Compare commits

...

159 Commits
0.0.3 ... 0.1.2

Author SHA1 Message Date
Fabian Dill
4b5ac3f926 Update VC Redist 2021-06-07 11:53:33 +02:00
Fabian Dill
72e5acfb86 Factorio recipe time: adjust triangular mode 2021-06-07 11:32:39 +02:00
Fabian Dill
4b283242fe FactorioClient: remove duplicate log 2021-06-06 23:59:15 +02:00
Fabian Dill
353ea0fbbe encode correct color 2021-06-06 23:44:04 +02:00
Fabian Dill
fc941f55ef FactorioClientGUI.py: disable multitouch emulation on mouse 2021-06-06 23:23:06 +02:00
Fabian Dill
12600a8cbd FactorioClientGUI.py: fix frozen logging 2021-06-06 23:13:19 +02:00
Fabian Dill
33fa9542e0 move FactorioJSONtoTextParser 2021-06-06 22:49:37 +02:00
Fabian Dill
d872ea32af Update various links 2021-06-06 22:14:13 +02:00
Fabian Dill
46bb2d1367 Factorio: add chaos recipe time and use random.triangular distribution 2021-06-06 21:38:53 +02:00
Fabian Dill
403ddd603f Factorio: implement random recipe times 2021-06-06 21:11:58 +02:00
Fabian Dill
7907838c24 Factorio: Revamp Tech Tree Layouts 2021-06-06 20:26:40 +02:00
Fabian Dill
15bd79186a remove player_name feature in MultiMystery
MultiMystery is slated to be integrated into Mystery and the auto-launch feature is not maintainable for a growing games list
2021-06-06 18:12:19 +02:00
Fabian Dill
4555b77204 FactorioClient.py formatting 2021-06-06 17:50:48 +02:00
Fabian Dill
dd3c612dec Factorio: Colored ingame text relay for AP texts 2021-06-06 17:41:06 +02:00
Fabian Dill
09b6698de8 revamp some spoiler log conditions 2021-06-06 17:13:34 +02:00
Fabian Dill
27ee156706 tiny cleanup 2021-06-06 17:10:49 +02:00
espeon65536
48c3d1fa4a Added campfire for Sticky Situation, by popular demand 2021-06-06 15:10:45 +00:00
espeon65536
286254c5cd require end crystals for Free the End, since it's possible to kill the dragon with beds and not receive the advancement 2021-06-06 15:10:45 +00:00
espeon65536
82cd51f5f4 structure plando for Minecraft 2021-06-06 15:10:45 +00:00
espeon65536
08bf993146 only write Medallions section to spoiler log if there is an ALttP world 2021-06-06 15:10:45 +00:00
espeon65536
a55bcae3ec Minecraft logic improvements
- Very Very Frightening now properly accounts for getting a villager into the overworld by curing a zombie villager
- Hot Tourist Destinations no longer requires striders, since no one was using them anyway
- Saddles are now also obtainable from raids by killing a ravager (100% drop rate)
2021-06-06 15:10:45 +00:00
Fabian Dill
607a14e921 FactorioClient: log kivy exceptions 2021-06-06 16:09:00 +02:00
Fabian Dill
c71387ad00 Factorio: fix single-player static node placement 2021-06-06 16:08:17 +02:00
Fabian Dill
c095c28618 Split requirements into world types, automatically discover and resolve them. 2021-06-06 15:30:20 +02:00
Fabian Dill
cae1188ff8 Allow ModuleUpdate to use multiple requirements files, no longer need to care about naming, and use conventional requirement parsing. Also add WebHost to it. 2021-06-06 15:11:17 +02:00
CaitSith2
7e599c51f8 Make defaults for missing options in host.yaml consistent. 2021-06-05 21:15:54 -07:00
CaitSith2
6ccb9d2dc2 Fix adjuster reference 2021-06-05 13:58:59 -07:00
Fabian Dill
1d00ed463e fix updated name aliases for tracker 2021-06-05 03:54:16 +02:00
Fabian Dill
c99054e479 add /build_factorio to gitignore 2021-06-04 01:00:03 +02:00
Fabian Dill
85a9e0d0bc write Factorio options to spoiler 2021-06-04 00:29:59 +02:00
Fabian Dill
8b4ea3c80c fix max progressive item icon in per-player tracker 2021-06-03 01:02:31 +02:00
Fabian Dill
30dec34b72 update websockets 2021-06-02 04:40:43 +02:00
Fabian Dill
a3d2df7c45 Merge branch 'factorio_gui_client' into Archipelago_Main 2021-06-02 04:31:39 +02:00
Fabian Dill
034f338f45 set default hint cost to 10 2021-06-01 04:28:15 +02:00
Fabian Dill
1d84346705 Factorio: Don't trigger bridge file on receiving a technology from server 2021-05-29 20:02:36 +02:00
Fabian Dill
6e916ebd45 bake correct minimum version for Factorio into multidata 2021-05-29 06:23:35 +02:00
Fabian Dill
a993bed8dc move factorio_client_setup.py into setup.py 2021-05-27 12:26:08 +02:00
Fabian Dill
aa6f65ee1f Prevent logical lockout from Pedestal/Pyramid Fairy in ice rod hunt 2021-05-27 12:14:20 +02:00
Fabian Dill
573931930c remove debugging helper 2021-05-25 01:06:15 +02:00
Fabian Dill
252bb69808 FactorioClient: Read Bridge file after a server log indicates that the file was written 2021-05-25 01:03:04 +02:00
Fabian Dill
0175c8ab8a move FactorioClient log to logs folder 2021-05-24 16:09:10 +02:00
Fabian Dill
f78bb2078d make sure Factorio subprocess is terminated properly 2021-05-24 13:51:27 +02:00
Fabian Dill
bc028a63cd first version of a Factorio Graphical Client 2021-05-24 12:49:01 +02:00
Fabian Dill
4b04f2b918 update icons 2021-05-24 12:48:18 +02:00
Fabian Dill
887a3b0922 update flask and jinja 2021-05-24 05:03:45 +02:00
Fabian Dill
3df78fa387 Factorio add ap_unimportant.png 2021-05-23 20:13:19 +02:00
Fabian Dill
c36ac5baba consider the ability to craft a rocket-silo for factorio completion 2021-05-22 21:13:53 +02:00
Fabian Dill
d8e33fe596 Factorio: Differentiate advancement items. 2021-05-22 10:46:27 +02:00
Fabian Dill
80b7e2e188 Factorio: Build logic for rocket launch, allow beatable only to work correctly
Convert Science requirements to Event of "automate <pack>"
2021-05-22 10:06:21 +02:00
Fabian Dill
14b430a168 Factorio: simplify resulting data-final-fixes.lua after templating a bit. 2021-05-22 08:08:37 +02:00
Fabian Dill
22aa4cbb9f Factorio: Fix Rocket Launch event getting encoded into mod 2021-05-22 07:54:12 +02:00
Fabian Dill
71bb5b850e set correct player ID for Factorio Victory 2021-05-22 07:06:09 +02:00
Fabian Dill
066c830a43 Fix LttP progressive starting Items not writing to ROM 2021-05-22 06:27:22 +02:00
Fabian Dill
760107becf remove no longer needed imports 2021-05-22 03:00:24 +02:00
Fabian Dill
8dad49e385 assign generic tracker's checked locations to correct player 2021-05-20 01:22:18 +02:00
Fabian Dill
518e5db55b use item_name filter for generic tracker 2021-05-19 21:57:10 +02:00
Fabian Dill
31a3c1cf33 Add a generic fallback tracker for all games 2021-05-19 21:55:18 +02:00
Fabian Dill
e1b4975a11 Add Crafting Machine awareness to Factorio logic
(should have no effect on vanilla, mostly for modded gameplay)
2021-05-19 06:52:53 +02:00
Fabian Dill
f8a5e8bfc7 add Factorio Victory Event 2021-05-19 05:33:44 +02:00
Fabian Dill
a656ad5cd2 potential fix for rcon timing issue 2021-05-18 20:45:56 +02:00
Fabian Dill
b43e4fae86 update websockets 2021-05-16 23:10:45 +02:00
Fabian Dill
1f17aa394e allow uploading of Factorio mods 2021-05-16 22:59:45 +02:00
Fabian Dill
a1d7bc558c preconfigure and sign qusb2snes 2021-05-16 18:30:13 +02:00
Fabian Dill
de31fc320c allow webhost handling of APMC files 2021-05-16 01:16:51 +02:00
espeon65536
685de847c4 Minecraft updates (#13)
* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

* Minecraft logic updates
Wither kill now considers nether fortresses as a valid source of soul sand
A Furious Cocktail now requires beacons for resistance and village access for carrots
Uneasy Alliance now requires fishing rod to pull the ghast through the portal
On a Rail now requires iron pickaxe to make powered rails
Overkill now may require strength II without stone axe, which needs nether access

* embed all apmc info into slot_data

* updated MC tests for logic changes

* put apmc into zipfile

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-16 00:49:58 +02:00
Kono Tyran
40751f267b removed reference to playersettings yaml as full descriptions are now in the provided example. 2021-05-15 22:46:21 +00:00
Fabian Dill
3e1941a561 allow Factorio Client to recognize if it's trying to connect to the wrong multiworld. 2021-05-16 00:21:00 +02:00
Fabian Dill
8e27ad3547 include full websockets module due to dynamic imports not being identifiable by cx_freeze 2021-05-15 23:01:52 +02:00
Fabian Dill
c4f5db9c84 pass through sys args to factorio server 2021-05-15 22:11:20 +02:00
Fabian Dill
19896e1fae prepare webhost for multi-game per-slot downloads 2021-05-14 15:25:57 +02:00
Fabian Dill
23678b814d specify get_id as being alttp only 2021-05-14 14:38:23 +02:00
Fabian Dill
13fe1f2ea2 /api/generate send back error message 2021-05-14 14:12:21 +02:00
Chris Wilson
c24d6a0785 Add error message to player-settings and weighted-settings pages if the call to /api/generate returns a non-2xx response code. 2021-05-13 21:33:56 -04:00
Fabian Dill
b2f3fd56f4 bunch of fixes after testing round 2021-05-14 01:25:41 +02:00
Fabian Dill
b82d6cec31 regain basic WebHost functionality 2021-05-13 21:57:11 +02:00
Fabian Dill
c5ff962ea1 document start_hints 2021-05-13 02:53:59 +02:00
Fabian Dill
4aa56c1a7f don't default to active start_hints 2021-05-13 02:39:20 +02:00
Fabian Dill
681279cb2b Implement "start_hints" option 2021-05-13 02:35:50 +02:00
Fabian Dill
c4ea879651 "precollect" visible Factorio tech tree as hints, so points are never spent on what was visible. 2021-05-13 02:10:37 +02:00
Fabian Dill
8cdf9d2ddc faster .apsave loading and saving 2021-05-13 01:58:53 +02:00
Fabian Dill
daa959e353 remove suppress rom argument 2021-05-13 01:40:36 +02:00
Fabian Dill
d5cdff5ec9 filter hints to whom they concern 2021-05-13 01:37:50 +02:00
Fabian Dill
fb192b989d update jinja templates to use base static files 2021-05-13 00:41:49 +02:00
Fabian Dill
d35adc5868 Update Flask and Jinja
Flask Autoversion is now integrated
Flask config.from_file is now integrated
2021-05-13 00:28:53 +02:00
Fabian Dill
c0bf4f58ad extend gitignore 2021-05-11 23:57:42 +02:00
Kono Tyran
f24a81fdaf fix !remaining command to look beyond ALTTP 2021-05-11 21:38:44 +00:00
Kono Tyran
40ff0e867c fixed abbreviation ap to full name. 2021-05-11 21:38:34 +00:00
Fabian Dill
a231850911 Make hint costs relative 2021-05-11 23:08:50 +02:00
Fabian Dill
1b2283b173 Factorio: correctly cache control_template to allow multiple Factorio worlds 2021-05-11 13:28:58 +02:00
Fabian Dill
729088fd85 Fix generation failure if aga tower door was placed on HC ledge in inverted dungeonsfull 2021-05-11 01:26:59 +02:00
Fabian Dill
88d75a41ae Factorio setup tutorial 2021-05-10 22:42:11 +02:00
Fabian Dill
237b44ca66 Update Documentation to match compatibility variable 2021-05-10 22:04:19 +02:00
Fabian Dill
6fef30d9b3 remove german tutorial video 2021-05-10 13:06:51 +02:00
Fabian Dill
4813fcac08 include version tuple in manifest 2021-05-10 12:02:18 +02:00
Fabian Dill
e50db61030 constrict Factorio logic to require all paths to a product, not any.
Should narrow this down in a careful manner later.
2021-05-10 02:33:54 +02:00
Fabian Dill
f8c3b695d0 Add Swedish Minecraft Tutorial by Albinum 2021-05-10 01:46:42 +02:00
Edos512
431b64c574 Merge Tutorials from BM 2021-05-10 01:38:26 +02:00
Fabian Dill
f06d160615 don't check the AP tag anymore 2021-05-10 01:18:57 +02:00
Fabian Dill
909172cbad Factorio, Minecraft & Hollow Knight: add startinventory support 2021-05-09 21:22:21 +02:00
Fabian Dill
382c6d0445 Factorio: Fix free samples still preventing starting items 2021-05-09 20:39:42 +02:00
Fabian Dill
4efd27694a Factorio: no longer lock starting_items behind free_samples 2021-05-09 18:13:29 +02:00
KonoTyran
fa24fd31d0 re-added stuff (#7)
* add minecraft randomizer usage/installation tutorial

* update tutorial to specify Java edition of Minecraft to avoid confusion.

* fixed some grammar and spelling in the minecraft_en.md tutorial

* add minecraft randomizer usage/installation tutorial

* update tutorial to specify Java edition of Minecraft to avoid confusion.

* fixed some grammar and spelling in the minecraft_en.md tutorial

* update readme to relfect removal of name field from connect command.

* re-added explenations in yaml manualy wrapped the lines to stop them from looking weird on the web page.
2021-05-09 18:06:51 +02:00
Fabian Dill
c55983af5f Factorio: add starting_items 2021-05-09 17:46:26 +02:00
Fabian Dill
9c3d12dc55 Factorio: Embed slot name into mod 2021-05-09 17:26:53 +02:00
Fabian Dill
37755cd362 Factorio: Automatically find and force create bridge file 2021-05-09 16:49:47 +02:00
KonoTyran
eb02d65dbb minecraft setup tutorial changes. (#6)
* add minecraft randomizer usage/installation tutorial

* update tutorial to specify Java edition of Minecraft to avoid confusion.

* fixed some grammar and spelling in the minecraft_en.md tutorial

* add minecraft randomizer usage/installation tutorial

* update tutorial to specify Java edition of Minecraft to avoid confusion.

* fixed some grammar and spelling in the minecraft_en.md tutorial

* update readme to relfect removal of name field from connect command.
2021-05-08 19:51:12 +02:00
Fabian Dill
4d38f44da3 fix defaults for Factorio and Minecraft 2021-05-08 19:11:08 +02:00
Fabian Dill
212abc2b5a increment version 2021-05-08 13:42:18 +02:00
Fabian Dill
3797c20488 update README.md 2021-05-08 13:40:23 +02:00
espeon65536
2f7e532f4f Minecraft Randomizer
Squash merge, original Commits:

* Minecraft locations, items, and generation without logic

* added id lookup for minecraft

* typing import fix in minecraft/Items.py

* fix 2

* implementing Minecraft options and hard/postgame advancement exclusion

* first logic pass (75/80)

* logic pass 2 and proper completion conditions

* added insane difficulty pool, modified method of excluding item pools for easier extension

* bump network_data_package version

* minecraft testing framework

* switch Ancient Debris to Netherite Scrap to avoid advancement triggering on receiving that item

* Testing now functions, split tests up by advancement pane, added some story tests

* Newer testing framework: every advancement gets its own function, for ease of testing

* fixed logic for The End... Again...

* changed option names to "include_hard_advancements" etc.

* village/pillager-related advancements now require can_adventure: weapon + food

* a few minecraft tests

* rename "Flint & Steel" to "Flint and Steel" for parity with in-game name

* additional MC tests

* more tests, mostly nether-related tests

* more tests, removed anvil path for Two Birds One Arrow

* include Minecraft slot data, and a world seed for each Minecraft player slot

* Added new items: ender pearls, lapis, porkchops

* All remaining Minecraft tests

* formatting of Minecraft tests and logic for better readability

* require Wither kill for Monsters Hunted

* properly removed 8 Emeralds item from item pool

* enchanting required for wither; fishing rod required for water breathing; water breathing required for elder guardian kill

* Added 12 new advancements (ported from old achievement system)

* renamed "On a Rail" for consistency with modern advancements

* tests for the new advancements

* moved slot_data generation for minecraft into worlds/minecraft/__init__.py, added logic_version to slot_data

* output minecraft options in the spoiler log

* modified advancement goal values for new advancements

* make non-native Minecraft items appear as Shovel in ALttP, and unknown-game items as Power Stars

* fixed glowstone block logic for Not Quite Nine Lives

* setup for shuffling MC structures: building ER world and shuffling regions/entrances

* ensured Nether Fortresses can't be placed in the End

* finished logic for structure randomization

* fixed nonnative items always showing up as Hammers in ALttP shops

* output minecraft structure info in the spoiler

* generate .apmc file for communication with MC client

* fixed structure rando always using the same seed

* move stuff to worlds/minecraft/Regions.py

* make output apmc file have consistent name with other files

* added minecraft bottle macro; fixed tests imports

* generalizing MC region generation

* restructured structure shuffling in preparation for structure plando

* only output structure rando info in spoiler if they are shuffled

* Force structure rando to always be off, for the stable release

* added Minecraft options to player settings

* formally added combat_difficulty as an option

* Added Ender Dragon into playthrough, cleaned up goal map

* Added new difficulties: Easy, Normal, Hard combat

* moved .apmc generation time to prevent outputs on failed generation

* updated tests for new combat logic

* Fixed bug causing generation to fail; removed Nether Fortress event since it should no longer be needed with the fix

* moved all MC-specific functions into gen_minecraft

* renamed "logic_version" to "client_version"

* bug fixes
properly flagged event locations/items with id None
moved generation back to Main.py to fix mysterious generation failures

* moved link_minecraft_regions into minecraft init, left create_regions in Main for caching

* added seed_name, player_name, client_version to apmc file

* reenabled structure shuffle

* added entrance tests for minecraft

Co-authored-by: achuang <alexander.w.chuang@gmail.com>
2021-05-08 13:38:57 +02:00
Fabian Dill
eb2a3009f4 Add dungeonscrossed to sample yaml 2021-05-08 12:08:55 +02:00
Fabian Dill
5c9aa09c80 LttP: implement dungeonscrossed ER 2021-05-08 12:04:03 +02:00
Fabian Dill
e5bbcb8d27 merge of 6bf02455e6 2021-05-08 01:49:30 +02:00
Fabian Dill
cf488e5a5d convert parse_zspr to staticmethod 2021-05-08 01:44:37 +02:00
Fabian Dill
36ef9e8a72 LttP: Read author game display name from zspr 2021-05-07 22:34:02 +02:00
Fabian Dill
e7d254aed7 Factorio: make automation science pack rocket recipe consistent with the others 2021-05-07 22:09:04 +02:00
Fabian Dill
298f2f652a Factorio: add rocket recipe scaling by max science 2021-05-07 21:58:46 +02:00
Fabian Dill
5cb2689609 LttP: speed up ER shuffling caves 2021-05-07 21:01:13 +02:00
Fabian Dill
9ab5ec426d remove leftover from when recipes were events 2021-05-06 12:53:57 +02:00
Fabian Dill
77d3bf9172 Factorio: Allow assembling machine 1 to use fluids
Should improve the flow of the game a bit, no longer having to wait for automation-2 to get started with rocket fuel, processing units and others.
2021-05-03 18:06:21 +02:00
Fabian Dill
328f132498 include player name in factorio mod name. 2021-05-03 16:29:05 +02:00
Fabian Dill
de2ead3a9b Embed Minecraft tutorial in menu 2021-05-03 12:30:09 +02:00
KonoTyran
ff96b391b9 Mincraft Tutorial (#4)
* add minecraft randomizer usage/installation tutorial

* update tutorial to specify Java edition of Minecraft to avoid confusion.
2021-05-03 12:26:35 +02:00
Fabian Dill
4a75d27261 don't precollect Hollow Knight items 2021-05-01 02:16:19 +02:00
Chris Wilson
05e464e379 Update my copyright notice in the LICENSE 2021-04-29 21:09:26 -04:00
Chris Wilson
e8e141b206 Update copyright year on the WebHost to 2021 2021-04-29 20:09:10 -04:00
Fabian Dill
bed8fe82cf speed up can_beat_game 2021-04-29 09:54:49 +02:00
Fabian Dill
3a1d33f499 Allow removing non-LttP Progressive items from CollectionState 2021-04-29 08:25:06 +02:00
Fabian Dill
6ea68dd290 Count non-LttP Progressive items during playthrough creation
(there seem to be more problems hiding though)
2021-04-29 08:14:09 +02:00
Fabian Dill
97030590c2 Factorio: send goal completion 2021-04-29 04:34:47 +02:00
Fabian Dill
60f64cc46b rename get_location_name_from_address to get_location_name_from_id 2021-04-28 15:48:11 +02:00
KonoTyran
5087b78c28 fixed !missing to point to location table not item. (#2) 2021-04-28 15:46:54 +02:00
Fabian Dill
95358bc523 Never download a sprite with Author "Nintendo" 2021-04-28 10:31:24 +02:00
Fabian Dill
4fc1ce77ac only build vanilla sprite data once correctly 2021-04-28 02:39:55 +02:00
Fabian Dill
b8c7d6a72f remove remaining sprite data 2021-04-27 07:19:53 +02:00
Fabian Dill
e04fbd1d77 update setup for newer cx_Freeze #2 2021-04-27 05:26:27 +02:00
Fabian Dill
fb8229fda5 update setup for newer cx_Freeze 2021-04-25 04:02:38 +02:00
Fabian Dill
569e0e3004 Factorio: add option: random tech ingredients 2021-04-24 01:16:49 +02:00
Fabian Dill
73ed18c11d Move update_sprites as --update_sprites to LttPAdjuster 2021-04-21 23:53:59 +02:00
Daniel Grace
65df153947 Overhauls control.lua template (#1)
* Overhauls control.lua template

- Adds buffering of received free-samples items.
  - Players with a full inventory will receive new items as space becomes
    available.
  - Players who do not yet exist in the world will receive all free samples
    upon joining.

- When receiving new technologies, announce the technology BEFORE marking
  it as researched so that it appears before its free samples in the log.

- If receiving a half-stack of free samples, use math.ceil on the division
  in case a mod uses an odd number as a stack size... or a stack size of 1

- Handle free_samples logic in the Lua side rather than as part of a Jinja
  template.  This makes this hopefully more adaptable to a future setup
  where all the rando information is shipped as startup settings.

* Apparently, I'm supposed to give myself credit.  Or something.
2021-04-18 06:06:53 +02:00
Fabian Dill
2dd6dcab20 remote now unneccessary line 2021-04-17 22:01:34 +02:00
Fabian Dill
4494207717 generalize LocationScout and make LttP remote items break entirely 2021-04-17 22:00:45 +02:00
Fabian Dill
88265c5585 flatten and integer cast HK options per request 2021-04-17 21:16:09 +02:00
Fabian Dill
501c55cc26 add per-slot data and embed HK options in it 2021-04-17 21:03:57 +02:00
Fabian Dill
a5efed83b9 Set non-LttP Shop prices to 5 to 140 Rupee range 2021-04-16 21:41:19 +02:00
Fabian Dill
e7a746c06c fix unittest local path 2021-04-15 04:01:25 +02:00
Fabian Dill
063997610d use rich text for received technologies 2021-04-14 18:38:06 +02:00
Fabian Dill
432ae5865d Factorio: Filter bridged technologies correctly
Turns out, lua does not use regex, nor simple string matching, but its own invention.
2021-04-14 17:51:11 +02:00
Fabian Dill
73bc5fb376 restore sanity check for exported technologies 2021-04-14 04:19:44 +02:00
Fabian Dill
a7c9474a37 Factorio: fix sending 2021-04-14 04:14:37 +02:00
Fabian Dill
0cf9baef4b Factorio: add document visibility option to playerSettings.yaml 2021-04-14 02:45:36 +02:00
Fabian Dill
6a06117786 Factorio: use game.print 2021-04-13 20:09:26 +02:00
Fabian Dill
ee30914b2c Send AP text into Factorio worlds 2021-04-13 14:49:32 +02:00
Fabian Dill
a995627e98 Factorio: default to visible tech tree 2021-04-13 12:38:39 +02:00
Fabian Dill
7884c6cd97 Factorio: add mod thumbnail.png 2021-04-13 12:36:40 +02:00
Fabian Dill
4fe10b88b3 Factorio: move info dump to https://mods.factorio.com/mod/archipelago-extractor 2021-04-13 12:35:42 +02:00
Fabian Dill
b7327138f3 Factorio: Show item source and enable research queue 2021-04-13 11:14:05 +02:00
Fabian Dill
433981fd3d pass explicit seed_name from MultiMystery.py 2021-04-12 09:45:07 +02:00
Fabian Dill
2df7e4e537 add seed_name to multidata and RoomInfo 2021-04-12 09:36:45 +02:00
162 changed files with 5108 additions and 16982 deletions

112
.gitignore vendored
View File

@@ -12,14 +12,16 @@
*.db3
*multidata
*multisave
*.archipelago
*.apsave
build
/build_factorio/
bundle/components.wxs
dist
README.html
.vs/
EnemizerCLI/
.mypy_cache/
RaceRom.py
weights/
/MultiMystery/
@@ -35,4 +37,110 @@ mystery_result_*.yaml
success.txt
output/
Output Logs/
/factorio/
/factorio/
# Byte-compiled / optimized / DLL files
__pycache__/
*.py[cod]
*$py.class
# C extensions
*.so
*.dll
# Distribution / packaging
.Python
build/
develop-eggs/
dist/
downloads/
eggs/
.eggs/
lib/
lib64/
parts/
sdist/
var/
wheels/
share/python-wheels/
*.egg-info/
.installed.cfg
*.egg
MANIFEST
# Installer logs
pip-log.txt
pip-delete-this-directory.txt
# Unit test / coverage reports
htmlcov/
.tox/
.nox/
.coverage
.coverage.*
.cache
nosetests.xml
coverage.xml
*.cover
*.py,cover
.hypothesis/
.pytest_cache/
cover/
# Flask stuff:
instance/
.webassets-cache
# Scrapy stuff:
.scrapy
# Sphinx documentation
docs/_build/
# PyBuilder
.pybuilder/
target/
# Jupyter Notebook
.ipynb_checkpoints
# IPython
profile_default/
ipython_config.py
# SageMath parsed files
*.sage.py
# Environments
.env
.venv
env/
venv/
ENV/
env.bak/
venv.bak/
# Spyder project settings
.spyderproject
.spyproject
# Rope project settings
.ropeproject
# mkdocs documentation
/site
# mypy
.mypy_cache/
.dmypy.json
dmypy.json
# Pyre type checker
.pyre/
# pytype static type analyzer
.pytype/
# Cython debug symbols
cython_debug/

View File

@@ -44,6 +44,7 @@ class MultiWorld():
self.shops = []
self.itempool = []
self.seed = None
self.seed_name: str = "Unavailable"
self.precollected_items = []
self.state = CollectionState(self)
self._cached_entrances = None
@@ -68,6 +69,7 @@ class MultiWorld():
self.fix_palaceofdarkness_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.NOTCURSED = self.AttributeProxy(lambda player: not self.CURSED[player])
self.remote_items = self.AttributeProxy(lambda player: self.game[player] != "A Link to the Past")
for player in range(1, players + 1):
def set_player_attr(attr, val):
@@ -87,7 +89,6 @@ class MultiWorld():
set_player_attr('retro', False)
set_player_attr('hints', True)
set_player_attr('player_names', [])
set_player_attr('remote_items', False)
set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False)
@@ -143,7 +144,9 @@ class MultiWorld():
import Options
for hk_option in Options.hollow_knight_options:
set_player_attr(hk_option, False)
self.custom_data = {}
for player in range(1, players+1):
self.custom_data[player] = {}
# self.worlds = []
# for i in range(players):
# self.worlds.append(worlds.alttp.ALTTPWorld({}, i))
@@ -167,6 +170,11 @@ class MultiWorld():
def factorio_player_ids(self):
yield from (player for player in range(1, self.players + 1) if self.game[player] == "Factorio")
@property
def minecraft_player_ids(self):
yield from (player for player in range(1, self.players + 1) if self.game[player] == "Minecraft")
def get_name_string_for_object(self, obj) -> str:
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_names(obj.player)})'
@@ -231,7 +239,8 @@ class MultiWorld():
ret = CollectionState(self)
def soft_collect(item):
if item.name.startswith('Progressive '):
if item.game == "A Link to the Past" and item.name.startswith('Progressive '):
# ALttP items
if 'Sword' in item.name:
if ret.has('Golden Sword', item.player):
pass
@@ -321,7 +330,7 @@ class MultiWorld():
if location.can_fill(self.state, item, False):
location.item = item
item.location = location
item.world = self # try to not have this here anymore
item.world = self # try to not have this here anymore
if collect:
self.state.collect(item, location.event, location)
@@ -403,24 +412,24 @@ class MultiWorld():
if self.has_beaten_game(self.state):
return True
state = CollectionState(self)
prog_locations = {location for location in self.get_locations() if location.item is not None and (
location.item.advancement or location.event) and location not in state.locations_checked}
prog_locations = {location for location in self.get_locations() if location.item
and location.item.advancement and location not in state.locations_checked}
while prog_locations:
sphere = []
sphere = set()
# build up spheres of collection radius.
# Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
for location in prog_locations:
if location.can_reach(state):
sphere.append(location)
sphere.add(location)
if not sphere:
# ran out of places and did not finish yet, quit
return False
for location in sphere:
prog_locations.remove(location)
state.collect(location.item, True, location)
prog_locations -= sphere
if self.has_beaten_game(state):
return True
@@ -804,6 +813,90 @@ class CollectionState(object):
rules.append(self.has('Moon Pearl', player))
return all(rules)
# Minecraft logic functions
def has_iron_ingots(self, player: int):
return self.has('Progressive Tools', player) and self.has('Ingot Crafting', player)
def has_gold_ingots(self, player: int):
return self.has('Ingot Crafting', player) and (self.has('Progressive Tools', player, 2) or self.can_reach('The Nether', 'Region', player))
def has_diamond_pickaxe(self, player: int):
return self.has('Progressive Tools', player, 3) and self.has_iron_ingots(player)
def craft_crossbow(self, player: int):
return self.has('Archery', player) and self.has_iron_ingots(player)
def has_bottle_mc(self, player: int):
return self.has('Bottles', player) and self.has('Ingot Crafting', player)
def can_enchant(self, player: int):
return self.has('Enchanting', player) and self.has_diamond_pickaxe(player) # mine obsidian and lapis
def can_use_anvil(self, player: int):
return self.has('Enchanting', player) and self.has('Resource Blocks', player) and self.has_iron_ingots(player)
def fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
return self.can_reach('Nether Fortress', 'Region', player) and self.basic_combat(player)
def can_brew_potions(self, player: int):
return self.fortress_loot(player) and self.has('Brewing', player) and self.has_bottle_mc(player)
def can_piglin_trade(self, player: int):
return self.has_gold_ingots(player) and (self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region', player))
def enter_stronghold(self, player: int):
return self.fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
# Difficulty-dependent functions
def combat_difficulty(self, player: int):
return self.world.combat_difficulty[player].get_option_name()
def can_adventure(self, player: int):
if self.combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Ingot Crafting', player) or self.has('Campfire', player))
def basic_combat(self, player: int):
if self.combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
self.has('Shield', player) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard':
return True
return self.has('Progressive Weapons', player) and (self.has('Progressive Armor', player) or self.has('Shield', player)) and self.has_iron_ingots(player)
def complete_raid(self, player: int):
reach_regions = self.can_reach('Village', 'Region', player) and self.can_reach('Pillager Outpost', 'Region', player)
if self.combat_difficulty(player) == 'easy':
return reach_regions and \
self.has('Progressive Weapons', player, 3) and self.has('Progressive Armor', player, 2) and \
self.has('Shield', player) and self.has('Archery', player) and \
self.has('Progressive Tools', player, 2) and self.has_iron_ingots(player)
elif self.combat_difficulty(player) == 'hard': # might be too hard?
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
(self.has('Progressive Armor', player) or self.has('Shield', player))
return reach_regions and self.has('Progressive Weapons', player, 2) and self.has_iron_ingots(player) and \
self.has('Progressive Armor', player) and self.has('Shield', player)
def can_kill_wither(self, player: int):
normal_kill = self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.can_brew_potions(player) and self.can_enchant(player)
if self.combat_difficulty(player) == 'easy':
return self.fortress_loot(player) and normal_kill and self.has('Archery', player)
elif self.combat_difficulty(player) == 'hard': # cheese kill using bedrock ceilings
return self.fortress_loot(player) and (normal_kill or self.can_reach('The Nether', 'Region', player) or self.can_reach('The End', 'Region', player))
return self.fortress_loot(player) and normal_kill
def can_kill_ender_dragon(self, player: int):
if self.combat_difficulty(player) == 'easy':
return self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and self.has('Archery', player) and \
self.can_brew_potions(player) and self.can_enchant(player)
if self.combat_difficulty(player) == 'hard':
return (self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player)) or \
(self.has('Progressive Weapons', player, 1) and self.has('Bed', player))
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and self.has('Archery', player)
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
if location:
self.locations_checked.add(location)
@@ -874,7 +967,7 @@ class CollectionState(object):
def remove(self, item):
if item.advancement:
to_remove = item.name
if to_remove.startswith('Progressive '):
if item.game == "A Link to the Past" and to_remove.startswith('Progressive '):
if 'Sword' in to_remove:
if self.has('Golden Sword', item.player):
to_remove = 'Golden Sword'
@@ -901,7 +994,7 @@ class CollectionState(object):
elif self.has('Blue Shield', item.player):
to_remove = 'Blue Shield'
else:
to_remove = 'None'
to_remove = None
elif 'Bow' in item.name:
if self.has('Silver Bow', item.player):
to_remove = 'Silver Bow'
@@ -910,7 +1003,7 @@ class CollectionState(object):
else:
to_remove = None
if to_remove is not None:
if to_remove:
self.prog_items[to_remove, item.player] -= 1
if self.prog_items[to_remove, item.player] < 1:
@@ -1100,6 +1193,14 @@ class Location():
return True
return False
def place_locked_item(self, item: Item):
if self.item:
raise Exception(f"Location {self} already filled.")
self.item = item
self.event = item.advancement
self.item.world = self.parent_region.world
self.locked = True
def __repr__(self):
return self.__str__()
@@ -1128,7 +1229,7 @@ class Item():
zora_credit_text = None
fluteboy_credit_text = None
def __init__(self, name: str, advancement: bool, code: int, player: int):
def __init__(self, name: str, advancement: bool, code: Optional[int], player: int):
self.name = name
self.advancement = advancement
self.player = player
@@ -1374,6 +1475,7 @@ class Spoiler(object):
return json.dumps(out)
def to_file(self, filename):
import Options
self.parse_data()
def bool_to_text(variable: Union[bool, str]) -> str:
@@ -1397,11 +1499,21 @@ class Spoiler(object):
'Yes' if self.metadata['progression_balancing'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
if player in self.world.hk_player_ids:
import Options
for hk_option in Options.hollow_knight_options:
res = getattr(self.world, hk_option)[player]
outfile.write(f'{hk_option+":":33}{res}\n')
if player in self.world.alttp_player_ids:
elif player in self.world.factorio_player_ids:
for f_option in Options.factorio_options:
res = getattr(self.world, f_option)[player]
outfile.write(f'{f_option+":":33}{bool_to_text(res) if type(res) == Options.Toggle else res.get_option_name()}\n')
elif player in self.world.minecraft_player_ids:
for mc_option in Options.minecraft_options:
res = getattr(self.world, mc_option)[player]
outfile.write(f'{mc_option+":":33}{bool_to_text(res) if type(res) == Options.Toggle else res.get_option_name()}\n')
elif player in self.world.alttp_player_ids:
for team in range(self.world.teams):
outfile.write('%s%s\n' % (
f"Hash - {self.world.player_names[player][team]} (Team {team + 1}): " if
@@ -1416,7 +1528,7 @@ class Spoiler(object):
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' %
('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
outfile.write('Goal: %s\n' % self.metadata['goal'][player])
if "triforce" in self.metadata["goal"][player]: # triforce hunt
outfile.write("Pieces available for Triforce: %s\n" %
@@ -1477,17 +1589,24 @@ class Spoiler(object):
'<=>' if entry['direction'] == 'both' else
'<=' if entry['direction'] == 'exit' else '=>',
entry['exit']) for entry in self.entrances.values()]))
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
if self.medallions:
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
if self.startinventory:
outfile.write('\n\nStarting Inventory:\n\n')
outfile.write('\n'.join(self.startinventory))
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
for player in range(1, self.world.players + 1):
if self.shops:
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
for player in self.world.alttp_player_ids:
if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
outfile.write(f'\n\nBosses{(f" ({self.world.get_player_names(player)})" if self.world.players > 1 else "")}:\n')
@@ -1497,19 +1616,20 @@ class Spoiler(object):
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
outfile.write('\n\nPaths:\n\n')
path_listings = []
for location, path in sorted(self.paths.items()):
path_lines = []
for region, exit in path:
if exit is not None:
path_lines.append("{} -> {}".format(region, exit))
else:
path_lines.append(region)
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
if self.paths:
outfile.write('\n\nPaths:\n\n')
path_listings = []
for location, path in sorted(self.paths.items()):
path_lines = []
for region, exit in path:
if exit is not None:
path_lines.append("{} -> {}".format(region, exit))
else:
path_lines.append(region)
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))
outfile.write('\n'.join(path_listings))
from worlds.alttp.Items import item_name_groups
from worlds.generic import PlandoItem, PlandoConnection

View File

@@ -49,10 +49,6 @@ class ClientCommandProcessor(CommandProcessor):
"""List all received items"""
logger.info('Received items:')
for index, item in enumerate(self.ctx.items_received, 1):
self.ctx.ui_node.notify_item_received(self.ctx.player_names[item.player], self.ctx.item_name_getter(item.item),
self.ctx.location_name_getter(item.location), index,
len(self.ctx.items_received),
self.ctx.item_name_getter(item.item) in Items.progression_items)
logging.info('%s from %s (%s) (%d/%d in list)' % (
color(self.ctx.item_name_getter(item.item), 'red', 'bold'),
color(self.ctx.player_names[item.player], 'yellow'),
@@ -116,7 +112,7 @@ class CommonContext():
self.team = None
self.slot = None
self.auth = None
self.ui_node = None
self.seed_name = None
self.locations_checked: typing.Set[int] = set()
self.locations_scouted: typing.Set[int] = set()
@@ -129,7 +125,7 @@ class CommonContext():
self.input_requests = 0
# game state
self.player_names: typing.Dict[int: str] = {}
self.player_names: typing.Dict[int: str] = {0: "Archipelago"}
self.exit_event = asyncio.Event()
self.watcher_event = asyncio.Event()
@@ -184,7 +180,6 @@ class CommonContext():
async def disconnect(self):
if self.server and not self.server.socket.closed:
await self.server.socket.close()
self.ui_node.send_connection_status(self)
if self.server_task is not None:
await self.server_task
@@ -195,6 +190,7 @@ class CommonContext():
def consume_players_package(self, package: typing.List[tuple]):
self.player_names = {slot: name for team, slot, name, orig_name in package if self.team == team}
self.player_names[0] = "Archipelago"
def event_invalid_slot(self):
raise Exception('Invalid Slot; please verify that you have connected to the correct world.')
@@ -213,11 +209,16 @@ class CommonContext():
await self.disconnect()
self.server_task = asyncio.create_task(server_loop(self, address))
def on_print(self, args: dict):
logger.info(args["text"])
def on_print_json(self, args: dict):
if not self.found_items and args.get("type", None) == "ItemSend" and args["receiving"] == args["sending"]:
pass # don't want info on other player's local pickups.
logger.info(self.jsontotextparser(args["data"]))
async def server_loop(ctx: CommonContext, address=None):
ui_node = getattr(ctx, "ui_node", None)
if ui_node:
ui_node.send_connection_status(ctx)
cached_address = None
if ctx.server and ctx.server.socket:
logger.error('Already connected')
@@ -229,8 +230,6 @@ async def server_loop(ctx: CommonContext, address=None):
# Wait for the user to provide a multiworld server address
if not address:
logger.info('Please connect to an Archipelago server.')
if ui_node:
ui_node.poll_for_server_ip()
return
address = f"ws://{address}" if "://" not in address else address
@@ -242,8 +241,6 @@ async def server_loop(ctx: CommonContext, address=None):
ctx.server = Endpoint(socket)
logger.info('Connected')
ctx.server_address = address
if ui_node:
ui_node.send_connection_status(ctx)
ctx.current_reconnect_delay = ctx.starting_reconnect_delay
async for data in ctx.server.socket:
for msg in decode(data):
@@ -265,8 +262,6 @@ async def server_loop(ctx: CommonContext, address=None):
await ctx.connection_closed()
if ctx.server_address:
logger.info(f"... reconnecting in {ctx.current_reconnect_delay}s")
if ui_node:
ui_node.send_connection_status(ctx)
asyncio.create_task(server_autoreconnect(ctx))
ctx.current_reconnect_delay *= 2
@@ -284,41 +279,42 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.exception(f"Could not get command from {args}")
raise
if cmd == 'RoomInfo':
logger.info('--------------------------------')
logger.info('Room Information:')
logger.info('--------------------------------')
version = args["version"]
ctx.server_version = tuple(version)
version = ".".join(str(item) for item in version)
logger.info(f'Server protocol version: {version}')
logger.info("Server protocol tags: " + ", ".join(args["tags"]))
if args['password']:
logger.info('Password required')
logger.info(f"Forfeit setting: {args['forfeit_mode']}")
logger.info(f"Remaining setting: {args['remaining_mode']}")
logger.info(f"A !hint costs {args['hint_cost']} points and you get {args['location_check_points']}"
f" for each location checked.")
ctx.hint_cost = int(args['hint_cost'])
ctx.check_points = int(args['location_check_points'])
ctx.forfeit_mode = args['forfeit_mode']
ctx.remaining_mode = args['remaining_mode']
if ctx.ui_node:
ctx.ui_node.send_game_info(ctx)
if len(args['players']) < 1:
logger.info('No player connected')
if ctx.seed_name and ctx.seed_name != args["seed_name"]:
logger.info("The server is running a different multiworld than your client is. (invalid seed_name)")
else:
args['players'].sort()
current_team = -1
logger.info('Players:')
for network_player in args['players']:
if network_player.team != current_team:
logger.info(f' Team #{network_player.team + 1}')
current_team = network_player.team
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
if args["datapackage_version"] > network_data_package["version"] or args["datapackage_version"] == 0:
await ctx.send_msgs([{"cmd": "GetDataPackage"}])
await ctx.server_auth(args['password'])
logger.info('--------------------------------')
logger.info('Room Information:')
logger.info('--------------------------------')
version = args["version"]
ctx.server_version = tuple(version)
version = ".".join(str(item) for item in version)
logger.info(f'Server protocol version: {version}')
logger.info("Server protocol tags: " + ", ".join(args["tags"]))
if args['password']:
logger.info('Password required')
logger.info(f"Forfeit setting: {args['forfeit_mode']}")
logger.info(f"Remaining setting: {args['remaining_mode']}")
logger.info(f"A !hint costs {args['hint_cost']}% of checks points and you get {args['location_check_points']}"
f" for each location checked. Use !hint for more information.")
ctx.hint_cost = int(args['hint_cost'])
ctx.check_points = int(args['location_check_points'])
ctx.forfeit_mode = args['forfeit_mode']
ctx.remaining_mode = args['remaining_mode']
if len(args['players']) < 1:
logger.info('No player connected')
else:
args['players'].sort()
current_team = -1
logger.info('Players:')
for network_player in args['players']:
if network_player.team != current_team:
logger.info(f' Team #{network_player.team + 1}')
current_team = network_player.team
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
if args["datapackage_version"] > network_data_package["version"] or args["datapackage_version"] == 0:
await ctx.send_msgs([{"cmd": "GetDataPackage"}])
await ctx.server_auth(args['password'])
elif cmd == 'DataPackage':
logger.info("Got new ID/Name Datapackage")
@@ -394,12 +390,10 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.hint_points = args['hint_points']
elif cmd == 'Print':
logger.info(args["text"])
ctx.on_print(args)
elif cmd == 'PrintJSON':
if not ctx.found_items and args.get("type", None) == "ItemSend" and args["receiving"] == args["sending"]:
pass # don't want info on other player's local pickups.
logger.info(ctx.jsontotextparser(args["data"]))
ctx.on_print_json(args)
elif cmd == 'InvalidArguments':
logger.warning(f"Invalid Arguments: {args['text']}")

View File

@@ -1,17 +1,21 @@
from __future__ import annotations
import os
import logging
import json
import string
import copy
import sys
from concurrent.futures import ThreadPoolExecutor
import colorama
import asyncio
from queue import Queue, Empty
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor
from queue import Queue
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, logger
from MultiServer import mark_raw
import Utils
import random
from NetUtils import RawJSONtoTextParser, NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
from worlds.factorio.Technologies import lookup_id_to_name
@@ -19,8 +23,6 @@ rcon_port = 24242
rcon_password = ''.join(random.choice(string.ascii_letters) for x in range(32))
save_name = "Archipelago"
server_args = (save_name, "--rcon-port", rcon_port, "--rcon-password", rcon_password)
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO)
options = Utils.get_options()
executable = options["factorio_options"]["executable"]
@@ -33,11 +35,14 @@ if not os.path.exists(executable):
else:
raise FileNotFoundError(executable)
script_folder = options["factorio_options"]["script-output"]
server_args = (save_name, "--rcon-port", rcon_port, "--rcon-password", rcon_password, *sys.argv[1:])
thread_pool = ThreadPoolExecutor(10)
threadpool = ThreadPoolExecutor(10)
class FactorioCommandProcessor(ClientCommandProcessor):
ctx: FactorioContext
@mark_raw
def _cmd_factorio(self, text: str) -> bool:
"""Send the following command to the bound Factorio Server."""
@@ -48,9 +53,10 @@ class FactorioCommandProcessor(ClientCommandProcessor):
return True
return False
def _cmd_connect(self, address: str = "", name="") -> bool:
def _cmd_connect(self, address: str = "") -> bool:
"""Connect to a MultiWorld Server"""
self.ctx.auth = name
if not self.ctx.auth:
self.output("Cannot connect to a server with unknown own identity, bridge to Factorio first.")
return super(FactorioCommandProcessor, self)._cmd_connect(address)
@@ -61,13 +67,13 @@ class FactorioContext(CommonContext):
super(FactorioContext, self).__init__(*args, **kwargs)
self.send_index = 0
self.rcon_client = None
self.awaiting_bridge = False
self.raw_json_text_parser = RawJSONtoTextParser(self)
self.factorio_json_text_parser = FactorioJSONtoTextParser(self)
async def server_auth(self, password_requested):
if password_requested and not self.password:
await super(FactorioContext, self).server_auth(password_requested)
if self.auth is None:
logging.info('Enter the name of your slot to join this game:')
self.auth = await self.console_input()
await self.send_msgs([{"cmd": 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils._version_tuple,
@@ -75,38 +81,69 @@ class FactorioContext(CommonContext):
'uuid': Utils.get_unique_identifier(), 'game': "Factorio"
}])
def on_print(self, args: dict):
logger.info(args["text"])
if self.rcon_client:
cleaned_text = args['text'].replace('"', '')
self.rcon_client.send_command(f"/sc game.print(\"[font=default-large-bold]Archipelago:[/font] "
f"{cleaned_text}\")")
async def game_watcher(ctx: FactorioContext):
research_logger = logging.getLogger("FactorioWatcher")
researches_done_file = os.path.join(script_folder, "research_done.json")
if os.path.exists(researches_done_file):
os.remove(researches_done_file)
def on_print_json(self, args: dict):
if not self.found_items and args.get("type", None) == "ItemSend" and args["receiving"] == args["sending"]:
pass # don't want info on other player's local pickups.
text = self.raw_json_text_parser(copy.deepcopy(args["data"]))
logger.info(text)
if self.rcon_client:
text = self.factorio_json_text_parser(args["data"])
cleaned_text = text.replace('"', '')
self.rcon_client.send_command(f"/sc game.print(\"[font=default-large-bold]Archipelago:[/font] "
f"{cleaned_text}\")")
async def game_watcher(ctx: FactorioContext, bridge_file: str):
bridge_logger = logging.getLogger("FactorioWatcher")
from worlds.factorio.Technologies import lookup_id_to_name
bridge_counter = 0
try:
while 1:
if os.path.exists(researches_done_file):
research_logger.info("Found Factorio Bridge file.")
while 1:
with open(researches_done_file) as f:
data = json.load(f)
research_data = {int(tech_name.split("-")[1]) for tech_name in data if tech_name.startswith("ap-")}
if ctx.locations_checked != research_data:
research_logger.info(f"New researches done: "
f"{[lookup_id_to_name[rid] for rid in research_data - ctx.locations_checked]}")
ctx.locations_checked = research_data
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(research_data)}])
while not ctx.exit_event.is_set():
if os.path.exists(bridge_file):
bridge_logger.info("Found Factorio Bridge file.")
while not ctx.exit_event.is_set():
if ctx.awaiting_bridge:
ctx.awaiting_bridge = False
with open(bridge_file) as f:
data = json.load(f)
research_data = data["research_done"]
research_data = {int(tech_name.split("-")[1]) for tech_name in research_data}
victory = data["victory"]
ctx.auth = data["slot_name"]
ctx.seed_name = data["seed_name"]
if not ctx.finished_game and victory:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
if ctx.locations_checked != research_data:
bridge_logger.info(
f"New researches done: "
f"{[lookup_id_to_name[rid] for rid in research_data - ctx.locations_checked]}")
ctx.locations_checked = research_data
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(research_data)}])
await asyncio.sleep(1)
else:
bridge_counter += 1
if bridge_counter >= 60:
research_logger.info("Did not find Factorio Bridge file, waiting for mod to run.")
bridge_counter = 1
bridge_logger.info(
"Did not find Factorio Bridge file, "
"waiting for mod to run, which requires the server to run, "
"which requires a player to be connected.")
bridge_counter = 0
await asyncio.sleep(1)
except Exception as e:
logging.exception(e)
logging.error("Aborted Factorio Server Bridge")
def stream_factorio_output(pipe, queue):
def queuer():
while 1:
@@ -133,32 +170,52 @@ async def factorio_server_watcher(ctx: FactorioContext):
factorio_queue = Queue()
stream_factorio_output(factorio_process.stdout, factorio_queue)
stream_factorio_output(factorio_process.stderr, factorio_queue)
script_folder = None
progression_watcher = None
try:
while 1:
while not ctx.exit_event.is_set():
while not factorio_queue.empty():
msg = factorio_queue.get()
factorio_server_logger.info(msg)
if not ctx.rcon_client and "Hosting game at IP ADDR:" in msg:
if not ctx.rcon_client and "Starting RCON interface at IP ADDR:" in msg:
ctx.rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
# trigger lua interface confirmation
ctx.rcon_client.send_command("/sc game.print('Starting Archipelago Bridge')")
ctx.rcon_client.send_command("/sc game.print('Starting Archipelago Bridge')")
ctx.rcon_client.send_command("/ap-sync")
if not script_folder and "Write data path:" in msg:
script_folder = msg.split("Write data path: ", 1)[1].split("[", 1)[0].strip()
bridge_file = os.path.join(script_folder, "script-output", "ap_bridge.json")
if os.path.exists(bridge_file):
os.remove(bridge_file)
logging.info(f"Bridge File Path: {bridge_file}")
progression_watcher = asyncio.create_task(
game_watcher(ctx, bridge_file), name="FactorioProgressionWatcher")
if not ctx.awaiting_bridge and "Archipelago Bridge File written for game tick " in msg:
ctx.awaiting_bridge = True
if ctx.rcon_client:
while ctx.send_index < len(ctx.items_received):
item_id = ctx.items_received[ctx.send_index].item
transfer_item: NetworkItem = ctx.items_received[ctx.send_index]
item_id = transfer_item.item
player_name = ctx.player_names[transfer_item.player]
if item_id not in lookup_id_to_name:
logging.error(f"Cannot send unknown item ID: {item_id}")
else:
item_name = lookup_id_to_name[item_id]
factorio_server_logger.info(f"Sending {item_name} to Nauvis.")
ctx.rcon_client.send_command(f'/ap-get-technology {item_name}')
factorio_server_logger.info(f"Sending {item_name} to Nauvis from {player_name}.")
ctx.rcon_client.send_command(f'/ap-get-technology {item_name} {player_name}')
ctx.send_index += 1
await asyncio.sleep(1)
except Exception as e:
logging.exception(e)
logging.error("Aborted Factorio Server Bridge")
finally:
factorio_process.terminate()
if progression_watcher:
await progression_watcher
async def main():
ctx = FactorioContext(None, None, True)
@@ -168,14 +225,13 @@ async def main():
if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
await asyncio.sleep(3)
watcher_task = asyncio.create_task(game_watcher(ctx), name="FactorioProgressionWatcher")
input_task = asyncio.create_task(console_loop(ctx), name="Input")
factorio_server_task = asyncio.create_task(factorio_server_watcher(ctx), name="FactorioServer")
await ctx.exit_event.wait()
ctx.server_address = None
ctx.snes_reconnect_address = None
await asyncio.gather(watcher_task, input_task, factorio_server_task)
await asyncio.gather(input_task, factorio_server_task)
if ctx.server is not None and not ctx.server.socket.closed:
await ctx.server.socket.close()
@@ -190,6 +246,20 @@ async def main():
await input_task
class FactorioJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
colors = node["color"].split(";")
for color in colors:
if color in {"red", "green", "blue", "orange", "yellow", "pink", "purple", "white", "black", "gray",
"brown", "cyan", "acid"}:
node["text"] = f"[color={color}]{node['text']}[/color]"
return self._handle_text(node)
elif color == "magenta":
node["text"] = f"[color=pink]{node['text']}[/color]"
return self._handle_text(node)
return self._handle_text(node)
if __name__ == '__main__':
colorama.init()
loop = asyncio.get_event_loop()

167
FactorioClientGUI.py Normal file
View File

@@ -0,0 +1,167 @@
import os
import logging
import sys
os.makedirs("logs", exist_ok=True)
if getattr(sys, "frozen", False):
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO,
filename=os.path.join("logs", "FactorioClient.txt"), filemode="w")
else:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO)
logging.getLogger().addHandler(logging.FileHandler(os.path.join("logs", "FactorioClient.txt"), "w"))
os.environ["KIVY_NO_CONSOLELOG"] = "1"
os.environ["KIVY_NO_FILELOG"] = "1"
os.environ["KIVY_NO_ARGS"] = "1"
import asyncio
from CommonClient import server_loop, logger
from FactorioClient import FactorioContext, factorio_server_watcher
async def main():
ctx = FactorioContext(None, None, True)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
factorio_server_task = asyncio.create_task(factorio_server_watcher(ctx), name="FactorioServer")
ui_app = FactorioManager(ctx)
ui_task = asyncio.create_task(ui_app.async_run(), name="UI")
await ctx.exit_event.wait() # wait for signal to exit application
ui_app.stop()
ctx.server_address = None
ctx.snes_reconnect_address = None
# allow tasks to quit
await ui_task
await factorio_server_task
await ctx.server_task
if ctx.server is not None and not ctx.server.socket.closed:
await ctx.server.socket.close()
if ctx.server_task is not None:
await ctx.server_task
while ctx.input_requests > 0: # clear queue for shutdown
ctx.input_queue.put_nowait(None)
ctx.input_requests -= 1
from kivy.app import App
from kivy.uix.label import Label
from kivy.base import ExceptionHandler, ExceptionManager, Config
from kivy.uix.gridlayout import GridLayout
from kivy.uix.textinput import TextInput
from kivy.uix.recycleview import RecycleView
from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelItem
from kivy.lang import Builder
class FactorioManager(App):
def __init__(self, ctx):
super(FactorioManager, self).__init__()
self.ctx = ctx
self.commandprocessor = ctx.command_processor(ctx)
self.icon = "data/icon.png"
def build(self):
self.grid = GridLayout()
self.grid.cols = 1
self.tabs = TabbedPanel()
self.tabs.default_tab_text = "All"
self.title = "Archipelago Factorio Client"
pairs = [
("Client", "Archipelago"),
("FactorioServer", "Factorio Server Log"),
("FactorioWatcher", "Bridge File Log"),
]
self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name) for logger_name, name in pairs))
for logger_name, display_name in pairs:
bridge_logger = logging.getLogger(logger_name)
panel = TabbedPanelItem(text=display_name)
panel.content = UILog(bridge_logger)
self.tabs.add_widget(panel)
self.grid.add_widget(self.tabs)
textinput = TextInput(size_hint_y=None, height=30, multiline=False)
textinput.bind(on_text_validate=self.on_message)
self.grid.add_widget(textinput)
self.commandprocessor("/help")
return self.grid
def on_stop(self):
self.ctx.exit_event.set()
def on_message(self, textinput: TextInput):
try:
input_text = textinput.text.strip()
textinput.text = ""
if self.ctx.input_requests > 0:
self.ctx.input_requests -= 1
self.ctx.input_queue.put_nowait(input_text)
elif input_text:
self.commandprocessor(input_text)
except Exception as e:
logger.exception(e)
class LogtoUI(logging.Handler):
def __init__(self, on_log):
super(LogtoUI, self).__init__(logging.DEBUG)
self.on_log = on_log
def handle(self, record: logging.LogRecord) -> None:
self.on_log(record)
class UILog(RecycleView):
cols = 1
def __init__(self, *loggers_to_handle, **kwargs):
super(UILog, self).__init__(**kwargs)
self.data = []
for logger in loggers_to_handle:
logger.addHandler(LogtoUI(self.on_log))
def on_log(self, record: logging.LogRecord) -> None:
self.data.append({"text": record.getMessage()})
class E(ExceptionHandler):
def handle_exception(self, inst):
logger.exception(inst)
return ExceptionManager.RAISE
ExceptionManager.add_handler(E())
Config.set("input", "mouse", "mouse,disable_multitouch")
Builder.load_string('''
<TabbedPanel>
tab_width: 200
<Row@Label>:
canvas.before:
Color:
rgba: 0.2, 0.2, 0.2, 1
Rectangle:
size: self.size
pos: self.pos
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
font_size: dp(20)
<UILog>:
viewclass: 'Row'
scroll_y: 0
effect_cls: "ScrollEffect"
RecycleBoxLayout:
default_size: None, dp(20)
default_size_hint: 1, None
size_hint_y: None
height: self.minimum_height
orientation: 'vertical'
spacing: dp(3)
''')
if __name__ == '__main__':
loop = asyncio.get_event_loop()
loop.run_until_complete(main())
loop.close()

9
Gui.py
View File

@@ -1,4 +1,5 @@
#!/usr/bin/env python3
# module is planned to be removed
from argparse import Namespace
from glob import glob
import json
@@ -427,7 +428,6 @@ def guiMain(args=None):
guiargs.fastmenu = rom_vars.fastMenuVar.get()
guiargs.create_spoiler = bool(createSpoilerVar.get())
guiargs.skip_playthrough = not bool(createSpoilerVar.get())
guiargs.suppress_rom = bool(suppressRomVar.get())
guiargs.open_pyramid = openpyramidVar.get()
guiargs.mapshuffle = bool(mapshuffleVar.get())
guiargs.compassshuffle = bool(compassshuffleVar.get())
@@ -512,7 +512,7 @@ def guiMain(args=None):
elif type(v) is dict: # use same settings for every player
setattr(guiargs, k, {player: getattr(guiargs, k) for player in range(1, guiargs.multi + 1)})
try:
if not guiargs.suppress_rom and not os.path.exists(guiargs.rom):
if not os.path.exists(guiargs.rom):
raise FileNotFoundError(f"Could not find specified rom file {guiargs.rom}")
if guiargs.count is not None:
seed = guiargs.seed
@@ -1203,7 +1203,6 @@ def guiMain(args=None):
setattr(args, k, v[1]) # only get values for player 1 for now
# load values from commandline args
createSpoilerVar.set(int(args.create_spoiler))
suppressRomVar.set(int(args.suppress_rom))
mapshuffleVar.set(args.mapshuffle)
compassshuffleVar.set(args.compassshuffle)
keyshuffleVar.set(args.keyshuffle)
@@ -1745,7 +1744,8 @@ def update_sprites(task, on_finish=None):
try:
task.update_status("Determining needed sprites")
current_sprites = [os.path.basename(file) for file in glob(sprite_dir + '/*')]
alttpr_sprites = [(sprite['file'], os.path.basename(urlparse(sprite['file']).path)) for sprite in sprites_arr]
alttpr_sprites = [(sprite['file'], os.path.basename(urlparse(sprite['file']).path))
for sprite in sprites_arr if sprite["author"] != "Nintendo"]
needed_sprites = [(sprite_url, filename) for (sprite_url, filename) in alttpr_sprites if filename not in current_sprites]
alttpr_filenames = [filename for (_, filename) in alttpr_sprites]
@@ -1909,6 +1909,7 @@ def get_image_for_sprite(sprite, gif_only: bool = False):
return image.zoom(2)
if __name__ == '__main__':
import sys
if "update_sprites" in sys.argv:

View File

@@ -5,10 +5,8 @@ import tkinter as tk
from Utils import local_path
def set_icon(window):
er16 = tk.PhotoImage(file=local_path('data', 'ER16.gif'))
er32 = tk.PhotoImage(file=local_path('data', 'ER32.gif'))
er48 = tk.PhotoImage(file=local_path('data', 'ER32.gif'))
window.tk.call('wm', 'iconphoto', window._w, er16, er32, er48) # pylint: disable=protected-access
logo = tk.PhotoImage(file=local_path('data', 'icon.png'))
window.tk.call('wm', 'iconphoto', window._w, logo)
# Although tkinter is intended to be thread safe, there are many reports of issues
# some which may be platform specific, or depend on if the TCL library was compiled without

View File

@@ -3,7 +3,7 @@ MIT License
Copyright (c) 2017 LLCoolDave
Copyright (c) 2021 Berserker66
Copyright (c) 2021 CaitSith2
Copyright (c) 2020 LegendaryLinux
Copyright (c) 2021 LegendaryLinux
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

View File

@@ -5,6 +5,10 @@ import logging
import textwrap
import sys
import time
from tkinter import Tk
from Gui import update_sprites
from GuiUtils import BackgroundTaskProgress
from worlds.alttp.Rom import Sprite, LocalRom, apply_rom_settings
from Utils import output_path
@@ -16,46 +20,67 @@ class AdjusterWorld(object):
self.sprite_pool = {1: sprite_pool}
self.rom_seeds = {1: random}
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):
def _get_help_string(self, action):
return textwrap.dedent(action.help)
def main():
parser = argparse.ArgumentParser(formatter_class=ArgumentDefaultsHelpFormatter)
parser.add_argument('--rom', default='ER_base.sfc', help='Path to an ALttP rom to adjust.')
parser.add_argument('--baserom', default='Zelda no Densetsu - Kamigami no Triforce (Japan).sfc',
help='Path to an ALttP JAP(1.0) rom to use as a base.')
parser.add_argument('--loglevel', default='info', const='info', nargs='?', choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--fastmenu', default='normal', const='normal', nargs='?', choices=['normal', 'instant', 'double', 'triple', 'quadruple', 'half'],
parser.add_argument('--loglevel', default='info', const='info', nargs='?',
choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--fastmenu', default='normal', const='normal', nargs='?',
choices=['normal', 'instant', 'double', 'triple', 'quadruple', 'half'],
help='''\
Select the rate at which the menu opens and closes.
(default: %(default)s)
''')
parser.add_argument('--quickswap', help='Enable quick item swapping with L and R.', action='store_true')
parser.add_argument('--disablemusic', help='Disables game music.', action='store_true')
parser.add_argument('--triforcehud', default='hide_goal', const='hide_goal', nargs='?', choices=['normal', 'hide_goal', 'hide_required', 'hide_both'],
help='''\
parser.add_argument('--triforcehud', default='hide_goal', const='hide_goal', nargs='?',
choices=['normal', 'hide_goal', 'hide_required', 'hide_both'],
help='''\
Hide the triforce hud in certain circumstances.
hide_goal will hide the hud until finding a triforce piece, hide_required will hide the total amount needed to win
(Both can be revealed when speaking to Murahalda)
(default: %(default)s)
''')
parser.add_argument('--enableflashing', help='Reenable flashing animations (unfriendly to epilepsy, always disabled in race roms)', action='store_false', dest="reduceflashing")
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?', choices=['double', 'normal', 'half', 'quarter', 'off'],
parser.add_argument('--enableflashing',
help='Reenable flashing animations (unfriendly to epilepsy, always disabled in race roms)',
action='store_false', dest="reduceflashing")
parser.add_argument('--heartbeep', default='normal', const='normal', nargs='?',
choices=['double', 'normal', 'half', 'quarter', 'off'],
help='''\
Select the rate at which the heart beep sound is played at
low health. (default: %(default)s)
''')
parser.add_argument('--heartcolor', default='red', const='red', nargs='?', choices=['red', 'blue', 'green', 'yellow', 'random'],
parser.add_argument('--heartcolor', default='red', const='red', nargs='?',
choices=['red', 'blue', 'green', 'yellow', 'random'],
help='Select the color of Link\'s heart meter. (default: %(default)s)')
parser.add_argument('--ow_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--link_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--shield_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--sword_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--hud_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--uw_palettes', default='default', choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--ow_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--link_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--shield_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--sword_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--hud_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--uw_palettes', default='default',
choices=['default', 'random', 'blackout', 'puke', 'classic', 'grayscale', 'negative', 'dizzy',
'sick'])
parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in
binary format and have a length of 0x7000 (28672) bytes,
@@ -64,8 +89,11 @@ def main():
sprite that will be extracted.
''')
parser.add_argument('--names', default='', type=str)
parser.add_argument('--update_sprites', action='store_true', help='Update Sprite Database, then exit.')
args = parser.parse_args()
if args.update_sprites:
run_sprite_update()
sys.exit()
# set up logger
loglevel = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}[
args.loglevel]
@@ -99,13 +127,13 @@ def adjust(args):
else:
raise RuntimeError(
'Provided Rom is not a valid Link to the Past Randomizer Rom. Please provide one for adjusting.')
palettes_options={}
palettes_options['dungeon']=args.uw_palettes
palettes_options = {}
palettes_options['dungeon'] = args.uw_palettes
palettes_options['overworld']=args.ow_palettes
palettes_options['hud']=args.hud_palettes
palettes_options['sword']=args.sword_palettes
palettes_options['shield']=args.shield_palettes
palettes_options['overworld'] = args.ow_palettes
palettes_options['hud'] = args.hud_palettes
palettes_options['sword'] = args.sword_palettes
palettes_options['shield'] = args.shield_palettes
# palettes_options['link']=args.link_palettesvera
racerom = rom.read_byte(0x180213) > 0
@@ -123,9 +151,10 @@ def adjust(args):
return args, path
def adjustGUI():
from tkinter import Checkbutton, OptionMenu, Toplevel, LabelFrame, PhotoImage, Tk, LEFT, RIGHT, BOTTOM, TOP, \
StringVar, IntVar, Frame, Label, W, E, X, BOTH, Entry, Spinbox, Button, filedialog, messagebox, ttk
from tkinter import Tk, LEFT, BOTTOM, TOP, \
StringVar, Frame, Label, X, Entry, Button, filedialog, messagebox, ttk
from Gui import get_rom_options_frame, get_rom_frame
from GuiUtils import set_icon
from argparse import Namespace
@@ -148,6 +177,7 @@ def adjustGUI():
def RomSelect2():
rom = filedialog.askopenfilename(filetypes=[("Rom Files", (".sfc", ".smc", ".apbp")), ("All Files", "*")])
romVar2.set(rom)
romSelectButton2 = Button(romDialogFrame, text='Select Rom', command=RomSelect2)
romDialogFrame.pack(side=TOP, expand=True, fill=X)
baseRomLabel2.pack(side=LEFT)
@@ -198,5 +228,16 @@ def adjustGUI():
adjustWindow.mainloop()
def run_sprite_update():
import threading
done = threading.Event()
top = Tk()
top.withdraw()
BackgroundTaskProgress(top, update_sprites, "Updating Sprites", lambda succesful, resultmessage: done.set())
while not done.isSet():
top.update()
print("Done updating sprites")
if __name__ == '__main__':
main()
main()

View File

@@ -1,18 +1,13 @@
import argparse
import atexit
import time
import functools
import webbrowser
import multiprocessing
import socket
import os
import subprocess
import base64
import shutil
from json import loads, dumps
from random import randrange
from Utils import get_item_name_from_id
exit_func = atexit.register(input, "Press enter to close.")
@@ -24,7 +19,6 @@ ModuleUpdate.update()
import colorama
from NetUtils import *
import WebUI
from worlds.alttp import Regions, Shops
from worlds.alttp import Items
@@ -45,12 +39,6 @@ class LttPCommandProcessor(ClientCommandProcessor):
self.output(f"Setting slow mode to {self.ctx.slow_mode}")
def _cmd_web(self):
if self.ctx.webui_socket_port:
webbrowser.open(f'http://localhost:5050?port={self.ctx.webui_socket_port}')
else:
self.output("Web UI was never started.")
@mark_raw
def _cmd_snes(self, snes_address: str = "") -> bool:
"""Connect to a snes. Optionally include network address of a snes to connect to, otherwise show available devices"""
@@ -69,21 +57,9 @@ class LttPCommandProcessor(ClientCommandProcessor):
class Context(CommonContext):
command_processor = LttPCommandProcessor
def __init__(self, snes_address, server_address, password, found_items, port: int):
def __init__(self, snes_address, server_address, password, found_items):
super(Context, self).__init__(server_address, password, found_items)
# WebUI Stuff
self.ui_node = WebUI.WebUiClient()
logger.addHandler(self.ui_node)
self.webui_socket_port: typing.Optional[int] = port
self.hint_cost = 0
self.check_points = 0
self.forfeit_mode = ''
self.remaining_mode = ''
self.hint_points = 0
# End of WebUI Stuff
# snes stuff
self.snes_address = snes_address
self.snes_socket = None
@@ -495,7 +471,7 @@ async def get_snes_devices(ctx: Context):
reply = loads(await socket.recv())
devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None
ctx.ui_node.send_device_list(devices)
await socket.close()
return devices
@@ -517,8 +493,6 @@ async def snes_connect(ctx: Context, address):
if len(devices) == 1:
device = devices[0]
elif ctx.ui_node.manual_snes and ctx.ui_node.manual_snes in devices:
device = ctx.ui_node.manual_snes
elif ctx.snes_reconnect_address:
if ctx.snes_attached_device[1] in devices:
device = ctx.snes_attached_device[1]
@@ -538,7 +512,6 @@ async def snes_connect(ctx: Context, address):
await ctx.snes_socket.send(dumps(Attach_Request))
ctx.snes_state = SNESState.SNES_ATTACHED
ctx.snes_attached_device = (devices.index(device), device)
ctx.ui_node.send_connection_status(ctx)
if 'sd2snes' in device.lower() or 'COM' in device:
logger.info("SD2SNES/FXPAK Detected")
@@ -607,7 +580,6 @@ async def snes_recv_loop(ctx: Context):
ctx.snes_state = SNESState.SNES_DISCONNECTED
ctx.snes_recv_queue = asyncio.Queue()
ctx.hud_message_queue = []
ctx.ui_node.send_connection_status(ctx)
ctx.rom = None
@@ -743,8 +715,6 @@ async def track_locations(ctx: Context, roomid, roomdata):
ctx.locations_checked.add(location_id)
location = ctx.location_name_getter(location_id)
logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
ctx.ui_node.send_location_check(ctx, location)
try:
if roomid in location_shop_ids:
@@ -887,10 +857,6 @@ async def game_watcher(ctx: Context):
if recv_index < len(ctx.items_received) and recv_item == 0:
item = ctx.items_received[recv_index]
ctx.ui_node.notify_item_received(ctx.player_names[item.player], ctx.item_name_getter(item.item),
ctx.location_name_getter(item.location), recv_index + 1,
len(ctx.items_received),
ctx.item_name_getter(item.item) in Items.progression_items)
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_name_getter(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_name_getter(item.location), recv_index + 1, len(ctx.items_received)))
@@ -920,57 +886,6 @@ async def run_game(romfile):
subprocess.Popen([auto_start, romfile],
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
async def websocket_server(websocket: websockets.WebSocketServerProtocol, path, ctx: Context):
endpoint = Endpoint(websocket)
ctx.ui_node.endpoints.append(endpoint)
process_command = LttPCommandProcessor(ctx)
try:
async for incoming_data in websocket:
data = loads(incoming_data)
logging.debug(f"WebUIData:{data}")
if ('type' not in data) or ('content' not in data):
raise Exception('Invalid data received in websocket')
elif data['type'] == 'webStatus':
if data['content'] == 'connections':
ctx.ui_node.send_connection_status(ctx)
elif data['content'] == 'devices':
await get_snes_devices(ctx)
elif data['content'] == 'gameInfo':
ctx.ui_node.send_game_info(ctx)
elif data['content'] == 'checkData':
ctx.ui_node.send_location_check(ctx, 'Waiting for check...')
elif data['type'] == 'webConfig':
if 'serverAddress' in data['content']:
ctx.server_address = data['content']['serverAddress']
await ctx.connect(data['content']['serverAddress'])
elif 'deviceId' in data['content']:
# Allow a SNES disconnect via UI sending -1 as new device
if data['content']['deviceId'] == "-1":
ctx.ui_node.manual_snes = None
ctx.snes_reconnect_address = None
await snes_disconnect(ctx)
else:
await snes_disconnect(ctx)
ctx.ui_node.manual_snes = data['content']['deviceId']
await snes_connect(ctx, ctx.snes_address)
elif data['type'] == 'webControl':
if 'disconnect' in data['content']:
await ctx.disconnect()
elif data['type'] == 'webCommand':
process_command(data['content'])
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
logging.exception(e)
finally:
await ctx.ui_node.disconnect(endpoint)
async def main():
multiprocessing.freeze_support()
parser = argparse.ArgumentParser()
@@ -982,8 +897,6 @@ async def main():
parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--founditems', default=False, action='store_true',
help='Show items found by other players for themselves.')
parser.add_argument('--web_ui', default=False, action='store_true',
help="Emit a webserver for the webbrowser based user interface.")
args = parser.parse_args()
logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
if args.diff_file:
@@ -1002,23 +915,9 @@ async def main():
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
port = None
if args.web_ui:
# Find an available port on the host system to use for hosting the websocket server
while True:
port = randrange(49152, 65535)
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as sock:
if not sock.connect_ex(('localhost', port)) == 0:
break
import threading
WebUI.start_server(
port, on_start=threading.Timer(1, webbrowser.open, (f'http://localhost:5050?port={port}',)).start)
ctx = Context(args.snes, args.connect, args.password, args.founditems, port)
ctx = Context(args.snes, args.connect, args.password, args.founditems)
input_task = asyncio.create_task(console_loop(ctx), name="Input")
if args.web_ui:
ui_socket = websockets.serve(functools.partial(websocket_server, ctx=ctx),
'localhost', port, ping_timeout=None, ping_interval=None)
await ui_socket
if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")

288
Main.py
View File

@@ -7,7 +7,7 @@ import time
import zlib
import concurrent.futures
import pickle
from typing import Dict
from typing import Dict, Tuple
from BaseClasses import MultiWorld, CollectionState, Region, Item
from worlds.alttp.Items import ItemFactory, item_name_groups
@@ -26,8 +26,10 @@ from worlds.hk import gen_hollow
from worlds.hk import create_regions as hk_create_regions
from worlds.factorio import gen_factorio, factorio_create_regions
from worlds.factorio.Mod import generate_mod
from worlds.minecraft import gen_minecraft, fill_minecraft_slot_data, generate_mc_data
from worlds.minecraft.Regions import minecraft_create_regions
from worlds.generic.Rules import locality_rules
from worlds import Games
from worlds import Games, lookup_any_item_name_to_id
import Patch
seeddigits = 20
@@ -65,6 +67,7 @@ def main(args, seed=None):
world.secure()
else:
world.random.seed(world.seed)
world.seed_name = str(args.outputname if args.outputname else world.seed)
world.shuffle = args.shuffle.copy()
world.logic = args.logic.copy()
@@ -87,7 +90,6 @@ def main(args, seed=None):
world.hints = args.hints.copy()
world.remote_items = args.remote_items.copy()
world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy()
@@ -136,6 +138,8 @@ def main(args, seed=None):
setattr(world, hk_option, getattr(args, hk_option, {}))
for factorio_option in Options.factorio_options:
setattr(world, factorio_option, getattr(args, factorio_option, {}))
for minecraft_option in Options.minecraft_options:
setattr(world, minecraft_option, getattr(args, minecraft_option, {}))
world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
world.rom_seeds = {player: random.Random(world.random.randint(0, 999999999)) for player in range(1, world.players + 1)}
@@ -167,15 +171,16 @@ def main(args, seed=None):
world.player_names[player].append(name)
logger.info('')
for player in world.alttp_player_ids:
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
for player in world.player_ids:
for tok in filter(None, args.startinventory[player].split(',')):
item = ItemFactory(tok.strip(), player)
if item:
world.push_precollected(item)
for item_name in args.startinventory[player]:
item = Item(item_name, True, lookup_any_item_name_to_id[item_name], player)
item.game = world.game[player]
world.push_precollected(item)
for player in world.player_ids:
# enforce pre-defined local items.
if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
@@ -207,12 +212,15 @@ def main(args, seed=None):
for player in world.factorio_player_ids:
factorio_create_regions(world, player)
for player in world.minecraft_player_ids:
minecraft_create_regions(world, player)
for player in world.alttp_player_ids:
if world.open_pyramid[player] == 'goal':
world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'}
elif world.open_pyramid[player] == 'auto':
world.open_pyramid[player] = world.goal[player] in {'crystals', 'ganontriforcehunt', 'localganontriforcehunt', 'ganonpedestal'} and \
(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull'} or not world.shuffle_ganon)
(world.shuffle[player] in {'vanilla', 'dungeonssimple', 'dungeonsfull', 'dungeonscrossed'} or not world.shuffle_ganon)
else:
world.open_pyramid[player] = {'on': True, 'off': False, 'yes': True, 'no': False}.get(world.open_pyramid[player], world.open_pyramid[player])
@@ -266,6 +274,9 @@ def main(args, seed=None):
for player in world.factorio_player_ids:
gen_factorio(world, player)
for player in world.minecraft_player_ids:
gen_minecraft(world, player)
logger.info("Running Item Plando")
for item in world.itempool:
@@ -305,9 +316,7 @@ def main(args, seed=None):
balance_multiworld_progression(world)
logger.info('Generating output files.')
outfilebase = 'AP_%s' % (args.outputname if args.outputname else world.seed)
outfilebase = 'AP_' + world.seed_name
rom_names = []
def _gen_rom(team: int, player: int):
@@ -359,8 +368,7 @@ def main(args, seed=None):
'U' if world.keyshuffle[player] == "universal" else 'S' if world.keyshuffle[player] else '',
'B' if world.bigkeyshuffle[player] else '')
outfilepname = f'_T{team + 1}' if world.teams > 1 else ''
outfilepname += f'_P{player}'
outfilepname = f'_P{player}'
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" \
if world.player_names[player][team] != 'Player%d' % player else ''
outfilestuffs = {
@@ -403,136 +411,168 @@ def main(args, seed=None):
rompath = output_path(f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
rom.write_to_file(rompath, hide_enemizer=True)
if args.create_diff:
Patch.create_patch_file(rompath)
Patch.create_patch_file(rompath, player=player, player_name = world.player_names[player][team])
return player, team, bytes(rom.name)
pool = concurrent.futures.ThreadPoolExecutor()
multidata_task = None
check_accessibility_task = pool.submit(world.fulfills_accessibility)
if not args.suppress_rom:
rom_futures = []
mod_futures = []
for team in range(world.teams):
for player in world.alttp_player_ids:
rom_futures.append(pool.submit(_gen_rom, team, player))
for player in world.factorio_player_ids:
mod_futures.append(pool.submit(generate_mod, world, player))
rom_futures = []
mod_futures = []
for team in range(world.teams):
for player in world.alttp_player_ids:
rom_futures.append(pool.submit(_gen_rom, team, player))
for player in world.factorio_player_ids:
mod_futures.append(pool.submit(generate_mod, world, player))
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
# collect ER hint info
er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla" or world.retro[player]}
from worlds.alttp.Regions import RegionType
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
# collect ER hint info
er_hint_data = {player: {} for player in range(1, world.players + 1) if world.shuffle[player] != "vanilla" or world.retro[player]}
from worlds.alttp.Regions import RegionType
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
checks_in_area[player]["Total"] = 0
for player in range(1, world.players + 1):
checks_in_area[player]["Total"] = 0
for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]:
main_entrance = get_entrance_to_region(location.parent_region)
if location.game != Games.LTTP:
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'}\
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]:
main_entrance = get_entrance_to_region(location.parent_region)
if location.game != Games.LTTP:
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'}\
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
oldmancaves = []
takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
for index, take_any in enumerate(takeanyregions):
for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if world.retro[player]]:
item = ItemFactory(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player)
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
oldmancaves = []
takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
for index, take_any in enumerate(takeanyregions):
for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if world.retro[player]]:
item = ItemFactory(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'], region.player)
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
checks_in_area[player]["Dark World"].append(location_id)
checks_in_area[player]["Total"] += 1
main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
checks_in_area[player]["Dark World"].append(location_id)
checks_in_area[player]["Total"] += 1
er_hint_data[player][location_id] = main_entrance.name
oldmancaves.append(((location_id, player), (item.code, player)))
er_hint_data[player][location_id] = main_entrance.name
oldmancaves.append(((location_id, player), (item.code, player)))
precollected_items = [[] for player in range(world.players)]
for item in world.precollected_items:
precollected_items[item.player - 1].append(item.code)
FillDisabledShopSlots(world)
def write_multidata(roms, mods):
import base64
for future in roms:
rom_name = future.result()
rom_names.append(rom_name)
client_versions = {}
minimum_versions = {"server": (0, 0, 3), "clients": client_versions}
games = {}
for slot in world.player_ids:
FillDisabledShopSlots(world)
def write_multidata(roms, mods):
import base64
import NetUtils
for future in roms:
rom_name = future.result()
rom_names.append(rom_name)
slot_data = {}
client_versions = {}
minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
games = {}
for slot in world.player_ids:
if world.game[slot] == "Factorio":
client_versions[slot] = (0, 1, 2)
else:
client_versions[slot] = (0, 0, 3)
games[slot] = world.game[slot]
connect_names = {base64.b64encode(rom_name).decode(): (team, slot) for
slot, team, rom_name in rom_names}
games[slot] = world.game[slot]
connect_names = {base64.b64encode(rom_name).decode(): (team, slot) for
slot, team, rom_name in rom_names}
precollected_items = {player: [] for player in range(1, world.players+1)}
for item in world.precollected_items:
precollected_items[item.player].append(item.code)
precollected_hints = {player: set() for player in range(1, world.players+1)}
# for now special case Factorio visibility
sending_visible_players = set()
for player in world.factorio_player_ids:
if world.visibility[player]:
sending_visible_players.add(player)
for i, team in enumerate(parsed_names):
for player, name in enumerate(team, 1):
if player not in world.alttp_player_ids:
connect_names[name] = (i, player)
for i, team in enumerate(parsed_names):
for player, name in enumerate(team, 1):
if player not in world.alttp_player_ids:
connect_names[name] = (i, player)
for slot in world.hk_player_ids:
slots_data = slot_data[slot] = {}
for option_name in Options.hollow_knight_options:
option = getattr(world, option_name)[slot]
slots_data[option_name] = int(option.value)
for slot in world.minecraft_player_ids:
slot_data[slot] = fill_minecraft_slot_data(world, slot)
multidata = zlib.compress(pickle.dumps({
"games": games,
"names": parsed_names,
"connect_names": connect_names,
"remote_items": {player for player in range(1, world.players + 1) if
world.remote_items[player] or
world.game[player] != "A Link to the Past"},
"locations": {
(location.address, location.player):
(location.item.code, location.item.player)
for location in world.get_filled_locations() if
type(location.address) is int},
"checks_in_area": checks_in_area,
"server_options": get_options()["server_options"],
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"version": tuple(_version_tuple),
"tags": ["AP"],
"minimum_versions": minimum_versions,
}), 9)
locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
for location in world.get_filled_locations():
if type(location.address) == int:
locations_data[location.player][location.address] = (location.item.code, location.item.player)
if location.player in sending_visible_players and location.item.player != location.player:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False)
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
elif location.item.name in args.start_hints[location.item.player]:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False,
er_hint_data.get(location.player, {}).get(location.address, ""))
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
with open(output_path('%s.archipelago' % outfilebase), 'wb') as f:
f.write(bytes([1])) # version of format
f.write(multidata)
for future in mods:
future.result() # collect errors if they occured
multidata = zlib.compress(pickle.dumps({
"slot_data" : slot_data,
"games": games,
"names": parsed_names,
"connect_names": connect_names,
"remote_items": {player for player in range(1, world.players + 1) if
world.remote_items[player]},
"locations": locations_data,
"checks_in_area": checks_in_area,
"server_options": get_options()["server_options"],
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"precollected_hints": precollected_hints,
"version": tuple(_version_tuple),
"tags": ["AP"],
"minimum_versions": minimum_versions,
"seed_name": world.seed_name
}), 9)
multidata_task = pool.submit(write_multidata, rom_futures, mod_futures)
with open(output_path('%s.archipelago' % outfilebase), 'wb') as f:
f.write(bytes([1])) # version of format
f.write(multidata)
for future in mods:
future.result() # collect errors if they occured
multidata_task = pool.submit(write_multidata, rom_futures, mod_futures)
if not check_accessibility_task.result():
if not world.can_beat_game():
raise Exception("Game appears as unbeatable. Aborting.")
@@ -541,9 +581,11 @@ def main(args, seed=None):
if multidata_task:
multidata_task.result() # retrieve exception if one exists
pool.shutdown() # wait for all queued tasks to complete
for player in world.minecraft_player_ids: # Doing this after shutdown prevents the .apmc from being generated if there's an error
generate_mc_data(world, player)
if not args.skip_playthrough:
logger.info('Calculating playthrough.')
create_playthrough(world)
create_playthrough(world)
if args.create_spoiler: # needs spoiler.hashes to be filled, that depend on rom_futures being done
world.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))

View File

@@ -1,55 +1,48 @@
import os
import sys
import subprocess
import importlib
import pkg_resources
requirements_files = {'requirements.txt'}
if sys.version_info < (3, 8, 6):
raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
update_ran = hasattr(sys, "frozen") and getattr(sys, "frozen") # don't run update if environment is frozen/compiled
update_ran = getattr(sys, "frozen", False) # don't run update if environment is frozen/compiled
if not update_ran:
for entry in os.scandir("worlds"):
if entry.is_dir():
req_file = os.path.join(entry.path, "requirements.txt")
if os.path.exists(req_file):
requirements_files.add(req_file)
def update_command():
subprocess.call([sys.executable, '-m', 'pip', 'install', '-r', 'requirements.txt', '--upgrade'])
naming_specialties = {"PyYAML": "yaml", # PyYAML is imported as the name yaml
"maseya-z3pr": "maseya",
"factorio-rcon-py": "factorio_rcon"}
for file in requirements_files:
subprocess.call([sys.executable, '-m', 'pip', 'install', '-r', file, '--upgrade'])
def update():
global update_ran
if not update_ran:
update_ran = True
path = os.path.join(os.path.dirname(sys.argv[0]), 'requirements.txt')
if not os.path.exists(path):
path = os.path.join(os.path.dirname(__file__), 'requirements.txt')
with open(path) as requirementsfile:
for line in requirementsfile.readlines():
module, remote_version = line.split(">=")
module = naming_specialties.get(module, module)
try:
module = importlib.import_module(module)
except:
import traceback
traceback.print_exc()
input(f'Required python module {module} not found, press enter to install it')
update_command()
return
else:
if hasattr(module, "__version__"):
module_version = module.__version__
module = module.__name__ # also unloads the module to make it writable
if type(module_version) == str:
module_version = tuple(int(part.strip()) for part in module_version.split("."))
remote_version = tuple(int(part.strip()) for part in remote_version.split("."))
if module_version < remote_version:
input(f'Required python module {module} is outdated ({module_version}<{remote_version}),'
' press enter to upgrade it')
update_command()
return
for req_file in requirements_files:
path = os.path.join(os.path.dirname(sys.argv[0]), req_file)
if not os.path.exists(path):
path = os.path.join(os.path.dirname(__file__), req_file)
with open(path) as requirementsfile:
requirements = pkg_resources.parse_requirements(requirementsfile)
for requirement in requirements:
requirement = str(requirement)
try:
pkg_resources.require(requirement)
except pkg_resources.ResolutionError:
import traceback
traceback.print_exc()
input(f'Requirement {requirement} is not satisfied, press enter to install it')
update_command()
return
if __name__ == "__main__":

View File

@@ -5,6 +5,7 @@ import threading
import concurrent.futures
import argparse
import logging
import random
def feedback(text: str):
@@ -24,8 +25,7 @@ if __name__ == "__main__":
args = parser.parse_args()
from Utils import get_public_ipv4, get_options
from Patch import create_patch_file
from Mystery import get_seed_name
options = get_options()
@@ -40,11 +40,11 @@ if __name__ == "__main__":
create_spoiler = multi_mystery_options["create_spoiler"]
zip_roms = multi_mystery_options["zip_roms"]
zip_diffs = multi_mystery_options["zip_diffs"]
zip_apmcs = multi_mystery_options["zip_apmcs"]
zip_spoiler = multi_mystery_options["zip_spoiler"]
zip_multidata = multi_mystery_options["zip_multidata"]
zip_format = multi_mystery_options["zip_format"]
# zip_password = multi_mystery_options["zip_password"] not at this time
player_name = multi_mystery_options["player_name"]
meta_file_path = multi_mystery_options["meta_file_path"]
weights_file_path = multi_mystery_options["weights_file_path"]
pre_roll = multi_mystery_options["pre_roll"]
@@ -89,10 +89,11 @@ if __name__ == "__main__":
feedback(f"No player files found. Please put them in a {player_files_path} folder.")
else:
logging.info(f"{target_player_count} Players found.")
seed_name = get_seed_name(random)
command = f"{basemysterycommand} --multi {target_player_count} {player_string} " \
f"--rom \"{rom_file}\" --enemizercli \"{enemizer_path}\" " \
f"--outputpath \"{output_path}\" --teams {teams} --plando \"{plando_options}\""
f"--outputpath \"{output_path}\" --teams {teams} --plando \"{plando_options}\" " \
f"--seed_name {seed_name}"
if create_spoiler:
command += " --create_spoiler"
@@ -117,27 +118,12 @@ if __name__ == "__main__":
start = time.perf_counter()
text = subprocess.check_output(command, shell=True).decode()
logging.info(f"Took {time.perf_counter() - start:.3f} seconds to generate multiworld.")
seedname = ""
for segment in text.split():
if segment.startswith("M"):
seedname = segment
break
multidataname = f"AP_{seedname}.archipelago"
spoilername = f"AP_{seedname}_Spoiler.txt"
multidataname = f"AP_{seed_name}.archipelago"
spoilername = f"AP_{seed_name}_Spoiler.txt"
romfilename = ""
if player_name:
for file in os.listdir(output_path):
if player_name in file:
import MultiClient
import asyncio
asyncio.run(MultiClient.run_game(os.path.join(output_path, file)))
break
if any((zip_roms, zip_multidata, zip_spoiler, zip_diffs)):
if any((zip_roms, zip_multidata, zip_spoiler, zip_diffs, zip_apmcs)):
import zipfile
compression = {1: zipfile.ZIP_DEFLATED,
@@ -162,7 +148,7 @@ if __name__ == "__main__":
logging.info(f"Removed {file} which is now present in the zipfile")
zipname = os.path.join(output_path, f"AP_{seedname}.{typical_zip_ending}")
zipname = os.path.join(output_path, f"AP_{seed_name}.{typical_zip_ending}")
logging.info(f"Creating zipfile {zipname}")
ipv4 = (host if host else get_public_ipv4()) + ":" + str(port)
@@ -171,7 +157,7 @@ if __name__ == "__main__":
def _handle_sfc_file(file: str):
if zip_roms:
pack_file(file)
if zip_roms == 2 and player_name.lower() not in file.lower():
if zip_roms == 2:
remove_zipped_file(file)
@@ -182,15 +168,28 @@ if __name__ == "__main__":
remove_zipped_file(file)
def _handle_apmc_file(file: str):
if zip_apmcs:
pack_file(file)
if zip_apmcs == 2:
remove_zipped_file(file)
with concurrent.futures.ThreadPoolExecutor() as pool:
futures = []
files = os.listdir(output_path)
with zipfile.ZipFile(zipname, "w", compression=compression, compresslevel=9) as zf:
for file in os.listdir(output_path):
if seedname in file:
for file in files:
if seed_name in file:
if file.endswith(".sfc"):
futures.append(pool.submit(_handle_sfc_file, file))
elif file.endswith(".apbp"):
futures.append(pool.submit(_handle_diff_file, file))
elif file.endswith(".apmc"):
futures.append(pool.submit(_handle_apmc_file, file))
# just handle like a diff file for now
elif file.endswith(".zip"):
futures.append(pool.submit(_handle_diff_file, file))
if zip_multidata and os.path.exists(os.path.join(output_path, multidataname)):
pack_file(multidataname)

View File

@@ -29,7 +29,7 @@ from worlds.alttp import Items, Regions
from worlds import network_data_package, lookup_any_item_id_to_name, lookup_any_item_name_to_id, \
lookup_any_location_id_to_name, lookup_any_location_name_to_id
import Utils
from Utils import get_item_name_from_id, get_location_name_from_address, \
from Utils import get_item_name_from_id, get_location_name_from_id, \
_version_tuple, restricted_loads, Version
from NetUtils import Node, Endpoint, ClientStatus, NetworkItem, decode, NetworkPlayer
@@ -43,7 +43,7 @@ class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str] = []
def __init__(self, socket: websockets.server.WebSocketServerProtocol, ctx: Context):
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.name = None
@@ -78,7 +78,7 @@ class Context(Node):
self.connect_names = {} # names of slots clients can connect to
self.allow_forfeits = {}
self.remote_items = set()
self.locations = {}
self.locations:typing.Dict[int, typing.Dict[int, typing.Tuple[int, int]]] = {}
self.host = host
self.port = port
self.server_password = server_password
@@ -112,6 +112,12 @@ class Context(Node):
self.tags = ['AP']
self.games = {}
self.minimum_client_versions: typing.Dict[int, Utils.Version] = {}
self.seed_name = ""
def get_hint_cost(self, slot):
if self.hint_cost:
return max(0, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def load(self, multidatapath: str, use_embedded_server_options: bool = False):
with open(multidatapath, 'rb') as f:
@@ -131,7 +137,7 @@ class Context(Node):
mdata_ver = decoded_obj["minimum_versions"]["server"]
if mdata_ver > Utils._version_tuple:
raise RuntimeError(f"Supplied Multidata requires a server of at least version {mdata_ver},"
raise RuntimeError(f"Supplied Multidata (.archipelago) requires a server of at least version {mdata_ver},"
f"however this server is of version {Utils._version_tuple}")
clients_ver = decoded_obj["minimum_versions"].get("clients", {})
self.minimum_client_versions = {}
@@ -141,17 +147,26 @@ class Context(Node):
for team, names in enumerate(decoded_obj['names']):
for player, name in enumerate(names, 1):
self.player_names[(team, player)] = name
self.seed_name = decoded_obj["seed_name"]
self.connect_names = decoded_obj['connect_names']
self.remote_items = decoded_obj['remote_items']
self.locations = decoded_obj['locations']
self.slot_data = decoded_obj['slot_data']
self.er_hint_data = {int(player): {int(address): name for address, name in loc_data.items()}
for player, loc_data in decoded_obj["er_hint_data"].items()}
self.games = decoded_obj["games"]
# award remote-items start inventory:
for team in range(len(decoded_obj['names'])):
for slot, item_codes in decoded_obj["precollected_items"].items():
if slot in self.remote_items:
self.received_items[team, slot] = [NetworkItem(item_code, -2, 0) for item_code in item_codes]
for slot, hints in decoded_obj["precollected_hints"].items():
self.hints[team, slot].update(hints)
if use_embedded_server_options:
server_options = decoded_obj.get("server_options", {})
self._set_options(server_options)
def get_players_package(self):
return [NetworkPlayer(t, p, self.get_aliased_name(t, p), n) for (t, p), n in self.player_names.items()]
@@ -231,42 +246,40 @@ class Context(Node):
def get_save(self) -> dict:
d = {
"rom_names": list(self.connect_names.items()),
"received_items": tuple((k, v) for k, v in self.received_items.items()),
"hints_used": tuple((key, value) for key, value in self.hints_used.items()),
"hints": tuple(
(key, list(hint.re_check(self, key[0]) for hint in value)) for key, value in self.hints.items()),
"location_checks": tuple((key, tuple(value)) for key, value in self.location_checks.items()),
"name_aliases": tuple((key, value) for key, value in self.name_aliases.items()),
"client_game_state": tuple((key, value) for key, value in self.client_game_state.items()),
"connect_names": self.connect_names,
"received_items": self.received_items,
"hints_used": dict(self.hints_used),
"hints": dict(self.hints),
"location_checks": dict(self.location_checks),
"name_aliases": self.name_aliases,
"client_game_state": dict(self.client_game_state),
"client_activity_timers": tuple(
(key, value.timestamp()) for key, value in self.client_activity_timers.items()),
"client_connection_timers": tuple(
(key, value.timestamp()) for key, value in self.client_connection_timers.items()),
}
return d
def set_save(self, savedata: dict):
if self.connect_names != savedata["connect_names"]:
raise Exception("This savegame does not appear to match the loaded multiworld.")
self.received_items = savedata["received_items"]
self.hints_used.update(savedata["hints_used"])
self.hints.update(savedata["hints"])
received_items = {tuple(k): [NetworkItem(*i) for i in v] for k, v in savedata["received_items"]}
self.received_items = received_items
self.hints_used.update({tuple(key): value for key, value in savedata["hints_used"]})
self.hints.update(
{tuple(key): set(NetUtils.Hint(*hint) for hint in value) for key, value in savedata["hints"]})
self.name_aliases.update({tuple(key): value for key, value in savedata["name_aliases"]})
self.client_game_state.update({tuple(key): value for key, value in savedata["client_game_state"]})
self.name_aliases.update(savedata["name_aliases"])
self.client_game_state.update(savedata["client_game_state"])
self.client_connection_timers.update(
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_connection_timers"]})
self.client_activity_timers.update(
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_activity_timers"]})
self.location_checks.update({tuple(key): set(value) for key, value in savedata["location_checks"]})
self.location_checks.update(savedata["location_checks"])
logging.info(f'Loaded save file with {sum([len(p) for p in received_items.values()])} received items '
f'for {len(received_items)} players')
logging.info(f'Loaded save file with {sum([len(p) for p in self.received_items.values()])} received items '
f'for {len(self.received_items)} players')
def get_aliased_name(self, team: int, slot: int):
if (team, slot) in self.name_aliases:
@@ -307,16 +320,20 @@ class Context(Node):
def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint]):
cmd = ctx.dumper([{"cmd": "Hint", "hints" : hints}])
commands = ctx.dumper([hint.as_network_message() for hint in hints])
concerns = collections.defaultdict(list)
for hint in hints:
net_msg = hint.as_network_message()
concerns[hint.receiving_player].append(net_msg)
if not hint.local:
concerns[hint.finding_player].append(net_msg)
for text in (format_hint(ctx, team, hint) for hint in hints):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
for client in ctx.endpoints:
if client.auth and client.team == team:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
asyncio.create_task(ctx.send_encoded_msgs(client, commands))
client_hints = concerns[client.slot]
if client_hints:
asyncio.create_task(ctx.send_msgs(client, client_hints))
def update_aliases(ctx: Context, team: int, client: typing.Optional[Client] = None):
@@ -367,7 +384,8 @@ async def on_client_connected(ctx: Context, client: Client):
'remaining_mode': ctx.remaining_mode,
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_version': network_data_package["version"]
'datapackage_version': network_data_package["version"],
'seed_name': ctx.seed_name
}])
@@ -427,10 +445,6 @@ def get_received_items(ctx: Context, team: int, player: int) -> typing.List[Netw
return ctx.received_items.setdefault((team, player), [])
def tuplize_received_items(items):
return [NetworkItem(item.item, item.location, item.player) for item in items]
def send_new_items(ctx: Context):
for client in ctx.endpoints:
if client.auth: # can't send to disconnected client
@@ -439,22 +453,22 @@ def send_new_items(ctx: Context):
asyncio.create_task(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
"items": tuplize_received_items(items)[client.send_index:]}]))
"items": items[client.send_index:]}]))
client.send_index = len(items)
def forfeit_player(ctx: Context, team: int, slot: int):
# register any locations that are in the multidata
all_locations = {location_id for location_id, location_slot in ctx.locations if location_slot == slot}
all_locations = set(ctx.locations[slot])
ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
register_location_checks(ctx, team, slot, all_locations)
def get_remaining(ctx: Context, team: int, slot: int) -> typing.List[int]:
items = []
for (location, location_slot) in ctx.locations:
if location_slot == slot and location not in ctx.location_checks[team, slot]:
items.append(ctx.locations[location, slot][0]) # item ID
for location_id in ctx.locations[slot]:
if location_id not in ctx.location_checks[team, slot]:
items.append(ctx.locations[slot][location_id][0]) # item ID
return sorted(items)
@@ -463,15 +477,15 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
if new_locations:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
for location in new_locations:
if (location, slot) in ctx.locations:
item_id, target_player = ctx.locations[(location, slot)]
if location in ctx.locations[slot]:
item_id, target_player = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot)
if target_player != slot or slot in ctx.remote_items:
get_received_items(ctx, team, target_player).append(new_item)
logging.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], get_item_name_from_id(item_id),
ctx.player_names[(team, target_player)], get_location_name_from_address(location)))
team + 1, ctx.player_names[(team, slot)], get_item_name_from_id(item_id),
ctx.player_names[(team, target_player)], get_location_name_from_id(location)))
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
@@ -494,35 +508,32 @@ def notify_team(ctx: Context, team: int, text: str):
def collect_hints(ctx: Context, team: int, slot: int, item: str) -> typing.List[NetUtils.Hint]:
hints = []
seeked_item_id = lookup_any_item_name_to_id[item]
for check, result in ctx.locations.items():
item_id, receiving_player = result
if receiving_player == slot and item_id == seeked_item_id:
location_id, finding_player = check
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance))
for finding_player, check_data in ctx.locations.items():
for location_id, result in check_data.items():
item_id, receiving_player = result
if receiving_player == slot and item_id == seeked_item_id:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance))
return hints
def collect_hints_location(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
hints = []
seeked_location = Regions.lookup_name_to_id[location]
for check, result in ctx.locations.items():
location_id, finding_player = check
if finding_player == slot and location_id == seeked_location:
item_id, receiving_player = result
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance))
break # each location has 1 item
return hints
seeked_location: int = Regions.lookup_name_to_id[location]
item_id, receiving_player = ctx.locations[slot].get(seeked_location, (None, None))
if item_id:
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance)]
return []
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
f"{lookup_any_item_id_to_name[hint.item]} is " \
f"at {get_location_name_from_address(hint.location)} " \
f"at {get_location_name_from_id(hint.location)} " \
f"in {ctx.player_names[team, hint.finding_player]}'s World"
if hint.entrance:
@@ -776,7 +787,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.remaining_mode == "enabled":
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(Items.lookup_id_to_name.get(item_id, "unknown item")
self.output("Remaining items: " + ", ".join(lookup_any_item_id_to_name.get(item_id, "unknown item")
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
@@ -789,7 +800,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(Items.lookup_id_to_name.get(item_id, "unknown item")
self.output("Remaining items: " + ", ".join(lookup_any_item_id_to_name.get(item_id, "unknown item")
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
@@ -806,7 +817,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
locations = get_missing_checks(self.ctx, self.client)
if locations:
texts = [f'Missing: {get_item_name_from_id(location)}' for location in locations]
texts = [f'Missing: {get_location_name_from_id(location)}' for location in locations]
texts.append(f"Found {len(locations)} missing location checks")
self.ctx.notify_client_multiple(self.client, texts)
else:
@@ -854,7 +865,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
"""Use !hint {item_name/location_name}, for example !hint Lamp or !hint Link's House. """
points_available = get_client_points(self.ctx, self.client)
if not item_or_location:
self.output(f"A hint costs {self.ctx.hint_cost} points. "
self.output(f"A hint costs {self.ctx.get_hint_cost(self.client.slot)} points. "
f"You have {points_available} points.")
hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]}
@@ -875,7 +886,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints = collect_hints(self.ctx, self.client.team, self.client.slot, item_name)
else: # location name
hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
cost = self.ctx.get_hint_cost(self.client.slot)
if hints:
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
old_hints = set(hints) - new_hints
@@ -889,8 +900,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
if not not_found_hints: # everything's been found, no need to pay
can_pay = 1000
elif self.ctx.hint_cost:
can_pay = points_available // self.ctx.hint_cost
elif cost:
can_pay = points_available // cost
else:
can_pay = 1000
@@ -916,7 +927,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
else:
self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least "
f"{self.ctx.hint_cost}")
f"{self.ctx.get_hint_cost(self.client.slot)}")
notify_hints(self.ctx, self.client.team, hints)
self.ctx.save()
return True
@@ -931,21 +942,19 @@ class ClientMessageProcessor(CommonCommandProcessor):
def get_checked_checks(ctx: Context, client: Client) -> typing.List[int]:
return [location_id for
location_id, slot in ctx.locations if
slot == client.slot and
location_id in ctx.locations[client.slot] if
location_id in ctx.location_checks[client.team, client.slot]]
def get_missing_checks(ctx: Context, client: Client) -> typing.List[int]:
return [location_id for
location_id, slot in ctx.locations if
slot == client.slot and
location_id in ctx.locations[client.slot] if
location_id not in ctx.location_checks[client.team, client.slot]]
def get_client_points(ctx: Context, client: Client) -> int:
return (ctx.location_check_points * len(ctx.location_checks[client.team, client.slot]) -
ctx.hint_cost * ctx.hints_used[client.team, client.slot])
ctx.get_hint_cost(client.slot) * ctx.hints_used[client.team, client.slot])
async def process_client_cmd(ctx: Context, client: Client, args: dict):
@@ -1001,10 +1010,8 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
if minver > args['version']:
errors.add('IncompatibleVersion')
if ctx.compatibility == 1 and "AP" not in args['tags']:
errors.add('IncompatibleVersion')
# only exact version match allowed
elif ctx.compatibility == 0 and args['version'] != _version_tuple:
if ctx.compatibility == 0 and args['version'] != _version_tuple:
errors.add('IncompatibleVersion')
if errors:
logging.info(f"A client connection was refused due to: {errors}")
@@ -1020,10 +1027,11 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
"players": ctx.get_players_package(),
"missing_locations": get_missing_checks(ctx, client),
"checked_locations": get_checked_checks(ctx, client),
"slot_data": ctx.slot_data.get(client.slot, {})
}]
items = get_received_items(ctx, client.team, client.slot)
if items:
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": tuplize_received_items(items)})
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": items})
client.send_index = len(items)
await ctx.send_msgs(client, reply)
@@ -1038,7 +1046,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
if items:
client.send_index = len(items)
await ctx.send_msgs(client, [{"cmd": "ReceivedItems","index": 0,
"items": tuplize_received_items(items)}])
"items": items}])
elif cmd == 'LocationChecks':
register_location_checks(ctx, client.team, client.slot, args["locations"])
@@ -1046,20 +1054,12 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
elif cmd == 'LocationScouts':
locs = []
for location in args["locations"]:
if type(location) is not int or 0 >= location > len(Regions.location_table):
if type(location) is not int or location not in lookup_any_location_id_to_name:
await ctx.send_msgs(client, [{"cmd": "InvalidArguments", "text": 'LocationScouts'}])
return
loc_name = list(Regions.location_table.keys())[location - 1]
target_item, target_player = ctx.locations[(Regions.location_table[loc_name][0], client.slot)]
target_item, target_player = ctx.locations[client.slot][location]
locs.append(NetworkItem(target_item, location, target_player))
replacements = {'SmallKey': 0xA2, 'BigKey': 0x9D, 'Compass': 0x8D, 'Map': 0x7D}
item_type = [i[1] for i in Items.item_table.values() if type(i[2]) is int and i[2] == target_item]
if item_type:
target_item = replacements.get(item_type[0], target_item)
locs.append([target_item, location, target_player])
# logging.info(f"{client.name} in team {client.team+1} scouted {', '.join([l[0] for l in locs])}")
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'StatusUpdate':
@@ -1205,7 +1205,7 @@ class ServerCommandProcessor(CommonCommandProcessor):
if usable:
for client in self.ctx.endpoints:
if client.name == seeked_player:
new_item = NetworkItem(lookup_any_item_name_to_id[item], -1, client.slot)
new_item = NetworkItem(lookup_any_item_name_to_id[item], -1, 0)
get_received_items(self.ctx, client.team, client.slot).append(new_item)
self.ctx.notify_all('Cheat console: sending "' + item + '" to ' +
self.ctx.get_aliased_name(client.team, client.slot))

View File

@@ -54,13 +54,15 @@ def mystery_argparse():
help='Output rolled mystery results to yaml up to specified number (made for async multiworld)')
parser.add_argument('--plando', default="bosses",
help='List of options that can be set manually. Can be combined, for example "bosses, items"')
parser.add_argument('--seed_name')
for player in range(1, multiargs.multi + 1):
parser.add_argument(f'--p{player}', help=argparse.SUPPRESS)
args = parser.parse_args()
args.plando: typing.Set[str] = {arg.strip().lower() for arg in args.plando.split(",")}
return args
def get_seed_name(random):
return f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None, callback=ERmain):
if not args:
@@ -68,9 +70,8 @@ def main(args=None, callback=ERmain):
seed = get_seed(args.seed)
random.seed(seed)
seedname = "M" + (f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits))
print(f"Generating mystery for {args.multi} player{'s' if args.multi > 1 else ''}, {seedname} Seed {seed}")
seed_name = args.seed_name if args.seed_name else get_seed_name(random)
print(f"Generating for {args.multi} player{'s' if args.multi > 1 else ''}, {seed_name} Seed {seed}")
if args.race:
random.seed() # reset to time-based random source
@@ -112,7 +113,7 @@ def main(args=None, callback=ERmain):
erargs.glitch_triforce = args.glitch_triforce
erargs.race = args.race
erargs.skip_playthrough = args.skip_playthrough
erargs.outputname = seedname
erargs.outputname = seed_name
erargs.outputpath = args.outputpath
erargs.teams = args.teams
@@ -195,7 +196,7 @@ def main(args=None, callback=ERmain):
pre_rolled = dict()
pre_rolled["original_seed_number"] = seed
pre_rolled["original_seed_name"] = seedname
pre_rolled["original_seed_name"] = seed_name
pre_rolled["pre_rolled"] = vars(settings).copy()
if "plando_items" in pre_rolled["pre_rolled"]:
pre_rolled["pre_rolled"]["plando_items"] = [item.to_dict() for item in
@@ -302,7 +303,10 @@ def handle_name(name: str, player: int, name_counter: Counter):
name] > 1 else ''),
player=player,
PLAYER=(player if player > 1 else '')))
return new_name.strip().replace(' ', '_')[:16]
new_name = new_name.strip().replace(' ', '_')[:16]
if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name
def prefer_int(input_data: str) -> typing.Union[str, int]:
@@ -527,6 +531,19 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
else:
raise Exception(f"Could not force item {item} to be world-non-local, as it was not recognized.")
inventoryweights = weights.get('startinventory', {})
startitems = []
for item in inventoryweights.keys():
itemvalue = get_choice(item, inventoryweights)
if isinstance(itemvalue, int):
for i in range(int(itemvalue)):
startitems.append(item)
elif itemvalue:
startitems.append(item)
ret.startinventory = startitems
ret.start_hints = set(weights.get('start_hints', []))
if ret.game == "A Link to the Past":
roll_alttp_settings(ret, weights, plando_options)
elif ret.game == "Hollow Knight":
@@ -535,15 +552,29 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
elif ret.game == "Factorio":
for option_name, option in Options.factorio_options.items():
if option_name in weights:
setattr(ret, option_name, option.from_any(get_choice(option_name, weights)))
if issubclass(option, Options.OptionDict): # get_choice should probably land in the Option class
setattr(ret, option_name, option.from_any(weights[option_name]))
else:
setattr(ret, option_name, option.from_any(get_choice(option_name, weights)))
else:
setattr(ret, option_name, option.from_any(option.default))
setattr(ret, option_name, option(option.default))
elif ret.game == "Minecraft":
for option_name, option in Options.minecraft_options.items():
if option_name in weights:
setattr(ret, option_name, option.from_any(get_choice(option_name, weights)))
else:
setattr(ret, option_name, option.from_any(option.default))
setattr(ret, option_name, option(option.default))
# bad hardcoded behavior to make this work for now
ret.plando_connections = []
if "connections" in plando_options:
options = weights.get("plando_connections", [])
for placement in options:
if roll_percentage(get_choice("percentage", placement, 100)):
ret.plando_connections.append(PlandoConnection(
get_choice("entrance", placement),
get_choice("exit", placement),
get_choice("direction", placement, "both")
))
else:
raise Exception(f"Unsupported game {ret.game}")
return ret
@@ -696,23 +727,8 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
if not ret.required_medallions[index]:
raise Exception(f"unknown Medallion {medallion} for {'misery mire' if index == 0 else 'turtle rock'}")
inventoryweights = weights.get('startinventory', {})
startitems = []
for item in inventoryweights.keys():
itemvalue = get_choice(item, inventoryweights)
if item.startswith(('Progressive ', 'Small Key ', 'Rupee', 'Piece of Heart', 'Boss Heart Container',
'Sanctuary Heart Container', 'Arrow', 'Bombs ', 'Bomb ', 'Bottle')) and isinstance(
itemvalue, int):
for i in range(int(itemvalue)):
startitems.append(item)
elif itemvalue:
startitems.append(item)
ret.startinventory = ','.join(startitems)
ret.glitch_boots = get_choice('glitch_boots', weights, True)
ret.remote_items = get_choice('remote_items', weights, False)
if get_choice("local_keys", weights, "l" in dungeon_items):
# () important for ordering of commands, without them the Big Keys section is part of the Small Key else
ret.local_items |= item_name_groups["Small Keys"] if ret.keyshuffle else set()

View File

@@ -9,6 +9,7 @@ import websockets
from Utils import Version
class JSONMessagePart(typing.TypedDict, total=False):
text: str
# optional
@@ -18,7 +19,6 @@ class JSONMessagePart(typing.TypedDict, total=False):
found: bool
class ClientStatus(enum.IntEnum):
CLIENT_UNKNOWN = 0
CLIENT_CONNECTED = 5
@@ -61,10 +61,12 @@ _encode = JSONEncoder(
def encode(obj):
return _encode(_scan_for_TypedTuples(obj))
def get_any_version(data: dict) -> Version:
data = {key.lower(): value for key, value in data.items()} # .NET version classes have capitalized keys
return Version(int(data["major"]), int(data["minor"]), int(data["build"]))
whitelist = {"NetworkPlayer": NetworkPlayer,
"NetworkItem": NetworkItem,
}
@@ -73,6 +75,7 @@ custom_hooks = {
"Version": get_any_version
}
def _object_hook(o: typing.Any) -> typing.Any:
if isinstance(o, dict):
hook = custom_hooks.get(o.get("class", None), None)
@@ -82,7 +85,7 @@ def _object_hook(o: typing.Any) -> typing.Any:
if cls:
for key in tuple(o):
if key not in cls._fields:
del(o[key])
del (o[key])
return cls(**o)
return o
@@ -151,11 +154,16 @@ class HandlerMeta(type):
handlers = attrs["handlers"] = {}
trigger: str = "_handle_"
for base in bases:
handlers.update(base.commands)
handlers.update(base.handlers)
handlers.update({handler_name[len(trigger):]: method for handler_name, method in attrs.items() if
handler_name.startswith(trigger)})
orig_init = attrs.get('__init__', None)
if not orig_init:
for base in bases:
orig_init = getattr(base, '__init__', None)
if orig_init:
break
def __init__(self, *args, **kwargs):
# turn functions into bound methods
@@ -167,6 +175,7 @@ class HandlerMeta(type):
attrs['__init__'] = __init__
return super(HandlerMeta, mcs).__new__(mcs, name, bases, attrs)
class JSONTypes(str, enum.Enum):
color = "color"
text = "text"
@@ -178,6 +187,7 @@ class JSONTypes(str, enum.Enum):
location_id = "location_id"
entrance_name = "entrance_name"
class JSONtoTextParser(metaclass=HandlerMeta):
def __init__(self, ctx):
self.ctx = ctx
@@ -236,6 +246,11 @@ class JSONtoTextParser(metaclass=HandlerMeta):
return self._handle_color(node)
class RawJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
return self._handle_text(node)
color_codes = {'reset': 0, 'bold': 1, 'underline': 4, 'black': 30, 'red': 31, 'green': 32, 'yellow': 33, 'blue': 34,
'magenta': 35, 'cyan': 36, 'white': 37, 'black_bg': 40, 'red_bg': 41, 'green_bg': 42, 'yellow_bg': 43,
'blue_bg': 44, 'purple_bg': 45, 'cyan_bg': 46, 'white_bg': 47}
@@ -281,7 +296,7 @@ class Hint(typing.NamedTuple):
add_json_text(parts, " is at ")
add_json_text(parts, self.location, type="location_id")
add_json_text(parts, " in ")
add_json_text(parts, self.finding_player, type ="player_id")
add_json_text(parts, self.finding_player, type="player_id")
if self.entrance:
add_json_text(parts, "'s World at ")
add_json_text(parts, self.entrance, type="entrance_name")
@@ -292,4 +307,8 @@ class Hint(typing.NamedTuple):
else:
add_json_text(parts, ".")
return {"cmd": "PrintJSON", "data": parts, "type": "hint"}
return {"cmd": "PrintJSON", "data": parts, "type": "hint"}
@property
def local(self):
return self.receiving_player == self.finding_player

View File

@@ -3,7 +3,7 @@ import typing
class AssembleOptions(type):
def __new__(cls, name, bases, attrs):
def __new__(mcs, name, bases, attrs):
options = attrs["options"] = {}
name_lookup = attrs["name_lookup"] = {}
for base in bases:
@@ -17,7 +17,7 @@ class AssembleOptions(type):
# apply aliases, without name_lookup
options.update({name[6:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("alias_")})
return super(AssembleOptions, cls).__new__(cls, name, bases, attrs)
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
class Option(metaclass=AssembleOptions):
@@ -103,12 +103,45 @@ class Choice(Option):
f'known options are {", ".join(f"{option}" for option in cls.name_lookup.values())}')
@classmethod
def from_any(cls, data: typing.Any):
def from_any(cls, data: typing.Any) -> Choice:
if type(data) == int and data in cls.options.values():
return cls(data)
return cls.from_text(str(data))
class OptionNameSet(Option):
default = frozenset()
def __init__(self, value: typing.Set[str]):
self.value: typing.Set[str] = value
@classmethod
def from_text(cls, text: str) -> OptionNameSet:
return cls({option.strip() for option in text.split(",")})
@classmethod
def from_any(cls, data: typing.Any) -> OptionNameSet:
if type(data) == set:
return cls(data)
return cls.from_text(str(data))
class OptionDict(Option):
default = {}
def __init__(self, value: typing.Dict[str, typing.Any]):
self.value: typing.Dict[str, typing.Any] = value
@classmethod
def from_any(cls, data: typing.Dict[str, typing.Any]) -> OptionDict:
if type(data) == dict:
return cls(data)
else:
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
def get_option_name(self):
return str(self.value)
class Logic(Choice):
option_no_glitches = 0
option_minor_glitches = 1
@@ -236,7 +269,8 @@ hollow_knight_skip_options: typing.Dict[str, type(Option)] = {
"SHADESKIPS": Toggle,
}
hollow_knight_options: typing.Dict[str, type(Option)] = {**hollow_knight_randomize_options, **hollow_knight_skip_options}
hollow_knight_options: typing.Dict[str, type(Option)] = {**hollow_knight_randomize_options,
**hollow_knight_skip_options}
class MaxSciencePack(Choice):
@@ -264,6 +298,7 @@ class TechCost(Choice):
option_insane = 6
default = 3
class FreeSamples(Choice):
option_none = 0
option_single_craft = 1
@@ -271,26 +306,72 @@ class FreeSamples(Choice):
option_stack = 3
default = 3
class TechTreeLayout(Choice):
option_single = 0
option_small_diamonds = 1
option_medium_diamonds = 2
option_pyramid = 3
option_funnel = 4
option_large_diamonds = 3
option_small_pyramids = 4
option_medium_pyramids = 5
option_large_pyramids = 6
option_small_funnels = 7
option_medium_funnels = 8
option_large_funnels = 9
option_funnels = 4
alias_pyramid = 6
alias_funnel = 9
default = 0
class Visibility(Choice):
option_none = 0
option_sending = 1
default = 0
default = 1
class RecipeTime(Choice):
option_vanilla = 0
option_fast = 1
option_normal = 2
option_slow = 4
option_chaos = 5
class FactorioStartItems(OptionDict):
default = {"burner-mining-drill": 19, "stone-furnace": 19}
factorio_options: typing.Dict[str, type(Option)] = {"max_science_pack": MaxSciencePack,
"tech_tree_layout": TechTreeLayout,
"tech_cost": TechCost,
"free_samples": FreeSamples,
"visibility": Visibility}
"visibility": Visibility,
"random_tech_ingredients": Toggle,
"starting_items": FactorioStartItems,
"recipe_time": RecipeTime}
minecraft_options: typing.Dict[str, type(Option)] = {}
class AdvancementGoal(Choice):
option_few = 0
option_normal = 1
option_many = 2
default = 1
class CombatDifficulty(Choice):
option_easy = 0
option_normal = 1
option_hard = 2
default = 1
minecraft_options: typing.Dict[str, type(Option)] = {
"advancement_goal": AdvancementGoal,
"combat_difficulty": CombatDifficulty,
"include_hard_advancements": Toggle,
"include_insane_advancements": Toggle,
"include_postgame_advancements": Toggle,
"shuffle_structures": Toggle
}
if __name__ == "__main__":
import argparse

View File

@@ -12,7 +12,7 @@ from typing import Tuple, Optional
import Utils
from worlds.alttp.Rom import JAP10HASH
current_patch_version = 1
current_patch_version = 2
def get_base_rom_path(file_name: str = "") -> str:
@@ -43,9 +43,9 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
def generate_yaml(patch: bytes, metadata: Optional[dict] = None) -> bytes:
patch = yaml.dump({"meta": metadata,
"patch": patch,
"game": "alttp",
"compatible_version": 1,
"game": "A Link to the Past",
# minimum version of patch system expected for patching to be successful
"compatible_version": 1,
"version": current_patch_version,
"base_checksum": JAP10HASH})
return patch.encode(encoding="utf-8-sig")
@@ -58,10 +58,13 @@ def generate_patch(rom: bytes, metadata: Optional[dict] = None) -> bytes:
return generate_yaml(patch, metadata)
def create_patch_file(rom_file_to_patch: str, server: str = "", destination: str = None) -> str:
def create_patch_file(rom_file_to_patch: str, server: str = "", destination: str = None,
player: int = 0, player_name: str = "") -> str:
meta = {"server": server, # allow immediate connection to server in multiworld. Empty string otherwise
"player_id": player,
"player_name": player_name}
bytes = generate_patch(load_bytes(rom_file_to_patch),
{
"server": server}) # allow immediate connection to server in multiworld. Empty string otherwise
meta)
target = destination if destination else os.path.splitext(rom_file_to_patch)[0] + ".apbp"
write_lzma(bytes, target)
return target

View File

@@ -4,7 +4,8 @@ Archipelago provides a generic framework for developing multiworld capability fo
Currently, the following games are supported:
* The Legend of Zelda: A Link to the Past
* Factorio (Alpha Status)
* Factorio
* Minecraft
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

@@ -12,7 +12,7 @@ class Version(typing.NamedTuple):
minor: int
build: int
__version__ = "0.0.3"
__version__ = "0.1.2"
_version_tuple = tuplize_version(__version__)
import builtins
@@ -170,7 +170,6 @@ def get_default_options() -> dict:
},
"factorio_options": {
"executable": "factorio\\bin\\x64\\factorio",
"script-output": "factorio\\script-output",
},
"lttp_options": {
"rom_file": "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc",
@@ -189,7 +188,7 @@ def get_default_options() -> dict:
"server_password": None,
"disable_item_cheat": False,
"location_check_points": 1,
"hint_cost": 1000,
"hint_cost": 10,
"forfeit_mode": "goal",
"remaining_mode": "goal",
"auto_shutdown": 0,
@@ -204,10 +203,10 @@ def get_default_options() -> dict:
"weights_file_path": "weights.yaml",
"meta_file_path": "meta.yaml",
"pre_roll": False,
"player_name": "",
"create_spoiler": 1,
"zip_roms": 0,
"zip_diffs": 2,
"zip_apmcs": 1,
"zip_spoiler": 0,
"zip_multidata": 1,
"zip_format": 1,
@@ -272,14 +271,14 @@ def get_options() -> dict:
return get_options.options
def get_item_name_from_id(code):
def get_item_name_from_id(code: int) -> str:
from worlds import lookup_any_item_id_to_name
return lookup_any_item_id_to_name.get(code, f'Unknown item (ID:{code})')
def get_location_name_from_address(address):
def get_location_name_from_id(code: int) -> str:
from worlds import lookup_any_location_id_to_name
return lookup_any_location_id_to_name.get(address, f'Unknown location (ID:{address})')
return lookup_any_location_id_to_name.get(code, f'Unknown location (ID:{code})')
def persistent_store(category: str, key: typing.Any, value: typing.Any):
@@ -346,12 +345,12 @@ def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
f"Enter yes, no or never: ")
if adjust_wanted and adjust_wanted.startswith("y"):
if hasattr(adjuster_settings, "sprite_pool"):
from Adjuster import AdjusterWorld
from LttPAdjuster import AdjusterWorld
adjuster_settings.world = AdjusterWorld(getattr(adjuster_settings, "sprite_pool"))
adjusted = True
import Adjuster
_, romfile = Adjuster.adjust(adjuster_settings)
import LttPAdjuster
_, romfile = LttPAdjuster.adjust(adjuster_settings)
if hasattr(adjuster_settings, "world"):
delattr(adjuster_settings, "world")
@@ -393,6 +392,11 @@ class RestrictedUnpickler(pickle.Unpickler):
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint"}:
import NetUtils
return getattr(NetUtils, name)
if module == "Options":
import Options
obj = getattr(Options, name)
if issubclass(obj, Options.Option):
return obj
# Forbid everything else.
raise pickle.UnpicklingError("global '%s.%s' is forbidden" %
(module, name))

View File

@@ -2,22 +2,24 @@ import os
import multiprocessing
import logging
import ModuleUpdate
ModuleUpdate.requirements_files.add(os.path.join("WebHostLib", "requirements.txt"))
ModuleUpdate.update()
from WebHostLib import app as raw_app
from waitress import serve
from WebHostLib.models import db
from WebHostLib.autolauncher import autohost
configpath = "config.yaml"
configpath = os.path.abspath("config.yaml")
def get_app():
app = raw_app
if os.path.exists(configpath):
import yaml
with open(configpath) as c:
app.config.update(yaml.safe_load(c))
app.config.from_file(configpath, yaml.safe_load)
logging.info(f"Updated config from {configpath}")
db.bind(**app.config["PONY"])
db.generate_mapping(create_tables=True)

View File

@@ -6,7 +6,6 @@ import socket
from pony.flask import Pony
from flask import Flask, request, redirect, url_for, render_template, Response, session, abort, send_from_directory
from flask_caching import Cache
from flaskext.autoversion import Autoversion
from flask_compress import Compress
from .models import *
@@ -48,9 +47,6 @@ app.config["CACHE_TYPE"] = "simple"
app.config["JSON_AS_ASCII"] = False
app.config["PATCH_TARGET"] = "archipelago.gg"
app.autoversion = True
av = Autoversion(app)
cache = Cache(app)
Compress(app)

View File

@@ -1,4 +1,6 @@
import json
import pickle
from uuid import UUID
from . import api_endpoints
@@ -46,7 +48,7 @@ def generate_api():
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=pickle.dumps({"race": race}), state=STATE_QUEUED,
meta=json.dumps({"race": race}), state=STATE_QUEUED,
owner=session["_id"])
commit()
return {"text": f"Generation of seed {gen.id} started successfully.",
@@ -58,6 +60,7 @@ def generate_api():
return {"text": "Uncaught Exception:" + str(e)}, 500
@api_endpoints.route('/status/<suuid:seed>')
def wait_seed_api(seed: UUID):
seed_id = seed

View File

@@ -1,5 +1,6 @@
from __future__ import annotations
import logging
import json
import multiprocessing
from datetime import timedelta, datetime
import concurrent.futures
@@ -9,6 +10,8 @@ import time
from pony.orm import db_session, select, commit
from Utils import restricted_loads
class CommonLocker():
"""Uses a file lock to signal that something is already running"""
@@ -25,6 +28,7 @@ class AlreadyRunningException(Exception):
if sys.platform == 'win32':
import os
class Locker(CommonLocker):
def __enter__(self):
try:
@@ -43,6 +47,7 @@ if sys.platform == 'win32':
else: # unix
import fcntl
class Locker(CommonLocker):
def __enter__(self):
try:
@@ -78,14 +83,21 @@ def handle_generation_failure(result: BaseException):
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
options = generation.options
logging.info(f"Generating {generation.id} for {len(options)} players")
meta = generation.meta
pool.apply_async(gen_game, (options,),
{"race": meta["race"], "sid": generation.id, "owner": generation.owner},
handle_generation_success, handle_generation_failure)
generation.state = STATE_STARTED
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,),
{"race": meta["race"],
"sid": generation.id,
"owner": generation.owner},
handle_generation_success, handle_generation_failure)
except:
generation.state = STATE_ERROR
commit()
raise
else:
generation.state = STATE_STARTED
def init_db(pony_config: dict):
@@ -138,6 +150,7 @@ multiworlds = {}
guardians = concurrent.futures.ThreadPoolExecutor(2, thread_name_prefix="Guardian")
class MultiworldInstance():
def __init__(self, room: Room, config: dict):
self.room_id = room.id
@@ -162,7 +175,7 @@ class MultiworldInstance():
self.process = None
def _collect(self):
self.process.join() # wait for process to finish
self.process.join() # wait for process to finish
self.process = None
self.guardian = None

View File

@@ -2,12 +2,12 @@ from flask import send_file, Response
from pony.orm import select
from Patch import update_patch_data
from WebHostLib import app, Patch, Room, Seed
from WebHostLib import app, Slot, Room, Seed
import zipfile
@app.route("/dl_patch/<suuid:room_id>/<int:patch_id>")
def download_patch(room_id, patch_id):
patch = Patch.get(id=patch_id)
patch = Slot.get(id=patch_id)
if not patch:
return "Patch not found"
else:
@@ -30,8 +30,9 @@ def download_spoiler(seed_id):
@app.route("/dl_raw_patch/<suuid:seed_id>/<int:player_id>")
def download_raw_patch(seed_id, player_id: int):
patch = select(patch for patch in Patch if
patch.player_id == player_id and patch.seed.id == seed_id).first()
seed = Seed.get(id=seed_id)
patch = select(patch for patch in seed.slots if
patch.player_id == player_id).first()
if not patch:
return "Patch not found"
@@ -43,3 +44,25 @@ def download_raw_patch(seed_id, player_id: int):
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](seed_id)}.apbp"
return send_file(patch_data, as_attachment=True, attachment_filename=fname)
@app.route("/slot_file/<suuid:seed_id>/<int:player_id>")
def download_slot_file(seed_id, player_id: int):
seed = Seed.get(id=seed_id)
slot_data: Slot = select(patch for patch in seed.slots if
patch.player_id == player_id).first()
if not slot_data:
return "Slot Data not found"
else:
import io
if slot_data.game == "Minecraft":
fname = f"AP_{app.jinja_env.filters['suuid'](seed_id)}_P{slot_data.player_id}_{slot_data.player_name}.apmc"
elif slot_data.game == "Factorio":
with zipfile.ZipFile(io.BytesIO(slot_data.data)) as zf:
for name in zf.namelist():
if name.endswith("info.json"):
fname = name.rsplit("/", 1)[0]+".zip"
else:
return "Game download not supported."
return send_file(io.BytesIO(slot_data.data), as_attachment=True, attachment_filename=fname)

View File

@@ -1,6 +1,7 @@
import os
import tempfile
import random
import json
from collections import Counter
from flask import request, flash, redirect, url_for, session, render_template
@@ -39,7 +40,7 @@ def generate(race=False):
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=pickle.dumps({"race": race}), state=STATE_QUEUED,
meta=json.dumps({"race": race}), state=STATE_QUEUED,
owner=session["_id"])
commit()
@@ -79,7 +80,6 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
erargs.outputname = seedname
erargs.outputpath = target.name
erargs.teams = 1
erargs.progression_balancing = {}
erargs.create_diff = True
name_counter = Counter()
@@ -94,10 +94,6 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
erargs.names = ",".join(erargs.name[i] for i in range(1, playercount + 1))
del (erargs.name)
erargs.skip_progression_balancing = {player: not balanced for player, balanced in
erargs.progression_balancing.items()}
del (erargs.progression_balancing)
ERmain(erargs, seed)
return upload_to_db(target.name, owner, sid, race)
@@ -107,7 +103,11 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
gen = Generation.get(id=sid)
if gen is not None:
gen.state = STATE_ERROR
gen.meta = (e.__class__.__name__ + ": "+ str(e)).encode()
meta = json.loads(gen.meta)
meta["error"] = (e.__class__.__name__ + ": "+ str(e))
gen.meta = json.dumps(meta)
commit()
raise
@@ -122,12 +122,12 @@ def wait_seed(seed: UUID):
if not generation:
return "Generation not found."
elif generation.state == STATE_ERROR:
return render_template("seedError.html", seed_error=generation.meta.decode())
return render_template("seedError.html", seed_error=generation.meta)
return render_template("waitSeed.html", seed_id=seed_id)
def upload_to_db(folder, owner, sid, race:bool):
patches = set()
slots = set()
spoiler = ""
multidata = None
@@ -137,8 +137,8 @@ def upload_to_db(folder, owner, sid, race:bool):
player_text = file.split("_P", 1)[1]
player_name = player_text.split("_", 1)[1].split(".", 1)[0]
player_id = int(player_text.split(".", 1)[0].split("_", 1)[0])
patches.add(Patch(data=open(file, "rb").read(),
player_id=player_id, player_name = player_name))
slots.add(Slot(data=open(file, "rb").read(),
player_id=player_id, player_name = player_name, game = "A Link to the Past"))
elif file.endswith(".txt"):
spoiler = open(file, "rt", encoding="utf-8-sig").read()
elif file.endswith(".archipelago"):
@@ -146,12 +146,12 @@ def upload_to_db(folder, owner, sid, race:bool):
if multidata:
with db_session:
if sid:
seed = Seed(multidata=multidata, spoiler=spoiler, patches=patches, owner=owner,
id=sid, meta={"tags": ["generated"]})
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=owner,
id=sid, meta=json.dumps({"race": race, "tags": ["generated"]}))
else:
seed = Seed(multidata=multidata, spoiler=spoiler, patches=patches, owner=owner,
meta={"tags": ["generated"]})
for patch in patches:
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=owner,
meta=json.dumps({"race": race, "tags": ["generated"]}))
for patch in slots:
patch.seed = seed
if sid:
gen = Generation.get(id=sid)

View File

@@ -9,12 +9,13 @@ STATE_STARTED = 1
STATE_ERROR = -1
class Patch(db.Entity):
class Slot(db.Entity):
id = PrimaryKey(int, auto=True)
player_id = Required(int)
player_name = Required(str, 16)
data = Required(bytes, lazy=True)
data = Optional(bytes, lazy=True)
seed = Optional('Seed')
game = Required(str)
class Room(db.Entity):
@@ -37,9 +38,9 @@ class Seed(db.Entity):
multidata = Required(bytes, lazy=True)
owner = Required(UUID, index=True)
creation_time = Required(datetime, default=lambda: datetime.utcnow())
patches = Set(Patch)
slots = Set(Slot)
spoiler = Optional(LongStr, lazy=True)
meta = Required(Json, lazy=True, default=lambda: {}) # additional meta information/tags
meta = Required(str, default=lambda: "{\"race\": false}") # additional meta information/tags
class Command(db.Entity):
@@ -51,6 +52,6 @@ class Command(db.Entity):
class Generation(db.Entity):
id = PrimaryKey(UUID, default=uuid4)
owner = Required(UUID)
options = Required(Json, lazy=True)
meta = Required(Json, lazy=True)
options = Required(buffer, lazy=True)
meta = Required(str, default=lambda: "{\"race\": false}")
state = Required(int, default=0, index=True)

View File

@@ -1,7 +1,6 @@
flask>=1.1.2
flask>=2.0.1
pony>=0.7.14
waitress>=2.0.0
flask-caching>=1.10.1
Flask-Autoversion>=0.2.0
Flask-Compress>=1.9.0
Flask-Limiter>=1.4

View File

@@ -170,6 +170,12 @@ const generateGame = (raceMode = false) => {
race: raceMode ? '1' : '0',
}).then((response) => {
window.location.href = response.data.url;
}).catch((error) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = 'Something went wrong and your game could not be generated.';
userMessage.classList.add('visible');
window.scrollTo(0, 0);
console.error(error);
});
};

View File

@@ -0,0 +1,51 @@
# Factorio Randomizer Setup Guide
## Required Software
### Server Host
- [Factorio](https://factorio.com)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
### Players
- [Factorio](https://factorio.com)
## General Concept
One Server Host exists per Factorio World in an Archipelago Multiworld, any number of modded Factorio players can then connect to that world. From the view of Archipelago, this Factorio host is a client.
## Installation Procedures
### Dedicated Server Setup
You need a dedicated isolated Factorio installation that the FactorioClient can take control over, if you intend to both emit a world and play, you need to follow both this setup and the player setup.
This requires two Factorio installations. The easiest and cheapest way to do so is to either buy or register a Factorio on factorio.com, which allows you to download as many Factorio games as you want.
1. Download the latest Factorio from https://factorio.com/download for your system, for Windows the recommendation is "win64-manual".
2. Make sure the Factorio you play and the Factorio you use for hosting do not share paths. If you downloaded the "manual" version, this is already the case, otherwise, go into the hosting Factorio's folder and put the following text into its `config-path.cfg`:
```ini
config-path=__PATH__executable__/../../config
use-system-read-write-data-directories=false
```
3. Navigate to where you installed Archipelago and open the host.yaml file as text. Find the entry `executable` under `factorio_options` and set it to point to your Factorio. If you put Factorio into your Archipelago folder, this would already match.
### Player Setup
- Manually install the AP mod for the correct world you want to join, then use Factorio's built-in multiplayer.
## Joining a MultiWorld Game
1. Make a fresh world. Using any Factorio, create a savegame with options of your choice and save that world as Archipelago.
2. Take that savegame and put it into your Archipelago folder
3. Install the generated Factorio AP Mod
4. Run FactorioClient, it should launch a Factorio server, which you can control with `/factorio <original factorio commands>`,
* It should say it loaded the Archipelago mod and found a bridge file. If not, the most likely case is that the mod is not correctly installed or activated.
5. In FactorioClient, do `/connect <Archipelago Server Address>` to join that multiworld. You can find further commands with `/help` as well as `!help` once connected.
* / commands are run on your local client, ! commands are requests for the AP server
* Players should be able to connect to your Factorio Server and begin playing.

View File

@@ -0,0 +1,136 @@
# Minecraft Randomizer Setup Guide
## Required Software
### Server Host
- [Minecraft Forge](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
- [Minecraft Archipelago Randomizer Mod](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
### Players
- [Minecraft Java Edition](https://www.minecraft.net/en-us/store/minecraft-java-edition)
## Installation Procedures
### Dedicated Server Setup
Only one person has to do this setup and host a dedicated server for everyone else playing to connect to.
1. Download the 1.16.5 **Minecraft Forge** installer from the link above, making sure to download the most recent recommended version.
2. Run the `forge-1.16.5-xx.x.x-installer.jar` file and choose **install server**.
- On this page you will also choose where to install the server to remember this directory it's important in the next step.
3. Navigate to where you installed the server and open `forge-1.16.5-xx.x.x.jar`
- Upon first launch of the server it will close and ask you to accept Minecraft's EULA. There will be a new file called `eula.txt` that contains a link to Minecraft's EULA, and a line that you need to change to `eula=true` to accept Minecraft's EULA.
- This will create the appropriate directories for you to place the files in the following step.
4. Place the `aprandomizer-x.x.x.jar` from the link above file into the `mods` folder of the above installation of your forge server.
- Once again run the server, it will load up and generate the required directory `APData` for when you are ready to play a game!
### Basic Player Setup
- Purchase and install Minecraft from the above link.
**You're Done**.
Players only need to have a Vanilla unmodified version of Minecraft to play!
### Advanced Player Setup
***This is not required to play a randomized minecraft game.***
however this recommended as it helps make the experience more enjoyable.
#### Recomended Mods
- [JourneyMap](https://www.curseforge.com/minecraft/mc-mods/journeymap) (Minimap)
1. Install and run Minecraft from the link above at least once.
2. Run the `forge-1.16.5-xx.x.x-installer.jar` file and choose **install client**.
- Start Minecraft forge at least once to create the directories needed for the next steps.
3. Navigate to your minecraft install directory and place desired mods `.jar` file the in the `mods` directory.
- The default install directories are as follows.
- Windows `%APPDATA%\.minecraft\mods`
- macOS `~/Library/Application Support/minecraft/mods`
- Linux `~/.minecraft/mods`
## Configuring your YAML file
### What is a YAML file and why do I need one?
Your YAML file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own YAML file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a YAML file?
A basic minecraft yaml will look like this.
```yaml
description: Template Name
# Your name in-game. Spaces will be replaced with underscores and
# there is a 16 character limit
name: YourName
game: Minecraft
# Shared Options supported by all games:
accessibility: locations
progression_balancing: on
# Minecraft Specific Options
# Number of advancements required (out of 92 total) to spawn the
# Ender Dragon and complete the game.
advancement_goal:
few: 0 #30
normal: 1 #50
many: 0 #70
# Modifies the level of items logically required for exploring
# dangerous areas and fighting bosses.
combat_difficulty:
easy: 0
normal: 1
hard: 0
# Junk-fills certain RNG-reliant or tedious advancements with XP rewards.
include_hard_advancements:
on: 0
off: 1
# Junk-fills extremely difficult advancements;
# this is only How Did We Get Here? and Adventuring Time.
include_insane_advancements:
on: 0
off: 1
# Some advancements require defeating the Ender Dragon;
# this will junk-fill them so you won't have to finish to send some items.
include_postgame_advancements:
on: 0
off: 1
#enables shuffling of villages, outposts, fortresses, bastions, and end cities.
shuffle_structures:
on: 1
off: 0
```
## Joining a MultiWorld Game
### Obtain your Minecraft data file
**Only one yaml file needs to be submitted per minecraft world regardless of how many players play on it.**
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your data file, or with a zip file containing
everyone's data files. Your data file should have a `.apmc` extension.
Put your data file in your forge servers `APData` folder. Make sure to remove any previous data file that was in there
previously.
### Connect to the MultiServer
After having placed your data file in the `APData` folder, start the Forge server and make sure you have OP
status by typing `/op YourMinecraftUsername` in the forge server console then connecting in your Minecraft client.
Once in game type `/connect <AP-Address> (Port) (Password)` where `<AP-Address>` is the address of the
Archipelago server. `(Port)` is only required if the Archipelago server is not using the default port of 38281. `(Password)`
is only required if the Archipleago server you are using has a password set.
### Play the game
When the console tells you that you have joined the room, you're ready to begin playing. Congratulations
on successfully joining a multiworld game! At this point any additional minecraft players may connect to your
forge server.

View File

@@ -0,0 +1,121 @@
# Guia instalación de Minecraft Randomizer
## Software Requerido
### Servidor
- [Minecraft Forge](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
- [Minecraft Archipelago Randomizer Mod](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
### Jugadores
- [Minecraft Java Edition](https://www.minecraft.net/en-us/store/minecraft-java-edition)
## Procedimiento de instalación
### Instalación de servidor dedicado
Solo una persona ha de realizar este proceso y hospedar un servidor dedicado para que los demas jueguen conectandose a él.
1. Descarga el instalador de **Minecraft Forge** 1.16.15 desde el enlace proporcionado, siempre asegurandose de bajar la version mas reciente.
2. Ejecuta el fichero `forge-1.16.5-xx.x.x-installer.jar` y elije **install server**.
- En esta pagina elegiras ademas donde instalar el servidor, importante recordar esta localización en el siguiente paso.
3. Navega al directorio donde hayas instalado el servidor y abre `forge-1.16.5-xx.x.x.jar`
- La primera vez que lances el servidor se cerrara (o no aparecerá nada en absoluto), debería haber un fichero nuevo en el directorio llamado `eula.txt`, el cual que contiene un enlace al EULA de minecraft, cambia la linea a `eula=true` para aceptar el EULA y poder utilizar el software de servidor.
- Esto creara la estructura de directorios apropiada para el siguiente paso
4. Coloca el fichero `aprandomizer-x.x.x.jar` del segundo enlace en el directorio `mods`
- Cuando se ejecute el servidor de nuevo, generara el directorio `APData` que se necesitara para jugar
### Instalación basica para jugadores
- Compra e instala Minecraft a traves del tercer enlace.
**Y listo!**.
Los jugadores solo necesitan una version no modificada de Minecraft para jugar!
### Instalación avanzada para jugadores
***Esto no es requerido para jugar a minecraft randomizado.***
Sin embargo lo recomendamos porque hace la experiencia mas llevadera.
#### Recomended Mods
- [JourneyMap](https://www.curseforge.com/minecraft/mc-mods/journeymap) (Minimap)
1. Instala y ejecuta Minecraft al menos una vez.
2. Ejecuta el fichero `forge-1.16.5-xx.x.x-installer.jar` y elige **install client**.
- Ejecuta Minecraft forge al menos una vez para generar los directorios necesarios para el siguiente paso.
3. Navega a la carpeta de instalación de Minecraft y colocal los mods que quieras en el directorio `mods`
- Los directorios por defecto de instalación son:
- Windows `%APPDATA%\.minecraft\mods`
- macOS `~/Library/Application Support/minecraft/mods`
- Linux `~/.minecraft/mods`
## Configura tu fichero YAML
### Que es un fichero YAML y potque necesito uno?
Tu fichero YAML contiene un numero de opciones que proveen al generador con informacion sobre como debe generar tu juego.
Cada jugador de un multiworld entregara u propio fichero YAML.
Esto permite que cada jugador disfrute de una experiencia personalizada a su gusto y diferentes jugadores dentro del mismo multiworld
pueden tener diferentes opciones
### Where do I get a YAML file?
Un fichero basico yaml para minecraft tendra este aspecto.
```yaml
# Usado para describir tu yaml. Util si tienes multiples ficheros
description: Template Name
# Tu nombre en el juego. Los espacios son reemplazados por guiones bajos, limitado a 16 caracteres
name: YourName
game: Minecraft
accessibility: locations
# Recomendado no activar esto ya que el pool de objetos de Minecraft es bastante escueto, ademas hay muchas maneras alternativas de obtener los objetivos de Minecraft.
progression_balancing: off
# Cuantos avances se necesitan para hacer aparecer el Ender Dragon y acabar el juego. few = 30, normal = 50 , many = 70
advancement_goal:
few: 0
normal: 1
many: 0
# Modifica el nivel de objetos lógicamente requeridos para explorar areas peligrosas y pelear contra jefes.
combat_difficulty:
easy: 0
normal: 1
hard: 0
# Avances que sean tediosos o basados en suerte tendran simplemente experiencia o cosas no necesarias
include_hard_advancements:
on: 0
off: 1
# Los avances extremadamente difíciles no seran requeridos; esto afecta a How Did We Get Here? y Adventuring Time.
include_insane_advancements:
on: 0
off: 1
# Los avances posteriores a Ender Dragon no tendrán objetos necesarios para que otros jugadores en el caso de un MW acaben su partida.
include_postgame_advancements:
on: 0
off: 1
# Actualmente desactivado; permite la mezcla de pueblos, puestos, fortalezas, bastiones y cuidades.
shuffle_structures:
on: 0
off: 1
```
## Unirse a un juego MultiWorld
### Obten tu ficheros de datos Minecraft
**Solo un fichero yaml es necesario por mundo minecraft, sin importar el numero de jugadores que jueguen en el.**
Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAML a quien sea que hospede el juego multiworld (no confundir con hospedar el mundo minecraft).
Una vez la generación acabe, el anfitrión te dará un enlace a tu fichero de datos o un zip con los ficheros de todos.
Tu fichero de datos tiene una extensión `.apmc`.
Pon tu fichero de datos en el directorio `APData` de tu forge server. Asegurate de eliminar los que hubiera anteriormente
### Conectar al multiserver
Despues de poner tu fichero en el directorio `APData`, arranca el Forge server y asegurate que tienes el estado OP
tecleando `/op TuUsuarioMinecraft` en la consola del servidor y entonces conectate con tu cliente Minecraft.
Una vez en juego introduce `/connect <AP-Address> (<Password>)` donde `<AP-Address>` es la dirección del servidor
Archipelago. `(<Password>)`
solo se necesita si el servidor Archipleago tiene un password activo.
### Jugar al juego
Cuando la consola te diga que te has unido a la sala, estas lista/o para empezar a jugar. Felicidades
por unirte exitosamente a un juego multiworld! Llegados a este punto cualquier jugador adicional puede conectarse a tu servidor forge.

View File

@@ -0,0 +1,114 @@
# Minecraft Randomizer Uppsättningsguide
## Nödvändig Mjukvara
### Server Värd
- [Minecraft Forge](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
- [Minecraft Archipelago Randomizer Mod](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
### Spelare
- [Minecraft Java Edition](https://www.minecraft.net/en-us/store/minecraft-java-edition)
## Installationsprocedurer
### Tillägnad
Bara en person behöver göra denna uppsättning och vara värd för en server för alla andra spelare att koppla till.
1. Ladda ner 1.16.5 **Minecraft Forge** installeraren från länken ovanför och se till att ladda ner den senaste rekommenderade versionen.
2. Kör `forge-1.16.5-xx.x.x-installer.jar` filen och välj **installera server**.
- På denna sida kommer du också välja vart du ska installera servern för att komma ihåg denna katalog. Detta är viktigt för nästa steg.
3. Navigera till vart du har installerat servern och öppna `forge-1.16.5-xx.x.x-installer.jar`
- Under första serverstart så kommer den att stängas ner och fråga dig att acceptera Minecrafts EULA. En ny fil kommer skapas vid namn `eula.txt` som har en länk till Minecrafts EULA, och en linje som du behöver byta till `eula=true` för att acceptera Minecrafts EULA.
- Detta kommer skapa de lämpliga katalogerna för dig att placera filerna i de följande steget.
4. Placera `aprandomizer-x.x.x.jar` länken ovanför i `mods` mappen som ligger ovanför installationen av din forge server.
- Kör servern igen. Den kommer ladda up och generera den nödvändiga katalogen `APData` för när du är redo att spela!
### Grundläggande Spelaruppsättning
- Köp och installera Minecraft från länken ovanför.
**Du är klar**.
Andra spelare behöver endast ha en 'Vanilla' omodifierad version av Minecraft för att kunna spela!
### Avancerad Spelaruppsättning
***Detta är inte nödvändigt för att spela ett slumpmässigt Minecraftspel.***
Dock så är det rekommenderat eftersom det hjälper att göra upplevelsen mer trevligt.
#### Rekommenderade Moddar
- [JourneyMap](https://www.curseforge.com/minecraft/mc-mods/journeymap) (Minimap)
1. Installera och Kör Minecraft från länken ovanför minst en gång.
2. Kör `forge-1.16.5-xx.x.x-installer.jar` filen och välj **installera klient**.
- Starta Minecraft Forge minst en gång för att skapa katalogerna som behövs för de nästa stegen.
3. Navigera till din Minecraft installationskatalog och placera de önskade moddarna med `.jar` i `mods` -katalogen.
- Standardinstallationskatalogerna är som följande;
- Windows `%APPDATA%\.minecraft\mods`
- macOS `~/Library/Application Support/minecraft/mods`
- Linux `~/.minecraft/mods`
## Konfigurera Din YAML-fil
### Vad är en YAML-fil och varför behöver jag en?
Din YAML-fil behåller en uppsättning av konfigurationsalternativ som ger generatorn med information om hur
den borde generera ditt spel. Varje spelare i en multivärld kommer behöva ge deras egen YAML-fil. Denna uppsättning tillåter
varje spelare att an njuta av en upplevelse anpassade för deras smaker, och olika spelare i samma multivärld
kan ha helt olika alternativ.
### Vart kan jag få tag i en YAML-fil?
En grundläggande Minecraft YAML kommer se ut så här.
```yaml
description: Template Name
# Ditt spelnamn. Mellanslag kommer bli omplacerad med understräck och det är en 16-karaktärsgräns.
name: YourName
game: Minecraft
accessibility: locations
progression_balancing: off
advancement_goal:
few: 0
normal: 1
many: 0
combat_difficulty:
easy: 0
normal: 1
hard: 0
include_hard_advancements:
on: 0
off: 1
include_insane_advancements:
on: 0
off: 1
include_postgame_advancements:
on: 0
off: 1
shuffle_structures:
on: 1
off: 0
```
För mer detaljer om vad varje inställning gör, kolla standardinställningen `PlayerSettings.yaml` som kommer med Archipelago-installationen.
## Gå med i ett Multivärld-spel
### Skaffa din Minecraft data-fil
**Endast en YAML-fil behöver användats per Minecraft-värld oavsett hur många spelare det är som spelar.**
När du går med it ett Multivärld spel så kommer du bli ombedd att lämna in din YAML-fil till personen som värdar. När detta
är klart så kommer värden att ge dig antingen en länk till att ladda ner din data-fil, eller mer en zip-fil som innehåller allas data-filer.
Din data-fil borde ha en `.apmc` -extension.
Lägg din data-fil i dina forge-servrar `APData` -mapp. Se till att ta bort alla tidigare data-filer som var i där förut.
### Koppla till Multiservern
Efter du har placerat din data-fil i `APData` -mappen, starta forge-servern och se till att you har OP-status
genom att skriva `/op DittAnvändarnamn` i forger-serverns konsol innan du kopplar dig till din Minecraft klient.
När du är inne i spelet, skriv `/connect <AP-Address> (<Lösenord>)` där `<AP-Address>` är addressen av
Archipelago-servern. `(<Lösenord>)` är endast nödvändigt om Archipelago-servern som du använder har ett tillsatt lösenord.
### Spela spelet
När konsolen har informerat att du har gått med i rummet så är du redo att börja spela. Grattis
att du har lykats med att gått med i ett Multivärld-spel! Vid detta tillfälle, alla ytterligare Minecraft-spelare må koppla
in till din forge-server.

View File

@@ -85,5 +85,59 @@
]
}
]
},
{
"gameTitle": "Factorio",
"tutorials": [
{
"name": "Multiworld Setup Tutorial",
"description": "A guide to setting up the Archipelago Factorio software on your computer.",
"files": [
{
"language": "English",
"filename": "factorio/setup_en.md",
"link": "factorio/setup/en",
"authors": [
"Berserker"
]
}
]
}
]
},
{
"gameTitle": "Minecraft",
"tutorials": [
{
"name": "Multiworld Setup Tutorial",
"description": "A guide to setting up the Archipelago Minecraft software on your computer. This guide covers single-player, multiworld, and related software.",
"files": [
{
"language": "English",
"filename": "minecraft/minecraft_en.md",
"link": "minecraft/minecraft/en",
"authors": [
"Kono Tyran"
]
},
{
"language": "Spanish",
"filename": "minecraft/minecraft_es.md",
"link": "minecraft/minecraft/es",
"authors": [
"Edos"
]
},
{
"language": "Swedish",
"filename": "minecraft/minecraft_sv.md",
"link": "minecraft/minecraft/sv",
"authors": [
"Albinum"
]
}
]
}
]
}
]

View File

@@ -1,13 +1,7 @@
# A Link to the Past Randomizer Setup Guide
<div id="tutorial-video-container">
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/icWPmse0Z3E" frameborder="0"
allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen>
</iframe>
</div>
## Benötigte Software
- [MultiWorld Utilities](https://github.com/Berserker66/MultiWorld-Utilities/releases)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Included in the above Utilities)
- Hardware oder Software zum Laden und Abspielen von SNES Rom-Dateien
- Ein Emulator, der lua-scripts abspielen kann
@@ -21,7 +15,7 @@
### Windows
1. Lade die Multiworld Utilities herunter und führe die Installation aus. Sei sicher, dass du immer die
aktuellste Version installiert hast.**Die Datei befindet sich im "assets"-Kasten unter der jeweiligen Versionsinfo!**.
Für normale Multiworld-Spiele lädst du die `Setup.BerserkerMultiworld.exe` herunter.
Für normale Multiworld-Spiele lädst du die `Setup.Archipelago.exe` herunter.
- Für den Doorrandomizer muss die alternative doors-Variante geladen werden.
- Während der Installation fragt dich das Programm nach der japanischen 1.0 ROM-Datei. Wenn du die Software
bereits installiert hast und einfach nur updaten willst, wirst du nicht nochmal danach gefragt.

View File

@@ -7,7 +7,7 @@
</div>
## Required Software
- [MultiWorld Utilities](https://github.com/Berserker66/MultiWorld-Utilities/releases)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Included in the above Utilities)
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of running Lua scripts
@@ -21,7 +21,7 @@
### Windows Setup
1. Download and install the MultiWorld Utilities from the link above, making sure to install the most recent version.
**The file is located in the assets section at the bottom of the version information**. If you intend to play normal
multiworld games, you want `Setup.BerserkerMultiWorld.exe`
multiworld games, you want `Setup.Archipelago.exe`
- If you intend to play the doors variant of multiworld, you will want to download the alternate doors file.
- During the installation process, you will be asked to browse for your Japanese 1.0 ROM file. If you have
installed this software before and are simply upgrading now, you will not be prompted to locate your
@@ -144,7 +144,7 @@ on successfully joining a multiworld game!
## Hosting a MultiWorld game
The recommended way to host a game is to use the hosting service provided on
[the website](https://berserkermulti.world/generate). The process is relatively simple:
[the website](/generate). The process is relatively simple:
1. Collect YAML files from your players.
2. Create a zip file containing your players' YAML files.

View File

@@ -7,7 +7,7 @@
</div>
## Software requerido
- [MultiWorld Utilities](https://github.com/Berserker66/MultiWorld-Utilities/releases)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Incluido en Multiworld Utilities)
- Hardware o software capaz de cargar y ejecutar archivos de ROM de SNES
- Un emulador capaz de ejecutar scripts Lua
@@ -20,7 +20,7 @@
### Instalación en Windows
1. Descarga e instala MultiWorld Utilities desde el enlace anterior, asegurando que instalamos la versión más reciente.
**El archivo esta localizado en la sección "assets" en la parte inferior de la información de versión**. Si tu intención es jugar la versión normal de multiworld, necesitarás el archivo `Setup.BerserkerMultiWorld.exe`
**El archivo esta localizado en la sección "assets" en la parte inferior de la información de versión**. Si tu intención es jugar la versión normal de multiworld, necesitarás el archivo `Setup.Archipelago.exe`
- Si estas interesado en jugar la variante que aleatoriza las puertas internas de las mazmorras, necesitaras bajar 'Setup.BerserkerMultiWorld.Doors.exe'
- Durante el proceso de instalación, se te pedirá donde esta situado tu archivo ROM japonés v1.0. Si ya habías instalado este software con anterioridad y simplemente estas actualizando, no se te pedirá la localización del archivo una segunda vez.
- Puede ser que el programa pida la instalación de Microsoft Visual C++. Si ya lo tienes en tu ordenador (posiblemente por que un juego de Steam ya lo haya instalado), el instalador no te pedirá su instalación.
@@ -136,7 +136,7 @@ por unirte satisfactoriamente a una partida de multiworld!
## Hospedando una partida de multiworld
La manera recomendad para hospedar una partida es usar el servicio proveído en
[el sitio web](https://berserkermulti.world/generate). El proceso es relativamente sencillo:
[el sitio web](/generate). El proceso es relativamente sencillo:
1. Recolecta los ficheros YAML de todos los jugadores que participen.
2. Crea un fichero ZIP conteniendo esos ficheros.

View File

@@ -7,7 +7,7 @@
</div>
## Logiciels requis
- [Utilitaires du MultiWorld](https://github.com/Berserker66/MultiWorld-Utilities/releases)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Inclus dans les utilitaires précédents)
- Une solution logicielle ou matérielle capable de charger et de lancer des fichiers ROM de SNES
- Un émulateur capable d'éxécuter des scripts Lua

View File

@@ -2,7 +2,7 @@
## Configuration
1. Plando features have to be enabled first, before they can be used (opt-in).
2. To do so, go to your installation directory (Windows default: `C:\ProgramData\BerserkerMultiWorld`),
2. To do so, go to your installation directory (Windows default: `C:\ProgramData\Archipelago`),
then open the host.yaml file with a text editor.
3. In it, you're looking for the option key `plando_options`. To enable all plando modules you can set the
value to
@@ -13,7 +13,7 @@
### Bosses
- This module is enabled by default and available to be used on
[https://archipelago.gg/generate](https://archipelago.gg/generate)
[https://archipelago.gg/generate](/generate)
- Plando versions of boss shuffles can be added like any other boss shuffle option in a yaml and weighted.
- Boss Plando works as a list of instructions from left to right, if any arenas are empty at the end,
it defaults to vanilla

View File

@@ -473,5 +473,11 @@ const generateGame = (raceMode = false) => {
race: raceMode ? '1' : '0',
}).then((response) => {
window.location.href = response.data.url;
}).catch((error) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = 'Something went wrong and your game could not be generated.';
userMessage.classList.add('visible');
window.scrollTo(0, 0);
console.error(error);
});
};

View File

@@ -29,6 +29,20 @@ html{
color: #000000;
}
#player-settings #user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
}
#player-settings #user-message.visible{
display: block;
}
#player-settings h1{
font-size: 2.5rem;
font-weight: normal;

View File

@@ -14,7 +14,7 @@ html{
color: #eeffeb;
}
#user-warning{
#user-warning, #weighted-settings #user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
@@ -25,6 +25,10 @@ html{
cursor: pointer;
}
#weighted-settings #user-message.visible{
display: block;
}
#weighted-settings code{
background-color: #d9cd8e;
border-radius: 4px;

View File

@@ -1,5 +1,5 @@
{% extends "tablepage.html" %}
{% block head %}
{{ super() }}
<script type="application/ecmascript" src="{{ static_autoversion("assets/autodatatable.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/autodatatable.js") }}"></script>
{% endblock %}

View File

@@ -3,8 +3,8 @@
{% block head %}
{{ super() }}
<title>Mystery Check Result</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/check.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/check.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/check.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/check.js") }}"></script>
{% endblock %}
{% block body %}

View File

@@ -3,7 +3,7 @@
{% block head %}
{{ super() }}
<title>Mystery YAML Test Roll Results</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/checkResult.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/checkResult.css") }}" />
{% endblock %}
{% block body %}

View File

@@ -3,8 +3,8 @@
{% block head %}
{{ super() }}
<title>Generate Game</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/generate.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/generate.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/generate.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/generate.js") }}"></script>
{% endblock %}
{% block body %}
@@ -31,7 +31,7 @@
<p>
After generation is complete, you will have the option to download a patch file.
This patch file can be opened with the
<a href="https://github.com/Berserker66/MultiWorld-Utilities/releases">client</a>, which can be
<a href="https://github.com/ArchipelagoMW/Archipelago/releases">client</a>, which can be
used to to create a rom file. In-browser patching is planned for the future.
</p>
<div id="generate-game-form-wrapper">

View File

@@ -0,0 +1,63 @@
{% extends 'tablepage.html' %}
{% block head %}
{{ super() }}
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/jquery.scrollsync.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tracker.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/dirtHeader.html' %}
<div id="tracker-wrapper" data-tracker="{{ room.tracker|suuid }}/{{ team }}/{{ player }}">
<div id="tracker-header-bar">
<input placeholder="Search" id="search"/>
<span class="info">This tracker will automatically update itself periodically.</span>
</div>
<div class="table-wrapper">
<table class="table non-unique-item-table">
<thead>
<tr>
<th>Item</th>
<th>Amount</th>
</tr>
</thead>
<tbody>
{% for name, count in inventory.items() %}
<tr>
<td>{{ name | item_name }}</td>
<td>{{ count }}</td>
</tr>
{%- endfor -%}
</tbody>
</table>
</div>
<div class="table-wrapper">
<table class="table non-unique-item-table">
<thead>
<tr>
<th>Location</th>
<th>Checked</th>
</tr>
</thead>
<tbody>
{% for name in checked_locations %}
<tr>
<td>{{ name | location_name}}</td>
<td></td>
</tr>
{%- endfor -%}
{% for name in not_checked_locations %}
<tr>
<td>{{ name | location_name}}</td>
<td></td>
</tr>
{%- endfor -%}
</tbody>
</table>
</div>
</div>
</div>
{% endblock %}

View File

@@ -1,5 +1,5 @@
{% block head %}
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/header/baseHeader.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/header/baseHeader.css") }}" />
{% endblock %}
{% block header %}

View File

@@ -1,5 +1,5 @@
{% block head %}
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/header/dirtHeader.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/header/dirtHeader.css") }}" />
{% endblock %}
{% include 'header/baseHeader.html' %}

View File

@@ -1,5 +1,5 @@
{% block head %}
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/header/grassHeader.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/header/grassHeader.css") }}" />
{% endblock %}
{% include 'header/baseHeader.html' %}

View File

@@ -1,5 +1,5 @@
{% block head %}
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/header/oceanHeader.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/header/oceanHeader.css") }}" />
{% endblock %}
{% include 'header/baseHeader.html' %}

View File

@@ -3,8 +3,8 @@
{% block head %}
{{ super() }}
<title>Upload Multidata</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/hostGame.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/hostGame.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/hostGame.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/hostGame.js") }}"></script>
{% endblock %}
{% block body %}

View File

@@ -2,7 +2,7 @@
{% import "macros.html" as macros %}
{% block head %}
<title>Multiworld {{ room.id|suuid }}</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/hostRoom.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/hostRoom.css") }}"/>
{% endblock %}
{% block body %}
@@ -21,7 +21,7 @@
you can simply refresh this page and the server will be started again.<br>
{% if room.last_port %}
You can connect to this room by using '/connect archipelago.gg:{{ room.last_port }}'
in the <a href="https://github.com/Berserker66/MultiWorld-Utilities/releases">client</a>.<br>{% endif %}
in the <a href="{{ url_for("tutorial_landing")}}">client</a>.<br>{% endif %}
{{ macros.list_patches_room(room) }}
{% if room.owner == session["_id"] %}
<form method=post>

View File

@@ -1,18 +1,18 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2020 Archipelago</div>
<div id="copyright-notice">Copyright 2021 Archipelago</div>
<div id="links">
<a href="https://github.com/Berserker66/MultiWorld-Utilities">Source Code</a>
<a href="https://github.com/ArchipelagoMW/Archipelago">Source Code</a>
-
<a href="https://github.com/Berserker66/MultiWorld-Utilities/wiki">Wiki</a>
<a href="https://github.com/ArchipelagoMW/Archipelago/wiki">Wiki</a>
-
<a href="https://github.com/Berserker66/MultiWorld-Utilities/graphs/contributors">Contributors</a>
<a href="https://github.com/ArchipelagoMW/Archipelago/graphs/contributors">Contributors</a>
-
<a href="https://github.com/Berserker66/MultiWorld-Utilities/issues">Bug Report</a>
<a href="https://github.com/ArchipelagoMW/Archipelago/issues">Bug Report</a>
</div>
</footer>
{% endblock %}
{% block head %}
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/islandFooter.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/islandFooter.css") }}" />
{% endblock %}

View File

@@ -2,7 +2,7 @@
{% block head %}
<title>MultiWorld</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/landing.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/landing.css") }}" />
{% endblock %}
{% block body %}
@@ -43,9 +43,9 @@
trackers are provided for games hosted here.</p>
<p>
This project is the cumulative effort of many
<a href="https://github.com/Berserker66/MultiWorld-Utilities/graphs/contributors">talented people.</a>
<a href="https://github.com/ArchipelagoMW/Archipelago/graphs/contributors">talented people.</a>
Together, they have spent countless hours creating a huge repository of
<a href="https://github.com/Berserker66/MultiWorld-Utilities">source code</a> which has turned
<a href="https://github.com/ArchipelagoMW/Archipelago">source code</a> which has turned
our crazy idea into a reality.
</p>
<p>

View File

@@ -2,8 +2,8 @@
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/playerTracker.css") }}"/>
<script type="application/ecmascript" src="{{ static_autoversion("assets/playerTracker.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/playerTracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/playerTracker.js") }}"></script>
</head>
<body>
@@ -39,7 +39,7 @@
</tr>
<tr>
<td><img src="{{ icons["Pegasus Boots"] }}" class="{{ 'acquired' if "Pegasus Boots" in acquired_items }}" /></td>
<td><img src="{{ gloves_url }}" class="{{ 'acquired' if gloves_acquired }}" /></td>
<td><img src="{{ glove_url }}" class="{{ 'acquired' if glove_acquired }}" /></td>
<td><img src="{{ icons["Flippers"] }}" class="{{ 'acquired' if "Flippers" in acquired_items }}" /></td>
<td><img src="{{ icons["Moon Pearl"] }}" class="{{ 'acquired' if "Moon Pearl" in acquired_items }}" /></td>
<td><img src="{{ icons["Mushroom"] }}" class="{{ 'acquired' if "Mushroom" in acquired_items }}" /></td>

View File

@@ -7,11 +7,19 @@
</ul>
{%- endmacro %}
{% macro list_patches_room(room) %}
{% if room.seed.patches %}
{% if room.seed.slots %}
<ul>
{% for patch in room.seed.patches|list|sort(attribute="player_id") %}
{% for patch in room.seed.slots|list|sort(attribute="player_id") %}
{% if patch.game == "Minecraft" %}
<li><a href="{{ url_for("download_slot_file", seed_id=room.seed.id, player_id=patch.player_id) }}">
APMC for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% elif patch.game == "Factorio" %}
<li><a href="{{ url_for("download_slot_file", seed_id=room.seed.id, player_id=patch.player_id) }}">
Mod for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% else %}
<li><a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}">
Patch for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% endif %}
{% endfor %}
</ul>
{% endif %}

View File

@@ -4,11 +4,11 @@
<meta charset="UTF-8">
<link rel="preconnect" href="https://fonts.gstatic.com">
<link href="https://fonts.googleapis.com/css2?family=Jost:wght@400;500;600&display=swap" rel="stylesheet">
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/tooltip.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/cookieNotice.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/globalStyles.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/styleController.js") }}"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/cookieNotice.js") }}"></script>
<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>MultiWorld</title>
{% endblock %}

View File

@@ -2,15 +2,16 @@
{% block head %}
<title>Player Settings</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/playerSettings.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/playerSettings.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/playerSettings.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/playerSettings.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="player-settings">
<div id="user-message"></div>
<h1>Start Game</h1>
<p>Choose the options you would like to play with! You may generate a single-player game from this page,
or download a settings file you can use to participate in a MultiWorld. If you would like to make

View File

@@ -3,7 +3,7 @@
{% block head %}
<title>Generation failed, please retry.</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/waitSeed.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/>
{% endblock %}
{% block body %}

View File

@@ -7,5 +7,5 @@
<script type="text/javascript"
src="https://cdn.datatables.net/v/dt/jq-3.3.1/dt-1.10.21/sc-2.0.2/sp-1.1.1/datatables.min.js"
></script>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/tablepage.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tablepage.css") }}" />
{% endblock %}

View File

@@ -2,9 +2,9 @@
{% block head %}
{{ super() }}
<title>Multiworld Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/tracker.css") }}"/>
<script type="application/ecmascript" src="{{ static_autoversion("assets/jquery.scrollsync.js") }}"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/tracker.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tracker.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/jquery.scrollsync.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tracker.js") }}"></script>
{% endblock %}
{% block body %}

View File

@@ -3,11 +3,11 @@
{% block head %}
{% include 'header/grassHeader.html' %}
<title>Archipelago</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/tutorial.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tutorial.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/tutorial.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tutorial.js") }}"></script>
{% endblock %}
{% block body %}

View File

@@ -3,8 +3,8 @@
{% block head %}
{% include 'header/grassHeader.html' %}
<title>Archipelago Guides</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/tutorialLanding.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/tutorialLanding.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tutorialLanding.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/tutorialLanding.js") }}"></script>
{% endblock %}
{% block body %}

View File

@@ -3,8 +3,8 @@
{% block head %}
{{ super() }}
<title>Generate Game</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/userContent.css") }}" />
<script type="application/ecmascript" src="{{ static_autoversion("assets/userContent.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/userContent.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/userContent.js") }}"></script>
{% endblock %}
{% block body %}
@@ -31,10 +31,7 @@
<tr>
<td><a href="{{ url_for("viewSeed", seed=room.seed.id) }}">{{ room.seed.id|suuid }}</a></td>
<td><a href="{{ url_for("hostRoom", room=room.id) }}">{{ room.id|suuid }}</a></td>
<td
class="center"
data-tooltip="{{ room.seed.multidata.names[0]|join(", ")|truncate(256, False, " ...") }}"
>{{ room.seed.multidata.names[0]|length }}</td>
<td>>={{ room.seed.slots|length }}</td>
<td>{{ room.creation_time.strftime("%Y-%m-%d %H:%M") }}</td>
<td>{{ room.last_activity.strftime("%Y-%m-%d %H:%M") }}</td>
</tr>
@@ -59,11 +56,7 @@
{% for seed in seeds %}
<tr>
<td><a href="{{ url_for("viewSeed", seed=seed.id) }}">{{ seed.id|suuid }}</a></td>
<td class="center"
{% if seed.multidata %}
data-tooltip="{{ seed.multidata.names[0]|join(", ")|truncate(256, False, " ...") }}"
{% endif %}
>{% if seed.multidata %}{{ seed.multidata.names[0]|length }}{% else %}1{% endif %}
<td>{% if seed.multidata %}>={{ seed.slots|length }}{% else %}1{% endif %}
</td>
<td>{{ seed.creation_time.strftime("%Y-%m-%d %H:%M") }}</td>
</tr>

View File

@@ -3,8 +3,8 @@
{% block head %}
<title>View Seed {{ seed.id|suuid }}</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/viewSeed.css") }}"/>
<script type="application/ecmascript" src="{{ static_autoversion("assets/viewSeed.js") }}"></script>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/viewSeed.css") }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/viewSeed.js") }}"></script>
{% endblock %}
{% block body %}
@@ -37,17 +37,10 @@
<td>Players:&nbsp;</td>
<td>
<ul>
{% for team in seed.multidata["names"] %}
{% set outer_loop = loop %}
<li>Team #{{ loop.index }} - {{ team | length }}
<ul>
{% for player in team %}
<li>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=loop.index, team_id=outer_loop.index0) }}">{{ player }}</a>
</li>
{% endfor %}
</ul>
</li>
{% for patch in seed.slots|sort(attribute='player_id') %}
<li>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=patch.player_id) }}">{{ patch.player_name }}</a>
</li>
{% endfor %}
</ul>
</td>
@@ -64,13 +57,13 @@
</tr>
{% else %}
<tr>
<td>Patches:&nbsp;</td>
<td>Files:&nbsp;</td>
<td>
<ul>
{% for patch in seed.patches %}
{% for slot in seed.slots %}
<li>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=patch.player, team_id=0) }}">Player {{ patch.player }}</a>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=slot.player_id) }}">Player {{ slot.player_name }}</a>
</li>

View File

@@ -4,7 +4,7 @@
{% block head %}
<title>Generation in Progress</title>
<meta http-equiv="refresh" content="1">
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/waitSeed.css") }}"/>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/>
{% endblock %}
{% block body %}

View File

@@ -2,16 +2,17 @@
{% block head %}
<title>Player Settings</title>
<link rel="stylesheet" type="text/css" href="{{ static_autoversion("styles/weightedSettings.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weightedSettings.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ static_autoversion("assets/weightedSettings.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weightedSettings.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="weighted-settings">
<header id="user-warning"></header>
<div id="user-message"></div>
<h1>Weighted Settings</h1>
<div id="instructions">
This page is used to configure your weighted settings. You have three presets you can control, which

View File

@@ -5,18 +5,17 @@ from werkzeug.exceptions import abort
import datetime
from uuid import UUID
from worlds.alttp import Items, Regions
from worlds.alttp import Items
from WebHostLib import app, cache, Room
from NetUtils import Hint
from Utils import restricted_loads
from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name
def get_id(item_name):
def get_alttp_id(item_name):
return Items.item_table[item_name][2]
app.jinja_env.filters["location_name"] = lambda location: Regions.lookup_id_to_name.get(location, location)
app.jinja_env.filters['item_name'] = lambda id: Items.lookup_id_to_name.get(id, id)
app.jinja_env.filters["location_name"] = lambda location: lookup_any_location_id_to_name.get(location, location)
app.jinja_env.filters['item_name'] = lambda id: lookup_any_item_id_to_name.get(id, id)
icons = {
"Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
@@ -155,9 +154,9 @@ levels = {"Fighter Sword": 1,
"Bow": 1,
"Silver Bow": 2}
multi_items = {get_id(name) for name in ("Progressive Sword", "Progressive Bow", "Bottle", "Progressive Glove")}
links = {get_id(key): get_id(value) for key, value in links.items()}
levels = {get_id(key): value for key, value in levels.items()}
multi_items = {get_alttp_id(name) for name in ("Progressive Sword", "Progressive Bow", "Bottle", "Progressive Glove")}
links = {get_alttp_id(key): get_alttp_id(value) for key, value in links.items()}
levels = {get_alttp_id(key): value for key, value in levels.items()}
tracking_names = ["Progressive Sword", "Progressive Bow", "Book of Mudora", "Hammer",
"Hookshot", "Magic Mirror", "Flute",
@@ -237,7 +236,7 @@ ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower',
tracking_ids = []
for item in tracking_names:
tracking_ids.append(get_id(item))
tracking_ids.append(get_alttp_id(item))
small_key_ids = {}
big_key_ids = {}
@@ -266,6 +265,7 @@ def attribute_item(inventory, team, recipient, item):
def attribute_item_solo(inventory, item):
"""Adds item to inventory counter, converts everything to progressive."""
target_item = links.get(item, item)
if item in levels: # non-progressive
inventory[target_item] = max(inventory[target_item], levels[item])
@@ -319,20 +319,22 @@ def get_static_room_data(room: Room):
player_big_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
player_small_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
for _, (item_id, item_player) in locations.items():
if item_id in ids_big_key:
player_big_key_locations[item_player].add(ids_big_key[item_id])
if item_id in ids_small_key:
player_small_key_locations[item_player].add(ids_small_key[item_id])
for loc_data in locations.values():
for item_id, item_player in loc_data.values():
if item_id in ids_big_key:
player_big_key_locations[item_player].add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations[item_player].add(ids_small_key[item_id])
result = locations, names, use_door_tracker, player_checks_in_area, player_location_to_area, \
player_big_key_locations, player_small_key_locations, multidata["precollected_items"]
player_big_key_locations, player_small_key_locations, multidata["precollected_items"], \
multidata["games"]
_multidata_cache[room.seed.id] = result
return result
@app.route('/tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>')
@cache.memoize(timeout=15)
@cache.memoize(timeout=60) # multisave is currently created at most every minute
def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
# Team and player must be positive and greater than zero
if tracked_team < 0 or tracked_player < 1:
@@ -343,15 +345,15 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
abort(404)
# Collect seed information and pare it down to a single player
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, player_big_key_locations, player_small_key_locations, precollected_items = get_static_room_data(room)
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
player_big_key_locations, player_small_key_locations, precollected_items, games = get_static_room_data(room)
player_name = names[tracked_team][tracked_player - 1]
seed_checks_in_area = seed_checks_in_area[tracked_player]
location_to_area = player_location_to_area[tracked_player]
inventory = collections.Counter()
checks_done = {loc_name: 0 for loc_name in default_locations}
# Add starting items to inventory
starting_items = precollected_items[tracked_player - 1]
starting_items = precollected_items[tracked_player]
if starting_items:
for item_id in starting_items:
attribute_item_solo(inventory, item_id)
@@ -362,130 +364,82 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
multisave = {}
# Add items to player inventory
for (ms_team, ms_player), locations_checked in multisave.get("location_checks", {}):
for (ms_team, ms_player), locations_checked in multisave.get("location_checks", {}).items():
# logging.info(f"{ms_team}, {ms_player}, {locations_checked}")
# Skip teams and players not matching the request
player_locations = locations[ms_player]
if ms_team == tracked_team:
# If the player does not have the item, do nothing
for location in locations_checked:
if (location, ms_player) not in locations:
continue
item, recipient = locations[location, ms_player]
if recipient == tracked_player: # a check done for the tracked player
attribute_item_solo(inventory, item)
if ms_player == tracked_player: # a check done by the tracked player
checks_done[location_to_area[location]] += 1
checks_done["Total"] += 1
# Note the presence of the triforce item
for (ms_team, ms_player), game_state in multisave.get("client_game_state", []):
# Skip teams and players not matching the request
if ms_team != tracked_team or ms_player != tracked_player:
continue
if game_state:
if location in player_locations:
item, recipient = player_locations[location]
if recipient == tracked_player: # a check done for the tracked player
attribute_item_solo(inventory, item)
if ms_player == tracked_player: # a check done by the tracked player
checks_done[location_to_area[location]] += 1
checks_done["Total"] += 1
if games[tracked_player] == "A Link to the Past":
# Note the presence of the triforce item
game_state = multisave.get("client_game_state", {}).get((tracked_team, tracked_player), 0)
if game_state == 30:
inventory[106] = 1 # Triforce
acquired_items = []
for itm in inventory:
acquired_items.append(get_item_name_from_id(itm))
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
progressive_names = {
"Progressive Sword": [None, 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
"Progressive Glove": [None, 'Power Glove', 'Titan Mitts'],
"Progressive Bow": [None, "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": [None, "Blue Shield", "Red Shield", "Mirror Shield"]
}
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
# Determine which icon to use
display_data = {}
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]
acquired = True
if not display_name:
acquired = False
display_name = progressive_names[item_name][level+1]
base_name = item_name.split(maxsplit=1)[1].lower()
display_data[base_name+"_acquired"] = acquired
display_data[base_name+"_url"] = icons[display_name]
# Determine which icon to use for the sword
sword_url = icons["Fighter Sword"]
sword_acquired = False
sword_names = ['Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword']
if "Progressive Sword" in acquired_items:
sword_url = icons[sword_names[min(inventory[progressive_items["Progressive Sword"]], 4) - 1]]
sword_acquired = True
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
return render_template("lttpTracker.html", inventory=inventory,
player_name=player_name, room=room, icons=icons, checks_done=checks_done,
checks_in_area=seed_checks_in_area[tracked_player], acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
small_key_ids=small_key_ids, big_key_ids=big_key_ids, sp_areas=sp_areas,
key_locations=player_small_key_locations[tracked_player],
big_key_locations=player_big_key_locations[tracked_player],
**display_data)
else:
for sword in reversed(sword_names):
if sword in acquired_items:
sword_url = icons[sword]
sword_acquired = True
break
gloves_url = icons["Power Glove"]
gloves_acquired = False
glove_names = ["Power Glove", "Titan Mitts"]
if "Progressive Glove" in acquired_items:
gloves_url = icons[glove_names[min(inventory[progressive_items["Progressive Glove"]], 2) - 1]]
gloves_acquired = True
else:
for glove in reversed(glove_names):
if glove in acquired_items:
gloves_url = icons[glove]
gloves_acquired = True
break
bow_url = icons["Bow"]
bow_acquired = False
bow_names = ["Bow", "Silver Bow"]
if "Progressive Bow" in acquired_items:
bow_url = icons[bow_names[min(inventory[progressive_items["Progressive Bow"]], 2) - 1]]
bow_acquired = True
else:
for bow in reversed(bow_names):
if bow in acquired_items:
bow_url = icons[bow]
bow_acquired = True
break
mail_url = icons["Green Mail"]
mail_names = ["Blue Mail", "Red Mail"]
if "Progressive Mail" in acquired_items:
mail_url = icons[mail_names[min(inventory[progressive_items["Progressive Mail"]], 2) - 1]]
else:
for mail in reversed(mail_names):
if mail in acquired_items:
mail_url = icons[mail]
break
shield_url = icons["Blue Shield"]
shield_acquired = False
shield_names = ["Blue Shield", "Red Shield", "Mirror Shield"]
if "Progressive Shield" in acquired_items:
shield_url = icons[shield_names[min(inventory[progressive_items["Progressive Shield"]], 3) - 1]]
shield_acquired = True
else:
for shield in reversed(shield_names):
if shield in acquired_items:
shield_url = icons[shield]
shield_acquired = True
break
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
return render_template("playerTracker.html", inventory=inventory, get_item_name_from_id=get_item_name_from_id,
player_name=player_name, room=room, icons=icons, checks_done=checks_done,
checks_in_area=seed_checks_in_area, acquired_items=acquired_items,
sword_url=sword_url, sword_acquired=sword_acquired, gloves_url=gloves_url,
gloves_acquired=gloves_acquired, bow_url=bow_url, bow_acquired=bow_acquired,
small_key_ids=small_key_ids, big_key_ids=big_key_ids, sp_areas=sp_areas,
key_locations=player_small_key_locations[tracked_player],
big_key_locations=player_big_key_locations[tracked_player],
mail_url=mail_url, shield_url=shield_url, shield_acquired=shield_acquired)
checked_locations = multisave.get("location_checks", {}).get((tracked_team, tracked_player), set())
return render_template("genericTracker.html",
inventory=inventory,
player=tracked_player, team=tracked_team, room=room, player_name=player_name,
checked_locations= checked_locations, not_checked_locations = set(locations[tracked_player])-checked_locations)
@app.route('/tracker/<suuid:tracker>')
@cache.memoize(timeout=30) # update every 30 seconds
@cache.memoize(timeout=60) # multisave is currently created at most every minute
def getTracker(tracker: UUID):
room = Room.get(tracker=tracker)
if not room:
abort(404)
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, player_big_key_locations, \
player_small_key_locations, precollected_items = get_static_room_data(room)
player_small_key_locations, precollected_items, games = get_static_room_data(room)
inventory = {teamnumber: {playernumber: collections.Counter() for playernumber in range(1, len(team) + 1)}
for teamnumber, team in enumerate(names)}
@@ -500,26 +454,26 @@ def getTracker(tracker: UUID):
else:
multisave = {}
if "hints" in multisave:
for key, hintdata in multisave["hints"]:
for hint in hintdata:
hints[key[0]].add(Hint(*hint))
for (team, slot), slot_hints in multisave["hints"].items():
hints[team] |= set(slot_hints)
for (team, player), locations_checked in multisave.get("location_checks", {}):
for (team, player), locations_checked in multisave.get("location_checks", {}).items():
player_locations = locations[player]
if precollected_items:
precollected = precollected_items[player - 1]
precollected = precollected_items[player]
for item_id in precollected:
attribute_item(inventory, team, player, item_id)
for location in locations_checked:
if (location, player) not in locations or location not in player_location_to_area[player]:
if location not in player_locations or location not in player_location_to_area[player]:
continue
item, recipient = locations[location, player]
item, recipient = player_locations[location]
attribute_item(inventory, team, recipient, item)
checks_done[team][player][player_location_to_area[player][location]] += 1
checks_done[team][player]["Total"] += 1
for (team, player), game_state in multisave.get("client_game_state", []):
if game_state:
for (team, player), game_state in multisave.get("client_game_state", {}).items():
if game_state == 30:
inventory[team][player][106] = 1 # Triforce
group_big_key_locations = set()
@@ -538,7 +492,7 @@ def getTracker(tracker: UUID):
for player, name in enumerate(names, 1):
player_names[(team, player)] = name
long_player_names = player_names.copy()
for (team, player), alias in multisave.get("name_aliases", []):
for (team, player), alias in multisave.get("name_aliases", {}).items():
player_names[(team, player)] = alias
long_player_names[(team, player)] = f"{alias} ({long_player_names[(team, player)]})"

View File

@@ -1,13 +1,14 @@
import json
import zlib
import zipfile
import logging
import lzma
import json
import base64
import MultiServer
from flask import request, flash, redirect, url_for, session, render_template
from pony.orm import commit, select
from pony.orm import flush, select
from WebHostLib import app, Seed, Room, Patch
from WebHostLib import app, Seed, Room, Slot
from Utils import parse_yaml
accepted_zip_contents = {"patches": ".apbp",
"spoiler": ".txt",
@@ -30,7 +31,7 @@ def uploads():
flash('No selected file')
elif file and allowed_file(file.filename):
if file.filename.endswith(".zip"):
patches = set()
slots = set()
spoiler = ""
multidata = None
with zipfile.ZipFile(file, 'r') as zfile:
@@ -40,9 +41,28 @@ def uploads():
if file.filename.endswith(banned_zip_contents):
return "Uploaded data contained a rom file, which is likely to contain copyrighted material. Your file was deleted."
elif file.filename.endswith(".apbp"):
splitted = file.filename.split("/")[-1][3:].split("P", 1)
player_id, player_name = splitted[1].split(".")[0].split("_")
patches.add(Patch(data=zfile.open(file, "r").read(), player_name=player_name, player_id=player_id))
data = zfile.open(file, "r").read()
yaml_data = parse_yaml(lzma.decompress(data).decode("utf-8-sig"))
if yaml_data["version"] < 2:
return "Old format cannot be uploaded (outdated .apbp)", 500
metadata = yaml_data["meta"]
slots.add(Slot(data=data, player_name=metadata["player_name"],
player_id=metadata["player_id"],
game="A Link to the Past"))
elif file.filename.endswith(".apmc"):
data = zfile.open(file, "r").read()
metadata = json.loads(base64.b64decode(data).decode("utf-8"))
slots.add(Slot(data=data, player_name=metadata["player_name"],
player_id=metadata["player_id"],
game="Minecraft"))
elif file.filename.endswith(".zip"):
# Factorio mods needs a specific name or they do no function
_, seed_name, slot_id, slot_name = file.filename.rsplit("_", 1)[0].split("-")
slots.add(Slot(data=zfile.open(file, "r").read(), player_name=slot_name,
player_id=int(slot_id[1:]), game="Factorio"))
elif file.filename.endswith(".txt"):
spoiler = zfile.open(file, "r").read().decode("utf-8-sig")
elif file.filename.endswith(".archipelago"):
@@ -54,11 +74,11 @@ def uploads():
else:
multidata = zfile.open(file).read()
if multidata:
commit() # commit patches
seed = Seed(multidata=multidata, spoiler=spoiler, patches=patches, owner=session["_id"])
commit() # create seed
for patch in patches:
patch.seed = seed
flush() # commit slots
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=session["_id"])
flush() # create seed
for slot in slots:
slot.seed = seed
return redirect(url_for("viewSeed", seed=seed.id))
else:
@@ -72,7 +92,7 @@ def uploads():
raise
else:
seed = Seed(multidata=multidata, owner=session["_id"])
commit() # place into DB and generate ids
flush() # place into DB and generate ids
return redirect(url_for("viewSeed", seed=seed.id))
else:
flash("Not recognized file format. Awaiting a .multidata file.")

159
WebUI.py
View File

@@ -1,159 +0,0 @@
import http.server
import logging
import json
import typing
import socket
import socketserver
import threading
import webbrowser
import asyncio
from functools import partial
from NetUtils import Node
from LttPClient import Context
import Utils
class WebUiClient(Node, logging.Handler):
loader = staticmethod(json.loads)
dumper = staticmethod(json.dumps)
def __init__(self):
super(WebUiClient, self).__init__()
self.manual_snes = None
@staticmethod
def build_message(msg_type: str, content: typing.Union[str, dict]) -> dict:
return {'type': msg_type, 'content': content}
def emit(self, record: logging.LogRecord) -> None:
self.broadcast_all({"type": record.levelname.lower(), "content": str(record.msg)})
def send_chat_message(self, message):
self.broadcast_all(self.build_message('chat', message))
def send_connection_status(self, ctx: Context):
asyncio.create_task(self._send_connection_status(ctx))
async def _send_connection_status(self, ctx: Context):
cache = Utils.persistent_load()
cached_address = cache.get("servers", {}).get("default", None)
server_address = ctx.server_address if ctx.server_address else cached_address if cached_address else None
self.broadcast_all(self.build_message('connections', {
'snesDevice': ctx.snes_attached_device[1] if ctx.snes_attached_device else None,
'snes': ctx.snes_state,
'serverAddress': server_address,
'server': 1 if ctx.server is not None and not ctx.server.socket.closed else 0,
}))
def send_device_list(self, devices):
self.broadcast_all(self.build_message('availableDevices', {
'devices': devices,
}))
def poll_for_server_ip(self):
self.broadcast_all(self.build_message('serverAddress', {}))
def notify_item_sent(self, finder, recipient, item, location, i_am_finder: bool, i_am_recipient: bool,
item_is_unique: bool = False):
self.broadcast_all(self.build_message('itemSent', {
'finder': finder,
'recipient': recipient,
'item': item,
'location': location,
'iAmFinder': int(i_am_finder),
'iAmRecipient': int(i_am_recipient),
'itemIsUnique': int(item_is_unique),
}))
def notify_item_found(self, finder: str, item: str, location: str, i_am_finder: bool, item_is_unique: bool = False):
self.broadcast_all(self.build_message('itemFound', {
'finder': finder,
'item': item,
'location': location,
'iAmFinder': int(i_am_finder),
'itemIsUnique': int(item_is_unique),
}))
def notify_item_received(self, finder: str, item: str, location: str, item_index: int, queue_length: int,
item_is_unique: bool = False):
self.broadcast_all(self.build_message('itemReceived', {
'finder': finder,
'item': item,
'location': location,
'itemIndex': item_index,
'queueLength': queue_length,
'itemIsUnique': int(item_is_unique),
}))
def send_hint(self, finder, recipient, item, location, found, i_am_finder: bool, i_am_recipient: bool,
entrance_location: str = None):
self.broadcast_all(self.build_message('hint', {
'finder': finder,
'recipient': recipient,
'item': item,
'location': location,
'found': int(found),
'iAmFinder': int(i_am_finder),
'iAmRecipient': int(i_am_recipient),
'entranceLocation': entrance_location,
}))
def send_game_info(self, ctx: Context):
self.broadcast_all(self.build_message('gameInfo', {
'clientVersion': Utils.__version__,
'hintCost': ctx.hint_cost,
'checkPoints': ctx.check_points,
'forfeitMode': ctx.forfeit_mode,
'remainingMode': ctx.remaining_mode,
}))
def send_location_check(self, ctx: Context, last_check: str):
self.broadcast_all(self.build_message('locationCheck', {
'totalChecks': len(ctx.locations_checked),
'hintPoints': ctx.hint_points,
'lastCheck': last_check,
}))
web_thread = None
PORT = 5050
class RequestHandler(http.server.SimpleHTTPRequestHandler):
def log_request(self, code='-', size='-'):
pass
def log_message(self, format, *args):
pass
def log_date_time_string(self):
pass
Handler = partial(RequestHandler,
directory=Utils.local_path("data", "web", "public"))
def start_server(socket_port: int, on_start=lambda: None):
global web_thread
try:
server = socketserver.TCPServer(("", PORT), Handler)
except OSError:
# In most cases "Only one usage of each socket address (protocol/network address/port) is normally permitted"
import logging
# If the exception is caused by our desired port being unavailable, assume the web server is already running
# from another client instance
with socket.socket(socket.AF_INET, socket.SOCK_STREAM) as sock:
if sock.connect_ex(('localhost', PORT)) == 0:
logging.info("Web server is already running in another client window.")
webbrowser.open(f'http://localhost:{PORT}?port={socket_port}')
return
# If the exception is caused by something else, report on it
logging.exception("Unable to bind port for local web server. The CLI client should work in all cases.")
else:
print("serving at port", PORT)
on_start()
web_thread = threading.Thread(target=server.serve_forever).start()

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7
data/default.apsprite Normal file
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@@ -0,0 +1,7 @@
author: Nintendo
data: null
game: A Link to the Past
min_format_version: 1
name: Link
format_version: 1
sprite_version: 1

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@@ -0,0 +1 @@
{"stone-furnace":{"smelting":true},"steel-furnace":{"smelting":true},"electric-furnace":{"smelting":true},"assembling-machine-1":{"crafting":true,"basic-crafting":true,"advanced-crafting":true},"assembling-machine-2":{"basic-crafting":true,"crafting":true,"advanced-crafting":true,"crafting-with-fluid":true},"assembling-machine-3":{"basic-crafting":true,"crafting":true,"advanced-crafting":true,"crafting-with-fluid":true},"oil-refinery":{"oil-processing":true},"chemical-plant":{"chemistry":true},"centrifuge":{"centrifuging":true},"rocket-silo":{"rocket-building":true},"character":{"crafting":true}}

View File

@@ -1,7 +1,7 @@
The MIT License (MIT)
Copyright (c) 2021 Berserker55
Copyright (c) 2021 Berserker55 and Dewiniaid
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@@ -2,7 +2,7 @@
"name": "archipelago-client",
"version": "0.0.1",
"title": "Archipelago",
"author": "Berserker",
"author": "Berserker and Dewiniaid",
"homepage": "https://archipelago.gg",
"description": "Integration client for the Archipelago Randomizer",
"factorio_version": "1.1"

View File

@@ -1,7 +1,7 @@
function filter_ingredients(ingredients)
function filter_ingredients(ingredients, ingredient_filter)
local new_ingredient_list = {}
for _, ingredient_table in pairs(ingredients) do
if allowed_ingredients[ingredient_table[1]] then -- name of ingredient_table
if ingredient_filter[ingredient_table[1]] then -- name of ingredient_table
table.insert(new_ingredient_list, ingredient_table)
end
end

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@@ -1,131 +1,235 @@
{% from "macros.lua" import dict_to_lua %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require "lib"
-- for testing
script.on_event(defines.events.on_tick, function(event)
if event.tick%600 == 0 then
dumpTech(game.forces["player"])
require "util"
FREE_SAMPLES = {{ free_samples }}
SLOT_NAME = "{{ slot_name }}"
SEED_NAME = "{{ seed_name }}"
--SUPPRESS_INVENTORY_EVENTS = false
-- Initialize force data, either from it being created or already being part of the game when the mod was added.
function on_force_created(event)
--event.force appears to be LuaForce.name, not LuaForce
game.forces[event.force].research_queue_enabled = true
local data = {}
data['earned_samples'] = {{ dict_to_lua(starting_items) }}
data["victory"] = 0
global.forcedata[event.force] = data
end
script.on_event(defines.events.on_force_created, on_force_created)
-- Destroy force data. This doesn't appear to be currently possible with the Factorio API, but here for completeness.
function on_force_destroyed(event)
global.forcedata[event.force.name] = nil
end
-- Initialize player data, either from them joining the game or them already being part of the game when the mod was
-- added.`
function on_player_created(event)
local player = game.players[event.player_index]
-- FIXME: This (probably) fires before any other mod has a chance to change the player's force
-- For now, they will (probably) always be on the 'player' force when this event fires.
local data = {}
data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples'])
global.playerdata[player.index] = data
update_player(player.index) -- Attempt to send pending free samples, if relevant.
end
script.on_event(defines.events.on_player_created, on_player_created)
function on_player_removed(event)
global.playerdata[event.player_index] = nil
end
script.on_event(defines.events.on_player_removed, on_player_removed)
function on_rocket_launched(event)
global.forcedata[event.rocket.force.name]['victory'] = 1
dumpInfo(event.rocket.force)
end
script.on_event(defines.events.on_rocket_launched, on_rocket_launched)
-- Updates a player, attempting to send them any pending samples (if relevant)
function update_player(index)
local player = game.players[index]
if not player or not player.valid then -- Do nothing if we reference an invalid player somehow
return
end
local character = player.character or player.cutscene_character
if not character or not character.valid then
return
end
local data = global.playerdata[index]
local samples = data['pending_samples']
local sent
--player.print(serpent.block(data['pending_samples']))
local stack = {}
--SUPPRESS_INVENTORY_EVENTS = true
for name, count in pairs(samples) do
stack.name = name
stack.count = count
if character.can_insert(stack) then
sent = character.insert(stack)
else
sent = 0
end
if sent > 0 then
player.print("Received " .. sent .. "x [item=" .. name .. "]")
data.suppress_full_inventory_message = false
end
if sent ~= count then -- Couldn't full send.
if not data.suppress_full_inventory_message then
player.print("Additional items will be sent when inventory space is available.", {r=1, g=1, b=0.25})
end
data.suppress_full_inventory_message = true -- Avoid spamming them with repeated full inventory messages.
samples[name] = count - sent -- Buffer the remaining items
break -- Stop trying to send other things
else
samples[name] = nil -- Remove from the list
end
end
--SUPPRESS_INVENTORY_EVENTS = false
end
-- Update players upon them connecting, since updates while they're offline are suppressed.
script.on_event(defines.events.on_player_joined_game, function(event) update_player(event.player_index) end)
function update_player_event(event)
--if not SUPPRESS_INVENTORY_EVENTS then
update_player(event.player_index)
--end
end
script.on_event(defines.events.on_player_main_inventory_changed, update_player_event)
function add_samples(force, name, count)
local function add_to_table(t)
t[name] = (t[name] or 0) + count
end
-- Add to global table of earned samples for future new players
add_to_table(global.forcedata[force.name]['earned_samples'])
-- Add to existing players
for _, player in pairs(force.players) do
add_to_table(global.playerdata[player.index]['pending_samples'])
update_player(player.index)
end
end
script.on_init(function()
global.forcedata = {}
global.playerdata = {}
-- Fire dummy events for all currently existing forces.
local e = {}
for name, _ in pairs(game.forces) do
e.force = name
on_force_created(e)
end
e.force = nil
-- Fire dummy events for all currently existing players.
for index, _ in pairs(game.players) do
e.player_index = index
on_player_created(e)
end
end)
-- for testing
-- script.on_event(defines.events.on_tick, function(event)
-- if event.tick%3600 == 300 then
-- dumpInfo(game.forces["player"])
-- end
-- end)
-- hook into researches done
script.on_event(defines.events.on_research_finished, function(event)
local technology = event.research
dumpTech(technology.force)
{% if free_samples %}
local players = technology.force.players
if technology.effects then
for _, effect in pairs(technology.effects) do
if effect.type == "unlock-recipe" then
local recipe = game.recipe_prototypes[effect.recipe]
for _, result in pairs(recipe.products) do
if result.type == "item" and result.amount then
{% if free_samples == 1 %}
local new = {count=result.amount, name=result.name}
{% elif free_samples == 2 %}
local new = {count=get_any_stack_size(result.name) * 0.5, name=result.name}
{% else %}
local new = {count=get_any_stack_size(result.name), name=result.name}
{% endif %}
for _, player in pairs(players) do
player.insert(new)
if technology.researched and string.find(technology.name, "ap%-") == 1 then
dumpInfo(technology.force) --is sendable
end
if FREE_SAMPLES == 0 then
return -- Nothing else to do
end
if not technology.effects then
return -- No technology effects, so nothing to do.
end
for _, effect in pairs(technology.effects) do
if effect.type == "unlock-recipe" then
local recipe = game.recipe_prototypes[effect.recipe]
for _, result in pairs(recipe.products) do
if result.type == "item" and result.amount then
local name = result.name
local count
if FREE_SAMPLES == 1 then
count = result.amount
else
count = get_any_stack_size(result.name)
if FREE_SAMPLES == 2 then
count = math.ceil(count / 2)
end
end
add_samples(technology.force, name, count)
end
end
end
end
{% endif %}
end)
function dumpTech(force)
local data_collection = {}
function dumpInfo(force)
local research_done = {}
local data_collection = {
["research_done"] = research_done,
["victory"] = chain_lookup(global, "forcedata", force.name, "victory"),
["slot_name"] = SLOT_NAME,
["seed_name"] = SEED_NAME
}
for tech_name, tech in pairs(force.technologies) do
if tech.researched and string.find(tech_name, "ap-") == 1 then
data_collection[tech_name] = tech.researched
if tech.researched and string.find(tech_name, "ap%-") == 1 then
research_done[tech_name] = tech.researched
end
end
game.write_file("research_done.json", game.table_to_json(data_collection), false)
game.write_file("ap_bridge.json", game.table_to_json(data_collection), false, 0)
log("Archipelago Bridge File written for game tick ".. game.tick .. ".")
-- game.write_file("research_done.json", game.table_to_json(data_collection), false, 0)
-- game.print("Sent progress to Archipelago.")
end
function dumpGameInfo()
-- dump Game Information that the Archipelago Randomizer needs.
local data_collection = {}
local force = game.forces["player"]
for tech_name, tech in pairs(force.technologies) do
if tech.enabled and tech.research_unit_count_formula == nil then
local tech_data = {}
local unlocks = {}
tech_data["unlocks"] = unlocks
local requires = {}
tech_data["requires"] = requires
local ingredients = {}
tech_data["ingredients"] = ingredients
for tech_requirement, _ in pairs(tech.prerequisites) do
table.insert(requires, tech_requirement)
end
for _, modifier in pairs(tech.effects) do
if modifier.type == "unlock-recipe" then
table.insert(unlocks, modifier.recipe)
end
end
for _, ingredient in pairs(tech.research_unit_ingredients) do
table.insert(ingredients, ingredient.name)
end
data_collection[tech_name] = tech_data
function chain_lookup(table, ...)
for _, k in ipairs{...} do
table = table[k]
if not table then
return nil
end
game.write_file("techs.json", game.table_to_json(data_collection), false)
game.print("Exported Tech Data")
end
data_collection = {}
for recipe_name, recipe in pairs(force.recipes) do
local recipe_data = {}
recipe_data["ingredients"] = {}
recipe_data["products"] = {}
recipe_data["category"] = recipe.category
for _, ingredient in pairs(recipe.ingredients) do
table.insert(recipe_data["ingredients"], ingredient.name)
end
for _, product in pairs(recipe.products) do
table.insert(recipe_data["products"], product.name)
end
data_collection[recipe_name] = recipe_data
end
game.write_file("recipes.json", game.table_to_json(data_collection), false)
game.print("Exported Recipe Data")
-- data.raw can't be accessed from control.lua, need to find a better method
-- data_collection = {}
-- for machine_name, machine in pairs(data.raw["assembling_machine"]) do
-- local machine_data = {}
-- machine_data["categories"] = table.deepcopy(machine.crafting_categories)
-- data_collection[machine.name] = machine_data
-- end
-- game.write_file("machines.json", game.table_to_json(data_collection), false)
-- game.print("Exported Machine Data")
return table
end
-- add / commands
commands.add_command("ap-get-info-dump", "Dump Game Info, used by Archipelago.", function(call)
dumpGameInfo()
end)
commands.add_command("ap-sync", "Run manual Research Sync with Archipelago.", function(call)
dumpTech(game.players[call.player_index].force)
if call.player_index == nil then
dumpInfo(game.forces.player)
else
dumpInfo(game.players[call.player_index].force)
end
game.print("Wrote bridge file.")
end)
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
local force = game.forces["player"]
local tech_name = call.parameter
chunks = {}
for substring in call.parameter:gmatch("%S+") do -- split on " "
table.insert(chunks, substring)
end
local tech_name = chunks[1]
local source = chunks[2] or "Archipelago"
local tech = force.technologies[tech_name]
if tech ~= nil then
if tech.researched ~= true then
tech.researched = true
game.print({"", "Received ", tech.localised_name, " from Archipelago"})
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"})
tech.researched = true
end
else
game.print("Unknown Technology " .. tech_name)

View File

@@ -1,12 +1,19 @@
{% from "macros.lua" import dict_to_recipe %}
-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
require('lib')
data.raw["recipe"]["rocket-part"].ingredients = {{ dict_to_recipe(rocket_recipe) }}
local technologies = data.raw["technology"]
local original_tech
local new_tree_copy
allowed_ingredients = {}
{%- for ingredient in allowed_science_packs %}
allowed_ingredients["{{ingredient}}"]= 1
{%- for tech_name, technology in custom_data["custom_technologies"].items() %}
allowed_ingredients["{{ tech_name }}"] = {
{%- for ingredient in technology.ingredients %}
["{{ingredient}}"] = 1,
{%- endfor %}
}
{% endfor %}
local template_tech = table.deepcopy(technologies["automation"])
{#- ensure the copy unlocks nothing #}
@@ -18,33 +25,57 @@ template_tech.prerequisites = {}
function prep_copy(new_copy, old_tech)
old_tech.enabled = false
new_copy.unit = table.deepcopy(old_tech.unit)
new_copy.unit.ingredients = filter_ingredients(new_copy.unit.ingredients)
local ingredient_filter = allowed_ingredients[old_tech.name]
if ingredient_filter ~= nil then
new_copy.unit.ingredients = filter_ingredients(new_copy.unit.ingredients, ingredient_filter)
end
end
function set_ap_icon(tech)
tech.icon = "__{{ mod_name }}__/graphics/icons/ap.png"
tech.icons = nil
tech.icon_size = 128
end
function set_ap_unimportant_icon(tech)
tech.icon = "__{{ mod_name }}__/graphics/icons/ap_unimportant.png"
tech.icons = nil
tech.icon_size = 128
end
function copy_factorio_icon(tech, tech_source)
tech.icon = table.deepcopy(technologies[tech_source].icon)
tech.icons = table.deepcopy(technologies[tech_source].icons)
tech.icon_size = table.deepcopy(technologies[tech_source].icon_size)
end
function adjust_energy(recipe_name, factor)
local energy = data.raw.recipe[recipe_name].energy_required
if (energy == nil) then
energy = 1
end
data.raw.recipe[recipe_name].energy_required = energy * factor
end
table.insert(data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories, "crafting-with-fluid")
{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}
{%- for original_tech_name, item_name, receiving_player in locations %}
{%- for original_tech_name, item_name, receiving_player, advancement in locations %}
original_tech = technologies["{{original_tech_name}}"]
{#- the tech researched by the local player #}
new_tree_copy = table.deepcopy(template_tech)
new_tree_copy.name = "ap-{{ tech_table[original_tech_name] }}-"{# use AP ID #}
prep_copy(new_tree_copy, original_tech)
{% if tech_cost != 1 %}
if new_tree_copy.unit.count then
new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{ tech_cost_scale }}))
end
{% endif %}
{% if item_name in tech_table and visibility %}
{#- copy Factorio Technology Icon #}
new_tree_copy.icon = table.deepcopy(technologies["{{ item_name }}"].icon)
new_tree_copy.icons = table.deepcopy(technologies["{{ item_name }}"].icons)
new_tree_copy.icon_size = table.deepcopy(technologies["{{ item_name }}"].icon_size)
{% else %}
{#- use default AP icon if no Factorio graphics exist #}
new_tree_copy.icon = "__{{ mod_name }}__/graphics/icons/ap.png"
new_tree_copy.icons = nil
new_tree_copy.icon_size = 512
new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{ tech_cost_scale }}))
{% endif %}
{%- if item_name in tech_table and visibility -%}
{#- copy Factorio Technology Icon -#}
copy_factorio_icon(new_tree_copy, "{{ item_name }}")
{%- else -%}
{#- use default AP icon if no Factorio graphics exist -#}
{% if advancement %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %}
{%- endif -%}
{#- connect Technology #}
{%- if original_tech_name in tech_tree_layout_prerequisites %}
{%- for prerequesite in tech_tree_layout_prerequisites[original_tech_name] %}
@@ -53,5 +84,9 @@ table.insert(new_tree_copy.prerequisites, "ap-{{ tech_table[prerequesite] }}-")
{% endif -%}
{#- add new Technology to game #}
data:extend{new_tree_copy}
{% endfor %}
{% endfor %}
{% if recipe_time_scale %}
{%- for recipe in recipes %}
adjust_energy("{{ recipe }}", {{ random.triangular(*recipe_time_scale) }})
{%- endfor -%}
{% endif %}

View File

@@ -1,17 +1,18 @@
[technology-name]
{% for original_tech_name, item_name, receiving_player in locations %}
{%- if visibility %}
{% for original_tech_name, item_name, receiving_player, advancement in locations %}
{%- if visibility -%}
ap-{{ tech_table[original_tech_name] }}-={{ player_names[receiving_player] }}'s {{ item_name }}
{%- else %}
{% else %}
ap-{{ tech_table[original_tech_name] }}-= An Archipelago Sendable
{%- endif %}
{%- endif -%}
{% endfor %}
[technology-description]
{% for original_tech_name, item_name, receiving_player in locations %}
{%- if visibility %}
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends {{ item_name }} to {{ player_names[receiving_player] }}.
{%- else %}
{% for original_tech_name, item_name, receiving_player, advancement in locations %}
{%- if visibility -%}
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends {{ item_name }} to {{ player_names[receiving_player] }}{% if advancement %}, which is considered a logical advancement{% endif %}.
{% else %}
ap-{{ tech_table[original_tech_name] }}-=Researching this technology sends something to someone.
{%- endif %}
{%- endif -%}
{% endfor %}

View File

@@ -0,0 +1,14 @@
{% macro dict_to_lua(dict) -%}
{
{%- for key, value in dict.items() -%}
["{{ key }}"] = {{ value | safe }}{% if not loop.last %},{% endif %}
{% endfor -%}
}
{%- endmacro %}
{% macro dict_to_recipe(dict) -%}
{
{%- for key, value in dict.items() -%}
{"{{ key }}", {{ value | safe }}}{% if not loop.last %},{% endif %}
{% endfor -%}
}
{%- endmacro %}

BIN
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@@ -0,0 +1,7 @@
author: Nintendo
data: null
game: A Link to the Past
min_format_version: 1
name: Link
format_version: 1
sprite_version: 1

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@@ -1,4 +0,0 @@
{
"presets": ["@babel/preset-react", "@babel/preset-env"],
"plugins": ["@babel/plugin-proposal-class-properties"]
}

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@@ -1,40 +0,0 @@
module.exports = {
env: {
browser: true,
es6: true,
},
extends: [
'plugin:react/recommended',
'airbnb',
],
parser: 'babel-eslint',
globals: {
Atomics: 'readonly',
SharedArrayBuffer: 'readonly',
},
parserOptions: {
ecmaFeatures: {
jsx: true,
},
ecmaVersion: 2018,
sourceType: 'module',
},
plugins: [
'react',
],
rules: {
"react/jsx-filename-extension": 0,
"react/jsx-one-expression-per-line": 0,
"react/destructuring-assignment": 0,
"react/jsx-curly-spacing": [2, { "when": "always" }],
"react/prop-types": 0,
"react/no-access-state-in-setstate": 0,
"react/button-has-type": 0,
"max-len": [2, { code: 120 }],
"operator-linebreak": [2, "after"],
"no-console": [2, { allow: ["error", "warn"] }],
"linebreak-style": 0,
"jsx-a11y/no-static-element-interactions": 0,
"jsx-a11y/click-events-have-key-events": 0,
},
};

2
data/web/.gitignore vendored
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@@ -1,2 +0,0 @@
node_modules
*.map

14170
data/web/package-lock.json generated

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@@ -1,50 +0,0 @@
{
"name": "web-ui",
"version": "1.0.0",
"description": "",
"main": "index.jsx",
"scripts": {
"build": "webpack --config webpack.config.js",
"dev": "webpack --config webpack.dev.js"
},
"author": "LegendaryLinux",
"license": "MIT",
"dependencies": {
"@fortawesome/fontawesome-svg-core": "^1.2.35",
"@fortawesome/free-solid-svg-icons": "^5.15.3",
"@fortawesome/react-fontawesome": "^0.1.14",
"crypto-browserify": "^3.12.0",
"crypto-js": "^4.0.0",
"css-loader": "^5.1.3",
"lodash-es": "^4.17.21",
"prop-types": "^15.7.2",
"react": "^17.0.1",
"react-dom": "^17.0.1",
"react-redux": "^7.2.2",
"react-router-dom": "^5.2.0",
"redux": "^4.0.5",
"redux-devtools-extension": "^2.13.9",
"sass-loader": "^10.1.1",
"style-loader": "^2.0.0",
"webpack-cli": "^4.5.0"
},
"devDependencies": {
"@babel/core": "^7.13.10",
"@babel/plugin-proposal-class-properties": "^7.13.0",
"@babel/preset-env": "^7.13.10",
"@babel/preset-react": "^7.12.13",
"babel-eslint": "^10.1.0",
"babel-loader": "^8.2.2",
"buffer": "^6.0.3",
"eslint": "^7.22.0",
"eslint-config-airbnb": "^18.2.1",
"eslint-plugin-import": "^2.22.1",
"eslint-plugin-jsx-a11y": "^6.4.1",
"eslint-plugin-react": "^7.22.0",
"eslint-plugin-react-hooks": "^4.2.0",
"file-loader": "^6.2.0",
"node-sass": "^5.0.0",
"stream-browserify": "^3.0.0",
"webpack": "^5.27.1"
}
}

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@@ -1,13 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Berserker Multiworld Web GUI</title>
<script type="application/ecmascript" src="assets/index.bundle.js"></script>
</head>
<body>
<div id="app">
<!-- Populated by React/JSX -->
</div>
</body>
</html>

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