* - Improved the dynamic locations count algorithm to take into account the nature of various heavy settings in both directions
* - Fixes from Code Review
* - We're only testing for sunday locations, might as well only take sunday locations in the list to test
* - One more slight optimization
* - Added consideration for bundles per room in filler locations counting
* - Registered some more IDs to handle items up to 10
* - Fixed the Dr Seuss Bundle asking for tigerseye (mineral) instead of tiger trout (fish)
* - Made blue grass starter more consistent
* - Fragments of the past does not rely on ginger island
* - Removed legacy hard coded strange bun recipe that messed with chefsanity logic
The include_songs option is an OptionSet, whose value is a set, but was being iterated to produce self.included_songs. Sets are unordered and may have a different iteration order each time a python process is run. This meant that the order of the elements in self.included_songs could differ even when generating with a fixed seed.
This caused nondeterministic generation with the same seed because create_song_pool() deterministically randomly picks songs from self.included_songs, which could be in a different order each time, so different songs could be picked.
When CasualBounties was enabled, the location names in
`exclusion_table["HitlistCasual"]` would be iterated into
`self.random_super_boss_list` in `generate_early`, but
`exclusion_table["HitlistCasual"]` was a `set`, so its iteration order
would vary on each generation, even with same seed.
Random location names would be picked from `self.random_super_boss_list`
to place Bounty items at, so different locations could be picked on each
generation with the same seed.
`exclusion_table["Hitlist"]` is similar and was already a `list`,
avoiding the issue of nondeterministic iteration order, so
`exclusion_table["HitlistCasual"]` has been changed to a `list` to
match.
* Update plando_en.md with item group example
Added example YAML block for item placement using an item group, including recommendation of use of `true` value with item groups to avoid unintended behaviors, with an example of the same. Adjustments more than welcome!
* Made clarifying revision to description of Generator handling of item groups
Clarified the behavior of the Generator regarding item creation when item groups are used in plando.
* Saving Princess: absolute paths on suprocess.run
* Saving Princess: more error handling for downloads
* Saving Princess: rework launch_command setting
Apparently subprocess.Popen requires a list for args instead of a string everywhere but in Windows, so the change was preventing the game from running on Linux. Additionally, the game is now launched using absolute paths.
* Saving Princess: prevent bandit warnings
* Saving Princess: remove unnecessary compare_digest
* Saving Princess: fix Linux paths by using which
* Saving Princess: rename launch command setting
Previously, launch_command held a string. Now it holds a list of strings. Additionally, the defaults have changed.
To prevent the wrong type from being used, the setting has been renamed, effectively abandoning the original launch_command setting.
* Saving Princess: fix Linux default command return 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>
HK's `get_filler_item_name` was writing lists into a ClassVar[dict] on
the `HKWorld` class. This dict would not be cleaned out between
generations on the same process, leaving behind cached data from
previous generations.
I confirmed the issue when running single-slot generations on a local
webhost, where `self.cached_filler_items` could be already populated
during `HKWorld.__init__()`.
This has been fixed by putting an individual cache list on each HKWorld
instance, instead of a shared cached on the class.
`music_table` was initialized on the `SavingPrincessWorld` *class*, so
was being shared by each Saving Princess slot in the multiworld.
This has been fixed by initializing the `music_table` attribute on each
`SavingPrincessWorld` *instance* in `generate_early()` instead.
### Logic Fixes:
- Old Site A
- Logic now allows for going backwards from the `Awake` checkpoint
- Golden Ridge A
- `Golden Strawberry` now requires `Moving Platforms` as it should
- Mirror Temple A
- `Room b-01c Strawberry` and `Room b-10 Strawberry` no longer erroneously require `Red Boosters`
- `Golden Strawberry` now requires `Dash Refills` as it should
- Reflection A
- Logic now allows for going backwards from the `Reflection` checkpoint
- Reflection B
- Logic now allows for going backwards from the `Reflection` checkpoint
- Farewell
- `Power Source Key 2` now logically requires `Dash Switches` and `Double Dash Refills` as it should
First, there is one check that has been added. The location is "Sitting on the throne before the cathedral with the crest on it" and the item is the "Opening of the Cathedral door". In Vanilla, sitting on the crested throne open the door to the cathedral.
Now for the options added:
- infinite_hot_soup: Make the game impossible to run out of hot soup once you got it as an item.
- open_body_tongue: The body level (the ending level) is blocked by a big tongue. This option remove the tongue without having to go to the Sunken City (where it is normally removed)
- maximum_ingredient_amount: In the Vanilla game, the ingredients and dishes count is limited to 8. This option make this count configurable.
- skip_final_boss_3rd_form: The final boss has 5 forms. The 3rd one is long and not really challenging. So, this option is used to skip this form.
- save_healing: Normally, the save points heal the player. There is also beds in the game that can heal the player. This option removed the healing from the save point and forced the player to heal using beds (or healing monsters or healing items)
- no_progression_(whatever): Make this "whatever" (generally regions) exempt of progression items. Note that this is not using the exclusion-feature of AP, as these locations may still contain 'Useful' items. It is only guaranteed that no 'Progression' and 'Progression_Skip_Balancing'-items will appear in these regions. This option does not remove locations. I did not exclude or completely remove the regions because I don't have enough location to put every useful item in the game.
There is also 2 new goals:
- Four gods: The goal is obtained when the player beat the four gods (this is something like half the game). Useful to have quicker runs
- Gods and Creator: Like the Four Gods run, but when the four gods are obtained, that open a transportation turtle to the final boss (the Creator) and the player have to beat the final boss to obtain the goal.
Note that for the 2 new goals, all locations from the last 4 areas (Abyss, Frozen Veil, Sunken City and The Body) are completely removed (not just excluded).
Major Content update for Stardew Valley
### Features
- New BundleRandomization Value: Meme Bundles - Over 100 custom bundles, designed to be jokes, references, trolls, etc
- New Setting: Bundles Per Room modifier
- New Setting: Backpack Size
- New Setting: Secretsanity - Checks for triggering easter eggs and secrets
- New Setting: Moviesanity - Checks for watching movies and sharing snacks with Villagers
- New Setting: Eatsanity - Checks for eating items
- New Setting: Hatsanity - Checks for wearing Hats
- New Setting: Start Without - Allows you to select any combination of various "starting" items, that you will actually not start with. Notably, tools, backpack slots, Day5 unlocks, etc.
- New Setting: Allowed Filler Items - Allows you to customize the filler items you'll get
- New Setting: Endgame Locations - Checks for various expensive endgame tasks and purchases
- New Shipsanity value: Crops and Fish
- New Settings: Jojapocalypse and settings to customize it
- Bundle Plando: Replaced with BundleWhitelist and BundleBlacklist, for more customization freedom
- Added a couple of Host.yaml settings to help hosts allow or ban specific difficult settings that could cause problems if the people don't know what they are signing up for.
Plus a truckload of improvements on the mod side, not seen in this PR.
### Removed features
- Integration for Stardew Valley Expanded. It is simply disabled, the code is all still there, but I'm extremely tired of providing tech support for it, plus Stardew Valley 1.7 was announced and that will break it again, so I'm done. When a maintainer steps up, it can be re-enabled.