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473 Commits

Author SHA1 Message Date
Exempt-Medic
a90e43bf47 Update marin.txt 2025-07-10 08:45:03 -04:00
axe-y
b1ff55dd06 DLCQ: Fix/Refactor LFoD Start Inventory (#5176) 2025-07-10 08:33:52 -04:00
Remy Jette
f4b5422f66 Factorio: Fix link to world_gen documentation (#5171) 2025-07-07 22:57:55 +02:00
massimilianodelliubaldini
d4ebace99f [Jak and Daxter] Auto Detect Install Path after Game Launcher Update #5152 2025-07-07 19:15:37 +02:00
NewSoupVi
95e09c8e2a Core: Take Counter back out of RestrictedUnpickler #5169 2025-07-07 16:24:35 +02:00
Fabian Dill
4623d59206 Core: ensure slot_data and er_hint_info are only base data types (#5144)
---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-07-07 15:51:39 +02:00
Doug Hoskisson
e68b1ad428 CommonClient: fix extra panels added to main_area_container (#5151) 2025-07-06 19:22:02 +02:00
Ixrec
072e2ece15 Docs: 'get_prefill_items' -> 'get_pre_fill_items' (#5167) 2025-07-05 17:01:08 -04:00
agilbert1412
11130037fe Stardew Valley: Fixed luck level requirements for slot machines #5160
# Conflicts:
#	worlds/stardew_valley/data/craftable_data.py
2025-07-03 21:08:36 +02:00
Scipio Wright
ba66ef14cc Update world api.md (#5149) 2025-07-02 14:14:35 +02:00
Jérémie Bolduc
8aacc23882 SDV: Add "Desert Transportation" and "Island Transportation" Item Groups (#5143) 2025-06-28 11:36:09 -04:00
Jonathan Tan
03e5fd3dae TWW: Fix Swords in Swordless Mode (#5137)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-28 10:46:37 -04:00
Fly Hyping
da52598c08 Wargroove: Fix Communication Thread (#5125) 2025-06-27 19:42:35 -04:00
Jonathan Tan
52389731eb TWW: Update Preset S7 to S8 (#5138) 2025-06-27 18:46:00 -04:00
LiquidCat64
21864f6f95 CVCotM: Fix Advance Collection ROM (#5132) 2025-06-27 18:25:45 -04:00
DJ-lennart
00f8625280 Civilization VI: Updated setup and info pages (#5123)
* Update setup_en.md

Updated setup instructions for Civilization VI in Archipelago

* Update en_Civilization VI.md

Updated info page for Civilization VI in Archipelago

* Update setup_en.md
2025-06-21 16:31:12 +02:00
James White
c34e29c712 Pokemon RB: Client: Send bounce messages with current map ID (#5121) 2025-06-20 22:52:54 +02:00
palex00
e0ae3359f1 Pokémon RB: Use new link for a new tracker (#5122)
* Update setup_en.md

* Update setup_es.md
2025-06-20 20:55:49 +02:00
Katelyn Gigante
c2666bacd7 core: Don't attempt to write to the inside of an OSX App Bundle (#4380)
* core: Frozen OSX should also use Home Directory

* Use Application Support instead of homedir

* Suggested changes
2025-06-19 18:05:52 +02:00
Aaron Wagener
4eefd9c3ce Kivy: swap from the tab carousel to navigation bar (#4930)
* implement tabs as NavigationBar

* update the underline bar with the screen manager

* remove some unneeded kv

* remove the underline in favor of a full tab highlight

* fix insert transitions

* use on_release instead of on_press

* minor cleanup

* add remove_client_tab and add a caller to the NavigationBar for back compat

* unused imports

* Update kvui.py

---------

Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-06-19 13:39:26 +02:00
Silvris
211456242e KDL3: update to gifting protocol 3 and update settings usage (#4814)
* gift version 3

* update settings usage

* that really has just been broken this entire time

* remove unnecessary print

* Update client.py

* fix random flavor handling

* fix incorrect sender/receiver

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-16 13:00:47 -04:00
massimilianodelliubaldini
6f244c4661 Docs: Update Plando Guide and Make it More User Friendly (#4858)
* Make plando guide more user friendly.

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Further updates for review.

* Clear search box when filtering by type.

* Forget previous commit name - more code review updates to doc.

* Move link to yaml tutorial.

* Replace STS example with Pokemon RB.

* Use non-key item examples in RB.

* Rooby's code review updates.

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Address some more feedback.

* Make Factorio example more accurate.

* Exempt's code review updates (round 4)

* Exempt's code review updates (round 4 + 1)

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update worlds/generic/docs/plando_en.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-16 12:54:08 -04:00
Exempt-Medic
47bf6d724b Minecraft Removal Cleanup (#5118) 2025-06-16 10:56:47 -04:00
Ixrec
5c710ad032 Docs: Rework the "Events" Section of world api.md (#5012)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-16 08:36:12 -04:00
BlastSlimey
dda5a05cbb shapez: Change Links to Shapesanity Cheat Sheet (#5047) 2025-06-16 08:07:27 -04:00
Natalie Weizenbaum
e0a63e0290 DS3: Link to the Appropriate .NET Runtime for Proton (#5093) 2025-06-16 08:02:06 -04:00
NewSoupVi
9246659589 Make sure ladx removes the same copy of the starting item from the itempool that it's placing (#5110) 2025-06-16 13:49:30 +02:00
digiholic
377cdb84b4 MMBN3: Fixes Generation Errors and General UX Smoothing (#5077)
Co-authored-by: qwint <qwint.42@gmail.com>
2025-06-16 07:47:55 -04:00
KonoTyran
0e759f25fd Remove Minecraft (#4672)
* Remove Minecraft

* remove minecraft

* remove minecraft

* elif -> if

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-06-16 12:31:16 +02:00
qwint
b408bb4f6e Core: Docstring typo on Region.add_exits (#5089)
* doc typo

* Update BaseClasses.py
2025-06-16 02:31:12 +02:00
JusticePS
1356479415 AdventureClient: Replace Utils.get_settings with settings.get_settings #5043 2025-06-16 01:30:45 +02:00
Exempt-Medic
ec5b4e704f Plando Items: Better Warning for Nonexisting Worlds (#5112) 2025-06-14 09:28:02 -04:00
Exempt-Medic
aa9e617510 DS3: Apply Rules to Non-Randomized Locations (#5106) 2025-06-14 09:27:22 -04:00
Exempt-Medic
ecb739ce96 Plando Items: Fix Location Groups Unfolding (#5099) 2025-06-14 09:26:58 -04:00
Exempt-Medic
3b72140435 Shivers: Fix get_pre_fill_items (#5113) 2025-06-14 09:26:22 -04:00
Louis M
27a6770569 Aquaria: Fixing open waters urns not breakable with nature forms logic bug (#5072)
* Fixing open waters urns not breakable with nature forms logic bug

* Using list in comprehension only when useful

* Replacing damaging items by a constant

* Removing comprehension list creating from lambda
2025-06-14 13:17:33 +02:00
NewSoupVi
2ff611167a ALTTP: Fix take_any leaving a placed item in the multiworld itempool #5108 2025-06-14 12:21:25 +02:00
agilbert1412
e83e178b63 Stardew Valley: Fix 3 Logic Issues (#5094)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-13 20:29:23 -04:00
Exempt-Medic
068a757373 Item Plando: Fix count value (#5101) 2025-06-13 20:29:06 -04:00
PoryGone
0ad4527719 SA2B: Logic Fixes (#5095)
- Fixed King Boom Boo being able to appear in multiple boss gates
- `Final Rush - 16 Animals (Expert)` no longer requires `Sonic - Bounce Bracelet`
- `Dry Lagoon - 5 (Standard)` now requires `Rouge - Pick Nails`
- `Sand Ocean - Extra Life Box 2 (Standard/Hard/Expert)` no longer requires `Eggman - Jet Engine`
- `Security Hall - 8 Animals (Expert)` no longer requires `Rouge - Pick Nails`
- `Sky Rail - Item Box 8 (Standard)` now requires `Shadow - Air Shoes` and `Shadow - Mystic Melody`
- `Cosmic Wall - Chao Key 1 (Standard/Hard/Expert)` no longer requires `Eggman - Mystic Melody`
- `Cannon's Core - Pipe 2 (Expert)` no longer requires `Tails - Booster`
- `Cannon's Core - Gold Beetle` no longer requires `Tails - Booster` nor `Knuckles - Hammer Gloves`
2025-06-13 22:01:19 +02:00
qwint
8c6327d024 LTTP/SDV: use .name when appropriate in subtests (#5107) 2025-06-13 21:56:09 +02:00
qwint
aecbb2ab02 fix saving princess's use of subprocess helpers (#5103) 2025-06-13 12:28:58 +02:00
JaredWeakStrike
52b11083fe KH2: Raise Exception for Misusing DonaldGoofyStatsanity Option (#4710)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-06-11 15:52:47 -04:00
BadMagic100
a8c87ce54b CI: Add GH_REPO environment variable to labeler (#5081) 2025-06-10 05:55:40 +02:00
JaredWeakStrike
ddb3240591 KH2: Give warning when client has cached locations (#5000)
* a

* disconnect when connect to wrong slot

* connection to the wrong seed fix

* seed_name is always none
2025-06-09 14:58:08 +02:00
qwint
f25ef639f2 Launcher: Fix Cli Components when installed to a directory with a space (#5091) 2025-06-09 00:43:23 +02:00
BlastSlimey
ab7d3ce4aa shapez: Remove preset unittests #5086 2025-06-06 00:05:53 +02:00
Jarno
50db922cef Timespinner: Fixed generation error because of timezone locking (#5084)
* Fixed generation error because of timezone locking

* Refactored logic + prevent excluding warps when unchained keys in on
2025-06-05 15:05:00 +02:00
Ehseezed
a2708edc37 Timespinner: Fix Castle Ramparts Region Connection #5082
Co-authored-by: ehseezed <Ehseezed@users.noreply.github.com>
2025-06-04 19:51:08 +02:00
Exempt-Medic
603a5005e2 DS3: Fix Non-Crow Itemlinking and Mark Aldrich Ruby and Twin Dragon Greatshield As Missable (#4510)
* Fix Branch (Not Crow)

* Oops

* Mark Aldrich Ruby as missable

* Expand comment

* Short circuit

* Mark Twin Dragon Greatshield as missable

* Add missable cause
2025-06-03 08:49:10 -04:00
Fabian Dill
b4f68bce76 Factorio: revamp args parsing and passing (#5036) 2025-06-03 13:49:44 +02:00
Scipio Wright
a76cec1539 TUNIC: Fix decoupled ER + ladder storage making invalid entrances #5075 2025-06-03 12:51:06 +02:00
black-sliver
694e6bcae3 Launcher/Utils: reset LD_LIBRARY_PATH for system EXEs (#5022) 2025-06-03 10:42:37 +00:00
black-sliver
b85b18cf5f SoE: remove outdated info from guide (#5064)
The client does not depend on Animation Frame anymore, so it can be backgrounded.
2025-06-02 16:39:42 +00:00
Mysteryem
04c707f874 DKC3: Add missing indirect conditions (#5073)
A couple of Entrance access rules were checking for being able to reach
a Location, but a Location first checks for being able to reach its
parent Region, so it needs to be registered that access to that parent
Region can give access to the Entrance.
2025-06-02 18:06:54 +02:00
Exempt-Medic
99142fd662 Plando Items: Fix count with empty locations/location #5040 2025-06-02 18:01:21 +02:00
Mysteryem
0c5cb17d96 DLCQuest: Add missing indirect conditions (#5074)
The `Behind Rocks` and `Pickaxe Hard Cave` Entrances require being able
to reach the `Cut Content` region, but no indirect conditions were being
registered for this region.

The `set_lfod_self_obtained_items_rules` function was also using a
`world` parameter that was actually expecting a `MultiWorld` instance,
so I have renamed it for clarity and updated the function to use
`world.get_entrance()` rather than `multiworld.get_entrance()`.

Much of the rest of the file passes `MultiWorld` instances to `world`
parameters, but fixing all of these is out of the scope of the changes
in this patch, so has not been included.
2025-06-02 17:56:11 +02:00
qwint
cabde313b5 WebHost: Use expected APPlayerContainer manifest location directly when ingesting them #4754 2025-06-02 17:53:57 +02:00
qwint
8f68bb342d Core and Various Worlds: define patch_file_ending to APPlayerContainer (#5058)
* move to playercontainer

* moves patch_file_ending handling to APPlayerContainer and updates the worlds using it to define their extensions

* give oot a patch_file_ending as well
2025-06-02 17:53:18 +02:00
Jérémie Bolduc
fab75d3a32 Stardew Valley: Fix Wizard Tower and Entrance Randomizer Softlocks (#4631)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-31 07:57:42 -04:00
massimilianodelliubaldini
d19bf98dc4 Jak and Daxter: Post-merge Polish (#5031)
- Cleans up a few missed references in the setup guide.
- Refactors Options class to use metaclass and decorators to enforce friendly limits on multiple levels.    
  - Templates generated from the website, even ones with `random` should not fail generation because the website will only allow values inside the friendly limits. 
  - _Uploaded_ yamls to the website with `random`, should also now respect friendly limits without the need for `random-range` shenanigans.
  - _Uploaded_ yamls to the website, or yamls that are used to generate locally, that have hard-defined values outside the friendly limits, will be clamped/dragged/massaged into those limits (with logged warnings).
- Removed an early completion goal that was playing havoc with fill. Not enough people seem to use this goal, so its loss will not be mourned.
2025-05-30 16:31:00 +02:00
sgrunt
b0f41c0360 Timespinner: Fix Connection Logic from Maw Cave Entrance to Maw (#4831)
Co-authored-by: sgrunt <sgrunt1987@gmail.com>
2025-05-28 20:40:24 -04:00
sgrunt
6ebd60feaa Timespinner: Fix Logic Error with Risky Warp to Emperor's Tower and Lab Access (#4784)
Co-authored-by: sgrunt <sgrunt1987@gmail.com>
2025-05-28 20:37:39 -04:00
Jonathan Tan
dd6007b309 TWW: Remove unnecessary items from slot data (#5045) 2025-05-29 00:27:03 +02:00
Ehseezed
fde203379d Timespinner: Fix Logic (#4803)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-28 15:04:57 -04:00
LiquidCat64
fcb3efee01 CVCotM: Add Nerf Roc Wing to Slot Data and HoD Max Ups to other_game_item_appearances (#5051) 2025-05-28 10:47:24 -04:00
black-sliver
19a21099ed Webhost: update Flask to 3.1.1 (#5052) 2025-05-27 16:21:43 +00:00
Jonathan Tan
20ca7e71c7 TWW: Update patch class (#5046) 2025-05-27 07:57:20 +02:00
ScootyPuffJr1
002202ff5f Update OOT Guides (#5041)
* Update OOT Guides

* Minor update per review
2025-05-26 07:25:39 +00:00
FlitPix
32487137e8 Core: Add descriptions to Components (#4849)
* Add descriptions to components

* Adhere to style guide

* Tweak BHC wording

* Trim Open Patch description

* Update text client description for consistency

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Remove newlines

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-25 17:17:30 -04:00
LiquidCat64
f327ab30a6 CV64: Allow Holding Z to Use the Regular Shimmy Speed (#4730)
* Add the shimmy modifier hack.

* Update the Increase Shimmy Speed option description.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-25 05:20:25 -04:00
agilbert1412
e7545cbc28 SDV: Fixed Region for two Parrot Locations (#5042) 2025-05-24 17:59:55 -04:00
NewSoupVi
eba757d2cd Raft: Implement get_filler_item_name and refactor filler item code a bit (#4782)
* refactor filler item creation for Raft, implement get_filler_item_name

* wrong indent

* Update worlds/raft/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-24 23:02:27 +02:00
Star Rauchenberger
4119763e23 Lingo: Fix The Bearer's Pilgrimage Logic (#5005) 2025-05-24 09:35:06 -04:00
Jonathan Tan
e830a6d6f5 TWW: Only add Filler for Excluded Locations Which are Progress Locations (#4993)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-24 09:17:54 -04:00
Bryce Wilson
704cd97f21 BizHawkClient: Fix script to list all cores instead of explicit mapping (#5033) 2025-05-24 07:33:01 +02:00
agilbert1412
47a0dd696f Stardew Valley: Added moss to statue of blessings recipe (#5038) 2025-05-24 07:28:25 +02:00
Jérémie Bolduc
c64791e3a8 Stardew Valley: Replace current naive entrance rando with GER (#4624) 2025-05-24 07:15:41 +02:00
Aaron Wagener
e82d50a3c5 The Messenger: more generous portal validation (#5011)
* The Messenger: more generous portal validation

* remove the while and just go for 20 attempts. hopefully that's enough
2025-05-24 00:13:34 +02:00
qwint
0a7aa9e3e2 Launcher: skip launcher gui when opening webhost list with no game handlers (#4888)
* 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

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-05-24 00:02:50 +02:00
NewSoupVi
13ca134d12 Core: Fix a playthrough crash when a world uses "placement based logic" (#3915)
* 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

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-05-23 23:47:21 +02:00
Jérémie Bolduc
8671e9a391 Stardew Valley: Make animal catalog logically year 2 (#5032) 2025-05-23 19:52:47 +00:00
BlastSlimey
a7de89f45c shapez: Add game to README and CODEOWNERS (#5034)
* Aktualisieren von README.md

* Aktualisieren von CODEOWNERS
2025-05-23 19:41:27 +00:00
black-sliver
e9f51e3302 Linux: avoid adding cwd to LD_LIBRARY_PATH (#5029)
When LD_LIBRARY_PATH is not set, the old code would also add
the current working directory to LD_LIBRARY_PATH, which is bad.
2025-05-23 19:26:37 +00:00
Aaron Wagener
5491f8c459 Core: Make get_all_state Sweeping Optional (#4828) 2025-05-22 22:28:56 -04:00
Fabian Dill
de71677208 Core: only raise min_client_version for new gens (#4896) 2025-05-22 21:30:30 +02:00
Nicholas Saylor
653ee2b625 Docs: Update Snippets to Modern Type Hints (#4987) 2025-05-22 15:00:30 -04:00
qwint
62694b1ce7 Launcher: Fix on File Drop Error Message (#5026) 2025-05-22 11:37:23 -04:00
Rosalie
9c0ad2b825 FF1: Bizhawk Client and APWorld Support (#4448)
Co-authored-by: beauxq <beauxq@yahoo.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-22 11:35:38 -04:00
qwint
88b529593f CommonClient: Add docs for Attributes (#5003)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-22 11:08:15 -04:00
agilbert1412
0351698ef7 SDV: Fixed Import bases (#5025) 2025-05-22 11:07:57 -04:00
Jérémie Bolduc
984df75f83 Stardew Valley: Move and Rework Monstersanity Tests (#4911) 2025-05-22 10:24:04 -04:00
Mysteryem
402a8fb967 AHiT: Add Dweller Mask Requirement to Normal Logic Rush Hour (#4499) 2025-05-22 10:16:16 -04:00
Aaron Wagener
45e3027f81 The Messenger: Add a Component Icon and Description (#4850)
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-22 10:06:44 -04:00
Aaron Wagener
1d655a07cd Core: Add State add/remove/set Helpers (#4845) 2025-05-22 09:46:33 -04:00
FlitPix
c5e768ffe3 Minecraft: Stop Using Utils.get_options (#4879) 2025-05-22 09:42:54 -04:00
Aaron Wagener
8cc6f10634 The Messenger: Swap Options Docstrings to use rst, Add Option Groups (#4913)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-22 09:40:50 -04:00
Aaron Wagener
aeac83d643 Generate: Don't Force Player Name for Weights Files (#4943) 2025-05-22 09:29:24 -04:00
qwint
95efcf6803 Tests: Create CollectionState after MultiWorld.worlds (#4949) 2025-05-22 09:27:18 -04:00
josephwhite
44a78cc821 OoT: Stop Using Utils.get_options (#4957) 2025-05-22 09:26:28 -04:00
Scipio Wright
e0918a7a89 TUNIC: Move some UT stuff out of init, put in UT poptracker integration support (#4967) 2025-05-22 09:24:50 -04:00
qwint
b52310f641 Wargroove: Cleanup script_name Component in LauncherComponents (#5021) 2025-05-22 09:12:28 -04:00
Silvris
e3219ba452 WebHost: allow APPlayerContainers from "custom" worlds to be displayed in rooms (#4981)
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.
2025-05-22 09:47:48 +02:00
Fly Hyping
7079c17a0f Wargroove: apworld doc fixes (#5023) 2025-05-22 09:11:34 +02:00
black-sliver
3b8450036a core: don't reconfigure stdout if it's fake (#5020) 2025-05-22 01:22:55 +02:00
Fly Hyping
defdf34e60 Wargroove: apworld (#4764)
- 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.


---------

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>
2025-05-22 01:00:45 +02:00
Fabian Dill
6827368e60 Core: generate templates faster and "cleaner" (#5019) 2025-05-22 00:45:49 +02:00
Katelyn Gigante
a409167f64 core: Reconfigure stdout to utf8 (#5017) 2025-05-21 20:27:03 +02:00
Natalie Weizenbaum
a076b9257d DS3: Don't make unrandomized items into events (#5018)
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.
2025-05-21 18:59:04 +02:00
Sunny Bat
7e772b4ee9 Raft: Small Raft doc update, bugfix (#5008)
* Small doc touchups

* Advanced Scarecrow progressive

* Add period to doc

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>

---------

Co-authored-by: Duck <31627079+duckboycool@users.noreply.github.com>
2025-05-21 18:12:37 +02:00
Alchav
955a86803f Super Mario Land 2: Implement New Game (#2730)
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: alchav <alchav@jalchavware.com>
2025-05-21 11:02:30 -04:00
BlastSlimey
d5bacaba63 shapez: Implement New Game (#3960)
Adds shapez as a supported game in AP.
2025-05-21 14:30:39 +02:00
massimilianodelliubaldini
3069deb019 Jak and Daxter: Implement New Game (#3291)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Implement New Game (#1)

* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.

* Jak 1: Wrote Regions, Rules, init. Untested.

* Jak 1: Fixed mistakes, need better understanding of Entrances.

* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.

* Jak 1: Add Scout Fly Locations, code and style cleanup.

* Jak 1: Add Scout Flies to Regions.

* Jak 1: Add version info.

* Jak 1: Reduced code smell.

* Jak 1: Fixed UT bugs, added Free The Sages as Locations.

* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.

* Jak 1: Add some one-ways, adjust scout fly offset.

* Jak 1: Found Scout Fly ID's for first 4 maps.

* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.

* Jak 1: Fixed a few things. Four maps to go.

* Jak 1: Last of the scout flies mapped!

* Jak 1: simplify citadel sages logic.

* Jak 1: WebWorld setup, some documentation.

* Jak 1: Initial checkin of Client. Removed the colon from the game name.

* Jak 1: Refactored client into components, working on async communication between the client and the game.

* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.

* Jak 1: There's magic in the air...

* Jak 1: Fixed bug translating scout fly ID's.

* Jak 1: Make the REPL a little more verbose, easier to debug.

* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.

* Jak 1: Update Documentation.

* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.

* Jak 1: Simplified startup process, updated docs, prayed.

* Jak 1: quick fix to settings.

* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)

* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.

* Jak 1: Total revamp of Items. This is where everything broke.

* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.

* Jak 1: correct regions/rules, account for sequential oracle/miner locations.

* Jak 1: make nicer strings.

* Jak 1: Add logic for finished game. First full run complete!

* Jak 1: update group names.

* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update

* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.

* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.

* Alpha Updates (#15)

* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.

* Jak 1: Update setup guide.

* Jak 1: Load title screen, save states of in/outboxes.

* Logging Update (#16)

* Jak 1: Separate info and debug logs.

* Jak 1: Update world info to refer to Archipelago Options menu.

* Deathlink (#18)

* Jak 1: Implement Deathlink. TODO: make it optional...

* Jak 1: Issue a proper send-event for deathlink deaths.

* Jak 1: Added cause of death to deathlink, fixed typo.

* Jak 1: Make Deathlink toggleable.

* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.

* Jak 1: Fix death text in client logger.

* Move Randomizer (#26)

* Finally remove debug-segment text, update Python imports to relative paths.

* HUGE refactor to Regions/Rules to support move rando, first hub area coded.

* More refactoring.

* Another refactor - may squash.

* Fix some Rules, reuse some code by returning key regions from build_regions.

* More regions added. A couple of TODOs.

* Fixed trade logic, added LPC regions.

* Added Spider, Snowy, Boggy. Fixed Misty's orbs.

* Fix circular import, assert orb counts per level, fix a few naming errors.

* Citadel added, missing locs and connections fixed. First move rando seed generated.

* Add Move Rando to Options class.

* Fixed rules for prerequisite moves.

* Implement client functionality for move rando, add blurbs to game info page.

* Fix wrong address for cache checks.

* Fix byte alignment of offsets, refactor read_memory for better code reuse.

* Refactor memory offsets and add some unit tests.

* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.

* Move rando fixes (#29)

* Fix virtual regions in Snowy. Fix some GMC problems.

* Fix Deathlink on sunken slides.

* Removed unncessary code causing build failure.

* Orbsanity (#32)

* My big dumb shortcut: a 2000 item array.

* A better idea: bundle orbs as a numerical option and make array variable size.

* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.

* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.

* Per-level Orbsanity implemented w/ orb bundle factory.

* Implement Orbsanity for client, fix some things up for regions.

* Fix location name/id mappings.

* Fix client orb collection on connection.

* Fix minor Deathlink bug, add Update instructions.

* Finishing Touches (#36)

* Set up connector level thresholds, completion goal choices.

* Send AP sender/recipient info to game via client.

* Slight refactors.

* Refactor option checking, add DataStorage handling of traded orbs.

* Update instructions to change order of load/connect.

* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.

* Need some height move to get LPC sunken chamber cell.

* Rename completion_condition to jak_completion_condition (#41)

* The Afterparty (#42)

* Fixes to Jak client, rules, options, and more.

* Post-rebase fixes.

* Remove orbsanity reset code, optimize game text in client.

* More game text optimization.

* Added more specific troubleshooting/setup instructions.

* Add known issue about large releases taking time. (Dodge 6,666th commit.)

* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.

* Make orb trade amounts configurable, make orbsanity defaults more reasonable.

* Add HUD info to doc.

* Exempt's Code Review Updates (#43)

* Round 1 of code review updates, the easy stuff.

* Factor options checking away from region/rule creation.

* Code review updates round 2, more complex stuff.

* Code review updates round 3: the mental health annihilator

* Code review updates part 4: redemption.

* More code review feedback, simplifying code, etc.

* Added a host.yaml option to override friendly limits, plus a couple of code review updates.

* Added singleplayer limits, player names to enforcement rules.

* Updated friendly limits to be more strict, optimized recalculate logic.

* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher

* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.

* Fix deathlink reset stalls on a busy client. (#47)

* Jak & Daxter Client : queue game text messages to get items faster during release (#48)

* queue game text messages to write them during the main_tick function and empty the message queue faster during release

* wrap comment for code style character limit

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* remove useless blank line

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* whitespace code style

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Move JsonMessageData dataclass outside of ReplClient class for code clarity

---------

Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>

* Item Classifications (and REPL fixes) (#49)

* Changes to item classifications

* Bugfixes to power cell thresholds.

* Fix bugs in item_type_helper.

* Refactor 100 cell door to pass unit tests.

* Quick fix to ReplClient.

* Not so quick fix to ReplClient.

* Display friendly limits in options tooltips.

* Use math.ceil like a normal person.

* Missed a space.

* Fix non-accessibility due to bad orb calculation.

* Updated documentation.

* More Options, More Docs, More Tests (#51)

* Reorder cell counts, require punch for Klaww.

* Friendlier friendly friendlies.

* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.

* Increased breadth of unit tests.

* Clean imports of unit tests.

* Create OptionGroups.

* Fix region rule bug with Punch for Klaww.

* Include Punch For Klaww in slot data.

* Update worlds/jakanddaxter/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Temper and Harden Text Client (#52)

* Provide config path so OpenGOAL can use mod-specific saves and settings.

* Add versioning to MemoryReader. Harden the client against user errors.

* Updated comments.

* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.

* Revert deathlink changes.

* Update error message.

* Added color markup to log messages printed in text client.

* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.

* Refactor MemoryReader callbacks from main_tick to constructor.

* Make callback names more... informative.

* Give users explicit instructions in error messages.

* Stellar Messaging (#54)

* Use new ap-messenger functions for text writing.

* Remove Powershell requirement, bump memory version to 3.

* Error message update w/ instructions for game crash.

* Create no console window for gk.

* ISO Data Enhancement (#58)

* Add iso-path as argument to GOAL compiler.

# Conflicts:
#	worlds/jakanddaxter/Client.py

* More resilient handling of iso_path.

* Fixed scout fly ID mismatches.

* Corrected iso_data subpath.

* Update memory version to 4.

* Docs update for iso_data.

* Auto Detect OpenGOAL Install (#63)

* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.

* Updated docs, add instructions to error messages.

* Slight tweak to error text.

* J&D : add per region location groups (#64)

* add per region power cells location group

* add per region scout flies location group

* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)

* guess who forgot 9 very important characters in each line of the last commit

* Rearrange location group names, quick fix to client error handling.

* Fix pycharm warnings.

* Fix more pycharm warnings.

* Light cleanup: fix icons, add bug report page, remove py 3.8 code.

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update worlds/jakanddaxter/Options.py

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Code review updates on comments, tooltips, and type hints.

* Update type hint for lists in regions.

* Missed todo removal.

* More type hint updates.

* Small region updates for location accessibility, small updates to world guide and README.md.

* Add GMC scout fly location group.

* Improved sanitization of game text.

* Traps 2 (#70)

* Add trap items, relevant options, and citadel orb caches.

* Update REPL to send traps to game.

* Fix item counter.

* Allow player to select which traps to use.

* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.

* Alter some trap names.

* Update world doc.

* Add health trap.

* Added 3 more trap types.

* Protect against empty trap list.

* Reword traps paragraph in world doc.

* Another update to trap paragraph.

* Concisify trap option docstring.

* Timestamp on game log file.

* Update client to handle waiting on title screen.

* Send slot name and seed to game.

* Use self.random instead.

* Update setup doc for new title screen.

* Quick clarification of orb caches in world doc.

* Sanitize slot info earlier.

* Added to and improved unit tests.

* Light cleanup on world.

* Optimizations to movement rules, docs: known issues update.

* Quick fixes for beta 0.5.0 release: template options and LPC logic.

* Quick fix to spoiler counts.

* Reorganize world guide for faster navigation.

* Fix links.

* Update HUD section.

* Found a way to render apostrophes in item names.

* March Refactors (#77)

* Reorg imports, small fix to Rock Village movement.

* Fix wait-on-title message never going to ready message.

* Colorama init fix.

* Swap trap list for a dictionary of trap weights.

* The more laws, the less justice.

* Quick readability update.

* Have memory reader provide instructions for slow booting games.

* Revert some things.

* Update setup_en.md

* Update HUD mode lingo for combined msgs.

* Remade launcher icon, sized correctly.

* I don't know why I can't be satisfied with things.

* Apply suggestions from Scipio

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Properly use the settings API instead of Utils.

* Newline on requirements.txt.

* Add __init__ files for frozen builds.

* Replace an ap_inform function with a CommonClient built-in.

* Resize icon to match kivymd expected size.

* First round of Treble code reviews.

* Second round of Treble code reviews.

* Third round of Treble code reviews.

* Missed an unncessary if condition.

* Missed unnecessary comments.

* Fourth round of Treble code reviews.

* Switch trap dictionary to OptionCounter.

* Use existing slot name/seed from network protocol.

* Violet code review updates.

* Violet code review updates part 2.

* Refactor to avoid floating imports (Violet part 3).

* Found a few more valid characters for messaging.

* Move tests out of init, add colon to game name (now that it's safe).

* But don't include those chars for file text.

* Implement Vi suggestion on webhost-capable friendly limits.

* Revert "Implement Vi suggestion on webhost-capable friendly limits."

This reverts commit 2d012b7f4a.

* Rename all files for PEP8.

* Refactor how maximums work on webhost.

* Fix rogue UT.

* Don't rush.

* Fix client post-PEP8.

---------

Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2025-05-21 14:12:27 +02:00
NewSoupVi
7f4bf71807 Adventure: Update AdventureDeltaPatch.read_contents to return the manifest as required by #4331 (#5016) 2025-05-21 14:12:00 +02:00
Doug Hoskisson
f3e00b6d62 Zillion: fix read_contents to be compatible with base class (#5015) 2025-05-21 01:48:24 +02:00
Fabian Dill
feef0f484d Core: disable worlds_disabled (#5014) 2025-05-21 00:52:00 +02:00
Fabian Dill
9adbd4031f Core: prepare worlds.Files for APWorldContainer (#4331)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-05-20 23:55:16 +02:00
Mysteryem
e0d3101066 Core: Remove redundant reachable location counting in swap (#4990)
`prev_state` starts off as a copy of `swap_state` and then `swap_state`
collects `item_to_place`. Collecting an item must never reduce
accessibility (otherwise generation breaks horribly), so it is
guaranteed that `swap_state` will always be able to reach at least as
many locations as `prev_state`, so `new_loc_count >= prev_loc_count` is
always `True`.

As a sideeffect of this change, this fixes generation of Pokemon Emerald
with locally shuffled Badges/HMs when there are worlds with unconnected
entrances present in the multiworld e.g. KH1. This is because this
location counting did not respect `single_player_placement=True` and
counted reachable locations across the entire multiworld.

Fixes #4834 as a sideeffect of removing the redundant code.
2025-05-20 21:23:44 +02:00
SunCat
485387ebbe ChecksFinder: Update setup guide (#4973)
* Update setup_en.md

* Update worlds/checksfinder/docs/setup_en.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/checksfinder/docs/setup_en.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/checksfinder/docs/setup_en.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-20 20:12:13 +02:00
Seldom
9ac628f020 Terraria: remove 1.4.3-specific docs #5013 2025-05-20 20:11:44 +02:00
PoryGone
07664c4d54 SA2B: Logic Fixes (#5009)
- Fixes Shadow's mission count being set by Sonic's mission count option
- Fixes one small logic error on `Security Hall - 5` on Hard Logic difficulty
- Removes stray character that was probably harmless
2025-05-20 00:48:31 +02:00
Aaron Wagener
d3dbdb4491 Kivy: Add a button prompt box (#3470)
* Kivy: Add a button prompt box

* auto format the buttons to display 2 per row to look nicer

* update to kivymd

* have the uri popup use the new API

* have messenger use the new API

* make the buttonprompt import even more lazy

* messenger needs to be lazy too

* make the buttons take up the full dialog width

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-05-19 01:08:39 +02:00
Jérémie Bolduc
90ee9ffe36 Stardew Valley: Remove Crab Pot Requirement for Help Wanted Fishing (#4985)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-17 09:20:53 -04:00
el-u
15e6383aad lufia2ac: rearrange tests to comply with new conventions (#5001) 2025-05-15 17:58:10 +00:00
Scipio Wright
2a0d0b4224 Noita: Modernization Refactor (#4980) 2025-05-14 07:55:45 -04:00
Nicholas Saylor
02fd75c018 Core: Update Some Outdated Typing (#4986) 2025-05-14 07:40:38 -04:00
agilbert1412
a87fec0cbd SDV: Add Missing Marriage Requirement for Spouse Stardrop (#4988) 2025-05-14 07:27:15 -04:00
Natalie Weizenbaum
11842d396a DS3: Fix the Name of "Red and White Round Shield" (#4994)
This item name is unusual in that it loses the word "round" when it's
infused, *and* the only guaranteed drop in the base game is the infused
"Blessed Red and White Round Shield +1". But since we're just listing
the uninfused version, we should use the uninfused name.
2025-05-14 07:23:12 -04:00
Ixrec
72854cde44 Docs: Add a "Missable Locations" Question to apworld FAQ (#4965)
* Docs: add a "missable locations" question to apworld_dev_faq.md

Basically turning the conversation at https://discord.com/channels/731205301247803413/1214608557077700720/1368996789260128388 into a FAQ entry.

* feedback

* qwint feedback

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-14 07:21:40 -04:00
Duck
b71c8005e7 AHiT: Fix Client Argument Handling (#4992) 2025-05-14 07:18:36 -04:00
Ixrec
0994afa25b Tests: actually run tests in __init__.py files (#4969)
* demonstrate our pytest/CI configuration missing a __init__ test failure

* tell pytest/CI to run tests in __init__.py files

* revert the demonstration test failure

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-05-13 09:59:41 +02:00
Jérémie Bolduc
7d5693e0fb Stardew Valley: Move BaseTest out of __init__.py to comply with future conventions (#4991)
* move everything out of init; fix from imports and some typing errors

* why is there a change in multiserver

* fix some relative shits
2025-05-13 09:58:03 +02:00
black-sliver
feaed7ea00 Docs: tests: add naming / file naming conventions (#4982)
* Docs: tests: add naming / file naming conventions

Deprecates putting stuff into `__init__.py`.
This may be relevant for test discovery in the future.

* Docs: tests: fix class naming

* Docs: tests: update examples

* Punctuation is hard

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Revert part of one suggestion

The first set of () make the sentence make less sense.

* Docs: tests: clarify that __init__.py may be empty

* Make sentence nicer to read

I simply kept the original wording, but I agree that it reads somewhat odd

Co-authored-by: Ixrec <ericrhitchcock@gmail.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
2025-05-13 09:49:43 +02:00
Justus Lind
8340371f9c Muse Dash: Update to Otaku Pack Vol 20 (#4924)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-12 18:47:19 -04:00
Emerassi
824caaffd0 Docs: clarify that ModuleUpdate.py is a prerequisite for running tests (#4970)
* Update tests.md

Spelled out that tests will not run without running UpdateModule.py first and including a link to the instructions on how to do that.

* Applied black-silver's feedback and also I ran into tests that don't run correctly unless you also have run Webhost.py once.  I have included that in the documentation as well.

* More black-silver feedback.
2025-05-11 12:41:35 +02:00
lordlou
c0b3fa9ff7 SMZ3: replace copyright credits music (#4978) 2025-05-11 08:10:51 +02:00
Aaron Wagener
e809b9328b The Messenger: do all empty state validation during portal shuffle (#4971) 2025-05-11 00:57:16 +02:00
qwint
53defd3108 MultiServer: More Guardrails for Nolocation Clients (#4470) 2025-05-10 18:51:44 -04:00
Silvris
a166dc77bc Core: Plando Items "Rewrite" (#3046) 2025-05-10 18:49:49 -04:00
Szabó Benedek Zoltán
68ed208613 DS3: "US: Homeward Bone - foot, drop overlook" (#4875) 2025-05-10 18:31:05 -04:00
agilbert1412
8f71dac417 Stardew valley: Add Trap Distribution setting (#4601)
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-10 17:57:24 -04:00
Katelyn Gigante
5f24da7e18 Core: Use the location of Utils.py rather than __main__ to determine the AP Folder (#4009) 2025-05-10 15:20:43 +02:00
NewSoupVi
4e61f1f23c Core: Institute limit of 10000 items on StartInventory (#4972)
* Institute limit on StartInventory

* Update Options.py

* Update Options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update Options.py

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-10 04:11:39 +02:00
Fabian Dill
cbfcaeba8b Subnautica: use less multiworld API (#4977) 2025-05-10 00:05:18 +02:00
palex00
9a8abeac28 Add blurb about patch files to the host page (#4974) 2025-05-09 14:27:43 +00:00
digiholic
b0f42466f0 MMBN3: Adds Beach Access to Help With Rehab Job Bonus Reward Check (#4963) 2025-05-08 13:31:00 -04:00
kbranch
bcd7d62d0b LADX: Improve Fake Tracker Items (#4897) 2025-05-07 14:53:58 -04:00
digiholic
703f5a22fd OSRS: New Tasks, New Options, Compatibility with new Plugin Features (#4688) 2025-05-07 13:43:03 -04:00
Benjamin S Wolf
1ee8e339af Launcher: Warn if there is no File Browser (#4275) 2025-05-07 12:51:26 -04:00
Ixrec
dffde64079 Docs: add a "soft logic" question to apworld_dev_faq.md (#4953)
* add a "soft logic" question to apworld_dev_faq.md

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* add a reminder about progression and how it influences soft logic implementations

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-05-07 12:20:21 -04:00
Scipio Wright
17bc184e28 TUNIC: Add Hidden all_random Option (#4635) 2025-05-07 10:59:16 -04:00
qwint
0ba9ee0695 Docs: update line length in apworld faq doc (#4960) 2025-05-07 10:47:14 -04:00
Scipio Wright
c40214e20f Docs: Minor Changes to apworld_dev_faq.md (#4947)
Co-authored-by: qwint <qwint.42@gmail.com>
2025-05-07 10:41:37 -04:00
Scipio Wright
a3aac3d737 TUNIC: Entrance rando Direction Pairs + Decoupled (#3761)
* Fix merge conflict

* Fix formatting, fix rule for heir access after merge

* Writing combat logic helpers

* More helpers!

* More logic!

* Rename has_stick to has_melee, some fixes per Medic's review

* Clamp max power from sword upgrades

* Wrote the rest of the helpers

* Remove unused import

* Apply item classifications

* Create the combat logic option

* Item classification varies based on option

* Add the shop sword logic stuff in

* Add the rules for the boss-only option

* Fix tiny issues

* Some early Overworld combat logic

* Fill out swamp combat logic

* Add note

* Bump up Boss Scav and Heir

* More revisions to combat logic

* Some changes, currently broken

* New system for power, kinda jank probably

* Revisions to new system, needs more balancing

* Cap attack upgrades

* Uncap mp power since it's directly related to damage output

* Voidlings

* Put together a table showing the vanilla-expected stats for each area

* Added some info on potion counts

* Made new helper functions

* Make has_required_stats

* Make has_combat_reqs

* Update er_rules for new combat reqs

* Fix all the broken things ever

* Remove outdated todo

* Make temp option for testing logic

* More flexible choices for combat items

* Hard require sword for bosses

* Temporarily default combat logic to on

* Finish writing overworld combat logic

* East Forest combat logic done

* Remove a few easy ones

* Finish beneath the well

* Dark Tomb combat logic

* West Garden combat logic

* make unit tests checkmark again

* Weird west garden dagger house edge case

* Try block for that weird west garden edge case

* Add quarry combat logic

* Update to filter out unreachable regions outside of ER

* Fortress Grave Path logic, and a couple fixes to the west garden logic

* Fortress east shortcut logic, and rewriting the try except blocks to use finally

* Refactor to use a new function cause wow there was a lot of repeated code

* Add combat logic to the other two sets of fortress fuses

* Add combat rules to beneath the vault

* Fix missing cathedral -> elevator connection

* Combat logic for cathedral to elevator

* Add cathedral main region, rename cathedral -> cathedral entry

* Setup cathedral combat logic

* Adjust locations' regions for ER

* Add laurels zip logic to the chest in the spike room in cathedral

* Add combat logic to frog's domain

* Move frog's domain locations to regions for combat logic

* Add new frog's domain regions for combat logic

* Update region name for frog's domain

* Fix typo

* Add more regions for lower zig

* Move around lower zig regions for combat logic

* Lower Zig combat logic

* Upper zig combat logic

* Fix typo

* Fix typos

* Fix missing world.

* Update combat logic description

* Add todo

* Add todo

* Don't make zig skip if er or fixed shop is off

* Make it so zig skip is only made with fewer shops and er

* Temporarily default combat logic on

* Update test to explicitly disable combat logic

* Update test_access.py

* Slight wording changes

* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples

* Run through checks you can do with magic dagger

* Run through checks you can do with magic dagger

* Add rule for entering town portal of having equipment to deal with enemies

* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm

* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels

* Revamp combat logic function to work properly without melee

* Add laurels rules to combat logic chests

* Modify beneath the vault bridge rule to need a lantern if combat logic is on

* Put in money logic

* Dagger or combat for swamp big skeleton chest

* Remove the 100 moneys from logic

* Modify lower zig ls drop region destinations

* Remove completed todo

* Reword combat logic option description, remove test option

* Add combat logic to slot data

* Merge Silent's missing slot data bugfix PR #3628

* Remove test combat option

* Update combat logic description

* Fix secret gathering place issue

* Fix secret gathering place issue

* Fix lower zig ls rule

* Fix accidentally removed librarian rule

* Remove redundant rule

* Update gauntlet rule to hard-require a sword

* Add test for a problematic connection

* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic

* Fix create_item classification

* Update some comments

* Update per exempt's suggestion

* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off

* Add EntranceLayout option

* Add back LogicRules as an invisible option, to not break old yamls

* Fix a bug with seed group, continue changing fixed shop to entrance layout

* Fix missed fixed shop -> entrance layout spot

* Fix bug in seed groups with fixed shop on and off

* Add entrance layout to the UT regen stuff

* Put direction. in, will add them later

* Remove unused elevation from portal class

* Got like half of them in

* Finish adding all of the directions

* Add combat rule for zig front to back

* Update per Medic's suggestion

* Update ladder storage without items option description

* Mess with state with collect and remove to save like 2 seconds (never again)

* Save even more time, still never going to do this again on anything else

* Add option check for collect and remove

* Add directions to shop portals

* Update direction in Portal with default

* Move Direction above Portal

* Add decoupled option, mess with plando connection stuff

* Merge, implement verify plando directions

* Condense the stuff in change and remove to less lines (thanks medic)

* Remove unused thing

* Swap to using logicmixin instead of prog_items (thanks Vi)

* Fix consistency in stat counters

* Add back something that was needed

* Fix mistake when adding back

* Making the fix better (thanks medic)

* Make it actually return false if it gets to the backup lists and fails them

* Fix stuff after merge

* Add outlet regions, create new regions as needed for them

* Put together part of decoupled and direction pairs

* make direction pairs work

* Make decoupled work

* Make fixed shop work again

* Fix a few minor bugs

* Fix a few minor bugs

* Fix plando

* god i love programming

* Reorder portal list

* Update portal sorter for variable shops

* Add missing parameter

* Some cleanup of prints and functions

* Fix typo

* it's aliiiiiive

* Make seed groups not sync decoupled

* Add test with full-shop plando

* Fix bug with vanilla portals

* Handle plando connections and direction pair errors

* Update plando checking for decoupled

* Fix typo

* Fix exception text to be shorter

* Add some more comments

* Add todo note

* Remove unused safety thing

* Remove extra plando connections definition in options

* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log

* Fix weird edge case that is technically user error

* Add note to fixed shop

* Fix parsing shop names in UT

* Remove debug print

* Actually make UT work

* multiworld. to world.

* Fix typo from merge

* Make it so the shops show up in the entrance hints

* Fix bug in ladder storage rules

* Remove blank line

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py
#	worlds/tunic/rules.py
#	worlds/tunic/test/test_access.py

* Fix issues after merge

* Update plando connections stuff in docs

* Fix library mistake

* has_stick -> has_melee

* has_stick -> has_melee

* Add a failsafe for direction pairing

* Fix playthrough crash bug

* Remove init from logicmixin

* Updates per code review (thanks hesto)

* has_stick to has_melee in newer update

* has_stick to has_melee in newer update

* # Conflicts:
#	worlds/tunic/__init__.py
#	worlds/tunic/combat_logic.py
#	worlds/tunic/er_data.py
#	worlds/tunic/er_rules.py
#	worlds/tunic/er_scripts.py

* Cleanup more stuff after merge

* Revert "Cleanup more stuff after merge"

This reverts commit a6ee9a93da.

* Revert "# Conflicts:"

This reverts commit c74ccd74a4.

* Cleanup more stuff after merge

* Swap to .get for decoupled so it works with older games probably maybe

* Fix after merge

* Fix typo

* Fix UT support with fixed shop option

* Backport plando connections fix

* Fix issue with fixed shop + decoupled

* Make the error not duplicate the while loop condition

* Fix rule for quarry back to monastery

* Fix more stuff after merge

* Make it not output anything if you set plando connections but not ER

* Add obvious note to plando connections description

* Fix after merge

* add comment to commented out connection

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-06 12:33:21 -04:00
Seldom
7bbe62019a Terraria: Fix inaccessible Leading Landlord achievement when getfixedboi is enabled #4958 2025-05-06 18:32:55 +02:00
Aaron Wagener
b898b9d9e6 The Messenger: fix indentation in setup guide (#4959)
* The Messenger: fix indentation in setup guide

* just delete the save backup section tbh
2025-05-06 18:32:30 +02:00
Exempt-Medic
b217372fea Core: Make Perfect Fuzzy Match Prioritize Casing (#4956) 2025-05-05 19:18:20 -04:00
Jérémie Bolduc
b2d2c8e596 Stardew Valley: Add void mayo requirement for Goblin Problem quest (#4933)
This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules
- Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically.
- Entrance to the witch hut now requires the goblin problem quest, not just a void mayo.
- Fishing rules are all moved to `fishing_logic.py`.
- `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in.
- created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
2025-05-04 16:28:38 +02:00
Fabian Dill
68e37b8f9a Factorio: client cleanup and prevent process bomb (#4882)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-05-04 16:22:48 +02:00
Fabian Dill
fa2d7797f4 Core: update certifi (#4954) 2025-05-04 15:59:41 +02:00
Jonathan Tan
1885dab066 TWW: Documentation Cleanup (#4942) 2025-05-03 20:06:16 -04:00
Tim Mahan
9425f5b772 Docs: Direct Mac users to Launcher.py (#4767) 2025-05-03 08:42:52 -04:00
Fabian Dill
83ed3c8b50 Core: always embed Archipelago (#4880) 2025-05-03 11:53:52 +02:00
qwint
f4690e296d CommonClient: remove Datapackage Version handling (#4487)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-05-03 01:31:40 +02:00
Fabian Dill
68c350b4c0 CommonClient: rip out old global name lookup (#4941) 2025-05-02 23:39:52 +02:00
Fabian Dill
da0207f5cb Factorio: implement custom filler items (#4945) 2025-05-02 23:39:14 +02:00
Aaron Wagener
2455f1158f Options: Cleanup CommonOptions.as_dict (#4921)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-05-02 12:39:58 -04:00
Fabian Dill
1031fc4923 Factorio: remove FactorioClient executable (#4928) 2025-05-02 15:59:27 +02:00
qwint
6beaacb905 Generate: Better yaml parsing error messaging (#4927)
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
2025-05-02 09:46:34 -04:00
Scipio Wright
c46ee7c420 TUNIC: Lock pre-placed filler to make the game play nicer with prog balancing (#4917) 2025-04-30 21:57:46 +02:00
Bryce Wilson
227f0bce3d Pokemon Red/Blue: Convert to Procedure Patch (#4801) 2025-04-30 16:31:33 +02:00
PoryGone
611e1c2b19 SMW: v2.1 Feature Update (#4652)
### Features:
- Trap Link
  - When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Ring Link
    - Any coin amounts gained and lost by a linked player will be instantly shared with all other active linked players

Co-authored-by: TheLX5 <luisyuregi@gmail.com>
2025-04-30 16:24:10 +02:00
Mysteryem
5f974b7457 SM: Fix FakeROM instances sharing the same data dictionary (#4912)
FakeROM instances were being created with default arguments, which
included a mutable default argument data dictionary, so all FakeROM
instances would be writing to and reading the same dictionary, resulting
in broken patch data in multiworlds with more than one Super Metroid
world.
2025-04-30 04:57:35 +02:00
threeandthreee
3ef35105c8 LADX: Remove copyrighted assets (#4935) 2025-04-30 04:27:54 +02:00
Alchav
ec768a2e89 ALTTP: Swamp Palace West logic fix (#4936) 2025-04-29 16:53:31 +02:00
black-sliver
b580d3c25a CI: add optional windows release build and build attestation (#4940)
* CI: github attestation for manually started builds

* CI: include appimage zsync in build attestation

* CI: github attestation for Linux release builds

* CI: reorder steps in build.yml

* CI: add windows builds to release.yml

* CI: order jobs in release.yml

* CI: add missing permission to release.yml

* CI: enable windows build in release.yml

* CI: false is skip
2025-04-29 08:32:36 +02:00
Jérémie Bolduc
ce14f190fb Stardew Valley: Replace event creation stardew code with add_event (#4922)
* replace event creation stardew code with add_event

* delete unnecessary default args
2025-04-29 00:12:52 +02:00
Jonathan Tan
4e3da005d4 TWW: Fix generation failure with output file (#4932) 2025-04-27 09:43:24 +02:00
Exempt-Medic
0d9967e8d8 OC2: Account for Multiclass Items in Progression Balancing (#4929) 2025-04-26 13:28:07 -04:00
KonoTyran
2624a0a7ea Remove Slay the Spire (#4673)
* Remove Slay the Spire

* remove slay the spire
2025-04-25 20:54:53 +02:00
Nicholas Brochu
8755d5cbc0 Remove Game: Zork Grand Inquisitor (#4884)
* remove zork grand inquisitor

* add apworld to inno setup installdelete
2025-04-25 01:42:42 +02:00
Jérémie Bolduc
abb6d7fbdb Stardew Valley: Replace all add_rule by set_rule #4909 2025-04-24 23:36:25 +02:00
Star Rauchenberger
fc04192c99 Lingo: Use OptionCounter for trap_weights (#4920) 2025-04-24 23:14:42 +02:00
Fabian Dill
d4110d3b2a LttP: make progression health optional (#4918) 2025-04-24 23:10:58 +02:00
NewSoupVi
05c1751d29 Core: Add "OptionCounter", use it for generic "StartInventory" and Witness "TrapWeights" (#3756)
* CounterOption

* bring back the negative exception for ItemDict

* Backwards compatibility

* ruff on witness

* fix in calls

* move the contains

* comment

* comment

* Add option min and max values for CounterOption

* Use min 0 for TrapWeights

* This is safe now

* ruff

* This fits on one line again now

* OptionCounter

* Update Options.py

* Couple more typing things

* Update Options.py

* Make StartInventory work again, also make LocationCounter theoretically work

* Docs

* more forceful wording

* forced line break

* Fix unit test (that wasn't breaking?)

* Add trapweights to witness option presets to 'prove' that the unit test passes

* Make it so you can order stuff

* Update macros.html
2025-04-24 22:06:41 +02:00
NewSoupVi
6ad042b349 Core: Add Region.add_event (#2965)
* region.add_event function

* Make it return the location bc why not

* Actually item bc that seems more useful

* Update BaseClasses.py

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

* Update BaseClasses.py

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

* add all the requested features from code review

* oop

* roughly sort args in order of importance (imo)

* Fix typing

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-04-24 21:56:52 +02:00
NewSoupVi
e52d8b4dbd The Witness: Remove first-stage requirements of progressive items from the logic files (#4257)
* Remove extraneous symbol requirements

* Some missed Full Dots cases

* Bruh

* merge error

* merge error 2
2025-04-24 21:56:05 +02:00
NewSoupVi
f288e3469c Core: Add a function docstring to roll_settings to hopefully prevent the weights fiasco from being repeated (#3388)
* Add an option docstring to roll_settings to hopefully prevent the weights fiasco from being repeated

* Update Generate.py

* Update Generate.py
2025-04-24 21:55:48 +02:00
Jarno
5bb87c6da5 Tests: Make overlapping test actually print out the overlaps (#4431) 2025-04-24 15:33:30 -04:00
Aaron Wagener
03768a5f90 Tests: Test that a world can generate with item links (#2081)
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-24 15:23:51 -04:00
Scipio Wright
a84366368f Docs: Update comment for create_item (#4919) 2025-04-24 09:38:30 -04:00
Fabian Dill
29e6a10e42 Setup: offer the default-on option to clean /lib folder on update (#4890)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-04-24 08:50:34 +02:00
Fabian Dill
febd280fba Setup: use sha256 for timestamp server (#4892) 2025-04-23 20:30:15 +02:00
black-sliver
73964b374c MultiServer: import get_settings from the correct module (#4914)
* MultiServer: import get_settings from the correct module

* MultiServer: settings: use attr inbstead of dict access
2025-04-23 15:40:36 +00:00
Jérémie Bolduc
bad6a4b211 Stardew Valley: remove BaseLogic generic so importing mixins is no longer needed (#4916)
* remove BaseLogic generic so importing mixins is no longer needed

* self review
2025-04-23 17:31:08 +02:00
Scipio Wright
57d3c52df9 TUNIC: More varied reserved locations for local_fill option (#4653)
* Make reserved locations more varied

* Use CollectionState(self.multiworld) instead of whatever it used to be
2025-04-21 23:41:20 +02:00
Star Rauchenberger
d309de2557 Lingo: Rework Early Good Items (#4910) 2025-04-21 16:06:24 -04:00
Scipio Wright
d5d56ede8b TUNIC: Remove Outdated Plando Code (#4908) 2025-04-21 15:20:22 -04:00
Fabian Dill
6613c29652 Core: print both world source paths in case of conflict (#4751) 2025-04-21 00:53:40 +02:00
NewSoupVi
1a6de25ab6 Core, all worlds: Hard-deprecate old options API (by August 10th 2024) (#3284)
* Core: deprecate old options API

* also deprecate assigning options via option_definitions

---------

Co-authored-by: alwaysintreble <mmmcheese158@gmail.com>
2025-04-21 00:43:31 +02:00
NewSoupVi
b62c1364a9 MultiServer.py: Another Hint Priority + Item Links bug oh boy (#4874)
Basically, hints for itemlink worlds' locations get stored in ctx.hints under
1. the location's player
2. **every individual player** that is participating in the itemlink.

Right now, the updatehint code tries to replace and resend the hint under the itemlinked player, which doesn't work.
2025-04-21 00:43:05 +02:00
Fabian Dill
b59162737d LttP: increase gen rate of pedestal goal with limited rupee pool (#4905)
* LttP: increase gen rate of pedestal goal with limited rupee pool

* improve chance further if retro bow is involved
2025-04-20 23:04:40 +02:00
Jérémie Bolduc
543dcb27d8 Stardew Valley: Exclude maximum one resource packs from pool when in start inventory (#4839)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-20 10:51:03 -04:00
Jérémie Bolduc
22941168cd Stardew Valley: Refactor Animals to use Content Packs (#4320) 2025-04-20 10:17:22 -04:00
Scipio Wright
33dc845de8 TUNIC: Fix UT Issue with Fewer Shops Option (#4873) 2025-04-20 09:48:09 -04:00
LiquidCat64
be0f23beb3 CV64: Some DeathLink Adjustments (#4727) 2025-04-20 09:46:57 -04:00
Silvris
b76f2163a4 MM2: Fix invalid weakness failsafe and refactor weakness tests (#4899) 2025-04-20 09:08:30 -04:00
Omnises Nihilis
04aa471526 KH2: Update Docs (#4871) 2025-04-20 08:43:52 -04:00
Trevor L
b756a67c2a BRC: Update Setup Guide (#4861)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-20 08:31:58 -04:00
Jérémie Bolduc
a76ee010eb Stardew Valley: Make Bus and Boat Require Money (#4833) 2025-04-20 08:21:02 -04:00
shananas
eb1fef1f92 KH2: Update Docs (#4869) 2025-04-20 08:20:23 -04:00
Doug Hoskisson
e498cc7d48 Tests: Don't use type as Callable (#4866) 2025-04-20 07:21:40 -04:00
Doug Hoskisson
a26abe079e Zillion: Some Code Cleaning (#4780) 2025-04-20 07:07:17 -04:00
qwint
199b6bdabb Launcher: Update header docstring (#4777) 2025-04-20 07:04:56 -04:00
SunCat
e4bc7bd1cd Checksfinder: Fix the last remnant of outdated game description (#4893)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-20 00:16:46 -04:00
Silvris
20651df307 kvui: fix kwargs on ResizableTextField and ImageButton (#4903) 2025-04-20 01:21:11 +02:00
massimilianodelliubaldini
f857933748 Launcher: Add search box (#4863)
* Add fuzzy search box to Launcher.

* move func bind to the kv and prefer substring matching (#79)

* move the func bind to the kv

* prefer substr matching

* Remove fuzzy results, rely on substring only.

* Use early return instead of else.

* Add type hint to filter_clients_by_type.

* Activate search on keyboard input.

* Clear search box when filtering by type.

* Update Launcher.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-04-19 23:27:03 +02:00
Jérémie Bolduc
efe2b7c539 Core: Support default value with cache_self1 (#4667)
* add cache_self1_default and tests

* merge the two decorators

* just change the defaults of the wrap lol

* add test for default and default
2025-04-19 17:55:02 +02:00
Fabian Dill
e090153d93 LttP: fix generation if other games are involved (#4901) 2025-04-19 15:44:55 +02:00
Silvris
5088b02bfe Unittests: fix world unittests with unittest module (#4895) 2025-04-19 15:42:20 +02:00
Nicholas Saylor
57a716b57a LTTP: Update to options API (#4134)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-18 23:41:38 +02:00
Aaron Wagener
1b51714f3b LTTP: Rip Lttp specific entrance code out of core and use Region helpers (#1960) 2025-04-18 23:34:34 +02:00
ScootyPuffJr1
cb3d35faf9 LttP: Add keydrop locations to location groups (#4465) 2025-04-18 20:50:51 +02:00
Fabian Dill
a0c83b4854 Core: no longer log ID ranges on generate (#4013)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-18 20:49:08 +02:00
Fabian Dill
1b3ee0e94f Core: require clients to support overlapping IDs (#4451) 2025-04-18 20:41:09 +02:00
Mysteryem
552a6e7f1c Stardew Valley: Precollect building items in deterministic order (#4883)
#4239 refactored buildings, but introduced iteration of a set when precollecting the building items into start inventory.

The iteration order of sets varies between separate Python processes due to set order being partially based on the hashes of the objects in the set and because Python processes each have a random hash seed by default.
2025-04-18 18:41:46 +02:00
qwint
38bfb1087b Webhost: fix get_seeds api endpoint (#4889) 2025-04-18 18:15:59 +02:00
qwint
2dc55873f0 Webhost: add link to new session page (#4857)
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
2025-04-18 04:57:41 +02:00
qwint
4b1898bfaf HK: fix docs whitespace (#4885) 2025-04-18 00:57:17 +02:00
Silvris
125bf6f270 Core: Post-KivyMD cleanup 2 and enhancements (#4876)
* Adds a new class allowing TextFields to be resized
* Resizes most CommonClient components to be more in-line with pre-KivyMD
* Change the color of SelectableLabels and TooltipLabels to white
* Fixed ClientTabs not correctly showing the current tab indicator
* The server label now features a (i) icon to indicate that it can be hovered over.
* Changed the default `primary_palette` to `Lightsteelblue` and the default `dynamic_scheme_name` to `VIBRANT`
* Properly set attributes on `KivyJSONToTextParser.TextColors` so that proper typing can be utilized if an individual value is needed
* Fixed some buttons being discolored permanently once pressed
* Sped up the animations of button ripples and tab switching
* Added the ability to insert a new tab to `GameManager.add_client_tab`
* Hovering over the "Command" button in CommonClient will now display the contents of `/help` as a popup (note: this popup can be too large on default height for adequately large /help (SC2 Client), but should always fit fine on fullscreen).
* Fixed invalid sizing of MessageBox errors, and changed their text color to white
2025-04-16 00:09:27 +02:00
Seldom
1873c52aa6 Terraria: 1.4.4 and Calamity support (#3847)
* Terraria integration

* Precollected items for debugging

* Fix item classification

* Golem requires Plantera's Bulb

* Pumpkin Moon requires Dungeon

* Progressive Dungeon

* Reorg, Options.py work

* Items are boss flags

* Removed unused option

* Removed nothing

* Wall, Plantera, and Zenith goals

* Achievements and items

* Fixed The Cavalry and Completely Awesome achievements

* Made "Dead Men Tell No Tales" a grindy achievement

* Some docs, Python 3.8 compat

* docs

* Fix extra item and "Head in the Clouds" being included when achievements are disabled

* Requested changes

* Fix potential thread unsafety, replace Nothing with 50 Silver

* Remove a log

* Corrected heading

* Added incompatible mods list

* In-progress calamity integration

* Terraria events progress

* Rules use events

* Removed an intentional crash I accidentally left in

* Fixed infinite loop

* Moved rules to data file

* Moved item rewards to data file

* Generating from data file

* Fixed broken Mech Boss goal

* Changes Calamity makes to vanilla rules, Calamity final bosses goal

* Added Deerclops, fixed Zenith goal

* Final detailed vanilla pass

* Disable calamity goals

* Typo

* Fixed some reward items not adding to item pool

* In-progress unit test fixes

* Unit test fixes

* `.apworld` compat

* Organized rewards file, made Frog Leg and Fllpper available in vanilla

* Water Walking Boots and Titan Glove rewards

* Add goals to slot data

* Fixed Hammush logic in Post-Mech goal

* Fixed coin rewards

* Updated Terraria docs

* Formatted

* Deathlink in-progress

* Boots of the Hero is grindy

* Fixed zenith goal not placing an item

* Address review

* Gelatin World Tour is grindy

* Difficulty notice

* Switched some achievements' grindiness

* Added "Hey! Listen!" achievement

* Terarria Python 3.8 compat

* Fixed Terraria You and What Army logic

* Calamity minion accessories

* Typo

* Calamity integration

* `deathlink` -> `death_link`

Co-authored-by: Zach Parks <zach@alliware.com>

* Missing `.`

Co-authored-by: Zach Parks <zach@alliware.com>

* Incorrect type annotation

Co-authored-by: Zach Parks <zach@alliware.com>

* `deathlink` -> `death_link` 2

Co-authored-by: Zach Parks <zach@alliware.com>

* Style

Co-authored-by: Zach Parks <zach@alliware.com>

* Markdown style

Co-authored-by: Zach Parks <zach@alliware.com>

* Markdown style 2

Co-authored-by: Zach Parks <zach@alliware.com>

* Address review

* Fix bad merge

* Terraria utility mod recommendations

* Calamity minion armor logic

* ArmorMinions -> Armor Minions, boss rush goal, fixed unplaced item

* Fixed unplaced item

* Started on Terraria 1.4.4

* Crate logic

* getfixedboi, 1.4.4 achievements, shimmer, town slimes, `Rule`, `Condition`, etc

* More clam getfixedboi logic, bar decraft logic, `NotGetfixedboi` -> `Not Getfixedboi`

* Calamity fixes

* Calamity crate ore logic

* Fixed item accessibility not generating in getfixedboi, fixed not generating with incompatible options, fixed grindy function

* Early achievements, separate achievement category options

* Infinity +1 Sword achievement can be location in later goals

* The Frequent Flyer is impossible in Calamity getfixedboi

* Add Enchanted Sword and Starfury for starting inventories

* Don't Dread on Me is redundant in Calamity

* In Calamity getfixedboi, Queen Bee summons enemies who drop Plague Cell Canisters

* Can't use Gelatin Crystal outside Hallow

* You can't get the Terminus without flags

* Typo

* Options difficult warnings

* Robbing the Grave is Hardmode

* Don't reserve an ID for unused Victory item

* Plantera is accessible early in Calamity via Giant Plantera's Bulbs

* Unshuffled Life Crystal and Defender Medal items

* Comment about Midas' Blessing

* Update worlds/terraria/Options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Remove stray expression

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Review suggestions

* Option naming caps consistency, add Laser Drill, Lunatic Cultist alt reqs, fix Eldritch Soul Artifact, Ceaseless Void reqs Dungeon

* Cal Clone doesn't drop Broken Hero Sword anymore, Laser Drill is weaker in Calamity

Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com>

* Fix Acid Rain logic

* Fix XB-∞ Hekate failing accessibility checks (by commenting it out bc it doesn't affect logic)

* Hardmode ores being fishable early in Calamity is not a bug anymore

* Mecha Mayhem is inaccessible in getfixedboi

* Update worlds/terraria/Rules.dsv

Co-authored-by: Seafo <92278897+Seatori@users.noreply.github.com>

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com>
2025-04-15 15:51:05 +02:00
black-sliver
ec1e113b4c Doc: fix parse_yaml in adding games.md (#4872) 2025-04-13 13:10:36 +02:00
agilbert1412
347efac0cd DLC Quest - Skip two long tests in the main pipeline (#4862)
* - Set up the two long tests to only run when the specific config is active

* Apply Black Sliver's suggestion
2025-04-12 02:41:08 +02:00
Jérémie Bolduc
b7b5bf58aa Stardew Valley: Use classvar_matrix to split tests (#4762)
* Unroll tests for better parallelization

* fix ut test

* self review

* bro it's the second time today I have to commit some garbage to have a github action rerun because messenger fails what is this

* my god can the tests plz pass

* code reviews

* code reviews

* move TestRandomWorlds out of long module
2025-04-12 02:19:17 +02:00
Fabian Dill
a324c97815 Factorio: fix FloatRanges writing effectively nil into the mod (#4846) 2025-04-11 20:52:20 +02:00
Natalie Weizenbaum
f263a0bc91 DS3: Mark a lizard location that was previously not annotated (#4860) 2025-04-10 21:18:49 -04:00
Mysteryem
6a9299018c MLSS: Fix generation error with emblem hunt and no digspots (#4859) 2025-04-10 21:17:28 -04:00
Jérémie Bolduc
ee471a48bd Stardew Valley: Fix some determinism issues with entrance rando when playing with mods (#4812) 2025-04-10 14:34:21 -04:00
qwint
879d7c23b7 HK: Workaround for NamedRange webhost bug (#4819) 2025-04-10 14:18:43 -04:00
massimilianodelliubaldini
934b09238e Docs: Update to adding games.md (#4816) 2025-04-10 13:21:33 -04:00
Carter Hesterman
1fd8e4435e Civ 6: Update setup documentation to account for common pitfalls (#4797) 2025-04-10 13:19:03 -04:00
Aaron Wagener
50fd42d0c2 The Messenger: Add a plando guide (#4719) 2025-04-10 13:13:38 -04:00
Aaron Wagener
399958c881 The Messenger: Add an FAQ (#4718) 2025-04-10 13:03:05 -04:00
qwint
78c93d7e39 Docs: Add FAQ section for corrupted metadata debugging (#4705)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-04-10 13:00:48 -04:00
qwint
e3b8a60584 Webhost: Fix Sphere Tracker crashing on item links (#4855) 2025-04-10 03:29:11 +02:00
Star Rauchenberger
b7263edfd0 Lingo: Removed unnecessary "global" keywords (#4854) 2025-04-10 01:41:07 +02:00
Ziktofel
1ee749b352 SC2 Client: Fix missing mission tooltip after KivyMD switch (#4827) 2025-04-09 22:21:16 +02:00
Alchav
f93734f9e3 Pokemon Red and Blue: PC Item Fix (#4835)
* Pokemon Red and Blue PC Item fix

* Respect non_local_items for PC Item

* prefer exclude if also in priority locations

---------

Co-authored-by: alchav <alchav@jalchavware.com>
2025-04-09 13:20:56 -04:00
Fabian Dill
e211dfa1c2 WebHost: use JS to refresh waitSeed if scripting is enabled (#4843) 2025-04-09 07:43:28 +02:00
Zach 'Phar' Parks
0f7deb1d2a WebHost: Remove styleController.js and replace functionality with HTML/CSS. (#4852)
* ensure footer stays at bottom of page without JS

* Remove some other usages.
2025-04-08 23:46:46 -05:00
black-sliver
f2cb16a5be CI: update action ubuntu build runners to 22.04 (#4847) 2025-04-09 01:38:46 +02:00
Mysteryem
98477e27aa Core: Speed up fill_restrictive item_pool pop loop (#4536)
* Core: Speed up fill_restrictive item_pool pop loop

Items from `reachable_items` are placed in last-in-first-out order, so
items being placed will be towards the end of `item_pool`, but the
iteration to find the item was iterating from the start of `item_pool`.

Now also uses `del` instead of `.pop()` for an additional, tiny,
performance increase.

It is unlikely for there to be a noticeable difference in most cases.
Only generating with many worlds with a high percentage of progression
items and fast access rules is likely to see a difference with this
change.

--skip_output generation of 400 template A Hat in Time yamls with
progression balancing disabled goes from 76s to 43s (43% reduction) for
me with this patch. This placed 43200 progression items out of 89974
items total (48% progression items).

* Fix comment typo

"be" was missing.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-08 23:57:31 +02:00
threeandthreee
4149db1a01 LADX: Stop using Utils.get_options (#4818)
* init

* use get

* Update LinksAwakeningClient.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Update LinksAwakeningClient.py

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-04-08 23:54:50 +02:00
Jérémie Bolduc
9ac921380f Stardew Valley: Refactor buildings to use content packs (#4239)
* create building data object and rename ItemSource to Source to be more generic

# Conflicts:
#	worlds/stardew_valley/content/game_content.py

# Conflicts:
#	worlds/stardew_valley/data/artisan.py
#	worlds/stardew_valley/data/game_item.py
#	worlds/stardew_valley/data/harvest.py
#	worlds/stardew_valley/data/shop.py

* remove compound sources, replace by other requirements which already handle this usecase

* add coops to content packs

* add building progression in game features

* add shippping bin to starting building; remove has_house

* replace config check with feature

* add other buildings in content packs

* not passing

* tests passes, unbelievable

* use newly create methods more

* use new assets to ease readability

* self review

* fix flake8 maybe

* properly split rule for mapping cave systems

* fix tractor garage name

* self review

* add upgrade_from to farm house buldings

* don't override building name variable in logic

* remove has_group from buildings

* mark some items easy in grinding logic so blueprints buildings can be in more early spheres

* move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now

* remove price_multiplier, turns out it's unused during generation

* disable shop source for mapping cave systems

* bunch of code review changes

* add petbowl and farmhouse to autobuilding

* set min easy items to 300

* fix farm type
2025-04-08 12:37:45 -04:00
CookieCat
286e24629f AHIT: Add start_inventory_from_pool and get_filler_item_name (#4798)
* Update __init__.py

* Update Options.py
2025-04-08 12:26:30 -04:00
Emily
ab2efc0c5c kvui: actually fix [u] and [/u] appearing in copied hints (#4842) 2025-04-08 18:06:19 +02:00
NewSoupVi
60d6078e1f Wind Waker: Don't collect nonprogression #4826 2025-04-07 23:17:25 +02:00
black-sliver
f94492b2d3 CI: ignore F824 (#4790)
This is an added check in flake8 that does not really fit the goal
of the github action and currently throws a lot of errors.
2025-04-07 00:39:25 +02:00
Star Rauchenberger
f03bb61747 Lingo: Add "shuffle_postgame" flag to slot data (#4825)
This allows the tracker to see whether postgame is shuffled in the player's world, and if it's not, allows it to hide locations/paintings accordingly.
2025-04-07 00:02:34 +02:00
Silvris
dc4e8bae98 Core: post-KivyMD cleanup (#4815)
* Removed now unused imports from Launcher
* Moved ImageIcon and ImageButton to use ApAsyncImage for compatibility with apworlds
* Adjusted image size in the Launcher from 40x40 to 48x48. This is already larger than the size in previous versions, and a docs update is soon to follow.
* Expose `dynamic_scheme_contrast` to user.kv, allowing users to set high contrast.
* ScrollBox's default scroll_type was set to only content, so the scrollbar in Launcher was nonfunctional.
* Adjusted the spacing of the title of a component when a description is present to be closer to the center.
* Launcher now scrolls to the top automatically when changing between filters
2025-04-06 20:11:16 +02:00
Star Rauchenberger
ac26f8be8b Lingo: Mark some items as ProgUseful (#4822) 2025-04-06 19:44:33 +02:00
black-sliver
8c79499573 SoE: remove use of deprecated Utils.get_options() (#4821) 2025-04-06 17:00:14 +02:00
black-sliver
63fbcc5fc8 WebHost: custom proc title for Generator and MultiHoster (#4310)
* WebHost: custom proctitle for Generator and MultiHoster

* Update setproctitle to 1.3.5
2025-04-06 13:50:24 +02:00
Fabian Dill
cad217af19 Core: update cert file daily in customserver.py (#4454) 2025-04-06 05:31:14 +02:00
Exempt-Medic
a6ad4a8293 Docs: Remove false claim that rules can be done in generate_basic (#4809) 2025-04-05 13:51:22 -04:00
Silvris
503999cb32 Core: KivyMD and Launcher overhaul (#3934)
Shifts the contents of `kvui.py`, and thus all CommonClient-based clients as well as Launcher, to using KivyMD. KivyMD is an extension for Kivy that is almost fully compatible with pre-existing Kivy components, while providing Material Design support for theming and overall visual design as well as useful pre-existing built in components such as Snackbars, Tooltips, and a built-in File Manager (not currently being used).

As a part of this shift, the launcher was completely overhauled, adding the ability to filter the list of components down to each type of component, the ability to define favorite components and filter to them, and add shortcuts for launcher components to the desktop. An optional description field was added to Component for display within the new launcher.

The theme (Light/Dark) and primary palette have also been exposed to users via client/user.kv.
2025-04-05 18:46:24 +02:00
threeandthreee
c2d8f2443e LADX: more tracker support (#4355)
* init

* oops
2025-04-05 18:39:31 +02:00
Ishigh1
4571ed7e2f Core: Made want_reply follow the specs in the docs #4750 2025-04-05 18:35:00 +02:00
Exempt-Medic
ef5cbd3ba3 Adventure: Set Victory Condition Earlier (#4810) 2025-04-05 12:30:08 -04:00
Aaron Wagener
5c162bd7ce Core: add an is_event property to Item to match the one on Location (#3401) 2025-04-05 18:07:06 +02:00
NewSoupVi
7bdaaa25c1 Core: Prevent worlds from using LogicMixin incorrectly (having class variables without an init_mixin) (#3974)
* Core: Prevent people from using LogicMixin incorrectly

There's a world that ran into some issues because it defined its custom LogicMixin variables at the class level.

This caused "instance bleed" when new CollectionState objects were created.

I don't think there is ever a reason to have a non-function class variable on LogicMixin without also having `init_mixin`, so this asserts that this is the case.

Tested:
Doesn't fail any current worlds
Correctly fails the world in question

Also, not gonna call out that world because it was literally my fault for explaining it to them wrong :D

* Verbose af

* Update AutoWorld.py
2025-04-05 18:06:30 +02:00
NewSoupVi
9a5a02b654 MultiServer Extend datastore "update" operation to work on lists as well, acting as a pseudo "set union". #4666 2025-04-05 18:05:58 +02:00
Mysteryem
4fea6b6e9b Core: Remove Location.__hash__ (#4274)
`Location` does not override `__eq__` so should not override `__hash__`.

With this patch, this makes operations on sets of locations slightly
faster because they will use `object.__hash__` rather than
`Location.__hash__`.

`object.__hash__` is about 4 to 5 times faster than `Location.__hash__`
for me. Generation often uses sets of locations, so this slightly speeds
up generation.

The only place I could find that was hashing locations directly was
`WitnessLocationHint.__hash__`, but it has implemented a matching
`__eq__`, so is fine.

For security reasons, Python randomizes its hash seed each time it is
started, so the result of the `hash()` function is nondeterministic and
can't have been used by worlds for anything that needed to be
deterministic and can't have been used to compare information hashed at
generation time to information hashed by a client.
2025-04-05 17:53:59 +02:00
Mysteryem
bd8b8822ac Core: Pass maximum exploration states in distribute_items_restrictive (#4535)
The base state passed to fill_restrictive should be as maximal as
possible otherwise fill_restrictive has to repeatedly re-sweep and
collect from advancement locations that were reachable from before
fill_restrictive has placed a single item.

This is not added within fill_restrictive itself because it is common
for fills to be performed using a partial 'all_state', which is already
a maximum exploration state.

With --skip_output generation of every template yaml, except FF, KH
and Shivers, this prevented repeatedly re-sweeping 576 advancement
locations in every sweep within progression fill, reducing the
generation time from 124s to 113s for me (8.8% reduction, averaged over
5 generations each).
2025-04-05 17:50:19 +02:00
NewSoupVi
0a44c3ec49 The Witness: Move the Easter Egg Hunt option group lower so that the tooltip isn't cut off (#4789) 2025-04-05 17:48:18 +02:00
NewSoupVi
3262984386 The Witness: Option tooltip clarifications (#4807)
* Missing colon

* Clarify Panel Hunt

* Unnecessary line break

* that wasn't meant to be in here
2025-04-05 17:47:16 +02:00
LiquidCat64
180265c8f4 CVCotM: Fix DeathLinks sent by a different instance of the same slot not being received. (#4726)
* Fix same-slot-different-player DeathLinks not being received.

* A few more comments.
2025-04-05 10:27:51 -04:00
PinkSwitch
a9b4d33cd2 Yoshi's Island: Fix Piece of Luigi not goaling until reset (#4709) 2025-04-05 16:07:37 +02:00
Mysteryem
5dfb9b28f7 Core: Improve iteration speed of Region.Register objects (#4583)
Without implementing __iter__ directly, calling iter() on a
Region.Register on Python 3.12 would return a new generator implemented
as follows:
```py
        def __iter__(self) -> int:
            i = 0
            try:
                while True:
                    v = self[i]
                    yield v
                    i += 1
            except IndexError:
                return None
```
This was determined by disassembling the returned generator with
dis.dis() and then constructing a function that disassembles into the
same bytecode.

The iterator returned by `iter(self._list)` is faster than this
generator, so using it slightly improves generation performance on
average.

Iteration of Region.Register objects is used a lot in
`CollectionState.update_reachable_regions` in both of the private
_update methods that get called. The performance gain here will vary
depending on how many regions a world has and how many exits those
regions have on average.

For a game like Blasphemous, with a lot of regions and exits, generation
of 10 template Blasphemous yamls with `--skip_output --seed 1` and
progression balancing disabled went from 19.0s to 16.4s (14.2% reduction
in generation duration).
2025-04-05 15:59:39 +02:00
Benjamin S Wolf
ec75793ac3 Core: Add spoiler-only output mode (#4059)
* Core: Add spoiler-only output mode

* spoiler-only exceptions

* Move new errors to mystery_argparse
2025-04-05 09:50:52 -04:00
CodeGorilla
cd4da36863 GER: Only consider usable exits when calculating dead-ends (#4701)
* Only consider usable exits when calculating whether or not a region is a dead-end

* Update EntranceLookup unit tests

* Add new dead-end test

* Add additional explanation to the new test

* minor formatting tweak

based on review feedback

---------

Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
2025-04-05 09:21:38 -04:00
Nocallia
1749e22569 Stardew: Fix minor grammar issues in Options (#4800) 2025-04-05 08:20:51 -04:00
axe-y
0cce88cfbc DLC Quest: Fix more items than location with non existing start inventory (#4735)
* DLC Quest Bug Fix
Start inventory item that do not exist in the present world do not make more trap item to appear anymore

* Update worlds/dlcquest/Items.py

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>

* DLC Quest Bug Fix
did the recommendation of Mysteryem and made the item not exist in the pool of item created

* DLC Quest Bug Fix
did the recommendation of agilbert1412 and made a check by name instead of item to itemData

* DLC Quest Bug Fix
overcook failed test

* DLC Quest Bug Fix
re-type correctly a type hint

---------

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2025-04-05 08:19:54 -04:00
black-sliver
61e83a300b Clients: stop updating datapackage in persistent_storage (#4799)
Still uses things that are in there but stops writing to it.
2025-04-05 11:51:01 +02:00
Exempt-Medic
136a13aac7 Docs: Include that DeathLink cause can be an empty string (#4729) 2025-04-04 22:39:18 -04:00
massimilianodelliubaldini
2c90db9ae7 Docs: Additional detail and organization to adding games.md (#4805)
* Additional detail and organization to adding games.md

* Minor fixes.

* Update docs/adding games.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Code review updates.

* More updates.

* Client icon blurb.

* Update docs/adding games.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Revert one line.

* Filler item name blurb.

* Updates for Violet.

* Reorganize client expectations.

* Missed a line delete.

* Doctor's orders

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-04-05 04:18:47 +02:00
Richard Snider
507e051a5a Core: Handle integer arguments in player names gracefully (#4151) 2025-04-05 03:36:20 +02:00
Scipio Wright
b5bf9ed1d7 TUNIC: Error message in the spot that UT errors at if you have an old APWorld #4788
Schnice and Shrimple
2025-04-05 00:53:13 +02:00
Fabian Dill
215eb7e473 core: increment version (#4808) 2025-04-04 23:25:37 +02:00
qwint
f42233699a Core: make accessibility_corrections only state.remove if the location was collected 2025-04-04 23:20:45 +02:00
massimilianodelliubaldini
1bec68df4d WebHost: Standardize some 404 redirects (#4642) 2025-04-04 23:11:45 +02:00
CodeGorilla
d8576e72eb Pokemon Red/Blue: Set allow_partial_entrances to true when building a state for ER #4802
Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
2025-04-04 10:48:47 +02:00
Fabian Dill
7265468e8d kvui: fix [u] and [/u] appearing in copied hints (#4794) 2025-04-03 09:22:02 +02:00
Fabian Dill
d07f36dedd Core: increment version (#4787) 2025-04-02 05:35:39 +02:00
Scipio Wright
364a1b71ec TUNIC: Note Death Link and Trap Link in-game toggles on Game Info page (#4741)
* Note death link and trap link in game info page

* Update worlds/tunic/docs/en_TUNIC.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Turn it into a bulleted list
2025-04-01 19:55:19 -04:00
Sanjay Govind
daee6d210f CommonClient: don't update ui hints if there is no ui (#4791) 2025-04-02 01:54:27 +02:00
Bryce Wilson
96be0071e6 Pokemon Emerald: Move recent change to new version (#4793) 2025-04-02 00:50:39 +02:00
threeandthreee
ff8e1dfb47 Launcher: Remove an unnecessary global (#4785) 2025-04-01 21:28:59 +02:00
LiquidCat64
d26db6f213 CV64: Fix some unrandomized locations containing unintended items on specific settings (#4728)
* Fix some unrandomized locations on specific settings.

* Remove now-unnecessary comment
2025-04-01 12:37:49 -04:00
Fabian Dill
bb6c753583 FFMQ: fix remote code execution (#4786) 2025-04-01 18:19:07 +02:00
Mysteryem
ca08e4b950 Super Metroid: Replace random module with world random in variaRandomizer (#4429) 2025-04-01 18:14:47 +02:00
Bryce Wilson
5a6b02dbd3 Pokemon Emerald: Fix pre-fill problems (#4686)
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2025-04-01 18:12:43 +02:00
jamesbrq
14416b1050 MLSS: Fix issue with door opening earlier than intended (#4737) 2025-04-01 18:10:51 +02:00
Carter Hesterman
da4e6fc532 Civ6: Sanitize player/item values before they go in the XML (#4755) 2025-04-01 18:09:59 +02:00
Justus Lind
57d8b69a6d Muse Dash: Update Song List to Muse Dash Legend. (#4775)
* Add Muse Dash Legend songs.

* Add a new SFX trap
2025-04-01 18:08:09 +02:00
Silvris
c9d8a8661c kvui: Fix hint tab formatting regression (#4778)
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2025-04-01 18:06:49 +02:00
Fabian Dill
4a3d23e0e6 Core: update cx-Freeze to 8.0.0 & Worlds: fix packages missing __init__.py (#4773) 2025-04-01 16:29:32 +02:00
PoryGone
a3666f2ae5 SA2B: Fix critical typo #4779 2025-03-30 22:19:24 +02:00
Kaito Sinclaire
c3e000e574 id Tech 1 games: Logic updates (Feb '25) (#4677)
- Across Doom 1993 and Doom 2, any items that are accessible in Ultra-Violence from the start of the level without putting the player in any danger are now considered in logic when that level is first received, without needing any weapons available. This is intended to give generation more possible outs for bad placements.
  - This affects the following maps in Doom 1993:
    - Toxin Refinery (E1M3): 1 location.
    - Command Control (E1M4): 1 location.
    - Computer Station (E1M7): 1 location.
    - Deimos Lab (E2M4): 1 location.
    - Tower of Babel (E2M8): 1 location.
    - Unholy Cathedral (E3M5): 1 location.
  - This affects the following maps in Doom 2:
    - The Waste Tunnels (MAP05): 2 locations.
    - Dead Simple (MAP07): 2 locations.
    - The Pit (MAP09): 1 location.
    - Refueling Base (MAP10): 1 location.
    - Nirvana (MAP21): 1 location, except see below.
    - Icon of Sin (MAP30): 9 locations.
    - Grosse (MAP32): 2 locations.
- Doom 2 has had some more significant logical adjustments made.
  - The following Pro tricks have been added to Pro logic:
    - Circle of Death (MAP11): Lowering the exit wall without the Red key by hitting the switch to do so from the nukage. This makes three items previously locked behind the Red key available early, as well as the exit.
    - Suburbs (MAP16): Reaching the exit without any keys, as the gap between the pillar and the wall is large enough to let you through if you position yourself well. While multiple other squeeze glides exist (for example, you can skip the Yellow key in MAP21 by using one), this one is significantly easier than the rest; it does not require much precision, nor does it require vertical mouse movement.
    - Nirvana (MAP21): Skipping the Blue key, as there is a gigantic gap between the bars that attempt to block you.
    - The Chasm (MAP24): Skipping the Blue key by going extremely far through the nukage and finding one of a couple specific teleporters is now considered a Pro trick, and standard logic now expects the key to be obtained.
  - The following levels have had other logic adjustments:
    - The Waste Tunnels (MAP05): Requirements lowered to Shotgun + Super Shotgun + (Chaingun | Plasma gun).
    - The Crusher (MAP06): Requirements lowered to Shotgun + (Chaingun | Plasma gun) for areas immediately accessible. Going beyond the Blue key door also requires Super Shotgun.
    - The Factory (MAP12): The outdoors area, and the little room to the right of where you start, are accessible in sphere 1. These three items are all easily obtainable with only the pistol. The remaining items that are not in the central area are accessible with (Super Shotgun | Plasma gun), while the items in that area are accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 2 not having an available sphere 1, and allows solo Episode 2 games.
    - Nirvana (MAP21): As above, the item in the starting room is accessible in sphere 1. Every other item that doesn't require a key is accessible with (Super Shotgun | Plasma gun). The room in which you use the Yellow key is accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 3 not having an available sphere 1, and allows solo Episode 3 games.
    - The Catacombs (MAP22): The four items in the opening room only require (Shotgun | Super Shotgun | Plasma gun). The rest of the level is as before.
    - Bloodfalls (MAP25): Requirements lowered to Shotgun + Super Shotgun + Chaingun, as this level is unusually easy for its placement in the game. Progressing past the Blue key door additionally requires (Rocket launcher | Plasma gun | BFG9000) solely to deal with the Arch-vile at the end of the level.
    - Wolfenstein (MAP31): Requirements lowered to Chaingun + (Shotgun | Super Shotgun). This is closer to what the game expects from a non-secret hunting player from a pistol start.
- The following logic bugs in Heretic have been fixed:
  - Quay (E5M3): An item in a Blue key locked hallway was previously marked as being in the "Main" region, thus considered to be accessible without that key. It has been moved to the appropriate "Blue" region.
  - Courtyard (E5M4): Logic previously assumed you could reach the Wings of Wrath from the opening room, when that isn't actually possible. Changing this moved some items previously in the "Main" region into a new "Green" region, and items previously in the "Kakis" (Yellow OR Green) are now in a "Yellow" region instead. Fixes #4662.
- For known problematic solo episodes, some additional special cases have been added.
  - Doom 1993, Episode 3: One of either the Shotgun or Chaingun is placed early. Slough of Despair (E3M2) is given as an additional starting level.
  - Doom 2, Episode 3: One of either the Super Shotgun or Plasma gun is placed early.
  - Heretic, Episode 1: The Docks (E1M1) - Yellow key is placed early.
- The following levels (and thus, their items and locations) were renamed, due to typos or other oddities:
  - `Barrels o Fun (MAP23)` -> `Barrels o' Fun (MAP23)`
  - `Wolfenstein2 (MAP31)` -> `Wolfenstein (MAP31)`
  - `Grosse2 (MAP32)` -> `Grosse (MAP32)`
  - `D'Sparil'S Keep (E3M8)` -> `D'Sparil's Keep (E3M8)`
  - `The Aquifier (E3M9)` -> `The Aquifer (E3M9)`
2025-03-29 17:32:33 +01:00
Justus Lind
dd5481930a Muse Dash: Update docs to recommend MelonLoader 0.7.0 rather than 0.6.1 (#4776)
* Tiny version update.

* Update wording because there is no longer a latest button
2025-03-29 01:35:35 +01:00
Scipio Wright
842328c661 TUNIC: Update swamp and atoll fuse logic with weaponry (#4760)
* Update swamp and atoll fuse logic with weaponry

* Add it to the swamp and cath rules too
2025-03-28 21:12:16 +01:00
PoryGone
8f75384e2e SA2B - v2.4 Logic Fixes (#4770)
* Logic tweaks

* Docs updates

* Delete extra file

* One more logic tweak

* Add missing logic change
2025-03-28 21:11:31 +01:00
Fabian Dill
193faa00ce Factorio: fix energylink type back to int (#4768) 2025-03-28 00:28:10 +01:00
Star Rauchenberger
5e5383b399 Lingo: Add painting display names (#4707)
* Lingo: Add painting display names

* Reordered some paintings

* Update generated.dat
2025-03-27 01:32:39 +01:00
threeandthreee
cb6b29dbe3 LADX: fix for unconnected entrances in other worlds #4771 2025-03-25 22:30:25 +01:00
Fabian Dill
82b0819051 Core: ensure requirements files end on newline (#4761) 2025-03-24 22:26:30 +01:00
Jérémie Bolduc
e12ab4afa4 Stardew Valley: Move test option presets to their own file (#4349) 2025-03-24 03:32:34 +01:00
Justus Lind
1416f631cc Core: Add a test that checks all registered patches matches the name of a registered world (#4633)
Co-authored-by: qwint <qwint.42@gmail.com>
2025-03-24 03:30:44 +01:00
Fabian Dill
dbaac47d1e Core: update various requirements (#4731) 2025-03-23 17:24:50 +01:00
Jonathan Tan
cf0ae5e31b The Wind Waker: Implement New Game (#4458)
Adds The Legend of Zelda: The Wind Waker as a supported game in Archipelago. The game uses [LagoLunatic's randomizer](https://github.com/LagoLunatic/wwrando) as its base (regarding logic, options, etc.) and builds from there.
2025-03-23 00:42:17 +01:00
BadMagic100
8891f07362 Core: Allow and require user-provided target name when splitting 1-way entrances for GER (#4746)
* [Core][GER] Allow and require user-provided target name when splitting 1-way entrances

* Move target naming onto a parameter of disconnect_entrance_for_randomization
2025-03-22 20:58:35 +01:00
NewSoupVi
d78974ec59 The Witness: Bump Required Client Version to 0.6.0 (#4763)
The beta client releases already report this.
2025-03-22 20:57:22 +01:00
NewSoupVi
32be26c4d7 The Witness: Make sure the 2025 April Fools feature does not go live with RC3 (#4758) 2025-03-22 20:52:18 +01:00
Jérémie Bolduc
9de49aa419 Stardew Valley: Move all the goal logic into its own file (#4383) 2025-03-22 20:29:16 +01:00
PoryGone
294a67a4b4 SA2B: v2.4 - Minigame Madness (#4663)
Changelog:

Features:
- New Goal
  - Minigame Madness
    - Win a certain number of each type of Minigame Trap, then defeat the Finalhazard to win!
	- How many of each Minigame are required can be set by an Option
	- When the required amount of a Minigame has been received, that Minigame can be replayed in the Chao World Lobby
- New optional Location Checks
  - Bigsanity
    - Go fishing with Big in each stage for a Location Check
  - Itemboxsanity
    - Either Extra Life Boxes or All Item Boxes
- New Items
  - New Traps
    - Literature Trap
	- Controller Drift Trap
	- Poison Trap
	- Bee Trap
  - New Minigame Traps
    - Breakout Trap
	- Fishing Trap
	- Trivia Trap
	- Pokemon Trivia Trap
	- Pokemon Count Trap
	- Number Sequence Trap
	- Light Up Path Trap
	- Pinball Trap
	- Math Quiz Trap
	- Snake Trap
	- Input Sequence Trap
- Trap Link
  - When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Boss Gate Plando
- Expert Logic Difficulty
	- Use at your own risk. This difficulty requires complete mastery of SA2.
- Missions can now be enabled and disabled per-character, instead of just per-style
- Minigame Difficulty can now be set to "Chaos", which selects a new difficulty randomly per-trap received

Quality of Life:
- Gate Stages and Mission Orders are now displayed in the spoiler log
- Additional play stats are saved and displayed with the randomizer credits
- Stage Locations progress UI now displays in multiple pages when Itemboxsanity is enabled
- Current stage mission order and progress are now shown when paused in-level
- Chaos Emeralds are now shown when paused in-level
- Location Name Groups were created
- Moved SA2B to the new Options system
- Option Presets were created
- Error Messages are more obvious

Bug Fixes:
- Added missing `Dry Lagoon - 12 Animals` location
- Flying Dog boss should no longer crash when you have done at least 3 Intermediate Kart Races
- Invincibility can no longer be received in the King Boom Boo fight, preventing a crash
- Chaos Emeralds should no longer disproportionately end up in Cannon's Core or the final Level Gate
- Going into submenus from the pause menu should no longer reset traps
- `Sonic - Magic Gloves` are now plural
- Junk items will no longer cause a crash when in a falling state
- Chao Garden:
	- Prevent races from occasionally becoming uncompletable when using the "Prize Only" option
	- Properly allow Hero Chao to participate in Dark Races
	- Don't allow the Chao Garden to send locations when connected to an invalid server
	- Prevent the Chao Garden from resetting your life count
	- Fix Chao World Entrance Shuffle causing inaccessible Neutral Garden
	- Fix pressing the 'B' button to take you to the proper location in Chao World Entrance Shuffle
	- Prevent Chao Karate progress icon overflow
	- Prevent changing Chao Timescale while paused or while a Minigame is active
- Logic Fixes:
	- `Mission Street - Chao Key 1` (Hard Logic) now requires no upgrades
	- `Mission Street - Chao Key 2` (Hard Logic) now requires no upgrades
	- `Crazy Gadget - Hidden 1` (Standard Logic) now requires `Sonic - Bounce Bracelet` instead of `Sonic - Light Shoes`
	- `Lost Colony - Hidden 1` (Standard Logic) now requires `Eggman - Jet Engine`
	- `Mad Space - Gold Beetle` (Standard Logic) now only requires `Rouge - Iron Boots`
	- `Cosmic Wall - Gold Beetle` (Standard and Hard Logic) now only requires `Eggman - Jet Engine`
2025-03-22 13:00:07 +01:00
panicbit
0e99888926 LADX: Stop spamming location checks over network (#4757) 2025-03-21 17:10:17 +01:00
qwint
74cbf10930 Civ6: Use AutoPatchRegister to make patch downloadable on webhost #4752 2025-03-20 19:28:16 +01:00
BadMagic100
08d2909b0e Hollow Knight: Include Lumafly links to install mods in docs (#4745) 2025-03-20 11:49:55 -04:00
CaitSith2
0949b11436 ALttP: Don't crash generation if sprite paths don't exist (#4725) 2025-03-20 14:48:30 +01:00
Aaron Wagener
9cdffe7f63 The Messenger: Add display names to the plando options (#4748) 2025-03-19 15:52:14 -04:00
Bryce Wilson
8b2a883669 Pokemon Emerald: Update changelog (#4747) 2025-03-19 02:17:01 +01:00
NewSoupVi
b7fc96100c Revert "Core: update websockets (#4732)" (#4753)
This reverts commit 42eaeb92f0.
2025-03-19 01:39:18 +01:00
Aaron Wagener
63cbc00a40 The Messenger: Fix corrupted future rule (#4749) 2025-03-18 19:01:31 -04:00
CodeGorilla
57b94dba6f Options: Add a column for player ID to --csv_output (#4715) 2025-03-17 21:43:00 +01:00
ironminer888
0dd188e108 LADX: Add more specific "item icon guessing" support for some games (#4706)
* DKC3, PKMN R/B/Em, M&L specific item matches

* MLSS Bean types are now discrete

* Add Doom 1/2 items

* Add Doom 1/2 items, actually

* Add Inscryption items

* Add more SA2B items, Minecraft

* Add VVVVVV

* Add misc items, comma fixes

* Hat in Time items

* Misc changes

* Expand TODO

* Add more OoT items, Pokemon consumables

* KH2

* KH1, adjust KH2 items

* Formatting fixes

* more item changes, fix kh1 name

* Fix KH1 name

* Add Full Heal to MEDICINE graphics

* Final comma fixes before PR

* Add Full Restore as Medicine

* Move some names to generic, drink fixes, double-quotes consistency fix

* moved ROCK SMASH match to PHRASES dict

* Removed some redundant name checks, remove Old Amber check from Emerald

* Added "PASS" generic check as "LETTER" sprite

* Removed TODO

* Corrected KH1 name for real this time

* Icon assignment now uppers freogin item string during comparison

* Doom skull keys are now NIGHTMARE_KEY, added QUILL as generic for FEATHER

* KH2 armor is Blunic, accessories are Ribbons

* KH1 accessories/armor are Blunic

* "ROCK SMASH" is now "BOMB"

* Removed extra space
2025-03-17 11:50:57 -04:00
PoryGone
bf8c840293 Celeste 64: v1.3 Content Update (#4581)
### Features:

- New optional Location Checks
	- Checkpointsanity
- Hair Color
	- Allows for setting of Maddy's hair color in each of No Dash, One Dash, Two Dash, and Feather states
- Other Player Ghosts
	- A game config option allows you to see ghosts of other Celeste 64 players in the multiworld

### Quality of Life:

- Checkpoint Warping
	- Received Checkpoint items allow for warping to their respective checkpoint
		- These items are on their respective checkpoint location if Checkpointsanity is disabled
	- Logic accounts for being able to warp to otherwise inaccessible areas
	- Checkpoints are a possible option for a starting item on Standard Logic + Move Shuffle + Checkpointsanity
- New Options toggle to enable/disable background input

### Bug Fixes:

- Traffic Blocks now correctly appear disabled within Cassettes
2025-03-17 02:46:34 +01:00
black-sliver
c0244f3018 Tests: unroll 2 player gen, add parametrization helper, add docs (#4648)
* Tests: unroll test_multiworlds.TestTwoPlayerMulti

Also adds a helper function that other tests can use to unroll tests.

* Docs: add more details to docs/tests.md

* Explain parametrization, subtests and link to the new helper
* Mention some performance details and work-arounds
* Mention multithreading / pytest-xdist

* Tests: make param.classvar_matrix accept sets

* CI: add test/param.py to type checking

* Tests: add missing typing to test/param.py

* Tests: fix typo in test/param.py doc comment

Co-authored-by: qwint <qwint.42@gmail.com>

* update docs

* Docs: reword note on performance

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-03-17 00:16:02 +01:00
black-sliver
8af8502202 CI: pin some actions (#4744) 2025-03-17 00:02:00 +01:00
Fabian Dill
42eaeb92f0 Core: update websockets (#4732) 2025-03-16 22:13:12 +01:00
Alchav
7f35eb8867 Pokémon R/B: Allow generating with all items linked (#4330)
* Pokémon R/B: Allow generating with all items linked

* check priority/excluded locations for pc_item

* Update regions.py

* Un-remove regions.py code
2025-03-16 12:33:24 -04:00
BadMagic100
785569c40c Core: Generic ER fails in stage 1 when the last available target is an indirect conditioned dead end (#4679)
* Add test that stage1 ER will not fail due to speculative sweeping an indirect conditioned dead end

* Skip speculative sweep if it's the last entrance placement

* Better implementation of needs_speculative_sweep

* pep8
2025-03-15 18:56:07 +01:00
Scipio Wright
a9eb70a881 OoT: Remove Outdated Spanish Setup Guide (#4736)
* Remove spanish setup guide from webworld

* Update __init__.py

* Update __init__.py
2025-03-15 07:16:06 -04:00
Scipio Wright
5d3d0c8625 WebHost: Update text for options you can't modify (#4614) 2025-03-15 07:10:07 -04:00
Scipio Wright
7e32feeea3 Webhost: Update random option wording on webhost (#4555)
* Update random option wording on webhost

* Update WebHostLib/templates/playerOptions/macros.html

Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
2025-03-15 07:09:04 -04:00
neocerber
0d1935e757 SC2: Add a description of mission order and the impact of collect on a SC2 world (#4398)
* Added mission order to randomized stuff, added a mention to the default option collect on goal, added an issue about mission order progress vs AP collect

* Remove false menion of collect being note modifyable after the mworld was gen

* Simplification of some sentences

* American spelling, header newline, and other

* Revert gray to grey, corrected some colors

* Forgot a gray -> grey

* Replace how the faction color option is described to side-step difference within yaml and client. Both fr/en.
2025-03-14 11:35:58 -04:00
Benny D
9b3ee018e9 Core/Various Worlds: Fix crash/freeze with unicode characters (#4671)
replace colorama.init with just_fix_windows_console
2025-03-14 08:24:37 +01:00
NewSoupVi
1de411ec89 The Witness: Change Regions, Areas and Connections from Dict[str, Any] to dataclasses&NamedTuples (#4415)
* Change Regions, Areas and Connections to dataclasses/NamedTuples

* Move to new file

* we do a little renaming

* Purge the 'lambda' naming in favor of 'rule' or 'WitnessRule'

* missed one

* unnecessary change

* omega oops

* NOOOOOOOO

* Merge error

* mypy thing
2025-03-13 23:59:09 +01:00
LiquidCat64
3192799bbf CVCotM: Clarify the Wii U VC version is unsupported (#4734)
* Comment out VC ROM hash usages and clarify that it's unsupported.

* Update worlds/cvcotm/docs/en_Castlevania - Circle of the Moon.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/cvcotm/docs/setup_en.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-03-13 00:21:09 +01:00
Aaron Wagener
2c8dded52f The Messenger: Fix some transition plando issues (#4720)
* don't allow one-way and two-way entrances to be connected to each other

* add special handling for the tower hq nodes since they share the same parent region
2025-03-10 22:13:49 -04:00
justinspatz
06111ac6cf OOT: Have beehives that only appear as a child not be in logic if only adult can break beehives (#4646)
* Change the logic for the 3 Zora's Domain Beehives to support new rule

Implement new logic changes to these 3 locations

* Update LogicHelpers.json with new rule for beehives that only appear for child link

Added below the "can_break_upper_beehive" a new helper called "can_break_upper_beehive_child" which removes the requirement for hookshot to avoid a logic error in the Zora Domain Beehives where it checks whether child or adult can break beehives, even though these beehives do not appear as an adult.

* Update LogicHelpers.json moving the call for is_child

As is_child is already called for can_use (Boomerang), it's a bit redundant to include the check for using the Boomerang, so it's being moved to be with the Bombchu check to ensure that it's not expected if the Bombchu Logic Rule is turned on that Adult can use bombchus to break the beehives. This effectively does the same thing, but should be better on performance.
2025-03-10 17:39:45 +01:00
agilbert1412
d83294efa7 Stardew valley: Fix Aurora Vineyard Tablet logic (#4512)
* - Add requirement on Aurora Vineyard tablet to start the quest

* - Add rule for using the aurora vineyard staircase

* - Added a test for the tablet

* - Add a few missing items to the test

* - Introduce a new item to split the quest from the door and avoir ER issues

* - Optimize imports

* - Forgot to generate the item

* fix Aurora mess

# Conflicts:
#	worlds/stardew_valley/rules.py
#	worlds/stardew_valley/test/mods/TestMods.py

* fix a couple errors in the cherry picked commit, added a method to improve readability and reduce chance of human error on story quest conditions

* - remove blank line

* - Code review comments

* - fixed weird assert name

* - fixed accidentally surviving line

* - Fixed imports

---------

Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
2025-03-10 11:39:35 -04:00
Dinopony
be550ff6fb Landstalker: Several small fixes (#4675)
* Landstalker: Fixed duplicate entrance names when using the "No teleport tree requirements" option

* Landstalker: Fixed more cases of duplicate entrance names when using "Shuffle Trees" with open trees

* Landstalker: Fixed endgame locations being present in "Reach Kazalt" goal

* Landstalker: Fixed Lithograph hint pointing at the wrong player

* Landstalker: Updated docs to remove the link to Steam since game got delisted

* Landstalker: Fixed high value hint_count rarely failing at generation

* Landstalker: Fixed dynamic shop prices being potentially invalid in case of a progression balancing (changes by ExemptMedic)
2025-03-10 11:35:58 -04:00
Patrick Lübcke
dd55409209 Pokémon R/B: Fix Rock Tunnel B1F randomization (#4670)
* Bottom to central path sealed off

* Bottom-to-left-path to right path sealed off

* Central opening (r4444): Left unsealed, paths seperated

* Top right half rocks fixed

* Middle to top opening sealed

* Right hallway seal correctly positioned

* Top right ladder: Fixed overlapping walls
2025-03-10 11:35:40 -04:00
Mysteryem
e267714d44 AHiT: Rework Subcon Forest Boss Arena, Boss Firewall and YCHE logic (#4494)
A new `Subcon Forest - Behind Boss Firewall` region is added for
`Subcon Village - Snatcher Statue Chest`. `Subcon Forest Area` connects
to this new region, requiring either the first
`Progressive Painting Unlock`, or Expert logic +
`NoPaintingSkips: false`.

A new `Subcon Forest Boss Arena` region is added for
`Subcon Forest - Boss Arena Chest` because this is immediately
accessible from YCHE. There are connections to this region from
`Your Contract has Expired` (no requirements) and from
`Subcon Forest - Behind Boss Firewall` (requiring either Hard logic or
`Hookshot Badge` + `TOD Access`).

A reverse connection is also added to Expert logic, for
`Subcon Forest Boss Arena` -> `Subcon Forest - Behind Boss Firewall`.
This could be extended to include Hard logic if there is a reasonable
Cherry Bridge setup.

A reverse connection is also added to Expert logic, for
`Subcon Forest - Behind Boss Firewall` -> `Subcon Forest Area`, so long
as `NoPaintingSkips: false` because it is impossible to burn the
paintings to remove the firewall, from behind the firewall.

A new `Your Contract has Expired - Post Fight` region is added for the
Snatcher post fight cutscene to prevent the Snatcher Hover trick giving
access to YCHE, which would otherwise also give access to the new
`Subcon Forest Boss Arena` Region.

The paintings and boss arena gap logic for `Snatcher Statue Chest` and
`Boss Arena Chest` are now handled using the connections to/from these
new regions rather than being on the locations themselves.

The logic for `Act Completion (Toilet of Doom)` remains unchanged
because it has to be in the `Toilet of Doom` region.

In Expert logic, with `NoPaintingSkips: false`, YCHE is added as a rift
access region to Subcon Forest Time Rift entrances.

The `YCHE Access` event is no longer used and has been removed.

- Fixes painting skips logic for Subcon Village - Snatcher Statue Chest
- Fixes Subcon Forest - Boss Arena Chest being inaccessible from YCHE
- Adds Expert logic to reach `Snatcher Statue Chest` from YCHE
- Adds Expert logic to skip the boss firewall in reverse from YCHE so
long as painting skips are not removed from logic
- Adds Expert logic to access Subcon Forest Time Rift entrances from
YCHE so long as painting skips are not removed from logic
2025-03-10 11:34:10 -04:00
Aaron Wagener
7c30c4a169 The Messenger: Transition Shuffle (#4402)
* The Messenger: transition rando

* remove unused import

* always link both directions for plando when using coupled transitions

* er_type was renamed to randomization_type

* use frozenset for things that shouldn't change

* review suggestions

* do portal and transition shuffle in `connect_entrances`

* remove some unnecessary connections that were causing entrance caching collisions

* add test for strictest possible ER settings

* use unittest.skip on the skipped test, so we don't waste time doing setUp and tearDown

* use the world helpers

* make the plando connection description more verbose

* always add searing crags portal if portal shuffle is disabled

* guarantee an arbitrary number of locations with first connection

* make the constraints more lenient for a bit more variety
2025-03-10 11:16:09 -04:00
Alchav
4882366ffc LTTP: Fix TR Big Key Door Entrance Logic (#4712) 2025-03-10 15:56:05 +01:00
Carter Hesterman
5f73c245fc New Game Implementation: Civilization VI (#3736)
* Init

* remove submodule

* Init

* Update docs

* Fix tests

* Update to use apcivvi

* Update Readme and codeowners

* Minor changes

* Remove .value from options (except starting hint)

* Minor updates

* remove unnecessary property

* Cleanup Rules and Region

* Fix output file generation

* Implement feedback

* Remove 'AP' tag and fix issue with format strings and using same quotes

* Update worlds/civ_6/__init__.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Minor docs changes

* minor updates

* Small rework of create items

* Minor updates

* Remove unused variable

* Move client to Launcher Components with rest of similar clients

* Revert "Move client to Launcher Components with rest of similar clients"

This reverts commit f9fd5df9fd.

* modify component

* Fix generation issues

* Fix tests

* Minor change

* Add improvement and test case

* Minor options changes

* .

* Preliminary Review

* Fix failing test due to slot data serialization

* Format json

* Remove exclude missable boosts

* Update options (update goody hut text, make research multiplier a range)

* Update docs punctuation and slot data init

* Move priority/excluded locations into options

* Implement docs PR feedback

* PR Feedback for options

* PR feedback misc

* Update location classification and fix client type

* Fix typings

* Update research cost multiplier

* Remove unnecessary location priority code

* Remove extrenous use of items()

* WIP PR Feedback

* WIP PR Feedback

* Add victory event

* Add option set for death link effect

* PR improvements

* Update post fill hint to support items with multiple classifications

* remove unnecessary len

* Move location exclusion logic

* Update test to use set instead of accidental dict

* Update docs around progressive eras and boost locations

* Update docs for options to be more readable

* Fix issue with filler items and prehints

* Update filler_data to be static

* Update links in docs

* Minor updates and PR feedback

* Update boosts data

* Update era required items

* Update existing techs

* Update existing techs

* move boost data class

* Update reward data

* Update prereq data

* Update new items and progressive districts

* Remove unused code

* Make filler item name func more efficient

* Update death link text

* Move Civ6 to the end of readme

* Fix bug with hidden locations and location.name

* Partial PR Feedback Implementation

* Format changes

* Minor review feedback

* Modify access rules to use list created in generate_early

* Modify boost rules to precalculate requirements

* Remove option checks from access rules

* Fix issue with pre initialized dicts

* Add inno setup for civ6 client

* Update inno_setup.iss

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-03-10 14:53:26 +01:00
NewSoupVi
21ffc0fc54 Band-aid Linux Build breaking with the release of PyGObject 3.52.1 (#4716)
* Band-aid Linux Build breaking with the release of PyGObject 3.52.1

* Update build.yml

* Release workflow as well
2025-03-10 14:43:52 +01:00
Scipio Wright
e95a41cf93 TUNIC: Add another alias for ladders #4714 2025-03-10 14:24:37 +01:00
Silvris
04771fa4f0 Core: fix pickling plando texts (#4711) 2025-03-09 20:00:00 +01:00
jamesbrq
2639796255 MLSS: Add new goal + Update basepatch to standalone equivalent (#4409)
* Item groups + small changes

* Add alternate goal

* New Locations and Logic Updates + Basepatch

* Update basepatch.bsdiff

* Update Basepatch

* Update basepatch.bsdiff

* Update bowsers castle logic with emblem hunt

* Update Archipelago Unittests.run.xml

* Update Archipelago Unittests.run.xml

* Fix for overlapping ROM addresses

* Update Rom.py

* Update __init__.py

* Update basepatch.bsdiff

* Update Rom.py

* Update client with new helper function

* Update basepatch.bsdiff

* Update worlds/mlss/__init__.py

Co-authored-by: qwint <qwint.42@gmail.com>

* Update worlds/mlss/__init__.py

Co-authored-by: qwint <qwint.42@gmail.com>

* Review Refactor

* Review Refactor

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-03-09 11:37:15 -04:00
Jérémie Bolduc
4ebabc1208 Stardew Valley: Move filler pool generation out of the world class (#4372)
* merge group options so specific handling is not needed when generating filler pool

* fix

* remove unneeded imports

* self review

* remove unneeded imports

* looks like typing was missing woopsi
2025-03-08 12:13:33 -05:00
josephwhite
ce34b60712 Super Mario 64: ItemData class and tables (#4321)
* sm64ex: use item data class

* rearrange imports

* Dict to dict

* remove optional typing

* bonus item descriptions since we can also add stuff for webworld easily

* remove item descriptions (rip) and decrease verbosity for classifications

* formatting
2025-03-08 12:07:50 -05:00
Trevor L
54094c6331 Blasphemous: Restrict right half of map start locations to hard difficulty only (#4002)
* Start locations, location name

* Fix tests
2025-03-08 11:59:35 -05:00
Bryce Wilson
3986f6f11a Pokemon Emerald: Randomize rock smash encounters (#3912)
* Pokemon Emerald: WIP add rock smash encounter randomization

* Pokemon Emerald: Refactor encounter data on maps

* Pokemon Emerald: Remove unused import

* Pokemon Emerald: Swap StrEnum for regular Enum and use .value
2025-03-08 11:57:16 -05:00
sgrunt
5662da6f7d Timespinner: Support new flags and settings from the randomizer (#4559)
* Timespinner: Add "no hell spiders" enemy rando option that is present in upstream settings

* Timespinner: Prism Break support tweaks (including tracker support)

* Timespinner: Add support for upstream Lock Key Amadeus flag

* Timespinner: Add support for upstream Risky Warps flag

* Timespinner: Add support for upstream Pyramid Start flag

* Timespinner: fix error in lab connectivity logic

* Timespinner: use has_all to simplify one check

Per PR suggestion.

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Timespinner: fix apparent logic error inherited from in-rando logic

* Timespinner: adjust "Origins" location logic slightly further to account for a Risky Warps case

* Timespinner: remove the backward compat options for the recent flag additions

* Timespinner: add newly added Gate Keep option from rando

* Timespinner: adjust the laser access colours in the tracker

* Timespinner: fix an item description in the tracker

* Timespinner: based on testing feedback, put Laser Access items in their own category

* Timespinner: add support for new upstream flag Royal Roadblock

* Timespinner: also ensure the new flag gets put in slot data

* Timespinner: fix bug in universal tracker support indicating castle basement is accessible at the lower Rising Tides flooding level

* Timespinner: exclude Talaria Attachment and Timespinner Wheel from pyramid start starter progression items

* Timespinner: fix region logic for the left pyramid warp

* Timespinner: fix main Gyre access logic when Risky Warps warps you behind the lasers

* Timespinner: apply suggested spacing fix

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: sgrunt <sgrunt1987@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-03-08 11:54:23 -05:00
Scipio Wright
33a75fb2cb TUNIC: Breakable Shuffle (#4489)
* Starting out

* Rules for breakable regions

* make the rest of it work, it's pr ready, boom

* Make it work in not pot shuffle

* Fix after merge

* Fix item id overlap

* Move breakable, grass, and local fill options in yaml

* Fix groups getting overwritten

* Rename, add new breakables

* Rename more stuff

* Time to rename them again

* Make it actually default for breakable shuffle

* Burn the signs down

* Fix west courtyard pot regions

* Fix fortress courtyard and beneath the fortress loc groups again

* More missing loc group conversions

* Replace instances of world.player with player, same for multiworld

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove unused import
2025-03-08 11:25:47 -05:00
Jérémie Bolduc
ee9bcb84b7 Stardew Valley: Move progressive tool options handling in features (#4374)
* create tool progression feature and unwrap option

* replace option usage with calling feature

* add comment explaining why some logic is a weird place

* replace item creation logic with feature

* self review and add unit tests

* rename test cuz I named them too long

* add a test for the trash can useful stuff cuz I thought there was a bug but turns out it works

* self review again

* remove price_multiplier, turns out it's unused during generation

* damn it 3.11 why are you like this

* use blacksmith region when checking vanilla tools

* fix rule

* move can mine using in tool logic

* remove changes to performance test

* properly set the option I guess

* properly set options 2

* that's what happen when you code too late
2025-03-08 11:19:29 -05:00
Kaito Sinclaire
b5269e9aa4 id Tech Games: Customizable ammo capacity (#3565)
* Doom, Doom 2, Heretic: customizable ammo capacity

* Do not progression balance capacity up items

* Prog fill still doesn't agree, just go with our original idea

* Clean up the new options a bit

- Gave all options a consistent and easily readable naming scheme
  (`max_ammo_<type>` and `added_ammo_<type>`)
- Don't show the new options in the spoiler log,
  as they do not affect logic
- Fix the Doom games' Split Backpack option accidentally referring to
  Heretic's Bag of Holding

The logging change across all three games is incidental, as at some
point I did run into that condition by happenstance and it turns out
that it throws an exception due to bad formatting if it's reached

* Do the visibility change for Heretic as well

* Update required client version

* Remove spoiler log restriction on options

* Remove Visibility import now made redundant
2025-03-08 10:37:54 -05:00
Bryce Wilson
00a6ac3a52 BizHawkClient: Store seed name sent by the server for clients to check (#4702) 2025-03-08 16:14:25 +01:00
Bryce Wilson
ea8a14b003 Pokemon Emerald: Some dexsanity locations contribute evolution items (#3187)
* Pokemon Emerald: Change some dexsanity vanilla items to evo items

If a species evolves via item use (Fire Stone, Metal Coat, etc.), use that as it's vanilla item instead of a ball

* Pokemon Emerald: Remove accidentally added print

* Pokemon Emerald: Update changelog

* Pokemon Emerald: Adjust changelog

* Pokemon Emerald: Remove unnecessary else

* Pokemon Emerald: Fix changelog
2025-03-08 10:13:58 -05:00
CaitSith2
414ab86422 LttP: Fix dungeon counter options. (#4704) 2025-03-08 16:13:32 +01:00
Scipio Wright
d4e2698ae0 TUNIC: Add exception handling to deal with duplicate apworlds (#4634)
* Add exception handling to deal with duplicate apworlds

* Update worlds/tunic/__init__.py
2025-03-08 09:56:29 -05:00
JaredWeakStrike
3f8e3082c0 KH2: Client Optimizations and some QoL (#4547)
* adding qwints suggestions

* add stat increase protection and ingame yml stuff

* idk how I forgot these

* reword things

* Update worlds/kh2/Client.py

Co-authored-by: qwint <qwint.42@gmail.com>

* 3.12 compat

* too long of a line

* why didnt I do this before lol

* reading is hard

* missed one

* forgot the self

* fix crash if you get datapackage that isnt kh2

* update to main?

* update to use 0.10 as base and fix violet's base 0 on hex values

* reverting this because I'm bad at my job

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-03-08 08:58:59 -05:00
Justus Lind
0f738935ee Muse Dash: Update song list to Cosmic Radio. (#4554)
* MSR Anthology Vol.2 update

* Missing new line.

* Update to Cosmic Radio 2024
2025-03-08 08:58:26 -05:00
kbranch
9c57976252 LADX: Autotracker improvements (#4445)
* Expand and validate the RAM cache

* Part way through location improvement

* Fixed location tracking

* Preliminary entrance tracking support

* Actually send entrance messages

* Store found entrances on the server

* Bit of cleanup

* Added rupee count, items linked to checks

* Send Magpie a handshAck

* Got my own version wrong

* Remove the Beta name

* Only send slot_data if there's something in it

* Ask the server for entrance updates

* Small fix to stabilize Link's location when changing rooms

* Oops, server storage is shared between worlds

* Deal with null responses from the server

* Added UNUSED_KEY item
2025-03-08 13:32:45 +01:00
NewSoupVi
3e08acf381 The Witness: Move local_items code earlier #4696 2025-03-08 12:26:59 +01:00
Exempt-Medic
113259bc15 Update links (#4690)
* Update links

* Update two more
2025-03-07 20:17:45 -05:00
Natalie Weizenbaum
61afe76eae DS3: Remove the outdated French translation of the setup docs (#4700)
This was causing confusion and Discord support requests because the
instructions there are no longer compatible with the latest version of
Archipelago.

This also lists me as the primary author of the new setup guide.
2025-03-08 01:45:52 +01:00
NewSoupVi
08b3b3ecf5 The Witness: The Secret Feature (#4370)
* Secret Feature

* Fixes

* Fixes and unit tests

* renaming some variables

* Fix the thing

* unit test for elevator egg

* Docstring

* reword

* Fix duplicate locations I think?

* Remove debug thing

* Add the tests back lol

* Make it so that you can exclude an egg to disable it

* Improve hint text for easter eggs

* Update worlds/witness/options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/witness/player_logic.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/witness/options.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/witness/player_logic.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/witness/rules.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update test_easter_egg_shuffle.py

* This was actually not necessary, since this is the Egg requirements, nothing to do with location names

* Move one of them

* Improve logic

* Lol

* Moar

* Adjust unit tests

* option docstring adjustment

* Recommend door shuffle

* Don't overlap IDs

* Option description idk

* Change the way the difficulties work to reward playing higher modes

* Fix merge

* add some stuff to generate_data_file (this file is not imported during gen, don't review it :D)

* oop

* space

* This can be earlier than I thought, apparently.

* buffer

* Comment

* Make sure the option is VERY visible

* Some mypy stuff

* apparently ruff wants this

* .

* durinig

* Update options.py

* Explain the additional effects of each difficulty

* Fix logic of flood room secret

* Add Southern Peninsula Area

* oop

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-03-08 01:44:06 +01:00
Silent
bc61221ec6 TUNIC: Expanded hexagon quest options (#4076)
* More hex quest updates

- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data

* Change option comparison

* Change option checking and fix some stuff

- also keep prayer first on low hex counts

* Update option defaulting

* Update option checking

* Fix option assignment again

* Show player name in option warning

* Add new option to universal tracker stuff

* Update __init__.py

* Make helper method for getting total hexagons in itempool

* Update options.py

* Update option value passthrough

* Change ability shuffle to default on

* Check for hexagons option when writing spoiler
2025-03-08 01:43:02 +01:00
threeandthreee
2f0b81e12c LADX: tarins gift improvement (#3970)
* add groups and a preset

* formatting

* pull zig's tarin's gift improvements

* typing

* alias groups for progressive items

* change tarins gift option a bit

* add bush breakers item group

* fix typo

* bush_breaker option, respect non_local_items

* review suggestions

* cleaner
thx exempt

* Update worlds/ladx/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* fix gen failures for dungeon shuffle

* exclude shovel based on entrance mapping

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-03-08 01:24:58 +01:00
threeandthreee
bb9a6bcd2e LADX: more marin joke text (#3966)
* marin text

* Adds lots of Marin Flavour Text (#32)

* Updates of Splash text 24-09-18

* Re-Adds '

* use pkgutil

* Adds all community suggestions up until 20/09/2024 (#33)

* Adds all community suggestions up until 20/09/2024

* cutting deathlink jokes

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* drop piracy-adjacent jokes

* marin text was too long

* more submissions

* no longer looking for new maintainer

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
2025-03-08 01:19:51 +01:00
Jérémie Bolduc
c8b7ef1016 Stardew Valley: Fix a logic bug where the Tea Sapling would be considered available without having the recipe (#4703) 2025-03-08 00:14:10 +01:00
Silent
e00467c2a2 TUNIC: Update logic for chest in fortress dark area (#4691)
* Update logic for beneath the vault chest

* use helper method instead

so that it checks the lanternless option
2025-03-06 00:18:27 +01:00
Silent
0eb6150e95 TUNIC: Fix rule for some grass in West Garden (#4682) 2025-03-06 00:17:27 +01:00
Fabian Dill
91d977479d Tests: test that collect and remove have expected behaviour. (#2062)
---------

Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-03-05 23:48:03 +01:00
BadMagic100
cd761db170 Core: Do GER speculative sweep membership checks against a set #4698 2025-02-27 19:21:48 +01:00
Aaron Wagener
026011323e The Messenger: Fix 0 Required Power Seals (#4692) 2025-02-27 11:42:41 -05:00
Silvris
adc5f3a07d MM2: Fix Shuffled Weaknesses Seed Bleed (#4689) 2025-02-27 11:13:37 -05:00
BadMagic100
69940374e1 Core: Only consider requested exits during ER placement and speculative sweep #4684 2025-02-27 17:12:35 +01:00
Scipio Wright
6dc461609b Noita: Fix bug with Traps disabled in 1-player games #4651 2025-02-23 17:27:05 +01:00
threeandthreee
58d460678e LADX: drop rupee farm condition (#4189)
* drop rupee farm condition

* cleanup

* rupee farm backup for all spending checks

* not power bracelet

* oops
2025-02-23 17:11:24 +01:00
Scipio Wright
0f7fd48cdd TUNIC: Add some more rules for Monastery connections (#4564)
* Move a couple locations to monastery

* Connect Quarry Back to Monastery

* Quarry Back -> Monastery with laurels, Monastery -> Monastery Back with wand/sword

* Add Monastery Back region

* Move a couple non-ER locations to monastery back

* Monastery front -> back with sword, wand, or laurels zip

* also laurels zip for non-ER
2025-02-23 17:02:30 +01:00
Natalie Weizenbaum
18de035b4d DS3: Update setup documentation (#4437) 2025-02-22 08:33:58 -05:00
Fabian Dill
11fa43f0a4 Factorio: prevent players from getting stuck from Teleport Traps (#4537) 2025-02-20 00:17:19 +01:00
black-sliver
91a8fc91d6 CI: fix native tests toolchain on windows (#4668)
* CI: ctest: fix trigger on CMakeLists change

* CI: ctest: update cmake version

this removes a warning
and matches gtest

* CI: ctest: remove explicit build mode for MSVC

gtest switched to dynamic libc (/MD), which is default, so this just works now
2025-02-19 13:50:25 +01:00
Fabian Dill
15bde56551 Factorio: prevent invalid starting items count (#4658) 2025-02-17 18:58:38 +01:00
NewSoupVi
d744e086ef MultiServer: Fix hinting an item that someone else already hinted in their slot not resolving correctly (#4655)
* Fix get_hint not checking for finding_player

* Fix using the wrong variable for slot lookup
2025-02-17 15:16:18 +01:00
Scipio Wright
378fa5d5c4 Fix gun missing from combat_items, add new for combat logic cache, very slight refactor of check_combat_reqs to let it do the changeover in a less complicated fashion, fix area being a boss area rather than non-boss area for a check (#4657) 2025-02-17 01:30:40 +01:00
black-sliver
8349774c5c customserver: ignore static datapackage optimization for old games (#4650) 2025-02-16 23:51:36 +01:00
qwint
34795b598a GER: Use Itempool Count for Minimal handling (#4649)
* uses itempool count vs unfilled location count instead of counting prog_items values which could have custom counters

* move unfilled location check to before can_reach

* add tests for successful minimal GER call with extra collect override prog_items in the pool to regression test issue fixed in this PR
2025-02-16 20:21:09 +01:00
JoshuaEagles
efd5004330 Docs: Update SA2B Linux and Steam Deck Setup Guide + Add Celeste 64 Linux Setup Guide (#4593)
* Update Linux and Steam Deck setup guide for sa2b

* Add Linux and Steam Deck setup guide for Celeste 64
2025-02-12 17:47:43 +01:00
Matthew Wells
c799531105 Docs: Add missing plural in faq (#4622) 2025-02-12 17:47:17 +01:00
threeandthreee
5c1ded1fe9 LADX: bomb as logical bush breaker #4636 2025-02-12 17:46:43 +01:00
qwint
b2162bb8e6 Docs: clean up create_item/event example (#4596)
* eyes

* remove line wraps where unnecessary
2025-02-12 17:46:07 +01:00
agilbert1412
f1769a8d00 Stardew Valley: Fixed Powdermelon and option inconsistencies (#4632)
* - Fixed powdermelon season

* - Improve cohesion in presets

* - Update several tooltips to be more consistent and accurate
2025-02-12 17:45:03 +01:00
qwint
f520c1d9f2 Launcher: Allow for --nogui client launches (#4549) 2025-02-10 19:34:27 +01:00
PinkSwitch
910369a7f8 Bizhawk Client: Display Err (#4532)
Co-authored-by: Bryce Wilson
2025-02-10 19:27:10 +01:00
qwint
dbf6b6f935 CC: don't try to reconnect on invalid version (#4606) 2025-02-10 19:23:58 +01:00
qwint
e9c463c897 CC: Force Text Client to always connect with empty game (#4607) 2025-02-10 19:23:09 +01:00
qwint
f4e43ca9e0 LttP: mock world.random in adjuster (#4623) 2025-02-10 19:22:06 +01:00
Fabian Dill
a298be9c41 Core: change HINT_FOUND to 40 and HINT_UNSPECIFIED to 0 (#4620) 2025-02-10 19:19:00 +01:00
Fabian Dill
18bcaa85a2 Test: ensure get_all_state() does not error in between steps (#4612) 2025-02-10 19:18:14 +01:00
Scipio Wright
359f45d50f TUNIC: Combat logic fix (#4589)
* Potential fix for attack issue

* also put the lazy version of the swamp fix in for good measure

* fix extra line

* now it is good

* Add the test, roll the other PR into this one

* Make the test exception more useful

* Remove debug print

* Combat logic fixed?

* Move a few areas to before well instead of east forest

* Put in qwint's suggestions in test

* Implement qwint's suggestions in combat_logic.py

* Implement qwint's suggestions for combat_logic.py

* Fix typo

* Remove experimental from combat logic description

* Remove copy_mixin again

* Add comment about copy_mixin

* Use a more proper random

* Some optimizations from Vi's comments
2025-02-09 19:12:17 +01:00
qwint
f5c574c37a Settings: add format handling to yaml exception marks for readability (#4531) 2025-02-09 12:11:27 +01:00
NewSoupVi
f75a1ae117 KH2: Fix lambda capture issue with weapon slot logic (#4604)
* KH2: Fix lambda capture issue with weapon slot logic

* Update Rules.py

* Improved by JaredWeakStrike (#4605)

* Apparently this wasn't meant to be indented

---------

Co-authored-by: JaredWeakStrike <96694163+JaredWeakStrike@users.noreply.github.com>
2025-02-08 00:06:04 +01:00
Kory Dondzila
768ccffe72 Shivers: Update shivers links and guides (#4592) 2025-02-07 21:06:06 +01:00
Martmists
f6668997e6 [AHIT] Fix small options issue (#4615) 2025-02-07 21:02:37 +01:00
shananas
db11c620a7 KH2 Doc Update #4609
Mod Manager Version Number
2025-02-04 17:09:02 +01:00
Jouramie
da48af60dc Stardew Valley: add assert_can_reach_region_* for better tests (#4556)
* add assert_reach_region_*; refactor existing assert_reach_location_* to allow string

* rename asserts
2025-02-04 08:27:23 +01:00
massimilianodelliubaldini
19faaa4104 Core: Fix #4595 by using first type's docstring in a union type (#4600)
* Fix #4595: use first type's docstring in a union type.

* Reuse existing import.
2025-02-04 01:49:07 +01:00
Scipio Wright
628252896e TUNIC: Call Combat Logic experimental (#4594)
* Update options.py

* Update options.py
2025-02-03 15:53:56 +01:00
Mysteryem
f28aff6f9a Core: Replace generator creation/iteration in CollectionState methods (#4587)
* Core: Replace generator creation/iteration in CollectionState methods

Using generators in these functions incurs overhead to create the new
generator instance, call the `any`/`all`/`sum` function and have the
`any`/`all`/`sum` function iterate the generator, which in turn iterates
the iterable.

Replacing the use of generators with for loops is faster.

Getting `self.prog_items[player]` once in advance also improves
performance of iterating longer iterables.

* Add comment on the choice of for loops instead of any()/all()/sum()
2025-02-02 15:25:34 +01:00
Fabian Dill
894732be47 kvui: set home folder to non-default (#4590)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-02-02 02:53:16 +01:00
Jouramie
051518e72a Stardew Valley: Fix unresolved reference warning and unused imports (#4360)
* fix unresolved reference warning and unused imports

* revert stuff

* just a commit to rerun the tests cuz messenger fail
2025-02-01 22:07:08 +01:00
Spineraks
b7b78dead3 LADX: Fix generation error on minimal accessibility (#4281)
* [LADX] Fix minimal accessibility

* allow_partial for minimal accessibility

* create the correct partial_all_state

* skip our prefills rather than removing after

* dont rebuild our prefill list

---------

Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>
2025-02-01 22:03:49 +01:00
Jarno
d1167027f4 Core: Make csv options output ignore hidden options (#4539)
* Core: Make csv options output ignore hidden options

* Update Options.py

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-02-01 02:26:59 +01:00
qwint
445c9b22d6 Settings: Handle empty Groups (#4576)
* export empty groups as an empty dict instead of crashing

* Update settings.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* check instance values from self as well

* Apply suggestions from code review

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-02-01 02:11:04 +01:00
black-sliver
67e8877143 Docs: fix lower limit of valid IDs in network protocol.md (#4579) 2025-01-31 08:38:17 +01:00
agilbert1412
1fe8024b43 Stardew valley: Add Mod Recipes tests (#4580)
* `- Add Craftsanity Mod tests

* - Add the same test for cooking

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2025-01-30 09:19:06 +01:00
agilbert1412
8e14e463e4 Stardew Valley: Radioactive slot machine should be a ginger island check (#4578) 2025-01-30 09:05:51 +01:00
Jouramie
b8666b2562 Stardew Valley: Remove weird magic trap test? (#4570) 2025-01-29 13:56:50 -05:00
Felix R
57afdfda6f meritous: move completion_condition to set_rules (#4567) 2025-01-29 02:03:37 +01:00
black-sliver
738c21c625 Tests: massively improve the memory leak test performance (#4568)
* Tests: massively improve the memory leak test performance

With the growing number of worlds, GC becomes the bottleneck and slows down the test.

* Tests: fix typing in general/test_memory
2025-01-29 01:52:01 +01:00
black-sliver
41898ed640 MultiServer: implement NoText and deprecate uncompressed Websocket connections (#4540)
* MultiServer: add NoText tag and handling

* MultiServer: deprecate and warn for uncompressed connections

* MultiServer: fix missing space in no compression warning
2025-01-29 01:42:46 +01:00
agilbert1412
1ebc9e2ec0 Stardew Valley: Tests: Restructure the tests that validate Mods + ER together, improved performance (#4557)
* - Unrolled and improved the structure of the test for Mods + ER, to improve total performance and performance on individual tests for threading purposes

* Use | instead of Union[]

Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>

* - Remove unused using

---------

Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
2025-01-28 23:19:20 +01:00
Silvris
9466d5274e MM2: fix plando and weakness special cases (#4561) 2025-01-28 21:45:28 +01:00
NewSoupVi
a53bcb4697 KH2: Use int(..., 0) in Client #4562 2025-01-27 23:13:10 +01:00
Exempt-Medic
8c5592e406 KH2: Fix determinism by using tuples instead of sets (#4548) 2025-01-27 11:06:10 -05:00
Bryce Wilson
41055cd963 Pokemon Emerald: Update changelog (#4551) 2025-01-27 17:01:18 +01:00
Scipio Wright
43874b1d28 Noita: Add clarification to check option descriptions (#4553) 2025-01-27 10:27:43 -05:00
Bryce Wilson
b570aa2ec6 Pokemon Emerald: Clean up free fly blacklist (#4552) 2025-01-27 10:25:31 -05:00
Bryce Wilson
c43233120a Pokemon Emerald: Clarify death link and start inventory descriptions (#4517) 2025-01-27 10:24:26 -05:00
Silvris
57a571cc11 KDL3: Fix world access on non-strict open world (#4543)
* Update rules.py

* lambda capture
2025-01-27 01:52:02 +01:00
Fabian Dill
8622cb6204 Factorio: Inventory Spill Traps (#4457) 2025-01-26 22:14:39 +01:00
qwint
90417e0022 CommonClient: Expand on make_gui docstring (#4449)
* adds docstring to make_gui describing what things you might want to change without dealing with kivy/kvui directly (there are better places to document those)

* Update CommonClient.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Update CommonClient.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-01-26 13:06:27 +01:00
josephwhite
96b941ed35 Super Mario 64: Add Star Costs to Spoiler (#4544) 2025-01-25 09:36:23 -05:00
Bryce Wilson
1832bac1a3 BizHawkClient: Update README for get_memory_size (#4511) 2025-01-25 09:35:42 -05:00
qwint
86641223c1 Shivers: Stop using get_all_state cache to fix timing issue #4522
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2025-01-25 00:35:54 +01:00
black-sliver
cc770418f2 MultiServer: optimize PrintJSON for !release (#4545)
* MultiServer: optimize PrintJSON for !release

* MultiServer: safer comparison

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2025-01-24 23:22:33 +01:00
Scipio Wright
513e361764 TUNIC: Fix UT create_item classification (#4514)
Co-authored-by: Silent <110704408+silent-destroyer@users.noreply.github.com>
2025-01-24 17:10:58 -05:00
Silent
ddf7fdccc7 TUNIC: Add Torch Item (#4538)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-01-24 16:57:23 -05:00
Silent
3df2dbe051 TUNIC: Add ability shuffle information to spoiler log (#4498) 2025-01-24 16:55:49 -05:00
Jasper den Brok
3d1d6908c8 Pokemon Emerald: Add Free Fly Blacklist (#4165)
Co-authored-by: Jasper den Brok <jasper.den.brok@gmail.com>
2025-01-24 16:30:21 -05:00
qwint
7474c27372 Core: Add launch function to call launch_subprocess only if multiprocessing is actually necessary (#4237)
* skips opening a subprocess if kivy (and thus the launcher gui) hasn't been loaded so stdin can function as expected on --nogui and similar

* this exists lol

* keep old function around and use new function for CC component

* fix name=None typing
2025-01-24 19:52:12 +01:00
Scipio Wright
bb0948154d TUNIC: Make the standard entrances get made with tuples instead of sets (#4546)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-24 12:42:31 -05:00
CookieCat
fa2816822b AHIT: Fix broken link in setup guide (#4524)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-23 16:45:11 -05:00
NewSoupVi
5a42c70675 Core: Fix worlds that rely on other worlds having their Entrances connected before connect_entrances, add unit test (#4530)
* unit test that get all state is called with partial entrances before connect_entrances

* fix the two worlds doing it

* lol

* unused import

* Update test/general/test_entrances.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update test_entrances.py

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-22 14:00:47 +01:00
JaredWeakStrike
949527f9cb KH2: Bug fixes and game update future proofing (#4075)
Co-authored-by: qwint <qwint.42@gmail.com>
2025-01-21 17:28:33 -05:00
Scipio Wright
1a1b7e9cf4 TUNIC: Reduce range end for local_fill option #4534 2025-01-21 18:39:08 +01:00
Fabian Dill
edacb17171 Factorio: remove debug print (#4533) 2025-01-21 16:12:53 +01:00
qwint
33fd9de281 Core: Add Retry to Priority Fill (#4477)
* adds a retry to priority fill in case the one item per player optimization would cause the priority fill to fail to find valid placements

* Update Fill.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-21 00:56:20 +01:00
qwint
a126dee068 HK: some stuff ruff and pycodestyle complained about (#4523) 2025-01-20 23:42:12 +01:00
qwint
e2b942139a HK: Save GrubHuntGoal by value (#4521) 2025-01-20 19:10:29 +01:00
Scipio Wright
823b17c386 TUNIC: Make grass go in the regular location name group too (#4504)
* Make grass go in the normal loc group too

* Make it not overwrite old groups
2025-01-20 17:44:39 +01:00
Chris J.
05d1b2129a Docs: Update ID Overlapping Docs (#4447) 2025-01-20 11:18:09 -05:00
NewSoupVi
436c0a4104 Core: Add connect_entrances world step/stage (#4420)
* Add connect_entrances

* update ER docs

* fix that test, but also ew

* Add a test that asserts the new finalization

* Rewrite test a bit

* rewrite some more

* blank line

* rewrite rewrite rewrite

* rewrite rewrite rewrite

* RE. WRITE.

* oops

* Bruh

* I guess, while we're at it

* giga oops

* It's been a long day

* Switch KH1 over to this design with permission of GICU

* Revert

* Oops

* Bc I like it

* Update locations.py
2025-01-20 16:07:15 +01:00
Scipio Wright
96f469c737 TUNIC: Fix hero relics not being prog if hex quest is on in combat logic #4509 2025-01-20 16:04:39 +01:00
Scipio Wright
4f77abac4f TUNIC: Fix failure in 1-player grass (#4520)
* Fix failure in 1-player grass

* Update worlds/tunic/__init__.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-20 15:53:30 +01:00
massimilianodelliubaldini
d5cd95c7fb Docs: Clarify usage of slot data for trackers in World API doc (#3986)
* Clarify usage of slot data for trackers in world API.

* Typo.

* Update docs/world api.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update docs/world api.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update docs/world api.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update docs/world api.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Keep to 120 char lines.

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-20 09:01:45 +01:00
Exempt-Medic
a2fbf856ff SMZ3: Change locality options earlier (#4424) 2025-01-19 23:07:01 -05:00
Exempt-Medic
4fa8c43266 FFMQ: Fix collect_item (#4433)
* Fix FFMQ collect_item
2025-01-19 23:06:09 -05:00
918 changed files with 134063 additions and 29987 deletions

1
.github/labeler.yml vendored
View File

@@ -21,7 +21,6 @@
- '!data/**'
- '!.run/**'
- '!.github/**'
- '!worlds_disabled/**'
- '!worlds/**'
- '!WebHost.py'
- '!WebHostLib/**'

View File

@@ -2,6 +2,7 @@
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/param.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",

View File

@@ -65,7 +65,7 @@ jobs:
continue-on-error: false
if: env.diff != '' && matrix.task == 'flake8'
run: |
flake8 --count --select=E9,F63,F7,F82 --show-source --statistics ${{ env.diff }}
flake8 --count --select=E9,F63,F7,F82 --ignore F824 --show-source --statistics ${{ env.diff }}
- name: "flake8: Lint modified files"
continue-on-error: true

View File

@@ -21,12 +21,17 @@ env:
ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
jobs:
# build-release-macos: # LF volunteer
build-win: # RCs will still be built and signed by hand
build-win: # RCs and releases may still be built and signed by hand
runs-on: windows-latest
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
@@ -65,6 +70,18 @@ jobs:
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
dist/${{ env.ZIP_NAME }}
setups/${{ env.SETUP_NAME }}
- name: Check build loads expected worlds
shell: bash
run: |
@@ -99,8 +116,8 @@ jobs:
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2004:
runs-on: ubuntu-20.04
build-ubuntu2204:
runs-on: ubuntu-22.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4
@@ -132,7 +149,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
@@ -142,6 +159,16 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - copy code above to release.yml -
- name: Attest Build
if: ${{ github.event_name == 'workflow_dispatch' }}
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/${{ env.APPIMAGE_NAME }}*
dist/${{ env.TAR_NAME }}
- name: Build Again
run: |
source venv/bin/activate

View File

@@ -11,7 +11,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**.CMakeLists'
- '**/CMakeLists.txt'
- '.github/workflows/ctest.yml'
pull_request:
paths:
@@ -21,7 +21,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**.CMakeLists'
- '**/CMakeLists.txt'
- '.github/workflows/ctest.yml'
jobs:
@@ -36,9 +36,9 @@ jobs:
steps:
- uses: actions/checkout@v4
- uses: ilammy/msvc-dev-cmd@v1
- uses: ilammy/msvc-dev-cmd@0b201ec74fa43914dc39ae48a89fd1d8cb592756
if: startsWith(matrix.os,'windows')
- uses: Bacondish2023/setup-googletest@v1
- uses: Bacondish2023/setup-googletest@49065d1f7a6d21f6134864dd65980fe5dbe06c73
with:
build-type: 'Release'
- name: Build tests

View File

@@ -6,6 +6,8 @@ on:
permissions:
contents: read
pull-requests: write
env:
GH_REPO: ${{ github.repository }}
jobs:
labeler:

View File

@@ -11,6 +11,11 @@ env:
ENEMIZER_VERSION: 7.1
APPIMAGETOOL_VERSION: 13
permissions: # permissions required for attestation
id-token: 'write'
attestations: 'write'
contents: 'write' # additionally required for release
jobs:
create-release:
runs-on: ubuntu-latest
@@ -26,11 +31,79 @@ jobs:
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer
build-release-ubuntu2004:
runs-on: ubuntu-20.04
build-release-win:
runs-on: windows-latest
if: ${{ true }} # change to false to skip if release is built by hand
needs: create-release
steps:
- name: Set env
shell: bash
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '~3.12.7'
check-latest: true
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
choco install innosetup --version=6.2.2 --allow-downgrade
- name: Build
run: |
python -m pip install --upgrade pip
python setup.py build_exe --yes
if ( $? -eq $false ) {
Write-Error "setup.py failed!"
exit 1
}
$NAME="$(ls build | Select-String -Pattern 'exe')".Split('.',2)[1]
$ZIP_NAME="Archipelago_$NAME.7z"
echo "$NAME -> $ZIP_NAME"
echo "ZIP_NAME=$ZIP_NAME" >> $Env:GITHUB_ENV
New-Item -Path dist -ItemType Directory -Force
cd build
Rename-Item "exe.$NAME" Archipelago
7z a -mx=9 -mhe=on -ms "../dist/$ZIP_NAME" Archipelago
Rename-Item Archipelago "exe.$NAME" # inno_setup.iss expects the original name
- name: Build Setup
run: |
& "${env:ProgramFiles(x86)}\Inno Setup 6\iscc.exe" inno_setup.iss /DNO_SIGNTOOL
if ( $? -eq $false ) {
Write-Error "Building setup failed!"
exit 1
}
$contents = Get-ChildItem -Path setups/*.exe -Force -Recurse
$SETUP_NAME=$contents[0].Name
echo "SETUP_NAME=$SETUP_NAME" >> $Env:GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher.exe
build/exe.*/ArchipelagoLauncherDebug.exe
build/exe.*/ArchipelagoGenerate.exe
build/exe.*/ArchipelagoServer.exe
setups/*
- name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
setups/*
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
build-release-ubuntu2204:
runs-on: ubuntu-22.04
needs: create-release
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
@@ -64,7 +137,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
@@ -74,6 +147,14 @@ jobs:
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - code above copied from build.yml -
- name: Attest Build
uses: actions/attest-build-provenance@v2
with:
subject-path: |
build/exe.*/ArchipelagoLauncher
build/exe.*/ArchipelagoGenerate
build/exe.*/ArchipelagoServer
dist/*
- name: Add to Release
uses: softprops/action-gh-release@975c1b265e11dd76618af1c374e7981f9a6ff44a
with:

9
.gitignore vendored
View File

@@ -4,11 +4,13 @@
*_Spoiler.txt
*.bmbp
*.apbp
*.apcivvi
*.apl2ac
*.apm3
*.apmc
*.apz5
*.aptloz
*.aptww
*.apemerald
*.pyc
*.pyd
@@ -54,7 +56,6 @@ success.txt
output/
Output Logs/
/factorio/
/Minecraft Forge Server/
/WebHostLib/static/generated
/freeze_requirements.txt
/Archipelago.zip
@@ -182,12 +183,6 @@ _speedups.c
_speedups.cpp
_speedups.html
# minecraft server stuff
jdk*/
minecraft*/
minecraft_versions.json
!worlds/minecraft/
# pyenv
.python-version

View File

@@ -1,3 +1,4 @@
import sys
from worlds.ahit.Client import launch
import Utils
import ModuleUpdate
@@ -5,4 +6,4 @@ ModuleUpdate.update()
if __name__ == "__main__":
Utils.init_logging("AHITClient", exception_logger="Client")
launch()
launch(*sys.argv[1:])

View File

@@ -11,6 +11,7 @@ from typing import List
import Utils
from settings import get_settings
from NetUtils import ClientStatus
from Utils import async_start
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
@@ -80,8 +81,8 @@ class AdventureContext(CommonContext):
self.local_item_locations = {}
self.dragon_speed_info = {}
options = Utils.get_settings()
self.display_msgs = options["adventure_options"]["display_msgs"]
options = get_settings().adventure_options
self.display_msgs = options.display_msgs
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
@@ -102,7 +103,7 @@ class AdventureContext(CommonContext):
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
self.locations_array = None
if Utils.get_settings()["adventure_options"].get("death_link", False):
if get_settings().adventure_options.as_dict().get("death_link", False):
self.set_deathlink = True
async_start(self.get_freeincarnates_used())
elif cmd == "RoomInfo":
@@ -415,8 +416,9 @@ async def atari_sync_task(ctx: AdventureContext):
async def run_game(romfile):
auto_start = Utils.get_settings()["adventure_options"].get("rom_start", True)
rom_args = Utils.get_settings()["adventure_options"].get("rom_args")
options = get_settings().adventure_options
auto_start = options.rom_start
rom_args = options.rom_args
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
@@ -511,7 +513,7 @@ if __name__ == '__main__':
import colorama
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main())
colorama.deinit()

View File

@@ -9,8 +9,9 @@ from argparse import Namespace
from collections import Counter, deque
from collections.abc import Collection, MutableSequence
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Literal, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
import dataclasses
from typing_extensions import NotRequired, TypedDict
@@ -54,12 +55,21 @@ class HasNameAndPlayer(Protocol):
player: int
@dataclasses.dataclass
class PlandoItemBlock:
player: int
from_pool: bool
force: bool | Literal["silent"]
worlds: set[int] = dataclasses.field(default_factory=set)
items: list[str] = dataclasses.field(default_factory=list)
locations: list[str] = dataclasses.field(default_factory=list)
resolved_locations: list[Location] = dataclasses.field(default_factory=list)
count: dict[str, int] = dataclasses.field(default_factory=dict)
class MultiWorld():
debug_types = False
player_name: Dict[int, str]
plando_texts: List[Dict[str, str]]
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
worlds: Dict[int, "AutoWorld.World"]
groups: Dict[int, Group]
regions: RegionManager
@@ -83,6 +93,8 @@ class MultiWorld():
start_location_hints: Dict[int, Options.StartLocationHints]
item_links: Dict[int, Options.ItemLinks]
plando_item_blocks: Dict[int, List[PlandoItemBlock]]
game: Dict[int, str]
random: random.Random
@@ -160,13 +172,12 @@ class MultiWorld():
self.local_early_items = {player: {} for player in self.player_ids}
self.indirect_connections = {}
self.start_inventory_from_pool: Dict[int, Options.StartInventoryPool] = {}
self.plando_item_blocks = {}
for player in range(1, players + 1):
def set_player_attr(attr: str, val) -> None:
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
set_player_attr('plando_item_blocks', [])
set_player_attr('game', "Archipelago")
set_player_attr('completion_condition', lambda state: True)
self.worlds = {}
@@ -223,7 +234,7 @@ class MultiWorld():
AutoWorld.AutoWorldRegister.world_types[self.game[player]].options_dataclass.type_hints}
for option_key in all_keys:
option = Utils.DeprecateDict(f"Getting options from multiworld is now deprecated. "
f"Please use `self.options.{option_key}` instead.")
f"Please use `self.options.{option_key}` instead.", True)
option.update(getattr(args, option_key, {}))
setattr(self, option_key, option)
@@ -427,7 +438,8 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False,
collect_pre_fill_items: bool = True, perform_sweep: bool = True) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
@@ -436,11 +448,13 @@ class MultiWorld():
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
ret.sweep_for_advancements()
if collect_pre_fill_items:
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
if perform_sweep:
ret.sweep_for_advancements()
if use_cache:
self._all_state = ret
@@ -545,7 +559,9 @@ class MultiWorld():
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state: Optional[CollectionState] = None) -> bool:
def can_beat_game(self,
starting_state: Optional[CollectionState] = None,
locations: Optional[Iterable[Location]] = None) -> bool:
if starting_state:
if self.has_beaten_game(starting_state):
return True
@@ -554,7 +570,9 @@ class MultiWorld():
state = CollectionState(self)
if self.has_beaten_game(state):
return True
prog_locations = {location for location in self.get_locations() if location.item
base_locations = self.get_locations() if locations is None else locations
prog_locations = {location for location in base_locations if location.item
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
@@ -616,7 +634,7 @@ class MultiWorld():
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int:
if type(location.item.code) is int and type(location.address) is int:
locations.add(location)
else:
events.add(location)
@@ -723,6 +741,7 @@ class CollectionState():
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
assert parent.worlds, "CollectionState created without worlds initialized in parent"
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -869,21 +888,40 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
return all(self.prog_items[player][item] for item in items)
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
return any(self.prog_items[player][item] for item in items)
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -911,11 +949,20 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
return sum(self.prog_items[player][item_name] for item_name in items)
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -971,6 +1018,17 @@ class CollectionState():
return changed
def add_item(self, item: str, player: int, count: int = 1) -> None:
"""
Adds the item to state.
:param item: The item to be added.
:param player: The player the item is for.
:param count: How many of the item to add.
"""
assert count > 0
self.prog_items[player][item] += count
def remove(self, item: Item):
changed = self.multiworld.worlds[item.player].remove(self, item)
if changed:
@@ -979,6 +1037,33 @@ class CollectionState():
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
def remove_item(self, item: str, player: int, count: int = 1) -> None:
"""
Removes the item from state.
:param item: The item to be removed.
:param player: The player the item is for.
:param count: How many of the item to remove.
"""
assert count > 0
self.prog_items[player][item] -= count
if self.prog_items[player][item] < 1:
del (self.prog_items[player][item])
def set_item(self, item: str, player: int, count: int) -> None:
"""
Sets the item in state equal to the provided count.
:param item: The item to modify.
:param player: The player the item is for.
:param count: How many of the item to now have.
"""
assert count >= 0
if count == 0:
del (self.prog_items[player][item])
else:
self.prog_items[player][item] = count
class EntranceType(IntEnum):
ONE_WAY = 1
@@ -994,9 +1079,6 @@ class Entrance:
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
@@ -1015,10 +1097,8 @@ class Entrance:
return False
def connect(self, region: Region, addresses: Any = None, target: Any = None) -> None:
def connect(self, region: Region) -> None:
self.connected_region = region
self.target = target
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
@@ -1078,6 +1158,9 @@ class Region:
def __len__(self) -> int:
return self._list.__len__()
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious.
# def __del__(self):
# self.clear()
@@ -1172,6 +1255,48 @@ class Region:
for location, address in locations.items():
self.locations.append(location_type(self.player, location, address, self))
def add_event(
self,
location_name: str,
item_name: str | None = None,
rule: Callable[[CollectionState], bool] | None = None,
location_type: type[Location] | None = None,
item_type: type[Item] | None = None,
show_in_spoiler: bool = True,
) -> Item:
"""
Adds an event location/item pair to the region.
:param location_name: Name for the event location.
:param item_name: Name for the event item. If not provided, defaults to location_name.
:param rule: Callable to determine access for this event location within its region.
:param location_type: Location class to create the event location with. Defaults to BaseClasses.Location.
:param item_type: Item class to create the event item with. Defaults to BaseClasses.Item.
:param show_in_spoiler: Will be passed along to the created event Location's show_in_spoiler attribute.
:return: The created Event Item
"""
if location_type is None:
location_type = Location
if item_name is None:
item_name = location_name
if item_type is None:
item_type = Item
event_location = location_type(self.player, location_name, None, self)
event_location.show_in_spoiler = show_in_spoiler
if rule is not None:
event_location.access_rule = rule
event_item = item_type(item_name, ItemClassification.progression, None, self.player)
event_location.place_locked_item(event_item)
self.locations.append(event_location)
return event_item
def connect(self, connecting_region: Region, name: Optional[str] = None,
rule: Optional[Callable[[CollectionState], bool]] = None) -> Entrance:
"""
@@ -1212,8 +1337,8 @@ class Region:
Connects current region to regions in exit dictionary. Passed region names must exist first.
:param exits: exits from the region. format is {"connecting_region": "exit_name"}. if a non dict is provided,
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region", rule}
created entrances will be named "self.name -> connecting_region"
:param rules: rules for the exits from this region. format is {"connecting_region": rule}
"""
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
@@ -1282,9 +1407,6 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@@ -1388,6 +1510,10 @@ class Item:
def flags(self) -> int:
return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool:
if not isinstance(other, Item):
return NotImplemented
@@ -1481,21 +1607,19 @@ class Spoiler:
# in the second phase, we cull each sphere such that the game is still beatable,
# reducing each range of influence to the bare minimum required inside it
restore_later: Dict[Location, Item] = {}
required_locations = {location for sphere in collection_spheres for location in sphere}
for num, sphere in reversed(tuple(enumerate(collection_spheres))):
to_delete: Set[Location] = set()
for location in sphere:
# we remove the item at location and check if game is still beatable
# we remove the location from required_locations to sweep from, and check if the game is still beatable
logging.debug('Checking if %s (Player %d) is required to beat the game.', location.item.name,
location.item.player)
old_item = location.item
location.item = None
if multiworld.can_beat_game(state_cache[num]):
required_locations.remove(location)
if multiworld.can_beat_game(state_cache[num], required_locations):
to_delete.add(location)
restore_later[location] = old_item
else:
# still required, got to keep it around
location.item = old_item
required_locations.add(location)
# cull entries in spheres for spoiler walkthrough at end
sphere -= to_delete
@@ -1512,7 +1636,7 @@ class Spoiler:
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
if not multiworld.can_beat_game(multiworld.state, required_locations):
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
@@ -1554,9 +1678,6 @@ class Spoiler:
self.create_paths(state, collection_spheres)
# repair the multiworld again
for location, item in restore_later.items():
location.item = item
for item in removed_precollected:
multiworld.push_precollected(item)

View File

@@ -196,25 +196,11 @@ class CommonContext:
self.lookup_type: typing.Literal["item", "location"] = lookup_type
self._unknown_item: typing.Callable[[int], str] = lambda key: f"Unknown {lookup_type} (ID: {key})"
self._archipelago_lookup: typing.Dict[int, str] = {}
self._flat_store: typing.Dict[int, str] = Utils.KeyedDefaultDict(self._unknown_item)
self._game_store: typing.Dict[str, typing.ChainMap[int, str]] = collections.defaultdict(
lambda: collections.ChainMap(self._archipelago_lookup, Utils.KeyedDefaultDict(self._unknown_item)))
self.warned: bool = False
# noinspection PyTypeChecker
def __getitem__(self, key: str) -> typing.Mapping[int, str]:
# TODO: In a future version (0.6.0?) this should be simplified by removing implicit id lookups support.
if isinstance(key, int):
if not self.warned:
# Use warnings instead of logger to avoid deprecation message from appearing on user side.
self.warned = True
warnings.warn(f"Implicit name lookup by id only is deprecated and only supported to maintain "
f"backwards compatibility for now. If multiple games share the same id for a "
f"{self.lookup_type}, name could be incorrect. Please use "
f"`{self.lookup_type}_names.lookup_in_game()` or "
f"`{self.lookup_type}_names.lookup_in_slot()` instead.")
return self._flat_store[key] # type: ignore
return self._game_store[key]
def __len__(self) -> int:
@@ -254,7 +240,6 @@ class CommonContext:
id_to_name_lookup_table = Utils.KeyedDefaultDict(self._unknown_item)
id_to_name_lookup_table.update({code: name for name, code in name_to_id_lookup_table.items()})
self._game_store[game] = collections.ChainMap(self._archipelago_lookup, id_to_name_lookup_table)
self._flat_store.update(id_to_name_lookup_table) # Only needed for legacy lookup method.
if game == "Archipelago":
# Keep track of the Archipelago data package separately so if it gets updated in a custom datapackage,
# it updates in all chain maps automatically.
@@ -281,38 +266,71 @@ class CommonContext:
last_death_link: float = time.time() # last send/received death link on AP layer
# remaining type info
slot_info: typing.Dict[int, NetworkSlot]
server_address: typing.Optional[str]
password: typing.Optional[str]
hint_cost: typing.Optional[int]
hint_points: typing.Optional[int]
player_names: typing.Dict[int, str]
slot_info: dict[int, NetworkSlot]
"""Slot Info from the server for the current connection"""
server_address: str | None
"""Autoconnect address provided by the ctx constructor"""
password: str | None
"""Password used for Connecting, expected by server_auth"""
hint_cost: int | None
"""Current Hint Cost per Hint from the server"""
hint_points: int | None
"""Current avaliable Hint Points from the server"""
player_names: dict[int, str]
"""Current lookup of slot number to player display name from server (includes aliases)"""
finished_game: bool
"""
Bool to signal that status should be updated to Goal after reconnecting
to be used to ensure that a StatusUpdate packet does not get lost when disconnected
"""
ready: bool
team: typing.Optional[int]
slot: typing.Optional[int]
auth: typing.Optional[str]
seed_name: typing.Optional[str]
"""Bool to keep track of state for the /ready command"""
team: int | None
"""Team number of currently connected slot"""
slot: int | None
"""Slot number of currently connected slot"""
auth: str | None
"""Name used in Connect packet"""
seed_name: str | None
"""Seed name that will be validated on opening a socket if present"""
# locations
locations_checked: typing.Set[int] # local state
locations_scouted: typing.Set[int]
items_received: typing.List[NetworkItem]
missing_locations: typing.Set[int] # server state
checked_locations: typing.Set[int] # server state
server_locations: typing.Set[int] # all locations the server knows of, missing_location | checked_locations
locations_info: typing.Dict[int, NetworkItem]
locations_checked: set[int]
"""
Local container of location ids checked to signal that LocationChecks should be resent after reconnecting
to be used to ensure that a LocationChecks packet does not get lost when disconnected
"""
locations_scouted: set[int]
"""
Local container of location ids scouted to signal that LocationScouts should be resent after reconnecting
to be used to ensure that a LocationScouts packet does not get lost when disconnected
"""
items_received: list[NetworkItem]
"""List of NetworkItems recieved from the server"""
missing_locations: set[int]
"""Container of Locations that are unchecked per server state"""
checked_locations: set[int]
"""Container of Locations that are checked per server state"""
server_locations: set[int]
"""Container of Locations that exist per server state; a combination between missing and checked locations"""
locations_info: dict[int, NetworkItem]
"""Dict of location id: NetworkItem info from LocationScouts request"""
# data storage
stored_data: typing.Dict[str, typing.Any]
stored_data_notification_keys: typing.Set[str]
stored_data: dict[str, typing.Any]
"""
Data Storage values by key that were retrieved from the server
any keys subscribed to with SetNotify will be kept up to date
"""
stored_data_notification_keys: set[str]
"""Current container of watched Data Storage keys, managed by ctx.set_notify"""
# internals
# current message box through kvui
_messagebox: typing.Optional["kvui.MessageBox"] = None
# message box reporting a loss of connection
"""Current message box through kvui"""
_messagebox_connection_loss: typing.Optional["kvui.MessageBox"] = None
"""Message box reporting a loss of connection"""
def __init__(self, server_address: typing.Optional[str] = None, password: typing.Optional[str] = None) -> None:
# server state
@@ -356,7 +374,6 @@ class CommonContext:
self.item_names = self.NameLookupDict(self, "item")
self.location_names = self.NameLookupDict(self, "location")
self.versions = {}
self.checksums = {}
self.jsontotextparser = JSONtoTextParser(self)
@@ -413,7 +430,8 @@ class CommonContext:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
self.ui.update_hints()
if self.ui:
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -570,7 +588,6 @@ class CommonContext:
# DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],
remote_data_package_checksums: typing.Dict[str, str]):
"""Validate that all data is present for the current multiworld.
Download, assimilate and cache missing data from the server."""
@@ -579,33 +596,26 @@ class CommonContext:
needed_updates: typing.Set[str] = set()
for game in relevant_games:
if game not in remote_date_package_versions and game not in remote_data_package_checksums:
if game not in remote_data_package_checksums:
continue
remote_version: int = remote_date_package_versions.get(game, 0)
remote_checksum: typing.Optional[str] = remote_data_package_checksums.get(game)
if remote_version == 0 and not remote_checksum: # custom data package and no checksum for this game
if not remote_checksum: # custom data package and no checksum for this game
needed_updates.add(game)
continue
cached_version: int = self.versions.get(game, 0)
cached_checksum: typing.Optional[str] = self.checksums.get(game)
# no action required if cached version is new enough
if (not remote_checksum and (remote_version > cached_version or remote_version == 0)) \
or remote_checksum != cached_checksum:
local_version: int = network_data_package["games"].get(game, {}).get("version", 0)
if remote_checksum != cached_checksum:
local_checksum: typing.Optional[str] = network_data_package["games"].get(game, {}).get("checksum")
if ((remote_checksum or remote_version <= local_version and remote_version != 0)
and remote_checksum == local_checksum):
if remote_checksum == local_checksum:
self.update_game(network_data_package["games"][game], game)
else:
cached_game = Utils.load_data_package_for_checksum(game, remote_checksum)
cache_version: int = cached_game.get("version", 0)
cache_checksum: typing.Optional[str] = cached_game.get("checksum")
# download remote version if cache is not new enough
if (not remote_checksum and (remote_version > cache_version or remote_version == 0)) \
or remote_checksum != cache_checksum:
if remote_checksum != cache_checksum:
needed_updates.add(game)
else:
self.update_game(cached_game, game)
@@ -615,7 +625,6 @@ class CommonContext:
def update_game(self, game_package: dict, game: str):
self.item_names.update_game(game, game_package["item_name_to_id"])
self.location_names.update_game(game, game_package["location_name_to_id"])
self.versions[game] = game_package.get("version", 0)
self.checksums[game] = game_package.get("checksum")
def update_data_package(self, data_package: dict):
@@ -624,9 +633,6 @@ class CommonContext:
def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package)
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data)
@@ -709,8 +715,16 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> typing.Type["kvui.GameManager"]:
"""To return the Kivy App class needed for run_gui so it can be overridden before being built"""
def make_gui(self) -> "type[kvui.GameManager]":
"""
To return the Kivy `App` class needed for `run_gui` so it can be overridden before being built
Common changes are changing `base_title` to update the window title of the client and
updating `logging_pairs` to automatically make new tabs that can be filled with their respective logger.
ex. `logging_pairs.append(("Foo", "Bar"))`
will add a "Bar" tab which follows the logger returned from `logging.getLogger("Foo")`
"""
from kvui import GameManager
class TextManager(GameManager):
@@ -881,9 +895,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
# update data package
data_package_versions = args.get("datapackage_versions", {})
data_package_checksums = args.get("datapackage_checksums", {})
await ctx.prepare_data_package(set(args["games"]), data_package_versions, data_package_checksums)
await ctx.prepare_data_package(set(args["games"]), data_package_checksums)
await ctx.server_auth(args['password'])
@@ -899,6 +912,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True
ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors:
@@ -1087,7 +1101,7 @@ def run_as_textclient(*args):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect()
await self.send_connect(game="")
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
@@ -1119,7 +1133,7 @@ def run_as_textclient(*args):
args = handle_url_arg(args, parser=parser)
# use colorama to display colored text highlighting on windows
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -1,267 +0,0 @@
import asyncio
import copy
import json
import time
from asyncio import StreamReader, StreamWriter
from typing import List
import Utils
from Utils import async_start
from CommonClient import CommonContext, server_loop, gui_enabled, ClientCommandProcessor, logger, \
get_base_parser
SYSTEM_MESSAGE_ID = 0
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart connector_ff1.lua"
CONNECTION_REFUSED_STATUS = "Connection Refused. Please start your emulator and make sure connector_ff1.lua is running"
CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart connector_ff1.lua"
CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
CONNECTION_CONNECTED_STATUS = "Connected"
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
DISPLAY_MSGS = True
class FF1CommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
super().__init__(ctx)
def _cmd_nes(self):
"""Check NES Connection State"""
if isinstance(self.ctx, FF1Context):
logger.info(f"NES Status: {self.ctx.nes_status}")
def _cmd_toggle_msgs(self):
"""Toggle displaying messages in EmuHawk"""
global DISPLAY_MSGS
DISPLAY_MSGS = not DISPLAY_MSGS
logger.info(f"Messages are now {'enabled' if DISPLAY_MSGS else 'disabled'}")
class FF1Context(CommonContext):
command_processor = FF1CommandProcessor
game = 'Final Fantasy'
items_handling = 0b111 # full remote
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.nes_streams: (StreamReader, StreamWriter) = None
self.nes_sync_task = None
self.messages = {}
self.locations_array = None
self.nes_status = CONNECTION_INITIAL_STATUS
self.awaiting_rom = False
self.display_msgs = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(FF1Context, self).server_auth(password_requested)
if not self.auth:
self.awaiting_rom = True
logger.info('Awaiting connection to NES to get Player information')
return
await self.send_connect()
def _set_message(self, msg: str, msg_id: int):
if DISPLAY_MSGS:
self.messages[time.time(), msg_id] = msg
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
async_start(parse_locations(self.locations_array, self, True))
elif cmd == 'Print':
msg = args['text']
if ': !' not in msg:
self._set_message(msg, SYSTEM_MESSAGE_ID)
def on_print_json(self, args: dict):
if self.ui:
self.ui.print_json(copy.deepcopy(args["data"]))
else:
text = self.jsontotextparser(copy.deepcopy(args["data"]))
logger.info(text)
relevant = args.get("type", None) in {"Hint", "ItemSend"}
if relevant:
item = args["item"]
# goes to this world
if self.slot_concerns_self(args["receiving"]):
relevant = True
# found in this world
elif self.slot_concerns_self(item.player):
relevant = True
# not related
else:
relevant = False
if relevant:
item = args["item"]
msg = self.raw_text_parser(copy.deepcopy(args["data"]))
self._set_message(msg, item.item)
def run_gui(self):
from kvui import GameManager
class FF1Manager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago Final Fantasy 1 Client"
self.ui = FF1Manager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
def get_payload(ctx: FF1Context):
current_time = time.time()
return json.dumps(
{
"items": [item.item for item in ctx.items_received],
"messages": {f'{key[0]}:{key[1]}': value for key, value in ctx.messages.items()
if key[0] > current_time - 10}
}
)
async def parse_locations(locations_array: List[int], ctx: FF1Context, force: bool):
if locations_array == ctx.locations_array and not force:
return
else:
# print("New values")
ctx.locations_array = locations_array
locations_checked = []
if len(locations_array) > 0xFE and locations_array[0xFE] & 0x02 != 0 and not ctx.finished_game:
await ctx.send_msgs([
{"cmd": "StatusUpdate",
"status": 30}
])
ctx.finished_game = True
for location in ctx.missing_locations:
# index will be - 0x100 or 0x200
index = location
if location < 0x200:
# Location is a chest
index -= 0x100
flag = 0x04
else:
# Location is an NPC
index -= 0x200
flag = 0x02
# print(f"Location: {ctx.location_names[location]}")
# print(f"Index: {str(hex(index))}")
# print(f"value: {locations_array[index] & flag != 0}")
if locations_array[index] & flag != 0:
locations_checked.append(location)
if locations_checked:
# print([ctx.location_names[location] for location in locations_checked])
await ctx.send_msgs([
{"cmd": "LocationChecks",
"locations": locations_checked}
])
async def nes_sync_task(ctx: FF1Context):
logger.info("Starting nes connector. Use /nes for status information")
while not ctx.exit_event.is_set():
error_status = None
if ctx.nes_streams:
(reader, writer) = ctx.nes_streams
msg = get_payload(ctx).encode()
writer.write(msg)
writer.write(b'\n')
try:
await asyncio.wait_for(writer.drain(), timeout=1.5)
try:
# Data will return a dict with up to two fields:
# 1. A keepalive response of the Players Name (always)
# 2. An array representing the memory values of the locations area (if in game)
data = await asyncio.wait_for(reader.readline(), timeout=5)
data_decoded = json.loads(data.decode())
# print(data_decoded)
if ctx.game is not None and 'locations' in data_decoded:
# Not just a keep alive ping, parse
async_start(parse_locations(data_decoded['locations'], ctx, False))
if not ctx.auth:
ctx.auth = ''.join([chr(i) for i in data_decoded['playerName'] if i != 0])
if ctx.auth == '':
logger.info("Invalid ROM detected. No player name built into the ROM. Please regenerate"
"the ROM using the same link but adding your slot name")
if ctx.awaiting_rom:
await ctx.server_auth(False)
except asyncio.TimeoutError:
logger.debug("Read Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError as e:
logger.debug("Read failed due to Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
except TimeoutError:
logger.debug("Connection Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.nes_streams = None
except ConnectionResetError:
logger.debug("Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.nes_streams = None
if ctx.nes_status == CONNECTION_TENTATIVE_STATUS:
if not error_status:
logger.info("Successfully Connected to NES")
ctx.nes_status = CONNECTION_CONNECTED_STATUS
else:
ctx.nes_status = f"Was tentatively connected but error occured: {error_status}"
elif error_status:
ctx.nes_status = error_status
logger.info("Lost connection to nes and attempting to reconnect. Use /nes for status updates")
else:
try:
logger.debug("Attempting to connect to NES")
ctx.nes_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 52980), timeout=10)
ctx.nes_status = CONNECTION_TENTATIVE_STATUS
except TimeoutError:
logger.debug("Connection Timed Out, Trying Again")
ctx.nes_status = CONNECTION_TIMING_OUT_STATUS
continue
except ConnectionRefusedError:
logger.debug("Connection Refused, Trying Again")
ctx.nes_status = CONNECTION_REFUSED_STATUS
continue
if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
Utils.init_logging("FF1Client")
options = Utils.get_options()
DISPLAY_MSGS = options["ffr_options"]["display_msgs"]
async def main(args):
ctx = FF1Context(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
ctx.run_gui()
ctx.run_cli()
ctx.nes_sync_task = asyncio.create_task(nes_sync_task(ctx), name="NES Sync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.nes_sync_task:
await ctx.nes_sync_task
import colorama
parser = get_base_parser()
args = parser.parse_args()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -1,12 +0,0 @@
from __future__ import annotations
import ModuleUpdate
ModuleUpdate.update()
from worlds.factorio.Client import check_stdin, launch
import Utils
if __name__ == "__main__":
Utils.init_logging("FactorioClient", exception_logger="Client")
check_stdin()
launch()

414
Fill.py
View File

@@ -4,7 +4,7 @@ import logging
import typing
from collections import Counter, deque
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, PlandoItemBlock
from Options import Accessibility
from worlds.AutoWorld import call_all
@@ -75,9 +75,11 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place:
for p, pool_item in enumerate(item_pool):
# The items added into `reachable_items` are placed starting from the end of each deque in
# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
for p, pool_item in enumerate(reversed(item_pool), start=1):
if pool_item is item:
item_pool.pop(p)
del item_pool[-p]
break
maximum_exploration_state = sweep_from_pool(
@@ -98,7 +100,7 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
# if minimal accessibility, only check whether location is reachable if game not beatable
if multiworld.worlds[item_to_place.player].options.accessibility == Accessibility.option_minimal:
perform_access_check = not multiworld.has_beaten_game(maximum_exploration_state,
item_to_place.player) \
item_to_place.player) \
if single_player_placement else not has_beaten_game
else:
perform_access_check = True
@@ -136,32 +138,21 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
# to clean that up later, so there is a chance generation fails.
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(swap_state, item_to_place, perform_access_check):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
# Verify placing this item won't reduce available locations, which would be a useless swap.
prev_state = swap_state.copy()
prev_loc_count = len(
multiworld.get_reachable_locations(prev_state))
swap_count += 1
swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
swap_state.collect(item_to_place, True)
new_loc_count = len(
multiworld.get_reachable_locations(swap_state))
reachable_items[placed_item.player].appendleft(
placed_item)
item_pool.append(placed_item)
if new_loc_count >= prev_loc_count:
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
# cleanup at the end to hopefully get better errors
cleanup_required = True
swap_count += 1
swapped_items[placed_item.player, placed_item.name, unsafe] = swap_count
reachable_items[placed_item.player].appendleft(
placed_item)
item_pool.append(placed_item)
# cleanup at the end to hopefully get better errors
cleanup_required = True
break
break
# Item can't be placed here, restore original item
location.item = placed_item
@@ -240,7 +231,7 @@ def remaining_fill(multiworld: MultiWorld,
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
total = min(len(itempool), len(locations))
placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
@@ -341,17 +332,19 @@ def fast_fill(multiworld: MultiWorld,
def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, locations, pool=[]):
maximum_exploration_state = sweep_from_pool(state, pool)
minimal_players = {player for player in multiworld.player_ids if multiworld.worlds[player].options.accessibility == "minimal"}
unreachable_locations = [location for location in multiworld.get_locations() if location.player in minimal_players and
minimal_players = {player for player in multiworld.player_ids if
multiworld.worlds[player].options.accessibility == "minimal"}
unreachable_locations = [location for location in multiworld.get_locations() if
location.player in minimal_players and
not location.can_reach(maximum_exploration_state)]
for location in unreachable_locations:
if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players):
pool.append(location.item)
state.remove(location.item)
location.item = None
if location in state.advancements:
state.advancements.remove(location)
state.remove(location.item)
locations.append(location)
if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
@@ -363,7 +356,7 @@ def inaccessible_location_rules(multiworld: MultiWorld, state: CollectionState,
unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
if unreachable_locations:
def forbid_important_item_rule(item: Item):
return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != 'minimal')
return not ((item.classification & 0b0011) and multiworld.worlds[item.player].options.accessibility != "minimal")
for location in unreachable_locations:
add_item_rule(location, forbid_important_item_rule)
@@ -500,22 +493,31 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=False)
name="Priority", one_item_per_player=True, allow_partial=True)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
if progitempool:
# "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player)
elif panic_method == "raise":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool:
for item in progitempool:
@@ -666,9 +668,9 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
if multiworld.worlds[player].options.progression_balancing > 0
}
if not balanceable_players:
logging.info('Skipping multiworld progression balancing.')
logging.info("Skipping multiworld progression balancing.")
else:
logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
logging.info(f"Balancing multiworld progression for {len(balanceable_players)} Players.")
logging.debug(balanceable_players)
state: CollectionState = CollectionState(multiworld)
checked_locations: typing.Set[Location] = set()
@@ -766,7 +768,7 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
if player in threshold_percentages):
break
elif not balancing_sphere:
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
raise RuntimeError("Not all required items reachable. Something went terribly wrong here.")
# Gather a set of locations which we can swap items into
unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
for l in unchecked_locations:
@@ -782,8 +784,8 @@ def balance_multiworld_progression(multiworld: MultiWorld) -> None:
testing = items_to_test.pop()
reducing_state = state.copy()
for location in itertools.chain((
l for l in items_to_replace
if l.item.player == player
l for l in items_to_replace
if l.item.player == player
), items_to_test):
reducing_state.collect(location.item, True, location)
@@ -856,52 +858,30 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked:
location_2.item.location = location_2
def distribute_planned(multiworld: MultiWorld) -> None:
def warn(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
logging.warning(f'{warning}')
def parse_planned_blocks(multiworld: MultiWorld) -> dict[int, list[PlandoItemBlock]]:
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
else:
logging.debug(f'{warning}')
logging.debug(f"{warning}")
def failed(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure']:
def failed(warning: str, force: bool | str) -> None:
if force is True:
raise Exception(warning)
else:
warn(warning, force)
swept_state = multiworld.state.copy()
swept_state.sweep_for_advancements()
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
non_early_locations: typing.Dict[int, typing.List[str]] = collections.defaultdict(list)
for loc in multiworld.get_unfilled_locations():
if loc in reachable:
early_locations[loc.player].append(loc.name)
else: # not reachable with swept state
non_early_locations[loc.player].append(loc.name)
world_name_lookup = multiworld.world_name_lookup
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
player_ids = set(multiworld.player_ids)
plando_blocks: dict[int, list[PlandoItemBlock]] = dict()
player_ids: set[int] = set(multiworld.player_ids)
for player in player_ids:
for block in multiworld.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
elif not isinstance(block['from_pool'], bool):
from_pool_type = type(block['from_pool'])
raise Exception(f'Plando "from_pool" has to be boolean, not {from_pool_type} for player {player}.')
if 'world' not in block:
target_world = False
else:
target_world = block['world']
plando_blocks[player] = []
for block in multiworld.worlds[player].options.plando_items:
new_block: PlandoItemBlock = PlandoItemBlock(player, block.from_pool, block.force)
target_world = block.world
if target_world is False or multiworld.players == 1: # target own world
worlds: typing.Set[int] = {player}
worlds: set[int] = {player}
elif target_world is True: # target any worlds besides own
worlds = set(multiworld.player_ids) - {player}
elif target_world is None: # target all worlds
@@ -910,173 +890,201 @@ def distribute_planned(multiworld: MultiWorld) -> None:
worlds = set()
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
block['force'])
failed(f"Cannot place item to {listed_world}'s world as that world does not exist.",
block.force)
continue
worlds.add(world_name_lookup[listed_world])
elif type(target_world) == int: # target world by slot number
if target_world not in range(1, multiworld.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {multiworld.players})",
block['force'])
block.force)
continue
worlds = {target_world}
else: # target world by slot name
if target_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
block['force'])
block.force)
continue
worlds = {world_name_lookup[target_world]}
block['world'] = worlds
new_block.worlds = worlds
items: block_value = []
if "items" in block:
items = block["items"]
if 'count' not in block:
block['count'] = False
elif "item" in block:
items = block["item"]
if 'count' not in block:
block['count'] = 1
else:
failed("You must specify at least one item to place items with plando.", block['force'])
continue
items: list[str] | dict[str, typing.Any] = block.items
if isinstance(items, dict):
item_list: typing.List[str] = []
item_list: list[str] = []
for key, value in items.items():
if value is True:
value = multiworld.itempool.count(multiworld.worlds[player].create_item(key))
item_list += [key] * value
items = item_list
if isinstance(items, str):
items = [items]
block['items'] = items
new_block.items = items
locations: block_value = []
if 'location' in block:
locations = block['location'] # just allow 'location' to keep old yamls compatible
elif 'locations' in block:
locations = block['locations']
locations: list[str] = block.locations
if isinstance(locations, str):
locations = [locations]
if isinstance(locations, dict):
location_list = []
for key, value in locations.items():
location_list += [key] * value
locations = location_list
resolved_locations: list[Location] = []
for target_player in worlds:
locations_from_groups: list[str] = []
world_locations = multiworld.get_unfilled_locations(target_player)
for group in multiworld.worlds[target_player].location_name_groups:
if group in locations:
locations_from_groups.extend(multiworld.worlds[target_player].location_name_groups[group])
resolved_locations.extend(location for location in world_locations
if location.name in [*locations, *locations_from_groups])
new_block.locations = sorted(dict.fromkeys(locations))
new_block.resolved_locations = sorted(set(resolved_locations))
count = block.count
if not count:
count = (min(len(new_block.items), len(new_block.resolved_locations))
if new_block.resolved_locations else len(new_block.items))
if isinstance(count, int):
count = {"min": count, "max": count}
if "min" not in count:
count["min"] = 0
if "max" not in count:
count["max"] = (min(len(new_block.items), len(new_block.resolved_locations))
if new_block.resolved_locations else len(new_block.items))
new_block.count = count
plando_blocks[player].append(new_block)
return plando_blocks
def resolve_early_locations_for_planned(multiworld: MultiWorld):
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
else:
logging.debug(f"{warning}")
def failed(warning: str, force: bool | str) -> None:
if force is True:
raise Exception(warning)
else:
warn(warning, force)
swept_state = multiworld.state.copy()
swept_state.sweep_for_advancements()
reachable = frozenset(multiworld.get_reachable_locations(swept_state))
early_locations: dict[int, list[Location]] = collections.defaultdict(list)
non_early_locations: dict[int, list[Location]] = collections.defaultdict(list)
for loc in multiworld.get_unfilled_locations():
if loc in reachable:
early_locations[loc.player].append(loc)
else: # not reachable with swept state
non_early_locations[loc.player].append(loc)
for player in multiworld.plando_item_blocks:
removed = []
for block in multiworld.plando_item_blocks[player]:
locations = block.locations
resolved_locations = block.resolved_locations
worlds = block.worlds
if "early_locations" in locations:
locations.remove("early_locations")
for target_player in worlds:
locations += early_locations[target_player]
resolved_locations += early_locations[target_player]
if "non_early_locations" in locations:
locations.remove("non_early_locations")
for target_player in worlds:
locations += non_early_locations[target_player]
resolved_locations += non_early_locations[target_player]
block['locations'] = list(dict.fromkeys(locations))
if block.count["max"] > len(block.items):
count = block.count["max"]
failed(f"Plando count {count} greater than items specified", block.force)
block.count["max"] = len(block.items)
if block.count["min"] > len(block.items):
block.count["min"] = len(block.items)
if block.count["max"] > len(block.resolved_locations) > 0:
count = block.count["max"]
failed(f"Plando count {count} greater than locations specified", block.force)
block.count["max"] = len(block.resolved_locations)
if block.count["min"] > len(block.resolved_locations):
block.count["min"] = len(block.resolved_locations)
block.count["target"] = multiworld.random.randint(block.count["min"],
block.count["max"])
if not block['count']:
block['count'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if isinstance(block['count'], int):
block['count'] = {'min': block['count'], 'max': block['count']}
if 'min' not in block['count']:
block['count']['min'] = 0
if 'max' not in block['count']:
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if block['count']['max'] > len(block['items']):
count = block['count']
failed(f"Plando count {count} greater than items specified", block['force'])
block['count'] = len(block['items'])
if block['count']['max'] > len(block['locations']) > 0:
count = block['count']
failed(f"Plando count {count} greater than locations specified", block['force'])
block['count'] = len(block['locations'])
block['count']['target'] = multiworld.random.randint(block['count']['min'], block['count']['max'])
if not block.count["target"]:
removed.append(block)
if block['count']['target'] > 0:
plando_blocks.append(block)
for block in removed:
multiworld.plando_item_blocks[player].remove(block)
def distribute_planned_blocks(multiworld: MultiWorld, plando_blocks: list[PlandoItemBlock]):
def warn(warning: str, force: bool | str) -> None:
if isinstance(force, bool):
logging.warning(f"{warning}")
else:
logging.debug(f"{warning}")
def failed(warning: str, force: bool | str) -> None:
if force is True:
raise Exception(warning)
else:
warn(warning, force)
# shuffle, but then sort blocks by number of locations minus number of items,
# so less-flexible blocks get priority
multiworld.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
if len(block['locations']) > 0
else len(multiworld.get_unfilled_locations(player)) - block['count']['target']))
plando_blocks.sort(key=lambda block: (len(block.resolved_locations) - block.count["target"]
if len(block.resolved_locations) > 0
else len(multiworld.get_unfilled_locations(block.player)) -
block.count["target"]))
for placement in plando_blocks:
player = placement['player']
player = placement.player
try:
worlds = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
worlds = placement.worlds
locations = placement.resolved_locations
items = placement.items
maxcount = placement.count["target"]
from_pool = placement.from_pool
candidates = list(multiworld.get_unfilled_locations_for_players(locations, sorted(worlds)))
multiworld.random.shuffle(candidates)
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[int, Item, Location]] = []
claimed_indices: typing.Set[typing.Optional[int]] = set()
for item_name in items:
index_to_delete: typing.Optional[int] = None
if from_pool:
try:
# If from_pool, try to find an existing item with this name & player in the itempool and use it
index_to_delete, item = next(
(i, item) for i, item in enumerate(multiworld.itempool)
if item.player == player and item.name == item_name and i not in claimed_indices
)
except StopIteration:
warn(
f"Could not remove {item_name} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
item = multiworld.worlds[player].create_item(item_name)
else:
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
if (location.address is None) == (item.code is None): # either both None or both not None
if not location.item:
if location.item_rule(item):
if location.can_fill(multiworld.state, item, False):
successful_pairs.append((index_to_delete, item, location))
claimed_indices.add(index_to_delete)
candidates.remove(location)
count = count + 1
break
else:
err.append(f"Can't place item at {location} due to fill condition not met.")
else:
err.append(f"{item_name} not allowed at {location}.")
else:
err.append(f"Cannot place {item_name} into already filled location {location}.")
item_candidates = []
if from_pool:
instances = [item for item in multiworld.itempool if item.player == player and item.name in items]
for item in multiworld.random.sample(items, maxcount):
candidate = next((i for i in instances if i.name == item), None)
if candidate is None:
warn(f"Could not remove {item} from pool for {multiworld.player_name[player]} as "
f"it's already missing from it", placement.force)
candidate = multiworld.worlds[player].create_item(item)
else:
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
if count == maxcount:
break
if count < placement['count']['min']:
m = placement['count']['min']
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
# Sort indices in reverse so we can remove them one by one
successful_pairs = sorted(successful_pairs, key=lambda successful_pair: successful_pair[0] or 0, reverse=True)
for (index, item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if index is not None: # If this item is from_pool and was found in the pool, remove it.
multiworld.itempool.pop(index)
multiworld.itempool.remove(candidate)
instances.remove(candidate)
item_candidates.append(candidate)
else:
item_candidates = [multiworld.worlds[player].create_item(item)
for item in multiworld.random.sample(items, maxcount)]
if any(item.code is None for item in item_candidates) \
and not all(item.code is None for item in item_candidates):
failed(f"Plando block for player {player} ({multiworld.player_name[player]}) contains both "
f"event items and non-event items. "
f"Event items: {[item for item in item_candidates if item.code is None]}, "
f"Non-event items: {[item for item in item_candidates if item.code is not None]}",
placement.force)
continue
else:
is_real = item_candidates[0].code is not None
candidates = [candidate for candidate in locations if candidate.item is None
and bool(candidate.address) == is_real]
multiworld.random.shuffle(candidates)
allstate = multiworld.get_all_state(False)
mincount = placement.count["min"]
allowed_margin = len(item_candidates) - mincount
fill_restrictive(multiworld, allstate, candidates, item_candidates, lock=True,
allow_partial=True, name="Plando Main Fill")
if len(item_candidates) > allowed_margin:
failed(f"Could not place {len(item_candidates)} "
f"of {mincount + allowed_margin} item(s) "
f"for {multiworld.player_name[player]}, "
f"remaining items: {item_candidates}",
placement.force)
if from_pool:
multiworld.itempool.extend([item for item in item_candidates if item.code is not None])
except Exception as e:
raise Exception(
f"Error running plando for player {player} ({multiworld.player_name[player]})") from e

View File

@@ -10,8 +10,8 @@ import sys
import urllib.parse
import urllib.request
from collections import Counter
from typing import Any, Dict, Tuple, Union
from itertools import chain
from typing import Any
import ModuleUpdate
@@ -54,12 +54,22 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args
@@ -67,7 +77,7 @@ def get_seed_name(random_source) -> str:
return f"{random_source.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None) -> Tuple[argparse.Namespace, int]:
def main(args=None) -> tuple[argparse.Namespace, int]:
# __name__ == "__main__" check so unittests that already imported worlds don't trip this.
if __name__ == "__main__" and "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded before logging init.")
@@ -85,7 +95,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
logging.info("Race mode enabled. Using non-deterministic random source.")
random.seed() # reset to time-based random source
weights_cache: Dict[str, Tuple[Any, ...]] = {}
weights_cache: dict[str, tuple[Any, ...]] = {}
if args.weights_file_path and os.path.exists(args.weights_file_path):
try:
weights_cache[args.weights_file_path] = read_weights_yamls(args.weights_file_path)
@@ -108,6 +118,8 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta")
else:
meta_weights = None
player_id = 1
player_files = {}
for file in os.scandir(args.player_files_path):
@@ -164,10 +176,11 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
erargs.outputpath = args.outputpath
erargs.skip_prog_balancing = args.skip_prog_balancing
erargs.skip_output = args.skip_output
erargs.spoiler_only = args.spoiler_only
erargs.name = {}
erargs.csv_output = args.csv_output
settings_cache: Dict[str, Tuple[argparse.Namespace, ...]] = \
settings_cache: dict[str, tuple[argparse.Namespace, ...]] = \
{fname: (tuple(roll_settings(yaml, args.plando) for yaml in yamls) if args.sameoptions else None)
for fname, yamls in weights_cache.items()}
@@ -199,7 +212,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
path = player_path_cache[player]
if path:
try:
settings: Tuple[argparse.Namespace, ...] = settings_cache[path] if settings_cache[path] else \
settings: tuple[argparse.Namespace, ...] = settings_cache[path] if settings_cache[path] else \
tuple(roll_settings(yaml, args.plando) for yaml in weights_cache[path])
for settingsObject in settings:
for k, v in vars(settingsObject).items():
@@ -211,10 +224,14 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
except Exception as e:
raise Exception(f"Error setting {k} to {v} for player {player}") from e
if path == args.weights_file_path: # if name came from the weights file, just use base player name
erargs.name[player] = f"Player{player}"
elif player not in erargs.name: # if name was not specified, generate it from filename
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
# name was not specified
if player not in erargs.name:
if path == args.weights_file_path:
# weights file, so we need to make the name unique
erargs.name[player] = f"Player{player}"
else:
# use the filename
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
player += 1
@@ -229,7 +246,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
return erargs, seed
def read_weights_yamls(path) -> Tuple[Any, ...]:
def read_weights_yamls(path) -> tuple[Any, ...]:
try:
if urllib.parse.urlparse(path).scheme in ('https', 'file'):
yaml = str(urllib.request.urlopen(path).read(), "utf-8-sig")
@@ -239,7 +256,20 @@ def read_weights_yamls(path) -> Tuple[Any, ...]:
except Exception as e:
raise Exception(f"Failed to read weights ({path})") from e
return tuple(parse_yamls(yaml))
from yaml.error import MarkedYAMLError
try:
return tuple(parse_yamls(yaml))
except MarkedYAMLError as ex:
if ex.problem_mark:
lines = yaml.splitlines()
if ex.context_mark:
relevant_lines = "\n".join(lines[ex.context_mark.line:ex.problem_mark.line+1])
else:
relevant_lines = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem} on line {ex.problem_mark.line}:"
f"\n{relevant_lines}\n{error_line}")
raise ex
def interpret_on_off(value) -> bool:
@@ -279,33 +309,35 @@ def get_choice(option, root, value=None) -> Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeDict(dict):
def __missing__(self, key):
return '{' + key + '}'
class SafeFormatter(string.Formatter):
def get_value(self, key, args, kwargs):
if isinstance(key, int):
if key < len(args):
return args[key]
else:
return "{" + str(key) + "}"
else:
return kwargs.get(key, "{" + key + "}")
def handle_name(name: str, player: int, name_counter: Counter):
name_counter[name.lower()] += 1
number = name_counter[name.lower()]
new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
NUMBER=(number if number > 1 else ''),
player=player,
PLAYER=(player if player > 1 else '')))
new_name = SafeFormatter().vformat(new_name, (), {"number": number,
"NUMBER": (number if number > 1 else ''),
"player": player,
"PLAYER": (player if player > 1 else '')})
# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
# Could cause issues for some clients that cannot handle the additional whitespace.
new_name = new_name.strip()[:16].strip()
if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name
def roll_percentage(percentage: Union[int, float]) -> bool:
"""Roll a percentage chance.
percentage is expected to be in range [0, 100]"""
return random.random() < (float(percentage) / 100)
def update_weights(weights: dict, new_weights: dict, update_type: str, name: str) -> dict:
logging.debug(f'Applying {new_weights}')
cleaned_weights = {}
@@ -350,7 +382,7 @@ def update_weights(weights: dict, new_weights: dict, update_type: str, name: str
return weights
def roll_meta_option(option_key, game: str, category_dict: Dict) -> Any:
def roll_meta_option(option_key, game: str, category_dict: dict) -> Any:
from worlds import AutoWorldRegister
if not game:
@@ -371,7 +403,7 @@ def roll_linked_options(weights: dict) -> dict:
if "name" not in option_set:
raise ValueError("One of your linked options does not have a name.")
try:
if roll_percentage(option_set["percentage"]):
if Options.roll_percentage(option_set["percentage"]):
logging.debug(f"Linked option {option_set['name']} triggered.")
new_options = option_set["options"]
for category_name, category_options in new_options.items():
@@ -404,7 +436,7 @@ def roll_triggers(weights: dict, triggers: list, valid_keys: set) -> dict:
trigger_result = get_choice("option_result", option_set)
result = get_choice(key, currently_targeted_weights)
currently_targeted_weights[key] = result
if result == trigger_result and roll_percentage(get_choice("percentage", option_set, 100)):
if result == trigger_result and Options.roll_percentage(get_choice("percentage", option_set, 100)):
for category_name, category_options in option_set["options"].items():
currently_targeted_weights = weights
if category_name:
@@ -435,6 +467,14 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.bosses):
"""
Roll options from specified weights, usually originating from a .yaml options file.
Important note:
The same weights dict is shared between all slots using the same yaml (e.g. generic weights file for filler slots).
This means it should never be modified without making a deepcopy first.
"""
from worlds import AutoWorldRegister
if "linked_options" in weights:
@@ -500,10 +540,6 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
# TODO remove plando_items after moving it to the options system
valid_keys.add("plando_items")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}

View File

@@ -1,29 +1,30 @@
"""
Archipelago launcher for bundled app.
Archipelago Launcher
* if run with APBP as argument, launch corresponding client.
* if run with executable as argument, run it passing argv[2:] as arguments
* if run without arguments, open launcher GUI
* If run with a patch file as argument, launch corresponding client with the patch file as an argument.
* If run with component name as argument, run it passing argv[2:] as arguments.
* If run without arguments or unknown arguments, open launcher GUI.
Scroll down to components= to add components to the launcher as well as setup.py
Additional components can be added to worlds.LauncherComponents.components.
"""
import argparse
import itertools
import logging
import multiprocessing
import os
import shlex
import subprocess
import sys
import urllib.parse
import webbrowser
from collections.abc import Callable, Sequence
from os.path import isfile
from shutil import which
from typing import Callable, Optional, Sequence, Tuple, Union
from typing import Any
if __name__ == "__main__":
import ModuleUpdate
ModuleUpdate.update()
import settings
@@ -41,13 +42,17 @@ def open_host_yaml():
if is_linux:
exe = which('sensible-editor') or which('gedit') or \
which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, file])
elif is_macos:
exe = which("open")
subprocess.Popen([exe, file])
else:
webbrowser.open(file)
return
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, file], env=env)
def open_patch():
suffixes = []
@@ -85,12 +90,20 @@ def browse_files():
def open_folder(folder_path):
if is_linux:
exe = which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, folder_path])
elif is_macos:
exe = which("open")
subprocess.Popen([exe, folder_path])
else:
webbrowser.open(folder_path)
return
if exe:
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.Popen([exe, folder_path], env=env)
else:
logging.warning(f"No file browser available to open {folder_path}")
def update_settings():
@@ -100,74 +113,51 @@ def update_settings():
components.extend([
# Functions
Component("Open host.yaml", func=open_host_yaml),
Component("Open Patch", func=open_patch),
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
Component("Open host.yaml", func=open_host_yaml,
description="Open the host.yaml file to change settings for generation, games, and more."),
Component("Open Patch", func=open_patch,
description="Open a patch file, downloaded from the room page or provided by the host."),
Component("Generate Template Options", func=generate_yamls,
description="Generate template YAMLs for currently installed games."),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/"),
description="Open archipelago.gg in your browser."),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2"),
description="Join the Discord server to play public multiworlds, report issues, or just chat!"),
Component("Unrated/18+ Discord Server", icon="discord",
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4"),
description="Find unrated and 18+ games in the After Dark Discord server."),
Component("Browse Files", func=browse_files,
description="Open the Archipelago installation folder in your file browser."),
])
def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
def handle_uri(path: str) -> tuple[list[Component], Component]:
url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query)
launch_args = (path, *launch_args)
client_component = None
client_components = []
text_client_component = None
if "game" in queries:
game = queries["game"][0]
else: # TODO around 0.6.0 - this is for pre this change webhost uri's
game = "Archipelago"
game = queries["game"][0]
for component in components:
if component.supports_uri and component.game_name == game:
client_component = component
client_components.append(component)
elif component.display_name == "Text Client":
text_client_component = component
if client_component is None:
run_component(text_client_component, *launch_args)
return
from kvui import App, Button, BoxLayout, Label, Window
class Popup(App):
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
return client_components, text_client_component
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
def build_uri_popup(component_list: list[Component], launch_args: tuple[str, ...]) -> None:
from kvui import ButtonsPrompt
component_options = {
component.display_name: component for component in component_list
}
popup = ButtonsPrompt("Connect to Multiworld",
"Select client to open and connect with.",
lambda component_name: run_component(component_options[component_name], *launch_args),
*component_options.keys())
popup.open()
def identify(path: None | str) -> tuple[None | str, None | Component]:
if path is None:
return None, None
for component in components:
@@ -178,7 +168,7 @@ def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Comp
return None, None
def get_exe(component: Union[str, Component]) -> Optional[Sequence[str]]:
def get_exe(component: str | Component) -> Sequence[str] | None:
if isinstance(component, str):
name = component
component = None
@@ -206,7 +196,8 @@ def get_exe(component: Union[str, Component]) -> Optional[Sequence[str]]:
def launch(exe, in_terminal=False):
if in_terminal:
if is_windows:
subprocess.Popen(['start', *exe], shell=True)
# intentionally using a window title with a space so it gets quoted and treated as a title
subprocess.Popen(["start", "Running Archipelago", *exe], shell=True)
return
elif is_linux:
terminal = which('x-terminal-emulator') or which('gnome-terminal') or which('xterm')
@@ -220,100 +211,189 @@ def launch(exe, in_terminal=False):
subprocess.Popen(exe)
refresh_components: Optional[Callable[[], None]] = None
def create_shortcut(button: Any, component: Component) -> None:
from pyshortcuts import make_shortcut
script = sys.argv[0]
wkdir = Utils.local_path()
script = f"{script} \"{component.display_name}\""
make_shortcut(script, name=f"Archipelago {component.display_name}", icon=local_path("data", "icon.ico"),
startmenu=False, terminal=False, working_dir=wkdir)
button.menu.dismiss()
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
refresh_components: Callable[[], None] | None = None
def run_gui(launch_components: list[Component], args: Any) -> None:
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
from kivy.properties import ObjectProperty
from kivy.core.window import Window
from kivy.uix.relativelayout import RelativeLayout
from kivy.metrics import dp
from kivymd.uix.button import MDIconButton, MDButton
from kivymd.uix.card import MDCard
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.snackbar import MDSnackbar, MDSnackbarText
from kivymd.uix.textfield import MDTextField
class Launcher(App):
from kivy.lang.builder import Builder
class LauncherCard(MDCard):
component: Component | None
image: str
context_button: MDIconButton = ObjectProperty(None)
def __init__(self, *args, component: Component | None = None, image_path: str = "", **kwargs):
self.component = component
self.image = image_path
super().__init__(args, kwargs)
class Launcher(ThemedApp):
base_title: str = "Archipelago Launcher"
container: ContainerLayout
grid: GridLayout
_tool_layout: Optional[ScrollBox] = None
_client_layout: Optional[ScrollBox] = None
top_screen: MDFloatLayout = ObjectProperty(None)
navigation: MDGridLayout = ObjectProperty(None)
grid: MDGridLayout = ObjectProperty(None)
button_layout: ScrollBox = ObjectProperty(None)
search_box: MDTextField = ObjectProperty(None)
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
def __init__(self, ctx=None):
def __init__(self, ctx=None, components=None, args=None):
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
self.favorites = []
self.launch_components = components
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
persistent = Utils.persistent_load()
if "launcher" in persistent:
if "favorites" in persistent["launcher"]:
self.favorites.extend(persistent["launcher"]["favorites"])
if "filter" in persistent["launcher"]:
if persistent["launcher"]["filter"]:
filters = []
for filter in persistent["launcher"]["filter"].split(", "):
if filter == "favorites":
filters.append(filter)
else:
filters.append(Type[filter])
self.current_filter = filters
super().__init__()
def _refresh_components(self) -> None:
def set_favorite(self, caller):
if caller.component.display_name in self.favorites:
self.favorites.remove(caller.component.display_name)
caller.icon = "star-outline"
else:
self.favorites.append(caller.component.display_name)
caller.icon = "star"
def build_button(component: Component) -> Widget:
def build_card(self, component: Component) -> LauncherCard:
"""
Builds a card widget for a given component.
:param component: The component associated with the button.
:return: The created Card Widget.
"""
Builds a button widget for a given component.
button_card = LauncherCard(component=component,
image_path=icon_paths[component.icon])
Args:
component (Component): The component associated with the button.
def open_menu(caller):
caller.menu.open()
Returns:
None. The button is added to the parent grid layout.
menu_items = [
{
"text": "Add shortcut on desktop",
"leading_icon": "laptop",
"on_release": lambda: create_shortcut(button_card.context_button, component)
}
]
button_card.context_button.menu = MDDropdownMenu(caller=button_card.context_button, items=menu_items)
button_card.context_button.bind(on_release=open_menu)
"""
button = Button(text=component.display_name, size_hint_y=None, height=40)
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
return button_card
def _refresh_components(self, type_filter: Sequence[str | Type] | None = None) -> None:
if not type_filter:
type_filter = [Type.CLIENT, Type.ADJUSTER, Type.TOOL, Type.MISC]
favorites = "favorites" in type_filter
# clear before repopulating
assert self._tool_layout and self._client_layout, "must call `build` first"
tool_children = reversed(self._tool_layout.layout.children)
assert self.button_layout, "must call `build` first"
tool_children = reversed(self.button_layout.layout.children)
for child in tool_children:
self._tool_layout.layout.remove_widget(child)
client_children = reversed(self._client_layout.layout.children)
for child in client_children:
self._client_layout.layout.remove_widget(child)
self.button_layout.layout.remove_widget(child)
_tools = {c.display_name: c for c in components if c.type == Type.TOOL}
_clients = {c.display_name: c for c in components if c.type == Type.CLIENT}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER}
_miscs = {c.display_name: c for c in components if c.type == Type.MISC}
cards = [card for card in self.cards if card.component.type in type_filter
or favorites and card.component.display_name in self.favorites]
for (tool, client) in itertools.zip_longest(itertools.chain(
_tools.items(), _miscs.items(), _adjusters.items()
), _clients.items()):
# column 1
if tool:
self._tool_layout.layout.add_widget(build_button(tool[1]))
# column 2
if client:
self._client_layout.layout.add_widget(build_button(client[1]))
self.current_filter = type_filter
for card in cards:
self.button_layout.layout.add_widget(card)
top = self.button_layout.children[0].y + self.button_layout.children[0].height \
- self.button_layout.height
scroll_percent = self.button_layout.convert_distance_to_scroll(0, top)
self.button_layout.scroll_y = max(0, min(1, scroll_percent[1]))
def filter_clients_by_type(self, caller: MDButton):
self._refresh_components(caller.type)
self.search_box.text = ""
def filter_clients_by_name(self, caller: MDTextField, name: str) -> None:
if len(name) == 0:
self._refresh_components(self.current_filter)
return
sub_matches = [
card for card in self.cards
if name.lower() in card.component.display_name.lower() and card.component.type != Type.HIDDEN
]
self.button_layout.layout.clear_widgets()
for card in sub_matches:
self.button_layout.layout.add_widget(card)
def build(self):
self.container = ContainerLayout()
self.grid = GridLayout(cols=2)
self.container.add_widget(self.grid)
self.grid.add_widget(Label(text="General", size_hint_y=None, height=40))
self.grid.add_widget(Label(text="Clients", size_hint_y=None, height=40))
self._tool_layout = ScrollBox()
self._tool_layout.layout.orientation = "vertical"
self.grid.add_widget(self._tool_layout)
self._client_layout = ScrollBox()
self._client_layout.layout.orientation = "vertical"
self.grid.add_widget(self._client_layout)
self._refresh_components()
self.top_screen = Builder.load_file(Utils.local_path("data/launcher.kv"))
self.grid = self.top_screen.ids.grid
self.navigation = self.top_screen.ids.navigation
self.button_layout = self.top_screen.ids.button_layout
self.search_box = self.top_screen.ids.search_box
self.set_colors()
self.top_screen.md_bg_color = self.theme_cls.backgroundColor
global refresh_components
refresh_components = self._refresh_components
Window.bind(on_drop_file=self._on_drop_file)
Window.bind(on_keyboard=self._on_keyboard)
return self.container
for component in components:
self.cards.append(self.build_card(component))
self._refresh_components(self.current_filter)
# Uncomment to re-enable the Kivy console/live editor
# Ctrl-E to enable it, make sure numlock/capslock is disabled
# from kivy.modules.console import create_console
# create_console(Window, self.top_screen)
return self.top_screen
def on_start(self):
if self.launch_components:
build_uri_popup(self.launch_components, self.launch_args)
self.launch_components = None
self.launch_args = None
@staticmethod
def component_action(button):
MDSnackbar(MDSnackbarText(text="Opening in a new window..."), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
if button.component.func:
button.component.func()
else:
@@ -325,7 +405,16 @@ def run_gui():
if file and component:
run_component(component, file)
else:
logging.warning(f"unable to identify component for {file}")
logging.warning(f"unable to identify component for {filename}")
def _on_keyboard(self, window: Window, key: int, scancode: int, codepoint: str, modifier: list[str]):
# Activate search as soon as we start typing, no matter if we are focused on the search box or not.
# Focus first, then capture the first character we type, otherwise it gets swallowed and lost.
# Limit text input to ASCII non-control characters (space bar to tilde).
if not self.search_box.focus:
self.search_box.focus = True
if key in range(32, 126):
self.search_box.text += codepoint
def _stop(self, *largs):
# ran into what appears to be https://groups.google.com/g/kivy-users/c/saWDLoYCSZ4 with PyCharm.
@@ -333,7 +422,13 @@ def run_gui():
self.root_window.close()
super()._stop(*largs)
Launcher().run()
def on_stop(self):
Utils.persistent_store("launcher", "favorites", self.favorites)
Utils.persistent_store("launcher", "filter", ", ".join(filter.name if isinstance(filter, Type) else filter
for filter in self.current_filter))
super().on_stop()
Launcher(components=launch_components, args=args).run()
# avoiding Launcher reference leak
# and don't try to do something with widgets after window closed
@@ -352,7 +447,7 @@ def run_component(component: Component, *args):
logging.warning(f"Component {component} does not appear to be executable.")
def main(args: Optional[Union[argparse.Namespace, dict]] = None):
def main(args: argparse.Namespace | dict | None = None):
if isinstance(args, argparse.Namespace):
args = {k: v for k, v in args._get_kwargs()}
elif not args:
@@ -361,15 +456,21 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
path = args.get("Patch|Game|Component|url", None)
if path is not None:
if path.startswith("archipelago://"):
handle_uri(path, args.get("args", ()))
return
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
args["args"] = (path, *args.get("args", ()))
# add the url arg to the passthrough args
components, text_client_component = handle_uri(path)
if not components:
args["component"] = text_client_component
else:
args['launch_components'] = [text_client_component, *components]
else:
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if args["update_settings"]:
update_settings()
@@ -378,7 +479,7 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
elif "component" in args:
run_component(args["component"], *args["args"])
elif not args["update_settings"]:
run_gui()
run_gui(args.get("launch_components", None), args.get("args", ()))
if __name__ == '__main__':
@@ -400,6 +501,7 @@ if __name__ == '__main__':
main(parser.parse_args())
from worlds.LauncherComponents import processes
for process in processes:
# we await all child processes to close before we tear down the process host
# this makes it feel like each one is its own program, as the Launcher is closed now

View File

@@ -26,12 +26,14 @@ import typing
from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
server_loop)
from NetUtils import ClientStatus
from worlds.ladx import LinksAwakeningWorld
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name
from worlds.ladx.Tracker import LocationTracker, MagpieBridge
from worlds.ladx.Tracker import LocationTracker, MagpieBridge, Check
class GameboyException(Exception):
@@ -50,22 +52,6 @@ class BadRetroArchResponse(GameboyException):
pass
def magpie_logo():
from kivy.uix.image import CoreImage
binary_data = """
iVBORw0KGgoAAAANSUhEUgAAABAAAAAQCAIAAACQkWg2AAAAAXN
SR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA
7DAcdvqGQAAADGSURBVDhPhVLBEcIwDHOYhjHCBuXHj2OTbAL8+
MEGZIxOQ1CinOOk0Op0bmo7tlXXeR9FJMYDLOD9mwcLjQK7+hSZ
wgcWMZJOAGeGKtChNHFL0j+FZD3jSCuo0w7l03wDrWdg00C4/aW
eDEYNenuzPOfPspBnxf0kssE80vN0L8361j10P03DK4x6FHabuV
ear8fHme+b17rwSjbAXeUMLb+EVTV2QHm46MWQanmnydA98KsVS
XkV+qFpGQXrLhT/fqraQeQLuplpNH5g+WkAAAAASUVORK5CYII="""
binary_data = base64.b64decode(binary_data)
data = io.BytesIO(binary_data)
return CoreImage(data, ext="png").texture
class LAClientConstants:
# Connector version
VERSION = 0x01
@@ -100,19 +86,23 @@ class LAClientConstants:
WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06
MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102
class RAGameboy():
cache = []
cache_start = 0
cache_size = 0
last_cache_read = None
socket = None
def __init__(self, address, port) -> None:
self.cache_start = LAClientConstants.wRamStart
self.cache_size = LAClientConstants.hRamStart + LAClientConstants.hRamSize - LAClientConstants.wRamStart
self.address = address
self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -131,9 +121,14 @@ class RAGameboy():
async def get_retroarch_status(self):
return await self.send_command("GET_STATUS")
def set_cache_limits(self, cache_start, cache_size):
self.cache_start = cache_start
self.cache_size = cache_size
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
self.critical_location_addresses = critical_addresses
def send(self, b):
if type(b) is str:
@@ -188,21 +183,57 @@ class RAGameboy():
if not await self.check_safe_gameplay():
return
cache = []
remaining_size = self.cache_size
while remaining_size:
block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
remaining_size -= len(block)
cache += block
attempts = 0
while True:
# RA doesn't let us do an atomic read of a large enough block of RAM
# Some bytes can't change in between reading location_block and hram_block
location_block = await self.read_memory_block(self.location_start, self.location_size)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize)
verification_block = await self.read_memory_block(self.location_start, self.location_size)
valid = True
for address in self.critical_location_addresses:
if location_block[address - self.location_start] != verification_block[address - self.location_start]:
valid = False
if valid:
break
attempts += 1
# Shouldn't really happen, but keep it from choking
if attempts > 5:
return
checks_block = await self.read_memory_block(self.checks_start, self.checks_size)
if not await self.check_safe_gameplay():
return
self.cache = cache
self.cache = bytearray(self.cache_size)
start = self.checks_start - self.cache_start
self.cache[start:start + len(checks_block)] = checks_block
start = self.location_start - self.cache_start
self.cache[start:start + len(location_block)] = location_block
start = LAClientConstants.hRamStart - self.cache_start
self.cache[start:start + len(hram_block)] = hram_block
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
while remaining_size:
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
# TODO: can we just update once per frame?
if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache()
if not self.cache:
@@ -359,11 +390,12 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth
async def wait_and_init_tracker(self):
async def wait_and_init_tracker(self, magpie: MagpieBridge):
await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(self.gameboy)
magpie.gps_tracker = self.gps_tracker
async def recved_item_from_ap(self, item_id, from_player, next_index):
# Don't allow getting an item until you've got your first check
@@ -405,9 +437,11 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb):
await self.gameboy.update_cache()
await self.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems()
await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0:
@@ -457,7 +491,7 @@ class LinksAwakeningContext(CommonContext):
la_task = None
client = None
# TODO: does this need to re-read on reset?
found_checks = []
found_checks = set()
last_resend = time.time()
magpie_enabled = False
@@ -465,6 +499,10 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient()
self.slot_data = {}
@@ -476,9 +514,9 @@ class LinksAwakeningContext(CommonContext):
def run_gui(self) -> None:
import webbrowser
import kvui
from kvui import Button, GameManager
from kivy.uix.image import Image
from kvui import GameManager
from kivy.metrics import dp
from kivymd.uix.button import MDButton, MDButtonText
class LADXManager(GameManager):
logging_pairs = [
@@ -491,23 +529,27 @@ class LinksAwakeningContext(CommonContext):
b = super().build()
if self.ctx.magpie_enabled:
button = Button(text="", size=(30, 30), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
image = Image(size=(16, 16), texture=magpie_logo())
button.add_widget(image)
def set_center(_, center):
image.center = center
button.bind(center=set_center)
button = MDButton(MDButtonText(text="Open Tracker"), style="filled", size=(dp(100), dp(70)), radius=5,
size_hint_x=None, size_hint_y=None, pos_hint={"center_y": 0.55},
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
button.height = self.server_connect_bar.height
self.connect_layout.add_widget(button)
return b
self.ui = LADXManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_checks(self):
message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
await self.send_msgs(message)
had_invalid_slot_data = None
@@ -537,13 +579,19 @@ class LinksAwakeningContext(CommonContext):
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
self.client.pending_deathlink = True
def new_checks(self, item_ids, ladxr_ids):
self.found_checks += item_ids
create_task_log_exception(self.send_checks())
self.found_checks.update(item_ids)
create_task_log_exception(self.check_locations(self.found_checks))
if self.magpie_enabled:
create_task_log_exception(self.magpie.send_new_checks(ladxr_ids))
@@ -571,16 +619,40 @@ class LinksAwakeningContext(CommonContext):
if cmd == "Connected":
self.game = self.slot_info[self.slot].game
self.slot_data = args.get("slot_data", {})
# This is sent to magpie over local websocket to make its own connection
self.slot_data.update({
"server_address": self.server_address,
"slot_name": self.player_names[self.slot],
"password": self.password,
})
# We can process linked items on already-checked checks now that we have slot_data
if self.client.tracker:
checked_checks = set(self.client.tracker.all_checks) - set(self.client.tracker.remaining_checks)
self.add_linked_items(checked_checks)
# TODO - use watcher_event
if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item
if cmd == "Retrieved" and self.magpie_enabled and self.slot_storage_key in args["keys"]:
self.client.gps_tracker.receive_found_entrances(args["keys"][self.slot_storage_key])
if cmd == "SetReply" and self.magpie_enabled and args["key"] == self.slot_storage_key:
self.client.gps_tracker.receive_found_entrances(args["value"])
async def sync(self):
sync_msg = [{'cmd': 'Sync'}]
await self.send_msgs(sync_msg)
def add_linked_items(self, checks: typing.List[Check]):
for check in checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or (self.slot_data and linkedItem['condition'](self.slot_data)):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
item_id_lookup = get_locations_to_id()
async def run_game_loop(self):
@@ -589,6 +661,8 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks])
self.add_linked_items(ladxr_checks)
async def victory():
await self.send_victory()
@@ -622,21 +696,38 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks:
await self.sync()
await self.client.wait_and_init_tracker()
await self.client.wait_and_init_tracker(self.magpie)
min_tick_duration = 0.1
last_tick = time.time()
while True:
await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time()
tick_duration = now - last_tick
sleep_duration = max(min_tick_duration - tick_duration, 0)
await asyncio.sleep(sleep_duration)
last_tick = now
if self.last_resend + 5.0 < now:
self.last_resend = now
await self.send_checks()
await self.check_locations(self.found_checks)
if self.magpie_enabled:
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data:
self.magpie.slot_data = self.slot_data
await self.magpie.send_slot_data()
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
new_entrances = await self.magpie.send_gps(self.client.gps_tracker)
if new_entrances:
await self.send_new_entrances(new_entrances)
except Exception:
# Don't let magpie errors take out the client
pass
@@ -647,8 +738,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0)
def run_game(romfile: str) -> None:
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
auto_start = LinksAwakeningWorld.settings.rom_start
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
@@ -705,6 +796,6 @@ async def main():
await ctx.shutdown()
if __name__ == '__main__':
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main())
colorama.deinit()

View File

@@ -33,10 +33,15 @@ WINDOW_MIN_HEIGHT = 525
WINDOW_MIN_WIDTH = 425
class AdjusterWorld(object):
class AdjusterSubWorld(object):
def __init__(self, random):
self.random = random
def __init__(self, sprite_pool):
import random
self.sprite_pool = {1: sprite_pool}
self.per_slot_randoms = {1: random}
self.worlds = {1: self.AdjusterSubWorld(random)}
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):

View File

@@ -290,12 +290,9 @@ async def gba_sync_task(ctx: MMBN3Context):
async def run_game(romfile):
options = Utils.get_options().get("mmbn3_options", None)
if options is None:
auto_start = True
else:
auto_start = options.get("rom_start", True)
if auto_start:
from worlds.mmbn3 import MMBN3World
auto_start = MMBN3World.settings.rom_start
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
elif os.path.isfile(auto_start):
@@ -370,7 +367,7 @@ if __name__ == "__main__":
import colorama
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main())
colorama.deinit()

74
Main.py
View File

@@ -7,14 +7,14 @@ import tempfile
import time
import zipfile
import zlib
from typing import Dict, List, Optional, Set, Tuple, Union
import worlds
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
from Fill import FillError, balance_multiworld_progression, distribute_items_restrictive, distribute_planned, \
flood_items
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
from Fill import FillError, balance_multiworld_progression, distribute_items_restrictive, flood_items, \
parse_planned_blocks, distribute_planned_blocks, resolve_early_locations_for_planned
from NetUtils import convert_to_base_types
from Options import StartInventoryPool
from Utils import __version__, output_path, version_tuple, get_settings
from Utils import __version__, output_path, version_tuple
from settings import get_settings
from worlds import AutoWorld
from worlds.generic.Rules import exclusion_rules, locality_rules
@@ -22,7 +22,7 @@ from worlds.generic.Rules import exclusion_rules, locality_rules
__all__ = ["main"]
def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
def main(args, seed=None, baked_server_options: dict[str, object] | None = None):
if not baked_server_options:
baked_server_options = get_settings().server_options.as_dict()
assert isinstance(baked_server_options, dict)
@@ -37,9 +37,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger = logging.getLogger()
multiworld.set_seed(seed, args.race, str(args.outputname) if args.outputname else None)
multiworld.plando_options = args.plando_options
multiworld.plando_items = args.plando_items.copy()
multiworld.plando_texts = args.plando_texts.copy()
multiworld.plando_connections = args.plando_connections.copy()
multiworld.game = args.game.copy()
multiworld.player_name = args.name.copy()
multiworld.sprite = args.sprite.copy()
@@ -56,32 +53,18 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f"Found {len(AutoWorld.AutoWorldRegister.world_types)} World Types:")
longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
max_item = 0
max_location = 0
for cls in AutoWorld.AutoWorldRegister.world_types.values():
if cls.item_id_to_name:
max_item = max(max_item, max(cls.item_id_to_name))
max_location = max(max_location, max(cls.location_id_to_name))
item_digits = len(str(max_item))
location_digits = len(str(max_location))
item_count = len(str(max(len(cls.item_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
location_count = len(str(max(len(cls.location_names) for cls in AutoWorld.AutoWorldRegister.world_types.values())))
del max_item, max_location
for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
if not cls.hidden and len(cls.item_names) > 0:
logger.info(f" {name:{longest_name}}: {len(cls.item_names):{item_count}} "
f"Items (IDs: {min(cls.item_id_to_name):{item_digits}} - "
f"{max(cls.item_id_to_name):{item_digits}}) | "
f"{len(cls.location_names):{location_count}} "
f"Locations (IDs: {min(cls.location_id_to_name):{location_digits}} - "
f"{max(cls.location_id_to_name):{location_digits}})")
logger.info(f" {name:{longest_name}}: Items: {len(cls.item_names):{item_count}} | "
f"Locations: {len(cls.location_names):{location_count}}")
del item_digits, location_digits, item_count, location_count
del item_count, location_count
# This assertion method should not be necessary to run if we are not outputting any multidata.
if not args.skip_output:
if not args.skip_output and not args.spoiler_only:
AutoWorld.call_stage(multiworld, "assert_generate")
AutoWorld.call_all(multiworld, "generate_early")
@@ -148,13 +131,16 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
multiworld.plando_item_blocks = parse_planned_blocks(multiworld)
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
fallback_inventory = StartInventoryPool({})
depletion_pool: Dict[int, Dict[str, int]] = {
depletion_pool: dict[int, dict[str, int]] = {
player: getattr(multiworld.worlds[player].options, "start_inventory_from_pool", fallback_inventory).value.copy()
for player in multiworld.player_ids
}
@@ -163,7 +149,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
}
if target_per_player:
new_itempool: List[Item] = []
new_itempool: list[Item] = []
# Make new itempool with start_inventory_from_pool items removed
for item in multiworld.itempool:
@@ -192,8 +178,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
multiworld._all_state = None
logger.info("Running Item Plando.")
distribute_planned(multiworld)
resolve_early_locations_for_planned(multiworld)
distribute_planned_blocks(multiworld, [x for player in multiworld.plando_item_blocks
for x in multiworld.plando_item_blocks[player]])
logger.info('Running Pre Main Fill.')
@@ -223,6 +210,15 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f'Beginning output...')
outfilebase = 'AP_' + multiworld.seed_name
if args.spoiler_only:
if args.spoiler > 1:
logger.info('Calculating playthrough.')
multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
multiworld.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Skipped multidata modification. Total time: %s', time.perf_counter() - start)
return multiworld
output = tempfile.TemporaryDirectory()
with output as temp_dir:
output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__
@@ -237,7 +233,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
pool.submit(AutoWorld.call_single, multiworld, "generate_output", player, temp_dir))
# collect ER hint info
er_hint_data: Dict[int, Dict[int, str]] = {}
er_hint_data: dict[int, dict[int, str]] = {}
AutoWorld.call_all(multiworld, 'extend_hint_information', er_hint_data)
def write_multidata():
@@ -278,7 +274,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for player in multiworld.groups[location.item.player]["players"]:
precollected_hints[player].add(hint)
locations_data: Dict[int, Dict[int, Tuple[int, int, int]]] = {player: {} for player in multiworld.player_ids}
locations_data: dict[int, dict[int, tuple[int, int, int]]] = {player: {} for player in multiworld.player_ids}
for location in multiworld.get_filled_locations():
if type(location.address) == int:
assert location.item.code is not None, "item code None should be event, " \
@@ -305,13 +301,14 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
game_world.game: worlds.network_data_package["games"][game_world.game]
for game_world in multiworld.worlds.values()
}
data_package["Archipelago"] = worlds.network_data_package["games"]["Archipelago"]
checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}
checks_in_area: dict[int, dict[str, int | list[int]]] = {}
# get spheres -> filter address==None -> skip empty
spheres: List[Dict[int, Set[int]]] = []
spheres: list[dict[int, set[int]]] = []
for sphere in multiworld.get_sendable_spheres():
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
current_sphere: dict[int, set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
current_sphere[sphere_location.player].add(sphere_location.address)
@@ -338,6 +335,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
}
AutoWorld.call_all(multiworld, "modify_multidata", multidata)
for key in ("slot_data", "er_hint_data"):
multidata[key] = convert_to_base_types(multidata[key])
multidata = zlib.compress(pickle.dumps(multidata), 9)
with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:

View File

@@ -1,344 +0,0 @@
import argparse
import json
import os
import sys
import re
import atexit
import shutil
from subprocess import Popen
from shutil import copyfile
from time import strftime
import logging
import requests
import Utils
from Utils import is_windows
atexit.register(input, "Press enter to exit.")
# 1 or more digits followed by m or g, then optional b
max_heap_re = re.compile(r"^\d+[mMgG][bB]?$")
def prompt_yes_no(prompt):
yes_inputs = {'yes', 'ye', 'y'}
no_inputs = {'no', 'n'}
while True:
choice = input(prompt + " [y/n] ").lower()
if choice in yes_inputs:
return True
elif choice in no_inputs:
return False
else:
print('Please respond with "y" or "n".')
def find_ap_randomizer_jar(forge_dir):
"""Create mods folder if needed; find AP randomizer jar; return None if not found."""
mods_dir = os.path.join(forge_dir, 'mods')
if os.path.isdir(mods_dir):
for entry in os.scandir(mods_dir):
if entry.name.startswith("aprandomizer") and entry.name.endswith(".jar"):
logging.info(f"Found AP randomizer mod: {entry.name}")
return entry.name
return None
else:
os.mkdir(mods_dir)
logging.info(f"Created mods folder in {forge_dir}")
return None
def replace_apmc_files(forge_dir, apmc_file):
"""Create APData folder if needed; clean .apmc files from APData; copy given .apmc into directory."""
if apmc_file is None:
return
apdata_dir = os.path.join(forge_dir, 'APData')
copy_apmc = True
if not os.path.isdir(apdata_dir):
os.mkdir(apdata_dir)
logging.info(f"Created APData folder in {forge_dir}")
for entry in os.scandir(apdata_dir):
if entry.name.endswith(".apmc") and entry.is_file():
if not os.path.samefile(apmc_file, entry.path):
os.remove(entry.path)
logging.info(f"Removed {entry.name} in {apdata_dir}")
else: # apmc already in apdata
copy_apmc = False
if copy_apmc:
copyfile(apmc_file, os.path.join(apdata_dir, os.path.basename(apmc_file)))
logging.info(f"Copied {os.path.basename(apmc_file)} to {apdata_dir}")
def read_apmc_file(apmc_file):
from base64 import b64decode
with open(apmc_file, 'r') as f:
return json.loads(b64decode(f.read()))
def update_mod(forge_dir, url: str):
"""Check mod version, download new mod from GitHub releases page if needed. """
ap_randomizer = find_ap_randomizer_jar(forge_dir)
os.path.basename(url)
if ap_randomizer is not None:
logging.info(f"Your current mod is {ap_randomizer}.")
else:
logging.info(f"You do not have the AP randomizer mod installed.")
if ap_randomizer != os.path.basename(url):
logging.info(f"A new release of the Minecraft AP randomizer mod was found: "
f"{os.path.basename(url)}")
if prompt_yes_no("Would you like to update?"):
old_ap_mod = os.path.join(forge_dir, 'mods', ap_randomizer) if ap_randomizer is not None else None
new_ap_mod = os.path.join(forge_dir, 'mods', os.path.basename(url))
logging.info("Downloading AP randomizer mod. This may take a moment...")
apmod_resp = requests.get(url)
if apmod_resp.status_code == 200:
with open(new_ap_mod, 'wb') as f:
f.write(apmod_resp.content)
logging.info(f"Wrote new mod file to {new_ap_mod}")
if old_ap_mod is not None:
os.remove(old_ap_mod)
logging.info(f"Removed old mod file from {old_ap_mod}")
else:
logging.error(f"Error retrieving the randomizer mod (status code {apmod_resp.status_code}).")
logging.error(f"Please report this issue on the Archipelago Discord server.")
sys.exit(1)
def check_eula(forge_dir):
"""Check if the EULA is agreed to, and prompt the user to read and agree if necessary."""
eula_path = os.path.join(forge_dir, "eula.txt")
if not os.path.isfile(eula_path):
# Create eula.txt
with open(eula_path, 'w') as f:
f.write("#By changing the setting below to TRUE you are indicating your agreement to our EULA (https://account.mojang.com/documents/minecraft_eula).\n")
f.write(f"#{strftime('%a %b %d %X %Z %Y')}\n")
f.write("eula=false\n")
with open(eula_path, 'r+') as f:
text = f.read()
if 'false' in text:
# Prompt user to agree to the EULA
logging.info("You need to agree to the Minecraft EULA in order to run the server.")
logging.info("The EULA can be found at https://account.mojang.com/documents/minecraft_eula")
if prompt_yes_no("Do you agree to the EULA?"):
f.seek(0)
f.write(text.replace('false', 'true'))
f.truncate()
logging.info(f"Set {eula_path} to true")
else:
sys.exit(0)
def find_jdk_dir(version: str) -> str:
"""get the specified versions jdk directory"""
for entry in os.listdir():
if os.path.isdir(entry) and entry.startswith(f"jdk{version}"):
return os.path.abspath(entry)
def find_jdk(version: str) -> str:
"""get the java exe location"""
if is_windows:
jdk = find_jdk_dir(version)
jdk_exe = os.path.join(jdk, "bin", "java.exe")
if os.path.isfile(jdk_exe):
return jdk_exe
else:
jdk_exe = shutil.which(options["minecraft_options"].get("java", "java"))
if not jdk_exe:
raise Exception("Could not find Java. Is Java installed on the system?")
return jdk_exe
def download_java(java: str):
"""Download Corretto (Amazon JDK)"""
jdk = find_jdk_dir(java)
if jdk is not None:
print(f"Removing old JDK...")
from shutil import rmtree
rmtree(jdk)
print(f"Downloading Java...")
jdk_url = f"https://corretto.aws/downloads/latest/amazon-corretto-{java}-x64-windows-jdk.zip"
resp = requests.get(jdk_url)
if resp.status_code == 200: # OK
print(f"Extracting...")
import zipfile
from io import BytesIO
with zipfile.ZipFile(BytesIO(resp.content)) as zf:
zf.extractall()
else:
print(f"Error downloading Java (status code {resp.status_code}).")
print(f"If this was not expected, please report this issue on the Archipelago Discord server.")
if not prompt_yes_no("Continue anyways?"):
sys.exit(0)
def install_forge(directory: str, forge_version: str, java_version: str):
"""download and install forge"""
java_exe = find_jdk(java_version)
if java_exe is not None:
print(f"Downloading Forge {forge_version}...")
forge_url = f"https://maven.minecraftforge.net/net/minecraftforge/forge/{forge_version}/forge-{forge_version}-installer.jar"
resp = requests.get(forge_url)
if resp.status_code == 200: # OK
forge_install_jar = os.path.join(directory, "forge_install.jar")
if not os.path.exists(directory):
os.mkdir(directory)
with open(forge_install_jar, 'wb') as f:
f.write(resp.content)
print(f"Installing Forge...")
install_process = Popen([java_exe, "-jar", forge_install_jar, "--installServer", directory])
install_process.wait()
os.remove(forge_install_jar)
def run_forge_server(forge_dir: str, java_version: str, heap_arg: str) -> Popen:
"""Run the Forge server."""
java_exe = find_jdk(java_version)
if not os.path.isfile(java_exe):
java_exe = "java" # try to fall back on java in the PATH
heap_arg = max_heap_re.match(heap_arg).group()
if heap_arg[-1] in ['b', 'B']:
heap_arg = heap_arg[:-1]
heap_arg = "-Xmx" + heap_arg
os_args = "win_args.txt" if is_windows else "unix_args.txt"
args_file = os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version, os_args)
forge_args = []
with open(args_file) as argfile:
for line in argfile:
forge_args.extend(line.strip().split(" "))
args = [java_exe, heap_arg, *forge_args, "-nogui"]
logging.info(f"Running Forge server: {args}")
os.chdir(forge_dir)
return Popen(args)
def get_minecraft_versions(version, release_channel="release"):
version_file_endpoint = "https://raw.githubusercontent.com/KonoTyran/Minecraft_AP_Randomizer/master/versions/minecraft_versions.json"
resp = requests.get(version_file_endpoint)
local = False
if resp.status_code == 200: # OK
try:
data = resp.json()
except requests.exceptions.JSONDecodeError:
logging.warning(f"Unable to fetch version update file, using local version. (status code {resp.status_code}).")
local = True
else:
logging.warning(f"Unable to fetch version update file, using local version. (status code {resp.status_code}).")
local = True
if local:
with open(Utils.user_path("minecraft_versions.json"), 'r') as f:
data = json.load(f)
else:
with open(Utils.user_path("minecraft_versions.json"), 'w') as f:
json.dump(data, f)
try:
if version:
return next(filter(lambda entry: entry["version"] == version, data[release_channel]))
else:
return resp.json()[release_channel][0]
except (StopIteration, KeyError):
logging.error(f"No compatible mod version found for client version {version} on \"{release_channel}\" channel.")
if release_channel != "release":
logging.error("Consider switching \"release_channel\" to \"release\" in your Host.yaml file")
else:
logging.error("No suitable mod found on the \"release\" channel. Please Contact us on discord to report this error.")
sys.exit(0)
def is_correct_forge(forge_dir) -> bool:
if os.path.isdir(os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version)):
return True
return False
if __name__ == '__main__':
Utils.init_logging("MinecraftClient")
parser = argparse.ArgumentParser()
parser.add_argument("apmc_file", default=None, nargs='?', help="Path to an Archipelago Minecraft data file (.apmc)")
parser.add_argument('--install', '-i', dest='install', default=False, action='store_true',
help="Download and install Java and the Forge server. Does not launch the client afterwards.")
parser.add_argument('--release_channel', '-r', dest="channel", type=str, action='store',
help="Specify release channel to use.")
parser.add_argument('--java', '-j', metavar='17', dest='java', type=str, default=False, action='store',
help="specify java version.")
parser.add_argument('--forge', '-f', metavar='1.18.2-40.1.0', dest='forge', type=str, default=False, action='store',
help="specify forge version. (Minecraft Version-Forge Version)")
parser.add_argument('--version', '-v', metavar='9', dest='data_version', type=int, action='store',
help="specify Mod data version to download.")
args = parser.parse_args()
apmc_file = os.path.abspath(args.apmc_file) if args.apmc_file else None
# Change to executable's working directory
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
options = Utils.get_options()
channel = args.channel or options["minecraft_options"]["release_channel"]
apmc_data = None
data_version = args.data_version or None
if apmc_file is None and not args.install:
apmc_file = Utils.open_filename('Select APMC file', (('APMC File', ('.apmc',)),))
if apmc_file is not None and data_version is None:
apmc_data = read_apmc_file(apmc_file)
data_version = apmc_data.get('client_version', '')
versions = get_minecraft_versions(data_version, channel)
forge_dir = options["minecraft_options"]["forge_directory"]
max_heap = options["minecraft_options"]["max_heap_size"]
forge_version = args.forge or versions["forge"]
java_version = args.java or versions["java"]
mod_url = versions["url"]
java_dir = find_jdk_dir(java_version)
if args.install:
if is_windows:
print("Installing Java")
download_java(java_version)
if not is_correct_forge(forge_dir):
print("Installing Minecraft Forge")
install_forge(forge_dir, forge_version, java_version)
else:
print("Correct Forge version already found, skipping install.")
sys.exit(0)
if apmc_data is None:
raise FileNotFoundError(f"APMC file does not exist or is inaccessible at the given location ({apmc_file})")
if is_windows:
if java_dir is None or not os.path.isdir(java_dir):
if prompt_yes_no("Did not find java directory. Download and install java now?"):
download_java(java_version)
java_dir = find_jdk_dir(java_version)
if java_dir is None or not os.path.isdir(java_dir):
raise NotADirectoryError(f"Path {java_dir} does not exist or could not be accessed.")
if not is_correct_forge(forge_dir):
if prompt_yes_no(f"Did not find forge version {forge_version} download and install it now?"):
install_forge(forge_dir, forge_version, java_version)
if not os.path.isdir(forge_dir):
raise NotADirectoryError(f"Path {forge_dir} does not exist or could not be accessed.")
if not max_heap_re.match(max_heap):
raise Exception(f"Max heap size {max_heap} in incorrect format. Use a number followed by M or G, e.g. 512M or 2G.")
update_mod(forge_dir, mod_url)
replace_apmc_files(forge_dir, apmc_file)
check_eula(forge_dir)
server_process = run_forge_server(forge_dir, java_version, max_heap)
server_process.wait()

View File

@@ -28,9 +28,11 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
from NetUtils import ServerConnection
import websockets
import colorama
import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
@@ -44,8 +46,9 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
colorama.init()
min_client_version = Version(0, 5, 0)
colorama.just_fix_windows_console()
def remove_from_list(container, value):
@@ -64,9 +67,13 @@ def pop_from_container(container, value):
return container
def update_dict(dictionary, entries):
dictionary.update(entries)
return dictionary
def update_container_unique(container, entries):
if isinstance(container, list):
existing_container_as_set = set(container)
container.extend([entry for entry in entries if entry not in existing_container_as_set])
else:
container.update(entries)
return container
def queue_gc():
@@ -107,7 +114,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_dict,
"update": update_container_unique,
}
@@ -119,13 +126,14 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str] = []
tags: typing.List[str]
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
no_text: bool
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
def __init__(self, socket: "ServerConnection", ctx: Context) -> None:
super().__init__(socket)
self.auth = False
self.team = None
@@ -175,6 +183,7 @@ class Context:
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
endpoints: list[Client]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -364,18 +373,28 @@ class Context:
return True
def broadcast_all(self, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in self.endpoints
if endpoint.auth and not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in itertools.chain.from_iterable(self.clients[team].values())
if not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
@@ -389,13 +408,13 @@ class Context:
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth:
if not client.auth or client.no_text:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth:
if not client.auth or client.no_text:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -439,8 +458,12 @@ class Context:
self.generator_version = Version(*decoded_obj["version"])
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
self.minimum_client_versions = {}
if self.generator_version < Version(0, 6, 2):
min_version = Version(0, 1, 6)
else:
min_version = min_client_version
for player, version in clients_ver.items():
self.minimum_client_versions[player] = max(Version(*version), min_client_version)
self.minimum_client_versions[player] = max(Version(*version), min_version)
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
@@ -760,7 +783,7 @@ class Context:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = self.clients[team].get(slot)
clients = filter(lambda c: not c.no_text, self.clients[team].get(slot, []))
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
@@ -769,7 +792,7 @@ class Context:
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location:
if hint.location == seeked_location and hint.finding_player == finding_player:
return hint
return None
@@ -819,7 +842,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket, path: str = "/", ctx: Context = None):
async def server(websocket: "ServerConnection", path: str = "/", ctx: Context = None) -> None:
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -910,6 +933,10 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
if not any(isinstance(extension, PerMessageDeflate) for extension in client.socket.extensions):
ctx.notify_client(client, "Warning: your client does not support compressed websocket connections! "
"It may stop working in the future. If you are a player, please report this to the "
"client's developer.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -1060,21 +1087,37 @@ def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
new_locations.intersection_update(slot_locations) # ignore location IDs unknown to this multidata
if new_locations:
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations:
item_id, target_player, flags = ctx.locations[slot][location]
# extract all fields to avoid runtime overhead in LocationStore
item_id, target_player, flags = slot_locations[location]
# sort/group by receiver and item
sortable.append((target_player, item_id, location, flags))
info_texts: list[dict[str, typing.Any]] = []
for target_player, item_id, location, flags in sorted(sortable):
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
if len(info_texts) >= 140:
# split into chunks that are close to compression window of 64K but not too big on the wire
# (roughly 1300-2600 bytes after compression depending on repetitiveness)
ctx.broadcast_team(team, info_texts)
info_texts.clear()
info_texts.append(json_format_send_event(new_item, target_player))
ctx.broadcast_team(team, info_texts)
del info_texts
del sortable
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
@@ -1101,7 +1144,7 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
prev_hint = ctx.get_hint(team, slot, location_id)
prev_hint = ctx.get_hint(team, finding_player, location_id)
if prev_hint:
hints.append(prev_hint)
else:
@@ -1787,7 +1830,9 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_locations = bool(client.tags & _non_game_messages.keys())
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
connected_packet = {
"cmd": "Connected",
"team": client.team, "slot": client.slot,
@@ -1859,7 +1904,10 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
old_tags = client.tags
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_locations = bool(client.tags & _non_game_messages.keys())
client.no_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.",
@@ -1939,14 +1987,21 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
concerning_slots = ctx.slot_set(hint.receiving_player) | {hint.finding_player}
for slot in concerning_slots:
ctx.replace_hint(client.team, slot, hint, new_hint)
ctx.save()
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
for slot in concerning_slots:
ctx.on_changed_hints(client.team, slot)
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
if client.no_locations and args["status"] == ClientStatus.CLIENT_GOAL:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": "Trackers can't register Goal Complete",
"original_cmd": cmd}])
else:
update_client_status(ctx, client, args["status"])
elif cmd == 'Say':
if "text" not in args or type(args["text"]) is not str or not args["text"].isprintable():
@@ -1998,7 +2053,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", True):
if args.get("want_reply", False):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])
@@ -2373,8 +2428,10 @@ async def console(ctx: Context):
def parse_args() -> argparse.Namespace:
from settings import get_settings
parser = argparse.ArgumentParser()
defaults = Utils.get_settings()["server_options"].as_dict()
defaults = get_settings().server_options.as_dict()
parser.add_argument('multidata', nargs="?", default=defaults["multidata"])
parser.add_argument('--host', default=defaults["host"])
parser.add_argument('--port', default=defaults["port"], type=int)

View File

@@ -5,17 +5,18 @@ import enum
import warnings
from json import JSONEncoder, JSONDecoder
import websockets
if typing.TYPE_CHECKING:
from websockets import WebSocketServerProtocol as ServerConnection
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_UNSPECIFIED = 0
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False):
@@ -105,6 +106,27 @@ def _scan_for_TypedTuples(obj: typing.Any) -> typing.Any:
return obj
_base_types = str | int | bool | float | None | tuple["_base_types", ...] | dict["_base_types", "base_types"]
def convert_to_base_types(obj: typing.Any) -> _base_types:
if isinstance(obj, (tuple, list, set, frozenset)):
return tuple(convert_to_base_types(o) for o in obj)
elif isinstance(obj, dict):
return {convert_to_base_types(key): convert_to_base_types(value) for key, value in obj.items()}
elif obj is None or type(obj) in (str, int, float, bool):
return obj
# unwrap simple types to their base, such as StrEnum
elif isinstance(obj, str):
return str(obj)
elif isinstance(obj, int):
return int(obj)
elif isinstance(obj, float):
return float(obj)
else:
raise Exception(f"Cannot handle {type(obj)}")
_encode = JSONEncoder(
ensure_ascii=False,
check_circular=False,
@@ -151,7 +173,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint:
socket: websockets.WebSocketServerProtocol
socket: "ServerConnection"
def __init__(self, socket):
self.socket = socket

View File

@@ -12,6 +12,7 @@ from CommonClient import CommonContext, server_loop, gui_enabled, \
import Utils
from Utils import async_start
from worlds import network_data_package
from worlds.oot import OOTWorld
from worlds.oot.Rom import Rom, compress_rom_file
from worlds.oot.N64Patch import apply_patch_file
from worlds.oot.Utils import data_path
@@ -280,7 +281,7 @@ async def n64_sync_task(ctx: OoTContext):
async def run_game(romfile):
auto_start = Utils.get_options()["oot_options"].get("rom_start", True)
auto_start = OOTWorld.settings.rom_start
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
@@ -295,7 +296,7 @@ async def patch_and_run_game(apz5_file):
decomp_path = base_name + '-decomp.z64'
comp_path = base_name + '.z64'
# Load vanilla ROM, patch file, compress ROM
rom_file_name = Utils.get_options()["oot_options"]["rom_file"]
rom_file_name = OOTWorld.settings.rom_file
rom = Rom(rom_file_name)
sub_file = None
@@ -346,7 +347,7 @@ if __name__ == '__main__':
import colorama
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main())
colorama.deinit()

View File

@@ -1,6 +1,7 @@
from __future__ import annotations
import abc
import collections
import functools
import logging
import math
@@ -23,6 +24,12 @@ if typing.TYPE_CHECKING:
import pathlib
def roll_percentage(percentage: int | float) -> bool:
"""Roll a percentage chance.
percentage is expected to be in range [0, 100]"""
return random.random() < (float(percentage) / 100)
class OptionError(ValueError):
pass
@@ -866,15 +873,49 @@ class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mappin
def __len__(self) -> int:
return self.value.__len__()
# __getitem__ fallback fails for Counters, so we define this explicitly
def __contains__(self, item) -> bool:
return item in self.value
class ItemDict(OptionDict):
class OptionCounter(OptionDict):
min: int | None = None
max: int | None = None
def __init__(self, value: dict[str, int]) -> None:
super(OptionCounter, self).__init__(collections.Counter(value))
def verify(self, world: type[World], player_name: str, plando_options: PlandoOptions) -> None:
super(OptionCounter, self).verify(world, player_name, plando_options)
range_errors = []
if self.max is not None:
range_errors += [
f"\"{key}: {value}\" is higher than maximum allowed value {self.max}."
for key, value in self.value.items() if value > self.max
]
if self.min is not None:
range_errors += [
f"\"{key}: {value}\" is lower than minimum allowed value {self.min}."
for key, value in self.value.items() if value < self.min
]
if range_errors:
range_errors = [f"For option {getattr(self, 'display_name', self)}:"] + range_errors
raise OptionError("\n".join(range_errors))
class ItemDict(OptionCounter):
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
min = 0
def __init__(self, value: dict[str, int]) -> None:
# Backwards compatibility: Cull 0s to make "in" checks behave the same as when this wasn't a OptionCounter
value = {item_name: amount for item_name, amount in value.items() if amount != 0}
super(ItemDict, self).__init__(value)
@@ -984,7 +1025,7 @@ class PlandoTexts(Option[typing.List[PlandoText]], VerifyKeys):
if isinstance(data, typing.Iterable):
for text in data:
if isinstance(text, typing.Mapping):
if random.random() < float(text.get("percentage", 100)/100):
if roll_percentage(text.get("percentage", 100)):
at = text.get("at", None)
if at is not None:
if isinstance(at, dict):
@@ -1010,7 +1051,7 @@ class PlandoTexts(Option[typing.List[PlandoText]], VerifyKeys):
else:
raise OptionError("\"at\" must be a valid string or weighted list of strings!")
elif isinstance(text, PlandoText):
if random.random() < float(text.percentage/100):
if roll_percentage(text.percentage):
texts.append(text)
else:
raise Exception(f"Cannot create plando text from non-dictionary type, got {type(text)}")
@@ -1134,7 +1175,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
for connection in data:
if isinstance(connection, typing.Mapping):
percentage = connection.get("percentage", 100)
if random.random() < float(percentage / 100):
if roll_percentage(percentage):
entrance = connection.get("entrance", None)
if is_iterable_except_str(entrance):
entrance = random.choice(sorted(entrance))
@@ -1152,7 +1193,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
percentage
))
elif isinstance(connection, PlandoConnection):
if random.random() < float(connection.percentage / 100):
if roll_percentage(connection.percentage):
value.append(connection)
else:
raise Exception(f"Cannot create connection from non-Dict type, got {type(connection)}.")
@@ -1257,42 +1298,47 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing
accessibility: Accessibility
def as_dict(self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False) -> typing.Dict[str, typing.Any]:
def as_dict(
self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False,
) -> dict[str, typing.Any]:
"""
Returns a dictionary of [str, Option.value]
:param option_names: names of the options to return
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
:param toggles_as_bools: whether toggle options should be output as bools instead of strings
:param option_names: Names of the options to get the values of.
:param casing: Casing of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`.
:param toggles_as_bools: Whether toggle options should be returned as bools instead of ints.
:return: A dictionary of each option name to the value of its Option. If the option is an OptionSet, the value
will be returned as a sorted list.
"""
assert option_names, "options.as_dict() was used without any option names."
option_results = {}
for option_name in option_names:
if option_name in type(self).type_hints:
if casing == "snake":
display_name = option_name
elif casing == "camel":
split_name = [name.title() for name in option_name.split("_")]
split_name[0] = split_name[0].lower()
display_name = "".join(split_name)
elif casing == "pascal":
display_name = "".join([name.title() for name in option_name.split("_")])
elif casing == "kebab":
display_name = option_name.replace("_", "-")
else:
raise ValueError(f"{casing} is invalid casing for as_dict. "
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else:
if option_name not in type(self).type_hints:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
if casing == "snake":
display_name = option_name
elif casing == "camel":
split_name = [name.title() for name in option_name.split("_")]
split_name[0] = split_name[0].lower()
display_name = "".join(split_name)
elif casing == "pascal":
display_name = "".join([name.title() for name in option_name.split("_")])
elif casing == "kebab":
display_name = option_name.replace("_", "-")
else:
raise ValueError(f"{casing} is invalid casing for as_dict. "
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
return option_results
@@ -1313,6 +1359,7 @@ class StartInventory(ItemDict):
verify_item_name = True
display_name = "Start Inventory"
rich_text_doc = True
max = 10000
class StartInventoryPool(StartInventory):
@@ -1428,6 +1475,133 @@ class ItemLinks(OptionList):
link["item_pool"] = list(pool)
@dataclass(frozen=True)
class PlandoItem:
items: list[str] | dict[str, typing.Any]
locations: list[str]
world: int | str | bool | None | typing.Iterable[str] | set[int] = False
from_pool: bool = True
force: bool | typing.Literal["silent"] = "silent"
count: int | bool | dict[str, int] = False
percentage: int = 100
class PlandoItems(Option[typing.List[PlandoItem]]):
"""Generic items plando."""
default = ()
supports_weighting = False
display_name = "Plando Items"
def __init__(self, value: typing.Iterable[PlandoItem]) -> None:
self.value = list(deepcopy(value))
super().__init__()
@classmethod
def from_any(cls, data: typing.Any) -> Option[typing.List[PlandoItem]]:
if not isinstance(data, typing.Iterable):
raise OptionError(f"Cannot create plando items from non-Iterable type, got {type(data)}")
value: typing.List[PlandoItem] = []
for item in data:
if isinstance(item, typing.Mapping):
percentage = item.get("percentage", 100)
if not isinstance(percentage, int):
raise OptionError(f"Plando `percentage` has to be int, not {type(percentage)}.")
if not (0 <= percentage <= 100):
raise OptionError(f"Plando `percentage` has to be between 0 and 100 (inclusive) not {percentage}.")
if roll_percentage(percentage):
count = item.get("count", False)
items = item.get("items", [])
if not items:
items = item.get("item", None) # explicitly throw an error here if not present
if not items:
raise OptionError("You must specify at least one item to place items with plando.")
count = 1
if isinstance(items, str):
items = [items]
elif not isinstance(items, (dict, list)):
raise OptionError(f"Plando 'items' has to be string, list, or "
f"dictionary, not {type(items)}")
locations = item.get("locations", [])
if not locations:
locations = item.get("location", [])
if locations:
count = 1
else:
locations = ["Everywhere"]
if isinstance(locations, str):
locations = [locations]
if not isinstance(locations, list):
raise OptionError(f"Plando `location` has to be string or list, not {type(locations)}")
world = item.get("world", False)
from_pool = item.get("from_pool", True)
force = item.get("force", "silent")
if not isinstance(from_pool, bool):
raise OptionError(f"Plando 'from_pool' has to be true or false, not {from_pool!r}.")
if not (isinstance(force, bool) or force == "silent"):
raise OptionError(f"Plando `force` has to be true or false or `silent`, not {force!r}.")
value.append(PlandoItem(items, locations, world, from_pool, force, count, percentage))
elif isinstance(item, PlandoItem):
if roll_percentage(item.percentage):
value.append(item)
else:
raise OptionError(f"Cannot create plando item from non-Dict type, got {type(item)}.")
return cls(value)
def verify(self, world: typing.Type[World], player_name: str, plando_options: "PlandoOptions") -> None:
if not self.value:
return
from BaseClasses import PlandoOptions
if not (PlandoOptions.items & plando_options):
# plando is disabled but plando options were given so overwrite the options
self.value = []
logging.warning(f"The plando items module is turned off, "
f"so items for {player_name} will be ignored.")
else:
# filter down item groups
for plando in self.value:
# confirm a valid count
if isinstance(plando.count, dict):
if "min" in plando.count and "max" in plando.count:
if plando.count["min"] > plando.count["max"]:
raise OptionError("Plando cannot have count `min` greater than `max`.")
items_copy = plando.items.copy()
if isinstance(plando.items, dict):
for item in items_copy:
if item in world.item_name_groups:
value = plando.items.pop(item)
group = world.item_name_groups[item]
filtered_items = sorted(group.difference(list(plando.items.keys())))
if not filtered_items:
raise OptionError(f"Plando `items` contains the group \"{item}\" "
f"and every item in it. This is not allowed.")
if value is True:
for key in filtered_items:
plando.items[key] = True
else:
for key in random.choices(filtered_items, k=value):
plando.items[key] = plando.items.get(key, 0) + 1
else:
assert isinstance(plando.items, list) # pycharm can't figure out the hinting without the hint
for item in items_copy:
if item in world.item_name_groups:
plando.items.remove(item)
plando.items.extend(sorted(world.item_name_groups[item]))
@classmethod
def get_option_name(cls, value: list[PlandoItem]) -> str:
return ", ".join(["(%s: %s)" % (item.items, item.locations) for item in value]) #TODO: see what a better way to display would be
def __getitem__(self, index: typing.SupportsIndex) -> PlandoItem:
return self.value.__getitem__(index)
def __iter__(self) -> typing.Iterator[PlandoItem]:
yield from self.value
def __len__(self) -> int:
return len(self.value)
class Removed(FreeText):
"""This Option has been Removed."""
rich_text_doc = True
@@ -1450,6 +1624,7 @@ class PerGameCommonOptions(CommonOptions):
exclude_locations: ExcludeLocations
priority_locations: PriorityLocations
item_links: ItemLinks
plando_items: PlandoItems
@dataclass
@@ -1503,6 +1678,7 @@ def get_option_groups(world: typing.Type[World], visibility_level: Visibility =
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:
import os
from inspect import cleandoc
import yaml
from jinja2 import Template
@@ -1541,19 +1717,21 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
# yaml dump may add end of document marker and newlines.
return yaml.dump(scalar).replace("...\n", "").strip()
with open(local_path("data", "options.yaml")) as f:
file_data = f.read()
template = Template(file_data)
for game_name, world in AutoWorldRegister.world_types.items():
if not world.hidden or generate_hidden:
option_groups = get_option_groups(world)
with open(local_path("data", "options.yaml")) as f:
file_data = f.read()
res = Template(file_data).render(
res = template.render(
option_groups=option_groups,
__version__=__version__, game=game_name, yaml_dump=yaml_dump_scalar,
dictify_range=dictify_range,
cleandoc=cleandoc,
)
del file_data
with open(os.path.join(target_folder, get_file_safe_name(game_name) + ".yaml"), "w", encoding="utf-8-sig") as f:
f.write(res)
@@ -1579,10 +1757,11 @@ def dump_player_options(multiworld: MultiWorld) -> None:
player_output = {
"Game": multiworld.game[player],
"Name": multiworld.get_player_name(player),
"ID": player,
}
output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items():
if issubclass(Removed, option):
if option.visibility == Visibility.none:
continue
display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name
@@ -1591,7 +1770,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
game_option_names.append(display_name)
with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file:
fields = ["Game", "Name", *all_option_names]
fields = ["ID", "Game", "Name", *all_option_names]
writer = DictWriter(file, fields)
writer.writeheader()
writer.writerows(output)

View File

@@ -7,9 +7,7 @@ Currently, the following games are supported:
* The Legend of Zelda: A Link to the Past
* Factorio
* Minecraft
* Subnautica
* Slay the Spire
* Risk of Rain 2
* The Legend of Zelda: Ocarina of Time
* Timespinner
@@ -63,7 +61,6 @@ Currently, the following games are supported:
* TUNIC
* Kirby's Dream Land 3
* Celeste 64
* Zork Grand Inquisitor
* Castlevania 64
* A Short Hike
* Yoshi's Island
@@ -80,6 +77,11 @@ Currently, the following games are supported:
* Saving Princess
* Castlevania: Circle of the Moon
* Inscryption
* Civilization VI
* The Legend of Zelda: The Wind Waker
* Jak and Daxter: The Precursor Legacy
* Super Mario Land 2: 6 Golden Coins
* shapez
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -735,6 +735,6 @@ async def main() -> None:
if __name__ == '__main__':
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main())
colorama.deinit()

View File

@@ -500,7 +500,7 @@ def main():
import colorama
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(_main())
colorama.deinit()

View File

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.0"
__version__ = "0.6.2"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -114,6 +114,8 @@ def cache_self1(function: typing.Callable[[S, T], RetType]) -> typing.Callable[[
cache[arg] = res
return res
wrap.__defaults__ = function.__defaults__
return wrap
@@ -137,8 +139,11 @@ def local_path(*path: str) -> str:
local_path.cached_path = os.path.dirname(os.path.abspath(sys.argv[0]))
else:
import __main__
if hasattr(__main__, "__file__") and os.path.isfile(__main__.__file__):
if globals().get("__file__") and os.path.isfile(__file__):
# we are running in a normal Python environment
local_path.cached_path = os.path.dirname(os.path.abspath(__file__))
elif hasattr(__main__, "__file__") and os.path.isfile(__main__.__file__):
# we are running in a normal Python environment, but AP was imported weirdly
local_path.cached_path = os.path.dirname(os.path.abspath(__main__.__file__))
else:
# pray
@@ -161,6 +166,10 @@ def home_path(*path: str) -> str:
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
elif sys.platform == 'darwin':
import platformdirs
home_path.cached_path = platformdirs.user_data_dir("Archipelago", False)
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -172,7 +181,7 @@ def user_path(*path: str) -> str:
"""Returns either local_path or home_path based on write permissions."""
if hasattr(user_path, "cached_path"):
pass
elif os.access(local_path(), os.W_OK):
elif os.access(local_path(), os.W_OK) and not (is_macos and is_frozen()):
user_path.cached_path = local_path()
else:
user_path.cached_path = home_path()
@@ -221,7 +230,12 @@ def open_file(filename: typing.Union[str, "pathlib.Path"]) -> None:
from shutil import which
open_command = which("open") if is_macos else (which("xdg-open") or which("gnome-open") or which("kde-open"))
assert open_command, "Didn't find program for open_file! Please report this together with system details."
subprocess.call([open_command, filename])
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
subprocess.call([open_command, filename], env=env)
# from https://gist.github.com/pypt/94d747fe5180851196eb#gistcomment-4015118 with some changes
@@ -443,7 +457,8 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoText)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -531,6 +546,8 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
if add_timestamp:
stream_handler.setFormatter(formatter)
root_logger.addHandler(stream_handler)
if hasattr(sys.stdout, "reconfigure"):
sys.stdout.reconfigure(encoding="utf-8", errors="replace")
# Relay unhandled exceptions to logger.
if not getattr(sys.excepthook, "_wrapped", False): # skip if already modified
@@ -629,6 +646,8 @@ def get_fuzzy_results(input_word: str, word_list: typing.Collection[str], limit:
import jellyfish
def get_fuzzy_ratio(word1: str, word2: str) -> float:
if word1 == word2:
return 1.01
return (1 - jellyfish.damerau_levenshtein_distance(word1.lower(), word2.lower())
/ max(len(word1), len(word2)))
@@ -649,8 +668,10 @@ def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bo
picks = get_fuzzy_results(input_text, possible_answers, limit=2)
if len(picks) > 1:
dif = picks[0][1] - picks[1][1]
if picks[0][1] == 100:
if picks[0][1] == 101:
return picks[0][0], True, "Perfect Match"
elif picks[0][1] == 100:
return picks[0][0], True, "Case Insensitive Perfect Match"
elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
@@ -693,25 +714,30 @@ def _mp_open_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args:
res.put(open_filename(*args))
def _run_for_stdout(*args: str):
env = os.environ
if "LD_LIBRARY_PATH" in env:
env = env.copy()
del env["LD_LIBRARY_PATH"] # exe is a system binary, so reset LD_LIBRARY_PATH
return subprocess.run(args, capture_output=True, text=True, env=env).stdout.split("\n", 1)[0] or None
def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typing.Iterable[str]]], suggest: str = "") \
-> typing.Optional[str]:
logging.info(f"Opening file input dialog for {title}.")
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_linux:
# prefer native dialog
from shutil import which
kdialog = which("kdialog")
if kdialog:
k_filters = '|'.join((f'{text} (*{" *".join(ext)})' for (text, ext) in filetypes))
return run(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
return _run_for_stdout(kdialog, f"--title={title}", "--getopenfilename", suggest or ".", k_filters)
zenity = which("zenity")
if zenity:
z_filters = (f'--file-filter={text} ({", ".join(ext)}) | *{" *".join(ext)}' for (text, ext) in filetypes)
selection = (f"--filename={suggest}",) if suggest else ()
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
# fall back to tk
try:
@@ -745,21 +771,18 @@ def _mp_open_directory(res: "multiprocessing.Queue[typing.Optional[str]]", *args
def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_linux:
# prefer native dialog
from shutil import which
kdialog = which("kdialog")
if kdialog:
return run(kdialog, f"--title={title}", "--getexistingdirectory",
return _run_for_stdout(kdialog, f"--title={title}", "--getexistingdirectory",
os.path.abspath(suggest) if suggest else ".")
zenity = which("zenity")
if zenity:
z_filters = ("--directory",)
selection = (f"--filename={os.path.abspath(suggest)}/",) if suggest else ()
return run(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
return _run_for_stdout(zenity, f"--title={title}", "--file-selection", *z_filters, *selection)
# fall back to tk
try:
@@ -786,9 +809,6 @@ def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
def messagebox(title: str, text: str, error: bool = False) -> None:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
if is_kivy_running():
from kvui import MessageBox
MessageBox(title, text, error).open()
@@ -799,10 +819,10 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
from shutil import which
kdialog = which("kdialog")
if kdialog:
return run(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
return _run_for_stdout(kdialog, f"--title={title}", "--error" if error else "--msgbox", text)
zenity = which("zenity")
if zenity:
return run(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
return _run_for_stdout(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
elif is_windows:
import ctypes

View File

@@ -80,10 +80,8 @@ def register():
"""Import submodules, triggering their registering on flask routing.
Note: initializes worlds subsystem."""
# has automatic patch integration
import worlds.AutoWorld
import worlds.Files
app.jinja_env.filters['supports_apdeltapatch'] = lambda game_name: \
game_name in worlds.Files.AutoPatchRegister.patch_types
app.jinja_env.filters['is_applayercontainer'] = worlds.Files.is_ap_player_container
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it

View File

@@ -28,6 +28,6 @@ def get_seeds():
response.append({
"seed_id": seed.id,
"creation_time": seed.creation_time,
"players": get_players(seed.slots),
"players": get_players(seed),
})
return jsonify(response)

View File

@@ -9,7 +9,7 @@ from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit
from pony.orm import db_session, select, commit, PrimaryKey
from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException
@@ -36,12 +36,21 @@ def handle_generation_failure(result: BaseException):
logging.exception(e)
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try:
meta = json.loads(generation.meta)
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(gen_game, (options,),
pool.apply_async(_mp_gen_game, (options,),
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
@@ -55,6 +64,10 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try:
import resource
except ModuleNotFoundError:

View File

@@ -117,6 +117,7 @@ class WebHostContext(Context):
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load
self.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_name_groups.get("Archipelago", {})}
missing_checksum = False
for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game]
@@ -132,11 +133,13 @@ class WebHostContext(Context):
continue
else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}")
else:
missing_checksum = True # Game rolled on old AP and will load data package from multidata
self.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_name_groups.get(game, {})
if not game_data_packages:
if not game_data_packages and not missing_checksum:
# all static -> use the static dicts directly
self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups
@@ -224,6 +227,9 @@ def set_up_logging(room_id) -> logging.Logger:
def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
cert_file: typing.Optional[str], cert_key_file: typing.Optional[str],
host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue):
from setproctitle import setproctitle
setproctitle(name)
Utils.init_logging(name)
try:
import resource
@@ -244,8 +250,23 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
raise Exception("Worlds system should not be loaded in the custom server.")
import gc
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
del cert_file, cert_key_file, ponyconfig
if not cert_file:
def get_ssl_context():
return None
else:
load_date = None
ssl_context = load_server_cert(cert_file, cert_key_file)
def get_ssl_context():
nonlocal load_date, ssl_context
today = datetime.date.today()
if load_date != today:
ssl_context = load_server_cert(cert_file, cert_key_file)
load_date = today
return ssl_context
del ponyconfig
gc.collect() # free intermediate objects used during setup
loop = asyncio.get_event_loop()
@@ -260,12 +281,12 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
assert ctx.server is None
try:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=get_ssl_context())
await ctx.server
except OSError: # likely port in use
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=get_ssl_context())
await ctx.server
port = 0

View File

@@ -61,12 +61,7 @@ def download_slot_file(room_id, player_id: int):
else:
import io
if slot_data.game == "Minecraft":
from worlds.minecraft import mc_update_output
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_P{slot_data.player_id}_{slot_data.player_name}.apmc"
data = mc_update_output(slot_data.data, server=app.config['HOST_ADDRESS'], port=room.last_port)
return send_file(io.BytesIO(data), as_attachment=True, download_name=fname)
elif slot_data.game == "Factorio":
if slot_data.game == "Factorio":
with zipfile.ZipFile(io.BytesIO(slot_data.data)) as zf:
for name in zf.namelist():
if name.endswith("info.json"):

View File

@@ -135,6 +135,7 @@ def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=Non
{"bosses", "items", "connections", "texts"}))
erargs.skip_prog_balancing = False
erargs.skip_output = False
erargs.spoiler_only = False
erargs.csv_output = False
name_counter = Counter()

View File

@@ -35,6 +35,12 @@ def start_playing():
@app.route('/games/<string:game>/info/<string:lang>')
@cache.cached()
def game_info(game, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in world.web.game_info_languages:
raise KeyError("Sorry, this game's info page is not available in that language yet.")
except KeyError:
return abort(404)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
@@ -52,6 +58,12 @@ def games():
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@cache.cached()
def tutorial(game, file, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
raise KeyError("Sorry, the tutorial is not available in that language yet.")
except KeyError:
return abort(404)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))

View File

@@ -6,7 +6,7 @@ from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response
from flask import redirect, render_template, request, Response, abort
import Options
from Utils import local_path
@@ -108,7 +108,7 @@ def option_presets(game: str) -> Response:
f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}."
presets[preset_name][preset_option_name] = option.value
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.ItemDict)):
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.OptionCounter)):
presets[preset_name][preset_option_name] = option.value
elif isinstance(preset_option, str):
# Ensure the option value is valid for Choice and Toggle options
@@ -142,7 +142,10 @@ def weighted_options_old():
@app.route("/games/<string:game>/weighted-options")
@cache.cached()
def weighted_options(game: str):
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
try:
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
except KeyError:
return abort(404)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
@@ -197,7 +200,10 @@ def generate_weighted_yaml(game: str):
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
try:
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
except KeyError:
return abort(404)
# YAML generator for player-options
@@ -216,7 +222,7 @@ def generate_yaml(game: str):
for key, val in options.copy().items():
key_parts = key.rsplit("||", 2)
# Detect and build ItemDict options from their name pattern
# Detect and build OptionCounter options from their name pattern
if key_parts[-1] == "qty":
if key_parts[0] not in options:
options[key_parts[0]] = {}

View File

@@ -1,11 +1,12 @@
flask>=3.0.3
werkzeug>=3.0.6
flask>=3.1.1
werkzeug>=3.1.3
pony>=0.7.19
waitress>=3.0.0
waitress>=3.0.2
Flask-Caching>=2.3.0
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.5.2
markupsafe>=2.1.5
Flask-Compress>=1.17
Flask-Limiter>=3.12
bokeh>=3.6.3
markupsafe>=3.0.2
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

View File

@@ -22,7 +22,7 @@ players to rely upon each other to complete their game.
While a multiworld game traditionally requires all players to be playing the same game, a multi-game multiworld allows
players to randomize any of the supported games, and send items between them. This allows players of different
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworld.
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworlds.
Here is a list of our [Supported Games](https://archipelago.gg/games).
## Can I generate a single-player game with Archipelago?

View File

@@ -23,7 +23,6 @@ window.addEventListener('load', () => {
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
gameInfo.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
// Reset the id of all header divs to something nicer
for (const header of document.querySelectorAll('h1, h2, h3, h4, h5, h6')) {
@@ -42,10 +41,5 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView();
}
});
}).catch((error) => {
console.error(error);
gameInfo.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
});
});

View File

@@ -6,6 +6,4 @@ window.addEventListener('load', () => {
document.getElementById('file-input').addEventListener('change', () => {
document.getElementById('host-game-form').submit();
});
adjustFooterHeight();
});

View File

@@ -1,49 +0,0 @@
window.addEventListener('load', () => {
// Reload tracker every 15 seconds
const url = window.location;
setInterval(() => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
// Create a fake DOM using the returned HTML
const domParser = new DOMParser();
const fakeDOM = domParser.parseFromString(ajax.responseText, 'text/html');
// Update item tracker
document.getElementById('inventory-table').innerHTML = fakeDOM.getElementById('inventory-table').innerHTML;
// Update only counters in the location-table
let counters = document.getElementsByClassName('counter');
const fakeCounters = fakeDOM.getElementsByClassName('counter');
for (let i = 0; i < counters.length; i++) {
counters[i].innerHTML = fakeCounters[i].innerHTML;
}
};
ajax.open('GET', url);
ajax.send();
}, 15000)
// Collapsible advancement sections
const categories = document.getElementsByClassName("location-category");
for (let i = 0; i < categories.length; i++) {
let hide_id = categories[i].id.split('-')[0];
if (hide_id == 'Total') {
continue;
}
categories[i].addEventListener('click', function() {
// Toggle the advancement list
document.getElementById(hide_id).classList.toggle("hide");
// Change text of the header
const tab_header = document.getElementById(hide_id+'-header').children[0];
const orig_text = tab_header.innerHTML;
let new_text;
if (orig_text.includes("▼")) {
new_text = orig_text.replace("▼", "▲");
}
else {
new_text = orig_text.replace("▲", "▼");
}
tab_header.innerHTML = new_text;
});
}
});

View File

@@ -1,47 +0,0 @@
const adjustFooterHeight = () => {
// If there is no footer on this page, do nothing
const footer = document.getElementById('island-footer');
if (!footer) { return; }
// If the body is taller than the window, also do nothing
if (document.body.offsetHeight > window.innerHeight) {
footer.style.marginTop = '0';
return;
}
// Add a margin-top to the footer to position it at the bottom of the screen
const sibling = footer.previousElementSibling;
const margin = (window.innerHeight - sibling.offsetTop - sibling.offsetHeight - footer.offsetHeight);
if (margin < 1) {
footer.style.marginTop = '0';
return;
}
footer.style.marginTop = `${margin}px`;
};
const adjustHeaderWidth = () => {
// If there is no header, do nothing
const header = document.getElementById('base-header');
if (!header) { return; }
const tempDiv = document.createElement('div');
tempDiv.style.width = '100px';
tempDiv.style.height = '100px';
tempDiv.style.overflow = 'scroll';
tempDiv.style.position = 'absolute';
tempDiv.style.top = '-500px';
document.body.appendChild(tempDiv);
const scrollbarWidth = tempDiv.offsetWidth - tempDiv.clientWidth;
document.body.removeChild(tempDiv);
const documentRoot = document.compatMode === 'BackCompat' ? document.body : document.documentElement;
const margin = (documentRoot.scrollHeight > documentRoot.clientHeight) ? 0-scrollbarWidth : 0;
document.getElementById('base-header-right').style.marginRight = `${margin}px`;
};
window.addEventListener('load', () => {
window.addEventListener('resize', adjustFooterHeight);
window.addEventListener('resize', adjustHeaderWidth);
adjustFooterHeight();
adjustHeaderWidth();
});

View File

@@ -25,7 +25,6 @@ window.addEventListener('load', () => {
showdown.setOption('literalMidWordUnderscores', true);
showdown.setOption('disableForced4SpacesIndentedSublists', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
const title = document.querySelector('h1')
if (title) {
@@ -49,10 +48,5 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView();
}
});
}).catch((error) => {
console.error(error);
tutorialWrapper.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}/tutorial">here</a> to return to safety.</h3>`;
});
});

View File

@@ -36,6 +36,13 @@ html{
body{
margin: 0;
display: flex;
flex-direction: column;
min-height: calc(100vh - 110px);
}
main {
flex-grow: 1;
}
a{

View File

@@ -1,102 +0,0 @@
#player-tracker-wrapper{
margin: 0;
}
#inventory-table{
border-top: 2px solid #000000;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-top-left-radius: 4px;
border-top-right-radius: 4px;
padding: 3px 3px 10px;
width: 384px;
background-color: #42b149;
}
#inventory-table td{
width: 40px;
height: 40px;
text-align: center;
vertical-align: middle;
}
#inventory-table img{
height: 100%;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(30%);
}
#inventory-table img.acquired{
filter: none;
}
#inventory-table div.counted-item {
position: relative;
}
#inventory-table div.item-count {
position: absolute;
color: white;
font-family: "Minecraftia", monospace;
font-weight: bold;
bottom: 0;
right: 0;
}
#location-table{
width: 384px;
border-left: 2px solid #000000;
border-right: 2px solid #000000;
border-bottom: 2px solid #000000;
border-bottom-left-radius: 4px;
border-bottom-right-radius: 4px;
background-color: #42b149;
padding: 0 3px 3px;
font-family: "Minecraftia", monospace;
font-size: 14px;
cursor: default;
}
#location-table th{
vertical-align: middle;
text-align: left;
padding-right: 10px;
}
#location-table td{
padding-top: 2px;
padding-bottom: 2px;
line-height: 20px;
}
#location-table td.counter {
text-align: right;
font-size: 14px;
}
#location-table td.toggle-arrow {
text-align: right;
}
#location-table tr#Total-header {
font-weight: bold;
}
#location-table img{
height: 100%;
max-width: 30px;
max-height: 30px;
}
#location-table tbody.locations {
font-size: 12px;
}
#location-table td.location-name {
padding-left: 16px;
}
.hide {
display: none;
}

View File

@@ -75,6 +75,27 @@
#inventory-table img.acquired.green{ /*32CD32*/
filter: hue-rotate(84deg) saturate(10) brightness(0.7);
}
#inventory-table img.acquired.hotpink{ /*FF69B4*/
filter: sepia(100%) hue-rotate(300deg) saturate(10);
}
#inventory-table img.acquired.lightsalmon{ /*FFA07A*/
filter: sepia(100%) hue-rotate(347deg) saturate(10);
}
#inventory-table img.acquired.crimson{ /*DB143B*/
filter: sepia(100%) hue-rotate(318deg) saturate(10) brightness(0.86);
}
#inventory-table span{
color: #B4B4A0;
font-size: 40px;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(30%);
}
#inventory-table span.acquired{
filter: none;
}
#inventory-table div.image-stack{
display: grid;

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Page Not Found (404)</title>
@@ -13,5 +14,4 @@
The page you're looking for doesn&apos;t exist.<br />
<a href="/">Click here to return to safety.</a>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Upload Multidata</title>
@@ -27,6 +28,4 @@
</div>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Archipelago</title>
@@ -57,5 +58,4 @@
</div>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -26,30 +26,15 @@
<td>{{ patch.game }}</td>
<td>
{% if patch.data %}
{% if patch.game == "Minecraft" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APMC File...</a>
{% elif patch.game == "Factorio" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download Factorio Mod...</a>
{% elif patch.game == "Kingdom Hearts 2" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download Kingdom Hearts 2 Mod...</a>
{% elif patch.game == "Ocarina of Time" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APZ5 File...</a>
{% elif patch.game == "VVVVVV" and room.seed.slots|length == 1 %}
{% if patch.game == "VVVVVV" and room.seed.slots|length == 1 %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APV6 File...</a>
{% elif patch.game == "Super Mario 64" and room.seed.slots|length == 1 %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APSM64EX File...</a>
{% elif patch.game | supports_apdeltapatch %}
{% elif patch.game | is_applayercontainer(patch.data, patch.player_id) %}
<a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}" download>
Download Patch File...</a>
{% elif patch.game == "Final Fantasy Mystic Quest" %}
<a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}" download>
Download APMQ File...</a>
{% else %}
No file to download for this game.
{% endif %}

View File

@@ -5,26 +5,29 @@
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tooltip.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/cookieNotice.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/styleController.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/cookieNotice.js") }}"></script>
{% block head %}
<title>Archipelago</title>
{% endblock %}
</head>
<body>
<main>
{% with messages = get_flashed_messages() %}
{% if messages %}
<div>
{% for message in messages | unique %}
<div class="user-message">{{ message }}</div>
{% endfor %}
</div>
{% endif %}
{% endwith %}
{% with messages = get_flashed_messages() %}
{% if messages %}
<div>
{% for message in messages | unique %}
<div class="user-message">{{ message }}</div>
{% endfor %}
</div>
{% block body %}
{% endblock %}
</main>
{% if show_footer %}
{% include "islandFooter.html" %}
{% endif %}
{% endwith %}
{% block body %}
{% endblock %}
</body>
</html>

View File

@@ -111,10 +111,19 @@
</div>
{% endmacro %}
{% macro ItemDict(option_name, option) %}
{% macro OptionCounter(option_name, option) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %}
<div class="option-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input type="number" id="{{ option_name }}-{{ item_name }}-qty" name="{{ option_name }}||{{ item_name }}||qty" value="{{ option.default[item_name]|default("0") }}" data-option-name="{{ option_name }}" data-item-name="{{ item_name }}" />
@@ -213,7 +222,7 @@
{% endmacro %}
{% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<div class="randomize-button" data-tooltip="Pick a random value for this option.">
<label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲

View File

@@ -93,8 +93,10 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
@@ -133,8 +135,10 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Generation failed, please retry.</title>
@@ -15,5 +16,4 @@
{{ seed_error }}
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Start Playing</title>
@@ -26,6 +27,4 @@
</p>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,84 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/minecraftTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/minecraftTracker.js') }}"></script>
<link rel="stylesheet" media="screen" href="https://fontlibrary.org//face/minecraftia" type="text/css"/>
</head>
<body>
{# TODO: Replace this with a proper wrapper for each tracker when developing TrackerAPI. #}
<div style="margin-bottom: 0.5rem">
<a href="{{ url_for("get_generic_game_tracker", tracker=room.tracker, tracked_team=team, tracked_player=player) }}">Switch To Generic Tracker</a>
</div>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ tools_url }}" class="{{ 'acquired' }}" title="Progressive Tools" /></td>
<td><img src="{{ weapons_url }}" class="{{ 'acquired' }}" title="Progressive Weapons" /></td>
<td><img src="{{ armor_url }}" class="{{ 'acquired' }}" title="Progressive Armor" /></td>
<td><img src="{{ resource_crafting_url }}" class="{{ 'acquired' if 'Progressive Resource Crafting' in acquired_items }}"
title="Progressive Resource Crafting" /></td>
<td><img src="{{ icons['Brewing Stand'] }}" class="{{ 'acquired' if 'Brewing' in acquired_items }}" title="Brewing" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Ender Pearl'] }}" class="{{ 'acquired' if '3 Ender Pearls' in acquired_items }}" title="Ender Pearls" />
<div class="item-count">{{ pearls_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Bucket'] }}" class="{{ 'acquired' if 'Bucket' in acquired_items }}" title="Bucket" /></td>
<td><img src="{{ icons['Bow'] }}" class="{{ 'acquired' if 'Archery' in acquired_items }}" title="Archery" /></td>
<td><img src="{{ icons['Shield'] }}" class="{{ 'acquired' if 'Shield' in acquired_items }}" title="Shield" /></td>
<td><img src="{{ icons['Red Bed'] }}" class="{{ 'acquired' if 'Bed' in acquired_items }}" title="Bed" /></td>
<td><img src="{{ icons['Water Bottle'] }}" class="{{ 'acquired' if 'Bottles' in acquired_items }}" title="Bottles" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Netherite Scrap'] }}" class="{{ 'acquired' if '8 Netherite Scrap' in acquired_items }}" title="Netherite Scrap" />
<div class="item-count">{{ scrap_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Flint and Steel'] }}" class="{{ 'acquired' if 'Flint and Steel' in acquired_items }}" title="Flint and Steel" /></td>
<td><img src="{{ icons['Enchanting Table'] }}" class="{{ 'acquired' if 'Enchanting' in acquired_items }}" title="Enchanting" /></td>
<td><img src="{{ icons['Fishing Rod'] }}" class="{{ 'acquired' if 'Fishing Rod' in acquired_items }}" title="Fishing Rod" /></td>
<td><img src="{{ icons['Campfire'] }}" class="{{ 'acquired' if 'Campfire' in acquired_items }}" title="Campfire" /></td>
<td><img src="{{ icons['Spyglass'] }}" class="{{ 'acquired' if 'Spyglass' in acquired_items }}" title="Spyglass" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Dragon Egg Shard'] }}" class="{{ 'acquired' if 'Dragon Egg Shard' in acquired_items }}" title="Dragon Egg Shard" />
<div class="item-count">{{ shard_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Lead'] }}" class="{{ 'acquired' if 'Lead' in acquired_items }}" title="Lead" /></td>
<td><img src="{{ icons['Saddle'] }}" class="{{ 'acquired' if 'Saddle' in acquired_items }}" title="Saddle" /></td>
<td><img src="{{ icons['Channeling Book'] }}" class="{{ 'acquired' if 'Channeling Book' in acquired_items }}" title="Channeling Book" /></td>
<td><img src="{{ icons['Silk Touch Book'] }}" class="{{ 'acquired' if 'Silk Touch Book' in acquired_items }}" title="Silk Touch Book" /></td>
<td><img src="{{ icons['Piercing IV Book'] }}" class="{{ 'acquired' if 'Piercing IV Book' in acquired_items }}" title="Piercing IV Book" /></td>
</tr>
</table>
<table id="location-table">
{% for area in checks_done %}
<tr class="location-category" id="{{area}}-header">
<td>{{ area }} {{'▼' if area != 'Total'}}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
</tr>
<tbody class="locations hide" id="{{area}}">
{% for location in location_info[area] %}
<tr>
<td class="location-name">{{ location }}</td>
<td class="counter">{{ '✔' if location_info[area][location] else '' }}</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -99,6 +99,52 @@
{% endif %}
</div>
</div>
{% if 'PrismBreak' in options or 'LockKeyAmadeus' in options or 'GateKeep' in options %}
<div class="table-row">
{% if 'PrismBreak' in options %}
<div class="C1">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Laser Access'] }}" class="hotpink {{ 'acquired' if 'Laser Access A' in acquired_items }}" title="Laser Access A" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Laser Access'] }}" class="lightsalmon {{ 'acquired' if 'Laser Access I' in acquired_items }}" title="Laser Access I" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Laser Access'] }}" class="crimson {{ 'acquired' if 'Laser Access M' in acquired_items }}" title="Laser Access M" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'LockKeyAmadeus' in options %}
<div class="C2">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Lab Glasses'] }}" class="{{ 'acquired' if 'Lab Access Genza' in acquired_items }}" title="Lab Access Genza" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Eye Orb'] }}" class="{{ 'acquired' if 'Lab Access Dynamo' in acquired_items }}" title="Lab Access Dynamo" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Lab Coat'] }}" class="{{ 'acquired' if 'Lab Access Research' in acquired_items }}" title="Lab Access Research" />
</div>
<div class="stack-bottum-right">
<img src="{{ icons['Demon'] }}" class="{{ 'acquired' if 'Lab Access Experiment' in acquired_items }}" title="Lab Access Experiment" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'GateKeep' in options %}
<div class="C3">
<span class="{{ 'acquired' if 'Drawbridge Key' in acquired_items }}" title="Drawbridge Key">&#10070;</span>
</div>
{% endif %}
</div>
{% endif %}
</div>
<table id="location-table">

View File

@@ -29,7 +29,8 @@
<div id="user-content-wrapper" class="markdown">
<div id="user-content" class="grass-island">
<h1>User Content</h1>
Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.
Below is a list of all the content you have generated on this site. Rooms and seeds are listed separately.<br/>
Sessions can be saved or synced across devices using the <a href="{{url_for('show_session')}}">Sessions Page.</a>
<h2>Your Rooms</h2>
{% if rooms %}

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>View Seed {{ seed.id|suuid }}</title>
@@ -50,5 +51,4 @@
</table>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,9 +1,12 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Generation in Progress</title>
<meta http-equiv="refresh" content="1">
<noscript>
<meta http-equiv="refresh" content="1">
</noscript>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/>
{% endblock %}
@@ -15,5 +18,34 @@
Waiting for game to generate, this page auto-refreshes to check.
</div>
</div>
{% include 'islandFooter.html' %}
<script>
const waitSeedDiv = document.getElementById("wait-seed");
async function checkStatus() {
try {
const response = await fetch("{{ url_for('api.wait_seed_api', seed=seed_id) }}");
if (response.status !== 202) {
// Seed is ready; reload page to load seed page.
location.reload();
return;
}
const data = await response.json();
waitSeedDiv.innerHTML = `
<h1>Generation in Progress</h1>
<p>${data.text}</p>
`;
setTimeout(checkStatus, 1000); // Continue polling.
} catch (error) {
waitSeedDiv.innerHTML = `
<h1>Progress Unknown</h1>
<p>${error.message}<br />(Last checked: ${new Date().toLocaleTimeString()})</p>
`;
setTimeout(checkStatus, 1000);
}
}
setTimeout(checkStatus, 1000);
</script>
{% endblock %}

View File

@@ -113,9 +113,18 @@
{{ TextChoice(option_name, option) }}
{% endmacro %}
{% macro ItemDict(option_name, option, world) %}
{% macro OptionCounter(option_name, option, world) %}
{% set relevant_keys = option.valid_keys %}
{% if not relevant_keys %}
{% if option.verify_item_name %}
{% set relevant_keys = world.item_names %}
{% elif option.verify_location_name %}
{% set relevant_keys = world.location_names %}
{% endif %}
{% endif %}
<div class="dict-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
{% for item_name in (relevant_keys if relevant_keys is ordered else relevant_keys|sort) %}
<div class="dict-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input

View File

@@ -83,8 +83,10 @@
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionCounter) and (
option.valid_keys or option.verify_item_name or option.verify_location_name
) %}
{{ inputs.OptionCounter(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
@@ -100,7 +102,7 @@
{% else %}
<div class="unsupported-option">
This option is not supported. Please edit your .yaml file manually.
This option cannot be modified here. Please edit your .yaml file manually.
</div>
{% endif %}

View File

@@ -706,127 +706,6 @@ if "A Link to the Past" in network_data_package["games"]:
_multiworld_trackers["A Link to the Past"] = render_ALinkToThePast_multiworld_tracker
_player_trackers["A Link to the Past"] = render_ALinkToThePast_tracker
if "Minecraft" in network_data_package["games"]:
def render_Minecraft_tracker(tracker_data: TrackerData, team: int, player: int) -> str:
icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing Stand": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b3/Brewing_Stand_%28empty%29_JE10.png",
"Ender Pearl": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/f6/Ender_Pearl_JE3_BE2.png",
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Bow": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/6/6a/Red_Bed_%28N%29.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting Table": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
"Fishing Rod": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7f/Fishing_Rod_JE2_BE2.png",
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Water Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Spyglass": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c1/Spyglass_JE2_BE1.png",
"Dragon Egg Shard": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/38/Dragon_Egg_JE4.png",
"Lead": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/1/1f/Lead_JE2_BE2.png",
"Saddle": "https://i.imgur.com/2QtDyR0.png",
"Channeling Book": "https://i.imgur.com/J3WsYZw.png",
"Silk Touch Book": "https://i.imgur.com/iqERxHQ.png",
"Piercing IV Book": "https://i.imgur.com/OzJptGz.png",
}
minecraft_location_ids = {
"Story": [42073, 42023, 42027, 42039, 42002, 42009, 42010, 42070,
42041, 42049, 42004, 42031, 42025, 42029, 42051, 42077],
"Nether": [42017, 42044, 42069, 42058, 42034, 42060, 42066, 42076, 42064, 42071, 42021,
42062, 42008, 42061, 42033, 42011, 42006, 42019, 42000, 42040, 42001, 42015, 42104, 42014],
"The End": [42052, 42005, 42012, 42032, 42030, 42042, 42018, 42038, 42046],
"Adventure": [42047, 42050, 42096, 42097, 42098, 42059, 42055, 42072, 42003, 42109, 42035, 42016, 42020,
42048, 42054, 42068, 42043, 42106, 42074, 42075, 42024, 42026, 42037, 42045, 42056, 42105,
42099, 42103, 42110, 42100],
"Husbandry": [42065, 42067, 42078, 42022, 42113, 42107, 42007, 42079, 42013, 42028, 42036, 42108, 42111,
42112,
42057, 42063, 42053, 42102, 42101, 42092, 42093, 42094, 42095],
"Archipelago": [42080, 42081, 42082, 42083, 42084, 42085, 42086, 42087, 42088, 42089, 42090, 42091],
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Tools": 45013,
"Progressive Weapons": 45012,
"Progressive Armor": 45014,
"Progressive Resource Crafting": 45001
}
progressive_names = {
"Progressive Tools": ["Wooden Pickaxe", "Stone Pickaxe", "Iron Pickaxe", "Diamond Pickaxe"],
"Progressive Weapons": ["Wooden Sword", "Stone Sword", "Iron Sword", "Diamond Sword"],
"Progressive Armor": ["Leather Tunic", "Iron Chestplate", "Diamond Chestplate"],
"Progressive Resource Crafting": ["Iron Ingot", "Iron Ingot", "Block of Iron"]
}
inventory = tracker_data.get_player_inventory_counts(team, player)
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
base_name = item_name.split(maxsplit=1)[1].lower().replace(" ", "_")
display_data[base_name + "_url"] = icons[display_name]
# Multi-items
multi_items = {
"3 Ender Pearls": 45029,
"8 Netherite Scrap": 45015,
"Dragon Egg Shard": 45043
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
if count >= 0:
display_data[base_name + "_count"] = count
# Victory condition
game_state = tracker_data.get_player_client_status(team, player)
display_data["game_finished"] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = tracker_data.get_player_checked_locations(team, player)
lookup_name = lambda id: tracker_data.location_id_to_name["Minecraft"][id]
location_info = {tab_name: {lookup_name(id): (id in checked_locations) for id in tab_locations}
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done = {tab_name: len([id for id in tab_locations if id in checked_locations])
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done["Total"] = len(checked_locations)
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in minecraft_location_ids.items()}
checks_in_area["Total"] = sum(checks_in_area.values())
lookup_any_item_id_to_name = tracker_data.item_id_to_name["Minecraft"]
return render_template(
"tracker__Minecraft.html",
inventory=inventory,
icons=icons,
acquired_items={lookup_any_item_id_to_name[id] for id, count in inventory.items() if count > 0},
player=player,
team=team,
room=tracker_data.room,
player_name=tracker_data.get_player_name(team, player),
saving_second=tracker_data.get_room_saving_second(),
checks_done=checks_done,
checks_in_area=checks_in_area,
location_info=location_info,
**display_data,
)
_player_trackers["Minecraft"] = render_Minecraft_tracker
if "Ocarina of Time" in network_data_package["games"]:
def render_OcarinaOfTime_tracker(tracker_data: TrackerData, team: int, player: int) -> str:
icons = {
@@ -1071,6 +950,11 @@ if "Timespinner" in network_data_package["games"]:
"Plasma Orb": "https://timespinnerwiki.com/mediawiki/images/4/44/Plasma_Orb.png",
"Kobo": "https://timespinnerwiki.com/mediawiki/images/c/c6/Familiar_Kobo.png",
"Merchant Crow": "https://timespinnerwiki.com/mediawiki/images/4/4e/Familiar_Crow.png",
"Laser Access": "https://timespinnerwiki.com/mediawiki/images/9/99/Historical_Documents.png",
"Lab Glasses": "https://timespinnerwiki.com/mediawiki/images/4/4a/Lab_Glasses.png",
"Eye Orb": "https://timespinnerwiki.com/mediawiki/images/a/a4/Eye_Orb.png",
"Lab Coat": "https://timespinnerwiki.com/mediawiki/images/5/51/Lab_Coat.png",
"Demon": "https://timespinnerwiki.com/mediawiki/images/f/f8/Familiar_Demon.png",
}
timespinner_location_ids = {
@@ -1118,6 +1002,9 @@ if "Timespinner" in network_data_package["games"]:
timespinner_location_ids["Ancient Pyramid"] += [
1337237, 1337238, 1337239,
1337240, 1337241, 1337242, 1337243, 1337244, 1337245]
if (slot_data["PyramidStart"]):
timespinner_location_ids["Ancient Pyramid"] += [
1337233, 1337234, 1337235]
display_data = {}

View File

@@ -119,9 +119,9 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
# AP Container
elif handler:
data = zfile.open(file, "r").read()
patch = handler(BytesIO(data))
patch.read()
files[patch.player] = data
with zipfile.ZipFile(BytesIO(data)) as container:
player = json.loads(container.open("archipelago.json").read())["player"]
files[player] = data
# Spoiler
elif file.filename.endswith(".txt"):
@@ -135,11 +135,6 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
flash("Could not load multidata. File may be corrupted or incompatible.")
multidata = None
# Minecraft
elif file.filename.endswith(".apmc"):
data = zfile.open(file, "r").read()
metadata = json.loads(base64.b64decode(data).decode("utf-8"))
files[metadata["player_id"]] = data
# Factorio
elif file.filename.endswith(".zip"):

View File

@@ -386,7 +386,7 @@ if __name__ == '__main__':
parser.add_argument('diff_file', default="", type=str, nargs="?",
help='Path to a Archipelago Binary Patch file')
args = parser.parse_args()
colorama.init()
colorama.just_fix_windows_console()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -14,23 +14,71 @@
salmon: "FA8072" # typically trap item
white: "FFFFFF" # not used, if you want to change the generic text color change color in Label
orange: "FF7700" # Used for command echo
<Label>:
color: "FFFFFF"
<TabbedPanel>:
tab_width: root.width / app.tab_count
# KivyMD theming parameters
theme_style: "Dark" # Light/Dark
primary_palette: "Lightsteelblue" # Many options
dynamic_scheme_name: "VIBRANT"
dynamic_scheme_contrast: 0.0
<MDLabel>:
color: self.theme_cls.primaryColor
<BaseButton>:
ripple_color: app.theme_cls.primaryColor
ripple_duration_in_fast: 0.2
<MDNavigationItemBase>:
on_release: app.screens.switch_screens(self)
MDNavigationItemLabel:
text: root.text
theme_text_color: "Custom"
text_color_active: self.theme_cls.primaryColor
text_color_normal: 1, 1, 1, 1
# indicator is on icon only for some reason
canvas.before:
Color:
rgba: self.theme_cls.secondaryContainerColor if root.active else self.theme_cls.transparentColor
Rectangle:
size: root.size
<TooltipLabel>:
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
font_size: dp(20)
adaptive_height: True
theme_font_size: "Custom"
font_size: "20dp"
markup: True
halign: "left"
<SelectableLabel>:
size_hint: 1, None
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1)
rgba: (self.theme_cls.primaryColor[0], self.theme_cls.primaryColor[1], self.theme_cls.primaryColor[2], .3) if self.selected else self.theme_cls.surfaceContainerLowestColor
Rectangle:
size: self.size
pos: self.pos
<MarkupDropdownItem>
orientation: "vertical"
MDLabel:
text: root.text
valign: "center"
padding_x: "12dp"
shorten: True
shorten_from: "right"
theme_text_color: "Custom"
markup: True
text_color:
app.theme_cls.onSurfaceVariantColor \
if not root.text_color else \
root.text_color
MDDivider:
md_bg_color:
( \
app.theme_cls.outlineVariantColor \
if not root.divider_color \
else root.divider_color \
) \
if root.divider else \
(0, 0, 0, 0)
<UILog>:
messages: 1000 # amount of messages stored in client logs.
cols: 1
@@ -49,7 +97,7 @@
<HintLabel>:
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1) if self.striped else (0.18, 0.18, 0.18, 1)
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerHighColor if self.striped else self.theme_cls.surfaceContainerLowColor
Rectangle:
size: self.size
pos: self.pos
@@ -126,9 +174,12 @@
<ToolTip>:
size: self.texture_size
size_hint: None, None
theme_font_size: "Custom"
font_size: dp(18)
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
halign: "left"
theme_text_color: "Custom"
text_color: (1, 1, 1, 1)
canvas.before:
Color:
rgba: 0.2, 0.2, 0.2, 1
@@ -147,8 +198,43 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>
<AutocompleteHintInput>:
size_hint_y: None
height: dp(30)
height: "30dp"
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<ConnectBarTextInput>:
height: "30dp"
multiline: False
write_tab: False
role: "medium"
size_hint_y: None
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<CommandPromptTextInput>:
size_hint_y: None
height: "30dp"
multiline: False
write_tab: False
pos_hint: {"center_x": 0.5, "center_y": 0.5}
<MessageBoxLabel>:
theme_text_color: "Custom"
text_color: 1, 1, 1, 1
<ScrollBox>:
layout: layout
bar_width: "12dp"
scroll_wheel_distance: 40
do_scroll_x: False
scroll_type: ['bars', 'content']
MDBoxLayout:
id: layout
orientation: "vertical"
spacing: 10
size_hint_y: None
height: self.minimum_height
<MessageBoxLabel>:
valign: "middle"
halign: "center"
text_size: self.width, None
height: self.texture_size[1]

161
data/launcher.kv Normal file
View File

@@ -0,0 +1,161 @@
<LauncherCard>:
id: main
style: "filled"
padding: "4dp"
size_hint: 1, None
height: "75dp"
context_button: context
focus_behavior: False
MDRelativeLayout:
ApAsyncImage:
source: main.image
size: (48, 48)
size_hint: None, None
pos_hint: {"center_x": 0.1, "center_y": 0.5}
MDLabel:
text: main.component.display_name
pos_hint:{"center_x": 0.5, "center_y": 0.75 if main.component.description else 0.65}
halign: "center"
font_style: "Title"
role: "medium"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDLabel:
text: main.component.description
pos_hint: {"center_x": 0.5, "center_y": 0.35}
halign: "center"
role: "small"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDIconButton:
component: main.component
icon: "star" if self.component.display_name in app.favorites else "star-outline"
style: "standard"
pos_hint:{"center_x": 0.85, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
on_release: app.set_favorite(self)
MDIconButton:
id: context
icon: "menu"
style: "standard"
pos_hint:{"center_x": 0.95, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
detect_visible: False
MDButton:
pos_hint:{"center_x": 0.9, "center_y": 0.25}
size_hint_y: None
height: "25dp"
component: main.component
on_release: app.component_action(self)
detect_visible: False
MDButtonText:
text: "Open"
#:import Type worlds.LauncherComponents.Type
MDFloatLayout:
id: top_screen
MDGridLayout:
id: grid
cols: 2
spacing: "5dp"
padding: "10dp"
MDGridLayout:
id: navigation
cols: 1
size_hint_x: 0.25
MDButton:
id: all
style: "text"
type: (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "asterisk"
MDButtonText:
text: "All"
MDButton:
id: client
style: "text"
type: (Type.CLIENT, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "controller"
MDButtonText:
text: "Client"
MDButton:
id: Tool
style: "text"
type: (Type.TOOL, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "desktop-classic"
MDButtonText:
text: "Tool"
MDButton:
id: adjuster
style: "text"
type: (Type.ADJUSTER, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "wrench"
MDButtonText:
text: "Adjuster"
MDButton:
id: misc
style: "text"
type: (Type.MISC, )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "dots-horizontal-circle-outline"
MDButtonText:
text: "Misc"
MDButton:
id: favorites
style: "text"
type: ("favorites", )
on_release: app.filter_clients_by_type(self)
MDButtonIcon:
icon: "star"
MDButtonText:
text: "Favorites"
MDNavigationDrawerDivider:
MDGridLayout:
id: main_layout
cols: 1
spacing: "10dp"
MDTextField:
id: search_box
mode: "outlined"
set_text: app.filter_clients_by_name
MDTextFieldLeadingIcon:
icon: "magnify"
MDTextFieldHintText:
text: "Search"
ScrollBox:
id: button_layout

View File

@@ -365,18 +365,14 @@ request_handlers = {
["PREFERRED_CORES"] = function (req)
local res = {}
local preferred_cores = client.getconfig().PreferredCores
local systems_enumerator = preferred_cores.Keys:GetEnumerator()
res["type"] = "PREFERRED_CORES_RESPONSE"
res["value"] = {}
res["value"]["NES"] = preferred_cores.NES
res["value"]["SNES"] = preferred_cores.SNES
res["value"]["GB"] = preferred_cores.GB
res["value"]["GBC"] = preferred_cores.GBC
res["value"]["DGB"] = preferred_cores.DGB
res["value"]["SGB"] = preferred_cores.SGB
res["value"]["PCE"] = preferred_cores.PCE
res["value"]["PCECD"] = preferred_cores.PCECD
res["value"]["SGX"] = preferred_cores.SGX
while systems_enumerator:MoveNext() do
res["value"][systems_enumerator.Current] = preferred_cores[systems_enumerator.Current]
end
return res
end,

View File

@@ -1,462 +0,0 @@
local socket = require("socket")
local json = require('json')
local math = require('math')
require("common")
local STATE_OK = "Ok"
local STATE_TENTATIVELY_CONNECTED = "Tentatively Connected"
local STATE_INITIAL_CONNECTION_MADE = "Initial Connection Made"
local STATE_UNINITIALIZED = "Uninitialized"
local ITEM_INDEX = 0x03
local WEAPON_INDEX = 0x07
local ARMOR_INDEX = 0x0B
local goldLookup = {
[0x16C] = 10,
[0x16D] = 20,
[0x16E] = 25,
[0x16F] = 30,
[0x170] = 55,
[0x171] = 70,
[0x172] = 85,
[0x173] = 110,
[0x174] = 135,
[0x175] = 155,
[0x176] = 160,
[0x177] = 180,
[0x178] = 240,
[0x179] = 255,
[0x17A] = 260,
[0x17B] = 295,
[0x17C] = 300,
[0x17D] = 315,
[0x17E] = 330,
[0x17F] = 350,
[0x180] = 385,
[0x181] = 400,
[0x182] = 450,
[0x183] = 500,
[0x184] = 530,
[0x185] = 575,
[0x186] = 620,
[0x187] = 680,
[0x188] = 750,
[0x189] = 795,
[0x18A] = 880,
[0x18B] = 1020,
[0x18C] = 1250,
[0x18D] = 1455,
[0x18E] = 1520,
[0x18F] = 1760,
[0x190] = 1975,
[0x191] = 2000,
[0x192] = 2750,
[0x193] = 3400,
[0x194] = 4150,
[0x195] = 5000,
[0x196] = 5450,
[0x197] = 6400,
[0x198] = 6720,
[0x199] = 7340,
[0x19A] = 7690,
[0x19B] = 7900,
[0x19C] = 8135,
[0x19D] = 9000,
[0x19E] = 9300,
[0x19F] = 9500,
[0x1A0] = 9900,
[0x1A1] = 10000,
[0x1A2] = 12350,
[0x1A3] = 13000,
[0x1A4] = 13450,
[0x1A5] = 14050,
[0x1A6] = 14720,
[0x1A7] = 15000,
[0x1A8] = 17490,
[0x1A9] = 18010,
[0x1AA] = 19990,
[0x1AB] = 20000,
[0x1AC] = 20010,
[0x1AD] = 26000,
[0x1AE] = 45000,
[0x1AF] = 65000
}
local extensionConsumableLookup = {
[432] = 0x3C,
[436] = 0x3C,
[440] = 0x3C,
[433] = 0x3D,
[437] = 0x3D,
[441] = 0x3D,
[434] = 0x3E,
[438] = 0x3E,
[442] = 0x3E,
[435] = 0x3F,
[439] = 0x3F,
[443] = 0x3F
}
local noOverworldItemsLookup = {
[499] = 0x2B,
[500] = 0x12,
}
local consumableStacks = nil
local prevstate = ""
local curstate = STATE_UNINITIALIZED
local ff1Socket = nil
local frame = 0
local isNesHawk = false
--Sets correct memory access functions based on whether NesHawk or QuickNES is loaded
local function defineMemoryFunctions()
local memDomain = {}
local domains = memory.getmemorydomainlist()
if domains[1] == "System Bus" then
--NesHawk
isNesHawk = true
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("Battery RAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
elseif domains[1] == "WRAM" then
--QuickNES
memDomain["systembus"] = function() memory.usememorydomain("System Bus") end
memDomain["saveram"] = function() memory.usememorydomain("WRAM") end
memDomain["rom"] = function() memory.usememorydomain("PRG ROM") end
end
return memDomain
end
local memDomain = defineMemoryFunctions()
local function StateOKForMainLoop()
memDomain.saveram()
local A = u8(0x102) -- Party Made
local B = u8(0x0FC)
local C = u8(0x0A3)
return A ~= 0x00 and not (A== 0xF2 and B == 0xF2 and C == 0xF2)
end
function generateLocationChecked()
memDomain.saveram()
data = uRange(0x01FF, 0x101)
data[0] = nil
return data
end
function setConsumableStacks()
memDomain.rom()
consumableStacks = {}
-- In order shards, tent, cabin, house, heal, pure, soft, ext1, ext2, ext3, ex4
consumableStacks[0x35] = 1
consumableStacks[0x36] = u8(0x47400) + 1
consumableStacks[0x37] = u8(0x47401) + 1
consumableStacks[0x38] = u8(0x47402) + 1
consumableStacks[0x39] = u8(0x47403) + 1
consumableStacks[0x3A] = u8(0x47404) + 1
consumableStacks[0x3B] = u8(0x47405) + 1
consumableStacks[0x3C] = u8(0x47406) + 1
consumableStacks[0x3D] = u8(0x47407) + 1
consumableStacks[0x3E] = u8(0x47408) + 1
consumableStacks[0x3F] = u8(0x47409) + 1
end
function getEmptyWeaponSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x118, 0x4)
slot2 = uRange(0x158, 0x4)
slot3 = uRange(0x198, 0x4)
slot4 = uRange(0x1D8, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x118 + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x158 + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x198 + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1D8 + i
count = count + 1
end
end
return ret
end
function getEmptyArmorSlots()
memDomain.saveram()
ret = {}
count = 1
slot1 = uRange(0x11C, 0x4)
slot2 = uRange(0x15C, 0x4)
slot3 = uRange(0x19C, 0x4)
slot4 = uRange(0x1DC, 0x4)
for i,v in pairs(slot1) do
if v == 0 then
ret[count] = 0x11C + i
count = count + 1
end
end
for i,v in pairs(slot2) do
if v == 0 then
ret[count] = 0x15C + i
count = count + 1
end
end
for i,v in pairs(slot3) do
if v == 0 then
ret[count] = 0x19C + i
count = count + 1
end
end
for i,v in pairs(slot4) do
if v == 0 then
ret[count] = 0x1DC + i
count = count + 1
end
end
return ret
end
local function slice (tbl, s, e)
local pos, new = 1, {}
for i = s + 1, e do
new[pos] = tbl[i]
pos = pos + 1
end
return new
end
function processBlock(block)
local msgBlock = block['messages']
if msgBlock ~= nil then
for i, v in pairs(msgBlock) do
if itemMessages[i] == nil then
local msg = {TTL=450, message=v, color=0xFFFF0000}
itemMessages[i] = msg
end
end
end
local itemsBlock = block["items"]
memDomain.saveram()
isInGame = u8(0x102)
if itemsBlock ~= nil and isInGame ~= 0x00 then
if consumableStacks == nil then
setConsumableStacks()
end
memDomain.saveram()
-- print('ITEMBLOCK: ')
-- print(itemsBlock)
itemIndex = u8(ITEM_INDEX)
-- print('ITEMINDEX: '..itemIndex)
for i, v in pairs(slice(itemsBlock, itemIndex, #itemsBlock)) do
-- Minus the offset and add to the correct domain
local memoryLocation = v
if v >= 0x100 and v <= 0x114 then
-- This is a key item
memoryLocation = memoryLocation - 0x0E0
wU8(memoryLocation, 0x01)
elseif v >= 0x1E0 and v <= 0x1F2 then
-- This is a movement item
-- Minus Offset (0x100) - movement offset (0xE0)
memoryLocation = memoryLocation - 0x1E0
-- Canal is a flipped bit
if memoryLocation == 0x0C then
wU8(memoryLocation, 0x00)
else
wU8(memoryLocation, 0x01)
end
elseif v >= 0x1F3 and v <= 0x1F4 then
-- NoOverworld special items
memoryLocation = noOverworldItemsLookup[v]
wU8(memoryLocation, 0x01)
elseif v >= 0x16C and v <= 0x1AF then
-- This is a gold item
amountToAdd = goldLookup[v]
biggest = u8(0x01E)
medium = u8(0x01D)
smallest = u8(0x01C)
currentValue = 0x10000 * biggest + 0x100 * medium + smallest
newValue = currentValue + amountToAdd
newBiggest = math.floor(newValue / 0x10000)
newMedium = math.floor(math.fmod(newValue, 0x10000) / 0x100)
newSmallest = math.floor(math.fmod(newValue, 0x100))
wU8(0x01E, newBiggest)
wU8(0x01D, newMedium)
wU8(0x01C, newSmallest)
elseif v >= 0x115 and v <= 0x11B then
-- This is a regular consumable OR a shard
-- Minus Offset (0x100) + item offset (0x20)
memoryLocation = memoryLocation - 0x0E0
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
wU8(memoryLocation, currentValue + amountToAdd)
end
elseif v >= 0x1B0 and v <= 0x1BB then
-- This is an extension consumable
memoryLocation = extensionConsumableLookup[v]
currentValue = u8(memoryLocation)
amountToAdd = consumableStacks[memoryLocation]
if currentValue < 99 then
value = currentValue + amountToAdd
if value > 99 then
value = 99
end
wU8(memoryLocation, value)
end
end
end
if #itemsBlock > itemIndex then
wU8(ITEM_INDEX, #itemsBlock)
end
memDomain.saveram()
weaponIndex = u8(WEAPON_INDEX)
emptyWeaponSlots = getEmptyWeaponSlots()
lastUsedWeaponIndex = weaponIndex
-- print('WEAPON_INDEX: '.. weaponIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, weaponIndex, #itemsBlock)) do
if v >= 0x11C and v <= 0x143 then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x11B
if #emptyWeaponSlots > 0 then
slot = table.remove(emptyWeaponSlots, 1)
wU8(slot, itemValue)
lastUsedWeaponIndex = weaponIndex + i
else
break
end
end
end
if lastUsedWeaponIndex ~= weaponIndex then
wU8(WEAPON_INDEX, lastUsedWeaponIndex)
end
memDomain.saveram()
armorIndex = u8(ARMOR_INDEX)
emptyArmorSlots = getEmptyArmorSlots()
lastUsedArmorIndex = armorIndex
-- print('ARMOR_INDEX: '.. armorIndex)
memDomain.saveram()
for i, v in pairs(slice(itemsBlock, armorIndex, #itemsBlock)) do
if v >= 0x144 and v <= 0x16B then
-- Minus the offset and add to the correct domain
local itemValue = v - 0x143
if #emptyArmorSlots > 0 then
slot = table.remove(emptyArmorSlots, 1)
wU8(slot, itemValue)
lastUsedArmorIndex = armorIndex + i
else
break
end
end
end
if lastUsedArmorIndex ~= armorIndex then
wU8(ARMOR_INDEX, lastUsedArmorIndex)
end
end
end
function receive()
l, e = ff1Socket:receive()
if e == 'closed' then
if curstate == STATE_OK then
print("Connection closed")
end
curstate = STATE_UNINITIALIZED
return
elseif e == 'timeout' then
print("timeout")
return
elseif e ~= nil then
print(e)
curstate = STATE_UNINITIALIZED
return
end
processBlock(json.decode(l))
-- Determine Message to send back
memDomain.rom()
local playerName = uRange(0x7BCBF, 0x41)
playerName[0] = nil
local retTable = {}
retTable["playerName"] = playerName
if StateOKForMainLoop() then
retTable["locations"] = generateLocationChecked()
end
msg = json.encode(retTable).."\n"
local ret, error = ff1Socket:send(msg)
if ret == nil then
print(error)
elseif curstate == STATE_INITIAL_CONNECTION_MADE then
curstate = STATE_TENTATIVELY_CONNECTED
elseif curstate == STATE_TENTATIVELY_CONNECTED then
print("Connected!")
itemMessages["(0,0)"] = {TTL=240, message="Connected", color="green"}
curstate = STATE_OK
end
end
function main()
if not checkBizHawkVersion() then
return
end
server, error = socket.bind('localhost', 52980)
while true do
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
frame = frame + 1
drawMessages()
if not (curstate == prevstate) then
-- console.log("Current state: "..curstate)
prevstate = curstate
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Blue")
receive()
else
gui.drawEllipse(248, 9, 6, 6, "Black", "Green")
end
elseif (curstate == STATE_UNINITIALIZED) then
gui.drawEllipse(248, 9, 6, 6, "Black", "White")
if (frame % 60 == 0) then
gui.drawEllipse(248, 9, 6, 6, "Black", "Yellow")
drawText(5, 8, "Waiting for client", 0xFFFF0000)
drawText(5, 32, "Please start FF1Client.exe", 0xFFFF0000)
-- Advance so the messages are drawn
emu.frameadvance()
server:settimeout(2)
print("Attempting to connect")
local client, timeout = server:accept()
if timeout == nil then
-- print('Initial Connection Made')
curstate = STATE_INITIAL_CONNECTION_MADE
ff1Socket = client
ff1Socket:settimeout(0)
end
end
end
emu.frameadvance()
end
end
main()

View File

@@ -477,7 +477,7 @@ function main()
elseif (curstate == STATE_UNINITIALIZED) then
-- If we're uninitialized, attempt to make the connection.
if (frame % 120 == 0) then
server:settimeout(2)
server:settimeout(120)
local client, timeout = server:accept()
if timeout == nil then
print('Initial Connection Made')

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@@ -51,10 +51,9 @@ requires:
{%- for option_key, option in group_options.items() %}
{{ option_key }}:
{%- if option.__doc__ %}
# {{ option.__doc__
# {{ cleandoc(option.__doc__)
| trim
| replace('\n\n', '\n \n')
| replace('\n ', '\n# ')
| replace('\n', '\n# ')
| indent(4, first=False)
}}
{%- endif -%}

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@@ -45,6 +45,9 @@
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
@@ -84,6 +87,9 @@
# Inscryption
/worlds/inscryption/ @DrBibop @Glowbuzz
# Jak and Daxter: The Precursor Legacy
/worlds/jakanddaxter/ @massimilianodelliubaldini
# Kirby's Dream Land 3
/worlds/kdl3/ @Silvris
@@ -115,9 +121,6 @@
# The Messenger
/worlds/messenger/ @alwaysintreble
# Minecraft
/worlds/minecraft/ @KonoTyran @espeon65536
# Mega Man 2
/worlds/mm2/ @Silvris
@@ -154,6 +157,9 @@
# Saving Princess
/worlds/saving_princess/ @LeonarthCG
# shapez
/worlds/shapez/ @BlastSlimey
# Shivers
/worlds/shivers/ @GodlFire @korydondzila
@@ -172,6 +178,9 @@
# Super Mario 64
/worlds/sm64ex/ @N00byKing
# Super Mario Land 2: 6 Golden Coins
/worlds/marioland2/ @Alchav
# Super Mario World
/worlds/smw/ @PoryGone
@@ -181,9 +190,6 @@
# Secret of Evermore
/worlds/soe/ @black-sliver
# Slay the Spire
/worlds/spire/ @KonoTyran
# Stardew Valley
/worlds/stardew_valley/ @agilbert1412
@@ -211,6 +217,9 @@
# Wargroove
/worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness
/worlds/witness/ @NewSoupVi @blastron
@@ -226,14 +235,10 @@
# Zillion
/worlds/zillion/ @beauxq
# Zork Grand Inquisitor
/worlds/zork_grand_inquisitor/ @nbrochu
## Active Unmaintained Worlds
# The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks
# compatibility, these worlds may be moved to `worlds_disabled`. If you are interested in stepping up as maintainer for
# compatibility, these worlds may be deleted. If you are interested in stepping up as maintainer for
# any of these worlds, please review `/docs/world maintainer.md` documentation.
# Final Fantasy (1)
@@ -242,15 +247,6 @@
# Ocarina of Time
# /worlds/oot/
## Disabled Unmaintained Worlds
# The following worlds in this repo are currently unmaintained and disabled as they do not work in core. If you are
# interested in stepping up as maintainer for any of these worlds, please review `/docs/world maintainer.md`
# documentation.
# Ori and the Blind Forest
# /worlds_disabled/oribf/
###################
## Documentation ##
###################

View File

@@ -1,5 +1,8 @@
# Adding Games
Like all contributions to Archipelago, New Game implementations should follow the [Contributing](/docs/contributing.md)
guide.
Adding a new game to Archipelago has two major parts:
* Game Modification to communicate with Archipelago server (hereafter referred to as "client")
@@ -13,30 +16,51 @@ it will not be detailed here.
The client is an intermediary program between the game and the Archipelago server. This can either be a direct
modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
to behave as expected are:
must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for
various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document.
### Hard Requirements
In order for the game client to behave as expected, it must be able to perform these functions:
* Handle both secure and unsecure websocket connections
* Detect and react when a location has been "checked" by the player by sending a network packet to the server
* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
demand
* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
normally expect from features such as starting inventory, item link replacement, or item cheating
* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
a player or location attributed to them
* Reconnect if the connection is unstable and lost while playing
* Be able to change the port for saved connection info
* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
privilege can be lost, requiring the room to be moved to a new port
* Reconnect if the connection is unstable and lost while playing
* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
order.
* Receive items that were sent to the player while they were not connected to the server
* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
strictly required
privilege can be lost, requiring the room to be moved to a new port
* Send a status update packet alerting the server that the player has completed their goal
Libraries for most modern languages and the spec for various packets can be found in the
[network protocol](/docs/network%20protocol.md) API reference document.
Regarding items and locations, the game client must be able to handle these tasks:
#### Location Handling
Send a network packet to the server when it detects a location has been "checked" by the player in-game.
* If actions were taken in game that would usually trigger a location check, and those actions can only ever be taken
once, but the client was not connected when they happened: The client must send those location checks on connection
so that they are not permanently lost, e.g. by reading flags in the game state or save file.
#### Item Handling
Receive and parse network packets from the server when the player receives an item.
* It must reward items to the player on demand, as items can come from other players at any time.
* It must be able to reward copies of an item, up to and beyond the number the game normally expects. This may happen
due to features such as starting inventory, item link replacement, admin commands, or item cheating. **Any** of
your items can be received **any** number of times.
* Admins and players may use server commands to create items without a player or location attributed to them. The
client must be able to handle these items.
* It must keep an index for items received in order to resync. The ItemsReceived Packets are a single list with a
guaranteed order.
* It must be able to receive items that were sent to the player while they were not connected to the server.
### Encouraged Features
These are "nice to have" features for a client, but they are not strictly required. It is encouraged to add them
if possible.
* If your client appears in the Archipelago Launcher, you may define an icon for it that differentiates it from
other clients. The icon size is 48x48 pixels, but smaller or larger images will scale to that size.
## World
@@ -44,35 +68,94 @@ The world is your game integration for the Archipelago generator, webhost, and m
information necessary for creating the items and locations to be randomized, the logic for item placement, the
datapackage information so other game clients can recognize your game data, and documentation. Your world must be
written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
following requirements:
repository and creating a new world package in `/worlds/`.
* A folder within `/worlds/` that contains an `__init__.py`
* A `World` subclass where you create your world and define all of its rules
* A unique game name
* For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
definition
* The game_info doc must follow the format `{language_code}_{game_name}.md`
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call
during generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
regarding the API can be found in the [world api doc](/docs/world%20api.md). Before publishing, make sure to also
check out [world maintainer.md](/docs/world%20maintainer.md).
### Hard Requirements
A bare minimum world implementation must satisfy the following requirements:
* It has a folder with the name of your game (or an abbreviation) under `/worlds/`
* The `/worlds/{game}` folder contains an `__init__.py`
* Any subfolders within `/worlds/{game}` that contain `*.py` files also contain an `__init__.py` for frozen build
packaging
* The game folder has at least one game_info doc named with follow the format `{language_code}_{game_name}.md`
* The game folder has at least one setup doc
* There must be a `World` subclass in your game folder (typically in `/worlds/{game}/__init__.py`) where you create
your world and define all of its rules and features
Within the `World` subclass you should also have:
* A [unique game name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L260)
* An [instance](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295) of a `WebWorld`
subclass for webhost documentation and behaviors
* In your `WebWorld`, if you wrote a game_info doc in more than one language, override the list of
[game info languages](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L210) with the
ones you include.
* In your `WebWorld`, override the list of
[tutorials](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L213) with each tutorial
or setup doc you included in the game folder.
* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
`item_name_to_id` and `location_name_to_id`, respectively.
* Create an item when `create_item` is called both by your code and externally
* An `options_dataclass` defining the options players have available to them
* A `Region` for your player with the name "Menu" to start from
* Create a non-zero number of locations and add them to your regions
* Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
* All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
`item_name_to_id` and `location_name_to_id`, respectively.
* An implementation of `create_item` that can create an item when called by either your code or by another process
within Archipelago
* At least one `Region` for your player to start from (i.e. the Origin Region)
* The default name of this region is "Menu" but you may configure a different name with
[origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)
* A non-zero number of locations, added to your regions
* A non-zero number of items **equal** to the number of locations, added to the multiworld itempool
* In rare cases, there may be 0-location-0-item games, but this is extremely atypical.
* A set
[completion condition](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#L77) (aka "goal") for
the player.
* Use your player as the index (`multiworld.completion_condition[player]`) for your world's completion goal.
Notable caveats:
* The "Menu" region will always be considered the "start" for the player
* The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
### Encouraged Features
These are "nice to have" features for a world, but they are not strictly required. It is encouraged to add them
if possible.
* An implementation of
[get_filler_item_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L473)
* By default, this function chooses any item name from `item_name_to_id`, so you want to limit it to only the true
filler items.
* An `options_dataclass` defining the options players have available to them
* This should be accompanied by a type hint for `options` with the same class name
* A [bug report page](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L220)
* A list of [option groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L226)
for better organization on the webhost
* A dictionary of [options presets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L223)
for player convenience
* A dictionary of [item name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L273)
for player convenience
* A dictionary of
[location name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L276)
for player convenience
* Other games may also benefit from your name group dictionaries for hints, features, etc.
### Discouraged or Prohibited Behavior
These are behaviors or implementations that are known to cause various issues. Some of these points have notable
workarounds or preferred methods which should be used instead:
* All items submitted to the multiworld itempool must not be manually placed by the World.
* If you need to place specific items, there are multiple ways to do so, but they should not be added to the
multiworld itempool.
* It is not allowed to use `eval` for most reasons, chiefly due to security concerns.
* It is discouraged to use PyYAML (i.e. `yaml.load`) directly due to security concerns.
* When possible, use `Utils.parse_yaml` instead, as this defaults to the safe loader and the faster C parser.
* When submitting regions or items to the multiworld (`multiworld.regions` and `multiworld.itempool` respectively),
do **not** use `=` as this will overwrite all elements for all games in the seed.
* Instead, use `append`, `extend`, or `+=`.
### Notable Caveats
* The Origin Region will always be considered the "start" for the player
* The Origin Region is *always* considered accessible; i.e. the player is expected to always be able to return to the
start of the game from anywhere
* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
`append`, `extend`, or `+=`. **Do not use `=`**
* Regions are simply containers for locations that share similar access rules. They do not have to map to
concrete, physical areas within your game and can be more abstract like tech trees or a questline.
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
regarding the API can be found in the [world api doc](/docs/world%20api.md).
Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).

View File

@@ -8,7 +8,11 @@ including [Contributing](contributing.md), [Adding Games](<adding games.md>), an
### My game has a restrictive start that leads to fill errors
Hint to the Generator that an item needs to be in sphere one with local_early_items. Here, `1` represents the number of "Sword" items to attempt to place in sphere one.
A "restrictive start" here means having a combination of very few sphere 1 locations and potentially requiring more
than one item to get a player to sphere 2.
One way to fix this is to hint to the Generator that an item needs to be in sphere one with local_early_items.
Here, `1` represents the number of "Sword" items the Generator will attempt to place in sphere one.
```py
early_item_name = "Sword"
self.multiworld.local_early_items[self.player][early_item_name] = 1
@@ -18,15 +22,19 @@ Some alternative ways to try to fix this problem are:
* Add more locations to sphere one of your world, potentially only when there would be a restrictive start
* Pre-place items yourself, such as during `create_items`
* Put items into the player's starting inventory using `push_precollected`
* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a restrictive start
* Raise an exception, such as an `OptionError` during `generate_early`, to disallow options that would lead to a
restrictive start
---
### I have multiple settings that change the item/location pool counts and need to balance them out
### I have multiple options that change the item/location pool counts and need to make sure I am not submitting more/fewer items than locations
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be unbalanced. But in real, complex situations, that might be unfeasible.
In an ideal situation your system for producing locations and items wouldn't leave any opportunity for them to be
unbalanced. But in real, complex situations, that might be unfeasible.
If that's the case, you can create extra filler based on the difference between your unfilled locations and your itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations) to your list of items to submit
If that's the case, you can create extra filler based on the difference between your unfilled locations and your
itempool by comparing [get_unfilled_locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#:~:text=get_unfilled_locations)
to your list of items to submit
Note: to use self.create_filler(), self.get_filler_item_name() should be defined to only return valid filler item names
```py
@@ -39,7 +47,8 @@ for _ in range(total_locations - len(item_pool)):
self.multiworld.itempool += item_pool
```
A faster alternative to the `for` loop would be to use a [list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
A faster alternative to the `for` loop would be to use a
[list comprehension](https://docs.python.org/3/tutorial/datastructures.html#list-comprehensions):
```py
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
```
@@ -48,21 +57,86 @@ item_pool += [self.create_filler() for _ in range(total_locations - len(item_poo
### I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and **when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is quite complicated.
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and
**when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is
quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph. It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to the queue until there is nothing more to check.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph.
It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to
the queue until there is nothing more to check.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been reached yet during the graph search.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region
access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been
reached yet during the graph search.
2. Then, the region in its access_rule is determined to be reachable.
This entrance *would* be in logic if it were rechecked, but it won't be rechecked this cycle.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new regions are reached.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new
regions are reached.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness), using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they call `region.can_reach` on their respective parent/source region.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep
if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness),
using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they
call `region.can_reach` on their respective parent/source region.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682) being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are much faster.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition,
and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682)
being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of
checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should
be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are
much faster.
---
### I uploaded the generated output of my world to the webhost and webhost is erroring on corrupted multidata
The error `Could not load multidata. File may be corrupted or incompatible.` occurs when uploading a locally generated
file where there is an issue with the multidata contained within it. It may come with a description like
`(No module named 'worlds.myworld')` or `(global 'worlds.myworld.names.ItemNames' is forbidden)`
Pickling is a way to compress python objects such that they can be decompressed and be used to rebuild the
python objects. This means that if one of your custom class instances ends up in the multidata, the server would not
be able to load that custom class to decompress the data, which can fail either because the custom class is unknown
(because it cannot load your world module) or the class it's attempting to import to decompress is deemed unsafe.
Common situations where this can happen include:
* Using Option instances directly in slot_data. Ex: using `options.option_name` instead of `options.option_name.value`.
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.
---
### Some locations are technically possible to check with few or no items, but they'd be very tedious or frustrating. How do worlds deal with this?
Sometimes the game can be modded to skip these locations or make them less tedious. But when this issue is due to a fundamental aspect of the game, then the general answer is "soft logic" (and its subtypes like "combat logic", "money logic", etc.). For example: you can logically require that a player have several helpful items before fighting the final boss, even if a skilled player technically needs no items to beat it. Randomizer logic should describe what's *fun* rather than what's technically possible.
Concrete examples of soft logic include:
- Defeating a boss might logically require health upgrades, damage upgrades, certain weapons, etc. that aren't strictly necessary.
- Entering a high-level area might logically require access to enough other parts of the game that checking other locations should naturally get the player to the soft-required level.
- Buying expensive shop items might logically require access to a place where you can quickly farm money, or logically require access to enough parts of the game that checking other locations should naturally generate enough money without grinding.
Remember that all items referenced by logic (however hard or soft) must be `progression`. Since you typically don't want to turn a ton of `filler` items into `progression` just for this, it's common to e.g. write money logic using only the rare "$100" item, so the dozens of "$1" and "$10" items in your world can remain `filler`.
---
### What if my game has "missable" or "one-time-only" locations or region connections?
Archipelago logic assumes that once a region or location becomes reachable, it stays reachable forever, no matter what
the player does in-game. Slightly more formally: Receiving an AP item must never cause a region connection or location
to "go out of logic" (become unreachable when it was previously reachable), and receiving AP items is the only kind of
state change that AP logic acknowledges. No other actions or events can change reachability.
So when the game itself does not follow this assumption, the options are:
- Modify the game to make that location/connection repeatable
- If there are both missable and repeatable ways to check the location/traverse the connection, then write logic for
only the repeatable ways
- Don't generate the missable location/connection at all
- For connections, any logical regions will still need to be reachable through other, *repeatable* connections
- For locations, this may require game changes to remove the vanilla item if it affects logic
- Decide that resetting the save file is part of the game's logic, and warn players about that

View File

@@ -370,19 +370,13 @@ target_group_lookup = bake_target_group_lookup(world, get_target_groups)
#### When to call `randomize_entrances`
The short answer is that you will almost always want to do ER in `pre_fill`. For more information why, continue reading.
The correct step for this is `World.connect_entrances`.
ER begins by collecting the entire item pool and then uses your access rules to try and prevent some kinds of failures.
This means 2 things about when you can call ER:
1. You must supply your item pool before calling ER, or call ER before setting any rules which require items.
2. If you have rules dependent on anything other than items (e.g. `Entrance`s or events), you must set your rules
and create your events before you call ER if you want to guarantee a correct output.
If the conditions above are met, you could theoretically do ER as early as `create_regions`. However, plando is also
a consideration. Since item plando happens between `set_rules` and `pre_fill` and modifies the item pool, doing ER
in `pre_fill` is the only way to account for placements made by item plando, otherwise you risk impossible seeds or
generation failures. Obviously, if your world implements entrance plando, you will likely want to do that before ER as
well.
Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
together.
These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
It is fine for your Entrances to be connected differently or not at all before this step.
#### Informing your client about randomized entrances

View File

@@ -117,14 +117,6 @@ flowchart LR
%% Java Based Games
subgraph Java
JM[Mod with Archipelago.MultiClient.Java]
STS[Slay the Spire]
JM <-- Mod the Spire --> STS
subgraph Minecraft
MCS[Minecraft Forge Server]
JMC[Any Java Minecraft Clients]
MCS <-- TCP --> JMC
end
JM <-- Forge Mod Loader --> MCS
end
AS <-- WebSockets --> JM

View File

@@ -47,6 +47,9 @@ Packets are simple JSON lists in which any number of ordered network commands ca
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
Websocket connections should support per-message compression. Uncompressed connections are deprecated and may stop
working in the future.
Example:
```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }]
@@ -228,11 +231,11 @@ Sent to clients after a client requested this message be sent to them, more info
Sent to clients if the server caught a problem with a packet. This only occurs for errors that are explicitly checked for.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
| original_cmd | Optional[str] | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
| text | str | A descriptive message of the problem at hand. |
| Name | Type | Notes |
| ---- |-------------| ----- |
| type | str | The [PacketProblemType](#PacketProblemType) that was detected in the packet. |
| original_cmd | str \| None | The `cmd` argument of the faulty packet, will be `None` if the `cmd` failed to be parsed. |
| text | str | A descriptive message of the problem at hand. |
##### PacketProblemType
`PacketProblemType` indicates the type of problem that was detected in the faulty packet, the known problem types are below but others may be added in the future.
@@ -360,11 +363,11 @@ An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_FOUND = 0 # The location has been collected. Status cannot be changed once found.
HINT_UNSPECIFIED = 1 # The receiving player has not specified any status
HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
```
- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
@@ -467,7 +470,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -530,9 +533,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -548,14 +551,14 @@ In JSON this may look like:
Message nodes sent along with [PrintJSON](#PrintJSON) packet to be reconstructed into a legible message. The nodes are intended to be read in the order they are listed in the packet.
```python
from typing import TypedDict, Optional
from typing import TypedDict
class JSONMessagePart(TypedDict):
type: Optional[str]
text: Optional[str]
color: Optional[str] # only available if type is a color
flags: Optional[int] # only available if type is an item_id or item_name
player: Optional[int] # only available if type is either item or location
hint_status: Optional[HintStatus] # only available if type is hint_status
type: str | None
text: str | None
color: str | None # only available if type is a color
flags: int | None # only available if type is an item_id or item_name
player: int | None # only available if type is either item or location
hint_status: HintStatus | None # only available if type is hint_status
```
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
@@ -745,6 +748,7 @@ Tags are represented as a list of strings, the common client tags follow:
| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| NoText | Indicates the client does not want to receive text messages, improving performance if not needed. |
¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.
@@ -752,8 +756,8 @@ Tags are represented as a list of strings, the common client tags follow:
### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes |
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
| Name | Type | Notes |
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

View File

@@ -333,7 +333,7 @@ within the world.
### TextChoice
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
class or within world, if necessary. Value for this class is `str | int` so if you need the value at a specified
point, `self.options.my_option.current_key` will always return a string.
### PlandoBosses
@@ -352,8 +352,15 @@ template. If you set a [Schema](https://pypi.org/project/schema/) on the class w
options system will automatically validate the user supplied data against the schema to ensure it's in the correct
format.
### OptionCounter
This is a special case of OptionDict where the dictionary values can only be integers.
It returns a [collections.Counter](https://docs.python.org/3/library/collections.html#collections.Counter).
This means that if you access a key that isn't present, its value will be 0.
The upside of using an OptionCounter (instead of an OptionDict with integer values) is that an OptionCounter can be
displayed on the Options page on WebHost.
### ItemDict
Like OptionDict, except this will verify that every key in the dictionary is a valid name for an item for your world.
An OptionCounter that will verify that every key in the dictionary is a valid name for an item for your world.
### OptionList
This option defines a List, where the user can add any number of strings to said list, allowing duplicate values. You

View File

@@ -102,17 +102,16 @@ In worlds, this should only be used for the top level to avoid issues when upgra
### Bool
Since `bool` can not be subclassed, use the `settings.Bool` helper in a `typing.Union` to get a comment in host.yaml.
Since `bool` can not be subclassed, use the `settings.Bool` helper in a union to get a comment in host.yaml.
```python
import settings
import typing
class MySettings(settings.Group):
class MyBool(settings.Bool):
"""Doc string"""
my_value: typing.Union[MyBool, bool] = True
my_value: MyBool | bool = True
```
### UserFilePath
@@ -134,15 +133,15 @@ Checks the file against [md5s](#md5s) by default.
Resolves to an executable (varying file extension based on platform)
#### description: Optional\[str\]
#### description: str | None
Human-readable name to use in file browser
#### copy_to: Optional\[str\]
#### copy_to: str | None
Instead of storing the path, copy the file.
#### md5s: List[Union[str, bytes]]
#### md5s: list[str | bytes]
Provide md5 hashes as hex digests or raw bytes for automatic validation.

View File

@@ -11,8 +11,13 @@ found in the [general test directory](/test/general).
## Defining World Tests
In order to run tests from your world, you will need to create a `test` package within your world package. This can be
done by creating a `test` directory with a file named `__init__.py` inside it inside your world. By convention, a base
for your world tests can be created in this file that you can then import into other modules.
done by creating a `test` directory inside your world with an (empty) `__init__.py` inside it. By convention, a base
for your world tests can be created in `bases.py` or any file that does not start with `test`, that you can then import
into other modules. All tests should be defined in files named `test_*.py` (all lower case) and be member functions
(named `test_*`) of classes (named `Test*` or `*Test`) that inherit from `unittest.TestCase` or a test base.
Defining anything inside `test/__init__.py` is deprecated. Defining TestBase there was previously the norm; however,
it complicates test discovery because some worlds also put actual tests into `__init__.py`.
### WorldTestBase
@@ -21,7 +26,7 @@ interactions in the world interact as expected, you will want to use the [WorldT
comes with the basics for test setup as well as a few preloaded tests that most worlds might want to check on varying
options combinations.
Example `/worlds/<my_game>/test/__init__.py`:
Example `/worlds/<my_game>/test/bases.py`:
```python
from test.bases import WorldTestBase
@@ -49,7 +54,7 @@ with `test_`.
Example `/worlds/<my_game>/test/test_chest_access.py`:
```python
from . import MyGameTestBase
from .bases import MyGameTestBase
class TestChestAccess(MyGameTestBase):
@@ -73,22 +78,58 @@ When tests are run, this class will create a multiworld with a single player hav
generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
overridden. For more information on what methods are available to your class, check the
[WorldTestBase definition](/test/bases.py#L104).
[WorldTestBase definition](/test/bases.py#L106).
#### Alternatives to WorldTestBase
Unit tests can also be created using [TestBase](/test/bases.py#L14) or
Unit tests can also be created using [TestBase](/test/bases.py#L16) or
[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
testing portions of your code that can be tested without relying on a multiworld to be created first.
#### Parametrization
When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
can be used to have parametrized assertions that show up similar to individual tests but without the overhead
of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
timing data, so they are not suitable for slow tests.
* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
Instead, we define our own parametrization helpers in [test.param](/test/param.py).
* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
or setting `WorldTestBase.run_default_tests` to False.
#### Performance Considerations
Archipelago is big enough that the runtime of unittests can have an impact on productivity.
Individual tests should take less than a second, so they can be properly multithreaded.
Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
Multiworlds that spend most of the test time outside what you actually want to test.
Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
variable to keep all the benefits of the test framework while not running the marked tests by default.
## Running Tests
#### Using Pycharm
In PyCharm, running all tests can be done by right-clicking the root test directory and selecting Run 'Archipelago Unittests'.
Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this, edit the run configuration,
and set the working directory to the Archipelago directory which contains all the project files.
If you have never previously run ModuleUpdate.py, then you will need to do this once before the tests will run.
You can run ModuleUpdate.py by right-clicking ModuleUpdate.py and selecting `Run 'ModuleUpdate'`.
After running ModuleUpdate.py you may still get a `ModuleNotFoundError: No module named 'flask'` for the webhost tests.
If this happens, run WebHost.py by right-clicking it and selecting `Run 'WebHost'`. Make sure to press enter when prompted.
Unless you configured PyCharm to use pytest as a test runner, you may get import failures. To solve this,
edit the run configuration, and set the working directory to the Archipelago directory which contains all the project files.
If you only want to run your world's defined tests, repeat the steps for the test directory within your world.
Your working directory should be the directory of your world in the worlds directory and the script should be the
@@ -100,3 +141,11 @@ next to the run and debug buttons.
#### Running Tests without Pycharm
Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
#### Running Tests Multithreaded
pytest can run multiple test runners in parallel with the pytest-xdist extension.
Install with `pip install pytest-xdist`.
Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.

View File

@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
letter or symbol). The ID needs to be unique across all locations within the game.
Locations and items can share IDs, and locations can share IDs with other games' locations.
World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,7 +243,9 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
The ID thus also needs to be unique across all items with different names within the game.
Items and locations can share IDs, and items can share IDs with other games' items.
Other classifications include:
@@ -256,31 +258,6 @@ another flag like "progression", it means "an especially useful progression item
* `progression_skip_balancing`: the combination of `progression` and `skip_balancing`, i.e., a progression item that
will not be moved around by progression balancing; used, e.g., for currency or tokens, to not flood early spheres
### Events
An Event is a special combination of a Location and an Item, with both having an `id` of `None`. These can be used to
track certain logic interactions, with the Event Item being required for access in other locations or regions, but not
being "real". Since the item and location have no ID, they get dropped at the end of generation and so the server is
never made aware of them and these locations can never be checked, nor can the items be received during play.
They may also be used for making the spoiler log look nicer, i.e. by having a `"Victory"` Event Item, that
is required to finish the game. This makes it very clear when the player finishes, rather than only seeing their last
relevant Item. Events function just like any other Location, and can still have their own access rules, etc.
By convention, the Event "pair" of Location and Item typically have the same name, though this is not a requirement.
They must not exist in the `name_to_id` lookups, as they have no ID.
The most common way to create an Event pair is to create and place the Item on the Location as soon as it's created:
```python
from worlds.AutoWorld import World
from BaseClasses import ItemClassification
from .subclasses import MyGameLocation, MyGameItem
class MyGameWorld(World):
victory_loc = MyGameLocation(self.player, "Victory", None)
victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
```
### Regions
Regions are logical containers that typically hold locations that share some common access rules. If location logic is
@@ -289,7 +266,7 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L310-L311)),
from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
### Entrances
@@ -329,7 +306,7 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L301-L304),
avoiding the need for indirect conditions at the expense of performance.
### Item Rules
@@ -337,6 +314,63 @@ avoiding the need for indirect conditions at the expense of performance.
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
reject the placement of an item there.
### Events (or "generation-only items/locations")
An event item or location is one that only exists during multiworld generation; the server is never made aware of them.
Event locations can never be checked by the player, and event items cannot be received during play.
Events are used to represent in-game actions (that aren't regular Archipelago locations) when either:
* We want to show in the spoiler log when the player is expected to perform the in-game action.
* It's the cleanest way to represent how that in-game action impacts logic.
Typical examples include completing the goal, defeating a boss, or flipping a switch that affects multiple areas.
To be precise: the term "event" on its own refers to the special combination of an "event item" placed on an "event
location". Event items and locations are created the same way as normal items and locations, except that they have an
`id` of `None`, and an event item must be placed on an event location
(and vice versa). Finally, although events are often described as "fake" items and locations, it's important to
understand that they are perfectly real during generation.
The most common way to create an event is to create the event item and the event location, then immediately call
`Location.place_locked_item()`:
```python
victory_loc = MyGameLocation(self.player, "Defeat the Final Boss", None, final_boss_arena_region)
victory_loc.place_locked_item(MyGameItem("Victory", ItemClassification.progression, None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
set_rule(victory_loc, lambda state: state.has("Boss Defeating Sword", self.player))
```
Requiring an event to finish the game will make the spoiler log display an additional
`Defeat the Final Boss: Victory` line when the player is expected to finish, rather than only showing their last
relevant item. But events aren't just about the spoiler log; a more substantial example of using events to structure
your logic might be:
```python
water_loc = MyGameLocation(self.player, "Water Level Switch", None, pump_station_region)
water_loc.place_locked_item(MyGameItem("Lowered Water Level", ItemClassification.progression, None, self.player))
pump_station_region.locations.append(water_loc)
set_rule(water_loc, lambda state: state.has("Double Jump", self.player)) # the switch is really high up
...
basement_loc = MyGameLocation(self.player, "Flooded House - Basement Chest", None, flooded_house_region)
flooded_house_region.locations += [upstairs_loc, ground_floor_loc, basement_loc]
...
set_rule(basement_loc, lambda state: state.has("Lowered Water Level", self.player))
```
This creates a "Lowered Water Level" event and a regular location whose access rule depends on that
event being reachable. If you made several more locations the same way, this would ensure all of those locations can
only become reachable when the event location is reachable (i.e. when the water level can be lowered), without
copy-pasting the event location's access rule and then repeatedly re-evaluating it. Also, the spoiler log will show
`Water Level Switch: Lowered Water Level` when the player is expected to do this.
To be clear, this example could also be modeled with a second Region (perhaps "Un-Flooded House"). Or you could modify
the game so flipping that switch checks a regular AP location in addition to lowering the water level.
Events are never required, but it may be cleaner to use an event if e.g. flipping that switch affects the logic in
dozens of half-flooded areas that would all otherwise need additional Regions, and you don't want it to be a regular
location. It depends on the game.
## Implementation
### Your World
@@ -486,17 +520,20 @@ In addition, the following methods can be implemented and are called in this ord
If it's hard to separate, this can be done during `generate_early` or `create_items` as well.
* `create_items(self)`
called to place player's items into the MultiWorld's itempool. By the end of this step all regions, locations and
items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions
after this step. Locations cannot be moved to different regions after this step.
items have to be in the MultiWorld's regions and itempool. You cannot add or remove items, locations, or regions after
this step. Locations cannot be moved to different regions after this step. This includes event items and locations.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
called to modify item placement before, during, and after the regular fill process; all finishing before
`generate_output`. Any items that need to be placed during `pre_fill` should not exist in the itempool, and if there
are any items that need to be filled this way, but need to be in state while you fill other items, they can be
returned from `get_prefill_items`.
returned from `get_pre_fill_items`.
* `generate_output(self, output_directory: str)`
creates the output files if there is output to be generated. When this is called,
`self.multiworld.get_locations(self.player)` has all locations for the player, with attribute `item` pointing to the
@@ -556,18 +593,14 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else
ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
# this is called when AP wants to create an item by name (for plando, start inventory, item links) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events
return MyGameItem(event, True, None, self.player)
return MyGameItem(event, ItemClassification.progression, None, self.player)
```
#### create_items
@@ -605,8 +638,8 @@ from .items import get_item_type
def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin
# (see below) is used, it's easier to apply the rules from data during
# location generation or everything is in generate_basic
# (see below) is used or it's easier to apply the rules from data during
# location generation
# set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player),
@@ -835,14 +868,16 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data
If the game client needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
a `dict` with `str` keys that can be serialized with json.
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
once it has successfully [connected](network%20protocol.md#connected).
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
absolutely necessary. Slot data is sent to your client once it has successfully
[connected](network%20protocol.md#connected).
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
common usage of slot data is sending option results that the client needs to be aware of.
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
```python
def fill_slot_data(self) -> Dict[str, Any]:

View File

@@ -65,5 +65,5 @@ date, voting members and final result in the commit message.
## Handling of Unmaintained Worlds
As long as worlds are known to work for the most part, they can stay included. Once a world becomes broken it shall be
moved from `worlds/` to `worlds_disabled/`.
As long as worlds are known to work for the most part, they can stay included. Once the world becomes broken, it shall
be deleted.

View File

@@ -50,13 +50,15 @@ class EntranceLookup:
_random: random.Random
_expands_graph_cache: dict[Entrance, bool]
_coupled: bool
_usable_exits: set[Entrance]
def __init__(self, rng: random.Random, coupled: bool):
def __init__(self, rng: random.Random, coupled: bool, usable_exits: set[Entrance]):
self.dead_ends = EntranceLookup.GroupLookup()
self.others = EntranceLookup.GroupLookup()
self._random = rng
self._expands_graph_cache = {}
self._coupled = coupled
self._usable_exits = usable_exits
def _can_expand_graph(self, entrance: Entrance) -> bool:
"""
@@ -95,7 +97,8 @@ class EntranceLookup:
# randomizable exits which are not reverse of the incoming entrance.
# uncoupled mode is an exception because in this case going back in the door you just came in could
# actually lead somewhere new
if not exit_.connected_region and (not self._coupled or exit_.name != entrance.name):
if (not exit_.connected_region and (not self._coupled or exit_.name != entrance.name)
and exit_ in self._usable_exits):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
@@ -157,17 +160,16 @@ class ERPlacementState:
def placed_regions(self) -> set[Region]:
return self.collection_state.reachable_regions[self.world.player]
def find_placeable_exits(self, check_validity: bool) -> list[Entrance]:
def find_placeable_exits(self, check_validity: bool, usable_exits: list[Entrance]) -> list[Entrance]:
if check_validity:
blocked_connections = self.collection_state.blocked_connections[self.world.player]
blocked_connections = sorted(blocked_connections, key=lambda x: x.name)
placeable_randomized_exits = [connection for connection in blocked_connections
if not connection.connected_region
and connection.is_valid_source_transition(self)]
placeable_randomized_exits = [ex for ex in usable_exits
if not ex.connected_region
and ex in blocked_connections
and ex.is_valid_source_transition(self)]
else:
# this is on a beaten minimal attempt, so any exit anywhere is fair game
placeable_randomized_exits = [ex for region in self.world.multiworld.get_regions(self.world.player)
for ex in region.exits if not ex.connected_region]
placeable_randomized_exits = [ex for ex in usable_exits if not ex.connected_region]
self.world.random.shuffle(placeable_randomized_exits)
return placeable_randomized_exits
@@ -181,7 +183,8 @@ class ERPlacementState:
self.placements.append(source_exit)
self.pairings.append((source_exit.name, target_entrance.name))
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance) -> bool:
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance,
usable_exits: set[Entrance]) -> bool:
copied_state = self.collection_state.copy()
# simulated connection. A real connection is unsafe because the region graph is shallow-copied and would
# propagate back to the real multiworld.
@@ -198,6 +201,9 @@ class ERPlacementState:
# ignore the source exit, and, if coupled, the reverse exit. They're not actually new
if _exit.name == source_exit.name or (self.coupled and _exit.name == target_entrance.name):
continue
# make sure we are only paying attention to usable exits
if _exit not in usable_exits:
continue
# technically this should be is_valid_source_transition, but that may rely on side effects from
# on_connect, which have not happened here (because we didn't do a real connection, and if we did, we would
# not want them to persist). can_reach is a close enough approximation most of the time.
@@ -262,14 +268,19 @@ def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], li
return { group: get_target_groups(group) for group in unique_groups }
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None) -> None:
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None,
one_way_target_name: str | None = None) -> None:
"""
Given an entrance in a "vanilla" region graph, splits that entrance to prepare it for randomization
in randomize_entrances. This should be done after setting the type and group of the entrance.
in randomize_entrances. This should be done after setting the type and group of the entrance. Because it attempts
to meet strict entrance naming requirements for coupled mode, this function may produce unintuitive results when
called only on a single entrance; it produces eventually-correct outputs only after calling it on all entrances.
:param entrance: The entrance which will be disconnected in preparation for randomization.
:param target_group: The group to assign to the created ER target. If not specified, the group from
the original entrance will be copied.
:param one_way_target_name: The name of the created ER target if `entrance` is one-way. This argument
is required for one-way entrances and is ignored otherwise.
"""
child_region = entrance.connected_region
parent_region = entrance.parent_region
@@ -284,8 +295,11 @@ def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int
# targets in the child region will be created when the other direction edge is disconnected
target = parent_region.create_er_target(entrance.name)
else:
# for 1-ways, the child region needs a target and coupling/naming is not a concern
target = child_region.create_er_target(child_region.name)
# for 1-ways, the child region needs a target. naming is not a concern for coupling so we
# allow it to be user provided (and require it, to prevent an unhelpful assumed name in pairings)
if not one_way_target_name:
raise ValueError("Cannot disconnect a one-way entrance without a target name specified")
target = child_region.create_er_target(one_way_target_name)
target.randomization_type = entrance.randomization_type
target.randomization_group = target_group or entrance.randomization_group
@@ -322,10 +336,28 @@ def randomize_entrances(
start_time = time.perf_counter()
er_state = ERPlacementState(world, coupled)
entrance_lookup = EntranceLookup(world.random, coupled)
# similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility
perform_validity_check = True
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
entrance_lookup = EntranceLookup(world.random, coupled, exits_set)
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
def do_placement(source_exit: Entrance, target_entrance: Entrance) -> None:
placed_exits, removed_entrances = er_state.connect(source_exit, target_entrance)
# remove the placed targets from consideration
@@ -337,9 +369,37 @@ def randomize_entrances(
if on_connect:
on_connect(er_state, placed_exits)
def needs_speculative_sweep(dead_end: bool, require_new_exits: bool, placeable_exits: list[Entrance]) -> bool:
# speculative sweep is expensive. We currently only do it as a last resort, if we might cap off the graph
# entirely
if len(placeable_exits) > 1:
return False
# in certain stages of randomization we either expect or don't care if the search space shrinks.
# we should never speculative sweep here.
if dead_end or not require_new_exits or not perform_validity_check:
return False
# edge case - if all dead ends have pre-placed progression or indirect connections, they are pulled forward
# into the non dead end stage. In this case, and only this case, it's possible that the last connection may
# actually be placeable in stage 1. We need to skip speculative sweep in this case because we expect the graph
# to get capped off.
# check to see if we are proposing the last placement
if not coupled:
# in uncoupled, this check is easy as there will only be one target.
is_last_placement = len(entrance_lookup) == 1
else:
# a bit harder, there may be 1 or 2 targets depending on if the exit to place is one way or two way.
# if it is two way, we can safely assume that one of the targets is the logical pair of the exit.
desired_target_count = 2 if placeable_exits[0].randomization_type == EntranceType.TWO_WAY else 1
is_last_placement = len(entrance_lookup) == desired_target_count
# if it's not the last placement, we need a sweep
return not is_last_placement
def find_pairing(dead_end: bool, require_new_exits: bool) -> bool:
nonlocal perform_validity_check
placeable_exits = er_state.find_placeable_exits(perform_validity_check)
placeable_exits = er_state.find_placeable_exits(perform_validity_check, exits)
for source_exit in placeable_exits:
target_groups = target_group_lookup[source_exit.randomization_group]
for target_entrance in entrance_lookup.get_targets(target_groups, dead_end, preserve_group_order):
@@ -350,12 +410,10 @@ def randomize_entrances(
# very last exit and check whatever exits we open up are functionally accessible.
# this requirement can be ignored on a beaten minimal, islands are no issue there.
exit_requirement_satisfied = (not perform_validity_check or not require_new_exits
or target_entrance.connected_region not in er_state.placed_regions)
needs_speculative_sweep = (not dead_end and require_new_exits and perform_validity_check
and len(placeable_exits) == 1)
or target_entrance.connected_region not in er_state.placed_regions)
if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state):
if (needs_speculative_sweep
and not er_state.test_speculative_connection(source_exit, target_entrance)):
if (needs_speculative_sweep(dead_end, require_new_exits, placeable_exits)
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
continue
do_placement(source_exit, target_entrance)
return True
@@ -378,13 +436,14 @@ def randomize_entrances(
and world.multiworld.has_beaten_game(er_state.collection_state, world.player):
# ensure that we have enough locations to place our progression
accessible_location_count = 0
prog_item_count = sum(er_state.collection_state.prog_items[world.player].values())
prog_item_count = len([item for item in world.multiworld.itempool if item.advancement and item.player == world.player])
# short-circuit location checking in this case
if prog_item_count == 0:
return True
for region in er_state.placed_regions:
for loc in region.locations:
if loc.can_reach(er_state.collection_state):
if not loc.item and loc.can_reach(er_state.collection_state):
# don't count locations with preplaced items
accessible_location_count += 1
if accessible_location_count >= prog_item_count:
perform_validity_check = False
@@ -406,21 +465,6 @@ def randomize_entrances(
f"All unplaced entrances: {unplaced_entrances}\n"
f"All unplaced exits: {unplaced_exits}")
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
# stage 1 - try to place all the non-dead-end entrances
while entrance_lookup.others:
if not find_pairing(dead_end=False, require_new_exits=True):

View File

@@ -45,7 +45,8 @@ MinVersion={#min_windows}
Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}";
Name: "deletelib"; Description: "Clean existing /lib folder and subfolders including /worlds (leave checked if unsure)"; Check: ShouldShowDeleteLibTask
[Types]
Name: "full"; Description: "Full installation"
@@ -83,18 +84,9 @@ Filename: "{app}\ArchipelagoLauncher"; Description: "{cm:LaunchProgram,{#StringC
Type: dirifempty; Name: "{app}"
[InstallDelete]
Type: files; Name: "{app}\lib\worlds\_bizhawk.apworld"
Type: files; Name: "{app}\ArchipelagoLttPClient.exe"
Type: files; Name: "{app}\ArchipelagoPokemonClient.exe"
Type: files; Name: "{app}\*.exe"
Type: files; Name: "{app}\data\lua\connector_pkmn_rb.lua"
Type: filesandordirs; Name: "{app}\lib\worlds\rogue-legacy"
Type: dirifempty; Name: "{app}\lib\worlds\rogue-legacy"
Type: files; Name: "{app}\lib\worlds\sc2wol.apworld"
Type: filesandordirs; Name: "{app}\lib\worlds\sc2wol"
Type: dirifempty; Name: "{app}\lib\worlds\sc2wol"
Type: filesandordirs; Name: "{app}\lib\worlds\bk_sudoku"
Type: dirifempty; Name: "{app}\lib\worlds\bk_sudoku"
Type: files; Name: "{app}\ArchipelagoLauncher(DEBUG).exe"
Type: files; Name: "{app}\data\lua\connector_ff1.lua"
Type: filesandordirs; Name: "{app}\SNI\lua*"
Type: filesandordirs; Name: "{app}\EnemizerCLI*"
#include "installdelete.iss"
@@ -146,11 +138,6 @@ Root: HKCR; Subkey: "{#MyAppName}kdl3patch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}kdl3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}kdl3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apmc"; ValueData: "{#MyAppName}mcdata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archipelago Minecraft Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apz5"; ValueData: "{#MyAppName}n64zpf"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}n64zpf"; ValueData: "Archipelago Ocarina of Time Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}n64zpf\DefaultIcon"; ValueData: "{app}\ArchipelagoOoTClient.exe,0"; ValueType: string; ValueName: "";
@@ -221,6 +208,11 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcivvi"; ValueData: "{#MyAppName}apcivvipatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch"; ValueData: "Archipelago Civilization 6 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";
@@ -256,3 +248,17 @@ begin
Result := True;
end;
end;
function ShouldShowDeleteLibTask: Boolean;
begin
Result := DirExists(ExpandConstant('{app}\lib'));
end;
procedure CurStepChanged(CurStep: TSetupStep);
begin
if CurStep = ssInstall then
begin
if WizardIsTaskSelected('deletelib') then
DelTree(ExpandConstant('{app}\lib'), True, True, True);
end;
end;

737
kvui.py

File diff suppressed because it is too large Load Diff

View File

@@ -1,5 +1,5 @@
[pytest]
python_files = test_*.py Test*.py # TODO: remove Test* once all worlds have been ported
python_files = test_*.py Test*.py __init__.py # TODO: remove Test* once all worlds have been ported
python_classes = Test
python_functions = test
testpaths =

View File

@@ -1,14 +1,17 @@
colorama>=0.4.6
websockets>=13.0.1,<14
PyYAML>=6.0.2
jellyfish>=1.1.0
jinja2>=3.1.4
jellyfish>=1.1.3
jinja2>=3.1.6
schema>=0.7.7
kivy>=2.3.0
bsdiff4>=1.2.4
platformdirs>=4.2.2
certifi>=2024.12.14
cython>=3.0.11
cymem>=2.0.8
orjson>=3.10.7
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.3.6
certifi>=2025.4.26
cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -10,9 +10,10 @@ import sys
import types
import typing
import warnings
from collections.abc import Iterator, Sequence
from enum import IntEnum
from threading import Lock
from typing import cast, Any, BinaryIO, ClassVar, Dict, Iterator, List, Optional, TextIO, Tuple, Union, TypeVar
from typing import cast, Any, BinaryIO, ClassVar, TextIO, TypeVar, Union
__all__ = [
"get_settings", "fmt_doc", "no_gui",
@@ -23,7 +24,7 @@ __all__ = [
no_gui = False
skip_autosave = False
_world_settings_name_cache: Dict[str, str] = {} # TODO: cache on disk and update when worlds change
_world_settings_name_cache: dict[str, str] = {} # TODO: cache on disk and update when worlds change
_world_settings_name_cache_updated = False
_lock = Lock()
@@ -53,7 +54,7 @@ def fmt_doc(cls: type, level: int) -> str:
class Group:
_type_cache: ClassVar[Optional[Dict[str, Any]]] = None
_type_cache: ClassVar[dict[str, Any] | None] = None
_dumping: bool = False
_has_attr: bool = False
_changed: bool = False
@@ -106,10 +107,10 @@ class Group:
self.__dict__.values()))
@classmethod
def get_type_hints(cls) -> Dict[str, Any]:
def get_type_hints(cls) -> dict[str, Any]:
"""Returns resolved type hints for the class"""
if cls._type_cache is None:
if not isinstance(next(iter(cls.__annotations__.values())), str):
if not cls.__annotations__ or not isinstance(next(iter(cls.__annotations__.values())), str):
# non-str: assume already resolved
cls._type_cache = cls.__annotations__
else:
@@ -124,10 +125,10 @@ class Group:
return self[key]
return default
def items(self) -> List[Tuple[str, Any]]:
def items(self) -> list[tuple[str, Any]]:
return [(key, getattr(self, key)) for key in self]
def update(self, dct: Dict[str, Any]) -> None:
def update(self, dct: dict[str, Any]) -> None:
assert isinstance(dct, dict), f"{self.__class__.__name__}.update called with " \
f"{dct.__class__.__name__} instead of dict."
@@ -196,7 +197,7 @@ class Group:
warnings.warn(f"{self.__class__.__name__}.{k} "
f"assigned from incompatible type {type(v).__name__}")
def as_dict(self, *args: str, downcast: bool = True) -> Dict[str, Any]:
def as_dict(self, *args: str, downcast: bool = True) -> dict[str, Any]:
return {
name: _to_builtin(cast(object, getattr(self, name))) if downcast else getattr(self, name)
for name in self if not args or name in args
@@ -211,7 +212,7 @@ class Group:
f.write(f"{indent}{yaml_line}")
@classmethod
def _dump_item(cls, name: Optional[str], attr: object, f: TextIO, level: int) -> None:
def _dump_item(cls, name: str | None, attr: object, f: TextIO, level: int) -> None:
"""Write a group, dict or sequence item to f, where attr can be a scalar or a collection"""
# lazy construction of yaml Dumper to avoid loading Utils early
@@ -223,7 +224,7 @@ class Group:
def represent_mapping(self, tag: str, mapping: Any, flow_style: Any = None) -> MappingNode:
from yaml import ScalarNode
res: MappingNode = super().represent_mapping(tag, mapping, flow_style)
pairs = cast(List[Tuple[ScalarNode, Any]], res.value)
pairs = cast(list[tuple[ScalarNode, Any]], res.value)
for k, v in pairs:
k.style = None # remove quotes from keys
return res
@@ -270,15 +271,20 @@ class Group:
# fetch class to avoid going through getattr
cls = self.__class__
type_hints = cls.get_type_hints()
entries = [e for e in self]
if not entries:
# write empty dict for empty Group with no instance values
cls._dump_value({}, f, indent=" " * level)
# validate group
for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members
for name in self:
for name in entries:
attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls)
while attr_cls_origin is Union: # resolve to first type for doc string
# resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -324,9 +330,9 @@ class Path(str):
"""Marks the file as required and opens a file browser when missing"""
is_exe: bool = False
"""Special cross-platform handling for executables"""
description: Optional[str] = None
description: str | None = None
"""Title to display when browsing for the file"""
copy_to: Optional[str] = None
copy_to: str | None = None
"""If not None, copy to AP folder instead of linking it"""
@classmethod
@@ -334,7 +340,7 @@ class Path(str):
"""Overload and raise to validate input files from browse"""
pass
def browse(self: T, **kwargs: Any) -> Optional[T]:
def browse(self: T, **kwargs: Any) -> T | None:
"""Opens a file browser to search for the file"""
raise NotImplementedError(f"Please use a subclass of Path for {self.__class__.__name__}")
@@ -364,12 +370,12 @@ class _LocalPath(str):
class FilePath(Path):
# path to a file
md5s: ClassVar[List[Union[str, bytes]]] = []
md5s: ClassVar[list[str | bytes]] = []
"""MD5 hashes for default validator."""
def browse(self: T,
filetypes: Optional[typing.Sequence[typing.Tuple[str, typing.Sequence[str]]]] = None, **kwargs: Any)\
-> Optional[T]:
filetypes: Sequence[tuple[str, Sequence[str]]] | None = None, **kwargs: Any)\
-> T | None:
from Utils import open_filename, is_windows
if not filetypes:
if self.is_exe:
@@ -434,7 +440,7 @@ class FilePath(Path):
class FolderPath(Path):
# path to a folder
def browse(self: T, **kwargs: Any) -> Optional[T]:
def browse(self: T, **kwargs: Any) -> T | None:
from Utils import open_directory
res = open_directory(f"Select {self.description or self.__class__.__name__}", self)
if res:
@@ -592,16 +598,16 @@ class ServerOptions(Group):
OFF = 0
ON = 1
host: Optional[str] = None
host: str | None = None
port: int = 38281
password: Optional[str] = None
multidata: Optional[str] = None
savefile: Optional[str] = None
password: str | None = None
multidata: str | None = None
savefile: str | None = None
disable_save: bool = False
loglevel: str = "info"
logtime: bool = False
server_password: Optional[ServerPassword] = None
disable_item_cheat: Union[DisableItemCheat, bool] = False
server_password: ServerPassword | None = None
disable_item_cheat: DisableItemCheat | bool = False
location_check_points: LocationCheckPoints = LocationCheckPoints(1)
hint_cost: HintCost = HintCost(10)
release_mode: ReleaseMode = ReleaseMode("auto")
@@ -697,7 +703,7 @@ does nothing if not found
"""
sni_path: SNIPath = SNIPath("SNI")
snes_rom_start: Union[SnesRomStart, bool] = True
snes_rom_start: SnesRomStart | bool = True
class BizHawkClientOptions(Group):
@@ -716,7 +722,7 @@ class BizHawkClientOptions(Group):
"""
emuhawk_path: EmuHawkPath = EmuHawkPath(None)
rom_start: Union[RomStart, bool] = True
rom_start: RomStart | bool = True
# Top-level group with lazy loading of worlds
@@ -728,7 +734,7 @@ class Settings(Group):
sni_options: SNIOptions = SNIOptions()
bizhawkclient_options: BizHawkClientOptions = BizHawkClientOptions()
_filename: Optional[str] = None
_filename: str | None = None
def __getattribute__(self, key: str) -> Any:
if key.startswith("_") or key in self.__class__.__dict__:
@@ -782,12 +788,22 @@ class Settings(Group):
return super().__getattribute__(key)
def __init__(self, location: Optional[str]): # change to PathLike[str] once we drop 3.8?
def __init__(self, location: str | None): # change to PathLike[str] once we drop 3.8?
super().__init__()
if location:
from Utils import parse_yaml
with open(location, encoding="utf-8-sig") as f:
options = parse_yaml(f.read())
from yaml.error import MarkedYAMLError
try:
options = parse_yaml(f.read())
except MarkedYAMLError as ex:
if ex.problem_mark:
f.seek(0)
lines = f.readlines()
problem_line = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem}\n{problem_line}{error_line}")
raise ex
# TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {})
@@ -806,7 +822,7 @@ class Settings(Group):
import atexit
atexit.register(autosave)
def save(self, location: Optional[str] = None) -> None: # as above
def save(self, location: str | None = None) -> None: # as above
from Utils import parse_yaml
location = location or self._filename
assert location, "No file specified"
@@ -839,7 +855,7 @@ class Settings(Group):
super().dump(f, level)
@property
def filename(self) -> Optional[str]:
def filename(self) -> str | None:
return self._filename
@@ -852,7 +868,7 @@ def get_settings() -> Settings:
if not res:
from Utils import user_path, local_path
filenames = ("options.yaml", "host.yaml")
locations: List[str] = []
locations: list[str] = []
if os.path.join(os.getcwd()) != local_path():
locations += filenames # use files from cwd only if it's not the local_path
locations += [user_path(filename) for filename in filenames]

View File

@@ -1,25 +1,23 @@
import base64
import datetime
import io
import json
import os
import platform
import shutil
import subprocess
import sys
import sysconfig
import threading
import urllib.request
import warnings
import zipfile
import urllib.request
import io
import json
import threading
import subprocess
from collections.abc import Iterable, Sequence
from hashlib import sha3_512
from pathlib import Path
from typing import Dict, Iterable, List, Optional, Sequence, Set, Tuple, Union
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
requirement = 'cx-Freeze==7.2.0'
requirement = 'cx-Freeze==8.0.0'
try:
import pkg_resources
try:
@@ -60,19 +58,17 @@ from Cython.Build import cythonize
# On Python < 3.10 LogicMixin is not currently supported.
non_apworlds: Set[str] = {
non_apworlds: set[str] = {
"A Link to the Past",
"Adventure",
"ArchipIDLE",
"Archipelago",
"Clique",
"Final Fantasy",
"Lufia II Ancient Cave",
"Meritous",
"Ocarina of Time",
"Overcooked! 2",
"Raft",
"Slay the Spire",
"Sudoku",
"Super Mario 64",
"VVVVVV",
@@ -148,13 +144,13 @@ def download_SNI() -> None:
print(f"No SNI found for system spec {platform_name} {machine_name}")
signtool: Optional[str]
signtool: str | None
if os.path.exists("X:/pw.txt"):
print("Using signtool")
with open("X:/pw.txt", encoding="utf-8-sig") as f:
pw = f.read()
signtool = r'signtool sign /f X:/_SITS_Zertifikat_.pfx /p "' + pw + \
r'" /fd sha256 /tr http://timestamp.digicert.com/ '
r'" /fd sha256 /td sha256 /tr http://timestamp.digicert.com/ '
else:
signtool = None
@@ -206,7 +202,7 @@ def remove_sprites_from_folder(folder: Path) -> None:
os.remove(folder / file)
def _threaded_hash(filepath: Union[str, Path]) -> str:
def _threaded_hash(filepath: str | Path) -> str:
hasher = sha3_512()
hasher.update(open(filepath, "rb").read())
return base64.b85encode(hasher.digest()).decode()
@@ -256,7 +252,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
self.libfolder = Path(self.buildfolder, "lib")
self.library = Path(self.libfolder, "library.zip")
def installfile(self, path: Path, subpath: Optional[Union[str, Path]] = None, keep_content: bool = False) -> None:
def installfile(self, path: Path, subpath: str | Path | None = None, keep_content: bool = False) -> None:
folder = self.buildfolder
if subpath:
folder /= subpath
@@ -375,11 +371,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
from worlds.AutoWorld import AutoWorldRegister
assert not non_apworlds - set(AutoWorldRegister.world_types), \
f"Unknown world {non_apworlds - set(AutoWorldRegister.world_types)} designated for .apworld"
folders_to_remove: List[str] = []
disabled_worlds_folder = "worlds_disabled"
for entry in os.listdir(disabled_worlds_folder):
if os.path.isdir(os.path.join(disabled_worlds_folder, entry)):
folders_to_remove.append(entry)
folders_to_remove: list[str] = []
generate_yaml_templates(self.buildfolder / "Players" / "Templates", False)
for worldname, worldtype in AutoWorldRegister.world_types.items():
if worldname not in non_apworlds:
@@ -447,12 +439,12 @@ class AppImageCommand(setuptools.Command):
("app-exec=", None, "The application to run inside the image."),
("yes", "y", 'Answer "yes" to all questions.'),
]
build_folder: Optional[Path]
dist_file: Optional[Path]
app_dir: Optional[Path]
build_folder: Path | None
dist_file: Path | None
app_dir: Path | None
app_name: str
app_exec: Optional[Path]
app_icon: Optional[Path] # source file
app_exec: Path | None
app_icon: Path | None # source file
app_id: str # lower case name, used for icon and .desktop
yes: bool
@@ -489,12 +481,12 @@ tmp="${{exe#*/}}"
if [ ! "${{#tmp}}" -lt "${{#exe}}" ]; then
exe="{default_exe.parent}/$exe"
fi
export LD_LIBRARY_PATH="$LD_LIBRARY_PATH:$APPDIR/{default_exe.parent}/lib"
export LD_LIBRARY_PATH="${{LD_LIBRARY_PATH:+$LD_LIBRARY_PATH:}}$APPDIR/{default_exe.parent}/lib"
$APPDIR/$exe "$@"
""")
launcher_filename.chmod(0o755)
def install_icon(self, src: Path, name: Optional[str] = None, symlink: Optional[Path] = None) -> None:
def install_icon(self, src: Path, name: str | None = None, symlink: Path | None = None) -> None:
assert self.app_dir, "Invalid app_dir"
try:
from PIL import Image
@@ -557,7 +549,7 @@ $APPDIR/$exe "$@"
subprocess.call(f'ARCH={build_arch} ./appimagetool -n "{self.app_dir}" "{self.dist_file}"', shell=True)
def find_libs(*args: str) -> Sequence[Tuple[str, str]]:
def find_libs(*args: str) -> Sequence[tuple[str, str]]:
"""Try to find system libraries to be included."""
if not args:
return []
@@ -565,7 +557,7 @@ def find_libs(*args: str) -> Sequence[Tuple[str, str]]:
arch = build_arch.replace('_', '-')
libc = 'libc6' # we currently don't support musl
def parse(line: str) -> Tuple[Tuple[str, str, str], str]:
def parse(line: str) -> tuple[tuple[str, str, str], str]:
lib, path = line.strip().split(' => ')
lib, typ = lib.split(' ', 1)
for test_arch in ('x86-64', 'i386', 'aarch64'):
@@ -590,8 +582,8 @@ def find_libs(*args: str) -> Sequence[Tuple[str, str]]:
k: v for k, v in (parse(line) for line in data if "=>" in line)
}
def find_lib(lib: str, arch: str, libc: str) -> Optional[str]:
cache: Dict[Tuple[str, str, str], str] = getattr(find_libs, "cache")
def find_lib(lib: str, arch: str, libc: str) -> str | None:
cache: dict[tuple[str, str, str], str] = getattr(find_libs, "cache")
for k, v in cache.items():
if k == (lib, arch, libc):
return v
@@ -600,7 +592,7 @@ def find_libs(*args: str) -> Sequence[Tuple[str, str]]:
return v
return None
res: List[Tuple[str, str]] = []
res: list[tuple[str, str]] = []
for arg in args:
# try exact match, empty libc, empty arch, empty arch and libc
file = find_lib(arg, arch, libc)
@@ -629,12 +621,13 @@ cx_Freeze.setup(
ext_modules=cythonize("_speedups.pyx"),
options={
"build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets"],
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas", "zstandard"],
"pandas"],
"zip_includes": [],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2"],
"zip_exclude_packages": ["worlds", "sc2", "kivymd"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

@@ -159,7 +159,6 @@ class WorldTestBase(unittest.TestCase):
self.multiworld.game[self.player] = self.game
self.multiworld.player_name = {self.player: "Tester"}
self.multiworld.set_seed(seed)
self.multiworld.state = CollectionState(self.multiworld)
random.seed(self.multiworld.seed)
self.multiworld.seed_name = get_seed_name(random) # only called to get same RNG progression as Generate.py
args = Namespace()
@@ -168,6 +167,7 @@ class WorldTestBase(unittest.TestCase):
1: option.from_any(self.options.get(name, option.default))
})
self.multiworld.set_options(args)
self.multiworld.state = CollectionState(self.multiworld)
self.world = self.multiworld.worlds[self.player]
for step in gen_steps:
call_all(self.multiworld, step)

View File

@@ -18,7 +18,15 @@ def run_locations_benchmark():
class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = (
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
rule_iterations: int = 100_000
if sys.version_info >= (3, 9):
@@ -51,13 +59,13 @@ def run_locations_benchmark():
multiworld.game[1] = game
multiworld.player_name = {1: "Tester"}
multiworld.set_seed(0)
multiworld.state = CollectionState(multiworld)
args = argparse.Namespace()
for name, option in AutoWorld.AutoWorldRegister.world_types[game].options_dataclass.type_hints.items():
setattr(args, name, {
1: option.from_any(getattr(option, "default"))
})
multiworld.set_options(args)
multiworld.state = CollectionState(multiworld)
gc.collect()
for step in self.gen_steps:

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