* calc relevant components before opening the launcher app so it can be skipped for text client only uri launches
* generically passthrough the url arg
* Apply suggestions from code review
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* flip if not else
* Update Launcher.py
* pluralize
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Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Fix playthrough
* oops
* oops 2
* I don't like this
* that should do it
* Update BaseClasses.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Update BaseClasses.py
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Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Gives WebHost the ability to verify that a patch file is an APPlayerContainer (defined by #4331 as a APContainer containing the "player" field), and allowed it to display any patch file that it can verify is an APPlayerContainer.
- Players and AI can sacrifice their own units and upload them to the multiworld.
- Players and AI can summon random units from the multiworld.
- Has 4 new separate options for how many sacrifices and summons either the player or the AI can make per level attempt.
- New /sacrifice_summon command to toggle sacrifices and summons on/off. Useful if the AI makes a level impossible with their summons.
- Linux Support.
- Is an apworld now.
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Co-authored-by: Raspberry Floof <raspberry@rosenthalcastle.org>
Co-authored-by: KScl <ks@rosenthalcastle.org>
Co-authored-by: Abigail Fox <Raspberryfloof@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
The DS3 static randomizer uses the relative ordering of location names
to map between Archipelago's notion of location IDs and the static
randomizer's. Treating unrandomized locations as excluded can break this
behavior by removing some locations from the list, causing further
locations to be incorrectly assigned.
The only reason this wasn't a bigger problem up to this point was that
location order only matters on a per-region and per-item basis. That
means this only causes problems in practice when a single region has
multiple locations with the same default item, and some of those
locations are randomized while others are not. Since exclusions (and
thus randomization) are usually done based on item types, we managed to
dodge this bullet for a long time.