The `trap_selection_override` option is an `OptionSet` subclass, so its `.value` is a `set`.
Sets have nondeterministic iteration order (the iteration order depends on the hashes of the objects within the set, which can change depending on the random hashseed of the Python process).
This `.enabled_traps` is used in `Items.get_filler_item_name()` with `random.choice(self.enabled_traps)`, which is called as part of creating the item pool in `Items.build_item_pool()` (for clarity, this `random` is the world's `Random` instance passed as an argument, so no problems there). So, with `self.enabled_traps` being in a nondeterministic order, the picked trap to add to the item pool through `random.choice(self.enabled_traps)` would be nondeterministic.
Sorting the `trap_selection_override.value` before converting to a `tuple` ensures that the names in `.enabled_traps` are always in a deterministic order.
This issue was identified by merging the main branch into the PR branch for https://github.com/ArchipelagoMW/Archipelago/pull/4410 and seeing Satisfactory fail the tests for hash-determinism. With this fix applied, the tests in that PR pass.
* Add the world
* doc update
* docs
* Fix Blast/Missile not clearing Reflect
* Update worlds/earthbound/__init__.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/__init__.py
remove unused import
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/__init__.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/modules/dungeon_er.py
make bool optional
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/modules/boss_shuffle.py
typing update
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/modules/boss_shuffle.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Filter events out of item name to id
* we call it a glorp
* Update worlds/earthbound/Regions.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/__init__.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/Items.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Update worlds/earthbound/Regions.py
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
* Fix missing optional import
* hint stuff
* -Fix Apple Kid text being wrong
-Fix Slimy Pile text being wrong
* -Fix some sprite corruption if PSI was used when an enemy loaded another enemy
-Fixed a visible artifact tile during some cutscenes
* Update ver
* Update docs
* Fix some money scripting issues
* Add argument to PSI fakeout attack
* Updated monkey caves shop description
* Remove closing markdown from doc
* Add new flavors
* Make flavors actually work
* Update platforms
* Fix common gear getting duplicated
* Split region initialization
* Condense checks for start inventory + some other junk
* Fix some item groups - change receiver phone to warp pad
* wow that one was really bad :glorp:
* blah
* Fix cutoff option text
* switch start inventory concatenation to itertools
* Fix sky runner scripting bug - added some new comm suggestions
* Fix crash when generating with spoiler_only
* Fix happy-happy teleport not unlocking after beating carpainter
* Hint man hints can now use CreateHint packets to create hints in other games
* Adjust some filler rarity
* Update world to use CreateHints and deprecate old method
* Fix epilogue skip being offset
* Rearrange a couple regions
* Fix tendapants getting deleted in battle
* update doc
* i got scared and forgot i had multiple none checks and am worried about this triggering but tested and it works
* Fix mostly typing errors from silvris
* More type checks
* More typing
* Typema
* Type
* Fix enemy levels overwriting music
* Fix gihugic blunder
* Fix Lumine Hall enabling OSS
* del world
* Rel 4.2.7
* Remove some debug logs
* Fix vanilla bug with weird ambush detection
* Fix Starman Junior having an unscaled Freeze
* Change shop scaling
* Fix shops using the wrong thankful script
* Update some bosses in boss shuffle
* Loc group adjustment
* Update some boss shuffle stuff | Fix Enemizer attacks getting overwritten by Shuffle data | Fix flunkies not updating and still being used with enemizer
* Get rid of some debug stuff
* Get boss shuffle running, dont merge
* Fix json and get boss shuffle no plando back up
* Fix Magicant Boost not initializing to Ness if party count = 4
* Fix belch shop using wrong logic
* Don't re-send goal status
* EBitem
* remove :
* idk if this is whatvi wanted
* All client messagesnow only send when relevant instead of constantly
* Patch up the rest of boss plando
* Fix Giygas being not excluded from enemizer
* Fix epilogue again
* adjust the sphere scaling name
* add the things
* Fix Ness being placed onto monotoli when monotoli was in sea of eden
* Fix prefill properly
* Fix boss shuffle on vanilla slots.
* rename this, apparently
* Update archipelago.json
---------
Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Added Satisfactory to latest master
* Fixed hard drive from containing the mam + incremented default value for harddrive progression
* Apply cherry pick of 3076259
* Apply cherry pick of 6114a55
* Clarify Point goal behavior (https://github.com/Jarno458/SatisfactoryArchipelagoMod/issues/98)
* Update Setup guide and info page
* Add links to Gifting and Energy Link compatible games. Add info on Hard Drive behavior
* Fix typos
* Update hard drive behavior description
* Hopefully fixed the mam from getting placed behind harddrives
* Add 1 "Bundle: Solid Biofuel" to default starting items (for later chainsaw usage or early power gen)
* Add info/warning about save setup failure bug
* Add notes about dedicated server setup
* Fixes: `TypeError: 'set' object is not subscriptable`
random.choice does not work over set objects, cast to a list to allow 'trap_selection_override'
* progrees i think
* Fixed some bugs
* Progress commmit incase my pc crashes
* progress i think as test passed
* I guess test pass, game still unbeatable tho
* its generating
* Some refactorings
* Fixed generation with different elevator tiers
* Remove debug statement
* Fix this link.
* Implemented abstract base classes + some fixes
* Implemented many many new options
* Yay more stuff
* Fixed renaming of filters
* Added 1.1 stuffs
* Added options groups and presets
* Fixes after variable renmame
* Added recipy groups for easyer hinting
* Implemented random Tier 0
* Updated slot_data
* Latest update for 1.1
* Applied cheaper building costs of assembler and foundry
* Implemented exploration cost in slot_data
* Fixed exposing option type
* Add goal time estimates
* Trap info
* Added support for Universal Tracker
Put more things in the never exclude pool for a more familiar gameplay
* Added iron ore to build hub
* Added Dark Matter Crystals
* Added Single Dark Matter Crystals
* Fixed typo in options preset
* Update setup directions and info
* Options formatting fixes, lower minimum ExplorationCollectableCount, add new Explorer starting inventory items preset
* Fixed incorrect description on the options
* Reduce Portable Miner and Reinforced Iron Plate quantities in "Skip Tutorial Inspired" starting preset
* Fixed options pickling error
* Reworked logic to no longer include Single: items as filler
Reworked logic for more performance
Reworked logic to always put useful equipment in pool
* Fixed Itemlinks
Removed space elevator parts from fillers
Removed more AWESOME shop purchaseables from minimal item pool
Added all equipment to minimal item pool
Removed non fissile and fertile uranium from minimal item pool
Removed portal from minimal item pool
Removed Ionized fuel from minimal item pool
Removed recipes for Hoverpack and Turbo Rifle Ammo from minimal item pool
Lowered the chance for rolling steel on randomized starter recipes
* Fixed hub milestone item leaking to into wrong milestones
* Fixed unlock cost of geothermal generator
* Fixed itemlinks again
* Add troubleshooting note about hoverpacks
* Add starting inventory bundle delivery info
* Added hint generation at generation time
Harddrive locations now go from 1-100 rather then 0-99
* Update __init__.py
Fixed mistake
* Cleaned docs to be better suited to get verified
* Update CODEOWNERS
Added Satisfactory
* Update README.md
Added Satisfactory
* Restructure and expand setup page to instruct both players and hosts
* Add terms entry for Archipelago mod
* Fixed generation of traps
* Added Robb as code owner
* Restore tests to original state
* Apply suggestions from code review
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
* Fix additional typos from code review
* Implemented fix for itterating enum flags on python 3.10
* Update en_Satisfactory.md
* Update setup_en.md
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* more world > multiworld
* Clarify universal tracker behavior
* Fix typos
* Info on smart hinting system
* Move list of additional mods to a page on the mod GitHub
* Restore revamped setup guide that other commits overwrote
Originally from be26511205, d8bd1aaf04
* Removed bundle of ficsit coupons from the from the item pool
added estimated completion times to space elevator option description
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Wording
* Fix typo
* Update with changes from ToBeVerified branch
* Update note about gameplay options
* Update note about gameplay options
* Improved universal tracker handling
* Improved universal tracker + modernized code a bit
* Fixed bugs that where re-introduced
* Added Recipe: Excited Photonic Matter
* Removed python 3.9 workaround
* Fixed
* Apply suggestions from code review
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Streamlined handle craftable logic by using itterable rather then tuple
Removed dict.keys as the dict itzelf already enumerates over keys
* Updated option description
* Fixed typing
* More info on goal completion conditions
* More info on goal completion conditions (093fe38b6e)
* Apply suggestions from code review
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
* Implemented review results
* PEP8 stuff
* More PEP8
* Rename ElevatorTier->ElevatorPhase and related for clarity and consistency.
Untested
* speedups part1
* speedsups on part rules
* Fix formatting
* fix `Elevator Tier #` string literals missed in rename
* Remove unused/duplicate imports + organize imports, `== None` to `is None`
* Fixed after merge
* Updated values + removed TODO
* PEPed up the code
* Small refactorings
* Updated name slot data to phase
* Fix hint creation
* Clarify wording of elevator goal
* Review result
* Fixed minor typo in option
* Update option time estimates
---------
Co-authored-by: Rob B <computerguy440+gh@gmail.com>
Co-authored-by: ProverbialPennance <36955346+ProverbialPennance@users.noreply.github.com>
Co-authored-by: Joe Amenta <airbreather@linux.com>
Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* fix str default on text choice
* fix range with default random
* forgot module update
* handle namedrange default special
* handle option group of options we should not render
* Update OptionsCreator.py
* Update OptionsCreator.py
* grammar
* SNIClient: new SnesReader interface
* fix Python 3.8 compatibility
`bisect_right`
* move to worlds
because we don't have good separation importable modules and entry points
* `read` gives object that contains data
* remove python 3.10 implementation and update typing
* remove obsolete comment
* freeze _MemRead and assert type of get parameter
* some optimization in `SnesData.get`
* pass context to `read` so that we can have a static instance of `SnesReader`
* add docstring to `SnesReader`
* remove unused import
* break big reads into chunks
* some minor improvements
- `dataclass` instead of `NamedTuple` for `Read`
- comprehension in `SnesData.__init__`
- `slots` for dataclasses
* update chunk size to 2048
alttp was setting the `Beat Agahnim 1` event onto the `Agahnim 1` location twice.
I was debugging a multiworld generation issue with various custom worlds, where, for debugging purposes, I changed `multiworld.push_item` to make it crash like `location.place_locked_item` when the location was already filled, which also identified this minor issue in alttp.