||
self.assertBeatable(True)
|
||||
|
||||
def testNoWeapon(self):
|
||||
def test_no_weapon(self) -> None:
|
||||
self.collect_by_name(["Diamond Eye", "Wheel", "Gauge", "Energy Core"])
|
||||
self.assertBeatable(False)
|
||||
|
||||
def testNoRocket(self):
|
||||
def test_no_rocket(self) -> None:
|
||||
self.collect_by_name(["Gladiator Sword", "Diamond Eye", "Wheel", "Energy Core"])
|
||||
self.assertBeatable(False)
|
||||
|
||||
@@ -6,7 +6,7 @@ class OoBTest(SoETestBase):
|
||||
"""Tests that 'on' doesn't put out-of-bounds in logic. This is also the test base for OoB in logic."""
|
||||
options: typing.Dict[str, typing.Any] = {"out_of_bounds": "on"}
|
||||
|
||||
def testOoBAccess(self):
|
||||
def test_oob_access(self) -> None:
|
||||
in_logic = self.options["out_of_bounds"] == "logic"
|
||||
|
||||
# some locations that just need a weapon + OoB
|
||||
@@ -37,7 +37,7 @@ class OoBTest(SoETestBase):
|
||||
self.collect_by_name("Diamond Eye")
|
||||
self.assertLocationReachability(reachable=de_reachable, unreachable=de_unreachable, satisfied=in_logic)
|
||||
|
||||
def testOoBGoal(self):
|
||||
def test_oob_goal(self) -> None:
|
||||
# still need Energy Core with OoB if sequence breaks are not in logic
|
||||
for item in ["Gladiator Sword", "Diamond Eye", "Wheel", "Gauge"]:
|
||||
self.collect_by_name(item)
|
||||
|
||||
@@ -6,7 +6,7 @@ class SequenceBreaksTest(SoETestBase):
|
||||
"""Tests that 'on' doesn't put sequence breaks in logic. This is also the test base for in-logic."""
|
||||
options: typing.Dict[str, typing.Any] = {"sequence_breaks": "on"}
|
||||
|
||||
def testSequenceBreaksAccess(self):
|
||||
def test_sequence_breaks_access(self) -> None:
|
||||
in_logic = self.options["sequence_breaks"] == "logic"
|
||||
|
||||
# some locations that just need any weapon + sequence break
|
||||
@@ -30,7 +30,7 @@ class SequenceBreaksTest(SoETestBase):
|
||||
self.collect_by_name("Bronze Spear") # Escape now just needs either Megataur or Rimsala dead
|
||||
self.assertEqual(self.can_reach_location("Escape"), in_logic)
|
||||
|
||||
def testSequenceBreaksGoal(self):
|
||||
def test_sequence_breaks_goal(self) -> None:
|
||||
in_logic = self.options["sequence_breaks"] == "logic"
|
||||
|
||||
# don't need Energy Core with sequence breaks in logic
|
||||
|
||||
56
worlds/soe/test/test_traps.py
Normal file
56
worlds/soe/test/test_traps.py
Normal file
@@ -0,0 +1,56 @@
|
||||
import typing
|
||||
from dataclasses import fields
|
||||
|
||||
from . import SoETestBase
|
||||
from ..options import SoEOptions
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
from .. import SoEWorld
|
||||
|
||||
|
||||
class Bases:
|
||||
# class in class to avoid running tests for TrapTest class
|
||||
class TrapTestBase(SoETestBase):
|
||||
"""Test base for trap tests"""
|
||||
option_name_to_item_name = {
|
||||
# filtering by name here validates that there is no confusion between name and type
|
||||
field.name: field.type.item_name for field in fields(SoEOptions) if field.name.startswith("trap_chance_")
|
||||
}
|
||||
|
||||
def test_dataclass(self) -> None:
|
||||
"""Test that the dataclass helper property returns the expected sequence"""
|
||||
self.assertGreater(len(self.option_name_to_item_name), 0, "Expected more than 0 trap types")
|
||||
world: "SoEWorld" = typing.cast("SoEWorld", self.multiworld.worlds[1])
|
||||
item_name_to_rolled_option = {option.item_name: option for option in world.options.trap_chances}
|
||||
# compare that all fields are present - that is property in dataclass and selector code in test line up
|
||||
self.assertEqual(sorted(self.option_name_to_item_name.values()), sorted(item_name_to_rolled_option),
|
||||
"field names probably do not match field types")
|
||||
# sanity check that chances are correctly set and returned by property
|
||||
for option_name, item_name in self.option_name_to_item_name.items():
|
||||
self.assertEqual(item_name_to_rolled_option[item_name].value,
|
||||
self.options.get(option_name, item_name_to_rolled_option[item_name].default))
|
||||
|
||||
def test_trap_count(self) -> None:
|
||||
"""Test that total trap count is correct"""
|
||||
self.assertEqual(self.options["trap_count"],
|
||||
len(self.get_items_by_name(self.option_name_to_item_name.values())))
|
||||
|
||||
|
||||
class TestTrapAllZeroChance(Bases.TrapTestBase):
|
||||
"""Tests all zero chances still gives traps if trap_count is set."""
|
||||
options: typing.Dict[str, typing.Any] = {
|
||||
"trap_count": 1,
|
||||
**{name: 0 for name in Bases.TrapTestBase.option_name_to_item_name}
|
||||
}
|
||||
|
||||
|
||||
class TestTrapNoConfound(Bases.TrapTestBase):
|
||||
"""Tests that one zero chance does not give that trap."""
|
||||
options: typing.Dict[str, typing.Any] = {
|
||||
"trap_count": 99,
|
||||
"trap_chance_confound": 0,
|
||||
}
|
||||
|
||||
def test_no_confound_trap(self) -> None:
|
||||
self.assertEqual(self.option_name_to_item_name["trap_chance_confound"], "Confound Trap")
|
||||
self.assertEqual(len(self.get_items_by_name("Confound Trap")), 0)
|
||||
@@ -170,6 +170,8 @@ def set_entrance_rules(logic, multiworld, player, world_options: StardewValleyOp
|
||||
logic.received("Bus Repair").simplify())
|
||||
MultiWorldRules.set_rule(multiworld.get_entrance(Entrance.enter_skull_cavern, player),
|
||||
logic.received(Wallet.skull_key).simplify())
|
||||
MultiWorldRules.set_rule(multiworld.get_entrance(Entrance.enter_casino, player),
|
||||
logic.received("Club Card").simplify())
|
||||
for floor in range(25, 200 + 25, 25):
|
||||
MultiWorldRules.set_rule(multiworld.get_entrance(dig_to_skull_floor(floor), player),
|
||||
logic.can_mine_to_skull_cavern_floor(floor).simplify())
|
||||
|
||||
@@ -94,17 +94,17 @@ def get_pool_core(world):
|
||||
# Starting Weapon
|
||||
start_weapon_locations = starting_weapon_locations.copy()
|
||||
final_starting_weapons = [weapon for weapon in starting_weapons
|
||||
if weapon not in world.multiworld.non_local_items[world.player]]
|
||||
if weapon not in world.options.non_local_items]
|
||||
if not final_starting_weapons:
|
||||
final_starting_weapons = starting_weapons
|
||||
starting_weapon = random.choice(final_starting_weapons)
|
||||
if world.multiworld.StartingPosition[world.player] == StartingPosition.option_safe:
|
||||
if world.options.StartingPosition == StartingPosition.option_safe:
|
||||
placed_items[start_weapon_locations[0]] = starting_weapon
|
||||
elif world.multiworld.StartingPosition[world.player] in \
|
||||
elif world.options.StartingPosition in \
|
||||
[StartingPosition.option_unsafe, StartingPosition.option_dangerous]:
|
||||
if world.multiworld.StartingPosition[world.player] == StartingPosition.option_dangerous:
|
||||
if world.options.StartingPosition == StartingPosition.option_dangerous:
|
||||
for location in dangerous_weapon_locations:
|
||||
if world.multiworld.ExpandedPool[world.player] or "Drop" not in location:
|
||||
if world.options.ExpandedPool or "Drop" not in location:
|
||||
start_weapon_locations.append(location)
|
||||
placed_items[random.choice(start_weapon_locations)] = starting_weapon
|
||||
else:
|
||||
@@ -115,7 +115,7 @@ def get_pool_core(world):
|
||||
|
||||
# Triforce Fragments
|
||||
fragment = "Triforce Fragment"
|
||||
if world.multiworld.ExpandedPool[world.player]:
|
||||
if world.options.ExpandedPool:
|
||||
possible_level_locations = [location for location in all_level_locations
|
||||
if location not in level_locations[8]]
|
||||
else:
|
||||
@@ -125,15 +125,15 @@ def get_pool_core(world):
|
||||
if location in possible_level_locations:
|
||||
possible_level_locations.remove(location)
|
||||
for level in range(1, 9):
|
||||
if world.multiworld.TriforceLocations[world.player] == TriforceLocations.option_vanilla:
|
||||
if world.options.TriforceLocations == TriforceLocations.option_vanilla:
|
||||
placed_items[f"Level {level} Triforce"] = fragment
|
||||
elif world.multiworld.TriforceLocations[world.player] == TriforceLocations.option_dungeons:
|
||||
elif world.options.TriforceLocations == TriforceLocations.option_dungeons:
|
||||
placed_items[possible_level_locations.pop(random.randint(0, len(possible_level_locations) - 1))] = fragment
|
||||
else:
|
||||
pool.append(fragment)
|
||||
|
||||
# Level 9 junk fill
|
||||
if world.multiworld.ExpandedPool[world.player] > 0:
|
||||
if world.options.ExpandedPool > 0:
|
||||
spots = random.sample(level_locations[8], len(level_locations[8]) // 2)
|
||||
for spot in spots:
|
||||
junk = random.choice(list(minor_items.keys()))
|
||||
@@ -142,7 +142,7 @@ def get_pool_core(world):
|
||||
|
||||
# Finish Pool
|
||||
final_pool = basic_pool
|
||||
if world.multiworld.ExpandedPool[world.player]:
|
||||
if world.options.ExpandedPool:
|
||||
final_pool = {
|
||||
item: basic_pool.get(item, 0) + minor_items.get(item, 0) + take_any_items.get(item, 0)
|
||||
for item in set(basic_pool) | set(minor_items) | set(take_any_items)
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import typing
|
||||
from Options import Option, DefaultOnToggle, Choice
|
||||
from dataclasses import dataclass
|
||||
from Options import Option, DefaultOnToggle, Choice, PerGameCommonOptions
|
||||
|
||||
|
||||
class ExpandedPool(DefaultOnToggle):
|
||||
@@ -32,9 +33,8 @@ class StartingPosition(Choice):
|
||||
option_dangerous = 2
|
||||
option_very_dangerous = 3
|
||||
|
||||
|
||||
tloz_options: typing.Dict[str, type(Option)] = {
|
||||
"ExpandedPool": ExpandedPool,
|
||||
"TriforceLocations": TriforceLocations,
|
||||
"StartingPosition": StartingPosition
|
||||
}
|
||||
@dataclass
|
||||
class TlozOptions(PerGameCommonOptions):
|
||||
ExpandedPool: ExpandedPool
|
||||
TriforceLocations: TriforceLocations
|
||||
StartingPosition: StartingPosition
|
||||
|
||||
@@ -11,6 +11,7 @@ if TYPE_CHECKING:
|
||||
def set_rules(tloz_world: "TLoZWorld"):
|
||||
player = tloz_world.player
|
||||
world = tloz_world.multiworld
|
||||
options = tloz_world.options
|
||||
|
||||
# Boss events for a nicer spoiler log play through
|
||||
for level in range(1, 9):
|
||||
@@ -23,7 +24,7 @@ def set_rules(tloz_world: "TLoZWorld"):
|
||||
# No dungeons without weapons except for the dangerous weapon locations if we're dangerous, no unsafe dungeons
|
||||
for i, level in enumerate(tloz_world.levels[1:10]):
|
||||
for location in level.locations:
|
||||
if world.StartingPosition[player] < StartingPosition.option_dangerous \
|
||||
if options.StartingPosition < StartingPosition.option_dangerous \
|
||||
or location.name not in dangerous_weapon_locations:
|
||||
add_rule(world.get_location(location.name, player),
|
||||
lambda state: state.has_group("weapons", player))
|
||||
@@ -66,7 +67,7 @@ def set_rules(tloz_world: "TLoZWorld"):
|
||||
lambda state: state.has("Recorder", player))
|
||||
add_rule(world.get_location("Level 7 Boss", player),
|
||||
lambda state: state.has("Recorder", player))
|
||||
if world.ExpandedPool[player]:
|
||||
if options.ExpandedPool:
|
||||
add_rule(world.get_location("Level 7 Key Drop (Stalfos)", player),
|
||||
lambda state: state.has("Recorder", player))
|
||||
add_rule(world.get_location("Level 7 Bomb Drop (Digdogger)", player),
|
||||
@@ -75,13 +76,13 @@ def set_rules(tloz_world: "TLoZWorld"):
|
||||
lambda state: state.has("Recorder", player))
|
||||
|
||||
for location in food_locations:
|
||||
if world.ExpandedPool[player] or "Drop" not in location:
|
||||
if options.ExpandedPool or "Drop" not in location:
|
||||
add_rule(world.get_location(location, player),
|
||||
lambda state: state.has("Food", player))
|
||||
|
||||
add_rule(world.get_location("Level 8 Item (Magical Key)", player),
|
||||
lambda state: state.has("Bow", player) and state.has_group("arrows", player))
|
||||
if world.ExpandedPool[player]:
|
||||
if options.ExpandedPool:
|
||||
add_rule(world.get_location("Level 8 Bomb Drop (Darknuts North)", player),
|
||||
lambda state: state.has("Bow", player) and state.has_group("arrows", player))
|
||||
|
||||
@@ -106,13 +107,13 @@ def set_rules(tloz_world: "TLoZWorld"):
|
||||
for location in stepladder_locations:
|
||||
add_rule(world.get_location(location, player),
|
||||
lambda state: state.has("Stepladder", player))
|
||||
if world.ExpandedPool[player]:
|
||||
if options.ExpandedPool:
|
||||
for location in stepladder_locations_expanded:
|
||||
add_rule(world.get_location(location, player),
|
||||
lambda state: state.has("Stepladder", player))
|
||||
|
||||
# Don't allow Take Any Items until we can actually get in one
|
||||
if world.ExpandedPool[player]:
|
||||
if options.ExpandedPool:
|
||||
add_rule(world.get_location("Take Any Item Left", player),
|
||||
lambda state: state.has_group("candles", player) or
|
||||
state.has("Raft", player))
|
||||
|
||||
@@ -13,7 +13,7 @@ from .ItemPool import generate_itempool, starting_weapons, dangerous_weapon_loca
|
||||
from .Items import item_table, item_prices, item_game_ids
|
||||
from .Locations import location_table, level_locations, major_locations, shop_locations, all_level_locations, \
|
||||
standard_level_locations, shop_price_location_ids, secret_money_ids, location_ids, food_locations
|
||||
from .Options import tloz_options
|
||||
from .Options import TlozOptions
|
||||
from .Rom import TLoZDeltaPatch, get_base_rom_path, first_quest_dungeon_items_early, first_quest_dungeon_items_late
|
||||
from .Rules import set_rules
|
||||
from worlds.AutoWorld import World, WebWorld
|
||||
@@ -63,7 +63,8 @@ class TLoZWorld(World):
|
||||
This randomizer shuffles all the items in the game around, leading to a new adventure
|
||||
every time.
|
||||
"""
|
||||
option_definitions = tloz_options
|
||||
options_dataclass = TlozOptions
|
||||
options: TlozOptions
|
||||
settings: typing.ClassVar[TLoZSettings]
|
||||
game = "The Legend of Zelda"
|
||||
topology_present = False
|
||||
@@ -132,7 +133,7 @@ class TLoZWorld(World):
|
||||
|
||||
for i, level in enumerate(level_locations):
|
||||
for location in level:
|
||||
if self.multiworld.ExpandedPool[self.player] or "Drop" not in location:
|
||||
if self.options.ExpandedPool or "Drop" not in location:
|
||||
self.levels[i + 1].locations.append(
|
||||
self.create_location(location, self.location_name_to_id[location], self.levels[i + 1]))
|
||||
|
||||
@@ -144,7 +145,7 @@ class TLoZWorld(World):
|
||||
self.levels[level].locations.append(boss_event)
|
||||
|
||||
for location in major_locations:
|
||||
if self.multiworld.ExpandedPool[self.player] or "Take Any" not in location:
|
||||
if self.options.ExpandedPool or "Take Any" not in location:
|
||||
overworld.locations.append(
|
||||
self.create_location(location, self.location_name_to_id[location], overworld))
|
||||
|
||||
@@ -311,7 +312,7 @@ class TLoZWorld(World):
|
||||
return self.multiworld.random.choice(self.filler_items)
|
||||
|
||||
def fill_slot_data(self) -> Dict[str, Any]:
|
||||
if self.multiworld.ExpandedPool[self.player]:
|
||||
if self.options.ExpandedPool:
|
||||
take_any_left = self.multiworld.get_location("Take Any Item Left", self.player).item
|
||||
take_any_middle = self.multiworld.get_location("Take Any Item Middle", self.player).item
|
||||
take_any_right = self.multiworld.get_location("Take Any Item Right", self.player).item
|
||||
|
||||
279
worlds/tunic/__init__.py
Normal file
279
worlds/tunic/__init__.py
Normal file
@@ -0,0 +1,279 @@
|
||||
from typing import Dict, List, Any
|
||||
|
||||
from BaseClasses import Region, Location, Item, Tutorial, ItemClassification
|
||||
from .items import item_name_to_id, item_table, item_name_groups, fool_tiers, filler_items, slot_data_item_names
|
||||
from .locations import location_table, location_name_groups, location_name_to_id, hexagon_locations
|
||||
from .rules import set_location_rules, set_region_rules, randomize_ability_unlocks, gold_hexagon
|
||||
from .er_rules import set_er_location_rules
|
||||
from .regions import tunic_regions
|
||||
from .er_scripts import create_er_regions
|
||||
from .options import TunicOptions
|
||||
from worlds.AutoWorld import WebWorld, World
|
||||
from decimal import Decimal, ROUND_HALF_UP
|
||||
|
||||
|
||||
class TunicWeb(WebWorld):
|
||||
tutorials = [
|
||||
Tutorial(
|
||||
tutorial_name="Multiworld Setup Guide",
|
||||
description="A guide to setting up the TUNIC Randomizer for Archipelago multiworld games.",
|
||||
language="English",
|
||||
file_name="setup_en.md",
|
||||
link="setup/en",
|
||||
authors=["SilentDestroyer"]
|
||||
)
|
||||
]
|
||||
theme = "grassFlowers"
|
||||
game = "Tunic"
|
||||
|
||||
|
||||
class TunicItem(Item):
|
||||
game: str = "Tunic"
|
||||
|
||||
|
||||
class TunicLocation(Location):
|
||||
game: str = "Tunic"
|
||||
|
||||
|
||||
class TunicWorld(World):
|
||||
"""
|
||||
Explore a land filled with lost legends, ancient powers, and ferocious monsters in TUNIC, an isometric action game
|
||||
about a small fox on a big adventure. Stranded on a mysterious beach, armed with only your own curiosity, you will
|
||||
confront colossal beasts, collect strange and powerful items, and unravel long-lost secrets. Be brave, tiny fox!
|
||||
"""
|
||||
game = "Tunic"
|
||||
web = TunicWeb()
|
||||
|
||||
data_version = 2
|
||||
options: TunicOptions
|
||||
options_dataclass = TunicOptions
|
||||
item_name_groups = item_name_groups
|
||||
location_name_groups = location_name_groups
|
||||
|
||||
item_name_to_id = item_name_to_id
|
||||
location_name_to_id = location_name_to_id
|
||||
|
||||
ability_unlocks: Dict[str, int]
|
||||
slot_data_items: List[TunicItem]
|
||||
tunic_portal_pairs: Dict[str, str]
|
||||
er_portal_hints: Dict[int, str]
|
||||
|
||||
def generate_early(self) -> None:
|
||||
if self.options.start_with_sword and "Sword" not in self.options.start_inventory:
|
||||
self.options.start_inventory.value["Sword"] = 1
|
||||
|
||||
def create_item(self, name: str) -> TunicItem:
|
||||
item_data = item_table[name]
|
||||
return TunicItem(name, item_data.classification, self.item_name_to_id[name], self.player)
|
||||
|
||||
def create_items(self) -> None:
|
||||
keys_behind_bosses = self.options.keys_behind_bosses
|
||||
hexagon_quest = self.options.hexagon_quest
|
||||
sword_progression = self.options.sword_progression
|
||||
|
||||
tunic_items: List[TunicItem] = []
|
||||
self.slot_data_items = []
|
||||
|
||||
items_to_create: Dict[str, int] = {item: data.quantity_in_item_pool for item, data in item_table.items()}
|
||||
|
||||
for money_fool in fool_tiers[self.options.fool_traps]:
|
||||
items_to_create["Fool Trap"] += items_to_create[money_fool]
|
||||
items_to_create[money_fool] = 0
|
||||
|
||||
if sword_progression:
|
||||
items_to_create["Stick"] = 0
|
||||
items_to_create["Sword"] = 0
|
||||
else:
|
||||
items_to_create["Sword Upgrade"] = 0
|
||||
|
||||
if self.options.laurels_location:
|
||||
laurels = self.create_item("Hero's Laurels")
|
||||
if self.options.laurels_location == "6_coins":
|
||||
self.multiworld.get_location("Coins in the Well - 6 Coins", self.player).place_locked_item(laurels)
|
||||
elif self.options.laurels_location == "10_coins":
|
||||
self.multiworld.get_location("Coins in the Well - 10 Coins", self.player).place_locked_item(laurels)
|
||||
elif self.options.laurels_location == "10_fairies":
|
||||
self.multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", self.player).place_locked_item(laurels)
|
||||
self.slot_data_items.append(laurels)
|
||||
items_to_create["Hero's Laurels"] = 0
|
||||
|
||||
if keys_behind_bosses:
|
||||
for rgb_hexagon, location in hexagon_locations.items():
|
||||
hex_item = self.create_item(gold_hexagon if hexagon_quest else rgb_hexagon)
|
||||
self.multiworld.get_location(location, self.player).place_locked_item(hex_item)
|
||||
self.slot_data_items.append(hex_item)
|
||||
items_to_create[rgb_hexagon] = 0
|
||||
items_to_create[gold_hexagon] -= 3
|
||||
|
||||
if hexagon_quest:
|
||||
# Calculate number of hexagons in item pool
|
||||
hexagon_goal = self.options.hexagon_goal
|
||||
extra_hexagons = self.options.extra_hexagon_percentage
|
||||
items_to_create[gold_hexagon] += int((Decimal(100 + extra_hexagons) / 100 * hexagon_goal).to_integral_value(rounding=ROUND_HALF_UP))
|
||||
|
||||
# Replace pages and normal hexagons with filler
|
||||
for replaced_item in list(filter(lambda item: "Pages" in item or item in hexagon_locations, items_to_create)):
|
||||
items_to_create[self.get_filler_item_name()] += items_to_create[replaced_item]
|
||||
items_to_create[replaced_item] = 0
|
||||
|
||||
# Filler items that are still in the item pool to swap out
|
||||
available_filler: List[str] = [filler for filler in items_to_create if items_to_create[filler] > 0 and
|
||||
item_table[filler].classification == ItemClassification.filler]
|
||||
|
||||
# Remove filler to make room for extra hexagons
|
||||
for i in range(0, items_to_create[gold_hexagon]):
|
||||
fill = self.random.choice(available_filler)
|
||||
items_to_create[fill] -= 1
|
||||
if items_to_create[fill] == 0:
|
||||
available_filler.remove(fill)
|
||||
|
||||
if self.options.maskless:
|
||||
mask_item = TunicItem("Scavenger Mask", ItemClassification.useful, self.item_name_to_id["Scavenger Mask"], self.player)
|
||||
tunic_items.append(mask_item)
|
||||
items_to_create["Scavenger Mask"] = 0
|
||||
|
||||
if self.options.lanternless:
|
||||
mask_item = TunicItem("Lantern", ItemClassification.useful, self.item_name_to_id["Lantern"], self.player)
|
||||
tunic_items.append(mask_item)
|
||||
items_to_create["Lantern"] = 0
|
||||
|
||||
for item, quantity in items_to_create.items():
|
||||
for i in range(0, quantity):
|
||||
tunic_item: TunicItem = self.create_item(item)
|
||||
if item in slot_data_item_names:
|
||||
self.slot_data_items.append(tunic_item)
|
||||
tunic_items.append(tunic_item)
|
||||
|
||||
self.multiworld.itempool += tunic_items
|
||||
|
||||
def create_regions(self) -> None:
|
||||
self.tunic_portal_pairs = {}
|
||||
self.er_portal_hints = {}
|
||||
self.ability_unlocks = randomize_ability_unlocks(self.random, self.options)
|
||||
if self.options.entrance_rando:
|
||||
portal_pairs, portal_hints = create_er_regions(self)
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
self.tunic_portal_pairs[portal1.scene_destination()] = portal2.scene_destination()
|
||||
self.er_portal_hints = portal_hints
|
||||
|
||||
else:
|
||||
for region_name in tunic_regions:
|
||||
region = Region(region_name, self.player, self.multiworld)
|
||||
self.multiworld.regions.append(region)
|
||||
|
||||
for region_name, exits in tunic_regions.items():
|
||||
region = self.multiworld.get_region(region_name, self.player)
|
||||
region.add_exits(exits)
|
||||
|
||||
for location_name, location_id in self.location_name_to_id.items():
|
||||
region = self.multiworld.get_region(location_table[location_name].region, self.player)
|
||||
location = TunicLocation(self.player, location_name, location_id, region)
|
||||
region.locations.append(location)
|
||||
|
||||
victory_region = self.multiworld.get_region("Spirit Arena", self.player)
|
||||
victory_location = TunicLocation(self.player, "The Heir", None, victory_region)
|
||||
victory_location.place_locked_item(TunicItem("Victory", ItemClassification.progression, None, self.player))
|
||||
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
|
||||
victory_region.locations.append(victory_location)
|
||||
|
||||
def set_rules(self) -> None:
|
||||
if self.options.entrance_rando:
|
||||
set_er_location_rules(self, self.ability_unlocks)
|
||||
else:
|
||||
set_region_rules(self, self.ability_unlocks)
|
||||
set_location_rules(self, self.ability_unlocks)
|
||||
|
||||
def get_filler_item_name(self) -> str:
|
||||
return self.random.choice(filler_items)
|
||||
|
||||
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
|
||||
if self.options.entrance_rando:
|
||||
hint_data[self.player] = self.er_portal_hints
|
||||
|
||||
def fill_slot_data(self) -> Dict[str, Any]:
|
||||
slot_data: Dict[str, Any] = {
|
||||
"seed": self.random.randint(0, 2147483647),
|
||||
"start_with_sword": self.options.start_with_sword.value,
|
||||
"keys_behind_bosses": self.options.keys_behind_bosses.value,
|
||||
"sword_progression": self.options.sword_progression.value,
|
||||
"ability_shuffling": self.options.ability_shuffling.value,
|
||||
"hexagon_quest": self.options.hexagon_quest.value,
|
||||
"fool_traps": self.options.fool_traps.value,
|
||||
"entrance_rando": self.options.entrance_rando.value,
|
||||
"Hexagon Quest Prayer": self.ability_unlocks["Pages 24-25 (Prayer)"],
|
||||
"Hexagon Quest Holy Cross": self.ability_unlocks["Pages 42-43 (Holy Cross)"],
|
||||
"Hexagon Quest Ice Rod": self.ability_unlocks["Pages 52-53 (Ice Rod)"],
|
||||
"Hexagon Quest Goal": self.options.hexagon_goal.value,
|
||||
"Entrance Rando": self.tunic_portal_pairs
|
||||
}
|
||||
|
||||
for tunic_item in filter(lambda item: item.location is not None and item.code is not None, self.slot_data_items):
|
||||
if tunic_item.name not in slot_data:
|
||||
slot_data[tunic_item.name] = []
|
||||
if tunic_item.name == gold_hexagon and len(slot_data[gold_hexagon]) >= 6:
|
||||
continue
|
||||
slot_data[tunic_item.name].extend([tunic_item.location.name, tunic_item.location.player])
|
||||
|
||||
for start_item in self.options.start_inventory_from_pool:
|
||||
if start_item in slot_data_item_names:
|
||||
if start_item not in slot_data:
|
||||
slot_data[start_item] = []
|
||||
for i in range(0, self.options.start_inventory_from_pool[start_item]):
|
||||
slot_data[start_item].extend(["Your Pocket", self.player])
|
||||
|
||||
for plando_item in self.multiworld.plando_items[self.player]:
|
||||
if plando_item["from_pool"]:
|
||||
items_to_find = set()
|
||||
for item_type in [key for key in ["item", "items"] if key in plando_item]:
|
||||
for item in plando_item[item_type]:
|
||||
items_to_find.add(item)
|
||||
for item in items_to_find:
|
||||
if item in slot_data_item_names:
|
||||
slot_data[item] = []
|
||||
for item_location in self.multiworld.find_item_locations(item, self.player):
|
||||
slot_data[item].extend([item_location.name, item_location.player])
|
||||
|
||||
return slot_data
|
||||
|
||||
# for the universal tracker, doesn't get called in standard gen
|
||||
def interpret_slot_data(self, slot_data: Dict[str, Any]) -> None:
|
||||
# bypassing random yaml settings
|
||||
self.options.start_with_sword.value = slot_data["start_with_sword"]
|
||||
self.options.keys_behind_bosses.value = slot_data["keys_behind_bosses"]
|
||||
self.options.sword_progression.value = slot_data["sword_progression"]
|
||||
self.options.ability_shuffling.value = slot_data["ability_shuffling"]
|
||||
self.options.hexagon_quest.value = slot_data["hexagon_quest"]
|
||||
self.ability_unlocks["Pages 24-25 (Prayer)"] = slot_data["Hexagon Quest Prayer"]
|
||||
self.ability_unlocks["Pages 42-43 (Holy Cross)"] = slot_data["Hexagon Quest Holy Cross"]
|
||||
self.ability_unlocks["Pages 52-53 (Ice Rod)"] = slot_data["Hexagon Quest Ice Rod"]
|
||||
|
||||
# swapping entrances around so the mapping matches what was generated
|
||||
if slot_data["entrance_rando"]:
|
||||
from BaseClasses import Entrance
|
||||
from .er_data import portal_mapping
|
||||
entrance_dict: Dict[str, Entrance] = {entrance.name: entrance
|
||||
for region in self.multiworld.get_regions(self.player)
|
||||
for entrance in region.entrances}
|
||||
slot_portals: Dict[str, str] = slot_data["Entrance Rando"]
|
||||
for portal1, portal2 in slot_portals.items():
|
||||
portal_name1: str = ""
|
||||
portal_name2: str = ""
|
||||
entrance1 = None
|
||||
entrance2 = None
|
||||
for portal in portal_mapping:
|
||||
if portal.scene_destination() == portal1:
|
||||
portal_name1 = portal.name
|
||||
if portal.scene_destination() == portal2:
|
||||
portal_name2 = portal.name
|
||||
|
||||
for entrance_name, entrance in entrance_dict.items():
|
||||
if entrance_name.startswith(portal_name1):
|
||||
entrance1 = entrance
|
||||
if entrance_name.startswith(portal_name2):
|
||||
entrance2 = entrance
|
||||
if entrance1 is None:
|
||||
raise Exception("entrance1 not found, portal1 is " + portal1)
|
||||
if entrance2 is None:
|
||||
raise Exception("entrance2 not found, portal2 is " + portal2)
|
||||
entrance1.connected_region = entrance2.parent_region
|
||||
entrance2.connected_region = entrance1.parent_region
|
||||
64
worlds/tunic/docs/en_Tunic.md
Normal file
64
worlds/tunic/docs/en_Tunic.md
Normal file
@@ -0,0 +1,64 @@
|
||||
# TUNIC
|
||||
|
||||
## 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.
|
||||
|
||||
## I haven't played TUNIC before.
|
||||
|
||||
**Play vanilla first.** It is **_heavily discouraged_** to play this randomizer before playing the vanilla game.
|
||||
It is recommended that you achieve both endings in the vanilla game before playing the randomizer.
|
||||
|
||||
## What does randomization do to this game?
|
||||
|
||||
In the TUNIC Randomizer, every item in the game is randomized. All chests, key item pickups, instruction manual pages, hero relics,
|
||||
and other unique items are shuffled.<br>
|
||||
|
||||
Ability shuffling is an option available from the options page to shuffle certain abilities (prayer, holy cross, and the ice rod combo),
|
||||
preventing them from being used until they are unlocked.<br>
|
||||
|
||||
Enemy randomization and other options are also available and can be turned on in the client mod.
|
||||
|
||||
## What is the goal of TUNIC when randomized?
|
||||
The standard goal is the same as the vanilla game, which is to find the three hexagon keys, at which point you may either Take Your
|
||||
Rightful Place or seek another path and Share Your Wisdom.
|
||||
|
||||
Alternatively, Hexagon Quest is a mode that shuffles a certain number of Gold Questagons into the item pool, with the goal
|
||||
being to find the required amount of them and then Share Your Wisdom.
|
||||
|
||||
## What items from TUNIC can appear in another player's world?
|
||||
Every item has a chance to appear in another player's world.
|
||||
|
||||
## How many checks are in TUNIC?
|
||||
There are 302 checks located across the world of TUNIC.
|
||||
|
||||
## What do items from other worlds look like in TUNIC?
|
||||
Items belonging to other TUNIC players will either appear as that item directly (if in a freestanding location) or in a
|
||||
chest with the original chest texture for that item.
|
||||
|
||||
Items belonging to non-TUNIC players will either appear as a question-mark block (if in a freestanding location) or in a chest with
|
||||
a question mark symbol on it. Additionally, non-TUNIC items are color-coded by classification, with green for filler, blue for useful, and gold for progression.
|
||||
|
||||
## Is there a tracker pack?
|
||||
There is a [tracker pack](https://github.com/SapphireSapphic/TunicTracker/releases/latest). It is compatible with both Poptracker and Emotracker. Using Poptracker, it will automatically track checked locations and important items received. It can also automatically tab between maps as you traverse the world. This tracker was originally created by SapphireSapphic and ScoutJD, and has been extensively updated by Br00ty.
|
||||
|
||||
There is also a [standalone item tracker](https://github.com/radicoon/tunic-rando-tracker/releases/latest), which tracks what items you have received. It is great for adding an item overlay to streaming setups. This item tracker was created by Radicoon.
|
||||
|
||||
## What should I know regarding logic?
|
||||
- Nighttime is not considered in logic. Every check in the game is obtainable during the day.
|
||||
- The Cathedral is accessible during the day by using the Hero's Laurels to reach the Overworld fuse near the Swamp entrance.
|
||||
- The Secret Legend chest at the Cathedral can be obtained during the day by opening the Holy Cross door from the outside.
|
||||
|
||||
For Entrance Rando specifically:
|
||||
- Activating a fuse to turn on a yellow teleporter pad also activates its counterpart in the Far Shore.
|
||||
- The West Garden fuse can be activated from below.
|
||||
- You can pray at the tree at the exterior of the Library.
|
||||
- The elevators in the Rooted Ziggurat only go down.
|
||||
- The portal in the trophy room of the Old House is active from the start.
|
||||
- The elevator in Cathedral is immediately usable without activating the fuse. Activating the fuse does nothing.
|
||||
|
||||
## What item groups are there?
|
||||
Bombs, consumables (non-bomb ones), weapons, melee weapons (stick and sword), keys, hexagons, offerings, hero relics, cards, golden treasures, money, pages, and abilities (the three ability pages). There are also a few groups being used for singular items: laurels, orb, dagger, magic rod, holy cross, prayer, ice rod, and progressive sword.
|
||||
|
||||
## What location groups are there?
|
||||
Holy cross (for all holy cross checks), fairies (for the two fairy checks), well (for the coin well checks), and shop. Additionally, for checks that do not fall into the above categories, the name of the region is the name of the location group.
|
||||
65
worlds/tunic/docs/setup_en.md
Normal file
65
worlds/tunic/docs/setup_en.md
Normal file
@@ -0,0 +1,65 @@
|
||||
# TUNIC Setup Guide
|
||||
|
||||
## Installation
|
||||
|
||||
### Required Software
|
||||
|
||||
- [TUNIC](https://tunicgame.com/) for PC (Steam Deck also supported)
|
||||
- [BepInEx](https://builds.bepinex.dev/projects/bepinex_be/572/BepInEx_UnityIL2CPP_x64_9c2b17f_6.0.0-be.572.zip)
|
||||
- [TUNIC Randomizer Archipelago Mod](https://github.com/silent-destroyer/tunic-randomizer-archipelago/releases/latest)
|
||||
|
||||
### Optional Software
|
||||
- [TUNIC Randomizer Map Tracker](https://github.com/SapphireSapphic/TunicTracker/releases/latest) (For use with EmoTracker/PopTracker)
|
||||
- [TUNIC Randomizer Item Auto-tracker](https://github.com/radicoon/tunic-rando-tracker/releases/latest)
|
||||
|
||||
### Find Your Relevant Game Directories
|
||||
|
||||
Find your TUNIC game installation directory:
|
||||
|
||||
- **Steam**: Right click TUNIC in your Steam Library, then *Manage → Browse local files*.<br>
|
||||
- **Steam Deck**: Hold down the power button, tap "Switch to Desktop", then launch Steam from Desktop Mode to access the above option.
|
||||
- **PC Game Pass**: In the Xbox PC app, go to the TUNIC game page from your library, click the [...] button next to "Play", then
|
||||
*Manage → Files → Browse...*<br>
|
||||
- **Other platforms**: Follow a similar pattern of steps as above to locate your specific game directory.
|
||||
|
||||
### Install BepInEx
|
||||
|
||||
BepInEx is a general purpose framework for modding Unity games, and is used by the TUNIC Randomizer.
|
||||
|
||||
Download [BepInEx](https://builds.bepinex.dev/projects/bepinex_be/572/BepInEx_UnityIL2CPP_x64_9c2b17f_6.0.0-be.572.zip).
|
||||
|
||||
If playing on Steam Deck, follow this [guide to set up BepInEx via Proton](https://docs.bepinex.dev/articles/advanced/proton_wine.html).
|
||||
|
||||
Extract the contents of the BepInEx .zip file into your TUNIC game directory:<br>
|
||||
- **Steam**: Steam\steamapps\common\TUNIC<br>
|
||||
- **PC Game Pass**: XboxGames\Tunic\Content<br>
|
||||
- **Other platforms**: Place into the same folder that the Tunic_Data/Secret Legend_Data folder is found.
|
||||
|
||||
Launch the game once and close it to finish the BepInEx installation.
|
||||
|
||||
### Install The TUNIC Randomizer Archipelago Client Mod
|
||||
|
||||
Download the latest release of the [TUNIC Randomizer Archipelago Mod](https://github.com/silent-destroyer/tunic-randomizer-archipelago/releases/latest).
|
||||
|
||||
The downloaded .zip will contain a folder called `Tunic Archipelago`.
|
||||
|
||||
Copy the `Tunic Archipelago` folder into `BepInEx/plugins` in your TUNIC game installation directory.
|
||||
The filepath to the mod should look like `BepInEx/plugins/Tunic Archipelago/TunicArchipelago.dll`<br>
|
||||
|
||||
Launch the game, and if everything was installed correctly you should see `Randomizer + Archipelago Mod Ver. x.y.z` in the top left corner of the title screen!
|
||||
|
||||
## Configure Archipelago Options
|
||||
|
||||
### Configure Your YAML File
|
||||
|
||||
Visit the [TUNIC options page](/games/Tunic/player-options) to generate a YAML with your selected options.
|
||||
|
||||
### Configure Your Mod Settings
|
||||
Launch the game and click the button labeled `Open AP Config` on the Title Screen.
|
||||
In the menu that opens, fill in *Player*, *Hostname*, *Port*, and *Password* (if required) with the correct information for your room.
|
||||
|
||||
Once you've input your information, click on Close. If everything was configured properly, you should see `Status: Connected!` and your chosen game options will be shown under `World Settings`.
|
||||
|
||||
An error message will display if the game fails to connect to the server.
|
||||
|
||||
Be sure to also look at the in-game options menu for a variety of additional settings, such as enemy randomization!
|
||||
1001
worlds/tunic/er_data.py
Normal file
1001
worlds/tunic/er_data.py
Normal file
File diff suppressed because it is too large
Load Diff
984
worlds/tunic/er_rules.py
Normal file
984
worlds/tunic/er_rules.py
Normal file
@@ -0,0 +1,984 @@
|
||||
from typing import Dict, TYPE_CHECKING
|
||||
from worlds.generic.Rules import set_rule, forbid_item
|
||||
from .rules import has_ability, has_sword, has_stick, has_ice_grapple_logic, has_lantern, has_mask, can_ladder_storage
|
||||
from .er_data import Portal
|
||||
from BaseClasses import Region
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import TunicWorld
|
||||
|
||||
laurels = "Hero's Laurels"
|
||||
grapple = "Magic Orb"
|
||||
ice_dagger = "Magic Dagger"
|
||||
fire_wand = "Magic Wand"
|
||||
lantern = "Lantern"
|
||||
fairies = "Fairy"
|
||||
coins = "Golden Coin"
|
||||
prayer = "Pages 24-25 (Prayer)"
|
||||
holy_cross = "Pages 42-43 (Holy Cross)"
|
||||
ice_rod = "Pages 52-53 (Ice Rod)"
|
||||
key = "Key"
|
||||
house_key = "Old House Key"
|
||||
vault_key = "Fortress Vault Key"
|
||||
mask = "Scavenger Mask"
|
||||
red_hexagon = "Red Questagon"
|
||||
green_hexagon = "Green Questagon"
|
||||
blue_hexagon = "Blue Questagon"
|
||||
gold_hexagon = "Gold Questagon"
|
||||
|
||||
|
||||
def set_er_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int], regions: Dict[str, Region],
|
||||
portal_pairs: Dict[Portal, Portal]) -> None:
|
||||
player = world.player
|
||||
options = world.options
|
||||
|
||||
regions["Menu"].connect(
|
||||
connecting_region=regions["Overworld"])
|
||||
|
||||
# Overworld
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Holy Cross"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Belltower"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Overworld Belltower"].connect(
|
||||
connecting_region=regions["Overworld"])
|
||||
|
||||
# nmg: can laurels through the ruined passage door
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Ruined Passage Door"],
|
||||
rule=lambda state: state.has(key, player, 2)
|
||||
or (state.has(laurels, player) and options.logic_rules))
|
||||
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Laurels"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Overworld Laurels"].connect(
|
||||
connecting_region=regions["Overworld"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# nmg: can ice grapple through the door
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Old House Door"],
|
||||
rule=lambda state: state.has(house_key, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
|
||||
# not including ice grapple through this because it's very tedious to get an enemy here
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Southeast Cross Door"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
regions["Overworld Southeast Cross Door"].connect(
|
||||
connecting_region=regions["Overworld"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
# not including ice grapple through this because we're not including it on the other door
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Fountain Cross Door"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
regions["Overworld Fountain Cross Door"].connect(
|
||||
connecting_region=regions["Overworld"])
|
||||
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Town Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Overworld Town Portal"].connect(
|
||||
connecting_region=regions["Overworld"])
|
||||
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Spawn Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Overworld Spawn Portal"].connect(
|
||||
connecting_region=regions["Overworld"])
|
||||
|
||||
# nmg: ice grapple through temple door
|
||||
regions["Overworld"].connect(
|
||||
connecting_region=regions["Overworld Temple Door"],
|
||||
name="Overworld Temple Door",
|
||||
rule=lambda state: state.has_all({"Ring Eastern Bell", "Ring Western Bell"}, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
|
||||
# Overworld side areas
|
||||
regions["Old House Front"].connect(
|
||||
connecting_region=regions["Old House Back"])
|
||||
# nmg: laurels through the gate
|
||||
regions["Old House Back"].connect(
|
||||
connecting_region=regions["Old House Front"],
|
||||
rule=lambda state: state.has(laurels, player) and options.logic_rules)
|
||||
|
||||
regions["Sealed Temple"].connect(
|
||||
connecting_region=regions["Sealed Temple Rafters"])
|
||||
regions["Sealed Temple Rafters"].connect(
|
||||
connecting_region=regions["Sealed Temple"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Furnace Walking Path"].connect(
|
||||
connecting_region=regions["Furnace Ladder Area"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Furnace Ladder Area"].connect(
|
||||
connecting_region=regions["Furnace Walking Path"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Furnace Walking Path"].connect(
|
||||
connecting_region=regions["Furnace Fuse"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Furnace Fuse"].connect(
|
||||
connecting_region=regions["Furnace Walking Path"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Furnace Fuse"].connect(
|
||||
connecting_region=regions["Furnace Ladder Area"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Furnace Ladder Area"].connect(
|
||||
connecting_region=regions["Furnace Fuse"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# East Forest
|
||||
regions["Forest Belltower Upper"].connect(
|
||||
connecting_region=regions["Forest Belltower Main"])
|
||||
|
||||
regions["Forest Belltower Main"].connect(
|
||||
connecting_region=regions["Forest Belltower Lower"])
|
||||
|
||||
# nmg: ice grapple up to dance fox spot, and vice versa
|
||||
regions["East Forest"].connect(
|
||||
connecting_region=regions["East Forest Dance Fox Spot"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
regions["East Forest Dance Fox Spot"].connect(
|
||||
connecting_region=regions["East Forest"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["East Forest"].connect(
|
||||
connecting_region=regions["East Forest Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["East Forest Portal"].connect(
|
||||
connecting_region=regions["East Forest"])
|
||||
|
||||
regions["Guard House 1 East"].connect(
|
||||
connecting_region=regions["Guard House 1 West"])
|
||||
regions["Guard House 1 West"].connect(
|
||||
connecting_region=regions["Guard House 1 East"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# nmg: ice grapple from upper grave path exit to the rest of it
|
||||
regions["Forest Grave Path Upper"].connect(
|
||||
connecting_region=regions["Forest Grave Path Main"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
regions["Forest Grave Path Main"].connect(
|
||||
connecting_region=regions["Forest Grave Path Upper"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Forest Grave Path Main"].connect(
|
||||
connecting_region=regions["Forest Grave Path by Grave"])
|
||||
# nmg: ice grapple or laurels through the gate
|
||||
regions["Forest Grave Path by Grave"].connect(
|
||||
connecting_region=regions["Forest Grave Path Main"],
|
||||
rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
or (state.has(laurels, player) and options.logic_rules))
|
||||
|
||||
regions["Forest Grave Path by Grave"].connect(
|
||||
connecting_region=regions["Forest Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Forest Hero's Grave"].connect(
|
||||
connecting_region=regions["Forest Grave Path by Grave"])
|
||||
|
||||
# Beneath the Well and Dark Tomb
|
||||
regions["Beneath the Well Front"].connect(
|
||||
connecting_region=regions["Beneath the Well Main"],
|
||||
rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
|
||||
regions["Beneath the Well Main"].connect(
|
||||
connecting_region=regions["Beneath the Well Front"],
|
||||
rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
|
||||
|
||||
regions["Beneath the Well Back"].connect(
|
||||
connecting_region=regions["Beneath the Well Main"],
|
||||
rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
|
||||
regions["Beneath the Well Main"].connect(
|
||||
connecting_region=regions["Beneath the Well Back"],
|
||||
rule=lambda state: has_stick(state, player) or state.has(fire_wand, player))
|
||||
|
||||
regions["Well Boss"].connect(
|
||||
connecting_region=regions["Dark Tomb Checkpoint"])
|
||||
# nmg: can laurels through the gate
|
||||
regions["Dark Tomb Checkpoint"].connect(
|
||||
connecting_region=regions["Well Boss"],
|
||||
rule=lambda state: state.has(laurels, player) and options.logic_rules)
|
||||
|
||||
regions["Dark Tomb Entry Point"].connect(
|
||||
connecting_region=regions["Dark Tomb Main"],
|
||||
rule=lambda state: has_lantern(state, player, options))
|
||||
regions["Dark Tomb Main"].connect(
|
||||
connecting_region=regions["Dark Tomb Entry Point"],
|
||||
rule=lambda state: has_lantern(state, player, options))
|
||||
|
||||
regions["Dark Tomb Main"].connect(
|
||||
connecting_region=regions["Dark Tomb Dark Exit"],
|
||||
rule=lambda state: has_lantern(state, player, options))
|
||||
regions["Dark Tomb Dark Exit"].connect(
|
||||
connecting_region=regions["Dark Tomb Main"],
|
||||
rule=lambda state: has_lantern(state, player, options))
|
||||
|
||||
# West Garden
|
||||
regions["West Garden Laurels Exit"].connect(
|
||||
connecting_region=regions["West Garden"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["West Garden"].connect(
|
||||
connecting_region=regions["West Garden Laurels Exit"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# todo: can you wake the boss, then grapple to it, then kill it?
|
||||
regions["West Garden after Boss"].connect(
|
||||
connecting_region=regions["West Garden"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["West Garden"].connect(
|
||||
connecting_region=regions["West Garden after Boss"],
|
||||
rule=lambda state: state.has(laurels, player) or has_sword(state, player))
|
||||
|
||||
regions["West Garden"].connect(
|
||||
connecting_region=regions["West Garden Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["West Garden Hero's Grave"].connect(
|
||||
connecting_region=regions["West Garden"])
|
||||
|
||||
regions["West Garden Portal"].connect(
|
||||
connecting_region=regions["West Garden Portal Item"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["West Garden Portal Item"].connect(
|
||||
connecting_region=regions["West Garden Portal"],
|
||||
rule=lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
|
||||
# nmg: can ice grapple to and from the item behind the magic dagger house
|
||||
regions["West Garden Portal Item"].connect(
|
||||
connecting_region=regions["West Garden"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
regions["West Garden"].connect(
|
||||
connecting_region=regions["West Garden Portal Item"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
# Atoll and Frog's Domain
|
||||
# nmg: ice grapple the bird below the portal
|
||||
regions["Ruined Atoll"].connect(
|
||||
connecting_region=regions["Ruined Atoll Lower Entry Area"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
regions["Ruined Atoll Lower Entry Area"].connect(
|
||||
connecting_region=regions["Ruined Atoll"],
|
||||
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
|
||||
|
||||
regions["Ruined Atoll"].connect(
|
||||
connecting_region=regions["Ruined Atoll Frog Mouth"],
|
||||
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
|
||||
regions["Ruined Atoll Frog Mouth"].connect(
|
||||
connecting_region=regions["Ruined Atoll"],
|
||||
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
|
||||
|
||||
regions["Ruined Atoll"].connect(
|
||||
connecting_region=regions["Ruined Atoll Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Ruined Atoll Portal"].connect(
|
||||
connecting_region=regions["Ruined Atoll"])
|
||||
|
||||
regions["Frog's Domain"].connect(
|
||||
connecting_region=regions["Frog's Domain Back"],
|
||||
rule=lambda state: state.has(grapple, player))
|
||||
|
||||
# Library
|
||||
regions["Library Exterior Tree"].connect(
|
||||
connecting_region=regions["Library Exterior Ladder"],
|
||||
rule=lambda state: state.has(grapple, player) or state.has(laurels, player))
|
||||
regions["Library Exterior Ladder"].connect(
|
||||
connecting_region=regions["Library Exterior Tree"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)
|
||||
and (state.has(grapple, player) or state.has(laurels, player)))
|
||||
|
||||
regions["Library Hall"].connect(
|
||||
connecting_region=regions["Library Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Library Hero's Grave"].connect(
|
||||
connecting_region=regions["Library Hall"])
|
||||
|
||||
regions["Library Lab Lower"].connect(
|
||||
connecting_region=regions["Library Lab"],
|
||||
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
|
||||
regions["Library Lab"].connect(
|
||||
connecting_region=regions["Library Lab Lower"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Library Lab"].connect(
|
||||
connecting_region=regions["Library Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Library Portal"].connect(
|
||||
connecting_region=regions["Library Lab"])
|
||||
|
||||
# Eastern Vault Fortress
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
connecting_region=regions["Fortress Exterior from Overworld"],
|
||||
rule=lambda state: state.has(laurels, player) or state.has(grapple, player))
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
connecting_region=regions["Fortress Exterior from East Forest"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
connecting_region=regions["Fortress Exterior from Overworld"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
connecting_region=regions["Fortress Exterior near cave"],
|
||||
rule=lambda state: state.has(laurels, player) or has_ability(state, player, prayer, options, ability_unlocks))
|
||||
|
||||
regions["Fortress Courtyard"].connect(
|
||||
connecting_region=regions["Fortress Exterior from Overworld"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
# nmg: can ice grapple an enemy in the courtyard
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
connecting_region=regions["Fortress Courtyard"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Fortress Courtyard Upper"].connect(
|
||||
connecting_region=regions["Fortress Courtyard"])
|
||||
# nmg: can ice grapple to the upper ledge
|
||||
regions["Fortress Courtyard"].connect(
|
||||
connecting_region=regions["Fortress Courtyard Upper"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Fortress Courtyard Upper"].connect(
|
||||
connecting_region=regions["Fortress Exterior from Overworld"])
|
||||
|
||||
regions["Beneath the Vault Front"].connect(
|
||||
connecting_region=regions["Beneath the Vault Back"],
|
||||
rule=lambda state: has_lantern(state, player, options))
|
||||
regions["Beneath the Vault Back"].connect(
|
||||
connecting_region=regions["Beneath the Vault Front"])
|
||||
|
||||
regions["Fortress East Shortcut Upper"].connect(
|
||||
connecting_region=regions["Fortress East Shortcut Lower"])
|
||||
# nmg: can ice grapple upwards
|
||||
regions["Fortress East Shortcut Lower"].connect(
|
||||
connecting_region=regions["Fortress East Shortcut Upper"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
# nmg: ice grapple through the big gold door, can do it both ways
|
||||
regions["Eastern Vault Fortress"].connect(
|
||||
connecting_region=regions["Eastern Vault Fortress Gold Door"],
|
||||
name="Fortress Gold Door",
|
||||
rule=lambda state: state.has_all({"Activate Eastern Vault West Fuses",
|
||||
"Activate Eastern Vault East Fuse"}, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
regions["Eastern Vault Fortress Gold Door"].connect(
|
||||
connecting_region=regions["Eastern Vault Fortress"],
|
||||
name="Fortress Gold Door",
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Fortress Grave Path"].connect(
|
||||
connecting_region=regions["Fortress Grave Path Dusty Entrance"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Fortress Grave Path Dusty Entrance"].connect(
|
||||
connecting_region=regions["Fortress Grave Path"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Fortress Grave Path"].connect(
|
||||
connecting_region=regions["Fortress Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Fortress Hero's Grave"].connect(
|
||||
connecting_region=regions["Fortress Grave Path"])
|
||||
|
||||
# nmg: ice grapple from upper grave path to lower
|
||||
regions["Fortress Grave Path Upper"].connect(
|
||||
connecting_region=regions["Fortress Grave Path"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Fortress Arena"].connect(
|
||||
connecting_region=regions["Fortress Arena Portal"],
|
||||
name="Fortress Arena to Fortress Portal",
|
||||
rule=lambda state: state.has("Activate Eastern Vault West Fuses", player))
|
||||
regions["Fortress Arena Portal"].connect(
|
||||
connecting_region=regions["Fortress Arena"])
|
||||
|
||||
# Quarry
|
||||
regions["Lower Mountain"].connect(
|
||||
connecting_region=regions["Lower Mountain Stairs"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
regions["Lower Mountain Stairs"].connect(
|
||||
connecting_region=regions["Lower Mountain"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
regions["Quarry Entry"].connect(
|
||||
connecting_region=regions["Quarry Portal"],
|
||||
name="Quarry to Quarry Portal",
|
||||
rule=lambda state: state.has("Activate Quarry Fuse", player))
|
||||
regions["Quarry Portal"].connect(
|
||||
connecting_region=regions["Quarry Entry"])
|
||||
|
||||
regions["Quarry Entry"].connect(
|
||||
connecting_region=regions["Quarry"],
|
||||
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
|
||||
regions["Quarry"].connect(
|
||||
connecting_region=regions["Quarry Entry"])
|
||||
|
||||
regions["Quarry Back"].connect(
|
||||
connecting_region=regions["Quarry"],
|
||||
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
|
||||
regions["Quarry"].connect(
|
||||
connecting_region=regions["Quarry Back"])
|
||||
|
||||
regions["Quarry Monastery Entry"].connect(
|
||||
connecting_region=regions["Quarry"],
|
||||
rule=lambda state: state.has(fire_wand, player) or has_sword(state, player))
|
||||
regions["Quarry"].connect(
|
||||
connecting_region=regions["Quarry Monastery Entry"])
|
||||
|
||||
regions["Monastery Rope"].connect(
|
||||
connecting_region=regions["Quarry Back"])
|
||||
|
||||
regions["Quarry"].connect(
|
||||
connecting_region=regions["Lower Quarry"],
|
||||
rule=lambda state: has_mask(state, player, options))
|
||||
|
||||
# nmg: bring a scav over, then ice grapple through the door
|
||||
regions["Lower Quarry"].connect(
|
||||
connecting_region=regions["Lower Quarry Zig Door"],
|
||||
name="Quarry to Zig Door",
|
||||
rule=lambda state: state.has("Activate Quarry Fuse", player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
|
||||
# nmg: use ice grapple to get from the beginning of Quarry to the door without really needing mask
|
||||
regions["Quarry"].connect(
|
||||
connecting_region=regions["Lower Quarry Zig Door"],
|
||||
rule=lambda state: has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Monastery Front"].connect(
|
||||
connecting_region=regions["Monastery Back"])
|
||||
# nmg: can laurels through the gate
|
||||
regions["Monastery Back"].connect(
|
||||
connecting_region=regions["Monastery Front"],
|
||||
rule=lambda state: state.has(laurels, player) and options.logic_rules)
|
||||
|
||||
regions["Monastery Back"].connect(
|
||||
connecting_region=regions["Monastery Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Monastery Hero's Grave"].connect(
|
||||
connecting_region=regions["Monastery Back"])
|
||||
|
||||
# Ziggurat
|
||||
regions["Rooted Ziggurat Upper Entry"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Upper Front"])
|
||||
|
||||
regions["Rooted Ziggurat Upper Front"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Upper Back"],
|
||||
rule=lambda state: state.has(laurels, player) or has_sword(state, player))
|
||||
regions["Rooted Ziggurat Upper Back"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Upper Front"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Rooted Ziggurat Middle Top"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Middle Bottom"])
|
||||
|
||||
regions["Rooted Ziggurat Lower Front"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Lower Back"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
or (has_sword(state, player) and has_ability(state, player, prayer, options, ability_unlocks)))
|
||||
# unrestricted: use ladder storage to get to the front, get hit by one of the many enemies
|
||||
regions["Rooted Ziggurat Lower Back"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Lower Front"],
|
||||
rule=lambda state: state.has(laurels, player) or can_ladder_storage(state, player, options))
|
||||
|
||||
regions["Rooted Ziggurat Lower Back"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Portal Room Entrance"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Rooted Ziggurat Portal Room Entrance"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Lower Back"])
|
||||
|
||||
regions["Rooted Ziggurat Portal"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Portal Room Exit"],
|
||||
name="Zig Portal Room Exit",
|
||||
rule=lambda state: state.has("Activate Ziggurat Fuse", player))
|
||||
regions["Rooted Ziggurat Portal Room Exit"].connect(
|
||||
connecting_region=regions["Rooted Ziggurat Portal"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
|
||||
# Swamp and Cathedral
|
||||
# nmg: ice grapple through cathedral door, can do it both ways
|
||||
regions["Swamp"].connect(
|
||||
connecting_region=regions["Swamp to Cathedral Main Entrance"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
regions["Swamp to Cathedral Main Entrance"].connect(
|
||||
connecting_region=regions["Swamp"],
|
||||
rule=lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Swamp"].connect(
|
||||
connecting_region=regions["Swamp to Cathedral Treasure Room"],
|
||||
rule=lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
regions["Swamp to Cathedral Treasure Room"].connect(
|
||||
connecting_region=regions["Swamp"])
|
||||
|
||||
regions["Back of Swamp"].connect(
|
||||
connecting_region=regions["Back of Swamp Laurels Area"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Back of Swamp Laurels Area"].connect(
|
||||
connecting_region=regions["Back of Swamp"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# nmg: can ice grapple down while you're on the pillars
|
||||
regions["Back of Swamp Laurels Area"].connect(
|
||||
connecting_region=regions["Swamp"],
|
||||
rule=lambda state: state.has(laurels, player)
|
||||
and has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
|
||||
regions["Back of Swamp"].connect(
|
||||
connecting_region=regions["Swamp Hero's Grave"],
|
||||
rule=lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
regions["Swamp Hero's Grave"].connect(
|
||||
connecting_region=regions["Back of Swamp"])
|
||||
|
||||
regions["Cathedral Gauntlet Checkpoint"].connect(
|
||||
connecting_region=regions["Cathedral Gauntlet"])
|
||||
|
||||
regions["Cathedral Gauntlet"].connect(
|
||||
connecting_region=regions["Cathedral Gauntlet Exit"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Cathedral Gauntlet Exit"].connect(
|
||||
connecting_region=regions["Cathedral Gauntlet"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
# Far Shore
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to Spawn"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Far Shore to Spawn"].connect(
|
||||
connecting_region=regions["Far Shore"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to East Forest"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
regions["Far Shore to East Forest"].connect(
|
||||
connecting_region=regions["Far Shore"],
|
||||
rule=lambda state: state.has(laurels, player))
|
||||
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to West Garden"],
|
||||
name="Far Shore to West Garden",
|
||||
rule=lambda state: state.has("Activate West Garden Fuse", player))
|
||||
regions["Far Shore to West Garden"].connect(
|
||||
connecting_region=regions["Far Shore"])
|
||||
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to Quarry"],
|
||||
name="Far Shore to Quarry",
|
||||
rule=lambda state: state.has("Activate Quarry Fuse", player))
|
||||
regions["Far Shore to Quarry"].connect(
|
||||
connecting_region=regions["Far Shore"])
|
||||
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to Fortress"],
|
||||
name="Far Shore to Fortress",
|
||||
rule=lambda state: state.has("Activate Eastern Vault West Fuses", player))
|
||||
regions["Far Shore to Fortress"].connect(
|
||||
connecting_region=regions["Far Shore"])
|
||||
|
||||
regions["Far Shore"].connect(
|
||||
connecting_region=regions["Far Shore to Library"],
|
||||
name="Far Shore to Library",
|
||||
rule=lambda state: state.has("Activate Library Fuse", player))
|
||||
regions["Far Shore to Library"].connect(
|
||||
connecting_region=regions["Far Shore"])
|
||||
|
||||
# Misc
|
||||
regions["Shop Entrance 1"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
regions["Shop Entrance 2"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
regions["Shop Entrance 3"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
regions["Shop Entrance 4"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
regions["Shop Entrance 5"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
regions["Shop Entrance 6"].connect(
|
||||
connecting_region=regions["Shop"])
|
||||
|
||||
regions["Spirit Arena"].connect(
|
||||
connecting_region=regions["Spirit Arena Victory"],
|
||||
rule=lambda state: (state.has(gold_hexagon, player, world.options.hexagon_goal.value) if
|
||||
world.options.hexagon_quest else
|
||||
state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)))
|
||||
|
||||
# connecting the regions portals are in to other portals you can access via ladder storage
|
||||
# using has_stick instead of can_ladder_storage since it's already checking the logic rules
|
||||
if options.logic_rules == "unrestricted":
|
||||
def get_paired_region(portal_sd: str) -> str:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
if portal1.scene_destination() == portal_sd:
|
||||
return portal2.region
|
||||
if portal2.scene_destination() == portal_sd:
|
||||
return portal1.region
|
||||
raise Exception("no matches found in get_paired_region")
|
||||
|
||||
# The upper Swamp entrance
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Swamp Redux 2_wall")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Western Furnace entrance, next to the sign that leads to West Garden
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Furnace_gyro_west")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Upper West Garden entry, by the belltower
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Archipelagos Redux_upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# West Garden entry by the Furnace
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Archipelagos Redux_lower")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# West Garden laurels entrance, by the beach
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Archipelagos Redux_lowest")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Well rail, west side. Can ls in town, get extra height by going over the portal pad
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Sewer_west_aqueduct")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Well rail, east side. Need some height from the temple stairs
|
||||
regions["Overworld"].connect(
|
||||
regions[get_paired_region("Overworld Redux, Furnace_gyro_upper_north")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Furnace ladder to the fuse entrance
|
||||
regions["Furnace Ladder Area"].connect(
|
||||
regions[get_paired_region("Furnace, Overworld Redux_gyro_upper_north")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Furnace ladder to Dark Tomb
|
||||
regions["Furnace Ladder Area"].connect(
|
||||
regions[get_paired_region("Furnace, Crypt Redux_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Furnace ladder to the West Garden connector
|
||||
regions["Furnace Ladder Area"].connect(
|
||||
regions[get_paired_region("Furnace, Overworld Redux_gyro_west")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# West Garden exit after Garden Knight
|
||||
regions["West Garden"].connect(
|
||||
regions[get_paired_region("Archipelagos Redux, Overworld Redux_upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# West Garden laurels exit
|
||||
regions["West Garden"].connect(
|
||||
regions[get_paired_region("Archipelagos Redux, Overworld Redux_lowest")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Frog mouth entrance
|
||||
regions["Ruined Atoll"].connect(
|
||||
regions[get_paired_region("Atoll Redux, Frog Stairs_mouth")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Entrance by the dancing fox holy cross spot
|
||||
regions["East Forest"].connect(
|
||||
regions[get_paired_region("East Forest Redux, East Forest Redux Laddercave_upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# From the west side of guard house 1 to the east side
|
||||
regions["Guard House 1 West"].connect(
|
||||
regions[get_paired_region("East Forest Redux Laddercave, East Forest Redux_gate")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Guard House 1 West"].connect(
|
||||
regions[get_paired_region("East Forest Redux Laddercave, Forest Boss Room_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Upper exit from the Forest Grave Path, use ls at the ladder by the gate switch
|
||||
regions["Forest Grave Path Main"].connect(
|
||||
regions[get_paired_region("Sword Access, East Forest Redux_upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Fortress exterior shop, ls at the ladder by the telescope
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Shop_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Fortress main entry and grave path lower entry, ls at the ladder by the telescope
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Upper exits from the courtyard. Use the ramp in the courtyard, then the blocks north of the first fuse
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from Overworld"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress East_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# same as above, except from the east side of the area
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Overworld Redux_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Shop_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior from East Forest"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress East_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# same as above, except from the Beneath the Vault entrance ladder
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Overworld Redux_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Main_Big Door")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Lower")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress Reliquary_Upper")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Fortress Exterior near cave"].connect(
|
||||
regions[get_paired_region("Fortress Courtyard, Fortress East_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# ls at the ladder, need to gain a little height to get up the stairs
|
||||
regions["Lower Mountain"].connect(
|
||||
regions[get_paired_region("Mountain, Mountaintop_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Where the rope is behind Monastery. Connecting here since, if you have this region, you don't need a sword
|
||||
regions["Quarry Monastery Entry"].connect(
|
||||
regions[get_paired_region("Quarry Redux, Monastery_back")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
|
||||
# Swamp to Gauntlet
|
||||
regions["Swamp"].connect(
|
||||
regions[get_paired_region("Swamp Redux 2, Cathedral Arena_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Swamp to Overworld upper
|
||||
regions["Swamp"].connect(
|
||||
regions[get_paired_region("Swamp Redux 2, Overworld Redux_wall")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Ladder by the hero grave
|
||||
regions["Back of Swamp"].connect(
|
||||
regions[get_paired_region("Swamp Redux 2, Overworld Redux_conduit")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
regions["Back of Swamp"].connect(
|
||||
regions[get_paired_region("Swamp Redux 2, Shop_")],
|
||||
rule=lambda state: has_stick(state, player))
|
||||
# Need to put the cathedral HC code mid-flight
|
||||
regions["Back of Swamp"].connect(
|
||||
regions[get_paired_region("Swamp Redux 2, Cathedral Redux_secret")],
|
||||
rule=lambda state: has_stick(state, player)
|
||||
and has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
|
||||
def set_er_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
|
||||
player = world.player
|
||||
multiworld = world.multiworld
|
||||
options = world.options
|
||||
forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player)
|
||||
|
||||
# Ability Shuffle Exclusive Rules
|
||||
set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player),
|
||||
lambda state: state.has("Activate Furnace Fuse", player))
|
||||
set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
# Overworld
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player),
|
||||
lambda state: state.has(grapple, player))
|
||||
set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Caustic Light Cave - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Cube Cave - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Old House - Holy Cross Door Page", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Maze Cave - Maze Room Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Patrol Cave - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Ruined Passage - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hourglass Cave - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Secret Gathering Place - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player),
|
||||
lambda state: state.has(fairies, player, 10))
|
||||
set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player),
|
||||
lambda state: state.has(fairies, player, 20))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player), lambda state: state.has(coins, player, 3))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player), lambda state: state.has(coins, player, 6))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player),
|
||||
lambda state: state.has(coins, player, 10))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player),
|
||||
lambda state: state.has(coins, player, 15))
|
||||
|
||||
# East Forest
|
||||
set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player),
|
||||
lambda state: state.has(grapple, player))
|
||||
set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player),
|
||||
lambda state: state.has_all({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player), lambda state: (
|
||||
state.has_all({grapple, ice_dagger, fire_wand}, player) and
|
||||
has_ability(state, player, ice_rod, options, ability_unlocks)))
|
||||
|
||||
# West Garden
|
||||
set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, holy_cross, options,
|
||||
ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
|
||||
# Ruined Atoll
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player),
|
||||
lambda state: state.has_any({laurels, key}, player))
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player),
|
||||
lambda state: state.has_any({laurels, key}, player))
|
||||
|
||||
# Frog's Domain
|
||||
set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
|
||||
# Eastern Vault Fortress
|
||||
set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player),
|
||||
lambda state: state.has(vault_key, player))
|
||||
|
||||
# Beneath the Vault
|
||||
set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player),
|
||||
lambda state: state.has_group("melee weapons", player, 1) or state.has_any({laurels, fire_wand}, player))
|
||||
set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player),
|
||||
lambda state: has_lantern(state, player, options))
|
||||
|
||||
# Quarry
|
||||
set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Quarry - [West] Upper Area Bombable Wall", player),
|
||||
lambda state: has_mask(state, player, options))
|
||||
|
||||
# Ziggurat
|
||||
set_rule(multiworld.get_location("Rooted Ziggurat Upper - Near Bridge Switch", player),
|
||||
lambda state: has_sword(state, player) or state.has(fire_wand, player))
|
||||
set_rule(multiworld.get_location("Rooted Ziggurat Lower - After Guarded Fuse", player),
|
||||
lambda state: has_sword(state, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
|
||||
# Bosses
|
||||
set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player),
|
||||
lambda state: has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Librarian - Hexagon Green", player),
|
||||
lambda state: has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player),
|
||||
lambda state: has_sword(state, player))
|
||||
|
||||
# Swamp
|
||||
set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player),
|
||||
lambda state: state.has(fire_wand, player) and has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
# these two swamp checks really want you to kill the big skeleton first
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player),
|
||||
lambda state: has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", player),
|
||||
lambda state: has_sword(state, player))
|
||||
|
||||
# Hero's Grave and Far Shore
|
||||
set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Far Shore - Secret Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
|
||||
# Events
|
||||
set_rule(multiworld.get_location("Eastern Bell", player),
|
||||
lambda state: (has_stick(state, player) or state.has(fire_wand, player)))
|
||||
set_rule(multiworld.get_location("Western Bell", player),
|
||||
lambda state: (has_stick(state, player) or state.has(fire_wand, player)))
|
||||
set_rule(multiworld.get_location("Furnace Fuse", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("South and West Fortress Exterior Fuses", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Upper and Central Fortress Exterior Fuses", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Beneath the Vault Fuse", player),
|
||||
lambda state: state.has("Activate South and West Fortress Exterior Fuses", player))
|
||||
set_rule(multiworld.get_location("Eastern Vault West Fuses", player),
|
||||
lambda state: state.has("Activate Beneath the Vault Fuse", player))
|
||||
set_rule(multiworld.get_location("Eastern Vault East Fuse", player),
|
||||
lambda state: state.has_all({"Activate Upper and Central Fortress Exterior Fuses",
|
||||
"Activate South and West Fortress Exterior Fuses"}, player))
|
||||
set_rule(multiworld.get_location("Quarry Connector Fuse", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks) and state.has(grapple, player))
|
||||
set_rule(multiworld.get_location("Quarry Fuse", player),
|
||||
lambda state: state.has("Activate Quarry Connector Fuse", player))
|
||||
set_rule(multiworld.get_location("Ziggurat Fuse", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden Fuse", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Library Fuse", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
453
worlds/tunic/er_scripts.py
Normal file
453
worlds/tunic/er_scripts.py
Normal file
@@ -0,0 +1,453 @@
|
||||
from typing import Dict, List, Set, Tuple, TYPE_CHECKING
|
||||
from BaseClasses import Region, ItemClassification, Item, Location
|
||||
from .locations import location_table
|
||||
from .er_data import Portal, tunic_er_regions, portal_mapping, hallway_helper, hallway_helper_nmg, \
|
||||
dependent_regions, dependent_regions_nmg, dependent_regions_ur
|
||||
from .er_rules import set_er_region_rules
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from . import TunicWorld
|
||||
|
||||
|
||||
class TunicERItem(Item):
|
||||
game: str = "Tunic"
|
||||
|
||||
|
||||
class TunicERLocation(Location):
|
||||
game: str = "Tunic"
|
||||
|
||||
|
||||
def create_er_regions(world: "TunicWorld") -> Tuple[Dict[Portal, Portal], Dict[int, str]]:
|
||||
regions: Dict[str, Region] = {}
|
||||
portal_pairs: Dict[Portal, Portal] = pair_portals(world)
|
||||
logic_rules = world.options.logic_rules
|
||||
|
||||
# check if a portal leads to a hallway. if it does, update the hint text accordingly
|
||||
def hint_helper(portal: Portal, hint_string: str = "") -> str:
|
||||
# start by setting it as the name of the portal, for the case we're not using the hallway helper
|
||||
if hint_string == "":
|
||||
hint_string = portal.name
|
||||
|
||||
if logic_rules:
|
||||
hallways = hallway_helper_nmg
|
||||
else:
|
||||
hallways = hallway_helper
|
||||
|
||||
if portal.scene_destination() in hallways:
|
||||
# if we have a hallway, we want the region rather than the portal name
|
||||
if hint_string == portal.name:
|
||||
hint_string = portal.region
|
||||
# library exterior is two regions, we just want to fix up the name
|
||||
if hint_string in {"Library Exterior Tree", "Library Exterior Ladder"}:
|
||||
hint_string = "Library Exterior"
|
||||
|
||||
# search through the list for the other end of the hallway
|
||||
for portala, portalb in portal_pairs.items():
|
||||
if portala.scene_destination() == hallways[portal.scene_destination()]:
|
||||
# if we find that we have a chain of hallways, do recursion
|
||||
if portalb.scene_destination() in hallways:
|
||||
hint_region = portalb.region
|
||||
if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
|
||||
hint_region = "Library Exterior"
|
||||
hint_string = hint_region + " then " + hint_string
|
||||
hint_string = hint_helper(portalb, hint_string)
|
||||
else:
|
||||
# if we didn't find a chain, get the portal name for the end of the chain
|
||||
hint_string = portalb.name + " then " + hint_string
|
||||
return hint_string
|
||||
# and then the same thing for the other portal, since we have to check each separately
|
||||
if portalb.scene_destination() == hallways[portal.scene_destination()]:
|
||||
if portala.scene_destination() in hallways:
|
||||
hint_region = portala.region
|
||||
if hint_region in {"Library Exterior Tree", "Library Exterior Ladder"}:
|
||||
hint_region = "Library Exterior"
|
||||
hint_string = hint_region + " then " + hint_string
|
||||
hint_string = hint_helper(portala, hint_string)
|
||||
else:
|
||||
hint_string = portala.name + " then " + hint_string
|
||||
return hint_string
|
||||
return hint_string
|
||||
|
||||
# create our regions, give them hint text if they're in a spot where it makes sense to
|
||||
for region_name, region_data in tunic_er_regions.items():
|
||||
hint_text = "error"
|
||||
if region_data.hint == 1:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
if portal1.region == region_name:
|
||||
hint_text = hint_helper(portal2)
|
||||
break
|
||||
if portal2.region == region_name:
|
||||
hint_text = hint_helper(portal1)
|
||||
break
|
||||
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
|
||||
elif region_data.hint == 2:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
if portal1.scene() == tunic_er_regions[region_name].game_scene:
|
||||
hint_text = hint_helper(portal2)
|
||||
break
|
||||
if portal2.scene() == tunic_er_regions[region_name].game_scene:
|
||||
hint_text = hint_helper(portal1)
|
||||
break
|
||||
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
|
||||
elif region_data.hint == 3:
|
||||
# only the west garden portal item for now
|
||||
if region_name == "West Garden Portal Item":
|
||||
if world.options.logic_rules:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
if portal1.scene() == "Archipelagos Redux":
|
||||
hint_text = hint_helper(portal2)
|
||||
break
|
||||
if portal2.scene() == "Archipelagos Redux":
|
||||
hint_text = hint_helper(portal1)
|
||||
break
|
||||
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
|
||||
else:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
if portal1.region == "West Garden Portal":
|
||||
hint_text = hint_helper(portal2)
|
||||
break
|
||||
if portal2.region == "West Garden Portal":
|
||||
hint_text = hint_helper(portal1)
|
||||
break
|
||||
regions[region_name] = Region(region_name, world.player, world.multiworld, hint_text)
|
||||
else:
|
||||
regions[region_name] = Region(region_name, world.player, world.multiworld)
|
||||
|
||||
set_er_region_rules(world, world.ability_unlocks, regions, portal_pairs)
|
||||
|
||||
er_hint_data: Dict[int, str] = {}
|
||||
for location_name, location_id in world.location_name_to_id.items():
|
||||
region = regions[location_table[location_name].er_region]
|
||||
location = TunicERLocation(world.player, location_name, location_id, region)
|
||||
region.locations.append(location)
|
||||
if region.name == region.hint_text:
|
||||
continue
|
||||
er_hint_data[location.address] = region.hint_text
|
||||
|
||||
create_randomized_entrances(portal_pairs, regions)
|
||||
|
||||
for region in regions.values():
|
||||
world.multiworld.regions.append(region)
|
||||
|
||||
place_event_items(world, regions)
|
||||
|
||||
victory_region = regions["Spirit Arena Victory"]
|
||||
victory_location = TunicERLocation(world.player, "The Heir", None, victory_region)
|
||||
victory_location.place_locked_item(TunicERItem("Victory", ItemClassification.progression, None, world.player))
|
||||
world.multiworld.completion_condition[world.player] = lambda state: state.has("Victory", world.player)
|
||||
victory_region.locations.append(victory_location)
|
||||
|
||||
portals_and_hints = (portal_pairs, er_hint_data)
|
||||
|
||||
return portals_and_hints
|
||||
|
||||
|
||||
tunic_events: Dict[str, str] = {
|
||||
"Eastern Bell": "Forest Belltower Upper",
|
||||
"Western Bell": "Overworld Belltower",
|
||||
"Furnace Fuse": "Furnace Fuse",
|
||||
"South and West Fortress Exterior Fuses": "Fortress Exterior from Overworld",
|
||||
"Upper and Central Fortress Exterior Fuses": "Fortress Courtyard Upper",
|
||||
"Beneath the Vault Fuse": "Beneath the Vault Back",
|
||||
"Eastern Vault West Fuses": "Eastern Vault Fortress",
|
||||
"Eastern Vault East Fuse": "Eastern Vault Fortress",
|
||||
"Quarry Connector Fuse": "Quarry Connector",
|
||||
"Quarry Fuse": "Quarry",
|
||||
"Ziggurat Fuse": "Rooted Ziggurat Lower Back",
|
||||
"West Garden Fuse": "West Garden",
|
||||
"Library Fuse": "Library Lab",
|
||||
}
|
||||
|
||||
|
||||
def place_event_items(world: "TunicWorld", regions: Dict[str, Region]) -> None:
|
||||
for event_name, region_name in tunic_events.items():
|
||||
region = regions[region_name]
|
||||
location = TunicERLocation(world.player, event_name, None, region)
|
||||
if event_name.endswith("Bell"):
|
||||
location.place_locked_item(
|
||||
TunicERItem("Ring " + event_name, ItemClassification.progression, None, world.player))
|
||||
else:
|
||||
location.place_locked_item(
|
||||
TunicERItem("Activate " + event_name, ItemClassification.progression, None, world.player))
|
||||
region.locations.append(location)
|
||||
|
||||
|
||||
# pairing off portals, starting with dead ends
|
||||
def pair_portals(world: "TunicWorld") -> Dict[Portal, Portal]:
|
||||
# separate the portals into dead ends and non-dead ends
|
||||
portal_pairs: Dict[Portal, Portal] = {}
|
||||
dead_ends: List[Portal] = []
|
||||
two_plus: List[Portal] = []
|
||||
fixed_shop = False
|
||||
logic_rules = world.options.logic_rules.value
|
||||
|
||||
# create separate lists for dead ends and non-dead ends
|
||||
if logic_rules:
|
||||
for portal in portal_mapping:
|
||||
if tunic_er_regions[portal.region].dead_end == 1:
|
||||
dead_ends.append(portal)
|
||||
else:
|
||||
two_plus.append(portal)
|
||||
else:
|
||||
for portal in portal_mapping:
|
||||
if tunic_er_regions[portal.region].dead_end:
|
||||
dead_ends.append(portal)
|
||||
else:
|
||||
two_plus.append(portal)
|
||||
|
||||
connected_regions: Set[str] = set()
|
||||
# make better start region stuff when/if implementing random start
|
||||
start_region = "Overworld"
|
||||
connected_regions.update(add_dependent_regions(start_region, logic_rules))
|
||||
|
||||
# need to plando fairy cave, or it could end up laurels locked
|
||||
# fix this later to be random? probably not?
|
||||
if world.options.laurels_location == "10_fairies":
|
||||
portal1 = None
|
||||
portal2 = None
|
||||
for portal in two_plus:
|
||||
if portal.scene_destination() == "Overworld Redux, Waterfall_":
|
||||
portal1 = portal
|
||||
break
|
||||
for portal in dead_ends:
|
||||
if portal.scene_destination() == "Waterfall, Overworld Redux_":
|
||||
portal2 = portal
|
||||
break
|
||||
portal_pairs[portal1] = portal2
|
||||
two_plus.remove(portal1)
|
||||
dead_ends.remove(portal2)
|
||||
|
||||
if world.options.fixed_shop:
|
||||
fixed_shop = True
|
||||
portal1 = None
|
||||
for portal in two_plus:
|
||||
if portal.scene_destination() == "Overworld Redux, Windmill_":
|
||||
portal1 = portal
|
||||
break
|
||||
portal2 = Portal(name="Shop Portal", region=f"Shop Entrance 2", destination="Previous Region_")
|
||||
portal_pairs[portal1] = portal2
|
||||
two_plus.remove(portal1)
|
||||
|
||||
# we want to start by making sure every region is accessible
|
||||
non_dead_end_regions = set()
|
||||
for region_name, region_info in tunic_er_regions.items():
|
||||
if not region_info.dead_end:
|
||||
non_dead_end_regions.add(region_name)
|
||||
elif region_info.dead_end == 2 and logic_rules:
|
||||
non_dead_end_regions.add(region_name)
|
||||
|
||||
world.random.shuffle(two_plus)
|
||||
check_success = 0
|
||||
portal1 = None
|
||||
portal2 = None
|
||||
while len(connected_regions) < len(non_dead_end_regions):
|
||||
# find a portal in an inaccessible region
|
||||
if check_success == 0:
|
||||
for portal in two_plus:
|
||||
if portal.region in connected_regions:
|
||||
# if there's risk of self-locking, start over
|
||||
if gate_before_switch(portal, two_plus):
|
||||
world.random.shuffle(two_plus)
|
||||
break
|
||||
portal1 = portal
|
||||
two_plus.remove(portal)
|
||||
check_success = 1
|
||||
break
|
||||
|
||||
# then we find a portal in a connected region
|
||||
if check_success == 1:
|
||||
for portal in two_plus:
|
||||
if portal.region not in connected_regions:
|
||||
# if there's risk of self-locking, shuffle and try again
|
||||
if gate_before_switch(portal, two_plus):
|
||||
world.random.shuffle(two_plus)
|
||||
break
|
||||
portal2 = portal
|
||||
two_plus.remove(portal)
|
||||
check_success = 2
|
||||
break
|
||||
|
||||
# once we have both portals, connect them and add the new region(s) to connected_regions
|
||||
if check_success == 2:
|
||||
connected_regions.update(add_dependent_regions(portal2.region, logic_rules))
|
||||
portal_pairs[portal1] = portal2
|
||||
check_success = 0
|
||||
world.random.shuffle(two_plus)
|
||||
|
||||
# add 6 shops, connect them to unique scenes
|
||||
# this is due to a limitation in Tunic -- you wrong warp if there's multiple shops
|
||||
shop_scenes: Set[str] = set()
|
||||
shop_count = 6
|
||||
|
||||
if fixed_shop:
|
||||
shop_count = 1
|
||||
shop_scenes.add("Overworld Redux")
|
||||
|
||||
for i in range(shop_count):
|
||||
portal1 = None
|
||||
for portal in two_plus:
|
||||
if portal.scene() not in shop_scenes:
|
||||
shop_scenes.add(portal.scene())
|
||||
portal1 = portal
|
||||
two_plus.remove(portal)
|
||||
break
|
||||
if portal1 is None:
|
||||
raise Exception("Too many shops in the pool, or something else went wrong")
|
||||
portal2 = Portal(name="Shop Portal", region=f"Shop Entrance {i + 1}", destination="Previous Region_")
|
||||
portal_pairs[portal1] = portal2
|
||||
|
||||
# connect dead ends to random non-dead ends
|
||||
# none of the key events are in dead ends, so we don't need to do gate_before_switch
|
||||
while len(dead_ends) > 0:
|
||||
portal1 = two_plus.pop()
|
||||
portal2 = dead_ends.pop()
|
||||
portal_pairs[portal1] = portal2
|
||||
|
||||
# then randomly connect the remaining portals to each other
|
||||
# every region is accessible, so gate_before_switch is not necessary
|
||||
while len(two_plus) > 1:
|
||||
portal1 = two_plus.pop()
|
||||
portal2 = two_plus.pop()
|
||||
portal_pairs[portal1] = portal2
|
||||
|
||||
if len(two_plus) == 1:
|
||||
raise Exception("two plus had an odd number of portals, investigate this")
|
||||
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
world.multiworld.spoiler.set_entrance(portal1.name, portal2.name, "both", world.player)
|
||||
|
||||
return portal_pairs
|
||||
|
||||
|
||||
# loop through our list of paired portals and make two-way connections
|
||||
def create_randomized_entrances(portal_pairs: Dict[Portal, Portal], regions: Dict[str, Region]) -> None:
|
||||
for portal1, portal2 in portal_pairs.items():
|
||||
region1 = regions[portal1.region]
|
||||
region2 = regions[portal2.region]
|
||||
region1.connect(region2, f"{portal1.name} -> {portal2.name}")
|
||||
# prevent the logic from thinking you can get to any shop-connected region from the shop
|
||||
if portal2.name != "Shop":
|
||||
region2.connect(region1, f"{portal2.name} -> {portal1.name}")
|
||||
|
||||
|
||||
# loop through the static connections, return regions you can reach from this region
|
||||
def add_dependent_regions(region_name: str, logic_rules: int) -> Set[str]:
|
||||
region_set = set()
|
||||
if not logic_rules:
|
||||
regions_to_add = dependent_regions
|
||||
elif logic_rules == 1:
|
||||
regions_to_add = dependent_regions_nmg
|
||||
else:
|
||||
regions_to_add = dependent_regions_ur
|
||||
for origin_regions, destination_regions in regions_to_add.items():
|
||||
if region_name in origin_regions:
|
||||
# if you matched something in the first set, you get the regions in its paired set
|
||||
region_set.update(destination_regions)
|
||||
return region_set
|
||||
# if you didn't match anything in the first sets, just gives you the region
|
||||
region_set = {region_name}
|
||||
return region_set
|
||||
|
||||
|
||||
# we're checking if an event-locked portal is being placed before the regions where its key(s) is/are
|
||||
# doing this ensures the keys will not be locked behind the event-locked portal
|
||||
def gate_before_switch(check_portal: Portal, two_plus: List[Portal]) -> bool:
|
||||
# the western belltower cannot be locked since you can access it with laurels
|
||||
# so we only need to make sure the forest belltower isn't locked
|
||||
if check_portal.scene_destination() == "Overworld Redux, Temple_main":
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.region == "Forest Belltower Upper":
|
||||
i += 1
|
||||
break
|
||||
if i == 1:
|
||||
return True
|
||||
|
||||
# fortress big gold door needs 2 scenes and one of the two upper portals of the courtyard
|
||||
elif check_portal.scene_destination() == "Fortress Main, Fortress Arena_":
|
||||
i = j = k = 0
|
||||
for portal in two_plus:
|
||||
if portal.region == "Fortress Courtyard Upper":
|
||||
i += 1
|
||||
if portal.scene() == "Fortress Basement":
|
||||
j += 1
|
||||
if portal.region == "Eastern Vault Fortress":
|
||||
k += 1
|
||||
if i == 2 or j == 2 or k == 5:
|
||||
return True
|
||||
|
||||
# fortress teleporter needs only the left fuses
|
||||
elif check_portal.scene_destination() in ["Fortress Arena, Transit_teleporter_spidertank",
|
||||
"Transit, Fortress Arena_teleporter_spidertank"]:
|
||||
i = j = k = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "Fortress Courtyard":
|
||||
i += 1
|
||||
if portal.scene() == "Fortress Basement":
|
||||
j += 1
|
||||
if portal.region == "Eastern Vault Fortress":
|
||||
k += 1
|
||||
if i == 8 or j == 2 or k == 5:
|
||||
return True
|
||||
|
||||
# Cathedral door needs Overworld and the front of Swamp
|
||||
# Overworld is currently guaranteed, so no need to check it
|
||||
elif check_portal.scene_destination() == "Swamp Redux 2, Cathedral Redux_main":
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.region == "Swamp":
|
||||
i += 1
|
||||
if i == 4:
|
||||
return True
|
||||
|
||||
# Zig portal room exit needs Zig 3 to be accessible to hit the fuse
|
||||
elif check_portal.scene_destination() == "ziggurat2020_FTRoom, ziggurat2020_3_":
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "ziggurat2020_3":
|
||||
i += 1
|
||||
if i == 2:
|
||||
return True
|
||||
|
||||
# Quarry teleporter needs you to hit the Darkwoods fuse
|
||||
# Since it's physically in Quarry, we don't need to check for it
|
||||
elif check_portal.scene_destination() in ["Quarry Redux, Transit_teleporter_quarry teleporter",
|
||||
"Quarry Redux, ziggurat2020_0_"]:
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "Darkwoods Tunnel":
|
||||
i += 1
|
||||
if i == 2:
|
||||
return True
|
||||
|
||||
# Same as above, but Quarry isn't guaranteed here
|
||||
elif check_portal.scene_destination() == "Transit, Quarry Redux_teleporter_quarry teleporter":
|
||||
i = j = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "Darkwoods Tunnel":
|
||||
i += 1
|
||||
if portal.scene() == "Quarry Redux":
|
||||
j += 1
|
||||
if i == 2 or j == 7:
|
||||
return True
|
||||
|
||||
# Need Library fuse to use this teleporter
|
||||
elif check_portal.scene_destination() == "Transit, Library Lab_teleporter_library teleporter":
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "Library Lab":
|
||||
i += 1
|
||||
if i == 3:
|
||||
return True
|
||||
|
||||
# Need West Garden fuse to use this teleporter
|
||||
elif check_portal.scene_destination() == "Transit, Archipelagos Redux_teleporter_archipelagos_teleporter":
|
||||
i = 0
|
||||
for portal in two_plus:
|
||||
if portal.scene() == "Archipelagos Redux":
|
||||
i += 1
|
||||
if i == 6:
|
||||
return True
|
||||
|
||||
# false means you're good to place the portal
|
||||
return False
|
||||
214
worlds/tunic/items.py
Normal file
214
worlds/tunic/items.py
Normal file
@@ -0,0 +1,214 @@
|
||||
from itertools import groupby
|
||||
from typing import Dict, List, Set, NamedTuple
|
||||
from BaseClasses import ItemClassification
|
||||
|
||||
|
||||
class TunicItemData(NamedTuple):
|
||||
classification: ItemClassification
|
||||
quantity_in_item_pool: int
|
||||
item_id_offset: int
|
||||
item_group: str = ""
|
||||
|
||||
|
||||
item_base_id = 509342400
|
||||
|
||||
item_table: Dict[str, TunicItemData] = {
|
||||
"Firecracker x2": TunicItemData(ItemClassification.filler, 3, 0, "bombs"),
|
||||
"Firecracker x3": TunicItemData(ItemClassification.filler, 3, 1, "bombs"),
|
||||
"Firecracker x4": TunicItemData(ItemClassification.filler, 3, 2, "bombs"),
|
||||
"Firecracker x5": TunicItemData(ItemClassification.filler, 1, 3, "bombs"),
|
||||
"Firecracker x6": TunicItemData(ItemClassification.filler, 2, 4, "bombs"),
|
||||
"Fire Bomb x2": TunicItemData(ItemClassification.filler, 2, 5, "bombs"),
|
||||
"Fire Bomb x3": TunicItemData(ItemClassification.filler, 1, 6, "bombs"),
|
||||
"Ice Bomb x2": TunicItemData(ItemClassification.filler, 2, 7, "bombs"),
|
||||
"Ice Bomb x3": TunicItemData(ItemClassification.filler, 2, 8, "bombs"),
|
||||
"Ice Bomb x5": TunicItemData(ItemClassification.filler, 1, 9, "bombs"),
|
||||
"Lure": TunicItemData(ItemClassification.filler, 4, 10, "consumables"),
|
||||
"Lure x2": TunicItemData(ItemClassification.filler, 1, 11, "consumables"),
|
||||
"Pepper x2": TunicItemData(ItemClassification.filler, 4, 12, "consumables"),
|
||||
"Ivy x3": TunicItemData(ItemClassification.filler, 2, 13, "consumables"),
|
||||
"Effigy": TunicItemData(ItemClassification.useful, 12, 14, "money"),
|
||||
"HP Berry": TunicItemData(ItemClassification.filler, 2, 15, "consumables"),
|
||||
"HP Berry x2": TunicItemData(ItemClassification.filler, 4, 16, "consumables"),
|
||||
"HP Berry x3": TunicItemData(ItemClassification.filler, 2, 17, "consumables"),
|
||||
"MP Berry": TunicItemData(ItemClassification.filler, 4, 18, "consumables"),
|
||||
"MP Berry x2": TunicItemData(ItemClassification.filler, 2, 19, "consumables"),
|
||||
"MP Berry x3": TunicItemData(ItemClassification.filler, 7, 20, "consumables"),
|
||||
"Fairy": TunicItemData(ItemClassification.progression, 20, 21),
|
||||
"Stick": TunicItemData(ItemClassification.progression, 1, 22, "weapons"),
|
||||
"Sword": TunicItemData(ItemClassification.progression, 3, 23, "weapons"),
|
||||
"Sword Upgrade": TunicItemData(ItemClassification.progression, 4, 24, "weapons"),
|
||||
"Magic Wand": TunicItemData(ItemClassification.progression, 1, 25, "weapons"),
|
||||
"Magic Dagger": TunicItemData(ItemClassification.progression, 1, 26),
|
||||
"Magic Orb": TunicItemData(ItemClassification.progression, 1, 27),
|
||||
"Hero's Laurels": TunicItemData(ItemClassification.progression, 1, 28),
|
||||
"Lantern": TunicItemData(ItemClassification.progression, 1, 29),
|
||||
"Gun": TunicItemData(ItemClassification.useful, 1, 30, "weapons"),
|
||||
"Shield": TunicItemData(ItemClassification.useful, 1, 31),
|
||||
"Dath Stone": TunicItemData(ItemClassification.useful, 1, 32),
|
||||
"Hourglass": TunicItemData(ItemClassification.useful, 1, 33),
|
||||
"Old House Key": TunicItemData(ItemClassification.progression, 1, 34, "keys"),
|
||||
"Key": TunicItemData(ItemClassification.progression, 2, 35, "keys"),
|
||||
"Fortress Vault Key": TunicItemData(ItemClassification.progression, 1, 36, "keys"),
|
||||
"Flask Shard": TunicItemData(ItemClassification.useful, 12, 37, "potions"),
|
||||
"Potion Flask": TunicItemData(ItemClassification.useful, 5, 38, "potions"),
|
||||
"Golden Coin": TunicItemData(ItemClassification.progression, 17, 39),
|
||||
"Card Slot": TunicItemData(ItemClassification.useful, 4, 40),
|
||||
"Red Questagon": TunicItemData(ItemClassification.progression_skip_balancing, 1, 41, "hexagons"),
|
||||
"Green Questagon": TunicItemData(ItemClassification.progression_skip_balancing, 1, 42, "hexagons"),
|
||||
"Blue Questagon": TunicItemData(ItemClassification.progression_skip_balancing, 1, 43, "hexagons"),
|
||||
"Gold Questagon": TunicItemData(ItemClassification.progression_skip_balancing, 0, 44, "hexagons"),
|
||||
"ATT Offering": TunicItemData(ItemClassification.useful, 4, 45, "offerings"),
|
||||
"DEF Offering": TunicItemData(ItemClassification.useful, 4, 46, "offerings"),
|
||||
"Potion Offering": TunicItemData(ItemClassification.useful, 3, 47, "offerings"),
|
||||
"HP Offering": TunicItemData(ItemClassification.useful, 6, 48, "offerings"),
|
||||
"MP Offering": TunicItemData(ItemClassification.useful, 3, 49, "offerings"),
|
||||
"SP Offering": TunicItemData(ItemClassification.useful, 2, 50, "offerings"),
|
||||
"Hero Relic - ATT": TunicItemData(ItemClassification.useful, 1, 51, "hero relics"),
|
||||
"Hero Relic - DEF": TunicItemData(ItemClassification.useful, 1, 52, "hero relics"),
|
||||
"Hero Relic - HP": TunicItemData(ItemClassification.useful, 1, 53, "hero relics"),
|
||||
"Hero Relic - MP": TunicItemData(ItemClassification.useful, 1, 54, "hero relics"),
|
||||
"Hero Relic - POTION": TunicItemData(ItemClassification.useful, 1, 55, "hero relics"),
|
||||
"Hero Relic - SP": TunicItemData(ItemClassification.useful, 1, 56, "hero relics"),
|
||||
"Orange Peril Ring": TunicItemData(ItemClassification.useful, 1, 57, "cards"),
|
||||
"Tincture": TunicItemData(ItemClassification.useful, 1, 58, "cards"),
|
||||
"Scavenger Mask": TunicItemData(ItemClassification.progression, 1, 59, "cards"),
|
||||
"Cyan Peril Ring": TunicItemData(ItemClassification.useful, 1, 60, "cards"),
|
||||
"Bracer": TunicItemData(ItemClassification.useful, 1, 61, "cards"),
|
||||
"Dagger Strap": TunicItemData(ItemClassification.useful, 1, 62, "cards"),
|
||||
"Inverted Ash": TunicItemData(ItemClassification.useful, 1, 63, "cards"),
|
||||
"Lucky Cup": TunicItemData(ItemClassification.useful, 1, 64, "cards"),
|
||||
"Magic Echo": TunicItemData(ItemClassification.useful, 1, 65, "cards"),
|
||||
"Anklet": TunicItemData(ItemClassification.useful, 1, 66, "cards"),
|
||||
"Muffling Bell": TunicItemData(ItemClassification.useful, 1, 67, "cards"),
|
||||
"Glass Cannon": TunicItemData(ItemClassification.useful, 1, 68, "cards"),
|
||||
"Perfume": TunicItemData(ItemClassification.useful, 1, 69, "cards"),
|
||||
"Louder Echo": TunicItemData(ItemClassification.useful, 1, 70, "cards"),
|
||||
"Aura's Gem": TunicItemData(ItemClassification.useful, 1, 71, "cards"),
|
||||
"Bone Card": TunicItemData(ItemClassification.useful, 1, 72, "cards"),
|
||||
"Mr Mayor": TunicItemData(ItemClassification.useful, 1, 73, "golden treasures"),
|
||||
"Secret Legend": TunicItemData(ItemClassification.useful, 1, 74, "golden treasures"),
|
||||
"Sacred Geometry": TunicItemData(ItemClassification.useful, 1, 75, "golden treasures"),
|
||||
"Vintage": TunicItemData(ItemClassification.useful, 1, 76, "golden treasures"),
|
||||
"Just Some Pals": TunicItemData(ItemClassification.useful, 1, 77, "golden treasures"),
|
||||
"Regal Weasel": TunicItemData(ItemClassification.useful, 1, 78, "golden treasures"),
|
||||
"Spring Falls": TunicItemData(ItemClassification.useful, 1, 79, "golden treasures"),
|
||||
"Power Up": TunicItemData(ItemClassification.useful, 1, 80, "golden treasures"),
|
||||
"Back To Work": TunicItemData(ItemClassification.useful, 1, 81, "golden treasures"),
|
||||
"Phonomath": TunicItemData(ItemClassification.useful, 1, 82, "golden treasures"),
|
||||
"Dusty": TunicItemData(ItemClassification.useful, 1, 83, "golden treasures"),
|
||||
"Forever Friend": TunicItemData(ItemClassification.useful, 1, 84, "golden treasures"),
|
||||
"Fool Trap": TunicItemData(ItemClassification.trap, 0, 85, "fool"),
|
||||
"Money x1": TunicItemData(ItemClassification.filler, 3, 86, "money"),
|
||||
"Money x10": TunicItemData(ItemClassification.filler, 1, 87, "money"),
|
||||
"Money x15": TunicItemData(ItemClassification.filler, 10, 88, "money"),
|
||||
"Money x16": TunicItemData(ItemClassification.filler, 1, 89, "money"),
|
||||
"Money x20": TunicItemData(ItemClassification.filler, 17, 90, "money"),
|
||||
"Money x25": TunicItemData(ItemClassification.filler, 14, 91, "money"),
|
||||
"Money x30": TunicItemData(ItemClassification.filler, 4, 92, "money"),
|
||||
"Money x32": TunicItemData(ItemClassification.filler, 4, 93, "money"),
|
||||
"Money x40": TunicItemData(ItemClassification.filler, 3, 94, "money"),
|
||||
"Money x48": TunicItemData(ItemClassification.filler, 1, 95, "money"),
|
||||
"Money x50": TunicItemData(ItemClassification.filler, 7, 96, "money"),
|
||||
"Money x64": TunicItemData(ItemClassification.filler, 1, 97, "money"),
|
||||
"Money x100": TunicItemData(ItemClassification.filler, 5, 98, "money"),
|
||||
"Money x128": TunicItemData(ItemClassification.useful, 3, 99, "money"),
|
||||
"Money x200": TunicItemData(ItemClassification.useful, 1, 100, "money"),
|
||||
"Money x255": TunicItemData(ItemClassification.useful, 1, 101, "money"),
|
||||
"Pages 0-1": TunicItemData(ItemClassification.useful, 1, 102, "pages"),
|
||||
"Pages 2-3": TunicItemData(ItemClassification.useful, 1, 103, "pages"),
|
||||
"Pages 4-5": TunicItemData(ItemClassification.useful, 1, 104, "pages"),
|
||||
"Pages 6-7": TunicItemData(ItemClassification.useful, 1, 105, "pages"),
|
||||
"Pages 8-9": TunicItemData(ItemClassification.useful, 1, 106, "pages"),
|
||||
"Pages 10-11": TunicItemData(ItemClassification.useful, 1, 107, "pages"),
|
||||
"Pages 12-13": TunicItemData(ItemClassification.useful, 1, 108, "pages"),
|
||||
"Pages 14-15": TunicItemData(ItemClassification.useful, 1, 109, "pages"),
|
||||
"Pages 16-17": TunicItemData(ItemClassification.useful, 1, 110, "pages"),
|
||||
"Pages 18-19": TunicItemData(ItemClassification.useful, 1, 111, "pages"),
|
||||
"Pages 20-21": TunicItemData(ItemClassification.useful, 1, 112, "pages"),
|
||||
"Pages 22-23": TunicItemData(ItemClassification.useful, 1, 113, "pages"),
|
||||
"Pages 24-25 (Prayer)": TunicItemData(ItemClassification.progression, 1, 114, "pages"),
|
||||
"Pages 26-27": TunicItemData(ItemClassification.useful, 1, 115, "pages"),
|
||||
"Pages 28-29": TunicItemData(ItemClassification.useful, 1, 116, "pages"),
|
||||
"Pages 30-31": TunicItemData(ItemClassification.useful, 1, 117, "pages"),
|
||||
"Pages 32-33": TunicItemData(ItemClassification.useful, 1, 118, "pages"),
|
||||
"Pages 34-35": TunicItemData(ItemClassification.useful, 1, 119, "pages"),
|
||||
"Pages 36-37": TunicItemData(ItemClassification.useful, 1, 120, "pages"),
|
||||
"Pages 38-39": TunicItemData(ItemClassification.useful, 1, 121, "pages"),
|
||||
"Pages 40-41": TunicItemData(ItemClassification.useful, 1, 122, "pages"),
|
||||
"Pages 42-43 (Holy Cross)": TunicItemData(ItemClassification.progression, 1, 123, "pages"),
|
||||
"Pages 44-45": TunicItemData(ItemClassification.useful, 1, 124, "pages"),
|
||||
"Pages 46-47": TunicItemData(ItemClassification.useful, 1, 125, "pages"),
|
||||
"Pages 48-49": TunicItemData(ItemClassification.useful, 1, 126, "pages"),
|
||||
"Pages 50-51": TunicItemData(ItemClassification.useful, 1, 127, "pages"),
|
||||
"Pages 52-53 (Ice Rod)": TunicItemData(ItemClassification.progression, 1, 128, "pages"),
|
||||
"Pages 54-55": TunicItemData(ItemClassification.useful, 1, 129, "pages"),
|
||||
}
|
||||
|
||||
fool_tiers: List[List[str]] = [
|
||||
[],
|
||||
["Money x1", "Money x10", "Money x15", "Money x16"],
|
||||
["Money x1", "Money x10", "Money x15", "Money x16", "Money x20"],
|
||||
["Money x1", "Money x10", "Money x15", "Money x16", "Money x20", "Money x25", "Money x30"],
|
||||
]
|
||||
|
||||
slot_data_item_names = [
|
||||
"Stick",
|
||||
"Sword",
|
||||
"Sword Upgrade",
|
||||
"Magic Dagger",
|
||||
"Magic Wand",
|
||||
"Magic Orb",
|
||||
"Hero's Laurels",
|
||||
"Lantern",
|
||||
"Gun",
|
||||
"Scavenger Mask",
|
||||
"Shield",
|
||||
"Dath Stone",
|
||||
"Hourglass",
|
||||
"Old House Key",
|
||||
"Fortress Vault Key",
|
||||
"Hero Relic - ATT",
|
||||
"Hero Relic - DEF",
|
||||
"Hero Relic - POTION",
|
||||
"Hero Relic - HP",
|
||||
"Hero Relic - SP",
|
||||
"Hero Relic - MP",
|
||||
"Pages 24-25 (Prayer)",
|
||||
"Pages 42-43 (Holy Cross)",
|
||||
"Pages 52-53 (Ice Rod)",
|
||||
"Red Questagon",
|
||||
"Green Questagon",
|
||||
"Blue Questagon",
|
||||
"Gold Questagon",
|
||||
]
|
||||
|
||||
item_name_to_id: Dict[str, int] = {name: item_base_id + data.item_id_offset for name, data in item_table.items()}
|
||||
|
||||
filler_items: List[str] = [name for name, data in item_table.items() if data.classification == ItemClassification.filler]
|
||||
|
||||
|
||||
def get_item_group(item_name: str) -> str:
|
||||
return item_table[item_name].item_group
|
||||
|
||||
|
||||
item_name_groups: Dict[str, Set[str]] = {
|
||||
group: set(item_names) for group, item_names in groupby(sorted(item_table, key=get_item_group), get_item_group) if group != ""
|
||||
}
|
||||
|
||||
# extra groups for the purpose of aliasing items
|
||||
extra_groups: Dict[str, Set[str]] = {
|
||||
"laurels": {"Hero's Laurels"},
|
||||
"orb": {"Magic Orb"},
|
||||
"dagger": {"Magic Dagger"},
|
||||
"magic rod": {"Magic Wand"},
|
||||
"holy cross": {"Pages 42-43 (Holy Cross)"},
|
||||
"prayer": {"Pages 24-25 (Prayer)"},
|
||||
"ice rod": {"Pages 52-53 (Ice Rod)"},
|
||||
"melee weapons": {"Stick", "Sword", "Sword Upgrade"},
|
||||
"progressive sword": {"Sword Upgrade"},
|
||||
"abilities": {"Pages 24-25 (Prayer)", "Pages 42-43 (Holy Cross)", "Pages 52-53 (Ice Rod)"},
|
||||
"questagons": {"Red Questagon", "Green Questagon", "Blue Questagon", "Gold Questagon"}
|
||||
}
|
||||
|
||||
item_name_groups.update(extra_groups)
|
||||
337
worlds/tunic/locations.py
Normal file
337
worlds/tunic/locations.py
Normal file
@@ -0,0 +1,337 @@
|
||||
from typing import Dict, NamedTuple, Set
|
||||
from itertools import groupby
|
||||
|
||||
|
||||
class TunicLocationData(NamedTuple):
|
||||
region: str
|
||||
er_region: str # entrance rando region
|
||||
location_group: str = "region"
|
||||
|
||||
|
||||
location_base_id = 509342400
|
||||
|
||||
location_table: Dict[str, TunicLocationData] = {
|
||||
"Beneath the Well - [Powered Secret Room] Chest": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
|
||||
"Beneath the Well - [Entryway] Chest": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Third Room] Beneath Platform Chest": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Third Room] Tentacle Chest": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Entryway] Obscured Behind Waterfall": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Save Room] Upper Floor Chest 1": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
|
||||
"Beneath the Well - [Save Room] Upper Floor Chest 2": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
|
||||
"Beneath the Well - [Second Room] Underwater Chest": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Back Corridor] Right Secret": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Back Corridor] Left Secret": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Second Room] Obscured Behind Waterfall": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Side Room] Chest By Pots": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Beneath the Well - [Side Room] Chest By Phrends": TunicLocationData("Beneath the Well", "Beneath the Well Back"),
|
||||
"Beneath the Well - [Second Room] Page": TunicLocationData("Beneath the Well", "Beneath the Well Main"),
|
||||
"Dark Tomb Checkpoint - [Passage To Dark Tomb] Page Pickup": TunicLocationData("Beneath the Well", "Dark Tomb Checkpoint"),
|
||||
"Cathedral - [1F] Guarded By Lasers": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [1F] Near Spikes": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [2F] Bird Room": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [2F] Entryway Upper Walkway": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [1F] Library": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [2F] Library": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [2F] Guarded By Lasers": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [2F] Bird Room Secret": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Cathedral - [1F] Library Secret": TunicLocationData("Cathedral", "Cathedral"),
|
||||
"Dark Tomb - Spike Maze Near Exit": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - 2nd Laser Room": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - 1st Laser Room": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - Spike Maze Upper Walkway": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - Skulls Chest": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - Spike Maze Near Stairs": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Dark Tomb - 1st Laser Room Obscured": TunicLocationData("Dark Tomb", "Dark Tomb Main"),
|
||||
"Guardhouse 2 - Upper Floor": TunicLocationData("East Forest", "Guard House 2"),
|
||||
"Guardhouse 2 - Bottom Floor Secret": TunicLocationData("East Forest", "Guard House 2"),
|
||||
"Guardhouse 1 - Upper Floor Obscured": TunicLocationData("East Forest", "Guard House 1 East"),
|
||||
"Guardhouse 1 - Upper Floor": TunicLocationData("East Forest", "Guard House 1 East"),
|
||||
"East Forest - Dancing Fox Spirit Holy Cross": TunicLocationData("East Forest", "East Forest Dance Fox Spot", "holy cross"),
|
||||
"East Forest - Golden Obelisk Holy Cross": TunicLocationData("East Forest", "East Forest", "holy cross"),
|
||||
"East Forest - Ice Rod Grapple Chest": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Above Save Point": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Above Save Point Obscured": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - From Guardhouse 1 Chest": TunicLocationData("East Forest", "East Forest Dance Fox Spot"),
|
||||
"East Forest - Near Save Point": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Beneath Spider Chest": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Near Telescope": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Spider Chest": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Lower Dash Chest": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Lower Grapple Chest": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Bombable Wall": TunicLocationData("East Forest", "East Forest"),
|
||||
"East Forest - Page On Teleporter": TunicLocationData("East Forest", "East Forest"),
|
||||
"Forest Belltower - Near Save Point": TunicLocationData("East Forest", "Forest Belltower Lower"),
|
||||
"Forest Belltower - After Guard Captain": TunicLocationData("East Forest", "Forest Belltower Upper"),
|
||||
"Forest Belltower - Obscured Near Bell Top Floor": TunicLocationData("East Forest", "Forest Belltower Upper"),
|
||||
"Forest Belltower - Obscured Beneath Bell Bottom Floor": TunicLocationData("East Forest", "Forest Belltower Main"),
|
||||
"Forest Belltower - Page Pickup": TunicLocationData("East Forest", "Forest Belltower Main"),
|
||||
"Forest Grave Path - Holy Cross Code by Grave": TunicLocationData("East Forest", "Forest Grave Path by Grave", "holy cross"),
|
||||
"Forest Grave Path - Above Gate": TunicLocationData("East Forest", "Forest Grave Path Main"),
|
||||
"Forest Grave Path - Obscured Chest": TunicLocationData("East Forest", "Forest Grave Path Main"),
|
||||
"Forest Grave Path - Upper Walkway": TunicLocationData("East Forest", "Forest Grave Path Upper"),
|
||||
"Forest Grave Path - Sword Pickup": TunicLocationData("East Forest", "Forest Grave Path by Grave"),
|
||||
"Hero's Grave - Tooth Relic": TunicLocationData("East Forest", "Hero Relic - East Forest"),
|
||||
"Fortress Courtyard - From East Belltower": TunicLocationData("East Forest", "Fortress Exterior from East Forest"),
|
||||
"Fortress Leaf Piles - Secret Chest": TunicLocationData("Eastern Vault Fortress", "Fortress Leaf Piles"),
|
||||
"Fortress Arena - Hexagon Red": TunicLocationData("Eastern Vault Fortress", "Fortress Arena"),
|
||||
"Fortress Arena - Siege Engine/Vault Key Pickup": TunicLocationData("Eastern Vault Fortress", "Fortress Arena"),
|
||||
"Fortress East Shortcut - Chest Near Slimes": TunicLocationData("Eastern Vault Fortress", "Fortress East Shortcut Lower"),
|
||||
"Eastern Vault Fortress - [West Wing] Candles Holy Cross": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress", "holy cross"),
|
||||
"Eastern Vault Fortress - [West Wing] Dark Room Chest 1": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
|
||||
"Eastern Vault Fortress - [West Wing] Dark Room Chest 2": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
|
||||
"Eastern Vault Fortress - [East Wing] Bombable Wall": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
|
||||
"Eastern Vault Fortress - [West Wing] Page Pickup": TunicLocationData("Eastern Vault Fortress", "Eastern Vault Fortress"),
|
||||
"Fortress Grave Path - Upper Walkway": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path Upper"),
|
||||
"Fortress Grave Path - Chest Right of Grave": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path"),
|
||||
"Fortress Grave Path - Obscured Chest Left of Grave": TunicLocationData("Eastern Vault Fortress", "Fortress Grave Path"),
|
||||
"Hero's Grave - Flowers Relic": TunicLocationData("Eastern Vault Fortress", "Hero Relic - Fortress"),
|
||||
"Beneath the Fortress - Bridge": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
|
||||
"Beneath the Fortress - Cell Chest 1": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
|
||||
"Beneath the Fortress - Obscured Behind Waterfall": TunicLocationData("Beneath the Vault", "Beneath the Vault Front"),
|
||||
"Beneath the Fortress - Back Room Chest": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
|
||||
"Beneath the Fortress - Cell Chest 2": TunicLocationData("Beneath the Vault", "Beneath the Vault Back"),
|
||||
"Frog's Domain - Near Vault": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Slorm Room": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Escape Chest": TunicLocationData("Frog's Domain", "Frog's Domain Back"),
|
||||
"Frog's Domain - Grapple Above Hot Tub": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Above Vault": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Main Room Top Floor": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Main Room Bottom Floor": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Side Room Secret Passage": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Side Room Chest": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Side Room Grapple Secret": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Frog's Domain - Magic Orb Pickup": TunicLocationData("Frog's Domain", "Frog's Domain"),
|
||||
"Librarian - Hexagon Green": TunicLocationData("Library", "Library Arena"),
|
||||
"Library Hall - Holy Cross Chest": TunicLocationData("Library", "Library Hall", "holy cross"),
|
||||
"Library Lab - Chest By Shrine 2": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Chest By Shrine 1": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Chest By Shrine 3": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Behind Chalkboard by Fuse": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Page 3": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Page 1": TunicLocationData("Library", "Library Lab"),
|
||||
"Library Lab - Page 2": TunicLocationData("Library", "Library Lab"),
|
||||
"Hero's Grave - Mushroom Relic": TunicLocationData("Library", "Hero Relic - Library"),
|
||||
"Lower Mountain - Page Before Door": TunicLocationData("Overworld", "Lower Mountain"),
|
||||
"Changing Room - Normal Chest": TunicLocationData("Overworld", "Changing Room"),
|
||||
"Fortress Courtyard - Chest Near Cave": TunicLocationData("Overworld", "Fortress Exterior near cave"),
|
||||
"Fortress Courtyard - Near Fuse": TunicLocationData("Overworld", "Fortress Exterior from Overworld"),
|
||||
"Fortress Courtyard - Below Walkway": TunicLocationData("Overworld", "Fortress Exterior from Overworld"),
|
||||
"Fortress Courtyard - Page Near Cave": TunicLocationData("Overworld", "Fortress Exterior near cave"),
|
||||
"West Furnace - Lantern Pickup": TunicLocationData("Overworld", "Furnace Fuse"),
|
||||
"Maze Cave - Maze Room Chest": TunicLocationData("Overworld", "Maze Cave"),
|
||||
"Old House - Normal Chest": TunicLocationData("Overworld", "Old House Front"),
|
||||
"Old House - Shield Pickup": TunicLocationData("Overworld", "Old House Front"),
|
||||
"Overworld - [West] Obscured Behind Windmill": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [South] Beach Chest": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [West] Obscured Near Well": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Central] Bombable Wall": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Chest Near Turret": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [East] Chest Near Pots": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Chest Near Golden Obelisk": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] South Chest Near Guard": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] West Beach Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Chest Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Shadowy Corner Chest": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Obscured In Tunnel To Beach": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Grapple Chest Over Walkway": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Chest Beneath Quarry Gate": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southeast] Chest Near Swamp": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] From West Garden": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [East] Grapple Chest": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] West Beach Guarded By Turret 2": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Beach Chest Near Flowers": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Bombable Wall Near Fountain": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [West] Chest After Bell": TunicLocationData("Overworld", "Overworld Belltower"),
|
||||
"Overworld - [Southwest] Tunnel Guarded By Turret": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [East] Between Ladders Near Ruined Passage": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northeast] Chest Above Patrol Cave": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Beach Chest Beneath Guard": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Central] Chest Across From Well": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Chest Near Quarry Gate": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [East] Chest In Trees": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [West] Chest Behind Moss Wall": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [South] Beach Page": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southeast] Page on Pillar by Swamp": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Key Pickup": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [West] Key Pickup": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [East] Page Near Secret Shop": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Southwest] Fountain Page": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Page on Pillar by Dark Tomb": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Fire Wand Pickup": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [West] Page On Teleporter": TunicLocationData("Overworld", "Overworld"),
|
||||
"Overworld - [Northwest] Page By Well": TunicLocationData("Overworld", "Overworld"),
|
||||
"Patrol Cave - Normal Chest": TunicLocationData("Overworld", "Patrol Cave"),
|
||||
"Ruined Shop - Chest 1": TunicLocationData("Overworld", "Ruined Shop"),
|
||||
"Ruined Shop - Chest 2": TunicLocationData("Overworld", "Ruined Shop"),
|
||||
"Ruined Shop - Chest 3": TunicLocationData("Overworld", "Ruined Shop"),
|
||||
"Ruined Passage - Page Pickup": TunicLocationData("Overworld", "Ruined Passage"),
|
||||
"Shop - Potion 1": TunicLocationData("Overworld", "Shop", "shop"),
|
||||
"Shop - Potion 2": TunicLocationData("Overworld", "Shop", "shop"),
|
||||
"Shop - Coin 1": TunicLocationData("Overworld", "Shop", "shop"),
|
||||
"Shop - Coin 2": TunicLocationData("Overworld", "Shop", "shop"),
|
||||
"Special Shop - Secret Page Pickup": TunicLocationData("Overworld", "Special Shop"),
|
||||
"Stick House - Stick Chest": TunicLocationData("Overworld", "Stick House"),
|
||||
"Sealed Temple - Page Pickup": TunicLocationData("Overworld", "Sealed Temple"),
|
||||
"Hourglass Cave - Hourglass Chest": TunicLocationData("Overworld", "Hourglass Cave"),
|
||||
"Far Shore - Secret Chest": TunicLocationData("Overworld", "Far Shore"),
|
||||
"Far Shore - Page Pickup": TunicLocationData("Overworld", "Far Shore to Spawn"),
|
||||
"Coins in the Well - 10 Coins": TunicLocationData("Overworld", "Overworld", "well"),
|
||||
"Coins in the Well - 15 Coins": TunicLocationData("Overworld", "Overworld", "well"),
|
||||
"Coins in the Well - 3 Coins": TunicLocationData("Overworld", "Overworld", "well"),
|
||||
"Coins in the Well - 6 Coins": TunicLocationData("Overworld", "Overworld", "well"),
|
||||
"Secret Gathering Place - 20 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", "fairies"),
|
||||
"Secret Gathering Place - 10 Fairy Reward": TunicLocationData("Overworld", "Secret Gathering Place", "fairies"),
|
||||
"Overworld - [West] Moss Wall Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [Southwest] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [Southwest] Fountain Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [Northeast] Flowers Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [East] Weathervane Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [West] Windmill Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [Southwest] Haiku Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [West] Windchimes Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [South] Starting Platform Holy Cross": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Overworld - [Northwest] Golden Obelisk Page": TunicLocationData("Overworld Holy Cross", "Overworld Holy Cross", "holy cross"),
|
||||
"Old House - Holy Cross Door Page": TunicLocationData("Overworld Holy Cross", "Old House Back", "holy cross"),
|
||||
"Cube Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Cube Cave", "holy cross"),
|
||||
"Southeast Cross Door - Chest 3": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
|
||||
"Southeast Cross Door - Chest 2": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
|
||||
"Southeast Cross Door - Chest 1": TunicLocationData("Overworld Holy Cross", "Southeast Cross Room", "holy cross"),
|
||||
"Maze Cave - Maze Room Holy Cross": TunicLocationData("Overworld Holy Cross", "Maze Cave", "holy cross"),
|
||||
"Caustic Light Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Caustic Light Cave", "holy cross"),
|
||||
"Old House - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Old House Front", "holy cross"),
|
||||
"Patrol Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Patrol Cave", "holy cross"),
|
||||
"Ruined Passage - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Ruined Passage", "holy cross"),
|
||||
"Hourglass Cave - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Hourglass Cave", "holy cross"),
|
||||
"Sealed Temple - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Sealed Temple", "holy cross"),
|
||||
"Fountain Cross Door - Page Pickup": TunicLocationData("Overworld Holy Cross", "Fountain Cross Room", "holy cross"),
|
||||
"Secret Gathering Place - Holy Cross Chest": TunicLocationData("Overworld Holy Cross", "Secret Gathering Place", "holy cross"),
|
||||
"Top of the Mountain - Page At The Peak": TunicLocationData("Overworld Holy Cross", "Top of the Mountain", "holy cross"),
|
||||
"Monastery - Monastery Chest": TunicLocationData("Quarry", "Monastery Back"),
|
||||
"Quarry - [Back Entrance] Bushes Holy Cross": TunicLocationData("Quarry Back", "Quarry Back", "holy cross"),
|
||||
"Quarry - [Back Entrance] Chest": TunicLocationData("Quarry Back", "Quarry Back"),
|
||||
"Quarry - [Central] Near Shortcut Ladder": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Near Telescope": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Upper Floor": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [Central] Below Entry Walkway": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Obscured Near Winding Staircase": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Obscured Beneath Scaffolding": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Obscured Near Telescope": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [Back Entrance] Obscured Behind Wall": TunicLocationData("Quarry Back", "Quarry Back"),
|
||||
"Quarry - [Central] Obscured Below Entry Walkway": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [Central] Top Floor Overhang": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [East] Near Bridge": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [Central] Above Ladder": TunicLocationData("Quarry", "Quarry Monastery Entry"),
|
||||
"Quarry - [Central] Obscured Behind Staircase": TunicLocationData("Quarry", "Quarry"),
|
||||
"Quarry - [Central] Above Ladder Dash Chest": TunicLocationData("Quarry", "Quarry Monastery Entry"),
|
||||
"Quarry - [West] Upper Area Bombable Wall": TunicLocationData("Quarry Back", "Quarry Back"),
|
||||
"Quarry - [East] Bombable Wall": TunicLocationData("Quarry", "Quarry"),
|
||||
"Hero's Grave - Ash Relic": TunicLocationData("Quarry", "Hero Relic - Quarry"),
|
||||
"Quarry - [West] Shooting Range Secret Path": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Near Shooting Range": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Below Shooting Range": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [Lowlands] Below Broken Ladder": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Upper Area Near Waterfall": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [Lowlands] Upper Walkway": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Lower Area Below Bridge": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Lower Area Isolated Chest": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [Lowlands] Near Elevator": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Quarry - [West] Lower Area After Bridge": TunicLocationData("Lower Quarry", "Lower Quarry"),
|
||||
"Rooted Ziggurat Upper - Near Bridge Switch": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Upper Front"),
|
||||
"Rooted Ziggurat Upper - Beneath Bridge To Administrator": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Upper Back"),
|
||||
"Rooted Ziggurat Tower - Inside Tower": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Middle Top"),
|
||||
"Rooted Ziggurat Lower - Near Corpses": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - Spider Ambush": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - Left Of Checkpoint Before Fuse": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - After Guarded Fuse": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - Guarded By Double Turrets": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - After 2nd Double Turret Chest": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - Guarded By Double Turrets 2": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Front"),
|
||||
"Rooted Ziggurat Lower - Hexagon Blue": TunicLocationData("Rooted Ziggurat", "Rooted Ziggurat Lower Back"),
|
||||
"Ruined Atoll - [West] Near Kevin Block": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [South] Upper Floor On Power Line": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [South] Chest Near Big Crabs": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [North] Guarded By Bird": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Northeast] Chest Beneath Brick Walkway": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Northwest] Bombable Wall": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [North] Obscured Beneath Bridge": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [South] Upper Floor On Bricks": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [South] Near Birds": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Northwest] Behind Envoy": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Southwest] Obscured Behind Fuse": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [East] Locked Room Upper Chest": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [North] From Lower Overworld Entrance": TunicLocationData("Ruined Atoll", "Ruined Atoll Lower Entry Area"),
|
||||
"Ruined Atoll - [East] Locked Room Lower Chest": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Northeast] Chest On Brick Walkway": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Southeast] Chest Near Fuse": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Ruined Atoll - [Northeast] Key Pickup": TunicLocationData("Ruined Atoll", "Ruined Atoll"),
|
||||
"Cathedral Gauntlet - Gauntlet Reward": TunicLocationData("Swamp", "Cathedral Gauntlet"),
|
||||
"Cathedral - Secret Legend Trophy Chest": TunicLocationData("Swamp", "Cathedral Secret Legend Room"),
|
||||
"Swamp - [Upper Graveyard] Obscured Behind Hill": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] 4 Orange Skulls": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Central] Near Ramps Up": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Upper Graveyard] Near Shield Fleemers": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Obscured Behind Ridge": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Obscured Beneath Telescope": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Entrance] Above Entryway": TunicLocationData("Swamp", "Back of Swamp Laurels Area"),
|
||||
"Swamp - [Central] South Secret Passage": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Upper Walkway On Pedestal": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Guarded By Tentacles": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Upper Graveyard] Near Telescope": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Outside Cathedral] Near Moonlight Bridge Door": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Entrance] Obscured Inside Watchtower": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Entrance] South Near Fence": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Guarded By Big Skeleton": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Chest Near Graves": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Entrance] North Small Island": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Outside Cathedral] Obscured Behind Memorial": TunicLocationData("Swamp", "Back of Swamp"),
|
||||
"Swamp - [Central] Obscured Behind Northern Mountain": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Upper Walkway Dash Chest": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [South Graveyard] Above Big Skeleton": TunicLocationData("Swamp", "Swamp"),
|
||||
"Swamp - [Central] Beneath Memorial": TunicLocationData("Swamp", "Swamp"),
|
||||
"Hero's Grave - Feathers Relic": TunicLocationData("Swamp", "Hero Relic - Swamp"),
|
||||
"West Furnace - Chest": TunicLocationData("West Garden", "Furnace Walking Path"),
|
||||
"Overworld - [West] Near West Garden Entrance": TunicLocationData("West Garden", "Overworld to West Garden from Furnace"),
|
||||
"West Garden - [Central Highlands] Holy Cross (Blue Lines)": TunicLocationData("West Garden", "West Garden", "holy cross"),
|
||||
"West Garden - [West Lowlands] Tree Holy Cross Chest": TunicLocationData("West Garden", "West Garden", "holy cross"),
|
||||
"West Garden - [Southeast Lowlands] Outside Cave": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Lowlands] Chest Beneath Faeries": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [North] Behind Holy Cross Door": TunicLocationData("West Garden", "West Garden", "holy cross"),
|
||||
"West Garden - [Central Highlands] Top of Ladder Before Boss": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Lowlands] Passage Beneath Bridge": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [North] Across From Page Pickup": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Lowlands] Below Left Walkway": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [West] In Flooded Walkway": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [West] Past Flooded Walkway": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [North] Obscured Beneath Hero's Memorial": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Lowlands] Chest Near Shortcut Bridge": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [West Highlands] Upper Left Walkway": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Lowlands] Chest Beneath Save Point": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Highlands] Behind Guard Captain": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [Central Highlands] After Garden Knight": TunicLocationData("West Garden", "West Garden after Boss"),
|
||||
"West Garden - [South Highlands] Secret Chest Beneath Fuse": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden - [East Lowlands] Page Behind Ice Dagger House": TunicLocationData("West Garden", "West Garden Portal Item"),
|
||||
"West Garden - [North] Page Pickup": TunicLocationData("West Garden", "West Garden"),
|
||||
"West Garden House - [Southeast Lowlands] Ice Dagger Pickup": TunicLocationData("West Garden", "Magic Dagger House"),
|
||||
"Hero's Grave - Effigy Relic": TunicLocationData("West Garden", "Hero Relic - West Garden"),
|
||||
}
|
||||
|
||||
hexagon_locations: Dict[str, str] = {
|
||||
"Red Questagon": "Fortress Arena - Siege Engine/Vault Key Pickup",
|
||||
"Green Questagon": "Librarian - Hexagon Green",
|
||||
"Blue Questagon": "Rooted Ziggurat Lower - Hexagon Blue",
|
||||
}
|
||||
|
||||
location_name_to_id: Dict[str, int] = {name: location_base_id + index for index, name in enumerate(location_table)}
|
||||
|
||||
|
||||
def get_loc_group(location_name: str) -> str:
|
||||
loc_group = location_table[location_name].location_group
|
||||
if loc_group == "region":
|
||||
# set loc_group as the region name. Typically, location groups are lowercase
|
||||
loc_group = location_table[location_name].region.lower()
|
||||
return loc_group
|
||||
|
||||
|
||||
location_name_groups: Dict[str, Set[str]] = {
|
||||
group: set(item_names) for group, item_names in groupby(sorted(location_table, key=get_loc_group), get_loc_group)
|
||||
}
|
||||
147
worlds/tunic/options.py
Normal file
147
worlds/tunic/options.py
Normal file
@@ -0,0 +1,147 @@
|
||||
from dataclasses import dataclass
|
||||
|
||||
from Options import DefaultOnToggle, Toggle, StartInventoryPool, Choice, Range, PerGameCommonOptions
|
||||
|
||||
|
||||
class SwordProgression(DefaultOnToggle):
|
||||
"""Adds four sword upgrades to the item pool that will progressively grant stronger melee weapons, including two new
|
||||
swords with increased range and attack power."""
|
||||
internal_name = "sword_progression"
|
||||
display_name = "Sword Progression"
|
||||
|
||||
|
||||
class StartWithSword(Toggle):
|
||||
"""Start with a sword in the player's inventory. Does not count towards Sword Progression."""
|
||||
internal_name = "start_with_sword"
|
||||
display_name = "Start With Sword"
|
||||
|
||||
|
||||
class KeysBehindBosses(Toggle):
|
||||
"""Places the three hexagon keys behind their respective boss fight in your world."""
|
||||
internal_name = "keys_behind_bosses"
|
||||
display_name = "Keys Behind Bosses"
|
||||
|
||||
|
||||
class AbilityShuffling(Toggle):
|
||||
"""Locks the usage of Prayer, Holy Cross*, and Ice Rod until the relevant pages of the manual have been found.
|
||||
If playing Hexagon Quest, abilities are instead randomly unlocked after obtaining 25%, 50%, and 75% of the required
|
||||
Hexagon goal amount.
|
||||
*Certain Holy Cross usages are still allowed, such as the free bomb codes, the seeking spell, and other
|
||||
player-facing codes.
|
||||
"""
|
||||
internal_name = "ability_shuffling"
|
||||
display_name = "Ability Shuffling"
|
||||
|
||||
|
||||
class LogicRules(Choice):
|
||||
"""Set which logic rules to use for your world.
|
||||
Restricted: Standard logic, no glitches.
|
||||
No Major Glitches: Ice grapples through doors, shooting the west bell, and boss quick kills are included in logic.
|
||||
Unrestricted: Logic in No Major Glitches, as well as ladder storage to get to certain places early.
|
||||
*Special Shop is not in logic without the Hero's Laurels in Unrestricted due to soft lock potential.
|
||||
*Using Ladder Storage to get to individual chests is not in logic to avoid tedium.
|
||||
*Getting knocked out of the air by enemies during Ladder Storage to reach places is not in logic, except for in
|
||||
Rooted Ziggurat Lower. This is so you're not punished for playing with enemy rando on."""
|
||||
internal_name = "logic_rules"
|
||||
display_name = "Logic Rules"
|
||||
option_restricted = 0
|
||||
option_no_major_glitches = 1
|
||||
option_unrestricted = 2
|
||||
default = 0
|
||||
|
||||
|
||||
class Lanternless(Toggle):
|
||||
"""Choose whether you require the Lantern for dark areas.
|
||||
When enabled, the Lantern is marked as Useful instead of Progression."""
|
||||
internal_name = "lanternless"
|
||||
display_name = "Lanternless"
|
||||
|
||||
|
||||
class Maskless(Toggle):
|
||||
"""Choose whether you require the Scavenger's Mask for Lower Quarry.
|
||||
When enabled, the Scavenger's Mask is marked as Useful instead of Progression."""
|
||||
internal_name = "maskless"
|
||||
display_name = "Maskless"
|
||||
|
||||
|
||||
class FoolTraps(Choice):
|
||||
"""Replaces low-to-medium value money rewards in the item pool with fool traps, which cause random negative
|
||||
effects to the player."""
|
||||
internal_name = "fool_traps"
|
||||
display_name = "Fool Traps"
|
||||
option_off = 0
|
||||
option_normal = 1
|
||||
option_double = 2
|
||||
option_onslaught = 3
|
||||
default = 1
|
||||
|
||||
|
||||
class HexagonQuest(Toggle):
|
||||
"""An alternate goal that shuffles Gold "Questagon" items into the item pool and allows the game to be completed
|
||||
after collecting the required number of them."""
|
||||
internal_name = "hexagon_quest"
|
||||
display_name = "Hexagon Quest"
|
||||
|
||||
|
||||
class HexagonGoal(Range):
|
||||
"""How many Gold Questagons are required to complete the game on Hexagon Quest."""
|
||||
internal_name = "hexagon_goal"
|
||||
display_name = "Gold Hexagons Required"
|
||||
range_start = 15
|
||||
range_end = 50
|
||||
default = 20
|
||||
|
||||
|
||||
class ExtraHexagonPercentage(Range):
|
||||
"""How many extra Gold Questagons are shuffled into the item pool, taken as a percentage of the goal amount."""
|
||||
internal_name = "extra_hexagon_percentage"
|
||||
display_name = "Percentage of Extra Gold Hexagons"
|
||||
range_start = 0
|
||||
range_end = 100
|
||||
default = 50
|
||||
|
||||
|
||||
class EntranceRando(Toggle):
|
||||
"""Randomize the connections between scenes.
|
||||
A small, very lost fox on a big adventure."""
|
||||
internal_name = "entrance_rando"
|
||||
display_name = "Entrance Rando"
|
||||
|
||||
|
||||
class FixedShop(Toggle):
|
||||
"""Forces the Windmill entrance to lead to a shop, and places only one other shop in the pool.
|
||||
Has no effect if Entrance Rando is not enabled."""
|
||||
internal_name = "fixed_shop"
|
||||
display_name = "ER Fixed Shop"
|
||||
|
||||
|
||||
class LaurelsLocation(Choice):
|
||||
"""Force the Hero's Laurels to be placed at a location in your world.
|
||||
For if you want to avoid or specify early or late Laurels.
|
||||
If you use the 10 Fairies option in Entrance Rando, Secret Gathering Place will be at its vanilla entrance."""
|
||||
internal_name = "laurels_location"
|
||||
display_name = "Laurels Location"
|
||||
option_anywhere = 0
|
||||
option_6_coins = 1
|
||||
option_10_coins = 2
|
||||
option_10_fairies = 3
|
||||
default = 0
|
||||
|
||||
|
||||
@dataclass
|
||||
class TunicOptions(PerGameCommonOptions):
|
||||
sword_progression: SwordProgression
|
||||
start_with_sword: StartWithSword
|
||||
keys_behind_bosses: KeysBehindBosses
|
||||
ability_shuffling: AbilityShuffling
|
||||
logic_rules: LogicRules
|
||||
entrance_rando: EntranceRando
|
||||
fixed_shop: FixedShop
|
||||
fool_traps: FoolTraps
|
||||
hexagon_quest: HexagonQuest
|
||||
hexagon_goal: HexagonGoal
|
||||
extra_hexagon_percentage: ExtraHexagonPercentage
|
||||
lanternless: Lanternless
|
||||
maskless: Maskless
|
||||
laurels_location: LaurelsLocation
|
||||
start_inventory_from_pool: StartInventoryPool
|
||||
25
worlds/tunic/regions.py
Normal file
25
worlds/tunic/regions.py
Normal file
@@ -0,0 +1,25 @@
|
||||
from typing import Dict, Set
|
||||
|
||||
tunic_regions: Dict[str, Set[str]] = {
|
||||
"Menu": {"Overworld"},
|
||||
"Overworld": {"Overworld Holy Cross", "East Forest", "Dark Tomb", "Beneath the Well", "West Garden",
|
||||
"Ruined Atoll", "Eastern Vault Fortress", "Beneath the Vault", "Quarry Back", "Quarry", "Swamp",
|
||||
"Spirit Arena"},
|
||||
"Overworld Holy Cross": set(),
|
||||
"East Forest": {"Eastern Vault Fortress"},
|
||||
"Dark Tomb": {"West Garden"},
|
||||
"Beneath the Well": {"Dark Tomb"},
|
||||
"West Garden": {"Overworld", "Dark Tomb"},
|
||||
"Ruined Atoll": {"Frog's Domain", "Library"},
|
||||
"Frog's Domain": set(),
|
||||
"Library": set(),
|
||||
"Eastern Vault Fortress": {"Beneath the Vault"},
|
||||
"Beneath the Vault": {"Eastern Vault Fortress"},
|
||||
"Quarry Back": {"Quarry"},
|
||||
"Quarry": {"Lower Quarry", "Rooted Ziggurat"},
|
||||
"Lower Quarry": {"Rooted Ziggurat"},
|
||||
"Rooted Ziggurat": set(),
|
||||
"Swamp": {"Cathedral"},
|
||||
"Cathedral": set(),
|
||||
"Spirit Arena": set()
|
||||
}
|
||||
345
worlds/tunic/rules.py
Normal file
345
worlds/tunic/rules.py
Normal file
@@ -0,0 +1,345 @@
|
||||
from random import Random
|
||||
from typing import Dict, TYPE_CHECKING
|
||||
|
||||
from worlds.generic.Rules import set_rule, forbid_item
|
||||
from BaseClasses import CollectionState
|
||||
from .options import TunicOptions
|
||||
if TYPE_CHECKING:
|
||||
from . import TunicWorld
|
||||
|
||||
laurels = "Hero's Laurels"
|
||||
grapple = "Magic Orb"
|
||||
ice_dagger = "Magic Dagger"
|
||||
fire_wand = "Magic Wand"
|
||||
lantern = "Lantern"
|
||||
fairies = "Fairy"
|
||||
coins = "Golden Coin"
|
||||
prayer = "Pages 24-25 (Prayer)"
|
||||
holy_cross = "Pages 42-43 (Holy Cross)"
|
||||
ice_rod = "Pages 52-53 (Ice Rod)"
|
||||
key = "Key"
|
||||
house_key = "Old House Key"
|
||||
vault_key = "Fortress Vault Key"
|
||||
mask = "Scavenger Mask"
|
||||
red_hexagon = "Red Questagon"
|
||||
green_hexagon = "Green Questagon"
|
||||
blue_hexagon = "Blue Questagon"
|
||||
gold_hexagon = "Gold Questagon"
|
||||
|
||||
|
||||
def randomize_ability_unlocks(random: Random, options: TunicOptions) -> Dict[str, int]:
|
||||
ability_requirement = [1, 1, 1]
|
||||
if options.hexagon_quest.value:
|
||||
hexagon_goal = options.hexagon_goal.value
|
||||
# Set ability unlocks to 25, 50, and 75% of goal amount
|
||||
ability_requirement = [hexagon_goal // 4, hexagon_goal // 2, hexagon_goal * 3 // 4]
|
||||
abilities = [prayer, holy_cross, ice_rod]
|
||||
random.shuffle(abilities)
|
||||
return dict(zip(abilities, ability_requirement))
|
||||
|
||||
|
||||
def has_ability(state: CollectionState, player: int, ability: str, options: TunicOptions,
|
||||
ability_unlocks: Dict[str, int]) -> bool:
|
||||
if not options.ability_shuffling:
|
||||
return True
|
||||
if options.hexagon_quest:
|
||||
return state.has(gold_hexagon, player, ability_unlocks[ability])
|
||||
return state.has(ability, player)
|
||||
|
||||
|
||||
# a check to see if you can whack things in melee at all
|
||||
def has_stick(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Stick", player) or state.has("Sword Upgrade", player, 1) or state.has("Sword", player)
|
||||
|
||||
|
||||
def has_sword(state: CollectionState, player: int) -> bool:
|
||||
return state.has("Sword", player) or state.has("Sword Upgrade", player, 2)
|
||||
|
||||
|
||||
def has_ice_grapple_logic(long_range: bool, state: CollectionState, player: int, options: TunicOptions,
|
||||
ability_unlocks: Dict[str, int]) -> bool:
|
||||
if not options.logic_rules:
|
||||
return False
|
||||
|
||||
if not long_range:
|
||||
return state.has_all({ice_dagger, grapple}, player)
|
||||
else:
|
||||
return state.has_all({ice_dagger, fire_wand, grapple}, player) and \
|
||||
has_ability(state, player, ice_rod, options, ability_unlocks)
|
||||
|
||||
|
||||
def can_ladder_storage(state: CollectionState, player: int, options: TunicOptions) -> bool:
|
||||
if options.logic_rules == "unrestricted" and has_stick(state, player):
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
|
||||
|
||||
def has_mask(state: CollectionState, player: int, options: TunicOptions) -> bool:
|
||||
if options.maskless:
|
||||
return True
|
||||
else:
|
||||
return state.has(mask, player)
|
||||
|
||||
|
||||
def has_lantern(state: CollectionState, player: int, options: TunicOptions) -> bool:
|
||||
if options.lanternless:
|
||||
return True
|
||||
else:
|
||||
return state.has(lantern, player)
|
||||
|
||||
|
||||
def set_region_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
|
||||
multiworld = world.multiworld
|
||||
player = world.player
|
||||
options = world.options
|
||||
|
||||
multiworld.get_entrance("Overworld -> Overworld Holy Cross", player).access_rule = \
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks)
|
||||
multiworld.get_entrance("Overworld -> Beneath the Well", player).access_rule = \
|
||||
lambda state: has_stick(state, player) or state.has(fire_wand, player)
|
||||
multiworld.get_entrance("Overworld -> Dark Tomb", player).access_rule = \
|
||||
lambda state: has_lantern(state, player, options)
|
||||
multiworld.get_entrance("Overworld -> West Garden", player).access_rule = \
|
||||
lambda state: state.has(laurels, player) \
|
||||
or can_ladder_storage(state, player, options)
|
||||
multiworld.get_entrance("Beneath the Well -> Dark Tomb", player).access_rule = \
|
||||
lambda state: has_lantern(state, player, options)
|
||||
multiworld.get_entrance("West Garden -> Dark Tomb", player).access_rule = \
|
||||
lambda state: has_lantern(state, player, options)
|
||||
multiworld.get_entrance("Overworld -> Eastern Vault Fortress", player).access_rule = \
|
||||
lambda state: state.has(laurels, player) \
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \
|
||||
or can_ladder_storage(state, player, options)
|
||||
multiworld.get_entrance("East Forest -> Eastern Vault Fortress", player).access_rule = \
|
||||
lambda state: state.has(laurels, player) \
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks) \
|
||||
or can_ladder_storage(state, player, options)
|
||||
# using laurels or ls to get in is covered by the -> Eastern Vault Fortress rules
|
||||
multiworld.get_entrance("Overworld -> Beneath the Vault", player).access_rule = \
|
||||
lambda state: has_lantern(state, player, options) and \
|
||||
has_ability(state, player, prayer, options, ability_unlocks)
|
||||
multiworld.get_entrance("Ruined Atoll -> Library", player).access_rule = \
|
||||
lambda state: state.has_any({grapple, laurels}, player) and \
|
||||
has_ability(state, player, prayer, options, ability_unlocks)
|
||||
multiworld.get_entrance("Overworld -> Quarry", player).access_rule = \
|
||||
lambda state: (has_sword(state, player) or state.has(fire_wand, player)) \
|
||||
and (state.has_any({grapple, laurels}, player) or can_ladder_storage(state, player, options))
|
||||
multiworld.get_entrance("Quarry Back -> Quarry", player).access_rule = \
|
||||
lambda state: has_sword(state, player) or state.has(fire_wand, player)
|
||||
multiworld.get_entrance("Quarry -> Lower Quarry", player).access_rule = \
|
||||
lambda state: has_mask(state, player, options)
|
||||
multiworld.get_entrance("Lower Quarry -> Rooted Ziggurat", player).access_rule = \
|
||||
lambda state: (state.has(grapple, player) and has_ability(state, player, prayer, options, ability_unlocks)) \
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
multiworld.get_entrance("Quarry -> Rooted Ziggurat", player).access_rule = \
|
||||
lambda state: has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
multiworld.get_entrance("Swamp -> Cathedral", player).access_rule = \
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks) \
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
multiworld.get_entrance("Overworld -> Spirit Arena", player).access_rule = \
|
||||
lambda state: (state.has(gold_hexagon, player, options.hexagon_goal.value) if options.hexagon_quest.value
|
||||
else state.has_all({red_hexagon, green_hexagon, blue_hexagon}, player)) and \
|
||||
has_ability(state, player, prayer, options, ability_unlocks) and has_sword(state, player)
|
||||
|
||||
|
||||
def set_location_rules(world: "TunicWorld", ability_unlocks: Dict[str, int]) -> None:
|
||||
multiworld = world.multiworld
|
||||
player = world.player
|
||||
options = world.options
|
||||
|
||||
forbid_item(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player), fairies, player)
|
||||
|
||||
# Ability Shuffle Exclusive Rules
|
||||
set_rule(multiworld.get_location("Far Shore - Page Pickup", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Fortress Courtyard - Chest Near Cave", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player)
|
||||
or can_ladder_storage(state, player, options)
|
||||
or (has_ice_grapple_logic(True, state, player, options, ability_unlocks)
|
||||
and has_lantern(state, player, options)))
|
||||
set_rule(multiworld.get_location("Fortress Courtyard - Page Near Cave", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks) or state.has(laurels, player)
|
||||
or can_ladder_storage(state, player, options)
|
||||
or (has_ice_grapple_logic(True, state, player, options, ability_unlocks)
|
||||
and has_lantern(state, player, options)))
|
||||
set_rule(multiworld.get_location("East Forest - Dancing Fox Spirit Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Forest Grave Path - Holy Cross Code by Grave", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("East Forest - Golden Obelisk Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Beneath the Well - [Powered Secret Room] Chest", player),
|
||||
lambda state: has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [North] Behind Holy Cross Door", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Library Hall - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Eastern Vault Fortress - [West Wing] Candles Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [Central Highlands] Holy Cross (Blue Lines)", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Quarry - [Back Entrance] Bushes Holy Cross", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Cathedral - Secret Legend Trophy Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
|
||||
# Overworld
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] Fountain Page", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] Grapple Chest Over Walkway", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] West Beach Guarded By Turret 2", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Far Shore - Secret Chest", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Overworld - [Southeast] Page on Pillar by Swamp", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Old House - Normal Chest", player),
|
||||
lambda state: state.has(house_key, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
or (state.has(laurels, player) and options.logic_rules))
|
||||
set_rule(multiworld.get_location("Old House - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and
|
||||
(state.has(house_key, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
or (state.has(laurels, player) and options.logic_rules)))
|
||||
set_rule(multiworld.get_location("Old House - Shield Pickup", player),
|
||||
lambda state: state.has(house_key, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
or (state.has(laurels, player) and options.logic_rules))
|
||||
set_rule(multiworld.get_location("Overworld - [Northwest] Page on Pillar by Dark Tomb", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [Southwest] From West Garden", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Overworld - [West] Chest After Bell", player),
|
||||
lambda state: state.has(laurels, player)
|
||||
or (has_lantern(state, player, options) and has_sword(state, player)))
|
||||
set_rule(multiworld.get_location("Overworld - [Northwest] Chest Beneath Quarry Gate", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player) or options.logic_rules)
|
||||
set_rule(multiworld.get_location("Overworld - [East] Grapple Chest", player),
|
||||
lambda state: state.has(grapple, player))
|
||||
set_rule(multiworld.get_location("Special Shop - Secret Page Pickup", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Sealed Temple - Holy Cross Chest", player),
|
||||
lambda state: has_ability(state, player, holy_cross, options, ability_unlocks) and
|
||||
(state.has(laurels, player)
|
||||
or (has_lantern(state, player, options) and
|
||||
(has_sword(state, player) or state.has(fire_wand, player)))
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
|
||||
set_rule(multiworld.get_location("Sealed Temple - Page Pickup", player),
|
||||
lambda state: state.has(laurels, player)
|
||||
or (has_lantern(state, player, options) and (has_sword(state, player) or state.has(fire_wand, player)))
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks))
|
||||
|
||||
set_rule(multiworld.get_location("Secret Gathering Place - 10 Fairy Reward", player),
|
||||
lambda state: state.has(fairies, player, 10))
|
||||
set_rule(multiworld.get_location("Secret Gathering Place - 20 Fairy Reward", player),
|
||||
lambda state: state.has(fairies, player, 20))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 3 Coins", player),
|
||||
lambda state: state.has(coins, player, 3))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 6 Coins", player),
|
||||
lambda state: state.has(coins, player, 6))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 10 Coins", player),
|
||||
lambda state: state.has(coins, player, 10))
|
||||
set_rule(multiworld.get_location("Coins in the Well - 15 Coins", player),
|
||||
lambda state: state.has(coins, player, 15))
|
||||
|
||||
# East Forest
|
||||
set_rule(multiworld.get_location("East Forest - Lower Grapple Chest", player),
|
||||
lambda state: state.has(grapple, player))
|
||||
set_rule(multiworld.get_location("East Forest - Lower Dash Chest", player),
|
||||
lambda state: state.has_all({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("East Forest - Ice Rod Grapple Chest", player),
|
||||
lambda state: state.has_all({grapple, ice_dagger, fire_wand}, player)
|
||||
and has_ability(state, player, ice_rod, options, ability_unlocks))
|
||||
|
||||
# West Garden
|
||||
set_rule(multiworld.get_location("West Garden - [North] Across From Page Pickup", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [West] In Flooded Walkway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [West Lowlands] Tree Holy Cross Chest", player),
|
||||
lambda state: state.has(laurels, player)
|
||||
and has_ability(state, player, holy_cross, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [East Lowlands] Page Behind Ice Dagger House", player),
|
||||
lambda state: (state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
or has_ice_grapple_logic(True, state, player, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("West Garden - [Central Lowlands] Below Left Walkway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("West Garden - [Central Highlands] After Garden Knight", player),
|
||||
lambda state: has_sword(state, player) or state.has(laurels, player)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)
|
||||
or can_ladder_storage(state, player, options))
|
||||
|
||||
# Ruined Atoll
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [West] Near Kevin Block", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Lower Chest", player),
|
||||
lambda state: state.has_any({laurels, key}, player))
|
||||
set_rule(multiworld.get_location("Ruined Atoll - [East] Locked Room Upper Chest", player),
|
||||
lambda state: state.has_any({laurels, key}, player))
|
||||
set_rule(multiworld.get_location("Librarian - Hexagon Green", player),
|
||||
lambda state: has_sword(state, player) or options.logic_rules)
|
||||
|
||||
# Frog's Domain
|
||||
set_rule(multiworld.get_location("Frog's Domain - Side Room Grapple Secret", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Frog's Domain - Grapple Above Hot Tub", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
set_rule(multiworld.get_location("Frog's Domain - Escape Chest", player),
|
||||
lambda state: state.has_any({grapple, laurels}, player))
|
||||
|
||||
# Eastern Vault Fortress
|
||||
set_rule(multiworld.get_location("Fortress Leaf Piles - Secret Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Fortress Arena - Siege Engine/Vault Key Pickup", player),
|
||||
lambda state: has_sword(state, player) and
|
||||
(has_ability(state, player, prayer, options, ability_unlocks)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
|
||||
set_rule(multiworld.get_location("Fortress Arena - Hexagon Red", player),
|
||||
lambda state: state.has(vault_key, player) and
|
||||
(has_ability(state, player, prayer, options, ability_unlocks)
|
||||
or has_ice_grapple_logic(False, state, player, options, ability_unlocks)))
|
||||
|
||||
# Beneath the Vault
|
||||
set_rule(multiworld.get_location("Beneath the Fortress - Bridge", player),
|
||||
lambda state: has_stick(state, player) or state.has_any({laurels, fire_wand}, player))
|
||||
set_rule(multiworld.get_location("Beneath the Fortress - Obscured Behind Waterfall", player),
|
||||
lambda state: has_stick(state, player) and has_lantern(state, player, options))
|
||||
|
||||
# Quarry
|
||||
set_rule(multiworld.get_location("Quarry - [Central] Above Ladder Dash Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Quarry - [West] Upper Area Bombable Wall", player),
|
||||
lambda state: has_mask(state, player, options))
|
||||
set_rule(multiworld.get_location("Rooted Ziggurat Lower - Hexagon Blue", player),
|
||||
lambda state: has_sword(state, player))
|
||||
|
||||
# Swamp
|
||||
set_rule(multiworld.get_location("Cathedral Gauntlet - Gauntlet Reward", player),
|
||||
lambda state: state.has(laurels, player) and state.has(fire_wand, player) and has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Swamp - [Entrance] Above Entryway", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] Upper Walkway Dash Chest", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Swamp - [Outside Cathedral] Obscured Behind Memorial", player),
|
||||
lambda state: state.has(laurels, player))
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] 4 Orange Skulls", player),
|
||||
lambda state: has_sword(state, player))
|
||||
set_rule(multiworld.get_location("Swamp - [South Graveyard] Guarded By Tentacles", player),
|
||||
lambda state: has_sword(state, player))
|
||||
|
||||
# Hero's Grave
|
||||
set_rule(multiworld.get_location("Hero's Grave - Tooth Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Mushroom Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Ash Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Flowers Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Effigy Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
set_rule(multiworld.get_location("Hero's Grave - Feathers Relic", player),
|
||||
lambda state: state.has(laurels, player) and has_ability(state, player, prayer, options, ability_unlocks))
|
||||
6
worlds/tunic/test/__init__.py
Normal file
6
worlds/tunic/test/__init__.py
Normal file
@@ -0,0 +1,6 @@
|
||||
from test.bases import WorldTestBase
|
||||
|
||||
|
||||
class TunicTestBase(WorldTestBase):
|
||||
game = "Tunic"
|
||||
player: int = 1
|
||||
70
worlds/tunic/test/test_access.py
Normal file
70
worlds/tunic/test/test_access.py
Normal file
@@ -0,0 +1,70 @@
|
||||
from . import TunicTestBase
|
||||
from .. import options
|
||||
|
||||
|
||||
class TestAccess(TunicTestBase):
|
||||
# test whether you can get into the temple without laurels
|
||||
def test_temple_access(self):
|
||||
self.collect_all_but(["Hero's Laurels", "Lantern"])
|
||||
self.assertFalse(self.can_reach_location("Sealed Temple - Page Pickup"))
|
||||
self.collect_by_name(["Lantern"])
|
||||
self.assertTrue(self.can_reach_location("Sealed Temple - Page Pickup"))
|
||||
|
||||
# test that the wells function properly. Since fairies is written the same way, that should succeed too
|
||||
def test_wells(self):
|
||||
self.collect_all_but(["Golden Coin"])
|
||||
self.assertFalse(self.can_reach_location("Coins in the Well - 3 Coins"))
|
||||
self.collect_by_name(["Golden Coin"])
|
||||
self.assertTrue(self.can_reach_location("Coins in the Well - 3 Coins"))
|
||||
|
||||
|
||||
class TestStandardShuffle(TunicTestBase):
|
||||
options = {options.AbilityShuffling.internal_name: options.AbilityShuffling.option_true}
|
||||
|
||||
# test that you need to get holy cross to open the hc door in overworld
|
||||
def test_hc_door(self):
|
||||
self.assertFalse(self.can_reach_location("Fountain Cross Door - Page Pickup"))
|
||||
self.collect_by_name("Pages 42-43 (Holy Cross)")
|
||||
self.assertTrue(self.can_reach_location("Fountain Cross Door - Page Pickup"))
|
||||
|
||||
|
||||
class TestHexQuestShuffle(TunicTestBase):
|
||||
options = {options.HexagonQuest.internal_name: options.HexagonQuest.option_true,
|
||||
options.AbilityShuffling.internal_name: options.AbilityShuffling.option_true}
|
||||
|
||||
# test that you need the gold questagons to open the hc door in overworld
|
||||
def test_hc_door_hex_shuffle(self):
|
||||
self.assertFalse(self.can_reach_location("Fountain Cross Door - Page Pickup"))
|
||||
self.collect_by_name("Gold Questagon")
|
||||
self.assertTrue(self.can_reach_location("Fountain Cross Door - Page Pickup"))
|
||||
|
||||
|
||||
class TestHexQuestNoShuffle(TunicTestBase):
|
||||
options = {options.HexagonQuest.internal_name: options.HexagonQuest.option_true,
|
||||
options.AbilityShuffling.internal_name: options.AbilityShuffling.option_false}
|
||||
|
||||
# test that you can get the item behind the overworld hc door with nothing and no ability shuffle
|
||||
def test_hc_door_no_shuffle(self):
|
||||
self.assertTrue(self.can_reach_location("Fountain Cross Door - Page Pickup"))
|
||||
|
||||
|
||||
class TestNormalGoal(TunicTestBase):
|
||||
options = {options.HexagonQuest.internal_name: options.HexagonQuest.option_false}
|
||||
|
||||
# test that you need the three colored hexes to reach the Heir in standard
|
||||
def test_normal_goal(self):
|
||||
location = ["The Heir"]
|
||||
items = [["Red Questagon", "Blue Questagon", "Green Questagon"]]
|
||||
self.assertAccessDependency(location, items)
|
||||
|
||||
|
||||
class TestER(TunicTestBase):
|
||||
options = {options.EntranceRando.internal_name: options.EntranceRando.option_true,
|
||||
options.AbilityShuffling.internal_name: options.AbilityShuffling.option_true,
|
||||
options.HexagonQuest.internal_name: options.HexagonQuest.option_false}
|
||||
|
||||
def test_overworld_hc_chest(self):
|
||||
# test to see that static connections are working properly -- this chest requires holy cross and is in Overworld
|
||||
self.assertFalse(self.can_reach_location("Overworld - [Southwest] Flowers Holy Cross"))
|
||||
self.collect_by_name(["Pages 42-43 (Holy Cross)"])
|
||||
self.assertTrue(self.can_reach_location("Overworld - [Southwest] Flowers Holy Cross"))
|
||||
@@ -4,7 +4,6 @@
|
||||
|
||||
- Undertale from the [Steam page](https://store.steampowered.com/app/391540)
|
||||
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
|
||||
- (select `Undertale Client` during installation.)
|
||||
|
||||
### First time setup
|
||||
|
||||
|
||||
@@ -4,7 +4,7 @@ import functools
|
||||
import settings
|
||||
import threading
|
||||
import typing
|
||||
from typing import Any, Dict, List, Literal, Set, Tuple, Optional, cast
|
||||
from typing import Any, Dict, List, Set, Tuple, Optional, cast
|
||||
import os
|
||||
import logging
|
||||
|
||||
@@ -12,7 +12,7 @@ from BaseClasses import ItemClassification, LocationProgressType, \
|
||||
MultiWorld, Item, CollectionState, Entrance, Tutorial
|
||||
from .logic import cs_to_zz_locs
|
||||
from .region import ZillionLocation, ZillionRegion
|
||||
from .options import ZillionOptions, ZillionStartChar, validate
|
||||
from .options import ZillionOptions, validate
|
||||
from .id_maps import item_name_to_id as _item_name_to_id, \
|
||||
loc_name_to_id as _loc_name_to_id, make_id_to_others, \
|
||||
zz_reg_name_to_reg_name, base_id
|
||||
@@ -225,7 +225,7 @@ class ZillionWorld(World):
|
||||
loc.access_rule = access_rule
|
||||
if not (limited_skill >= zz_loc.req):
|
||||
loc.progress_type = LocationProgressType.EXCLUDED
|
||||
self.multiworld.exclude_locations[p].value.add(loc.name)
|
||||
self.options.exclude_locations.value.add(loc.name)
|
||||
here.locations.append(loc)
|
||||
self.my_locations.append(loc)
|
||||
|
||||
@@ -288,15 +288,15 @@ class ZillionWorld(World):
|
||||
if group["game"] == "Zillion":
|
||||
assert "item_pool" in group
|
||||
item_pool = group["item_pool"]
|
||||
to_stay: Literal['Apple', 'Champ', 'JJ'] = "JJ"
|
||||
to_stay: Chars = "JJ"
|
||||
if "JJ" in item_pool:
|
||||
assert "players" in group
|
||||
group_players = group["players"]
|
||||
start_chars = cast(Dict[int, ZillionStartChar], getattr(multiworld, "start_char"))
|
||||
players_start_chars = [
|
||||
(player, start_chars[player].current_option_name)
|
||||
for player in group_players
|
||||
]
|
||||
players_start_chars: List[Tuple[int, Chars]] = []
|
||||
for player in group_players:
|
||||
z_world = multiworld.worlds[player]
|
||||
assert isinstance(z_world, ZillionWorld)
|
||||
players_start_chars.append((player, z_world.options.start_char.get_char()))
|
||||
start_char_counts = Counter(sc for _, sc in players_start_chars)
|
||||
# majority rules
|
||||
if start_char_counts["Apple"] > start_char_counts["Champ"]:
|
||||
@@ -304,7 +304,7 @@ class ZillionWorld(World):
|
||||
elif start_char_counts["Champ"] > start_char_counts["Apple"]:
|
||||
to_stay = "Champ"
|
||||
else: # equal
|
||||
choices: Tuple[Literal['Apple', 'Champ', 'JJ'], ...] = ("Apple", "Champ")
|
||||
choices: Tuple[Chars, ...] = ("Apple", "Champ")
|
||||
to_stay = multiworld.random.choice(choices)
|
||||
|
||||
for p, sc in players_start_chars:
|
||||
|
||||
@@ -16,7 +16,7 @@ from zilliandomizer.utils.loc_name_maps import id_to_loc
|
||||
from zilliandomizer.options import Chars
|
||||
from zilliandomizer.patch import RescueInfo
|
||||
|
||||
from .id_maps import make_id_to_others
|
||||
from .id_maps import loc_name_to_id, make_id_to_others
|
||||
from .config import base_id, zillion_map
|
||||
|
||||
|
||||
@@ -323,6 +323,7 @@ class ZillionContext(CommonContext):
|
||||
elif isinstance(event_from_game, events.WinEventFromGame):
|
||||
if not self.finished_game:
|
||||
async_start(self.send_msgs([
|
||||
{"cmd": 'LocationChecks', "locations": [loc_name_to_id["J-6 bottom far left"]]},
|
||||
{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}
|
||||
]))
|
||||
self.finished_game = True
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
## Required Software
|
||||
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). Make sure to check the box for `Zillion Client - Zillion Patch Setup`
|
||||
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
|
||||
- RetroArch 1.10.3 or newer from: [RetroArch Website](https://retroarch.com?page=platforms).
|
||||
|
||||
@@ -30,9 +30,10 @@ Put your Zillion ROM file in the Archipelago directory in your home directory.
|
||||
|
||||
### Windows Setup
|
||||
|
||||
1. During the installation of Archipelago, install the Zillion Client. If you did not do this,
|
||||
or you are on an older version, you may run the installer again to install the Zillion Client.
|
||||
2. During setup, you will be asked to locate your base ROM file. This is the Zillion ROM file mentioned above in Required Software.
|
||||
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
|
||||
file is located in the assets section at the bottom of the version information.**
|
||||
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
|
||||
This is the Zillion ROM file mentioned above in Required Software. This only needs to be done once.
|
||||
|
||||
---
|
||||
# Play
|
||||
|
||||
@@ -1,9 +1,11 @@
|
||||
from typing import Dict, FrozenSet, Tuple, cast, List, Counter as _Counter
|
||||
from typing import Dict, FrozenSet, Tuple, List, Counter as _Counter
|
||||
|
||||
from BaseClasses import CollectionState
|
||||
|
||||
from zilliandomizer.logic_components.items import Item, items
|
||||
from zilliandomizer.logic_components.locations import Location
|
||||
from zilliandomizer.randomizer import Randomizer
|
||||
from zilliandomizer.logic_components.items import Item, items
|
||||
from .region import ZillionLocation
|
||||
|
||||
from .item import ZillionItem
|
||||
from .id_maps import item_name_to_id
|
||||
|
||||
@@ -18,11 +20,12 @@ def set_randomizer_locs(cs: CollectionState, p: int, zz_r: Randomizer) -> int:
|
||||
|
||||
returns a hash of the player and of the set locations with their items
|
||||
"""
|
||||
from . import ZillionWorld
|
||||
z_world = cs.multiworld.worlds[p]
|
||||
my_locations = cast(List[ZillionLocation], getattr(z_world, "my_locations"))
|
||||
assert isinstance(z_world, ZillionWorld)
|
||||
|
||||
_hash = p
|
||||
for z_loc in my_locations:
|
||||
for z_loc in z_world.my_locations:
|
||||
zz_name = z_loc.zz_loc.name
|
||||
zz_item = z_loc.item.zz_item \
|
||||
if isinstance(z_loc.item, ZillionItem) and z_loc.item.player == p \
|
||||
|
||||
@@ -1,13 +1,14 @@
|
||||
from collections import Counter
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, Tuple
|
||||
from typing import ClassVar, Dict, Tuple
|
||||
from typing_extensions import TypeGuard # remove when Python >= 3.10
|
||||
|
||||
from Options import DefaultOnToggle, NamedRange, PerGameCommonOptions, Range, Toggle, Choice
|
||||
|
||||
from zilliandomizer.options import \
|
||||
Options as ZzOptions, char_to_gun, char_to_jump, ID, \
|
||||
VBLR as ZzVBLR, chars, Chars, ItemCounts as ZzItemCounts
|
||||
from zilliandomizer.options import (
|
||||
Options as ZzOptions, char_to_gun, char_to_jump, ID,
|
||||
VBLR as ZzVBLR, Chars, ItemCounts as ZzItemCounts
|
||||
)
|
||||
from zilliandomizer.options.parsing import validate as zz_validate
|
||||
|
||||
|
||||
@@ -107,6 +108,15 @@ class ZillionStartChar(Choice):
|
||||
display_name = "start character"
|
||||
default = "random"
|
||||
|
||||
_name_capitalization: ClassVar[Dict[int, Chars]] = {
|
||||
option_jj: "JJ",
|
||||
option_apple: "Apple",
|
||||
option_champ: "Champ",
|
||||
}
|
||||
|
||||
def get_char(self) -> Chars:
|
||||
return ZillionStartChar._name_capitalization[self.value]
|
||||
|
||||
|
||||
class ZillionIDCardCount(Range):
|
||||
"""
|
||||
@@ -348,16 +358,6 @@ def validate(options: ZillionOptions) -> "Tuple[ZzOptions, Counter[str]]":
|
||||
|
||||
# that should be all of the level requirements met
|
||||
|
||||
name_capitalization: Dict[str, Chars] = {
|
||||
"jj": "JJ",
|
||||
"apple": "Apple",
|
||||
"champ": "Champ",
|
||||
}
|
||||
|
||||
start_char = options.start_char
|
||||
start_char_name = name_capitalization[start_char.current_key]
|
||||
assert start_char_name in chars
|
||||
|
||||
starting_cards = options.starting_cards
|
||||
|
||||
room_gen = options.room_gen
|
||||
@@ -371,7 +371,7 @@ def validate(options: ZillionOptions) -> "Tuple[ZzOptions, Counter[str]]":
|
||||
max_level.value,
|
||||
False, # tutorial
|
||||
skill,
|
||||
start_char_name,
|
||||
options.start_char.get_char(),
|
||||
floppy_req.value,
|
||||
options.continues.value,
|
||||
bool(options.randomize_alarms.value),
|
||||
|
||||
@@ -3,3 +3,11 @@
|
||||
This folder is for already merged worlds that are unmaintained and currently broken. If you are interested in fixing and
|
||||
stepping up as maintainer for any of these worlds, please review the [world maintainer](/docs/world%20maintainer.md)
|
||||
documentation.
|
||||
|
||||
## Information for Disabled Worlds
|
||||
|
||||
For each disabled world, a README file can be found detailing when the world was disabled and the reasons that it
|
||||
was disabled. In order to be considered for reactivation, these concerns should be handled at a bare minimum. However,
|
||||
each world may have additional issues that also need to be handled, such as deprecated API calls or missing components.
|
||||
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user