Compare commits

...

113 Commits
0.1.5 ... 0.1.6

Author SHA1 Message Date
Kono Tyran
0668f94461 - change minecraft clients icon. 2021-08-14 23:05:15 +00:00
Chris Wilson
953ccc55d9 Update factorio icons to make progression items more distinct 2021-08-14 17:47:32 -04:00
espeon65536
fbaa8226c4 Minecraft tracker: only lookup recognized item ids 2021-08-14 19:58:23 +00:00
Fabian Dill
8abfd14569 LttP: fix missing music 2021-08-14 01:00:36 +02:00
Fabian Dill
f2f4d6a133 remove leftover debug log 2021-08-14 00:51:35 +02:00
Fabian Dill
3ed7092af5 LttP: make sure Hyrule Castle Small Key in Standard + keyshuffle is reachable in first sphere of any such players 2021-08-14 00:51:35 +02:00
Fabian Dill
9d6fa855d8 Multidata: fix accidental format change 2021-08-12 04:23:07 +02:00
Fabian Dill
8c7404edf9 Spoiler: fix built-in variable name shadowing 2021-08-11 12:45:03 +02:00
espeon65536
3f6a9e5dc7 MC client: only log removal of .apmc files 2021-08-10 18:42:48 +00:00
espeon65536
9e1748bf67 check_eula function 2021-08-10 18:42:48 +00:00
espeon65536
527a9b49e2 change to executable's working directory to find forge directory 2021-08-10 18:42:48 +00:00
espeon65536
b187223162 streamline function calls 2021-08-10 18:42:48 +00:00
espeon65536
2c5e99efed make apmc_file argument optional 2021-08-10 18:42:48 +00:00
espeon65536
fa8531022d reorganize Minecraft client internal structure, add missing error handling in update_mod 2021-08-10 18:42:48 +00:00
espeon65536
8d4be10fd7 Minecraft client first pass 2021-08-10 18:42:48 +00:00
Kono Tyran
285b9e12eb - Add Minecraft to inno_setup_38.iss, this will download java and forge and install them. 2021-08-10 18:42:25 +00:00
Fabian Dill
53fcb86174 Spoiler: remove Progressive from old system to prevent crashes when no LttP is present 2021-08-10 20:40:44 +02:00
Fabian Dill
a532ceeb0a AutoWorld: Should no longer need to overwrite collect, collect_item should be used instead
AutoWorld: Now correctly automatically applies State.remove if collect_item is also correct
LttP: Make keys advancement items

This feels like it improved generation chance. Might not be the case.
2021-08-10 09:47:28 +02:00
Fabian Dill
9ec0680ce5 LttP: move game specific fill to new AutoWorld fill_hook 2021-08-10 09:03:44 +02:00
Fabian Dill
299036ecca LttP: move some LttP specific things more towards locations where they belong. 2021-08-10 08:00:53 +02:00
Fabian Dill
4bfeb77a3a CommonClient: fix /missing
found by lordlou
2021-08-10 04:38:29 +02:00
Fabian Dill
ab7a5b07eb YAML: Make player pick a game, error out if step is skipped. 2021-08-09 23:00:28 +02:00
Fabian Dill
50ad661796 Put in support for old Progressive item key
I will probably regret this.
2021-08-09 10:07:25 +02:00
Fabian Dill
d3e71ecb9b Install all modules for unittests.yml 2021-08-09 07:29:21 +00:00
Fabian Dill
ba3bb201cd Multiple: Followed a rabbit hole of moving LttP Rom generation to AutoWorld
Generator: Re-allow names with spaces (and see what breaks)
Generator: Removed teams (Note that teams are intended to move from a generation step feature to a server runtime feature, allowing dynamic creation of an already generated MW)
LttP: All Rom Options are now on the new system
LttP: palette option "random" is now called "good"
LttP: Roms are now created as part of the general output file creation step
LttP: disable Music is now Music, removing potential double negatives
LttP & Factorio: Progressive option random is now grouped_random
LttP: Enemy damage option random is now Enemy damage: chaos
2021-08-09 09:15:41 +02:00
Fabian Dill
01d88c362a AutoWorld: Add "stage" methods and implement LttP Dungeon fill as an example. 2021-08-09 06:50:11 +02:00
Fabian Dill
95350a1fa9 Fill: Cache get_all_State 2021-08-09 06:33:26 +02:00
Fabian Dill
cc458ca5b1 LttP: Remove no longer reachable code 2021-08-09 06:19:01 +02:00
Fabian Dill
f19878fcb8 LttP: Remove calling the player Idiot 2021-08-09 03:51:33 +02:00
black-sliver
eb8e8691e9 Factorio: avoid ores when spawning silo
and minor code clean-up
2021-08-08 00:40:09 +00:00
Fabian Dill
0423c22d7f DataPackage: bring back compatibility layer for datapackage - for now. Mark removal version. 2021-08-07 09:18:42 +02:00
Fabian Dill
3441c390bd Setup: Fix crash if ROM was present. 2021-08-07 08:05:01 +02:00
Fabian Dill
a0fb9bc4ab Setup: Skip LttP Rom Selection if the Rom is not needed. 2021-08-07 06:57:33 +02:00
Fabian Dill
a7bb6f6a95 CommonClient: make entrances blue in console 2021-08-07 05:40:18 +02:00
Fabian Dill
f1bef73757 Setup: Fix subprogram paths 2021-08-07 03:16:30 +02:00
Fabian Dill
4598dd1a0f Factorio: syntax~ 2021-08-07 02:57:47 +02:00
espeon65536
0241d6f443 fix minecraft tests for egg shards 2021-08-07 00:44:57 +00:00
espeon65536
72acb5509a Minecraft: dragon egg shards 2021-08-07 00:44:57 +00:00
espeon65536
b43e99fa20 better check for completion in MC webtracker 2021-08-07 00:44:57 +00:00
espeon65536
b5083ddb1b update playerSettings: new minecraft bee_traps format 2021-08-07 00:44:57 +00:00
espeon65536
f62e8b7be9 Minecraft: write server and port to apmc on download 2021-08-07 00:44:57 +00:00
espeon65536
f655dc0dbc Minecraft tracker: formatting fix 2021-08-07 00:44:57 +00:00
espeon65536
95e0fa2672 Minecraft tracker: add progressive resource crafting 2021-08-07 00:44:57 +00:00
espeon65536
4b7c8f757e Minecraft: increment data version and client version 2021-08-07 00:44:57 +00:00
espeon65536
381e9c744a fix tests for progressive resource crafting 2021-08-07 00:44:57 +00:00
espeon65536
9aa4bb3f4b fix tests for bee traps 2021-08-07 00:44:57 +00:00
espeon65536
63617edfef Minecraft: merge ingot crafting and resource blocks into Progressive Resource Crafting 2021-08-07 00:44:57 +00:00
espeon65536
72de0450e0 Minecraft: refactored bee trap to percentage of junk item pool 2021-08-07 00:44:57 +00:00
espeon65536
306bdd322f Minecraft tracker: fix incorrect bold css 2021-08-07 00:44:57 +00:00
espeon65536
231613cb3b Minecraft tracker: automated location tracking and dropdown tabs 2021-08-07 00:44:57 +00:00
espeon65536
2af5739592 Minecraft tracker v2
group advancements by category
update font to Minecraft font
always display pearl/scrap counter
2021-08-07 00:44:57 +00:00
espeon65536
b38f7c8f2a Minecraft web tracker, built as a mix of the LttP tracker and the generic tracker 2021-08-07 00:44:57 +00:00
espeon65536
e3a81c1bed Minecraft: randomly determine junk items filling the itempool 2021-08-07 00:44:57 +00:00
Fabian Dill
cd8452d839 Factorio: sync already cleared locations to local world 2021-08-07 01:01:56 +02:00
Fabian Dill
4b38cb4c2e Setup: various small adjustments and fixes 2021-08-06 19:33:17 +02:00
Fabian Dill
eda8c6f263 add the forgotten progressive persoanl roboport equipment 2021-08-06 08:14:16 +02:00
Hussein Farran
a8cf67c94d Fix type annotation for a key under GameData 2021-08-04 22:04:53 +00:00
Hussein Farran
928b341fb3 Make data package contents more descriptive 2021-08-04 22:04:53 +00:00
Hussein Farran
6e51b1d50c Change BouncePacket and BouncedPacket docs to add key for extra data. 2021-08-04 19:54:06 +00:00
Fabian Dill
78aaa65b45 explain !hint a bit better 2021-08-04 18:38:49 +02:00
Fabian Dill
3627d8f1ae DataPackage: remove legacy format 2021-08-04 16:01:08 +02:00
Fabian Dill
1e64b817f6 CommonClient: implement new DataPackage format 2021-08-04 15:54:42 +02:00
CaitSith2
37e999652d Return of the warning for the backwards compatibility layer.
Mainly, make sure the backwards compatible /sc game.print works 100% of the time, instead of being silent, since commands that disable achievemets need to be executed twice at least once, within a certain period of time.
2021-08-03 23:24:32 -07:00
Fabian Dill
9408557f03 Factorio: add Traps 2021-08-04 05:40:51 +02:00
Fabian Dill
16701249b4 Minecraft: fix combat difficulty rules 2021-08-03 19:21:59 +02:00
Fabian Dill
3c1ac134f2 Options: add a way to get all option names (for selection menus or such) 2021-08-03 19:09:37 +02:00
Fabian Dill
230d9d993e clean up some spoiler display names 2021-08-03 19:03:41 +02:00
CaitSith2
d1c83ffc09 Make /factorio {factorio_command} no longer silent, even if /sc is used. 2021-08-03 09:48:07 -07:00
CaitSith2
a52f991543 Fix backwards compatibility check for cases where AP mod is NOT loaded last. 2021-08-03 08:51:12 -07:00
CaitSith2
dfc56a3272 Implement random progressive techs. 2021-08-02 19:33:14 -07:00
Fabian Dill
41037ce599 remove debug prints from a3924ed40a 2021-08-03 03:55:02 +02:00
CaitSith2
a3924ed40a Fix progressive items toggle 2021-08-02 18:50:56 -07:00
Fabian Dill
361bd4e5f6 Factorio: fix progressive flamethrower ordering 2021-08-03 01:14:20 +02:00
Fabian Dill
8cc245ac11 Technologies.py: add some missing types 2021-08-02 19:27:43 +02:00
Fabian Dill
2d8a6e84c1 Factorio: generalize merging of progressive technologies
use it for:
train network + braking force
flamethrower + refined flammables
inserters + inserter capacity
2021-08-02 19:12:42 +02:00
Fabian Dill
d2add54cd6 Factorio: implement decent option display names for Spoiler 2021-08-02 04:57:57 +02:00
Fabian Dill
40044ac5a6 Generate: wait for user close 2021-08-02 01:36:04 +02:00
Fabian Dill
bb15d0636e Network: implement Bounce and Bounced 2021-08-02 01:35:24 +02:00
Fabian Dill
2cc7d8395b MultiServer: fix loading old savegames 2021-08-01 22:47:56 +02:00
Fabian Dill
2f2e039356 MultiServer: Limit !hint to a single new result if costs are on. 2021-08-01 17:09:10 +02:00
Fabian Dill
0cd388ca66 MultiServer: seeded !hint selected 2021-08-01 17:02:38 +02:00
Fabian Dill
7ef1fe81f6 MultiServer: move !hint point counting to end of message 2021-08-01 16:48:25 +02:00
Fabian Dill
774610de7b Factorio: add progressive turret 2021-08-01 06:15:50 +02:00
Fabian Dill
f6c85e17d5 roll braking force into progressive train network 2021-08-01 02:51:20 +02:00
Fabian Dill
8142306562 Factorio: move adjust_energy over to "flop_random", giving half and half in each random direction, but no particular average. 2021-07-31 20:20:59 +02:00
Fabian Dill
2d84245103 Factorio: fix adjust_energy to hit special cases with implied energy cost 2021-07-31 20:19:05 +02:00
Fabian Dill
1d954b192c Factorio: display required rocket-silo ingredients ahead of time. 2021-07-31 19:45:17 +02:00
black-sliver
db0604f585 Factorio: add silo 'spawn' option 2021-07-31 16:27:53 +00:00
black-sliver
08beb5fbe6 Factorio: option to randomize silo recipe 2021-07-31 16:27:53 +00:00
alwaysintreble
7df06b87a5 reclarified some text (#38)
* reclarified some setup text
2021-07-31 16:02:38 +02:00
Fabian Dill
abf4e82737 Move Factorio data from /data/factorio to /worlds/factorio/data, to contain it in its world folder 2021-07-31 15:13:55 +02:00
Fabian Dill
7f8617d639 move ctx.ui to CommonClient.py 2021-07-31 01:53:06 +02:00
Fabian Dill
f5c62a82ac some post unification cleanup. 2021-07-31 01:40:27 +02:00
Fabian Dill
66514ec607 unify clients and setup 2021-07-31 00:03:48 +02:00
Fabian Dill
096e682b18 FactorioClient: implement JSONPrint in the client 2021-07-30 20:18:03 +02:00
Fabian Dill
e098b3c504 AutoWorld: automate item_names and location_names 2021-07-29 20:27:41 +02:00
Fabian Dill
4dde466364 MultiServer: print which game is being played. 2021-07-29 16:21:11 +02:00
Fabian Dill
6d6fc52481 Factorio: implement backwards compatible printing 2021-07-29 15:26:13 +02:00
Fabian Dill
eaae4af832 Factorio: fix reconnect 2021-07-29 15:25:45 +02:00
Fabian Dill
7f5afddb38 Docs: update network graph 2021-07-29 15:23:44 +02:00
Fabian Dill
36a981aaa2 Freeze: don't discard docstrings as Archipelago makes use of them during runtime. 2021-07-28 13:31:27 +02:00
Hussein Farran
fdcf093be0 Update README.md 2021-07-28 11:29:51 +00:00
black-sliver
1bd55b4572 ModuleUpdater: add -f and -y switches
-f: force update
-y: skip question to run pip
2021-07-27 16:02:09 +00:00
black-sliver
eb0e5b7438 MultiServer: don't extract .zip 2021-07-27 16:01:55 +00:00
Fabian Dill
884dece54c Factorio: move prints from /sc (silent command) to /ap-print, to prevent two warnings getting printed by Factorio 2021-07-27 14:59:24 +02:00
Fabian Dill
3759f4c644 FactorioClient: add /resync to trigger resending/reauth 2021-07-27 14:59:24 +02:00
Fabian Dill
f232f74246 Version: 0.1.6 start 2021-07-27 14:59:24 +02:00
Chris Wilson
a9ecab35d8 Add Subnautica to games list on WebHost 2021-07-26 17:21:00 -04:00
Chris Wilson
e1e25d0eae Add range options to player-settings pages 2021-07-25 19:04:08 -04:00
Chris Wilson
f45c042351 Include range options in generated JSON files for player-settings 2021-07-25 18:18:15 -04:00
Chris Wilson
f15bb9dbd7 Fix player-settings not defaulting the select options to their proper values. Also fix tab title. 2021-07-25 18:07:03 -04:00
Chris Wilson
610871c61b Template gameName into player-settings as a data attribute to avoid potential security risks. 2021-07-25 15:49:51 -04:00
Daivuk
35b9e4768a Adjust radiation rules to match code 2021-07-25 17:58:53 +00:00
94 changed files with 3064 additions and 2159 deletions

View File

@@ -20,7 +20,7 @@ jobs:
run: | run: |
python -m pip install --upgrade pip python -m pip install --upgrade pip
pip install flake8 pytest pip install flake8 pytest
if [ -f requirements.txt ]; then pip install -r requirements.txt; fi python ModuleUpdate.py --yes --force
- name: Unittests - name: Unittests
run: | run: |
pytest test pytest test

1
.gitignore vendored
View File

@@ -16,7 +16,6 @@
*.apsave *.apsave
build build
/build_factorio/
bundle/components.wxs bundle/components.wxs
dist dist
README.html README.html

View File

@@ -13,7 +13,7 @@ import random
class MultiWorld(): class MultiWorld():
debug_types = False debug_types = False
player_names: Dict[int, List[str]] player_name: Dict[int, str]
_region_cache: Dict[int, Dict[str, Region]] _region_cache: Dict[int, Dict[str, Region]]
difficulty_requirements: dict difficulty_requirements: dict
required_medallions: dict required_medallions: dict
@@ -36,7 +36,6 @@ class MultiWorld():
def __init__(self, players: int): def __init__(self, players: int):
self.random = random.Random() # world-local random state is saved for multiple generations running concurrently self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
self.players = players self.players = players
self.teams = 1
self.glitch_triforce = False self.glitch_triforce = False
self.algorithm = 'balanced' self.algorithm = 'balanced'
self.dungeons = [] self.dungeons = []
@@ -83,11 +82,9 @@ class MultiWorld():
set_player_attr('item_functionality', 'normal') set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False) set_player_attr('timer', False)
set_player_attr('goal', 'ganon') set_player_attr('goal', 'ganon')
set_player_attr('progressive', 'on')
set_player_attr('accessibility', 'items') set_player_attr('accessibility', 'items')
set_player_attr('retro', False) set_player_attr('retro', False)
set_player_attr('hints', True) set_player_attr('hints', True)
set_player_attr('player_names', [])
set_player_attr('required_medallions', ['Ether', 'Quake']) set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False) set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False) set_player_attr('powder_patch_required', False)
@@ -162,10 +159,10 @@ class MultiWorld():
return tuple(player for player in self.player_ids if self.game[player] == game_name) return tuple(player for player in self.player_ids if self.game[player] == game_name)
def get_name_string_for_object(self, obj) -> str: 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)})' return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_name(obj.player)})'
def get_player_names(self, player: int) -> str: def get_player_name(self, player: int) -> str:
return ", ".join(self.player_names[player]) return self.player_name[player]
def initialize_regions(self, regions=None): def initialize_regions(self, regions=None):
for region in regions if regions else self.regions: for region in regions if regions else self.regions:
@@ -174,7 +171,7 @@ class MultiWorld():
@functools.cached_property @functools.cached_property
def world_name_lookup(self): def world_name_lookup(self):
return {self.player_names[player_id][0]: player_id for player_id in self.player_ids} return {self.player_name[player_id]: player_id for player_id in self.player_ids}
def _recache(self): def _recache(self):
"""Rebuild world cache""" """Rebuild world cache"""
@@ -197,7 +194,6 @@ class MultiWorld():
self._recache() self._recache()
return self._region_cache[player][regionname] return self._region_cache[player][regionname]
def get_entrance(self, entrance: str, player: int) -> Entrance: def get_entrance(self, entrance: str, player: int) -> Entrance:
try: try:
return self._entrance_cache[entrance, player] return self._entrance_cache[entrance, player]
@@ -205,7 +201,6 @@ class MultiWorld():
self._recache() self._recache()
return self._entrance_cache[entrance, player] return self._entrance_cache[entrance, player]
def get_location(self, location: str, player: int) -> Location: def get_location(self, location: str, player: int) -> Location:
try: try:
return self._location_cache[location, player] return self._location_cache[location, player]
@@ -213,15 +208,18 @@ class MultiWorld():
self._recache() self._recache()
return self._location_cache[location, player] return self._location_cache[location, player]
def get_dungeon(self, dungeonname: str, player: int) -> Dungeon: def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
for dungeon in self.dungeons: for dungeon in self.dungeons:
if dungeon.name == dungeonname and dungeon.player == player: if dungeon.name == dungeonname and dungeon.player == player:
return dungeon return dungeon
raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) raise KeyError('No such dungeon %s for player %d' % (dungeonname, player))
def get_all_state(self, keys=False) -> CollectionState: def get_all_state(self, keys=False) -> CollectionState:
key = f"_all_state_{keys}"
cached = getattr(self, key, None)
if cached:
return cached.copy()
ret = CollectionState(self) ret = CollectionState(self)
for item in self.itempool: for item in self.itempool:
@@ -246,6 +244,7 @@ class MultiWorld():
p): p):
world.collect(ret, item) world.collect(ret, item)
ret.sweep_for_events() ret.sweep_for_events()
setattr(self, key, ret)
return ret return ret
def get_items(self) -> list: def get_items(self) -> list:
@@ -264,8 +263,6 @@ class MultiWorld():
def push_precollected(self, item: Item): def push_precollected(self, item: Item):
item.world = self item.world = self
if (item.smallkey and self.keyshuffle[item.player]) or (item.bigkey and self.bigkeyshuffle[item.player]):
item.advancement = True
self.precollected_items.append(item) self.precollected_items.append(item)
self.state.collect(item, True) self.state.collect(item, True)
@@ -759,53 +756,12 @@ class CollectionState(object):
return changed return changed
def remove(self, item): def remove(self, item):
if item.advancement: changed = self.world.worlds[item.player].remove(self, item)
to_remove = item.name if changed:
if item.game == "A Link to the Past" and to_remove.startswith('Progressive '): # invalidate caches, nothing can be trusted anymore now
if 'Sword' in to_remove: self.reachable_regions[item.player] = set()
if self.has('Golden Sword', item.player): self.blocked_connections[item.player] = set()
to_remove = 'Golden Sword' self.stale[item.player] = True
elif self.has('Tempered Sword', item.player):
to_remove = 'Tempered Sword'
elif self.has('Master Sword', item.player):
to_remove = 'Master Sword'
elif self.has('Fighter Sword', item.player):
to_remove = 'Fighter Sword'
else:
to_remove = None
elif 'Glove' in item.name:
if self.has('Titans Mitts', item.player):
to_remove = 'Titans Mitts'
elif self.has('Power Glove', item.player):
to_remove = 'Power Glove'
else:
to_remove = None
elif 'Shield' in item.name:
if self.has('Mirror Shield', item.player):
to_remove = 'Mirror Shield'
elif self.has('Red Shield', item.player):
to_remove = 'Red Shield'
elif self.has('Blue Shield', item.player):
to_remove = 'Blue Shield'
else:
to_remove = None
elif 'Bow' in item.name:
if self.has('Silver Bow', item.player):
to_remove = 'Silver Bow'
elif self.has('Bow', item.player):
to_remove = 'Bow'
else:
to_remove = None
if to_remove:
self.prog_items[to_remove, item.player] -= 1
if self.prog_items[to_remove, item.player] < 1:
del (self.prog_items[to_remove, item.player])
# invalidate caches, nothing can be trusted anymore now
self.reachable_regions[item.player] = set()
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
@unique @unique
class RegionType(int, Enum): class RegionType(int, Enum):
@@ -853,9 +809,8 @@ class Region(object):
def can_fill(self, item: Item): def can_fill(self, item: Item):
inside_dungeon_item = item.locked_dungeon_item inside_dungeon_item = item.locked_dungeon_item
sewer_hack = self.world.mode[item.player] == 'standard' and item.name == 'Small Key (Hyrule Castle)' if inside_dungeon_item:
if sewer_hack or inside_dungeon_item: return self.dungeon.is_dungeon_item(item) and item.player == self.player
return self.dungeon and self.dungeon.is_dungeon_item(item) and item.player == self.player
return True return True
@@ -1104,7 +1059,7 @@ class Item():
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})' return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Spoiler(object): class Spoiler():
world: MultiWorld world: MultiWorld
def __init__(self, world): def __init__(self, world):
@@ -1130,8 +1085,8 @@ class Spoiler(object):
def parse_data(self): def parse_data(self):
self.medallions = OrderedDict() self.medallions = OrderedDict()
for player in self.world.get_game_players("A Link to the Past"): for player in self.world.get_game_players("A Link to the Past"):
self.medallions[f'Misery Mire ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][0] self.medallions[f'Misery Mire ({self.world.get_player_name(player)})'] = self.world.required_medallions[player][0]
self.medallions[f'Turtle Rock ({self.world.get_player_names(player)})'] = self.world.required_medallions[player][1] self.medallions[f'Turtle Rock ({self.world.get_player_name(player)})'] = self.world.required_medallions[player][1]
self.startinventory = list(map(str, self.world.precollected_items)) self.startinventory = list(map(str, self.world.precollected_items))
@@ -1236,10 +1191,8 @@ class Spoiler(object):
'tile_shuffle': self.world.tile_shuffle, 'tile_shuffle': self.world.tile_shuffle,
'bush_shuffle': self.world.bush_shuffle, 'bush_shuffle': self.world.bush_shuffle,
'beemizer': self.world.beemizer, 'beemizer': self.world.beemizer,
'progressive': self.world.progressive,
'shufflepots': self.world.shufflepots, 'shufflepots': self.world.shufflepots,
'players': self.world.players, 'players': self.world.players,
'teams': self.world.teams,
'progression_balancing': self.world.progression_balancing, 'progression_balancing': self.world.progression_balancing,
'triforce_pieces_available': self.world.triforce_pieces_available, 'triforce_pieces_available': self.world.triforce_pieces_available,
'triforce_pieces_required': self.world.triforce_pieces_required, 'triforce_pieces_required': self.world.triforce_pieces_required,
@@ -1259,7 +1212,7 @@ class Spoiler(object):
out['Starting Inventory'] = self.startinventory out['Starting Inventory'] = self.startinventory
out['Special'] = self.medallions out['Special'] = self.medallions
if self.hashes: if self.hashes:
out['Hashes'] = {f"{self.world.player_names[player][team]} (Team {team+1})": hash for (player, team), hash in self.hashes.items()} out['Hashes'] = self.hashes
if self.shops: if self.shops:
out['Shops'] = self.shops out['Shops'] = self.shops
out['playthrough'] = self.playthrough out['playthrough'] = self.playthrough
@@ -1270,7 +1223,6 @@ class Spoiler(object):
return json.dumps(out) return json.dumps(out)
def to_file(self, filename): def to_file(self, filename):
import Options
self.parse_data() self.parse_data()
def bool_to_text(variable: Union[bool, str]) -> str: def bool_to_text(variable: Union[bool, str]) -> str:
@@ -1284,27 +1236,24 @@ class Spoiler(object):
self.metadata['version'], self.world.seed)) self.metadata['version'], self.world.seed))
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm) outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Players: %d\n' % self.world.players) outfile.write('Players: %d\n' % self.world.players)
outfile.write('Teams: %d\n' % self.world.teams)
for player in range(1, self.world.players + 1): for player in range(1, self.world.players + 1):
if self.world.players > 1: if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_names(player))) outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_name(player)))
outfile.write('Game: %s\n' % self.metadata['game'][player]) outfile.write('Game: %s\n' % self.world.game[player])
if self.world.players > 1: if self.world.players > 1:
outfile.write('Progression Balanced: %s\n' % ( outfile.write('Progression Balanced: %s\n' % (
'Yes' if self.metadata['progression_balancing'][player] else 'No')) 'Yes' if self.metadata['progression_balancing'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player]) outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
options = self.world.worlds[player].options options = self.world.worlds[player].options
if options: if options:
for f_option in options: for f_option, option in options.items():
res = getattr(self.world, f_option)[player] 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') displayname = getattr(option, "displayname", f_option)
outfile.write(f'{displayname + ":":33}{res.get_current_option_name()}\n')
if player in self.world.get_game_players("A Link to the Past"): if player in self.world.get_game_players("A Link to the Past"):
for team in range(self.world.teams): outfile.write('%s%s\n' % ('Hash: ', self.hashes[player]))
outfile.write('%s%s\n' % (
f"Hash - {self.world.player_names[player][team]} (Team {team + 1}): " if
(player in self.world.get_game_players("A Link to the Past") and self.world.teams > 1) else 'Hash: ',
self.hashes[player, team]))
outfile.write('Logic: %s\n' % self.metadata['logic'][player]) outfile.write('Logic: %s\n' % self.metadata['logic'][player])
outfile.write('Dark Room Logic: %s\n' % self.metadata['dark_room_logic'][player]) outfile.write('Dark Room Logic: %s\n' % self.metadata['dark_room_logic'][player])
@@ -1323,7 +1272,6 @@ class Spoiler(object):
self.metadata["triforce_pieces_required"][player]) self.metadata["triforce_pieces_required"][player])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player]) outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player]) outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
outfile.write('Item Progression: %s\n' % self.metadata['progressive'][player])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player]) outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
if self.metadata['shuffle'][player] != "vanilla": if self.metadata['shuffle'][player] != "vanilla":
outfile.write('Entrance Shuffle Seed %s\n' % self.metadata['er_seeds'][player]) outfile.write('Entrance Shuffle Seed %s\n' % self.metadata['er_seeds'][player])
@@ -1366,7 +1314,7 @@ class Spoiler(object):
self.metadata['shuffle_prizes'][player]) self.metadata['shuffle_prizes'][player])
if self.entrances: if self.entrances:
outfile.write('\n\nEntrances:\n\n') outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_name(entry["player"])}: '
if self.world.players > 1 else '', entry['entrance'], if self.world.players > 1 else '', entry['entrance'],
'<=>' if entry['direction'] == 'both' else '<=>' if entry['direction'] == 'both' else
'<=' if entry['direction'] == 'exit' else '=>', '<=' if entry['direction'] == 'exit' else '=>',
@@ -1380,7 +1328,7 @@ class Spoiler(object):
if factorio_players: if factorio_players:
outfile.write('\n\nRecipes:\n') outfile.write('\n\nRecipes:\n')
for player in factorio_players: for player in factorio_players:
name = self.world.get_player_names(player) name = self.world.get_player_name(player)
for recipe in self.world.worlds[player].custom_recipes.values(): for recipe in self.world.worlds[player].custom_recipes.values():
outfile.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}") outfile.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
@@ -1398,7 +1346,7 @@ class Spoiler(object):
for player in self.world.get_game_players("A Link to the Past"): for player in self.world.get_game_players("A Link to the Past"):
if self.world.boss_shuffle[player] != 'none': if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses 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') outfile.write(f'\n\nBosses{(f" ({self.world.get_player_name(player)})" if self.world.players > 1 else "")}:\n')
outfile.write(' '+'\n '.join([f'{x}: {y}' for x, y in bossmap.items()])) outfile.write(' '+'\n '.join([f'{x}: {y}' for x, y in bossmap.items()]))
outfile.write('\n\nPlaythrough:\n\n') outfile.write('\n\nPlaythrough:\n\n')
outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()])) outfile.write('\n'.join(['%s: {\n%s\n}' % (sphere_nr, '\n'.join([' %s: %s' % (location, item) for (location, item) in sphere.items()] if sphere_nr != '0' else [f' {item}' for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))

View File

@@ -14,6 +14,7 @@ from worlds import network_data_package, AutoWorldRegister
logger = logging.getLogger("Client") logger = logging.getLogger("Client")
class ClientCommandProcessor(CommandProcessor): class ClientCommandProcessor(CommandProcessor):
def __init__(self, ctx: CommonContext): def __init__(self, ctx: CommonContext):
self.ctx = ctx self.ctx = ctx
@@ -49,7 +50,7 @@ class ClientCommandProcessor(CommandProcessor):
"""List all missing location checks, from your local game state""" """List all missing location checks, from your local game state"""
count = 0 count = 0
checked_count = 0 checked_count = 0
for location, location_id in AutoWorldRegister.world_types[self.ctx.game].item_name_to_id.items(): for location, location_id in AutoWorldRegister.world_types[self.ctx.game].location_name_to_id.items():
if location_id < 0: if location_id < 0:
continue continue
if location_id not in self.ctx.locations_checked: if location_id not in self.ctx.locations_checked:
@@ -68,8 +69,6 @@ class ClientCommandProcessor(CommandProcessor):
self.output("No missing location checks found.") self.output("No missing location checks found.")
return True return True
def _cmd_ready(self): def _cmd_ready(self):
self.ctx.ready = not self.ctx.ready self.ctx.ready = not self.ctx.ready
if self.ctx.ready: if self.ctx.ready:
@@ -83,11 +82,13 @@ class ClientCommandProcessor(CommandProcessor):
def default(self, raw: str): def default(self, raw: str):
asyncio.create_task(self.ctx.send_msgs([{"cmd": "Say", "text": raw}])) asyncio.create_task(self.ctx.send_msgs([{"cmd": "Say", "text": raw}]))
class CommonContext(): class CommonContext():
starting_reconnect_delay = 5 starting_reconnect_delay = 5
current_reconnect_delay = starting_reconnect_delay current_reconnect_delay = starting_reconnect_delay
command_processor = ClientCommandProcessor command_processor = ClientCommandProcessor
game: None game: None
ui: None
def __init__(self, server_address, password): def __init__(self, server_address, password):
# server state # server state
@@ -140,16 +141,17 @@ class CommonContext():
if local_package and local_package["version"] > network_data_package["version"]: if local_package and local_package["version"] > network_data_package["version"]:
data_package: dict = local_package data_package: dict = local_package
elif network: # check if data from server is newer elif network: # check if data from server is newer
for key, value in data_package.items():
if type(value) == dict: # convert to int keys
data_package[key] = \
{int(subkey) if subkey.isdigit() else subkey: subvalue for subkey, subvalue in value.items()}
if data_package["version"] > network_data_package["version"]: if data_package["version"] > network_data_package["version"]:
Utils.persistent_store("datapackage", "latest", network_data_package) Utils.persistent_store("datapackage", "latest", network_data_package)
item_lookup: dict = data_package["lookup_any_item_id_to_name"] item_lookup: dict = {}
locations_lookup: dict = data_package["lookup_any_location_id_to_name"] locations_lookup: dict = {}
for game, gamedata in data_package["games"].items():
for item_name, item_id in gamedata["item_name_to_id"].items():
item_lookup[item_id] = item_name
for location_name, location_id in gamedata["location_name_to_id"].items():
locations_lookup[location_id] = location_name
def get_item_name_from_id(code: int): def get_item_name_from_id(code: int):
return item_lookup.get(code, f'Unknown item (ID:{code})') return item_lookup.get(code, f'Unknown item (ID:{code})')
@@ -196,7 +198,7 @@ class CommonContext():
self.input_requests += 1 self.input_requests += 1
return await self.input_queue.get() return await self.input_queue.get()
async def connect(self, address= None): async def connect(self, address=None):
await self.disconnect() await self.disconnect()
self.server_task = asyncio.create_task(server_loop(self, address)) self.server_task = asyncio.create_task(server_loop(self, address))
@@ -204,7 +206,15 @@ class CommonContext():
logger.info(args["text"]) logger.info(args["text"])
def on_print_json(self, args: dict): def on_print_json(self, args: dict):
logger.info(self.jsontotextparser(args["data"])) if self.ui:
self.ui.print_json(args["data"])
else:
text = self.jsontotextparser(args["data"])
logger.info(text)
def on_package(self, cmd: str, args: dict):
"""For custom package handling in subclasses."""
pass
async def server_loop(ctx: CommonContext, address=None): async def server_loop(ctx: CommonContext, address=None):
@@ -284,8 +294,10 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.info('Password required') logger.info('Password required')
logger.info(f"Forfeit setting: {args['forfeit_mode']}") logger.info(f"Forfeit setting: {args['forfeit_mode']}")
logger.info(f"Remaining setting: {args['remaining_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']}" logger.info(
f" for each location checked. Use !hint for more information.") f"A !hint costs {args['hint_cost']}% of your total location count as points"
f" 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.hint_cost = int(args['hint_cost'])
ctx.check_points = int(args['location_check_points']) ctx.check_points = int(args['location_check_points'])
ctx.forfeit_mode = args['forfeit_mode'] ctx.forfeit_mode = args['forfeit_mode']
@@ -388,9 +400,14 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
elif cmd == 'InvalidPacket': elif cmd == 'InvalidPacket':
logger.warning(f"Invalid Packet of {args['type']}: {args['text']}") logger.warning(f"Invalid Packet of {args['type']}: {args['text']}")
elif cmd == "Bounced":
pass
else: else:
logger.debug(f"unknown command {cmd}") logger.debug(f"unknown command {cmd}")
ctx.on_package(cmd, args)
async def console_loop(ctx: CommonContext): async def console_loop(ctx: CommonContext):
import sys import sys
@@ -410,4 +427,4 @@ async def console_loop(ctx: CommonContext):
if input_text: if input_text:
commandprocessor(input_text) commandprocessor(input_text)
except Exception as e: except Exception as e:
logging.exception(e) logger.exception(e)

View File

@@ -16,121 +16,22 @@ from MultiServer import mark_raw
import Utils import Utils
import random import random
from NetUtils import RawJSONtoTextParser, NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart from NetUtils import NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
from worlds.factorio.Technologies import lookup_id_to_name from worlds.factorio import Factorio
os.makedirs("logs", exist_ok=True) os.makedirs("logs", exist_ok=True)
# Log to file in gui case # Log to file in gui case
if getattr(sys, "frozen", False) and not "--nogui" in sys.argv: if getattr(sys, "frozen", False) and not "--nogui" in sys.argv:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO, logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO,
filename=os.path.join("logs", "FactorioClient.txt"), filemode="w") filename=os.path.join("logs", "FactorioClient.txt"), filemode="w", force=True)
else: else:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO) logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO, force=True)
logging.getLogger().addHandler(logging.FileHandler(os.path.join("logs", "FactorioClient.txt"), "w")) logging.getLogger().addHandler(logging.FileHandler(os.path.join("logs", "FactorioClient.txt"), "w"))
gui_enabled = Utils.is_frozen() or "--nogui" not in sys.argv gui_enabled = Utils.is_frozen() or "--nogui" not in sys.argv
def get_kivy_app():
os.environ["KIVY_NO_CONSOLELOG"] = "1"
os.environ["KIVY_NO_FILELOG"] = "1"
os.environ["KIVY_NO_ARGS"] = "1"
from kivy.app import App
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 = r"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 Data 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)
def on_address(self, text: str):
print(text)
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_file(Utils.local_path("data", "client.kv"))
return FactorioManager
class FactorioCommandProcessor(ClientCommandProcessor): class FactorioCommandProcessor(ClientCommandProcessor):
ctx: FactorioContext ctx: FactorioContext
@@ -139,38 +40,44 @@ class FactorioCommandProcessor(ClientCommandProcessor):
def _cmd_factorio(self, text: str) -> bool: def _cmd_factorio(self, text: str) -> bool:
"""Send the following command to the bound Factorio Server.""" """Send the following command to the bound Factorio Server."""
if self.ctx.rcon_client: if self.ctx.rcon_client:
# TODO: Print the command non-silently only for race seeds, or otherwise block anything but /factorio /save in race seeds.
self.ctx.print_to_game(f"/factorio {text}")
result = self.ctx.rcon_client.send_command(text) result = self.ctx.rcon_client.send_command(text)
if result: if result:
self.output(result) self.output(result)
return True return True
return False return False
def _cmd_connect(self, address: str = "") -> bool: def _cmd_resync(self):
"""Connect to a MultiWorld Server""" """Manually trigger a resync."""
if not self.ctx.auth: self.ctx.awaiting_bridge = True
if self.ctx.rcon_client:
get_info(self.ctx, self.ctx.rcon_client) # retrieve current auth code
else:
self.output("Cannot connect to a server with unknown own identity, bridge to Factorio first.")
return super(FactorioCommandProcessor, self)._cmd_connect(address)
class FactorioContext(CommonContext): class FactorioContext(CommonContext):
command_processor = FactorioCommandProcessor command_processor = FactorioCommandProcessor
game = "Factorio" game = "Factorio"
# updated by spinup server
mod_version: Utils.Version = Utils.Version(0, 0, 0)
def __init__(self, server_address, password): def __init__(self, server_address, password):
super(FactorioContext, self).__init__(server_address, password) super(FactorioContext, self).__init__(server_address, password)
self.send_index = 0 self.send_index = 0
self.rcon_client = None self.rcon_client = None
self.awaiting_bridge = False self.awaiting_bridge = False
self.raw_json_text_parser = RawJSONtoTextParser(self)
self.factorio_json_text_parser = FactorioJSONtoTextParser(self) self.factorio_json_text_parser = FactorioJSONtoTextParser(self)
async def server_auth(self, password_requested): async def server_auth(self, password_requested):
if password_requested and not self.password: if password_requested and not self.password:
await super(FactorioContext, self).server_auth(password_requested) await super(FactorioContext, self).server_auth(password_requested)
if not self.auth:
if self.rcon_client:
get_info(self, self.rcon_client) # retrieve current auth code
else:
raise Exception("Cannot connect to a server with unknown own identity, "
"bridge to Factorio first.")
await self.send_msgs([{"cmd": 'Connect', await self.send_msgs([{"cmd": 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils.version_tuple, 'password': self.password, 'name': self.auth, 'version': Utils.version_tuple,
'tags': ['AP'], 'tags': ['AP'],
@@ -180,23 +87,34 @@ class FactorioContext(CommonContext):
def on_print(self, args: dict): def on_print(self, args: dict):
logger.info(args["text"]) logger.info(args["text"])
if self.rcon_client: if self.rcon_client:
cleaned_text = args['text'].replace('"', '') self.print_to_game(args['text'])
self.rcon_client.send_command(f"/sc game.print(\"[font=default-large-bold]Archipelago:[/font] "
f"{cleaned_text}\")")
def on_print_json(self, args: dict): def on_print_json(self, args: dict):
text = self.raw_json_text_parser(copy.deepcopy(args["data"]))
logger.info(text)
if self.rcon_client: if self.rcon_client:
text = self.factorio_json_text_parser(args["data"]) text = self.factorio_json_text_parser(copy.deepcopy(args["data"]))
cleaned_text = text.replace('"', '') self.print_to_game(text)
self.rcon_client.send_command(f"/sc game.print(\"[font=default-large-bold]Archipelago:[/font] " super(FactorioContext, self).on_print_json(args)
f"{cleaned_text}\")")
@property @property
def savegame_name(self) -> str: def savegame_name(self) -> str:
return f"AP_{self.seed_name}_{self.auth}.zip" return f"AP_{self.seed_name}_{self.auth}.zip"
def print_to_game(self, text):
# TODO: remove around version 0.2
if self.mod_version < Utils.Version(0, 1, 6):
text = text.replace('"', '')
self.rcon_client.send_command(f"/sc game.print(\"[font=default-large-bold]Archipelago:[/font] "
f"{text}\")")
else:
self.rcon_client.send_command(f"/ap-print [font=default-large-bold]Archipelago:[/font] "
f"{text}")
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
# catch up sync anything that is already cleared.
for tech in args["checked_locations"]:
item_name = f"ap-{tech}-"
self.rcon_client.send_command(f'/ap-get-technology {item_name}\t-1')
async def game_watcher(ctx: FactorioContext): async def game_watcher(ctx: FactorioContext):
bridge_logger = logging.getLogger("FactorioWatcher") bridge_logger = logging.getLogger("FactorioWatcher")
@@ -207,9 +125,9 @@ async def game_watcher(ctx: FactorioContext):
ctx.awaiting_bridge = False ctx.awaiting_bridge = False
data = json.loads(ctx.rcon_client.send_command("/ap-sync")) data = json.loads(ctx.rcon_client.send_command("/ap-sync"))
if data["slot_name"] != ctx.auth: if data["slot_name"] != ctx.auth:
logger.warning(f"Connected World is not the expected one {data['slot_name']} != {ctx.auth}") bridge_logger.warning(f"Connected World is not the expected one {data['slot_name']} != {ctx.auth}")
elif data["seed_name"] != ctx.seed_name: elif data["seed_name"] != ctx.seed_name:
logger.warning( bridge_logger.warning(
f"Connected Multiworld is not the expected one {data['seed_name']} != {ctx.seed_name}") f"Connected Multiworld is not the expected one {data['seed_name']} != {ctx.seed_name}")
else: else:
data = data["info"] data = data["info"]
@@ -276,20 +194,23 @@ async def factorio_server_watcher(ctx: FactorioContext):
factorio_server_logger.info(msg) factorio_server_logger.info(msg)
if not ctx.rcon_client and "Starting RCON interface 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) ctx.rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
# trigger lua interface confirmation # TODO: remove around version 0.2
ctx.rcon_client.send_command("/sc game.print('Starting Archipelago Bridge')") if ctx.mod_version < Utils.Version(0, 1, 6):
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("/sc game.print('Starting Archipelago Bridge')")
if not ctx.awaiting_bridge and "Archipelago Bridge Data available for game tick " in msg: if not ctx.awaiting_bridge and "Archipelago Bridge Data available for game tick " in msg:
ctx.awaiting_bridge = True ctx.awaiting_bridge = True
if ctx.rcon_client: if ctx.rcon_client:
while ctx.send_index < len(ctx.items_received): while ctx.send_index < len(ctx.items_received):
transfer_item: NetworkItem = ctx.items_received[ctx.send_index] transfer_item: NetworkItem = ctx.items_received[ctx.send_index]
item_id = transfer_item.item item_id = transfer_item.item
player_name = ctx.player_names[transfer_item.player] player_name = ctx.player_names[transfer_item.player]
if item_id not in lookup_id_to_name: if item_id not in Factorio.item_id_to_name:
logging.error(f"Cannot send unknown item ID: {item_id}") factorio_server_logger.error(f"Cannot send unknown item ID: {item_id}")
else: else:
item_name = lookup_id_to_name[item_id] item_name = Factorio.item_id_to_name[item_id]
factorio_server_logger.info(f"Sending {item_name} to Nauvis from {player_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}\t{ctx.send_index}\t{player_name}') ctx.rcon_client.send_command(f'/ap-get-technology {item_name}\t{ctx.send_index}\t{player_name}')
ctx.send_index += 1 ctx.send_index += 1
@@ -335,19 +256,24 @@ async def factorio_spinup_server(ctx: FactorioContext):
while not factorio_queue.empty(): while not factorio_queue.empty():
msg = factorio_queue.get() msg = factorio_queue.get()
factorio_server_logger.info(msg) factorio_server_logger.info(msg)
if "Loading mod AP-" in msg and msg.endswith("(data.lua)"):
parts = msg.split()
ctx.mod_version = Utils.Version(*(int(number) for number in parts[-2].split(".")))
if not rcon_client and "Starting RCON interface at IP ADDR:" in msg: if not rcon_client and "Starting RCON interface at IP ADDR:" in msg:
rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password) rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
get_info(ctx, rcon_client) get_info(ctx, rcon_client)
await asyncio.sleep(0.01) await asyncio.sleep(0.01)
if ctx.mod_version == ctx.__class__.mod_version:
raise Exception("No Archipelago mod was loaded. Aborting.")
except Exception as e: except Exception as e:
logging.exception(e) logging.exception(e)
logging.error("Aborted Factorio Server Bridge") logging.error("Aborted Factorio Server Bridge")
ctx.exit_event.set() ctx.exit_event.set()
else: else:
logger.info(f"Got World Information from AP Mod for seed {ctx.seed_name} in slot {ctx.auth}") logger.info(f"Got World Information from AP Mod {tuple(ctx.mod_version)} for seed {ctx.seed_name} in slot {ctx.auth}")
finally: finally:
factorio_process.terminate() factorio_process.terminate()
@@ -359,8 +285,9 @@ async def main(args):
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop") ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled: if gui_enabled:
input_task = None input_task = None
ui_app = get_kivy_app()(ctx) from kvui import FactorioManager
ui_task = asyncio.create_task(ui_app.async_run(), name="UI") ctx.ui = FactorioManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
else: else:
input_task = asyncio.create_task(console_loop(ctx), name="Input") input_task = asyncio.create_task(console_loop(ctx), name="Input")
ui_task = None ui_task = None
@@ -378,7 +305,7 @@ async def main(args):
if ctx.server and not ctx.server.socket.closed: if ctx.server and not ctx.server.socket.closed:
await ctx.server.socket.close() await ctx.server.socket.close()
if ctx.server_task is not None: if ctx.server_task:
await ctx.server_task await ctx.server_task
while ctx.input_requests > 0: while ctx.input_requests > 0:
@@ -411,7 +338,7 @@ if __name__ == '__main__':
parser = argparse.ArgumentParser(description="Optional arguments to FactorioClient follow. " parser = argparse.ArgumentParser(description="Optional arguments to FactorioClient follow. "
"Remaining arguments get passed into bound Factorio instance." "Remaining arguments get passed into bound Factorio instance."
"Refer to factorio --help for those.") "Refer to Factorio --help for those.")
parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio') parser.add_argument('--rcon-port', default='24242', type=int, help='Port to use to communicate with Factorio')
parser.add_argument('--rcon-password', help='Password to authenticate with RCON.') parser.add_argument('--rcon-password', help='Password to authenticate with RCON.')
parser.add_argument('--connect', default=None, help='Address of the multiworld host.') parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
@@ -431,7 +358,7 @@ if __name__ == '__main__':
if not os.path.exists(bin_dir): if not os.path.exists(bin_dir):
raise FileNotFoundError(f"Path {bin_dir} does not exist or could not be accessed.") raise FileNotFoundError(f"Path {bin_dir} does not exist or could not be accessed.")
if not os.path.isdir(bin_dir): if not os.path.isdir(bin_dir):
raise FileNotFoundError(f"Path {bin_dir} is not a directory.") raise NotADirectoryError(f"Path {bin_dir} is not a directory.")
if not os.path.exists(executable): if not os.path.exists(executable):
if os.path.exists(executable + ".exe"): if os.path.exists(executable + ".exe"):
executable = executable + ".exe" executable = executable + ".exe"

59
Fill.py
View File

@@ -7,6 +7,7 @@ from BaseClasses import CollectionState, Location, MultiWorld
from worlds.alttp.Items import ItemFactory from worlds.alttp.Items import ItemFactory
from worlds.alttp.Regions import key_drop_data from worlds.alttp.Regions import key_drop_data
from worlds.generic import PlandoItem from worlds.generic import PlandoItem
from worlds.AutoWorld import call_all
class FillError(RuntimeError): class FillError(RuntimeError):
@@ -69,7 +70,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
itempool.extend(unplaced_items) itempool.extend(unplaced_items)
def distribute_items_restrictive(world: MultiWorld, gftower_trash=False, fill_locations=None): def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
# If not passed in, then get a shuffled list of locations to fill in # If not passed in, then get a shuffled list of locations to fill in
if not fill_locations: if not fill_locations:
fill_locations = world.get_unfilled_locations() fill_locations = world.get_unfilled_locations()
@@ -92,52 +93,9 @@ def distribute_items_restrictive(world: MultiWorld, gftower_trash=False, fill_lo
else: else:
restitempool.append(item) restitempool.append(item)
standard_keyshuffle_players = set()
# fill in gtower locations with trash first
for player in world.get_game_players("A Link to the Past"):
if not gftower_trash or not world.ganonstower_vanilla[player] or \
world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}:
gtower_trash_count = 0
elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
gtower_trash_count = world.random.randint(world.crystals_needed_for_gt[player] * 2,
world.crystals_needed_for_gt[player] * 4)
else:
gtower_trash_count = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
if gtower_trash_count:
gtower_locations = [location for location in fill_locations if
'Ganons Tower' in location.name and location.player == player]
world.random.shuffle(gtower_locations)
trashcnt = 0
localrest = localrestitempool[player]
if localrest:
gt_item_pool = restitempool + localrest
world.random.shuffle(gt_item_pool)
else:
gt_item_pool = restitempool.copy()
while gtower_locations and gt_item_pool and trashcnt < gtower_trash_count:
spot_to_fill = gtower_locations.pop()
item_to_place = gt_item_pool.pop()
if item_to_place in localrest:
localrest.remove(item_to_place)
else:
restitempool.remove(item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill)
trashcnt += 1
if world.mode[player] == 'standard' and world.keyshuffle[player] is True:
standard_keyshuffle_players.add(player)
# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
if standard_keyshuffle_players:
progitempool.sort(
key=lambda item: 1 if item.name == 'Small Key (Hyrule Castle)' and
item.player in standard_keyshuffle_players else 0)
world.random.shuffle(fill_locations) world.random.shuffle(fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, restitempool, fill_locations)
fill_restrictive(world, world.state, fill_locations, progitempool) fill_restrictive(world, world.state, fill_locations, progitempool)
if nonexcludeditempool: if nonexcludeditempool:
@@ -168,11 +126,8 @@ def distribute_items_restrictive(world: MultiWorld, gftower_trash=False, fill_lo
unplaced = [item for item in progitempool + restitempool] unplaced = [item for item in progitempool + restitempool]
unfilled = [location.name for location in fill_locations] unfilled = [location.name for location in fill_locations]
for location in fill_locations:
world.push_item(location, ItemFactory('Nothing', location.player), False)
if unplaced or unfilled: if unplaced or unfilled:
logging.warning(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}') raise FillError(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]: def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
@@ -232,7 +187,7 @@ def flood_items(world: MultiWorld):
location_list = world.get_reachable_locations() location_list = world.get_reachable_locations()
world.random.shuffle(location_list) world.random.shuffle(location_list)
for location in location_list: for location in location_list:
if location.item is not None and not location.item.advancement and not location.item.smallkey and not location.item.bigkey: if location.item is not None and not location.item.advancement:
# safe to replace # safe to replace
replace_item = location.item replace_item = location.item
replace_item.location = None replace_item.location = None
@@ -444,4 +399,4 @@ def distribute_planned(world: MultiWorld):
except ValueError: except ValueError:
placement.warn(f"Could not remove {item} from pool as it's already missing from it.") placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
except Exception as e: except Exception as e:
raise Exception(f"Error running plando for player {player} ({world.player_names[player]})") from e raise Exception(f"Error running plando for player {player} ({world.player_name[player]})") from e

View File

@@ -40,7 +40,6 @@ def mystery_argparse():
help="Input directory for player files.") help="Input directory for player files.")
parser.add_argument('--seed', help='Define seed number to generate.', type=int) parser.add_argument('--seed', help='Define seed number to generate.', type=int)
parser.add_argument('--multi', default=defaults["players"], type=lambda value: min(max(int(value), 1), 255)) parser.add_argument('--multi', default=defaults["players"], type=lambda value: min(max(int(value), 1), 255))
parser.add_argument('--teams', default=1, type=lambda value: max(int(value), 1))
parser.add_argument('--spoiler', type=int, default=defaults["spoiler"]) parser.add_argument('--spoiler', type=int, default=defaults["spoiler"])
parser.add_argument('--rom', default=options["lttp_options"]["rom_file"], help="Path to the 1.0 JP LttP Baserom.") parser.add_argument('--rom', default=options["lttp_options"]["rom_file"], help="Path to the 1.0 JP LttP Baserom.")
parser.add_argument('--enemizercli', default=defaults["enemizer_path"]) parser.add_argument('--enemizercli', default=defaults["enemizer_path"])
@@ -128,7 +127,6 @@ def main(args=None, callback=ERmain):
erargs.skip_playthrough = args.spoiler < 2 erargs.skip_playthrough = args.spoiler < 2
erargs.outputname = seed_name erargs.outputname = seed_name
erargs.outputpath = args.outputpath erargs.outputpath = args.outputpath
erargs.teams = args.teams
# set up logger # set up logger
if args.log_level: if args.log_level:
@@ -179,6 +177,8 @@ def main(args=None, callback=ERmain):
getattr(erargs, k)[player] = v getattr(erargs, k)[player] = v
except AttributeError: except AttributeError:
setattr(erargs, k, {player: v}) setattr(erargs, k, {player: v})
except Exception as e:
raise Exception(f"Error setting {k} to {v} for player {player}") from e
except Exception as e: except Exception as e:
raise ValueError(f"File {path} is destroyed. Please fix your yaml.") from e raise ValueError(f"File {path} is destroyed. Please fix your yaml.") from e
else: else:
@@ -189,8 +189,6 @@ def main(args=None, callback=ERmain):
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0] erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
erargs.name[player] = handle_name(erargs.name[player], player, name_counter) erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
erargs.names = ",".join(erargs.name[i] for i in range(1, args.multi + 1))
del (erargs.name)
if args.yaml_output: if args.yaml_output:
import yaml import yaml
important = {} important = {}
@@ -267,7 +265,7 @@ def handle_name(name: str, player: int, name_counter: Counter):
name] > 1 else ''), name] > 1 else ''),
player=player, player=player,
PLAYER=(player if player > 1 else ''))) PLAYER=(player if player > 1 else '')))
new_name = new_name.strip().replace(' ', '_')[:16] new_name = new_name.strip()[:16]
if new_name == "Archipelago": if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"") raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name return new_name
@@ -610,7 +608,8 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.enemy_damage = {None: 'default', ret.enemy_damage = {None: 'default',
'default': 'default', 'default': 'default',
'shuffled': 'shuffled', 'shuffled': 'shuffled',
'random': 'chaos' 'random': 'chaos', # to be removed
'chaos': 'chaos',
}[get_choice('enemy_damage', weights)] }[get_choice('enemy_damage', weights)]
ret.enemy_health = get_choice('enemy_health', weights) ret.enemy_health = get_choice('enemy_health', weights)
@@ -635,8 +634,6 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.dungeon_counters = get_choice('dungeon_counters', weights, 'default') ret.dungeon_counters = get_choice('dungeon_counters', weights, 'default')
ret.progressive = convert_to_on_off(get_choice('progressive', weights, 'on'))
ret.shuffle_prizes = get_choice('shuffle_prizes', weights, "g") ret.shuffle_prizes = get_choice('shuffle_prizes', weights, "g")
ret.required_medallions = [get_choice("misery_mire_medallion", weights, "random"), ret.required_medallions = [get_choice("misery_mire_medallion", weights, "random"),
@@ -737,20 +734,10 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
else: else:
ret.sprite_pool += [key] * int(value) ret.sprite_pool += [key] * int(value)
ret.disablemusic = get_choice('disablemusic', weights, False)
ret.triforcehud = get_choice('triforcehud', weights, 'hide_goal')
ret.quickswap = get_choice('quickswap', weights, True)
ret.fastmenu = get_choice('menuspeed', weights, "normal")
ret.reduceflashing = get_choice('reduceflashing', weights, False)
ret.heartcolor = get_choice('heartcolor', weights, "red")
ret.heartbeep = convert_to_on_off(get_choice('heartbeep', weights, "normal"))
ret.ow_palettes = get_choice('ow_palettes', weights, "default")
ret.uw_palettes = get_choice('uw_palettes', weights, "default")
ret.hud_palettes = get_choice('hud_palettes', weights, "default")
ret.sword_palettes = get_choice('sword_palettes', weights, "default")
ret.shield_palettes = get_choice('shield_palettes', weights, "default")
ret.link_palettes = get_choice('link_palettes', weights, "default")
if __name__ == '__main__': if __name__ == '__main__':
import atexit
confirmation = atexit.register(input, "Press enter to close.")
main() main()
# in case of error-free exit should not need confirmation
atexit.unregister(confirmation)

View File

@@ -19,7 +19,7 @@ from tkinter import Tk, Frame, Label, StringVar, Entry, filedialog, messagebox,
from urllib.parse import urlparse from urllib.parse import urlparse
from urllib.request import urlopen from urllib.request import urlopen
from worlds.alttp.Rom import Sprite, LocalRom, apply_rom_settings from worlds.alttp.Rom import Sprite, LocalRom, apply_rom_settings, get_base_rom_bytes
from Utils import output_path, local_path, open_file from Utils import output_path, local_path, open_file
@@ -44,7 +44,7 @@ def main():
help='Path to an ALttP JAP(1.0) rom to use as a base.') help='Path to an ALttP JAP(1.0) rom to use as a base.')
parser.add_argument('--loglevel', default='info', const='info', nargs='?', parser.add_argument('--loglevel', default='info', const='info', nargs='?',
choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.') choices=['error', 'info', 'warning', 'debug'], help='Select level of logging for output.')
parser.add_argument('--fastmenu', default='normal', const='normal', nargs='?', parser.add_argument('--menuspeed', default='normal', const='normal', nargs='?',
choices=['normal', 'instant', 'double', 'triple', 'quadruple', 'half'], choices=['normal', 'instant', 'double', 'triple', 'quadruple', 'half'],
help='''\ help='''\
Select the rate at which the menu opens and closes. Select the rate at which the menu opens and closes.
@@ -100,6 +100,7 @@ def main():
parser.add_argument('--names', default='', type=str) parser.add_argument('--names', default='', type=str)
parser.add_argument('--update_sprites', action='store_true', help='Update Sprite Database, then exit.') parser.add_argument('--update_sprites', action='store_true', help='Update Sprite Database, then exit.')
args = parser.parse_args() args = parser.parse_args()
args.music = not args.disablemusic
if args.update_sprites: if args.update_sprites:
run_sprite_update() run_sprite_update()
sys.exit() sys.exit()
@@ -150,7 +151,7 @@ def adjust(args):
if hasattr(args, "world"): if hasattr(args, "world"):
world = getattr(args, "world") world = getattr(args, "world")
apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.fastmenu, args.disablemusic, apply_rom_settings(rom, args.heartbeep, args.heartcolor, args.quickswap, args.menuspeed, args.music,
args.sprite, palettes_options, reduceflashing=args.reduceflashing or racerom, world=world) args.sprite, palettes_options, reduceflashing=args.reduceflashing or racerom, world=world)
path = output_path(f'{os.path.basename(args.rom)[:-4]}_adjusted.sfc') path = output_path(f'{os.path.basename(args.rom)[:-4]}_adjusted.sfc')
rom.write_to_file(path) rom.write_to_file(path)
@@ -195,14 +196,14 @@ def adjustGUI():
guiargs = Namespace() guiargs = Namespace()
guiargs.heartbeep = rom_vars.heartbeepVar.get() guiargs.heartbeep = rom_vars.heartbeepVar.get()
guiargs.heartcolor = rom_vars.heartcolorVar.get() guiargs.heartcolor = rom_vars.heartcolorVar.get()
guiargs.fastmenu = rom_vars.fastMenuVar.get() guiargs.menuspeed = rom_vars.menuspeedVar.get()
guiargs.ow_palettes = rom_vars.owPalettesVar.get() guiargs.ow_palettes = rom_vars.owPalettesVar.get()
guiargs.uw_palettes = rom_vars.uwPalettesVar.get() guiargs.uw_palettes = rom_vars.uwPalettesVar.get()
guiargs.hud_palettes = rom_vars.hudPalettesVar.get() guiargs.hud_palettes = rom_vars.hudPalettesVar.get()
guiargs.sword_palettes = rom_vars.swordPalettesVar.get() guiargs.sword_palettes = rom_vars.swordPalettesVar.get()
guiargs.shield_palettes = rom_vars.shieldPalettesVar.get() guiargs.shield_palettes = rom_vars.shieldPalettesVar.get()
guiargs.quickswap = bool(rom_vars.quickSwapVar.get()) guiargs.quickswap = bool(rom_vars.quickSwapVar.get())
guiargs.disablemusic = bool(rom_vars.disableMusicVar.get()) guiargs.music = bool(rom_vars.MusicVar.get())
guiargs.reduceflashing = bool(rom_vars.disableFlashingVar.get()) guiargs.reduceflashing = bool(rom_vars.disableFlashingVar.get())
guiargs.rom = romVar2.get() guiargs.rom = romVar2.get()
guiargs.baserom = romVar.get() guiargs.baserom = romVar.get()
@@ -221,7 +222,6 @@ def adjustGUI():
else: else:
messagebox.showinfo(title="Success", message=f"Rom patched successfully to {path}") messagebox.showinfo(title="Success", message=f"Rom patched successfully to {path}")
from Utils import persistent_store from Utils import persistent_store
from worlds.alttp.Rom import Sprite
if isinstance(guiargs.sprite, Sprite): if isinstance(guiargs.sprite, Sprite):
guiargs.sprite = guiargs.sprite.name guiargs.sprite = guiargs.sprite.name
persistent_store("adjuster", "last_settings_3", guiargs) persistent_store("adjuster", "last_settings_3", guiargs)
@@ -411,9 +411,8 @@ def get_rom_frame(parent=None):
def RomSelect(): def RomSelect():
rom = filedialog.askopenfilename(filetypes=[("Rom Files", (".sfc", ".smc")), ("All Files", "*")]) rom = filedialog.askopenfilename(filetypes=[("Rom Files", (".sfc", ".smc")), ("All Files", "*")])
import Patch
try: try:
Patch.get_base_rom_bytes(rom) # throws error on checksum fail get_base_rom_bytes(rom) # throws error on checksum fail
except Exception as e: except Exception as e:
logging.exception(e) logging.exception(e)
messagebox.showerror(title="Error while reading ROM", message=str(e)) messagebox.showerror(title="Error while reading ROM", message=str(e))
@@ -439,9 +438,10 @@ def get_rom_options_frame(parent=None):
romOptionsFrame.rowconfigure(i, weight=1) romOptionsFrame.rowconfigure(i, weight=1)
vars = Namespace() vars = Namespace()
vars.disableMusicVar = IntVar() vars.MusicVar = IntVar()
disableMusicCheckbutton = Checkbutton(romOptionsFrame, text="Disable music", variable=vars.disableMusicVar) vars.MusicVar.set(1)
disableMusicCheckbutton.grid(row=0, column=0, sticky=E) MusicCheckbutton = Checkbutton(romOptionsFrame, text="Music", variable=vars.MusicVar)
MusicCheckbutton.grid(row=0, column=0, sticky=E)
vars.disableFlashingVar = IntVar(value=1) vars.disableFlashingVar = IntVar(value=1)
disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)", variable=vars.disableFlashingVar) disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)", variable=vars.disableFlashingVar)
@@ -485,14 +485,14 @@ def get_rom_options_frame(parent=None):
quickSwapCheckbutton = Checkbutton(romOptionsFrame, text="L/R Quickswapping", variable=vars.quickSwapVar) quickSwapCheckbutton = Checkbutton(romOptionsFrame, text="L/R Quickswapping", variable=vars.quickSwapVar)
quickSwapCheckbutton.grid(row=1, column=0, sticky=E) quickSwapCheckbutton.grid(row=1, column=0, sticky=E)
fastMenuFrame = Frame(romOptionsFrame) menuspeedFrame = Frame(romOptionsFrame)
fastMenuFrame.grid(row=1, column=1, sticky=E) menuspeedFrame.grid(row=1, column=1, sticky=E)
fastMenuLabel = Label(fastMenuFrame, text='Menu speed') menuspeedLabel = Label(menuspeedFrame, text='Menu speed')
fastMenuLabel.pack(side=LEFT) menuspeedLabel.pack(side=LEFT)
vars.fastMenuVar = StringVar() vars.menuspeedVar = StringVar()
vars.fastMenuVar.set('normal') vars.menuspeedVar.set('normal')
fastMenuOptionMenu = OptionMenu(fastMenuFrame, vars.fastMenuVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half') menuspeedOptionMenu = OptionMenu(menuspeedFrame, vars.menuspeedVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
fastMenuOptionMenu.pack(side=LEFT) menuspeedOptionMenu.pack(side=LEFT)
heartcolorFrame = Frame(romOptionsFrame) heartcolorFrame = Frame(romOptionsFrame)
heartcolorFrame.grid(row=2, column=0, sticky=E) heartcolorFrame.grid(row=2, column=0, sticky=E)
@@ -518,7 +518,7 @@ def get_rom_options_frame(parent=None):
owPalettesLabel.pack(side=LEFT) owPalettesLabel.pack(side=LEFT)
vars.owPalettesVar = StringVar() vars.owPalettesVar = StringVar()
vars.owPalettesVar.set('default') vars.owPalettesVar.set('default')
owPalettesOptionMenu = OptionMenu(owPalettesFrame, vars.owPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke') owPalettesOptionMenu = OptionMenu(owPalettesFrame, vars.owPalettesVar, 'default', 'good', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
owPalettesOptionMenu.pack(side=LEFT) owPalettesOptionMenu.pack(side=LEFT)
uwPalettesFrame = Frame(romOptionsFrame) uwPalettesFrame = Frame(romOptionsFrame)
@@ -527,7 +527,7 @@ def get_rom_options_frame(parent=None):
uwPalettesLabel.pack(side=LEFT) uwPalettesLabel.pack(side=LEFT)
vars.uwPalettesVar = StringVar() vars.uwPalettesVar = StringVar()
vars.uwPalettesVar.set('default') vars.uwPalettesVar.set('default')
uwPalettesOptionMenu = OptionMenu(uwPalettesFrame, vars.uwPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke') uwPalettesOptionMenu = OptionMenu(uwPalettesFrame, vars.uwPalettesVar, 'default', 'good', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
uwPalettesOptionMenu.pack(side=LEFT) uwPalettesOptionMenu.pack(side=LEFT)
hudPalettesFrame = Frame(romOptionsFrame) hudPalettesFrame = Frame(romOptionsFrame)
@@ -536,7 +536,7 @@ def get_rom_options_frame(parent=None):
hudPalettesLabel.pack(side=LEFT) hudPalettesLabel.pack(side=LEFT)
vars.hudPalettesVar = StringVar() vars.hudPalettesVar = StringVar()
vars.hudPalettesVar.set('default') vars.hudPalettesVar.set('default')
hudPalettesOptionMenu = OptionMenu(hudPalettesFrame, vars.hudPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke') hudPalettesOptionMenu = OptionMenu(hudPalettesFrame, vars.hudPalettesVar, 'default', 'good', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
hudPalettesOptionMenu.pack(side=LEFT) hudPalettesOptionMenu.pack(side=LEFT)
swordPalettesFrame = Frame(romOptionsFrame) swordPalettesFrame = Frame(romOptionsFrame)
@@ -545,7 +545,7 @@ def get_rom_options_frame(parent=None):
swordPalettesLabel.pack(side=LEFT) swordPalettesLabel.pack(side=LEFT)
vars.swordPalettesVar = StringVar() vars.swordPalettesVar = StringVar()
vars.swordPalettesVar.set('default') vars.swordPalettesVar.set('default')
swordPalettesOptionMenu = OptionMenu(swordPalettesFrame, vars.swordPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke') swordPalettesOptionMenu = OptionMenu(swordPalettesFrame, vars.swordPalettesVar, 'default', 'good', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
swordPalettesOptionMenu.pack(side=LEFT) swordPalettesOptionMenu.pack(side=LEFT)
shieldPalettesFrame = Frame(romOptionsFrame) shieldPalettesFrame = Frame(romOptionsFrame)
@@ -554,7 +554,7 @@ def get_rom_options_frame(parent=None):
shieldPalettesLabel.pack(side=LEFT) shieldPalettesLabel.pack(side=LEFT)
vars.shieldPalettesVar = StringVar() vars.shieldPalettesVar = StringVar()
vars.shieldPalettesVar.set('default') vars.shieldPalettesVar.set('default')
shieldPalettesOptionMenu = OptionMenu(shieldPalettesFrame, vars.shieldPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke') shieldPalettesOptionMenu = OptionMenu(shieldPalettesFrame, vars.shieldPalettesVar, 'default', 'good', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
shieldPalettesOptionMenu.pack(side=LEFT) shieldPalettesOptionMenu.pack(side=LEFT)
spritePoolFrame = Frame(romOptionsFrame) spritePoolFrame = Frame(romOptionsFrame)

View File

@@ -1,6 +1,9 @@
import argparse import argparse
import atexit import atexit
exit_func = atexit.register(input, "Press enter to close.")
import threading
import time import time
import sys
import multiprocessing import multiprocessing
import os import os
import subprocess import subprocess
@@ -10,7 +13,6 @@ from json import loads, dumps
from Utils import get_item_name_from_id from Utils import get_item_name_from_id
exit_func = atexit.register(input, "Press enter to close.")
import ModuleUpdate import ModuleUpdate
@@ -23,11 +25,22 @@ from NetUtils import *
from worlds.alttp import Regions, Shops from worlds.alttp import Regions, Shops
from worlds.alttp import Items from worlds.alttp import Items
import Utils import Utils
from CommonClient import CommonContext, server_loop, logger, console_loop, ClientCommandProcessor from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor
snes_logger = logging.getLogger("SNES")
from MultiServer import mark_raw from MultiServer import mark_raw
os.makedirs("logs", exist_ok=True)
# Log to file in gui case
if getattr(sys, "frozen", False) and not "--nogui" in sys.argv:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO,
filename=os.path.join("logs", "LttPClient.txt"), filemode="w", force=True)
else:
logging.basicConfig(format='[%(name)s]: %(message)s', level=logging.INFO, force=True)
logging.getLogger().addHandler(logging.FileHandler(os.path.join("logs", "LttPClient.txt"), "w"))
class LttPCommandProcessor(ClientCommandProcessor): class LttPCommandProcessor(ClientCommandProcessor):
def _cmd_slow_mode(self, toggle: str = ""): def _cmd_slow_mode(self, toggle: str = ""):
@@ -41,7 +54,8 @@ class LttPCommandProcessor(ClientCommandProcessor):
@mark_raw @mark_raw
def _cmd_snes(self, snes_address: str = "") -> bool: 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""" """Connect to a snes.
Optionally include network address of a snes to connect to, otherwise show available devices"""
self.ctx.snes_reconnect_address = None self.ctx.snes_reconnect_address = None
asyncio.create_task(snes_connect(self.ctx, snes_address if snes_address else self.ctx.snes_address)) asyncio.create_task(snes_connect(self.ctx, snes_address if snes_address else self.ctx.snes_address))
return True return True
@@ -71,6 +85,7 @@ class Context(CommonContext):
self.snes_recv_queue = asyncio.Queue() self.snes_recv_queue = asyncio.Queue()
self.snes_request_lock = asyncio.Lock() self.snes_request_lock = asyncio.Lock()
self.snes_write_buffer = [] self.snes_write_buffer = []
self.snes_connector_lock = threading.Lock()
self.awaiting_rom = False self.awaiting_rom = False
self.rom = None self.rom = None
@@ -91,7 +106,7 @@ class Context(CommonContext):
await super(Context, self).server_auth(password_requested) await super(Context, self).server_auth(password_requested)
if self.rom is None: if self.rom is None:
self.awaiting_rom = True self.awaiting_rom = True
logger.info( snes_logger.info(
'No ROM detected, awaiting snes connection to authenticate to the multiworld server (/snes)') 'No ROM detected, awaiting snes connection to authenticate to the multiworld server (/snes)')
return return
self.awaiting_rom = False self.awaiting_rom = False
@@ -420,19 +435,21 @@ def launch_sni(ctx: Context):
sni_path = os.path.join(sni_path, file) sni_path = os.path.join(sni_path, file)
if os.path.isfile(sni_path): if os.path.isfile(sni_path):
logger.info(f"Attempting to start {sni_path}") snes_logger.info(f"Attempting to start {sni_path}")
import subprocess import subprocess
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path), stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL) if Utils.is_frozen(): # if it spawns a visible console, may as well populate it
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path))
else:
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path), stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
else: else:
logger.info( snes_logger.info(
f"Attempt to start SNI was aborted as path {sni_path} was not found, " f"Attempt to start SNI was aborted as path {sni_path} was not found, "
f"please start it yourself if it is not running") f"please start it yourself if it is not running")
async def _snes_connect(ctx: Context, address: str): async def _snes_connect(ctx: Context, address: str):
address = f"ws://{address}" if "://" not in address else address address = f"ws://{address}" if "://" not in address else address
snes_logger.info("Connecting to SNI at %s ..." % address)
logger.info("Connecting to SNI at %s ..." % address)
seen_problems = set() seen_problems = set()
succesful = False succesful = False
while not succesful: while not succesful:
@@ -444,7 +461,7 @@ async def _snes_connect(ctx: Context, address: str):
# only tell the user about new problems, otherwise silently lay in wait for a working connection # only tell the user about new problems, otherwise silently lay in wait for a working connection
if problem not in seen_problems: if problem not in seen_problems:
seen_problems.add(problem) seen_problems.add(problem)
logger.error(f"Error connecting to SNI ({problem})") snes_logger.error(f"Error connecting to SNI ({problem})")
if len(seen_problems) == 1: if len(seen_problems) == 1:
# this is the first problem. Let's try launching SNI if it isn't already running # this is the first problem. Let's try launching SNI if it isn't already running
@@ -467,7 +484,7 @@ async def get_snes_devices(ctx: Context):
devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None
if not devices: if not devices:
logger.info('No SNES device found. Please connect a SNES device to SNI.') snes_logger.info('No SNES device found. Please connect a SNES device to SNI.')
while not devices: while not devices:
await asyncio.sleep(1) await asyncio.sleep(1)
await socket.send(dumps(DeviceList_Request)) await socket.send(dumps(DeviceList_Request))
@@ -482,7 +499,10 @@ async def get_snes_devices(ctx: Context):
async def snes_connect(ctx: Context, address): async def snes_connect(ctx: Context, address):
global SNES_RECONNECT_DELAY global SNES_RECONNECT_DELAY
if ctx.snes_socket is not None and ctx.snes_state == SNESState.SNES_CONNECTED: if ctx.snes_socket is not None and ctx.snes_state == SNESState.SNES_CONNECTED:
logger.error('Already connected to snes') if ctx.rom:
snes_logger.error('Already connected to SNES, with rom loaded.')
else:
snes_logger.error('Already connected to SNI, likely awaiting a device.')
return return
recv_task = None recv_task = None
@@ -505,7 +525,7 @@ async def snes_connect(ctx: Context, address):
await snes_disconnect(ctx) await snes_disconnect(ctx)
return return
logger.info("Attaching to " + device) snes_logger.info("Attaching to " + device)
Attach_Request = { Attach_Request = {
"Opcode": "Attach", "Opcode": "Attach",
@@ -518,6 +538,7 @@ async def snes_connect(ctx: Context, address):
ctx.snes_reconnect_address = address ctx.snes_reconnect_address = address
recv_task = asyncio.create_task(snes_recv_loop(ctx)) recv_task = asyncio.create_task(snes_recv_loop(ctx))
SNES_RECONNECT_DELAY = ctx.starting_reconnect_delay SNES_RECONNECT_DELAY = ctx.starting_reconnect_delay
snes_logger.info(f"Attached to {device}")
except Exception as e: except Exception as e:
if recv_task is not None: if recv_task is not None:
@@ -530,9 +551,9 @@ async def snes_connect(ctx: Context, address):
ctx.snes_socket = None ctx.snes_socket = None
ctx.snes_state = SNESState.SNES_DISCONNECTED ctx.snes_state = SNESState.SNES_DISCONNECTED
if not ctx.snes_reconnect_address: if not ctx.snes_reconnect_address:
logger.error("Error connecting to snes (%s)" % e) snes_logger.error("Error connecting to snes (%s)" % e)
else: else:
logger.error(f"Error connecting to snes, attempt again in {SNES_RECONNECT_DELAY}s") snes_logger.error(f"Error connecting to snes, attempt again in {SNES_RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx)) asyncio.create_task(snes_autoreconnect(ctx))
SNES_RECONNECT_DELAY *= 2 SNES_RECONNECT_DELAY *= 2
@@ -559,11 +580,11 @@ async def snes_recv_loop(ctx: Context):
try: try:
async for msg in ctx.snes_socket: async for msg in ctx.snes_socket:
ctx.snes_recv_queue.put_nowait(msg) ctx.snes_recv_queue.put_nowait(msg)
logger.warning("Snes disconnected") snes_logger.warning("Snes disconnected")
except Exception as e: except Exception as e:
if not isinstance(e, websockets.WebSocketException): if not isinstance(e, websockets.WebSocketException):
logger.exception(e) snes_logger.exception(e)
logger.error("Lost connection to the snes, type /snes to reconnect") snes_logger.error("Lost connection to the snes, type /snes to reconnect")
finally: finally:
socket, ctx.snes_socket = ctx.snes_socket, None socket, ctx.snes_socket = ctx.snes_socket, None
if socket is not None and not socket.closed: if socket is not None and not socket.closed:
@@ -576,7 +597,7 @@ async def snes_recv_loop(ctx: Context):
ctx.rom = None ctx.rom = None
if ctx.snes_reconnect_address: if ctx.snes_reconnect_address:
logger.info(f"...reconnecting in {SNES_RECONNECT_DELAY}s") snes_logger.info(f"...reconnecting in {SNES_RECONNECT_DELAY}s")
asyncio.create_task(snes_autoreconnect(ctx)) asyncio.create_task(snes_autoreconnect(ctx))
@@ -605,10 +626,10 @@ async def snes_read(ctx: Context, address, size):
break break
if len(data) != size: if len(data) != size:
logger.error('Error reading %s, requested %d bytes, received %d' % (hex(address), size, len(data))) snes_logger.error('Error reading %s, requested %d bytes, received %d' % (hex(address), size, len(data)))
if len(data): if len(data):
logger.error(str(data)) snes_logger.error(str(data))
logger.warning('Communication Failure with SNI') snes_logger.warning('Communication Failure with SNI')
if ctx.snes_socket is not None and not ctx.snes_socket.closed: if ctx.snes_socket is not None and not ctx.snes_socket.closed:
await ctx.snes_socket.close() await ctx.snes_socket.close()
return None return None
@@ -634,7 +655,7 @@ async def snes_write(ctx: Context, write_list):
await ctx.snes_socket.send(dumps(PutAddress_Request)) await ctx.snes_socket.send(dumps(PutAddress_Request))
await ctx.snes_socket.send(data) await ctx.snes_socket.send(data)
else: else:
logger.warning(f"Could not send data to SNES: {data}") snes_logger.warning(f"Could not send data to SNES: {data}")
except websockets.ConnectionClosed: except websockets.ConnectionClosed:
return False return False
@@ -673,7 +694,7 @@ async def track_locations(ctx: Context, roomid, roomdata):
new_locations.append(location_id) new_locations.append(location_id)
ctx.locations_checked.add(location_id) ctx.locations_checked.add(location_id)
location = ctx.location_name_getter(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)})') snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
try: try:
if roomid in location_shop_ids: if roomid in location_shop_ids:
@@ -682,7 +703,7 @@ async def track_locations(ctx: Context, roomid, roomdata):
if int(b) and (Shops.SHOP_ID_START + cnt) not in ctx.locations_checked: if int(b) and (Shops.SHOP_ID_START + cnt) not in ctx.locations_checked:
new_check(Shops.SHOP_ID_START + cnt) new_check(Shops.SHOP_ID_START + cnt)
except Exception as e: except Exception as e:
logger.info(f"Exception: {e}") snes_logger.info(f"Exception: {e}")
for location_id, (loc_roomid, loc_mask) in location_table_uw_id.items(): for location_id, (loc_roomid, loc_mask) in location_table_uw_id.items():
try: try:
@@ -691,7 +712,7 @@ async def track_locations(ctx: Context, roomid, roomdata):
roomdata << 4) & loc_mask != 0: roomdata << 4) & loc_mask != 0:
new_check(location_id) new_check(location_id)
except Exception as e: except Exception as e:
logger.exception(f"Exception: {e}") snes_logger.exception(f"Exception: {e}")
uw_begin = 0x129 uw_begin = 0x129
ow_end = uw_end = 0 ow_end = uw_end = 0
@@ -774,7 +795,7 @@ async def game_watcher(ctx: Context):
await ctx.server_auth(False) await ctx.server_auth(False)
if ctx.auth and ctx.auth != ctx.rom: if ctx.auth and ctx.auth != ctx.rom:
logger.warning("ROM change detected, please reconnect to the multiworld server") snes_logger.warning("ROM change detected, please reconnect to the multiworld server")
await ctx.disconnect() await ctx.disconnect()
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1) gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
@@ -857,6 +878,8 @@ async def main():
parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical']) parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--founditems', default=False, action='store_true', parser.add_argument('--founditems', default=False, action='store_true',
help='Show items found by other players for themselves.') help='Show items found by other players for themselves.')
if not Utils.is_frozen(): # Frozen state has no cmd window in the first place
parser.add_argument('--nogui', default=False, action='store_true', help="Turns off Client GUI.")
args = parser.parse_args() args = parser.parse_args()
logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO)) logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
if args.diff_file: if args.diff_file:
@@ -875,22 +898,32 @@ async def main():
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile)) asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
ctx = Context(args.snes, args.connect, args.password) ctx = Context(args.snes, args.connect, args.password)
input_task = asyncio.create_task(console_loop(ctx), name="Input")
if ctx.server_task is None: if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop") ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
asyncio.create_task(snes_connect(ctx, ctx.snes_address))
if Utils.is_frozen() or "--nogui" not in sys.argv:
input_task = None
from kvui import LttPManager
ctx.ui = LttPManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
else:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
ui_task = None
snes_connect_task = asyncio.create_task(snes_connect(ctx, ctx.snes_address))
watcher_task = asyncio.create_task(game_watcher(ctx), name="GameWatcher") watcher_task = asyncio.create_task(game_watcher(ctx), name="GameWatcher")
await ctx.exit_event.wait() await ctx.exit_event.wait()
if snes_connect_task:
snes_connect_task.cancel()
ctx.server_address = None ctx.server_address = None
ctx.snes_reconnect_address = None ctx.snes_reconnect_address = None
await watcher_task await watcher_task
if ctx.server is not None and not ctx.server.socket.closed: if ctx.server and not ctx.server.socket.closed:
await ctx.server.socket.close() await ctx.server.socket.close()
if ctx.server_task is not None: if ctx.server_task:
await ctx.server_task await ctx.server_task
if ctx.snes_socket is not None and not ctx.snes_socket.closed: if ctx.snes_socket is not None and not ctx.snes_socket.closed:
@@ -900,7 +933,11 @@ async def main():
ctx.input_queue.put_nowait(None) ctx.input_queue.put_nowait(None)
ctx.input_requests -= 1 ctx.input_requests -= 1
await input_task if ui_task:
await ui_task
if input_task:
input_task.cancel()
if __name__ == '__main__': if __name__ == '__main__':

195
Main.py
View File

@@ -10,18 +10,15 @@ import tempfile
import zipfile import zipfile
from typing import Dict, Tuple from typing import Dict, Tuple
from BaseClasses import MultiWorld, CollectionState, Region, Item from BaseClasses import MultiWorld, CollectionState, Region, RegionType
from worlds.alttp.Items import item_name_groups from worlds.alttp.Items import item_name_groups
from worlds.alttp.Regions import lookup_vanilla_location_to_entrance from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
from worlds.alttp.Rom import patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, LocalRom, get_hash_string
from worlds.alttp.Dungeons import fill_dungeons, fill_dungeons_restrictive
from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned from Fill import distribute_items_restrictive, flood_items, balance_multiworld_progression, distribute_planned
from worlds.alttp.Shops import ShopSlotFill, SHOP_ID_START, total_shop_slots, FillDisabledShopSlots from worlds.alttp.Shops import ShopSlotFill, SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
from worlds.alttp.ItemPool import difficulties, fill_prizes from worlds.alttp.ItemPool import difficulties
from Utils import output_path, parse_player_names, get_options, __version__, version_tuple from Utils import output_path, get_options, __version__, version_tuple
from worlds.generic.Rules import locality_rules, exclusion_rules from worlds.generic.Rules import locality_rules, exclusion_rules
from worlds import AutoWorld from worlds import AutoWorld
import Patch
seeddigits = 20 seeddigits = 20
@@ -67,7 +64,6 @@ def main(args, seed=None):
world.difficulty = args.difficulty.copy() world.difficulty = args.difficulty.copy()
world.item_functionality = args.item_functionality.copy() world.item_functionality = args.item_functionality.copy()
world.timer = args.timer.copy() world.timer = args.timer.copy()
world.progressive = args.progressive.copy()
world.goal = args.goal.copy() world.goal = args.goal.copy()
world.local_items = args.local_items.copy() world.local_items = args.local_items.copy()
if hasattr(args, "algorithm"): # current GUI options if hasattr(args, "algorithm"): # current GUI options
@@ -100,7 +96,6 @@ def main(args, seed=None):
world.blue_clock_time = args.blue_clock_time.copy() world.blue_clock_time = args.blue_clock_time.copy()
world.green_clock_time = args.green_clock_time.copy() world.green_clock_time = args.green_clock_time.copy()
world.shufflepots = args.shufflepots.copy() world.shufflepots = args.shufflepots.copy()
world.progressive = args.progressive.copy()
world.dungeon_counters = args.dungeon_counters.copy() world.dungeon_counters = args.dungeon_counters.copy()
world.glitch_boots = args.glitch_boots.copy() world.glitch_boots = args.glitch_boots.copy()
world.triforce_pieces_available = args.triforce_pieces_available.copy() world.triforce_pieces_available = args.triforce_pieces_available.copy()
@@ -118,6 +113,10 @@ def main(args, seed=None):
world.required_medallions = args.required_medallions.copy() world.required_medallions = args.required_medallions.copy()
world.game = args.game.copy() world.game = args.game.copy()
world.set_options(args) world.set_options(args)
world.player_name = args.name.copy()
world.alttp_rom = args.rom
world.enemizer = args.enemizercli
world.sprite = args.sprite.copy()
world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option. world.glitch_triforce = args.glitch_triforce # This is enabled/disabled globally, no per player option.
world.slot_seeds = {player: random.Random(world.random.getrandbits(64)) for player in world.slot_seeds = {player: random.Random(world.random.getrandbits(64)) for player in
@@ -149,13 +148,6 @@ def main(args, seed=None):
for name, cls in AutoWorld.AutoWorldRegister.world_types.items(): for name, cls in AutoWorld.AutoWorldRegister.world_types.items():
logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | {len(cls.location_names):3} Locations") logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | {len(cls.location_names):3} Locations")
parsed_names = parse_player_names(args.names, world.players, args.teams)
world.teams = len(parsed_names)
for i, team in enumerate(parsed_names, 1):
if world.players > 1:
logger.info('%s%s', 'Team%d: ' % i if world.teams > 1 else 'Players: ', ', '.join(team))
for player, name in enumerate(team, 1):
world.player_names[player].append(name)
logger.info('') logger.info('')
for player in world.get_game_players("A Link to the Past"): for player in world.get_game_players("A Link to the Past"):
@@ -218,29 +210,16 @@ def main(args, seed=None):
distribute_planned(world) distribute_planned(world)
logger.info('Placing Dungeon Prizes.') logger.info('Running Pre Main Fill.')
fill_prizes(world) AutoWorld.call_all(world, "pre_fill")
logger.info('Placing Dungeon Items.')
if world.algorithm in ['balanced', 'vt26'] or any(
list(args.mapshuffle.values()) + list(args.compassshuffle.values()) +
list(args.keyshuffle.values()) + list(args.bigkeyshuffle.values())):
fill_dungeons_restrictive(world)
else:
fill_dungeons(world)
logger.info('Fill the world.') logger.info('Fill the world.')
if world.algorithm == 'flood': if world.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items flood_items(world) # different algo, biased towards early game progress items
elif world.algorithm == 'vt25':
distribute_items_restrictive(world, False)
elif world.algorithm == 'vt26':
distribute_items_restrictive(world, True)
elif world.algorithm == 'balanced': elif world.algorithm == 'balanced':
distribute_items_restrictive(world, True) distribute_items_restrictive(world)
logger.info("Filling Shop Slots") logger.info("Filling Shop Slots")
@@ -251,115 +230,18 @@ def main(args, seed=None):
logger.info('Generating output files.') logger.info('Generating output files.')
outfilebase = 'AP_' + world.seed_name outfilebase = 'AP_' + world.seed_name
rom_names = []
def _gen_rom(team: int, player: int, output_directory:str):
use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or world.shufflepots[player] or world.bush_shuffle[player]
or world.killable_thieves[player])
rom = LocalRom(args.rom)
patch_rom(world, rom, player, team, use_enemizer)
if use_enemizer:
patch_enemizer(world, team, player, rom, args.enemizercli, output_directory)
if args.race:
patch_race_rom(rom, world, player)
world.spoiler.hashes[(player, team)] = get_hash_string(rom.hash)
palettes_options = {}
palettes_options['dungeon'] = args.uw_palettes[player]
palettes_options['overworld'] = args.ow_palettes[player]
palettes_options['hud'] = args.hud_palettes[player]
palettes_options['sword'] = args.sword_palettes[player]
palettes_options['shield'] = args.shield_palettes[player]
palettes_options['link'] = args.link_palettes[player]
apply_rom_settings(rom, args.heartbeep[player], args.heartcolor[player], args.quickswap[player],
args.fastmenu[player], args.disablemusic[player], args.sprite[player],
palettes_options, world, player, True,
reduceflashing=args.reduceflashing[player] or args.race,
triforcehud=args.triforcehud[player])
mcsb_name = ''
if all([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]]):
mcsb_name = '-keysanity'
elif [world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]].count(True) == 1:
mcsb_name = '-mapshuffle' if world.mapshuffle[player] else \
'-compassshuffle' if world.compassshuffle[player] else \
'-universal_keys' if world.keyshuffle[player] == "universal" else \
'-keyshuffle' if world.keyshuffle[player] else '-bigkeyshuffle'
elif any([world.mapshuffle[player], world.compassshuffle[player], world.keyshuffle[player],
world.bigkeyshuffle[player]]):
mcsb_name = '-%s%s%s%sshuffle' % (
'M' if world.mapshuffle[player] else '', 'C' if world.compassshuffle[player] else '',
'U' if world.keyshuffle[player] == "universal" else 'S' if world.keyshuffle[player] else '',
'B' if world.bigkeyshuffle[player] else '')
outfilepname = f'_P{player}'
outfilepname += f"_{world.player_names[player][team].replace(' ', '_')}" \
if world.player_names[player][team] != 'Player%d' % player else ''
outfilestuffs = {
"logic": world.logic[player], # 0
"difficulty": world.difficulty[player], # 1
"item_functionality": world.item_functionality[player], # 2
"mode": world.mode[player], # 3
"goal": world.goal[player], # 4
"timer": str(world.timer[player]), # 5
"shuffle": world.shuffle[player], # 6
"algorithm": world.algorithm, # 7
"mscb": mcsb_name, # 8
"retro": world.retro[player], # 9
"progressive": world.progressive, # A
"hints": 'True' if world.hints[player] else 'False' # B
}
# 0 1 2 3 4 5 6 7 8 9 A B
outfilesuffix = ('_%s_%s-%s-%s-%s%s_%s-%s%s%s%s%s' % (
# 0 1 2 3 4 5 6 7 8 9 A B C
# _noglitches_normal-normal-open-ganon-ohko_simple-balanced-keysanity-retro-prog_random-nohints
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity-retro
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -prog_random
# _noglitches_normal-normal-open-ganon _simple-balanced-keysanity -nohints
outfilestuffs["logic"], # 0
outfilestuffs["difficulty"], # 1
outfilestuffs["item_functionality"], # 2
outfilestuffs["mode"], # 3
outfilestuffs["goal"], # 4
"" if outfilestuffs["timer"] in ['False', 'none', 'display'] else "-" + outfilestuffs["timer"], # 5
outfilestuffs["shuffle"], # 6
outfilestuffs["algorithm"], # 7
outfilestuffs["mscb"], # 8
"-retro" if outfilestuffs["retro"] == "True" else "", # 9
"-prog_" + outfilestuffs["progressive"] if outfilestuffs["progressive"] in ['off', 'random'] else "", # A
"-nohints" if not outfilestuffs["hints"] == "True" else "") # B
) if not args.outputname else ''
rompath = os.path.join(output_directory, f'{outfilebase}{outfilepname}{outfilesuffix}.sfc')
rom.write_to_file(rompath, hide_enemizer=True)
Patch.create_patch_file(rompath, player=player, player_name=world.player_names[player][team])
os.unlink(rompath)
return player, team, bytes(rom.name)
pool = concurrent.futures.ThreadPoolExecutor() pool = concurrent.futures.ThreadPoolExecutor()
output = tempfile.TemporaryDirectory() output = tempfile.TemporaryDirectory()
with output as temp_dir: with output as temp_dir:
check_accessibility_task = pool.submit(world.fulfills_accessibility) check_accessibility_task = pool.submit(world.fulfills_accessibility)
rom_futures = []
output_file_futures = [] output_file_futures = []
for team in range(world.teams):
for player in world.get_game_players("A Link to the Past"):
rom_futures.append(pool.submit(_gen_rom, team, player, temp_dir))
for player in world.player_ids: for player in world.player_ids:
output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir)) output_file_futures.append(pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
output_file_futures.append(pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir))
def get_entrance_to_region(region: Region): def get_entrance_to_region(region: Region):
for entrance in region.entrances: for entrance in region.entrances:
@@ -371,7 +253,7 @@ def main(args, seed=None):
# collect ER hint info # collect ER hint info
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
world.shuffle[player] != "vanilla" or world.retro[player]} world.shuffle[player] != "vanilla" or world.retro[player]}
from worlds.alttp.Regions import RegionType
for region in world.regions: for region in world.regions:
if region.player in er_hint_data and region.locations: if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region) main_entrance = get_entrance_to_region(region)
@@ -427,12 +309,8 @@ def main(args, seed=None):
FillDisabledShopSlots(world) FillDisabledShopSlots(world)
def write_multidata(roms, outputs): def write_multidata():
import base64
import NetUtils import NetUtils
for future in roms:
rom_name = future.result()
rom_names.append(rom_name)
slot_data = {} slot_data = {}
client_versions = {} client_versions = {}
minimum_versions = {"server": (0, 1, 1), "clients": client_versions} minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
@@ -440,8 +318,6 @@ def main(args, seed=None):
for slot in world.player_ids: for slot in world.player_ids:
client_versions[slot] = world.worlds[slot].get_required_client_version() client_versions[slot] = world.worlds[slot].get_required_client_version()
games[slot] = world.game[slot] 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)} precollected_items = {player: [] for player in range(1, world.players + 1)}
for item in world.precollected_items: for item in world.precollected_items:
precollected_items[item.player].append(item.code) precollected_items[item.player].append(item.code)
@@ -452,11 +328,6 @@ def main(args, seed=None):
if world.tech_tree_information[player].value == 2: if world.tech_tree_information[player].value == 2:
sending_visible_players.add(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.get_game_players("A Link to the Past"):
connect_names[name] = (i, player)
for slot in world.player_ids: for slot in world.player_ids:
slot_data[slot] = world.worlds[slot].fill_slot_data() slot_data[slot] = world.worlds[slot].fill_slot_data()
@@ -476,11 +347,11 @@ def main(args, seed=None):
precollected_hints[location.player].add(hint) precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint) precollected_hints[location.item.player].add(hint)
multidata = zlib.compress(pickle.dumps({ multidata = {
"slot_data": slot_data, "slot_data": slot_data,
"games": games, "games": games,
"names": parsed_names, "names": [[name for player, name in sorted(world.player_name.items())]],
"connect_names": connect_names, "connect_names": {name: (0, player) for player, name in world.player_name.items()},
"remote_items": {player for player in world.player_ids if "remote_items": {player for player in world.player_ids if
world.worlds[player].remote_items}, world.worlds[player].remote_items},
"locations": locations_data, "locations": locations_data,
@@ -493,15 +364,17 @@ def main(args, seed=None):
"tags": ["AP"], "tags": ["AP"],
"minimum_versions": minimum_versions, "minimum_versions": minimum_versions,
"seed_name": world.seed_name "seed_name": world.seed_name
}), 9) }
AutoWorld.call_all(world, "modify_multidata", multidata)
with open(os.path.join(temp_dir, '%s.archipelago' % outfilebase), 'wb') as f: multidata = zlib.compress(pickle.dumps(multidata), 9)
with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
f.write(bytes([1])) # version of format f.write(bytes([1])) # version of format
f.write(multidata) f.write(multidata)
for future in outputs:
future.result() # collect errors if they occured
multidata_task = pool.submit(write_multidata, rom_futures, output_file_futures)
multidata_task = pool.submit(write_multidata)
if not check_accessibility_task.result(): if not check_accessibility_task.result():
if not world.can_beat_game(): if not world.can_beat_game():
raise Exception("Game appears as unbeatable. Aborting.") raise Exception("Game appears as unbeatable. Aborting.")
@@ -513,8 +386,10 @@ def main(args, seed=None):
if not args.skip_playthrough: if not args.skip_playthrough:
logger.info('Calculating 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 if args.create_spoiler:
world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase)) world.spoiler.to_file(os.path.join(temp_dir, '%s_Spoiler.txt' % outfilebase))
for future in output_file_futures:
future.result()
zipfilename = output_path(f"AP_{world.seed_name}.zip") zipfilename = output_path(f"AP_{world.seed_name}.zip")
logger.info(f'Creating final archive at {zipfilename}.') logger.info(f'Creating final archive at {zipfilename}.')
with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED, with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
@@ -642,17 +517,13 @@ def create_playthrough(world):
sphere if location.player == player}) sphere if location.player == player})
if player in world.get_game_players("A Link to the Past"): if player in world.get_game_players("A Link to the Past"):
for path in dict(world.spoiler.paths).values(): for path in dict(world.spoiler.paths).values():
if any(exit == 'Pyramid Fairy' for (_, exit) in path): if any(exit_path == 'Pyramid Fairy' for (_, exit_path) in path):
if world.mode[player] != 'inverted': if world.mode[player] != 'inverted':
world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = get_path(state, world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
world.get_region( get_path(state,world.get_region('Big Bomb Shop', player))
'Big Bomb Shop',
player))
else: else:
world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = get_path(state, world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = \
world.get_region( get_path(state,world.get_region('Inverted Big Bomb Shop', player))
'Inverted Big Bomb Shop',
player))
# we can finally output our playthrough # we can finally output our playthrough
world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])} world.spoiler.playthrough = {"0": sorted([str(item) for item in world.precollected_items if item.advancement])}

180
MinecraftClient.py Normal file
View File

@@ -0,0 +1,180 @@
import argparse
import os, sys
import re
import atexit
from subprocess import Popen
from shutil import copyfile
from base64 import b64decode
from time import strftime
import requests
import Utils
atexit.register(input, "Press enter to exit.")
# 1 or more digits followed by m or g, then optional b
max_heap_re = re.compile(r"^\d+[mMgG][bB]?$")
def prompt_yes_no(prompt):
yes_inputs = {'yes', 'ye', 'y'}
no_inputs = {'no', 'n'}
while True:
choice = input(prompt + " [y/n] ").lower()
if choice in yes_inputs:
return True
elif choice in no_inputs:
return False
else:
print('Please respond with "y" or "n".')
# Find Forge jar file; raise error if not found
def find_forge_jar(forge_dir):
for entry in os.scandir(forge_dir):
if ".jar" in entry.name and "forge" in entry.name:
print(f"Found forge .jar: {entry.name}")
return entry.name
raise FileNotFoundError(f"Could not find forge .jar in {forge_dir}.")
# Create mods folder if needed; find AP randomizer jar; return None if not found.
def find_ap_randomizer_jar(forge_dir):
mods_dir = os.path.join(forge_dir, 'mods')
if os.path.isdir(mods_dir):
ap_mod_re = re.compile(r"^aprandomizer-[\d\.]+\.jar$")
for entry in os.scandir(mods_dir):
match = ap_mod_re.match(entry.name)
if match:
print(f"Found AP randomizer mod: {match.group()}")
return match.group()
return None
else:
os.mkdir(mods_dir)
print(f"Created mods folder in {forge_dir}")
return None
# Create APData folder if needed; clean .apmc files from APData; copy given .apmc into directory.
def replace_apmc_files(forge_dir, apmc_file):
if apmc_file is None:
return
apdata_dir = os.path.join(forge_dir, 'APData')
if not os.path.isdir(apdata_dir):
os.mkdir(apdata_dir)
print(f"Created APData folder in {forge_dir}")
for entry in os.scandir(apdata_dir):
if ".apmc" in entry.name and entry.is_file():
os.remove(entry.path)
print(f"Removed {entry.name} in {apdata_dir}")
copyfile(apmc_file, os.path.join(apdata_dir, os.path.basename(apmc_file)))
print(f"Copied {os.path.basename(apmc_file)} to {apdata_dir}")
# Check mod version, download new mod from GitHub releases page if needed.
def update_mod(forge_dir):
ap_randomizer = find_ap_randomizer_jar(forge_dir)
client_releases_endpoint = "https://api.github.com/repos/KonoTyran/Minecraft_AP_Randomizer/releases"
resp = requests.get(client_releases_endpoint)
if resp.status_code == 200: # OK
latest_release = resp.json()[0]
if ap_randomizer != latest_release['assets'][0]['name']:
print(f"A new release of the Minecraft AP randomizer mod was found: {latest_release['assets'][0]['name']}")
if ap_randomizer is not None:
print(f"Your current mod is {ap_randomizer}.")
else:
print(f"You do not have the AP randomizer mod installed.")
if prompt_yes_no("Would you like to update?"):
old_ap_mod = os.path.join(forge_dir, 'mods', ap_randomizer) if ap_randomizer is not None else None
new_ap_mod = os.path.join(forge_dir, 'mods', latest_release['assets'][0]['name'])
print("Downloading AP randomizer mod. This may take a moment...")
apmod_resp = requests.get(latest_release['assets'][0]['browser_download_url'])
if apmod_resp.status_code == 200:
with open(new_ap_mod, 'wb') as f:
f.write(apmod_resp.content)
print(f"Wrote new mod file to {new_ap_mod}")
if old_ap_mod is not None:
os.remove(old_ap_mod)
print(f"Removed old mod file from {old_ap_mod}")
else:
print(f"Error retrieving the randomizer mod (status code {apmod_resp.status_code}).")
print(f"Please report this issue on the Archipelago Discord server.")
sys.exit(1)
else:
print(f"Error checking for randomizer mod updates (status code {resp.status_code}).")
print(f"If this was not expected, please report this issue on the Archipelago Discord server.")
if not prompt_yes_no("Continue anyways?"):
sys.exit(0)
# Check if the EULA is agreed to, and prompt the user to read and agree if necessary.
def check_eula(forge_dir):
eula_path = os.path.join(forge_dir, "eula.txt")
if not os.path.isfile(eula_path):
# Create eula.txt
with open(eula_path, 'w') as f:
f.write("#By changing the setting below to TRUE you are indicating your agreement to our EULA (https://account.mojang.com/documents/minecraft_eula).\n")
f.write(f"#{strftime('%a %b %d %X %Z %Y')}\n")
f.write("eula=false\n")
with open(eula_path, 'r+') as f:
text = f.read()
if 'false' in text:
# Prompt user to agree to the EULA
print("You need to agree to the Minecraft EULA in order to run the server.")
print("The EULA can be found at https://account.mojang.com/documents/minecraft_eula")
if prompt_yes_no("Do you agree to the EULA?"):
f.seek(0)
f.write(text.replace('false', 'true'))
f.truncate()
print(f"Set {eula_path} to true")
else:
sys.exit(0)
# Run the Forge server. Return process object
def run_forge_server(forge_dir, heap_arg):
forge_server = find_forge_jar(forge_dir)
java_exe = os.path.abspath(os.path.join('jre8', 'bin', 'java.exe'))
if not os.path.isfile(java_exe):
java_exe = "java" # try to fall back on java in the PATH
heap_arg = max_heap_re.match(max_heap).group()
if heap_arg[-1] in ['b', 'B']:
heap_arg = heap_arg[:-1]
heap_arg = "-Xmx" + heap_arg
argstring = ' '.join([java_exe, heap_arg, "-jar", forge_server, "-nogui"])
print(f"Running Forge server: {argstring}")
os.chdir(forge_dir)
return Popen(argstring)
if __name__ == '__main__':
parser = argparse.ArgumentParser()
parser.add_argument("apmc_file", default=None, nargs='?', help="Path to an Archipelago Minecraft data file (.apmc)")
args = parser.parse_args()
options = Utils.get_options()
apmc_file = os.path.abspath(args.apmc_file)
forge_dir = options["minecraft_options"]["forge_directory"]
max_heap = options["minecraft_options"]["max_heap_size"]
# Change to executable's working directory
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
if apmc_file is not None and not os.path.isfile(apmc_file):
raise FileNotFoundError(f"Path {apmc_file} does not exist or could not be accessed.")
if not os.path.isdir(forge_dir):
raise NotADirectoryError(f"Path {forge_dir} does not exist or could not be accessed.")
if not max_heap_re.match(max_heap):
raise Exception(f"Max heap size {max_heap} in incorrect format. Use a number followed by M or G, e.g. 512M or 2G.")
update_mod(forge_dir)
replace_apmc_files(forge_dir, apmc_file)
check_eula(forge_dir)
server_process = run_forge_server(forge_dir, max_heap)
server_process.wait()

View File

@@ -23,10 +23,13 @@ def update_command():
subprocess.call([sys.executable, '-m', 'pip', 'install', '-r', file, '--upgrade']) subprocess.call([sys.executable, '-m', 'pip', 'install', '-r', file, '--upgrade'])
def update(): def update(yes = False, force = False):
global update_ran global update_ran
if not update_ran: if not update_ran:
update_ran = True update_ran = True
if force:
update_command()
return
for req_file in requirements_files: for req_file in requirements_files:
path = os.path.join(os.path.dirname(sys.argv[0]), req_file) path = os.path.join(os.path.dirname(sys.argv[0]), req_file)
if not os.path.exists(path): if not os.path.exists(path):
@@ -38,12 +41,19 @@ def update():
try: try:
pkg_resources.require(requirement) pkg_resources.require(requirement)
except pkg_resources.ResolutionError: except pkg_resources.ResolutionError:
import traceback if not yes:
traceback.print_exc() import traceback
input(f'Requirement {requirement} is not satisfied, press enter to install it') traceback.print_exc()
input(f'Requirement {requirement} is not satisfied, press enter to install it')
update_command() update_command()
return return
if __name__ == "__main__": if __name__ == "__main__":
update() import argparse
parser = argparse.ArgumentParser(description='Install archipelago requirements')
parser.add_argument('-y', '--yes', dest='yes', action='store_true', help='answer "yes" to all questions')
parser.add_argument('-f', '--force', dest='force', action='store_true', help='force update')
args = parser.parse_args()
update(args.yes, args.force)

View File

@@ -111,6 +111,7 @@ class Context(Node):
self.games: typing.Dict[int, str] = {} self.games: typing.Dict[int, str] = {}
self.minimum_client_versions: typing.Dict[int, Utils.Version] = {} self.minimum_client_versions: typing.Dict[int, Utils.Version] = {}
self.seed_name = "" self.seed_name = ""
self.random = random.Random()
def get_hint_cost(self, slot): def get_hint_cost(self, slot):
if self.hint_cost: if self.hint_cost:
@@ -118,10 +119,20 @@ class Context(Node):
return 0 return 0
def load(self, multidatapath: str, use_embedded_server_options: bool = False): def load(self, multidatapath: str, use_embedded_server_options: bool = False):
with open(multidatapath, 'rb') as f: if multidatapath.lower().endswith(".zip"):
data = f.read() import zipfile
with zipfile.ZipFile(multidatapath) as zf:
for file in zf.namelist():
if file.endswith(".archipelago"):
data = zf.read(file)
break
else:
raise Exception("No .archipelago found in archive.")
else:
with open(multidatapath, 'rb') as f:
data = f.read()
self._load(self._decompress(data), use_embedded_server_options) self._load(self._decompress(data), use_embedded_server_options)
self.data_filename = multidatapath self.data_filename = multidatapath
@staticmethod @staticmethod
@@ -147,6 +158,7 @@ class Context(Node):
self.player_names[team, player] = name self.player_names[team, player] = name
self.player_name_lookup[name] = team, player self.player_name_lookup[name] = team, player
self.seed_name = decoded_obj["seed_name"] self.seed_name = decoded_obj["seed_name"]
self.random.seed(self.seed_name)
self.connect_names = decoded_obj['connect_names'] self.connect_names = decoded_obj['connect_names']
self.remote_items = decoded_obj['remote_items'] self.remote_items = decoded_obj['remote_items']
self.locations = decoded_obj['locations'] self.locations = decoded_obj['locations']
@@ -213,8 +225,10 @@ class Context(Node):
self.saving = enabled self.saving = enabled
if self.saving: if self.saving:
if not self.save_filename: if not self.save_filename:
self.save_filename = (self.data_filename[:-11] if self.data_filename.endswith('.archipelago') else ( import os
self.data_filename + '_')) + 'apsave' name, ext = os.path.splitext(self.data_filename)
self.save_filename = name + '.apsave' if ext.lower() in ('.archipelago','.zip') \
else self.data_filename + '_' + 'apsave'
try: try:
with open(self.save_filename, 'rb') as f: with open(self.save_filename, 'rb') as f:
save_data = restricted_loads(zlib.decompress(f.read())) save_data = restricted_loads(zlib.decompress(f.read()))
@@ -263,6 +277,7 @@ class Context(Node):
(key, value.timestamp()) for key, value in self.client_activity_timers.items()), (key, value.timestamp()) for key, value in self.client_activity_timers.items()),
"client_connection_timers": tuple( "client_connection_timers": tuple(
(key, value.timestamp()) for key, value in self.client_connection_timers.items()), (key, value.timestamp()) for key, value in self.client_connection_timers.items()),
"random_state": self.random.getstate()
} }
return d return d
@@ -283,7 +298,8 @@ class Context(Node):
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value {tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_activity_timers"]}) in savedata["client_activity_timers"]})
self.location_checks.update(savedata["location_checks"]) self.location_checks.update(savedata["location_checks"])
if "random_state" in savedata:
self.random.setstate(savedata["random_state"])
logging.info(f'Loaded save file with {sum([len(p) for p in self.received_items.values()])} received items ' 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') f'for {len(self.received_items)} players')
@@ -409,7 +425,8 @@ async def on_client_joined(ctx: Context, client: Client):
update_client_status(ctx, client, ClientStatus.CLIENT_CONNECTED) update_client_status(ctx, client, ClientStatus.CLIENT_CONNECTED)
version_str = '.'.join(str(x) for x in client.version) version_str = '.'.join(str(x) for x in client.version)
ctx.notify_all( ctx.notify_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has joined the game. " f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"playing {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}).") f"Client({version_str}), {client.tags}).")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc) ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -884,15 +901,18 @@ class ClientMessageProcessor(CommonCommandProcessor):
@mark_raw @mark_raw
def _cmd_hint(self, item_or_location: str = "") -> bool: def _cmd_hint(self, item_or_location: str = "") -> bool:
"""Use !hint {item_name/location_name}, for example !hint Lamp or !hint Link's House. """ """Use !hint {item_name/location_name},
for example !hint Lamp or !hint Link's House to get a spoiler peek for that location or item.
If hint costs are on, this will only give you one new result,
you can rerun the command to get more in that case."""
points_available = get_client_points(self.ctx, self.client) points_available = get_client_points(self.ctx, self.client)
if not item_or_location: if not item_or_location:
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 hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]} self.ctx.hints[self.client.team, self.client.slot]}
self.ctx.hints[self.client.team, self.client.slot] = hints self.ctx.hints[self.client.team, self.client.slot] = hints
notify_hints(self.ctx, self.client.team, list(hints)) notify_hints(self.ctx, self.client.team, list(hints))
self.output(f"A hint costs {self.ctx.get_hint_cost(self.client.slot)} points. "
f"You have {points_available} points.")
return True return True
else: else:
world = proxy_worlds[self.ctx.games[self.client.slot]] world = proxy_worlds[self.ctx.games[self.client.slot]]
@@ -924,11 +944,11 @@ class ClientMessageProcessor(CommonCommandProcessor):
if not not_found_hints: # everything's been found, no need to pay if not not_found_hints: # everything's been found, no need to pay
can_pay = 1000 can_pay = 1000
elif cost: elif cost:
can_pay = points_available // cost can_pay = int((points_available // cost) > 0) # limit to 1 new hint per call
else: else:
can_pay = 1000 can_pay = 1000
random.shuffle(not_found_hints) self.ctx.random.shuffle(not_found_hints)
hints = found_hints hints = found_hints
while can_pay > 0: while can_pay > 0:
@@ -946,7 +966,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if not_found_hints: if not_found_hints:
if hints: if hints:
self.output( self.output(
"Could not pay for everything. Rerun the hint later with more points to get the remaining hints.") "There may be more hintables, you can rerun the command to find more.")
else: else:
self.output(f"You can't afford the hint. " self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least " f"You have {points_available} points and need at least "
@@ -1098,13 +1118,26 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
elif cmd == 'StatusUpdate': elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"]) update_client_status(ctx, client, args["status"])
if cmd == 'Say': elif cmd == 'Say':
if "text" not in args or type(args["text"]) is not str or not args["text"].isprintable(): if "text" not in args or type(args["text"]) is not str or not args["text"].isprintable():
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'Say'}]) await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'Say'}])
return return
client.messageprocessor(args["text"]) client.messageprocessor(args["text"])
elif cmd == "Bounce":
games = set(args.get("games", []))
tags = set(args.get("tags", []))
slots = set(args.get("slots", []))
args["cmd"] = "Bounced"
msg = ctx.dumper([args])
for bounceclient in ctx.endpoints:
if client.team == bounceclient.team and (ctx.games[bounceclient.slot] in games or
set(bounceclient.tags) & tags or
bounceclient.slot in slots):
await ctx.send_encoded_msgs(bounceclient, msg)
def update_client_status(ctx: Context, client: Client, new_status: ClientStatus): def update_client_status(ctx: Context, client: Client, new_status: ClientStatus):
current = ctx.client_game_state[client.team, client.slot] current = ctx.client_game_state[client.team, client.slot]
@@ -1410,19 +1443,6 @@ async def main(args: argparse.Namespace):
root.withdraw() root.withdraw()
data_filename = tkinter.filedialog.askopenfilename(filetypes=(("Multiworld data", "*.archipelago *.zip"),)) data_filename = tkinter.filedialog.askopenfilename(filetypes=(("Multiworld data", "*.archipelago *.zip"),))
if data_filename.endswith(".zip"):
import zipfile
with zipfile.ZipFile(data_filename) as zf:
for file in zf.namelist():
if file.endswith(".archipelago"):
import os
data_filename = os.path.join(os.path.dirname(data_filename), file)
with open(data_filename, "wb") as f:
f.write(zf.read(file))
break
else:
raise Exception("No .archipelago found in archive.")
ctx.load(data_filename, args.use_embedded_options) ctx.load(data_filename, args.use_embedded_options)
except Exception as e: except Exception as e:

View File

@@ -244,7 +244,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
return self._handle_item_name(node) return self._handle_item_name(node)
def _handle_entrance_name(self, node: JSONMessagePart): def _handle_entrance_name(self, node: JSONMessagePart):
node["color"] = 'white_bg;black' node["color"] = 'blue'
return self._handle_color(node) return self._handle_color(node)

View File

@@ -7,12 +7,15 @@ class AssembleOptions(type):
def __new__(mcs, name, bases, attrs): def __new__(mcs, name, bases, attrs):
options = attrs["options"] = {} options = attrs["options"] = {}
name_lookup = attrs["name_lookup"] = {} name_lookup = attrs["name_lookup"] = {}
# merge parent class options
for base in bases: for base in bases:
if hasattr(base, "options"): if hasattr(base, "options"):
options.update(base.options) options.update(base.options)
name_lookup.update(name_lookup) name_lookup.update(base.name_lookup)
new_options = {name[7:].lower(): option_id for name, option_id in attrs.items() if new_options = {name[7:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("option_")} name.startswith("option_")}
if "random" in new_options:
raise Exception("Choice option 'random' cannot be manually assigned.")
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()}) attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
options.update(new_options) options.update(new_options)
@@ -30,24 +33,40 @@ class AssembleOptions(type):
attrs["__init__"] = validate_decorator(attrs["__init__"]) attrs["__init__"] = validate_decorator(attrs["__init__"])
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs) return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
class Option(metaclass=AssembleOptions): class Option(metaclass=AssembleOptions):
value: int value: int
name_lookup: typing.Dict[int, str] name_lookup: typing.Dict[int, str]
default = 0 default = 0
def __repr__(self): # convert option_name_long into Name Long as displayname, otherwise name_long is the result.
return f"{self.__class__.__name__}({self.get_option_name()})" # Handled in get_option_name()
autodisplayname = False
def __repr__(self) -> str:
return f"{self.__class__.__name__}({self.get_current_option_name()})"
def __hash__(self): def __hash__(self):
return hash(self.value) return hash(self.value)
def get_option_name(self): @property
def current_key(self) -> str:
return self.name_lookup[self.value] return self.name_lookup[self.value]
def __int__(self): def get_current_option_name(self) -> str:
"""For display purposes."""
return self.get_option_name(self.value)
def get_option_name(self, value: typing.Any) -> str:
if self.autodisplayname:
return self.name_lookup[self.value].replace("_", " ").title()
else:
return self.name_lookup[self.value]
def __int__(self) -> int:
return self.value return self.value
def __bool__(self): def __bool__(self) -> bool:
return bool(self.value) return bool(self.value)
@classmethod @classmethod
@@ -95,20 +114,28 @@ class Toggle(Option):
def __int__(self): def __int__(self):
return int(self.value) return int(self.value)
def get_option_name(self): def get_option_name(self, value):
return bool(self.value) return ["No", "Yes"][int(value)]
class DefaultOnToggle(Toggle): class DefaultOnToggle(Toggle):
default = 1 default = 1
class Choice(Option): class Choice(Option):
autodisplayname = True
def __init__(self, value: int): def __init__(self, value: int):
self.value: int = value self.value: int = value
@classmethod @classmethod
def from_text(cls, text: str) -> Choice: def from_text(cls, text: str) -> Choice:
text = text.lower()
# TODO: turn on after most people have adjusted their yamls to no longer have suboptions with "random" in them
# maybe in 0.2?
# if text == "random":
# return cls(random.choice(list(cls.options.values())))
for optionname, value in cls.options.items(): for optionname, value in cls.options.items():
if optionname == text.lower(): if optionname == text:
return cls(value) return cls(value)
raise KeyError( raise KeyError(
f'Could not find option "{text}" for "{cls.__name__}", ' f'Could not find option "{text}" for "{cls.__name__}", '
@@ -152,7 +179,7 @@ class Range(Option, int):
return cls(data) return cls(data)
return cls.from_text(str(data)) return cls.from_text(str(data))
def get_option_name(self): def get_option_name(self, value):
return str(self.value) return str(self.value)
def __str__(self): def __str__(self):
@@ -189,8 +216,8 @@ class OptionDict(Option):
else: else:
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}") raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
def get_option_name(self): def get_option_name(self, value):
return str(self.value) return str(value)
local_objective = Toggle # local triforce pieces, local dungeon prizes etc. local_objective = Toggle # local triforce pieces, local dungeon prizes etc.

View File

@@ -2,7 +2,6 @@ import bsdiff4
import yaml import yaml
import os import os
import lzma import lzma
import hashlib
import threading import threading
import concurrent.futures import concurrent.futures
import zipfile import zipfile
@@ -10,37 +9,13 @@ import sys
from typing import Tuple, Optional from typing import Tuple, Optional
import Utils import Utils
from worlds.alttp.Rom import JAP10HASH
current_patch_version = 2 current_patch_version = 2
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
if not file_name:
file_name = options["lttp_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.local_path(file_name)
return file_name
def get_base_rom_bytes(file_name: str = "") -> bytes:
from worlds.alttp.Rom import read_rom
base_rom_bytes = getattr(get_base_rom_bytes, "base_rom_bytes", None)
if not base_rom_bytes:
file_name = get_base_rom_path(file_name)
base_rom_bytes = bytes(read_rom(open(file_name, "rb")))
basemd5 = hashlib.md5()
basemd5.update(base_rom_bytes)
if JAP10HASH != basemd5.hexdigest():
raise Exception('Supplied Base Rom does not match known MD5 for JAP(1.0) release. '
'Get the correct game and version, then dump it')
get_base_rom_bytes.base_rom_bytes = base_rom_bytes
return base_rom_bytes
def generate_yaml(patch: bytes, metadata: Optional[dict] = None) -> bytes: def generate_yaml(patch: bytes, metadata: Optional[dict] = None) -> bytes:
from worlds.alttp.Rom import JAP10HASH
patch = yaml.dump({"meta": metadata, patch = yaml.dump({"meta": metadata,
"patch": patch, "patch": patch,
"game": "A Link to the Past", "game": "A Link to the Past",
@@ -52,6 +27,7 @@ def generate_yaml(patch: bytes, metadata: Optional[dict] = None) -> bytes:
def generate_patch(rom: bytes, metadata: Optional[dict] = None) -> bytes: def generate_patch(rom: bytes, metadata: Optional[dict] = None) -> bytes:
from worlds.alttp.Rom import get_base_rom_bytes
if metadata is None: if metadata is None:
metadata = {} metadata = {}
patch = bsdiff4.diff(get_base_rom_bytes(), rom) patch = bsdiff4.diff(get_base_rom_bytes(), rom)
@@ -71,6 +47,7 @@ def create_patch_file(rom_file_to_patch: str, server: str = "", destination: str
def create_rom_bytes(patch_file: str, ignore_version: bool = False) -> Tuple[dict, str, bytearray]: def create_rom_bytes(patch_file: str, ignore_version: bool = False) -> Tuple[dict, str, bytearray]:
from worlds.alttp.Rom import get_base_rom_bytes
data = Utils.parse_yaml(lzma.decompress(load_bytes(patch_file)).decode("utf-8-sig")) data = Utils.parse_yaml(lzma.decompress(load_bytes(patch_file)).decode("utf-8-sig"))
if not ignore_version and data["compatible_version"] > current_patch_version: if not ignore_version and data["compatible_version"] > current_patch_version:
raise RuntimeError("Patch file is incompatible with this patcher, likely an update is required.") raise RuntimeError("Patch file is incompatible with this patcher, likely an update is required.")
@@ -184,3 +161,11 @@ if __name__ == "__main__":
traceback.print_exc() traceback.print_exc()
input("Press enter to close.") input("Press enter to close.")
def read_rom(stream, strip_header=True) -> bytearray:
"""Reads rom into bytearray and optionally strips off any smc header"""
buffer = bytearray(stream.read())
if strip_header and len(buffer) % 0x400 == 0x200:
return buffer[0x200:]
return buffer

View File

@@ -6,6 +6,7 @@ Currently, the following games are supported:
* The Legend of Zelda: A Link to the Past * The Legend of Zelda: A Link to the Past
* Factorio * Factorio
* Minecraft * Minecraft
* Subnautica
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial). 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 Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import typing import typing
def tuplize_version(version: str) -> typing.Tuple[int, ...]: def tuplize_version(version: str) -> Version:
return Version(*(int(piece, 10) for piece in version.split("."))) return Version(*(int(piece, 10) for piece in version.split(".")))
@@ -13,7 +13,7 @@ class Version(typing.NamedTuple):
build: int build: int
__version__ = "0.1.5" __version__ = "0.1.6"
version_tuple = tuplize_version(__version__) version_tuple = tuplize_version(__version__)
import builtins import builtins
@@ -51,24 +51,6 @@ def snes_to_pc(value):
return ((value & 0x7F0000) >> 1) | (value & 0x7FFF) return ((value & 0x7F0000) >> 1) | (value & 0x7FFF)
def parse_player_names(names, players, teams):
names = tuple(n for n in (n.strip() for n in names.split(",")) if n)
if len(names) != len(set(names)):
name_counter = collections.Counter(names)
raise ValueError(f"Duplicate Player names is not supported, "
f'found multiple "{name_counter.most_common(1)[0][0]}".')
ret = []
while names or len(ret) < teams:
team = [n[:16] for n in names[:players]]
# 16 bytes in rom per player, which will map to more in unicode, but those characters later get filtered
while len(team) != players:
team.append(f"Player{len(team) + 1}")
ret.append(team)
names = names[players:]
return ret
def cache_argsless(function): def cache_argsless(function):
if function.__code__.co_argcount: if function.__code__.co_argcount:
raise Exception("Can only cache 0 argument functions with this cache.") raise Exception("Can only cache 0 argument functions with this cache.")
@@ -137,6 +119,7 @@ def open_file(filename):
parse_yaml = safe_load parse_yaml = safe_load
unsafe_parse_yaml = functools.partial(load, Loader=Loader) unsafe_parse_yaml = functools.partial(load, Loader=Loader)
@cache_argsless @cache_argsless
def get_public_ipv4() -> str: def get_public_ipv4() -> str:
import socket import socket
@@ -153,6 +136,7 @@ def get_public_ipv4() -> str:
pass # we could be offline, in a local game, so no point in erroring out pass # we could be offline, in a local game, so no point in erroring out
return ip return ip
@cache_argsless @cache_argsless
def get_public_ipv6() -> str: def get_public_ipv6() -> str:
import socket import socket
@@ -166,6 +150,7 @@ def get_public_ipv6() -> str:
pass # we could be offline, in a local game, or ipv6 may not be available pass # we could be offline, in a local game, or ipv6 may not be available
return ip return ip
@cache_argsless @cache_argsless
def get_default_options() -> dict: def get_default_options() -> dict:
# Refer to host.yaml for comments as to what all these options mean. # Refer to host.yaml for comments as to what all these options mean.
@@ -217,14 +202,6 @@ def get_default_options() -> dict:
return options return options
blacklisted_options = {"multi_mystery_options.cpu_threads",
"multi_mystery_options.max_attempts",
"multi_mystery_options.take_first_working",
"multi_mystery_options.keep_all_seeds",
"multi_mystery_options.log_output_path",
"multi_mystery_options.log_level"}
def update_options(src: dict, dest: dict, filename: str, keys: list) -> dict: def update_options(src: dict, dest: dict, filename: str, keys: list) -> dict:
import logging import logging
for key, value in src.items(): for key, value in src.items():
@@ -233,17 +210,18 @@ def update_options(src: dict, dest: dict, filename: str, keys: list) -> dict:
option_name = '.'.join(new_keys) option_name = '.'.join(new_keys)
if key not in dest: if key not in dest:
dest[key] = value dest[key] = value
if filename.endswith("options.yaml") and option_name not in blacklisted_options: if filename.endswith("options.yaml"):
logging.info(f"Warning: {filename} is missing {option_name}") logging.info(f"Warning: {filename} is missing {option_name}")
elif isinstance(value, dict): elif isinstance(value, dict):
if not isinstance(dest.get(key, None), dict): if not isinstance(dest.get(key, None), dict):
if filename.endswith("options.yaml") and option_name not in blacklisted_options: if filename.endswith("options.yaml"):
logging.info(f"Warning: {filename} has {option_name}, but it is not a dictionary. overwriting.") logging.info(f"Warning: {filename} has {option_name}, but it is not a dictionary. overwriting.")
dest[key] = value dest[key] = value
else: else:
dest[key] = update_options(value, dest[key], filename, new_keys) dest[key] = update_options(value, dest[key], filename, new_keys)
return dest return dest
@cache_argsless @cache_argsless
def get_options() -> dict: def get_options() -> dict:
if not hasattr(get_options, "options"): if not hasattr(get_options, "options"):
@@ -308,11 +286,11 @@ def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
if adjuster_settings: if adjuster_settings:
import pprint import pprint
import Patch from worlds.alttp.Rom import get_base_rom_path
adjuster_settings.rom = romfile adjuster_settings.rom = romfile
adjuster_settings.baserom = Patch.get_base_rom_path() adjuster_settings.baserom = get_base_rom_path()
adjuster_settings.world = None adjuster_settings.world = None
whitelist = {"disablemusic", "fastmenu", "heartbeep", "heartcolor", "ow_palettes", "quickswap", whitelist = {"music", "menuspeed", "heartbeep", "heartcolor", "ow_palettes", "quickswap",
"uw_palettes", "sprite"} "uw_palettes", "sprite"}
printed_options = {name: value for name, value in vars(adjuster_settings).items() if name in whitelist} printed_options = {name: value for name, value in vars(adjuster_settings).items() if name in whitelist}
if hasattr(adjuster_settings, "sprite_pool"): if hasattr(adjuster_settings, "sprite_pool"):
@@ -358,6 +336,7 @@ def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
return romfile, adjusted return romfile, adjusted
return romfile, False return romfile, False
@cache_argsless @cache_argsless
def get_unique_identifier(): def get_unique_identifier():
uuid = persistent_load().get("client", {}).get("uuid", None) uuid = persistent_load().get("client", {}).get("uuid", None)

View File

@@ -99,14 +99,20 @@ games_list = {
Minecraft is a game about creativity. In a world made entirely of cubes, you explore, discover, mine, Minecraft is a game about creativity. In a world made entirely of cubes, you explore, discover, mine,
craft, and try not to explode. Delve deep into the earth and discover abandoned mines, ancient craft, and try not to explode. Delve deep into the earth and discover abandoned mines, ancient
structures, and materials to create a portal to another world. Defeat the Ender Dragon, and claim structures, and materials to create a portal to another world. Defeat the Ender Dragon, and claim
victory!""") victory!"""),
"Subnautica": ("Subnautica",
"""
Subnautica is an undersea exploration game. Stranded on an alien world, you become infected by
an unknown bacteria. The planet's automatic quarantine will shoot you down if you try to leave.
You must find a cure for yourself, build an escape rocket, and leave the planet.
"""),
} }
# Player settings pages # Player settings pages
@app.route('/games/<string:game>/player-settings') @app.route('/games/<string:game>/player-settings')
def player_settings(game): def player_settings(game):
return render_template(f"player-settings.html") return render_template(f"player-settings.html", game=game)
# Game sub-pages # Game sub-pages

View File

@@ -45,10 +45,10 @@ 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" 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) return send_file(patch_data, as_attachment=True, attachment_filename=fname)
@app.route("/slot_file/<suuid:seed_id>/<int:player_id>") @app.route("/slot_file/<suuid:room_id>/<int:player_id>")
def download_slot_file(seed_id, player_id: int): def download_slot_file(room_id, player_id: int):
seed = Seed.get(id=seed_id) room = Room.get(id=room_id)
slot_data: Slot = select(patch for patch in seed.slots if slot_data: Slot = select(patch for patch in room.seed.slots if
patch.player_id == player_id).first() patch.player_id == player_id).first()
if not slot_data: if not slot_data:
@@ -57,7 +57,10 @@ def download_slot_file(seed_id, player_id: int):
import io import io
if slot_data.game == "Minecraft": 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" from worlds.minecraft import mc_update_output
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_P{slot_data.player_id}_{slot_data.player_name}.apmc"
data = mc_update_output(slot_data.data, server=app.config['PATCH_TARGET'], port=room.last_port)
return send_file(io.BytesIO(data), as_attachment=True, attachment_filename=fname)
elif slot_data.game == "Factorio": elif slot_data.game == "Factorio":
with zipfile.ZipFile(io.BytesIO(slot_data.data)) as zf: with zipfile.ZipFile(io.BytesIO(slot_data.data)) as zf:
for name in zf.namelist(): for name in zf.namelist():

View File

@@ -91,8 +91,6 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
erargs.name[player] = os.path.splitext(os.path.split(playerfile)[-1])[0] erargs.name[player] = os.path.splitext(os.path.split(playerfile)[-1])[0]
erargs.name[player] = handle_name(erargs.name[player], player, name_counter) erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
erargs.names = ",".join(erargs.name[i] for i in range(1, playercount + 1))
del (erargs.name)
ERmain(erargs, seed) ERmain(erargs, seed)
return upload_to_db(target.name, owner, sid, race) return upload_to_db(target.name, owner, sid, race)

View File

@@ -48,6 +48,16 @@ def create():
game_options[option_name] = this_option game_options[option_name] = this_option
elif hasattr(option, "range_start") and hasattr(option, "range_end"):
game_options[option_name] = {
"type": "range",
"friendlyName": option.friendly_name if hasattr(option, "friendly_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"defaultValue": option.default if hasattr(option, "default") else option.range_start,
"min": option.range_start,
"max": option.range_end,
}
player_settings["gameOptions"] = game_options player_settings["gameOptions"] = game_options
with open(os.path.join(target_folder, game_name + ".json"), "w") as f: with open(os.path.join(target_folder, game_name + ".json"), "w") as f:

View File

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

View File

@@ -1,8 +1,7 @@
let gameName = null; let gameName = null;
window.addEventListener('load', () => { window.addEventListener('load', () => {
const urlMatches = window.location.href.match(/^.*\/(.*)\/player-settings/); gameName = document.getElementById('player-settings').getAttribute('data-game');
gameName = decodeURIComponent(urlMatches[1]);
// Update game name on page // Update game name on page
document.getElementById('game-name').innerHTML = gameName; document.getElementById('game-name').innerHTML = gameName;
@@ -90,22 +89,62 @@ const buildOptionsTable = (settings, romOpts = false) => {
// td Right // td Right
const tdr = document.createElement('td'); const tdr = document.createElement('td');
const select = document.createElement('select'); let element = null;
select.setAttribute('id', setting);
select.setAttribute('data-key', setting); switch(settings[setting].type){
if (romOpts) { select.setAttribute('data-romOpt', '1'); } case 'select':
settings[setting].options.forEach((opt) => { element = document.createElement('div');
const option = document.createElement('option'); element.classList.add('select-container');
option.setAttribute('value', opt.value); let select = document.createElement('select');
option.innerText = opt.name; select.setAttribute('id', setting);
if ((isNaN(currentSettings[setting]) && (parseInt(opt.value, 10) === parseInt(currentSettings[setting]))) || select.setAttribute('data-key', setting);
(opt.value === currentSettings[setting])) { if (romOpts) { select.setAttribute('data-romOpt', '1'); }
option.selected = true; settings[setting].options.forEach((opt) => {
} const option = document.createElement('option');
select.appendChild(option); option.setAttribute('value', opt.value);
}); option.innerText = opt.name;
select.addEventListener('change', (event) => updateGameSetting(event)); if ((isNaN(currentSettings[gameName][setting]) &&
tdr.appendChild(select); (parseInt(opt.value, 10) === parseInt(currentSettings[gameName][setting]))) ||
(opt.value === currentSettings[gameName][setting]))
{
option.selected = true;
}
select.appendChild(option);
});
select.addEventListener('change', (event) => updateGameSetting(event));
element.appendChild(select);
break;
case 'range':
element = document.createElement('div');
element.classList.add('range-container');
let range = document.createElement('input');
range.setAttribute('type', 'range');
range.setAttribute('data-key', setting);
range.setAttribute('min', settings[setting].min);
range.setAttribute('max', settings[setting].max);
range.value = currentSettings[gameName][setting];
range.addEventListener('change', (event) => {
document.getElementById(`${setting}-value`).innerText = event.target.value;
updateGameSetting(event);
});
element.appendChild(range);
let rangeVal = document.createElement('span');
rangeVal.classList.add('range-value');
rangeVal.setAttribute('id', `${setting}-value`);
rangeVal.innerText = currentSettings[gameName][setting] ?? settings[setting].defaultValue;
element.appendChild(rangeVal);
break;
default:
console.error(`Unknown setting type: ${settings[setting].type}`);
console.error(setting);
return;
}
tdr.appendChild(element);
tr.appendChild(tdr); tr.appendChild(tdr);
tbody.appendChild(tr); tbody.appendChild(tr);
}); });

View File

@@ -15,8 +15,8 @@ One Server Host exists per Factorio World in an Archipelago Multiworld, any numb
## Installation Procedures ## Installation Procedures
### Dedicated Server Setup ### 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. You need a dedicated isolated Factorio installation that the FactorioClient can take control over. If you intend to both host a world and play on the same device, you will need two separate Factorio installations; one for the FactorioClient to hook into and control, and one for you to play on.
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. The easiest and cheapest way to do so is to either buy or register a Factorio key on factorio.com, which allows you to download as many Factorio games as you want. If you own a steam copy already you can link your account on the website.
1. Download the latest Factorio from https://factorio.com/download for your system, for Windows the recommendation is "win64-manual". 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`: 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`:
@@ -24,26 +24,29 @@ This requires two Factorio installations. The easiest and cheapest way to do so
config-path=__PATH__executable__/../../config config-path=__PATH__executable__/../../config
use-system-read-write-data-directories=false 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. 3. In this same folder if there are shortcuts named "mods" and "saves" delete these and replace with folders with the same names.
4. Navigate to where you installed ArchipelagoFactorioClient and open the host.yaml file as text. Find the entry `executable` under `factorio_options` and set it to point to your hosting Factorio.exe. If you put Factorio into your Archipelago folder, this would already match.<br>
ex.
```yaml
factorio_options:
executable: C:\\Program Files\\factorio\\bin\\x64\\factorio"
```
### Player Setup ### Player Setup
- Manually install the AP mod for the correct world you want to join, then use Factorio's built-in multiplayer. - Manually install the AP mod for the correct world you want to join, then use Factorio's built-in multiplayer. If you're connecting to a FactorioClient on the same system you will connect to localhost
## Joining a MultiWorld Game ## Joining a MultiWorld Game
1. Install the generated Factorio AP Mod (would be in <Factorio Directory>/Mods after step 2 of Setup) 1. Install the generated Factorio AP Mod (would be in /Mods after step 2 of Setup)
2. Run FactorioClient, it should launch a Factorio server, which you can control with `/factorio <original factorio commands>`, 2. Run FactorioClient, it should launch a Factorio server, which you can control with /factorio <original factorio commands>,
* It should start up, create a world and become ready for Factorio connections.
3. In FactorioClient, do `/connect <Archipelago Server Address>` to join that multiworld. You can find further commands with `/help` as well as `!help` once connected. * It should start up, create a world and become ready for Factorio connections.
3. 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 * / 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.
4. You can join yourself by connecting to address localhost, other people will need to connect to your IP and you may need to port forward for the Factorio Server for those connections.
* Players should be able to connect to your Factorio Server and begin playing.
4. You can join yourself by connecting to address `localhost`, other people will need to connect to your IP
and you may need to port forward for the Factorio Server for those connections.

View File

@@ -1,54 +1,12 @@
# Minecraft Randomizer Setup Guide # Minecraft Randomizer Setup Guide
#Automatic Hosting Install
- download and install [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) and choose the `Minecraft Client` module
## Required Software ## 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) - [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 ## Configuring your YAML file
### What is a YAML file and why do I need one? ### What is a YAML file and why do I need one?
@@ -60,10 +18,10 @@ can all have different options.
### Where do I get a YAML file? ### Where do I get a YAML file?
A basic minecraft yaml will look like this. A basic minecraft yaml will look like this.
```yaml ```yaml
description: Template Name description: Basic Minecraft Yaml
# Your name in-game. Spaces will be replaced with underscores and # Your name in-game. Spaces will be replaced with underscores and
# there is a 16 character limit # there is a 16 character limit
name: YourName name: YourName
game: Minecraft game: Minecraft
# Shared Options supported by all games: # Shared Options supported by all games:
@@ -71,44 +29,61 @@ accessibility: locations
progression_balancing: on progression_balancing: on
# Minecraft Specific Options # Minecraft Specific Options
# Number of advancements required (out of 92 total) to spawn the Minecraft:
# Ender Dragon and complete the game. # Number of advancements required (87 max) to spawn the Ender Dragon and complete the game.
advancement_goal: advancement_goal: 50
few: 0 #30
normal: 1 #50
many: 0 #70
# Modifies the level of items logically required for exploring # Number of dragon egg shards to collect (30 max) before the Ender Dragon will spawn.
# dangerous areas and fighting bosses. egg_shards_required: 10
combat_difficulty:
easy: 0
normal: 1
hard: 0
# Junk-fills certain RNG-reliant or tedious advancements with XP rewards. # Number of egg shards available in the pool (30 max).
include_hard_advancements: egg_shards_available: 15
on: 0
off: 1
# Junk-fills extremely difficult advancements; # Modifies the level of items logically required for
# this is only How Did We Get Here? and Adventuring Time. # exploring dangerous areas and fighting bosses.
include_insane_advancements: combat_difficulty:
on: 0 easy: 0
off: 1 normal: 1
hard: 0
# Junk-fills certain RNG-reliant or tedious advancements.
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; # Some advancements require defeating the Ender Dragon;
# this will junk-fill them so you won't have to finish to send some items. # this will junk-fill them, so you won't have to finish them to send some items.
include_postgame_advancements: include_postgame_advancements:
on: 0 on: 0
off: 1 off: 1
# Enables shuffling of villages, outposts, fortresses, bastions, and end cities.
shuffle_structures:
on: 0
off: 1
#enables shuffling of villages, outposts, fortresses, bastions, and end cities. # Adds structure compasses to the item pool,
shuffle_structures: # which point to the nearest indicated structure.
on: 1 structure_compasses:
off: 0 on: 0
off: 1
# Replaces a percentage of junk items with bee traps
# which spawn multiple angered bees around every player when received.
bee_traps:
0: 1
25: 0
50: 0
75: 0
100: 0
``` ```
## Joining a MultiWorld Game ## Joining a MultiWorld Game
### Obtain your Minecraft data file ### Obtain your Minecraft data file
@@ -118,8 +93,7 @@ When you join a multiworld game, you will be asked to provide your YAML file to
is done, the host will provide you with either a link to download your data file, or with a zip file containing 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. 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 double click on your `.apmc` file to have the minecraft client auto-launch the installed forge server.
previously.
### Connect to the MultiServer ### Connect to the MultiServer
After having placed your data file in the `APData` folder, start the Forge server and make sure you have OP After having placed your data file in the `APData` folder, start the Forge server and make sure you have OP
@@ -134,3 +108,23 @@ When the console tells you that you have joined the room, you're ready to begin
on successfully joining a multiworld game! At this point any additional minecraft players may connect to your on successfully joining a multiworld game! At this point any additional minecraft players may connect to your
forge server. forge server.
## Manual Installation Procedures
this is only required if you wish to set up a forge install yourself, its recommended to just use the Archipelago Installer.
###Required Software
- [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)
**DO NOT INSTALL THIS ON YOUR CLIENT**
### 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!

View File

@@ -1,129 +0,0 @@
html{
background-image: url('../../static/backgrounds/grass/grass-0007-large.png');
background-repeat: repeat;
background-size: 650px 650px;
}
#player-settings{
max-width: 1000px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#player-settings #player-settings-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#player-settings code{
background-color: #d9cd8e;
border-radius: 4px;
padding-left: 0.25rem;
padding-right: 0.25rem;
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;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffffff;
text-shadow: 1px 1px 4px #000000;
}
#player-settings h2{
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffe993;
text-transform: lowercase;
text-shadow: 1px 1px 2px #000000;
}
#player-settings h3, #player-settings h4, #player-settings h5, #player-settings h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#player-settings a{
color: #ffef00;
}
#player-settings input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#player-settings input:not([type]):focus{
border: 1px solid #ffffff;
}
#player-settings select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
}
#player-settings #game-options, #player-settings #rom-options{
display: flex;
flex-direction: row;
}
#player-settings .left, #player-settings .right{
flex-grow: 1;
}
#player-settings table select{
width: 250px;
}
#player-settings table label{
display: block;
min-width: 200px;
margin-right: 4px;
cursor: default;
}
@media all and (max-width: 1000px), all and (orientation: portrait){
#player-settings #game-options, #player-settings #rom-options{
justify-content: flex-start;
flex-wrap: wrap;
}
#player-settings .left, #player-settings .right{
flex-grow: unset;
}
#game-options table label, #rom-options table label{
display: block;
min-width: 200px;
}
}

View File

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

View File

@@ -1,5 +1,5 @@
html{ html{
background-image: url('../../static/backgrounds/grass/grass-0007-large.png'); background-image: url('../static/backgrounds/grass/grass-0007-large.png');
background-repeat: repeat; background-repeat: repeat;
background-size: 650px 650px; background-size: 650px 650px;
} }
@@ -101,8 +101,28 @@ html{
flex-grow: 1; flex-grow: 1;
} }
#player-settings table select{ #player-settings table .select-container{
width: 250px; display: flex;
flex-direction: row;
}
#player-settings table .select-container select{
min-width: 200px;
flex-grow: 1;
}
#player-settings table .range-container{
display: flex;
flex-direction: row;
}
#player-settings table .range-container input[type=range]{
flex-grow: 1;
}
#player-settings table .range-value{
min-width: 20px;
margin-left: 0.25rem;
} }
#player-settings table label{ #player-settings table label{
@@ -113,7 +133,7 @@ html{
} }
@media all and (max-width: 1000px), all and (orientation: portrait){ @media all and (max-width: 1000px), all and (orientation: portrait){
#player-settings #game-options, #player-settings #rom-options{ #player-settings #game-options{
justify-content: flex-start; justify-content: flex-start;
flex-wrap: wrap; flex-wrap: wrap;
} }
@@ -122,7 +142,7 @@ html{
flex-grow: unset; flex-grow: unset;
} }
#game-options table label, #rom-options table label{ #game-options table label{
display: block; display: block;
min-width: 200px; min-width: 200px;
} }

View File

@@ -0,0 +1,3 @@
#subnautica{
margin: 1rem;
}

View File

@@ -1,129 +0,0 @@
html{
background-image: url('../../static/backgrounds/grass/grass-0007-large.png');
background-repeat: repeat;
background-size: 650px 650px;
}
#player-settings{
max-width: 1000px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#player-settings #player-settings-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#player-settings code{
background-color: #d9cd8e;
border-radius: 4px;
padding-left: 0.25rem;
padding-right: 0.25rem;
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;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffffff;
text-shadow: 1px 1px 4px #000000;
}
#player-settings h2{
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffe993;
text-transform: lowercase;
text-shadow: 1px 1px 2px #000000;
}
#player-settings h3, #player-settings h4, #player-settings h5, #player-settings h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#player-settings a{
color: #ffef00;
}
#player-settings input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#player-settings input:not([type]):focus{
border: 1px solid #ffffff;
}
#player-settings select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
}
#player-settings #game-options, #player-settings #rom-options{
display: flex;
flex-direction: row;
}
#player-settings .left, #player-settings .right{
flex-grow: 1;
}
#player-settings table select{
width: 250px;
}
#player-settings table label{
display: block;
min-width: 200px;
margin-right: 4px;
cursor: default;
}
@media all and (max-width: 1000px), all and (orientation: portrait){
#player-settings #game-options, #player-settings #rom-options{
justify-content: flex-start;
flex-wrap: wrap;
}
#player-settings .left, #player-settings .right{
flex-grow: unset;
}
#game-options table label, #rom-options table label{
display: block;
min-width: 200px;
}
}

View File

@@ -0,0 +1,15 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>Subnautica</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/subnautica/subnautica.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="subnautica">
Coming Soon™
</div>
{% endblock %}

View File

@@ -11,10 +11,10 @@
<ul> <ul>
{% for patch in room.seed.slots|list|sort(attribute="player_id") %} {% for patch in room.seed.slots|list|sort(attribute="player_id") %}
{% if patch.game == "Minecraft" %} {% if patch.game == "Minecraft" %}
<li><a href="{{ url_for("download_slot_file", seed_id=room.seed.id, player_id=patch.player_id) }}"> <li><a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}">
APMC for player {{ patch.player_id }} - {{ patch.player_name }}</a></li> APMC for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% elif patch.game == "Factorio" %} {% elif patch.game == "Factorio" %}
<li><a href="{{ url_for("download_slot_file", seed_id=room.seed.id, player_id=patch.player_id) }}"> <li><a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}">
Mod for player {{ patch.player_id }} - {{ patch.player_name }}</a></li> Mod for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% else %} {% else %}
<li><a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}"> <li><a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}">

View File

@@ -0,0 +1,66 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/minecraftTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/minecraftTracker.js') }}"></script>
<link rel="stylesheet" media="screen" href="https://fontlibrary.org//face/minecraftia" type="text/css"/>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ tools_url }}" class="{{ 'acquired' }}" title="Progressive Tools" /></td>
<td><img src="{{ weapons_url }}" class="{{ 'acquired' }}" title="Progressive Weapons" /></td>
<td><img src="{{ armor_url }}" class="{{ 'acquired' }}" title="Progressive Armor" /></td>
<td><img src="{{ resource_crafting_url }}" class="{{ 'acquired' if 'Progressive Resource Crafting' in acquired_items }}"
title="Progressive Resource Crafting" /></td>
<td><img src="{{ icons['Brewing Stand'] }}" class="{{ 'acquired' if 'Brewing' in acquired_items }}" title="Brewing" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Ender Pearl'] }}" class="{{ 'acquired' if '3 Ender Pearls' in acquired_items }}" title="Ender Pearls" />
<div class="item-count">{{ pearls_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Bucket'] }}" class="{{ 'acquired' if 'Bucket' in acquired_items }}" title="Bucket" /></td>
<td><img src="{{ icons['Bow'] }}" class="{{ 'acquired' if 'Archery' in acquired_items }}" title="Archery" /></td>
<td><img src="{{ icons['Shield'] }}" class="{{ 'acquired' if 'Shield' in acquired_items }}" title="Shield" /></td>
<td><img src="{{ icons['Red Bed'] }}" class="{{ 'acquired' if 'Bed' in acquired_items }}" title="Bed" /></td>
<td><img src="{{ icons['Water Bottle'] }}" class="{{ 'acquired' if 'Bottles' in acquired_items }}" title="Bottles" /></td>
<td>
<div class="counted-item">
<img src="{{ icons['Netherite Scrap'] }}" class="{{ 'acquired' if '8 Netherite Scrap' in acquired_items }}" title="Netherite Scrap" />
<div class="item-count">{{ scrap_count }}</div>
</div>
</td>
</tr>
<tr>
<td><img src="{{ icons['Flint and Steel'] }}" class="{{ 'acquired' if 'Flint and Steel' in acquired_items }}" title="Flint and Steel" /></td>
<td><img src="{{ icons['Enchanting Table'] }}" class="{{ 'acquired' if 'Enchanting' in acquired_items }}" title="Enchanting" /></td>
<td><img src="{{ icons['Fishing Rod'] }}" class="{{ 'acquired' if 'Fishing Rod' in acquired_items }}" title="Fishing Rod" /></td>
<td><img src="{{ icons['Campfire'] }}" class="{{ 'acquired' if 'Campfire' in acquired_items }}" title="Campfire" /></td>
<td><img src="{{ icons['Dragon Head'] }}" class="{{ 'acquired' if game_finished }}" title="Ender Dragon" /></td>
</tr>
</table>
<table id="location-table">
{% for area in checks_done %}
<tr class="location-category" id="{{area}}-header">
<td>{{ area }} {{'▼' if area != 'Total'}}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
</tr>
<tbody class="locations hide" id="{{area}}">
{% for location in location_info[area] %}
<tr>
<td class="location-name">{{ location }}</td>
<td class="counter">{{ '✔' if location_info[area][location] else '' }}</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -1,8 +1,8 @@
{% extends 'pageWrapper.html' %} {% extends 'pageWrapper.html' %}
{% block head %} {% block head %}
<title>A Link to the Past Settings</title> <title>{{ game }} Settings</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/zelda3/player-settings.css") }}" /> <link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/player-settings.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script> <script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.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/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/player-settings.js") }}"></script> <script type="application/ecmascript" src="{{ url_for('static', filename="assets/player-settings.js") }}"></script>
@@ -10,7 +10,7 @@
{% block body %} {% block body %}
{% include 'header/grassHeader.html' %} {% include 'header/grassHeader.html' %}
<div id="player-settings"> <div id="player-settings" data-game="{{ game }}">
<div id="user-message"></div> <div id="user-message"></div>
<h1><span id="game-name">Player</span> Settings</h1> <h1><span id="game-name">Player</span> Settings</h1>
<p>Choose the options you would like to play with! You may generate a single-player game from this page, <p>Choose the options you would like to play with! You may generate a single-player game from this page,

View File

@@ -424,6 +424,101 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
key_locations=player_small_key_locations[tracked_player], key_locations=player_small_key_locations[tracked_player],
big_key_locations=player_big_key_locations[tracked_player], big_key_locations=player_big_key_locations[tracked_player],
**display_data) **display_data)
elif games[tracked_player] == "Minecraft":
minecraft_icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing Stand": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fa/Brewing_Stand.png",
"Ender Pearl": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/f6/Ender_Pearl_JE3_BE2.png",
"Bucket": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Bucket_JE2_BE2.png",
"Bow": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/a/ab/Bow_%28Pull_2%29_JE1_BE1.png",
"Shield": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c6/Shield_JE2_BE1.png",
"Red Bed": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/dc/Red_Bed_JE4_BE3.png",
"Netherite Scrap": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/33/Netherite_Scrap_JE2_BE1.png",
"Flint and Steel": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/94/Flint_and_Steel_JE4_BE2.png",
"Enchanting Table": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Enchanting_Table.gif",
"Fishing Rod": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7f/Fishing_Rod_JE2_BE2.png",
"Campfire": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/9/91/Campfire_JE2_BE2.gif",
"Water Bottle": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/75/Water_Bottle_JE2_BE2.png",
"Dragon Head": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b6/Dragon_Head.png",
}
minecraft_location_ids = {
"Story": [42073, 42080, 42081, 42023, 42082, 42027, 42039, 42085, 42002, 42009, 42010,
42070, 42041, 42049, 42090, 42004, 42031, 42025, 42029, 42051, 42077, 42089],
"Nether": [42017, 42044, 42069, 42058, 42034, 42060, 42066, 42076, 42064, 42071, 42021,
42062, 42008, 42061, 42033, 42011, 42006, 42019, 42000, 42040, 42001, 42015, 42014],
"The End": [42052, 42005, 42012, 42032, 42030, 42042, 42018, 42038, 42046],
"Adventure": [42047, 42086, 42087, 42050, 42059, 42055, 42072, 42003, 42035, 42016, 42020,
42048, 42054, 42068, 42043, 42074, 42075, 42024, 42026, 42037, 42045, 42056, 42088],
"Husbandry": [42065, 42067, 42078, 42022, 42007, 42079, 42013, 42028,
42036, 42057, 42063, 42053, 42083, 42084, 42091]
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Tools": 45013,
"Progressive Weapons": 45012,
"Progressive Armor": 45014,
"Progressive Resource Crafting": 45001
}
progressive_names = {
"Progressive Tools": ["Wooden Pickaxe", "Stone Pickaxe", "Iron Pickaxe", "Diamond Pickaxe"],
"Progressive Weapons": ["Wooden Sword", "Stone Sword", "Iron Sword", "Diamond Sword"],
"Progressive Armor": ["Leather Tunic", "Iron Chestplate", "Diamond Chestplate"],
"Progressive Resource Crafting": ["Iron Ingot", "Iron Ingot", "Block of Iron"]
}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name])-1)
display_name = progressive_names[item_name][level]
base_name = item_name.split(maxsplit=1)[1].lower().replace(' ', '_')
display_data[base_name+"_url"] = minecraft_icons[display_name]
# Multi-items
multi_items = {
"3 Ender Pearls": 45029,
"8 Netherite Scrap": 45015
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
if count >= 0:
display_data[base_name+"_count"] = count
# Victory condition
game_state = multisave.get("client_game_state", {}).get((tracked_team, tracked_player), 0)
display_data['game_finished'] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = multisave.get("location_checks", {}).get((tracked_team, tracked_player), set())
lookup_name = lambda id: lookup_any_location_id_to_name[id]
location_info = {tab_name: {lookup_name(id): (id in checked_locations) for id in tab_locations}
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done = {tab_name: len([id for id in tab_locations if id in checked_locations])
for tab_name, tab_locations in minecraft_location_ids.items()}
checks_done['Total'] = len(checked_locations)
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in minecraft_location_ids.items()}
checks_in_area['Total'] = sum(checks_in_area.values())
return render_template("minecraftTracker.html",
inventory=inventory, icons=minecraft_icons, acquired_items={lookup_any_item_id_to_name[id] for id in inventory if id in lookup_any_item_id_to_name},
player=tracked_player, team=tracked_team, room=room, player_name=player_name,
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
**display_data)
else: else:
checked_locations = multisave.get("location_checks", {}).get((tracked_team, tracked_player), set()) checked_locations = multisave.get("location_checks", {}).get((tracked_team, tracked_player), set())
return render_template("genericTracker.html", return render_template("genericTracker.html",

View File

@@ -11,6 +11,7 @@
size_hint_y: None size_hint_y: None
height: self.texture_size[1] height: self.texture_size[1]
font_size: dp(20) font_size: dp(20)
markup: True
<UILog>: <UILog>:
viewclass: 'Row' viewclass: 'Row'
scroll_y: 0 scroll_y: 0

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@@ -43,6 +43,7 @@ These packets are are sent from the multiworld server to the client. They are no
* [Print](#Print) * [Print](#Print)
* [PrintJSON](#PrintJSON) * [PrintJSON](#PrintJSON)
* [DataPackage](#DataPackage) * [DataPackage](#DataPackage)
* [Bounced](#Bounced)
### RoomInfo ### RoomInfo
Sent to clients when they connect to an Archipelago server. Sent to clients when they connect to an Archipelago server.
@@ -148,6 +149,15 @@ Sent to clients to provide what is known as a 'data package' which contains info
| ---- | ---- | ----- | | ---- | ---- | ----- |
| data | DataPackageObject | The data package as a JSON object. More details on its contents may be found at [Data Package Contents](#Data-Package-Contents) | | data | DataPackageObject | The data package as a JSON object. More details on its contents may be found at [Data Package Contents](#Data-Package-Contents) |
### Bounced
Sent to clients after a client requested this message be sent to them, more info in the Bounce package.
#### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| data | dict | The data in the Bounce package copied |
## (Client -> Server) ## (Client -> Server)
These packets are sent purely from client to server. They are not accepted by clients. These packets are sent purely from client to server. They are not accepted by clients.
@@ -158,6 +168,7 @@ These packets are sent purely from client to server. They are not accepted by cl
* [StatusUpdate](#StatusUpdate) * [StatusUpdate](#StatusUpdate)
* [Say](#Say) * [Say](#Say)
* [GetDataPackage](#GetDataPackage) * [GetDataPackage](#GetDataPackage)
* [Bounce](#Bounce)
### Connect ### Connect
Sent by the client to initiate a connection to an Archipelago game session. Sent by the client to initiate a connection to an Archipelago game session.
@@ -220,6 +231,19 @@ Requests the data package from the server. Does not require client authenticatio
| ------ | ----- | ------ | | ------ | ----- | ------ |
| exlusions | list[str] | Optional. If specified, will not send back the specified data. Such as, ["Factorio"] -> Datapackage without Factorio data.| | exlusions | list[str] | Optional. If specified, will not send back the specified data. Such as, ["Factorio"] -> Datapackage without Factorio data.|
### Bounce
Send this message to the server, tell it which clients should receive the message and
the server will forward the message to all those targets to which any one requirement applies.
#### Arguments
| Name | Type | Notes |
| ------ | ----- | ------ |
| games | list[str] | Optional. Game names that should receive this message |
| slots | list[int] | Optional. Player IDs that should receive this message |
| tags | list[str] | Optional. Client tags that should receive this message |
| data | dict | Any data you want to send |
## Appendix ## Appendix
### NetworkPlayer ### NetworkPlayer
A list of objects. Each object denotes one player. Each object has four fields about the player, in this order: `team`, `slot`, `alias`, and `name`. `team` and `slot` are ints, `alias` and `name` are strs. A list of objects. Each object denotes one player. Each object has four fields about the player, in this order: `team`, `slot`, `alias`, and `name`. `team` and `slot` are ints, `alias` and `name` are strs.
@@ -340,8 +364,13 @@ Note:
#### Contents #### Contents
| Name | Type | Notes | | Name | Type | Notes |
| ------ | ----- | ------ | | ------ | ----- | ------ |
| games | dict[str, dict] | Mapping of all Games and their respective data | | games | dict[str, GameData] | Mapping of all Games and their respective data |
| games[<game_name>]["item_name_to_id"] | dict[int, str] | Mapping of all item names to their respective ID. |
| games[<game_name>]["location_name_to_id"] | dict[str, int] | Mapping of all location names to their respective ID. |
| games[<game_name>]["version"] | int | Version number of this game's data |
| version | int | Sum of all per-game version numbers, for clients that don't bother with per-game caching/updating. | | version | int | Sum of all per-game version numbers, for clients that don't bother with per-game caching/updating. |
#### GameData
GameData is a **dict** but contains these keys and values. It's broken out into another "type" for ease of documentation.
| Name | Type | Notes |
| ---- | ---- | ----- |
| item_name_to_id | dict[str, int] | Mapping of all item names to their respective ID. |
| location_name_to_id | dict[str, int] | Mapping of all location names to their respective ID. |
| version | int | Version number of this game's data |

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<y:EdgeLabel alignment="center" configuration="AutoFlippingLabel" distance="2.0" fontFamily="Dialog" fontSize="12" fontStyle="plain" hasBackgroundColor="false" hasLineColor="false" height="18.701171875" horizontalTextPosition="center" iconTextGap="4" modelName="custom" preferredPlacement="anywhere" ratio="0.5" textColor="#000000" verticalTextPosition="bottom" visible="true" width="80.04296875" x="27.978539398436737" xml:space="preserve" y="30.350051386718974">Subprocesses<y:LabelModel><y:SmartEdgeLabelModel autoRotationEnabled="false" defaultAngle="0.0" defaultDistance="10.0"/></y:LabelModel><y:ModelParameter><y:SmartEdgeLabelModelParameter angle="6.283185307179586" distance="68.0" distanceToCenter="true" position="left" ratio="0.5" segment="0"/></y:ModelParameter><y:PreferredPlacementDescriptor angle="0.0" angleOffsetOnRightSide="0" angleReference="absolute" angleRotationOnRightSide="co" distance="-1.0" frozen="true" placement="anywhere" side="anywhere" sideReference="relative_to_edge_flow"/></y:EdgeLabel> <y:EdgeLabel alignment="center" configuration="AutoFlippingLabel" distance="2.0" fontFamily="Dialog" fontSize="12" fontStyle="plain" hasBackgroundColor="false" hasLineColor="false" height="18.701171875" horizontalTextPosition="center" iconTextGap="4" modelName="custom" preferredPlacement="anywhere" ratio="0.5" textColor="#000000" verticalTextPosition="bottom" visible="true" width="80.04296875" x="27.978539398436737" xml:space="preserve" y="30.350051386718974">Subprocesses<y:LabelModel><y:SmartEdgeLabelModel autoRotationEnabled="false" defaultAngle="0.0" defaultDistance="10.0"/></y:LabelModel><y:ModelParameter><y:SmartEdgeLabelModelParameter angle="6.283185307179586" distance="68.0" distanceToCenter="true" position="left" ratio="0.5" segment="0"/></y:ModelParameter><y:PreferredPlacementDescriptor angle="0.0" angleOffsetOnRightSide="0" angleReference="absolute" angleRotationOnRightSide="co" distance="-1.0" frozen="true" placement="anywhere" side="anywhere" sideReference="relative_to_edge_flow"/></y:EdgeLabel>
@@ -477,7 +490,7 @@
<edge id="e5" source="n0" target="n4::n0"> <edge id="e5" source="n0" target="n4::n0">
<data key="d10"> <data key="d10">
<y:PolyLineEdge> <y:PolyLineEdge>
<y:Path sx="0.0" sy="0.0" tx="0.0" ty="0.0"/> <y:Path sx="-140.21347200000048" sy="-1.977504000000181" tx="0.0" ty="0.0"/>
<y:LineStyle color="#000000" type="line" width="1.0"/> <y:LineStyle color="#000000" type="line" width="1.0"/>
<y:Arrows source="none" target="standard"/> <y:Arrows source="none" target="standard"/>
<y:BendStyle smoothed="false"/> <y:BendStyle smoothed="false"/>
@@ -487,10 +500,10 @@
<edge id="e6" source="n4::n0" target="n0"> <edge id="e6" source="n4::n0" target="n0">
<data key="d10"> <data key="d10">
<y:PolyLineEdge> <y:PolyLineEdge>
<y:Path sx="0.0" sy="0.0" tx="0.0" ty="0.0"/> <y:Path sx="0.0" sy="0.0" tx="-140.21347200000048" ty="-12.977504000000181"/>
<y:LineStyle color="#000000" type="line" width="1.0"/> <y:LineStyle color="#000000" type="line" width="1.0"/>
<y:Arrows source="none" target="standard"/> <y:Arrows source="none" target="standard"/>
<y:EdgeLabel alignment="center" configuration="AutoFlippingLabel" distance="2.0" fontFamily="Dialog" fontSize="12" fontStyle="plain" hasBackgroundColor="false" hasLineColor="false" height="18.701171875" horizontalTextPosition="center" iconTextGap="4" modelName="custom" preferredPlacement="anywhere" ratio="0.5" textColor="#000000" verticalTextPosition="bottom" visible="true" width="65.359375" x="21.74755551171802" xml:space="preserve" y="-39.350590482421694">WebSocket<y:LabelModel><y:SmartEdgeLabelModel autoRotationEnabled="false" defaultAngle="0.0" defaultDistance="10.0"/></y:LabelModel><y:ModelParameter><y:SmartEdgeLabelModelParameter angle="0.0" distance="30.0" distanceToCenter="true" position="left" ratio="1.0" segment="-1"/></y:ModelParameter><y:PreferredPlacementDescriptor angle="0.0" angleOffsetOnRightSide="0" angleReference="absolute" angleRotationOnRightSide="co" distance="-1.0" frozen="true" placement="anywhere" side="anywhere" sideReference="relative_to_edge_flow"/></y:EdgeLabel> <y:EdgeLabel alignment="center" configuration="AutoFlippingLabel" distance="2.0" fontFamily="Dialog" fontSize="12" fontStyle="plain" hasBackgroundColor="false" hasLineColor="false" height="18.701171875" horizontalTextPosition="center" iconTextGap="4" modelName="custom" preferredPlacement="anywhere" ratio="0.5" textColor="#000000" verticalTextPosition="bottom" visible="true" width="65.359375" x="32.320302673826404" xml:space="preserve" y="-78.31059414453114">WebSocket<y:LabelModel><y:SmartEdgeLabelModel autoRotationEnabled="false" defaultAngle="0.0" defaultDistance="10.0"/></y:LabelModel><y:ModelParameter><y:SmartEdgeLabelModelParameter angle="6.283185307179586" distance="65.0" distanceToCenter="true" position="right" ratio="0.7667833843973411" segment="-1"/></y:ModelParameter><y:PreferredPlacementDescriptor angle="0.0" angleOffsetOnRightSide="0" angleReference="absolute" angleRotationOnRightSide="co" distance="-1.0" frozen="true" placement="anywhere" side="anywhere" sideReference="relative_to_edge_flow"/></y:EdgeLabel>
<y:BendStyle smoothed="false"/> <y:BendStyle smoothed="false"/>
</y:PolyLineEdge> </y:PolyLineEdge>
</data> </data>
@@ -511,7 +524,30 @@
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<y:Arrows source="none" target="standard"/> <y:Arrows source="none" target="standard"/>
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<y:BendStyle smoothed="false"/>
</y:PolyLineEdge>
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</data> </data>

View File

@@ -1,80 +0,0 @@
#define sourcepath "build_factorio\exe.win-amd64-3.8\"
#define MyAppName "Archipelago Factorio Client"
#define MyAppExeName "ArchipelagoGraphicalFactorioClient.exe"
#define MyAppIcon "data/icon.ico"
[Setup]
; NOTE: The value of AppId uniquely identifies this application.
; Do not use the same AppId value in installers for other applications.
AppId={{D13CEBD0-F1D5-4435-A4A6-5243F934613F}}
AppName={#MyAppName}
AppVerName={#MyAppName}
DefaultDirName={commonappdata}\{#MyAppName}
DisableProgramGroupPage=yes
DefaultGroupName=Archipelago
OutputDir=setups
OutputBaseFilename=Setup {#MyAppName}
Compression=lzma2
SolidCompression=yes
LZMANumBlockThreads=8
ArchitecturesInstallIn64BitMode=x64
ChangesAssociations=yes
ArchitecturesAllowed=x64
AllowNoIcons=yes
SetupIconFile={#MyAppIcon}
UninstallDisplayIcon={app}\{#MyAppExeName}
SignTool= signtool
LicenseFile= LICENSE
WizardStyle= modern
SetupLogging=yes
[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
[Dirs]
NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-modify authusers-modify;
[Files]
Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall
Source: "{#sourcepath}*"; Excludes: "*.sfc, *.log, data\sprites\alttpr"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
; NOTE: Don't use "Flags: ignoreversion" on any shared system files
[Icons]
Name: "{group}\{#MyAppName} Folder"; Filename: "{app}";
Name: "{group}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}";
Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon
Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
[Run]
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
[UninstallDelete]
Type: dirifempty; Name: "{app}"
[Code]
// See: https://stackoverflow.com/a/51614652/2287576
function IsVCRedist64BitNeeded(): boolean;
var
strVersion: string;
begin
if (RegQueryStringValue(HKEY_LOCAL_MACHINE,
'SOFTWARE\Microsoft\VisualStudio\14.0\VC\Runtimes\x64', 'Version', strVersion)) then
begin
// Is the installed version at least the packaged one ?
Log('VC Redist x64 Version : found ' + strVersion);
Result := (CompareStr(strVersion, 'v14.29.30037') < 0);
end
else
begin
// Not even an old version installed
Log('VC Redist x64 is not already installed');
Result := True;
end;
end;

View File

@@ -45,9 +45,6 @@ server_options:
log_network: 0 log_network: 0
# Options for Generation # Options for Generation
generator: generator:
# Teams
# Note that this feature is TODO: to move it to dynamic creation on server, not during generation
teams: 1
# Location of your Enemizer CLI, available here: https://github.com/Ijwu/Enemizer/releases # Location of your Enemizer CLI, available here: https://github.com/Ijwu/Enemizer/releases
enemizer_path: "EnemizerCLI/EnemizerCLI.Core.exe" enemizer_path: "EnemizerCLI/EnemizerCLI.Core.exe"
# Folder from which the player yaml files are pulled from # Folder from which the player yaml files are pulled from
@@ -85,4 +82,7 @@ lttp_options:
# Alternatively, a path to a program to open the .sfc file with # Alternatively, a path to a program to open the .sfc file with
rom_start: true rom_start: true
factorio_options: factorio_options:
executable: "factorio\\bin\\x64\\factorio" executable: "factorio\\bin\\x64\\factorio"
minecraft_options:
forge_directory: "Minecraft Forge server"
max_heap_size: "2G"

View File

@@ -1,19 +1,25 @@
#define sourcepath "build\exe.win-amd64-3.8\" #define sourcepath "build\exe.win-amd64-3.8"
#define MyAppName "Archipelago" #define MyAppName "Archipelago"
#define MyAppExeName "ArchipelagoLttPClient.exe" #define MyAppExeName "ArchipelagoServer.exe"
#define MyAppIcon "data/icon.ico" #define MyAppIcon "data/icon.ico"
#dim VersionTuple[4]
#define MyAppVersion ParseVersion('build\exe.win-amd64-3.8\ArchipelagoServer.exe', VersionTuple[0], VersionTuple[1], VersionTuple[2], VersionTuple[3])
#define MyAppVersionText Str(VersionTuple[0])+"."+Str(VersionTuple[1])+"."+Str(VersionTuple[2])
[Setup] [Setup]
; NOTE: The value of AppId uniquely identifies this application. ; NOTE: The value of AppId uniquely identifies this application.
; Do not use the same AppId value in installers for other applications. ; Do not use the same AppId value in installers for other applications.
AppId={{918BA46A-FAB8-460C-9DFF-AE691E1C865B}} AppId={{918BA46A-FAB8-460C-9DFF-AE691E1C865B}}
AppName={#MyAppName} AppName={#MyAppName}
AppVerName={#MyAppName} AppCopyright=Distributed under MIT License
AppVerName={#MyAppName} {#MyAppVersionText}
VersionInfoVersion={#MyAppVersion}
DefaultDirName={commonappdata}\{#MyAppName} DefaultDirName={commonappdata}\{#MyAppName}
DisableProgramGroupPage=yes DisableProgramGroupPage=yes
DefaultGroupName=Archipelago DefaultGroupName=Archipelago
OutputDir=setups OutputDir=setups
OutputBaseFilename=Setup {#MyAppName} OutputBaseFilename=Setup {#MyAppName} {#MyAppVersionText}
Compression=lzma2 Compression=lzma2
SolidCompression=yes SolidCompression=yes
LZMANumBlockThreads=8 LZMANumBlockThreads=8
@@ -23,6 +29,7 @@ ArchitecturesAllowed=x64
AllowNoIcons=yes AllowNoIcons=yes
SetupIconFile={#MyAppIcon} SetupIconFile={#MyAppIcon}
UninstallDisplayIcon={app}\{#MyAppExeName} UninstallDisplayIcon={app}\{#MyAppExeName}
; you will likely have to remove the following signtool line when testing/debugging localy. Don't include that change in PRs.
SignTool= signtool SignTool= signtool
LicenseFile= LICENSE LicenseFile= LICENSE
WizardStyle= modern WizardStyle= modern
@@ -34,44 +41,86 @@ Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks] [Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
[Types]
Name: "full"; Description: "Full installation"
Name: "hosting"; Description: "Installation for hosting purposes"
Name: "playing"; Description: "Installation for playing purposes"
Name: "custom"; Description: "Custom installation"; Flags: iscustom
[Components]
Name: "core"; Description: "Core Files"; Types: full hosting playing custom; Flags: fixed
Name: "generator"; Description: "Generator"; Types: full hosting
Name: "server"; Description: "Server"; Types: full hosting
Name: "client"; Description: "Clients"; Types: full playing
Name: "client/lttp"; Description: "A Link to the Past"; Types: full playing hosting
Name: "client/factorio"; Description: "Factorio"; Types: full playing
Name: "client/minecraft"; Description: "Minecraft"; Types: full playing; ExtraDiskSpaceRequired: 226894278
[Dirs] [Dirs]
NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-modify authusers-modify; NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-modify authusers-modify;
[Files] [Files]
Source: "{code:GetROMPath}"; DestDir: "{app}"; DestName: "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"; Flags: external Source: "{code:GetROMPath}"; DestDir: "{app}"; DestName: "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"; Flags: external; Components: client/lttp or generator
Source: "{#sourcepath}*"; Excludes: "*.sfc, *.log, data\sprites\alttpr"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs Source: "{#sourcepath}\*"; Excludes: "*.sfc, *.log, data\sprites\alttpr, SNI, EnemizerCLI, *exe"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
Source: "{#sourcepath}\SNI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\SNI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: client/lttp
Source: "{#sourcepath}\EnemizerCLI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\EnemizerCLI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: generator
Source: "{#sourcepath}\ArchipelagoGenerate.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: generator
Source: "{#sourcepath}\ArchipelagoServer.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: server
Source: "{#sourcepath}\ArchipelagoFactorioClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/factorio
Source: "{#sourcepath}\ArchipelagoLttPClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/lttp
Source: "{#sourcepath}\ArchipelagoLttPAdjuster.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/lttp
Source: "{#sourcepath}\ArchipelagoMinecraftClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/minecraft
Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall
; NOTE: Don't use "Flags: ignoreversion" on any shared system files
;minecraft temp files
Source: "{tmp}\forge-installer.jar"; DestDir: "{app}"; Flags: skipifsourcedoesntexist external deleteafterinstall; Components: client/minecraft
[Icons] [Icons]
Name: "{group}\{#MyAppName} Folder"; Filename: "{app}"; Name: "{group}\{#MyAppName} Folder"; Filename: "{app}";
Name: "{group}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Name: "{group}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Components: server
Name: "{group}\{#MyAppName} LttP Client"; Filename: "{app}\ArchipelagoLttPClient.exe"; Components: client/lttp
Name: "{group}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Components: client/factorio
Name: "{group}\{#MyAppName} Minecraft Client"; Filename: "{app}\ArchipelagoMinecraftClient.exe"; Components: client/minecraft
Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon
Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon; Components: server
Name: "{commondesktop}\{#MyAppName} LttP Client"; Filename: "{app}\ArchipelagoLttPClient.exe"; Tasks: desktopicon; Components: client/lttp
Name: "{commondesktop}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Tasks: desktopicon; Components: client/factorio
[Run] [Run]
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..." Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..." Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."; Components: client/lttp or generator
Filename: "{app}\jre8\bin\java.exe"; Parameters: "-jar ""{app}\forge-installer.jar"" --installServer ""{app}\Minecraft Forge server"""; Flags: runhidden; Check: IsForgeNeeded(); StatusMsg: "Installing Forge Server..."; Components: client/minecraft
[UninstallDelete] [UninstallDelete]
Type: dirifempty; Name: "{app}" Type: dirifempty; Name: "{app}"
[Registry] [Registry]
Root: HKCR; Subkey: ".apbp"; ValueData: "{#MyAppName}patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "" Root: HKCR; Subkey: ".apbp"; ValueData: "{#MyAppName}patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/lttp
Root: HKCR; Subkey: "{#MyAppName}patch"; ValueData: "Archipelago Binary Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}patch"; ValueData: "Archipelago Binary Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/lttp
Root: HKCR; Subkey: "{#MyAppName}patch\DefaultIcon"; ValueData: "{app}\{#MyAppExeName},0"; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}patch\DefaultIcon"; ValueData: "{app}\ArchipelagoLttPClient.exe,0"; ValueType: string; ValueName: ""; Components: client/lttp
Root: HKCR; Subkey: "{#MyAppName}patch\shell\open\command"; ValueData: """{app}\{#MyAppExeName}"" ""%1"""; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}patch\shell\open\command"; ValueData: """{app}\ArchipelagoLttPClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/lttp
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "" Root: HKCR; Subkey: ".apmc"; ValueData: "{#MyAppName}mcdata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/minecraft
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archipelago Minecraft Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/minecraft
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: ""; Components: client/minecraft
Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{app}\ArchipelagoServer.exe"" ""%1"""; ValueType: string; ValueName: "" Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/minecraft
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: server
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: server
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: ""; Components: server
Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{app}\ArchipelagoServer.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: server
[Code] [Code]
const
SHCONTCH_NOPROGRESSBOX = 4;
SHCONTCH_RESPONDYESTOALL = 16;
FORGE_VERSION = '1.16.5-36.2.0';
// See: https://stackoverflow.com/a/51614652/2287576 // See: https://stackoverflow.com/a/51614652/2287576
function IsVCRedist64BitNeeded(): boolean; function IsVCRedist64BitNeeded(): boolean;
var var
@@ -92,11 +141,54 @@ begin
end; end;
end; end;
function IsForgeNeeded(): boolean;
begin
Result := True;
if (FileExists(ExpandConstant('{app}')+'\Minecraft Forge Server\forge-'+FORGE_VERSION+'.jar')) then
Result := False;
end;
function IsJavaNeeded(): boolean;
begin
Result := True;
if (FileExists(ExpandConstant('{app}')+'\jre8\bin\java.exe')) then
Result := False;
end;
function OnDownloadMinecraftProgress(const Url, FileName: String; const Progress, ProgressMax: Int64): Boolean;
begin
if Progress = ProgressMax then
Log(Format('Successfully downloaded Minecraft additional files to {tmp}: %s', [FileName]));
Result := True;
end;
procedure UnZip(ZipPath, TargetPath: string);
var
Shell: Variant;
ZipFile: Variant;
TargetFolder: Variant;
begin
Shell := CreateOleObject('Shell.Application');
ZipFile := Shell.NameSpace(ZipPath);
if VarIsClear(ZipFile) then
RaiseException(
Format('ZIP file "%s" does not exist or cannot be opened', [ZipPath]));
TargetFolder := Shell.NameSpace(TargetPath);
if VarIsClear(TargetFolder) then
RaiseException(Format('Target path "%s" does not exist', [TargetPath]));
TargetFolder.CopyHere(
ZipFile.Items, SHCONTCH_NOPROGRESSBOX or SHCONTCH_RESPONDYESTOALL);
end;
var ROMFilePage: TInputFileWizardPage; var ROMFilePage: TInputFileWizardPage;
var R : longint; var R : longint;
var rom: string; var rom: string;
var MinecraftDownloadPage: TDownloadWizardPage;
procedure InitializeWizard(); procedure AddRomPage();
begin begin
rom := FileSearch('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', WizardDirValue()); rom := FileSearch('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', WizardDirValue());
if Length(rom) > 0 then if Length(rom) > 0 then
@@ -113,15 +205,64 @@ begin
rom := '' rom := ''
ROMFilePage := ROMFilePage :=
CreateInputFilePage( CreateInputFilePage(
wpLicense, wpSelectComponents,
'Select ROM File', 'Select ROM File',
'Where is your Zelda no Densetsu - Kamigami no Triforce (Japan).sfc located?', 'Where is your Zelda no Densetsu - Kamigami no Triforce (Japan).sfc located?',
'Select the file, then click Next.'); 'Select the file, then click Next.');
ROMFilePage.Add( ROMFilePage.Add(
'Location of ROM file:', 'Location of ROM file:',
'SNES ROM files|*.sfc|All files|*.*', 'SNES ROM files|*.sfc|All files|*.*',
'.sfc'); '.sfc');
end;
procedure AddMinecraftDownloads();
begin
MinecraftDownloadPage := CreateDownloadPage(SetupMessage(msgWizardPreparing), SetupMessage(msgPreparingDesc), @OnDownloadMinecraftProgress);
end;
function NextButtonClick(CurPageID: Integer): Boolean;
begin
if (CurPageID = wpReady) and (WizardIsComponentSelected('client/minecraft')) then begin
MinecraftDownloadPage.Clear;
if(IsForgeNeeded()) then
MinecraftDownloadPage.Add('https://maven.minecraftforge.net/net/minecraftforge/forge/'+FORGE_VERSION+'/forge-'+FORGE_VERSION+'-installer.jar','forge-installer.jar','');
if(IsJavaNeedeD()) then
MinecraftDownloadPage.Add('https://corretto.aws/downloads/latest/amazon-corretto-8-x64-windows-jre.zip','java.zip','');
MinecraftDownloadPage.Show;
try
try
MinecraftDownloadPage.Download;
Result := True;
except
if MinecraftDownloadPage.AbortedByUser then
Log('Aborted by user.')
else
SuppressibleMsgBox(AddPeriod(GetExceptionMessage), mbCriticalError, MB_OK, IDOK);
Result := False;
end;
finally
if( isJavaNeeded() ) then
UnZip(ExpandConstant('{tmp}')+'\java.zip',ExpandConstant('{app}'));
MinecraftDownloadPage.Hide;
end;
Result := True;
end else
Result := True;
end;
procedure InitializeWizard();
begin
AddRomPage();
AddMinecraftDownloads();
end;
function ShouldSkipPage(PageID: Integer): Boolean;
begin
Result := False;
if (assigned(ROMFilePage)) and (PageID = ROMFilePage.ID) then
Result := not (WizardIsComponentSelected('client/lttp') or WizardIsComponentSelected('generator'));
end; end;
function GetROMPath(Param: string): string; function GetROMPath(Param: string): string;

View File

@@ -1,141 +0,0 @@
#define sourcepath "build\exe.win-amd64-3.9\"
#define MyAppName "Archipelago"
#define MyAppExeName "ArchipelagoLttPClient.exe"
#define MyAppIcon "data/icon.ico"
[Setup]
; NOTE: The value of AppId uniquely identifies this application.
; Do not use the same AppId value in installers for other applications.
AppId={{918BA46A-FAB8-460C-9DFF-AE691E1C865B}}
AppName={#MyAppName}
AppVerName={#MyAppName}
DefaultDirName={commonappdata}\{#MyAppName}
DisableProgramGroupPage=yes
DefaultGroupName=Archipelago
OutputDir=setups
OutputBaseFilename=Setup {#MyAppName}
Compression=lzma2
SolidCompression=yes
LZMANumBlockThreads=8
ArchitecturesInstallIn64BitMode=x64
ChangesAssociations=yes
ArchitecturesAllowed=x64
AllowNoIcons=yes
SetupIconFile={#MyAppIcon}
UninstallDisplayIcon={app}\{#MyAppExeName}
SignTool= signtool
LicenseFile= LICENSE
WizardStyle= modern
SetupLogging=yes
[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}";
[Dirs]
NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-modify authusers-modify;
[Files]
Source: "{code:GetROMPath}"; DestDir: "{app}"; DestName: "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"; Flags: external
Source: "{#sourcepath}*"; Excludes: "*.sfc, *.log, data\sprites\alttpr"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall
; NOTE: Don't use "Flags: ignoreversion" on any shared system files
[Icons]
Name: "{group}\{#MyAppName} Folder"; Filename: "{app}";
Name: "{group}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}";
Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon
Name: "{commondesktop}\{#MyAppName}"; Filename: "{app}\{#MyAppExeName}"; Tasks: desktopicon
[Run]
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."
[UninstallDelete]
Type: dirifempty; Name: "{app}"
[Registry]
Root: HKCR; Subkey: ".apbp"; ValueData: "{#MyAppName}patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}patch"; ValueData: "Archipelago Binary Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}patch\DefaultIcon"; ValueData: "{app}\{#MyAppExeName},0"; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}patch\shell\open\command"; ValueData: """{app}\{#MyAppExeName}"" ""%1"""; ValueType: string; ValueName: ""
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: ""
Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{app}\ArchipelagoServer.exe"" ""%1"""; ValueType: string; ValueName: ""
[Code]
// See: https://stackoverflow.com/a/51614652/2287576
function IsVCRedist64BitNeeded(): boolean;
var
strVersion: string;
begin
if (RegQueryStringValue(HKEY_LOCAL_MACHINE,
'SOFTWARE\Microsoft\VisualStudio\14.0\VC\Runtimes\x64', 'Version', strVersion)) then
begin
// Is the installed version at least the packaged one ?
Log('VC Redist x64 Version : found ' + strVersion);
Result := (CompareStr(strVersion, 'v14.29.30037') < 0);
end
else
begin
// Not even an old version installed
Log('VC Redist x64 is not already installed');
Result := True;
end;
end;
var ROMFilePage: TInputFileWizardPage;
var R : longint;
var rom: string;
procedure InitializeWizard();
begin
rom := FileSearch('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', WizardDirValue());
if Length(rom) > 0 then
begin
log('existing ROM found');
log(IntToStr(CompareStr(GetMD5OfFile(rom), '03a63945398191337e896e5771f77173')));
if CompareStr(GetMD5OfFile(rom), '03a63945398191337e896e5771f77173') = 0 then
begin
log('existing ROM verified');
exit;
end;
log('existing ROM failed verification');
end;
rom := ''
ROMFilePage :=
CreateInputFilePage(
wpLicense,
'Select ROM File',
'Where is your Zelda no Densetsu - Kamigami no Triforce (Japan).sfc located?',
'Select the file, then click Next.');
ROMFilePage.Add(
'Location of ROM file:',
'SNES ROM files|*.sfc|All files|*.*',
'.sfc');
end;
function GetROMPath(Param: string): string;
begin
if Length(rom) > 0 then
Result := rom
else if Assigned(RomFilePage) then
begin
R := CompareStr(GetMD5OfFile(ROMFilePage.Values[0]), '03a63945398191337e896e5771f77173')
if R <> 0 then
MsgBox('ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
Result := ROMFilePage.Values[0]
end
else
Result := '';
end;

153
kvui.py Normal file
View File

@@ -0,0 +1,153 @@
import os
import logging
os.environ["KIVY_NO_CONSOLELOG"] = "1"
os.environ["KIVY_NO_FILELOG"] = "1"
os.environ["KIVY_NO_ARGS"] = "1"
from kivy.app import App
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.utils import escape_markup
from kivy.lang import Builder
import Utils
from NetUtils import JSONtoTextParser, JSONMessagePart
class GameManager(App):
logging_pairs = [
("Client", "Archipelago"),
]
def __init__(self, ctx):
self.ctx = ctx
self.commandprocessor = ctx.command_processor(ctx)
self.icon = r"data/icon.png"
self.json_to_kivy_parser = KivyJSONtoTextParser(ctx)
self.log_panels = {}
super(GameManager, self).__init__()
def build(self):
self.grid = GridLayout()
self.grid.cols = 1
self.tabs = TabbedPanel()
self.tabs.default_tab_text = "All"
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in
self.logging_pairs))
for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name)
panel = TabbedPanelItem(text=display_name)
self.log_panels[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:
logging.getLogger("Client").exception(e)
def print_json(self, data):
text = self.json_to_kivy_parser(data)
self.log_panels["Archipelago"].on_message_markup(text)
self.log_panels["All"].on_message_markup(text)
class FactorioManager(GameManager):
logging_pairs = [
("Client", "Archipelago"),
("FactorioServer", "Factorio Server Log"),
("FactorioWatcher", "Bridge Data Log"),
]
title = "Archipelago Factorio Client"
class LttPManager(GameManager):
logging_pairs = [
("Client", "Archipelago"),
("SNES", "SNES"),
]
title = "Archipelago LttP Client"
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": escape_markup(record.getMessage())})
def on_message_markup(self, text):
self.data.append({"text": text})
class E(ExceptionHandler):
logger = logging.getLogger("Client")
def handle_exception(self, inst):
self.logger.exception(inst)
return ExceptionManager.RAISE
class KivyJSONtoTextParser(JSONtoTextParser):
color_codes = {
# not exact color names, close enough but decent looking
"black": "000000",
"red": "EE0000",
"green": "00FF7F",
"yellow": "FAFAD2",
"blue": "6495ED",
"magenta": "EE00EE",
"cyan": "00EEEE",
"white": "FFFFFF"
}
def _handle_color(self, node: JSONMessagePart):
colors = node["color"].split(";")
node["text"] = escape_markup(node["text"])
for color in colors:
color_code = self.color_codes.get(color, None)
if color_code:
node["text"] = f"[color={color_code}]{node['text']}[/color]"
return self._handle_text(node)
return self._handle_text(node)
ExceptionManager.add_handler(E())
Config.set("input", "mouse", "mouse,disable_multitouch")
Builder.load_file(Utils.local_path("data", "client.kv"))

View File

@@ -23,13 +23,13 @@ name: YourName{number} # Your name in-game. Spaces will be replaced with undersc
#{PLAYER} will be replaced with the player's slot number if that slot number is greater than 1. #{PLAYER} will be replaced with the player's slot number if that slot number is greater than 1.
#{number} will be replaced with the counter value of the name. #{number} will be replaced with the counter value of the name.
#{NUMBER} will be replaced with the counter value of the name if the counter value is greater than 1. #{NUMBER} will be replaced with the counter value of the name if the counter value is greater than 1.
game: game: # Pick a game to play
A Link to the Past: 1 A Link to the Past: 0
Factorio: 1 Factorio: 0
Minecraft: 1 Minecraft: 0
Subnautica: 1 Subnautica: 0
requires: requires:
version: 0.1.5 # Version of Archipelago required for this yaml to work as expected. version: 0.1.6 # Version of Archipelago required for this yaml to work as expected.
# Shared Options supported by all games: # Shared Options supported by all games:
accessibility: accessibility:
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
@@ -94,6 +94,10 @@ Factorio:
hard : 0 hard : 0
very_hard : 0 very_hard : 0
insane : 0 insane : 0
silo:
vanilla: 1
randomize_recipe: 0
spawn: 0 # spawn silo near player spawn point
free_samples: free_samples:
none: 1 none: 1
single_craft: 0 single_craft: 0
@@ -102,6 +106,7 @@ Factorio:
progressive: progressive:
on: 1 on: 1
off: 0 off: 0
grouped_random: 0
tech_tree_information: tech_tree_information:
none: 0 none: 0
advancement: 0 # show which items are a logical advancement advancement: 0 # show which items are a logical advancement
@@ -112,6 +117,40 @@ Factorio:
starting_items: starting_items:
burner-mining-drill: 19 burner-mining-drill: 19
stone-furnace: 19 stone-furnace: 19
# Note: Total amount of traps cannot exceed 4, if the sum of them is higher it will get automatically capped.
evolution_traps:
# Trap items that when received increase the enemy evolution.
0: 1
1: 0
2: 0
3: 0
4: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
evolution_trap_increase:
# If present, % increase of Evolution with each trap received.
5: 0
10: 1
15: 0
20: 0
100: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
attack_traps:
# Trap items that when received trigger an attack on your base.
0: 1
1: 0
2: 0
3: 0
4: 0
random: 0
random-low: 0
random-middle: 0
random-high: 0
world_gen: world_gen:
# frequency, size, richness, terrain segmentation, starting area and water are all of https://wiki.factorio.com/Types/MapGenSize # frequency, size, richness, terrain segmentation, starting area and water are all of https://wiki.factorio.com/Types/MapGenSize
# inverse of water scale # inverse of water scale
@@ -184,12 +223,22 @@ Factorio:
min_expansion_cooldown: 14400 # 1 to 60 min in ticks min_expansion_cooldown: 14400 # 1 to 60 min in ticks
max_expansion_cooldown: 216000 # 5 to 180 min in ticks max_expansion_cooldown: 216000 # 5 to 180 min in ticks
Minecraft: Minecraft:
advancement_goal: 50 # Number of advancements required (out of 92 total) to spawn the Ender Dragon and complete the game. advancement_goal: 50 # Number of advancements required (87 max) to spawn the Ender Dragon and complete the game.
egg_shards_required: # Number of dragon egg shards to collect (30 max) before the Ender Dragon will spawn.
0: 1
5: 0
10: 0
20: 0
egg_shards_available: # Number of egg shards available in the pool (30 max).
0: 1
5: 0
10: 0
20: 0
combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses. combat_difficulty: # Modifies the level of items logically required for exploring dangerous areas and fighting bosses.
easy: 0 easy: 0
normal: 1 normal: 1
hard: 0 hard: 0
include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements with XP rewards. include_hard_advancements: # Junk-fills certain RNG-reliant or tedious advancements.
on: 0 on: 0
off: 1 off: 1
include_insane_advancements: # Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time. include_insane_advancements: # Junk-fills extremely difficult advancements; this is only How Did We Get Here? and Adventuring Time.
@@ -204,9 +253,12 @@ Minecraft:
structure_compasses: # Adds structure compasses to the item pool, which point to the nearest indicated structure. structure_compasses: # Adds structure compasses to the item pool, which point to the nearest indicated structure.
on: 0 on: 0
off: 1 off: 1
bee_traps: # Adds bee traps to the item pool, which spawn multiple angered bees around every player when received. bee_traps: # Replaces a percentage of junk items with bee traps, which spawn multiple angered bees around every player when received.
on: 0 0: 1
off: 1 25: 0
50: 0
75: 0
100: 0
A Link to the Past: A Link to the Past:
### Logic Section ### ### Logic Section ###
glitches_required: # Determine the logic required to complete the seed glitches_required: # Determine the logic required to complete the seed
@@ -255,7 +307,7 @@ A Link to the Past:
progressive: # Enable or disable progressive items (swords, shields, bow) progressive: # Enable or disable progressive items (swords, shields, bow)
on: 50 # All items are progressive on: 50 # All items are progressive
off: 0 # No items are progressive off: 0 # No items are progressive
random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be grouped_random: 0 # Randomly decides for all items. Swords could be progressive, shields might not be
entrance_shuffle: entrance_shuffle:
none: 50 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option none: 50 # Vanilla game map. All entrances and exits lead to their original locations. You probably want this option
dungeonssimple: 0 # Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon dungeonssimple: 0 # Shuffle just dungeons amongst each other, swapping dungeons entirely, so Hyrule Castle is always 1 dungeon
@@ -396,7 +448,7 @@ A Link to the Past:
enemy_damage: enemy_damage:
default: 50 # Vanilla enemy damage default: 50 # Vanilla enemy damage
shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps shuffled: 0 # Enemies deal 0 to 4 hearts and armor helps
random: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage chaos: 0 # Enemies deal 0 to 8 hearts and armor just reshuffles the damage
enemy_health: enemy_health:
default: 50 # Vanilla enemy HP default: 50 # Vanilla enemy HP
easy: 0 # Enemies have reduced health easy: 0 # Enemies have reduced health
@@ -509,9 +561,9 @@ A Link to the Past:
# You can combine these events like this. randomonhit-enter-exit if you want it on hit, enter, exit. # You can combine these events like this. randomonhit-enter-exit if you want it on hit, enter, exit.
randomonall: 0 # Random sprite on any and all currently supported events. Refer to above for the supported events. randomonall: 0 # Random sprite on any and all currently supported events. Refer to above for the supported events.
Link: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it Link: 50 # To add other sprites: open the gui/Creator, go to adjust, select a sprite and write down the name the gui calls it
disablemusic: # If "on", all in-game music will be disabled music: # If "off", all in-game music will be disabled
on: 0 on: 50
off: 50 off: 0
quickswap: # Enable switching items by pressing the L+R shoulder buttons quickswap: # Enable switching items by pressing the L+R shoulder buttons
on: 50 on: 50
off: 0 off: 0
@@ -544,7 +596,7 @@ A Link to the Past:
off: 0 off: 0
ow_palettes: # Change the colors of the overworld ow_palettes: # Change the colors of the overworld
default: 50 # No changes default: 50 # No changes
random: 0 # Shuffle the colors, with harmony in mind good: 0 # Shuffle the colors, with harmony in mind
blackout: 0 # everything black / blind mode blackout: 0 # everything black / blind mode
grayscale: 0 grayscale: 0
negative: 0 negative: 0
@@ -554,7 +606,7 @@ A Link to the Past:
puke: 0 puke: 0
uw_palettes: # Change the colors of caves and dungeons uw_palettes: # Change the colors of caves and dungeons
default: 50 # No changes default: 50 # No changes
random: 0 # Shuffle the colors, with harmony in mind good: 0 # Shuffle the colors, with harmony in mind
blackout: 0 # everything black / blind mode blackout: 0 # everything black / blind mode
grayscale: 0 grayscale: 0
negative: 0 negative: 0
@@ -564,7 +616,7 @@ A Link to the Past:
puke: 0 puke: 0
hud_palettes: # Change the colors of the hud hud_palettes: # Change the colors of the hud
default: 50 # No changes default: 50 # No changes
random: 0 # Shuffle the colors, with harmony in mind good: 0 # Shuffle the colors, with harmony in mind
blackout: 0 # everything black / blind mode blackout: 0 # everything black / blind mode
grayscale: 0 grayscale: 0
negative: 0 negative: 0
@@ -574,7 +626,7 @@ A Link to the Past:
puke: 0 puke: 0
sword_palettes: # Change the colors of swords sword_palettes: # Change the colors of swords
default: 50 # No changes default: 50 # No changes
random: 0 # Shuffle the colors, with harmony in mind good: 0 # Shuffle the colors, with harmony in mind
blackout: 0 # everything black / blind mode blackout: 0 # everything black / blind mode
grayscale: 0 grayscale: 0
negative: 0 negative: 0
@@ -584,7 +636,7 @@ A Link to the Past:
puke: 0 puke: 0
shield_palettes: # Change the colors of shields shield_palettes: # Change the colors of shields
default: 50 # No changes default: 50 # No changes
random: 0 # Shuffle the colors, with harmony in mind good: 0 # Shuffle the colors, with harmony in mind
blackout: 0 # everything black / blind mode blackout: 0 # everything black / blind mode
grayscale: 0 grayscale: 0
negative: 0 negative: 0
@@ -641,7 +693,7 @@ linked_options:
singularity: 1 singularity: 1
enemy_damage: enemy_damage:
shuffled: 1 shuffled: 1
random: 1 chaos: 1
enemy_health: enemy_health:
easy: 1 easy: 1
hard: 1 hard: 1

145
setup.py
View File

@@ -4,18 +4,21 @@ import sys
import sysconfig import sysconfig
from pathlib import Path from pathlib import Path
import cx_Freeze import cx_Freeze
from kivy_deps import sdl2, glew
from Utils import version_tuple
is_64bits = sys.maxsize > 2 ** 32 is_64bits = sys.maxsize > 2 ** 32
folder = "exe.{platform}-{version}".format(platform=sysconfig.get_platform(), arch_folder = "exe.{platform}-{version}".format(platform=sysconfig.get_platform(),
version=sysconfig.get_python_version()) version=sysconfig.get_python_version())
buildfolder = Path("build", folder) buildfolder = Path("build", arch_folder)
sbuildfolder = str(buildfolder) sbuildfolder = str(buildfolder)
libfolder = Path(buildfolder, "lib") libfolder = Path(buildfolder, "lib")
library = Path(libfolder, "library.zip") library = Path(libfolder, "library.zip")
print("Outputting to: " + sbuildfolder) print("Outputting to: " + sbuildfolder)
icon = os.path.join("data", "icon.ico") icon = os.path.join("data", "icon.ico")
mcicon = os.path.join("data", "mcicon.ico")
if os.path.exists("X:/pw.txt"): if os.path.exists("X:/pw.txt"):
print("Using signtool") print("Using signtool")
@@ -38,38 +41,56 @@ def _threaded_hash(filepath):
os.makedirs(buildfolder, exist_ok=True) os.makedirs(buildfolder, exist_ok=True)
def manifest_creation(folder): def manifest_creation(folder, create_hashes=False):
# Since the setup is now split into components and the manifest is not,
# it makes most sense to just remove the hashes for now. Not aware of anyone using them.
hashes = {} hashes = {}
manifestpath = os.path.join(folder, "manifest.json") manifestpath = os.path.join(folder, "manifest.json")
from concurrent.futures import ThreadPoolExecutor if create_hashes:
pool = ThreadPoolExecutor() from concurrent.futures import ThreadPoolExecutor
for dirpath, dirnames, filenames in os.walk(folder): pool = ThreadPoolExecutor()
for filename in filenames: for dirpath, dirnames, filenames in os.walk(folder):
path = os.path.join(dirpath, filename) for filename in filenames:
hashes[os.path.relpath(path, start=folder)] = pool.submit(_threaded_hash, path) path = os.path.join(dirpath, filename)
hashes[os.path.relpath(path, start=folder)] = pool.submit(_threaded_hash, path)
import json import json
from Utils import version_tuple manifest = {
manifest = {"buildtime": buildtime.isoformat(sep=" ", timespec="seconds"), "buildtime": buildtime.isoformat(sep=" ", timespec="seconds"),
"hashes": {path: hash.result() for path, hash in hashes.items()}, "hashes": {path: hash.result() for path, hash in hashes.items()},
"version": version_tuple} "version": version_tuple}
json.dump(manifest, open(manifestpath, "wt"), indent=4) json.dump(manifest, open(manifestpath, "wt"), indent=4)
print("Created Manifest") print("Created Manifest")
def remove_sprites_from_folder(folder):
for file in os.listdir(folder):
if file != ".gitignore":
os.remove(folder / file)
scripts = { scripts = {
"LttPClient.py": "ArchipelagoLttPClient", # Core
"MultiServer.py": "ArchipelagoServer", "MultiServer.py": ("ArchipelagoServer", False, icon),
"Generate.py": "ArchipelagoGenerate", "Generate.py": ("ArchipelagoGenerate", False, icon),
"LttPAdjuster.py": "ArchipelagoLttPAdjuster" # LttP
"LttPClient.py": ("ArchipelagoLttPClient", True, icon),
"LttPAdjuster.py": ("ArchipelagoLttPAdjuster", True, icon),
# Factorio
"FactorioClient.py": ("ArchipelagoFactorioClient", True, icon),
# Minecraft
"MinecraftClient.py": ("ArchipelagoMinecraftClient", False, mcicon),
} }
exes = [] exes = []
for script, scriptname in scripts.items(): for script, (scriptname, gui, icon) in scripts.items():
exes.append(cx_Freeze.Executable( exes.append(cx_Freeze.Executable(
script=script, script=script,
target_name=scriptname + ("" if sys.platform == "linux" else ".exe"), target_name=scriptname + ("" if sys.platform == "linux" else ".exe"),
icon=icon, icon=icon,
base="Win32GUI" if sys.platform == "win32" and gui else None
)) ))
import datetime import datetime
@@ -78,21 +99,21 @@ buildtime = datetime.datetime.utcnow()
cx_Freeze.setup( cx_Freeze.setup(
name="Archipelago", name="Archipelago",
version=f"{buildtime.year}.{buildtime.month}.{buildtime.day}.{buildtime.hour}", version=f"{version_tuple.major}.{version_tuple.minor}.{version_tuple.build}",
description="Archipelago", description="Archipelago",
executables=exes, executables=exes,
options={ options={
"build_exe": { "build_exe": {
"packages": ["websockets", "worlds"], "packages": ["websockets", "worlds", "kivy"],
"includes": [], "includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL", "excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"], "pandas"],
"zip_include_packages": ["*"], "zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds"], "zip_exclude_packages": ["worlds", "kivy"],
"include_files": [], "include_files": [],
"include_msvcr": True, "include_msvcr": False,
"replace_paths": [("*", "")], "replace_paths": [("*", "")],
"optimize": 2, "optimize": 1,
"build_exe": buildfolder "build_exe": buildfolder
}, },
}, },
@@ -113,6 +134,10 @@ def installfile(path, keep_content=False):
print('Warning,', path, 'not found') print('Warning,', path, 'not found')
for folder in sdl2.dep_bins + glew.dep_bins:
shutil.copytree(folder, libfolder, dirs_exist_ok=True)
print('copying', folder, '->', libfolder)
extra_data = ["LICENSE", "data", "EnemizerCLI", "host.yaml", "SNI", "meta.yaml"] extra_data = ["LICENSE", "data", "EnemizerCLI", "host.yaml", "SNI", "meta.yaml"]
for data in extra_data: for data in extra_data:
@@ -138,76 +163,6 @@ if signtool:
print(f"Signing SNI") print(f"Signing SNI")
os.system(signtool + os.path.join(buildfolder, "SNI", "SNI.exe")) os.system(signtool + os.path.join(buildfolder, "SNI", "SNI.exe"))
alttpr_sprites_folder = buildfolder / "data" / "sprites" / "alttpr" remove_sprites_from_folder(buildfolder / "data" / "sprites" / "alttpr")
for file in os.listdir(alttpr_sprites_folder):
if file != ".gitignore":
os.remove(alttpr_sprites_folder / file)
manifest_creation(buildfolder)
buildfolder = Path("build_factorio", folder)
sbuildfolder = str(buildfolder)
libfolder = Path(buildfolder, "lib")
library = Path(libfolder, "library.zip")
print("Outputting Factorio Client to: " + sbuildfolder)
os.makedirs(buildfolder, exist_ok=True)
exes = [
cx_Freeze.Executable(
script="FactorioClient.py",
target_name="ArchipelagoFactorioClient" + ("" if sys.platform == "linux" else ".exe"),
icon=icon,
base="Win32GUI" if sys.platform == "win32" else None
)]
import datetime
buildtime = datetime.datetime.utcnow()
cx_Freeze.setup(
name="Archipelago Factorio Client",
version=f"{buildtime.year}.{buildtime.month}.{buildtime.day}.{buildtime.hour}",
description="Archipelago Factorio Client",
executables=exes,
options={
"build_exe": {
"packages": ["websockets", "kivy", "worlds"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas"],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["kivy", "worlds"],
"include_files": [],
"include_msvcr": True,
"replace_paths": [("*", "")],
"optimize": 2,
"build_exe": buildfolder
},
},
)
extra_data = ["LICENSE", "data", "host.yaml", "meta.yaml"]
from kivy_deps import sdl2, glew
for folder in sdl2.dep_bins+glew.dep_bins:
shutil.copytree(folder, buildfolder, dirs_exist_ok=True)
for data in extra_data:
installfile(Path(data))
os.makedirs(buildfolder / "Players", exist_ok=True)
shutil.copyfile("playerSettings.yaml", buildfolder / "Players" / "weightedSettings.yaml")
if signtool:
for exe in exes:
print(f"Signing {exe.target_name}")
os.system(signtool + os.path.join(buildfolder, exe.target_name))
alttpr_sprites_folder = buildfolder / "data" / "sprites" / "alttpr"
for file in os.listdir(alttpr_sprites_folder):
if file != ".gitignore":
os.remove(alttpr_sprites_folder / file)
manifest_creation(buildfolder) manifest_creation(buildfolder)

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@@ -6,31 +6,31 @@ class TestEntrances(TestMinecraft):
self.run_entrance_tests([ self.run_entrance_tests([
['Nether Portal', False, []], ['Nether Portal', False, []],
['Nether Portal', False, [], ['Flint and Steel']], ['Nether Portal', False, [], ['Flint and Steel']],
['Nether Portal', False, [], ['Ingot Crafting']], ['Nether Portal', False, [], ['Progressive Resource Crafting']],
['Nether Portal', False, [], ['Progressive Tools']], ['Nether Portal', False, [], ['Progressive Tools']],
['Nether Portal', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']], ['Nether Portal', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']],
['Nether Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket']], ['Nether Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket']],
['Nether Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools']], ['Nether Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools']],
['End Portal', False, []], ['End Portal', False, []],
['End Portal', False, [], ['Brewing']], ['End Portal', False, [], ['Brewing']],
['End Portal', False, ['3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls'], ['3 Ender Pearls']], ['End Portal', False, ['3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls'], ['3 Ender Pearls']],
['End Portal', False, [], ['Flint and Steel']], ['End Portal', False, [], ['Flint and Steel']],
['End Portal', False, [], ['Ingot Crafting']], ['End Portal', False, [], ['Progressive Resource Crafting']],
['End Portal', False, [], ['Progressive Tools']], ['End Portal', False, [], ['Progressive Tools']],
['End Portal', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']], ['End Portal', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']],
['End Portal', False, [], ['Progressive Weapons']], ['End Portal', False, [], ['Progressive Weapons']],
['End Portal', False, [], ['Progressive Armor', 'Shield']], ['End Portal', False, [], ['Progressive Armor', 'Shield']],
['End Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', ['End Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket',
'Progressive Weapons', 'Progressive Armor', 'Progressive Weapons', 'Progressive Armor',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['End Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', ['End Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket',
'Progressive Weapons', 'Shield', 'Progressive Weapons', 'Shield',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['End Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', ['End Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools',
'Progressive Weapons', 'Progressive Armor', 'Progressive Weapons', 'Progressive Armor',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['End Portal', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', ['End Portal', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools',
'Progressive Weapons', 'Shield', 'Progressive Weapons', 'Shield',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
]) ])
@@ -39,53 +39,53 @@ class TestEntrances(TestMinecraft):
self.run_entrance_tests([ # Structures 1 and 2 should be logically equivalent self.run_entrance_tests([ # Structures 1 and 2 should be logically equivalent
['Overworld Structure 1', False, []], ['Overworld Structure 1', False, []],
['Overworld Structure 1', False, [], ['Progressive Weapons']], ['Overworld Structure 1', False, [], ['Progressive Weapons']],
['Overworld Structure 1', False, [], ['Ingot Crafting', 'Campfire']], ['Overworld Structure 1', False, [], ['Progressive Resource Crafting', 'Campfire']],
['Overworld Structure 1', True, ['Progressive Weapons', 'Ingot Crafting']], ['Overworld Structure 1', True, ['Progressive Weapons', 'Progressive Resource Crafting']],
['Overworld Structure 1', True, ['Progressive Weapons', 'Campfire']], ['Overworld Structure 1', True, ['Progressive Weapons', 'Campfire']],
['Overworld Structure 2', False, []], ['Overworld Structure 2', False, []],
['Overworld Structure 2', False, [], ['Progressive Weapons']], ['Overworld Structure 2', False, [], ['Progressive Weapons']],
['Overworld Structure 2', False, [], ['Ingot Crafting', 'Campfire']], ['Overworld Structure 2', False, [], ['Progressive Resource Crafting', 'Campfire']],
['Overworld Structure 2', True, ['Progressive Weapons', 'Ingot Crafting']], ['Overworld Structure 2', True, ['Progressive Weapons', 'Progressive Resource Crafting']],
['Overworld Structure 2', True, ['Progressive Weapons', 'Campfire']], ['Overworld Structure 2', True, ['Progressive Weapons', 'Campfire']],
['Nether Structure 1', False, []], ['Nether Structure 1', False, []],
['Nether Structure 1', False, [], ['Flint and Steel']], ['Nether Structure 1', False, [], ['Flint and Steel']],
['Nether Structure 1', False, [], ['Ingot Crafting']], ['Nether Structure 1', False, [], ['Progressive Resource Crafting']],
['Nether Structure 1', False, [], ['Progressive Tools']], ['Nether Structure 1', False, [], ['Progressive Tools']],
['Nether Structure 1', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']], ['Nether Structure 1', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']],
['Nether Structure 1', False, [], ['Progressive Weapons']], ['Nether Structure 1', False, [], ['Progressive Weapons']],
['Nether Structure 1', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', 'Progressive Weapons']], ['Nether Structure 1', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket', 'Progressive Weapons']],
['Nether Structure 1', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', 'Progressive Weapons']], ['Nether Structure 1', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', 'Progressive Weapons']],
['Nether Structure 2', False, []], ['Nether Structure 2', False, []],
['Nether Structure 2', False, [], ['Flint and Steel']], ['Nether Structure 2', False, [], ['Flint and Steel']],
['Nether Structure 2', False, [], ['Ingot Crafting']], ['Nether Structure 2', False, [], ['Progressive Resource Crafting']],
['Nether Structure 2', False, [], ['Progressive Tools']], ['Nether Structure 2', False, [], ['Progressive Tools']],
['Nether Structure 2', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']], ['Nether Structure 2', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']],
['Nether Structure 2', False, [], ['Progressive Weapons']], ['Nether Structure 2', False, [], ['Progressive Weapons']],
['Nether Structure 2', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', 'Progressive Weapons']], ['Nether Structure 2', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket', 'Progressive Weapons']],
['Nether Structure 2', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', 'Progressive Weapons']], ['Nether Structure 2', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', 'Progressive Weapons']],
['The End Structure', False, []], ['The End Structure', False, []],
['The End Structure', False, [], ['Brewing']], ['The End Structure', False, [], ['Brewing']],
['The End Structure', False, ['3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls'], ['3 Ender Pearls']], ['The End Structure', False, ['3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls'], ['3 Ender Pearls']],
['The End Structure', False, [], ['Flint and Steel']], ['The End Structure', False, [], ['Flint and Steel']],
['The End Structure', False, [], ['Ingot Crafting']], ['The End Structure', False, [], ['Progressive Resource Crafting']],
['The End Structure', False, [], ['Progressive Tools']], ['The End Structure', False, [], ['Progressive Tools']],
['The End Structure', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']], ['The End Structure', False, ['Progressive Tools', 'Progressive Tools'], ['Bucket', 'Progressive Tools']],
['The End Structure', False, [], ['Progressive Weapons']], ['The End Structure', False, [], ['Progressive Weapons']],
['The End Structure', False, [], ['Progressive Armor', 'Shield']], ['The End Structure', False, [], ['Progressive Armor', 'Shield']],
['The End Structure', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', ['The End Structure', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket',
'Progressive Weapons', 'Progressive Armor', 'Progressive Weapons', 'Progressive Armor',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['The End Structure', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Bucket', ['The End Structure', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Bucket',
'Progressive Weapons', 'Shield', 'Progressive Weapons', 'Shield',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['The End Structure', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', ['The End Structure', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools',
'Progressive Weapons', 'Progressive Armor', 'Progressive Weapons', 'Progressive Armor',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],
['The End Structure', True, ['Flint and Steel', 'Ingot Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools', ['The End Structure', True, ['Flint and Steel', 'Progressive Resource Crafting', 'Progressive Tools', 'Progressive Tools', 'Progressive Tools',
'Progressive Weapons', 'Shield', 'Progressive Weapons', 'Shield',
'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']], 'Brewing', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls', '3 Ender Pearls']],

View File

@@ -4,8 +4,8 @@ from BaseClasses import MultiWorld
from worlds import AutoWorld from worlds import AutoWorld
from worlds.minecraft import MinecraftWorld from worlds.minecraft import MinecraftWorld
from worlds.minecraft.Items import MinecraftItem, item_table from worlds.minecraft.Items import MinecraftItem, item_table
from worlds.minecraft.Options import AdvancementGoal, CombatDifficulty from worlds.minecraft.Options import AdvancementGoal, CombatDifficulty, BeeTraps
from Options import Toggle from Options import Toggle, Range
# Converts the name of an item into an item object # Converts the name of an item into an item object
def MCItemFactory(items, player: int): def MCItemFactory(items, player: int):
@@ -36,8 +36,10 @@ class TestMinecraft(TestBase):
setattr(self.world, "advancement_goal", {1: AdvancementGoal(30)}) setattr(self.world, "advancement_goal", {1: AdvancementGoal(30)})
setattr(self.world, "shuffle_structures", {1: Toggle(False)}) setattr(self.world, "shuffle_structures", {1: Toggle(False)})
setattr(self.world, "combat_difficulty", {1: CombatDifficulty(1)}) # normal setattr(self.world, "combat_difficulty", {1: CombatDifficulty(1)}) # normal
setattr(self.world, "bee_traps", {1: Toggle(False)}) setattr(self.world, "bee_traps", {1: BeeTraps(0)})
setattr(self.world, "structure_compasses", {1: Toggle(False)}) setattr(self.world, "structure_compasses", {1: Toggle(False)})
setattr(self.world, "egg_shards_required", {1: Range(0)})
setattr(self.world, "egg_shards_available", {1: Range(0)})
AutoWorld.call_single(self.world, "create_regions", 1) AutoWorld.call_single(self.world, "create_regions", 1)
AutoWorld.call_single(self.world, "generate_basic", 1) AutoWorld.call_single(self.world, "generate_basic", 1)
AutoWorld.call_single(self.world, "set_rules", 1) AutoWorld.call_single(self.world, "set_rules", 1)

View File

@@ -1,20 +1,25 @@
from __future__ import annotations from __future__ import annotations
from typing import Dict, Set, Tuple from typing import Dict, Set, Tuple, List, Optional
from BaseClasses import MultiWorld, Item, CollectionState from BaseClasses import MultiWorld, Item, CollectionState, Location
class AutoWorldRegister(type): class AutoWorldRegister(type):
world_types:Dict[str, World] = {} world_types: Dict[str, World] = {}
def __new__(cls, name, bases, dct): def __new__(cls, name, bases, dct):
dct["all_names"] = dct["item_names"] | dct["location_names"] | set(dct.get("item_name_groups", {}))
# filter out any events # filter out any events
dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id} dct["item_name_to_id"] = {name: id for name, id in dct["item_name_to_id"].items() if id}
dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id} dct["location_name_to_id"] = {name: id for name, id in dct["location_name_to_id"].items() if id}
# build reverse lookups # build reverse lookups
dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()} dct["item_id_to_name"] = {code: name for name, code in dct["item_name_to_id"].items()}
dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()} dct["location_id_to_name"] = {code: name for name, code in dct["location_name_to_id"].items()}
# build rest
dct["item_names"] = frozenset(dct["item_name_to_id"])
dct["location_names"] = frozenset(dct["location_name_to_id"])
dct["all_names"] = dct["item_names"] | dct["location_names"] | set(dct.get("item_name_groups", {}))
# construct class # construct class
new_class = super().__new__(cls, name, bases, dct) new_class = super().__new__(cls, name, bases, dct)
if "game" in dct: if "game" in dct:
@@ -39,8 +44,22 @@ def call_single(world: MultiWorld, method_name: str, player: int, *args):
def call_all(world: MultiWorld, method_name: str, *args): def call_all(world: MultiWorld, method_name: str, *args):
world_types = set()
for player in world.player_ids: for player in world.player_ids:
world_types.add(world.worlds[player].__class__)
call_single(world, method_name, player, *args) call_single(world, method_name, player, *args)
for world_type in world_types:
stage_callable = getattr(world_type, f"stage_{method_name}", None)
if stage_callable:
stage_callable(world, *args)
def call_stage(world: MultiWorld, method_name: str, *args):
world_types = {world.worlds[player].__class__ for player in world.player_ids}
for world_type in world_types:
stage_callable = getattr(world_type, f"stage_{method_name}", None)
if stage_callable:
stage_callable(world, *args)
class World(metaclass=AutoWorldRegister): class World(metaclass=AutoWorldRegister):
@@ -48,21 +67,16 @@ class World(metaclass=AutoWorldRegister):
A Game should have its own subclass of World in which it defines the required data structures.""" A Game should have its own subclass of World in which it defines the required data structures."""
options: dict = {} # link your Options mapping options: dict = {} # link your Options mapping
game: str # name the game game: str # name the game
topology_present: bool = False # indicate if world type has any meaningful layout/pathing topology_present: bool = False # indicate if world type has any meaningful layout/pathing
item_names: Set[str] = frozenset() # set of all potential item names
# maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_name_groups: Dict[str, Set[str]] = {}
location_names: Set[str] = frozenset() # set of all potential location names
all_names: Set[str] = frozenset() # gets automatically populated with all item, item group and location names all_names: Set[str] = frozenset() # gets automatically populated with all item, item group and location names
# map names to their IDs # map names to their IDs
item_name_to_id: Dict[str, int] = {} item_name_to_id: Dict[str, int] = {}
location_name_to_id: Dict[str, int] = {} location_name_to_id: Dict[str, int] = {}
# reverse, automatically generated # maps item group names to sets of items. Example: "Weapons" -> {"Sword", "Bow"}
item_id_to_name: Dict[int, str] = {} item_name_groups: Dict[str, Set[str]] = {}
location_id_to_name: Dict[int, str] = {}
data_version = 1 # increment this every time something in your world's names/id mappings changes. data_version = 1 # increment this every time something in your world's names/id mappings changes.
@@ -78,11 +92,21 @@ class World(metaclass=AutoWorldRegister):
world: MultiWorld world: MultiWorld
player: int player: int
# automatically generated
item_id_to_name: Dict[int, str]
location_id_to_name: Dict[int, str]
item_names: Set[str] # set of all potential item names
location_names: Set[str] # set of all potential location names
def __init__(self, world: MultiWorld, player: int): def __init__(self, world: MultiWorld, player: int):
self.world = world self.world = world
self.player = player self.player = player
# overridable methods that get called by Main.py, sorted by execution order # overridable methods that get called by Main.py, sorted by execution order
# can also be implemented as a classmethod and called "stage_<original_name",
# in that case the MultiWorld object is passed as an argument and it gets called once for the entire multiworld.
# An example of this can be found in alttp as stage_pre_fill
def generate_early(self): def generate_early(self):
pass pass
@@ -98,6 +122,16 @@ class World(metaclass=AutoWorldRegister):
def generate_basic(self): def generate_basic(self):
pass pass
def pre_fill(self):
"""Optional method that is supposed to be used for special fill stages. This is run *after* plando."""
pass
def fill_hook(cls, progitempool: List[Item], nonexcludeditempool: List[Item],
localrestitempool: Dict[int, List[Item]], restitempool: List[Item], fill_locations: List[Location]):
"""Special method that gets called as part of distribute_items_restrictive (main fill).
This gets called once per present world type."""
pass
def generate_output(self, output_directory: str): def generate_output(self, output_directory: str):
"""This method gets called from a threadpool, do not use world.random here. """This method gets called from a threadpool, do not use world.random here.
If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead.""" If you need any last-second randomization, use MultiWorld.slot_seeds[slot] instead."""
@@ -107,23 +141,42 @@ class World(metaclass=AutoWorldRegister):
"""Fill in the slot_data field in the Connected network package.""" """Fill in the slot_data field in the Connected network package."""
return {} return {}
def modify_multidata(self, multidata: dict):
"""For deeper modification of server multidata."""
pass
def get_required_client_version(self) -> Tuple[int, int, int]: def get_required_client_version(self) -> Tuple[int, int, int]:
return 0, 0, 3 return 0, 0, 3
# end of Main.py calls # end of Main.py calls
def collect(self, state: CollectionState, item: Item) -> bool: def collect_item(self, state: CollectionState, item: Item) -> Optional[str]:
"""Collect an item into state. For speed reasons items that aren't logically useful get skipped.""" """Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
Collect None to skip item."""
if item.advancement: if item.advancement:
state.prog_items[item.name, item.player] += 1 return item.name
return True # indicate that a logical state change has occured
return False
def create_item(self, name: str) -> Item: def create_item(self, name: str) -> Item:
"""Create an item for this world type and player. """Create an item for this world type and player.
Warning: this may be called with self.world = None, for example by MultiServer""" Warning: this may be called with self.world = None, for example by MultiServer"""
raise NotImplementedError raise NotImplementedError
# following methods should not need to be overriden.
def collect(self, state: CollectionState, item: Item) -> bool:
name = self.collect_item(state, item)
if name:
state.prog_items[name, item.player] += 1
return True
return False
def remove(self, state: CollectionState, item: Item) -> bool:
name = self.collect_item(state, item)
if name:
state.prog_items[name, item.player] -= 1
if state.prog_items[name, item.player] < 1:
del (state.prog_items[name, item.player])
return True
return False
# any methods attached to this can be used as part of CollectionState, # any methods attached to this can be used as part of CollectionState,
# please use a prefix as all of them get clobbered together # please use a prefix as all of them get clobbered together

View File

@@ -27,8 +27,10 @@ for world_name, world in AutoWorldRegister.world_types.items():
lookup_any_location_id_to_name.update(world.location_id_to_name) lookup_any_location_id_to_name.update(world.location_id_to_name)
network_data_package = { network_data_package = {
# Remove with 0.2.0
"lookup_any_location_id_to_name": lookup_any_location_id_to_name, # legacy, to be removed "lookup_any_location_id_to_name": lookup_any_location_id_to_name, # legacy, to be removed
"lookup_any_item_id_to_name": lookup_any_item_id_to_name, # legacy, to be removed "lookup_any_item_id_to_name": lookup_any_item_id_to_name, # legacy, to be removed
"version": sum(world.data_version for world in AutoWorldRegister.world_types.values()), "version": sum(world.data_version for world in AutoWorldRegister.world_types.values()),
"games": games, "games": games,
} }

View File

@@ -44,75 +44,6 @@ def create_dungeons(world, player):
world.dungeons += [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT] world.dungeons += [ES, EP, DP, ToH, AT, PoD, TT, SW, SP, IP, MM, TR, GT]
def fill_dungeons(world):
#All chests on the freebes list locked behind a key in room with no other exit
freebes = ['Ganons Tower - Map Chest', 'Palace of Darkness - Harmless Hellway', 'Palace of Darkness - Big Key Chest', 'Turtle Rock - Big Key Chest']
all_state_base = world.get_all_state()
dungeons = [(list(dungeon.regions), dungeon.big_key, list(dungeon.small_keys), list(dungeon.dungeon_items)) for dungeon in world.dungeons]
loopcnt = 0
while dungeons:
loopcnt += 1
dungeon_regions, big_key, small_keys, dungeon_items = dungeons.pop(0)
# this is what we need to fill
dungeon_locations = [location for location in world.get_unfilled_locations() if location.parent_region.name in dungeon_regions]
world.random.shuffle(dungeon_locations)
all_state = all_state_base.copy()
# first place big key
if big_key is not None:
bk_location = None
for location in dungeon_locations:
if location.item_rule(big_key):
bk_location = location
break
if bk_location is None:
raise RuntimeError('No suitable location for %s' % big_key)
world.push_item(bk_location, big_key, False)
bk_location.event = True
bk_location.locked = True
dungeon_locations.remove(bk_location)
big_key = None
# next place small keys
while small_keys:
small_key = small_keys.pop()
all_state.sweep_for_events()
sk_location = None
for location in dungeon_locations:
if location.name in freebes or (location.can_reach(all_state) and location.item_rule(small_key)):
sk_location = location
break
if sk_location is None:
# need to retry this later
small_keys.append(small_key)
dungeons.append((dungeon_regions, big_key, small_keys, dungeon_items))
# infinite regression protection
if loopcnt < (30 * world.players):
break
else:
raise RuntimeError('No suitable location for %s' % small_key)
world.push_item(sk_location, small_key, False)
sk_location.event = True
sk_location.locked = True
dungeon_locations.remove(sk_location)
if small_keys:
# key placement not finished, loop again
continue
# next place dungeon items
for dungeon_item in dungeon_items:
di_location = dungeon_locations.pop()
world.push_item(di_location, dungeon_item, False)
def get_dungeon_item_pool(world): def get_dungeon_item_pool(world):
items = [item for dungeon in world.dungeons for item in dungeon.all_items] items = [item for dungeon in world.dungeons for item in dungeon.all_items]
@@ -120,28 +51,22 @@ def get_dungeon_item_pool(world):
item.world = world item.world = world
return items return items
def fill_dungeons_restrictive(world): def fill_dungeons_restrictive(world):
"""Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside.""" """Places dungeon-native items into their dungeons, places nothing if everything is shuffled outside."""
restricted_players = {player for player, restricted in world.restrict_dungeon_item_on_boss.items() if restricted} dungeon_items = [item for item in get_dungeon_item_pool(world) if
(((item.smallkey and not world.keyshuffle[item.player])
locations = [location for location in world.get_unfilled_dungeon_locations() or (item.bigkey and not world.bigkeyshuffle[item.player])
if not (location.player in restricted_players and location.name in lookup_boss_drops)] # filter boss or (item.map and not world.mapshuffle[item.player])
or (item.compass and not world.compassshuffle[item.player])
world.random.shuffle(locations) ) and world.goal[item.player] != 'icerodhunt')]
all_state_base = world.get_all_state()
# with shuffled dungeon items they are distributed as part of the normal item pool
for item in world.get_items():
if (item.smallkey and world.keyshuffle[item.player]) or (item.bigkey and world.bigkeyshuffle[item.player]):
all_state_base.collect(item, True)
item.advancement = True
dungeon_items = [item for item in get_dungeon_item_pool(world) if (((item.smallkey and not world.keyshuffle[item.player])
or (item.bigkey and not world.bigkeyshuffle[item.player])
or (item.map and not world.mapshuffle[item.player])
or (item.compass and not world.compassshuffle[item.player])
) and world.goal[item.player] != 'icerodhunt')] #
if dungeon_items: if dungeon_items:
restricted_players = {player for player, restricted in world.restrict_dungeon_item_on_boss.items() if restricted}
locations = [location for location in world.get_unfilled_dungeon_locations()
if not (location.player in restricted_players and location.name in lookup_boss_drops)] # filter boss
world.random.shuffle(locations)
all_state_base = world.get_all_state()
# sort in the order Big Key, Small Key, Other before placing dungeon items # sort in the order Big Key, Small Key, Other before placing dungeon items
sort_order = {"BigKey": 3, "SmallKey": 2} sort_order = {"BigKey": 3, "SmallKey": 2}
dungeon_items.sort(key=lambda item: sort_order.get(item.type, 1)) dungeon_items.sort(key=lambda item: sort_order.get(item.type, 1))

View File

@@ -143,20 +143,7 @@ def parse_arguments(argv, no_defaults=False):
off. off.
Off: Dungeon counters are never shown. Off: Dungeon counters are never shown.
''') ''')
parser.add_argument('--progressive', default=defval('on'), const='normal', nargs='?', choices=['on', 'off', 'random'],
help='''\
Select progressive equipment setting. Affects available itempool. (default: %(default)s)
On: Swords, Shields, Armor, and Gloves will
all be progressive equipment. Each subsequent
item of the same type the player finds will
upgrade that piece of equipment by one stage.
Off: Swords, Shields, Armor, and Gloves will not
be progressive equipment. Higher level items may
be found at any time. Downgrades are not possible.
Random: Swords, Shields, Armor, and Gloves will, per
category, be randomly progressive or not.
Link will die in one hit.
''')
parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?', parser.add_argument('--algorithm', default=defval('balanced'), const='balanced', nargs='?',
choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'], choices=['freshness', 'flood', 'vt25', 'vt26', 'balanced'],
help='''\ help='''\
@@ -218,22 +205,7 @@ def parse_arguments(argv, no_defaults=False):
--seed given will produce the same 10 (different) roms each --seed given will produce the same 10 (different) roms each
time). time).
''', type=int) ''', type=int)
parser.add_argument('--fastmenu', default=defval('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='''\
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('--mapshuffle', default=defval(False), parser.add_argument('--mapshuffle', default=defval(False),
help='Maps are no longer restricted to their dungeons, but can be anywhere', help='Maps are no longer restricted to their dungeons, but can be anywhere',
action='store_true') action='store_true')
@@ -276,19 +248,6 @@ def parse_arguments(argv, no_defaults=False):
If set, the Pyramid Hole and Ganon's Tower are not If set, the Pyramid Hole and Ganon's Tower are not
included entrance shuffle pool. included entrance shuffle pool.
''', action='store_false', dest='shuffleganon') ''', action='store_false', dest='shuffleganon')
parser.add_argument('--heartbeep', default=defval('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=defval('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=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--uw_palettes', default=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--hud_palettes', default=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--shield_palettes', default=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--sword_palettes', default=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--link_palettes', default=defval('default'), choices=['default', 'random', 'blackout','puke','classic','grayscale','negative','dizzy','sick'])
parser.add_argument('--sprite', help='''\ parser.add_argument('--sprite', help='''\
Path to a sprite sheet to use for Link. Needs to be in Path to a sprite sheet to use for Link. Needs to be in
@@ -380,15 +339,14 @@ def parse_arguments(argv, no_defaults=False):
'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle', 'startinventory', 'mapshuffle', 'compassshuffle', 'keyshuffle', 'bigkeyshuffle', 'startinventory',
'local_items', 'non_local_items', 'retro', 'accessibility', 'hints', 'beemizer', 'local_items', 'non_local_items', 'retro', 'accessibility', 'hints', 'beemizer',
'shufflebosses', 'enemy_shuffle', 'enemy_health', 'enemy_damage', 'shufflepots', 'shufflebosses', 'enemy_shuffle', 'enemy_health', 'enemy_damage', 'shufflepots',
'ow_palettes', 'uw_palettes', 'sprite', 'disablemusic', 'quickswap', 'fastmenu', 'heartcolor', 'sprite',
'heartbeep', "progression_balancing", "triforce_pieces_available", "progression_balancing", "triforce_pieces_available",
"triforce_pieces_required", "shop_shuffle", "triforce_pieces_required", "shop_shuffle",
"required_medallions", "start_hints", "required_medallions", "start_hints",
"plando_items", "plando_texts", "plando_connections", "er_seeds", "plando_items", "plando_texts", "plando_connections", "er_seeds",
'progressive', 'dungeon_counters', 'glitch_boots', 'killable_thieves', 'dungeon_counters', 'glitch_boots', 'killable_thieves',
'tile_shuffle', 'bush_shuffle', 'shuffle_prizes', 'sprite_pool', 'dark_room_logic', 'tile_shuffle', 'bush_shuffle', 'shuffle_prizes', 'sprite_pool', 'dark_room_logic',
'restrict_dungeon_item_on_boss', 'reduceflashing', 'game', 'restrict_dungeon_item_on_boss', 'game']:
'hud_palettes', 'sword_palettes', 'shield_palettes', 'link_palettes', 'triforcehud']:
value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name) value = getattr(defaults, name) if getattr(playerargs, name) is None else getattr(playerargs, name)
if player == 1: if player == 1:
setattr(ret, name, {1: value}) setattr(ret, name, {1: value})

View File

@@ -1064,7 +1064,7 @@ def link_entrances(world, player):
connect_doors(world, single_doors, door_targets, player) connect_doors(world, single_doors, door_targets, player)
else: else:
raise NotImplementedError( raise NotImplementedError(
f'{world.shuffle[player]} Shuffling not supported yet. Player {world.get_player_names(player)}') f'{world.shuffle[player]} Shuffling not supported yet. Player {world.get_player_name(player)}')
# mandatory hybrid major glitches connections # mandatory hybrid major glitches connections
if world.logic[player] in ['hybridglitches', 'nologic']: if world.logic[player] in ['hybridglitches', 'nologic']:

View File

@@ -399,7 +399,7 @@ def generate_itempool(world):
if additional_triforce_pieces: if additional_triforce_pieces:
if additional_triforce_pieces > len(nonprogressionitems): if additional_triforce_pieces > len(nonprogressionitems):
raise FillError(f"Not enough non-progression items to replace with Triforce pieces found for player " raise FillError(f"Not enough non-progression items to replace with Triforce pieces found for player "
f"{world.get_player_names(player)}.") f"{world.get_player_name(player)}.")
progressionitems += [ItemFactory("Triforce Piece", player)] * additional_triforce_pieces progressionitems += [ItemFactory("Triforce Piece", player)] * additional_triforce_pieces
nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)) # try to keep hearts in the pool nonprogressionitems.sort(key=lambda item: int("Heart" in item.name)) # try to keep hearts in the pool
nonprogressionitems = nonprogressionitems[additional_triforce_pieces:] nonprogressionitems = nonprogressionitems[additional_triforce_pieces:]
@@ -492,6 +492,7 @@ def set_up_take_anys(world, player):
world.initialize_regions() world.initialize_regions()
def create_dynamic_shop_locations(world, player): def create_dynamic_shop_locations(world, player):
for shop in world.shops: for shop in world.shops:
if shop.region.player == player: if shop.region.player == player:
@@ -511,35 +512,7 @@ def create_dynamic_shop_locations(world, player):
loc.locked = True loc.locked = True
def fill_prizes(world, attempts=15):
all_state = world.get_all_state(keys=True)
for player in world.get_game_players("A Link to the Past"):
crystals = ItemFactory(['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6'], player)
crystal_locations = [world.get_location('Turtle Rock - Prize', player), world.get_location('Eastern Palace - Prize', player), world.get_location('Desert Palace - Prize', player), world.get_location('Tower of Hera - Prize', player), world.get_location('Palace of Darkness - Prize', player),
world.get_location('Thieves\' Town - Prize', player), world.get_location('Skull Woods - Prize', player), world.get_location('Swamp Palace - Prize', player), world.get_location('Ice Palace - Prize', player),
world.get_location('Misery Mire - Prize', player)]
placed_prizes = {loc.item.name for loc in crystal_locations if loc.item}
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
empty_crystal_locations = [loc for loc in crystal_locations if not loc.item]
for attempt in range(attempts):
try:
prizepool = unplaced_prizes.copy()
prize_locs = empty_crystal_locations.copy()
world.random.shuffle(prize_locs)
fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True)
except FillError as e:
logging.getLogger('').exception("Failed to place dungeon prizes (%s). Will retry %s more times", e,
attempts - attempt)
for location in empty_crystal_locations:
location.item = None
continue
break
else:
raise FillError('Unable to place dungeon prizes')
def get_pool_core(world, player: int): def get_pool_core(world, player: int):
progressive = world.progressive[player]
shuffle = world.shuffle[player] shuffle = world.shuffle[player]
difficulty = world.difficulty[player] difficulty = world.difficulty[player]
timer = world.timer[player] timer = world.timer[player]
@@ -563,16 +536,14 @@ def get_pool_core(world, player: int):
assert loc not in placed_items assert loc not in placed_items
placed_items[loc] = item placed_items[loc] = item
def want_progressives():
return world.random.choice([True, False]) if progressive == 'random' else progressive == 'on'
# provide boots to major glitch dependent seeds # provide boots to major glitch dependent seeds
if logic in {'owglitches', 'hybridglitches', 'nologic'} and world.glitch_boots[player] and goal != 'icerodhunt': if logic in {'owglitches', 'hybridglitches', 'nologic'} and world.glitch_boots[player] and goal != 'icerodhunt':
precollected_items.append('Pegasus Boots') precollected_items.append('Pegasus Boots')
pool.remove('Pegasus Boots') pool.remove('Pegasus Boots')
pool.append('Rupees (20)') pool.append('Rupees (20)')
want_progressives = world.progressive[player].want_progressives
if want_progressives(): if want_progressives(world.random):
pool.extend(diff.progressiveglove) pool.extend(diff.progressiveglove)
else: else:
pool.extend(diff.basicglove) pool.extend(diff.basicglove)
@@ -599,22 +570,22 @@ def get_pool_core(world, player: int):
thisbottle = world.random.choice(diff.bottles) thisbottle = world.random.choice(diff.bottles)
pool.append(thisbottle) pool.append(thisbottle)
if want_progressives(): if want_progressives(world.random):
pool.extend(diff.progressiveshield) pool.extend(diff.progressiveshield)
else: else:
pool.extend(diff.basicshield) pool.extend(diff.basicshield)
if want_progressives(): if want_progressives(world.random):
pool.extend(diff.progressivearmor) pool.extend(diff.progressivearmor)
else: else:
pool.extend(diff.basicarmor) pool.extend(diff.basicarmor)
if want_progressives(): if want_progressives(world.random):
pool.extend(diff.progressivemagic) pool.extend(diff.progressivemagic)
else: else:
pool.extend(diff.basicmagic) pool.extend(diff.basicmagic)
if want_progressives(): if want_progressives(world.random):
pool.extend(diff.progressivebow) pool.extend(diff.progressivebow)
elif (swordless or logic == 'noglitches') and goal != 'icerodhunt': elif (swordless or logic == 'noglitches') and goal != 'icerodhunt':
swordless_bows = ['Bow', 'Silver Bow'] swordless_bows = ['Bow', 'Silver Bow']
@@ -627,7 +598,7 @@ def get_pool_core(world, player: int):
if swordless: if swordless:
pool.extend(diff.swordless) pool.extend(diff.swordless)
else: else:
progressive_swords = want_progressives() progressive_swords = want_progressives(world.random)
pool.extend(diff.progressivesword if progressive_swords else diff.basicsword) pool.extend(diff.progressivesword if progressive_swords else diff.basicsword)
extraitems = total_items_to_place - len(pool) - len(placed_items) extraitems = total_items_to_place - len(pool) - len(placed_items)

View File

@@ -136,58 +136,58 @@ item_table = {'Bow': ItemData(True, None, 0x0B, 'You have\nchosen the\narcher cl
'Multi RNG': ItemData(False, None, 0x63, 'something you may already have', None, None, None, None, 'unknown boy somethings again', 'a total mystery'), 'Multi RNG': ItemData(False, None, 0x63, 'something you may already have', None, None, None, None, 'unknown boy somethings again', 'a total mystery'),
'Magic Upgrade (1/2)': ItemData(True, None, 0x4E, 'Your magic\npower has been\ndoubled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Half Magic'), # can be required to beat mothula in an open seed in very very rare circumstance 'Magic Upgrade (1/2)': ItemData(True, None, 0x4E, 'Your magic\npower has been\ndoubled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Half Magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Magic Upgrade (1/4)': ItemData(True, None, 0x4F, 'Your magic\npower has been\nquadrupled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Quarter Magic'), # can be required to beat mothula in an open seed in very very rare circumstance 'Magic Upgrade (1/4)': ItemData(True, None, 0x4F, 'Your magic\npower has been\nquadrupled!', 'and the spell power', 'the magic-saving kid', 'wizardry for sale', 'mekalekahi mekahiney ho', 'magic boy saves magic again', 'Quarter Magic'), # can be required to beat mothula in an open seed in very very rare circumstance
'Small Key (Eastern Palace)': ItemData(False, 'SmallKey', 0xA2, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'), 'Small Key (Eastern Palace)': ItemData(True, 'SmallKey', 0xA2, 'A small key to Armos Knights', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Eastern Palace'),
'Big Key (Eastern Palace)': ItemData(False, 'BigKey', 0x9D, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'), 'Big Key (Eastern Palace)': ItemData(True, 'BigKey', 0x9D, 'A big key to Armos Knights', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Eastern Palace'),
'Compass (Eastern Palace)': ItemData(False, 'Compass', 0x8D, 'Now you can find the Armos Knights!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Eastern Palace'), 'Compass (Eastern Palace)': ItemData(False, 'Compass', 0x8D, 'Now you can find the Armos Knights!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Eastern Palace'),
'Map (Eastern Palace)': ItemData(False, 'Map', 0x7D, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Eastern Palace'), 'Map (Eastern Palace)': ItemData(False, 'Map', 0x7D, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Eastern Palace'),
'Small Key (Desert Palace)': ItemData(False, 'SmallKey', 0xA3, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'), 'Small Key (Desert Palace)': ItemData(True, 'SmallKey', 0xA3, 'A small key to the desert', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Desert Palace'),
'Big Key (Desert Palace)': ItemData(False, 'BigKey', 0x9C, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'), 'Big Key (Desert Palace)': ItemData(True, 'BigKey', 0x9C, 'A big key to the desert', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Desert Palace'),
'Compass (Desert Palace)': ItemData(False, 'Compass', 0x8C, 'Now you can find Lanmolas!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Desert Palace'), 'Compass (Desert Palace)': ItemData(False, 'Compass', 0x8C, 'Now you can find Lanmolas!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Desert Palace'),
'Map (Desert Palace)': ItemData(False, 'Map', 0x7C, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Desert Palace'), 'Map (Desert Palace)': ItemData(False, 'Map', 0x7C, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Desert Palace'),
'Small Key (Tower of Hera)': ItemData(False, 'SmallKey', 0xAA, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'), 'Small Key (Tower of Hera)': ItemData(True, 'SmallKey', 0xAA, 'A small key to Hera', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Tower of Hera'),
'Big Key (Tower of Hera)': ItemData(False, 'BigKey', 0x95, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'), 'Big Key (Tower of Hera)': ItemData(True, 'BigKey', 0x95, 'A big key to Hera', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Tower of Hera'),
'Compass (Tower of Hera)': ItemData(False, 'Compass', 0x85, 'Now you can find Moldorm!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Tower of Hera'), 'Compass (Tower of Hera)': ItemData(False, 'Compass', 0x85, 'Now you can find Moldorm!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Tower of Hera'),
'Map (Tower of Hera)': ItemData(False, 'Map', 0x75, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Tower of Hera'), 'Map (Tower of Hera)': ItemData(False, 'Map', 0x75, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Tower of Hera'),
'Small Key (Hyrule Castle)': ItemData(False, 'SmallKey', 0xA0, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'), 'Small Key (Hyrule Castle)': ItemData(True, 'SmallKey', 0xA0, 'A small key to the castle', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Hyrule Castle'),
'Big Key (Hyrule Castle)': ItemData(False, 'BigKey', 0x9F, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'), 'Big Key (Hyrule Castle)': ItemData(True, 'BigKey', 0x9F, 'A big key to the castle', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Hyrule Castle'),
'Compass (Hyrule Castle)': ItemData(False, 'Compass', 0x8F, 'Now you can find no boss!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Hyrule Castle'), 'Compass (Hyrule Castle)': ItemData(False, 'Compass', 0x8F, 'Now you can find no boss!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Hyrule Castle'),
'Map (Hyrule Castle)': ItemData(False, 'Map', 0x7F, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Hyrule Castle'), 'Map (Hyrule Castle)': ItemData(False, 'Map', 0x7F, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Hyrule Castle'),
'Small Key (Agahnims Tower)': ItemData(False, 'SmallKey', 0xA4, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'), 'Small Key (Agahnims Tower)': ItemData(True, 'SmallKey', 0xA4, 'A small key to Agahnim', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Castle Tower'),
# doors-specific items, baserom will not be able to understand these # doors-specific items, baserom will not be able to understand these
'Big Key (Agahnims Tower)': ItemData(False, 'BigKey', 0x9B, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'), 'Big Key (Agahnims Tower)': ItemData(True, 'BigKey', 0x9B, 'A big key to Agahnim', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Castle Tower'),
'Compass (Agahnims Tower)': ItemData(False, 'Compass', 0x8B, 'Now you can find Aga1!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Castle Tower'), 'Compass (Agahnims Tower)': ItemData(False, 'Compass', 0x8B, 'Now you can find Aga1!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds null again', 'a compass to Castle Tower'),
'Map (Agahnims Tower)': ItemData(False, 'Map', 0x7B, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Castle Tower'), 'Map (Agahnims Tower)': ItemData(False, 'Map', 0x7B, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Castle Tower'),
# end of doors-specific items # end of doors-specific items
'Small Key (Palace of Darkness)': ItemData(False, 'SmallKey', 0xA6, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'), 'Small Key (Palace of Darkness)': ItemData(True, 'SmallKey', 0xA6, 'A small key to darkness', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Palace of Darkness'),
'Big Key (Palace of Darkness)': ItemData(False, 'BigKey', 0x99, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'), 'Big Key (Palace of Darkness)': ItemData(True, 'BigKey', 0x99, 'A big key to darkness', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Palace of Darkness'),
'Compass (Palace of Darkness)': ItemData(False, 'Compass', 0x89, 'Now you can find Helmasaur King!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Palace of Darkness'), 'Compass (Palace of Darkness)': ItemData(False, 'Compass', 0x89, 'Now you can find Helmasaur King!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Palace of Darkness'),
'Map (Palace of Darkness)': ItemData(False, 'Map', 0x79, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Palace of Darkness'), 'Map (Palace of Darkness)': ItemData(False, 'Map', 0x79, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Palace of Darkness'),
'Small Key (Thieves Town)': ItemData(False, 'SmallKey', 0xAB, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'), 'Small Key (Thieves Town)': ItemData(True, 'SmallKey', 0xAB, 'A small key to thievery', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Thieves\' Town'),
'Big Key (Thieves Town)': ItemData(False, 'BigKey', 0x94, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'), 'Big Key (Thieves Town)': ItemData(True, 'BigKey', 0x94, 'A big key to thievery', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Thieves\' Town'),
'Compass (Thieves Town)': ItemData(False, 'Compass', 0x84, 'Now you can find Blind!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Thieves\' Town'), 'Compass (Thieves Town)': ItemData(False, 'Compass', 0x84, 'Now you can find Blind!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Thieves\' Town'),
'Map (Thieves Town)': ItemData(False, 'Map', 0x74, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Thieves\' Town'), 'Map (Thieves Town)': ItemData(False, 'Map', 0x74, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Thieves\' Town'),
'Small Key (Skull Woods)': ItemData(False, 'SmallKey', 0xA8, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'), 'Small Key (Skull Woods)': ItemData(True, 'SmallKey', 0xA8, 'A small key to the woods', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Skull Woods'),
'Big Key (Skull Woods)': ItemData(False, 'BigKey', 0x97, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'), 'Big Key (Skull Woods)': ItemData(True, 'BigKey', 0x97, 'A big key to the woods', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Skull Woods'),
'Compass (Skull Woods)': ItemData(False, 'Compass', 0x87, 'Now you can find Mothula!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Skull Woods'), 'Compass (Skull Woods)': ItemData(False, 'Compass', 0x87, 'Now you can find Mothula!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Skull Woods'),
'Map (Skull Woods)': ItemData(False, 'Map', 0x77, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Skull Woods'), 'Map (Skull Woods)': ItemData(False, 'Map', 0x77, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Skull Woods'),
'Small Key (Swamp Palace)': ItemData(False, 'SmallKey', 0xA5, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'), 'Small Key (Swamp Palace)': ItemData(True, 'SmallKey', 0xA5, 'A small key to the swamp', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Swamp Palace'),
'Big Key (Swamp Palace)': ItemData(False, 'BigKey', 0x9A, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'), 'Big Key (Swamp Palace)': ItemData(True, 'BigKey', 0x9A, 'A big key to the swamp', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Swamp Palace'),
'Compass (Swamp Palace)': ItemData(False, 'Compass', 0x8A, 'Now you can find Arrghus!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Swamp Palace'), 'Compass (Swamp Palace)': ItemData(False, 'Compass', 0x8A, 'Now you can find Arrghus!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Swamp Palace'),
'Map (Swamp Palace)': ItemData(False, 'Map', 0x7A, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Swamp Palace'), 'Map (Swamp Palace)': ItemData(False, 'Map', 0x7A, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Swamp Palace'),
'Small Key (Ice Palace)': ItemData(False, 'SmallKey', 0xA9, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'), 'Small Key (Ice Palace)': ItemData(True, 'SmallKey', 0xA9, 'A small key to the iceberg', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ice Palace'),
'Big Key (Ice Palace)': ItemData(False, 'BigKey', 0x96, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'), 'Big Key (Ice Palace)': ItemData(True, 'BigKey', 0x96, 'A big key to the iceberg', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ice Palace'),
'Compass (Ice Palace)': ItemData(False, 'Compass', 0x86, 'Now you can find Kholdstare!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ice Palace'), 'Compass (Ice Palace)': ItemData(False, 'Compass', 0x86, 'Now you can find Kholdstare!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ice Palace'),
'Map (Ice Palace)': ItemData(False, 'Map', 0x76, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ice Palace'), 'Map (Ice Palace)': ItemData(False, 'Map', 0x76, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ice Palace'),
'Small Key (Misery Mire)': ItemData(False, 'SmallKey', 0xA7, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'), 'Small Key (Misery Mire)': ItemData(True, 'SmallKey', 0xA7, 'A small key to the mire', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Misery Mire'),
'Big Key (Misery Mire)': ItemData(False, 'BigKey', 0x98, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'), 'Big Key (Misery Mire)': ItemData(True, 'BigKey', 0x98, 'A big key to the mire', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Misery Mire'),
'Compass (Misery Mire)': ItemData(False, 'Compass', 0x88, 'Now you can find Vitreous!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Misery Mire'), 'Compass (Misery Mire)': ItemData(False, 'Compass', 0x88, 'Now you can find Vitreous!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Misery Mire'),
'Map (Misery Mire)': ItemData(False, 'Map', 0x78, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Misery Mire'), 'Map (Misery Mire)': ItemData(False, 'Map', 0x78, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Misery Mire'),
'Small Key (Turtle Rock)': ItemData(False, 'SmallKey', 0xAC, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'), 'Small Key (Turtle Rock)': ItemData(True, 'SmallKey', 0xAC, 'A small key to the pipe maze', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Turtle Rock'),
'Big Key (Turtle Rock)': ItemData(False, 'BigKey', 0x93, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'), 'Big Key (Turtle Rock)': ItemData(True, 'BigKey', 0x93, 'A big key to the pipe maze', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Turtle Rock'),
'Compass (Turtle Rock)': ItemData(False, 'Compass', 0x83, 'Now you can find Trinexx!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Turtle Rock'), 'Compass (Turtle Rock)': ItemData(False, 'Compass', 0x83, 'Now you can find Trinexx!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Turtle Rock'),
'Map (Turtle Rock)': ItemData(False, 'Map', 0x73, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Turtle Rock'), 'Map (Turtle Rock)': ItemData(False, 'Map', 0x73, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Turtle Rock'),
'Small Key (Ganons Tower)': ItemData(False, 'SmallKey', 0xAD, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'), 'Small Key (Ganons Tower)': ItemData(True, 'SmallKey', 0xAD, 'A small key to the evil tower', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key to Ganon\'s Tower'),
'Big Key (Ganons Tower)': ItemData(False, 'BigKey', 0x92, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'), 'Big Key (Ganons Tower)': ItemData(True, 'BigKey', 0x92, 'A big key to the evil tower', 'and the big key', 'the big-unlock kid', 'big key for sale', 'face key fungus', 'key boy opens chest again', 'a big key to Ganon\'s Tower'),
'Compass (Ganons Tower)': ItemData(False, 'Compass', 0x82, 'Now you can find Agahnim!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ganon\'s Tower'), 'Compass (Ganons Tower)': ItemData(False, 'Compass', 0x82, 'Now you can find Agahnim!', 'and the compass', 'the magnetic kid', 'compass for sale', 'magnetic fungus', 'compass boy finds boss again', 'a compass to Ganon\'s Tower'),
'Map (Ganons Tower)': ItemData(False, 'Map', 0x72, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ganon\'s Tower'), 'Map (Ganons Tower)': ItemData(False, 'Map', 0x72, 'A tightly folded map rests here', 'and the map', 'cartography kid', 'map for sale', 'a map to shrooms', 'map boy navigates again', 'a map to Ganon\'s Tower'),
'Small Key (Universal)': ItemData(False, None, 0xAF, 'A small key for any door', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key'), 'Small Key (Universal)': ItemData(False, None, 0xAF, 'A small key for any door', 'and the key', 'the unlocking kid', 'keys for sale', 'unlock the fungus', 'key boy opens door again', 'a small key'),

View File

@@ -1,6 +1,7 @@
import typing import typing
import random
from Options import Choice, Range, Option from Options import Choice, Range, Option, Toggle, DefaultOnToggle
class Logic(Choice): class Logic(Choice):
@@ -70,8 +71,124 @@ class Enemies(Choice):
option_shuffled = 1 option_shuffled = 1
option_chaos = 2 option_chaos = 2
class Progressive(Choice):
displayname = "Progressive Items"
option_off = 0
option_grouped_random = 1
option_on = 2
alias_false = 0
alias_true = 2
default = 2
alias_random = 1
def want_progressives(self, random):
return random.choice([True, False]) if self.value == self.option_grouped_random else bool(self.value)
class Palette(Choice):
option_default = 0
option_good = 1
option_blackout = 2
option_puke = 3
option_classic = 4
option_grayscale = 5
option_negative = 6
option_dizzy = 7
option_sick = 8
alias_random = 1
class OWPalette(Palette):
displayname = "Overworld Palette"
class UWPalette(Palette):
displayname = "Underworld Palette"
class HUDPalette(Palette):
displayname = "Menu Palette"
class SwordPalette(Palette):
displayname = "Sword Palette"
class ShieldPalette(Palette):
displayname = "Shield Palette"
class LinkPalette(Palette):
displayname = "Link Palette"
class HeartBeep(Choice):
displayname = "Heart Beep Rate"
option_normal = 0
option_double = 1
option_half = 2,
option_quarter = 3
option_off = 4
class HeartColor(Choice):
displayname = "Heart Color"
option_red = 0
option_blue = 1
option_green = 2
option_yellow = 3
@classmethod
def from_text(cls, text: str) -> Choice:
# remove when this becomes a base Choice feature
if text == "random":
return cls(random.randint(0, 3))
return super(HeartColor, cls).from_text(text)
class QuickSwap(DefaultOnToggle):
displayname = "L/R Quickswapping"
class MenuSpeed(Choice):
displayname = "Menu Speed"
option_normal = 0
option_instant = 1,
option_double = 2
option_triple = 3
option_quadruple = 4
option_half = 5
class Music(DefaultOnToggle):
displayname = "Play music"
class ReduceFlashing(DefaultOnToggle):
displayname = "Reduce Screen Flashes"
class TriforceHud(Choice):
displayname = "Display Method for Triforce Hunt"
option_normal = 0
option_hide_goal = 1
option_hide_required = 2
option_hide_both = 3
alttp_options: typing.Dict[str, type(Option)] = { alttp_options: typing.Dict[str, type(Option)] = {
"crystals_needed_for_gt": CrystalsTower, "crystals_needed_for_gt": CrystalsTower,
"crystals_needed_for_ganon": CrystalsGanon, "crystals_needed_for_ganon": CrystalsGanon,
"progressive": Progressive,
"shop_item_slots": ShopItemSlots, "shop_item_slots": ShopItemSlots,
} "ow_palettes": OWPalette,
"uw_palettes": UWPalette,
"hud_palettes": HUDPalette,
"sword_palettes": SwordPalette,
"shield_palettes": ShieldPalette,
"link_palettes": LinkPalette,
"heartbeep": HeartBeep,
"heartcolor": HeartColor,
"quickswap": QuickSwap,
"menuspeed": MenuSpeed,
"music": Music,
"reduceflashing": ReduceFlashing,
"triforcehud": TriforceHud
}

View File

@@ -1,5 +1,8 @@
from __future__ import annotations from __future__ import annotations
import Utils
from Patch import read_rom
JAP10HASH = '03a63945398191337e896e5771f77173' JAP10HASH = '03a63945398191337e896e5771f77173'
RANDOMIZERBASEHASH = '13a75c5dd28055fbcf8f69bd8161871d' RANDOMIZERBASEHASH = '13a75c5dd28055fbcf8f69bd8161871d'
@@ -31,7 +34,7 @@ from worlds.alttp.Text import KingsReturn_texts, Sanctuary_texts, Kakariko_texts
DeathMountain_texts, \ DeathMountain_texts, \
LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, \ LostWoods_texts, WishingWell_texts, DesertPalace_texts, MountainTower_texts, LinksHouse_texts, Lumberjacks_texts, \
SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names SickKid_texts, FluteBoy_texts, Zora_texts, MagicShop_texts, Sahasrahla_names
from Utils import output_path, local_path, int16_as_bytes, int32_as_bytes, snes_to_pc, is_frozen from Utils import local_path, int16_as_bytes, int32_as_bytes, snes_to_pc, is_frozen
from worlds.alttp.Items import ItemFactory, item_table from worlds.alttp.Items import ItemFactory, item_table
from worlds.alttp.EntranceShuffle import door_addresses from worlds.alttp.EntranceShuffle import door_addresses
import Patch import Patch
@@ -168,14 +171,6 @@ class LocalRom(object):
self.write_int32(startaddress + (i * 4), value) self.write_int32(startaddress + (i * 4), value)
def read_rom(stream) -> bytearray:
"Reads rom into bytearray and strips off any smc header"
buffer = bytearray(stream.read())
if len(buffer) % 0x400 == 0x200:
buffer = buffer[0x200:]
return buffer
check_lock = threading.Lock() check_lock = threading.Lock()
@@ -279,11 +274,11 @@ def apply_random_sprite_on_event(rom: LocalRom, sprite, local_random, allow_rand
rom.write_bytes(0x307078 + (i * 0x8000), sprite.glove_palette) rom.write_bytes(0x307078 + (i * 0x8000), sprite.glove_palette)
def patch_enemizer(world, team: int, player: int, rom: LocalRom, enemizercli, output_directory): def patch_enemizer(world, player: int, rom: LocalRom, enemizercli, output_directory):
check_enemizer(enemizercli) check_enemizer(enemizercli)
randopatch_path = os.path.abspath(os.path.join(output_directory, f'enemizer_randopatch_{team}_{player}.sfc')) randopatch_path = os.path.abspath(os.path.join(output_directory, f'enemizer_randopatch_{player}.sfc'))
options_path = os.path.abspath(os.path.join(output_directory, f'enemizer_options_{team}_{player}.json')) options_path = os.path.abspath(os.path.join(output_directory, f'enemizer_options_{player}.json'))
enemizer_output_path = os.path.abspath(os.path.join(output_directory, f'enemizer_output_{team}_{player}.sfc')) enemizer_output_path = os.path.abspath(os.path.join(output_directory, f'enemizer_output_{player}.sfc'))
# write options file for enemizer # write options file for enemizer
options = { options = {
@@ -546,7 +541,6 @@ class Sprite():
self.valid = False self.valid = False
def get_vanilla_sprite_data(self): def get_vanilla_sprite_data(self):
from Patch import get_base_rom_path
file_name = get_base_rom_path() file_name = get_base_rom_path()
base_rom_bytes = bytes(read_rom(open(file_name, "rb"))) base_rom_bytes = bytes(read_rom(open(file_name, "rb")))
Sprite.sprite = base_rom_bytes[0x80000:0x87000] Sprite.sprite = base_rom_bytes[0x80000:0x87000]
@@ -756,7 +750,7 @@ def get_nonnative_item_sprite(item: str) -> int:
# https://discord.com/channels/731205301247803413/827141303330406408/852102450822905886 # https://discord.com/channels/731205301247803413/827141303330406408/852102450822905886
def patch_rom(world, rom, player, team, enemized): def patch_rom(world, rom, player, enemized):
local_random = world.slot_seeds[player] local_random = world.slot_seeds[player]
# progressive bow silver arrow hint hack # progressive bow silver arrow hint hack
@@ -1645,7 +1639,7 @@ def patch_rom(world, rom, player, team, enemized):
rom.write_byte(0x4BA1D, tile_set.get_len()) rom.write_byte(0x4BA1D, tile_set.get_len())
rom.write_bytes(0x4BA2A, tile_set.get_bytes()) rom.write_bytes(0x4BA2A, tile_set.get_bytes())
write_strings(rom, world, player, team) write_strings(rom, world, player)
# remote items flag, does not currently work # remote items flag, does not currently work
rom.write_byte(0x18637C, int(world.worlds[player].remote_items)) rom.write_byte(0x18637C, int(world.worlds[player].remote_items))
@@ -1654,13 +1648,13 @@ def patch_rom(world, rom, player, team, enemized):
# 21 bytes # 21 bytes
from Main import __version__ from Main import __version__
# TODO: Adjust Enemizer to accept AP and AD # TODO: Adjust Enemizer to accept AP and AD
rom.name = bytearray(f'BM{__version__.replace(".", "")[0:3]}_{team + 1}_{player}_{world.seed:09}\0', 'utf8')[:21] rom.name = bytearray(f'BM{__version__.replace(".", "")[0:3]}_{player}_{world.seed:11}\0', 'utf8')[:21]
rom.name.extend([0] * (21 - len(rom.name))) rom.name.extend([0] * (21 - len(rom.name)))
rom.write_bytes(0x7FC0, rom.name) rom.write_bytes(0x7FC0, rom.name)
# set player names # set player names
for p in range(1, min(world.players, 255) + 1): for p in range(1, min(world.players, 255) + 1):
rom.write_bytes(0x195FFC + ((p - 1) * 32), hud_format_text(world.player_names[p][team])) rom.write_bytes(0x195FFC + ((p - 1) * 32), hud_format_text(world.player_name[p]))
# Write title screen Code # Write title screen Code
hashint = int(rom.get_hash(), 16) hashint = int(rom.get_hash(), 16)
@@ -1756,13 +1750,13 @@ def hud_format_text(text):
return output[:32] return output[:32]
def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, sprite: str, palettes_options, def apply_rom_settings(rom, beep, color, quickswap, menuspeed, music: bool, sprite: str, palettes_options,
world=None, player=1, allow_random_on_event=False, reduceflashing=False, world=None, player=1, allow_random_on_event=False, reduceflashing=False,
triforcehud: str = None): triforcehud: str = None):
local_random = random if not world else world.slot_seeds[player] local_random = random if not world else world.slot_seeds[player]
disable_music: bool = not music
# enable instant item menu # enable instant item menu
if fastmenu == 'instant': if menuspeed == 'instant':
rom.write_byte(0x6DD9A, 0x20) rom.write_byte(0x6DD9A, 0x20)
rom.write_byte(0x6DF2A, 0x20) rom.write_byte(0x6DF2A, 0x20)
rom.write_byte(0x6E0E9, 0x20) rom.write_byte(0x6E0E9, 0x20)
@@ -1770,15 +1764,15 @@ def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, spr
rom.write_byte(0x6DD9A, 0x11) rom.write_byte(0x6DD9A, 0x11)
rom.write_byte(0x6DF2A, 0x12) rom.write_byte(0x6DF2A, 0x12)
rom.write_byte(0x6E0E9, 0x12) rom.write_byte(0x6E0E9, 0x12)
if fastmenu == 'instant': if menuspeed == 'instant':
rom.write_byte(0x180048, 0xE8) rom.write_byte(0x180048, 0xE8)
elif fastmenu == 'double': elif menuspeed == 'double':
rom.write_byte(0x180048, 0x10) rom.write_byte(0x180048, 0x10)
elif fastmenu == 'triple': elif menuspeed == 'triple':
rom.write_byte(0x180048, 0x18) rom.write_byte(0x180048, 0x18)
elif fastmenu == 'quadruple': elif menuspeed == 'quadruple':
rom.write_byte(0x180048, 0x20) rom.write_byte(0x180048, 0x20)
elif fastmenu == 'half': elif menuspeed == 'half':
rom.write_byte(0x180048, 0x04) rom.write_byte(0x180048, 0x04)
else: else:
rom.write_byte(0x180048, 0x08) rom.write_byte(0x180048, 0x08)
@@ -1854,7 +1848,7 @@ def apply_rom_settings(rom, beep, color, quickswap, fastmenu, disable_music, spr
while True: while True:
yield ColorF(local_random.random(), local_random.random(), local_random.random()) yield ColorF(local_random.random(), local_random.random(), local_random.random())
if mode == 'random': if mode == 'good':
mode = 'maseya' mode = 'maseya'
z3pr.randomize(rom.buffer, mode, offset_collections=offsets_array, random_colors=next_color_generator()) z3pr.randomize(rom.buffer, mode, offset_collections=offsets_array, random_colors=next_color_generator())
@@ -2075,7 +2069,7 @@ def write_string_to_rom(rom, target, string):
rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes)) rom.write_bytes(address, MultiByteTextMapper.convert(string, maxbytes))
def write_strings(rom, world, player, team): def write_strings(rom, world, player):
local_random = world.slot_seeds[player] local_random = world.slot_seeds[player]
tt = TextTable() tt = TextTable()
@@ -2098,11 +2092,11 @@ def write_strings(rom, world, player, team):
hint = dest.hint_text if dest.hint_text else "something" hint = dest.hint_text if dest.hint_text else "something"
if dest.player != player: if dest.player != player:
if ped_hint: if ped_hint:
hint += f" for {world.player_names[dest.player][team]}!" hint += f" for {world.player_name[dest.player]}!"
elif type(dest) in [Region, ALttPLocation]: elif type(dest) in [Region, ALttPLocation]:
hint += f" in {world.player_names[dest.player][team]}'s world" hint += f" in {world.player_name[dest.player]}'s world"
else: else:
hint += f" for {world.player_names[dest.player][team]}" hint += f" for {world.player_name[dest.player]}"
return hint return hint
# For hints, first we write hints about entrances, some from the inconvenient list others from all reasonable entrances. # For hints, first we write hints about entrances, some from the inconvenient list others from all reasonable entrances.
@@ -2934,3 +2928,27 @@ hash_alphabet = [
"Lamp", "Hammer", "Shovel", "Flute", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots", "Lamp", "Hammer", "Shovel", "Flute", "Bug Net", "Book", "Bottle", "Potion", "Cane", "Cape", "Mirror", "Boots",
"Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key" "Gloves", "Flippers", "Pearl", "Shield", "Tunic", "Heart", "Map", "Compass", "Key"
] ]
def get_base_rom_bytes(file_name: str = "") -> bytes:
base_rom_bytes = getattr(get_base_rom_bytes, "base_rom_bytes", None)
if not base_rom_bytes:
file_name = get_base_rom_path(file_name)
base_rom_bytes = bytes(read_rom(open(file_name, "rb")))
basemd5 = hashlib.md5()
basemd5.update(base_rom_bytes)
if JAP10HASH != basemd5.hexdigest():
raise Exception('Supplied Base Rom does not match known MD5 for JAP(1.0) release. '
'Get the correct game and version, then dump it')
get_base_rom_bytes.base_rom_bytes = base_rom_bytes
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
options = Utils.get_options()
if not file_name:
file_name = options["lttp_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.local_path(file_name)
return file_name

View File

@@ -118,7 +118,7 @@ def mirrorless_path_to_castle_courtyard(world, player):
else: else:
queue.append((entrance.connected_region, new_path)) queue.append((entrance.connected_region, new_path))
raise Exception(f"Could not find mirrorless path to castle courtyard for Player {player} ({world.get_player_names(player)})") raise Exception(f"Could not find mirrorless path to castle courtyard for Player {player} ({world.get_player_name(player)})")
def set_defeat_dungeon_boss_rule(location): def set_defeat_dungeon_boss_rule(location):

View File

@@ -127,7 +127,7 @@ Triforce_texts = [
"\n Honk.", "\n Honk.",
] ]
BombShop2_texts = ['Bombs!\nBombs!\nBiggest!\nBestest!\nGreatest!\nBoomiest!'] BombShop2_texts = ['Bombs!\nBombs!\nBiggest!\nBestest!\nGreatest!\nBoomiest!']
Sahasrahla2_texts = ['You already got my item, idiot.', 'Why are you still talking to me?', 'Have you met my brother, Hasarahshla?'] Sahasrahla2_texts = ['You already have my item.', 'Why are you still talking to me?', 'Have you met my brother, Hasarahshla?']
Blind_texts = [ Blind_texts = [
"I hate insect\npuns, they\nreally bug me.", "I hate insect\npuns, they\nreally bug me.",
"I haven't seen\nthe eye doctor\nin years.", "I haven't seen\nthe eye doctor\nin years.",

View File

@@ -1,4 +1,7 @@
import random import random
import logging
import os
import threading
from BaseClasses import Item, CollectionState from BaseClasses import Item, CollectionState
from .SubClasses import ALttPItem from .SubClasses import ALttPItem
@@ -10,10 +13,14 @@ from .Rules import set_rules
from .ItemPool import generate_itempool from .ItemPool import generate_itempool
from .Shops import create_shops from .Shops import create_shops
from .Dungeons import create_dungeons from .Dungeons import create_dungeons
from .Rom import LocalRom, patch_rom, patch_race_rom, patch_enemizer, apply_rom_settings, get_hash_string
import Patch
from .InvertedRegions import create_inverted_regions, mark_dark_world_regions from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
lttp_logger = logging.getLogger("A Link to the Past")
class ALTTPWorld(World): class ALTTPWorld(World):
game: str = "A Link to the Past" game: str = "A Link to the Past"
options = alttp_options options = alttp_options
@@ -34,6 +41,8 @@ class ALTTPWorld(World):
create_items = generate_itempool create_items = generate_itempool
def create_regions(self): def create_regions(self):
self.rom_name_available_event = threading.Event()
player = self.player player = self.player
world = self.world world = self.world
if world.open_pyramid[player] == 'goal': if world.open_pyramid[player] == 'goal':
@@ -77,59 +86,154 @@ class ALTTPWorld(World):
world.random = old_random world.random = old_random
plando_connect(world, player) plando_connect(world, player)
def collect(self, state: CollectionState, item: Item) -> bool: def collect_item(self, state: CollectionState, item: Item):
if item.name.startswith('Progressive '): if item.name.startswith('Progressive '):
if 'Sword' in item.name: if 'Sword' in item.name:
if state.has('Golden Sword', item.player): if state.has('Golden Sword', item.player):
pass pass
elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[ elif state.has('Tempered Sword', item.player) and self.world.difficulty_requirements[
item.player].progressive_sword_limit >= 4: item.player].progressive_sword_limit >= 4:
state.prog_items['Golden Sword', item.player] += 1 return 'Golden Sword'
return True
elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[ elif state.has('Master Sword', item.player) and self.world.difficulty_requirements[
item.player].progressive_sword_limit >= 3: item.player].progressive_sword_limit >= 3:
state.prog_items['Tempered Sword', item.player] += 1 return 'Tempered Sword'
return True
elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2: elif state.has('Fighter Sword', item.player) and self.world.difficulty_requirements[item.player].progressive_sword_limit >= 2:
state.prog_items['Master Sword', item.player] += 1 return 'Master Sword'
return True
elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1: elif self.world.difficulty_requirements[item.player].progressive_sword_limit >= 1:
state.prog_items['Fighter Sword', item.player] += 1 return 'Fighter Sword'
return True
elif 'Glove' in item.name: elif 'Glove' in item.name:
if state.has('Titans Mitts', item.player): if state.has('Titans Mitts', item.player):
pass return
elif state.has('Power Glove', item.player): elif state.has('Power Glove', item.player):
state.prog_items['Titans Mitts', item.player] += 1 return 'Titans Mitts'
return True
else: else:
state.prog_items['Power Glove', item.player] += 1 return 'Power Glove'
return True
elif 'Shield' in item.name: elif 'Shield' in item.name:
if state.has('Mirror Shield', item.player): if state.has('Mirror Shield', item.player):
pass return
elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3: elif state.has('Red Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 3:
state.prog_items['Mirror Shield', item.player] += 1 return 'Mirror Shield'
return True
elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2: elif state.has('Blue Shield', item.player) and self.world.difficulty_requirements[item.player].progressive_shield_limit >= 2:
state.prog_items['Red Shield', item.player] += 1 return 'Red Shield'
return True
elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1: elif self.world.difficulty_requirements[item.player].progressive_shield_limit >= 1:
state.prog_items['Blue Shield', item.player] += 1 return 'Blue Shield'
return True
elif 'Bow' in item.name: elif 'Bow' in item.name:
if state.has('Silver', item.player): if state.has('Silver', item.player):
pass return
elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2: elif state.has('Bow', item.player) and self.world.difficulty_requirements[item.player].progressive_bow_limit >= 2:
state.prog_items['Silver Bow', item.player] += 1 return 'Silver Bow'
return True
elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1: elif self.world.difficulty_requirements[item.player].progressive_bow_limit >= 1:
state.prog_items['Bow', item.player] += 1 return 'Bow'
return True elif item.advancement:
elif item.advancement or item.smallkey or item.bigkey: return item.name
state.prog_items[item.name, item.player] += 1
return True def pre_fill(self):
return False from Fill import fill_restrictive, FillError
attempts = 5
world = self.world
player = self.player
all_state = world.get_all_state(keys=True)
crystals = [self.create_item(name) for name in ['Red Pendant', 'Blue Pendant', 'Green Pendant', 'Crystal 1', 'Crystal 2', 'Crystal 3', 'Crystal 4', 'Crystal 7', 'Crystal 5', 'Crystal 6']]
crystal_locations = [world.get_location('Turtle Rock - Prize', player),
world.get_location('Eastern Palace - Prize', player),
world.get_location('Desert Palace - Prize', player),
world.get_location('Tower of Hera - Prize', player),
world.get_location('Palace of Darkness - Prize', player),
world.get_location('Thieves\' Town - Prize', player),
world.get_location('Skull Woods - Prize', player),
world.get_location('Swamp Palace - Prize', player),
world.get_location('Ice Palace - Prize', player),
world.get_location('Misery Mire - Prize', player)]
placed_prizes = {loc.item.name for loc in crystal_locations if loc.item}
unplaced_prizes = [crystal for crystal in crystals if crystal.name not in placed_prizes]
empty_crystal_locations = [loc for loc in crystal_locations if not loc.item]
for attempt in range(attempts):
try:
prizepool = unplaced_prizes.copy()
prize_locs = empty_crystal_locations.copy()
world.random.shuffle(prize_locs)
fill_restrictive(world, all_state, prize_locs, prizepool, True, lock=True)
except FillError as e:
lttp_logger.exception("Failed to place dungeon prizes (%s). Will retry %s more times", e,
attempts - attempt)
for location in empty_crystal_locations:
location.item = None
continue
break
else:
raise FillError('Unable to place dungeon prizes')
@classmethod
def stage_pre_fill(cls, world):
from .Dungeons import fill_dungeons_restrictive
fill_dungeons_restrictive(world)
def generate_output(self, output_directory: str):
world = self.world
player = self.player
try:
use_enemizer = (world.boss_shuffle[player] != 'none' or world.enemy_shuffle[player]
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or world.shufflepots[player] or world.bush_shuffle[player]
or world.killable_thieves[player])
rom = LocalRom(world.alttp_rom)
patch_rom(world, rom, player, use_enemizer)
if use_enemizer:
patch_enemizer(world, player, rom, world.enemizer, output_directory)
if world.is_race:
patch_race_rom(rom, world, player)
world.spoiler.hashes[player] = get_hash_string(rom.hash)
palettes_options = {
'dungeon': world.uw_palettes[player],
'overworld': world.ow_palettes[player],
'hud': world.hud_palettes[player],
'sword': world.sword_palettes[player],
'shield': world.shield_palettes[player],
'link': world.link_palettes[player]
}
palettes_options = {key: option.current_key for key, option in palettes_options.items()}
apply_rom_settings(rom, world.heartbeep[player].current_key,
world.heartcolor[player].current_key,
world.quickswap[player],
world.menuspeed[player].current_key,
world.music[player],
world.sprite[player],
palettes_options, world, player, True,
reduceflashing=world.reduceflashing[player] or world.is_race,
triforcehud=world.triforcehud[player].current_key)
outfilepname = f'_P{player}'
outfilepname += f"_{world.player_name[player].replace(' ', '_')}" \
if world.player_name[player] != 'Player%d' % player else ''
rompath = os.path.join(output_directory, f'AP_{world.seed_name}{outfilepname}.sfc')
rom.write_to_file(rompath, hide_enemizer=True)
Patch.create_patch_file(rompath, player=player, player_name=world.player_name[player])
os.unlink(rompath)
self.rom_name = rom.name
except:
raise
finally:
self.rom_name_available_event.set() # make sure threading continues and errors are collected
def modify_multidata(self, multidata: dict):
import base64
# wait for self.rom_name to be available.
self.rom_name_available_event.wait()
rom_name = getattr(self, "rom_name", None)
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if rom_name:
new_name = base64.b64encode(bytes(self.rom_name)).decode()
payload = multidata["connect_names"][self.world.player_name[self.player]]
multidata["connect_names"][new_name] = payload
del (multidata["connect_names"][self.world.player_name[self.player]])
def get_required_client_version(self) -> tuple: def get_required_client_version(self) -> tuple:
return max((0, 1, 4), super(ALTTPWorld, self).get_required_client_version()) return max((0, 1, 4), super(ALTTPWorld, self).get_required_client_version())
@@ -137,4 +241,66 @@ class ALTTPWorld(World):
def create_item(self, name: str) -> Item: def create_item(self, name: str) -> Item:
return ALttPItem(name, self.player, **as_dict_item_table[name]) return ALttPItem(name, self.player, **as_dict_item_table[name])
@classmethod
def stage_fill_hook(cls, world, progitempool, nonexcludeditempool, localrestitempool, restitempool, fill_locations):
trash_counts = {}
standard_keyshuffle_players = set()
for player in world.get_game_players("A Link to the Past"):
if world.mode[player] == 'standard' and world.keyshuffle[player] is True:
standard_keyshuffle_players.add(player)
if not world.ganonstower_vanilla[player] or \
world.logic[player] in {'owglitches', 'hybridglitches', "nologic"}:
pass
elif 'triforcehunt' in world.goal[player] and ('local' in world.goal[player] or world.players == 1):
trash_counts[player] = world.random.randint(world.crystals_needed_for_gt[player] * 2,
world.crystals_needed_for_gt[player] * 4)
else:
trash_counts[player] = world.random.randint(0, world.crystals_needed_for_gt[player] * 2)
# Make sure the escape small key is placed first in standard with key shuffle to prevent running out of spots
# TODO: this might be worthwhile to introduce as generic option for various games and then optimize it
if standard_keyshuffle_players:
viable = []
for location in world.get_locations():
if location.player in standard_keyshuffle_players \
and location.item is None \
and location.can_reach(world.state):
viable.append(location)
world.random.shuffle(viable)
for player in standard_keyshuffle_players:
key = world.create_item("Small Key (Hyrule Castle)", player)
loc = viable.pop()
loc.place_locked_item(key)
fill_locations.remove(loc)
world.random.shuffle(fill_locations)
# TODO: investigate not creating the key in the first place
progitempool[:] = [item for item in progitempool if
item.player not in standard_keyshuffle_players or
item.name != "Small Key (Hyrule Castle)"]
if trash_counts:
locations_mapping = {player: [] for player in trash_counts}
for location in fill_locations:
if 'Ganons Tower' in location.name and location.player in locations_mapping:
locations_mapping[location.player].append(location)
for player, trash_count in trash_counts.items():
gtower_locations = locations_mapping[player]
world.random.shuffle(gtower_locations)
localrest = localrestitempool[player]
if localrest:
gt_item_pool = restitempool + localrest
world.random.shuffle(gt_item_pool)
else:
gt_item_pool = restitempool.copy()
while gtower_locations and gt_item_pool and trash_count > 0:
spot_to_fill = gtower_locations.pop()
item_to_place = gt_item_pool.pop()
if item_to_place in localrest:
localrest.remove(item_to_place)
else:
restitempool.remove(item_to_place)
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill) # very slow, unfortunately
trash_count -= 1

View File

@@ -49,7 +49,7 @@ def generate_mod(world, output_directory: str):
global data_final_template, locale_template, control_template, data_template global data_final_template, locale_template, control_template, data_template
with template_load_lock: with template_load_lock:
if not data_final_template: if not data_final_template:
mod_template_folder = Utils.local_path("data", "factorio", "mod_template") mod_template_folder = os.path.join(os.path.dirname(__file__), "data", "mod_template")
template_env: Optional[jinja2.Environment] = \ template_env: Optional[jinja2.Environment] = \
jinja2.Environment(loader=jinja2.FileSystemLoader([mod_template_folder])) jinja2.Environment(loader=jinja2.FileSystemLoader([mod_template_folder]))
data_template = template_env.get_template("data.lua") data_template = template_env.get_template("data.lua")
@@ -57,12 +57,12 @@ def generate_mod(world, output_directory: str):
locale_template = template_env.get_template(r"locale/en/locale.cfg") locale_template = template_env.get_template(r"locale/en/locale.cfg")
control_template = template_env.get_template("control.lua") control_template = template_env.get_template("control.lua")
# get data for templates # get data for templates
player_names = {x: multiworld.player_names[x][0] for x in multiworld.player_ids} player_names = {x: multiworld.player_name[x] for x in multiworld.player_ids}
locations = [] locations = []
for location in multiworld.get_filled_locations(player): for location in multiworld.get_filled_locations(player):
if location.address: if location.address:
locations.append((location.name, location.item.name, location.item.player, location.item.advancement)) locations.append((location.name, location.item.name, location.item.player, location.item.advancement))
mod_name = f"AP-{multiworld.seed_name}-P{player}-{multiworld.player_names[player][0]}" mod_name = f"AP-{multiworld.seed_name}-P{player}-{multiworld.player_name[player]}"
tech_cost_scale = {0: 0.1, tech_cost_scale = {0: 0.1,
1: 0.25, 1: 0.25,
2: 0.5, 2: 0.5,
@@ -70,15 +70,27 @@ def generate_mod(world, output_directory: str):
4: 2, 4: 2,
5: 5, 5: 5,
6: 10}[multiworld.tech_cost[player].value] 6: 10}[multiworld.tech_cost[player].value]
random = multiworld.slot_seeds[player]
def flop_random(low, high, base=None):
"""Guarentees 50% bwlo base and 50% above base, uniform distribution in each direction."""
if base:
distance = random.random()
if random.randint(0, 1):
return base + (high-base) * distance
else:
return base - (base-low) * distance
return random.uniform(low, high)
template_data = {"locations": locations, "player_names": player_names, "tech_table": tech_table, template_data = {"locations": locations, "player_names": player_names, "tech_table": tech_table,
"base_tech_table": base_tech_table, "tech_to_progressive_lookup": tech_to_progressive_lookup, "base_tech_table": base_tech_table, "tech_to_progressive_lookup": tech_to_progressive_lookup,
"mod_name": mod_name, "allowed_science_packs": multiworld.max_science_pack[player].get_allowed_packs(), "mod_name": mod_name, "allowed_science_packs": multiworld.max_science_pack[player].get_allowed_packs(),
"tech_cost_scale": tech_cost_scale, "custom_technologies": multiworld.worlds[player].custom_technologies, "tech_cost_scale": tech_cost_scale, "custom_technologies": multiworld.worlds[player].custom_technologies,
"tech_tree_layout_prerequisites": multiworld.tech_tree_layout_prerequisites[player], "tech_tree_layout_prerequisites": multiworld.tech_tree_layout_prerequisites[player],
"slot_name": multiworld.player_names[player][0], "seed_name": multiworld.seed_name, "slot_name": multiworld.player_name[player], "seed_name": multiworld.seed_name,
"starting_items": multiworld.starting_items[player], "recipes": recipes, "starting_items": multiworld.starting_items[player], "recipes": recipes,
"random": multiworld.slot_seeds[player], "static_nodes": multiworld.worlds[player].static_nodes, "random": random, "flop_random": flop_random,
"static_nodes": multiworld.worlds[player].static_nodes,
"recipe_time_scale": recipe_time_scales[multiworld.recipe_time[player].value], "recipe_time_scale": recipe_time_scales[multiworld.recipe_time[player].value],
"free_sample_blacklist": {item : 1 for item in free_sample_blacklist}, "free_sample_blacklist": {item : 1 for item in free_sample_blacklist},
"progressive_technology_table": {tech.name : tech.progressive for tech in "progressive_technology_table": {tech.name : tech.progressive for tech in
@@ -95,7 +107,7 @@ def generate_mod(world, output_directory: str):
mod_dir = os.path.join(output_directory, mod_name + "_" + Utils.__version__) mod_dir = os.path.join(output_directory, mod_name + "_" + Utils.__version__)
en_locale_dir = os.path.join(mod_dir, "locale", "en") en_locale_dir = os.path.join(mod_dir, "locale", "en")
os.makedirs(en_locale_dir, exist_ok=True) os.makedirs(en_locale_dir, exist_ok=True)
shutil.copytree(Utils.local_path("data", "factorio", "mod"), mod_dir, dirs_exist_ok=True) shutil.copytree(os.path.join(os.path.dirname(__file__), "data", "mod"), mod_dir, dirs_exist_ok=True)
with open(os.path.join(mod_dir, "data.lua"), "wt") as f: with open(os.path.join(mod_dir, "data.lua"), "wt") as f:
f.write(data_template_code) f.write(data_template_code)
with open(os.path.join(mod_dir, "data-final-fixes.lua"), "wt") as f: with open(os.path.join(mod_dir, "data-final-fixes.lua"), "wt") as f:

View File

@@ -1,7 +1,7 @@
from __future__ import annotations from __future__ import annotations
import typing import typing
from Options import Choice, OptionDict, Option, DefaultOnToggle from Options import Choice, OptionDict, Option, DefaultOnToggle, Range
from schema import Schema, Optional, And, Or from schema import Schema, Optional, And, Or
# schema helpers # schema helpers
@@ -11,6 +11,7 @@ LuaBool = Or(bool, And(int, lambda n: n in (0, 1)))
class MaxSciencePack(Choice): class MaxSciencePack(Choice):
"""Maximum level of science pack required to complete the game.""" """Maximum level of science pack required to complete the game."""
displayname = "Maximum Required Science Pack"
option_automation_science_pack = 0 option_automation_science_pack = 0
option_logistic_science_pack = 1 option_logistic_science_pack = 1
option_military_science_pack = 2 option_military_science_pack = 2
@@ -34,6 +35,7 @@ class MaxSciencePack(Choice):
class TechCost(Choice): class TechCost(Choice):
"""How expensive are the technologies.""" """How expensive are the technologies."""
displayname = "Technology Cost Scale"
option_very_easy = 0 option_very_easy = 0
option_easy = 1 option_easy = 1
option_kind = 2 option_kind = 2
@@ -44,8 +46,18 @@ class TechCost(Choice):
default = 3 default = 3
class Silo(Choice):
"""Ingredients to craft rocket silo or auto-place if set to spawn."""
displayname = "Rocket Silo"
option_vanilla = 0
option_randomize_recipe = 1
option_spawn = 2
default = 0
class FreeSamples(Choice): class FreeSamples(Choice):
"""Get free items with your technologies.""" """Get free items with your technologies."""
displayname = "Free Samples"
option_none = 0 option_none = 0
option_single_craft = 1 option_single_craft = 1
option_half_stack = 2 option_half_stack = 2
@@ -55,6 +67,7 @@ class FreeSamples(Choice):
class TechTreeLayout(Choice): class TechTreeLayout(Choice):
"""Selects how the tech tree nodes are interwoven.""" """Selects how the tech tree nodes are interwoven."""
displayname = "Technology Tree Layout"
option_single = 0 option_single = 0
option_small_diamonds = 1 option_small_diamonds = 1
option_medium_diamonds = 2 option_medium_diamonds = 2
@@ -70,6 +83,7 @@ class TechTreeLayout(Choice):
class TechTreeInformation(Choice): class TechTreeInformation(Choice):
"""How much information should be displayed in the tech tree.""" """How much information should be displayed in the tech tree."""
displayname = "Technology Tree Information"
option_none = 0 option_none = 0
option_advancement = 1 option_advancement = 1
option_full = 2 option_full = 2
@@ -78,6 +92,7 @@ class TechTreeInformation(Choice):
class RecipeTime(Choice): class RecipeTime(Choice):
"""randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc.""" """randomize the time it takes for any recipe to craft, this includes smelting, chemical lab, hand crafting etc."""
displayname = "Recipe Time"
option_vanilla = 0 option_vanilla = 0
option_fast = 1 option_fast = 1
option_normal = 2 option_normal = 2
@@ -85,28 +100,55 @@ class RecipeTime(Choice):
option_chaos = 5 option_chaos = 5
# TODO: implement random
class Progressive(Choice): class Progressive(Choice):
displayname = "Progressive Technologies"
option_off = 0 option_off = 0
option_random = 1 option_grouped_random = 1
option_on = 2 option_on = 2
alias_false = 0
alias_true = 2
default = 2 default = 2
alias_random = 1
def want_progressives(self, random): def want_progressives(self, random):
return random.choice([True, False]) if self.value == self.option_random else int(self.value) return random.choice([True, False]) if self.value == self.option_grouped_random else bool(self.value)
class RecipeIngredients(Choice): class RecipeIngredients(Choice):
"""Select if rocket, or rocket + science pack ingredients should be random.""" """Select if rocket, or rocket + science pack ingredients should be random."""
displayname = "Random Recipe Ingredients Level"
option_rocket = 0 option_rocket = 0
option_science_pack = 1 option_science_pack = 1
class FactorioStartItems(OptionDict): class FactorioStartItems(OptionDict):
displayname = "Starting Items"
default = {"burner-mining-drill": 19, "stone-furnace": 19} default = {"burner-mining-drill": 19, "stone-furnace": 19}
class TrapCount(Range):
range_end = 4
class AttackTrapCount(TrapCount):
"""Trap items that when received trigger an attack on your base."""
displayname = "Attack Traps"
class EvolutionTrapCount(TrapCount):
"""Trap items that when received increase the enemy evolution."""
displayname = "Evolution Traps"
class EvolutionTrapIncrease(Range):
displayname = "Evolution Trap % Effect"
range_start = 1
default = 10
range_end = 100
class FactorioWorldGen(OptionDict): class FactorioWorldGen(OptionDict):
displayname = "World Generation"
# FIXME: do we want default be a rando-optimized default or in-game DS? # FIXME: do we want default be a rando-optimized default or in-game DS?
value: typing.Dict[str, typing.Dict[str, typing.Any]] value: typing.Dict[str, typing.Dict[str, typing.Any]]
default = { default = {
@@ -238,16 +280,24 @@ class FactorioWorldGen(OptionDict):
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}") raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
class ImportedBlueprint(DefaultOnToggle):
displayname = "Blueprints"
factorio_options: typing.Dict[str, type(Option)] = { factorio_options: typing.Dict[str, type(Option)] = {
"max_science_pack": MaxSciencePack, "max_science_pack": MaxSciencePack,
"tech_tree_layout": TechTreeLayout, "tech_tree_layout": TechTreeLayout,
"tech_cost": TechCost, "tech_cost": TechCost,
"silo": Silo,
"free_samples": FreeSamples, "free_samples": FreeSamples,
"tech_tree_information": TechTreeInformation, "tech_tree_information": TechTreeInformation,
"starting_items": FactorioStartItems, "starting_items": FactorioStartItems,
"recipe_time": RecipeTime, "recipe_time": RecipeTime,
"recipe_ingredients": RecipeIngredients, "recipe_ingredients": RecipeIngredients,
"imported_blueprints": DefaultOnToggle, "imported_blueprints": ImportedBlueprint,
"world_gen": FactorioWorldGen, "world_gen": FactorioWorldGen,
"progressive": DefaultOnToggle "progressive": Progressive,
"evolution_traps": EvolutionTrapCount,
"attack_traps": AttackTrapCount,
"evolution_trap_increase": EvolutionTrapIncrease,
} }

View File

@@ -1,19 +1,18 @@
from __future__ import annotations from __future__ import annotations
# Factorio technologies are imported from a .json document in /data # Factorio technologies are imported from a .json document in /data
from typing import Dict, Set, FrozenSet, Tuple from typing import Dict, Set, FrozenSet, Tuple, Union, List
from collections import Counter, defaultdict from collections import Counter
import os import os
import json import json
import string import string
import Utils import Utils
import logging import logging
import functools
from . import Options from . import Options
factorio_id = 2 ** 17 factorio_id = factorio_base_id = 2 ** 17
source_folder = Utils.local_path("data", "factorio") source_folder = os.path.join(os.path.dirname(__file__), "data")
with open(os.path.join(source_folder, "techs.json")) as f: with open(os.path.join(source_folder, "techs.json")) as f:
raw = json.load(f) raw = json.load(f)
@@ -38,11 +37,24 @@ class FactorioElement():
class Technology(FactorioElement): # maybe make subclass of Location? class Technology(FactorioElement): # maybe make subclass of Location?
def __init__(self, name: str, ingredients: Set[str], factorio_id: int, progressive: Tuple[str] = ()): has_modifier: bool
factorio_id: int
name: str
ingredients: Set[str]
progressive: Tuple[str]
unlocks: Union[Set[str], bool] # bool case is for progressive technologies
def __init__(self, name: str, ingredients: Set[str], factorio_id: int, progressive: Tuple[str] = (),
has_modifier: bool = False, unlocks: Union[Set[str], bool] = None):
self.name = name self.name = name
self.factorio_id = factorio_id self.factorio_id = factorio_id
self.ingredients = ingredients self.ingredients = ingredients
self.progressive = progressive self.progressive = progressive
self.has_modifier = has_modifier
if unlocks:
self.unlocks = unlocks
else:
self.unlocks = set()
def build_rule(self, player: int): def build_rule(self, player: int):
logging.debug(f"Building rules for {self.name}") logging.debug(f"Building rules for {self.name}")
@@ -63,6 +75,9 @@ class Technology(FactorioElement): # maybe make subclass of Location?
def get_custom(self, world, allowed_packs: Set[str], player: int) -> CustomTechnology: def get_custom(self, world, allowed_packs: Set[str], player: int) -> CustomTechnology:
return CustomTechnology(self, world, allowed_packs, player) return CustomTechnology(self, world, allowed_packs, player)
def useful(self) -> bool:
return self.has_modifier or self.unlocks
class CustomTechnology(Technology): class CustomTechnology(Technology):
"""A particularly configured Technology for a world.""" """A particularly configured Technology for a world."""
@@ -82,12 +97,14 @@ class Recipe(FactorioElement):
category: str category: str
ingredients: Dict[str, int] ingredients: Dict[str, int]
products: Dict[str, int] products: Dict[str, int]
energy: float
def __init__(self, name: str, category: str, ingredients: Dict[str, int], products: Dict[str, int]): def __init__(self, name: str, category: str, ingredients: Dict[str, int], products: Dict[str, int], energy: float):
self.name = name self.name = name
self.category = category self.category = category
self.ingredients = ingredients self.ingredients = ingredients
self.products = products self.products = products
self.energy = energy
def __repr__(self): def __repr__(self):
return f"{self.__class__.__name__}({self.name})" return f"{self.__class__.__name__}({self.name})"
@@ -112,7 +129,7 @@ class Recipe(FactorioElement):
@property @property
def rel_cost(self) -> float: def rel_cost(self) -> float:
ingredients = sum(self.ingredients.values()) ingredients = sum(self.ingredients.values())
return min(ingredients/amount for product, amount in self.products.items()) return min(ingredients / amount for product, amount in self.products.items())
@property @property
def base_cost(self) -> Dict[str, int]: def base_cost(self) -> Dict[str, int]:
@@ -120,44 +137,60 @@ class Recipe(FactorioElement):
for ingredient, cost in self.ingredients.items(): for ingredient, cost in self.ingredients.items():
if ingredient in all_product_sources: if ingredient in all_product_sources:
for recipe in all_product_sources[ingredient]: for recipe in all_product_sources[ingredient]:
ingredients.update({name: amount*cost/recipe.products[ingredient] for name, amount in recipe.base_cost.items()}) ingredients.update({name: amount * cost / recipe.products[ingredient] for name, amount in
recipe.base_cost.items()})
else: else:
ingredients[ingredient] += cost ingredients[ingredient] += cost
return ingredients return ingredients
@property
def total_energy(self) -> float:
"""Total required energy (crafting time) for single craft"""
# TODO: multiply mining energy by 2 since drill has 0.5 speed
total_energy = self.energy
for ingredient, cost in self.ingredients.items():
if ingredient in all_product_sources:
for ingredient_recipe in all_product_sources[ingredient]: # FIXME: this may select the wrong recipe
craft_count = max((n for name, n in ingredient_recipe.products.items() if name == ingredient))
total_energy += ingredient_recipe.total_energy / craft_count * cost
break
return total_energy
class Machine(FactorioElement): class Machine(FactorioElement):
def __init__(self, name, categories): def __init__(self, name, categories):
self.name: str = name self.name: str = name
self.categories: set = categories self.categories: set = categories
recipe_sources: Dict[str, Set[str]] = {} # recipe_name -> technology source
# recipes and technologies can share names in Factorio # recipes and technologies can share names in Factorio
for technology_name in sorted(raw): for technology_name in sorted(raw):
data = raw[technology_name] data = raw[technology_name]
current_ingredients = set(data["ingredients"]) current_ingredients = set(data["ingredients"])
technology = Technology(technology_name, current_ingredients, factorio_id) technology = Technology(technology_name, current_ingredients, factorio_id,
has_modifier=data["has_modifier"], unlocks=set(data["unlocks"]))
factorio_id += 1 factorio_id += 1
tech_table[technology_name] = technology.factorio_id tech_table[technology_name] = technology.factorio_id
technology_table[technology_name] = technology technology_table[technology_name] = technology
for recipe_name in technology.unlocks:
recipe_sources: Dict[str, str] = {} # recipe_name -> technology source recipe_sources.setdefault(recipe_name, set()).add(technology_name)
for technology, data in raw.items():
for recipe_name in data["unlocks"]:
recipe_sources.setdefault(recipe_name, set()).add(technology)
del (raw) del (raw)
recipes = {} recipes = {}
all_product_sources: Dict[str, Set[Recipe]] = {"character": set()} all_product_sources: Dict[str, Set[Recipe]] = {"character": set()}
# add uranium mining to logic graph. TODO: add to automatic extractor for mod support # add uranium mining to logic graph. TODO: add to automatic extractor for mod support
raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining"} raw_recipes["uranium-ore"] = {"ingredients": {"sulfuric-acid": 1}, "products": {"uranium-ore": 1}, "category": "mining",
"energy": 2}
for recipe_name, recipe_data in raw_recipes.items(): for recipe_name, recipe_data in raw_recipes.items():
# example: # example:
# "accumulator":{"ingredients":{"iron-plate":2,"battery":5},"products":{"accumulator":1},"category":"crafting"} # "accumulator":{"ingredients":{"iron-plate":2,"battery":5},"products":{"accumulator":1},"category":"crafting"}
# FIXME: add mining?
recipe = Recipe(recipe_name, recipe_data["category"], recipe_data["ingredients"], recipe_data["products"]) recipe = Recipe(recipe_name, recipe_data["category"], recipe_data["ingredients"],
recipe_data["products"], recipe_data["energy"] if "energy" in recipe_data else 0)
recipes[recipe_name] = recipe recipes[recipe_name] = recipe
if set(recipe.products).isdisjoint( if set(recipe.products).isdisjoint(
# prevents loop recipes like uranium centrifuging # prevents loop recipes like uranium centrifuging
@@ -177,7 +210,7 @@ for name, categories in raw_machines.items():
# add electric mining drill as a crafting machine to resolve uranium-ore # add electric mining drill as a crafting machine to resolve uranium-ore
machines["electric-mining-drill"] = Machine("electric-mining-drill", {"mining"}) machines["electric-mining-drill"] = Machine("electric-mining-drill", {"mining"})
machines["assembling-machine-1"].categories.add("crafting-with-fluid") # mod enables this machines["assembling-machine-1"].categories.add("crafting-with-fluid") # mod enables this
machines["character"].categories.add("basic-crafting") # somehow this is implied and not exported machines["character"].categories.add("basic-crafting") # somehow this is implied and not exported
del (raw_machines) del (raw_machines)
# build requirements graph for all technology ingredients # build requirements graph for all technology ingredients
@@ -249,25 +282,26 @@ for category_name, machine_name in machine_per_category.items():
techs |= recursively_get_unlocking_technologies(machine_name) techs |= recursively_get_unlocking_technologies(machine_name)
required_category_technologies[category_name] = frozenset(techs) required_category_technologies[category_name] = frozenset(techs)
required_technologies: Dict[str, FrozenSet[Technology]] = Utils.KeyedDefaultDict(lambda ingredient_name : frozenset( required_technologies: Dict[str, FrozenSet[Technology]] = Utils.KeyedDefaultDict(lambda ingredient_name: frozenset(
recursively_get_unlocking_technologies(ingredient_name, unlock_func=unlock))) recursively_get_unlocking_technologies(ingredient_name, unlock_func=unlock)))
advancement_technologies: Set[str] = set() advancement_technologies: Set[str] = set()
for ingredient_name in all_ingredient_names: for ingredient_name in all_ingredient_names:
technologies = required_technologies[ingredient_name] technologies = required_technologies[ingredient_name]
advancement_technologies |= {technology.name for technology in technologies} advancement_technologies |= {technology.name for technology in technologies}
@functools.lru_cache(10) def get_rocket_requirements(silo_recipe: Recipe, part_recipe: Recipe) -> Set[str]:
def get_rocket_requirements(recipe: Recipe) -> Set[str]: techs = set()
techs = recursively_get_unlocking_technologies("rocket-silo") if silo_recipe:
for ingredient in recipe.ingredients: for ingredient in silo_recipe.ingredients:
techs |= recursively_get_unlocking_technologies(ingredient)
for ingredient in part_recipe.ingredients:
techs |= recursively_get_unlocking_technologies(ingredient) techs |= recursively_get_unlocking_technologies(ingredient)
return {tech.name for tech in techs} return {tech.name for tech in techs}
free_sample_blacklist = all_ingredient_names | {"rocket-part"} free_sample_blacklist: Set[str] = all_ingredient_names | {"rocket-part"}
rocket_recipes = { rocket_recipes = {
Options.MaxSciencePack.option_space_science_pack: Options.MaxSciencePack.option_space_science_pack:
@@ -290,7 +324,7 @@ advancement_technologies |= {tech.name for tech in required_technologies["rocket
# progressive technologies # progressive technologies
# auto-progressive # auto-progressive
progressive_rows = {} progressive_rows: Dict[str, Union[List[str], Tuple[str, ...]]] = {}
progressive_incs = set() progressive_incs = set()
for tech_name in tech_table: for tech_name in tech_table:
if tech_name.endswith("-1"): if tech_name.endswith("-1"):
@@ -299,17 +333,17 @@ for tech_name in tech_table:
progressive_incs.add(tech_name) progressive_incs.add(tech_name)
for root, progressive in progressive_rows.items(): for root, progressive in progressive_rows.items():
seeking = root[:-1]+str(int(root[-1])+1) seeking = root[:-1] + str(int(root[-1]) + 1)
while seeking in progressive_incs: while seeking in progressive_incs:
progressive.append(seeking) progressive.append(seeking)
progressive_incs.remove(seeking) progressive_incs.remove(seeking)
seeking = seeking[:-1]+str(int(seeking[-1])+1) seeking = seeking[:-1] + str(int(seeking[-1]) + 1)
# make root entry the progressive name # make root entry the progressive name
for old_name in set(progressive_rows): for old_name in set(progressive_rows):
prog_name = "progressive-" + old_name.rsplit("-", 1)[0] prog_name = "progressive-" + old_name.rsplit("-", 1)[0]
progressive_rows[prog_name] = tuple([old_name] + progressive_rows[old_name]) progressive_rows[prog_name] = tuple([old_name] + progressive_rows[old_name])
del(progressive_rows[old_name]) del (progressive_rows[old_name])
# no -1 start # no -1 start
base_starts = set() base_starts = set()
@@ -318,17 +352,16 @@ for remnant in progressive_incs:
base_starts.add(remnant[:-2]) base_starts.add(remnant[:-2])
for root in base_starts: for root in base_starts:
seeking = root+"-2" seeking = root + "-2"
progressive = [root] progressive = [root]
while seeking in progressive_incs: while seeking in progressive_incs:
progressive.append(seeking) progressive.append(seeking)
seeking = seeking[:-1]+str(int(seeking[-1])+1) seeking = seeking[:-1] + str(int(seeking[-1]) + 1)
progressive_rows["progressive-"+root] = tuple(progressive) progressive_rows["progressive-" + root] = tuple(progressive)
# science packs # science packs
progressive_rows["progressive-science-pack"] = tuple(Options.MaxSciencePack.get_ordered_science_packs())[1:] progressive_rows["progressive-science-pack"] = tuple(Options.MaxSciencePack.get_ordered_science_packs())[1:]
# manual progressive # manual progressive
progressive_rows["progressive-processing"] = ( progressive_rows["progressive-processing"] = (
"steel-processing", "steel-processing",
@@ -336,7 +369,8 @@ progressive_rows["progressive-processing"] = (
"uranium-processing", "kovarex-enrichment-process", "nuclear-fuel-reprocessing") "uranium-processing", "kovarex-enrichment-process", "nuclear-fuel-reprocessing")
progressive_rows["progressive-rocketry"] = ("rocketry", "explosive-rocketry", "atomic-bomb") progressive_rows["progressive-rocketry"] = ("rocketry", "explosive-rocketry", "atomic-bomb")
progressive_rows["progressive-vehicle"] = ("automobilism", "tank", "spidertron") progressive_rows["progressive-vehicle"] = ("automobilism", "tank", "spidertron")
progressive_rows["progressive-train-network"] = ("railway", "fluid-wagon", "automated-rail-transportation", "rail-signals") progressive_rows["progressive-train-network"] = ("railway", "fluid-wagon",
"automated-rail-transportation", "rail-signals")
progressive_rows["progressive-engine"] = ("engine", "electric-engine") progressive_rows["progressive-engine"] = ("engine", "electric-engine")
progressive_rows["progressive-armor"] = ("heavy-armor", "modular-armor", "power-armor", "power-armor-mk2") progressive_rows["progressive-armor"] = ("heavy-armor", "modular-armor", "power-armor", "power-armor-mk2")
progressive_rows["progressive-personal-battery"] = ("battery-equipment", "battery-mk2-equipment") progressive_rows["progressive-personal-battery"] = ("battery-equipment", "battery-mk2-equipment")
@@ -345,18 +379,40 @@ progressive_rows["progressive-wall"] = ("stone-wall", "gate")
progressive_rows["progressive-follower"] = ("defender", "distractor", "destroyer") progressive_rows["progressive-follower"] = ("defender", "distractor", "destroyer")
progressive_rows["progressive-inserter"] = ("fast-inserter", "stack-inserter") progressive_rows["progressive-inserter"] = ("fast-inserter", "stack-inserter")
sorted_rows = sorted(progressive_rows)
# to keep ID mappings the same.
# If there's a breaking change at some point, then this should be moved in with the sorted ordering
progressive_rows["progressive-turret"] = ("gun-turret", "laser-turret")
sorted_rows.append("progressive-turret")
progressive_rows["progressive-flamethrower"] = ("flamethrower",) # leaving out flammables, as they do nothing
sorted_rows.append("progressive-flamethrower")
progressive_rows["progressive-personal-roboport-equipment"] = ("personal-roboport-equipment",
"personal-roboport-mk2-equipment")
sorted_rows.append("progressive-personal-roboport-equipment")
# integrate into
source_target_mapping: Dict[str, str] = {
"progressive-braking-force": "progressive-train-network",
"progressive-inserter-capacity-bonus": "progressive-inserter",
"progressive-refined-flammables": "progressive-flamethrower"
}
for source, target in source_target_mapping.items():
progressive_rows[target] += progressive_rows[source]
base_tech_table = tech_table.copy() # without progressive techs base_tech_table = tech_table.copy() # without progressive techs
base_technology_table = technology_table.copy() base_technology_table = technology_table.copy()
progressive_tech_table: Dict[str, int] = {} progressive_tech_table: Dict[str, int] = {}
progressive_technology_table: Dict[str, Technology] = {} progressive_technology_table: Dict[str, Technology] = {}
for root in sorted(progressive_rows): for root in sorted_rows:
progressive = progressive_rows[root] progressive = progressive_rows[root]
assert all(tech in tech_table for tech in progressive) assert all(tech in tech_table for tech in progressive)
factorio_id += 1 factorio_id += 1
progressive_technology = Technology(root, technology_table[progressive_rows[root][0]].ingredients, factorio_id, progressive_technology = Technology(root, technology_table[progressive_rows[root][0]].ingredients, factorio_id,
progressive) progressive,
has_modifier=any(technology_table[tech].has_modifier for tech in progressive),
unlocks=any(technology_table[tech].unlocks for tech in progressive))
progressive_tech_table[root] = progressive_technology.factorio_id progressive_tech_table[root] = progressive_technology.factorio_id
progressive_technology_table[root] = progressive_technology progressive_technology_table[root] = progressive_technology
if any(tech in advancement_technologies for tech in progressive): if any(tech in advancement_technologies for tech in progressive):
@@ -364,8 +420,9 @@ for root in sorted(progressive_rows):
tech_to_progressive_lookup: Dict[str, str] = {} tech_to_progressive_lookup: Dict[str, str] = {}
for technology in progressive_technology_table.values(): for technology in progressive_technology_table.values():
for progressive in technology.progressive: if technology.name not in source_target_mapping:
tech_to_progressive_lookup[progressive] = technology.name for progressive in technology.progressive:
tech_to_progressive_lookup[progressive] = technology.name
tech_table.update(progressive_tech_table) tech_table.update(progressive_tech_table)
technology_table.update(progressive_technology_table) technology_table.update(progressive_technology_table)
@@ -374,10 +431,13 @@ technology_table.update(progressive_technology_table)
common_tech_table: Dict[str, int] = {tech_name: tech_id for tech_name, tech_id in base_tech_table.items() common_tech_table: Dict[str, int] = {tech_name: tech_id for tech_name, tech_id in base_tech_table.items()
if tech_name not in progressive_tech_table} if tech_name not in progressive_tech_table}
useless_technologies: Set[str] = {tech_name for tech_name in common_tech_table
if not technology_table[tech_name].useful()}
lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()} lookup_id_to_name: Dict[int, str] = {item_id: item_name for item_name, item_id in tech_table.items()}
rel_cost = { rel_cost = {
"wood" : 10000, "wood": 10000,
"iron-ore": 1, "iron-ore": 1,
"copper-ore": 1, "copper-ore": 1,
"stone": 1, "stone": 1,
@@ -390,8 +450,9 @@ rel_cost = {
} }
# forbid liquids for now, TODO: allow a single liquid per assembler # forbid liquids for now, TODO: allow a single liquid per assembler
blacklist = all_ingredient_names | {"rocket-part", "crude-oil", "water", "sulfuric-acid", "petroleum-gas", "light-oil", blacklist: Set[str] = all_ingredient_names | {"rocket-part", "crude-oil", "water", "sulfuric-acid", "petroleum-gas",
"heavy-oil", "lubricant", "steam"} "light-oil", "heavy-oil", "lubricant", "steam"}
@Utils.cache_argsless @Utils.cache_argsless
def get_science_pack_pools() -> Dict[str, Set[str]]: def get_science_pack_pools() -> Dict[str, Set[str]]:
@@ -403,7 +464,6 @@ def get_science_pack_pools() -> Dict[str, Set[str]]:
cost += rel_cost.get(ingredient_name, 1) * amount cost += rel_cost.get(ingredient_name, 1) * amount
return cost return cost
science_pack_pools = {} science_pack_pools = {}
already_taken = blacklist.copy() already_taken = blacklist.copy()
current_difficulty = 5 current_difficulty = 5
@@ -416,4 +476,4 @@ def get_science_pack_pools() -> Dict[str, Set[str]]:
current -= already_taken current -= already_taken
already_taken |= current already_taken |= current
current_difficulty *= 2 current_difficulty *= 2
return science_pack_pools return science_pack_pools

View File

@@ -1,44 +1,65 @@
import collections
from ..AutoWorld import World from ..AutoWorld import World
from BaseClasses import Region, Entrance, Location, Item from BaseClasses import Region, Entrance, Location, Item
from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \ from .Technologies import base_tech_table, recipe_sources, base_technology_table, advancement_technologies, \
all_ingredient_names, required_technologies, get_rocket_requirements, rocket_recipes, \ all_ingredient_names, all_product_sources, required_technologies, get_rocket_requirements, rocket_recipes, \
progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \ progressive_technology_table, common_tech_table, tech_to_progressive_lookup, progressive_tech_table, \
get_science_pack_pools, Recipe, recipes, technology_table, tech_table get_science_pack_pools, Recipe, recipes, technology_table, tech_table, factorio_base_id, useless_technologies
from .Shapes import get_shapes from .Shapes import get_shapes
from .Mod import generate_mod from .Mod import generate_mod
from .Options import factorio_options from .Options import factorio_options, Silo
import logging
class FactorioItem(Item): class FactorioItem(Item):
game = "Factorio" game = "Factorio"
all_items = tech_table.copy()
all_items["Attack Trap"] = factorio_base_id - 1
all_items["Evolution Trap"] = factorio_base_id - 2
class Factorio(World): class Factorio(World):
game: str = "Factorio" game: str = "Factorio"
static_nodes = {"automation", "logistics", "rocket-silo"} static_nodes = {"automation", "logistics", "rocket-silo"}
custom_recipes = {} custom_recipes = {}
additional_advancement_technologies = set() additional_advancement_technologies = set()
item_names = frozenset(tech_table)
location_names = frozenset(base_tech_table)
item_name_to_id = tech_table item_name_to_id = all_items
location_name_to_id = base_tech_table location_name_to_id = base_tech_table
data_version = 5
def generate_basic(self): def generate_basic(self):
player = self.player
want_progressives = collections.defaultdict(lambda: self.world.progressive[player].
want_progressives(self.world.random))
skip_silo = self.world.silo[player].value == Silo.option_spawn
evolution_traps_wanted = self.world.evolution_traps[player].value
attack_traps_wanted = self.world.attack_traps[player].value
traps_wanted = ["Evolution Trap"] * evolution_traps_wanted + ["Attack Trap"] * attack_traps_wanted
self.world.random.shuffle(traps_wanted)
for tech_name in base_tech_table: for tech_name in base_tech_table:
if self.world.progressive: if traps_wanted and tech_name in useless_technologies:
item_name = tech_to_progressive_lookup.get(tech_name, tech_name) self.world.itempool.append(self.create_item(traps_wanted.pop()))
elif skip_silo and tech_name == "rocket-silo":
pass
else: else:
item_name = item_name progressive_item_name = tech_to_progressive_lookup.get(tech_name, tech_name)
tech_item = self.create_item(item_name) want_progressive = want_progressives[progressive_item_name]
if tech_name in self.static_nodes: item_name = progressive_item_name if want_progressive else tech_name
self.world.get_location(tech_name, self.player).place_locked_item(tech_item) tech_item = self.create_item(item_name)
else: if tech_name in self.static_nodes:
self.world.itempool.append(tech_item) self.world.get_location(tech_name, player).place_locked_item(tech_item)
map_basic_settings = self.world.world_gen[self.player].value["basic"] else:
self.world.itempool.append(tech_item)
map_basic_settings = self.world.world_gen[player].value["basic"]
if map_basic_settings.get("seed", None) is None: # allow seed 0 if map_basic_settings.get("seed", None) is None: # allow seed 0
map_basic_settings["seed"] = self.world.slot_seeds[self.player].randint(0, 2**32-1) # 32 bit uint map_basic_settings["seed"] = self.world.slot_seeds[player].randint(0, 2 ** 32 - 1) # 32 bit uint
generate_output = generate_mod generate_output = generate_mod
@@ -49,7 +70,10 @@ class Factorio(World):
menu.exits.append(crash) menu.exits.append(crash)
nauvis = Region("Nauvis", None, "Nauvis", player, self.world) nauvis = Region("Nauvis", None, "Nauvis", player, self.world)
skip_silo = self.world.silo[self.player].value == Silo.option_spawn
for tech_name, tech_id in base_tech_table.items(): for tech_name, tech_id in base_tech_table.items():
if skip_silo and tech_name == "rocket-silo":
continue
tech = Location(player, tech_name, tech_id, nauvis) tech = Location(player, tech_name, tech_id, nauvis)
nauvis.locations.append(tech) nauvis.locations.append(tech)
tech.game = "Factorio" tech.game = "Factorio"
@@ -92,7 +116,10 @@ class Factorio(World):
location.access_rule = lambda state, ingredient=ingredient: \ location.access_rule = lambda state, ingredient=ingredient: \
all(state.has(technology.name, player) for technology in required_technologies[ingredient]) all(state.has(technology.name, player) for technology in required_technologies[ingredient])
skip_silo = self.world.silo[self.player].value == Silo.option_spawn
for tech_name, technology in self.custom_technologies.items(): for tech_name, technology in self.custom_technologies.items():
if skip_silo and tech_name == "rocket-silo":
continue
location = world.get_location(tech_name, player) location = world.get_location(tech_name, player)
Rules.set_rule(location, technology.build_rule(player)) Rules.set_rule(location, technology.build_rule(player))
prequisites = shapes.get(tech_name) prequisites = shapes.get(tech_name)
@@ -101,27 +128,102 @@ class Factorio(World):
Rules.add_rule(location, lambda state, Rules.add_rule(location, lambda state,
locations=locations: all(state.can_reach(loc) for loc in locations)) locations=locations: all(state.can_reach(loc) for loc in locations))
victory_tech_names = get_rocket_requirements(self.custom_recipes["rocket-part"]) silo_recipe = None if self.world.silo[self.player].value == Silo.option_spawn \
else self.custom_recipes["rocket-silo"] \
if "rocket-silo" in self.custom_recipes \
else next(iter(all_product_sources.get("rocket-silo")))
part_recipe = self.custom_recipes["rocket-part"]
victory_tech_names = get_rocket_requirements(silo_recipe, part_recipe)
world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player) world.get_location("Rocket Launch", player).access_rule = lambda state: all(state.has(technology, player)
for technology in for technology in
victory_tech_names) victory_tech_names)
world.completion_condition[player] = lambda state: state.has('Victory', player) world.completion_condition[player] = lambda state: state.has('Victory', player)
def collect(self, state, item) -> bool: def collect_item(self, state, item):
if item.advancement and item.name in progressive_technology_table: if item.advancement and item.name in progressive_technology_table:
prog_table = progressive_technology_table[item.name].progressive prog_table = progressive_technology_table[item.name].progressive
for item_name in prog_table: for item_name in prog_table:
if not state.has(item_name, item.player): if not state.has(item_name, item.player):
state.prog_items[item_name, item.player] += 1 return item_name
return True
return super(Factorio, self).collect(state, item) return super(Factorio, self).collect_item(state, item)
def get_required_client_version(self) -> tuple: def get_required_client_version(self) -> tuple:
return max((0, 1, 5), super(Factorio, self).get_required_client_version()) return max((0, 1, 6), super(Factorio, self).get_required_client_version())
options = factorio_options options = factorio_options
def make_balanced_recipe(self, original: Recipe, pool: list, factor: float = 1) -> Recipe:
"""Generate a recipe from pool with time and cost similar to original * factor"""
new_ingredients = {}
self.world.random.shuffle(pool)
target_raw = int(sum((count for ingredient, count in original.base_cost.items())) * factor)
target_energy = original.total_energy * factor
target_num_ingredients = len(original.ingredients)
remaining_raw = target_raw
remaining_energy = target_energy
remaining_num_ingredients = target_num_ingredients
fallback_pool = []
# fill all but one slot with random ingredients, last with a good match
while remaining_num_ingredients > 0 and len(pool) > 0:
if remaining_num_ingredients == 1:
max_raw = 1.1 * remaining_raw
min_raw = 0.9 * remaining_raw
max_energy = 1.1 * remaining_energy
min_energy = 1.1 * remaining_energy
else:
max_raw = remaining_raw * 0.75
min_raw = (remaining_raw - max_raw) / remaining_num_ingredients
max_energy = remaining_energy * 0.75
min_energy = (remaining_energy - max_energy) / remaining_num_ingredients
ingredient = pool.pop()
if ingredient not in recipes:
logging.warning(f"missing recipe for {ingredient}")
continue
ingredient_recipe = recipes[ingredient]
ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
ingredient_energy = ingredient_recipe.total_energy
min_num_raw = min_raw/ingredient_raw
max_num_raw = max_raw/ingredient_raw
min_num_energy = min_energy/ingredient_energy
max_num_energy = max_energy/ingredient_energy
min_num = int(max(1, min_num_raw, min_num_energy))
max_num = int(min(1000, max_num_raw, max_num_energy))
if min_num > max_num:
fallback_pool.append(ingredient)
continue # can't use that ingredient
num = self.world.random.randint(min_num,max_num)
new_ingredients[ingredient] = num
remaining_raw -= num * ingredient_raw
remaining_energy -= num * ingredient_energy
remaining_num_ingredients -= 1
# fill failed slots with whatever we got
pool = fallback_pool
while remaining_num_ingredients > 0 and len(pool) > 0:
ingredient = pool.pop()
if ingredient not in recipes:
logging.warning(f"missing recipe for {ingredient}")
continue
ingredient_recipe = recipes[ingredient]
ingredient_raw = sum((count for ingredient, count in ingredient_recipe.base_cost.items()))
ingredient_energy = ingredient_recipe.total_energy
num_raw = remaining_raw/ingredient_raw/remaining_num_ingredients
num_energy = remaining_energy/ingredient_energy/remaining_num_ingredients
num = int(min(num_raw, num_energy))
if num < 1: continue
new_ingredients[ingredient] = num
remaining_raw -= num * ingredient_raw
remaining_energy -= num * ingredient_energy
remaining_num_ingredients -= 1
if remaining_num_ingredients > 1:
logging.warning("could not randomize recipe")
return Recipe(original.name, original.category, new_ingredients, original.products, original.energy)
def set_custom_technologies(self): def set_custom_technologies(self):
custom_technologies = {} custom_technologies = {}
allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs() allowed_packs = self.world.max_science_pack[self.player].get_allowed_packs()
@@ -136,7 +238,8 @@ class Factorio(World):
self.world.random.shuffle(valid_pool) self.world.random.shuffle(valid_pool)
self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category, self.custom_recipes = {"rocket-part": Recipe("rocket-part", original_rocket_part.category,
{valid_pool[x] : 10 for x in range(3)}, {valid_pool[x] : 10 for x in range(3)},
original_rocket_part.products)} original_rocket_part.products,
original_rocket_part.energy)}
self.additional_advancement_technologies = {tech.name for tech in self.additional_advancement_technologies = {tech.name for tech in
self.custom_recipes["rocket-part"].recursive_unlocking_technologies} self.custom_recipes["rocket-part"].recursive_unlocking_technologies}
@@ -150,11 +253,21 @@ class Factorio(World):
new_ingredients = {} new_ingredients = {}
for _ in original.ingredients: for _ in original.ingredients:
new_ingredients[valid_pool.pop()] = 1 new_ingredients[valid_pool.pop()] = 1
new_recipe = Recipe(pack, original.category, new_ingredients, original.products) new_recipe = Recipe(pack, original.category, new_ingredients, original.products, original.energy)
self.additional_advancement_technologies |= {tech.name for tech in self.additional_advancement_technologies |= {tech.name for tech in
new_recipe.recursive_unlocking_technologies} new_recipe.recursive_unlocking_technologies}
self.custom_recipes[pack] = new_recipe self.custom_recipes[pack] = new_recipe
if self.world.silo[self.player].value == Silo.option_randomize_recipe:
valid_pool = []
for pack in self.world.max_science_pack[self.player].get_allowed_packs():
valid_pool += sorted(science_pack_pools[pack])
new_recipe = self.make_balanced_recipe(recipes["rocket-silo"], valid_pool,
factor = (self.world.max_science_pack[self.player].value+1)/7)
self.additional_advancement_technologies |= {tech.name for tech in
new_recipe.recursive_unlocking_technologies}
self.custom_recipes["rocket-silo"] = new_recipe
# handle marking progressive techs as advancement # handle marking progressive techs as advancement
prog_add = set() prog_add = set()
for tech in self.additional_advancement_technologies: for tech in self.additional_advancement_technologies:
@@ -163,7 +276,9 @@ class Factorio(World):
self.additional_advancement_technologies |= prog_add self.additional_advancement_technologies |= prog_add
def create_item(self, name: str) -> Item: def create_item(self, name: str) -> Item:
assert name in tech_table if name in tech_table:
return FactorioItem(name, name in advancement_technologies or return FactorioItem(name, name in advancement_technologies or
name in self.additional_advancement_technologies, name in self.additional_advancement_technologies,
tech_table[name], self.player) tech_table[name], self.player)
elif name in all_items:
return FactorioItem(name, False, all_items[name], self.player)

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@@ -7,6 +7,7 @@ FREE_SAMPLES = {{ free_samples }}
SLOT_NAME = "{{ slot_name }}" SLOT_NAME = "{{ slot_name }}"
SEED_NAME = "{{ seed_name }}" SEED_NAME = "{{ seed_name }}"
FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }} FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }}
TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
{% if not imported_blueprints -%} {% if not imported_blueprints -%}
function set_permissions() function set_permissions()
@@ -18,19 +19,56 @@ function set_permissions()
end end
{%- endif %} {%- endif %}
function check_spawn_silo(force)
if force.players and #force.players > 0 and force.get_entity_count("rocket-silo") < 1 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
spawn_entity(surface, force, "rocket-silo", spawn_position.x, spawn_position.y, 80, true, true)
end
end
function check_despawn_silo(force)
if not force.players or #force.players < 1 and force.get_entity_count("rocket-silo") > 0 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
local x1 = spawn_position.x - 41
local x2 = spawn_position.x + 41
local y1 = spawn_position.y - 41
local y2 = spawn_position.y + 41
local silos = surface.find_entities_filtered{area = { {x1, y1}, {x2, y2} },
name = "rocket-silo",
force = force}
for i,silo in ipairs(silos) do
silo.destructible = true
silo.destroy()
end
end
end
-- Initialize force data, either from it being created or already being part of the game when the mod was added. -- 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) function on_force_created(event)
--event.force appears to be LuaForce.name, not LuaForce local force = event.force
game.forces[event.force].research_queue_enabled = true if type(event.force) == "string" then -- should be of type LuaForce
force = game.forces[force]
end
force.research_queue_enabled = true
local data = {} local data = {}
data['earned_samples'] = {{ dict_to_lua(starting_items) }} data['earned_samples'] = {{ dict_to_lua(starting_items) }}
data["victory"] = 0 data["victory"] = 0
global.forcedata[event.force] = data global.forcedata[event.force] = data
{%- if silo == 2 %}
check_spawn_silo(force)
{%- endif %}
end end
script.on_event(defines.events.on_force_created, on_force_created) 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. -- Destroy force data. This doesn't appear to be currently possible with the Factorio API, but here for completeness.
function on_force_destroyed(event) function on_force_destroyed(event)
{%- if silo == 2 %}
check_despawn_silo(event.force)
{%- endif %}
global.forcedata[event.force.name] = nil global.forcedata[event.force.name] = nil
end end
@@ -44,9 +82,21 @@ function on_player_created(event)
data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples']) data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples'])
global.playerdata[player.index] = data global.playerdata[player.index] = data
update_player(player.index) -- Attempt to send pending free samples, if relevant. update_player(player.index) -- Attempt to send pending free samples, if relevant.
{%- if silo == 2 %}
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
end end
script.on_event(defines.events.on_player_created, on_player_created) script.on_event(defines.events.on_player_created, on_player_created)
-- Create/destroy silo for force if player switched force
function on_player_changed_force(event)
{%- if silo == 2 %}
check_despawn_silo(event.force)
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
end
script.on_event(defines.events.on_player_changed_force, on_player_changed_force)
function on_player_removed(event) function on_player_removed(event)
global.playerdata[event.player_index] = nil global.playerdata[event.player_index] = nil
end end
@@ -195,6 +245,106 @@ function chain_lookup(table, ...)
end end
function spawn_entity(surface, force, name, x, y, radius, randomize, avoid_ores)
local prototype = game.entity_prototypes[name]
local args = { -- For can_place_entity and place_entity
name = prototype.name,
position = {x = x, y = y},
force = force.name,
build_check_type = defines.build_check_type.blueprint_ghost,
forced = true
}
local box = prototype.selection_box
local dims = {
w = box.right_bottom.x - box.left_top.x,
h = box.right_bottom.y - box.left_top.y
}
local entity_radius = math.ceil(math.max(dims.w, dims.h) / math.sqrt(2) / 2)
local bounds = {
xmin = math.ceil(x - radius - box.left_top.x),
xmax = math.floor(x + radius - box.right_bottom.x),
ymin = math.ceil(y - radius - box.left_top.y),
ymax = math.floor(y + radius - box.right_bottom.y)
}
local new_entity = nil
local attempts = 1000
for i = 1,attempts do -- Try multiple times
-- Find a position
if (randomize and i < attempts-3) or (not randomize and i ~= 1) then
args.position.x = math.random(bounds.xmin, bounds.xmax)
args.position.y = math.random(bounds.ymin, bounds.ymax)
elseif randomize then
args.position.x = x + (i + 3 - attempts) * dims.w
args.position.y = y + (i + 3 - attempts) * dims.h
end
-- Generate required chunks
local x1 = args.position.x + box.left_top.x
local x2 = args.position.x + box.right_bottom.x
local y1 = args.position.y + box.left_top.y
local y2 = args.position.y + box.right_bottom.y
if not surface.is_chunk_generated({x = x1, y = y1}) or
not surface.is_chunk_generated({x = x2, y = y1}) or
not surface.is_chunk_generated({x = x1, y = y2}) or
not surface.is_chunk_generated({x = x2, y = y2}) then
surface.request_to_generate_chunks(args.position, entity_radius)
surface.force_generate_chunk_requests()
end
-- Try to place entity
if surface.can_place_entity(args) then
-- Can hypothetically place this entity here. Destroy everything underneath it.
local collision_area = {
{
args.position.x + prototype.collision_box.left_top.x,
args.position.y + prototype.collision_box.left_top.y
},
{
args.position.x + prototype.collision_box.right_bottom.x,
args.position.y + prototype.collision_box.right_bottom.y
}
}
local entities = surface.find_entities_filtered {
area = collision_area,
collision_mask = prototype.collision_mask
}
local can_place = true
for _, entity in pairs(entities) do
if entity.force and entity.force.name ~= 'neutral' then
can_place = false
break
end
end
local allow_placement_on_resources = not avoid_ores or i > attempts/2
if can_place and not allow_placement_on_resources then
local resources = surface.find_entities_filtered {
area = collision_area,
type = 'resource'
}
can_place = (next(resources) == nil)
end
if can_place then
for _, entity in pairs(entities) do
entity.destroy({do_cliff_correction=true, raise_destroy=true})
end
args.build_check_type = defines.build_check_type.script
args.create_build_effect_smoke = false
new_entity = surface.create_entity(args)
if new_entity then
new_entity.destructible = false
new_entity.minable = false
new_entity.rotatable = false
break
end
end
end
end
if new_entity == nil then
force.print("Failed to place " .. args.name .. " in " .. serpent.line({x = x, y = y, radius = radius}))
end
end
-- add / commands -- add / commands
commands.add_command("ap-sync", "Used by the Archipelago client to get progress information", function(call) commands.add_command("ap-sync", "Used by the Archipelago client to get progress information", function(call)
local force local force
@@ -217,6 +367,9 @@ commands.add_command("ap-sync", "Used by the Archipelago client to get progress
rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["info"] = data_collection})) rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["info"] = data_collection}))
end) end)
commands.add_command("ap-print", "Used by the Archipelago client to print messages", function (call)
game.print(call.parameter)
end)
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call) commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
if global.index_sync == nil then if global.index_sync == nil then
@@ -225,15 +378,23 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
local tech local tech
local force = game.forces["player"] local force = game.forces["player"]
chunks = split(call.parameter, "\t") chunks = split(call.parameter, "\t")
local tech_name = chunks[1] local item_name = chunks[1]
local index = chunks[2] local index = chunks[2]
local source = chunks[3] or "Archipelago" local source = chunks[3] or "Archipelago"
if progressive_technologies[tech_name] ~= nil then if index == -1 then -- for coop sync and restoring from an older savegame
tech = force.technologies[item_name]
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] as it is already checked."})
game.play_sound({path="utility/research_completed"})
tech.researched = true
return
end
elseif progressive_technologies[item_name] ~= nil then
if global.index_sync[index] == nil then -- not yet received prog item if global.index_sync[index] == nil then -- not yet received prog item
global.index_sync[index] = tech_name global.index_sync[index] = item_name
local tech_stack = progressive_technologies[tech_name] local tech_stack = progressive_technologies[item_name]
for _, tech_name in ipairs(tech_stack) do for _, item_name in ipairs(tech_stack) do
tech = force.technologies[tech_name] tech = force.technologies[item_name]
if tech.researched ~= true then if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] from ", source}) game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"}) game.play_sound({path="utility/research_completed"})
@@ -242,8 +403,8 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
end end
end end
end end
elseif force.technologies[tech_name] ~= nil then elseif force.technologies[item_name] ~= nil then
tech = force.technologies[tech_name] tech = force.technologies[item_name]
if tech ~= nil then if tech ~= nil then
if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then if global.index_sync[index] ~= nil and global.index_sync[index] ~= tech then
game.print("Warning: Desync Detected. Duplicate/Missing items may occur.") game.print("Warning: Desync Detected. Duplicate/Missing items may occur.")
@@ -255,8 +416,21 @@ commands.add_command("ap-get-technology", "Grant a technology, used by the Archi
tech.researched = true tech.researched = true
end end
end end
elseif item_name == "Attack Trap" then
if global.index_sync[index] == nil then -- not yet received trap
game.print({"", "Received Attack Trap from ", source})
global.index_sync[index] = item_name
local spawn_position = force.get_spawn_position(game.get_surface(1))
game.surfaces["nauvis"].build_enemy_base(spawn_position, 25)
end
elseif item_name == "Evolution Trap" then
if global.index_sync[index] == nil then -- not yet received trap
global.index_sync[index] = item_name
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + TRAP_EVO_FACTOR
game.print({"", "Received Evolution Trap from ", source, ". New factor:", game.forces["enemy"].evolution_factor})
end
else else
game.print("Unknown Technology " .. tech_name) game.print("Unknown Item " .. item_name)
end end
end) end)
@@ -265,5 +439,13 @@ commands.add_command("ap-rcon-info", "Used by the Archipelago client to get info
rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME})) rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME}))
end) end)
{% if allow_cheats -%}
commands.add_command("ap-spawn-silo", "Attempts to spawn a silo around 0,0", function(call)
spawn_entity(game.player.surface, game.player.force, "rocket-silo", 0, 0, 80, true, true)
end)
{% endif -%}
-- data -- data
progressive_technologies = {{ dict_to_lua(progressive_technology_table) }} progressive_technologies = {{ dict_to_lua(progressive_technology_table) }}

View File

@@ -51,20 +51,32 @@ function copy_factorio_icon(tech, tech_source)
tech.icon_size = table.deepcopy(technologies[tech_source].icon_size) tech.icon_size = table.deepcopy(technologies[tech_source].icon_size)
end end
{# This got complex, but seems to be required to hit all corner cases #}
function adjust_energy(recipe_name, factor) function adjust_energy(recipe_name, factor)
local recipe = data.raw.recipe[recipe_name] local recipe = data.raw.recipe[recipe_name]
local energy = recipe.energy_required local energy = recipe.energy_required
if (energy ~= nil) then
data.raw.recipe[recipe_name].energy_required = energy * factor if (recipe.normal ~= nil) then
end if (recipe.normal.energy_required == nil) then
if (recipe.normal ~= nil and recipe.normal.energy_required ~= nil) then energy = 0.5
energy = recipe.normal.energy_required else
energy = recipe.normal.energy_required
end
recipe.normal.energy_required = energy * factor recipe.normal.energy_required = energy * factor
end end
if (recipe.expensive ~= nil and recipe.expensive.energy_required ~= nil) then if (recipe.expensive ~= nil) then
energy = recipe.expensive.energy_required if (recipe.expensive.energy_required == nil) then
energy = 0.5
else
energy = recipe.expensive.energy_required
end
recipe.expensive.energy_required = energy * factor recipe.expensive.energy_required = energy * factor
end end
if (energy ~= nil) then
data.raw.recipe[recipe_name].energy_required = energy * factor
elseif (recipe.expensive == nil and recipe.normal == nil) then
data.raw.recipe[recipe_name].energy_required = 0.5 * factor
end
end end
data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories) data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
@@ -85,6 +97,11 @@ new_tree_copy.unit.count = math.max(1, math.floor(new_tree_copy.unit.count * {{
{%- if (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in base_tech_table -%} {%- if (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in base_tech_table -%}
{#- copy Factorio Technology Icon -#} {#- copy Factorio Technology Icon -#}
copy_factorio_icon(new_tree_copy, "{{ item_name }}") copy_factorio_icon(new_tree_copy, "{{ item_name }}")
{%- if original_tech_name == "rocket-silo" and original_tech_name in static_nodes %}
{%- for ingredient in custom_recipes["rocket-part"].ingredients %}
table.insert(new_tree_copy.effects, {type = "nothing", effect_description = "Ingredient {{ loop.index }}: {{ ingredient }}"})
{% endfor -%}
{% endif -%}
{%- elif (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in progressive_technology_table -%} {%- elif (tech_tree_information == 2 or original_tech_name in static_nodes) and item_name in progressive_technology_table -%}
copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item_name][0] }}") copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item_name][0] }}")
{%- else -%} {%- else -%}
@@ -103,7 +120,12 @@ data:extend{new_tree_copy}
{% if recipe_time_scale %} {% if recipe_time_scale %}
{%- for recipe_name, recipe in recipes.items() %} {%- for recipe_name, recipe in recipes.items() %}
{%- if recipe.category != "mining" %} {%- if recipe.category != "mining" %}
adjust_energy("{{ recipe_name }}", {{ random.triangular(*recipe_time_scale) }}) adjust_energy("{{ recipe_name }}", {{ flop_random(*recipe_time_scale) }})
{%- endif %} {%- endif %}
{%- endfor -%} {%- endfor -%}
{% endif %} {% endif %}
{%- if silo==2 %}
-- disable silo research for pre-placed silo
technologies["rocket-silo"].hidden = true
{%- endif %}

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@@ -12,7 +12,7 @@ def locality_rules(world, player):
def exclusion_rules(world, player: int, excluded_locations: set): def exclusion_rules(world, player: int, excluded_locations: set):
for loc_name in excluded_locations: for loc_name in excluded_locations:
location = world.get_location(loc_name, player) location = world.get_location(loc_name, player)
add_item_rule(location, lambda i: not (i.advancement or i.smallkey or i.bigkey or i.never_exclude)) add_item_rule(location, lambda i: not (i.advancement or i.never_exclude))
def set_rule(spot, rule): def set_rule(spot, rule):

View File

@@ -15,8 +15,6 @@ from ..AutoWorld import World, LogicMixin
class HKWorld(World): class HKWorld(World):
game: str = "Hollow Knight" game: str = "Hollow Knight"
options = hollow_knight_options options = hollow_knight_options
item_names: Set[str] = frozenset(item_table)
location_names: Set[str] = frozenset(lookup_name_to_id)
item_name_to_id = {name: data.id for name, data in item_table.items() if data.type != "Event"} item_name_to_id = {name: data.id for name, data in item_table.items() if data.type != "Event"}
location_name_to_id = lookup_name_to_id location_name_to_id = lookup_name_to_id

View File

@@ -13,8 +13,8 @@ class MinecraftItem(Item):
item_table = { item_table = {
"Archery": ItemData(45000, True), "Archery": ItemData(45000, True),
"Ingot Crafting": ItemData(45001, True), "Progressive Resource Crafting": ItemData(45001, True),
"Resource Blocks": ItemData(45002, True), # "Resource Blocks": ItemData(45002, True),
"Brewing": ItemData(45003, True), "Brewing": ItemData(45003, True),
"Enchanting": ItemData(45004, True), "Enchanting": ItemData(45004, True),
"Bucket": ItemData(45005, True), "Bucket": ItemData(45005, True),
@@ -55,38 +55,48 @@ item_table = {
"Structure Compass (Bastion Remnant)": ItemData(45040, True), "Structure Compass (Bastion Remnant)": ItemData(45040, True),
"Structure Compass (End City)": ItemData(45041, True), "Structure Compass (End City)": ItemData(45041, True),
"Shulker Box": ItemData(45042, False), "Shulker Box": ItemData(45042, False),
"Dragon Egg Shard": ItemData(45043, True),
"Bee Trap (Minecraft)": ItemData(45100, False), "Bee Trap (Minecraft)": ItemData(45100, False),
"Victory": ItemData(None, True) "Victory": ItemData(None, True)
} }
# If not listed here then has frequency 1 # 33 required items
item_frequencies = { required_items = {
"Archery": 1,
"Progressive Resource Crafting": 2,
"Brewing": 1,
"Enchanting": 1,
"Bucket": 1,
"Flint and Steel": 1,
"Bed": 1,
"Bottles": 1,
"Shield": 1,
"Fishing Rod": 1,
"Campfire": 1,
"Progressive Weapons": 3, "Progressive Weapons": 3,
"Progressive Tools": 3, "Progressive Tools": 3,
"Progressive Armor": 2, "Progressive Armor": 2,
"8 Netherite Scrap": 2, "8 Netherite Scrap": 2,
"8 Emeralds": 0, "Channeling Book": 1,
"4 Emeralds": 8, "Silk Touch Book": 1,
"4 Diamond Ore": 4, "Sharpness III Book": 1,
"16 Iron Ore": 4, "Piercing IV Book": 1,
"500 XP": 0, "Looting III Book": 1,
"100 XP": 0, "Infinity Book": 1,
"50 XP": 21, "3 Ender Pearls": 4,
"3 Ender Pearls": 4, "Saddle": 1,
"4 Lapis Lazuli": 2, }
"16 Porkchops": 8,
"8 Gold Ore": 4, junk_weights = {
"Rotten Flesh": 4, "4 Emeralds": 2,
"Single Arrow": 0, "4 Diamond Ore": 1,
"32 Arrows": 4, "16 Iron Ore": 1,
"Structure Compass (Village)": 0, "50 XP": 4,
"Structure Compass (Pillager Outpost)": 0, "16 Porkchops": 2,
"Structure Compass (Nether Fortress)": 0, "8 Gold Ore": 1,
"Structure Compass (Bastion Remnant)": 0, "Rotten Flesh": 1,
"Structure Compass (End City)": 0, "32 Arrows": 1,
"Shulker Box": 0,
"Bee Trap (Minecraft)": 0,
} }
lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code} lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code}

View File

@@ -15,6 +15,16 @@ class CombatDifficulty(Choice):
default = 1 default = 1
class BeeTraps(Range):
range_start = 0
range_end = 100
class EggShards(Range):
range_start = 0
range_end = 30
minecraft_options: typing.Dict[str, type(Option)] = { minecraft_options: typing.Dict[str, type(Option)] = {
"advancement_goal": AdvancementGoal, "advancement_goal": AdvancementGoal,
"combat_difficulty": CombatDifficulty, "combat_difficulty": CombatDifficulty,
@@ -23,5 +33,7 @@ minecraft_options: typing.Dict[str, type(Option)] = {
"include_postgame_advancements": Toggle, "include_postgame_advancements": Toggle,
"shuffle_structures": Toggle, "shuffle_structures": Toggle,
"structure_compasses": Toggle, "structure_compasses": Toggle,
"bee_traps": Toggle "bee_traps": BeeTraps,
"egg_shards_required": EggShards,
"egg_shards_available": EggShards
} }

View File

@@ -13,7 +13,7 @@ def link_minecraft_structures(world, player):
try: try:
assert len(exits) == len(structs) assert len(exits) == len(structs)
except AssertionError as e: # this should never happen except AssertionError as e: # this should never happen
raise Exception(f"Could not obtain equal numbers of Minecraft exits and structures for player {player} ({world.player_names[player]})") raise Exception(f"Could not obtain equal numbers of Minecraft exits and structures for player {player} ({world.player_name[player]})")
pairs = {} pairs = {}
@@ -23,7 +23,7 @@ def link_minecraft_structures(world, player):
exits.remove(exit) exits.remove(exit)
structs.remove(struct) structs.remove(struct)
else: else:
raise Exception(f"Invalid connection: {exit} => {struct} for player {player} ({world.player_names[player]})") raise Exception(f"Invalid connection: {exit} => {struct} for player {player} ({world.player_name[player]})")
# Connect plando structures first # Connect plando structures first
if world.plando_connections[player]: if world.plando_connections[player]:
@@ -38,7 +38,7 @@ def link_minecraft_structures(world, player):
try: try:
exit = world.random.choice([e for e in exits if e not in illegal_connections.get(struct, [])]) exit = world.random.choice([e for e in exits if e not in illegal_connections.get(struct, [])])
except IndexError: except IndexError:
raise Exception(f"No valid structure placements remaining for player {player} ({world.player_names[player]})") raise Exception(f"No valid structure placements remaining for player {player} ({world.player_name[player]})")
set_pair(exit, struct) set_pair(exit, struct)
else: # write remaining default connections else: # write remaining default connections
for (exit, struct) in default_connections: for (exit, struct) in default_connections:
@@ -49,7 +49,7 @@ def link_minecraft_structures(world, player):
try: try:
assert len(exits) == len(structs) == 0 assert len(exits) == len(structs) == 0
except AssertionError: except AssertionError:
raise Exception(f"Failed to connect all Minecraft structures for player {player} ({world.player_names[player]})") raise Exception(f"Failed to connect all Minecraft structures for player {player} ({world.player_name[player]})")
for exit in exits_spoiler: for exit in exits_spoiler:
world.get_entrance(exit, player).connect(world.get_region(pairs[exit], player)) world.get_entrance(exit, player).connect(world.get_region(pairs[exit], player))

View File

@@ -7,10 +7,10 @@ from ..AutoWorld import LogicMixin
class MinecraftLogic(LogicMixin): class MinecraftLogic(LogicMixin):
def _mc_has_iron_ingots(self, player: int): def _mc_has_iron_ingots(self, player: int):
return self.has('Progressive Tools', player) and self.has('Ingot Crafting', player) return self.has('Progressive Tools', player) and self.has('Progressive Resource Crafting', player)
def _mc_has_gold_ingots(self, player: int): def _mc_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)) return self.has('Progressive Resource Crafting', player) and (self.has('Progressive Tools', player, 2) or self.can_reach('The Nether', 'Region', player))
def _mc_has_diamond_pickaxe(self, player: int): def _mc_has_diamond_pickaxe(self, player: int):
return self.has('Progressive Tools', player, 3) and self._mc_has_iron_ingots(player) return self.has('Progressive Tools', player, 3) and self._mc_has_iron_ingots(player)
@@ -19,38 +19,40 @@ class MinecraftLogic(LogicMixin):
return self.has('Archery', player) and self._mc_has_iron_ingots(player) return self.has('Archery', player) and self._mc_has_iron_ingots(player)
def _mc_has_bottle(self, player: int): def _mc_has_bottle(self, player: int):
return self.has('Bottles', player) and self.has('Ingot Crafting', player) return self.has('Bottles', player) and self.has('Progressive Resource Crafting', player)
def _mc_can_enchant(self, player: int): def _mc_can_enchant(self, player: int):
return self.has('Enchanting', player) and self._mc_has_diamond_pickaxe(player) # mine obsidian and lapis return self.has('Enchanting', player) and self._mc_has_diamond_pickaxe(player) # mine obsidian and lapis
def _mc_can_use_anvil(self, player: int): def _mc_can_use_anvil(self, player: int):
return self.has('Enchanting', player) and self.has('Resource Blocks', player) and self._mc_has_iron_ingots(player) return self.has('Enchanting', player) and self.has('Progressive Resource Crafting', player, 2) and self._mc_has_iron_ingots(player)
def _mc_fortress_loot(self, player: int): # saddles, blaze rods, wither skulls def _mc_fortress_loot(self, player: int): # saddles, blaze rods, wither skulls
return self.can_reach('Nether Fortress', 'Region', player) and self._mc_basic_combat(player) return self.can_reach('Nether Fortress', 'Region', player) and self._mc_basic_combat(player)
def _mc_can_brew_potions(self, player: int): def _mc_can_brew_potions(self, player: int):
return self._mc_fortress_loot(player) and self.has('Brewing', player) and self._mc_has_bottle(player) return self._mc_fortress_loot(player) and self.has('Brewing', player) and self._mc_has_bottle(player)
def _mc_can_piglin_trade(self, player: int): def _mc_can_piglin_trade(self, player: int):
return self._mc_has_gold_ingots(player) and (self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region', player)) return self._mc_has_gold_ingots(player) and (
self.can_reach('The Nether', 'Region', player) or self.can_reach('Bastion Remnant', 'Region',
player))
def _mc_enter_stronghold(self, player: int): def _mc_enter_stronghold(self, player: int):
return self._mc_fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player) return self._mc_fortress_loot(player) and self.has('Brewing', player) and self.has('3 Ender Pearls', player)
# Difficulty-dependent functions # Difficulty-dependent functions
def _mc_combat_difficulty(self, player: int): def _mc_combat_difficulty(self, player: int):
return self.world.combat_difficulty[player].get_option_name() return self.world.combat_difficulty[player].current_key
def _mc_can_adventure(self, player: int): def _mc_can_adventure(self, player: int):
if self._mc_combat_difficulty(player) == 'easy': if self._mc_combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player) return self.has('Progressive Weapons', player, 2) and self._mc_has_iron_ingots(player)
elif self._mc_combat_difficulty(player) == 'hard': elif self._mc_combat_difficulty(player) == 'hard':
return True return True
return self.has('Progressive Weapons', player) and (self.has('Ingot Crafting', player) or self.has('Campfire', player)) return self.has('Progressive Weapons', player) and (self.has('Progressive Resource Crafting', player) or self.has('Campfire', player))
def _mc_basic_combat(self, player: int): def _mc_basic_combat(self, player: int):
if self._mc_combat_difficulty(player) == 'easy': if self._mc_combat_difficulty(player) == 'easy':
return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \ return self.has('Progressive Weapons', player, 2) and self.has('Progressive Armor', player) and \
self.has('Shield', player) and self._mc_has_iron_ingots(player) self.has('Shield', player) and self._mc_has_iron_ingots(player)
@@ -81,7 +83,7 @@ class MinecraftLogic(LogicMixin):
def _mc_can_kill_ender_dragon(self, player: int): def _mc_can_kill_ender_dragon(self, player: int):
# Since it is possible to kill the dragon without getting any of the advancements related to it, we need to require that it can be respawned. # Since it is possible to kill the dragon without getting any of the advancements related to it, we need to require that it can be respawned.
respawn_dragon = self.can_reach('The Nether', 'Region', player) and self.has('Ingot Crafting', player) respawn_dragon = self.can_reach('The Nether', 'Region', player) and self.has('Progressive Resource Crafting', player)
if self._mc_combat_difficulty(player) == 'easy': if self._mc_combat_difficulty(player) == 'easy':
return respawn_dragon and self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and \ return respawn_dragon and self.has("Progressive Weapons", player, 3) and self.has("Progressive Armor", player, 2) and \
self.has('Archery', player) and self._mc_can_brew_potions(player) and self._mc_can_enchant(player) self.has('Archery', player) and self._mc_can_brew_potions(player) and self._mc_can_enchant(player)
@@ -115,8 +117,9 @@ def set_rules(world: MultiWorld, player: int):
# 92 total advancements. Goal is to complete X advancements and then Free the End. # 92 total advancements. Goal is to complete X advancements and then Free the End.
# There are 5 advancements which cannot be included for dragon spawning (4 postgame, Free the End) # There are 5 advancements which cannot be included for dragon spawning (4 postgame, Free the End)
# Hence the true maximum is (92 - 5) = 87 # Hence the true maximum is (92 - 5) = 87
goal = int(world.advancement_goal[player].value) goal = world.advancement_goal[player]
can_complete = lambda state: len(reachable_locations(state)) >= goal and state.can_reach('The End', 'Region', player) and state._mc_can_kill_ender_dragon(player) egg_shards = min(world.egg_shards_required[player], world.egg_shards_available[player])
can_complete = lambda state: len(reachable_locations(state)) >= goal and state.has("Dragon Egg Shard", player, egg_shards) and state.can_reach('The End', 'Region', player) and state._mc_can_kill_ender_dragon(player)
if world.logic[player] != 'nologic': if world.logic[player] != 'nologic':
world.completion_condition[player] = lambda state: state.has('Victory', player) world.completion_condition[player] = lambda state: state.has('Victory', player)
@@ -147,7 +150,7 @@ def set_rules(world: MultiWorld, player: int):
state.can_reach('Bring Home the Beacon', 'Location', player)) # Resistance state.can_reach('Bring Home the Beacon', 'Location', player)) # Resistance
set_rule(world.get_location("Best Friends Forever", player), lambda state: True) set_rule(world.get_location("Best Friends Forever", player), lambda state: True)
set_rule(world.get_location("Bring Home the Beacon", player), lambda state: state._mc_can_kill_wither(player) and set_rule(world.get_location("Bring Home the Beacon", player), lambda state: state._mc_can_kill_wither(player) and
state._mc_has_diamond_pickaxe(player) and state.has("Ingot Crafting", player) and state.has("Resource Blocks", player)) state._mc_has_diamond_pickaxe(player) and state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Not Today, Thank You", player), lambda state: state.has("Shield", player) and state._mc_has_iron_ingots(player)) set_rule(world.get_location("Not Today, Thank You", player), lambda state: state.has("Shield", player) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Isn't It Iron Pick", player), lambda state: state.has("Progressive Tools", player, 2) and state._mc_has_iron_ingots(player)) set_rule(world.get_location("Isn't It Iron Pick", player), lambda state: state.has("Progressive Tools", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Local Brewery", player), lambda state: state._mc_can_brew_potions(player)) set_rule(world.get_location("Local Brewery", player), lambda state: state._mc_can_brew_potions(player))
@@ -187,10 +190,10 @@ def set_rules(world: MultiWorld, player: int):
state._mc_can_use_anvil(player) and state._mc_can_enchant(player)) state._mc_can_use_anvil(player) and state._mc_can_enchant(player))
set_rule(world.get_location("The End... Again...", player), lambda state: can_complete(state)) set_rule(world.get_location("The End... Again...", player), lambda state: can_complete(state))
set_rule(world.get_location("Acquire Hardware", player), lambda state: state._mc_has_iron_ingots(player)) set_rule(world.get_location("Acquire Hardware", player), lambda state: state._mc_has_iron_ingots(player))
set_rule(world.get_location("Not Quite \"Nine\" Lives", player), lambda state: state._mc_can_piglin_trade(player) and state.has("Resource Blocks", player)) set_rule(world.get_location("Not Quite \"Nine\" Lives", player), lambda state: state._mc_can_piglin_trade(player) and state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Cover Me With Diamonds", player), lambda state: state.has("Progressive Armor", player, 2) and state.can_reach("Diamonds!", "Location", player)) set_rule(world.get_location("Cover Me With Diamonds", player), lambda state: state.has("Progressive Armor", player, 2) and state.can_reach("Diamonds!", "Location", player))
set_rule(world.get_location("Sky's the Limit", player), lambda state: state._mc_basic_combat(player)) set_rule(world.get_location("Sky's the Limit", player), lambda state: state._mc_basic_combat(player))
set_rule(world.get_location("Hired Help", player), lambda state: state.has("Resource Blocks", player) and state._mc_has_iron_ingots(player)) set_rule(world.get_location("Hired Help", player), lambda state: state.has("Progressive Resource Crafting", player, 2) and state._mc_has_iron_ingots(player))
set_rule(world.get_location("Return to Sender", player), lambda state: True) set_rule(world.get_location("Return to Sender", player), lambda state: True)
set_rule(world.get_location("Sweet Dreams", player), lambda state: state.has("Bed", player) or state.can_reach('Village', 'Region', player)) set_rule(world.get_location("Sweet Dreams", player), lambda state: state.has("Bed", player) or state.can_reach('Village', 'Region', player))
set_rule(world.get_location("You Need a Mint", player), lambda state: can_complete(state) and state._mc_has_bottle(player)) set_rule(world.get_location("You Need a Mint", player), lambda state: can_complete(state) and state._mc_has_bottle(player))
@@ -209,10 +212,10 @@ def set_rules(world: MultiWorld, player: int):
set_rule(world.get_location("Hero of the Village", player), lambda state: state._mc_complete_raid(player)) set_rule(world.get_location("Hero of the Village", player), lambda state: state._mc_complete_raid(player))
set_rule(world.get_location("Hidden in the Depths", player), lambda state: state._mc_can_brew_potions(player) and state.has("Bed", player) and state._mc_has_diamond_pickaxe(player)) # bed mining :) set_rule(world.get_location("Hidden in the Depths", player), lambda state: state._mc_can_brew_potions(player) and state.has("Bed", player) and state._mc_has_diamond_pickaxe(player)) # bed mining :)
set_rule(world.get_location("Beaconator", player), lambda state: state._mc_can_kill_wither(player) and state._mc_has_diamond_pickaxe(player) and set_rule(world.get_location("Beaconator", player), lambda state: state._mc_can_kill_wither(player) and state._mc_has_diamond_pickaxe(player) and
state.has("Ingot Crafting", player) and state.has("Resource Blocks", player)) state.has("Progressive Resource Crafting", player, 2))
set_rule(world.get_location("Withering Heights", player), lambda state: state._mc_can_kill_wither(player)) set_rule(world.get_location("Withering Heights", player), lambda state: state._mc_can_kill_wither(player))
set_rule(world.get_location("A Balanced Diet", player), lambda state: state._mc_has_bottle(player) and state._mc_has_gold_ingots(player) and # honey bottle; gapple set_rule(world.get_location("A Balanced Diet", player), lambda state: state._mc_has_bottle(player) and state._mc_has_gold_ingots(player) and # honey bottle; gapple
state.has("Resource Blocks", player) and state.can_reach('The End', 'Region', player)) # notch apple, chorus fruit state.has("Progressive Resource Crafting", player, 2) and state.can_reach('The End', 'Region', player)) # notch apple, chorus fruit
set_rule(world.get_location("Subspace Bubble", player), lambda state: state._mc_has_diamond_pickaxe(player)) set_rule(world.get_location("Subspace Bubble", player), lambda state: state._mc_has_diamond_pickaxe(player))
set_rule(world.get_location("Husbandry", player), lambda state: True) set_rule(world.get_location("Husbandry", player), lambda state: True)
set_rule(world.get_location("Country Lode, Take Me Home", player), lambda state: state.can_reach("Hidden in the Depths", "Location", player) and state._mc_has_gold_ingots(player)) set_rule(world.get_location("Country Lode, Take Me Home", player), lambda state: state.can_reach("Hidden in the Depths", "Location", player) and state._mc_has_gold_ingots(player))
@@ -226,14 +229,14 @@ def set_rules(world: MultiWorld, player: int):
set_rule(world.get_location("Sticky Situation", player), lambda state: state.has("Campfire", player) and state._mc_has_bottle(player)) set_rule(world.get_location("Sticky Situation", player), lambda state: state.has("Campfire", player) and state._mc_has_bottle(player))
set_rule(world.get_location("Ol' Betsy", player), lambda state: state._mc_craft_crossbow(player)) set_rule(world.get_location("Ol' Betsy", player), lambda state: state._mc_craft_crossbow(player))
set_rule(world.get_location("Cover Me in Debris", player), lambda state: state.has("Progressive Armor", player, 2) and set_rule(world.get_location("Cover Me in Debris", player), lambda state: state.has("Progressive Armor", player, 2) and
state.has("8 Netherite Scrap", player, 2) and state.has("Ingot Crafting", player) and state.has("8 Netherite Scrap", player, 2) and state.has("Progressive Resource Crafting", player) and
state.can_reach("Diamonds!", "Location", player) and state.can_reach("Hidden in the Depths", "Location", player)) state.can_reach("Diamonds!", "Location", player) and state.can_reach("Hidden in the Depths", "Location", player))
set_rule(world.get_location("The End?", player), lambda state: True) set_rule(world.get_location("The End?", player), lambda state: True)
set_rule(world.get_location("The Parrots and the Bats", player), lambda state: True) set_rule(world.get_location("The Parrots and the Bats", player), lambda state: True)
set_rule(world.get_location("A Complete Catalogue", player), lambda state: True) # kill fish for raw set_rule(world.get_location("A Complete Catalogue", player), lambda state: True) # kill fish for raw
set_rule(world.get_location("Getting Wood", player), lambda state: True) set_rule(world.get_location("Getting Wood", player), lambda state: True)
set_rule(world.get_location("Time to Mine!", player), lambda state: True) set_rule(world.get_location("Time to Mine!", player), lambda state: True)
set_rule(world.get_location("Hot Topic", player), lambda state: state.has("Ingot Crafting", player)) set_rule(world.get_location("Hot Topic", player), lambda state: state.has("Progressive Resource Crafting", player))
set_rule(world.get_location("Bake Bread", player), lambda state: True) set_rule(world.get_location("Bake Bread", player), lambda state: True)
set_rule(world.get_location("The Lie", player), lambda state: state._mc_has_iron_ingots(player) and state.has("Bucket", player)) set_rule(world.get_location("The Lie", player), lambda state: state._mc_has_iron_ingots(player) and state.has("Bucket", player))
set_rule(world.get_location("On a Rail", player), lambda state: state._mc_has_iron_ingots(player) and state.has('Progressive Tools', player, 2)) # powered rails set_rule(world.get_location("On a Rail", player), lambda state: state._mc_has_iron_ingots(player) and state.has('Progressive Tools', player, 2)) # powered rails
@@ -244,4 +247,4 @@ def set_rules(world: MultiWorld, player: int):
set_rule(world.get_location("Overkill", player), lambda state: state._mc_can_brew_potions(player) and set_rule(world.get_location("Overkill", player), lambda state: state._mc_can_brew_potions(player) and
(state.has("Progressive Weapons", player) or state.can_reach('The Nether', 'Region', player))) # strength 1 + stone axe crit OR strength 2 + wood axe crit (state.has("Progressive Weapons", player) or state.can_reach('The Nether', 'Region', player))) # strength 1 + stone axe crit OR strength 2 + wood axe crit
set_rule(world.get_location("Librarian", player), lambda state: state.has("Enchanting", player)) set_rule(world.get_location("Librarian", player), lambda state: state.has("Enchanting", player))
set_rule(world.get_location("Overpowered", player), lambda state: state.has("Resource Blocks", player) and state._mc_has_gold_ingots(player)) set_rule(world.get_location("Overpowered", player), lambda state: state.has("Progressive Resource Crafting", player, 2) and state._mc_has_gold_ingots(player))

View File

@@ -1,7 +1,9 @@
import os import os
import json
from base64 import b64encode, b64decode
from math import ceil
from .Items import MinecraftItem, item_table, required_items, junk_weights
from .Items import MinecraftItem, item_table, item_frequencies
from .Locations import MinecraftAdvancement, advancement_table, exclusion_table, events_table from .Locations import MinecraftAdvancement, advancement_table, exclusion_table, events_table
from .Regions import mc_regions, link_minecraft_structures, default_connections from .Regions import mc_regions, link_minecraft_structures, default_connections
from .Rules import set_rules from .Rules import set_rules
@@ -11,30 +13,30 @@ from BaseClasses import Region, Entrance, Item
from .Options import minecraft_options from .Options import minecraft_options
from ..AutoWorld import World from ..AutoWorld import World
client_version = 5 client_version = 6
class MinecraftWorld(World): class MinecraftWorld(World):
game: str = "Minecraft" game: str = "Minecraft"
options = minecraft_options options = minecraft_options
topology_present = True topology_present = True
item_names = frozenset(item_table)
location_names = frozenset(advancement_table)
item_name_to_id = {name: data.code for name, data in item_table.items()} item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = {name: data.id for name, data in advancement_table.items()} location_name_to_id = {name: data.id for name, data in advancement_table.items()}
data_version = 2 data_version = 3
def _get_mc_data(self): def _get_mc_data(self):
exits = [connection[0] for connection in default_connections] exits = [connection[0] for connection in default_connections]
return { return {
'world_seed': self.world.slot_seeds[self.player].getrandbits(32), 'world_seed': self.world.slot_seeds[self.player].getrandbits(32),
# consistent and doesn't interfere with other generation
'seed_name': self.world.seed_name, 'seed_name': self.world.seed_name,
'player_name': self.world.get_player_names(self.player), 'player_name': self.world.get_player_name(self.player),
'player_id': self.player, 'player_id': self.player,
'client_version': client_version, 'client_version': client_version,
'structures': {exit: self.world.get_entrance(exit, self.player).connected_region.name for exit in exits}, 'structures': {exit: self.world.get_entrance(exit, self.player).connected_region.name for exit in exits},
'advancement_goal': self.world.advancement_goal[self.player],
'egg_shards_required': self.world.egg_shards_required[self.player],
'egg_shards_available': self.world.egg_shards_available[self.player],
'race': self.world.is_race 'race': self.world.is_race
} }
@@ -42,19 +44,24 @@ class MinecraftWorld(World):
# Generate item pool # Generate item pool
itempool = [] itempool = []
pool_counts = item_frequencies.copy() junk_pool = junk_weights.copy()
# Replace Rotten Flesh with bee traps # Add all required progression items
if self.world.bee_traps[self.player]: for (name, num) in required_items.items():
pool_counts.update({"Rotten Flesh": 0, "Bee Trap (Minecraft)": 4}) itempool += [name] * num
# Add structure compasses to the pool, replacing 50 XP # Add structure compasses if desired
if self.world.structure_compasses[self.player]: if self.world.structure_compasses[self.player]:
structures = [connection[1] for connection in default_connections] structures = [connection[1] for connection in default_connections]
for struct_name in structures: for struct_name in structures:
pool_counts[f"Structure Compass ({struct_name})"] = 1 itempool.append(f"Structure Compass ({struct_name})")
pool_counts["50 XP"] -= 1 # Add dragon egg shards
for item_name in item_table: itempool += ["Dragon Egg Shard"] * self.world.egg_shards_available[self.player]
for count in range(pool_counts.get(item_name, 1)): # Add bee traps if desired
itempool.append(self.create_item(item_name)) bee_trap_quantity = ceil(self.world.bee_traps[self.player] * (len(self.location_names)-len(itempool)) * 0.01)
itempool += ["Bee Trap (Minecraft)"] * bee_trap_quantity
# Fill remaining items with randomly generated junk
itempool += self.world.random.choices(list(junk_pool.keys()), weights=list(junk_pool.values()), k=len(self.location_names)-len(itempool))
# Convert itempool into real items
itempool = [item for item in map(lambda name: self.create_item(name), itempool)]
# Choose locations to automatically exclude based on settings # Choose locations to automatically exclude based on settings
exclusion_pool = set() exclusion_pool = set()
@@ -67,7 +74,7 @@ class MinecraftWorld(World):
# Prefill the Ender Dragon with the completion condition # Prefill the Ender Dragon with the completion condition
completion = self.create_item("Victory") completion = self.create_item("Victory")
self.world.get_location("Ender Dragon", self.player).place_locked_item(completion) self.world.get_location("Ender Dragon", self.player).place_locked_item(completion)
itempool.remove(completion)
self.world.itempool += itempool self.world.itempool += itempool
def set_rules(self): def set_rules(self):
@@ -87,11 +94,8 @@ class MinecraftWorld(World):
link_minecraft_structures(self.world, self.player) link_minecraft_structures(self.world, self.player)
def generate_output(self, output_directory: str): def generate_output(self, output_directory: str):
import json
from base64 import b64encode
data = self._get_mc_data() data = self._get_mc_data()
filename = f"AP_{self.world.seed_name}_P{self.player}_{self.world.get_player_names(self.player)}.apmc" filename = f"AP_{self.world.seed_name}_P{self.player}_{self.world.get_player_name(self.player)}.apmc"
with open(os.path.join(output_directory, filename), 'wb') as f: with open(os.path.join(output_directory, filename), 'wb') as f:
f.write(b64encode(bytes(json.dumps(data), 'utf-8'))) f.write(b64encode(bytes(json.dumps(data), 'utf-8')))
@@ -109,3 +113,9 @@ class MinecraftWorld(World):
if name in nonexcluded_items: # prevent books from going on excluded locations if name in nonexcluded_items: # prevent books from going on excluded locations
item.never_exclude = True item.never_exclude = True
return item return item
def mc_update_output(raw_data, server, port):
data = json.loads(b64decode(raw_data))
data['server'] = server
data['port'] = port
return b64encode(bytes(json.dumps(data), 'utf-8'))

View File

@@ -14,9 +14,6 @@ class OriBlindForest(World):
topology_present = True topology_present = True
item_names = frozenset(item_table)
location_names = frozenset(lookup_name_to_id)
item_name_to_id = item_table item_name_to_id = item_table
location_name_to_id = lookup_name_to_id location_name_to_id = lookup_name_to_id

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@@ -203,9 +203,9 @@ def can_access_location(state, player, loc):
pos_z = loc.get("position").get("z") pos_z = loc.get("position").get("z")
depth = -pos_y # y-up depth = -pos_y # y-up
map_center_dist = math.sqrt(pos_x**2 + pos_z**2) map_center_dist = math.sqrt(pos_x**2 + pos_z**2)
aurora_dist = math.sqrt((pos_x - 1040)**2 + (pos_z - -160)**2) aurora_dist = math.sqrt((pos_x - 1038.0)**2 + (pos_y - -3.4)**2 + (pos_z - -163.1)**2)
need_radiation_suit = aurora_dist < 940 need_radiation_suit = aurora_dist < 950
need_laser_cutter = loc.get("need_laser_cutter", False) need_laser_cutter = loc.get("need_laser_cutter", False)
need_propulsion_cannon = loc.get("need_propulsion_cannon", False) need_propulsion_cannon = loc.get("need_propulsion_cannon", False)
@@ -231,7 +231,6 @@ def set_location_rule(world, player, loc):
def set_rules(world, player): def set_rules(world, player):
logging.warning(type(location_table))
for loc in location_table: for loc in location_table:
set_location_rule(world, player, loc) set_location_rule(world, player, loc)

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@@ -16,8 +16,6 @@ from ..AutoWorld import World
class SubnauticaWorld(World): class SubnauticaWorld(World):
game: str = "Subnautica" game: str = "Subnautica"
item_names: Set[str] = frozenset(items_lookup_name_to_id)
location_names: Set[str] = frozenset(locations_lookup_name_to_id)
item_name_to_id = items_lookup_name_to_id item_name_to_id = items_lookup_name_to_id
location_name_to_id = locations_lookup_name_to_id location_name_to_id = locations_lookup_name_to_id