Compare commits

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505 Commits
0.2.2 ... 0.3.1

Author SHA1 Message Date
Chris Wilson
07ff0f1026 [WebHost] Fix /user-content styles (#408) 2022-04-03 20:16:15 -04:00
Fabian Dill
a080288e3e Core: update version (#407) 2022-04-03 19:39:01 -04:00
Fabian Dill
71bd87f293 HK: don't flag maps as progression 2022-04-03 19:38:39 -04:00
Fabian Dill
574e2abba8 HK: write shop prices to spoiler log 2022-04-03 19:38:39 -04:00
Hussein Farran
cffa772801 Fix unit test and generation failures. Whoops. 2022-04-03 19:38:39 -04:00
Fabian Dill
66bd793306 HK: add item name groups 2022-04-03 19:38:39 -04:00
Hussein Farran
0eb37883ca Add docstrings to hollow knight YAML options. 2022-04-03 19:38:39 -04:00
Hussein Farran
356384ab05 Add Hollow Knight setup guide, game info, and to README 2022-04-03 19:38:39 -04:00
Fabian Dill
8c2c6877b6 HK: sort shop contents by cost 2022-04-03 19:38:39 -04:00
Fabian Dill
d1d40d8a60 HK: ignore relics logic
HK: write sets ordered, to reduce history changes
2022-04-03 19:38:39 -04:00
Fabian Dill
b026a0a372 HK: write charm costs to spoiler 2022-04-03 19:38:39 -04:00
Fabian Dill
73bcd0058a HK: force disabled options to actually be disabled 2022-04-03 19:38:39 -04:00
Fabian Dill
0cf396e5d6 HK: account for "Start" location in another place 2022-04-03 19:38:39 -04:00
Fabian Dill
1bc09d4292 make black sliver happy 2022-04-03 19:38:39 -04:00
Fabian Dill
97d0c51db1 HK: allow webgen 2022-04-03 19:38:39 -04:00
Fabian Dill
ed1c11267c Options: loudly crash if random text is not recognized, instead of de… (#401)
* Options: loudly crash if random text is not recognized, instead of defaulting to full "random"

* Update Options.py

Co-authored-by: Hussein Farran <hmfarran@gmail.com>

Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2022-04-03 19:37:57 -04:00
Fabian Dill
a3e1ac896f Generate: don't fail on marked utf-8 files (#399)
utf-8-sig will fallback to non-sig automatically
2022-04-03 15:55:46 -04:00
Zach Parks
37d9eb2752 Added filesafe player name function and updated generator functions in all worlds to use filesafe player name during output
Thanks Windows for your bad filesystem.
2022-04-03 20:45:44 +02:00
CaitSith2
05e267a0bd Prevent use of old collection clients without boss collection blocklist. (#406) 2022-04-03 14:45:06 -04:00
Fabian Dill
d1f0a29a02 OoT: fix patching deltas when run from another folder 2022-04-03 20:44:27 +02:00
Fabian Dill
fb2e780c56 LttP/SMZ3: some more file ending fixes (#393) 2022-04-03 13:42:18 -04:00
Fabian Dill
ba3257f850 ItemLinks: prevent attempts at cross-game (#402) 2022-04-03 13:09:05 -04:00
Fabian Dill
215d5e9adf AutoWorld: ensure WebWorld is instantiated, preventing an easy mistake. (#404) 2022-04-03 13:08:50 -04:00
black-sliver
5392b32d5c SoE: WebWorld theme and fix long standing bug (#397) 2022-04-03 04:48:43 +02:00
alwaysintreble
4dd0a75914 multiworld tracker: properly fix item link breaking tracker 2022-04-03 02:03:48 +02:00
CaitSith2
a2212002ae Link to the Past Block collection of bosses. (#395) 2022-04-03 01:39:28 +02:00
lordlou
91ccee3513 [SM] remote item back compat fix (#400) 2022-04-03 01:36:31 +02:00
black-sliver
2a593d5d0a CI: add windows build action
set setuptools to 60.x until the issue is resolved
change retention to 7 days
2022-04-02 04:49:42 +02:00
black-sliver
a93b3d79aa Minecraft fixes (#388) 2022-04-02 04:49:27 +02:00
black-sliver
938ab32cda CI: bigger unittest matrix 2022-04-02 00:17:53 +02:00
Jarno Westhof
6f5ab05345 [Docs] Added WebWorld Theme (#387) 2022-04-01 22:39:39 +02:00
Chris Wilson
95f8647f09 Added 50 items to ArchipIDLE (#385) 2022-04-01 10:04:42 -04:00
jonloveslegos
06c8caa3cc Fixed checksfinder client failing when getting an item before sending one, and fixed checksfinder client not appearing in the installer (#383) 2022-04-01 07:55:06 +02:00
Fabian Dill
d206a562df rename ChecksFinder folder (#380) 2022-04-01 01:17:46 -04:00
Fabian Dill
a0a290e481 Setup: fix OoT conditions for file page (#381) 2022-04-01 01:17:26 -04:00
Fabian Dill
266ff0c520 Setup: fix apparently forgotten file endings (#382)
I feel like I did this... mh.
2022-04-01 01:16:54 -04:00
Fabian Dill
931bf7da16 SMZ3: fix loading TextScript on systems that don't default to something utf-8 compatible (#384) 2022-04-01 01:14:20 -04:00
black-sliver
fe4a26d034 CI: add Generate.py tests
* allows ModuleUpdate to be run outside of local_dir
* adds windows-latest to the unittest matrix
2022-04-01 06:16:13 +02:00
Zach Parks
dca70a99ad Webhost - Update copyright year 2022-04-01 04:46:02 +02:00
Fabian Dill
1a24a73ccd add forgotten file (#378) 2022-03-31 22:14:51 -04:00
Fabian Dill
ae163319e0 More bug fixes 2022-04-01 03:54:30 +02:00
Fabian Dill
65864e273b Fix bugs 2022-04-01 03:54:30 +02:00
Fabian Dill
199b778d2b Bug Squashing 2022-04-01 03:54:30 +02:00
Fabian Dill
70e3c47120 Core: update version 2022-04-01 03:54:30 +02:00
Fabian Dill
eddc5d6524 Options: some more typing 2022-04-01 03:21:31 +02:00
strotlog
fae3068c25 Documentation: Add RetroArch emu to SNES games (#365)
* Documentation: Add RetroArch emu to SNES games

* Documentation: fix screenshot alt text
2022-03-31 18:09:13 -04:00
Fabian Dill
b9014b2a60 Setup: update cx-Freeze (#370) 2022-03-31 18:08:48 -04:00
Chris Wilson
6b07b6407c Add ArchipIDLE setup guide (#375) 2022-03-31 18:08:13 -04:00
black-sliver
a10b987f1c CI: add release action 2022-03-31 23:29:56 +02:00
Fabian Dill
1f16310797 Options: fix "toggle: random" always being True 2022-03-31 22:57:19 +02:00
Jarno Westhof
0fd59063d9 [Timespinner] Fixed typo 2022-03-31 22:16:23 +02:00
Jarno Westhof
aab477b874 Value is not actually a member of a Set package 2022-03-31 20:16:04 +02:00
black-sliver
098d939653 Generate: fix windows support (#368) 2022-03-31 08:22:01 +02:00
black-sliver
7d830362a7 Setup, Launcher, Linux Support (#359) 2022-03-31 05:08:15 +02:00
Fabian Dill
0db1660369 MultiServer: fix crash when hint_location hits a location that can exist, but did not exist in this multiworld. 2022-03-30 19:59:34 -07:00
strotlog
c471a70b35 Documentation: Fix order, title, and link to SMZ3 2022-03-31 04:57:52 +02:00
alwaysintreble
6aef6f2c11 Revert "increment data version since progression of items changed"
This reverts commit 2243686847.
2022-03-31 04:57:01 +02:00
alwaysintreble
000f0bf2f1 clean, concise method for flagging dio's as progression
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2022-03-31 04:57:01 +02:00
alwaysintreble
0f1c08b43a increment data version since progression of items changed 2022-03-31 04:57:01 +02:00
alwaysintreble
76ffb5cd53 fix event location and victory rules. 2022-03-31 04:57:01 +02:00
alwaysintreble
23d245d43c Update RoR2 logic to use event locations 2022-03-31 04:57:01 +02:00
Chris Wilson
aabc86fc01 ArchipIDLE "Improvements" (#366)
* Increase ArchipIDLE location count to 150

* Reduce location count per seed to 100. Game will now complete between 50 and 100 minutes.

* Add 50 more items to ArchipIDLE

* Update data_version to 2
2022-03-30 21:34:39 -04:00
Fabian Dill
cebd7fb545 Core: check for key-only once in sweep (#361) 2022-03-30 21:30:06 -04:00
Fabian Dill
8337689640 Options: more feedback on bad compares (#362) 2022-03-30 21:29:45 -04:00
Fabian Dill
0263130126 SM: fix Nothing type crash (#363) 2022-03-30 21:29:08 -04:00
jonloveslegos
c472d740ec fixed the checksfinder game info saying the wrong number 2022-03-29 09:19:13 +02:00
jonloveslegos
0fd244eee0 Added to the ChecksFinder docs 2022-03-29 09:19:13 +02:00
Chris Wilson
7dcb6f66da Website Style Upgrade (#353)
* [WebHost] Update WebHost to include modular themes system, remove unused and outdated assets

* Landing Page Updates

* Markdown updates, colors coming later

* Remove testing theme from FF1

* Color updates for markdown styles

* Updates to generated pages, so many updates

* [WebHost] Update WebHost to include modular themes system, remove unused and outdated assets

* Landing Page Updates

* Markdown updates, colors coming later

* Remove testing theme from FF1

* Color updates for markdown styles

* Updates to generated pages, so many updates

* Seed download page improvements

* Add styles to weighted-settings page

* Minor adjustments to styles

* Revert base theme to grass

* Add more items to ArchipIDLE

* [WebHost] Update WebHost to include modular themes system, remove unused and outdated assets

* Landing Page Updates

* Markdown updates, colors coming later

* Remove testing theme from FF1

* Color updates for markdown styles

* Updates to generated pages, so many updates

* Seed download page improvements

* [WebHost] Update WebHost to include modular themes system, remove unused and outdated assets

* Landing Page Updates

* Markdown updates, colors coming later

* Remove testing theme from FF1

* Color updates for markdown styles

* Updates to generated pages, so many updates

* Add styles to weighted-settings page

* Minor adjustments to styles

* Revert base theme to grass

* Add more items to ArchipIDLE

* Improve Archipidle item name

* [WebHost] Update background images, waiting on jungle.png, added partyTime theme

* [WebHost] Fix tab ordering on landing page, remove islands on screen scale, fix tutorial page width scaling

* [WebHost] Final touches to WebHost

* Improve get_world_theme function, add partyTime theme to ArchipIDLE WebWorld

* Remove sending_visible from AutoWorld

* AP Ocarina of Time Client (#352)

* Core: update jinja (#351)

* some typing and cleaning, mostly in Fill.py (#349)

* some typing and cleaning, mostly in Fill.py

* address missing Option types

* resolve a few TODOs discussed in pull request

* SM: Optimize a bit (#350)

* SM: Optimize a bit

* SM: init bosses only once

* New World Order (#355)

* Core: update jinja

* SM: Optimize a bit

* AutoWorld: import worlds in alphabetical order, to be predictable rather than arbitrary

Co-authored-by: Hussein Farran <hmfarran@gmail.com>

* Remove references to Z5Client in English OoT setup guide

* Prevent markdown code blocks from overflowing their container

Co-authored-by: espeon65536 <81029175+espeon65536@users.noreply.github.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2022-03-28 20:12:17 -04:00
Fabian Dill
14956d27bd Core: don't sweep excluded locations for accessibility check, as they are forbidden from having progression anyway. (#357) 2022-03-28 20:03:57 -04:00
Fabian Dill
420be2c44f New World Order (#355)
* Core: update jinja

* SM: Optimize a bit

* AutoWorld: import worlds in alphabetical order, to be predictable rather than arbitrary

Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2022-03-27 21:45:14 -04:00
Fabian Dill
3bb3a902b3 SM: Optimize a bit (#350)
* SM: Optimize a bit

* SM: init bosses only once
2022-03-27 19:50:58 -04:00
Doug Hoskisson
2b138ac940 some typing and cleaning, mostly in Fill.py (#349)
* some typing and cleaning, mostly in Fill.py

* address missing Option types

* resolve a few TODOs discussed in pull request
2022-03-27 19:47:47 -04:00
Fabian Dill
b6eeef1db6 Core: update jinja (#351) 2022-03-27 19:44:25 -04:00
espeon65536
469dda7d85 AP Ocarina of Time Client (#352) 2022-03-27 21:44:22 +02:00
Fabian Dill
3c2933d587 V6: fix area cost always referencing last area cost, instead of current index (#348)
* V6: fix area cost always referencing last area cost, instead of current index
* V6: autoformat Rules.py
* V6: correct a location name for rule application
2022-03-26 10:16:28 +01:00
Alchav
3b128c8512 SM - Option to remove empty locations (#323) 2022-03-26 07:26:55 +01:00
lordlou
fb1be7b003 [SM] min client version change (#347) 2022-03-26 02:36:13 +01:00
lordlou
e0aa52ed27 [SMZ3] player count fix (#346) 2022-03-26 02:35:55 +01:00
Fabian Dill
64ac619b46 Core: use assert correctly (#345)
Core: add some more types to State and add count() method
2022-03-25 20:12:54 -04:00
Fabian Dill
902472be32 Core: fix place_locked_item not setting location back-reference (#344) 2022-03-25 17:57:00 -04:00
Fabian Dill
cb024b00d9 Fill: don't crash before debug output in case of unfilled locations (#342) 2022-03-24 12:47:20 -04:00
Fabian Dill
75de616465 Core: remove sending_visible (#339)
* Core: remove sending_visible
Only used by Factorio and that use predates start_location_hints, which works perfectly fine for this purpose.

* Factorio: minor cleanup
2022-03-24 12:15:52 -04:00
Fabian Dill
c12d8e2f46 WebHost: remove duplicate file ending dot (#343) 2022-03-24 12:03:05 -04:00
strotlog
d8087660e6 SM: remove SNIClient read of duplicative ROM name (#340) 2022-03-24 11:40:02 -04:00
alwaysintreble
87a8e6e20c Documentation: minor updates (#320)
* documentation: add links to other guides in adding games.md

* documentation: add webworld to api.md

* documentation: point people to docs folder and discord for help with adding games

* tutorial: go a bit more in depth on downloading a template yaml

* Make Ijwu happy

* point to baseclasses.py in api.md and reformat links a bit
2022-03-24 09:21:08 -04:00
black-sliver
b599a7607d SoE: mark traps as being traps 2022-03-24 01:49:45 +01:00
black-sliver
a6b22d1f41 Doc: rewrite patch section (#336)
this gets rid of a lot of information that is not required
and somewhat adds best practice to it
2022-03-23 19:47:27 -04:00
Fabian Dill
8e59761b03 BaseClasses: more type annotations (#337) 2022-03-23 19:46:26 -04:00
Jarno Westhof
8599506497 [Docs] Datastorage (#333) 2022-03-23 22:20:55 +01:00
Fabian Dill
e4ab10fe92 MultiServer: try to import tkinter, then provide some feedback (#329)
* MultiServer: try to import tkinter, then provide some feedback

TK may not be installed alongside python on some systems, like minimal linux installations.

* specify tkinter package

Co-authored-by: Hussein Farran <hmfarran@gmail.com>

Co-authored-by: Hussein Farran <hmfarran@gmail.com>
2022-03-23 08:53:35 -04:00
Fabian Dill
171c297d1b Options: implement additional assert checking for duplicate option ID (#332)
Options: change "random" prevention to assert, so it doesn't get checked in compiled version, as it's a source-code-time issue.
2022-03-22 21:28:15 -04:00
black-sliver
5eccb0ed49 api.md: clarify get_required_client_version (#334) 2022-03-22 21:22:58 -04:00
black-sliver
f326de2686 SoE: require client 0.2.6
Require latest https://github.com/black-sliver/ap-soeclient/
currently hosted on evermizer.com/apclient.beta
2022-03-23 02:21:47 +01:00
black-sliver
2ca6b7f929 SoE: add traps and death link 2022-03-23 02:21:47 +01:00
black-sliver
79afae17e7 SoE: add item groups 2022-03-23 02:21:47 +01:00
black-sliver
cb4d9dc365 SoE: some cleanup 2022-03-23 02:21:47 +01:00
jonloveslegos
4bf8b98681 Added my game made specifically for AP, ChecksFinder (Minesweeper) (#302) 2022-03-22 23:30:10 +01:00
Fabian Dill
7f1371ec00 SNIClient: provide example full connect command when required and some pep8 (#330) 2022-03-22 14:13:04 -04:00
espeon65536
cb3db8ae16 ALttP: fix ROM crash when loading mail/shield overflow sprite in hard/expert 2022-03-22 18:59:47 +01:00
Fabian Dill
cf2e37f92d Options: sort values when displaying OptionSet (#326) 2022-03-22 10:25:34 -04:00
Fabian Dill
92319b0e31 Options: implement item name groups for item sets options (#325)
* Options: implement item name groups for item sets options

* Options: update outdated comments; verify is done by the verify mixin parent class nowadays
2022-03-21 15:49:54 -04:00
Fabian Dill
d4ff653937 Clients: change scouted locations_info to full NetworkItem (#324) 2022-03-21 10:26:38 -04:00
lordlou
7df12930ef [SM] Add support for Remote Items (#317) 2022-03-21 05:34:47 +01:00
lordlou
9ba70951d5 [SMZ3] tutorial (#322) 2022-03-20 16:12:53 +01:00
espeon65536
2d25369d06 Core: fix division by zero in case of spectator slot 2022-03-20 16:08:22 +01:00
Alchav
affcaf1c02 ItemLink - ensure no extra fillers are created (#316) 2022-03-20 16:07:51 +01:00
Fabian Dill
7e314c0d7a Multidata: don't include start inventory events in sendable items (#319) 2022-03-18 13:19:21 -04:00
Fabian Dill
1266ca314c Options: some display name renames that were missed (#318) 2022-03-18 13:17:19 -04:00
Fabian Dill
7394598aff Patch: update to version 4 (#312) 2022-03-18 04:53:09 +01:00
Felix R
b02a710bc5 Add Meritous (#278) 2022-03-18 04:30:47 +01:00
Fabian Dill
ce6966a823 WebHost: update modules (#314) 2022-03-16 08:53:11 -04:00
Alchav
689183edc0 [RL] Specify list of available classes (#262) 2022-03-16 02:31:14 +01:00
Hussein Farran
43113c7844 Merge pull request #308 from ArchipelagoMW/quick-recipe
Quick recipe
2022-03-15 13:19:34 -04:00
Hussein Farran
fb8879a919 Merge pull request #307 from ArchipelagoMW/energy-bridge
Factorio: increase cost of Energy Bridge
2022-03-15 13:18:52 -04:00
Hussein Farran
136b9f9138 Merge pull request #309 from ArchipelagoMW/update-requirements
Requirements: update modules and move bsdiff4 to be a common module
2022-03-15 13:17:17 -04:00
Hussein Farran
eea326561e Merge pull request #310 from ArchipelagoMW/lttp-client-version
LttP: update required client version as behaviour changes were introd…
2022-03-15 13:16:30 -04:00
Fabian Dill
e3781c68be Requirements: update modules and move bsdiff4 to be a common module 2022-03-15 14:17:03 +01:00
Fabian Dill
d2927dc68f LttP: update required client version as behaviour changes were introduced with location check writes to savegame 2022-03-15 14:07:32 +01:00
Fabian Dill
ca95d47127 Factorio: improve generation speed of make_quick_recipe slightly 2022-03-15 14:02:05 +01:00
Fabian Dill
a5a0c94a2c Factorio: increase cost of Energy Bridge 2022-03-15 14:01:15 +01:00
lordlou
cfa49ee757 Add SMZ3 support (#270) 2022-03-15 13:55:57 +01:00
jtoyoda
8921baecd0 Adding in support for bizhawk 2.8 2022-03-14 23:29:02 +01:00
Fabian Dill
8b78477c69 WebHost: order guides by alphabet 2022-03-14 21:30:18 +01:00
Fabian Dill
14633724f2 MultiServer: don't count groups as players in status message 2022-03-14 20:31:57 +01:00
Fabian Dill
8d3ea9c50f Factorio: write Group names to mod 2022-03-14 20:26:16 +01:00
Fabian Dill
32a58b1adb Progression Balancing: fix ItemLinks and Spectator interactions 2022-03-14 20:10:49 +01:00
Fabian Dill
f01a31ce56 Factorio: add recipe for energy bridge 2022-03-14 19:40:35 +01:00
Chris Wilson
3f69c3a2ab Merge pull request #304 from LegendaryLinux/webhost-archipidle
[WebHost] Add docblock and FAQ pages for ArchipIDLE
2022-03-13 23:52:32 -04:00
Chris Wilson
e0f3d6d0d7 [WebHost] Add docblock and FAQ pages for ArchipIDLE 2022-03-13 23:44:30 -04:00
Chris Wilson
a8f148acac Merge pull request #303 from LegendaryLinux/archipidle
Fix generation issues with ArchipIDLE
2022-03-13 23:17:48 -04:00
Chris Wilson
0c57af40dc [ArchipIDLE] Rename locations to indicate the time required to wait 2022-03-13 22:56:46 -04:00
Chris Wilson
0714be6b73 [ArchipIDLE] Prevent overwriting global item pool 2022-03-13 20:44:08 -04:00
Chris Wilson
b5ce6f0bb0 [ArchipIDLE] Fix inefficiency caused by indentation error 2022-03-13 20:42:20 -04:00
Chris Wilson
67d59067eb [ArchipIDLE] Use shuffled item_table during generation 2022-03-13 20:39:13 -04:00
Chris Wilson
f1984a103d [ArchipIDLE] Set only 20 items as progressive 2022-03-13 15:31:27 -04:00
Chris Wilson
41fd7a8a56 Fixed failing tests 2022-03-13 14:37:56 -04:00
Chris Wilson
14ac139d03 Added world for ArchipIDLE 2022-03-13 04:04:12 -04:00
Yussur Mustafa Oraji
97b1ae5ee9 v6,sm64ex: Add support for offline singeplayer seeds (#301) 2022-03-12 22:05:54 +01:00
espeon65536
15e0763ed5 Update progression balancing algorithm (#300)
* New progression balancing algo: computes based on percentage of locations available rather than absolute number of locations
2022-03-12 22:05:03 +01:00
CaitSith2
3ce5d14210 changes
* Fix bug in overworld collected item checks.
* Don't mark checks as checked on the same cycle that its written just in case write fails for some reason. It will be later confirmed by a successful read of the newly written value on a future cycle.
2022-03-07 17:32:28 -08:00
CaitSith2
2c884e2ca5 Mark LttP items as collected in game if item is not owned by player. 2022-03-07 14:10:07 -08:00
CaitSith2
c204fb9b14 Fix LocationInfo packet handling. 2022-03-07 11:21:29 -08:00
Fabian Dill
69721d2d04 MultiServer: remove no longer needed value check from Set packet 2022-03-04 22:48:27 +01:00
Fabian Dill
73b14d3826 Factorio: rename "data" to "keys" to make EnergyLink work 2022-03-04 21:41:07 +01:00
Fabian Dill
7ca6f24e6c MultiServer: allow multiple, ordered operations
MultiServer: rename "data" on Get, Retrieved and SetNotify to "keys"
MultiServer: add some more operators
SniClient: some pep8 cleanup
2022-03-04 21:36:18 +01:00
lordlou
2c3e3f0d43 Sm/slot data (#299) 2022-03-02 19:41:03 +01:00
Alchav
3b68c6902c Save game options with server save data (#294) 2022-03-02 00:39:58 +01:00
espeon65536
c5926fcf2b OoT: rename all option displayname to display_name 2022-03-02 00:38:24 +01:00
lordlou
e6546eea85 Sm/slot data (#298)
for trackers
2022-03-02 00:37:52 +01:00
lordlou
892357cc2c Sm/item link support (#297) 2022-03-02 00:37:11 +01:00
CaitSith2
7c6fb26eb7 Filter new line characters from connect bar text input. 2022-02-28 18:25:07 -08:00
Fabian Dill
491530ad60 LttP: fix reveal bytes for Mysery Mire Prize 2022-02-24 23:43:33 +01:00
Fabian Dill
6667c1f03d Factorio: set parenthesis correctly 2022-02-24 22:50:51 +01:00
Fabian Dill
e985fc41ce Factorio: make EnergyLink an option 2022-02-24 22:40:16 +01:00
CaitSith2
508eb04e94 Tweak energy bridge values
ENERGY_INCREMENT now set dynamically by whatever the ap-energy-bridge buffer capacity ends up being.
2022-02-24 13:16:18 -08:00
Fabian Dill
68e9368bb3 EnergyLink: cleanup the second 2022-02-24 06:17:51 +01:00
CaitSith2
db152e6790 Fix deathlink killing the game watcher on startup. 2022-02-23 21:13:17 -08:00
Fabian Dill
6bf2f5611a EnergyLink: lots of cleanup 2022-02-24 04:47:01 +01:00
CaitSith2
11a13967d5 Report precisely what item link is invalid instead of ALL of them. 2022-02-23 16:21:53 -08:00
Fabian Dill
05fe423ef1 Factorio: implement EnergyLink 2022-02-24 00:51:31 +01:00
CaitSith2
6e0165986f Move duplicate name item link check to verify. 2022-02-23 15:17:24 -08:00
t3hf1gm3nt
f167e11905 Update ALttP in-game hints (#289) 2022-02-23 19:29:37 +01:00
Jarno Westhof
727cae902a [Subnautica] I guess someone had todo it 2022-02-23 19:26:17 +01:00
Fabian Dill
f38f9a47da Webhost: support groups without loading multidata on every /room request 2022-02-23 19:16:45 +01:00
CaitSith2
7708d3d157 Don't list item_link on neither trackers nor main patch download page. 2022-02-23 01:51:49 -08:00
Fabian Dill
4c64c5ad05 Spectator: fix data type 2022-02-23 04:02:11 +01:00
Fabian Dill
534ce179ec MultiServer: fix sending items_handling warning 2022-02-23 03:35:24 +01:00
espeon65536
1b73bacde1 Minecraft: add death_link attr to test world 2022-02-23 02:44:47 +01:00
espeon65536
a13ad32ec5 Minecraft: save some memory with static rules on Locations 2022-02-23 02:44:47 +01:00
espeon65536
13a6c86077 Minecraft: require bed for can_adventure if death link is on by default 2022-02-23 02:44:47 +01:00
espeon65536
5fc1b760f4 Minecraft: only add egg shards to the pool if at least 1 is required 2022-02-23 02:44:47 +01:00
jtoyoda
a6d78d9af7 Adding in the ability to disable messages in the client 2022-02-23 02:44:27 +01:00
CaitSith2
48669e96d1 Remove players from item_link pool if they don't contribute any items to the pool. 2022-02-22 16:35:41 -08:00
CaitSith2
071161176e Deny same item_link name from same player. Also report which player caused the item_link errors. 2022-02-22 16:32:37 -08:00
CaitSith2
f046d76c59 make sure starting location hints also apply to all applicable item_link players. 2022-02-22 12:49:43 -08:00
Fabian Dill
53ab224fba MultiServer: rip Store, Modify -> Set, Retrieve -> Get, Modified -> SetReply, ModifyNotify -> SetNotify 2022-02-22 12:17:21 +01:00
Fabian Dill
5faf1f27de MultiServer: add network commands Store, Retrieve, Modify and ModifyNotify 2022-02-22 11:48:08 +01:00
Fabian Dill
f38b970ea2 ItemLinks: hopefully fix remaining generation issues 2022-02-22 10:14:26 +01:00
Fabian Dill
5dbccfcbbd ItemLinks: fix all_state not collecting event locations 2022-02-22 09:49:01 +01:00
CaitSith2
de5249f99e start_hints now work for items in item_link pools. 2022-02-21 15:33:39 -08:00
CaitSith2
420320f896 Fix item_links not even rolling 2022-02-21 14:59:01 -08:00
Hussein Farran
06ac2d1805 Merge pull request #290 from N00byKing/patch-1
sm64ex: Documentation Updates
2022-02-21 11:35:14 -05:00
jtoyoda
cdc0b7a649 Fixing unit tests for FFR by excluding tests that use Default settings as FFR logic is controlled by the original randomizer 2022-02-21 00:01:27 +01:00
jtoyoda
6c7be51221 Adding in check to ensure there is at least one item in the FFR item pool 2022-02-21 00:01:27 +01:00
Fabian Dill
1159137c0d FF1: set up special settings page (remote website) 2022-02-20 21:54:00 +01:00
Fabian Dill
a98cb040b7 Core: Region type hints and some init optimization 2022-02-20 19:19:56 +01:00
Fabian Dill
170213e6d4 Core: reduce memory use of "Entrance" class
SM64: reduce count of lambda creations (memory/cpu speedup)
2022-02-20 19:10:08 +01:00
Yussur Mustafa Oraji
129c6d2d1e sm64ex: Documentation Updates 2022-02-20 12:41:16 +01:00
Fabian Dill
ad75ee8c50 Multiserver: warn about missing items_handling 2022-02-20 04:17:27 +01:00
Fabian Dill
e94b99da65 SNIClient: make address optional for multi-snes 2022-02-20 04:17:27 +01:00
CaitSith2
4f47709d32 Add entrance info to start hints. 2022-02-19 10:52:05 -08:00
Fabian Dill
71ea8d7148 Multiserver: provide compat for 0.2.3 and somewhat older multidata 2022-02-19 17:50:56 +01:00
Fabian Dill
919223cd2f Super Metroid: fix start_inventory 2022-02-19 17:43:16 +01:00
CaitSith2
fd8cace362 Reworked hints for item_link 2022-02-18 13:03:55 -08:00
Fabian Dill
18d937d83e Core: shuffle around AutoWorld imports 2022-02-18 20:29:44 +01:00
Yussur Mustafa Oraji
1d19868119 v6: Update NPC Trinket Rule 2022-02-18 19:32:36 +01:00
Fabian Dill
840e634161 update docs with NetworkSlot and create_as_hint 2022-02-18 18:54:26 +01:00
Fabian Dill
731eef8c2f bump version 2022-02-18 17:58:45 +01:00
CaitSith2
135ee018a9 update Copyright 2022-02-17 19:03:11 -08:00
Fabian Dill
7633392eea update Copyright 2022-02-17 08:21:26 +01:00
Fabian Dill
daea0f3e5e Core: provide a way to add to CollectionState init and copy
SM: use that way
OoT: use that way
2022-02-17 07:07:34 +01:00
Fabian Dill
c525c80b49 ItemLinks: move item links to events, mess up their logic in doing so and lock them behind plando option "item_links" until they're fixed. 2022-02-17 06:07:20 +01:00
N00byKing
311fb04647 sm64ex: Add option for Bob-omb Buddy Checks 2022-02-16 19:46:28 +01:00
Hussein Farran
219bd9c10e Merge pull request #285 from JarnoWesthof/add_reference_to_cpp_lib
[Docs] Added reference to the cpp lib
2022-02-16 09:01:00 -05:00
Jarno Westhof
6d704eadd7 [Docs] Added reference to the cpp lib 2022-02-16 13:05:47 +01:00
Hussein Farran
32da1993e1 Merge pull request #283 from alwaysintreble/tutorials
Tutorials: Clean up plando guide a bit; explain datapackage page. Add…
2022-02-15 15:58:03 -05:00
alwaysintreble
d4cad980e5 Tutorials: remove /api 2022-02-15 14:17:17 -06:00
Fabian Dill
53340ab22c Core: remove legacy "dynamic_regions", as all regions are now dynamic 2022-02-15 06:29:57 +01:00
alwaysintreble
2d3767a35c Tutorials: Clean up plando guide a bit; explain datapackage page. Add link to the weighted settings page in advanced tutorial. 2022-02-14 17:21:19 -06:00
Fabian Dill
aaa9bc906e WebHost: update dependencies 2022-02-14 21:37:50 +01:00
N00byKing
7503317d49 sm64ex: Add DeathLink Support 2022-02-14 16:37:49 +01:00
Fabian Dill
3fc93a33c8 WebHost: check for duplicate names
Generate: use Counter for duplicate names to make finding the dupes easier
2022-02-14 04:58:21 +01:00
Fabian Dill
d7d1d54a0b Core: generalize pre_fill item pool handling 2022-02-13 23:02:18 +01:00
Fabian Dill
34b9344084 ItemLink; correct validation to allow for None replacement item 2022-02-13 20:19:17 +01:00
espeon65536
779f3a8a61 OoT: regions are not barren if they contain never-exclude items 2022-02-12 17:29:06 +01:00
espeon65536
8c1690ef65 OoT: invert logic of previous commit 2022-02-12 17:29:06 +01:00
espeon65536
85f32d9a97 OoT: make Farore's Wind a never-exclude item if the relevant trick is off 2022-02-12 17:29:06 +01:00
espeon65536
54c7ec5873 OoT: ice traps have the trap attribute 2022-02-12 17:29:06 +01:00
espeon65536
8d260708d3 OoT: ER fixes
Don't allow beatable only to influence priority placements
Shuffle spawns after warp songs to prevent spawn points going to Desert Colossus
Prevent child spawn from priority placing at Colossus if overworld ER is off
2022-02-12 17:29:06 +01:00
espeon65536
f8009e4b84 OoT: certain ER options convert closed forest into closed deku + child start 2022-02-12 17:29:06 +01:00
Alchav
a2260ee6b2 [SM] Fix "No Energy" bugs 2022-02-12 17:28:23 +01:00
Bondo
6193eafb7b Update Text.py (#274)
Changed the Houlihan hint tile to list the winner of the SGLive 2021 tournament in similar style to alttp tournament winners.
2022-02-12 03:01:41 +01:00
black-sliver
a4eea3325f Document id range for items and locations 2022-02-12 03:00:09 +01:00
Jarno Westhof
b93e61b758 [Timnespinner] Implemented get_filler_item_name 2022-02-09 21:08:07 +01:00
Fabian Dill
14448ad97e Multidata: allow SoE/SM/LttP to connect via player name for use in Tracker/Text clients 2022-02-09 21:06:50 +01:00
Yussur Mustafa Oraji
3d17f0d588 sm64ex: Add Course Randomizer and Progressive Keys (#256) 2022-02-09 20:57:38 +01:00
CaitSith2
ee5ea09cbc Add an autofill !hint_location for clicking on a Missing: line, when user uses !missing. 2022-02-08 14:29:24 -08:00
Fabian Dill
aac8ca97ed Core: define unreachables as set 2022-02-07 00:26:44 +01:00
Fabian Dill
e4d6da47a4 LttP: fix rom writing crash because I accidentally defaulted to pep8 naming 2022-02-06 21:44:19 +01:00
Fabian Dill
9f7dbb394e LttP: convert overflow progressive items into highest-allowed-tier of non-progressive item 2022-02-06 20:11:40 +01:00
Fabian Dill
f98063b97a Options: move name verification into class methods, out of Generate.py 2022-02-06 16:37:21 +01:00
black-sliver
ed607bdc37 Fix wrong message when loading apsave
from doubling received_items that happened when moving from world-based to client-based remote_items
2022-02-06 12:28:46 +01:00
N00byKing
a3c3e4cbd4 v6: Add Area Cost Shuffle 2022-02-05 20:24:42 +01:00
ScootyPuffJr1
bffb8a034e [SM]Update Options.py (#268)
* [SM] Update Options.py
2022-02-05 20:23:17 +01:00
Fabian Dill
8242d4fe92 ItemLink: fix wrong variable use 2022-02-05 20:15:56 +01:00
Fabian Dill
279b682ac2 ItemLink: hopefully fix coop functionality 2022-02-05 17:35:12 +01:00
Fabian Dill
43ff476d98 AutoWorld: add "Everything" item_name_group to all worlds 2022-02-05 16:55:11 +01:00
Fabian Dill
28201a6c38 Core: implement first version of ItemLinks 2022-02-05 15:49:19 +01:00
N00byKing
6923800081 v6: Music Randomizer 2022-02-04 23:04:05 +01:00
Jarno Westhof
700b83572e [Timespinner] Added new shop options (#264)
* [Timespinner] Added new shop options
2022-02-04 21:53:47 +01:00
Fabian Dill
6e53cb2deb V6: some cleanup 2022-02-04 21:34:39 +01:00
Yussur Mustafa Oraji
8e04182b3f v6: Add Area Randomizer (#249)
* v6: Add Area Randomizer
2022-02-04 21:22:26 +01:00
Jarno Westhof
9fd6d1b81f [Server] Broadcast hint_cost and location_check_points update changes via RoomUpdate 2022-02-03 13:09:59 +01:00
Fabian Dill
60379d9ae6 LttP: when generating hint tiles, no longer consider Single Arrow as useful, but do consider all varieties of Bow. Additionally, don't create hints for Universal Small Keys 2022-02-03 10:41:31 +01:00
black-sliver
29ba1d4809 Doc: change displayname to display_name in api.md 2022-02-02 23:38:00 +01:00
Fabian Dill
dc4b064c73 Options: change displayname to display_name 2022-02-02 16:29:29 +01:00
Fabian Dill
0f20888563 Options: allow yaml access to Priority Locations 2022-02-01 16:36:14 +01:00
Brad Humphrey
2361f8f9d3 Use logic when placing non-excluded items 2022-02-01 16:35:18 +01:00
Chris Wilson
feba54d5d2 Fix filename for Super Mario 64 info page 2022-01-31 18:39:17 -05:00
Brad Humphrey
3cecab25c7 Add unplaced_items into the fill sweep 2022-01-31 19:17:06 +01:00
Brad Humphrey
814851ba60 Don't require every item to fill 2022-01-31 19:17:06 +01:00
Fabian Dill
6333cc3bea Server: optimize send_multiple 2022-01-31 19:05:00 +01:00
N00byKing
00bf9c569a Add send_multiple command 2022-01-31 18:56:46 +01:00
Jarno
6def1bce25 [Docs] Made LocationInfoPacket more specific 2022-01-31 18:55:20 +01:00
Jarno Westhof
3ab5c90d7c [Docs] updated description on player property of NetworkItem 2022-01-31 18:55:20 +01:00
N00byKing
0507d6923e sm64ex: Add Option to limit stars, replace with junk 2022-01-31 18:54:54 +01:00
N00byKing
e85baa8068 sm64ex: Link to release page 2022-01-31 10:57:57 +01:00
N00byKing
cbed5a0c14 sm64ex,v6: Add Note regarding spaces in arguments 2022-01-31 10:57:43 +01:00
Fabian Dill
e0628ec6c9 WebHost: correct some texts 2022-01-31 10:11:39 +01:00
Chris Wilson
82637ff072 [WebHost] Add version notice to /generate and /uploads 2022-01-30 20:06:03 -05:00
Chris Wilson
a95a18a8b5 [WebHost] weighted-settings: Add cursor hover to user-message 2022-01-30 16:53:53 -05:00
Chris Wilson
d36637ed13 Fix a bug causing the /weighted-settings page to fail to detect a change in the source JSON file 2022-01-30 16:50:04 -05:00
N00byKing
dd5e5dcda7 v6: Add missing info regarding Server Port 2022-01-30 18:49:39 +01:00
Jarno Westhof
0ff7fe8479 [Generation] Fixed creation of new Slot-Info 2022-01-30 17:09:10 +01:00
Fabian Dill
8c638bcfd8 Server: allow LocationScouts to create free hints 2022-01-30 14:14:49 +01:00
Fabian Dill
0bd252e7f5 Server: add slot_info key to Connected 2022-01-30 13:57:12 +01:00
Jarno Westhof
ddd3073132 [Docs] Fixed typo 2022-01-30 13:52:51 +01:00
N00byKing
1788422abc v6: Link to release instead of actions 2022-01-30 10:58:48 +01:00
Fabian Dill
6210630ce2 Core: increment version 2022-01-30 03:45:21 +01:00
Fabian Dill
e5af7d11cc Tests: add ID range checks 2022-01-29 16:10:42 +01:00
Fabian Dill
5777808aa9 git: cleanup gitignore, as a bunch of files/folders no longer exist in AP 2022-01-29 15:39:14 +01:00
Fabian Dill
a97e6833a3 LttP: point guide to snes9x rr which is open source, rather than someone's google drive 2022-01-29 15:38:26 +01:00
Chris Wilson
79408ba0c4 Add *.nes to .gitignore 2022-01-29 00:15:24 -05:00
Fabian Dill
25dd89ed17 MultiServer: delete unused function 2022-01-28 09:29:29 +01:00
Brad Humphrey
dd61d0d395 Don't swap items that reduce access (#247) 2022-01-28 05:40:08 +01:00
Brad Humphrey
65a92746d1 Sort before distribute to preserve seed integrity 2022-01-28 05:39:34 +01:00
N00byKing
695e87689c sm64ex: More name changes 2022-01-28 05:38:41 +01:00
Hussein Farran
8997e786da Merge pull request #242 from N00byKing/patch-2
sm64ex: Clarify Instructions
2022-01-27 13:36:18 -05:00
Fabian Dill
239f1afbbd SM64: increment data version to trigger new names to be downloaded to clients 2022-01-27 15:36:14 +01:00
N00byKing
df09b5baac sm64ex: Rename some Items and Locations according to feedback 2022-01-27 15:35:28 +01:00
Yussur Mustafa Oraji
de4aa78fd6 sm64ex: Clarify Instructions 2022-01-27 14:42:49 +01:00
Zach Parks
8175d4c31f Rogue Legacy: Update world definition for 0.8 changes. (#236)
"
Here's a list of compiled changes for the next major release of the Rogue Legacy Randomizer.

Ability to toggle (or randomize) whether you fight vanilla bosses or challenge bosses.
Ability to change Architect settings (start with unlocked, normal, or disabled)
Ability to adjust Architect's fees.
Ability to combine chests or fairy chests into a single pool, similar to Risk of Rain 2's implementation.
Ability to change blueprints acquirement to being progressive instead of random.
Added additional classes that the player can start with and removed all other classes unlocked except for starting class. You must find them!
Ability to tweak the item pool amounts for stat ups.
Ability to define additional character names.
Ability to get a new diary check every time you enter a newly generated castle.
"
2022-01-26 23:35:56 +01:00
Jarno Westhof
2694bd37ea [Docs] Extended info about bounced packets 2022-01-26 23:29:18 +01:00
N00byKing
954d2e64ef v6: Mitigate Generation Problems 2022-01-26 23:28:03 +01:00
CaitSith2
c2be70b61d Death Link during a crystal/pendant cutscene no longer softlocks while connected. 2022-01-26 07:54:09 -08:00
alwaysintreble
d701a7b04e LTTP: update playerSettings.yaml 2022-01-26 10:02:40 +01:00
Chris Wilson
2925aa6261 Fix incorrect game reference. 2022-01-25 22:03:28 -05:00
Chris Wilson
4ebd43104c Include mention of SNC in Super Metroid setup guide 2022-01-25 21:56:31 -05:00
Hussein Farran
2ebe8d0ed4 Increment RoR2 Data Version 2022-01-25 13:00:11 -05:00
Hussein Farran
b26bce8fde Merge pull request #228 from Mathx2/main
Increase Location count and Item pool count
2022-01-25 10:50:21 -05:00
N00byKing
dc31ee4f7e sm64ex: Note incompatibility with spaces in path 2022-01-25 09:51:25 +01:00
Fabian Dill
1b3b0f199d Generate: improve duplicate key feedback by providing duplicate text, line and column 2022-01-25 04:20:08 +01:00
Fabian Dill
0800cfccb6 CommonClient: fix color related crashes in --nogui mode 2022-01-25 02:25:20 +01:00
Chris Wilson
ea0ff6cbf7 [WebHost] Fix /templates page referencing the wrong directory 2022-01-24 19:11:44 -05:00
Mathx2
341fefda01 Convert revives to a percent of total locations 2022-01-24 14:43:42 -08:00
Mathx2
8550c071a2 Revert Max revives
Set the max revives back to 10 and start to convert it to a percentage of the total locations instead of a static value.
2022-01-24 14:40:51 -08:00
CaitSith2
6b1c555d38 Fix inconsistency in parameter name now that !hint only hints items, not locations. 2022-01-23 22:09:06 -08:00
Brad Humphrey
64ce90d5ca Don't add more locations to the priority fill pool 2022-01-24 06:48:59 +01:00
Fabian Dill
415526d23e Fill: remove warning loggers that confused people 2022-01-24 04:50:49 +01:00
Mathx2
b2ebb65c26 Set Max Weights back to 100
Increasing max weight to 500 for fine tuning was overkill.
Max Locations still set to 500
Max Revives still set to 10% of Max Locations
2022-01-23 16:13:07 -08:00
Fabian Dill
7a7e3544cf Fill: log per-player item and location counts in case of mismatch. 2022-01-24 00:18:00 +01:00
Fabian Dill
9fbc7470c1 Clients: fix incorrect log entry height, by overriding correct height every 30 milliseconds 2022-01-23 23:31:49 +01:00
Yussur Mustafa Oraji
056b38fd2a sm64ex: Remove placeholder text 2022-01-23 21:47:26 +01:00
Yussur Mustafa Oraji
23211dd1ee Add Super Mario 64 (PC Port) to Archipelago (#207)
* Add Super Mario 64
2022-01-23 21:34:30 +01:00
Grrmo
b4ad0ebf52 Created new region for kitty boss (#233)
* Added own region for kitty boss

Kitty boss had the same access restriction as upper lake desolation, which is wrong.
2022-01-23 21:26:32 +01:00
N00byKing
0ee6dd3f77 V6: Raise DoorCost Max to 5 2022-01-23 21:24:46 +01:00
N00byKing
70a422d354 V6: Fix broken Generation for Location "V" 2022-01-23 21:24:46 +01:00
Yussur Mustafa Oraji
9d7975ce33 Update Rules.py 2022-01-23 21:24:46 +01:00
Mathx2
9b5a1bedc0 Increase amount of items allowed in the pool
Multiplied max for all items and revives by 5
2022-01-22 22:52:02 -08:00
Mathx2
1518168843 Increase max number of locations
Updated from 100 to 500
2022-01-22 22:48:20 -08:00
black-sliver
f0cfe30a36 Move remote_items and _start_inventory from world to client (#227) 2022-01-23 06:38:46 +01:00
Alchav
219bcb3521 Item Plando updates (#226)
* Item Plando updates

Add True option for item count to place the number of that item that is in the item pool.
Prioritize plando blocks by location count minus item count, so that the least flexible blocks are handled first to increase likelihood of success.
True and False for Force option are coming in as bools instead of strings, so that had to be accounted for.
Several other bug fixes.
2022-01-22 21:03:13 +01:00
Fabian Dill
c7e87bc16a Setup: add setup specific requirements 2022-01-22 20:35:30 +01:00
Fabian Dill
66c15c8639 fix MultiTracker 2022-01-22 05:19:33 +01:00
Brad Humphrey
00ccecac9c Allow fill_hook to remove things from the pool 2022-01-22 04:40:24 +01:00
black-sliver
102c1fecb6 SoE: allow start_inventory 2022-01-22 04:37:48 +01:00
black-sliver
9d4d92167a SoE: place Wings in Halls NE to avoid softlock 2022-01-22 04:37:48 +01:00
black-sliver
e7fde3bacb SoE: Update to pyevermizer v0.41.0
* invers meaning of two flags
* fixes some softlocks
* see see https://github.com/black-sliver/pyevermizer/releases/tag/v0.41.0
2022-01-22 04:37:48 +01:00
Chris Wilson
c0fe9c179c Add LICENSE files to directories containing assets owned by Archipelago 2022-01-21 22:17:29 -05:00
Jarno Westhof
929c684977 [Bug] fixed collect 2022-01-21 23:13:14 +01:00
Henrique Gemignani Passos Lima
02e776bfe5 Run tests in Python 3.8 and 3.9 2022-01-21 23:12:42 +01:00
black-sliver
0c46cc6843 Add per-client remote_item settings + TextOnly Tag
* Tracker tag will receive all items via server (including local)
* TextOnly tag will receive no items
* TextClient sends TextOnly tag
* precollected items / start_inventory does not get an "Order received" number anymore
* local items do always get an "Order received" number now
* multisave changed, includes version number now, upgrade works for games (not trackers)
2022-01-21 22:42:59 +01:00
Yussur Mustafa Oraji
344f4afdbd Add VVVVVV to Archipelago (#178) 2022-01-21 22:42:11 +01:00
Sunny Bat
4291912577 Add Raft to Archipelago (#174) 2022-01-21 22:41:53 +01:00
Fabian Dill
1e5c4c9b7c Setup: pass used python version into windows installer automatically 2022-01-21 08:39:42 +01:00
Fabian Dill
06ec72a064 Fill: fix for crash when locations are prefilled 2022-01-21 05:04:02 +01:00
Fabian Dill
31a823bc34 Change remaining flags to 0b notation by popularity vote 2022-01-21 00:42:45 +01:00
Alchav
dc6f1c4dd2 Item Plando overhaul (#205) 2022-01-20 19:34:17 +01:00
Jarno Westhof
fc8e3d1787 [Timespinner] Added Talaria Attachment to tracker if QuickSeed is enabled
Added new locations ids to tracker
Added new chest & logic for Ancient pyramid
Made tracker change available locations based on flags
Made tracker only show items that are progression based on selected flags
2022-01-20 04:25:16 +01:00
Jarno Westhof
8a25471fbb [Tracker] Fix bug reported by Grrmo, introduced with my change to multi world location data 2022-01-20 04:24:13 +01:00
Robinde67
ad06d9bb4a Adjuster fixes and added GUI prompt for applying last settings (#173) 2022-01-20 04:19:58 +01:00
Brad Humphrey
ec95ce8329 Allow locations to be prioritized for progress item placement (#189) 2022-01-20 04:19:07 +01:00
Fabian Dill
ab4fb6e69c WebHost: fix /api/room_info 2022-01-19 18:51:26 +01:00
Chris Wilson
238e2d0280 [WebHost] player-settings: Cross-port the name validation from weighted-settings to help ensure people enter a name on their settings file 2022-01-19 00:54:14 -05:00
Chris Wilson
2c8a581923 Merge branch 'main' of https://github.com/ArchipelagoMW/Archipelago into main 2022-01-19 00:38:29 -05:00
Chris Wilson
e878d7d439 [WebHost] player-settings: Default invalid player names to "Player{player}" instead of "noname" 2022-01-19 00:38:17 -05:00
Fabian Dill
4f12660961 Requirements: let's keep whitespace style consistent 2022-01-19 06:15:07 +01:00
Fabian Dill
80a7e4175b MultiServer: update FuzzyWuzzy to TheFuzz 2022-01-19 06:14:13 +01:00
Fabian Dill
b4f17e67d0 Generate: disallow duplicate mapping keys in input files 2022-01-19 04:26:25 +01:00
Jarno Westhof
5df4d2f2fd [Docs] Specified NetworkItem player is about the player slot of the location, not who the item is intended for (#217) 2022-01-18 19:01:51 +01:00
Hussein Farran
ffc7715f1b Merge pull request #204 from Lincoded/patch-1
Increase contrast of SM tracker
2022-01-18 09:32:44 -05:00
Fabian Dill
a6cca3094d WebHost: give proper incompatible version error message.. in the future when this is deployed for next time. 2022-01-18 08:23:38 +01:00
Fabian Dill
b82e0749b7 Network Docs: should put the bits in the right spot 2022-01-18 06:51:16 +01:00
Fabian Dill
5c1d2b3393 Network: unify flags docs and implementation 2022-01-18 06:45:09 +01:00
vgZerst
4841926f83 Note evolution trap scaling in Options docstring 2022-01-18 06:22:00 +01:00
vgZerst
eebf1a5126 Attenuate evolution trap increases
Attenuate evolution trap increases based on game's current evolution_factor to improve difficulty slider scaling. See drive.google.com/file/d/1RBBZV3XRmvgwOTXJhr6aQJIaTatJc2WF
2022-01-18 06:22:00 +01:00
Fabian Dill
028207022a Factorio: support new colors in-game
Various: cleanup and comments
2022-01-18 06:16:16 +01:00
Jarno Westhof
c9fa49d40f [Network_Item] Add item flags to network item so client can distinct some details (#210) 2022-01-18 05:52:29 +01:00
Hussein Farran
5d356d509c Merge pull request #159 from ArchipelagoMW/docs_consolidation
Docs Consolidation
2022-01-17 17:43:30 -05:00
Grrmo
22b361c281 Fixed broken locations in Timespinner (#213)
* Fixed mixed up locations for Aelana's chest and pedestal.
Can provide screenshots for proof.

* Fixed mixed up locations for Upper Lake Desolation double jump cave floor and platform.
Can provide screenshots for proof.

* Fixed up mixed locations for:
Aelana's chest and pedestal
Upper desolation double jump cave platform and floor
upper sealedcave after sirends chest 1 and chest 2

* Updated data version from 6 to 7
2022-01-17 23:15:04 +01:00
Hussein Farran
38b98a97d1 Merge from main and reformat tutorials. 2022-01-17 15:37:34 -05:00
Hussein Farran
9599f54b06 Merge branch 'main' into docs_consolidation
# Conflicts:
#	WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md
#	WebHostLib/static/assets/tutorial/archipelago/plando_en.md
#	WebHostLib/static/assets/tutorial/archipelago/triggers_en.md
#	WebHostLib/static/assets/tutorial/timespinner/setup_en.md
2022-01-17 15:37:03 -05:00
Fabian Dill
e74333cbd3 MultiServer: remove location hinting from !hint and /hint; add /hint_location 2022-01-16 02:20:37 +01:00
Alchav
6a7e1d920a User-specified random range (#203)
* Add user-specified random range for yaml options
2022-01-16 01:59:40 +01:00
Fabian Dill
0dc714f947 Options: fix verify_keys breaking options containing lists of dicts 2022-01-15 21:20:34 +01:00
espeon65536
62391d3074 Minecraft tracker: replace bed image url, remove game-complete indicator 2022-01-15 21:16:08 +01:00
Grrmo
c507efd920 Corrected mistake in Regions 2022-01-15 21:15:50 +01:00
espeon65536
6641d428a2 oot: check item name for skip child zelda, not the actual item itself 2022-01-15 21:15:28 +01:00
Fabian Dill
b8afc27e2f Docs: improve "sending_visible" comment 2022-01-14 19:27:54 +01:00
Hussein Farran
d577428ac8 Merge pull request #206 from alwaysintreble/tutorials
add requirements mention to plando tutorial
2022-01-14 11:01:29 -05:00
alwaysintreble
fba8019f98 add requirements mention to plando tutorial 2022-01-13 19:00:29 -06:00
Hussein Farran
6f922ac3ac Merge pull request #202 from alwaysintreble/tutorials
Add a new multi trigger example and explain use of "imaginary" options
2022-01-13 09:16:01 -05:00
Fabian Dill
44cf8efc06 WebHost: count non-owned Rooms of a given Seed 2022-01-13 07:41:31 +01:00
Fabian Dill
1990b893e5 WebHost: fix /api/get_rooms and /api/get_seeds 2022-01-13 07:40:26 +01:00
Chris Wilson
684bb736bc [WebHost] weighted-settings: Include new option types when creating the default settings 2022-01-11 18:06:22 -05:00
Chris Wilson
01d6735803 [WebHost] weighted-settings: Accept new options in switch for option type 2022-01-11 18:00:03 -05:00
Chris Wilson
4e674e0380 [WebHost] weighted-settings: Add items-list, locations-list, and custom-list to JSON config file 2022-01-11 17:36:33 -05:00
Fabian Dill
3acd966241 Options: add "VerifyKeys" Mixin and showcase it for OoT Logic Tricks 2022-01-11 22:01:54 +01:00
Chris Wilson
ee190601ee [WebHost] weighted-settings: Minor style fixes 2022-01-11 04:33:27 -05:00
Chris Wilson
240d1423a3 [WebHost] weighted-settings: Fix start_inventory using the wrong data type 2022-01-11 04:20:33 -05:00
Lincoded
e36f6d25b8 Increase contrast of SM tracker
Improve accessibility by changing text to white and page background to black.

Original contrast ratio was 3.88, and new contrast ratio is 5.4
2022-01-11 00:48:27 -08:00
Chris Wilson
9339019308 [WebHost] weighted-settings: Fix a bug in game choice validation 2022-01-11 02:26:11 -05:00
Chris Wilson
9f5a2d1eb3 [WebHost] weighted-settings: Validate settings before allowing game generation or export 2022-01-11 02:01:31 -05:00
Chris Wilson
a0ade9ea31 [WebHost] weighted-settings: Added basic validation before export 2022-01-11 01:56:14 -05:00
Chris Wilson
71c2db0829 [WebHost] weighted-settings: Improved link to /user-content 2022-01-11 01:36:06 -05:00
Chris Wilson
f33a15dc4e [WebHost] weighted-settings: Added a brief description of what a weighted setting is at the top of the page. 2022-01-11 01:34:48 -05:00
Chris Wilson
c330f4a35e [WebHost] weighted-settings: Implement item and location hints 2022-01-11 01:26:12 -05:00
Chris Wilson
fe25c9c483 Improve styling on weighted-settings 2022-01-10 23:20:15 -05:00
Chris Wilson
f6fcff6a73 Fix a typo on the player-settings page 2022-01-10 22:15:24 -05:00
Chris Wilson
d1146b4fbc Add weighted-settings link to player-settings 2022-01-10 22:08:06 -05:00
Grrmo
9be4a91028 Added German Tutorial for Timespinner 2022-01-10 22:08:25 +01:00
Grrmo
6c3a4b8ffc Added German translation for Timespinner (#200)
* German translation of the setup guide
2022-01-10 22:08:15 +01:00
alwaysintreble
faabcd8cb7 remove a double paste that somehow showed up? 2022-01-09 18:05:57 -06:00
alwaysintreble
fc7319564e properly credit @Black-Sliver for his multi trigger 2022-01-09 16:46:51 -06:00
Fabian Dill
061de66397 MultiServer: don't mark a slot as having Activity if a location check was done through Collect 2022-01-09 23:15:50 +01:00
Hussein Farran
55f21e077a Merge pull request #199 from Grrmo/patch-2
Corrected typos and wrong information
2022-01-09 15:22:28 -05:00
alwaysintreble
821f98eb46 Add a new multi trigger example and explain use of "imaginary" options 2022-01-09 14:13:00 -06:00
Hussein Farran
3ca8164326 WebHost: Address PR feedback and run another reformat. 2022-01-09 15:12:36 -05:00
Hussein Farran
88ce841bf6 WebHost: Make links to game settings less redundant in gameinfo pages.
Reformat all tutorial pages using PyCharm reformat.
2022-01-09 14:57:00 -05:00
Hussein Farran
b94d401d09 Merge branch 'main' into docs_consolidation 2022-01-09 14:50:35 -05:00
Hussein Farran
1c3b25d026 Merge pull request #197 from ThePhar/slay-the-spire-faq
WebHost: Wrote basic setup and info guide for Slay the Spire
2022-01-09 14:48:31 -05:00
Grrmo
84ec3d5353 Corrected typos and wrong information
- Game executable names for Linux and Mac were wrong
- Fixed some typos and changed grammar and semantics in some places
2022-01-09 14:47:28 +01:00
Fabian Dill
bde58fb677 LttP: remove "bonus" small key hyrule castle in case of standard + own_dungeons 2022-01-09 04:48:31 +01:00
Fabian Dill
651e22b14a LttP: keep Small Key Hyrule Castle local even if keyshuffle is wished. 2022-01-09 04:32:25 +01:00
Chris Wilson
111b7e204f [WebHost] weighted-settings: Remove debug output 2022-01-08 20:34:19 -05:00
Chris Wilson
9ff3791d9e [WebHost] weighted-settings: Implement Item Pool settings 2022-01-08 19:59:35 -05:00
Chris Wilson
7380df0256 [WebHost] weighted-settings: Add Item Management section, currently non-functional 2022-01-08 16:59:39 -05:00
Fabian Dill
7e32fa1311 WebHost: fix uploading .archipelago files 2022-01-08 21:21:29 +01:00
Zach Parks
0472147e9a Forgot to update link 2022-01-08 19:57:34 +00:00
Zach Parks
68f282ee83 Slay the Spire: Removed redundant sentence 2022-01-08 19:54:53 +00:00
Zach Parks
4909479c42 Slay the Spire: Wrote a basic set-up guide and info guide for StS 2022-01-08 13:49:58 -06:00
Fabian Dill
82e180cca8 WebHost: mark slot counts as exact, now that an entry for each slot is created in DB 2022-01-08 17:11:39 +01:00
Fabian Dill
aff9114c35 0.2.3 2022-01-08 16:12:56 +01:00
Scipio Wright
f656f08f9b Docs: Cherry pick SM guide update from docs consolidation 2022-01-08 15:40:00 +01:00
Alchav
967e3028fd LTTP - Cap item prices at 4x
I think quadrupled prices will be plenty expensive, and this will stop people who pick "random" from getting 9999 priced items and potentially locking their multiworld behind absurd rupee grinds
2022-01-08 04:59:33 +01:00
Alchav
428af55bd9 LTTP shop price modifier tweak
Ensure shop prices are a multiple of 5 after price modifier
2022-01-07 18:11:31 +01:00
espeon65536
340725d395 OoT: add protection on starting inventory to be only giveable items 2022-01-07 16:01:28 +01:00
espeon65536
f8030393c8 OoT: If skip_child_zelda is on, set rule on Song from Impa to be giveable item 2022-01-07 16:01:28 +01:00
Fabian Dill
f6197d0a8d WebHost: add pretty print version of datapackage for human eyes 2022-01-07 03:32:51 +01:00
black-sliver
969ea5e6ee fix triggers for multiple slots from one yaml 2022-01-07 00:54:31 +01:00
Fabian Dill
d4c6268a46 Generate: allow meta to log-fail as opposed to exception-fail if category is missing in target 2022-01-06 22:01:18 +01:00
Fabian Dill
aeda76c058 WebHost: sort games by alphabet 2022-01-06 19:49:26 +01:00
Fabian Dill
9894d0672f Options: allow Choices to be hashed 2022-01-06 17:03:47 +01:00
Scipio Wright
1964547eb3 Minor fix for OoT game info
Changed Ocarina of Time to Zelda's Letter since that's what other world items look like here.
2022-01-06 06:28:58 +01:00
Fabian Dill
d2e884b1d9 Options: allow Toggles to be hashed 2022-01-06 06:18:54 +01:00
Fabian Dill
80b3a5b1d4 WebHost: fix is_zipfile check for flask FileStorage objects
- and assorted cleanup
2022-01-06 06:09:15 +01:00
lordlou
a6a9989fcf SM small improvements (#190)
* added a fallback default starting location instead of failing generation if an invalid one was chosen

* added Nothing and NoEnergy as hint blacklist

added missing NoEnergy as local items and removed it from progression
2022-01-05 20:15:19 +01:00
Scipio Wright
bce63b0dab Update Super Metroid setup tutorial (#188)
* Update Super Metroid setup tutorial

Setup no longer requires Super Metroid Client, and in fact it gives you an error if you use it. Removed references to it and updated step 5 in the snes9x Multitroid and Bizhawk sections.
2022-01-05 16:58:49 +01:00
Hussein Farran
5ca0b6b18e WebHost: Expand remote commands list. 2022-01-04 18:43:01 -05:00
Hussein Farran
19c0508b83 WebHost: Sned out a typo fix. 2022-01-04 18:36:04 -05:00
Hussein Farran
1891c95ae3 WebHost: Fix up more links and expand commands list. 2022-01-04 18:34:00 -05:00
Hussein Farran
a722ec1c37 Merge branch 'main' into docs_consolidation
# Conflicts:
#	WebHostLib/static/assets/tutorial/timespinner/setup_en.md
2022-01-04 17:20:13 -05:00
Jarno Westhof
0c3b5439e9 [Timespinner] Actually use the correct url in setup doc 2022-01-04 23:02:14 +01:00
Jarno Westhof
963e9d4bb5 [Timespinner] Updated timespinner setup docs (#184)
* [Timespinner] Updated setup docs
2022-01-04 22:56:53 +01:00
Fabian Dill
4dd7c63cab Generate: fix accessibility and progression_balancing override 2022-01-04 20:04:02 +01:00
espeon65536
03a892aded OoT updates (#160)
* OoT: disable mixed entrance pools and decoupled entrances for now

* OoT: fix error message crash in get_hint_area

* Oot Adjuster: kill zootdec if it's not the vanilla rom anymore

* OoT Adjuster: fix dmaTable issue
Adjuster should now work on compiled versions of the software

* OoT: don't skip dungeon items shuffled as any_dungeon for barren hints

* OoT: wrap zootdec remove in try-finally
2022-01-04 17:16:09 +01:00
Zach Parks
b3c1c0bbe8 RogueLegacy: Moved world definition from "legacy" to "rogue-legacy" to avoid confusion with deprecation terms 2022-01-04 04:27:51 +01:00
Chris Wilson
5a064b0979 [WebHost] weighted-settings: Ranges with a total distance <= 10 are always printed in full 2022-01-03 19:56:54 -05:00
Zach Parks
f06e565441 Add Rogue Legacy to Archipelago (#180) 2022-01-03 19:12:32 +01:00
Alchav
41fdafa3fb LTTP Shop updates (#177)
* Shop price modifier and non-lttp item price changes

* Item price modifier setting
2022-01-03 03:07:43 +01:00
Chris Wilson
27c528a6b3 [WebHost] weighted-settings: Add random, random-low, and random-high to range options 2022-01-02 19:57:26 -05:00
Chris Wilson
9623c1fffd [WebHost] weighted-settings: Add collapse/expand buttons to game divs 2022-01-02 18:55:38 -05:00
Chris Wilson
d4e0347d1d [WebHost] weighted-settings: Fix footer style and clean up yaml download 2022-01-02 18:45:45 -05:00
Chris Wilson
74bb057314 Implemented range settings 2022-01-02 18:31:15 -05:00
Jarno Westhof
b2980178d1 [Timespinner] Fixed logic of journal 2022-01-03 00:15:52 +01:00
Chris Wilson
08a0871168 Add game-jumping and hint text css to weighted-settings 2022-01-02 16:31:49 -05:00
Jarno Westhof
51fa00399d [Timespinner] Fixed logic for original wayyy up there location 2022-01-02 17:34:05 +01:00
Ross Bemrose
7622f7f28f Timespinner: Fix missing double-jump checks for LoreChecks locations (#181) 2022-01-02 16:33:29 +01:00
Chris Wilson
d98d693369 Remove debug logging 2022-01-01 17:05:08 -05:00
Chris Wilson
c7e8692964 Fix merge conflict. Very minor difference. 2022-01-01 17:02:51 -05:00
Chris Wilson
0431c3fce0 Much more work on weighted-setting page. Still needs support for range options and item/location settings. 2022-01-01 16:59:58 -05:00
Colin Lenzen
411f0e40b6 Timespinner - Add Lore Checks checks (#171) 2022-01-01 20:44:45 +01:00
Jarno Westhof
a5d2046a87 [Docs] More Links (#179)
* [Docs] More Links

* [Docs] Moved link for data package object
2022-01-01 20:29:38 +01:00
Fabian Dill
f8893a7ed3 WebHost: check uploads against zip magic number instead of .zip 2022-01-01 17:18:48 +01:00
Fabian Dill
93ac018400 SNIClient: make SNI finder a bit smarter 2022-01-01 15:46:08 +01:00
Fabian Dill
6b852d6e1a WebHost Options: hidden games should remain functional, just hidden. 2022-01-01 03:12:32 +01:00
Chris Wilson
06dc76a78b Added locations to generated weighted-settings.json. In-progress /weighted-settings page available on WebHost, currently non-functional as I work on JS backend stuff 2021-12-31 14:42:04 -05:00
Hussein Farran
1ff5908a4c Merge branch 'main' into docs_consolidation
# Conflicts:
#	WebHostLib/static/assets/tutorial/archipelago/plando_en.md
#	WebHostLib/static/assets/tutorial/zelda3/multiworld_en.md
2021-12-31 14:30:59 -05:00
Hussein Farran
e2f61636cc WebHost: Undo all softwrapping changes because people don't like it. Fair enough! 2021-12-31 14:12:22 -05:00
Jarno Westhof
4db4b5305e [Docs] Added links to client implementations (#167) 2021-12-31 20:05:36 +01:00
Chris Wilson
c550fdaee8 WebHost now generates a weighted-settings.json file for use with the upcoming weighted-settings page. 2021-12-31 13:22:23 -05:00
Fabian Dill
d13b7988b7 Core: undo change that made Python 3.9 required 2021-12-31 15:08:30 +01:00
Brad Humphrey
d437f0105a Test remaining locations after swapping 2021-12-30 19:06:03 +01:00
Alchav
b65618030f Remove unnecessary logging.info 2021-12-30 16:55:33 +01:00
Alchav
01a2376b74 Let make_dungeon set up items, then replace 2021-12-30 16:55:33 +01:00
Alchav
d10ddb17b6 Let make_dungeon set up items, then replace 2021-12-30 16:55:33 +01:00
Alchav
c42d489bf7 Pull dungeon item replacements from diff extras 2021-12-30 16:55:33 +01:00
Alchav
8fef6b8d8c Add "Start With" option 2021-12-30 16:55:33 +01:00
Alchav
35b1178c20 Add "Start With" option 2021-12-30 16:55:33 +01:00
Alchav
c0f95755ff Add "Start With" option 2021-12-30 16:55:33 +01:00
Alchav
b7676a3da2 Add "Start With" option for dungeon items 2021-12-30 16:55:33 +01:00
Brad Humphrey
3d65719170 Remove dependency on pytest 2021-12-30 16:55:08 +01:00
Brad Humphrey
18d262c1ae Add test for minimal accessibility 2021-12-30 16:55:08 +01:00
Brad Humphrey
e5fedb90a6 Process swaped items last 2021-12-30 16:55:08 +01:00
Brad Humphrey
dc82b384c5 Add comment about swap count 2021-12-30 16:55:08 +01:00
Brad Humphrey
2f56e40fb7 Include player information in swapped item count 2021-12-30 16:55:08 +01:00
Brad Humphrey
d719eb356f Don't allow items to swap infinitly 2021-12-30 16:55:08 +01:00
Brad Humphrey
6a34fe5184 Add fallback item swap for unreachable items 2021-12-30 16:55:08 +01:00
Brad Humphrey
461961c3be Add test locations to region 2021-12-30 16:55:08 +01:00
Brad Humphrey
39869bcdc5 Add basic fill test cases 2021-12-30 16:55:08 +01:00
Jarno Westhof
a10d7ae5b9 [Timespinner] Fixed some placement logics regarding gyre archives & military fortress
Renamed 'Transition chest #' to 'Gyre chest #'
2021-12-30 16:50:04 +01:00
Fabian Dill
4ed45248eb LttP: Rename "Dark World Shop" overworld door to Village of Outcasts Shop. Note: Now the overworld door, Region, Shop and inside door are named the same. 2021-12-29 11:08:23 +01:00
Fabian Dill
6e4b255be5 Options: make common options overridable in a game section
WebHost: add prog balancing and accessibility to settings page
2021-12-28 18:43:52 +01:00
Hussein Farran
2e56c226db WebHost: Patch downloads now prompt you with a dialog box/file save dialog. 2021-12-28 14:18:49 +01:00
Hussein Farran
844ff402cd WebHost: Improve player enumeration performance in upload.py 2021-12-28 14:18:49 +01:00
Hussein Farran
ec570be178 WebHost: Improve performance in player slot tracking during upload. 2021-12-28 14:18:49 +01:00
Hussein Farran
3508cf21c7 WebHost: Add game listing for all players on room info page. 2021-12-28 14:18:49 +01:00
alwaysintreble
1f4ddc295a tutorials: Point lttp tutorial to SNC instead of Z3. Update some deprecated text. 2021-12-27 22:34:57 +01:00
Hussein Farran
3e16593bb7 WebHost: Wrap SoE guide at 120 chars at request of black-sliver. 2021-12-27 16:08:14 -05:00
Jarno Westhof
4ef0e054d6 [TS] Move 3 transition chest under gyre archives flag + some refactoring 2021-12-27 15:39:42 +01:00
Yussur Mustafa Oraji
61310c50d7 Use absolute path when starting SNI
Causes reliability issues when relative path is used.
2021-12-27 15:39:14 +01:00
wafflesoup
6eab838a70 Update plando_en.md
fixed capitalization in Timespinner example
2021-12-25 22:44:07 +01:00
Fabian Dill
52e01c0925 Factorio: fill in some missing doc strings 2021-12-22 14:00:41 +01:00
Hussein Farran
a864b893b8 WebHost: Newlines must die. 2021-12-19 23:29:04 -05:00
Hussein Farran
9212505243 WebHost: Remove newline from FAQ. 2021-12-19 23:17:25 -05:00
Hussein Farran
abbcb6dc72 WebHost: Remove links to any MSU pack downloads or pages. 2021-12-19 23:06:40 -05:00
Hussein Farran
3f49c169bb WebHost: Remove newlines and rework hyperlinks in Z5 guide. 2021-12-19 23:01:18 -05:00
Hussein Farran
16c8256f0b WebHost: Undo a negative consequence of merging from Main 2021-12-19 22:54:45 -05:00
Hussein Farran
75d94b04aa Merge branch 'main' into docs_consolidation
# Conflicts:
#	WebHostLib/static/assets/gameInfo/en_Secret of Evermore.md
#	WebHostLib/static/assets/tutorial/archipelago/advanced_settings_en.md
#	WebHostLib/static/assets/tutorial/minecraft/minecraft_en.md
2021-12-19 22:53:06 -05:00
Hussein Farran
b9c2e7636c WebHost: Continue hyperlink fixes and consolidate website usage info to website user guide. 2021-12-19 22:41:05 -05:00
Hussein Farran
df29934968 WebHost: Fix hyperlink accessibility in Factorio guide. 2021-12-19 21:21:16 -05:00
Hussein Farran
a8694cfb79 WebHost: Fix hyperlink accessibility in general AP guides. 2021-12-02 21:00:06 -05:00
Hussein Farran
0968730382 WebHost: Continue my hyperlink redemption arc. 2021-12-02 20:42:17 -05:00
Hussein Farran
71e5348cbb WebHost: I have not been doing hyperlinks in an accessible fashion. I thought I was. I have failed you.
Follow this advice: https://www.imperial.ac.uk/staff/tools-and-reference/web-guide/training-and-events/materials/accessibility/links/
2021-12-02 20:39:24 -05:00
Hussein Farran
5b399bff89 WebHost: Update English Timespinner documentation. 2021-12-02 20:25:19 -05:00
Hussein Farran
b7ff5d9a57 WebHost: Update English Super Metroid documentation. 2021-12-02 20:22:18 -05:00
Hussein Farran
bfa4d06ecf WebHost: Update English Subnautica documentation. 2021-12-02 20:16:38 -05:00
Hussein Farran
d45bbb89b9 WebHost: Update English SoE documentation. 2021-12-02 20:14:53 -05:00
Hussein Farran
40805ee870 WebHost: Update English Minecraft documentation. 2021-12-02 20:04:44 -05:00
Hussein Farran
385f41d461 WebHost: Draft of commands documentation. 2021-12-02 19:53:58 -05:00
Hussein Farran
52d8da16f6 WebHost: Alter FF1, Factorio, and Archipelago setup guides to consolidate information and remove unnecessary linebreaks. 2021-11-30 20:00:05 -05:00
Hussein Farran
fc210c2d18 WebHost: Make URLs explicit in FAQ and Archipelago category tutorials.
Remove unnecessary newlines and other tweaks.
2021-11-30 19:34:39 -05:00
Hussein Farran
56ef918a10 WebHost: Remove unnecessary linebreaks and reformat links in game info pages. 2021-11-30 19:09:18 -05:00
Hussein Farran
ac02019930 WebHost: Begin removing unnecessary line breaks. 2021-11-29 22:34:28 -05:00
Hussein Farran
5121b0d09b WebHost: Edit Archipelago category guides and enabled two-spaced nested lists. 2021-11-29 22:26:08 -05:00
459 changed files with 30127 additions and 5997 deletions

98
.github/workflows/build.yml vendored Normal file
View File

@@ -0,0 +1,98 @@
# This workflow will build a release-like distribution when manually dispatched
name: Build
on: workflow_dispatch
jobs:
# build-release-macos: # LF volunteer
build-win-py38: # RCs will still be built and signed by hand
runs-on: windows-latest
steps:
- uses: actions/checkout@v2
- name: Install python
uses: actions/setup-python@v3
with:
python-version: '3.8'
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/alttpo/sni/releases/download/v0.0.79/sni-v0.0.79-windows-amd64.zip -OutFile sni.zip
Expand-Archive -Path sni.zip -DestinationPath SNI -Force
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/6.4/win-x64.zip -OutFile enemizer.zip
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
- name: Build
run: |
python -m pip install --upgrade pip setuptools==60.10.0 # 61 does not work with the current layout
pip install -r requirements.txt
python setup.py build --yes
$NAME="$(ls build)".Split('.',2)[1]
$ZIP_NAME="Archipelago_$NAME.7z"
echo "ZIP_NAME=$ZIP_NAME" >> $Env:GITHUB_ENV
New-Item -Path dist -ItemType Directory -Force
cd build
Rename-Item exe.$NAME Archipelago
7z a -mx=9 -mhe=on -ms "../dist/$ZIP_NAME" Archipelago
- name: Store 7z
uses: actions/upload-artifact@v2
with:
name: ${{ env.ZIP_NAME }}
path: dist/${{ env.ZIP_NAME }}
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu1804:
runs-on: ubuntu-18.04
steps:
- uses: actions/checkout@v2
- name: Install base dependencies
run: |
sudo apt update
sudo apt -y install build-essential p7zip xz-utils wget libglib2.0-0
sudo apt -y install python3-gi libgirepository1.0-dev # should pull dependencies for gi installation below
- name: Get a recent python
uses: actions/setup-python@v3
with:
python-version: '3.9'
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.9" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract
echo -e '#/bin/sh\n./squashfs-root/AppRun "$@"' > appimagetool
chmod a+rx appimagetool
- name: Download run-time dependencies
run: |
wget -nv https://github.com/black-sliver/sni/releases/download/v0.0.78-2/sni-v0.0.78-2-manylinux2014-amd64.tar.xz
tar xf sni-*.tar.xz
rm sni-*.tar.xz
mv sni-* SNI
wget -nv https://github.com/Ijwu/Enemizer/releases/download/6.4/ubuntu.16.04-x64.7z
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
- name: Build
run: |
# pygobject is an optional dependency for kivy that's not in requirements
"${{ env.PYTHON }}" -m pip install --upgrade pip virtualenv PyGObject setuptools==60.10.0 # setuptools same as windows
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
pip install -r requirements.txt
python setup.py build --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
cd dist && export APPIMAGE_NAME="`ls *.AppImage`" && cd ..
export TAR_NAME="${APPIMAGE_NAME%.AppImage}.tar.gz"
(cd build && DIR_NAME="`ls | grep exe`" && mv "$DIR_NAME" Archipelago && tar -czvf ../dist/$TAR_NAME Archipelago && mv Archipelago "$DIR_NAME")
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
- name: Store AppImage
uses: actions/upload-artifact@v2
with:
name: ${{ env.APPIMAGE_NAME }}
path: dist/${{ env.APPIMAGE_NAME }}
retention-days: 7
- name: Store .tar.gz
uses: actions/upload-artifact@v2
with:
name: ${{ env.TAR_NAME }}
path: dist/${{ env.TAR_NAME }}
retention-days: 7

84
.github/workflows/release.yml vendored Normal file
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@@ -0,0 +1,84 @@
# This workflow will create a release and store builds to it when an x.y.z tag is pushed
name: Release
on:
push:
tags:
- '*.*.*'
jobs:
create-release:
runs-on: ubuntu-latest
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV # tag x.y.z will become "Archipelago x.y.z"
- name: Create Release
uses: softprops/action-gh-release@b7e450da2a4b4cb4bfbae528f788167786cfcedf
with:
draft: true # don't publish right away, especially since windows build is added by hand
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer
build-release-ubuntu1804:
runs-on: ubuntu-latest
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
# - code below copied from build.yml -
- uses: actions/checkout@v2
- name: Install base dependencies
run: |
sudo apt update
sudo apt -y install build-essential p7zip xz-utils wget libglib2.0-0
sudo apt -y install python3-gi libgirepository1.0-dev # should pull dependencies for gi installation below
- name: Get a recent python
uses: actions/setup-python@v3
with:
python-version: '3.9'
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.9" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/13/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract
echo -e '#/bin/sh\n./squashfs-root/AppRun "$@"' > appimagetool
chmod a+rx appimagetool
- name: Download run-time dependencies
run: |
wget -nv https://github.com/black-sliver/sni/releases/download/v0.0.78-2/sni-v0.0.78-2-manylinux2014-amd64.tar.xz
tar xf sni-*.tar.xz
rm sni-*.tar.xz
mv sni-* SNI
wget -nv https://github.com/Ijwu/Enemizer/releases/download/6.4/ubuntu.16.04-x64.7z
7za x -oEnemizerCLI/ ubuntu.16.04-x64.7z
- name: Build
run: |
"${{ env.PYTHON }}" -m pip install --upgrade pip setuptools virtualenv PyGObject # pygobject should probably move to requirements
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
pip install -r requirements.txt
python setup.py build --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"
cd dist && export APPIMAGE_NAME="`ls *.AppImage`" && cd ..
export TAR_NAME="${APPIMAGE_NAME%.AppImage}.tar.gz"
(cd build && DIR_NAME="`ls | grep exe`" && mv "$DIR_NAME" Archipelago && tar -czvf ../dist/$TAR_NAME Archipelago && mv Archipelago "$DIR_NAME")
echo "APPIMAGE_NAME=$APPIMAGE_NAME" >> $GITHUB_ENV
echo "TAR_NAME=$TAR_NAME" >> $GITHUB_ENV
# - code above copied from build.yml -
- name: Add to Release
uses: softprops/action-gh-release@b7e450da2a4b4cb4bfbae528f788167786cfcedf
with:
draft: true # see above
prerelease: false
name: Archipelago ${{ env.RELEASE_VERSION }}
files: |
dist/*
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}

View File

@@ -7,15 +7,29 @@ on: [push, pull_request]
jobs:
build:
runs-on: ${{ matrix.os }}
name: Test Python ${{ matrix.python.version }} ${{ matrix.os }}
runs-on: ubuntu-latest
strategy:
fail-fast: false
matrix:
os: [ubuntu-latest]
python:
- {version: '3.8'}
- {version: '3.9'}
- {version: '3.10'}
include:
- python: {version: '3.8'} # win7 compat
os: windows-latest
- python: {version: '3.10'} # current
os: windows-latest
steps:
- uses: actions/checkout@v2
- name: Set up Python 3.9
- name: Set up Python ${{ matrix.python.version }}
uses: actions/setup-python@v1
with:
python-version: 3.9
python-version: ${{ matrix.python.version }}
- name: Install dependencies
run: |
python -m pip install --upgrade pip

17
.gitignore vendored
View File

@@ -12,6 +12,7 @@
*.sfc
*.z64
*.n64
*.nes
*.wixobj
*.lck
*.db3
@@ -26,14 +27,9 @@ dist
README.html
.vs/
EnemizerCLI/
RaceRom.py
weights/
/MultiMystery/
/Players/
/QUsb2Snes/
/options.yaml
/config.yaml
/uploads/
/logs/
_persistent_storage.yaml
mystery_result_*.yaml
@@ -44,6 +40,10 @@ Output Logs/
/factorio/
/Minecraft Forge Server/
/WebHostLib/static/generated
/freeze_requirements.txt
/Archipelago.zip
/setup.ini
# Byte-compiled / optimized / DLL files
__pycache__/
@@ -151,8 +151,9 @@ dmypy.json
# Cython debug symbols
cython_debug/
Archipelago.zip
#minecraft server stuff
jdk*/
minecraft*/
minecraft*/
#pyenv
.python-version

View File

@@ -6,12 +6,22 @@ import logging
import json
import functools
from collections import OrderedDict, Counter, deque
from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple
from typing import List, Dict, Optional, Set, Iterable, Union, Any, Tuple, TypedDict, Callable
import secrets
import random
import Options
import Utils
import NetUtils
class Group(TypedDict, total=False):
name: str
game: str
world: auto_world
players: Set[int]
item_pool: Set[str]
replacement_items: Dict[int, Optional[str]]
class MultiWorld():
@@ -23,11 +33,19 @@ class MultiWorld():
dark_room_logic: Dict[int, str]
restrict_dungeon_item_on_boss: Dict[int, bool]
plando_texts: List[Dict[str, str]]
plando_items: List
plando_items: List[List[Dict[str, Any]]]
plando_connections: List
worlds: Dict[int, Any]
groups: Dict[int, Group]
itempool: List[Item]
is_race: bool = False
precollected_items: Dict[int, List[Item]]
state: CollectionState
accessibility: Dict[int, Options.Accessibility]
local_items: Dict[int, Options.LocalItems]
non_local_items: Dict[int, Options.NonLocalItems]
progression_balancing: Dict[int, Options.ProgressionBalancing]
class AttributeProxy():
def __init__(self, rule):
@@ -39,20 +57,21 @@ class MultiWorld():
def __init__(self, players: int):
self.random = random.Random() # world-local random state is saved for multiple generations running concurrently
self.players = players
self.player_types = {player: NetUtils.SlotType.player for player in self.player_ids}
self.glitch_triforce = False
self.algorithm = 'balanced'
self.dungeons: Dict[Tuple[str, int], Dungeon] = {}
self.groups = {}
self.regions = []
self.shops = []
self.itempool = []
self.seed = None
self.seed_name: str = "Unavailable"
self.precollected_items = {player: [] for player in self.player_ids}
self.state = CollectionState(self)
self._cached_entrances = None
self._cached_locations = None
self._entrance_cache = {}
self._location_cache = {}
self._location_cache: Dict[Tuple[str, int], Location] = {}
self.required_locations = []
self.light_world_light_cone = False
self.dark_world_light_cone = False
@@ -63,8 +82,6 @@ class MultiWorld():
self.custom = False
self.customitemarray = []
self.shuffle_ganon = True
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')
@@ -74,7 +91,6 @@ class MultiWorld():
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):
@@ -130,6 +146,42 @@ class MultiWorld():
self.worlds = {}
self.slot_seeds = {}
def get_all_ids(self):
return self.player_ids + tuple(self.groups)
def add_group(self, name: str, game: str, players: Set[int] = frozenset()) -> Tuple[int, Group]:
"""Create a group with name and return the assigned player ID and group.
If a group of this name already exists, the set of players is extended instead of creating a new one."""
for group_id, group in self.groups.items():
if group["name"] == name:
group["players"] |= players
return group_id, group
new_id: int = self.players + len(self.groups) + 1
self.game[new_id] = game
self.custom_data[new_id] = {}
self.player_types[new_id] = NetUtils.SlotType.group
self._region_cache[new_id] = {}
world_type = AutoWorld.AutoWorldRegister.world_types[game]
for option_key, option in world_type.options.items():
getattr(self, option_key)[new_id] = option(option.default)
for option_key, option in Options.common_options.items():
getattr(self, option_key)[new_id] = option(option.default)
for option_key, option in Options.per_game_common_options.items():
getattr(self, option_key)[new_id] = option(option.default)
self.worlds[new_id] = world_type(self, new_id)
self.worlds[new_id].collect_item = classmethod(AutoWorld.World.collect_item).__get__(self.worlds[new_id])
self.player_name[new_id] = name
new_group = self.groups[new_id] = Group(name=name, game=game, players=players,
world=self.worlds[new_id])
return new_id, new_group
def get_player_groups(self, player) -> Set[int]:
return {group_id for group_id, group in self.groups.items() if player in group["players"]}
def set_seed(self, seed: Optional[int] = None, secure: bool = False, name: Optional[str] = None):
self.seed = get_seed(seed)
if secure:
@@ -141,24 +193,58 @@ class MultiWorld():
range(1, self.players + 1)}
def set_options(self, args):
from worlds import AutoWorld
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, {}))
for player in self.player_ids:
self.custom_data[player] = {}
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
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)
def set_item_links(self):
item_links = {}
for player in self.player_ids:
for item_link in self.item_links[player].value:
if item_link["name"] in item_links:
if item_link["game"] != self.game[player]:
raise Exception(f"Cannot ItemLink across games. Link: {item_link['name']}")
item_links[item_link["name"]]["players"][player] = item_link["replacement_item"]
item_links[item_link["name"]]["item_pool"] &= set(item_link["item_pool"])
else:
if item_link["name"] in self.player_name.values():
raise Exception(f"Cannot name a ItemLink group the same as a player ({item_link['name']}) ({self.get_player_name(player)}).")
item_links[item_link["name"]] = {
"players": {player: item_link["replacement_item"]},
"item_pool": set(item_link["item_pool"]),
"game": self.game[player]
}
for name, item_link in item_links.items():
current_item_name_groups = AutoWorld.AutoWorldRegister.world_types[item_link["game"]].item_name_groups
pool = set()
for item in item_link["item_pool"]:
pool |= current_item_name_groups.get(item, {item})
item_link["item_pool"] = pool
for group_name, item_link in item_links.items():
game = item_link["game"]
group_id, group = self.add_group(group_name, game, set(item_link["players"]))
group["item_pool"] = item_link["item_pool"]
group["replacement_items"] = item_link["players"]
# 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})
self.state = CollectionState(self)
def secure(self):
self.random = secrets.SystemRandom()
@@ -174,7 +260,8 @@ class MultiWorld():
@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)
return tuple(world for player, world in self.worlds.items() if
player not in self.groups and 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)})'
@@ -182,6 +269,9 @@ class MultiWorld():
def get_player_name(self, player: int) -> str:
return self.player_name[player]
def get_file_safe_player_name(self, player: int) -> str:
return ''.join(c for c in self.get_player_name(player) if c not in '<>:"/\\|?*')
def initialize_regions(self, regions=None):
for region in regions if regions else self.regions:
region.world = self
@@ -193,6 +283,7 @@ class MultiWorld():
def _recache(self):
"""Rebuild world cache"""
self._cached_locations = None
for region in self.regions:
player = region.player
self._region_cache[player][region.name] = region
@@ -241,10 +332,9 @@ class MultiWorld():
for item in self.itempool:
self.worlds[item.player].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:
for player in self.player_ids:
subworld = self.worlds[player]
for item in subworld.get_pre_fill_items():
subworld.collect(ret, item)
ret.sweep_for_events()
@@ -252,7 +342,7 @@ class MultiWorld():
self._all_state = ret
return ret
def get_items(self) -> list:
def get_items(self) -> List[Item]:
return [loc.item for loc in self.get_filled_locations()] + self.itempool
def find_item_locations(self, item, player: int) -> List[Location]:
@@ -307,7 +397,7 @@ class MultiWorld():
def clear_location_cache(self):
self._cached_locations = None
def get_unfilled_locations(self, player=None) -> List[Location]:
def get_unfilled_locations(self, player: Optional[int] = None) -> List[Location]:
if player is not None:
return [location for location in self.get_locations() if
location.player == player and not location.item]
@@ -316,13 +406,13 @@ 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[Location]:
def get_filled_locations(self, player: Optional[int] = 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[Location]:
def get_reachable_locations(self, state: Optional[CollectionState] = None, player: Optional[int] = None) -> List[Location]:
if state is None:
state = self.state
return [location for location in self.get_locations() if
@@ -334,13 +424,16 @@ class MultiWorld():
return [location for location in self.get_locations() if
(player is None or location.player == player) and location.item is None and location.can_reach(state)]
def get_unfilled_locations_for_players(self, location_name: str, players: Iterable[int]):
def get_unfilled_locations_for_players(self, locations: List[str], players: Iterable[int]):
for player in players:
location = self.get_location(location_name, player)
if location.item is None:
yield location
if len(locations) == 0:
locations = [location.name for location in self.get_unfilled_locations(player)]
for location_name in locations:
location = self._location_cache.get((location_name, player), None)
if location is not None and location.item is None:
yield location
def unlocks_new_location(self, item) -> bool:
def unlocks_new_location(self, item: Item) -> bool:
temp_state = self.state.copy()
temp_state.collect(item, True)
@@ -350,7 +443,7 @@ class MultiWorld():
return False
def has_beaten_game(self, state, player: Optional[int] = None):
def has_beaten_game(self, state: CollectionState, player: Optional[int] = None) -> bool:
if player:
return self.completion_condition[player](state)
else:
@@ -429,8 +522,9 @@ class MultiWorld():
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):
if location.progress_type != LocationProgressType.EXCLUDED \
and (location.player in players["locations"] or location.event
or (location.item and location.item.advancement)):
return True
return False
@@ -468,17 +562,21 @@ class MultiWorld():
return False
class CollectionState(object):
class CollectionState():
additional_init_functions: List[Callable] = []
additional_copy_functions: List[Callable] = []
def __init__(self, parent: MultiWorld):
self.prog_items = Counter()
self.world = parent
self.reachable_regions = {player: set() for player in range(1, parent.players + 1)}
self.blocked_connections = {player: set() for player in range(1, parent.players + 1)}
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
self.blocked_connections = {player: set() for player in parent.get_all_ids()}
self.events = set()
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in range(1, parent.players + 1)}
self.stale = {player: True for player in parent.get_all_ids()}
for function in self.additional_init_functions:
function(self, parent)
for items in parent.precollected_items.values():
for item in items:
self.collect(item, True)
@@ -520,16 +618,21 @@ class CollectionState(object):
ret = CollectionState(self.world)
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)}
self.reachable_regions}
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
range(1, self.world.players + 1)}
self.blocked_connections}
ret.events = copy.copy(self.events)
ret.path = copy.copy(self.path)
ret.locations_checked = copy.copy(self.locations_checked)
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
def can_reach(self, spot, resolution_hint=None, player=None) -> bool:
if not hasattr(spot, "spot_type"):
def can_reach(self,
spot: Union[Location, Entrance, Region, str],
resolution_hint: Optional[str] = None,
player: Optional[int] = None) -> bool:
if not hasattr(spot, "can_reach"):
# try to resolve a name
if resolution_hint == 'Location':
spot = self.world.get_location(spot, player)
@@ -540,30 +643,32 @@ class CollectionState(object):
spot = self.world.get_region(spot, player)
return spot.can_reach(self)
def sweep_for_events(self, key_only: bool = False, locations=None):
def sweep_for_events(self, key_only: bool = False, locations: Set[Location] = None):
if locations is None:
locations = self.world.get_filled_locations()
new_locations = True
# since the loop has a good chance to run more than once, only filter the events once
locations = {location for location in locations if location.event}
locations = {location for location in locations if location.event and
not key_only or getattr(location.item, "locked_dungeon_item", False)}
while new_locations:
reachable_events = {location for location in locations if
(not key_only or getattr(location.item, "locked_dungeon_item", False))
and location.can_reach(self)}
reachable_events = {location for location in locations if location.can_reach(self)}
new_locations = reachable_events - self.events
for event in new_locations:
self.events.add(event)
self.collect(event.item, True, event)
def has(self, item, player: int, count: int = 1):
def has(self, item: str, player: int, count: int = 1) -> bool:
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) -> bool:
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) -> bool:
return any(self.prog_items[item, player] for item in items)
def count(self, item: str, player: int) -> int:
return self.prog_items[item, player]
def has_group(self, item_name_group: str, player: int, count: int = 1):
found: int = 0
for item_name in self.world.worlds[player].item_name_groups[item_name_group]:
@@ -638,7 +743,7 @@ class CollectionState(object):
basemagic = basemagic + basemagic * self.bottle_count(player)
return basemagic >= smallmagic
def can_kill_most_things(self, player: int, enemies=5) -> bool:
def can_kill_most_things(self, player: int, enemies: int = 5) -> bool:
return (self.has_melee_weapon(player)
or self.has('Cane of Somaria', player)
or (self.has('Cane of Byrna', player) and (enemies < 6 or self.can_extend_magic(player)))
@@ -713,26 +818,26 @@ class CollectionState(object):
def has_turtle_rock_medallion(self, player: int) -> bool:
return self.has(self.world.required_medallions[player][1], player)
def can_boots_clip_lw(self, player: int):
def can_boots_clip_lw(self, player: int) -> bool:
if self.world.mode[player] == 'inverted':
return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
def can_boots_clip_dw(self, player: int):
def can_boots_clip_dw(self, player: int) -> bool:
if self.world.mode[player] != 'inverted':
return self.has('Pegasus Boots', player) and self.has('Moon Pearl', player)
return self.has('Pegasus Boots', player)
def can_get_glitched_speed_lw(self, player: int):
def can_get_glitched_speed_lw(self, player: int) -> bool:
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] == 'inverted':
rules.append(self.has('Moon Pearl', player))
return all(rules)
def can_superbunny_mirror_with_sword(self, player: int):
def can_superbunny_mirror_with_sword(self, player: int) -> bool:
return self.has('Magic Mirror', player) and self.has_sword(player)
def can_get_glitched_speed_dw(self, player: int):
def can_get_glitched_speed_dw(self, player: int) -> bool:
rules = [self.has('Pegasus Boots', player), any([self.has('Hookshot', player), self.has_sword(player)])]
if self.world.mode[player] != 'inverted':
rules.append(self.has('Moon Pearl', player))
@@ -741,7 +846,7 @@ class CollectionState(object):
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:
def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool:
if location:
self.locations_checked.add(location)
@@ -781,20 +886,30 @@ class RegionType(int, Enum):
return self in (RegionType.Cave, RegionType.Dungeon)
class Region(object):
class Region:
name: str
type: RegionType
hint_text: str
player: int
world: Optional[MultiWorld]
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
dungeon: Optional[Dungeon] = None
shop: Optional = None
def __init__(self, name: str, type: str, hint, player: int, world: Optional[MultiWorld] = None):
# LttP specific. TODO: move to a LttPRegion
# will be set after making connections.
is_light_world: bool = False
is_dark_world: bool = False
def __init__(self, name: str, type_: RegionType, hint: str, player: int, world: Optional[MultiWorld] = None):
self.name = name
self.type = type
self.type = type_
self.entrances = []
self.exits = []
self.locations = []
self.dungeon = None
self.shop = None
self.world = world
self.is_light_world = False # will be set after making connections.
self.is_dark_world = False
self.spot_type = 'Region'
self.hint_text = hint
self.player = player
@@ -818,18 +933,21 @@ class Region(object):
return self.world.get_name_string_for_object(self) if self.world else f'{self.name} (Player {self.player})'
class Entrance(object):
spot_type = 'Entrance'
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
player: int
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = '', parent=None):
def __init__(self, player: int, name: str = '', parent: Region = None):
self.name = name
self.parent_region = parent
self.connected_region = None
self.target = None
self.addresses = None
self.access_rule = lambda state: True
self.player = player
self.hide_path = False
def can_reach(self, state: CollectionState) -> bool:
if self.parent_region.can_reach(state) and self.access_rule(state):
@@ -839,7 +957,7 @@ class Entrance(object):
return False
def connect(self, region: Region, addresses=None, target = None):
def connect(self, region: Region, addresses=None, target=None):
self.connected_region = region
self.target = target
self.addresses = addresses
@@ -854,7 +972,8 @@ class Entrance(object):
class Dungeon(object):
def __init__(self, name: str, regions, big_key, small_keys, dungeon_items, player: int):
def __init__(self, name: str, regions: List[Region], big_key: Item, small_keys: List[Item],
dungeon_items: List[Item], player: int):
self.name = name
self.regions = regions
self.big_key = big_key
@@ -873,11 +992,11 @@ class Dungeon(object):
self.bosses[None] = value
@property
def keys(self):
def keys(self) -> List[Item]:
return self.small_keys + ([self.big_key] if self.big_key else [])
@property
def all_items(self):
def all_items(self) -> List[Item]:
return self.dungeon_items + self.keys
def is_dungeon_item(self, item: Item) -> bool:
@@ -896,7 +1015,7 @@ class Dungeon(object):
class Boss():
def __init__(self, name: str, enemizer_name: str, defeat_rule, player: int):
def __init__(self, name: str, enemizer_name: str, defeat_rule: Callable, player: int):
self.name = name
self.enemizer_name = enemizer_name
self.defeat_rule = defeat_rule
@@ -909,27 +1028,33 @@ class Boss():
return f"Boss({self.name})"
class Location():
class LocationProgressType(Enum):
DEFAULT = 1
PRIORITY = 2
EXCLUDED = 3
class Location:
# 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
progress_type: LocationProgressType = LocationProgressType.DEFAULT
always_allow = staticmethod(lambda item, state: False)
access_rule = staticmethod(lambda state: True)
item_rule = staticmethod(lambda item: True)
item: Optional[Item] = None
parent_region: Optional[Region]
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
self.parent_region = parent
self.player: int = player
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.item_rule(item) and (not check_access or self.can_reach(state)))
@@ -944,6 +1069,7 @@ class Location():
if self.item:
raise Exception(f"Location {self} already filled.")
self.item = item
item.location = self
self.event = item.advancement
self.item.world = self.parent_region.world
self.locked = True
@@ -958,7 +1084,7 @@ class Location():
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other):
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@property
@@ -967,7 +1093,7 @@ class Location():
return self.item and self.item.game == self.game
@property
def hint_text(self):
def hint_text(self) -> str:
hint_text = getattr(self, "_hint_text", None)
if hint_text:
return hint_text
@@ -985,6 +1111,8 @@ class Item():
trap: bool = False
# change manually to ensure that a specific non-progression item never goes on an excluded location
never_exclude = False
# item is not considered by progression balancing despite being progression
skip_in_prog_balancing: bool = 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"
@@ -1013,10 +1141,14 @@ class Item():
def pedestal_hint_text(self):
return getattr(self, "_pedestal_hint_text", self.name.replace("_", " ").replace("-", " "))
@property
def flags(self) -> int:
return self.advancement + (self.never_exclude << 1) + (self.trap << 2)
def __eq__(self, other):
return self.name == other.name and self.player == other.player
def __lt__(self, other):
def __lt__(self, other: Item):
if other.player != self.player:
return other.player < self.player
return self.name < other.name
@@ -1033,6 +1165,7 @@ class Item():
class Spoiler():
world: MultiWorld
unreachables: Set[Location]
def __init__(self, world):
self.world = world
@@ -1040,19 +1173,19 @@ class Spoiler():
self.entrances = OrderedDict()
self.medallions = {}
self.playthrough = {}
self.unreachables = []
self.unreachables = set()
self.locations = {}
self.paths = {}
self.shops = []
self.bosses = OrderedDict()
def set_entrance(self, entrance, exit, direction, player):
def set_entrance(self, entrance: str, exit_: str, direction: str, player: int):
if self.world.players == 1:
self.entrances[(entrance, direction, player)] = OrderedDict(
[('entrance', entrance), ('exit', exit), ('direction', direction)])
[('entrance', entrance), ('exit', exit_), ('direction', direction)])
else:
self.entrances[(entrance, direction, player)] = OrderedDict(
[('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
[('player', player), ('entrance', entrance), ('exit', exit_), ('direction', direction)])
def parse_data(self):
self.medallions = OrderedDict()
@@ -1181,8 +1314,7 @@ class Spoiler():
return json.dumps(out)
def to_file(self, filename):
from worlds.AutoWorld import call_all, call_single, call_stage
def to_file(self, filename: str):
self.parse_data()
def bool_to_text(variable: Union[bool, str]) -> str:
@@ -1192,9 +1324,9 @@ class Spoiler():
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)
display_name = getattr(option_obj, "display_name", option_key)
try:
outfile.write(f'{displayname + ":":33}{res.get_current_option_name()}\n')
outfile.write(f'{display_name + ":":33}{res.get_current_option_name()}\n')
except:
raise Exception
@@ -1204,21 +1336,19 @@ class Spoiler():
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)
AutoWorld.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])
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():
write_option(f_option, option)
call_single(self.world, "write_spoiler_header", player, outfile)
AutoWorld.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]))
@@ -1268,7 +1398,7 @@ class Spoiler():
for dungeon, medallion in self.medallions.items():
outfile.write(f'\n{dungeon}: {medallion}')
call_all(self.world, "write_spoiler", outfile)
AutoWorld.call_all(self.world, "write_spoiler", outfile)
outfile.write('\n\nLocations:\n\n')
outfile.write('\n'.join(
@@ -1309,14 +1439,19 @@ 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)
AutoWorld.call_all(self.world, "write_spoiler_end", outfile)
seeddigits = 20
def get_seed(seed=None):
def get_seed(seed=None) -> int:
if seed is None:
random.seed(None)
return random.randint(0, pow(10, seeddigits) - 1)
return seed
from worlds import AutoWorld
auto_world = AutoWorld.World

660
ChecksFinderClient.py Normal file
View File

@@ -0,0 +1,660 @@
from __future__ import annotations
import os
import logging
import asyncio
import urllib.parse
import sys
import typing
import time
import websockets
import Utils
if __name__ == "__main__":
Utils.init_logging("ChecksFinderClient", exception_logger="Client")
from MultiServer import CommandProcessor
from NetUtils import Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission
from Utils import Version, stream_input
from worlds import network_data_package, AutoWorldRegister
from CommonClient import gui_enabled, console_loop, logger, server_autoreconnect, get_base_parser, \
keep_alive
from worlds.checksfinder import ChecksFinderWorld
class ClientCommandProcessor(CommandProcessor):
def __init__(self, ctx: CommonContext):
self.ctx = ctx
def output(self, text: str):
logger.info(text)
def _cmd_exit(self) -> bool:
"""Close connections and client"""
self.ctx.exit_event.set()
return True
def _cmd_connect(self, address: str = "") -> bool:
"""Connect to a MultiWorld Server"""
self.ctx.server_address = None
asyncio.create_task(self.ctx.connect(address if address else None), name="connecting")
return True
def _cmd_disconnect(self) -> bool:
"""Disconnect from a MultiWorld Server"""
self.ctx.server_address = None
asyncio.create_task(self.ctx.disconnect(), name="disconnecting")
return True
def _cmd_received(self) -> bool:
"""List all received items"""
logger.info(f'{len(self.ctx.items_received)} received items:')
for index, item in enumerate(self.ctx.items_received, 1):
self.output(f"{self.ctx.item_name_getter(item.item)} from {self.ctx.player_names[item.player]}")
return True
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():
if location_id < 0:
continue
if location_id not in self.ctx.locations_checked:
if location_id in self.ctx.missing_locations:
self.output('Missing: ' + location)
count += 1
elif location_id in self.ctx.checked_locations:
self.output('Checked: ' + location)
count += 1
checked_count += 1
if count:
self.output(
f"Found {count} missing location checks{f'. {checked_count} location checks previously visited.' if checked_count else ''}")
else:
self.output("No missing location checks found.")
return True
def _cmd_items(self):
"""List all item names for the currently running game."""
self.output(f"Item Names for {self.ctx.game}")
for item_name in AutoWorldRegister.world_types[self.ctx.game].item_name_to_id:
self.output(item_name)
def _cmd_locations(self):
"""List all location names for the currently running game."""
self.output(f"Location Names for {self.ctx.game}")
for location_name in AutoWorldRegister.world_types[self.ctx.game].location_name_to_id:
self.output(location_name)
def _cmd_resync(self):
"""Manually trigger a resync."""
self.output(f"Syncing items.")
self.ctx.syncing = True
def _cmd_ready(self):
"""Send ready status to server."""
self.ctx.ready = not self.ctx.ready
if self.ctx.ready:
state = ClientStatus.CLIENT_READY
self.output("Readied up.")
else:
state = ClientStatus.CLIENT_CONNECTED
self.output("Unreadied.")
asyncio.create_task(self.ctx.send_msgs([{"cmd": "StatusUpdate", "status": state}]), name="send StatusUpdate")
def default(self, raw: str):
raw = self.ctx.on_user_say(raw)
if raw:
asyncio.create_task(self.ctx.send_msgs([{"cmd": "Say", "text": raw}]), name="send Say")
class CommonContext():
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
items_handling: typing.Optional[int] = None
current_energy_link_value = 0 # to display in UI, gets set by server
def __init__(self, server_address, password):
# server state
self.send_index: int = 0
self.server_address = server_address
self.password = password
self.syncing = False
self.awaiting_bridge = False
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
self.ready = False
self.team = None
self.slot = None
self.auth = None
self.seed_name = None
self.locations_checked: typing.Set[int] = set() # local state
self.locations_scouted: typing.Set[int] = set()
self.items_received = []
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()
self.watcher_event = asyncio.Event()
self.slow_mode = False
self.jsontotextparser = JSONtoTextParser(self)
self.set_getters(network_data_package)
# execution
self.keep_alive_task = asyncio.create_task(keep_alive(self), name="Bouncy")
@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 = []
self.locations_info = {}
self.server_version = Version(0, 0, 0)
if self.server and self.server.socket is not None:
await self.server.socket.close()
self.server = None
self.server_task = None
path = os.path.expandvars(r"%localappdata%/ChecksFinder")
for root, dirs, files in os.walk(path):
for file in files:
if file.find("obtain") <= -1:
os.remove(root+"/"+file)
# 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", {})
if local_package and local_package["version"] > network_data_package["version"]:
data_package: dict = local_package
elif network: # check if data from server is newer
if data_package["version"] > network_data_package["version"]:
Utils.persistent_store("datapackage", "latest", network_data_package)
item_lookup: dict = {}
locations_lookup: dict = {}
for game, gamedata in data_package["games"].items():
for item_name, item_id in gamedata["item_name_to_id"].items():
item_lookup[item_id] = item_name
for location_name, location_id in gamedata["location_name_to_id"].items():
locations_lookup[location_id] = location_name
def get_item_name_from_id(code: int):
return item_lookup.get(code, f'Unknown item (ID:{code})')
self.item_name_getter = get_item_name_from_id
def get_location_name_from_address(address: int):
return locations_lookup.get(address, f'Unknown location (ID:{address})')
self.location_name_getter = get_location_name_from_address
@property
def endpoints(self):
if self.server:
return [self.server]
else:
return []
async def disconnect(self):
if self.server and not self.server.socket.closed:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
async def send_msgs(self, msgs):
if not self.server or not self.server.socket.open or self.server.socket.closed:
return
await self.server.socket.send(encode(msgs))
def consume_players_package(self, package: typing.List[tuple]):
self.player_names = {slot: name for team, slot, name, orig_name in package if self.team == team}
self.player_names[0] = "Archipelago"
def event_invalid_slot(self):
raise Exception('Invalid Slot; please verify that you have connected to the correct world.')
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()
return self.password
async def send_connect(self, **kwargs):
payload = {
'cmd': 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils.version_tuple,
'tags': self.tags, 'items_handling': self.items_handling,
'uuid': Utils.get_unique_identifier(), 'game': self.game
}
if kwargs:
payload.update(kwargs)
await self.send_msgs([payload])
async def console_input(self):
self.input_requests += 1
return await self.input_queue.get()
async def connect(self, address=None):
await self.disconnect()
self.server_task = asyncio.create_task(server_loop(self, address), name="server loop")
def on_print(self, args: dict):
logger.info(args["text"])
def on_print_json(self, args: dict):
if self.ui:
self.ui.print_json(args["data"])
else:
text = self.jsontotextparser(args["data"])
logger.info(text)
def on_package(self, cmd: str, args: dict):
pass
def on_user_say(self, text: str) -> typing.Optional[str]:
"""Gets called before sending a Say to the server from the user.
Returned text is sent, or sending is aborted if None is returned."""
return text
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)
async def shutdown(self):
self.server_address = None
if self.server and not self.server.socket.closed:
await self.server.socket.close()
if self.server_task:
await self.server_task
while self.input_requests > 0:
self.input_queue.put_nowait(None)
self.input_requests -= 1
self.keep_alive_task.cancel()
path = os.path.expandvars(r"%localappdata%/ChecksFinder")
for root, dirs, files in os.walk(path):
for file in files:
if file.find("obtain") <= -1:
os.remove(root+"/"+file)
# DeathLink hooks
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 = ""):
if self.server and self.server.socket:
logger.info("DeathLink: 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 update_death_link(self, death_link):
old_tags = self.tags.copy()
if death_link:
self.tags.add("DeathLink")
else:
self.tags -= {"DeathLink"}
if old_tags != self.tags and self.server and not self.server.socket.closed:
await self.send_msgs([{"cmd": "ConnectUpdate", "tags": self.tags}])
async def server_loop(ctx: CommonContext, address=None):
cached_address = None
if ctx.server and ctx.server.socket:
logger.error('Already connected')
return
if address is None: # set through CLI or APBP
address = ctx.server_address
# Wait for the user to provide a multiworld server address
if not address:
logger.info('Please connect to an Archipelago server.')
return
address = f"ws://{address}" if "://" not in address else address
port = urllib.parse.urlparse(address).port or 38281
logger.info(f'Connecting to Archipelago server at {address}')
try:
socket = await websockets.connect(address, port=port, ping_timeout=None, ping_interval=None)
ctx.server = Endpoint(socket)
logger.info('Connected')
ctx.server_address = address
ctx.current_reconnect_delay = ctx.starting_reconnect_delay
async for data in ctx.server.socket:
for msg in decode(data):
await process_server_cmd(ctx, msg)
logger.warning('Disconnected from multiworld server, type /connect to reconnect')
except ConnectionRefusedError:
if cached_address:
logger.error('Unable to connect to multiworld server at cached address. '
'Please use the connect button above.')
else:
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.exception('Failed to connect to the multiworld server')
except Exception as e:
logger.exception('Lost connection to the multiworld server, type /connect to reconnect')
finally:
await ctx.connection_closed()
if ctx.server_address:
logger.info(f"... reconnecting in {ctx.current_reconnect_delay}s")
asyncio.create_task(server_autoreconnect(ctx), name="server auto reconnect")
ctx.current_reconnect_delay *= 2
async def process_server_cmd(ctx: CommonContext, args: dict):
try:
cmd = args["cmd"]
except:
logger.exception(f"Could not get command from {args}")
raise
if cmd == 'RoomInfo':
if ctx.seed_name and ctx.seed_name != args["seed_name"]:
logger.info("The server is running a different multiworld than your client is. (invalid seed_name)")
else:
logger.info('--------------------------------')
logger.info('Room Information:')
logger.info('--------------------------------')
version = args["version"]
ctx.server_version = tuple(version)
version = ".".join(str(item) for item in version)
logger.info(f'Server protocol version: {version}')
logger.info("Server protocol tags: " + ", ".join(args["tags"]))
if args['password']:
logger.info('Password required')
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'])
if len(args['players']) < 1:
logger.info('No player connected')
else:
args['players'].sort()
current_team = -1
logger.info('Connected Players:')
for network_player in args['players']:
if network_player.team != current_team:
logger.info(f' Team #{network_player.team + 1}')
current_team = network_player.team
logger.info(' %s (Player %d)' % (network_player.alias, network_player.slot))
if args["datapackage_version"] > network_data_package["version"] or args["datapackage_version"] == 0:
await ctx.send_msgs([{"cmd": "GetDataPackage"}])
await ctx.server_auth(args['password'])
elif cmd == 'DataPackage':
logger.info("Got new ID/Name Datapackage")
ctx.set_getters(args['data'], network=True)
elif cmd == 'ConnectionRefused':
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:
raise Exception('Server reported your client version as incompatible')
elif 'InvalidItemsHandling' in errors:
raise Exception('The item handling flags requested by the client are not supported')
# last to check, recoverable problem
elif 'InvalidPassword' in errors:
logger.error('Invalid password')
ctx.password = None
await ctx.server_auth(True)
elif errors:
raise Exception("Unknown connection errors: " + str(errors))
else:
raise Exception('Connection refused by the multiworld host, no reason provided')
elif cmd == 'Connected':
if not os.path.exists(os.path.expandvars(r"%localappdata%/ChecksFinder")):
os.mkdir(os.path.expandvars(r"%localappdata%/ChecksFinder"))
ctx.team = args["team"]
ctx.slot = args["slot"]
ctx.consume_players_package(args["players"])
msgs = []
if ctx.locations_checked:
msgs.append({"cmd": "LocationChecks",
"locations": list(ctx.locations_checked)})
if ctx.locations_scouted:
msgs.append({"cmd": "LocationScouts",
"locations": list(ctx.locations_scouted)})
if msgs:
await ctx.send_msgs(msgs)
if ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
# Get the server side view of missing as of time of connecting.
# 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 = set(args["missing_locations"])
ctx.checked_locations = set(args["checked_locations"])
for ss in ctx.checked_locations:
filename = f"send{ss}"
with open(os.path.expandvars(r"%localappdata%/ChecksFinder/"+filename), 'w') as f:
f.close()
elif cmd == 'ReceivedItems':
start_index = args["index"]
if start_index == 0:
ctx.items_received = []
elif start_index != len(ctx.items_received):
sync_msg = [{'cmd': 'Sync'}]
if ctx.locations_checked:
sync_msg.append({"cmd": "LocationChecks",
"locations": list(ctx.locations_checked)})
await ctx.send_msgs(sync_msg)
if start_index == len(ctx.items_received):
for item in args['items']:
filename = f"AP_{str(NetworkItem(*item).location)}PLR{str(NetworkItem(*item).player)}.item"
with open(os.path.expandvars(r"%localappdata%/ChecksFinder/"+filename), 'w') as f:
f.write(str(NetworkItem(*item).item))
f.close()
ctx.items_received.append(NetworkItem(*item))
ctx.watcher_event.set()
elif cmd == 'LocationInfo':
for item, location, player in args['locations']:
if location not in ctx.locations_info:
ctx.locations_info[location] = (item, player)
ctx.watcher_event.set()
elif cmd == "RoomUpdate":
if "players" in args:
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
for ss in ctx.checked_locations:
filename = f"send{ss}"
with open(os.path.expandvars(r"%localappdata%/ChecksFinder/"+filename), 'w') as f:
f.close()
if "permissions" in args:
ctx.update_permissions(args["permissions"])
elif cmd == 'Print':
ctx.on_print(args)
elif cmd == 'PrintJSON':
ctx.on_print_json(args)
elif cmd == 'InvalidPacket':
logger.warning(f"Invalid Packet of {args['type']}: {args['text']}")
elif cmd == "Bounced":
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"])
elif cmd == "SetReply":
if args["key"] == "EnergyLink":
ctx.current_energy_link_value = args["value"]
if ctx.ui:
ctx.ui.set_new_energy_link_value()
else:
logger.debug(f"unknown command {cmd}")
ctx.on_package(cmd, args)
async def game_watcher(ctx: CommonContext):
from worlds.checksfinder.Locations import lookup_id_to_name
while not ctx.exit_event.is_set():
if ctx.syncing == True:
sync_msg = [{'cmd': 'Sync'}]
if ctx.locations_checked:
sync_msg.append({"cmd": "LocationChecks", "locations": list(ctx.locations_checked)})
await ctx.send_msgs(sync_msg)
ctx.syncing = False
path = os.path.expandvars(r"%localappdata%/ChecksFinder")
sending = []
victory = False
for root, dirs, files in os.walk(path):
for file in files:
if file.find("send") > -1:
st = file.split("send", -1)[1]
sending = sending+[(int(st))]
if file.find("victory") > -1:
victory = True
ctx.locations_checked = sending
message = [{"cmd": 'LocationChecks', "locations": sending}]
await ctx.send_msgs(message)
if not ctx.finished_game and victory:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
await asyncio.sleep(0.1)
if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
class TextContext(CommonContext):
game = "ChecksFinder"
items_handling = 0b111 # full remote
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_connect()
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="server loop")
input_task = None
if gui_enabled:
from kvui import ChecksFinderManager
ctx.ui = ChecksFinderManager(ctx)
ui_task = asyncio.create_task(ctx.ui.async_run(), name="UI")
else:
ui_task = None
if sys.stdin:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
progression_watcher = asyncio.create_task(
game_watcher(ctx), name="ChecksFinderProgressionWatcher")
await ctx.exit_event.wait()
ctx.server_address = None
await progression_watcher
await ctx.shutdown()
if ui_task:
await ui_task
if input_task:
input_task.cancel()
import colorama
parser = get_base_parser(description="ChecksFinder Client, for text interfacing.")
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

@@ -118,6 +118,8 @@ class CommonContext():
game = None
ui = None
keep_alive_task = None
items_handling: typing.Optional[int] = None
current_energy_link_value = 0 # to display in UI, gets set by server
def __init__(self, server_address, password):
# server state
@@ -147,7 +149,7 @@ class CommonContext():
self.items_received = []
self.missing_locations: typing.Set[int] = set()
self.checked_locations: typing.Set[int] = set() # server state
self.locations_info = {}
self.locations_info: typing.Dict[int, NetworkItem] = {}
self.input_queue = asyncio.Queue()
self.input_requests = 0
@@ -247,9 +249,9 @@ class CommonContext():
async def send_connect(self, **kwargs):
payload = {
"cmd": 'Connect',
'cmd': 'Connect',
'password': self.password, 'name': self.auth, 'version': Utils.version_tuple,
'tags': self.tags,
'tags': self.tags, 'items_handling': self.items_handling,
'uuid': Utils.get_unique_identifier(), 'game': self.game
}
if kwargs:
@@ -316,16 +318,17 @@ class CommonContext():
logger.info(f"DeathLink: Received from {data['source']}")
async def send_death(self, death_text: str = ""):
logger.info("DeathLink: 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
}
}])
if self.server and self.server.socket:
logger.info("DeathLink: 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 update_death_link(self, death_link):
old_tags = self.tags.copy()
@@ -440,7 +443,7 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
else:
args['players'].sort()
current_team = -1
logger.info('Players:')
logger.info('Connected Players:')
for network_player in args['players']:
if network_player.team != current_team:
logger.info(f' Team #{network_player.team + 1}')
@@ -464,6 +467,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
raise Exception('Player slot already in use for that team')
elif 'IncompatibleVersion' in errors:
raise Exception('Server reported your client version as incompatible')
elif 'InvalidItemsHandling' in errors:
raise Exception('The item handling flags requested by the client are not supported')
# last to check, recoverable problem
elif 'InvalidPassword' in errors:
logger.error('Invalid password')
@@ -514,9 +519,8 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.watcher_event.set()
elif cmd == 'LocationInfo':
for item, location, player in args['locations']:
if location not in ctx.locations_info:
ctx.locations_info[location] = (item, player)
for item in [NetworkItem(*item) for item in args['locations']]:
ctx.locations_info[item.location] = item
ctx.watcher_event.set()
elif cmd == "RoomUpdate":
@@ -545,7 +549,11 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
# 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"])
elif cmd == "SetReply":
if args["key"] == "EnergyLink":
ctx.current_energy_link_value = args["value"]
if ctx.ui:
ctx.ui.set_new_energy_link_value()
else:
logger.debug(f"unknown command {cmd}")
@@ -587,8 +595,9 @@ if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
class TextContext(CommonContext):
tags = {"AP", "IgnoreGame"}
tags = {"AP", "IgnoreGame", "TextOnly"}
game = "Archipelago"
items_handling = 0 # don't receive any NetworkItems
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:

View File

@@ -18,6 +18,8 @@ CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
CONNECTION_CONNECTED_STATUS = "Connected"
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
DISPLAY_MSGS = True
class FF1CommandProcessor(ClientCommandProcessor):
def __init__(self, ctx: CommonContext):
@@ -28,8 +30,17 @@ class FF1CommandProcessor(ClientCommandProcessor):
if isinstance(self.ctx, FF1Context):
logger.info(f"NES Status: {self.ctx.nes_status}")
def _cmd_toggle_msgs(self):
"""Toggle displaying messages in bizhawk"""
global DISPLAY_MSGS
DISPLAY_MSGS = not DISPLAY_MSGS
logger.info(f"Messages are now {'enabled' if DISPLAY_MSGS else 'disabled'}")
class FF1Context(CommonContext):
command_processor = FF1CommandProcessor
items_handling = 0b111 # full remote
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.nes_streams: (StreamReader, StreamWriter) = None
@@ -39,8 +50,7 @@ class FF1Context(CommonContext):
self.nes_status = CONNECTION_INITIAL_STATUS
self.game = 'Final Fantasy'
self.awaiting_rom = False
command_processor = FF1CommandProcessor
self.display_msgs = True
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
@@ -53,7 +63,8 @@ class FF1Context(CommonContext):
await self.send_connect()
def _set_message(self, msg: str, msg_id: int):
self.messages[(time.time(), msg_id)] = msg
if DISPLAY_MSGS:
self.messages[(time.time(), msg_id)] = msg
def on_package(self, cmd: str, args: dict):
if cmd == 'Connected':
@@ -214,6 +225,9 @@ if __name__ == '__main__':
# Text Mode to use !hint and such with games that have no text entry
Utils.init_logging("FF1Client")
options = Utils.get_options()
DISPLAY_MSGS = options["ffr_options"]["display_msgs"]
async def main(args):
ctx = FF1Context(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")

View File

@@ -19,7 +19,7 @@ if __name__ == "__main__":
Utils.init_logging("FactorioClient", exception_logger="Client")
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, logger, gui_enabled, \
get_base_parser
get_base_parser
from MultiServer import mark_raw
from NetUtils import NetworkItem, ClientStatus, JSONtoTextParser, JSONMessagePart
@@ -49,6 +49,7 @@ class FactorioCommandProcessor(ClientCommandProcessor):
class FactorioContext(CommonContext):
command_processor = FactorioCommandProcessor
game = "Factorio"
items_handling = 0b111 # full remote
# updated by spinup server
mod_version: Utils.Version = Utils.Version(0, 0, 0)
@@ -61,6 +62,8 @@ class FactorioContext(CommonContext):
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)
self.energy_link_increment = 0
self.last_deplete = 0
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
@@ -104,6 +107,20 @@ class FactorioContext(CommonContext):
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"]})
if cmd == "Connected" and self.energy_link_increment:
asyncio.create_task(self.send_msgs([{
"cmd": "SetNotify", "keys": ["EnergyLink"]
}]))
elif cmd == "SetReply":
if args["key"] == "EnergyLink":
if self.energy_link_increment and args.get("last_deplete", -1) == self.last_deplete:
# it's our deplete request
gained = int(args["original_value"] - args["value"])
gained_text = Utils.format_SI_prefix(gained) + "J"
if gained:
logger.info(f"EnergyLink: Received {gained_text}. "
f"{Utils.format_SI_prefix(args['value'])}J remaining.")
self.rcon_client.send_command(f"/ap-energylink {gained}")
async def game_watcher(ctx: FactorioContext):
@@ -112,7 +129,8 @@ async def game_watcher(ctx: FactorioContext):
next_bridge = time.perf_counter() + 1
try:
while not ctx.exit_event.is_set():
if ctx.awaiting_bridge and ctx.rcon_client and time.perf_counter() > next_bridge:
# TODO: restore on-demand refresh
if 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"))
@@ -126,8 +144,7 @@ async def game_watcher(ctx: FactorioContext):
research_data = data["research_done"]
research_data = {int(tech_name.split("-")[1]) for tech_name in research_data}
victory = data["victory"]
if "death_link" in data: # TODO: Remove this if statement around version 0.2.4 or so
await ctx.update_death_link(data["death_link"])
await ctx.update_death_link(data["death_link"])
if not ctx.finished_game and victory:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
@@ -143,7 +160,31 @@ async def game_watcher(ctx: FactorioContext):
if death_link_tick != ctx.death_link_tick:
ctx.death_link_tick = death_link_tick
if "DeathLink" in ctx.tags:
await ctx.send_death()
asyncio.create_task(ctx.send_death())
if ctx.energy_link_increment:
in_world_bridges = data["energy_bridges"]
if in_world_bridges:
in_world_energy = data["energy"]
if in_world_energy < (ctx.energy_link_increment * in_world_bridges):
# attempt to refill
ctx.last_deplete = time.time()
asyncio.create_task(ctx.send_msgs([{
"cmd": "Set", "key": "EnergyLink", "operations":
[{"operation": "add", "value": -ctx.energy_link_increment * in_world_bridges},
{"operation": "max", "value": 0}],
"last_deplete": ctx.last_deplete
}]))
# Above Capacity - (len(Bridges) * ENERGY_INCREMENT)
elif in_world_energy > (in_world_bridges * ctx.energy_link_increment * 5) - \
ctx.energy_link_increment*in_world_bridges:
value = ctx.energy_link_increment * in_world_bridges
asyncio.create_task(ctx.send_msgs([{
"cmd": "Set", "key": "EnergyLink", "operations":
[{"operation": "add", "value": value}]
}]))
ctx.rcon_client.send_command(
f"/ap-energylink -{value}")
logger.info(f"EnergyLink: Sent {Utils.format_SI_prefix(value)}J")
await asyncio.sleep(0.1)
@@ -232,12 +273,16 @@ async def factorio_server_watcher(ctx: FactorioContext):
factorio_process.wait(5)
async def get_info(ctx, rcon_client):
async def get_info(ctx: FactorioContext, rcon_client: factorio_rcon.RCONClient):
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))
ctx.energy_link_increment = info.get("energy_link", 0)
logger.debug(f"Energy Link Increment: {ctx.energy_link_increment}")
if ctx.energy_link_increment and ctx.ui:
ctx.ui.enable_energy_link()
await ctx.update_death_link(death_link)
@@ -308,8 +353,8 @@ async def main(args):
if sys.stdin:
input_task = asyncio.create_task(console_loop(ctx), name="Input")
factorio_server_task = asyncio.create_task(factorio_spinup_server(ctx), name="FactorioSpinupServer")
succesful_launch = await factorio_server_task
if succesful_launch:
successful_launch = await factorio_server_task
if successful_launch:
factorio_server_task = asyncio.create_task(factorio_server_watcher(ctx), name="FactorioServer")
progression_watcher = asyncio.create_task(
game_watcher(ctx), name="FactorioProgressionWatcher")
@@ -333,12 +378,8 @@ class FactorioJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
colors = node["color"].split(";")
for color in colors:
if color in {"red", "green", "blue", "orange", "yellow", "pink", "purple", "white", "black", "gray",
"brown", "cyan", "acid"}:
node["text"] = f"[color={color}]{node['text']}[/color]"
return self._handle_text(node)
elif color == "magenta":
node["text"] = f"[color=pink]{node['text']}[/color]"
if color in self.color_codes:
node["text"] = f"[color=#{self.color_codes[color]}]{node['text']}[/color]"
return self._handle_text(node)
return self._handle_text(node)

540
Fill.py
View File

@@ -2,9 +2,10 @@ import logging
import typing
import collections
import itertools
from collections import Counter, deque
from BaseClasses import CollectionState, Location, LocationProgressType, MultiWorld, Item
from BaseClasses import CollectionState, Location, MultiWorld
from worlds.generic import PlandoItem
from worlds.AutoWorld import call_all
@@ -12,76 +13,135 @@ class FillError(RuntimeError):
pass
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations, itempool, single_player_placement=False,
lock=False):
def sweep_from_pool():
new_state = base_state.copy()
for item in itempool:
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
unplaced_items = []
placements = []
reachable_items = {}
def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()) -> CollectionState:
new_state = base_state.copy()
for item in itempool:
reachable_items.setdefault(item.player, []).append(item)
new_state.collect(item, True)
new_state.sweep_for_events()
return new_state
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
itempool: typing.List[Item], single_player_placement: bool = False, lock: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
for item in itempool:
reachable_items.setdefault(item.player, deque()).append(item)
while any(reachable_items.values()) and locations:
items_to_place = [items.pop() for items in reachable_items.values() if items] # grab one item per player
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
for item in items_to_place:
itempool.remove(item)
maximum_exploration_state = sweep_from_pool()
maximum_exploration_state = sweep_from_pool(
base_state, itempool + unplaced_items)
has_beaten_game = world.has_beaten_game(maximum_exploration_state)
for item_to_place in items_to_place:
spot_to_fill: typing.Optional[Location] = 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
item_to_place.player) \
if single_player_placement else not has_beaten_game
else:
perform_access_check = True
for i, location in enumerate(locations):
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(maximum_exploration_state, item_to_place, perform_access_check):
spot_to_fill = locations.pop(i) # poping by index is faster than removing by content,
# poping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
break
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] != 'minimal' and world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {item_to_place})')
# we filled all reachable spots.
# try swapping this item with previously placed items
for (i, location) in enumerate(placements):
placed_item = location.item
# Unplaceable items can sometimes be swapped infinitely. Limit the
# number of times we will swap an individual item to prevent this
swap_count = swapped_items[placed_item.player,
placed_item.name]
if swap_count > 1:
continue
location.item = None
placed_item.location = None
swap_state = sweep_from_pool(base_state)
if (not single_player_placement or location.player == item_to_place.player) \
and location.can_fill(swap_state, item_to_place, perform_access_check):
# Verify that placing this item won't reduce available locations
prev_state = swap_state.copy()
prev_state.collect(placed_item)
prev_loc_count = len(
world.get_reachable_locations(prev_state))
swap_state.collect(item_to_place, True)
new_loc_count = len(
world.get_reachable_locations(swap_state))
if new_loc_count >= prev_loc_count:
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
swap_count += 1
swapped_items[placed_item.player,
placed_item.name] = swap_count
reachable_items[placed_item.player].appendleft(
placed_item)
itempool.append(placed_item)
break
# Item can't be placed here, restore original item
location.item = placed_item
placed_item.location = location
if spot_to_fill is None:
# Can't place this item, move on to the next
unplaced_items.append(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)}')
world.push_item(spot_to_fill, item_to_place, False)
spot_to_fill.locked = lock
placements.append(spot_to_fill)
spot_to_fill.event = True
spot_to_fill.event = item_to_place.advancement
if len(unplaced_items) > 0 and len(locations) > 0:
# There are leftover unplaceable items and locations that won't accept them
if world.can_beat_game():
logging.warning(
f'Not all items placed. Game beatable anyway. (Could not place {unplaced_items})')
else:
raise FillError(f'No more spots to place {unplaced_items}, locations {locations} are invalid. '
f'Already placed {len(placements)}: {", ".join(str(place) for place in placements)}')
itempool.extend(unplaced_items)
def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
# If not passed in, then get a shuffled list of locations to fill in
if not fill_locations:
fill_locations = world.get_unfilled_locations()
world.random.shuffle(fill_locations)
def distribute_items_restrictive(world: MultiWorld) -> None:
fill_locations = sorted(world.get_unfilled_locations())
world.random.shuffle(fill_locations)
# get items to distribute
world.random.shuffle(world.itempool)
progitempool = []
nonexcludeditempool = []
localrestitempool = {player: [] for player in range(1, world.players + 1)}
nonlocalrestitempool = []
restitempool = []
itempool = sorted(world.itempool)
world.random.shuffle(itempool)
progitempool: typing.List[Item] = []
nonexcludeditempool: typing.List[Item] = []
localrestitempool: typing.Dict[int, typing.List[Item]] = {player: [] for player in range(1, world.players + 1)}
nonlocalrestitempool: typing.List[Item] = []
restitempool: typing.List[Item] = []
for item in world.itempool:
for item in itempool:
if item.advancement:
progitempool.append(item)
elif item.never_exclude: # this only gets nonprogression items which should not appear in excluded locations
@@ -93,21 +153,47 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
else:
restitempool.append(item)
world.random.shuffle(fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool, localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
call_all(world, "fill_hook", progitempool, nonexcludeditempool,
localrestitempool, nonlocalrestitempool, restitempool, fill_locations)
fill_restrictive(world, world.state, fill_locations, progitempool)
locations: typing.Dict[LocationProgressType, typing.List[Location]] = {
loc_type: [] for loc_type in LocationProgressType}
for loc in fill_locations:
locations[loc.progress_type].append(loc)
prioritylocations = locations[LocationProgressType.PRIORITY]
defaultlocations = locations[LocationProgressType.DEFAULT]
excludedlocations = locations[LocationProgressType.EXCLUDED]
fill_restrictive(world, world.state, prioritylocations, progitempool)
if prioritylocations:
defaultlocations = prioritylocations + defaultlocations
if progitempool:
fill_restrictive(world, world.state, defaultlocations, progitempool)
if progitempool:
raise FillError(
f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
if nonexcludeditempool:
world.random.shuffle(fill_locations)
fill_restrictive(world, world.state, fill_locations, nonexcludeditempool) # needs logical fill to not conflict with local items
world.random.shuffle(defaultlocations)
# needs logical fill to not conflict with local items
fill_restrictive(
world, world.state, defaultlocations, nonexcludeditempool)
if nonexcludeditempool:
raise FillError(
f'Not enough locations for non-excluded items. There are {len(nonexcludeditempool)} more items than locations')
defaultlocations = defaultlocations + excludedlocations
world.random.shuffle(defaultlocations)
if any(localrestitempool.values()): # we need to make sure some fills are limited to certain worlds
local_locations = {player: [] for player in world.player_ids}
for location in fill_locations:
local_locations: typing.Dict[int, typing.List[Location]] = {player: [] for player in world.player_ids}
for location in defaultlocations:
local_locations[location.player].append(location)
for locations in local_locations.values():
world.random.shuffle(locations)
for player_locations in local_locations.values():
world.random.shuffle(player_locations)
for player, items in localrestitempool.items(): # items already shuffled
player_local_locations = local_locations[player]
@@ -118,34 +204,45 @@ def distribute_items_restrictive(world: MultiWorld, fill_locations=None):
break
spot_to_fill = player_local_locations.pop()
world.push_item(spot_to_fill, item_to_place, False)
fill_locations.remove(spot_to_fill)
defaultlocations.remove(spot_to_fill)
for item_to_place in nonlocalrestitempool:
for i, location in enumerate(fill_locations):
for i, location in enumerate(defaultlocations):
if location.player != item_to_place.player:
world.push_item(fill_locations.pop(i), item_to_place, False)
world.push_item(defaultlocations.pop(i), item_to_place, False)
break
else:
logging.warning(f"Could not place non_local_item {item_to_place} among {fill_locations}, tossing.")
logging.warning(
f"Could not place non_local_item {item_to_place} among {defaultlocations}, tossing.")
world.random.shuffle(fill_locations)
world.random.shuffle(defaultlocations)
restitempool, fill_locations = fast_fill(world, restitempool, fill_locations)
restitempool, defaultlocations = fast_fill(
world, restitempool, defaultlocations)
unplaced = progitempool + restitempool
unfilled = [location.name for location in fill_locations]
unfilled = [location.name for location in defaultlocations]
if unplaced or unfilled:
logging.warning(f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
logging.warning(
f'Unplaced items({len(unplaced)}): {unplaced} - Unfilled Locations({len(unfilled)}): {unfilled}')
items_counter = Counter([location.item.player for location in world.get_locations() if location.item])
locations_counter = Counter([location.player for location in world.get_locations()])
items_counter.update([item.player for item in unplaced])
locations_counter.update([location.player for location in unfilled])
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f'Per-Player counts: {print_data})')
def fast_fill(world: MultiWorld, item_pool: typing.List, fill_locations: typing.List) -> typing.Tuple[typing.List, typing.List]:
def fast_fill(world: MultiWorld,
item_pool: typing.List[Item],
fill_locations: typing.List[Location]) -> typing.Tuple[typing.List[Item], typing.List[Location]]:
placing = min(len(item_pool), len(fill_locations))
for item, location in zip(item_pool, fill_locations):
world.push_item(location, item, False)
return item_pool[placing:], fill_locations[placing:]
def flood_items(world: MultiWorld):
def flood_items(world: MultiWorld) -> None:
# get items to distribute
world.random.shuffle(world.itempool)
itempool = world.itempool
@@ -184,7 +281,8 @@ def flood_items(world: MultiWorld):
item_to_place = item
break
# we might be in a situation where all new locations require multiple items to reach. If that is the case, just place any advancement item we've found and continue trying
# we might be in a situation where all new locations require multiple items to reach.
# If that is the case, just place any advancement item we've found and continue trying
if item_to_place is None:
if candidate_item_to_place is not None:
item_to_place = candidate_item_to_place
@@ -205,68 +303,113 @@ def flood_items(world: MultiWorld):
break
def balance_multiworld_progression(world: MultiWorld):
balanceable_players = {player for player in range(1, world.players + 1) if world.progression_balancing[player]}
def balance_multiworld_progression(world: MultiWorld) -> None:
# A system to reduce situations where players have no checks remaining, popularly known as "BK mode."
# Overall progression balancing algorithm:
# Gather up all locations in a sphere.
# Define a threshold value based on the player with the most available locations.
# If other players are below the threshold value, swap progression in this sphere into earlier spheres,
# which gives more locations available by this sphere.
balanceable_players = {player for player in world.player_ids if world.progression_balancing[player]}
if not balanceable_players:
logging.info('Skipping multiworld progression balancing.')
else:
logging.info(f'Balancing multiworld progression for {len(balanceable_players)} Players.')
state = CollectionState(world)
checked_locations = set()
checked_locations: typing.Set[Location] = set()
unchecked_locations = set(world.get_locations())
reachable_locations_count = {player: 0 for player in world.player_ids}
reachable_locations_count = {
player: 0
for player in world.player_ids
if len(world.get_filled_locations(player)) != 0
}
total_locations_count = Counter(location.player for location in world.get_locations() if not location.locked)
balanceable_players = {player for player in balanceable_players if total_locations_count[player]}
sphere_num = 1
moved_item_count = 0
def get_sphere_locations(sphere_state, locations):
def get_sphere_locations(sphere_state: CollectionState,
locations: typing.Set[Location]) -> typing.Set[Location]:
sphere_state.sweep_for_events(key_only=True, locations=locations)
return {loc for loc in locations if sphere_state.can_reach(loc)}
def item_percentage(player: int, num: int) -> float:
return num / total_locations_count[player]
while True:
# Gather non-locked locations.
# This ensures that only shuffled locations get counted for progression balancing,
# i.e. the items the players will be checking.
sphere_locations = get_sphere_locations(state, unchecked_locations)
for location in sphere_locations:
unchecked_locations.remove(location)
reachable_locations_count[location.player] += 1
if not location.locked:
reachable_locations_count[location.player] += 1
logging.debug(f"Sphere {sphere_num}")
logging.debug(f"Reachable locations: {reachable_locations_count}")
debug_percentages = {
player: round(item_percentage(player, num), 2)
for player, num in reachable_locations_count.items()
}
logging.debug(f"Reachable percentages: {debug_percentages}\n")
sphere_num += 1
if checked_locations:
threshold = max(reachable_locations_count.values()) - 20
# The 10% threshold can be modified for "progression balancing strength"
# right now it approximates the old 20/216 bound.
threshold_percentage = max(map(lambda p: item_percentage(p, reachable_locations_count[p]),
reachable_locations_count)) - 0.10
logging.debug(f"Threshold: {threshold_percentage}")
balancing_players = {player for player, reachables in reachable_locations_count.items() if
reachables < threshold and player in balanceable_players}
item_percentage(player, reachables) < threshold_percentage and player in balanceable_players}
if balancing_players:
balancing_state = state.copy()
balancing_unchecked_locations = unchecked_locations.copy()
balancing_reachables = reachable_locations_count.copy()
balancing_sphere = sphere_locations.copy()
candidate_items = collections.defaultdict(set)
candidate_items: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
while True:
# Check locations in the current sphere and gather progression items to swap earlier
for location in balancing_sphere:
if location.event:
balancing_state.collect(location.item, True, location)
player = location.item.player
# only replace items that end up in another player's world
if not location.locked and player in balancing_players and location.player != player:
if (not location.locked and not location.item.skip_in_prog_balancing and
player in balancing_players and
location.player != player and
location.progress_type != LocationProgressType.PRIORITY):
candidate_items[player].add(location)
logging.debug(f"Candidate item: {location.name}, {location.item.name}")
balancing_sphere = get_sphere_locations(balancing_state, balancing_unchecked_locations)
for location in balancing_sphere:
balancing_unchecked_locations.remove(location)
balancing_reachables[location.player] += 1
if not location.locked:
balancing_reachables[location.player] += 1
if world.has_beaten_game(balancing_state) or all(
reachables >= threshold for reachables in balancing_reachables.values()):
item_percentage(player, reachables) >= threshold_percentage
for player, reachables in balancing_reachables.items()):
break
elif not balancing_sphere:
raise RuntimeError('Not all required items reachable. Something went terribly wrong here.')
unlocked_locations = collections.defaultdict(set)
# Gather a set of locations which we can swap items into
unlocked_locations: typing.Dict[int, typing.Set[Location]] = collections.defaultdict(set)
for l in unchecked_locations:
if l not in balancing_unchecked_locations:
unlocked_locations[l.player].add(l)
items_to_replace = []
items_to_replace: typing.List[Location] = []
for player in balancing_players:
locations_to_test = unlocked_locations[player]
items_to_test = candidate_items[player]
while items_to_test:
testing = items_to_test.pop()
reducing_state = state.copy()
for location in itertools.chain((l for l in items_to_replace if l.item.player == player),
items_to_test):
for location in itertools.chain((
l for l in items_to_replace
if l.item.player == player
), items_to_test):
reducing_state.collect(location.item, True, location)
reducing_state.sweep_for_events(locations=locations_to_test)
@@ -276,7 +419,8 @@ def balance_multiworld_progression(world: MultiWorld):
items_to_replace.append(testing)
else:
reduced_sphere = get_sphere_locations(reducing_state, locations_to_test)
if reachable_locations_count[player] + len(reduced_sphere) < threshold:
p = item_percentage(player, reachable_locations_count[player] + len(reduced_sphere))
if p < threshold_percentage:
items_to_replace.append(testing)
replaced_items = False
@@ -288,6 +432,7 @@ def balance_multiworld_progression(world: MultiWorld):
items_to_replace.sort()
world.random.shuffle(items_to_replace)
# Start swapping items. Since we swap into earlier spheres, no need for accessibility checks.
while replacement_locations and items_to_replace:
old_location = items_to_replace.pop()
for new_location in replacement_locations:
@@ -297,6 +442,7 @@ def balance_multiworld_progression(world: MultiWorld):
swap_location_item(old_location, new_location)
logging.debug(f"Progression balancing moved {new_location.item} to {new_location}, "
f"displacing {old_location.item} into {old_location}")
moved_item_count += 1
state.collect(new_location.item, True, new_location)
replaced_items = True
break
@@ -304,10 +450,12 @@ def balance_multiworld_progression(world: MultiWorld):
logging.warning(f"Could not Progression Balance {old_location.item}")
if replaced_items:
logging.debug(f"Moved {moved_item_count} items so far\n")
unlocked = {fresh for player in balancing_players for fresh in unlocked_locations[player]}
for location in get_sphere_locations(state, unlocked):
unchecked_locations.remove(location)
reachable_locations_count[location.player] += 1
if not location.locked:
reachable_locations_count[location.player] += 1
sphere_locations.add(location)
for location in sphere_locations:
@@ -322,7 +470,7 @@ def balance_multiworld_progression(world: MultiWorld):
break
def swap_location_item(location_1: Location, location_2: Location, check_locked=True):
def swap_location_item(location_1: Location, location_2: Location, check_locked: bool = True) -> None:
"""Swaps Items of locations. Does NOT swap flags like shop_slot or locked, but does swap event"""
if check_locked:
if location_1.locked:
@@ -335,78 +483,186 @@ def swap_location_item(location_1: Location, location_2: Location, check_locked=
location_1.event, location_2.event = location_2.event, location_1.event
def distribute_planned(world: MultiWorld):
def distribute_planned(world: MultiWorld) -> None:
def warn(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure', 'none', False, 'warn', 'warning']:
logging.warning(f'{warning}')
else:
logging.debug(f'{warning}')
def failed(warning: str, force: typing.Union[bool, str]) -> None:
if force in [True, 'fail', 'failure']:
raise Exception(warning)
else:
warn(warning, force)
# 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:
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
plando_blocks: typing.List[typing.Dict[str, typing.Any]] = []
player_ids = set(world.player_ids)
for player in player_ids:
for block in world.plando_items[player]:
block['player'] = player
if 'force' not in block:
block['force'] = 'silent'
if 'from_pool' not in block:
block['from_pool'] = True
if 'world' not in block:
block['world'] = False
items: block_value = []
if "items" in block:
items = block["items"]
if 'count' not in block:
block['count'] = False
elif "item" in block:
items = block["item"]
if 'count' not in block:
block['count'] = 1
else:
failed("You must specify at least one item to place items with plando.", block['force'])
continue
if isinstance(items, dict):
item_list: typing.List[str] = []
for key, value in items.items():
if value is True:
value = world.itempool.count(world.worlds[player].create_item(key))
item_list += [key] * value
items = item_list
if isinstance(items, str):
items = [items]
block['items'] = items
locations: block_value = []
if 'location' in block:
locations = block['location'] # just allow 'location' to keep old yamls compatible
elif 'locations' in block:
locations = block['locations']
if isinstance(locations, str):
locations = [locations]
if isinstance(locations, dict):
location_list = []
for key, value in locations.items():
location_list += [key] * value
locations = location_list
block['locations'] = locations
if not block['count']:
block['count'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if isinstance(block['count'], int):
block['count'] = {'min': block['count'], 'max': block['count']}
if 'min' not in block['count']:
block['count']['min'] = 0
if 'max' not in block['count']:
block['count']['max'] = (min(len(block['items']), len(block['locations'])) if
len(block['locations']) > 0 else len(block['items']))
if block['count']['max'] > len(block['items']):
count = block['count']
failed(f"Plando count {count} greater than items specified", block['force'])
block['count'] = len(block['items'])
if block['count']['max'] > len(block['locations']) > 0:
count = block['count']
failed(f"Plando count {count} greater than locations specified", block['force'])
block['count'] = len(block['locations'])
block['count']['target'] = world.random.randint(block['count']['min'], block['count']['max'])
if block['count']['target'] > 0:
plando_blocks.append(block)
# shuffle, but then sort blocks by number of locations minus number of items,
# so less-flexible blocks get priority
world.random.shuffle(plando_blocks)
plando_blocks.sort(key=lambda block: (len(block['locations']) - block['count']['target']
if len(block['locations']) > 0
else len(world.get_unfilled_locations(player)) - block['count']['target']))
for placement in plando_blocks:
player = placement['player']
try:
placement: PlandoItem
for placement in world.plando_items[player]:
if placement.location in key_drop_data:
placement.warn(
f"Can't place '{placement.item}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
target_world = placement['world']
locations = placement['locations']
items = placement['items']
maxcount = placement['count']['target']
from_pool = placement['from_pool']
if target_world is False or world.players == 1: # target own world
worlds: typing.Set[int] = {player}
elif target_world is True: # target any worlds besides own
worlds = set(world.player_ids) - {player}
elif target_world is None: # target all worlds
worlds = set(world.player_ids)
elif type(target_world) == list: # list of target worlds
worlds = set()
for listed_world in target_world:
if listed_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds.add(world_name_lookup[listed_world])
elif type(target_world) == int: # target world by slot number
if target_world not in range(1, world.players + 1):
failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
placement['force'])
continue
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
elif target_world is True: # in any other world
unfilled = list(location for location in world.get_unfilled_locations_for_players(
placement.location,
set(world.player_ids) - {player}) if location.item_rule(item)
)
if not unfilled:
placement.failed(f"Could not find a world with an unfilled location {placement.location}",
FillError)
continue
target_world = world.random.choice(unfilled).player
elif target_world is None: # any random world
unfilled = list(location for location in world.get_unfilled_locations_for_players(
placement.location,
set(world.player_ids)) if location.item_rule(item)
)
if not unfilled:
placement.failed(f"Could not find a world with an unfilled location {placement.location}",
FillError)
continue
target_world = world.random.choice(unfilled).player
elif type(target_world) == int: # target world by player id
if target_world not in range(1, world.players + 1):
placement.failed(
f"Cannot place item in world {target_world} as it is not in range of (1, {world.players})",
ValueError)
continue
else: # find world by name
if target_world not in world_name_lookup:
placement.failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
ValueError)
continue
target_world = world_name_lookup[target_world]
location = world.get_location(placement.location, target_world)
if location.item:
placement.failed(f"Cannot place item into already filled location {location}.")
worlds = {target_world}
else: # target world by slot name
if target_world not in world_name_lookup:
failed(f"Cannot place item to {target_world}'s world as that world does not exist.",
placement['force'])
continue
worlds = {world_name_lookup[target_world]}
if location.can_fill(world.state, item, False):
world.push_item(location, item, collect=False)
location.event = True # flag location to be checked during fill
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
else:
placement.failed(f"Can't place {item} at {location} due to fill condition not met.")
continue
if placement.from_pool: # Should happen AFTER the item is placed, in case it was allowed to skip failed placement.
candidates = list(location for location in world.get_unfilled_locations_for_players(locations,
worlds))
world.random.shuffle(candidates)
world.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
for item_name in items:
item = world.worlds[player].create_item(item_name)
for location in reversed(candidates):
if location in key_drop_data:
warn(
f"Can't place '{item_name}' at '{placement.location}', as key drop shuffle locations are not supported yet.")
continue
if not location.item:
if location.item_rule(item):
if location.can_fill(world.state, item, False):
successful_pairs.append((item, location))
candidates.remove(location)
count = count + 1
break
else:
err.append(f"Can't place item at {location} due to fill condition not met.")
else:
err.append(f"{item_name} not allowed at {location}.")
else:
err.append(f"Cannot place {item_name} into already filled location {location}.")
if count == maxcount:
break
if count < placement['count']['min']:
m = placement['count']['min']
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {world.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
for (item, location) in successful_pairs:
world.push_item(location, item, collect=False)
location.event = True # flag location to be checked during fill
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if from_pool:
try:
world.itempool.remove(item)
except ValueError:
placement.warn(f"Could not remove {item} from pool as it's already missing from it.")
warn(
f"Could not remove {item} from pool for {world.player_name[player]} as it's already missing from it.",
placement['force'])
except Exception as e:
raise Exception(f"Error running plando for player {player} ({world.player_name[player]})") from e
raise Exception(
f"Error running plando for player {player} ({world.player_name[player]})") from e

View File

@@ -14,8 +14,8 @@ 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.generic import PlandoConnection
from Utils import parse_yaml, version_tuple, __version__, tuplize_version, get_options, local_path, user_path
from worlds.alttp.EntranceRandomizer import parse_arguments
from Main import main as ERmain
from BaseClasses import seeddigits, get_seed
@@ -23,27 +23,35 @@ import Options
from worlds.alttp import Bosses
from worlds.alttp.Text import TextTable
from worlds.AutoWorld import AutoWorldRegister
import copy
categories = set(AutoWorldRegister.world_types)
def mystery_argparse():
options = get_options()
defaults = options["generator"]
def resolve_path(path: str, resolver: typing.Callable[[str], str]) -> str:
return path if os.path.isabs(path) else resolver(path)
parser = argparse.ArgumentParser(description="CMD Generation Interface, defaults come from host.yaml.")
parser.add_argument('--weights_file_path', default = defaults["weights_file_path"],
parser.add_argument('--weights_file_path', default=defaults["weights_file_path"],
help='Path to the weights file to use for rolling game settings, urls are also valid')
parser.add_argument('--samesettings', help='Rolls settings per weights file rather than per player',
action='store_true')
parser.add_argument('--player_files_path', default=defaults["player_files_path"],
parser.add_argument('--player_files_path', default=resolve_path(defaults["player_files_path"], user_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: max(int(value), 1))
parser.add_argument('--spoiler', type=int, default=defaults["spoiler"])
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('--lttp_rom', default=options["lttp_options"]["rom_file"],
help="Path to the 1.0 JP LttP Baserom.") # absolute, relative to cwd or relative to app path
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=resolve_path(defaults["enemizer_path"], local_path))
parser.add_argument('--outputpath', default=resolve_path(options["general_options"]["output_path"], user_path),
help="Path to output folder. Absolute or relative to cwd.") # absolute or relative to cwd
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_level', default='info', help='Sets log level')
@@ -60,8 +68,8 @@ def mystery_argparse():
return args, options
def get_seed_name(random):
return f"{random.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def get_seed_name(random_source) -> str:
return f"{random_source.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None, callback=ERmain):
@@ -148,7 +156,7 @@ def main(args=None, callback=ERmain):
if category_name is None:
weights_cache[path][key] = option
elif category_name not in weights_cache[path]:
raise Exception(f"Meta: Category {category_name} is not present in {path}.")
logging.warning(f"Meta: Category {category_name} is not present in {path}.")
else:
weights_cache[path][category_name][key] = option
@@ -179,7 +187,7 @@ def main(args=None, callback=ERmain):
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}")
raise Exception(f"Names have to be unique. Names: {Counter(erargs.name.values())}")
if args.yaml_output:
import yaml
@@ -190,8 +198,6 @@ def main(args=None, callback=ERmain):
if len(player_settings.values()) > 1:
important[option] = {player: value for player, value in player_settings.items() if
player <= args.yaml_output}
elif len(player_settings.values()) > 0:
important[option] = player_settings[1]
else:
logging.debug(f"No player settings defined for option '{option}'")
@@ -210,22 +216,22 @@ def main(args=None, callback=ERmain):
def read_weights_yaml(path):
try:
if urllib.parse.urlparse(path).scheme:
yaml = str(urllib.request.urlopen(path).read(), "utf-8")
if urllib.parse.urlparse(path).scheme in ('https', 'file'):
yaml = str(urllib.request.urlopen(path).read(), "utf-8-sig")
else:
with open(path, 'rb') as f:
yaml = str(f.read(), "utf-8")
yaml = str(f.read(), "utf-8-sig")
except Exception as e:
raise Exception(f"Failed to read weights ({path})") from e
return parse_yaml(yaml)
def interpret_on_off(value):
def interpret_on_off(value) -> bool:
return {"on": True, "off": False}.get(value, value)
def convert_to_on_off(value):
def convert_to_on_off(value) -> str:
return {True: "on", False: "off"}.get(value, value)
@@ -330,7 +336,7 @@ def update_weights(weights: dict, new_weights: dict, type: str, name: str) -> di
def roll_linked_options(weights: dict) -> dict:
weights = weights.copy() # make sure we don't write back to other weights sets in same_settings
weights = copy.deepcopy(weights) # make sure we don't write back to other weights sets in same_settings
for option_set in weights["linked_options"]:
if "name" not in option_set:
raise ValueError("One of your linked options does not have a name.")
@@ -352,7 +358,7 @@ def roll_linked_options(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 = copy.deepcopy(weights) # make sure we don't write back to other weights sets in same_settings
weights["_Generator_Version"] = Utils.__version__
for i, option_set in enumerate(triggers):
try:
@@ -427,17 +433,8 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
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}")
if hasattr(player_option, "verify"):
player_option.verify(AutoWorldRegister.world_types[ret.game])
else:
setattr(ret, option_key, option(option.default))
@@ -469,7 +466,7 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
ret = argparse.Namespace()
for option_key in Options.per_game_common_options:
if option_key in weights:
if option_key in weights and option_key not in Options.common_options:
raise Exception(f"Option {option_key} has to be in a game's section, not on its own.")
ret.game = get_choice("game", weights)
@@ -491,9 +488,11 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
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)
# skip setting this option if already set from common_options, defaulting to root option
if not (option_key in Options.common_options and option_key not in game_weights):
handle_option(ret, game_weights, option_key, option)
if "items" in plando_options:
ret.plando_items = roll_item_plando(world_type, game_weights)
ret.plando_items = game_weights.get("plando_items", [])
if ret.game == "Minecraft" or ret.game == "Ocarina of Time":
# bad hardcoded behavior to make this work for now
ret.plando_connections = []
@@ -510,47 +509,10 @@ def roll_settings(weights: dict, plando_options: typing.Set[str] = frozenset(("b
roll_alttp_settings(ret, game_weights, plando_options)
else:
raise Exception(f"Unsupported game {ret.game}")
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):
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)}.")

View File

@@ -1,8 +1,8 @@
MIT License
Copyright (c) 2017 LLCoolDave
Copyright (c) 2021 Berserker66
Copyright (c) 2021 CaitSith2
Copyright (c) 2022 Berserker66
Copyright (c) 2022 CaitSith2
Copyright (c) 2021 LegendaryLinux
Permission is hereby granted, free of charge, to any person obtaining a copy

307
Launcher.py Normal file
View File

@@ -0,0 +1,307 @@
"""
Archipelago launcher for bundled app.
* if run with APBP as argument, launch corresponding client.
* if run with executable as argument, run it passing argv[2:] as arguments
* if run without arguments, open launcher GUI
Scroll down to components= to add components to the launcher as well as setup.py
"""
import argparse
from os.path import isfile
import sys
from typing import Iterable, Sequence, Callable, Union, Optional
import subprocess
import itertools
from Utils import is_frozen, user_path, local_path, init_logging
from shutil import which
import shlex
from enum import Enum, auto
import logging
is_linux = sys.platform.startswith('linux')
is_macos = sys.platform == 'darwin'
is_windows = sys.platform in ("win32", "cygwin", "msys")
def open_host_yaml():
file = user_path('host.yaml')
if is_linux:
exe = which('sensible-editor') or which('gedit') or \
which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, file])
elif is_macos:
exe = which("open")
subprocess.Popen([exe, file])
else:
import webbrowser
webbrowser.open(file)
def open_patch():
try:
import tkinter
import tkinter.filedialog
except Exception as e:
logging.error("Could not load tkinter, which is likely not installed. "
"This attempt was made because Launcher.open_patch was used.")
raise e
else:
root = tkinter.Tk()
root.withdraw()
suffixes = []
for c in components:
if isfile(get_exe(c)[-1]):
suffixes += c.file_identifier.suffixes if c.type == Type.CLIENT and \
isinstance(c.file_identifier, SuffixIdentifier) else []
filename = tkinter.filedialog.askopenfilename(filetypes=(('Patches', ' '.join(suffixes)),))
file, _, component = identify(filename)
if file and component:
launch([*get_exe(component), file], component.cli)
def browse_files():
file = user_path()
if is_linux:
exe = which('xdg-open') or which('gnome-open') or which('kde-open')
subprocess.Popen([exe, file])
elif is_macos:
exe = which("open")
subprocess.Popen([exe, file])
else:
import webbrowser
webbrowser.open(file)
class Type(Enum):
TOOL = auto()
FUNC = auto() # not a real component
CLIENT = auto()
ADJUSTER = auto()
class SuffixIdentifier:
suffixes: Iterable[str]
def __init__(self, *args: str):
self.suffixes = args
def __call__(self, path: str):
if isinstance(path, str):
for suffix in self.suffixes:
if path.endswith(suffix):
return True
return False
class Component:
display_name: str
type: Optional[Type]
script_name: Optional[str]
frozen_name: Optional[str]
icon: str # just the name, no suffix
cli: bool
func: Optional[Callable]
file_identifier: Optional[Callable[[str], bool]]
def __init__(self, display_name: str, script_name: Optional[str] = None, frozen_name: Optional[str] = None,
cli: bool = False, icon: str = 'icon', component_type: Type = None, func: Optional[Callable] = None,
file_identifier: Optional[Callable[[str], bool]] = None):
self.display_name = display_name
self.script_name = script_name
self.frozen_name = frozen_name or f'Archipelago{script_name}' if script_name else None
self.icon = icon
self.cli = cli
self.type = component_type or \
None if not display_name else \
Type.FUNC if func else \
Type.CLIENT if 'Client' in display_name else \
Type.ADJUSTER if 'Adjuster' in display_name else Type.TOOL
self.func = func
self.file_identifier = file_identifier
def handles_file(self, path: str):
return self.file_identifier(path) if self.file_identifier else False
components: Iterable[Component] = (
# Launcher
Component('', 'Launcher'),
# Core
Component('Host', 'MultiServer', 'ArchipelagoServer', cli=True,
file_identifier=SuffixIdentifier('.archipelago', '.zip')),
Component('Generate', 'Generate', cli=True),
Component('Text Client', 'CommonClient', 'ArchipelagoTextClient'),
# SNI
Component('SNI Client', 'SNIClient',
file_identifier=SuffixIdentifier('.apz3', '.apm3', '.apsoe', '.aplttp', '.apsm', '.apsmz3')),
Component('LttP Adjuster', 'LttPAdjuster'),
# Factorio
Component('Factorio Client', 'FactorioClient'),
# Minecraft
Component('Minecraft Client', 'MinecraftClient', icon='mcicon', cli=True,
file_identifier=SuffixIdentifier('.apmc')),
# Ocarina of Time
Component('OoT Client', 'OoTClient',
file_identifier=SuffixIdentifier('.apz5')),
Component('OoT Adjuster', 'OoTAdjuster'),
# FF1
Component('FF1 Client', 'FF1Client'),
# ChecksFinder
Component('ChecksFinder Client', 'ChecksFinderClient'),
# Functions
Component('Open host.yaml', func=open_host_yaml),
Component('Open Patch', func=open_patch),
Component('Browse Files', func=browse_files),
)
icon_paths = {
'icon': local_path('data', 'icon.ico' if is_windows else 'icon.png'),
'mcicon': local_path('data', 'mcicon.ico')
}
def identify(path: Union[None, str]):
if path is None:
return None, None, None
for component in components:
if component.handles_file(path):
return path, component.script_name, component
return (None, None, None) if '/' in path or '\\' in path else (None, path, None)
def get_exe(component: Union[str, Component]) -> Optional[Sequence[str]]:
if isinstance(component, str):
name = component
component = None
if name.startswith('Archipelago'):
name = name[11:]
if name.endswith('.exe'):
name = name[:-4]
if name.endswith('.py'):
name = name[:-3]
if not name:
return None
for c in components:
if c.script_name == name or c.frozen_name == f'Archipelago{name}':
component = c
break
if not component:
return None
if is_frozen():
suffix = '.exe' if is_windows else ''
return [local_path(f'{component.frozen_name}{suffix}')]
else:
return [sys.executable, local_path(f'{component.script_name}.py')]
def launch(exe, in_terminal=False):
if in_terminal:
if is_windows:
subprocess.Popen(['start', *exe], shell=True)
return
elif is_linux:
terminal = which('x-terminal-emulator') or which('gnome-terminal') or which('xterm')
if terminal:
subprocess.Popen([terminal, '-e', shlex.join(exe)])
return
elif is_macos:
terminal = [which('open'), '-W', '-a', 'Terminal.app']
subprocess.Popen([*terminal, *exe])
return
subprocess.Popen(exe)
def run_gui():
if not sys.stdout:
from kvui import App, ContainerLayout, GridLayout, Button, Label # this kills stdout
else:
from kivy.app import App
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout as ContainerLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.label import Label
class Launcher(App):
base_title: str = "Archipelago Launcher"
container: ContainerLayout
grid: GridLayout
_tools = {c.display_name: c for c in components if c.type == Type.TOOL and isfile(get_exe(c)[-1])}
_clients = {c.display_name: c for c in components if c.type == Type.CLIENT and isfile(get_exe(c)[-1])}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER and isfile(get_exe(c)[-1])}
_funcs = {c.display_name: c for c in components if c.type == Type.FUNC}
def __init__(self, ctx=None):
self.title = self.base_title
self.ctx = ctx
self.icon = r"data/icon.png"
super().__init__()
def build(self):
self.container = ContainerLayout()
self.grid = GridLayout(cols=2)
self.container.add_widget(self.grid)
button_layout = self.grid # make buttons fill the window
for (tool, client) in itertools.zip_longest(itertools.chain(
self._tools.items(), self._funcs.items(), self._adjusters.items()), self._clients.items()):
# column 1
if tool:
button = Button(text=tool[0])
button.component = tool[1]
button.bind(on_release=self.component_action)
button_layout.add_widget(button)
else:
button_layout.add_widget(Label())
# column 2
if client:
button = Button(text=client[0])
button.component = client[1]
button.bind(on_press=self.component_action)
button_layout.add_widget(button)
else:
button_layout.add_widget(Label())
return self.container
@staticmethod
def component_action(button):
if button.component.type == Type.FUNC:
button.component.func()
else:
launch(get_exe(button.component), button.component.cli)
Launcher().run()
def main(args: Optional[Union[argparse.Namespace, dict]] = None):
if isinstance(args, argparse.Namespace):
args = {k: v for k, v in args._get_kwargs()}
elif not args:
args = {}
if "Patch|Game|Component" in args:
file, component, _ = identify(args["Patch|Game|Component"])
if file:
args['file'] = file
if component:
args['component'] = component
if 'file' in args:
subprocess.run([*get_exe(args['component']), args['file'], *args['args']])
elif 'component' in args:
subprocess.run([*get_exe(args['component']), *args['args']])
else:
run_gui()
if __name__ == '__main__':
init_logging('Launcher')
parser = argparse.ArgumentParser(description='Archipelago Launcher')
parser.add_argument('Patch|Game|Component', type=str, nargs='?',
help="Pass either a patch file, a generated game or the name of a component to run.")
parser.add_argument('args', nargs="*", help="Arguments to pass to component.")
main(parser.parse_args())

View File

@@ -14,14 +14,15 @@ import tkinter as tk
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, \
from tkinter import Tk, Frame, Label, StringVar, Entry, filedialog, messagebox, Button, Radiobutton, LEFT, X, TOP, LabelFrame, \
IntVar, Checkbutton, E, W, OptionMenu, Toplevel, BOTTOM, RIGHT, font as font, PhotoImage
from tkinter.constants import DISABLED, NORMAL
from urllib.parse import urlparse
from urllib.request import urlopen
from worlds.alttp.Rom import Sprite, LocalRom, apply_rom_settings, get_base_rom_bytes
from Utils import output_path, local_path, open_file, get_cert_none_ssl_context, persistent_store
from Utils import output_path, local_path, user_path, open_file, get_cert_none_ssl_context, persistent_store, get_adjuster_settings, tkinter_center_window
from Patch import GAME_ALTTP
class AdjusterWorld(object):
def __init__(self, sprite_pool):
@@ -121,7 +122,7 @@ def main():
args, path = adjust(args=args)
if isinstance(args.sprite, Sprite):
args.sprite = args.sprite.name
persistent_store("adjuster", "last_settings_3", args)
persistent_store("adjuster", GAME_ALTTP, args)
def adjust(args):
@@ -129,7 +130,7 @@ def adjust(args):
logger = logging.getLogger('Adjuster')
logger.info('Patching ROM.')
vanillaRom = args.baserom
if os.path.splitext(args.rom)[-1].lower() == '.apbp':
if os.path.splitext(args.rom)[-1].lower() in {'.apbp', '.aplttp'}:
import Patch
meta, args.rom = Patch.create_rom_file(args.rom)
@@ -196,6 +197,7 @@ def adjustGUI():
def adjustRom():
guiargs = Namespace()
guiargs.auto_apply = rom_vars.auto_apply.get()
guiargs.heartbeep = rom_vars.heartbeepVar.get()
guiargs.heartcolor = rom_vars.heartcolorVar.get()
guiargs.menuspeed = rom_vars.menuspeedVar.get()
@@ -226,14 +228,43 @@ def adjustGUI():
messagebox.showinfo(title="Success", message=f"Rom patched successfully to {path}")
if isinstance(guiargs.sprite, Sprite):
guiargs.sprite = guiargs.sprite.name
persistent_store("adjuster", "last_settings_3", guiargs)
delattr(guiargs, "rom")
persistent_store("adjuster", GAME_ALTTP, guiargs)
def saveGUISettings():
guiargs = Namespace()
guiargs.auto_apply = rom_vars.auto_apply.get()
guiargs.heartbeep = rom_vars.heartbeepVar.get()
guiargs.heartcolor = rom_vars.heartcolorVar.get()
guiargs.menuspeed = rom_vars.menuspeedVar.get()
guiargs.ow_palettes = rom_vars.owPalettesVar.get()
guiargs.uw_palettes = rom_vars.uwPalettesVar.get()
guiargs.hud_palettes = rom_vars.hudPalettesVar.get()
guiargs.sword_palettes = rom_vars.swordPalettesVar.get()
guiargs.shield_palettes = rom_vars.shieldPalettesVar.get()
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.baserom = romVar.get()
if isinstance(rom_vars.sprite, Sprite):
guiargs.sprite = rom_vars.sprite.name
else:
guiargs.sprite = rom_vars.sprite
guiargs.sprite_pool = rom_vars.sprite_pool
persistent_store("adjuster", GAME_ALTTP, guiargs)
messagebox.showinfo(title="Success", message="Settings saved to persistent storage")
adjustButton = Button(bottomFrame2, text='Adjust Rom', command=adjustRom)
rom_options_frame.pack(side=TOP)
adjustButton.pack(side=BOTTOM, padx=(5, 5))
adjustButton.pack(side=LEFT, padx=(5,5))
bottomFrame2.pack(side=BOTTOM, pady=(5, 5))
saveButton = Button(bottomFrame2, text='Save Settings', command=saveGUISettings)
saveButton.pack(side=LEFT, padx=(5,5))
bottomFrame2.pack(side=TOP, pady=(5,5))
tkinter_center_window(adjustWindow)
adjustWindow.mainloop()
@@ -255,7 +286,7 @@ def run_sprite_update():
def update_sprites(task, on_finish=None):
resultmessage = ""
successful = True
sprite_dir = local_path("data", "sprites", "alttpr")
sprite_dir = user_path("data", "sprites", "alttpr")
os.makedirs(sprite_dir, exist_ok=True)
ctx = get_cert_none_ssl_context()
def finished():
@@ -437,9 +468,14 @@ class BackgroundTaskProgressNullWindow(BackgroundTask):
def get_rom_frame(parent=None):
adjuster_settings = get_adjuster_settings(GAME_ALTTP)
if not adjuster_settings:
adjuster_settings = Namespace()
adjuster_settings.baserom = "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"
romFrame = Frame(parent)
baseRomLabel = Label(romFrame, text='LttP Base Rom: ')
romVar = StringVar(value="Zelda no Densetsu - Kamigami no Triforce (Japan).sfc")
romVar = StringVar(value=adjuster_settings.baserom)
romEntry = Entry(romFrame, textvariable=romVar)
def RomSelect():
@@ -465,6 +501,26 @@ def get_rom_frame(parent=None):
def get_rom_options_frame(parent=None):
adjuster_settings = get_adjuster_settings(GAME_ALTTP)
if not adjuster_settings:
adjuster_settings = Namespace()
adjuster_settings.auto_apply = 'ask'
adjuster_settings.music = True
adjuster_settings.reduceflashing = True
adjuster_settings.deathlink = False
adjuster_settings.sprite = None
adjuster_settings.quickswap = True
adjuster_settings.menuspeed = 'normal'
adjuster_settings.heartcolor = 'red'
adjuster_settings.heartbeep = 'normal'
adjuster_settings.ow_palettes = 'default'
adjuster_settings.uw_palettes = 'default'
adjuster_settings.hud_palettes = 'default'
adjuster_settings.sword_palettes = 'default'
adjuster_settings.shield_palettes = 'default'
if not hasattr(adjuster_settings, 'sprite_pool'):
adjuster_settings.sprite_pool = []
romOptionsFrame = LabelFrame(parent, text="Rom options")
romOptionsFrame.columnconfigure(0, weight=1)
romOptionsFrame.columnconfigure(1, weight=1)
@@ -473,16 +529,16 @@ def get_rom_options_frame(parent=None):
vars = Namespace()
vars.MusicVar = IntVar()
vars.MusicVar.set(1)
vars.MusicVar.set(adjuster_settings.music)
MusicCheckbutton = Checkbutton(romOptionsFrame, text="Music", variable=vars.MusicVar)
MusicCheckbutton.grid(row=0, column=0, sticky=E)
vars.disableFlashingVar = IntVar(value=1)
vars.disableFlashingVar = IntVar(value=adjuster_settings.reduceflashing)
disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)",
variable=vars.disableFlashingVar)
disableFlashingCheckbutton.grid(row=6, column=0, sticky=W)
vars.DeathLinkVar = IntVar(value=0)
vars.DeathLinkVar = IntVar(value=adjuster_settings.deathlink)
DeathLinkCheckbutton = Checkbutton(romOptionsFrame, text="DeathLink (Team Deaths)", variable=vars.DeathLinkVar)
DeathLinkCheckbutton.grid(row=7, column=0, sticky=W)
@@ -491,7 +547,7 @@ def get_rom_options_frame(parent=None):
baseSpriteLabel = Label(spriteDialogFrame, text='Sprite:')
vars.spriteNameVar = StringVar()
vars.sprite = None
vars.sprite = adjuster_settings.sprite
def set_sprite(sprite_param):
nonlocal vars
@@ -505,8 +561,8 @@ def get_rom_options_frame(parent=None):
vars.sprite = sprite_param
vars.spriteNameVar.set(vars.sprite.name)
set_sprite(None)
vars.spriteNameVar.set('(unchanged)')
set_sprite(adjuster_settings.sprite)
#vars.spriteNameVar.set(adjuster_settings.sprite)
spriteEntry = Label(spriteDialogFrame, textvariable=vars.spriteNameVar)
def SpriteSelect():
@@ -519,7 +575,7 @@ def get_rom_options_frame(parent=None):
spriteEntry.pack(side=LEFT)
spriteSelectButton.pack(side=LEFT)
vars.quickSwapVar = IntVar(value=1)
vars.quickSwapVar = IntVar(value=adjuster_settings.quickswap)
quickSwapCheckbutton = Checkbutton(romOptionsFrame, text="L/R Quickswapping", variable=vars.quickSwapVar)
quickSwapCheckbutton.grid(row=1, column=0, sticky=E)
@@ -528,7 +584,7 @@ def get_rom_options_frame(parent=None):
menuspeedLabel = Label(menuspeedFrame, text='Menu speed')
menuspeedLabel.pack(side=LEFT)
vars.menuspeedVar = StringVar()
vars.menuspeedVar.set('normal')
vars.menuspeedVar.set(adjuster_settings.menuspeed)
menuspeedOptionMenu = OptionMenu(menuspeedFrame, vars.menuspeedVar, 'normal', 'instant', 'double', 'triple',
'quadruple', 'half')
menuspeedOptionMenu.pack(side=LEFT)
@@ -538,7 +594,7 @@ def get_rom_options_frame(parent=None):
heartcolorLabel = Label(heartcolorFrame, text='Heart color')
heartcolorLabel.pack(side=LEFT)
vars.heartcolorVar = StringVar()
vars.heartcolorVar.set('red')
vars.heartcolorVar.set(adjuster_settings.heartcolor)
heartcolorOptionMenu = OptionMenu(heartcolorFrame, vars.heartcolorVar, 'red', 'blue', 'green', 'yellow', 'random')
heartcolorOptionMenu.pack(side=LEFT)
@@ -547,7 +603,7 @@ def get_rom_options_frame(parent=None):
heartbeepLabel = Label(heartbeepFrame, text='Heartbeep')
heartbeepLabel.pack(side=LEFT)
vars.heartbeepVar = StringVar()
vars.heartbeepVar.set('normal')
vars.heartbeepVar.set(adjuster_settings.heartbeep)
heartbeepOptionMenu = OptionMenu(heartbeepFrame, vars.heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu.pack(side=LEFT)
@@ -556,7 +612,7 @@ def get_rom_options_frame(parent=None):
owPalettesLabel = Label(owPalettesFrame, text='Overworld palettes')
owPalettesLabel.pack(side=LEFT)
vars.owPalettesVar = StringVar()
vars.owPalettesVar.set('default')
vars.owPalettesVar.set(adjuster_settings.ow_palettes)
owPalettesOptionMenu = OptionMenu(owPalettesFrame, vars.owPalettesVar, 'default', 'good', 'blackout', 'grayscale',
'negative', 'classic', 'dizzy', 'sick', 'puke')
owPalettesOptionMenu.pack(side=LEFT)
@@ -566,7 +622,7 @@ def get_rom_options_frame(parent=None):
uwPalettesLabel = Label(uwPalettesFrame, text='Dungeon palettes')
uwPalettesLabel.pack(side=LEFT)
vars.uwPalettesVar = StringVar()
vars.uwPalettesVar.set('default')
vars.uwPalettesVar.set(adjuster_settings.uw_palettes)
uwPalettesOptionMenu = OptionMenu(uwPalettesFrame, vars.uwPalettesVar, 'default', 'good', 'blackout', 'grayscale',
'negative', 'classic', 'dizzy', 'sick', 'puke')
uwPalettesOptionMenu.pack(side=LEFT)
@@ -576,7 +632,7 @@ def get_rom_options_frame(parent=None):
hudPalettesLabel = Label(hudPalettesFrame, text='HUD palettes')
hudPalettesLabel.pack(side=LEFT)
vars.hudPalettesVar = StringVar()
vars.hudPalettesVar.set('default')
vars.hudPalettesVar.set(adjuster_settings.hud_palettes)
hudPalettesOptionMenu = OptionMenu(hudPalettesFrame, vars.hudPalettesVar, 'default', 'good', 'blackout',
'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
hudPalettesOptionMenu.pack(side=LEFT)
@@ -586,7 +642,7 @@ def get_rom_options_frame(parent=None):
swordPalettesLabel = Label(swordPalettesFrame, text='Sword palettes')
swordPalettesLabel.pack(side=LEFT)
vars.swordPalettesVar = StringVar()
vars.swordPalettesVar.set('default')
vars.swordPalettesVar.set(adjuster_settings.sword_palettes)
swordPalettesOptionMenu = OptionMenu(swordPalettesFrame, vars.swordPalettesVar, 'default', 'good', 'blackout',
'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
swordPalettesOptionMenu.pack(side=LEFT)
@@ -596,7 +652,7 @@ def get_rom_options_frame(parent=None):
shieldPalettesLabel = Label(shieldPalettesFrame, text='Shield palettes')
shieldPalettesLabel.pack(side=LEFT)
vars.shieldPalettesVar = StringVar()
vars.shieldPalettesVar.set('default')
vars.shieldPalettesVar.set(adjuster_settings.shield_palettes)
shieldPalettesOptionMenu = OptionMenu(shieldPalettesFrame, vars.shieldPalettesVar, 'default', 'good', 'blackout',
'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
shieldPalettesOptionMenu.pack(side=LEFT)
@@ -606,7 +662,7 @@ def get_rom_options_frame(parent=None):
baseSpritePoolLabel = Label(spritePoolFrame, text='Sprite Pool:')
vars.spritePoolCountVar = StringVar()
vars.sprite_pool = []
vars.sprite_pool = adjuster_settings.sprite_pool
def set_sprite_pool(sprite_param):
nonlocal vars
@@ -625,7 +681,7 @@ def get_rom_options_frame(parent=None):
vars.spritePoolCountVar.set(str(len(vars.sprite_pool)))
set_sprite_pool(None)
vars.spritePoolCountVar.set('0')
vars.spritePoolCountVar.set(len(adjuster_settings.sprite_pool))
spritePoolEntry = Label(spritePoolFrame, textvariable=vars.spritePoolCountVar)
def SpritePoolSelect():
@@ -645,6 +701,18 @@ def get_rom_options_frame(parent=None):
spritePoolSelectButton.pack(side=LEFT)
spritePoolClearButton.pack(side=LEFT)
vars.auto_apply = StringVar(value=adjuster_settings.auto_apply)
autoApplyFrame = Frame(romOptionsFrame)
autoApplyFrame.grid(row=8, column=0, columnspan=2, sticky=W)
filler = Label(autoApplyFrame, text="Automatically apply last used settings on opening .apbp files")
filler.pack(side=TOP, expand=True, fill=X)
askRadio = Radiobutton(autoApplyFrame, text='Ask', variable=vars.auto_apply, value='ask')
askRadio.pack(side=LEFT, padx=5, pady=5)
alwaysRadio = Radiobutton(autoApplyFrame, text='Always', variable=vars.auto_apply, value='always')
alwaysRadio.pack(side=LEFT, padx=5, pady=5)
neverRadio = Radiobutton(autoApplyFrame, text='Never', variable=vars.auto_apply, value='never')
neverRadio.pack(side=LEFT, padx=5, pady=5)
return romOptionsFrame, vars, set_sprite
@@ -693,6 +761,9 @@ class SpriteSelector():
button = Button(frame, text="Update alttpr sprites", command=self.update_alttpr_sprites)
button.pack(side=RIGHT, padx=(5, 0))
button = Button(frame, text="Do not adjust sprite",command=self.use_default_sprite)
button.pack(side=LEFT,padx=(0,5))
button = Button(frame, text="Default Link sprite", command=self.use_default_link_sprite)
button.pack(side=LEFT, padx=(0, 5))
@@ -710,36 +781,36 @@ class SpriteSelector():
self.randomOnItemVar = IntVar()
self.randomOnBonkVar = IntVar()
self.randomOnRandomVar = IntVar()
self.randomOnAllVar = IntVar()
if self.randomOnEvent:
button = Checkbutton(frame, text="Hit", command=self.update_random_button, variable=self.randomOnHitVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonHit = Checkbutton(frame, text="Hit", command=self.update_random_button, variable=self.randomOnHitVar)
self.buttonHit.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Enter", command=self.update_random_button, variable=self.randomOnEnterVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonEnter = Checkbutton(frame, text="Enter", command=self.update_random_button, variable=self.randomOnEnterVar)
self.buttonEnter.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Exit", command=self.update_random_button, variable=self.randomOnExitVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonExit = Checkbutton(frame, text="Exit", command=self.update_random_button, variable=self.randomOnExitVar)
self.buttonExit.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Slash", command=self.update_random_button, variable=self.randomOnSlashVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonSlash = Checkbutton(frame, text="Slash", command=self.update_random_button, variable=self.randomOnSlashVar)
self.buttonSlash.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Item", command=self.update_random_button, variable=self.randomOnItemVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonItem = Checkbutton(frame, text="Item", command=self.update_random_button, variable=self.randomOnItemVar)
self.buttonItem.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Bonk", command=self.update_random_button, variable=self.randomOnBonkVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonBonk = Checkbutton(frame, text="Bonk", command=self.update_random_button, variable=self.randomOnBonkVar)
self.buttonBonk.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Random", command=self.update_random_button,
variable=self.randomOnRandomVar)
button.pack(side=LEFT, padx=(0, 5))
self.buttonRandom = Checkbutton(frame, text="Random", command=self.update_random_button, variable=self.randomOnRandomVar)
self.buttonRandom.pack(side=LEFT, padx=(0, 5))
if adjuster:
button = Button(frame, text="Current sprite from rom", command=self.use_default_sprite)
button.pack(side=LEFT, padx=(0, 5))
self.buttonAll = Checkbutton(frame, text="All", command=self.update_random_button, variable=self.randomOnAllVar)
self.buttonAll.pack(side=LEFT, padx=(0, 5))
set_icon(self.window)
self.window.focus()
tkinter_center_window(self.window)
def remove_from_sprite_pool(self, button, spritename):
self.callback(("remove", spritename))
@@ -879,9 +950,31 @@ class SpriteSelector():
self.add_to_sprite_pool("link")
def update_random_button(self):
if self.randomOnRandomVar.get():
if self.randomOnAllVar.get():
randomon = "all"
self.buttonHit.config(state=DISABLED)
self.buttonEnter.config(state=DISABLED)
self.buttonExit.config(state=DISABLED)
self.buttonSlash.config(state=DISABLED)
self.buttonItem.config(state=DISABLED)
self.buttonBonk.config(state=DISABLED)
self.buttonRandom.config(state=DISABLED)
elif self.randomOnRandomVar.get():
randomon = "random"
self.buttonHit.config(state=DISABLED)
self.buttonEnter.config(state=DISABLED)
self.buttonExit.config(state=DISABLED)
self.buttonSlash.config(state=DISABLED)
self.buttonItem.config(state=DISABLED)
self.buttonBonk.config(state=DISABLED)
else:
self.buttonHit.config(state=NORMAL)
self.buttonEnter.config(state=NORMAL)
self.buttonExit.config(state=NORMAL)
self.buttonSlash.config(state=NORMAL)
self.buttonItem.config(state=NORMAL)
self.buttonBonk.config(state=NORMAL)
self.buttonRandom.config(state=NORMAL)
randomon = "-hit" if self.randomOnHitVar.get() else ""
randomon += "-enter" if self.randomOnEnterVar.get() else ""
randomon += "-exit" if self.randomOnExitVar.get() else ""
@@ -920,11 +1013,11 @@ class SpriteSelector():
@property
def alttpr_sprite_dir(self):
return local_path("data", "sprites", "alttpr")
return user_path("data", "sprites", "alttpr")
@property
def custom_sprite_dir(self):
return local_path("data", "sprites", "custom")
return user_path("data", "sprites", "custom")
def get_image_for_sprite(sprite, gif_only: bool = False):
@@ -1150,4 +1243,4 @@ class ToolTips(object):
if __name__ == '__main__':
main()
main()

150
Main.py
View File

@@ -1,3 +1,5 @@
import copy
import collections
from itertools import zip_longest, chain
import logging
import os
@@ -7,9 +9,9 @@ import concurrent.futures
import pickle
import tempfile
import zipfile
from typing import Dict, Tuple, Optional
from typing import Dict, Tuple, Optional, Set
from BaseClasses import MultiWorld, CollectionState, Region, RegionType
from BaseClasses import MultiWorld, CollectionState, Region, RegionType, LocationProgressType, Location
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
@@ -18,7 +20,6 @@ from Utils import output_path, get_options, __version__, version_tuple
from worlds.generic.Rules import locality_rules, exclusion_rules
from worlds import AutoWorld
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',
@@ -47,13 +48,6 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
world.item_functionality = args.item_functionality.copy()
world.timer = args.timer.copy()
world.goal = args.goal.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.open_pyramid = args.open_pyramid.copy()
world.boss_shuffle = args.shufflebosses.copy()
world.enemy_health = args.enemy_health.copy()
@@ -77,12 +71,14 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
world.plando_connections = args.plando_connections.copy()
world.required_medallions = args.required_medallions.copy()
world.game = args.game.copy()
world.set_options(args)
world.player_name = args.name.copy()
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.set_options(args)
world.set_item_links()
world.state = CollectionState(world)
logger.info('Archipelago Version %s - Seed: %s\n', __version__, world.seed)
logger.info("Found World Types:")
@@ -137,9 +133,88 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for player in world.player_ids:
exclusion_rules(world, player, world.exclude_locations[player].value)
world.priority_locations[player].value -= world.exclude_locations[player].value
for location_name in world.priority_locations[player].value:
world.get_location(location_name, player).progress_type = LocationProgressType.PRIORITY
AutoWorld.call_all(world, "generate_basic")
# temporary home for item links, should be moved out of Main
for group_id, group in world.groups.items():
def find_common_pool(players: Set[int], shared_pool: Set[str]):
advancement = set()
counters = {player: {name: 0 for name in shared_pool} for player in players}
for item in world.itempool:
if item.player in counters and item.name in shared_pool:
counters[item.player][item.name] += 1
if item.advancement:
advancement.add(item.name)
for player in players.copy():
if all([counters[player][item] == 0 for item in shared_pool]):
players.remove(player)
del(counters[player])
if not players:
return None, None
for item in shared_pool:
count = min(counters[player][item] for player in players)
if count:
for player in players:
counters[player][item] = count
else:
for player in players:
del(counters[player][item])
return counters, advancement
common_item_count, common_advancement_items = find_common_pool(group["players"], group["item_pool"])
if not common_item_count:
continue
new_itempool = []
for item_name, item_count in next(iter(common_item_count.values())).items():
advancement = item_name in common_advancement_items
for _ in range(item_count):
new_item = group["world"].create_item(item_name)
new_item.advancement = advancement
new_itempool.append(new_item)
region = Region("Menu", RegionType.Generic, "ItemLink", group_id, world)
world.regions.append(region)
locations = region.locations = []
for item in world.itempool:
count = common_item_count.get(item.player, {}).get(item.name, 0)
if count:
loc = Location(group_id, f"Item Link: {item.name} -> {world.player_name[item.player]} {count}",
None, region)
loc.access_rule = lambda state, item_name = item.name, group_id_ = group_id, count_ = count: \
state.has(item_name, group_id_, count_)
locations.append(loc)
loc.place_locked_item(item)
common_item_count[item.player][item.name] -= 1
else:
new_itempool.append(item)
itemcount = len(world.itempool)
world.itempool = new_itempool
while itemcount > len(world.itempool):
items_to_add = []
for player in group["players"]:
if group["replacement_items"][player]:
items_to_add.append(AutoWorld.call_single(world, "create_item", player,
group["replacement_items"][player]))
else:
items_to_add.append(AutoWorld.call_single(world, "create_filler", player))
world.random.shuffle(items_to_add)
world.itempool.extend(items_to_add[:itemcount - len(world.itempool)])
if any(world.item_links.values()):
world._recache()
world._all_state = None
logger.info("Running Item Plando")
for item in world.itempool:
@@ -250,45 +325,58 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
import NetUtils
slot_data = {}
client_versions = {}
minimum_versions = {"server": (0, 1, 8), "clients": client_versions}
games = {}
minimum_versions = {"server": (0, 2, 4), "clients": client_versions}
slot_info = {}
names = [[name for player, name in sorted(world.player_name.items())]]
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]
slot_info[slot] = NetUtils.NetworkSlot(names[0][slot - 1], world.game[slot],
world.player_types[slot])
for slot, group in world.groups.items():
games[slot] = world.game[slot]
slot_info[slot] = NetUtils.NetworkSlot(group["name"], world.game[slot], world.player_types[slot],
group_members=sorted(group["players"]))
precollected_items = {player: [item.code for item in world_precollected if type(item.code) == int]
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()
precollected_hints = {player: set() for player in range(1, world.players + 1 + len(world.groups))}
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):
entrance = er_hint_data.get(location.player, {}).get(location.address, "")
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False)
location.item.code, False, entrance, location.item.flags)
precollected_hints[location.player].add(hint)
precollected_hints[location.item.player].add(hint)
if location.item.player not in world.groups:
precollected_hints[location.item.player].add(hint)
else:
for player in world.groups[location.item.player]["players"]:
precollected_hints[player].add(hint)
locations_data: Dict[int, Dict[int, Tuple[int, int]]] = {player: {} for player in world.player_ids}
locations_data: Dict[int, Dict[int, Tuple[int, 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]:
assert location.item.code is not None, "item code None should be event, " \
"location.address should then also be None"
locations_data[location.player][location.address] = \
location.item.code, location.item.player, location.item.flags
if 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)
elif any([location.item.name in world.start_hints[player]
for player in world.groups.get(location.item.player, {}).get("players", [])]):
precollect_hint(location)
multidata = {
"slot_data": slot_data,
"games": games,
"names": [[name for player, name in sorted(world.player_name.items())]],
"slot_info": slot_info,
"names": names, # TODO: remove around 0.2.5 in favor of slot_info
"games": games, # TODO: remove around 0.2.5 in favor of slot_info
"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},
@@ -310,7 +398,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
multidata = zlib.compress(pickle.dumps(multidata), 9)
with open(os.path.join(temp_dir, f'{outfilebase}.archipelago'), 'wb') as f:
f.write(bytes([1])) # version of format
f.write(bytes([3])) # version of format
f.write(multidata)
multidata_task = pool.submit(write_multidata)
@@ -320,7 +408,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
logger.warning("Location Accessibility requirements not fulfilled.")
# retrieve exceptions via .result() if they occured.
# retrieve exceptions via .result() if they occurred.
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):

View File

@@ -2,6 +2,7 @@ import argparse
import os, sys
import re
import atexit
import shutil
from subprocess import Popen
from shutil import copyfile
from time import strftime
@@ -16,6 +17,7 @@ atexit.register(input, "Press enter to exit.")
# 1 or more digits followed by m or g, then optional b
max_heap_re = re.compile(r"^\d+[mMgG][bB]?$")
forge_version = "1.17.1-37.1.1"
is_windows = sys.platform in ("win32", "cygwin", "msys")
def prompt_yes_no(prompt):
@@ -158,9 +160,15 @@ def find_jdk_dir() -> str:
# get the java exe location
def find_jdk() -> str:
jdk = find_jdk_dir()
jdk_exe = os.path.join(jdk, "bin", "java.exe")
if os.path.isfile(jdk_exe):
if is_windows:
jdk = find_jdk_dir()
jdk_exe = os.path.join(jdk, "bin", "java.exe")
if os.path.isfile(jdk_exe):
return jdk_exe
else:
jdk_exe = shutil.which(options["minecraft_options"].get("java", "java"))
if not jdk_exe:
raise Exception("Could not find Java. Is Java installed on the system?")
return jdk_exe
@@ -203,7 +211,7 @@ def install_forge(directory: str):
f.write(resp.content)
print(f"Installing Forge...")
argstring = ' '.join([jdk, "-jar", "\"" + forge_install_jar+ "\"", "--installServer", "\"" + directory + "\""])
install_process = Popen(argstring)
install_process = Popen(argstring, shell=not is_windows)
install_process.wait()
os.remove(forge_install_jar)
@@ -220,7 +228,8 @@ def run_forge_server(forge_dir: str, heap_arg):
heap_arg = heap_arg[:-1]
heap_arg = "-Xmx" + heap_arg
args_file = os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version, "win_args.txt")
os_args = "win_args.txt" if is_windows else "unix_args.txt"
args_file = os.path.join(forge_dir, "libraries", "net", "minecraftforge", "forge", forge_version, os_args)
win_args = []
with open(args_file) as argfile:
for line in argfile:
@@ -229,7 +238,7 @@ def run_forge_server(forge_dir: str, heap_arg):
argstring = ' '.join([java_exe, heap_arg] + win_args + ["-nogui"])
logging.info(f"Running Forge server: {argstring}")
os.chdir(forge_dir)
return Popen(argstring)
return Popen(argstring, shell=not is_windows)
if __name__ == '__main__':
@@ -252,15 +261,21 @@ if __name__ == '__main__':
max_heap = options["minecraft_options"]["max_heap_size"]
if args.install:
print("Installing Java and Minecraft Forge")
download_java()
if is_windows:
print("Installing Java and Minecraft Forge")
download_java()
else:
print("Installing Minecraft Forge")
install_forge(forge_dir)
sys.exit(0)
if apmc_file is not None and not os.path.isfile(apmc_file):
raise FileNotFoundError(f"Path {apmc_file} does not exist or could not be accessed.")
if not os.path.isdir(forge_dir):
raise NotADirectoryError(f"Path {forge_dir} does not exist or could not be accessed.")
if prompt_yes_no("Did not find forge directory. Download and install forge now?"):
install_forge(forge_dir)
if not os.path.isdir(forge_dir):
raise NotADirectoryError(f"Path {forge_dir} does not exist or could not be accessed.")
if not max_heap_re.match(max_heap):
raise Exception(f"Max heap size {max_heap} in incorrect format. Use a number followed by M or G, e.g. 512M or 2G.")

View File

@@ -3,7 +3,8 @@ import sys
import subprocess
import pkg_resources
requirements_files = {'requirements.txt'}
local_dir = os.path.dirname(__file__)
requirements_files = {os.path.join(local_dir, 'requirements.txt')}
if sys.version_info < (3, 8, 6):
raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
@@ -11,7 +12,7 @@ if sys.version_info < (3, 8, 6):
update_ran = getattr(sys, "frozen", False) # don't run update if environment is frozen/compiled
if not update_ran:
for entry in os.scandir("worlds"):
for entry in os.scandir(os.path.join(local_dir, "worlds")):
if entry.is_dir():
req_file = os.path.join(entry.path, "requirements.txt")
if os.path.exists(req_file):
@@ -23,7 +24,7 @@ def update_command():
subprocess.call([sys.executable, '-m', 'pip', 'install', '-r', file, '--upgrade'])
def update(yes = False, force = False):
def update(yes=False, force=False):
global update_ran
if not update_ran:
update_ran = True
@@ -38,9 +39,8 @@ def update(yes = False, force = False):
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)
name, version, _ = wheel.split('-', 2)
line = f'{name}=={version}'
requirements = pkg_resources.parse_requirements(line)
for requirement in requirements:
@@ -58,6 +58,7 @@ def update(yes = False, force = False):
if __name__ == "__main__":
import argparse
parser = argparse.ArgumentParser(description='Install archipelago requirements')
parser.add_argument('-y', '--yes', dest='yes', action='store_true', help='answer "yes" to all questions')
parser.add_argument('-f', '--force', dest='force', action='store_true', help='force update')

View File

@@ -15,6 +15,7 @@ import random
import pickle
import itertools
import time
import operator
import ModuleUpdate
@@ -23,7 +24,7 @@ ModuleUpdate.update()
import websockets
import colorama
from fuzzywuzzy import process as fuzzy_process
from thefuzz import process as fuzzy_process
import NetUtils
from worlds.AutoWorld import AutoWorldRegister
@@ -33,14 +34,37 @@ from worlds import network_data_package, lookup_any_item_id_to_name, lookup_any_
import Utils
from Utils import get_item_name_from_id, get_location_name_from_id, \
version_tuple, restricted_loads, Version
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType
colorama.init()
# functions callable on storable data on the server by clients
modify_functions = {
"add": operator.add, # add together two objects, using python's "+" operator (works on strings and lists as append)
"mul": operator.mul,
"mod": operator.mod,
"max": max,
"min": min,
"replace": lambda old, new: new,
"default": lambda old, new: old,
"pow": operator.pow,
# bitwise:
"xor": operator.xor,
"or": operator.or_,
"and": operator.and_,
"left_shift": operator.lshift,
"right_shift": operator.rshift,
}
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
@@ -52,6 +76,20 @@ class Client(Endpoint):
self.messageprocessor = client_message_processor(ctx, self)
self.ctx = weakref.ref(ctx)
@property
def items_handling(self):
if self.no_items:
return 0
return 1 + (self.remote_items << 1) + (self.remote_start_inventory << 2)
@items_handling.setter
def items_handling(self, value: int):
if not (value & 0b001) and (value & 0b110):
raise ValueError("Invalid flag combination")
self.no_items = not (value & 0b001)
self.remote_items = bool(value & 0b010)
self.remote_start_inventory = bool(value & 0b100)
@property
def name(self) -> str:
ctx = self.ctx()
@@ -78,13 +116,18 @@ class Context:
"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]]]
locations: typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
groups: typing.Dict[int, typing.Set[int]]
save_version = 2
stored_data: typing.Dict[str, object]
stored_data_notification_clients: typing.Dict[str, typing.Set[Client]]
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", collect_mode="disabled",
remaining_mode: str = "disabled", auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2,
log_network: bool = False):
super(Context, self).__init__()
self.slot_info: typing.Dict[int, NetworkSlot] = {}
self.log_network = log_network
self.endpoints = []
self.clients = {}
@@ -108,6 +151,7 @@ class Context:
self.server = None
self.countdown_timer = 0
self.received_items = {}
self.start_inventory = {}
self.name_aliases: typing.Dict[team_slot, str] = {}
self.location_checks = collections.defaultdict(set)
self.hint_cost = hint_cost
@@ -136,7 +180,10 @@ class Context:
self.games: typing.Dict[int, str] = {}
self.minimum_client_versions: typing.Dict[int, Utils.Version] = {}
self.seed_name = ""
self.groups = {}
self.random = random.Random()
self.stored_data = {}
self.stored_data_notification_clients = collections.defaultdict(weakref.WeakSet)
# General networking
@@ -235,14 +282,14 @@ class Context:
with open(multidatapath, 'rb') as f:
data = f.read()
self._load(self._decompress(data), use_embedded_server_options)
self._load(self.decompress(data), use_embedded_server_options)
self.data_filename = multidatapath
@staticmethod
def _decompress(data: bytes) -> dict:
def decompress(data: bytes) -> dict:
format_version = data[0]
if format_version != 1:
raise Exception("Incompatible multidata.")
if format_version > 3:
raise Utils.VersionException("Incompatible multidata.")
return restricted_loads(zlib.decompress(data[1:]))
def _load(self, decoded_obj: dict, use_embedded_server_options: bool):
@@ -272,19 +319,40 @@ class Context:
self.slot_data = decoded_obj['slot_data']
self.er_hint_data = {int(player): {int(address): name for address, name in loc_data.items()}
for player, loc_data in decoded_obj["er_hint_data"].items()}
self.games = decoded_obj["games"]
# award remote-items start inventory:
# load start inventory:
for slot, item_codes in decoded_obj["precollected_items"].items():
self.start_inventory[slot] = [NetworkItem(item_code, -2, 0) for item_code in item_codes]
for team in range(len(decoded_obj['names'])):
for slot, item_codes in decoded_obj["precollected_items"].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:
if "slot_info" in decoded_obj:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
else:
self.games = decoded_obj["games"]
self.groups = {}
self.slot_info = {
slot: NetworkSlot(
self.player_names[0, slot],
self.games[slot],
SlotType(int(bool(locations))))
for slot, locations in self.locations.items()
}
# locations may need converting
for slot, locations in self.locations.items():
for location, item_data in locations.items():
if len(item_data) < 3:
locations[location] = (*item_data, 0)
# declare slots that aren't players as done
for slot, slot_info in self.slot_info.items():
if slot_info.type.always_goal:
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)
@@ -351,6 +419,7 @@ class Context:
def get_save(self) -> dict:
self.recheck_hints()
d = {
"version": self.save_version,
"connect_names": self.connect_names,
"received_items": self.received_items,
"hints_used": dict(self.hints_used),
@@ -362,7 +431,13 @@ class Context:
(key, value.timestamp()) for key, value in self.client_activity_timers.items()),
"client_connection_timers": tuple(
(key, value.timestamp()) for key, value in self.client_connection_timers.items()),
"random_state": self.random.getstate()
"random_state": self.random.getstate(),
"stored_data": self.stored_data,
"game_options": {"hint_cost": self.hint_cost, "location_check_points": self.location_check_points,
"server_password": self.server_password, "password": self.password, "forfeit_mode":
self.forfeit_mode, "remaining_mode": self.remaining_mode, "collect_mode":
self.collect_mode, "item_cheat": self.item_cheat, "compatibility": self.compatibility}
}
return d
@@ -370,7 +445,22 @@ class Context:
def set_save(self, savedata: dict):
if self.connect_names != savedata["connect_names"]:
raise Exception("This savegame does not appear to match the loaded multiworld.")
self.received_items = savedata["received_items"]
if "version" not in savedata:
# upgrade from version 1
# this is not perfect but good enough for old games to continue
for old, items in savedata["received_items"].items():
self.received_items[(*old, True)] = items
self.received_items[(*old, False)] = items.copy()
for (team, slot, remote) in self.received_items:
# remove start inventory from items, since this is separate now
start_inventory = get_start_inventory(self, slot, slot in self.remote_start_inventory)
if start_inventory:
del self.received_items[team, slot, remote][:len(start_inventory)]
logging.info("Upgraded save data")
elif savedata["version"] > self.save_version:
raise Exception("This savegame is newer than the server.")
else:
self.received_items = savedata["received_items"]
self.hints_used.update(savedata["hints_used"])
self.hints.update(savedata["hints"])
@@ -383,10 +473,25 @@ class Context:
{tuple(key): datetime.datetime.fromtimestamp(value, datetime.timezone.utc) for key, value
in savedata["client_activity_timers"]})
self.location_checks.update(savedata["location_checks"])
if "random_state" in savedata:
self.random.setstate(savedata["random_state"])
logging.info(f'Loaded save file with {sum([len(p) for p in self.received_items.values()])} received items '
f'for {len(self.received_items)} players')
self.random.setstate(savedata["random_state"])
if "game_options" in savedata:
self.hint_cost = savedata["game_options"]["hint_cost"]
self.location_check_points = savedata["game_options"]["location_check_points"]
self.server_password = savedata["game_options"]["server_password"]
self.password = savedata["game_options"]["password"]
self.forfeit_mode = savedata["game_options"]["forfeit_mode"]
self.remaining_mode = savedata["game_options"]["remaining_mode"]
self.collect_mode = savedata["game_options"]["collect_mode"]
self.item_cheat = savedata["game_options"]["item_cheat"]
self.compatibility = savedata["game_options"]["compatibility"]
if "stored_data" in savedata:
self.stored_data = savedata["stored_data"]
# count items and slots from lists for item_handling = remote
logging.info(
f'Loaded save file with {sum([len(v) for k, v in self.received_items.items() if k[2]])} received items '
f'for {sum(k[2] for k in self.received_items)} players')
# rest
@@ -443,20 +548,34 @@ class Context:
def notify_hints(ctx: Context, team: int, hints: typing.List[NetUtils.Hint]):
"""Send and remember hints"""
concerns = collections.defaultdict(list)
for hint in hints:
net_msg = hint.as_network_message()
concerns[hint.receiving_player].append(net_msg)
if not hint.local:
if hint.receiving_player in ctx.groups:
for player in ctx.groups[hint.receiving_player]:
concerns[player].append(net_msg)
else:
concerns[hint.receiving_player].append(net_msg)
if not hint.local and net_msg not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(net_msg)
# remember hints in all cases
if not hint.found:
ctx.hints[team, hint.finding_player].add(hint)
if hint.receiving_player in ctx.groups:
for player in ctx.groups[hint.receiving_player]:
ctx.hints[team, player].add(hint)
else:
ctx.hints[team, hint.receiving_player].add(hint)
for text in (format_hint(ctx, team, hint) for hint in hints):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
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))
if 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):
@@ -506,6 +625,8 @@ async def on_client_connected(ctx: Context, client: Client):
'cmd': 'RoomInfo',
'password': bool(ctx.password),
'players': players,
# TODO remove around 0.2.5 in favor of slot_info ?
# Maybe convert into a list of games that are present to fetch relevant datapackage entries before Connect?
'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.
@@ -543,7 +664,10 @@ async def on_client_joined(ctx: Context, client: Client):
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) "
f"{verb} {ctx.games[client.slot]} has joined. "
f"Client({version_str}), {client.tags}).")
ctx.notify_client(client, "Now that you are connected, "
"you can use !help to list commands to run via the server. "
"If your client supports it, "
"you may have additional local commands you can list with /help.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -574,16 +698,19 @@ def get_players_string(ctx: Context):
player_names = sorted(ctx.player_names.keys())
current_team = -1
text = ''
total = 0
for team, slot in player_names:
player_name = ctx.player_names[team, slot]
if team != current_team:
text += f':: Team #{team + 1}: '
current_team = team
if (team, slot) in auth_clients:
text += f'{player_name} '
else:
text += f'({player_name}) '
return f'{len(auth_clients)} players of {len(ctx.player_names)} connected ' + text[:-1]
if ctx.slot_info[slot].type == SlotType.player:
total += 1
player_name = ctx.player_names[team, slot]
if team != current_team:
text += f':: Team #{team + 1}: '
current_team = team
if (team, slot) in auth_clients:
text += f'{player_name} '
else:
text += f'({player_name}) '
return f'{len(auth_clients)} players of {total} connected ' + text[:-1]
def get_status_string(ctx: Context, team: int):
@@ -599,21 +726,29 @@ def get_status_string(ctx: Context, team: int):
return text
def get_received_items(ctx: Context, team: int, player: int) -> typing.List[NetworkItem]:
return ctx.received_items.setdefault((team, player), [])
def get_received_items(ctx: Context, team: int, player: int, remote_items: bool) -> typing.List[NetworkItem]:
return ctx.received_items.setdefault((team, player, remote_items), [])
def get_start_inventory(ctx: Context, player: int, remote_start_inventory: bool) -> typing.List[NetworkItem]:
return ctx.start_inventory.setdefault(player, []) if remote_start_inventory else []
def send_new_items(ctx: Context):
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:
if client.no_items:
continue
start_inventory = get_start_inventory(ctx, slot, client.remote_start_inventory)
items = get_received_items(ctx, team, slot, client.remote_items)
if len(start_inventory) + len(items) > client.send_index:
first_new_item = max(0, client.send_index - len(start_inventory))
asyncio.create_task(ctx.send_msgs(client, [{
"cmd": "ReceivedItems",
"index": client.send_index,
"items": items[client.send_index:]}]))
client.send_index = len(items)
"items": start_inventory[client.send_index:] + items[first_new_item:]}]))
client.send_index = len(start_inventory) + len(items)
def update_checked_locations(ctx: Context, team: int, slot: int):
@@ -633,13 +768,13 @@ 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:
for location_id, values in location_data.items():
if values[1] == 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)
register_location_checks(ctx, team, source_player, location_ids, count_activity=False)
update_checked_locations(ctx, team, source_player)
@@ -651,16 +786,26 @@ def get_remaining(ctx: Context, team: int, slot: int) -> typing.List[int]:
return sorted(items)
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int]):
def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem):
targets = ctx.groups.get(target_slot, [target_slot])
for target in targets:
for item in items:
if item.player != target_slot:
get_received_items(ctx, team, target, False).append(item)
get_received_items(ctx, team, target, True).append(item)
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
for location in new_locations:
item_id, target_player = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot)
if target_player != slot or slot in ctx.remote_items:
get_received_items(ctx, team, target_player).append(new_item)
item_id, target_player, flags = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
logging.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], get_item_name_from_id(item_id),
@@ -679,32 +824,39 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
ctx.save()
def notify_team(ctx: Context, team: int, text: str):
logging.info("Notice (Team #%d): %s" % (team + 1, text))
ctx.broadcast_team(team, [['Print', {"text": text}]])
def collect_hints(ctx: Context, team: int, slot: int, item: str) -> typing.List[NetUtils.Hint]:
hints = []
slots = []
for group_id, group in ctx.groups.items():
if slot in group:
slots.append(group_id)
seeked_item_id = proxy_worlds[ctx.games[slot]].item_name_to_id[item]
for finding_player, check_data in ctx.locations.items():
for location_id, result in check_data.items():
item_id, receiving_player = result
if receiving_player == slot and item_id == seeked_item_id:
item_id, receiving_player, item_flags = result
if (receiving_player == slot or receiving_player in slots) and item_id == seeked_item_id:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance))
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags))
return hints
def collect_hints_location(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
seeked_location: int = proxy_worlds[ctx.games[slot]].location_name_to_id[location]
item_id, receiving_player = ctx.locations[slot].get(seeked_location, (None, None))
if item_id:
return collect_hint_location_id(ctx, team, slot, seeked_location)
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int) -> typing.List[NetUtils.Hint]:
result = ctx.locations[slot].get(seeked_location, (None, None, None))
if any(result):
item_id, receiving_player, item_flags = result
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance)]
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags)]
return []
@@ -724,10 +876,10 @@ 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_item(parts, net_item.item, net_item.player)
NetUtils.add_json_item(parts, net_item.item, net_item.player, net_item.flags)
else:
NetUtils.add_json_text(parts, " sent ")
NetUtils.add_json_item(parts, net_item.item, receiving_player)
NetUtils.add_json_item(parts, net_item.item, receiving_player, net_item.flags)
NetUtils.add_json_text(parts, " to ")
NetUtils.add_json_text(parts, receiving_player, type=NetUtils.JSONTypes.player_id)
@@ -1073,7 +1225,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
world.item_names)
if usable:
new_item = NetworkItem(world.create_item(item_name).code, -1, self.client.slot)
get_received_items(self.ctx, self.client.team, self.client.slot).append(new_item)
get_received_items(self.ctx, self.client.team, self.client.slot, False).append(new_item)
get_received_items(self.ctx, self.client.team, self.client.slot, True).append(new_item)
self.ctx.notify_all(
'Cheat console: sending "' + item_name + '" to ' + self.ctx.get_aliased_name(self.client.team,
self.client.slot))
@@ -1086,7 +1239,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output("Cheating is disabled.")
return False
def get_hints(self, input_text: str, explicit_location: bool = False) -> bool:
def get_hints(self, input_text: str, for_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
if not input_text:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
@@ -1098,20 +1251,21 @@ class ClientMessageProcessor(CommonCommandProcessor):
return True
else:
world = proxy_worlds[self.ctx.games[self.client.slot]]
item_name, usable, response = get_intended_text(input_text,
world.all_names if not explicit_location else world.location_names)
names = world.location_names if for_location else world.all_item_and_group_names
hint_name, usable, response = get_intended_text(input_text,
names)
if usable:
if item_name in world.hint_blacklist:
self.output(f"Sorry, \"{item_name}\" is marked as non-hintable.")
if hint_name in world.hint_blacklist:
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif item_name in world.item_name_groups and not explicit_location:
elif not for_location and hint_name in world.item_name_groups: # item group name
hints = []
for item in world.item_name_groups[item_name]:
for item in world.item_name_groups[hint_name]:
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item))
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)
elif not for_location and hint_name in world.item_names: # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
else: # location name
hints = collect_hints_location(self.ctx, self.client.team, self.client.slot, item_name)
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
cost = self.ctx.get_hint_cost(self.client.slot)
if hints:
new_hints = set(hints) - self.ctx.hints[self.client.team, self.client.slot]
@@ -1143,10 +1297,6 @@ class ClientMessageProcessor(CommonCommandProcessor):
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 and cost and int((points_available // cost) == 0):
self.output(
@@ -1172,19 +1322,17 @@ class ClientMessageProcessor(CommonCommandProcessor):
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.
def _cmd_hint(self, item: str = "") -> bool:
"""Use !hint {item_name},
for example !hint Lamp to get a spoiler peek for that 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)
return self.get_hints(item)
@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.)"""
for example !hint_location atomic-bomb to get a spoiler peek for that location."""
return self.get_hints(location, True)
@@ -1236,7 +1384,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
errors.add('InvalidPassword')
if args['name'] not in ctx.connect_names:
logging.info((args["name"], ctx.connect_names))
errors.add('InvalidSlot')
else:
team, slot = ctx.connect_names[args['name']]
@@ -1246,6 +1393,20 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
minver = ctx.minimum_client_versions[slot]
if minver > args['version']:
errors.add('IncompatibleVersion')
if args.get('items_handling', None) is None:
# fall back to load from multidata
client.no_items = False
client.remote_items = slot in ctx.remote_items
client.remote_start_inventory = slot in ctx.remote_start_inventory
await ctx.send_msgs(client, [{
"cmd": "Print", "text":
"Warning: Client is not sending items_handling flags, "
"which will not be supported in the future."}])
else:
try:
client.items_handling = args['items_handling']
except (ValueError, TypeError):
errors.add('InvalidItemsHandling')
# only exact version match allowed
if ctx.compatibility == 0 and args['version'] != version_tuple:
@@ -1266,18 +1427,21 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
reply = [{
"cmd": "Connected",
"team": client.team, "slot": client.slot,
"players": ctx.get_players_package(),
"missing_locations": get_missing_checks(ctx, team, slot),
"checked_locations": get_checked_checks(ctx, team, slot),
"slot_data": ctx.slot_data[client.slot]
"slot_data": ctx.slot_data[client.slot],
"slot_info": ctx.slot_info
}]
items = get_received_items(ctx, client.team, client.slot)
if items:
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": items})
client.send_index = len(items)
start_inventory = get_start_inventory(ctx, slot, client.remote_start_inventory)
items = get_received_items(ctx, client.team, client.slot, client.remote_items)
if (start_inventory or items) and not client.no_items:
reply.append({"cmd": 'ReceivedItems', "index": 0, "items": start_inventory + items})
client.send_index = len(start_inventory) + 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)
@@ -1305,23 +1469,42 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
"original_cmd": cmd}])
return
if args.get('items_handling', None) is not None and client.items_handling != args['items_handling']:
try:
client.items_handling = args['items_handling']
start_inventory = get_start_inventory(ctx, client.slot, client.remote_start_inventory)
items = get_received_items(ctx, client.team, client.slot, client.remote_items)
if (items or start_inventory) and not client.no_items:
client.send_index = len(start_inventory) + len(items)
await ctx.send_msgs(client, [{"cmd": "ReceivedItems", "index": 0,
"items": start_inventory + items}])
else:
client.send_index = 0
except (ValueError, TypeError) as err:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', 'type': 'arguments',
'text': f'Invalid items_handling: {err}',
'original_cmd': cmd}])
return
if "tags" in args:
old_tags = client.tags
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
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)
start_inventory = get_start_inventory(ctx, client.slot, client.remote_start_inventory)
items = get_received_items(ctx, client.team, client.slot, client.remote_items)
if (start_inventory or items) and not client.no_items:
client.send_index = len(start_inventory) + len(items)
await ctx.send_msgs(client, [{"cmd": "ReceivedItems", "index": 0,
"items": items}])
"items": start_inventory + items}])
elif cmd == 'LocationChecks':
if "Tracker" in client.tags:
if client.no_locations:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd",
"text": "Trackers can't register new Location Checks",
"original_cmd": cmd}])
@@ -1330,15 +1513,20 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
elif cmd == 'LocationScouts':
locs = []
create_as_hint = args.get("create_as_hint", False)
hints = []
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',
"original_cmd": cmd}])
return
target_item, target_player = ctx.locations[client.slot][location]
locs.append(NetworkItem(target_item, location, target_player))
target_item, target_player, flags = ctx.locations[client.slot][location]
if create_as_hint:
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location))
locs.append(NetworkItem(target_item, location, target_player, flags))
notify_hints(ctx, client.team, hints)
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'StatusUpdate':
@@ -1365,6 +1553,43 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
bounceclient.slot in slots):
await ctx.send_encoded_msgs(bounceclient, msg)
elif cmd == "Get":
if "keys" not in args or type(args["keys"]) != list:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Retrieve', "original_cmd": cmd}])
return
args["cmd"] = "Retrieved"
keys = args["keys"]
args["keys"] = {key: ctx.stored_data.get(key, None) for key in keys}
await ctx.send_msgs(client, [args])
elif cmd == "Set":
if "key" not in args or \
"operations" not in args or not type(args["operations"]) == list:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Set', "original_cmd": cmd}])
return
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = value
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", True):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])
elif cmd == "SetNotify":
if "keys" not in args or type(args["keys"]) != list:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'SetNotify', "original_cmd": cmd}])
return
for key in args["keys"]:
ctx.stored_data_notification_clients[key].add(client)
def update_client_status(ctx: Context, client: Client, new_status: ClientStatus):
current = ctx.client_game_state[client.team, client.slot]
@@ -1487,8 +1712,8 @@ class ServerCommandProcessor(CommonCommandProcessor):
self.output(f"Could not find player {player_name} to forbid the !forfeit command for.")
return False
def _cmd_send(self, player_name: str, *item_name: str) -> bool:
"""Sends an item to the specified player"""
def _cmd_send_multiple(self, amount: typing.Union[int, str], player_name: str, *item_name: str) -> bool:
"""Sends multiples of an item to the specified player"""
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
@@ -1496,11 +1721,14 @@ class ServerCommandProcessor(CommonCommandProcessor):
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.item_names)
if usable:
new_item = NetworkItem(world.item_name_to_id[item], -1, 0)
get_received_items(self.ctx, team, slot).append(new_item)
self.ctx.notify_all('Cheat console: sending "' + item + '" to ' +
self.ctx.get_aliased_name(team, slot))
amount: int = int(amount)
new_items = [NetworkItem(world.item_name_to_id[item], -1, 0) for i in range(int(amount))]
send_items_to(self.ctx, team, slot, *new_items)
send_new_items(self.ctx)
self.ctx.notify_all(
'Cheat console: sending ' + ('' if amount == 1 else f'{amount} of ') +
f'"{item}" to {self.ctx.get_aliased_name(team, slot)}')
return True
else:
self.output(response)
@@ -1509,23 +1737,50 @@ class ServerCommandProcessor(CommonCommandProcessor):
self.output(response)
return False
def _cmd_hint(self, player_name: str, *item_or_location: str) -> bool:
"""Send out a hint for a player's item or location to their team"""
def _cmd_send(self, player_name: str, *item_name: str) -> bool:
"""Sends an item to the specified player"""
return self._cmd_send_multiple(1, player_name, *item_name)
def _cmd_hint(self, player_name: str, *item: str) -> bool:
"""Send out a hint for a player's item to their team"""
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
item = " ".join(item_or_location)
item = " ".join(item)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.all_names)
item, usable, response = get_intended_text(item, world.all_item_and_group_names)
if usable:
if item in world.item_name_groups:
hints = []
for item in world.item_name_groups[item]:
hints.extend(collect_hints(self.ctx, team, slot, item))
elif item in world.item_names: # item name
else: # item name
hints = collect_hints(self.ctx, team, slot, item)
else: # location name
hints = collect_hints_location(self.ctx, team, slot, item)
if hints:
notify_hints(self.ctx, team, hints)
else:
self.output("No hints found.")
return True
else:
self.output(response)
return False
else:
self.output(response)
return False
def _cmd_hint_location(self, player_name: str, *location: str) -> bool:
"""Send out a hint for a player's location to their team"""
seeked_player, usable, response = get_intended_text(player_name, self.ctx.player_names.values())
if usable:
team, slot = self.ctx.player_name_lookup[seeked_player]
item = " ".join(location)
world = proxy_worlds[self.ctx.games[slot]]
item, usable, response = get_intended_text(item, world.location_names)
if usable:
hints = collect_hint_location_name(self.ctx, team, slot, item)
if hints:
notify_hints(self.ctx, team, hints)
else:
@@ -1556,6 +1811,8 @@ class ServerCommandProcessor(CommonCommandProcessor):
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)}])
elif option_name in {"hint_cost", "location_check_points"}:
self.ctx.broadcast_all([{"cmd": "RoomUpdate", option_name: getattr(self.ctx, option_name)}])
return True
else:
known = (f"{option}:{otype}" for option, otype in self.ctx.simple_options.items())
@@ -1675,11 +1932,18 @@ async def main(args: argparse.Namespace):
try:
if not data_filename:
import tkinter
import tkinter.filedialog
root = tkinter.Tk()
root.withdraw()
data_filename = tkinter.filedialog.askopenfilename(filetypes=(("Multiworld data", "*.archipelago *.zip"),))
try:
import tkinter
import tkinter.filedialog
except Exception as e:
logging.error("Could not load tkinter, which is likely not installed. "
"This attempt was made because no .archipelago file was provided as argument. "
"Either provide a file or ensure the tkinter package is installed.")
raise e
else:
root = tkinter.Tk()
root.withdraw()
data_filename = tkinter.filedialog.askopenfilename(filetypes=(("Multiworld data", "*.archipelago *.zip"),))
ctx.load(data_filename, args.use_embedded_options)

View File

@@ -1,6 +1,5 @@
from __future__ import annotations
import logging
import typing
import enum
from json import JSONEncoder, JSONDecoder
@@ -17,6 +16,8 @@ class JSONMessagePart(typing.TypedDict, total=False):
color: str
# owning player for location/item
player: int
# if type == item indicates item flags
flags: int
class ClientStatus(enum.IntEnum):
@@ -27,7 +28,18 @@ class ClientStatus(enum.IntEnum):
CLIENT_GOAL = 30
class Permission(enum.IntEnum):
class SlotType(enum.IntFlag):
spectator = 0b00
player = 0b01
group = 0b10
@property
def always_goal(self) -> bool:
"""Mark this slot has having reached its goal instantly."""
return self.value != 0b01
class Permission(enum.IntFlag):
disabled = 0b000 # 0, completely disables access
enabled = 0b001 # 1, allows manual use
goal = 0b010 # 2, allows manual use after goal completion
@@ -47,16 +59,26 @@ class Permission(enum.IntEnum):
class NetworkPlayer(typing.NamedTuple):
"""Represents a particular player on a particular team."""
team: int
slot: int
alias: str
name: str
class NetworkSlot(typing.NamedTuple):
"""Represents a particular slot across teams."""
name: str
game: str
type: SlotType
group_members: typing.Union[typing.List[int], typing.Tuple] = () # only populated if type == group
class NetworkItem(typing.NamedTuple):
item: int
location: int
player: int
flags: int = 0
def _scan_for_TypedTuples(obj: typing.Any) -> typing.Any:
@@ -86,9 +108,10 @@ def get_any_version(data: dict) -> Version:
return Version(int(data["major"]), int(data["minor"]), int(data["build"]))
whitelist = {"NetworkPlayer": NetworkPlayer,
"NetworkItem": NetworkItem,
}
whitelist = {
"NetworkPlayer": NetworkPlayer,
"NetworkItem": NetworkItem,
}
custom_hooks = {
"Version": get_any_version
@@ -119,9 +142,6 @@ class Endpoint:
def __init__(self, socket):
self.socket = socket
async def disconnect(self):
raise NotImplementedError
class HandlerMeta(type):
def __new__(mcs, name, bases, attrs):
@@ -163,6 +183,21 @@ class JSONTypes(str, enum.Enum):
class JSONtoTextParser(metaclass=HandlerMeta):
color_codes = {
# not exact color names, close enough but decent looking
"black": "000000",
"red": "EE0000",
"green": "00FF7F",
"yellow": "FAFAD2",
"blue": "6495ED",
"magenta": "EE00EE",
"cyan": "00EEEE",
"slateblue": "6D8BE8",
"plum": "AF99EF",
"salmon": "FA8072",
"white": "FFFFFF"
}
def __init__(self, ctx):
self.ctx = ctx
@@ -176,7 +211,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
def _handle_color(self, node: JSONMessagePart):
codes = node["color"].split(";")
buffer = "".join(color_code(code) for code in codes)
buffer = "".join(color_code(code) for code in codes if code in color_codes)
return buffer + self._handle_text(node) + color_code("reset")
def _handle_text(self, node: JSONMessagePart):
@@ -194,7 +229,17 @@ class JSONtoTextParser(metaclass=HandlerMeta):
return self._handle_color(node)
def _handle_item_name(self, node: JSONMessagePart):
node["color"] = 'cyan'
flags = node.get("flags", 0)
if flags == 0:
node["color"] = 'cyan'
elif flags & 0b001: # advancement
node["color"] = 'plum'
elif flags & 0b010: # never_exclude
node["color"] = 'slateblue'
elif flags & 0b100: # trap
node["color"] = 'salmon'
else:
node["color"] = 'cyan'
return self._handle_color(node)
def _handle_item_id(self, node: JSONMessagePart):
@@ -238,8 +283,8 @@ 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_item(parts: list, item_id: int, player: int = 0, item_flags: int = 0, **kwargs) -> None:
parts.append({"text": str(item_id), "player": player, "flags": item_flags, "type": JSONTypes.item_id, **kwargs})
def add_json_location(parts: list, item_id: int, player: int = 0, **kwargs) -> None:
@@ -253,13 +298,15 @@ class Hint(typing.NamedTuple):
item: int
found: bool
entrance: str = ""
item_flags: int = 0
def re_check(self, ctx, team) -> Hint:
if self.found:
return self
found = self.location in ctx.location_checks[team, self.finding_player]
if found:
return Hint(self.receiving_player, self.finding_player, self.location, self.item, found, self.entrance)
return Hint(self.receiving_player, self.finding_player, self.location, self.item, found, self.entrance,
self.item_flags)
return self
def __hash__(self):
@@ -270,7 +317,7 @@ 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_item(parts, self.item, self.receiving_player)
add_json_item(parts, self.item, self.receiving_player, self.item_flags)
add_json_text(parts, " is at ")
add_json_location(parts, self.location, self.finding_player)
add_json_text(parts, " in ")
@@ -288,7 +335,7 @@ 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, self.item_flags),
"found": self.found}
@property

View File

@@ -12,6 +12,7 @@ from worlds.oot.Cosmetics import patch_cosmetics
from worlds.oot.Options import cosmetic_options, sfx_options
from worlds.oot.Rom import Rom, compress_rom_file
from worlds.oot.N64Patch import apply_patch_file
from worlds.oot.Utils import data_path
from Utils import local_path
logger = logging.getLogger('OoTAdjuster')
@@ -86,7 +87,7 @@ def adjustGUI():
option = sfx_options[option_name]
optionFrame = Frame(romSettingsFrame)
optionFrame.grid(row=row, column=column, sticky=E)
optionLabel = Label(optionFrame, text=option.displayname)
optionLabel = Label(optionFrame, text=option.display_name)
optionLabel.pack(side=LEFT)
setattr(opts, option_name, StringVar())
getattr(opts, option_name).set(option.name_lookup[option.default])
@@ -142,7 +143,7 @@ def adjustGUI():
option = cosmetic_options['sword_trail_duration']
optionFrame = Frame(romSettingsFrame)
optionFrame.grid(row=8, column=2, sticky=E)
optionLabel = Label(optionFrame, text=option.displayname)
optionLabel = Label(optionFrame, text=option.display_name)
optionLabel.pack(side=LEFT)
setattr(opts, 'sword_trail_duration', StringVar())
getattr(opts, 'sword_trail_duration').set(option.default)
@@ -211,9 +212,11 @@ def adjust(args):
ootworld.logic_rules = 'glitched' if args.is_glitched else 'glitchless'
ootworld.death_link = args.deathlink
delete_zootdec = False
if os.path.splitext(args.rom)[-1] in ['.z64', '.n64']:
# Load up the ROM
rom = Rom(file=args.rom, force_use=True)
delete_zootdec = True
elif os.path.splitext(args.rom)[-1] == '.apz5':
# Load vanilla ROM
rom = Rom(file=args.vanilla_rom, force_use=True)
@@ -222,15 +225,21 @@ def adjust(args):
else:
raise Exception("Invalid file extension; requires .n64, .z64, .apz5")
# Call patch_cosmetics
patch_cosmetics(ootworld, rom)
rom.write_byte(rom.sym('DEATH_LINK'), args.deathlink)
# Output new file
path_pieces = os.path.splitext(args.rom)
decomp_path = path_pieces[0] + '-adjusted-decomp.n64'
comp_path = path_pieces[0] + '-adjusted.n64'
rom.write_to_file(decomp_path)
compress_rom_file(decomp_path, comp_path)
os.remove(decomp_path)
try:
patch_cosmetics(ootworld, rom)
rom.write_byte(rom.sym('DEATH_LINK'), args.deathlink)
# Output new file
path_pieces = os.path.splitext(args.rom)
decomp_path = path_pieces[0] + '-adjusted-decomp.n64'
comp_path = path_pieces[0] + '-adjusted.n64'
rom.write_to_file(decomp_path)
os.chdir(data_path("Compress"))
compress_rom_file(decomp_path, comp_path)
os.remove(decomp_path)
finally:
if delete_zootdec:
os.chdir(os.path.split(__file__)[0])
os.remove("ZOOTDEC.z64")
return comp_path
if __name__ == '__main__':

287
OoTClient.py Normal file
View File

@@ -0,0 +1,287 @@
import asyncio
import json
import os
import multiprocessing
import subprocess
from asyncio import StreamReader, StreamWriter
from CommonClient import CommonContext, server_loop, gui_enabled, console_loop, \
ClientCommandProcessor, logger, get_base_parser
import Utils
from worlds import network_data_package
from worlds.oot.Rom import Rom, compress_rom_file
from worlds.oot.N64Patch import apply_patch_file
from worlds.oot.Utils import data_path
CONNECTION_TIMING_OUT_STATUS = "Connection timing out. Please restart your emulator, then restart oot_connector.lua"
CONNECTION_REFUSED_STATUS = "Connection refused. Please start your emulator and make sure oot_connector.lua is running"
CONNECTION_RESET_STATUS = "Connection was reset. Please restart your emulator, then restart oot_connector.lua"
CONNECTION_TENTATIVE_STATUS = "Initial Connection Made"
CONNECTION_CONNECTED_STATUS = "Connected"
CONNECTION_INITIAL_STATUS = "Connection has not been initiated"
"""
Payload: lua -> client
{
playerName: string,
locations: dict,
deathlinkActive: bool,
isDead: bool,
gameComplete: bool
}
Payload: client -> lua
{
items: list,
playerNames: list,
triggerDeath: bool
}
Deathlink logic:
"Dead" is true <-> Link is at 0 hp.
deathlink_pending: we need to kill the player
deathlink_sent_this_death: we interacted with the multiworld on this death, waiting to reset with living link
"""
oot_loc_name_to_id = network_data_package["games"]["Ocarina of Time"]["location_name_to_id"]
def get_item_value(ap_id):
return ap_id - 66000
class OoTCommandProcessor(ClientCommandProcessor):
def __init__(self, ctx):
super().__init__(ctx)
def _cmd_n64(self):
"""Check N64 Connection State"""
if isinstance(self.ctx, OoTContext):
logger.info(f"N64 Status: {self.ctx.n64_status}")
class OoTContext(CommonContext):
command_processor = OoTCommandProcessor
items_handling = 0b001 # full local
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.game = 'Ocarina of Time'
self.n64_streams: (StreamReader, StreamWriter) = None
self.n64_sync_task = None
self.n64_status = CONNECTION_INITIAL_STATUS
self.awaiting_rom = False
self.location_table = {}
self.deathlink_enabled = False
self.deathlink_pending = False
self.deathlink_sent_this_death = False
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(OoTContext, self).server_auth(password_requested)
if not self.auth:
self.awaiting_rom = True
logger.info('Awaiting connection to Bizhawk to get player information')
return
await self.send_connect()
def on_deathlink(self, data: dict):
self.deathlink_pending = True
super().on_deathlink(data)
def get_payload(ctx: OoTContext):
if ctx.deathlink_enabled and ctx.deathlink_pending:
trigger_death = True
ctx.deathlink_sent_this_death = True
else:
trigger_death = False
return json.dumps({
"items": [get_item_value(item.item) for item in ctx.items_received],
"playerNames": [name for (i, name) in ctx.player_names.items() if i != 0],
"triggerDeath": trigger_death
})
async def parse_payload(payload: dict, ctx: OoTContext, force: bool):
# Turn on deathlink if it is on
if payload['deathlinkActive'] and not ctx.deathlink_enabled:
await ctx.update_death_link(True)
ctx.deathlink_enabled = True
# Game completion handling
if payload['gameComplete'] and not ctx.finished_game:
await ctx.send_msgs([{
"cmd": "StatusUpdate",
"status": 30
}])
ctx.finished_game = True
# Locations handling
if ctx.location_table != payload['locations']:
ctx.location_table = payload['locations']
await ctx.send_msgs([{
"cmd": "LocationChecks",
"locations": [oot_loc_name_to_id[loc] for loc in ctx.location_table if ctx.location_table[loc]]
}])
# Deathlink handling
if ctx.deathlink_enabled:
if payload['isDead']: # link is dead
ctx.deathlink_pending = False
if not ctx.deathlink_sent_this_death:
ctx.deathlink_sent_this_death = True
await ctx.send_death()
else: # link is alive
ctx.deathlink_sent_this_death = False
async def n64_sync_task(ctx: OoTContext):
logger.info("Starting n64 connector. Use /n64 for status information.")
while not ctx.exit_event.is_set():
error_status = None
if ctx.n64_streams:
(reader, writer) = ctx.n64_streams
msg = get_payload(ctx).encode()
writer.write(msg)
writer.write(b'\n')
try:
await asyncio.wait_for(writer.drain(), timeout=1.5)
try:
# Data will return a dict with up to five fields:
# 1. str: player name (always)
# 2. bool: deathlink active (always)
# 3. dict[str, bool]: checked locations
# 4. bool: whether Link is currently at 0 HP
# 5. bool: whether the game currently registers as complete
data = await asyncio.wait_for(reader.readline(), timeout=10)
data_decoded = json.loads(data.decode())
if ctx.game is not None and 'locations' in data_decoded:
# Not just a keep alive ping, parse
asyncio.create_task(parse_payload(data_decoded, ctx, False))
if not ctx.auth:
ctx.auth = data_decoded['playerName']
if ctx.awaiting_rom:
await ctx.server_auth(False)
except asyncio.TimeoutError:
logger.debug("Read Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.n64_streams = None
except ConnectionResetError as e:
logger.debug("Read failed due to Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.n64_streams = None
except TimeoutError:
logger.debug("Connection Timed Out, Reconnecting")
error_status = CONNECTION_TIMING_OUT_STATUS
writer.close()
ctx.n64_streams = None
except ConnectionResetError:
logger.debug("Connection Lost, Reconnecting")
error_status = CONNECTION_RESET_STATUS
writer.close()
ctx.n64_streams = None
if ctx.n64_status == CONNECTION_TENTATIVE_STATUS:
if not error_status:
logger.info("Successfully Connected to N64")
ctx.n64_status = CONNECTION_CONNECTED_STATUS
else:
ctx.n64_status = f"Was tentatively connected but error occured: {error_status}"
elif error_status:
ctx.n64_status = error_status
logger.info("Lost connection to N64 and attempting to reconnect. Use /n64 for status updates")
else:
try:
logger.debug("Attempting to connect to N64")
ctx.n64_streams = await asyncio.wait_for(asyncio.open_connection("localhost", 28921), timeout=10)
ctx.n64_status = CONNECTION_TENTATIVE_STATUS
except TimeoutError:
logger.debug("Connection Timed Out, Trying Again")
ctx.n64_status = CONNECTION_TIMING_OUT_STATUS
continue
except ConnectionRefusedError:
logger.debug("Connection Refused, Trying Again")
ctx.n64_status = CONNECTION_REFUSED_STATUS
continue
async def run_game(romfile):
auto_start = Utils.get_options()["oot_options"].get("rom_start", True)
if auto_start is True:
import webbrowser
webbrowser.open(romfile)
elif os.path.isfile(auto_start):
subprocess.Popen([auto_start, romfile],
stdin=subprocess.DEVNULL, stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
async def patch_and_run_game(apz5_file):
base_name = os.path.splitext(apz5_file)[0]
decomp_path = base_name + '-decomp.z64'
comp_path = base_name + '.z64'
# Load vanilla ROM, patch file, compress ROM
rom = Rom(Utils.local_path(Utils.get_options()["oot_options"]["rom_file"]))
apply_patch_file(rom, apz5_file)
rom.write_to_file(decomp_path)
os.chdir(data_path("Compress"))
compress_rom_file(decomp_path, comp_path)
os.remove(decomp_path)
asyncio.create_task(run_game(comp_path))
if __name__ == '__main__':
Utils.init_logging("OoTClient")
async def main():
multiprocessing.freeze_support()
parser = get_base_parser()
parser.add_argument('apz5_file', default="", type=str, nargs="?",
help='Path to an APZ5 file')
args = parser.parse_args()
if args.apz5_file:
logger.info("APZ5 file supplied, beginning patching process...")
asyncio.create_task(patch_and_run_game(args.apz5_file))
ctx = OoTContext(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="Server Loop")
if gui_enabled:
input_task = None
from kvui import OoTManager
ctx.ui = OoTManager(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
ctx.n64_sync_task = asyncio.create_task(n64_sync_task(ctx), name="N64 Sync")
await ctx.exit_event.wait()
ctx.server_address = None
await ctx.shutdown()
if ctx.n64_sync_task:
await ctx.n64_sync_task
if ui_task:
await ui_task
if input_task:
input_task.cancel()
import colorama
colorama.init()
loop = asyncio.get_event_loop()
loop.run_until_complete(main())
loop.close()
colorama.deinit()

View File

@@ -2,6 +2,8 @@ from __future__ import annotations
import typing
import random
from schema import Schema, And, Or
class AssembleOptions(type):
def __new__(mcs, name, bases, attrs):
@@ -14,8 +16,10 @@ class AssembleOptions(type):
name_lookup.update(base.name_lookup)
new_options = {name[7:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("option_")}
if "random" in new_options:
raise Exception("Choice option 'random' cannot be manually assigned.")
assert "random" not in new_options, "Choice option 'random' cannot be manually assigned."
assert len(new_options) == len(set(new_options.values())), "same ID cannot be used twice. Try alias?"
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
options.update(new_options)
@@ -25,29 +29,50 @@ class AssembleOptions(type):
# auto-validate schema on __init__
if "schema" in attrs.keys():
def validate_decorator(func):
def validate(self, *args, **kwargs):
func(self, *args, **kwargs)
if "__init__" in attrs:
def validate_decorator(func):
def validate(self, *args, **kwargs):
ret = func(self, *args, **kwargs)
self.value = self.schema.validate(self.value)
return ret
return validate
attrs["__init__"] = validate_decorator(attrs["__init__"])
else:
# construct an __init__ that calls parent __init__
cls = super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
def meta__init__(self, *args, **kwargs):
super(cls, self).__init__(*args, **kwargs)
self.value = self.schema.validate(self.value)
return validate
cls.__init__ = meta__init__
return cls
attrs["__init__"] = validate_decorator(attrs["__init__"])
return super(AssembleOptions, mcs).__new__(mcs, name, bases, attrs)
class Option(metaclass=AssembleOptions):
value: int
name_lookup: typing.Dict[int, str]
T = typing.TypeVar('T')
class Option(typing.Generic[T], metaclass=AssembleOptions):
value: T
default = 0
# convert option_name_long into Name Long as displayname, otherwise name_long is the result.
# convert option_name_long into Name Long as display_name, otherwise name_long is the result.
# Handled in get_option_name()
autodisplayname = False
auto_display_name = False
# can be weighted between selections
supports_weighting = True
# filled by AssembleOptions:
name_lookup: typing.Dict[int, str]
options: typing.Dict[str, int]
def __repr__(self) -> str:
return f"{self.__class__.__name__}({self.get_current_option_name()})"
@@ -63,13 +88,13 @@ class Option(metaclass=AssembleOptions):
return self.get_option_name(self.value)
@classmethod
def get_option_name(cls, value: typing.Any) -> str:
if cls.autodisplayname:
def get_option_name(cls, value: T) -> str:
if cls.auto_display_name:
return cls.name_lookup[value].replace("_", " ").title()
else:
return cls.name_lookup[value]
def __int__(self) -> int:
def __int__(self) -> T:
return self.value
def __bool__(self) -> bool:
@@ -80,18 +105,20 @@ class Option(metaclass=AssembleOptions):
raise NotImplementedError
class Toggle(Option):
class Toggle(Option[int]):
option_false = 0
option_true = 1
default = 0
def __init__(self, value: int):
assert value == 0 or value == 1
assert value == 0 or value == 1, "value of Toggle can only be 0 or 1"
self.value = value
@classmethod
def from_text(cls, text: str) -> Toggle:
if text.lower() in {"off", "0", "false", "none", "null", "no"}:
if text == "random":
return cls(random.choice(list(cls.name_lookup)))
elif text.lower() in {"off", "0", "false", "none", "null", "no"}:
return cls(0)
else:
return cls(1)
@@ -125,13 +152,15 @@ class Toggle(Option):
def get_option_name(cls, value):
return ["No", "Yes"][int(value)]
__hash__ = Option.__hash__ # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
class DefaultOnToggle(Toggle):
default = 1
class Choice(Option):
autodisplayname = True
class Choice(Option[int]):
auto_display_name = True
def __init__(self, value: int):
self.value: int = value
@@ -141,8 +170,8 @@ class Choice(Option):
text = text.lower()
if text == "random":
return cls(random.choice(list(cls.name_lookup)))
for optionname, value in cls.options.items():
if optionname == text:
for option_name, value in cls.options.items():
if option_name == text:
return cls(value)
raise KeyError(
f'Could not find option "{text}" for "{cls.__name__}", '
@@ -158,10 +187,10 @@ class Choice(Option):
if isinstance(other, self.__class__):
return other.value == self.value
elif isinstance(other, str):
assert other in self.options
assert other in self.options, f"compared against a str that could never be equal. {self} == {other}"
return other == self.current_key
elif isinstance(other, int):
assert other in self.name_lookup
assert other in self.name_lookup, f"compared against an int that could never be equal. {self} == {other}"
return other == self.value
elif isinstance(other, bool):
return other == bool(self.value)
@@ -172,10 +201,10 @@ class Choice(Option):
if isinstance(other, self.__class__):
return other.value != self.value
elif isinstance(other, str):
assert other in self.options
assert other in self.options, f"compared against a str that could never be equal. {self} != {other}"
return other != self.current_key
elif isinstance(other, int):
assert other in self.name_lookup
assert other in self.name_lookup, f"compared against am int that could never be equal. {self} != {other}"
return other != self.value
elif isinstance(other, bool):
return other != bool(self.value)
@@ -184,8 +213,10 @@ class Choice(Option):
else:
raise TypeError(f"Can't compare {self.__class__.__name__} with {other.__class__.__name__}")
__hash__ = Option.__hash__ # see https://docs.python.org/3/reference/datamodel.html#object.__hash__
class Range(Option, int):
class Range(Option[int], int):
range_start = 0
range_end = 1
@@ -206,8 +237,29 @@ class Range(Option, int):
return cls(int(round(random.triangular(cls.range_start, cls.range_end, cls.range_end), 0)))
elif text == "random-middle":
return cls(int(round(random.triangular(cls.range_start, cls.range_end), 0)))
else:
elif text.startswith("random-range-"):
textsplit = text.split("-")
try:
random_range = [int(textsplit[len(textsplit) - 2]), int(textsplit[len(textsplit) - 1])]
except ValueError:
raise ValueError(f"Invalid random range {text} for option {cls.__name__}")
random_range.sort()
if random_range[0] < cls.range_start or random_range[1] > cls.range_end:
raise Exception(
f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(int(round(random.triangular(random_range[0], random_range[1], random_range[0]))))
elif text.startswith("random-range-middle"):
return cls(int(round(random.triangular(random_range[0], random_range[1]))))
elif text.startswith("random-range-high"):
return cls(int(round(random.triangular(random_range[0], random_range[1], random_range[1]))))
else:
return cls(int(round(random.randint(random_range[0], random_range[1]))))
elif text == "random":
return cls(random.randint(cls.range_start, cls.range_end))
else:
raise Exception(f"random text \"{text}\" did not resolve to a recognized pattern. Acceptable values are: random, random-high, random-middle, random-low, random-range-low-<min>-<max>, random-range-middle-<min>-<max>, random-range-high-<min>-<max>, or random-range-<min>-<max>.")
return cls(int(text))
@classmethod
@@ -223,27 +275,45 @@ class Range(Option, int):
return str(self.value)
class OptionNameSet(Option):
default = frozenset()
def __init__(self, value: typing.Set[str]):
self.value: typing.Set[str] = value
class VerifyKeys:
valid_keys = frozenset()
valid_keys_casefold: bool = False
convert_name_groups: bool = False
verify_item_name: bool = False
verify_location_name: bool = False
value: typing.Any
@classmethod
def from_text(cls, text: str) -> OptionNameSet:
return cls({option.strip() for option in text.split(",")})
def verify_keys(cls, data):
if cls.valid_keys:
data = set(data)
dataset = set(word.casefold() for word in data) if cls.valid_keys_casefold else set(data)
extra = dataset - cls.valid_keys
if extra:
raise Exception(f"Found unexpected key {', '.join(extra)} in {cls}. "
f"Allowed keys: {cls.valid_keys}.")
@classmethod
def from_any(cls, data: typing.Any) -> OptionNameSet:
if type(data) == set:
return cls(data)
return cls.from_text(str(data))
def verify(self, world):
if self.convert_name_groups and self.verify_item_name:
new_value = type(self.value)() # empty container of whatever value is
for item_name in self.value:
new_value |= world.item_name_groups.get(item_name, {item_name})
self.value = new_value
if self.verify_item_name:
for item_name in self.value:
if item_name not in world.item_names:
raise Exception(f"Item {item_name} from option {self} "
f"is not a valid item name from {world.game}")
elif self.verify_location_name:
for location_name in self.value:
if location_name not in world.location_names:
raise Exception(f"Location {location_name} from option {self} "
f"is not a valid location name from {world.game}")
class OptionDict(Option):
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys):
default = {}
supports_weighting = False
value: typing.Dict[str, typing.Any]
def __init__(self, value: typing.Dict[str, typing.Any]):
self.value = value
@@ -251,6 +321,7 @@ class OptionDict(Option):
@classmethod
def from_any(cls, data: typing.Dict[str, typing.Any]) -> OptionDict:
if type(data) == dict:
cls.verify_keys(data)
return cls(data)
else:
raise NotImplementedError(f"Cannot Convert from non-dictionary, got {type(data)}")
@@ -263,7 +334,6 @@ class OptionDict(Option):
class ItemDict(OptionDict):
# implemented by Generate
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
@@ -272,10 +342,9 @@ class ItemDict(OptionDict):
super(ItemDict, self).__init__(value)
class OptionList(Option):
class OptionList(Option[typing.List[typing.Any]], VerifyKeys):
default = []
supports_weighting = False
value: list
def __init__(self, value: typing.List[typing.Any]):
self.value = value or []
@@ -288,6 +357,7 @@ class OptionList(Option):
@classmethod
def from_any(cls, data: typing.Any):
if type(data) == list:
cls.verify_keys(data)
return cls(data)
return cls.from_text(str(data))
@@ -298,10 +368,9 @@ class OptionList(Option):
return item in self.value
class OptionSet(Option):
class OptionSet(Option[typing.Set[str]], VerifyKeys):
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)
@@ -314,13 +383,15 @@ class OptionSet(Option):
@classmethod
def from_any(cls, data: typing.Any):
if type(data) == list:
cls.verify_keys(data)
return cls(data)
elif type(data) == set:
cls.verify_keys(data)
return cls(data)
return cls.from_text(str(data))
def get_option_name(self, value):
return ", ".join(value)
return ", ".join(sorted(value))
def __contains__(self, item):
return item in self.value
@@ -334,7 +405,7 @@ class Accessibility(Choice):
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."""
display_name = "Accessibility"
option_locations = 0
option_items = 1
option_minimal = 2
@@ -344,6 +415,7 @@ class Accessibility(Choice):
class ProgressionBalancing(DefaultOnToggle):
"""A system that moves progression earlier, to try and prevent the player from getting stuck and bored early."""
display_name = "Progression Balancing"
common_options = {
@@ -353,54 +425,90 @@ common_options = {
class ItemSet(OptionSet):
# implemented by Generate
verify_item_name = True
convert_name_groups = True
class LocalItems(ItemSet):
"""Forces these items to be in their native world."""
displayname = "Local Items"
display_name = "Local Items"
class NonLocalItems(ItemSet):
"""Forces these items to be outside their native world."""
displayname = "Not Local Items"
display_name = "Not Local Items"
class StartInventory(ItemDict):
"""Start with these items."""
verify_item_name = True
displayname = "Start Inventory"
display_name = "Start Inventory"
class StartHints(ItemSet):
"""Start with these item's locations prefilled into the !hint command."""
displayname = "Start Hints"
display_name = "Start Hints"
class StartLocationHints(OptionSet):
"""Start with these locations and their item prefilled into the !hint command"""
displayname = "Start Location Hints"
display_name = "Start Location Hints"
class ExcludeLocations(OptionSet):
"""Prevent these locations from having an important item"""
displayname = "Excluded Locations"
display_name = "Excluded Locations"
verify_location_name = True
class PriorityLocations(OptionSet):
"""Prevent these locations from having an unimportant item"""
display_name = "Priority Locations"
verify_location_name = True
class DeathLink(Toggle):
"""When you die, everyone dies. Of course the reverse is true too."""
displayname = "Death Link"
display_name = "Death Link"
class ItemLinks(OptionList):
"""Share part of your item pool with other players."""
default = []
schema = Schema([
{
"name": And(str, len),
"item_pool": [And(str, len)],
"replacement_item": Or(And(str, len), None)
}
])
def verify(self, world):
super(ItemLinks, self).verify(world)
existing_links = set()
for link in self.value:
if link["name"] in existing_links:
raise Exception(f"You cannot have more than one link named {link['name']}.")
existing_links.add(link["name"])
for item_name in link["item_pool"]:
if item_name not in world.item_names and item_name not in world.item_name_groups:
raise Exception(f"Item {item_name} from item link {link} "
f"is not a valid item name from {world.game}")
if link["replacement_item"] and link["replacement_item"] not in world.item_names:
raise Exception(f"Item {link['replacement_item']} from item link {link} "
f"is not a valid item name from {world.game}")
per_game_common_options = {
**common_options, # can be overwritten per-game
"local_items": LocalItems,
"non_local_items": NonLocalItems,
"start_inventory": StartInventory,
"start_hints": StartHints,
"start_location_hints": StartLocationHints,
"exclude_locations": ExcludeLocations
"exclude_locations": ExcludeLocations,
"priority_locations": PriorityLocations,
"item_links": ItemLinks
}
if __name__ == "__main__":
@@ -410,8 +518,8 @@ if __name__ == "__main__":
map_shuffle = Toggle
compass_shuffle = Toggle
keyshuffle = Toggle
bigkey_shuffle = Toggle
key_shuffle = Toggle
big_key_shuffle = Toggle
hints = Toggle
test = argparse.Namespace()
test.logic = Logic.from_text("no_logic")

270
Patch.py
View File

@@ -1,5 +1,7 @@
# TODO: convert this into a system like AutoWorld
from __future__ import annotations
import shutil
import json
import bsdiff4
import yaml
import os
@@ -8,21 +10,166 @@ import threading
import concurrent.futures
import zipfile
import sys
from typing import Tuple, Optional
from typing import Tuple, Optional, Dict, Any, Union, BinaryIO
import Utils
current_patch_version = 3
current_patch_version = 4
class AutoPatchRegister(type):
patch_types: Dict[str, APDeltaPatch] = {}
file_endings: Dict[str, APDeltaPatch] = {}
def __new__(cls, name: str, bases, dct: Dict[str, Any]):
# construct class
new_class = super().__new__(cls, name, bases, dct)
if "game" in dct:
AutoPatchRegister.patch_types[dct["game"]] = new_class
if not dct["patch_file_ending"]:
raise Exception(f"Need an expected file ending for {name}")
AutoPatchRegister.file_endings[dct["patch_file_ending"]] = new_class
return new_class
@staticmethod
def get_handler(file: str) -> Optional[type(APDeltaPatch)]:
for file_ending, handler in AutoPatchRegister.file_endings.items():
if file.endswith(file_ending):
return handler
class APContainer:
"""A zipfile containing at least archipelago.json"""
version: int = current_patch_version
compression_level: int = 9
compression_method: int = zipfile.ZIP_DEFLATED
game: Optional[str] = None
# instance attributes:
path: Optional[str]
player: Optional[int]
player_name: str
server: str
def __init__(self, path: Optional[str] = None, player: Optional[int] = None,
player_name: str = "", server: str = ""):
self.path = path
self.player = player
self.player_name = player_name
self.server = server
def write(self, file: Optional[Union[str, BinaryIO]] = None):
if not self.path and not file:
raise FileNotFoundError(f"Cannot write {self.__class__.__name__} due to no path provided.")
with zipfile.ZipFile(file if file else self.path, "w", self.compression_method, True, self.compression_level) \
as zf:
if file:
self.path = zf.filename
self.write_contents(zf)
def write_contents(self, opened_zipfile: zipfile.ZipFile):
manifest = self.get_manifest()
try:
manifest = json.dumps(manifest)
except Exception as e:
raise Exception(f"Manifest {manifest} did not convert to json.") from e
else:
opened_zipfile.writestr("archipelago.json", manifest)
def read(self, file: Optional[Union[str, BinaryIO]] = None):
"""Read data into patch object. file can be file-like, such as an outer zip file's stream."""
if not self.path and not file:
raise FileNotFoundError(f"Cannot read {self.__class__.__name__} due to no path provided.")
with zipfile.ZipFile(file if file else self.path, "r") as zf:
if file:
self.path = zf.filename
self.read_contents(zf)
def read_contents(self, opened_zipfile: zipfile.ZipFile):
with opened_zipfile.open("archipelago.json", "r") as f:
manifest = json.load(f)
if manifest["compatible_version"] > self.version:
raise Exception(f"File (version: {manifest['compatible_version']}) too new "
f"for this handler (version: {self.version})")
self.player = manifest["player"]
self.server = manifest["server"]
self.player_name = manifest["player_name"]
def get_manifest(self) -> dict:
return {
"server": self.server, # allow immediate connection to server in multiworld. Empty string otherwise
"player": self.player,
"player_name": self.player_name,
"game": self.game,
# minimum version of patch system expected for patching to be successful
"compatible_version": 4,
"version": current_patch_version,
}
class APDeltaPatch(APContainer, metaclass=AutoPatchRegister):
"""An APContainer that additionally has delta.bsdiff4
containing a delta patch to get the desired file, often a rom."""
hash = Optional[str] # base checksum of source file
patch_file_ending: str = ""
delta: Optional[bytes] = None
result_file_ending: str = ".sfc"
source_data: bytes
def __init__(self, *args, patched_path: str = "", **kwargs):
self.patched_path = patched_path
super(APDeltaPatch, self).__init__(*args, **kwargs)
def get_manifest(self) -> dict:
manifest = super(APDeltaPatch, self).get_manifest()
manifest["base_checksum"] = self.hash
manifest["result_file_ending"] = self.result_file_ending
return manifest
@classmethod
def get_source_data(cls) -> bytes:
"""Get Base data"""
raise NotImplementedError()
@classmethod
def get_source_data_with_cache(cls) -> bytes:
if not hasattr(cls, "source_data"):
cls.source_data = cls.get_source_data()
return cls.source_data
def write_contents(self, opened_zipfile: zipfile.ZipFile):
super(APDeltaPatch, self).write_contents(opened_zipfile)
# write Delta
opened_zipfile.writestr("delta.bsdiff4",
bsdiff4.diff(self.get_source_data_with_cache(), open(self.patched_path, "rb").read()),
compress_type=zipfile.ZIP_STORED) # bsdiff4 is a format with integrated compression
def read_contents(self, opened_zipfile: zipfile.ZipFile):
super(APDeltaPatch, self).read_contents(opened_zipfile)
self.delta = opened_zipfile.read("delta.bsdiff4")
def patch(self, target: str):
"""Base + Delta -> Patched"""
if not self.delta:
self.read()
result = bsdiff4.patch(self.get_source_data_with_cache(), self.delta)
with open(target, "wb") as f:
f.write(result)
# legacy patch handling follows:
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"}
GAME_SMZ3 = "SMZ3"
supported_games = {"A Link to the Past", "Super Metroid", "Secret of Evermore", "SMZ3"}
preferred_endings = {
GAME_ALTTP: "apbp",
GAME_SM: "apm3",
GAME_SOE: "apsoe"
GAME_SOE: "apsoe",
GAME_SMZ3: "apsmz"
}
@@ -33,6 +180,10 @@ def generate_yaml(patch: bytes, metadata: Optional[dict] = None, game: str = GAM
from worlds.sm.Rom import JAP10HASH as HASH
elif game == GAME_SOE:
from worlds.soe.Patch import USHASH as HASH
elif game == GAME_SMZ3:
from worlds.alttp.Rom import JAP10HASH as ALTTPHASH
from worlds.sm.Rom import JAP10HASH as SMHASH
HASH = ALTTPHASH + SMHASH
else:
raise RuntimeError(f"Selected game {game} for base rom not found.")
@@ -62,7 +213,7 @@ def create_patch_file(rom_file_to_patch: str, server: str = "", destination: str
meta,
game)
target = destination if destination else os.path.splitext(rom_file_to_patch)[0] + (
".apbp" if game == GAME_ALTTP else ".apm3")
".apbp" if game == GAME_ALTTP else ".apsmz" if game == GAME_SMZ3 else ".apm3")
write_lzma(bytes, target)
return target
@@ -87,18 +238,29 @@ def get_base_rom_data(game: str):
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_file"]
get_base_rom_bytes = lambda: bytes(read_rom(open(file_name, "rb")))
from worlds.soe.Patch import get_base_rom_path
get_base_rom_bytes = lambda: bytes(read_rom(open(get_base_rom_path(), "rb")))
elif game == GAME_SMZ3:
from worlds.smz3.Rom import get_base_rom_bytes
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:
f.write(patched_data)
return data, target
auto_handler = AutoPatchRegister.get_handler(patch_file)
if auto_handler:
handler: APDeltaPatch = auto_handler(patch_file)
target = os.path.splitext(patch_file)[0]+handler.result_file_ending
handler.patch(target)
return {"server": handler.server,
"player": handler.player,
"player_name": handler.player_name}, target
else:
data, target, patched_data = create_rom_bytes(patch_file)
with open(target, "wb") as f:
f.write(patched_data)
return data, target
def update_patch_data(patch_data: bytes, server: str = "") -> bytes:
@@ -146,10 +308,63 @@ if __name__ == "__main__":
elif rom.endswith(".apbp"):
print(f"Applying patch {rom}")
data, target = create_rom_file(rom)
romfile, adjusted = Utils.get_adjuster_settings(target)
#romfile, adjusted = Utils.get_adjuster_settings(target)
adjuster_settings = Utils.get_adjuster_settings(GAME_ALTTP)
adjusted = False
if adjuster_settings:
import pprint
from worlds.alttp.Rom import get_base_rom_path
adjuster_settings.rom = target
adjuster_settings.baserom = get_base_rom_path()
adjuster_settings.world = None
whitelist = {"music", "menuspeed", "heartbeep", "heartcolor", "ow_palettes", "quickswap",
"uw_palettes", "sprite", "sword_palettes", "shield_palettes", "hud_palettes",
"reduceflashing", "deathlink"}
printed_options = {name: value for name, value in vars(adjuster_settings).items() if name in whitelist}
if hasattr(adjuster_settings, "sprite_pool"):
sprite_pool = {}
for sprite in getattr(adjuster_settings, "sprite_pool"):
if sprite in sprite_pool:
sprite_pool[sprite] += 1
else:
sprite_pool[sprite] = 1
if sprite_pool:
printed_options["sprite_pool"] = sprite_pool
adjust_wanted = str('no')
if not hasattr(adjuster_settings, 'auto_apply') or 'ask' in adjuster_settings.auto_apply:
adjust_wanted = input(f"Last used adjuster settings were found. Would you like to apply these? \n"
f"{pprint.pformat(printed_options)}\n"
f"Enter yes, no, always or never: ")
if adjuster_settings.auto_apply == 'never': # never adjust, per user request
adjust_wanted = 'no'
elif adjuster_settings.auto_apply == 'always':
adjust_wanted = 'yes'
if adjust_wanted and "never" in adjust_wanted:
adjuster_settings.auto_apply = 'never'
Utils.persistent_store("adjuster", GAME_ALTTP, adjuster_settings)
elif adjust_wanted and "always" in adjust_wanted:
adjuster_settings.auto_apply = 'always'
Utils.persistent_store("adjuster", GAME_ALTTP, adjuster_settings)
if adjust_wanted and adjust_wanted.startswith("y"):
if hasattr(adjuster_settings, "sprite_pool"):
from LttPAdjuster import AdjusterWorld
adjuster_settings.world = AdjusterWorld(getattr(adjuster_settings, "sprite_pool"))
adjusted = True
import LttPAdjuster
_, romfile = LttPAdjuster.adjust(adjuster_settings)
if hasattr(adjuster_settings, "world"):
delattr(adjuster_settings, "world")
else:
adjusted = False
if adjusted:
try:
os.replace(romfile, target)
shutil.move(romfile, target)
romfile = target
except Exception as e:
print(e)
@@ -164,24 +379,13 @@ if __name__ == "__main__":
if 'server' in data:
Utils.persistent_store("servers", data['hash'], data['server'])
print(f"Host is {data['server']}")
elif rom.endswith(".archipelago"):
import json
import zlib
with open(rom, 'rb') as fr:
multidata = zlib.decompress(fr.read()).decode("utf-8")
with open(rom + '.txt', 'w') as fw:
fw.write(multidata)
multidata = json.loads(multidata)
for romname in multidata['roms']:
Utils.persistent_store("servers", "".join(chr(byte) for byte in romname[2]), address)
from Utils import get_options
multidata["server_options"] = get_options()["server_options"]
multidata = zlib.compress(json.dumps(multidata).encode("utf-8"), 9)
with open(rom + "_updated.archipelago", 'wb') as f:
f.write(multidata)
elif rom.endswith(".apsmz"):
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(".zip"):
print(f"Updating host in patch files contained in {rom}")
@@ -210,4 +414,4 @@ if __name__ == "__main__":
import traceback
traceback.print_exc()
input("Press enter to close.")
input("Press enter to close.")

View File

@@ -14,6 +14,15 @@ Currently, the following games are supported:
* Super Metroid
* Secret of Evermore
* Final Fantasy
* Rogue Legacy
* VVVVVV
* Raft
* Super Mario 64
* Meritous
* Super Metroid/Link to the Past combo randomizer (SMZ3)
* ChecksFinder
* ArchipIDLE
* Hollow Knight
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
@@ -54,6 +63,8 @@ Contributions are welcome. We have a few asks of any new contributors.
Otherwise, we tend to judge code on a case to case basis. It is a generally good idea to stick to PEP-8 guidelines to ensure consistency with existing code. (And to make the linter happy.)
For adding a new game to Archipelago please see the docs folder for the relevant information and feel free to ask any questions in the #archipelago-dev channel in our discord.
## Code of Conduct
We conduct ourselves openly and inclusively here. Please do not contribute to an environment which makes other people uncomfortable. This means that we expect all contributors or participants here to:

View File

@@ -12,7 +12,7 @@ import logging
import asyncio
from json import loads, dumps
from Utils import get_item_name_from_id, init_logging
from Utils import init_logging
if __name__ == "__main__":
init_logging("SNIClient", exception_logger="Client")
@@ -21,13 +21,12 @@ 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
from worlds.smz3.Rom import ROM_PLAYER_LIMIT as SMZ3_ROM_PLAYER_LIMIT
import Utils
from CommonClient import CommonContext, server_loop, console_loop, ClientCommandProcessor, gui_enabled, get_base_parser
from Patch import GAME_ALTTP, GAME_SM
from Patch import GAME_ALTTP, GAME_SM, GAME_SMZ3
snes_logger = logging.getLogger("SNES")
@@ -40,7 +39,7 @@ class DeathState(enum.IntEnum):
dead = 3
class LttPCommandProcessor(ClientCommandProcessor):
class SNIClientCommandProcessor(ClientCommandProcessor):
ctx: Context
def _cmd_slow_mode(self, toggle: str = ""):
@@ -55,7 +54,8 @@ class LttPCommandProcessor(ClientCommandProcessor):
@mark_raw
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"""
otherwise show available devices; and a SNES device number if more than one SNES is detected.
Examples: "/snes", "/snes 1", "/snes localhost:8080 1" """
snes_address = self.ctx.snes_address
snes_device_number = -1
@@ -64,13 +64,11 @@ class LttPCommandProcessor(ClientCommandProcessor):
num_options = len(options)
if num_options > 0:
snes_address = options[0]
snes_device_number = int(options[0])
if num_options > 1:
try:
snes_device_number = int(options[1])
except:
pass
snes_address = options[0]
snes_device_number = int(options[1])
self.ctx.snes_reconnect_address = None
asyncio.create_task(snes_connect(self.ctx, snes_address, snes_device_number), name="SNES Connect")
@@ -91,16 +89,25 @@ class LttPCommandProcessor(ClientCommandProcessor):
# 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
# def _cmd_snes_read(self, address, size=1):
# """Read the SNES' memory address (base16)."""
# if self.ctx.snes_state != SNESState.SNES_ATTACHED:
# self.output("No attached SNES Device.")
# return False
# data = await snes_read(self.ctx, int(address, 16), size)
# self.output(f"Data Read: {data}")
# return True
class Context(CommonContext):
command_processor = LttPCommandProcessor
command_processor = SNIClientCommandProcessor
game = "A Link to the Past"
items_handling = None # set in game_watcher
def __init__(self, snes_address, server_address, password):
super(Context, self).__init__(server_address, password)
@@ -165,21 +172,42 @@ class Context(CommonContext):
if not currently_dead:
self.death_state = DeathState.alive
def on_package(self, cmd: str, args: dict):
if cmd in {"Connected", "RoomUpdate"}:
if "checked_locations" in args and args["checked_locations"]:
new_locations = set(args["checked_locations"])
self.checked_locations |= new_locations
self.locations_scouted |= new_locations
# Items belonging to the player should not be marked as checked in game, since the player will likely need that item.
# Once the games handled by SNIClient gets made to be remote items, this will no longer be needed.
asyncio.create_task(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}]))
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
invincible = await snes_read(ctx, WRAM_START + 0x037B, 1)
last_health = await snes_read(ctx, WRAM_START + 0xF36D, 1)
await asyncio.sleep(0.25)
health = await snes_read(ctx, WRAM_START + 0xF36D, 1)
if not invincible or not last_health or not health:
ctx.death_state = DeathState.dead
ctx.last_death_link = time.time()
continue
if not invincible[0] and last_health[0] == health[0]:
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
snes_buffered_write(ctx, WRAM_START + 0x09C2, bytes([1, 0])) # set current health to 1 (to prevent saving with 0 energy)
snes_buffered_write(ctx, WRAM_START + 0x0A50, bytes([255])) # deal 255 of damage at next opportunity
if not ctx.death_link_allow_survive:
snes_buffered_write(ctx, WRAM_START + 0x09D6, bytes([0, 0])) # set current reserve 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)
if not gamemode or gamemode[0] in DEATH_MODES:
@@ -189,19 +217,12 @@ async def deathlink_kill_player(ctx: Context):
health = await snes_read(ctx, WRAM_START + 0x09C2, 2)
if health is not None:
health = health[0] | (health[1] << 8)
if not gamemode or gamemode[0] in SM_DEATH_MODES or (ctx.death_link_allow_survive and health is not None and health > 0):
if not gamemode or gamemode[0] in SM_DEATH_MODES or (
ctx.death_link_allow_survive and health is not None and health > 0):
ctx.death_state = DeathState.dead
ctx.last_death_link = time.time()
def color_item(item_id: int, green: bool = False) -> str:
item_name = get_item_name_from_id(item_id)
item_colors = ['green' if green else 'cyan']
if item_name in Items.progression_items:
item_colors.append("white_bg")
return color(item_name, *item_colors)
SNES_RECONNECT_DELAY = 5
# LttP
@@ -230,11 +251,12 @@ SCOUTREPLY_LOCATION_ADDR = SAVEDATA_START + 0x4D8 # 1 byte
SCOUTREPLY_ITEM_ADDR = SAVEDATA_START + 0x4D9 # 1 byte
SCOUTREPLY_PLAYER_ADDR = SAVEDATA_START + 0x4DA # 1 byte
SHOP_ADDR = SAVEDATA_START + 0x302 # 2 bytes
SHOP_LEN = (len(Shops.shop_table) * 3) + 5
DEATH_LINK_ACTIVE_ADDR = ROMNAME_START + 0x15 # 1 byte
# SM
SM_ROMNAME_START = 0x1C4F00
SM_ROMNAME_START = 0x007FC0
SM_INGAME_MODES = {0x07, 0x09, 0x0b}
SM_ENDGAME_MODES = {0x26, 0x27}
@@ -245,6 +267,19 @@ 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
SM_REMOTE_ITEM_FLAG_ADDR = ROM_START + 0x277f06 # 1 byte
# SMZ3
SMZ3_ROMNAME_START = 0x00FFC0
SMZ3_INGAME_MODES = {0x07, 0x09, 0x0b}
SMZ3_ENDGAME_MODES = {0x26, 0x27}
SMZ3_DEATH_MODES = {0x15, 0x17, 0x18, 0x19, 0x1A}
SMZ3_RECV_PROGRESS_ADDR = SRAM_START + 0x4000 # 2 bytes
SMZ3_RECV_ITEM_ADDR = SAVEDATA_START + 0x4D2 # 1 byte
SMZ3_RECV_ITEM_PLAYER_ADDR = SAVEDATA_START + 0x4D3 # 1 byte
location_shop_ids = set([info[0] for name, info in Shops.shop_table.items()])
@@ -469,6 +504,17 @@ location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
'Ganons Tower - Pre-Moldorm Chest': (0x3d, 0x40),
'Ganons Tower - Validation Chest': (0x4d, 0x10)}
boss_locations = {Regions.lookup_name_to_id[name] for name in {'Eastern Palace - Boss',
'Desert Palace - Boss',
'Tower of Hera - Boss',
'Palace of Darkness - Boss',
'Swamp Palace - Boss',
'Skull Woods - Boss',
"Thieves' Town - Boss",
'Ice Palace - Boss',
'Misery Mire - Boss',
'Turtle Rock - Boss'}}
location_table_uw_id = {Regions.lookup_name_to_id[name]: data for name, data in location_table_uw.items()}
location_table_npc = {'Mushroom': 0x1000,
@@ -523,19 +569,28 @@ def launch_sni(ctx: Context):
if not os.path.isdir(sni_path):
sni_path = Utils.local_path(sni_path)
if os.path.isdir(sni_path):
for file in os.listdir(sni_path):
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)
dir_entry: os.DirEntry
for dir_entry in os.scandir(sni_path):
if dir_entry.is_file():
lower_file = dir_entry.name.lower()
if (lower_file.startswith("sni.") and not lower_file.endswith(".proto")) or (lower_file == "sni"):
sni_path = dir_entry.path
break
if os.path.isfile(sni_path):
snes_logger.info(f"Attempting to start {sni_path}")
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))
subprocess.Popen(os.path.abspath(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)
proc = subprocess.Popen(os.path.abspath(sni_path), cwd=os.path.dirname(sni_path),
stdout=subprocess.DEVNULL, stderr=subprocess.DEVNULL)
try:
proc.wait(.1) # wait a bit to see if startup fails (missing dependencies)
snes_logger.info('Failed to start SNI. Try running it externally for error output.')
except subprocess.TimeoutExpired:
pass # seems to be running
else:
snes_logger.info(
f"Attempt to start SNI was aborted as path {sni_path} was not found, "
@@ -619,24 +674,24 @@ async def snes_connect(ctx: Context, address, deviceIndex=-1):
try:
devices = await get_snes_devices(ctx)
numDevices = len(devices)
device_count = len(devices)
if numDevices == 1:
if device_count == 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]]
elif numDevices > 1:
elif device_count > 1:
if deviceIndex == -1:
snes_logger.info(
"Found " + str(numDevices) + " SNES devices; connect to one with /snes <address> <device number>:")
snes_logger.info(f"Found {device_count} SNES devices. "
f"Connect to one with /snes <address> <device number>. For example /snes {address} 1")
for idx, availableDevice in enumerate(devices):
snes_logger.info(str(idx + 1) + ": " + availableDevice)
elif (deviceIndex < 0) or (deviceIndex - 1) > numDevices:
elif (deviceIndex < 0) or (deviceIndex - 1) > device_count:
snes_logger.warning("SNES device number out of range")
else:
@@ -658,8 +713,6 @@ async def snes_connect(ctx: Context, address, deviceIndex=-1):
ctx.snes_attached_device = (devices.index(device), device)
ctx.snes_reconnect_address = address
recv_task = asyncio.create_task(snes_recv_loop(ctx))
SNES_RECONNECT_DELAY = ctx.starting_reconnect_delay
snes_logger.info(f"Attached to {device}")
except Exception as e:
if recv_task is not None:
@@ -678,6 +731,10 @@ async def snes_connect(ctx: Context, address, deviceIndex=-1):
asyncio.create_task(snes_autoreconnect(ctx))
SNES_RECONNECT_DELAY *= 2
else:
SNES_RECONNECT_DELAY = ctx.starting_reconnect_delay
snes_logger.info(f"Attached to {device}")
async def snes_disconnect(ctx: Context):
if ctx.snes_socket:
@@ -808,19 +865,27 @@ async def track_locations(ctx: Context, roomid, roomdata):
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
try:
if roomid in location_shop_ids:
misc_data = await snes_read(ctx, SHOP_ADDR, (len(Shops.shop_table) * 3) + 5)
for cnt, b in enumerate(misc_data):
if int(b) and (Shops.SHOP_ID_START + cnt) not in ctx.locations_checked:
new_check(Shops.SHOP_ID_START + cnt)
shop_data = await snes_read(ctx, SHOP_ADDR, SHOP_LEN)
shop_data_changed = False
shop_data = list(shop_data)
for cnt, b in enumerate(shop_data):
location = Shops.SHOP_ID_START + cnt
if int(b) and location not in ctx.locations_checked:
new_check(location)
if location in ctx.checked_locations and location not in ctx.locations_checked \
and location in ctx.locations_info and ctx.locations_info[location].player != ctx.slot:
if not int(b):
shop_data[cnt] += 1
shop_data_changed = True
if shop_data_changed:
snes_buffered_write(ctx, SHOP_ADDR, bytes(shop_data))
except Exception as e:
snes_logger.info(f"Exception: {e}")
for location_id, (loc_roomid, loc_mask) in location_table_uw_id.items():
try:
if location_id not in ctx.locations_checked and loc_roomid == roomid and (
roomdata << 4) & loc_mask != 0:
if location_id not in ctx.locations_checked and loc_roomid == roomid and \
(roomdata << 4) & loc_mask != 0:
new_check(location_id)
except Exception as e:
snes_logger.exception(f"Exception: {e}")
@@ -828,12 +893,19 @@ async def track_locations(ctx: Context, roomid, roomdata):
uw_begin = 0x129
ow_end = uw_end = 0
uw_unchecked = {}
uw_checked = {}
for location, (roomid, mask) in location_table_uw.items():
location_id = Regions.lookup_name_to_id[location]
if location_id not in ctx.locations_checked:
uw_unchecked[location_id] = (roomid, mask)
uw_begin = min(uw_begin, roomid)
uw_end = max(uw_end, roomid + 1)
if location_id in ctx.checked_locations and location_id not in ctx.locations_checked and \
location_id in ctx.locations_info and ctx.locations_info[location_id].player != ctx.slot and \
location_id not in boss_locations:
uw_begin = min(uw_begin, roomid)
uw_end = max(uw_end, roomid + 1)
uw_checked[location_id] = (roomid, mask)
if uw_begin < uw_end:
uw_data = await snes_read(ctx, SAVEDATA_START + (uw_begin * 2), (uw_end - uw_begin) * 2)
@@ -843,14 +915,27 @@ async def track_locations(ctx: Context, roomid, roomdata):
roomdata = uw_data[offset] | (uw_data[offset + 1] << 8)
if roomdata & mask != 0:
new_check(location_id)
if uw_checked:
uw_data = list(uw_data)
for location_id, (roomid, mask) in uw_checked.items():
offset = (roomid - uw_begin) * 2
roomdata = uw_data[offset] | (uw_data[offset + 1] << 8)
roomdata |= mask
uw_data[offset] = roomdata & 0xFF
uw_data[offset + 1] = roomdata >> 8
snes_buffered_write(ctx, SAVEDATA_START + (uw_begin * 2), bytes(uw_data))
ow_begin = 0x82
ow_unchecked = {}
ow_checked = {}
for location_id, screenid in location_table_ow_id.items():
if location_id not in ctx.locations_checked:
ow_unchecked[location_id] = screenid
ow_begin = min(ow_begin, screenid)
ow_end = max(ow_end, screenid + 1)
if location_id in ctx.checked_locations and location_id in ctx.locations_info \
and ctx.locations_info[location_id].player != ctx.slot:
ow_checked[location_id] = screenid
if ow_begin < ow_end:
ow_data = await snes_read(ctx, SAVEDATA_START + 0x280 + ow_begin, ow_end - ow_begin)
@@ -858,25 +943,48 @@ async def track_locations(ctx: Context, roomid, roomdata):
for location_id, screenid in ow_unchecked.items():
if ow_data[screenid - ow_begin] & 0x40 != 0:
new_check(location_id)
if ow_checked:
ow_data = list(ow_data)
for location_id, screenid in ow_checked.items():
ow_data[screenid - ow_begin] |= 0x40
snes_buffered_write(ctx, SAVEDATA_START + 0x280 + ow_begin, bytes(ow_data))
if not ctx.locations_checked.issuperset(location_table_npc_id):
npc_data = await snes_read(ctx, SAVEDATA_START + 0x410, 2)
if npc_data is not None:
npc_value_changed = False
npc_value = npc_data[0] | (npc_data[1] << 8)
for location_id, mask in location_table_npc_id.items():
if npc_value & mask != 0 and location_id not in ctx.locations_checked:
new_check(location_id)
if location_id in ctx.checked_locations and location_id not in ctx.locations_checked \
and location_id in ctx.locations_info and ctx.locations_info[location_id].player != ctx.slot:
npc_value |= mask
npc_value_changed = True
if npc_value_changed:
npc_data = bytes([npc_value & 0xFF, npc_value >> 8])
snes_buffered_write(ctx, SAVEDATA_START + 0x410, npc_data)
if not ctx.locations_checked.issuperset(location_table_misc_id):
misc_data = await snes_read(ctx, SAVEDATA_START + 0x3c6, 4)
if misc_data is not None:
misc_data = list(misc_data)
misc_data_changed = False
for location_id, (offset, mask) in location_table_misc_id.items():
assert (0x3c6 <= offset <= 0x3c9)
if misc_data[offset - 0x3c6] & mask != 0 and location_id not in ctx.locations_checked:
new_check(location_id)
if location_id in ctx.checked_locations and location_id not in ctx.locations_checked \
and location_id in ctx.locations_info and ctx.locations_info[location_id].player != ctx.slot:
misc_data_changed = True
misc_data[offset - 0x3c6] |= mask
if misc_data_changed:
snes_buffered_write(ctx, SAVEDATA_START + 0x3c6, bytes(misc_data))
if new_locations:
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": new_locations}])
await snes_flush_writes(ctx)
async def game_watcher(ctx: Context):
@@ -892,27 +1000,42 @@ async def game_watcher(ctx: Context):
if not ctx.rom:
ctx.finished_game = False
ctx.death_link_allow_survive = False
game_name = await snes_read(ctx, SM_ROMNAME_START, 2)
game_name = await snes_read(ctx, SM_ROMNAME_START, 5)
if game_name is None:
continue
elif game_name == b"SM":
elif game_name[:2] == b"SM":
ctx.game = GAME_SM
# versions lower than 0.3.0 dont have item handling flag nor remote item support
romVersion = int(game_name[2:5].decode('UTF-8'))
if romVersion < 30:
ctx.items_handling = 0b001 # full local
else:
item_handling = await snes_read(ctx, SM_REMOTE_ITEM_FLAG_ADDR, 1)
ctx.items_handling = 0b001 if item_handling is None else item_handling[0]
else:
ctx.game = GAME_ALTTP
game_name = await snes_read(ctx, SMZ3_ROMNAME_START, 3)
if game_name == b"ZSM":
ctx.game = GAME_SMZ3
ctx.items_handling = 0b101 # local items and remote start inventory
else:
ctx.game = GAME_ALTTP
ctx.items_handling = 0b001 # full local
rom = await snes_read(ctx, SM_ROMNAME_START if ctx.game == GAME_SM else ROMNAME_START, ROMNAME_SIZE)
rom = await snes_read(ctx, SM_ROMNAME_START if ctx.game == GAME_SM else SMZ3_ROMNAME_START if ctx.game == GAME_SMZ3 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:
ctx.death_link_allow_survive = bool(death_link[0] & 0b10)
await ctx.update_death_link(bool(death_link[0] & 0b1))
if ctx.game != GAME_SMZ3:
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:
ctx.death_link_allow_survive = bool(death_link[0] & 0b10)
await ctx.update_death_link(bool(death_link[0] & 0b1))
if not ctx.prev_rom or ctx.prev_rom != ctx.rom:
ctx.locations_checked = set()
ctx.locations_scouted = set()
ctx.locations_info = {}
ctx.prev_rom = ctx.rom
if ctx.awaiting_rom:
@@ -968,7 +1091,8 @@ async def game_watcher(ctx: Context):
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'),
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,
@@ -981,16 +1105,16 @@ async def game_watcher(ctx: Context):
snes_buffered_write(ctx, SCOUTREPLY_LOCATION_ADDR,
bytes([scout_location]))
snes_buffered_write(ctx, SCOUTREPLY_ITEM_ADDR,
bytes([ctx.locations_info[scout_location][0]]))
bytes([ctx.locations_info[scout_location].item]))
snes_buffered_write(ctx, SCOUTREPLY_PLAYER_ADDR,
bytes([min(ROM_PLAYER_LIMIT, ctx.locations_info[scout_location][1])]))
bytes([min(ROM_PLAYER_LIMIT, ctx.locations_info[scout_location].player)]))
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)
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():
@@ -1017,14 +1141,16 @@ async def game_watcher(ctx: Context):
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]))
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)})')
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)
@@ -1035,14 +1161,82 @@ async def game_watcher(ctx: Context):
itemOutPtr = data[2] | (data[3] << 8)
from worlds.sm.Items import items_start_id
from worlds.sm.Locations import locations_start_id
if itemOutPtr < len(ctx.items_received):
item = ctx.items_received[itemOutPtr]
itemId = item.item - items_start_id
locationId = (item.location - locations_start_id) if item.location >= 0 and bool(ctx.items_handling & 0b010) else 0x00
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, locationId & 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)
elif ctx.game == GAME_SMZ3:
currentGame = await snes_read(ctx, SRAM_START + 0x33FE, 2)
if (currentGame is not None):
if (currentGame[0] != 0):
gamemode = await snes_read(ctx, WRAM_START + 0x0998, 1)
endGameModes = SM_ENDGAME_MODES
else:
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
endGameModes = ENDGAME_MODES
if gamemode is not None and (gamemode[0] in endGameModes):
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
continue
data = await snes_read(ctx, SMZ3_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, SMZ3_RECV_PROGRESS_ADDR + 0x700 + itemAdress, 8)
# worldId = message[0] | (message[1] << 8) # unused
# itemId = message[2] | (message[3] << 8) # unused
isZ3Item = ((message[5] & 0x80) != 0)
maskedPart = (message[5] & 0x7F) if isZ3Item else message[5]
itemIndex = ((message[4] | (maskedPart << 8)) >> 3) + (256 if isZ3Item else 0)
recv_index += 1
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + 0x680, bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))
from worlds.smz3.TotalSMZ3.Location 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, SMZ3_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.smz3.TotalSMZ3.Item 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]))
playerID = item.player if item.player <= SMZ3_ROM_PLAYER_LIMIT else 0
snes_buffered_write(ctx, SMZ3_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]))
snes_buffered_write(ctx, SMZ3_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)))
@@ -1084,13 +1278,7 @@ async def main():
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)
adjustedromfile, adjusted = get_alttp_settings(romfile)
asyncio.create_task(run_game(adjustedromfile if adjusted else romfile))
else:
asyncio.create_task(run_game(romfile))
@@ -1129,6 +1317,128 @@ async def main():
input_task.cancel()
def get_alttp_settings(romfile: str):
lastSettings = Utils.get_adjuster_settings(GAME_ALTTP)
adjusted = False
adjustedromfile = ''
if lastSettings:
choice = 'no'
if not hasattr(lastSettings, 'auto_apply') or 'ask' in lastSettings.auto_apply:
whitelist = {"music", "menuspeed", "heartbeep", "heartcolor", "ow_palettes", "quickswap",
"uw_palettes", "sprite", "sword_palettes", "shield_palettes", "hud_palettes",
"reduceflashing", "deathlink"}
printed_options = {name: value for name, value in vars(lastSettings).items() if name in whitelist}
if hasattr(lastSettings, "sprite_pool"):
sprite_pool = {}
for sprite in lastSettings.sprite_pool:
if sprite in sprite_pool:
sprite_pool[sprite] += 1
else:
sprite_pool[sprite] = 1
if sprite_pool:
printed_options["sprite_pool"] = sprite_pool
import pprint
if gui_enabled:
from tkinter import Tk, PhotoImage, Label, LabelFrame, Frame, Button
applyPromptWindow = Tk()
applyPromptWindow.resizable(False, False)
applyPromptWindow.protocol('WM_DELETE_WINDOW', lambda: onButtonClick())
logo = PhotoImage(file=Utils.local_path('data', 'icon.png'))
applyPromptWindow.tk.call('wm', 'iconphoto', applyPromptWindow._w, logo)
applyPromptWindow.wm_title("Last adjuster settings LttP")
label = LabelFrame(applyPromptWindow,
text='Last used adjuster settings were found. Would you like to apply these?')
label.grid(column=0, row=0, padx=5, pady=5, ipadx=5, ipady=5)
label.grid_columnconfigure(0, weight=1)
label.grid_columnconfigure(1, weight=1)
label.grid_columnconfigure(2, weight=1)
label.grid_columnconfigure(3, weight=1)
def onButtonClick(answer: str = 'no'):
setattr(onButtonClick, 'choice', answer)
applyPromptWindow.destroy()
framedOptions = Frame(label)
framedOptions.grid(column=0, columnspan=4, row=0)
framedOptions.grid_columnconfigure(0, weight=1)
framedOptions.grid_columnconfigure(1, weight=1)
framedOptions.grid_columnconfigure(2, weight=1)
curRow = 0
curCol = 0
for name, value in printed_options.items():
Label(framedOptions, text=name + ": " + str(value)).grid(column=curCol, row=curRow, padx=5)
if (curCol == 2):
curRow += 1
curCol = 0
else:
curCol += 1
yesButton = Button(label, text='Yes', command=lambda: onButtonClick('yes'), width=10)
yesButton.grid(column=0, row=1)
noButton = Button(label, text='No', command=lambda: onButtonClick('no'), width=10)
noButton.grid(column=1, row=1)
alwaysButton = Button(label, text='Always', command=lambda: onButtonClick('always'), width=10)
alwaysButton.grid(column=2, row=1)
neverButton = Button(label, text='Never', command=lambda: onButtonClick('never'), width=10)
neverButton.grid(column=3, row=1)
Utils.tkinter_center_window(applyPromptWindow)
applyPromptWindow.mainloop()
choice = getattr(onButtonClick, 'choice')
else:
choice = input(f"Last used adjuster settings were found. Would you like to apply these? \n"
f"{pprint.pformat(printed_options)}\n"
f"Enter yes, no, always or never: ")
if choice and choice.startswith("y"):
choice = 'yes'
elif choice and "never" in choice:
choice = 'no'
lastSettings.auto_apply = 'never'
Utils.persistent_store("adjuster", GAME_ALTTP, lastSettings)
elif choice and "always" in choice:
choice = 'yes'
lastSettings.auto_apply = 'always'
Utils.persistent_store("adjuster", GAME_ALTTP, lastSettings)
else:
choice = 'no'
elif 'never' in lastSettings.auto_apply:
choice = 'no'
elif 'always' in lastSettings.auto_apply:
choice = 'yes'
if 'yes' in choice:
from worlds.alttp.Rom import get_base_rom_path
lastSettings.rom = romfile
lastSettings.baserom = get_base_rom_path()
lastSettings.world = None
if hasattr(lastSettings, "sprite_pool"):
from LttPAdjuster import AdjusterWorld
lastSettings.world = AdjusterWorld(getattr(lastSettings, "sprite_pool"))
adjusted = True
import LttPAdjuster
_, adjustedromfile = LttPAdjuster.adjust(lastSettings)
if hasattr(lastSettings, "world"):
delattr(lastSettings, "world")
else:
adjusted = False;
if adjusted:
try:
shutil.move(adjustedromfile, romfile)
adjustedromfile = romfile
except Exception as e:
logging.exception(e)
else:
adjusted = False
return adjustedromfile, adjusted
if __name__ == '__main__':
colorama.init()
loop = asyncio.get_event_loop()

173
Utils.py
View File

@@ -1,5 +1,6 @@
from __future__ import annotations
import shutil
import typing
import builtins
import os
@@ -11,6 +12,7 @@ import io
import collections
import importlib
import logging
from tkinter import Tk
def tuplize_version(version: str) -> Version:
@@ -23,10 +25,10 @@ class Version(typing.NamedTuple):
build: int
__version__ = "0.2.2"
__version__ = "0.3.1"
version_tuple = tuplize_version(__version__)
from yaml import load, dump, safe_load
from yaml import load, dump, SafeLoader
try:
from yaml import CLoader as Loader
@@ -71,10 +73,10 @@ def is_frozen() -> bool:
return getattr(sys, 'frozen', False)
def local_path(*path):
if local_path.cached_path:
return os.path.join(local_path.cached_path, *path)
def local_path(*path: str) -> str:
"""Returns path to a file in the local Archipelago installation or source."""
if hasattr(local_path, 'cached_path'):
pass
elif is_frozen():
if hasattr(sys, "_MEIPASS"):
# we are running in a PyInstaller bundle
@@ -94,21 +96,47 @@ def local_path(*path):
return os.path.join(local_path.cached_path, *path)
local_path.cached_path = None
def home_path(*path: str) -> str:
"""Returns path to a file in the user home's Archipelago directory."""
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
return os.path.join(home_path.cached_path, *path)
def output_path(*path):
if output_path.cached_path:
def user_path(*path: str) -> str:
"""Returns either local_path or home_path based on write permissions."""
if hasattr(user_path, 'cached_path'):
pass
elif os.access(local_path(), os.W_OK):
user_path.cached_path = local_path()
else:
user_path.cached_path = home_path()
# populate home from local - TODO: upgrade feature
if user_path.cached_path != local_path() and not os.path.exists(user_path('host.yaml')):
for dn in ('Players', 'data/sprites'):
shutil.copytree(local_path(dn), user_path(dn), dirs_exist_ok=True)
for fn in ('manifest.json', 'host.yaml'):
shutil.copy2(local_path(fn), user_path(fn))
return os.path.join(user_path.cached_path, *path)
def output_path(*path: str):
if hasattr(output_path, 'cached_path'):
return os.path.join(output_path.cached_path, *path)
output_path.cached_path = local_path(get_options()["general_options"]["output_path"])
output_path.cached_path = user_path(get_options()["general_options"]["output_path"])
path = os.path.join(output_path.cached_path, *path)
os.makedirs(os.path.dirname(path), exist_ok=True)
return path
output_path.cached_path = None
def open_file(filename):
if sys.platform == 'win32':
os.startfile(filename)
@@ -117,7 +145,20 @@ def open_file(filename):
subprocess.call([open_command, filename])
parse_yaml = safe_load
# from https://gist.github.com/pypt/94d747fe5180851196eb#gistcomment-4015118 with some changes
class UniqueKeyLoader(SafeLoader):
def construct_mapping(self, node, deep=False):
mapping = set()
for key_node, value_node in node.value:
key = self.construct_object(key_node, deep=deep)
if key in mapping:
logging.error(f"YAML duplicates sanity check failed{key_node.start_mark}")
raise KeyError(f"Duplicate key {key} found in YAML. Already found keys: {mapping}.")
mapping.add(key)
return super().construct_mapping(node, deep)
parse_yaml = functools.partial(load, Loader=UniqueKeyLoader)
unsafe_parse_yaml = functools.partial(load, Loader=Loader)
@@ -168,7 +209,7 @@ def get_default_options() -> dict:
"output_path": "output",
},
"factorio_options": {
"executable": "factorio\\bin\\x64\\factorio",
"executable": os.path.join("factorio", "bin", "x64", "factorio"),
},
"sm_options": {
"rom_file": "Super Metroid (JU).sfc",
@@ -205,7 +246,7 @@ def get_default_options() -> dict:
},
"generator": {
"teams": 1,
"enemizer_path": "EnemizerCLI/EnemizerCLI.Core.exe",
"enemizer_path": os.path.join("EnemizerCLI", "EnemizerCLI.Core.exe"),
"player_files_path": "Players",
"players": 0,
"weights_file_path": "weights.yaml",
@@ -249,8 +290,11 @@ def update_options(src: dict, dest: dict, filename: str, keys: list) -> dict:
@cache_argsless
def get_options() -> dict:
if not hasattr(get_options, "options"):
locations = ("options.yaml", "host.yaml",
local_path("options.yaml"), local_path("host.yaml"))
filenames = ("options.yaml", "host.yaml")
locations = []
if os.path.join(os.getcwd()) != local_path():
locations += filenames # use files from cwd only if it's not the local_path
locations += [user_path(filename) for filename in filenames]
for location in locations:
if os.path.exists(location):
@@ -260,7 +304,7 @@ def get_options() -> dict:
get_options.options = update_options(get_default_options(), options, location, list())
break
else:
raise FileNotFoundError(f"Could not find {locations[1]} to load options.")
raise FileNotFoundError(f"Could not find {filenames[1]} to load options.")
return get_options.options
@@ -275,7 +319,7 @@ def get_location_name_from_id(code: int) -> str:
def persistent_store(category: str, key: typing.Any, value: typing.Any):
path = local_path("_persistent_storage.yaml")
path = user_path("_persistent_storage.yaml")
storage: dict = persistent_load()
category = storage.setdefault(category, {})
category[key] = value
@@ -287,7 +331,7 @@ def persistent_load() -> typing.Dict[dict]:
storage = getattr(persistent_load, "storage", None)
if storage:
return storage
path = local_path("_persistent_storage.yaml")
path = user_path("_persistent_storage.yaml")
storage: dict = {}
if os.path.exists(path):
try:
@@ -301,63 +345,9 @@ def persistent_load() -> typing.Dict[dict]:
return storage
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:
adjuster_settings = persistent_load().get("adjuster", {}).get("last_settings_3", {})
if adjuster_settings:
import pprint
from worlds.alttp.Rom import get_base_rom_path
adjuster_settings.rom = romfile
adjuster_settings.baserom = get_base_rom_path()
adjuster_settings.world = None
whitelist = {"music", "menuspeed", "heartbeep", "heartcolor", "ow_palettes", "quickswap",
"uw_palettes", "sprite"}
printed_options = {name: value for name, value in vars(adjuster_settings).items() if name in whitelist}
if hasattr(adjuster_settings, "sprite_pool"):
sprite_pool = {}
for sprite in getattr(adjuster_settings, "sprite_pool"):
if sprite in sprite_pool:
sprite_pool[sprite] += 1
else:
sprite_pool[sprite] = 1
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"
f"Enter yes, no or never: ")
if adjust_wanted and adjust_wanted.startswith("y"):
if hasattr(adjuster_settings, "sprite_pool"):
from LttPAdjuster import AdjusterWorld
adjuster_settings.world = AdjusterWorld(getattr(adjuster_settings, "sprite_pool"))
adjusted = True
import LttPAdjuster
_, romfile = LttPAdjuster.adjust(adjuster_settings)
if hasattr(adjuster_settings, "world"):
delattr(adjuster_settings, "world")
elif adjust_wanted and "never" in adjust_wanted:
persistent_store("adjuster", "never_adjust", True)
return romfile, False
else:
adjusted = False
if not hasattr(get_adjuster_settings, "adjust_wanted"):
logging.info(f"Skipping post-patch adjustment")
get_adjuster_settings.adjuster_settings = adjuster_settings
get_adjuster_settings.adjust_wanted = adjust_wanted
return romfile, adjusted
return romfile, False
def get_adjuster_settings(gameName: str):
adjuster_settings = persistent_load().get("adjuster", {}).get(gameName, {})
return adjuster_settings
@cache_argsless
@@ -389,7 +379,7 @@ class RestrictedUnpickler(pickle.Unpickler):
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"}:
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint", "SlotType", "NetworkSlot"}:
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name in {"PlandoItem", "PlandoConnection"}:
@@ -428,7 +418,7 @@ loglevel_mapping = {'error': logging.ERROR, 'info': logging.INFO, 'warning': log
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, write_mode: str = "w",
log_format: str = "[%(name)s]: %(message)s", exception_logger: str = ""):
loglevel: int = loglevel_mapping.get(loglevel, loglevel)
log_folder = local_path("logs")
log_folder = user_path("logs")
os.makedirs(log_folder, exist_ok=True)
root_logger = logging.getLogger()
for handler in root_logger.handlers[:]:
@@ -474,3 +464,26 @@ def stream_input(stream, queue):
thread = Thread(target=queuer, name=f"Stream handler for {stream.name}", daemon=True)
thread.start()
return thread
def tkinter_center_window(window: Tk):
window.update()
xPos = int(window.winfo_screenwidth() / 2 - window.winfo_reqwidth() / 2)
yPos = int(window.winfo_screenheight() / 2 - window.winfo_reqheight() / 2)
window.geometry("+{}+{}".format(xPos, yPos))
class VersionException(Exception):
pass
def format_SI_prefix(value, power=1000, power_labels=('', 'k', 'M', 'G', 'T', "P", "E", "Z", "Y")):
n = 0
while value > power:
value /= power
n += 1
if type(value) == int:
return f"{value} {power_labels[n]}"
else:
return f"{value:0.3f} {power_labels[n]}"

View File

@@ -3,11 +3,13 @@ import multiprocessing
import logging
import ModuleUpdate
ModuleUpdate.requirements_files.add(os.path.join("WebHostLib", "requirements.txt"))
ModuleUpdate.update()
# in case app gets imported by something like gunicorn
import Utils
Utils.local_path.cached_path = os.path.dirname(__file__)
from WebHostLib import app as raw_app
@@ -19,6 +21,8 @@ from WebHostLib.lttpsprites import update_sprites_lttp
from WebHostLib.options import create as create_options_files
configpath = os.path.abspath("config.yaml")
if not os.path.exists(configpath): # fall back to config.yaml in home
configpath = os.path.abspath(Utils.user_path('config.yaml'))
def get_app():
@@ -32,6 +36,15 @@ def get_app():
return app
def create_ordered_tutorials_file():
import json
with open(os.path.join("WebHostLib", "static", "assets", "tutorial", "tutorials.json")) as source:
data = json.load(source)
data = sorted(data, key=lambda entry: entry["gameTitle"].lower())
with open(os.path.join("WebHostLib", "static", "generated", "tutorials.json"), "w") as target:
json.dump(data, target)
if __name__ == "__main__":
multiprocessing.freeze_support()
multiprocessing.set_start_method('spawn')
@@ -43,6 +56,7 @@ if __name__ == "__main__":
logging.warning("Could not update LttP sprites.")
app = get_app()
create_options_files()
create_ordered_tutorials_file()
if app.config["SELFLAUNCH"]:
autohost(app.config)
if app.config["SELFGEN"]:

View File

@@ -70,6 +70,12 @@ app.url_map.converters["suuid"] = B64UUIDConverter
app.jinja_env.filters['suuid'] = lambda value: base64.urlsafe_b64encode(value.bytes).rstrip(b'=').decode('ascii')
def get_world_theme(game_name: str):
if game_name in AutoWorldRegister.world_types:
return AutoWorldRegister.world_types[game_name].web.theme
return 'grass'
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
@@ -89,16 +95,21 @@ def start_playing():
return render_template(f"startPlaying.html")
@app.route('/weighted-settings')
def weighted_settings():
return render_template(f"weighted-settings.html")
# Player settings pages
@app.route('/games/<string:game>/player-settings')
def player_settings(game):
return render_template(f"player-settings.html", game=game)
return render_template(f"player-settings.html", game=game, theme=get_world_theme(game))
# 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)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
# List of supported games
@@ -107,13 +118,13 @@ def games():
worlds = {}
for game, world in AutoWorldRegister.world_types.items():
if not world.hidden:
worlds[game] = world.__doc__ if world.__doc__ else "No description provided."
worlds[game] = world
return render_template("supportedGames.html", worlds=worlds)
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
def tutorial(game, file, lang):
return render_template("tutorial.html", game=game, file=file, lang=lang)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))
@app.route('/tutorial/')
@@ -131,8 +142,7 @@ def view_seed(seed: UUID):
seed = Seed.get(id=seed)
if not seed:
abort(404)
return render_template("viewSeed.html", seed=seed,
rooms=[room for room in seed.rooms if room.owner == session["_id"]])
return render_template("viewSeed.html", seed=seed, slot_count=count(seed.slots))
@app.route('/new_room/<suuid:seed>')
@@ -188,6 +198,15 @@ def discord():
return redirect("https://discord.gg/archipelago")
@app.route('/datapackage')
@cache.cached()
def get_datapackge():
"""A pretty print version of /api/datapackage"""
from worlds import network_data_package
import json
return Response(json.dumps(network_data_package, indent=4), mimetype="text/plain")
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

@@ -1,28 +1,33 @@
"""API endpoints package."""
from uuid import UUID
from typing import List, Tuple
from flask import Blueprint, abort
from ..models import Room
from ..models import Room, Seed
from .. import cache
api_endpoints = Blueprint('api', __name__, url_prefix="/api")
from . import generate, user # trigger registration
# unsorted/misc endpoints
def get_players(seed: Seed) -> List[Tuple[str, str]]:
return [(slot.player_name, slot.game) for slot in seed.slots]
@api_endpoints.route('/room_status/<suuid:room>')
def room_info(room: UUID):
room = Room.get(id=room)
if room is None:
return abort(404)
return {"tracker": room.tracker,
"players": room.seed.multidata["names"],
"last_port": room.last_port,
"last_activity": room.last_activity,
"timeout": room.timeout}
return {
"tracker": room.tracker,
"players": get_players(room.seed),
"last_port": room.last_port,
"last_activity": room.last_activity,
"timeout": room.timeout
}
@api_endpoints.route('/datapackage')
@@ -31,6 +36,7 @@ def get_datapackge():
from worlds import network_data_package
return network_data_package
@api_endpoints.route('/datapackage_version')
@cache.cached()
def get_datapackge_versions():
@@ -38,3 +44,6 @@ def get_datapackge_versions():
version_package = {game: world.data_version for game, world in AutoWorldRegister.world_types.items()}
version_package["version"] = network_data_package["version"]
return version_package
from . import generate, user # trigger registration

View File

@@ -65,7 +65,6 @@ def generate_api():
return {"text": "Uncaught Exception:" + str(e)}, 500
@api_endpoints.route('/status/<suuid:seed>')
def wait_seed_api(seed: UUID):
seed_id = seed

View File

@@ -1,7 +1,7 @@
from flask import session, jsonify
from WebHostLib.models import *
from . import api_endpoints
from . import api_endpoints, get_players
@api_endpoints.route('/get_rooms')
@@ -16,7 +16,6 @@ def get_rooms():
"last_port": room.last_port,
"timeout": room.timeout,
"tracker": room.tracker,
"players": room.seed.multidata["names"] if room.seed.multidata else [["Singleplayer"]],
})
return jsonify(response)
@@ -28,6 +27,6 @@ def get_seeds():
response.append({
"seed_id": seed.id,
"creation_time": seed.creation_time,
"players": seed.multidata["names"] if seed.multidata else [["Singleplayer"]],
"players": get_players(seed.slots),
})
return jsonify(response)

View File

@@ -76,7 +76,7 @@ class WebHostContext(Context):
else:
self.port = get_random_port()
return self._load(self._decompress(room.seed.multidata), True)
return self._load(self.decompress(room.seed.multidata), True)
@db_session
def init_save(self, enabled: bool = True):

View File

@@ -1,9 +1,12 @@
import zipfile
import json
from io import BytesIO
from flask import send_file, Response, render_template
from pony.orm import select
from Patch import update_patch_data, preferred_endings
from Patch import update_patch_data, preferred_endings, AutoPatchRegister
from WebHostLib import app, Slot, Room, Seed, cache
import zipfile
@app.route("/dl_patch/<suuid:room_id>/<int:patch_id>")
@@ -12,16 +15,34 @@ def download_patch(room_id, patch_id):
if not patch:
return "Patch not found"
else:
import io
room = Room.get(id=room_id)
last_port = room.last_port
filelike = BytesIO(patch.data)
greater_than_version_3 = zipfile.is_zipfile(filelike)
if greater_than_version_3:
# Python's zipfile module cannot overwrite/delete files in a zip, so we recreate the whole thing in ram
new_file = BytesIO()
with zipfile.ZipFile(filelike, "a") as zf:
with zf.open("archipelago.json", "r") as f:
manifest = json.load(f)
manifest["server"] = f"{app.config['PATCH_TARGET']}:{last_port}"
with zipfile.ZipFile(new_file, "w") as new_zip:
for file in zf.infolist():
if file.filename == "archipelago.json":
new_zip.writestr("archipelago.json", json.dumps(manifest))
else:
new_zip.writestr(file.filename, zf.read(file), file.compress_type, 9)
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)}" \
f"{AutoPatchRegister.patch_types[patch.game].patch_file_ending}"
new_file.seek(0)
return send_file(new_file, as_attachment=True, attachment_filename=fname)
else:
patch_data = update_patch_data(patch.data, server=f"{app.config['PATCH_TARGET']}:{last_port}")
patch_data = BytesIO(patch_data)
fname = f"P{patch.player_id}_{patch.player_name}_{app.jinja_env.filters['suuid'](room_id)}." \
f"{preferred_endings[patch.game]}"
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)
@@ -53,6 +74,10 @@ def download_slot_file(room_id, player_id: int):
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"
elif slot_data.game == "VVVVVV":
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_SP.apv6"
elif slot_data.game == "Super Mario 64":
fname = f"AP_{app.jinja_env.filters['suuid'](room_id)}_SP.apsm64ex"
else:
return "Game download not supported."
return send_file(io.BytesIO(slot_data.data), as_attachment=True, attachment_filename=fname)

View File

@@ -5,6 +5,7 @@ import json
import zipfile
from collections import Counter
from typing import Dict, Optional as TypeOptional
from Utils import __version__
from flask import request, flash, redirect, url_for, session, render_template
@@ -78,7 +79,7 @@ def generate(race=False):
return redirect(url_for("view_seed", seed=seed_id))
return render_template("generate.html", race=race)
return render_template("generate.html", race=race, version=__version__)
def gen_game(gen_options, meta: TypeOptional[Dict[str, object]] = None, owner=None, sid=None):
@@ -120,7 +121,8 @@ def gen_game(gen_options, meta: TypeOptional[Dict[str, object]] = None, owner=No
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)
if len(set(erargs.name.values())) != len(erargs.name):
raise Exception(f"Names have to be unique. Names: {Counter(erargs.name.values())}")
ERmain(erargs, seed, baked_server_options=meta)
return upload_to_db(target.name, sid, owner, race)

View File

@@ -2,7 +2,7 @@ import os
import threading
import json
from Utils import local_path
from Utils import local_path, user_path
from worlds.alttp.Rom import Sprite
@@ -14,8 +14,8 @@ def update_sprites_lttp():
from LttPAdjuster import update_sprites
# Target directories
input_dir = local_path("data", "sprites", "alttpr")
output_dir = local_path("WebHostLib", "static", "generated")
input_dir = user_path("data", "sprites", "alttpr")
output_dir = local_path("WebHostLib", "static", "generated") # TODO: move to user_path
os.makedirs(os.path.join(output_dir, "sprites"), exist_ok=True)
# update sprites through gui.py's functions

View File

@@ -12,7 +12,7 @@ STATE_ERROR = -1
class Slot(db.Entity):
id = PrimaryKey(int, auto=True)
player_id = Required(int)
player_name = Required(str, 16)
player_name = Required(str)
data = Optional(bytes, lazy=True)
seed = Optional('Seed')
game = Required(str)

View File

@@ -1,3 +1,4 @@
import logging
import os
from Utils import __version__
from jinja2 import Template
@@ -9,8 +10,13 @@ import Options
target_folder = os.path.join("WebHostLib", "static", "generated")
handled_in_js = {"start_inventory", "local_items", "non_local_items", "start_hints", "start_location_hints",
"exclude_locations"}
def create():
os.makedirs(os.path.join(target_folder, 'configs'), exist_ok=True)
def dictify_range(option):
data = {option.range_start: 0, option.range_end: 0, "random": 0, "random-low": 0, "random-high": 0,
option.default: 50}
@@ -25,15 +31,24 @@ def create():
return list(default_value)
return default_value
weighted_settings = {
"baseOptions": {
"description": "Generated by https://archipelago.gg/",
"name": "Player",
"game": {},
},
"games": {},
}
for game_name, world in AutoWorldRegister.world_types.items():
all_options = {**world.options, **Options.per_game_common_options}
res = Template(open(os.path.join("WebHostLib", "templates", "options.yaml")).read()).render(
options={**world.options, **Options.per_game_common_options},
options=all_options,
__version__=__version__, game=game_name, yaml_dump=yaml.dump,
dictify_range=dictify_range, default_converter=default_converter,
)
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)
@@ -47,11 +62,14 @@ def create():
}
game_options = {}
for option_name, option in world.options.items():
if option.options:
for option_name, option in all_options.items():
if option_name in handled_in_js:
pass
elif option.options:
game_options[option_name] = this_option = {
"type": "select",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"defaultValue": None,
"options": []
@@ -74,16 +92,52 @@ def create():
elif hasattr(option, "range_start") and hasattr(option, "range_end"):
game_options[option_name] = {
"type": "range",
"displayName": option.displayname if hasattr(option, "displayname") else option_name,
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"defaultValue": option.default if hasattr(option, "default") else option.range_start,
"min": option.range_start,
"max": option.range_end,
}
elif getattr(option, "verify_item_name", False):
game_options[option_name] = {
"type": "items-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
}
elif getattr(option, "verify_location_name", False):
game_options[option_name] = {
"type": "locations-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
}
elif hasattr(option, "valid_keys"):
if option.valid_keys:
game_options[option_name] = {
"type": "custom-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": option.__doc__ if option.__doc__ else "Please document me!",
"options": list(option.valid_keys),
}
else:
logging.debug(f"{option} not exported to Web Settings.")
player_settings["gameOptions"] = game_options
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=(',', ': ')))
json.dump(player_settings, f, indent=2, separators=(',', ': '))
if not world.hidden and world.web.settings_page is True:
weighted_settings["baseOptions"]["game"][game_name] = 0
weighted_settings["games"][game_name] = {}
weighted_settings["games"][game_name]["gameSettings"] = game_options
weighted_settings["games"][game_name]["gameItems"] = tuple(world.item_names)
weighted_settings["games"][game_name]["gameLocations"] = tuple(world.location_names)
with open(os.path.join(target_folder, 'weighted-settings.json'), "w") as f:
json.dump(weighted_settings, f, indent=2, separators=(',', ': '))

View File

@@ -1,6 +1,6 @@
flask>=2.0.2
pony>=0.7.14
waitress>=2.0.0
flask>=2.0.3
pony>=0.7.16
waitress>=2.1.0
flask-caching>=1.10.1
Flask-Compress>=1.10.1
Flask-Limiter>=1.4
Flask-Compress>=1.11
Flask-Limiter>=2.2.0

View File

@@ -1,52 +1,63 @@
# 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.
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.
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.
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.
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.
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.
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.
If you are ready to start randomizing games, or want to start playing your favorite randomizer with others, please join
our discord server at the [Archipelago Discord](https://discord.gg/archipelago). 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.
The best way to get started is to take a look at our code on GitHub
at [Archipelago GitHub Page](https://github.com/ArchipelagoMW/Archipelago).
There you will find examples of games in the worlds folder
at [/worlds Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/worlds).
You may also find developer documentation in the docs folder
at [/docs Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs).
If you have more questions, feel free to ask in the **#archipelago-dev** channel on our Discord.

View File

@@ -1,26 +1,32 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.
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 +1,12 @@
# ArchipIDLE
## What is this game?
ArchipIDLE is the 2022 Archipelago April Fools' Day joke. It is an idle game that sends a location check every
thirty seconds, up to one hundred checks.
## Where is the settings page?
The [player settings page for this game](../player-settings) contains all the options you need to configure
and export a config file.

View File

@@ -0,0 +1,24 @@
# ChecksFinder
## Where is the settings page?
The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
config file.
## What is considered a location check in ChecksFinder?
Location checks in are completed when the player finds a spot on a board that has the archipelago logo. The bottom of
the screen has a number next to the archipelago logo, that number is how many you can find so far. You can only get as
many checks as you have gained items, plus five to start with being available.
## When the player receives an item, what happens?
When the player receives an item in ChecksFinder, it either can make the future boards they play be bigger in width or
height, or add a new bomb to the future boards, with a limit to having up to one fifth of the _current_ board being
bombs. The items you have gained _before_ the current board was made will be said at the bottom of the screen as a number
next to an icon, the number is how many you have gotten and the icon represents which item it is.
## What is the victory condition?
Victory is achieved when the player wins a board they were given after they have received all of their Map Width, Map
Height, and Map Bomb items. The game will say at the bottom of the screen how many of each you have received.

View File

@@ -1,29 +1,34 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.
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.
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

@@ -1,21 +1,26 @@
# Final Fantasy 1 (NES)
## Where is the settings page?
Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled entirely by the original randomzier.
You can find an exhaustive list of documented settings [here](https://finalfantasyrandomizer.com/)
Unlike most games on Archipelago.gg, Final Fantasy 1's settings are controlled entirely by the original randomzier. You
can find an exhaustive list of documented settings on the FFR
website: [FF1R Website](https://finalfantasyrandomizer.com/)
## What does randomization do to this game?
A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory
and boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle
progression items and non-progression items into separate pools and then redistribute them to their respective
locations. So ,for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal
Pot or some armor. There are plenty of other things that can be randomized on our
[main randomizer site](https://finalfantasyrandomizer.com/)
A better questions is what isn't randomized at this point. Enemies stats and spell, character spells, shop inventory and
boss stats and spells are all commonly randomized. Unlike most other randomizers it is also most standard to shuffle
progression items and non-progression items into separate pools and then redistribute them to their respective
locations. So, for example, Princess Sarah may have the CANOE instead of the LUTE; however, she will never have a Heal
Pot or some armor. There are plenty of other things that can be randomized on the main randomizer
site: [FF1R Website](https://finalfantasyrandomizer.com/)
## What Final Fantasy items can appear in other players' worlds?
All items can appear in other players worlds. This includes consumables, shards, weapons, armor and, of course,
key items.
All items can appear in other players worlds. This includes consumables, shards, weapons, armor and, of course, key
items.
## What does another world's item look like in Final Fantasy
All local and remote items appear the same. It will say that you received an item and then BOTH the client log and
the emulator will display what was found external to the in-game text box.
All local and remote items appear the same. It will say that you received an item and then BOTH the client log and the
emulator will display what was found external to the in-game text box.

View File

@@ -0,0 +1,22 @@
# Hollow Knight
## Where is the settings page?
The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
config file.
## What does randomization do to this game?
Randomization swaps around the locations of items. The items being swapped around are chosen within your YAML.
Shop costs are presently always randomized.
## What Hollow Knight items can appear in other players' worlds?
This is dependent entirely upon your YAML settings. Some examples include: charms, grubs, lifeblood cocoons, geo, etc.
## What does another world's item look like in Hollow Knight?
When the Hollow Knight player picks up an item from a location and it is an item for another game it will appear in that
player's recent items display as an item being sent to another player. If the item is for another Hollow Knight player
then the sprite will be that of the item's original sprite. If the item belongs to a player that is not playing Hollow
Knight then the sprite will be the Archipelago logo.

View File

@@ -0,0 +1,25 @@
# Meritous
## Where is the settings page?
The [player settings page for Meritous](../player-settings) contains all the options you need to configure and export a config file.
## What does randomization do to this game?
The PSI Enhancement Tiles have become general-purpose Item Caches, and all upgrades and artifacts are added to the multiworld item pool. Optionally, the progression-critical PSI Keys can also be added to the pool, as well as monster evolution traps which (in vanilla) trigger when bosses are defeated.
## What is the goal of Meritous when randomized?
At minimum, you will need to get the PSI Keys, defeat the three bosses, retrieve the Cursed Seal, and return it to the entrance. Depending on your selected goal, you may also have to defeat the final boss, or you may also need to explore every last room of the Atlas Dome and retrieve the Agate Knife before getting the Cursed Seal and defeating the final boss' true form.
## Which items can be in another player's world?
Every item added to the multiworld pool (as outlined above) can be distributed to other players' worlds.
## What is considered a location check in Meritous?
The Alpha, Beta, and Gamma item caches each have 24 checks to buy, increasing in cost each time. Reward chests obtained from clearing ambush rooms will contain up to 24 location checks, thereafter always awarding a cache of PSI Crystals. If enabled, PSI Key Pedestals will contain checks, which must be unlocked by eliminating a certain percentage of monsters. If enabled, defeating bosses will result in an automatic check.
## Which notable items are not randomized?
The Cursed Seal and Agate Knife will always be in the farthest-away room from the Entrance and the final room explored, respectively.
## What does another world's item look like in Meritous?
There is no visual representation of other players' items in Meritous. You will be buying checks from item caches and opening chests in ambush rooms blindly.
## When the player receives an item, what happens?
A sound will play, and a notification will briefly appear on the lower half of the screen informing you of what you have received.

View File

@@ -1,22 +1,27 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.
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.

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@@ -1,26 +1,32 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.
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.
Items belonging to other worlds are represented by the Zelda's Letter item.
## 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!

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@@ -0,0 +1,31 @@
# Raft
## 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?
All of the items from the Research Table, as well as all the note/blueprint pickups from story islands, are changed to location checks. Blueprint items themselves are never given. The Research Table recipes will *remove* the researched items for that recipe once learned, meaning many more resources must be put into the Research Table to get all the unlocks from it.
## What is the goal of Raft when randomized?
The goal remains the same: To pick up the note that has the frequency for the next unreleased story island from Tangaroa.
## Which items can be in another player's world?
All of the craftable items from the Research Table and Blueprints, as well as frequencies. Since there are more locations in Raft than there are items to receive, Resource Packs with basic earlygame materials and/or duplicate items may be added to the item pool (configurable).
## Which notable unlocks are not randomized?
Most of the story island quests (actions that unlock new areas on the island) remain unchanged. There are three exceptions: The Balboa Island Relay Station quest, the Caravan Island zipline parts quest, and the Caravan Island battery charger quest have all been changed to an Archipelago unlock, as the rewards from these are craftable items or frequencies.
Craftable items like the Machete are mixed into the Archipelago item pool, however quest items like Tape or Berries will function the same.
Decoration Packages are unchanged.
## What does another world's item look like in Raft?
Researches and pickups remain visually unchanged, regardless of what the unlock is.
## When the player receives an item, what happens?
A Raft notification will appear with the item information. The unlock will also appear in the chat. Unlocks that would normally give you the item (eg Machete) will NOT give it to you, but must instead be crafted.
## Are there any limitations compared to vanilla Raft?
- Mods that add new researchable technologies, modify story islands, or give items like blueprints are likely incompatible with Raftipelago.
- Some mods that add items that are always craftable (eg don't add them to the Research Table) may be compatible.
- Mods that do not affect items, notes, blueprints, or story islands have a good chance of being compatible with Raftipelago
- No mods have been comprehensively tested or verified to work with Raftipelago. Use at your own risk.

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@@ -1,17 +1,21 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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)
@@ -23,14 +27,17 @@ The Risk of Rain items are:
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.)
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.
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.
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.

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@@ -0,0 +1,27 @@
# Rogue Legacy (PC)
## Where is the settings page?
The [player settings page for this game](../player-settings) is located contains all the options you need to configure
and export a config file.
## What does randomization do to this game?
You are not able to buy skill upgrades in the manor upgrade screen, and instead, need to find them in order to level up
your character to make fighting the 5 bosses easier.
## What items and locations get shuffled?
All the skill upgrades, class upgrades, runes packs, and equipment packs are shuffled in the manor upgrade screen, diary
checks, chests and fairy chests, and boss rewards. Skill upgrades are also grouped in packs of 5 to make the finding of
stats less of a chore. Runes and Equipment are also grouped together.
## 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.
## When the player receives an item, what happens?
When the player receives an item, your character will hold the item above their head and display it to the world. It's
good for business!

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@@ -0,0 +1,35 @@
# SMZ3
## Where is the settings page?
The [player settings page for this game](../player-settings) 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, 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.
## 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, a text box will appear to show which item was received, and from whom.

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@@ -1,29 +1,35 @@
# 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.
The [player settings page for this game](../player-settings) contains all the options you need 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/master/guide.md).
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 [Evermizer guide](https://github.com/black-sliver/evermizer/blob/master/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.
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 received while a
script is active such as when visiting Nobilia Market or during most Boss Fights. Once all scripts have ended, items
will be received.

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@@ -0,0 +1,35 @@
# Slay the Spire (PC)
## Where is the settings page?
The [player settings page for this game](../player-settings) contains all the options you need to configure and export a
config file.
## What does randomization do to this game?
Every non-boss relic drop, every boss relic and rare card drop, and every other card draw is replaced with an
archipelago item. In heart runs, the blue key is also disconnected from the Archipelago item, so you can gather both.
## What items and locations get shuffled?
15 card packs, 10 relics, and 3 boss relics and rare card drops are shuffled into the item pool and can be found at any
location that would normally give you these items, except for card packs, which are found at every other normal enemy
encounter.
## 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.
## When the player receives an item, what happens?
When the player receives an item, you will see the counter in the top right corner with the Archipelago symbol increment
by one. By clicking on this icon, it'll open a menu that lists all the items you received, but have not yet accepted.
You can take any relics and card packs sent to you and add them to your current run. It is advised that you do not open
this menu until you are outside an encounter or event to prevent the game from soft-locking.
## What happens if a player dies in a run?
When a player dies, they will be taken back to the main menu and will need to reconnect to start climbing the spire from
the beginning, but they will have access to all the items ever sent to them in the Archipelago menu in the top right.
Any items found in an earlier run will not be sent again if you encounter them in the same location.

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@@ -1,27 +1,34 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.

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@@ -0,0 +1,28 @@
# Super Mario 64 EX
## Where is the settings page?
The player settings page for this game contains all the options you need to configure and export a config file. Player
settings page link: [SM64EX Player Settings Page](../player-settings).
## What does randomization do to this game?
All 120 Stars, the 3 Cap Switches, the Basement and Secound Floor Key are now Location Checks and may contain Items for different games as well
as different Items from within SM64.
## What is the goal of SM64EX when randomized?
As in most Mario Games, save the Princess!
## Which items can be in another player's world?
Any of the 120 Stars, and the two Caste Keys. Additionally, Cap Switches are also considered "Items" and the "!"-Boxes will only be active
when someone collects the corresponding Cap Switch Item.
## What does another world's item look like in SM64EX?
The Items are visually unchanged, though after collecting a Message will pop up to inform you what you collected,
and who will receive it.
## When the player receives an item, what happens?
When you receive an Item, a Message will pop up to inform you where you received the Item from,
and which one it is.
NOTE: The Secret Star count in the Menu is broken.

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@@ -1,25 +1,31 @@
# 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.
The [player settings page for this game](../player-settings) 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.
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.
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.
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.

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@@ -1,28 +1,38 @@
# 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.
The [player settings page for this game](../player-settings) 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
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, therefore 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
All main inventory items, orbs, collectables, and familiars 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.
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
Items belonging to other worlds are represented by the vanilla item Elemental
Beads ([Elemental Beads Wiki Page](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
When the player receives an item, the same items popup will be displayed as when you would normally obtain the item.

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@@ -0,0 +1,36 @@
# VVVVVV
## Where is the settings page?
The player settings page for this game contains all the options you need to configure and export a config file. Player
settings page link: [VVVVVV Player Settings Page](../player-settings).
## What does randomization do to this game?
All 20 Trinkets are now Location Checks and may not actually contain Trinkets, but Items for different games.
Optionally, you may enable DoorCost, which will gate away some areas:
- Laboratory
- The Tower
- Space Station 2 and
- Warp Zone
until you've collected some Trinkets.
Examples:
- If you set DoorCost at 2, then to enter Laboratory you will need Trinkets 1-2, for The Tower 3-4, etc.
- If you set DoorCost at 3, then to enter Laboratory you will need Trinkets 1-3, for The Tower 4-6, etc.
## What is the goal of VVVVVV when randomized?
Save all crew members, and finish the story.
## Which items can be in another player's world?
Any of the 20 Trinkets.
## What does another world's item look like in VVVVVV?
The Trinkets are visually unchanged, though after collecting a textbox will pop up to inform you what you collected,
and who will receive it.
## When the player receives an item, what happens?
When you receive a Trinket, the standard Animation will play. Afterwards a textbox will inform you where
you received the Trinket from, and which one it is.
NOTE: You can't check your trinkets in the Spaceship. Instead, you can check them in the pause menu under 'Stats'.
This is especially useful if you have DoorCost enabled.

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@@ -16,11 +16,9 @@ window.addEventListener('load', () => {
}
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);
showUserMessage("Your settings are out of date! Click here to update them! Be aware this will reset " +
"them all to default.");
document.getElementById('user-message').addEventListener('click', resetSettings);
}
// Page setup
@@ -191,7 +189,9 @@ const updateGameSetting = (event) => {
const exportSettings = () => {
const settings = JSON.parse(localStorage.getItem(gameName));
if (!settings.name || settings.name.trim().length === 0) { settings.name = "noname"; }
if (!settings.name || settings.name.toLowerCase() === 'player' || settings.name.trim().length === 0) {
return showUserMessage('You must enter a player name!');
}
const yamlText = jsyaml.safeDump(settings, { noCompatMode: true }).replaceAll(/'(\d+)':/g, (x, y) => `${y}:`);
download(`${document.getElementById('player-name').value}.yaml`, yamlText);
};
@@ -208,21 +208,41 @@ const download = (filename, text) => {
};
const generateGame = (raceMode = false) => {
const settings = JSON.parse(localStorage.getItem(gameName));
if (!settings.name || settings.name.toLowerCase() === 'player' || settings.name.trim().length === 0) {
return showUserMessage('You must enter a player name!');
}
axios.post('/api/generate', {
weights: { player: localStorage.getItem(gameName) },
presetData: { player: localStorage.getItem(gameName) },
weights: { player: settings },
presetData: { player: settings },
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.';
let userMessage = 'Something went wrong and your game could not be generated.';
if (error.response.data.text) {
userMessage.innerText += ' ' + error.response.data.text;
userMessage += ' ' + error.response.data.text;
}
userMessage.classList.add('visible');
window.scrollTo(0, 0);
showUserMessage(userMessage);
console.error(error);
});
};
const showUserMessage = (message) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = message;
userMessage.classList.add('visible');
window.scrollTo(0, 0);
userMessage.addEventListener('click', () => {
userMessage.classList.remove('visible');
userMessage.addEventListener('click', hideUserMessage);
});
};
const hideUserMessage = () => {
const userMessage = document.getElementById('user-message');
userMessage.classList.remove('visible');
userMessage.removeEventListener('click', hideUserMessage);
};

View File

@@ -23,6 +23,7 @@ window.addEventListener('load', () => {
showdown.setOption('tables', true);
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
showdown.setOption('disableForced4SpacesIndentedSublists', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();

View File

@@ -0,0 +1,78 @@
# MSU-1 Setup Guide
## What is MSU-1?
MSU-1 allows for the use of custom in-game music. It works on original hardware, the SuperNT, and certain emulators.
This guide will explain how to find custom music packages, often called MSU packs, and how to configure them for use
with original hardware, the SuperNT, and the snes9x emulator.
## Where to find MSU Packs
MSU packs are constantly in development. We won't link to any packs as most include ripped music from other media.
## What an MSU pack should look like
MSU packs contain many files, most of which are the music files which will be used when playing the game. These files
should be named similarly, with a hyphenated number at the end, and with a `.pcm` extension. It does not matter what
each music file is named, so long as they all follow the same pattern. The most popular filename you will find
is `alttp_msu-X.pcm`, where X is replaced by a number.
There is one other type of file you should find inside an MSU pack's folder. This file indicates to the hardware or to
the emulator that MSU should be enabled for this game. This file should be named similarly to the other files in the
folder, but will have a `.msu` extension and be 0 KB in size.
A short example of the contents of an MSU pack folder are as follows:
```
List of files inside an MSU pack folder:
alttp_msu.msu
alttp_msu-1.pcm
alttp_msu-2.pcm
...
alttp_msu-34.pcm
```
## How to use an MSU Pack
In all cases, you must rename your ROM file to match the pattern of names inside your MSU pack's folder, then place your
ROM file inside that folder.
This will cause the folder contents to look like the following:
```
List of files inside an MSU pack folder:
alttp_msu.msu
alttp_msu.sfc <-- Add your ROM file
alttp_msu-1.pcm
alttp_msu-2.pcm
...
alttp_msu-34.pcm
```
### With snes9x
1. Load the ROM file from snes9x.
### With SD2SNES / FXPak on original hardware
1. Load the MSU pack folder onto your SD2SNES / FXPak.
2. Navigate into the MSU pack folder and load your ROM.
### With SD2SNES / FXPak on SuperNT
1. Load the MSU pack folder onto your SD2SNES / FXPak.
2. Power on your SuperNT and navigate to the `Settings` menu.
3. Enter the `Audio` settings.
4. Check the box marked `Cartridge Audio Enable.`
5. Navigate back to the previous menu.
6. Choose `Save/Clear Settings`.
7. Choose `Save Settings`.
8. Choose `Run Cartridge` from the main menu.
9. Navigate into your MSU pack folder and load your ROM.
## A word of caution to streamers
Many MSU packs use copyrighted music which is not permitted for use on platforms like Twitch and YouTube. If you choose
to stream music from an MSU pack, please ensure you have permission to do so. If you stream music which has not been
licensed to you, or licensed for use in a stream in general, your VOD may be muted. In the worst case, you may receive a
DMCA take-down notice. Please be careful to only stream music for which you have the rights to do so.

View File

@@ -1,24 +1,31 @@
# MSU-1 Guía de instalación
## Que es MSU-1?
MSU-1 permite el uso de música personalizada durante el juego. Funciona en hardware original, la SuperNT, y algunos emuladores.
Esta guiá explicará como encontrar los packs de música personalizada, comúnmente llamados pack MSU, y como configurarlos
para su uso en hardware original, la SuperNT, and el emulador snes9x.
MSU-1 permite el uso de música personalizada durante el juego. Funciona en hardware original, la SuperNT, y algunos
emuladores. Esta guiá explicará como encontrar los packs de música personalizada, comúnmente llamados pack MSU, y como
configurarlos para su uso en hardware original, la SuperNT, and el emulador snes9x.
## Donde encontrar packs MSU
Los packs MSU están constantemente en desarrollo. Puedes encontrar una lista de pack completos, al igual que packs en desarrollo en
Los packs MSU están constantemente en desarrollo. Puedes encontrar una lista de pack completos, al igual que packs en
desarrollo en
[esta hoja de calculo Google](https://docs.google.com/spreadsheets/d/1XRkR4Xy6S24UzYkYBAOv-VYWPKZIoUKgX04RbjF128Q).
## Que pinta debe tener un pack MSU
Los packs MSU contienen muchos ficheros, la mayoria de los cuales son los archivos de música que se usaran durante el juego. Estos ficheros
deben tener un nombre similar, con un guión seguido por un número al final, y tienen extensión`.pcm`. No importa como se llame
cada archivo de música, siempre y cuando todos sigan el mismo patrón. El nombre más popular es
Los packs MSU contienen muchos ficheros, la mayoria de los cuales son los archivos de música que se usaran durante el
juego. Estos ficheros deben tener un nombre similar, con un guión seguido por un número al final, y tienen
extensión`.pcm`. No importa como se llame cada archivo de música, siempre y cuando todos sigan el mismo patrón. El
nombre más popular es
`alttp_msu-X.pcm`, donde X es un número.
Hay otro tipo de fichero que deberias encontrar en el directorio de un pack MSU. Este archivo indica al hardware o
emulador que MSU debe ser activado para este juego. El fichero tiene un nombre similar al resto, pero tiene como extensión `.msu` y su tamaño es 0 KB.
Hay otro tipo de fichero que deberias encontrar en el directorio de un pack MSU. Este archivo indica al hardware o
emulador que MSU debe ser activado para este juego. El fichero tiene un nombre similar al resto, pero tiene como
extensión `.msu` y su tamaño es 0 KB.
Un pequeño ejemplo de los contenidos de un directorio que contiene un pack MSU:
```
Lista de ficheros dentro de un directorio de pack MSU:
alttp_msu.msu
@@ -29,10 +36,12 @@ alttp_msu-34.pcm
```
## Como usar un pack MSU
En todos los casos, debes renombrar tu fichero de ROM para que coincida con el resto de nombres de fichero del directorio, y copiar/pegar tu fichero rom
dentro de dicho directorio.
En todos los casos, debes renombrar tu fichero de ROM para que coincida con el resto de nombres de fichero del
directorio, y copiar/pegar tu fichero rom dentro de dicho directorio.
Esto hara que los contenidos del directorio sean los siguientes:
```
Lista de ficheros dentro del directorio de pack MSU:
alttp_msu.msu
@@ -44,13 +53,16 @@ alttp_msu-34.pcm
```
### Con snes9x
1. Carga el fichero de rom en snes9x.
### Con SD2SNES / FXPak en hardware original
1. Carga tu directorio de pack MSU en tu SD2SNES / FXPak.
2. Navega hasta el directorio de pack MSU y carga la ROM
### Con SD2SNES / FXPak en SuperNT
1. Carga tu directorio de pack MSU en tu SD2SNES / FXPak.
2. Enciende tu SuperNT y navega al menú `Settings`.
3. Entra en la opcion `Audio`.
@@ -62,13 +74,17 @@ alttp_msu-34.pcm
9. Navega hasta el directorio de pack MSU y carga la ROM
## Aviso a streamers
Muchos packs MSU usan música con derechos de autor la cual no esta permitido su uso en plataformas como Twitch o YouTube.
Si elijes hacer stream de dicha música, tu VOD puede ser silenciado. En el peor caso, puedes recibir una orden de eliminación DMCA.
Por favor, tened cuidado y solo streamear música para la cual tengas los derechos para hacerlo.
Muchos packs MSU usan música con derechos de autor la cual no esta permitido su uso en plataformas como Twitch o
YouTube. Si elijes hacer stream de dicha música, tu VOD puede ser silenciado. En el peor caso, puedes recibir una orden
de eliminación DMCA. Por favor, tened cuidado y solo streamear música para la cual tengas los derechos para hacerlo.
##### Packs MSU seguros para Stream
A continuación enumeramos los packs MSU que, packs which, por lo que sabemos, son seguros para vuestras retransmisiones. Se iran añadiendo mas conforme
vayamos enterandonos. Si sabes alguno que podamos haber olvidado, por favor haznoslo saber!
A continuación enumeramos los packs MSU que, packs which, por lo que sabemos, son seguros para vuestras retransmisiones.
Se iran añadiendo mas conforme vayamos enterandonos. Si sabes alguno que podamos haber olvidado, por favor haznoslo
saber!
- Musica del juego original
- [Smooth McGroove](https://drive.google.com/open?id=1JDa1jCKg5hG0Km6xNpmIgf4kDMOxVp3n)

View File

@@ -1,25 +1,31 @@
# Guide d'installation de MSU-1
## Qu'est-ce que MSU-1 ?
MSU-1 permet l'utilisation de musiques en jeu personnalisées. Cela fonctionne sur une console originale, sur SuperNT, et sur certains émulateurs.
Ce guide explique comment trouver des packs de musiques personnalisées, couremment appelées packs MSU, et comment les configurer
pour les utiliser sur console, sur SuperNT et sur l'émulateur snes9x.
MSU-1 permet l'utilisation de musiques en jeu personnalisées. Cela fonctionne sur une console originale, sur SuperNT, et
sur certains émulateurs. Ce guide explique comment trouver des packs de musiques personnalisées, couremment appelées
packs MSU, et comment les configurer pour les utiliser sur console, sur SuperNT et sur l'émulateur snes9x.
## Où trouver des packs MSU
Les packs MSU sont constamment en développement. Vous pouvez trouver une liste de packs complétés, ainsi que des packs en développement sur
Les packs MSU sont constamment en développement. Vous pouvez trouver une liste de packs complétés, ainsi que des packs
en développement sur
[cette feuille de calcul Google](https://docs.google.com/spreadsheets/d/1XRkR4Xy6S24UzYkYBAOv-VYWPKZIoUKgX04RbjF128Q).
## A quoi ressemble un pack MSU
Les packs MSU contiennent beaucoup de fichiers, la plupart étant des fichiers musicaux qui seront utilisés en cours de jeu. Ces fichiers
doivent être nommés de façon similaire, avec un nombre derrière le tiret, puis l'extension `.pcm`. Le nom de chaque fichier
n'importe pas, du moment qu'ils suivent tous le même motif. Le nom le plus populaire que vous verrez est
Les packs MSU contiennent beaucoup de fichiers, la plupart étant des fichiers musicaux qui seront utilisés en cours de
jeu. Ces fichiers doivent être nommés de façon similaire, avec un nombre derrière le tiret, puis l'extension `.pcm`. Le
nom de chaque fichier n'importe pas, du moment qu'ils suivent tous le même motif. Le nom le plus populaire que vous
verrez est
`alttp_msu-X.pcm`, où X est remplacé par un nombre.
Il existe un autre type de fichier que vous devriez trouver dans le dossier d'un pack MSU. Ce fichier indique au matériel
ou à l'émulateur que MSU doit être activé pour ce jeu. Ce fichier doit être nommé de façon similaires aux autres dans
le dossier, mais il aura une extension `.msu` et pèsera 0 KB.
Il existe un autre type de fichier que vous devriez trouver dans le dossier d'un pack MSU. Ce fichier indique au
matériel ou à l'émulateur que MSU doit être activé pour ce jeu. Ce fichier doit être nommé de façon similaires aux
autres dans le dossier, mais il aura une extension `.msu` et pèsera 0 KB.
Voici un exemple de ce à quoi ressemble le dossier d'un pack MSU :
```
Liste des fichiers dans le dossier d'un pack MSU :
alttp_msu.msu
@@ -30,10 +36,12 @@ alttp_msu-34.pcm
```
## Comment utiliser un pack MSU
Dans tous les cas, vosu devez renommer votre fichier ROM pour qu'il corresponde au même motif que les autres fichiers dans le dossier du pack MSU,
ensuite vous placez votre fichier ROM dans ce dossier.
Dans tous les cas, vosu devez renommer votre fichier ROM pour qu'il corresponde au même motif que les autres fichiers
dans le dossier du pack MSU, ensuite vous placez votre fichier ROM dans ce dossier.
Le contenu du dossier ressemblera alors à ceci :
```
Liste des fichiers dans le dossier d'un pack MSU :
alttp_msu.msu
@@ -45,13 +53,16 @@ alttp_msu-34.pcm
```
### Avec snes9x
1. Chargez le fichier ROM depuis snes9x.
### Avec un SD2SNES / FXPak sur une console originale
1. Mettez le dossier du pack MSU avec la ROM sur votre SD2SNES / FXPak.
2. Naviguez vers ce dossier et chargez votre ROM.
### Avec un SD2SNES / FXPak sur SuperNT
1. Mettez le dossier du pack MSU avec la ROM sur votre SD2SNES / FXPak.
2. Allumez votre SuperNT et naviguez vers le menu `Settings` (paramètres).
3. Entrez dans les paramètres `Audio`.
@@ -63,6 +74,8 @@ alttp_msu-34.pcm
9. Naviguez vers le dossier du pack MSU et chargez votre ROM.
## Avertissement pour les streamers
Beaucoup de packs MSU utilisent des musiques copyrightées ce qui n'est pas permis sur des plateformes comme Twitch et YouTube.
Si vous choisissez de streamer des musiques copyrightées, votre VOD sera peut-être rendue muette. Dans le pire des cas, vous pourriez recevoir
une plainte DMCA pour faire retirer la vidéo. Faites attention à streamer uniquement des musiques pour lesquelles vous avez le droit.
Beaucoup de packs MSU utilisent des musiques copyrightées ce qui n'est pas permis sur des plateformes comme Twitch et
YouTube. Si vous choisissez de streamer des musiques copyrightées, votre VOD sera peut-être rendue muette. Dans le pire
des cas, vous pourriez recevoir une plainte DMCA pour faire retirer la vidéo. Faites attention à streamer uniquement des
musiques pour lesquelles vous avez le droit.

View File

@@ -1,6 +1,7 @@
# A Link to the Past Randomizer Setup Guide
## Benötigte Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [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
@@ -13,44 +14,49 @@
## Installation Schritt für Schritt
### Windows
1. Lade die Multiworld Utilities herunter und führe die Installation aus. Sei sicher, dass du immer die
aktuellste Version installiert hast.**Die Datei befindet sich im "assets"-Kasten unter der jeweiligen Versionsinfo!**.
Für normale Multiworld-Spiele lädst du die `Setup.Archipelago.exe` herunter.
- Für den Doorrandomizer muss die alternative doors-Variante geladen werden.
- Während der Installation fragt dich das Programm nach der japanischen 1.0 ROM-Datei. Wenn du die Software
bereits installiert hast und einfach nur updaten willst, wirst du nicht nochmal danach gefragt.
- Es kann auch sein,dass der Installer Microsoft Visual C++ installieren möchte.
Wenn du das bereits installiert hast (durch Steam oder andere Programme), wirst du nicht nochmal danach gefragt.
1. Lade die Multiworld Utilities herunter und führe die Installation aus. Sei sicher, dass du immer die aktuellste
Version installiert hast.**Die Datei befindet sich im "assets"-Kasten unter der jeweiligen Versionsinfo!**. Für
normale Multiworld-Spiele lädst du die `Setup.Archipelago.exe` herunter.
- Für den Doorrandomizer muss die alternative doors-Variante geladen werden.
- Während der Installation fragt dich das Programm nach der japanischen 1.0 ROM-Datei. Wenn du die Software bereits
installiert hast und einfach nur updaten willst, wirst du nicht nochmal danach gefragt.
- Es kann auch sein,dass der Installer Microsoft Visual C++ installieren möchte. Wenn du das bereits installiert
hast (durch Steam oder andere Programme), wirst du nicht nochmal danach gefragt.
2. Wenn du einen Emulator benutzt, so ist es sinnvoll, ihn als Standard zum Abspielen für .sfc-dateien einzustellen.
1. Entpacke oder Installiere deinen Emulator(-Ordner) an einen Ort, den du auch wiederfindest
2. Rechtsklicke auf eine .sfc-Datei und wähle **Öffnen mit...**
3. Mache einen Haken in die Box bei **Immer diese App zum Öffnen von .sfc Dateien benutzen **.
4. Scrolle zum Ende und wähle **Weitere Apps** und nochmal am Ende **Andere App auf diesem PC suchen** auswählen.
5. Suche nach der .exe-Datei des Emulators deiner Wahl und wähle **Öffnen**.
Diese Datei befindet sich dort, wo den Emulator in Schritt 1 enpackt/installiert hast.
5. Suche nach der .exe-Datei des Emulators deiner Wahl und wähle **Öffnen**. Diese Datei befindet sich dort, wo den
Emulator in Schritt 1 enpackt/installiert hast.
### Macintosh
### Macintosh
- Es werden freiwillige Helfer gesucht! Meldet euch doch bei **Farrak Kilhn** auf Discord, wenn ihr helfen wollt!
## Erstellen deiner YAML-Datei
### Was ist eine YAML-Datei und wofür brauche ich die?
Deine persönliche YAML-Datei beinhaltet eine Reihe von Einstellungen, die der Zufallsgenerator zum Erstellen
von deinem Spiel benötigt. Jeder Spieler einer Multiworld stellt seine eigene YAML-Datei zur Verfügung. Dadurch kann
jeder Spieler sein Spiel nach seinem eigenen Geschmack gestalten, während andere Spieler unabhängig davon ihre eigenen
Einstellungen wählen können!
Deine persönliche YAML-Datei beinhaltet eine Reihe von Einstellungen, die der Zufallsgenerator zum Erstellen von deinem
Spiel benötigt. Jeder Spieler einer Multiworld stellt seine eigene YAML-Datei zur Verfügung. Dadurch kann jeder Spieler
sein Spiel nach seinem eigenen Geschmack gestalten, während andere Spieler unabhängig davon ihre eigenen Einstellungen
wählen können!
### Wo bekomme ich so eine YAML-Datei her?
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.
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!
Die **Player Settings** Seite hat eine Menge Optionen, die man per Schieber einstellen kann. Das ermöglicht es,
verschiedene Optionen mit unterschiedlichen Wahrscheinlichkeiten in einer Kategorie ausgewürfelt zu werden
Als Beispiel kann man sich die Option "Map Shuffle" als einen Eimer mit Zetteln zur Abstimmung Vorstellen.
So kann man beispielsweise für die Option "On" 20 Zettel mit dieser Option einwerfen und 40 Zettel mit "Off".
Die **Player Settings** Seite hat eine Menge Optionen, die man per Schieber einstellen kann. Das ermöglicht es,
verschiedene Optionen mit unterschiedlichen Wahrscheinlichkeiten in einer Kategorie ausgewürfelt zu werden
Als Beispiel kann man sich die Option "Map Shuffle" als einen Eimer mit Zetteln zur Abstimmung Vorstellen. So kann man
beispielsweise für die Option "On" 20 Zettel mit dieser Option einwerfen und 40 Zettel mit "Off".
Entsprechend in diesem Beispiel liegen dann 60 Zettel im Eimer. 20 für "On" und 40 für "Off". Um die Option
festzulegen, "greift" der Generator in den Eimer und holt sich zufällig einen Zettel heraus. Entsprechend ist die
@@ -60,30 +66,35 @@ Wenn du eine Option nicht gewählt haben möchtest, setze ihren Wert einfach auf
(Es muss aber mindestens eine Option pro Kategorie einen Wert größer Null besitzen, sonst funktioniert die yaml nicht!)
### Überprüfung deiner YAML-Datei
Wenn man sichergehen will, ob die YAML-Datei funktioniert, kann man dies
bei der [YAML Validator](/mysterycheck) Seite tun.
Wenn man sichergehen will, ob die YAML-Datei funktioniert, kann man dies bei der [YAML Validator](/mysterycheck) Seite
tun.
## ein Einzelspielerspiel erstellen
1. Navigiere zur [Generator Seite](/generate) und lade dort deine YAML-Datei hoch.
2. Dir wird eine "Seed Info"-Seite angezeigt, wo du deine Patch-Datei herunterladen kannst.
3. Doppelklicke die Patchdatei und der Emulator sollte nach kurzer Verzögerung mit dem gepatchten Rom starten.
Der Client ist soweit unnötig für Einzelspielerspiele, also kannst diesen und das WebUI einfach schließen.
2. Dir wird eine "Seed Info"-Seite angezeigt, wo du deine Patch-Datei herunterladen kannst.
3. Doppelklicke die Patchdatei und der Emulator sollte nach kurzer Verzögerung mit dem gepatchten Rom starten. Der
Client ist soweit unnötig für Einzelspielerspiele, also kannst diesen und das WebUI einfach schließen.
## Einem MultiWorld-Spiel beitreten
### 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 `.apbp`.
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 `.apbp`.
### Mit dem Client verbinden
#### Via Emulator
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.
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.
##### snes9x Multitroid
1. Lade die Entsprechende ROM-Datei, wenn sie nicht schon automatisch geladen wurde.
2. Klicke auf den Reiter "File" oben im Menü und wähle **Lua Scripting**
3. Klicke auf **New Lua Script Window...**
@@ -94,8 +105,9 @@ durch die Windows Firewall kommunizieren darf.
"Snes Device: Connected" mit demselben Namen dort steht (in der oberen linken Ecke).
##### BizHawk
1. Stelle sicher, dass der BSNES-Core in Bizhawk geladen wird. Dazu musst du auf das Tools-Menü in Bizhawk klicken
und folgende Optionen wählen:
1. Stelle sicher, dass der BSNES-Core in Bizhawk geladen wird. Dazu musst du auf das Tools-Menü in Bizhawk klicken und
folgende Optionen wählen:
`Config --> Cores --> SNES --> BSNES`
2. Lade die entsprechende ROM-Datei, wenn sie nicht schon automatisch geladen wurde.
3. Klicke auf das Tools-Menü und klicke auf **Lua Console**
@@ -106,32 +118,34 @@ durch die Windows Firewall kommunizieren darf.
"Snes Device: Connected" mit demselben Namen dort steht (in der oberen linken Ecke)
#### Mit (Original-)Hardware
Dieser Guide setzt voraus, dass du schon die entsprechende Firmware für dein Gerät heruntergeladen hast! Wenn du
das noch nicht getan hast, so tue dies am besten jetzt! SD2SNES und FXPak Pro Nutzer finden die passende Firmware
Dieser Guide setzt voraus, dass du schon die entsprechende Firmware für dein Gerät heruntergeladen hast! Wenn du das
noch nicht getan hast, so tue dies am besten jetzt! SD2SNES und FXPak Pro Nutzer finden die passende Firmware
[hier](https://github.com/RedGuyyyy/sd2snes/releases). Nutzer ähnlicher Hardware finden Hilfestellung
[auf dieser Seite](http://usb2snes.com/#supported-platforms).
1. Schließe deinen Emulator, falls er automatisch gestartet haben sollte.
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.
4. Schaue auf dein Clientfenster, welches nun "Snes Device: Connected" und den namen deiner Konsole zeigen sollte.
### Mit dem MultiServer verbinden
Die Patch-Datei, welche auch den Client gestartet hat, sollte dich automatisch mit dem MultiServer verbunden haben.
Manchmal ist dies nicht der Fall, auch wenn das Spiel auf der Webseite gehostet wird, aber woanders erstellt wurde.
Wenn die WebUI vom Client "Server Status: Not Connected" zeigt, frag deinen Host nach der passenden Adresse
und trage sie einfach in das Textfeld neben "Server" ein und drücke Enter.
Manchmal ist dies nicht der Fall, auch wenn das Spiel auf der Webseite gehostet wird, aber woanders erstellt wurde. Wenn
die WebUI vom Client "Server Status: Not Connected" zeigt, frag deinen Host nach der passenden Adresse und trage sie
einfach in das Textfeld neben "Server" ein und drücke Enter.
Der Client wird versuchen auf die neue Adresse zu verbinden und nach einer Weile "Server Status: Connected" zeigen.
Sollte nach einer Weile der Client sich nicht verbunden haben, lade die Seite neu.
### Spiele das Spiel!
Wenn der Client anzeigt, dass sowohl das SNES-Gerät (oder Emulator) und der Server verbunden sind,
können du und deine Freunde loslegen! Glückwunsch zum erfolgreichen Beitritt zu einem Multiworld-Spiel ;)
Wenn der Client anzeigt, dass sowohl das SNES-Gerät (oder Emulator) und der Server verbunden sind, können du und deine
Freunde loslegen! Glückwunsch zum erfolgreichen Beitritt zu einem Multiworld-Spiel ;)
## Ein Multiworld-Spiel hosten
Die Empfohlene Art, ein Spiel zu hosten, ist, den Service auf
[der website](/generate) zu nutzen. Das Ganze ist recht einfach:
@@ -140,11 +154,11 @@ Die Empfohlene Art, ein Spiel zu hosten, ist, den Service auf
3. Lade diesen Zip-Ordner auf der oben genannten Website hoch.
4. Warte einen Moment, wenn das Spiel erstellt wird.
5. Wenn das Spiel erstellt wurde, wirst du auf eine "Seed Info"-Seite weitergeleitet.
6. Klicke auf "Create New Room". Du wirst auf die Serverseite gebracht. Gib diesen Link deinen Mitspielern,
sodass sie ihre Patch-Dateien von dort herunterladen können.
**Anmerkung:** Die Patch-Dateien von dieser Seite ermöglichen es den Spielern,
automatisch auf den Server zu verbinden. Die Patch-Dateien von der "Seed Info"-Seite tun dies nicht!
7. Oben auf der Serverseite ist ein Link zum MultiWorld-Tracker zum aktuellen Spiel zu finden. Gib diesen Link
ebenfalls deinen Mitspielern, so dass ihr alle den Fortschritt eures Spiels verfolgen könnt! Ihr könnt ihn
auch an Zuschauer weitergeben, so dass sie auf dem Laufenden bleiben.
6. Klicke auf "Create New Room". Du wirst auf die Serverseite gebracht. Gib diesen Link deinen Mitspielern, sodass sie
ihre Patch-Dateien von dort herunterladen können.
**Anmerkung:** Die Patch-Dateien von dieser Seite ermöglichen es den Spielern, automatisch auf den Server zu
verbinden. Die Patch-Dateien von der "Seed Info"-Seite tun dies nicht!
7. Oben auf der Serverseite ist ein Link zum MultiWorld-Tracker zum aktuellen Spiel zu finden. Gib diesen Link ebenfalls
deinen Mitspielern, so dass ihr alle den Fortschritt eures Spiels verfolgen könnt! Ihr könnt ihn auch an Zuschauer
weitergeben, so dass sie auf dem Laufenden bleiben.
8. Wenn alle Spieler verbunden sind, könnt ihr mit dem Spiel loslegen! Viel Spaß!

View File

@@ -1,99 +1,127 @@
# A Link to the Past Randomizer Setup Guide
## Required Software
- [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)
- One of the client programs:
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases), included with the main
Archipelago install. Make sure to check the box for `SNI Client - A Link to the Past Patch Setup`
- [SuperNintendoClient](https://github.com/ArchipelagoMW/SuperNintendoClient/releases), an alternate standalone
client for Super Nintendo games
- 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))
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
[BizHawk](http://tasvideos.org/BizHawk.html), or
[RetroArch](https://retroarch.com?page=platforms) 1.10.1 or newer). Or,
- 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
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**.
**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. 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.
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside the folder you
extracted in step one.
## 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.
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/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.
### 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/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.
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 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 `.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 in the same place as your patch file.
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 `.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 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.
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 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/lua`
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit.
##### 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:
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 Script -> Open Script...
5. Select the `Connector.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/lua`
6. Run the script by double-clicking it in the listing
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit.
##### RetroArch 1.10.1 or newer
You only have to do these steps once.
1. Enter the RetroArch main menu screen.
2. Go to Settings --> User Interface. Set "Show Advanced Settings" to ON.
3. Go to Settings --> Network. Set "Network Commands" to ON. (It is found below Request Device 16.) Leave the default
Network Command Port at 55355.
![Screenshot of Network Commands setting](/static/assets/tutorial/retroarch-network-commands-en.png)
4. Go to Main Menu --> Online Updater --> Core Downloader. Scroll down and select "Nintendo - SNES / SFC (bsnes-mercury
Performance)".
When loading a ROM, be sure to select a **bsnes-mercury** core. These are the only cores that allow external tools to
read ROM data.
#### 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
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).
@@ -101,19 +129,22 @@ done so already, please do this now. SD2SNES and FXPak Pro users may download th
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".
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!
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations on
successfully joining a multiworld game! You can execute various commands in your client. For more information regarding
these commands you can use `/help` for local client commands and `!help` for server commands.
## 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.
@@ -121,8 +152,8 @@ The recommended way to host a game is to use our [hosting service](/generate). T
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.
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.

View File

@@ -7,97 +7,123 @@
</div>
## Software requerido
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Incluido en Multiworld Utilities)
- Hardware o software capaz de cargar y ejecutar archivos de ROM de SNES
- Un emulador capaz de ejecutar scripts Lua
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
[BizHawk](http://tasvideos.org/BizHawk.html))
[BizHawk](http://tasvideos.org/BizHawk.html), o
[RetroArch](https://retroarch.com?page=platforms) 1.10.1 o más nuevo). O,
- Un flashcart SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), o otro hardware compatible
- Tu archivo ROM japones v1.0, probablemente se llame `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Procedimiento de instalación
### Instalación en Windows
1. Descarga e instala MultiWorld Utilities desde el enlace anterior, asegurando que instalamos la versión más reciente.
**El archivo esta localizado en la sección "assets" en la parte inferior de la información de versión**. Si tu intención es jugar la versión normal de multiworld, necesitarás el archivo `Setup.Archipelago.exe`
- Si estas interesado en jugar la variante que aleatoriza las puertas internas de las mazmorras, necesitaras bajar 'Setup.BerserkerMultiWorld.Doors.exe'
- Durante el proceso de instalación, se te pedirá donde esta situado tu archivo ROM japonés v1.0. Si ya habías instalado este software con anterioridad y simplemente estas actualizando, no se te pedirá la localización del archivo una segunda vez.
- Puede ser que el programa pida la instalación de Microsoft Visual C++. Si ya lo tienes en tu ordenador (posiblemente por que un juego de Steam ya lo haya instalado), el instalador no te pedirá su instalación.
2. Si estas usando un emulador, deberías asignar la versión capaz de ejecutar scripts Lua como programa por defecto para lanzar ficheros de ROM de SNES.
1. Descarga e instala MultiWorld Utilities desde el enlace anterior, asegurando que instalamos la versión más reciente.
**El archivo esta localizado en la sección "assets" en la parte inferior de la información de versión**. Si tu
intención es jugar la versión normal de multiworld, necesitarás el archivo `Setup.Archipelago.exe`
- Si estas interesado en jugar la variante que aleatoriza las puertas internas de las mazmorras, necesitaras bajar '
Setup.BerserkerMultiWorld.Doors.exe'
- Durante el proceso de instalación, se te pedirá donde esta situado tu archivo ROM japonés v1.0. Si ya habías
instalado este software con anterioridad y simplemente estas actualizando, no se te pedirá la localización del
archivo una segunda vez.
- Puede ser que el programa pida la instalación de Microsoft Visual C++. Si ya lo tienes en tu ordenador (
posiblemente por que un juego de Steam ya lo haya instalado), el instalador no te pedirá su instalación.
2. Si estas usando un emulador, deberías asignar la versión capaz de ejecutar scripts Lua como programa por defecto para
lanzar ficheros de ROM de SNES.
1. Extrae tu emulador al escritorio, o cualquier sitio que después recuerdes.
2. Haz click derecho en un fichero de ROM (ha de tener la extensión sfc) y selecciona **Abrir con...**
3. Marca la opción **Usar siempre esta aplicación para abrir los archivos .sfc**
4. Baja hasta el final de la lista y haz click en la opción **Buscar otra aplicación en el equipo** (Si usas Windows 10 es posible que debas hacer click en **Más aplicaciones**)
5. Busca el archivo .exe de tu emulador y haz click en **Abrir**. Este archivo debe estar en el directorio donde extrajiste en el paso 1.
4. Baja hasta el final de la lista y haz click en la opción **Buscar otra aplicación en el equipo** (Si usas Windows
10 es posible que debas hacer click en **Más aplicaciones**)
5. Busca el archivo .exe de tu emulador y haz click en **Abrir**. Este archivo debe estar en el directorio donde
extrajiste en el paso 1.
### Instalación en Macintosh
- ¡Necesitamos voluntarios para rellenar esta seccion! Contactad con **Farrak Kilhn** (en inglés) en Discord si queréis ayudar.
- ¡Necesitamos voluntarios para rellenar esta seccion! Contactad con **Farrak Kilhn** (en inglés) en Discord si queréis
ayudar.
## Configurar tu archivo YAML
### Que es un archivo YAML y por qué necesito uno?
Tu archivo YAML contiene un conjunto de opciones de configuración que proveen al generador con información sobre como debe generar tu juego.
Cada jugador en una partida de multiworld proveerá su propio fichero YAML. Esta configuración permite
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.
Tu archivo YAML contiene un conjunto de opciones de configuración que proveen al generador con información sobre como
debe generar tu juego. Cada jugador en una partida de multiworld proveerá su propio fichero YAML. Esta configuración
permite 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](/games/A%20Link%20to%20the%20Past/player-settings)" en el sitio web te permite configurar tu configuración personal y
descargar un fichero "YAML".
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
Una version mas avanzada del fichero Yaml puede ser creada usando la pagina ["Weighted settings"](/weighted-settings),
la cual te permite tener almacenadas hasta 3 preajustes. La pagina "Weighted Settings" tiene muchas opciones representadas con controles deslizantes. Esto permite
elegir cuan probable los valores de una categoría pueden ser elegidos sobre otros de la misma.
la cual te permite tener almacenadas hasta 3 preajustes. La pagina "Weighted Settings" tiene muchas opciones
representadas con controles deslizantes. Esto permite elegir cuan probable los valores de una categoría pueden ser
elegidos sobre otros de la misma.
Por ejemplo, imagina que el generador crea un cubo llamado "map_shuffle", y pone trozos de papel doblado en él por cada sub-opción.
Ademas imaginemos que tu valor elegido para "on" es 20 y el elegido para "off" es 40.
Por ejemplo, imagina que el generador crea un cubo llamado "map_shuffle", y pone trozos de papel doblado en él por cada
sub-opción. Ademas imaginemos que tu valor elegido para "on" es 20 y el elegido para "off" es 40.
Por tanto, en este ejemplo, habrán 60 trozos de papel. 20 para "on" y 40 para "off".
Cuando el generador esta decidiendo si activar o no "map shuffle" para tu partida,
meterá la mano en el cubo y sacara un trozo de papel al azar. En este ejemplo,
es mucho mas probable (2 de cada 3 veces (40/60)) que "map shuffle" esté desactivado.
Por tanto, en este ejemplo, habrán 60 trozos de papel. 20 para "on" y 40 para "off". Cuando el generador esta decidiendo
si activar o no "map shuffle" para tu partida, meterá la mano en el cubo y sacara un trozo de papel al azar. En este
ejemplo, es mucho mas probable (2 de cada 3 veces (40/60)) que "map shuffle" esté desactivado.
Si quieres que una opción no pueda ser escogida, simplemente asigna el valor 0 a dicha opción. Recuerda que cada opción debe tener
al menos un valor mayor que cero, si no la generación fallará.
Si quieres que una opción no pueda ser escogida, simplemente asigna el valor 0 a dicha opción. Recuerda que cada opción
debe tener al menos un valor mayor que cero, si no la generación fallará.
### Verificando tu archivo YAML
Si quieres validar que tu fichero YAML para asegurarte que funciona correctamente, puedes hacerlo en la pagina
[YAML Validator](/mysterycheck).
## Generar una partida para un jugador
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".
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.
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.
## Unirse a una partida MultiWorld
### Obtener el fichero de parche y crea tu ROM
Cuando te unes a una partida multiworld, debes proveer tu fichero YAML a quien sea el creador de la partida. Una vez
este hecho, el creador te devolverá un enlace para descargar el parche o un fichero zip conteniendo todos los ficheros de parche de la partida
Tu fichero de parche debe tener la extensión `.bmbp`.
Pon tu fichero de parche en el escritorio o en algún sitio conveniente, y haz doble click. Esto debería ejecutar automáticamente
el cliente, y ademas creara la rom en el mismo directorio donde este el fichero de parche.
Cuando te unes a una partida multiworld, debes proveer tu fichero YAML a quien sea el creador de la partida. Una vez
este hecho, el creador te devolverá un enlace para descargar el parche o un fichero zip conteniendo todos los ficheros
de parche de la partida Tu fichero de parche debe tener la extensión `.bmbp`.
Pon tu fichero de parche en el escritorio o en algún sitio conveniente, y haz doble click. Esto debería ejecutar
automáticamente el cliente, y ademas creara la rom en el mismo directorio donde este el fichero de parche.
### Conectar al cliente
#### Con emulador
Cuando el cliente se lance automáticamente, QUsb2Snes debería haberse ejecutado también.
Si es la primera vez que lo ejecutas, puedes ser que el firewall de Windows te pregunte si le permites la comunicación.
Cuando el cliente se lance automáticamente, QUsb2Snes debería haberse ejecutado también. Si es la primera vez que lo
ejecutas, puedes ser que el firewall de Windows te pregunte si le permites la comunicación.
##### snes9x Multitroid
1. Carga tu fichero de ROM, si no lo has hecho ya
2. Abre el menu "File" y situa el raton en **Lua Scripting**
3. Haz click en **New Lua Script Window...**
4. En la nueva ventana, haz click en **Browse...**
5. Navega hacia el directorio donde este situado snes9x Multitroid, entra en el directorio `lua`, y escoge `multibridge.lua`
6. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo nombre
en la esquina superior izquierda.
5. Navega hacia el directorio donde este situado snes9x Multitroid, entra en el directorio `lua`, y
escoge `multibridge.lua`
6. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo
nombre en la esquina superior izquierda.
##### BizHawk
1. Asegurate que se ha cargado el nucleo BSNES. Debes hacer esto en el menu Tools y siguiento estas opciones:
`Config --> Cores --> SNES --> BSNES`
Una vez cambiado el nucleo cargado, Bizhawk ha de ser reiniciado.
@@ -107,14 +133,31 @@ Si es la primera vez que lo ejecutas, puedes ser que el firewall de Windows te p
5. Navega al directorio de instalación de MultiWorld Utilities, y en los siguiente directorios:
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Selecciona `luabridge.lua` y haz click en Abrir.
7. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo nombre
en la esquina superior izquierda.
7. Observa que se ha asignado un nombre al dispositivo, y el cliente muestra "SNES Device: Connected", con el mismo
nombre en la esquina superior izquierda.
##### RetroArch 1.10.1 o más nuevo
Sólo hay que segiur estos pasos una vez.
1. Comienza en la pantalla del menú principal de RetroArch.
2. Ve a Ajustes --> Interfaz de usario. Configura "Mostrar ajustes avanzados" en ON.
3. Ve a Ajustes --> Red. Configura "Comandos de red" en ON. (Se encuentra bajo Request Device 16.) Deja en 55355 (el
default) el Puerto de comandos de red.
![Captura de pantalla del ajuste Comandos de red](/static/assets/tutorial/retroarch-network-commands-en.png)
4. Ve a Menú principal --> Actualizador en línea --> Descargador de núcleos. Desplázate y selecciona "Nintendo - SNES /
SFC (bsnes-mercury Performance)".
Cuando cargas un ROM, asegúrate de seleccionar un núcleo **bsnes-mercury**. Estos son los sólos núcleos que permiten
que herramientas externas lean datos del ROM.
#### Con Hardware
Esta guía asume que ya has descargado el firmware correcto para tu dispositivo. Si no lo has hecho ya, hazlo ahora.
Los usuarios de SD2SNES y FXPak Pro pueden descargar el firmware apropiado
Esta guía asume que ya has descargado el firmware correcto para tu dispositivo. Si no lo has hecho ya, hazlo ahora. Los
usuarios de SD2SNES y FXPak Pro pueden descargar el firmware apropiado
[aqui](https://github.com/RedGuyyyy/sd2snes/releases). Los usuarios de otros dispositivos pueden encontrar información
[en esta página](http://usb2snes.com/#supported-platforms).
1. Cierra tu emulador, el cual debe haberse autoejecutado.
2. Cierra QUsb2Snes, el cual fue ejecutado junto al cliente.
3. Ejecuta la version correcta de QUsb2Snes (v0.7.16).
@@ -122,19 +165,22 @@ Los usuarios de SD2SNES y FXPak Pro pueden descargar el firmware apropiado
5. Observa en el cliente que ahora muestra "SNES Device: Connected", y aparece el nombre del dispositivo.
### Conecta al MultiServer
El fichero de parche que ha lanzado el cliente debe haberte conectado automaticamente al MultiServer.
Hay algunas razonas por las que esto puede que no pase, incluyendo que el juego este hospedado en el sitio web pero
se genero en algún otro sitio. Si el cliente muestra "Server Status: Not Connected", preguntale al creador de la partida
la dirección del servidor, copiala en el campo "Server" y presiona Enter.
El cliente intentara conectarse a esta nueva dirección, y debería mostrar "Server
Status: Connected" en algún momento. Si el cliente no se conecta al cabo de un rato, puede ser que necesites refrescar la pagina web.
El fichero de parche que ha lanzado el cliente debe haberte conectado automaticamente al MultiServer. Hay algunas
razonas por las que esto puede que no pase, incluyendo que el juego este hospedado en el sitio web pero se genero en
algún otro sitio. Si el cliente muestra "Server Status: Not Connected", preguntale al creador de la partida la dirección
del servidor, copiala en el campo "Server" y presiona Enter.
El cliente intentara conectarse a esta nueva dirección, y debería mostrar "Server Status: Connected" en algún momento.
Si el cliente no se conecta al cabo de un rato, puede ser que necesites refrescar la pagina web.
### Jugando
Cuando ambos SNES Device and Server aparezcan como "connected", estas listo para empezar a jugar. Felicidades
por unirte satisfactoriamente a una partida de multiworld!
Cuando ambos SNES Device and Server aparezcan como "connected", estas listo para empezar a jugar. Felicidades por unirte
satisfactoriamente a una partida de multiworld!
## Hospedando una partida de multiworld
La manera recomendad para hospedar una partida es usar el servicio proveído en
[el sitio web](/generate). El proceso es relativamente sencillo:
@@ -143,28 +189,34 @@ La manera recomendad para hospedar una partida es usar el servicio proveído en
3. Carga el fichero zip en el sitio web enlazado anteriormente.
4. Espera a que la seed sea generada.
5. Cuando esto acabe, se te redigirá a una pagina titulada "Seed Info".
6. Haz click en "Create New Room". Esto te llevara a la pagina del servidor. Pasa el enlace a esta pagina a los jugadores
para que puedan descargar los ficheros de parche de ahi.
6. Haz click en "Create New Room". Esto te llevara a la pagina del servidor. Pasa el enlace a esta pagina a los
jugadores para que puedan descargar los ficheros de parche de ahi.
**Nota:** Los ficheros de parche de esta pagina permiten a los jugadores conectarse al servidor automaticamente,
mientras que los de la pagina "Seed info" no.
7. Hay un enlace a un MultiWorld Tracker en la parte superior de la pagina de la sala. Deberías pasar también este enlace
a los jugadores para que puedan ver el progreso de la partida. A los observadores también se les puede pasar este enlace.
7. Hay un enlace a un MultiWorld Tracker en la parte superior de la pagina de la sala. Deberías pasar también este
enlace a los jugadores para que puedan ver el progreso de la partida. A los observadores también se les puede pasar
este enlace.
8. Una vez todos los jugadores se han unido, podeis empezar a jugar.
## Auto-Tracking
Si deseas usar auto-tracking para tu partida, varios programas ofrecen esta funcionalidad.
El programa recomentdado actualmente es:
[OpenTracker](https://github.com/trippsc2/OpenTracker/releases).
### Instalación
1. Descarga el fichero de instalacion apropiado para tu ordenador (Usuarios de windows quieren el fichero ".msi").
2. Durante el proceso de insatalación, puede que se te pida instalar Microsoft Visual Studio Build Tools. Un enlace
este programa se muestra durante la proceso, y debe ser ejecutado manualmente.
2. Durante el proceso de insatalación, puede que se te pida instalar Microsoft Visual Studio Build Tools. Un enlace este
programa se muestra durante la proceso, y debe ser ejecutado manualmente.
### Activar auto-tracking
1. Con OpenTracker ejecutado, haz click en el menu Tracking en la parte superior de la ventana, y elige **AutoTracker...**
1. Con OpenTracker ejecutado, haz click en el menu Tracking en la parte superior de la ventana, y elige **
AutoTracker...**
2. Click the **Get Devices** button
3. Selecciona tu "SNES device" de la lista
4. Si quieres que las llaves y los objetos de mazmorra tambien sean marcados, activa la caja con nombre **Race Illegal Tracking**
4. Si quieres que las llaves y los objetos de mazmorra tambien sean marcados, activa la caja con nombre **Race Illegal
Tracking**
5. Haz click en el boton **Start Autotracking**
6. Cierra la ventana AutoTracker, ya que deja de ser necesaria
6. Cierra la ventana AutoTracker, ya que deja de ser necesaria

View File

@@ -7,102 +7,126 @@
</div>
## Logiciels requis
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Inclus dans les utilitaires précédents)
- Une solution logicielle ou matérielle capable de charger et de lancer des fichiers ROM de SNES
- Un émulateur capable d'éxécuter des scripts Lua
([snes9x Multitroid](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
[BizHawk](http://tasvideos.org/BizHawk.html))
- Un SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), ou une autre solution matérielle compatible
- Un SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), ou une autre solution matérielle
compatible
- Le fichier ROM de la v1.0 japonaise, sûrement nommé `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Procédure d'installation
### Installation sur Windows
1. Téléchargez et installez les utilitaires du MultiWorld à l'aide du lien au-dessus, faites attention à bien installer la version la plus récente.
**Le fichier se situe dans la section "assets" en bas des informations de version**. Si vous voulez jouer des parties classiques de multiworld,
téléchargez `Setup.BerserkerMultiWorld.exe`
- Si vous voulez jouer à la version alternative avec le mélangeur de portes dans les donjons, vous téléchargez le fichier
`Setup.BerserkerMultiWorld.Doors.exe`.
- Durant le processus d'installation, il vous sera demandé de localiser votre ROM v1.0 japonaise. Si vous avez déjà installé le logiciel
auparavant et qu'il s'agit simplement d'une mise à jour, la localisation de la ROM originale ne sera pas requise.
- Il vous sera peut-être également demandé d'installer Microsoft Visual C++. Si vous le possédez déjà (possiblement parce qu'un
jeu Steam l'a déjà installé), l'installateur ne reproposera pas de l'installer.
2. Si vous utilisez un émulateur, il est recommandé d'assigner votre émulateur capable d'éxécuter des scripts Lua comme programme
par défaut pour ouvrir vos ROMs.
1. Extrayez votre dossier d'émulateur sur votre Bureau, ou à un endroit dont vous vous souviendrez.
1. Téléchargez et installez les utilitaires du MultiWorld à l'aide du lien au-dessus, faites attention à bien installer
la version la plus récente.
**Le fichier se situe dans la section "assets" en bas des informations de version**. Si vous voulez jouer des parties
classiques de multiworld, téléchargez `Setup.BerserkerMultiWorld.exe`
- Si vous voulez jouer à la version alternative avec le mélangeur de portes dans les donjons, vous téléchargez le
fichier
`Setup.BerserkerMultiWorld.Doors.exe`.
- Durant le processus d'installation, il vous sera demandé de localiser votre ROM v1.0 japonaise. Si vous avez déjà
installé le logiciel auparavant et qu'il s'agit simplement d'une mise à jour, la localisation de la ROM originale
ne sera pas requise.
- Il vous sera peut-être également demandé d'installer Microsoft Visual C++. Si vous le possédez déjà (possiblement
parce qu'un jeu Steam l'a déjà installé), l'installateur ne reproposera pas de l'installer.
2. Si vous utilisez un émulateur, il est recommandé d'assigner votre émulateur capable d'éxécuter des scripts Lua comme
programme par défaut pour ouvrir vos ROMs.
1. Extrayez votre dossier d'émulateur sur votre Bureau, ou à un endroit dont vous vous souviendrez.
2. Faites un clic droit sur un fichier ROM et sélectionnez **Ouvrir avec...**
3. Cochez la case à côté de **Toujours utiliser cette application pour ouvrir les fichiers .sfc**
4. Descendez jusqu'en bas de la liste et sélectionnez **Rechercher une autre application sur ce PC**
5. Naviguez dans les dossiers jusqu'au fichier `.exe` de votre émulateur et choisissez **Ouvrir**. Ce fichier devrait
se trouver dans le dossier que vous avez extrait à la première étape.
5. Naviguez dans les dossiers jusqu'au fichier `.exe` de votre émulateur et choisissez **Ouvrir**. Ce fichier
devrait se trouver dans le dossier que vous avez extrait à la première étape.
### Installation sur Mac
- Des volontaires sont recherchés pour remplir cette section ! Contactez **Farrak Kilhn** sur Discord si vous voulez aider.
- Des volontaires sont recherchés pour remplir cette section ! Contactez **Farrak Kilhn** sur Discord si vous voulez
aider.
## Configurer son fichier YAML
### Qu'est-ce qu'un fichier YAML et pourquoi en ai-je besoin ?
Votre fichier YAML contient un ensemble d'options de configuration qui fournissent au générateur des informations
sur comment il devrait générer votre seed. Chaque joueur d'un multiwolrd devra fournir son propre fichier YAML. Cela permet à chaque
joueur d'apprécier une expérience customisée selon ses goûts, et les différents joueurs d'un même multiworld peuvent avoir différentes options.
Votre fichier YAML contient un ensemble d'options de configuration qui fournissent au générateur des informations sur
comment il devrait générer votre seed. Chaque joueur d'un multiwolrd devra fournir son propre fichier YAML. Cela permet
à chaque 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](/games/A%20Link%20to%20the%20Past/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
de configurer jusqu'à trois préréglages. Cette page a de nombreuses options qui sont essentiellement représentées avec des curseurs glissants.
Cela vous permet de choisir quelles sont les chances qu'une certaine option apparaisse par rapport aux autres disponibles dans une même catégorie.
Une version plus avancée du fichier YAML peut être créée en utilisant la page
des [paramètres de pondération](/weighted-settings), qui vous permet de configurer jusqu'à trois préréglages. Cette page
a de nombreuses options qui sont essentiellement représentées avec des curseurs glissants. Cela vous permet de choisir
quelles sont les chances qu'une certaine option apparaisse par rapport aux autres disponibles dans une même catégorie.
Par exemple, imaginez que le générateur crée un seau étiqueté "Mélange des cartes", et qu'il place un morceau de papier
pour chaque sous-option. Imaginez également que la valeur pour "On" est 20 et la valeur pour "Off" est 40.
Dans cet exemple, il y a soixante morceaux de papier dans le seau : vingt pour "On" et quarante pour "Off". Quand le générateur
décide s'il doit oui ou non activer le mélange des cartes pour votre partie, , il tire aléatoirement un papier dans le seau.
Dans cet exemple, il y a de plus grandes chances d'avoir le mélange de cartes désactivé.
Dans cet exemple, il y a soixante morceaux de papier dans le seau : vingt pour "On" et quarante pour "Off". Quand le
générateur décide s'il doit oui ou non activer le mélange des cartes pour votre partie, , il tire aléatoirement un
papier dans le seau. Dans cet exemple, il y a de plus grandes chances d'avoir le mélange de cartes désactivé.
S'il y a une option dont vous ne voulez jamais, mettez simplement sa valeur à zéro. N'oubliez pas qu'il faut que pour chaque paramètre il faut
au moins une option qui soit paramétrée sur un nombre strictement positif.
S'il y a une option dont vous ne voulez jamais, mettez simplement sa valeur à zéro. N'oubliez pas qu'il faut que pour
chaque paramètre il faut au moins une option qui soit paramétrée sur un nombre strictement positif.
### Vérifier son fichier YAML
Si vous voulez valider votre fichier YAML pour être sûr qu'il fonctionne, vous pouvez le vérifier sur la page du
[Validateur de YAML](/mysterycheck).
## Générer une partie pour un joueur
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".
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).
n'est pas requis pour les parties à un joueur, vous pouvez le fermer ainsi que l'interface Web (WebUI).
## Rejoindre un MultiWorld
### Obtenir son patch et créer sa ROM
Quand vous rejoignez un multiworld, il vous sera demandé de fournir votre fichier YAML à celui qui héberge la partie
ou s'occupe de la génération. Une fois cela fait, l'hôte vous fournira soit un lien pour télécharger votre patch, soit un fichier `.zip` contenant
les patchs de tous les joueurs. Votre patch devrait avoir l'extension `.bmbp`.
Placez votre patch sur votre bureau ou dans un dossier simple d'accès, et double-cliquez dessus. Cela devrait lancer automatiquement
le client, et devrait créer la ROM dans le même dossier que votre patch.
Quand vous rejoignez un multiworld, il vous sera demandé de fournir votre fichier YAML à celui qui héberge la partie ou
s'occupe de la génération. Une fois cela fait, l'hôte vous fournira soit un lien pour télécharger votre patch, soit un
fichier `.zip` contenant les patchs de tous les joueurs. Votre patch devrait avoir l'extension `.bmbp`.
Placez votre patch sur votre bureau ou dans un dossier simple d'accès, et double-cliquez dessus. Cela devrait lancer
automatiquement le client, et devrait créer la ROM dans le même dossier que votre patch.
### Se connecter au client
#### Avec un émulateur
Quand le client se lance automatiquement, QUsb2Snes devrait se lancer automatiquement également en arrière-plan.
Si c'est la première fois qu'il démarre, il vous sera peut-être demandé de l'autoriser à communiquer
à travers le pare-feu Windows.
Quand le client se lance automatiquement, QUsb2Snes devrait se lancer automatiquement également en arrière-plan. Si
c'est la première fois qu'il démarre, il vous sera peut-être demandé de l'autoriser à communiquer à travers le pare-feu
Windows.
##### snes9x Multitroid
1. Chargez votre ROM si ce n'est pas déjà fait.
2. Cliquez sur le menu "File" et survolez l'option **Lua Scripting**
3. Cliquez alors sur **New Lua Script Window...**
4. Dans la nouvelle fenêtre, sélectionnez **Browse...**
5. Dirigez vous vers le dossier où vous avez extrait snes9x Multitroid, allez dans le dossier `lua`, puis choisissez `multibridge.lua`
6. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom dans le coin en haut à gauche.
5. Dirigez vous vers le dossier où vous avez extrait snes9x Multitroid, allez dans le dossier `lua`, puis
choisissez `multibridge.lua`
6. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom
dans le coin en haut à gauche.
##### BizHawk
1. Assurez vous d'avoir le coeur BSNES chargé. Cela est possible en cliquant sur le menu "Tools" de BizHawk et suivant ces options de menu :
1. Assurez vous d'avoir le coeur BSNES chargé. Cela est possible en cliquant sur le menu "Tools" de BizHawk et suivant
ces options de menu :
`Config --> Cores --> SNES --> BSNES`
Une fois le coeur changé, vous devez redémarrer BizHawk.
2. Chargez votre ROM si ce n'est pas déjà fait.
@@ -111,11 +135,13 @@ Si c'est la première fois qu'il démarre, il vous sera peut-être demandé de l
5. Dirigez vous vers le dossier d'installation des utilitaires du MultiWorld, puis dans les dossiers suivants :
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Sélectionnez `luabridge.lua` et cliquez sur "Open".
7. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom dans le coin en haut à gauche.
7. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom
dans le coin en haut à gauche.
#### Avec une solution matérielle
Ce guide suppose que vous avez télchargé le bon micro-logiciel pour votre appareil. Si ce n'est pas déjà le cas, faites le maintenant.
Les utilisateurs de SD2SNES et de FXPak Pro peuvent télécharger le micro-logiciel approprié
Ce guide suppose que vous avez télchargé le bon micro-logiciel pour votre appareil. Si ce n'est pas déjà le cas, faites
le maintenant. Les utilisateurs de SD2SNES et de FXPak Pro peuvent télécharger le micro-logiciel approprié
[ici](https://github.com/RedGuyyyy/sd2snes/releases). Pour les autres solutions, de l'aide peut être trouvée
[sur cette page](http://usb2snes.com/#supported-platforms).
@@ -126,20 +152,24 @@ Les utilisateurs de SD2SNES et de FXPak Pro peuvent télécharger le micro-logic
5. Remarquez que l'interface Web affiche "SNES Device: Connected", avec le nom de votre appareil.
### Se connecter au MultiServer
Le patch qui a lancé le client devrait vous avoir connecté automatiquement au MultiServer.
Il y a cependant quelques cas où cela peut ne pas se produire, notamment si le multiworld est hébergé sur ce site, mais a été généré ailleurs.
Si l'interface Web affiche "Server Status: Not Connected", demandez simplement à l'hôte l'adresse du serveur,
et copiez/collez la dans le champ "Server" puis appuyez sur Entrée.
Le client essaiera de vous reconnecter à la nouvelle adresse du serveur, et devrait mentionner "Server
Status: Connected". Si le client ne se connecte pas après quelques instants, il faudra peut-être rafraîchir la page de l'interface Web.
Le patch qui a lancé le client devrait vous avoir connecté automatiquement au MultiServer. Il y a cependant quelques cas
où cela peut ne pas se produire, notamment si le multiworld est hébergé sur ce site, mais a été généré ailleurs. Si
l'interface Web affiche "Server Status: Not Connected", demandez simplement à l'hôte l'adresse du serveur, et
copiez/collez la dans le champ "Server" puis appuyez sur Entrée.
Le client essaiera de vous reconnecter à la nouvelle adresse du serveur, et devrait mentionner "Server Status:
Connected". Si le client ne se connecte pas après quelques instants, il faudra peut-être rafraîchir la page de
l'interface Web.
### Jouer au jeu
Une fois que l'interface Web affiche que la SNES et le serveur sont connectés, vous êtes prêt à jouer. Félicitations
pour avoir rejoint un multiworld !
## Héberger un MultiWorld
La méthode recommandée pour héberger une partie est d'utiliser le service d'hébergement fourni par
La méthode recommandée pour héberger une partie est d'utiliser le service d'hébergement fourni par
[le site](https://berserkermulti.world/generate). Le processus est relativement simple :
1. Récupérez les fichiers YAML des joueurs.
@@ -147,26 +177,32 @@ La méthode recommandée pour héberger une partie est d'utiliser le service d'h
3. Téléversez l'archive zip sur le lien ci-dessus.
4. Attendez un moment que les seed soient générées.
5. Lorsque les seeds sont générées, vous serez redirigé vers une page d'informations "Seed Info".
6. Cliquez sur "Create New Room". Cela vous amènera à la page du serveur. Fournissez le lien de cette page aux autres joueurs
afin qu'ils puissent récupérer leurs patchs.
6. Cliquez sur "Create New Room". Cela vous amènera à la page du serveur. Fournissez le lien de cette page aux autres
joueurs afin qu'ils puissent récupérer leurs patchs.
**Note:** Les patchs fournis sur cette page permettront aux joueurs de se connecteur automatiquement au serveur,
tandis que ceux de la page "Seed Info" non.
7. Remarquez qu'un lien vers le traqueur du MultiWorld est en haut de la page de la salle. Vous devriez également fournir ce lien aux joueurs
pour qu'ils puissent suivre la progression de la partie. N'importe quel personne voulant observer devrait avoir accès à ce lien.
7. Remarquez qu'un lien vers le traqueur du MultiWorld est en haut de la page de la salle. Vous devriez également
fournir ce lien aux joueurs pour qu'ils puissent suivre la progression de la partie. N'importe quel personne voulant
observer devrait avoir accès à ce lien.
8. Une fois que tous les joueurs ont rejoint, vous pouvez commencer à jouer.
## Auto-tracking
Si vous voulez utiliser l'auto-tracking, plusieurs logiciels offrent cette possibilité.
Le logiciel recommandé pour l'auto-tracking actuellement est
[OpenTracker](https://github.com/trippsc2/OpenTracker/releases).
### Installation
1. Téléchargez le fichier d'installation approprié pour votre ordinateur (Les utilisateurs Windows voudront le fichier `.msi`).
2. Durant le processus d'installation, il vous sera peut-être demandé d'installer les outils "Microsoft Visual Studio Build Tools". Un
lien est fourni durant l'installation d'OpenTracker, et celle des outils doit se faire manuellement.
1. Téléchargez le fichier d'installation approprié pour votre ordinateur (Les utilisateurs Windows voudront le
fichier `.msi`).
2. Durant le processus d'installation, il vous sera peut-être demandé d'installer les outils "Microsoft Visual Studio
Build Tools". Un lien est fourni durant l'installation d'OpenTracker, et celle des outils doit se faire manuellement.
### Activer l'auto-tracking
1. Une fois OpenTracker démarré, cliquez sur le menu "Tracking" en haut de la fenêtre, puis choisissez **AutoTracker...**
1. Une fois OpenTracker démarré, cliquez sur le menu "Tracking" en haut de la fenêtre, puis choisissez **
AutoTracker...**
2. Appuyez sur le bouton **Get Devices**
3. Sélectionnez votre appareil SNES dans la liste déroulante.
4. Si vous voulez tracquer les petites clés ainsi que les objets des donjons, cochez la case **Race Illegal Tracking**

View File

@@ -1,25 +1,24 @@
# A Link to the Past Randomizer Plando Guide
## Configuration
1. Plando features have to be enabled first, before they can be used (opt-in).
2. To do so, go to your installation directory (Windows default: `C:\ProgramData\Archipelago`),
then open the host.yaml file with a text editor.
3. In it, you're looking for the option key `plando_options`. To enable all plando modules you can set the
value to
`bosses, items, texts, connections`
2. To do so, go to your installation directory (Windows default: `C:\ProgramData\Archipelago`), then open the host.yaml
file with a text editor.
3. In it, you're looking for the option key `plando_options`. To enable all plando modules you can set the value
to `bosses, items, texts, connections`
## Modules
### Bosses
- This module is enabled by default and available to be used on
[https://archipelago.gg/generate](/generate)
- This module is enabled by default and available to be used on [https://archipelago.gg/generate](/generate)
- Plando versions of boss shuffles can be added like any other boss shuffle option in a yaml and weighted.
- Boss Plando works as a list of instructions from left to right, if any arenas are empty at the end,
it defaults to vanilla
- Instructions are separated by a semicolon
- Boss Plando works as a list of instructions from left to right, if any arenas are empty at the end, it defaults to
vanilla.
- Instructions are separated by a semicolon.
- Available Instructions:
- Direct Placement:
- Direct Placement:
- Example: `Eastern Palace-Trinexx`
- Takes a particular Arena and particular boss, then places that boss into that arena
- Ganons Tower has 3 placements, `Ganons Tower Top`, `Ganons Tower Middle` and `Ganons Tower Bottom`
@@ -29,12 +28,13 @@
- In this example, it would fill Desert Palace, but not Tower of Hera.
- Boss Shuffle:
- Example: `simple`
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
a last instruction.
- Runs a particular boss shuffle mode to finish construction instead of vanilla placement, typically used as
a last instruction.
- [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
boss_shuffle:
Turtle Rock-Trinexx;basic: 1
@@ -42,14 +42,15 @@ boss_shuffle:
Mothula: 3
Ganons Tower Bottom-Kholdstare;Trinexx;Kholdstare: 4
```
1. Would be basic boss shuffle but prevent Trinexx from appearing outside of Turtle Rock,
as there's only one Trinexx in the pool
1. Would be basic boss shuffle but prevent Trinexx from appearing outside of Turtle Rock, as there's only one Trinexx in
the pool
2. Regular full boss shuffle. With a 2 in 10 chance to occur.
3. A Mothula Singularity, as Mothula works in any arena.
4. A Trinexx -> Kholdstare Singularity that prevents ice Trinexx in GT
### Items
- This module is disabled by default.
- Has the options from_pool, world, percentage, force and either item and location or items and locations
- All of these options support subweights
@@ -77,12 +78,13 @@ boss_shuffle:
- items denotes the items to use, can be given a number to have multiple of that item
- locations lists the possible locations those items can be placed in
- 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.
- 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/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
plando_items:
- item: # 1
@@ -119,26 +121,28 @@ plando_items:
from_pool: true
```
1. has a 50% chance to occur, which if it does places either the Lamp or Fire Rod in one's own
Link's House and removes the picked item from the item pool.
1. has a 50% chance to occur, which if it does places either the Lamp or Fire Rod in one's own Link's House and removes
the picked item from the item pool.
2. Always triggers and places the Swords and Bows into one's own Big Chests
3. Locks Pendants to The Light World and therefore Crystals to dark world
### Texts
- This module is disabled by default.
- Has the options `text`, `at`, and `percentage`
- percentage is the percentage chance for this text to be placed, can be omitted entirely for 100%
- text is the text to be placed.
- can be weighted.
- `\n` is a newline.
- `\n` is a newline.
- `@` is the entered player's name.
- Warning: Text Mapper does not support full unicode.
- [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/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/Text.py#L1499)
#### Example
```yaml
plando_texts:
- text: "This is a plando.\nYou've been warned."
@@ -147,11 +151,13 @@ plando_texts:
uncle_dying_sewer: 1
percentage: 50
```
![Uncle Example](https://cdn.discordapp.com/attachments/731214280439103580/794953870903083058/unknown.png)
This has a 50% chance to trigger at all. If it does, it throws a coin between `uncle_leaving_text` and
`uncle_dying_sewer`, then places the text "This is a plando. You've been warned." at that location.
![Example plando text at Uncle](https://cdn.discordapp.com/attachments/731214280439103580/794953870903083058/unknown.png)
This has a 50% chance to trigger at all. If it does, it throws a coin between `uncle_leaving_text`
and `uncle_dying_sewer`, then places the text "This is a plando. You've been warned." at that location.
### Connections
- This module is disabled by default.
- Has the options `percentage`, `entrance`, `exit` and `direction`.
- All options support subweights
@@ -160,10 +166,11 @@ 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/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
- doors can be found
in [this file](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/alttp/EntranceShuffle.py#L3852)
#### Example
```yaml
plando_connections:
- entrance: Links House
@@ -174,8 +181,8 @@ plando_connections:
direction: both
```
The first block connects the overworld entrance that normally leads to Link's House
to put you into the HC West Wing instead, exiting from within there will put you at the Overworld exiting Link's House.
The first block connects the overworld entrance that normally leads to Link's House to put you into the HC West Wing
instead, exiting from within there will put you at the Overworld exiting Link's House.
Without the second block, you'd still exit from within Link's House to outside Link's House and the left side
Balcony Entrance would still lead into HC West Wing
Without the second block, you'd still exit from within Link's House to outside Link's House and the left side Balcony
Entrance would still lead into HC West Wing

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@@ -0,0 +1,12 @@
# ArchipIdle Setup Guide
## Joining a MultiWorld Game
1. Generate a `.yaml` file from the [ArchipIDLE Player Settings Page](/games/ArchipIDLE/player-settings)
2. Open the ArchipIDLE Client in your web browser by either:
- Navigate to the [ArchipIDLE Client](http://idle.multiworld.link)
- Download the client and run it locally from the
[ArchipIDLE GitHub Releases Page](https://github.com/ArchipelagoMW/archipidle/releases)
3. Enter the server address in the `Server Address` field and press enter
4. Enter your slot name when prompted. This should be the same as the `name` you entered on the
setting page above, or the `name` field in your yaml file.
5. Click the "Begin!" button.

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@@ -0,0 +1,221 @@
# Advanced YAML Guide
This guide covers more the more advanced options available in YAML files. This guide is intended for the user who is intent on editing their YAML file manually. This guide should take about 10 minutes to read.
If you would like to generate a basic, fully playable, YAML without editing a file then visit the settings page for the game you intend to play. The weighted settings page can also handle most of the advanced settings discussed here.
The settings page can be found on the supported games page, just click the "Settings Page" link under the name of the game you would like.
* Supported games page: [Archipelago Games List](/games)
* Weighted settings page: [Archipelago Weighted Settings](/weighted-settings)
Clicking on the "Export Settings" button at the bottom-left will provide you with a pre-filled YAML with your options.
The player settings page also has a link to download a full template file for that game which will have every option possible for the game including some that don't display correctly on the site.
## YAML Overview
The Archipelago system generates games using player configuration files as input. These are going to be YAML files and
each world will have one of these containing their custom settings for the game that world will play.
## YAML Formatting
YAML files are a format of human-readable config files. The basic syntax of a yaml file will have a `root` node and then
different levels of `nested` nodes that the generator reads in order to determine your settings.
To nest text, the correct syntax is to indent **two spaces over** from its root option. A YAML file can be edited with
whatever text editor you choose to use though I personally recommend that you use Sublime Text. Sublime text
website: [SublimeText Website](https://www.sublimetext.com)
This program out of the box supports the correct formatting for the YAML file, so you will be able to use the tab key
and get proper highlighting for any potential errors made while editing the file. If using any other text editor you
should ensure your indentation is done correctly with two spaces.
A typical YAML file will look like:
```yaml
root_option:
nested_option_one:
option_one_setting_one: 1
option_one_setting_two: 0
nested_option_two:
option_two_setting_one: 14
option_two_setting_two: 43
```
In Archipelago, YAML options are always written out in full lowercase with underscores separating any words. The numbers
following the colons here are weights. The generator will read the weight of every option the roll that option that many
times, the next option as many times as its numbered and so forth.
For the above example `nested_option_one` will have `option_one_setting_one` 1 time and `option_one_setting_two` 0 times
so `option_one_setting_one` is guaranteed to occur.
For `nested_option_two`, `option_two_setting_one` will be rolled 14 times and `option_two_setting_two` will be rolled 43
times against each other. This means `option_two_setting_two` will be more likely to occur, but it isn't guaranteed,
adding more randomness and "mystery" to your settings. Every configurable setting supports weights.
### Root Options
Currently, there are only a few options that are root options. Everything else should be nested within one of these root
options or in some cases nested within other nested options. The only options that should exist in root
are `description`, `name`, `game`, `requires`, `accessibility`, `progression_balancing`, `triggers`, and the name of the
games you want settings for.
* `description` is ignored by the generator and is simply a good way for you to organize if you have multiple files
using this to detail the intention of the file.
* `name` is the player name you would like to use and is used for your slot data to connect with most games. This can
also be filled with multiple names each having a weight to it.
* `game` is where either your chosen game goes or if you would like can be filled with multiple games each with
different weights.
* `requires` details different requirements from the generator for the YAML to work as you expect it to. Generally this
is good for detailing the version of Archipelago this YAML was prepared for as if it is rolled on an older version may
be missing settings and as such will not work as expected. If any plando is used in the file then requiring it here to
ensure it will be used is good practice.
* `accessibility` determines the level of access to the game the generation will expect you to have in order to reach
your completion goal. This supports `items`, `locations`, and `none` and is set to `locations` by default.
* `locations` will guarantee all locations are accessible in your world.
* `items` will guarantee you can acquire all items in your world but may not be able to access all locations. This
mostly comes into play if there is any entrance shuffle in the seed as locations without items in them can be
placed in areas that make them unreachable.
* `none` will only guarantee that the seed is beatable. You will be guaranteed able to finish the seed logically but
may not be able to access all locations or acquire all items. A good example of this is having a big key in the
big chest in a dungeon in ALTTP making it impossible to get and finish the dungeon.
* `progression_balancing` is a system the Archipelago generator uses to try and reduce "BK mode" as much as possible.
This primarily involves moving necessary progression items into earlier logic spheres to make the games more
accessible so that players almost always have something to do. This can be turned `on` or `off` and is `on` by
default.
* `triggers` is one of the more advanced options that allows you to create conditional adjustments. You can read
more triggers in the triggers guide. Triggers
guide: [Archipelago Triggers Guide](/tutorial/archipelago/triggers/en)
### Game Options
One of your root settings will be the name of the game you would like to populate with settings. Since it is possible to
give a weight to any option it is possible to have one file that can generate a seed for you where you don't know which
game you'll play. For these cases you'll want to fill the game options for every game that can be rolled by these
settings. If a game can be rolled it **must** have a settings section even if it is empty.
#### Universal Game Options
Some options in Archipelago can be used by every game but must still be placed within the relevant game's section.
Currently, these options are `start_inventory`, `start_hints`, `local_items`, `non_local_items`, `start_location_hints`
, `exclude_locations`, and various plando options.
See the plando guide for more info on plando options. Plando
guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en)
* `start_inventory` will give any items defined here to you at the beginning of your game. The format for this must be
the name as it appears in the game files and the amount you would like to start with. For example `Rupees(5): 6` which
will give you 30 rupees.
* `start_hints` gives you free server hints for the defined item/s at the beginning of the game allowing you to hint for
the location without using any hint points.
* `local_items` will force any items you want to be in your world instead of being in another world.
* `non_local_items` is the inverse of `local_items` forcing any items you want to be in another world and won't be
located in your own.
* `start_location_hints` allows you to define a location which you can then hint for to find out what item is located in
it to see how important the location is.
* `exclude_locations` lets you define any locations that you don't want to do and during generation will force a "junk"
item which isn't necessary for progression to go in these locations.
### Random numbers
Options taking a choice of a number can also use a variety of `random` options to choose a number randomly.
* `random` will choose a number allowed for the setting at random
* `random-low` will choose a number allowed for the setting at random, but will be weighted towards lower numbers
* `random-middle` will choose a number allowed for the setting at random, but will be weighted towards the middle of the
range
* `random-high` will choose a number allowed for the setting at random, but will be weighted towards higher numbers
* `random-range-#-#` will choose a number at random from between the specified numbers. For example `random-range-40-60`
will choose a number between 40 and 60
* `random-range-low-#-#`, `random-range-middle-#-#`, and `random-range-high-#-#` will choose a number at random from the
specified numbers, but with the specified weights
### Example
```yaml
description: An example using various advanced options
name: Example Player
game: A Link to the Past
requires:
version: 0.2.0
accessibility: none
progression_balancing: on
A Link to the Past:
smallkey_shuffle:
original_dungeon: 1
any_world: 1
crystals_needed_for_gt:
random-low: 1
crystals_needed_for_ganon:
random-range-high-1-7: 1
start_inventory:
Pegasus Boots: 1
Bombs (3): 2
start_hints:
- Hammer
local_items:
- Bombos
- Ether
- Quake
non_local_items:
- Moon Pearl
start_location_hints:
- Spike Cave
exclude_locations:
- Cave 45
triggers:
- option_category: A Link to the Past
option_name: smallkey_shuffle
option_result: any_world
options:
A Link to the Past:
bigkey_shuffle: any_world
map_shuffle: any_world
compass_shuffle: any_world
```
#### This is a fully functional yaml file that will do all the following things:
* `description` gives us a general overview so if we pull up this file later we can understand the intent.
* `name` is `Example Player` and this will be used in the server console when sending and receiving items.
* `game` is set to `A Link to the Past` meaning that is what game we will play with this file.
* `requires` is set to require release version 0.2.0 or higher.
* `accesibility` is set to `none` which will set this seed to beatable only meaning some locations and items may be
completely inaccessible but the seed will still be completable.
* `progression_balancing` is set on meaning we will likely receive important items earlier increasing the chance of
having things to do.
* `A Link to the Past` defines a location for us to nest all the game options we would like to use for our
game `A Link to the Past`.
* `smallkey_shuffle` is an option for A Link to the Past which determines how dungeon small keys are shuffled. In this
example we have a 1/2 chance for them to either be placed in their original dungeon and a 1/2 chance for them to be
placed anywhere amongst the multiworld.
* `crystals_needed_for_gt` determines the number of crystals required to enter the Ganon's Tower entrance. In this
example a random number will be chosen from the allowed range for this setting (0 through 7) but will be weighted
towards a lower number.
* `crystals_needed_for_ganon` determines the number of crystals required to beat Ganon. In this example a number between
1 and 7 will be chosen at random, weighted towards a high number.
* `start_inventory` defines an area for us to determine what items we would like to start the seed with. For this
example we have:
* `Pegasus Boots: 1` which gives us 1 copy of the Pegasus Boots
* `Bombs (3)` gives us 2 packs of 3 bombs or 6 total bombs
* `start_hints` gives us a starting hint for the hammer available at the beginning of the multiworld which we can use
with no cost.
* `local_items` forces the `Bombos`, `Ether`, and `Quake` medallions to all be placed within our own world, meaning we
have to find it ourselves.
* `non_local_items` forces the `Moon Pearl` to be placed in someone else's world, meaning we won't be able to find it.
* `start_location_hints` gives us a starting hint for the `Spike Cave` location available at the beginning of the
multiworld that can be used for no cost.
* `exclude_locations` forces a not important item to be placed on the `Cave 45` location.
* `triggers` allows us to define a trigger such that if our `smallkey_shuffle` option happens to roll the `any_world`
result it will also ensure that `bigkey_shuffle`, `map_shuffle`, and `compass_shuffle` are also forced to
the `any_world`
result.

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@@ -0,0 +1,96 @@
### Helpful Commands
Commands are split into two types: client commands and server commands. Client commands are commands which are executed
by the client and do not affect the Archipelago remote session. Server commands are commands which are executed by the
Archipelago server and affect the Archipelago session or otherwise provide feedback from the server.
In clients which have their own commands the commands are typically prepended by a forward slash:`/`. Remote commands
are always submitted to the server prepended with an exclamation point: `!`.
#### Local Commands
The following list is a list of client commands which may be available to you through your Archipelago client. You
execute these commands in your client window.
The following commands are available in these clients: SNIClient, FactorioClient, FF1Client.
- `/connect <address:port>` Connect to the multiworld server.
- `/disconnect` Disconnects you from your current session.
- `/received` Displays all the items you have found or been sent.
- `/missing` Displays all the locations along with their current status (checked/missing).
- `/items` Lists all the item names for the current game.
- `/locations` Lists all the location names for the current game.
- `/ready` Sends ready status to the server.
- `/help` Returns a list of available commands.
- `/license` Returns the software licensing information.
- Just typing anything will broadcast a message to all players
##### FF1Client Only
The following command is only available when using the FF1Client for the Final Fantasy Randomizer.
- `/nes` Shows the current status of the NES connection.
##### SNIClient Only
The following command is only available when using the SNIClient for SNES based games.
- `/snes` Attempts to connect to your SNES device via SNI.
- `/snes_close` Closes the current SNES connection.
- `/slow_mode` Toggles on or off slow mode, which limits the rate in which you receive items.
##### FactorioClient Only
The following command is only available when using the FactorioClient to play Factorio with Archipelago.
- `/factorio <command text>` Sends the command argument to the Factorio server as a command.
#### Remote Commands
Remote commands may be executed by any client which allows for sending text chat to the Archipelago server. If your
client does not allow for sending chat then you may connect to your game slot with the TextClient which comes with the
Archipelago installation. In order to execute the command you need to merely send a text message with the command,
including the exclamation point.
- `!help` Returns a listing of available remote commands.
- `!license` Returns the software licensing information.
- `!countdown <countdown in seconds>` Starts a countdown using the given seconds value. Useful for synchronizing starts.
Defaults to 10 seconds if no argument is provided.
- `!options` Returns the current server options, including password in plaintext.
- `!admin <command>` Executes a command as if you typed it into the server console. Remote administration must be
enabled.
- `!players` Returns info about the currently connected and non-connected players.
- `!status` Returns information about your team. (Currently all players as teams are unimplemented.)
- `!remaining` Lists the items remaining in your game, but not where they are or who they go to.
- `!missing` Lists the location checks you are missing from the server's perspective.
- `!checked` Lists all the location checks you've done from the server's perspective.
- `!alias <alias>` Sets your alias.
- `!getitem <item>` Cheats an item, if it is enabled in the server.
- `!hint_location <location>` Hints for a location specifically. Useful in games where item names may match location
names such as Factorio.
- `!hint <item name>` Tells you at which location in whose game your Item is. Note you need to have checked some
locations to earn a hint. You can check how many you have by just running `!hint`
- `!forfeit` If you didn't turn on auto-forfeit or if you allowed forfeiting prior to goal completion. Remember that "
forfeiting" actually means sending out your remaining items in your world.
- `!collect` Grants you all the remaining checks in your world. Can only be used after your goal is complete or when you
have forfeited.
#### Host only (on Archipelago.gg or in your server console)
- `/help` Returns a list of commands available in the console.
- `/license` Returns the software licensing information.
- `/countdown <seconds>` Starts a countdown which is sent to all players via text chat. Defaults to 10 seconds if no
argument is provided.
- `/options` Lists the server's current options, including password in plaintext.
- `/save` Saves the state of the current multiworld. Note that the server autosaves on a minute basis.
- `/players` List currently connected players.
- `/exit` Shutdown the server
- `/alias <player name> <alias name>` Assign a player an alias.
- `/collect <player name>` Send out any items remaining in the multiworld belonging to the given player.
- `/forfeit <player name>` Forfeits someone regardless of settings and game completion status
- `/allow_forfeit <player name>` Allows the given player to use the `!forfeit` command.
- `/forbid_forfeit <player name>` Bars the given player from using the `!forfeit` command.
- `/send <player name> <item name>` Grants the given player the specified item.
- `/send_multiple <amount> <player name> <item name>` Grants the given player the stated amount of the specified item.
- `/hint <player name> <item or location name>` Send out a hint for the given item or location for the specified player.
- `/option <option name> <option value>` Set a server option. For a list of options, use the `/options` command.

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# 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`.
* You can add the necessary plando modules for your settings to the `requires` section of your yaml. Doing so will throw an error if the options that you need to generate properly are not enabled to ensure you will get the results you desire. Only enter in the plando modules that you are using here but it should look like:
```yaml
requires:
version: current.version.number
plando: 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.
* The options for item plando are `from_pool`, `world`, `percentage`, `force`, `count`, 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, null, or a list. 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.
* If a list of names is used, it will target the games with the player names specified.
* `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. You can use true instead of a number to have it use however many of that item are in your item pool.
* `locations` is a list of possible locations those items can be placed in.
* Using the multi placement method, placements are picked randomly.
* Instead of a number, you can use true
* `count` can be used to set the maximum number of items placed from the block. The default is 1 if using `item` and False if using `items`
* If a number is used it will try to place this number of items.
* If set to false it will try to place as many items from the block as it can.
* If `min` and `max` are defined, it will try to place a number of items between these two numbers at random
### Available Items and Locations
A list of all available items and locations can be found in the [website's datapackage](/datapackage). The items and locations will be in the `"item_name_to_id"` and `"location_name_to_id"` sections of the relevant game. You do not need the quotes but the name must be entered in the same as it appears on that page and is caps-sensitive.
### 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
# example block 5 - Secret of Evermore
- items:
Levitate: 1
Revealer: 1
Energize: 1
locations:
- Master Sword Pedestal
- Boss Relic 1
world: true
count: 2
# example block 6 - A Link to the Past
- items:
Progressive Sword: 4
world:
- BobsSlaytheSpire
- BobsRogueLegacy
count:
min: 1
max: 4
```
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 occurring and when it does will place all but 1 of the items randomly among the four
locations chosen here.
5. This block will always trigger and will attempt to place a random 2 of Levitate, Revealer and Energize into
other players' Master Sword Pedestals or Boss Relic 1 locations.
6. This block will always trigger and will attempt to place a random number, between 1 and 4, of progressive swords
into any locations within the game slots named BobsSlaytheSpire and BobsRogueLegacy
## 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
This guide is intended to provide an overview of how to install, set up, and run the Archipelago multiworld software.
This guide should take about 5 minutes to read.
## Installing the Archipelago software
The most recent public release of Archipelago can be found on the GitHub Releases page. GitHub Releases
page: [Archipelago Releases Page](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 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. Hosting on your machine requires forwarding the port
you are hosting on. 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 are used 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 setup guide for that game. Installing a client for a ROM based game requires you to have a
legally obtained ROM for that game as well.
## Generating a game
### What is a YAML?
YAML is the file format which Archipelago uses in order to configure a player's world. It allows you to dictate which
game you will be playing as well as the settings you would like for that game.
YAML is a format very similar to JSON however it is made to be more human-readable. If you are ever unsure of the
validity of your YAML file you may check the file by uploading it to the check page on the Archipelago website. Check
page: [YAML Validation Page](/mysterycheck)
### Creating a YAML
YAML files may be generated on the Archipelago website by visiting the games page and clicking the "Settings Page" link
under any game. Clicking "Export Settings" in a game's settings page will download the YAML to your system. Games
page: [Archipelago Games List](/games)
In a multiworld there must be one YAML per world. Any number of players can play on each world using either the game's
native coop system or using Archipelago's coop support. Each world will hold one slot in the multiworld and will have a
slot name and, if the relevant game requires it, files to associate it with that multiworld.
If multiple people plan to play in one world cooperatively then they will only need one YAML for their coop world. If
each player is planning on playing their own game then they will each need a YAML.
### 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.
Typically, a single participant of the multiworld will gather the YAML files from all other players. After getting the
YAML files of each participant for your multiworld game they can be compressed into a ZIP folder to then be uploaded to
the multiworld generator page. Multiworld generator
page: [Archipelago Seed Generator Page](https://archipelago.gg/generate)
#### Rolling a YAML Locally
It is possible to roll the multiworld locally, using a local Archipelago installation. This is done by entering the
installation directory of the Archipelago installation and placing each YAML file in the `Players` folder. If the folder
does not exist then it can be created manually.
After filling the `Players` folder the `ArchipelagoGenerate.exe` program should be run in order to generate a
multiworld. The output of this process is placed in the `output` folder.
#### 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 Archipelago
installation folder. The settings chosen here are baked into the `.archipelago` 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.
## Hosting an Archipelago Server
The output of rolling a YAML will be a `.archipelago` file which can be subsequently uploaded to the Archipelago host
game page. Archipelago host game page: [Archipelago Seed Upload Page](https://archipelago.gg/uploads)
The `.archipelago` file may be run locally in order to host the multiworld on the local machine. This is done by
running `ArchipelagoServer.exe` and pointing the resulting file selection prompt to the `.archipelago` file that was
generated.

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# Archipelago Triggers Guide
This guide details the use of the Archipelago YAML trigger system. This guide is intended for a more advanced user with
more in-depth knowledge of Archipelago YAML options as well as experience editing YAML files. This guide should take
about 5 minutes to read.
## What are triggers?
Triggers allow you to customize your game settings by allowing you to define one or many options which only occur under
specific 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 YAML that was created using entirely triggers and plando.
Mercenary mode
YAML: [Mercenary Mode YAML on GitHub](https://github.com/alwaysintreble/Archipelago-yaml-dump/blob/main/Snippets/Mercenary%20Mode%20Snippet.yaml)
For more information on plando you can reference the general plando guide or the Link to the Past plando guide.
General plando guide: [Archipelago Plando Guide](/tutorial/archipelago/plando/en)
Link to the Past plando guide: [LttP Plando Guide](/tutorial/zelda3/plando/en)
## Trigger use
Triggers may be defined in either the root or in the relevant game sections. Generally, The best place to do this is the
bottom of the yaml for clear organization.
- Triggers comprise 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 for 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.
- `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. It is possible to have multiple things
happen in this section.
- 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.
It is also possible to use imaginary names in options to trigger specific settings. You can use these made up names in
either your main options or to trigger from another trigger. Currently, this is the only way to trigger on "setting 1
AND setting 2".
For example:
```yaml
triggers:
- option_category: Secret of Evermore
option_name: doggomizer
option_result: pupdunk
options:
Secret of Evermore:
difficulty:
normal: 50
pupdunk_hard: 25
pupdunk_mystery: 25
exp_modifier:
150: 50
200: 50
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_hard
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: hard
- option_category: Secret of Evermore
option_name: difficulty
option_result: pupdunk_mystery
options:
Secret of Evermore:
fix_wings_glitch: false
difficulty: mystery
```
In this example (thanks to @Black-Sliver) if the `pupdunk` option is rolled then the difficulty values will be rolled
again using the new options `normal`, `pupdunk_hard`, and `pupdunk_mystery`, and the exp modifier will be rerolled using
new weights for 150 and 200. This allows for two more triggers that will only be used for the new `pupdunk_hard`
and `pupdunk_mystery` options so that they will only be triggered on "pupdunk AND hard/mystery".

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# Using the Archipelago Website
This guide encompasses the use cases for rolling and hosting multiworld games on the Archipelago website. This guide
should only take a couple of minutes to read.
## Rolling the Seed On the Website
1. After gathering the YAML files together in one location, select all the files and compress them into a `.ZIP` file.
2. Next go to the "Generate Game" page. Generate game
page: [Archipelago Seed Generation Page](https://archipelago.gg/generate). Here, you can adjust some server settings
such as forfeit rules and the cost for a player to use a hint before generation.
3. 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.
4. 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.
5. To begin playing, click on "Create New Room", which will take you to the room page. From here you can navigate back
to the Seed Info page or to the Tracker page. Sharing the link to the room page with your friends will provide them
with the necessary info and files for them to connect to the multiworld.
## Hosting a Pre-Generated Multiworld on 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 host game page. Host game
page: [Archipelago Seed Upload Page](https://archipelago.gg/uploads)
This will give a page with the seed info and a link to the spoiler log, if it exists. Click on "Create New Room" and
then share the link to the resulting page 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.

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# ChecksFinder Randomizer Setup Guide
## Required Software
- ChecksFinder from
the [Github releases Page for the game](https://github.com/jonloveslegos/ChecksFinder/releases) (latest version)
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- (select `ChecksFinder Client` during installation.)
## Configuring your YAML file
### What is a YAML file and why do I need one?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
### Where do I get a YAML file?
You can customize your settings by visiting the [ChecksFinder Player Settings Page](/games/ChecksFinder/player-settings)
### Generating a ChecksFinder game
**ChecksFinder is meant to be played _alongside_ another game! You may not be playing it for long periods of time if
you play it by itself with another person!**
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. You do not have a file inside that zip though!
You need to start ChecksFinder client yourself, it is located within the Archipelago folder.
### Connect to the MultiServer
First start ChecksFinder.
Once both ChecksFinder and the client are started. In the client at the top type in the spot labeled `Server` type the
`Ip Address` and `Port` separated with a `:` symbol.
The client will then ask for the username you chose, input that in the text box at the bottom of the client.
### Play the game
When the console tells you that you have joined the room, you're all set. Congratulations on successfully joining a
multiworld game!

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# Factorio Randomizer Setup Guide
## Required Software
##### Players
- [Factorio](https://factorio.com) - Needed by Players and Hosts
- Factorio: [Factorio Official Website](https://factorio.com)
- Needed by Players and Hosts
##### Server Hosts
- [Factorio](https://factorio.com) - Needed by Players and Hosts
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases) - Needed by Hosts
- Factorio: [Factorio Official Website](https://factorio.com)
- Needed by Players and Hosts
- Archipelago: [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- Needed by Hosts
## 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.
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/Factorio/player-settings) page on the website allows you to configure
your personal settings and export a config file from them.
The Player Settings page on the website allows you to configure your personal settings and export a config file from
them. Factorio player settings page: [Factorio Settings Page](/games/Factorio/player-settings)
### 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.
If you would like to validate your config file to make sure it works, you may do so on the YAML Validator page. YAML
Validator page: [Yaml Validation Page](/mysterycheck)
## 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.
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
`C:\Users\<YourUserName>\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"
@@ -41,17 +51,20 @@ people to play in a single world, all contributing to the completion of the seed
## 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.
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.
- **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
@@ -59,70 +72,82 @@ Factorio Clients may connect to this server.
- A running modded Factorio Client
### Dedicated Server Setup
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).
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: [Factorio Official Website Download Page](https://factorio.com/download).
#### 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
You can register your copy of Factorio on factorio.com: [Factorio Official Website](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.
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).
![Factorio Download Options](/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:\\factorio\\bin\\x64\\factorio"
executable: C:\\factorio\\bin\\x64\\factorio"
```
With all that complete, you are now able to...
This allows you to host your own Factorio game.
## Host Your Own Factorio Game
## Hosting Your Own Factorio Game
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`.
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.
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" />
![Factorio Client for Archipelago Connection Command](/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"
For additional client features, issue the `/help` command in the Archipelago Client. Once connected to the AP
server, you can also issue the `!help` command to learn about additional commands like `!hint`.
For additional client features, issue the `/help` command in the Archipelago Client. Once connected to the AP server,
you can also issue the `!help` command to learn about additional commands like `!hint`.
## 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/).
3. Obtain your IP address by visiting whatismyip.com: [WhatIsMyIP 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.
"Connecting to Someone Else's Factorio Game" above.
## 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.
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/)
- Alternate Tutorial by
Umenen: [Factorio (Steam) Archipelago Setup Guide for Windows](https://docs.google.com/document/d/1yZPAaXB-QcetD8FJsmsFrenAHO5V6Y2ctMAyIoT9jS4)
- Factorio Speedrun Guide: [Factorio Speedrun Guide by Nefrums](https://www.youtube.com/watch?v=ExLrmK1c7tA)
- Factorio Wiki: [Factorio Official Wiki](https://wiki.factorio.com/)

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# Final Fantasy 1 (NES) Multiworld Setup Guide
## Required Software
- The FF1Client
- Bundled with Archipelago: [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- The BizHawk emulator. Versions 2.3.1 and higher are supported. Version 2.7 is recommended
- [BizHawk Official Website](http://tasvideos.org/BizHawk.html)
- Your legally obtained Final Fantasy (USA Edition) ROM file, probably named `Final Fantasy (USA).nes`. Neither
Archipelago.gg nor the Final Fantasy Randomizer Community can supply you with this.
## Installation Procedures
1. Download and install the latest version of Archipelago.
1. On Windows, download Setup.Archipelago.<HighestVersion\>.exe and run it
2. Assign Bizhawk version 2.3.1 or higher as your default program for launching `.nes` files.
1. Extract your Bizhawk folder to your Desktop, or somewhere you will remember. Below are optional additional steps
for loading ROMs more conveniently
1. Right-click on a ROM file and select **Open with...**
2. Check the box next to **Always use this app to open .nes files**
3. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
4. Browse for `EmuHawk.exe` located inside your Bizhawk folder (from step 1) and click **Open**.
## Obtaining your Archipelago yaml file and randomized ROM
Unlike most other Archipelago.gg games Final Fantasy 1 is randomized by the main randomizer at
the [Final Fantasy Randomizer Homepage](https://finalfantasyrandomizer.com/).
Generate a game by going to the site and performing the following steps:
1. Select the randomization options (also known as `Flags` in the community) of your choice. If you do not know what you
prefer, or it is your first time playing select the "Archipelago" preset on the main page.
2. Go to the `Beta` tab and ensure `Archipelago` is enabled. Set your player name to any name that represents you.
3. Upload you `Final Fantasy(USA).nes` (and click `Remember ROM` for the future!)
4. Press the `NEW` button beside `Seed` a few times
5. Click `GENERATE ROM`
It should download two files. One is the `*.nes` file which your emulator will run and the other is the yaml file
required by Archipelago.gg
At this point you are ready to join the multiworld. If you are uncertain on how to generate, host or join a multiworld
please refer to the [game agnostic setup guide](/tutorial/archipelago/setup/en).
## Running the Client Program and Connecting to the Server
Once the Archipelago server has been hosted:
1. Navigate to your Archipelago install folder and run `ArchipelagoFF1Client.exe`
2. Notice the `/connect command` on the server hosting page (It should look like `/connect archipelago.gg:*****`
where ***** are numbers)
3. Type the connect command into the client OR add the port to the pre-populated address on the top bar (it should
already say `archipelago.gg`) and click `connect`
### Running Your Game and Connecting to the Client Program
1. Open Bizhawk 2.3.1 or higher and load your ROM OR click your ROM file if it is already associated with the
extension `*.nes`
2. Click on the Tools menu and click on **Lua Console**
3. Click the folder button to open a new Lua script. (CTL-O or **Script** -> **Open Script**)
4. Navigate to the location you installed Archipelago to. Open data/lua/FF1/ff1_connector.lua
1. If it gives a `NLua.Exceptions.LuaScriptException: .\socket.lua:13: module 'socket.core' not found:` exception
close your emulator entirely, restart it and re-run these steps
2. If it says `Must use a version of bizhawk 2.3.1 or higher`, double-check your Bizhawk version by clicking **
Help** -> **About**
## Play the game
When the client shows both NES and server are connected you are good to go. You can check the connection status of the
NES at any time by running `/nes`
### Other Client Commands
All other commands may be found on the [Archipelago Server and Client Commands Guide](/tutorial/archipelago/commands/en)
.

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@@ -0,0 +1,30 @@
# Hollow Knight for Archipelago Setup Guide
## Required Software
* Download and unzip the Scarab Mod Manager from the [Scarab GitHub Releases page](https://github.com/fifty-six/Scarab/releases).
* A legal copy of Hollow Knight, not purchased or played through XBox Game Pass.
* Unfortunately, the Game Pass version is not currently compatible with mods.
## Installing the Archipelago Mod using Scarab
1. Launch Scarab and ensure it locates your Hollow Knight installation directory.
2. Click the "Install" checkbox near the "Archipelago" mod entry.
3. Launch the game, you're all set!
## Configuring your YAML File
### What is a YAML and why do I need one?
You can see the [basic multiworld setup guide](/tutorial/Archipelago/setup/en) here on the Archipelago website to learn
about why Archipelago uses YAML files and what they're for.
### Where do I get a YAML?
You can use the [game settings page for Hollow Knight](/games/Hollow%20Knight/player-settings) here on the Archipelago
website to generate a YAML using a graphical interface.
### Joining an Archipelago Game in Hollow Knight
1. Start the game after installing all necessary mods.
2. Create a **new save game.**
3. Select the **Archipelago** game mode from the mode selection screen.
4. Enter the correct settings for your Archipelago server.
5. Hit **Start** to begin the game. The game will stall for a few seconds while it does all item placements.
6. The game will immediately drop you into the randomized game.
* If you are waiting for a countdown then wait for it to lapse before hitting Start.
* Or hit Start then pause the game once you're in it.

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@@ -0,0 +1,64 @@
# Meritous Randomizer Setup Guide
## Required Software
Download the game from the [Meritous Gaiden GitHub releases page](https://github.com/FelicitusNeko/meritous-ap/releases)
## Installation Procedures
Simply download the latest version of Meritous Gaiden from the link above, and extract it wherever you like.
- ⚠️ Do not extract Meritous Gaiden to Program Files, as this will cause file access issues.
## Joining a Multiworld Game
1. Modify the `meritous-ap.json` file with your server details, as outlined in the next section.
2. Run `meritous.exe`. If the AP settings file is detected, you will see "AP Enabled" show up in the bottom left of the menu screen.
3. Start a new game. If it is able to successfully connect to the AP server, "Connected" will show up in the bottom left of the game screen for a few seconds.
## AP Settings File
The format of `meritous-ap.json` should be as follows:
```json
{
"ap-enable": true,
"server": "archipelago.gg",
"port": 38281,
"password": null,
"slotname": "YourName"
}
```
- `ap-enable`: Enables the game to connect to the Archipelago server. If this is `false` or missing, it will generate a local item randomizer.
- `server`: The server to which to connect. This can be a domain name (such as archipelago.gg) or an IP address (such as 127.0.0.1). If this is missing, the game will assume archipelago.gg.
- `port`: The port number to which to connect. By default, Archipelago will use port 38281 to host, unless the game is hosted on the Archipelago webhost. If this is missing, the game will assume 38281.
- `password`: The password to use for this game, if any. This can be omitted or set to `null` if there is no password.
- `slotname`: The slot name to use for this game. This is required, and must match the name provided on your YAML file.
Eventually, this process will be moved to in-game menus for better ease of use.
## Finishing the Game
Your initial goal is to find all three PSI Keys. Depending on your YAML settings, these may be located on pedestals in special rooms in the Atlas Dome, or they may be scattered across other players' worlds. These PSI Keys are then brought to their respective locations in the Dome, where you will be subjected to a boss battle. Once all three bosses are defeated, this unlocks the Cursed Seal, hidden in the farthest-away location from the Entrance. The Compass tiles can help you find your way to these locations.
At minimum, every seed will require you to find the Cursed Seal and bring it back to the Entrance. The goal can then vary based on your `goal` YAML setting:
- `return_the_cursed_seal`: You will fight the final boss, but win or lose, a victory will be posted.
- `any_ending`: You must defeat the final boss.
- `true_ending`: You must first explore all 3000 rooms of the Atlas Dome and find the Agate Knife, then fight the final boss' true form.
Once the goal has been completed, you may press F to send a forfeit, sending out all of your world's remaining items to their respective players, and C to send a collect, which gathers up all of your world's items from their shuffled locations in other player's worlds. You may also press S to view your statistics, if you're a fan of numbers.
More in-depth information about the game can be found in the game's help file, accessed by pressing H while playing.
## Game Troubleshooting
### An error message shows up at the bottom-left
- `Disconnected`: If the game does not reconnect automatically, you may need to save, quit, and reload the game to reconnect. Keep in mind that the game does not auto-save, and it is only possible to save the game at Save Tiles.
- `InvalidSlot`, `InvalidGame`: Make sure the `slotname` in `meritous-ap.json` matches the name provided in your Meritous YAML file.
- `SlotAlreadyTaken`: Make sure Meritous Gaiden is not already running and connected to the server.
- `IncompatibleVersion`: Make sure Meritous Gaiden has been updated to the latest version.
- `InvalidPassword`: Make sure the `password` in `meritous-ap.json` matches the password for your game. If there is no password, either set this to `null` (no quotes) or omit/remove it completely.
- `InvalidItemsHandling`: This is a bug and shouldn't happen if you downloaded a precompiled copy of the game. If you downloaded a precompiled copy, please let KewlioMZX know over GitHub or the AP Discord.

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@@ -0,0 +1,61 @@
# Minecraft Randomizer Setup Guide
## Required Software
- Minecraft Java Edition from
the [Minecraft Java Edition Store Page](https://www.minecraft.net/en-us/store/minecraft-java-edition) (update 1.17.1)
- Archipelago from the [Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases)
- (select `Minecraft Client` during installation.)
## Configuring your YAML file
### What is a YAML file and why do I need one?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
### Where do I get a YAML file?
You can customize your settings by visiting the [Minecraft Player Settings Page](/games/Minecraft/player-settings)
## Joining a MultiWorld Game
### Obtain Your Minecraft Data File
**Only one yaml file needs to be submitted per minecraft world regardless of how many players play on it.**
When you join a multiworld game, you will be asked to provide your YAML file to whoever is hosting. Once that is done,
the host will provide you with either a link to download your data file, or with a zip file containing everyone's data
files. Your data file should have a `.apmc` extension.
Double-click on your `.apmc` file to have the Minecraft client auto-launch the installed forge server. Make sure to
leave this window open as this is your server console.
### Connect to the MultiServer
Using minecraft 1.17.1 connect to the server `localhost`.
Once you are in game type `/connect <AP-Address> (Port) (Password)` where `<AP-Address>` is the address of the
Archipelago server. `(Port)` is only required if the Archipelago server is not using the default port of
38281. `(Password)` is only required if the Archipelago server you are using has a password set.
### Play the game
When the console tells you that you have joined the room, you're all set. Congratulations on successfully joining a
multiworld game! At this point any additional minecraft players may connect to your forge server. To start the game once
everyone is ready use the command `/start`.
## Manual Installation
It is highly recommended to ues the Archipelago installer to handle the installation of the forge server for you.
support will not be given for those wishing to manually install forge. For those of you who know how, and wish to do so,
the following links are the versions of the software we use.
### Manual install Software links
- [Minecraft Forge Download Page](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.17.1.html)
- [Minecraft Archipelago Randomizer Mod Releases Page](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
- **DO NOT INSTALL THIS ON YOUR CLIENT**
- [Java 16 Download Page](https://docs.aws.amazon.com/corretto/latest/corretto-16-ug/downloads-list.html)

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@@ -1,7 +1,9 @@
# 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`
# 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
@@ -10,13 +12,15 @@
## Configura tu fichero YAML
### Que es un fichero YAML y potque necesito uno?
Tu fichero YAML contiene un numero de opciones que proveen al generador con informacion sobre como debe generar tu juego.
Cada jugador de un multiworld entregara u propio fichero YAML.
Esto permite que cada jugador disfrute de una experiencia personalizada a su gusto y diferentes jugadores dentro del mismo multiworld
pueden tener diferentes opciones
Tu fichero YAML contiene un numero de opciones que proveen al generador con informacion sobre como debe generar tu
juego. Cada jugador de un multiworld entregara u propio fichero YAML. Esto permite que cada jugador disfrute de una
experiencia personalizada a su gusto y diferentes jugadores dentro del mismo multiworld pueden tener diferentes opciones
### Where do I get a YAML file?
Un fichero basico yaml para minecraft tendra este aspecto.
```yaml
description: Basic Minecraft Yaml
# Tu nombre en el juego. Espacios seran sustituidos por guinoes bajos y
@@ -31,52 +35,52 @@ progression_balancing: on
Minecraft:
# Numero de logros requeridos (87 max) para que aparezca el Ender Dragon y completar el juego.
advancement_goal: 50
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
egg_shards_required: 10
# Numero de huevos disponibles en la partida (30 max).
egg_shards_available: 15
egg_shards_available: 15
# Modifica el nivel de objetos logicamente requeridos para
# explorar areas peligrosas y luchar contra jefes.
combat_difficulty:
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:
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:
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:
include_postgame_advancements:
on: 0
off: 1
# Permite el mezclado de villas, puesto, fortalezas, bastiones y ciudades de END.
shuffle_structures:
shuffle_structures:
on: 0
off: 1
# Añade brujulas de estructura al juego,
# apuntaran a la estructura correspondiente mas cercana.
structure_compasses:
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:
bee_traps:
0: 1
25: 0
50: 0
@@ -87,44 +91,57 @@ Minecraft:
## Unirse a un juego MultiWorld
### Obten tu ficheros de datos Minecraft
**Solo un fichero yaml es necesario por mundo minecraft, sin importar el numero de jugadores que jueguen en el.**
Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAML a quien sea que hospede el juego multiworld (no confundir con hospedar el mundo minecraft).
Una vez la generación acabe, el anfitrión te dará un enlace a tu fichero de datos o un zip con los ficheros de todos.
Tu fichero de datos tiene una extensión `.apmc`.
Cuando te unes a un juego multiworld, se te pedirá que entregues tu fichero YAML a quien sea que hospede el juego
multiworld (no confundir con hospedar el mundo minecraft). Una vez la generación acabe, el anfitrión te dará un enlace a
tu fichero de datos o un zip con los ficheros de todos. Tu fichero de datos tiene una extensión `.apmc`.
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> (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.
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.
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
### 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**
**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.
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.
- 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.
- 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`

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@@ -3,29 +3,39 @@
## Nödvändig Mjukvara
### Server Värd
- [Minecraft Forge](https://files.minecraftforge.net/net/minecraftforge/forge/index_1.16.5.html)
- [Minecraft Archipelago Randomizer Mod](https://github.com/KonoTyran/Minecraft_AP_Randomizer/releases)
### Spelare
- [Minecraft Java Edition](https://www.minecraft.net/en-us/store/minecraft-java-edition)
## Installationsprocedurer
### Tillägnad
Bara en person behöver göra denna uppsättning och vara värd för en server för alla andra spelare att koppla till.
1. Ladda ner 1.16.5 **Minecraft Forge** installeraren från länken ovanför och se till att ladda ner den senaste rekommenderade versionen.
1. Ladda ner 1.16.5 **Minecraft Forge** installeraren från länken ovanför och se till att ladda ner den senaste
rekommenderade versionen.
2. Kör `forge-1.16.5-xx.x.x-installer.jar` filen och välj **installera server**.
- På denna sida kommer du också välja vart du ska installera servern för att komma ihåg denna katalog. Detta är viktigt för nästa steg.
- På denna sida kommer du också välja vart du ska installera servern för att komma ihåg denna katalog. Detta är
viktigt för nästa steg.
3. Navigera till vart du har installerat servern och öppna `forge-1.16.5-xx.x.x-installer.jar`
- Under första serverstart så kommer den att stängas ner och fråga dig att acceptera Minecrafts EULA. En ny fil kommer skapas vid namn `eula.txt` som har en länk till Minecrafts EULA, och en linje som du behöver byta till `eula=true` för att acceptera Minecrafts EULA.
- Under första serverstart så kommer den att stängas ner och fråga dig att acceptera Minecrafts EULA. En ny fil
kommer skapas vid namn `eula.txt` som har en länk till Minecrafts EULA, och en linje som du behöver byta
till `eula=true` för att acceptera Minecrafts EULA.
- Detta kommer skapa de lämpliga katalogerna för dig att placera filerna i de följande steget.
4. Placera `aprandomizer-x.x.x.jar` länken ovanför i `mods` mappen som ligger ovanför installationen av din forge server.
4. Placera `aprandomizer-x.x.x.jar` länken ovanför i `mods` mappen som ligger ovanför installationen av din forge
server.
- Kör servern igen. Den kommer ladda up och generera den nödvändiga katalogen `APData` för när du är redo att spela!
### Grundläggande Spelaruppsättning
- Köp och installera Minecraft från länken ovanför.
**Du är klar**.
@@ -33,10 +43,12 @@ Bara en person behöver göra denna uppsättning och vara värd för en server f
Andra spelare behöver endast ha en 'Vanilla' omodifierad version av Minecraft för att kunna spela!
### Avancerad Spelaruppsättning
***Detta är inte nödvändigt för att spela ett slumpmässigt Minecraftspel.***
Dock så är det rekommenderat eftersom det hjälper att göra upplevelsen mer trevligt.
#### Rekommenderade Moddar
- [JourneyMap](https://www.curseforge.com/minecraft/mc-mods/journeymap) (Minimap)
@@ -52,17 +64,20 @@ Dock så är det rekommenderat eftersom det hjälper att göra upplevelsen mer t
## Konfigurera Din YAML-fil
### Vad är en YAML-fil och varför behöver jag en?
Din YAML-fil behåller en uppsättning av konfigurationsalternativ som ger generatorn med information om hur
den borde generera ditt spel. Varje spelare i en multivärld kommer behöva ge deras egen YAML-fil. Denna uppsättning tillåter
varje spelare att an njuta av en upplevelse anpassade för deras smaker, och olika spelare i samma multivärld
kan ha helt olika alternativ.
Din YAML-fil behåller en uppsättning av konfigurationsalternativ som ger generatorn med information om hur den borde
generera ditt spel. Varje spelare i en multivärld kommer behöva ge deras egen YAML-fil. Denna uppsättning tillåter varje
spelare att an njuta av en upplevelse anpassade för deras smaker, och olika spelare i samma multivärld kan ha helt olika
alternativ.
### Vart kan jag få tag i en YAML-fil?
En grundläggande Minecraft YAML kommer se ut så här.
```yaml
description: Template Name
# Ditt spelnamn. Mellanslag kommer bli omplacerad med understräck och det är en 16-karaktärsgräns.
name: YourName
name: YourName
game: Minecraft
accessibility: locations
progression_balancing: off
@@ -88,27 +103,32 @@ shuffle_structures:
off: 0
```
För mer detaljer om vad varje inställning gör, kolla standardinställningen `PlayerSettings.yaml` som kommer med Archipelago-installationen.
För mer detaljer om vad varje inställning gör, kolla standardinställningen `PlayerSettings.yaml` som kommer med
Archipelago-installationen.
## Gå med i ett Multivärld-spel
### Skaffa din Minecraft data-fil
**Endast en YAML-fil behöver användats per Minecraft-värld oavsett hur många spelare det är som spelar.**
När du går med it ett Multivärld spel så kommer du bli ombedd att lämna in din YAML-fil till personen som värdar. När detta
är klart så kommer värden att ge dig antingen en länk till att ladda ner din data-fil, eller mer en zip-fil som innehåller allas data-filer.
Din data-fil borde ha en `.apmc` -extension.
När du går med it ett Multivärld spel så kommer du bli ombedd att lämna in din YAML-fil till personen som värdar. När
detta är klart så kommer värden att ge dig antingen en länk till att ladda ner din data-fil, eller mer en zip-fil som
innehåller allas data-filer. Din data-fil borde ha en `.apmc` -extension.
Lägg din data-fil i dina forge-servrar `APData` -mapp. Se till att ta bort alla tidigare data-filer som var i där förut.
### Koppla till Multiservern
Efter du har placerat din data-fil i `APData` -mappen, starta forge-servern och se till att you har OP-status
genom att skriva `/op DittAnvändarnamn` i forger-serverns konsol innan du kopplar dig till din Minecraft klient.
När du är inne i spelet, skriv `/connect <AP-Address> (<Lösenord>)` där `<AP-Address>` är addressen av
Archipelago-servern. `(<Lösenord>)` är endast nödvändigt om Archipelago-servern som du använder har ett tillsatt lösenord.
Efter du har placerat din data-fil i `APData` -mappen, starta forge-servern och se till att you har OP-status genom att
skriva `/op DittAnvändarnamn` i forger-serverns konsol innan du kopplar dig till din Minecraft klient. När du är inne i
spelet, skriv `/connect <AP-Address> (<Lösenord>)` där `<AP-Address>` är addressen av
Archipelago-servern. `(<Lösenord>)` är endast nödvändigt om Archipelago-servern som du använder har ett tillsatt
lösenord.
### Spela spelet
När konsolen har informerat att du har gått med i rummet så är du redo att börja spela. Grattis
att du har lykats med att gått med i ett Multivärld-spel! Vid detta tillfälle, alla ytterligare Minecraft-spelare må koppla
in till din forge-server.
När konsolen har informerat att du har gått med i rummet så är du redo att börja spela. Grattis att du har lykats med
att gått med i ett Multivärld-spel! Vid detta tillfälle, alla ytterligare Minecraft-spelare må koppla in till din
forge-server.

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@@ -1,34 +1,54 @@
# Setup Guide for Ocarina of time Archipelago
# Setup Guide for Ocarina of Time Archipelago
## Important
As we are using Z5Client and Bizhawk, this guide is only applicable to Windows.
As we are using Bizhawk, this guide is only applicable to Windows and Linux systems.
## Required Software
- [bizhawk+script+Z5Client](https://github.com/ArchipelagoMW/Z5Client/releases) We recommend download Z5Client-setup as it makes some steps automatic.
- Bizhawk: [Bizhawk Releases from TASVideos](https://tasvideos.org/BizHawk/ReleaseHistory)
- Version 2.3.1 and later are supported. Version 2.7 is recommended for stability.
- Detailed installation instructions for Bizhawk can be found at the above link.
- Windows users must run the prereq installer first, which can also be found at the above link.
- The built-in Archipelago client, which can be installed [here](https://github.com/ArchipelagoMW/Archipelago/releases)
(select `Ocarina of Time Client` during installation).
- An Ocarina of Time v1.0 ROM.
## Install Emulator and client
## Configuring Bizhawk
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.
Once Bizhawk has been installed, open Bizhawk and change the following settings:
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
- Go to Config > Customize. Switch to the Advanced tab, then switch the Lua Core from "NLua+KopiLua" to
"Lua+LuaInterface". This is required for the Lua script to function correctly.
- Under Config > Customize > Advanced, make sure the box for AutoSaveRAM is checked, and click the 5s button.
This reduces the possibility of losing save data in emulator crashes.
- Under Config > Customize, check the "Run in background" and "Accept background input" boxes. This will allow you to
continue playing in the background, even if another window is selected.
- Under Config > Hotkeys, many hotkeys are listed, with many bound to common keys on the keyboard. You will likely want
to disable most of these, which you can do quickly using `Esc`.
- If playing with a controller, when you bind controls, disable "P1 A Up", "P1 A Down", "P1 A Left", and "P1 A Right"
as these interfere with aiming if bound. Set directional input using the Analog tab instead.
Place the ootMulti.lua file from the previous link inside the "lua" folder from the just installed emulator.
Install the Z5Client using its setup.
It is strongly recommended to associate N64 rom extensions (\*.n64, \*.z64) to the Bizhawk we've just installed.
To do so, we simply have to search any N64 rom we happened to own, right click and select "Open with...", unfold
the list that appears and select the bottom option "Look for another application", then browse to the Bizhawk folder
and select EmuHawk.exe.
## 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.
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.
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 from
the [Archipelago Releases Page](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
@@ -371,17 +391,22 @@ Ocarina of Time:
### 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.
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 `.apz5` 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)
Double-click on your `.apz5` file to start your client and start the ROM patch process. Once the process is finished
(this can take a while), the client and the emulator will be started automatically (if you 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.
### Connect to the Multiserver
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.
Once both the client and the emulator are started, you must connect them. Within the emulator click on the "Tools"
menu and select "Lua Console". Click the folder button or press Ctrl+O to open a Lua script.
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)
Navigate to your Archipelago install folder and open `data/lua/OOT/oot_connector.lua`.
Now you are ready to start your adventure in Hyrule.
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 in the bottom textfield `/connect <address>:<port> [password]`)
Now you are ready to start your adventure in Hyrule.

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@@ -6,13 +6,19 @@ 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
- [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.
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
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.
@@ -21,16 +27,21 @@ 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
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"))
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
\# 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
@@ -355,18 +366,26 @@ Ocarina of Time:
### 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`.
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)
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.
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.
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)
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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@@ -0,0 +1,89 @@
# Raft Randomizer Setup Guide
## Required Software
- [Raft](https://store.steampowered.com/app/648800/Raft/)
- [Raft Mod Loader](https://www.raftmodding.com/loader) ("*RML*")
- [Raftipelago mod](https://www.raftmodding.com/mods/raftipelago)
## Installation Procedures
1. Install Raft. The currently-supported Raft version is Update 13: The Renovation Update. If you plan on playing Raft mainly with Archipelago, it's recommended to disable Raft auto-updating through Steam, as there is no beta channel to get old builds.
2. Install RML.
3. Install the Raftipelago mod from the Raft Modding website. You should open the auto-installation link on the webpage through RML. Alternatively, you can download the .rmod file and place it in the Mods folder manually.
4. Open RML and click Play. If you've already installed it, the shortcut in the Start Menu is called "RMLLauncher.exe". Raft should start.
5. Open the RML menu. This should open automatically when Raft first loads. If it does not, and you see RML information in the top center of the Raft main menu, press F9 to open it.
6. Navigate to the "Mod manager" tab in the left-hand menu.
7. Click on the plug icon for Raftipelago to load the mod.
## Installation Troubleshooting
You can press F10 to open the console to view any errors when loading the mod.
### DLL/Reflection/Image errors
Restart Raft and try again. These should be ephemeral errors.
### RML says to start Raft through Steam
If this happens, then RML is configured to only inject into an existing instance of Raft, rather than try and start a new one.
You can either:
- Click "Play" after Raft has loaded into the main menu
- Uncheck the box next to the "Disable Automatic Game Start" setting in the Settings menu then click Play.
### RML doesn't do anything when I click Play
If this happens, then RML is configured to only start a new instance of Raft, then inject into that specific instance. This also means that RML has detected an instance of Raft is already running, and will not start a new one.
You can either:
- Close the existing instance of Raft then click Play
- Check the box next to the "Disable Automatic Game Start" setting in the Settings menu then click Play.
## Joining a MultiWorld Game
1. Ensure you're on the Main Menu with Raftipelago loaded.
2. Open the Debug Console by pressing F10.
3. Type */connect {serverAddress} {username} {password}* into the console and hit Enter.
- Example: */connect archipelago.gg:12345 SunnyBat*
- serverAddress must not contain spaces.
- If your username or password contains spaces, surround that value with quotation marks ("). Adding quotation marks even when not necessary (eg "SunnyBat") is fine.
- If your username or password starts with a quotation mark, surround the value with an additional set of quotation marks (eg the value *"myP@s$w0rD* would be entered as *""myP@s$w0rD"*).
4. Start a new game or load an existing one.
- Raftipelago save games are marked as *incompatible* with vanilla Raft. This means when Raftipelago is not loaded, saves made with Raftipelago will show as corrupt/unselectable.
- Avoid using an existing game that was not created with your current run of Raftipelago (either vanilla or a different Raftipelago run). It will work, but if anything is unlocked, it will be automatically registered with Archipelago once the world is loaded. This is irreversible.
5. You can disconnect from an Archipelago server by typing */disconnect confirmDisconnect* into the console and hitting Enter.
## Multiplayer Raft
You're able to have multiple Raft players on a single Raftipelago world. This will work, with a few notes:
- Only the player that creates/loads the world can connect to Archipelago (this is the "host" of the Raft world). Other players do not need to connect; everything will be routed through the the host.
- Resource Packs are only received by the host and any other players connected to the Raft world when the resource pack is received.
- Players other than the host will be labeled as a "Raft Player (Steam name)" when using ingame chat, which will be routed through Archipelago chat.
- Ingame chat will only work when the host is connected to the Archipelago server.
## Game Troubleshooting
### The "Load game" button is disabled for my world / my world is corrupt
Be sure that you click the "Load game" button **after** you load Raftipelago. You can click the Load Game button again to reload all of the saves in your folder (there is no need to restart Raft if the mod loaded successfully).
### I'm certain I'm doing things correctly, but the world is still not loadable
You can bypass Raftipelago world verification checks by loading a backup of the world. If the backup is not loadable, the world is corrupted.
In the future, be sure that when you save the game, the Raftipelago mod is loaded.
### I disconnected from the server! What do I do to reconnect?
Open the console with F10 and type the */connect* command with your server/username/password in again. You do not need to save+quit to the main menu beforehand.

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@@ -1,39 +1,46 @@
# 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/)
[r2modman Page](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/)
[Archipelago Mod Download Page](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.
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.
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.
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.
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
@@ -82,10 +89,11 @@ Risk of Rain 2:
| 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)
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 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)
@@ -95,4 +103,5 @@ 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)
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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# Rogue Legacy Randomizer Setup Guide
## Required Software
- Rogue Legacy Randomizer from
the [Rogue Legacy Randomizer Releases Page](https://github.com/ThePhar/RogueLegacyRandomizer/releases)
## 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?
you can customize your settings by visiting the [Rogue Legacy Settings Page](/games/Rogue%20Legacy/player-settings).
### Connect to the MultiServer
Once in game, press the start button and the AP connection screen should appear. You will fill out the hostname, port,
slot name, and password (if applicable). You should only need to fill out hostname, port, and password if the server
provides an alternative one to the default values.
### Play the game
Once you have entered the required values, you go to Connect and then select Confirm on the "Ready to Start" screen. Now
you're off to start your legacy!
## Manual Installation
In order to run Rogue Legacy Randomizer you will need to have Rogue Legacy installed on your local machine. Extract the
Randomizer release into a desired folder **outside** of your Rogue Legacy install. Copy the following files from your
Rogue Legacy install into the main directory of your Rogue Legacy Randomizer install:
- DS2DEngine.dll
- InputSystem.dll
- Nuclex.Input.dll
- SpriteSystem.dll
- Tweener.dll
And copy the directory from your Rogue Legacy install as well into the main directory of your Rogue Legacy Randomizer
install:
- Content/
Then copy the contents of the CustomContent directory in your Rogue Legacy Randomizer into the newly copied Content
directory and overwrite all files.
**BE SURE YOU ARE REPLACING THE COPIED FILES IN YOUR ROGUE LEGACY RANDOMIZER DIRECTORY AND NOT REPLACING YOUR ROGUE
LEGACY FILES!**

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# SMZ3 Setup Guide
## Required Software
- One of the client programs:
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases), included with the main
Archipelago install. Make sure to check the box for `SNI Client - Super Metroid Patch Setup` and
`SNI Client - A Link to the Past Patch Setup`
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI such as:
- snes9x Multitroid
from: [snes9x Multitroid Download](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
- BizHawk from: [BizHawk Website](http://tasvideos.org/BizHawk.html)
- RetroArch 1.10.3 or newer from: [RetroArch BuildBot Website](https://buildbot.libretro.com/) - nightly builds
are required until 1.10.3 is released. Or,
- An SD2SNES, FXPak Pro ([FXPak Pro Store Page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
compatible hardware
- Your legally obtained Super Metroid ROM file, probably named `Super Metroid (Japan, USA).sfc` and
Your Japanese Zelda3 v1.0 ROM file, probably named `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Installation Procedures
### Windows Setup
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
or you are on an older version, you may run the installer again to install the SNI Client.
2. During setup, you will be asked to locate your base ROM files. This is your Super Metroid and Zelda3 ROM files.
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.
## Create a Config (.yaml) File
### What is a config file and why do I need one?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
### Where do I get a config file?
The Player Settings page on the website allows you to configure your personal settings and export a config file from
them. Player settings page: [SMZ3 Player Settings Page](/games/SMZ3/player-settings)
### 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 page. YAML
validator page: [YAML Validation page](/mysterycheck)
## Generating a Single-Player Game
1. Navigate to the Player Settings page, configure your options, and click the "Generate Game" button.
- Player Settings page: [SMZ3 Player Settings Page](/games/SMZ3/player-settings)
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 SMZ3 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 `.apsmz` 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 connector lua file included with your client
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit.
##### 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 included with your client
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit. Please note the most recent versions of BizHawk are 64-bit only.
##### RetroArch 1.10.3 or newer
You only have to do these steps once. Note, RetroArch 1.9.x will not work as it is older than 1.10.3.
1. Enter the RetroArch main menu screen.
2. Go to Settings --> User Interface. Set "Show Advanced Settings" to ON.
3. Go to Settings --> Network. Set "Network Commands" to ON. (It is found below Request Device 16.) Leave the default
Network Command Port at 55355.
![Screenshot of Network Commands setting](/static/assets/tutorial/retroarch-network-commands-en.png)
4. Go to Main Menu --> Online Updater --> Core Downloader. Scroll down and select "Nintendo - SNES / SFC (bsnes-mercury
Performance)".
When loading a ROM, be sure to select a **bsnes-mercury** core. These are the only cores that allow external tools to
read ROM data.
#### 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 on the SD2SNES releases page. SD2SNES
releases page: [SD2SNES Releases Page](https://github.com/RedGuyyyy/sd2snes/releases)
Other hardware may find helpful information on the usb2snes platforms
page: [usb2snes Supported Platforms 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. 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 Generate page above.
- Generate page: [WebHost Seed Generation Page](/generate)
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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# Secret of Evermore Setup Guide
## Required Software
- SNI from: [SNI Releases Page](https://github.com/alttpo/sni/releases)
- v0.0.59 or newer (included in Archipelago 0.2.1 setup)
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI with ROM access. Any one of the following will work:
- snes9x-rr from: [snes9x-rr Releases Page](https://github.com/gocha/snes9x-rr/releases)
- BizHawk from: [BizHawk Website](http://tasvideos.org/BizHawk.html)
- bsnes-plus-nwa from: [bsnes-plus GitHub](https://github.com/black-sliver/bsnes-plus)
- RetroArch from: [RetroArch Website](https://retroarch.com?page=platforms). Or,
- Or SD2SNES, FXPak Pro ([FXPak Pro Store Page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
compatible hardware.
- Your legally obtained 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?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
### Where do I get a config file?
The Player Settings page on the website allows you to configure your personal settings and export a config file from
them. Player settings page: [Secret of Evermore Player Settings PAge](/games/Secret%20of%20Evermore/player-settings)
### 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
page: [YAML Validation page](/mysterycheck)
## 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 the [Evermizer Website](https://evermizer.com) if you want to try the official stand-alone, otherwise read below.
1. Navigate to the Player Settings page, configure your options, and click the "Generate Game" button.
- Player Settings page: [Secret of Evermore Player Settings Page](/games/Secret%20of%20Evermore/player-settings)
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 the apbpatch on evermizer.com and load it in your emulator or console.
* apbpatch page: [Evermizer apbpatch Page](https://evermizer.com/apbpatch)
## 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 the apbpatch page on evermizer.com and generate your
ROM from it. Load the ROM file in your emulator or console. apbpatch
page: [Evermizer apbpatch Page](https://evermizer.com/apbpatch)
### 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 from your SNI installation:
* `SNI/lua/x86/Connector.lua` for 32bit snes9x-rr or
* `SNI/lua/x64/Connector.lua` for "x64" snes9x-rr
6. Leave the Lua window open while you are playing.
* If the script window complains about missing `socket.dll` make sure it is in the lua directory.
* If the script window complains about "Bad EXE format", use the other Connector above (x86 <-> x64)
##### 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 any `Connector.lua` file from your SNI installation
##### 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.
##### RetroArch
You only have to do these steps once.
1. Enter the RetroArch main menu screen.
2. Go to Settings --> User Interface. Set "Show Advanced Settings" to ON.
3. Go to Settings --> Network. Set "Network Commands" to ON. (It is found below Request Device 16.) Leave the default
Network Command Port at 55355.
![Screenshot of Network Commands setting](/static/assets/tutorial/retroarch-network-commands-en.png)
4. Go to Main Menu --> Online Updater --> Core Downloader. Scroll down and select "Nintendo - SNES / SFC (bsnes-mercury
Performance)".
When loading a ROM, be sure to select a **bsnes-mercury** core. These are the only cores that allow external tools to
read ROM data.
#### 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 on the SD2SNES releases page. SD2SNES
releases page: [SD2SNES Releases Page](https://github.com/RedGuyyyy/sd2snes/releases)
Other hardware may find helpful information on the usb2snes platforms
page: [usb2snes Supported Platforms 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 ([Evermizer Archipelago Client Page](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 on the [seed generation page](/generate). Or check out
the Archipelago website guide for more information: [Archipelago Website Guide](/tutorial/archipelago/using_website/en)

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# Slay the Spire Setup Guide
## Required Software
For steam-based installation, subscribe to the following mods:
- ModTheSpire from the [Slay the Spire Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=1605060445)
- BaseMod from the [Slay the Spire Workshop](https://steamcommunity.com/workshop/filedetails/?id=1605833019)
- Archipelago Multiworld Randomizer Mod from
the [Slay the Spire Workshop](https://steamcommunity.com/sharedfiles/filedetails/?id=2596397288)
## 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?
you can customize your settings by visiting
the [Slay the Spire Settings Page](/games/Slay%20the%20Spire/player-settings).
### Connect to the MultiServer
For Steam-based installations, if you are subscribed to ModTheSpire, when you launch the game, you should have the
option to launch the game with mods. On the mod loader screen, ensure you only have the following mods enabled and then
start the game:
- BaseMod
- Archipelago Multiworld Randomizer
Once you are in-game, you will be able to click the **Archipelago** menu option and enter the ip and port (separated by
a colon) in the hostname field and enter your player slot name in the Slot Name field. Then click connect, and now you
are ready to climb the spire!

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## 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)
- Subnautica from: [Subnautica Steam Store Page](https://store.steampowered.com/app/264710/Subnautica/)
- QModManager4 from: [QModManager4 Nexus Mods Page](https://www.nexusmods.com/subnautica/mods/201)
- Archipelago Mod for Subnautica
from: [Subnautica Archipelago Mod Releases Page](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.
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.
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.
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.
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.
4. Hit Connect. If it says successfully authenticated you can now create a new savegame or resume the correct savegame.

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# Super Mario 64 EX MultiWorld Setup Guide
## Required Software
- Super Mario 64 US Rom (Japanese may work also. Europe and Shindou not supported)
- Either of [sm64pclauncher](https://github.com/N00byKing/sm64pclauncher/releases) or
- Cloning and building [sm64ex](https://github.com/N00byKing/sm64ex) manually.
NOTE: The above linked sm64pclauncher is a special version designed to work with the Archipelago build of sm64ex.
You can use other sm64-port based builds with it, but you can't use a different launcher with the Archipelago build of sm64ex.
## Installation and Game Start Procedures
# Installation via sm64pclauncher (For Windows)
First, install [MSYS](https://www.msys2.org/) as described on the page. DO NOT INSTALL INTO A FOLDER PATH WITH SPACES.
Do all steps up to including step 6.
Best use default install directory.
Then follow the steps below
1. Go to the page linked for sm64pclauncher, and press on the topmost entry
3. Scroll down, and download the zip file
4. Unpack the zip file in an empty folder
5. Run the Launcher and press build.
6. Set the location where you installed MSYS when prompted. Check the "Install Dependencies" Checkbox
7. Set the Repo link to `https://github.com/N00byKing/sm64ex` and the Branch to `archipelago` (Top two boxes). You can choose the folder (Secound Box) at will, as long as it does not exist yet
8. Point the Launcher to your Super Mario 64 US/JP Rom, and set the Region correspondingly
9. Set Build Options. Recommended: `-jn` where `n` is the Number of CPU Cores, to build faster.
10. SM64EX will now be compiled. The Launcher will appear to have crashed, but this is not likely the case. Best wait a bit, but there may be a problem if it takes longer than 10 Minutes
After it's done, the Build list should have another entry titled with what you named the folder in step 7.
NOTE: For some reason first start of the game always crashes the launcher. Just restart it.
If it still crashes, recheck if you typed the launch options correctly (Described in "Joining a MultiWorld Game")
# Manual Compilation (Linux/Windows)
Dependencies for Linux: `sdl2 glew cmake python make`.
Dependencies for Windows: `mingw-w64-x86_64-gcc mingw-w64-x86_64-glew mingw-w64-x86_64-SDL2 git make python3 cmake`
SM64EX will link `jsoncpp` dynamic if installed. If not, it will compile and link statically.
1. Clone `https://github.com/N00byKing/sm64ex` recursively
2. Enter `sm64ex` and copy your Rom to `baserom.REGION.z64` where `REGION` is either `us` or `jp` respectively.
3. Compile with `make`. For faster compilation set the parameter `-jn` where `n` is the Number of CPU Cores.
The Compiled binary will be in `build/REGION_pc/`.
# Joining a MultiWorld Game
To join, set the following launch options: `--sm64ap_name YourName --sm64ap_ip ServerIP:Port`.
Optionally, add `--sm64ap_passwd "YourPassword"` if the room you are using requires a password.
The Name in this case is the one specified in your generated .yaml file.
In case you are using the Archipelago Website, the IP should be `archipelago.gg`.
If everything worked out, you will see a textbox informing you the connection has been established after the story intro.
# Playing offline
To play offline, first generate a seed on the game's settings page.
Create a room and download the `.apsm64ex` file, and start the game with the `--sm64ap_file FileName` launch argument.
## Installation Troubleshooting
Start the game from the command line to view helpful messages regarding SM64EX.
### Game doesn't start after compiling
Most likely you forgot to set the launch options. `--sm64ap_name YourName` and `--sm64ap_ip ServerIP:Port` are required for startup for Multiworlds, and
`--sm64ap_file FileName` is required for (offline) singleplayer.
If your Name or Password have spaces in them, surround them in quotes.
## Game Troubleshooting
### Known Issues
When using a US Rom, the In-Game messages are missing some letters: `J Q V X Z` and `?`.
The Japanese Version should have no problem displaying these.
### What happens if I lose connection?
SM64EX tries to reconnect a few times, so be patient.
Should the problem still be there after about a minute or two, just save and restart the game.
### How do I update the Game to a new Build?
When manually compiling just pull in changes and run `make` again. Sometimes it helps to run `make clean` before.
When using the Launcher follow the normal build steps, but when choosing a folder name use the same as before. Then continue as normal.

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# Super Metroid Setup Guide
## Required Software
- One of the client programs:
- [SNIClient](https://github.com/ArchipelagoMW/Archipelago/releases), included with the main
Archipelago install. Make sure to check the box for `SNI Client - Super Metroid Patch Setup`
- [SuperNintendoClient](https://github.com/ArchipelagoMW/SuperNintendoClient/releases), an alternate standalone
client for Super Nintendo games
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI such as:
- snes9x Multitroid
from: [snes9x Multitroid Download](https://drive.google.com/drive/folders/1_ej-pwWtCAHYXIrvs5Hro16A1s9Hi3Jz),
- BizHawk from: [BizHawk Website](http://tasvideos.org/BizHawk.html)
- RetroArch 1.10.1 or newer from: [RetroArch Website](https://retroarch.com?page=platforms). Or,
- An SD2SNES, FXPak Pro ([FXPak Pro Store Page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
compatible hardware
- Your legally obtained Super Metroid ROM file, probably named `Super Metroid (Japan, USA).sfc`
## Installation Procedures
### Windows Setup
1. During the installation of Archipelago, you will have been asked to install the SNI Client. If you did not do this,
or you are on an older version, you may run the installer again to install the SNI Client.
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?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/archipelago/setup/en)
### Where do I get a config file?
The Player Settings page on the website allows you to configure your personal settings and export a config file from
them. Player settings page: [Super Metroid Player Settings Page](/games/Super%20Metroid/player-settings)
### 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 page. YAML
validator page: [YAML Validation page](/mysterycheck)
## Generating a Single-Player Game
1. Navigate to the Player Settings page, configure your options, and click the "Generate Game" button.
- Player Settings page: [Super Metroid Player Settings Page](/games/Super%20Metroid/player-settings)
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 connector lua file included with your client
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit.
##### 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 included with your client
- SuperNintendoClient users should download `sniConnector.lua` from the client download page
- SNIClient users should look in their Archipelago folder for `/SNI/lua/x64` or `/SNI/lua/x86` depending on if the
emulator is 64-bit or 32-bit. Please note the most recent versions of BizHawk are 64-bit only.
##### RetroArch 1.10.1 or newer
You only have to do these steps once. Note, RetroArch 1.9.x will not work as it is older than 1.10.1.
1. Enter the RetroArch main menu screen.
2. Go to Settings --> User Interface. Set "Show Advanced Settings" to ON.
3. Go to Settings --> Network. Set "Network Commands" to ON. (It is found below Request Device 16.) Leave the default
Network Command Port at 55355.
![Screenshot of Network Commands setting](/static/assets/tutorial/retroarch-network-commands-en.png)
4. Go to Main Menu --> Online Updater --> Core Downloader. Scroll down and select "Nintendo - SNES / SFC (bsnes-mercury
Performance)".
When loading a ROM, be sure to select a **bsnes-mercury** core. These are the only cores that allow external tools to
read ROM data.
#### 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 on the SD2SNES releases page. SD2SNES
releases page: [SD2SNES Releases Page](https://github.com/RedGuyyyy/sd2snes/releases)
Other hardware may find helpful information on the usb2snes platforms
page: [usb2snes Supported Platforms 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. 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 Generate page above.
- Generate page: [WebHost Seed Generation Page](/generate)
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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# Timespinner Randomizer Installationsanweisungen
## Benötigte Software
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/)
, [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner)
oder [Timespinner (GOG)](https://www.gog.com/game/timespinner) (andere Versionen werden nicht unterstützt)
- [Timespinner Randomizer](https://github.com/JarnoWesthof/TsRandomizer)
## Wie funktioniert's?
Der Timespinner Randomizer lädt die Timespinner.exe im gleichen Verzeichnis und verändert seine Speicherinformationen um
die Randomisierung der Gegenstände zu erlauben
## Installationsanweisungen
1. Die aktuellsten Dateien des Randomizers findest du ganz oben auf dieser
Webseite: [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases). Lade dir unter '
Assets' die .zip Datei für dein Betriebssystem herunter
2. Entpacke die .zip Datei im Ordner, in dem das Spiel Timespinner installiert ist
## Den Randomizer starten
- auf Windows: Starte die Datei TsRandomizer.exe
- auf Linux: Starte die Datei TsRandomizer.bin.x86_64
- auf Mac: Starte die Datei TsRandomizer.bin.osx
... im Ordner in dem die Inhalte aus der .zip Datei entpackt wurden
Weitere Informationen zum Randomizer findest du hier: [ReadMe](https://github.com/JarnoWesthof/TsRandomizer)
## An einer Multiworld teilnehmen
1. Starte den Randomizer wie unter [Den Randomizer starten](#Den-Randomizer-starten) beschrieben
2. Wähle "New Game"
3. Wechsle "<< Select Seed >>" zu "<< Archiplago >>" indem du "links" auf deinem Controller oder der Tastatur drückst
4. Wähle "<< Archipelago >>" um ein neues Menu zu öffnen, wo du deine Logininformationen für Archipelago eingeben kannst
* ANMERKUNG: Die Eingabefelder unterstützen das Einfügen von Informationen mittels 'Ctrl + V'
5. Wähle "Connect"
6. Wenn alles funktioniert hat, wechselt das Spiel zurück zur Auswahl des Schwierigkeitsgrads und das Spiel startet,
sobald du einen davon ausgewählt hast
## Woher bekomme ich eine Konfigurationsdatei?
Die [Player Settings](https://archipelago.gg/games/Timespinner/player-settings) Seite auf der Website erlaubt dir,
persönliche Einstellungen zu definieren und diese in eine Konfigurationsdatei zu exportieren
* Die Timespinner Randomizer Option "StinkyMaw" ist in Archipelago Seeds aktuell immer an
* Die Timespinner Randomizer Optionen "ProgressiveVerticalMovement" & "ProgressiveKeycards" werden in Archipelago Seeds
aktuell nicht unterstützt

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# Timespinner Randomizer Setup Guide
## Required Software
- [Timespinner (Steam)](https://store.steampowered.com/app/368620/Timespinner/)
, [Timespinner (Humble)](https://www.humblebundle.com/store/timespinner)
or [Timespinner (GOG)](https://www.gog.com/game/timespinner) (other versions are not supported)
- [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 release on [Timespinner Randomizer Releases](https://github.com/JarnoWesthof/TsRandomizer/releases) 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 (on Windows) or
TsRandomizer.bin.x86_64 (on Linux) or TsRandomizer.bin.osx (on Mac) 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 "<< Archipelago >>" by pressing left on your controller or keyboard
4. Select "<< Archipelago >>" to open a new menu where you can enter your Archipelago login credentials
* NOTE: the input fields support Ctrl + V pasting of values
5. Select "Connect"
6. If all went well you will be taken back to the difficulty selection menu and the game will start as soon as you
select a difficulty
## Where do I get a config file?
The [Player Settings](https://archipelago.gg/games/Timespinner/player-settings) page on the website allows you to
configure your personal settings and export them into a config file
* 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

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