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0.4.3
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core_check
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4
.github/workflows/unittests.yml
vendored
@@ -54,9 +54,9 @@ jobs:
|
||||
- name: Install dependencies
|
||||
run: |
|
||||
python -m pip install --upgrade pip
|
||||
pip install pytest pytest-subtests
|
||||
pip install pytest pytest-subtests pytest-xdist
|
||||
python ModuleUpdate.py --yes --force --append "WebHostLib/requirements.txt"
|
||||
python Launcher.py --update_settings # make sure host.yaml exists for tests
|
||||
- name: Unittests
|
||||
run: |
|
||||
pytest
|
||||
pytest -n auto
|
||||
|
||||
5
.gitignore
vendored
@@ -27,16 +27,20 @@
|
||||
*.archipelago
|
||||
*.apsave
|
||||
*.BIN
|
||||
*.puml
|
||||
|
||||
setups
|
||||
build
|
||||
bundle/components.wxs
|
||||
dist
|
||||
/prof/
|
||||
README.html
|
||||
.vs/
|
||||
EnemizerCLI/
|
||||
/Players/
|
||||
/SNI/
|
||||
/sni-*/
|
||||
/appimagetool*
|
||||
/host.yaml
|
||||
/options.yaml
|
||||
/config.yaml
|
||||
@@ -139,6 +143,7 @@ ipython_config.py
|
||||
.venv*
|
||||
env/
|
||||
venv/
|
||||
/venv*/
|
||||
ENV/
|
||||
env.bak/
|
||||
venv.bak/
|
||||
|
||||
276
BaseClasses.py
@@ -1,13 +1,15 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import copy
|
||||
import itertools
|
||||
import functools
|
||||
import logging
|
||||
import random
|
||||
import secrets
|
||||
import typing # this can go away when Python 3.8 support is dropped
|
||||
from argparse import Namespace
|
||||
from collections import ChainMap, Counter, deque
|
||||
from collections import Counter, deque
|
||||
from collections.abc import Collection, MutableSequence
|
||||
from enum import IntEnum, IntFlag
|
||||
from typing import Any, Callable, Dict, Iterable, Iterator, List, NamedTuple, Optional, Set, Tuple, TypedDict, Union, \
|
||||
Type, ClassVar
|
||||
@@ -46,7 +48,6 @@ class ThreadBarrierProxy:
|
||||
class MultiWorld():
|
||||
debug_types = False
|
||||
player_name: Dict[int, str]
|
||||
_region_cache: Dict[int, Dict[str, Region]]
|
||||
difficulty_requirements: dict
|
||||
required_medallions: dict
|
||||
dark_room_logic: Dict[int, str]
|
||||
@@ -56,7 +57,7 @@ class MultiWorld():
|
||||
plando_connections: List
|
||||
worlds: Dict[int, auto_world]
|
||||
groups: Dict[int, Group]
|
||||
regions: List[Region]
|
||||
regions: RegionManager
|
||||
itempool: List[Item]
|
||||
is_race: bool = False
|
||||
precollected_items: Dict[int, List[Item]]
|
||||
@@ -91,6 +92,34 @@ class MultiWorld():
|
||||
def __getitem__(self, player) -> bool:
|
||||
return self.rule(player)
|
||||
|
||||
class RegionManager:
|
||||
region_cache: Dict[int, Dict[str, Region]]
|
||||
entrance_cache: Dict[int, Dict[str, Entrance]]
|
||||
location_cache: Dict[int, Dict[str, Location]]
|
||||
|
||||
def __init__(self, players: int):
|
||||
self.region_cache = {player: {} for player in range(1, players+1)}
|
||||
self.entrance_cache = {player: {} for player in range(1, players+1)}
|
||||
self.location_cache = {player: {} for player in range(1, players+1)}
|
||||
|
||||
def __iadd__(self, other: Iterable[Region]):
|
||||
self.extend(other)
|
||||
return self
|
||||
|
||||
def append(self, region: Region):
|
||||
self.region_cache[region.player][region.name] = region
|
||||
|
||||
def extend(self, regions: Iterable[Region]):
|
||||
for region in regions:
|
||||
self.region_cache[region.player][region.name] = region
|
||||
|
||||
def __iter__(self) -> Iterator[Region]:
|
||||
for regions in self.region_cache.values():
|
||||
yield from regions.values()
|
||||
|
||||
def __len__(self):
|
||||
return sum(len(regions) for regions in self.region_cache.values())
|
||||
|
||||
def __init__(self, players: int):
|
||||
# world-local random state is saved for multiple generations running concurrently
|
||||
self.random = ThreadBarrierProxy(random.Random())
|
||||
@@ -99,16 +128,12 @@ class MultiWorld():
|
||||
self.glitch_triforce = False
|
||||
self.algorithm = 'balanced'
|
||||
self.groups = {}
|
||||
self.regions = []
|
||||
self.regions = self.RegionManager(players)
|
||||
self.shops = []
|
||||
self.itempool = []
|
||||
self.seed = None
|
||||
self.seed_name: str = "Unavailable"
|
||||
self.precollected_items = {player: [] for player in self.player_ids}
|
||||
self._cached_entrances = None
|
||||
self._cached_locations = None
|
||||
self._entrance_cache = {}
|
||||
self._location_cache: Dict[Tuple[str, int], Location] = {}
|
||||
self.required_locations = []
|
||||
self.light_world_light_cone = False
|
||||
self.dark_world_light_cone = False
|
||||
@@ -136,7 +161,6 @@ class MultiWorld():
|
||||
def set_player_attr(attr, val):
|
||||
self.__dict__.setdefault(attr, {})[player] = val
|
||||
|
||||
set_player_attr('_region_cache', {})
|
||||
set_player_attr('shuffle', "vanilla")
|
||||
set_player_attr('logic', "noglitches")
|
||||
set_player_attr('mode', 'open')
|
||||
@@ -180,7 +204,6 @@ class MultiWorld():
|
||||
set_player_attr('plando_connections', [])
|
||||
set_player_attr('game', "A Link to the Past")
|
||||
set_player_attr('completion_condition', lambda state: True)
|
||||
self.custom_data = {}
|
||||
self.worlds = {}
|
||||
self.per_slot_randoms = {}
|
||||
self.plando_options = PlandoOptions.none
|
||||
@@ -198,18 +221,9 @@ class MultiWorld():
|
||||
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.option_definitions.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] = world_type.create_group(self, new_id, players)
|
||||
self.worlds[new_id].collect_item = classmethod(AutoWorld.World.collect_item).__get__(self.worlds[new_id])
|
||||
self.player_name[new_id] = name
|
||||
|
||||
@@ -232,25 +246,23 @@ class MultiWorld():
|
||||
range(1, self.players + 1)}
|
||||
|
||||
def set_options(self, args: Namespace) -> None:
|
||||
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.option_definitions:
|
||||
setattr(self, option_key, getattr(args, option_key, {}))
|
||||
|
||||
self.worlds[player] = world_type(self, player)
|
||||
self.worlds[player].random = self.per_slot_randoms[player]
|
||||
for option_key in world_type.options_dataclass.type_hints:
|
||||
option_values = getattr(args, option_key, {})
|
||||
setattr(self, option_key, option_values)
|
||||
# TODO - remove this loop once all worlds use options dataclasses
|
||||
options_dataclass: typing.Type[Options.PerGameCommonOptions] = self.worlds[player].options_dataclass
|
||||
self.worlds[player].options = options_dataclass(**{option_key: getattr(args, option_key)[player]
|
||||
for option_key in options_dataclass.type_hints})
|
||||
|
||||
def set_item_links(self):
|
||||
item_links = {}
|
||||
replacement_prio = [False, True, None]
|
||||
for player in self.player_ids:
|
||||
for item_link in self.item_links[player].value:
|
||||
for item_link in self.worlds[player].options.item_links.value:
|
||||
if item_link["name"] in item_links:
|
||||
if item_links[item_link["name"]]["game"] != self.game[player]:
|
||||
raise Exception(f"Cannot ItemLink across games. Link: {item_link['name']}")
|
||||
@@ -305,14 +317,6 @@ class MultiWorld():
|
||||
group["non_local_items"] = item_link["non_local_items"]
|
||||
group["link_replacement"] = replacement_prio[item_link["link_replacement"]]
|
||||
|
||||
# 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 = ThreadBarrierProxy(secrets.SystemRandom())
|
||||
self.is_race = True
|
||||
@@ -321,11 +325,15 @@ class MultiWorld():
|
||||
def player_ids(self) -> Tuple[int, ...]:
|
||||
return tuple(range(1, self.players + 1))
|
||||
|
||||
@functools.lru_cache()
|
||||
@Utils.cache_self1
|
||||
def get_game_players(self, game_name: str) -> Tuple[int, ...]:
|
||||
return tuple(player for player in self.player_ids if self.game[player] == game_name)
|
||||
|
||||
@functools.lru_cache()
|
||||
@Utils.cache_self1
|
||||
def get_game_groups(self, game_name: str) -> Tuple[int, ...]:
|
||||
return tuple(group_id for group_id in self.groups if self.game[group_id] == game_name)
|
||||
|
||||
@Utils.cache_self1
|
||||
def get_game_worlds(self, game_name: str):
|
||||
return tuple(world for player, world in self.worlds.items() if
|
||||
player not in self.groups and self.game[player] == game_name)
|
||||
@@ -343,50 +351,21 @@ class MultiWorld():
|
||||
""" the base name (without file extension) for each player's output file for a seed """
|
||||
return f"AP_{self.seed_name}_P{player}_{self.get_file_safe_player_name(player).replace(' ', '_')}"
|
||||
|
||||
def initialize_regions(self, regions=None):
|
||||
for region in regions if regions else self.regions:
|
||||
region.multiworld = self
|
||||
self._region_cache[region.player][region.name] = region
|
||||
|
||||
@functools.cached_property
|
||||
def world_name_lookup(self):
|
||||
return {self.player_name[player_id]: player_id for player_id in self.player_ids}
|
||||
|
||||
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
|
||||
for exit in region.exits:
|
||||
self._entrance_cache[exit.name, player] = exit
|
||||
def get_regions(self, player: Optional[int] = None) -> Collection[Region]:
|
||||
return self.regions if player is None else self.regions.region_cache[player].values()
|
||||
|
||||
for r_location in region.locations:
|
||||
self._location_cache[r_location.name, player] = r_location
|
||||
def get_region(self, region_name: str, player: int) -> Region:
|
||||
return self.regions.region_cache[player][region_name]
|
||||
|
||||
def get_regions(self, player=None):
|
||||
return self.regions if player is None else self._region_cache[player].values()
|
||||
def get_entrance(self, entrance_name: str, player: int) -> Entrance:
|
||||
return self.regions.entrance_cache[player][entrance_name]
|
||||
|
||||
def get_region(self, regionname: str, player: int) -> Region:
|
||||
try:
|
||||
return self._region_cache[player][regionname]
|
||||
except KeyError:
|
||||
self._recache()
|
||||
return self._region_cache[player][regionname]
|
||||
|
||||
def get_entrance(self, entrance: str, player: int) -> Entrance:
|
||||
try:
|
||||
return self._entrance_cache[entrance, player]
|
||||
except KeyError:
|
||||
self._recache()
|
||||
return self._entrance_cache[entrance, player]
|
||||
|
||||
def get_location(self, location: str, player: int) -> Location:
|
||||
try:
|
||||
return self._location_cache[location, player]
|
||||
except KeyError:
|
||||
self._recache()
|
||||
return self._location_cache[location, player]
|
||||
def get_location(self, location_name: str, player: int) -> Location:
|
||||
return self.regions.location_cache[player][location_name]
|
||||
|
||||
def get_all_state(self, use_cache: bool) -> CollectionState:
|
||||
cached = getattr(self, "_all_state", None)
|
||||
@@ -447,28 +426,22 @@ class MultiWorld():
|
||||
|
||||
logging.debug('Placed %s at %s', item, location)
|
||||
|
||||
def get_entrances(self) -> List[Entrance]:
|
||||
if self._cached_entrances is None:
|
||||
self._cached_entrances = [entrance for region in self.regions for entrance in region.entrances]
|
||||
return self._cached_entrances
|
||||
|
||||
def clear_entrance_cache(self):
|
||||
self._cached_entrances = None
|
||||
def get_entrances(self, player: Optional[int] = None) -> Iterable[Entrance]:
|
||||
if player is not None:
|
||||
return self.regions.entrance_cache[player].values()
|
||||
return Utils.RepeatableChain(tuple(self.regions.entrance_cache[player].values()
|
||||
for player in self.regions.entrance_cache))
|
||||
|
||||
def register_indirect_condition(self, region: Region, entrance: Entrance):
|
||||
"""Report that access to this Region can result in unlocking this Entrance,
|
||||
state.can_reach(Region) in the Entrance's traversal condition, as opposed to pure transition logic."""
|
||||
self.indirect_connections.setdefault(region, set()).add(entrance)
|
||||
|
||||
def get_locations(self, player: Optional[int] = None) -> List[Location]:
|
||||
if self._cached_locations is None:
|
||||
self._cached_locations = [location for region in self.regions for location in region.locations]
|
||||
def get_locations(self, player: Optional[int] = None) -> Iterable[Location]:
|
||||
if player is not None:
|
||||
return [location for location in self._cached_locations if location.player == player]
|
||||
return self._cached_locations
|
||||
|
||||
def clear_location_cache(self):
|
||||
self._cached_locations = None
|
||||
return self.regions.location_cache[player].values()
|
||||
return Utils.RepeatableChain(tuple(self.regions.location_cache[player].values()
|
||||
for player in self.regions.location_cache))
|
||||
|
||||
def get_unfilled_locations(self, player: Optional[int] = None) -> List[Location]:
|
||||
return [location for location in self.get_locations(player) if location.item is None]
|
||||
@@ -490,16 +463,17 @@ class MultiWorld():
|
||||
valid_locations = [location.name for location in self.get_unfilled_locations(player)]
|
||||
else:
|
||||
valid_locations = location_names
|
||||
relevant_cache = self.regions.location_cache[player]
|
||||
for location_name in valid_locations:
|
||||
location = self._location_cache.get((location_name, player), None)
|
||||
if location is not None and location.item is None:
|
||||
location = relevant_cache.get(location_name, None)
|
||||
if location and location.item is None:
|
||||
yield location
|
||||
|
||||
def unlocks_new_location(self, item: Item) -> bool:
|
||||
temp_state = self.state.copy()
|
||||
temp_state.collect(item, True)
|
||||
|
||||
for location in self.get_unfilled_locations():
|
||||
for location in self.get_unfilled_locations(item.player):
|
||||
if temp_state.can_reach(location) and not self.state.can_reach(location):
|
||||
return True
|
||||
|
||||
@@ -631,7 +605,7 @@ PathValue = Tuple[str, Optional["PathValue"]]
|
||||
|
||||
|
||||
class CollectionState():
|
||||
prog_items: typing.Counter[Tuple[str, int]]
|
||||
prog_items: Dict[int, Counter[str]]
|
||||
multiworld: MultiWorld
|
||||
reachable_regions: Dict[int, Set[Region]]
|
||||
blocked_connections: Dict[int, Set[Entrance]]
|
||||
@@ -643,7 +617,7 @@ class CollectionState():
|
||||
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
|
||||
|
||||
def __init__(self, parent: MultiWorld):
|
||||
self.prog_items = Counter()
|
||||
self.prog_items = {player: Counter() for player in parent.player_ids}
|
||||
self.multiworld = parent
|
||||
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
|
||||
self.blocked_connections = {player: set() for player in parent.get_all_ids()}
|
||||
@@ -691,7 +665,7 @@ class CollectionState():
|
||||
|
||||
def copy(self) -> CollectionState:
|
||||
ret = CollectionState(self.multiworld)
|
||||
ret.prog_items = self.prog_items.copy()
|
||||
ret.prog_items = copy.deepcopy(self.prog_items)
|
||||
ret.reachable_regions = {player: copy.copy(self.reachable_regions[player]) for player in
|
||||
self.reachable_regions}
|
||||
ret.blocked_connections = {player: copy.copy(self.blocked_connections[player]) for player in
|
||||
@@ -735,23 +709,23 @@ class CollectionState():
|
||||
self.collect(event.item, True, event)
|
||||
|
||||
def has(self, item: str, player: int, count: int = 1) -> bool:
|
||||
return self.prog_items[item, player] >= count
|
||||
return self.prog_items[player][item] >= count
|
||||
|
||||
def has_all(self, items: Set[str], player: int) -> bool:
|
||||
"""Returns True if each item name of items is in state at least once."""
|
||||
return all(self.prog_items[item, player] for item in items)
|
||||
return all(self.prog_items[player][item] for item in items)
|
||||
|
||||
def has_any(self, items: Set[str], player: int) -> bool:
|
||||
"""Returns True if at least one item name of items is in state at least once."""
|
||||
return any(self.prog_items[item, player] for item in items)
|
||||
return any(self.prog_items[player][item] for item in items)
|
||||
|
||||
def count(self, item: str, player: int) -> int:
|
||||
return self.prog_items[item, player]
|
||||
return self.prog_items[player][item]
|
||||
|
||||
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
|
||||
found: int = 0
|
||||
for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]:
|
||||
found += self.prog_items[item_name, player]
|
||||
found += self.prog_items[player][item_name]
|
||||
if found >= count:
|
||||
return True
|
||||
return False
|
||||
@@ -759,11 +733,11 @@ class CollectionState():
|
||||
def count_group(self, item_name_group: str, player: int) -> int:
|
||||
found: int = 0
|
||||
for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]:
|
||||
found += self.prog_items[item_name, player]
|
||||
found += self.prog_items[player][item_name]
|
||||
return found
|
||||
|
||||
def item_count(self, item: str, player: int) -> int:
|
||||
return self.prog_items[item, player]
|
||||
return self.prog_items[player][item]
|
||||
|
||||
def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool:
|
||||
if location:
|
||||
@@ -772,7 +746,7 @@ class CollectionState():
|
||||
changed = self.multiworld.worlds[item.player].collect(self, item)
|
||||
|
||||
if not changed and event:
|
||||
self.prog_items[item.name, item.player] += 1
|
||||
self.prog_items[item.player][item.name] += 1
|
||||
changed = True
|
||||
|
||||
self.stale[item.player] = True
|
||||
@@ -839,15 +813,83 @@ class Region:
|
||||
locations: List[Location]
|
||||
entrance_type: ClassVar[Type[Entrance]] = Entrance
|
||||
|
||||
class Register(MutableSequence):
|
||||
region_manager: MultiWorld.RegionManager
|
||||
|
||||
def __init__(self, region_manager: MultiWorld.RegionManager):
|
||||
self._list = []
|
||||
self.region_manager = region_manager
|
||||
|
||||
def __getitem__(self, index: int) -> Location:
|
||||
return self._list.__getitem__(index)
|
||||
|
||||
def __setitem__(self, index: int, value: Location) -> None:
|
||||
raise NotImplementedError()
|
||||
|
||||
def __len__(self) -> int:
|
||||
return self._list.__len__()
|
||||
|
||||
# This seems to not be needed, but that's a bit suspicious.
|
||||
# def __del__(self):
|
||||
# self.clear()
|
||||
|
||||
def copy(self):
|
||||
return self._list.copy()
|
||||
|
||||
class LocationRegister(Register):
|
||||
def __delitem__(self, index: int) -> None:
|
||||
location: Location = self._list.__getitem__(index)
|
||||
self._list.__delitem__(index)
|
||||
del(self.region_manager.location_cache[location.player][location.name])
|
||||
|
||||
def insert(self, index: int, value: Location) -> None:
|
||||
self._list.insert(index, value)
|
||||
self.region_manager.location_cache[value.player][value.name] = value
|
||||
|
||||
class EntranceRegister(Register):
|
||||
def __delitem__(self, index: int) -> None:
|
||||
entrance: Entrance = self._list.__getitem__(index)
|
||||
self._list.__delitem__(index)
|
||||
del(self.region_manager.entrance_cache[entrance.player][entrance.name])
|
||||
|
||||
def insert(self, index: int, value: Entrance) -> None:
|
||||
self._list.insert(index, value)
|
||||
self.region_manager.entrance_cache[value.player][value.name] = value
|
||||
|
||||
_locations: LocationRegister[Location]
|
||||
_exits: EntranceRegister[Entrance]
|
||||
|
||||
def __init__(self, name: str, player: int, multiworld: MultiWorld, hint: Optional[str] = None):
|
||||
self.name = name
|
||||
self.entrances = []
|
||||
self.exits = []
|
||||
self.locations = []
|
||||
self._exits = self.EntranceRegister(multiworld.regions)
|
||||
self._locations = self.LocationRegister(multiworld.regions)
|
||||
self.multiworld = multiworld
|
||||
self._hint_text = hint
|
||||
self.player = player
|
||||
|
||||
def get_locations(self):
|
||||
return self._locations
|
||||
|
||||
def set_locations(self, new):
|
||||
if new is self._locations:
|
||||
return
|
||||
self._locations.clear()
|
||||
self._locations.extend(new)
|
||||
|
||||
locations = property(get_locations, set_locations)
|
||||
|
||||
def get_exits(self):
|
||||
return self._exits
|
||||
|
||||
def set_exits(self, new):
|
||||
if new is self._exits:
|
||||
return
|
||||
self._exits.clear()
|
||||
self._exits.extend(new)
|
||||
|
||||
exits = property(get_exits, set_exits)
|
||||
|
||||
def can_reach(self, state: CollectionState) -> bool:
|
||||
if state.stale[self.player]:
|
||||
state.update_reachable_regions(self.player)
|
||||
@@ -869,19 +911,19 @@ class Region:
|
||||
"""
|
||||
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
|
||||
location names to address.
|
||||
|
||||
|
||||
:param locations: dictionary of locations to be created and added to this Region `{name: ID}`
|
||||
:param location_type: Location class to be used to create the locations with"""
|
||||
if location_type is None:
|
||||
location_type = Location
|
||||
for location, address in locations.items():
|
||||
self.locations.append(location_type(self.player, location, address, self))
|
||||
|
||||
|
||||
def connect(self, connecting_region: Region, name: Optional[str] = None,
|
||||
rule: Optional[Callable[[CollectionState], bool]] = None) -> None:
|
||||
rule: Optional[Callable[[CollectionState], bool]] = None) -> entrance_type:
|
||||
"""
|
||||
Connects this Region to another Region, placing the provided rule on the connection.
|
||||
|
||||
|
||||
:param connecting_region: Region object to connect to path is `self -> exiting_region`
|
||||
:param name: name of the connection being created
|
||||
:param rule: callable to determine access of this connection to go from self to the exiting_region"""
|
||||
@@ -889,11 +931,12 @@ class Region:
|
||||
if rule:
|
||||
exit_.access_rule = rule
|
||||
exit_.connect(connecting_region)
|
||||
|
||||
return exit_
|
||||
|
||||
def create_exit(self, name: str) -> Entrance:
|
||||
"""
|
||||
Creates and returns an Entrance object as an exit of this region.
|
||||
|
||||
|
||||
:param name: name of the Entrance being created
|
||||
"""
|
||||
exit_ = self.entrance_type(self.player, name, self)
|
||||
@@ -1263,7 +1306,7 @@ class Spoiler:
|
||||
|
||||
def to_file(self, filename: str) -> None:
|
||||
def write_option(option_key: str, option_obj: Options.AssembleOptions) -> None:
|
||||
res = getattr(self.multiworld, option_key)[player]
|
||||
res = getattr(self.multiworld.worlds[player].options, option_key)
|
||||
display_name = getattr(option_obj, "display_name", option_key)
|
||||
outfile.write(f"{display_name + ':':33}{res.current_option_name}\n")
|
||||
|
||||
@@ -1281,8 +1324,7 @@ class Spoiler:
|
||||
outfile.write('\nPlayer %d: %s\n' % (player, self.multiworld.get_player_name(player)))
|
||||
outfile.write('Game: %s\n' % self.multiworld.game[player])
|
||||
|
||||
options = ChainMap(Options.per_game_common_options, self.multiworld.worlds[player].option_definitions)
|
||||
for f_option, option in options.items():
|
||||
for f_option, option in self.multiworld.worlds[player].options_dataclass.type_hints.items():
|
||||
write_option(f_option, option)
|
||||
|
||||
AutoWorld.call_single(self.multiworld, "write_spoiler_header", player, outfile)
|
||||
|
||||
9
BizHawkClient.py
Normal file
@@ -0,0 +1,9 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update()
|
||||
|
||||
from worlds._bizhawk.context import launch
|
||||
|
||||
if __name__ == "__main__":
|
||||
launch()
|
||||
@@ -1,4 +1,6 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import copy
|
||||
import logging
|
||||
import asyncio
|
||||
import urllib.parse
|
||||
@@ -242,6 +244,7 @@ class CommonContext:
|
||||
self.watcher_event = asyncio.Event()
|
||||
|
||||
self.jsontotextparser = JSONtoTextParser(self)
|
||||
self.rawjsontotextparser = RawJSONtoTextParser(self)
|
||||
self.update_data_package(network_data_package)
|
||||
|
||||
# execution
|
||||
@@ -377,10 +380,13 @@ class CommonContext:
|
||||
|
||||
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)
|
||||
# send copy to UI
|
||||
self.ui.print_json(copy.deepcopy(args["data"]))
|
||||
|
||||
logging.getLogger("FileLog").info(self.rawjsontotextparser(copy.deepcopy(args["data"])),
|
||||
extra={"NoStream": True})
|
||||
logging.getLogger("StreamLog").info(self.jsontotextparser(copy.deepcopy(args["data"])),
|
||||
extra={"NoFile": True})
|
||||
|
||||
def on_package(self, cmd: str, args: dict):
|
||||
"""For custom package handling in subclasses."""
|
||||
@@ -876,7 +882,7 @@ def get_base_parser(description: typing.Optional[str] = None):
|
||||
def run_as_textclient():
|
||||
class TextContext(CommonContext):
|
||||
# Text Mode to use !hint and such with games that have no text entry
|
||||
tags = {"AP", "TextOnly"}
|
||||
tags = CommonContext.tags | {"TextOnly"}
|
||||
game = "" # empty matches any game since 0.3.2
|
||||
items_handling = 0b111 # receive all items for /received
|
||||
want_slot_data = False # Can't use game specific slot_data
|
||||
|
||||
88
Fill.py
@@ -5,6 +5,8 @@ import typing
|
||||
from collections import Counter, deque
|
||||
|
||||
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld
|
||||
from Options import Accessibility
|
||||
|
||||
from worlds.AutoWorld import call_all
|
||||
from worlds.generic.Rules import add_item_rule
|
||||
|
||||
@@ -13,6 +15,10 @@ class FillError(RuntimeError):
|
||||
pass
|
||||
|
||||
|
||||
def _log_fill_progress(name: str, placed: int, total_items: int) -> None:
|
||||
logging.info(f"Current fill step ({name}) at {placed}/{total_items} items placed.")
|
||||
|
||||
|
||||
def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item] = tuple()) -> CollectionState:
|
||||
new_state = base_state.copy()
|
||||
for item in itempool:
|
||||
@@ -24,7 +30,7 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
|
||||
def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
|
||||
item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
|
||||
swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
|
||||
allow_partial: bool = False, allow_excluded: bool = False) -> None:
|
||||
allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
|
||||
"""
|
||||
:param world: Multiworld to be filled.
|
||||
:param base_state: State assumed before fill.
|
||||
@@ -36,16 +42,20 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
|
||||
:param on_place: callback that is called when a placement happens
|
||||
:param allow_partial: only place what is possible. Remaining items will be in the item_pool list.
|
||||
:param allow_excluded: if true and placement fails, it is re-attempted while ignoring excluded on Locations
|
||||
:param name: name of this fill step for progress logging purposes
|
||||
"""
|
||||
unplaced_items: typing.List[Item] = []
|
||||
placements: typing.List[Location] = []
|
||||
cleanup_required = False
|
||||
|
||||
swapped_items: typing.Counter[typing.Tuple[int, str, bool]] = Counter()
|
||||
reachable_items: typing.Dict[int, typing.Deque[Item]] = {}
|
||||
for item in item_pool:
|
||||
reachable_items.setdefault(item.player, deque()).append(item)
|
||||
|
||||
# for progress logging
|
||||
total = min(len(item_pool), len(locations))
|
||||
placed = 0
|
||||
|
||||
while any(reachable_items.values()) and locations:
|
||||
# grab one item per player
|
||||
items_to_place = [items.pop()
|
||||
@@ -70,7 +80,7 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
|
||||
spot_to_fill: typing.Optional[Location] = None
|
||||
|
||||
# if minimal accessibility, only check whether location is reachable if game not beatable
|
||||
if world.accessibility[item_to_place.player] == 'minimal':
|
||||
if world.worlds[item_to_place.player].options.accessibility == Accessibility.option_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
|
||||
@@ -150,9 +160,15 @@ def fill_restrictive(world: MultiWorld, base_state: CollectionState, locations:
|
||||
spot_to_fill.locked = lock
|
||||
placements.append(spot_to_fill)
|
||||
spot_to_fill.event = item_to_place.advancement
|
||||
placed += 1
|
||||
if not placed % 1000:
|
||||
_log_fill_progress(name, placed, total)
|
||||
if on_place:
|
||||
on_place(spot_to_fill)
|
||||
|
||||
if total > 1000:
|
||||
_log_fill_progress(name, placed, total)
|
||||
|
||||
if cleanup_required:
|
||||
# validate all placements and remove invalid ones
|
||||
state = sweep_from_pool(base_state, [])
|
||||
@@ -196,6 +212,8 @@ def remaining_fill(world: MultiWorld,
|
||||
unplaced_items: typing.List[Item] = []
|
||||
placements: typing.List[Location] = []
|
||||
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
|
||||
total = min(len(itempool), len(locations))
|
||||
placed = 0
|
||||
while locations and itempool:
|
||||
item_to_place = itempool.pop()
|
||||
spot_to_fill: typing.Optional[Location] = None
|
||||
@@ -245,6 +263,12 @@ def remaining_fill(world: MultiWorld,
|
||||
|
||||
world.push_item(spot_to_fill, item_to_place, False)
|
||||
placements.append(spot_to_fill)
|
||||
placed += 1
|
||||
if not placed % 1000:
|
||||
_log_fill_progress("Remaining", placed, total)
|
||||
|
||||
if total > 1000:
|
||||
_log_fill_progress("Remaining", placed, total)
|
||||
|
||||
if unplaced_items and locations:
|
||||
# There are leftover unplaceable items and locations that won't accept them
|
||||
@@ -265,7 +289,7 @@ def fast_fill(world: MultiWorld,
|
||||
|
||||
def accessibility_corrections(world: MultiWorld, state: CollectionState, locations, pool=[]):
|
||||
maximum_exploration_state = sweep_from_pool(state, pool)
|
||||
minimal_players = {player for player in world.player_ids if world.accessibility[player] == "minimal"}
|
||||
minimal_players = {player for player in world.player_ids if world.worlds[player].options.accessibility == "minimal"}
|
||||
unreachable_locations = [location for location in world.get_locations() if location.player in minimal_players and
|
||||
not location.can_reach(maximum_exploration_state)]
|
||||
for location in unreachable_locations:
|
||||
@@ -280,7 +304,7 @@ def accessibility_corrections(world: MultiWorld, state: CollectionState, locatio
|
||||
locations.append(location)
|
||||
if pool and locations:
|
||||
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
|
||||
fill_restrictive(world, state, locations, pool)
|
||||
fill_restrictive(world, state, locations, pool, name="Accessibility Corrections")
|
||||
|
||||
|
||||
def inaccessible_location_rules(world: MultiWorld, state: CollectionState, locations):
|
||||
@@ -288,7 +312,7 @@ def inaccessible_location_rules(world: MultiWorld, state: CollectionState, locat
|
||||
unreachable_locations = [location for location in locations if not location.can_reach(maximum_exploration_state)]
|
||||
if unreachable_locations:
|
||||
def forbid_important_item_rule(item: Item):
|
||||
return not ((item.classification & 0b0011) and world.accessibility[item.player] != 'minimal')
|
||||
return not ((item.classification & 0b0011) and world.worlds[item.player].options.accessibility != 'minimal')
|
||||
|
||||
for location in unreachable_locations:
|
||||
add_item_rule(location, forbid_important_item_rule)
|
||||
@@ -350,23 +374,25 @@ def distribute_early_items(world: MultiWorld,
|
||||
player_local = early_local_rest_items[player]
|
||||
fill_restrictive(world, base_state,
|
||||
[loc for loc in early_locations if loc.player == player],
|
||||
player_local, lock=True, allow_partial=True)
|
||||
player_local, lock=True, allow_partial=True, name=f"Local Early Items P{player}")
|
||||
if player_local:
|
||||
logging.warning(f"Could not fulfill rules of early items: {player_local}")
|
||||
early_rest_items.extend(early_local_rest_items[player])
|
||||
early_locations = [loc for loc in early_locations if not loc.item]
|
||||
fill_restrictive(world, base_state, early_locations, early_rest_items, lock=True, allow_partial=True)
|
||||
fill_restrictive(world, base_state, early_locations, early_rest_items, lock=True, allow_partial=True,
|
||||
name="Early Items")
|
||||
early_locations += early_priority_locations
|
||||
for player in world.player_ids:
|
||||
player_local = early_local_prog_items[player]
|
||||
fill_restrictive(world, base_state,
|
||||
[loc for loc in early_locations if loc.player == player],
|
||||
player_local, lock=True, allow_partial=True)
|
||||
player_local, lock=True, allow_partial=True, name=f"Local Early Progression P{player}")
|
||||
if player_local:
|
||||
logging.warning(f"Could not fulfill rules of early items: {player_local}")
|
||||
early_prog_items.extend(player_local)
|
||||
early_locations = [loc for loc in early_locations if not loc.item]
|
||||
fill_restrictive(world, base_state, early_locations, early_prog_items, lock=True, allow_partial=True)
|
||||
fill_restrictive(world, base_state, early_locations, early_prog_items, lock=True, allow_partial=True,
|
||||
name="Early Progression")
|
||||
unplaced_early_items = early_rest_items + early_prog_items
|
||||
if unplaced_early_items:
|
||||
logging.warning("Ran out of early locations for early items. Failed to place "
|
||||
@@ -420,13 +446,14 @@ def distribute_items_restrictive(world: MultiWorld) -> None:
|
||||
|
||||
if prioritylocations:
|
||||
# "priority fill"
|
||||
fill_restrictive(world, world.state, prioritylocations, progitempool, swap=False, on_place=mark_for_locking)
|
||||
fill_restrictive(world, world.state, prioritylocations, progitempool, swap=False, on_place=mark_for_locking,
|
||||
name="Priority")
|
||||
accessibility_corrections(world, world.state, prioritylocations, progitempool)
|
||||
defaultlocations = prioritylocations + defaultlocations
|
||||
|
||||
if progitempool:
|
||||
# "progression fill"
|
||||
fill_restrictive(world, world.state, defaultlocations, progitempool)
|
||||
# "advancement/progression fill"
|
||||
fill_restrictive(world, world.state, defaultlocations, progitempool, name="Progression")
|
||||
if progitempool:
|
||||
raise FillError(
|
||||
f'Not enough locations for progress items. There are {len(progitempool)} more items than locations')
|
||||
@@ -531,9 +558,9 @@ def balance_multiworld_progression(world: MultiWorld) -> None:
|
||||
# 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: typing.Dict[int, float] = {
|
||||
player: world.progression_balancing[player] / 100
|
||||
player: world.worlds[player].options.progression_balancing / 100
|
||||
for player in world.player_ids
|
||||
if world.progression_balancing[player] > 0
|
||||
if world.worlds[player].options.progression_balancing > 0
|
||||
}
|
||||
if not balanceable_players:
|
||||
logging.info('Skipping multiworld progression balancing.')
|
||||
@@ -753,8 +780,6 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
else: # not reachable with swept state
|
||||
non_early_locations[loc.player].append(loc.name)
|
||||
|
||||
# TODO: remove. Preferably by implementing key drop
|
||||
from worlds.alttp.Regions import key_drop_data
|
||||
world_name_lookup = world.world_name_lookup
|
||||
|
||||
block_value = typing.Union[typing.List[str], typing.Dict[str, typing.Any], str]
|
||||
@@ -847,7 +872,7 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
for target_player in worlds:
|
||||
locations += non_early_locations[target_player]
|
||||
|
||||
block['locations'] = locations
|
||||
block['locations'] = list(dict.fromkeys(locations))
|
||||
|
||||
if not block['count']:
|
||||
block['count'] = (min(len(block['items']), len(block['locations'])) if
|
||||
@@ -897,23 +922,22 @@ def distribute_planned(world: MultiWorld) -> None:
|
||||
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
|
||||
if (location.address is None) == (item.code is None): # either both None or both not None
|
||||
if not location.item:
|
||||
if location.item_rule(item):
|
||||
if location.can_fill(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"Can't place item at {location} due to fill condition not met.")
|
||||
err.append(f"{item_name} not allowed at {location}.")
|
||||
else:
|
||||
err.append(f"{item_name} not allowed at {location}.")
|
||||
err.append(f"Cannot place {item_name} into already filled location {location}.")
|
||||
else:
|
||||
err.append(f"Cannot place {item_name} into already filled location {location}.")
|
||||
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
|
||||
if count == maxcount:
|
||||
break
|
||||
if count < placement['count']['min']:
|
||||
|
||||
37
Generate.py
@@ -7,8 +7,8 @@ import random
|
||||
import string
|
||||
import urllib.parse
|
||||
import urllib.request
|
||||
from collections import ChainMap, Counter
|
||||
from typing import Any, Callable, Dict, Tuple, Union
|
||||
from collections import Counter
|
||||
from typing import Any, Dict, Tuple, Union
|
||||
|
||||
import ModuleUpdate
|
||||
|
||||
@@ -157,7 +157,8 @@ def main(args=None, callback=ERmain):
|
||||
for yaml in weights_cache[path]:
|
||||
if category_name is None:
|
||||
for category in yaml:
|
||||
if category in AutoWorldRegister.world_types and key in Options.common_options:
|
||||
if category in AutoWorldRegister.world_types and \
|
||||
key in Options.CommonOptions.type_hints:
|
||||
yaml[category][key] = option
|
||||
elif category_name not in yaml:
|
||||
logging.warning(f"Meta: Category {category_name} is not present in {path}.")
|
||||
@@ -168,7 +169,7 @@ def main(args=None, callback=ERmain):
|
||||
for player in range(1, args.multi + 1):
|
||||
player_path_cache[player] = player_files.get(player, args.weights_file_path)
|
||||
name_counter = Counter()
|
||||
erargs.player_settings = {}
|
||||
erargs.player_options = {}
|
||||
|
||||
player = 1
|
||||
while player <= args.multi:
|
||||
@@ -224,7 +225,7 @@ def main(args=None, callback=ERmain):
|
||||
with open(os.path.join(args.outputpath if args.outputpath else ".", f"generate_{seed_name}.yaml"), "wt") as f:
|
||||
yaml.dump(important, f)
|
||||
|
||||
callback(erargs, seed)
|
||||
return callback(erargs, seed)
|
||||
|
||||
|
||||
def read_weights_yamls(path) -> Tuple[Any, ...]:
|
||||
@@ -340,7 +341,7 @@ def roll_meta_option(option_key, game: str, category_dict: Dict) -> Any:
|
||||
return get_choice(option_key, category_dict)
|
||||
if game in AutoWorldRegister.world_types:
|
||||
game_world = AutoWorldRegister.world_types[game]
|
||||
options = ChainMap(game_world.option_definitions, Options.per_game_common_options)
|
||||
options = game_world.options_dataclass.type_hints
|
||||
if option_key in options:
|
||||
if options[option_key].supports_weighting:
|
||||
return get_choice(option_key, category_dict)
|
||||
@@ -445,8 +446,8 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
|
||||
f"which is not enabled.")
|
||||
|
||||
ret = argparse.Namespace()
|
||||
for option_key in Options.per_game_common_options:
|
||||
if option_key in weights and option_key not in Options.common_options:
|
||||
for option_key in Options.PerGameCommonOptions.type_hints:
|
||||
if option_key in weights and option_key not in Options.CommonOptions.type_hints:
|
||||
raise Exception(f"Option {option_key} has to be in a game's section, not on its own.")
|
||||
|
||||
ret.game = get_choice("game", weights)
|
||||
@@ -466,16 +467,11 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
|
||||
game_weights = weights[ret.game]
|
||||
|
||||
ret.name = get_choice('name', weights)
|
||||
for option_key, option in Options.common_options.items():
|
||||
for option_key, option in Options.CommonOptions.type_hints.items():
|
||||
setattr(ret, option_key, option.from_any(get_choice(option_key, weights, option.default)))
|
||||
|
||||
for option_key, option in world_type.option_definitions.items():
|
||||
for option_key, option in world_type.options_dataclass.type_hints.items():
|
||||
handle_option(ret, game_weights, option_key, option, plando_options)
|
||||
for option_key, option in Options.per_game_common_options.items():
|
||||
# skip setting this option if already set from common_options, defaulting to root option
|
||||
if option_key not in world_type.option_definitions and \
|
||||
(option_key not in Options.common_options or option_key in game_weights):
|
||||
handle_option(ret, game_weights, option_key, option, plando_options)
|
||||
if PlandoOptions.items in plando_options:
|
||||
ret.plando_items = game_weights.get("plando_items", [])
|
||||
if ret.game == "Minecraft" or ret.game == "Ocarina of Time":
|
||||
@@ -643,6 +639,15 @@ def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
|
||||
if __name__ == '__main__':
|
||||
import atexit
|
||||
confirmation = atexit.register(input, "Press enter to close.")
|
||||
main()
|
||||
multiworld = main()
|
||||
if __debug__:
|
||||
import gc
|
||||
import sys
|
||||
import weakref
|
||||
weak = weakref.ref(multiworld)
|
||||
del multiworld
|
||||
gc.collect() # need to collect to deref all hard references
|
||||
assert not weak(), f"MultiWorld object was not de-allocated, it's referenced {sys.getrefcount(weak())} times." \
|
||||
" This would be a memory leak."
|
||||
# in case of error-free exit should not need confirmation
|
||||
atexit.unregister(confirmation)
|
||||
|
||||
33
Launcher.py
@@ -50,17 +50,22 @@ def open_host_yaml():
|
||||
def open_patch():
|
||||
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 []
|
||||
if c.type == Type.CLIENT and \
|
||||
isinstance(c.file_identifier, SuffixIdentifier) and \
|
||||
(c.script_name is None or isfile(get_exe(c)[-1])):
|
||||
suffixes += c.file_identifier.suffixes
|
||||
try:
|
||||
filename = open_filename('Select patch', (('Patches', suffixes),))
|
||||
filename = open_filename("Select patch", (("Patches", suffixes),))
|
||||
except Exception as e:
|
||||
messagebox('Error', str(e), error=True)
|
||||
messagebox("Error", str(e), error=True)
|
||||
else:
|
||||
file, component = identify(filename)
|
||||
if file and component:
|
||||
launch([*get_exe(component), file], component.cli)
|
||||
exe = get_exe(component)
|
||||
if exe is None or not isfile(exe[-1]):
|
||||
exe = get_exe("Launcher")
|
||||
|
||||
launch([*exe, file], component.cli)
|
||||
|
||||
|
||||
def generate_yamls():
|
||||
@@ -107,7 +112,7 @@ def identify(path: Union[None, str]):
|
||||
return None, None
|
||||
for component in components:
|
||||
if component.handles_file(path):
|
||||
return path, component
|
||||
return path, component
|
||||
elif path == component.display_name or path == component.script_name:
|
||||
return None, component
|
||||
return None, None
|
||||
@@ -117,25 +122,25 @@ def get_exe(component: Union[str, Component]) -> Optional[Sequence[str]]:
|
||||
if isinstance(component, str):
|
||||
name = component
|
||||
component = None
|
||||
if name.startswith('Archipelago'):
|
||||
if name.startswith("Archipelago"):
|
||||
name = name[11:]
|
||||
if name.endswith('.exe'):
|
||||
if name.endswith(".exe"):
|
||||
name = name[:-4]
|
||||
if name.endswith('.py'):
|
||||
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}':
|
||||
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}')]
|
||||
suffix = ".exe" if is_windows else ""
|
||||
return [local_path(f"{component.frozen_name}{suffix}")] if component.frozen_name else None
|
||||
else:
|
||||
return [sys.executable, local_path(f'{component.script_name}.py')]
|
||||
return [sys.executable, local_path(f"{component.script_name}.py")] if component.script_name else None
|
||||
|
||||
|
||||
def launch(exe, in_terminal=False):
|
||||
|
||||
@@ -1004,6 +1004,7 @@ class SpriteSelector():
|
||||
self.add_to_sprite_pool(sprite)
|
||||
|
||||
def icon_section(self, frame_label, path, no_results_label):
|
||||
os.makedirs(path, exist_ok=True)
|
||||
frame = LabelFrame(self.window, labelwidget=frame_label, padx=5, pady=5)
|
||||
frame.pack(side=TOP, fill=X)
|
||||
|
||||
|
||||
45
Main.py
@@ -108,7 +108,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
logger.info('')
|
||||
|
||||
for player in world.player_ids:
|
||||
for item_name, count in world.start_inventory[player].value.items():
|
||||
for item_name, count in world.worlds[player].options.start_inventory.value.items():
|
||||
for _ in range(count):
|
||||
world.push_precollected(world.create_item(item_name, player))
|
||||
|
||||
@@ -122,23 +122,19 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
logger.info('Creating Items.')
|
||||
AutoWorld.call_all(world, "create_items")
|
||||
|
||||
# All worlds should have finished creating all regions, locations, and entrances.
|
||||
# Recache to ensure that they are all visible for locality rules.
|
||||
world._recache()
|
||||
|
||||
logger.info('Calculating Access Rules.')
|
||||
|
||||
for player in world.player_ids:
|
||||
# items can't be both local and non-local, prefer local
|
||||
world.non_local_items[player].value -= world.local_items[player].value
|
||||
world.non_local_items[player].value -= set(world.local_early_items[player])
|
||||
world.worlds[player].options.non_local_items.value -= world.worlds[player].options.local_items.value
|
||||
world.worlds[player].options.non_local_items.value -= set(world.local_early_items[player])
|
||||
|
||||
AutoWorld.call_all(world, "set_rules")
|
||||
|
||||
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:
|
||||
exclusion_rules(world, player, world.worlds[player].options.exclude_locations.value)
|
||||
world.worlds[player].options.priority_locations.value -= world.worlds[player].options.exclude_locations.value
|
||||
for location_name in world.worlds[player].options.priority_locations.value:
|
||||
try:
|
||||
location = world.get_location(location_name, player)
|
||||
except KeyError as e: # failed to find the given location. Check if it's a legitimate location
|
||||
@@ -151,8 +147,8 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
if world.players > 1:
|
||||
locality_rules(world)
|
||||
else:
|
||||
world.non_local_items[1].value = set()
|
||||
world.local_items[1].value = set()
|
||||
world.worlds[1].options.non_local_items.value = set()
|
||||
world.worlds[1].options.local_items.value = set()
|
||||
|
||||
AutoWorld.call_all(world, "generate_basic")
|
||||
|
||||
@@ -233,7 +229,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
|
||||
region = Region("Menu", group_id, world, "ItemLink")
|
||||
world.regions.append(region)
|
||||
locations = region.locations = []
|
||||
locations = region.locations
|
||||
for item in world.itempool:
|
||||
count = common_item_count.get(item.player, {}).get(item.name, 0)
|
||||
if count:
|
||||
@@ -267,10 +263,9 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
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")
|
||||
logger.info("Running Item Plando.")
|
||||
|
||||
distribute_planned(world)
|
||||
|
||||
@@ -301,15 +296,16 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
|
||||
output = tempfile.TemporaryDirectory()
|
||||
with output as temp_dir:
|
||||
with concurrent.futures.ThreadPoolExecutor(world.players + 2) as pool:
|
||||
output_players = [player for player in world.player_ids if AutoWorld.World.generate_output.__code__
|
||||
is not world.worlds[player].generate_output.__code__]
|
||||
with concurrent.futures.ThreadPoolExecutor(len(output_players) + 2) as pool:
|
||||
check_accessibility_task = pool.submit(world.fulfills_accessibility)
|
||||
|
||||
output_file_futures = [pool.submit(AutoWorld.call_stage, world, "generate_output", temp_dir)]
|
||||
for player in world.player_ids:
|
||||
for player in output_players:
|
||||
# skip starting a thread for methods that say "pass".
|
||||
if AutoWorld.World.generate_output.__code__ is not world.worlds[player].generate_output.__code__:
|
||||
output_file_futures.append(
|
||||
pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
|
||||
output_file_futures.append(
|
||||
pool.submit(AutoWorld.call_single, world, "generate_output", player, temp_dir))
|
||||
|
||||
# collect ER hint info
|
||||
er_hint_data: Dict[int, Dict[int, str]] = {}
|
||||
@@ -360,13 +356,16 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
|
||||
f" {location}"
|
||||
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]:
|
||||
if location.name in world.worlds[location.player].options.start_location_hints:
|
||||
precollect_hint(location)
|
||||
elif location.item.name in world.start_hints[location.item.player]:
|
||||
elif location.item.name in world.worlds[location.item.player].options.start_hints:
|
||||
precollect_hint(location)
|
||||
elif any([location.item.name in world.start_hints[player]
|
||||
elif any([location.item.name in world.worlds[player].options.start_hints
|
||||
for player in world.groups.get(location.item.player, {}).get("players", [])]):
|
||||
precollect_hint(location)
|
||||
elif __debug__ and location.item.code is not None:
|
||||
raise Exception(f"Intended to be sendable item {location.item}, "
|
||||
f"was placed on never sendable location {location} of {location.game}.")
|
||||
|
||||
# embedded data package
|
||||
data_package = {
|
||||
|
||||
@@ -67,14 +67,23 @@ def update(yes=False, force=False):
|
||||
install_pkg_resources(yes=yes)
|
||||
import pkg_resources
|
||||
|
||||
prev = "" # if a line ends in \ we store here and merge later
|
||||
for req_file in requirements_files:
|
||||
path = os.path.join(os.path.dirname(sys.argv[0]), req_file)
|
||||
if not os.path.exists(path):
|
||||
path = os.path.join(os.path.dirname(__file__), req_file)
|
||||
with open(path) as requirementsfile:
|
||||
for line in requirementsfile:
|
||||
if not line or line[0] == "#":
|
||||
continue # ignore comments
|
||||
if not line or line.lstrip(" \t")[0] == "#":
|
||||
if not prev:
|
||||
continue # ignore comments
|
||||
line = ""
|
||||
elif line.rstrip("\r\n").endswith("\\"):
|
||||
prev = prev + line.rstrip("\r\n")[:-1] + " " # continue on next line
|
||||
continue
|
||||
line = prev + line
|
||||
line = line.split("--hash=")[0] # remove hashes from requirement for version checking
|
||||
prev = ""
|
||||
if line.startswith(("https://", "git+https://")):
|
||||
# extract name and version for url
|
||||
rest = line.split('/')[-1]
|
||||
|
||||
91
Options.py
@@ -2,6 +2,9 @@ from __future__ import annotations
|
||||
|
||||
import abc
|
||||
import logging
|
||||
from copy import deepcopy
|
||||
from dataclasses import dataclass
|
||||
import functools
|
||||
import math
|
||||
import numbers
|
||||
import random
|
||||
@@ -211,6 +214,12 @@ class NumericOption(Option[int], numbers.Integral, abc.ABC):
|
||||
else:
|
||||
return self.value > other
|
||||
|
||||
def __ge__(self, other: typing.Union[int, NumericOption]) -> bool:
|
||||
if isinstance(other, NumericOption):
|
||||
return self.value >= other.value
|
||||
else:
|
||||
return self.value >= other
|
||||
|
||||
def __bool__(self) -> bool:
|
||||
return bool(self.value)
|
||||
|
||||
@@ -896,10 +905,58 @@ class ProgressionBalancing(SpecialRange):
|
||||
}
|
||||
|
||||
|
||||
common_options = {
|
||||
"progression_balancing": ProgressionBalancing,
|
||||
"accessibility": Accessibility
|
||||
}
|
||||
class OptionsMetaProperty(type):
|
||||
def __new__(mcs,
|
||||
name: str,
|
||||
bases: typing.Tuple[type, ...],
|
||||
attrs: typing.Dict[str, typing.Any]) -> "OptionsMetaProperty":
|
||||
for attr_type in attrs.values():
|
||||
assert not isinstance(attr_type, AssembleOptions),\
|
||||
f"Options for {name} should be type hinted on the class, not assigned"
|
||||
return super().__new__(mcs, name, bases, attrs)
|
||||
|
||||
@property
|
||||
@functools.lru_cache(maxsize=None)
|
||||
def type_hints(cls) -> typing.Dict[str, typing.Type[Option[typing.Any]]]:
|
||||
"""Returns type hints of the class as a dictionary."""
|
||||
return typing.get_type_hints(cls)
|
||||
|
||||
|
||||
@dataclass
|
||||
class CommonOptions(metaclass=OptionsMetaProperty):
|
||||
progression_balancing: ProgressionBalancing
|
||||
accessibility: Accessibility
|
||||
|
||||
def as_dict(self, *option_names: str, casing: str = "snake") -> typing.Dict[str, typing.Any]:
|
||||
"""
|
||||
Returns a dictionary of [str, Option.value]
|
||||
|
||||
:param option_names: names of the options to return
|
||||
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
|
||||
"""
|
||||
option_results = {}
|
||||
for option_name in option_names:
|
||||
if option_name in type(self).type_hints:
|
||||
if casing == "snake":
|
||||
display_name = option_name
|
||||
elif casing == "camel":
|
||||
split_name = [name.title() for name in option_name.split("_")]
|
||||
split_name[0] = split_name[0].lower()
|
||||
display_name = "".join(split_name)
|
||||
elif casing == "pascal":
|
||||
display_name = "".join([name.title() for name in option_name.split("_")])
|
||||
elif casing == "kebab":
|
||||
display_name = option_name.replace("_", "-")
|
||||
else:
|
||||
raise ValueError(f"{casing} is invalid casing for as_dict. "
|
||||
"Valid names are 'snake', 'camel', 'pascal', 'kebab'.")
|
||||
value = getattr(self, option_name).value
|
||||
if isinstance(value, set):
|
||||
value = sorted(value)
|
||||
option_results[display_name] = value
|
||||
else:
|
||||
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
|
||||
return option_results
|
||||
|
||||
|
||||
class LocalItems(ItemSet):
|
||||
@@ -1020,17 +1077,16 @@ class ItemLinks(OptionList):
|
||||
link.setdefault("link_replacement", None)
|
||||
|
||||
|
||||
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,
|
||||
"priority_locations": PriorityLocations,
|
||||
"item_links": ItemLinks
|
||||
}
|
||||
@dataclass
|
||||
class PerGameCommonOptions(CommonOptions):
|
||||
local_items: LocalItems
|
||||
non_local_items: NonLocalItems
|
||||
start_inventory: StartInventory
|
||||
start_hints: StartHints
|
||||
start_location_hints: StartLocationHints
|
||||
exclude_locations: ExcludeLocations
|
||||
priority_locations: PriorityLocations
|
||||
item_links: ItemLinks
|
||||
|
||||
|
||||
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True):
|
||||
@@ -1071,10 +1127,7 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
|
||||
|
||||
for game_name, world in AutoWorldRegister.world_types.items():
|
||||
if not world.hidden or generate_hidden:
|
||||
all_options: typing.Dict[str, AssembleOptions] = {
|
||||
**per_game_common_options,
|
||||
**world.option_definitions
|
||||
}
|
||||
all_options: typing.Dict[str, AssembleOptions] = world.options_dataclass.type_hints
|
||||
|
||||
with open(local_path("data", "options.yaml")) as f:
|
||||
file_data = f.read()
|
||||
|
||||
@@ -207,12 +207,12 @@ class SNIContext(CommonContext):
|
||||
self.killing_player_task = asyncio.create_task(deathlink_kill_player(self))
|
||||
super(SNIContext, self).on_deathlink(data)
|
||||
|
||||
async def handle_deathlink_state(self, currently_dead: bool) -> None:
|
||||
async def handle_deathlink_state(self, currently_dead: bool, death_text: str = "") -> None:
|
||||
# in this state we only care about triggering a death send
|
||||
if self.death_state == DeathState.alive:
|
||||
if currently_dead:
|
||||
self.death_state = DeathState.dead
|
||||
await self.send_death()
|
||||
await self.send_death(death_text)
|
||||
# in this state we care about confirming a kill, to move state to dead
|
||||
elif self.death_state == DeathState.killing_player:
|
||||
# this is being handled in deathlink_kill_player(ctx) already
|
||||
|
||||
213
Utils.py
@@ -5,6 +5,7 @@ import json
|
||||
import typing
|
||||
import builtins
|
||||
import os
|
||||
import itertools
|
||||
import subprocess
|
||||
import sys
|
||||
import pickle
|
||||
@@ -13,6 +14,7 @@ import io
|
||||
import collections
|
||||
import importlib
|
||||
import logging
|
||||
import warnings
|
||||
|
||||
from argparse import Namespace
|
||||
from settings import Settings, get_settings
|
||||
@@ -29,6 +31,7 @@ except ImportError:
|
||||
if typing.TYPE_CHECKING:
|
||||
import tkinter
|
||||
import pathlib
|
||||
from BaseClasses import Region
|
||||
|
||||
|
||||
def tuplize_version(version: str) -> Version:
|
||||
@@ -71,6 +74,8 @@ def snes_to_pc(value: int) -> int:
|
||||
|
||||
|
||||
RetType = typing.TypeVar("RetType")
|
||||
S = typing.TypeVar("S")
|
||||
T = typing.TypeVar("T")
|
||||
|
||||
|
||||
def cache_argsless(function: typing.Callable[[], RetType]) -> typing.Callable[[], RetType]:
|
||||
@@ -88,6 +93,31 @@ def cache_argsless(function: typing.Callable[[], RetType]) -> typing.Callable[[]
|
||||
return _wrap
|
||||
|
||||
|
||||
def cache_self1(function: typing.Callable[[S, T], RetType]) -> typing.Callable[[S, T], RetType]:
|
||||
"""Specialized cache for self + 1 arg. Does not keep global ref to self and skips building a dict key tuple."""
|
||||
|
||||
assert function.__code__.co_argcount == 2, "Can only cache 2 argument functions with this cache."
|
||||
|
||||
cache_name = f"__cache_{function.__name__}__"
|
||||
|
||||
@functools.wraps(function)
|
||||
def wrap(self: S, arg: T) -> RetType:
|
||||
cache: Optional[Dict[T, RetType]] = typing.cast(Optional[Dict[T, RetType]],
|
||||
getattr(self, cache_name, None))
|
||||
if cache is None:
|
||||
res = function(self, arg)
|
||||
setattr(self, cache_name, {arg: res})
|
||||
return res
|
||||
try:
|
||||
return cache[arg]
|
||||
except KeyError:
|
||||
res = function(self, arg)
|
||||
cache[arg] = res
|
||||
return res
|
||||
|
||||
return wrap
|
||||
|
||||
|
||||
def is_frozen() -> bool:
|
||||
return typing.cast(bool, getattr(sys, 'frozen', False))
|
||||
|
||||
@@ -144,12 +174,16 @@ def user_path(*path: str) -> str:
|
||||
if user_path.cached_path != local_path():
|
||||
import filecmp
|
||||
if not os.path.exists(user_path("manifest.json")) or \
|
||||
not os.path.exists(local_path("manifest.json")) or \
|
||||
not filecmp.cmp(local_path("manifest.json"), user_path("manifest.json"), shallow=True):
|
||||
import shutil
|
||||
for dn in ("Players", "data/sprites"):
|
||||
for dn in ("Players", "data/sprites", "data/lua"):
|
||||
shutil.copytree(local_path(dn), user_path(dn), dirs_exist_ok=True)
|
||||
for fn in ("manifest.json",):
|
||||
shutil.copy2(local_path(fn), user_path(fn))
|
||||
if not os.path.exists(local_path("manifest.json")):
|
||||
warnings.warn(f"Upgrading {user_path()} from something that is not a proper install")
|
||||
else:
|
||||
shutil.copy2(local_path("manifest.json"), user_path("manifest.json"))
|
||||
os.makedirs(user_path("worlds"), exist_ok=True)
|
||||
|
||||
return os.path.join(user_path.cached_path, *path)
|
||||
|
||||
@@ -215,7 +249,13 @@ def get_cert_none_ssl_context():
|
||||
def get_public_ipv4() -> str:
|
||||
import socket
|
||||
import urllib.request
|
||||
ip = socket.gethostbyname(socket.gethostname())
|
||||
try:
|
||||
ip = socket.gethostbyname(socket.gethostname())
|
||||
except socket.gaierror:
|
||||
# if hostname or resolvconf is not set up properly, this may fail
|
||||
warnings.warn("Could not resolve own hostname, falling back to 127.0.0.1")
|
||||
ip = "127.0.0.1"
|
||||
|
||||
ctx = get_cert_none_ssl_context()
|
||||
try:
|
||||
ip = urllib.request.urlopen("https://checkip.amazonaws.com/", context=ctx, timeout=10).read().decode("utf8").strip()
|
||||
@@ -233,7 +273,13 @@ def get_public_ipv4() -> str:
|
||||
def get_public_ipv6() -> str:
|
||||
import socket
|
||||
import urllib.request
|
||||
ip = socket.gethostbyname(socket.gethostname())
|
||||
try:
|
||||
ip = socket.gethostbyname(socket.gethostname())
|
||||
except socket.gaierror:
|
||||
# if hostname or resolvconf is not set up properly, this may fail
|
||||
warnings.warn("Could not resolve own hostname, falling back to ::1")
|
||||
ip = "::1"
|
||||
|
||||
ctx = get_cert_none_ssl_context()
|
||||
try:
|
||||
ip = urllib.request.urlopen("https://v6.ident.me", context=ctx, timeout=10).read().decode("utf8").strip()
|
||||
@@ -243,15 +289,13 @@ def get_public_ipv6() -> str:
|
||||
return ip
|
||||
|
||||
|
||||
OptionsType = Settings # TODO: remove ~2 versions after 0.4.1
|
||||
OptionsType = Settings # TODO: remove when removing get_options
|
||||
|
||||
|
||||
@cache_argsless
|
||||
def get_default_options() -> Settings: # TODO: remove ~2 versions after 0.4.1
|
||||
return Settings(None)
|
||||
|
||||
|
||||
get_options = get_settings # TODO: add a warning ~2 versions after 0.4.1 and remove once all games are ported
|
||||
def get_options() -> Settings:
|
||||
# TODO: switch to Utils.deprecate after 0.4.4
|
||||
warnings.warn("Utils.get_options() is deprecated. Use the settings API instead.", DeprecationWarning)
|
||||
return get_settings()
|
||||
|
||||
|
||||
def persistent_store(category: str, key: typing.Any, value: typing.Any):
|
||||
@@ -445,11 +489,21 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
|
||||
write_mode,
|
||||
encoding="utf-8-sig")
|
||||
file_handler.setFormatter(logging.Formatter(log_format))
|
||||
|
||||
class Filter(logging.Filter):
|
||||
def __init__(self, filter_name, condition):
|
||||
super().__init__(filter_name)
|
||||
self.condition = condition
|
||||
|
||||
def filter(self, record: logging.LogRecord) -> bool:
|
||||
return self.condition(record)
|
||||
|
||||
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
|
||||
root_logger.addHandler(file_handler)
|
||||
if sys.stdout:
|
||||
root_logger.addHandler(
|
||||
logging.StreamHandler(sys.stdout)
|
||||
)
|
||||
stream_handler = logging.StreamHandler(sys.stdout)
|
||||
stream_handler.addFilter(Filter("NoFile", lambda record: not getattr(record, "NoStream", False)))
|
||||
root_logger.addHandler(stream_handler)
|
||||
|
||||
# Relay unhandled exceptions to logger.
|
||||
if not getattr(sys.excepthook, "_wrapped", False): # skip if already modified
|
||||
@@ -656,6 +710,11 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
|
||||
if zenity:
|
||||
return run(zenity, f"--title={title}", f"--text={text}", "--error" if error else "--info")
|
||||
|
||||
elif is_windows:
|
||||
import ctypes
|
||||
style = 0x10 if error else 0x0
|
||||
return ctypes.windll.user32.MessageBoxW(0, text, title, style)
|
||||
|
||||
# fall back to tk
|
||||
try:
|
||||
import tkinter
|
||||
@@ -766,3 +825,127 @@ def freeze_support() -> None:
|
||||
import multiprocessing
|
||||
_extend_freeze_support()
|
||||
multiprocessing.freeze_support()
|
||||
|
||||
|
||||
def visualize_regions(root_region: Region, file_name: str, *,
|
||||
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
|
||||
linetype_ortho: bool = True) -> None:
|
||||
"""Visualize the layout of a world as a PlantUML diagram.
|
||||
|
||||
:param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
|
||||
:param file_name: The name of the destination .puml file.
|
||||
:param show_entrance_names: (default False) If enabled, the name of the entrance will be shown near each connection.
|
||||
:param show_locations: (default True) If enabled, the locations will be listed inside each region.
|
||||
Priority locations will be shown in bold.
|
||||
Excluded locations will be stricken out.
|
||||
Locations without ID will be shown in italics.
|
||||
Locked locations will be shown with a padlock icon.
|
||||
For filled locations, the item name will be shown after the location name.
|
||||
Progression items will be shown in bold.
|
||||
Items without ID will be shown in italics.
|
||||
:param show_other_regions: (default True) If enabled, regions that can't be reached by traversing exits are shown.
|
||||
:param linetype_ortho: (default True) If enabled, orthogonal straight line parts will be used; otherwise polylines.
|
||||
|
||||
Example usage in World code:
|
||||
from Utils import visualize_regions
|
||||
visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
|
||||
|
||||
Example usage in Main code:
|
||||
from Utils import visualize_regions
|
||||
for player in world.player_ids:
|
||||
visualize_regions(world.get_region("Menu", player), f"{world.get_out_file_name_base(player)}.puml")
|
||||
"""
|
||||
assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
|
||||
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
|
||||
from collections import deque
|
||||
import re
|
||||
|
||||
uml: typing.List[str] = list()
|
||||
seen: typing.Set[Region] = set()
|
||||
regions: typing.Deque[Region] = deque((root_region,))
|
||||
multiworld: MultiWorld = root_region.multiworld
|
||||
|
||||
def fmt(obj: Union[Entrance, Item, Location, Region]) -> str:
|
||||
name = obj.name
|
||||
if isinstance(obj, Item):
|
||||
name = multiworld.get_name_string_for_object(obj)
|
||||
if obj.advancement:
|
||||
name = f"**{name}**"
|
||||
if obj.code is None:
|
||||
name = f"//{name}//"
|
||||
if isinstance(obj, Location):
|
||||
if obj.progress_type == LocationProgressType.PRIORITY:
|
||||
name = f"**{name}**"
|
||||
elif obj.progress_type == LocationProgressType.EXCLUDED:
|
||||
name = f"--{name}--"
|
||||
if obj.address is None:
|
||||
name = f"//{name}//"
|
||||
return re.sub("[\".:]", "", name)
|
||||
|
||||
def visualize_exits(region: Region) -> None:
|
||||
for exit_ in region.exits:
|
||||
if exit_.connected_region:
|
||||
if show_entrance_names:
|
||||
uml.append(f"\"{fmt(region)}\" --> \"{fmt(exit_.connected_region)}\" : \"{fmt(exit_)}\"")
|
||||
else:
|
||||
try:
|
||||
uml.remove(f"\"{fmt(exit_.connected_region)}\" --> \"{fmt(region)}\"")
|
||||
uml.append(f"\"{fmt(exit_.connected_region)}\" <--> \"{fmt(region)}\"")
|
||||
except ValueError:
|
||||
uml.append(f"\"{fmt(region)}\" --> \"{fmt(exit_.connected_region)}\"")
|
||||
else:
|
||||
uml.append(f"circle \"unconnected exit:\\n{fmt(exit_)}\"")
|
||||
uml.append(f"\"{fmt(region)}\" --> \"unconnected exit:\\n{fmt(exit_)}\"")
|
||||
|
||||
def visualize_locations(region: Region) -> None:
|
||||
any_lock = any(location.locked for location in region.locations)
|
||||
for location in region.locations:
|
||||
lock = "<&lock-locked> " if location.locked else "<&lock-unlocked,color=transparent> " if any_lock else ""
|
||||
if location.item:
|
||||
uml.append(f"\"{fmt(region)}\" : {{method}} {lock}{fmt(location)}: {fmt(location.item)}")
|
||||
else:
|
||||
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
|
||||
|
||||
def visualize_region(region: Region) -> None:
|
||||
uml.append(f"class \"{fmt(region)}\"")
|
||||
if show_locations:
|
||||
visualize_locations(region)
|
||||
visualize_exits(region)
|
||||
|
||||
def visualize_other_regions() -> None:
|
||||
if other_regions := [region for region in multiworld.get_regions(root_region.player) if region not in seen]:
|
||||
uml.append("package \"other regions\" <<Cloud>> {")
|
||||
for region in other_regions:
|
||||
uml.append(f"class \"{fmt(region)}\"")
|
||||
uml.append("}")
|
||||
|
||||
uml.append("@startuml")
|
||||
uml.append("hide circle")
|
||||
uml.append("hide empty members")
|
||||
if linetype_ortho:
|
||||
uml.append("skinparam linetype ortho")
|
||||
while regions:
|
||||
if (current_region := regions.popleft()) not in seen:
|
||||
seen.add(current_region)
|
||||
visualize_region(current_region)
|
||||
regions.extend(exit_.connected_region for exit_ in current_region.exits if exit_.connected_region)
|
||||
if show_other_regions:
|
||||
visualize_other_regions()
|
||||
uml.append("@enduml")
|
||||
|
||||
with open(file_name, "wt", encoding="utf-8") as f:
|
||||
f.write("\n".join(uml))
|
||||
|
||||
|
||||
class RepeatableChain:
|
||||
def __init__(self, iterable: typing.Iterable):
|
||||
self.iterable = iterable
|
||||
|
||||
def __iter__(self):
|
||||
return itertools.chain.from_iterable(self.iterable)
|
||||
|
||||
def __bool__(self):
|
||||
return any(sub_iterable for sub_iterable in self.iterable)
|
||||
|
||||
def __len__(self):
|
||||
return sum(len(iterable) for iterable in self.iterable)
|
||||
|
||||
@@ -50,7 +50,6 @@ app.config["PONY"] = {
|
||||
}
|
||||
app.config["MAX_ROLL"] = 20
|
||||
app.config["CACHE_TYPE"] = "SimpleCache"
|
||||
app.config["JSON_AS_ASCII"] = False
|
||||
app.config["HOST_ADDRESS"] = ""
|
||||
|
||||
cache = Cache()
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
import zipfile
|
||||
from typing import *
|
||||
import base64
|
||||
from typing import Union, Dict, Set, Tuple
|
||||
|
||||
from flask import request, flash, redirect, url_for, render_template
|
||||
from markupsafe import Markup
|
||||
@@ -30,7 +31,15 @@ def check():
|
||||
flash(options)
|
||||
else:
|
||||
results, _ = roll_options(options)
|
||||
return render_template("checkResult.html", results=results)
|
||||
if len(options) > 1:
|
||||
# offer combined file back
|
||||
combined_yaml = "---\n".join(f"# original filename: {file_name}\n{file_content.decode('utf-8-sig')}"
|
||||
for file_name, file_content in options.items())
|
||||
combined_yaml = base64.b64encode(combined_yaml.encode("utf-8-sig")).decode()
|
||||
else:
|
||||
combined_yaml = ""
|
||||
return render_template("checkResult.html",
|
||||
results=results, combined_yaml=combined_yaml)
|
||||
return render_template("check.html")
|
||||
|
||||
|
||||
@@ -41,31 +50,32 @@ def mysterycheck():
|
||||
|
||||
def get_yaml_data(files) -> Union[Dict[str, str], str, Markup]:
|
||||
options = {}
|
||||
for file in files:
|
||||
for uploaded_file in files:
|
||||
# if user does not select file, browser also
|
||||
# submit an empty part without filename
|
||||
if file.filename == '':
|
||||
if uploaded_file.filename == '':
|
||||
return 'No selected file'
|
||||
elif file.filename in options:
|
||||
return f'Conflicting files named {file.filename} submitted'
|
||||
elif file and allowed_file(file.filename):
|
||||
if file.filename.endswith(".zip"):
|
||||
elif uploaded_file.filename in options:
|
||||
return f'Conflicting files named {uploaded_file.filename} submitted'
|
||||
elif uploaded_file and allowed_file(uploaded_file.filename):
|
||||
if uploaded_file.filename.endswith(".zip"):
|
||||
|
||||
with zipfile.ZipFile(file, 'r') as zfile:
|
||||
with zipfile.ZipFile(uploaded_file, 'r') as zfile:
|
||||
infolist = zfile.infolist()
|
||||
|
||||
if any(file.filename.endswith(".archipelago") for file in infolist):
|
||||
return Markup("Error: Your .zip file contains an .archipelago file. "
|
||||
'Did you mean to <a href="/uploads">host a game</a>?')
|
||||
'Did you mean to <a href="/uploads">host a game</a>?')
|
||||
|
||||
for file in infolist:
|
||||
if file.filename.endswith(banned_zip_contents):
|
||||
return "Uploaded data contained a rom file, which is likely to contain copyrighted material. " \
|
||||
"Your file was deleted."
|
||||
return ("Uploaded data contained a rom file, "
|
||||
"which is likely to contain copyrighted material. "
|
||||
"Your file was deleted.")
|
||||
elif file.filename.endswith((".yaml", ".json", ".yml", ".txt")):
|
||||
options[file.filename] = zfile.open(file, "r").read()
|
||||
else:
|
||||
options[file.filename] = file.read()
|
||||
options[uploaded_file.filename] = uploaded_file.read()
|
||||
if not options:
|
||||
return "Did not find a .yaml file to process."
|
||||
return options
|
||||
|
||||
@@ -11,6 +11,7 @@ import socket
|
||||
import threading
|
||||
import time
|
||||
import typing
|
||||
import sys
|
||||
|
||||
import websockets
|
||||
from pony.orm import commit, db_session, select
|
||||
@@ -164,8 +165,10 @@ def run_server_process(room_id, ponyconfig: dict, static_server_data: dict,
|
||||
db.generate_mapping(check_tables=False)
|
||||
|
||||
async def main():
|
||||
import gc
|
||||
if "worlds" in sys.modules:
|
||||
raise Exception("Worlds system should not be loaded in the custom server.")
|
||||
|
||||
import gc
|
||||
Utils.init_logging(str(room_id), write_mode="a")
|
||||
ctx = WebHostContext(static_server_data)
|
||||
ctx.load(room_id)
|
||||
|
||||
@@ -32,29 +32,46 @@ def page_not_found(err):
|
||||
|
||||
# Start Playing Page
|
||||
@app.route('/start-playing')
|
||||
@cache.cached()
|
||||
def start_playing():
|
||||
return render_template(f"startPlaying.html")
|
||||
|
||||
|
||||
@app.route('/weighted-settings')
|
||||
# TODO for back compat. remove around 0.4.5
|
||||
@app.route("/weighted-settings")
|
||||
def weighted_settings():
|
||||
return render_template(f"weighted-settings.html")
|
||||
return redirect("weighted-options", 301)
|
||||
|
||||
|
||||
# Player settings pages
|
||||
@app.route('/games/<string:game>/player-settings')
|
||||
def player_settings(game):
|
||||
return render_template(f"player-settings.html", game=game, theme=get_world_theme(game))
|
||||
@app.route("/weighted-options")
|
||||
@cache.cached()
|
||||
def weighted_options():
|
||||
return render_template("weighted-options.html")
|
||||
|
||||
|
||||
# TODO for back compat. remove around 0.4.5
|
||||
@app.route("/games/<string:game>/player-settings")
|
||||
def player_settings(game: str):
|
||||
return redirect(url_for("player_options", game=game), 301)
|
||||
|
||||
|
||||
# Player options pages
|
||||
@app.route("/games/<string:game>/player-options")
|
||||
@cache.cached()
|
||||
def player_options(game: str):
|
||||
return render_template("player-options.html", game=game, theme=get_world_theme(game))
|
||||
|
||||
|
||||
# Game Info Pages
|
||||
@app.route('/games/<string:game>/info/<string:lang>')
|
||||
@cache.cached()
|
||||
def game_info(game, lang):
|
||||
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
|
||||
|
||||
|
||||
# List of supported games
|
||||
@app.route('/games')
|
||||
@cache.cached()
|
||||
def games():
|
||||
worlds = {}
|
||||
for game, world in AutoWorldRegister.world_types.items():
|
||||
@@ -64,21 +81,25 @@ def games():
|
||||
|
||||
|
||||
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
|
||||
@cache.cached()
|
||||
def tutorial(game, file, lang):
|
||||
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))
|
||||
|
||||
|
||||
@app.route('/tutorial/')
|
||||
@cache.cached()
|
||||
def tutorial_landing():
|
||||
return render_template("tutorialLanding.html")
|
||||
|
||||
|
||||
@app.route('/faq/<string:lang>/')
|
||||
@cache.cached()
|
||||
def faq(lang):
|
||||
return render_template("faq.html", lang=lang)
|
||||
|
||||
|
||||
@app.route('/glossary/<string:lang>/')
|
||||
@cache.cached()
|
||||
def terms(lang):
|
||||
return render_template("glossary.html", lang=lang)
|
||||
|
||||
@@ -147,7 +168,7 @@ def host_room(room: UUID):
|
||||
|
||||
@app.route('/favicon.ico')
|
||||
def favicon():
|
||||
return send_from_directory(os.path.join(app.root_path, 'static/static'),
|
||||
return send_from_directory(os.path.join(app.root_path, "static", "static"),
|
||||
'favicon.ico', mimetype='image/vnd.microsoft.icon')
|
||||
|
||||
|
||||
@@ -167,10 +188,11 @@ def get_datapackage():
|
||||
|
||||
@app.route('/index')
|
||||
@app.route('/sitemap')
|
||||
@cache.cached()
|
||||
def get_sitemap():
|
||||
available_games: List[Dict[str, Union[str, bool]]] = []
|
||||
for game, world in AutoWorldRegister.world_types.items():
|
||||
if not world.hidden:
|
||||
has_settings: bool = isinstance(world.web.settings_page, bool) and world.web.settings_page
|
||||
has_settings: bool = isinstance(world.web.options_page, bool) and world.web.options_page
|
||||
available_games.append({ 'title': game, 'has_settings': has_settings })
|
||||
return render_template("siteMap.html", games=available_games)
|
||||
|
||||
@@ -25,7 +25,7 @@ def create():
|
||||
return "Please document me!"
|
||||
return "\n".join(line.strip() for line in option_type.__doc__.split("\n")).strip()
|
||||
|
||||
weighted_settings = {
|
||||
weighted_options = {
|
||||
"baseOptions": {
|
||||
"description": "Generated by https://archipelago.gg/",
|
||||
"name": "Player",
|
||||
@@ -36,13 +36,10 @@ def create():
|
||||
|
||||
for game_name, world in AutoWorldRegister.world_types.items():
|
||||
|
||||
all_options: typing.Dict[str, Options.AssembleOptions] = {
|
||||
**Options.per_game_common_options,
|
||||
**world.option_definitions
|
||||
}
|
||||
all_options: typing.Dict[str, Options.AssembleOptions] = world.options_dataclass.type_hints
|
||||
|
||||
# Generate JSON files for player-settings pages
|
||||
player_settings = {
|
||||
# Generate JSON files for player-options pages
|
||||
player_options = {
|
||||
"baseOptions": {
|
||||
"description": f"Generated by https://archipelago.gg/ for {game_name}",
|
||||
"game": game_name,
|
||||
@@ -120,17 +117,17 @@ def create():
|
||||
}
|
||||
|
||||
else:
|
||||
logging.debug(f"{option} not exported to Web Settings.")
|
||||
logging.debug(f"{option} not exported to Web options.")
|
||||
|
||||
player_settings["gameOptions"] = game_options
|
||||
player_options["gameOptions"] = game_options
|
||||
|
||||
os.makedirs(os.path.join(target_folder, 'player-settings'), exist_ok=True)
|
||||
os.makedirs(os.path.join(target_folder, 'player-options'), exist_ok=True)
|
||||
|
||||
with open(os.path.join(target_folder, 'player-settings', game_name + ".json"), "w") as f:
|
||||
json.dump(player_settings, f, indent=2, separators=(',', ': '))
|
||||
with open(os.path.join(target_folder, 'player-options', game_name + ".json"), "w") as f:
|
||||
json.dump(player_options, f, indent=2, separators=(',', ': '))
|
||||
|
||||
if not world.hidden and world.web.settings_page is True:
|
||||
# Add the random option to Choice, TextChoice, and Toggle settings
|
||||
if not world.hidden and world.web.options_page is True:
|
||||
# Add the random option to Choice, TextChoice, and Toggle options
|
||||
for option in game_options.values():
|
||||
if option["type"] == "select":
|
||||
option["options"].append({"name": "Random", "value": "random"})
|
||||
@@ -138,11 +135,17 @@ def create():
|
||||
if not option["defaultValue"]:
|
||||
option["defaultValue"] = "random"
|
||||
|
||||
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)
|
||||
weighted_options["baseOptions"]["game"][game_name] = 0
|
||||
weighted_options["games"][game_name] = {}
|
||||
weighted_options["games"][game_name]["gameSettings"] = game_options
|
||||
weighted_options["games"][game_name]["gameItems"] = tuple(world.item_names)
|
||||
weighted_options["games"][game_name]["gameItemGroups"] = [
|
||||
group for group in world.item_name_groups.keys() if group != "Everything"
|
||||
]
|
||||
weighted_options["games"][game_name]["gameLocations"] = tuple(world.location_names)
|
||||
weighted_options["games"][game_name]["gameLocationGroups"] = [
|
||||
group for group in world.location_name_groups.keys() if group != "Everywhere"
|
||||
]
|
||||
|
||||
with open(os.path.join(target_folder, 'weighted-settings.json'), "w") as f:
|
||||
json.dump(weighted_settings, f, indent=2, separators=(',', ': '))
|
||||
with open(os.path.join(target_folder, 'weighted-options.json'), "w") as f:
|
||||
json.dump(weighted_options, f, indent=2, separators=(',', ': '))
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
flask>=2.2.3
|
||||
pony>=0.7.16; python_version <= '3.10'
|
||||
pony @ https://github.com/Berserker66/pony/releases/download/v0.7.16/pony-0.7.16-py3-none-any.whl#0.7.16 ; python_version >= '3.11'
|
||||
flask>=3.0.0
|
||||
pony>=0.7.17
|
||||
waitress>=2.1.2
|
||||
Flask-Caching>=2.0.2
|
||||
Flask-Caching>=2.1.0
|
||||
Flask-Compress>=1.14
|
||||
Flask-Limiter>=3.5.0
|
||||
bokeh>=3.1.1; python_version <= '3.8'
|
||||
|
||||
@@ -2,13 +2,62 @@
|
||||
|
||||
## 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
|
||||
A randomizer is a modification of a game which reorganizes the items required to progress through that game. A
|
||||
normal play-through 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.
|
||||
This transforms the game from a linear experience into a puzzle, presenting players with a new challenge each time they
|
||||
play. 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 is a multiworld?
|
||||
|
||||
While a randomizer shuffles a game, a multiworld randomizer shuffles that game for multiple players. For example, in a
|
||||
two player multiworld, players A and B each get their own randomized version of a game, called a world. 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, requiring
|
||||
players to rely upon each other to complete their game.
|
||||
|
||||
## What does multi-game mean?
|
||||
|
||||
While a multiworld game traditionally requires all players to be playing the same game, a multi-game multiworld allows
|
||||
players to randomize any of the supported games, and send items between them. This allows players of different
|
||||
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworld.
|
||||
Here is a list of our [Supported Games](https://archipelago.gg/games).
|
||||
|
||||
## Can I generate a single-player game with Archipelago?
|
||||
|
||||
Yes. All of our supported games can be generated as single-player experiences both on the website and by installing
|
||||
the Archipelago generator software. The fastest way to do this is on the website. Find the Supported Game you wish to
|
||||
play, open the Settings Page, pick your settings, and click Generate Game.
|
||||
|
||||
## How do I get started?
|
||||
|
||||
We have a [Getting Started](https://archipelago.gg/tutorial/Archipelago/setup/en) guide that will help you get the
|
||||
software set up. You can use that guide to learn how to generate multiworlds. There are also basic instructions for
|
||||
including multiple games, and hosting multiworlds on the website for ease and convenience.
|
||||
|
||||
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/8Z65BR2). There are always people ready to answer
|
||||
any questions you might have.
|
||||
|
||||
## What are some common terms I should know?
|
||||
|
||||
As randomizers and multiworld randomizers have been around for a while now, there are quite a few common terms used
|
||||
by the communities surrounding them. A list of Archipelago jargon and terms commonly used by the community can be
|
||||
found in the [Glossary](/glossary/en).
|
||||
|
||||
## Does everyone need to be connected at the same time?
|
||||
|
||||
There are two different play-styles that are common for Archipelago multiworld sessions. These sessions can either
|
||||
be considered synchronous (or "sync"), where everyone connects and plays at the same time, or asynchronous (or "async"),
|
||||
where players connect and play at their own pace. The setup for both is identical. The difference in play-style is how
|
||||
you and your friends choose to organize and play your multiworld. Most groups decide on the format before creating
|
||||
their multiworld.
|
||||
|
||||
If a player must leave early, they can use Archipelago's release system. When a player releases their game, all items
|
||||
in that game belonging to other players are sent out automatically. This allows other players to continue to play
|
||||
uninterrupted. Here is a list of all of our [Server Commands](https://archipelago.gg/tutorial/Archipelago/commands/en).
|
||||
|
||||
## What happens if an item is placed somewhere it is impossible to get?
|
||||
|
||||
@@ -17,53 +66,15 @@ is to ensure items necessary to complete the game will be accessible to the play
|
||||
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 a world. 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 release system. When a player releases their game, all the
|
||||
items in that game which belong to other players are sent out automatically, so other players can continue to play.
|
||||
|
||||
## What does multi-game mean?
|
||||
|
||||
While a multi-world game traditionally requires all players to be playing the same game, a multi-game multi-world allows
|
||||
players to randomize any of a number of supported games, and send items between them. This allows players of different
|
||||
games to interact with one another in a single multiplayer environment.
|
||||
|
||||
## Can I generate a single-player game with Archipelago?
|
||||
|
||||
Yes. All our supported games can be generated as single-player experiences, and so long as you download the software,
|
||||
the website is not required to generate them.
|
||||
|
||||
## How do I get started?
|
||||
|
||||
If you are ready to start randomizing games, or want to start playing your favorite randomizer with others, please join
|
||||
our discord server at the [Archipelago Discord](https://discord.gg/8Z65BR2). There are always people ready to answer
|
||||
any questions you might have.
|
||||
|
||||
## What are some common terms I should know?
|
||||
|
||||
As randomizers and multiworld randomizers have been around for a while now there are quite a lot of common terms
|
||||
and jargon that is used in conjunction by the communities surrounding them. For a lot of the terms that are more common
|
||||
to Archipelago and its specific systems please see the [Glossary](/glossary/en).
|
||||
|
||||
## 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
|
||||
at [Archipelago GitHub Page](https://github.com/ArchipelagoMW/Archipelago).
|
||||
The best way to get started is to take a look at our code on GitHub:
|
||||
[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).
|
||||
There, you will find examples of games in the `worlds` folder:
|
||||
[/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).
|
||||
You may also find developer documentation in the `docs` folder:
|
||||
[/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.
|
||||
|
||||
@@ -1,41 +1,41 @@
|
||||
let gameName = null;
|
||||
|
||||
window.addEventListener('load', () => {
|
||||
gameName = document.getElementById('player-settings').getAttribute('data-game');
|
||||
gameName = document.getElementById('player-options').getAttribute('data-game');
|
||||
|
||||
// Update game name on page
|
||||
document.getElementById('game-name').innerText = gameName;
|
||||
|
||||
fetchSettingData().then((results) => {
|
||||
let settingHash = localStorage.getItem(`${gameName}-hash`);
|
||||
if (!settingHash) {
|
||||
fetchOptionData().then((results) => {
|
||||
let optionHash = localStorage.getItem(`${gameName}-hash`);
|
||||
if (!optionHash) {
|
||||
// If no hash data has been set before, set it now
|
||||
settingHash = md5(JSON.stringify(results));
|
||||
localStorage.setItem(`${gameName}-hash`, settingHash);
|
||||
optionHash = md5(JSON.stringify(results));
|
||||
localStorage.setItem(`${gameName}-hash`, optionHash);
|
||||
localStorage.removeItem(gameName);
|
||||
}
|
||||
|
||||
if (settingHash !== md5(JSON.stringify(results))) {
|
||||
showUserMessage("Your settings are out of date! Click here to update them! Be aware this will reset " +
|
||||
if (optionHash !== md5(JSON.stringify(results))) {
|
||||
showUserMessage("Your options 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);
|
||||
document.getElementById('user-message').addEventListener('click', resetOptions);
|
||||
}
|
||||
|
||||
// Page setup
|
||||
createDefaultSettings(results);
|
||||
createDefaultOptions(results);
|
||||
buildUI(results);
|
||||
adjustHeaderWidth();
|
||||
|
||||
// Event listeners
|
||||
document.getElementById('export-settings').addEventListener('click', () => exportSettings());
|
||||
document.getElementById('export-options').addEventListener('click', () => exportOptions());
|
||||
document.getElementById('generate-race').addEventListener('click', () => generateGame(true));
|
||||
document.getElementById('generate-game').addEventListener('click', () => generateGame());
|
||||
|
||||
// Name input field
|
||||
const playerSettings = JSON.parse(localStorage.getItem(gameName));
|
||||
const playerOptions = JSON.parse(localStorage.getItem(gameName));
|
||||
const nameInput = document.getElementById('player-name');
|
||||
nameInput.addEventListener('keyup', (event) => updateBaseSetting(event));
|
||||
nameInput.value = playerSettings.name;
|
||||
nameInput.addEventListener('keyup', (event) => updateBaseOption(event));
|
||||
nameInput.value = playerOptions.name;
|
||||
}).catch((e) => {
|
||||
console.error(e);
|
||||
const url = new URL(window.location.href);
|
||||
@@ -43,13 +43,13 @@ window.addEventListener('load', () => {
|
||||
})
|
||||
});
|
||||
|
||||
const resetSettings = () => {
|
||||
const resetOptions = () => {
|
||||
localStorage.removeItem(gameName);
|
||||
localStorage.removeItem(`${gameName}-hash`)
|
||||
window.location.reload();
|
||||
};
|
||||
|
||||
const fetchSettingData = () => new Promise((resolve, reject) => {
|
||||
const fetchOptionData = () => new Promise((resolve, reject) => {
|
||||
const ajax = new XMLHttpRequest();
|
||||
ajax.onreadystatechange = () => {
|
||||
if (ajax.readyState !== 4) { return; }
|
||||
@@ -60,54 +60,54 @@ const fetchSettingData = () => new Promise((resolve, reject) => {
|
||||
try{ resolve(JSON.parse(ajax.responseText)); }
|
||||
catch(error){ reject(error); }
|
||||
};
|
||||
ajax.open('GET', `${window.location.origin}/static/generated/player-settings/${gameName}.json`, true);
|
||||
ajax.open('GET', `${window.location.origin}/static/generated/player-options/${gameName}.json`, true);
|
||||
ajax.send();
|
||||
});
|
||||
|
||||
const createDefaultSettings = (settingData) => {
|
||||
const createDefaultOptions = (optionData) => {
|
||||
if (!localStorage.getItem(gameName)) {
|
||||
const newSettings = {
|
||||
const newOptions = {
|
||||
[gameName]: {},
|
||||
};
|
||||
for (let baseOption of Object.keys(settingData.baseOptions)){
|
||||
newSettings[baseOption] = settingData.baseOptions[baseOption];
|
||||
for (let baseOption of Object.keys(optionData.baseOptions)){
|
||||
newOptions[baseOption] = optionData.baseOptions[baseOption];
|
||||
}
|
||||
for (let gameOption of Object.keys(settingData.gameOptions)){
|
||||
newSettings[gameName][gameOption] = settingData.gameOptions[gameOption].defaultValue;
|
||||
for (let gameOption of Object.keys(optionData.gameOptions)){
|
||||
newOptions[gameName][gameOption] = optionData.gameOptions[gameOption].defaultValue;
|
||||
}
|
||||
localStorage.setItem(gameName, JSON.stringify(newSettings));
|
||||
localStorage.setItem(gameName, JSON.stringify(newOptions));
|
||||
}
|
||||
};
|
||||
|
||||
const buildUI = (settingData) => {
|
||||
const buildUI = (optionData) => {
|
||||
// Game Options
|
||||
const leftGameOpts = {};
|
||||
const rightGameOpts = {};
|
||||
Object.keys(settingData.gameOptions).forEach((key, index) => {
|
||||
if (index < Object.keys(settingData.gameOptions).length / 2) { leftGameOpts[key] = settingData.gameOptions[key]; }
|
||||
else { rightGameOpts[key] = settingData.gameOptions[key]; }
|
||||
Object.keys(optionData.gameOptions).forEach((key, index) => {
|
||||
if (index < Object.keys(optionData.gameOptions).length / 2) { leftGameOpts[key] = optionData.gameOptions[key]; }
|
||||
else { rightGameOpts[key] = optionData.gameOptions[key]; }
|
||||
});
|
||||
document.getElementById('game-options-left').appendChild(buildOptionsTable(leftGameOpts));
|
||||
document.getElementById('game-options-right').appendChild(buildOptionsTable(rightGameOpts));
|
||||
};
|
||||
|
||||
const buildOptionsTable = (settings, romOpts = false) => {
|
||||
const currentSettings = JSON.parse(localStorage.getItem(gameName));
|
||||
const buildOptionsTable = (options, romOpts = false) => {
|
||||
const currentOptions = JSON.parse(localStorage.getItem(gameName));
|
||||
const table = document.createElement('table');
|
||||
const tbody = document.createElement('tbody');
|
||||
|
||||
Object.keys(settings).forEach((setting) => {
|
||||
Object.keys(options).forEach((option) => {
|
||||
const tr = document.createElement('tr');
|
||||
|
||||
// td Left
|
||||
const tdl = document.createElement('td');
|
||||
const label = document.createElement('label');
|
||||
label.textContent = `${settings[setting].displayName}: `;
|
||||
label.setAttribute('for', setting);
|
||||
label.textContent = `${options[option].displayName}: `;
|
||||
label.setAttribute('for', option);
|
||||
|
||||
const questionSpan = document.createElement('span');
|
||||
questionSpan.classList.add('interactive');
|
||||
questionSpan.setAttribute('data-tooltip', settings[setting].description);
|
||||
questionSpan.setAttribute('data-tooltip', options[option].description);
|
||||
questionSpan.innerText = '(?)';
|
||||
|
||||
label.appendChild(questionSpan);
|
||||
@@ -120,36 +120,36 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
|
||||
const randomButton = document.createElement('button');
|
||||
|
||||
switch(settings[setting].type){
|
||||
switch(options[option].type){
|
||||
case 'select':
|
||||
element = document.createElement('div');
|
||||
element.classList.add('select-container');
|
||||
let select = document.createElement('select');
|
||||
select.setAttribute('id', setting);
|
||||
select.setAttribute('data-key', setting);
|
||||
select.setAttribute('id', option);
|
||||
select.setAttribute('data-key', option);
|
||||
if (romOpts) { select.setAttribute('data-romOpt', '1'); }
|
||||
settings[setting].options.forEach((opt) => {
|
||||
options[option].options.forEach((opt) => {
|
||||
const option = document.createElement('option');
|
||||
option.setAttribute('value', opt.value);
|
||||
option.innerText = opt.name;
|
||||
if ((isNaN(currentSettings[gameName][setting]) &&
|
||||
(parseInt(opt.value, 10) === parseInt(currentSettings[gameName][setting]))) ||
|
||||
(opt.value === currentSettings[gameName][setting]))
|
||||
if ((isNaN(currentOptions[gameName][option]) &&
|
||||
(parseInt(opt.value, 10) === parseInt(currentOptions[gameName][option]))) ||
|
||||
(opt.value === currentOptions[gameName][option]))
|
||||
{
|
||||
option.selected = true;
|
||||
}
|
||||
select.appendChild(option);
|
||||
});
|
||||
select.addEventListener('change', (event) => updateGameSetting(event.target));
|
||||
select.addEventListener('change', (event) => updateGameOption(event.target));
|
||||
element.appendChild(select);
|
||||
|
||||
// Randomize button
|
||||
randomButton.innerText = '🎲';
|
||||
randomButton.classList.add('randomize-button');
|
||||
randomButton.setAttribute('data-key', setting);
|
||||
randomButton.setAttribute('data-key', option);
|
||||
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
|
||||
randomButton.addEventListener('click', (event) => toggleRandomize(event, select));
|
||||
if (currentSettings[gameName][setting] === 'random') {
|
||||
if (currentOptions[gameName][option] === 'random') {
|
||||
randomButton.classList.add('active');
|
||||
select.disabled = true;
|
||||
}
|
||||
@@ -163,30 +163,30 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
|
||||
let range = document.createElement('input');
|
||||
range.setAttribute('type', 'range');
|
||||
range.setAttribute('data-key', setting);
|
||||
range.setAttribute('min', settings[setting].min);
|
||||
range.setAttribute('max', settings[setting].max);
|
||||
range.value = currentSettings[gameName][setting];
|
||||
range.setAttribute('data-key', option);
|
||||
range.setAttribute('min', options[option].min);
|
||||
range.setAttribute('max', options[option].max);
|
||||
range.value = currentOptions[gameName][option];
|
||||
range.addEventListener('change', (event) => {
|
||||
document.getElementById(`${setting}-value`).innerText = event.target.value;
|
||||
updateGameSetting(event.target);
|
||||
document.getElementById(`${option}-value`).innerText = event.target.value;
|
||||
updateGameOption(event.target);
|
||||
});
|
||||
element.appendChild(range);
|
||||
|
||||
let rangeVal = document.createElement('span');
|
||||
rangeVal.classList.add('range-value');
|
||||
rangeVal.setAttribute('id', `${setting}-value`);
|
||||
rangeVal.innerText = currentSettings[gameName][setting] !== 'random' ?
|
||||
currentSettings[gameName][setting] : settings[setting].defaultValue;
|
||||
rangeVal.setAttribute('id', `${option}-value`);
|
||||
rangeVal.innerText = currentOptions[gameName][option] !== 'random' ?
|
||||
currentOptions[gameName][option] : options[option].defaultValue;
|
||||
element.appendChild(rangeVal);
|
||||
|
||||
// Randomize button
|
||||
randomButton.innerText = '🎲';
|
||||
randomButton.classList.add('randomize-button');
|
||||
randomButton.setAttribute('data-key', setting);
|
||||
randomButton.setAttribute('data-key', option);
|
||||
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
|
||||
randomButton.addEventListener('click', (event) => toggleRandomize(event, range));
|
||||
if (currentSettings[gameName][setting] === 'random') {
|
||||
if (currentOptions[gameName][option] === 'random') {
|
||||
randomButton.classList.add('active');
|
||||
range.disabled = true;
|
||||
}
|
||||
@@ -200,11 +200,11 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
|
||||
// Build the select element
|
||||
let specialRangeSelect = document.createElement('select');
|
||||
specialRangeSelect.setAttribute('data-key', setting);
|
||||
Object.keys(settings[setting].value_names).forEach((presetName) => {
|
||||
specialRangeSelect.setAttribute('data-key', option);
|
||||
Object.keys(options[option].value_names).forEach((presetName) => {
|
||||
let presetOption = document.createElement('option');
|
||||
presetOption.innerText = presetName;
|
||||
presetOption.value = settings[setting].value_names[presetName];
|
||||
presetOption.value = options[option].value_names[presetName];
|
||||
const words = presetOption.innerText.split("_");
|
||||
for (let i = 0; i < words.length; i++) {
|
||||
words[i] = words[i][0].toUpperCase() + words[i].substring(1);
|
||||
@@ -217,8 +217,8 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
customOption.value = 'custom';
|
||||
customOption.selected = true;
|
||||
specialRangeSelect.appendChild(customOption);
|
||||
if (Object.values(settings[setting].value_names).includes(Number(currentSettings[gameName][setting]))) {
|
||||
specialRangeSelect.value = Number(currentSettings[gameName][setting]);
|
||||
if (Object.values(options[option].value_names).includes(Number(currentOptions[gameName][option]))) {
|
||||
specialRangeSelect.value = Number(currentOptions[gameName][option]);
|
||||
}
|
||||
|
||||
// Build range element
|
||||
@@ -226,17 +226,17 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
specialRangeWrapper.classList.add('special-range-wrapper');
|
||||
let specialRange = document.createElement('input');
|
||||
specialRange.setAttribute('type', 'range');
|
||||
specialRange.setAttribute('data-key', setting);
|
||||
specialRange.setAttribute('min', settings[setting].min);
|
||||
specialRange.setAttribute('max', settings[setting].max);
|
||||
specialRange.value = currentSettings[gameName][setting];
|
||||
specialRange.setAttribute('data-key', option);
|
||||
specialRange.setAttribute('min', options[option].min);
|
||||
specialRange.setAttribute('max', options[option].max);
|
||||
specialRange.value = currentOptions[gameName][option];
|
||||
|
||||
// Build rage value element
|
||||
let specialRangeVal = document.createElement('span');
|
||||
specialRangeVal.classList.add('range-value');
|
||||
specialRangeVal.setAttribute('id', `${setting}-value`);
|
||||
specialRangeVal.innerText = currentSettings[gameName][setting] !== 'random' ?
|
||||
currentSettings[gameName][setting] : settings[setting].defaultValue;
|
||||
specialRangeVal.setAttribute('id', `${option}-value`);
|
||||
specialRangeVal.innerText = currentOptions[gameName][option] !== 'random' ?
|
||||
currentOptions[gameName][option] : options[option].defaultValue;
|
||||
|
||||
// Configure select event listener
|
||||
specialRangeSelect.addEventListener('change', (event) => {
|
||||
@@ -244,18 +244,18 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
|
||||
// Update range slider
|
||||
specialRange.value = event.target.value;
|
||||
document.getElementById(`${setting}-value`).innerText = event.target.value;
|
||||
updateGameSetting(event.target);
|
||||
document.getElementById(`${option}-value`).innerText = event.target.value;
|
||||
updateGameOption(event.target);
|
||||
});
|
||||
|
||||
// Configure range event handler
|
||||
specialRange.addEventListener('change', (event) => {
|
||||
// Update select element
|
||||
specialRangeSelect.value =
|
||||
(Object.values(settings[setting].value_names).includes(parseInt(event.target.value))) ?
|
||||
(Object.values(options[option].value_names).includes(parseInt(event.target.value))) ?
|
||||
parseInt(event.target.value) : 'custom';
|
||||
document.getElementById(`${setting}-value`).innerText = event.target.value;
|
||||
updateGameSetting(event.target);
|
||||
document.getElementById(`${option}-value`).innerText = event.target.value;
|
||||
updateGameOption(event.target);
|
||||
});
|
||||
|
||||
element.appendChild(specialRangeSelect);
|
||||
@@ -266,12 +266,12 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
// Randomize button
|
||||
randomButton.innerText = '🎲';
|
||||
randomButton.classList.add('randomize-button');
|
||||
randomButton.setAttribute('data-key', setting);
|
||||
randomButton.setAttribute('data-key', option);
|
||||
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
|
||||
randomButton.addEventListener('click', (event) => toggleRandomize(
|
||||
event, specialRange, specialRangeSelect)
|
||||
);
|
||||
if (currentSettings[gameName][setting] === 'random') {
|
||||
if (currentOptions[gameName][option] === 'random') {
|
||||
randomButton.classList.add('active');
|
||||
specialRange.disabled = true;
|
||||
specialRangeSelect.disabled = true;
|
||||
@@ -281,7 +281,7 @@ const buildOptionsTable = (settings, romOpts = false) => {
|
||||
break;
|
||||
|
||||
default:
|
||||
console.error(`Ignoring unknown setting type: ${settings[setting].type} with name ${setting}`);
|
||||
console.error(`Ignoring unknown option type: ${options[option].type} with name ${option}`);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -311,37 +311,35 @@ const toggleRandomize = (event, inputElement, optionalSelectElement = null) => {
|
||||
optionalSelectElement.disabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
updateGameSetting(randomButton);
|
||||
updateGameOption(active ? inputElement : randomButton);
|
||||
};
|
||||
|
||||
const updateBaseSetting = (event) => {
|
||||
const updateBaseOption = (event) => {
|
||||
const options = JSON.parse(localStorage.getItem(gameName));
|
||||
options[event.target.getAttribute('data-key')] = isNaN(event.target.value) ?
|
||||
event.target.value : parseInt(event.target.value);
|
||||
localStorage.setItem(gameName, JSON.stringify(options));
|
||||
};
|
||||
|
||||
const updateGameSetting = (settingElement) => {
|
||||
const updateGameOption = (optionElement) => {
|
||||
const options = JSON.parse(localStorage.getItem(gameName));
|
||||
|
||||
if (settingElement.classList.contains('randomize-button')) {
|
||||
if (optionElement.classList.contains('randomize-button')) {
|
||||
// If the event passed in is the randomize button, then we know what we must do.
|
||||
options[gameName][settingElement.getAttribute('data-key')] = 'random';
|
||||
options[gameName][optionElement.getAttribute('data-key')] = 'random';
|
||||
} else {
|
||||
options[gameName][settingElement.getAttribute('data-key')] = isNaN(settingElement.value) ?
|
||||
settingElement.value : parseInt(settingElement.value, 10);
|
||||
options[gameName][optionElement.getAttribute('data-key')] = isNaN(optionElement.value) ?
|
||||
optionElement.value : parseInt(optionElement.value, 10);
|
||||
}
|
||||
|
||||
localStorage.setItem(gameName, JSON.stringify(options));
|
||||
};
|
||||
|
||||
const exportSettings = () => {
|
||||
const settings = JSON.parse(localStorage.getItem(gameName));
|
||||
if (!settings.name || settings.name.toLowerCase() === 'player' || settings.name.trim().length === 0) {
|
||||
const exportOptions = () => {
|
||||
const options = JSON.parse(localStorage.getItem(gameName));
|
||||
if (!options.name || options.name.toLowerCase() === 'player' || options.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}:`);
|
||||
const yamlText = jsyaml.safeDump(options, { noCompatMode: true }).replaceAll(/'(\d+)':/g, (x, y) => `${y}:`);
|
||||
download(`${document.getElementById('player-name').value}.yaml`, yamlText);
|
||||
};
|
||||
|
||||
@@ -357,14 +355,14 @@ 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) {
|
||||
const options = JSON.parse(localStorage.getItem(gameName));
|
||||
if (!options.name || options.name.toLowerCase() === 'player' || options.name.trim().length === 0) {
|
||||
return showUserMessage('You must enter a player name!');
|
||||
}
|
||||
|
||||
axios.post('/api/generate', {
|
||||
weights: { player: settings },
|
||||
presetData: { player: settings },
|
||||
weights: { player: options },
|
||||
presetData: { player: options },
|
||||
playerCount: 1,
|
||||
spoiler: 3,
|
||||
race: raceMode ? '1' : '0',
|
||||
@@ -1,51 +1,32 @@
|
||||
window.addEventListener('load', () => {
|
||||
const gameHeaders = document.getElementsByClassName('collapse-toggle');
|
||||
Array.from(gameHeaders).forEach((header) => {
|
||||
const gameName = header.getAttribute('data-game');
|
||||
header.addEventListener('click', () => {
|
||||
const gameArrow = document.getElementById(`${gameName}-arrow`);
|
||||
const gameInfo = document.getElementById(gameName);
|
||||
if (gameInfo.classList.contains('collapsed')) {
|
||||
gameArrow.innerText = '▼';
|
||||
gameInfo.classList.remove('collapsed');
|
||||
} else {
|
||||
gameArrow.innerText = '▶';
|
||||
gameInfo.classList.add('collapsed');
|
||||
}
|
||||
});
|
||||
});
|
||||
// Add toggle listener to all elements with .collapse-toggle
|
||||
const toggleButtons = document.querySelectorAll('.collapse-toggle');
|
||||
toggleButtons.forEach((e) => e.addEventListener('click', toggleCollapse));
|
||||
|
||||
// Handle game filter input
|
||||
const gameSearch = document.getElementById('game-search');
|
||||
gameSearch.value = '';
|
||||
|
||||
gameSearch.addEventListener('input', (evt) => {
|
||||
if (!evt.target.value.trim()) {
|
||||
// If input is empty, display all collapsed games
|
||||
return Array.from(gameHeaders).forEach((header) => {
|
||||
return toggleButtons.forEach((header) => {
|
||||
header.style.display = null;
|
||||
const gameName = header.getAttribute('data-game');
|
||||
document.getElementById(`${gameName}-arrow`).innerText = '▶';
|
||||
document.getElementById(gameName).classList.add('collapsed');
|
||||
header.firstElementChild.innerText = '▶';
|
||||
header.nextElementSibling.classList.add('collapsed');
|
||||
});
|
||||
}
|
||||
|
||||
// Loop over all the games
|
||||
Array.from(gameHeaders).forEach((header) => {
|
||||
const gameName = header.getAttribute('data-game');
|
||||
const gameArrow = document.getElementById(`${gameName}-arrow`);
|
||||
const gameInfo = document.getElementById(gameName);
|
||||
|
||||
toggleButtons.forEach((header) => {
|
||||
// If the game name includes the search string, display the game. If not, hide it
|
||||
if (gameName.toLowerCase().includes(evt.target.value.toLowerCase())) {
|
||||
if (header.getAttribute('data-game').toLowerCase().includes(evt.target.value.toLowerCase())) {
|
||||
header.style.display = null;
|
||||
gameArrow.innerText = '▼';
|
||||
gameInfo.classList.remove('collapsed');
|
||||
header.firstElementChild.innerText = '▼';
|
||||
header.nextElementSibling.classList.remove('collapsed');
|
||||
} else {
|
||||
console.log(header);
|
||||
header.style.display = 'none';
|
||||
gameArrow.innerText = '▶';
|
||||
gameInfo.classList.add('collapsed');
|
||||
header.firstElementChild.innerText = '▶';
|
||||
header.nextElementSibling.classList.add('collapsed');
|
||||
}
|
||||
});
|
||||
});
|
||||
@@ -54,30 +35,30 @@ window.addEventListener('load', () => {
|
||||
document.getElementById('collapse-all').addEventListener('click', collapseAll);
|
||||
});
|
||||
|
||||
const expandAll = () => {
|
||||
const gameHeaders = document.getElementsByClassName('collapse-toggle');
|
||||
// Loop over all the games
|
||||
Array.from(gameHeaders).forEach((header) => {
|
||||
const gameName = header.getAttribute('data-game');
|
||||
const gameArrow = document.getElementById(`${gameName}-arrow`);
|
||||
const gameInfo = document.getElementById(gameName);
|
||||
const toggleCollapse = (evt) => {
|
||||
const gameArrow = evt.target.firstElementChild;
|
||||
const gameInfo = evt.target.nextElementSibling;
|
||||
if (gameInfo.classList.contains('collapsed')) {
|
||||
gameArrow.innerText = '▼';
|
||||
gameInfo.classList.remove('collapsed');
|
||||
} else {
|
||||
gameArrow.innerText = '▶';
|
||||
gameInfo.classList.add('collapsed');
|
||||
}
|
||||
};
|
||||
|
||||
if (header.style.display === 'none') { return; }
|
||||
gameArrow.innerText = '▼';
|
||||
gameInfo.classList.remove('collapsed');
|
||||
});
|
||||
const expandAll = () => {
|
||||
document.querySelectorAll('.collapse-toggle').forEach((header) => {
|
||||
if (header.style.display === 'none') { return; }
|
||||
header.firstElementChild.innerText = '▼';
|
||||
header.nextElementSibling.classList.remove('collapsed');
|
||||
});
|
||||
};
|
||||
|
||||
const collapseAll = () => {
|
||||
const gameHeaders = document.getElementsByClassName('collapse-toggle');
|
||||
// Loop over all the games
|
||||
Array.from(gameHeaders).forEach((header) => {
|
||||
const gameName = header.getAttribute('data-game');
|
||||
const gameArrow = document.getElementById(`${gameName}-arrow`);
|
||||
const gameInfo = document.getElementById(gameName);
|
||||
|
||||
if (header.style.display === 'none') { return; }
|
||||
gameArrow.innerText = '▶';
|
||||
gameInfo.classList.add('collapsed');
|
||||
});
|
||||
document.querySelectorAll('.collapse-toggle').forEach((header) => {
|
||||
if (header.style.display === 'none') { return; }
|
||||
header.firstElementChild.innerText = '▶';
|
||||
header.nextElementSibling.classList.add('collapsed');
|
||||
});
|
||||
};
|
||||
|
||||
1147
WebHostLib/static/assets/weighted-options.js
Normal file
@@ -235,9 +235,6 @@ html{
|
||||
line-height: 30px;
|
||||
}
|
||||
|
||||
#landing .variable{
|
||||
color: #ffff00;
|
||||
}
|
||||
|
||||
.landing-deco{
|
||||
position: absolute;
|
||||
|
||||
@@ -4,7 +4,7 @@ html{
|
||||
background-size: 650px 650px;
|
||||
}
|
||||
|
||||
#player-settings{
|
||||
#player-options{
|
||||
box-sizing: border-box;
|
||||
max-width: 1024px;
|
||||
margin-left: auto;
|
||||
@@ -15,14 +15,14 @@ html{
|
||||
color: #eeffeb;
|
||||
}
|
||||
|
||||
#player-settings #player-settings-button-row{
|
||||
#player-options #player-options-button-row{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
justify-content: space-between;
|
||||
margin-top: 15px;
|
||||
}
|
||||
|
||||
#player-settings code{
|
||||
#player-options code{
|
||||
background-color: #d9cd8e;
|
||||
border-radius: 4px;
|
||||
padding-left: 0.25rem;
|
||||
@@ -30,7 +30,7 @@ html{
|
||||
color: #000000;
|
||||
}
|
||||
|
||||
#player-settings #user-message{
|
||||
#player-options #user-message{
|
||||
display: none;
|
||||
width: calc(100% - 8px);
|
||||
background-color: #ffe86b;
|
||||
@@ -40,12 +40,12 @@ html{
|
||||
text-align: center;
|
||||
}
|
||||
|
||||
#player-settings #user-message.visible{
|
||||
#player-options #user-message.visible{
|
||||
display: block;
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
#player-settings h1{
|
||||
#player-options h1{
|
||||
font-size: 2.5rem;
|
||||
font-weight: normal;
|
||||
width: 100%;
|
||||
@@ -53,7 +53,7 @@ html{
|
||||
text-shadow: 1px 1px 4px #000000;
|
||||
}
|
||||
|
||||
#player-settings h2{
|
||||
#player-options h2{
|
||||
font-size: 40px;
|
||||
font-weight: normal;
|
||||
width: 100%;
|
||||
@@ -62,22 +62,22 @@ html{
|
||||
text-shadow: 1px 1px 2px #000000;
|
||||
}
|
||||
|
||||
#player-settings h3, #player-settings h4, #player-settings h5, #player-settings h6{
|
||||
#player-options h3, #player-options h4, #player-options h5, #player-options h6{
|
||||
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
|
||||
}
|
||||
|
||||
#player-settings input:not([type]){
|
||||
#player-options input:not([type]){
|
||||
border: 1px solid #000000;
|
||||
padding: 3px;
|
||||
border-radius: 3px;
|
||||
min-width: 150px;
|
||||
}
|
||||
|
||||
#player-settings input:not([type]):focus{
|
||||
#player-options input:not([type]):focus{
|
||||
border: 1px solid #ffffff;
|
||||
}
|
||||
|
||||
#player-settings select{
|
||||
#player-options select{
|
||||
border: 1px solid #000000;
|
||||
padding: 3px;
|
||||
border-radius: 3px;
|
||||
@@ -85,72 +85,72 @@ html{
|
||||
background-color: #ffffff;
|
||||
}
|
||||
|
||||
#player-settings #game-options, #player-settings #rom-options{
|
||||
#player-options #game-options, #player-options #rom-options{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
#player-settings .left, #player-settings .right{
|
||||
#player-options .left, #player-options .right{
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
#player-settings .left{
|
||||
#player-options .left{
|
||||
margin-right: 10px;
|
||||
}
|
||||
|
||||
#player-settings .right{
|
||||
#player-options .right{
|
||||
margin-left: 10px;
|
||||
}
|
||||
|
||||
#player-settings table{
|
||||
#player-options table{
|
||||
margin-bottom: 30px;
|
||||
width: 100%;
|
||||
}
|
||||
|
||||
#player-settings table .select-container{
|
||||
#player-options table .select-container{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
#player-settings table .select-container select{
|
||||
#player-options table .select-container select{
|
||||
min-width: 200px;
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
#player-settings table select:disabled{
|
||||
#player-options table select:disabled{
|
||||
background-color: lightgray;
|
||||
}
|
||||
|
||||
#player-settings table .range-container{
|
||||
#player-options table .range-container{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
}
|
||||
|
||||
#player-settings table .range-container input[type=range]{
|
||||
#player-options table .range-container input[type=range]{
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
#player-settings table .range-value{
|
||||
#player-options table .range-value{
|
||||
min-width: 20px;
|
||||
margin-left: 0.25rem;
|
||||
}
|
||||
|
||||
#player-settings table .special-range-container{
|
||||
#player-options table .special-range-container{
|
||||
display: flex;
|
||||
flex-direction: column;
|
||||
}
|
||||
|
||||
#player-settings table .special-range-wrapper{
|
||||
#player-options table .special-range-wrapper{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
margin-top: 0.25rem;
|
||||
}
|
||||
|
||||
#player-settings table .special-range-wrapper input[type=range]{
|
||||
#player-options table .special-range-wrapper input[type=range]{
|
||||
flex-grow: 1;
|
||||
}
|
||||
|
||||
#player-settings table .randomize-button {
|
||||
#player-options table .randomize-button {
|
||||
max-height: 24px;
|
||||
line-height: 16px;
|
||||
padding: 2px 8px;
|
||||
@@ -160,23 +160,23 @@ html{
|
||||
border-radius: 3px;
|
||||
}
|
||||
|
||||
#player-settings table .randomize-button.active {
|
||||
#player-options table .randomize-button.active {
|
||||
background-color: #ffef00; /* Same as .interactive in globalStyles.css */
|
||||
}
|
||||
|
||||
#player-settings table .randomize-button[data-tooltip]::after {
|
||||
#player-options table .randomize-button[data-tooltip]::after {
|
||||
left: unset;
|
||||
right: 0;
|
||||
}
|
||||
|
||||
#player-settings table label{
|
||||
#player-options table label{
|
||||
display: block;
|
||||
min-width: 200px;
|
||||
margin-right: 4px;
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
#player-settings th, #player-settings td{
|
||||
#player-options th, #player-options td{
|
||||
border: none;
|
||||
padding: 3px;
|
||||
font-size: 17px;
|
||||
@@ -184,17 +184,17 @@ html{
|
||||
}
|
||||
|
||||
@media all and (max-width: 1024px) {
|
||||
#player-settings {
|
||||
#player-options {
|
||||
border-radius: 0;
|
||||
}
|
||||
|
||||
#player-settings #game-options{
|
||||
#player-options #game-options{
|
||||
justify-content: flex-start;
|
||||
flex-wrap: wrap;
|
||||
}
|
||||
|
||||
#player-settings .left,
|
||||
#player-settings .right {
|
||||
#player-options .left,
|
||||
#player-options .right {
|
||||
margin: 0;
|
||||
}
|
||||
|
||||
@@ -18,10 +18,16 @@
|
||||
margin-bottom: 2px;
|
||||
}
|
||||
|
||||
#games .collapse-toggle{
|
||||
cursor: pointer;
|
||||
}
|
||||
|
||||
#games h2 .collapse-arrow{
|
||||
font-size: 20px;
|
||||
display: inline-block; /* make vertical-align work */
|
||||
padding-bottom: 9px;
|
||||
vertical-align: middle;
|
||||
cursor: pointer;
|
||||
padding-right: 8px;
|
||||
}
|
||||
|
||||
#games p.collapsed{
|
||||
@@ -42,12 +48,12 @@
|
||||
margin-bottom: 7px;
|
||||
}
|
||||
|
||||
#games #page-controls{
|
||||
#games .page-controls{
|
||||
display: flex;
|
||||
flex-direction: row;
|
||||
margin-top: 0.25rem;
|
||||
}
|
||||
|
||||
#games #page-controls button{
|
||||
#games .page-controls button{
|
||||
margin-left: 0.5rem;
|
||||
}
|
||||
|
||||
@@ -292,6 +292,12 @@ html{
|
||||
margin-right: 0.5rem;
|
||||
}
|
||||
|
||||
#weighted-settings .simple-list hr{
|
||||
width: calc(100% - 2px);
|
||||
margin: 2px auto;
|
||||
border-bottom: 1px solid rgb(255 255 255 / 0.6);
|
||||
}
|
||||
|
||||
#weighted-settings .invisible{
|
||||
display: none;
|
||||
}
|
||||
@@ -28,6 +28,10 @@
|
||||
{% endfor %}
|
||||
</tbody>
|
||||
</table>
|
||||
{% if combined_yaml %}
|
||||
<h1>Combined File Download</h1>
|
||||
<p><a href="data:text/yaml;base64,{{ combined_yaml }}" download="combined.yaml">Download</a></p>
|
||||
{% endif %}
|
||||
</div>
|
||||
</div>
|
||||
{% endblock %}
|
||||
|
||||
@@ -49,9 +49,9 @@
|
||||
our crazy idea into a reality.
|
||||
</p>
|
||||
<p>
|
||||
<span class="variable">{{ seeds }}</span>
|
||||
<a href="{{ url_for("stats") }}">{{ seeds }}</a>
|
||||
games were generated and
|
||||
<span class="variable">{{ rooms }}</span>
|
||||
<a href="{{ url_for("stats") }}">{{ rooms }}</a>
|
||||
were hosted in the last 7 days.
|
||||
</p>
|
||||
</div>
|
||||
|
||||
@@ -153,7 +153,7 @@
|
||||
{%- endif -%}
|
||||
{% endif %}
|
||||
{%- endfor -%}
|
||||
<td class="center-column">{{ percent_total_checks_done[team][player] }}</td>
|
||||
<td class="center-column">{{ "{0:.2f}".format(percent_total_checks_done[team][player]) }}</td>
|
||||
{%- if activity_timers[(team, player)] -%}
|
||||
<td class="center-column">{{ activity_timers[(team, player)].total_seconds() }}</td>
|
||||
{%- else -%}
|
||||
|
||||
@@ -1,46 +1,42 @@
|
||||
{% extends "multiTracker.html" %}
|
||||
{% block custom_table_headers %}
|
||||
{# establish the to be tracked data. Display Name, factorio/AP internal name, display image #}
|
||||
{%- set science_packs = [
|
||||
("Logistic Science Pack", "logistic-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Logistic_science_pack.png/32px-Logistic_science_pack.png"),
|
||||
("Military Science Pack", "military-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Military_science_pack.png/32px-Military_science_pack.png"),
|
||||
("Chemical Science Pack", "chemical-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Chemical_science_pack.png/32px-Chemical_science_pack.png"),
|
||||
("Production Science Pack", "production-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Production_science_pack.png/32px-Production_science_pack.png"),
|
||||
("Utility Science Pack", "utility-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Utility_science_pack.png/32px-Utility_science_pack.png"),
|
||||
("Space Science Pack", "space-science-pack",
|
||||
"https://wiki.factorio.com/images/thumb/Space_science_pack.png/32px-Space_science_pack.png"),
|
||||
] -%}
|
||||
{%- block custom_table_headers %}
|
||||
{#- macro that creates a table header with display name and image -#}
|
||||
{%- macro make_header(name, img_src) %}
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Logistic_science_pack.png/32px-Logistic_science_pack.png"
|
||||
alt="Logistic Science Pack">
|
||||
</th>
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Military_science_pack.png/32px-Military_science_pack.png"
|
||||
alt="Military Science Pack">
|
||||
</th>
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Chemical_science_pack.png/32px-Chemical_science_pack.png"
|
||||
alt="Chemical Science Pack">
|
||||
</th>
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Production_science_pack.png/32px-Production_science_pack.png"
|
||||
alt="Production Science Pack">
|
||||
</th>
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Utility_science_pack.png/32px-Utility_science_pack.png"
|
||||
alt="Utility Science Pack">
|
||||
</th>
|
||||
<th class="center-column">
|
||||
<img src="https://wiki.factorio.com/images/thumb/Space_science_pack.png/32px-Space_science_pack.png"
|
||||
alt="Space Science Pack">
|
||||
<img src="{{ img_src}}"
|
||||
alt="{{ name }}">
|
||||
</th>
|
||||
{% endmacro -%}
|
||||
{#- call the macro to build the table header -#}
|
||||
{%- for name, internal_name, img_src in science_packs %}
|
||||
{{ make_header(name, img_src) }}
|
||||
{% endfor -%}
|
||||
{% endblock %}
|
||||
{% block custom_table_row scoped %}
|
||||
{% if games[player] == "Factorio" %}
|
||||
{% set player_inventory = named_inventory[team][player] %}
|
||||
{% set prog_science = player_inventory["progressive-science-pack"] %}
|
||||
<td class="center-column">{% if player_inventory["logistic-science-pack"] or prog_science %}✔{% endif %}</td>
|
||||
<td class="center-column">{% if player_inventory["military-science-pack"] or prog_science > 1%}✔{% endif %}</td>
|
||||
<td class="center-column">{% if player_inventory["chemical-science-pack"] or prog_science > 2%}✔{% endif %}</td>
|
||||
<td class="center-column">{% if player_inventory["production-science-pack"] or prog_science > 3%}✔{% endif %}</td>
|
||||
<td class="center-column">{% if player_inventory["utility-science-pack"] or prog_science > 4%}✔{% endif %}</td>
|
||||
<td class="center-column">{% if player_inventory["space-science-pack"] or prog_science > 5%}✔{% endif %}</td>
|
||||
{%- set player_inventory = named_inventory[team][player] -%}
|
||||
{%- set prog_science = player_inventory["progressive-science-pack"] -%}
|
||||
{%- for name, internal_name, img_src in science_packs %}
|
||||
<td class="center-column">{% if player_inventory[internal_name] or prog_science > loop.index0 %}✔{% endif %}</td>
|
||||
{% endfor -%}
|
||||
{% else %}
|
||||
<td class="center-column">❌</td>
|
||||
<td class="center-column">❌</td>
|
||||
<td class="center-column">❌</td>
|
||||
<td class="center-column">❌</td>
|
||||
<td class="center-column">❌</td>
|
||||
<td class="center-column">❌</td>
|
||||
{%- for _ in science_packs %}
|
||||
<td class="center-column">❌</td>
|
||||
{% endfor -%}
|
||||
{% endif %}
|
||||
{% endblock%}
|
||||
|
||||
@@ -55,7 +55,7 @@
|
||||
<td class="center-column" data-sort="{{ checks["Total"] }}">
|
||||
{{ checks["Total"] }}/{{ locations[player] | length }}
|
||||
</td>
|
||||
<td class="center-column">{{ percent_total_checks_done[team][player] }}</td>
|
||||
<td class="center-column">{{ "{0:.2f}".format(percent_total_checks_done[team][player]) }}</td>
|
||||
{%- if activity_timers[team, player] -%}
|
||||
<td class="center-column">{{ activity_timers[team, player].total_seconds() }}</td>
|
||||
{%- else -%}
|
||||
@@ -72,7 +72,13 @@
|
||||
<td>All Games</td>
|
||||
<td>{{ completed_worlds }}/{{ players|length }} Complete</td>
|
||||
<td class="center-column">{{ players.values()|sum(attribute='Total') }}/{{ total_locations[team] }}</td>
|
||||
<td class="center-column">{{ (players.values()|sum(attribute='Total') / total_locations[team] * 100) | int }}</td>
|
||||
<td class="center-column">
|
||||
{% if total_locations[team] == 0 %}
|
||||
100
|
||||
{% else %}
|
||||
{{ "{0:.2f}".format(players.values()|sum(attribute='Total') / total_locations[team] * 100) }}
|
||||
{% endif %}
|
||||
</td>
|
||||
<td class="center-column last-activity"></td>
|
||||
</tr>
|
||||
</tfoot>
|
||||
|
||||
@@ -1,26 +1,26 @@
|
||||
{% extends 'pageWrapper.html' %}
|
||||
|
||||
{% block head %}
|
||||
<title>{{ game }} Settings</title>
|
||||
<title>{{ game }} Options</title>
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/player-settings.css") }}" />
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/player-options.css") }}" />
|
||||
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/md5.min.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/player-settings.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/player-options.js") }}"></script>
|
||||
{% endblock %}
|
||||
|
||||
{% block body %}
|
||||
{% include 'header/'+theme+'Header.html' %}
|
||||
<div id="player-settings" class="markdown" data-game="{{ game }}">
|
||||
<div id="player-options" class="markdown" data-game="{{ game }}">
|
||||
<div id="user-message"></div>
|
||||
<h1><span id="game-name">Player</span> Settings</h1>
|
||||
<h1><span id="game-name">Player</span> Options</h1>
|
||||
<p>Choose the options you would like to play with! You may generate a single-player game from this page,
|
||||
or download a settings file you can use to participate in a MultiWorld.</p>
|
||||
or download an options file you can use to participate in a MultiWorld.</p>
|
||||
|
||||
<p>
|
||||
A more advanced settings configuration for all games can be found on the
|
||||
<a href="/weighted-settings">Weighted Settings</a> page.
|
||||
A more advanced options configuration for all games can be found on the
|
||||
<a href="/weighted-options">Weighted options</a> page.
|
||||
<br />
|
||||
A list of all games you have generated can be found on the <a href="/user-content">User Content Page</a>.
|
||||
<br />
|
||||
@@ -39,8 +39,8 @@
|
||||
<div id="game-options-right" class="right"></div>
|
||||
</div>
|
||||
|
||||
<div id="player-settings-button-row">
|
||||
<button id="export-settings">Export Settings</button>
|
||||
<div id="player-options-button-row">
|
||||
<button id="export-options">Export Options</button>
|
||||
<button id="generate-game">Generate Game</button>
|
||||
<button id="generate-race">Generate Race</button>
|
||||
</div>
|
||||
@@ -24,7 +24,7 @@
|
||||
<li><a href="/games">Supported Games Page</a></li>
|
||||
<li><a href="/tutorial">Tutorials Page</a></li>
|
||||
<li><a href="/user-content">User Content</a></li>
|
||||
<li><a href="/weighted-settings">Weighted Settings Page</a></li>
|
||||
<li><a href="/weighted-options">Weighted Options Page</a></li>
|
||||
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
|
||||
<li><a href="/glossary/en">Glossary</a></li>
|
||||
</ul>
|
||||
@@ -46,11 +46,11 @@
|
||||
{% endfor %}
|
||||
</ul>
|
||||
|
||||
<h2>Game Settings Pages</h2>
|
||||
<h2>Game Options Pages</h2>
|
||||
<ul>
|
||||
{% for game in games | title_sorted %}
|
||||
{% if game['has_settings'] %}
|
||||
<li><a href="{{ url_for('player_settings', game=game['title']) }}">{{ game['title'] }}</a></li>
|
||||
<li><a href="{{ url_for('player_options', game=game['title']) }}">{{ game['title'] }}</a></li>
|
||||
{% endif %}
|
||||
{% endfor %}
|
||||
</ul>
|
||||
|
||||
@@ -5,15 +5,35 @@
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/supportedGames.css") }}" />
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/supportedGames.js") }}"></script>
|
||||
<noscript>
|
||||
<style>
|
||||
/* always un-collapse all and hide arrow and search bar */
|
||||
.js-only{
|
||||
display: none;
|
||||
}
|
||||
|
||||
#games p.collapsed{
|
||||
display: block;
|
||||
}
|
||||
|
||||
#games h2 .collapse-arrow{
|
||||
display: none;
|
||||
}
|
||||
|
||||
#games .collapse-toggle{
|
||||
cursor: unset;
|
||||
}
|
||||
</style>
|
||||
</noscript>
|
||||
{% endblock %}
|
||||
|
||||
{% block body %}
|
||||
{% include 'header/oceanHeader.html' %}
|
||||
<div id="games" class="markdown">
|
||||
<h1>Currently Supported Games</h1>
|
||||
<div>
|
||||
<div class="js-only">
|
||||
<label for="game-search">Search for your game below!</label><br />
|
||||
<div id="page-controls">
|
||||
<div class="page-controls">
|
||||
<input id="game-search" placeholder="Search by title..." autofocus />
|
||||
<button id="expand-all">Expand All</button>
|
||||
<button id="collapse-all">Collapse All</button>
|
||||
@@ -22,21 +42,21 @@
|
||||
{% for game_name in worlds | title_sorted %}
|
||||
{% set world = worlds[game_name] %}
|
||||
<h2 class="collapse-toggle" data-game="{{ game_name }}">
|
||||
<span id="{{ game_name }}-arrow" class="collapse-arrow">▶</span> {{ game_name }}
|
||||
<span class="collapse-arrow">▶</span>{{ game_name }}
|
||||
</h2>
|
||||
<p id="{{ game_name }}" class="collapsed">
|
||||
<p class="collapsed">
|
||||
{{ world.__doc__ | default("No description provided.", true) }}<br />
|
||||
<a href="{{ url_for("game_info", game=game_name, lang="en") }}">Game Page</a>
|
||||
{% if world.web.tutorials %}
|
||||
<span class="link-spacer">|</span>
|
||||
<a href="{{ url_for("tutorial_landing") }}#{{ game_name }}">Setup Guides</a>
|
||||
{% endif %}
|
||||
{% if world.web.settings_page is string %}
|
||||
{% if world.web.options_page is string %}
|
||||
<span class="link-spacer">|</span>
|
||||
<a href="{{ world.web.settings_page }}">Settings Page</a>
|
||||
{% elif world.web.settings_page %}
|
||||
<a href="{{ world.web.settings_page }}">Options Page</a>
|
||||
{% elif world.web.options_page %}
|
||||
<span class="link-spacer">|</span>
|
||||
<a href="{{ url_for("player_settings", game=game_name) }}">Settings Page</a>
|
||||
<a href="{{ url_for("player_options", game=game_name) }}">Options Page</a>
|
||||
{% endif %}
|
||||
{% if world.web.bug_report_page %}
|
||||
<span class="link-spacer">|</span>
|
||||
|
||||
@@ -34,7 +34,7 @@
|
||||
{% endif %}
|
||||
<tr>
|
||||
<td>Rooms: </td>
|
||||
<td>
|
||||
<td>
|
||||
{% call macros.list_rooms(seed.rooms | selectattr("owner", "eq", session["_id"])) %}
|
||||
<li>
|
||||
<a href="{{ url_for("new_room", seed=seed.id) }}">Create New Room</a>
|
||||
|
||||
@@ -1,26 +1,26 @@
|
||||
{% extends 'pageWrapper.html' %}
|
||||
|
||||
{% block head %}
|
||||
<title>{{ game }} Settings</title>
|
||||
<title>{{ game }} Options</title>
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weighted-settings.css") }}" />
|
||||
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weighted-options.css") }}" />
|
||||
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/md5.min.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weighted-settings.js") }}"></script>
|
||||
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weighted-options.js") }}"></script>
|
||||
{% endblock %}
|
||||
|
||||
{% block body %}
|
||||
{% include 'header/grassHeader.html' %}
|
||||
<div id="weighted-settings" class="markdown" data-game="{{ game }}">
|
||||
<div id="user-message"></div>
|
||||
<h1>Weighted Settings</h1>
|
||||
<p>Weighted Settings allows you to choose how likely a particular option is to be used in game generation.
|
||||
<h1>Weighted Options</h1>
|
||||
<p>Weighted options allow you to choose how likely a particular option is to be used in game generation.
|
||||
The higher an option is weighted, the more likely the option will be chosen. Think of them like
|
||||
entries in a raffle.</p>
|
||||
|
||||
<p>Choose the games and options you would like to play with! You may generate a single-player game from
|
||||
this page, or download a settings file you can use to participate in a MultiWorld.</p>
|
||||
this page, or download an options file you can use to participate in a MultiWorld.</p>
|
||||
|
||||
<p>A list of all games you have generated can be found on the <a href="/user-content">User Content</a>
|
||||
page.</p>
|
||||
@@ -40,7 +40,7 @@
|
||||
</div>
|
||||
|
||||
<div id="weighted-settings-button-row">
|
||||
<button id="export-settings">Export Settings</button>
|
||||
<button id="export-options">Export Options</button>
|
||||
<button id="generate-game">Generate Game</button>
|
||||
<button id="generate-race">Generate Race</button>
|
||||
</div>
|
||||
@@ -1532,9 +1532,11 @@ def _get_multiworld_tracker_data(tracker: UUID) -> typing.Optional[typing.Dict[s
|
||||
continue
|
||||
player_locations = locations[player]
|
||||
checks_done[team][player]["Total"] = len(locations_checked)
|
||||
percent_total_checks_done[team][player] = int(checks_done[team][player]["Total"] /
|
||||
len(player_locations) * 100) \
|
||||
if player_locations else 100
|
||||
percent_total_checks_done[team][player] = (
|
||||
checks_done[team][player]["Total"] / len(player_locations) * 100
|
||||
if player_locations
|
||||
else 100
|
||||
)
|
||||
|
||||
activity_timers = {}
|
||||
now = datetime.datetime.utcnow()
|
||||
@@ -1690,10 +1692,13 @@ def get_LttP_multiworld_tracker(tracker: UUID):
|
||||
for recipient in recipients:
|
||||
attribute_item(team, recipient, item)
|
||||
checks_done[team][player][player_location_to_area[player][location]] += 1
|
||||
checks_done[team][player]["Total"] += 1
|
||||
percent_total_checks_done[team][player] = int(
|
||||
checks_done[team][player]["Total"] / len(player_locations) * 100) if \
|
||||
player_locations else 100
|
||||
checks_done[team][player]["Total"] = len(locations_checked)
|
||||
|
||||
percent_total_checks_done[team][player] = (
|
||||
checks_done[team][player]["Total"] / len(player_locations) * 100
|
||||
if player_locations
|
||||
else 100
|
||||
)
|
||||
|
||||
for (team, player), game_state in multisave.get("client_game_state", {}).items():
|
||||
if player in groups:
|
||||
|
||||
@@ -104,13 +104,21 @@ def upload_zip_to_db(zfile: zipfile.ZipFile, owner=None, meta={"race": False}, s
|
||||
|
||||
# Factorio
|
||||
elif file.filename.endswith(".zip"):
|
||||
_, _, slot_id, *_ = file.filename.split('_')[0].split('-', 3)
|
||||
try:
|
||||
_, _, slot_id, *_ = file.filename.split('_')[0].split('-', 3)
|
||||
except ValueError:
|
||||
flash("Error: Unexpected file found in .zip: " + file.filename)
|
||||
return
|
||||
data = zfile.open(file, "r").read()
|
||||
files[int(slot_id[1:])] = data
|
||||
|
||||
# All other files using the standard MultiWorld.get_out_file_name_base method
|
||||
else:
|
||||
_, _, slot_id, *_ = file.filename.split('.')[0].split('_', 3)
|
||||
try:
|
||||
_, _, slot_id, *_ = file.filename.split('.')[0].split('_', 3)
|
||||
except ValueError:
|
||||
flash("Error: Unexpected file found in .zip: " + file.filename)
|
||||
return
|
||||
data = zfile.open(file, "r").read()
|
||||
files[int(slot_id[1:])] = data
|
||||
|
||||
|
||||
119
data/lua/base64.lua
Normal file
@@ -0,0 +1,119 @@
|
||||
-- This file originates from this repository: https://github.com/iskolbin/lbase64
|
||||
-- It was modified to translate between base64 strings and lists of bytes instead of base64 strings and strings.
|
||||
|
||||
local base64 = {}
|
||||
|
||||
local extract = _G.bit32 and _G.bit32.extract -- Lua 5.2/Lua 5.3 in compatibility mode
|
||||
if not extract then
|
||||
if _G._VERSION == "Lua 5.4" then
|
||||
extract = load[[return function( v, from, width )
|
||||
return ( v >> from ) & ((1 << width) - 1)
|
||||
end]]()
|
||||
elseif _G.bit then -- LuaJIT
|
||||
local shl, shr, band = _G.bit.lshift, _G.bit.rshift, _G.bit.band
|
||||
extract = function( v, from, width )
|
||||
return band( shr( v, from ), shl( 1, width ) - 1 )
|
||||
end
|
||||
elseif _G._VERSION == "Lua 5.1" then
|
||||
extract = function( v, from, width )
|
||||
local w = 0
|
||||
local flag = 2^from
|
||||
for i = 0, width-1 do
|
||||
local flag2 = flag + flag
|
||||
if v % flag2 >= flag then
|
||||
w = w + 2^i
|
||||
end
|
||||
flag = flag2
|
||||
end
|
||||
return w
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function base64.makeencoder( s62, s63, spad )
|
||||
local encoder = {}
|
||||
for b64code, char in pairs{[0]='A','B','C','D','E','F','G','H','I','J',
|
||||
'K','L','M','N','O','P','Q','R','S','T','U','V','W','X','Y',
|
||||
'Z','a','b','c','d','e','f','g','h','i','j','k','l','m','n',
|
||||
'o','p','q','r','s','t','u','v','w','x','y','z','0','1','2',
|
||||
'3','4','5','6','7','8','9',s62 or '+',s63 or'/',spad or'='} do
|
||||
encoder[b64code] = char:byte()
|
||||
end
|
||||
return encoder
|
||||
end
|
||||
|
||||
function base64.makedecoder( s62, s63, spad )
|
||||
local decoder = {}
|
||||
for b64code, charcode in pairs( base64.makeencoder( s62, s63, spad )) do
|
||||
decoder[charcode] = b64code
|
||||
end
|
||||
return decoder
|
||||
end
|
||||
|
||||
local DEFAULT_ENCODER = base64.makeencoder()
|
||||
local DEFAULT_DECODER = base64.makedecoder()
|
||||
|
||||
local char, concat = string.char, table.concat
|
||||
|
||||
function base64.encode( arr, encoder )
|
||||
encoder = encoder or DEFAULT_ENCODER
|
||||
local t, k, n = {}, 1, #arr
|
||||
local lastn = n % 3
|
||||
for i = 1, n-lastn, 3 do
|
||||
local a, b, c = arr[i], arr[i + 1], arr[i + 2]
|
||||
local v = a*0x10000 + b*0x100 + c
|
||||
local s
|
||||
s = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[extract(v,6,6)], encoder[extract(v,0,6)])
|
||||
t[k] = s
|
||||
k = k + 1
|
||||
end
|
||||
if lastn == 2 then
|
||||
local a, b = arr[n-1], arr[n]
|
||||
local v = a*0x10000 + b*0x100
|
||||
t[k] = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[extract(v,6,6)], encoder[64])
|
||||
elseif lastn == 1 then
|
||||
local v = arr[n]*0x10000
|
||||
t[k] = char(encoder[extract(v,18,6)], encoder[extract(v,12,6)], encoder[64], encoder[64])
|
||||
end
|
||||
return concat( t )
|
||||
end
|
||||
|
||||
function base64.decode( b64, decoder )
|
||||
decoder = decoder or DEFAULT_DECODER
|
||||
local pattern = '[^%w%+%/%=]'
|
||||
if decoder then
|
||||
local s62, s63
|
||||
for charcode, b64code in pairs( decoder ) do
|
||||
if b64code == 62 then s62 = charcode
|
||||
elseif b64code == 63 then s63 = charcode
|
||||
end
|
||||
end
|
||||
pattern = ('[^%%w%%%s%%%s%%=]'):format( char(s62), char(s63) )
|
||||
end
|
||||
b64 = b64:gsub( pattern, '' )
|
||||
local t, k = {}, 1
|
||||
local n = #b64
|
||||
local padding = b64:sub(-2) == '==' and 2 or b64:sub(-1) == '=' and 1 or 0
|
||||
for i = 1, padding > 0 and n-4 or n, 4 do
|
||||
local a, b, c, d = b64:byte( i, i+3 )
|
||||
local s
|
||||
local v = decoder[a]*0x40000 + decoder[b]*0x1000 + decoder[c]*0x40 + decoder[d]
|
||||
table.insert(t,extract(v,16,8))
|
||||
table.insert(t,extract(v,8,8))
|
||||
table.insert(t,extract(v,0,8))
|
||||
end
|
||||
if padding == 1 then
|
||||
local a, b, c = b64:byte( n-3, n-1 )
|
||||
local v = decoder[a]*0x40000 + decoder[b]*0x1000 + decoder[c]*0x40
|
||||
table.insert(t,extract(v,16,8))
|
||||
table.insert(t,extract(v,8,8))
|
||||
elseif padding == 2 then
|
||||
local a, b = b64:byte( n-3, n-2 )
|
||||
local v = decoder[a]*0x40000 + decoder[b]*0x1000
|
||||
table.insert(t,extract(v,16,8))
|
||||
end
|
||||
return t
|
||||
end
|
||||
|
||||
return base64
|
||||
564
data/lua/connector_bizhawk_generic.lua
Normal file
@@ -0,0 +1,564 @@
|
||||
--[[
|
||||
Copyright (c) 2023 Zunawe
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
]]
|
||||
|
||||
local SCRIPT_VERSION = 1
|
||||
|
||||
--[[
|
||||
This script expects to receive JSON and will send JSON back. A message should
|
||||
be a list of 1 or more requests which will be executed in order. Each request
|
||||
will have a corresponding response in the same order.
|
||||
|
||||
Every individual request and response is a JSON object with at minimum one
|
||||
field `type`. The value of `type` determines what other fields may exist.
|
||||
|
||||
To get the script version, instead of JSON, send "VERSION" to get the script
|
||||
version directly (e.g. "2").
|
||||
|
||||
#### Ex. 1
|
||||
|
||||
Request: `[{"type": "PING"}]`
|
||||
|
||||
Response: `[{"type": "PONG"}]`
|
||||
|
||||
---
|
||||
|
||||
#### Ex. 2
|
||||
|
||||
Request: `[{"type": "LOCK"}, {"type": "HASH"}]`
|
||||
|
||||
Response: `[{"type": "LOCKED"}, {"type": "HASH_RESPONSE", "value": "F7D18982"}]`
|
||||
|
||||
---
|
||||
|
||||
#### Ex. 3
|
||||
|
||||
Request:
|
||||
|
||||
```json
|
||||
[
|
||||
{"type": "GUARD", "address": 100, "expected_data": "aGVsbG8=", "domain": "System Bus"},
|
||||
{"type": "READ", "address": 500, "size": 4, "domain": "ROM"}
|
||||
]
|
||||
```
|
||||
|
||||
Response:
|
||||
|
||||
```json
|
||||
[
|
||||
{"type": "GUARD_RESPONSE", "address": 100, "value": true},
|
||||
{"type": "READ_RESPONSE", "value": "dGVzdA=="}
|
||||
]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
#### Ex. 4
|
||||
|
||||
Request:
|
||||
|
||||
```json
|
||||
[
|
||||
{"type": "GUARD", "address": 100, "expected_data": "aGVsbG8=", "domain": "System Bus"},
|
||||
{"type": "READ", "address": 500, "size": 4, "domain": "ROM"}
|
||||
]
|
||||
```
|
||||
|
||||
Response:
|
||||
|
||||
```json
|
||||
[
|
||||
{"type": "GUARD_RESPONSE", "address": 100, "value": false},
|
||||
{"type": "GUARD_RESPONSE", "address": 100, "value": false}
|
||||
]
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
### Supported Request Types
|
||||
|
||||
- `PING`
|
||||
Does nothing; resets timeout.
|
||||
|
||||
Expected Response Type: `PONG`
|
||||
|
||||
- `SYSTEM`
|
||||
Returns the system of the currently loaded ROM (N64, GBA, etc...).
|
||||
|
||||
Expected Response Type: `SYSTEM_RESPONSE`
|
||||
|
||||
- `PREFERRED_CORES`
|
||||
Returns the user's default cores for systems with multiple cores. If the
|
||||
current ROM's system has multiple cores, the one that is currently
|
||||
running is very probably the preferred core.
|
||||
|
||||
Expected Response Type: `PREFERRED_CORES_RESPONSE`
|
||||
|
||||
- `HASH`
|
||||
Returns the hash of the currently loaded ROM calculated by BizHawk.
|
||||
|
||||
Expected Response Type: `HASH_RESPONSE`
|
||||
|
||||
- `GUARD`
|
||||
Checks a section of memory against `expected_data`. If the bytes starting
|
||||
at `address` do not match `expected_data`, the response will have `value`
|
||||
set to `false`, and all subsequent requests will not be executed and
|
||||
receive the same `GUARD_RESPONSE`.
|
||||
|
||||
Expected Response Type: `GUARD_RESPONSE`
|
||||
|
||||
Additional Fields:
|
||||
- `address` (`int`): The address of the memory to check
|
||||
- `expected_data` (string): A base64 string of contiguous data
|
||||
- `domain` (`string`): The name of the memory domain the address
|
||||
corresponds to
|
||||
|
||||
- `LOCK`
|
||||
Halts emulation and blocks on incoming requests until an `UNLOCK` request
|
||||
is received or the client times out. All requests processed while locked
|
||||
will happen on the same frame.
|
||||
|
||||
Expected Response Type: `LOCKED`
|
||||
|
||||
- `UNLOCK`
|
||||
Resumes emulation after the current list of requests is done being
|
||||
executed.
|
||||
|
||||
Expected Response Type: `UNLOCKED`
|
||||
|
||||
- `READ`
|
||||
Reads an array of bytes at the provided address.
|
||||
|
||||
Expected Response Type: `READ_RESPONSE`
|
||||
|
||||
Additional Fields:
|
||||
- `address` (`int`): The address of the memory to read
|
||||
- `size` (`int`): The number of bytes to read
|
||||
- `domain` (`string`): The name of the memory domain the address
|
||||
corresponds to
|
||||
|
||||
- `WRITE`
|
||||
Writes an array of bytes to the provided address.
|
||||
|
||||
Expected Response Type: `WRITE_RESPONSE`
|
||||
|
||||
Additional Fields:
|
||||
- `address` (`int`): The address of the memory to write to
|
||||
- `value` (`string`): A base64 string representing the data to write
|
||||
- `domain` (`string`): The name of the memory domain the address
|
||||
corresponds to
|
||||
|
||||
- `DISPLAY_MESSAGE`
|
||||
Adds a message to the message queue which will be displayed using
|
||||
`gui.addmessage` according to the message interval.
|
||||
|
||||
Expected Response Type: `DISPLAY_MESSAGE_RESPONSE`
|
||||
|
||||
Additional Fields:
|
||||
- `message` (`string`): The string to display
|
||||
|
||||
- `SET_MESSAGE_INTERVAL`
|
||||
Sets the minimum amount of time to wait between displaying messages.
|
||||
Potentially useful if you add many messages quickly but want players
|
||||
to be able to read each of them.
|
||||
|
||||
Expected Response Type: `SET_MESSAGE_INTERVAL_RESPONSE`
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`number`): The number of seconds to set the interval to
|
||||
|
||||
|
||||
### Response Types
|
||||
|
||||
- `PONG`
|
||||
Acknowledges `PING`.
|
||||
|
||||
- `SYSTEM_RESPONSE`
|
||||
Contains the name of the system for currently running ROM.
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`string`): The returned system name
|
||||
|
||||
- `PREFERRED_CORES_RESPONSE`
|
||||
Contains the user's preferred cores for systems with multiple supported
|
||||
cores. Currently includes NES, SNES, GB, GBC, DGB, SGB, PCE, PCECD, and
|
||||
SGX.
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`{[string]: [string]}`): A dictionary map from system name to
|
||||
core name
|
||||
|
||||
- `HASH_RESPONSE`
|
||||
Contains the hash of the currently loaded ROM calculated by BizHawk.
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`string`): The returned hash
|
||||
|
||||
- `GUARD_RESPONSE`
|
||||
The result of an attempted `GUARD` request.
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`boolean`): true if the memory was validated, false if not
|
||||
- `address` (`int`): The address of the memory that was invalid (the same
|
||||
address provided by the `GUARD`, not the address of the individual invalid
|
||||
byte)
|
||||
|
||||
- `LOCKED`
|
||||
Acknowledges `LOCK`.
|
||||
|
||||
- `UNLOCKED`
|
||||
Acknowledges `UNLOCK`.
|
||||
|
||||
- `READ_RESPONSE`
|
||||
Contains the result of a `READ` request.
|
||||
|
||||
Additional Fields:
|
||||
- `value` (`string`): A base64 string representing the read data
|
||||
|
||||
- `WRITE_RESPONSE`
|
||||
Acknowledges `WRITE`.
|
||||
|
||||
- `DISPLAY_MESSAGE_RESPONSE`
|
||||
Acknowledges `DISPLAY_MESSAGE`.
|
||||
|
||||
- `SET_MESSAGE_INTERVAL_RESPONSE`
|
||||
Acknowledges `SET_MESSAGE_INTERVAL`.
|
||||
|
||||
- `ERROR`
|
||||
Signifies that something has gone wrong while processing a request.
|
||||
|
||||
Additional Fields:
|
||||
- `err` (`string`): A description of the problem
|
||||
]]
|
||||
|
||||
local base64 = require("base64")
|
||||
local socket = require("socket")
|
||||
local json = require("json")
|
||||
|
||||
-- Set to log incoming requests
|
||||
-- Will cause lag due to large console output
|
||||
local DEBUG = false
|
||||
|
||||
local SOCKET_PORT = 43055
|
||||
|
||||
local STATE_NOT_CONNECTED = 0
|
||||
local STATE_CONNECTED = 1
|
||||
|
||||
local server = nil
|
||||
local client_socket = nil
|
||||
|
||||
local current_state = STATE_NOT_CONNECTED
|
||||
|
||||
local timeout_timer = 0
|
||||
local message_timer = 0
|
||||
local message_interval = 0
|
||||
local prev_time = 0
|
||||
local current_time = 0
|
||||
|
||||
local locked = false
|
||||
|
||||
local rom_hash = nil
|
||||
|
||||
local lua_major, lua_minor = _VERSION:match("Lua (%d+)%.(%d+)")
|
||||
lua_major = tonumber(lua_major)
|
||||
lua_minor = tonumber(lua_minor)
|
||||
|
||||
if lua_major > 5 or (lua_major == 5 and lua_minor >= 3) then
|
||||
require("lua_5_3_compat")
|
||||
end
|
||||
|
||||
local bizhawk_version = client.getversion()
|
||||
local bizhawk_major, bizhawk_minor, bizhawk_patch = bizhawk_version:match("(%d+)%.(%d+)%.?(%d*)")
|
||||
bizhawk_major = tonumber(bizhawk_major)
|
||||
bizhawk_minor = tonumber(bizhawk_minor)
|
||||
if bizhawk_patch == "" then
|
||||
bizhawk_patch = 0
|
||||
else
|
||||
bizhawk_patch = tonumber(bizhawk_patch)
|
||||
end
|
||||
|
||||
function queue_push (self, value)
|
||||
self[self.right] = value
|
||||
self.right = self.right + 1
|
||||
end
|
||||
|
||||
function queue_is_empty (self)
|
||||
return self.right == self.left
|
||||
end
|
||||
|
||||
function queue_shift (self)
|
||||
value = self[self.left]
|
||||
self[self.left] = nil
|
||||
self.left = self.left + 1
|
||||
return value
|
||||
end
|
||||
|
||||
function new_queue ()
|
||||
local queue = {left = 1, right = 1}
|
||||
return setmetatable(queue, {__index = {is_empty = queue_is_empty, push = queue_push, shift = queue_shift}})
|
||||
end
|
||||
|
||||
local message_queue = new_queue()
|
||||
|
||||
function lock ()
|
||||
locked = true
|
||||
client_socket:settimeout(2)
|
||||
end
|
||||
|
||||
function unlock ()
|
||||
locked = false
|
||||
client_socket:settimeout(0)
|
||||
end
|
||||
|
||||
function process_request (req)
|
||||
local res = {}
|
||||
|
||||
if req["type"] == "PING" then
|
||||
res["type"] = "PONG"
|
||||
|
||||
elseif req["type"] == "SYSTEM" then
|
||||
res["type"] = "SYSTEM_RESPONSE"
|
||||
res["value"] = emu.getsystemid()
|
||||
|
||||
elseif req["type"] == "PREFERRED_CORES" then
|
||||
local preferred_cores = client.getconfig().PreferredCores
|
||||
res["type"] = "PREFERRED_CORES_RESPONSE"
|
||||
res["value"] = {}
|
||||
res["value"]["NES"] = preferred_cores.NES
|
||||
res["value"]["SNES"] = preferred_cores.SNES
|
||||
res["value"]["GB"] = preferred_cores.GB
|
||||
res["value"]["GBC"] = preferred_cores.GBC
|
||||
res["value"]["DGB"] = preferred_cores.DGB
|
||||
res["value"]["SGB"] = preferred_cores.SGB
|
||||
res["value"]["PCE"] = preferred_cores.PCE
|
||||
res["value"]["PCECD"] = preferred_cores.PCECD
|
||||
res["value"]["SGX"] = preferred_cores.SGX
|
||||
|
||||
elseif req["type"] == "HASH" then
|
||||
res["type"] = "HASH_RESPONSE"
|
||||
res["value"] = rom_hash
|
||||
|
||||
elseif req["type"] == "GUARD" then
|
||||
res["type"] = "GUARD_RESPONSE"
|
||||
local expected_data = base64.decode(req["expected_data"])
|
||||
|
||||
local actual_data = memory.read_bytes_as_array(req["address"], #expected_data, req["domain"])
|
||||
|
||||
local data_is_validated = true
|
||||
for i, byte in ipairs(actual_data) do
|
||||
if byte ~= expected_data[i] then
|
||||
data_is_validated = false
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
res["value"] = data_is_validated
|
||||
res["address"] = req["address"]
|
||||
|
||||
elseif req["type"] == "LOCK" then
|
||||
res["type"] = "LOCKED"
|
||||
lock()
|
||||
|
||||
elseif req["type"] == "UNLOCK" then
|
||||
res["type"] = "UNLOCKED"
|
||||
unlock()
|
||||
|
||||
elseif req["type"] == "READ" then
|
||||
res["type"] = "READ_RESPONSE"
|
||||
res["value"] = base64.encode(memory.read_bytes_as_array(req["address"], req["size"], req["domain"]))
|
||||
|
||||
elseif req["type"] == "WRITE" then
|
||||
res["type"] = "WRITE_RESPONSE"
|
||||
memory.write_bytes_as_array(req["address"], base64.decode(req["value"]), req["domain"])
|
||||
|
||||
elseif req["type"] == "DISPLAY_MESSAGE" then
|
||||
res["type"] = "DISPLAY_MESSAGE_RESPONSE"
|
||||
message_queue:push(req["message"])
|
||||
|
||||
elseif req["type"] == "SET_MESSAGE_INTERVAL" then
|
||||
res["type"] = "SET_MESSAGE_INTERVAL_RESPONSE"
|
||||
message_interval = req["value"]
|
||||
|
||||
else
|
||||
res["type"] = "ERROR"
|
||||
res["err"] = "Unknown command: "..req["type"]
|
||||
end
|
||||
|
||||
return res
|
||||
end
|
||||
|
||||
-- Receive data from AP client and send message back
|
||||
function send_receive ()
|
||||
local message, err = client_socket:receive()
|
||||
|
||||
-- Handle errors
|
||||
if err == "closed" then
|
||||
if current_state == STATE_CONNECTED then
|
||||
print("Connection to client closed")
|
||||
end
|
||||
current_state = STATE_NOT_CONNECTED
|
||||
return
|
||||
elseif err == "timeout" then
|
||||
unlock()
|
||||
return
|
||||
elseif err ~= nil then
|
||||
print(err)
|
||||
current_state = STATE_NOT_CONNECTED
|
||||
unlock()
|
||||
return
|
||||
end
|
||||
|
||||
-- Reset timeout timer
|
||||
timeout_timer = 5
|
||||
|
||||
-- Process received data
|
||||
if DEBUG then
|
||||
print("Received Message ["..emu.framecount().."]: "..'"'..message..'"')
|
||||
end
|
||||
|
||||
if message == "VERSION" then
|
||||
local result, err client_socket:send(tostring(SCRIPT_VERSION).."\n")
|
||||
else
|
||||
local res = {}
|
||||
local data = json.decode(message)
|
||||
local failed_guard_response = nil
|
||||
for i, req in ipairs(data) do
|
||||
if failed_guard_response ~= nil then
|
||||
res[i] = failed_guard_response
|
||||
else
|
||||
-- An error is more likely to cause an NLua exception than to return an error here
|
||||
local status, response = pcall(process_request, req)
|
||||
if status then
|
||||
res[i] = response
|
||||
|
||||
-- If the GUARD validation failed, skip the remaining commands
|
||||
if response["type"] == "GUARD_RESPONSE" and not response["value"] then
|
||||
failed_guard_response = response
|
||||
end
|
||||
else
|
||||
res[i] = {type = "ERROR", err = response}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
client_socket:send(json.encode(res).."\n")
|
||||
end
|
||||
end
|
||||
|
||||
function main ()
|
||||
server, err = socket.bind("localhost", SOCKET_PORT)
|
||||
if err ~= nil then
|
||||
print(err)
|
||||
return
|
||||
end
|
||||
|
||||
while true do
|
||||
current_time = socket.socket.gettime()
|
||||
timeout_timer = timeout_timer - (current_time - prev_time)
|
||||
message_timer = message_timer - (current_time - prev_time)
|
||||
prev_time = current_time
|
||||
|
||||
if message_timer <= 0 and not message_queue:is_empty() then
|
||||
gui.addmessage(message_queue:shift())
|
||||
message_timer = message_interval
|
||||
end
|
||||
|
||||
if current_state == STATE_NOT_CONNECTED then
|
||||
if emu.framecount() % 60 == 0 then
|
||||
server:settimeout(2)
|
||||
local client, timeout = server:accept()
|
||||
if timeout == nil then
|
||||
print("Client connected")
|
||||
current_state = STATE_CONNECTED
|
||||
client_socket = client
|
||||
client_socket:settimeout(0)
|
||||
else
|
||||
print("No client found. Trying again...")
|
||||
end
|
||||
end
|
||||
else
|
||||
repeat
|
||||
send_receive()
|
||||
until not locked
|
||||
|
||||
if timeout_timer <= 0 then
|
||||
print("Client timed out")
|
||||
current_state = STATE_NOT_CONNECTED
|
||||
end
|
||||
end
|
||||
|
||||
coroutine.yield()
|
||||
end
|
||||
end
|
||||
|
||||
event.onexit(function ()
|
||||
print("\n-- Restarting Script --\n")
|
||||
if server ~= nil then
|
||||
server:close()
|
||||
end
|
||||
end)
|
||||
|
||||
if bizhawk_major < 2 or (bizhawk_major == 2 and bizhawk_minor < 7) then
|
||||
print("Must use BizHawk 2.7.0 or newer")
|
||||
elseif bizhawk_major > 2 or (bizhawk_major == 2 and bizhawk_minor > 9) then
|
||||
print("Warning: This version of BizHawk is newer than this script. If it doesn't work, consider downgrading to 2.9.")
|
||||
else
|
||||
if emu.getsystemid() == "NULL" then
|
||||
print("No ROM is loaded. Please load a ROM.")
|
||||
while emu.getsystemid() == "NULL" do
|
||||
emu.frameadvance()
|
||||
end
|
||||
end
|
||||
|
||||
rom_hash = gameinfo.getromhash()
|
||||
|
||||
print("Waiting for client to connect. Emulation will freeze intermittently until a client is found.\n")
|
||||
|
||||
local co = coroutine.create(main)
|
||||
function tick ()
|
||||
local status, err = coroutine.resume(co)
|
||||
|
||||
if not status then
|
||||
print("\nERROR: "..err)
|
||||
print("Consider reporting this crash.\n")
|
||||
|
||||
if server ~= nil then
|
||||
server:close()
|
||||
end
|
||||
|
||||
co = coroutine.create(main)
|
||||
end
|
||||
end
|
||||
|
||||
-- Gambatte has a setting which can cause script execution to become
|
||||
-- misaligned, so for GB and GBC we explicitly set the callback on
|
||||
-- vblank instead.
|
||||
-- https://github.com/TASEmulators/BizHawk/issues/3711
|
||||
if emu.getsystemid() == "GB" or emu.getsystemid() == "GBC" then
|
||||
event.onmemoryexecute(tick, 0x40, "tick", "System Bus")
|
||||
else
|
||||
event.onframeend(tick)
|
||||
end
|
||||
|
||||
while true do
|
||||
emu.frameadvance()
|
||||
end
|
||||
end
|
||||
@@ -1,214 +1,206 @@
|
||||
# How do I add a game to Archipelago?
|
||||
|
||||
|
||||
# How do I add a game to Archipelago?
|
||||
This guide is going to try and be a broad summary of how you can do just that.
|
||||
There are two key steps to incorporating a game into Archipelago:
|
||||
- Game Modification
|
||||
There are two key steps to incorporating a game into Archipelago:
|
||||
|
||||
- Game Modification
|
||||
- Archipelago Server Integration
|
||||
|
||||
Refer to the following documents as well:
|
||||
- [network protocol.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/network%20protocol.md) for network communication between client and server.
|
||||
- [world api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md) for documentation on server side code and creating a world package.
|
||||
|
||||
- [network protocol.md](/docs/network%20protocol.md) for network communication between client and server.
|
||||
- [world api.md](/docs/world%20api.md) for documentation on server side code and creating a world package.
|
||||
|
||||
# Game Modification
|
||||
One half of the work required to integrate a game into Archipelago is the development of the game client. This is
|
||||
# Game Modification
|
||||
|
||||
One half of the work required to integrate a game into Archipelago is the development of the game client. This is
|
||||
typically done through a modding API or other modification process, described further down.
|
||||
|
||||
As an example, modifications to a game typically include (more on this later):
|
||||
|
||||
- Hooking into when a 'location check' is completed.
|
||||
- Networking with the Archipelago server.
|
||||
- Optionally, UI or HUD updates to show status of the multiworld session or Archipelago server connection.
|
||||
|
||||
In order to determine how to modify a game, refer to the following sections.
|
||||
|
||||
## Engine Identification
|
||||
This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is critical. The first step is to look at a game's files. Let's go over what some game files might look like. It’s important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
|
||||
|
||||
## Engine Identification
|
||||
|
||||
This is a good way to make the modding process much easier. Being able to identify what engine a game was made in is
|
||||
critical. The first step is to look at a game's files. Let's go over what some game files might look like. It’s
|
||||
important that you be able to see file extensions, so be sure to enable that feature in your file viewer of choice.
|
||||
Examples are provided below.
|
||||
|
||||
|
||||
### Creepy Castle
|
||||

|
||||
|
||||
|
||||

|
||||
|
||||
This is the delightful title Creepy Castle, which is a fantastic game that I highly recommend. It’s also your worst-case
|
||||
scenario as a modder. All that’s present here is an executable file and some meta-information that Steam uses. You have
|
||||
basically nothing here to work with. If you want to change this game, the only option you have is to do some pretty nasty
|
||||
disassembly and reverse engineering work, which is outside the scope of this tutorial. Let’s look at some other examples
|
||||
of game releases.
|
||||
scenario as a modder. All that’s present here is an executable file and some meta-information that Steam uses. You have
|
||||
basically nothing here to work with. If you want to change this game, the only option you have is to do some pretty
|
||||
nasty disassembly and reverse engineering work, which is outside the scope of this tutorial. Let’s look at some other
|
||||
examples of game releases.
|
||||
|
||||
### Heavy Bullets
|
||||

|
||||
|
||||
Here’s the release files for another game, Heavy Bullets. We see a .exe file, like expected, and a few more files.
|
||||
“hello.txt” is a text file, which we can quickly skim in any text editor. Many games have them in some form, usually
|
||||
with a name like README.txt, and they may contain information about a game, such as a EULA, terms of service, licensing
|
||||
information, credits, and general info about the game. You usually won’t find anything too helpful here, but it never
|
||||
hurts to check. In this case, it contains some credits and a changelog for the game, so nothing too important.
|
||||
“steam_api.dll” is a file you can safely ignore, it’s just some code used to interface with Steam.
|
||||
The directory “HEAVY_BULLETS_Data”, however, has some good news.
|
||||
|
||||

|
||||
|
||||
Jackpot! It might not be obvious what you’re looking at here, but I can instantly tell from this folder’s contents that
|
||||
what we have is a game made in the Unity Engine. If you look in the sub-folders, you’ll seem some .dll files which affirm
|
||||
our suspicions. Telltale signs for this are directories titled “Managed” and “Mono”, as well as the numbered, extension-less
|
||||
level files and the sharedassets files. We’ll tell you a bit about why seeing a Unity game is such good news later,
|
||||
but for now, this is what one looks like. Also keep your eyes out for an executable with a name like UnityCrashHandler,
|
||||
that’s another dead giveaway.
|
||||
|
||||

|
||||
|
||||
Here’s the release files for another game, Heavy Bullets. We see a .exe file, like expected, and a few more files.
|
||||
“hello.txt” is a text file, which we can quickly skim in any text editor. Many games have them in some form, usually
|
||||
with a name like README.txt, and they may contain information about a game, such as a EULA, terms of service, licensing
|
||||
information, credits, and general info about the game. You usually won’t find anything too helpful here, but it never
|
||||
hurts to check. In this case, it contains some credits and a changelog for the game, so nothing too important.
|
||||
“steam_api.dll” is a file you can safely ignore, it’s just some code used to interface with Steam.
|
||||
The directory “HEAVY_BULLETS_Data”, however, has some good news.
|
||||
|
||||

|
||||
|
||||
Jackpot! It might not be obvious what you’re looking at here, but I can instantly tell from this folder’s contents that
|
||||
what we have is a game made in the Unity Engine. If you look in the sub-folders, you’ll seem some .dll files which
|
||||
affirm our suspicions. Telltale signs for this are directories titled “Managed” and “Mono”, as well as the numbered,
|
||||
extension-less level files and the sharedassets files. If you've identified the game as a Unity game, some useful tools
|
||||
and information to help you on your journey can be found at this
|
||||
[Unity Game Hacking guide.](https://github.com/imadr/Unity-game-hacking)
|
||||
|
||||
### Stardew Valley
|
||||

|
||||
|
||||
This is the game contents of Stardew Valley. A lot more to look at here, but some key takeaways.
|
||||
Notice the .dll files which include “CSharp” in their name. This tells us that the game was made in C#, which is good news.
|
||||
More on that later.
|
||||
|
||||

|
||||
|
||||
This is the game contents of Stardew Valley. A lot more to look at here, but some key takeaways.
|
||||
Notice the .dll files which include “CSharp” in their name. This tells us that the game was made in C#, which is good
|
||||
news. Many games made in C# can be modified using the same tools found in our Unity game hacking toolset; namely BepInEx
|
||||
and MonoMod.
|
||||
|
||||
### Gato Roboto
|
||||

|
||||
|
||||
Our last example is the game Gato Roboto. This game is made in GameMaker, which is another green flag to look out for.
|
||||
The giveaway is the file titled "data.win". This immediately tips us off that this game was made in GameMaker.
|
||||
|
||||
This isn't all you'll ever see looking at game files, but it's a good place to start.
|
||||
As a general rule, the more files a game has out in plain sight, the more you'll be able to change.
|
||||
This especially applies in the case of code or script files - always keep a lookout for anything you can use to your
|
||||
advantage!
|
||||
|
||||
|
||||

|
||||
|
||||
Our last example is the game Gato Roboto. This game is made in GameMaker, which is another green flag to look out for.
|
||||
The giveaway is the file titled "data.win". This immediately tips us off that this game was made in GameMaker. For
|
||||
modifying GameMaker games the [Undertale Mod Tool](https://github.com/krzys-h/UndertaleModTool) is incredibly helpful.
|
||||
|
||||
This isn't all you'll ever see looking at game files, but it's a good place to start.
|
||||
As a general rule, the more files a game has out in plain sight, the more you'll be able to change.
|
||||
This especially applies in the case of code or script files - always keep a lookout for anything you can use to your
|
||||
advantage!
|
||||
|
||||
## Open or Leaked Source Games
|
||||
As a side note, many games have either been made open source, or have had source files leaked at some point.
|
||||
This can be a boon to any would-be modder, for obvious reasons.
|
||||
Always be sure to check - a quick internet search for "(Game) Source Code" might not give results often, but when it
|
||||
does you're going to have a much better time.
|
||||
|
||||
|
||||
As a side note, many games have either been made open source, or have had source files leaked at some point.
|
||||
This can be a boon to any would-be modder, for obvious reasons. Always be sure to check - a quick internet search for
|
||||
"(Game) Source Code" might not give results often, but when it does, you're going to have a much better time.
|
||||
|
||||
Be sure never to distribute source code for games that you decompile or find if you do not have express permission to do
|
||||
so, or to redistribute any materials obtained through similar methods, as this is illegal and unethical.
|
||||
|
||||
## Modifying Release Versions of Games
|
||||
However, for now we'll assume you haven't been so lucky, and have to work with only what’s sitting in your install directory.
|
||||
Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools,
|
||||
but these are often not geared to the kind of work you'll be doing and may not help much.
|
||||
|
||||
As a general rule, any modding tool that lets you write actual code is something worth using.
|
||||
|
||||
## Modifying Release Versions of Games
|
||||
|
||||
However, for now we'll assume you haven't been so lucky, and have to work with only what’s sitting in your install
|
||||
directory. Some developers are kind enough to deliberately leave you ways to alter their games, like modding tools,
|
||||
but these are often not geared to the kind of work you'll be doing and may not help much.
|
||||
|
||||
As a general rule, any modding tool that lets you write actual code is something worth using.
|
||||
|
||||
### Research
|
||||
The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification,
|
||||
it's possible other motivated parties have concocted useful tools for your game already.
|
||||
Always be sure to search the Internet for the efforts of other modders.
|
||||
|
||||
### Analysis Tools
|
||||
Depending on the game’s underlying engine, there may be some tools you can use either in lieu of or in addition to existing game tools.
|
||||
|
||||
#### [dnSpy](https://github.com/dnSpy/dnSpy/releases)
|
||||
The first tool in your toolbox is dnSpy.
|
||||
dnSpy is useful for opening and modifying code files, like .exe and .dll files, that were made in C#.
|
||||
This won't work for executable files made by other means, and obfuscated code (code which was deliberately made
|
||||
difficult to reverse engineer) will thwart it, but 9 times out of 10 this is exactly what you need.
|
||||
You'll want to avoid opening common library files in dnSpy, as these are unlikely to contain the data you're looking to
|
||||
modify.
|
||||
|
||||
For Unity games, the file you’ll want to open will be the file (Data Folder)/Managed/Assembly-CSharp.dll, as pictured below:
|
||||
|
||||

|
||||
|
||||
This file will contain the data of the actual game.
|
||||
For other C# games, the file you want is usually just the executable itself.
|
||||
|
||||
With dnSpy, you can view the game’s C# code, but the tool isn’t perfect.
|
||||
Although the names of classes, methods, variables, and more will be preserved, code structures may not remain entirely intact. This is because compilers will often subtly rewrite code to be more optimal, so that it works the same as the original code but uses fewer resources. Compiled C# files also lose comments and other documentation.
|
||||
|
||||
#### [UndertaleModTool](https://github.com/krzys-h/UndertaleModTool/releases)
|
||||
This is currently the best tool for modifying games made in GameMaker, and supports games made in both GMS 1 and 2.
|
||||
It allows you to modify code in GML, if the game wasn't made with the wrong compiler (usually something you don't have
|
||||
to worry about).
|
||||
The first step is to research your game. Even if you've been dealt the worst hand in terms of engine modification,
|
||||
it's possible other motivated parties have concocted useful tools for your game already.
|
||||
Always be sure to search the Internet for the efforts of other modders.
|
||||
|
||||
You'll want to open the data.win file, as this is where all the goods are kept.
|
||||
Like dnSpy, you won’t be able to see comments.
|
||||
In addition, you will be able to see and modify many hidden fields on items that GameMaker itself will often hide from
|
||||
creators.
|
||||
### Other helpful tools
|
||||
|
||||
Fonts in particular are notoriously complex, and to add new sprites you may need to modify existing sprite sheets.
|
||||
|
||||
#### [CheatEngine](https://cheatengine.org/)
|
||||
CheatEngine is a tool with a very long and storied history.
|
||||
Be warned that because it performs live modifications to the memory of other processes, it will likely be flagged as
|
||||
malware (because this behavior is most commonly found in malware and rarely used by other programs).
|
||||
If you use CheatEngine, you need to have a deep understanding of how computers work at the nuts and bolts level,
|
||||
including binary data formats, addressing, and assembly language programming.
|
||||
Depending on the game’s underlying engine, there may be some tools you can use either in lieu of or in addition to
|
||||
existing game tools.
|
||||
|
||||
The tool itself is highly complex and even I have not yet charted its expanses.
|
||||
#### [CheatEngine](https://cheatengine.org/)
|
||||
|
||||
CheatEngine is a tool with a very long and storied history.
|
||||
Be warned that because it performs live modifications to the memory of other processes, it will likely be flagged as
|
||||
malware (because this behavior is most commonly found in malware and rarely used by other programs).
|
||||
If you use CheatEngine, you need to have a deep understanding of how computers work at the nuts and bolts level,
|
||||
including binary data formats, addressing, and assembly language programming.
|
||||
|
||||
The tool itself is highly complex and even I have not yet charted its expanses.
|
||||
However, it can also be a very powerful tool in the right hands, allowing you to query and modify gamestate without ever
|
||||
modifying the actual game itself.
|
||||
In theory it is compatible with any piece of software you can run on your computer, but there is no "easy way" to do
|
||||
anything with it.
|
||||
|
||||
### What Modifications You Should Make to the Game
|
||||
We talked about this briefly in [Game Modification](#game-modification) section.
|
||||
The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
|
||||
- Modify the game so that checks are shuffled
|
||||
- Know when the player has completed a check, and react accordingly
|
||||
- Listen for messages from the Archipelago server
|
||||
- Modify the game to display messages from the Archipelago server
|
||||
- Add interface for connecting to the Archipelago server with passwords and sessions
|
||||
- Add commands for manually rewarding, re-syncing, releasing, and other actions
|
||||
|
||||
To elaborate, you need to be able to inform the server whenever you check locations, print out messages that you receive
|
||||
from the server in-game so players can read them, award items when the server tells you to, sync and re-sync when necessary,
|
||||
avoid double-awarding items while still maintaining game file integrity, and allow players to manually enter commands in
|
||||
case the client or server make mistakes.
|
||||
modifying the actual game itself.
|
||||
In theory it is compatible with any piece of software you can run on your computer, but there is no "easy way" to do
|
||||
anything with it.
|
||||
|
||||
### What Modifications You Should Make to the Game
|
||||
|
||||
We talked about this briefly in [Game Modification](#game-modification) section.
|
||||
The next step is to know what you need to make the game do now that you can modify it. Here are your key goals:
|
||||
|
||||
- Know when the player has checked a location, and react accordingly
|
||||
- Be able to receive items from the server on the fly
|
||||
- Keep an index for items received in order to resync from disconnections
|
||||
- Add interface for connecting to the Archipelago server with passwords and sessions
|
||||
- Add commands for manually rewarding, re-syncing, releasing, and other actions
|
||||
|
||||
Refer to the [Network Protocol documentation](/docs/network%20protocol.md) for how to communicate with Archipelago's
|
||||
servers.
|
||||
|
||||
## But my Game is a console game. Can I still add it?
|
||||
|
||||
That depends – what console?
|
||||
|
||||
### My Game is a recent game for the PS4/Xbox-One/Nintendo Switch/etc
|
||||
|
||||
Refer to the [Network Protocol documentation](./network%20protocol.md) for how to communicate with Archipelago's servers.
|
||||
|
||||
## But my Game is a console game. Can I still add it?
|
||||
That depends – what console?
|
||||
|
||||
### My Game is a recent game for the PS4/Xbox-One/Nintendo Switch/etc
|
||||
Most games for recent generations of console platforms are inaccessible to the typical modder. It is generally advised
|
||||
that you do not attempt to work with these games as they are difficult to modify and are protected by their copyright
|
||||
holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console games.
|
||||
|
||||
### My Game isn’t that old, it’s for the Wii/PS2/360/etc
|
||||
This is very complex, but doable.
|
||||
If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it.
|
||||
holders. Most modern AAA game studios will provide a modding interface or otherwise deny modifications for their console
|
||||
games.
|
||||
|
||||
### My Game isn’t that old, it’s for the Wii/PS2/360/etc
|
||||
|
||||
This is very complex, but doable.
|
||||
If you don't have good knowledge of stuff like Assembly programming, this is not where you want to learn it.
|
||||
There exist many disassembly and debugging tools, but more recent content may have lackluster support.
|
||||
|
||||
### My Game is a classic for the SNES/Sega Genesis/etc
|
||||
That’s a lot more feasible.
|
||||
There are many good tools available for understanding and modifying games on these older consoles, and the emulation
|
||||
community will have figured out the bulk of the console’s secrets.
|
||||
Look for debugging tools, but be ready to learn assembly.
|
||||
Old consoles usually have their own unique dialects of ASM you’ll need to get used to.
|
||||
|
||||
### My Game is a classic for the SNES/Sega Genesis/etc
|
||||
|
||||
That’s a lot more feasible.
|
||||
There are many good tools available for understanding and modifying games on these older consoles, and the emulation
|
||||
community will have figured out the bulk of the console’s secrets.
|
||||
Look for debugging tools, but be ready to learn assembly.
|
||||
Old consoles usually have their own unique dialects of ASM you’ll need to get used to.
|
||||
|
||||
Also make sure there’s a good way to interface with a running emulator, since that’s the only way you can connect these
|
||||
older consoles to the Internet.
|
||||
There are also hardware mods and flash carts, which can do the same things an emulator would when connected to a computer,
|
||||
but these will require the same sort of interface software to be written in order to work properly - from your perspective
|
||||
the two won't really look any different.
|
||||
|
||||
### My Game is an exclusive for the Super Baby Magic Dream Boy. It’s this console from the Soviet Union that-
|
||||
Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no.
|
||||
There are also hardware mods and flash carts, which can do the same things an emulator would when connected to a
|
||||
computer, but these will require the same sort of interface software to be written in order to work properly; from your
|
||||
perspective the two won't really look any different.
|
||||
|
||||
### My Game is an exclusive for the Super Baby Magic Dream Boy. It’s this console from the Soviet Union that-
|
||||
|
||||
Unless you have a circuit schematic for the Super Baby Magic Dream Boy sitting on your desk, no.
|
||||
Obscurity is your enemy – there will likely be little to no emulator or modding information, and you’d essentially be
|
||||
working from scratch.
|
||||
|
||||
working from scratch.
|
||||
|
||||
## How to Distribute Game Modifications
|
||||
|
||||
**NEVER EVER distribute anyone else's copyrighted work UNLESS THEY EXPLICITLY GIVE YOU PERMISSION TO DO SO!!!**
|
||||
|
||||
This is a good way to get any project you're working on sued out from under you.
|
||||
The right way to distribute modified versions of a game's binaries, assuming that the licensing terms do not allow you
|
||||
to copy them wholesale, is as patches.
|
||||
to copy them wholesale, is as patches.
|
||||
|
||||
There are many patch formats, which I'll cover in brief. The common theme is that you can’t distribute anything that
|
||||
wasn't made by you. Patches are files that describe how your modified file differs from the original one, thus avoiding
|
||||
the issue of distributing someone else’s original work.
|
||||
|
||||
Users who have a copy of the game just need to apply the patch, and those who don’t are unable to play.
|
||||
Users who have a copy of the game just need to apply the patch, and those who don’t are unable to play.
|
||||
|
||||
### Patches
|
||||
|
||||
#### IPS
|
||||
|
||||
IPS patches are a simple list of chunks to replace in the original to generate the output. It is not possible to encode
|
||||
moving of a chunk, so they may inadvertently contain copyrighted material and should be avoided unless you know it's
|
||||
fine.
|
||||
|
||||
#### UPS, BPS, VCDIFF (xdelta), bsdiff
|
||||
|
||||
Other patch formats generate the difference between two streams (delta patches) with varying complexity. This way it is
|
||||
possible to insert bytes or move chunks without including any original data. Bsdiff is highly optimized and includes
|
||||
compression, so this format is used by APBP.
|
||||
@@ -217,6 +209,7 @@ Only a bsdiff module is integrated into AP. If the final patch requires or is ba
|
||||
bsdiff or APBP before adding it to the AP source code as "basepatch.bsdiff4" or "basepatch.apbp".
|
||||
|
||||
#### APBP Archipelago Binary Patch
|
||||
|
||||
Starting with version 4 of the APBP format, this is a ZIP file containing metadata in `archipelago.json` and additional
|
||||
files required by the game / patching process. For ROM-based games the ZIP will include a `delta.bsdiff4` which is the
|
||||
bsdiff between the original and the randomized ROM.
|
||||
@@ -224,121 +217,53 @@ bsdiff between the original and the randomized ROM.
|
||||
To make using APBP easy, they can be generated by inheriting from `worlds.Files.APDeltaPatch`.
|
||||
|
||||
### Mod files
|
||||
|
||||
Games which support modding will usually just let you drag and drop the mod’s files into a folder somewhere.
|
||||
Mod files come in many forms, but the rules about not distributing other people's content remain the same.
|
||||
They can either be generic and modify the game using a seed or `slot_data` from the AP websocket, or they can be
|
||||
generated per seed.
|
||||
generated per seed. If at all possible, it's generally best practice to collect your world information from `slot_data`
|
||||
so that the users don't have to move files around in order to play.
|
||||
|
||||
If the mod is generated by AP and is installed from a ZIP file, it may be possible to include APBP metadata for easy
|
||||
integration into the Webhost by inheriting from `worlds.Files.APContainer`.
|
||||
|
||||
|
||||
## Archipelago Integration
|
||||
Integrating a randomizer into Archipelago involves a few steps.
|
||||
There are several things that may need to be done, but the most important is to create an implementation of the
|
||||
`World` class specific to your game. This implementation should exist as a Python module within the `worlds` folder
|
||||
in the Archipelago file structure.
|
||||
|
||||
This encompasses most of the data for your game – the items available, what checks you have, the logic for reaching those
|
||||
checks, what options to offer for the player’s yaml file, and the code to initialize all this data.
|
||||
In order for your game to communicate with the Archipelago server and generate the necessary randomized information,
|
||||
you must create a world package in the main Archipelago repo. This section will cover the requisites and expectations
|
||||
and show the basics of a world. More in depth documentation on the available API can be read in
|
||||
the [world api doc.](/docs/world%20api.md)
|
||||
For setting up your working environment with Archipelago refer
|
||||
to [running from source](/docs/running%20from%20source.md) and the [style guide](/docs/style.md).
|
||||
|
||||
Here’s an example of what your world module can look like:
|
||||
|
||||

|
||||
### Requirements
|
||||
|
||||
The minimum requirements for a new archipelago world are the package itself (the world folder containing a file named `__init__.py`),
|
||||
which must define a `World` class object for the game with a game name, create an equal number of items and locations with rules,
|
||||
a win condition, and at least one `Region` object.
|
||||
|
||||
Let's give a quick breakdown of what the contents for these files look like.
|
||||
This is just one example of an Archipelago world - the way things are done below is not an immutable property of Archipelago.
|
||||
|
||||
### Items.py
|
||||
This file is used to define the items which exist in a given game.
|
||||
|
||||

|
||||
|
||||
Some important things to note here. The center of our Items.py file is the item_table, which individually lists every
|
||||
item in the game and associates them with an ItemData.
|
||||
A world implementation requires a few key things from its implementation
|
||||
|
||||
This file is rather skeletal - most of the actual data has been stripped out for simplicity.
|
||||
Each ItemData gives a numeric ID to associate with the item and a boolean telling us whether the item might allow the
|
||||
player to do more than they would have been able to before.
|
||||
|
||||
Next there's the item_frequencies. This simply tells Archipelago how many times each item appears in the pool.
|
||||
Items that appear exactly once need not be listed - Archipelago will interpret absence from this dictionary as meaning
|
||||
that the item appears once.
|
||||
|
||||
Lastly, note the `lookup_id_to_name` dictionary, which is typically imported and used in your Archipelago `World`
|
||||
implementation. This is how Archipelago is told about the items in your world.
|
||||
|
||||
### Locations.py
|
||||
This file lists all locations in the game.
|
||||
|
||||

|
||||
|
||||
First is the achievement_table. It lists each location, the region that it can be found in (more on regions later),
|
||||
and a numeric ID to associate with each location.
|
||||
|
||||
The exclusion table is a series of dictionaries which are used to exclude certain checks from the pool of progression
|
||||
locations based on user settings, and the events table associates certain specific checks with specific items.
|
||||
|
||||
`lookup_id_to_name` is also present for locations, though this is a separate dictionary, to be clear.
|
||||
|
||||
### Options.py
|
||||
This file details options to be searched for in a player's YAML settings file.
|
||||
|
||||

|
||||
|
||||
There are several types of option Archipelago has support for.
|
||||
In our case, we have three separate choices a player can toggle, either On or Off.
|
||||
You can also have players choose between a number of predefined values, or have them provide a numeric value within a
|
||||
specified range.
|
||||
|
||||
### Regions.py
|
||||
This file contains data which defines the world's topology.
|
||||
In other words, it details how different regions of the game connect to each other.
|
||||
|
||||

|
||||
|
||||
`terraria_regions` contains a list of tuples.
|
||||
The first element of the tuple is the name of the region, and the second is a list of connections that lead out of the region.
|
||||
|
||||
`mandatory_connections` describe where the connection leads.
|
||||
|
||||
Above this data is a function called `link_terraria_structures` which uses our defined regions and connections to create
|
||||
something more usable for Archipelago, but this has been left out for clarity.
|
||||
|
||||
### Rules.py
|
||||
This is the file that details rules for what players can and cannot logically be required to do, based on items and settings.
|
||||
|
||||

|
||||
|
||||
This is the most complicated part of the job, and is one part of Archipelago that is likely to see some changes in the future.
|
||||
The first class, called `TerrariaLogic`, is an extension of the `LogicMixin` class.
|
||||
This is where you would want to define methods for evaluating certain conditions, which would then return a boolean to
|
||||
indicate whether conditions have been met. Your rule definitions should start with some sort of identifier to delineate it
|
||||
from other games, as all rules are mixed together due to `LogicMixin`. In our case, `_terraria_rule` would be a better name.
|
||||
|
||||
The method below, `set_rules()`, is where you would assign these functions as "rules", using lambdas to associate these
|
||||
functions or combinations of them (or any other code that evaluates to a boolean, in my case just the placeholder `True`)
|
||||
to certain tasks, like checking locations or using entrances.
|
||||
|
||||
### \_\_init\_\_.py
|
||||
This is the file that actually extends the `World` class, and is where you expose functionality and data to Archipelago.
|
||||
|
||||

|
||||
|
||||
This is the most important file for the implementation, and technically the only one you need, but it's best to keep this
|
||||
file as short as possible and use other script files to do most of the heavy lifting.
|
||||
If you've done things well, this will just be where you assign everything you set up in the other files to their associated
|
||||
fields in the class being extended.
|
||||
|
||||
This is also a good place to put game-specific quirky behavior that needs to be managed, as it tends to make things a bit
|
||||
cluttered if you put these things elsewhere.
|
||||
|
||||
The various methods and attributes are documented in `/worlds/AutoWorld.py[World]` and
|
||||
[world api.md](https://github.com/ArchipelagoMW/Archipelago/blob/main/docs/world%20api.md),
|
||||
though it is also recommended to look at existing implementations to see how all this works first-hand.
|
||||
Once you get all that, all that remains to do is test the game and publish your work.
|
||||
Make sure to check out [world maintainer.md](./world%20maintainer.md) before publishing.
|
||||
- A folder within `worlds` that contains an `__init__.py`
|
||||
- This is what defines it as a Python package and how it's able to be imported
|
||||
into Archipelago's generation system. During generation time only code that is
|
||||
defined within this file will be run. It's suggested to split up your information
|
||||
into more files to improve readability, but all of that information can be
|
||||
imported at its base level within your world.
|
||||
- A `World` subclass where you create your world and define all of its rules
|
||||
and the following requirements:
|
||||
- Your items and locations need a `item_name_to_id` and `location_name_to_id`,
|
||||
respectively, mapping.
|
||||
- An `option_definitions` mapping of your game options with the format
|
||||
`{name: Class}`, where `name` uses Python snake_case.
|
||||
- You must define your world's `create_item` method, because this may be called
|
||||
by the generator in certain circumstances
|
||||
- When creating your world you submit items and regions to the Multiworld.
|
||||
- These are lists of said objects which you can access at
|
||||
`self.multiworld.itempool` and `self.multiworld.regions`. Best practice for
|
||||
adding to these lists is with either `append` or `extend`, where `append` is a
|
||||
single object and `extend` is a list.
|
||||
- Do not use `=` as this will delete other worlds' items and regions.
|
||||
- Regions are containers for holding your world's Locations.
|
||||
- Locations are where players will "check" for items and must exist within
|
||||
a region. It's also important for your world's submitted items to be the same as
|
||||
its submitted locations count.
|
||||
- You must always have a "Menu" Region from which the generation algorithm
|
||||
uses to enter the game and access locations.
|
||||
- Make sure to check out [world maintainer.md](/docs/world%20maintainer.md) before publishing.
|
||||
@@ -1,9 +1,11 @@
|
||||
# Contributing
|
||||
Contributions are welcome. We have a few requests of any new contributors.
|
||||
|
||||
* Follow styling as designated in our [styling documentation](/docs/style.md).
|
||||
* Ensure that all changes which affect logic are covered by unit tests.
|
||||
* Do not introduce any unit test failures/regressions.
|
||||
* Follow styling as designated in our [styling documentation](/docs/style.md).
|
||||
* Turn on automated github actions in your fork to have github run all the unit tests after pushing. See example below:
|
||||

|
||||
|
||||
Otherwise, we tend to judge code on a case to case basis.
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 50 KiB |
|
Before Width: | Height: | Size: 81 KiB |
|
Before Width: | Height: | Size: 47 KiB |
|
Before Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 40 KiB |
|
Before Width: | Height: | Size: 64 KiB |
|
Before Width: | Height: | Size: 83 KiB |
BIN
docs/img/github-actions-example.png
Normal file
|
After Width: | Height: | Size: 93 KiB |
|
Before Width: | Height: | Size: 82 KiB |
@@ -28,19 +28,23 @@ Choice, and defining `alias_true = option_full`.
|
||||
and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
|
||||
|
||||
As an example, suppose we want an option that lets the user start their game with a sword in their inventory. Let's
|
||||
create our option class (with a docstring), give it a `display_name`, and add it to a dictionary that keeps track of our
|
||||
options:
|
||||
create our option class (with a docstring), give it a `display_name`, and add it to our game's options dataclass:
|
||||
|
||||
```python
|
||||
# Options.py
|
||||
from dataclasses import dataclass
|
||||
|
||||
from Options import Toggle, PerGameCommonOptions
|
||||
|
||||
|
||||
class StartingSword(Toggle):
|
||||
"""Adds a sword to your starting inventory."""
|
||||
display_name = "Start With Sword"
|
||||
|
||||
|
||||
example_options = {
|
||||
"starting_sword": StartingSword
|
||||
}
|
||||
@dataclass
|
||||
class ExampleGameOptions(PerGameCommonOptions):
|
||||
starting_sword: StartingSword
|
||||
```
|
||||
|
||||
This will create a `Toggle` option, internally called `starting_sword`. To then submit this to the multiworld, we add it
|
||||
@@ -48,27 +52,30 @@ to our world's `__init__.py`:
|
||||
|
||||
```python
|
||||
from worlds.AutoWorld import World
|
||||
from .Options import options
|
||||
from .Options import ExampleGameOptions
|
||||
|
||||
|
||||
class ExampleWorld(World):
|
||||
option_definitions = options
|
||||
# this gives the generator all the definitions for our options
|
||||
options_dataclass = ExampleGameOptions
|
||||
# this gives us typing hints for all the options we defined
|
||||
options: ExampleGameOptions
|
||||
```
|
||||
|
||||
### Option Checking
|
||||
Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
|
||||
world instantiation. These are created as attributes on the MultiWorld and can be accessed with
|
||||
`self.multiworld.my_option_name[self.player]`. This is the option class, which supports direct comparison methods to
|
||||
`self.options.my_option_name`. This is an instance of the option class, which supports direct comparison methods to
|
||||
relevant objects (like comparing a Toggle class to a `bool`). If you need to access the option result directly, this is
|
||||
the option class's `value` attribute. For our example above we can do a simple check:
|
||||
```python
|
||||
if self.multiworld.starting_sword[self.player]:
|
||||
if self.options.starting_sword:
|
||||
do_some_things()
|
||||
```
|
||||
|
||||
or if I need a boolean object, such as in my slot_data I can access it as:
|
||||
```python
|
||||
start_with_sword = bool(self.multiworld.starting_sword[self.player].value)
|
||||
start_with_sword = bool(self.options.starting_sword.value)
|
||||
```
|
||||
|
||||
## Generic Option Classes
|
||||
@@ -120,7 +127,7 @@ Like Toggle, but 1 (true) is the default value.
|
||||
A numeric option allowing you to define different sub options. Values are stored as integers, but you can also do
|
||||
comparison methods with the class and strings, so if you have an `option_early_sword`, this can be compared with:
|
||||
```python
|
||||
if self.multiworld.sword_availability[self.player] == "early_sword":
|
||||
if self.options.sword_availability == "early_sword":
|
||||
do_early_sword_things()
|
||||
```
|
||||
|
||||
@@ -128,7 +135,7 @@ or:
|
||||
```python
|
||||
from .Options import SwordAvailability
|
||||
|
||||
if self.multiworld.sword_availability[self.player] == SwordAvailability.option_early_sword:
|
||||
if self.options.sword_availability == SwordAvailability.option_early_sword:
|
||||
do_early_sword_things()
|
||||
```
|
||||
|
||||
@@ -160,7 +167,7 @@ within the world.
|
||||
Like choice allows you to predetermine options and has all of the same comparison methods and handling. Also accepts any
|
||||
user defined string as a valid option, so will either need to be validated by adding a validation step to the option
|
||||
class or within world, if necessary. Value for this class is `Union[str, int]` so if you need the value at a specified
|
||||
point, `self.multiworld.my_option[self.player].current_key` will always return a string.
|
||||
point, `self.options.my_option.current_key` will always return a string.
|
||||
|
||||
### PlandoBosses
|
||||
An option specifically built for handling boss rando, if your game can use it. Is a subclass of TextChoice so supports
|
||||
|
||||
@@ -8,7 +8,7 @@ use that version. These steps are for developers or platforms without compiled r
|
||||
|
||||
What you'll need:
|
||||
* [Python 3.8.7 or newer](https://www.python.org/downloads/), not the Windows Store version
|
||||
* **Python 3.11 does not work currently**
|
||||
* **Python 3.12 is currently unsupported**
|
||||
* pip: included in downloads from python.org, separate in many Linux distributions
|
||||
* Matching C compiler
|
||||
* possibly optional, read operating system specific sections
|
||||
@@ -30,7 +30,7 @@ After this, you should be able to run the programs.
|
||||
|
||||
Recommended steps
|
||||
* Download and install a "Windows installer (64-bit)" from the [Python download page](https://www.python.org/downloads)
|
||||
* **Python 3.11 does not work currently**
|
||||
* **Python 3.12 is currently unsupported**
|
||||
|
||||
* **Optional**: Download and install Visual Studio Build Tools from
|
||||
[Visual Studio Build Tools](https://visualstudio.microsoft.com/visual-cpp-build-tools/).
|
||||
|
||||
100
docs/triage role expectations.md
Normal file
@@ -0,0 +1,100 @@
|
||||
# Triage Role Expectations
|
||||
|
||||
Users with Triage-level access are selected contributors who can and wish to proactively label/triage issues and pull
|
||||
requests without being granted write access to the Archipelago repository.
|
||||
|
||||
Triage users are not necessarily official members of the Archipelago organization, for the list of core maintainers,
|
||||
please reference [ArchipelagoMW Members](https://github.com/orgs/ArchipelagoMW/people) page.
|
||||
|
||||
## Access Permissions
|
||||
|
||||
Triage users have the following permissions:
|
||||
|
||||
* Apply/dismiss labels on all issues and pull requests.
|
||||
* Close, reopen, and assign all issues and pull requests.
|
||||
* Mark issues and pull requests as duplicate.
|
||||
* Request pull request reviews from repository members.
|
||||
* Hide comments in issues or pull requests from public view.
|
||||
* Hidden comments are not deleted and can be reversed by another triage user or repository member with write access.
|
||||
* And all other standard permissions granted to regular GitHub users.
|
||||
|
||||
For more details on permissions granted by the Triage role, see
|
||||
[GitHub's Role Documentation](https://docs.github.com/en/organizations/managing-user-access-to-your-organizations-repositories/managing-repository-roles/repository-roles-for-an-organization).
|
||||
|
||||
## Expectations
|
||||
|
||||
Users with triage-level permissions have no expectation to review code, but, if desired, to review pull requests/issues
|
||||
and apply the relevant labels and ping/request reviews from any relevant [code owners](./CODEOWNERS) for review. Triage
|
||||
users are also expected not to close others' issues or pull requests without strong reason to do so (with exception of
|
||||
`meta: invalid` or `meta: duplicate` scenarios, which are listed below). When in doubt, defer to a core maintainer.
|
||||
|
||||
Triage users are not "moderators" for others' issues or pull requests. However, they may voice their opinions/feedback
|
||||
on issues or pull requests, just the same as any other GitHub user contributing to Archipelago.
|
||||
|
||||
## Labeling
|
||||
|
||||
As of the time of writing this document, there are 15 distinct labels that can be applied to issues and pull requests.
|
||||
|
||||
### Affects
|
||||
|
||||
These labels notate if certain issues or pull requests affect critical aspects of Archipelago that may require specific
|
||||
review. More than one of these labels can be used on a issue or pull request, if relevant.
|
||||
|
||||
* `affects: core` is to be applied to issues/PRs that may affect core Archipelago functionality and should be reviewed
|
||||
with additional scrutiny.
|
||||
* Core is defined as any files not contained in the `WebHostLib` directory or individual world implementations
|
||||
directories inside the `worlds` directory, not including `worlds/generic`.
|
||||
* `affects: webhost` is to be applied to issues/PRs that may affect the core WebHost portion of Archipelago. In
|
||||
general, this is anything being modified inside the `WebHostLib` directory or `WebHost.py` file.
|
||||
* `affects: release/blocker` is to be applied for any issues/PRs that may either negatively impact (issues) or propose
|
||||
to resolve critical issues (pull requests) that affect the current or next official release of Archipelago and should be
|
||||
given top priority for review.
|
||||
|
||||
### Is
|
||||
|
||||
These labels notate what kinds of changes are being made or proposed in issues or pull requests. More than one of these
|
||||
labels can be used on a issue or pull request, if relevant, but at least one of these labels should be applied to every
|
||||
pull request and issue.
|
||||
|
||||
* `is: bug/fix` is to be applied to issues/PRs that report or resolve an issue in core, web, or individual world
|
||||
implementations.
|
||||
* `is: documentation` is to be applied to issues/PRs that relate to adding, updating, or removing documentation in
|
||||
core, web, or individual world implementations without modifying actual code.
|
||||
* `is: enhancement` is to be applied to issues/PRs that relate to adding, modifying, or removing functionality in
|
||||
core, web, or individual world implementations.
|
||||
* `is: refactor/cleanup` is to be applied to issues/PRs that relate to reorganizing existing code to improve
|
||||
readability or performance without adding, modifying, or removing functionality or fixing known regressions.
|
||||
* `is: maintenance` is to be applied to issues/PRs that don't modify logic, refactor existing code, change features.
|
||||
This is typically reserved for pull requests that need to update dependencies or increment version numbers without
|
||||
resolving existing issues.
|
||||
* `is: new game` is to be applied to any pull requests that introduce a new game for the first time to the `worlds`
|
||||
directory.
|
||||
* Issues should not be opened and classified with `is: new game`, and instead should be directed to the
|
||||
#future-game-design channel in Archipelago for opening suggestions. If they are opened, they should be labeled
|
||||
with `meta: invalid` and closed.
|
||||
* Pull requests for new games should only have this label, as enhancement, documentation, bug/fix, refactor, and
|
||||
possibly maintenance is implied.
|
||||
|
||||
### Meta
|
||||
|
||||
These labels allow additional quick meta information for contributors or reviewers for issues and pull requests. They
|
||||
have specific situations where they should be applied.
|
||||
|
||||
* `meta: duplicate` is to be applied to any issues/PRs that are duplicate of another issue/PR that was already opened.
|
||||
* These should be immediately closed after leaving a comment, directing to the original issue or pull request.
|
||||
* `meta: invalid` is to be applied to any issues/PRs that do not relate to Archipelago or are inappropriate for
|
||||
discussion on GitHub.
|
||||
* These should be immediately closed afterwards.
|
||||
* `meta: help wanted` is to be applied to any issues/PRs that require additional attention for whatever reason.
|
||||
* These should include a comment describing what kind of help is requested when the label is added.
|
||||
* Some common reasons include, but are not limited to: Breaking API changes that require developer input/testing or
|
||||
pull requests with large line changes that need additional reviewers to be reviewed effectively.
|
||||
* This label may require some programming experience and familiarity with Archipelago source to determine if
|
||||
requesting additional attention for help is warranted.
|
||||
* `meta: good first issue` is to be applied to any issues that may be a good starting ground for new contributors to try
|
||||
and tackle.
|
||||
* This label may require some programming experience and familiarity with Archipelago source to determine if an
|
||||
issue is a "good first issue".
|
||||
* `meta: wontfix` is to be applied for any issues/PRs that are opened that will not be actioned because it's out of
|
||||
scope or determined to not be an issue.
|
||||
* This should be reserved for use by a world's code owner(s) on their relevant world or by core maintainers.
|
||||
@@ -86,9 +86,11 @@ inside a `World` object.
|
||||
### Player Options
|
||||
|
||||
Players provide customized settings for their World in the form of yamls.
|
||||
Those are accessible through `self.multiworld.<option_name>[self.player]`. A dict
|
||||
of valid options has to be provided in `self.option_definitions`. Options are automatically
|
||||
added to the `World` object for easy access.
|
||||
A `dataclass` of valid options definitions has to be provided in `self.options_dataclass`.
|
||||
(It must be a subclass of `PerGameCommonOptions`.)
|
||||
Option results are automatically added to the `World` object for easy access.
|
||||
Those are accessible through `self.options.<option_name>`, and you can get a dictionary of the option values via
|
||||
`self.options.as_dict(<option_names>)`, passing the desired options as strings.
|
||||
|
||||
### World Settings
|
||||
|
||||
@@ -221,11 +223,11 @@ See [pip documentation](https://pip.pypa.io/en/stable/cli/pip_install/#requireme
|
||||
AP will only import the `__init__.py`. Depending on code size it makes sense to
|
||||
use multiple files and use relative imports to access them.
|
||||
|
||||
e.g. `from .Options import mygame_options` from your `__init__.py` will load
|
||||
`worlds/<world_name>/Options.py` and make its `mygame_options` accessible.
|
||||
e.g. `from .Options import MyGameOptions` from your `__init__.py` will load
|
||||
`world/[world_name]/Options.py` and make its `MyGameOptions` accessible.
|
||||
|
||||
When imported names pile up it may be easier to use `from . import Options`
|
||||
and access the variable as `Options.mygame_options`.
|
||||
and access the variable as `Options.MyGameOptions`.
|
||||
|
||||
Imports from directories outside your world should use absolute imports.
|
||||
Correct use of relative / absolute imports is required for zipped worlds to
|
||||
@@ -273,8 +275,9 @@ Each option has its own class, inherits from a base option type, has a docstring
|
||||
to describe it and a `display_name` property for display on the website and in
|
||||
spoiler logs.
|
||||
|
||||
The actual name as used in the yaml is defined in a `Dict[str, AssembleOptions]`, that is
|
||||
assigned to the world under `self.option_definitions`.
|
||||
The actual name as used in the yaml is defined via the field names of a `dataclass` that is
|
||||
assigned to the world under `self.options_dataclass`. By convention, the strings
|
||||
that define your option names should be in `snake_case`.
|
||||
|
||||
Common option types are `Toggle`, `DefaultOnToggle`, `Choice`, `Range`.
|
||||
For more see `Options.py` in AP's base directory.
|
||||
@@ -309,8 +312,8 @@ default = 0
|
||||
```python
|
||||
# Options.py
|
||||
|
||||
from Options import Toggle, Range, Choice, Option
|
||||
import typing
|
||||
from dataclasses import dataclass
|
||||
from Options import Toggle, Range, Choice, PerGameCommonOptions
|
||||
|
||||
class Difficulty(Choice):
|
||||
"""Sets overall game difficulty."""
|
||||
@@ -333,23 +336,27 @@ class FixXYZGlitch(Toggle):
|
||||
"""Fixes ABC when you do XYZ"""
|
||||
display_name = "Fix XYZ Glitch"
|
||||
|
||||
# By convention we call the options dict variable `<world>_options`.
|
||||
mygame_options: typing.Dict[str, AssembleOptions] = {
|
||||
"difficulty": Difficulty,
|
||||
"final_boss_hp": FinalBossHP,
|
||||
"fix_xyz_glitch": FixXYZGlitch,
|
||||
}
|
||||
# By convention, we call the options dataclass `<world>Options`.
|
||||
# It has to be derived from 'PerGameCommonOptions'.
|
||||
@dataclass
|
||||
class MyGameOptions(PerGameCommonOptions):
|
||||
difficulty: Difficulty
|
||||
final_boss_hp: FinalBossHP
|
||||
fix_xyz_glitch: FixXYZGlitch
|
||||
```
|
||||
|
||||
```python
|
||||
# __init__.py
|
||||
|
||||
from worlds.AutoWorld import World
|
||||
from .Options import mygame_options # import the options dict
|
||||
from .Options import MyGameOptions # import the options dataclass
|
||||
|
||||
|
||||
class MyGameWorld(World):
|
||||
#...
|
||||
option_definitions = mygame_options # assign the options dict to the world
|
||||
#...
|
||||
# ...
|
||||
options_dataclass = MyGameOptions # assign the options dataclass to the world
|
||||
options: MyGameOptions # typing for option results
|
||||
# ...
|
||||
```
|
||||
|
||||
### A World Class Skeleton
|
||||
@@ -359,13 +366,14 @@ class MyGameWorld(World):
|
||||
|
||||
import settings
|
||||
import typing
|
||||
from .Options import mygame_options # the options we defined earlier
|
||||
from .Options import MyGameOptions # the options we defined earlier
|
||||
from .Items import mygame_items # data used below to add items to the World
|
||||
from .Locations import mygame_locations # same as above
|
||||
from worlds.AutoWorld import World
|
||||
from BaseClasses import Region, Location, Entrance, Item, RegionType, ItemClassification
|
||||
|
||||
|
||||
|
||||
class MyGameItem(Item): # or from Items import MyGameItem
|
||||
game = "My Game" # name of the game/world this item is from
|
||||
|
||||
@@ -374,6 +382,7 @@ class MyGameLocation(Location): # or from Locations import MyGameLocation
|
||||
game = "My Game" # name of the game/world this location is in
|
||||
|
||||
|
||||
|
||||
class MyGameSettings(settings.Group):
|
||||
class RomFile(settings.SNESRomPath):
|
||||
"""Insert help text for host.yaml here."""
|
||||
@@ -384,7 +393,8 @@ class MyGameSettings(settings.Group):
|
||||
class MyGameWorld(World):
|
||||
"""Insert description of the world/game here."""
|
||||
game = "My Game" # name of the game/world
|
||||
option_definitions = mygame_options # options the player can set
|
||||
options_dataclass = MyGameOptions # options the player can set
|
||||
options: MyGameOptions # typing hints for option results
|
||||
settings: typing.ClassVar[MyGameSettings] # will be automatically assigned from type hint
|
||||
topology_present = True # show path to required location checks in spoiler
|
||||
|
||||
@@ -460,7 +470,7 @@ In addition, the following methods can be implemented and are called in this ord
|
||||
```python
|
||||
def generate_early(self) -> None:
|
||||
# read player settings to world instance
|
||||
self.final_boss_hp = self.multiworld.final_boss_hp[self.player].value
|
||||
self.final_boss_hp = self.options.final_boss_hp.value
|
||||
```
|
||||
|
||||
#### create_item
|
||||
@@ -559,6 +569,12 @@ def generate_basic(self) -> None:
|
||||
# in most cases it's better to do this at the same time the itempool is
|
||||
# filled to avoid accidental duplicates:
|
||||
# manually placed and still in the itempool
|
||||
|
||||
# for debugging purposes, you may want to visualize the layout of your world. Uncomment the following code to
|
||||
# write a PlantUML diagram to the file "my_world.puml" that can help you see whether your regions and locations
|
||||
# are connected and placed as desired
|
||||
# from Utils import visualize_regions
|
||||
# visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
|
||||
```
|
||||
|
||||
### Setting Rules
|
||||
@@ -681,9 +697,9 @@ def generate_output(self, output_directory: str):
|
||||
in self.multiworld.precollected_items[self.player]],
|
||||
"final_boss_hp": self.final_boss_hp,
|
||||
# store option name "easy", "normal" or "hard" for difficuly
|
||||
"difficulty": self.multiworld.difficulty[self.player].current_key,
|
||||
"difficulty": self.options.difficulty.current_key,
|
||||
# store option value True or False for fixing a glitch
|
||||
"fix_xyz_glitch": self.multiworld.fix_xyz_glitch[self.player].value,
|
||||
"fix_xyz_glitch": self.options.fix_xyz_glitch.value,
|
||||
}
|
||||
# point to a ROM specified by the installation
|
||||
src = self.settings.rom_file
|
||||
@@ -696,6 +712,26 @@ def generate_output(self, output_directory: str):
|
||||
generate_mod(src, out_file, data)
|
||||
```
|
||||
|
||||
### Slot Data
|
||||
|
||||
If the game client needs to know information about the generated seed, a preferred method of transferring the data
|
||||
is through the slot data. This can be filled from the `fill_slot_data` method of your world by returning a `Dict[str, Any]`,
|
||||
but should be limited to data that is absolutely necessary to not waste resources. Slot data is sent to your client once
|
||||
it has successfully [connected](network%20protocol.md#connected).
|
||||
If you need to know information about locations in your world, instead
|
||||
of propagating the slot data, it is preferable to use [LocationScouts](network%20protocol.md#locationscouts) since that
|
||||
data already exists on the server. The most common usage of slot data is to send option results that the client needs
|
||||
to be aware of.
|
||||
|
||||
```python
|
||||
def fill_slot_data(self):
|
||||
# in order for our game client to handle the generated seed correctly we need to know what the user selected
|
||||
# for their difficulty and final boss HP
|
||||
# a dictionary returned from this method gets set as the slot_data and will be sent to the client after connecting
|
||||
# the options dataclass has a method to return a `Dict[str, Any]` of each option name provided and the option's value
|
||||
return self.options.as_dict("difficulty", "final_boss_hp")
|
||||
```
|
||||
|
||||
### Documentation
|
||||
|
||||
Each world implementation should have a tutorial and a game info page. These are both rendered on the website by reading
|
||||
@@ -723,8 +759,9 @@ multiworld for each test written using it. Within subsequent modules, classes sh
|
||||
TestBase, and can then define options to test in the class body, and run tests in each test method.
|
||||
|
||||
Example `__init__.py`
|
||||
|
||||
```python
|
||||
from test.TestBase import WorldTestBase
|
||||
from test.test_base import WorldTestBase
|
||||
|
||||
|
||||
class MyGameTestBase(WorldTestBase):
|
||||
|
||||
867
inno_setup.iss
@@ -46,147 +46,33 @@ Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{
|
||||
|
||||
[Types]
|
||||
Name: "full"; Description: "Full installation"
|
||||
Name: "hosting"; Description: "Installation for hosting purposes"
|
||||
Name: "playing"; Description: "Installation for playing purposes"
|
||||
Name: "minimal"; Description: "Minimal installation"
|
||||
Name: "custom"; Description: "Custom installation"; Flags: iscustom
|
||||
|
||||
[Components]
|
||||
Name: "core"; Description: "Core Files"; Types: full hosting playing custom; Flags: fixed
|
||||
Name: "generator"; Description: "Generator"; Types: full hosting
|
||||
Name: "generator/sm"; Description: "Super Metroid ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 3145728; Flags: disablenouninstallwarning
|
||||
Name: "generator/dkc3"; Description: "Donkey Kong Country 3 ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 3145728; Flags: disablenouninstallwarning
|
||||
Name: "generator/smw"; Description: "Super Mario World ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 3145728; Flags: disablenouninstallwarning
|
||||
Name: "generator/soe"; Description: "Secret of Evermore ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 3145728; Flags: disablenouninstallwarning
|
||||
Name: "generator/l2ac"; Description: "Lufia II Ancient Cave ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 2621440; Flags: disablenouninstallwarning
|
||||
Name: "generator/lttp"; Description: "A Link to the Past ROM Setup and Enemizer"; Types: full hosting; ExtraDiskSpaceRequired: 5191680
|
||||
Name: "generator/oot"; Description: "Ocarina of Time ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 100663296; Flags: disablenouninstallwarning
|
||||
Name: "generator/zl"; Description: "Zillion ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 150000; Flags: disablenouninstallwarning
|
||||
Name: "generator/pkmn_r"; Description: "Pokemon Red ROM Setup"; Types: full hosting
|
||||
Name: "generator/pkmn_b"; Description: "Pokemon Blue ROM Setup"; Types: full hosting
|
||||
Name: "generator/mmbn3"; Description: "MegaMan Battle Network 3"; Types: full hosting; ExtraDiskSpaceRequired: 8388608; Flags: disablenouninstallwarning
|
||||
Name: "generator/ladx"; Description: "Link's Awakening DX ROM Setup"; Types: full hosting
|
||||
Name: "generator/tloz"; Description: "The Legend of Zelda ROM Setup"; Types: full hosting; ExtraDiskSpaceRequired: 135168; Flags: disablenouninstallwarning
|
||||
Name: "server"; Description: "Server"; Types: full hosting
|
||||
Name: "client"; Description: "Clients"; Types: full playing
|
||||
Name: "client/sni"; Description: "SNI Client"; Types: full playing
|
||||
Name: "client/sni/lttp"; Description: "SNI Client - A Link to the Past Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
|
||||
Name: "client/sni/sm"; Description: "SNI Client - Super Metroid Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
|
||||
Name: "client/sni/dkc3"; Description: "SNI Client - Donkey Kong Country 3 Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
|
||||
Name: "client/sni/smw"; Description: "SNI Client - Super Mario World Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
|
||||
Name: "client/sni/l2ac"; Description: "SNI Client - Lufia II Ancient Cave Patch Setup"; Types: full playing; Flags: disablenouninstallwarning
|
||||
Name: "client/factorio"; Description: "Factorio"; Types: full playing
|
||||
Name: "client/kh2"; Description: "Kingdom Hearts 2"; Types: full playing
|
||||
Name: "client/minecraft"; Description: "Minecraft"; Types: full playing; ExtraDiskSpaceRequired: 226894278
|
||||
Name: "client/oot"; Description: "Ocarina of Time"; Types: full playing
|
||||
Name: "client/ff1"; Description: "Final Fantasy 1"; Types: full playing
|
||||
Name: "client/pkmn"; Description: "Pokemon Client"
|
||||
Name: "client/pkmn/red"; Description: "Pokemon Client - Pokemon Red Setup"; Types: full playing; ExtraDiskSpaceRequired: 1048576
|
||||
Name: "client/pkmn/blue"; Description: "Pokemon Client - Pokemon Blue Setup"; Types: full playing; ExtraDiskSpaceRequired: 1048576
|
||||
Name: "client/mmbn3"; Description: "MegaMan Battle Network 3 Client"; Types: full playing;
|
||||
Name: "client/ladx"; Description: "Link's Awakening Client"; Types: full playing; ExtraDiskSpaceRequired: 1048576
|
||||
Name: "client/cf"; Description: "ChecksFinder"; Types: full playing
|
||||
Name: "client/sc2"; Description: "Starcraft 2"; Types: full playing
|
||||
Name: "client/wargroove"; Description: "Wargroove"; Types: full playing
|
||||
Name: "client/zl"; Description: "Zillion"; Types: full playing
|
||||
Name: "client/tloz"; Description: "The Legend of Zelda"; Types: full playing
|
||||
Name: "client/advn"; Description: "Adventure"; Types: full playing
|
||||
Name: "client/ut"; Description: "Undertale"; Types: full playing
|
||||
Name: "client/text"; Description: "Text, to !command and chat"; Types: full playing
|
||||
Name: "core"; Description: "Archipelago"; Types: full minimal custom; Flags: fixed
|
||||
Name: "lttp_sprites"; Description: "Download ""A Link to the Past"" player sprites"; Types: full;
|
||||
|
||||
[Dirs]
|
||||
NAME: "{app}"; Flags: setntfscompression; Permissions: everyone-modify users-modify authusers-modify;
|
||||
|
||||
[Files]
|
||||
Source: "{code:GetROMPath}"; DestDir: "{app}"; DestName: "Zelda no Densetsu - Kamigami no Triforce (Japan).sfc"; Flags: external; Components: client/sni/lttp or generator/lttp
|
||||
Source: "{code:GetSMROMPath}"; DestDir: "{app}"; DestName: "Super Metroid (JU).sfc"; Flags: external; Components: client/sni/sm or generator/sm
|
||||
Source: "{code:GetDKC3ROMPath}"; DestDir: "{app}"; DestName: "Donkey Kong Country 3 - Dixie Kong's Double Trouble! (USA) (En,Fr).sfc"; Flags: external; Components: client/sni/dkc3 or generator/dkc3
|
||||
Source: "{code:GetSMWROMPath}"; DestDir: "{app}"; DestName: "Super Mario World (USA).sfc"; Flags: external; Components: client/sni/smw or generator/smw
|
||||
Source: "{code:GetSoEROMPath}"; DestDir: "{app}"; DestName: "Secret of Evermore (USA).sfc"; Flags: external; Components: generator/soe
|
||||
Source: "{code:GetL2ACROMPath}"; DestDir: "{app}"; DestName: "Lufia II - Rise of the Sinistrals (USA).sfc"; Flags: external; Components: generator/l2ac
|
||||
Source: "{code:GetOoTROMPath}"; DestDir: "{app}"; DestName: "The Legend of Zelda - Ocarina of Time.z64"; Flags: external; Components: client/oot or generator/oot
|
||||
Source: "{code:GetZlROMPath}"; DestDir: "{app}"; DestName: "Zillion (UE) [!].sms"; Flags: external; Components: client/zl or generator/zl
|
||||
Source: "{code:GetRedROMPath}"; DestDir: "{app}"; DestName: "Pokemon Red (UE) [S][!].gb"; Flags: external; Components: client/pkmn/red or generator/pkmn_r
|
||||
Source: "{code:GetBlueROMPath}"; DestDir: "{app}"; DestName: "Pokemon Blue (UE) [S][!].gb"; Flags: external; Components: client/pkmn/blue or generator/pkmn_b
|
||||
Source: "{code:GetBN3ROMPath}"; DestDir: "{app}"; DestName: "Mega Man Battle Network 3 - Blue Version (USA).gba"; Flags: external; Components: client/mmbn3
|
||||
Source: "{code:GetLADXROMPath}"; DestDir: "{app}"; DestName: "Legend of Zelda, The - Link's Awakening DX (USA, Europe) (SGB Enhanced).gbc"; Flags: external; Components: client/ladx or generator/ladx
|
||||
Source: "{code:GetTLoZROMPath}"; DestDir: "{app}"; DestName: "Legend of Zelda, The (U) (PRG0) [!].nes"; Flags: external; Components: client/tloz or generator/tloz
|
||||
Source: "{code:GetAdvnROMPath}"; DestDir: "{app}"; DestName: "ADVNTURE.BIN"; Flags: external; Components: client/advn
|
||||
Source: "{#source_path}\*"; Excludes: "*.sfc, *.log, data\sprites\alttpr, SNI, EnemizerCLI, Archipelago*.exe"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
|
||||
Source: "{#source_path}\SNI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\SNI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: client/sni
|
||||
Source: "{#source_path}\EnemizerCLI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\EnemizerCLI"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: generator/lttp
|
||||
|
||||
Source: "{#source_path}\ArchipelagoLauncher.exe"; DestDir: "{app}"; Flags: ignoreversion;
|
||||
Source: "{#source_path}\ArchipelagoLauncher(DEBUG).exe"; DestDir: "{app}"; Flags: ignoreversion;
|
||||
Source: "{#source_path}\ArchipelagoGenerate.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: generator
|
||||
Source: "{#source_path}\ArchipelagoServer.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: server
|
||||
Source: "{#source_path}\ArchipelagoFactorioClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/factorio
|
||||
Source: "{#source_path}\ArchipelagoTextClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/text
|
||||
Source: "{#source_path}\ArchipelagoSNIClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/sni
|
||||
Source: "{#source_path}\ArchipelagoLinksAwakeningClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/ladx
|
||||
Source: "{#source_path}\ArchipelagoLttPAdjuster.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/sni/lttp or generator/lttp
|
||||
Source: "{#source_path}\ArchipelagoMinecraftClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/minecraft
|
||||
Source: "{#source_path}\ArchipelagoOoTClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/oot
|
||||
Source: "{#source_path}\ArchipelagoOoTAdjuster.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/oot
|
||||
Source: "{#source_path}\ArchipelagoZillionClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/zl
|
||||
Source: "{#source_path}\ArchipelagoFF1Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/ff1
|
||||
Source: "{#source_path}\ArchipelagoPokemonClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/pkmn
|
||||
Source: "{#source_path}\ArchipelagoChecksFinderClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/cf
|
||||
Source: "{#source_path}\ArchipelagoStarcraft2Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/sc2
|
||||
Source: "{#source_path}\ArchipelagoMMBN3Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/mmbn3
|
||||
Source: "{#source_path}\ArchipelagoZelda1Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/tloz
|
||||
Source: "{#source_path}\ArchipelagoWargrooveClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/wargroove
|
||||
Source: "{#source_path}\ArchipelagoKH2Client.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/kh2
|
||||
Source: "{#source_path}\ArchipelagoAdventureClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/advn
|
||||
Source: "{#source_path}\ArchipelagoUndertaleClient.exe"; DestDir: "{app}"; Flags: ignoreversion; Components: client/ut
|
||||
Source: "{#source_path}\*"; Excludes: "*.sfc, *.log, data\sprites\alttpr, SNI, EnemizerCLI"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs
|
||||
Source: "{#source_path}\SNI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\SNI"; Flags: ignoreversion recursesubdirs createallsubdirs;
|
||||
Source: "{#source_path}\EnemizerCLI\*"; Excludes: "*.sfc, *.log"; DestDir: "{app}\EnemizerCLI"; Flags: ignoreversion recursesubdirs createallsubdirs;
|
||||
Source: "vc_redist.x64.exe"; DestDir: {tmp}; Flags: deleteafterinstall
|
||||
|
||||
[Icons]
|
||||
Name: "{group}\{#MyAppName} Folder"; Filename: "{app}";
|
||||
Name: "{group}\{#MyAppName} Launcher"; Filename: "{app}\ArchipelagoLauncher.exe"
|
||||
Name: "{group}\{#MyAppName} Server"; Filename: "{app}\ArchipelagoServer"; Components: server
|
||||
Name: "{group}\{#MyAppName} Text Client"; Filename: "{app}\ArchipelagoTextClient.exe"; Components: client/text
|
||||
Name: "{group}\{#MyAppName} SNI Client"; Filename: "{app}\ArchipelagoSNIClient.exe"; Components: client/sni
|
||||
Name: "{group}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Components: client/factorio
|
||||
Name: "{group}\{#MyAppName} Minecraft Client"; Filename: "{app}\ArchipelagoMinecraftClient.exe"; Components: client/minecraft
|
||||
Name: "{group}\{#MyAppName} Ocarina of Time Client"; Filename: "{app}\ArchipelagoOoTClient.exe"; Components: client/oot
|
||||
Name: "{group}\{#MyAppName} Zillion Client"; Filename: "{app}\ArchipelagoZillionClient.exe"; Components: client/zl
|
||||
Name: "{group}\{#MyAppName} Final Fantasy 1 Client"; Filename: "{app}\ArchipelagoFF1Client.exe"; Components: client/ff1
|
||||
Name: "{group}\{#MyAppName} Pokemon Client"; Filename: "{app}\ArchipelagoPokemonClient.exe"; Components: client/pkmn
|
||||
Name: "{group}\{#MyAppName} ChecksFinder Client"; Filename: "{app}\ArchipelagoChecksFinderClient.exe"; Components: client/cf
|
||||
Name: "{group}\{#MyAppName} Starcraft 2 Client"; Filename: "{app}\ArchipelagoStarcraft2Client.exe"; Components: client/sc2
|
||||
Name: "{group}\{#MyAppName} MegaMan Battle Network 3 Client"; Filename: "{app}\ArchipelagoMMBN3Client.exe"; Components: client/mmbn3
|
||||
Name: "{group}\{#MyAppName} The Legend of Zelda Client"; Filename: "{app}\ArchipelagoZelda1Client.exe"; Components: client/tloz
|
||||
Name: "{group}\{#MyAppName} Kingdom Hearts 2 Client"; Filename: "{app}\ArchipelagoKH2Client.exe"; Components: client/kh2
|
||||
Name: "{group}\{#MyAppName} Link's Awakening Client"; Filename: "{app}\ArchipelagoLinksAwakeningClient.exe"; Components: client/ladx
|
||||
Name: "{group}\{#MyAppName} Adventure Client"; Filename: "{app}\ArchipelagoAdventureClient.exe"; Components: client/advn
|
||||
Name: "{group}\{#MyAppName} Wargroove Client"; Filename: "{app}\ArchipelagoWargrooveClient.exe"; Components: client/wargroove
|
||||
Name: "{group}\{#MyAppName} Undertale Client"; Filename: "{app}\ArchipelagoUndertaleClient.exe"; Components: client/ut
|
||||
|
||||
Name: "{commondesktop}\{#MyAppName} Folder"; Filename: "{app}"; Tasks: desktopicon
|
||||
Name: "{commondesktop}\{#MyAppName} Launcher"; Filename: "{app}\ArchipelagoLauncher.exe"; Tasks: desktopicon
|
||||
Name: "{commondesktop}\{#MyAppName} Server"; Filename: "{app}\ArchipelagoServer"; Tasks: desktopicon; Components: server
|
||||
Name: "{commondesktop}\{#MyAppName} SNI Client"; Filename: "{app}\ArchipelagoSNIClient.exe"; Tasks: desktopicon; Components: client/sni
|
||||
Name: "{commondesktop}\{#MyAppName} Factorio Client"; Filename: "{app}\ArchipelagoFactorioClient.exe"; Tasks: desktopicon; Components: client/factorio
|
||||
Name: "{commondesktop}\{#MyAppName} Minecraft Client"; Filename: "{app}\ArchipelagoMinecraftClient.exe"; Tasks: desktopicon; Components: client/minecraft
|
||||
Name: "{commondesktop}\{#MyAppName} Ocarina of Time Client"; Filename: "{app}\ArchipelagoOoTClient.exe"; Tasks: desktopicon; Components: client/oot
|
||||
Name: "{commondesktop}\{#MyAppName} Zillion Client"; Filename: "{app}\ArchipelagoZillionClient.exe"; Tasks: desktopicon; Components: client/zl
|
||||
Name: "{commondesktop}\{#MyAppName} Final Fantasy 1 Client"; Filename: "{app}\ArchipelagoFF1Client.exe"; Tasks: desktopicon; Components: client/ff1
|
||||
Name: "{commondesktop}\{#MyAppName} Pokemon Client"; Filename: "{app}\ArchipelagoPokemonClient.exe"; Tasks: desktopicon; Components: client/pkmn
|
||||
Name: "{commondesktop}\{#MyAppName} ChecksFinder Client"; Filename: "{app}\ArchipelagoChecksFinderClient.exe"; Tasks: desktopicon; Components: client/cf
|
||||
Name: "{commondesktop}\{#MyAppName} Starcraft 2 Client"; Filename: "{app}\ArchipelagoStarcraft2Client.exe"; Tasks: desktopicon; Components: client/sc2
|
||||
Name: "{commondesktop}\{#MyAppName} MegaMan Battle Network 3 Client"; Filename: "{app}\ArchipelagoMMBN3Client.exe"; Tasks: desktopicon; Components: client/mmbn3
|
||||
Name: "{commondesktop}\{#MyAppName} The Legend of Zelda Client"; Filename: "{app}\ArchipelagoZelda1Client.exe"; Tasks: desktopicon; Components: client/tloz
|
||||
Name: "{commondesktop}\{#MyAppName} Wargroove Client"; Filename: "{app}\ArchipelagoWargrooveClient.exe"; Tasks: desktopicon; Components: client/wargroove
|
||||
Name: "{commondesktop}\{#MyAppName} Kingdom Hearts 2 Client"; Filename: "{app}\ArchipelagoKH2Client.exe"; Tasks: desktopicon; Components: client/kh2
|
||||
Name: "{commondesktop}\{#MyAppName} Link's Awakening Client"; Filename: "{app}\ArchipelagoLinksAwakeningClient.exe"; Tasks: desktopicon; Components: client/ladx
|
||||
Name: "{commondesktop}\{#MyAppName} Adventure Client"; Filename: "{app}\ArchipelagoAdventureClient.exe"; Tasks: desktopicon; Components: client/advn
|
||||
Name: "{commondesktop}\{#MyAppName} Undertale Client"; Filename: "{app}\ArchipelagoUndertaleClient.exe"; Tasks: desktopicon; Components: client/ut
|
||||
|
||||
[Run]
|
||||
|
||||
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
|
||||
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."; Components: client/sni/lttp or generator/lttp
|
||||
Filename: "{app}\ArchipelagoMinecraftClient.exe"; Parameters: "--install"; StatusMsg: "Installing Forge Server..."; Components: client/minecraft
|
||||
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."; Flags: nowait; Components: lttp_sprites
|
||||
Filename: "{app}\ArchipelagoLauncher"; Parameters: "--update_settings"; StatusMsg: "Updating host.yaml..."; Flags: runasoriginaluser runhidden
|
||||
Filename: "{app}\ArchipelagoLauncher"; Description: "{cm:LaunchProgram,{#StringChange('Launcher', '&', '&&')}}"; Flags: nowait postinstall skipifsilent
|
||||
|
||||
@@ -202,101 +88,97 @@ Type: filesandordirs; Name: "{app}\EnemizerCLI*"
|
||||
|
||||
[Registry]
|
||||
|
||||
Root: HKCR; Subkey: ".aplttp"; ValueData: "{#MyAppName}patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch"; ValueData: "Archipelago Binary Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".aplttp"; ValueData: "{#MyAppName}patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch"; ValueData: "Archipelago Binary Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apsm"; ValueData: "{#MyAppName}smpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch"; ValueData: "Archipelago Super Metroid Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apsm"; ValueData: "{#MyAppName}smpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch"; ValueData: "Archipelago Super Metroid Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apdkc3"; ValueData: "{#MyAppName}dkc3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch"; ValueData: "Archipelago Donkey Kong Country 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apdkc3"; ValueData: "{#MyAppName}dkc3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch"; ValueData: "Archipelago Donkey Kong Country 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apsmw"; ValueData: "{#MyAppName}smwpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch"; ValueData: "Archipelago Super Mario World Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apsmw"; ValueData: "{#MyAppName}smwpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch"; ValueData: "Archipelago Super Mario World Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smwpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apzl"; ValueData: "{#MyAppName}zlpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/zl
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch"; ValueData: "Archipelago Zillion Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/zl
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoZillionClient.exe,0"; ValueType: string; ValueName: ""; Components: client/zl
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch\shell\open\command"; ValueData: """{app}\ArchipelagoZillionClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/zl
|
||||
Root: HKCR; Subkey: ".apzl"; ValueData: "{#MyAppName}zlpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch"; ValueData: "Archipelago Zillion Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoZillionClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}zlpatch\shell\open\command"; ValueData: """{app}\ArchipelagoZillionClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apsmz3"; ValueData: "{#MyAppName}smz3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch"; ValueData: "Archipelago SMZ3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apsmz3"; ValueData: "{#MyAppName}smz3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch"; ValueData: "Archipelago SMZ3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}smz3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apsoe"; ValueData: "{#MyAppName}soepatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch"; ValueData: "Archipelago Secret of Evermore Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apsoe"; ValueData: "{#MyAppName}soepatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch"; ValueData: "Archipelago Secret of Evermore Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}soepatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apl2ac"; ValueData: "{#MyAppName}l2acpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch"; ValueData: "Archipelago Lufia II Ancient Cave Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/sni
|
||||
Root: HKCR; Subkey: ".apl2ac"; ValueData: "{#MyAppName}l2acpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch"; ValueData: "Archipelago Lufia II Ancient Cave Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}l2acpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apmc"; ValueData: "{#MyAppName}mcdata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/minecraft
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archipelago Minecraft Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/minecraft
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: ""; Components: client/minecraft
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/minecraft
|
||||
Root: HKCR; Subkey: ".apmc"; ValueData: "{#MyAppName}mcdata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata"; ValueData: "Archipelago Minecraft Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata\DefaultIcon"; ValueData: "{app}\ArchipelagoMinecraftClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}mcdata\shell\open\command"; ValueData: """{app}\ArchipelagoMinecraftClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apz5"; ValueData: "{#MyAppName}n64zpf"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/oot
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf"; ValueData: "Archipelago Ocarina of Time Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/oot
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf\DefaultIcon"; ValueData: "{app}\ArchipelagoOoTClient.exe,0"; ValueType: string; ValueName: ""; Components: client/oot
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf\shell\open\command"; ValueData: """{app}\ArchipelagoOoTClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/oot
|
||||
Root: HKCR; Subkey: ".apz5"; ValueData: "{#MyAppName}n64zpf"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf"; ValueData: "Archipelago Ocarina of Time Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf\DefaultIcon"; ValueData: "{app}\ArchipelagoOoTClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}n64zpf\shell\open\command"; ValueData: """{app}\ArchipelagoOoTClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apred"; ValueData: "{#MyAppName}pkmnrpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch"; ValueData: "Archipelago Pokemon Red Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoPokemonClient.exe,0"; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch\shell\open\command"; ValueData: """{app}\ArchipelagoPokemonClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: ".apred"; ValueData: "{#MyAppName}pkmnrpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch"; ValueData: "Archipelago Pokemon Red Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoPokemonClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnrpatch\shell\open\command"; ValueData: """{app}\ArchipelagoPokemonClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apblue"; ValueData: "{#MyAppName}pkmnbpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch"; ValueData: "Archipelago Pokemon Blue Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoPokemonClient.exe,0"; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch\shell\open\command"; ValueData: """{app}\ArchipelagoPokemonClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/pkmn
|
||||
Root: HKCR; Subkey: ".apblue"; ValueData: "{#MyAppName}pkmnbpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch"; ValueData: "Archipelago Pokemon Blue Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoPokemonClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}pkmnbpatch\shell\open\command"; ValueData: """{app}\ArchipelagoPokemonClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apbn3"; ValueData: "{#MyAppName}bn3bpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/mmbn3
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch"; ValueData: "Archipelago MegaMan Battle Network 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/mmbn3
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoMMBN3Client.exe,0"; ValueType: string; ValueName: ""; Components: client/mmbn3
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch\shell\open\command"; ValueData: """{app}\ArchipelagoMMBN3Client.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/mmbn3
|
||||
Root: HKCR; Subkey: ".apbn3"; ValueData: "{#MyAppName}bn3bpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch"; ValueData: "Archipelago MegaMan Battle Network 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoMMBN3Client.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}bn3bpatch\shell\open\command"; ValueData: """{app}\ArchipelagoMMBN3Client.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apladx"; ValueData: "{#MyAppName}ladxpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/ladx
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch"; ValueData: "Archipelago Links Awakening DX Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/ladx
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLinksAwakeningClient.exe,0"; ValueType: string; ValueName: ""; Components: client/ladx
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch\shell\open\command"; ValueData: """{app}\ArchipelagoLinksAwakeningClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/ladx
|
||||
Root: HKCR; Subkey: ".apladx"; ValueData: "{#MyAppName}ladxpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch"; ValueData: "Archipelago Links Awakening DX Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLinksAwakeningClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}ladxpatch\shell\open\command"; ValueData: """{app}\ArchipelagoLinksAwakeningClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".aptloz"; ValueData: "{#MyAppName}tlozpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/tloz
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch"; ValueData: "Archipelago The Legend of Zelda Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/tloz
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoZelda1Client.exe,0"; ValueType: string; ValueName: ""; Components: client/tloz
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch\shell\open\command"; ValueData: """{app}\ArchipelagoZelda1Client.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/tloz
|
||||
Root: HKCR; Subkey: ".aptloz"; ValueData: "{#MyAppName}tlozpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch"; ValueData: "Archipelago The Legend of Zelda Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoZelda1Client.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}tlozpatch\shell\open\command"; ValueData: """{app}\ArchipelagoZelda1Client.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".apadvn"; ValueData: "{#MyAppName}advnpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: client/advn
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch"; ValueData: "Archipelago Adventure Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: client/advn
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoAdventureClient.exe,0"; ValueType: string; ValueName: ""; Components: client/advn
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch\shell\open\command"; ValueData: """{app}\ArchipelagoAdventureClient.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: client/advn
|
||||
Root: HKCR; Subkey: ".apadvn"; ValueData: "{#MyAppName}advnpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch"; ValueData: "Archipelago Adventure Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoAdventureClient.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}advnpatch\shell\open\command"; ValueData: """{app}\ArchipelagoAdventureClient.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: ""; Components: server
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: ""; Components: server
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: ""; Components: server
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{app}\ArchipelagoServer.exe"" ""%1"""; ValueType: string; ValueName: ""; Components: server
|
||||
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";
|
||||
Root: HKCR; Subkey: "{#MyAppName}multidata\shell\open\command"; ValueData: """{app}\ArchipelagoServer.exe"" ""%1"""; ValueType: string; ValueName: "";
|
||||
|
||||
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueData: "Archipegalo Protocol"; Flags: uninsdeletekey; Components: client/text
|
||||
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueName: "URL Protocol"; ValueData: ""; Components: client/text
|
||||
Root: HKCR; Subkey: "archipelago\DefaultIcon"; ValueType: "string"; ValueData: "{app}\ArchipelagoTextClient.exe,0"; Components: client/text
|
||||
Root: HKCR; Subkey: "archipelago\shell\open\command"; ValueType: "string"; ValueData: """{app}\ArchipelagoTextClient.exe"" ""%1"""; Components: client/text
|
||||
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueData: "Archipegalo Protocol"; Flags: uninsdeletekey;
|
||||
Root: HKCR; Subkey: "archipelago"; ValueType: "string"; ValueName: "URL Protocol"; ValueData: "";
|
||||
Root: HKCR; Subkey: "archipelago\DefaultIcon"; ValueType: "string"; ValueData: "{app}\ArchipelagoTextClient.exe,0";
|
||||
Root: HKCR; Subkey: "archipelago\shell\open\command"; ValueType: "string"; ValueData: """{app}\ArchipelagoTextClient.exe"" ""%1""";
|
||||
|
||||
[Code]
|
||||
const
|
||||
SHCONTCH_NOPROGRESSBOX = 4;
|
||||
SHCONTCH_RESPONDYESTOALL = 16;
|
||||
|
||||
// See: https://stackoverflow.com/a/51614652/2287576
|
||||
function IsVCRedist64BitNeeded(): boolean;
|
||||
var
|
||||
@@ -316,594 +198,3 @@ begin
|
||||
Result := True;
|
||||
end;
|
||||
end;
|
||||
|
||||
var R : longint;
|
||||
|
||||
var lttprom: string;
|
||||
var LttPROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var smrom: string;
|
||||
var SMRomFilePage: TInputFileWizardPage;
|
||||
|
||||
var dkc3rom: string;
|
||||
var DKC3RomFilePage: TInputFileWizardPage;
|
||||
|
||||
var smwrom: string;
|
||||
var SMWRomFilePage: TInputFileWizardPage;
|
||||
|
||||
var soerom: string;
|
||||
var SoERomFilePage: TInputFileWizardPage;
|
||||
|
||||
var l2acrom: string;
|
||||
var L2ACROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var ootrom: string;
|
||||
var OoTROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var zlrom: string;
|
||||
var ZlROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var redrom: string;
|
||||
var RedROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var bluerom: string;
|
||||
var BlueROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var bn3rom: string;
|
||||
var BN3ROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var ladxrom: string;
|
||||
var LADXROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var tlozrom: string;
|
||||
var TLoZROMFilePage: TInputFileWizardPage;
|
||||
|
||||
var advnrom: string;
|
||||
var AdvnROMFilePage: TInputFileWizardPage;
|
||||
|
||||
function GetSNESMD5OfFile(const rom: string): string;
|
||||
var data: AnsiString;
|
||||
begin
|
||||
if LoadStringFromFile(rom, data) then
|
||||
begin
|
||||
if Length(data) mod 1024 = 512 then
|
||||
begin
|
||||
data := copy(data, 513, Length(data)-512);
|
||||
end;
|
||||
Result := GetMD5OfString(data);
|
||||
end;
|
||||
end;
|
||||
|
||||
function GetSMSMD5OfFile(const rom: string): string;
|
||||
var data: AnsiString;
|
||||
begin
|
||||
if LoadStringFromFile(rom, data) then
|
||||
begin
|
||||
Result := GetMD5OfString(data);
|
||||
end;
|
||||
end;
|
||||
|
||||
function CheckRom(name: string; hash: string): string;
|
||||
var rom: string;
|
||||
begin
|
||||
log('Handling ' + name)
|
||||
rom := FileSearch(name, WizardDirValue());
|
||||
if Length(rom) > 0 then
|
||||
begin
|
||||
log('existing ROM found');
|
||||
log(IntToStr(CompareStr(GetSNESMD5OfFile(rom), hash)));
|
||||
if CompareStr(GetSNESMD5OfFile(rom), hash) = 0 then
|
||||
begin
|
||||
log('existing ROM verified');
|
||||
Result := rom;
|
||||
exit;
|
||||
end;
|
||||
log('existing ROM failed verification');
|
||||
end;
|
||||
end;
|
||||
|
||||
function CheckSMSRom(name: string; hash: string): string;
|
||||
var rom: string;
|
||||
begin
|
||||
log('Handling ' + name)
|
||||
rom := FileSearch(name, WizardDirValue());
|
||||
if Length(rom) > 0 then
|
||||
begin
|
||||
log('existing ROM found');
|
||||
log(IntToStr(CompareStr(GetSMSMD5OfFile(rom), hash)));
|
||||
if CompareStr(GetSMSMD5OfFile(rom), hash) = 0 then
|
||||
begin
|
||||
log('existing ROM verified');
|
||||
Result := rom;
|
||||
exit;
|
||||
end;
|
||||
log('existing ROM failed verification');
|
||||
end;
|
||||
end;
|
||||
|
||||
function CheckNESRom(name: string; hash: string): string;
|
||||
var rom: string;
|
||||
begin
|
||||
log('Handling ' + name)
|
||||
rom := FileSearch(name, WizardDirValue());
|
||||
if Length(rom) > 0 then
|
||||
begin
|
||||
log('existing ROM found');
|
||||
log(IntToStr(CompareStr(GetSMSMD5OfFile(rom), hash)));
|
||||
if CompareStr(GetSMSMD5OfFile(rom), hash) = 0 then
|
||||
begin
|
||||
log('existing ROM verified');
|
||||
Result := rom;
|
||||
exit;
|
||||
end;
|
||||
log('existing ROM failed verification');
|
||||
end;
|
||||
end;
|
||||
|
||||
function AddRomPage(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'SNES ROM files|*.sfc;*.smc|All files|*.*',
|
||||
'.sfc');
|
||||
end;
|
||||
|
||||
|
||||
function AddGBRomPage(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'GB ROM files|*.gb;*.gbc|All files|*.*',
|
||||
'.gb');
|
||||
end;
|
||||
|
||||
function AddGBARomPage(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'GBA ROM files|*.gba|All files|*.*',
|
||||
'.gba');
|
||||
end;
|
||||
|
||||
function AddSMSRomPage(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'SMS ROM files|*.sms|All files|*.*',
|
||||
'.sms');
|
||||
end;
|
||||
|
||||
function AddNESRomPage(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'NES ROM files|*.nes|All files|*.*',
|
||||
'.nes');
|
||||
end;
|
||||
|
||||
procedure AddOoTRomPage();
|
||||
begin
|
||||
ootrom := FileSearch('The Legend of Zelda - Ocarina of Time.z64', WizardDirValue());
|
||||
if Length(ootrom) > 0 then
|
||||
begin
|
||||
log('existing ROM found');
|
||||
log(IntToStr(CompareStr(GetMD5OfFile(ootrom), '5bd1fe107bf8106b2ab6650abecd54d6'))); // normal
|
||||
log(IntToStr(CompareStr(GetMD5OfFile(ootrom), '6697768a7a7df2dd27a692a2638ea90b'))); // byteswapped
|
||||
log(IntToStr(CompareStr(GetMD5OfFile(ootrom), '05f0f3ebacbc8df9243b6148ffe4792f'))); // decompressed
|
||||
if (CompareStr(GetMD5OfFile(ootrom), '5bd1fe107bf8106b2ab6650abecd54d6') = 0) or (CompareStr(GetMD5OfFile(ootrom), '6697768a7a7df2dd27a692a2638ea90b') = 0) or (CompareStr(GetMD5OfFile(ootrom), '05f0f3ebacbc8df9243b6148ffe4792f') = 0) then
|
||||
begin
|
||||
log('existing ROM verified');
|
||||
exit;
|
||||
end;
|
||||
log('existing ROM failed verification');
|
||||
end;
|
||||
ootrom := ''
|
||||
OoTROMFilePage :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your OoT 1.0 ROM located?',
|
||||
'Select the file, then click Next.');
|
||||
|
||||
OoTROMFilePage.Add(
|
||||
'Location of ROM file:',
|
||||
'N64 ROM files (*.z64, *.n64)|*.z64;*.n64|All files|*.*',
|
||||
'.z64');
|
||||
end;
|
||||
|
||||
function AddA26Page(name: string): TInputFileWizardPage;
|
||||
begin
|
||||
Result :=
|
||||
CreateInputFilePage(
|
||||
wpSelectComponents,
|
||||
'Select ROM File',
|
||||
'Where is your ' + name + ' located?',
|
||||
'Select the file, then click Next.');
|
||||
|
||||
Result.Add(
|
||||
'Location of ROM file:',
|
||||
'A2600 ROM files|*.BIN;*.a26|All files|*.*',
|
||||
'.BIN');
|
||||
end;
|
||||
|
||||
function NextButtonClick(CurPageID: Integer): Boolean;
|
||||
begin
|
||||
if (assigned(LttPROMFilePage)) and (CurPageID = LttPROMFilePage.ID) then
|
||||
Result := not (LttPROMFilePage.Values[0] = '')
|
||||
else if (assigned(SMROMFilePage)) and (CurPageID = SMROMFilePage.ID) then
|
||||
Result := not (SMROMFilePage.Values[0] = '')
|
||||
else if (assigned(DKC3ROMFilePage)) and (CurPageID = DKC3ROMFilePage.ID) then
|
||||
Result := not (DKC3ROMFilePage.Values[0] = '')
|
||||
else if (assigned(SMWROMFilePage)) and (CurPageID = SMWROMFilePage.ID) then
|
||||
Result := not (SMWROMFilePage.Values[0] = '')
|
||||
else if (assigned(SoEROMFilePage)) and (CurPageID = SoEROMFilePage.ID) then
|
||||
Result := not (SoEROMFilePage.Values[0] = '')
|
||||
else if (assigned(L2ACROMFilePage)) and (CurPageID = L2ACROMFilePage.ID) then
|
||||
Result := not (L2ACROMFilePage.Values[0] = '')
|
||||
else if (assigned(OoTROMFilePage)) and (CurPageID = OoTROMFilePage.ID) then
|
||||
Result := not (OoTROMFilePage.Values[0] = '')
|
||||
else if (assigned(BN3ROMFilePage)) and (CurPageID = BN3ROMFilePage.ID) then
|
||||
Result := not (BN3ROMFilePage.Values[0] = '')
|
||||
else if (assigned(ZlROMFilePage)) and (CurPageID = ZlROMFilePage.ID) then
|
||||
Result := not (ZlROMFilePage.Values[0] = '')
|
||||
else if (assigned(RedROMFilePage)) and (CurPageID = RedROMFilePage.ID) then
|
||||
Result := not (RedROMFilePage.Values[0] = '')
|
||||
else if (assigned(BlueROMFilePage)) and (CurPageID = BlueROMFilePage.ID) then
|
||||
Result := not (BlueROMFilePage.Values[0] = '')
|
||||
else if (assigned(LADXROMFilePage)) and (CurPageID = LADXROMFilePage.ID) then
|
||||
Result := not (LADXROMFilePage.Values[0] = '')
|
||||
else if (assigned(TLoZROMFilePage)) and (CurPageID = TLoZROMFilePage.ID) then
|
||||
Result := not (TLoZROMFilePage.Values[0] = '')
|
||||
else if (assigned(AdvnROMFilePage)) and (CurPageID = AdvnROMFilePage.ID) then
|
||||
Result := not (AdvnROMFilePage.Values[0] = '')
|
||||
else
|
||||
Result := True;
|
||||
end;
|
||||
|
||||
function GetROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(lttprom) > 0 then
|
||||
Result := lttprom
|
||||
else if Assigned(LttPRomFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(LttPROMFilePage.Values[0]), '03a63945398191337e896e5771f77173')
|
||||
if R <> 0 then
|
||||
MsgBox('ALttP ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := LttPROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetSMROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(smrom) > 0 then
|
||||
Result := smrom
|
||||
else if Assigned(SMRomFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(SMROMFilePage.Values[0]), '21f3e98df4780ee1c667b84e57d88675')
|
||||
if R <> 0 then
|
||||
MsgBox('Super Metroid ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := SMROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetDKC3ROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(dkc3rom) > 0 then
|
||||
Result := dkc3rom
|
||||
else if Assigned(DKC3RomFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(DKC3ROMFilePage.Values[0]), '120abf304f0c40fe059f6a192ed4f947')
|
||||
if R <> 0 then
|
||||
MsgBox('Donkey Kong Country 3 ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := DKC3ROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetSMWROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(smwrom) > 0 then
|
||||
Result := smwrom
|
||||
else if Assigned(SMWRomFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(SMWROMFilePage.Values[0]), 'cdd3c8c37322978ca8669b34bc89c804')
|
||||
if R <> 0 then
|
||||
MsgBox('Super Mario World ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := SMWROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetSoEROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(soerom) > 0 then
|
||||
Result := soerom
|
||||
else if Assigned(SoERomFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(SoEROMFilePage.Values[0]), '6e9c94511d04fac6e0a1e582c170be3a')
|
||||
if R <> 0 then
|
||||
MsgBox('Secret of Evermore ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := SoEROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetOoTROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(ootrom) > 0 then
|
||||
Result := ootrom
|
||||
else if Assigned(OoTROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(OoTROMFilePage.Values[0]), '5bd1fe107bf8106b2ab6650abecd54d6') * CompareStr(GetMD5OfFile(OoTROMFilePage.Values[0]), '6697768a7a7df2dd27a692a2638ea90b') * CompareStr(GetMD5OfFile(OoTROMFilePage.Values[0]), '05f0f3ebacbc8df9243b6148ffe4792f');
|
||||
if R <> 0 then
|
||||
MsgBox('OoT ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := OoTROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetL2ACROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(l2acrom) > 0 then
|
||||
Result := l2acrom
|
||||
else if Assigned(L2ACROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetSNESMD5OfFile(L2ACROMFilePage.Values[0]), '6efc477d6203ed2b3b9133c1cd9e9c5d')
|
||||
if R <> 0 then
|
||||
MsgBox('Lufia II ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := L2ACROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetZlROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(zlrom) > 0 then
|
||||
Result := zlrom
|
||||
else if Assigned(ZlROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(ZlROMFilePage.Values[0]), 'd4bf9e7bcf9a48da53785d2ae7bc4270');
|
||||
if R <> 0 then
|
||||
MsgBox('Zillion ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := ZlROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetRedROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(redrom) > 0 then
|
||||
Result := redrom
|
||||
else if Assigned(RedROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(RedROMFilePage.Values[0]), '3d45c1ee9abd5738df46d2bdda8b57dc')
|
||||
if R <> 0 then
|
||||
MsgBox('Pokemon Red ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := RedROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetBlueROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(bluerom) > 0 then
|
||||
Result := bluerom
|
||||
else if Assigned(BlueROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(BlueROMFilePage.Values[0]), '50927e843568814f7ed45ec4f944bd8b')
|
||||
if R <> 0 then
|
||||
MsgBox('Pokemon Blue ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := BlueROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetTLoZROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(tlozrom) > 0 then
|
||||
Result := tlozrom
|
||||
else if Assigned(TLoZROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(TLoZROMFilePage.Values[0]), '337bd6f1a1163df31bf2633665589ab0');
|
||||
if R <> 0 then
|
||||
MsgBox('The Legend of Zelda ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := TLoZROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetLADXROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(ladxrom) > 0 then
|
||||
Result := ladxrom
|
||||
else if Assigned(LADXROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(LADXROMFilePage.Values[0]), '07c211479386825042efb4ad31bb525f')
|
||||
if R <> 0 then
|
||||
MsgBox('Link''s Awakening DX ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := LADXROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetAdvnROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(advnrom) > 0 then
|
||||
Result := advnrom
|
||||
else if Assigned(AdvnROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(AdvnROMFilePage.Values[0]), '157bddb7192754a45372be196797f284');
|
||||
if R <> 0 then
|
||||
MsgBox('Adventure ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := AdvnROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
function GetBN3ROMPath(Param: string): string;
|
||||
begin
|
||||
if Length(bn3rom) > 0 then
|
||||
Result := bn3rom
|
||||
else if Assigned(BN3ROMFilePage) then
|
||||
begin
|
||||
R := CompareStr(GetMD5OfFile(BN3ROMFilePage.Values[0]), '6fe31df0144759b34ad666badaacc442')
|
||||
if R <> 0 then
|
||||
MsgBox('MegaMan Battle Network 3 Blue ROM validation failed. Very likely wrong file.', mbInformation, MB_OK);
|
||||
|
||||
Result := BN3ROMFilePage.Values[0]
|
||||
end
|
||||
else
|
||||
Result := '';
|
||||
end;
|
||||
|
||||
procedure InitializeWizard();
|
||||
begin
|
||||
AddOoTRomPage();
|
||||
|
||||
lttprom := CheckRom('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc', '03a63945398191337e896e5771f77173');
|
||||
if Length(lttprom) = 0 then
|
||||
LttPROMFilePage:= AddRomPage('Zelda no Densetsu - Kamigami no Triforce (Japan).sfc');
|
||||
|
||||
smrom := CheckRom('Super Metroid (JU).sfc', '21f3e98df4780ee1c667b84e57d88675');
|
||||
if Length(smrom) = 0 then
|
||||
SMRomFilePage:= AddRomPage('Super Metroid (JU).sfc');
|
||||
|
||||
dkc3rom := CheckRom('Donkey Kong Country 3 - Dixie Kong''s Double Trouble! (USA) (En,Fr).sfc', '120abf304f0c40fe059f6a192ed4f947');
|
||||
if Length(dkc3rom) = 0 then
|
||||
DKC3RomFilePage:= AddRomPage('Donkey Kong Country 3 - Dixie Kong''s Double Trouble! (USA) (En,Fr).sfc');
|
||||
|
||||
smwrom := CheckRom('Super Mario World (USA).sfc', 'cdd3c8c37322978ca8669b34bc89c804');
|
||||
if Length(smwrom) = 0 then
|
||||
SMWRomFilePage:= AddRomPage('Super Mario World (USA).sfc');
|
||||
|
||||
soerom := CheckRom('Secret of Evermore (USA).sfc', '6e9c94511d04fac6e0a1e582c170be3a');
|
||||
if Length(soerom) = 0 then
|
||||
SoEROMFilePage:= AddRomPage('Secret of Evermore (USA).sfc');
|
||||
|
||||
zlrom := CheckSMSRom('Zillion (UE) [!].sms', 'd4bf9e7bcf9a48da53785d2ae7bc4270');
|
||||
if Length(zlrom) = 0 then
|
||||
ZlROMFilePage:= AddSMSRomPage('Zillion (UE) [!].sms');
|
||||
|
||||
redrom := CheckRom('Pokemon Red (UE) [S][!].gb','3d45c1ee9abd5738df46d2bdda8b57dc');
|
||||
if Length(redrom) = 0 then
|
||||
RedROMFilePage:= AddGBRomPage('Pokemon Red (UE) [S][!].gb');
|
||||
|
||||
bluerom := CheckRom('Pokemon Blue (UE) [S][!].gb','50927e843568814f7ed45ec4f944bd8b');
|
||||
if Length(bluerom) = 0 then
|
||||
BlueROMFilePage:= AddGBRomPage('Pokemon Blue (UE) [S][!].gb');
|
||||
|
||||
bn3rom := CheckRom('Mega Man Battle Network 3 - Blue Version (USA).gba','6fe31df0144759b34ad666badaacc442');
|
||||
if Length(bn3rom) = 0 then
|
||||
BN3ROMFilePage:= AddGBARomPage('Mega Man Battle Network 3 - Blue Version (USA).gba');
|
||||
|
||||
ladxrom := CheckRom('Legend of Zelda, The - Link''s Awakening DX (USA, Europe) (SGB Enhanced).gbc','07c211479386825042efb4ad31bb525f');
|
||||
if Length(ladxrom) = 0 then
|
||||
LADXROMFilePage:= AddGBRomPage('Legend of Zelda, The - Link''s Awakening DX (USA, Europe) (SGB Enhanced).gbc');
|
||||
|
||||
l2acrom := CheckRom('Lufia II - Rise of the Sinistrals (USA).sfc', '6efc477d6203ed2b3b9133c1cd9e9c5d');
|
||||
if Length(l2acrom) = 0 then
|
||||
L2ACROMFilePage:= AddRomPage('Lufia II - Rise of the Sinistrals (USA).sfc');
|
||||
|
||||
tlozrom := CheckNESROM('Legend of Zelda, The (U) (PRG0) [!].nes', '337bd6f1a1163df31bf2633665589ab0');
|
||||
if Length(tlozrom) = 0 then
|
||||
TLoZROMFilePage:= AddNESRomPage('Legend of Zelda, The (U) (PRG0) [!].nes');
|
||||
|
||||
advnrom := CheckSMSRom('ADVNTURE.BIN', '157bddb7192754a45372be196797f284');
|
||||
if Length(advnrom) = 0 then
|
||||
AdvnROMFilePage:= AddA26Page('ADVNTURE.BIN');
|
||||
end;
|
||||
|
||||
|
||||
function ShouldSkipPage(PageID: Integer): Boolean;
|
||||
begin
|
||||
Result := False;
|
||||
if (assigned(LttPROMFilePage)) and (PageID = LttPROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/sni/lttp') or WizardIsComponentSelected('generator/lttp'));
|
||||
if (assigned(SMROMFilePage)) and (PageID = SMROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/sni/sm') or WizardIsComponentSelected('generator/sm'));
|
||||
if (assigned(DKC3ROMFilePage)) and (PageID = DKC3ROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/sni/dkc3') or WizardIsComponentSelected('generator/dkc3'));
|
||||
if (assigned(SMWROMFilePage)) and (PageID = SMWROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/sni/smw') or WizardIsComponentSelected('generator/smw'));
|
||||
if (assigned(L2ACROMFilePage)) and (PageID = L2ACROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/sni/l2ac') or WizardIsComponentSelected('generator/l2ac'));
|
||||
if (assigned(SoEROMFilePage)) and (PageID = SoEROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/soe'));
|
||||
if (assigned(OoTROMFilePage)) and (PageID = OoTROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/oot') or WizardIsComponentSelected('client/oot'));
|
||||
if (assigned(ZlROMFilePage)) and (PageID = ZlROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/zl') or WizardIsComponentSelected('client/zl'));
|
||||
if (assigned(RedROMFilePage)) and (PageID = RedROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/pkmn_r') or WizardIsComponentSelected('client/pkmn/red'));
|
||||
if (assigned(BlueROMFilePage)) and (PageID = BlueROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/pkmn_b') or WizardIsComponentSelected('client/pkmn/blue'));
|
||||
if (assigned(BN3ROMFilePage)) and (PageID = BN3ROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/mmbn3') or WizardIsComponentSelected('client/mmbn3'));
|
||||
if (assigned(LADXROMFilePage)) and (PageID = LADXROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/ladx') or WizardIsComponentSelected('client/ladx'));
|
||||
if (assigned(TLoZROMFilePage)) and (PageID = TLoZROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('generator/tloz') or WizardIsComponentSelected('client/tloz'));
|
||||
if (assigned(AdvnROMFilePage)) and (PageID = AdvnROMFilePage.ID) then
|
||||
Result := not (WizardIsComponentSelected('client/advn'));
|
||||
end;
|
||||
|
||||
5
kvui.py
@@ -7,7 +7,10 @@ if sys.platform == "win32":
|
||||
import ctypes
|
||||
# kivy 2.2.0 introduced DPI awareness on Windows, but it makes the UI enter an infinitely recursive re-layout
|
||||
# by setting the application to not DPI Aware, Windows handles scaling the entire window on its own, ignoring kivy's
|
||||
ctypes.windll.shcore.SetProcessDpiAwareness(0)
|
||||
try:
|
||||
ctypes.windll.shcore.SetProcessDpiAwareness(0)
|
||||
except FileNotFoundError: # shcore may not be found on <= Windows 7
|
||||
pass # TODO: remove silent except when Python 3.8 is phased out.
|
||||
|
||||
os.environ["KIVY_NO_CONSOLELOG"] = "1"
|
||||
os.environ["KIVY_NO_FILELOG"] = "1"
|
||||
|
||||
@@ -26,7 +26,7 @@ name: YourName{number} # Your name in-game. Spaces will be replaced with undersc
|
||||
game: # Pick a game to play
|
||||
A Link to the Past: 1
|
||||
requires:
|
||||
version: 0.3.3 # Version of Archipelago required for this yaml to work as expected.
|
||||
version: 0.4.3 # Version of Archipelago required for this yaml to work as expected.
|
||||
A Link to the Past:
|
||||
progression_balancing:
|
||||
# A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
|
||||
@@ -114,6 +114,9 @@ A Link to the Past:
|
||||
different_world: 0
|
||||
universal: 0
|
||||
start_with: 0
|
||||
key_drop_shuffle: # Shuffle keys found in pots or dropped from killed enemies
|
||||
off: 50
|
||||
on: 0
|
||||
compass_shuffle: # Compass Placement
|
||||
original_dungeon: 50
|
||||
own_dungeons: 0
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
[pytest]
|
||||
python_files = Test*.py
|
||||
python_files = test_*.py Test*.py # TODO: remove Test* once all worlds have been ported
|
||||
python_classes = Test
|
||||
python_functions = test
|
||||
python_functions = test
|
||||
|
||||
20
settings.py
@@ -694,6 +694,25 @@ does nothing if not found
|
||||
snes_rom_start: Union[SnesRomStart, bool] = True
|
||||
|
||||
|
||||
class BizHawkClientOptions(Group):
|
||||
class EmuHawkPath(UserFilePath):
|
||||
"""
|
||||
The location of the EmuHawk you want to auto launch patched ROMs with
|
||||
"""
|
||||
is_exe = True
|
||||
description = "EmuHawk Executable"
|
||||
|
||||
class RomStart(str):
|
||||
"""
|
||||
Set this to true to autostart a patched ROM in BizHawk with the connector script,
|
||||
to false to never open the patched rom automatically,
|
||||
or to a path to an external program to open the ROM file with that instead.
|
||||
"""
|
||||
|
||||
emuhawk_path: EmuHawkPath = EmuHawkPath(None)
|
||||
rom_start: Union[RomStart, bool] = True
|
||||
|
||||
|
||||
# Top-level group with lazy loading of worlds
|
||||
|
||||
class Settings(Group):
|
||||
@@ -701,6 +720,7 @@ class Settings(Group):
|
||||
server_options: ServerOptions = ServerOptions()
|
||||
generator: GeneratorOptions = GeneratorOptions()
|
||||
sni_options: SNIOptions = SNIOptions()
|
||||
bizhawkclient_options: BizHawkClientOptions = BizHawkClientOptions()
|
||||
|
||||
_filename: Optional[str] = None
|
||||
|
||||
|
||||
5
setup.py
@@ -71,7 +71,6 @@ non_apworlds: set = {
|
||||
"Clique",
|
||||
"DLCQuest",
|
||||
"Final Fantasy",
|
||||
"Hylics 2",
|
||||
"Kingdom Hearts 2",
|
||||
"Lufia II Ancient Cave",
|
||||
"Meritous",
|
||||
@@ -370,6 +369,10 @@ class BuildExeCommand(cx_Freeze.command.build_exe.BuildEXE):
|
||||
assert not non_apworlds - set(AutoWorldRegister.world_types), \
|
||||
f"Unknown world {non_apworlds - set(AutoWorldRegister.world_types)} designated for .apworld"
|
||||
folders_to_remove: typing.List[str] = []
|
||||
disabled_worlds_folder = "worlds_disabled"
|
||||
for entry in os.listdir(disabled_worlds_folder):
|
||||
if os.path.isdir(os.path.join(disabled_worlds_folder, entry)):
|
||||
folders_to_remove.append(entry)
|
||||
generate_yaml_templates(self.buildfolder / "Players" / "Templates", False)
|
||||
for worldname, worldtype in AutoWorldRegister.world_types.items():
|
||||
if worldname not in non_apworlds:
|
||||
|
||||
257
test/TestBase.py
@@ -1,254 +1,3 @@
|
||||
import pathlib
|
||||
import typing
|
||||
import unittest
|
||||
from argparse import Namespace
|
||||
|
||||
import Utils
|
||||
from test.general import gen_steps
|
||||
from worlds import AutoWorld
|
||||
from worlds.AutoWorld import call_all
|
||||
|
||||
file_path = pathlib.Path(__file__).parent.parent
|
||||
Utils.local_path.cached_path = file_path
|
||||
|
||||
from BaseClasses import MultiWorld, CollectionState, ItemClassification, Item
|
||||
from worlds.alttp.Items import ItemFactory
|
||||
|
||||
|
||||
class TestBase(unittest.TestCase):
|
||||
multiworld: MultiWorld
|
||||
_state_cache = {}
|
||||
|
||||
def get_state(self, items):
|
||||
if (self.multiworld, tuple(items)) in self._state_cache:
|
||||
return self._state_cache[self.multiworld, tuple(items)]
|
||||
state = CollectionState(self.multiworld)
|
||||
for item in items:
|
||||
item.classification = ItemClassification.progression
|
||||
state.collect(item)
|
||||
state.sweep_for_events()
|
||||
self._state_cache[self.multiworld, tuple(items)] = state
|
||||
return state
|
||||
|
||||
def get_path(self, state, region):
|
||||
def flist_to_iter(node):
|
||||
while node:
|
||||
value, node = node
|
||||
yield value
|
||||
|
||||
from itertools import zip_longest
|
||||
reversed_path_as_flist = state.path.get(region, (region, None))
|
||||
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
|
||||
# Now we combine the flat string list into (region, exit) pairs
|
||||
pathsiter = iter(string_path_flat)
|
||||
pathpairs = zip_longest(pathsiter, pathsiter)
|
||||
return list(pathpairs)
|
||||
|
||||
def run_location_tests(self, access_pool):
|
||||
for i, (location, access, *item_pool) in enumerate(access_pool):
|
||||
items = item_pool[0]
|
||||
all_except = item_pool[1] if len(item_pool) > 1 else None
|
||||
state = self._get_items(item_pool, all_except)
|
||||
path = self.get_path(state, self.multiworld.get_location(location, 1).parent_region)
|
||||
with self.subTest(msg="Reach Location", location=location, access=access, items=items,
|
||||
all_except=all_except, path=path, entry=i):
|
||||
|
||||
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access)
|
||||
|
||||
# check for partial solution
|
||||
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
|
||||
for missing_item in item_pool[0]:
|
||||
with self.subTest(msg="Location reachable without required item", location=location,
|
||||
items=item_pool[0], missing_item=missing_item, entry=i):
|
||||
state = self._get_items_partial(item_pool, missing_item)
|
||||
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), False)
|
||||
|
||||
def run_entrance_tests(self, access_pool):
|
||||
for i, (entrance, access, *item_pool) in enumerate(access_pool):
|
||||
items = item_pool[0]
|
||||
all_except = item_pool[1] if len(item_pool) > 1 else None
|
||||
state = self._get_items(item_pool, all_except)
|
||||
path = self.get_path(state, self.multiworld.get_entrance(entrance, 1).parent_region)
|
||||
with self.subTest(msg="Reach Entrance", entrance=entrance, access=access, items=items,
|
||||
all_except=all_except, path=path, entry=i):
|
||||
|
||||
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), access)
|
||||
|
||||
# check for partial solution
|
||||
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
|
||||
for missing_item in item_pool[0]:
|
||||
with self.subTest(msg="Entrance reachable without required item", entrance=entrance,
|
||||
items=item_pool[0], missing_item=missing_item, entry=i):
|
||||
state = self._get_items_partial(item_pool, missing_item)
|
||||
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), False)
|
||||
|
||||
def _get_items(self, item_pool, all_except):
|
||||
if all_except and len(all_except) > 0:
|
||||
items = self.multiworld.itempool[:]
|
||||
items = [item for item in items if
|
||||
item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
|
||||
items.extend(ItemFactory(item_pool[0], 1))
|
||||
else:
|
||||
items = ItemFactory(item_pool[0], 1)
|
||||
return self.get_state(items)
|
||||
|
||||
def _get_items_partial(self, item_pool, missing_item):
|
||||
new_items = item_pool[0].copy()
|
||||
new_items.remove(missing_item)
|
||||
items = ItemFactory(new_items, 1)
|
||||
return self.get_state(items)
|
||||
|
||||
|
||||
class WorldTestBase(unittest.TestCase):
|
||||
options: typing.Dict[str, typing.Any] = {}
|
||||
multiworld: MultiWorld
|
||||
|
||||
game: typing.ClassVar[str] # define game name in subclass, example "Secret of Evermore"
|
||||
auto_construct: typing.ClassVar[bool] = True
|
||||
""" automatically set up a world for each test in this class """
|
||||
|
||||
def setUp(self) -> None:
|
||||
if self.auto_construct:
|
||||
self.world_setup()
|
||||
|
||||
def world_setup(self, seed: typing.Optional[int] = None) -> None:
|
||||
if type(self) is WorldTestBase or \
|
||||
(hasattr(WorldTestBase, self._testMethodName)
|
||||
and not self.run_default_tests and
|
||||
getattr(self, self._testMethodName).__code__ is
|
||||
getattr(WorldTestBase, self._testMethodName, None).__code__):
|
||||
return # setUp gets called for tests defined in the base class. We skip world_setup here.
|
||||
if not hasattr(self, "game"):
|
||||
raise NotImplementedError("didn't define game name")
|
||||
self.multiworld = MultiWorld(1)
|
||||
self.multiworld.game[1] = self.game
|
||||
self.multiworld.player_name = {1: "Tester"}
|
||||
self.multiworld.set_seed(seed)
|
||||
args = Namespace()
|
||||
for name, option in AutoWorld.AutoWorldRegister.world_types[self.game].option_definitions.items():
|
||||
setattr(args, name, {
|
||||
1: option.from_any(self.options.get(name, getattr(option, "default")))
|
||||
})
|
||||
self.multiworld.set_options(args)
|
||||
self.multiworld.set_default_common_options()
|
||||
for step in gen_steps:
|
||||
call_all(self.multiworld, step)
|
||||
|
||||
# methods that can be called within tests
|
||||
def collect_all_but(self, item_names: typing.Union[str, typing.Iterable[str]]) -> None:
|
||||
"""Collects all pre-placed items and items in the multiworld itempool except those provided"""
|
||||
if isinstance(item_names, str):
|
||||
item_names = (item_names,)
|
||||
for item in self.multiworld.get_items():
|
||||
if item.name not in item_names:
|
||||
self.multiworld.state.collect(item)
|
||||
|
||||
def get_item_by_name(self, item_name: str) -> Item:
|
||||
"""Returns the first item found in placed items, or in the itempool with the matching name"""
|
||||
for item in self.multiworld.get_items():
|
||||
if item.name == item_name:
|
||||
return item
|
||||
raise ValueError("No such item")
|
||||
|
||||
def get_items_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
|
||||
"""Returns actual items from the itempool that match the provided name(s)"""
|
||||
if isinstance(item_names, str):
|
||||
item_names = (item_names,)
|
||||
return [item for item in self.multiworld.itempool if item.name in item_names]
|
||||
|
||||
def collect_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
|
||||
""" collect all of the items in the item pool that have the given names """
|
||||
items = self.get_items_by_name(item_names)
|
||||
self.collect(items)
|
||||
return items
|
||||
|
||||
def collect(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
|
||||
"""Collects the provided item(s) into state"""
|
||||
if isinstance(items, Item):
|
||||
items = (items,)
|
||||
for item in items:
|
||||
self.multiworld.state.collect(item)
|
||||
|
||||
def remove(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
|
||||
"""Removes the provided item(s) from state"""
|
||||
if isinstance(items, Item):
|
||||
items = (items,)
|
||||
for item in items:
|
||||
if item.location and item.location.event and item.location in self.multiworld.state.events:
|
||||
self.multiworld.state.events.remove(item.location)
|
||||
self.multiworld.state.remove(item)
|
||||
|
||||
def can_reach_location(self, location: str) -> bool:
|
||||
"""Determines if the current state can reach the provide location name"""
|
||||
return self.multiworld.state.can_reach(location, "Location", 1)
|
||||
|
||||
def can_reach_entrance(self, entrance: str) -> bool:
|
||||
"""Determines if the current state can reach the provided entrance name"""
|
||||
return self.multiworld.state.can_reach(entrance, "Entrance", 1)
|
||||
|
||||
def count(self, item_name: str) -> int:
|
||||
"""Returns the amount of an item currently in state"""
|
||||
return self.multiworld.state.count(item_name, 1)
|
||||
|
||||
def assertAccessDependency(self,
|
||||
locations: typing.List[str],
|
||||
possible_items: typing.Iterable[typing.Iterable[str]]) -> None:
|
||||
"""Asserts that the provided locations can't be reached without the listed items but can be reached with any
|
||||
one of the provided combinations"""
|
||||
all_items = [item_name for item_names in possible_items for item_name in item_names]
|
||||
|
||||
self.collect_all_but(all_items)
|
||||
for location in self.multiworld.get_locations():
|
||||
loc_reachable = self.multiworld.state.can_reach(location)
|
||||
self.assertEqual(loc_reachable, location.name not in locations,
|
||||
f"{location.name} is reachable without {all_items}" if loc_reachable
|
||||
else f"{location.name} is not reachable without {all_items}")
|
||||
for item_names in possible_items:
|
||||
items = self.collect_by_name(item_names)
|
||||
for location in locations:
|
||||
self.assertTrue(self.can_reach_location(location),
|
||||
f"{location} not reachable with {item_names}")
|
||||
self.remove(items)
|
||||
|
||||
def assertBeatable(self, beatable: bool):
|
||||
"""Asserts that the game can be beaten with the current state"""
|
||||
self.assertEqual(self.multiworld.can_beat_game(self.multiworld.state), beatable)
|
||||
|
||||
# following tests are automatically run
|
||||
@property
|
||||
def run_default_tests(self) -> bool:
|
||||
"""Not possible or identical to the base test that's always being run already"""
|
||||
return (self.options
|
||||
or self.setUp.__code__ is not WorldTestBase.setUp.__code__
|
||||
or self.world_setup.__code__ is not WorldTestBase.world_setup.__code__)
|
||||
|
||||
@property
|
||||
def constructed(self) -> bool:
|
||||
"""A multiworld has been constructed by this point"""
|
||||
return hasattr(self, "game") and hasattr(self, "multiworld")
|
||||
|
||||
def testAllStateCanReachEverything(self):
|
||||
"""Ensure all state can reach everything and complete the game with the defined options"""
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
with self.subTest("Game", game=self.game):
|
||||
excluded = self.multiworld.exclude_locations[1].value
|
||||
state = self.multiworld.get_all_state(False)
|
||||
for location in self.multiworld.get_locations():
|
||||
if location.name not in excluded:
|
||||
with self.subTest("Location should be reached", location=location):
|
||||
reachable = location.can_reach(state)
|
||||
self.assertTrue(reachable, f"{location.name} unreachable")
|
||||
with self.subTest("Beatable"):
|
||||
self.multiworld.state = state
|
||||
self.assertBeatable(True)
|
||||
|
||||
def testEmptyStateCanReachSomething(self):
|
||||
"""Ensure empty state can reach at least one location with the defined options"""
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
with self.subTest("Game", game=self.game):
|
||||
state = CollectionState(self.multiworld)
|
||||
locations = self.multiworld.get_reachable_locations(state, 1)
|
||||
self.assertGreater(len(locations), 0,
|
||||
"Need to be able to reach at least one location to get started.")
|
||||
from .bases import TestBase, WorldTestBase
|
||||
from warnings import warn
|
||||
warn("TestBase was renamed to bases", DeprecationWarning)
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
import pathlib
|
||||
import warnings
|
||||
|
||||
import settings
|
||||
@@ -5,3 +6,13 @@ import settings
|
||||
warnings.simplefilter("always")
|
||||
settings.no_gui = True
|
||||
settings.skip_autosave = True
|
||||
|
||||
import ModuleUpdate
|
||||
|
||||
ModuleUpdate.update_ran = True # don't upgrade
|
||||
|
||||
import Utils
|
||||
|
||||
file_path = pathlib.Path(__file__).parent.parent
|
||||
Utils.local_path.cached_path = file_path
|
||||
Utils.user_path() # initialize cached_path
|
||||
|
||||
335
test/bases.py
Normal file
@@ -0,0 +1,335 @@
|
||||
import sys
|
||||
import typing
|
||||
import unittest
|
||||
from argparse import Namespace
|
||||
|
||||
from test.general import gen_steps
|
||||
from worlds import AutoWorld
|
||||
from worlds.AutoWorld import call_all
|
||||
|
||||
from BaseClasses import Location, MultiWorld, CollectionState, ItemClassification, Item
|
||||
from worlds.alttp.Items import ItemFactory
|
||||
|
||||
|
||||
class TestBase(unittest.TestCase):
|
||||
multiworld: MultiWorld
|
||||
_state_cache = {}
|
||||
|
||||
def get_state(self, items):
|
||||
if (self.multiworld, tuple(items)) in self._state_cache:
|
||||
return self._state_cache[self.multiworld, tuple(items)]
|
||||
state = CollectionState(self.multiworld)
|
||||
for item in items:
|
||||
item.classification = ItemClassification.progression
|
||||
state.collect(item, event=True)
|
||||
state.sweep_for_events()
|
||||
state.update_reachable_regions(1)
|
||||
self._state_cache[self.multiworld, tuple(items)] = state
|
||||
return state
|
||||
|
||||
def get_path(self, state, region):
|
||||
def flist_to_iter(node):
|
||||
while node:
|
||||
value, node = node
|
||||
yield value
|
||||
|
||||
from itertools import zip_longest
|
||||
reversed_path_as_flist = state.path.get(region, (region, None))
|
||||
string_path_flat = reversed(list(map(str, flist_to_iter(reversed_path_as_flist))))
|
||||
# Now we combine the flat string list into (region, exit) pairs
|
||||
pathsiter = iter(string_path_flat)
|
||||
pathpairs = zip_longest(pathsiter, pathsiter)
|
||||
return list(pathpairs)
|
||||
|
||||
def run_location_tests(self, access_pool):
|
||||
for i, (location, access, *item_pool) in enumerate(access_pool):
|
||||
items = item_pool[0]
|
||||
all_except = item_pool[1] if len(item_pool) > 1 else None
|
||||
state = self._get_items(item_pool, all_except)
|
||||
path = self.get_path(state, self.multiworld.get_location(location, 1).parent_region)
|
||||
with self.subTest(msg="Reach Location", location=location, access=access, items=items,
|
||||
all_except=all_except, path=path, entry=i):
|
||||
|
||||
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), access,
|
||||
f"failed {self.multiworld.get_location(location, 1)} with: {item_pool}")
|
||||
|
||||
# check for partial solution
|
||||
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
|
||||
for missing_item in item_pool[0]:
|
||||
with self.subTest(msg="Location reachable without required item", location=location,
|
||||
items=item_pool[0], missing_item=missing_item, entry=i):
|
||||
state = self._get_items_partial(item_pool, missing_item)
|
||||
|
||||
self.assertEqual(self.multiworld.get_location(location, 1).can_reach(state), False,
|
||||
f"failed {self.multiworld.get_location(location, 1)}: succeeded with "
|
||||
f"{missing_item} removed from: {item_pool}")
|
||||
|
||||
def run_entrance_tests(self, access_pool):
|
||||
for i, (entrance, access, *item_pool) in enumerate(access_pool):
|
||||
items = item_pool[0]
|
||||
all_except = item_pool[1] if len(item_pool) > 1 else None
|
||||
state = self._get_items(item_pool, all_except)
|
||||
path = self.get_path(state, self.multiworld.get_entrance(entrance, 1).parent_region)
|
||||
with self.subTest(msg="Reach Entrance", entrance=entrance, access=access, items=items,
|
||||
all_except=all_except, path=path, entry=i):
|
||||
|
||||
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), access)
|
||||
|
||||
# check for partial solution
|
||||
if not all_except and access: # we are not supposed to be able to reach location with partial inventory
|
||||
for missing_item in item_pool[0]:
|
||||
with self.subTest(msg="Entrance reachable without required item", entrance=entrance,
|
||||
items=item_pool[0], missing_item=missing_item, entry=i):
|
||||
state = self._get_items_partial(item_pool, missing_item)
|
||||
self.assertEqual(self.multiworld.get_entrance(entrance, 1).can_reach(state), False,
|
||||
f"failed {self.multiworld.get_entrance(entrance, 1)} with: {item_pool}")
|
||||
|
||||
def _get_items(self, item_pool, all_except):
|
||||
if all_except and len(all_except) > 0:
|
||||
items = self.multiworld.itempool[:]
|
||||
items = [item for item in items if
|
||||
item.name not in all_except and not ("Bottle" in item.name and "AnyBottle" in all_except)]
|
||||
items.extend(ItemFactory(item_pool[0], 1))
|
||||
else:
|
||||
items = ItemFactory(item_pool[0], 1)
|
||||
return self.get_state(items)
|
||||
|
||||
def _get_items_partial(self, item_pool, missing_item):
|
||||
new_items = item_pool[0].copy()
|
||||
new_items.remove(missing_item)
|
||||
items = ItemFactory(new_items, 1)
|
||||
return self.get_state(items)
|
||||
|
||||
|
||||
class WorldTestBase(unittest.TestCase):
|
||||
options: typing.Dict[str, typing.Any] = {}
|
||||
multiworld: MultiWorld
|
||||
|
||||
game: typing.ClassVar[str] # define game name in subclass, example "Secret of Evermore"
|
||||
auto_construct: typing.ClassVar[bool] = True
|
||||
""" automatically set up a world for each test in this class """
|
||||
memory_leak_tested: typing.ClassVar[bool] = False
|
||||
""" remember if memory leak test was already done for this class """
|
||||
|
||||
def setUp(self) -> None:
|
||||
if self.auto_construct:
|
||||
self.world_setup()
|
||||
|
||||
def tearDown(self) -> None:
|
||||
if self.__class__.memory_leak_tested or not self.options or not self.constructed or \
|
||||
sys.version_info < (3, 11, 0): # the leak check in tearDown fails in py<3.11 for an unknown reason
|
||||
# only run memory leak test once per class, only for constructed with non-default options
|
||||
# default options will be tested in test/general
|
||||
super().tearDown()
|
||||
return
|
||||
|
||||
import gc
|
||||
import weakref
|
||||
weak = weakref.ref(self.multiworld)
|
||||
for attr_name in dir(self): # delete all direct references to MultiWorld and World
|
||||
attr: object = typing.cast(object, getattr(self, attr_name))
|
||||
if type(attr) is MultiWorld or isinstance(attr, AutoWorld.World):
|
||||
delattr(self, attr_name)
|
||||
state_cache: typing.Optional[typing.Dict[typing.Any, typing.Any]] = getattr(self, "_state_cache", None)
|
||||
if state_cache is not None: # in case of multiple inheritance with TestBase, we need to clear its cache
|
||||
state_cache.clear()
|
||||
gc.collect()
|
||||
self.__class__.memory_leak_tested = True
|
||||
self.assertFalse(weak(), f"World {getattr(self, 'game', '')} leaked MultiWorld object")
|
||||
super().tearDown()
|
||||
|
||||
def world_setup(self, seed: typing.Optional[int] = None) -> None:
|
||||
if type(self) is WorldTestBase or \
|
||||
(hasattr(WorldTestBase, self._testMethodName)
|
||||
and not self.run_default_tests and
|
||||
getattr(self, self._testMethodName).__code__ is
|
||||
getattr(WorldTestBase, self._testMethodName, None).__code__):
|
||||
return # setUp gets called for tests defined in the base class. We skip world_setup here.
|
||||
if not hasattr(self, "game"):
|
||||
raise NotImplementedError("didn't define game name")
|
||||
self.multiworld = MultiWorld(1)
|
||||
self.multiworld.game[1] = self.game
|
||||
self.multiworld.player_name = {1: "Tester"}
|
||||
self.multiworld.set_seed(seed)
|
||||
self.multiworld.state = CollectionState(self.multiworld)
|
||||
args = Namespace()
|
||||
for name, option in AutoWorld.AutoWorldRegister.world_types[self.game].options_dataclass.type_hints.items():
|
||||
setattr(args, name, {
|
||||
1: option.from_any(self.options.get(name, getattr(option, "default")))
|
||||
})
|
||||
self.multiworld.set_options(args)
|
||||
for step in gen_steps:
|
||||
call_all(self.multiworld, step)
|
||||
|
||||
# methods that can be called within tests
|
||||
def collect_all_but(self, item_names: typing.Union[str, typing.Iterable[str]],
|
||||
state: typing.Optional[CollectionState] = None) -> None:
|
||||
"""Collects all pre-placed items and items in the multiworld itempool except those provided"""
|
||||
if isinstance(item_names, str):
|
||||
item_names = (item_names,)
|
||||
if not state:
|
||||
state = self.multiworld.state
|
||||
for item in self.multiworld.get_items():
|
||||
if item.name not in item_names:
|
||||
state.collect(item)
|
||||
|
||||
def get_item_by_name(self, item_name: str) -> Item:
|
||||
"""Returns the first item found in placed items, or in the itempool with the matching name"""
|
||||
for item in self.multiworld.get_items():
|
||||
if item.name == item_name:
|
||||
return item
|
||||
raise ValueError("No such item")
|
||||
|
||||
def get_items_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
|
||||
"""Returns actual items from the itempool that match the provided name(s)"""
|
||||
if isinstance(item_names, str):
|
||||
item_names = (item_names,)
|
||||
return [item for item in self.multiworld.itempool if item.name in item_names]
|
||||
|
||||
def collect_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
|
||||
""" collect all of the items in the item pool that have the given names """
|
||||
items = self.get_items_by_name(item_names)
|
||||
self.collect(items)
|
||||
return items
|
||||
|
||||
def collect(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
|
||||
"""Collects the provided item(s) into state"""
|
||||
if isinstance(items, Item):
|
||||
items = (items,)
|
||||
for item in items:
|
||||
self.multiworld.state.collect(item)
|
||||
|
||||
def remove_by_name(self, item_names: typing.Union[str, typing.Iterable[str]]) -> typing.List[Item]:
|
||||
"""Remove all of the items in the item pool with the given names from state"""
|
||||
items = self.get_items_by_name(item_names)
|
||||
self.remove(items)
|
||||
return items
|
||||
|
||||
def remove(self, items: typing.Union[Item, typing.Iterable[Item]]) -> None:
|
||||
"""Removes the provided item(s) from state"""
|
||||
if isinstance(items, Item):
|
||||
items = (items,)
|
||||
for item in items:
|
||||
if item.location and item.location.event and item.location in self.multiworld.state.events:
|
||||
self.multiworld.state.events.remove(item.location)
|
||||
self.multiworld.state.remove(item)
|
||||
|
||||
def can_reach_location(self, location: str) -> bool:
|
||||
"""Determines if the current state can reach the provided location name"""
|
||||
return self.multiworld.state.can_reach(location, "Location", 1)
|
||||
|
||||
def can_reach_entrance(self, entrance: str) -> bool:
|
||||
"""Determines if the current state can reach the provided entrance name"""
|
||||
return self.multiworld.state.can_reach(entrance, "Entrance", 1)
|
||||
|
||||
def can_reach_region(self, region: str) -> bool:
|
||||
"""Determines if the current state can reach the provided region name"""
|
||||
return self.multiworld.state.can_reach(region, "Region", 1)
|
||||
|
||||
def count(self, item_name: str) -> int:
|
||||
"""Returns the amount of an item currently in state"""
|
||||
return self.multiworld.state.count(item_name, 1)
|
||||
|
||||
def assertAccessDependency(self,
|
||||
locations: typing.List[str],
|
||||
possible_items: typing.Iterable[typing.Iterable[str]],
|
||||
only_check_listed: bool = False) -> None:
|
||||
"""Asserts that the provided locations can't be reached without the listed items but can be reached with any
|
||||
one of the provided combinations"""
|
||||
all_items = [item_name for item_names in possible_items for item_name in item_names]
|
||||
|
||||
state = CollectionState(self.multiworld)
|
||||
self.collect_all_but(all_items, state)
|
||||
if only_check_listed:
|
||||
for location in locations:
|
||||
self.assertFalse(state.can_reach(location, "Location", 1), f"{location} is reachable without {all_items}")
|
||||
else:
|
||||
for location in self.multiworld.get_locations():
|
||||
loc_reachable = state.can_reach(location, "Location", 1)
|
||||
self.assertEqual(loc_reachable, location.name not in locations,
|
||||
f"{location.name} is reachable without {all_items}" if loc_reachable
|
||||
else f"{location.name} is not reachable without {all_items}")
|
||||
for item_names in possible_items:
|
||||
items = self.get_items_by_name(item_names)
|
||||
for item in items:
|
||||
state.collect(item)
|
||||
for location in locations:
|
||||
self.assertTrue(state.can_reach(location, "Location", 1),
|
||||
f"{location} not reachable with {item_names}")
|
||||
for item in items:
|
||||
state.remove(item)
|
||||
|
||||
def assertBeatable(self, beatable: bool):
|
||||
"""Asserts that the game can be beaten with the current state"""
|
||||
self.assertEqual(self.multiworld.can_beat_game(self.multiworld.state), beatable)
|
||||
|
||||
# following tests are automatically run
|
||||
@property
|
||||
def run_default_tests(self) -> bool:
|
||||
"""Not possible or identical to the base test that's always being run already"""
|
||||
return (self.options
|
||||
or self.setUp.__code__ is not WorldTestBase.setUp.__code__
|
||||
or self.world_setup.__code__ is not WorldTestBase.world_setup.__code__)
|
||||
|
||||
@property
|
||||
def constructed(self) -> bool:
|
||||
"""A multiworld has been constructed by this point"""
|
||||
return hasattr(self, "game") and hasattr(self, "multiworld")
|
||||
|
||||
def test_all_state_can_reach_everything(self):
|
||||
"""Ensure all state can reach everything and complete the game with the defined options"""
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
with self.subTest("Game", game=self.game):
|
||||
excluded = self.multiworld.exclude_locations[1].value
|
||||
state = self.multiworld.get_all_state(False)
|
||||
for location in self.multiworld.get_locations():
|
||||
if location.name not in excluded:
|
||||
with self.subTest("Location should be reached", location=location):
|
||||
reachable = location.can_reach(state)
|
||||
self.assertTrue(reachable, f"{location.name} unreachable")
|
||||
with self.subTest("Beatable"):
|
||||
self.multiworld.state = state
|
||||
self.assertBeatable(True)
|
||||
|
||||
def test_empty_state_can_reach_something(self):
|
||||
"""Ensure empty state can reach at least one location with the defined options"""
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
with self.subTest("Game", game=self.game):
|
||||
state = CollectionState(self.multiworld)
|
||||
locations = self.multiworld.get_reachable_locations(state, 1)
|
||||
self.assertGreater(len(locations), 0,
|
||||
"Need to be able to reach at least one location to get started.")
|
||||
|
||||
def test_fill(self):
|
||||
"""Generates a multiworld and validates placements with the defined options"""
|
||||
if not (self.run_default_tests and self.constructed):
|
||||
return
|
||||
from Fill import distribute_items_restrictive
|
||||
|
||||
# basically a shortened reimplementation of this method from core, in order to force the check is done
|
||||
def fulfills_accessibility() -> bool:
|
||||
locations = list(self.multiworld.get_locations(1))
|
||||
state = CollectionState(self.multiworld)
|
||||
while locations:
|
||||
sphere: typing.List[Location] = []
|
||||
for n in range(len(locations) - 1, -1, -1):
|
||||
if locations[n].can_reach(state):
|
||||
sphere.append(locations.pop(n))
|
||||
self.assertTrue(sphere or self.multiworld.accessibility[1] == "minimal",
|
||||
f"Unreachable locations: {locations}")
|
||||
if not sphere:
|
||||
break
|
||||
for location in sphere:
|
||||
if location.item:
|
||||
state.collect(location.item, True, location)
|
||||
return self.multiworld.has_beaten_game(state, 1)
|
||||
|
||||
with self.subTest("Game", game=self.game, seed=self.multiworld.seed):
|
||||
distribute_items_restrictive(self.multiworld)
|
||||
call_all(self.multiworld, "post_fill")
|
||||
self.assertTrue(fulfills_accessibility(), "Collected all locations, but can't beat the game.")
|
||||
placed_items = [loc.item for loc in self.multiworld.get_locations() if loc.item and loc.item.code]
|
||||
self.assertLessEqual(len(self.multiworld.itempool), len(placed_items),
|
||||
"Unplaced Items remaining in itempool")
|
||||
@@ -1,22 +1,29 @@
|
||||
from argparse import Namespace
|
||||
from typing import Type, Tuple
|
||||
|
||||
from BaseClasses import MultiWorld
|
||||
from BaseClasses import MultiWorld, CollectionState
|
||||
from worlds.AutoWorld import call_all, World
|
||||
|
||||
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
|
||||
|
||||
|
||||
def setup_solo_multiworld(world_type: Type[World], steps: Tuple[str, ...] = gen_steps) -> MultiWorld:
|
||||
"""
|
||||
Creates a multiworld with a single player of `world_type`, sets default options, and calls provided gen steps.
|
||||
|
||||
:param world_type: Type of the world to generate a multiworld for
|
||||
:param steps: The gen steps that should be called on the generated multiworld before returning. Default calls
|
||||
steps through pre_fill
|
||||
"""
|
||||
multiworld = MultiWorld(1)
|
||||
multiworld.game[1] = world_type.game
|
||||
multiworld.player_name = {1: "Tester"}
|
||||
multiworld.set_seed()
|
||||
multiworld.state = CollectionState(multiworld)
|
||||
args = Namespace()
|
||||
for name, option in world_type.option_definitions.items():
|
||||
for name, option in world_type.options_dataclass.type_hints.items():
|
||||
setattr(args, name, {1: option.from_any(option.default)})
|
||||
multiworld.set_options(args)
|
||||
multiworld.set_default_common_options()
|
||||
for step in steps:
|
||||
call_all(multiworld, step)
|
||||
return multiworld
|
||||
|
||||
@@ -1,16 +1,20 @@
|
||||
from typing import List, Iterable
|
||||
import unittest
|
||||
|
||||
import Options
|
||||
from Options import Accessibility
|
||||
from worlds.AutoWorld import World
|
||||
from Fill import FillError, balance_multiworld_progression, fill_restrictive, \
|
||||
distribute_early_items, distribute_items_restrictive
|
||||
from BaseClasses import Entrance, LocationProgressType, MultiWorld, Region, Item, Location, \
|
||||
ItemClassification
|
||||
ItemClassification, CollectionState
|
||||
from worlds.generic.Rules import CollectionRule, add_item_rule, locality_rules, set_rule
|
||||
|
||||
|
||||
def generate_multi_world(players: int = 1) -> MultiWorld:
|
||||
multi_world = MultiWorld(players)
|
||||
multi_world.player_name = {}
|
||||
multi_world.state = CollectionState(multi_world)
|
||||
for i in range(players):
|
||||
player_id = i+1
|
||||
world = World(multi_world, player_id)
|
||||
@@ -19,9 +23,16 @@ def generate_multi_world(players: int = 1) -> MultiWorld:
|
||||
multi_world.player_name[player_id] = "Test Player " + str(player_id)
|
||||
region = Region("Menu", player_id, multi_world, "Menu Region Hint")
|
||||
multi_world.regions.append(region)
|
||||
for option_key, option in Options.PerGameCommonOptions.type_hints.items():
|
||||
if hasattr(multi_world, option_key):
|
||||
getattr(multi_world, option_key).setdefault(player_id, option.from_any(getattr(option, "default")))
|
||||
else:
|
||||
setattr(multi_world, option_key, {player_id: option.from_any(getattr(option, "default"))})
|
||||
# TODO - remove this loop once all worlds use options dataclasses
|
||||
world.options = world.options_dataclass(**{option_key: getattr(multi_world, option_key)[player_id]
|
||||
for option_key in world.options_dataclass.type_hints})
|
||||
|
||||
multi_world.set_seed(0)
|
||||
multi_world.set_default_common_options()
|
||||
|
||||
return multi_world
|
||||
|
||||
@@ -61,7 +72,7 @@ class PlayerDefinition(object):
|
||||
return region
|
||||
|
||||
|
||||
def fillRegion(world: MultiWorld, region: Region, items: List[Item]) -> List[Item]:
|
||||
def fill_region(world: MultiWorld, region: Region, items: List[Item]) -> List[Item]:
|
||||
items = items.copy()
|
||||
while len(items) > 0:
|
||||
location = region.locations.pop(0)
|
||||
@@ -75,7 +86,7 @@ def fillRegion(world: MultiWorld, region: Region, items: List[Item]) -> List[Ite
|
||||
return items
|
||||
|
||||
|
||||
def regionContains(region: Region, item: Item) -> bool:
|
||||
def region_contains(region: Region, item: Item) -> bool:
|
||||
for location in region.locations:
|
||||
if location.item == item:
|
||||
return True
|
||||
@@ -122,6 +133,7 @@ def names(objs: list) -> Iterable[str]:
|
||||
|
||||
class TestFillRestrictive(unittest.TestCase):
|
||||
def test_basic_fill(self):
|
||||
"""Tests `fill_restrictive` fills and removes the locations and items from their respective lists"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
|
||||
@@ -139,6 +151,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual([], player1.prog_items)
|
||||
|
||||
def test_ordered_fill(self):
|
||||
"""Tests `fill_restrictive` fulfills set rules"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
items = player1.prog_items
|
||||
@@ -155,6 +168,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(locations[1].item, items[1])
|
||||
|
||||
def test_partial_fill(self):
|
||||
"""Tests that `fill_restrictive` returns unfilled locations"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 3, 2)
|
||||
|
||||
@@ -180,13 +194,14 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(player1.locations[0], loc2)
|
||||
|
||||
def test_minimal_fill(self):
|
||||
"""Test that fill for minimal player can have unreachable items"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
|
||||
items = player1.prog_items
|
||||
locations = player1.locations
|
||||
|
||||
multi_world.accessibility[player1.id].value = multi_world.accessibility[player1.id].option_minimal
|
||||
multi_world.worlds[player1.id].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
|
||||
multi_world.completion_condition[player1.id] = lambda state: state.has(
|
||||
items[1].name, player1.id)
|
||||
set_rule(locations[1], lambda state: state.has(
|
||||
@@ -235,6 +250,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
f'{item} is unreachable in {item.location}')
|
||||
|
||||
def test_reversed_fill(self):
|
||||
"""Test a different set of rules can be satisfied"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
|
||||
@@ -253,6 +269,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(loc1.item, item0)
|
||||
|
||||
def test_multi_step_fill(self):
|
||||
"""Test that fill is able to satisfy multiple spheres"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 4, 4)
|
||||
|
||||
@@ -277,6 +294,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(locations[3].item, items[3])
|
||||
|
||||
def test_impossible_fill(self):
|
||||
"""Test that fill raises an error when it can't place any items"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
items = player1.prog_items
|
||||
@@ -293,6 +311,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
player1.locations.copy(), player1.prog_items.copy())
|
||||
|
||||
def test_circular_fill(self):
|
||||
"""Test that fill raises an error when it can't place all items"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 3, 3)
|
||||
|
||||
@@ -313,6 +332,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
player1.locations.copy(), player1.prog_items.copy())
|
||||
|
||||
def test_competing_fill(self):
|
||||
"""Test that fill raises an error when it can't place items in a way to satisfy the conditions"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
|
||||
@@ -329,6 +349,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
player1.locations.copy(), player1.prog_items.copy())
|
||||
|
||||
def test_multiplayer_fill(self):
|
||||
"""Test that items can be placed across worlds"""
|
||||
multi_world = generate_multi_world(2)
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
player2 = generate_player_data(multi_world, 2, 2, 2)
|
||||
@@ -349,6 +370,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(player2.locations[1].item, player2.prog_items[0])
|
||||
|
||||
def test_multiplayer_rules_fill(self):
|
||||
"""Test that fill across worlds satisfies the rules"""
|
||||
multi_world = generate_multi_world(2)
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
player2 = generate_player_data(multi_world, 2, 2, 2)
|
||||
@@ -372,6 +394,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(player2.locations[1].item, player1.prog_items[1])
|
||||
|
||||
def test_restrictive_progress(self):
|
||||
"""Test that various spheres with different requirements can be filled"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, prog_item_count=25)
|
||||
items = player1.prog_items.copy()
|
||||
@@ -394,6 +417,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
locations, player1.prog_items)
|
||||
|
||||
def test_swap_to_earlier_location_with_item_rule(self):
|
||||
"""Test that item swap happens and works as intended"""
|
||||
# test for PR#1109
|
||||
multi_world = generate_multi_world(1)
|
||||
player1 = generate_player_data(multi_world, 1, 4, 4)
|
||||
@@ -419,6 +443,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
self.assertEqual(sphere1_loc.item, allowed_item, "Wrong item in Sphere 1")
|
||||
|
||||
def test_double_sweep(self):
|
||||
"""Test that sweep doesn't duplicate Event items when sweeping"""
|
||||
# test for PR1114
|
||||
multi_world = generate_multi_world(1)
|
||||
player1 = generate_player_data(multi_world, 1, 1, 1)
|
||||
@@ -430,10 +455,11 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
location.place_locked_item(item)
|
||||
multi_world.state.sweep_for_events()
|
||||
multi_world.state.sweep_for_events()
|
||||
self.assertTrue(multi_world.state.prog_items[item.name, item.player], "Sweep did not collect - Test flawed")
|
||||
self.assertEqual(multi_world.state.prog_items[item.name, item.player], 1, "Sweep collected multiple times")
|
||||
self.assertTrue(multi_world.state.prog_items[item.player][item.name], "Sweep did not collect - Test flawed")
|
||||
self.assertEqual(multi_world.state.prog_items[item.player][item.name], 1, "Sweep collected multiple times")
|
||||
|
||||
def test_correct_item_instance_removed_from_pool(self):
|
||||
"""Test that a placed item gets removed from the submitted pool"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(multi_world, 1, 2, 2)
|
||||
|
||||
@@ -450,6 +476,7 @@ class TestFillRestrictive(unittest.TestCase):
|
||||
|
||||
class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
def test_basic_distribute(self):
|
||||
"""Test that distribute_items_restrictive is deterministic"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -469,6 +496,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertFalse(locations[3].event)
|
||||
|
||||
def test_excluded_distribute(self):
|
||||
"""Test that distribute_items_restrictive doesn't put advancement items on excluded locations"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -483,6 +511,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertFalse(locations[2].item.advancement)
|
||||
|
||||
def test_non_excluded_item_distribute(self):
|
||||
"""Test that useful items aren't placed on excluded locations"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -497,6 +526,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertEqual(locations[1].item, basic_items[0])
|
||||
|
||||
def test_too_many_excluded_distribute(self):
|
||||
"""Test that fill fails if it can't place all progression items due to too many excluded locations"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -509,6 +539,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertRaises(FillError, distribute_items_restrictive, multi_world)
|
||||
|
||||
def test_non_excluded_item_must_distribute(self):
|
||||
"""Test that fill fails if it can't place useful items due to too many excluded locations"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -523,6 +554,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertRaises(FillError, distribute_items_restrictive, multi_world)
|
||||
|
||||
def test_priority_distribute(self):
|
||||
"""Test that priority locations receive advancement items"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -537,6 +569,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertTrue(locations[3].item.advancement)
|
||||
|
||||
def test_excess_priority_distribute(self):
|
||||
"""Test that if there's more priority locations than advancement items, they can still fill"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -551,6 +584,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertFalse(locations[3].item.advancement)
|
||||
|
||||
def test_multiple_world_priority_distribute(self):
|
||||
"""Test that priority fill can be satisfied for multiple worlds"""
|
||||
multi_world = generate_multi_world(3)
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -580,7 +614,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertTrue(player3.locations[3].item.advancement)
|
||||
|
||||
def test_can_remove_locations_in_fill_hook(self):
|
||||
|
||||
"""Test that distribute_items_restrictive calls the fill hook and allows for item and location removal"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -600,6 +634,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertIsNone(removed_location[0].item)
|
||||
|
||||
def test_seed_robust_to_item_order(self):
|
||||
"""Test deterministic fill"""
|
||||
mw1 = generate_multi_world()
|
||||
gen1 = generate_player_data(
|
||||
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -617,6 +652,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertEqual(gen1.locations[3].item, gen2.locations[3].item)
|
||||
|
||||
def test_seed_robust_to_location_order(self):
|
||||
"""Test deterministic fill even if locations in a region are reordered"""
|
||||
mw1 = generate_multi_world()
|
||||
gen1 = generate_player_data(
|
||||
mw1, 1, 4, prog_item_count=2, basic_item_count=2)
|
||||
@@ -635,6 +671,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertEqual(gen1.locations[3].item, gen2.locations[3].item)
|
||||
|
||||
def test_can_reserve_advancement_items_for_general_fill(self):
|
||||
"""Test that priority locations fill still satisfies item rules"""
|
||||
multi_world = generate_multi_world()
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, location_count=5, prog_item_count=5)
|
||||
@@ -644,14 +681,14 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
|
||||
location = player1.locations[0]
|
||||
location.progress_type = LocationProgressType.PRIORITY
|
||||
location.item_rule = lambda item: item != items[
|
||||
0] and item != items[1] and item != items[2] and item != items[3]
|
||||
location.item_rule = lambda item: item not in items[:4]
|
||||
|
||||
distribute_items_restrictive(multi_world)
|
||||
|
||||
self.assertEqual(location.item, items[4])
|
||||
|
||||
def test_non_excluded_local_items(self):
|
||||
"""Test that local items get placed locally in a multiworld"""
|
||||
multi_world = generate_multi_world(2)
|
||||
player1 = generate_player_data(
|
||||
multi_world, 1, location_count=5, basic_item_count=5)
|
||||
@@ -672,6 +709,7 @@ class TestDistributeItemsRestrictive(unittest.TestCase):
|
||||
self.assertFalse(item.location.event, False)
|
||||
|
||||
def test_early_items(self) -> None:
|
||||
"""Test that the early items API successfully places items early"""
|
||||
mw = generate_multi_world(2)
|
||||
player1 = generate_player_data(mw, 1, location_count=5, basic_item_count=5)
|
||||
player2 = generate_player_data(mw, 2, location_count=5, basic_item_count=5)
|
||||
@@ -751,21 +789,22 @@ class TestBalanceMultiworldProgression(unittest.TestCase):
|
||||
|
||||
# Sphere 1
|
||||
region = player1.generate_region(player1.menu, 20)
|
||||
items = fillRegion(multi_world, region, [
|
||||
items = fill_region(multi_world, region, [
|
||||
player1.prog_items[0]] + items)
|
||||
|
||||
# Sphere 2
|
||||
region = player1.generate_region(
|
||||
player1.regions[1], 20, lambda state: state.has(player1.prog_items[0].name, player1.id))
|
||||
items = fillRegion(
|
||||
items = fill_region(
|
||||
multi_world, region, [player1.prog_items[1], player2.prog_items[0]] + items)
|
||||
|
||||
# Sphere 3
|
||||
region = player2.generate_region(
|
||||
player2.menu, 20, lambda state: state.has(player2.prog_items[0].name, player2.id))
|
||||
fillRegion(multi_world, region, [player2.prog_items[1]] + items)
|
||||
fill_region(multi_world, region, [player2.prog_items[1]] + items)
|
||||
|
||||
def test_balances_progression(self) -> None:
|
||||
"""Tests that progression balancing moves progression items earlier"""
|
||||
self.multi_world.progression_balancing[self.player1.id].value = 50
|
||||
self.multi_world.progression_balancing[self.player2.id].value = 50
|
||||
|
||||
@@ -778,6 +817,7 @@ class TestBalanceMultiworldProgression(unittest.TestCase):
|
||||
self.player1.regions[1], self.player2.prog_items[0])
|
||||
|
||||
def test_balances_progression_light(self) -> None:
|
||||
"""Test that progression balancing still moves items earlier on minimum value"""
|
||||
self.multi_world.progression_balancing[self.player1.id].value = 1
|
||||
self.multi_world.progression_balancing[self.player2.id].value = 1
|
||||
|
||||
@@ -791,6 +831,7 @@ class TestBalanceMultiworldProgression(unittest.TestCase):
|
||||
self.player1.regions[1], self.player2.prog_items[0])
|
||||
|
||||
def test_balances_progression_heavy(self) -> None:
|
||||
"""Test that progression balancing moves items earlier on maximum value"""
|
||||
self.multi_world.progression_balancing[self.player1.id].value = 99
|
||||
self.multi_world.progression_balancing[self.player2.id].value = 99
|
||||
|
||||
@@ -804,6 +845,7 @@ class TestBalanceMultiworldProgression(unittest.TestCase):
|
||||
self.player1.regions[1], self.player2.prog_items[0])
|
||||
|
||||
def test_skips_balancing_progression(self) -> None:
|
||||
"""Test that progression balancing is skipped when players have it disabled"""
|
||||
self.multi_world.progression_balancing[self.player1.id].value = 0
|
||||
self.multi_world.progression_balancing[self.player2.id].value = 0
|
||||
|
||||
@@ -816,6 +858,7 @@ class TestBalanceMultiworldProgression(unittest.TestCase):
|
||||
self.player1.regions[2], self.player2.prog_items[0])
|
||||
|
||||
def test_ignores_priority_locations(self) -> None:
|
||||
"""Test that progression items on priority locations don't get moved by balancing"""
|
||||
self.multi_world.progression_balancing[self.player1.id].value = 50
|
||||
self.multi_world.progression_balancing[self.player2.id].value = 50
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
from typing import Dict, Optional, Callable
|
||||
|
||||
from BaseClasses import MultiWorld, CollectionState, Region
|
||||
import unittest
|
||||
from typing import Callable, Dict, Optional
|
||||
|
||||
from BaseClasses import CollectionState, MultiWorld, Region
|
||||
|
||||
|
||||
class TestHelpers(unittest.TestCase):
|
||||
@@ -13,9 +13,9 @@ class TestHelpers(unittest.TestCase):
|
||||
self.multiworld.game[self.player] = "helper_test_game"
|
||||
self.multiworld.player_name = {1: "Tester"}
|
||||
self.multiworld.set_seed()
|
||||
self.multiworld.set_default_common_options()
|
||||
|
||||
def testRegionHelpers(self) -> None:
|
||||
def test_region_helpers(self) -> None:
|
||||
"""Tests `Region.add_locations()` and `Region.add_exits()` have correct behavior"""
|
||||
regions: Dict[str, str] = {
|
||||
"TestRegion1": "I'm an apple",
|
||||
"TestRegion2": "I'm a banana",
|
||||
@@ -79,4 +79,5 @@ class TestHelpers(unittest.TestCase):
|
||||
current_region.add_exits(reg_exit_set[region])
|
||||
exit_names = {_exit.name for _exit in current_region.exits}
|
||||
for reg_exit in reg_exit_set[region]:
|
||||
self.assertTrue(f"{region} -> {reg_exit}" in exit_names, f"{region} -> {reg_exit} not in {exit_names}")
|
||||
self.assertTrue(f"{region} -> {reg_exit}" in exit_names,
|
||||
f"{region} -> {reg_exit} not in {exit_names}")
|
||||
@@ -15,14 +15,16 @@ class TestIDs(unittest.TestCase):
|
||||
cls.yaml_options = Utils.parse_yaml(f.read())
|
||||
|
||||
def test_utils_in_yaml(self) -> None:
|
||||
for option_key, option_set in Utils.get_default_options().items():
|
||||
"""Tests that the auto generated host.yaml has default settings in it"""
|
||||
for option_key, option_set in Settings(None).items():
|
||||
with self.subTest(option_key):
|
||||
self.assertIn(option_key, self.yaml_options)
|
||||
for sub_option_key in option_set:
|
||||
self.assertIn(sub_option_key, self.yaml_options[option_key])
|
||||
|
||||
def test_yaml_in_utils(self) -> None:
|
||||
utils_options = Utils.get_default_options()
|
||||
"""Tests that the auto generated host.yaml shows up in reference calls"""
|
||||
utils_options = Settings(None)
|
||||
for option_key, option_set in self.yaml_options.items():
|
||||
with self.subTest(option_key):
|
||||
self.assertIn(option_key, utils_options)
|
||||
@@ -3,35 +3,37 @@ from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
|
||||
class TestIDs(unittest.TestCase):
|
||||
def testUniqueItems(self):
|
||||
def test_unique_items(self):
|
||||
"""Tests that every game has a unique ID per item in the datapackage"""
|
||||
known_item_ids = set()
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
current = len(known_item_ids)
|
||||
known_item_ids |= set(world_type.item_id_to_name)
|
||||
self.assertEqual(len(known_item_ids) - len(world_type.item_id_to_name), current)
|
||||
|
||||
def testUniqueLocations(self):
|
||||
def test_unique_locations(self):
|
||||
"""Tests that every game has a unique ID per location in the datapackage"""
|
||||
known_location_ids = set()
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
current = len(known_location_ids)
|
||||
known_location_ids |= set(world_type.location_id_to_name)
|
||||
self.assertEqual(len(known_location_ids) - len(world_type.location_id_to_name), current)
|
||||
|
||||
def testRangeItems(self):
|
||||
def test_range_items(self):
|
||||
"""There are Javascript clients, which are limited to Number.MAX_SAFE_INTEGER due to 64bit float precision."""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
for item_id in world_type.item_id_to_name:
|
||||
self.assertLess(item_id, 2**53)
|
||||
|
||||
def testRangeLocations(self):
|
||||
def test_range_locations(self):
|
||||
"""There are Javascript clients, which are limited to Number.MAX_SAFE_INTEGER due to 64bit float precision."""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
for location_id in world_type.location_id_to_name:
|
||||
self.assertLess(location_id, 2**53)
|
||||
|
||||
def testReservedItems(self):
|
||||
def test_reserved_items(self):
|
||||
"""negative item IDs are reserved to the special "Archipelago" world."""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
@@ -42,7 +44,7 @@ class TestIDs(unittest.TestCase):
|
||||
for item_id in world_type.item_id_to_name:
|
||||
self.assertGreater(item_id, 0)
|
||||
|
||||
def testReservedLocations(self):
|
||||
def test_reserved_locations(self):
|
||||
"""negative location IDs are reserved to the special "Archipelago" world."""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
@@ -53,12 +55,14 @@ class TestIDs(unittest.TestCase):
|
||||
for location_id in world_type.location_id_to_name:
|
||||
self.assertGreater(location_id, 0)
|
||||
|
||||
def testDuplicateItemIDs(self):
|
||||
def test_duplicate_item_ids(self):
|
||||
"""Test that a game doesn't have item id overlap within its own datapackage"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
self.assertEqual(len(world_type.item_id_to_name), len(world_type.item_name_to_id))
|
||||
|
||||
def testDuplicateLocationIDs(self):
|
||||
def test_duplicate_location_ids(self):
|
||||
"""Test that a game doesn't have location id overlap within its own datapackage"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
self.assertEqual(len(world_type.location_id_to_name), len(world_type.location_name_to_id))
|
||||
@@ -1,11 +1,13 @@
|
||||
import unittest
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
from Fill import distribute_items_restrictive
|
||||
from NetUtils import encode
|
||||
from worlds.AutoWorld import AutoWorldRegister, call_all
|
||||
from . import setup_solo_multiworld
|
||||
|
||||
|
||||
class TestImplemented(unittest.TestCase):
|
||||
def testCompletionCondition(self):
|
||||
def test_completion_condition(self):
|
||||
"""Ensure a completion condition is set that has requirements."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden and game_name not in {"Sudoku"}:
|
||||
@@ -13,7 +15,7 @@ class TestImplemented(unittest.TestCase):
|
||||
multiworld = setup_solo_multiworld(world_type)
|
||||
self.assertFalse(multiworld.completion_condition[1](multiworld.state))
|
||||
|
||||
def testEntranceParents(self):
|
||||
def test_entrance_parents(self):
|
||||
"""Tests that the parents of created Entrances match the exiting Region."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden:
|
||||
@@ -23,7 +25,7 @@ class TestImplemented(unittest.TestCase):
|
||||
for exit in region.exits:
|
||||
self.assertEqual(exit.parent_region, region)
|
||||
|
||||
def testStageMethods(self):
|
||||
def test_stage_methods(self):
|
||||
"""Tests that worlds don't try to implement certain steps that are only ever called as stage."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden:
|
||||
@@ -31,3 +33,17 @@ class TestImplemented(unittest.TestCase):
|
||||
for method in ("assert_generate",):
|
||||
self.assertFalse(hasattr(world_type, method),
|
||||
f"{method} must be implemented as a @classmethod named stage_{method}.")
|
||||
|
||||
def test_slot_data(self):
|
||||
"""Tests that if a world creates slot data, it's json serializable."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
# has an await for generate_output which isn't being called
|
||||
if game_name in {"Ocarina of Time", "Zillion"}:
|
||||
continue
|
||||
with self.subTest(game_name):
|
||||
multiworld = setup_solo_multiworld(world_type)
|
||||
distribute_items_restrictive(multiworld)
|
||||
call_all(multiworld, "post_fill")
|
||||
for key, data in multiworld.worlds[1].fill_slot_data().items():
|
||||
self.assertIsInstance(key, str, "keys in slot data must be a string")
|
||||
self.assertIsInstance(encode(data), str, f"object {type(data).__name__} not serializable.")
|
||||
@@ -4,7 +4,8 @@ from . import setup_solo_multiworld
|
||||
|
||||
|
||||
class TestBase(unittest.TestCase):
|
||||
def testCreateItem(self):
|
||||
def test_create_item(self):
|
||||
"""Test that a world can successfully create all items in its datapackage"""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
proxy_world = world_type(None, 0) # this is identical to MultiServer.py creating worlds
|
||||
for item_name in world_type.item_name_to_id:
|
||||
@@ -12,7 +13,7 @@ class TestBase(unittest.TestCase):
|
||||
item = proxy_world.create_item(item_name)
|
||||
self.assertEqual(item.name, item_name)
|
||||
|
||||
def testItemNameGroupHasValidItem(self):
|
||||
def test_item_name_group_has_valid_item(self):
|
||||
"""Test that all item name groups contain valid items. """
|
||||
# This cannot test for Event names that you may have declared for logic, only sendable Items.
|
||||
# In such a case, you can add your entries to this Exclusion dict. Game Name -> Group Names
|
||||
@@ -33,7 +34,7 @@ class TestBase(unittest.TestCase):
|
||||
for item in items:
|
||||
self.assertIn(item, world_type.item_name_to_id)
|
||||
|
||||
def testItemNameGroupConflict(self):
|
||||
def test_item_name_group_conflict(self):
|
||||
"""Test that all item name groups aren't also item names."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game_name, game_name=game_name):
|
||||
@@ -41,7 +42,8 @@ class TestBase(unittest.TestCase):
|
||||
with self.subTest(group_name, group_name=group_name):
|
||||
self.assertNotIn(group_name, world_type.item_name_to_id)
|
||||
|
||||
def testItemCountGreaterEqualLocations(self):
|
||||
def test_item_count_greater_equal_locations(self):
|
||||
"""Test that by the pre_fill step under default settings, each game submits items >= locations"""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game=game_name):
|
||||
multiworld = setup_solo_multiworld(world_type)
|
||||
@@ -5,7 +5,7 @@ from . import setup_solo_multiworld
|
||||
|
||||
|
||||
class TestBase(unittest.TestCase):
|
||||
def testCreateDuplicateLocations(self):
|
||||
def test_create_duplicate_locations(self):
|
||||
"""Tests that no two Locations share a name or ID."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
multiworld = setup_solo_multiworld(world_type)
|
||||
@@ -20,7 +20,7 @@ class TestBase(unittest.TestCase):
|
||||
self.assertLessEqual(locations.most_common(1)[0][1], 1,
|
||||
f"{world_type.game} has duplicate of location ID {locations.most_common(1)}")
|
||||
|
||||
def testLocationsInDatapackage(self):
|
||||
def test_locations_in_datapackage(self):
|
||||
"""Tests that created locations not filled before fill starts exist in the datapackage."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game_name=game_name):
|
||||
@@ -30,13 +30,12 @@ class TestBase(unittest.TestCase):
|
||||
self.assertIn(location.name, world_type.location_name_to_id)
|
||||
self.assertEqual(location.address, world_type.location_name_to_id[location.name])
|
||||
|
||||
def testLocationCreationSteps(self):
|
||||
def test_location_creation_steps(self):
|
||||
"""Tests that Regions and Locations aren't created after `create_items`."""
|
||||
gen_steps = ("generate_early", "create_regions", "create_items")
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game_name=game_name):
|
||||
multiworld = setup_solo_multiworld(world_type, gen_steps)
|
||||
multiworld._recache()
|
||||
region_count = len(multiworld.get_regions())
|
||||
location_count = len(multiworld.get_locations())
|
||||
|
||||
@@ -46,21 +45,19 @@ class TestBase(unittest.TestCase):
|
||||
self.assertEqual(location_count, len(multiworld.get_locations()),
|
||||
f"{game_name} modified locations count during rule creation")
|
||||
|
||||
multiworld._recache()
|
||||
call_all(multiworld, "generate_basic")
|
||||
self.assertEqual(region_count, len(multiworld.get_regions()),
|
||||
f"{game_name} modified region count during generate_basic")
|
||||
self.assertGreaterEqual(location_count, len(multiworld.get_locations()),
|
||||
f"{game_name} modified locations count during generate_basic")
|
||||
|
||||
multiworld._recache()
|
||||
call_all(multiworld, "pre_fill")
|
||||
self.assertEqual(region_count, len(multiworld.get_regions()),
|
||||
f"{game_name} modified region count during pre_fill")
|
||||
self.assertGreaterEqual(location_count, len(multiworld.get_locations()),
|
||||
f"{game_name} modified locations count during pre_fill")
|
||||
|
||||
def testLocationGroup(self):
|
||||
def test_location_group(self):
|
||||
"""Test that all location name groups contain valid locations and don't share names."""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game_name, game_name=game_name):
|
||||
16
test/general/test_memory.py
Normal file
@@ -0,0 +1,16 @@
|
||||
import unittest
|
||||
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
from . import setup_solo_multiworld
|
||||
|
||||
|
||||
class TestWorldMemory(unittest.TestCase):
|
||||
def test_leak(self):
|
||||
"""Tests that worlds don't leak references to MultiWorld or themselves with default options."""
|
||||
import gc
|
||||
import weakref
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game_name=game_name):
|
||||
weak = weakref.ref(setup_solo_multiworld(world_type))
|
||||
gc.collect()
|
||||
self.assertFalse(weak(), "World leaked a reference")
|
||||
@@ -3,7 +3,7 @@ from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
|
||||
class TestNames(unittest.TestCase):
|
||||
def testItemNamesFormat(self):
|
||||
def test_item_names_format(self):
|
||||
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
@@ -11,7 +11,7 @@ class TestNames(unittest.TestCase):
|
||||
self.assertFalse(item_name.isnumeric(),
|
||||
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
|
||||
|
||||
def testLocationNameFormat(self):
|
||||
def test_location_name_format(self):
|
||||
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest(game=gamename):
|
||||
@@ -3,9 +3,10 @@ from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
|
||||
class TestOptions(unittest.TestCase):
|
||||
def testOptionsHaveDocString(self):
|
||||
def test_options_have_doc_string(self):
|
||||
"""Test that submitted options have their own specified docstring"""
|
||||
for gamename, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden:
|
||||
for option_key, option in world_type.option_definitions.items():
|
||||
for option_key, option in world_type.options_dataclass.type_hints.items():
|
||||
with self.subTest(game=gamename, option=option_key):
|
||||
self.assertTrue(option.__doc__)
|
||||
@@ -31,7 +31,8 @@ class TestBase(unittest.TestCase):
|
||||
}
|
||||
}
|
||||
|
||||
def testDefaultAllStateCanReachEverything(self):
|
||||
def test_default_all_state_can_reach_everything(self):
|
||||
"""Ensure all state can reach everything and complete the game with the defined options"""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
unreachable_regions = self.default_settings_unreachable_regions.get(game_name, set())
|
||||
with self.subTest("Game", game=game_name):
|
||||
@@ -54,7 +55,8 @@ class TestBase(unittest.TestCase):
|
||||
with self.subTest("Completion Condition"):
|
||||
self.assertTrue(world.can_beat_game(state))
|
||||
|
||||
def testDefaultEmptyStateCanReachSomething(self):
|
||||
def test_default_empty_state_can_reach_something(self):
|
||||
"""Ensure empty state can reach at least one location with the defined options"""
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
with self.subTest("Game", game=game_name):
|
||||
world = setup_solo_multiworld(world_type)
|
||||
@@ -1,13 +1,13 @@
|
||||
# Tests for Generate.py (ArchipelagoGenerate.exe)
|
||||
|
||||
import unittest
|
||||
import os
|
||||
import os.path
|
||||
import sys
|
||||
|
||||
from pathlib import Path
|
||||
from tempfile import TemporaryDirectory
|
||||
import os.path
|
||||
import os
|
||||
import ModuleUpdate
|
||||
ModuleUpdate.update_ran = True # don't upgrade
|
||||
|
||||
import Generate
|
||||
|
||||
|
||||
@@ -16,7 +16,7 @@ class TestGenerateMain(unittest.TestCase):
|
||||
|
||||
generate_dir = Path(Generate.__file__).parent
|
||||
run_dir = generate_dir / "test" # reproducible cwd that's neither __file__ nor Generate.__file__
|
||||
abs_input_dir = Path(__file__).parent / 'data' / 'OnePlayer'
|
||||
abs_input_dir = Path(__file__).parent / 'data' / 'one_player'
|
||||
rel_input_dir = abs_input_dir.relative_to(run_dir) # directly supplied relative paths are relative to cwd
|
||||
yaml_input_dir = abs_input_dir.relative_to(generate_dir) # yaml paths are relative to user_path
|
||||
|
||||
66
test/utils/test_caches.py
Normal file
@@ -0,0 +1,66 @@
|
||||
# Tests for caches in Utils.py
|
||||
|
||||
import unittest
|
||||
from typing import Any
|
||||
|
||||
from Utils import cache_argsless, cache_self1
|
||||
|
||||
|
||||
class TestCacheArgless(unittest.TestCase):
|
||||
def test_cache(self) -> None:
|
||||
@cache_argsless
|
||||
def func_argless() -> object:
|
||||
return object()
|
||||
|
||||
self.assertTrue(func_argless() is func_argless())
|
||||
|
||||
if __debug__: # assert only available with __debug__
|
||||
def test_invalid_decorator(self) -> None:
|
||||
with self.assertRaises(Exception):
|
||||
@cache_argsless # type: ignore[arg-type]
|
||||
def func_with_arg(_: Any) -> None:
|
||||
pass
|
||||
|
||||
|
||||
class TestCacheSelf1(unittest.TestCase):
|
||||
def test_cache(self) -> None:
|
||||
class Cls:
|
||||
@cache_self1
|
||||
def func(self, _: Any) -> object:
|
||||
return object()
|
||||
|
||||
o1 = Cls()
|
||||
o2 = Cls()
|
||||
self.assertTrue(o1.func(1) is o1.func(1))
|
||||
self.assertFalse(o1.func(1) is o1.func(2))
|
||||
self.assertFalse(o1.func(1) is o2.func(1))
|
||||
|
||||
def test_gc(self) -> None:
|
||||
# verify that we don't keep a global reference
|
||||
import gc
|
||||
import weakref
|
||||
|
||||
class Cls:
|
||||
@cache_self1
|
||||
def func(self, _: Any) -> object:
|
||||
return object()
|
||||
|
||||
o = Cls()
|
||||
_ = o.func(o) # keep a hard ref to the result
|
||||
r = weakref.ref(o) # keep weak ref to the cache
|
||||
del o # remove hard ref to the cache
|
||||
gc.collect()
|
||||
self.assertFalse(r()) # weak ref should be dead now
|
||||
|
||||
if __debug__: # assert only available with __debug__
|
||||
def test_no_self(self) -> None:
|
||||
with self.assertRaises(Exception):
|
||||
@cache_self1 # type: ignore[arg-type]
|
||||
def func() -> Any:
|
||||
pass
|
||||
|
||||
def test_too_many_args(self) -> None:
|
||||
with self.assertRaises(Exception):
|
||||
@cache_self1 # type: ignore[arg-type]
|
||||
def func(_1: Any, _2: Any, _3: Any) -> Any:
|
||||
pass
|
||||
@@ -19,11 +19,11 @@ class TestDocs(unittest.TestCase):
|
||||
|
||||
cls.client = app.test_client()
|
||||
|
||||
def testCorrectErrorEmptyRequest(self):
|
||||
def test_correct_error_empty_request(self):
|
||||
response = self.client.post("/api/generate")
|
||||
self.assertIn("No options found. Expected file attachment or json weights.", response.text)
|
||||
|
||||
def testGenerationQueued(self):
|
||||
def test_generation_queued(self):
|
||||
options = {
|
||||
"Tester1":
|
||||
{
|
||||
@@ -11,7 +11,7 @@ class TestDocs(unittest.TestCase):
|
||||
def setUpClass(cls) -> None:
|
||||
cls.tutorials_data = WebHost.create_ordered_tutorials_file()
|
||||
|
||||
def testHasTutorial(self):
|
||||
def test_has_tutorial(self):
|
||||
games_with_tutorial = set(entry["gameTitle"] for entry in self.tutorials_data)
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden:
|
||||
@@ -27,7 +27,7 @@ class TestDocs(unittest.TestCase):
|
||||
self.fail(f"{game_name} has no setup tutorial. "
|
||||
f"Games with Tutorial: {games_with_tutorial}")
|
||||
|
||||
def testHasGameInfo(self):
|
||||
def test_has_game_info(self):
|
||||
for game_name, world_type in AutoWorldRegister.world_types.items():
|
||||
if not world_type.hidden:
|
||||
target_path = Utils.local_path("WebHostLib", "static", "generated", "docs", game_name)
|
||||
@@ -13,7 +13,7 @@ class TestFileGeneration(unittest.TestCase):
|
||||
# should not create the folder *here*
|
||||
cls.incorrect_path = os.path.join(os.path.split(os.path.dirname(__file__))[0], "WebHostLib")
|
||||
|
||||
def testOptions(self):
|
||||
def test_options(self):
|
||||
from WebHostLib.options import create as create_options_files
|
||||
create_options_files()
|
||||
target = os.path.join(self.correct_path, "static", "generated", "configs")
|
||||
@@ -30,7 +30,7 @@ class TestFileGeneration(unittest.TestCase):
|
||||
for value in roll_options({file.name: f.read()})[0].values():
|
||||
self.assertTrue(value is True, f"Default Options for template {file.name} cannot be run.")
|
||||
|
||||
def testTutorial(self):
|
||||
def test_tutorial(self):
|
||||
WebHost.create_ordered_tutorials_file()
|
||||
self.assertTrue(os.path.exists(os.path.join(self.correct_path, "static", "generated", "tutorials.json")))
|
||||
self.assertFalse(os.path.exists(os.path.join(self.incorrect_path, "static", "generated", "tutorials.json")))
|
||||
@@ -1,7 +1,7 @@
|
||||
def load_tests(loader, standard_tests, pattern):
|
||||
import os
|
||||
import unittest
|
||||
from ..TestBase import file_path
|
||||
from .. import file_path
|
||||
from worlds.AutoWorld import AutoWorldRegister
|
||||
|
||||
suite = unittest.TestSuite()
|
||||
|
||||
@@ -4,11 +4,13 @@ import hashlib
|
||||
import logging
|
||||
import pathlib
|
||||
import sys
|
||||
from typing import Any, Callable, ClassVar, Dict, FrozenSet, List, Optional, Set, TYPE_CHECKING, TextIO, Tuple, Type, \
|
||||
import time
|
||||
from dataclasses import make_dataclass
|
||||
from typing import Any, Callable, ClassVar, Dict, Set, Tuple, FrozenSet, List, Optional, TYPE_CHECKING, TextIO, Type, \
|
||||
Union
|
||||
|
||||
from Options import PerGameCommonOptions
|
||||
from BaseClasses import CollectionState
|
||||
from Options import AssembleOptions
|
||||
|
||||
if TYPE_CHECKING:
|
||||
import random
|
||||
@@ -16,6 +18,8 @@ if TYPE_CHECKING:
|
||||
from . import GamesPackage
|
||||
from settings import Group
|
||||
|
||||
perf_logger = logging.getLogger("performance")
|
||||
|
||||
|
||||
class AutoWorldRegister(type):
|
||||
world_types: Dict[str, Type[World]] = {}
|
||||
@@ -63,6 +67,12 @@ class AutoWorldRegister(type):
|
||||
dct["required_client_version"] = max(dct["required_client_version"],
|
||||
base.__dict__["required_client_version"])
|
||||
|
||||
# create missing options_dataclass from legacy option_definitions
|
||||
# TODO - remove this once all worlds use options dataclasses
|
||||
if "options_dataclass" not in dct and "option_definitions" in dct:
|
||||
dct["options_dataclass"] = make_dataclass(f"{name}Options", dct["option_definitions"].items(),
|
||||
bases=(PerGameCommonOptions,))
|
||||
|
||||
# construct class
|
||||
new_class = super().__new__(mcs, name, bases, dct)
|
||||
if "game" in dct:
|
||||
@@ -96,10 +106,24 @@ class AutoLogicRegister(type):
|
||||
return new_class
|
||||
|
||||
|
||||
def _timed_call(method: Callable[..., Any], *args: Any,
|
||||
multiworld: Optional["MultiWorld"] = None, player: Optional[int] = None) -> Any:
|
||||
start = time.perf_counter()
|
||||
ret = method(*args)
|
||||
taken = time.perf_counter() - start
|
||||
if taken > 1.0:
|
||||
if player and multiworld:
|
||||
perf_logger.info(f"Took {taken} seconds in {method.__qualname__} for player {player}, "
|
||||
f"named {multiworld.player_name[player]}.")
|
||||
else:
|
||||
perf_logger.info(f"Took {taken} seconds in {method.__qualname__}.")
|
||||
return ret
|
||||
|
||||
|
||||
def call_single(multiworld: "MultiWorld", method_name: str, player: int, *args: Any) -> Any:
|
||||
method = getattr(multiworld.worlds[player], method_name)
|
||||
try:
|
||||
ret = method(*args)
|
||||
ret = _timed_call(method, *args, multiworld=multiworld, player=player)
|
||||
except Exception as e:
|
||||
message = f"Exception in {method} for player {player}, named {multiworld.player_name[player]}."
|
||||
if sys.version_info >= (3, 11, 0):
|
||||
@@ -125,24 +149,21 @@ def call_all(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
|
||||
f"Duplicate item reference of \"{item.name}\" in \"{multiworld.worlds[player].game}\" "
|
||||
f"of player \"{multiworld.player_name[player]}\". Please make a copy instead.")
|
||||
|
||||
for world_type in sorted(world_types, key=lambda world: world.__name__):
|
||||
stage_callable = getattr(world_type, f"stage_{method_name}", None)
|
||||
if stage_callable:
|
||||
stage_callable(multiworld, *args)
|
||||
call_stage(multiworld, method_name, *args)
|
||||
|
||||
|
||||
def call_stage(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
|
||||
world_types = {multiworld.worlds[player].__class__ for player in multiworld.player_ids}
|
||||
for world_type in world_types:
|
||||
for world_type in sorted(world_types, key=lambda world: world.__name__):
|
||||
stage_callable = getattr(world_type, f"stage_{method_name}", None)
|
||||
if stage_callable:
|
||||
stage_callable(multiworld, *args)
|
||||
_timed_call(stage_callable, multiworld, *args)
|
||||
|
||||
|
||||
class WebWorld:
|
||||
"""Webhost integration"""
|
||||
|
||||
settings_page: Union[bool, str] = True
|
||||
options_page: Union[bool, str] = True
|
||||
"""display a settings page. Can be a link to a specific page or external tool."""
|
||||
|
||||
game_info_languages: List[str] = ['en']
|
||||
@@ -163,8 +184,11 @@ class World(metaclass=AutoWorldRegister):
|
||||
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
|
||||
A Game should have its own subclass of World in which it defines the required data structures."""
|
||||
|
||||
option_definitions: ClassVar[Dict[str, AssembleOptions]] = {}
|
||||
options_dataclass: ClassVar[Type[PerGameCommonOptions]] = PerGameCommonOptions
|
||||
"""link your Options mapping"""
|
||||
options: PerGameCommonOptions
|
||||
"""resulting options for the player of this world"""
|
||||
|
||||
game: ClassVar[str]
|
||||
"""name the game"""
|
||||
topology_present: ClassVar[bool] = False
|
||||
@@ -358,6 +382,19 @@ class World(metaclass=AutoWorldRegister):
|
||||
logging.warning(f"World {self} is generating a filler item without custom filler pool.")
|
||||
return self.multiworld.random.choice(tuple(self.item_name_to_id.keys()))
|
||||
|
||||
@classmethod
|
||||
def create_group(cls, multiworld: "MultiWorld", new_player_id: int, players: Set[int]) -> World:
|
||||
"""Creates a group, which is an instance of World that is responsible for multiple others.
|
||||
An example case is ItemLinks creating these."""
|
||||
# TODO remove loop when worlds use options dataclass
|
||||
for option_key, option in cls.options_dataclass.type_hints.items():
|
||||
getattr(multiworld, option_key)[new_player_id] = option(option.default)
|
||||
group = cls(multiworld, new_player_id)
|
||||
group.options = cls.options_dataclass(**{option_key: option(option.default)
|
||||
for option_key, option in cls.options_dataclass.type_hints.items()})
|
||||
|
||||
return group
|
||||
|
||||
# decent place to implement progressive items, in most cases can stay as-is
|
||||
def collect_item(self, state: "CollectionState", item: "Item", remove: bool = False) -> Optional[str]:
|
||||
"""Collect an item name into state. For speed reasons items that aren't logically useful get skipped.
|
||||
@@ -377,16 +414,16 @@ class World(metaclass=AutoWorldRegister):
|
||||
def collect(self, state: "CollectionState", item: "Item") -> bool:
|
||||
name = self.collect_item(state, item)
|
||||
if name:
|
||||
state.prog_items[name, self.player] += 1
|
||||
state.prog_items[self.player][name] += 1
|
||||
return True
|
||||
return False
|
||||
|
||||
def remove(self, state: "CollectionState", item: "Item") -> bool:
|
||||
name = self.collect_item(state, item, True)
|
||||
if name:
|
||||
state.prog_items[name, self.player] -= 1
|
||||
if state.prog_items[name, self.player] < 1:
|
||||
del (state.prog_items[name, self.player])
|
||||
state.prog_items[self.player][name] -= 1
|
||||
if state.prog_items[self.player][name] < 1:
|
||||
del (state.prog_items[self.player][name])
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
@@ -5,19 +5,20 @@ import typing
|
||||
import warnings
|
||||
import zipimport
|
||||
|
||||
folder = os.path.dirname(__file__)
|
||||
from Utils import user_path, local_path
|
||||
|
||||
__all__ = {
|
||||
local_folder = os.path.dirname(__file__)
|
||||
user_folder = user_path("worlds") if user_path() != local_path() else None
|
||||
|
||||
__all__ = (
|
||||
"lookup_any_item_id_to_name",
|
||||
"lookup_any_location_id_to_name",
|
||||
"network_data_package",
|
||||
"AutoWorldRegister",
|
||||
"world_sources",
|
||||
"folder",
|
||||
}
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
from .AutoWorld import World
|
||||
"local_folder",
|
||||
"user_folder",
|
||||
)
|
||||
|
||||
|
||||
class GamesData(typing.TypedDict):
|
||||
@@ -41,13 +42,13 @@ class WorldSource(typing.NamedTuple):
|
||||
is_zip: bool = False
|
||||
relative: bool = True # relative to regular world import folder
|
||||
|
||||
def __repr__(self):
|
||||
def __repr__(self) -> str:
|
||||
return f"{self.__class__.__name__}({self.path}, is_zip={self.is_zip}, relative={self.relative})"
|
||||
|
||||
@property
|
||||
def resolved_path(self) -> str:
|
||||
if self.relative:
|
||||
return os.path.join(folder, self.path)
|
||||
return os.path.join(local_folder, self.path)
|
||||
return self.path
|
||||
|
||||
def load(self) -> bool:
|
||||
@@ -56,6 +57,7 @@ class WorldSource(typing.NamedTuple):
|
||||
importer = zipimport.zipimporter(self.resolved_path)
|
||||
if hasattr(importer, "find_spec"): # new in Python 3.10
|
||||
spec = importer.find_spec(os.path.basename(self.path).rsplit(".", 1)[0])
|
||||
assert spec, f"{self.path} is not a loadable module"
|
||||
mod = importlib.util.module_from_spec(spec)
|
||||
else: # TODO: remove with 3.8 support
|
||||
mod = importer.load_module(os.path.basename(self.path).rsplit(".", 1)[0])
|
||||
@@ -72,7 +74,7 @@ class WorldSource(typing.NamedTuple):
|
||||
importlib.import_module(f".{self.path}", "worlds")
|
||||
return True
|
||||
|
||||
except Exception as e:
|
||||
except Exception:
|
||||
# A single world failing can still mean enough is working for the user, log and carry on
|
||||
import traceback
|
||||
import io
|
||||
@@ -87,14 +89,16 @@ class WorldSource(typing.NamedTuple):
|
||||
|
||||
# find potential world containers, currently folders and zip-importable .apworld's
|
||||
world_sources: typing.List[WorldSource] = []
|
||||
file: os.DirEntry # for me (Berserker) at least, PyCharm doesn't seem to infer the type correctly
|
||||
for file in os.scandir(folder):
|
||||
# prevent loading of __pycache__ and allow _* for non-world folders, disable files/folders starting with "."
|
||||
if not file.name.startswith(("_", ".")):
|
||||
if file.is_dir():
|
||||
world_sources.append(WorldSource(file.name))
|
||||
elif file.is_file() and file.name.endswith(".apworld"):
|
||||
world_sources.append(WorldSource(file.name, is_zip=True))
|
||||
for folder in (folder for folder in (user_folder, local_folder) if folder):
|
||||
relative = folder == local_folder
|
||||
for entry in os.scandir(folder):
|
||||
# prevent loading of __pycache__ and allow _* for non-world folders, disable files/folders starting with "."
|
||||
if not entry.name.startswith(("_", ".")):
|
||||
file_name = entry.name if relative else os.path.join(folder, entry.name)
|
||||
if entry.is_dir():
|
||||
world_sources.append(WorldSource(file_name, relative=relative))
|
||||
elif entry.is_file() and entry.name.endswith(".apworld"):
|
||||
world_sources.append(WorldSource(file_name, is_zip=True, relative=relative))
|
||||
|
||||
# import all submodules to trigger AutoWorldRegister
|
||||
world_sources.sort()
|
||||
@@ -105,7 +109,7 @@ lookup_any_item_id_to_name = {}
|
||||
lookup_any_location_id_to_name = {}
|
||||
games: typing.Dict[str, GamesPackage] = {}
|
||||
|
||||
from .AutoWorld import AutoWorldRegister
|
||||
from .AutoWorld import AutoWorldRegister # noqa: E402
|
||||
|
||||
# Build the data package for each game.
|
||||
for world_name, world in AutoWorldRegister.world_types.items():
|
||||
|
||||
300
worlds/_bizhawk/__init__.py
Normal file
@@ -0,0 +1,300 @@
|
||||
"""
|
||||
A module for interacting with BizHawk through `connector_bizhawk_generic.lua`.
|
||||
|
||||
Any mention of `domain` in this module refers to the names BizHawk gives to memory domains in its own lua api. They are
|
||||
naively passed to BizHawk without validation or modification.
|
||||
"""
|
||||
|
||||
import asyncio
|
||||
import base64
|
||||
import enum
|
||||
import json
|
||||
import typing
|
||||
|
||||
|
||||
BIZHAWK_SOCKET_PORT = 43055
|
||||
|
||||
|
||||
class ConnectionStatus(enum.IntEnum):
|
||||
NOT_CONNECTED = 1
|
||||
TENTATIVE = 2
|
||||
CONNECTED = 3
|
||||
|
||||
|
||||
class NotConnectedError(Exception):
|
||||
"""Raised when something tries to make a request to the connector script before a connection has been established"""
|
||||
pass
|
||||
|
||||
|
||||
class RequestFailedError(Exception):
|
||||
"""Raised when the connector script did not respond to a request"""
|
||||
pass
|
||||
|
||||
|
||||
class ConnectorError(Exception):
|
||||
"""Raised when the connector script encounters an error while processing a request"""
|
||||
pass
|
||||
|
||||
|
||||
class SyncError(Exception):
|
||||
"""Raised when the connector script responded with a mismatched response type"""
|
||||
pass
|
||||
|
||||
|
||||
class BizHawkContext:
|
||||
streams: typing.Optional[typing.Tuple[asyncio.StreamReader, asyncio.StreamWriter]]
|
||||
connection_status: ConnectionStatus
|
||||
_lock: asyncio.Lock
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.streams = None
|
||||
self.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
self._lock = asyncio.Lock()
|
||||
|
||||
async def _send_message(self, message: str):
|
||||
async with self._lock:
|
||||
if self.streams is None:
|
||||
raise NotConnectedError("You tried to send a request before a connection to BizHawk was made")
|
||||
|
||||
try:
|
||||
reader, writer = self.streams
|
||||
writer.write(message.encode("utf-8") + b"\n")
|
||||
await asyncio.wait_for(writer.drain(), timeout=5)
|
||||
|
||||
res = await asyncio.wait_for(reader.readline(), timeout=5)
|
||||
|
||||
if res == b"":
|
||||
writer.close()
|
||||
self.streams = None
|
||||
self.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
raise RequestFailedError("Connection closed")
|
||||
|
||||
if self.connection_status == ConnectionStatus.TENTATIVE:
|
||||
self.connection_status = ConnectionStatus.CONNECTED
|
||||
|
||||
return res.decode("utf-8")
|
||||
except asyncio.TimeoutError as exc:
|
||||
writer.close()
|
||||
self.streams = None
|
||||
self.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
raise RequestFailedError("Connection timed out") from exc
|
||||
except ConnectionResetError as exc:
|
||||
writer.close()
|
||||
self.streams = None
|
||||
self.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
raise RequestFailedError("Connection reset") from exc
|
||||
|
||||
|
||||
async def connect(ctx: BizHawkContext) -> bool:
|
||||
"""Attempts to establish a connection with the connector script. Returns True if successful."""
|
||||
try:
|
||||
ctx.streams = await asyncio.open_connection("localhost", BIZHAWK_SOCKET_PORT)
|
||||
ctx.connection_status = ConnectionStatus.TENTATIVE
|
||||
return True
|
||||
except (TimeoutError, ConnectionRefusedError):
|
||||
ctx.streams = None
|
||||
ctx.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
return False
|
||||
|
||||
|
||||
def disconnect(ctx: BizHawkContext) -> None:
|
||||
"""Closes the connection to the connector script."""
|
||||
if ctx.streams is not None:
|
||||
ctx.streams[1].close()
|
||||
ctx.streams = None
|
||||
ctx.connection_status = ConnectionStatus.NOT_CONNECTED
|
||||
|
||||
|
||||
async def get_script_version(ctx: BizHawkContext) -> int:
|
||||
return int(await ctx._send_message("VERSION"))
|
||||
|
||||
|
||||
async def send_requests(ctx: BizHawkContext, req_list: typing.List[typing.Dict[str, typing.Any]]) -> typing.List[typing.Dict[str, typing.Any]]:
|
||||
"""Sends a list of requests to the BizHawk connector and returns their responses.
|
||||
|
||||
It's likely you want to use the wrapper functions instead of this."""
|
||||
return json.loads(await ctx._send_message(json.dumps(req_list)))
|
||||
|
||||
|
||||
async def ping(ctx: BizHawkContext) -> None:
|
||||
"""Sends a PING request and receives a PONG response."""
|
||||
res = (await send_requests(ctx, [{"type": "PING"}]))[0]
|
||||
|
||||
if res["type"] != "PONG":
|
||||
raise SyncError(f"Expected response of type PONG but got {res['type']}")
|
||||
|
||||
|
||||
async def get_hash(ctx: BizHawkContext) -> str:
|
||||
"""Gets the system name for the currently loaded ROM"""
|
||||
res = (await send_requests(ctx, [{"type": "HASH"}]))[0]
|
||||
|
||||
if res["type"] != "HASH_RESPONSE":
|
||||
raise SyncError(f"Expected response of type HASH_RESPONSE but got {res['type']}")
|
||||
|
||||
return res["value"]
|
||||
|
||||
|
||||
async def get_system(ctx: BizHawkContext) -> str:
|
||||
"""Gets the system name for the currently loaded ROM"""
|
||||
res = (await send_requests(ctx, [{"type": "SYSTEM"}]))[0]
|
||||
|
||||
if res["type"] != "SYSTEM_RESPONSE":
|
||||
raise SyncError(f"Expected response of type SYSTEM_RESPONSE but got {res['type']}")
|
||||
|
||||
return res["value"]
|
||||
|
||||
|
||||
async def get_cores(ctx: BizHawkContext) -> typing.Dict[str, str]:
|
||||
"""Gets the preferred cores for systems with multiple cores. Only systems with multiple available cores have
|
||||
entries."""
|
||||
res = (await send_requests(ctx, [{"type": "PREFERRED_CORES"}]))[0]
|
||||
|
||||
if res["type"] != "PREFERRED_CORES_RESPONSE":
|
||||
raise SyncError(f"Expected response of type PREFERRED_CORES_RESPONSE but got {res['type']}")
|
||||
|
||||
return res["value"]
|
||||
|
||||
|
||||
async def lock(ctx: BizHawkContext) -> None:
|
||||
"""Locks BizHawk in anticipation of receiving more requests this frame.
|
||||
|
||||
Consider using guarded reads and writes instead of locks if possible.
|
||||
|
||||
While locked, emulation will halt and the connector will block on incoming requests until an `UNLOCK` request is
|
||||
sent. Remember to unlock when you're done, or the emulator will appear to freeze.
|
||||
|
||||
Sending multiple lock commands is the same as sending one."""
|
||||
res = (await send_requests(ctx, [{"type": "LOCK"}]))[0]
|
||||
|
||||
if res["type"] != "LOCKED":
|
||||
raise SyncError(f"Expected response of type LOCKED but got {res['type']}")
|
||||
|
||||
|
||||
async def unlock(ctx: BizHawkContext) -> None:
|
||||
"""Unlocks BizHawk to allow it to resume emulation. See `lock` for more info.
|
||||
|
||||
Sending multiple unlock commands is the same as sending one."""
|
||||
res = (await send_requests(ctx, [{"type": "UNLOCK"}]))[0]
|
||||
|
||||
if res["type"] != "UNLOCKED":
|
||||
raise SyncError(f"Expected response of type UNLOCKED but got {res['type']}")
|
||||
|
||||
|
||||
async def display_message(ctx: BizHawkContext, message: str) -> None:
|
||||
"""Displays the provided message in BizHawk's message queue."""
|
||||
res = (await send_requests(ctx, [{"type": "DISPLAY_MESSAGE", "message": message}]))[0]
|
||||
|
||||
if res["type"] != "DISPLAY_MESSAGE_RESPONSE":
|
||||
raise SyncError(f"Expected response of type DISPLAY_MESSAGE_RESPONSE but got {res['type']}")
|
||||
|
||||
|
||||
async def set_message_interval(ctx: BizHawkContext, value: float) -> None:
|
||||
"""Sets the minimum amount of time in seconds to wait between queued messages. The default value of 0 will allow one
|
||||
new message to display per frame."""
|
||||
res = (await send_requests(ctx, [{"type": "SET_MESSAGE_INTERVAL", "value": value}]))[0]
|
||||
|
||||
if res["type"] != "SET_MESSAGE_INTERVAL_RESPONSE":
|
||||
raise SyncError(f"Expected response of type SET_MESSAGE_INTERVAL_RESPONSE but got {res['type']}")
|
||||
|
||||
|
||||
async def guarded_read(ctx: BizHawkContext, read_list: typing.List[typing.Tuple[int, int, str]],
|
||||
guard_list: typing.List[typing.Tuple[int, typing.Iterable[int], str]]) -> typing.Optional[typing.List[bytes]]:
|
||||
"""Reads an array of bytes at 1 or more addresses if and only if every byte in guard_list matches its expected
|
||||
value.
|
||||
|
||||
Items in read_list should be organized (address, size, domain) where
|
||||
- `address` is the address of the first byte of data
|
||||
- `size` is the number of bytes to read
|
||||
- `domain` is the name of the region of memory the address corresponds to
|
||||
|
||||
Items in `guard_list` should be organized `(address, expected_data, domain)` where
|
||||
- `address` is the address of the first byte of data
|
||||
- `expected_data` is the bytes that the data starting at this address is expected to match
|
||||
- `domain` is the name of the region of memory the address corresponds to
|
||||
|
||||
Returns None if any item in guard_list failed to validate. Otherwise returns a list of bytes in the order they
|
||||
were requested."""
|
||||
res = await send_requests(ctx, [{
|
||||
"type": "GUARD",
|
||||
"address": address,
|
||||
"expected_data": base64.b64encode(bytes(expected_data)).decode("ascii"),
|
||||
"domain": domain
|
||||
} for address, expected_data, domain in guard_list] + [{
|
||||
"type": "READ",
|
||||
"address": address,
|
||||
"size": size,
|
||||
"domain": domain
|
||||
} for address, size, domain in read_list])
|
||||
|
||||
ret: typing.List[bytes] = []
|
||||
for item in res:
|
||||
if item["type"] == "GUARD_RESPONSE":
|
||||
if not item["value"]:
|
||||
return None
|
||||
else:
|
||||
if item["type"] != "READ_RESPONSE":
|
||||
raise SyncError(f"Expected response of type READ_RESPONSE or GUARD_RESPONSE but got {res['type']}")
|
||||
|
||||
ret.append(base64.b64decode(item["value"]))
|
||||
|
||||
return ret
|
||||
|
||||
|
||||
async def read(ctx: BizHawkContext, read_list: typing.List[typing.Tuple[int, int, str]]) -> typing.List[bytes]:
|
||||
"""Reads data at 1 or more addresses.
|
||||
|
||||
Items in `read_list` should be organized `(address, size, domain)` where
|
||||
- `address` is the address of the first byte of data
|
||||
- `size` is the number of bytes to read
|
||||
- `domain` is the name of the region of memory the address corresponds to
|
||||
|
||||
Returns a list of bytes in the order they were requested."""
|
||||
return await guarded_read(ctx, read_list, [])
|
||||
|
||||
|
||||
async def guarded_write(ctx: BizHawkContext, write_list: typing.List[typing.Tuple[int, typing.Iterable[int], str]],
|
||||
guard_list: typing.List[typing.Tuple[int, typing.Iterable[int], str]]) -> bool:
|
||||
"""Writes data to 1 or more addresses if and only if every byte in guard_list matches its expected value.
|
||||
|
||||
Items in `write_list` should be organized `(address, value, domain)` where
|
||||
- `address` is the address of the first byte of data
|
||||
- `value` is a list of bytes to write, in order, starting at `address`
|
||||
- `domain` is the name of the region of memory the address corresponds to
|
||||
|
||||
Items in `guard_list` should be organized `(address, expected_data, domain)` where
|
||||
- `address` is the address of the first byte of data
|
||||
- `expected_data` is the bytes that the data starting at this address is expected to match
|
||||
- `domain` is the name of the region of memory the address corresponds to
|
||||
|
||||
Returns False if any item in guard_list failed to validate. Otherwise returns True."""
|
||||
res = await send_requests(ctx, [{
|
||||
"type": "GUARD",
|
||||
"address": address,
|
||||
"expected_data": base64.b64encode(bytes(expected_data)).decode("ascii"),
|
||||
"domain": domain
|
||||
} for address, expected_data, domain in guard_list] + [{
|
||||
"type": "WRITE",
|
||||
"address": address,
|
||||
"value": base64.b64encode(bytes(value)).decode("ascii"),
|
||||
"domain": domain
|
||||
} for address, value, domain in write_list])
|
||||
|
||||
for item in res:
|
||||
if item["type"] == "GUARD_RESPONSE":
|
||||
if not item["value"]:
|
||||
return False
|
||||
else:
|
||||
if item["type"] != "WRITE_RESPONSE":
|
||||
raise SyncError(f"Expected response of type WRITE_RESPONSE or GUARD_RESPONSE but got {res['type']}")
|
||||
|
||||
return True
|
||||
|
||||
|
||||
async def write(ctx: BizHawkContext, write_list: typing.List[typing.Tuple[int, typing.Iterable[int], str]]) -> None:
|
||||
"""Writes data to 1 or more addresses.
|
||||
|
||||
Items in write_list should be organized `(address, value, domain)` where
|
||||
- `address` is the address of the first byte of data
|
||||
- `value` is a list of bytes to write, in order, starting at `address`
|
||||
- `domain` is the name of the region of memory the address corresponds to"""
|
||||
await guarded_write(ctx, write_list, [])
|
||||
103
worlds/_bizhawk/client.py
Normal file
@@ -0,0 +1,103 @@
|
||||
"""
|
||||
A module containing the BizHawkClient base class and metaclass
|
||||
"""
|
||||
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import abc
|
||||
from typing import TYPE_CHECKING, Any, ClassVar, Dict, Optional, Tuple, Union
|
||||
|
||||
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch_subprocess
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from .context import BizHawkClientContext
|
||||
else:
|
||||
BizHawkClientContext = object
|
||||
|
||||
|
||||
def launch_client(*args) -> None:
|
||||
from .context import launch
|
||||
launch_subprocess(launch, name="BizHawkClient")
|
||||
|
||||
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
|
||||
file_identifier=SuffixIdentifier())
|
||||
components.append(component)
|
||||
|
||||
|
||||
class AutoBizHawkClientRegister(abc.ABCMeta):
|
||||
game_handlers: ClassVar[Dict[Tuple[str, ...], Dict[str, BizHawkClient]]] = {}
|
||||
|
||||
def __new__(cls, name: str, bases: Tuple[type, ...], namespace: Dict[str, Any]) -> AutoBizHawkClientRegister:
|
||||
new_class = super().__new__(cls, name, bases, namespace)
|
||||
|
||||
# Register handler
|
||||
if "system" in namespace:
|
||||
systems = (namespace["system"],) if type(namespace["system"]) is str else tuple(sorted(namespace["system"]))
|
||||
if systems not in AutoBizHawkClientRegister.game_handlers:
|
||||
AutoBizHawkClientRegister.game_handlers[systems] = {}
|
||||
|
||||
if "game" in namespace:
|
||||
AutoBizHawkClientRegister.game_handlers[systems][namespace["game"]] = new_class()
|
||||
|
||||
# Update launcher component's suffixes
|
||||
if "patch_suffix" in namespace:
|
||||
if namespace["patch_suffix"] is not None:
|
||||
existing_identifier: SuffixIdentifier = component.file_identifier
|
||||
new_suffixes = [*existing_identifier.suffixes]
|
||||
|
||||
if type(namespace["patch_suffix"]) is str:
|
||||
new_suffixes.append(namespace["patch_suffix"])
|
||||
else:
|
||||
new_suffixes.extend(namespace["patch_suffix"])
|
||||
|
||||
component.file_identifier = SuffixIdentifier(*new_suffixes)
|
||||
|
||||
return new_class
|
||||
|
||||
@staticmethod
|
||||
async def get_handler(ctx: BizHawkClientContext, system: str) -> Optional[BizHawkClient]:
|
||||
for systems, handlers in AutoBizHawkClientRegister.game_handlers.items():
|
||||
if system in systems:
|
||||
for handler in handlers.values():
|
||||
if await handler.validate_rom(ctx):
|
||||
return handler
|
||||
|
||||
return None
|
||||
|
||||
|
||||
class BizHawkClient(abc.ABC, metaclass=AutoBizHawkClientRegister):
|
||||
system: ClassVar[Union[str, Tuple[str, ...]]]
|
||||
"""The system(s) that the game this client is for runs on"""
|
||||
|
||||
game: ClassVar[str]
|
||||
"""The game this client is for"""
|
||||
|
||||
patch_suffix: ClassVar[Optional[Union[str, Tuple[str, ...]]]]
|
||||
"""The file extension(s) this client is meant to open and patch (e.g. ".apz3")"""
|
||||
|
||||
@abc.abstractmethod
|
||||
async def validate_rom(self, ctx: BizHawkClientContext) -> bool:
|
||||
"""Should return whether the currently loaded ROM should be handled by this client. You might read the game name
|
||||
from the ROM header, for example. This function will only be asked to validate ROMs from the system set by the
|
||||
client class, so you do not need to check the system yourself.
|
||||
|
||||
Once this function has determined that the ROM should be handled by this client, it should also modify `ctx`
|
||||
as necessary (such as setting `ctx.game = self.game`, modifying `ctx.items_handling`, etc...)."""
|
||||
...
|
||||
|
||||
async def set_auth(self, ctx: BizHawkClientContext) -> None:
|
||||
"""Should set ctx.auth in anticipation of sending a `Connected` packet. You may override this if you store slot
|
||||
name in your patched ROM. If ctx.auth is not set after calling, the player will be prompted to enter their
|
||||
username."""
|
||||
pass
|
||||
|
||||
@abc.abstractmethod
|
||||
async def game_watcher(self, ctx: BizHawkClientContext) -> None:
|
||||
"""Runs on a loop with the approximate interval `ctx.watcher_timeout`. The currently loaded ROM is guaranteed
|
||||
to have passed your validator when this function is called, and the emulator is very likely to be connected."""
|
||||
...
|
||||
|
||||
def on_package(self, ctx: BizHawkClientContext, cmd: str, args: dict) -> None:
|
||||
"""For handling packages from the server. Called from `BizHawkClientContext.on_package`."""
|
||||
pass
|
||||
250
worlds/_bizhawk/context.py
Normal file
@@ -0,0 +1,250 @@
|
||||
"""
|
||||
A module containing context and functions relevant to running the client. This module should only be imported for type
|
||||
checking or launching the client, otherwise it will probably cause circular import issues.
|
||||
"""
|
||||
|
||||
|
||||
import asyncio
|
||||
import enum
|
||||
import subprocess
|
||||
import traceback
|
||||
from typing import Any, Dict, Optional
|
||||
|
||||
from CommonClient import CommonContext, ClientCommandProcessor, get_base_parser, server_loop, logger, gui_enabled
|
||||
import Patch
|
||||
import Utils
|
||||
|
||||
from . import BizHawkContext, ConnectionStatus, NotConnectedError, RequestFailedError, connect, disconnect, get_hash, \
|
||||
get_script_version, get_system, ping
|
||||
from .client import BizHawkClient, AutoBizHawkClientRegister
|
||||
|
||||
|
||||
EXPECTED_SCRIPT_VERSION = 1
|
||||
|
||||
|
||||
class AuthStatus(enum.IntEnum):
|
||||
NOT_AUTHENTICATED = 0
|
||||
NEED_INFO = 1
|
||||
PENDING = 2
|
||||
AUTHENTICATED = 3
|
||||
|
||||
|
||||
class BizHawkClientCommandProcessor(ClientCommandProcessor):
|
||||
def _cmd_bh(self):
|
||||
"""Shows the current status of the client's connection to BizHawk"""
|
||||
if isinstance(self.ctx, BizHawkClientContext):
|
||||
if self.ctx.bizhawk_ctx.connection_status == ConnectionStatus.NOT_CONNECTED:
|
||||
logger.info("BizHawk Connection Status: Not Connected")
|
||||
elif self.ctx.bizhawk_ctx.connection_status == ConnectionStatus.TENTATIVE:
|
||||
logger.info("BizHawk Connection Status: Tentatively Connected")
|
||||
elif self.ctx.bizhawk_ctx.connection_status == ConnectionStatus.CONNECTED:
|
||||
logger.info("BizHawk Connection Status: Connected")
|
||||
|
||||
|
||||
class BizHawkClientContext(CommonContext):
|
||||
command_processor = BizHawkClientCommandProcessor
|
||||
auth_status: AuthStatus
|
||||
password_requested: bool
|
||||
client_handler: Optional[BizHawkClient]
|
||||
slot_data: Optional[Dict[str, Any]] = None
|
||||
rom_hash: Optional[str] = None
|
||||
bizhawk_ctx: BizHawkContext
|
||||
|
||||
watcher_timeout: float
|
||||
"""The maximum amount of time the game watcher loop will wait for an update from the server before executing"""
|
||||
|
||||
def __init__(self, server_address: Optional[str], password: Optional[str]):
|
||||
super().__init__(server_address, password)
|
||||
self.auth_status = AuthStatus.NOT_AUTHENTICATED
|
||||
self.password_requested = False
|
||||
self.client_handler = None
|
||||
self.bizhawk_ctx = BizHawkContext()
|
||||
self.watcher_timeout = 0.5
|
||||
|
||||
def run_gui(self):
|
||||
from kvui import GameManager
|
||||
|
||||
class BizHawkManager(GameManager):
|
||||
base_title = "Archipelago BizHawk Client"
|
||||
|
||||
self.ui = BizHawkManager(self)
|
||||
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
|
||||
|
||||
def on_package(self, cmd, args):
|
||||
if cmd == "Connected":
|
||||
self.slot_data = args.get("slot_data", None)
|
||||
self.auth_status = AuthStatus.AUTHENTICATED
|
||||
|
||||
if self.client_handler is not None:
|
||||
self.client_handler.on_package(self, cmd, args)
|
||||
|
||||
async def server_auth(self, password_requested: bool = False):
|
||||
self.password_requested = password_requested
|
||||
|
||||
if self.bizhawk_ctx.connection_status != ConnectionStatus.CONNECTED:
|
||||
logger.info("Awaiting connection to BizHawk before authenticating")
|
||||
return
|
||||
|
||||
if self.client_handler is None:
|
||||
return
|
||||
|
||||
# Ask handler to set auth
|
||||
if self.auth is None:
|
||||
self.auth_status = AuthStatus.NEED_INFO
|
||||
await self.client_handler.set_auth(self)
|
||||
|
||||
# Handler didn't set auth, ask user for slot name
|
||||
if self.auth is None:
|
||||
await self.get_username()
|
||||
|
||||
if password_requested and not self.password:
|
||||
self.auth_status = AuthStatus.NEED_INFO
|
||||
await super(BizHawkClientContext, self).server_auth(password_requested)
|
||||
|
||||
await self.send_connect()
|
||||
self.auth_status = AuthStatus.PENDING
|
||||
|
||||
async def disconnect(self, allow_autoreconnect: bool = False):
|
||||
self.auth_status = AuthStatus.NOT_AUTHENTICATED
|
||||
await super().disconnect(allow_autoreconnect)
|
||||
|
||||
|
||||
async def _game_watcher(ctx: BizHawkClientContext):
|
||||
showed_connecting_message = False
|
||||
showed_connected_message = False
|
||||
showed_no_handler_message = False
|
||||
|
||||
while not ctx.exit_event.is_set():
|
||||
try:
|
||||
await asyncio.wait_for(ctx.watcher_event.wait(), ctx.watcher_timeout)
|
||||
except asyncio.TimeoutError:
|
||||
pass
|
||||
|
||||
ctx.watcher_event.clear()
|
||||
|
||||
try:
|
||||
if ctx.bizhawk_ctx.connection_status == ConnectionStatus.NOT_CONNECTED:
|
||||
showed_connected_message = False
|
||||
|
||||
if not showed_connecting_message:
|
||||
logger.info("Waiting to connect to BizHawk...")
|
||||
showed_connecting_message = True
|
||||
|
||||
if not await connect(ctx.bizhawk_ctx):
|
||||
continue
|
||||
|
||||
showed_no_handler_message = False
|
||||
|
||||
script_version = await get_script_version(ctx.bizhawk_ctx)
|
||||
|
||||
if script_version != EXPECTED_SCRIPT_VERSION:
|
||||
logger.info(f"Connector script is incompatible. Expected version {EXPECTED_SCRIPT_VERSION} but got {script_version}. Disconnecting.")
|
||||
disconnect(ctx.bizhawk_ctx)
|
||||
continue
|
||||
|
||||
showed_connecting_message = False
|
||||
|
||||
await ping(ctx.bizhawk_ctx)
|
||||
|
||||
if not showed_connected_message:
|
||||
showed_connected_message = True
|
||||
logger.info("Connected to BizHawk")
|
||||
|
||||
rom_hash = await get_hash(ctx.bizhawk_ctx)
|
||||
if ctx.rom_hash is not None and ctx.rom_hash != rom_hash:
|
||||
if ctx.server is not None and not ctx.server.socket.closed:
|
||||
logger.info(f"ROM changed. Disconnecting from server.")
|
||||
|
||||
ctx.auth = None
|
||||
ctx.username = None
|
||||
ctx.client_handler = None
|
||||
await ctx.disconnect(False)
|
||||
ctx.rom_hash = rom_hash
|
||||
|
||||
if ctx.client_handler is None:
|
||||
system = await get_system(ctx.bizhawk_ctx)
|
||||
ctx.client_handler = await AutoBizHawkClientRegister.get_handler(ctx, system)
|
||||
|
||||
if ctx.client_handler is None:
|
||||
if not showed_no_handler_message:
|
||||
logger.info("No handler was found for this game")
|
||||
showed_no_handler_message = True
|
||||
continue
|
||||
else:
|
||||
showed_no_handler_message = False
|
||||
logger.info(f"Running handler for {ctx.client_handler.game}")
|
||||
|
||||
except RequestFailedError as exc:
|
||||
logger.info(f"Lost connection to BizHawk: {exc.args[0]}")
|
||||
continue
|
||||
except NotConnectedError:
|
||||
continue
|
||||
|
||||
# Server auth
|
||||
if ctx.server is not None and not ctx.server.socket.closed:
|
||||
if ctx.auth_status == AuthStatus.NOT_AUTHENTICATED:
|
||||
Utils.async_start(ctx.server_auth(ctx.password_requested))
|
||||
else:
|
||||
ctx.auth_status = AuthStatus.NOT_AUTHENTICATED
|
||||
|
||||
# Call the handler's game watcher
|
||||
await ctx.client_handler.game_watcher(ctx)
|
||||
|
||||
|
||||
async def _run_game(rom: str):
|
||||
import os
|
||||
auto_start = Utils.get_settings().bizhawkclient_options.rom_start
|
||||
|
||||
if auto_start is True:
|
||||
emuhawk_path = Utils.get_settings().bizhawkclient_options.emuhawk_path
|
||||
subprocess.Popen([emuhawk_path, "--lua=data/lua/connector_bizhawk_generic.lua", os.path.realpath(rom)],
|
||||
cwd=Utils.local_path("."),
|
||||
stdin=subprocess.DEVNULL,
|
||||
stdout=subprocess.DEVNULL,
|
||||
stderr=subprocess.DEVNULL)
|
||||
elif isinstance(auto_start, str):
|
||||
import shlex
|
||||
|
||||
subprocess.Popen([*shlex.split(auto_start), os.path.realpath(rom)],
|
||||
cwd=Utils.local_path("."),
|
||||
stdin=subprocess.DEVNULL,
|
||||
stdout=subprocess.DEVNULL,
|
||||
stderr=subprocess.DEVNULL)
|
||||
|
||||
|
||||
async def _patch_and_run_game(patch_file: str):
|
||||
metadata, output_file = Patch.create_rom_file(patch_file)
|
||||
Utils.async_start(_run_game(output_file))
|
||||
|
||||
|
||||
def launch() -> None:
|
||||
async def main():
|
||||
parser = get_base_parser()
|
||||
parser.add_argument("patch_file", default="", type=str, nargs="?", help="Path to an Archipelago patch file")
|
||||
args = parser.parse_args()
|
||||
|
||||
ctx = BizHawkClientContext(args.connect, args.password)
|
||||
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
|
||||
|
||||
if gui_enabled:
|
||||
ctx.run_gui()
|
||||
ctx.run_cli()
|
||||
|
||||
if args.patch_file != "":
|
||||
Utils.async_start(_patch_and_run_game(args.patch_file))
|
||||
|
||||
watcher_task = asyncio.create_task(_game_watcher(ctx), name="GameWatcher")
|
||||
|
||||
try:
|
||||
await watcher_task
|
||||
except Exception as e:
|
||||
logger.error("".join(traceback.format_exception(e)))
|
||||
|
||||
await ctx.exit_event.wait()
|
||||
await ctx.shutdown()
|
||||
|
||||
Utils.init_logging("BizHawkClient", exception_logger="Client")
|
||||
import colorama
|
||||
colorama.init()
|
||||
asyncio.run(main())
|
||||
colorama.deinit()
|
||||
@@ -6,9 +6,8 @@ from typing import Optional, Any
|
||||
|
||||
import Utils
|
||||
from .Locations import AdventureLocation, LocationData
|
||||
from Utils import OptionsType
|
||||
from settings import get_settings
|
||||
from worlds.Files import APDeltaPatch, AutoPatchRegister, APContainer
|
||||
from itertools import chain
|
||||
|
||||
import bsdiff4
|
||||
|
||||
@@ -313,9 +312,8 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
|
||||
|
||||
|
||||
def get_base_rom_path(file_name: str = "") -> str:
|
||||
options: OptionsType = Utils.get_options()
|
||||
if not file_name:
|
||||
file_name = options["adventure_options"]["rom_file"]
|
||||
file_name = get_settings()["adventure_options"]["rom_file"]
|
||||
if not os.path.exists(file_name):
|
||||
file_name = Utils.user_path(file_name)
|
||||
return file_name
|
||||
|
||||
@@ -107,7 +107,7 @@ location_table_uw = {"Blind's Hideout - Top": (0x11d, 0x10),
|
||||
"Hyrule Castle - Zelda's Chest": (0x80, 0x10),
|
||||
'Hyrule Castle - Big Key Drop': (0x80, 0x400),
|
||||
'Sewers - Dark Cross': (0x32, 0x10),
|
||||
'Hyrule Castle - Key Rat Key Drop': (0x21, 0x400),
|
||||
'Sewers - Key Rat Key Drop': (0x21, 0x400),
|
||||
'Sewers - Secret Room - Left': (0x11, 0x10),
|
||||
'Sewers - Secret Room - Middle': (0x11, 0x20),
|
||||
'Sewers - Secret Room - Right': (0x11, 0x40),
|
||||
@@ -520,7 +520,8 @@ class ALTTPSNIClient(SNIClient):
|
||||
gamemode = await snes_read(ctx, WRAM_START + 0x10, 1)
|
||||
if "DeathLink" in ctx.tags and gamemode and ctx.last_death_link + 1 < time.time():
|
||||
currently_dead = gamemode[0] in DEATH_MODES
|
||||
await ctx.handle_deathlink_state(currently_dead)
|
||||
await ctx.handle_deathlink_state(currently_dead,
|
||||
ctx.player_names[ctx.slot] + " ran out of hearts." if ctx.slot else "")
|
||||
|
||||
gameend = await snes_read(ctx, SAVEDATA_START + 0x443, 1)
|
||||
game_timer = await snes_read(ctx, SAVEDATA_START + 0x42E, 4)
|
||||
|
||||
@@ -8,7 +8,7 @@ from Fill import fill_restrictive
|
||||
|
||||
from .Bosses import BossFactory, Boss
|
||||
from .Items import ItemFactory
|
||||
from .Regions import lookup_boss_drops
|
||||
from .Regions import lookup_boss_drops, key_drop_data
|
||||
from .Options import smallkey_shuffle
|
||||
|
||||
if typing.TYPE_CHECKING:
|
||||
@@ -81,15 +81,17 @@ def create_dungeons(world: "ALTTPWorld"):
|
||||
return dungeon
|
||||
|
||||
ES = make_dungeon('Hyrule Castle', None, ['Hyrule Castle', 'Sewers', 'Sewer Drop', 'Sewers (Dark)', 'Sanctuary'],
|
||||
None, [ItemFactory('Small Key (Hyrule Castle)', player)],
|
||||
ItemFactory('Big Key (Hyrule Castle)', player),
|
||||
ItemFactory(['Small Key (Hyrule Castle)'] * 4, player),
|
||||
[ItemFactory('Map (Hyrule Castle)', player)])
|
||||
EP = make_dungeon('Eastern Palace', 'Armos Knights', ['Eastern Palace'],
|
||||
ItemFactory('Big Key (Eastern Palace)', player), [],
|
||||
ItemFactory('Big Key (Eastern Palace)', player),
|
||||
ItemFactory(['Small Key (Eastern Palace)'] * 2, player),
|
||||
ItemFactory(['Map (Eastern Palace)', 'Compass (Eastern Palace)'], player))
|
||||
DP = make_dungeon('Desert Palace', 'Lanmolas',
|
||||
['Desert Palace North', 'Desert Palace Main (Inner)', 'Desert Palace Main (Outer)',
|
||||
'Desert Palace East'], ItemFactory('Big Key (Desert Palace)', player),
|
||||
[ItemFactory('Small Key (Desert Palace)', player)],
|
||||
ItemFactory(['Small Key (Desert Palace)'] * 4, player),
|
||||
ItemFactory(['Map (Desert Palace)', 'Compass (Desert Palace)'], player))
|
||||
ToH = make_dungeon('Tower of Hera', 'Moldorm',
|
||||
['Tower of Hera (Bottom)', 'Tower of Hera (Basement)', 'Tower of Hera (Top)'],
|
||||
@@ -105,7 +107,8 @@ def create_dungeons(world: "ALTTPWorld"):
|
||||
ItemFactory(['Small Key (Palace of Darkness)'] * 6, player),
|
||||
ItemFactory(['Map (Palace of Darkness)', 'Compass (Palace of Darkness)'], player))
|
||||
TT = make_dungeon('Thieves Town', 'Blind', ['Thieves Town (Entrance)', 'Thieves Town (Deep)', 'Blind Fight'],
|
||||
ItemFactory('Big Key (Thieves Town)', player), [ItemFactory('Small Key (Thieves Town)', player)],
|
||||
ItemFactory('Big Key (Thieves Town)', player),
|
||||
ItemFactory(['Small Key (Thieves Town)'] * 3, player),
|
||||
ItemFactory(['Map (Thieves Town)', 'Compass (Thieves Town)'], player))
|
||||
SW = make_dungeon('Skull Woods', 'Mothula', ['Skull Woods Final Section (Entrance)', 'Skull Woods First Section',
|
||||
'Skull Woods Second Section', 'Skull Woods Second Section (Drop)',
|
||||
@@ -113,52 +116,54 @@ def create_dungeons(world: "ALTTPWorld"):
|
||||
'Skull Woods First Section (Right)',
|
||||
'Skull Woods First Section (Left)', 'Skull Woods First Section (Top)'],
|
||||
ItemFactory('Big Key (Skull Woods)', player),
|
||||
ItemFactory(['Small Key (Skull Woods)'] * 3, player),
|
||||
ItemFactory(['Small Key (Skull Woods)'] * 5, player),
|
||||
ItemFactory(['Map (Skull Woods)', 'Compass (Skull Woods)'], player))
|
||||
SP = make_dungeon('Swamp Palace', 'Arrghus',
|
||||
['Swamp Palace (Entrance)', 'Swamp Palace (First Room)', 'Swamp Palace (Starting Area)',
|
||||
'Swamp Palace (Center)', 'Swamp Palace (North)'], ItemFactory('Big Key (Swamp Palace)', player),
|
||||
[ItemFactory('Small Key (Swamp Palace)', player)],
|
||||
'Swamp Palace (West)', 'Swamp Palace (Center)', 'Swamp Palace (North)'],
|
||||
ItemFactory('Big Key (Swamp Palace)', player),
|
||||
ItemFactory(['Small Key (Swamp Palace)'] * 6, player),
|
||||
ItemFactory(['Map (Swamp Palace)', 'Compass (Swamp Palace)'], player))
|
||||
IP = make_dungeon('Ice Palace', 'Kholdstare',
|
||||
['Ice Palace (Entrance)', 'Ice Palace (Main)', 'Ice Palace (East)', 'Ice Palace (East Top)',
|
||||
'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)', player),
|
||||
ItemFactory(['Small Key (Ice Palace)'] * 2, player),
|
||||
['Ice Palace (Entrance)', 'Ice Palace (Second Section)', 'Ice Palace (Main)', 'Ice Palace (East)',
|
||||
'Ice Palace (East Top)', 'Ice Palace (Kholdstare)'], ItemFactory('Big Key (Ice Palace)', player),
|
||||
ItemFactory(['Small Key (Ice Palace)'] * 6, player),
|
||||
ItemFactory(['Map (Ice Palace)', 'Compass (Ice Palace)'], player))
|
||||
MM = make_dungeon('Misery Mire', 'Vitreous',
|
||||
['Misery Mire (Entrance)', 'Misery Mire (Main)', 'Misery Mire (West)', 'Misery Mire (Final Area)',
|
||||
'Misery Mire (Vitreous)'], ItemFactory('Big Key (Misery Mire)', player),
|
||||
ItemFactory(['Small Key (Misery Mire)'] * 3, player),
|
||||
ItemFactory(['Small Key (Misery Mire)'] * 6, player),
|
||||
ItemFactory(['Map (Misery Mire)', 'Compass (Misery Mire)'], player))
|
||||
TR = make_dungeon('Turtle Rock', 'Trinexx',
|
||||
['Turtle Rock (Entrance)', 'Turtle Rock (First Section)', 'Turtle Rock (Chain Chomp Room)',
|
||||
'Turtle Rock (Pokey Room)',
|
||||
'Turtle Rock (Second Section)', 'Turtle Rock (Big Chest)', 'Turtle Rock (Crystaroller Room)',
|
||||
'Turtle Rock (Dark Room)', 'Turtle Rock (Eye Bridge)', 'Turtle Rock (Trinexx)'],
|
||||
ItemFactory('Big Key (Turtle Rock)', player),
|
||||
ItemFactory(['Small Key (Turtle Rock)'] * 4, player),
|
||||
ItemFactory(['Small Key (Turtle Rock)'] * 6, player),
|
||||
ItemFactory(['Map (Turtle Rock)', 'Compass (Turtle Rock)'], player))
|
||||
|
||||
if multiworld.mode[player] != 'inverted':
|
||||
AT = make_dungeon('Agahnims Tower', 'Agahnim', ['Agahnims Tower', 'Agahnim 1'], None,
|
||||
ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
|
||||
ItemFactory(['Small Key (Agahnims Tower)'] * 4, player), [])
|
||||
GT = make_dungeon('Ganons Tower', 'Agahnim2',
|
||||
['Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)', 'Ganons Tower (Compass Room)',
|
||||
'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)', 'Ganons Tower (Firesnake Room)',
|
||||
'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)', 'Ganons Tower (Top)',
|
||||
'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)', 'Agahnim 2'],
|
||||
ItemFactory('Big Key (Ganons Tower)', player),
|
||||
ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
|
||||
ItemFactory(['Small Key (Ganons Tower)'] * 8, player),
|
||||
ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
|
||||
else:
|
||||
AT = make_dungeon('Inverted Agahnims Tower', 'Agahnim', ['Inverted Agahnims Tower', 'Agahnim 1'], None,
|
||||
ItemFactory(['Small Key (Agahnims Tower)'] * 2, player), [])
|
||||
ItemFactory(['Small Key (Agahnims Tower)'] * 4, player), [])
|
||||
GT = make_dungeon('Inverted Ganons Tower', 'Agahnim2',
|
||||
['Inverted Ganons Tower (Entrance)', 'Ganons Tower (Tile Room)',
|
||||
'Ganons Tower (Compass Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower (Map Room)',
|
||||
'Ganons Tower (Firesnake Room)', 'Ganons Tower (Teleport Room)', 'Ganons Tower (Bottom)',
|
||||
'Ganons Tower (Top)', 'Ganons Tower (Before Moldorm)', 'Ganons Tower (Moldorm)',
|
||||
'Agahnim 2'], ItemFactory('Big Key (Ganons Tower)', player),
|
||||
ItemFactory(['Small Key (Ganons Tower)'] * 4, player),
|
||||
ItemFactory(['Small Key (Ganons Tower)'] * 8, player),
|
||||
ItemFactory(['Map (Ganons Tower)', 'Compass (Ganons Tower)'], player))
|
||||
|
||||
GT.bosses['bottom'] = BossFactory('Armos Knights', player)
|
||||
@@ -195,10 +200,11 @@ def fill_dungeons_restrictive(multiworld: MultiWorld):
|
||||
dungeon_specific: set = set()
|
||||
for subworld in multiworld.get_game_worlds("A Link to the Past"):
|
||||
player = subworld.player
|
||||
localized |= {(player, item_name) for item_name in
|
||||
subworld.dungeon_local_item_names}
|
||||
dungeon_specific |= {(player, item_name) for item_name in
|
||||
subworld.dungeon_specific_item_names}
|
||||
if player not in multiworld.groups:
|
||||
localized |= {(player, item_name) for item_name in
|
||||
subworld.dungeon_local_item_names}
|
||||
dungeon_specific |= {(player, item_name) for item_name in
|
||||
subworld.dungeon_specific_item_names}
|
||||
|
||||
if localized:
|
||||
in_dungeon_items = [item for item in get_dungeon_item_pool(multiworld) if (item.player, item.name) in localized]
|
||||
@@ -249,7 +255,17 @@ def fill_dungeons_restrictive(multiworld: MultiWorld):
|
||||
if all_state_base.has("Triforce", player):
|
||||
all_state_base.remove(multiworld.worlds[player].create_item("Triforce"))
|
||||
|
||||
fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, True, True, allow_excluded=True)
|
||||
for (player, key_drop_shuffle) in multiworld.key_drop_shuffle.items():
|
||||
if not key_drop_shuffle and player not in multiworld.groups:
|
||||
for key_loc in key_drop_data:
|
||||
key_data = key_drop_data[key_loc]
|
||||
all_state_base.remove(ItemFactory(key_data[3], player))
|
||||
loc = multiworld.get_location(key_loc, player)
|
||||
|
||||
if loc in all_state_base.events:
|
||||
all_state_base.events.remove(loc)
|
||||
fill_restrictive(multiworld, all_state_base, locations, in_dungeon_items, True, True,
|
||||
name="LttP Dungeon Items")
|
||||
|
||||
|
||||
dungeon_music_addresses = {'Eastern Palace - Prize': [0x1559A],
|
||||
|
||||
@@ -3134,6 +3134,7 @@ mandatory_connections = [('Links House S&Q', 'Links House'),
|
||||
('Swamp Palace Moat', 'Swamp Palace (First Room)'),
|
||||
('Swamp Palace Small Key Door', 'Swamp Palace (Starting Area)'),
|
||||
('Swamp Palace (Center)', 'Swamp Palace (Center)'),
|
||||
('Swamp Palace (West)', 'Swamp Palace (West)'),
|
||||
('Swamp Palace (North)', 'Swamp Palace (North)'),
|
||||
('Thieves Town Big Key Door', 'Thieves Town (Deep)'),
|
||||
('Skull Woods Torch Room', 'Skull Woods Final Section (Mothula)'),
|
||||
@@ -3148,7 +3149,8 @@ mandatory_connections = [('Links House S&Q', 'Links House'),
|
||||
('Blind Fight', 'Blind Fight'),
|
||||
('Desert Palace Pots (Outer)', 'Desert Palace Main (Inner)'),
|
||||
('Desert Palace Pots (Inner)', 'Desert Palace Main (Outer)'),
|
||||
('Ice Palace Entrance Room', 'Ice Palace (Main)'),
|
||||
('Ice Palace (Main)', 'Ice Palace (Main)'),
|
||||
('Ice Palace (Second Section)', 'Ice Palace (Second Section)'),
|
||||
('Ice Palace (East)', 'Ice Palace (East)'),
|
||||
('Ice Palace (East Top)', 'Ice Palace (East Top)'),
|
||||
('Ice Palace (Kholdstare)', 'Ice Palace (Kholdstare)'),
|
||||
@@ -3158,9 +3160,11 @@ mandatory_connections = [('Links House S&Q', 'Links House'),
|
||||
('Misery Mire (Vitreous)', 'Misery Mire (Vitreous)'),
|
||||
('Turtle Rock Entrance Gap', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock Entrance Gap Reverse', 'Turtle Rock (Entrance)'),
|
||||
('Turtle Rock Pokey Room', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock Entrance to Pokey Room', 'Turtle Rock (Pokey Room)'),
|
||||
('Turtle Rock (Pokey Room) (South)', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock (Pokey Room) (North)', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Second Section)'),
|
||||
('Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock (Pokey Room)'),
|
||||
('Turtle Rock Chain Chomp Staircase', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock (Big Chest) (North)', 'Turtle Rock (Second Section)'),
|
||||
('Turtle Rock Big Key Door', 'Turtle Rock (Crystaroller Room)'),
|
||||
@@ -3285,6 +3289,7 @@ inverted_mandatory_connections = [('Links House S&Q', 'Inverted Links House'),
|
||||
('Swamp Palace Moat', 'Swamp Palace (First Room)'),
|
||||
('Swamp Palace Small Key Door', 'Swamp Palace (Starting Area)'),
|
||||
('Swamp Palace (Center)', 'Swamp Palace (Center)'),
|
||||
('Swamp Palace (West)', 'Swamp Palace (West)'),
|
||||
('Swamp Palace (North)', 'Swamp Palace (North)'),
|
||||
('Thieves Town Big Key Door', 'Thieves Town (Deep)'),
|
||||
('Skull Woods Torch Room', 'Skull Woods Final Section (Mothula)'),
|
||||
@@ -3299,7 +3304,8 @@ inverted_mandatory_connections = [('Links House S&Q', 'Inverted Links House'),
|
||||
('Blind Fight', 'Blind Fight'),
|
||||
('Desert Palace Pots (Outer)', 'Desert Palace Main (Inner)'),
|
||||
('Desert Palace Pots (Inner)', 'Desert Palace Main (Outer)'),
|
||||
('Ice Palace Entrance Room', 'Ice Palace (Main)'),
|
||||
('Ice Palace (Main)', 'Ice Palace (Main)'),
|
||||
('Ice Palace (Second Section)', 'Ice Palace (Second Section)'),
|
||||
('Ice Palace (East)', 'Ice Palace (East)'),
|
||||
('Ice Palace (East Top)', 'Ice Palace (East Top)'),
|
||||
('Ice Palace (Kholdstare)', 'Ice Palace (Kholdstare)'),
|
||||
@@ -3309,9 +3315,11 @@ inverted_mandatory_connections = [('Links House S&Q', 'Inverted Links House'),
|
||||
('Misery Mire (Vitreous)', 'Misery Mire (Vitreous)'),
|
||||
('Turtle Rock Entrance Gap', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock Entrance Gap Reverse', 'Turtle Rock (Entrance)'),
|
||||
('Turtle Rock Pokey Room', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock Entrance to Pokey Room', 'Turtle Rock (Pokey Room)'),
|
||||
('Turtle Rock (Pokey Room) (South)', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock (Pokey Room) (North)', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Second Section)'),
|
||||
('Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock (First Section)'),
|
||||
('Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock (Pokey Room)'),
|
||||
('Turtle Rock Chain Chomp Staircase', 'Turtle Rock (Chain Chomp Room)'),
|
||||
('Turtle Rock (Big Chest) (North)', 'Turtle Rock (Second Section)'),
|
||||
('Turtle Rock Big Key Door', 'Turtle Rock (Crystaroller Room)'),
|
||||
|
||||
@@ -149,41 +149,37 @@ def create_inverted_regions(world, player):
|
||||
create_lw_region(world, player, 'Desert Palace Entrance (North) Spot', None,
|
||||
['Desert Palace Entrance (North)', 'Desert Ledge Return Rocks',
|
||||
'Desert Palace North Mirror Spot']),
|
||||
create_dungeon_region(world, player, 'Desert Palace Main (Outer)', 'Desert Palace',
|
||||
['Desert Palace - Big Chest', 'Desert Palace - Torch', 'Desert Palace - Map Chest'],
|
||||
['Desert Palace Pots (Outer)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)',
|
||||
'Desert Palace East Wing']),
|
||||
create_dungeon_region(world, player, 'Desert Palace Main (Inner)', 'Desert Palace', None,
|
||||
['Desert Palace Exit (South)', 'Desert Palace Pots (Inner)']),
|
||||
create_dungeon_region(world, player, 'Desert Palace East', 'Desert Palace',
|
||||
['Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Desert Palace Main (Outer)', 'Desert Palace', ['Desert Palace - Big Chest', 'Desert Palace - Torch', 'Desert Palace - Map Chest'],
|
||||
['Desert Palace Pots (Outer)', 'Desert Palace Exit (West)', 'Desert Palace Exit (East)', 'Desert Palace East Wing']),
|
||||
create_dungeon_region(world, player, 'Desert Palace Main (Inner)', 'Desert Palace', None, ['Desert Palace Exit (South)', 'Desert Palace Pots (Inner)']),
|
||||
create_dungeon_region(world, player, 'Desert Palace East', 'Desert Palace', ['Desert Palace - Compass Chest', 'Desert Palace - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Desert Palace North', 'Desert Palace',
|
||||
['Desert Palace - Boss', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
|
||||
['Desert Palace - Desert Tiles 1 Pot Key', 'Desert Palace - Beamos Hall Pot Key',
|
||||
'Desert Palace - Desert Tiles 2 Pot Key',
|
||||
'Desert Palace - Boss', 'Desert Palace - Prize'], ['Desert Palace Exit (North)']),
|
||||
create_dungeon_region(world, player, 'Eastern Palace', 'Eastern Palace',
|
||||
['Eastern Palace - Compass Chest', 'Eastern Palace - Big Chest',
|
||||
'Eastern Palace - Cannonball Chest',
|
||||
'Eastern Palace - Big Key Chest', 'Eastern Palace - Map Chest', 'Eastern Palace - Boss',
|
||||
'Eastern Palace - Prize'], ['Eastern Palace Exit']),
|
||||
'Eastern Palace - Dark Square Pot Key', 'Eastern Palace - Dark Eyegore Key Drop',
|
||||
'Eastern Palace - Big Key Chest',
|
||||
'Eastern Palace - Map Chest', 'Eastern Palace - Boss', 'Eastern Palace - Prize'],
|
||||
['Eastern Palace Exit']),
|
||||
create_lw_region(world, player, 'Master Sword Meadow', ['Master Sword Pedestal']),
|
||||
create_cave_region(world, player, 'Lost Woods Gamble', 'a game of chance'),
|
||||
create_lw_region(world, player, 'Hyrule Castle Ledge', None,
|
||||
['Hyrule Castle Entrance (East)', 'Hyrule Castle Entrance (West)', 'Inverted Ganons Tower',
|
||||
'Hyrule Castle Ledge Courtyard Drop', 'Inverted Pyramid Hole']),
|
||||
create_lw_region(world, player, 'Hyrule Castle Ledge', None, ['Hyrule Castle Entrance (East)', 'Hyrule Castle Entrance (West)', 'Inverted Ganons Tower', 'Hyrule Castle Ledge Courtyard Drop', 'Inverted Pyramid Hole']),
|
||||
create_dungeon_region(world, player, 'Hyrule Castle', 'Hyrule Castle',
|
||||
['Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest',
|
||||
'Hyrule Castle - Zelda\'s Chest'],
|
||||
'Hyrule Castle - Zelda\'s Chest',
|
||||
'Hyrule Castle - Map Guard Key Drop', 'Hyrule Castle - Boomerang Guard Key Drop',
|
||||
'Hyrule Castle - Big Key Drop'],
|
||||
['Hyrule Castle Exit (East)', 'Hyrule Castle Exit (West)', 'Hyrule Castle Exit (South)',
|
||||
'Throne Room']),
|
||||
create_dungeon_region(world, player, 'Sewer Drop', 'a drop\'s exit', None, ['Sewer Drop']), # This exists only to be referenced for access checks
|
||||
create_dungeon_region(world, player, 'Sewers (Dark)', 'a drop\'s exit', ['Sewers - Dark Cross'],
|
||||
['Sewers Door']),
|
||||
create_dungeon_region(world, player, 'Sewers', 'a drop\'s exit',
|
||||
['Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
|
||||
'Sewers - Secret Room - Right'], ['Sanctuary Push Door', 'Sewers Back Door']),
|
||||
create_dungeon_region(world, player, 'Sewers (Dark)', 'a drop\'s exit', ['Sewers - Dark Cross', 'Sewers - Key Rat Key Drop'], ['Sewers Door']),
|
||||
create_dungeon_region(world, player, 'Sewers', 'a drop\'s exit', ['Sewers - Secret Room - Left', 'Sewers - Secret Room - Middle',
|
||||
'Sewers - Secret Room - Right'], ['Sanctuary Push Door', 'Sewers Back Door']),
|
||||
create_dungeon_region(world, player, 'Sanctuary', 'a drop\'s exit', ['Sanctuary'], ['Sanctuary Exit']),
|
||||
create_dungeon_region(world, player, 'Inverted Agahnims Tower', 'Castle Tower',
|
||||
['Castle Tower - Room 03', 'Castle Tower - Dark Maze'],
|
||||
['Agahnim 1', 'Inverted Agahnims Tower Exit']),
|
||||
create_dungeon_region(world, player, 'Inverted Agahnims Tower', 'Castle Tower', ['Castle Tower - Room 03', 'Castle Tower - Dark Maze', 'Castle Tower - Dark Archer Key Drop', 'Castle Tower - Circle of Pots Key Drop'], ['Agahnim 1', 'Inverted Agahnims Tower Exit']),
|
||||
create_dungeon_region(world, player, 'Agahnim 1', 'Castle Tower', ['Agahnim 1'], None),
|
||||
create_cave_region(world, player, 'Old Man Cave', 'a connector', ['Old Man'],
|
||||
['Old Man Cave Exit (East)', 'Old Man Cave Exit (West)']),
|
||||
@@ -253,14 +249,9 @@ def create_inverted_regions(world, player):
|
||||
'Death Mountain (Top) Mirror Spot']),
|
||||
create_dw_region(world, player, 'Bumper Cave Ledge', ['Bumper Cave Ledge'],
|
||||
['Bumper Cave Ledge Drop', 'Bumper Cave (Top)']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Bottom)', 'Tower of Hera',
|
||||
['Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest'],
|
||||
['Tower of Hera Small Key Door', 'Tower of Hera Big Key Door', 'Tower of Hera Exit']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Basement)', 'Tower of Hera',
|
||||
['Tower of Hera - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Top)', 'Tower of Hera',
|
||||
['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Boss',
|
||||
'Tower of Hera - Prize']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Bottom)', 'Tower of Hera', ['Tower of Hera - Basement Cage', 'Tower of Hera - Map Chest'], ['Tower of Hera Small Key Door', 'Tower of Hera Big Key Door', 'Tower of Hera Exit']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Basement)', 'Tower of Hera', ['Tower of Hera - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Tower of Hera (Top)', 'Tower of Hera', ['Tower of Hera - Compass Chest', 'Tower of Hera - Big Chest', 'Tower of Hera - Boss', 'Tower of Hera - Prize']),
|
||||
|
||||
create_dw_region(world, player, 'East Dark World', ['Pyramid'],
|
||||
['Pyramid Fairy', 'South Dark World Bridge', 'Palace of Darkness',
|
||||
@@ -360,128 +351,82 @@ def create_inverted_regions(world, player):
|
||||
['Floating Island Drop', 'Hookshot Cave Back Entrance']),
|
||||
create_cave_region(world, player, 'Mimic Cave', 'Mimic Cave', ['Mimic Cave']),
|
||||
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Entrance)', 'Swamp Palace', None,
|
||||
['Swamp Palace Moat', 'Swamp Palace Exit']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (First Room)', 'Swamp Palace', ['Swamp Palace - Entrance'],
|
||||
['Swamp Palace Small Key Door']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Starting Area)', 'Swamp Palace',
|
||||
['Swamp Palace - Map Chest'], ['Swamp Palace (Center)']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Center)', 'Swamp Palace',
|
||||
['Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest',
|
||||
'Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest'], ['Swamp Palace (North)']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (North)', 'Swamp Palace',
|
||||
['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
|
||||
'Swamp Palace - Waterfall Room', 'Swamp Palace - Boss', 'Swamp Palace - Prize']),
|
||||
create_dungeon_region(world, player, 'Thieves Town (Entrance)', 'Thieves\' Town',
|
||||
['Thieves\' Town - Big Key Chest',
|
||||
'Thieves\' Town - Map Chest',
|
||||
'Thieves\' Town - Compass Chest',
|
||||
'Thieves\' Town - Ambush Chest'], ['Thieves Town Big Key Door', 'Thieves Town Exit']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Entrance)', 'Swamp Palace', None, ['Swamp Palace Moat', 'Swamp Palace Exit']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (First Room)', 'Swamp Palace', ['Swamp Palace - Entrance'], ['Swamp Palace Small Key Door']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Starting Area)', 'Swamp Palace', ['Swamp Palace - Map Chest', 'Swamp Palace - Pot Row Pot Key',
|
||||
'Swamp Palace - Trench 1 Pot Key'], ['Swamp Palace (Center)']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (Center)', 'Swamp Palace', ['Swamp Palace - Big Chest', 'Swamp Palace - Compass Chest', 'Swamp Palace - Hookshot Pot Key',
|
||||
'Swamp Palace - Trench 2 Pot Key'], ['Swamp Palace (North)', 'Swamp Palace (West)']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (West)', 'Swamp Palace', ['Swamp Palace - Big Key Chest', 'Swamp Palace - West Chest']),
|
||||
create_dungeon_region(world, player, 'Swamp Palace (North)', 'Swamp Palace', ['Swamp Palace - Flooded Room - Left', 'Swamp Palace - Flooded Room - Right',
|
||||
'Swamp Palace - Waterway Pot Key', 'Swamp Palace - Waterfall Room',
|
||||
'Swamp Palace - Boss', 'Swamp Palace - Prize']),
|
||||
create_dungeon_region(world, player, 'Thieves Town (Entrance)', 'Thieves\' Town', ['Thieves\' Town - Big Key Chest',
|
||||
'Thieves\' Town - Map Chest',
|
||||
'Thieves\' Town - Compass Chest',
|
||||
'Thieves\' Town - Ambush Chest'], ['Thieves Town Big Key Door', 'Thieves Town Exit']),
|
||||
create_dungeon_region(world, player, 'Thieves Town (Deep)', 'Thieves\' Town', ['Thieves\' Town - Attic',
|
||||
'Thieves\' Town - Big Chest',
|
||||
'Thieves\' Town - Blind\'s Cell'],
|
||||
'Thieves\' Town - Big Chest',
|
||||
'Thieves\' Town - Hallway Pot Key',
|
||||
'Thieves\' Town - Spike Switch Pot Key',
|
||||
'Thieves\' Town - Blind\'s Cell'],
|
||||
['Blind Fight']),
|
||||
create_dungeon_region(world, player, 'Blind Fight', 'Thieves\' Town',
|
||||
['Thieves\' Town - Boss', 'Thieves\' Town - Prize']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section', 'Skull Woods', ['Skull Woods - Map Chest'],
|
||||
['Skull Woods First Section Exit', 'Skull Woods First Section Bomb Jump',
|
||||
'Skull Woods First Section South Door', 'Skull Woods First Section West Door']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Right)', 'Skull Woods',
|
||||
['Skull Woods - Pinball Room'], ['Skull Woods First Section (Right) North Door']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Left)', 'Skull Woods',
|
||||
['Skull Woods - Compass Chest', 'Skull Woods - Pot Prison'],
|
||||
['Skull Woods First Section (Left) Door to Exit',
|
||||
'Skull Woods First Section (Left) Door to Right']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Top)', 'Skull Woods',
|
||||
['Skull Woods - Big Chest'], ['Skull Woods First Section (Top) One-Way Path']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Second Section (Drop)', 'Skull Woods', None,
|
||||
['Skull Woods Second Section (Drop)']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Second Section', 'Skull Woods',
|
||||
['Skull Woods - Big Key Chest'],
|
||||
['Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Final Section (Entrance)', 'Skull Woods',
|
||||
['Skull Woods - Bridge Room'],
|
||||
['Skull Woods Torch Room', 'Skull Woods Final Section Exit']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Final Section (Mothula)', 'Skull Woods',
|
||||
['Skull Woods - Boss', 'Skull Woods - Prize']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Entrance)', 'Ice Palace', None,
|
||||
['Ice Palace Entrance Room', 'Ice Palace Exit']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Main)', 'Ice Palace',
|
||||
['Ice Palace - Compass Chest', 'Ice Palace - Freezor Chest',
|
||||
'Ice Palace - Big Chest', 'Ice Palace - Iced T Room'],
|
||||
['Ice Palace (East)', 'Ice Palace (Kholdstare)']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (East)', 'Ice Palace', ['Ice Palace - Spike Room'],
|
||||
['Ice Palace (East Top)']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (East Top)', 'Ice Palace',
|
||||
['Ice Palace - Big Key Chest', 'Ice Palace - Map Chest']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Kholdstare)', 'Ice Palace',
|
||||
['Ice Palace - Boss', 'Ice Palace - Prize']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Entrance)', 'Misery Mire', None,
|
||||
['Misery Mire Entrance Gap', 'Misery Mire Exit']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Main)', 'Misery Mire',
|
||||
['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
|
||||
'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest'],
|
||||
['Misery Mire (West)', 'Misery Mire Big Key Door']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (West)', 'Misery Mire',
|
||||
['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Final Area)', 'Misery Mire', None,
|
||||
['Misery Mire (Vitreous)']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Vitreous)', 'Misery Mire',
|
||||
['Misery Mire - Boss', 'Misery Mire - Prize']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Entrance)', 'Turtle Rock', None,
|
||||
['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (First Section)', 'Turtle Rock',
|
||||
['Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left',
|
||||
'Turtle Rock - Roller Room - Right'],
|
||||
['Turtle Rock Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock',
|
||||
['Turtle Rock - Chain Chomps'],
|
||||
create_dungeon_region(world, player, 'Blind Fight', 'Thieves\' Town', ['Thieves\' Town - Boss', 'Thieves\' Town - Prize']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section', 'Skull Woods', ['Skull Woods - Map Chest'], ['Skull Woods First Section Exit', 'Skull Woods First Section Bomb Jump', 'Skull Woods First Section South Door', 'Skull Woods First Section West Door']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Right)', 'Skull Woods', ['Skull Woods - Pinball Room'], ['Skull Woods First Section (Right) North Door']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Left)', 'Skull Woods', ['Skull Woods - Compass Chest', 'Skull Woods - Pot Prison'], ['Skull Woods First Section (Left) Door to Exit', 'Skull Woods First Section (Left) Door to Right']),
|
||||
create_dungeon_region(world, player, 'Skull Woods First Section (Top)', 'Skull Woods', ['Skull Woods - Big Chest'], ['Skull Woods First Section (Top) One-Way Path']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Second Section (Drop)', 'Skull Woods', None, ['Skull Woods Second Section (Drop)']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Second Section', 'Skull Woods', ['Skull Woods - Big Key Chest', 'Skull Woods - West Lobby Pot Key'], ['Skull Woods Second Section Exit (East)', 'Skull Woods Second Section Exit (West)']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Final Section (Entrance)', 'Skull Woods', ['Skull Woods - Bridge Room', 'Skull Woods - Spike Corner Key Drop'], ['Skull Woods Torch Room', 'Skull Woods Final Section Exit']),
|
||||
create_dungeon_region(world, player, 'Skull Woods Final Section (Mothula)', 'Skull Woods', ['Skull Woods - Boss', 'Skull Woods - Prize']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Entrance)', 'Ice Palace', ['Ice Palace - Jelly Key Drop'], ['Ice Palace (Second Section)', 'Ice Palace Exit']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Second Section)', 'Ice Palace', ['Ice Palace - Conveyor Key Drop', 'Ice Palace - Compass Chest'], ['Ice Palace (Main)']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Main)', 'Ice Palace', ['Ice Palace - Freezor Chest',
|
||||
'Ice Palace - Many Pots Pot Key',
|
||||
'Ice Palace - Big Chest', 'Ice Palace - Iced T Room'], ['Ice Palace (East)', 'Ice Palace (Kholdstare)']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (East)', 'Ice Palace', ['Ice Palace - Spike Room'], ['Ice Palace (East Top)']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (East Top)', 'Ice Palace', ['Ice Palace - Big Key Chest', 'Ice Palace - Map Chest', 'Ice Palace - Hammer Block Key Drop']),
|
||||
create_dungeon_region(world, player, 'Ice Palace (Kholdstare)', 'Ice Palace', ['Ice Palace - Boss', 'Ice Palace - Prize']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Entrance)', 'Misery Mire', None, ['Misery Mire Entrance Gap', 'Misery Mire Exit']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Main)', 'Misery Mire', ['Misery Mire - Big Chest', 'Misery Mire - Map Chest', 'Misery Mire - Main Lobby',
|
||||
'Misery Mire - Bridge Chest', 'Misery Mire - Spike Chest',
|
||||
'Misery Mire - Spikes Pot Key', 'Misery Mire - Fishbone Pot Key',
|
||||
'Misery Mire - Conveyor Crystal Key Drop'], ['Misery Mire (West)', 'Misery Mire Big Key Door']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (West)', 'Misery Mire', ['Misery Mire - Compass Chest', 'Misery Mire - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Final Area)', 'Misery Mire', None, ['Misery Mire (Vitreous)']),
|
||||
create_dungeon_region(world, player, 'Misery Mire (Vitreous)', 'Misery Mire', ['Misery Mire - Boss', 'Misery Mire - Prize']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Entrance)', 'Turtle Rock', None, ['Turtle Rock Entrance Gap', 'Turtle Rock Exit (Front)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (First Section)', 'Turtle Rock', ['Turtle Rock - Compass Chest', 'Turtle Rock - Roller Room - Left',
|
||||
'Turtle Rock - Roller Room - Right'],
|
||||
['Turtle Rock Entrance to Pokey Room', 'Turtle Rock Entrance Gap Reverse']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Pokey Room)', 'Turtle Rock', ['Turtle Rock - Pokey 1 Key Drop'], ['Turtle Rock (Pokey Room) (North)', 'Turtle Rock (Pokey Room) (South)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Chain Chomp Room)', 'Turtle Rock', ['Turtle Rock - Chain Chomps'],
|
||||
['Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Second Section)', 'Turtle Rock',
|
||||
['Turtle Rock - Big Key Chest'],
|
||||
['Turtle Rock - Big Key Chest', 'Turtle Rock - Pokey 2 Key Drop'],
|
||||
['Turtle Rock Ledge Exit (West)', 'Turtle Rock Chain Chomp Staircase',
|
||||
'Turtle Rock Big Key Door']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Big Chest)', 'Turtle Rock', ['Turtle Rock - Big Chest'],
|
||||
['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Crystaroller Room)', 'Turtle Rock',
|
||||
['Turtle Rock - Crystaroller Room'],
|
||||
['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Dark Room)', 'Turtle Rock', None,
|
||||
['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge)', 'Turtle Rock',
|
||||
['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
|
||||
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
|
||||
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)',
|
||||
'Turtle Rock Isolated Ledge Exit']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Trinexx)', 'Turtle Rock',
|
||||
['Turtle Rock - Boss', 'Turtle Rock - Prize']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Entrance)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Shooter Room'],
|
||||
['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall',
|
||||
'Palace of Darkness Exit']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Center)', 'Palace of Darkness',
|
||||
['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],
|
||||
['Palace of Darkness Big Key Chest Staircase', 'Palace of Darkness (North)',
|
||||
'Palace of Darkness Big Key Door']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Big Key Chest)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Bonk Section)', 'Palace of Darkness',
|
||||
['Palace of Darkness - The Arena - Ledge', 'Palace of Darkness - Map Chest'],
|
||||
['Palace of Darkness Hammer Peg Drop']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (North)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Compass Chest', 'Palace of Darkness - Dark Basement - Left',
|
||||
'Palace of Darkness - Dark Basement - Right'],
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Big Chest)', 'Turtle Rock', ['Turtle Rock - Big Chest'], ['Turtle Rock (Big Chest) (North)', 'Turtle Rock Ledge Exit (East)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Crystaroller Room)', 'Turtle Rock', ['Turtle Rock - Crystaroller Room'], ['Turtle Rock Dark Room Staircase', 'Turtle Rock Big Key Door Reverse']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Dark Room)', 'Turtle Rock', None, ['Turtle Rock (Dark Room) (North)', 'Turtle Rock (Dark Room) (South)']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Eye Bridge)', 'Turtle Rock', ['Turtle Rock - Eye Bridge - Bottom Left', 'Turtle Rock - Eye Bridge - Bottom Right',
|
||||
'Turtle Rock - Eye Bridge - Top Left', 'Turtle Rock - Eye Bridge - Top Right'],
|
||||
['Turtle Rock Dark Room (South)', 'Turtle Rock (Trinexx)', 'Turtle Rock Isolated Ledge Exit']),
|
||||
create_dungeon_region(world, player, 'Turtle Rock (Trinexx)', 'Turtle Rock', ['Turtle Rock - Boss', 'Turtle Rock - Prize']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Entrance)', 'Palace of Darkness', ['Palace of Darkness - Shooter Room'], ['Palace of Darkness Bridge Room', 'Palace of Darkness Bonk Wall', 'Palace of Darkness Exit']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Center)', 'Palace of Darkness', ['Palace of Darkness - The Arena - Bridge', 'Palace of Darkness - Stalfos Basement'],
|
||||
['Palace of Darkness Big Key Chest Staircase', 'Palace of Darkness (North)', 'Palace of Darkness Big Key Door']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Big Key Chest)', 'Palace of Darkness', ['Palace of Darkness - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Bonk Section)', 'Palace of Darkness', ['Palace of Darkness - The Arena - Ledge', 'Palace of Darkness - Map Chest'], ['Palace of Darkness Hammer Peg Drop']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (North)', 'Palace of Darkness', ['Palace of Darkness - Compass Chest', 'Palace of Darkness - Dark Basement - Left', 'Palace of Darkness - Dark Basement - Right'],
|
||||
['Palace of Darkness Spike Statue Room Door', 'Palace of Darkness Maze Door']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Maze)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom',
|
||||
'Palace of Darkness - Big Chest']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Harmless Hellway']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Final Section)', 'Palace of Darkness',
|
||||
['Palace of Darkness - Boss', 'Palace of Darkness - Prize']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Maze)', 'Palace of Darkness', ['Palace of Darkness - Dark Maze - Top', 'Palace of Darkness - Dark Maze - Bottom', 'Palace of Darkness - Big Chest']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Harmless Hellway)', 'Palace of Darkness', ['Palace of Darkness - Harmless Hellway']),
|
||||
create_dungeon_region(world, player, 'Palace of Darkness (Final Section)', 'Palace of Darkness', ['Palace of Darkness - Boss', 'Palace of Darkness - Prize']),
|
||||
create_dungeon_region(world, player, 'Inverted Ganons Tower (Entrance)', 'Ganon\'s Tower',
|
||||
['Ganons Tower - Bob\'s Torch', 'Ganons Tower - Hope Room - Left',
|
||||
'Ganons Tower - Hope Room - Right'],
|
||||
'Ganons Tower - Hope Room - Right', 'Ganons Tower - Conveyor Cross Pot Key'],
|
||||
['Ganons Tower (Tile Room)', 'Ganons Tower (Hookshot Room)', 'Ganons Tower Big Key Door',
|
||||
'Inverted Ganons Tower Exit']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Tile Room)', 'Ganon\'s Tower', ['Ganons Tower - Tile Room'],
|
||||
@@ -489,10 +434,13 @@ def create_inverted_regions(world, player):
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Compass Room)', 'Ganon\'s Tower',
|
||||
['Ganons Tower - Compass Room - Top Left', 'Ganons Tower - Compass Room - Top Right',
|
||||
'Ganons Tower - Compass Room - Bottom Left',
|
||||
'Ganons Tower - Compass Room - Bottom Right'], ['Ganons Tower (Bottom) (East)']),
|
||||
'Ganons Tower - Compass Room - Bottom Right',
|
||||
'Ganons Tower - Conveyor Star Pits Pot Key'],
|
||||
['Ganons Tower (Bottom) (East)']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Hookshot Room)', 'Ganon\'s Tower',
|
||||
['Ganons Tower - DMs Room - Top Left', 'Ganons Tower - DMs Room - Top Right',
|
||||
'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right'],
|
||||
'Ganons Tower - DMs Room - Bottom Left', 'Ganons Tower - DMs Room - Bottom Right',
|
||||
'Ganons Tower - Double Switch Pot Key'],
|
||||
['Ganons Tower (Map Room)', 'Ganons Tower (Double Switch Room)']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Map Room)', 'Ganon\'s Tower', ['Ganons Tower - Map Chest']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Firesnake Room)', 'Ganon\'s Tower',
|
||||
@@ -501,21 +449,21 @@ def create_inverted_regions(world, player):
|
||||
['Ganons Tower - Randomizer Room - Top Left',
|
||||
'Ganons Tower - Randomizer Room - Top Right',
|
||||
'Ganons Tower - Randomizer Room - Bottom Left',
|
||||
'Ganons Tower - Randomizer Room - Bottom Right'], ['Ganons Tower (Bottom) (West)']),
|
||||
'Ganons Tower - Randomizer Room - Bottom Right'],
|
||||
['Ganons Tower (Bottom) (West)']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Bottom)', 'Ganon\'s Tower',
|
||||
['Ganons Tower - Bob\'s Chest', 'Ganons Tower - Big Chest',
|
||||
'Ganons Tower - Big Key Room - Left',
|
||||
'Ganons Tower - Big Key Room - Right', 'Ganons Tower - Big Key Chest']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Top)', 'Ganon\'s Tower', None,
|
||||
['Ganons Tower Torch Rooms']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Top)', 'Ganon\'s Tower', None, ['Ganons Tower Torch Rooms']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Before Moldorm)', 'Ganon\'s Tower',
|
||||
['Ganons Tower - Mini Helmasaur Room - Left',
|
||||
'Ganons Tower - Mini Helmasaur Room - Right',
|
||||
'Ganons Tower - Pre-Moldorm Chest'], ['Ganons Tower Moldorm Door']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Moldorm)', 'Ganon\'s Tower', None,
|
||||
['Ganons Tower Moldorm Gap']),
|
||||
create_dungeon_region(world, player, 'Agahnim 2', 'Ganon\'s Tower',
|
||||
['Ganons Tower - Validation Chest', 'Agahnim 2'], None),
|
||||
'Ganons Tower - Pre-Moldorm Chest', 'Ganons Tower - Mini Helmasaur Key Drop'],
|
||||
['Ganons Tower Moldorm Door']),
|
||||
create_dungeon_region(world, player, 'Ganons Tower (Moldorm)', 'Ganon\'s Tower', None, ['Ganons Tower Moldorm Gap']),
|
||||
|
||||
create_dungeon_region(world, player, 'Agahnim 2', 'Ganon\'s Tower', ['Ganons Tower - Validation Chest', 'Agahnim 2'], None),
|
||||
create_cave_region(world, player, 'Pyramid', 'a drop\'s exit', ['Ganon'], ['Ganon Drop']),
|
||||
create_cave_region(world, player, 'Bottom of Pyramid', 'a drop\'s exit', None, ['Pyramid Exit']),
|
||||
create_dw_region(world, player, 'Pyramid Ledge', None, ['Pyramid Drop']), # houlihan room exits here in inverted
|
||||
@@ -529,8 +477,6 @@ def create_inverted_regions(world, player):
|
||||
create_lw_region(world, player, 'Death Mountain Bunny Descent Area')
|
||||
]
|
||||
|
||||
world.initialize_regions()
|
||||
|
||||
|
||||
def mark_dark_world_regions(world, player):
|
||||
# cross world caves may have some sections marked as both in_light_world, and in_dark_work.
|
||||
|
||||
@@ -12,6 +12,7 @@ from .EntranceShuffle import connect_entrance
|
||||
from .Items import ItemFactory, GetBeemizerItem
|
||||
from .Options import smallkey_shuffle, compass_shuffle, bigkey_shuffle, map_shuffle, LTTPBosses
|
||||
from .StateHelpers import has_triforce_pieces, has_melee_weapon
|
||||
from .Regions import key_drop_data
|
||||
|
||||
# This file sets the item pools for various modes. Timed modes and triforce hunt are enforced first, and then extra items are specified per mode to fill in the remaining space.
|
||||
# Some basic items that various modes require are placed here, including pendants and crystals. Medallion requirements for the two relevant entrances are also decided.
|
||||
@@ -80,7 +81,7 @@ difficulties = {
|
||||
basicglove=basicgloves,
|
||||
alwaysitems=alwaysitems,
|
||||
legacyinsanity=legacyinsanity,
|
||||
universal_keys=['Small Key (Universal)'] * 28,
|
||||
universal_keys=['Small Key (Universal)'] * 29,
|
||||
extras=[easyfirst15extra, easysecond15extra, easythird10extra, easyfourth5extra, easyfinal25extra],
|
||||
progressive_sword_limit=8,
|
||||
progressive_shield_limit=6,
|
||||
@@ -112,7 +113,7 @@ difficulties = {
|
||||
basicglove=basicgloves,
|
||||
alwaysitems=alwaysitems,
|
||||
legacyinsanity=legacyinsanity,
|
||||
universal_keys=['Small Key (Universal)'] * 18 + ['Rupees (20)'] * 10,
|
||||
universal_keys=['Small Key (Universal)'] * 19 + ['Rupees (20)'] * 10,
|
||||
extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
|
||||
progressive_sword_limit=4,
|
||||
progressive_shield_limit=3,
|
||||
@@ -144,7 +145,7 @@ difficulties = {
|
||||
basicglove=basicgloves,
|
||||
alwaysitems=alwaysitems,
|
||||
legacyinsanity=legacyinsanity,
|
||||
universal_keys=['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 16,
|
||||
universal_keys=['Small Key (Universal)'] * 13 + ['Rupees (5)'] * 16,
|
||||
extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
|
||||
progressive_sword_limit=3,
|
||||
progressive_shield_limit=2,
|
||||
@@ -176,7 +177,7 @@ difficulties = {
|
||||
basicglove=basicgloves,
|
||||
alwaysitems=alwaysitems,
|
||||
legacyinsanity=legacyinsanity,
|
||||
universal_keys=['Small Key (Universal)'] * 12 + ['Rupees (5)'] * 16,
|
||||
universal_keys=['Small Key (Universal)'] * 13 + ['Rupees (5)'] * 16,
|
||||
extras=[normalfirst15extra, normalsecond15extra, normalthird10extra, normalfourth5extra, normalfinal25extra],
|
||||
progressive_sword_limit=2,
|
||||
progressive_shield_limit=1,
|
||||
@@ -212,7 +213,7 @@ for diff in {'easy', 'normal', 'hard', 'expert'}:
|
||||
basicglove=['Nothing'] * 2,
|
||||
alwaysitems=['Ice Rod'] + ['Nothing'] * 19,
|
||||
legacyinsanity=['Nothing'] * 2,
|
||||
universal_keys=['Nothing'] * 28,
|
||||
universal_keys=['Nothing'] * 29,
|
||||
extras=[['Nothing'] * 15, ['Nothing'] * 15, ['Nothing'] * 10, ['Nothing'] * 5, ['Nothing'] * 25],
|
||||
progressive_sword_limit=difficulties[diff].progressive_sword_limit,
|
||||
progressive_shield_limit=difficulties[diff].progressive_shield_limit,
|
||||
@@ -281,7 +282,6 @@ def generate_itempool(world):
|
||||
itempool.extend(['Arrows (10)'] * 7)
|
||||
if multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
||||
itempool.extend(itemdiff.universal_keys)
|
||||
itempool.append('Small Key (Universal)')
|
||||
|
||||
for item in itempool:
|
||||
multiworld.push_precollected(ItemFactory(item, player))
|
||||
@@ -293,7 +293,6 @@ def generate_itempool(world):
|
||||
loc.access_rule = lambda state: has_triforce_pieces(state, player)
|
||||
|
||||
region.locations.append(loc)
|
||||
multiworld.clear_location_cache()
|
||||
|
||||
multiworld.push_item(loc, ItemFactory('Triforce', player), False)
|
||||
loc.event = True
|
||||
@@ -314,6 +313,7 @@ def generate_itempool(world):
|
||||
for location_name, event_name in event_pairs:
|
||||
location = multiworld.get_location(location_name, player)
|
||||
event = ItemFactory(event_name, player)
|
||||
event.code = None
|
||||
multiworld.push_item(location, event, False)
|
||||
location.event = location.locked = True
|
||||
|
||||
@@ -374,11 +374,38 @@ def generate_itempool(world):
|
||||
|
||||
dungeon_items = [item for item in get_dungeon_item_pool_player(world)
|
||||
if item.name not in multiworld.worlds[player].dungeon_local_item_names]
|
||||
dungeon_item_replacements = difficulties[multiworld.difficulty[player]].extras[0]\
|
||||
+ difficulties[multiworld.difficulty[player]].extras[1]\
|
||||
+ difficulties[multiworld.difficulty[player]].extras[2]\
|
||||
+ difficulties[multiworld.difficulty[player]].extras[3]\
|
||||
+ difficulties[multiworld.difficulty[player]].extras[4]
|
||||
|
||||
for key_loc in key_drop_data:
|
||||
key_data = key_drop_data[key_loc]
|
||||
drop_item = ItemFactory(key_data[3], player)
|
||||
if multiworld.goal[player] == 'icerodhunt' or not multiworld.key_drop_shuffle[player]:
|
||||
if drop_item in dungeon_items:
|
||||
dungeon_items.remove(drop_item)
|
||||
else:
|
||||
dungeon = drop_item.name.split("(")[1].split(")")[0]
|
||||
if multiworld.mode[player] == 'inverted':
|
||||
if dungeon == "Agahnims Tower":
|
||||
dungeon = "Inverted Agahnims Tower"
|
||||
if dungeon == "Ganons Tower":
|
||||
dungeon = "Inverted Ganons Tower"
|
||||
if drop_item in world.dungeons[dungeon].small_keys:
|
||||
world.dungeons[dungeon].small_keys.remove(drop_item)
|
||||
elif world.dungeons[dungeon].big_key is not None and world.dungeons[dungeon].big_key == drop_item:
|
||||
world.dungeons[dungeon].big_key = None
|
||||
if not multiworld.key_drop_shuffle[player]:
|
||||
# key drop item was removed from the pool because key drop shuffle is off
|
||||
# and it will now place the removed key into its original location
|
||||
loc = multiworld.get_location(key_loc, player)
|
||||
loc.place_locked_item(drop_item)
|
||||
loc.address = None
|
||||
elif multiworld.goal[player] == 'icerodhunt':
|
||||
# key drop item removed because of icerodhunt
|
||||
multiworld.itempool.append(ItemFactory(GetBeemizerItem(world, player, 'Nothing'), player))
|
||||
multiworld.push_precollected(drop_item)
|
||||
elif "Small" in key_data[3] and multiworld.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
||||
# key drop shuffle and universal keys are on. Add universal keys in place of key drop keys.
|
||||
multiworld.itempool.append(ItemFactory(GetBeemizerItem(world, player, 'Small Key (Universal)'), player))
|
||||
dungeon_item_replacements = sum(difficulties[multiworld.difficulty[player]].extras, []) * 2
|
||||
multiworld.random.shuffle(dungeon_item_replacements)
|
||||
if multiworld.goal[player] == 'icerodhunt':
|
||||
for item in dungeon_items:
|
||||
@@ -391,7 +418,7 @@ def generate_itempool(world):
|
||||
or (multiworld.bigkey_shuffle[player] == bigkey_shuffle.option_start_with and item.type == 'BigKey')
|
||||
or (multiworld.compass_shuffle[player] == compass_shuffle.option_start_with and item.type == 'Compass')
|
||||
or (multiworld.map_shuffle[player] == map_shuffle.option_start_with and item.type == 'Map')):
|
||||
dungeon_items.remove(item)
|
||||
dungeon_items.pop(x)
|
||||
multiworld.push_precollected(item)
|
||||
multiworld.itempool.append(ItemFactory(dungeon_item_replacements.pop(), player))
|
||||
multiworld.itempool.extend([item for item in dungeon_items])
|
||||
@@ -508,8 +535,6 @@ def set_up_take_anys(world, player):
|
||||
take_any.shop.add_inventory(0, 'Blue Potion', 0, 0)
|
||||
take_any.shop.add_inventory(1, 'Boss Heart Container', 0, 0, create_location=True)
|
||||
|
||||
world.initialize_regions()
|
||||
|
||||
|
||||
def get_pool_core(world, player: int):
|
||||
shuffle = world.shuffle[player]
|
||||
@@ -639,14 +664,27 @@ def get_pool_core(world, player: int):
|
||||
pool = ['Rupees (5)' if item in replace else item for item in pool]
|
||||
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
||||
pool.extend(diff.universal_keys)
|
||||
item_to_place = 'Small Key (Universal)' if goal != 'icerodhunt' else 'Nothing'
|
||||
if mode == 'standard':
|
||||
key_location = world.random.choice(
|
||||
['Secret Passage', 'Hyrule Castle - Boomerang Chest', 'Hyrule Castle - Map Chest',
|
||||
'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross'])
|
||||
place_item(key_location, item_to_place)
|
||||
else:
|
||||
pool.extend([item_to_place])
|
||||
if world.key_drop_shuffle[player] and world.goal[player] != 'icerodhunt':
|
||||
key_locations = ['Secret Passage', 'Hyrule Castle - Map Guard Key Drop']
|
||||
key_location = world.random.choice(key_locations)
|
||||
key_locations.remove(key_location)
|
||||
place_item(key_location, "Small Key (Universal)")
|
||||
key_locations += ['Hyrule Castle - Boomerang Guard Key Drop', 'Hyrule Castle - Boomerang Chest',
|
||||
'Hyrule Castle - Map Chest']
|
||||
key_location = world.random.choice(key_locations)
|
||||
key_locations.remove(key_location)
|
||||
place_item(key_location, "Small Key (Universal)")
|
||||
key_locations += ['Hyrule Castle - Big Key Drop', 'Hyrule Castle - Zelda\'s Chest', 'Sewers - Dark Cross']
|
||||
key_location = world.random.choice(key_locations)
|
||||
key_locations.remove(key_location)
|
||||
place_item(key_location, "Small Key (Universal)")
|
||||
key_locations += ['Sewers - Key Rat Key Drop']
|
||||
key_location = world.random.choice(key_locations)
|
||||
place_item(key_location, "Small Key (Universal)")
|
||||
pool = pool[:-3]
|
||||
if world.key_drop_shuffle[player]:
|
||||
pass # pool.extend([item_to_place] * (len(key_drop_data) - 1))
|
||||
|
||||
return (pool, placed_items, precollected_items, clock_mode, treasure_hunt_count, treasure_hunt_icon,
|
||||
additional_pieces_to_place)
|
||||
@@ -799,7 +837,9 @@ def make_custom_item_pool(world, player):
|
||||
pool.extend(['Moon Pearl'] * customitemarray[28])
|
||||
|
||||
if world.smallkey_shuffle[player] == smallkey_shuffle.option_universal:
|
||||
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in universal mode
|
||||
itemtotal = itemtotal - 28 # Corrects for small keys not being in item pool in universal Mode
|
||||
if world.key_drop_shuffle[player]:
|
||||
itemtotal = itemtotal - (len(key_drop_data) - 1)
|
||||
if itemtotal < total_items_to_place:
|
||||
pool.extend(['Nothing'] * (total_items_to_place - itemtotal))
|
||||
logging.warning(f"Pool was filled up with {total_items_to_place - itemtotal} Nothing's for player {player}")
|
||||
|
||||