* Process burnt results.
* Add fluidbox info to machine definition
* Recipe base cost now uses cheapest product source.
* free sample exclusions no longer hard-coded
* science pack pool exclusions no longer hard-coded
* burnt result is forced to have cost of machine used to obtain the results factored into the cost of crafting.
* name of machine is no longer assumed to be name of item. machine definition now list item sources specifically.
* science pack difficulty is now the minimum of average estimated difficulty of unlocked recipes and 8.
* Actually exclude archipelago-extractor from mod list.
* core: fix options with "random" as default value not generating
when option is missing from the player yaml,
Using this in #893 and tested there.
* remove if
* OptionSets default to frozenset so handle that
* range had some specific instances of assuming default as a valid value so change this here to call the from_any
* isinstance instead of type
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* SC2: The client now throws a descriptive error when ExecuteInfo.txt exists but is empty, and offers more helpful suggestions when the file doesn't exist.
* SC2: Replaced the new RuntimeError with a warning in the logger to keep things consistent.
* Removed communism
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* autoworld: don't load files/folders starting with '.'
The imports fail if the folder has a '.' in the name, with a somewhat obscure error, and adding a '.' in front of it is what a linux user might expect to use when disabling a world temporarily.
* autoworld: use tuple to filter .* and _*
Fixes to postgame detection for "shuffle_postgame"
Renamed many locations to be symbol-independent ("Outside Tutorial Dots Introduction" becomes "Outside Tutorial Shed Row"). This is to set up future alternate modes, like Sigma Expert, which use completely different symbols.
Renamed most door items to be shorter, more consistent, and less... stupid. ("Bunker Bunker Entry Door" -> "Bunker Entry")
Removed "shuffle_uncommon"
Many logic fixes
* add freetext and freetextchoice options
* fix textchoice. create plando_bosses bool so worlds can check if boss plando is enabled
* remove strange unneccessary \ escapes
* lttp: rip boss plando out of core
* fix broken text methods so they read the data correctly
* revert `None` key in boss_shuffle_options. fix failing tests
* lttp: rewrite boss plando
* lttp: rewrite boss shuffle
* add generic verification step and allow options to set a plando module
* add default typing to plando_options set
* use PlandoSettings intflag for lttp boss plando
* fix plandosettings boss flag check
* minor lttp init cleanup
* make suggested changes. account for "random" existing within plando boss options
* override eq operator
* Please document me!
* Forgot to mention it supports plando
* remove auto_display_name
* Throw warning alerting user to which shuffle is being used if plando is off. Set the remaining boss shuffle in init and boss placement cleanup
* move the convoluted string matching to `from_text`
* remove unneccessary text lowering and actually turn off plando option when it's disabled
* typing
* strong typing for verify method and reorder
* typing is your friend
* log warning correctly
* 3.8 support :(
* also list apparently
* rip out old boss shuffle spoiler code
* verification step for plando bosses and locations
* update plando guide to reference new supported behavior
* empty string is not `None`. remove unneccessary error throw
* Fix bad ordering
* validate boss_shuffle only contains a normal boss option at the end
* get random choice from a list dummy
* >:(
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* minor textchoice cleanup
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>