Compare commits

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508 Commits
0.1.6 ... 0.2.0

Author SHA1 Message Date
Fabian Dill
97f6003582 MultiServer: fix legacy argument passing in websockets 2021-11-15 20:55:21 +01:00
Fabian Dill
bd8e1f6531 Setup: prevent clicking next when no rom file is selected. 2021-11-14 23:14:52 +01:00
Fabian Dill
3658c9f8e3 Setup: use GetSNESMD5OfFile more 2021-11-14 22:45:49 +01:00
Fabian Dill
6a912c128d Setup: use GetSNESMD5OfFile (by Black Sliver) 2021-11-14 22:37:27 +01:00
Fabian Dill
71f30b72f4 SNIClient: patch and launch SoE 2021-11-14 21:14:22 +01:00
Fabian Dill
2dc8b77ddc Patch: consolidate some if trees 2021-11-14 21:03:17 +01:00
Fabian Dill
16cd2760a4 Super Metroid: more path fixes 2021-11-14 20:51:17 +01:00
black-sliver
55bfc71269 SoE: produce useful error if ROM does not exist 2021-11-14 15:42:22 +00:00
Fabian Dill
d623cd5ce0 Factorio: fix coop sync printing desync detected 2021-11-14 16:04:44 +01:00
Jarno Westhof
4bbf8858b0 Fixed missing newline 2021-11-14 14:24:55 +00:00
Jarno Westhof
5626ff1582 Fixed some routing logic + make two checks more easily available 2021-11-14 14:24:55 +00:00
Fabian Dill
28f5236719 OoT: fix link in english guide 2021-11-14 15:24:01 +01:00
Fabian Dill
4cd9711de3 Super Metroid: fix some file paths 2021-11-14 05:27:03 +01:00
Fabian Dill
2ffa0d0e7f Utils: ignore SSL Cert when getting IP 2021-11-13 23:14:26 +01:00
Fabian Dill
586af0de1d SNIClient: remove some debug stuff before release 2021-11-13 23:05:39 +01:00
Fabian Dill
fc3b8c40be WebHost: handle SM and SoE 2021-11-13 20:52:30 +01:00
Fabian Dill
c178006acc Readme: add new games 2021-11-13 16:35:24 +01:00
Fabian Dill
4e43166e1f Setup: consolidate some SNES rom handling 2021-11-13 16:32:19 +01:00
lordlou
452026165f [SM] added support for more than 255 players (will print Archipelago for higher player number) (#130)
* added support for more than 255 players (will print Archipelago for higher player number)
2021-11-13 15:40:20 +01:00
Fabian Dill
82b8b313f0 Setup: add Secret of Evermore 2021-11-13 03:33:25 +01:00
Fabian Dill
b529f95798 Merge pull request #121 from black-sliver/soe
Added Secret of Evermore support
2021-11-12 23:54:39 +00:00
Fabian Dill
2d55cf4bbf Merge branch 'main' into soe 2021-11-12 23:47:34 +00:00
black-sliver
62e0e0bb55 SoE: update pyevermizer to 0.39.1
* Fix softlock when talking to drain guy again
* Disable receiving items while screen is fading (avoids crashes while closing fullscreen windows)
2021-11-13 00:42:40 +01:00
Fabian Dill
83a40d4394 Setup: delete LttPClient 2021-11-12 23:47:52 +01:00
Fabian Dill
4937156021 Setup: revamp for SNIClient and Super Metroid 2021-11-12 23:43:22 +01:00
black-sliver
24596899c9 SoE doc: change apclient link to http:// for now 2021-11-12 21:53:43 +01:00
CaitSith2
cd3f0eabfb Actually require military science pack for rocket silo on military or higher. 2021-11-12 08:31:46 -08:00
espeon65536
34af785e87 OoT: fixed a bug where free_scarecrow and entrance shuffles could not be rolled together 2021-11-12 16:23:37 +00:00
CaitSith2
34cfe7d1df Fix error in SNIClient 2021-11-12 06:48:23 -08:00
Fabian Dill
ca8f6c2439 Post-Merge Cleanup #2 2021-11-12 14:58:48 +01:00
Fabian Dill
4a8ba0575f Post-Merge Cleanup 2021-11-12 14:36:34 +01:00
lordlou
77ec8d4141 Added Super Metroid support (#46)
Varia Randomizer based implementation
LttPClient -> SNIClient
2021-11-12 14:00:11 +01:00
espeon65536
61ae51b30c OoT ER: Interior and Overworld Entrance Shuffle (#128)
* OoT: add ER retry functionality and custom get_all_state
This all_state does not have events, because they need to be gathered in the world.

* OoT: reenable Interior and Overworld entrance shuffle
2021-11-12 13:58:22 +01:00
CaitSith2
f26d2d5f20 Fix task issues 2021-11-11 12:32:42 -08:00
Fabian Dill
fd07bc3f2c LttP: DeathLink: fix an if tree derp 2021-11-11 21:10:26 +01:00
CaitSith2
8316a1902d Move death link byte to sram 2021-11-11 12:07:17 -08:00
Fabian Dill
650fd5d792 LttP: refine DeathLink handling. 2021-11-11 16:09:08 +01:00
Fabian Dill
82d3e4bc92 Docs: document "Archipelago" special IDs 2021-11-11 11:48:09 +01:00
espeon65536
8eb1f0258c OoT Entrance Randomizer (#125)
Add options:
    "shuffle_grotto_entrances": GrottoEntrances,
    "shuffle_dungeon_entrances": DungeonEntrances,
    "owl_drops": OwlDrops,
    "warp_songs": WarpSongs,
    "spawn_positions": SpawnPositions,
Add Logic Trick:
    "Skip King Zora as Adult with Nothing"
2021-11-11 10:42:08 +01:00
espeon65536
80c86f34a4 Fix get_item command in OOTWorld
Was relying on self.nonadvancement_items, now checks if that attribute is present
2021-11-11 09:28:24 +00:00
black-sliver
3ed7b9f60c SoE: reword webhost doc
Thanks Fainspirit
2021-11-11 09:06:22 +01:00
Fabian Dill
77c18ac819 GenericWorld: implement create_item in case a Spectator ever tries to use !getitem. 2021-11-11 00:23:07 +01:00
black-sliver
0d6c23e4f2 SoE: add documentation to webhost 2021-11-11 00:12:31 +01:00
Fabian Dill
ec9ef21cc0 Tests: add create_item test 2021-11-11 00:06:51 +01:00
Fabian Dill
43323e59ce Logging Revamp 2021-11-10 15:35:43 +01:00
black-sliver
9ada4df151 SoE: include base_checksum in apbp 2021-11-10 09:17:27 +01:00
Fabian Dill
d42d77d3d3 Clients: consolidate argument parsing 2021-11-09 12:53:05 +01:00
Fabian Dill
2007549e01 MultiServer: move PrintJSONMessagePart's found to PrintJSON 2021-11-08 19:13:13 +01:00
Hussein Farran
987bbc761a Add found to PrintJSON packet. 2021-11-08 13:10:17 -05:00
CaitSith2
0b096528d4 implement science-not-invited filtering/scaling if that mod is installed
(Max count of research will be set to 10,000 * player_tech_cost) so as to not have an unreasonable amount.  Also,  other player installed mods, and even the infinite techs will have the max science pack level applied to them.)
2021-11-08 10:04:58 -08:00
Fabian Dill
fa56541b3a CommonClient: explicitly set logging handlers, and explicitly set them to unicode. 2021-11-08 18:57:03 +01:00
Hussein Farran
beb15aa99a Update network protocol.md 2021-11-08 12:48:17 -05:00
Fabian Dill
ca9bf48ffa Network: document ConnectUpdate 2021-11-08 16:58:41 +01:00
Fabian Dill
b9941e40c1 LttP: Allow DeathLink to be adjusted post-gen 2021-11-08 16:34:54 +01:00
Fabian Dill
e8639988ce MultiServer: original_cmd to InvalidPacket 2021-11-08 16:07:37 +01:00
black-sliver
c32f3d6e96 SoE: data_version bump, disable topology, clean up 2021-11-07 23:36:06 +01:00
espeon65536
60697cc8ba OoT: add ROM flag for death_link 2021-11-07 22:07:41 +00:00
espeon65536
c0d3f140f3 OoT: add description for website 2021-11-07 17:30:55 +00:00
espeon65536
d5934a88a7 OoT: ASM modifications to allow for more than 255 players 2021-11-07 17:30:55 +00:00
espeon65536
db2731dfb7 OoT: create OOTWorld.hint_rng earlier in generate_output
Otherwise the generator crashes when trying to make Ganondorf's text with hints off.
2021-11-07 17:30:55 +00:00
espeon65536
97ee73d79f OoT: add DeathLink option 2021-11-07 17:30:55 +00:00
espeon65536
48ce19a923 OoT: add theoretical support for more than 255 players 2021-11-07 17:30:55 +00:00
espeon65536
4f28c3fa46 Add documentation to LogicTricks option 2021-11-07 17:30:55 +00:00
black-sliver
449f4ee92f SoE: apply cut slot name to multidata 2021-11-07 15:56:43 +01:00
black-sliver
79041bdf21 update host.yaml for SoE 2021-11-07 15:43:07 +01:00
black-sliver
655d14ed6e SoE: implement everything else 2021-11-07 15:39:58 +01:00
black-sliver
5d0d9c2890 allow requirements to point to urls 2021-11-07 15:39:58 +01:00
black-sliver
f10163e7d2 SoE: implement logic 2021-11-07 15:39:58 +01:00
Fabian Dill
666e3b5333 MultiServer: add JSONMessagePart["player"] 2021-11-07 14:42:05 +01:00
Fabian Dill
2b124aaff4 MultiServer: add time to RoomInfo 2021-11-07 11:37:58 +01:00
zig-for
00d62fc23f Fix "running from source" link 2021-11-07 08:41:38 +00:00
espeon65536
aa87b78dde Overpowered is no longer hard, instead requires Bastion Remnant + iron pick + basic combat to get gold blocks 2021-11-06 19:59:49 +00:00
espeon65536
6c71bd40fb Minecraft: give client the correct number of required egg shards 2021-11-06 19:59:49 +00:00
CaitSith2
ed40043448 Pick recipe with lowest energy cost for ingredient. 2021-11-06 11:49:03 -07:00
Fabian Dill
5cf7e6e24b DeathLink: add support for the cause field #2 2021-11-06 16:17:10 +01:00
Fabian Dill
720ef936da DeathLink: add support for the cause field 2021-11-06 11:19:59 +01:00
Jarno Westhof
30755b2067 Use base DeathLink option 2021-11-06 10:04:21 +00:00
Jarno Westhof
04f67c114e Routing logic fix for underwater check 2021-11-06 10:04:21 +00:00
Jarno Westhof
ea707a0bc5 [TimeSpinner] Serverside DeathLink + Spoiler log extension 2021-11-06 10:04:21 +00:00
Fabian Dill
f43475f33b MultiServer: declare spectators as default goal-finished 2021-11-06 08:19:10 +01:00
Fabian Dill
739d4d0038 Setup: prepare for Python 3.10 2021-11-04 16:48:02 +01:00
Fabian Dill
e756a77c70 MultiServer: implement Tracker tag
Docs: add InvalidPacket
Docs: add known Tags
Docs: add DeathLink
LttPClient: potentially fix DeathLink chaining
2021-11-04 13:23:13 +01:00
Fabian Dill
bcfa5d0a7e MultiServer: remove accidental loop from !status 2021-11-04 09:01:14 +01:00
Fabian Dill
45f92536a6 MultiServer: add !status command 2021-11-04 08:57:27 +01:00
Fabian Dill
6b0b78d8e0 LttPClient: remove accidental logger remnant #2 2021-11-03 23:27:09 +01:00
Fabian Dill
c336cdc5df LttPClient: remove accidental logger remnant 2021-11-03 23:18:59 +01:00
Fabian Dill
6ea8d07c8f WebHost: /api generate add missing hint_cost and forfeit_mode 2021-11-03 22:38:29 +01:00
Fabian Dill
5c25a08dc1 LttPClient: warn when connection is not made to SNI 2021-11-03 19:58:40 +01:00
Fabian Dill
fe7f109127 WebHost: fix CWE-79/CWE-116 2021-11-03 09:33:47 +01:00
Adam Ziegler
583819c4ae LttP, beemizer: support fine-tuned trap replacements (#113)
* update beemizer logic to separate replacement chance and single vs trap chance

* convert beemizer options to new style
2021-11-03 06:34:11 +01:00
Sandra
cb8da2e757 Marks player names with a pair of asterisks if they have completed their goal. 2021-11-03 04:56:54 +00:00
alwaysintreble
fdc96115e4 Created a general triggers and plando guide for Archipelago. (#101) 2021-11-03 05:55:50 +01:00
Fabian Dill
e019ec5ff7 AutoWorld: add spoiler hooks
Factorio: Move Recipes to new spoiler hooks
2021-11-02 12:29:29 +01:00
Fabian Dill
e4838f6d2b LttPClient: add snes write command 2021-11-02 11:12:13 +01:00
espeon65536
10837e75b2 Minecraft: make A Furious Cocktail hard, Free the End postgame 2021-11-02 05:37:40 +00:00
Fabian Dill
46590c3163 CommonClient.py UI: Server bar: allow connecting via pressing enter 2021-11-01 21:43:17 +01:00
Fabian Dill
e64d5c5f17 Network: implement new packet: ConnectUpdate 2021-11-01 20:00:55 +01:00
Fabian Dill
0e0cc0ad16 LttP: Implement DeathLink 2021-11-01 19:37:47 +01:00
Fabian Dill
8ff01ca979 CommonClient.py UI: log full traceback 2021-11-01 06:40:37 +01:00
CaitSith2
9508a9afc6 Fix leaving the window entirely leaves the server label hover text up. 2021-10-31 08:07:37 -07:00
Fabian Dill
704a0e3078 minor cleanup 2021-10-30 07:52:03 +02:00
Fabian Dill
9bf9f2c611 CommonClient.py: keep track of everyone's games. 2021-10-30 07:33:05 +02:00
Fabian Dill
71c869e65b CommonClient.py UI: add version info to Title 2021-10-29 15:19:10 +02:00
Chris Wilson
2897fa4003 Include references to LttPClient in the LttP tutorial 2021-10-29 04:41:56 -04:00
Fabian Dill
7f020857d1 CommonClient.py UI: Add info on "Server:" label hover
CommonClient.py UI: prevent freeze if UI is closed while waiting on text user input
2021-10-29 10:03:51 +02:00
Jarno Westhof
2217a9304d Fixed v card not getting marked
Changed order of A-D cards
2021-10-29 08:03:49 +00:00
Jarno Westhof
5a389b4855 [Timespinner] made method names lowercase + removed commented out code 2021-10-29 08:03:49 +00:00
Jarno Westhof
bdb9b7803c Added timespinner tracker 2021-10-29 08:03:49 +00:00
Jarno Westhof
4622b3fe36 Fixed bug with items variable 2021-10-29 08:03:49 +00:00
Jarno Westhof
402afd15db Split of trackers into game specific parts 2021-10-29 08:03:49 +00:00
Kyle Franz
82aca3bce4 Fix TR small key getting shuffled away 2021-10-26 16:54:42 +00:00
Chris Wilson
756c6554c9 Update Factorio tutorial 2021-10-25 21:32:58 -04:00
Chris Wilson
3b9753aaf4 Add /info page for Minecraft 2021-10-25 17:48:45 -04:00
Fabian Dill
4472ef20fe Factorio: add DeathLink option 2021-10-25 09:58:08 +02:00
Fabian Dill
c152790011 MultiServer: fix a refactor mistake 2021-10-25 08:24:32 +02:00
Fabian Dill
4e3b8a5178 MultiServer: allow sending another Connect, to update tags, uuid, team etc. 2021-10-25 06:57:06 +02:00
Fabian Dill
375a0ff208 Options: verify starting inventory counts are positive for more than just Factorio 2021-10-25 04:13:25 +02:00
Fabian Dill
57831f0eba FactorioClient: address some common issues 2021-10-24 23:22:06 +02:00
Hussein Farran
c9a3f67121 Update network protocol.md 2021-10-22 19:57:32 -04:00
Fabian Dill
6af1f98c88 CommonClient.py UI: add progressbar representing % of checks done.
CommonClient.py UI: add Commands button that points out /help and !help
CommonClient.py: track permissions
CommonClient.py: track missing locations and checked locations in lib
2021-10-22 05:25:09 +02:00
Fabian Dill
8e35372aad Network: add RoomInfo -> Games
Allows clients to only download relevant parts of the datapackage, or to keep ID lookups per-game, and for Bounce to tell if there will be a receiving end.
2021-10-22 04:46:00 +02:00
Fabian Dill
0f4d285223 TextClient UI: hide panel selection when there's only one panel to select.
CommonClient: remove "/connect " if it was accidentally copy-pasted into server bar.
2021-10-22 00:37:20 +02:00
Fabian Dill
192e592cda Docs: coop 2021-10-21 23:07:39 +02:00
Fabian Dill
1c2c1f286f Some cleanup 2021-10-21 21:06:38 +02:00
Fabian Dill
6e25af9493 LttPClient: fix missed ROM_PLAYER_LIMIT 2021-10-21 20:55:01 +02:00
Fabian Dill
050927008a Tests: add "EmptyStateCanReachSomething" 2021-10-21 20:23:13 +02:00
Fabian Dill
2fe5459c56 Core & LttP: remove 255 player limit 2021-10-21 08:15:47 +02:00
Fabian Dill
8fbbaf7fcb LttPClient: try to find linux SNI executable 2021-10-21 06:43:42 +02:00
Hussein Farran
2f5bdc5cf9 Merge pull request #98 from black-sliver/doc-update
add world api documentation
2021-10-20 19:41:39 -04:00
CaitSith2
17833a0bfc documentation corrections 2021-10-20 12:13:25 -07:00
Fabian Dill
f4e71df946 Requirements: update time! 2021-10-20 20:03:56 +02:00
Fabian Dill
be070b79af MultiServer: add !checked command, as it may be useful for coop. 2021-10-20 19:58:07 +02:00
Hussein Farran
ef8eefd3b4 Create en_Risk of Rain 2.md 2021-10-20 06:34:54 +00:00
Fabian Dill
83f46f6b2b Readme: fix tutorials page link 2021-10-20 08:31:00 +02:00
Fabian Dill
6b4bdf569c MultiServer: coop support
Just connect multiple clients to the same slot
2021-10-20 05:56:28 +02:00
Fabian Dill
7a9f6e2a8e Factorio: Prevent invalid item counts in start items. 2021-10-19 23:23:48 +02:00
Fabian Dill
ce95ff65bd CommonClient: give UI a server connect bar 2021-10-19 05:38:17 +02:00
Fabian Dill
28e724da98 WebHostLib.options: move to makedirs instead of mkdir. 2021-10-19 02:50:18 +02:00
Fabian Dill
a43b027cde Subnautica: add an install guide 2021-10-19 02:41:40 +02:00
Fabian Dill
4b5e36ebf2 FactorioClient: >< 2021-10-19 01:49:51 +02:00
Fabian Dill
89c05cfcae FactorioClient: Fix bridge not sending, and limit bridge to run up to once a second.
Setup: Fix LttP Adjuster needs to be installed with generator/lttp
MultiServer: fix duplicate !forfeits
2021-10-19 01:47:11 +02:00
Fabian Dill
f8569db21b Merge remote-tracking branch 'Archipelago/main' into Archipelago_Main 2021-10-18 22:58:45 +02:00
Fabian Dill
34eba2655e MultiServer: add !collect and collect_mode
CommonClient: make missing and checked location lookups faster
FactorioClient: implement reverse grant technologies for collect/forfeit/coop
2021-10-18 22:58:29 +02:00
Chris Wilson
1625860bd9 Add /info page for Super Metroid 2021-10-18 09:06:24 -04:00
Chris Wilson
f3ddfb96f3 Add Super Metroid setup guide, update LttP setup guide 2021-10-18 09:02:52 -04:00
Fabian Dill
66e198cbb6 Merge branch 'rip_compat' into Archipelago_Main
# Conflicts:
#	MultiServer.py
2021-10-18 08:18:28 +02:00
Vince Lund
33c747a881 Accidently changed variable name 2021-10-18 06:11:25 +00:00
Vince Lund
20d61d14e0 Fixed some spelling 2021-10-18 06:11:25 +00:00
Fabian Dill
833de94ab0 Generate: You can now have triggers in a game section that get run after common triggers and after the game is selected. Their format is the same but they can't overwrite game. 2021-10-17 20:53:06 +02:00
Fabian Dill
c8d6250ada WebHost: set default upload limit to 64 MB, as OoT is chonkers.
WebHost: rename .multidata to .archipelago in a missed flash message
WebHost: correctly parse Factorio slot names with "-"
2021-10-16 20:11:26 +02:00
Fabian Dill
d38e1185bb Setup: auto include auto generated yaml files 2021-10-16 19:40:58 +02:00
Fabian Dill
fdb8ae0cb5 FactorioClient: Warn user about the dangers of AppData
Factorio: improve setup guide somewhat
2021-10-16 19:40:27 +02:00
Fabian Dill
b57306beac MultiServer: Don't send password required indicator if the password is empty string (user intention is likely no password) 2021-10-15 22:08:24 +02:00
Fabian Dill
af6e159644 Docs: retarget :48484 links 2021-10-15 17:33:18 +02:00
Fabian Dill
54e50f69e1 Options: various fixes to get_option_name falsely giving get_current_option_name instead. 2021-10-14 19:42:13 +02:00
Fabian Dill
3f415b8265 WebHost: Re-Remove multidata race difference explanation, as it no longer exists. 2021-10-14 19:41:23 +02:00
Hussein Farran
8ccdb56bf1 Merge pull request #104 from alwaysintreble/ror2
Risk of rain 2: Revert breaking naming change
2021-10-14 13:25:34 -04:00
CaitSith2
17ed957c6b Include military science pack in all techs military or higher.
This does mean you have to get military science online to research your silo.
2021-10-14 10:20:56 -07:00
CaitSith2
e4564abe41 Fix tech-maniac achievement for silo spawn. 2021-10-13 07:03:18 -07:00
alwaysintreble
f16b29b16b Merge branch 'main' into ror2 2021-10-12 09:09:11 -05:00
Chris Wilson
ef8af7d618 Move config files and player-settings js files to /generated/configs and /generated/player-settings and update the pages that use them 2021-10-11 21:37:08 -04:00
Chris Wilson
79e33899a8 Supported game page game links now point to the game info page. Added a link below for the settings pages. 2021-10-11 21:20:31 -04:00
Chris Wilson
11fc220d4d Minor wording change on landing page. 2021-10-11 21:13:40 -04:00
Chris Wilson
a94a30168c Greatly improve the Start Playing page 2021-10-11 21:11:37 -04:00
Chris Wilson
19704920a4 TOuch up host game page 2021-10-11 20:58:05 -04:00
Chris Wilson
e4f4c1f1be Add Start Playing page, clean up /generate page 2021-10-11 20:52:30 -04:00
Jarno Westhof
065931cae7 Greatly reduced number of items marked as never_excluded due to the performance implications it brings 2021-10-11 11:55:46 +00:00
Fabian Dill
78443bffac Core: fix missed precollected change 2021-10-11 01:39:25 +02:00
Fabian Dill
a8b105267c WebHost: add hint cost and forfeit mode to webgen page 2021-10-11 00:46:18 +02:00
Fabian Dill
f7bd637073 Core: fix chain != chain.from_iterable 2021-10-11 00:12:00 +02:00
Fabian Dill
3e6f7f0fad WebHost: add /discord redirect 2021-10-10 21:52:58 +02:00
Jarno Westhof
e301b67e49 Greatly improved performance when no locations are excluded 2021-10-10 18:24:31 +00:00
Jarno Westhof
952d878442 Marked items as never exclude + some more refactorings 2021-10-10 18:24:31 +00:00
Fabian Dill
8f66f94ffa WebHost: Generate: Fix dead link 2021-10-10 20:14:11 +02:00
black-sliver
d79acef59e api.md: update precollected for commit# e66a2a7 2021-10-10 18:39:03 +02:00
Fabian Dill
e66a2a7c30 Core: change precollected_items to dict-style
Core: make sure there are enough threads available during generate_output to prevent deadlocks if event waiting is used
2021-10-10 16:50:08 +02:00
black-sliver
2f04b93fdb api.md: add set Location.event in location skeleton 2021-10-10 14:03:33 +02:00
black-sliver
818e99b39d api.md: add exclusions to create_items, fix bug in generate_output 2021-10-10 13:09:18 +02:00
CaitSith2
96ffe95404 hopefully fix lint error 2021-10-09 21:03:03 -07:00
CaitSith2
438e53d25e hints for visible tech should be free no matter who it is for. 2021-10-09 20:48:13 -07:00
CaitSith2
ca4b0acd92 Add !hint_location command.
As it turns out, because factorio location names are 100% identical to factorio item names,  it is impossible without a command that explicitly hints locations to hint a specific factorio location, or any other game where location names match item names.
2021-10-09 20:47:12 -07:00
CaitSith2
f8deb1bd7f Make visible_sending part of AutoWorld. 2021-10-09 20:38:53 -07:00
alwaysintreble
d8de84e417 Revert Item Pickup to ItemPickup because it broke stuff 2021-10-09 22:11:05 -05:00
espeon65536
eb602aedc3 Fill overworld-shuffle dungeon items with logic
Prevents maps and compasses from failing fast fill
2021-10-09 17:32:10 +00:00
Jarno Westhof
b539892cc0 Fixed Timespinner generation *oops* 2021-10-09 13:58:07 +00:00
Jarno Westhof
ba13d2179d Slightly improved docs about permissions flags 2021-10-09 13:58:07 +00:00
Jarno Westhof
c7a315ac97 Refactorings 2021-10-09 13:58:07 +00:00
alwaysintreble
b1fb793ea4 Ror2: fix generation mistake (#100)
* Risk of Rain 2: logic updates

* Risk of Rain 2: move a variable definition so it can be reused. Reverted a change that broke stuff for some reason.

* Documentation update
2021-10-09 15:57:37 +02:00
Fabian Dill
62db9ad982 MultiServer: send RoomUpdate -> permissions if permissions change 2021-10-09 15:24:08 +02:00
black-sliver
652c9943c2 api.md: add to the list of requirements 2021-10-09 14:35:08 +02:00
black-sliver
9f62575abe api.md: add data_version, clarify ids, add precollected_items 2021-10-09 14:29:52 +02:00
black-sliver
2fd87f703e api.md: fix more stuff based on comments 2021-10-09 13:00:50 +02:00
alwaysintreble
d3780cd9d5 Documentation update 2021-10-09 05:55:50 -05:00
black-sliver
0376705e47 api.md: change 'Your World' based on suggestions 2021-10-09 11:28:15 +02:00
black-sliver
f1fddac655 api.md: add item groups, fix typo, reformat long lines 2021-10-09 11:06:41 +02:00
Fabian Dill
6acd08431e Core: fix set_seed seed passthrough 2021-10-09 02:30:46 +02:00
black-sliver
317f7116c4 api.md: Reword some things based on @Ijwu's suggestions 2021-10-09 02:05:55 +02:00
black-sliver
bf8e99140e api.md: Apply second batch of suggestions from code review
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-09 01:15:35 +02:00
black-sliver
6c949c3a52 api.md: Apply first batch of suggestions from code review
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-09 00:49:47 +02:00
Hussein Farran
76d591bab5 Update adding games.md 2021-10-08 17:20:05 -04:00
alwaysintreble
d10cab824a Merge branch 'ArchipelagoMW:main' into ror2 2021-10-08 13:29:25 -05:00
alwaysintreble
a93d633d25 Risk of Rain 2: move a variable definition so it can be reused. Reverted a change that broke stuff for some reason. 2021-10-08 13:27:23 -05:00
Fabian Dill
9ebab4a382 Core: fix set_seed argument order 2021-10-08 12:16:15 +02:00
alwaysintreble
cd53dcfe43 Fix typo 2021-10-08 10:10:12 +00:00
black-sliver
87ceef230f api.md: remove useless \s, fix mixin example 2021-10-08 00:39:16 +02:00
black-sliver
a06e81a0ba api.md: add logic and output, fixed some typos, added some typos 2021-10-08 00:25:31 +02:00
black-sliver
59e87e0d27 api.md: fix Item.advancement description 2021-10-07 19:53:19 +02:00
black-sliver
76d1460d0f add api.md work-in-progress v3 2021-10-07 19:41:29 +02:00
Fabian Dill
1985423a97 LttP: fix ER spoiler writing 2021-10-07 04:31:03 +02:00
Fabian Dill
f5afc84cd2 Tests: remove a breakpoint condition that was left ;P 2021-10-06 11:41:57 +02:00
Fabian Dill
1217179f8a Tests: Implement generic default options reachability test
Tests: remove duplicate TestDeathMountain.py
LttP: Move er_seeds out of Main
OriBF: Fix Mapstone typo
2021-10-06 11:32:49 +02:00
Fabian Dill
29a207b73e Docs: update networkgraph 2021-10-06 10:46:42 +02:00
Jarno Westhof
f7ecf02beb Added timespinner to graphml 2021-10-06 08:39:39 +00:00
CaitSith2
c5193ffdd9 GT flashing now disabled by reduce flashing. 2021-10-05 21:12:26 -07:00
Fabian Dill
916ba2ea41 Test: test against item/location ID overlap 2021-10-06 02:12:05 +02:00
espeon65536
3348dce122 Core: try-except-else style 2021-10-05 23:52:22 +00:00
espeon65536
53e6ca6e34 Core: better error message for exclusion failure 2021-10-05 23:52:22 +00:00
espeon65536
0fed7f1295 Core: do not error on location exclusion if the location has an ID value 2021-10-05 23:52:22 +00:00
Fabian Dill
6ade832029 Subnautica: fix Aurora Prawn Suit Bay requires laser cutter
Subnautica: add Dunes North Wreck's PDA to the correct wreck
Subnautica: fix typo in Yellow
Subnautica: fix progression tag for many items
Subnautica: move extra items from valuable item pool to fast-fill

Testclient at https://cdn.discordapp.com/attachments/731214280439103580/895047705552904222/ArchipelagoSubnautica.zip
2021-10-05 23:07:03 +02:00
alwaysintreble
50ba9a56f7 Risk of Rain 2: logic updates 2021-10-05 20:23:27 +00:00
alwaysintreble
990141df47 Risk of Rain 2: logic updates 2021-10-04 22:28:40 -05:00
Hussein Farran
50f7541ef7 Update tutorial listing for z5 2021-10-04 18:30:38 -04:00
Hussein Farran
6a6962b3b9 Merge pull request #94 from alwaysintreble/main
Add a general archipelago setup tutorial
2021-10-04 17:40:28 -04:00
Hussein Farran
3314ad0315 Update setup_en.md 2021-10-04 17:38:29 -04:00
Hussein Farran
9a4a96eedd Merge pull request #95 from Edos512/main
Added OOT tutorials
2021-10-04 17:37:21 -04:00
Edos512
ff4a9d1761 Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:45:10 +02:00
Edos512
df2d4a557e Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:45:03 +02:00
Edos512
d831923a54 Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:44:52 +02:00
Edos512
594183d751 Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:44:42 +02:00
Edos512
bddaa954ab Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:44:37 +02:00
Edos512
f4a7777018 Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:44:15 +02:00
Edos512
8fc9a9c55e Update WebHostLib/static/assets/tutorial/zeldaOOT/zeldaOOT_en.md
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2021-10-04 22:44:09 +02:00
Edos512
8e457d9b8f Merge branch 'ArchipelagoMW:main' into main 2021-10-04 21:52:14 +02:00
Edos512
aa37c9bf81 Update OOT tutorials
Some typos, added how to solve disconnects.
2021-10-04 21:51:50 +02:00
Edos512
89cbd05600 OOT tutorials added 2021-10-04 21:45:54 +02:00
alwaysintreble
a5e9c4af03 Merge remote-tracking branch 'AP_fork/main' into fork 2021-10-03 18:20:16 -05:00
alwaysintreble
ea753cd8bf Added a general archipelago setup tutorial for installing, generating, and hosting multiworlds. 2021-10-03 17:47:55 -05:00
Fabian Dill
46e9fd7ae3 Rules.py: add typing info 2021-10-03 17:22:47 +02:00
Jarno Westhof
96d7277a22 Fixed Timespinner routing + some typing 2021-10-03 13:44:36 +00:00
Fabian Dill
c937167a11 Options: add option start_location_hints, works identical as start_hints, just for locations 2021-10-03 14:40:25 +02:00
espeon65536
0c59ad7e22 OoT: reenable MQ dungeon support 2021-10-03 08:52:29 +00:00
espeon65536
fa1b93252c OoT: place Deku Shields first in closed forest + shopsanity 2021-10-03 08:52:29 +00:00
espeon65536
0d9e186e18 OoT: place shop progression first rather than only tunics 2021-10-03 08:52:29 +00:00
Fabian Dill
b7aa5a17b7 LttP: Bartering, add price types for replacement items 2021-10-02 10:15:00 +02:00
Fabian Dill
d55a057a4d Merge remote-tracking branch 'Archipelago/main' into Archipelago_Main 2021-10-02 07:01:26 +02:00
Fabian Dill
72976da3a4 readme: adjust Z3randomizer link 2021-10-02 07:01:00 +02:00
Fabian Dill
81afbb55cf Core: increment version 2021-10-02 07:00:16 +02:00
Fabian Dill
d1709764ef Merge branch 'new_shops' into Archipelago_Main 2021-10-02 06:58:43 +02:00
Jarno Westhof
4f7e3d7a45 Fixed routing issue for Inverted seeds 2021-10-01 16:05:26 +00:00
espeon65536
4ca53a6ee0 ALttP: fix dungeon exits in HMG and NL if PoD, Hera or SP are there 2021-10-01 16:04:51 +00:00
espeon65536
efe02e2591 allow swamp BK in first chest in hybrid major glitches 2021-10-01 16:04:51 +00:00
Fabian Dill
391f42b4f2 Timespinner: some game info fixes 2021-09-30 19:51:44 +02:00
Jarno Westhof
cff5db446d Fixed some bugs + added documentation + added a few features (#87)
* Refactorings + minor logic fix

* Fixed unnececerly recalculation of item_name_groups

* Enabled other itemId's so that they can be send to client when desired

* Marked the loss of location 1337158

* Updated network graph

* First draft tinmespinner documentation

* Moved personal items to slot_data rather than location scouts

* Disabled Remote Items

* Updated docs

* Fixed port override
2021-09-30 19:51:07 +02:00
Fabian Dill
858d4c74ce Options: fix start_hints 2021-09-30 19:49:36 +02:00
Fabian Dill
f56bf0db73 MultiServer: remove legacy datapackage keys
MultiServer: remove warning about legacy datapackage use
MultiServer: remove legacy permission flags
Options: add "random" option to all Choices
LttP: remove random special handling from HeartColor
2021-09-30 13:22:25 +02:00
Fabian Dill
4801bb1178 Setup: Move Enemizer from generator to generator/lttp
Setup: Add OoT Rom Size calculation
Setup: Add LttP Rom Size calculation
2021-09-30 09:28:40 +02:00
Fabian Dill
8b2433584d CommonClient: allow running it as text client
CommonClient: move logging init to library
Setup: add TextClient
2021-09-30 09:09:21 +02:00
Fabian Dill
bde02f696b Core: add Item.trap property 2021-09-29 05:21:33 +02:00
Fabian Dill
0afbe7988e Core: fix Item.code type and add Item.name type 2021-09-29 04:44:20 +02:00
Fabian Dill
345d4c58f3 Network: Add docs for new permissions mapping and implement it in CommonClient.py 2021-09-28 17:22:23 +02:00
alwaysintreble
6c44ffaf7a Added a general archipelago setup tutorial for installing, generating, and hosting multiworlds. 2021-09-28 10:17:16 -05:00
alwaysintreble
16454dbc33 Increment data version. 2021-09-28 13:00:02 +00:00
alwaysintreble
89c6fd6ac4 Put links back to being separate but still use them as hyperlinks 2021-09-28 13:00:02 +00:00
alwaysintreble
ea8b6e6438 Adjustment to chaos weights. Add progression logic. 2021-09-28 13:00:02 +00:00
alwaysintreble
c0b25e1f6e Adjustment to chaos weights. Add progression logic. 2021-09-28 13:00:02 +00:00
alwaysintreble
df0335f739 Fix formatting on item weight presets page. 2021-09-28 13:00:02 +00:00
alwaysintreble
1ffe5fc7bb Remove scraps only preset since it doesn't work. Increase item pool to 100. Add direct links in tutorial. 2021-09-28 13:00:02 +00:00
CaitSith2
cf070e6dd9 Fixed non-deterministic rocket silo recipe.
get_allowed_packs() was returning a list of the science packs in a non-deterministic random order, resulting in the recipe being non-deterministic.
2021-09-26 14:02:19 -07:00
Fabian Dill
f9a9189687 LttP: actually fix shop shuffle u with grouped_random progressive 2021-09-26 10:09:40 +02:00
Fabian Dill
9daf1abcd9 LttP: fix shop shuffle u with grouped_random progressive 2021-09-26 09:55:54 +02:00
Fabian Dill
8c525a5e33 Datapackage: log custom mode use 2021-09-26 09:10:27 +02:00
Fabian Dill
952a155003 MultiServer: move permissions to an IntEnum 2021-09-26 09:06:12 +02:00
Fabian Dill
7f35f6f8f4 Factorio/LttP: remove some things that were marked for removal 2021-09-26 08:49:32 +02:00
Fabian Dill
8b9e278593 Guides: Link to new LttP player-settings page 2021-09-26 07:24:47 +02:00
Fabian Dill
655ebcdb07 WebHost: allow .json, .yml on /generate 2021-09-26 06:50:46 +02:00
CaitSith2
ac534a6881 no free rocket silo if its recipe is randomized. 2021-09-24 21:26:11 -07:00
Fabian Dill
59529eba4e Timespinner: some reformatting and type fixes 2021-09-25 02:31:32 +02:00
Fabian Dill
1cef10b309 Timespinner: hide it for now 2021-09-25 01:13:50 +02:00
espeon65536
c3070be14a Update small and boss key counters during the normal update cycle 2021-09-24 23:10:26 +00:00
espeon65536
5570440eb1 Ocarina of Time webtracker 2021-09-24 18:44:25 +00:00
espeon65536
ec0a5df5a1 give Song from Impa and ZL as starting items if skip_child_zelda is on 2021-09-24 18:44:25 +00:00
Edos512
8411b76ee5 Update minecraft_es.md (#80)
* Update minecraft_es.md

Updated spanish minecraft tutorial
2021-09-24 20:42:35 +02:00
Edos512
c0ff90fc86 Update minecraft_es.md
Little warning added
2021-09-24 18:29:43 +02:00
Edos512
f9c8816c43 Update minecraft_es.md
Updated spanish minecraft tutorial
2021-09-24 18:23:22 +02:00
Jarno Westhof
822e8941ed Added Timespinner support (#77)
AP side for 0.1.8 inclusion, Client and Documentation outstanding.
2021-09-24 04:07:32 +02:00
Fabian Dill
7ac9bd8591 tracker.py: run Reformat Code 2021-09-23 13:52:32 +02:00
Fluffyhairedguy
68a5784650 New column for generic tracker (#78)
* Adding order received column to generic tracker. Progressive items will have the most recent number only.
2021-09-23 13:48:25 +02:00
Fabian Dill
67f324b939 Spoiler: remove duplicate start inventory entries 2021-09-23 04:08:36 +02:00
Fabian Dill
8db8c60e75 Core: fix start_inventory ignoring count 2021-09-23 03:53:16 +02:00
Fabian Dill
8e569a1d1f AutoWorld: split remote_start_inventory out from remote_items 2021-09-23 03:48:37 +02:00
Fabian Dill
3caf8bc82b WebHost: Allow plando
Maybe move to a different webpage?
2021-09-23 02:29:24 +02:00
Fabian Dill
3da028415f Factorio: fix random rocket recipe 2021-09-22 08:08:57 +02:00
Fabian Dill
104df1915d UI: no longer close Clients on escape key press 2021-09-22 08:08:38 +02:00
CaitSith2
bfb6d44195 Fix failure to roll seeds with silo: randomize_recipe 2021-09-21 23:05:14 -07:00
Chris Wilson
df0e8bc027 Remove aliased options from player-settings pages 2021-09-22 00:21:57 -04:00
Fabian Dill
442b6ced35 Docs: Update network graph 2021-09-20 12:15:31 +02:00
Fabian Dill
111e11924f LttP: fix multithreading racing condition resulting in Ganon giving the wrong prog bow hint, also have one less world.find_items() which is quite cpu expensive 2021-09-20 01:00:09 +02:00
espeon65536
061cc69a6a Convert color and sfx options into top-level definitions for pickling 2021-09-19 05:23:10 +00:00
espeon65536
f9950e1f01 add comment for suns song 2021-09-19 05:23:10 +00:00
espeon65536
895d259589 correctly write memory address for Song from Composers Grave so it's always recognized by client 2021-09-19 05:23:10 +00:00
Chris Wilson
4ea80f34fa Merge branch 'main' of https://github.com/ArchipelagoMW/Archipelago into main 2021-09-18 16:15:50 -04:00
Chris Wilson
77878bf714 Fill out game info pages for LttP, OoT, Factorio, and Subnautica. Revert MD pages to stop using simple line breaks. 2021-09-18 16:15:40 -04:00
Fabian Dill
f85dde6323 LttP: remove rom handling from Main.py 2021-09-18 22:13:19 +02:00
Fabian Dill
6441f92c9f LttP: remove no longer used argument 2021-09-18 06:56:19 +02:00
Chris Wilson
25b9fc8b6a Better wording for player-settings reset banner 2021-09-17 21:24:52 -04:00
Chris Wilson
090678776e Add version hashing to player-settings pages 2021-09-17 21:23:31 -04:00
Chris Wilson
9be6d443d7 Fix /gameInfo pages not loading markdown correctly 2021-09-17 20:39:53 -04:00
Chris Wilson
678253d037 Fix /games page not working 2021-09-17 20:35:31 -04:00
Fabian Dill
bd561fd191 WebHost: fix Py39(only?) jinja weirdness with undefined attribute checking 2021-09-18 01:32:34 +02:00
Fabian Dill
38b5ee7314 WebHost: working web-gen 2021-09-18 01:02:26 +02:00
Chris Wilson
11245462f0 Added gameInfo page using markdown, removed old game sub-pages and directories 2021-09-17 18:41:26 -04:00
Fabian Dill
351a5b87bf Setup: Make OoT and LttP Rom optional components to the Generator 2021-09-17 10:09:03 +02:00
Fabian Dill
b780257098 MultiServer: fix IgnoreGame missing 'not' 2021-09-17 04:35:38 +02:00
Fabian Dill
4e1f1551ea Subnautica: add 'valuable' item_pool 2021-09-17 04:32:36 +02:00
Fabian Dill
b82e3f2a8a MultiServer: Split InvalidSlot out into InvalidGame and document all error codes. 2021-09-17 04:32:09 +02:00
Fabian Dill
a82bf1bb32 Options: raise Exception if per-game options are in root
Options: implement progression balancing and accessibility on new system
Options: implement the notion of "common" and "per_game_common" options in various systems
Options: centralize item and location name checking
Spoiler: prettier print some lists, sets and dicts
WebHost: add common options into /templates
2021-09-17 00:17:54 +02:00
Chris Wilson
abc0220cfa Include the game name in the generated JSON files used to populate player-settings pages 2021-09-16 17:15:25 -04:00
espeon65536
f17e6f9afd Ensure removed items and events do not appear in the starting inventory multidata and web tracker 2021-09-15 10:40:36 +00:00
espeon65536
16e6b9eed7 Ensure that Sheik in Ice Cavern doesn't get a dungeon item 2021-09-15 10:40:36 +00:00
espeon65536
323415ba9c allow gossip hints for light arrows with either vanilla bridge or nonzero trials required 2021-09-15 10:40:36 +00:00
espeon65536
ae97b5e704 Fix drawing AP items in shops 2021-09-15 10:40:36 +00:00
espeon65536
6b8b30c3c7 fix skull token ranges 2021-09-15 10:40:36 +00:00
espeon65536
0df2b2221d Separate triforce pieces in pool from the item pool setting 2021-09-15 10:40:36 +00:00
espeon65536
e2b36dfa7d remove debug print 2021-09-15 10:40:36 +00:00
espeon65536
4e18f24f3b Add glitchless condition to ganon's castle junk fill 2021-09-15 10:40:36 +00:00
espeon65536
b0d5a51768 Add proportional junk fill to Ganon's Castle 2021-09-15 10:40:36 +00:00
espeon65536
b3d2c22373 accidentally optimized a little too much 2021-09-15 10:40:36 +00:00
espeon65536
cace88e8fa Reenable Chest Size Matches Contents 2021-09-15 10:40:36 +00:00
espeon65536
9c09d84c71 Make AP items into Zelda's Letter, with custom text and proper sfx for advancement 2021-09-15 10:40:36 +00:00
espeon65536
2d27665369 Fix shop items having inconsistent save context information, causing shops to not be sent correctly if fewer than 4 items in any shop 2021-09-15 10:40:36 +00:00
espeon65536
45266caa8d make logic_tricks section in playerSettings clearer 2021-09-15 10:40:36 +00:00
espeon65536
feb1a59902 remove unreachable code in _oot_can_live_dmg 2021-09-15 10:40:36 +00:00
espeon65536
fdec4157da Skip looping over every location in set_rules and set_entrances_based_rules, use filter instead 2021-09-15 10:40:36 +00:00
espeon65536
4e84b20925 optimize set_shop_rules 2021-09-15 10:40:36 +00:00
espeon65536
f952ad5913 turn on guarantee_hint rule 2021-09-15 10:40:36 +00:00
espeon65536
be27586203 make stage_generate_output a class method 2021-09-15 10:40:36 +00:00
espeon65536
9dc3f3f38b Hint generation improvements
Only generate the required hint data for a world based on its hint distribution
Set various major items as nonprogression never_exclude based on settings
2021-09-15 10:40:36 +00:00
espeon65536
f39defbe06 Add "async" hint distribution 2021-09-15 10:40:36 +00:00
espeon65536
890f71a477 fix bug causing songs to never be hinted 2021-09-15 10:40:36 +00:00
espeon65536
bc8e8c5daf add oot ROM selection to inno_setup 2021-09-15 10:40:36 +00:00
espeon65536
37f12809a1 commented out some junk hints unsuitable for AP 2021-09-15 10:40:36 +00:00
espeon65536
f5c0b847a9 make defaults for LacsTokens and BridgeTokens not insane 2021-09-15 10:40:36 +00:00
espeon65536
44d6c3c07e oot updates to playerSettings 2021-09-15 10:40:36 +00:00
espeon65536
da1a2b2957 split shopsanity into two options: "shopsanity" and "shop_slots" 2021-09-15 10:40:36 +00:00
espeon65536
9f6fa2bd05 Rework __init__ to use create_items and pre_fill properly
Puts keys into the itempool along with all other items
Fixes a bug where dungeon smallkeys + nondungeon big keys fails generation
Also includes some minor optimizations mostly relating to iterables
2021-09-15 10:40:36 +00:00
Fabian Dill
5d68dc568f Fill: fix non_local_items breaking in single player 2021-09-15 01:02:06 +02:00
Fabian Dill
ee1ea881e8 LttP: fix Enemizer option handover 2021-09-15 00:24:52 +02:00
Fabian Dill
87add88436 Factorio: add stone as red science option 2021-09-13 23:50:43 +02:00
Fabian Dill
7643609e09 Factorio: add iron ore, copper ore and coal to red science pool 2021-09-13 23:26:45 +02:00
Fabian Dill
73727ab0d1 Merge branch 'Archipelago_Main' into new_shops 2021-09-13 03:38:54 +02:00
Fabian Dill
007a393ab5 Generate: don't count the 0th output file. 2021-09-13 03:38:18 +02:00
Fabian Dill
4ed185a155 Merge branch 'Archipelago_Main' into new_shops 2021-09-13 02:52:03 +02:00
Fabian Dill
fbb220ce85 remove pass 2021-09-13 02:51:59 +02:00
Fabian Dill
0c57d35402 CommonClient: reduce blind sleep time of keep_alive 2021-09-13 02:50:51 +02:00
pepperpow
8cc045f370 Fixes to barter pricing min/max, future key logic, spoiler log 2021-09-13 00:50:38 +00:00
Fabian Dill
80c90c0a00 LttP: why is item pool called difficulty again? 2021-09-13 02:03:59 +02:00
Fabian Dill
c1c92647ca LttP: move some simple Toggle options over to new system part 2 2021-09-13 02:01:15 +02:00
Fabian Dill
033adceb6f LttP: move some simple Toggle options over to new system 2021-09-13 01:32:32 +02:00
Fabian Dill
e57e92bfee CommonClient: reduce blind sleep time of keep_alive 2021-09-12 21:15:37 +02:00
Fabian Dill
4d68000692 Shops: limit "funny_prices" to logic free choices 2021-09-12 20:25:08 +02:00
Fabian Dill
44b5423afc Merge remote-tracking branch 'pepper/bartering-lttp' into new_shops 2021-09-12 19:45:33 +02:00
Fabian Dill
a1a7729c3b Docs: point to existing further documentation. 2021-09-11 22:44:48 +02:00
Fabian Dill
071b0eeb77 MultiServer: add datapackage legacy warning 2021-09-11 22:37:24 +02:00
Fabian Dill
fafc17c7d3 Risk of Rain 2: fix missing ItemPickup location (off by one itempool) 2021-09-11 22:14:39 +02:00
Fabian Dill
7599302920 CommonClient: remove leftover debug print 2021-09-11 22:07:54 +02:00
Hussein Farran
7f8d7231a4 Merge pull request #71 from SolventMercury/main
Add documentation for adding games to Archipelago
2021-09-11 15:55:35 -04:00
Fabian Dill
b1196885d7 CommonClient: implement active keep-alive 2021-09-11 03:59:12 +02:00
Fabian Dill
494cfb3c04 Setup Guides: update LttP en and de guides with SNI 2021-09-10 15:20:45 +02:00
Fabian Dill
6a65981103 Plando: support Item plando on any game (up from only LttP) 2021-09-10 04:28:06 +02:00
Fabian Dill
f508f93d69 Risk of Rain 2: fix lunar item removal affects all following worlds' presets 2021-09-10 04:11:01 +02:00
Fabian Dill
411d4434a3 MultiServer: update to websockets 10 and implement new websockets.broadcast 2021-09-09 18:56:52 +02:00
CaitSith2
d41fce6f91 Check if starting item actually exists before trying to give it to player. 2021-09-09 07:44:45 -07:00
Fabian Dill
282e7b4006 FactorioClient: End the log on "No Archipelago mod was loaded. Aborting." if no bridge mod was found.
CommonClient: give separate error for invalid URI
2021-09-09 16:02:45 +02:00
Hussein Farran
b4c3c5deea Merge pull request #70 from alwaysintreble/main
Risk of Rain 2 dynamic item pool
2021-09-08 15:44:47 -04:00
Hussein Farran
683514d891 Merge branch 'main' into main 2021-09-08 15:03:19 -04:00
alwaysintreble
e9beb21a98 Adjusted chaos preset weights to be a bit more chaotic and optimized item pool generation a bit. 2021-09-08 13:53:06 -05:00
Hussein Farran
bc47f78264 Remove colons in headings. 2021-09-08 13:46:31 -04:00
Hussein Farran
b002f7f862 Update document with relative images and links, as well as updated language and formatting. 2021-09-08 13:43:39 -04:00
alwaysintreble
05dac999a8 Fixed chaos item weight preset so it gets generated per world. 2021-09-08 12:29:29 -05:00
SolventMercury
242595b725 Added guide for adding new games to AP 2021-09-08 07:05:19 -07:00
SolventMercury
48dd1a1aa6 Revert "Add Terraria Support"
This reverts commit 3aacaffe6b.
2021-09-08 07:02:12 -07:00
SolventMercury
3aacaffe6b Add Terraria Support
But it works this time.
Hopefully.
Client still needs to be caught up.
2021-09-08 05:58:34 -07:00
Chris Wilson
61b875256f Add table styling to markdown css 2021-09-07 19:41:04 -04:00
Chris Wilson
14dc450631 Merge branch 'main' of https://github.com/ArchipelagoMW/Archipelago into main 2021-09-07 19:22:18 -04:00
Chris Wilson
6352056528 Enable QOL features in showdown extension 2021-09-07 19:22:04 -04:00
alwaysintreble
bd4f24844b Update documentation for new options. 2021-09-07 17:50:43 -05:00
alwaysintreble
062615b6b1 Revert "Added descriptions to all currently existing options. Please end me"
This reverts commit 29ed40051d.
2021-09-07 17:24:25 -05:00
alwaysintreble
6c9293e4f6 Added a dynamicallly loaded item weight pool with presets. 2021-09-07 17:14:20 -05:00
alwaysintreble
24802d64c7 Reverted some changes 2021-09-07 09:22:12 -05:00
alwaysintreble
5e8a686bb6 Merge remote-tracking branch 'AP_upstream/main' into dev 2021-09-07 08:29:36 -05:00
Jarno Westhof
279ab89a61 Fixed Typo 2021-09-07 08:27:44 +00:00
alwaysintreble
29ed40051d Added descriptions to all currently existing options. Please end me 2021-09-06 23:58:59 -05:00
alwaysintreble
8d05aa6262 Added a custom dynamic item weights pool option. 2021-09-06 23:40:39 -05:00
alwaysintreble
694f942c06 Renamed RiskOfRainItem to RiskOfRain2Item to prevent any potential problems if someone adds Risk of Rain 1 2021-09-06 23:39:27 -05:00
Fabian Dill
105a2d4e13 WebHost: make LttP sprites optional 2021-09-07 00:42:02 +02:00
Hussein Farran
1ee62912fd Merge branch 'main' into main 2021-09-06 13:19:33 -04:00
Hussein Farran
abacca34ee Add startWithDio to slot_data. 2021-09-06 13:15:07 -04:00
Fainspirit
3e4e69735e Fixed awkward phrasing in FAQ 2021-09-05 12:38:07 +00:00
Chris Wilson
4afc351933 Fill out FAQ on the website 2021-09-04 19:23:09 -04:00
Fabian Dill
23b8070b9d Options: allow comparing Choices with other Choices 2021-09-04 17:53:09 +02:00
Fabian Dill
e53b5324f5 Ocarina of Time: remove 32 bit windows executables, as AP never supported it 2021-09-04 14:38:34 +02:00
espeon65536
25bbbdbecd oot hotfix (again) (#66)
* fix hint failure on multigame multiworlds with oot
2021-09-04 14:37:10 +02:00
Fabian Dill
d739d04380 Setup: don't accidentally remove OoT executables. 2021-09-04 03:44:03 +02:00
espeon65536
f7da0265c4 reference __file__ for oot data path 2021-09-04 01:04:15 +00:00
espeon65536
82ae21420d Move hint info gathering to stage_generate_output
only loops over world locations once rather than many times
2021-09-04 01:04:15 +00:00
Fabian Dill
89984a0d09 Core: don't start threads for 'pass'
Core: print output progress every 10 files (OoT output may take a while, so let's give some user feedback on progress)
Subnautica: remove empty output method
2021-09-03 20:35:40 +02:00
pepperpow
fc62b4e0bd Bartering Update 2021-09-03 13:26:30 -05:00
Fabian Dill
2e2ca1665b Core: don't start threads for 'pass'
Core: print output progress every 10 files (OoT output may take a while, so let's give some user feedback on progress)
Subnautica: remove empty output method
2021-09-03 17:30:10 +02:00
Fabian Dill
1b27fc495f Ocarina of Time: reduce memory use by 64 MiB for each OoT world past the first
Ocarina of Time: limit parallel output to 2, to not waste memory that doesn't benefit speed
Ocarina of Time: remove swarm of os.chdir()
2021-09-03 12:50:26 +02:00
espeon65536
51c38fc628 Ocarina of Time (#64)
* first commit (not including OoT data files yet)

* added some basic options

* rule parser works now at least

* make sure to commit everything this time

* temporary change to BaseClasses for oot

* overworld location graph builds mostly correctly

* adding oot data files

* commenting out world options until later since they only existed to make the RuleParser work

* conversion functions between AP ids and OOT ids

* world graph outputs

* set scrub prices

* itempool generates, entrances connected, way too many options added

* fixed set_rules and set_shop_rules

* temp baseclasses changes

* Reaches the fill step now, old event-based system retained in case the new way breaks

* Song placements and misc fixes everywhere

* temporary changes to make oot work

* changed root exits for AP fill framework

* prevent infinite recursion due to OoT sharing usage of the address field

* age reachability works hopefully, songs are broken again

* working spoiler log generation on beatable-only

* Logic tricks implemented

* need this for logic tricks

* fixed map/compass being placed on Serenade location

* kill unreachable events before filling the world

* add a bunch of utility functions to prepare for rom patching

* move OptionList into generic options

* fixed some silly bugs with OptionList

* properly seed all random behavior (so far)

* ROM generation working

* fix hints trying to get alttp dungeon hint texts

* continue fixing hints

* add oot to network data package

* change item and location IDs to 66000 and 67000 range respectively

* push removed items to precollected items

* fixed various issues with cross-contamination with multiple world generation

* reenable glitched logic (hopefully)

* glitched world files age-check fix

* cleaned up some get_locations calls

* added token shuffle and scrub shuffle, modified some options slightly to make the parsing work

* reenable MQ dungeons

* fix forest mq exception

* made targeting style an option for now, will be cosmetic later

* reminder to move targeting to cosmetics

* some oot option maintenance

* enabled starting time of day

* fixed issue breaking shop slots in multiworld generation

* added "off" option for text shuffle and hints

* shopsanity functionality restored

* change patch file extension

* remove unnecessary utility functions + imports

* update MIT license

* change option to "patch_uncompressed_rom" instead of "compress_rom"

* compliance with new AutoWorld systems

* Kill only internal events, remove non-internal big poe event in code

* re-add the big poe event and handle it correctly

* remove extra method in Range option

* fix typo

* Starting items, starting with consumables option

* do not remove nonexistent item

* move set_shop_rules to after shop items are placed

* some cleanup

* add retries for song placement

* flagged Skull Mask and Mask of Truth as advancement items

* update OoT to use LogicMixin

* Fixed trying to assign starting items from the wrong players

* fixed song retry step

* improved option handling, comments, and starting item replacements

* DefaultOnToggle writes Yes or No to spoiler

* enable compression of output if Compress executable is present

* clean up compression

* check whether (de)compressor exists before running the process

* allow specification of rom path in host.yaml

* check if decompressed file already exists before decompressing again

* fix triforce hunt generation

* rename all the oot state functions with prefix

* OoT: mark triforce pieces as completion goal for triforce hunt

* added overworld and any-dungeon shuffle for dungeon items

* Hide most unshuffled locations and events from the list of locations in spoiler

* build oot option ranges with a generic function instead of defining each separately

* move oot output-type control to host.yaml instead of individual yamls

* implement dungeon song shuffle

* minor improvements to overworld dungeon item shuffle

* remove random ice trap names in shops, mostly to avoid maintaining a massive censor list

* always output patch file to folder, remove option to generate ROM in preparation for removal

* re-add the fix for infinite recursion due to not being light or dark world

* change AP-sendable to Ocarina of Time model, since the triforce piece has some extra code apparently

* oot: remove item_names and location_names

* oot: minor fixes

* oot: comment out ROM patching

* oot: only add CollectionState objects on creation if actually needed

* main entrance shuffle method and entrances-based rules

* fix entrances based rules

* disable master quest and big poe count options for client compatibility

* use get_player_name instead of get_player_names

* fix OptionList

* fix oot options for new option system

* new coop section in oot rom: expand player names to 16 bytes, write AP_PLAYER_NAME at end of PLAYER_NAMES

* fill AP player name in oot rom with 0 instead of 0xDF

* encode player name with ASCII for fixed-width

* revert oot player name array to 8 bytes per name

* remove Pierre location if fast scarecrow is on

* check player name length

* "free_scarecrow" not "fast_scarecrow"

* OoT locations now properly store the AP ID instead of the oot internal ID

* oot __version__ updates in lockstep with AP version

* pull in unmodified oot cosmetic files

* also grab JSONDump since it's needed apparently

* gather extra needed methods, modify imports

* delete cosmetics log, replace all instances of SettingsList with OOTWorld

* cosmetic options working, except for sound effects (due to ear-safe issues)

* SFX, Music, and Fanfare randomization reenabled

* move OoT data files into the worlds folder

* move Compress and Decompress into oot data folder

* Replace get_all_state with custom method to avoid the cache

* OoT ROM: increment item counter before setting incoming item/player values to 0, preventing desync issues

* set data_version to 0

* make Kokiri Sword shuffle off by default

* reenable "Random Choice" for various cosmetic options

* kill Ruto's Letter turnin if open fountain
also fix for shopsanity

* place Buy Goron/Zora Tunic first in shop shuffle

* make ice traps appear as other items instead of breaking generation

* managed to break ice traps on non-major-only

* only handle ice traps if they are on

* fix shopsanity for non-oot games, and write player name instead of player number

* light arrows hint uses player name instead of player number

* Reenable "skip child zelda" option

* fix entrances_based_rules

* fix ganondorf hint if starting with light arrows

* fix dungeonitem shuffle and shopsanity interaction

* remove has_all_of, has_any_of, count_of in BaseClasses, replace usage with has_all, has_any, has_group

* force local giveable item on ZL if skip_child_zelda and shuffle_song_items is any

* keep bosses and bombchu bowling chus out of data package

* revert workaround for infinite recursion and fix it properly

* fix shared shop id caches during patching process

* fix shop text box overflows, as much as possible

* add default oot host.yaml option

* add .apz5, .n64, .z64 to gitignore

* Properly document and name all (functioning) OOT options

* clean up some imports

* remove unnecessary files from oot's data

* fix typo in gitignore

* readd the Compress and Decompress utilities, since they are needed for generation

* cleanup of imports and some minor optimizations

* increase shop offset for item IDs to 0xCB

* remove shop item AP ids entirely

* prevent triforce pieces for other players from being received by yourself

* add "excluded" property to Location

* Hint system adapted and reenabled; hints still unseeded

* make hints deterministic with lists instead of sets

* do not allow hints to point to Light Arrows on non-vanilla bridge

* foreign locations hint as their full name in OoT rather than their region

* checkedLocations now stores hint names by player ID, so that the same location in different worlds can have hints associated

* consolidate versioning in Utils

* ice traps appear as major items rather than any progression item

* set prescription and claim check as defaults for adult trade item settings

* add oot options to playerSettings

* allow case-insensitive logic tricks in yaml

* fix oot shopsanity option formatting

* Write OoT override info even if local item, enabling local checks to show up immediately in the client

* implement CollectionState.can_live_dmg for oot glitched logic

* filter item names for invalid characters when patching shops

* make ice traps appear according to the settings of the world they are shuffled into, rather than the original world

* set hidden-spoiler items and locations with Shop items to events

* make GF carpenters, Gerudo Card, Malon, ZL, and Impa events if the relevant settings are enabled, preventing them from appearing in the client on game start

* Fix oot Glitched and No Logic generation

* fix indenting

* Greatly reduce displayed cosmetic options

* Change oot data version to 1

* add apz5 distribution to webhost

* print player name if an ALttP dungeon contains a good item for OoT world

* delete unneeded commented code

* remove OcarinaSongs import to satisfy lint
2021-09-02 14:35:05 +02:00
Fabian Dill
74c30ce09a Fill: remove/delay some LttP imports 2021-09-02 03:45:37 +02:00
Chris Wilson
859316353e Link /games to player-settings pages, add link to template file to player-settings, add markdown style formatting to /templates 2021-09-01 20:47:36 -04:00
Hussein Farran
63c9bea724 Remove total_items option. 2021-09-01 21:47:29 +00:00
Hussein Farran
df435eb693 Remove total_items option. 2021-09-01 17:35:16 -04:00
espeon65536
c73b994305 use_cache argument to get_all_state 2021-09-01 19:21:03 +00:00
espeon65536
88451d4239 Skip caching get_all_state while setting rules
Since rules have not been set for later worlds, the cache believes the completion condition is freely available if it had been placed previously, which breaks beatable-only key placement.
2021-09-01 19:21:03 +00:00
CaitSith2
f74db254f6 fix typo in default value. 2021-09-01 09:18:43 -07:00
Fabian Dill
3cb0a22e17 LttP: crash on outdated dungeon_items use 2021-09-01 17:56:35 +02:00
Fabian Dill
ca3e01b15e LttPClient: prevent crash when trying to access sys.stdin 2021-09-01 17:56:19 +02:00
espeon65536
e9d1dcc46c set get_all_cache properly 2021-09-01 14:49:29 +00:00
Fabian Dill
7fd0f1a5bf Subnautica: implement create_item and therefore start_inventory 2021-09-01 16:46:44 +02:00
Fabian Dill
2d65fbf798 Merge pull request #58 from Ijwu/main
Risk of Rain 2 support
2021-09-01 11:30:41 +00:00
Fabian Dill
ac915d00fc Merge branch 'main' into main 2021-09-01 11:23:30 +00:00
espeon65536
fbb8d6b132 invalidate state cache so that reachable_regions are recalculated during TR key logic 2021-09-01 11:22:30 +00:00
espeon65536
fb0f70b3e3 make owg entrances in inverted 2021-09-01 11:22:30 +00:00
espeon65536
17929415ee actually set owg rules 2021-09-01 11:22:30 +00:00
espeon65536
631b6788c6 remove keys option for get_all_state, collect dungeon-local keys, and fix all uses of the state 2021-09-01 11:22:30 +00:00
espeon65536
7972aa6320 split building owg connections and setting the rules for those connections 2021-09-01 11:22:30 +00:00
espeon65536
138c884684 wipe reachable regions during TR key logic checks to ensure properly finding logic regions 2021-09-01 11:22:30 +00:00
Hussein Farran
f5ef98287a Add docstring to RiskOfRainWorld 2021-08-31 20:45:09 -04:00
Hussein Farran
5188b41ab0 Update RoR2 guide. 2021-08-31 20:42:16 -04:00
Hussein Farran
f83ba6e615 Add YAML options and update slot data.
Add TotalItems YAML option.
Add AllowLunarItems YAML option.
Send along TotalRevivals number with slot data.
2021-08-31 20:38:44 -04:00
Hussein Farran
cc2a72eb82 Locations/Events now None id 2021-08-31 20:21:52 -04:00
Chris Wilson
4fcce66505 Move game names and descriptions into AutoWorld, fix option value names on player-settings pages 2021-08-31 17:28:46 -04:00
Fabian Dill
66627d8a66 Options: match Toggle's get_option_name signature to Choice's 2021-08-31 22:52:14 +02:00
Fabian Dill
adfd68f83c Options: fix get_option_name 2021-08-31 22:14:18 +02:00
Fabian Dill
ddc619f2e7 WebHost: sample yamls: some formatting issues 2021-08-31 19:56:45 +02:00
Fabian Dill
ff2e57705e WebHost: sample yamls now render Range defaults correctly 2021-08-31 19:54:55 +02:00
Fabian Dill
a6a859b272 WebHost: fix sample yamls that have no options.
WebHost: hide hidden games from templates listing
2021-08-31 19:06:24 +02:00
Fabian Dill
88c5ebdd2f WebHost: add per-game yaml file downloads 2021-08-31 18:58:54 +02:00
Hussein Farran
3d578bcc98 Set force_auto_forfeit for RoR2 2021-08-31 10:08:19 -04:00
Hussein Farran
c3290af2bd Merge branch 'ArchipelagoMW:main' into main 2021-08-31 10:07:40 -04:00
Fabian Dill
01f1545b3e AutoWorld: add forced_auto_forfeit and set it for StS 2021-08-31 16:04:54 +02:00
Hussein Farran
fc8e849db5 Remove location id from Victory location. 2021-08-31 10:01:09 -04:00
Hussein Farran
9115e59f15 Add RoR2 to README 2021-08-31 08:37:01 -04:00
Hussein Farran
2f4b248a45 Add more information to the RoR2 docs. 2021-08-31 00:25:48 -04:00
Hussein Farran
2f28afb46e Add RoR2 Docs 2021-08-31 00:17:08 -04:00
Hussein Farran
e960d7b58c Merge branch 'main' of https://github.com/Ijwu/Archipelago into main 2021-08-30 21:43:18 -04:00
Fabian Dill
321569c542 Factorio: Fix random rocket-silo recipe unable to pick ingredients where recipe name != product name 2021-08-31 01:47:00 +02:00
Fabian Dill
df037c54ff LttP: fix dungeon original item rule calling
Found by Espeon
2021-08-30 23:52:40 +02:00
Fabian Dill
d859cecffb Options: use isinstance instead of type for Choice comparison 2021-08-30 23:07:19 +02:00
Fabian Dill
fd6e009c4b Fill: fix placing non_local + non advancement items 2021-08-30 22:20:44 +02:00
Fabian Dill
4520051ec9 Slay the Spire: add to playerSettings.yaml 2021-08-30 22:19:48 +02:00
Fabian Dill
b90b73859a Slay the Spire: add to playerSettings.yaml 2021-08-30 20:07:25 +02:00
Fabian Dill
6c357b61cc LttP: re-remove LttP import in BaseClasses 2021-08-30 19:11:12 +02:00
Fabian Dill
12957db90f Options: implement __eq__ assert for possible checks 2021-08-30 19:08:10 +02:00
CaitSith2
3c74f561d5 LttP: Fix smallkey_shuffle in menu display
use smallkey_shuffle.option_universal from worlds.alttp.Options rather than "universal" for compare operations on universal checking.
2021-08-30 09:59:20 -07:00
Fabian Dill
cc70a6fa26 LttP: make shuffle names consistent 2021-08-30 18:00:39 +02:00
Fabian Dill
1c42564d90 LttP: remove leftover location binding 2021-08-30 16:47:34 +02:00
Fabian Dill
e76c870c09 Unittest: fix TestInvertedBombRules 2021-08-30 16:38:21 +02:00
Fabian Dill
5daadcb2d5 LttP: implement new dungeon_items handling
LttP: move glitch_boots to new options system
WebHost: options.yaml no longer lists aliases
General: remove region.can_fill, it was only used as a hack to make dungeon-specific items to work
2021-08-30 16:31:56 +02:00
espeon65536
a124a7a82a Create event Blaze Spawner containing Blaze Rods, preventing scenarios where the only progression in a sphere is to gain access to a fortress, which crashes playthrough generation 2021-08-30 08:15:21 +00:00
espeon65536
a65bf60cea add structure compasses to itempool in a fixed order 2021-08-30 08:15:21 +00:00
Fabian Dill
3fa28a3fdb LttP: fix import mistake 2021-08-30 01:18:30 +02:00
Fabian Dill
baa7992a7a AutoWorld: add post_fill
LttP: Move ShopSlotFill to post_fill
2021-08-30 01:16:04 +02:00
Fabian Dill
7ba4bfc0d5 Generate: make sure no None items make it into multidata. 2021-08-30 00:52:57 +02:00
Fabian Dill
11fedef2f5 Generate: turn off interpret_on_off for newstyle options 2021-08-29 20:21:49 +02:00
Hussein Farran
944347a2b3 Risk of Rain 2 implementation 2021-08-29 14:02:02 -04:00
Fabian Dill
8c72b0a6c4 AutoYAML: proper multi-line comments 2021-08-29 18:13:38 +02:00
Fabian Dill
5d62d4e063 Clients: logging fixes 2021-08-29 17:38:35 +02:00
Adam Ziegler
9b05537a0e fix argument, logger name 2021-08-29 15:31:02 +00:00
Adam Ziegler
fd0a87626e list connected SNESes if more than one; allow connecting to specific one 2021-08-29 15:31:02 +00:00
KonoTyran
9402d82405 Slay the Spire (#54)
Add Slay the Spire
2021-08-29 17:30:44 +02:00
Fabian Dill
da6674760c LttP: convert MultiWorld.dungeons to dict for faster lookup 2021-08-29 16:02:28 +02:00
Fabian Dill
ee03371dd0 LttP: make heartbeep off functional again 2021-08-29 15:43:16 +02:00
Fabian Dill
a975c8fd00 LttP: Format non-native Location hints better 2021-08-28 23:18:45 +02:00
Fabian Dill
60840da740 LttP: fix dungeon local items to be local to their own dungeon 2021-08-28 22:58:23 +02:00
Fabian Dill
de567cc701 LttP: Move more functionality into ALttPItem from Item
LttP: More efficiently build !hint entrance info
LttP: More efficiently check for and build Big Bomb Shop playthrough path
2021-08-28 12:56:52 +02:00
Fabian Dill
de4775b0c8 LttP: Move difficulties and er seed sharing to generate_early 2021-08-28 00:26:02 +02:00
Fabian Dill
104cc0ea83 document World.hidden 2021-08-27 20:46:33 +02:00
CaitSith2
5bb8de500a Fix issue with syncing tech tree post-forfeit. 2021-08-27 10:41:29 -07:00
Fabian Dill
21255b3b46 LttP: Rename Shop Slot 1, 2, 3 to Shop Slot Left, Center, Right
General: Move generic IDs from LttP to new Generic World
Generate: ensure thread errors are collected before data from their completion may be referenced in playthrough/spoiler
2021-08-27 14:52:33 +02:00
espeon65536
e8da9924c6 allow collecting silver bow if noglitches or swordless, even if the limit is under 2 2021-08-27 07:44:05 +00:00
espeon65536
96b38aba04 mark TRBK as impassable during initial pass for TR key logic, so that crystaroller can be marked as front-locked 2021-08-27 07:44:05 +00:00
espeon65536
b8b51965d2 skip first sweep_for_events in playthrough computation, so keys are no longer treated as special 2021-08-27 07:44:05 +00:00
espeon65536
be46d128bc do not double-collect keys during playthrough computation, since they are progression items now 2021-08-27 07:44:05 +00:00
Fabian Dill
c05f1ed24f to be or not to be 2021-08-26 18:25:15 +02:00
Fabian Dill
99775ec1bd Generate: require that player names be unique again 2021-08-26 17:22:55 +02:00
Fabian Dill
f4f043ac87 MultiServer: categorize methods 2021-08-26 16:19:37 +02:00
Fabian Dill
acbca78e2d update Prompt Toolkit 2021-08-24 09:52:45 +02:00
Fabian Dill
30ac7baa2c FactorioClient: Batch-Send RCON commands when receiving catch-up locations and multiple items. 2021-08-24 09:52:12 +02:00
espeon65536
21a5170337 remove double negative in apmc file check 2021-08-24 04:02:28 +00:00
espeon65536
3a5a6a096b add .apmc and Forge server to gitignore 2021-08-24 04:02:28 +00:00
espeon65536
578ae70150 update playerSettings.yaml 2021-08-24 04:02:28 +00:00
espeon65536
57282e76a4 add send_defeated_mobs as option 2021-08-24 04:02:28 +00:00
espeon65536
7aaa652ef5 Give docstrings and display names to Minecraft options 2021-08-24 04:02:28 +00:00
espeon65536
81da0d2ba4 Minecraft client: skip deleting and recopying an apmc file that is already in APData 2021-08-24 04:02:28 +00:00
espeon65536
ce6cdcaf92 Minecraft client: prevent options.yaml/host.yaml contamination from non-install directories 2021-08-24 04:02:28 +00:00
espeon65536
4730a928b5 Minecraft client: fix NoneType-related error if run without apmc file 2021-08-24 04:02:28 +00:00
Chris Wilson
4c0f0a16c9 Updates to WebHost
- Support displayname option for Options module
- Improvements to landing page
- Added multi-language capable FAQ page
- Removed weighted-settings page
- Removed references to weighted-settings page
2021-08-22 20:01:58 -04:00
Fabian Dill
b07fc80f3f AutoWorld: if any world data_version is set to 0, set it for the main datapackage 2021-08-22 04:22:34 +02:00
Fabian Dill
6a3d1fcaf4 LttP & Factorio: fix item state removal for progressive items. 2021-08-21 06:55:08 +02:00
Fabian Dill
4aeb3cd3dc WebHost: allow /tutorial and /tutorial/ 2021-08-20 22:41:23 +02:00
Fabian Dill
6dc2000638 CommonClient.py: move in gui_enabled 2021-08-20 22:31:17 +02:00
Fabian Dill
72610d8c2f Core: log world ID ranges 2021-08-16 18:40:26 +02:00
Fabian Dill
0f55fa4f45 FactorioClient: allow setting a folder and find the executable in it, instead of trying to run a folder. 2021-08-15 13:46:58 +02:00
Fabian Dill
aec39c919c Minecraft: add missing minecraft defaults 2021-08-15 02:32:36 +02:00
Kono Tyran
a0849f9416 fixed error if destination folder did not exist already. 2021-08-15 00:05:54 +00:00
457 changed files with 139646 additions and 4415 deletions

6
.gitignore vendored
View File

@@ -4,9 +4,14 @@
*_Spoiler.txt
*.bmbp
*.apbp
*.apm3
*.apmc
*.apz5
*.pyc
*.pyd
*.sfc
*.z64
*.n64
*.wixobj
*.lck
*.db3
@@ -37,6 +42,7 @@ success.txt
output/
Output Logs/
/factorio/
/Minecraft Forge Server/
/WebHostLib/static/generated
# Byte-compiled / optimized / DLL files

View File

@@ -6,10 +6,13 @@ import logging
import json
import functools
from collections import OrderedDict, Counter, deque
from typing import List, Dict, Optional, Set, Iterable, Union, Any
from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple
import secrets
import random
import Options
import Utils
class MultiWorld():
debug_types = False
@@ -22,9 +25,9 @@ class MultiWorld():
plando_texts: List[Dict[str, str]]
plando_items: List
plando_connections: List
er_seeds: Dict[int, str]
worlds: Dict[int, Any]
is_race: bool = False
precollected_items: Dict[int, List[Item]]
class AttributeProxy():
def __init__(self, rule):
@@ -38,13 +41,13 @@ class MultiWorld():
self.players = players
self.glitch_triforce = False
self.algorithm = 'balanced'
self.dungeons = []
self.dungeons: Dict[Tuple[str, int], Dungeon] = {}
self.regions = []
self.shops = []
self.itempool = []
self.seed = None
self.seed_name: str = "Unavailable"
self.precollected_items = []
self.precollected_items = {player: [] for player in self.player_ids}
self.state = CollectionState(self)
self._cached_entrances = None
self._cached_locations = None
@@ -63,28 +66,29 @@ class MultiWorld():
self.dynamic_regions = []
self.dynamic_locations = []
self.spoiler = Spoiler(self)
self.fix_trock_doors = self.AttributeProxy(lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_doors = self.AttributeProxy(
lambda player: self.shuffle[player] != 'vanilla' or self.mode[player] == 'inverted')
self.fix_skullwoods_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_palaceofdarkness_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.fix_trock_exit = self.AttributeProxy(
lambda player: self.shuffle[player] not in ['vanilla', 'simple', 'restricted', 'dungeonssimple'])
self.NOTCURSED = self.AttributeProxy(lambda player: not self.CURSED[player])
for player in range(1, players + 1):
def set_player_attr(attr, val):
self.__dict__.setdefault(attr, {})[player] = val
set_player_attr('tech_tree_layout_prerequisites', {})
set_player_attr('_region_cache', {})
set_player_attr('shuffle', "vanilla")
set_player_attr('logic', "noglitches")
set_player_attr('mode', 'open')
set_player_attr('swordless', False)
set_player_attr('difficulty', 'normal')
set_player_attr('item_functionality', 'normal')
set_player_attr('timer', False)
set_player_attr('goal', 'ganon')
set_player_attr('accessibility', 'items')
set_player_attr('retro', False)
set_player_attr('hints', True)
set_player_attr('required_medallions', ['Ether', 'Quake'])
set_player_attr('swamp_patch_required', False)
set_player_attr('powder_patch_required', False)
@@ -95,19 +99,12 @@ class MultiWorld():
set_player_attr('can_access_trock_big_chest', None)
set_player_attr('can_access_trock_middle', None)
set_player_attr('fix_fake_world', True)
set_player_attr('mapshuffle', False)
set_player_attr('compassshuffle', False)
set_player_attr('keyshuffle', False)
set_player_attr('bigkeyshuffle', False)
set_player_attr('difficulty_requirements', None)
set_player_attr('boss_shuffle', 'none')
set_player_attr('enemy_shuffle', False)
set_player_attr('enemy_health', 'default')
set_player_attr('enemy_damage', 'default')
set_player_attr('killable_thieves', False)
set_player_attr('tile_shuffle', False)
set_player_attr('bush_shuffle', False)
set_player_attr('beemizer', 0)
set_player_attr('beemizer_total_chance', 0)
set_player_attr('beemizer_trap_chance', 0)
set_player_attr('escape_assist', [])
set_player_attr('open_pyramid', False)
set_player_attr('treasure_hunt_icon', 'Triforce Piece')
@@ -118,17 +115,12 @@ class MultiWorld():
set_player_attr('blue_clock_time', 2)
set_player_attr('green_clock_time', 4)
set_player_attr('can_take_damage', True)
set_player_attr('glitch_boots', True)
set_player_attr('progression_balancing', True)
set_player_attr('local_items', set())
set_player_attr('non_local_items', set())
set_player_attr('triforce_pieces_available', 30)
set_player_attr('triforce_pieces_required', 20)
set_player_attr('shop_shuffle', 'off')
set_player_attr('shuffle_prizes', "g")
set_player_attr('sprite_pool', [])
set_player_attr('dark_room_logic', "lamp")
set_player_attr('restrict_dungeon_item_on_boss', False)
set_player_attr('plando_items', [])
set_player_attr('plando_texts', {})
set_player_attr('plando_connections', [])
@@ -136,16 +128,38 @@ class MultiWorld():
set_player_attr('completion_condition', lambda state: True)
self.custom_data = {}
self.worlds = {}
self.slot_seeds = {}
def set_seed(self, seed: Optional[int] = None, secure: bool = False, name: Optional[str] = None):
self.seed = get_seed(seed)
if secure:
self.secure()
else:
self.random.seed(self.seed)
self.seed_name = name if name else str(self.seed)
self.slot_seeds = {player: random.Random(self.random.getrandbits(64)) for player in
range(1, self.players + 1)}
def set_options(self, args):
from worlds import AutoWorld
for player in self.player_ids:
self.custom_data[player] = {}
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
for option in world_type.options:
setattr(self, option, getattr(args, option, {}))
for option_key in world_type.options:
setattr(self, option_key, getattr(args, option_key, {}))
for option_key in Options.common_options:
setattr(self, option_key, getattr(args, option_key, {}))
for option_key in Options.per_game_common_options:
setattr(self, option_key, getattr(args, option_key, {}))
self.worlds[player] = world_type(self, player)
# intended for unittests
def set_default_common_options(self):
for option_key, option in Options.common_options.items():
setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids})
for option_key, option in Options.per_game_common_options.items():
setattr(self, option_key, {player_id: option(option.default) for player_id in self.player_ids})
def secure(self):
self.random = secrets.SystemRandom()
self.is_race = True
@@ -158,6 +172,10 @@ class MultiWorld():
def get_game_players(self, game_name: str):
return tuple(player for player in self.player_ids if self.game[player] == game_name)
@functools.lru_cache()
def get_game_worlds(self, game_name: str):
return tuple(world for player, world in self.worlds.items() if self.game[player] == game_name)
def get_name_string_for_object(self, obj) -> str:
return obj.name if self.players == 1 else f'{obj.name} ({self.get_player_name(obj.player)})'
@@ -209,42 +227,29 @@ class MultiWorld():
return self._location_cache[location, player]
def get_dungeon(self, dungeonname: str, player: int) -> Dungeon:
for dungeon in self.dungeons:
if dungeon.name == dungeonname and dungeon.player == player:
return dungeon
raise KeyError('No such dungeon %s for player %d' % (dungeonname, player))
try:
return self.dungeons[dungeonname, player]
except KeyError as e:
raise KeyError('No such dungeon %s for player %d' % (dungeonname, player)) from e
def get_all_state(self, keys=False) -> CollectionState:
key = f"_all_state_{keys}"
cached = getattr(self, key, None)
if cached:
def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
ret = CollectionState(self)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
if keys:
for p in self.get_game_players("A Link to the Past"):
world = self.worlds[p]
from worlds.alttp.Items import ItemFactory
for item in ItemFactory(
['Small Key (Hyrule Castle)', 'Big Key (Eastern Palace)', 'Big Key (Desert Palace)',
'Small Key (Desert Palace)', 'Big Key (Tower of Hera)', 'Small Key (Tower of Hera)',
'Small Key (Agahnims Tower)', 'Small Key (Agahnims Tower)',
'Big Key (Palace of Darkness)'] + ['Small Key (Palace of Darkness)'] * 6 + [
'Big Key (Thieves Town)', 'Small Key (Thieves Town)', 'Big Key (Skull Woods)'] + [
'Small Key (Skull Woods)'] * 3 + ['Big Key (Swamp Palace)',
'Small Key (Swamp Palace)', 'Big Key (Ice Palace)'] + [
'Small Key (Ice Palace)'] * 2 + ['Big Key (Misery Mire)', 'Big Key (Turtle Rock)',
'Big Key (Ganons Tower)'] + [
'Small Key (Misery Mire)'] * 3 + ['Small Key (Turtle Rock)'] * 4 + [
'Small Key (Ganons Tower)'] * 4,
p):
world.collect(ret, item)
from worlds.alttp.Dungeons import get_dungeon_item_pool
for item in get_dungeon_item_pool(self):
subworld = self.worlds[item.player]
if item.name in subworld.dungeon_local_item_names:
subworld.collect(ret, item)
ret.sweep_for_events()
setattr(self, key, ret)
if use_cache:
self._all_state = ret
return ret
def get_items(self) -> list:
@@ -263,7 +268,7 @@ class MultiWorld():
def push_precollected(self, item: Item):
item.world = self
self.precollected_items.append(item)
self.precollected_items[item.player].append(item)
self.state.collect(item, True)
def push_item(self, location: Location, item: Item, collect: bool = True):
@@ -282,7 +287,7 @@ class MultiWorld():
else:
raise RuntimeError('Cannot assign item %s to location %s.' % (item, location))
def get_entrances(self) -> list:
def get_entrances(self) -> List[Entrance]:
if self._cached_entrances is None:
self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
return self._cached_entrances
@@ -290,7 +295,7 @@ class MultiWorld():
def clear_entrance_cache(self):
self._cached_entrances = None
def get_locations(self) -> list:
def get_locations(self) -> List[Location]:
if self._cached_locations is None:
self._cached_locations = [location for region in self.regions for location in region.locations]
return self._cached_locations
@@ -298,7 +303,7 @@ class MultiWorld():
def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self, player=None) -> list:
def get_unfilled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and not location.item]
@@ -307,19 +312,19 @@ class MultiWorld():
def get_unfilled_dungeon_locations(self):
return [location for location in self.get_locations() if not location.item and location.parent_region.dungeon]
def get_filled_locations(self, player=None) -> list:
def get_filled_locations(self, player=None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and location.item is not None]
return [location for location in self.get_locations() if location.item is not None]
def get_reachable_locations(self, state=None, player=None) -> list:
def get_reachable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
return [location for location in self.get_locations() if
(player is None or location.player == player) and location.can_reach(state)]
def get_placeable_locations(self, state=None, player=None) -> list:
def get_placeable_locations(self, state=None, player=None) -> List[Location]:
if state is None:
state = self.state
return [location for location in self.get_locations() if
@@ -347,7 +352,7 @@ class MultiWorld():
else:
return all((self.has_beaten_game(state, p) for p in range(1, self.players + 1)))
def can_beat_game(self, starting_state : Optional[CollectionState]=None):
def can_beat_game(self, starting_state: Optional[CollectionState] = None):
if starting_state:
if self.has_beaten_game(starting_state):
return True
@@ -404,21 +409,21 @@ class MultiWorld():
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
state = CollectionState(self)
players = {"none" : set(),
players = {"minimal": set(),
"items": set(),
"locations": set()}
for player, access in self.accessibility.items():
players[access].add(player)
players[access.current_key].add(player)
beatable_fulfilled = False
def location_conditition(location : Location):
def location_conditition(location: Location):
"""Determine if this location has to be accessible, location is already filtered by location_relevant"""
if location.player in players["none"]:
if location.player in players["minimal"]:
return False
return True
def location_relevant(location : Location):
def location_relevant(location: Location):
"""Determine if this location is relevant to sweep."""
if location.player in players["locations"] or location.event or \
(location.item and location.item.advancement):
@@ -470,8 +475,9 @@ class CollectionState(object):
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in range(1, parent.players + 1)}
for item in parent.precollected_items:
self.collect(item, True)
for items in parent.precollected_items.values():
for item in items:
self.collect(item, True)
def update_reachable_regions(self, player: int):
from worlds.alttp.EntranceShuffle import indirect_connections
@@ -511,7 +517,8 @@ class CollectionState(object):
ret.prog_items = self.prog_items.copy()
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in range(1, self.world.players + 1)}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
range(1, self.world.players + 1)}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
@@ -537,9 +544,7 @@ class CollectionState(object):
locations = {location for location in locations if location.event}
while new_locations:
reachable_events = {location for location in locations if
(not key_only or
(not self.world.keyshuffle[location.item.player] and location.item.smallkey)
or (not self.world.bigkeyshuffle[location.item.player] and location.item.bigkey))
(not key_only or getattr(location.item, "locked_dungeon_item", False))
and location.can_reach(self)}
new_locations = reachable_events - self.events
for event in new_locations:
@@ -549,10 +554,10 @@ class CollectionState(object):
def has(self, item, player: int, count: int = 1):
return self.prog_items[item, player] >= count
def has_all(self, items: Set[str], player:int):
def has_all(self, items: Set[str], player: int):
return all(self.prog_items[item, player] for item in items)
def has_any(self, items: Set[str], player:int):
def has_any(self, items: Set[str], player: int):
return any(self.prog_items[item, player] for item in items)
def has_group(self, item_name_group: str, player: int, count: int = 1):
@@ -569,13 +574,6 @@ class CollectionState(object):
found += self.prog_items[item_name, player]
return found
def has_key(self, item, player, count: int = 1):
if self.world.logic[player] == 'nologic':
return True
if self.world.keyshuffle[player] == "universal":
return self.can_buy_unlimited('Small Key (Universal)', player)
return self.prog_items[item, player] >= count
def can_buy_unlimited(self, item: str, player: int) -> bool:
return any(shop.region.player == player and shop.has_unlimited(item) and shop.region.can_reach(self) for
shop in self.world.shops)
@@ -659,10 +657,10 @@ class CollectionState(object):
self.is_not_bunny(cave, player)
)
def can_retrieve_tablet(self, player:int) -> bool:
def can_retrieve_tablet(self, player: int) -> bool:
return self.has('Book of Mudora', player) and (self.has_beam_sword(player) or
(self.world.swordless[player] and
self.has("Hammer", player)))
(self.world.swordless[player] and
self.has("Hammer", player)))
def has_sword(self, player: int) -> bool:
return self.has('Fighter Sword', player) \
@@ -671,7 +669,8 @@ class CollectionState(object):
or self.has('Golden Sword', player)
def has_beam_sword(self, player: int) -> bool:
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword', player)
return self.has('Master Sword', player) or self.has('Tempered Sword', player) or self.has('Golden Sword',
player)
def has_melee_weapon(self, player: int) -> bool:
return self.has_sword(player) or self.has('Hammer', player)
@@ -735,7 +734,7 @@ class CollectionState(object):
rules.append(self.has('Moon Pearl', player))
return all(rules)
def can_bomb_clip(self, region: Region, player: int) -> bool:
def can_bomb_clip(self, region: Region, player: int) -> bool:
return self.is_not_bunny(region, player) and self.has('Pegasus Boots', player)
def collect(self, item: Item, event: bool = False, location: Location = None) -> bool:
@@ -763,12 +762,13 @@ class CollectionState(object):
self.blocked_connections[item.player] = set()
self.stale[item.player] = True
@unique
class RegionType(int, Enum):
Generic = 0
LightWorld = 1
DarkWorld = 2
Cave = 3 # Also includes Houses
Cave = 3 # Also includes Houses
Dungeon = 4
@property
@@ -807,13 +807,6 @@ class Region(object):
return True
return False
def can_fill(self, item: Item):
inside_dungeon_item = item.locked_dungeon_item
if inside_dungeon_item:
return self.dungeon.is_dungeon_item(item) and item.player == self.player
return True
def __repr__(self):
return self.__str__()
@@ -855,8 +848,8 @@ class Entrance(object):
world = self.parent_region.world if self.parent_region else None
return world.get_name_string_for_object(self) if world else f'{self.name} (Player {self.player})'
class Dungeon(object):
class Dungeon(object):
def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int):
self.name = name
self.regions = regions
@@ -897,6 +890,7 @@ class Dungeon(object):
def __str__(self):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Boss():
def __init__(self, name, enemizer_name, defeat_rule, player: int):
self.name = name
@@ -910,19 +904,23 @@ class Boss():
def __repr__(self):
return f"Boss({self.name})"
class Location():
shop_slot: bool = False
# If given as integer, then this is the shop's inventory index
shop_slot: Optional[int] = None
shop_slot_disabled: bool = False
event: bool = False
locked: bool = False
spot_type = 'Location'
game: str = "Generic"
show_in_spoiler: bool = True
excluded: bool = False
crystal: bool = False
always_allow = staticmethod(lambda item, state: False)
access_rule = staticmethod(lambda state: True)
item_rule = staticmethod(lambda item: True)
def __init__(self, player: int, name: str = '', address:int = None, parent=None):
def __init__(self, player: int, name: str = '', address: int = None, parent=None):
self.name: str = name
self.address: Optional[int] = address
self.parent_region: Region = parent
@@ -930,7 +928,7 @@ class Location():
self.item: Optional[Item] = None
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
return self.always_allow(state, item) or (self.parent_region.can_fill(item) and self.item_rule(item) and (not check_access or self.can_reach(state)))
return self.always_allow(state, item) or (self.item_rule(item) and (not check_access or self.can_reach(state)))
def can_reach(self, state: CollectionState) -> bool:
# self.access_rule computes faster on average, so placing it first for faster abort
@@ -966,21 +964,36 @@ class Location():
@property
def hint_text(self):
return getattr(self, "_hint_text", self.name.replace("_", " ").replace("-", " "))
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
return "at " + self.name.replace("_", " ").replace("-", " ")
class Item():
location: Optional[Location] = None
world: Optional[MultiWorld] = None
code: Optional[int] = None # an item with ID None is called an Event, and does not get written to multidata
name: str
game: str = "Generic"
type: str = None
never_exclude = False # change manually to ensure that a specific nonprogression item never goes on an excluded location
# indicates if this is a negative impact item. Causes these to be handled differently by various games.
trap: bool = False
# change manually to ensure that a specific non-progression item never goes on an excluded location
never_exclude = False
# need to find a decent place for these to live and to allow other games to register texts if they want.
pedestal_credit_text: str = "and the Unknown Item"
sickkid_credit_text: Optional[str] = None
magicshop_credit_text: Optional[str] = None
zora_credit_text: Optional[str] = None
fluteboy_credit_text: Optional[str] = None
code: Optional[str] = None # an item with ID None is called an Event, and does not get written to multidata
# hopefully temporary attributes to satisfy legacy LttP code, proper implementation in subclass ALttPItem
smallkey: bool = False
bigkey: bool = False
map: bool = False
compass: bool = False
def __init__(self, name: str, advancement: bool, code: Optional[int], player: int):
self.name = name
@@ -1007,51 +1020,6 @@ class Item():
def __hash__(self):
return hash((self.name, self.player))
@property
def crystal(self) -> bool:
return self.type == 'Crystal'
@property
def smallkey(self) -> bool:
return self.type == 'SmallKey'
@property
def bigkey(self) -> bool:
return self.type == 'BigKey'
@property
def map(self) -> bool:
return self.type == 'Map'
@property
def compass(self) -> bool:
return self.type == 'Compass'
@property
def dungeon_item(self) -> Optional[str]:
if self.game == "A Link to the Past" and self.type in {"SmallKey", "BigKey", "Map", "Compass"}:
return self.type
@property
def shuffled_dungeon_item(self) -> bool:
dungeon_item_type = self.dungeon_item
if dungeon_item_type:
return {"SmallKey" : self.world.keyshuffle,
"BigKey": self.world.bigkeyshuffle,
"Map": self.world.mapshuffle,
"Compass": self.world.compassshuffle}[dungeon_item_type][self.player]
return False
@property
def locked_dungeon_item(self) -> bool:
dungeon_item_type = self.dungeon_item
if dungeon_item_type:
return not {"SmallKey" : self.world.keyshuffle,
"BigKey": self.world.bigkeyshuffle,
"Map": self.world.mapshuffle,
"Compass": self.world.compassshuffle}[dungeon_item_type][self.player]
return False
def __repr__(self):
return self.__str__()
@@ -1069,67 +1037,87 @@ class Spoiler():
self.medallions = {}
self.playthrough = {}
self.unreachables = []
self.startinventory = []
self.locations = {}
self.paths = {}
self.metadata = {}
self.shops = []
self.bosses = OrderedDict()
def set_entrance(self, entrance, exit, direction, player):
if self.world.players == 1:
self.entrances[(entrance, direction, player)] = OrderedDict([('entrance', entrance), ('exit', exit), ('direction', direction)])
self.entrances[(entrance, direction, player)] = OrderedDict(
[('entrance', entrance), ('exit', exit), ('direction', direction)])
else:
self.entrances[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
self.entrances[(entrance, direction, player)] = OrderedDict(
[('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
def parse_data(self):
self.medallions = OrderedDict()
for player in self.world.get_game_players("A Link to the Past"):
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_name(player)})'] = self.world.required_medallions[player][1]
self.startinventory = list(map(str, self.world.precollected_items))
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_name(player)})'] = \
self.world.required_medallions[player][1]
self.locations = OrderedDict()
listed_locations = set()
lw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld]
self.locations['Light World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in lw_locations])
lw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.LightWorld and loc.show_in_spoiler]
self.locations['Light World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
lw_locations])
listed_locations.update(lw_locations)
dw_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld]
self.locations['Dark World'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dw_locations])
dw_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.DarkWorld and loc.show_in_spoiler]
self.locations['Dark World'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dw_locations])
listed_locations.update(dw_locations)
cave_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave]
self.locations['Caves'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in cave_locations])
cave_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.type == RegionType.Cave and loc.show_in_spoiler]
self.locations['Caves'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
cave_locations])
listed_locations.update(cave_locations)
for dungeon in self.world.dungeons:
dungeon_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon]
self.locations[str(dungeon)] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in dungeon_locations])
for dungeon in self.world.dungeons.values():
dungeon_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.parent_region and loc.parent_region.dungeon == dungeon and loc.show_in_spoiler]
self.locations[str(dungeon)] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
dungeon_locations])
listed_locations.update(dungeon_locations)
other_locations = [loc for loc in self.world.get_locations() if loc not in listed_locations]
other_locations = [loc for loc in self.world.get_locations() if
loc not in listed_locations and loc.show_in_spoiler]
if other_locations:
self.locations['Other Locations'] = OrderedDict([(str(location), str(location.item) if location.item is not None else 'Nothing') for location in other_locations])
self.locations['Other Locations'] = OrderedDict(
[(str(location), str(location.item) if location.item is not None else 'Nothing') for location in
other_locations])
listed_locations.update(other_locations)
self.shops = []
from worlds.alttp.Shops import ShopType
from worlds.alttp.Shops import ShopType, price_type_display_name, price_rate_display
for shop in self.world.shops:
if not shop.custom:
continue
shopdata = {'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
shopdata = {
'location': str(shop.region),
'type': 'Take Any' if shop.type == ShopType.TakeAny else 'Shop'
}
for index, item in enumerate(shop.inventory):
if item is None:
continue
shopdata['item_{}'.format(index)] = "{}{}".format(item['item'], item['price']) if item['price'] else item['item']
my_price = item['price'] // price_rate_display.get(item['price_type'], 1)
shopdata['item_{}'.format(
index)] = f"{item['item']}{my_price} {price_type_display_name[item['price_type']]}"
if item['player'] > 0:
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('', '(Player {}) — '.format(item['player']))
shopdata['item_{}'.format(index)] = shopdata['item_{}'.format(index)].replace('',
'(Player {}) — '.format(
item['player']))
if item['max'] == 0:
continue
@@ -1137,7 +1125,8 @@ class Spoiler():
if item['replacement'] is None:
continue
shopdata['item_{}'.format(index)] += ", {} - {}".format(item['replacement'], item['replacement_price']) if item['replacement_price'] else item['replacement']
shopdata['item_{}'.format(
index)] += f", {item['replacement']} - {item['replacement_price']} {price_type_display_name[item['replacement_price_type']]}"
self.shops.append(shopdata)
for player in self.world.get_game_players("A Link to the Past"):
@@ -1146,7 +1135,8 @@ class Spoiler():
self.bosses[str(player)]["Desert Palace"] = self.world.get_dungeon("Desert Palace", player).boss.name
self.bosses[str(player)]["Tower Of Hera"] = self.world.get_dungeon("Tower of Hera", player).boss.name
self.bosses[str(player)]["Hyrule Castle"] = "Agahnim"
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness", player).boss.name
self.bosses[str(player)]["Palace Of Darkness"] = self.world.get_dungeon("Palace of Darkness",
player).boss.name
self.bosses[str(player)]["Swamp Palace"] = self.world.get_dungeon("Swamp Palace", player).boss.name
self.bosses[str(player)]["Skull Woods"] = self.world.get_dungeon("Skull Woods", player).boss.name
self.bosses[str(player)]["Thieves Town"] = self.world.get_dungeon("Thieves Town", player).boss.name
@@ -1154,62 +1144,28 @@ class Spoiler():
self.bosses[str(player)]["Misery Mire"] = self.world.get_dungeon("Misery Mire", player).boss.name
self.bosses[str(player)]["Turtle Rock"] = self.world.get_dungeon("Turtle Rock", player).boss.name
if self.world.mode[player] != 'inverted':
self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Ganons Tower', player).bosses[
'top'].name
else:
self.bosses[str(player)]["Ganons Tower Basement"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower Basement"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['bottom'].name
self.bosses[str(player)]["Ganons Tower Middle"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['middle'].name
self.bosses[str(player)]["Ganons Tower Top"] = \
self.world.get_dungeon('Inverted Ganons Tower', player).bosses['top'].name
self.bosses[str(player)]["Ganons Tower"] = "Agahnim 2"
self.bosses[str(player)]["Ganon"] = "Ganon"
from Utils import __version__ as APVersion
self.metadata = {'version': APVersion,
'logic': self.world.logic,
'dark_room_logic': self.world.dark_room_logic,
'mode': self.world.mode,
'retro': self.world.retro,
'swordless': self.world.swordless,
'goal': self.world.goal,
'shuffle': self.world.shuffle,
'item_pool': self.world.difficulty,
'item_functionality': self.world.item_functionality,
'open_pyramid': self.world.open_pyramid,
'accessibility': self.world.accessibility,
'hints': self.world.hints,
'mapshuffle': self.world.mapshuffle,
'compassshuffle': self.world.compassshuffle,
'keyshuffle': self.world.keyshuffle,
'bigkeyshuffle': self.world.bigkeyshuffle,
'boss_shuffle': self.world.boss_shuffle,
'enemy_shuffle': self.world.enemy_shuffle,
'enemy_health': self.world.enemy_health,
'enemy_damage': self.world.enemy_damage,
'killable_thieves': self.world.killable_thieves,
'tile_shuffle': self.world.tile_shuffle,
'bush_shuffle': self.world.bush_shuffle,
'beemizer': self.world.beemizer,
'shufflepots': self.world.shufflepots,
'players': self.world.players,
'progression_balancing': self.world.progression_balancing,
'triforce_pieces_available': self.world.triforce_pieces_available,
'triforce_pieces_required': self.world.triforce_pieces_required,
'shop_shuffle': self.world.shop_shuffle,
'shuffle_prizes': self.world.shuffle_prizes,
'sprite_pool': self.world.sprite_pool,
'restrict_dungeon_item_on_boss': self.world.restrict_dungeon_item_on_boss,
'game': self.world.game,
'er_seeds': self.world.er_seeds
}
def to_json(self):
self.parse_data()
out = OrderedDict()
out['Entrances'] = list(self.entrances.values())
out.update(self.locations)
out['Starting Inventory'] = self.startinventory
out['Special'] = self.medallions
if self.hashes:
out['Hashes'] = self.hashes
@@ -1218,11 +1174,11 @@ class Spoiler():
out['playthrough'] = self.playthrough
out['paths'] = self.paths
out['Bosses'] = self.bosses
out['meta'] = self.metadata
return json.dumps(out)
def to_file(self, filename):
from worlds.AutoWorld import call_all, call_single, call_stage
self.parse_data()
def bool_to_text(variable: Union[bool, str]) -> str:
@@ -1230,88 +1186,71 @@ class Spoiler():
return variable
return 'Yes' if variable else 'No'
def write_option(option_key: str, option_obj: type(Options.Option)):
res = getattr(self.world, option_key)[player]
displayname = getattr(option_obj, "displayname", option_key)
try:
outfile.write(f'{displayname + ":":33}{res.get_current_option_name()}\n')
except:
raise Exception
with open(filename, 'w', encoding="utf-8-sig") as outfile:
outfile.write(
'Archipelago Version %s - Seed: %s\n\n' % (
self.metadata['version'], self.world.seed))
Utils.__version__, self.world.seed))
outfile.write('Filling Algorithm: %s\n' % self.world.algorithm)
outfile.write('Players: %d\n' % self.world.players)
call_stage(self.world, "write_spoiler_header", outfile)
for player in range(1, self.world.players + 1):
if self.world.players > 1:
outfile.write('\nPlayer %d: %s\n' % (player, self.world.get_player_name(player)))
outfile.write('Game: %s\n' % self.world.game[player])
if self.world.players > 1:
outfile.write('Progression Balanced: %s\n' % (
'Yes' if self.metadata['progression_balancing'][player] else 'No'))
outfile.write('Accessibility: %s\n' % self.metadata['accessibility'][player])
for f_option, option in Options.common_options.items():
write_option(f_option, option)
for f_option, option in Options.per_game_common_options.items():
write_option(f_option, option)
options = self.world.worlds[player].options
if options:
for f_option, option in options.items():
res = getattr(self.world, f_option)[player]
displayname = getattr(option, "displayname", f_option)
outfile.write(f'{displayname + ":":33}{res.get_current_option_name()}\n')
write_option(f_option, option)
call_single(self.world, "write_spoiler_header", player, outfile)
if player in self.world.get_game_players("A Link to the Past"):
outfile.write('%s%s\n' % ('Hash: ', self.hashes[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('Restricted Boss Drops: %s\n' %
bool_to_text(self.metadata['restrict_dungeon_item_on_boss'][player]))
outfile.write('Mode: %s\n' % self.metadata['mode'][player])
outfile.write('Retro: %s\n' %
('Yes' if self.metadata['retro'][player] else 'No'))
outfile.write('Swordless: %s\n' % ('Yes' if self.metadata['swordless'][player] else 'No'))
outfile.write('Goal: %s\n' % self.metadata['goal'][player])
if "triforce" in self.metadata["goal"][player]: # triforce hunt
outfile.write('Logic: %s\n' % self.world.logic[player])
outfile.write('Dark Room Logic: %s\n' % self.world.dark_room_logic[player])
outfile.write('Mode: %s\n' % self.world.mode[player])
outfile.write('Goal: %s\n' % self.world.goal[player])
if "triforce" in self.world.goal[player]: # triforce hunt
outfile.write("Pieces available for Triforce: %s\n" %
self.metadata['triforce_pieces_available'][player])
self.world.triforce_pieces_available[player])
outfile.write("Pieces required for Triforce: %s\n" %
self.metadata["triforce_pieces_required"][player])
outfile.write('Difficulty: %s\n' % self.metadata['item_pool'][player])
outfile.write('Item Functionality: %s\n' % self.metadata['item_functionality'][player])
outfile.write('Entrance Shuffle: %s\n' % self.metadata['shuffle'][player])
if self.metadata['shuffle'][player] != "vanilla":
outfile.write('Entrance Shuffle Seed %s\n' % self.metadata['er_seeds'][player])
self.world.triforce_pieces_required[player])
outfile.write('Difficulty: %s\n' % self.world.difficulty[player])
outfile.write('Item Functionality: %s\n' % self.world.item_functionality[player])
outfile.write('Entrance Shuffle: %s\n' % self.world.shuffle[player])
if self.world.shuffle[player] != "vanilla":
outfile.write('Entrance Shuffle Seed %s\n' % self.world.worlds[player].er_seed)
outfile.write('Pyramid hole pre-opened: %s\n' % (
'Yes' if self.metadata['open_pyramid'][player] else 'No'))
outfile.write('Map shuffle: %s\n' %
('Yes' if self.metadata['mapshuffle'][player] else 'No'))
outfile.write('Compass shuffle: %s\n' %
('Yes' if self.metadata['compassshuffle'][player] else 'No'))
outfile.write(
'Small Key shuffle: %s\n' % (bool_to_text(self.metadata['keyshuffle'][player])))
outfile.write('Big Key shuffle: %s\n' % (
'Yes' if self.metadata['bigkeyshuffle'][player] else 'No'))
'Yes' if self.world.open_pyramid[player] else 'No'))
outfile.write('Shop inventory shuffle: %s\n' %
bool_to_text("i" in self.metadata["shop_shuffle"][player]))
bool_to_text("i" in self.world.shop_shuffle[player]))
outfile.write('Shop price shuffle: %s\n' %
bool_to_text("p" in self.metadata["shop_shuffle"][player]))
bool_to_text("p" in self.world.shop_shuffle[player]))
outfile.write('Shop upgrade shuffle: %s\n' %
bool_to_text("u" in self.metadata["shop_shuffle"][player]))
bool_to_text("u" in self.world.shop_shuffle[player]))
outfile.write('New Shop inventory: %s\n' %
bool_to_text("g" in self.metadata["shop_shuffle"][player] or
"f" in self.metadata["shop_shuffle"][player]))
bool_to_text("g" in self.world.shop_shuffle[player] or
"f" in self.world.shop_shuffle[player]))
outfile.write('Custom Potion Shop: %s\n' %
bool_to_text("w" in self.metadata["shop_shuffle"][player]))
outfile.write('Boss shuffle: %s\n' % self.metadata['boss_shuffle'][player])
outfile.write(
'Enemy shuffle: %s\n' % bool_to_text(self.metadata['enemy_shuffle'][player]))
outfile.write('Enemy health: %s\n' % self.metadata['enemy_health'][player])
outfile.write('Enemy damage: %s\n' % self.metadata['enemy_damage'][player])
outfile.write(f'Killable thieves: {bool_to_text(self.metadata["killable_thieves"][player])}\n')
outfile.write(f'Shuffled tiles: {bool_to_text(self.metadata["tile_shuffle"][player])}\n')
outfile.write(f'Shuffled bushes: {bool_to_text(self.metadata["bush_shuffle"][player])}\n')
outfile.write(
'Hints: %s\n' % ('Yes' if self.metadata['hints'][player] else 'No'))
outfile.write('Beemizer: %s\n' % self.metadata['beemizer'][player])
outfile.write('Pot shuffle %s\n'
% ('Yes' if self.metadata['shufflepots'][player] else 'No'))
bool_to_text("w" in self.world.shop_shuffle[player]))
outfile.write('Boss shuffle: %s\n' % self.world.boss_shuffle[player])
outfile.write('Enemy health: %s\n' % self.world.enemy_health[player])
outfile.write('Enemy damage: %s\n' % self.world.enemy_damage[player])
outfile.write('Prize shuffle %s\n' %
self.metadata['shuffle_prizes'][player])
self.world.shuffle_prizes[player])
if self.entrances:
outfile.write('\n\nEntrances:\n\n')
outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_name(entry["player"])}: '
@@ -1324,35 +1263,34 @@ class Spoiler():
outfile.write('\n\nMedallions:\n')
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
factorio_players = self.world.get_game_players("Factorio")
if factorio_players:
outfile.write('\n\nRecipes:\n')
for player in factorio_players:
name = self.world.get_player_name(player)
for recipe in self.world.worlds[player].custom_recipes.values():
outfile.write(f"\n{recipe.name} ({name}): {recipe.ingredients} -> {recipe.products}")
if self.startinventory:
outfile.write('\n\nStarting Inventory:\n\n')
outfile.write('\n'.join(self.startinventory))
call_all(self.world, "write_spoiler", outfile)
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in grouping.items()]))
outfile.write('\n'.join(
['%s: %s' % (location, item) for grouping in self.locations.values() for (location, item) in
grouping.items()]))
if self.shops:
outfile.write('\n\nShops:\n\n')
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if item)) for shop in self.shops))
outfile.write('\n'.join("{} [{}]\n {}".format(shop['location'], shop['type'], "\n ".join(
item for item in [shop.get('item_0', None), shop.get('item_1', None), shop.get('item_2', None)] if
item)) for shop in self.shops))
for player in self.world.get_game_players("A Link to the Past"):
if self.world.boss_shuffle[player] != 'none':
bossmap = self.bosses[str(player)] if self.world.players > 1 else self.bosses
outfile.write(f'\n\nBosses{(f" ({self.world.get_player_name(player)})" if self.world.players > 1 else "")}:\n')
outfile.write(' '+'\n '.join([f'{x}: {y}' for x, y in bossmap.items()]))
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\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()]))
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))
if self.paths:
outfile.write('\n\nPaths:\n\n')
@@ -1367,3 +1305,14 @@ class Spoiler():
path_listings.append("{}\n {}".format(location, "\n => ".join(path_lines)))
outfile.write('\n'.join(path_listings))
call_all(self.world, "write_spoiler_end", outfile)
seeddigits = 20
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed

View File

@@ -1,19 +1,28 @@
from __future__ import annotations
import logging
import typing
import asyncio
import urllib.parse
import sys
import typing
import time
import websockets
import Utils
if __name__ == "__main__":
Utils.init_logging("TextClient")
from MultiServer import CommandProcessor
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, color, ClientStatus
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission
from Utils import Version
from worlds import network_data_package, AutoWorldRegister
logger = logging.getLogger("Client")
# without terminal we have to use gui mode
gui_enabled = not sys.stdout or "--nogui" not in sys.argv
class ClientCommandProcessor(CommandProcessor):
def __init__(self, ctx: CommonContext):
@@ -48,6 +57,9 @@ class ClientCommandProcessor(CommandProcessor):
def _cmd_missing(self) -> bool:
"""List all missing location checks, from your local game state"""
if not self.ctx.game:
self.output("No game set, cannot determine missing checks.")
return False
count = 0
checked_count = 0
for location, location_id in AutoWorldRegister.world_types[self.ctx.game].location_name_to_id.items():
@@ -84,11 +96,13 @@ class ClientCommandProcessor(CommandProcessor):
class CommonContext():
starting_reconnect_delay = 5
current_reconnect_delay = starting_reconnect_delay
command_processor = ClientCommandProcessor
game: None
ui: None
tags: typing.Set[str] = {"AP"}
starting_reconnect_delay: int = 5
current_reconnect_delay: int = starting_reconnect_delay
command_processor: int = ClientCommandProcessor
game = None
ui = None
keep_alive_task = None
def __init__(self, server_address, password):
# server state
@@ -97,6 +111,13 @@ class CommonContext():
self.server_task = None
self.server: typing.Optional[Endpoint] = None
self.server_version = Version(0, 0, 0)
self.hint_cost: typing.Optional[int] = None
self.games: typing.Dict[int, str] = {}
self.permissions = {
"forfeit": "disabled",
"collect": "disabled",
"remaining": "disabled",
}
# own state
self.finished_game = False
@@ -106,16 +127,18 @@ class CommonContext():
self.auth = None
self.seed_name = None
self.locations_checked: typing.Set[int] = set()
self.locations_checked: typing.Set[int] = set() # local state
self.locations_scouted: typing.Set[int] = set()
self.items_received = []
self.missing_locations: typing.List[int] = []
self.checked_locations: typing.List[int] = []
self.missing_locations: typing.Set[int] = set()
self.checked_locations: typing.Set[int] = set() # server state
self.locations_info = {}
self.input_queue = asyncio.Queue()
self.input_requests = 0
self.last_death_link: float = time.time() # last send/received death link on AP layer
# game state
self.player_names: typing.Dict[int: str] = {0: "Archipelago"}
self.exit_event = asyncio.Event()
@@ -125,6 +148,15 @@ class CommonContext():
self.jsontotextparser = JSONtoTextParser(self)
self.set_getters(network_data_package)
# execution
self.keep_alive_task = asyncio.create_task(keep_alive(self))
@property
def total_locations(self) -> typing.Optional[int]:
"""Will return None until connected."""
if self.checked_locations or self.missing_locations:
return len(self.checked_locations | self.missing_locations)
async def connection_closed(self):
self.auth = None
self.items_received = []
@@ -135,6 +167,7 @@ class CommonContext():
self.server = None
self.server_task = None
# noinspection PyAttributeOutsideInit
def set_getters(self, data_package: dict, network=False):
if not network: # local data; check if newer data was already downloaded
local_package = Utils.persistent_load().get("datapackage", {}).get("latest", {})
@@ -188,7 +221,10 @@ class CommonContext():
def event_invalid_slot(self):
raise Exception('Invalid Slot; please verify that you have connected to the correct world.')
async def server_auth(self, password_requested):
def event_invalid_game(self):
raise Exception('Invalid Game; please verify that you connected with the right game to the correct world.')
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
logger.info('Enter the password required to join this game:')
self.password = await self.console_input()
@@ -216,6 +252,49 @@ class CommonContext():
"""For custom package handling in subclasses."""
pass
def update_permissions(self, permissions: typing.Dict[str, int]):
for permission_name, permission_flag in permissions.items():
try:
flag = Permission(permission_flag)
logger.info(f"{permission_name.capitalize()} permission: {flag.name}")
self.permissions[permission_name] = flag.name
except Exception as e: # safeguard against permissions that may be implemented in the future
logger.exception(e)
def on_deathlink(self, data: dict):
"""Gets dispatched when a new DeathLink is triggered by another linked player."""
self.last_death_link = max(data["time"], self.last_death_link)
text = data.get("cause", "")
if text:
logger.info(f"DeathLink: {text}")
else:
logger.info(f"DeathLink: Received from {data['source']}")
async def send_death(self, death_text: str = ""):
logger.info("Sending death to your friends...")
self.last_death_link = time.time()
await self.send_msgs([{
"cmd": "Bounce", "tags": ["DeathLink"],
"data": {
"time": self.last_death_link,
"source": self.player_names[self.slot],
"cause": death_text
}
}])
async def keep_alive(ctx: CommonContext, seconds_between_checks=100):
"""some ISPs/network configurations drop TCP connections if no payload is sent (ignore TCP-keep-alive)
so we send a payload to prevent drop and if we were dropped anyway this will cause an auto-reconnect."""
seconds_elapsed = 0
while not ctx.exit_event.is_set():
await asyncio.sleep(1) # short sleep to not block program shutdown
if ctx.server and ctx.slot:
seconds_elapsed += 1
if seconds_elapsed > seconds_between_checks:
await ctx.send_msgs([{"cmd": "Bounce", "slots": [ctx.slot]}])
seconds_elapsed = 0
async def server_loop(ctx: CommonContext, address=None):
cached_address = None
@@ -250,13 +329,13 @@ async def server_loop(ctx: CommonContext, address=None):
logger.error('Unable to connect to multiworld server at cached address. '
'Please use the connect button above.')
else:
logger.error('Connection refused by the multiworld server')
logger.exception('Connection refused by the multiworld server')
except websockets.InvalidURI:
logger.exception('Failed to connect to the multiworld server (invalid URI)')
except (OSError, websockets.InvalidURI):
logger.error('Failed to connect to the multiworld server')
logger.exception('Failed to connect to the multiworld server')
except Exception as e:
logger.error('Lost connection to the multiworld server, type /connect to reconnect')
if not isinstance(e, websockets.WebSocketException):
logger.exception(e)
logger.exception('Lost connection to the multiworld server, type /connect to reconnect')
finally:
await ctx.connection_closed()
if ctx.server_address:
@@ -292,16 +371,16 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.info("Server protocol tags: " + ", ".join(args["tags"]))
if args['password']:
logger.info('Password required')
logger.info(f"Forfeit setting: {args['forfeit_mode']}")
logger.info(f"Remaining setting: {args['remaining_mode']}")
ctx.update_permissions(args.get("permissions", {}))
if "games" in args:
ctx.games = {x: game for x, game in enumerate(args["games"], start=1)}
logger.info(
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.check_points = int(args['location_check_points'])
ctx.forfeit_mode = args['forfeit_mode']
ctx.remaining_mode = args['remaining_mode']
if len(args['players']) < 1:
logger.info('No player connected')
else:
@@ -325,7 +404,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
errors = args["errors"]
if 'InvalidSlot' in errors:
ctx.event_invalid_slot()
elif 'InvalidGame' in errors:
ctx.event_invalid_game()
elif 'SlotAlreadyTaken' in errors:
raise Exception('Player slot already in use for that team')
elif 'IncompatibleVersion' in errors:
@@ -360,8 +440,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
# This list is used to only send to the server what is reported as ACTUALLY Missing.
# This also serves to allow an easy visual of what locations were already checked previously
# when /missing is used for the client side view of what is missing.
ctx.missing_locations = args["missing_locations"]
ctx.checked_locations = args["checked_locations"]
ctx.missing_locations = set(args["missing_locations"])
ctx.checked_locations = set(args["checked_locations"])
elif cmd == 'ReceivedItems':
start_index = args["index"]
@@ -390,6 +470,12 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.consume_players_package(args["players"])
if "hint_points" in args:
ctx.hint_points = args['hint_points']
if "checked_locations" in args:
checked = set(args["checked_locations"])
ctx.checked_locations |= checked
ctx.missing_locations -= checked
if "permissions" in args:
ctx.update_permissions(args["permissions"])
elif cmd == 'Print':
ctx.on_print(args)
@@ -401,7 +487,10 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
logger.warning(f"Invalid Packet of {args['type']}: {args['text']}")
elif cmd == "Bounced":
pass
tags = args.get("tags", [])
# we can skip checking "DeathLink" in ctx.tags, as otherwise we wouldn't have been send this
if "DeathLink" in tags and ctx.last_death_link != args["data"]["time"]:
ctx.on_deathlink(args["data"])
else:
logger.debug(f"unknown command {cmd}")
@@ -428,3 +517,79 @@ async def console_loop(ctx: CommonContext):
commandprocessor(input_text)
except Exception as e:
logger.exception(e)
def get_base_parser(description=None):
import argparse
parser = argparse.ArgumentParser(description=description)
parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
parser.add_argument('--password', default=None, help='Password of the multiworld host.')
if sys.stdout: # If terminal output exists, offer gui-less mode
parser.add_argument('--nogui', default=False, action='store_true', help="Turns off Client GUI.")
return parser
if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
class TextContext(CommonContext):
tags = {"AP", "IgnoreGame"}
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
if not self.auth:
logger.info('Enter slot name:')
self.auth = await self.console_input()
await self.send_msgs([{"cmd": 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils.version_tuple,
'tags': self.tags,
'uuid': Utils.get_unique_identifier(), 'game': self.game
}])
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
self.game = self.games.get(self.slot, None)
async def main(args):
ctx = TextContext(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if gui_enabled:
input_task = None
from kvui import TextManager
ctx.ui = TextManager(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
await ctx.exit_event.wait()
ctx.server_address = None
if ctx.server and not ctx.server.socket.closed:
await ctx.server.socket.close()
if ctx.server_task:
await ctx.server_task
while ctx.input_requests > 0:
ctx.input_queue.put_nowait(None)
ctx.input_requests -= 1
if ui_task:
await ui_task
if input_task:
input_task.cancel()
import colorama
parser = get_base_parser(description="Gameless Archipelago Client, for text interfaction.")
args, rest = parser.parse_known_args()
colorama.init()
loop = asyncio.get_event_loop()
loop.run_until_complete(main(args))
loop.close()
colorama.deinit()

View File

@@ -4,34 +4,26 @@ import logging
import json
import string
import copy
import sys
import subprocess
import factorio_rcon
import time
import random
import factorio_rcon
import colorama
import asyncio
from queue import Queue
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, logger
from MultiServer import mark_raw
import Utils
import random
if __name__ == "__main__":
Utils.init_logging("FactorioClient")
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, logger, gui_enabled, \
get_base_parser
from MultiServer import mark_raw
from NetUtils import NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
from worlds.factorio import Factorio
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", "FactorioClient.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", "FactorioClient.txt"), "w"))
gui_enabled = Utils.is_frozen() or "--nogui" not in sys.argv
class FactorioCommandProcessor(ClientCommandProcessor):
ctx: FactorioContext
@@ -62,12 +54,14 @@ class FactorioContext(CommonContext):
def __init__(self, server_address, password):
super(FactorioContext, self).__init__(server_address, password)
self.send_index = 0
self.send_index: int = 0
self.rcon_client = None
self.awaiting_bridge = False
self.write_data_path = None
self.death_link_tick: int = 0 # last send death link on Factorio layer
self.factorio_json_text_parser = FactorioJSONtoTextParser(self)
async def server_auth(self, password_requested):
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(FactorioContext, self).server_auth(password_requested)
@@ -78,14 +72,18 @@ class FactorioContext(CommonContext):
raise Exception("Cannot connect to a server with unknown own identity, "
"bridge to Factorio first.")
await self.send_msgs([{"cmd": 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils.version_tuple,
'tags': ['AP'],
'uuid': Utils.get_unique_identifier(), 'game': "Factorio"
}])
await self.send_msgs([{
"cmd": 'Connect',
'password': self.password,
'name': self.auth,
'version': Utils.version_tuple,
'tags': self.tags,
'uuid': Utils.get_unique_identifier(),
'game': "Factorio"
}])
def on_print(self, args: dict):
logger.info(args["text"])
super(FactorioContext, self).on_print(args)
if self.rcon_client:
self.print_to_game(args['text'])
@@ -97,31 +95,33 @@ class FactorioContext(CommonContext):
@property
def savegame_name(self) -> str:
return f"AP_{self.seed_name}_{self.auth}.zip"
return f"AP_{self.seed_name}_{self.auth}_Save.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}")
self.rcon_client.send_command(f"/ap-print [font=default-large-bold]Archipelago:[/font] "
f"{text}")
def on_deathlink(self, data: dict):
if self.rcon_client:
self.rcon_client.send_command(f"/ap-deathlink {data['source']}")
super(FactorioContext, self).on_deathlink(data)
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
if cmd in {"Connected", "RoomUpdate"}:
# 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')
if "checked_locations" in args and args["checked_locations"]:
self.rcon_client.send_commands({item_name: f'/ap-get-technology ap-{item_name}-\t-1' for
item_name in args["checked_locations"]})
async def game_watcher(ctx: FactorioContext):
bridge_logger = logging.getLogger("FactorioWatcher")
from worlds.factorio.Technologies import lookup_id_to_name
next_bridge = time.perf_counter() + 1
try:
while not ctx.exit_event.is_set():
if ctx.awaiting_bridge and ctx.rcon_client:
if ctx.awaiting_bridge and ctx.rcon_client and time.perf_counter() > next_bridge:
next_bridge = time.perf_counter() + 1
ctx.awaiting_bridge = False
data = json.loads(ctx.rcon_client.send_command("/ap-sync"))
if data["slot_name"] != ctx.auth:
@@ -145,7 +145,12 @@ async def game_watcher(ctx: FactorioContext):
f"{[lookup_id_to_name[rid] for rid in research_data - ctx.locations_checked]}")
ctx.locations_checked = research_data
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(research_data)}])
await asyncio.sleep(1)
death_link_tick = data.get("death_link_tick", 0)
if death_link_tick != ctx.death_link_tick:
ctx.death_link_tick = death_link_tick
await ctx.send_death()
await asyncio.sleep(0.1)
except Exception as e:
logging.exception(e)
@@ -194,15 +199,15 @@ async def factorio_server_watcher(ctx: FactorioContext):
factorio_server_logger.info(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)
# TODO: remove around version 0.2
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')")
if not ctx.server:
logger.info("Established bridge to Factorio Server. "
"Ready to connect to Archipelago via /connect")
if not ctx.awaiting_bridge and "Archipelago Bridge Data available for game tick " in msg:
ctx.awaiting_bridge = True
if ctx.rcon_client:
commands = {}
while ctx.send_index < len(ctx.items_received):
transfer_item: NetworkItem = ctx.items_received[ctx.send_index]
item_id = transfer_item.item
@@ -212,8 +217,10 @@ async def factorio_server_watcher(ctx: FactorioContext):
else:
item_name = Factorio.item_id_to_name[item_id]
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}')
commands[ctx.send_index] = f'/ap-get-technology {item_name}\t{ctx.send_index}\t{player_name}'
ctx.send_index += 1
if commands:
ctx.rcon_client.send_commands(commands)
await asyncio.sleep(0.1)
except Exception as e:
@@ -231,9 +238,13 @@ def get_info(ctx, rcon_client):
info = json.loads(rcon_client.send_command("/ap-rcon-info"))
ctx.auth = info["slot_name"]
ctx.seed_name = info["seed_name"]
# 0.2.0 addition, not present earlier
death_link = bool(info.get("death_link", False))
if death_link:
ctx.tags.add("DeathLink")
async def factorio_spinup_server(ctx: FactorioContext):
async def factorio_spinup_server(ctx: FactorioContext) -> bool:
savegame_name = os.path.abspath("Archipelago.zip")
if not os.path.exists(savegame_name):
logger.info(f"Creating savegame {savegame_name}")
@@ -259,25 +270,32 @@ async def factorio_spinup_server(ctx: FactorioContext):
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(".")))
elif "Write data path: " in msg:
ctx.write_data_path = Utils.get_text_between(msg, "Write data path: ", " [")
if "AppData" in ctx.write_data_path:
logger.warning("It appears your mods are loaded from Appdata, "
"this can lead to problems with multiple Factorio instances. "
"If this is the case, you will get a file locked error running Factorio.")
if not rcon_client and "Starting RCON interface at IP ADDR:" in msg:
rcon_client = factorio_rcon.RCONClient("localhost", rcon_port, rcon_password)
if ctx.mod_version == ctx.__class__.mod_version:
raise Exception("No Archipelago mod was loaded. Aborting.")
get_info(ctx, rcon_client)
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:
logging.exception(e)
logging.error("Aborted Factorio Server Bridge")
logger.exception(e)
logger.error("Aborted Factorio Server Bridge")
ctx.exit_event.set()
else:
logger.info(f"Got World Information from AP Mod {tuple(ctx.mod_version)} 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}")
return True
finally:
factorio_process.terminate()
factorio_process.wait(5)
return False
async def main(args):
@@ -292,16 +310,17 @@ async def main(args):
input_task = asyncio.create_task(console_loop(ctx), name="Input")
ui_task = None
factorio_server_task = asyncio.create_task(factorio_spinup_server(ctx), name="FactorioSpinupServer")
await factorio_server_task
factorio_server_task = asyncio.create_task(factorio_server_watcher(ctx), name="FactorioServer")
progression_watcher = asyncio.create_task(
game_watcher(ctx), name="FactorioProgressionWatcher")
succesful_launch = await factorio_server_task
if succesful_launch:
factorio_server_task = asyncio.create_task(factorio_server_watcher(ctx), name="FactorioServer")
progression_watcher = asyncio.create_task(
game_watcher(ctx), name="FactorioProgressionWatcher")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.exit_event.wait()
ctx.server_address = None
await progression_watcher
await factorio_server_task
await progression_watcher
await factorio_server_task
if ctx.server and not ctx.server.socket.closed:
await ctx.server.socket.close()
@@ -334,33 +353,28 @@ class FactorioJSONtoTextParser(JSONtoTextParser):
if __name__ == '__main__':
import argparse
parser = argparse.ArgumentParser(description="Optional arguments to FactorioClient follow. "
"Remaining arguments get passed into bound Factorio instance."
"Refer to Factorio --help for those.")
parser = get_base_parser(description="Optional arguments to FactorioClient follow. "
"Remaining arguments get passed into bound Factorio instance."
"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-password', help='Password to authenticate with RCON.')
parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
parser.add_argument('--password', default=None, help='Password of the multiworld host.')
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, rest = parser.parse_known_args()
colorama.init()
rcon_port = args.rcon_port
rcon_password = args.rcon_password if args.rcon_password else ''.join(random.choice(string.ascii_letters) for x in range(32))
rcon_password = args.rcon_password if args.rcon_password else ''.join(
random.choice(string.ascii_letters) for x in range(32))
factorio_server_logger = logging.getLogger("FactorioServer")
options = Utils.get_options()
executable = options["factorio_options"]["executable"]
bin_dir = os.path.dirname(executable)
if not os.path.exists(bin_dir):
raise FileNotFoundError(f"Path {bin_dir} does not exist or could not be accessed.")
if not os.path.isdir(bin_dir):
raise NotADirectoryError(f"Path {bin_dir} is not a directory.")
if not os.path.exists(executable):
if os.path.exists(executable + ".exe"):
if not os.path.exists(os.path.dirname(executable)):
raise FileNotFoundError(f"Path {os.path.dirname(executable)} does not exist or could not be accessed.")
if os.path.isdir(executable): # user entered a path to a directory, let's find the executable therein
executable = os.path.join(executable, "factorio")
if not os.path.isfile(executable):
if os.path.isfile(executable + ".exe"):
executable = executable + ".exe"
else:
raise FileNotFoundError(f"Path {executable} is not an executable file.")

30
Fill.py
View File

@@ -4,8 +4,6 @@ import collections
import itertools
from BaseClasses import CollectionState, Location, MultiWorld
from worlds.alttp.Items import ItemFactory
from worlds.alttp.Regions import key_drop_data
from worlds.generic import PlandoItem
from worlds.AutoWorld import call_all
@@ -38,7 +36,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
has_beaten_game = world.has_beaten_game(maximum_exploration_state)
for item_to_place in items_to_place:
if world.accessibility[item_to_place.player] == 'none':
if world.accessibility[item_to_place.player] == 'minimal':
perform_access_check = not world.has_beaten_game(maximum_exploration_state,
item_to_place.player) if single_player_placement else not has_beaten_game
else:
@@ -54,11 +52,10 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations,
else:
# we filled all reachable spots. Maybe the game can be beaten anyway?
unplaced_items.append(item_to_place)
if world.accessibility[item_to_place.player] != 'none' and world.can_beat_game():
if world.accessibility[item_to_place.player] != 'minimal' and world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
continue
raise FillError(f'No more spots to place {item_to_place}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
@@ -81,6 +78,7 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
progitempool = []
nonexcludeditempool = []
localrestitempool = {player: [] for player in range(1, world.players + 1)}
nonlocalrestitempool = []
restitempool = []
for item in world.itempool:
@@ -88,13 +86,15 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
progitempool.append(item)
elif item.never_exclude: # this only gets nonprogression items which should not appear in excluded locations
nonexcludeditempool.append(item)
elif item.name in world.local_items[item.player]:
elif item.name in world.local_items[item.player].value:
localrestitempool[item.player].append(item)
elif item.name in world.non_local_items[item.player].value:
nonlocalrestitempool.append(item)
else:
restitempool.append(item)
world.random.shuffle(fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, restitempool, fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
fill_restrictive(world, world.state, fill_locations, progitempool)
@@ -120,14 +120,22 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill)
for item_to_place in nonlocalrestitempool:
for i, location in enumerate(fill_locations):
if location.player != item_to_place.player:
world.push_item(fill_locations.pop(i), item_to_place, False)
break
else:
logging.warning(f"Could not place non_local_item {item_to_place} among {fill_locations}, tossing.")
world.random.shuffle(fill_locations)
restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
unplaced = [item for item in progitempool + restitempool]
unplaced = progitempool + restitempool
unfilled = [location.name for location in fill_locations]
if unplaced or unfilled:
raise FillError(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
logging.warning(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]:
@@ -328,6 +336,8 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
def distribute_planned(world: MultiWorld):
# TODO: remove. Preferably by implementing key drop
from worlds.alttp.Regions import key_drop_data
world_name_lookup = world.world_name_lookup
for player in world.player_ids:
@@ -338,7 +348,7 @@ def distribute_planned(world: MultiWorld):
placement.warn(
f"Can't place '{placement.item}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
continue
item = ItemFactory(placement.item, player)
item = world.worlds[player].create_item(placement.item)
target_world: int = placement.world
if target_world is False or world.players == 1:
target_world = player # in own world

View File

@@ -12,17 +12,16 @@ import ModuleUpdate
ModuleUpdate.update()
import Utils
from worlds.alttp import Options as LttPOptions
from worlds.generic import PlandoItem, PlandoConnection
from Utils import parse_yaml, version_tuple, __version__, tuplize_version, get_options
from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from Main import get_seed, seeddigits
from BaseClasses import seeddigits, get_seed
import Options
from worlds.alttp.Items import item_name_groups, item_table
from worlds.alttp import Bosses
from worlds.alttp.Text import TextTable
from worlds.alttp.Regions import location_table, key_drop_data
from worlds.AutoWorld import AutoWorldRegister
categories = set(AutoWorldRegister.world_types)
@@ -39,16 +38,16 @@ def mystery_argparse():
parser.add_argument('--player_files_path', default=defaults["player_files_path"],
help="Input directory for player files.")
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: max(int(value), 1))
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('--lttp_rom', default=options["lttp_options"]["rom_file"], help="Path to the 1.0 JP LttP Baserom.")
parser.add_argument('--sm_rom', default=options["sm_options"]["rom_file"], help="Path to the 1.0 JP SM Baserom.")
parser.add_argument('--enemizercli', default=defaults["enemizer_path"])
parser.add_argument('--outputpath', default=options["general_options"]["output_path"])
parser.add_argument('--race', action='store_true', default=defaults["race"])
parser.add_argument('--meta_file_path', default=defaults["meta_file_path"])
parser.add_argument('--log_output_path', help='Path to store output log')
parser.add_argument('--log_level', default='info', help='Sets log level')
parser.add_argument('--yaml_output', default=0, type=lambda value: min(max(int(value), 0), 255),
parser.add_argument('--yaml_output', default=0, type=lambda value: max(int(value), 0),
help='Output rolled mystery results to yaml up to specified number (made for async multiworld)')
parser.add_argument('--plando', default=defaults["plando_options"],
help='List of options that can be set manually. Can be combined, for example "bosses, items"')
@@ -113,35 +112,24 @@ def main(args=None, callback=ERmain):
player_id += 1
args.multi = max(player_id-1, args.multi)
print(f"Generating for {args.multi} player{'s' if args.multi > 1 else ''}, {seed_name} Seed {seed}")
print(f"Generating for {args.multi} player{'s' if args.multi > 1 else ''}, {seed_name} Seed {seed} with plando: "
f"{', '.join(args.plando)}")
if not weights_cache:
raise Exception(f"No weights found. Provide a general weights file ({args.weights_file_path}) or individual player files. "
f"A mix is also permitted.")
erargs = parse_arguments(['--multi', str(args.multi)])
erargs.seed = seed
erargs.name = {x: "" for x in range(1, args.multi + 1)} # only so it can be overwrittin in mystery
erargs.create_spoiler = args.spoiler > 0
erargs.glitch_triforce = options["generator"]["glitch_triforce_room"]
erargs.spoiler = args.spoiler
erargs.race = args.race
erargs.skip_playthrough = args.spoiler < 2
erargs.outputname = seed_name
erargs.outputpath = args.outputpath
# set up logger
if args.log_level:
erargs.loglevel = args.log_level
loglevel = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}[
erargs.loglevel]
Utils.init_logging(f"Generate_{seed}.txt", loglevel=args.log_level)
if args.log_output_path:
os.makedirs(args.log_output_path, exist_ok=True)
logging.basicConfig(format='%(message)s', level=loglevel, force=True,
filename=os.path.join(args.log_output_path, f"{seed}.log"))
else:
logging.basicConfig(format='%(message)s', level=loglevel, force=True)
erargs.rom = args.rom
erargs.lttp_rom = args.lttp_rom
erargs.sm_rom = args.sm_rom
erargs.enemizercli = args.enemizercli
settings_cache = {k: (roll_settings(v, args.plando) if args.samesettings else None)
@@ -189,6 +177,9 @@ def main(args=None, callback=ERmain):
erargs.name[player] = os.path.splitext(os.path.split(path)[-1])[0]
erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
if len(set(erargs.name.values())) != len(erargs.name):
raise Exception(f"Names have to be unique. Names: {erargs.name}")
if args.yaml_output:
import yaml
important = {}
@@ -237,7 +228,7 @@ def convert_to_on_off(value):
return {True: "on", False: "off"}.get(value, value)
def get_choice(option, root, value=None) -> typing.Any:
def get_choice_legacy(option, root, value=None) -> typing.Any:
if option not in root:
return value
if type(root[option]) is list:
@@ -252,6 +243,20 @@ def get_choice(option, root, value=None) -> typing.Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
def get_choice(option, root, value=None) -> typing.Any:
if option not in root:
return value
if type(root[option]) is list:
return random.choices(root[option])[0]
if type(root[option]) is not dict:
return root[option]
if not root[option]:
return value
if any(root[option].values()):
return random.choices(list(root[option].keys()), weights=list(map(int, root[option].values())))[0]
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeDict(dict):
def __missing__(self, key):
return '{' + key + '}'
@@ -345,10 +350,10 @@ def roll_linked_options(weights: dict) -> dict:
return weights
def roll_triggers(weights: dict) -> dict:
def roll_triggers(weights: dict, triggers: list) -> dict:
weights = weights.copy() # make sure we don't write back to other weights sets in same_settings
weights["_Generator_Version"] = "Archipelago" # Some means for triggers to know if the seed is on main or doors.
for i, option_set in enumerate(weights["triggers"]):
for i, option_set in enumerate(triggers):
try:
currently_targeted_weights = weights
category = option_set.get("option_category", None)
@@ -410,12 +415,38 @@ def get_plando_bosses(boss_shuffle: str, plando_options: typing.Set[str]) -> str
raise Exception(f"Boss Shuffle {boss_shuffle} is unknown and boss plando is turned off.")
def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str, option: type(Options.Option)):
if option_key in game_weights:
try:
if not option.supports_weighting:
player_option = option.from_any(game_weights[option_key])
else:
player_option = option.from_any(get_choice(option_key, game_weights))
setattr(ret, option_key, player_option)
except Exception as e:
raise Exception(f"Error generating option {option_key} in {ret.game}") from e
else:
# verify item names existing
if getattr(player_option, "verify_item_name", False):
for item_name in player_option.value:
if item_name not in AutoWorldRegister.world_types[ret.game].item_names:
raise Exception(f"Item {item_name} from option {player_option} "
f"is not a valid item name from {ret.game}")
elif getattr(player_option, "verify_location_name", False):
for location_name in player_option.value:
if location_name not in AutoWorldRegister.world_types[ret.game].location_names:
raise Exception(f"Location {location_name} from option {player_option} "
f"is not a valid location name from {ret.game}")
else:
setattr(ret, option_key, option(option.default))
def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("bosses",))):
if "linked_options" in weights:
weights = roll_linked_options(weights)
if "triggers" in weights:
weights = roll_triggers(weights)
weights = roll_triggers(weights, weights["triggers"])
requirements = weights.get("requires", {})
if requirements:
@@ -436,63 +467,32 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
f"which are not enabled.")
ret = argparse.Namespace()
ret.name = get_choice('name', weights)
ret.accessibility = get_choice('accessibility', weights)
ret.progression_balancing = get_choice('progression_balancing', weights, True)
for option_key in Options.per_game_common_options:
if option_key in weights:
raise Exception(f"Option {option_key} has to be in a game's section, not on its own.")
ret.game = get_choice("game", weights)
if ret.game not in weights:
raise Exception(f"No game options for selected game \"{ret.game}\" found.")
world_type = AutoWorldRegister.world_types[ret.game]
game_weights = weights[ret.game]
ret.local_items = set()
for item_name in game_weights.get('local_items', []):
items = world_type.item_name_groups.get(item_name, {item_name})
for item in items:
if item in world_type.item_names:
ret.local_items.add(item)
else:
raise Exception(f"Could not force item {item} to be world-local, as it was not recognized.")
ret.non_local_items = set()
for item_name in game_weights.get('non_local_items', []):
items = world_type.item_name_groups.get(item_name, {item_name})
for item in items:
if item in world_type.item_names:
ret.non_local_items.add(item)
else:
raise Exception(f"Could not force item {item} to be world-non-local, as it was not recognized.")
if "triggers" in game_weights:
weights = roll_triggers(weights, game_weights["triggers"])
game_weights = weights[ret.game]
inventoryweights = game_weights.get('start_inventory', {})
startitems = []
for item in inventoryweights.keys():
itemvalue = get_choice(item, inventoryweights)
if isinstance(itemvalue, int):
for i in range(int(itemvalue)):
startitems.append(item)
elif itemvalue:
startitems.append(item)
ret.startinventory = startitems
ret.start_hints = set(game_weights.get('start_hints', []))
ret.excluded_locations = set()
for location in game_weights.get('exclude_locations', []):
if location in world_type.location_names:
ret.excluded_locations.add(location)
else:
raise Exception(f"Could not exclude location {location}, as it was not recognized.")
ret.name = get_choice('name', weights)
for option_key, option in Options.common_options.items():
setattr(ret, option_key, option.from_any(get_choice(option_key, weights, option.default)))
if ret.game in AutoWorldRegister.world_types:
for option_name, option in AutoWorldRegister.world_types[ret.game].options.items():
if option_name in game_weights:
try:
if issubclass(option, Options.OptionDict):
setattr(ret, option_name, option.from_any(game_weights[option_name]))
else:
setattr(ret, option_name, option.from_any(get_choice(option_name, game_weights)))
except Exception as e:
raise Exception(f"Error generating option {option_name} in {ret.game}") from e
else:
setattr(ret, option_name, option(option.default))
for option_key, option in world_type.options.items():
handle_option(ret, game_weights, option_key, option)
for option_key, option in Options.per_game_common_options.items():
handle_option(ret, game_weights, option_key, option)
if "items" in plando_options:
ret.plando_items = roll_item_plando(world_type, game_weights)
if ret.game == "Minecraft":
# bad hardcoded behavior to make this work for now
ret.plando_connections = []
@@ -512,8 +512,48 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
return ret
def roll_item_plando(world_type, weights):
plando_items = []
def add_plando_item(item: str, location: str):
if item not in world_type.item_name_to_id:
raise Exception(f"Could not plando item {item} as the item was not recognized")
if location not in world_type.location_name_to_id:
raise Exception(
f"Could not plando item {item} at location {location} as the location was not recognized")
plando_items.append(PlandoItem(item, location, location_world, from_pool, force))
options = weights.get("plando_items", [])
for placement in options:
if roll_percentage(get_choice_legacy("percentage", placement, 100)):
from_pool = get_choice_legacy("from_pool", placement, PlandoItem._field_defaults["from_pool"])
location_world = get_choice_legacy("world", placement, PlandoItem._field_defaults["world"])
force = str(get_choice_legacy("force", placement, PlandoItem._field_defaults["force"])).lower()
if "items" in placement and "locations" in placement:
items = placement["items"]
locations = placement["locations"]
if isinstance(items, dict):
item_list = []
for key, value in items.items():
item_list += [key] * value
items = item_list
if not items or not locations:
raise Exception("You must specify at least one item and one location to place items.")
random.shuffle(items)
random.shuffle(locations)
for item, location in zip(items, locations):
add_plando_item(item, location)
else:
item = get_choice_legacy("item", placement, get_choice_legacy("items", placement))
location = get_choice_legacy("location", placement)
add_plando_item(item, location)
return plando_items
def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
glitches_required = get_choice('glitches_required', weights)
if "dungeon_items" in weights and get_choice_legacy('dungeon_items', weights, "none") != "none":
raise Exception(f"dungeon_items key in A Link to the Past was removed, but is present in these weights as {get_choice_legacy('dungeon_items', weights, False)}.")
glitches_required = get_choice_legacy('glitches_required', weights)
if glitches_required not in [None, 'none', 'no_logic', 'overworld_glitches', 'hybrid_major_glitches', 'minor_glitches']:
logging.warning("Only NMG, OWG, HMG and No Logic supported")
glitches_required = 'none'
@@ -521,7 +561,7 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
'minor_glitches': 'minorglitches', 'hybrid_major_glitches': 'hybridglitches'}[
glitches_required]
ret.dark_room_logic = get_choice("dark_room_logic", weights, "lamp")
ret.dark_room_logic = get_choice_legacy("dark_room_logic", weights, "lamp")
if not ret.dark_room_logic: # None/False
ret.dark_room_logic = "none"
if ret.dark_room_logic == "sconces":
@@ -529,94 +569,61 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
if ret.dark_room_logic not in {"lamp", "torches", "none"}:
raise ValueError(f"Unknown Dark Room Logic: \"{ret.dark_room_logic}\"")
ret.restrict_dungeon_item_on_boss = get_choice('restrict_dungeon_item_on_boss', weights, False)
dungeon_items = get_choice('dungeon_items', weights)
if dungeon_items == 'full' or dungeon_items == True:
dungeon_items = 'mcsb'
elif dungeon_items == 'standard':
dungeon_items = ""
elif not dungeon_items:
dungeon_items = ""
if "u" in dungeon_items:
dungeon_items.replace("s", "")
ret.mapshuffle = get_choice('map_shuffle', weights, 'm' in dungeon_items)
ret.compassshuffle = get_choice('compass_shuffle', weights, 'c' in dungeon_items)
ret.keyshuffle = get_choice('smallkey_shuffle', weights,
'universal' if 'u' in dungeon_items else 's' in dungeon_items)
ret.bigkeyshuffle = get_choice('bigkey_shuffle', weights, 'b' in dungeon_items)
entrance_shuffle = get_choice('entrance_shuffle', weights, 'vanilla')
entrance_shuffle = get_choice_legacy('entrance_shuffle', weights, 'vanilla')
if entrance_shuffle.startswith('none-'):
ret.shuffle = 'vanilla'
else:
ret.shuffle = entrance_shuffle if entrance_shuffle != 'none' else 'vanilla'
goal = get_choice('goals', weights, 'ganon')
goal = get_choice_legacy('goals', weights, 'ganon')
ret.goal = goals[goal]
# TODO consider moving open_pyramid to an automatic variable in the core roller, set to True when
# fast ganon + ganon at hole
ret.open_pyramid = get_choice('open_pyramid', weights, 'goal')
ret.open_pyramid = get_choice_legacy('open_pyramid', weights, 'goal')
extra_pieces = get_choice('triforce_pieces_mode', weights, 'available')
extra_pieces = get_choice_legacy('triforce_pieces_mode', weights, 'available')
ret.triforce_pieces_required = LttPOptions.TriforcePieces.from_any(get_choice('triforce_pieces_required', weights, 20))
ret.triforce_pieces_required = LttPOptions.TriforcePieces.from_any(get_choice_legacy('triforce_pieces_required', weights, 20))
# sum a percentage to required
if extra_pieces == 'percentage':
percentage = max(100, float(get_choice('triforce_pieces_percentage', weights, 150))) / 100
percentage = max(100, float(get_choice_legacy('triforce_pieces_percentage', weights, 150))) / 100
ret.triforce_pieces_available = int(round(ret.triforce_pieces_required * percentage, 0))
# vanilla mode (specify how many pieces are)
elif extra_pieces == 'available':
ret.triforce_pieces_available = LttPOptions.TriforcePieces.from_any(
get_choice('triforce_pieces_available', weights, 30))
get_choice_legacy('triforce_pieces_available', weights, 30))
# required pieces + fixed extra
elif extra_pieces == 'extra':
extra_pieces = max(0, int(get_choice('triforce_pieces_extra', weights, 10)))
extra_pieces = max(0, int(get_choice_legacy('triforce_pieces_extra', weights, 10)))
ret.triforce_pieces_available = ret.triforce_pieces_required + extra_pieces
# change minimum to required pieces to avoid problems
ret.triforce_pieces_available = min(max(ret.triforce_pieces_required, int(ret.triforce_pieces_available)), 90)
ret.shop_shuffle = get_choice('shop_shuffle', weights, '')
ret.shop_shuffle = get_choice_legacy('shop_shuffle', weights, '')
if not ret.shop_shuffle:
ret.shop_shuffle = ''
ret.mode = get_choice("mode", weights)
ret.retro = get_choice("retro", weights)
ret.mode = get_choice_legacy("mode", weights)
ret.hints = get_choice('hints', weights)
ret.difficulty = get_choice_legacy('item_pool', weights)
ret.swordless = get_choice('swordless', weights, False)
ret.item_functionality = get_choice_legacy('item_functionality', weights)
ret.difficulty = get_choice('item_pool', weights)
ret.item_functionality = get_choice('item_functionality', weights)
boss_shuffle = get_choice('boss_shuffle', weights)
boss_shuffle = get_choice_legacy('boss_shuffle', weights)
ret.shufflebosses = get_plando_bosses(boss_shuffle, plando_options)
ret.enemy_shuffle = bool(get_choice('enemy_shuffle', weights, False))
ret.killable_thieves = get_choice('killable_thieves', weights, False)
ret.tile_shuffle = get_choice('tile_shuffle', weights, False)
ret.bush_shuffle = get_choice('bush_shuffle', weights, False)
ret.enemy_damage = {None: 'default',
'default': 'default',
'shuffled': 'shuffled',
'random': 'chaos', # to be removed
'chaos': 'chaos',
}[get_choice('enemy_damage', weights)]
}[get_choice_legacy('enemy_damage', weights)]
ret.enemy_health = get_choice('enemy_health', weights)
ret.shufflepots = get_choice('pot_shuffle', weights)
ret.beemizer = int(get_choice('beemizer', weights, 0))
ret.enemy_health = get_choice_legacy('enemy_health', weights)
ret.timer = {'none': False,
None: False,
@@ -625,19 +632,19 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
'timed_ohko': 'timed-ohko',
'ohko': 'ohko',
'timed_countdown': 'timed-countdown',
'display': 'display'}[get_choice('timer', weights, False)]
'display': 'display'}[get_choice_legacy('timer', weights, False)]
ret.countdown_start_time = int(get_choice('countdown_start_time', weights, 10))
ret.red_clock_time = int(get_choice('red_clock_time', weights, -2))
ret.blue_clock_time = int(get_choice('blue_clock_time', weights, 2))
ret.green_clock_time = int(get_choice('green_clock_time', weights, 4))
ret.countdown_start_time = int(get_choice_legacy('countdown_start_time', weights, 10))
ret.red_clock_time = int(get_choice_legacy('red_clock_time', weights, -2))
ret.blue_clock_time = int(get_choice_legacy('blue_clock_time', weights, 2))
ret.green_clock_time = int(get_choice_legacy('green_clock_time', weights, 4))
ret.dungeon_counters = get_choice('dungeon_counters', weights, 'default')
ret.dungeon_counters = get_choice_legacy('dungeon_counters', weights, 'default')
ret.shuffle_prizes = get_choice('shuffle_prizes', weights, "g")
ret.shuffle_prizes = get_choice_legacy('shuffle_prizes', weights, "g")
ret.required_medallions = [get_choice("misery_mire_medallion", weights, "random"),
get_choice("turtle_rock_medallion", weights, "random")]
ret.required_medallions = [get_choice_legacy("misery_mire_medallion", weights, "random"),
get_choice_legacy("turtle_rock_medallion", weights, "random")]
for index, medallion in enumerate(ret.required_medallions):
ret.required_medallions[index] = {"ether": "Ether", "quake": "Quake", "bombos": "Bombos", "random": "random"} \
@@ -645,88 +652,45 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
if not ret.required_medallions[index]:
raise Exception(f"unknown Medallion {medallion} for {'misery mire' if index == 0 else 'turtle rock'}")
ret.glitch_boots = get_choice('glitch_boots', weights, True)
if get_choice("local_keys", weights, "l" in dungeon_items):
# () important for ordering of commands, without them the Big Keys section is part of the Small Key else
ret.local_items |= item_name_groups["Small Keys"] if ret.keyshuffle else set()
ret.local_items |= item_name_groups["Big Keys"] if ret.bigkeyshuffle else set()
ret.plando_items = []
if "items" in plando_options:
def add_plando_item(item: str, location: str):
if item not in item_table:
raise Exception(f"Could not plando item {item} as the item was not recognized")
if location not in location_table and location not in key_drop_data:
raise Exception(
f"Could not plando item {item} at location {location} as the location was not recognized")
ret.plando_items.append(PlandoItem(item, location, location_world, from_pool, force))
options = weights.get("plando_items", [])
for placement in options:
if roll_percentage(get_choice("percentage", placement, 100)):
from_pool = get_choice("from_pool", placement, PlandoItem._field_defaults["from_pool"])
location_world = get_choice("world", placement, PlandoItem._field_defaults["world"])
force = str(get_choice("force", placement, PlandoItem._field_defaults["force"])).lower()
if "items" in placement and "locations" in placement:
items = placement["items"]
locations = placement["locations"]
if isinstance(items, dict):
item_list = []
for key, value in items.items():
item_list += [key] * value
items = item_list
if not items or not locations:
raise Exception("You must specify at least one item and one location to place items.")
random.shuffle(items)
random.shuffle(locations)
for item, location in zip(items, locations):
add_plando_item(item, location)
else:
item = get_choice("item", placement, get_choice("items", placement))
location = get_choice("location", placement)
add_plando_item(item, location)
ret.plando_texts = {}
if "texts" in plando_options:
tt = TextTable()
tt.removeUnwantedText()
options = weights.get("plando_texts", [])
for placement in options:
if roll_percentage(get_choice("percentage", placement, 100)):
at = str(get_choice("at", placement))
if roll_percentage(get_choice_legacy("percentage", placement, 100)):
at = str(get_choice_legacy("at", placement))
if at not in tt:
raise Exception(f"No text target \"{at}\" found.")
ret.plando_texts[at] = str(get_choice("text", placement))
ret.plando_texts[at] = str(get_choice_legacy("text", placement))
ret.plando_connections = []
if "connections" in plando_options:
options = weights.get("plando_connections", [])
for placement in options:
if roll_percentage(get_choice("percentage", placement, 100)):
if roll_percentage(get_choice_legacy("percentage", placement, 100)):
ret.plando_connections.append(PlandoConnection(
get_choice("entrance", placement),
get_choice("exit", placement),
get_choice("direction", placement, "both")
get_choice_legacy("entrance", placement),
get_choice_legacy("exit", placement),
get_choice_legacy("direction", placement, "both")
))
ret.sprite_pool = weights.get('sprite_pool', [])
ret.sprite = get_choice('sprite', weights, "Link")
ret.sprite = get_choice_legacy('sprite', weights, "Link")
if 'random_sprite_on_event' in weights:
randomoneventweights = weights['random_sprite_on_event']
if get_choice('enabled', randomoneventweights, False):
if get_choice_legacy('enabled', randomoneventweights, False):
ret.sprite = 'randomon'
ret.sprite += '-hit' if get_choice('on_hit', randomoneventweights, True) else ''
ret.sprite += '-enter' if get_choice('on_enter', randomoneventweights, False) else ''
ret.sprite += '-exit' if get_choice('on_exit', randomoneventweights, False) else ''
ret.sprite += '-slash' if get_choice('on_slash', randomoneventweights, False) else ''
ret.sprite += '-item' if get_choice('on_item', randomoneventweights, False) else ''
ret.sprite += '-bonk' if get_choice('on_bonk', randomoneventweights, False) else ''
ret.sprite = 'randomonall' if get_choice('on_everything', randomoneventweights, False) else ret.sprite
ret.sprite += '-hit' if get_choice_legacy('on_hit', randomoneventweights, True) else ''
ret.sprite += '-enter' if get_choice_legacy('on_enter', randomoneventweights, False) else ''
ret.sprite += '-exit' if get_choice_legacy('on_exit', randomoneventweights, False) else ''
ret.sprite += '-slash' if get_choice_legacy('on_slash', randomoneventweights, False) else ''
ret.sprite += '-item' if get_choice_legacy('on_item', randomoneventweights, False) else ''
ret.sprite += '-bonk' if get_choice_legacy('on_bonk', randomoneventweights, False) else ''
ret.sprite = 'randomonall' if get_choice_legacy('on_everything', randomoneventweights, False) else ret.sprite
ret.sprite = 'randomonnone' if ret.sprite == 'randomon' else ret.sprite
if (not ret.sprite_pool or get_choice('use_weighted_sprite_pool', randomoneventweights, False)) \
if (not ret.sprite_pool or get_choice_legacy('use_weighted_sprite_pool', randomoneventweights, False)) \
and 'sprite' in weights: # Use sprite as a weighted sprite pool, if a sprite pool is not already defined.
for key, value in weights['sprite'].items():
if key.startswith('random'):
@@ -740,4 +704,4 @@ if __name__ == '__main__':
confirmation = atexit.register(input, "Press enter to close.")
main()
# in case of error-free exit should not need confirmation
atexit.unregister(confirmation)
atexit.unregister(confirmation)

View File

@@ -15,7 +15,7 @@ from argparse import Namespace
from concurrent.futures import as_completed, ThreadPoolExecutor
from glob import glob
from tkinter import Tk, Frame, Label, StringVar, Entry, filedialog, messagebox, Button, LEFT, X, TOP, LabelFrame, \
IntVar, Checkbutton, E, OptionMenu, Toplevel, BOTTOM, RIGHT, font as font, PhotoImage
IntVar, Checkbutton, E, W, OptionMenu, Toplevel, BOTTOM, RIGHT, font as font, PhotoImage
from urllib.parse import urlparse
from urllib.request import urlopen
@@ -51,6 +51,7 @@ def main():
(default: %(default)s)
''')
parser.add_argument('--quickswap', help='Enable quick item swapping with L and R.', action='store_true')
parser.add_argument('--deathlink', help='Enable DeathLink system.', 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'],
@@ -152,7 +153,8 @@ def adjust(args):
world = getattr(args, "world")
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,
deathlink=args.deathlink)
path = output_path(f'{os.path.basename(args.rom)[:-4]}_adjusted.sfc')
rom.write_to_file(path)
@@ -205,6 +207,7 @@ def adjustGUI():
guiargs.quickswap = bool(rom_vars.quickSwapVar.get())
guiargs.music = bool(rom_vars.MusicVar.get())
guiargs.reduceflashing = bool(rom_vars.disableFlashingVar.get())
guiargs.deathlink = bool(rom_vars.DeathLinkVar.get())
guiargs.rom = romVar2.get()
guiargs.baserom = romVar.get()
guiargs.sprite = rom_vars.sprite
@@ -272,17 +275,18 @@ def update_sprites(task, on_finish=None):
current_sprites = [os.path.basename(file) for file in glob(sprite_dir + '/*')]
alttpr_sprites = [(sprite['file'], os.path.basename(urlparse(sprite['file']).path))
for sprite in sprites_arr if sprite["author"] != "Nintendo"]
needed_sprites = [(sprite_url, filename) for (sprite_url, filename) in alttpr_sprites if filename not in current_sprites]
needed_sprites = [(sprite_url, filename) for (sprite_url, filename) in alttpr_sprites if
filename not in current_sprites]
alttpr_filenames = [filename for (_, filename) in alttpr_sprites]
obsolete_sprites = [sprite for sprite in current_sprites if sprite not in alttpr_filenames]
except Exception as e:
resultmessage = "Error Determining which sprites to update. Sprites not updated.\n\n%s: %s" % (type(e).__name__, e)
resultmessage = "Error Determining which sprites to update. Sprites not updated.\n\n%s: %s" % (
type(e).__name__, e)
successful = False
task.queue_event(finished)
return
def dl(sprite_url, filename):
target = os.path.join(sprite_dir, filename)
with urlopen(sprite_url) as response, open(target, 'wb') as out:
@@ -291,7 +295,6 @@ def update_sprites(task, on_finish=None):
def rem(sprite):
os.remove(os.path.join(sprite_dir, sprite))
with ThreadPoolExecutor() as pool:
dl_tasks = []
rem_tasks = []
@@ -313,7 +316,7 @@ def update_sprites(task, on_finish=None):
except Exception as e:
logging.exception(e)
resultmessage = "Error downloading sprite. Not all sprites updated.\n\n%s: %s" % (
type(e).__name__, e)
type(e).__name__, e)
successful = False
for rem_task in as_completed(rem_tasks):
@@ -324,7 +327,7 @@ def update_sprites(task, on_finish=None):
except Exception as e:
logging.exception(e)
resultmessage = "Error removing obsolete sprite. Not all sprites updated.\n\n%s: %s" % (
type(e).__name__, e)
type(e).__name__, e)
successful = False
if successful:
@@ -362,7 +365,7 @@ class BackgroundTask(object):
event = self.queue.get_nowait()
event()
if self.running:
#if self is no longer running self.window may no longer be valid
# if self is no longer running self.window may no longer be valid
self.window.update_idletasks()
except queue.Empty:
pass
@@ -420,6 +423,7 @@ def get_rom_frame(parent=None):
romVar.set(rom)
romSelectButton['state'] = "disabled"
romSelectButton["text"] = "ROM verified"
romSelectButton = Button(romFrame, text='Select Rom', command=RomSelect)
baseRomLabel.pack(side=LEFT)
@@ -444,17 +448,21 @@ def get_rom_options_frame(parent=None):
MusicCheckbutton.grid(row=0, column=0, sticky=E)
vars.disableFlashingVar = IntVar(value=1)
disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)", variable=vars.disableFlashingVar)
disableFlashingCheckbutton.grid(row=6, column=0, sticky=E)
disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)",
variable=vars.disableFlashingVar)
disableFlashingCheckbutton.grid(row=6, column=0, sticky=W)
vars.DeathLinkVar = IntVar(value=0)
DeathLinkCheckbutton = Checkbutton(romOptionsFrame, text="DeathLink (Team Deaths)", variable=vars.DeathLinkVar)
DeathLinkCheckbutton.grid(row=7, column=0, sticky=W)
spriteDialogFrame = Frame(romOptionsFrame)
spriteDialogFrame.grid(row=0, column=1)
baseSpriteLabel = Label(spriteDialogFrame, text='Sprite:')
vars.spriteNameVar = StringVar()
vars.sprite = None
def set_sprite(sprite_param):
nonlocal vars
if isinstance(sprite_param, str):
@@ -491,7 +499,8 @@ def get_rom_options_frame(parent=None):
menuspeedLabel.pack(side=LEFT)
vars.menuspeedVar = StringVar()
vars.menuspeedVar.set('normal')
menuspeedOptionMenu = OptionMenu(menuspeedFrame, vars.menuspeedVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
menuspeedOptionMenu = OptionMenu(menuspeedFrame, vars.menuspeedVar, 'normal', 'instant', 'double', 'triple',
'quadruple', 'half')
menuspeedOptionMenu.pack(side=LEFT)
heartcolorFrame = Frame(romOptionsFrame)
@@ -518,7 +527,8 @@ def get_rom_options_frame(parent=None):
owPalettesLabel.pack(side=LEFT)
vars.owPalettesVar = StringVar()
vars.owPalettesVar.set('default')
owPalettesOptionMenu = OptionMenu(owPalettesFrame, vars.owPalettesVar, 'default', 'good', '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)
uwPalettesFrame = Frame(romOptionsFrame)
@@ -527,7 +537,8 @@ def get_rom_options_frame(parent=None):
uwPalettesLabel.pack(side=LEFT)
vars.uwPalettesVar = StringVar()
vars.uwPalettesVar.set('default')
uwPalettesOptionMenu = OptionMenu(uwPalettesFrame, vars.uwPalettesVar, 'default', 'good', '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)
hudPalettesFrame = Frame(romOptionsFrame)
@@ -536,7 +547,8 @@ def get_rom_options_frame(parent=None):
hudPalettesLabel.pack(side=LEFT)
vars.hudPalettesVar = StringVar()
vars.hudPalettesVar.set('default')
hudPalettesOptionMenu = OptionMenu(hudPalettesFrame, vars.hudPalettesVar, 'default', 'good', '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)
swordPalettesFrame = Frame(romOptionsFrame)
@@ -545,7 +557,8 @@ def get_rom_options_frame(parent=None):
swordPalettesLabel.pack(side=LEFT)
vars.swordPalettesVar = StringVar()
vars.swordPalettesVar.set('default')
swordPalettesOptionMenu = OptionMenu(swordPalettesFrame, vars.swordPalettesVar, 'default', 'good', '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)
shieldPalettesFrame = Frame(romOptionsFrame)
@@ -554,7 +567,8 @@ def get_rom_options_frame(parent=None):
shieldPalettesLabel.pack(side=LEFT)
vars.shieldPalettesVar = StringVar()
vars.shieldPalettesVar.set('default')
shieldPalettesOptionMenu = OptionMenu(shieldPalettesFrame, vars.shieldPalettesVar, 'default', 'good', '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)
spritePoolFrame = Frame(romOptionsFrame)
@@ -563,6 +577,7 @@ def get_rom_options_frame(parent=None):
vars.spritePoolCountVar = StringVar()
vars.sprite_pool = []
def set_sprite_pool(sprite_param):
nonlocal vars
operation = "add"
@@ -632,8 +647,10 @@ class SpriteSelector():
title_link.pack(side=LEFT)
title_link.bind("<Button-1>", open_custom_sprite_dir)
self.icon_section(alttpr_frametitle, self.alttpr_sprite_dir, 'ALTTPR sprites not found. Click "Update alttpr sprites" to download them.')
self.icon_section(custom_frametitle, self.custom_sprite_dir, 'Put sprites in the custom sprites folder (see open link above) to have them appear here.')
self.icon_section(alttpr_frametitle, self.alttpr_sprite_dir,
'ALTTPR sprites not found. Click "Update alttpr sprites" to download them.')
self.icon_section(custom_frametitle, self.custom_sprite_dir,
'Put sprites in the custom sprites folder (see open link above) to have them appear here.')
if not randomOnEvent:
self.sprite_pool_section(spritePool)
@@ -683,7 +700,8 @@ class SpriteSelector():
button = Checkbutton(frame, text="Bonk", command=self.update_random_button, variable=self.randomOnBonkVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Random", command=self.update_random_button, variable=self.randomOnRandomVar)
button = Checkbutton(frame, text="Random", command=self.update_random_button,
variable=self.randomOnRandomVar)
button.pack(side=LEFT, padx=(0, 5))
if adjuster:
@@ -805,7 +823,6 @@ class SpriteSelector():
BackgroundTaskProgress(self.parent, update_sprites, "Updating Sprites", on_finish)
def browse_for_sprite(self):
sprite = filedialog.askopenfilename(
filetypes=[("All Sprite Sources", (".zspr", ".spr", ".sfc", ".smc")),
@@ -819,7 +836,6 @@ class SpriteSelector():
self.callback(None)
self.window.destroy()
def use_default_sprite(self):
self.callback(None)
self.window.destroy()
@@ -923,7 +939,8 @@ def get_image_for_sprite(sprite, gif_only: bool = False):
gif_lsd = bytearray(7)
gif_lsd[0] = width
gif_lsd[2] = height
gif_lsd[4] = 0xF4 # 32 color palette follows. transparant + 15 for sprite + 1 for shadow=17 which rounds up to 32 as nearest power of 2
gif_lsd[
4] = 0xF4 # 32 color palette follows. transparant + 15 for sprite + 1 for shadow=17 which rounds up to 32 as nearest power of 2
gif_lsd[5] = 0 # background color is zero
gif_lsd[6] = 0 # aspect raio not specified
gif_gct = bytearray(3 * 32)
@@ -943,7 +960,8 @@ def get_image_for_sprite(sprite, gif_only: bool = False):
gif_id[7] = height
gif_id[9] = 0 # no local color table
gif_img_minimum_code_size = bytes([7]) # we choose 7 bits, so that each pixel is represented by a byte, for conviennce.
gif_img_minimum_code_size = bytes(
[7]) # we choose 7 bits, so that each pixel is represented by a byte, for conviennce.
clear = 0x80
stop = 0x81
@@ -1100,5 +1118,6 @@ class ToolTips(object):
widget.after_cancel(cls.after_id)
cls.after_id = None
if __name__ == '__main__':
main()
main()

461
Main.py
View File

@@ -1,189 +1,123 @@
from itertools import zip_longest
from itertools import zip_longest, chain
import logging
import os
import random
import time
import zlib
import concurrent.futures
import pickle
import tempfile
import zipfile
from typing import Dict, Tuple
from typing import Dict, Tuple, Optional
from BaseClasses import MultiWorld, CollectionState, Region, RegionType
from worlds.alttp.Items import item_name_groups
from worlds.alttp.Regions import lookup_vanilla_location_to_entrance
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.ItemPool import difficulties
from worlds.alttp.Shops import SHOP_ID_START, total_shop_slots, FillDisabledShopSlots
from Utils import output_path, get_options, __version__, version_tuple
from worlds.generic.Rules import locality_rules, exclusion_rules
from worlds import AutoWorld
seeddigits = 20
ordered_areas = (
'Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total"
)
def get_seed(seed=None):
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed
def get_same_seed(world: MultiWorld, seed_def: tuple) -> str:
seeds: Dict[tuple, str] = getattr(world, "__named_seeds", {})
if seed_def in seeds:
return seeds[seed_def]
seeds[seed_def] = str(world.random.randint(0, 2 ** 64))
world.__named_seeds = seeds
return seeds[seed_def]
def main(args, seed=None):
def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = None):
if not baked_server_options:
baked_server_options = get_options()["server_options"]
if args.outputpath:
os.makedirs(args.outputpath, exist_ok=True)
output_path.cached_path = args.outputpath
start = time.perf_counter()
# initialize the world
world = MultiWorld(args.multi)
logger = logging.getLogger('')
world.seed = get_seed(seed)
if args.race:
world.secure()
else:
world.random.seed(world.seed)
world.seed_name = str(args.outputname if args.outputname else world.seed)
logger = logging.getLogger()
world.set_seed(seed, args.race, str(args.outputname if args.outputname else world.seed))
world.shuffle = args.shuffle.copy()
world.logic = args.logic.copy()
world.mode = args.mode.copy()
world.swordless = args.swordless.copy()
world.difficulty = args.difficulty.copy()
world.item_functionality = args.item_functionality.copy()
world.timer = args.timer.copy()
world.goal = args.goal.copy()
world.local_items = args.local_items.copy()
if hasattr(args, "algorithm"): # current GUI options
world.algorithm = args.algorithm
world.shuffleganon = args.shuffleganon
world.custom = args.custom
world.customitemarray = args.customitemarray
world.accessibility = args.accessibility.copy()
world.retro = args.retro.copy()
world.hints = args.hints.copy()
world.mapshuffle = args.mapshuffle.copy()
world.compassshuffle = args.compassshuffle.copy()
world.keyshuffle = args.keyshuffle.copy()
world.bigkeyshuffle = args.bigkeyshuffle.copy()
world.open_pyramid = args.open_pyramid.copy()
world.boss_shuffle = args.shufflebosses.copy()
world.enemy_shuffle = args.enemy_shuffle.copy()
world.enemy_health = args.enemy_health.copy()
world.enemy_damage = args.enemy_damage.copy()
world.killable_thieves = args.killable_thieves.copy()
world.bush_shuffle = args.bush_shuffle.copy()
world.tile_shuffle = args.tile_shuffle.copy()
world.beemizer = args.beemizer.copy()
world.beemizer_total_chance = args.beemizer_total_chance.copy()
world.beemizer_trap_chance = args.beemizer_trap_chance.copy()
world.timer = args.timer.copy()
world.countdown_start_time = args.countdown_start_time.copy()
world.red_clock_time = args.red_clock_time.copy()
world.blue_clock_time = args.blue_clock_time.copy()
world.green_clock_time = args.green_clock_time.copy()
world.shufflepots = args.shufflepots.copy()
world.dungeon_counters = args.dungeon_counters.copy()
world.glitch_boots = args.glitch_boots.copy()
world.triforce_pieces_available = args.triforce_pieces_available.copy()
world.triforce_pieces_required = args.triforce_pieces_required.copy()
world.shop_shuffle = args.shop_shuffle.copy()
world.progression_balancing = args.progression_balancing.copy()
world.shuffle_prizes = args.shuffle_prizes.copy()
world.sprite_pool = args.sprite_pool.copy()
world.dark_room_logic = args.dark_room_logic.copy()
world.plando_items = args.plando_items.copy()
world.plando_texts = args.plando_texts.copy()
world.plando_connections = args.plando_connections.copy()
world.er_seeds = getattr(args, "er_seeds", {})
world.restrict_dungeon_item_on_boss = args.restrict_dungeon_item_on_boss.copy()
world.required_medallions = args.required_medallions.copy()
world.game = args.game.copy()
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.slot_seeds = {player: random.Random(world.random.getrandbits(64)) for player in
range(1, world.players + 1)}
AutoWorld.call_all(world, "generate_early")
# system for sharing ER layouts
for player in world.get_game_players("A Link to the Past"):
world.er_seeds[player] = str(world.random.randint(0, 2 ** 64))
if "-" in world.shuffle[player]:
shuffle, seed = world.shuffle[player].split("-", 1)
world.shuffle[player] = shuffle
if shuffle == "vanilla":
world.er_seeds[player] = "vanilla"
elif seed.startswith("group-") or args.race:
world.er_seeds[player] = get_same_seed(world, (
shuffle, seed, world.retro[player], world.mode[player], world.logic[player]))
else: # not a race or group seed, use set seed as is.
world.er_seeds[player] = seed
elif world.shuffle[player] == "vanilla":
world.er_seeds[player] = "vanilla"
logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed)
logger.info("Found World Types:")
longest_name = max(len(text) for text in AutoWorld.AutoWorldRegister.world_types)
numlength = 8
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")
if not cls.hidden:
logger.info(f" {name:{longest_name}}: {len(cls.item_names):3} Items | "
f"{len(cls.location_names):3} Locations")
logger.info(f" Item IDs: {min(cls.item_id_to_name):{numlength}} - "
f"{max(cls.item_id_to_name):{numlength}} | "
f"Location IDs: {min(cls.location_id_to_name):{numlength}} - "
f"{max(cls.location_id_to_name):{numlength}}")
AutoWorld.call_all(world, "generate_early")
logger.info('')
for player in world.get_game_players("A Link to the Past"):
world.difficulty_requirements[player] = difficulties[world.difficulty[player]]
for player in world.player_ids:
for item_name in args.startinventory[player]:
world.push_precollected(world.create_item(item_name, player))
for item_name, count in world.start_inventory[player].value.items():
for _ in range(count):
world.push_precollected(world.create_item(item_name, player))
for player in world.player_ids:
if player in world.get_game_players("A Link to the Past"):
# enforce pre-defined local items.
if world.goal[player] in ["localtriforcehunt", "localganontriforcehunt"]:
world.local_items[player].add('Triforce Piece')
# dungeon items can't be in non-local if the appropriate dungeon item shuffle setting is not set.
if not world.mapshuffle[player]:
world.non_local_items[player] -= item_name_groups['Maps']
if not world.compassshuffle[player]:
world.non_local_items[player] -= item_name_groups['Compasses']
if not world.keyshuffle[player]:
world.non_local_items[player] -= item_name_groups['Small Keys']
# This could probably use a more elegant solution.
elif world.keyshuffle[player] == True and world.mode[player] == "Standard":
world.local_items[player].add("Small Key (Hyrule Castle)")
if not world.bigkeyshuffle[player]:
world.non_local_items[player] -= item_name_groups['Big Keys']
world.local_items[player].value.add('Triforce Piece')
# Not possible to place pendants/crystals out side of boss prizes yet.
world.non_local_items[player] -= item_name_groups['Pendants']
world.non_local_items[player] -= item_name_groups['Crystals']
world.non_local_items[player].value -= item_name_groups['Pendants']
world.non_local_items[player].value -= item_name_groups['Crystals']
# items can't be both local and non-local, prefer local
world.non_local_items[player] -= world.local_items[player]
world.non_local_items[player].value -= world.local_items[player].value
logger.info('Creating World.')
AutoWorld.call_all(world, "create_regions")
@@ -195,11 +129,14 @@ def main(args, seed=None):
if world.players > 1:
for player in world.player_ids:
locality_rules(world, player)
else:
world.non_local_items[1].value = set()
world.local_items[1].value = set()
AutoWorld.call_all(world, "set_rules")
for player in world.player_ids:
exclusion_rules(world, player, args.excluded_locations[player])
exclusion_rules(world, player, world.exclude_locations[player].value)
AutoWorld.call_all(world, "generate_basic")
@@ -214,188 +151,194 @@ def main(args, seed=None):
AutoWorld.call_all(world, "pre_fill")
logger.info('Fill the world.')
logger.info(f'Filling the world with {len(world.itempool)} items.')
if world.algorithm == 'flood':
flood_items(world) # different algo, biased towards early game progress items
elif world.algorithm == 'balanced':
distribute_items_restrictive(world)
logger.info("Filling Shop Slots")
ShopSlotFill(world)
AutoWorld.call_all(world, 'post_fill')
if world.players > 1:
balance_multiworld_progression(world)
logger.info('Generating output files.')
logger.info(f'Beginning output...')
outfilebase = 'AP_' + world.seed_name
pool = concurrent.futures.ThreadPoolExecutor()
output = tempfile.TemporaryDirectory()
with output as temp_dir:
check_accessibility_task = pool.submit(world.fulfills_accessibility)
with concurrent.futures.ThreadPoolExecutor(world.players + 2) as pool:
check_accessibility_task = pool.submit(world.fulfills_accessibility)
output_file_futures = []
output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)]
for player in world.player_ids:
# skip starting a thread for methods that say "pass".
if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
output_file_futures.append(
pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
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_stage, world, "generate_output", temp_dir))
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
def get_entrance_to_region(region: Region):
for entrance in region.entrances:
if entrance.parent_region.type in (RegionType.DarkWorld, RegionType.LightWorld, RegionType.Generic):
return entrance
for entrance in region.entrances: # BFS might be better here, trying DFS for now.
return get_entrance_to_region(entrance.parent_region)
# collect ER hint info
er_hint_data = {player: {} for player in world.get_game_players("A Link to the Past") if
world.shuffle[player] != "vanilla" or world.retro[player]}
# collect ER hint info
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]}
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
for region in world.regions:
if region.player in er_hint_data and region.locations:
main_entrance = get_entrance_to_region(region)
for location in region.locations:
if type(location.address) == int: # skips events and crystals
if lookup_vanilla_location_to_entrance[location.address] != main_entrance.name:
er_hint_data[region.player][location.address] = main_entrance.name
ordered_areas = ('Light World', 'Dark World', 'Hyrule Castle', 'Agahnims Tower', 'Eastern Palace', 'Desert Palace',
'Tower of Hera', 'Palace of Darkness', 'Swamp Palace', 'Skull Woods', 'Thieves Town', 'Ice Palace',
'Misery Mire', 'Turtle Rock', 'Ganons Tower', "Total")
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
checks_in_area = {player: {area: list() for area in ordered_areas}
for player in range(1, world.players + 1)}
for player in range(1, world.players + 1):
checks_in_area[player]["Total"] = 0
for player in range(1, world.players + 1):
checks_in_area[player]["Total"] = 0
for location in [loc for loc in world.get_filled_locations() if type(loc.address) is int]:
main_entrance = get_entrance_to_region(location.parent_region)
if location.game != "A Link to the Past":
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'} \
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
oldmancaves = []
takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
for index, take_any in enumerate(takeanyregions):
for region in [world.get_region(take_any, player) for player in range(1, world.players + 1) if
world.retro[player]]:
item = world.create_item(region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
region.player)
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
checks_in_area[player]["Dark World"].append(location_id)
checks_in_area[player]["Total"] += 1
er_hint_data[player][location_id] = main_entrance.name
oldmancaves.append(((location_id, player), (item.code, player)))
FillDisabledShopSlots(world)
def write_multidata():
import NetUtils
slot_data = {}
client_versions = {}
minimum_versions = {"server": (0, 1, 1), "clients": client_versions}
games = {}
for slot in world.player_ids:
client_versions[slot] = world.worlds[slot].get_required_client_version()
games[slot] = world.game[slot]
precollected_items = {player: [] for player in range(1, world.players + 1)}
for item in world.precollected_items:
precollected_items[item.player].append(item.code)
precollected_hints = {player: set() for player in range(1, world.players + 1)}
# for now special case Factorio tech_tree_information
sending_visible_players = set()
for player in world.get_game_players("Factorio"):
if world.tech_tree_information[player].value == 2:
sending_visible_players.add(player)
for slot in world.player_ids:
slot_data[slot] = world.worlds[slot].fill_slot_data()
locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
for location in world.get_filled_locations():
if type(location.address) == int:
locations_data[location.player][location.address] = location.item.code, location.item.player
if location.player in sending_visible_players and location.item.player != location.player:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False)
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
elif location.item.name in args.start_hints[location.item.player]:
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False,
er_hint_data.get(location.player, {}).get(location.address, ""))
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
if type(location.address) is int:
main_entrance = get_entrance_to_region(location.parent_region)
if location.game != "A Link to the Past":
checks_in_area[location.player]["Light World"].append(location.address)
elif location.parent_region.dungeon:
dungeonname = {'Inverted Agahnims Tower': 'Agahnims Tower',
'Inverted Ganons Tower': 'Ganons Tower'} \
.get(location.parent_region.dungeon.name, location.parent_region.dungeon.name)
checks_in_area[location.player][dungeonname].append(location.address)
elif main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[location.player]["Light World"].append(location.address)
elif main_entrance.parent_region.type == RegionType.DarkWorld:
checks_in_area[location.player]["Dark World"].append(location.address)
checks_in_area[location.player]["Total"] += 1
multidata = {
"slot_data": slot_data,
"games": games,
"names": [[name for player, name in sorted(world.player_name.items())]],
"connect_names": {name: (0, player) for player, name in world.player_name.items()},
"remote_items": {player for player in world.player_ids if
world.worlds[player].remote_items},
"locations": locations_data,
"checks_in_area": checks_in_area,
"server_options": get_options()["server_options"],
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"precollected_hints": precollected_hints,
"version": tuple(version_tuple),
"tags": ["AP"],
"minimum_versions": minimum_versions,
"seed_name": world.seed_name
}
AutoWorld.call_all(world, "modify_multidata", multidata)
oldmancaves = []
takeanyregions = ["Old Man Sword Cave", "Take-Any #1", "Take-Any #2", "Take-Any #3", "Take-Any #4"]
for index, take_any in enumerate(takeanyregions):
for region in [world.get_region(take_any, player) for player in
world.get_game_players("A Link to the Past") if world.retro[player]]:
item = world.create_item(
region.shop.inventory[(0 if take_any == "Old Man Sword Cave" else 1)]['item'],
region.player)
player = region.player
location_id = SHOP_ID_START + total_shop_slots + index
multidata = zlib.compress(pickle.dumps(multidata), 9)
main_entrance = get_entrance_to_region(region)
if main_entrance.parent_region.type == RegionType.LightWorld:
checks_in_area[player]["Light World"].append(location_id)
else:
checks_in_area[player]["Dark World"].append(location_id)
checks_in_area[player]["Total"] += 1
with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
f.write(bytes([1])) # version of format
f.write(multidata)
er_hint_data[player][location_id] = main_entrance.name
oldmancaves.append(((location_id, player), (item.code, player)))
FillDisabledShopSlots(world)
multidata_task = pool.submit(write_multidata)
if not check_accessibility_task.result():
if not world.can_beat_game():
raise Exception("Game appears as unbeatable. Aborting.")
else:
logger.warning("Location Accessibility requirements not fulfilled.")
if multidata_task:
multidata_task.result() # retrieve exception if one exists
pool.shutdown() # wait for all queued tasks to complete
if not args.skip_playthrough:
def write_multidata():
import NetUtils
slot_data = {}
client_versions = {}
minimum_versions = {"server": (0, 1, 8), "clients": client_versions}
games = {}
for slot in world.player_ids:
client_versions[slot] = world.worlds[slot].get_required_client_version()
games[slot] = world.game[slot]
precollected_items = {player: [item.code for item in world_precollected]
for player, world_precollected in world.precollected_items.items()}
precollected_hints = {player: set() for player in range(1, world.players + 1)}
# for now special case Factorio tech_tree_information
sending_visible_players = set()
for slot in world.player_ids:
slot_data[slot] = world.worlds[slot].fill_slot_data()
if world.worlds[slot].sending_visible:
sending_visible_players.add(slot)
def precollect_hint(location):
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False)
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
for location in world.get_filled_locations():
if type(location.address) == int:
# item code None should be event, location.address should then also be None
assert location.item.code is not None
locations_data[location.player][location.address] = location.item.code, location.item.player
if location.player in sending_visible_players:
precollect_hint(location)
elif location.name in world.start_location_hints[location.player]:
precollect_hint(location)
elif location.item.name in world.start_hints[location.item.player]:
precollect_hint(location)
multidata = {
"slot_data": slot_data,
"games": games,
"names": [[name for player, name in sorted(world.player_name.items())]],
"connect_names": {name: (0, player) for player, name in world.player_name.items()},
"remote_items": {player for player in world.player_ids if
world.worlds[player].remote_items},
"remote_start_inventory": {player for player in world.player_ids if
world.worlds[player].remote_start_inventory},
"locations": locations_data,
"checks_in_area": checks_in_area,
"server_options": baked_server_options,
"er_hint_data": er_hint_data,
"precollected_items": precollected_items,
"precollected_hints": precollected_hints,
"version": tuple(version_tuple),
"tags": ["AP"],
"minimum_versions": minimum_versions,
"seed_name": world.seed_name
}
AutoWorld.call_all(world, "modify_multidata", multidata)
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(multidata)
multidata_task = pool.submit(write_multidata)
if not check_accessibility_task.result():
if not world.can_beat_game():
raise Exception("Game appears as unbeatable. Aborting.")
else:
logger.warning("Location Accessibility requirements not fulfilled.")
# retrieve exceptions via .result() if they occured.
if multidata_task:
multidata_task.result()
for i, future in enumerate(concurrent.futures.as_completed(output_file_futures), start=1):
if i % 10 == 0 or i == len(output_file_futures):
logger.info(f'Generating output files ({i}/{len(output_file_futures)}).')
future.result()
if args.spoiler > 1:
logger.info('Calculating playthrough.')
create_playthrough(world)
if args.create_spoiler:
if args.spoiler:
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")
logger.info(f'Creating final archive at {zipfilename}.')
with zipfile.ZipFile(zipfilename, mode="w", compression=zipfile.ZIP_DEFLATED,
compresslevel=9) as zf:
for file in os.scandir(temp_dir):
zf.write(os.path.join(temp_dir, file), arcname=file.name)
zf.write(file.path, arcname=file.name)
logger.info('Done. Enjoy. Total Time: %s', time.perf_counter() - start)
return world
@@ -411,7 +354,6 @@ def create_playthrough(world):
sphere_candidates = set(prog_locations)
logging.debug('Building up collection spheres.')
while sphere_candidates:
state.sweep_for_events(key_only=True)
# build up spheres of collection radius.
# Everything in each sphere is independent from each other in dependencies and only depends on lower spheres
@@ -431,7 +373,7 @@ def create_playthrough(world):
logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
location.item.name, location.item.player, location.name, location.player) for location in
sphere_candidates])
if any([world.accessibility[location.item.player] != 'none' for location in sphere_candidates]):
if any([world.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
f'Something went terribly wrong here.')
else:
@@ -461,9 +403,9 @@ def create_playthrough(world):
# second phase, sphere 0
removed_precollected = []
for item in (i for i in world.precollected_items if i.advancement):
for item in (i for i in chain.from_iterable(world.precollected_items.values()) if i.advancement):
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
world.precollected_items.remove(item)
world.precollected_items[item.player].remove(item)
world.state.remove(item)
if not world.can_beat_game():
world.push_precollected(item)
@@ -516,17 +458,20 @@ def create_playthrough(world):
{str(location): get_path(state, location.parent_region) for sphere in collection_spheres for location in
sphere if location.player == player})
if player in world.get_game_players("A Link to the Past"):
for path in dict(world.spoiler.paths).values():
if any(exit_path == 'Pyramid Fairy' for (_, exit_path) in path):
if world.mode[player] != 'inverted':
world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
get_path(state,world.get_region('Big Bomb Shop', player))
else:
world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = \
get_path(state,world.get_region('Inverted Big Bomb Shop', player))
# If Pyramid Fairy Entrance needs to be reached, also path to Big Bomb Shop
# Maybe move the big bomb over to the Event system instead?
if any(exit_path == 'Pyramid Fairy' for path in world.spoiler.paths.values() for (_, exit_path) in path):
if world.mode[player] != 'inverted':
world.spoiler.paths[str(world.get_region('Big Bomb Shop', player))] = \
get_path(state, world.get_region('Big Bomb Shop', player))
else:
world.spoiler.paths[str(world.get_region('Inverted Big Bomb Shop', player))] = \
get_path(state, world.get_region('Inverted Big Bomb Shop', player))
# 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
chain.from_iterable(world.precollected_items.values())
if item.advancement])}
for i, sphere in enumerate(collection_spheres):
world.spoiler.playthrough[str(i + 1)] = {str(location): str(location.item) for location in sorted(sphere)}

View File

@@ -4,8 +4,8 @@ import re
import atexit
from subprocess import Popen
from shutil import copyfile
from base64 import b64decode
from time import strftime
import logging
import requests
@@ -34,7 +34,7 @@ def prompt_yes_no(prompt):
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}")
logging.info(f"Found forge .jar: {entry.name}")
return entry.name
raise FileNotFoundError(f"Could not find forge .jar in {forge_dir}.")
@@ -47,12 +47,12 @@ def find_ap_randomizer_jar(forge_dir):
for entry in os.scandir(mods_dir):
match = ap_mod_re.match(entry.name)
if match:
print(f"Found AP randomizer mod: {match.group()}")
logging.info(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}")
logging.info(f"Created mods folder in {forge_dir}")
return None
@@ -61,15 +61,20 @@ def replace_apmc_files(forge_dir, apmc_file):
if apmc_file is None:
return
apdata_dir = os.path.join(forge_dir, 'APData')
copy_apmc = True
if not os.path.isdir(apdata_dir):
os.mkdir(apdata_dir)
print(f"Created APData folder in {forge_dir}")
logging.info(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}")
if entry.name.endswith(".apmc") and entry.is_file():
if not os.path.samefile(apmc_file, entry.path):
os.remove(entry.path)
logging.info(f"Removed {entry.name} in {apdata_dir}")
else: # apmc already in apdata
copy_apmc = False
if copy_apmc:
copyfile(apmc_file, os.path.join(apdata_dir, os.path.basename(apmc_file)))
logging.info(f"Copied {os.path.basename(apmc_file)} to {apdata_dir}")
# Check mod version, download new mod from GitHub releases page if needed.
@@ -81,30 +86,31 @@ def update_mod(forge_dir):
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']}")
logging.info(f"A new release of the Minecraft AP randomizer mod was found: "
f"{latest_release['assets'][0]['name']}")
if ap_randomizer is not None:
print(f"Your current mod is {ap_randomizer}.")
logging.info(f"Your current mod is {ap_randomizer}.")
else:
print(f"You do not have the AP randomizer mod installed.")
logging.info(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...")
logging.info("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}")
logging.info(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}")
logging.info(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.")
logging.error(f"Error retrieving the randomizer mod (status code {apmod_resp.status_code}).")
logging.error(f"Please report this issue on the Archipelago Discord server.")
sys.exit(1)
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.")
logging.error(f"Error checking for randomizer mod updates (status code {resp.status_code}).")
logging.error(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)
@@ -122,13 +128,13 @@ def check_eula(forge_dir):
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")
logging.info("You need to agree to the Minecraft EULA in order to run the server.")
logging.info("The EULA can be found at https://account.mojang.com/documents/minecraft_eula")
if prompt_yes_no("Do you agree to the EULA?"):
f.seek(0)
f.write(text.replace('false', 'true'))
f.truncate()
print(f"Set {eula_path} to true")
logging.info(f"Set {eula_path} to true")
else:
sys.exit(0)
@@ -147,24 +153,25 @@ def run_forge_server(forge_dir, heap_arg):
heap_arg = "-Xmx" + heap_arg
argstring = ' '.join([java_exe, heap_arg, "-jar", forge_server, "-nogui"])
print(f"Running Forge server: {argstring}")
logging.info(f"Running Forge server: {argstring}")
os.chdir(forge_dir)
return Popen(argstring)
if __name__ == '__main__':
Utils.init_logging("MinecraftClient")
parser = argparse.ArgumentParser()
parser.add_argument("apmc_file", default=None, nargs='?', help="Path to an Archipelago Minecraft data file (.apmc)")
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"]
apmc_file = os.path.abspath(args.apmc_file) if args.apmc_file else None
# Change to executable's working directory
os.chdir(os.path.abspath(os.path.dirname(sys.argv[0])))
options = Utils.get_options()
forge_dir = options["minecraft_options"]["forge_directory"]
max_heap = options["minecraft_options"]["max_heap_size"]
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.")

View File

@@ -35,18 +35,25 @@ def update(yes = False, force = False):
if not os.path.exists(path):
path = os.path.join(os.path.dirname(__file__), req_file)
with open(path) as requirementsfile:
requirements = pkg_resources.parse_requirements(requirementsfile)
for requirement in requirements:
requirement = str(requirement)
try:
pkg_resources.require(requirement)
except pkg_resources.ResolutionError:
if not yes:
import traceback
traceback.print_exc()
input(f'Requirement {requirement} is not satisfied, press enter to install it')
update_command()
return
for line in requirementsfile:
if line.startswith('https://'):
# extract name and version from url
url = line.split(';')[0]
wheel = line.split('/')[-1]
name, version, _ = wheel.split('-',2)
line = f'{name}=={version}'
requirements = pkg_resources.parse_requirements(line)
for requirement in requirements:
requirement = str(requirement)
try:
pkg_resources.require(requirement)
except pkg_resources.ResolutionError:
if not yes:
import traceback
traceback.print_exc()
input(f'Requirement {requirement} is not satisfied, press enter to install it')
update_command()
return
if __name__ == "__main__":

View File

@@ -13,9 +13,10 @@ import datetime
import threading
import random
import pickle
import itertools
import time
import ModuleUpdate
import NetUtils
ModuleUpdate.update()
@@ -25,16 +26,19 @@ import prompt_toolkit
from prompt_toolkit.patch_stdout import patch_stdout
from fuzzywuzzy import process as fuzzy_process
import NetUtils
from worlds.AutoWorld import AutoWorldRegister
proxy_worlds = {name: world(None, 0) for name, world in AutoWorldRegister.world_types.items()}
from worlds import network_data_package, lookup_any_item_id_to_name, lookup_any_location_id_to_name
import Utils
from Utils import get_item_name_from_id, get_location_name_from_id, \
version_tuple, restricted_loads, Version
from NetUtils import Node, Endpoint, ClientStatus, NetworkItem, decode, NetworkPlayer
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission
colorama.init()
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str] = []
@@ -42,7 +46,6 @@ class Client(Endpoint):
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.name = None
self.team = None
self.slot = None
self.send_index = 0
@@ -50,22 +53,42 @@ class Client(Endpoint):
self.messageprocessor = client_message_processor(ctx, self)
self.ctx = weakref.ref(ctx)
@property
def name(self) -> str:
ctx = self.ctx()
if ctx:
return ctx.player_names[self.team, self.slot]
return "Deallocated"
team_slot = typing.Tuple[int, int]
class Context(Node):
class Context:
dumper = staticmethod(encode)
loader = staticmethod(decode)
simple_options = {"hint_cost": int,
"location_check_points": int,
"server_password": str,
"password": str,
"forfeit_mode": str,
"remaining_mode": str,
"collect_mode": str,
"item_cheat": bool,
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
locations: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int]]]
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, forfeit_mode: str = "disabled", remaining_mode: str = "disabled",
auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2):
hint_cost: int, item_cheat: bool, forfeit_mode: str = "disabled", collect_mode="disabled",
remaining_mode: str = "disabled", auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2,
log_network: bool = False):
super(Context, self).__init__()
self.log_network = log_network
self.endpoints = []
self.clients = {}
self.compatibility: int = compatibility
self.shutdown_task = None
self.data_filename = None
@@ -76,7 +99,9 @@ class Context(Node):
self.connect_names = {} # names of slots clients can connect to
self.allow_forfeits = {}
self.remote_items = set()
self.locations: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int]]] = {}
self.remote_start_inventory = set()
# player location_id item_id target_player_id
self.locations = {}
self.host = host
self.port = port
self.server_password = server_password
@@ -92,6 +117,7 @@ class Context(Node):
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.forfeit_mode: str = forfeit_mode
self.remaining_mode: str = remaining_mode
self.collect_mode: str = collect_mode
self.item_cheat = item_cheat
self.running = True
self.client_activity_timers: typing.Dict[
@@ -113,10 +139,88 @@ class Context(Node):
self.seed_name = ""
self.random = random.Random()
def get_hint_cost(self, slot):
if self.hint_cost:
return max(0, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
# General networking
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
msg = self.dumper(msgs)
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception(f"Exception during send_msgs, could not send {msg}")
await self.disconnect(endpoint)
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
return True
async def send_encoded_msgs(self, endpoint: Endpoint, msg: str) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception("Exception during send_encoded_msgs")
await self.disconnect(endpoint)
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
return True
async def broadcast_send_encoded_msgs(self, endpoints: typing.Iterable[Endpoint], msg: str) -> bool:
sockets = []
for endpoint in endpoints:
if endpoint.socket and endpoint.socket.open:
sockets.append(endpoint.socket)
try:
websockets.broadcast(sockets, msg)
except RuntimeError:
logging.exception("Exception during broadcast_send_encoded_msgs")
else:
if self.log_network:
logging.info(f"Outgoing broadcast: {msg}")
return True
def broadcast_all(self, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
asyncio.create_task(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
asyncio.create_task(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
asyncio.create_task(self.broadcast_send_encoded_msgs(endpoints, msgs))
async def disconnect(self, endpoint: Client):
if endpoint in self.endpoints:
self.endpoints.remove(endpoint)
if endpoint.slot and endpoint in self.clients[endpoint.team][endpoint.slot]:
self.clients[endpoint.team][endpoint.slot].remove(endpoint)
await on_client_disconnected(self, endpoint)
# text
def notify_all(self, text):
logging.info("Notice (all): %s" % text)
self.broadcast_all([{"cmd": "Print", "text": text}])
def notify_client(self, client: Client, text: str):
if not client.auth:
return
logging.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str]):
if not client.auth:
return
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text} for text in texts]))
# loading
def load(self, multidatapath: str, use_embedded_server_options: bool = False):
if multidatapath.lower().endswith(".zip"):
@@ -153,14 +257,18 @@ class Context(Node):
for player, version in clients_ver.items():
self.minimum_client_versions[player] = Utils.Version(*version)
self.clients = {}
for team, names in enumerate(decoded_obj['names']):
self.clients[team] = {}
for player, name in enumerate(names, 1):
self.clients[team][player] = []
self.player_names[team, player] = name
self.player_name_lookup[name] = team, player
self.seed_name = decoded_obj["seed_name"]
self.random.seed(self.seed_name)
self.connect_names = decoded_obj['connect_names']
self.remote_items = decoded_obj['remote_items']
self.remote_start_inventory = decoded_obj.get('remote_start_inventory', decoded_obj['remote_items'])
self.locations = decoded_obj['locations']
self.slot_data = decoded_obj['slot_data']
self.er_hint_data = {int(player): {int(address): name for address, name in loc_data.items()}
@@ -169,35 +277,20 @@ class Context(Node):
# award remote-items start inventory:
for team in range(len(decoded_obj['names'])):
for slot, item_codes in decoded_obj["precollected_items"].items():
if slot in self.remote_items:
if slot in self.remote_start_inventory:
self.received_items[team, slot] = [NetworkItem(item_code, -2, 0) for item_code in item_codes]
for slot, hints in decoded_obj["precollected_hints"].items():
self.hints[team, slot].update(hints)
# declare slots without checks as done, as they're assumed to be spectators
for slot, locations in self.locations.items():
if not locations:
for team in self.clients:
self.client_game_state[team, slot] = ClientStatus.CLIENT_GOAL
if use_embedded_server_options:
server_options = decoded_obj.get("server_options", {})
self._set_options(server_options)
def get_players_package(self):
return [NetworkPlayer(t, p, self.get_aliased_name(t, p), n) for (t, p), n in self.player_names.items()]
def _set_options(self, server_options: dict):
for key, value in server_options.items():
data_type = self.simple_options.get(key, None)
if data_type is not None:
if value not in {False, True, None}: # some can be boolean OR text, such as password
try:
value = data_type(value)
except Exception as e:
try:
raise Exception(f"Could not set server option {key}, skipping.") from e
except Exception as e:
logging.exception(e)
logging.debug(f"Setting server option {key} to {value} from supplied multidata")
setattr(self, key, value)
elif key == "disable_item_cheat":
self.item_cheat = not bool(value)
else:
logging.debug(f"Unrecognized server option {key}")
# saving
def save(self, now=False) -> bool:
if self.saving:
@@ -227,8 +320,8 @@ class Context(Node):
if not self.save_filename:
import os
name, ext = os.path.splitext(self.data_filename)
self.save_filename = name + '.apsave' if ext.lower() in ('.archipelago','.zip') \
else self.data_filename + '_' + 'apsave'
self.save_filename = name + '.apsave' if ext.lower() in ('.archipelago', '.zip') \
else self.data_filename + '_' + 'apsave'
try:
with open(self.save_filename, 'rb') as f:
save_data = restricted_loads(zlib.decompress(f.read()))
@@ -256,13 +349,6 @@ class Context(Node):
import atexit
atexit.register(self._save, True) # make sure we save on exit too
def recheck_hints(self):
for team, slot in self.hints:
self.hints[team, slot] = {
hint.re_check(self, team) for hint in
self.hints[team, slot]
}
def get_save(self) -> dict:
self.recheck_hints()
d = {
@@ -303,42 +389,58 @@ class Context(Node):
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')
# rest
def get_hint_cost(self, slot):
if self.hint_cost:
return max(0, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def recheck_hints(self):
for team, slot in self.hints:
self.hints[team, slot] = {
hint.re_check(self, team) for hint in
self.hints[team, slot]
}
def get_players_package(self):
return [NetworkPlayer(t, p, self.get_aliased_name(t, p), n) for (t, p), n in self.player_names.items()]
def _set_options(self, server_options: dict):
for key, value in server_options.items():
data_type = self.simple_options.get(key, None)
if data_type is not None:
if value not in {False, True, None}: # some can be boolean OR text, such as password
try:
value = data_type(value)
except Exception as e:
try:
raise Exception(f"Could not set server option {key}, skipping.") from e
except Exception as e:
logging.exception(e)
logging.debug(f"Setting server option {key} to {value} from supplied multidata")
setattr(self, key, value)
elif key == "disable_item_cheat":
self.item_cheat = not bool(value)
else:
logging.debug(f"Unrecognized server option {key}")
def get_aliased_name(self, team: int, slot: int):
if (team, slot) in self.name_aliases:
return f"{self.name_aliases[team, slot]} ({self.player_names[team, slot]})"
else:
return self.player_names[team, slot]
def notify_all(self, text):
logging.info("Notice (all): %s" % text)
self.broadcast_all([{"cmd": "Print", "text": text}])
def notify_client(self, client: Client, text: str):
if not client.auth:
return
logging.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str]):
if not client.auth:
return
asyncio.create_task(self.send_msgs(client, [{"cmd": "Print", "text": text} for text in texts]))
def broadcast_team(self, team, msgs):
msgs = self.dumper(msgs)
for client in self.endpoints:
if client.auth and client.team == team:
asyncio.create_task(self.send_encoded_msgs(client, msgs))
def broadcast_all(self, msgs):
msgs = self.dumper(msgs)
for endpoint in self.endpoints:
if endpoint.auth:
asyncio.create_task(self.send_encoded_msgs(endpoint, msgs))
async def disconnect(self, endpoint):
await super(Context, self).disconnect(endpoint)
await on_client_disconnected(self, endpoint)
def on_goal_achieved(self, client: Client):
finished_msg = f'{self.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1})' \
f' has completed their goal.'
self.notify_all(finished_msg)
if "auto" in self.forfeit_mode:
forfeit_player(self, client.team, client.slot)
elif proxy_worlds[self.games[client.slot]].forced_auto_forfeit:
forfeit_player(self, client.team, client.slot)
if "auto" in self.collect_mode:
collect_player(self, client.team, client.slot)
def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint]):
@@ -351,25 +453,23 @@ def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint]):
for text in (format_hint(ctx, team, hint) for hint in hints):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
for client in ctx.endpoints:
if client.auth and client.team == team:
client_hints = concerns[client.slot]
if client_hints:
for slot, clients in ctx.clients[team].items():
client_hints = concerns[slot]
if client_hints:
for client in clients:
asyncio.create_task(ctx.send_msgs(client, client_hints))
def update_aliases(ctx: Context, team: int, client: typing.Optional[Client] = None):
def update_aliases(ctx: Context, team: int):
cmd = ctx.dumper([{"cmd": "RoomUpdate",
"players": ctx.get_players_package()}])
if client is None:
for client in ctx.endpoints:
if client.team == team and client.auth:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
else:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
for clients in ctx.clients[team].values():
for client in clients:
asyncio.create_task(ctx.send_encoded_msgs(client, cmd))
async def server(websocket, path, ctx: Context):
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -394,28 +494,43 @@ async def server(websocket, path, ctx: Context):
async def on_client_connected(ctx: Context, client: Client):
players = []
for team, clients in ctx.clients.items():
for slot, connected_clients in clients.items():
if connected_clients:
name = ctx.player_names[team, slot]
players.append(
NetworkPlayer(team, slot,
ctx.name_aliases.get((team, slot), name), name)
)
await ctx.send_msgs(client, [{
'cmd': 'RoomInfo',
'password': ctx.password is not None,
'players': [
NetworkPlayer(client.team, client.slot, ctx.name_aliases.get((client.team, client.slot), client.name),
client.name) for client
in ctx.endpoints if client.auth],
'password': bool(ctx.password),
'players': players,
'games': [ctx.games[x] for x in range(1, len(ctx.games) + 1)],
# tags are for additional features in the communication.
# Name them by feature or fork, as you feel is appropriate.
'tags': ctx.tags,
'version': Utils.version_tuple,
'forfeit_mode': ctx.forfeit_mode,
'remaining_mode': ctx.remaining_mode,
'permissions': get_permissions(ctx),
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_version': network_data_package["version"],
'datapackage_versions': {game: game_data["version"] for game, game_data
in network_data_package["games"].items()},
'seed_name': ctx.seed_name
'seed_name': ctx.seed_name,
'time': time.time(),
}])
def get_permissions(ctx) -> typing.Dict[str, Permission]:
return {
"forfeit": Permission.from_text(ctx.forfeit_mode),
"remaining": Permission.from_text(ctx.remaining_mode),
"collect": Permission.from_text(ctx.collect_mode)
}
async def on_client_disconnected(ctx: Context, client: Client):
if client.auth:
await on_client_left(ctx, client)
@@ -424,9 +539,10 @@ async def on_client_disconnected(ctx: Context, client: Client):
async def on_client_joined(ctx: Context, client: Client):
update_client_status(ctx, client, ClientStatus.CLIENT_CONNECTED)
version_str = '.'.join(str(x) for x in client.version)
verb = "tracking" if "Tracker" in client.tags else "playing"
ctx.notify_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"playing {ctx.games[client.slot]} has joined. "
f"{verb} {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}).")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -471,27 +587,59 @@ def get_players_string(ctx: Context):
return f'{len(auth_clients)} players of {len(ctx.player_names)} connected ' + text[:-1]
def get_status_string(ctx: Context, team: int):
text = "Player Status on your team:"
for slot in ctx.locations:
connected = len(ctx.clients[team][slot])
completion_text = f"({len(ctx.location_checks[team, slot])}/{len(ctx.locations[slot])})"
goal_text = " and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else "."
text += f"\n{ctx.get_aliased_name(team, slot)} has {connected} connection{'' if connected == 1 else 's'}" \
f"{goal_text} {completion_text}"
return text
def get_received_items(ctx: Context, team: int, player: int) -> typing.List[NetworkItem]:
return ctx.received_items.setdefault((team, player), [])
def send_new_items(ctx: Context):
for client in ctx.endpoints:
if client.auth: # can't send to disconnected client
items = get_received_items(ctx, client.team, client.slot)
if len(items) > client.send_index:
asyncio.create_task(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
"items": items[client.send_index:]}]))
client.send_index = len(items)
for team, clients in ctx.clients.items():
for slot, clients in clients.items():
items = get_received_items(ctx, team, slot)
for client in clients:
if len(items) > client.send_index:
asyncio.create_task(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
"items": items[client.send_index:]}]))
client.send_index = len(items)
def update_checked_locations(ctx: Context, team: int, slot: int):
ctx.broadcast(ctx.clients[team][slot],
[{"cmd": "RoomUpdate", "checked_locations": get_checked_checks(ctx, team, slot)}])
def forfeit_player(ctx: Context, team: int, slot: int):
# register any locations that are in the multidata
"""register any locations that are in the multidata"""
all_locations = set(ctx.locations[slot])
ctx.notify_all("%s (Team #%d) has forfeited" % (ctx.player_names[(team, slot)], team + 1))
register_location_checks(ctx, team, slot, all_locations)
update_checked_locations(ctx, team, slot)
def collect_player(ctx: Context, team: int, slot: int):
"""register any locations that are in the multidata, pointing towards this player"""
all_locations = collections.defaultdict(set)
for source_slot, location_data in ctx.locations.items():
for location_id, (item_id, target_player_id) in location_data.items():
if target_player_id == slot:
all_locations[source_slot].add(location_id)
ctx.notify_all("%s (Team #%d) has collected" % (ctx.player_names[(team, slot)], team + 1))
for source_player, location_ids in all_locations.items():
register_location_checks(ctx, team, source_player, location_ids)
update_checked_locations(ctx, team, source_player)
def get_remaining(ctx: Context, team: int, slot: int) -> typing.List[int]:
@@ -521,10 +669,11 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
for client in ctx.endpoints:
if client.team == team and client.slot == slot:
asyncio.create_task(ctx.send_msgs(client, [{"cmd": "RoomUpdate",
"hint_points": get_client_points(ctx, client)}]))
ctx.broadcast(ctx.clients[team][slot], [{
"cmd": "RoomUpdate",
"hint_points": get_slot_points(ctx, team, slot),
"checked_locations": locations, # duplicated data, but used for coop
}])
ctx.save()
@@ -574,15 +723,15 @@ def json_format_send_event(net_item: NetworkItem, receiving_player: int):
NetUtils.add_json_text(parts, net_item.player, type=NetUtils.JSONTypes.player_id)
if net_item.player == receiving_player:
NetUtils.add_json_text(parts, " found their ")
NetUtils.add_json_text(parts, net_item.item, type=NetUtils.JSONTypes.item_id)
NetUtils.add_json_item(parts, net_item.item, net_item.player)
else:
NetUtils.add_json_text(parts, " sent ")
NetUtils.add_json_text(parts, net_item.item, type=NetUtils.JSONTypes.item_id)
NetUtils.add_json_item(parts, net_item.item, receiving_player)
NetUtils.add_json_text(parts, " to ")
NetUtils.add_json_text(parts, receiving_player, type=NetUtils.JSONTypes.player_id)
NetUtils.add_json_text(parts, " (")
NetUtils.add_json_text(parts, net_item.location, type=NetUtils.JSONTypes.location_id)
NetUtils.add_json_location(parts, net_item.location, net_item.player)
NetUtils.add_json_text(parts, ")")
return {"cmd": "PrintJSON", "data": parts, "type": "ItemSend",
@@ -796,6 +945,11 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(get_players_string(self.ctx))
return True
def _cmd_status(self) -> bool:
"""Get status information about your team."""
self.output(get_status_string(self.ctx, self.client.team))
return True
def _cmd_forfeit(self) -> bool:
"""Surrender and send your remaining items out to their recipients"""
if self.ctx.allow_forfeits.get((self.client.team, self.client.slot), False):
@@ -818,6 +972,25 @@ class ClientMessageProcessor(CommonCommandProcessor):
" You can ask the server admin for a /forfeit")
return False
def _cmd_collect(self) -> bool:
"""Send your remaining items to yourself"""
if "enabled" in self.ctx.collect_mode:
collect_player(self.ctx, self.client.team, self.client.slot)
return True
elif "disabled" in self.ctx.collect_mode:
self.output(
"Sorry, client collecting has been disabled on this server. You can ask the server admin for a /collect")
return False
else: # is auto or goal
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
collect_player(self.ctx, self.client.team, self.client.slot)
return True
else:
self.output(
"Sorry, client collecting requires you to have beaten the game on this server."
" You can ask the server admin for a /collect")
return False
def _cmd_remaining(self) -> bool:
"""List remaining items in your game, but not their location or recipient"""
if self.ctx.remaining_mode == "enabled":
@@ -849,7 +1022,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
def _cmd_missing(self) -> bool:
"""List all missing location checks from the server's perspective"""
locations = get_missing_checks(self.ctx, self.client)
locations = get_missing_checks(self.ctx, self.client.team, self.client.slot)
if locations:
texts = [f'Missing: {get_location_name_from_id(location)}' for location in locations]
@@ -859,6 +1032,19 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output("No missing location checks found.")
return True
def _cmd_checked(self) -> bool:
"""List all done location checks from the server's perspective"""
locations = get_checked_checks(self.ctx, self.client.team, self.client.slot)
if locations:
texts = [f'Checked: {get_location_name_from_id(location)}' for location in locations]
texts.append(f"Found {len(locations)} done location checks")
self.ctx.notify_client_multiple(self.client, texts)
else:
self.output("No done location checks found.")
return True
@mark_raw
def _cmd_alias(self, alias_name: str = ""):
"""Set your alias to the passed name."""
@@ -899,14 +1085,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output("Cheating is disabled.")
return False
@mark_raw
def _cmd_hint(self, item_or_location: str = "") -> bool:
"""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."""
def get_hints(self, input_text: str, explicit_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
if not item_or_location:
if not input_text:
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] = hints
@@ -916,16 +1097,17 @@ class ClientMessageProcessor(CommonCommandProcessor):
return True
else:
world = proxy_worlds[self.ctx.games[self.client.slot]]
item_name, usable, response = get_intended_text(item_or_location, world.all_names)
item_name, usable, response = get_intended_text(input_text,
world.all_names if not explicit_location else world.location_names)
if usable:
if item_name in world.hint_blacklist:
self.output(f"Sorry, \"{item_name}\" is marked as non-hintable.")
hints = []
elif item_name in world.item_name_groups:
elif item_name in world.item_name_groups and not explicit_location:
hints = []
for item in world.item_name_groups[item_name]:
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item))
elif item_name in world.item_names: # item name
elif item_name in world.item_names and not explicit_location: # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, item_name)
else: # location name
hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
@@ -958,19 +1140,25 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints.append(hint)
can_pay -= 1
self.ctx.hints_used[self.client.team, self.client.slot] += 1
points_available = get_client_points(self.ctx, self.client)
if not hint.found:
self.ctx.hints[self.client.team, hint.finding_player].add(hint)
self.ctx.hints[self.client.team, hint.receiving_player].add(hint)
if not_found_hints:
if hints:
if hints and cost and int((points_available // cost) == 0):
self.output(
f"There may be more hintables, however, you cannot afford to pay for any more. "
f" You have {points_available} and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}.")
elif hints:
self.output(
"There may be more hintables, you can rerun the command to find more.")
else:
self.output(f"You can't afford the hint. "
f"You have {points_available} points and need at least "
f"{self.ctx.get_hint_cost(self.client.slot)}")
f"{self.ctx.get_hint_cost(self.client.slot)}.")
notify_hints(self.ctx, self.client.team, hints)
self.ctx.save()
return True
@@ -982,17 +1170,33 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(response)
return False
@mark_raw
def _cmd_hint(self, item_or_location: str = "") -> bool:
"""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."""
return self.get_hints(item_or_location)
def get_checked_checks(ctx: Context, client: Client) -> typing.List[int]:
@mark_raw
def _cmd_hint_location(self, location: str = "") -> bool:
"""Use !hint_location {location_name},
for example !hint_location atomic-bomb to get a spoiler peek for that location.
(In the case of factorio, or any other game where item names and location names are identical,
this command must be used explicitly.)"""
return self.get_hints(location, True)
def get_checked_checks(ctx: Context, team: int, slot: int) -> typing.List[int]:
return [location_id for
location_id in ctx.locations[client.slot] if
location_id in ctx.location_checks[client.team, client.slot]]
location_id in ctx.locations[slot] if
location_id in ctx.location_checks[team, slot]]
def get_missing_checks(ctx: Context, client: Client) -> typing.List[int]:
def get_missing_checks(ctx: Context, team: int, slot: int) -> typing.List[int]:
return [location_id for
location_id in ctx.locations[client.slot] if
location_id not in ctx.location_checks[client.team, client.slot]]
location_id in ctx.locations[slot] if
location_id not in ctx.location_checks[team, slot]]
def get_client_points(ctx: Context, client: Client) -> int:
@@ -1000,24 +1204,30 @@ def get_client_points(ctx: Context, client: Client) -> int:
ctx.get_hint_cost(client.slot) * ctx.hints_used[client.team, client.slot])
def get_slot_points(ctx: Context, team: int, slot: int) -> int:
return (ctx.location_check_points * len(ctx.location_checks[team, slot]) -
ctx.get_hint_cost(slot) * ctx.hints_used[team, slot])
async def process_client_cmd(ctx: Context, client: Client, args: dict):
try:
cmd: str = args["cmd"]
except:
logging.exception(f"Could not get command from {args}")
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd", "original_cmd": None,
"text": f"Could not get command from {args} at `cmd`"}])
raise
if type(cmd) is not str:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd", "original_cmd": None,
"text": f"Command should be str, got {type(cmd)}"}])
return
if cmd == 'Connect':
if not args or 'password' not in args or type(args['password']) not in [str, type(None)] or \
'game' not in args:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", 'text': 'Connect'}])
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", 'text': 'Connect',
"original_cmd": cmd}])
return
errors = set()
@@ -1030,28 +1240,8 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
else:
team, slot = ctx.connect_names[args['name']]
game = ctx.games[slot]
if args['game'] != game:
errors.add('InvalidSlot')
# this can only ever be 0 or 1 elements
clients = [c for c in ctx.endpoints if c.auth and c.slot == slot and c.team == team]
if clients:
# likely same player with a "ghosted" slot. We bust the ghost.
if "uuid" in args and ctx.client_ids[team, slot] == args["uuid"]:
await ctx.send_msgs(clients[0], [{"cmd": "Print", "text": "You are getting kicked "
"by yourself reconnecting."}])
await clients[0].socket.close() # we have to await the DC of the ghost, so not to create data pasta
client.name = ctx.player_names[(team, slot)]
client.team = team
client.slot = slot
else:
errors.add('SlotAlreadyTaken')
else:
client.name = ctx.player_names[(team, slot)]
client.team = team
client.slot = slot
minver = ctx.minimum_client_versions[slot]
if minver > args['version']:
errors.add('IncompatibleVersion')
if "IgnoreGame" not in args["tags"] and args['game'] != game:
errors.add('InvalidGame')
# only exact version match allowed
if ctx.compatibility == 0 and args['version'] != version_tuple:
@@ -1060,26 +1250,37 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
logging.info(f"A client connection was refused due to: {errors}, the sent connect information was {args}.")
await ctx.send_msgs(client, [{"cmd": "ConnectionRefused", "errors": list(errors)}])
else:
team, slot = ctx.connect_names[args['name']]
if client.auth and client.team is not None and client.slot in ctx.clients[client.team]:
ctx.clients[team][slot].remove(client) # re-auth, remove old entry
if client.team != team or client.slot != slot:
client.auth = False # swapping Team/Slot
client.team = team
client.slot = slot
minver = ctx.minimum_client_versions[slot]
if minver > args['version']:
errors.add('IncompatibleVersion')
ctx.client_ids[client.team, client.slot] = args["uuid"]
client.auth = True
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
reply = [{
"cmd": "Connected",
"team": client.team, "slot": client.slot,
"players": ctx.get_players_package(),
"missing_locations": get_missing_checks(ctx, client),
"checked_locations": get_checked_checks(ctx, client),
# get is needed for old multidata that was sparsely populated
"slot_data": ctx.slot_data.get(client.slot, {})
"missing_locations": get_missing_checks(ctx, team, slot),
"checked_locations": get_checked_checks(ctx, team, slot),
"slot_data": ctx.slot_data[client.slot]
}]
items = get_received_items(ctx, client.team, client.slot)
if items:
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": items})
client.send_index = len(items)
if not client.auth: # if this was a Re-Connect, don't print to console
client.auth = True
await on_client_joined(ctx, client)
await ctx.send_msgs(client, reply)
await on_client_joined(ctx, client)
elif cmd == "GetDataPackage":
exclusions = set(args.get("exclusions", []))
@@ -1093,8 +1294,23 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
else:
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": network_data_package}])
elif client.auth:
if cmd == 'Sync':
if cmd == "ConnectUpdate":
if not args:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", 'text': cmd,
"original_cmd": cmd}])
return
if "tags" in args:
old_tags = client.tags
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
ctx.notify_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.")
elif cmd == 'Sync':
items = get_received_items(ctx, client.team, client.slot)
if items:
client.send_index = len(items)
@@ -1102,13 +1318,20 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
"items": items}])
elif cmd == 'LocationChecks':
register_location_checks(ctx, client.team, client.slot, args["locations"])
if "Tracker" in client.tags:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": "Trackers can't register new Location Checks",
"original_cmd": cmd}])
else:
register_location_checks(ctx, client.team, client.slot, args["locations"])
elif cmd == 'LocationScouts':
locs = []
for location in args["locations"]:
if type(location) is not int or location not in lookup_any_location_id_to_name:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts'}])
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"original_cmd": cmd}])
return
target_item, target_player = ctx.locations[client.slot][location]
locs.append(NetworkItem(target_item, location, target_player))
@@ -1120,7 +1343,8 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
elif cmd == 'Say':
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',
"original_cmd": cmd}])
return
client.messageprocessor(args["text"])
@@ -1143,10 +1367,7 @@ def update_client_status(ctx: Context, client: Client, new_status: ClientStatus)
current = ctx.client_game_state[client.team, client.slot]
if current != ClientStatus.CLIENT_GOAL: # can't undo goal completion
if new_status == ClientStatus.CLIENT_GOAL:
finished_msg = f'{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has completed their goal.'
ctx.notify_all(finished_msg)
if "auto" in ctx.forfeit_mode:
forfeit_player(ctx, client.team, client.slot)
ctx.on_goal_achieved(client)
ctx.client_game_state[client.team, client.slot] = new_status
@@ -1164,20 +1385,6 @@ class ServerCommandProcessor(CommonCommandProcessor):
def default(self, raw: str):
self.ctx.notify_all('[Server]: ' + raw)
@mark_raw
def _cmd_kick(self, player_name: str) -> bool:
"""Kick specified player from the server"""
for client in self.ctx.endpoints:
if client.auth and client.name.lower() == player_name.lower() and client.socket and not client.socket.closed:
asyncio.create_task(client.socket.close())
self.output(f"Kicked {self.ctx.get_aliased_name(client.team, client.slot)}")
if self.ctx.commandprocessor.client == client:
self.ctx.commandprocessor.client = None
return True
self.output(f"Could not find player {player_name} to kick")
return False
def _cmd_save(self) -> bool:
"""Save current state to multidata"""
if self.ctx.saving:
@@ -1226,9 +1433,21 @@ class ServerCommandProcessor(CommonCommandProcessor):
self.output(response)
return False
@mark_raw
def _cmd_collect(self, player_name: str) -> bool:
"""Send out the remaining items to player."""
seeked_player = player_name.lower()
for (team, slot), name in self.ctx.player_names.items():
if name.lower() == seeked_player:
collect_player(self.ctx, team, slot)
return True
self.output(f"Could not find player {player_name} to collect")
return False
@mark_raw
def _cmd_forfeit(self, player_name: str) -> bool:
"""Send out the remaining items from a player's game to their intended recipients"""
"""Send out the remaining items from a player to their intended recipients"""
seeked_player = player_name.lower()
for (team, slot), name in self.ctx.player_names.items():
if name.lower() == seeked_player:
@@ -1332,6 +1551,8 @@ class ServerCommandProcessor(CommonCommandProcessor):
return input_text
setattr(self.ctx, option_name, attrtype(option))
self.output(f"Set option {option_name} to {getattr(self.ctx, option_name)}")
if option_name in {"forfeit_mode", "remaining_mode", "collect_mode"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", 'permissions': get_permissions(self.ctx)}])
return True
else:
known = (f"{option}:{otype}" for option, otype in self.ctx.simple_options.items())
@@ -1376,6 +1597,15 @@ def parse_args() -> argparse.Namespace:
goal: !forfeit can be used after goal completion
auto-enabled: !forfeit is available and automatically triggered on goal completion
''')
parser.add_argument('--collect_mode', default=defaults["collect_mode"], nargs='?',
choices=['auto', 'enabled', 'disabled', "goal", "auto-enabled"], help='''\
Select !collect Accessibility. (default: %(default)s)
auto: Automatic "collect" on goal completion
enabled: !collect is always available
disabled: !collect is never available
goal: !collect can be used after goal completion
auto-enabled: !collect is available and automatically triggered on goal completion
''')
parser.add_argument('--remaining_mode', default=defaults["remaining_mode"], nargs='?',
choices=['enabled', 'disabled', "goal"], help='''\
Select !remaining Accessibility. (default: %(default)s)
@@ -1426,13 +1656,12 @@ async def auto_shutdown(ctx, to_cancel=None):
async def main(args: argparse.Namespace):
logging.basicConfig(force=True,
format='[%(asctime)s] %(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
Utils.init_logging("Server", loglevel=args.loglevel.lower())
ctx = Context(args.host, args.port, args.server_password, args.password, args.location_check_points,
args.hint_cost, not args.disable_item_cheat, args.forfeit_mode, args.remaining_mode,
args.auto_shutdown, args.compatibility)
ctx.log_network = args.log_network
args.hint_cost, not args.disable_item_cheat, args.forfeit_mode, args.collect_mode,
args.remaining_mode,
args.auto_shutdown, args.compatibility, args.log_network)
data_filename = args.multidata
try:
@@ -1451,7 +1680,7 @@ async def main(args: argparse.Namespace):
ctx.init_save(not args.disable_save)
ctx.server = websockets.serve(functools.partial(server, ctx=ctx), ctx.host, ctx.port, ping_timeout=None,
ctx.server = websockets.serve(functools.partial(server, ctx=ctx), host=ctx.host, port=ctx.port, ping_timeout=None,
ping_interval=None)
ip = args.host if args.host else Utils.get_public_ipv4()
logging.info('Hosting game at %s:%d (%s)' % (ip, ctx.port,

View File

@@ -1,6 +1,4 @@
from __future__ import annotations
import asyncio
import logging
import typing
import enum
from json import JSONEncoder, JSONDecoder
@@ -15,8 +13,8 @@ class JSONMessagePart(typing.TypedDict, total=False):
# optional
type: str
color: str
# mainly for items, optional
found: bool
# owning player for location/item
player: int
class ClientStatus(enum.IntEnum):
@@ -27,6 +25,25 @@ class ClientStatus(enum.IntEnum):
CLIENT_GOAL = 30
class Permission(enum.IntEnum):
disabled = 0b000 # 0, completely disables access
enabled = 0b001 # 1, allows manual use
goal = 0b010 # 2, allows manual use after goal completion
auto = 0b110 # 6, forces use after goal completion, only works for forfeit
auto_enabled = 0b111 # 7, forces use after goal completion, allows manual use any time
@staticmethod
def from_text(text: str):
data = 0
if "auto" in text:
data |= 0b110
elif "goal" in text:
data |= 0b010
if "enabled" in text:
data |= 0b001
return Permission(data)
class NetworkPlayer(typing.NamedTuple):
team: int
slot: int
@@ -45,7 +62,7 @@ def _scan_for_TypedTuples(obj: typing.Any) -> typing.Any:
data = obj._asdict()
data["class"] = obj.__class__.__name__
return data
if isinstance(obj, (tuple, list)):
if isinstance(obj, (tuple, list, set)):
return tuple(_scan_for_TypedTuples(o) for o in obj)
if isinstance(obj, dict):
return {key: _scan_for_TypedTuples(value) for key, value in obj.items()}
@@ -94,53 +111,6 @@ def _object_hook(o: typing.Any) -> typing.Any:
decode = JSONDecoder(object_hook=_object_hook).decode
class Node:
endpoints: typing.List
dumper = staticmethod(encode)
loader = staticmethod(decode)
def __init__(self):
self.endpoints = []
super(Node, self).__init__()
self.log_network = 0
def broadcast_all(self, msgs):
msgs = self.dumper(msgs)
for endpoint in self.endpoints:
asyncio.create_task(self.send_encoded_msgs(endpoint, msgs))
async def send_msgs(self, endpoint: Endpoint, msgs: typing.Iterable[dict]) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
msg = self.dumper(msgs)
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception(f"Exception during send_msgs, could not send {msg}")
await self.disconnect(endpoint)
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
return True
async def send_encoded_msgs(self, endpoint: Endpoint, msg: str) -> bool:
if not endpoint.socket or not endpoint.socket.open:
return False
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception("Exception during send_encoded_msgs")
await self.disconnect(endpoint)
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
return True
async def disconnect(self, endpoint):
if endpoint in self.endpoints:
self.endpoints.remove(endpoint)
class Endpoint:
socket: websockets.WebSocketServerProtocol
@@ -198,8 +168,8 @@ class JSONtoTextParser(metaclass=HandlerMeta):
return "".join(self.handle_node(section) for section in input_object)
def handle_node(self, node: JSONMessagePart):
type = node.get("type", None)
handler = self.handlers.get(type, self.handlers["text"])
node_type = node.get("type", None)
handler = self.handlers.get(node_type, self.handlers["text"])
return handler(node)
def _handle_color(self, node: JSONMessagePart):
@@ -270,6 +240,14 @@ def add_json_text(parts: list, text: typing.Any, **kwargs) -> None:
parts.append({"text": str(text), **kwargs})
def add_json_item(parts: list, item_id: int, player: int = 0, **kwargs) -> None:
parts.append({"text": str(item_id), "player": player, "type": JSONTypes.item_id, **kwargs})
def add_json_location(parts: list, item_id: int, player: int = 0, **kwargs) -> None:
parts.append({"text": str(item_id), "player": player, "type": JSONTypes.location_id, **kwargs})
class Hint(typing.NamedTuple):
receiving_player: int
finding_player: int
@@ -294,9 +272,9 @@ class Hint(typing.NamedTuple):
add_json_text(parts, "[Hint]: ")
add_json_text(parts, self.receiving_player, type="player_id")
add_json_text(parts, "'s ")
add_json_text(parts, self.item, type="item_id", found=self.found)
add_json_item(parts, self.item, self.receiving_player)
add_json_text(parts, " is at ")
add_json_text(parts, self.location, type="location_id")
add_json_location(parts, self.location, self.finding_player)
add_json_text(parts, " in ")
add_json_text(parts, self.finding_player, type="player_id")
if self.entrance:
@@ -311,7 +289,8 @@ class Hint(typing.NamedTuple):
return {"cmd": "PrintJSON", "data": parts, "type": "Hint",
"receiving": self.receiving_player,
"item": NetworkItem(self.item, self.location, self.finding_player)}
"item": NetworkItem(self.item, self.location, self.finding_player),
"found": self.found}
@property
def local(self):

View File

@@ -9,7 +9,7 @@ class AssembleOptions(type):
name_lookup = attrs["name_lookup"] = {}
# merge parent class options
for base in bases:
if hasattr(base, "options"):
if getattr(base, "options", None):
options.update(base.options)
name_lookup.update(base.name_lookup)
new_options = {name[7:].lower(): option_id for name, option_id in attrs.items() if
@@ -29,7 +29,9 @@ class AssembleOptions(type):
def validate(self, *args, **kwargs):
func(self, *args, **kwargs)
self.value = self.schema.validate(self.value)
return validate
attrs["__init__"] = validate_decorator(attrs["__init__"])
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
@@ -43,6 +45,9 @@ class Option(metaclass=AssembleOptions):
# Handled in get_option_name()
autodisplayname = False
# can be weighted between selections
supports_weighting = True
def __repr__(self) -> str:
return f"{self.__class__.__name__}({self.get_current_option_name()})"
@@ -57,11 +62,12 @@ class Option(metaclass=AssembleOptions):
"""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()
@classmethod
def get_option_name(cls, value: typing.Any) -> str:
if cls.autodisplayname:
return cls.name_lookup[value].replace("_", " ").title()
else:
return self.name_lookup[self.value]
return cls.name_lookup[value]
def __int__(self) -> int:
return self.value
@@ -80,6 +86,7 @@ class Toggle(Option):
default = 0
def __init__(self, value: int):
assert value == 0 or value == 1
self.value = value
@classmethod
@@ -114,9 +121,11 @@ class Toggle(Option):
def __int__(self):
return int(self.value)
def get_option_name(self, value):
@classmethod
def get_option_name(cls, value):
return ["No", "Yes"][int(value)]
class DefaultOnToggle(Toggle):
default = 1
@@ -130,10 +139,8 @@ class Choice(Option):
@classmethod
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())))
if text == "random":
return cls(random.choice(list(cls.name_lookup)))
for optionname, value in cls.options.items():
if optionname == text:
return cls(value)
@@ -147,6 +154,36 @@ class Choice(Option):
return cls(data)
return cls.from_text(str(data))
def __eq__(self, other):
if isinstance(other, self.__class__):
return other.value == self.value
elif isinstance(other, str):
assert other in self.options
return other == self.current_key
elif isinstance(other, int):
assert other in self.name_lookup
return other == self.value
elif isinstance(other, bool):
return other == bool(self.value)
else:
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
def __ne__(self, other):
if isinstance(other, self.__class__):
return other.value != self.value
elif isinstance(other, str):
assert other in self.options
return other != self.current_key
elif isinstance(other, int):
assert other in self.name_lookup
return other != self.value
elif isinstance(other, bool):
return other != bool(self.value)
elif other is None:
return False
else:
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
class Range(Option, int):
range_start = 0
@@ -180,7 +217,7 @@ class Range(Option, int):
return cls.from_text(str(data))
def get_option_name(self, value):
return str(self.value)
return str(value)
def __str__(self):
return str(self.value)
@@ -205,9 +242,11 @@ class OptionNameSet(Option):
class OptionDict(Option):
default = {}
supports_weighting = False
value: typing.Dict[str, typing.Any]
def __init__(self, value: typing.Dict[str, typing.Any]):
self.value: typing.Dict[str, typing.Any] = value
self.value = value
@classmethod
def from_any(cls, data: typing.Dict[str, typing.Any]) -> OptionDict:
@@ -217,30 +256,165 @@ class OptionDict(Option):
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
def get_option_name(self, value):
return str(value)
return ", ".join(f"{key}: {v}" for key, v in value.items())
def __contains__(self, item):
return item in self.value
class ItemDict(OptionDict):
# implemented by Generate
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value)
class OptionList(Option):
default = []
supports_weighting = False
value: list
def __init__(self, value: typing.List[str, typing.Any]):
self.value = value
super(OptionList, self).__init__()
@classmethod
def from_text(cls, text: str):
return cls([option.strip() for option in text.split(",")])
@classmethod
def from_any(cls, data: typing.Any):
if type(data) == list:
return cls(data)
return cls.from_text(str(data))
def get_option_name(self, value):
return ", ".join(value)
def __contains__(self, item):
return item in self.value
class OptionSet(Option):
default = frozenset()
supports_weighting = False
value: set
def __init__(self, value: typing.Union[typing.Set[str, typing.Any], typing.List[str, typing.Any]]):
self.value = set(value)
super(OptionSet, self).__init__()
@classmethod
def from_text(cls, text: str):
return cls([option.strip() for option in text.split(",")])
@classmethod
def from_any(cls, data: typing.Any):
if type(data) == list:
return cls(data)
elif type(data) == set:
return cls(data)
return cls.from_text(str(data))
def get_option_name(self, value):
return ", ".join(value)
def __contains__(self, item):
return item in self.value
local_objective = Toggle # local triforce pieces, local dungeon prizes etc.
class Accessibility(Choice):
"""Set rules for reachability of your items/locations.
Locations: ensure everything can be reached and acquired.
Items: ensure all logically relevant items can be acquired.
Minimal: ensure what is needed to reach your goal can be acquired."""
option_locations = 0
option_items = 1
option_beatable = 2
option_minimal = 2
alias_none = 2
default = 1
class ProgressionBalancing(DefaultOnToggle):
"""A system that moves progression earlier, to try and prevent the player from getting stuck and bored early."""
common_options = {
"progression_balancing": ProgressionBalancing,
"accessibility": Accessibility
}
class ItemSet(OptionSet):
# implemented by Generate
verify_item_name = True
class LocalItems(ItemSet):
"""Forces these items to be in their native world."""
displayname = "Local Items"
class NonLocalItems(ItemSet):
"""Forces these items to be outside their native world."""
displayname = "Not Local Items"
class StartInventory(ItemDict):
"""Start with these items."""
verify_item_name = True
displayname = "Start Inventory"
class StartHints(ItemSet):
"""Start with these item's locations prefilled into the !hint command."""
displayname = "Start Hints"
class StartLocationHints(OptionSet):
displayname = "Start Location Hints"
class ExcludeLocations(OptionSet):
"""Prevent these locations from having an important item"""
displayname = "Excluded Locations"
verify_location_name = True
class DeathLink(Toggle):
"""When you die, everyone dies. Of course the reverse is true too."""
displayname = "Death Link"
per_game_common_options = {
"local_items": LocalItems,
"non_local_items": NonLocalItems,
"start_inventory": StartInventory,
"start_hints": StartHints,
"start_location_hints": StartLocationHints,
"exclude_locations": OptionSet
}
if __name__ == "__main__":
from worlds.alttp.Options import Logic
import argparse
mapshuffle = Toggle
compassshuffle = Toggle
map_shuffle = Toggle
compass_shuffle = Toggle
keyshuffle = Toggle
bigkeyshuffle = Toggle
bigkey_shuffle = Toggle
hints = Toggle
test = argparse.Namespace()
test.logic = Logic.from_text("no_logic")
test.mapshuffle = mapshuffle.from_text("ON")
test.map_shuffle = map_shuffle.from_text("ON")
test.hints = hints.from_text('OFF')
try:
test.logic = Logic.from_text("overworld_glitches_typo")
@@ -250,7 +424,7 @@ if __name__ == "__main__":
test.logic_owg = Logic.from_text("owg")
except KeyError as e:
print(e)
if test.mapshuffle:
print("Mapshuffle is on")
if test.map_shuffle:
print("map_shuffle is on")
print(f"Hints are {bool(test.hints)}")
print(test)

View File

@@ -1,3 +1,5 @@
# TODO: convert this into a system like AutoWorld
import bsdiff4
import yaml
import os
@@ -10,54 +12,88 @@ from typing import Tuple, Optional
import Utils
current_patch_version = 3
current_patch_version = 2
GAME_ALTTP = "A Link to the Past"
GAME_SM = "Super Metroid"
GAME_SOE = "Secret of Evermore"
supported_games = {"A Link to the Past", "Super Metroid", "Secret of Evermore"}
preferred_endings = {
GAME_ALTTP: "apbp",
GAME_SM: "apm3",
GAME_SOE: "apsoe"
}
def generate_yaml(patch: bytes, metadata: Optional[dict] = None) -> bytes:
from worlds.alttp.Rom import JAP10HASH
def generate_yaml(patch: bytes, metadata: Optional[dict] = None, game: str = GAME_ALTTP) -> bytes:
if game == GAME_ALTTP:
from worlds.alttp.Rom import JAP10HASH as HASH
elif game == GAME_SM:
from worlds.sm.Rom import JAP10HASH as HASH
elif game == GAME_SOE:
from worlds.soe.Patch import USHASH as HASH
else:
raise RuntimeError(f"Selected game {game} for base rom not found.")
patch = yaml.dump({"meta": metadata,
"patch": patch,
"game": "A Link to the Past",
"game": game,
# minimum version of patch system expected for patching to be successful
"compatible_version": 1,
"compatible_version": 3,
"version": current_patch_version,
"base_checksum": JAP10HASH})
"base_checksum": HASH})
return patch.encode(encoding="utf-8-sig")
def generate_patch(rom: bytes, metadata: Optional[dict] = None) -> bytes:
from worlds.alttp.Rom import get_base_rom_bytes
def generate_patch(rom: bytes, metadata: Optional[dict] = None, game: str = GAME_ALTTP) -> bytes:
if metadata is None:
metadata = {}
patch = bsdiff4.diff(get_base_rom_bytes(), rom)
return generate_yaml(patch, metadata)
patch = bsdiff4.diff(get_base_rom_data(game), rom)
return generate_yaml(patch, metadata, game)
def create_patch_file(rom_file_to_patch: str, server: str = "", destination: str = None,
player: int = 0, player_name: str = "") -> str:
meta = {"server": server, # allow immediate connection to server in multiworld. Empty string otherwise
player: int = 0, player_name: str = "", game: str = GAME_ALTTP) -> str:
meta = {"server": server, # allow immediate connection to server in multiworld. Empty string otherwise
"player_id": player,
"player_name": player_name}
bytes = generate_patch(load_bytes(rom_file_to_patch),
meta)
target = destination if destination else os.path.splitext(rom_file_to_patch)[0] + ".apbp"
meta,
game)
target = destination if destination else os.path.splitext(rom_file_to_patch)[0] + (
".apbp" if game == GAME_ALTTP else ".apm3")
write_lzma(bytes, target)
return target
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"))
game_name = data["game"]
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.")
patched_data = bsdiff4.patch(get_base_rom_bytes(), data["patch"])
patched_data = bsdiff4.patch(get_base_rom_data(game_name), data["patch"])
rom_hash = patched_data[int(0x7FC0):int(0x7FD5)]
data["meta"]["hash"] = "".join(chr(x) for x in rom_hash)
target = os.path.splitext(patch_file)[0] + ".sfc"
return data["meta"], target, patched_data
def get_base_rom_data(game: str):
if game == GAME_ALTTP:
from worlds.alttp.Rom import get_base_rom_bytes
elif game == "alttp": # old version for A Link to the Past
from worlds.alttp.Rom import get_base_rom_bytes
elif game == GAME_SM:
from worlds.sm.Rom import get_base_rom_bytes
elif game == GAME_SOE:
file_name = Utils.get_options()["soe_options"]["rom"]
get_base_rom_bytes = lambda: bytes(read_rom(open(file_name, "rb")))
else:
raise RuntimeError("Selected game for base rom not found.")
return get_base_rom_bytes()
def create_rom_file(patch_file: str) -> Tuple[dict, str]:
data, target, patched_data = create_rom_bytes(patch_file)
with open(target, "wb") as f:
@@ -68,7 +104,7 @@ def create_rom_file(patch_file: str) -> Tuple[dict, str]:
def update_patch_data(patch_data: bytes, server: str = "") -> bytes:
data = Utils.parse_yaml(lzma.decompress(patch_data).decode("utf-8-sig"))
data["meta"]["server"] = server
bytes = generate_yaml(data["patch"], data["meta"])
bytes = generate_yaml(data["patch"], data["meta"], data["game"])
return lzma.compress(bytes)
@@ -82,6 +118,14 @@ def write_lzma(data: bytes, path: str):
f.write(data)
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
if __name__ == "__main__":
host = Utils.get_public_ipv4()
options = Utils.get_options()['server_options']
@@ -113,7 +157,13 @@ if __name__ == "__main__":
if 'server' in data:
Utils.persistent_store("servers", data['hash'], data['server'])
print(f"Host is {data['server']}")
elif rom.endswith(".apm3"):
print(f"Applying patch {rom}")
data, target = create_rom_file(rom)
print(f"Created rom {target}.")
if 'server' in data:
Utils.persistent_store("servers", data['hash'], data['server'])
print(f"Host is {data['server']}")
elif rom.endswith(".archipelago"):
import json
import zlib
@@ -139,7 +189,7 @@ if __name__ == "__main__":
def _handle_zip_file_entry(zfinfo: zipfile.ZipInfo, server: str):
data = zfr.read(zfinfo)
if zfinfo.filename.endswith(".apbp"):
if zfinfo.filename.endswith(".apbp") or zfinfo.filename.endswith(".apm3"):
data = update_patch_data(data, server)
with ziplock:
zfw.writestr(zfinfo, data)
@@ -160,12 +210,4 @@ if __name__ == "__main__":
import traceback
traceback.print_exc()
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
input("Press enter to close.")

View File

@@ -7,8 +7,14 @@ Currently, the following games are supported:
* Factorio
* Minecraft
* Subnautica
* Slay the Spire
* Risk of Rain 2
* The Legend of Zelda: Ocarina of Time
* Timespinner
* Super Metroid
* Secret of Evermore
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
windows binaries.
@@ -30,13 +36,14 @@ Archipelago was directly forked from bonta0's `multiworld_31` branch of ALttPEnt
## Running Archipelago
For most people all you need to do is head over to the [releases](https://github.com/ArchipelagoMW/Archipelago/releases) page then download and run the appropriate installer. The installers function on Windows only.
If you are running Archipelago from a non-Windows system then the likely scenario is that you are comfortable running source code directly. Please see our wiki page on [running Archipelago from source](https://github.com/Berserker66/MultiWorld-Utilities/wiki/Running-from-source).
If you are running Archipelago from a non-Windows system then the likely scenario is that you are comfortable running source code directly. Please see our wiki page on [running Archipelago from source](https://github.com/ArchipelagoMW/Archipelago/wiki/Running-from-source).
## Related Repositories
This project makes use of multiple other projects. We wouldn't be here without these other repositories and the contributions of their developers, past and present.
* [z3randomizer](https://github.com/CaitSith2/z3randomizer)
* [z3randomizer](https://github.com/ArchipelagoMW/z3randomizer)
* [Enemizer](https://github.com/Ijwu/Enemizer)
* [Ocarina of Time Randomizer](https://github.com/TestRunnerSRL/OoT-Randomizer)
## Contributing
Contributions are welcome. We have a few asks of any new contributors.

View File

@@ -1,48 +1,48 @@
import argparse
import atexit
exit_func = atexit.register(input, "Press enter to close.")
from __future__ import annotations
import sys
import threading
import time
import sys
import multiprocessing
import os
import subprocess
import base64
import shutil
import logging
import asyncio
from json import loads, dumps
from Utils import get_item_name_from_id
from Utils import get_item_name_from_id, init_logging
import ModuleUpdate
ModuleUpdate.update()
if __name__ == "__main__":
init_logging("SNIClient")
import colorama
from NetUtils import *
from worlds.alttp import Regions, Shops
from worlds.alttp import Items
from worlds.alttp.Rom import ROM_PLAYER_LIMIT
from worlds.sm.Rom import ROM_PLAYER_LIMIT as SM_ROM_PLAYER_LIMIT
import Utils
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, gui_enabled, get_base_parser
from Patch import GAME_ALTTP, GAME_SM
snes_logger = logging.getLogger("SNES")
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 DeathState(enum.IntEnum):
killing_player = 1
alive = 2
dead = 3
class LttPCommandProcessor(ClientCommandProcessor):
ctx: Context
def _cmd_slow_mode(self, toggle: str = ""):
"""Toggle slow mode, which limits how fast you send / receive items."""
if toggle:
@@ -53,11 +53,27 @@ class LttPCommandProcessor(ClientCommandProcessor):
self.output(f"Setting slow mode to {self.ctx.slow_mode}")
@mark_raw
def _cmd_snes(self, snes_address: str = "") -> bool:
"""Connect to a snes.
Optionally include network address of a snes to connect to, otherwise show available devices"""
def _cmd_snes(self, snes_options: str = "") -> bool:
"""Connect to a snes. Optionally include network address of a snes to connect to,
otherwise show available devices; and a SNES device number if more than one SNES is detected"""
snes_address = self.ctx.snes_address
snes_device_number = -1
options = snes_options.split()
num_options = len(options)
if num_options > 0:
snes_address = options[0]
if num_options > 1:
try:
snes_device_number = int(options[1])
except:
pass
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, snes_device_number))
return True
def _cmd_snes_close(self) -> bool:
@@ -69,6 +85,19 @@ class LttPCommandProcessor(ClientCommandProcessor):
else:
return False
# Left here for quick re-addition for debugging.
# def _cmd_snes_write(self, address, data):
# """Write the specified byte (base10) to the SNES' memory address (base16)."""
# if self.ctx.snes_state != SNESState.SNES_ATTACHED:
# self.output("No attached SNES Device.")
# return False
#
# snes_buffered_write(self.ctx, int(address, 16), bytes([int(data)]))
# asyncio.create_task(snes_flush_writes(self.ctx))
# self.output("Data Sent")
# return True
class Context(CommonContext):
command_processor = LttPCommandProcessor
game = "A Link to the Past"
@@ -86,6 +115,8 @@ class Context(CommonContext):
self.snes_request_lock = asyncio.Lock()
self.snes_write_buffer = []
self.snes_connector_lock = threading.Lock()
self.death_state = DeathState.alive # for death link flop behaviour
self.killing_player_task = None
self.awaiting_rom = False
self.rom = None
@@ -101,7 +132,7 @@ class Context(CommonContext):
raise Exception('Invalid ROM detected, '
'please verify that you have loaded the correct rom and reconnect your snes (/snes)')
async def server_auth(self, password_requested):
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(Context, self).server_auth(password_requested)
if self.rom is None:
@@ -113,10 +144,52 @@ class Context(CommonContext):
self.auth = self.rom
auth = base64.b64encode(self.rom).decode()
await self.send_msgs([{"cmd": 'Connect',
'password': self.password, 'name': auth, 'version': Utils.version_tuple,
'tags': get_tags(self),
'uuid': Utils.get_unique_identifier(), 'game': "A Link to the Past"
}])
'password': self.password, 'name': auth, 'version': Utils.version_tuple,
'tags': self.tags,
'uuid': Utils.get_unique_identifier(),
'game': self.game
}])
def on_deathlink(self, data: dict):
if not self.killing_player_task or self.killing_player_task.done():
self.killing_player_task = asyncio.create_task(deathlink_kill_player(self))
super(Context, self).on_deathlink(data)
async def handle_deathlink_state(self, currently_dead: bool):
# in this state we only care about triggering a death send
if self.death_state == DeathState.alive:
if currently_dead:
self.death_state = DeathState.dead
await self.send_death()
# in this state we care about confirming a kill, to move state to dead
elif self.death_state == DeathState.killing_player:
# this is being handled in deathlink_kill_player(ctx) already
pass
# in this state we wait until the player is alive again
elif self.death_state == DeathState.dead:
if not currently_dead:
self.death_state = DeathState.alive
async def deathlink_kill_player(ctx: Context):
ctx.death_state = DeathState.killing_player
while ctx.death_state == DeathState.killing_player and \
ctx.snes_state == SNESState.SNES_ATTACHED:
if ctx.game == GAME_ALTTP:
snes_buffered_write(ctx, WRAM_START + 0xF36D, bytes([0])) # set current health to 0
snes_buffered_write(ctx, WRAM_START + 0x0373, bytes([8])) # deal 1 full heart of damage at next opportunity
elif ctx.game == GAME_SM:
snes_buffered_write(ctx, WRAM_START + 0x09C2, bytes([0, 0])) # set current health to 0
await snes_flush_writes(ctx)
await asyncio.sleep(1)
gamemode = None
if ctx.game == GAME_ALTTP:
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
elif ctx.game == GAME_SM:
gamemode = await snes_read(ctx, WRAM_START + 0x0998, 1)
if not gamemode or gamemode[0] in (DEATH_MODES if ctx.game == GAME_ALTTP else SM_DEATH_MODES):
ctx.death_state = DeathState.dead
ctx.last_death_link = time.time()
def color_item(item_id: int, green: bool = False) -> str:
@@ -129,6 +202,7 @@ def color_item(item_id: int, green: bool = False) -> str:
SNES_RECONNECT_DELAY = 5
# LttP
ROM_START = 0x000000
WRAM_START = 0xF50000
WRAM_SIZE = 0x20000
@@ -139,6 +213,7 @@ ROMNAME_SIZE = 0x15
INGAME_MODES = {0x07, 0x09, 0x0b}
ENDGAME_MODES = {0x19, 0x1a}
DEATH_MODES = {0x12}
SAVEDATA_START = WRAM_START + 0xF000
SAVEDATA_SIZE = 0x500
@@ -154,6 +229,21 @@ SCOUTREPLY_ITEM_ADDR = SAVEDATA_START + 0x4D9 # 1 byte
SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
SHOP_ADDR = SAVEDATA_START + 0x302 # 2 bytes
DEATH_LINK_ACTIVE_ADDR = ROMNAME_START + 0x15 # 1 byte
# SM
SM_ROMNAME_START = 0x1C4F00
SM_INGAME_MODES = {0x07, 0x09, 0x0b}
SM_ENDGAME_MODES = {0x26, 0x27}
SM_DEATH_MODES = {0x15, 0x17, 0x18, 0x19, 0x1A}
SM_RECV_PROGRESS_ADDR = SRAM_START + 0x2000 # 2 bytes
SM_RECV_ITEM_ADDR = SAVEDATA_START + 0x4D2 # 1 byte
SM_RECV_ITEM_PLAYER_ADDR = SAVEDATA_START + 0x4D3 # 1 byte
SM_DEATH_LINK_ACTIVE_ADDR = ROM_START + 0x277f04 # 1 byte
location_shop_ids = set([info[0] for name, info in Shops.shop_table.items()])
location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
@@ -377,7 +467,7 @@ location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
'Ganons Tower - Pre-Moldorm Chest': (0x3d, 0x40),
'Ganons Tower - Validation Chest': (0x4d, 0x10)}
location_table_uw_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_uw.items()}
location_table_uw_id = {Regions.lookup_name_to_id[name]: data for name, data in location_table_uw.items()}
location_table_npc = {'Mushroom': 0x1000,
'King Zora': 0x2,
@@ -393,7 +483,7 @@ location_table_npc = {'Mushroom': 0x1000,
'Stumpy': 0x8,
'Bombos Tablet': 0x200}
location_table_npc_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_npc.items()}
location_table_npc_id = {Regions.lookup_name_to_id[name]: data for name, data in location_table_npc.items()}
location_table_ow = {'Flute Spot': 0x2a,
'Sunken Treasure': 0x3b,
@@ -408,14 +498,15 @@ location_table_ow = {'Flute Spot': 0x2a,
'Bumper Cave Ledge': 0x4a,
'Floating Island': 0x5}
location_table_ow_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_ow.items()}
location_table_ow_id = {Regions.lookup_name_to_id[name]: data for name, data in location_table_ow.items()}
location_table_misc = {'Bottle Merchant': (0x3c9, 0x2),
'Purple Chest': (0x3c9, 0x10),
"Link's Uncle": (0x3c6, 0x1),
'Hobo': (0x3c9, 0x1)}
location_table_misc_id = {Regions.lookup_name_to_id[name] : data for name, data in location_table_misc.items()}
location_table_misc_id = {Regions.lookup_name_to_id[name]: data for name, data in location_table_misc.items()}
class SNESState(enum.IntEnum):
SNES_DISCONNECTED = 0
@@ -431,16 +522,18 @@ def launch_sni(ctx: Context):
sni_path = Utils.local_path(sni_path)
if os.path.isdir(sni_path):
for file in os.listdir(sni_path):
if file.startswith("sni.") and not file.endswith(".proto"):
lower_file = file.lower()
if (lower_file.startswith("sni.") and not lower_file.endswith(".proto")) or lower_file == "sni":
sni_path = os.path.join(sni_path, file)
if os.path.isfile(sni_path):
snes_logger.info(f"Attempting to start {sni_path}")
import subprocess
if Utils.is_frozen(): # if it spawns a visible console, may as well populate it
import sys
if not sys.stdout: # 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)
subprocess.Popen(sni_path, cwd=os.path.dirname(sni_path), stdout=subprocess.DEVNULL,
stderr=subprocess.DEVNULL)
else:
snes_logger.info(
f"Attempt to start SNI was aborted as path {sni_path} was not found, "
@@ -490,13 +583,23 @@ async def get_snes_devices(ctx: Context):
await socket.send(dumps(DeviceList_Request))
reply = loads(await socket.recv())
devices = reply['Results'] if 'Results' in reply and len(reply['Results']) > 0 else None
await verify_snes_app(socket)
await socket.close()
return devices
async def snes_connect(ctx: Context, address):
async def verify_snes_app(socket):
AppVersion_Request = {
"Opcode": "AppVersion",
}
await socket.send(dumps(AppVersion_Request))
app: str = loads(await socket.recv())["Results"][0]
if "SNI" not in app:
snes_logger.warning(f"Warning: Did not find SNI as the endpoint, instead {app} was found.")
async def snes_connect(ctx: Context, address, deviceIndex=-1):
global SNES_RECONNECT_DELAY
if ctx.snes_socket is not None and ctx.snes_state == SNESState.SNES_CONNECTED:
if ctx.rom:
@@ -505,6 +608,7 @@ async def snes_connect(ctx: Context, address):
snes_logger.error('Already connected to SNI, likely awaiting a device.')
return
device = None
recv_task = None
ctx.snes_state = SNESState.SNES_CONNECTING
socket = await _snes_connect(ctx, address)
@@ -513,15 +617,30 @@ async def snes_connect(ctx: Context, address):
try:
devices = await get_snes_devices(ctx)
numDevices = len(devices)
if len(devices) == 1:
if numDevices == 1:
device = devices[0]
elif ctx.snes_reconnect_address:
if ctx.snes_attached_device[1] in devices:
device = ctx.snes_attached_device[1]
else:
device = devices[ctx.snes_attached_device[0]]
else:
elif numDevices > 1:
if deviceIndex == -1:
snes_logger.info(
"Found " + str(numDevices) + " SNES devices; connect to one with /snes <address> <device number>:")
for idx, availableDevice in enumerate(devices):
snes_logger.info(str(idx + 1) + ": " + availableDevice)
elif (deviceIndex < 0) or (deviceIndex - 1) > numDevices:
snes_logger.warning("SNES device number out of range")
else:
device = devices[deviceIndex - 1]
if device is None:
await snes_disconnect(ctx)
return
@@ -681,12 +800,6 @@ async def snes_flush_writes(ctx: Context):
await snes_write(ctx, writes)
# kept as function for easier wrapping by plugins
def get_tags(ctx: Context):
tags = ['AP']
return tags
async def track_locations(ctx: Context, roomid, roomdata):
new_locations = []
@@ -694,7 +807,8 @@ async def track_locations(ctx: Context, roomid, roomdata):
new_locations.append(location_id)
ctx.locations_checked.add(location_id)
location = ctx.location_name_getter(location_id)
snes_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:
if roomid in location_shop_ids:
@@ -764,7 +878,6 @@ async def track_locations(ctx: Context, roomid, roomdata):
if misc_data[offset - 0x3c6] & mask != 0 and location_id not in ctx.locations_checked:
new_check(location_id)
if new_locations:
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": new_locations}])
@@ -781,11 +894,30 @@ async def game_watcher(ctx: Context):
if not ctx.rom:
ctx.finished_game = False
rom = await snes_read(ctx, ROMNAME_START, ROMNAME_SIZE)
gameName = await snes_read(ctx, SM_ROMNAME_START, 2)
if gameName is None:
continue
elif gameName == b"SM":
ctx.game = GAME_SM
else:
ctx.game = GAME_ALTTP
rom = await snes_read(ctx, SM_ROMNAME_START if ctx.game == GAME_SM else ROMNAME_START, ROMNAME_SIZE)
if rom is None or rom == bytes([0] * ROMNAME_SIZE):
continue
ctx.rom = rom
death_link = await snes_read(ctx, DEATH_LINK_ACTIVE_ADDR if ctx.game == GAME_ALTTP else
SM_DEATH_LINK_ACTIVE_ADDR, 1)
if death_link:
death_link = bool(death_link[0] & 0b1)
old_tags = ctx.tags.copy()
if death_link:
ctx.tags.add("DeathLink")
else:
ctx.tags -= {"DeathLink"}
if old_tags != ctx.tags and ctx.server and not ctx.server.socket.closed:
await ctx.send_msgs([{"cmd": "ConnectUpdate", "tags": ctx.tags}])
if not ctx.prev_rom or ctx.prev_rom != ctx.rom:
ctx.locations_checked = set()
ctx.locations_scouted = set()
@@ -798,65 +930,131 @@ async def game_watcher(ctx: Context):
snes_logger.warning("ROM change detected, please reconnect to the multiworld server")
await ctx.disconnect()
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
gameend = await snes_read(ctx, SAVEDATA_START + 0x443, 1)
game_timer = await snes_read(ctx, SAVEDATA_START + 0x42E, 4)
if gamemode is None or gameend is None or game_timer is None or \
(gamemode[0] not in INGAME_MODES and gamemode[0] not in ENDGAME_MODES):
continue
if ctx.game == GAME_ALTTP:
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
if "DeathLink" in ctx.tags and gamemode and ctx.last_death_link + 1 < time.time():
currently_dead = gamemode[0] in DEATH_MODES
await ctx.handle_deathlink_state(currently_dead)
delay = 7 if ctx.slow_mode else 2
if gameend[0]:
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
if time.perf_counter() - perf_counter < delay:
gameend = await snes_read(ctx, SAVEDATA_START + 0x443, 1)
game_timer = await snes_read(ctx, SAVEDATA_START + 0x42E, 4)
if gamemode is None or gameend is None or game_timer is None or \
(gamemode[0] not in INGAME_MODES and gamemode[0] not in ENDGAME_MODES):
continue
delay = 7 if ctx.slow_mode else 2
if gameend[0]:
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
if time.perf_counter() - perf_counter < delay:
continue
else:
perf_counter = time.perf_counter()
else:
perf_counter = time.perf_counter()
else:
game_timer = game_timer[0] | (game_timer[1] << 8) | (game_timer[2] << 16) | (game_timer[3] << 24)
if abs(game_timer - prev_game_timer) < (delay * 60):
game_timer = game_timer[0] | (game_timer[1] << 8) | (game_timer[2] << 16) | (game_timer[3] << 24)
if abs(game_timer - prev_game_timer) < (delay * 60):
continue
else:
prev_game_timer = game_timer
if gamemode in ENDGAME_MODES: # triforce room and credits
continue
else:
prev_game_timer = game_timer
if gamemode in ENDGAME_MODES: # triforce room and credits
continue
data = await snes_read(ctx, RECV_PROGRESS_ADDR, 8)
if data is None:
continue
data = await snes_read(ctx, RECV_PROGRESS_ADDR, 8)
if data is None:
continue
recv_index = data[0] | (data[1] << 8)
recv_item = data[2]
roomid = data[4] | (data[5] << 8)
roomdata = data[6]
scout_location = data[7]
recv_index = data[0] | (data[1] << 8)
recv_item = data[2]
roomid = data[4] | (data[5] << 8)
roomdata = data[6]
scout_location = data[7]
if recv_index < len(ctx.items_received) and recv_item == 0:
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_name_getter(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_name_getter(item.location), recv_index, len(ctx.items_received)))
if recv_index < len(ctx.items_received) and recv_item == 0:
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_name_getter(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_name_getter(item.location), recv_index, len(ctx.items_received)))
snes_buffered_write(ctx, RECV_PROGRESS_ADDR,
bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
snes_buffered_write(ctx, RECV_ITEM_ADDR,
bytes([item.item]))
snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR,
bytes([min(ROM_PLAYER_LIMIT, item.player) if item.player != ctx.slot else 0]))
if scout_location > 0 and scout_location in ctx.locations_info:
snes_buffered_write(ctx, SCOUTREPLY_LOCATION_ADDR,
bytes([scout_location]))
snes_buffered_write(ctx, SCOUTREPLY_ITEM_ADDR,
bytes([ctx.locations_info[scout_location][0]]))
snes_buffered_write(ctx, SCOUTREPLY_PLAYER_ADDR,
bytes([min(ROM_PLAYER_LIMIT, ctx.locations_info[scout_location][1])]))
snes_buffered_write(ctx, RECV_PROGRESS_ADDR, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
snes_buffered_write(ctx, RECV_ITEM_ADDR, bytes([item.item]))
snes_buffered_write(ctx, RECV_ITEM_PLAYER_ADDR, bytes([item.player if item.player != ctx.slot else 0]))
if scout_location > 0 and scout_location in ctx.locations_info:
snes_buffered_write(ctx, SCOUTREPLY_LOCATION_ADDR, bytes([scout_location]))
snes_buffered_write(ctx, SCOUTREPLY_ITEM_ADDR, bytes([ctx.locations_info[scout_location][0]]))
snes_buffered_write(ctx, SCOUTREPLY_PLAYER_ADDR, bytes([ctx.locations_info[scout_location][1]]))
await snes_flush_writes(ctx)
await snes_flush_writes(ctx)
if scout_location > 0 and scout_location not in ctx.locations_scouted:
ctx.locations_scouted.add(scout_location)
await ctx.send_msgs([{"cmd": "LocationScouts", "locations": [scout_location]}])
await track_locations(ctx, roomid, roomdata)
elif ctx.game == GAME_SM:
gamemode = await snes_read(ctx, WRAM_START + 0x0998, 1)
if "DeathLink" in ctx.tags and gamemode and ctx.last_death_link + 1 < time.time():
currently_dead = gamemode[0] in SM_DEATH_MODES
await ctx.handle_deathlink_state(currently_dead)
if gamemode is not None and gamemode[0] in SM_ENDGAME_MODES:
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
continue
if scout_location > 0 and scout_location not in ctx.locations_scouted:
ctx.locations_scouted.add(scout_location)
await ctx.send_msgs([{"cmd": "LocationScouts", "locations": [scout_location]}])
await track_locations(ctx, roomid, roomdata)
data = await snes_read(ctx, SM_RECV_PROGRESS_ADDR + 0x680, 4)
if data is None:
continue
recv_index = data[0] | (data[1] << 8)
recv_item = data[2] | (data[3] << 8)
while (recv_index < recv_item):
itemAdress = recv_index * 8
message = await snes_read(ctx, SM_RECV_PROGRESS_ADDR + 0x700 + itemAdress, 8)
# worldId = message[0] | (message[1] << 8) # unused
# itemId = message[2] | (message[3] << 8) # unused
itemIndex = (message[4] | (message[5] << 8)) >> 3
recv_index += 1
snes_buffered_write(ctx, SM_RECV_PROGRESS_ADDR + 0x680, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
from worlds.sm.Locations import locations_start_id
location_id = locations_start_id + itemIndex
ctx.locations_checked.add(location_id)
location = ctx.location_name_getter(location_id)
snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [location_id]}])
data = await snes_read(ctx, SM_RECV_PROGRESS_ADDR + 0x600, 4)
if data is None:
continue
# recv_itemOutPtr = data[0] | (data[1] << 8) # unused
itemOutPtr = data[2] | (data[3] << 8)
from worlds.sm.Items import items_start_id
if itemOutPtr < len(ctx.items_received):
item = ctx.items_received[itemOutPtr]
itemId = item.item - items_start_id
playerID = item.player if item.player <= SM_ROM_PLAYER_LIMIT else 0
snes_buffered_write(ctx, SM_RECV_PROGRESS_ADDR + itemOutPtr * 4, bytes([playerID & 0xFF, (playerID >> 8) & 0xFF, itemId & 0xFF, (itemId >> 8) & 0xFF]))
itemOutPtr += 1
snes_buffered_write(ctx, SM_RECV_PROGRESS_ADDR + 0x602, bytes([itemOutPtr & 0xFF, (itemOutPtr >> 8) & 0xFF]))
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_name_getter(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_name_getter(item.location), itemOutPtr, len(ctx.items_received)))
await snes_flush_writes(ctx)
async def run_game(romfile):
auto_start = Utils.get_options()["lttp_options"].get("rom_start", True)
@@ -867,44 +1065,49 @@ async def run_game(romfile):
subprocess.Popen([auto_start, romfile],
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
async def main():
multiprocessing.freeze_support()
parser = argparse.ArgumentParser()
parser = get_base_parser()
parser.add_argument('diff_file', default="", type=str, nargs="?",
help='Path to a Archipelago Binary Patch file')
parser.add_argument('--snes', default='localhost:8080', help='Address of the SNI server.')
parser.add_argument('--connect', default=None, help='Address of the multiworld host.')
parser.add_argument('--password', default=None, help='Password of the multiworld host.')
parser.add_argument('--loglevel', default='info', choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--founditems', default=False, action='store_true',
help='Show items found by other players for themselves.')
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()
logging.basicConfig(format='%(message)s', level=getattr(logging, args.loglevel.upper(), logging.INFO))
if args.diff_file:
import Patch
logging.info("Patch file was supplied. Creating sfc rom..")
meta, romfile = Patch.create_rom_file(args.diff_file)
args.connect = meta["server"]
logging.info(f"Wrote rom file to {romfile}")
adjustedromfile, adjusted = Utils.get_adjuster_settings(romfile)
if adjusted:
try:
shutil.move(adjustedromfile, romfile)
adjustedromfile = romfile
except Exception as e:
logging.exception(e)
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
if args.diff_file.endswith(".apsoe"):
import webbrowser
webbrowser.open("http://www.evermizer.com/apclient/")
logging.info("Starting Evermizer Client in your Browser...")
import time
time.sleep(3)
sys.exit()
elif args.diff_file.endswith((".apbp", "apz3")):
adjustedromfile, adjusted = Utils.get_adjuster_settings(romfile, gui_enabled)
if adjusted:
try:
shutil.move(adjustedromfile, romfile)
adjustedromfile = romfile
except Exception as e:
logging.exception(e)
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
else:
asyncio.create_task(run_game(romfile))
ctx = Context(args.snes, args.connect, args.password)
if ctx.server_task is None:
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
if Utils.is_frozen() or "--nogui" not in sys.argv:
if gui_enabled:
input_task = None
from kvui import LttPManager
ctx.ui = LttPManager(ctx)
from kvui import SNIManager
ctx.ui = SNIManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
else:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
@@ -946,4 +1149,3 @@ if __name__ == '__main__':
loop.run_until_complete(main())
loop.close()
colorama.deinit()
atexit.unregister(exit_func)

101
Utils.py
View File

@@ -13,7 +13,7 @@ class Version(typing.NamedTuple):
build: int
__version__ = "0.1.6"
__version__ = "0.2.0"
version_tuple = tuplize_version(__version__)
import builtins
@@ -24,6 +24,8 @@ import pickle
import functools
import io
import collections
import importlib
import logging
from yaml import load, dump, safe_load
@@ -120,17 +122,25 @@ parse_yaml = safe_load
unsafe_parse_yaml = functools.partial(load, Loader=Loader)
def get_cert_none_ssl_context():
import ssl
ctx = ssl.create_default_context()
ctx.check_hostname = False
ctx.verify_mode = ssl.CERT_NONE
return ctx
@cache_argsless
def get_public_ipv4() -> str:
import socket
import urllib.request
import logging
ip = socket.gethostbyname(socket.gethostname())
ctx = get_cert_none_ssl_context()
try:
ip = urllib.request.urlopen('https://checkip.amazonaws.com/').read().decode('utf8').strip()
ip = urllib.request.urlopen('https://checkip.amazonaws.com/', context=ctx).read().decode('utf8').strip()
except Exception as e:
try:
ip = urllib.request.urlopen('https://v4.ident.me').read().decode('utf8').strip()
ip = urllib.request.urlopen('https://v4.ident.me', context=ctx).read().decode('utf8').strip()
except:
logging.exception(e)
pass # we could be offline, in a local game, so no point in erroring out
@@ -141,10 +151,10 @@ def get_public_ipv4() -> str:
def get_public_ipv6() -> str:
import socket
import urllib.request
import logging
ip = socket.gethostbyname(socket.gethostname())
ctx = get_cert_none_ssl_context()
try:
ip = urllib.request.urlopen('https://v6.ident.me').read().decode('utf8').strip()
ip = urllib.request.urlopen('https://v6.ident.me', context=ctx).read().decode('utf8').strip()
except Exception as e:
logging.exception(e)
pass # we could be offline, in a local game, or ipv6 may not be available
@@ -161,6 +171,14 @@ def get_default_options() -> dict:
"factorio_options": {
"executable": "factorio\\bin\\x64\\factorio",
},
"sm_options": {
"rom_file": "Super Metroid (JU).sfc",
"sni": "SNI",
"rom_start": True,
},
"soe_options": {
"rom_file": "Secret of Evermore (USA).sfc",
},
"lttp_options": {
"rom_file": "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc",
"sni": "SNI",
@@ -180,6 +198,7 @@ def get_default_options() -> dict:
"location_check_points": 1,
"hint_cost": 10,
"forfeit_mode": "goal",
"collect_mode": "disabled",
"remaining_mode": "goal",
"auto_shutdown": 0,
"compatibility": 2,
@@ -196,6 +215,13 @@ def get_default_options() -> dict:
"glitch_triforce_room": 1,
"race": 0,
"plando_options": "bosses",
},
"minecraft_options": {
"forge_directory": "Minecraft Forge server",
"max_heap_size": "2G"
},
"oot_options": {
"rom_file": "The Legend of Zelda - Ocarina of Time.z64",
}
}
@@ -203,7 +229,6 @@ def get_default_options() -> dict:
def update_options(src: dict, dest: dict, filename: str, keys: list) -> dict:
import logging
for key, value in src.items():
new_keys = keys.copy()
new_keys.append(key)
@@ -270,7 +295,6 @@ def persistent_load() -> typing.Dict[dict]:
with open(path, "r") as f:
storage = unsafe_parse_yaml(f.read())
except Exception as e:
import logging
logging.debug(f"Could not read store: {e}")
if storage is None:
storage = {}
@@ -278,7 +302,7 @@ def persistent_load() -> typing.Dict[dict]:
return storage
def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
def get_adjuster_settings(romfile: str, skip_questions: bool = False) -> typing.Tuple[str, bool]:
if hasattr(get_adjuster_settings, "adjuster_settings"):
adjuster_settings = getattr(get_adjuster_settings, "adjuster_settings")
else:
@@ -303,11 +327,12 @@ def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
if sprite_pool:
printed_options["sprite_pool"] = sprite_pool
if hasattr(get_adjuster_settings, "adjust_wanted"):
adjust_wanted = getattr(get_adjuster_settings, "adjust_wanted")
elif persistent_load().get("adjuster", {}).get("never_adjust", False): # never adjust, per user request
return romfile, False
elif skip_questions:
return romfile, False
else:
adjust_wanted = input(f"Last used adjuster settings were found. Would you like to apply these? \n"
f"{pprint.pformat(printed_options)}\n"
@@ -328,7 +353,6 @@ def get_adjuster_settings(romfile: str) -> typing.Tuple[str, bool]:
return romfile, False
else:
adjusted = False
import logging
if not hasattr(get_adjuster_settings, "adjust_wanted"):
logging.info(f"Skipping post-patch adjustment")
get_adjuster_settings.adjuster_settings = adjuster_settings
@@ -356,16 +380,28 @@ safe_builtins = {
class RestrictedUnpickler(pickle.Unpickler):
def __init__(self, *args, **kwargs):
super(RestrictedUnpickler, self).__init__(*args, **kwargs)
self.options_module = importlib.import_module("Options")
self.net_utils_module = importlib.import_module("NetUtils")
self.generic_properties_module = importlib.import_module("worlds.generic")
def find_class(self, module, name):
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint"}:
import NetUtils
return getattr(NetUtils, name)
if module == "Options":
import Options
obj = getattr(Options, name)
if issubclass(obj, Options.Option):
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name in {"PlandoItem", "PlandoConnection"}:
return getattr(self.generic_properties_module, name)
if module.endswith("Options"):
if module == "Options":
mod = self.options_module
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, self.options_module.Option):
return obj
# Forbid everything else.
raise pickle.UnpicklingError("global '%s.%s' is forbidden" %
@@ -380,4 +416,33 @@ def restricted_loads(s):
class KeyedDefaultDict(collections.defaultdict):
def __missing__(self, key):
self[key] = value = self.default_factory(key)
return value
return value
def get_text_between(text: str, start: str, end: str) -> str:
return text[text.index(start) + len(start): text.rindex(end)]
loglevel_mapping = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, write_mode: str = "w",
log_format: str = "[%(name)s]: %(message)s"):
loglevel: int = loglevel_mapping.get(loglevel, loglevel)
log_folder = local_path("logs")
os.makedirs(log_folder, exist_ok=True)
root_logger = logging.getLogger()
for handler in root_logger.handlers[:]:
root_logger.removeHandler(handler)
handler.close()
root_logger.setLevel(loglevel)
file_handler = logging.FileHandler(
os.path.join(log_folder, f"{name}.txt"),
write_mode,
encoding="utf-8-sig")
file_handler.setFormatter(logging.Formatter(log_format))
root_logger.addHandler(file_handler)
if sys.stdout:
root_logger.addHandler(
logging.StreamHandler(sys.stdout)
)

View File

@@ -36,7 +36,11 @@ if __name__ == "__main__":
multiprocessing.freeze_support()
multiprocessing.set_start_method('spawn')
logging.basicConfig(format='[%(asctime)s] %(message)s', level=logging.INFO)
update_sprites_lttp()
try:
update_sprites_lttp()
except Exception as e:
logging.exception(e)
logging.warning("Could not update LttP sprites.")
app = get_app()
create_options_files()
if app.config["SELFLAUNCH"]:

View File

@@ -8,6 +8,7 @@ from pony.flask import Pony
from flask import Flask, request, redirect, url_for, render_template, Response, session, abort, send_from_directory
from flask_caching import Cache
from flask_compress import Compress
from worlds.AutoWorld import AutoWorldRegister
from .models import *
@@ -27,7 +28,7 @@ app.config["SELFLAUNCH"] = True
app.config["DEBUG"] = False
app.config["PORT"] = 80
app.config['UPLOAD_FOLDER'] = UPLOAD_FOLDER
app.config['MAX_CONTENT_LENGTH'] = 4 * 1024 * 1024 # 4 megabyte limit
app.config['MAX_CONTENT_LENGTH'] = 64 * 1024 * 1024 # 64 megabyte limit
# if you want to deploy, make sure you have a non-guessable secret key
app.config["SECRET_KEY"] = bytes(socket.gethostname(), encoding="utf-8")
# at what amount of worlds should scheduling be used, instead of rolling in the webthread
@@ -81,32 +82,10 @@ def page_not_found(err):
return render_template('404.html'), 404
games_list = {
"A Link to the Past": ("The Legend of Zelda: A Link to the Past",
"""
The Legend of Zelda: A Link to the Past is an action/adventure game. Take on the role of
Link, a boy who is destined to save the land of Hyrule. Delve through three palaces and nine
dungeons on your quest to rescue the descendents of the seven wise men and defeat the evil
Ganon!"""),
"Factorio": ("Factorio",
"""
Factorio is a game about automation. You play as an engineer who has crash landed on the planet
Nauvis, an inhospitable world filled with dangerous creatures called biters. Build a factory,
research new technologies, and become more efficient in your quest to build a rocket and return home.
"""),
"Minecraft": ("Minecraft",
"""
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
structures, and materials to create a portal to another world. Defeat the Ender Dragon, and claim
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.
"""),
}
# Start Playing Page
@app.route('/start-playing')
def start_playing():
return render_template(f"startPlaying.html")
# Player settings pages
@@ -115,22 +94,20 @@ def player_settings(game):
return render_template(f"player-settings.html", game=game)
# Game sub-pages
@app.route('/games/<string:game>/<string:page>')
def game_pages(game, page):
return render_template(f"/games/{game}/{page}.html")
# Game landing pages
@app.route('/games/<game>')
def game_page(game):
return render_template(f"/games/{game}/{game}.html")
# Game Info Pages
@app.route('/games/<string:game>/info/<string:lang>')
def game_info(game, lang):
return render_template('gameInfo.html', game=game, lang=lang)
# List of supported games
@app.route('/games')
def games():
return render_template("games/games.html", games_list=games_list)
worlds = {}
for game, world in AutoWorldRegister.world_types.items():
if not world.hidden:
worlds[game] = world.__doc__ if world.__doc__ else "No description provided."
return render_template("supportedGames.html", worlds=worlds)
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@@ -138,14 +115,14 @@ def tutorial(game, file, lang):
return render_template("tutorial.html", game=game, file=file, lang=lang)
@app.route('/tutorial')
@app.route('/tutorial/')
def tutorial_landing():
return render_template("tutorialLanding.html")
@app.route('/weighted-settings')
def weighted_settings():
return render_template("weightedSettings.html")
@app.route('/faq/<string:lang>/')
def faq(lang):
return render_template("faq.html", lang=lang)
@app.route('/seed/<suuid:seed>')
@@ -178,7 +155,6 @@ def _read_log(path: str):
@app.route('/log/<suuid:room>')
def display_log(room: UUID):
# noinspection PyTypeChecker
return Response(_read_log(os.path.join("logs", str(room) + ".txt")), mimetype="text/plain;charset=UTF-8")
@@ -198,15 +174,20 @@ def hostRoom(room: UUID):
return render_template("hostRoom.html", room=room)
@app.route('/hosted/<suuid:room>', methods=['GET', 'POST'])
def hostRoomRedirect(room: UUID):
return redirect(url_for("hostRoom", room=room))
@app.route('/favicon.ico')
def favicon():
return send_from_directory(os.path.join(app.root_path, 'static/static'),
'favicon.ico', mimetype='image/vnd.microsoft.icon')
@app.route('/discord')
def discord():
return redirect("https://discord.gg/archipelago")
from WebHostLib.customserver import run_server_process
from . import tracker, upload, landing, check, generate, downloads, api # to trigger app routing picking up on it

View File

@@ -16,7 +16,7 @@ def generate_api():
try:
options = {}
race = False
meta_options_source = {}
if 'file' in request.files:
file = request.files['file']
options = get_yaml_data(file)
@@ -24,14 +24,20 @@ def generate_api():
return {"text": options}, 400
if "race" in request.form:
race = bool(0 if request.form["race"] in {"false"} else int(request.form["race"]))
meta_options_source = request.form
json_data = request.get_json()
if json_data:
meta_options_source = json_data
if 'weights' in json_data:
# example: options = {"player1weights" : {<weightsdata>}}
options = json_data["weights"]
if "race" in json_data:
race = bool(0 if json_data["race"] in {"false"} else int(json_data["race"]))
hint_cost = int(meta_options_source.get("hint_cost", 10))
forfeit_mode = meta_options_source.get("forfeit_mode", "goal")
if not options:
return {"text": "No options found. Expected file attachment or json weights."
}, 400
@@ -48,7 +54,7 @@ def generate_api():
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=json.dumps({"race": race}), state=STATE_QUEUED,
meta=json.dumps({"race": race, "hint_cost": hint_cost, "forfeit_mode": forfeit_mode}), state=STATE_QUEUED,
owner=session["_id"])
commit()
return {"text": f"Generation of seed {gen.id} started successfully.",

View File

@@ -89,14 +89,14 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(gen_game, (options,),
{"race": meta["race"],
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
handle_generation_success, handle_generation_failure)
except:
except Exception as e:
generation.state = STATE_ERROR
commit()
raise
logging.exception(e)
else:
generation.state = STATE_STARTED

View File

@@ -49,9 +49,7 @@ def get_yaml_data(file) -> Union[Dict[str, str], str]:
for file in infolist:
if file.filename.endswith(banned_zip_contents):
return "Uploaded data contained a rom file, which is likely to contain copyrighted material. Your file was deleted."
elif file.filename.endswith(".yaml"):
options[file.filename] = zfile.open(file, "r").read()
elif file.filename.endswith(".txt"):
elif file.filename.endswith((".yaml", ".json", ".yml", ".txt")):
options[file.filename] = zfile.open(file, "r").read()
else:
options = {file.filename: file.read()}
@@ -73,7 +71,8 @@ def roll_options(options: Dict[str, Union[dict, str]]) -> Tuple[Dict[str, Union[
results[filename] = f"Failed to parse YAML data in {filename}: {e}"
else:
try:
rolled_results[filename] = roll_settings(yaml_data, plando_options={"bosses"})
rolled_results[filename] = roll_settings(yaml_data,
plando_options={"bosses", "items", "connections", "texts"})
except Exception as e:
results[filename] = f"Failed to generate mystery in {filename}: {e}"
else:

View File

@@ -11,7 +11,7 @@ import time
import random
import pickle
import Utils
from .models import *
from MultiServer import Context, server, auto_shutdown, ServerCommandProcessor, ClientMessageProcessor
@@ -48,7 +48,7 @@ class DBCommandProcessor(ServerCommandProcessor):
class WebHostContext(Context):
def __init__(self):
super(WebHostContext, self).__init__("", 0, "", "", 1, 40, True, "enabled", "enabled", 0, 2)
super(WebHostContext, self).__init__("", 0, "", "", 1, 40, True, "enabled", "enabled", "enabled", 0, 2)
self.main_loop = asyncio.get_running_loop()
self.video = {}
self.tags = ["AP", "WebHost"]
@@ -111,11 +111,7 @@ def run_server_process(room_id, ponyconfig: dict):
db.generate_mapping(check_tables=False)
async def main():
logging.basicConfig(format='[%(asctime)s] %(message)s',
level=logging.INFO,
handlers=[
logging.FileHandler(os.path.join(LOGS_FOLDER, f"{room_id}.txt"), 'a', 'utf-8-sig')])
Utils.init_logging(str(room_id), write_mode="a")
ctx = WebHostContext()
ctx.load(room_id)
ctx.init_save()

View File

@@ -1,10 +1,11 @@
from flask import send_file, Response
from flask import send_file, Response, render_template
from pony.orm import select
from Patch import update_patch_data
from WebHostLib import app, Slot, Room, Seed
from Patch import update_patch_data, preferred_endings
from WebHostLib import app, Slot, Room, Seed, cache
import zipfile
@app.route("/dl_patch/<suuid:room_id>/<int:patch_id>")
def download_patch(room_id, patch_id):
patch = Slot.get(id=patch_id)
@@ -19,7 +20,8 @@ def download_patch(room_id, patch_id):
patch_data = update_patch_data(patch.data, server=f"{app.config['PATCH_TARGET']}:{last_port}")
patch_data = io.BytesIO(patch_data)
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](room_id)}.apbp"
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](room_id)}." \
f"{preferred_endings[patch.game]}"
return send_file(patch_data, as_attachment=True, attachment_filename=fname)
@@ -28,23 +30,6 @@ def download_spoiler(seed_id):
return Response(Seed.get(id=seed_id).spoiler, mimetype="text/plain")
@app.route("/dl_raw_patch/<suuid:seed_id>/<int:player_id>")
def download_raw_patch(seed_id, player_id: int):
seed = Seed.get(id=seed_id)
patch = select(patch for patch in seed.slots if
patch.player_id == player_id).first()
if not patch:
return "Patch not found"
else:
import io
patch_data = update_patch_data(patch.data, server="")
patch_data = io.BytesIO(patch_data)
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](seed_id)}.apbp"
return send_file(patch_data, as_attachment=True, attachment_filename=fname)
@app.route("/slot_file/<suuid:room_id>/<int:player_id>")
def download_slot_file(room_id, player_id: int):
room = Room.get(id=room_id)
@@ -66,6 +51,18 @@ def download_slot_file(room_id, player_id: int):
for name in zf.namelist():
if name.endswith("info.json"):
fname = name.rsplit("/", 1)[0]+".zip"
elif slot_data.game == "Ocarina of Time":
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_P{slot_data.player_id}_{slot_data.player_name}.apz5"
else:
return "Game download not supported."
return send_file(io.BytesIO(slot_data.data), as_attachment=True, attachment_filename=fname)
return send_file(io.BytesIO(slot_data.data), as_attachment=True, attachment_filename=fname)
@app.route("/templates")
@cache.cached()
def list_yaml_templates():
files = []
from worlds.AutoWorld import AutoWorldRegister
for world_name, world in AutoWorldRegister.world_types.items():
if not world.hidden:
files.append(world_name)
return render_template("templates.html", files=files)

View File

@@ -2,19 +2,22 @@ import os
import tempfile
import random
import json
import zipfile
from collections import Counter
from typing import Dict, Optional as TypeOptional
from flask import request, flash, redirect, url_for, session, render_template
from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from Main import get_seed, seeddigits
from BaseClasses import seeddigits, get_seed
from Generate import handle_name
import pickle
from .models import *
from WebHostLib import app
from .check import get_yaml_data, roll_options
from .upload import upload_zip_to_db
@app.route('/generate', methods=['GET', 'POST'])
@@ -31,6 +34,14 @@ def generate(race=False):
flash(options)
else:
results, gen_options = roll_options(options)
# get form data -> server settings
hint_cost = int(request.form.get("hint_cost", 10))
forfeit_mode = request.form.get("forfeit_mode", "goal")
meta = {"race": race, "hint_cost": hint_cost, "forfeit_mode": forfeit_mode}
if race:
meta["item_cheat"] = False
meta["remaining"] = False
if any(type(result) == str for result in results.values()):
return render_template("checkResult.html", results=results)
elif len(gen_options) > app.config["MAX_ROLL"]:
@@ -40,7 +51,8 @@ def generate(race=False):
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=json.dumps({"race": race}), state=STATE_QUEUED,
meta=json.dumps(meta),
state=STATE_QUEUED,
owner=session["_id"])
commit()
@@ -48,18 +60,24 @@ def generate(race=False):
else:
try:
seed_id = gen_game({name: vars(options) for name, options in gen_options.items()},
race=race, owner=session["_id"].int)
meta=meta, owner=session["_id"].int)
except BaseException as e:
from .autolauncher import handle_generation_failure
handle_generation_failure(e)
return render_template("seedError.html", seed_error=(e.__class__.__name__ + ": "+ str(e)))
return render_template("seedError.html", seed_error=(e.__class__.__name__ + ": " + str(e)))
return redirect(url_for("viewSeed", seed=seed_id))
return render_template("generate.html", race=race)
def gen_game(gen_options, race=False, owner=None, sid=None):
def gen_game(gen_options, meta: TypeOptional[Dict[str, object]] = None, owner=None, sid=None):
if not meta:
meta: Dict[str, object] = {}
meta.setdefault("hint_cost", 10)
race = meta.get("race", False)
del (meta["race"])
try:
target = tempfile.TemporaryDirectory()
playercount = len(gen_options)
@@ -69,14 +87,13 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
if race:
random.seed() # reset to time-based random source
seedname = "M" + (f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits))
seedname = "W" + (f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits))
erargs = parse_arguments(['--multi', str(playercount)])
erargs.seed = seed
erargs.name = {x: "" for x in range(1, playercount + 1)} # only so it can be overwrittin in mystery
erargs.create_spoiler = not race
erargs.spoiler = 0 if race else 2
erargs.race = race
erargs.skip_playthrough = race
erargs.outputname = seedname
erargs.outputpath = target.name
erargs.teams = 1
@@ -85,15 +102,18 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
for player, (playerfile, settings) in enumerate(gen_options.items(), 1):
for k, v in settings.items():
if v is not None:
getattr(erargs, k)[player] = v
if hasattr(erargs, k):
getattr(erargs, k)[player] = v
else:
setattr(erargs, k, {player: v})
if not erargs.name[player]:
erargs.name[player] = os.path.splitext(os.path.split(playerfile)[-1])[0]
erargs.name[player] = handle_name(erargs.name[player], player, name_counter)
ERmain(erargs, seed)
ERmain(erargs, seed, baked_server_options=meta)
return upload_to_db(target.name, owner, sid, race)
return upload_to_db(target.name, sid, owner, race)
except BaseException as e:
if sid:
with db_session:
@@ -101,7 +121,7 @@ def gen_game(gen_options, race=False, owner=None, sid=None):
if gen is not None:
gen.state = STATE_ERROR
meta = json.loads(gen.meta)
meta["error"] = (e.__class__.__name__ + ": "+ str(e))
meta["error"] = (e.__class__.__name__ + ": " + str(e))
gen.meta = json.dumps(meta)
commit()
@@ -123,37 +143,19 @@ def wait_seed(seed: UUID):
return render_template("waitSeed.html", seed_id=seed_id)
def upload_to_db(folder, owner, sid, race:bool):
slots = set()
spoiler = ""
multidata = None
def upload_to_db(folder, sid, owner, race):
for file in os.listdir(folder):
file = os.path.join(folder, file)
if file.endswith(".apbp"):
player_text = file.split("_P", 1)[1]
player_name = player_text.split("_", 1)[1].split(".", 1)[0]
player_id = int(player_text.split(".", 1)[0].split("_", 1)[0])
slots.add(Slot(data=open(file, "rb").read(),
player_id=player_id, player_name = player_name, game = "A Link to the Past"))
elif file.endswith(".txt"):
spoiler = open(file, "rt", encoding="utf-8-sig").read()
elif file.endswith(".archipelago"):
multidata = open(file, "rb").read()
if multidata:
with db_session:
if sid:
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=owner,
id=sid, meta=json.dumps({"race": race, "tags": ["generated"]}))
else:
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=owner,
meta=json.dumps({"race": race, "tags": ["generated"]}))
for patch in slots:
patch.seed = seed
if sid:
gen = Generation.get(id=sid)
if gen is not None:
gen.delete()
return seed.id
else:
raise Exception("Multidata required (.archipelago), but not found.")
if file.endswith(".zip"):
with db_session:
with zipfile.ZipFile(file) as zfile:
res = upload_zip_to_db(zfile, owner, {"race": race}, sid)
if type(res) == "str":
raise Exception(res)
elif res:
seed = res
gen = Generation.get(id=seed.id)
if gen is not None:
gen.delete()
return seed.id
raise Exception("Generation zipfile not found.")

View File

@@ -5,23 +5,43 @@ import yaml
import json
from worlds.AutoWorld import AutoWorldRegister
import Options
target_folder = os.path.join("WebHostLib", "static", "generated")
def create():
def dictify_range(option):
data = {option.range_start: 0, option.range_end: 0, "random": 0, "random-low": 0, "random-high": 0,
option.default: 50}
notes = {
option.range_start: "minimum value",
option.range_end: "maximum value"
}
return data, notes
def default_converter(default_value):
if isinstance(default_value, (set, frozenset)):
return list(default_value)
return default_value
for game_name, world in AutoWorldRegister.world_types.items():
res = Template(open(os.path.join("WebHostLib", "templates", "options.yaml")).read()).render(
options=world.options, __version__=__version__, game=game_name, yaml_dump=yaml.dump
options={**world.options, **Options.per_game_common_options},
__version__=__version__, game=game_name, yaml_dump=yaml.dump,
dictify_range=dictify_range, default_converter=default_converter,
)
with open(os.path.join(target_folder, game_name + ".yaml"), "w") as f:
os.makedirs(os.path.join(target_folder, 'configs'), exist_ok=True)
with open(os.path.join(target_folder, 'configs', game_name + ".yaml"), "w") as f:
f.write(res)
# Generate JSON files for player-settings pages
player_settings = {
"baseOptions": {
"description": "Generated by https://archipelago.gg/",
"game": game_name,
"name": "Player",
},
}
@@ -31,15 +51,15 @@ def create():
if option.options:
this_option = {
"type": "select",
"friendlyName": option.friendly_name if hasattr(option, "friendly_name") else option_name,
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"defaultValue": None,
"options": []
}
for sub_option_name, sub_option_id in option.options.items():
for sub_option_id, sub_option_name in option.name_lookup.items():
this_option["options"].append({
"name": sub_option_name,
"name": option.get_option_name(sub_option_id),
"value": sub_option_name,
})
@@ -51,7 +71,7 @@ def create():
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,
"displayName": option.displayname if hasattr(option, "displayname") 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,
@@ -60,5 +80,7 @@ def create():
player_settings["gameOptions"] = game_options
with open(os.path.join(target_folder, game_name + ".json"), "w") as f:
os.makedirs(os.path.join(target_folder, 'player-settings'), exist_ok=True)
with open(os.path.join(target_folder, 'player-settings', game_name + ".json"), "w") as f:
f.write(json.dumps(player_settings, indent=2, separators=(',', ': ')))

View File

@@ -1,4 +1,4 @@
flask>=2.0.1
flask>=2.0.2
pony>=0.7.14
waitress>=2.0.0
flask-caching>=1.10.1

View File

@@ -0,0 +1,53 @@
window.addEventListener('load', () => {
const tutorialWrapper = document.getElementById('faq-wrapper');
new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status === 404) {
reject("Sorry, the tutorial is not available in that language yet.");
return;
}
if (ajax.status !== 200) {
reject("Something went wrong while loading the tutorial.");
return;
}
resolve(ajax.responseText);
};
ajax.open('GET', `${window.location.origin}/static/assets/faq/` +
`faq_${tutorialWrapper.getAttribute('data-lang')}.md`, true);
ajax.send();
}).then((results) => {
// Populate page with HTML generated from markdown
showdown.setOption('tables', true);
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
// Reset the id of all header divs to something nicer
const headers = Array.from(document.querySelectorAll('h1, h2, h3, h4, h5, h6'));
const scrollTargetIndex = window.location.href.search(/#[A-z0-9-_]*$/);
for (let i=0; i < headers.length; i++){
const headerId = headers[i].innerText.replace(/[ ]/g,'-').toLowerCase()
headers[i].setAttribute('id', headerId);
headers[i].addEventListener('click', () =>
window.location.href = window.location.href.substring(0, scrollTargetIndex) + `#${headerId}`);
}
// Manually scroll the user to the appropriate header if anchor navigation is used
if (scrollTargetIndex > -1) {
try{
const scrollTarget = window.location.href.substring(scrollTargetIndex + 1);
document.getElementById(scrollTarget).scrollIntoView({ behavior: "smooth" });
} catch(error) {
console.error(error);
}
}
}).catch((error) => {
console.error(error);
tutorialWrapper.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
});
});

View File

@@ -0,0 +1,52 @@
# Frequently Asked Questions
## What is a randomizer?
A randomizer is a modification of a video game which reorganizes the items required to progress through the game.
A normal play-through of a game might require you to use item A to unlock item B, then C, and so forth. In a
randomized game, you might first find item C, then A, then B.
This transforms games from a linear experience into a puzzle, presenting players with a new challenge each time they
play a randomized game. Putting items in non-standard locations can require the player to think about the game world
and the items they encounter in new and interesting ways.
## What happens if an item is placed somewhere it is impossible to get?
The randomizer has many strict sets of rules it must follow when generating a game. One of the functions of these
rules is to ensure items necessary to complete the game will be accessible to the player. Many games also have a
subset of rules allowing certain items to be placed in normally unreachable locations, provided the player has
indicated they are comfortable exploiting certain glitches in the game.
## What is a multi-world?
While a randomizer shuffles a game, a multi-world randomizer shuffles that game for multiple players. For example,
in a two player multi-world, players A and B each get their own randomized version of a game, called seeds. In each
player's game, they may find items which belong to the other player. If player A finds an item which belongs to
player B, the item will be sent to player B's world over the internet.
This creates a cooperative experience during multi-world games, requiring players to rely upon each other to complete
their game.
## What happens if a person has to leave early?
If a player must leave early, they can use Archipelago's forfeit system. When a player forfeits their game, all
the items in that game which belong to other players are sent out automatically, so other players can continue to
play.
## What does multi-game mean?
While a multi-world game traditionally requires all players to be playing the same game, a multi-game multi-world
allows players to randomize any of a number of supported games, and send items between them. This allows players of
different games to interact with one another in a single multiplayer environment.
## Can I generate a single-player game with Archipelago?
Yes. All our supported games can be generated as single-player experiences, and so long as you download the software,
the website is not required to generate them.
## How do I get started?
If you are ready to start randomizing games, or want to start playing your favorite randomizer with others,
please join our [Discord server](https://discord.gg/8Z65BR2). There are always people ready to answer any questions
you might have.
## I want to add a game to the Archipelago randomizer. How do I do that?
The best way to get started is to take a look at our [code on GitHub](https://github.com/ArchipelagoMW/Archipelago).
There, you will find examples of games in the [worlds](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds)
folder, as well as some [documentation](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs) on our
network interfaces.
If you have more questions, feel free to ask in the **#archipelago-dev** channel on our Discord.

View File

@@ -0,0 +1,53 @@
window.addEventListener('load', () => {
const gameInfo = document.getElementById('game-info');
new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status === 404) {
reject("Sorry, this game's info page is not available in that language yet.");
return;
}
if (ajax.status !== 200) {
reject("Something went wrong while loading the info page.");
return;
}
resolve(ajax.responseText);
};
ajax.open('GET', `${window.location.origin}/static/assets/gameInfo/` +
`${gameInfo.getAttribute('data-lang')}_${gameInfo.getAttribute('data-game')}.md`, true);
ajax.send();
}).then((results) => {
// Populate page with HTML generated from markdown
showdown.setOption('tables', true);
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
gameInfo.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
// Reset the id of all header divs to something nicer
const headers = Array.from(document.querySelectorAll('h1, h2, h3, h4, h5, h6'));
const scrollTargetIndex = window.location.href.search(/#[A-z0-9-_]*$/);
for (let i=0; i < headers.length; i++){
const headerId = headers[i].innerText.replace(/[ ]/g,'-').toLowerCase()
headers[i].setAttribute('id', headerId);
headers[i].addEventListener('click', () =>
window.location.href = window.location.href.substring(0, scrollTargetIndex) + `#${headerId}`);
}
// Manually scroll the user to the appropriate header if anchor navigation is used
if (scrollTargetIndex > -1) {
try{
const scrollTarget = window.location.href.substring(scrollTargetIndex + 1);
document.getElementById(scrollTarget).scrollIntoView({ behavior: "smooth" });
} catch(error) {
console.error(error);
}
}
}).catch((error) => {
console.error(error);
gameInfo.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
});
});

View File

@@ -0,0 +1,26 @@
# A Link to the Past
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game
is always able to be completed, but because of the item shuffle the player may need to access certain areas before
they would in the vanilla game.
## What items and locations get shuffled?
All main inventory items, collectables, and ammunition can be shuffled, and all locations in the game which could
contain any of those items may have their contents changed.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to
limit certain items to your own world.
## What does another world's item look like in LttP?
Items belonging to other worlds are represented by a Power Star from Super Mario World.
## When the player receives an item, what happens?
When the player receives an item, Link will hold the item above his head and display it to the world. It's good for
business!

View File

@@ -0,0 +1,29 @@
# Factorio
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
In Factorio, the research tree is shuffled, causing certain technologies to be obtained in a non-standard order.
Recipe costs, technology requirements, and science pack requirements may also be shuffled at the player's discretion.
## What Factorio items can appear in other players' worlds?
Factorio's technologies are removed from its tech tree and placed into other players' worlds. When those technologies
are found, they are sent back to Factorio along with, optionally, free samples of those technologies.
## What is a free sample?
A free sample is a single or stack of items in Factorio, granted by a technology received from another world. For
example, receiving the technology
`Portable Solar Panel` may also grant the player a stack of portable solar panels,
and place them directly into the player's inventory.
## What does another world's item look like in Factorio?
In Factorio, items which need to be sent to other worlds appear in the tech tree as new research items. They are
represented by the Archipelago icon, and must be researched as if it were a normal technology. Upon successful
completion of research, the item will be sent to its home world.
## When the engineer receives an item, what happens?
When the player receives a technology, it is instantly learned and able to be crafted. A message will appear in the
chat log to notify the player, and if free samples are enabled the player may also receive some items directly to
their inventory.

View File

@@ -0,0 +1,22 @@
# Minecraft
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Recipes are removed from the crafting book and shuffled into the item pool. It can also optionally change which
structures appear in each dimension. Crafting recipes are re-learned when they are received from other players as
item checks, and occasionally when completing your own achievements.
## What is considered a location check in minecraft?
Location checks in are completed when the player completes various Minecraft achievements. Opening the advancements
menu in-game by pressing "L" will display outstanding achievements.
## When the player receives an item, what happens?
When the player receives an item in Minecraft, it either unlocks crafting recipes or puts items into the player's
inventory directly.
## What is the victory condition?
Victory is achieved when the player kills the Ender Dragon, enters the portal in The End, and completes the credits
sequence either by skipping it or watching hit play out.

View File

@@ -0,0 +1,26 @@
# Ocarina of Time
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game
is always able to be completed, but because of the item shuffle the player may need to access certain areas before
they would in the vanilla game.
## What items and locations get shuffled?
All main inventory items, collectables, and ammunition can be shuffled, and all locations in the game which could
contain any of those items may have their contents changed. Gold Skultulla locations may also be included as necessary
checks at the user's discretion.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to
limit certain items to your own world.
## What does another world's item look like in OoT?
Items belonging to other worlds are represented by an Ocarina of Time.
## When the player receives an item, what happens?
When the player receives an item, Link will hold the item above his head and display it to the world. It's good for
business!

View File

@@ -0,0 +1,36 @@
# Risk of Rain 2
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Risk of Rain is already a random game, by virtue of being a roguelite. The Archipelago mod implements pure multiworld
functionality in which certain chests (made clear via a location check progress bar) will send an item out to the
multiworld. The items that _would have been_ in those chests will be returned to the Risk of Rain player via grants
by other players in other worlds.
## What Risk of Rain items can appear in other players' worlds?
The Risk of Rain items are:
* `Common Item` (White items)
* `Uncommon Item` (Green items)
* `Boss Item` (Yellow items)
* `Legendary Item` (Red items)
* `Lunar Item` (Blue items)
* `Equipment` (Orange items)
* `Dio's Best Friend` (Used if you set the YAML setting `total_revives_available` above `0`)
Each item grants you a random in-game item from the category it belongs to.
When an item is granted by another world to the Risk of Rain player (one of the items listed above) then a random
in-game item of that tier will appear in the Risk of Rain player's inventory. If the item grant is an `Equipment`
and the player already has an equipment item equipped then the _item that was equipped_ will be dropped on the ground
and _the new equipment_ will take it's place. (If you want the old one back, pick it up.)
## What does another world's item look like in Risk of Rain?
When the Risk of Rain player fills up their location check bar then the next spawned item will become an item grant for another
player's world. The item in Risk of Rain will disappear in a poof of smoke and the grant will automatically go out to the multiworld.
## What is the item pickup step?
The item pickup step is a YAML setting which allows you to set how many items you need to spawn before the _next_
item that is spawned disappears (in a poof of smoke) and goes out to the multiworld.

View File

@@ -0,0 +1,29 @@
# Secret of Evermore
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all options
necessary to configure and export a config file.
## What does randomization do to this game?
Items which would normally be acquired throughout the game have been moved around! Progression logic remains,
so the game is always able to be completed. However, because of the item shuffle, the player may need to access certain
areas before they would in the vanilla game. For example, the Windwalker (flying machine) is accessible as soon as any
weapon is obtained.
Additional help can be found in the [guide](https://github.com/black-sliver/evermizer/blob/feat-mw/guide.md).
## What items and locations get shuffled?
All gourds/chests/pots, boss drops and alchemists are shuffled. Alchemy ingredients, sniff spot items, call bead spells
and the dog can be randomized using yaml options.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed in another player's world.
Specific items can be limited to your own world using plando.
## What does another world's item look like in Secret of Evermore?
Secret of Evermore will display "Sent an Item". Check the client output if you want to know which.
## What happens when the player receives an item?
When the player receives an item, a popup will appear to show which item was received. Items won't be recieved while a
script is active such as when visiting Nobilia Market or during most Boss Fights. Once all scripts have ended, items
will be recieved.

View File

@@ -0,0 +1,27 @@
# Subnautica
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
The most noticeable change is the complete removal of freestanding technologies. The technology blueprints normally
awarded from scanning those items have been shuffled into location checks throughout the AP item pool.
## What is the goal of Subnautica when randomized?
The goal remains unchanged. Cure the plague, build the Neptune Escape Rocket, and escape into space.
## What items and locations get shuffled?
Most of the technologies the player will need throughout the game will be shuffled. Location checks in Subnautica are
data pads and technology lockers.
## Which items can be in another player's world?
Most technologies may be shuffled into another player's world.
## What does another world's item look like in Subnautica?
Location checks in Subnautica are data pads and technology lockers. Opening one of these will send an item to
another player's world.
## When the player receives a technology, what happens?
When the player receives a technology, the chat log displays a notification the technology has been received.

View File

@@ -0,0 +1,25 @@
# Super Metroid
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game
is always able to be completed, but because of the item shuffle the player may need to access certain areas before
they would in the vanilla game.
## What items and locations get shuffled?
All power-ups and ammunition can be shuffled, and all locations in the game which could contain any of those items
may have their contents changed.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to
limit certain items to your own world.
## What does another world's item look like in Super Metroid?
A unique item sprite has been added to the game to represent items belonging to another world.
## When the player receives an item, what happens?
When the player receives an item, a text box will appear to show which item was received, and from whom.

View File

@@ -0,0 +1,28 @@
# Timespinner
## Where is the settings page?
The player settings page for this game is located <a href="../player-settings">here</a>. It contains all the options
you need to configure and export a config file.
## What does randomization do to this game?
Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game
is always able to be completed, but because of the item shuffle the player may need to access certain areas before
they would in the vanilla game. All rings and spells are also randomized into those item locations, therefor you can no longer craft them at the alchemist
## What is the goal of Timespinner when randomized?
The goal remains unchanged. Kill the Sandman\Nightmare!
## What items and locations get shuffled?
All main inventory items, orbs, collectables, and familiers can be shuffled, and all locations in the game which could
contain any of those items may have their contents changed.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to
limit certain items to your own world.
## What does another world's item look like in Timespinner?
Items belonging to other worlds are represented by the vanilla item [Elemental Beads](https://timespinnerwiki.com/Use_Items), Elemental Beads have no use in the randomizer
## When the player receives an item, what happens?
When the player receives an item, the same items popup will be displayed as when you would normally obtain the item

2
WebHostLib/static/assets/md5.min.js vendored Normal file
View File

@@ -0,0 +1,2 @@
// Copyright © 2011 Sebastian Tschan, https://blueimp.net
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@@ -0,0 +1,52 @@
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, small keys, and boss keys in the location-table
const types = ['counter', 'smallkeys', 'bosskeys'];
for (let j = 0; j < types.length; j++) {
let counters = document.getElementsByClassName(types[j]);
const fakeCounters = fakeDOM.getElementsByClassName(types[j]);
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

@@ -4,9 +4,25 @@ window.addEventListener('load', () => {
gameName = document.getElementById('player-settings').getAttribute('data-game');
// Update game name on page
document.getElementById('game-name').innerHTML = gameName;
document.getElementById('game-name').innerText = gameName;
Promise.all([fetchSettingData()]).then((results) => {
let settingHash = localStorage.getItem(`${gameName}-hash`);
if (!settingHash) {
// If no hash data has been set before, set it now
localStorage.setItem(`${gameName}-hash`, md5(results[0]));
localStorage.removeItem(gameName);
settingHash = md5(results[0]);
}
if (settingHash !== md5(results[0])) {
const userMessage = document.getElementById('user-message');
userMessage.innerText = "Your settings are out of date! Click here to update them! Be aware this will reset " +
"them all to default.";
userMessage.style.display = "block";
userMessage.addEventListener('click', resetSettings);
}
// Page setup
createDefaultSettings(results[0]);
buildUI(results[0]);
@@ -14,7 +30,7 @@ window.addEventListener('load', () => {
// Event listeners
document.getElementById('export-settings').addEventListener('click', () => exportSettings());
document.getElementById('generate-race').addEventListener('click', () => generateGame(true))
document.getElementById('generate-race').addEventListener('click', () => generateGame(true));
document.getElementById('generate-game').addEventListener('click', () => generateGame());
// Name input field
@@ -28,6 +44,12 @@ window.addEventListener('load', () => {
})
});
const resetSettings = () => {
localStorage.removeItem(gameName);
localStorage.removeItem(`${gameName}-hash`)
window.location.reload();
};
const fetchSettingData = () => new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
@@ -39,7 +61,7 @@ const fetchSettingData = () => new Promise((resolve, reject) => {
try{ resolve(JSON.parse(ajax.responseText)); }
catch(error){ reject(error); }
};
ajax.open('GET', `${window.location.origin}/static/generated/${gameName}.json`, true);
ajax.open('GET', `${window.location.origin}/static/generated/player-settings/${gameName}.json`, true);
ajax.send();
});
@@ -83,7 +105,7 @@ const buildOptionsTable = (settings, romOpts = false) => {
const label = document.createElement('label');
label.setAttribute('for', setting);
label.setAttribute('data-tooltip', settings[setting].description);
label.innerText = `${settings[setting].friendlyName}:`;
label.innerText = `${settings[setting].displayName}:`;
tdl.appendChild(label);
tr.appendChild(tdl);

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@@ -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;
});
}
});

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@@ -20,6 +20,9 @@ window.addEventListener('load', () => {
ajax.send();
}).then((results) => {
// Populate page with HTML generated from markdown
showdown.setOption('tables', true);
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();

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@@ -0,0 +1,32 @@
# Subnautica Randomizer Setup Guide
## Required Software
- [Subnautica](https://store.steampowered.com/app/264710/Subnautica/)
- [QModManager4](https://www.nexusmods.com/subnautica/mods/201)
- [Archipelago Mod for Subnautica](https://github.com/Berserker66/ArchipelagoSubnauticaModSrc/releases)
## Installation Procedures
1. Install QModManager4 as per its instructions.
2. The folder you installed QModManager4 into will now have a /QMods directory. It might appear after a start of Subnautica. You can also create this folder yourself.
3. Unpack the Archipelago Mod into this folder, so that Subnautica/QMods/Archipelago/ is a valid path.
4. Start Subnautica. You should see a Connect Menu in the topleft of your main Menu.
## Troubleshooting
If you don't see the connect window check that you see a qmodmanager_log-Subnautica.txt in Subnautica, if not QModManager4 is not correctly installed, otherwise open it and look for `[Info : BepInEx] Loading [Archipelago 1.0.0.0]`, version number doesn't matter. If it doesn't show this, then QModManager4 didn't find the Archipelago mod, so check your paths.
## Joining a MultiWorld Game
1. In Host, enter the address of the server, such as archipelago.gg:38281, your server host should be able to tell you this.
2. In Password enter the server password if one exists, otherwise leave blank.
3. In PlayerName enter your "name" field from the yaml, or website config.
4. Hit Connect. If it says succesfully authenticated you can now create a new savegame or resume the correct savegame.

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@@ -0,0 +1,180 @@
# Archipelago Plando Guide
## What is Plando?
The purposes of randomizers is to randomize the items in a game to give a new experience.
Plando takes this concept and changes it up by allowing you to plan out certain aspects of the game by placing certain
items in certain locations, certain bosses in certain rooms, edit text for certain NPCs/signs, or even force certain region
connections. Each of these options are going to be detailed separately as `item plando`, `boss plando`, `text plando`,
and `connection plando`. Every game in archipelago supports item plando but the other plando options are only supported
by certain games. Currently, Minecraft and LTTP both support connection plando, but only LTTP supports text and boss plando.
### Enabling Plando
On the website plando will already be enabled. If you will be generating the game locally plando features must be enabled (opt-in).
* To opt-in go to the archipelago installation (default: `C:\ProgramData\Archipelago`), open the host.yaml with a text
editor and find the `plando_options` key. The available plando modules can be enabled by adding them after this such as
`plando_options: bosses, items, texts, connections`.
## Item Plando
Item plando allows a player to place an item in a specific location or specific locations, place multiple items into
a list of specific locations both in their own game or in another player's game. **Note that there's a very good chance that
cross-game plando could very well be broken i.e. placing on of your items in someone else's world playing a different game.**
* The options for item plando are `from_pool`, `world`, `percentage`, `force`, and either item and location, or items and locations.
* `from_pool` determines if the item should be taken *from* the item pool or *added* to it. This can be true or false
and defaults to true if omitted.
* `world` is the target world to place the item in.
* It gets ignored if only one world is generated.
* Can be a number, name, true, false, or null. False is the default.
* If a number is used it targets that slot or player number in the multiworld.
* If a name is used it will target the world with that player name.
* If set to true it will be any player's world besides your own.
* If set to false it will target your own world.
* If set to null it will target a random world in the multiworld.
* `force` determines whether the generator will fail if the item can't be placed in the location can be true, false,
or silent. Silent is the default.
* If set to true the item must be placed and the generator will throw an error if it is unable to do so.
* If set to false the generator will log a warning if the placement can't be done but will still generate.
* If set to silent and the placement fails it will be ignored entirely.
* `percentage` is the percentage chance for the relevant block to trigger. This can be any value from 0 to 100 and if
omitted will default to 100.
* Single Placement is when you use a plando block to place a single item at a single location.
* `item` is the item you would like to place and `location` is the location to place it.
* Multi Placement uses a plando block to place multiple items in multiple locations until either list is exhausted.
* `items` defines the items to use and a number letting you place multiple of it.
* `locations` is a list of possible locations those items can be placed in.
* Using the multi placement method, placements are picked randomly.
### Available Items
* [A Link to the Past](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Items.py#L52)
* [Factorio Non-Progressive](https://wiki.factorio.com/Technologies) Note that these use the *internal names*. For example, `advanced-electronics`
* [Factorio Progressive](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/factorio/Technologies.py#L374)
* [Minecraft](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Items.py#L14)
* [Ocarina of Time](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/Items.py#L61)
* [Risk of Rain 2](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Items.py#L8)
* [Slay the Spire](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Items.py#L13)
* [Subnautica](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/items.json)
* [Timespinner](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Items.py#L11)
### Available Locations
* [A Link to the Past](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Regions.py#L429)
* [Factorio](https://wiki.factorio.com/Technologies) Same as items
* [Minecraft](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Locations.py#L18)
* [Ocarina of Time](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/oot/LocationList.py#L38)
* [Risk of Rain 2](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/ror2/Locations.py#L17) This is a special
case. The locations are "ItemPickup[number]" up to the maximum set in the yaml.
* [Slay the Spire](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/spire/Locations.py)
* [Subnautica](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/subnautica/locations.json)
* [Timespinner](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/timespinner/Locations.py#L13)
A list of all available items and locations can also be found in the [server's datapackage](/api/datapackage).
### Examples
```yaml
plando_items:
# example block 1 - Timespinner
- item:
Empire Orb: 1
Radiant Orb: 1
location: Starter Chest 1
from_pool: true
world: true
percentage: 50
# example block 2 - Ocarina of Time
- items:
Kokiri Sword: 1
Biggoron Sword: 1
Bow: 1
Magic Meter: 1
Progressive Strength Upgrade: 3
Progressive Hookshot: 2
locations:
- Deku Tree Slingshot Chest
- Dodongos Cavern Bomb Bag Chest
- Jabu Jabus Belly Boomerang Chest
- Bottom of the Well Lens of Truth Chest
- Forest Temple Bow Chest
- Fire Temple Megaton Hammer Chest
- Water Temple Longshot Chest
- Shadow Temple Hover Boots Chest
- Spirit Temple Silver Gauntlets Chest
world: false
# example block 3 - Slay the Spire
- items:
Boss Relic: 3
locations:
Boss Relic 1
Boss Relic 2
Boss Relic 3
# example block 4 - Factorio
- items:
progressive-electric-energy-distribution: 2
electric-energy-accumulators: 1
progressive-turret: 2
locations:
military
gun-turret
logistic-science-pack
steel-processing
percentage: 80
force: true
```
1. This block has a 50% chance to occur, and if it does will place either the Empire Orb or Radiant Orb on another player's
Starter Chest 1 and removes the chosen item from the item pool.
2. This block will always trigger and will place the player's swords, bow, magic meter, strength upgrades, and hookshots
in their own dungeon major item chests.
3. This block will always trigger and will lock boss relics on the bosses.
4. This block has an 80% chance of occuring and when it does will place all but 1 of the items randomly among the four
locations chosen here.
## Boss Plando
As this is currently only supported by A Link to the Past instead of explaining here please refer to the
[relevant guide](/tutorial/zelda3/plando/en)
## Text Plando
As this is currently only supported by A Link to the Past instead of explaining here please refer to the
[relevant guide](/tutorial/zelda3/plando/en)
## Connections Plando
This is currently only supported by Minecraft and A Link to the Past. As the way that these games interact with
their connections is different I will only explain the basics here while more specifics for Link to the Past connection
plando can be found in its plando guide.
* The options for connections are `percentage`, `entrance`, `exit`, and `direction`. Each of these options support subweights.
* `percentage` is the percentage chance for this connection from 0 to 100 and defaults to 100.
* Every connection has an `entrance` and an `exit`. These can be unlinked like in A Link to the Past insanity entrance shuffle.
* `direction` can be `both`, `entrance`, or `exit` and determines in which direction this connection will operate.
[Link to the Past connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
[Minecraft connections](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/minecraft/Regions.py#L62)
### Examples
```yaml
plando_connections:
# example block 1 - Link to the Past
- entrance: Cave Shop (Lake Hylia)
exit: Cave 45
direction: entrance
- entrance: Cave 45
exit: Cave Shop (Lake Hylia)
direction: entrance
- entrance: Agahnims Tower
exit: Old Man Cave Exit (West)
direction: exit
# example block 2 - Minecraft
- entrance: Overworld Structure 1
exit: Nether Fortress
direction: both
- entrance: Overworld Structure 2
exit: Village
direction: both
```
1. These connections are decoupled so going into the lake hylia cave shop will take you to the inside of cave 45 and
when you leave the interior you will exit to the cave 45 ledge. Going into the cave 45 entrance will then take you to the
lake hylia cave shop. Walking into the entrance for the old man cave and Agahnim's Tower entrance will both take you to
their locations as normal but leaving old man cave will exit at Agahnim's Tower.
2. This will force a nether fortress and a village to be the overworld structures for your game. Note that for the Minecraft
connection plando to work structure shuffle must be enabled.

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# Archipelago Setup Guide
## Installing the Archipelago software
The most recent public release of Archipelago can be found [here](https://github.com/ArchipelagoMW/Archipelago/releases).
Run the exe file, and after accepting the license agreement you will be prompted on which components you would like to install.
The generator allows you to generate multiworld games on your computer. The ROM setups are optional but are required if
anyone in the game that you generate wants to play any of those games as they are needed to generate the relevant patch
files. The server will allow you to host the multiworld on your machine but this also requires you to port forward. The
default port for Archipelago is `38281`. If you are unsure how to do this there are plenty of other guides on the internet
that will be more suited to your hardware. The `Clients` are what you use to connect your game to the multiworld. If the
game/games you plan to play are available here go ahead and install these as well. If the game you choose to play is
supported by Archipelago but not listed in the installation check the relevant tutorial.
## Generating a game
### Gather all player YAMLS
All players that wish to play in the generated multiworld must have a YAML file which contains the settings that they wish to play with.
A YAML is a file which contains human readable markup. In other words, this is a settings file kind of like an INI file or a TOML file.
Each player can go to the game's player settings page in order to determine the settings how they want them and then download a YAML file containing these settings.
After getting the YAML files of each participant for your multiworld game, these can all either be placed together in the
`Archipelago\Players` folder or compressed into a ZIP folder to then be uploaded to the [website generator](/generate).
If rolling locally ensure that the folder is clear of any files you do not wish to include in the game such as the
included default player settings files.
#### Changing local host settings for generation
Sometimes there are various settings that you may want to change before rolling a seed such as enabling race mode,
auto-forfeit, plando support, or setting a password. All of these settings plus other options are able to be changed by
modifying the `host.yaml` file in the base `Archipelago` folder. The settings chosen here are baked into
the serverdata file that gets output with the other files after generation so if rolling locally ensure this file is edited
to your liking *before* rolling the seed.
### Rolling the seed
#### On the Website
After gathering the YAML files together in one location, select all of the files and compress them into a .zip folder.
Next go to the [Start Playing](/start-playing) page and click on `generate a randomized game` to reach the website generator.
Here, you can adjust some server settings such as forfeit rules and the cost for a player to use a hint before generation.
After adjusting the host settings to your liking click on the Upload File button and using the explorer window that opens,
navigate to the location where you zipped the player files and upload this zip. The page will generate your game and refresh
multiple times to check on completion status. After the generation completes you will be on a Seed Info page that provides
the seed, the date/time of creation, a link to the spoiler log, if available, and links to any rooms created from this seed.
To begin playing, click on `Create New Room`, which will take you to the room page. From here you can navigate back to thse
Seed Info page or to the Tracker page. Sharing the link to this page with your friends will provide them with the
necessary info and files for them to connect to the multiworld.
#### Rolling using the generation program
After gathering the YAML files together in the `Archipelago\Players` folder, run the program `ArchipelagoGenerate.exe`
in the base `Archipelago` folder. This will then open a console window and either silently close itself or spit out an
error. If you receive an error, it is likely due to an error in the YAML file. If the error is unhelpful in figuring
out the issue asking in the ***#tech-support*** channel of our Discord for help with finding it is highly recommended.
The generator will put a zip folder into your `Archipelago\output` folder with the format `AP_XXXXXXXXX`.zip.
This contains the patch files and relevant mods for the players as well as the serverdata for the host.
## Hosting a multiworld
### Uploading the seed to the website
The easiest and most recommended method is to generate the game on the website which will allow you to create a private
room with all the necessary files you can share, as well as hosting the game and supporting item trackers for various games.
If for some reason the seed was rolled on a machine, then either the resulting zip file or the resulting `AP_XXXXX.archipelago`
inside the zip file can be uploaded to the [upload page](/uploads). This will give a page with the seed info and have a
link to the spoiler if it exists. Click on Create New room and then share the link for the room with the other players
so that they can download their patches or mods. The room will also have a link to a Multiworld Tracker and tell you
what the players need to connect to from their clients.
### Hosting a seed locally
For this we'll assume you have already port forwarding `38281` and have generated a seed that is still in the `outputs`
folder. Next, you'll want to run `ArchipelagoServer.exe`. A window will open in order to open the multiworld data for the
game. You can either use the generated zip folder or extract the .archipelago file and use it. If everything worked correctly the console window should tell you it's now hosting a game with the IP, port, and password that clients will need in order to connect.
Extract the patch and mod files then send those to your friends, and you're done!

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# Archipelago Triggers Guide
## What are triggers?
Triggers allow you to customize your game settings by allowing you to define certain options or even a variety of
settings to occur or "trigger" under certain conditions. These are essentially "if, then statements" for options in your game.
A good example of what you can do with triggers is the custom
[mercenary mode](https://github.com/alwaysintreble/Archipelago-yaml-dump/blob/main/Snippets/Mercenary%20Mode%20Snippet.yaml)
that was created using entirely triggers and plando. For more information on plando you can reference
[this guide](/tutorial/archipelago/plando/en) or [this guide](/tutorial/zelda3/plando/en).
## Trigger use
Triggers have to be defined in the root of the yaml file meaning it must be outside of a game section.
The best place to do this is the bottom of the yaml.
- Triggers comprise of the trigger section and then each trigger must have an `option_category`, `option_name`, and
`option_result` from which it will react to and then an `options` section where the definition of what will happen.
- `option_category` is the defining section from which the option is defined in.
- Example: `A Link to the Past`
- This is the root category the option is located in. If the option you're triggering off of is in root then you
would use `null`, otherwise this is the game for which you want this option trigger to activate.
- `option_name` is the option setting from which the triggered choice is going to react to.
- Example: `shop_item_slots`
- This can be any option from any category defined in the yaml file in either root or a game section except for `game`.
- `option_result` is the result of this option setting from which you would like to react.
- Example: `15`
- Each trigger must be used for exactly one option result. If you would like the same thing to occur with multiple
results you would need multiple triggers for this.
- `options` is where you define what will happen when this is detected. This can be something as simple as ensuring
another option also gets selected or placing an item in a certain location.
- Example:
```yaml
A Link to the Past:
start_inventory:
Rupees (300): 2
```
This format must be:
```yaml
root option:
option to change:
desired result
```
### Examples
The above examples all together will end up looking like this:
```yaml
triggers:
- option_category: A Link to the Past
option_name: shop_item_slots
option_result: 15
options:
A Link to the Past:
start_inventory:
Rupees(300): 2
```
For this example if the generator happens to roll 15 shuffled in shop item slots for your game you'll be granted 600 rupees at the beginning.
These can also be used to change other options.
For example:
```yaml
triggers:
- option_category: Timespinner
option_name: SpecificKeycards
option_result: true
options:
Timespinner:
Inverted: true
```
In this example if your world happens to roll SpecificKeycards then your game will also start in inverted.

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# Factorio Randomizer Setup Guide
## Required Software
##### Players
- [Factorio](https://factorio.com) - Needed by Players and Hosts
### Server Host
- [Factorio](https://factorio.com)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
##### Server Hosts
- [Factorio](https://factorio.com) - Needed by Players and Hosts
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) - Needed by Hosts
### Players
- [Factorio](https://factorio.com)
## Create a Config (.yaml) File
## General Concept
### What is a config file and why do I need one?
Your config file contains a set of configuration options which provide the generator with information about how it
should generate your game. Each player of a multiworld will provide their own config file. This setup allows each
player to enjoy an experience customized for their taste, and different players in the same multiworld can all have
different options.
One Server Host exists per Factorio World in an Archipelago Multiworld, any number of modded Factorio players can then connect to that world. From the view of Archipelago, this Factorio host is a client.
## Installation Procedures
### Where do I get a config file?
The [Player Settings](/games/Factorio/player-settings) page on the website allows you to configure
your personal settings and export a config file from them.
### Verifying your config file
If you would like to validate your config file to make sure it works, you may do so on
the [YAML Validator](/mysterycheck) page.
## Connecting to Someone Else's Factorio Game
Connecting to someone else's game is the simplest way to play Factorio with Archipelago. It allows multiple
people to play in a single world, all contributing to the completion of the seed.
1. Acquire the Archipelago mod for this seed. It should be named `AP_*.zip`, where `*` is the seed number.
2. Copy the mod file into your Factorio `mods` folder, which by default is located at:
`C:\Users\YourName\AppData\Roaming\Factorio\mods`
3. Get the server address from the person hosting the game you are joining
4. Launch Factorio
5. Click on "Multiplayer" in the main menu
6. Click on "Connect to address"
7. Enter the address into this box
8. Click "Connect"
## Prepare to Host Your Own Factorio Game
### Defining Some Terms
In Archipelago, multiple Factorio worlds may be played simultaneously. Each of these worlds must be hosted by a
Factorio server, which is connected to the Archipelago Server via middleware.
This guide uses the following terms to refer to the software:
- **Factorio Client** - The Factorio instance which will be used to play the game.
- **Factorio Server** - The Factorio instance which will be used to host the Factorio world. Any number of
Factorio Clients may connect to this server.
- **Archipelago Client** - The middleware software used to connect the Factorio Server to the Archipelago Server.
- **Archipelago Server** - The central Archipelago server, which connects all games to each other.
### What a Playable State Looks Like
- An Archipelago Server
- The generated Factorio Mod, created as a result of running `ArchipelagoGenerate.exe`
- One running instance of `ArchipelagoFactorioClient.exe` (the Archipelago Client) per Factorio world
- A running modded Factorio Server, which should have been started by the Archipelago Client automatically
- A running modded Factorio Client
### Dedicated Server 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.
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".
To play Factorio with Archipelago, a dedicated server setup is required. This dedicated Factorio Server must be
installed separately from your main Factorio Client installation. The recommended way to install two instances
of Factorio on your computer is to download the Factorio installer file directly from
[factorio.com](https://factorio.com/download).
2. Make sure the Factorio you play and the Factorio you use for hosting do not share paths. If you downloaded the "manual" version, this is already the case, otherwise, go into the hosting Factorio's folder and put the following text into its `config-path.cfg`:
```ini
config-path=__PATH__executable__/../../config
use-system-read-write-data-directories=false
```
3. 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.
#### If you purchased Factorio on Steam, GOG, etc.
You can register your copy of Factorio on [factorio.com](https://factorio.com/). You will be required to
create an account, if you have not done so already. As part of that process, you will be able to enter your
Factorio product code. This will allow you to download the game directly from their website.
#### Download the Standalone Version
It is recommended to download the standalone version of Factorio for use as a dedicated server. Doing so prevents
any potential conflicts with your currently-installed version of Factorio. Download the file by clicking on the
button appropriate to your operating system, and extract the folder to a convenient location (we recommend
C:\Factorio or similar).<br />
<img src="/static/assets/tutorial/factorio/factorio-download.png" />
Next, you should launch your Factorio Server by running `factorio.exe`, which is located at: `bin/x64/factorio.exe`.
You will be asked to log-in to your Factorio account using the same credentials you used on Factorio's website.
After you have logged in, you may close the game.
#### Configure your Archipelago Installation
You must modify your `host.yaml` file inside your Archipelago installation directory so that it points to your
standalone Factorio executable. Here is an example of the appropriate setup, note the double `\\` are required:
```yaml
factorio_options:
executable: C:\\Program Files\\factorio\\bin\\x64\\factorio"
executable: C:\\factorio\\bin\\x64\\factorio"
```
### Player Setup
- 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
With all that complete, you are now able to...
1. Install the generated Factorio AP Mod (would be in /Mods after step 2 of Setup)
## Host Your Own Factorio Game
2. Run FactorioClient, it should launch a Factorio server, which you can control with /factorio <original factorio commands>,
1. Obtain the Factorio mod for this Archipelago seed. It should be named `AP_*.zip`, where `*` is the seed number.
2. Install the mod into your Factorio Server by copying the zip file into the `mods` folder.
3. Install the mod into your Factorio Client by copying the zip file into the `mods` folder, which is likely located
at `C:\Users\YourName\AppData\Roaming\Factorio\mods`.
4. Obtain the Archipelago Server address from the website's host room, or from the server host.
5. Run your Archipelago Client, which is named `ArchilepagoFactorioClient.exe`. This was installed along with
Archipelago if you chose to include it during the installation process.
6. Enter `/connect [server-address]` into the input box at the bottom of the Archipelago Client and press "Enter"
<br /><img src="/static/assets/tutorial/factorio/connect-to-ap-server.png" />
7. Launch your Factorio Client
8. Click on "Multiplayer" in the main menu
9. Click on "Connect to address"
10. Enter `localhost` into the server address box
11. Click "Connect"
* 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.
## Allowing Other People to Join Your Game
1. Ensure your Archipelago Client is running.
2. Ensure port `34197` is forwarded to the computer running the Archipelago Client.
3. Obtain your IP address by visiting [this website](https://whatismyip.com/).
4. Provide your IP address to anyone you want to join your game, and have them follow the steps for
"Connecting to Someone Else's Factorio Game" above.
* / 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.
## Troubleshooting
In case any problems should occur, the Archipelago Client will create a file `FactorioClient.txt` in the `/logs`.
The contents of this file may help you troubleshoot an issue on your own and is vital for requesting help from other
people in Archipelago.
## Additional Resources
- [Alternate Tutorial by Umenen](https://docs.google.com/document/d/1yZPAaXB-QcetD8FJsmsFrenAHO5V6Y2ctMAyIoT9jS4)
- [Factorio Speedrun Guide](https://www.youtube.com/watch?v=ExLrmK1c7tA)
- [Factorio Wiki](https://wiki.factorio.com/)

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@@ -1,52 +1,12 @@
# Guia instalación de Minecraft Randomizer
#Instalacion automatica para el huesped de partida
- descarga e instala [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) and activa el modulo `Minecraft Client`
## Software Requerido
### Servidor
- [Minecraft Forge](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
- [Minecraft Archipelago Randomizer Mod](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
### Jugadores
- [Minecraft Java Edition](https://www.minecraft.net/en-us/store/minecraft-java-edition)
## Procedimiento de instalación
### Instalación de servidor dedicado
Solo una persona ha de realizar este proceso y hospedar un servidor dedicado para que los demas jueguen conectandose a él.
1. Descarga el instalador de **Minecraft Forge** 1.16.15 desde el enlace proporcionado, siempre asegurandose de bajar la version mas reciente.
2. Ejecuta el fichero `forge-1.16.5-xx.x.x-installer.jar` y elije **install server**.
- En esta pagina elegiras ademas donde instalar el servidor, importante recordar esta localización en el siguiente paso.
3. Navega al directorio donde hayas instalado el servidor y abre `forge-1.16.5-xx.x.x.jar`
- La primera vez que lances el servidor se cerrara (o no aparecerá nada en absoluto), debería haber un fichero nuevo en el directorio llamado `eula.txt`, el cual que contiene un enlace al EULA de minecraft, cambia la linea a `eula=true` para aceptar el EULA y poder utilizar el software de servidor.
- Esto creara la estructura de directorios apropiada para el siguiente paso
4. Coloca el fichero `aprandomizer-x.x.x.jar` del segundo enlace en el directorio `mods`
- Cuando se ejecute el servidor de nuevo, generara el directorio `APData` que se necesitara para jugar
### Instalación basica para jugadores
- Compra e instala Minecraft a traves del tercer enlace.
**Y listo!**.
Los jugadores solo necesitan una version no modificada de Minecraft para jugar!
### Instalación avanzada para jugadores
***Esto no es requerido para jugar a minecraft randomizado.***
Sin embargo lo recomendamos porque hace la experiencia mas llevadera.
#### Recomended Mods
- [JourneyMap](https://www.curseforge.com/minecraft/mc-mods/journeymap) (Minimap)
1. Instala y ejecuta Minecraft al menos una vez.
2. Ejecuta el fichero `forge-1.16.5-xx.x.x-installer.jar` y elige **install client**.
- Ejecuta Minecraft forge al menos una vez para generar los directorios necesarios para el siguiente paso.
3. Navega a la carpeta de instalación de Minecraft y colocal los mods que quieras en el directorio `mods`
- Los directorios por defecto de instalación son:
- Windows `%APPDATA%\.minecraft\mods`
- macOS `~/Library/Application Support/minecraft/mods`
- Linux `~/.minecraft/mods`
## Configura tu fichero YAML
### Que es un fichero YAML y potque necesito uno?
@@ -58,42 +18,71 @@ pueden tener diferentes opciones
### Where do I get a YAML file?
Un fichero basico yaml para minecraft tendra este aspecto.
```yaml
# Usado para describir tu yaml. Util si tienes multiples ficheros
description: Template Name
# Tu nombre en el juego. Los espacios son reemplazados por guiones bajos, limitado a 16 caracteres
name: YourName
description: Basic Minecraft Yaml
# Tu nombre en el juego. Espacios seran sustituidos por guinoes bajos y
# hay un limite de 16 caracteres
name: TuNombre
game: Minecraft
accessibility: locations
# Recomendado no activar esto ya que el pool de objetos de Minecraft es bastante escueto, ademas hay muchas maneras alternativas de obtener los objetivos de Minecraft.
progression_balancing: off
# Cuantos avances se necesitan para hacer aparecer el Ender Dragon y acabar el juego. few = 30, normal = 50 , many = 70
advancement_goal:
few: 0
normal: 1
many: 0
# Modifica el nivel de objetos lógicamente requeridos para explorar areas peligrosas y pelear contra jefes.
combat_difficulty:
easy: 0
normal: 1
hard: 0
# Avances que sean tediosos o basados en suerte tendran simplemente experiencia o cosas no necesarias
include_hard_advancements:
on: 0
off: 1
# Los avances extremadamente difíciles no seran requeridos; esto afecta a How Did We Get Here? y Adventuring Time.
include_insane_advancements:
on: 0
off: 1
# Los avances posteriores a Ender Dragon no tendrán objetos necesarios para que otros jugadores en el caso de un MW acaben su partida.
include_postgame_advancements:
on: 0
off: 1
# Actualmente desactivado; permite la mezcla de pueblos, puestos, fortalezas, bastiones y cuidades.
shuffle_structures:
on: 0
off: 1
```
# Opciones compartidas por todos los juegos:
accessibility: locations
progression_balancing: on
# Opciones Especficicas para Minecraft
Minecraft:
# Numero de logros requeridos (87 max) para que aparezca el Ender Dragon y completar el juego.
advancement_goal: 50
# Numero de trozos de huevo de dragon a obtener (30 max) antes de que el Ender Dragon aparezca.
egg_shards_required: 10
# Numero de huevos disponibles en la partida (30 max).
egg_shards_available: 15
# Modifica el nivel de objetos logicamente requeridos para
# explorar areas peligrosas y luchar contra jefes.
combat_difficulty:
easy: 0
normal: 1
hard: 0
# Si off, los logros que dependan de suerte o sean tediosos tendran objetos de apoyo, no necesarios para completar el juego.
include_hard_advancements:
on: 0
off: 1
# Si off, los logros muy dificiles tendran objetos de apoyo, no necesarios para completar el juego.
# Solo afecta a How Did We Get Here? and Adventuring Time.
include_insane_advancements:
on: 0
off: 1
# Algunos logros requieren derrotar al Ender Dragon;
# Si esto se queda en off, dichos logros no tendran objetos necesarios.
include_postgame_advancements:
on: 0
off: 1
# Permite el mezclado de villas, puesto, fortalezas, bastiones y ciudades de END.
shuffle_structures:
on: 0
off: 1
# Añade brujulas de estructura al juego,
# apuntaran a la estructura correspondiente mas cercana.
structure_compasses:
on: 0
off: 1
# Reemplaza un porcentaje de objetos innecesarios por trampas abeja
# las cuales crearan multiples abejas agresivas alrededor de los jugadores cuando se reciba.
bee_traps:
0: 1
25: 0
50: 0
75: 0
100: 0
```
## Unirse a un juego MultiWorld
@@ -104,18 +93,39 @@ Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAM
Una vez la generación acabe, el anfitrión te dará un enlace a tu fichero de datos o un zip con los ficheros de todos.
Tu fichero de datos tiene una extensión `.apmc`.
Pon tu fichero de datos en el directorio `APData` de tu forge server. Asegurate de eliminar los que hubiera anteriormente
Haz doble click en tu fichero `.apmc` para que se arranque el cliente de minecraft y el servidor forge se ejecute.
### Conectar al multiserver
Despues de poner tu fichero en el directorio `APData`, arranca el Forge server y asegurate que tienes el estado OP
tecleando `/op TuUsuarioMinecraft` en la consola del servidor y entonces conectate con tu cliente Minecraft.
Una vez en juego introduce `/connect <AP-Address> (<Password>)` donde `<AP-Address>` es la dirección del servidor
Archipelago. `(<Password>)`
Una vez en juego introduce `/connect <AP-Address> (Port) (<Password>)` donde `<AP-Address>` es la dirección del servidor. `(Port)` solo es requerido si el servidor Archipelago no esta usando el puerto por defecto 38281.
`(<Password>)`
solo se necesita si el servidor Archipleago tiene un password activo.
### Jugar al juego
Cuando la consola te diga que te has unido a la sala, estas lista/o para empezar a jugar. Felicidades
por unirte exitosamente a un juego multiworld! Llegados a este punto cualquier jugador adicional puede conectarse a tu servidor forge.
## Procedimiento de instalación manual
Solo es requerido si quieres usar una instalacion de forge por ti mismo, recomendamos usar el instalador de Archipelago
###Software Requerido
- [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)
**NO INSTALES ESTO EN TU CLIENTE MINECRAFT**
### Instalación de servidor dedicado
Solo una persona ha de realizar este proceso y hospedar un servidor dedicado para que los demas jueguen conectandose a él.
1. Descarga el instalador de **Minecraft Forge** 1.16.5 desde el enlace proporcionado, siempre asegurandose de bajar la version mas reciente.
2. Ejecuta el fichero `forge-1.16.5-xx.x.x-installer.jar` y elije **install server**.
- En esta pagina elegiras ademas donde instalar el servidor, importante recordar esta localización en el siguiente paso.
3. Navega al directorio donde hayas instalado el servidor y abre `forge-1.16.5-xx.x.x.jar`
- La primera vez que lances el servidor se cerrara (o no aparecerá nada en absoluto), debería haber un fichero nuevo en el directorio llamado `eula.txt`, el cual que contiene un enlace al EULA de minecraft, cambia la linea a `eula=true` para aceptar el EULA y poder utilizar el software de servidor.
- Esto creara la estructura de directorios apropiada para el siguiente paso
4. Coloca el fichero `aprandomizer-x.x.x.jar` del segundo enlace en el directorio `mods`
- Cuando se ejecute el servidor de nuevo, generara el directorio `APData` que se necesitara para jugar

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# Risk of Rain 2 Setup Guide
## Install using r2modman
### Install r2modman
Head on over to the r2modman page on Thunderstore and follow the installation instructions.
[https://thunderstore.io/package/ebkr/r2modman/](https://thunderstore.io/package/ebkr/r2modman/)
### Install Archipelago Mod using r2modman
You can install the Archipelago mod using r2modman in one of two ways.
[https://thunderstore.io/package/ArchipelagoMW/Archipelago/](https://thunderstore.io/package/ArchipelagoMW/Archipelago/)
One, you can use the Thunderstore website and click on the "Install with Mod Manager" link.
You can also search for the "Archipelago" mod in the r2modman interface.
The mod manager should automatically install all necessary dependencies as well.
### Running the Modded Game
Click on the "Start modded" button in the top left in r2modman to start the game with the
Archipelago mod installed.
## Joining an Archipelago Session
There will be a menu button on the right side of the screen in the character select menu.
Click it in order to bring up the in lobby mod config.
From here you can expand the Archipelago sections and fill in the relevant info.
Keep password blank if there is no password on the server.
Simply check `Enable Archipelago?` and when you start the run it will automatically connect.
## Gameplay
The Risk of Rain 2 players send checks by causing items to spawn in-game. That means opening chests or killing bosses, generally.
An item check is only sent out after a certain number of items are picked up. This count is configurable in the player's YAML.
## YAML Settings
An example YAML would look like this:
```yaml
description: Ijwu-ror2
name: Ijwu
game:
Risk of Rain 2: 1
Risk of Rain 2:
total_locations: 15
total_revivals: 4
start_with_revive: true
item_pickup_step: 1
enable_lunar: true
item_weights:
default: 50
new: 0
uncommon: 0
legendary: 0
lunartic: 0
chaos: 0
no_scraps: 0
even: 0
scraps_only: 0
item_pool_presets: true
# custom item weights
green_scrap: 16
red_scrap: 4
yellow_scrap: 1
white_scrap: 32
common_item: 64
uncommon_item: 32
legendary_item: 8
boss_item: 4
lunar_item: 16
equipment: 32
```
| Name | Description | Allowed values |
| ---- | ----------- | -------------- |
| total_locations | The total number of location checks that will be attributed to the Risk of Rain player. This option is ALSO the total number of items in the item pool for the Risk of Rain player. | 10 - 100 |
| total_revivals | The total number of items in the Risk of Rain player's item pool (items other players pick up for them) replaced with `Dio's Best Friend`. | 0 - 5 |
| start_with_revive | Starts the player off with a `Dio's Best Friend`. Functionally equivalent to putting a `Dio's Best Friend` in your `starting_inventory`. | true/false |
| item_pickup_step | The number of item pickups which you are allowed to claim before they become an Archipelago location check. | 0 - 5 |
| enable_lunar | Allows for lunar items to be shuffled into the item pool on behalf of the Risk of Rain player. | true/false |
| item_weights | Each option here is a preset item weight that can be used to customize your generate item pool with certain settings. | default, new, uncommon, legendary, lunartic, chaos, no_scraps, even, scraps_only |
| item_pool_presets | A simple toggle to determine whether the item_weight presets are used or the custom item pool as defined below | true/false |
| custom item weights | Each defined item here is a single item in the pool that will have a weight against the other items when the item pool gets generated. These values can be modified to adjust how frequently certain items appear | 0-100|
Using the example YAML above: the Risk of Rain 2 player will have 15 total items which they can pick up for other players. (total_locations = 15)
They will have 15 items waiting for them in the item pool which will be distributed out to the multiworld. (total_locations = 15)
They will complete a location check every second item. (item_pickup_step = 1)
They will have 4 of the items which other players can grant them replaced with `Dio's Best Friend`. (total_revivals = 4)
The player will also start with a `Dio's Best Friend`. (start_with_revive = true)
The player will have lunar items shuffled into the item pool on their behalf. (enable_lunar = true)
The player will have the default preset generated item pool with the custom item weights being ignored. (item_weights: default and item_pool_presets: true)

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@@ -0,0 +1,116 @@
# Secret of Evermore Setup Guide
## Required Software
- [SNI](https://github.com/alttpo/sni/releases) (included in Archipelago if already installed)
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI with ROM access
- [snes9x-rr win32.zip](https://github.com/gocha/snes9x-rr/releases) +
[socket.dll](http://www.nyo.fr/~skarsnik/socket.dll) +
[connector.lua](https://raw.githubusercontent.com/alttpo/sni/main/lua/Connector.lua)
- or [BizHawk](http://tasvideos.org/BizHawk.html)
- or [bsnes-plus-nwa](https://github.com/black-sliver/bsnes-plus)
- Or SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), or other compatible hardware
- Your Secret of Evermore US ROM file, probably named `Secret of Evermore (USA).sfc`
## Create a Config (.yaml) File
### What is a config file and why do I need one?
Your config file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own config file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a config file?
The [Player Settings](/games/Secret%20of%20Evermore/player-settings) page on the website allows you to configure your
personal settings and export a config file from them.
### Verifying your config file
If you would like to validate your config file to make sure it works, you may do so on the
[YAML Validator](/mysterycheck) page.
## Generating a Single-Player Game
Stand-alone "Evermizer" has a way of balancing single-player games, but may not always be on par feature-wise.
Head over to [evermizer.com](https://evermizer.com) if you want to try the official stand-alone, otherwise read below.
1. Navigate to the [Player Settings](/games/Secret%20of%20Evermore/player-settings) page, configure your options, and
click the "Generate Game" button.
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.
4. You will be presented with a server page, from which you can download your patch file.
5. Run your patch file through [apbpatch](https://evermizer.com/apbpatch) and load it in your emulator or console.
## Joining a MultiWorld Game
### Obtain your patch file and create your ROM
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your patch file, or with a zip file containing
everyone's patch files. Your patch file should have a `.apsoe` extension.
Put your patch file on your desktop or somewhere convenient, open [apbpatch](https://evermizer.com/apbpatch) and
generate your ROM from it. Load the ROM file in your emulator or console.
### Connect to SNI
#### With an emulator
Start SNI either from the Archipelago install folder or the stand-alone version.
If this is its first time launching, you may be prompted to allow it to communicate through the Windows Firewall.
##### snes9x-rr
1. Load your ROM file if it hasn't already been loaded.
2. Click on the File menu and hover on **Lua Scripting**
3. Click on **New Lua Script Window...**
4. In the new window, click **Browse...**
5. Select the `Connector.lua` file you downloaded above
6. If the script window complains about missing `socket.dll` make sure the DLL is in snes9x or the lua file's directory.
##### BizHawk
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following
these menu options:
`Config --> Cores --> SNES --> BSNES`
Once you have changed the loaded core, you must restart BizHawk.
2. Load your ROM file if it hasn't already been loaded.
3. Click on the Tools menu and click on **Lua Console**
4. Click the button to open a new Lua script.
5. Select the `Connector.lua` file you downloaded above
##### bsnes-plus-nwa
This should automatically connect to SNI.
If this is its first time launching, you may be prompted to allow it to communicate through the Windows Firewall.
#### With hardware
This guide assumes you have downloaded the correct firmware for your device. If you have not
done so already, please do this now. SD2SNES and FXPak Pro users may download the appropriate firmware
[here](https://github.com/RedGuyyyy/sd2snes/releases). Other hardware may find helpful information
[on this page](http://usb2snes.com/#supported-platforms).
1. Copy the ROM file to your SD card.
2. Load the ROM file from the menu.
### Open the client
Open [ap-soeclient](http://evermizer.com/apclient) in a modern browser. Do not switch tabs, open it in a new window
if you want to use the browser while playing. Do not minimize the window with the client.
The client should automatically connect to SNI, the "SNES" status should change to green.
### Connect to the Archipelago Server
Enter `/connect server:port` in the client's command prompt and press enter. You'll find `server:port` on the same page
that had the patch file.
### Play the game
When the game is loaded but not yet past the intro cutscene, the "Game" status is yellow. When the client shows "AP" as
green and "Game" as yellow, you're ready to play. The intro can be skipped pressing the START button and "Game" should
change to green. Congratulations on successfully joining a multiworld game!
## Hosting a MultiWorld game
The recommended way to host a game is to use our [hosting service](/generate). The process is relatively simple:
1. Collect config files from your players.
2. Create a zip file containing your players' config files.
3. Upload that zip file to the website linked above.
4. Wait a moment while the seed is generated.
5. When the seed is generated, you will be redirected to a "Seed Info" page.
6. Click "Create New Room". This will take you to the server page. Provide the link to this page to your players,
so they may download their patch files from there.
7. Note that a link to a MultiWorld Tracker is at the top of the room page. The tracker shows the progress of all
players in the game. Any observers may also be given the link to this page.
8. Once all players have joined, you may begin playing.

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@@ -0,0 +1,126 @@
# Super Metroid Setup Guide
## Required Software
- [Super Metroid Client](https://github.com/ArchipelagoMW/SuperMetroidClient/releases)
- **sniConnector.lua** (located on the client download page)
- [SNI](https://github.com/alttpo/sni/releases) (Included in the Super Metroid Client)
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
[BizHawk](http://tasvideos.org/BizHawk.html))
- An SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), or other compatible hardware
- Your Super Metroid ROM file, probably named `Super Metroid (Japan, USA).sfc`
## Installation Procedures
### Windows Setup
1. Download and install the Super Metroid Client from the link above, making sure to install the most recent version.
**The file is located in the assets section at the bottom of the version information**.
2. During setup, you will be asked to locate your base ROM file. This is your Super Metroid ROM file.
3. If you are using an emulator, you should assign your Lua capable emulator as your default program
for launching ROM files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right-click on a ROM file and select **Open with...**
3. Check the box next to **Always use this app to open .sfc files**
4. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside
the folder you extracted in step one.
### Macintosh Setup
- We need volunteers to help fill this section! Please contact **Farrak Kilhn** on Discord if you want to help.
## Create a Config (.yaml) File
### What is a config file and why do I need one?
Your config file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own config file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a config file?
The [Player Settings](/games/Super%20Metroid/player-settings) page on the website allows you to configure your
personal settings and export a config file from them.
### Verifying your config file
If you would like to validate your config file to make sure it works, you may do so on the
[YAML Validator](/mysterycheck) page.
## Generating a Single-Player Game
1. Navigate to the [Player Settings](/games/Super%20Metroid/player-settings) page, configure your options, and click
the "Generate Game" button.
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.
4. You will be presented with a server page, from which you can download your patch file.
5. Double-click on your patch file, and the Super Metroid Client will launch automatically, create your ROM from
the patch file, and open your emulator for you.
6. Since this is a single-player game, you will no longer need the client, so feel free to close it.
## Joining a MultiWorld Game
### Obtain your patch file and create your ROM
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your patch file, or with a zip file containing
everyone's patch files. Your patch file should have a `.apm3` extension.
Put your patch file on your desktop or somewhere convenient, and double click it. This should automatically
launch the client, and will also create your ROM in the same place as your patch file.
### Connect to the client
#### With an emulator
When the client launched automatically, SNI should have also automatically launched in the background.
If this is its first time launching, you may be prompted to allow it to communicate through the Windows
Firewall.
##### snes9x Multitroid
1. Load your ROM file if it hasn't already been loaded.
2. Click on the File menu and hover on **Lua Scripting**
3. Click on **New Lua Script Window...**
4. In the new window, click **Browse...**
5. Select the `sniConnector.lua` file you downloaded above
##### BizHawk
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following
these menu options:
`Config --> Cores --> SNES --> BSNES`
Once you have changed the loaded core, you must restart BizHawk.
2. Load your ROM file if it hasn't already been loaded.
3. Click on the Tools menu and click on **Lua Console**
4. Click the button to open a new Lua script.
5. Select the `sniConnector.lua` file you downloaded above
#### With hardware
This guide assumes you have downloaded the correct firmware for your device. If you have not
done so already, please do this now. SD2SNES and FXPak Pro users may download the appropriate firmware
[here](https://github.com/RedGuyyyy/sd2snes/releases). Other hardware may find helpful information
[on this page](http://usb2snes.com/#supported-platforms).
1. Close your emulator, which may have auto-launched.
2. Power on your device and load the ROM.
### Connect to the Archipelago Server
The patch file which launched your client should have automatically connected you to the AP Server.
There are a few reasons this may not happen however, including if the game is hosted on the website but
was generated elsewhere. If the client window shows "Server Status: Not Connected", simply ask the host
for the address of the server, and copy/paste it into the "Server" input field then press enter.
The client will attempt to reconnect to the new server address, and should momentarily show "Server
Status: Connected".
### Play the game
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations
on successfully joining a multiworld game!
## Hosting a MultiWorld game
The recommended way to host a game is to use our [hosting service](/generate). The process is relatively simple:
1. Collect config files from your players.
2. Create a zip file containing your players' config files.
3. Upload that zip file to the website linked above.
4. Wait a moment while the seed is generated.
5. When the seed is generated, you will be redirected to a "Seed Info" page.
6. Click "Create New Room". This will take you to the server page. Provide the link to this page to your players,
so they may download their patch files from there.
7. Note that a link to a MultiWorld Tracker is at the top of the room page. The tracker shows the progress of all
players in the game. Any observers may also be given the link to this page.
8. Once all players have joined, you may begin playing.

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@@ -0,0 +1,60 @@
# Timespinner Randomizer Setup Guide
## Required Software
- [Timespinner (steam)](https://store.steampowered.com/app/368620/Timespinner/) or [Timespinner (drm free)](https://www.humblebundle.com/store/timespinner)
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
## General Concept
The timespinner Randomizer loads Timespinner.exe from the same folder, and alters its state in memory to allow for randomization of the items
## Installation Procedures
Download latest version of [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer) you can find the .zip files on the releases page, download the zip for your current platform. Then extract the zip to the folder where your Timespinner game is installed. Then just run TsRandomizer.exe instead of Timespinner.exe to start the game in randomized mode, for more info see the [readme](https://github.com/JarnoWesthof/TsRandomizer)
## Joining a MultiWorld Game
1. Run TsRandomizer.exe
2. Select "New Game"
3. Switch "<< Select Seed >>" to "<< Archiplago >>" by pressing left on the controller or keyboard
4. Select "<< Archiplago >>" to open a new menu where you can enter your Archipelago login credentails
* NOTE: the input fields support Ctrl + V pasting of values
5. Select "Connect"
6. If all went well you will be taken back the difficulty selection menu and the game will start as soon as you select a difficulty
## YAML Settings
An example YAML would look like this:
```yaml
description: Default Timespinner Template
name: Lunais{number} # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
game:
Timespinner: 1
requires:
version: 0.1.8
Timespinner:
StartWithJewelryBox: # Start with Jewelry Box unlocked
false: 50
true: 0
DownloadableItems: # With the tablet you will be able to download items at terminals
false: 50
true: 50
FacebookMode: # Requires Oculus Rift(ng) to spot the weakspots in walls and floors
false: 50
true: 0
StartWithMeyef: # Start with Meyef, ideal for when you want to play multiplayer
false: 50
true: 50
QuickSeed: # Start with Talaria Attachment, Nyoom!
false: 50
true: 0
SpecificKeycards: # Keycards can only open corresponding doors
false: 0
true: 50
Inverted: # Start in the past
false: 50
true: 50
```
* All Options are either enabled or not, if values are specified for both true & false the generator will select one based on weight
* The Timespinner Randomizer option "StinkyMaw" is currently always enabled for Archipelago generated seeds
* The Timespinner Randomizer options "ProgressiveVerticalMovement" & "ProgressiveKeycards" are currently not supported on Archipelago generated seeds

View File

@@ -1,4 +1,51 @@
[
{
"gameTitle": "Archipelago",
"tutorials": [
{
"name": "Multiworld Setup Tutorial",
"description": "A Guide to setting up the Archipelago software to generate multiworld games on your computer.",
"files": [
{
"language": "English",
"filename": "archipelago/setup_en.md",
"link": "archipelago/setup/en",
"authors": [
"alwaysintreble"
]
}
]
},
{
"name": "Archipelago Triggers Guide",
"description": "A Guide to setting up and using triggers in your game settings.",
"files": [
{
"language": "English",
"filename": "archipelago/triggers_en.md",
"link": "archipelago/triggers/en",
"authors": [
"alwaysintreble"
]
}
]
},
{
"name": "Archipelago Plando Guide",
"description": "A guide to understanding and using plando for your game.",
"files": [
{
"language": "English",
"filename": "archipelago/plando_en.md",
"link": "archipelago/plando/en",
"authors": [
"alwaysintreble"
]
}
]
}
]
},
{
"gameTitle": "The Legend of Zelda: A Link to the Past",
"tutorials": [
@@ -86,6 +133,33 @@
}
]
},
{
"gameTitle": "The Legend of Zelda: Ocarina of Time",
"tutorials": [
{
"name": "Multiworld Setup Tutorial",
"description": "A guide to setting up the Archipelago Ocarina of Time software on your computer.",
"files": [
{
"language": "English",
"filename": "zelda5/setup_en.md",
"link": "zelda5/setup/en",
"authors": [
"Edos"
]
},
{
"language": "Spanish",
"filename": "zelda5/setup_es.md",
"link": "zelda5/setup/es",
"authors": [
"Edos"
]
}
]
}
]
},
{
"gameTitle": "Factorio",
"tutorials": [
@@ -98,7 +172,8 @@
"filename": "factorio/setup_en.md",
"link": "factorio/setup/en",
"authors": [
"Berserker"
"Berserker",
"Farrak Kilhn"
]
}
]
@@ -139,5 +214,100 @@
]
}
]
},
{
"gameTitle": "Risk of Rain 2",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to setting up the Risk of Rain 2 integration for Archipelago multiworld games.",
"files": [
{
"language": "English",
"filename": "ror2/setup_en.md",
"link": "ror2/setup/en",
"authors": [
"Ijwu"
]
}
]
}
]
},
{
"gameTitle": "Timespinner",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to setting up the Timespinner randomizer connected to an Archipelago Multiworld",
"files": [
{
"language": "English",
"filename": "timespinner/setup_en.md",
"link": "timespinner/setup/en",
"authors": [
"Jarno"
]
}
]
}
]
},
{
"gameTitle": "Subnautica",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to setting up the Subnautica randomizer connected to an Archipelago Multiworld",
"files": [
{
"language": "English",
"filename": "Subnautica/setup_en.md",
"link": "Subnautica/setup/en",
"authors": [
"Berserker"
]
}
]
}
]
},
{
"gameTitle": "Super Metroid",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to setting up the Super Metroid Client on your computer. This guide covers single-player, multiworld, and related software.",
"files": [
{
"language": "English",
"filename": "super-metroid/multiworld_en.md",
"link": "super-metroid/multiworld/en",
"authors": [
"Farrak Kilhn"
]
}
]
}
]
},
{
"gameTitle": "Secret of Evermore",
"tutorials": [
{
"name": "Multiworld Setup Guide",
"description": "A guide to playing Secret of Evermore randomizer. This guide covers single-player, multiworld and related software.",
"files": [
{
"language": "English",
"filename": "secret-of-evermore/multiworld_en.md",
"link": "secret-of-evermore/multiworld/en",
"authors": [
"Black Sliver"
]
}
]
}
]
}
]

View File

@@ -2,9 +2,9 @@
## Benötigte Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Included in the above Utilities)
- Hardware oder Software zum Laden und Abspielen von SNES Rom-Dateien
- Ein Emulator, der lua-scripts abspielen kann
- [SNI](https://github.com/alttpo/sni/releases) (Integriert in Archipelago)
- Hardware oder Software zum Laden und Abspielen von SNES Rom-Dateien fähig zu einer Internetverbindung
- Ein Emulator, der mit SNI verbinden kann
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
[BizHawk](http://tasvideos.org/BizHawk.html))
- Ein SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), oder andere kompatible Hardware
@@ -42,7 +42,7 @@ jeder Spieler sein Spiel nach seinem eigenen Geschmack gestalten, während ander
Einstellungen wählen können!
### Wo bekomme ich so eine YAML-Datei her?
Die [Player Settings](/player-settings) Seite auf der Website ermöglicht das einfache Erstellen und Herunterladen
Die [Player Settings](/games/A Link to the Past/player-settings) Seite auf der Website ermöglicht das einfache Erstellen und Herunterladen
deiner eigenen `yaml` Datei. Drei verschiedene Voreinstellungen können dort gespeichert werden.
### Deine YAML-Datei ist gewichtet!
@@ -74,12 +74,12 @@ bei der [YAML Validator](/mysterycheck) Seite tun.
### Erhalte deine Patch-Datei und erstelle dein ROM
Wenn du an einem MultiWorld-Spiel teilnehmen möchtest, wirst du in der Regel vom Host nach deiner YAML-Datei gefragt.
Sobald du diese weitergegeben hast, wird der Host einen Link bereitstellen, wo du deinen Patch oder eine .zip-Datei
mit allen Patches herunterladen kannst. Die Patch-Datei hat immer die Endung `.bmbp`.
mit allen Patches herunterladen kannst. Die Patch-Datei hat immer die Endung `.apbp`.
### Mit dem Client verbinden
#### Via Emulator
Wenn der client den Emulator automatisch gestartet hat, wird QUsb2Snes ebenfalls im Hintergrund gestartet.
Wenn der client den Emulator automatisch gestartet hat, wird SNI ebenfalls im Hintergrund gestartet.
Wenn dies das erste Mal ist, wird möglicherweise ein Fenster angezeigt, wo man bestätigen muss, dass das Programm
durch die Windows Firewall kommunizieren darf.
@@ -88,8 +88,9 @@ durch die Windows Firewall kommunizieren darf.
2. Klicke auf den Reiter "File" oben im Menü und wähle **Lua Scripting**
3. Klicke auf **New Lua Script Window...**
4. Im sich neu öffnenden Fenster, klicke auf **Browse...**
5. Navigiere zum Ort, wo du snes9x Multitroid installiert hast, öffne den `lua`-Ordner und öffne `multibridge.lua`
6. Schaue im Lua-Fenster nach einem Namen, der dir zugeteilt wird und schaue im Client (WebUI im Browser), ob dort
5. Navigiere zum Verzeichnis, wo du Archipelago installiert hast und dort in den Unterordner `SNI`.
6. Wähle dort die `Connector.lua` und klicke auf Öffnen.
7. Schaue im Lua-Fenster nach einem Namen, der dir zugeteilt wird und schaue im Client (WebUI im Browser), ob dort
"Snes Device: Connected" mit demselben Namen dort steht (in der oberen linken Ecke).
##### BizHawk
@@ -99,9 +100,8 @@ durch die Windows Firewall kommunizieren darf.
2. Lade die entsprechende ROM-Datei, wenn sie nicht schon automatisch geladen wurde.
3. Klicke auf das Tools-Menü und klicke auf **Lua Console**
4. Klicke auf den Button um ein neues Lua-Script zu öffnen.
5. Navigiere zum Verzeichnis, wo du die Multiworld Utilities installiert hast und dort in folgende Ordner:
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Wähle dort die `luabridge.lua` und klicke auf Öffnen.
5. Navigiere zum Verzeichnis, wo du Archipelago installiert hast und dort in den Unterordner `SNI`.
6. Wähle dort die `Connector.lua` und klicke auf Öffnen.
7. Schaue im Lua-Fenster nach einem Namen, der dir zugeteilt wird und schaue im Client (WebUI im Browser), ob dort
"Snes Device: Connected" mit demselben Namen dort steht (in der oberen linken Ecke)
@@ -111,15 +111,11 @@ das noch nicht getan hast, so tue dies am besten jetzt! SD2SNES und FXPak Pro Nu
[hier](https://github.com/RedGuyyyy/sd2snes/releases). Nutzer ähnlicher Hardware finden Hilfestellung
[auf dieser Seite](http://usb2snes.com/#supported-platforms).
**UM MIT HARDWARE ZU VERBINDEN WIRD AKTUELL EINE ALTE VERSION VON QUSB2SNES BENÖTIGT
([v0.7.16](https://github.com/Skarsnik/QUsb2snes/releases/tag/v0.7.16)).**
Neuere Versionen funktionieren möglicherweise nur eingeschränkt, fehlerhaft oder gar nicht!
1. Schließe deinen Emulator, falls er automatisch gestartet haben sollte.
2. Schließe QUsb2Snes, welches automatisch mit dem Client gestartet wurde (in der Taskleiste zu finden).
3. Starte die richtige version von QUsb2Snes (v0.7.16).
4. Starte deine (Original-)Konsole und lade die ROM-Datei.
5. Schaue auf dein Clientfenster, welches nun "Snes Device: Connected" und den namen deiner Konsole
2. Start SNI
3. Starte deine (Original-)Konsole und lade die ROM-Datei.
4. Schaue auf dein Clientfenster, welches nun "Snes Device: Connected" und den namen deiner Konsole
zeigen sollte.
### Mit dem MultiServer verbinden
@@ -137,7 +133,7 @@ können du und deine Freunde loslegen! Glückwunsch zum erfolgreichen Beitritt z
## Ein Multiworld-Spiel hosten
Die Empfohlene Art, ein Spiel zu hosten, ist, den Service auf
[der website](https://berserkermulti.world/generate) zu nutzen. Das Ganze ist recht einfach:
[der website](/generate) zu nutzen. Das Ganze ist recht einfach:
1. Lasse dir von deinen Mitspielern die YAML-Datei zuschicken.
2. Erstelle einen Zip-komprimierten Ordner´, in den du alle YAML-Dateien deiner Spieler einfügst.

View File

@@ -1,98 +1,71 @@
# A Link to the Past Randomizer Setup Guide
<div id="tutorial-video-container">
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/mJKEHaiyR_Y" frameborder="0"
allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen>
</iframe>
</div>
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Included in the above Utilities)
- [Z3Client](https://github.com/ArchipelagoMW/Z3Client/releases) or the SNIClient included with
[Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- If installing Archipelago, make sure to check the box for SNIClient -> A Link to the Past Patch Setup during install, or SNI will not be included
- [SNI](https://github.com/alttpo/sni/releases) (Included in both Z3Client and SNIClient)
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of running Lua scripts
- An emulator capable of connecting to SNI
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
[BizHawk](http://tasvideos.org/BizHawk.html))
- An SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), or other compatible hardware
- Your Japanese v1.0 ROM file, probably named `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Installation Procedures
### Windows Setup
1. Download and install the MultiWorld Utilities from the link above, making sure to install the most recent version.
**The file is located in the assets section at the bottom of the version information**. If you intend to play normal
multiworld games, you want `Setup.Archipelago.exe`
- If you intend to play the doors variant of multiworld, you will want to download the alternate doors file.
- During the installation process, you will be asked to browse for your Japanese 1.0 ROM file. If you have
installed this software before and are simply upgrading now, you will not be prompted to locate your
ROM file a second time.
- You may also be prompted to install Microsoft Visual C++. If you already have this software on your computer
(possibly because a Steam game installed it already), the installer will not prompt you to install it again.
1. Download and install your preferred client from the link above, making sure to install the most recent version.
**The installer file is located in the assets section at the bottom of the version information**.
- During setup, you will be asked to locate your base ROM file. This is your Japanese Link to the Past ROM file.
2. If you are using an emulator, you should assign your Lua capable emulator as your default program
for launching ROM files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right click on a ROM file and select **Open with...**
2. Right-click on a ROM file and select **Open with...**
3. Check the box next to **Always use this app to open .sfc files**
4. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside
the folder you extracted in step one.
### Macintosh Setup
- We need volunteers to help fill this section! Please contact **Farrak Kilhn** on Discord if you want to help.
## Create a Config (.yaml) File
## Configuring your YAML file
### What is a YAML file and why do I need one?
Your YAML file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own YAML file. This setup allows
### What is a config file and why do I need one?
Your config file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own config file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a YAML file?
The [Generate Game](/player-settings) page on the website allows you to configure your personal settings and
export a YAML file from them.
### Where do I get a config file?
The [Player Settings](/games/A%20Link%20to%20the%20Past/player-settings) page on the website allows you to configure
your personal settings and export a config file from them.
### Advanced YAML configuration
A more advanced version of the YAML file can be created using the [Weighted Settings](/weighted-settings) page,
which allows you to configure up to three presets. The Weighted Settings page has many options which are
primarily represented with sliders. This allows you to choose how likely certain options are to occur relative
to other options within a category.
For example, imagine the generator creates a bucket labeled "Map Shuffle", and places folded pieces of paper
into the bucket for each sub-option. Also imagine your chosen value for "On" is 20, and your value for "Off" is 40.
In this example, sixty pieces of paper are put into the bucket. Twenty for "On" and forty for "Off". When the
generator is deciding whether or not to turn on map shuffle for your game, it reaches into this bucket and pulls
out a piece of paper at random. In this example, you are much more likely to have map shuffle turned off.
If you never want an option to be chosen, simply set its value to zero. Remember that each setting must have at
lease one option set to a number greater than zero.
### Verifying your YAML file
If you would like to validate your YAML file to make sure it works, you may do so on the
### Verifying your config file
If you would like to validate your config file to make sure it works, you may do so on the
[YAML Validator](/mysterycheck) page.
## Generating a Single-Player Game
1. Navigate to the [Generate Game](/player-settings), configure your options, and click the "Generate Game" button.
2. You will be presented with a "Seed Info" page, where you can download your patch file.
3. Double-click on your patch file, and the emulator should launch with your game automatically. As the
Client is unnecessary for single player games, you may close it and the WebUI.
1. Navigate to the [Player Settings](/games/A%20Link%20to%20the%20Past/player-settings) page, configure your options,
and click the "Generate Game" button.
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.
4. You will be presented with a server page, from which you can download your patch file.
5. Double-click on your patch file, and the Z3Client will launch automatically, create your ROM from
the patch file, and open your emulator for you.
6. Since this is a single-player game, you will no longer need the client, so feel free to close it.
## Joining a MultiWorld Game
### Obtain your patch file and create your ROM
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your patch file, or with a zip file containing
everyone's patch files. Your patch file should have a `.bmbp` extension.
everyone's patch files. Your patch file should have a `.apbp` extension.
Put your patch file on your desktop or somewhere convenient, and double click it. This should automatically
launch the client, and will also create your ROM file in the same place as your patch file.
launch the client, and will also create your ROM in the same place as your patch file.
### Connect to the client
#### With an emulator
When the client launched automatically, QUsb2Snes should have also automatically launched in the background.
When the client launched automatically, SNI should have also automatically launched in the background.
If this is its first time launching, you may be prompted to allow it to communicate through the Windows
Firewall.
@@ -101,23 +74,21 @@ Firewall.
2. Click on the File menu and hover on **Lua Scripting**
3. Click on **New Lua Script Window...**
4. In the new window, click **Browse...**
5. Browse to the location you extracted snes9x Multitroid to, enter the `lua` folder, and choose `multibridge.lua`
6. Observe a name has been assigned to you, and that the client shows "SNES Device: Connected", with that same
name in the upper left corner.
5. Select the connector lua file included with your client
- Z3Client users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/sni/Connector.lua`
##### BizHawk
1. Ensure you have the BSNES core loaded. You may do this by clicking on the Tools menu in BizHawk and following
these menu options:
these menu options:
`Config --> Cores --> SNES --> BSNES`
Once you have changed the loaded core, you must restart BizHawk.
2. Load your ROM file if it hasn't already been loaded.
3. Click on the Tools menu and click on **Lua Console**
4. Click the button to open a new Lua script.
5. Browse to your MultiWorld Utilities installation directory, and into the following directories:
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Select `luabridge.lua` and click Open.
7. Observe a name has been assigned to you, and that the client shows "SNES Device: Connected", with that same
name in the upper left corner.
5. Select the `sniConnector.lua` file you downloaded above
- Z3Client users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/sni/Connector.lua`
#### With hardware
This guide assumes you have downloaded the correct firmware for your device. If you have not
@@ -127,54 +98,30 @@ done so already, please do this now. SD2SNES and FXPak Pro users may download th
1. Close your emulator, which may have auto-launched.
2. Power on your device and load the ROM.
3. Observe the client window now shows "SNES Device: Connected", and lists the name of your device.
### Connect to the MultiServer
The patch file which launched your client should have automatically connected you to the MultiServer.
### Connect to the Archipelago Server
The patch file which launched your client should have automatically connected you to the AP Server.
There are a few reasons this may not happen however, including if the game is hosted on the website but
was generated elsewhere. If the client window shows "Server Status: Not Connected", simply ask the host
for the address of the server, and copy/paste it into the "Server" input field then press enter.
The client will attempt to reconnect to the new server address, and should momentarily show "Server
Status: Connected". If the client does not connect after a few moments, you may need to refresh the page.
Status: Connected".
### Play the game
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations
on successfully joining a multiworld game!
## Hosting a MultiWorld game
The recommended way to host a game is to use the hosting service provided on
[the website](/generate). The process is relatively simple:
The recommended way to host a game is to use our [hosting service](/generate). The process is relatively simple:
1. Collect YAML files from your players.
2. Create a zip file containing your players' YAML files.
1. Collect config files from your players.
2. Create a zip file containing your players' config files.
3. Upload that zip file to the website linked above.
4. Wait a moment while the seed is generated.
5. When the seed is generated, you will be redirected to a "Seed Info" page.
6. Click "Create New Room". This will take you to the server page. Provide the link to this page to your players,
so they may download their patch files from there.
**Note:** The patch files provided on this page will allow players to automatically connect to the server,
while the patch files on the "Seed Info" page will not.
7. Note that a link to a MultiWorld Tracker is at the top of the room page. You should also provide this link
to your players, so they can watch the progress of the game. Any observers may also be given the link to
this page.
so they may download their patch files from there.
7. Note that a link to a MultiWorld Tracker is at the top of the room page. The tracker shows the progress of all
players in the game. Any observers may also be given the link to this page.
8. Once all players have joined, you may begin playing.
## Auto-Tracking
If you would like to use auto-tracking for your game, several pieces of software provide this functionality.
The recommended software for auto-tracking is currently
[OpenTracker](https://github.com/trippsc2/OpenTracker/releases).
### Installation
1. Download the appropriate installation file for your computer (Windows users want the `.msi` file).
2. During the installation process, you may be asked to install the Microsoft Visual Studio Build Tools. A link
to this software is provided during the installation procedure, and it must be installed manually.
### Enable auto-tracking
1. With OpenTracker launched, click the Tracking menu at the top of the window, then choose **AutoTracker...**
2. Click the **Get Devices** button
3. Select your SNES device from the drop-down list
4. If you would like to track small keys and dungeon items, check the box labeled **Race Illegal Tracking**
5. Click the **Start Autotracking** button
6. Close the AutoTracker window, as it is no longer necessary

View File

@@ -43,7 +43,7 @@ Cada jugador en una partida de multiworld proveerá su propio fichero YAML. Esta
que cada jugador disfrute de una experiencia personalizada a su gusto, y cada jugador dentro de la misma partida de multiworld puede tener diferentes opciones.
### Donde puedo obtener un fichero YAML?
La página "[Generate Game](/player-settings)" en el sitio web te permite configurar tu configuración personal y
La página "[Generate Game](/games/A%20Link%20to%20the%20Past/player-settings)" en el sitio web te permite configurar tu configuración personal y
descargar un fichero "YAML".
### Configuración YAML avanzada
@@ -67,7 +67,7 @@ Si quieres validar que tu fichero YAML para asegurarte que funciona correctament
[YAML Validator](/mysterycheck).
## Generar una partida para un jugador
1. Navega a [la pagina Generate game](/player-settings), configura tus opciones, haz click en el boton "Generate game".
1. Navega a [la pagina Generate game](/games/A%20Link%20to%20the%20Past/player-settings), configura tus opciones, haz click en el boton "Generate game".
2. Se te redigirá a una pagina "Seed Info", donde puedes descargar tu archivo de parche.
3. Haz doble click en tu fichero de parche, y el emulador debería ejecutar tu juego automáticamente. Como el
Cliente no es necesario para partidas de un jugador, puedes cerrarlo junto a la pagina web (que tiene como titulo "Multiworld WebUI") que se ha abierto automáticamente.

View File

@@ -49,7 +49,7 @@ sur comment il devrait générer votre seed. Chaque joueur d'un multiwolrd devra
joueur d'apprécier une expérience customisée selon ses goûts, et les différents joueurs d'un même multiworld peuvent avoir différentes options.
### Où est-ce que j'obtiens un fichier YAML ?
La page [Génération de partie](/player-settings) vous permet de configurer vos paramètres personnels et de les exporter vers un fichier YAML.
La page [Génération de partie](/games/A%20Link%20to%20the%20Past/player-settings) vous permet de configurer vos paramètres personnels et de les exporter vers un fichier YAML.
### Configuration avancée du fichier YAML
Une version plus avancée du fichier YAML peut être créée en utilisant la page des [paramètres de pondération](/weighted-settings), qui vous permet
@@ -71,7 +71,7 @@ Si vous voulez valider votre fichier YAML pour être sûr qu'il fonctionne, vous
[Validateur de YAML](/mysterycheck).
## Générer une partie pour un joueur
1. Aller sur la page [Génération de partie](/player-settings), configurez vos options, et cliquez sur le bouton "Generate Game".
1. Aller sur la page [Génération de partie](/games/A%20Link%20to%20the%20Past/player-settings), configurez vos options, et cliquez sur le bouton "Generate Game".
2. Il vous sera alors présenté une page d'informations sur la seed, où vous pourrez télécharger votre patch.
3. Double-cliquez sur le patch et l'émulateur devrait se lancer automatiquement avec la seed. Etant donné que le client
n'est pas requis pour les parties à un joueur, vous pouvez le fermer ainsi que l'interface Web (WebUI).

View File

@@ -31,8 +31,8 @@
- Example: `simple`
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
a last instruction.
- [Available Bosses](https://github.com/Berserker66/MultiWorld-Utilities/blob/65fa39df95c90c9b66141aee8b16b7e560d00819/Bosses.py#L135)
- [Available Arenas](https://github.com/Berserker66/MultiWorld-Utilities/blob/65fa39df95c90c9b66141aee8b16b7e560d00819/Bosses.py#L186)
- [Available Bosses](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L135)
- [Available Arenas](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Bosses.py#L150)
#### Examples
```yaml
@@ -79,8 +79,8 @@ boss_shuffle:
- placements are picked randomly, not sorted in any way
- Warning: Placing non-Dungeon Prizes on Prize locations and
Prizes on non-Prize locations will break the game in various ways.
- [Available Items](https://github.com/Berserker66/MultiWorld-Utilities/blob/3b5ba161dea223b96e9b1fc890e03469d9c6eb59/Items.py#L26)
- [Available Locations](https://github.com/Berserker66/MultiWorld-Utilities/blob/3b5ba161dea223b96e9b1fc890e03469d9c6eb59/Regions.py#L418)
- [Available Items](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Items.py#L52)
- [Available Locations](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Regions.py#L434)
#### Examples
```yaml
@@ -133,10 +133,10 @@ Link's House and removes the picked item from the item pool.
- `\n` is a newline.
- `@` is the entered player's name.
- Warning: Text Mapper does not support full unicode.
- [Alphabet](https://github.com/Berserker66/MultiWorld-Utilities/blob/65fa39df95c90c9b66141aee8b16b7e560d00819/Text.py#L756)
- [Alphabet](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Text.py#L758)
- at is the location within the game to attach the text to.
- can be weighted.
- [List of targets](https://github.com/Berserker66/MultiWorld-Utilities/blob/65fa39df95c90c9b66141aee8b16b7e560d00819/Text.py#L1498)
- [List of targets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Text.py#L1499)
#### Example
```yaml
@@ -160,7 +160,7 @@ This has a 50% chance to trigger at all. If it does, it throws a coin between `u
- entrance is the overworld door
- exit is the underworld exit
- direction can be `both`, `entrance` or `exit`
- doors can be found in [this file](https://github.com/Berserker66/MultiWorld-Utilities/blob/main/EntranceShuffle.py)
- doors can be found in [this file](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
#### Example

View File

@@ -0,0 +1,387 @@
# Setup Guide for Ocarina of time Archipelago
## Important
As we are using Z5Client and Bizhawk, this guide is only applicable to Windows.
## Required Software
- [bizhawk+script+Z5Client](https://github.com/ArchipelagoMW/Z5Client/releases) We recommend download Z5Client-setup as it makes some steps automatic.
## Install Emulator and client
Download getBizhawk.ps1 from previous link. Place it on the folder where you want your emulator to be installed, right click on it and select "Run with PowerShell". This will download all the needed dependencies used by the emulator. This can take a while.
It is strongly recommended to associate N64 rom extension (\*.n64) to the Bizhawk we've just installed. To do so, we simple have to search any N64 rom we happened to own, right click and select "Open with...", we unfold the list that appears and select the bottom option "Look for another application", we browse to Bizhawk folder and select EmuHawk.exe
Place the ootMulti.lua file from the previous link inside the "lua" folder from the just installed emulator.
Install the Z5Client using its setup.
## Configuring your YAML file
### What is a YAML file and why do I need one?
Your YAML file contains a set of configuration options which provide the generator with information about how
it should generate your game. Each player of a multiworld will provide their own YAML file. This setup allows
each player to enjoy an experience customized for their taste, and different players in the same multiworld
can all have different options.
### Where do I get a YAML file?
A basic OOT yaml will look like this. There are lots of cosmetic options that have been removed for the sake of this tutorial, if you want to see a complete list, download [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) and look for the sample file in the "Players" folder.
```yaml
description: Default Ocarina of Time Template # Used to describe your yaml. Useful if you have multiple files
# Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
name: YourName
game:
Ocarina of Time: 1
requires:
version: 0.1.7 # Version of Archipelago required for this yaml to work as expected.
# Shared Options supported by all games:
accessibility:
items: 0 # Guarantees you will be able to acquire all items, but you may not be able to access all locations
locations: 50 # Guarantees you will be able to access all locations, and therefore all items
none: 0 # Guarantees only that the game is beatable. You may not be able to access all locations or acquire all items
progression_balancing:
on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
Ocarina of Time:
logic_rules: # Set the logic used for the generator.
glitchless: 50
glitched: 0
no_logic: 0
logic_no_night_tokens_without_suns_song: # Nighttime skulltulas will logically require Sun's Song.
false: 50
true: 0
open_forest: # Set the state of Kokiri Forest and the path to Deku Tree.
open: 50
closed_deku: 0
closed: 0
open_kakariko: # Set the state of the Kakariko Village gate.
open: 50
zelda: 0
closed: 0
open_door_of_time: # Open the Door of Time by default, without the Song of Time.
false: 0
true: 50
zora_fountain: # Set the state of King Zora, blocking the way to Zora's Fountain.
open: 0
adult: 0
closed: 50
gerudo_fortress: # Set the requirements for access to Gerudo Fortress.
normal: 0
fast: 50
open: 0
bridge: # Set the requirements for the Rainbow Bridge.
open: 0
vanilla: 0
stones: 0
medallions: 50
dungeons: 0
tokens: 0
trials: # Set the number of required trials in Ganon's Castle.
# you can add additional values between minimum and maximum
0: 50 # minimum value
6: 0 # maximum value
random: 0
random-low: 0
random-high: 0
starting_age: # Choose which age Link will start as.
child: 50
adult: 0
triforce_hunt: # Gather pieces of the Triforce scattered around the world to complete the game.
false: 50
true: 0
triforce_goal: # Number of Triforce pieces required to complete the game. Total number placed determined by the Item Pool setting.
# you can add additional values between minimum and maximum
1: 0 # minimum value
50: 0 # maximum value
random: 0
random-low: 0
random-high: 0
20: 50
bombchus_in_logic: # Bombchus are properly considered in logic. The first found pack will have 20 chus; Kokiri Shop and Bazaar sell refills; bombchus open Bombchu Bowling.
false: 50
true: 0
bridge_stones: # Set the number of Spiritual Stones required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_medallions: # Set the number of medallions required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_rewards: # Set the number of dungeon rewards required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_tokens: # Set the number of Gold Skulltula Tokens required for the rainbow bridge.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_mapcompass: # Control where to shuffle dungeon maps and compasses.
remove: 0
startwith: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_smallkeys: # Control where to shuffle dungeon small keys.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_fortresskeys: # Control where to shuffle the Gerudo Fortress small keys.
vanilla: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_bosskeys: # Control where to shuffle boss keys, except the Ganon's Castle Boss Key.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_ganon_bosskey: # Control where to shuffle the Ganon's Castle Boss Key.
remove: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
on_lacs: 0
enhance_map_compass: # Map tells if a dungeon is vanilla or MQ. Compass tells what the dungeon reward is.
false: 50
true: 0
lacs_condition: # Set the requirements for the Light Arrow Cutscene in the Temple of Time.
vanilla: 50
stones: 0
medallions: 0
dungeons: 0
tokens: 0
lacs_stones: # Set the number of Spiritual Stones required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_medallions: # Set the number of medallions required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_rewards: # Set the number of dungeon rewards required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_tokens: # Set the number of Gold Skulltula Tokens required for LACS.
# you can add additional values between minimum and maximum
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_song_items: # Set where songs can appear.
song: 50
dungeon: 0
any: 0
shopsanity: # Randomizes shop contents. Set to "off" to not shuffle shops; "0" shuffles shops but does not allow multiworld items in shops.
0: 0
1: 0
2: 0
3: 0
4: 0
random_value: 0
off: 50
tokensanity: # Token rewards from Gold Skulltulas are shuffled into the pool.
off: 50
dungeons: 0
overworld: 0
all: 0
shuffle_scrubs: # Shuffle the items sold by Business Scrubs, and set the prices.
off: 50
low: 0
regular: 0
random_prices: 0
shuffle_cows: # Cows give items when Epona's Song is played.
false: 50
true: 0
shuffle_kokiri_sword: # Shuffle Kokiri Sword into the item pool.
false: 50
true: 0
shuffle_ocarinas: # Shuffle the Fairy Ocarina and Ocarina of Time into the item pool.
false: 50
true: 0
shuffle_weird_egg: # Shuffle the Weird Egg from Malon at Hyrule Castle.
false: 50
true: 0
shuffle_gerudo_card: # Shuffle the Gerudo Membership Card into the item pool.
false: 50
true: 0
shuffle_beans: # Adds a pack of 10 beans to the item pool and changes the bean salesman to sell one item for 60 rupees.
false: 50
true: 0
shuffle_medigoron_carpet_salesman: # Shuffle the items sold by Medigoron and the Haunted Wasteland Carpet Salesman.
false: 50
true: 0
skip_child_zelda: # Game starts with Zelda's Letter, the item at Zelda's Lullaby, and the relevant events already completed.
false: 50
true: 0
no_escape_sequence: # Skips the tower collapse sequence between the Ganondorf and Ganon fights.
false: 0
true: 50
no_guard_stealth: # The crawlspace into Hyrule Castle skips straight to Zelda.
false: 0
true: 50
no_epona_race: # Epona can always be summoned with Epona's Song.
false: 0
true: 50
skip_some_minigame_phases: # Dampe Race and Horseback Archery give both rewards if the second condition is met on the first attempt.
false: 0
true: 50
complete_mask_quest: # All masks are immediately available to borrow from the Happy Mask Shop.
false: 50
true: 0
useful_cutscenes: # Reenables the Poe cutscene in Forest Temple, Darunia in Fire Temple, and Twinrova introduction. Mostly useful for glitched.
false: 50
true: 0
fast_chests: # All chest animations are fast. If disabled, major items have a slow animation.
false: 0
true: 50
free_scarecrow: # Pulling out the ocarina near a scarecrow spot spawns Pierre without needing the song.
false: 50
true: 0
fast_bunny_hood: # Bunny Hood lets you move 1.5x faster like in Majora's Mask.
false: 50
true: 0
chicken_count: # Controls the number of Cuccos for Anju to give an item as child.
\# you can add additional values between minimum and maximum
0: 0 # minimum value
7: 50 # maximum value
random: 0
random-low: 0
random-high: 0
hints: # Gossip Stones can give hints about item locations.
none: 0
mask: 0
agony: 0
always: 50
hint_dist: # Choose the hint distribution to use. Affects the frequency of strong hints, which items are always hinted, etc.
balanced: 50
ddr: 0
league: 0
mw2: 0
scrubs: 0
strong: 0
tournament: 0
useless: 0
very_strong: 0
text_shuffle: # Randomizes text in the game for comedic effect.
none: 50
except_hints: 0
complete: 0
damage_multiplier: # Controls the amount of damage Link takes.
half: 0
normal: 50
double: 0
quadruple: 0
ohko: 0
no_collectible_hearts: # Hearts will not drop from enemies or objects.
false: 50
true: 0
starting_tod: # Change the starting time of day.
default: 50
sunrise: 0
morning: 0
noon: 0
afternoon: 0
sunset: 0
evening: 0
midnight: 0
witching_hour: 0
start_with_consumables: # Start the game with full Deku Sticks and Deku Nuts.
false: 50
true: 0
start_with_rupees: # Start with a full wallet. Wallet upgrades will also fill your wallet.
false: 50
true: 0
item_pool_value: # Changes the number of items available in the game.
plentiful: 0
balanced: 50
scarce: 0
minimal: 0
junk_ice_traps: # Adds ice traps to the item pool.
off: 0
normal: 50
on: 0
mayhem: 0
onslaught: 0
ice_trap_appearance: # Changes the appearance of ice traps as freestanding items.
major_only: 50
junk_only: 0
anything: 0
logic_earliest_adult_trade: # Earliest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 50
eyeball_frog: 0
eyedrops: 0
claim_check: 0
logic_latest_adult_trade: # Latest item that can appear in the adult trade sequence.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 0
eyeball_frog: 0
eyedrops: 0
claim_check: 50
```
## Joining a MultiWorld Game
### Obtain your OOT patch file
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that
is done, the host will provide you with either a link to download your data file, or with a zip file containing
everyone's data files. Your data file should have a `.z5ap` extension.
Double click on your `.z5ap` file to start Z5Client and start the ROM patch process. Once the process is finished (this can take a while), the emulator will be started automatically (If we associated the extension to the emulator as recommended)
### Connect to multiserver
Once both the Z5Client and the emulator are started we must connect them. Within the emulator we click on the "Tools" menu and select "Lua console". In the new window click on the folder icon and look for the ootMulti.lua file. Once the file is loaded it will connect automatically to Z5Client.
Note: We strongly advise you don't open any emulator menu while it and Z5client are connected, as the script will halt and disconnects can happen. If you get disconnected just double click on the script again.
To connect the client to the multiserver simply put address:port on the textfield on top and press enter (if the server uses password, type on the bottom textfield /connect <address>:<port> [password], to connect)
Now you are ready to start your adventure in Hyrule.

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# Guia instalación de Ocarina of time Archipelago
## Nota importante
Al usar el cliente y bizhawk, esta guia solo es aplicable en Windows.
## Software Requerido
- [bizhawk+script+Z5Client](https://github.com/ArchipelagoMW/Z5Client/releases) Recomendamos bajar el setup de Z5client ya que automatizara varios pasos mas adelante
## Instala emulador y cliente
Descarga el fichero getBizhawk.ps1 del enlace anterior. Colocalo en la carpeta donde desees instalar el emulador, haz click derecho en él y selecciona "Ejecutar con PowerShell". Esto descargará todas las dependencias necesarias para el emulador. Puede tardar un rato.
Es recomendable asociar la extensión de las roms de N64 (\*.n64) al bizhawk que hemos instalado anteriormente. Para hacerlo simplemente debemos buscar alguna rom de n64 que tengamos, hacer click derecho, seleccionar "Abrir con...", desplegar la lista y buscar la opción "Buscar otra aplicación", navegar hasta el directorio de bizhawk y seleccionar EmuHawk.exe
Situa el fichero ootMulti.lua del enlace anterior en la carpeta "lua" del emulador recien instalado.
Instala el cliente Z5Client.
## Configura tu fichero YAML
### Que es un fichero YAML y por qué necesito uno?
Tu fichero YAML contiene un numero de opciones que proveen al generador con información sobre como debe generar tu juego.
Cada jugador de un multiworld entregara u propio fichero YAML.
Esto permite que cada jugador disfrute de una experiencia personalizada a su gusto y diferentes jugadores dentro del mismo multiworld
pueden tener diferentes opciones
### Where do I get a YAML file?
Un fichero basico yaml para OOT tendra este aspecto. (Hay muchas opciones cosméticas que se han ignorado para este tutorial, si quieres ver una lista completa, descarga (Archipelago)[https://github.com/ArchipelagoMW/Archipelago/releases] y buscar el fichero de ejemplo en el directorio "Players"))
```yaml
description: Default Ocarina of Time Template # Describe tu fichero yalm
\# Tu nombre en el juego. Los espacio seran reemplazados por _ y hay un limite de 16 caracteres
name: YourName{number}
game:
Ocarina of Time: 1
requires:
version: 0.1.7 # Version de archipelago minima.
\# Opciones compartidas por todos los juegos:
accessibility:
items: 0 # Garantiza que puedes obtener todos los objetos pero no todas las localizaciones
locations: 50 # Garantiza que puedes obtener todas las localizaciones
none: 0 # Solo garantiza que el juego pueda completarse.
progression_balancing:
on: 50 # Un sistema para reducir tiempos de espera en una partida multiworld
off: 0
Ocarina of Time:
logic_rules: # Logica usada por el randomizer.
glitchless: 50
glitched: 0
no_logic: 0
logic_no_night_tokens_without_suns_song: # Las skulltulas nocturnas requeriran la cancion del sol por logica
false: 50
true: 0
open_forest: # Indica el estado del bosque Kokiri y el camino al Arbol Deku.
open: 50
closed_deku: 0
closed: 0
open_kakariko: # Indica el estado de la puerta de Kakariko hacia la montaña de la muerte.
open: 50
zelda: 0
closed: 0
open_door_of_time: # Abre la puerta del tiempo sin la cancion del tiempo.
false: 0
true: 50
zora_fountain: # Indica el estado del rey zora bloqueando el camino a la fuente Zora.
open: 0
adult: 0
closed: 50
gerudo_fortress: # Indica los requerimientos para acceder a la fortaleza Gerudo.
normal: 0
fast: 50
open: 0
bridge: # Indica los requerimientos para el puente arco iris.
open: 0
vanilla: 0
stones: 0
medallions: 50
dungeons: 0
tokens: 0
trials: # Numero de pruebas dentro del castillo de Ganon.
0: 50 # minimum value
6: 0 # maximum value
random: 0
random-low: 0
random-high: 0
starting_age: # Indica la edad con la que empieza link.
child: 50
adult: 0
triforce_hunt: # Reune piezas de trifuerza para completar el juego.
false: 50
true: 0
triforce_goal: # Numero de piezas de trifuerza requeridas. El numero de piezas disponibles es determinado por la opcion "Item pool".
1: 0 # minimum value
50: 0 # maximum value
random: 0
random-low: 0
random-high: 0
20: 50
bombchus_in_logic: # Los bombchus son considerados para la logica. El primer pack encontrado da 20 chus y las tiendas kokiri y el bazaar los venden. Bombchus abren la bolera.
false: 50
true: 0
bridge_stones: # Numero de piedras para abrir el puente arco iris.
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_medallions: # Numero de medallones para abrir el puente arco iris.
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_rewards: # Numero de mazmorras (cualquier combinacion de medallones y piedras) para abrir el puente arco iris.
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
bridge_tokens: # Numero de skultullas de oro requeridas para el puente arco iris.
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_mapcompass: # Controla donde pueden aparecer los mapas y las brujulas.
remove: 0
startwith: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_smallkeys: # Controla donde pueden aparecer las llaves pequeñas.
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_fortresskeys: # Controla donde pueden aparecer las llaves de la fortaleza Gerudo.
vanilla: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_bosskeys: # Controla donde pueden aparecer las llaves de jefe (excepto la llave del castillo de ganon).
remove: 0
vanilla: 0
dungeon: 50
overworld: 0
any_dungeon: 0
keysanity: 0
shuffle_ganon_bosskey: # Controla donde puede aparecer la llave del jefe del castillo de Ganon.
remove: 50
vanilla: 0
dungeon: 0
overworld: 0
any_dungeon: 0
keysanity: 0
on_lacs: 0
enhance_map_compass: # El mapa indica si una dungeon es clasica o Master Quest. Las brujulas indican la recompensa de mazmorra.
false: 50
true: 0
lacs_condition: # Marca el requerimiento para la escena de las flechas de luz (LACS) en el templo del tiempo.
vanilla: 50
stones: 0
medallions: 0
dungeons: 0
tokens: 0
lacs_stones: # Marca el numero de piedras espirituales requeridas para LACS
0: 0 # minimum value
3: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_medallions: # Marca el numero de medallones requeridas para LACS.
0: 0 # minimum value
6: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_rewards: # Marca el numero de recompensas de mazmorra requeridas para LACS.
0: 0 # minimum value
9: 50 # maximum value
random: 0
random-low: 0
random-high: 0
lacs_tokens: # Marca el numero de Skulltulas de oro requeridas para LACS.
0: 0 # minimum value
100: 50 # maximum value
random: 0
random-low: 0
random-high: 0
shuffle_song_items: # Marca donde pueden aparecer las canciones.
song: 50
dungeon: 0
any: 0
shopsanity: # Aleatoriza el contenido de las tiendas. "off" para no mezclar las tiendas; "0" mezcla las tiendas pero no permite objetos unicos en ellas.
0: 0
1: 0
2: 0
3: 0
4: 0
random_value: 0
off: 50
tokensanity: # Indica si las Skulltulas de oro pueden tener objetos que no sean su ficha.
off: 50
dungeons: 0
overworld: 0
all: 0
shuffle_scrubs: # Aleatoriza los objetos de los Scrubs vendedores y marca su precio.
off: 50
low: 0
regular: 0
random_prices: 0
shuffle_cows: # Las vacas dan objetos cuando les tocas las cancion de Epona.
false: 50
true: 0
shuffle_kokiri_sword: # Aleatoriza la posicion de la espada Kokiri.
false: 50
true: 0
shuffle_ocarinas: # Aleatoriza la posicion de las ocarinas.
false: 50
true: 0
shuffle_weird_egg: # Aleatoriza la posicion del huevo extraño.
false: 50
true: 0
shuffle_gerudo_card: # Aleatoriza la posicion de la tarjeta de membresia Gerudo.
false: 50
true: 0
shuffle_beans: # Añade un pack de 10 judias magicas al juego y el vendedor vende un solo objeto por 60 rupias.
false: 50
true: 0
shuffle_medigoron_carpet_salesman: # Aleatoriza el objeto que vende Medigoron y el vendedor de la alfombra voladora del paramo maldito.
false: 50
true: 0
skip_child_zelda: # Empieza el juego con la carta de zelda, el objeto que daria impa al enseñar la nana de zelda. Y zelda se considera ya visitada (puedes ir directamente a ver a Saria al bosque y a Malon al rancho)
false: 50
true: 0
no_escape_sequence: # Elimina la huida de link y zelda despues de ganar a Ganondorf.
false: 0
true: 50
no_guard_stealth: # Elimina la escena de sigilo antes de ver a Zelda.
false: 0
true: 50
no_epona_race: # No necesitas hacer la carrera para invocar a Epona.
false: 0
true: 50
skip_some_minigame_phases: # La carrera de Dampe y el minijuego de arco a caballo dan ambras recompensas a la vez si se cumplen las condiciones.
false: 0
true: 50
complete_mask_quest: # Todas las mascaras estan disponibles.
false: 50
true: 0
useful_cutscenes: # Ciertas escenas se mantienen (como los Poes del templo del bosque, Darunia o Twinrova. Principalmente util para modos con Glitches.
false: 50
true: 0
fast_chests: # Los cofres siempre se cogen rapido. Si se desactiva, los objetos importantes tienen animacion lenta. (IMPORTANTE: TODOS LOS OBJETOS QUE VAYAN A OTROS MUNDOS SE CONSIDERAN IMPORTANTES)
false: 0
true: 50
free_scarecrow: # Sacara la ocraina cerca de un punto con espantapajaros invoca a Pierre sin necesidad de la cancion.
false: 50
true: 0
fast_bunny_hood: # La capucha conejo mejora tu velocidad como en Majora's Mask.
false: 50
true: 0
chicken_count: # Numero de Cuccos que Anju necesita en el corral para que te de el objeto.
0: 0 # minimum value
7: 50 # maximum value
random: 0
random-low: 0
random-high: 0
hints: # Marca el requerimiento para que las piedras chivatas den pistas.
none: 0
mask: 0
agony: 0
always: 50
hint_dist: # Elije la distribucion de pistas
balanced: 50
ddr: 0
league: 0
mw2: 0
scrubs: 0
strong: 0
tournament: 0
useless: 0
very_strong: 0
damage_multiplier: # Controla el daño que recibe Link.
half: 0
normal: 50
double: 0
quadruple: 0
ohko: 0
no_collectible_hearts: # No caen corazones de enemigos u objetos.
false: 50
true: 0
starting_tod: # Cambia el momento del dia al empezar el juego.
default: 50
sunrise: 0
morning: 0
noon: 0
afternoon: 0
sunset: 0
evening: 0
midnight: 0
witching_hour: 0
start_with_consumables: # Empieza el juego con el maximo de palos y nueves Deku que pueda llevar Link.
false: 50
true: 0
start_with_rupees: # Empieza el juego con la cartera llena. Las mejoras de cartera vienen llenas.
false: 50
true: 0
item_pool_value: # Cambia el numero de objetos disponibles en el juego.
plentiful: 0
balanced: 50
scarce: 0
minimal: 0
junk_ice_traps: # Añade trampas de hielo.
off: 0
normal: 50
on: 0
mayhem: 0
onslaught: 0
ice_trap_appearance: # Cambia la apariencia de las trampas de hielo cuando aparecen como objetos fuera de cofres.
major_only: 50
junk_only: 0
anything: 0
logic_earliest_adult_trade: # Objeto mas bajo que puede aparecer en la secuencia de cambios de Link Adulto.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 50
eyeball_frog: 0
eyedrops: 0
claim_check: 0
logic_latest_adult_trade: # Objeto mas tardio que puede aparecer en la secuencia de cambios de Link Adulto.
pocket_egg: 0
pocket_cucco: 0
cojiro: 0
odd_mushroom: 0
poachers_saw: 0
broken_sword: 0
prescription: 0
eyeball_frog: 0
eyedrops: 0
claim_check: 50
```
## Unirse a un juego MultiWorld
### Obten tu parche
Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAML a quien sea que hospede el juego multiworld.
Una vez la generación acabe, el anfitrión te dará un enlace a tu fichero de datos o un zip con los ficheros de todos.
Tu fichero de datos tiene una extensión `.z5ap`.
Haz doble click en tu fichero `.z5ap` para que se arranque el Z5Client y realize el parcheado de la ROM. Una vez acabe el parcheado de la rom (esto puede llevar un tiempo) se abrira automaticamente el emulador (Si se ha asociado la extensión al emulador tal como hemos recomendado)
### Conectar al multiserver
Una vez arrancado tanto el Z5Client como el emulador hay que conectarlo entre ellos, para ello simplemente accede al menú "Tools" y selecciona "Lua console". En la nueva ventana, dale al icono de la carpeta y busca el fichero ootMulti.lua. Al cargar dicho fichero se conectara automaticamente con el cliente.
Nota: Es muy recomendable que no se abra ningún menú del emulador mientras esten emulador y Z5Client conectados, ya que el script de conexión se para en ese caso y pueden provocar desconexiones. Si se pierde la conexion, simplemente haz doble click en el script de nuevo.
Para conectar el cliente con el servidor simplemente pon la direccion_IP:puerto en la caja de texto de arriba y presiona enter (si el servidor tiene contraseña, en la caja de texto de abajo escribir /connect direccion:puerto contraseña, para conectar)
Y ya estas listo, para emprender tu aventura por Hyrule.

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@@ -1,486 +0,0 @@
let spriteData = null;
window.addEventListener('load', () => {
const gameSettings = document.getElementById('weighted-settings');
Promise.all([fetchWeightedSettingsYaml(), fetchWeightedSettingsJson(), fetchSpriteData()]).then((results) => {
// Load YAML into object
const sourceData = jsyaml.safeLoad(results[0], { json: true });
const wsVersion = sourceData.ws_version;
delete sourceData.ws_version; // Do not include the settings version number in the export
// Check if settings exist in localStorage. If no settings are present, this is a first load (or reset to default)
// and the version number should be silently updated
if (!localStorage.getItem('weightedSettings1')) {
localStorage.setItem('wsVersion', wsVersion);
}
// Update localStorage with three settings objects. Preserve original objects if present.
for (let i=1; i<=3; i++) {
const localSettings = JSON.parse(localStorage.getItem(`weightedSettings${i}`));
const updatedObj = localSettings ? Object.assign(sourceData, localSettings) : sourceData;
localStorage.setItem(`weightedSettings${i}`, JSON.stringify(updatedObj));
}
// Build the entire UI
buildUI(JSON.parse(results[1]), JSON.parse(results[2]));
// Populate the UI and add event listeners
populateSettings();
document.getElementById('preset-number').addEventListener('change', populateSettings);
gameSettings.addEventListener('change', handleOptionChange);
gameSettings.addEventListener('keyup', handleOptionChange);
document.getElementById('export-button').addEventListener('click', exportSettings);
document.getElementById('reset-to-default').addEventListener('click', resetToDefaults);
adjustHeaderWidth();
if (localStorage.getItem('wsVersion') !== wsVersion) {
const userWarning = document.getElementById('user-warning');
const messageSpan = document.createElement('span');
messageSpan.innerHTML = "A new version of the weighted settings file is available. Click here to update!" +
"<br />Be aware this will also reset your presets, so you should export them now if you want to save them.";
userWarning.appendChild(messageSpan);
userWarning.style.display = 'block';
userWarning.addEventListener('click', resetToDefaults);
}
}).catch((error) => {
console.error(error);
gameSettings.innerHTML = `
<h2>Something went wrong while loading your game settings page.</h2>
<h2>${error}</h2>
<h2><a href="${window.location.origin}">Click here to return to safety!</a></h2>
`
});
document.getElementById('generate-game').addEventListener('click', () => generateGame());
document.getElementById('generate-race').addEventListener('click', () => generateGame(true));
});
const fetchWeightedSettingsYaml = () => new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status !== 200) {
reject("Unable to fetch source yaml file.");
return;
}
resolve(ajax.responseText);
};
ajax.open('GET', `${window.location.origin}/static/static/weightedSettings.yaml` ,true);
ajax.send();
});
const fetchWeightedSettingsJson = () => new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status !== 200) {
reject('Unable to fetch JSON schema file');
return;
}
resolve(ajax.responseText);
};
ajax.open('GET', `${window.location.origin}/static/static/weightedSettings.json`, true);
ajax.send();
});
const fetchSpriteData = () => new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status !== 200) {
reject('Unable to fetch sprite data.');
return;
}
resolve(ajax.responseText);
};
ajax.open('GET', `${window.location.origin}/static/generated/spriteData.json`, true);
ajax.send();
});
const handleOptionChange = (event) => {
if(!event.target.matches('.setting')) { return; }
const presetNumber = document.getElementById('preset-number').value;
const settings = JSON.parse(localStorage.getItem(`weightedSettings${presetNumber}`))
const settingString = event.target.getAttribute('data-setting');
document.getElementById(settingString).innerText = event.target.value;
if(getSettingValue(settings, settingString) !== false){
const keys = settingString.split('.');
switch (keys.length) {
case 1:
settings[keys[0]] = isNaN(event.target.value) ?
event.target.value : parseInt(event.target.value, 10);
break;
case 2:
settings[keys[0]][keys[1]] = isNaN(event.target.value) ?
event.target.value : parseInt(event.target.value, 10);
break;
case 3:
settings[keys[0]][keys[1]][keys[2]] = isNaN(event.target.value) ?
event.target.value : parseInt(event.target.value, 10);
break;
default:
console.warn(`Unknown setting string received: ${settingString}`)
return;
}
// Save the updated settings object bask to localStorage
localStorage.setItem(`weightedSettings${presetNumber}`, JSON.stringify(settings));
}else{
console.warn(`Unknown setting string received: ${settingString}`)
}
};
const populateSettings = () => {
buildSpriteOptions();
const presetNumber = document.getElementById('preset-number').value;
const settings = JSON.parse(localStorage.getItem(`weightedSettings${presetNumber}`))
const settingsInputs = Array.from(document.querySelectorAll('.setting'));
settingsInputs.forEach((input) => {
const settingString = input.getAttribute('data-setting');
const settingValue = getSettingValue(settings, settingString);
if(settingValue !== false){
input.value = settingValue;
document.getElementById(settingString).innerText = settingValue;
}
});
};
/**
* Returns the value of the settings object, or false if the settings object does not exist
* @param settings
* @param keyString
* @returns {string} | bool
*/
const getSettingValue = (settings, keyString) => {
const keys = keyString.split('.');
let currentVal = settings;
keys.forEach((key) => {
if(typeof(key) === 'string' && currentVal.hasOwnProperty(key)){
currentVal = currentVal[key];
}else{
currentVal = false;
}
});
return currentVal;
};
const exportSettings = () => {
const presetNumber = document.getElementById('preset-number').value;
const settings = JSON.parse(localStorage.getItem(`weightedSettings${presetNumber}`));
const yamlText = jsyaml.safeDump(settings, { noCompatMode: true }).replaceAll(/'(\d+)':/g, (x, y) => `${y}:`);
download(`${settings.description}.yaml`, yamlText);
};
const resetToDefaults = () => {
[1, 2, 3].forEach((presetNumber) => localStorage.removeItem(`weightedSettings${presetNumber}`));
location.reload();
};
/** Create an anchor and trigger a download of a text file. */
const download = (filename, text) => {
const downloadLink = document.createElement('a');
downloadLink.setAttribute('href','data:text/yaml;charset=utf-8,'+ encodeURIComponent(text))
downloadLink.setAttribute('download', filename);
downloadLink.style.display = 'none';
document.body.appendChild(downloadLink);
downloadLink.click();
document.body.removeChild(downloadLink);
};
const buildUI = (settings, spriteData) => {
const settingsWrapper = document.getElementById('settings-wrapper');
const settingTypes = {
gameOptions: 'Game Options',
romOptions: 'ROM Options',
}
Object.keys(settingTypes).forEach((settingTypeKey) => {
const sectionHeader = document.createElement('h2');
sectionHeader.innerText = settingTypes[settingTypeKey];
settingsWrapper.appendChild(sectionHeader);
Object.values(settings[settingTypeKey]).forEach((setting) => {
if (typeof(setting.inputType) === 'undefined' || !setting.inputType){
console.error(setting);
throw new Error('Setting with no inputType specified.');
}
switch(setting.inputType){
case 'text':
// Currently, all text input is handled manually because there is very little of it
return;
case 'range':
buildRangeSettings(settingsWrapper, setting);
return;
default:
console.error(setting);
throw new Error('Unhandled inputType specified.');
}
});
});
// Build sprite options
const spriteOptionsHeader = document.createElement('h2');
spriteOptionsHeader.innerText = 'Sprite Options';
settingsWrapper.appendChild(spriteOptionsHeader);
const spriteOptionsWrapper = document.createElement('div');
spriteOptionsWrapper.setAttribute('id', 'sprite-options-wrapper');
spriteOptionsWrapper.className = 'setting-wrapper';
settingsWrapper.appendChild(spriteOptionsWrapper);
// Append sprite picker
settingsWrapper.appendChild(buildSpritePicker(spriteData));
};
const buildSpriteOptions = () => {
const spriteOptionsWrapper = document.getElementById('sprite-options-wrapper');
// Clear the contents of the wrapper div
while(spriteOptionsWrapper.firstChild){
spriteOptionsWrapper.removeChild(spriteOptionsWrapper.lastChild);
}
const spriteOptionsTitle = document.createElement('span');
spriteOptionsTitle.className = 'title-span';
spriteOptionsTitle.innerText = 'Alternate Sprites';
spriteOptionsWrapper.appendChild(spriteOptionsTitle);
const spriteOptionsDescription = document.createElement('span');
spriteOptionsDescription.className = 'description-span';
spriteOptionsDescription.innerHTML = 'Choose an alternate sprite to play the game with. Additional randomization ' +
'options are documented in the ' +
'<a href="https://github.com/Berserker66/MultiWorld-Utilities/blob/main/playerSettings.yaml#L374">settings file</a>.';
spriteOptionsWrapper.appendChild(spriteOptionsDescription);
const spriteOptionsTable = document.createElement('table');
spriteOptionsTable.setAttribute('id', 'sprite-options-table');
spriteOptionsTable.className = 'option-set';
const tbody = document.createElement('tbody');
tbody.setAttribute('id', 'sprites-tbody');
const currentPreset = document.getElementById('preset-number').value;
const playerSettings = JSON.parse(localStorage.getItem(`weightedSettings${currentPreset}`));
// Manually add a row for random sprites
addSpriteRow(tbody, playerSettings, 'random');
// Add a row for each sprite currently present in the player's settings
Object.keys(playerSettings.rom.sprite).forEach((spriteName) => {
if(['random'].indexOf(spriteName) > -1) return;
addSpriteRow(tbody, playerSettings, spriteName)
});
spriteOptionsTable.appendChild(tbody);
spriteOptionsWrapper.appendChild(spriteOptionsTable);
};
const buildRangeSettings = (parentElement, settings) => {
// Ensure we are operating on a range-specific setting
if(typeof(settings.inputType) === 'undefined' || settings.inputType !== 'range'){
throw new Error('Invalid input type provided to buildRangeSettings func.');
}
const settingWrapper = document.createElement('div');
settingWrapper.className = 'setting-wrapper';
if(typeof(settings.friendlyName) !== 'undefined' && settings.friendlyName){
const sectionTitle = document.createElement('span');
sectionTitle.className = 'title-span';
sectionTitle.innerText = settings.friendlyName;
settingWrapper.appendChild(sectionTitle);
}
if(settings.description){
const description = document.createElement('span');
description.className = 'description-span';
description.innerText = settings.description;
settingWrapper.appendChild(description);
}
// Create table
const optionSetTable = document.createElement('table');
optionSetTable.className = 'option-set';
// Create table body
const tbody = document.createElement('tbody');
Object.keys(settings.subOptions).forEach((setting) => {
// Overwrite setting key name with real object
setting = settings.subOptions[setting];
const settingId = (Math.random() * 1000000).toString();
// Create rows for each option
const optionRow = document.createElement('tr');
// Option name td
const optionName = document.createElement('td');
optionName.className = 'option-name';
const optionLabel = document.createElement('label');
optionLabel.setAttribute('for', settingId);
optionLabel.setAttribute('data-tooltip', setting.description);
optionLabel.innerText = setting.friendlyName;
optionName.appendChild(optionLabel);
optionRow.appendChild(optionName);
// Option value td
const optionValue = document.createElement('td');
optionValue.className = 'option-value';
const input = document.createElement('input');
input.className = 'setting';
input.setAttribute('id', settingId);
input.setAttribute('type', 'range');
input.setAttribute('min', '0');
input.setAttribute('max', '100');
input.setAttribute('data-setting', setting.keyString);
input.value = setting.defaultValue;
optionValue.appendChild(input);
const valueDisplay = document.createElement('span');
valueDisplay.setAttribute('id', setting.keyString);
valueDisplay.innerText = setting.defaultValue;
optionValue.appendChild(valueDisplay);
optionRow.appendChild(optionValue);
tbody.appendChild(optionRow);
});
optionSetTable.appendChild(tbody);
settingWrapper.appendChild(optionSetTable);
parentElement.appendChild(settingWrapper);
};
const addSpriteRow = (tbody, playerSettings, spriteName) => {
const rowId = (Math.random() * 1000000).toString();
const optionId = (Math.random() * 1000000).toString();
const tr = document.createElement('tr');
tr.setAttribute('id', rowId);
// Option Name
const optionName = document.createElement('td');
optionName.className = 'option-name';
const label = document.createElement('label');
label.htmlFor = optionId;
label.innerText = spriteName;
optionName.appendChild(label);
if(['random', 'random_sprite_on_event'].indexOf(spriteName) === -1) {
const deleteButton = document.createElement('span');
deleteButton.setAttribute('data-sprite', spriteName);
deleteButton.setAttribute('data-row-id', rowId);
deleteButton.innerText = ' (❌)';
deleteButton.className = 'delete-button';
optionName.appendChild(deleteButton);
deleteButton.addEventListener('click', removeSpriteOption);
}
tr.appendChild(optionName);
// Option Value
const optionValue = document.createElement('td');
optionValue.className = 'option-value';
const input = document.createElement('input');
input.className = 'setting';
input.setAttribute('id', optionId);
input.setAttribute('type', 'range');
input.setAttribute('min', '0');
input.setAttribute('max', '100');
input.setAttribute('data-setting', `rom.sprite.${spriteName}`);
input.value = "50";
optionValue.appendChild(input);
// Value display
const valueDisplay = document.createElement('span');
valueDisplay.setAttribute('id', `rom.sprite.${spriteName}`);
valueDisplay.innerText = playerSettings.rom.sprite.hasOwnProperty(spriteName) ?
playerSettings.rom.sprite[spriteName] : '0';
optionValue.appendChild(valueDisplay);
tr.appendChild(optionValue);
tbody.appendChild(tr);
};
const addSpriteOption = (event) => {
const presetNumber = document.getElementById('preset-number').value;
const playerSettings = JSON.parse(localStorage.getItem(`weightedSettings${presetNumber}`));
const spriteName = event.target.getAttribute('data-sprite');
if (Object.keys(playerSettings.rom.sprite).indexOf(spriteName) !== -1) {
// Do not add the same sprite twice
return;
}
// Add option to playerSettings object
playerSettings.rom.sprite[event.target.getAttribute('data-sprite')] = 50;
localStorage.setItem(`weightedSettings${presetNumber}`, JSON.stringify(playerSettings));
// Add <tr> to #sprite-options-table
const tbody = document.getElementById('sprites-tbody');
addSpriteRow(tbody, playerSettings, spriteName);
};
const removeSpriteOption = (event) => {
const presetNumber = document.getElementById('preset-number').value;
const playerSettings = JSON.parse(localStorage.getItem(`weightedSettings${presetNumber}`));
const spriteName = event.target.getAttribute('data-sprite');
// Remove option from playerSettings object
delete playerSettings.rom.sprite[spriteName];
localStorage.setItem(`weightedSettings${presetNumber}`, JSON.stringify(playerSettings));
// Remove <tr> from #sprite-options-table
const tr = document.getElementById(event.target.getAttribute('data-row-id'));
tr.parentNode.removeChild(tr);
};
const buildSpritePicker = (spriteData) => {
const spritePicker = document.createElement('div');
spritePicker.setAttribute('id', 'sprite-picker');
// Build description
const description = document.createElement('span');
description.innerText = 'To add a sprite to your playable list, click the one you want below.';
spritePicker.appendChild(description);
const sprites = document.createElement('div');
sprites.setAttribute('id', 'sprite-picker-sprites');
spriteData.sprites.forEach((sprite) => {
const spriteImg = document.createElement('img');
let spriteGifFile = sprite.file.split('.');
spriteGifFile.pop();
spriteGifFile = spriteGifFile.join('.') + '.gif';
spriteImg.setAttribute('src', `static/generated/sprites/${spriteGifFile}`);
spriteImg.setAttribute('data-sprite', sprite.file.split('.')[0]);
spriteImg.setAttribute('alt', sprite.name);
// Wrap the image in a span to allow for tooltip presence
const imgWrapper = document.createElement('span');
imgWrapper.className = 'sprite-img-wrapper';
imgWrapper.setAttribute('data-tooltip', `${sprite.name}${sprite.author ? `, by ${sprite.author}` : ''}`);
imgWrapper.appendChild(spriteImg);
imgWrapper.setAttribute('data-sprite', sprite.name);
sprites.appendChild(imgWrapper);
imgWrapper.addEventListener('click', addSpriteOption);
});
spritePicker.appendChild(sprites);
return spritePicker;
};
const generateGame = (raceMode = false) => {
const presetNumber = document.getElementById('preset-number').value;
axios.post('/api/generate', {
weights: { player: localStorage.getItem(`weightedSettings${presetNumber}`) },
presetData: { player: localStorage.getItem(`weightedSettings${presetNumber}`) },
playerCount: 1,
race: raceMode ? '1' : '0',
}).then((response) => {
window.location.href = response.data.url;
}).catch((error) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = 'Something went wrong and your game could not be generated.';
if (error.response.data.text) {
userMessage.innerText += ' ' + error.response.data.text;
}
userMessage.classList.add('visible');
window.scrollTo(0, 0);
console.error(error);
});
};

View File

@@ -1,12 +1,12 @@
{
"gameOptions": {
"description": {
"keyString": "description",
"friendlyName": "Description",
"inputType": "text",
"description": "A short description of this preset. Useful if you have multiple files",
"defaultValue": "Preset Name"
},
"keyString": "description",
"friendlyName": "Description",
"inputType": "text",
"description": "A short description of this preset. Useful if you have multiple files",
"defaultValue": "Preset Name"
},
"name": {
"keyString": "name",
"friendlyName": "Player Name",
@@ -476,8 +476,8 @@
}
}
},
"triforce_pieces_mode": {
"keyString": "triforce_pieces_mode",
"triforce_pieces_mode": {
"keyString": "triforce_pieces_mode",
"friendlyName": "Triforce Piece Availability Mode",
"description": "Determines which of the following three options will be used to determine the total available triforce pieces.",
"inputType": "range",
@@ -501,7 +501,7 @@
"defaultValue": 0
}
}
},
},
"triforce_pieces_available": {
"keyString": "triforce_pieces_available",
"friendlyName": "Exact Number (Triforce Hunt)",
@@ -534,7 +534,7 @@
}
}
},
"triforce_pieces_extra": {
"triforce_pieces_extra": {
"keyString": "triforce_pieces_extra",
"friendlyName": "Required Plus (Triforce Hunt)",
"description": "Only used if enabled in Triforce Piece Availability Mode.",
@@ -564,7 +564,7 @@
"description": "15 extra Triforce pieces will be hidden throughout Hyrule",
"defaultValue": 0
},
"20": {
"20": {
"keyString": "triforce_pieces_extra.20",
"friendlyName": 20,
"description": "20 extra Triforce pieces will be hidden throughout Hyrule",
@@ -572,7 +572,7 @@
}
}
},
"triforce_pieces_percentage": {
"triforce_pieces_percentage": {
"keyString": "triforce_pieces_percentage",
"friendlyName": "Percentage (Triforce Hunt)",
"description": "Only used if enabled in Triforce Piece Availability Mode.",
@@ -1164,41 +1164,79 @@
}
}
},
"beemizer": {
"keyString": "beemizer",
"friendlyName": "Beemizer",
"description": "Remove non-health items from the global item pool and replace them with single bees and bee traps.",
"beemizer_total_chance": {
"keyString": "beemizer_total_chance",
"friendlyName": "Beemizer - Total Chance",
"description": "Chance to replace junk-fill items in the global item pool with single bees and bee traps.",
"inputType": "range",
"subOptions": {
"0": {
"keyString": "beemizer.0",
"keyString": "beemizer_total_chance.0",
"friendlyName": "Level 0",
"description": "No bee traps are placed.",
"defaultValue": 50
},
"1": {
"keyString": "beemizer.1",
"25": {
"keyString": "beemizer_total_chance.25",
"friendlyName": "Level 1",
"description": "25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees",
"defaultValue": 1
"description": "25% chance for each junk-fill item (rupees, bombs and arrows) to be replaced with bees.",
"defaultValue": 0
},
"2": {
"keyString": "beemizer.2",
"50": {
"keyString": "beemizer_total_chance.50",
"friendlyName": "Level 2",
"description": "50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees",
"defaultValue": 2
"description": "50% chance for each junk-fill item (rupees, bombs and arrows) to be replaced with bees.",
"defaultValue": 0
},
"3": {
"keyString": "beemizer.3",
"75": {
"keyString": "beemizer_total_chance.75",
"friendlyName": "Level 3",
"description": "75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees",
"defaultValue": 3
"description": "75% chance for each junk-fill item (rupees, bombs and arrows) to be replaced with bees.",
"defaultValue": 0
},
"4": {
"keyString": "beemizer.4",
"100": {
"keyString": "beemizer_total_chance.100",
"friendlyName": "Level 4",
"description": "100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees",
"defaultValue": 4
"description": "All junk-fill items (rupees, bombs and arrows) are replaced with bees.",
"defaultValue": 0
}
}
},
"beemizer_trap_chance": {
"keyString": "beemizer_trap_chance",
"friendlyName": "Beemizer - Trap Chance",
"description": "Chance that replaced junk-fill items are bee traps.",
"inputType": "range",
"subOptions": {
"60": {
"keyString": "beemizer_trap_chance.60",
"friendlyName": "Level 0",
"description": "60% chance for each beemizer replacement to be a trap (40% chance of a single bee).",
"defaultValue": 50
},
"70": {
"keyString": "beemizer_trap_chance.70",
"friendlyName": "Level 1",
"description": "70% chance for each beemizer replacement to be a trap (30% chance of a single bee).",
"defaultValue": 0
},
"80": {
"keyString": "beemizer_trap_chance.80",
"friendlyName": "Level 2",
"description": "80% chance for each beemizer replacement to be a trap (20% chance of a single bee).",
"defaultValue": 0
},
"90": {
"keyString": "beemizer_trap_chance.90",
"friendlyName": "Level 3",
"description": "90% chance for each beemizer replacement to be a trap (10% chance of a single bee).",
"defaultValue": 0
},
"100": {
"keyString": "beemizer_trap_chance.100",
"friendlyName": "Level 4",
"description": "All beemizer replacements are traps (no single bees).",
"defaultValue": 0
}
}
},
@@ -1818,37 +1856,37 @@
"description": "Never use this. Makes all overworld palette colors black.",
"defaultValue": 0
},
"grayscale": {
"grayscale": {
"keyString": "rom.ow_palettes.grayscale",
"friendlyName": "Grayscale",
"description": "Removes all saturation of colors.",
"defaultValue": 0
},
"negative": {
"negative": {
"keyString": "rom.ow_palettes.negative",
"friendlyName": "Negative",
"description": "Invert all colors",
"defaultValue": 0
},
"classic": {
"classic": {
"keyString": "rom.ow_palettes.classic",
"friendlyName": "Classic",
"description": "Produces results similar to the website.",
"defaultValue": 0
},
"dizzy": {
"dizzy": {
"keyString": "rom.ow_palettes.dizzy",
"friendlyName": "Dizzy",
"description": "No logic in colors but saturation and lightness are conserved.",
"defaultValue": 0
},
"sick": {
"sick": {
"keyString": "rom.ow_palettes.sick",
"friendlyName": "Sick",
"description": "No logic in colors but lightness is conserved.",
"defaultValue": 0
},
"puke": {
"puke": {
"keyString": "rom.ow_palettes.puke",
"friendlyName": "Puke",
"description": "No logic at all.",
@@ -1880,37 +1918,37 @@
"description": "Never use this. Makes all underworld palette colors black.",
"defaultValue": 0
},
"grayscale": {
"grayscale": {
"keyString": "rom.uw_palettes.grayscale",
"friendlyName": "Grayscale",
"description": "Removes all saturation of colors.",
"defaultValue": 0
},
"negative": {
"negative": {
"keyString": "rom.uw_palettes.negative",
"friendlyName": "Negative",
"description": "Invert all colors",
"defaultValue": 0
},
"classic": {
"classic": {
"keyString": "rom.uw_palettes.classic",
"friendlyName": "Classic",
"description": "Produces results similar to the website.",
"defaultValue": 0
},
"dizzy": {
"dizzy": {
"keyString": "rom.uw_palettes.dizzy",
"friendlyName": "Dizzy",
"description": "No logic in colors but saturation and lightness are conserved.",
"defaultValue": 0
},
"sick": {
"sick": {
"keyString": "rom.uw_palettes.sick",
"friendlyName": "Sick",
"description": "No logic in colors but lightness is conserved.",
"defaultValue": 0
},
"puke": {
"puke": {
"keyString": "rom.uw_palettes.puke",
"friendlyName": "Puke",
"description": "No logic at all.",
@@ -1918,7 +1956,7 @@
}
}
},
"hud_palettes": {
"hud_palettes": {
"keyString": "rom.hud_palettes",
"friendlyName": "HUD Palettes",
"description": "Randomize the colors of the HUD (user interface), within reason.",
@@ -1942,37 +1980,37 @@
"description": "Never use this. Makes all HUD palette colors black.",
"defaultValue": 0
},
"grayscale": {
"grayscale": {
"keyString": "rom.hud_palettes.grayscale",
"friendlyName": "Grayscale",
"description": "Removes all saturation of colors.",
"defaultValue": 0
},
"negative": {
"negative": {
"keyString": "rom.hud_palettes.negative",
"friendlyName": "Negative",
"description": "Invert all colors",
"defaultValue": 0
},
"classic": {
"classic": {
"keyString": "rom.hud_palettes.classic",
"friendlyName": "Classic",
"description": "Produces results similar to the website.",
"defaultValue": 0
},
"dizzy": {
"dizzy": {
"keyString": "rom.hud_palettes.dizzy",
"friendlyName": "Dizzy",
"description": "No logic in colors but saturation and lightness are conserved.",
"defaultValue": 0
},
"sick": {
"sick": {
"keyString": "rom.hud_palettes.sick",
"friendlyName": "Sick",
"description": "No logic in colors but lightness is conserved.",
"defaultValue": 0
},
"puke": {
"puke": {
"keyString": "rom.hud_palettes.puke",
"friendlyName": "Puke",
"description": "No logic at all.",
@@ -1980,7 +2018,7 @@
}
}
},
"shield_palettes": {
"shield_palettes": {
"keyString": "rom.shield_palettes",
"friendlyName": "Shield Palettes",
"description": "Randomize the colors of the shield, within reason.",
@@ -2004,37 +2042,37 @@
"description": "Never use this. Makes all shield palette colors black.",
"defaultValue": 0
},
"grayscale": {
"grayscale": {
"keyString": "rom.shield_palettes.grayscale",
"friendlyName": "Grayscale",
"description": "Removes all saturation of colors.",
"defaultValue": 0
},
"negative": {
"negative": {
"keyString": "rom.shield_palettes.negative",
"friendlyName": "Negative",
"description": "Invert all colors",
"defaultValue": 0
},
"classic": {
"classic": {
"keyString": "rom.shield_palettes.classic",
"friendlyName": "Classic",
"description": "Produces results similar to the website.",
"defaultValue": 0
},
"dizzy": {
"dizzy": {
"keyString": "rom.shield_palettes.dizzy",
"friendlyName": "Dizzy",
"description": "No logic in colors but saturation and lightness are conserved.",
"defaultValue": 0
},
"sick": {
"sick": {
"keyString": "rom.shield_palettes.sick",
"friendlyName": "Sick",
"description": "No logic in colors but lightness is conserved.",
"defaultValue": 0
},
"puke": {
"puke": {
"keyString": "rom.shield_palettes.puke",
"friendlyName": "Puke",
"description": "No logic at all.",
@@ -2042,7 +2080,7 @@
}
}
},
"sword_palettes": {
"sword_palettes": {
"keyString": "rom.sword_palettes",
"friendlyName": "Sword Palettes",
"description": "Randomize the colors of the sword, within reason.",
@@ -2066,37 +2104,37 @@
"description": "Never use this. Makes all sword palette colors black.",
"defaultValue": 0
},
"grayscale": {
"grayscale": {
"keyString": "rom.sword_palettes.grayscale",
"friendlyName": "Grayscale",
"description": "Removes all saturation of colors.",
"defaultValue": 0
},
"negative": {
"negative": {
"keyString": "rom.sword_palettes.negative",
"friendlyName": "Negative",
"description": "Invert all colors",
"defaultValue": 0
},
"classic": {
"classic": {
"keyString": "rom.sword_palettes.classic",
"friendlyName": "Classic",
"description": "Produces results similar to the website.",
"defaultValue": 0
},
"dizzy": {
"dizzy": {
"keyString": "rom.sword_palettes.dizzy",
"friendlyName": "Dizzy",
"description": "No logic in colors but saturation and lightness are conserved.",
"defaultValue": 0
},
"sick": {
"sick": {
"keyString": "rom.sword_palettes.sick",
"friendlyName": "Sick",
"description": "No logic in colors but lightness is conserved.",
"defaultValue": 0
},
"puke": {
"puke": {
"keyString": "rom.sword_palettes.puke",
"friendlyName": "Puke",
"description": "No logic at all.",
@@ -2105,4 +2143,4 @@
}
}
}
}
}

View File

@@ -226,12 +226,19 @@ pot_shuffle:
'on': 0 # Keys, items, and buttons hidden under pots in dungeons are shuffled with other pots in their supertile
'off': 50 # Default pot item locations
### End of Enemizer Section ###
beemizer: # Remove items from the global item pool and replace them with single bees and bee traps
0: 50 # No bee traps are placed
1: 0 # 25% of rupees, bombs and arrows are replaced with bees, of which 60% are traps and 40% single bees
2: 0 # 50% of rupees, bombs and arrows are replaced with bees, of which 70% are traps and 30% single bees
3: 0 # 75% of rupees, bombs and arrows are replaced with bees, of which 80% are traps and 20% single bees
4: 0 # 100% of rupees, bombs and arrows are replaced with bees, of which 90% are traps and 10% single bees
# can add weights for any whole number between 0 and 100
beemizer_total_chance: # Remove items from the global item pool and replace them with single bees (fill bottles) and bee traps
0: 50 # No junk fill items are replaced (Beemizer is off)
25: 0 # 25% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
50: 0 # 50% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
75: 0 # 75% chance for each junk fill item (rupees, bombs and arrows) to be replaced with bees
100: 0 # All junk fill items (rupees, bombs and arrows) are replaced with bees
beemizer_trap_chance:
60: 50 # 60% chance for each beemizer replacement to be a trap, 40% chance to be a single bee
70: 0 # 70% chance for each beemizer replacement to be a trap, 30% chance to be a single bee
80: 0 # 80% chance for each beemizer replacement to be a trap, 20% chance to be a single bee
90: 0 # 90% chance for each beemizer replacement to be a trap, 10% chance to be a single bee
100: 0 # All beemizer replacements are traps
### Shop Settings ###
shop_shuffle_slots: # Maximum amount of shop slots to be filled with regular item pool items (such as Moon Pearl)
0: 50

View File

@@ -25,6 +25,21 @@
margin-bottom: 1rem;
}
#generate-game-form{
#generate-game-form-wrapper table td{
text-align: left;
padding-right: 0.5rem;
}
#generate-form-button-row{
display: flex;
flex-direction: row;
justify-content: center;
}
#file-input{
display: none;
}
.interactive{
color: #ffef00;
}

View File

@@ -60,7 +60,7 @@ html{
width: 200px;
height: calc(156px - 40px);
padding-top: 40px;
cursor: default;
cursor: pointer;
}
#mid-left-button{

View File

@@ -1,4 +1,4 @@
#tutorial-wrapper{
.markdown{
display: flex;
flex-direction: column;
max-width: 70rem;
@@ -10,20 +10,20 @@
color: #eeffeb;
}
#tutorial-wrapper img{
.markdown img{
max-width: 100%;
border-radius: 6px;
}
#tutorial-wrapper p{
.markdown p{
margin-top: 0;
}
#tutorial-wrapper a{
.markdown a{
color: #ffef00;
}
#tutorial-wrapper h1{
.markdown h1{
font-size: 2.5rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
@@ -34,7 +34,7 @@
text-shadow: 1px 1px 4px #000000;
}
#tutorial-wrapper h2{
.markdown h2{
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
@@ -46,7 +46,7 @@
text-shadow: 1px 1px 2px #000000;
}
#tutorial-wrapper h3{
.markdown h3{
font-size: 1.70rem;
font-weight: normal;
text-align: left;
@@ -55,44 +55,50 @@
margin-bottom: 0.5rem;
}
#tutorial-wrapper h4{
.markdown h4{
font-size: 1.5rem;
font-weight: normal;
cursor: pointer;
margin-bottom: 0.5rem;
}
#tutorial-wrapper h5{
.markdown h5{
font-size: 1.25rem;
font-weight: normal;
cursor: pointer;
}
#tutorial-wrapper h6{
.markdown h6{
font-size: 1.25rem;
font-weight: normal;
cursor: pointer;
color: #434343;
}
#tutorial-wrapper h3, #tutorial-wrapper h4, #tutorial-wrapper h5,#tutorial-wrapper h6{
.markdown h3, .markdown h4, .markdown h5,.markdown h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#tutorial-wrapper ul{
.markdown h4, .markdown h5,.markdown h6{
margin-bottom: 0.5rem;
}
.markdown ul{
margin-top: 0.5rem;
margin-bottom: 0.5rem;
}
.markdown ol{
margin-top: 0.5rem;
margin-bottom: 0.5rem;
}
.markdown li{
}
#tutorial-wrapper ol{
}
#tutorial-wrapper li{
}
#tutorial-wrapper pre{
.markdown pre{
margin-top: 0;
padding: 0.5rem 0.25rem;
background-color: #ffeeab;
@@ -101,7 +107,7 @@
color: #000000;
}
#tutorial-wrapper code{
.markdown code{
background-color: #ffeeab;
border-radius: 4px;
padding-left: 0.25rem;
@@ -109,12 +115,30 @@
color: #000000;
}
#tutorial-wrapper #tutorial-video-container{
.markdown #tutorial-video-container{
width: 100%;
text-align: center;
}
#tutorial-wrapper #language-selector-wrapper{
.markdown #language-selector-wrapper{
width: 100%;
text-align: right;
}
.markdown table{
border-collapse: collapse;
margin-bottom: 0.5rem;
}
.markdown table th{
text-align: left;
font-weight: bold;
border: 1px solid #eeffeb;
padding: 0.25rem;
}
.markdown table td{
text-align: left;
border: 1px solid #eeffeb;
padding: 0.25rem;
}

View File

@@ -0,0 +1,136 @@
#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: 448px;
background-color: rgb(60, 114, 157);
}
#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: monospace;
font-weight: bold;
font-size: 1.1em;
bottom: 0px;
right: 8px;
}
#location-table{
width: 448px;
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: rgb(60, 114, 157);
padding: 0 3px 3px;
font-family: monospace;
font-size: 15px;
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: 15px;
}
#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: 13px;
}
#location-table td.location-name {
padding-left: 16px;
}
.hide {
display: none;
}
.right-align {
text-align: right;
font-weight: bold;
}
#location-table td:first-child {
width: 272px;
}
.location-category td:first-child {
padding-right: 16px;
}
#inventory-table img.acquired#lullaby{
filter: sepia(100%) hue-rotate(-60deg); /* css trick to hue-shift a static image */
}
#inventory-table img.acquired#epona{
filter: sepia(100%) hue-rotate(-20deg) saturate(250%);
}
#inventory-table img.acquired#saria{
filter: sepia(100%) hue-rotate(60deg) saturate(150%);
}
#inventory-table img.acquired#sun{
filter: sepia(100%) hue-rotate(15deg) saturate(200%) brightness(120%);
}
#inventory-table img.acquired#time{
filter: sepia(100%) hue-rotate(160deg) saturate(150%);
}

View File

@@ -0,0 +1,12 @@
#start-playing-wrapper{
display: flex;
flex-direction: row;
justify-content: center;
flex-wrap: wrap;
}
#start-playing{
width: 700px;
min-height: 240px;
text-align: center;
}

View File

@@ -0,0 +1,101 @@
#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: #8d60a7;
}
#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: #8d60a7;
padding: 0 3px 3px;
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

@@ -1,162 +0,0 @@
#weighted-settings{
width: 60rem;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#user-warning, #weighted-settings #user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
cursor: pointer;
}
#weighted-settings #user-message.visible{
display: block;
}
#weighted-settings code{
background-color: #d9cd8e;
border-radius: 4px;
padding-left: 0.25rem;
padding-right: 0.25rem;
color: #000000;
}
#weighted-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;
}
#weighted-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;
}
#weighted-settings h3, #weighted-settings h4, #weighted-settings h5, #weighted-settings h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#weighted-settings .instructions{
text-align: left;
}
#weighted-settings #settings-wrapper .setting-wrapper{
display: flex;
flex-direction: column;
justify-content: flex-start;
width: 100%;
}
#weighted-settings #settings-wrapper .setting-wrapper .title-span{
font-weight: 600;
font-size: 1.25rem;
}
#weighted-settings #settings-wrapper{
margin-top: 1.5rem;
}
#weighted-settings #settings-wrapper #sprite-picker{
margin-bottom: 2rem;
}
#weighted-settings #settings-wrapper #sprite-picker #sprite-picker-sprites{
display: flex;
flex-direction: row;
flex-wrap: wrap;
justify-content: flex-start;
}
#weighted-settings #settings-wrapper #sprite-picker .sprite-img-wrapper{
cursor: pointer;
margin: 10px;
image-rendering: pixelated;
}
/* Center tooltip text for sprite images */
#weighted-settings #settings-wrapper #sprite-picker .sprite-img-wrapper::after{
text-align: center;
}
#weighted-settings #settings-wrapper #sprite-picker .sprite-img-wrapper img{
width: 32px;
height: 48px;
}
#weighted-settings table.option-set{
width: 100%;
margin-bottom: 1.5rem;
}
#weighted-settings table.option-set td.option-name{
width: 150px;
font-weight: 400;
font-size: 1rem;
line-height: 2rem;
}
#weighted-settings table.option-set td.option-name .delete-button{
cursor: pointer;
}
#weighted-settings table.option-set td.option-value{
line-height: 2rem;
}
#weighted-settings table.option-set td.option-value input[type=range]{
width: 90%;
min-width: 300px;
vertical-align: middle;
}
#weighted-settings #weighted-settings-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
width: 100%;
}
#weighted-settings a{
color: #ffef00;
}
#weighted-settings input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#weighted-settings input:not([type]):focus{
border: 1px solid #ffffff;
}
#weighted-settings select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
}

View File

@@ -0,0 +1,17 @@
{% extends 'pageWrapper.html' %}
{% block head %}
{% include 'header/grassHeader.html' %}
<title>Frequently Asked Questions</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/faq.js") }}"></script>
{% endblock %}
{% block body %}
<div id="faq-wrapper" data-lang="{{ lang }}" class="markdown">
<!-- Content generated by JavaScript -->
</div>
{% endblock %}

View File

@@ -0,0 +1,17 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>{{ game }} Info</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/gameInfo.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="game-info" class="markdown" data-lang="{{ lang }}" data-game="{{ game }}">
<!-- Populated my JS / MD -->
</div>
{% endblock %}

View File

@@ -1,15 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>A Link to the Past</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/zelda3/zelda3.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="zelda3">
Coming Soon™
</div>
{% endblock %}

View File

@@ -1,15 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>Factorio</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/factorio/factorio.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="factorio">
Coming Soon™
</div>
{% endblock %}

View File

@@ -1,15 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>Minecraft</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/minecraft/minecraft.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="minecraft">
Coming Soon™
</div>
{% endblock %}

View File

@@ -1,15 +0,0 @@
{% 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

@@ -11,34 +11,67 @@
{% include 'header/oceanHeader.html' %}
<div id="generate-game-wrapper">
<div id="generate-game" class="grass-island">
<h1>Upload Config{% if race %} (Race Mode){% endif %}</h1>
<h1>Generate Game{% if race %} (Race Mode){% endif %}</h1>
<p>
This page allows you to generate a game by uploading a yaml file or a zip file containing yaml files.
If you do not have a config (yaml) file yet, you may create one on the
<a href="/player-settings">Player Settings</a> page. If you would like more advanced options,
the <a href="/weighted-settings">Weighted Settings</a> page might be what you're looking for.
This page allows you to generate a game by uploading a config file or a zip file containing config
files. If you do not have a config (.yaml) file yet, you may create one on the game's settings page,
which you can find via the <a href="{{ url_for("games") }}">supported games list</a>.
</p>
<p>
{% if race -%}
This game will be generated in race mode, meaning the spoiler log will be unavailable,
roms will be encrypted, and single-player games will have no multidata files.
This game will be generated in race mode,
meaning the spoiler log will be unavailable and game specific protections will be in place,
like ROM encryption or cheat mode removal.
{%- else -%}
If you would like to generate a race game,
<a href="{{ url_for("generate", race=True) }}">click here.</a> Race games are generated without
a spoiler log, the ROMs are encrypted, and single-player games will not include a multidata file.
<a href="{{ url_for("generate", race=True) }}">click here.</a><br />
Race games are generated without a spoiler log and game specific protections will be in place,
like ROM encryption or cheat mode removal.
{%- endif -%}
</p>
<p>
After generation is complete, you will have the option to download a patch file.
This patch file can be opened with the
<a href="https://github.com/ArchipelagoMW/Archipelago/releases">client</a>, which can be
used to to create a rom file. In-browser patching is planned for the future.
</p>
<div id="generate-game-form-wrapper">
<form id="generate-game-form" method="post" enctype="multipart/form-data">
<input id="file-input" type="file" name="file">
<table>
<tbody>
<tr>
<td><label for="forfeit_mode">Forfeit Permission:</label></td>
<td>
<select name="forfeit_mode" id="forfeit_mode">
<option value="auto">Automatic on goal completion</option>
<option value="goal">Allow !forfeit after goal completion</option>
<option value="auto-enabled">Automatic on goal completion and manual !forfeit</option>
<option value="enabled">Manual !forfeit</option>
<option value="disabled">Disabled</option>
</select>
</td>
</tr>
<tr>
<td>
<label for="hint_cost"> Hint Cost:</label>
<span
class="interactive"
data-tooltip="After gathering this many checks, players can !hint <itemname>
to get the location of that hint item.">(?)
</span>
</td>
<td>
<select name="hint_cost" id="hint_cost">
{% for n in range(0, 110, 5) %}
<option {% if n == 10 %}selected="selected" {% endif %} value="{{ n }}">
{% if n > 100 %}Off{% else %}{{ n }}%{% endif %}
</option>
{% endfor %}
</select>
</td>
</tr>
</tbody>
</table>
<div id="generate-form-button-row">
<input id="file-input" type="file" name="file">
</div>
</form>
<button id="generate-game-button">Upload</button>
<button id="generate-game-button">Upload File</button>
</div>
</div>
</div>

View File

@@ -20,6 +20,7 @@
<tr>
<th>Item</th>
<th>Amount</th>
<th>Order Received</th>
</tr>
</thead>
<tbody>
@@ -28,6 +29,7 @@
<tr>
<td>{{ name | item_name }}</td>
<td>{{ count }}</td>
<td>{{received_items[name]}}</td>
</tr>
{%- endfor -%}

View File

@@ -11,9 +11,11 @@
<a href="/">archipelago</a>
</div>
<div id="base-header-right">
<a href="/games">games</a>
<a href="/games">supported games</a>
<a href="/tutorial">setup guides</a>
<a href="https://discord.gg/8Z65BR2">discord</a>
<a href="/start-playing">start playing</a>
<a href="/faq/en">f.a.q.</a>
<a href="https://discord.gg/8Z65BR2" target="_blank">discord</a>
</div>
</header>
{% endblock %}

View File

@@ -15,17 +15,17 @@
<h1>Host Game</h1>
<p>
This page allows you to host a game which was not generated by the website. For example, if you have
generated a doors game on your own computer, you may upload the zip file created by the generator to
host the game here. This will also provide the tracker, and the ability for your players to download
generated a game on your own computer, you may upload the zip file created by the generator to
host the game here. This will also provide a tracker, and the ability for your players to download
their patch files.
<br /><br />
In addition to a zip file created by the generator, you may upload a multidata file here as well.
In addition to the zip file created by the generator, you may upload a multidata file here as well.
</p>
<div id="host-game-form-wrapper">
<form id="host-game-form" method="post" enctype="multipart/form-data">
<input id="file-input" type="file" name="file">
</form>
<button id="host-game-button">Upload</button>
<button id="host-game-button">Upload File</button>
</div>
</div>
</div>

View File

@@ -10,14 +10,14 @@
<div id="landing-wrapper">
<div id="landing-header">
<h1>ARCHIPELAGO</h1>
<h4>multiworld randomizer ecosystem</h4>
<h4>multiworld multi-game randomizer</h4>
</div>
<div id="landing-links">
<a href="/games" id="mid-button">start<br />playing</a>
<a id="far-left-button"></a>
<a href="/tutorial" id="mid-left-button">setup guide</a>
<a href="/uploads" id="far-right-button">Host Game</a>
<a href="https://discord.gg/8Z65BR2" id="mid-right-button">discord</a>
<a href="/start-playing" id="mid-button">start<br />playing</a>
<a href="/games" id="far-left-button">supported<br />games</a>
<a href="/tutorial" id="mid-left-button">setup guides</a>
<a href="https://discord.gg/8Z65BR2" id="far-right-button" target="_blank">discord</a>
<a href="/faq/en/" id="mid-right-button">f.a.q.</a>
</div>
<div id="landing-clouds">
<img id="cloud1" src="/static/static/backgrounds/clouds/cloud-0001.png"/>
@@ -50,7 +50,7 @@
</p>
<p>
<span class="variable">{{ seeds }}</span>
games were created and
games were generated and
<span class="variable">{{ rooms }}</span>
were hosted in the last 7 days.
</p>

View File

@@ -16,6 +16,9 @@
{% elif patch.game == "Factorio" %}
<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>
{% elif patch.game == "Ocarina of Time" %}
<li><a href="{{ url_for("download_slot_file", room_id=room.id, player_id=patch.player_id) }}">
APZ5 for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>
{% else %}
<li><a href="{{ url_for("download_patch", patch_id=patch.id, room_id=room.id) }}">
Patch for player {{ patch.player_id }} - {{ patch.player_name }}</a></li>

View File

@@ -0,0 +1,180 @@
<!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/ootTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/ootTracker.js') }}"></script>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ ocarina_url }}" class="{{ 'acquired' if 'Ocarina' in acquired_items }}" title="Ocarina" /></td>
<td><img src="{{ icons['Bombs'] }}" class="{{ 'acquired' if 'Bomb Bag' in acquired_items }}" title="Bombs" /></td>
<td><img src="{{ icons['Bow'] }}" class="{{ 'acquired' if 'Bow' in acquired_items }}" title="Fairy Bow" /></td>
<td><img src="{{ icons['Fire Arrows'] }}" class="{{ 'acquired' if 'Fire Arrows' in acquired_items }}" title="Fire Arrows" /></td>
<td><img src="{{ icons['Kokiri Sword'] }}" class="{{ 'acquired' if 'Kokiri Sword' in acquired_items }}" title="Kokiri Sword" /></td>
<td><img src="{{ icons['Biggoron Sword'] }}" class="{{ 'acquired' if 'Biggoron Sword' in acquired_items }}" title="Biggoron's Sword" /></td>
<td><img src="{{ icons['Mirror Shield'] }}" class="{{ 'acquired' if 'Mirror Shield' in acquired_items }}" title="Mirror Shield" /></td>
</tr>
<tr>
<td><img src="{{ icons['Slingshot'] }}" class="{{ 'acquired' if 'Slingshot' in acquired_items }}" title="Slingshot" /></td>
<td><img src="{{ icons['Bombchus'] }}" class="{{ 'acquired' if has_bombchus }}" title="Bombchus" /></td>
<td>
<div class="counted-item">
<img src="{{ hookshot_url }}" class="{{ 'acquired' if 'Progressive Hookshot' in acquired_items }}" title="Progressive Hookshot" />
<div class="item-count">{{ hookshot_length }}</div>
</div>
</td>
<td><img src="{{ icons['Ice Arrows'] }}" class="{{ 'acquired' if 'Ice Arrows' in acquired_items }}" title="Ice Arrows" /></td>
<td><img src="{{ strength_upgrade_url }}" class="{{ 'acquired' if 'Progressive Strength Upgrade' in acquired_items }}" title="Progressive Strength Upgrade" /></td>
<td><img src="{{ icons['Goron Tunic'] }}" class="{{ 'acquired' if 'Goron Tunic' in acquired_items }}" title="Goron Tunic" /></td>
<td><img src="{{ icons['Zora Tunic'] }}" class="{{ 'acquired' if 'Zora Tunic' in acquired_items }}" title="Zora Tunic" /></td>
</tr>
<tr>
<td><img src="{{ icons['Boomerang'] }}" class="{{ 'acquired' if 'Boomerang' in acquired_items }}" title="Boomerang" /></td>
<td><img src="{{ icons['Lens of Truth'] }}" class="{{ 'acquired' if 'Lens of Truth' in acquired_items }}" title="Lens of Truth" /></td>
<td><img src="{{ icons['Megaton Hammer'] }}" class="{{ 'acquired' if 'Megaton Hammer' in acquired_items }}" title="Megaton Hammer" /></td>
<td><img src="{{ icons['Light Arrows'] }}" class="{{ 'acquired' if 'Light Arrows' in acquired_items }}" title="Light Arrows" /></td>
<td><img src="{{ scale_url }}" class="{{ 'acquired' if 'Progressive Scale' in acquired_items }}" title="Progressive Scale" /></td>
<td><img src="{{ icons['Iron Boots'] }}" class="{{ 'acquired' if 'Iron Boots' in acquired_items }}" title="Iron Boots" /></td>
<td><img src="{{ icons['Hover Boots'] }}" class="{{ 'acquired' if 'Hover Boots' in acquired_items }}" title="Hover Boots" /></td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ bottle_url }}" class="{{ 'acquired' if bottle_count > 0 }}" title="Bottles" />
<div class="item-count">{{ bottle_count if bottle_count > 0 else '' }}</div>
</div>
</td>
<td><img src="{{ icons['Dins Fire'] }}" class="{{ 'acquired' if 'Dins Fire' in acquired_items }}" title="Din's Fire" /></td>
<td><img src="{{ icons['Farores Wind'] }}" class="{{ 'acquired' if 'Farores Wind' in acquired_items }}" title="Farore's Wind" /></td>
<td><img src="{{ icons['Nayrus Love'] }}" class="{{ 'acquired' if 'Nayrus Love' in acquired_items }}" title="Nayru's Love" /></td>
<td>
<div class="counted-item">
<img src="{{ wallet_url }}" class="{{ 'acquired' if 'Progressive Wallet' in acquired_items }}" title="Progressive Wallet" />
<div class="item-count">{{ wallet_size }}</div>
</div>
</td>
<td><img src="{{ magic_meter_url }}" class="{{ 'acquired' if 'Magic Meter' in acquired_items }}" title="Magic Meter" /></td>
<td><img src="{{ icons['Gerudo Membership Card'] }}" class="{{ 'acquired' if 'Gerudo Membership Card' in acquired_items }}" title="Gerudo Membership Card" /></td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ icons['Zeldas Lullaby'] }}" class="{{ 'acquired' if 'Zeldas Lullaby' in acquired_items }}" title="Zelda's Lullaby" id="lullaby"/>
<div class="item-count">Zelda</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Eponas Song'] }}" class="{{ 'acquired' if 'Eponas Song' in acquired_items }}" title="Epona's Song" id="epona" />
<div class="item-count">Epona</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Sarias Song'] }}" class="{{ 'acquired' if 'Sarias Song' in acquired_items }}" title="Saria's Song" id="saria"/>
<div class="item-count">Saria</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Suns Song'] }}" class="{{ 'acquired' if 'Suns Song' in acquired_items }}" title="Sun's Song" id="sun"/>
<div class="item-count">Sun</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Song of Time'] }}" class="{{ 'acquired' if 'Song of Time' in acquired_items }}" title="Song of Time" id="time"/>
<div class="item-count">Time</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Song of Storms'] }}" class="{{ 'acquired' if 'Song of Storms' in acquired_items }}" title="Song of Storms" />
<div class="item-count">Storms</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Gold Skulltula Token'] }}" class="{{ 'acquired' if token_count > 0 }}" title="Gold Skulltula Tokens" />
<div class="item-count">{{ token_count }}</div>
</div>
</td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ icons['Minuet of Forest'] }}" class="{{ 'acquired' if 'Minuet of Forest' in acquired_items }}" title="Minuet of Forest" />
<div class="item-count">Min</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Bolero of Fire'] }}" class="{{ 'acquired' if 'Bolero of Fire' in acquired_items }}" title="Bolero of Fire" />
<div class="item-count">Bol</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Serenade of Water'] }}" class="{{ 'acquired' if 'Serenade of Water' in acquired_items }}" title="Serenade of Water" />
<div class="item-count">Ser</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Requiem of Spirit'] }}" class="{{ 'acquired' if 'Requiem of Spirit' in acquired_items }}" title="Requiem of Spirit" />
<div class="item-count">Req</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Nocturne of Shadow'] }}" class="{{ 'acquired' if 'Nocturne of Shadow' in acquired_items }}" title="Nocturne of Shadow" />
<div class="item-count">Noc</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Prelude of Light'] }}" class="{{ 'acquired' if 'Prelude of Light' in acquired_items }}" title="Prelude of Light" />
<div class="item-count">Pre</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Triforce'] if game_finished else icons['Triforce Piece'] }}" class="{{ 'acquired' if game_finished or piece_count > 0 }}" title="{{ 'Triforce' if game_finished else 'Triforce Pieces' }}" id=triforce />
<div class="item-count">{{ piece_count if piece_count > 0 else '' }}</div>
</div>
</td>
</tr>
</table>
<table id="location-table">
<tr>
<td></td>
<td><img src="{{ icons['Small Key'] }}" title="Small Keys" /></td>
<td><img src="{{ icons['Boss Key'] }}" title="Boss Key" /></td>
<td class="right-align">Items</td>
</tr>
{% for area in checks_done %}
<tr class="location-category" id="{{area}}-header">
<td>{{ area }} {{'▼' if area != 'Total'}}</td>
<td class="smallkeys">{{ small_key_counts.get(area, '-') }}</td>
<td class="bosskeys">{{ boss_key_counts.get(area, '-') }}</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></td>
<td></td>
<td class="counter">{{ '✔' if location_info[area][location] else '' }}</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -18,7 +18,8 @@
# http://www.yamllint.com/
description: Default {{ game }} Template # Used to describe your yaml. Useful if you have multiple files
name: YourName{number} # Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
# Your name in-game. Spaces will be replaced with underscores and there is a 16 character limit
name: YourName{number}
#{player} will be replaced with the player's slot number.
#{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.
@@ -35,37 +36,25 @@ accessibility:
progression_balancing:
on: 50 # A system to reduce BK, as in times during which you can't do anything by moving your items into an earlier access sphere to make it likely you have stuff to do
off: 0 # Turn this off if you don't mind a longer multiworld, or can glitch/sequence break around missing items.
# The following 4 options can be uncommented and moved into a game's section they should affect
# start_inventory: # Begin the file with the listed items/upgrades
# Please only use items for the correct game, use triggers if need to be have seperated lists.
# Pegasus Boots: on
# Bomb Upgrade (+10): 4
# Arrow Upgrade (+10): 4
# start_hints: # Begin the game with these items' locations revealed to you at the start of the game. Get the info via !hint in your client.
# - Moon Pearl
# local_items: # Force certain items to appear in your world only, not across the multiworld. Recognizes some group names, like "Swords"
# - "Moon Pearl"
# - "Small Keys"
# - "Big Keys"
# non_local_items: # Force certain items to appear outside your world only, unless in single-player. Recognizes some group names, like "Swords"
# - "Progressive Weapons"
# exclude_locations: # Force certain locations to never contain progression items, and always be filled with junk.
# - "Master Sword Pedestal"
{{ game }}:
{%- for option_name, option in options.items() %}
{{ option_name }}:{% if option.__doc__ %} # {{ option.__doc__ }}{% endif %}
{%- if option.range_start is defined %}
{%- macro range_option(option) %}
# you can add additional values between minimum and maximum
{{ option.range_start }}: 0 # minimum value
{{ option.range_end }}: 0 # maximum value
random: 50
random-low: 0
random-high: 0
{%- set data, notes = dictify_range(option) %}
{%- for entry, default in data.items() %}
{{ entry }}: {{ default }}{% if notes[entry] %} # {{ notes[entry] }}{% endif %}
{%- endfor -%}
{% endmacro %}
{{ game }}:
{%- for option_key, option in options.items() %}
{{ option_key }}:{% if option.__doc__ %} # {{ option.__doc__ | replace('\n', '\n#') | indent(4, first=False) }}{% endif %}
{%- if option.range_start is defined and option.range_start is number %}
{{- range_option(option) -}}
{%- elif option.options -%}
{%- for sub_option_name, suboption_option_id in option.options.items() %}
{%- for suboption_option_id, sub_option_name in option.name_lookup.items() %}
{{ sub_option_name }}: {% if suboption_option_id == option.default %}50{% else %}0{% endif %}
{%- endfor -%}
{%- else %}
{{ yaml_dump(option.default) | indent(4, first=False) }}
{{ yaml_dump(default_converter(option.default)) | indent(4, first=False) }}
{%- endif -%}
{%- endfor -%}
{%- endfor %}
{% if not options %}{}{% endif %}

View File

@@ -4,6 +4,7 @@
<title>{{ game }} Settings</title>
<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="{{ url_for('static', filename="assets/md5.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>
{% endblock %}
@@ -14,11 +15,14 @@
<div id="user-message"></div>
<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,
or download a settings file you can use to participate in a MultiWorld. If you would like to make
your settings extra random, check out the advanced <a href="/weighted-settings">weighted settings</a>
page.</p>
or download a settings file you can use to participate in a MultiWorld.</p>
<p>A list of all games you have generated can be found <a href="/user-content">here</a>.</p>
<p>
A list of all games you have generated can be found <a href="/user-content">here</a>.
<br />
Advanced users can download a template file for this game
<a href="/static/generated/configs/{{ game }}.yaml">here</a>.
</p>
<p><label for="player-name">Please enter your player name. This will appear in-game as you send and receive
items if you are playing in a MultiWorld.</label><br />

View File

@@ -0,0 +1,32 @@
{% extends 'pageWrapper.html' %}
{% block head %}
{{ super() }}
<title>Start Playing</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/startPlaying.css") }}" />
{% endblock %}
{% block body %}
{% include 'header/oceanHeader.html' %}
<div id="start-playing-wrapper">
<div id="start-playing" class="grass-island {% if rooms %}wider{% endif %}">
<h1>Start Playing</h1>
<p>
If you're ready to start playing but don't know where to begin, check out the
<a href="/tutorial">tutorials</a> page. It has all the resources you need to create a config file
and get started. If you already have a config file, or a zip file containing them, read on.
<br /><br />
To start playing a game, you'll first need to <a href="/generate">generate a randomized game</a>.
You'll need to upload either a config file or a zip file containing one more more config files.
<br /><br />
If you have already generated a game and just need to host it, this site can<br />
<a href="uploads">host a pre-generated game</a> for you.
</p>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -9,9 +9,13 @@
{% include 'header/grassHeader.html' %}
<div id="games">
<h1>Currently Supported Games</h1>
{% for game, (display_name, description) in games_list.items() %}
<h3><a href="{{ url_for("game_page", game=game) }}">{{ display_name}}</a></h3>
<p>{{ description}}</p>
{% for game, description in worlds.items() %}
<h3><a href="{{ url_for("game_info", game=game, lang="en") }}">{{ game }}</a></h3>
<p>
<a href="{{ url_for("player_settings", game=game) }}">Settings Page</a>
<br />
{{ description }}
</p>
{% endfor %}
</div>
{% endblock %}

View File

@@ -0,0 +1,21 @@
{% extends 'pageWrapper.html' %}
{% block head %}
{% include 'header/grassHeader.html' %}
<title>Option Templates (YAML)</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
{% endblock %}
{% block body %}
<div class="markdown">
<h1>Option Templates (YAML)</h1>
<ul>
{% for file in files %}
<li><a href="{{ url_for('static', filename="generated/"+file+".yaml") }}">{{ file }}</a></li>
{% endfor %}
</ul>
</div>
{% endblock %}

View File

@@ -0,0 +1,82 @@
<!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/timespinnerTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/timespinnerTracker.js') }}"></script>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ icons['Timespinner Wheel'] }}" class="{{ 'acquired' if 'Timespinner Wheel' in acquired_items }}" title="Timespinner Wheel" /></td>
<td><img src="{{ icons['Timespinner Spindle'] }}" class="{{ 'acquired' if 'Timespinner Spindle' in acquired_items }}" title="Timespinner Spindle" /></td>
<td><img src="{{ icons['Timespinner Gear 1'] }}" class="{{ 'acquired' if 'Timespinner Gear 1' in acquired_items }}" title="Timespinner Gear 1" /></td>
<td><img src="{{ icons['Timespinner Gear 2'] }}" class="{{ 'acquired' if 'Timespinner Gear 2' in acquired_items }}" title="Timespinner Gear 2" /></td>
<td><img src="{{ icons['Timespinner Gear 3'] }}" class="{{ 'acquired' if 'Timespinner Gear 3' in acquired_items }}" title="Timespinner Gear 3" /></td>
</tr>
<tr>
<td><img src="{{ icons['Talaria Attachment'] }}" class="{{ 'acquired' if 'Talaria Attachment' in acquired_items }}" title="Talaria Attachment" /></td>
<td><img src="{{ icons['Succubus Hairpin'] }}" class="{{ 'acquired' if 'Succubus Hairpin' in acquired_items }}" title="Succubus Hairpin" /></td>
<td><img src="{{ icons['Lightwall'] }}" class="{{ 'acquired' if 'Lightwall' in acquired_items }}" title="Lightwall" /></td>
<td><img src="{{ icons['Celestial Sash'] }}" class="{{ 'acquired' if 'Celestial Sash' in acquired_items }}" title="Celestial Sash" /></td>
<td><img src="{{ icons['Twin Pyramid Key'] }}" class="{{ 'acquired' if 'Twin Pyramid Key' in acquired_items }}" title="Twin Pyramid Key" /></td>
</tr>
<tr>
<td><img src="{{ icons['Security Keycard A'] }}" class="{{ 'acquired' if 'Security Keycard A' in acquired_items }}" title="Security Keycard A" /></td>
<td><img src="{{ icons['Security Keycard B'] }}" class="{{ 'acquired' if 'Security Keycard B' in acquired_items }}" title="Security Keycard B" /></td>
<td><img src="{{ icons['Security Keycard C'] }}" class="{{ 'acquired' if 'Security Keycard C' in acquired_items }}" title="Security Keycard C" /></td>
<td><img src="{{ icons['Security Keycard D'] }}" class="{{ 'acquired' if 'Security Keycard D' in acquired_items }}" title="Security Keycard D" /></td>
<td><img src="{{ icons['Library Keycard V'] }}" class="{{ 'acquired' if 'Library Keycard V' in acquired_items }}" title="Library Keycard V" /></td>
</tr>
<tr>
<td><img src="{{ icons['Tablet'] }}" class="{{ 'acquired' if 'Tablet' in acquired_items }}" title="Tablet" /></td>
<td><img src="{{ icons['Elevator Keycard'] }}" class="{{ 'acquired' if 'Elevator Keycard' in acquired_items }}" title="Elevator Keycard" /></td>
<td><img src="{{ icons['Oculus Ring'] }}" class="{{ 'acquired' if 'Oculus Ring' in acquired_items }}" title="Oculus Ring" /></td>
<td><img src="{{ icons['Water Mask'] }}" class="{{ 'acquired' if 'Water Mask' in acquired_items }}" title="Water Mask" /></td>
<td><img src="{{ icons['Gas Mask'] }}" class="{{ 'acquired' if 'Gas Mask' in acquired_items }}" title="Gas Mask" /></td>
</tr>
<tr>
{% if 'Fire Orb' in acquired_items %}
<td><img src="{{ icons['Fire Orb'] }}" class="acquired" title="Fire Orb" /></td>
{% elif 'Infernal Flames' in acquired_items %}
<td><img src="{{ icons['Infernal Flames'] }}" class="acquired" title="Infernal Flames" /></td>
{% elif 'Pyro Ring' in acquired_items %}
<td><img src="{{ icons['Pyro Ring'] }}" class="acquired" title="Pyro Ring" /></td>
{% elif 'Pyro Ring' in acquired_items %}
<td><img src="{{ icons['Djinn Inferno'] }}" class="acquired" title="Djinn Inferno" /></td>
{% else %}
<td><img src="{{ icons['Fire Orb'] }}" title="Fire Orb" /></td>
{% endif %}
{% if 'Plasma Orb' in acquired_items %}
<td><img src="{{ icons['Plasma Orb'] }}" class="acquired" title="Plasma Orb" /></td>
{% elif 'Plasma Geyser' in acquired_items %}
<td><img src="{{ icons['Plasma Geyser'] }}" class="acquired" title="Plasma Geyser" /></td>
{% elif 'Royal Ring' in acquired_items %}
<td><img src="{{ icons['Royal Ring'] }}" class="acquired" title="Royal Ring" /></td>
{% else %}
<td><img src="{{ icons['Plasma Orb'] }}" title="Plasma Orb" /></td>
{% endif %}
</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

@@ -3,7 +3,7 @@
{% block head %}
{% include 'header/grassHeader.html' %}
<title>Archipelago</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tutorial.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
@@ -11,7 +11,7 @@
{% endblock %}
{% block body %}
<div id="tutorial-wrapper" data-game="{{ game }}" data-file="{{ file }}" data-lang="{{ lang }}">
<div id="tutorial-wrapper" class="markdown" data-game="{{ game }}" data-file="{{ file }}" data-lang="{{ lang }}">
<!-- Content generated by JavaScript -->
</div>
{% endblock %}

View File

@@ -12,10 +12,6 @@
<div id="view-seed-wrapper">
<div id="view-seed" class="grass-island">
<h1>Seed Info</h1>
{% if not seed.multidata and not seed.spoiler %}
<p>Single Player Race Rom: No spoiler or multidata exists, parts of the rom are encrypted and rooms
cannot be created.</p>
{% endif %}
<table>
<tbody>
<tr>
@@ -32,46 +28,16 @@
<td><a href="{{ url_for("download_spoiler", seed_id=seed.id) }}">Download</a></td>
</tr>
{% endif %}
{% if seed.multidata %}
<tr>
<td>Players:&nbsp;</td>
<td>
<ul>
{% for patch in seed.slots|sort(attribute='player_id') %}
<li>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=patch.player_id) }}">{{ patch.player_name }}</a>
</li>
{% endfor %}
</ul>
</td>
</tr>
<tr>
<td>Rooms:&nbsp;</td>
<td>
{% call macros.list_rooms(rooms) %}
<li>
<a href="{{ url_for("new_room", seed=seed.id) }}">Create New Room</a>
</li>
{% endcall %}
</td>
</tr>
{% else %}
<tr>
<td>Files:&nbsp;</td>
<td>
<ul>
{% for slot in seed.slots %}
<td>Rooms:&nbsp;</td>
<td>
{% call macros.list_rooms(rooms) %}
<li>
<a href="{{ url_for("download_raw_patch", seed_id=seed.id, player_id=slot.player_id) }}">Player {{ slot.player_name }}</a>
<a href="{{ url_for("new_room", seed=seed.id) }}">Create New Room</a>
</li>
{% endfor %}
</ul>
{% endcall %}
</td>
</tr>
{% endif %}
</tbody>
</table>
</div>

View File

@@ -1,77 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>Player Settings</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weightedSettings.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weightedSettings.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="weighted-settings">
<header id="user-warning"></header>
<div id="user-message"></div>
<h1>Weighted Settings</h1>
<div id="instructions">
This page is used to configure your weighted settings. You have three presets you can control, which
you can access using the dropdown menu below. These settings will be usable when generating a
single player game, or you can export them to a <code>.yaml</code> file and use them in a multiworld.
If you already have a settings file you would like to validate, you may do so on the
<a href="/mysterycheck">verification page</a>.
</div>
<div id="settings-wrapper">
<div class="setting-wrapper">
Choose a preset and optionally assign it a nickname, which will be used as the file's description if
you download it.
<table class="option-set">
<tbody>
<tr>
<td class="option-name">
<label for="preset-number">Preset Number:</label>
</td>
<td class="option-value">
<select id="preset-number">
<option value="1">Preset 1</option>
<option value="2">Preset 2</option>
<option value="3">Preset 3</option>
</select>
</td>
</tr>
<tr>
<td class="option-name">
<label for="description">Preset Name:</label>
</td>
<td class="option-value">
<input id="description" class="setting" data-setting="description" />
</td>
</tr>
</tbody>
</table>
</div>
Choose a name you want to represent you in-game. This will appear when you send items
to other people in multiworld games.
<table class="option-set">
<tbody>
<tr>
<td class="option-name">
<label for="name">Player Name:</label>
</td>
<td class="option-value">
<input id="name" maxlength="16" class="setting" data-setting="name" />
</td>
</tr>
</tbody>
</table>
</div>
<div id="weighted-settings-button-row">
<button id="reset-to-default">Reset to Defaults</button>
<button id="export-button">Export Settings</button>
<button id="generate-game">Generate Game</button>
<button id="generate-race">Generate Race</button>
</div>
</div>
{% endblock %}

View File

@@ -1,4 +1,5 @@
import collections
from typing import Counter, Optional, Dict, Any, Tuple
from flask import render_template
from werkzeug.exceptions import abort
@@ -10,14 +11,7 @@ from WebHostLib import app, cache, Room
from Utils import restricted_loads
from worlds import lookup_any_item_id_to_name, lookup_any_location_id_to_name
def get_alttp_id(item_name):
return Items.item_table[item_name][2]
app.jinja_env.filters["location_name"] = lambda location: lookup_any_location_id_to_name.get(location, location)
app.jinja_env.filters['item_name'] = lambda id: lookup_any_item_id_to_name.get(id, id)
icons = {
alttp_icons = {
"Blue Shield": r"https://www.zeldadungeon.net/wiki/images/8/85/Fighters-Shield.png",
"Red Shield": r"https://www.zeldadungeon.net/wiki/images/5/55/Fire-Shield.png",
"Mirror Shield": r"https://www.zeldadungeon.net/wiki/images/8/84/Mirror-Shield.png",
@@ -32,101 +26,61 @@ icons = {
"Red Mail": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/7/74/SRedTunic.png?width=1920",
"Power Glove": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/f/f5/SPowerGlove.png?width=1920",
"Titan Mitts": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Progressive Sword":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/cc/ALttP_Master_Sword_Sprite.png?version=55869db2a20e157cd3b5c8f556097725",
"Pegasus Boots":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png?version=405f42f97240c9dcd2b71ffc4bebc7f9",
"Progressive Glove":
r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Flippers":
r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/4c/ZoraFlippers.png?width=1920",
"Moon Pearl":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png?version=d601542d5abcc3e006ee163254bea77e",
"Progressive Bow":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=cfb7648b3714cccc80e2b17b2adf00ed",
"Blue Boomerang":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c3/ALttP_Boomerang_Sprite.png?version=96127d163759395eb510b81a556d500e",
"Red Boomerang":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Magical_Boomerang_Sprite.png?version=47cddce7a07bc3e4c2c10727b491f400",
"Hookshot":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png?version=c90bc8e07a52e8090377bd6ef854c18b",
"Mushroom":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png?version=1f1acb30d71bd96b60a3491e54bbfe59",
"Magic Powder":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png?version=c24e38effbd4f80496d35830ce8ff4ec",
"Fire Rod":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png?version=6eabc9f24d25697e2c4cd43ddc8207c0",
"Ice Rod":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png?version=1f944148223d91cfc6a615c92286c3bc",
"Bombos":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png?version=f4d6aba47fb69375e090178f0fc33b26",
"Ether":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png?version=34027651a5565fcc5a83189178ab17b5",
"Quake":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png?version=efd64d451b1831bd59f7b7d6b61b5879",
"Lamp":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png?version=e76eaa1ec509c9a5efb2916698d5a4ce",
"Hammer":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png?version=e0adec227193818dcaedf587eba34500",
"Shovel":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png?version=e73d1ce0115c2c70eaca15b014bd6f05",
"Flute":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png?version=ec4982b31c56da2c0c010905c5c60390",
"Bug Catching Net":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png?version=4d40e0ee015b687ff75b333b968d8be6",
"Book of Mudora":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png?version=11e4632bba54f6b9bf921df06ac93744",
"Bottle":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png?version=fd98ab04db775270cbe79fce0235777b",
"Cane of Somaria":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png?version=8cc1900dfd887890badffc903bb87943",
"Cane of Byrna":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png?version=758b607c8cbe2cf1900d42a0b3d0fb54",
"Cape":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png?version=6b77f0d609aab0c751307fc124736832",
"Magic Mirror":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png?version=e035dbc9cbe2a3bd44aa6d047762b0cc",
"Triforce":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png?version=dc398e1293177581c16303e4f9d12a48",
"Small Key":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png?version=4f35d92842f0de39d969181eea03774e",
"Big Key":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png?version=136dfa418ba76c8b4e270f466fc12f4d",
"Chest":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Treasure_Chest_Sprite.png?version=5f530ecd98dcb22251e146e8049c0dda",
"Light World":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e7/ALttP_Soldier_Green_Sprite.png?version=d650d417934cd707a47e496489c268a6",
"Dark World":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/94/ALttP_Moblin_Sprite.png?version=ebf50e33f4657c377d1606bcc0886ddc",
"Hyrule Castle":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d3/ALttP_Ball_and_Chain_Trooper_Sprite.png?version=1768a87c06d29cc8e7ddd80b9fa516be",
"Agahnims Tower":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1e/ALttP_Agahnim_Sprite.png?version=365956e61b0c2191eae4eddbe591dab5",
"Desert Palace":
r"https://www.zeldadungeon.net/wiki/images/2/25/Lanmola-ALTTP-Sprite.png",
"Eastern Palace":
r"https://www.zeldadungeon.net/wiki/images/d/dc/RedArmosKnight.png",
"Tower of Hera":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/ALttP_Moldorm_Sprite.png?version=c588257bdc2543468e008a6b30f262a7",
"Palace of Darkness":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Helmasaur_King_Sprite.png?version=ab8a4a1cfd91d4fc43466c56cba30022",
"Swamp Palace":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Arrghus_Sprite.png?version=b098be3122e53f751b74f4a5ef9184b5",
"Skull Woods":
r"https://alttp-wiki.net/images/6/6a/Mothula.png",
"Thieves Town":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/86/ALttP_Blind_the_Thief_Sprite.png?version=3833021bfcd112be54e7390679047222",
"Ice Palace":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Kholdstare_Sprite.png?version=e5a1b0e8b2298e550d85f90bf97045c0",
"Misery Mire":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/85/ALttP_Vitreous_Sprite.png?version=92b2e9cb0aa63f831760f08041d8d8d8",
"Turtle Rock":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/91/ALttP_Trinexx_Sprite.png?version=0cc867d513952aa03edd155597a0c0be",
"Ganons Tower":
r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Ganon_Sprite.png?version=956f51f054954dfff53c1a9d4f929c74"
"Progressive Sword": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/cc/ALttP_Master_Sword_Sprite.png?version=55869db2a20e157cd3b5c8f556097725",
"Pegasus Boots": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Pegasus_Shoes_Sprite.png?version=405f42f97240c9dcd2b71ffc4bebc7f9",
"Progressive Glove": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/c/c1/STitanMitt.png?width=1920",
"Flippers": r"https://oyster.ignimgs.com/mediawiki/apis.ign.com/the-legend-of-zelda-a-link-to-the-past/4/4c/ZoraFlippers.png?width=1920",
"Moon Pearl": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Moon_Pearl_Sprite.png?version=d601542d5abcc3e006ee163254bea77e",
"Progressive Bow": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Bow_%26_Arrows_Sprite.png?version=cfb7648b3714cccc80e2b17b2adf00ed",
"Blue Boomerang": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c3/ALttP_Boomerang_Sprite.png?version=96127d163759395eb510b81a556d500e",
"Red Boomerang": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Magical_Boomerang_Sprite.png?version=47cddce7a07bc3e4c2c10727b491f400",
"Hookshot": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/24/Hookshot.png?version=c90bc8e07a52e8090377bd6ef854c18b",
"Mushroom": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/35/ALttP_Mushroom_Sprite.png?version=1f1acb30d71bd96b60a3491e54bbfe59",
"Magic Powder": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Powder_Sprite.png?version=c24e38effbd4f80496d35830ce8ff4ec",
"Fire Rod": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d6/FireRod.png?version=6eabc9f24d25697e2c4cd43ddc8207c0",
"Ice Rod": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d7/ALttP_Ice_Rod_Sprite.png?version=1f944148223d91cfc6a615c92286c3bc",
"Bombos": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/8c/ALttP_Bombos_Medallion_Sprite.png?version=f4d6aba47fb69375e090178f0fc33b26",
"Ether": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/Ether.png?version=34027651a5565fcc5a83189178ab17b5",
"Quake": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/56/ALttP_Quake_Medallion_Sprite.png?version=efd64d451b1831bd59f7b7d6b61b5879",
"Lamp": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/6/63/ALttP_Lantern_Sprite.png?version=e76eaa1ec509c9a5efb2916698d5a4ce",
"Hammer": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d1/ALttP_Hammer_Sprite.png?version=e0adec227193818dcaedf587eba34500",
"Shovel": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/c/c4/ALttP_Shovel_Sprite.png?version=e73d1ce0115c2c70eaca15b014bd6f05",
"Flute": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/db/Flute.png?version=ec4982b31c56da2c0c010905c5c60390",
"Bug Catching Net": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/5/54/Bug-CatchingNet.png?version=4d40e0ee015b687ff75b333b968d8be6",
"Book of Mudora": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/2/22/ALttP_Book_of_Mudora_Sprite.png?version=11e4632bba54f6b9bf921df06ac93744",
"Bottle": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ef/ALttP_Magic_Bottle_Sprite.png?version=fd98ab04db775270cbe79fce0235777b",
"Cane of Somaria": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e1/ALttP_Cane_of_Somaria_Sprite.png?version=8cc1900dfd887890badffc903bb87943",
"Cane of Byrna": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/bc/ALttP_Cane_of_Byrna_Sprite.png?version=758b607c8cbe2cf1900d42a0b3d0fb54",
"Cape": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1c/ALttP_Magic_Cape_Sprite.png?version=6b77f0d609aab0c751307fc124736832",
"Magic Mirror": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e5/ALttP_Magic_Mirror_Sprite.png?version=e035dbc9cbe2a3bd44aa6d047762b0cc",
"Triforce": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/4/4e/TriforceALttPTitle.png?version=dc398e1293177581c16303e4f9d12a48",
"Small Key": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/f/f1/ALttP_Small_Key_Sprite.png?version=4f35d92842f0de39d969181eea03774e",
"Big Key": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Big_Key_Sprite.png?version=136dfa418ba76c8b4e270f466fc12f4d",
"Chest": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Treasure_Chest_Sprite.png?version=5f530ecd98dcb22251e146e8049c0dda",
"Light World": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/e7/ALttP_Soldier_Green_Sprite.png?version=d650d417934cd707a47e496489c268a6",
"Dark World": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/94/ALttP_Moblin_Sprite.png?version=ebf50e33f4657c377d1606bcc0886ddc",
"Hyrule Castle": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/d/d3/ALttP_Ball_and_Chain_Trooper_Sprite.png?version=1768a87c06d29cc8e7ddd80b9fa516be",
"Agahnims Tower": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/1/1e/ALttP_Agahnim_Sprite.png?version=365956e61b0c2191eae4eddbe591dab5",
"Desert Palace": r"https://www.zeldadungeon.net/wiki/images/2/25/Lanmola-ALTTP-Sprite.png",
"Eastern Palace": r"https://www.zeldadungeon.net/wiki/images/d/dc/RedArmosKnight.png",
"Tower of Hera": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/3c/ALttP_Moldorm_Sprite.png?version=c588257bdc2543468e008a6b30f262a7",
"Palace of Darkness": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/e/ed/ALttP_Helmasaur_King_Sprite.png?version=ab8a4a1cfd91d4fc43466c56cba30022",
"Swamp Palace": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/7/73/ALttP_Arrghus_Sprite.png?version=b098be3122e53f751b74f4a5ef9184b5",
"Skull Woods": r"https://alttp-wiki.net/images/6/6a/Mothula.png",
"Thieves Town": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/86/ALttP_Blind_the_Thief_Sprite.png?version=3833021bfcd112be54e7390679047222",
"Ice Palace": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/3/33/ALttP_Kholdstare_Sprite.png?version=e5a1b0e8b2298e550d85f90bf97045c0",
"Misery Mire": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/8/85/ALttP_Vitreous_Sprite.png?version=92b2e9cb0aa63f831760f08041d8d8d8",
"Turtle Rock": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/9/91/ALttP_Trinexx_Sprite.png?version=0cc867d513952aa03edd155597a0c0be",
"Ganons Tower": r"https://gamepedia.cursecdn.com/zelda_gamepedia_en/b/b9/ALttP_Ganon_Sprite.png?version=956f51f054954dfff53c1a9d4f929c74"
}
def get_alttp_id(item_name):
return Items.item_table[item_name][2]
app.jinja_env.filters["location_name"] = lambda location: lookup_any_location_id_to_name.get(location, location)
app.jinja_env.filters['item_name'] = lambda id: lookup_any_item_id_to_name.get(id, id)
links = {"Bow": "Progressive Bow",
"Silver Arrows": "Progressive Bow",
"Silver Bow": "Progressive Bow",
@@ -211,12 +165,6 @@ key_only_locations = {
'Total': set()
}
key_locations = {"Desert Palace", "Eastern Palace", "Hyrule Castle", "Agahnims Tower", "Tower of Hera", "Swamp Palace",
"Thieves Town", "Skull Woods", "Ice Palace", "Misery Mire", "Turtle Rock", "Palace of Darkness",
"Ganons Tower"}
big_key_locations = {"Desert Palace", "Eastern Palace", "Tower of Hera", "Swamp Palace", "Thieves Town", "Skull Woods",
"Ice Palace", "Misery Mire", "Turtle Rock", "Palace of Darkness", "Ganons Tower"}
location_to_area = {}
for area, locations in default_locations.items():
for location in locations:
@@ -283,6 +231,7 @@ def render_timedelta(delta: datetime.timedelta):
_multidata_cache = {}
def get_location_table(checks_table: dict) -> dict:
loc_to_area = {}
for area, locations in checks_table.items():
@@ -292,14 +241,15 @@ def get_location_table(checks_table: dict) -> dict:
loc_to_area[location] = area
return loc_to_area
def get_static_room_data(room: Room):
result = _multidata_cache.get(room.seed.id, None)
if result:
return result
multidata = Context._decompress(room.seed.multidata)
# in > 100 players this can take a bit of time and is the main reason for the cache
locations = multidata['locations']
names = multidata["names"]
locations: Dict[int, Dict[int, Tuple[int, int]]] = multidata['locations']
names: Dict[int, Dict[int, str]] = multidata["names"]
seed_checks_in_area = checks_in_area.copy()
use_door_tracker = False
@@ -311,23 +261,14 @@ def get_static_room_data(room: Room):
seed_checks_in_area["Total"] = 249
player_checks_in_area = {playernumber: {areaname: len(multidata["checks_in_area"][playernumber][areaname])
if areaname != "Total" else multidata["checks_in_area"][playernumber]["Total"]
if areaname != "Total" else multidata["checks_in_area"][playernumber]["Total"]
for areaname in ordered_areas}
for playernumber in range(1, len(names[0]) + 1)}
player_location_to_area = {playernumber: get_location_table(multidata["checks_in_area"][playernumber])
for playernumber in range(1, len(names[0]) + 1)}
player_big_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
player_small_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
for loc_data in locations.values():
for item_id, item_player in loc_data.values():
if item_id in ids_big_key:
player_big_key_locations[item_player].add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations[item_player].add(ids_small_key[item_id])
result = locations, names, use_door_tracker, player_checks_in_area, player_location_to_area, \
player_big_key_locations, player_small_key_locations, multidata["precollected_items"], \
multidata["precollected_items"], \
multidata["games"]
_multidata_cache[room.seed.id] = result
return result
@@ -340,13 +281,13 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
if tracked_team < 0 or tracked_player < 1:
abort(404)
room = Room.get(tracker=tracker)
room: Optional[Room] = Room.get(tracker=tracker)
if not room:
abort(404)
# Collect seed information and pare it down to a single player
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
player_big_key_locations, player_small_key_locations, precollected_items, games = get_static_room_data(room)
precollected_items, games = get_static_room_data(room)
player_name = names[tracked_team][tracked_player - 1]
location_to_area = player_location_to_area[tracked_player]
inventory = collections.Counter()
@@ -359,13 +300,12 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
attribute_item_solo(inventory, item_id)
if room.multisave:
multisave = restricted_loads(room.multisave)
multisave: Dict[str, Any] = restricted_loads(room.multisave)
else:
multisave = {}
multisave: Dict[str, Any] = {}
# Add items to player inventory
for (ms_team, ms_player), locations_checked in multisave.get("location_checks", {}).items():
# logging.info(f"{ms_team}, {ms_player}, {locations_checked}")
# Skip teams and players not matching the request
player_locations = locations[ms_player]
if ms_team == tracked_team:
@@ -373,168 +313,480 @@ def getPlayerTracker(tracker: UUID, tracked_team: int, tracked_player: int):
for location in locations_checked:
if location in player_locations:
item, recipient = player_locations[location]
if recipient == tracked_player: # a check done for the tracked player
if recipient == tracked_player: # a check done for the tracked player
attribute_item_solo(inventory, item)
if ms_player == tracked_player: # a check done by the tracked player
if ms_player == tracked_player: # a check done by the tracked player
checks_done[location_to_area[location]] += 1
checks_done["Total"] += 1
if games[tracked_player] == "A Link to the Past":
# Note the presence of the triforce item
game_state = multisave.get("client_game_state", {}).get((tracked_team, tracked_player), 0)
if game_state == 30:
inventory[106] = 1 # Triforce
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
progressive_names = {
"Progressive Sword": [None, 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
"Progressive Glove": [None, 'Power Glove', 'Titan Mitts'],
"Progressive Bow": [None, "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": [None, "Blue Shield", "Red Shield", "Mirror Shield"]
}
# Determine which icon to use
display_data = {}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name])-1)
display_name = progressive_names[item_name][level]
acquired = True
if not display_name:
acquired = False
display_name = progressive_names[item_name][level+1]
base_name = item_name.split(maxsplit=1)[1].lower()
display_data[base_name+"_acquired"] = acquired
display_data[base_name+"_url"] = icons[display_name]
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
return render_template("lttpTracker.html", inventory=inventory,
player_name=player_name, room=room, icons=icons, checks_done=checks_done,
checks_in_area=seed_checks_in_area[tracked_player], acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
small_key_ids=small_key_ids, big_key_ids=big_key_ids, sp_areas=sp_areas,
key_locations=player_small_key_locations[tracked_player],
big_key_locations=player_big_key_locations[tracked_player],
**display_data)
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)
return __renderAlttpTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name, \
seed_checks_in_area, checks_done)
elif games[tracked_player] == "Minecraft":
return __renderMinecraftTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name)
elif games[tracked_player] == "Ocarina of Time":
return __renderOoTTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name)
elif games[tracked_player] == "Timespinner":
return __renderTimespinnerTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name)
else:
checked_locations = multisave.get("location_checks", {}).get((tracked_team, tracked_player), set())
return render_template("genericTracker.html",
inventory=inventory,
player=tracked_player, team=tracked_team, room=room, player_name=player_name,
checked_locations= checked_locations, not_checked_locations = set(locations[tracked_player])-checked_locations)
return __renderGenericTracker(multisave, room, locations, inventory, tracked_team, tracked_player, player_name)
def __renderAlttpTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int]]],
inventory: Counter, team: int, player: int, playerName: str,
seed_checks_in_area: Dict[int, Dict[str, int]], checks_done: Dict[str, int]) -> str:
# Note the presence of the triforce item
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
if game_state == 30:
inventory[106] = 1 # Triforce
# Progressive items need special handling for icons and class
progressive_items = {
"Progressive Sword": 94,
"Progressive Glove": 97,
"Progressive Bow": 100,
"Progressive Mail": 96,
"Progressive Shield": 95,
}
progressive_names = {
"Progressive Sword": [None, 'Fighter Sword', 'Master Sword', 'Tempered Sword', 'Golden Sword'],
"Progressive Glove": [None, 'Power Glove', 'Titan Mitts'],
"Progressive Bow": [None, "Bow", "Silver Bow"],
"Progressive Mail": ["Green Mail", "Blue Mail", "Red Mail"],
"Progressive Shield": [None, "Blue Shield", "Red Shield", "Mirror Shield"]
}
# Determine which icon to use
display_data = {}
for item_name, item_id in progressive_items.items():
level = min(inventory[item_id], len(progressive_names[item_name]) - 1)
display_name = progressive_names[item_name][level]
acquired = True
if not display_name:
acquired = False
display_name = progressive_names[item_name][level + 1]
base_name = item_name.split(maxsplit=1)[1].lower()
display_data[base_name + "_acquired"] = acquired
display_data[base_name + "_url"] = alttp_icons[display_name]
# The single player tracker doesn't care about overworld, underworld, and total checks. Maybe it should?
sp_areas = ordered_areas[2:15]
player_big_key_locations = set()
player_small_key_locations = set()
for loc_data in locations.values():
for item_id, item_player in loc_data.values():
if item_player == player:
if item_id in ids_big_key:
player_big_key_locations.add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations.add(ids_small_key[item_id])
return render_template("lttpTracker.html", inventory=inventory,
player_name=playerName, room=room, icons=alttp_icons, checks_done=checks_done,
checks_in_area=seed_checks_in_area[player],
acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
small_key_ids=small_key_ids, big_key_ids=big_key_ids, sp_areas=sp_areas,
key_locations=player_small_key_locations,
big_key_locations=player_big_key_locations,
**display_data)
def __renderMinecraftTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int]]],
inventory: Counter, team: int, player: int, playerName: str) -> str:
icons = {
"Wooden Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d2/Wooden_Pickaxe_JE3_BE3.png",
"Stone Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/c/c4/Stone_Pickaxe_JE2_BE2.png",
"Iron Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d1/Iron_Pickaxe_JE3_BE2.png",
"Diamond Pickaxe": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e7/Diamond_Pickaxe_JE3_BE3.png",
"Wooden Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/d/d5/Wooden_Sword_JE2_BE2.png",
"Stone Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b1/Stone_Sword_JE2_BE2.png",
"Iron Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/8/8e/Iron_Sword_JE2_BE2.png",
"Diamond Sword": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/4/44/Diamond_Sword_JE3_BE3.png",
"Leather Tunic": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b7/Leather_Tunic_JE4_BE2.png",
"Iron Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/3/31/Iron_Chestplate_JE2_BE2.png",
"Diamond Chestplate": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e0/Diamond_Chestplate_JE3_BE2.png",
"Iron Ingot": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/f/fc/Iron_Ingot_JE3_BE2.png",
"Block of Iron": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/7/7e/Block_of_Iron_JE4_BE3.png",
"Brewing Stand": "https://static.wikia.nocookie.net/minecraft_gamepedia/images/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"] = 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((team, player), 0)
display_data['game_finished'] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = multisave.get("location_checks", {}).get((team, 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=icons,
acquired_items={lookup_any_item_id_to_name[id] for id in inventory if
id in lookup_any_item_id_to_name},
player=player, team=team, room=room, player_name=playerName,
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
**display_data)
def __renderOoTTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int]]],
inventory: Counter, team: int, player: int, playerName: str) -> str:
icons = {
"Fairy Ocarina": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/OoT_Fairy_Ocarina_Icon.png",
"Ocarina of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Ocarina_of_Time_Icon.png",
"Slingshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/32/OoT_Fairy_Slingshot_Icon.png",
"Boomerang": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/d5/OoT_Boomerang_Icon.png",
"Bottle": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/fc/OoT_Bottle_Icon.png",
"Rutos Letter": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/OoT_Letter_Icon.png",
"Bombs": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/11/OoT_Bomb_Icon.png",
"Bombchus": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/36/OoT_Bombchu_Icon.png",
"Lens of Truth": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/05/OoT_Lens_of_Truth_Icon.png",
"Bow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9a/OoT_Fairy_Bow_Icon.png",
"Hookshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/77/OoT_Hookshot_Icon.png",
"Longshot": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/OoT_Longshot_Icon.png",
"Megaton Hammer": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/93/OoT_Megaton_Hammer_Icon.png",
"Fire Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1e/OoT_Fire_Arrow_Icon.png",
"Ice Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3c/OoT_Ice_Arrow_Icon.png",
"Light Arrows": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/76/OoT_Light_Arrow_Icon.png",
"Dins Fire": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/d/da/OoT_Din%27s_Fire_Icon.png",
"Farores Wind": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/7/7a/OoT_Farore%27s_Wind_Icon.png",
"Nayrus Love": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/be/OoT_Nayru%27s_Love_Icon.png",
"Kokiri Sword": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/5/53/OoT_Kokiri_Sword_Icon.png",
"Biggoron Sword": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2e/OoT_Giant%27s_Knife_Icon.png",
"Mirror Shield": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b0/OoT_Mirror_Shield_Icon_2.png",
"Goron Bracelet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b7/OoT_Goron%27s_Bracelet_Icon.png",
"Silver Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/b/b9/OoT_Silver_Gauntlets_Icon.png",
"Golden Gauntlets": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/6a/OoT_Golden_Gauntlets_Icon.png",
"Goron Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/1/1c/OoT_Goron_Tunic_Icon.png",
"Zora Tunic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/2c/OoT_Zora_Tunic_Icon.png",
"Silver Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Silver_Scale_Icon.png",
"Gold Scale": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/95/OoT_Golden_Scale_Icon.png",
"Iron Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/34/OoT_Iron_Boots_Icon.png",
"Hover Boots": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/22/OoT_Hover_Boots_Icon.png",
"Adults Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f9/OoT_Adult%27s_Wallet_Icon.png",
"Giants Wallet": r"https://static.wikia.nocookie.net/zelda_gamepedia_en/images/8/87/OoT_Giant%27s_Wallet_Icon.png",
"Small Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/9f/OoT3D_Magic_Jar_Icon.png",
"Large Magic": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/3/3e/OoT3D_Large_Magic_Jar_Icon.png",
"Gerudo Membership Card": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/4e/OoT_Gerudo_Token_Icon.png",
"Gold Skulltula Token": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/47/OoT_Token_Icon.png",
"Triforce Piece": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0b/SS_Triforce_Piece_Icon.png",
"Triforce": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/6/68/ALttP_Triforce_Title_Sprite.png",
"Zeldas Lullaby": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Eponas Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Sarias Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Suns Song": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Time": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Song of Storms": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/2/21/Grey_Note.png",
"Minuet of Forest": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e4/Green_Note.png",
"Bolero of Fire": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/f/f0/Red_Note.png",
"Serenade of Water": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/0/0f/Blue_Note.png",
"Requiem of Spirit": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/a/a4/Orange_Note.png",
"Nocturne of Shadow": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/97/Purple_Note.png",
"Prelude of Light": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/9/90/Yellow_Note.png",
"Small Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/e/e5/OoT_Small_Key_Icon.png",
"Boss Key": "https://static.wikia.nocookie.net/zelda_gamepedia_en/images/4/40/OoT_Boss_Key_Icon.png",
}
display_data = {}
# Determine display for progressive items
progressive_items = {
"Progressive Hookshot": 66128,
"Progressive Strength Upgrade": 66129,
"Progressive Wallet": 66133,
"Progressive Scale": 66134,
"Magic Meter": 66138,
"Ocarina": 66139,
}
progressive_names = {
"Progressive Hookshot": ["Hookshot", "Hookshot", "Longshot"],
"Progressive Strength Upgrade": ["Goron Bracelet", "Goron Bracelet", "Silver Gauntlets", "Golden Gauntlets"],
"Progressive Wallet": ["Adults Wallet", "Adults Wallet", "Giants Wallet", "Giants Wallet"],
"Progressive Scale": ["Silver Scale", "Silver Scale", "Gold Scale"],
"Magic Meter": ["Small Magic", "Small Magic", "Large Magic"],
"Ocarina": ["Fairy Ocarina", "Fairy Ocarina", "Ocarina of Time"]
}
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]
if item_name.startswith("Progressive"):
base_name = item_name.split(maxsplit=1)[1].lower().replace(' ', '_')
else:
base_name = item_name.lower().replace(' ', '_')
display_data[base_name+"_url"] = icons[display_name]
if base_name == "hookshot":
display_data['hookshot_length'] = {0: '', 1: 'H', 2: 'L'}.get(level)
if base_name == "wallet":
display_data['wallet_size'] = {0: '99', 1: '200', 2: '500', 3: '999'}.get(level)
# Determine display for bottles. Show letter if it's obtained, determine bottle count
bottle_ids = [66015, 66020, 66021, 66140, 66141, 66142, 66143, 66144, 66145, 66146, 66147, 66148]
display_data['bottle_count'] = min(sum(map(lambda item_id: inventory[item_id], bottle_ids)), 4)
display_data['bottle_url'] = icons['Rutos Letter'] if inventory[66021] > 0 else icons['Bottle']
# Determine bombchu display
display_data['has_bombchus'] = any(map(lambda item_id: inventory[item_id] > 0, [66003, 66106, 66107, 66137]))
# Multi-items
multi_items = {
"Gold Skulltula Token": 66091,
"Triforce Piece": 66202,
}
for item_name, item_id in multi_items.items():
base_name = item_name.split()[-1].lower()
count = inventory[item_id]
display_data[base_name+"_count"] = inventory[item_id]
# Gather dungeon locations
area_id_ranges = {
"Overworld": (67000, 67280),
"Deku Tree": (67281, 67303),
"Dodongo's Cavern": (67304, 67334),
"Jabu Jabu's Belly": (67335, 67359),
"Bottom of the Well": (67360, 67384),
"Forest Temple": (67385, 67420),
"Fire Temple": (67421, 67457),
"Water Temple": (67458, 67484),
"Shadow Temple": (67485, 67532),
"Spirit Temple": (67533, 67582),
"Ice Cavern": (67583, 67596),
"Gerudo Training Grounds": (67597, 67635),
"Ganon's Castle": (67636, 67673),
}
def lookup_and_trim(id, area):
full_name = lookup_any_location_id_to_name[id]
if id == 67673:
return full_name[13:] # Ganons Tower Boss Key Chest
if area != 'Overworld':
return full_name[len(area):] # trim dungeon name. leaves an extra space that doesn't display, or trims fully for DC/Jabu/GC
return full_name
checked_locations = multisave.get("location_checks", {}).get((team, player), set()).intersection(set(locations[player]))
location_info = {area: {lookup_and_trim(id, area): id in checked_locations for id in range(min_id, max_id+1) if id in locations[player]}
for area, (min_id, max_id) in area_id_ranges.items()}
checks_done = {area: len(list(filter(lambda x: x, location_info[area].values()))) for area in area_id_ranges}
checks_in_area = {area: len([id for id in range(min_id, max_id+1) if id in locations[player]])
for area, (min_id, max_id) in area_id_ranges.items()}
checks_done['Total'] = sum(checks_done.values())
checks_in_area['Total'] = sum(checks_in_area.values())
# Give skulltulas on non-tracked locations
non_tracked_locations = multisave.get("location_checks", {}).get((team, player), set()).difference(set(locations[player]))
for id in non_tracked_locations:
if "GS" in lookup_and_trim(id, ''):
display_data["token_count"] += 1
# Gather small and boss key info
small_key_counts = {
"Forest Temple": inventory[66175],
"Fire Temple": inventory[66176],
"Water Temple": inventory[66177],
"Spirit Temple": inventory[66178],
"Shadow Temple": inventory[66179],
"Bottom of the Well": inventory[66180],
"Gerudo Training Grounds": inventory[66181],
"Ganon's Castle": inventory[66183],
}
boss_key_counts = {
"Forest Temple": '' if inventory[66149] else '',
"Fire Temple": '' if inventory[66150] else '',
"Water Temple": '' if inventory[66151] else '',
"Spirit Temple": '' if inventory[66152] else '',
"Shadow Temple": '' if inventory[66153] else '',
"Ganon's Castle": '' if inventory[66154] else '',
}
# Victory condition
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
display_data['game_finished'] = game_state == 30
return render_template("ootTracker.html",
inventory=inventory, player=player, team=team, room=room, player_name=playerName,
icons=icons, acquired_items={lookup_any_item_id_to_name[id] for id in inventory},
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
small_key_counts=small_key_counts, boss_key_counts=boss_key_counts,
**display_data)
def __renderTimespinnerTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int]]],
inventory: Counter, team: int, player: int, playerName: str) -> str:
icons = {
"Timespinner Wheel": "https://timespinnerwiki.com/mediawiki/images/7/76/Timespinner_Wheel.png",
"Timespinner Spindle": "https://timespinnerwiki.com/mediawiki/images/1/1a/Timespinner_Spindle.png",
"Timespinner Gear 1": "https://timespinnerwiki.com/mediawiki/images/3/3c/Timespinner_Gear_1.png",
"Timespinner Gear 2": "https://timespinnerwiki.com/mediawiki/images/e/e9/Timespinner_Gear_2.png",
"Timespinner Gear 3": "https://timespinnerwiki.com/mediawiki/images/2/22/Timespinner_Gear_3.png",
"Talaria Attachment": "https://timespinnerwiki.com/mediawiki/images/6/61/Talaria_Attachment.png",
"Succubus Hairpin": "https://timespinnerwiki.com/mediawiki/images/4/49/Succubus_Hairpin.png",
"Lightwall": "https://timespinnerwiki.com/mediawiki/images/0/03/Lightwall.png",
"Celestial Sash": "https://timespinnerwiki.com/mediawiki/images/f/f1/Celestial_Sash.png",
"Twin Pyramid Key": "https://timespinnerwiki.com/mediawiki/images/4/49/Twin_Pyramid_Key.png",
"Security Keycard D": "https://timespinnerwiki.com/mediawiki/images/1/1b/Security_Keycard_D.png",
"Security Keycard C": "https://timespinnerwiki.com/mediawiki/images/e/e5/Security_Keycard_C.png",
"Security Keycard B": "https://timespinnerwiki.com/mediawiki/images/f/f6/Security_Keycard_B.png",
"Security Keycard A": "https://timespinnerwiki.com/mediawiki/images/b/b9/Security_Keycard_A.png",
"Library Keycard V": "https://timespinnerwiki.com/mediawiki/images/5/50/Library_Keycard_V.png",
"Tablet": "https://timespinnerwiki.com/mediawiki/images/a/a0/Tablet.png",
"Elevator Keycard": "https://timespinnerwiki.com/mediawiki/images/5/55/Elevator_Keycard.png",
"Oculus Ring": "https://timespinnerwiki.com/mediawiki/images/8/8d/Oculus_Ring.png",
"Water Mask": "https://timespinnerwiki.com/mediawiki/images/0/04/Water_Mask.png",
"Gas Mask": "https://timespinnerwiki.com/mediawiki/images/2/2e/Gas_Mask.png",
"Djinn Inferno": "https://timespinnerwiki.com/mediawiki/images/f/f6/Djinn_Inferno.png",
"Pyro Ring": "https://timespinnerwiki.com/mediawiki/images/2/2c/Pyro_Ring.png",
"Infernal Flames": "https://timespinnerwiki.com/mediawiki/images/1/1f/Infernal_Flames.png",
"Fire Orb": "https://timespinnerwiki.com/mediawiki/images/3/3e/Fire_Orb.png",
"Royal Ring": "https://timespinnerwiki.com/mediawiki/images/f/f3/Royal_Ring.png",
"Plasma Geyser": "https://timespinnerwiki.com/mediawiki/images/1/12/Plasma_Geyser.png",
"Plasma Orb": "https://timespinnerwiki.com/mediawiki/images/4/44/Plasma_Orb.png",
}
timespinner_location_ids = {
"Present": [
1337000, 1337001, 1337002, 1337003, 1337004, 1337005, 1337006, 1337007, 1337008, 1337009,
1337010, 1337011, 1337012, 1337013, 1337014, 1337015, 1337016, 1337017, 1337018, 1337019,
1337020, 1337021, 1337022, 1337023, 1337024, 1337025, 1337026, 1337027, 1337028, 1337029,
1337030, 1337031, 1337032, 1337033, 1337034, 1337035, 1337036, 1337037, 1337038, 1337039,
1337040, 1337041, 1337042, 1337043, 1337044, 1337045, 1337046, 1337047, 1337048, 1337049,
1337050, 1337051, 1337052, 1337053, 1337054, 1337055, 1337056, 1337057, 1337058, 1337059,
1337060, 1337061, 1337062, 1337063, 1337064, 1337065, 1337066, 1337067, 1337068, 1337069,
1337070, 1337071, 1337072, 1337073, 1337074, 1337075, 1337076, 1337077, 1337078, 1337079,
1337080, 1337081, 1337082, 1337083, 1337084, 1337085, 1337156, 1337157, 1337159,
1337160, 1337161, 1337162, 1337163, 1337164, 1337165, 1337166, 1337167, 1337168, 1337169,
1337170],
"Past": [
1337086, 1337087, 1337088, 1337089,
1337090, 1337091, 1337092, 1337093, 1337094, 1337095, 1337096, 1337097, 1337098, 1337099,
1337100, 1337101, 1337102, 1337103, 1337104, 1337105, 1337106, 1337107, 1337108, 1337109,
1337110, 1337111, 1337112, 1337113, 1337114, 1337115, 1337116, 1337117, 1337118, 1337119,
1337120, 1337121, 1337122, 1337123, 1337124, 1337125, 1337126, 1337127, 1337128, 1337129,
1337130, 1337131, 1337132, 1337133, 1337134, 1337135, 1337136, 1337137, 1337138, 1337139,
1337140, 1337141, 1337142, 1337143, 1337144, 1337145, 1337146, 1337147, 1337148, 1337149,
1337150, 1337151, 1337152, 1337153, 1337154, 1337155],
"Ancient Pyramid": [1337246, 1337247, 1337248, 1337249]
}
display_data = {}
# Victory condition
game_state = multisave.get("client_game_state", {}).get((team, player), 0)
display_data['game_finished'] = game_state == 30
# Turn location IDs into advancement tab counts
checked_locations = multisave.get("location_checks", {}).get((team, 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 timespinner_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 timespinner_location_ids.items()}
checks_done['Total'] = len(checked_locations)
checks_in_area = {tab_name: len(tab_locations) for tab_name, tab_locations in timespinner_location_ids.items()}
checks_in_area['Total'] = sum(checks_in_area.values())
return render_template("timespinnerTracker.html",
inventory=inventory, icons=icons,
acquired_items={lookup_any_item_id_to_name[id] for id in inventory if
id in lookup_any_item_id_to_name},
player=player, team=team, room=room, player_name=playerName,
checks_done=checks_done, checks_in_area=checks_in_area, location_info=location_info,
**display_data)
def __renderGenericTracker(multisave: Dict[str, Any], room: Room, locations: Dict[int, Dict[int, Tuple[int, int]]],
inventory: Counter, team: int, player: int, playerName: str) -> str:
checked_locations = multisave.get("location_checks", {}).get((team, player), set())
player_received_items = {}
for order_index, networkItem in enumerate(
multisave.get('received_items', {}).get((team, player), []),
start=1
):
player_received_items[networkItem.item] = order_index
return render_template("genericTracker.html",
inventory=inventory,
player=player, team=team, room=room, player_name=playerName,
checked_locations=checked_locations,
not_checked_locations=set(locations[player]) - checked_locations,
received_items=player_received_items)
@app.route('/tracker/<suuid:tracker>')
@cache.memoize(timeout=60) # multisave is currently created at most every minute
def getTracker(tracker: UUID):
room = Room.get(tracker=tracker)
room: Room = Room.get(tracker=tracker)
if not room:
abort(404)
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, player_big_key_locations, \
player_small_key_locations, precollected_items, games = get_static_room_data(room)
locations, names, use_door_tracker, seed_checks_in_area, player_location_to_area, \
precollected_items, games = get_static_room_data(room)
inventory = {teamnumber: {playernumber: collections.Counter() for playernumber in range(1, len(team) + 1)}
for teamnumber, team in enumerate(names)}
@@ -571,6 +823,15 @@ def getTracker(tracker: UUID):
if game_state == 30:
inventory[team][player][106] = 1 # Triforce
player_big_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
player_small_key_locations = {playernumber: set() for playernumber in range(1, len(names[0]) + 1)}
for loc_data in locations.values():
for item_id, item_player in loc_data.values():
if item_id in ids_big_key:
player_big_key_locations[item_player].add(ids_big_key[item_id])
elif item_id in ids_small_key:
player_small_key_locations[item_player].add(ids_small_key[item_id])
group_big_key_locations = set()
group_key_locations = set()
for player in range(1, len(names[0]) + 1):
@@ -597,9 +858,9 @@ def getTracker(tracker: UUID):
return render_template("tracker.html", inventory=inventory, get_item_name_from_id=get_item_name_from_id,
lookup_id_to_name=Items.lookup_id_to_name, player_names=player_names,
tracking_names=tracking_names, tracking_ids=tracking_ids, room=room, icons=icons,
tracking_names=tracking_names, tracking_ids=tracking_ids, room=room, icons=alttp_icons,
multi_items=multi_items, checks_done=checks_done, ordered_areas=ordered_areas,
checks_in_area=seed_checks_in_area, activity_timers=activity_timers,
key_locations=group_key_locations, small_key_ids=small_key_ids, big_key_ids=big_key_ids,
video=video, big_key_locations=group_big_key_locations,
hints=hints, long_player_names = long_player_names)
hints=hints, long_player_names=long_player_names)

View File

@@ -3,20 +3,82 @@ import lzma
import json
import base64
import MultiServer
import uuid
from flask import request, flash, redirect, url_for, session, render_template
from pony.orm import flush, select
from WebHostLib import app, Seed, Room, Slot
from Utils import parse_yaml
accepted_zip_contents = {"patches": ".apbp",
"spoiler": ".txt",
"multidata": ".archipelago"}
from Patch import preferred_endings
banned_zip_contents = (".sfc",)
def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, sid=None):
if not owner:
owner = session["_id"]
infolist = zfile.infolist()
slots = set()
spoiler = ""
multidata = None
for file in infolist:
if file.filename.endswith(banned_zip_contents):
return "Uploaded data contained a rom file, which is likely to contain copyrighted material. " \
"Your file was deleted."
elif file.filename.endswith(tuple(preferred_endings.values())):
data = zfile.open(file, "r").read()
yaml_data = parse_yaml(lzma.decompress(data).decode("utf-8-sig"))
if yaml_data["version"] < 2:
return "Old format cannot be uploaded (outdated .apbp)"
metadata = yaml_data["meta"]
slots.add(Slot(data=data,
player_name=metadata["player_name"],
player_id=metadata["player_id"],
game=yaml_data["game"]))
elif file.filename.endswith(".apmc"):
data = zfile.open(file, "r").read()
metadata = json.loads(base64.b64decode(data).decode("utf-8"))
slots.add(Slot(data=data, player_name=metadata["player_name"],
player_id=metadata["player_id"],
game="Minecraft"))
elif file.filename.endswith(".zip"):
# Factorio mods need a specific name or they do not function
_, seed_name, slot_id, slot_name = file.filename.rsplit("_", 1)[0].split("-", 3)
slots.add(Slot(data=zfile.open(file, "r").read(), player_name=slot_name,
player_id=int(slot_id[1:]), game="Factorio"))
elif file.filename.endswith(".apz5"):
# .apz5 must be named specifically since they don't contain any metadata
_, seed_name, slot_id, slot_name = file.filename.split('.')[0].split('_', 3)
slots.add(Slot(data=zfile.open(file, "r").read(), player_name=slot_name,
player_id=int(slot_id[1:]), game="Ocarina of Time"))
elif file.filename.endswith(".txt"):
spoiler = zfile.open(file, "r").read().decode("utf-8-sig")
elif file.filename.endswith(".archipelago"):
try:
multidata = zfile.open(file).read()
MultiServer.Context._decompress(multidata)
except:
flash("Could not load multidata. File may be corrupted or incompatible.")
else:
multidata = zfile.open(file).read()
if multidata:
flush() # commit slots
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=owner, meta=json.dumps(meta),
id=sid if sid else uuid.uuid4())
flush() # create seed
for slot in slots:
slot.seed = seed
return seed
else:
flash("No multidata was found in the zip file, which is required.")
@app.route('/uploads', methods=['GET', 'POST'])
def uploads():
if request.method == 'POST':
@@ -31,58 +93,12 @@ def uploads():
flash('No selected file')
elif file and allowed_file(file.filename):
if file.filename.endswith(".zip"):
slots = set()
spoiler = ""
multidata = None
with zipfile.ZipFile(file, 'r') as zfile:
infolist = zfile.infolist()
for file in infolist:
if file.filename.endswith(banned_zip_contents):
return "Uploaded data contained a rom file, which is likely to contain copyrighted material. Your file was deleted."
elif file.filename.endswith(".apbp"):
data = zfile.open(file, "r").read()
yaml_data = parse_yaml(lzma.decompress(data).decode("utf-8-sig"))
if yaml_data["version"] < 2:
return "Old format cannot be uploaded (outdated .apbp)", 500
metadata = yaml_data["meta"]
slots.add(Slot(data=data, player_name=metadata["player_name"],
player_id=metadata["player_id"],
game="A Link to the Past"))
elif file.filename.endswith(".apmc"):
data = zfile.open(file, "r").read()
metadata = json.loads(base64.b64decode(data).decode("utf-8"))
slots.add(Slot(data=data, player_name=metadata["player_name"],
player_id=metadata["player_id"],
game="Minecraft"))
elif file.filename.endswith(".zip"):
# Factorio mods needs a specific name or they do no function
_, seed_name, slot_id, slot_name = file.filename.rsplit("_", 1)[0].split("-")
slots.add(Slot(data=zfile.open(file, "r").read(), player_name=slot_name,
player_id=int(slot_id[1:]), game="Factorio"))
elif file.filename.endswith(".txt"):
spoiler = zfile.open(file, "r").read().decode("utf-8-sig")
elif file.filename.endswith(".archipelago"):
try:
multidata = zfile.open(file).read()
MultiServer.Context._decompress(multidata)
except:
flash("Could not load multidata. File may be corrupted or incompatible.")
else:
multidata = zfile.open(file).read()
if multidata:
flush() # commit slots
seed = Seed(multidata=multidata, spoiler=spoiler, slots=slots, owner=session["_id"])
flush() # create seed
for slot in slots:
slot.seed = seed
return redirect(url_for("viewSeed", seed=seed.id))
else:
flash("No multidata was found in the zip file, which is required.")
res = upload_zip_to_db(zfile)
if type(res) == str:
return res
elif res:
return redirect(url_for("viewSeed", seed=res.id))
else:
try:
multidata = file.read()
@@ -95,7 +111,7 @@ def uploads():
flush() # place into DB and generate ids
return redirect(url_for("viewSeed", seed=seed.id))
else:
flash("Not recognized file format. Awaiting a .multidata file.")
flash("Not recognized file format. Awaiting a .archipelago file or .zip containing one.")
return render_template("hostGame.html")

Binary file not shown.

View File

@@ -22,4 +22,21 @@
size_hint_y: None
height: self.minimum_height
orientation: 'vertical'
spacing: dp(3)
spacing: dp(3)
<ServerLabel>:
text: "Server:"
size_hint_x: None
<ContainerLayout>:
size_hint_x: 1
size_hint_y: 1
pos: (0, 0)
<ServerToolTip>:
size: self.texture_size
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
halign: "left"
canvas.before:
Color:
rgba: 0.2, 0.2, 0.2, 1
Rectangle:
size: self.size
pos: self.pos

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