mirror of
https://github.com/ArchipelagoMW/Archipelago.git
synced 2026-03-07 15:13:52 -08:00
Merge branch 'main' into show_all_hints
This commit is contained in:
4
.github/workflows/build.yml
vendored
4
.github/workflows/build.yml
vendored
@@ -19,7 +19,7 @@ jobs:
|
||||
run: |
|
||||
Invoke-WebRequest -Uri https://github.com/alttpo/sni/releases/download/v0.0.81/sni-v0.0.81-windows-amd64.zip -OutFile sni.zip
|
||||
Expand-Archive -Path sni.zip -DestinationPath SNI -Force
|
||||
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/7.0/win-x64.zip -OutFile enemizer.zip
|
||||
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/7.0.1/win-x64.zip -OutFile enemizer.zip
|
||||
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
|
||||
- name: Build
|
||||
run: |
|
||||
@@ -67,7 +67,7 @@ jobs:
|
||||
tar xf sni-*.tar.xz
|
||||
rm sni-*.tar.xz
|
||||
mv sni-* SNI
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0/ubuntu.16.04-x64.7z
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0.1/ubuntu.16.04-x64.7z
|
||||
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
|
||||
- name: Build
|
||||
run: |
|
||||
|
||||
2
.github/workflows/release.yml
vendored
2
.github/workflows/release.yml
vendored
@@ -55,7 +55,7 @@ jobs:
|
||||
tar xf sni-*.tar.xz
|
||||
rm sni-*.tar.xz
|
||||
mv sni-* SNI
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0/ubuntu.16.04-x64.7z
|
||||
wget -nv https://github.com/Ijwu/Enemizer/releases/download/7.0.1/ubuntu.16.04-x64.7z
|
||||
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
|
||||
- name: Build
|
||||
run: |
|
||||
|
||||
@@ -1191,19 +1191,19 @@ class Item:
|
||||
|
||||
@property
|
||||
def advancement(self) -> bool:
|
||||
return bool(self.classification & ItemClassification.progression)
|
||||
return ItemClassification.progression in self.classification
|
||||
|
||||
@property
|
||||
def skip_in_prog_balancing(self) -> bool:
|
||||
return self.classification == ItemClassification.progression_skip_balancing
|
||||
return ItemClassification.progression_skip_balancing in self.classification
|
||||
|
||||
@property
|
||||
def useful(self) -> bool:
|
||||
return bool(self.classification & ItemClassification.useful)
|
||||
return ItemClassification.useful in self.classification
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||||
|
||||
@property
|
||||
def trap(self) -> bool:
|
||||
return bool(self.classification & ItemClassification.trap)
|
||||
return ItemClassification.trap in self.classification
|
||||
|
||||
@property
|
||||
def flags(self) -> int:
|
||||
|
||||
@@ -36,10 +36,7 @@ class ChecksFinderContext(CommonContext):
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(ChecksFinderContext, self).server_auth(password_requested)
|
||||
if not self.auth: # TODO: Replace this if block with await self.getusername() once that PR is merged in.
|
||||
logger.info('Enter slot name:')
|
||||
self.auth = await self.console_input()
|
||||
|
||||
await self.get_username()
|
||||
await self.send_connect()
|
||||
|
||||
async def connection_closed(self):
|
||||
|
||||
@@ -43,12 +43,14 @@ class ClientCommandProcessor(CommandProcessor):
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||||
def _cmd_connect(self, address: str = "") -> bool:
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||||
"""Connect to a MultiWorld Server"""
|
||||
self.ctx.server_address = None
|
||||
self.ctx.username = None
|
||||
asyncio.create_task(self.ctx.connect(address if address else None), name="connecting")
|
||||
return True
|
||||
|
||||
def _cmd_disconnect(self) -> bool:
|
||||
"""Disconnect from a MultiWorld Server"""
|
||||
self.ctx.server_address = None
|
||||
self.ctx.username = None
|
||||
asyncio.create_task(self.ctx.disconnect(), name="disconnecting")
|
||||
return True
|
||||
|
||||
@@ -165,6 +167,7 @@ class CommonContext:
|
||||
def __init__(self, server_address, password):
|
||||
# server state
|
||||
self.server_address = server_address
|
||||
self.username = None
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||||
self.password = password
|
||||
self.hint_cost = None
|
||||
self.slot_info = {}
|
||||
@@ -257,6 +260,13 @@ class CommonContext:
|
||||
self.password = await self.console_input()
|
||||
return self.password
|
||||
|
||||
async def get_username(self):
|
||||
if not self.auth:
|
||||
self.auth = self.username
|
||||
if not self.auth:
|
||||
logger.info('Enter slot name:')
|
||||
self.auth = await self.console_input()
|
||||
|
||||
async def send_connect(self, **kwargs):
|
||||
payload = {
|
||||
'cmd': 'Connect',
|
||||
@@ -313,6 +323,7 @@ class CommonContext:
|
||||
|
||||
async def shutdown(self):
|
||||
self.server_address = ""
|
||||
self.username = None
|
||||
if self.server and not self.server.socket.closed:
|
||||
await self.server.socket.close()
|
||||
if self.server_task:
|
||||
@@ -482,12 +493,20 @@ async def server_loop(ctx: CommonContext, address=None):
|
||||
logger.info('Please connect to an Archipelago server.')
|
||||
return
|
||||
|
||||
address = f"ws://{address}" if "://" not in address else address
|
||||
port = urllib.parse.urlparse(address).port or 38281
|
||||
address = f"ws://{address}" if "://" not in address \
|
||||
else address.replace("archipelago://", "ws://")
|
||||
|
||||
server_url = urllib.parse.urlparse(address)
|
||||
if server_url.username:
|
||||
ctx.username = server_url.username
|
||||
if server_url.password:
|
||||
ctx.password = server_url.password
|
||||
port = server_url.port or 38281
|
||||
|
||||
logger.info(f'Connecting to Archipelago server at {address}')
|
||||
try:
|
||||
socket = await websockets.connect(address, port=port, ping_timeout=None, ping_interval=None)
|
||||
ctx.ui.update_address_bar(server_url.netloc)
|
||||
ctx.server = Endpoint(socket)
|
||||
logger.info('Connected')
|
||||
ctx.server_address = address
|
||||
@@ -598,6 +617,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
|
||||
raise Exception('Connection refused by the multiworld host, no reason provided')
|
||||
|
||||
elif cmd == 'Connected':
|
||||
ctx.username = ctx.auth
|
||||
ctx.team = args["team"]
|
||||
ctx.slot = args["slot"]
|
||||
# int keys get lost in JSON transfer
|
||||
@@ -721,10 +741,7 @@ if __name__ == '__main__':
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(TextContext, self).server_auth(password_requested)
|
||||
if not self.auth:
|
||||
logger.info('Enter slot name:')
|
||||
self.auth = await self.console_input()
|
||||
|
||||
await self.get_username()
|
||||
await self.send_connect()
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
@@ -735,6 +752,7 @@ if __name__ == '__main__':
|
||||
async def main(args):
|
||||
ctx = TextContext(args.connect, args.password)
|
||||
ctx.auth = args.name
|
||||
ctx.server_address = args.connect
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="server loop")
|
||||
|
||||
if gui_enabled:
|
||||
|
||||
@@ -47,7 +47,7 @@ def main():
|
||||
|
||||
parser.add_argument('rom', nargs="?", default='AP_LttP.sfc', help='Path to an ALttP rom to adjust.')
|
||||
parser.add_argument('--baserom', default='Zelda no Densetsu - Kamigami no Triforce (Japan).sfc',
|
||||
help='Path to an ALttP JAP(1.0) rom to use as a base.')
|
||||
help='Path to an ALttP Japan(1.0) rom to use as a base.')
|
||||
parser.add_argument('--loglevel', default='info', const='info', nargs='?',
|
||||
choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
|
||||
parser.add_argument('--menuspeed', default='normal', const='normal', nargs='?',
|
||||
@@ -1263,4 +1263,4 @@ class ToolTips(object):
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
||||
main()
|
||||
|
||||
@@ -777,7 +777,7 @@ def update_checked_locations(ctx: Context, team: int, slot: int):
|
||||
def forfeit_player(ctx: Context, team: int, slot: int):
|
||||
"""register any locations that are in the multidata"""
|
||||
all_locations = set(ctx.locations[slot])
|
||||
ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
|
||||
ctx.notify_all("%s (Team #%d) has released all remaining items from their world." % (ctx.player_names[(team, slot)], team + 1))
|
||||
register_location_checks(ctx, team, slot, all_locations)
|
||||
update_checked_locations(ctx, team, slot)
|
||||
|
||||
@@ -790,7 +790,7 @@ def collect_player(ctx: Context, team: int, slot: int, is_group: bool = False):
|
||||
if values[1] == slot:
|
||||
all_locations[source_slot].add(location_id)
|
||||
|
||||
ctx.notify_all("%s (Team #%d) has collected" % (ctx.player_names[(team, slot)], team + 1))
|
||||
ctx.notify_all("%s (Team #%d) has collected their items from other worlds." % (ctx.player_names[(team, slot)], team + 1))
|
||||
for source_player, location_ids in all_locations.items():
|
||||
register_location_checks(ctx, team, source_player, location_ids, count_activity=False)
|
||||
update_checked_locations(ctx, team, source_player)
|
||||
@@ -1117,7 +1117,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
return self.ctx.commandprocessor(command)
|
||||
|
||||
def _cmd_players(self) -> bool:
|
||||
"""Get information about connected and missing players"""
|
||||
"""Get information about connected and missing players."""
|
||||
if len(self.ctx.player_names) < 10:
|
||||
self.ctx.notify_all(get_players_string(self.ctx))
|
||||
else:
|
||||
@@ -1129,8 +1129,12 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
self.output(get_status_string(self.ctx, self.client.team))
|
||||
return True
|
||||
|
||||
def _cmd_release(self) -> bool:
|
||||
"""Sends remaining items in your world to their recipients."""
|
||||
return self._cmd_forfeit()
|
||||
|
||||
def _cmd_forfeit(self) -> bool:
|
||||
"""Surrender and send your remaining items out to their recipients"""
|
||||
"""Surrender and send your remaining items out to their recipients. Use release in the future."""
|
||||
if self.ctx.allow_forfeits.get((self.client.team, self.client.slot), False):
|
||||
forfeit_player(self.ctx, self.client.team, self.client.slot)
|
||||
return True
|
||||
@@ -1139,7 +1143,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
return True
|
||||
elif "disabled" in self.ctx.forfeit_mode:
|
||||
self.output(
|
||||
"Sorry, client forfeiting has been disabled on this server. You can ask the server admin for a /forfeit")
|
||||
"Sorry, client item releasing has been disabled on this server. You can ask the server admin for a /release")
|
||||
return False
|
||||
else: # is auto or goal
|
||||
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
|
||||
@@ -1147,8 +1151,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
|
||||
return True
|
||||
else:
|
||||
self.output(
|
||||
"Sorry, client forfeiting requires you to have beaten the game on this server."
|
||||
" You can ask the server admin for a /forfeit")
|
||||
"Sorry, client item releasing requires you to have beaten the game on this server."
|
||||
" You can ask the server admin for a /release")
|
||||
return False
|
||||
|
||||
def _cmd_collect(self) -> bool:
|
||||
@@ -1709,43 +1713,48 @@ class ServerCommandProcessor(CommonCommandProcessor):
|
||||
self.output(f"Could not find player {player_name} to collect")
|
||||
return False
|
||||
|
||||
@mark_raw
|
||||
def _cmd_release(self, player_name: str) -> bool:
|
||||
"""Send out the remaining items from a player to their intended recipients."""
|
||||
return self._cmd_forfeit(player_name)
|
||||
|
||||
@mark_raw
|
||||
def _cmd_forfeit(self, player_name: str) -> bool:
|
||||
"""Send out the remaining items from a player to their intended recipients"""
|
||||
"""Send out the remaining items from a player to their intended recipients."""
|
||||
seeked_player = player_name.lower()
|
||||
for (team, slot), name in self.ctx.player_names.items():
|
||||
if name.lower() == seeked_player:
|
||||
forfeit_player(self.ctx, team, slot)
|
||||
return True
|
||||
|
||||
self.output(f"Could not find player {player_name} to forfeit")
|
||||
self.output(f"Could not find player {player_name} to release")
|
||||
return False
|
||||
|
||||
@mark_raw
|
||||
def _cmd_allow_forfeit(self, player_name: str) -> bool:
|
||||
"""Allow the specified player to use the !forfeit command"""
|
||||
"""Allow the specified player to use the !release command."""
|
||||
seeked_player = player_name.lower()
|
||||
for (team, slot), name in self.ctx.player_names.items():
|
||||
if name.lower() == seeked_player:
|
||||
self.ctx.allow_forfeits[(team, slot)] = True
|
||||
self.output(f"Player {player_name} is now allowed to use the !forfeit command at any time.")
|
||||
self.output(f"Player {player_name} is now allowed to use the !release command at any time.")
|
||||
return True
|
||||
|
||||
self.output(f"Could not find player {player_name} to allow the !forfeit command for.")
|
||||
self.output(f"Could not find player {player_name} to allow the !release command for.")
|
||||
return False
|
||||
|
||||
@mark_raw
|
||||
def _cmd_forbid_forfeit(self, player_name: str) -> bool:
|
||||
""""Disallow the specified player from using the !forfeit command"""
|
||||
""""Disallow the specified player from using the !release command."""
|
||||
seeked_player = player_name.lower()
|
||||
for (team, slot), name in self.ctx.player_names.items():
|
||||
if name.lower() == seeked_player:
|
||||
self.ctx.allow_forfeits[(team, slot)] = False
|
||||
self.output(
|
||||
f"Player {player_name} has to follow the server restrictions on use of the !forfeit command.")
|
||||
f"Player {player_name} has to follow the server restrictions on use of the !release command.")
|
||||
return True
|
||||
|
||||
self.output(f"Could not find player {player_name} to forbid the !forfeit command for.")
|
||||
self.output(f"Could not find player {player_name} to forbid the !release command for.")
|
||||
return False
|
||||
|
||||
def _cmd_send_multiple(self, amount: typing.Union[int, str], player_name: str, *item_name: str) -> bool:
|
||||
|
||||
8
Patch.py
8
Patch.py
@@ -178,14 +178,14 @@ preferred_endings = {
|
||||
|
||||
def generate_yaml(patch: bytes, metadata: Optional[dict] = None, game: str = GAME_ALTTP) -> bytes:
|
||||
if game == GAME_ALTTP:
|
||||
from worlds.alttp.Rom import JAP10HASH as HASH
|
||||
from worlds.alttp.Rom import LTTPJPN10HASH as HASH
|
||||
elif game == GAME_SM:
|
||||
from worlds.sm.Rom import JAP10HASH as HASH
|
||||
from worlds.sm.Rom import SMJUHASH as HASH
|
||||
elif game == GAME_SOE:
|
||||
from worlds.soe.Patch import USHASH as HASH
|
||||
elif game == GAME_SMZ3:
|
||||
from worlds.alttp.Rom import JAP10HASH as ALTTPHASH
|
||||
from worlds.sm.Rom import JAP10HASH as SMHASH
|
||||
from worlds.alttp.Rom import LTTPJPN10HASH as ALTTPHASH
|
||||
from worlds.sm.Rom import SMJUHASH as SMHASH
|
||||
HASH = ALTTPHASH + SMHASH
|
||||
else:
|
||||
raise RuntimeError(f"Selected game {game} for base rom not found.")
|
||||
|
||||
@@ -95,10 +95,7 @@ class SC2Context(CommonContext):
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
if password_requested and not self.password:
|
||||
await super(SC2Context, self).server_auth(password_requested)
|
||||
if not self.auth:
|
||||
logger.info('Enter slot name:')
|
||||
self.auth = await self.console_input()
|
||||
|
||||
await self.get_username()
|
||||
await self.send_connect()
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
|
||||
@@ -141,6 +141,11 @@ def faq(lang):
|
||||
return render_template("faq.html", lang=lang)
|
||||
|
||||
|
||||
@app.route('/glossary/<string:lang>/')
|
||||
def terms(lang):
|
||||
return render_template("glossary.html", lang=lang)
|
||||
|
||||
|
||||
@app.route('/seed/<suuid:seed>')
|
||||
def view_seed(seed: UUID):
|
||||
seed = Seed.get(id=seed)
|
||||
|
||||
@@ -49,6 +49,12 @@ If you are ready to start randomizing games, or want to start playing your favor
|
||||
our discord server at the [Archipelago Discord](https://discord.gg/archipelago). There are always people ready to answer
|
||||
any questions you might have.
|
||||
|
||||
## What are some common terms I should know?
|
||||
|
||||
As randomizers and multiworld randomizers have been around for a while now there are quite a lot of common terms
|
||||
and jargon that is used in conjunction by the communities surrounding them. For a lot of the terms that are more common
|
||||
to Archipelago and its specific systems please see the [Glossary](/glossary/en).
|
||||
|
||||
## I want to add a game to the Archipelago randomizer. How do I do that?
|
||||
|
||||
The best way to get started is to take a look at our code on GitHub
|
||||
|
||||
94
WebHostLib/static/assets/faq/glossary_en.md
Normal file
94
WebHostLib/static/assets/faq/glossary_en.md
Normal file
@@ -0,0 +1,94 @@
|
||||
# Multiworld Glossary
|
||||
|
||||
There are a lot of common terms used when playing in different game randomizer communities and in multiworld as well.
|
||||
This document serves as a lookup for common terms that may be used by users in the community or in various other
|
||||
documentation.
|
||||
|
||||
## Item
|
||||
Items are what get shuffled around in your world or other worlds that you then receive. This could be a sword, a stat
|
||||
upgrade, a spell, or any other potential receivable for your game.
|
||||
|
||||
## Location
|
||||
Locations are where items are placed in your game. Whenever you interact with a location, you or another player will
|
||||
then receive an item. A location could be a chest, an enemy drop, a shop purchase, or any other interactable that can
|
||||
contain items in your game.
|
||||
|
||||
## Check
|
||||
A check is a common term for when you "check", or pick up, a location. In terms of Archipelago this is usually used for
|
||||
when a player goes to a location and sends its item, or "checks" the location. Players will often reference their now
|
||||
randomized locations as checks.
|
||||
|
||||
## Slot
|
||||
A slot is the player name and number assigned during generation. The number of slots is equal to the number of players,
|
||||
or "worlds", created. Each name must be unique as these are used to identify the slot user.
|
||||
|
||||
## World
|
||||
World in terms of Archipelago can mean multiple things and is used interchangeably in many situations.
|
||||
* During gameplay, a world is a single instance of a game, occupying one player "slot". However,
|
||||
Archipelago allows multiple players to connect to the same slot; then those players can share a world
|
||||
and complete it cooperatively. For games with native cooperative play, you can also play together and
|
||||
share a world that way, usually with only one player connected to the multiworld.
|
||||
* On the programming side, a world typically represents the package that integrates Archipelago with a
|
||||
particular game. For example this could be the entire `worlds/factorio` directory.
|
||||
|
||||
## RNG
|
||||
Acronym for "Random Number Generator." Archipelago uses its own custom Random object with a unique seed per generation,
|
||||
or, if running from source, a seed can be supplied and this seed will control all randomization during generation as all
|
||||
game worlds will have access to it.
|
||||
|
||||
## Seed
|
||||
A "seed" is a number used to initialize a pseudorandom number generator. Whenever you generate a new game on Archipelago
|
||||
this is a new "seed" as it has unique item placement, and you can create multiple "rooms" on the Archipelago site from a
|
||||
single seed. Using the same seed results in the random placement being the same.
|
||||
|
||||
## Room
|
||||
Whenever you generate a seed on the Archipelago website you will be put on a seed page that contains all the seed info
|
||||
with a link to the spoiler if one exists and will show how many unique rooms exist per seed. Each room has its own
|
||||
unique identifier that is separate from the seed. The room page is where you can find information to connect to the
|
||||
multiworld and download any patches if necessary. If you have a particularly fun or interesting seed, and you want to
|
||||
share it with somebody you can link them to this seed page, where they can generate a new room to play it! For seeds
|
||||
generated with race mode enabled, the seed page will only show rooms created by the unique user so the seed page is
|
||||
perfectly safe to share for racing purposes.
|
||||
|
||||
## Logic
|
||||
Base behavior of all seeds generated by Archipelago is they are expected to be completable based on the requirements of
|
||||
the settings. This is done by using "logic" in order to determine valid locations to place items while still being able
|
||||
to reach said location without this item. For the purposes of the randomizer a location is considered "in logic" if you
|
||||
can reach it with your current toolset of items or skills based on settings. Some players are able to obtain locations
|
||||
"out of logic" by performing various glitches or tricks that the settings may not account for and tend to mention this
|
||||
when sending out an item they obtained this way.
|
||||
|
||||
## Progression
|
||||
Certain items will allow access to more locations and are considered progression items as they "progress" the seed.
|
||||
|
||||
## Trash
|
||||
A term used for "filler" items that have no bearing on the generation and are either marginally useful for the player
|
||||
or useless. These items can be very useful depending on the player but are never very important and as such are usually
|
||||
termed trash.
|
||||
|
||||
## Burger King / BK Mode
|
||||
A term used in multiworlds when a player is unable to continue to progress and is awaiting an item. The term came to be
|
||||
after a player, allegedly, was unable to progress during a multiworld and went to Burger King while waiting to receive
|
||||
items from other players.
|
||||
|
||||
* "Logical BK" is when the player is unable to progress according to the settings of their game but may still be able to do
|
||||
things that would be "out of logic" by the generation.
|
||||
|
||||
* "Hard / full BK" is when the player is completely unable to progress even with tricks they may know and are unable to
|
||||
continue to play, aside from doing something like killing enemies for experience or money.
|
||||
|
||||
## Sphere
|
||||
Archipelago calculates the game playthrough by using a "sphere" system where it has a state for each player and checks
|
||||
to see what the players are able to reach with their current items. Any location that is reachable with the current
|
||||
state of items is a "sphere." For the purposes of Archipelago it starts playthrough calculation by distributing sphere 0
|
||||
items which are items that are either forced in the player's inventory by the game or placed in the `start_inventory` in
|
||||
their settings. Sphere 1 is then all accessible locations the players can reach with all the items they received from
|
||||
sphere 0, or their starting inventory. The playthrough continues in this fashion calculating a number of spheres until
|
||||
all players have completed their goal.
|
||||
|
||||
## Scouts / Scouting
|
||||
In some games there are locations that have visible items even if the item itself is unobtainable at the current time.
|
||||
Some games utilize a scouting feature where when the player "sees" the item it will give a free hint for the item in the
|
||||
client letting the players know what the exact item is, since if the item was for that game it would know but the item
|
||||
being foreign is a lot harder to represent visually.
|
||||
|
||||
53
WebHostLib/static/assets/glossary.js
Normal file
53
WebHostLib/static/assets/glossary.js
Normal file
@@ -0,0 +1,53 @@
|
||||
window.addEventListener('load', () => {
|
||||
const tutorialWrapper = document.getElementById('glossary-wrapper');
|
||||
new Promise((resolve, reject) => {
|
||||
const ajax = new XMLHttpRequest();
|
||||
ajax.onreadystatechange = () => {
|
||||
if (ajax.readyState !== 4) { return; }
|
||||
if (ajax.status === 404) {
|
||||
reject("Sorry, the glossary page is not available in that language yet.");
|
||||
return;
|
||||
}
|
||||
if (ajax.status !== 200) {
|
||||
reject("Something went wrong while loading the glossary.");
|
||||
return;
|
||||
}
|
||||
resolve(ajax.responseText);
|
||||
};
|
||||
ajax.open('GET', `${window.location.origin}/static/assets/faq/` +
|
||||
`glossary_${tutorialWrapper.getAttribute('data-lang')}.md`, true);
|
||||
ajax.send();
|
||||
}).then((results) => {
|
||||
// Populate page with HTML generated from markdown
|
||||
showdown.setOption('tables', true);
|
||||
showdown.setOption('strikethrough', true);
|
||||
showdown.setOption('literalMidWordUnderscores', true);
|
||||
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
|
||||
adjustHeaderWidth();
|
||||
|
||||
// Reset the id of all header divs to something nicer
|
||||
const headers = Array.from(document.querySelectorAll('h1, h2, h3, h4, h5, h6'));
|
||||
const scrollTargetIndex = window.location.href.search(/#[A-z0-9-_]*$/);
|
||||
for (let i=0; i < headers.length; i++){
|
||||
const headerId = headers[i].innerText.replace(/[ ]/g,'-').toLowerCase()
|
||||
headers[i].setAttribute('id', headerId);
|
||||
headers[i].addEventListener('click', () =>
|
||||
window.location.href = window.location.href.substring(0, scrollTargetIndex) + `#${headerId}`);
|
||||
}
|
||||
|
||||
// Manually scroll the user to the appropriate header if anchor navigation is used
|
||||
if (scrollTargetIndex > -1) {
|
||||
try{
|
||||
const scrollTarget = window.location.href.substring(scrollTargetIndex + 1);
|
||||
document.getElementById(scrollTarget).scrollIntoView({ behavior: "smooth" });
|
||||
} catch(error) {
|
||||
console.error(error);
|
||||
}
|
||||
}
|
||||
}).catch((error) => {
|
||||
console.error(error);
|
||||
tutorialWrapper.innerHTML =
|
||||
`<h2>This page is out of logic!</h2>
|
||||
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
|
||||
});
|
||||
});
|
||||
17
WebHostLib/templates/glossary.html
Normal file
17
WebHostLib/templates/glossary.html
Normal file
@@ -0,0 +1,17 @@
|
||||
{% extends 'pageWrapper.html' %}
|
||||
|
||||
{% block head %}
|
||||
{% include 'header/grassHeader.html' %}
|
||||
<title>Glossary</title>
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
|
||||
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
|
||||
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
|
||||
crossorigin="anonymous"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/glossary.js") }}"></script>
|
||||
{% endblock %}
|
||||
|
||||
{% block body %}
|
||||
<div id="glossary-wrapper" data-lang="{{ lang }}" class="markdown">
|
||||
<!-- Content generated by JavaScript -->
|
||||
</div>
|
||||
{% endblock %}
|
||||
@@ -26,6 +26,7 @@
|
||||
<li><a href="/user-content">User Content</a></li>
|
||||
<li><a href="/weighted-settings">Weighted Settings Page</a></li>
|
||||
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
|
||||
<li><a href="/glossary/en">Glossary</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>Game Info Pages</h2>
|
||||
|
||||
11
kvui.py
11
kvui.py
@@ -334,8 +334,8 @@ class GameManager(App):
|
||||
# top part
|
||||
server_label = ServerLabel()
|
||||
self.connect_layout.add_widget(server_label)
|
||||
self.server_connect_bar = ConnectBarTextInput(text="archipelago.gg", size_hint_y=None, height=30, multiline=False,
|
||||
write_tab=False)
|
||||
self.server_connect_bar = ConnectBarTextInput(text=self.ctx.server_address or "archipelago.gg", size_hint_y=None,
|
||||
height=30, multiline=False, write_tab=False)
|
||||
self.server_connect_bar.bind(on_text_validate=self.connect_button_action)
|
||||
self.connect_layout.add_widget(self.server_connect_bar)
|
||||
self.server_connect_button = Button(text="Connect", size=(100, 30), size_hint_y=None, size_hint_x=None)
|
||||
@@ -412,6 +412,7 @@ class GameManager(App):
|
||||
def connect_button_action(self, button):
|
||||
if self.ctx.server:
|
||||
self.ctx.server_address = None
|
||||
self.ctx.username = None
|
||||
asyncio.create_task(self.ctx.disconnect())
|
||||
else:
|
||||
asyncio.create_task(self.ctx.connect(self.server_connect_bar.text.replace("/connect ", "")))
|
||||
@@ -445,6 +446,12 @@ class GameManager(App):
|
||||
self.log_panels["Archipelago"].on_message_markup(text)
|
||||
self.log_panels["All"].on_message_markup(text)
|
||||
|
||||
def update_address_bar(self, text: str):
|
||||
if hasattr(self, "server_connect_bar"):
|
||||
self.server_connect_bar.text = text
|
||||
else:
|
||||
logging.getLogger("Client").info("Could not update address bar as the GUI is not yet initialized.")
|
||||
|
||||
def enable_energy_link(self):
|
||||
if not hasattr(self, "energy_link_label"):
|
||||
self.energy_link_label = Label(text="Energy Link: Standby",
|
||||
|
||||
@@ -3,7 +3,7 @@ from __future__ import annotations
|
||||
import Utils
|
||||
from Patch import read_rom
|
||||
|
||||
JAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
LTTPJPN10HASH = '03a63945398191337e896e5771f77173'
|
||||
RANDOMIZERBASEHASH = '9952c2a3ec1b421e408df0d20c8f0c7f'
|
||||
ROM_PLAYER_LIMIT = 255
|
||||
|
||||
@@ -19,7 +19,7 @@ import threading
|
||||
import xxtea
|
||||
import concurrent.futures
|
||||
import bsdiff4
|
||||
from typing import Optional
|
||||
from typing import Optional, List
|
||||
|
||||
from BaseClasses import CollectionState, Region, Location
|
||||
from worlds.alttp.Shops import ShopType, ShopPriceType
|
||||
@@ -186,7 +186,7 @@ def check_enemizer(enemizercli):
|
||||
# some time may have passed since the lock was acquired, as such a quick re-check doesn't hurt
|
||||
if getattr(check_enemizer, "done", None):
|
||||
return
|
||||
|
||||
wanted_version = (7, 0, 1)
|
||||
# version info is saved on the lib, for some reason
|
||||
library_info = os.path.join(os.path.dirname(enemizercli), "EnemizerCLI.Core.deps.json")
|
||||
with open(library_info) as f:
|
||||
@@ -197,10 +197,11 @@ def check_enemizer(enemizercli):
|
||||
version = lib.split("/")[-1]
|
||||
version = tuple(int(element) for element in version.split("."))
|
||||
enemizer_logger.debug(f"Found Enemizer version {version}")
|
||||
if version < (6, 4, 0):
|
||||
if version < wanted_version:
|
||||
raise Exception(
|
||||
f"Enemizer found at {enemizercli} is outdated ({info}), please update your Enemizer. "
|
||||
f"Such as https://github.com/Ijwu/Enemizer/releases")
|
||||
f"Enemizer found at {enemizercli} is outdated ({version}) < ({wanted_version}), "
|
||||
f"please update your Enemizer. "
|
||||
f"Such as from https://github.com/Ijwu/Enemizer/releases")
|
||||
break
|
||||
else:
|
||||
raise Exception(f"Could not find Enemizer library version information in {library_info}")
|
||||
@@ -1645,8 +1646,7 @@ def patch_rom(world, rom, player, enemized):
|
||||
# set rom name
|
||||
# 21 bytes
|
||||
from Main import __version__
|
||||
# TODO: Adjust Enemizer to accept AP and AD
|
||||
rom.name = bytearray(f'BM{__version__.replace(".", "")[0:3]}_{player}_{world.seed:11}\0', 'utf8')[:21]
|
||||
rom.name = bytearray(f'AP{__version__.replace(".", "")[0:3]}_{player}_{world.seed:11}\0', 'utf8')[:21]
|
||||
rom.name.extend([0] * (21 - len(rom.name)))
|
||||
rom.write_bytes(0x7FC0, rom.name)
|
||||
|
||||
@@ -1677,7 +1677,7 @@ def patch_race_rom(rom, world, player):
|
||||
rom.encrypt(world, player)
|
||||
|
||||
|
||||
def get_price_data(price: int, price_type: int) -> bytes:
|
||||
def get_price_data(price: int, price_type: int) -> List[int]:
|
||||
if price_type != ShopPriceType.Rupees:
|
||||
# Set special price flag 0x8000
|
||||
# Then set the type of price we're setting 0x7F00 (this starts from Hearts, not Rupees, subtract 1)
|
||||
@@ -2890,7 +2890,7 @@ hash_alphabet = [
|
||||
|
||||
|
||||
class LttPDeltaPatch(Patch.APDeltaPatch):
|
||||
hash = JAP10HASH
|
||||
hash = LTTPJPN10HASH
|
||||
game = "A Link to the Past"
|
||||
patch_file_ending = ".aplttp"
|
||||
|
||||
@@ -2907,8 +2907,8 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
|
||||
|
||||
basemd5 = hashlib.md5()
|
||||
basemd5.update(base_rom_bytes)
|
||||
if JAP10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for JAP(1.0) release. '
|
||||
if LTTPJPN10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for Japan(1.0) release. '
|
||||
'Get the correct game and version, then dump it')
|
||||
get_base_rom_bytes.base_rom_bytes = base_rom_bytes
|
||||
return base_rom_bytes
|
||||
|
||||
@@ -329,7 +329,7 @@ class Factorio(World):
|
||||
def set_custom_recipes(self):
|
||||
original_rocket_part = recipes["rocket-part"]
|
||||
science_pack_pools = get_science_pack_pools()
|
||||
valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()])
|
||||
valid_pool = sorted(science_pack_pools[self.world.max_science_pack[self.player].get_max_pack()] & stacking_items)
|
||||
self.world.random.shuffle(valid_pool)
|
||||
while any([valid_pool[x] in fluids for x in range(3)]):
|
||||
self.world.random.shuffle(valid_pool)
|
||||
|
||||
@@ -288,6 +288,25 @@ class WhitePalace(Choice):
|
||||
default = 0
|
||||
|
||||
|
||||
class DeathLink(Choice):
|
||||
"""
|
||||
When you die, everyone dies. Of course the reverse is true too.
|
||||
When enabled, choose how incoming deathlinks are handled:
|
||||
vanilla: DeathLink kills you and is just like any other death. RIP your previous shade and geo.
|
||||
shadeless: DeathLink kills you, but no shade spawns and no geo is lost. Your previous shade, if any, is untouched.
|
||||
shade: DeathLink functions like a normal death if you do not already have a shade, shadeless otherwise.
|
||||
"""
|
||||
option_off = 0
|
||||
alias_false = 0
|
||||
alias_no = 0
|
||||
alias_true = 1
|
||||
alias_on = 1
|
||||
alias_yes = 1
|
||||
option_shadeless = 1
|
||||
option_vanilla = 2
|
||||
option_shade = 3
|
||||
|
||||
|
||||
class StartingGeo(Range):
|
||||
"""The amount of starting geo you have."""
|
||||
display_name = "Starting Geo"
|
||||
@@ -299,19 +318,16 @@ class StartingGeo(Range):
|
||||
hollow_knight_options: typing.Dict[str, type(Option)] = {
|
||||
**hollow_knight_randomize_options,
|
||||
**hollow_knight_logic_options,
|
||||
StartLocation.__name__: StartLocation,
|
||||
MinimumGrubPrice.__name__: MinimumGrubPrice,
|
||||
MaximumGrubPrice.__name__: MaximumGrubPrice,
|
||||
MinimumEssencePrice.__name__: MinimumEssencePrice,
|
||||
MaximumEssencePrice.__name__: MaximumEssencePrice,
|
||||
MinimumCharmPrice.__name__: MinimumCharmPrice,
|
||||
MaximumCharmPrice.__name__: MaximumCharmPrice,
|
||||
RandomCharmCosts.__name__: RandomCharmCosts,
|
||||
PlandoCharmCosts.__name__: PlandoCharmCosts,
|
||||
MinimumEggPrice.__name__: MinimumEggPrice,
|
||||
MaximumEggPrice.__name__: MaximumEggPrice,
|
||||
EggShopSlots.__name__: EggShopSlots,
|
||||
Goal.__name__: Goal,
|
||||
WhitePalace.__name__: WhitePalace,
|
||||
StartingGeo.__name__: StartingGeo,
|
||||
**{
|
||||
option.__name__: option
|
||||
for option in (
|
||||
StartLocation, Goal, WhitePalace, StartingGeo, DeathLink,
|
||||
MinimumGrubPrice, MaximumGrubPrice,
|
||||
MinimumEssencePrice, MaximumEssencePrice,
|
||||
MinimumCharmPrice, MaximumCharmPrice,
|
||||
RandomCharmCosts, PlandoCharmCosts,
|
||||
MinimumEggPrice, MaximumEggPrice, EggShopSlots,
|
||||
# Add your new options where it makes sense?
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -47,16 +47,29 @@ When the console tells you that you have joined the room, you're all set. Congra
|
||||
multiworld game! At this point any additional minecraft players may connect to your forge server. To start the game once
|
||||
everyone is ready use the command `/start`.
|
||||
|
||||
## Manual Installation
|
||||
## Non-Windows Installation
|
||||
|
||||
The Minecraft Client will install forge and the mod for other operating systems but Java has to be provided by the
|
||||
user. Head to [minecraft_versions.json on the MC AP GitHub](https://raw.githubusercontent.com/KonoTyran/Minecraft_AP_Randomizer/master/versions/minecraft_versions.json)
|
||||
to see which java version is required. New installations will default to the topmost "release" version.
|
||||
- Install the matching Amazon Corretto JDK
|
||||
- see [Manual Installation Software Links](#manual-installation-software-links)
|
||||
- or package manager provided by your OS / distribution
|
||||
- Open your `host.yaml` and add the path to your Java below the `minecraft_options` key
|
||||
- ` java: "path/to/java-xx-amazon-corretto/bin/java"`
|
||||
- Run the Minecraft Client and select your .apmc file
|
||||
|
||||
## Full Manual Installation
|
||||
|
||||
It is highly recommended to ues the Archipelago installer to handle the installation of the forge server for you.
|
||||
support will not be given for those wishing to manually install forge. For those of you who know how, and wish to do so,
|
||||
Support will not be given for those wishing to manually install forge. For those of you who know how, and wish to do so,
|
||||
the following links are the versions of the software we use.
|
||||
|
||||
### Manual install Software links
|
||||
### Manual Installation Software Links
|
||||
|
||||
- [Minecraft Forge Download Page](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.18.2.html)
|
||||
- [Minecraft Forge Download Page](https://files.minecraftforge.net/net/minecraftforge/forge/)
|
||||
- [Minecraft Archipelago Randomizer Mod Releases Page](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
|
||||
- **DO NOT INSTALL THIS ON YOUR CLIENT**
|
||||
- [Amazon Corretto Java 17 Download Page](https://docs.aws.amazon.com/corretto/latest/corretto-17-ug/downloads-list.html)
|
||||
- [Amazon Corretto](https://docs.aws.amazon.com/corretto/)
|
||||
- pick the matching version and select "Downloads" on the left
|
||||
|
||||
|
||||
@@ -23,6 +23,16 @@ all necessary dependencies as well.
|
||||
|
||||
Click on the "Start modded" button in the top left in r2modman to start the game with the Archipelago mod installed.
|
||||
|
||||
## Configuring your YAML File
|
||||
### What is a YAML and why do I need one?
|
||||
You can see the [basic multiworld setup guide](/tutorial/Archipelago/setup/en) here on the Archipelago website to learn
|
||||
about why Archipelago uses YAML files and what they're for.
|
||||
|
||||
### Where do I get a YAML?
|
||||
You can use the [game settings page for Hollow Knight](/games/Hollow%20Knight/player-settings) here on the Archipelago
|
||||
website to generate a YAML using a graphical interface.
|
||||
|
||||
|
||||
## Joining an Archipelago Session
|
||||
|
||||
There will be a menu button on the right side of the screen in the character select menu. Click it in order to bring up
|
||||
@@ -37,71 +47,8 @@ The Risk of Rain 2 players send checks by causing items to spawn in-game. That m
|
||||
generally. An item check is only sent out after a certain number of items are picked up. This count is configurable in
|
||||
the player's YAML.
|
||||
|
||||
## YAML Settings
|
||||
|
||||
An example YAML would look like this:
|
||||
|
||||
```yaml
|
||||
description: Ijwu-ror2
|
||||
name: Ijwu
|
||||
|
||||
game:
|
||||
Risk of Rain 2: 1
|
||||
|
||||
Risk of Rain 2:
|
||||
total_locations: 15
|
||||
total_revivals: 4
|
||||
start_with_revive: true
|
||||
item_pickup_step: 1
|
||||
enable_lunar: true
|
||||
item_weights:
|
||||
default: 50
|
||||
new: 0
|
||||
uncommon: 0
|
||||
legendary: 0
|
||||
lunartic: 0
|
||||
chaos: 0
|
||||
no_scraps: 0
|
||||
even: 0
|
||||
scraps_only: 0
|
||||
item_pool_presets: true
|
||||
# custom item weights
|
||||
green_scrap: 16
|
||||
red_scrap: 4
|
||||
yellow_scrap: 1
|
||||
white_scrap: 32
|
||||
common_item: 64
|
||||
uncommon_item: 32
|
||||
legendary_item: 8
|
||||
boss_item: 4
|
||||
lunar_item: 16
|
||||
equipment: 32
|
||||
```
|
||||
|
||||
| Name | Description | Allowed values |
|
||||
| ---- | ----------- | -------------- |
|
||||
| total_locations | The total number of location checks that will be attributed to the Risk of Rain player. This option is ALSO the total number of items in the item pool for the Risk of Rain player. | 10 - 100 |
|
||||
| total_revivals | The total number of items in the Risk of Rain player's item pool (items other players pick up for them) replaced with `Dio's Best Friend`. | 0 - 5 |
|
||||
| start_with_revive | Starts the player off with a `Dio's Best Friend`. Functionally equivalent to putting a `Dio's Best Friend` in your `starting_inventory`. | true/false |
|
||||
| item_pickup_step | The number of item pickups which you are allowed to claim before they become an Archipelago location check. | 0 - 5 |
|
||||
| enable_lunar | Allows for lunar items to be shuffled into the item pool on behalf of the Risk of Rain player. | true/false |
|
||||
| item_weights | Each option here is a preset item weight that can be used to customize your generate item pool with certain settings. | default, new, uncommon, legendary, lunartic, chaos, no_scraps, even, scraps_only |
|
||||
| item_pool_presets | A simple toggle to determine whether the item_weight presets are used or the custom item pool as defined below | true/false |
|
||||
| custom item weights | Each defined item here is a single item in the pool that will have a weight against the other items when the item pool gets generated. These values can be modified to adjust how frequently certain items appear | 0-100|
|
||||
|
||||
Using the example YAML above: the Risk of Rain 2 player will have 15 total items which they can pick up for other
|
||||
players. (total_locations = 15)
|
||||
|
||||
They will have 15 items waiting for them in the item pool which will be distributed out to the multiworld. (
|
||||
total_locations = 15)
|
||||
|
||||
They will complete a location check every second item. (item_pickup_step = 1)
|
||||
|
||||
They will have 4 of the items which other players can grant them replaced with `Dio's Best Friend`. (total_revivals = 4)
|
||||
|
||||
The player will also start with a `Dio's Best Friend`. (start_with_revive = true)
|
||||
|
||||
The player will have lunar items shuffled into the item pool on their behalf. (enable_lunar = true)
|
||||
|
||||
The player will have the default preset generated item pool with the custom item weights being ignored. (item_weights:
|
||||
default and item_pool_presets: true)
|
||||
## Commands
|
||||
While playing the multiworld you can type `say` then your message to type in the multiworld chat. All other multiworld
|
||||
remote commands list in the [commands guide](/tutorial/Archipelago/commands/en) work as well in the RoR2 chat. You can
|
||||
also optionally connect to the multiworld using the text client, which can be found in the
|
||||
[main Archipelago installation](https://github.com/ArchipelagoMW/Archipelago/releases).
|
||||
@@ -6,7 +6,7 @@ class ItemData(typing.NamedTuple):
|
||||
code: typing.Optional[int]
|
||||
type: typing.Optional[str]
|
||||
number: typing.Optional[int]
|
||||
classification: ItemClassification = ItemClassification.filler
|
||||
classification: ItemClassification = ItemClassification.useful
|
||||
quantity: int = 1
|
||||
|
||||
|
||||
@@ -59,46 +59,46 @@ item_table = {
|
||||
"Combat Shield (Marine)": ItemData(209 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 9),
|
||||
"Advanced Medic Facilities (Medic)": ItemData(210 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 10),
|
||||
"Stabilizer Medpacks (Medic)": ItemData(211 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 11),
|
||||
"Incinerator Gauntlets (Firebat)": ItemData(212 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 12, classification=ItemClassification.useful),
|
||||
"Incinerator Gauntlets (Firebat)": ItemData(212 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 12, classification=ItemClassification.filler),
|
||||
"Juggernaut Plating (Firebat)": ItemData(213 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 13),
|
||||
"Concussive Shells (Marauder)": ItemData(214 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 14),
|
||||
"Kinetic Foam (Marauder)": ItemData(215 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 15),
|
||||
"U-238 Rounds (Reaper)": ItemData(216 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 16),
|
||||
"G-4 Clusterbomb (Reaper)": ItemData(217 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 17, classification=ItemClassification.useful),
|
||||
"G-4 Clusterbomb (Reaper)": ItemData(217 + SC2WOL_ITEM_ID_OFFSET, "Armory 1", 17, classification=ItemClassification.filler),
|
||||
|
||||
"Twin-Linked Flamethrower (Hellion)": ItemData(300 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 0, classification=ItemClassification.useful),
|
||||
"Twin-Linked Flamethrower (Hellion)": ItemData(300 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 0, classification=ItemClassification.filler),
|
||||
"Thermite Filaments (Hellion)": ItemData(301 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 1),
|
||||
"Cerberus Mine (Vulture)": ItemData(302 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 2),
|
||||
"Replenishable Magazine (Vulture)": ItemData(303 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 3),
|
||||
"Multi-Lock Weapons System (Goliath)": ItemData(304 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 4),
|
||||
"Ares-Class Targeting System (Goliath)": ItemData(305 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 5),
|
||||
"Tri-Lithium Power Cell (Diamondback)": ItemData(306 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 6, classification=ItemClassification.useful),
|
||||
"Shaped Hull (Diamondback)": ItemData(307 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 7, classification=ItemClassification.useful),
|
||||
"Tri-Lithium Power Cell (Diamondback)": ItemData(306 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 6, classification=ItemClassification.filler),
|
||||
"Shaped Hull (Diamondback)": ItemData(307 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 7, classification=ItemClassification.filler),
|
||||
"Maelstrom Rounds (Siege Tank)": ItemData(308 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 8),
|
||||
"Shaped Blast (Siege Tank)": ItemData(309 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 9),
|
||||
"Rapid Deployment Tube (Medivac)": ItemData(310 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 10, classification=ItemClassification.useful),
|
||||
"Rapid Deployment Tube (Medivac)": ItemData(310 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 10, classification=ItemClassification.filler),
|
||||
"Advanced Healing AI (Medivac)": ItemData(311 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 11),
|
||||
"Tomahawk Power Cells (Wraith)": ItemData(312 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 12, classification=ItemClassification.useful),
|
||||
"Tomahawk Power Cells (Wraith)": ItemData(312 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 12, classification=ItemClassification.filler),
|
||||
"Displacement Field (Wraith)": ItemData(313 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 13),
|
||||
"Ripwave Missiles (Viking)": ItemData(314 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 14),
|
||||
"Phobos-Class Weapons System (Viking)": ItemData(315 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 15),
|
||||
"Cross-Spectrum Dampeners (Banshee)": ItemData(316 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 16, classification=ItemClassification.useful),
|
||||
"Cross-Spectrum Dampeners (Banshee)": ItemData(316 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 16, classification=ItemClassification.filler),
|
||||
"Shockwave Missile Battery (Banshee)": ItemData(317 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 17),
|
||||
"Missile Pods (Battlecruiser)": ItemData(318 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 18, classification=ItemClassification.useful),
|
||||
"Defensive Matrix (Battlecruiser)": ItemData(319 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 19, classification=ItemClassification.useful),
|
||||
"Missile Pods (Battlecruiser)": ItemData(318 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 18, classification=ItemClassification.filler),
|
||||
"Defensive Matrix (Battlecruiser)": ItemData(319 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 19, classification=ItemClassification.filler),
|
||||
"Ocular Implants (Ghost)": ItemData(320 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 20),
|
||||
"Crius Suit (Ghost)": ItemData(321 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 21),
|
||||
"Psionic Lash (Spectre)": ItemData(322 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 22),
|
||||
"Nyx-Class Cloaking Module (Spectre)": ItemData(323 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 23),
|
||||
"330mm Barrage Cannon (Thor)": ItemData(324 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 24, classification=ItemClassification.useful),
|
||||
"Immortality Protocol (Thor)": ItemData(325 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 25, classification=ItemClassification.useful),
|
||||
"330mm Barrage Cannon (Thor)": ItemData(324 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 24, classification=ItemClassification.filler),
|
||||
"Immortality Protocol (Thor)": ItemData(325 + SC2WOL_ITEM_ID_OFFSET, "Armory 2", 25, classification=ItemClassification.filler),
|
||||
|
||||
"Bunker": ItemData(400 + SC2WOL_ITEM_ID_OFFSET, "Building", 0, classification=ItemClassification.progression),
|
||||
"Missile Turret": ItemData(401 + SC2WOL_ITEM_ID_OFFSET, "Building", 1, classification=ItemClassification.progression),
|
||||
"Sensor Tower": ItemData(402 + SC2WOL_ITEM_ID_OFFSET, "Building", 2),
|
||||
|
||||
"War Pigs": ItemData(500 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 0),
|
||||
"Devil Dogs": ItemData(501 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 1, classification=ItemClassification.useful),
|
||||
"Devil Dogs": ItemData(501 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 1, classification=ItemClassification.filler),
|
||||
"Hammer Securities": ItemData(502 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 2),
|
||||
"Spartan Company": ItemData(503 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 3),
|
||||
"Siege Breakers": ItemData(504 + SC2WOL_ITEM_ID_OFFSET, "Mercenary", 4),
|
||||
@@ -120,12 +120,12 @@ item_table = {
|
||||
"Fortified Bunker": ItemData(611 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 11),
|
||||
"Planetary Fortress": ItemData(612 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 12),
|
||||
"Perdition Turret": ItemData(613 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 13),
|
||||
"Predator": ItemData(614 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 14, classification=ItemClassification.useful),
|
||||
"Predator": ItemData(614 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 14, classification=ItemClassification.filler),
|
||||
"Hercules": ItemData(615 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 15, classification=ItemClassification.progression),
|
||||
"Cellular Reactor": ItemData(616 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 16, classification=ItemClassification.useful),
|
||||
"Regenerative Bio-Steel": ItemData(617 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 17, classification=ItemClassification.useful),
|
||||
"Cellular Reactor": ItemData(616 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 16, classification=ItemClassification.filler),
|
||||
"Regenerative Bio-Steel": ItemData(617 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 17, classification=ItemClassification.filler),
|
||||
"Hive Mind Emulator": ItemData(618 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 18),
|
||||
"Psi Disrupter": ItemData(619 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 19, classification=ItemClassification.useful),
|
||||
"Psi Disrupter": ItemData(619 + SC2WOL_ITEM_ID_OFFSET, "Laboratory", 19, classification=ItemClassification.filler),
|
||||
|
||||
"Zealot": ItemData(700 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 0, classification=ItemClassification.progression),
|
||||
"Stalker": ItemData(701 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 1, classification=ItemClassification.progression),
|
||||
@@ -137,9 +137,9 @@ item_table = {
|
||||
"Void Ray": ItemData(707 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 7, classification=ItemClassification.progression),
|
||||
"Carrier": ItemData(708 + SC2WOL_ITEM_ID_OFFSET, "Protoss", 8, classification=ItemClassification.progression),
|
||||
|
||||
"+15 Starting Minerals": ItemData(800 + SC2WOL_ITEM_ID_OFFSET, "Minerals", 15, quantity=0),
|
||||
"+15 Starting Vespene": ItemData(801 + SC2WOL_ITEM_ID_OFFSET, "Vespene", 15, quantity=0),
|
||||
"+2 Starting Supply": ItemData(802 + SC2WOL_ITEM_ID_OFFSET, "Supply", 2, quantity=0),
|
||||
"+15 Starting Minerals": ItemData(800 + SC2WOL_ITEM_ID_OFFSET, "Minerals", 15, quantity=0, classification=ItemClassification.filler),
|
||||
"+15 Starting Vespene": ItemData(801 + SC2WOL_ITEM_ID_OFFSET, "Vespene", 15, quantity=0, classification=ItemClassification.filler),
|
||||
"+2 Starting Supply": ItemData(802 + SC2WOL_ITEM_ID_OFFSET, "Supply", 2, quantity=0, classification=ItemClassification.filler),
|
||||
}
|
||||
|
||||
basic_unit: typing.Tuple[str, ...] = (
|
||||
|
||||
@@ -4,12 +4,12 @@ import os
|
||||
import Utils
|
||||
from Patch import read_rom, APDeltaPatch
|
||||
|
||||
JAP10HASH = '21f3e98df4780ee1c667b84e57d88675'
|
||||
SMJUHASH = '21f3e98df4780ee1c667b84e57d88675'
|
||||
ROM_PLAYER_LIMIT = 65535
|
||||
|
||||
|
||||
class SMDeltaPatch(APDeltaPatch):
|
||||
hash = JAP10HASH
|
||||
hash = SMJUHASH
|
||||
game = "Super Metroid"
|
||||
patch_file_ending = ".apsm"
|
||||
|
||||
@@ -26,8 +26,8 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
|
||||
|
||||
basemd5 = hashlib.md5()
|
||||
basemd5.update(base_rom_bytes)
|
||||
if JAP10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for JAP(1.0) release. '
|
||||
if SMJUHASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for Japan+US release. '
|
||||
'Get the correct game and version, then dump it')
|
||||
get_base_rom_bytes.base_rom_bytes = base_rom_bytes
|
||||
return base_rom_bytes
|
||||
|
||||
@@ -45,6 +45,8 @@ def set_rules(world, player: int, area_connections):
|
||||
add_rule(world.get_location("BBH: Eye to Eye in the Secret Room", player), lambda state: state.has("Vanish Cap", player))
|
||||
add_rule(world.get_location("DDD: Collect the Caps...", player), lambda state: state.has("Vanish Cap", player))
|
||||
add_rule(world.get_location("DDD: Pole-Jumping for Red Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea", 'Region', player))
|
||||
if world.EnableCoinStars[player]:
|
||||
add_rule(world.get_location("DDD: 100 Coins", player), lambda state: state.can_reach("Bowser in the Fire Sea", 'Region', player))
|
||||
add_rule(world.get_location("SL: Into the Igloo", player), lambda state: state.has("Vanish Cap", player))
|
||||
add_rule(world.get_location("WDW: Quick Race Through Downtown!", player), lambda state: state.has("Vanish Cap", player))
|
||||
add_rule(world.get_location("RR: Somewhere Over the Rainbow", player), lambda state: state.has("Cannon Unlock RR", player))
|
||||
|
||||
@@ -4,8 +4,8 @@ import os
|
||||
import Utils
|
||||
from Patch import read_rom, APDeltaPatch
|
||||
|
||||
SMJAP10HASH = '21f3e98df4780ee1c667b84e57d88675'
|
||||
LTTPJAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
SMJUHASH = '21f3e98df4780ee1c667b84e57d88675'
|
||||
LTTPJPN10HASH = '03a63945398191337e896e5771f77173'
|
||||
ROM_PLAYER_LIMIT = 256
|
||||
|
||||
|
||||
@@ -27,16 +27,16 @@ def get_base_rom_bytes() -> bytes:
|
||||
|
||||
basemd5 = hashlib.md5()
|
||||
basemd5.update(sm_base_rom_bytes)
|
||||
if SMJAP10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for SM JAP(1.0) release. '
|
||||
if SMJUHASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for SM Japan+US release. '
|
||||
'Get the correct game and version, then dump it')
|
||||
lttp_file_name = get_lttp_base_rom_path()
|
||||
lttp_base_rom_bytes = bytes(read_rom(open(lttp_file_name, "rb")))
|
||||
|
||||
basemd5 = hashlib.md5()
|
||||
basemd5.update(lttp_base_rom_bytes)
|
||||
if LTTPJAP10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for LttP JAP(1.0) release. '
|
||||
if LTTPJPN10HASH != basemd5.hexdigest():
|
||||
raise Exception('Supplied Base Rom does not match known MD5 for LttP Japan(1.0) release. '
|
||||
'Get the correct game and version, then dump it')
|
||||
|
||||
get_base_rom_bytes.base_rom_bytes = bytes(combine_smz3_rom(sm_base_rom_bytes, lttp_base_rom_bytes))
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/)
|
||||
, [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner)
|
||||
oder [Timespinner (GOG)](https://www.gog.com/game/timespinner) (andere Versionen werden nicht unterstützt)
|
||||
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
|
||||
- [Timespinner Randomizer](https://github.com/Jarno458/TsRandomizer)
|
||||
|
||||
## Wie funktioniert's?
|
||||
|
||||
@@ -15,7 +15,7 @@ die Randomisierung der Gegenstände zu erlauben
|
||||
## Installationsanweisungen
|
||||
|
||||
1. Die aktuellsten Dateien des Randomizers findest du ganz oben auf dieser
|
||||
Webseite: [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases). Lade dir unter '
|
||||
Webseite: [Timespinner Randomizer Releases](https://github.com/Jarno458/TsRandomizer/releases). Lade dir unter '
|
||||
Assets' die .zip Datei für dein Betriebssystem herunter
|
||||
2. Entpacke die .zip Datei im Ordner, in dem das Spiel Timespinner installiert ist
|
||||
|
||||
@@ -27,7 +27,7 @@ die Randomisierung der Gegenstände zu erlauben
|
||||
|
||||
... im Ordner in dem die Inhalte aus der .zip Datei entpackt wurden
|
||||
|
||||
Weitere Informationen zum Randomizer findest du hier: [ReadMe](https://github.com/JarnoWesthof/TsRandomizer)
|
||||
Weitere Informationen zum Randomizer findest du hier: [ReadMe](https://github.com/Jarno458/TsRandomizer)
|
||||
|
||||
## An einer Multiworld teilnehmen
|
||||
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/)
|
||||
, [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner)
|
||||
or [Timespinner (GOG)](https://www.gog.com/game/timespinner) (other versions are not supported)
|
||||
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
|
||||
- [Timespinner Randomizer](https://github.com/Jarno458/TsRandomizer)
|
||||
|
||||
## General Concept
|
||||
|
||||
@@ -14,11 +14,11 @@ randomization of the items
|
||||
|
||||
## Installation Procedures
|
||||
|
||||
Download latest release on [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases) you
|
||||
Download latest release on [Timespinner Randomizer Releases](https://github.com/Jarno458/TsRandomizer/releases) you
|
||||
can find the .zip files on the releases page. Download the zip for your current platform. Then extract the zip to the
|
||||
folder where your Timespinner game is installed. Then just run TsRandomizer.exe (on Windows) or
|
||||
TsRandomizer.bin.x86_64 (on Linux) or TsRandomizer.bin.osx (on Mac) instead of Timespinner.exe to start the game in
|
||||
randomized mode. For more info see the [ReadMe](https://github.com/JarnoWesthof/TsRandomizer)
|
||||
randomized mode. For more info see the [ReadMe](https://github.com/Jarno458/TsRandomizer)
|
||||
|
||||
## Joining a MultiWorld Game
|
||||
|
||||
|
||||
@@ -35,6 +35,8 @@ class WitnessWorld(World):
|
||||
"""
|
||||
game = "The Witness"
|
||||
topology_present = False
|
||||
data_version = 2
|
||||
|
||||
static_logic = StaticWitnessLogic()
|
||||
static_locat = StaticWitnessLocations()
|
||||
static_items = StaticWitnessItems()
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
## Required Software
|
||||
|
||||
- [The Witness for 64-bit Windows (e.g. Steam version)](https://store.steampowered.com/app/210970/The_Witness/)
|
||||
- [The Witness Archipelago Randomizer](https://github.com/JarnoWesthof/The-Witness-Randomizer-for-Archipelago/releases)
|
||||
- [The Witness Archipelago Randomizer](https://github.com/Jarno458/The-Witness-Randomizer-for-Archipelago/releases)
|
||||
|
||||
## Optional Software
|
||||
|
||||
@@ -18,7 +18,7 @@ It is recommended to do every single one of these steps when you connect to a wo
|
||||
1. Launch The Witness
|
||||
2. Start a fresh save (unless you have absolutely no other choice)
|
||||
3. Do not move
|
||||
4. Launch [The Witness Archipelago Randomizer](https://github.com/JarnoWesthof/The-Witness-Randomizer-for-Archipelago)
|
||||
4. Launch [The Witness Archipelago Randomizer](https://github.com/Jarno458/The-Witness-Randomizer-for-Archipelago)
|
||||
5. Enter the Archipelago address, slot name and password
|
||||
6. Press "Randomize"
|
||||
7. Wait for the randomization to fully finish before moving in-game
|
||||
|
||||
Reference in New Issue
Block a user