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126 Commits

Author SHA1 Message Date
NewSoupVi
a9e79854a8 Merge branch 'main' into NewSoupVi-patch-30 2024-12-12 14:57:04 +01:00
josephwhite
144d612c52 Super Mario 64: Rework logic for 100 Coins (#4131)
* sm64ex: Rework logic for 100 Coins

* sm64ex: 100 Coins Vanilla Option

* sm64ex: Avoiding raw int comparisons for 100 coin option

* sm64ex: Change 100 coin option from toggle to choice

* sm64ex: use snake_case for 100 coin option

* just use "vanilla" for option comparison (exempt-medic feedback)

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* sm64ex: remove vanilla 100 coins from item pool to remove overfilling stars

* yeah

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove range condition (35 is the min for total stars)

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-12 14:50:48 +01:00
LiquidCat64
3acbe9ece1 Castlevania: Circle of the Moon - Implement New Game (#3299)
* Add the cotm package with working seed playthrough generation.

* Add the proper event flag IDs for the Item codes.

* Oooops. Put the world completion condition in!

* Adjust the game name and abbreviations.

* Implement more settings.

* Account for too many start_inventory_from_pool cards with Halve DSS Cards Placed.

* Working (albeit very sloooooooooooow) ROM patching.

* Screw you, bsdiff! AP Procedure Patch for life!

* Nuke stage_assert_generate as the ROM is no longer needed for that.

* Working item writing and position adjusting.

* Fix the magic item graphics in Locations wherein they can be fixed.

* Enable sub-weapon shuffle

* Get the seed display working.

* Get the enemy item drop randomization working. Phew!

* Enemy drop rando and seed display fixes.

* Functional Countdown + Early Double setting

* Working multiworld (yay!)

* Fix item links and demo shenanigans.

* Add Wii U VC hash and a docs section explaining the rereleases.

* Change all client read/writes to EWRAM instead of Combined WRAM.

* Custom text insertion foundations.

* Working text converter and word wrap detector.

* More refinements to the text wrap system.

* Well and truly working sent/received messages.

* Add DeathLink and Battle Arena goal options.

* Add tracker stuff, unittests, all locations countdown, presets.

* Add to README, CODEOWNERS, and inno_setup

* Add to README, CODEOWNERS, and inno_setup

* Address some suggestions/problems.

* Switch the Items and Locations to using dataclasses.

* Add note about the alternate classes to the Game Page.

* Oooops, typo!

* Touch up the Options descriptions.

* Fix Battle Arena flag being detected incorrectly on connection and name the locked location/item pairs better.

* Implement option groups

* Swap the Lizard-man Locations into their correct Regions.

* Local start inventory, better DeathLink message handling, handle receiving over 255 of an item.

* Update the PopTracker pack links to no longer point to the Releases page.

* Add Skip Dialogues option.

* Update the presets for the accessibility rework.

* Swap the choices in the accessibility preset options.

* Uhhhhhhh...just see the apworld v4 changelog for this one.

* Ooops, typo!

* .

* Bunch of small stuff

* Correctly change "Fake" to "Breakable" in this comment.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Make can_touch_water one line.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Make broke_iron_maidens one line.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Fix majors countdown and make can_open_ceremonial_door one line.

* Make the Trap AP Item less obvious.

* Add Progression + Useful stuff, patcher handling for incompatible versions, and fix some mypy stuff.

* Better option groups.

* Change Early Double to Early Escape Item.

* Update DeathLink description and ditch the Menu region.

* Fix the Start Broken choice for Iron Maiden Behavior

* Remove the forced option change with Arena goal + required All Bosses and Arena.

* Update the Game Page with the removal of the forced option combination change.

* Fix client potential to send packets nonstop.

* More review addressing.

* Fix the new select_drop code.

* Fix the new select_drop code for REAL this time.

* Send another LocationScout if we send Location checks without having the Location info.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-12 14:47:47 +01:00
Scipio Wright
7d0b701a2d TUNIC: Change rule for heir access in non-hex quest #4365 2024-12-12 12:54:03 +01:00
Justus Lind
f91537fb48 Muse Dash: Remove bad option defaults. #4340 2024-12-12 09:18:19 +01:00
Jouramie
3c5ec49dbe Stardew Valley: Fix potential incompletable seed when starting winter (#4361)
* make moss available with any season except winter

* add tool and region requirement for moss
2024-12-12 09:17:19 +01:00
NewSoupVi
9a37a136a1 The Witness: Add more panels to the "doors: panels" mode (#2916)
* Add more panels that should be panels

* Make it so the caves panel items don't exist in early caves

* Remove unused import

* oops

* Remove Jungle to Monastery Garden from usefulification list

* Add a basic test

* ruff

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-12-10 21:13:45 +01:00
NewSoupVi
54a0a5ac00 The Witness: Put progression + useful on some items. (#4027)
* proguseful

* ruff

* variable rename

* variable rename

* Better (?) comment

* Better way to do this? I guess

* sure

* ruff

* Eh, it's not worth it. Here's the much simpler version

* don't need this now

* Improve some classification checks while we're at it

* Only proguseful obelisk keys if eps are individual
2024-12-10 21:06:06 +01:00
Exempt-Medic
704f14ffcd Core: Add toggles_as_bools to options.as_dict (#3770)
* Add toggles_as_bools to options.as_dict

* Update Options.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Add param to docstring

* if -> elif

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-10 20:37:54 +01:00
Star Rauchenberger
925fb967d3 Lingo: Fix number hunt issues on panels mode (#4342) 2024-12-10 20:36:38 +01:00
NewSoupVi
5dd19fccd0 MultiServer/CommonClient: We forgot about Item Links again (Hint Priority) (#4314)
* Vi don't forget about itemlinks challenge difficulty impossible

* People other than Vi also don't forget about ItemLinks challenge difficulty impossible
2024-12-10 20:35:36 +01:00
Jouramie
781100a571 CI: remove version restriction on pytest-subtests (#4356)
This reverts commit e3b5451672.
2024-12-10 20:26:33 +01:00
black-sliver
3fb0b57d19 Core: fix exceptions coming from LocationStore (#4358)
* Speedups: add instructions for ASAN

* Speedups: move typevars out of classes

* Speedups, NetUtils: raise correct exceptions

* Speedups: double-check malloc

* Tests: more LocationStore tests
2024-12-10 20:09:36 +01:00
Fabian Dill
f79657b41a WebHost: disable abbreviations for argparse (#4352) 2024-12-10 19:53:42 +01:00
black-sliver
4a5ba756b6 WebHost: Set Generator memory limit to 4GiB (#4319)
* WebHost: Set Generator memory limit to 4GiB

* WebHost: make generator memory limit configurable, better naming

* Update WebHostLib/__init__.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Update docs/webhost configuration sample.yaml

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-12-10 02:44:41 +01:00
black-sliver
0b3d34ab24 CI: update scan-build to v19 (#4338) 2024-12-10 02:25:09 +01:00
NewSoupVi
2e81774a1f Update Utils.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-09 22:24:04 +01:00
Jouramie
aa22b62b41 Stardew Valley: Force deactivation of Mr. Qi's special orders when ginger island is deactivated (#4348) 2024-12-09 21:17:25 +01:00
Jouramie
51c4fe8f67 Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311) 2024-12-09 03:00:30 +01:00
Louis M
26f9720e69 Aquaria: mega refactoring (#3810)
This PR is mainly refactoring. Here is what changed:
- Changing item names so that each words are capitalized (`Energy Form` instead of `Energy form`)
- Removing duplication of string literal by using:
  - Constants for items and locations,
  - Region's name attribute for entrances,
- Clarify some documentations,
- Adding some region to be more representative of the game and to remove listing of locations in the rules (prioritize entrance rules over individual location rules).

This is the other minor modifications that are not refactoring:
- Adding an early bind song option since that can be used to exit starting area.
- Changing Sun God to Lumerean God to be coherent with the other gods.
- Changing Home Water to Home Waters and Open Water to Open Waters to be coherent with the game.
- Removing a rules to have an attack to go in Mithalas Cathedral since you can to get some checks in it without an attack.
- Adding some options to slot data to be used with Poptracker.
- Fixing a little but still potentially logic breaking bug.
2024-12-09 02:18:00 +01:00
qwint
1f712d9a87 Various Worlds: use / explicitly for pkgutil (#4232) 2024-12-09 01:59:40 +01:00
Scipio Wright
5b4d7c7526 TUNIC: Add Shield to Ladder Storage logic (#4146) 2024-12-09 01:58:49 +01:00
Mysteryem
a948697f3a Raft: Place locked items in create_items and fix get_pre_fill_items (#4250)
* Raft: Place locked items in create_items and fix get_pre_fill_items

`pre_fill` runs after item plando, and item plando could place an item
at a location where Raft was intending to place a locked item, which
would crash generation.

This patch moves the placement of these locked items earlier, into
`create_items`.

Setting items into `multiworld.raft_frequencyItemsPerPlayer` for each
player has been replaced with passing `frequencyItems` to the new
`place_frequencyItems` function.

`setLocationItem` and `setLocationItemFromRegion` have been moved into
the new `place_frequencyItems` function so that they can capture the
`frequencyItems` argument variable.

The `get_pre_fill_items` function could return a list of all previously
placed items across the entire multiworld which was not correct. It
should have returned the items in
`multiworld.raft_frequencyItemsPerPlayer[self.player]`. Now that these
items are placed in `create_items` instead of `pre_fill`,
`get_pre_fill_items` is no longer necessary and has been removed.

* self.multiworld.get_location -> self.get_location

Changed the occurences in the modified code.
2024-12-09 01:57:34 +01:00
qwint
e3b5451672 CI: cap pytest-subtest version (#4344) 2024-12-08 20:43:16 +01:00
black-sliver
6c69f590cf WebHost: fix host room not updating (ports in) slot table (#4308) 2024-12-08 02:22:56 +01:00
LeonarthCG
c9625e1b35 Saving Princess: implement new game (#3238)
* Saving Princess: initial commit

* settings -> options

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* settings -> options

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* replace RegionData class with List[str]

RegionData was only wrapping a List[str], so we can directly use List[str]

* world: MultiWorld -> multiworld: MultiWorld

* use world's random instead of multiworld's

* use state's has_any and has_all where applicable

* remove unused StartInventory import

* reorder PerGameCommonOptions

* fix relative AutoWorld import

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* clean up double spaces

* local commands -> Local Commands

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* remove redundant which items section

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* game info rework

* clean up item count redundancy

* add game to readme and codeowners

* fix get_region_entrance return type

* world.multiworld.get -> world.get

* add more events

added events for the boss kills that open the gate, as well as for system power being restored

these only apply if expanded pool is not selected

* add client/autoupdater to launcher

* reorder commands in game info

* update docs with automated installation info

* add quick links to doc

* Update setup_en.md

* remove standalone saving princess client

* doc fixes

* code improvements and redundant default removal

as suggested by @Exempt-Medic
this includes the removal of events from the item/location name to id, as well as checking for the player name being ASCII

* add option to change launch coammnd

the LaunchCommand option is filled to either the executable or wine with the necessary arguments based on Utils.is_windows

* simplify valid install check

* mod installer improvements

now deletes possible existing files before installing the mod

* add option groups and presets

* add required client version

* update docs about cheat items pop-ups

items sent directly by the server (such as with starting inventory) now have pop-ups just like any other item

* add Steam Input issue to faq

* Saving Princess: BRAINOS requires all weapons

* Saving Princess: Download dll and patch together

Previously, gm-apclientpp.dll was downloaded from its own repo
With this update, the dll is instead extracted from the same zip as the game's patch

* Saving Princess: Add URI launch support

* Saving Princess: goal also requires all weapons

given it's past brainos

* Saving Princess: update docs

automatic connection support was added, docs now reflect this

* Saving Princess: extend([item]) -> append(item)

* Saving Princess: automatic connection validation

also parses the slot, password and host:port into parameters for the game

* Saving Princess: change subprocess .run to .Popen

This keeps the game from freezing the launcher while it is running

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-07 11:29:27 +01:00
Nicholas Saylor
ced93022b6 Adventure: Remove unused variables (#4301)
* Remove unused variables

* Provide old parameters to comment
2024-12-06 07:15:26 +01:00
Bryce Wilson
f4b926ebbe Pokemon Emerald: Exclude sacred ash post champion (#4207)
* Pokemon Emerald: Exclude sacred ash post champion

* Pokemon Emerald: Remove .value from toggle option check
2024-12-05 16:33:21 +01:00
threeandthreee
203d89d1d3 LADX: upstream logic updates (#3963)
* Fully updates requirements.py to live LADXR (#19)

* Updates dungeon2.py to LADXR-Live (#20)

No logic changes or bugfix are in this file. It is only code cleanup.

* Update dungeon1.py (#21)

- The Three of a Kind with Bomb is moved from Normal to Hard Logic

The rest is code cleanup.

lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference

* Fully updates dungeon3.py to LADXR-live (#22)

Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot

Everything else is cleanup.

* Fully update dungeon4.py to LADXR-live logic (#23)

Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam

The rest is code cleanup

* Updates dungeon5.py mostly to LADXR-Live Logic (#24)

Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)

The rest is cleanup.

The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69

* Fully update dungeon6.py logic (#25)

Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases

Everything else is cleanup

* Fully update dungeon7.py to LADXR-live logic (#26)

Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only

Everything else is code cleanup

* Fully updates dungeon8.py to LADXR-live (#27)

Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way


The rest is code cleanup

* Fully update dungeonColor.py to LADXR-live (#28)

Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs

Everything else is code cleanup

* Updating overworld.py (#29)

* Updating overworld.py

This tries to update all logic of the Overworld.

Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps

I stopped counting and need to go over this again.

Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.

* remove featherless fisher under bridge from hard

it was moved to hell upstream and its already present in our code

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* fixes

* add test messages

* Adds Pegasus Boots to the test (#31)

* Fix d6 boss_key logic (#30)

* restore hardmode logic

* higher logic fixes

* add bush requirement to the raft
in case the player needs to farm rupees to play again

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
2024-12-05 16:32:45 +01:00
threeandthreee
4d42814f5d LADX: more item groups, location groups, keysanity preset (#3936)
* add groups and a preset

* formatting

* typing

* alias groups for progressive items

* add bush breakers item group

* fix typo

* some manual location groups

* drop dummy dungeon items from groups
2024-12-05 12:06:52 +01:00
threeandthreee
d80069385d LADX: tweak in-game hints (#3920)
* dont show local player name in hint

* add option to disable hints

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-05 12:03:16 +01:00
threeandthreee
85a0d59f73 LADX: text shuffle exclusions (#3919)
* text shuffle exclusions
Exclude owl statues, library books, goal sign, signpost maze, and various rupee prices from text shuffle

* clearer variable name
2024-12-05 10:23:26 +01:00
nmorale5
58f2205304 Pokemon RB: Fix Incorrect Hidden Item Location in Seafoam Islands B2F (#4304) 2024-12-05 07:48:33 +01:00
Nicholas Saylor
769fbc55a9 HK: Remove unused variables and imports (#4303)
* Remove unused variables and imports

* Accidental duplication
2024-12-04 08:51:56 +01:00
NewSoupVi
f43fa612d5 The Witness: Another small access rule optimisation #4256 2024-12-04 05:39:29 +01:00
Exempt-Medic
5b0de6b6c7 FFMQ: No Longer Allow Inaccessible Useful Items (#4323)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-03 22:51:58 +01:00
threeandthreee
ac8a206d46 LADX: combine warp options (#4325)
* combine warp options

* fix

* fix typo

* mark old options as removed
2024-12-03 06:59:55 +01:00
Jouramie
6896d631db Stardew Valley: Fix a bug in equals between Or and And rules #4326 2024-12-03 06:23:13 +01:00
Nicholas Saylor
6f2e1c2a7e Lingo: Optimize imports and remove unused parameter (#4305) 2024-12-03 03:02:18 +01:00
Fabian Dill
ffe0221deb Core: log process ID (#4290) 2024-12-03 03:00:56 +01:00
Bryce Wilson
18e8d50768 Pokemon Emerald: Clean up dexsanity spoiler and hints (#3832)
* Pokemon Emerald: Clean up dexsanity spoiler and hints

* Pokemon Emerald: Add +, do less hacks

* Pokemon Emerald: Update changelog

* Pokemon Emerald: Replace arrow with word in changelog

* Pokemon Emerald: Fix changelog
2024-12-03 02:52:20 +01:00
Mysteryem
81b9a53a37 KH2: Add missing indirect conditions for Final region access (#3923)
* KH2: Add missing indirect conditions for Final region access

Entrances to the Final region require being able to reach any one of a
number of locations, but for a location to be reachable, its parent
region must also be reachable, so indirect conditions must be added for
these regions.

* Use World.get_location

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Use World.get_location, for real this time

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-03 02:51:10 +01:00
Star Rauchenberger
b6ab91fe4b LADX: Remove duplicate Magnifying Lens item (#3684)
* LADX: Magnifying Glass fixes

Removed the duplicate item (Magnifying Lens), and made the real one a filler item.

* Update worlds/ladx/Items.py

Co-authored-by: threeandthreee <alex@3and3.dev>

---------

Co-authored-by: threeandthreee <alex@3and3.dev>
2024-12-03 02:50:30 +01:00
Emily
f26cda07db Core: Hint Priority fixes (#4315)
* Update hint priority docs

* Update network protocol.md

* Add error on `UpdateHint` trying to change to `HINT_FOUND`

* Update network protocol.md

* fix: precollected hint priority
2024-12-01 15:16:36 +01:00
NewSoupVi
409c915375 Fix crash when trying to log an exception
In https://github.com/ArchipelagoMW/Archipelago/pull/3028, we added a new logging filter which checked `record.msg`. 

However, you can pass whatever you want into a logging call. In this case, what we missed was ecc3094c70/MultiServer.py (L530C1-L530C37), where we pass an Exception object as the message. This currently causes a crash with the new filter.

The logging module supports this. It has no typing and can handle passing objects as messages just fine.

What you're supposed to use, as far as I understand it, is `record.getMessage()` instead of `record.msg`.
2024-12-01 12:37:17 +01:00
Fabian Dill
ecc3094c70 Launcher: launch without delay on URI without choice (#4279) 2024-12-01 08:33:43 +01:00
Benjamin S Wolf
17b3ee6eaf Core: warn if a yaml is empty (#4117)
* Core: warn if a yaml is empty

* WebHost: ignore empty yaml

Generate: log which yaml documents are empty

* Actually remove empty yamls from weight_cache

* More verbose variable name

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-01 05:18:00 +01:00
Exempt-Medic
284e7797c5 Adventure: create_item AttributeError -> KeyError #4219 2024-12-01 05:10:43 +01:00
Exempt-Medic
62ce42440b Super Metroid: KeyError on invalid item name #4222 2024-12-01 05:03:13 +01:00
Natalie Weizenbaum
7b755408fa DS3: Clarify location names for Yoel and Yuria items (#3881)
* DS3: Clarify location names for Yoel and Yuria items

* Fix encodings for `detailed_location_descriptions.py`

* Fix one more typo
2024-12-01 05:00:06 +01:00
Alex Nordstrom
ed721dd0c1 LADX: Implement various upstream adjustments (#3829)
* magnifying lens changes

https://github.com/daid/LADXR/pull/156

* restore enemy visibility in mermaid statue cave

https://github.com/daid/LADXR/pull/155

* mermaid statue scale bugfix

https://github.com/daid/LADXR/pull/163

* restore vanilla map when rooster is an item

https://github.com/daid/LADXR/pull/132

* fix

* fixes to magnifying lens changes

* load marin singing even if you have marin date
4feb3099a3

* Revert "load marin singing even if you have marin date"

This reverts commit a7a546ed3f.

* always patch tradequest
not upstream, but included in this PR because it touches the same parts of the code. https://discord.com/channels/731205301247803413/1227373762412937347

* marin date fix

* fix logic
2024-12-01 04:58:10 +01:00
Benjamin S Wolf
1a5d22ca78 Core: Add new error message for item count when defined as a set instead of a dict (#4100)
* Core: New error message if item count is a set

* Apply suggestion for error message

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Apply item count error suggestion

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-12-01 04:51:26 +01:00
josephwhite
21dbfd2472 Multiserver: Add argument for timestamping STDOUT (#4266)
* core: add server arg for timestamping STDOUT

* Multiserver: Implicitly use default write_mode arg in init_logging

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-01 04:33:36 +01:00
Jarno
472d2d5406 Timespinner: Implemented support for universal tracker (#3771)
* Implemented slot data interpretation

* Fixed talaria attached to be taken into logic
2024-12-01 04:11:45 +01:00
Kaito Sinclaire
3af2b1dc66 id Tech 1 games: Add command line instructions/info (#3757) 2024-12-01 04:10:43 +01:00
Eric Newport
6cfc3a4667 Docs: Improved sm64ex advanced setup docs (#3741)
* Improved sm64ex advanced setup docs

This edit clarifies some things that are not obvious in the version that is currently live on the site.

This should prevent others from needing to go spelunking in Discord chat history to figure out how to do advanced builds.

* Update worlds/sm64ex/docs/setup_en.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* copyediting

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-12-01 04:10:00 +01:00
Rensen3
992657750c YGO06: add Item groups (#3737)
* YGO06: adds item groups

* YGO06: Change lists to sets

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* YGO06: fix imports

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-12-01 04:09:22 +01:00
Jouramie
a67688749f Stardew Valley: Refactor skill progression to use new feature system (#3662)
* create a first draft of the feature

* use feature in items and locations

* add content to more places

* use feature in logic

* replace option check by feature

* remove unused code

* remove weird white space

* some import nitpicking

* flip negative if
2024-12-01 03:52:07 +01:00
Kaito Sinclaire
f735416bda id Tech 1: Clean up difficulty options (#4298) 2024-12-01 03:46:34 +01:00
palex00
e5374eb8b8 [PKMN RB] Make Encounters in one location unique (#3994)
* Makes encounters in a location generate unique Pokémon

* vyneras actually got it to work

* V5 Update Fix Part 1

* Part 2

* final puzzle piece
2024-12-01 03:22:02 +01:00
black-sliver
b83b48629d Core: rework python version check (#4294)
* Docs: update min required version

and add comment about security.

* Core: rework python version check

* CI: set min micro update for build and release
2024-11-30 17:23:28 +01:00
Exempt-Medic
ca6792a8a7 Blasphemous: Add start_inventory_from_pool (#4217) 2024-11-30 16:08:41 +01:00
qwint
7cbd50a2e6 HK: add item group for dream nail(s) (#4069) 2024-11-30 16:02:32 +01:00
Fabian Dill
d6da3bc899 Factorio: add Atomic Cliff Remover Trap (#4282) 2024-11-30 06:53:28 +01:00
Fabian Dill
9eaca95277 WebHost: add a page to manage session cookie (#4173) 2024-11-30 04:11:28 +01:00
Fabian Dill
c1b27f79ac Core: cull events from multidata spheres (#3623)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-30 04:11:03 +01:00
Fabian Dill
0705f6e6c0 Factorio: option groups (#4293) 2024-11-30 04:08:17 +01:00
qwint
a537d8eb65 Launcher: support Component icons inside apworlds (#3629)
* Add kivy overrides to allow AsyncImage source paths of the format ap:worlds.module/subpath/to/data.png that use pkgutil to load files from within an apworld

* Apply suggestions from code review

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* change original-load variable name for clarity per review

* add comment to record pkgutil format

* remove dependency on PIL

* i hate typing

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-30 03:58:52 +01:00
qwint
845a604955 MultiServer: !status shows Ready status (#3598)
* Makes !status show a note if the slot is in Status Ready

* update variable name for better clarity
2024-11-30 03:40:14 +01:00
NewSoupVi
7adb673a80 Core: "Fix" Priority Fill (#3592)
* Priority fill -> Don't use one item per player

* fix unit test thing

* Ok, I think this should do it properly
2024-11-30 03:37:08 +01:00
lordlou
72e88bb493 SMZ3: generate without rom (#3461)
* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)

* first working single-world randomized SM rom patches

* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* Fixed multiworld support patch not working with VariaRandomizer's

Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches

* + added missing files from variaRandomizer project

* + added missing variaRandomizer files (custom sprites)

+ started integrating VariaRandomizer options (WIP)

* Some fixes for player and server name display

- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH

* Fixed Goal completion not triggering in smClient

* integrated VariaRandomizer's options into AP (WIP)

- startAP is working
- door rando is working
- skillset is working

* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")

* skillset are now instanced per player instead of being a singleton class

* RomPatches are now instanced per player instead of being a singleton class

* DoorManager is now instanced per player instead of being a singleton class

* - fixed the last bugs that prevented generation of >1 SM world

* fixed crash when no skillset preset is specified in randoPreset (default to "casual")

* maxDifficulty support and itemsounds removal

- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now

* Fixed bad merge

* Post merge adaptation

* fixed player name length fix that got lost with the merge

* fixed generation with other game type than SM

* added default randoPreset json for SM in playerSettings.yaml

* fixed broken SM client following merge

* beautified json skillset presets

* Fixed ArchipelagoSmClient not building

* Fixed conflict between mutliworld patch and beam_doors_plms patch

- doorsColorsRando now working

* SM generation now outputs APBP

- Fixed paths for patches and presets when frozen

* added missing file and fixed multithreading issue

* temporarily set data_version = 0

* more work

- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3

* commited missing asm files

fixed start item reserve breaking game (was using bad write offset when patching)

* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).

fixed crash in SMClient when loosing connection to SNI

* fixed No Energy Item missing its ID

fixed Plando

* merge post fixes

* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)

* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)

* fixed start item x-ray HUD display

* Fixed start items being sent by the server (is all handled in ROM)

Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified

* fixed settings that could be applied to any SM players

* fixed auth to server only using player name (now does as ALTTP to authenticate)

* - fixed End Credits broken text

* added non SM item name display

* added all supported SM options in playerSettings.yaml

* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region

did some cleaning (mainly reverts on unnecessary core classes

* minor setting fixes and tweaks

- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting

* added option start_inventory_removes_from_pool

fixed option names formatting
fixed lint errors
small code and repo cleanup

* Hopefully fixed ROR2 that could not send any items

* - fixed missing required change to ROR2

* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)

* fixed typo with doors_colors_rando

* fixed checksum

* added custom sprites for off-world items (progression or not)

the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu

* - added missing change following upstream merge

- changed patch filename extension from apbp to apm3 so patch can be used with the new client

* added morph placement options: early means local and sphere 1

* fixed failing unit tests

* - fixed broken custom_preset options

* - big cleanup to remove unnecessary or unsupported features

* - more cleanup

* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips

- small cleanup

* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)

* fixed g4_skip patch that can be not applied if hud is enabled

* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)

* - updated basepatch to reflect g4_skip removal

- moved more asm files to SMBasepatch project

* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)

* fixed wrong path if using built as exe

* - cleaned exposed maxDifficulty options

- removed always enabled Knows

* Merged LttPClient and SMClient into SNIClient

* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service

* small doc precision

* - added death_link support

- fixed broken Goal Completion
- post merge fix

* - removed now useless presets

* - fixed bad internal mapping with maxDiff

- increases maxDiff if only Bosses is preventing beating the game

* - added support for lowercase custom preset sections (knows, settings and controller)

- fixed controller settings not applying to ROM

* - fixed death loop when dying with Door rando, bomb or speed booster as starting items

- varia's backup save should now be usable (automatically enabled when doing door rando)

* -added docstring for generated yaml

* fixed bad merge

* fixed broken infinity max difficulty

* commented debug prints

* adjusted credits to mark progression speed and difficulty as Non Available

* added support for more than 255 players (will print Archipelago for higher player number)

* fixed missing cleanup

* added support for 65535 different player names in ROM

* fixed generations failing when only bosses are unreachable

* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish

* fixed failling generations when using 'fun' settings

Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings

* fixed debug logger

* removed unsupported "suits_restriction" option

* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)

* - fixed deathlink emptying reserves

- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves

* - merged death_link and death_link_survive options

* fixed death_link

* added a fallback default starting location instead of failing generation if an invalid one was chosen

* added Nothing and NoEnergy as hint blacklist

added missing NoEnergy as local items and removed it from progression

* now doesnt require ROM for generation

* removed stage_assert_generate

* fixed conflict with main and small cleanup
2024-11-30 03:36:00 +01:00
NewSoupVi
089b3f17a7 The Witness: Add "Panel Keys" and "Obelisk Keys" item groups #4026 2024-11-30 02:16:52 +01:00
NewSoupVi
ad30e3264a The Witness: Turn off default tests on a test that is prone to swap fails #4261 2024-11-30 02:15:50 +01:00
Jouramie
e262c8be9c Stardew Valley: Fix a bug where locations in logic would disappear from universal tracker as items get sent (#4230)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-30 01:46:35 +01:00
Fabian Dill
492e3a355e WebHost: delete unused script tag (#4062) 2024-11-30 00:37:26 +01:00
qwint
1487d323cd Core: update error message for mismatched "event" placements #4043 2024-11-30 00:01:24 +01:00
NewSoupVi
dd88b2c658 The Witness: Fix unreachable locations on Longbox + Postgame #4291 2024-11-29 23:47:27 +01:00
Aaron Wagener
46dfc4d4fc Core: Allow option groups to specify option order (#3393)
* Core: Allow option groups to specify option order

* words hard

* Actually use the earlier built dictionary for faster in checking

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-29 23:37:14 +01:00
Exempt-Medic
b0a61be9df Tests: Add test that local/non local items aren't modified late #3976 2024-11-29 22:57:35 +01:00
palex00
7c00c9a49d Core: Change "Unreachable Items" to "Unreachable progression items" in playthrough warning for clarification (#4287) 2024-11-29 22:48:01 +01:00
Kaito Sinclaire
1365bd7a0a CODEOWNERS: Add KScl as world maintainer for id Tech 1 games (#4288) 2024-11-29 22:46:38 +01:00
David St-Louis
6e5adc7abd New Game: Faxanadu (#3059) 2024-11-29 22:45:36 +01:00
NewSoupVi
c97e4866dd Core: Rewrite start inventory from pool code (#3778)
* Rewrite start inventory from pool code

* I think this is nicer?

* lol

* I just made it even shorter and nicer

* comments :D

* I think this makes more logical sense

* final change I promise

* HOLD UP THIS IS SO SHORT NOW

* ???????? Vi pls

* ???????? Vi pls????????????????

* this was probably important idk

* Lmao this just did not work correctly at all
2024-11-29 22:43:01 +01:00
Exempt-Medic
8444ffa0c7 id Tech: Standardizing and fixing display names (#4240) 2024-11-29 21:34:14 +01:00
Doug Hoskisson
2fb59d39c9 Zillion: use "new" settings api and cleaning (#3903)
* Zillion: use "new" settings api and cleaning

* python 3.10 typing update

* don't separate assignments of item link players
2024-11-29 21:25:01 +01:00
Doug Hoskisson
b5343a36ff Core: fix settings API for removal of Python 3.8, 3.9 (#4280)
* Core: fix settings API for removal of Python 3.8, 3.9

This is fixing 2 problems:
- The `World` class has the annotation:
  `settings: ClassVar[Optional["Group"]]`
  so `MyWorld.settings` should not raise an exception like it does for some worlds.
  With the `Optional` there, it looks like it should return `None` for the worlds that don't use it. So that's what I changed it to.

- `Group.update` had some code that required `typing.Union` instead of the Python 3.10 `|` for unions.

added unit test for this fix
added change in Zillion that I used to discover this problem and used it to test the test

* fix copy-pasted stuff

* tuple instead of set

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-29 21:17:56 +01:00
black-sliver
d7a0f4cb4c CI: fix naming of windows build action (#4286) 2024-11-29 20:49:36 +01:00
Ehseezed
77d35b95e2 Timespinner: Update AP to have parity with standalone options (#3805) 2024-11-29 20:46:12 +01:00
NewSoupVi
b605fb1032 The Witness: Make Elevators Come To You an OptionSet (#4000)
* Split elevators come to you

* .

* unit test

* mypy stuff

* Fine. I'll fix the fcking commented out code. Happy?

* ruff

* """""Backwards compatibility"""""

* ruff

* make it look better

* #

* fix presets

* fix a unit test

* Make that explicit in the code

* Improve description
2024-11-29 20:45:44 +01:00
NewSoupVi
a5231a27cc Yacht Dice: Mark YachtWeights.py as "linguist-generated" (#3898)
This means its diff will be collapsed by default on PRs that change it, because it is an "auto generated" file that does not need to be looked at by reviewers
2024-11-29 20:45:10 +01:00
qwint
1454bacfdd HK: better error messaging for charm plando (#3907) 2024-11-29 20:43:33 +01:00
Jouramie
ed4e44b994 Stardew Valley: Remove some events for a slight performance increase (#4085) 2024-11-29 20:41:26 +01:00
Benjamin S Wolf
d36c983461 Core: Log warnings at call site, not Utils itself (#4229) 2024-11-29 20:40:02 +01:00
black-sliver
05aa96a335 CI: use py3.12 for the linux and windows builds (#4284)
* CI: use py3.12 for the linux build

* CI: use py3.12 for the windows build
2024-11-29 20:07:14 +01:00
Bryce Wilson
6f2464d4ad Pokemon Emerald: Rework tags/dynamically create item and location groups (#3263)
* Pokemon Emerald: Rework location tags to categories

* Pokemon Emerald: Rework item tags, automatically create item/location groups

* Pokemon Emerald: Move item and location groups to data.py, add some regional location groups

* Map Regions

* Pokemon Emerald: Fix up location groups

* Pokemon Emerald: Move groups to their own file

* Pokemon Emerald: Add meta groups for location groups

* Pokemon Emerald: Fix has_group using updated item group name

* Pokemon Emerald: Add sanity check for maps in location groups

* Pokemon Emerald: Remove missed use of location.tags

* Pokemon Emerald: Reclassify white and black flutes

* Pokemon Emerald: Update changelog

* Pokemon Emerald: Adjust changelog

---------

Co-authored-by: Tsukino <16899482+Tsukino-uwu@users.noreply.github.com>
2024-11-29 09:24:24 +01:00
ken
91185f4f7c Core: Add timestamps to logging for seed generation (#3028)
* Add timestamps to logging for improved debugging

* Add datetime to general logging; particularly useful for large seeds.

* Move console timestamps from Main to Utils.init_logging (better location)

* Update Main.py

remove spurious blank line

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

---------

Co-authored-by: Zach Parks <zach@alliware.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-11-29 07:16:54 +01:00
NewSoupVi
1371c63a8d Core: Actually take item from pool when plandoing from_pool (#2420)
* Actually take item from pool when plandoing from_pool

* Remove the awkward index thing

* oops left a comment in

* there wasn't a line break here before

* Only remove if actually found, check against player number

* oops

* Go back to index based system so we can just remove at the end

* Comment

* Fix error on None

* Update Fill.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-29 07:14:23 +01:00
Fabian Dill
30b414429f LTTP: sort of use new options system (#3764)
* LttP: switch to dataclass options definition

* LttP: write old options onto multiworld
LttP: use World.random
2024-11-29 05:02:26 +01:00
Solidus Snake
ce210cd4ee SMZ3: Add Start Inventory From Pool (#4252)
* Add Start Inventory From Pool

Just as the title implies

* Update Options.py

Fix dataclass since I had just pulled changes from prior options.py without seeing if anythin had changed

* Update Options.py

One more time with feeling

* Update worlds/smz3/Options.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-29 02:16:50 +01:00
BootsinSoots
8923b06a49 Webhost: Make YGO 06 setup title match page #4262
Make Guide title match the rest of the set up guides on the webhost
2024-11-29 02:16:12 +01:00
Emily
b783eab1e8 Core: Introduce 'Hint Priority' concept (#3506)
* Introduce 'Hint Priority' concept

* fix error when sorting hints while not connected

* fix 'found' -> 'status' kivy stuff

* remove extraneous warning

this warning fired if you clicked to select or toggle priority of any hint, as you weren't clicking on the header...

* skip scanning individual header widgets when not clicking on the header

* update hints on disconnection

* minor cleanup

* minor fixes/cleanup

* fix: hints not updating properly for receiving player

* update re: review

* 'type() is' -> 'isinstance()'

* cleanup, re: Jouramie's review

* Change 'priority' to 'status', add 'Unspecified' and 'Avoid' statuses, update colors

* cleanup

* move dicts out of functions

* fix: new hints being returned when hint already exists

* fix: show `Found` properly when hinting already-found hints

* import `Hint` and `HintStatus` directly from `NetUtils`

* Default any hinted `Trap` item to be classified as `Avoid` by default

* add some sanity checks

* re: Vi's feedback

* move dict out of function

* Update kvui.py

* remove unneeded dismiss message

* allow lclick to drop hint status dropdown

* underline hint statuses to indicate clickability

* only underline clickable statuses

* Update kvui.py

* Update kvui.py

---------

Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-11-29 02:10:31 +01:00
Fabian Dill
b972e8c071 Core: fix deprecation warning for utcnow() in setup.py (#4170) 2024-11-29 01:57:18 +01:00
josephwhite
faeb54224e Super Mario 64: Option groups (#4161)
* sm64ex: add option groups

* sm64ex: rename sanity options group to item options

* sm64ex: rename sanity options group to logic options

* sm64ex: seperate star costs from goal options and add entrance rando to logic options

* sm64ex: seperate ability options from logic options group
2024-11-29 01:45:26 +01:00
Justus Lind
1ba7700283 Muse Dash: Change AttributeError to KeyError when Create_Item receives an item name that doesn't exist in the world (#4215)
* Change missing attribute error to key error.

* Swap to explicit key error

* Revert "Swap to explicit key error"

This reverts commit 719255891e.
2024-11-29 01:44:21 +01:00
NewSoupVi
710cf4ebba Core: Add __iter__ to VerifyKeys (#3550)
* Add __iter__ to VerifyKeys

* Typing
2024-11-29 01:42:08 +01:00
NewSoupVi
82260d728f The Witness: Add Fast Travel Option (#3766)
* add unlockable warps

* Change Swamp Near Platform to Swamp Platform

* apply changes to variety as well
2024-11-29 01:41:40 +01:00
NewSoupVi
62e4285924 Core: Make region.add_exits return the created Entrances (#3885)
* Core: Make region.add_exits return the created Entrances

* Update BaseClasses.py

* Update BaseClasses.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-29 01:41:13 +01:00
Exempt-Medic
ce78c75999 OoT: Turn Logic Tricks into an OptionSet (#3551)
* Alphabetizing WebHost display for logic tricks

* Convert to a Set

* Changing this back to match upstream
2024-11-29 01:40:53 +01:00
Exempt-Medic
c022c742b5 Core: Add item.filler helper (#4081)
* Add filler helper

* Update BaseClasses.py
2024-11-29 01:38:53 +01:00
Mysteryem
3cb5219e09 Core: Fix playthrough only checking half of the sphere 0 items (#4268)
* Core: Fix playthrough only checking half of the sphere 0 items

The lists of precollected items were being mutated while iterating those
same lists, causing playthrough to skip checking half of the sphere 0
advancement items.

This patch ensures the lists are copied before they are iterated.

* Replace chain.from_iterable with two for loops for better clarity

Added a comment to `multiworld.push_precollected(item)` to explain that
it is also modifying `precollected_items`.
2024-11-29 01:38:17 +01:00
NewSoupVi
5d30d16e09 Docs: Mention explicit_indirect_conditions & "Menu" -> origin_region_name (#3887)
* Docs: Mention explicit_indirect_conditions

https://github.com/ArchipelagoMW/Archipelago/pull/3682

* Update world api.md

* Docs: "Menu" -> origin_region_name

https://github.com/ArchipelagoMW/Archipelago/pull/3682

* Update docs/world api.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update world api.md

* I just didn't do this one and then Medic approved it anyway LMAO

* Update world api.md

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-11-29 01:37:33 +01:00
NewSoupVi
4780fd9974 The Witness: Rename some *horrendously* named variables (#4258)
* Rename all instances of 'multi' to 'progressive' and all instances of 'prog' to 'progression'

* We do a little reordering

* More

* One more
2024-11-29 01:37:19 +01:00
LiquidCat64
3ba0576cf6 CV64: Fix the first Waterway 3HB ledge setting the flag of one of the Nitro room item locations. #4277 2024-11-29 01:36:21 +01:00
axe-y
283d1ab7e8 DLC Quest Bug Fix 50+ coin bundle basic Campaign (#4276)
* DLC Quest Bug Fix

* DLC Quest Bug Fix
2024-11-29 01:35:09 +01:00
Shiny
78bc7b8156 Docs: update Pokemon R/B spanish guide (#2672)
* Update setup_es.md

* Update setup_es.md

i'm stupid and actually didn't edit the client chose part lol
2024-11-28 21:43:58 +01:00
Lolo
a07ddb4371 Docs: (Re)write french alttp setup guide and game page (#2296) 2024-11-28 17:13:14 +01:00
Tim Mahan
4395c608e8 [Docs] Update the macOS guide to match changes in core (#4265)
* Update mac_en.md

Updated the minimum version recommended to a version actually supported by AP.

* 3.13 is not in fact, supported.

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-28 08:41:13 +01:00
nmorale5
f4322242a1 Pokemon RB - Fix Incorrect Item Location in Victory Road 2F (#4260) 2024-11-28 02:43:37 +01:00
black-sliver
a3711eb463 Launcher: fix detection of valid .apworld (#4272) 2024-11-28 01:46:06 +01:00
Scipio Wright
6656528d78 TUNIC: Fix missing ladder rule for library fuse #4271 2024-11-28 01:43:52 +01:00
NewSoupVi
e1f16c6721 WebHost: Fix crash on advanced options when a Range option used "random" as its default (#4263) 2024-11-27 14:19:52 +01:00
Fabian Dill
334781e976 Core: purge py3.8 and py3.9 (#3973)
Co-authored-by: Remy Jette <remy@remyjette.com>
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2024-11-27 03:28:00 +01:00
NewSoupVi
6c939d2d59 The Witness: Rename "Panel Hunt Settings" to "Panel Hunt Options" (#4251)
Who let me get away with this lmao
2024-11-27 02:49:18 +01:00
agilbert1412
e882c68277 Stardew Valley - Update documentation 5.x.x links into 6.x.x links #4255 2024-11-27 02:09:53 +01:00
NewSoupVi
dbf284d4b2 The Witness: Give an actual name to the new option (lol) #4238 2024-11-27 02:09:13 +01:00
agilbert1412
75624042f7 Stardew Valley: Make progressive movie theater a progression trap (#3985) 2024-11-27 00:44:33 +01:00
361 changed files with 18032 additions and 5876 deletions

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
worlds/blasphemous/region_data.py linguist-generated=true
worlds/yachtdice/YachtWeights.py linguist-generated=true

View File

@@ -16,7 +16,7 @@
"reportMissingImports": true,
"reportMissingTypeStubs": true,
"pythonVersion": "3.8",
"pythonVersion": "3.10",
"pythonPlatform": "Windows",
"executionEnvironments": [

View File

@@ -53,7 +53,7 @@ jobs:
- uses: actions/setup-python@v5
if: env.diff != ''
with:
python-version: 3.8
python-version: '3.10'
- name: "Install dependencies"
if: env.diff != ''

View File

@@ -24,14 +24,15 @@ env:
jobs:
# build-release-macos: # LF volunteer
build-win-py38: # RCs will still be built and signed by hand
build-win: # RCs will still be built and signed by hand
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '3.8'
python-version: '~3.12.7'
check-latest: true
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
@@ -111,10 +112,11 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '3.11'
python-version: '~3.12.7'
check-latest: true
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.11" >> $GITHUB_ENV
echo "PYTHON=python3.12" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract

View File

@@ -44,10 +44,11 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '3.11'
python-version: '~3.12.7'
check-latest: true
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.11" >> $GITHUB_ENV
echo "PYTHON=python3.12" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract

View File

@@ -40,10 +40,10 @@ jobs:
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x ./llvm.sh
sudo ./llvm.sh 17
sudo ./llvm.sh 19
- name: Install scan-build command
run: |
sudo apt install clang-tools-17
sudo apt install clang-tools-19
- name: Get a recent python
uses: actions/setup-python@v5
with:
@@ -56,7 +56,7 @@ jobs:
- name: scan-build
run: |
source venv/bin/activate
scan-build-17 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
scan-build-19 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
- name: Store report
if: failure()
uses: actions/upload-artifact@v4

View File

@@ -33,13 +33,11 @@ jobs:
matrix:
os: [ubuntu-latest]
python:
- {version: '3.8'}
- {version: '3.9'}
- {version: '3.10'}
- {version: '3.11'}
- {version: '3.12'}
include:
- python: {version: '3.8'} # win7 compat
- python: {version: '3.10'} # old compat
os: windows-latest
- python: {version: '3.12'} # current
os: windows-latest

View File

@@ -1,18 +1,16 @@
from __future__ import annotations
import collections
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 Counter, deque
from collections.abc import Collection, MutableSequence
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, Type)
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
from typing_extensions import NotRequired, TypedDict
@@ -20,7 +18,7 @@ import NetUtils
import Options
import Utils
if typing.TYPE_CHECKING:
if TYPE_CHECKING:
from worlds import AutoWorld
@@ -231,7 +229,7 @@ class MultiWorld():
for player in self.player_ids:
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
self.worlds[player] = world_type(self, player)
options_dataclass: typing.Type[Options.PerGameCommonOptions] = world_type.options_dataclass
options_dataclass: type[Options.PerGameCommonOptions] = world_type.options_dataclass
self.worlds[player].options = options_dataclass(**{option_key: getattr(args, option_key)[player]
for option_key in options_dataclass.type_hints})
@@ -606,6 +604,49 @@ class MultiWorld():
state.collect(location.item, True, location)
locations -= sphere
def get_sendable_spheres(self) -> Iterator[Set[Location]]:
"""
yields a set of multiserver sendable locations (location.item.code: int) for each logical sphere
If there are unreachable locations, the last sphere of reachable locations is followed by an empty set,
and then a set of all of the unreachable locations.
"""
state = CollectionState(self)
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int:
locations.add(location)
else:
events.add(location)
while locations:
sphere: Set[Location] = set()
# cull events out
done_events: Set[Union[Location, None]] = {None}
while done_events:
done_events = set()
for event in events:
if event.can_reach(state):
state.collect(event.item, True, event)
done_events.add(event)
events -= done_events
for location in locations:
if location.can_reach(state):
sphere.add(location)
yield sphere
if not sphere:
if locations:
yield locations # unreachable locations
break
for location in sphere:
state.collect(location.item, True, location)
locations -= sphere
def fulfills_accessibility(self, state: Optional[CollectionState] = None):
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
@@ -975,7 +1016,7 @@ class Region:
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
entrance_type: ClassVar[Type[Entrance]] = Entrance
entrance_type: ClassVar[type[Entrance]] = Entrance
class Register(MutableSequence):
region_manager: MultiWorld.RegionManager
@@ -1075,7 +1116,7 @@ class Region:
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
def add_locations(self, locations: Dict[str, Optional[int]],
location_type: Optional[Type[Location]] = None) -> None:
location_type: Optional[type[Location]] = None) -> None:
"""
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address.
@@ -1112,7 +1153,7 @@ class Region:
return exit_
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> None:
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
"""
Connects current region to regions in exit dictionary. Passed region names must exist first.
@@ -1122,10 +1163,14 @@ class Region:
"""
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
for connecting_region, name in exits.items():
self.connect(self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None)
return [
self.connect(
self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None,
)
for connecting_region, name in exits.items()
]
def __repr__(self):
return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})'
@@ -1264,6 +1309,10 @@ class Item:
def trap(self) -> bool:
return ItemClassification.trap in self.classification
@property
def filler(self) -> bool:
return not (self.advancement or self.useful or self.trap)
@property
def excludable(self) -> bool:
return not (self.advancement or self.useful)
@@ -1386,14 +1435,21 @@ class Spoiler:
# second phase, sphere 0
removed_precollected: List[Item] = []
for item in (i for i in chain.from_iterable(multiworld.precollected_items.values()) if i.advancement):
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
multiworld.precollected_items[item.player].remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
for precollected_items in multiworld.precollected_items.values():
# The list of items is mutated by removing one item at a time to determine if each item is required to beat
# the game, and re-adding that item if it was required, so a copy needs to be made before iterating.
for item in precollected_items.copy():
if not item.advancement:
continue
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
# we are now down to just the required progress items in collection_spheres. Unfortunately
# the previous pruning stage could potentially have made certain items dependant on others
@@ -1532,7 +1588,7 @@ class Spoiler:
[f" {location}: {item}" for (location, item) in sphere.items()] if isinstance(sphere, dict) else
[f" {item}" for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n\nUnreachable Progression Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))

View File

@@ -23,7 +23,7 @@ if __name__ == "__main__":
from MultiServer import CommandProcessor
from NetUtils import (Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot,
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, SlotType)
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, HintStatus, SlotType)
from Utils import Version, stream_input, async_start
from worlds import network_data_package, AutoWorldRegister
import os
@@ -412,6 +412,7 @@ class CommonContext:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -551,7 +552,14 @@ class CommonContext:
await self.ui_task
if self.input_task:
self.input_task.cancel()
# Hints
def update_hint(self, location: int, finding_player: int, status: typing.Optional[HintStatus]) -> None:
msg = {"cmd": "UpdateHint", "location": location, "player": finding_player}
if status is not None:
msg["status"] = status
async_start(self.send_msgs([msg]), name="update_hint")
# DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],

59
Fill.py
View File

@@ -36,7 +36,8 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
def fill_restrictive(multiworld: 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, name: str = "Unknown") -> None:
allow_partial: bool = False, allow_excluded: bool = False, one_item_per_player: bool = True,
name: str = "Unknown") -> None:
"""
:param multiworld: Multiworld to be filled.
:param base_state: State assumed before fill.
@@ -63,14 +64,22 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
placed = 0
while any(reachable_items.values()) and locations:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
if one_item_per_player:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
else:
next_player = multiworld.random.choice([player for player, items in reachable_items.items() if items])
items_to_place = []
if item_pool:
items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place:
for p, pool_item in enumerate(item_pool):
if pool_item is item:
item_pool.pop(p)
break
maximum_exploration_state = sweep_from_pool(
base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
if single_player_placement else None)
@@ -480,7 +489,8 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking, name="Priority")
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
@@ -978,15 +988,32 @@ def distribute_planned(multiworld: MultiWorld) -> None:
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
successful_pairs: typing.List[typing.Tuple[int, Item, Location]] = []
claimed_indices: typing.Set[typing.Optional[int]] = set()
for item_name in items:
item = multiworld.worlds[player].create_item(item_name)
index_to_delete: typing.Optional[int] = None
if from_pool:
try:
# If from_pool, try to find an existing item with this name & player in the itempool and use it
index_to_delete, item = next(
(i, item) for i, item in enumerate(multiworld.itempool)
if item.player == player and item.name == item_name and i not in claimed_indices
)
except StopIteration:
warn(
f"Could not remove {item_name} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
item = multiworld.worlds[player].create_item(item_name)
else:
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
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(multiworld.state, item, False):
successful_pairs.append((item, location))
successful_pairs.append((index_to_delete, item, location))
claimed_indices.add(index_to_delete)
candidates.remove(location)
count = count + 1
break
@@ -998,6 +1025,7 @@ def distribute_planned(multiworld: MultiWorld) -> None:
err.append(f"Cannot place {item_name} into already filled location {location}.")
else:
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
if count == maxcount:
break
if count < placement['count']['min']:
@@ -1005,17 +1033,16 @@ def distribute_planned(multiworld: MultiWorld) -> None:
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
for (item, location) in successful_pairs:
# Sort indices in reverse so we can remove them one by one
successful_pairs = sorted(successful_pairs, key=lambda successful_pair: successful_pair[0] or 0, reverse=True)
for (index, item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if from_pool:
try:
multiworld.itempool.remove(item)
except ValueError:
warn(
f"Could not remove {item} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
if index is not None: # If this item is from_pool and was found in the pool, remove it.
multiworld.itempool.pop(index)
except Exception as e:
raise Exception(

View File

@@ -114,7 +114,14 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
os.path.join(args.player_files_path, fname) not in {args.meta_file_path, args.weights_file_path}:
path = os.path.join(args.player_files_path, fname)
try:
weights_cache[fname] = read_weights_yamls(path)
weights_for_file = []
for doc_idx, yaml in enumerate(read_weights_yamls(path)):
if yaml is None:
logging.warning(f"Ignoring empty yaml document #{doc_idx + 1} in {fname}")
else:
weights_for_file.append(yaml)
weights_cache[fname] = tuple(weights_for_file)
except Exception as e:
raise ValueError(f"File {fname} is invalid. Please fix your yaml.") from e

View File

@@ -126,12 +126,13 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
elif component.display_name == "Text Client":
text_client_component = component
from kvui import App, Button, BoxLayout, Label, Clock, Window
if client_component is None:
run_component(text_client_component, *launch_args)
return
from kvui import App, Button, BoxLayout, Label, Window
class Popup(App):
timer_label: Label
remaining_time: Optional[int]
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
@@ -139,48 +140,25 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
if client_component is None:
self.remaining_time = 7
label_text = (f"A game client able to parse URIs was not detected for {game}.\n"
f"Launching Text Client in 7 seconds...")
self.timer_label = Label(text=label_text)
layout.add_widget(self.timer_label)
Clock.schedule_interval(self.update_label, 1)
else:
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
layout.add_widget(button_row)
return layout
def update_label(self, dt):
if self.remaining_time > 1:
# countdown the timer and string replace the number
self.remaining_time -= 1
self.timer_label.text = self.timer_label.text.replace(
str(self.remaining_time + 1), str(self.remaining_time)
)
else:
# our timer is finished so launch text client and close down
run_component(text_client_component, *launch_args)
Clock.unschedule(self.update_label)
App.get_running_app().stop()
Window.close()
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
@@ -246,9 +224,8 @@ refresh_components: Optional[Callable[[], None]] = None
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
from kivy.core.window import Window
from kivy.uix.image import AsyncImage
from kivy.uix.relativelayout import RelativeLayout
class Launcher(App):
@@ -281,8 +258,8 @@ def run_gui():
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = AsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)

90
Main.py
View File

@@ -153,45 +153,38 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
if any(getattr(multiworld.worlds[player].options, "start_inventory_from_pool", None) for player in multiworld.player_ids):
new_items: List[Item] = []
old_items: List[Item] = []
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options,
"start_inventory_from_pool",
StartInventoryPool({})).value.copy()
for player in multiworld.player_ids
}
for player, items in depletion_pool.items():
player_world: AutoWorld.World = multiworld.worlds[player]
for count in items.values():
for _ in range(count):
new_items.append(player_world.create_filler())
target: int = sum(sum(items.values()) for items in depletion_pool.values())
for i, item in enumerate(multiworld.itempool):
if depletion_pool[item.player].get(item.name, 0):
target -= 1
depletion_pool[item.player][item.name] -= 1
# quick abort if we have found all items
if not target:
old_items.extend(multiworld.itempool[i+1:])
break
else:
old_items.append(item)
fallback_inventory = StartInventoryPool({})
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options, "start_inventory_from_pool", fallback_inventory).value.copy()
for player in multiworld.player_ids
}
target_per_player = {
player: sum(target_items.values()) for player, target_items in depletion_pool.items() if target_items
}
# leftovers?
if target:
for player, remaining_items in depletion_pool.items():
remaining_items = {name: count for name, count in remaining_items.items() if count}
if remaining_items:
logger.warning(f"{multiworld.get_player_name(player)}"
f" is trying to remove items from their pool that don't exist: {remaining_items}")
# find all filler we generated for the current player and remove until it matches
removables = [item for item in new_items if item.player == player]
for _ in range(sum(remaining_items.values())):
new_items.remove(removables.pop())
assert len(multiworld.itempool) == len(new_items + old_items), "Item Pool amounts should not change."
multiworld.itempool[:] = new_items + old_items
if target_per_player:
new_itempool: List[Item] = []
# Make new itempool with start_inventory_from_pool items removed
for item in multiworld.itempool:
if depletion_pool[item.player].get(item.name, 0):
depletion_pool[item.player][item.name] -= 1
else:
new_itempool.append(item)
# Create filler in place of the removed items, warn if any items couldn't be found in the multiworld itempool
for player, target in target_per_player.items():
unfound_items = {item: count for item, count in depletion_pool[player].items() if count}
if unfound_items:
player_name = multiworld.get_player_name(player)
logger.warning(f"{player_name} tried to remove items from their pool that don't exist: {unfound_items}")
needed_items = target_per_player[player] - sum(unfound_items.values())
new_itempool += [multiworld.worlds[player].create_filler() for _ in range(needed_items)]
assert len(multiworld.itempool) == len(new_itempool), "Item Pool amounts should not change."
multiworld.itempool[:] = new_itempool
multiworld.link_items()
@@ -249,6 +242,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
def write_multidata():
import NetUtils
from NetUtils import HintStatus
slot_data = {}
client_versions = {}
games = {}
@@ -273,10 +267,10 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for slot in multiworld.player_ids:
slot_data[slot] = multiworld.worlds[slot].fill_slot_data()
def precollect_hint(location):
def precollect_hint(location: Location, auto_status: HintStatus):
entrance = er_hint_data.get(location.player, {}).get(location.address, "")
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False, entrance, location.item.flags)
location.item.code, False, entrance, location.item.flags, auto_status)
precollected_hints[location.player].add(hint)
if location.item.player not in multiworld.groups:
precollected_hints[location.item.player].add(hint)
@@ -289,19 +283,22 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if type(location.address) == int:
assert location.item.code is not None, "item code None should be event, " \
"location.address should then also be None. Location: " \
f" {location}"
f" {location}, Item: {location.item}"
assert location.address not in locations_data[location.player], (
f"Locations with duplicate address. {location} and "
f"{locations_data[location.player][location.address]}")
locations_data[location.player][location.address] = \
location.item.code, location.item.player, location.item.flags
auto_status = HintStatus.HINT_AVOID if location.item.trap else HintStatus.HINT_PRIORITY
if location.name in multiworld.worlds[location.player].options.start_location_hints:
precollect_hint(location)
if not location.item.trap: # Unspecified status for location hints, except traps
auto_status = HintStatus.HINT_UNSPECIFIED
precollect_hint(location, auto_status)
elif location.item.name in multiworld.worlds[location.item.player].options.start_hints:
precollect_hint(location)
precollect_hint(location, auto_status)
elif any([location.item.name in multiworld.worlds[player].options.start_hints
for player in multiworld.groups.get(location.item.player, {}).get("players", [])]):
precollect_hint(location)
precollect_hint(location, auto_status)
# embedded data package
data_package = {
@@ -313,11 +310,10 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# get spheres -> filter address==None -> skip empty
spheres: List[Dict[int, Set[int]]] = []
for sphere in multiworld.get_spheres():
for sphere in multiworld.get_sendable_spheres():
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
if type(sphere_location.address) is int:
current_sphere[sphere_location.player].add(sphere_location.address)
current_sphere[sphere_location.player].add(sphere_location.address)
if current_sphere:
spheres.append(dict(current_sphere))

View File

@@ -5,8 +5,15 @@ import multiprocessing
import warnings
if sys.version_info < (3, 8, 6):
raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
if sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 11):
# Official micro version updates. This should match the number in docs/running from source.md.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. Official 3.10.15+ is supported.")
elif sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 15):
# There are known security issues, but no easy way to install fixed versions on Windows for testing.
warnings.warn(f"Python Version {sys.version_info} has security issues. Don't use in production.")
elif sys.version_info < (3, 10, 1):
# Other platforms may get security backports instead of micro updates, so the number is unreliable.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. 3.10.1+ is supported.")
# don't run update if environment is frozen/compiled or if not the parent process (skip in subprocess)
_skip_update = bool(getattr(sys, "frozen", False) or multiprocessing.parent_process())

View File

@@ -41,7 +41,8 @@ import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
colorama.init()
@@ -228,7 +229,7 @@ class Context:
self.hint_cost = hint_cost
self.location_check_points = location_check_points
self.hints_used = collections.defaultdict(int)
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.hints: typing.Dict[team_slot, typing.Set[Hint]] = collections.defaultdict(set)
self.release_mode: str = release_mode
self.remaining_mode: str = remaining_mode
self.collect_mode: str = collect_mode
@@ -656,13 +657,29 @@ class Context:
return max(1, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None):
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None,
changed: typing.Optional[typing.Set[team_slot]] = None) -> None:
"""Refreshes the hints for the specified team/slot. Providing 'None' for either team or slot
will refresh all teams or all slots respectively. If a set is passed for 'changed', each (team,slot)
pair that has at least one hint modified will be added to the set.
"""
for hint_team, hint_slot in self.hints:
if (team is None or team == hint_team) and (slot is None or slot == hint_slot):
self.hints[hint_team, hint_slot] = {
hint.re_check(self, hint_team) for hint in
self.hints[hint_team, hint_slot]
}
if team != hint_team and team is not None:
continue # Check specified team only, all if team is None
if slot != hint_slot and slot is not None:
continue # Check specified slot only, all if slot is None
new_hints: typing.Set[Hint] = set()
for hint in self.hints[hint_team, hint_slot]:
new_hint = hint.re_check(self, hint_team)
new_hints.add(new_hint)
if hint == new_hint:
continue
for player in self.slot_set(hint.receiving_player) | {hint.finding_player}:
if changed is not None:
changed.add((hint_team,player))
if slot is not None and slot != player:
self.replace_hint(hint_team, player, hint, new_hint)
self.hints[hint_team, hint_slot] = new_hints
def get_rechecked_hints(self, team: int, slot: int):
self.recheck_hints(team, slot)
@@ -711,7 +728,7 @@ class Context:
else:
return self.player_names[team, slot]
def notify_hints(self, team: int, hints: typing.List[NetUtils.Hint], only_new: bool = False,
def notify_hints(self, team: int, hints: typing.List[Hint], only_new: bool = False,
recipients: typing.Sequence[int] = None):
"""Send and remember hints."""
if only_new:
@@ -749,6 +766,17 @@ class Context:
for client in clients:
async_start(self.send_msgs(client, client_hints))
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location:
return hint
return None
def replace_hint(self, team: int, slot: int, old_hint: Hint, new_hint: Hint) -> None:
if old_hint in self.hints[team, slot]:
self.hints[team, slot].remove(old_hint)
self.hints[team, slot].add(new_hint)
# "events"
def on_goal_achieved(self, client: Client):
@@ -947,9 +975,13 @@ def get_status_string(ctx: Context, team: int, tag: str):
tagged = len([client for client in ctx.clients[team][slot] if tag in client.tags])
completion_text = f"({len(ctx.location_checks[team, slot])}/{len(ctx.locations[slot])})"
tag_text = f" {tagged} of which are tagged {tag}" if connected and tag else ""
goal_text = " and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else "."
status_text = (
" and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else
" and is ready." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_READY else
"."
)
text += f"\n{ctx.get_aliased_name(team, slot)} has {connected} connection{'' if connected == 1 else 's'}" \
f"{tag_text}{goal_text} {completion_text}"
f"{tag_text}{status_text} {completion_text}"
return text
@@ -1050,14 +1082,15 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
"hint_points": get_slot_points(ctx, team, slot),
"checked_locations": new_locations, # send back new checks only
}])
old_hints = ctx.hints[team, slot].copy()
ctx.recheck_hints(team, slot)
if old_hints != ctx.hints[team, slot]:
ctx.on_changed_hints(team, slot)
updated_slots: typing.Set[tuple[int, int]] = set()
ctx.recheck_hints(team, slot, updated_slots)
for hint_team, hint_slot in updated_slots:
ctx.on_changed_hints(hint_team, hint_slot)
ctx.save()
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str]) -> typing.List[NetUtils.Hint]:
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str], auto_status: HintStatus) \
-> typing.List[Hint]:
hints = []
slots: typing.Set[int] = {slot}
for group_id, group in ctx.groups.items():
@@ -1067,31 +1100,58 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags))
prev_hint = ctx.get_hint(team, slot, location_id)
if prev_hint:
hints.append(prev_hint)
else:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
hints.append(Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags, new_status))
return hints
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str, auto_status: HintStatus) \
-> typing.List[Hint]:
seeked_location: int = ctx.location_names_for_game(ctx.games[slot])[location]
return collect_hint_location_id(ctx, team, slot, seeked_location)
return collect_hint_location_id(ctx, team, slot, seeked_location, auto_status)
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int) -> typing.List[NetUtils.Hint]:
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int, auto_status: HintStatus) \
-> typing.List[Hint]:
prev_hint = ctx.get_hint(team, slot, seeked_location)
if prev_hint:
return [prev_hint]
result = ctx.locations[slot].get(seeked_location, (None, None, None))
if any(result):
item_id, receiving_player, item_flags = result
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags)]
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
return [Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags,
new_status)]
return []
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
def format_hint(ctx: Context, team: int, hint: Hint) -> str:
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
f"{ctx.item_names[ctx.slot_info[hint.receiving_player].game][hint.item]} is " \
f"at {ctx.location_names[ctx.slot_info[hint.finding_player].game][hint.location]} " \
@@ -1099,7 +1159,8 @@ def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
if hint.entrance:
text += f" at {hint.entrance}"
return text + (". (found)" if hint.found else ".")
return text + ". " + status_names.get(hint.status, "(unknown)")
def json_format_send_event(net_item: NetworkItem, receiving_player: int):
@@ -1503,7 +1564,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
def get_hints(self, input_text: str, for_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
cost = self.ctx.get_hint_cost(self.client.slot)
auto_status = HintStatus.HINT_UNSPECIFIED if for_location else HintStatus.HINT_PRIORITY
if not input_text:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]}
@@ -1529,9 +1590,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif not for_location:
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
else:
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id)
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
else:
game = self.ctx.games[self.client.slot]
@@ -1551,16 +1612,16 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints = []
for item_name in self.ctx.item_name_groups[game][hint_name]:
if item_name in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name))
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name, auto_status))
elif not for_location and hint_name in self.ctx.item_names_for_game(game): # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
elif hint_name in self.ctx.location_name_groups[game]: # location group name
hints = []
for loc_name in self.ctx.location_name_groups[game][hint_name]:
if loc_name in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name))
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name, auto_status))
else: # location name
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
else:
self.output(response)
@@ -1832,13 +1893,56 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
target_item, target_player, flags = ctx.locations[client.slot][location]
if create_as_hint:
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location))
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location,
HintStatus.HINT_UNSPECIFIED))
locs.append(NetworkItem(target_item, location, target_player, flags))
ctx.notify_hints(client.team, hints, only_new=create_as_hint == 2)
if locs and create_as_hint:
ctx.save()
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'UpdateHint':
location = args["location"]
player = args["player"]
status = args["status"]
if not isinstance(player, int) or not isinstance(location, int) \
or (status is not None and not isinstance(status, int)):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint',
"original_cmd": cmd}])
return
hint = ctx.get_hint(client.team, player, location)
if not hint:
return # Ignored safely
if client.slot not in ctx.slot_set(hint.receiving_player):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint: No Permission',
"original_cmd": cmd}])
return
new_hint = hint
if status is None:
return
try:
status = HintStatus(status)
except ValueError:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Invalid Status', "original_cmd": cmd}])
return
if status == HintStatus.HINT_FOUND:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Cannot manually update status to "HINT_FOUND"', "original_cmd": cmd}])
return
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
ctx.save()
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
@@ -2143,9 +2247,9 @@ class ServerCommandProcessor(CommonCommandProcessor):
hints = []
for item_name_from_group in self.ctx.item_name_groups[game][item]:
if item_name_from_group in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group))
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group, HintStatus.HINT_PRIORITY))
else: # item name or id
hints = collect_hints(self.ctx, team, slot, item)
hints = collect_hints(self.ctx, team, slot, item, HintStatus.HINT_PRIORITY)
if hints:
self.ctx.notify_hints(team, hints)
@@ -2179,14 +2283,17 @@ class ServerCommandProcessor(CommonCommandProcessor):
if usable:
if isinstance(location, int):
hints = collect_hint_location_id(self.ctx, team, slot, location)
hints = collect_hint_location_id(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
elif game in self.ctx.location_name_groups and location in self.ctx.location_name_groups[game]:
hints = []
for loc_name_from_group in self.ctx.location_name_groups[game][location]:
if loc_name_from_group in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group))
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group,
HintStatus.HINT_UNSPECIFIED))
else:
hints = collect_hint_location_name(self.ctx, team, slot, location)
hints = collect_hint_location_name(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
if hints:
self.ctx.notify_hints(team, hints)
else:
@@ -2276,6 +2383,8 @@ def parse_args() -> argparse.Namespace:
parser.add_argument('--cert_key', help="Path to SSL Certificate Key file")
parser.add_argument('--loglevel', default=defaults["loglevel"],
choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--logtime', help="Add timestamps to STDOUT",
default=defaults["logtime"], action='store_true')
parser.add_argument('--location_check_points', default=defaults["location_check_points"], type=int)
parser.add_argument('--hint_cost', default=defaults["hint_cost"], type=int)
parser.add_argument('--disable_item_cheat', default=defaults["disable_item_cheat"], action='store_true')
@@ -2356,7 +2465,9 @@ def load_server_cert(path: str, cert_key: typing.Optional[str]) -> "ssl.SSLConte
async def main(args: argparse.Namespace):
Utils.init_logging("Server", loglevel=args.loglevel.lower())
Utils.init_logging(name="Server",
loglevel=args.loglevel.lower(),
add_timestamp=args.logtime)
ctx = Context(args.host, args.port, args.server_password, args.password, args.location_check_points,
args.hint_cost, not args.disable_item_cheat, args.release_mode, args.collect_mode,

View File

@@ -29,6 +29,14 @@ class ClientStatus(ByValue, enum.IntEnum):
CLIENT_GOAL = 30
class HintStatus(enum.IntEnum):
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
class SlotType(ByValue, enum.IntFlag):
spectator = 0b00
player = 0b01
@@ -224,7 +232,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
def _handle_player_id(self, node: JSONMessagePart):
player = int(node["text"])
node["color"] = 'magenta' if player == self.ctx.slot else 'yellow'
node["color"] = 'magenta' if self.ctx.slot_concerns_self(player) else 'yellow'
node["text"] = self.ctx.player_names[player]
return self._handle_color(node)
@@ -297,6 +305,20 @@ def add_json_location(parts: list, location_id: int, player: int = 0, **kwargs)
parts.append({"text": str(location_id), "player": player, "type": JSONTypes.location_id, **kwargs})
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "green",
HintStatus.HINT_UNSPECIFIED: "white",
HintStatus.HINT_NO_PRIORITY: "slateblue",
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
class Hint(typing.NamedTuple):
receiving_player: int
finding_player: int
@@ -305,14 +327,21 @@ class Hint(typing.NamedTuple):
found: bool
entrance: str = ""
item_flags: int = 0
status: HintStatus = HintStatus.HINT_UNSPECIFIED
def re_check(self, ctx, team) -> Hint:
if self.found:
if self.found and self.status == HintStatus.HINT_FOUND:
return self
found = self.location in ctx.location_checks[team, self.finding_player]
if found:
return Hint(self.receiving_player, self.finding_player, self.location, self.item, found, self.entrance,
self.item_flags)
return self._replace(found=found, status=HintStatus.HINT_FOUND)
return self
def re_prioritize(self, ctx, status: HintStatus) -> Hint:
if self.found and status != HintStatus.HINT_FOUND:
status = HintStatus.HINT_FOUND
if status != self.status:
return self._replace(status=status)
return self
def __hash__(self):
@@ -334,10 +363,8 @@ class Hint(typing.NamedTuple):
else:
add_json_text(parts, "'s World")
add_json_text(parts, ". ")
if self.found:
add_json_text(parts, "(found)", type="color", color="green")
else:
add_json_text(parts, "(not found)", type="color", color="red")
add_json_text(parts, status_names.get(self.status, "(unknown)"), type="color",
color=status_colors.get(self.status, "red"))
return {"cmd": "PrintJSON", "data": parts, "type": "Hint",
"receiving": self.receiving_player,
@@ -383,6 +410,8 @@ class _LocationStore(dict, typing.MutableMapping[int, typing.Dict[int, typing.Tu
checked = state[team, slot]
if not checked:
# This optimizes the case where everyone connects to a fresh game at the same time.
if slot not in self:
raise KeyError(slot)
return []
return [location_id for
location_id in self[slot] if

View File

@@ -754,7 +754,7 @@ class NamedRange(Range):
elif value > self.range_end and value not in self.special_range_names.values():
raise Exception(f"{value} is higher than maximum {self.range_end} for option {self.__class__.__name__} " +
f"and is also not one of the supported named special values: {self.special_range_names}")
# See docstring
for key in self.special_range_names:
if key != key.lower():
@@ -828,7 +828,10 @@ class VerifyKeys(metaclass=FreezeValidKeys):
f"is not a valid location name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
def __iter__(self) -> typing.Iterator[typing.Any]:
return self.value.__iter__()
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mapping[str, typing.Any]):
default = {}
supports_weighting = False
@@ -860,6 +863,8 @@ class ItemDict(OptionDict):
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value)
@@ -1175,7 +1180,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
class Accessibility(Choice):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1193,7 +1198,7 @@ class Accessibility(Choice):
class ItemsAccessibility(Accessibility):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1244,12 +1249,16 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing
accessibility: Accessibility
def as_dict(self, *option_names: str, casing: str = "snake") -> typing.Dict[str, typing.Any]:
def as_dict(self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False) -> 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`
:param toggles_as_bools: whether toggle options should be output as bools instead of strings
"""
assert option_names, "options.as_dict() was used without any option names."
option_results = {}
@@ -1271,6 +1280,8 @@ class CommonOptions(metaclass=OptionsMetaProperty):
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
@@ -1460,22 +1471,26 @@ it.
def get_option_groups(world: typing.Type[World], visibility_level: Visibility = Visibility.template) -> typing.Dict[
str, typing.Dict[str, typing.Type[Option[typing.Any]]]]:
"""Generates and returns a dictionary for the option groups of a specified world."""
option_groups = {option: option_group.name
for option_group in world.web.option_groups
for option in option_group.options}
option_to_name = {option: option_name for option_name, option in world.options_dataclass.type_hints.items()}
ordered_groups = {group.name: group.options for group in world.web.option_groups}
# add a default option group for uncategorized options to get thrown into
ordered_groups = ["Game Options"]
[ordered_groups.append(group) for group in option_groups.values() if group not in ordered_groups]
grouped_options = {group: {} for group in ordered_groups}
for option_name, option in world.options_dataclass.type_hints.items():
if visibility_level & option.visibility:
grouped_options[option_groups.get(option, "Game Options")][option_name] = option
if "Game Options" not in ordered_groups:
grouped_options = set(option for group in ordered_groups.values() for option in group)
ungrouped_options = [option for option in option_to_name if option not in grouped_options]
# only add the game options group if we have ungrouped options
if ungrouped_options:
ordered_groups = {**{"Game Options": ungrouped_options}, **ordered_groups}
# if the world doesn't have any ungrouped options, this group will be empty so just remove it
if not grouped_options["Game Options"]:
del grouped_options["Game Options"]
return grouped_options
return {
group: {
option_to_name[option]: option
for option in group_options
if (visibility_level in option.visibility and option in option_to_name)
}
for group, group_options in ordered_groups.items()
}
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:

View File

@@ -76,6 +76,9 @@ Currently, the following games are supported:
* Kingdom Hearts 1
* Mega Man 2
* Yacht Dice
* Faxanadu
* Saving Princess
* Castlevania: Circle of the Moon
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -19,8 +19,7 @@ import warnings
from argparse import Namespace
from settings import Settings, get_settings
from time import sleep
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union
from typing_extensions import TypeGuard
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union, TypeGuard
from yaml import load, load_all, dump
try:
@@ -48,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.5.1"
__version__ = "0.6.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -422,7 +421,8 @@ class RestrictedUnpickler(pickle.Unpickler):
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint", "SlotType", "NetworkSlot"}:
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}:
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name == "PlandoItem":
@@ -485,9 +485,9 @@ def get_text_after(text: str, start: str) -> str:
loglevel_mapping = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, write_mode: str = "w",
log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
exception_logger: typing.Optional[str] = None):
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
write_mode: str = "w", log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
add_timestamp: bool = False, exception_logger: typing.Optional[str] = None):
import datetime
loglevel: int = loglevel_mapping.get(loglevel, loglevel)
log_folder = user_path("logs")
@@ -514,11 +514,15 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
def filter(self, record: logging.LogRecord) -> bool:
return self.condition(record)
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.getMessage()))
root_logger.addHandler(file_handler)
if sys.stdout:
formatter = logging.Formatter(fmt='[%(asctime)s] %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
stream_handler = logging.StreamHandler(sys.stdout)
stream_handler.addFilter(Filter("NoFile", lambda record: not getattr(record, "NoStream", False)))
if add_timestamp:
stream_handler.setFormatter(formatter)
root_logger.addHandler(stream_handler)
# Relay unhandled exceptions to logger.
@@ -553,7 +557,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
import platform
logging.info(
f"Archipelago ({__version__}) logging initialized"
f" on {platform.platform()}"
f" on {platform.platform()} process {os.getpid()}"
f" running Python {sys.version_info.major}.{sys.version_info.minor}.{sys.version_info.micro}"
f"{' (frozen)' if is_frozen() else ''}"
)
@@ -855,11 +859,10 @@ def async_start(co: Coroutine[None, None, typing.Any], name: Optional[str] = Non
task.add_done_callback(_faf_tasks.discard)
def deprecate(message: str):
def deprecate(message: str, add_stacklevels: int = 0):
if __debug__:
raise Exception(message)
import warnings
warnings.warn(message)
warnings.warn(message, stacklevel=2 + add_stacklevels)
class DeprecateDict(dict):
@@ -873,10 +876,9 @@ class DeprecateDict(dict):
def __getitem__(self, item: Any) -> Any:
if self.should_error:
deprecate(self.log_message)
deprecate(self.log_message, add_stacklevels=1)
elif __debug__:
import warnings
warnings.warn(self.log_message)
warnings.warn(self.log_message, stacklevel=2)
return super().__getitem__(item)

View File

@@ -17,7 +17,7 @@ from Utils import get_file_safe_name
if typing.TYPE_CHECKING:
from flask import Flask
Utils.local_path.cached_path = os.path.dirname(__file__) or "." # py3.8 is not abs. remove "." when dropping 3.8
Utils.local_path.cached_path = os.path.dirname(__file__)
settings.no_gui = True
configpath = os.path.abspath("config.yaml")
if not os.path.exists(configpath): # fall back to config.yaml in home
@@ -34,7 +34,7 @@ def get_app() -> "Flask":
app.config.from_file(configpath, yaml.safe_load)
logging.info(f"Updated config from {configpath}")
# inside get_app() so it's usable in systems like gunicorn, which do not run WebHost.py, but import it.
parser = argparse.ArgumentParser()
parser = argparse.ArgumentParser(allow_abbrev=False)
parser.add_argument('--config_override', default=None,
help="Path to yaml config file that overrules config.yaml.")
args = parser.parse_known_args()[0]

View File

@@ -39,6 +39,8 @@ app.config["SECRET_KEY"] = bytes(socket.gethostname(), encoding="utf-8")
app.config["JOB_THRESHOLD"] = 1
# after what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
app.config["JOB_TIME"] = 600
# memory limit for generator processes in bytes
app.config["GENERATOR_MEMORY_LIMIT"] = 4294967296
app.config['SESSION_PERMANENT'] = True
# waitress uses one thread for I/O, these are for processing of views that then get sent
@@ -85,6 +87,6 @@ def register():
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options, session
app.register_blueprint(api.api_endpoints)

View File

@@ -6,6 +6,7 @@ import multiprocessing
import typing
from datetime import timedelta, datetime
from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit
@@ -53,7 +54,21 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
generation.state = STATE_STARTED
def init_db(pony_config: dict):
def init_generator(config: dict[str, Any]) -> None:
try:
import resource
except ModuleNotFoundError:
pass # unix only module
else:
# set soft limit for memory to from config (default 4GiB)
soft_limit = config["GENERATOR_MEMORY_LIMIT"]
old_limit, hard_limit = resource.getrlimit(resource.RLIMIT_AS)
if soft_limit != old_limit:
resource.setrlimit(resource.RLIMIT_AS, (soft_limit, hard_limit))
logging.debug(f"Changed AS mem limit {old_limit} -> {soft_limit}")
del resource, soft_limit, hard_limit
pony_config = config["PONY"]
db.bind(**pony_config)
db.generate_mapping()
@@ -105,8 +120,8 @@ def autogen(config: dict):
try:
with Locker("autogen"):
with multiprocessing.Pool(config["GENERATORS"], initializer=init_db,
initargs=(config["PONY"],), maxtasksperchild=10) as generator_pool:
with multiprocessing.Pool(config["GENERATORS"], initializer=init_generator,
initargs=(config,), maxtasksperchild=10) as generator_pool:
with db_session:
to_start = select(generation for generation in Generation if generation.state == STATE_STARTED)

View File

@@ -105,8 +105,9 @@ def roll_options(options: Dict[str, Union[dict, str]],
plando_options=plando_options)
else:
for i, yaml_data in enumerate(yaml_datas):
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
if yaml_data is not None:
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
except Exception as e:
if e.__cause__:
results[filename] = f"Failed to generate options in {filename}: {e} - {e.__cause__}"

View File

@@ -18,13 +18,6 @@ def get_world_theme(game_name: str):
return 'grass'
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.errorhandler(404)
@app.errorhandler(jinja2.exceptions.TemplateNotFound)
def page_not_found(err):

View File

@@ -5,9 +5,7 @@ waitress>=3.0.0
Flask-Caching>=2.3.0
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.1.1; python_version <= '3.8'
bokeh>=3.4.3; python_version == '3.9'
bokeh>=3.5.2; python_version >= '3.10'
bokeh>=3.5.2
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1

31
WebHostLib/session.py Normal file
View File

@@ -0,0 +1,31 @@
from uuid import uuid4, UUID
from flask import session, render_template
from WebHostLib import app
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.route('/session')
def show_session():
return render_template(
"session.html",
)
@app.route('/session/<string:_id>')
def set_session(_id: str):
new_id: UUID = UUID(_id, version=4)
old_id: UUID = session["_id"]
if old_id != new_id:
session["_id"] = new_id
return render_template(
"session.html",
old_id=old_id,
)

View File

@@ -178,8 +178,15 @@
})
.then(text => new DOMParser().parseFromString(text, 'text/html'))
.then(newDocument => {
let el = newDocument.getElementById("host-room-info");
document.getElementById("host-room-info").innerHTML = el.innerHTML;
["host-room-info", "slots-table"].forEach(function(id) {
const newEl = newDocument.getElementById(id);
const oldEl = document.getElementById(id);
if (oldEl && newEl) {
oldEl.innerHTML = newEl.innerHTML;
} else if (newEl) {
console.warn(`Did not find element to replace for ${id}`)
}
});
});
}

View File

@@ -8,7 +8,7 @@
{%- endmacro %}
{% macro list_patches_room(room) %}
{% if room.seed.slots %}
<table>
<table id="slots-table">
<thead>
<tr>
<th>Id</th>

View File

@@ -0,0 +1,30 @@
{% extends 'pageWrapper.html' %}
{% block head %}
{% include 'header/stoneHeader.html' %}
<title>Session</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
{% endblock %}
{% block body %}
<div class="markdown">
{% if old_id is defined %}
<p>Your old code was:</p>
<code>{{ old_id }}</code>
<br>
{% endif %}
<p>The following code is your unique identifier, it binds your uploaded content, such as rooms and seeds to you.
Treat it like a combined login name and password.
You should save this securely if you ever need to restore access.
You can also paste it into another device to access your content from multiple devices / browsers.
Some browsers, such as Brave, will delete your identifier cookie on a timer.</p>
<code>{{ session["_id"] }}</code>
<br>
<p>
The following link can be used to set the identifier. Do not share the code or link with others. <br>
<a href="{{ url_for('set_session', _id=session['_id']) }}">
{{ url_for('set_session', _id=session['_id'], _external=True) }}
</a>
</p>
</div>
{% endblock %}

View File

@@ -26,6 +26,7 @@
<li><a href="/user-content">User Content</a></li>
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
<li><a href="/glossary/en">Glossary</a></li>
<li><a href="{{url_for("show_session")}}">Session / Login</a></li>
</ul>
<h2>Tutorials</h2>

View File

@@ -4,9 +4,6 @@
{% include 'header/grassHeader.html' %}
<title>Option Templates (YAML)</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<script src="https://cdnjs.cloudflare.com/ajax/libs/showdown/1.9.1/showdown.min.js"
integrity="sha512-L03kznCrNOfVxOUovR6ESfCz9Gfny7gihUX/huVbQB9zjODtYpxaVtIaAkpetoiyV2eqWbvxMH9fiSv5enX7bw=="
crossorigin="anonymous"></script>
{% endblock %}
{% block body %}

View File

@@ -53,7 +53,7 @@
<table class="range-rows" data-option="{{ option_name }}">
<tbody>
{{ RangeRow(option_name, option, option.range_start, option.range_start, True) }}
{% if option.range_start < option.default < option.range_end %}
{% if option.default is number and option.range_start < option.default < option.range_end %}
{{ RangeRow(option_name, option, option.default, option.default, True) }}
{% endif %}
{{ RangeRow(option_name, option, option.range_end, option.range_end, True) }}

View File

@@ -69,6 +69,14 @@ cdef struct IndexEntry:
size_t count
if TYPE_CHECKING:
State = Dict[Tuple[int, int], Set[int]]
else:
State = Union[Tuple[int, int], Set[int], defaultdict]
T = TypeVar('T')
@cython.auto_pickle(False)
cdef class LocationStore:
"""Compact store for locations and their items in a MultiServer"""
@@ -137,10 +145,16 @@ cdef class LocationStore:
warnings.warn("Game has no locations")
# allocate the arrays and invalidate index (0xff...)
self.entries = <LocationEntry*>self._mem.alloc(count, sizeof(LocationEntry))
if count:
# leaving entries as NULL if there are none, makes potential memory errors more visible
self.entries = <LocationEntry*>self._mem.alloc(count, sizeof(LocationEntry))
self.sender_index = <IndexEntry*>self._mem.alloc(max_sender + 1, sizeof(IndexEntry))
self._raw_proxies = <PyObject**>self._mem.alloc(max_sender + 1, sizeof(PyObject*))
assert (not self.entries) == (not count)
assert self.sender_index
assert self._raw_proxies
# build entries and index
cdef size_t i = 0
for sender, locations in sorted(locations_dict.items()):
@@ -190,8 +204,6 @@ cdef class LocationStore:
raise KeyError(key)
return <object>self._raw_proxies[key]
T = TypeVar('T')
def get(self, key: int, default: T) -> Union[PlayerLocationProxy, T]:
# calling into self.__getitem__ here is slow, but this is not used in MultiServer
try:
@@ -246,12 +258,11 @@ cdef class LocationStore:
all_locations[sender].add(entry.location)
return all_locations
if TYPE_CHECKING:
State = Dict[Tuple[int, int], Set[int]]
else:
State = Union[Tuple[int, int], Set[int], defaultdict]
def get_checked(self, state: State, team: int, slot: int) -> List[int]:
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
# This used to validate checks actually exist. A remnant from the past.
# If the order of locations becomes relevant at some point, we could not do sorted(set), so leaving it.
cdef set checked = state[team, slot]
@@ -263,7 +274,6 @@ cdef class LocationStore:
# Unless the set is close to empty, it's cheaper to use the python set directly, so we do that.
cdef LocationEntry* entry
cdef ap_player_t sender = slot
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
return [entry.location for
@@ -273,9 +283,11 @@ cdef class LocationStore:
def get_missing(self, state: State, team: int, slot: int) -> List[int]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
cdef set checked = state[team, slot]
if not len(checked):
# Skip `in` if none have been checked.
# This optimizes the case where everyone connects to a fresh game at the same time.
@@ -290,9 +302,11 @@ cdef class LocationStore:
def get_remaining(self, state: State, team: int, slot: int) -> List[Tuple[int, int]]:
cdef LocationEntry* entry
cdef ap_player_t sender = slot
if sender < 0 or sender >= self.sender_index_size:
raise KeyError(slot)
cdef set checked = state[team, slot]
cdef size_t start = self.sender_index[sender].start
cdef size_t count = self.sender_index[sender].count
cdef set checked = state[team, slot]
return sorted([(entry.receiver, entry.item) for
entry in self.entries[start:start+count] if
entry.location not in checked])
@@ -328,7 +342,8 @@ cdef class PlayerLocationProxy:
cdef LocationEntry* entry = NULL
# binary search
cdef size_t l = self._store.sender_index[self._player].start
cdef size_t r = l + self._store.sender_index[self._player].count
cdef size_t e = l + self._store.sender_index[self._player].count
cdef size_t r = e
cdef size_t m
while l < r:
m = (l + r) // 2
@@ -337,7 +352,7 @@ cdef class PlayerLocationProxy:
l = m + 1
else:
r = m
if entry: # count != 0
if l < e:
entry = self._store.entries + l
if entry.location == loc:
return entry
@@ -349,8 +364,6 @@ cdef class PlayerLocationProxy:
return entry.item, entry.receiver, entry.flags
raise KeyError(f"No location {key} for player {self._player}")
T = TypeVar('T')
def get(self, key: int, default: T) -> Union[Tuple[int, int, int], T]:
cdef LocationEntry* entry = self._get(key)
if entry:

View File

@@ -3,8 +3,16 @@ import os
def make_ext(modname, pyxfilename):
from distutils.extension import Extension
return Extension(name=modname,
sources=[pyxfilename],
depends=["intset.h"],
include_dirs=[os.getcwd()],
language="c")
return Extension(
name=modname,
sources=[pyxfilename],
depends=["intset.h"],
include_dirs=[os.getcwd()],
language="c",
# to enable ASAN and debug build:
# extra_compile_args=["-fsanitize=address", "-UNDEBUG", "-Og", "-g"],
# extra_objects=["-fsanitize=address"],
# NOTE: we can not put -lasan at the front of link args, so needs to be run with
# LD_PRELOAD=/usr/lib/libasan.so ASAN_OPTIONS=detect_leaks=0 path/to/exe
# NOTE: this can't find everything unless libpython and cymem are also built with ASAN
)

View File

@@ -59,7 +59,7 @@
finding_text: "Finding Player"
location_text: "Location"
entrance_text: "Entrance"
found_text: "Found?"
status_text: "Status"
TooltipLabel:
id: receiving
sort_key: 'receiving'
@@ -96,9 +96,9 @@
valign: 'center'
pos_hint: {"center_y": 0.5}
TooltipLabel:
id: found
sort_key: 'found'
text: root.found_text
id: status
sort_key: 'status'
text: root.status_text
halign: 'center'
valign: 'center'
pos_hint: {"center_y": 0.5}

View File

@@ -36,6 +36,9 @@
# Castlevania 64
/worlds/cv64/ @LiquidCat64
# Castlevania: Circle of the Moon
/worlds/cvcotm/ @LiquidCat64
# Celeste 64
/worlds/celeste64/ @PoryGone
@@ -55,19 +58,22 @@
/worlds/dlcquest/ @axe-y @agilbert1412
# DOOM 1993
/worlds/doom_1993/ @Daivuk
/worlds/doom_1993/ @Daivuk @KScl
# DOOM II
/worlds/doom_ii/ @Daivuk
/worlds/doom_ii/ @Daivuk @KScl
# Factorio
/worlds/factorio/ @Berserker66
# Faxanadu
/worlds/faxanadu/ @Daivuk
# Final Fantasy Mystic Quest
/worlds/ffmq/ @Alchav @wildham0
# Heretic
/worlds/heretic/ @Daivuk
/worlds/heretic/ @Daivuk @KScl
# Hollow Knight
/worlds/hk/ @BadMagic100 @qwint
@@ -139,6 +145,9 @@
# Risk of Rain 2
/worlds/ror2/ @kindasneaki
# Saving Princess
/worlds/saving_princess/ @LeonarthCG
# Shivers
/worlds/shivers/ @GodlFire

View File

@@ -16,7 +16,7 @@ game contributions:
* **Do not introduce unit test failures/regressions.**
Archipelago supports multiple versions of Python. You may need to download older Python versions to fully test
your changes. Currently, the oldest supported version
is [Python 3.8](https://www.python.org/downloads/release/python-380/).
is [Python 3.10](https://www.python.org/downloads/release/python-31015/).
It is recommended that automated github actions are turned on in your fork to have github run unit tests after
pushing.
You can turn them on here:

View File

@@ -272,6 +272,7 @@ These packets are sent purely from client to server. They are not accepted by cl
* [Sync](#Sync)
* [LocationChecks](#LocationChecks)
* [LocationScouts](#LocationScouts)
* [UpdateHint](#UpdateHint)
* [StatusUpdate](#StatusUpdate)
* [Say](#Say)
* [GetDataPackage](#GetDataPackage)
@@ -342,6 +343,33 @@ This is useful in cases where an item appears in the game world, such as 'ledge
| locations | list\[int\] | The ids of the locations seen by the client. May contain any number of locations, even ones sent before; duplicates do not cause issues with the Archipelago server. |
| create_as_hint | int | If non-zero, the scouted locations get created and broadcasted as a player-visible hint. <br/>If 2 only new hints are broadcast, however this does not remove them from the LocationInfo reply. |
### UpdateHint
Sent to the server to update the status of a Hint. The client must be the 'receiving_player' of the Hint, or the update fails.
### Arguments
| Name | Type | Notes |
| ---- | ---- | ----- |
| player | int | The ID of the player whose location is being hinted for. |
| location | int | The ID of the location to update the hint for. If no hint exists for this location, the packet is ignored. |
| status | [HintStatus](#HintStatus) | Optional. If included, sets the status of the hint to this status. Cannot set `HINT_FOUND`, or change the status from `HINT_FOUND`. |
#### HintStatus
An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_FOUND = 0 # The location has been collected. Status cannot be changed once found.
HINT_UNSPECIFIED = 1 # The receiving player has not specified any status
HINT_NO_PRIORITY = 10 # The receiving player has specified that the item is unneeded
HINT_AVOID = 20 # The receiving player has specified that the item is detrimental
HINT_PRIORITY = 30 # The receiving player has specified that the item is needed
```
- Hints for items with `ItemClassification.trap` default to `HINT_AVOID`.
- Hints created with `LocationScouts`, `!hint_location`, or similar (hinting a location) default to `HINT_UNSPECIFIED`.
- Hints created with `!hint` or similar (hinting an item for yourself) default to `HINT_PRIORITY`.
- Once a hint is collected, its' status is updated to `HINT_FOUND` automatically, and can no longer be changed.
### StatusUpdate
Sent to the server to update on the sender's status. Examples include readiness or goal completion. (Example: defeated Ganon in A Link to the Past)
@@ -644,6 +672,7 @@ class Hint(typing.NamedTuple):
found: bool
entrance: str = ""
item_flags: int = 0
status: HintStatus = HintStatus.HINT_UNSPECIFIED
```
### Data Package Contents

View File

@@ -7,7 +7,9 @@ use that version. These steps are for developers or platforms without compiled r
## General
What you'll need:
* [Python 3.8.7 or newer](https://www.python.org/downloads/), not the Windows Store version
* [Python 3.10.11 or newer](https://www.python.org/downloads/), not the Windows Store version
* On Windows, please consider only using the latest supported version in production environments since security
updates for older versions are not easily available.
* Python 3.12.x is currently the newest supported version
* pip: included in downloads from python.org, separate in many Linux distributions
* Matching C compiler

View File

@@ -27,8 +27,14 @@
# If you wish to deploy, uncomment the following line and set it to something not easily guessable.
# SECRET_KEY: "Your secret key here"
# TODO
#JOB_THRESHOLD: 2
# Slot limit to post a generation to Generator process pool instead of rolling directly in WebHost process
#JOB_THRESHOLD: 1
# After what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
#JOB_TIME: 600
# Memory limit for Generator processes in bytes, -1 for unlimited. Currently only works on Linux.
#GENERATOR_MEMORY_LIMIT: 4294967296
# waitress uses one thread for I/O, these are for processing of view that get sent
#WAITRESS_THREADS: 10

View File

@@ -288,8 +288,8 @@ like entrance randomization in logic.
Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
There must be one special region, "Menu", from which the logic unfolds. AP assumes that a player will always be able to
return to the "Menu" region by resetting the game ("Save and quit").
There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
### Entrances
@@ -328,6 +328,9 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
avoiding the need for indirect conditions at the expense of performance.
### Item Rules
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
@@ -463,7 +466,7 @@ The world has to provide the following things for generation:
* the properties mentioned above
* additions to the item pool
* additions to the regions list: at least one called "Menu"
* additions to the regions list: at least one named after the world class's origin_region_name ("Menu" by default)
* locations placed inside those regions
* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
* applying `self.multiworld.push_precollected` for world-defined start inventory
@@ -516,7 +519,7 @@ def generate_early(self) -> None:
```python
def create_regions(self) -> None:
# Add regions to the multiworld. "Menu" is the required starting point.
# Add regions to the multiworld. One of them must use the origin_region_name as its name ("Menu" by default).
# Arguments to Region() are name, player, multiworld, and optionally hint_text
menu_region = Region("Menu", self.player, self.multiworld)
self.multiworld.regions.append(menu_region) # or use += [menu_region...]

View File

@@ -186,6 +186,11 @@ Root: HKCR; Subkey: "{#MyAppName}cv64patch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}cv64patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cv64patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcvcotm"; ValueData: "{#MyAppName}cvcotmpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch"; ValueData: "Archipelago Castlevania Circle of the Moon Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cvcotmpatch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apmm2"; ValueData: "{#MyAppName}mm2patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mm2patch"; ValueData: "Archipelago Mega Man 2 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mm2patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";

139
kvui.py
View File

@@ -3,6 +3,8 @@ import logging
import sys
import typing
import re
import io
import pkgutil
from collections import deque
assert "kivy" not in sys.modules, "kvui should be imported before kivy for frozen compatibility"
@@ -12,10 +14,7 @@ if sys.platform == "win32":
# 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
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.
ctypes.windll.shcore.SetProcessDpiAwareness(0)
os.environ["KIVY_NO_CONSOLELOG"] = "1"
os.environ["KIVY_NO_FILELOG"] = "1"
@@ -37,6 +36,7 @@ from kivy.app import App
from kivy.core.window import Window
from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel
from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock
from kivy.factory import Factory
@@ -55,6 +55,7 @@ from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from kivy.uix.dropdown import DropDown
from kivy.utils import escape_markup
from kivy.lang import Builder
from kivy.uix.recycleview.views import RecycleDataViewBehavior
@@ -63,10 +64,11 @@ from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.recycleview.layout import LayoutSelectionBehavior
from kivy.animation import Animation
from kivy.uix.popup import Popup
from kivy.uix.image import AsyncImage
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
from NetUtils import JSONtoTextParser, JSONMessagePart, SlotType
from NetUtils import JSONtoTextParser, JSONMessagePart, SlotType, HintStatus
from Utils import async_start, get_input_text_from_response
if typing.TYPE_CHECKING:
@@ -303,11 +305,11 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
self.selected = is_selected
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
index = None
dropdown: DropDown
def __init__(self):
super(HintLabel, self).__init__()
@@ -316,10 +318,32 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
self.finding_text = ""
self.location_text = ""
self.entrance_text = ""
self.found_text = ""
self.status_text = ""
self.hint = {}
for child in self.children:
child.bind(texture_size=self.set_height)
ctx = App.get_running_app().ctx
self.dropdown = DropDown()
def set_value(button):
self.dropdown.select(button.status)
def select(instance, data):
ctx.update_hint(self.hint["location"],
self.hint["finding_player"],
data)
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = Button(text=name, size_hint_y=None, height=dp(50))
status_button.status = status
status_button.bind(on_release=set_value)
self.dropdown.add_widget(status_button)
self.dropdown.bind(on_select=select)
def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children])
@@ -331,7 +355,8 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
self.finding_text = data["finding"]["text"]
self.location_text = data["location"]["text"]
self.entrance_text = data["entrance"]["text"]
self.found_text = data["found"]["text"]
self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data)
@@ -341,13 +366,21 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
return True
if self.index: # skip header
if self.collide_point(*touch.pos):
if self.selected:
status_label = self.ids["status"]
if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND:
return
ctx = App.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown
self.dropdown.open(self.ids["status"])
elif self.selected:
self.parent.clear_selection()
else:
text = "".join((self.receiving_text, "\'s ", self.item_text, " is at ", self.location_text, " in ",
self.finding_text, "\'s World", (" at " + self.entrance_text)
if self.entrance_text != "Vanilla"
else "", ". (", self.found_text.lower(), ")"))
else "", ". (", self.status_text.lower(), ")"))
temp = MarkupLabel(text).markup
text = "".join(
part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
@@ -361,18 +394,16 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
for child in self.children:
if child.collide_point(*touch.pos):
key = child.sort_key
parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
if key == "status":
parent.hint_sorter = lambda element: element["status"]["hint"]["status"]
else: parent.hint_sorter = lambda element: remove_between_brackets.sub("", element[key]["text"]).lower()
if key == parent.sort_key:
# second click reverses order
parent.reversed = not parent.reversed
else:
parent.sort_key = key
parent.reversed = False
break
else:
logging.warning("Did not find clicked header for sorting.")
App.get_running_app().update_hints()
App.get_running_app().update_hints()
def apply_selection(self, rv, index, is_selected):
""" Respond to the selection of items in the view. """
@@ -666,7 +697,7 @@ class GameManager(App):
self.energy_link_label.text = f"EL: {Utils.format_SI_prefix(self.ctx.current_energy_link_value)}J"
def update_hints(self):
hints = self.ctx.stored_data[f"_read_hints_{self.ctx.team}_{self.ctx.slot}"]
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.log_panels["Hints"].refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
@@ -722,6 +753,22 @@ class UILog(RecycleView):
element.height = element.texture_size[1]
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
HintStatus.HINT_NO_PRIORITY: "No Priority",
HintStatus.HINT_AVOID: "Avoid",
HintStatus.HINT_PRIORITY: "Priority",
}
status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "green",
HintStatus.HINT_UNSPECIFIED: "white",
HintStatus.HINT_NO_PRIORITY: "cyan",
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
class HintLog(RecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
@@ -729,12 +776,13 @@ class HintLog(RecycleView):
"finding": {"text": "[u]Finding Player[/u]"},
"location": {"text": "[u]Location[/u]"},
"entrance": {"text": "[u]Entrance[/u]"},
"found": {"text": "[u]Status[/u]"},
"status": {"text": "[u]Status[/u]",
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"striped": True,
}
sort_key: str = ""
reversed: bool = False
reversed: bool = True
def __init__(self, parser):
super(HintLog, self).__init__()
@@ -742,8 +790,18 @@ class HintLog(RecycleView):
self.parser = parser
def refresh_hints(self, hints):
if not hints: # Fix the scrolling looking visually wrong in some edge cases
self.scroll_y = 1.0
data = []
ctx = App.get_running_app().ctx
for hint in hints:
if not hint.get("status"): # Allows connecting to old servers
hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED
hint_status_node = self.parser.handle_node({"type": "color",
"color": status_colors.get(hint["status"], "red"),
"text": status_names.get(hint["status"], "Unknown")})
if hint["status"] != HintStatus.HINT_FOUND and ctx.slot_concerns_self(hint["receiving_player"]):
hint_status_node = f"[u]{hint_status_node}[/u]"
data.append({
"receiving": {"text": self.parser.handle_node({"type": "player_id", "text": hint["receiving_player"]})},
"item": {"text": self.parser.handle_node({
@@ -761,9 +819,10 @@ class HintLog(RecycleView):
"entrance": {"text": self.parser.handle_node({"type": "color" if hint["entrance"] else "text",
"color": "blue", "text": hint["entrance"]
if hint["entrance"] else "Vanilla"})},
"found": {
"text": self.parser.handle_node({"type": "color", "color": "green" if hint["found"] else "red",
"text": "Found" if hint["found"] else "Not Found"})},
"status": {
"text": hint_status_node,
"hint": hint,
},
})
data.sort(key=self.hint_sorter, reverse=self.reversed)
@@ -774,7 +833,7 @@ class HintLog(RecycleView):
@staticmethod
def hint_sorter(element: dict) -> str:
return ""
return element["status"]["hint"]["status"] # By status by default
def fix_heights(self):
"""Workaround fix for divergent texture and layout heights"""
@@ -783,6 +842,40 @@ class HintLog(RecycleView):
element.height = max_height
class ApAsyncImage(AsyncImage):
def is_uri(self, filename: str) -> bool:
if filename.startswith("ap:"):
return True
else:
return super().is_uri(filename)
class ImageLoaderPkgutil(ImageLoaderBase):
def load(self, filename: str) -> typing.List[ImageData]:
# take off the "ap:" prefix
module, path = filename[3:].split("/", 1)
data = pkgutil.get_data(module, path)
return self._bytes_to_data(data)
def _bytes_to_data(self, data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory())
return loader.load(loader, io.BytesIO(data))
# grab the default loader method so we can override it but use it as a fallback
_original_image_loader_load = ImageLoader.load
def load_override(filename: str, default_load=_original_image_loader_load, **kwargs):
if filename.startswith("ap:"):
return ImageLoaderPkgutil(filename)
else:
return default_load(filename, **kwargs)
ImageLoader.load = load_override
class E(ExceptionHandler):
logger = logging.getLogger("Client")

View File

@@ -7,6 +7,7 @@ import os
import os.path
import shutil
import sys
import types
import typing
import warnings
from enum import IntEnum
@@ -162,8 +163,13 @@ class Group:
else:
# assign value, try to upcast to type hint
annotation = self.get_type_hints().get(k, None)
candidates = [] if annotation is None else \
typing.get_args(annotation) if typing.get_origin(annotation) is Union else [annotation]
candidates = (
[] if annotation is None else (
typing.get_args(annotation)
if typing.get_origin(annotation) in (Union, types.UnionType)
else [annotation]
)
)
none_type = type(None)
for cls in candidates:
assert isinstance(cls, type), f"{self.__class__.__name__}.{k}: type {cls} not supported in settings"
@@ -593,6 +599,7 @@ class ServerOptions(Group):
savefile: Optional[str] = None
disable_save: bool = False
loglevel: str = "info"
logtime: bool = False
server_password: Optional[ServerPassword] = None
disable_item_cheat: Union[DisableItemCheat, bool] = False
location_check_points: LocationCheckPoints = LocationCheckPoints(1)

View File

@@ -321,7 +321,7 @@ class BuildExeCommand(cx_Freeze.command.build_exe.build_exe):
f"{ex}\nPlease close all AP instances and delete manually.")
# regular cx build
self.buildtime = datetime.datetime.utcnow()
self.buildtime = datetime.datetime.now(datetime.timezone.utc)
super().run()
# manually copy built modules to lib folder. cx_Freeze does not know they exist.
@@ -634,7 +634,7 @@ cx_Freeze.setup(
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas", "zstandard"],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2", "orjson"], # TODO: remove orjson here once we drop py3.8 support
"zip_exclude_packages": ["worlds", "sc2"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

@@ -80,3 +80,21 @@ class TestBase(unittest.TestCase):
call_all(multiworld, step)
self.assertEqual(created_items, multiworld.itempool,
f"{game_name} modified the itempool during {step}")
def test_locality_not_modified(self):
"""Test that worlds don't modify the locality of items after duplicates are resolved"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
worlds_to_test = {game: world for game, world in AutoWorldRegister.world_types.items()}
for game_name, world_type in worlds_to_test.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
local_items = multiworld.worlds[1].options.local_items.value.copy()
non_local_items = multiworld.worlds[1].options.non_local_items.value.copy()
for step in additional_steps:
with self.subTest("step", step=step):
call_all(multiworld, step)
self.assertEqual(local_items, multiworld.worlds[1].options.local_items.value,
f"{game_name} modified local_items during {step}")
self.assertEqual(non_local_items, multiworld.worlds[1].options.non_local_items.value,
f"{game_name} modified non_local_items during {step}")

View File

@@ -0,0 +1,16 @@
from unittest import TestCase
from settings import Group
from worlds.AutoWorld import AutoWorldRegister
class TestSettings(TestCase):
def test_settings_can_update(self) -> None:
"""
Test that world settings can update.
"""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=game_name):
if world_type.settings is not None:
assert isinstance(world_type.settings, Group)
world_type.settings.update({}) # a previous bug had a crash in this call to update

View File

@@ -115,6 +115,7 @@ class Base:
def test_get_for_player(self) -> None:
self.assertEqual(self.store.get_for_player(3), {4: {9}})
self.assertEqual(self.store.get_for_player(1), {1: {13}, 2: {22, 23}})
self.assertEqual(self.store.get_for_player(9999), {})
def test_get_checked(self) -> None:
self.assertEqual(self.store.get_checked(full_state, 0, 1), [11, 12, 13])
@@ -122,18 +123,48 @@ class Base:
self.assertEqual(self.store.get_checked(empty_state, 0, 1), [])
self.assertEqual(self.store.get_checked(full_state, 0, 3), [9])
def test_get_checked_exception(self) -> None:
with self.assertRaises(KeyError):
self.store.get_checked(empty_state, 0, 9999)
bad_state = {(0, 6): {1}}
with self.assertRaises(KeyError):
self.store.get_checked(bad_state, 0, 6)
bad_state = {(0, 9999): set()}
with self.assertRaises(KeyError):
self.store.get_checked(bad_state, 0, 9999)
def test_get_missing(self) -> None:
self.assertEqual(self.store.get_missing(full_state, 0, 1), [])
self.assertEqual(self.store.get_missing(one_state, 0, 1), [11, 13])
self.assertEqual(self.store.get_missing(empty_state, 0, 1), [11, 12, 13])
self.assertEqual(self.store.get_missing(empty_state, 0, 3), [9])
def test_get_missing_exception(self) -> None:
with self.assertRaises(KeyError):
self.store.get_missing(empty_state, 0, 9999)
bad_state = {(0, 6): {1}}
with self.assertRaises(KeyError):
self.store.get_missing(bad_state, 0, 6)
bad_state = {(0, 9999): set()}
with self.assertRaises(KeyError):
self.store.get_missing(bad_state, 0, 9999)
def test_get_remaining(self) -> None:
self.assertEqual(self.store.get_remaining(full_state, 0, 1), [])
self.assertEqual(self.store.get_remaining(one_state, 0, 1), [(1, 13), (2, 21)])
self.assertEqual(self.store.get_remaining(empty_state, 0, 1), [(1, 13), (2, 21), (2, 22)])
self.assertEqual(self.store.get_remaining(empty_state, 0, 3), [(4, 99)])
def test_get_remaining_exception(self) -> None:
with self.assertRaises(KeyError):
self.store.get_remaining(empty_state, 0, 9999)
bad_state = {(0, 6): {1}}
with self.assertRaises(KeyError):
self.store.get_missing(bad_state, 0, 6)
bad_state = {(0, 9999): set()}
with self.assertRaises(KeyError):
self.store.get_remaining(bad_state, 0, 9999)
def test_location_set_intersection(self) -> None:
locations = {10, 11, 12}
locations.intersection_update(self.store[1])
@@ -181,6 +212,16 @@ class Base:
})
self.assertEqual(len(store), 1)
self.assertEqual(len(store[1]), 0)
self.assertEqual(sorted(store.find_item(set(), 1)), [])
self.assertEqual(sorted(store.find_item({1}, 1)), [])
self.assertEqual(sorted(store.find_item({1, 2}, 1)), [])
self.assertEqual(store.get_for_player(1), {})
self.assertEqual(store.get_checked(empty_state, 0, 1), [])
self.assertEqual(store.get_checked(full_state, 0, 1), [])
self.assertEqual(store.get_missing(empty_state, 0, 1), [])
self.assertEqual(store.get_missing(full_state, 0, 1), [])
self.assertEqual(store.get_remaining(empty_state, 0, 1), [])
self.assertEqual(store.get_remaining(full_state, 0, 1), [])
def test_no_locations_for_1(self) -> None:
store = self.type({

View File

@@ -2,9 +2,7 @@
from __future__ import annotations
import abc
import logging
from typing import TYPE_CHECKING, ClassVar, Dict, Iterable, Tuple, Any, Optional, Union
from typing_extensions import TypeGuard
from typing import TYPE_CHECKING, ClassVar, Dict, Iterable, Tuple, Any, Optional, Union, TypeGuard
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components

View File

@@ -33,7 +33,10 @@ class AutoWorldRegister(type):
# lazy loading + caching to minimize runtime cost
if cls.__settings is None:
from settings import get_settings
cls.__settings = get_settings()[cls.settings_key]
try:
cls.__settings = get_settings()[cls.settings_key]
except AttributeError:
return None
return cls.__settings
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> AutoWorldRegister:

View File

@@ -103,7 +103,7 @@ def _install_apworld(apworld_src: str = "") -> Optional[Tuple[pathlib.Path, path
try:
import zipfile
zip = zipfile.ZipFile(apworld_path)
directories = [f.filename.strip('/') for f in zip.filelist if f.CRC == 0 and f.file_size == 0 and f.filename.count('/') == 1]
directories = [f.name for f in zipfile.Path(zip).iterdir() if f.is_dir()]
if len(directories) == 1 and directories[0] in apworld_path.stem:
module_name = directories[0]
apworld_name = module_name + ".apworld"
@@ -207,6 +207,7 @@ components: List[Component] = [
]
# if registering an icon from within an apworld, the format "ap:module.name/path/to/file.png" can be used
icon_paths = {
'icon': local_path('data', 'icon.png'),
'mcicon': local_path('data', 'mcicon.png'),

View File

@@ -66,19 +66,12 @@ class WorldSource:
start = time.perf_counter()
if self.is_zip:
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])
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)
mod.__package__ = f"worlds.{mod.__package__}"
if mod.__package__ is not None:
mod.__package__ = f"worlds.{mod.__package__}"
else:
# load_module does not populate package, we'll have to assume mod.__name__ is correct here
# probably safe to remove with 3.8 support
mod.__package__ = f"worlds.{mod.__name__}"
mod.__name__ = f"worlds.{mod.__name__}"
sys.modules[mod.__name__] = mod
with warnings.catch_warnings():

View File

@@ -47,8 +47,6 @@ class LocationData:
self.local_item: int = None
def get_random_position(self, random):
x: int = None
y: int = None
if self.world_positions is None or len(self.world_positions) == 0:
if self.room_id is None:
return None

View File

@@ -76,10 +76,9 @@ def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player
multiworld.regions.append(credits_room_far_side)
dragon_slay_check = options.dragon_slay_check.value
priority_locations = determine_priority_locations(multiworld, dragon_slay_check)
priority_locations = determine_priority_locations()
for name, location_data in location_table.items():
require_sword = False
if location_data.region == "Varies":
if location_data.name == "Slay Yorgle":
if not dragon_slay_check:
@@ -154,6 +153,7 @@ def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player
# Placeholder for adding sets of priority locations at generation, possibly as an option in the future
def determine_priority_locations(world: MultiWorld, dragon_slay_check: bool) -> {}:
# def determine_priority_locations(multiworld: MultiWorld, dragon_slay_check: bool) -> {}:
def determine_priority_locations() -> {}:
priority_locations = {}
return priority_locations

View File

@@ -86,9 +86,7 @@ class AdventureDeltaPatch(APPatch, metaclass=AutoPatchRegister):
# locations: [], autocollect: [], seed_name: bytes,
def __init__(self, *args: Any, **kwargs: Any) -> None:
patch_only = True
if "autocollect" in kwargs:
patch_only = False
self.foreign_items: [AdventureForeignItemInfo] = [AdventureForeignItemInfo(loc.short_location_id, loc.room_id, loc.room_x, loc.room_y)
for loc in kwargs["locations"]]

View File

@@ -446,7 +446,7 @@ class AdventureWorld(World):
# end of ordered Main.py calls
def create_item(self, name: str) -> Item:
item_data: ItemData = item_table.get(name)
item_data: ItemData = item_table[name]
return AdventureItem(name, item_data.classification, item_data.id, self.player)
def create_event(self, name: str, classification: ItemClassification) -> Item:

View File

@@ -1,7 +1,7 @@
import typing
from dataclasses import dataclass
from BaseClasses import MultiWorld
from Options import Choice, Range, DeathLink, DefaultOnToggle, FreeText, ItemsAccessibility, Option, \
from Options import Choice, Range, DeathLink, DefaultOnToggle, FreeText, ItemsAccessibility, PerGameCommonOptions, \
PlandoBosses, PlandoConnections, PlandoTexts, Removed, StartInventoryPool, Toggle
from .EntranceShuffle import default_connections, default_dungeon_connections, \
inverted_default_connections, inverted_default_dungeon_connections
@@ -742,86 +742,86 @@ class ALttPPlandoTexts(PlandoTexts):
valid_keys = TextTable.valid_keys
alttp_options: typing.Dict[str, type(Option)] = {
"accessibility": ItemsAccessibility,
"plando_connections": ALttPPlandoConnections,
"plando_texts": ALttPPlandoTexts,
"start_inventory_from_pool": StartInventoryPool,
"goal": Goal,
"mode": Mode,
"glitches_required": GlitchesRequired,
"dark_room_logic": DarkRoomLogic,
"open_pyramid": OpenPyramid,
"crystals_needed_for_gt": CrystalsTower,
"crystals_needed_for_ganon": CrystalsGanon,
"triforce_pieces_mode": TriforcePiecesMode,
"triforce_pieces_percentage": TriforcePiecesPercentage,
"triforce_pieces_required": TriforcePiecesRequired,
"triforce_pieces_available": TriforcePiecesAvailable,
"triforce_pieces_extra": TriforcePiecesExtra,
"entrance_shuffle": EntranceShuffle,
"entrance_shuffle_seed": EntranceShuffleSeed,
"big_key_shuffle": big_key_shuffle,
"small_key_shuffle": small_key_shuffle,
"key_drop_shuffle": key_drop_shuffle,
"compass_shuffle": compass_shuffle,
"map_shuffle": map_shuffle,
"restrict_dungeon_item_on_boss": RestrictBossItem,
"item_pool": ItemPool,
"item_functionality": ItemFunctionality,
"enemy_health": EnemyHealth,
"enemy_damage": EnemyDamage,
"progressive": Progressive,
"swordless": Swordless,
"dungeon_counters": DungeonCounters,
"retro_bow": RetroBow,
"retro_caves": RetroCaves,
"hints": Hints,
"scams": Scams,
"boss_shuffle": LTTPBosses,
"pot_shuffle": PotShuffle,
"enemy_shuffle": EnemyShuffle,
"killable_thieves": KillableThieves,
"bush_shuffle": BushShuffle,
"shop_item_slots": ShopItemSlots,
"randomize_shop_inventories": RandomizeShopInventories,
"shuffle_shop_inventories": ShuffleShopInventories,
"include_witch_hut": IncludeWitchHut,
"randomize_shop_prices": RandomizeShopPrices,
"randomize_cost_types": RandomizeCostTypes,
"shop_price_modifier": ShopPriceModifier,
"shuffle_capacity_upgrades": ShuffleCapacityUpgrades,
"bombless_start": BomblessStart,
"shuffle_prizes": ShufflePrizes,
"tile_shuffle": TileShuffle,
"misery_mire_medallion": MiseryMireMedallion,
"turtle_rock_medallion": TurtleRockMedallion,
"glitch_boots": GlitchBoots,
"beemizer_total_chance": BeemizerTotalChance,
"beemizer_trap_chance": BeemizerTrapChance,
"timer": Timer,
"countdown_start_time": CountdownStartTime,
"red_clock_time": RedClockTime,
"blue_clock_time": BlueClockTime,
"green_clock_time": GreenClockTime,
"death_link": DeathLink,
"allow_collect": AllowCollect,
"ow_palettes": OWPalette,
"uw_palettes": UWPalette,
"hud_palettes": HUDPalette,
"sword_palettes": SwordPalette,
"shield_palettes": ShieldPalette,
# "link_palettes": LinkPalette,
"heartbeep": HeartBeep,
"heartcolor": HeartColor,
"quickswap": QuickSwap,
"menuspeed": MenuSpeed,
"music": Music,
"reduceflashing": ReduceFlashing,
"triforcehud": TriforceHud,
@dataclass
class ALTTPOptions(PerGameCommonOptions):
accessibility: ItemsAccessibility
plando_connections: ALttPPlandoConnections
plando_texts: ALttPPlandoTexts
start_inventory_from_pool: StartInventoryPool
goal: Goal
mode: Mode
glitches_required: GlitchesRequired
dark_room_logic: DarkRoomLogic
open_pyramid: OpenPyramid
crystals_needed_for_gt: CrystalsTower
crystals_needed_for_ganon: CrystalsGanon
triforce_pieces_mode: TriforcePiecesMode
triforce_pieces_percentage: TriforcePiecesPercentage
triforce_pieces_required: TriforcePiecesRequired
triforce_pieces_available: TriforcePiecesAvailable
triforce_pieces_extra: TriforcePiecesExtra
entrance_shuffle: EntranceShuffle
entrance_shuffle_seed: EntranceShuffleSeed
big_key_shuffle: big_key_shuffle
small_key_shuffle: small_key_shuffle
key_drop_shuffle: key_drop_shuffle
compass_shuffle: compass_shuffle
map_shuffle: map_shuffle
restrict_dungeon_item_on_boss: RestrictBossItem
item_pool: ItemPool
item_functionality: ItemFunctionality
enemy_health: EnemyHealth
enemy_damage: EnemyDamage
progressive: Progressive
swordless: Swordless
dungeon_counters: DungeonCounters
retro_bow: RetroBow
retro_caves: RetroCaves
hints: Hints
scams: Scams
boss_shuffle: LTTPBosses
pot_shuffle: PotShuffle
enemy_shuffle: EnemyShuffle
killable_thieves: KillableThieves
bush_shuffle: BushShuffle
shop_item_slots: ShopItemSlots
randomize_shop_inventories: RandomizeShopInventories
shuffle_shop_inventories: ShuffleShopInventories
include_witch_hut: IncludeWitchHut
randomize_shop_prices: RandomizeShopPrices
randomize_cost_types: RandomizeCostTypes
shop_price_modifier: ShopPriceModifier
shuffle_capacity_upgrades: ShuffleCapacityUpgrades
bombless_start: BomblessStart
shuffle_prizes: ShufflePrizes
tile_shuffle: TileShuffle
misery_mire_medallion: MiseryMireMedallion
turtle_rock_medallion: TurtleRockMedallion
glitch_boots: GlitchBoots
beemizer_total_chance: BeemizerTotalChance
beemizer_trap_chance: BeemizerTrapChance
timer: Timer
countdown_start_time: CountdownStartTime
red_clock_time: RedClockTime
blue_clock_time: BlueClockTime
green_clock_time: GreenClockTime
death_link: DeathLink
allow_collect: AllowCollect
ow_palettes: OWPalette
uw_palettes: UWPalette
hud_palettes: HUDPalette
sword_palettes: SwordPalette
shield_palettes: ShieldPalette
# link_palettes: LinkPalette
heartbeep: HeartBeep
heartcolor: HeartColor
quickswap: QuickSwap
menuspeed: MenuSpeed
music: Music
reduceflashing: ReduceFlashing
triforcehud: TriforceHud
# removed:
"goals": Removed,
"smallkey_shuffle": Removed,
"bigkey_shuffle": Removed,
}
goals: Removed
smallkey_shuffle: Removed
bigkey_shuffle: Removed

View File

@@ -782,8 +782,8 @@ def get_nonnative_item_sprite(code: int) -> int:
def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
local_random = world.per_slot_randoms[player]
local_world = world.worlds[player]
local_random = local_world.random
# patch items
@@ -1867,7 +1867,7 @@ def apply_oof_sfx(rom, oof: str):
def apply_rom_settings(rom, beep, color, quickswap, menuspeed, music: bool, sprite: str, oof: str, palettes_options,
world=None, player=1, allow_random_on_event=False, reduceflashing=False,
triforcehud: str = None, deathlink: bool = False, allowcollect: bool = False):
local_random = random if not world else world.per_slot_randoms[player]
local_random = random if not world else world.worlds[player].random
disable_music: bool = not music
# enable instant item menu
if menuspeed == 'instant':
@@ -2197,8 +2197,9 @@ def write_string_to_rom(rom, target, string):
def write_strings(rom, world, player):
from . import ALTTPWorld
local_random = world.per_slot_randoms[player]
w: ALTTPWorld = world.worlds[player]
local_random = w.random
tt = TextTable()
tt.removeUnwantedText()
@@ -2425,7 +2426,7 @@ def write_strings(rom, world, player):
if world.worlds[player].has_progressive_bows and (w.difficulty_requirements.progressive_bow_limit >= 2 or (
world.swordless[player] or world.glitches_required[player] == 'no_glitches')):
prog_bow_locs = world.find_item_locations('Progressive Bow', player, True)
world.per_slot_randoms[player].shuffle(prog_bow_locs)
local_random.shuffle(prog_bow_locs)
found_bow = False
found_bow_alt = False
while prog_bow_locs and not (found_bow and found_bow_alt):

View File

@@ -1,28 +1,27 @@
import logging
import os
import random
import settings
import threading
import typing
import Utils
import settings
from BaseClasses import Item, CollectionState, Tutorial, MultiWorld
from worlds.AutoWorld import World, WebWorld, LogicMixin
from .Client import ALTTPSNIClient
from .Dungeons import create_dungeons, Dungeon
from .EntranceShuffle import link_entrances, link_inverted_entrances, plando_connect
from .InvertedRegions import create_inverted_regions, mark_dark_world_regions
from .ItemPool import generate_itempool, difficulties
from .Items import item_init_table, item_name_groups, item_table, GetBeemizerItem
from .Options import alttp_options, small_key_shuffle
from .Options import ALTTPOptions, small_key_shuffle
from .Regions import lookup_name_to_id, create_regions, mark_light_world_regions, lookup_vanilla_location_to_entrance, \
is_main_entrance, key_drop_data
from .Client import ALTTPSNIClient
from .Rom import LocalRom, patch_rom, patch_race_rom, check_enemizer, patch_enemizer, apply_rom_settings, \
get_hash_string, get_base_rom_path, LttPDeltaPatch
from .Rules import set_rules
from .Shops import create_shops, Shop, push_shop_inventories, ShopType, price_rate_display, price_type_display_name
from .SubClasses import ALttPItem, LTTPRegionType
from worlds.AutoWorld import World, WebWorld, LogicMixin
from .StateHelpers import can_buy_unlimited
from .SubClasses import ALttPItem, LTTPRegionType
lttp_logger = logging.getLogger("A Link to the Past")
@@ -132,7 +131,8 @@ class ALTTPWorld(World):
Ganon!
"""
game = "A Link to the Past"
option_definitions = alttp_options
options_dataclass = ALTTPOptions
options: ALTTPOptions
settings_key = "lttp_options"
settings: typing.ClassVar[ALTTPSettings]
topology_present = True
@@ -286,13 +286,22 @@ class ALTTPWorld(World):
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
if multiworld.is_race:
import xxtea
import xxtea # noqa
for player in multiworld.get_game_players(cls.game):
if multiworld.worlds[player].use_enemizer:
check_enemizer(multiworld.worlds[player].enemizer_path)
break
def generate_early(self):
# write old options
import dataclasses
is_first = self.player == min(self.multiworld.get_game_players(self.game))
for field in dataclasses.fields(self.options_dataclass):
if is_first:
setattr(self.multiworld, field.name, {})
getattr(self.multiworld, field.name)[self.player] = getattr(self.options, field.name)
# end of old options re-establisher
player = self.player
multiworld = self.multiworld
@@ -536,12 +545,10 @@ class ALTTPWorld(World):
@property
def use_enemizer(self) -> bool:
world = self.multiworld
player = self.player
return bool(world.boss_shuffle[player] or world.enemy_shuffle[player]
or world.enemy_health[player] != 'default' or world.enemy_damage[player] != 'default'
or world.pot_shuffle[player] or world.bush_shuffle[player]
or world.killable_thieves[player])
return bool(self.options.boss_shuffle or self.options.enemy_shuffle
or self.options.enemy_health != 'default' or self.options.enemy_damage != 'default'
or self.options.pot_shuffle or self.options.bush_shuffle
or self.options.killable_thieves)
def generate_output(self, output_directory: str):
multiworld = self.multiworld

View File

@@ -0,0 +1,32 @@
# A Link to the Past
## Où se trouve la page des paramètres ?
La [page des paramètres du joueur pour ce jeu](../player-options) contient tous les paramètres dont vous avez besoin
pour configurer et exporter le fichier.
## Quel est l'effet de la randomisation sur ce jeu ?
Les objets que le joueur devrait normalement obtenir au cours du jeu ont été déplacés. Il y a tout de même une logique
pour que le jeu puisse être terminé, mais dû au mélange des objets, le joueur peut avoir besoin d'accéder à certaines
zones plus tôt que dans le jeu original.
## Quels sont les objets et endroits mélangés ?
Tous les objets principaux, les collectibles et munitions peuvent être mélangés, et tous les endroits qui
pourraient contenir un de ces objets peuvent avoir leur contenu modifié.
## Quels objets peuvent être dans le monde d'un autre joueur ?
Un objet pouvant être mélangé peut être aussi placé dans le monde d'un autre joueur. Il est possible de limiter certains
objets à votre propre monde.
## À quoi ressemble un objet d'un autre monde dans LttP ?
Les objets appartenant à d'autres mondes sont représentés par une Étoile de Super Mario World.
## Quand le joueur reçoit un objet, que ce passe-t-il ?
Quand le joueur reçoit un objet, Link montrera l'objet au monde en le mettant au-dessus de sa tête. C'est bon pour
les affaires !

View File

@@ -1,41 +1,28 @@
# Guide d'installation du MultiWorld de A Link to the Past Randomizer
<div id="tutorial-video-container">
<iframe width="560" height="315" src="https://www.youtube-nocookie.com/embed/mJKEHaiyR_Y" frameborder="0"
allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen>
</iframe>
</div>
## Logiciels requis
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
- [QUsb2Snes](https://github.com/Skarsnik/QUsb2snes/releases) (Inclus dans les utilitaires précédents)
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- [SNI](https://github.com/alttpo/sni/releases). Inclus avec l'installation d'Archipelago ci-dessus.
- SNI n'est pas compatible avec (Q)Usb2Snes.
- Une solution logicielle ou matérielle capable de charger et de lancer des fichiers ROM de SNES
- Un émulateur capable d'éxécuter des scripts Lua
([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
[BizHawk](https://tasvideos.org/BizHawk))
- Un SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), ou une autre solution matérielle
compatible
- Le fichier ROM de la v1.0 japonaise, sûrement nommé `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
- Un émulateur capable de se connecter à SNI
[snes9x-nwa](https://github.com/Skarsnik/snes9x-emunwa/releases), ([snes9x rr](https://github.com/gocha/snes9x-rr/releases),
[BSNES-plus](https://github.com/black-sliver/bsnes-plus),
[BizHawk](https://tasvideos.org/BizHawk), ou
[RetroArch](https://retroarch.com?page=platforms) 1.10.1 ou plus récent). Ou,
- Un SD2SNES, [FXPak Pro](https://krikzz.com/store/home/54-fxpak-pro.html), ou une autre solution matérielle compatible. **À noter:
les SNES minis ne sont pas encore supportés par SNI. Certains utilisateurs rapportent avoir du succès avec QUsb2Snes pour ce système,
mais ce n'est pas supporté.**
- Le fichier ROM de la v1.0 japonaise, habituellement nommé `Zelda no Densetsu - Kamigami no Triforce (Japan).sfc`
## Procédure d'installation
### Installation sur Windows
1. Téléchargez et installez [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases). **L'installateur se situe dans la section "assets" en bas des informations de version**.
2. Si c'est la première fois que vous faites une génération locale ou un patch, il vous sera demandé votre fichier ROM de base. Il s'agit de votre fichier ROM Link to the Past japonais. Cet étape n'a besoin d'être faite qu'une seule fois.
1. Téléchargez et installez les utilitaires du MultiWorld à l'aide du lien au-dessus, faites attention à bien installer
la version la plus récente.
**Le fichier se situe dans la section "assets" en bas des informations de version**. Si vous voulez jouer des parties
classiques de multiworld, téléchargez `Setup.BerserkerMultiWorld.exe`
- Si vous voulez jouer à la version alternative avec le mélangeur de portes dans les donjons, vous téléchargez le
fichier
`Setup.BerserkerMultiWorld.Doors.exe`.
- Durant le processus d'installation, il vous sera demandé de localiser votre ROM v1.0 japonaise. Si vous avez déjà
installé le logiciel auparavant et qu'il s'agit simplement d'une mise à jour, la localisation de la ROM originale
ne sera pas requise.
- Il vous sera peut-être également demandé d'installer Microsoft Visual C++. Si vous le possédez déjà (possiblement
parce qu'un jeu Steam l'a déjà installé), l'installateur ne reproposera pas de l'installer.
2. Si vous utilisez un émulateur, il est recommandé d'assigner votre émulateur capable d'éxécuter des scripts Lua comme
3. Si vous utilisez un émulateur, il est recommandé d'assigner votre émulateur capable d'éxécuter des scripts Lua comme
programme par défaut pour ouvrir vos ROMs.
1. Extrayez votre dossier d'émulateur sur votre Bureau, ou à un endroit dont vous vous souviendrez.
2. Faites un clic droit sur un fichier ROM et sélectionnez **Ouvrir avec...**
@@ -44,58 +31,6 @@
5. Naviguez dans les dossiers jusqu'au fichier `.exe` de votre émulateur et choisissez **Ouvrir**. Ce fichier
devrait se trouver dans le dossier que vous avez extrait à la première étape.
### Installation sur Mac
- Des volontaires sont recherchés pour remplir cette section ! Contactez **Farrak Kilhn** sur Discord si vous voulez
aider.
## Configurer son fichier YAML
### Qu'est-ce qu'un fichier YAML et pourquoi en ai-je besoin ?
Votre fichier YAML contient un ensemble d'options de configuration qui fournissent au générateur des informations sur
comment il devrait générer votre seed. Chaque joueur d'un multiwolrd devra fournir son propre fichier YAML. Cela permet
à chaque joueur d'apprécier une expérience customisée selon ses goûts, et les différents joueurs d'un même multiworld
peuvent avoir différentes options.
### Où est-ce que j'obtiens un fichier YAML ?
La page [Génération de partie](/games/A%20Link%20to%20the%20Past/player-options) vous permet de configurer vos
paramètres personnels et de les exporter vers un fichier YAML.
### Configuration avancée du fichier YAML
Une version plus avancée du fichier YAML peut être créée en utilisant la page
des [paramètres de pondération](/games/A Link to the Past/weighted-options), qui vous permet de configurer jusqu'à
trois préréglages. Cette page a de nombreuses options qui sont essentiellement représentées avec des curseurs
glissants. Cela vous permet de choisir quelles sont les chances qu'une certaine option apparaisse par rapport aux
autres disponibles dans une même catégorie.
Par exemple, imaginez que le générateur crée un seau étiqueté "Mélange des cartes", et qu'il place un morceau de papier
pour chaque sous-option. Imaginez également que la valeur pour "On" est 20 et la valeur pour "Off" est 40.
Dans cet exemple, il y a soixante morceaux de papier dans le seau : vingt pour "On" et quarante pour "Off". Quand le
générateur décide s'il doit oui ou non activer le mélange des cartes pour votre partie, , il tire aléatoirement un
papier dans le seau. Dans cet exemple, il y a de plus grandes chances d'avoir le mélange de cartes désactivé.
S'il y a une option dont vous ne voulez jamais, mettez simplement sa valeur à zéro. N'oubliez pas qu'il faut que pour
chaque paramètre il faut au moins une option qui soit paramétrée sur un nombre strictement positif.
### Vérifier son fichier YAML
Si vous voulez valider votre fichier YAML pour être sûr qu'il fonctionne, vous pouvez le vérifier sur la page du
[Validateur de YAML](/check).
## Générer une partie pour un joueur
1. Aller sur la page [Génération de partie](/games/A%20Link%20to%20the%20Past/player-options), configurez vos options,
et cliquez sur le bouton "Generate Game".
2. Il vous sera alors présenté une page d'informations sur la seed, où vous pourrez télécharger votre patch.
3. Double-cliquez sur le patch et l'émulateur devrait se lancer automatiquement avec la seed. Etant donné que le client
n'est pas requis pour les parties à un joueur, vous pouvez le fermer ainsi que l'interface Web (WebUI).
## Rejoindre un MultiWorld
### Obtenir son patch et créer sa ROM
Quand vous rejoignez un multiworld, il vous sera demandé de fournir votre fichier YAML à celui qui héberge la partie ou
@@ -109,35 +44,58 @@ automatiquement le client, et devrait créer la ROM dans le même dossier que vo
#### Avec un émulateur
Quand le client se lance automatiquement, QUsb2Snes devrait se lancer automatiquement également en arrière-plan. Si
Quand le client se lance automatiquement, SNI devrait se lancer automatiquement également en arrière-plan. Si
c'est la première fois qu'il démarre, il vous sera peut-être demandé de l'autoriser à communiquer à travers le pare-feu
Windows.
#### snes9x-nwa
1. Cliquez sur 'Network Menu' et cochez **Enable Emu Network Control**
2. Chargez votre ROM si ce n'est pas déjà fait.
##### snes9x-rr
1. Chargez votre ROM si ce n'est pas déjà fait.
2. Cliquez sur le menu "File" et survolez l'option **Lua Scripting**
3. Cliquez alors sur **New Lua Script Window...**
4. Dans la nouvelle fenêtre, sélectionnez **Browse...**
5. Dirigez vous vers le dossier où vous avez extrait snes9x-rr, allez dans le dossier `lua`, puis
choisissez `multibridge.lua`
6. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom
dans le coin en haut à gauche.
5. Sélectionnez le fichier lua connecteur inclus avec votre client
- Recherchez `/SNI/lua/` dans votre fichier Archipelago.
6. Si vous avez une erreur en chargeant le script indiquant `socket.dll missing` ou similaire, naviguez vers le fichier du
lua que vous utilisez dans votre explorateur de fichiers et copiez le `socket.dll` à la base de votre installation snes9x.
#### BSNES-Plus
1. Chargez votre ROM si ce n'est pas déjà fait.
2. L'émulateur devrait automatiquement se connecter lorsque SNI se lancera.
##### BizHawk
1. Assurez vous d'avoir le coeur BSNES chargé. Cela est possible en cliquant sur le menu "Tools" de BizHawk et suivant
1. Assurez vous d'avoir le cœur BSNES chargé. Cela est possible en cliquant sur le menu "Tools" de BizHawk et suivant
ces options de menu :
`Config --> Cores --> SNES --> BSNES`
Une fois le coeur changé, vous devez redémarrer BizHawk.
- (≤ 2.8) `Config``Cores``SNES``BSNES`
- (≥ 2.9) `Config``Preferred Cores``SNES``BSNESv115+`
Une fois le cœur changé, rechargez le avec Ctrl+R (par défaut).
2. Chargez votre ROM si ce n'est pas déjà fait.
3. Cliquez sur le menu "Tools" et cliquez sur **Lua Console**
4. Cliquez sur le bouton pour ouvrir un nouveau script Lua.
5. Dirigez vous vers le dossier d'installation des utilitaires du MultiWorld, puis dans les dossiers suivants :
`QUsb2Snes/Qusb2Snes/LuaBridge`
6. Sélectionnez `luabridge.lua` et cliquez sur "Open".
7. Remarquez qu'un nom vous a été assigné, et que l'interface Web affiche "SNES Device: Connected", avec ce même nom
dans le coin en haut à gauche.
3. Glissez et déposez le fichier `Connector.lua` que vous avez téléchargé ci-dessus sur la fenêtre principale EmuHawk.
- Recherchez `/SNI/lua/` dans votre fichier Archipelago.
- Vous pouvez aussi ouvrir la console Lua manuellement, cliquez sur `Script``Open Script`, et naviguez sur `Connecteur.lua`
avec le sélecteur de fichiers.
##### RetroArch 1.10.1 ou plus récent
Vous n'avez qu'à faire ces étapes qu'une fois.
1. Entrez dans le menu principal RetroArch
2. Allez dans Réglages --> Interface utilisateur. Mettez "Afficher les réglages avancés" sur ON.
3. Allez dans Réglages --> Réseau. Mettez "Commandes Réseau" sur ON. (trouvé sous Request Device 16.) Laissez le
Port des commandes réseau à 555355.
![Screenshot of Network Commands setting](/static/generated/docs/A%20Link%20to%20the%20Past/retroarch-network-commands-fr.png)
4. Allez dans Menu Principal --> Mise à jour en ligne --> Téléchargement de cœurs. Descendez jusqu'a"Nintendo - SNES / SFC (bsnes-mercury Performance)" et
sélectionnez le.
Quand vous chargez une ROM, veillez a sélectionner un cœur **bsnes-mercury**. Ce sont les seuls cœurs qui autorisent les outils externs à lire les données d'une ROM.
#### Avec une solution matérielle
@@ -147,10 +105,7 @@ le maintenant. Les utilisateurs de SD2SNES et de FXPak Pro peuvent télécharger
[sur cette page](http://usb2snes.com/#supported-platforms).
1. Fermez votre émulateur, qui s'est potentiellement lancé automatiquement.
2. Fermez QUsb2Snes, qui s'est lancé automatiquement avec le client.
3. Lancez la version appropriée de QUsb2Snes (v0.7.16).
4. Lancer votre console et chargez la ROM.
5. Remarquez que l'interface Web affiche "SNES Device: Connected", avec le nom de votre appareil.
2. Lancez votre console et chargez la ROM.
### Se connecter au MultiServer
@@ -165,47 +120,6 @@ l'interface Web.
### Jouer au jeu
Une fois que l'interface Web affiche que la SNES et le serveur sont connectés, vous êtes prêt à jouer. Félicitations
pour avoir rejoint un multiworld !
## Héberger un MultiWorld
La méthode recommandée pour héberger une partie est d'utiliser le service d'hébergement fourni par
[le site](https://berserkermulti.world/generate). Le processus est relativement simple :
1. Récupérez les fichiers YAML des joueurs.
2. Créez une archive zip contenant ces fichiers YAML.
3. Téléversez l'archive zip sur le lien ci-dessus.
4. Attendez un moment que les seed soient générées.
5. Lorsque les seeds sont générées, vous serez redirigé vers une page d'informations "Seed Info".
6. Cliquez sur "Create New Room". Cela vous amènera à la page du serveur. Fournissez le lien de cette page aux autres
joueurs afin qu'ils puissent récupérer leurs patchs.
**Note:** Les patchs fournis sur cette page permettront aux joueurs de se connecteur automatiquement au serveur,
tandis que ceux de la page "Seed Info" non.
7. Remarquez qu'un lien vers le traqueur du MultiWorld est en haut de la page de la salle. Vous devriez également
fournir ce lien aux joueurs pour qu'ils puissent suivre la progression de la partie. N'importe quel personne voulant
observer devrait avoir accès à ce lien.
8. Une fois que tous les joueurs ont rejoint, vous pouvez commencer à jouer.
## Auto-tracking
Si vous voulez utiliser l'auto-tracking, plusieurs logiciels offrent cette possibilité.
Le logiciel recommandé pour l'auto-tracking actuellement est
[OpenTracker](https://github.com/trippsc2/OpenTracker/releases).
### Installation
1. Téléchargez le fichier d'installation approprié pour votre ordinateur (Les utilisateurs Windows voudront le
fichier `.msi`).
2. Durant le processus d'installation, il vous sera peut-être demandé d'installer les outils "Microsoft Visual Studio
Build Tools". Un lien est fourni durant l'installation d'OpenTracker, et celle des outils doit se faire manuellement.
### Activer l'auto-tracking
1. Une fois OpenTracker démarré, cliquez sur le menu "Tracking" en haut de la fenêtre, puis choisissez **
AutoTracker...**
2. Appuyez sur le bouton **Get Devices**
3. Sélectionnez votre appareil SNES dans la liste déroulante.
4. Si vous voulez tracquer les petites clés ainsi que les objets des donjons, cochez la case **Race Illegal Tracking**
5. Cliquez sur le bouton **Start Autotracking**
6. Fermez la fenêtre "AutoTracker" maintenant, elle n'est plus nécessaire
Une fois que l'interface Web affiche que la SNES et le serveur sont connectés, vous êtes prêt à jouer. Félicitations,
vous venez de rejoindre un multiworld ! Vous pouvez exécuter différentes commandes dans votre client. Pour plus d'informations
sur ces commandes, vous pouvez utiliser `/help` pour les commandes locales et `!help` pour les commandes serveur.

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@@ -59,156 +59,316 @@ class ItemData:
type: ItemType
group: ItemGroup
def __init__(self, id: int, count: int, type: ItemType, group: ItemGroup):
def __init__(self, aId: int, count: int, aType: ItemType, group: ItemGroup):
"""
Initialisation of the item data
@param id: The item ID
@param aId: The item ID
@param count: the number of items in the pool
@param type: the importance type of the item
@param aType: the importance type of the item
@param group: the usage of the item in the game
"""
self.id = id
self.id = aId
self.count = count
self.type = type
self.type = aType
self.group = group
class ItemNames:
"""
Constants used to represent the mane of every items.
"""
# Normal items
ANEMONE = "Anemone"
ARNASSI_STATUE = "Arnassi Statue"
BIG_SEED = "Big Seed"
GLOWING_SEED = "Glowing Seed"
BLACK_PEARL = "Black Pearl"
BABY_BLASTER = "Baby Blaster"
CRAB_ARMOR = "Crab Armor"
BABY_DUMBO = "Baby Dumbo"
TOOTH = "Tooth"
ENERGY_STATUE = "Energy Statue"
KROTITE_ARMOR = "Krotite Armor"
GOLDEN_STARFISH = "Golden Starfish"
GOLDEN_GEAR = "Golden Gear"
JELLY_BEACON = "Jelly Beacon"
JELLY_COSTUME = "Jelly Costume"
JELLY_PLANT = "Jelly Plant"
MITHALAS_DOLL = "Mithalas Doll"
MITHALAN_DRESS = "Mithalan Dress"
MITHALAS_BANNER = "Mithalas Banner"
MITHALAS_POT = "Mithalas Pot"
MUTANT_COSTUME = "Mutant Costume"
BABY_NAUTILUS = "Baby Nautilus"
BABY_PIRANHA = "Baby Piranha"
ARNASSI_ARMOR = "Arnassi Armor"
SEED_BAG = "Seed Bag"
KING_S_SKULL = "King's Skull"
SONG_PLANT_SPORE = "Song Plant Spore"
STONE_HEAD = "Stone Head"
SUN_KEY = "Sun Key"
GIRL_COSTUME = "Girl Costume"
ODD_CONTAINER = "Odd Container"
TRIDENT = "Trident"
TURTLE_EGG = "Turtle Egg"
JELLY_EGG = "Jelly Egg"
URCHIN_COSTUME = "Urchin Costume"
BABY_WALKER = "Baby Walker"
VEDHA_S_CURE_ALL = "Vedha's Cure-All"
ZUUNA_S_PEROGI = "Zuuna's Perogi"
ARCANE_POULTICE = "Arcane Poultice"
BERRY_ICE_CREAM = "Berry Ice Cream"
BUTTERY_SEA_LOAF = "Buttery Sea Loaf"
COLD_BORSCHT = "Cold Borscht"
COLD_SOUP = "Cold Soup"
CRAB_CAKE = "Crab Cake"
DIVINE_SOUP = "Divine Soup"
DUMBO_ICE_CREAM = "Dumbo Ice Cream"
FISH_OIL = "Fish Oil"
GLOWING_EGG = "Glowing Egg"
HAND_ROLL = "Hand Roll"
HEALING_POULTICE = "Healing Poultice"
HEARTY_SOUP = "Hearty Soup"
HOT_BORSCHT = "Hot Borscht"
HOT_SOUP = "Hot Soup"
ICE_CREAM = "Ice Cream"
LEADERSHIP_ROLL = "Leadership Roll"
LEAF_POULTICE = "Leaf Poultice"
LEECHING_POULTICE = "Leeching Poultice"
LEGENDARY_CAKE = "Legendary Cake"
LOAF_OF_LIFE = "Loaf of Life"
LONG_LIFE_SOUP = "Long Life Soup"
MAGIC_SOUP = "Magic Soup"
MUSHROOM_X_2 = "Mushroom x 2"
PEROGI = "Perogi"
PLANT_LEAF = "Plant Leaf"
PLUMP_PEROGI = "Plump Perogi"
POISON_LOAF = "Poison Loaf"
POISON_SOUP = "Poison Soup"
RAINBOW_MUSHROOM = "Rainbow Mushroom"
RAINBOW_SOUP = "Rainbow Soup"
RED_BERRY = "Red Berry"
RED_BULB_X_2 = "Red Bulb x 2"
ROTTEN_CAKE = "Rotten Cake"
ROTTEN_LOAF_X_8 = "Rotten Loaf x 8"
ROTTEN_MEAT = "Rotten Meat"
ROYAL_SOUP = "Royal Soup"
SEA_CAKE = "Sea Cake"
SEA_LOAF = "Sea Loaf"
SHARK_FIN_SOUP = "Shark Fin Soup"
SIGHT_POULTICE = "Sight Poultice"
SMALL_BONE_X_2 = "Small Bone x 2"
SMALL_EGG = "Small Egg"
SMALL_TENTACLE_X_2 = "Small Tentacle x 2"
SPECIAL_BULB = "Special Bulb"
SPECIAL_CAKE = "Special Cake"
SPICY_MEAT_X_2 = "Spicy Meat x 2"
SPICY_ROLL = "Spicy Roll"
SPICY_SOUP = "Spicy Soup"
SPIDER_ROLL = "Spider Roll"
SWAMP_CAKE = "Swamp Cake"
TASTY_CAKE = "Tasty Cake"
TASTY_ROLL = "Tasty Roll"
TOUGH_CAKE = "Tough Cake"
TURTLE_SOUP = "Turtle Soup"
VEDHA_SEA_CRISP = "Vedha Sea Crisp"
VEGGIE_CAKE = "Veggie Cake"
VEGGIE_ICE_CREAM = "Veggie Ice Cream"
VEGGIE_SOUP = "Veggie Soup"
VOLCANO_ROLL = "Volcano Roll"
HEALTH_UPGRADE = "Health Upgrade"
WOK = "Wok"
EEL_OIL_X_2 = "Eel Oil x 2"
FISH_MEAT_X_2 = "Fish Meat x 2"
FISH_OIL_X_3 = "Fish Oil x 3"
GLOWING_EGG_X_2 = "Glowing Egg x 2"
HEALING_POULTICE_X_2 = "Healing Poultice x 2"
HOT_SOUP_X_2 = "Hot Soup x 2"
LEADERSHIP_ROLL_X_2 = "Leadership Roll x 2"
LEAF_POULTICE_X_3 = "Leaf Poultice x 3"
PLANT_LEAF_X_2 = "Plant Leaf x 2"
PLANT_LEAF_X_3 = "Plant Leaf x 3"
ROTTEN_MEAT_X_2 = "Rotten Meat x 2"
ROTTEN_MEAT_X_8 = "Rotten Meat x 8"
SEA_LOAF_X_2 = "Sea Loaf x 2"
SMALL_BONE_X_3 = "Small Bone x 3"
SMALL_EGG_X_2 = "Small Egg x 2"
LI_AND_LI_SONG = "Li and Li Song"
SHIELD_SONG = "Shield Song"
BEAST_FORM = "Beast Form"
SUN_FORM = "Sun Form"
NATURE_FORM = "Nature Form"
ENERGY_FORM = "Energy Form"
BIND_SONG = "Bind Song"
FISH_FORM = "Fish Form"
SPIRIT_FORM = "Spirit Form"
DUAL_FORM = "Dual Form"
TRANSTURTLE_VEIL_TOP_LEFT = "Transturtle Veil top left"
TRANSTURTLE_VEIL_TOP_RIGHT = "Transturtle Veil top right"
TRANSTURTLE_OPEN_WATERS = "Transturtle Open Waters top right"
TRANSTURTLE_KELP_FOREST = "Transturtle Kelp Forest bottom left"
TRANSTURTLE_HOME_WATERS = "Transturtle Home Waters"
TRANSTURTLE_ABYSS = "Transturtle Abyss right"
TRANSTURTLE_BODY = "Transturtle Final Boss"
TRANSTURTLE_SIMON_SAYS = "Transturtle Simon Says"
TRANSTURTLE_ARNASSI_RUINS = "Transturtle Arnassi Ruins"
# Events name
BODY_TONGUE_CLEARED = "Body Tongue cleared"
HAS_SUN_CRYSTAL = "Has Sun Crystal"
FALLEN_GOD_BEATED = "Fallen God beated"
MITHALAN_GOD_BEATED = "Mithalan God beated"
DRUNIAN_GOD_BEATED = "Drunian God beated"
LUMEREAN_GOD_BEATED = "Lumerean God beated"
THE_GOLEM_BEATED = "The Golem beated"
NAUTILUS_PRIME_BEATED = "Nautilus Prime beated"
BLASTER_PEG_PRIME_BEATED = "Blaster Peg Prime beated"
MERGOG_BEATED = "Mergog beated"
MITHALAN_PRIESTS_BEATED = "Mithalan priests beated"
OCTOPUS_PRIME_BEATED = "Octopus Prime beated"
CRABBIUS_MAXIMUS_BEATED = "Crabbius Maximus beated"
MANTIS_SHRIMP_PRIME_BEATED = "Mantis Shrimp Prime beated"
KING_JELLYFISH_GOD_PRIME_BEATED = "King Jellyfish God Prime beated"
VICTORY = "Victory"
FIRST_SECRET_OBTAINED = "First Secret obtained"
SECOND_SECRET_OBTAINED = "Second Secret obtained"
THIRD_SECRET_OBTAINED = "Third Secret obtained"
"""Information data for every (not event) item."""
item_table = {
# name: ID, Nb, Item Type, Item Group
"Anemone": ItemData(698000, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_anemone
"Arnassi Statue": ItemData(698001, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_arnassi_statue
"Big Seed": ItemData(698002, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_big_seed
"Glowing Seed": ItemData(698003, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_bio_seed
"Black Pearl": ItemData(698004, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_blackpearl
"Baby Blaster": ItemData(698005, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_blaster
"Crab Armor": ItemData(698006, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_crab_costume
"Baby Dumbo": ItemData(698007, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_dumbo
"Tooth": ItemData(698008, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_boss
"Energy Statue": ItemData(698009, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_statue
"Krotite Armor": ItemData(698010, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_temple
"Golden Starfish": ItemData(698011, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_gold_star
"Golden Gear": ItemData(698012, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_golden_gear
"Jelly Beacon": ItemData(698013, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_beacon
"Jelly Costume": ItemData(698014, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_jelly_costume
"Jelly Plant": ItemData(698015, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_plant
"Mithalas Doll": ItemData(698016, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithala_doll
"Mithalan Dress": ItemData(698017, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalan_costume
"Mithalas Banner": ItemData(698018, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_banner
"Mithalas Pot": ItemData(698019, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_pot
"Mutant Costume": ItemData(698020, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mutant_costume
"Baby Nautilus": ItemData(698021, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_nautilus
"Baby Piranha": ItemData(698022, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_piranha
"Arnassi Armor": ItemData(698023, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_seahorse_costume
"Seed Bag": ItemData(698024, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_seed_bag
"King's Skull": ItemData(698025, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_skull
"Song Plant Spore": ItemData(698026, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_spore_seed
"Stone Head": ItemData(698027, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_stone_head
"Sun Key": ItemData(698028, 1, ItemType.NORMAL, ItemGroup.COLLECTIBLE), # collectible_sun_key
"Girl Costume": ItemData(698029, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_teen_costume
"Odd Container": ItemData(698030, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_treasure_chest
"Trident": ItemData(698031, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_trident_head
"Turtle Egg": ItemData(698032, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_turtle_egg
"Jelly Egg": ItemData(698033, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_upsidedown_seed
"Urchin Costume": ItemData(698034, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_urchin_costume
"Baby Walker": ItemData(698035, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_walker
"Vedha's Cure-All-All": ItemData(698036, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Vedha'sCure-All
"Zuuna's perogi": ItemData(698037, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Zuuna'sperogi
"Arcane poultice": ItemData(698038, 7, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_arcanepoultice
"Berry ice cream": ItemData(698039, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_berryicecream
"Buttery sea loaf": ItemData(698040, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_butterysealoaf
"Cold borscht": ItemData(698041, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldborscht
"Cold soup": ItemData(698042, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldsoup
"Crab cake": ItemData(698043, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_crabcake
"Divine soup": ItemData(698044, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_divinesoup
"Dumbo ice cream": ItemData(698045, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_dumboicecream
"Fish oil": ItemData(698046, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
"Glowing egg": ItemData(698047, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
"Hand roll": ItemData(698048, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_handroll
"Healing poultice": ItemData(698049, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
"Hearty soup": ItemData(698050, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_heartysoup
"Hot borscht": ItemData(698051, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_hotborscht
"Hot soup": ItemData(698052, 3, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
"Ice cream": ItemData(698053, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_icecream
"Leadership roll": ItemData(698054, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
"Leaf poultice": ItemData(698055, 5, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_leafpoultice
"Leeching poultice": ItemData(698056, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leechingpoultice
"Legendary cake": ItemData(698057, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_legendarycake
"Loaf of life": ItemData(698058, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_loafoflife
"Long life soup": ItemData(698059, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_longlifesoup
"Magic soup": ItemData(698060, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_magicsoup
"Mushroom x 2": ItemData(698061, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_mushroom
"Perogi": ItemData(698062, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_perogi
"Plant leaf": ItemData(698063, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Plump perogi": ItemData(698064, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_plumpperogi
"Poison loaf": ItemData(698065, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonloaf
"Poison soup": ItemData(698066, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonsoup
"Rainbow mushroom": ItemData(698067, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_rainbowmushroom
"Rainbow soup": ItemData(698068, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_rainbowsoup
"Red berry": ItemData(698069, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redberry
"Red bulb x 2": ItemData(698070, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redbulb
"Rotten cake": ItemData(698071, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottencake
"Rotten loaf x 8": ItemData(698072, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottenloaf
"Rotten meat": ItemData(698073, 5, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Royal soup": ItemData(698074, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_royalsoup
"Sea cake": ItemData(698075, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_seacake
"Sea loaf": ItemData(698076, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
"Shark fin soup": ItemData(698077, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sharkfinsoup
"Sight poultice": ItemData(698078, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sightpoultice
"Small bone x 2": ItemData(698079, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
"Small egg": ItemData(698080, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
"Small tentacle x 2": ItemData(698081, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smalltentacle
"Special bulb": ItemData(698082, 5, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_specialbulb
"Special cake": ItemData(698083, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_specialcake
"Spicy meat x 2": ItemData(698084, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_spicymeat
"Spicy roll": ItemData(698085, 11, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicyroll
"Spicy soup": ItemData(698086, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicysoup
"Spider roll": ItemData(698087, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spiderroll
"Swamp cake": ItemData(698088, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_swampcake
"Tasty cake": ItemData(698089, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastycake
"Tasty roll": ItemData(698090, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastyroll
"Tough cake": ItemData(698091, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_toughcake
"Turtle soup": ItemData(698092, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_turtlesoup
"Vedha sea crisp": ItemData(698093, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_vedhaseacrisp
"Veggie cake": ItemData(698094, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiecake
"Veggie ice cream": ItemData(698095, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggieicecream
"Veggie soup": ItemData(698096, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiesoup
"Volcano roll": ItemData(698097, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_volcanoroll
"Health upgrade": ItemData(698098, 5, ItemType.NORMAL, ItemGroup.HEALTH), # upgrade_health_?
"Wok": ItemData(698099, 1, ItemType.NORMAL, ItemGroup.UTILITY), # upgrade_wok
"Eel oil x 2": ItemData(698100, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_eeloil
"Fish meat x 2": ItemData(698101, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishmeat
"Fish oil x 3": ItemData(698102, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
"Glowing egg x 2": ItemData(698103, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
"Healing poultice x 2": ItemData(698104, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
"Hot soup x 2": ItemData(698105, 1, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
"Leadership roll x 2": ItemData(698106, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
"Leaf poultice x 3": ItemData(698107, 2, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_leafpoultice
"Plant leaf x 2": ItemData(698108, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Plant leaf x 3": ItemData(698109, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Rotten meat x 2": ItemData(698110, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Rotten meat x 8": ItemData(698111, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Sea loaf x 2": ItemData(698112, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
"Small bone x 3": ItemData(698113, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
"Small egg x 2": ItemData(698114, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
"Li and Li song": ItemData(698115, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_li
"Shield song": ItemData(698116, 1, ItemType.NORMAL, ItemGroup.SONG), # song_shield
"Beast form": ItemData(698117, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_beast
"Sun form": ItemData(698118, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_sun
"Nature form": ItemData(698119, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_nature
"Energy form": ItemData(698120, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_energy
"Bind song": ItemData(698121, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_bind
"Fish form": ItemData(698122, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_fish
"Spirit form": ItemData(698123, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_spirit
"Dual form": ItemData(698124, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_dual
"Transturtle Veil top left": ItemData(698125, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil01
"Transturtle Veil top right": ItemData(698126, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil02
"Transturtle Open Water top right": ItemData(698127, 1, ItemType.PROGRESSION,
ItemGroup.TURTLE), # transport_openwater03
"Transturtle Forest bottom left": ItemData(698128, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest04
"Transturtle Home Water": ItemData(698129, 1, ItemType.NORMAL, ItemGroup.TURTLE), # transport_mainarea
"Transturtle Abyss right": ItemData(698130, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_abyss03
"Transturtle Final Boss": ItemData(698131, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_finalboss
"Transturtle Simon Says": ItemData(698132, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest05
"Transturtle Arnassi Ruins": ItemData(698133, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_seahorse
ItemNames.ANEMONE: ItemData(698000, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_anemone
ItemNames.ARNASSI_STATUE: ItemData(698001, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_arnassi_statue
ItemNames.BIG_SEED: ItemData(698002, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_big_seed
ItemNames.GLOWING_SEED: ItemData(698003, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_bio_seed
ItemNames.BLACK_PEARL: ItemData(698004, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_blackpearl
ItemNames.BABY_BLASTER: ItemData(698005, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_blaster
ItemNames.CRAB_ARMOR: ItemData(698006, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_crab_costume
ItemNames.BABY_DUMBO: ItemData(698007, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_dumbo
ItemNames.TOOTH: ItemData(698008, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_boss
ItemNames.ENERGY_STATUE: ItemData(698009, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_statue
ItemNames.KROTITE_ARMOR: ItemData(698010, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_temple
ItemNames.GOLDEN_STARFISH: ItemData(698011, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_gold_star
ItemNames.GOLDEN_GEAR: ItemData(698012, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_golden_gear
ItemNames.JELLY_BEACON: ItemData(698013, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_beacon
ItemNames.JELLY_COSTUME: ItemData(698014, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_jelly_costume
ItemNames.JELLY_PLANT: ItemData(698015, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_plant
ItemNames.MITHALAS_DOLL: ItemData(698016, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithala_doll
ItemNames.MITHALAN_DRESS: ItemData(698017, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalan_costume
ItemNames.MITHALAS_BANNER: ItemData(698018, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_banner
ItemNames.MITHALAS_POT: ItemData(698019, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_pot
ItemNames.MUTANT_COSTUME: ItemData(698020, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mutant_costume
ItemNames.BABY_NAUTILUS: ItemData(698021, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_nautilus
ItemNames.BABY_PIRANHA: ItemData(698022, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_piranha
ItemNames.ARNASSI_ARMOR: ItemData(698023, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_seahorse_costume
ItemNames.SEED_BAG: ItemData(698024, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_seed_bag
ItemNames.KING_S_SKULL: ItemData(698025, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_skull
ItemNames.SONG_PLANT_SPORE: ItemData(698026, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_spore_seed
ItemNames.STONE_HEAD: ItemData(698027, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_stone_head
ItemNames.SUN_KEY: ItemData(698028, 1, ItemType.NORMAL, ItemGroup.COLLECTIBLE), # collectible_sun_key
ItemNames.GIRL_COSTUME: ItemData(698029, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_teen_costume
ItemNames.ODD_CONTAINER: ItemData(698030, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_treasure_chest
ItemNames.TRIDENT: ItemData(698031, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_trident_head
ItemNames.TURTLE_EGG: ItemData(698032, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_turtle_egg
ItemNames.JELLY_EGG: ItemData(698033, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_upsidedown_seed
ItemNames.URCHIN_COSTUME: ItemData(698034, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_urchin_costume
ItemNames.BABY_WALKER: ItemData(698035, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_walker
ItemNames.VEDHA_S_CURE_ALL: ItemData(698036, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Vedha'sCure-All
ItemNames.ZUUNA_S_PEROGI: ItemData(698037, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Zuuna'sperogi
ItemNames.ARCANE_POULTICE: ItemData(698038, 7, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_arcanepoultice
ItemNames.BERRY_ICE_CREAM: ItemData(698039, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_berryicecream
ItemNames.BUTTERY_SEA_LOAF: ItemData(698040, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_butterysealoaf
ItemNames.COLD_BORSCHT: ItemData(698041, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldborscht
ItemNames.COLD_SOUP: ItemData(698042, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldsoup
ItemNames.CRAB_CAKE: ItemData(698043, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_crabcake
ItemNames.DIVINE_SOUP: ItemData(698044, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_divinesoup
ItemNames.DUMBO_ICE_CREAM: ItemData(698045, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_dumboicecream
ItemNames.FISH_OIL: ItemData(698046, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
ItemNames.GLOWING_EGG: ItemData(698047, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
ItemNames.HAND_ROLL: ItemData(698048, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_handroll
ItemNames.HEALING_POULTICE: ItemData(698049, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
ItemNames.HEARTY_SOUP: ItemData(698050, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_heartysoup
ItemNames.HOT_BORSCHT: ItemData(698051, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_hotborscht
ItemNames.HOT_SOUP: ItemData(698052, 3, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
ItemNames.ICE_CREAM: ItemData(698053, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_icecream
ItemNames.LEADERSHIP_ROLL: ItemData(698054, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
ItemNames.LEAF_POULTICE: ItemData(698055, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leafpoultice
ItemNames.LEECHING_POULTICE: ItemData(698056, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leechingpoultice
ItemNames.LEGENDARY_CAKE: ItemData(698057, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_legendarycake
ItemNames.LOAF_OF_LIFE: ItemData(698058, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_loafoflife
ItemNames.LONG_LIFE_SOUP: ItemData(698059, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_longlifesoup
ItemNames.MAGIC_SOUP: ItemData(698060, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_magicsoup
ItemNames.MUSHROOM_X_2: ItemData(698061, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_mushroom
ItemNames.PEROGI: ItemData(698062, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_perogi
ItemNames.PLANT_LEAF: ItemData(698063, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
ItemNames.PLUMP_PEROGI: ItemData(698064, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_plumpperogi
ItemNames.POISON_LOAF: ItemData(698065, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonloaf
ItemNames.POISON_SOUP: ItemData(698066, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonsoup
ItemNames.RAINBOW_MUSHROOM: ItemData(698067, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_rainbowmushroom
ItemNames.RAINBOW_SOUP: ItemData(698068, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_rainbowsoup
ItemNames.RED_BERRY: ItemData(698069, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redberry
ItemNames.RED_BULB_X_2: ItemData(698070, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redbulb
ItemNames.ROTTEN_CAKE: ItemData(698071, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottencake
ItemNames.ROTTEN_LOAF_X_8: ItemData(698072, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottenloaf
ItemNames.ROTTEN_MEAT: ItemData(698073, 5, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
ItemNames.ROYAL_SOUP: ItemData(698074, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_royalsoup
ItemNames.SEA_CAKE: ItemData(698075, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_seacake
ItemNames.SEA_LOAF: ItemData(698076, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
ItemNames.SHARK_FIN_SOUP: ItemData(698077, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sharkfinsoup
ItemNames.SIGHT_POULTICE: ItemData(698078, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sightpoultice
ItemNames.SMALL_BONE_X_2: ItemData(698079, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
ItemNames.SMALL_EGG: ItemData(698080, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
ItemNames.SMALL_TENTACLE_X_2: ItemData(698081, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smalltentacle
ItemNames.SPECIAL_BULB: ItemData(698082, 5, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_specialbulb
ItemNames.SPECIAL_CAKE: ItemData(698083, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_specialcake
ItemNames.SPICY_MEAT_X_2: ItemData(698084, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_spicymeat
ItemNames.SPICY_ROLL: ItemData(698085, 11, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicyroll
ItemNames.SPICY_SOUP: ItemData(698086, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicysoup
ItemNames.SPIDER_ROLL: ItemData(698087, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spiderroll
ItemNames.SWAMP_CAKE: ItemData(698088, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_swampcake
ItemNames.TASTY_CAKE: ItemData(698089, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastycake
ItemNames.TASTY_ROLL: ItemData(698090, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastyroll
ItemNames.TOUGH_CAKE: ItemData(698091, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_toughcake
ItemNames.TURTLE_SOUP: ItemData(698092, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_turtlesoup
ItemNames.VEDHA_SEA_CRISP: ItemData(698093, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_vedhaseacrisp
ItemNames.VEGGIE_CAKE: ItemData(698094, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiecake
ItemNames.VEGGIE_ICE_CREAM: ItemData(698095, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggieicecream
ItemNames.VEGGIE_SOUP: ItemData(698096, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiesoup
ItemNames.VOLCANO_ROLL: ItemData(698097, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_volcanoroll
ItemNames.HEALTH_UPGRADE: ItemData(698098, 5, ItemType.NORMAL, ItemGroup.HEALTH), # upgrade_health_?
ItemNames.WOK: ItemData(698099, 1, ItemType.NORMAL, ItemGroup.UTILITY), # upgrade_wok
ItemNames.EEL_OIL_X_2: ItemData(698100, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_eeloil
ItemNames.FISH_MEAT_X_2: ItemData(698101, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishmeat
ItemNames.FISH_OIL_X_3: ItemData(698102, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
ItemNames.GLOWING_EGG_X_2: ItemData(698103, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
ItemNames.HEALING_POULTICE_X_2: ItemData(698104, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
ItemNames.HOT_SOUP_X_2: ItemData(698105, 1, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
ItemNames.LEADERSHIP_ROLL_X_2: ItemData(698106, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
ItemNames.LEAF_POULTICE_X_3: ItemData(698107, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leafpoultice
ItemNames.PLANT_LEAF_X_2: ItemData(698108, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
ItemNames.PLANT_LEAF_X_3: ItemData(698109, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
ItemNames.ROTTEN_MEAT_X_2: ItemData(698110, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
ItemNames.ROTTEN_MEAT_X_8: ItemData(698111, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
ItemNames.SEA_LOAF_X_2: ItemData(698112, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
ItemNames.SMALL_BONE_X_3: ItemData(698113, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
ItemNames.SMALL_EGG_X_2: ItemData(698114, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
ItemNames.LI_AND_LI_SONG: ItemData(698115, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_li
ItemNames.SHIELD_SONG: ItemData(698116, 1, ItemType.NORMAL, ItemGroup.SONG), # song_shield
ItemNames.BEAST_FORM: ItemData(698117, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_beast
ItemNames.SUN_FORM: ItemData(698118, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_sun
ItemNames.NATURE_FORM: ItemData(698119, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_nature
ItemNames.ENERGY_FORM: ItemData(698120, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_energy
ItemNames.BIND_SONG: ItemData(698121, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_bind
ItemNames.FISH_FORM: ItemData(698122, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_fish
ItemNames.SPIRIT_FORM: ItemData(698123, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_spirit
ItemNames.DUAL_FORM: ItemData(698124, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_dual
ItemNames.TRANSTURTLE_VEIL_TOP_LEFT: ItemData(698125, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil01
ItemNames.TRANSTURTLE_VEIL_TOP_RIGHT: ItemData(698126, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil02
ItemNames.TRANSTURTLE_OPEN_WATERS: ItemData(698127, 1, ItemType.PROGRESSION,
ItemGroup.TURTLE), # transport_openwater03
ItemNames.TRANSTURTLE_KELP_FOREST: ItemData(698128, 1, ItemType.PROGRESSION, ItemGroup.TURTLE),
# transport_forest04
ItemNames.TRANSTURTLE_HOME_WATERS: ItemData(698129, 1, ItemType.NORMAL, ItemGroup.TURTLE), # transport_mainarea
ItemNames.TRANSTURTLE_ABYSS: ItemData(698130, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_abyss03
ItemNames.TRANSTURTLE_BODY: ItemData(698131, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_finalboss
ItemNames.TRANSTURTLE_SIMON_SAYS: ItemData(698132, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest05
ItemNames.TRANSTURTLE_ARNASSI_RUINS: ItemData(698133, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_seahorse
}

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@@ -15,7 +15,10 @@ class IngredientRandomizer(Choice):
"""
display_name = "Randomize Ingredients"
option_off = 0
alias_false = 0
option_common_ingredients = 1
alias_on = 1
alias_true = 1
option_all_ingredients = 2
default = 0
@@ -29,14 +32,43 @@ class TurtleRandomizer(Choice):
"""Randomize the transportation turtle."""
display_name = "Turtle Randomizer"
option_none = 0
alias_off = 0
alias_false = 0
option_all = 1
option_all_except_final = 2
alias_on = 2
alias_true = 2
default = 2
class EarlyEnergyForm(DefaultOnToggle):
""" Force the Energy Form to be in a location early in the game """
display_name = "Early Energy Form"
class EarlyBindSong(Choice):
"""
Force the Bind song to be in a location early in the multiworld (or directly in your world if Early and Local is
selected).
"""
display_name = "Early Bind song"
option_off = 0
alias_false = 0
option_early = 1
alias_on = 1
alias_true = 1
option_early_and_local = 2
default = 1
class EarlyEnergyForm(Choice):
"""
Force the Energy form to be in a location early in the multiworld (or directly in your world if Early and Local is
selected).
"""
display_name = "Early Energy form"
option_off = 0
alias_false = 0
option_early = 1
alias_on = 1
alias_true = 1
option_early_and_local = 2
default = 1
class AquarianTranslation(Toggle):
@@ -47,7 +79,7 @@ class AquarianTranslation(Toggle):
class BigBossesToBeat(Range):
"""
The number of big bosses to beat before having access to the creator (the final boss). The big bosses are
"Fallen God", "Mithalan God", "Drunian God", "Sun God" and "The Golem".
"Fallen God", "Mithalan God", "Drunian God", "Lumerean God" and "The Golem".
"""
display_name = "Big bosses to beat"
range_start = 0
@@ -104,7 +136,7 @@ class LightNeededToGetToDarkPlaces(DefaultOnToggle):
display_name = "Light needed to get to dark places"
class BindSongNeededToGetUnderRockBulb(Toggle):
class BindSongNeededToGetUnderRockBulb(DefaultOnToggle):
"""
Make sure that the bind song can be acquired before having to obtain sing bulbs under rocks.
"""
@@ -121,13 +153,18 @@ class BlindGoal(Toggle):
class UnconfineHomeWater(Choice):
"""
Open the way out of the Home Water area so that Naija can go to open water and beyond without the bind song.
Open the way out of the Home Waters area so that Naija can go to open water and beyond without the bind song.
Note that if you turn this option off, it is recommended to turn on the Early Energy form and Early Bind Song
options.
"""
display_name = "Unconfine Home Water Area"
display_name = "Unconfine Home Waters Area"
option_off = 0
alias_false = 0
option_via_energy_door = 1
option_via_transturtle = 2
option_via_both = 3
alias_on = 3
alias_true = 3
default = 0
@@ -142,6 +179,7 @@ class AquariaOptions(PerGameCommonOptions):
big_bosses_to_beat: BigBossesToBeat
turtle_randomizer: TurtleRandomizer
early_energy_form: EarlyEnergyForm
early_bind_song: EarlyBindSong
light_needed_to_get_to_dark_places: LightNeededToGetToDarkPlaces
bind_song_needed_to_get_under_rock_bulb: BindSongNeededToGetUnderRockBulb
unconfine_home_water: UnconfineHomeWater

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@@ -7,9 +7,10 @@ Description: Main module for Aquaria game multiworld randomizer
from typing import List, Dict, ClassVar, Any
from worlds.AutoWorld import World, WebWorld
from BaseClasses import Tutorial, MultiWorld, ItemClassification
from .Items import item_table, AquariaItem, ItemType, ItemGroup
from .Locations import location_table
from .Options import AquariaOptions
from .Items import item_table, AquariaItem, ItemType, ItemGroup, ItemNames
from .Locations import location_table, AquariaLocationNames
from .Options import (AquariaOptions, IngredientRandomizer, TurtleRandomizer, EarlyBindSong, EarlyEnergyForm,
UnconfineHomeWater, Objective)
from .Regions import AquariaRegions
@@ -65,15 +66,15 @@ class AquariaWorld(World):
web: WebWorld = AquariaWeb()
"The web page generation informations"
item_name_to_id: ClassVar[Dict[str, int]] =\
item_name_to_id: ClassVar[Dict[str, int]] = \
{name: data.id for name, data in item_table.items()}
"The name and associated ID of each item of the world"
item_name_groups = {
"Damage": {"Energy form", "Nature form", "Beast form",
"Li and Li song", "Baby Nautilus", "Baby Piranha",
"Baby Blaster"},
"Light": {"Sun form", "Baby Dumbo"}
"Damage": {ItemNames.ENERGY_FORM, ItemNames.NATURE_FORM, ItemNames.BEAST_FORM,
ItemNames.LI_AND_LI_SONG, ItemNames.BABY_NAUTILUS, ItemNames.BABY_PIRANHA,
ItemNames.BABY_BLASTER},
"Light": {ItemNames.SUN_FORM, ItemNames.BABY_DUMBO}
}
"""Grouping item make it easier to find them"""
@@ -148,23 +149,32 @@ class AquariaWorld(World):
def create_items(self) -> None:
"""Create every item in the world"""
precollected = [item.name for item in self.multiworld.precollected_items[self.player]]
if self.options.turtle_randomizer.value > 0:
if self.options.turtle_randomizer.value == 2:
self.__pre_fill_item("Transturtle Final Boss", "Final Boss area, Transturtle", precollected)
if self.options.turtle_randomizer.value != TurtleRandomizer.option_none:
if self.options.turtle_randomizer.value == TurtleRandomizer.option_all_except_final:
self.__pre_fill_item(ItemNames.TRANSTURTLE_BODY, AquariaLocationNames.FINAL_BOSS_AREA_TRANSTURTLE,
precollected)
else:
self.__pre_fill_item("Transturtle Veil top left", "The Veil top left area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Veil top right", "The Veil top right area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Open Water top right", "Open Water top right area, Transturtle",
self.__pre_fill_item(ItemNames.TRANSTURTLE_VEIL_TOP_LEFT,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_TRANSTURTLE, precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_VEIL_TOP_RIGHT,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_TRANSTURTLE, precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_OPEN_WATERS,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_TRANSTURTLE,
precollected)
self.__pre_fill_item("Transturtle Forest bottom left", "Kelp Forest bottom left area, Transturtle",
self.__pre_fill_item(ItemNames.TRANSTURTLE_KELP_FOREST,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_TRANSTURTLE,
precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_HOME_WATERS, AquariaLocationNames.HOME_WATERS_TRANSTURTLE,
precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_ABYSS, AquariaLocationNames.ABYSS_RIGHT_AREA_TRANSTURTLE,
precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_BODY, AquariaLocationNames.FINAL_BOSS_AREA_TRANSTURTLE,
precollected)
self.__pre_fill_item("Transturtle Home Water", "Home Water, Transturtle", precollected)
self.__pre_fill_item("Transturtle Abyss right", "Abyss right area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Final Boss", "Final Boss area, Transturtle", precollected)
# The last two are inverted because in the original game, they are special turtle that communicate directly
self.__pre_fill_item("Transturtle Simon Says", "Arnassi Ruins, Transturtle", precollected,
ItemClassification.progression)
self.__pre_fill_item("Transturtle Arnassi Ruins", "Simon Says area, Transturtle", precollected)
self.__pre_fill_item(ItemNames.TRANSTURTLE_SIMON_SAYS, AquariaLocationNames.ARNASSI_RUINS_TRANSTURTLE,
precollected, ItemClassification.progression)
self.__pre_fill_item(ItemNames.TRANSTURTLE_ARNASSI_RUINS, AquariaLocationNames.SIMON_SAYS_AREA_TRANSTURTLE,
precollected)
for name, data in item_table.items():
if name not in self.exclude:
for i in range(data.count):
@@ -175,10 +185,17 @@ class AquariaWorld(World):
"""
Launched when the Multiworld generator is ready to generate rules
"""
if self.options.early_energy_form == EarlyEnergyForm.option_early:
self.multiworld.early_items[self.player][ItemNames.ENERGY_FORM] = 1
elif self.options.early_energy_form == EarlyEnergyForm.option_early_and_local:
self.multiworld.local_early_items[self.player][ItemNames.ENERGY_FORM] = 1
if self.options.early_bind_song == EarlyBindSong.option_early:
self.multiworld.early_items[self.player][ItemNames.BIND_SONG] = 1
elif self.options.early_bind_song == EarlyBindSong.option_early_and_local:
self.multiworld.local_early_items[self.player][ItemNames.BIND_SONG] = 1
self.regions.adjusting_rules(self.options)
self.multiworld.completion_condition[self.player] = lambda \
state: state.has("Victory", self.player)
state: state.has(ItemNames.VICTORY, self.player)
def generate_basic(self) -> None:
"""
@@ -186,13 +203,13 @@ class AquariaWorld(World):
Used to fill then `ingredients_substitution` list
"""
simple_ingredients_substitution = [i for i in range(27)]
if self.options.ingredient_randomizer.value > 0:
if self.options.ingredient_randomizer.value == 1:
if self.options.ingredient_randomizer.value > IngredientRandomizer.option_off:
if self.options.ingredient_randomizer.value == IngredientRandomizer.option_common_ingredients:
simple_ingredients_substitution.pop(-1)
simple_ingredients_substitution.pop(-1)
simple_ingredients_substitution.pop(-1)
self.random.shuffle(simple_ingredients_substitution)
if self.options.ingredient_randomizer.value == 1:
if self.options.ingredient_randomizer.value == IngredientRandomizer.option_common_ingredients:
simple_ingredients_substitution.extend([24, 25, 26])
dishes_substitution = [i for i in range(27, 76)]
if self.options.dish_randomizer:
@@ -205,14 +222,19 @@ class AquariaWorld(World):
return {"ingredientReplacement": self.ingredients_substitution,
"aquarian_translate": bool(self.options.aquarian_translation.value),
"blind_goal": bool(self.options.blind_goal.value),
"secret_needed": self.options.objective.value > 0,
"secret_needed":
self.options.objective.value == Objective.option_obtain_secrets_and_kill_the_creator,
"minibosses_to_kill": self.options.mini_bosses_to_beat.value,
"bigbosses_to_kill": self.options.big_bosses_to_beat.value,
"skip_first_vision": bool(self.options.skip_first_vision.value),
"unconfine_home_water_energy_door": self.options.unconfine_home_water.value in [1, 3],
"unconfine_home_water_transturtle": self.options.unconfine_home_water.value in [2, 3],
"unconfine_home_water_energy_door":
self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_energy_door
or self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_both,
"unconfine_home_water_transturtle":
self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_transturtle
or self.options.unconfine_home_water.value == UnconfineHomeWater.option_via_both,
"bind_song_needed_to_get_under_rock_bulb": bool(self.options.bind_song_needed_to_get_under_rock_bulb),
"no_progression_hard_or_hidden_locations": bool(self.options.no_progression_hard_or_hidden_locations),
"light_needed_to_get_to_dark_places": bool(self.options.light_needed_to_get_to_dark_places),
"turtle_randomizer": self.options.turtle_randomizer.value,
"turtle_randomizer": self.options.turtle_randomizer.value
}

View File

@@ -24,7 +24,7 @@ The locations in the randomizer are:
* Beating Mithalan God boss
* Fish Cave puzzle
* Beating Drunian God boss
* Beating Sun God boss
* Beating Lumerean God boss
* Breaking Li cage in the body
Note that, unlike the vanilla game, when opening sing bulbs, Mithalas urns and Sunken City crates,

View File

@@ -6,211 +6,212 @@ Description: Base class for the Aquaria randomizer unit tests
from test.bases import WorldTestBase
from ..Locations import AquariaLocationNames
# Every location accessible after the home water.
after_home_water_locations = [
"Sun Crystal",
"Home Water, Transturtle",
"Open Water top left area, bulb under the rock in the right path",
"Open Water top left area, bulb under the rock in the left path",
"Open Water top left area, bulb to the right of the save crystal",
"Open Water top right area, bulb in the small path before Mithalas",
"Open Water top right area, bulb in the path from the left entrance",
"Open Water top right area, bulb in the clearing close to the bottom exit",
"Open Water top right area, bulb in the big clearing close to the save crystal",
"Open Water top right area, bulb in the big clearing to the top exit",
"Open Water top right area, first urn in the Mithalas exit",
"Open Water top right area, second urn in the Mithalas exit",
"Open Water top right area, third urn in the Mithalas exit",
"Open Water top right area, bulb in the turtle room",
"Open Water top right area, Transturtle",
"Open Water bottom left area, bulb behind the chomper fish",
"Open Water bottom left area, bulb inside the lowest fish pass",
"Open Water skeleton path, bulb close to the right exit",
"Open Water skeleton path, bulb behind the chomper fish",
"Open Water skeleton path, King Skull",
"Arnassi Ruins, bulb in the right part",
"Arnassi Ruins, bulb in the left part",
"Arnassi Ruins, bulb in the center part",
"Arnassi Ruins, Song Plant Spore",
"Arnassi Ruins, Arnassi Armor",
"Arnassi Ruins, Arnassi Statue",
"Arnassi Ruins, Transturtle",
"Arnassi Ruins, Crab Armor",
"Simon Says area, Transturtle",
"Mithalas City, first bulb in the left city part",
"Mithalas City, second bulb in the left city part",
"Mithalas City, bulb in the right part",
"Mithalas City, bulb at the top of the city",
"Mithalas City, first bulb in a broken home",
"Mithalas City, second bulb in a broken home",
"Mithalas City, bulb in the bottom left part",
"Mithalas City, first bulb in one of the homes",
"Mithalas City, second bulb in one of the homes",
"Mithalas City, first urn in one of the homes",
"Mithalas City, second urn in one of the homes",
"Mithalas City, first urn in the city reserve",
"Mithalas City, second urn in the city reserve",
"Mithalas City, third urn in the city reserve",
"Mithalas City, first bulb at the end of the top path",
"Mithalas City, second bulb at the end of the top path",
"Mithalas City, bulb in the top path",
"Mithalas City, Mithalas Pot",
"Mithalas City, urn in the Castle flower tube entrance",
"Mithalas City, Doll",
"Mithalas City, urn inside a home fish pass",
"Mithalas City Castle, bulb in the flesh hole",
"Mithalas City Castle, Blue Banner",
"Mithalas City Castle, urn in the bedroom",
"Mithalas City Castle, first urn of the single lamp path",
"Mithalas City Castle, second urn of the single lamp path",
"Mithalas City Castle, urn in the bottom room",
"Mithalas City Castle, first urn on the entrance path",
"Mithalas City Castle, second urn on the entrance path",
"Mithalas City Castle, beating the Priests",
"Mithalas City Castle, Trident Head",
"Mithalas Cathedral, first urn in the top right room",
"Mithalas Cathedral, second urn in the top right room",
"Mithalas Cathedral, third urn in the top right room",
"Mithalas Cathedral, urn in the flesh room with fleas",
"Mithalas Cathedral, first urn in the bottom right path",
"Mithalas Cathedral, second urn in the bottom right path",
"Mithalas Cathedral, urn behind the flesh vein",
"Mithalas Cathedral, urn in the top left eyes boss room",
"Mithalas Cathedral, first urn in the path behind the flesh vein",
"Mithalas Cathedral, second urn in the path behind the flesh vein",
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral, urn below the left entrance",
"Cathedral Underground, bulb in the center part",
"Cathedral Underground, first bulb in the top left part",
"Cathedral Underground, second bulb in the top left part",
"Cathedral Underground, third bulb in the top left part",
"Cathedral Underground, bulb close to the save crystal",
"Cathedral Underground, bulb in the bottom right path",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest top left area, bulb in the bottom left clearing",
"Kelp Forest top left area, bulb in the path down from the top left clearing",
"Kelp Forest top left area, bulb in the top left clearing",
"Kelp Forest top left area, Jelly Egg",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest top right area, bulb under the rock in the right path",
"Kelp Forest top right area, bulb at the left of the center clearing",
"Kelp Forest top right area, bulb in the left path's big room",
"Kelp Forest top right area, bulb in the left path's small room",
"Kelp Forest top right area, bulb at the top of the center clearing",
"Kelp Forest top right area, Black Pearl",
"Kelp Forest top right area, bulb in the top fish pass",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker Baby",
"Kelp Forest bottom left area, Transturtle",
"Kelp Forest bottom right area, Odd Container",
"Kelp Forest boss area, beating Drunian God",
"Kelp Forest boss room, bulb at the bottom of the area",
"Kelp Forest bottom left area, Fish Cave puzzle",
"Kelp Forest sprite cave, bulb inside the fish pass",
"Kelp Forest sprite cave, bulb in the second room",
"Kelp Forest sprite cave, Seed Bag",
"Mermog cave, bulb in the left part of the cave",
"Mermog cave, Piranha Egg",
"The Veil top left area, In Li's cave",
"The Veil top left area, bulb under the rock in the top right path",
"The Veil top left area, bulb hidden behind the blocking rock",
"The Veil top left area, Transturtle",
"The Veil top left area, bulb inside the fish pass",
"Turtle cave, Turtle Egg",
"Turtle cave, bulb in Bubble Cliff",
"Turtle cave, Urchin Costume",
"The Veil top right area, bulb in the middle of the wall jump cliff",
"The Veil top right area, Golden Starfish",
"The Veil top right area, bulb at the top of the waterfall",
"The Veil top right area, Transturtle",
"The Veil bottom area, bulb in the left path",
"The Veil bottom area, bulb in the spirit path",
"The Veil bottom area, Verse Egg",
"The Veil bottom area, Stone Head",
"Octopus Cave, Dumbo Egg",
"Octopus Cave, bulb in the path below the Octopus Cave path",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Sun Temple, bulb in the top left part",
"Sun Temple, bulb in the top right part",
"Sun Temple, bulb at the top of the high dark room",
"Sun Temple, Golden Gear",
"Sun Temple, first bulb of the temple",
"Sun Temple, bulb on the right part",
"Sun Temple, bulb in the hidden room of the right part",
"Sun Temple, Sun Key",
"Sun Worm path, first path bulb",
"Sun Worm path, second path bulb",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"Sun Temple boss area, beating Sun God",
"Abyss left area, bulb in hidden path room",
"Abyss left area, bulb in the right part",
"Abyss left area, Glowing Seed",
"Abyss left area, Glowing Plant",
"Abyss left area, bulb in the bottom fish pass",
"Abyss right area, bulb behind the rock in the whale room",
"Abyss right area, bulb in the middle path",
"Abyss right area, bulb behind the rock in the middle path",
"Abyss right area, bulb in the left green room",
"Abyss right area, Transturtle",
"Ice Cave, bulb in the room to the right",
"Ice Cave, first bulb in the top exit room",
"Ice Cave, second bulb in the top exit room",
"Ice Cave, third bulb in the top exit room",
"Ice Cave, bulb in the left room",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"The Whale, Verse Egg",
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, first bulb in the turtle room",
"Final Boss area, second bulb in the turtle room",
"Final Boss area, third bulb in the turtle room",
"Final Boss area, Transturtle",
"Final Boss area, bulb in the boss third form room",
"Simon Says area, beating Simon Says",
"Beating Fallen God",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Blaster Peg Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating Crabbius Maximus",
"Beating Mantis Shrimp Prime",
"Beating King Jellyfish God Prime",
"First secret",
"Second secret",
"Third secret",
"Sunken City cleared",
"Objective complete",
AquariaLocationNames.SUN_CRYSTAL,
AquariaLocationNames.HOME_WATERS_TRANSTURTLE,
AquariaLocationNames.OPEN_WATERS_TOP_LEFT_AREA_BULB_UNDER_THE_ROCK_IN_THE_RIGHT_PATH,
AquariaLocationNames.OPEN_WATERS_TOP_LEFT_AREA_BULB_UNDER_THE_ROCK_IN_THE_LEFT_PATH,
AquariaLocationNames.OPEN_WATERS_TOP_LEFT_AREA_BULB_TO_THE_RIGHT_OF_THE_SAVE_CRYSTAL,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_SMALL_PATH_BEFORE_MITHALAS,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_PATH_FROM_THE_LEFT_ENTRANCE,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_CLEARING_CLOSE_TO_THE_BOTTOM_EXIT,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_BIG_CLEARING_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_BIG_CLEARING_TO_THE_TOP_EXIT,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_FIRST_URN_IN_THE_MITHALAS_EXIT,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_SECOND_URN_IN_THE_MITHALAS_EXIT,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_THIRD_URN_IN_THE_MITHALAS_EXIT,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_BULB_IN_THE_TURTLE_ROOM,
AquariaLocationNames.OPEN_WATERS_TOP_RIGHT_AREA_TRANSTURTLE,
AquariaLocationNames.OPEN_WATERS_BOTTOM_LEFT_AREA_BULB_BEHIND_THE_CHOMPER_FISH,
AquariaLocationNames.OPEN_WATERS_BOTTOM_LEFT_AREA_BULB_INSIDE_THE_LOWEST_FISH_PASS,
AquariaLocationNames.OPEN_WATERS_SKELETON_PATH_BULB_CLOSE_TO_THE_RIGHT_EXIT,
AquariaLocationNames.OPEN_WATERS_SKELETON_PATH_BULB_BEHIND_THE_CHOMPER_FISH,
AquariaLocationNames.OPEN_WATERS_SKELETON_PATH_KING_SKULL,
AquariaLocationNames.ARNASSI_RUINS_BULB_IN_THE_RIGHT_PART,
AquariaLocationNames.ARNASSI_RUINS_BULB_IN_THE_LEFT_PART,
AquariaLocationNames.ARNASSI_RUINS_BULB_IN_THE_CENTER_PART,
AquariaLocationNames.ARNASSI_RUINS_SONG_PLANT_SPORE,
AquariaLocationNames.ARNASSI_RUINS_ARNASSI_ARMOR,
AquariaLocationNames.ARNASSI_RUINS_ARNASSI_STATUE,
AquariaLocationNames.ARNASSI_RUINS_TRANSTURTLE,
AquariaLocationNames.ARNASSI_RUINS_CRAB_ARMOR,
AquariaLocationNames.SIMON_SAYS_AREA_TRANSTURTLE,
AquariaLocationNames.MITHALAS_CITY_FIRST_BULB_IN_THE_LEFT_CITY_PART,
AquariaLocationNames.MITHALAS_CITY_SECOND_BULB_IN_THE_LEFT_CITY_PART,
AquariaLocationNames.MITHALAS_CITY_BULB_IN_THE_RIGHT_PART,
AquariaLocationNames.MITHALAS_CITY_BULB_AT_THE_TOP_OF_THE_CITY,
AquariaLocationNames.MITHALAS_CITY_FIRST_BULB_IN_A_BROKEN_HOME,
AquariaLocationNames.MITHALAS_CITY_SECOND_BULB_IN_A_BROKEN_HOME,
AquariaLocationNames.MITHALAS_CITY_BULB_IN_THE_BOTTOM_LEFT_PART,
AquariaLocationNames.MITHALAS_CITY_FIRST_BULB_IN_ONE_OF_THE_HOMES,
AquariaLocationNames.MITHALAS_CITY_SECOND_BULB_IN_ONE_OF_THE_HOMES,
AquariaLocationNames.MITHALAS_CITY_FIRST_URN_IN_ONE_OF_THE_HOMES,
AquariaLocationNames.MITHALAS_CITY_SECOND_URN_IN_ONE_OF_THE_HOMES,
AquariaLocationNames.MITHALAS_CITY_FIRST_URN_IN_THE_CITY_RESERVE,
AquariaLocationNames.MITHALAS_CITY_SECOND_URN_IN_THE_CITY_RESERVE,
AquariaLocationNames.MITHALAS_CITY_THIRD_URN_IN_THE_CITY_RESERVE,
AquariaLocationNames.MITHALAS_CITY_FIRST_BULB_AT_THE_END_OF_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_SECOND_BULB_AT_THE_END_OF_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_BULB_IN_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_MITHALAS_POT,
AquariaLocationNames.MITHALAS_CITY_URN_IN_THE_CASTLE_FLOWER_TUBE_ENTRANCE,
AquariaLocationNames.MITHALAS_CITY_DOLL,
AquariaLocationNames.MITHALAS_CITY_URN_INSIDE_A_HOME_FISH_PASS,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BULB_IN_THE_FLESH_HOLE,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BLUE_BANNER,
AquariaLocationNames.MITHALAS_CITY_CASTLE_URN_IN_THE_BEDROOM,
AquariaLocationNames.MITHALAS_CITY_CASTLE_FIRST_URN_OF_THE_SINGLE_LAMP_PATH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_SECOND_URN_OF_THE_SINGLE_LAMP_PATH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_URN_IN_THE_BOTTOM_ROOM,
AquariaLocationNames.MITHALAS_CITY_CASTLE_FIRST_URN_ON_THE_ENTRANCE_PATH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_SECOND_URN_ON_THE_ENTRANCE_PATH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.MITHALAS_CITY_CASTLE_TRIDENT_HEAD,
AquariaLocationNames.MITHALAS_CATHEDRAL_FIRST_URN_IN_THE_TOP_RIGHT_ROOM,
AquariaLocationNames.MITHALAS_CATHEDRAL_SECOND_URN_IN_THE_TOP_RIGHT_ROOM,
AquariaLocationNames.MITHALAS_CATHEDRAL_THIRD_URN_IN_THE_TOP_RIGHT_ROOM,
AquariaLocationNames.MITHALAS_CATHEDRAL_FIRST_URN_IN_THE_BOTTOM_RIGHT_PATH,
AquariaLocationNames.MITHALAS_CATHEDRAL_SECOND_URN_IN_THE_BOTTOM_RIGHT_PATH,
AquariaLocationNames.MITHALAS_CATHEDRAL_URN_BEHIND_THE_FLESH_VEIN,
AquariaLocationNames.MITHALAS_CATHEDRAL_URN_IN_THE_TOP_LEFT_EYES_BOSS_ROOM,
AquariaLocationNames.MITHALAS_CATHEDRAL_FIRST_URN_IN_THE_PATH_BEHIND_THE_FLESH_VEIN,
AquariaLocationNames.MITHALAS_CATHEDRAL_SECOND_URN_IN_THE_PATH_BEHIND_THE_FLESH_VEIN,
AquariaLocationNames.MITHALAS_CATHEDRAL_THIRD_URN_IN_THE_PATH_BEHIND_THE_FLESH_VEIN,
AquariaLocationNames.MITHALAS_CATHEDRAL_FOURTH_URN_IN_THE_TOP_RIGHT_ROOM,
AquariaLocationNames.MITHALAS_CATHEDRAL_MITHALAN_DRESS,
AquariaLocationNames.MITHALAS_CATHEDRAL_URN_BELOW_THE_LEFT_ENTRANCE,
AquariaLocationNames.MITHALAS_CATHEDRAL_BULB_IN_THE_FLESH_ROOM_WITH_FLEAS,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_BULB_IN_THE_CENTER_PART,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_FIRST_BULB_IN_THE_TOP_LEFT_PART,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_SECOND_BULB_IN_THE_TOP_LEFT_PART,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_THIRD_BULB_IN_THE_TOP_LEFT_PART,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_BULB_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.CATHEDRAL_UNDERGROUND_BULB_IN_THE_BOTTOM_RIGHT_PATH,
AquariaLocationNames.MITHALAS_BOSS_AREA_BEATING_MITHALAN_GOD,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_IN_THE_BOTTOM_LEFT_CLEARING,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_IN_THE_PATH_DOWN_FROM_THE_TOP_LEFT_CLEARING,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_IN_THE_TOP_LEFT_CLEARING,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_JELLY_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_CLOSE_TO_THE_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_UNDER_THE_ROCK_IN_THE_RIGHT_PATH,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_AT_THE_LEFT_OF_THE_CENTER_CLEARING,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_IN_THE_LEFT_PATH_S_BIG_ROOM,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_IN_THE_LEFT_PATH_S_SMALL_ROOM,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_CENTER_CLEARING,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BLACK_PEARL,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_IN_THE_TOP_FISH_PASS,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_BULB_CLOSE_TO_THE_SPIRIT_CRYSTALS,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_WALKER_BABY,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_TRANSTURTLE,
AquariaLocationNames.KELP_FOREST_BOTTOM_RIGHT_AREA_ODD_CONTAINER,
AquariaLocationNames.KELP_FOREST_BOSS_AREA_BEATING_DRUNIAN_GOD,
AquariaLocationNames.KELP_FOREST_BOSS_ROOM_BULB_AT_THE_BOTTOM_OF_THE_AREA,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_FISH_CAVE_PUZZLE,
AquariaLocationNames.KELP_FOREST_SPRITE_CAVE_BULB_INSIDE_THE_FISH_PASS,
AquariaLocationNames.KELP_FOREST_SPRITE_CAVE_BULB_IN_THE_SECOND_ROOM,
AquariaLocationNames.KELP_FOREST_SPRITE_CAVE_SEED_BAG,
AquariaLocationNames.MERMOG_CAVE_BULB_IN_THE_LEFT_PART_OF_THE_CAVE,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_IN_LI_S_CAVE,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_BULB_UNDER_THE_ROCK_IN_THE_TOP_RIGHT_PATH,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_BULB_HIDDEN_BEHIND_THE_BLOCKING_ROCK,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_TRANSTURTLE,
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_BULB_INSIDE_THE_FISH_PASS,
AquariaLocationNames.TURTLE_CAVE_TURTLE_EGG,
AquariaLocationNames.TURTLE_CAVE_BULB_IN_BUBBLE_CLIFF,
AquariaLocationNames.TURTLE_CAVE_URCHIN_COSTUME,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_IN_THE_MIDDLE_OF_THE_WALL_JUMP_CLIFF,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_GOLDEN_STARFISH,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_WATERFALL,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_TRANSTURTLE,
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_BULB_IN_THE_LEFT_PATH,
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_BULB_IN_THE_SPIRIT_PATH,
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_VERSE_EGG,
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_STONE_HEAD,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.OCTOPUS_CAVE_BULB_IN_THE_PATH_BELOW_THE_OCTOPUS_CAVE_PATH,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_LEFT_CAVE_WALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_RIGHT_CAVE_WALL_BEHIND_THE_ICE_CRYSTAL,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_TOP_LEFT_PART,
AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_TOP_RIGHT_PART,
AquariaLocationNames.SUN_TEMPLE_BULB_AT_THE_TOP_OF_THE_HIGH_DARK_ROOM,
AquariaLocationNames.SUN_TEMPLE_GOLDEN_GEAR,
AquariaLocationNames.SUN_TEMPLE_FIRST_BULB_OF_THE_TEMPLE,
AquariaLocationNames.SUN_TEMPLE_BULB_ON_THE_RIGHT_PART,
AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_HIDDEN_ROOM_OF_THE_RIGHT_PART,
AquariaLocationNames.SUN_TEMPLE_SUN_KEY,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_PATH_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_SECOND_PATH_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_CLIFF_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_SECOND_CLIFF_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_AREA_BEATING_LUMEREAN_GOD,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_HIDDEN_PATH_ROOM,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_RIGHT_PART,
AquariaLocationNames.ABYSS_LEFT_AREA_GLOWING_SEED,
AquariaLocationNames.ABYSS_LEFT_AREA_GLOWING_PLANT,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_BOTTOM_FISH_PASS,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_WHALE_ROOM,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_IN_THE_MIDDLE_PATH,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_MIDDLE_PATH,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_IN_THE_LEFT_GREEN_ROOM,
AquariaLocationNames.ABYSS_RIGHT_AREA_TRANSTURTLE,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_ROOM_TO_THE_RIGHT,
AquariaLocationNames.ICE_CAVERN_FIRST_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_SECOND_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_THIRD_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_LEFT_ROOM,
AquariaLocationNames.KING_JELLYFISH_CAVE_BULB_IN_THE_RIGHT_PATH_FROM_KING_JELLY,
AquariaLocationNames.KING_JELLYFISH_CAVE_JELLYFISH_COSTUME,
AquariaLocationNames.THE_WHALE_VERSE_EGG,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_IN_THE_LEFT_BOTTOM_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_IN_THE_LITTLE_PIPE_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_BEFORE_THE_BEDROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.THE_BODY_CENTER_AREA_BREAKING_LI_S_CAGE,
AquariaLocationNames.THE_BODY_CENTER_AREA_BULB_ON_THE_MAIN_PATH_BLOCKING_TUBE,
AquariaLocationNames.THE_BODY_LEFT_AREA_FIRST_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_SECOND_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_BELOW_THE_WATER_STREAM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_JELLY_ZAP_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_NAUTILUS_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_FIRST_BULB_IN_THE_TURTLE_ROOM,
AquariaLocationNames.FINAL_BOSS_AREA_SECOND_BULB_IN_THE_TURTLE_ROOM,
AquariaLocationNames.FINAL_BOSS_AREA_THIRD_BULB_IN_THE_TURTLE_ROOM,
AquariaLocationNames.FINAL_BOSS_AREA_TRANSTURTLE,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.SIMON_SAYS_AREA_BEATING_SIMON_SAYS,
AquariaLocationNames.BEATING_FALLEN_GOD,
AquariaLocationNames.BEATING_MITHALAN_GOD,
AquariaLocationNames.BEATING_DRUNIAN_GOD,
AquariaLocationNames.BEATING_LUMEREAN_GOD,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.BEATING_NAUTILUS_PRIME,
AquariaLocationNames.BEATING_BLASTER_PEG_PRIME,
AquariaLocationNames.BEATING_MERGOG,
AquariaLocationNames.BEATING_MITHALAN_PRIESTS,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.BEATING_CRABBIUS_MAXIMUS,
AquariaLocationNames.BEATING_MANTIS_SHRIMP_PRIME,
AquariaLocationNames.BEATING_KING_JELLYFISH_GOD_PRIME,
AquariaLocationNames.FIRST_SECRET,
AquariaLocationNames.SECOND_SECRET,
AquariaLocationNames.THIRD_SECRET,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.OBJECTIVE_COMPLETE,
]
class AquariaTestBase(WorldTestBase):

View File

@@ -5,6 +5,8 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
class BeastFormAccessTest(AquariaTestBase):
@@ -13,16 +15,16 @@ class BeastFormAccessTest(AquariaTestBase):
def test_beast_form_location(self) -> None:
"""Test locations that require beast form"""
locations = [
"Mermog cave, Piranha Egg",
"Kelp Forest top left area, Jelly Egg",
"Mithalas Cathedral, Mithalan Dress",
"The Veil top right area, bulb at the top of the waterfall",
"Sunken City, bulb on top of the boss area",
"Octopus Cave, Dumbo Egg",
"Beating the Golem",
"Beating Mergog",
"Beating Octopus Prime",
"Sunken City cleared",
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_JELLY_EGG,
AquariaLocationNames.MITHALAS_CATHEDRAL_MITHALAN_DRESS,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_WATERFALL,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.BEATING_MERGOG,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
]
items = [["Beast form"]]
items = [[ItemNames.BEAST_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -5,6 +5,8 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
class BeastForArnassiArmormAccessTest(AquariaTestBase):
@@ -13,27 +15,27 @@ class BeastForArnassiArmormAccessTest(AquariaTestBase):
def test_beast_form_arnassi_armor_location(self) -> None:
"""Test locations that require beast form or arnassi armor"""
locations = [
"Mithalas City Castle, beating the Priests",
"Arnassi Ruins, Crab Armor",
"Arnassi Ruins, Song Plant Spore",
"Mithalas City, first bulb at the end of the top path",
"Mithalas City, second bulb at the end of the top path",
"Mithalas City, bulb in the top path",
"Mithalas City, Mithalas Pot",
"Mithalas City, urn in the Castle flower tube entrance",
"Mermog cave, Piranha Egg",
"Mithalas Cathedral, Mithalan Dress",
"Kelp Forest top left area, Jelly Egg",
"The Veil top right area, bulb in the middle of the wall jump cliff",
"The Veil top right area, bulb at the top of the waterfall",
"Sunken City, bulb on top of the boss area",
"Octopus Cave, Dumbo Egg",
"Beating the Golem",
"Beating Mergog",
"Beating Crabbius Maximus",
"Beating Octopus Prime",
"Beating Mithalan priests",
"Sunken City cleared"
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.ARNASSI_RUINS_CRAB_ARMOR,
AquariaLocationNames.ARNASSI_RUINS_SONG_PLANT_SPORE,
AquariaLocationNames.MITHALAS_CITY_FIRST_BULB_AT_THE_END_OF_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_SECOND_BULB_AT_THE_END_OF_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_BULB_IN_THE_TOP_PATH,
AquariaLocationNames.MITHALAS_CITY_MITHALAS_POT,
AquariaLocationNames.MITHALAS_CITY_URN_IN_THE_CASTLE_FLOWER_TUBE_ENTRANCE,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.MITHALAS_CATHEDRAL_MITHALAN_DRESS,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_JELLY_EGG,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_IN_THE_MIDDLE_OF_THE_WALL_JUMP_CLIFF,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_WATERFALL,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.BEATING_MERGOG,
AquariaLocationNames.BEATING_CRABBIUS_MAXIMUS,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.BEATING_MITHALAN_PRIESTS,
AquariaLocationNames.SUNKEN_CITY_CLEARED
]
items = [["Beast form", "Arnassi Armor"]]
items = [[ItemNames.BEAST_FORM, ItemNames.ARNASSI_ARMOR]]
self.assertAccessDependency(locations, items)

View File

@@ -6,31 +6,36 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase, after_home_water_locations
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import UnconfineHomeWater, EarlyBindSong
class BindSongAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the bind song"""
options = {
"bind_song_needed_to_get_under_rock_bulb": False,
"unconfine_home_water": UnconfineHomeWater.option_off,
"early_bind_song": EarlyBindSong.option_off
}
def test_bind_song_location(self) -> None:
"""Test locations that require Bind song"""
locations = [
"Verse Cave right area, Big Seed",
"Home Water, bulb in the path below Nautilus Prime",
"Home Water, bulb in the bottom left room",
"Home Water, Nautilus Egg",
"Song Cave, Verse Egg",
"Energy Temple first area, beating the Energy Statue",
"Energy Temple first area, bulb in the bottom room blocked by a rock",
"Energy Temple first area, Energy Idol",
"Energy Temple second area, bulb under the rock",
"Energy Temple bottom entrance, Krotite Armor",
"Energy Temple third area, bulb in the bottom path",
"Energy Temple boss area, Fallen God Tooth",
"Energy Temple blaster room, Blaster Egg",
AquariaLocationNames.VERSE_CAVE_RIGHT_AREA_BIG_SEED,
AquariaLocationNames.HOME_WATERS_BULB_IN_THE_PATH_BELOW_NAUTILUS_PRIME,
AquariaLocationNames.HOME_WATERS_BULB_IN_THE_BOTTOM_LEFT_ROOM,
AquariaLocationNames.HOME_WATERS_NAUTILUS_EGG,
AquariaLocationNames.SONG_CAVE_VERSE_EGG,
AquariaLocationNames.ENERGY_TEMPLE_FIRST_AREA_BEATING_THE_ENERGY_STATUE,
AquariaLocationNames.ENERGY_TEMPLE_FIRST_AREA_BULB_IN_THE_BOTTOM_ROOM_BLOCKED_BY_A_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_ENERGY_IDOL,
AquariaLocationNames.ENERGY_TEMPLE_SECOND_AREA_BULB_UNDER_THE_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_BOTTOM_ENTRANCE_KROTITE_ARMOR,
AquariaLocationNames.ENERGY_TEMPLE_THIRD_AREA_BULB_IN_THE_BOTTOM_PATH,
AquariaLocationNames.ENERGY_TEMPLE_BOSS_AREA_FALLEN_GOD_TOOTH,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
*after_home_water_locations
]
items = [["Bind song"]]
items = [[ItemNames.BIND_SONG]]
self.assertAccessDependency(locations, items)

View File

@@ -7,6 +7,8 @@ Description: Unit test used to test accessibility of locations with and without
from . import AquariaTestBase
from .test_bind_song_access import after_home_water_locations
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
class BindSongOptionAccessTest(AquariaTestBase):
@@ -18,25 +20,25 @@ class BindSongOptionAccessTest(AquariaTestBase):
def test_bind_song_location(self) -> None:
"""Test locations that require Bind song with the bind song needed option activated"""
locations = [
"Verse Cave right area, Big Seed",
"Verse Cave left area, bulb under the rock at the end of the path",
"Home Water, bulb under the rock in the left path from the Verse Cave",
"Song Cave, bulb under the rock close to the song door",
"Song Cave, bulb under the rock in the path to the singing statues",
"Naija's Home, bulb under the rock at the right of the main path",
"Home Water, bulb in the path below Nautilus Prime",
"Home Water, bulb in the bottom left room",
"Home Water, Nautilus Egg",
"Song Cave, Verse Egg",
"Energy Temple first area, beating the Energy Statue",
"Energy Temple first area, bulb in the bottom room blocked by a rock",
"Energy Temple first area, Energy Idol",
"Energy Temple second area, bulb under the rock",
"Energy Temple bottom entrance, Krotite Armor",
"Energy Temple third area, bulb in the bottom path",
"Energy Temple boss area, Fallen God Tooth",
"Energy Temple blaster room, Blaster Egg",
AquariaLocationNames.VERSE_CAVE_RIGHT_AREA_BIG_SEED,
AquariaLocationNames.VERSE_CAVE_LEFT_AREA_BULB_UNDER_THE_ROCK_AT_THE_END_OF_THE_PATH,
AquariaLocationNames.HOME_WATERS_BULB_UNDER_THE_ROCK_IN_THE_LEFT_PATH_FROM_THE_VERSE_CAVE,
AquariaLocationNames.SONG_CAVE_BULB_UNDER_THE_ROCK_CLOSE_TO_THE_SONG_DOOR,
AquariaLocationNames.SONG_CAVE_BULB_UNDER_THE_ROCK_IN_THE_PATH_TO_THE_SINGING_STATUES,
AquariaLocationNames.NAIJA_S_HOME_BULB_UNDER_THE_ROCK_AT_THE_RIGHT_OF_THE_MAIN_PATH,
AquariaLocationNames.HOME_WATERS_BULB_IN_THE_PATH_BELOW_NAUTILUS_PRIME,
AquariaLocationNames.HOME_WATERS_BULB_IN_THE_BOTTOM_LEFT_ROOM,
AquariaLocationNames.HOME_WATERS_NAUTILUS_EGG,
AquariaLocationNames.SONG_CAVE_VERSE_EGG,
AquariaLocationNames.ENERGY_TEMPLE_FIRST_AREA_BEATING_THE_ENERGY_STATUE,
AquariaLocationNames.ENERGY_TEMPLE_FIRST_AREA_BULB_IN_THE_BOTTOM_ROOM_BLOCKED_BY_A_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_ENERGY_IDOL,
AquariaLocationNames.ENERGY_TEMPLE_SECOND_AREA_BULB_UNDER_THE_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_BOTTOM_ENTRANCE_KROTITE_ARMOR,
AquariaLocationNames.ENERGY_TEMPLE_THIRD_AREA_BULB_IN_THE_BOTTOM_PATH,
AquariaLocationNames.ENERGY_TEMPLE_BOSS_AREA_FALLEN_GOD_TOOTH,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
*after_home_water_locations
]
items = [["Bind song"]]
items = [[ItemNames.BIND_SONG]]
self.assertAccessDependency(locations, items)

View File

@@ -5,16 +5,17 @@ Description: Unit test used to test accessibility of region with the home water
"""
from . import AquariaTestBase
from ..Options import UnconfineHomeWater, EarlyEnergyForm
class ConfinedHomeWaterAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of region with the unconfine home water option disabled"""
options = {
"unconfine_home_water": 0,
"early_energy_form": False
"unconfine_home_water": UnconfineHomeWater.option_off,
"early_energy_form": EarlyEnergyForm.option_off
}
def test_confine_home_water_location(self) -> None:
"""Test region accessible with confined home water"""
self.assertFalse(self.can_reach_region("Open Water top left area"), "Can reach Open Water top left area")
self.assertFalse(self.can_reach_region("Home Water, turtle room"), "Can reach Home Water, turtle room")
self.assertFalse(self.can_reach_region("Open Waters top left area"), "Can reach Open Waters top left area")
self.assertFalse(self.can_reach_region("Home Waters, turtle room"), "Can reach Home Waters, turtle room")

View File

@@ -5,22 +5,25 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import TurtleRandomizer
class LiAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the dual song"""
options = {
"turtle_randomizer": 1,
"turtle_randomizer": TurtleRandomizer.option_all,
}
def test_li_song_location(self) -> None:
"""Test locations that require the dual song"""
locations = [
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, bulb in the boss third form room",
"Objective complete"
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_JELLY_ZAP_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_NAUTILUS_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.OBJECTIVE_COMPLETE
]
items = [["Dual form"]]
items = [[ItemNames.DUAL_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -6,28 +6,31 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import EarlyEnergyForm
class EnergyFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the energy form"""
options = {
"early_energy_form": False,
"early_energy_form": EarlyEnergyForm.option_off
}
def test_energy_form_location(self) -> None:
"""Test locations that require Energy form"""
locations = [
"Energy Temple second area, bulb under the rock",
"Energy Temple third area, bulb in the bottom path",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"Final Boss area, bulb in the boss third form room",
"Objective complete",
AquariaLocationNames.ENERGY_TEMPLE_SECOND_AREA_BULB_UNDER_THE_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_THIRD_AREA_BULB_IN_THE_BOTTOM_PATH,
AquariaLocationNames.THE_BODY_LEFT_AREA_FIRST_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_SECOND_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_BELOW_THE_WATER_STREAM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.OBJECTIVE_COMPLETE,
]
items = [["Energy form"]]
items = [[ItemNames.ENERGY_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -5,88 +5,74 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import EarlyEnergyForm, TurtleRandomizer
class EnergyFormDualFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the energy form and dual form (and Li)"""
options = {
"early_energy_form": False,
"early_energy_form": EarlyEnergyForm.option_off,
"turtle_randomizer": TurtleRandomizer.option_all
}
def test_energy_form_or_dual_form_location(self) -> None:
"""Test locations that require Energy form or dual form"""
locations = [
"Naija's Home, bulb after the energy door",
"Home Water, Nautilus Egg",
"Energy Temple second area, bulb under the rock",
"Energy Temple bottom entrance, Krotite Armor",
"Energy Temple third area, bulb in the bottom path",
"Energy Temple blaster room, Blaster Egg",
"Energy Temple boss area, Fallen God Tooth",
"Mithalas City Castle, beating the Priests",
"Mithalas boss area, beating Mithalan God",
"Mithalas Cathedral, first urn in the top right room",
"Mithalas Cathedral, second urn in the top right room",
"Mithalas Cathedral, third urn in the top right room",
"Mithalas Cathedral, urn in the flesh room with fleas",
"Mithalas Cathedral, first urn in the bottom right path",
"Mithalas Cathedral, second urn in the bottom right path",
"Mithalas Cathedral, urn behind the flesh vein",
"Mithalas Cathedral, urn in the top left eyes boss room",
"Mithalas Cathedral, first urn in the path behind the flesh vein",
"Mithalas Cathedral, second urn in the path behind the flesh vein",
"Mithalas Cathedral, third urn in the path behind the flesh vein",
"Mithalas Cathedral, fourth urn in the top right room",
"Mithalas Cathedral, Mithalan Dress",
"Mithalas Cathedral, urn below the left entrance",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest boss area, beating Drunian God",
"Mermog cave, Piranha Egg",
"Octopus Cave, Dumbo Egg",
"Sun Temple boss area, beating Sun God",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, bulb in the boss third form room",
"Final Boss area, first bulb in the turtle room",
"Final Boss area, second bulb in the turtle room",
"Final Boss area, third bulb in the turtle room",
"Final Boss area, Transturtle",
"Beating Fallen God",
"Beating Blaster Peg Prime",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating King Jellyfish God Prime",
"Beating the Golem",
"Sunken City cleared",
"First secret",
"Objective complete"
AquariaLocationNames.NAIJA_S_HOME_BULB_AFTER_THE_ENERGY_DOOR,
AquariaLocationNames.HOME_WATERS_NAUTILUS_EGG,
AquariaLocationNames.ENERGY_TEMPLE_SECOND_AREA_BULB_UNDER_THE_ROCK,
AquariaLocationNames.ENERGY_TEMPLE_BOTTOM_ENTRANCE_KROTITE_ARMOR,
AquariaLocationNames.ENERGY_TEMPLE_THIRD_AREA_BULB_IN_THE_BOTTOM_PATH,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
AquariaLocationNames.ENERGY_TEMPLE_BOSS_AREA_FALLEN_GOD_TOOTH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.MITHALAS_BOSS_AREA_BEATING_MITHALAN_GOD,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_CLOSE_TO_THE_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_BOSS_AREA_BEATING_DRUNIAN_GOD,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.SUN_TEMPLE_BOSS_AREA_BEATING_LUMEREAN_GOD,
AquariaLocationNames.KING_JELLYFISH_CAVE_BULB_IN_THE_RIGHT_PATH_FROM_KING_JELLY,
AquariaLocationNames.KING_JELLYFISH_CAVE_JELLYFISH_COSTUME,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_IN_THE_LEFT_BOTTOM_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_IN_THE_LITTLE_PIPE_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_BEFORE_THE_BEDROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.THE_BODY_CENTER_AREA_BREAKING_LI_S_CAGE,
AquariaLocationNames.THE_BODY_CENTER_AREA_BULB_ON_THE_MAIN_PATH_BLOCKING_TUBE,
AquariaLocationNames.THE_BODY_LEFT_AREA_FIRST_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_SECOND_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_BELOW_THE_WATER_STREAM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_JELLY_ZAP_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_NAUTILUS_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.BEATING_FALLEN_GOD,
AquariaLocationNames.BEATING_BLASTER_PEG_PRIME,
AquariaLocationNames.BEATING_MITHALAN_GOD,
AquariaLocationNames.BEATING_DRUNIAN_GOD,
AquariaLocationNames.BEATING_LUMEREAN_GOD,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.BEATING_NAUTILUS_PRIME,
AquariaLocationNames.BEATING_MERGOG,
AquariaLocationNames.BEATING_MITHALAN_PRIESTS,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.BEATING_KING_JELLYFISH_GOD_PRIME,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.FIRST_SECRET,
AquariaLocationNames.OBJECTIVE_COMPLETE
]
items = [["Energy form", "Dual form", "Li and Li song", "Body tongue cleared"]]
items = [[ItemNames.ENERGY_FORM, ItemNames.DUAL_FORM, ItemNames.LI_AND_LI_SONG, ItemNames.BODY_TONGUE_CLEARED]]
self.assertAccessDependency(locations, items)

View File

@@ -5,33 +5,36 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import TurtleRandomizer
class FishFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the fish form"""
options = {
"turtle_randomizer": 1,
"turtle_randomizer": TurtleRandomizer.option_all,
}
def test_fish_form_location(self) -> None:
"""Test locations that require fish form"""
locations = [
"The Veil top left area, bulb inside the fish pass",
"Energy Temple first area, Energy Idol",
"Mithalas City, Doll",
"Mithalas City, urn inside a home fish pass",
"Kelp Forest top right area, bulb in the top fish pass",
"The Veil bottom area, Verse Egg",
"Open Water bottom left area, bulb inside the lowest fish pass",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Kelp Forest top left area, Verse Egg",
"Mermog cave, bulb in the left part of the cave",
"Mermog cave, Piranha Egg",
"Beating Mergog",
"Octopus Cave, Dumbo Egg",
"Octopus Cave, bulb in the path below the Octopus Cave path",
"Beating Octopus Prime",
"Abyss left area, bulb in the bottom fish pass"
AquariaLocationNames.THE_VEIL_TOP_LEFT_AREA_BULB_INSIDE_THE_FISH_PASS,
AquariaLocationNames.ENERGY_TEMPLE_ENERGY_IDOL,
AquariaLocationNames.MITHALAS_CITY_DOLL,
AquariaLocationNames.MITHALAS_CITY_URN_INSIDE_A_HOME_FISH_PASS,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BULB_IN_THE_TOP_FISH_PASS,
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_VERSE_EGG,
AquariaLocationNames.OPEN_WATERS_BOTTOM_LEFT_AREA_BULB_INSIDE_THE_LOWEST_FISH_PASS,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_CLOSE_TO_THE_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_VERSE_EGG,
AquariaLocationNames.MERMOG_CAVE_BULB_IN_THE_LEFT_PART_OF_THE_CAVE,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.BEATING_MERGOG,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.OCTOPUS_CAVE_BULB_IN_THE_PATH_BELOW_THE_OCTOPUS_CAVE_PATH,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_BOTTOM_FISH_PASS
]
items = [["Fish form"]]
items = [[ItemNames.FISH_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -5,41 +5,44 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import TurtleRandomizer
class LiAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without Li"""
options = {
"turtle_randomizer": 1,
"turtle_randomizer": TurtleRandomizer.option_all,
}
def test_li_song_location(self) -> None:
"""Test locations that require Li"""
locations = [
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"The Body center area, breaking Li's cage",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, bulb in the boss third form room",
"Beating the Golem",
"Sunken City cleared",
"Objective complete"
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_IN_THE_LEFT_BOTTOM_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_IN_THE_LITTLE_PIPE_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_BEFORE_THE_BEDROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.THE_BODY_CENTER_AREA_BREAKING_LI_S_CAGE,
AquariaLocationNames.THE_BODY_CENTER_AREA_BULB_ON_THE_MAIN_PATH_BLOCKING_TUBE,
AquariaLocationNames.THE_BODY_LEFT_AREA_FIRST_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_SECOND_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_BELOW_THE_WATER_STREAM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_JELLY_ZAP_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_NAUTILUS_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.OBJECTIVE_COMPLETE
]
items = [["Li and Li song", "Body tongue cleared"]]
items = [[ItemNames.LI_AND_LI_SONG, ItemNames.BODY_TONGUE_CLEARED]]
self.assertAccessDependency(locations, items)

View File

@@ -5,12 +5,15 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import TurtleRandomizer
class LightAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without light"""
options = {
"turtle_randomizer": 1,
"turtle_randomizer": TurtleRandomizer.option_all,
"light_needed_to_get_to_dark_places": True,
}
@@ -19,52 +22,52 @@ class LightAccessTest(AquariaTestBase):
locations = [
# Since the `assertAccessDependency` sweep for events even if I tell it not to, those location cannot be
# tested.
# "Third secret",
# "Sun Temple, bulb in the top left part",
# "Sun Temple, bulb in the top right part",
# "Sun Temple, bulb at the top of the high dark room",
# "Sun Temple, Golden Gear",
# "Sun Worm path, first path bulb",
# "Sun Worm path, second path bulb",
# "Sun Worm path, first cliff bulb",
"Octopus Cave, Dumbo Egg",
"Kelp Forest bottom right area, Odd Container",
"Kelp Forest top right area, Black Pearl",
"Abyss left area, bulb in hidden path room",
"Abyss left area, bulb in the right part",
"Abyss left area, Glowing Seed",
"Abyss left area, Glowing Plant",
"Abyss left area, bulb in the bottom fish pass",
"Abyss right area, bulb behind the rock in the whale room",
"Abyss right area, bulb in the middle path",
"Abyss right area, bulb behind the rock in the middle path",
"Abyss right area, bulb in the left green room",
"Ice Cave, bulb in the room to the right",
"Ice Cave, first bulb in the top exit room",
"Ice Cave, second bulb in the top exit room",
"Ice Cave, third bulb in the top exit room",
"Ice Cave, bulb in the left room",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Beating Mantis Shrimp Prime",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Beating King Jellyfish God Prime",
"The Whale, Verse Egg",
"First secret",
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"Sunken City cleared",
"Beating the Golem",
"Beating Octopus Prime",
"Final Boss area, bulb in the boss third form room",
"Objective complete",
# AquariaLocationNames.THIRD_SECRET,
# AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_TOP_LEFT_PART,
# AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_TOP_RIGHT_PART,
# AquariaLocationNames.SUN_TEMPLE_BULB_AT_THE_TOP_OF_THE_HIGH_DARK_ROOM,
# AquariaLocationNames.SUN_TEMPLE_GOLDEN_GEAR,
# AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_PATH_BULB,
# AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_SECOND_PATH_BULB,
# AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_CLIFF_BULB,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.KELP_FOREST_BOTTOM_RIGHT_AREA_ODD_CONTAINER,
AquariaLocationNames.KELP_FOREST_TOP_RIGHT_AREA_BLACK_PEARL,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_HIDDEN_PATH_ROOM,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_RIGHT_PART,
AquariaLocationNames.ABYSS_LEFT_AREA_GLOWING_SEED,
AquariaLocationNames.ABYSS_LEFT_AREA_GLOWING_PLANT,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_BOTTOM_FISH_PASS,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_WHALE_ROOM,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_IN_THE_MIDDLE_PATH,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_MIDDLE_PATH,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_IN_THE_LEFT_GREEN_ROOM,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_ROOM_TO_THE_RIGHT,
AquariaLocationNames.ICE_CAVERN_FIRST_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_SECOND_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_THIRD_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_LEFT_ROOM,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_LEFT_CAVE_WALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_RIGHT_CAVE_WALL_BEHIND_THE_ICE_CRYSTAL,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.BEATING_MANTIS_SHRIMP_PRIME,
AquariaLocationNames.KING_JELLYFISH_CAVE_BULB_IN_THE_RIGHT_PATH_FROM_KING_JELLY,
AquariaLocationNames.KING_JELLYFISH_CAVE_JELLYFISH_COSTUME,
AquariaLocationNames.BEATING_KING_JELLYFISH_GOD_PRIME,
AquariaLocationNames.THE_WHALE_VERSE_EGG,
AquariaLocationNames.FIRST_SECRET,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_IN_THE_LEFT_BOTTOM_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_IN_THE_LITTLE_PIPE_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_BEFORE_THE_BEDROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.OBJECTIVE_COMPLETE,
]
items = [["Sun form", "Baby Dumbo", "Has sun crystal"]]
items = [[ItemNames.SUN_FORM, ItemNames.BABY_DUMBO, ItemNames.HAS_SUN_CRYSTAL]]
self.assertAccessDependency(locations, items)

View File

@@ -5,53 +5,56 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
from ..Options import TurtleRandomizer
class NatureFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the nature form"""
options = {
"turtle_randomizer": 1,
"turtle_randomizer": TurtleRandomizer.option_all,
}
def test_nature_form_location(self) -> None:
"""Test locations that require nature form"""
locations = [
"Song Cave, Anemone Seed",
"Energy Temple blaster room, Blaster Egg",
"Beating Blaster Peg Prime",
"Kelp Forest top left area, Verse Egg",
"Kelp Forest top left area, bulb close to the Verse Egg",
"Mithalas City Castle, beating the Priests",
"Kelp Forest sprite cave, bulb in the second room",
"Kelp Forest sprite cave, Seed Bag",
"Beating Mithalan priests",
"Abyss left area, bulb in the bottom fish pass",
"Bubble Cave, Verse Egg",
"Beating Mantis Shrimp Prime",
"Sunken City right area, crate close to the save crystal",
"Sunken City right area, crate in the left bottom room",
"Sunken City left area, crate in the little pipe room",
"Sunken City left area, crate close to the save crystal",
"Sunken City left area, crate before the bedroom",
"Sunken City left area, Girl Costume",
"Sunken City, bulb on top of the boss area",
"Beating the Golem",
"Sunken City cleared",
"The Body center area, breaking Li's cage",
"The Body center area, bulb on the main path blocking tube",
"The Body left area, first bulb in the top face room",
"The Body left area, second bulb in the top face room",
"The Body left area, bulb below the water stream",
"The Body left area, bulb in the top path to the top face room",
"The Body left area, bulb in the bottom face room",
"The Body right area, bulb in the top face room",
"The Body right area, bulb in the top path to the bottom face room",
"The Body right area, bulb in the bottom face room",
"The Body bottom area, bulb in the Jelly Zap room",
"The Body bottom area, bulb in the nautilus room",
"The Body bottom area, Mutant Costume",
"Final Boss area, bulb in the boss third form room",
"Objective complete"
AquariaLocationNames.SONG_CAVE_ANEMONE_SEED,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
AquariaLocationNames.BEATING_BLASTER_PEG_PRIME,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_TOP_LEFT_AREA_BULB_CLOSE_TO_THE_VERSE_EGG,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.KELP_FOREST_SPRITE_CAVE_BULB_IN_THE_SECOND_ROOM,
AquariaLocationNames.KELP_FOREST_SPRITE_CAVE_SEED_BAG,
AquariaLocationNames.BEATING_MITHALAN_PRIESTS,
AquariaLocationNames.ABYSS_LEFT_AREA_BULB_IN_THE_BOTTOM_FISH_PASS,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.BEATING_MANTIS_SHRIMP_PRIME,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_RIGHT_AREA_CRATE_IN_THE_LEFT_BOTTOM_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_IN_THE_LITTLE_PIPE_ROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_CLOSE_TO_THE_SAVE_CRYSTAL,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_CRATE_BEFORE_THE_BEDROOM,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.THE_BODY_CENTER_AREA_BREAKING_LI_S_CAGE,
AquariaLocationNames.THE_BODY_CENTER_AREA_BULB_ON_THE_MAIN_PATH_BLOCKING_TUBE,
AquariaLocationNames.THE_BODY_LEFT_AREA_FIRST_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_SECOND_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_BELOW_THE_WATER_STREAM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_LEFT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_TOP_PATH_TO_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_RIGHT_AREA_BULB_IN_THE_BOTTOM_FACE_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_JELLY_ZAP_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_BULB_IN_THE_NAUTILUS_ROOM,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.OBJECTIVE_COMPLETE
]
items = [["Nature form"]]
items = [[ItemNames.NATURE_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -6,6 +6,7 @@ Description: Unit test used to test that no progression items can be put in hard
from . import AquariaTestBase
from BaseClasses import ItemClassification
from ..Locations import AquariaLocationNames
class UNoProgressionHardHiddenTest(AquariaTestBase):
@@ -15,31 +16,31 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
}
unfillable_locations = [
"Energy Temple boss area, Fallen God Tooth",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest boss area, beating Drunian God",
"Sun Temple boss area, beating Sun God",
"Sunken City, bulb on top of the boss area",
"Home Water, Nautilus Egg",
"Energy Temple blaster room, Blaster Egg",
"Mithalas City Castle, beating the Priests",
"Mermog cave, Piranha Egg",
"Octopus Cave, Dumbo Egg",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Final Boss area, bulb in the boss third form room",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"The Veil top right area, bulb at the top of the waterfall",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker Baby",
"Sun Temple, Sun Key",
"The Body bottom area, Mutant Costume",
"Sun Temple, bulb in the hidden room of the right part",
"Arnassi Ruins, Arnassi Armor",
AquariaLocationNames.ENERGY_TEMPLE_BOSS_AREA_FALLEN_GOD_TOOTH,
AquariaLocationNames.MITHALAS_BOSS_AREA_BEATING_MITHALAN_GOD,
AquariaLocationNames.KELP_FOREST_BOSS_AREA_BEATING_DRUNIAN_GOD,
AquariaLocationNames.SUN_TEMPLE_BOSS_AREA_BEATING_LUMEREAN_GOD,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.HOME_WATERS_NAUTILUS_EGG,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.KING_JELLYFISH_CAVE_BULB_IN_THE_RIGHT_PATH_FROM_KING_JELLY,
AquariaLocationNames.KING_JELLYFISH_CAVE_JELLYFISH_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_CLIFF_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_SECOND_CLIFF_BULB,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_WATERFALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_LEFT_CAVE_WALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_RIGHT_CAVE_WALL_BEHIND_THE_ICE_CRYSTAL,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_BULB_CLOSE_TO_THE_SPIRIT_CRYSTALS,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_WALKER_BABY,
AquariaLocationNames.SUN_TEMPLE_SUN_KEY,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_HIDDEN_ROOM_OF_THE_RIGHT_PART,
AquariaLocationNames.ARNASSI_RUINS_ARNASSI_ARMOR,
]
def test_unconfine_home_water_both_location_fillable(self) -> None:

View File

@@ -5,6 +5,7 @@ Description: Unit test used to test that progression items can be put in hard or
"""
from . import AquariaTestBase
from ..Locations import AquariaLocationNames
class UNoProgressionHardHiddenTest(AquariaTestBase):
@@ -14,31 +15,31 @@ class UNoProgressionHardHiddenTest(AquariaTestBase):
}
unfillable_locations = [
"Energy Temple boss area, Fallen God Tooth",
"Mithalas boss area, beating Mithalan God",
"Kelp Forest boss area, beating Drunian God",
"Sun Temple boss area, beating Sun God",
"Sunken City, bulb on top of the boss area",
"Home Water, Nautilus Egg",
"Energy Temple blaster room, Blaster Egg",
"Mithalas City Castle, beating the Priests",
"Mermog cave, Piranha Egg",
"Octopus Cave, Dumbo Egg",
"King Jellyfish Cave, bulb in the right path from King Jelly",
"King Jellyfish Cave, Jellyfish Costume",
"Final Boss area, bulb in the boss third form room",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"The Veil top right area, bulb at the top of the waterfall",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp Forest bottom left area, Walker Baby",
"Sun Temple, Sun Key",
"The Body bottom area, Mutant Costume",
"Sun Temple, bulb in the hidden room of the right part",
"Arnassi Ruins, Arnassi Armor",
AquariaLocationNames.ENERGY_TEMPLE_BOSS_AREA_FALLEN_GOD_TOOTH,
AquariaLocationNames.MITHALAS_BOSS_AREA_BEATING_MITHALAN_GOD,
AquariaLocationNames.KELP_FOREST_BOSS_AREA_BEATING_DRUNIAN_GOD,
AquariaLocationNames.SUN_TEMPLE_BOSS_AREA_BEATING_LUMEREAN_GOD,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.HOME_WATERS_NAUTILUS_EGG,
AquariaLocationNames.ENERGY_TEMPLE_BLASTER_ROOM_BLASTER_EGG,
AquariaLocationNames.MITHALAS_CITY_CASTLE_BEATING_THE_PRIESTS,
AquariaLocationNames.MERMOG_CAVE_PIRANHA_EGG,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.KING_JELLYFISH_CAVE_BULB_IN_THE_RIGHT_PATH_FROM_KING_JELLY,
AquariaLocationNames.KING_JELLYFISH_CAVE_JELLYFISH_COSTUME,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_FIRST_CLIFF_BULB,
AquariaLocationNames.SUN_TEMPLE_BOSS_PATH_SECOND_CLIFF_BULB,
AquariaLocationNames.THE_VEIL_TOP_RIGHT_AREA_BULB_AT_THE_TOP_OF_THE_WATERFALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_LEFT_CAVE_WALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_RIGHT_CAVE_WALL_BEHIND_THE_ICE_CRYSTAL,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_BULB_CLOSE_TO_THE_SPIRIT_CRYSTALS,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_WALKER_BABY,
AquariaLocationNames.SUN_TEMPLE_SUN_KEY,
AquariaLocationNames.THE_BODY_BOTTOM_AREA_MUTANT_COSTUME,
AquariaLocationNames.SUN_TEMPLE_BULB_IN_THE_HIDDEN_ROOM_OF_THE_RIGHT_PART,
AquariaLocationNames.ARNASSI_RUINS_ARNASSI_ARMOR,
]
def test_unconfine_home_water_both_location_fillable(self) -> None:

View File

@@ -5,6 +5,8 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
class SpiritFormAccessTest(AquariaTestBase):
@@ -13,23 +15,23 @@ class SpiritFormAccessTest(AquariaTestBase):
def test_spirit_form_location(self) -> None:
"""Test locations that require spirit form"""
locations = [
"The Veil bottom area, bulb in the spirit path",
"Mithalas City Castle, Trident Head",
"Open Water skeleton path, King Skull",
"Kelp Forest bottom left area, Walker Baby",
"Abyss right area, bulb behind the rock in the whale room",
"The Whale, Verse Egg",
"Ice Cave, bulb in the room to the right",
"Ice Cave, first bulb in the top exit room",
"Ice Cave, second bulb in the top exit room",
"Ice Cave, third bulb in the top exit room",
"Ice Cave, bulb in the left room",
"Bubble Cave, bulb in the left cave wall",
"Bubble Cave, bulb in the right cave wall (behind the ice crystal)",
"Bubble Cave, Verse Egg",
"Sunken City left area, Girl Costume",
"Beating Mantis Shrimp Prime",
"First secret",
AquariaLocationNames.THE_VEIL_BOTTOM_AREA_BULB_IN_THE_SPIRIT_PATH,
AquariaLocationNames.MITHALAS_CITY_CASTLE_TRIDENT_HEAD,
AquariaLocationNames.OPEN_WATERS_SKELETON_PATH_KING_SKULL,
AquariaLocationNames.KELP_FOREST_BOTTOM_LEFT_AREA_WALKER_BABY,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_WHALE_ROOM,
AquariaLocationNames.THE_WHALE_VERSE_EGG,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_ROOM_TO_THE_RIGHT,
AquariaLocationNames.ICE_CAVERN_FIRST_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_SECOND_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_THIRD_BULB_IN_THE_TOP_EXIT_ROOM,
AquariaLocationNames.ICE_CAVERN_BULB_IN_THE_LEFT_ROOM,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_LEFT_CAVE_WALL,
AquariaLocationNames.BUBBLE_CAVE_BULB_IN_THE_RIGHT_CAVE_WALL_BEHIND_THE_ICE_CRYSTAL,
AquariaLocationNames.BUBBLE_CAVE_VERSE_EGG,
AquariaLocationNames.SUNKEN_CITY_LEFT_AREA_GIRL_COSTUME,
AquariaLocationNames.BEATING_MANTIS_SHRIMP_PRIME,
AquariaLocationNames.FIRST_SECRET,
]
items = [["Spirit form"]]
items = [[ItemNames.SPIRIT_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -5,6 +5,8 @@ Description: Unit test used to test accessibility of locations with and without
"""
from . import AquariaTestBase
from ..Items import ItemNames
from ..Locations import AquariaLocationNames
class SunFormAccessTest(AquariaTestBase):
@@ -13,16 +15,16 @@ class SunFormAccessTest(AquariaTestBase):
def test_sun_form_location(self) -> None:
"""Test locations that require sun form"""
locations = [
"First secret",
"The Whale, Verse Egg",
"Abyss right area, bulb behind the rock in the whale room",
"Octopus Cave, Dumbo Egg",
"Beating Octopus Prime",
"Sunken City, bulb on top of the boss area",
"Beating the Golem",
"Sunken City cleared",
"Final Boss area, bulb in the boss third form room",
"Objective complete"
AquariaLocationNames.FIRST_SECRET,
AquariaLocationNames.THE_WHALE_VERSE_EGG,
AquariaLocationNames.ABYSS_RIGHT_AREA_BULB_BEHIND_THE_ROCK_IN_THE_WHALE_ROOM,
AquariaLocationNames.OCTOPUS_CAVE_DUMBO_EGG,
AquariaLocationNames.BEATING_OCTOPUS_PRIME,
AquariaLocationNames.SUNKEN_CITY_BULB_ON_TOP_OF_THE_BOSS_AREA,
AquariaLocationNames.BEATING_THE_GOLEM,
AquariaLocationNames.SUNKEN_CITY_CLEARED,
AquariaLocationNames.FINAL_BOSS_AREA_BULB_IN_THE_BOSS_THIRD_FORM_ROOM,
AquariaLocationNames.OBJECTIVE_COMPLETE
]
items = [["Sun form"]]
items = [[ItemNames.SUN_FORM]]
self.assertAccessDependency(locations, items)

View File

@@ -6,16 +6,17 @@ Description: Unit test used to test accessibility of region with the unconfined
"""
from . import AquariaTestBase
from ..Options import UnconfineHomeWater, EarlyEnergyForm
class UnconfineHomeWaterBothAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of region with the unconfine home water option enabled"""
options = {
"unconfine_home_water": 3,
"early_energy_form": False
"unconfine_home_water": UnconfineHomeWater.option_via_both,
"early_energy_form": EarlyEnergyForm.option_off
}
def test_unconfine_home_water_both_location(self) -> None:
"""Test locations accessible with unconfined home water via energy door and transportation turtle"""
self.assertTrue(self.can_reach_region("Open Water top left area"), "Cannot reach Open Water top left area")
self.assertTrue(self.can_reach_region("Home Water, turtle room"), "Cannot reach Home Water, turtle room")
self.assertTrue(self.can_reach_region("Open Waters top left area"), "Cannot reach Open Waters top left area")
self.assertTrue(self.can_reach_region("Home Waters, turtle room"), "Cannot reach Home Waters, turtle room")

View File

@@ -5,16 +5,17 @@ Description: Unit test used to test accessibility of region with the unconfined
"""
from . import AquariaTestBase
from ..Options import UnconfineHomeWater, EarlyEnergyForm
class UnconfineHomeWaterEnergyDoorAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of region with the unconfine home water option enabled"""
options = {
"unconfine_home_water": 1,
"early_energy_form": False
"unconfine_home_water": UnconfineHomeWater.option_via_energy_door,
"early_energy_form": EarlyEnergyForm.option_off
}
def test_unconfine_home_water_energy_door_location(self) -> None:
"""Test locations accessible with unconfined home water via energy door"""
self.assertTrue(self.can_reach_region("Open Water top left area"), "Cannot reach Open Water top left area")
self.assertFalse(self.can_reach_region("Home Water, turtle room"), "Can reach Home Water, turtle room")
self.assertTrue(self.can_reach_region("Open Waters top left area"), "Cannot reach Open Waters top left area")
self.assertFalse(self.can_reach_region("Home Waters, turtle room"), "Can reach Home Waters, turtle room")

View File

@@ -5,16 +5,17 @@ Description: Unit test used to test accessibility of region with the unconfined
"""
from . import AquariaTestBase
from ..Options import UnconfineHomeWater, EarlyEnergyForm
class UnconfineHomeWaterTransturtleAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of region with the unconfine home water option enabled"""
options = {
"unconfine_home_water": 2,
"early_energy_form": False
"unconfine_home_water": UnconfineHomeWater.option_via_transturtle,
"early_energy_form": EarlyEnergyForm.option_off
}
def test_unconfine_home_water_transturtle_location(self) -> None:
"""Test locations accessible with unconfined home water via transportation turtle"""
self.assertTrue(self.can_reach_region("Home Water, turtle room"), "Cannot reach Home Water, turtle room")
self.assertFalse(self.can_reach_region("Open Water top left area"), "Can reach Open Water top left area")
self.assertTrue(self.can_reach_region("Home Waters, turtle room"), "Cannot reach Home Waters, turtle room")
self.assertFalse(self.can_reach_region("Open Waters top left area"), "Can reach Open Waters top left area")

View File

@@ -1,5 +1,5 @@
from dataclasses import dataclass
from Options import Choice, Toggle, DefaultOnToggle, DeathLink, PerGameCommonOptions, OptionGroup
from Options import Choice, Toggle, DefaultOnToggle, DeathLink, PerGameCommonOptions, StartInventoryPool, OptionGroup
import random
@@ -213,6 +213,7 @@ class BlasphemousDeathLink(DeathLink):
@dataclass
class BlasphemousOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
prie_dieu_warp: PrieDieuWarp
skip_cutscenes: SkipCutscenes
corpse_hints: CorpseHints

View File

@@ -137,12 +137,6 @@ class BlasphemousWorld(World):
]
skipped_items = []
junk: int = 0
for item, count in self.options.start_inventory.value.items():
for _ in range(count):
skipped_items.append(item)
junk += 1
skipped_items.extend(unrandomized_dict.values())
@@ -194,9 +188,6 @@ class BlasphemousWorld(World):
for _ in range(count):
pool.append(self.create_item(item["name"]))
for _ in range(junk):
pool.append(self.create_item(self.get_filler_item_name()))
self.multiworld.itempool += pool
self.place_items_from_dict(unrandomized_dict)

View File

@@ -684,38 +684,37 @@ class CV64PatchExtensions(APPatchExtension):
# Disable the 3HBs checking and setting flags when breaking them and enable their individual items checking and
# setting flags instead.
if options["multi_hit_breakables"]:
rom_data.write_int32(0xE87F8, 0x00000000) # NOP
rom_data.write_int16(0xE836C, 0x1000)
rom_data.write_int32(0xE8B40, 0x0C0FF3CD) # JAL 0x803FCF34
rom_data.write_int32s(0xBFCF34, patches.three_hit_item_flags_setter)
# Villa foyer chandelier-specific functions (yeah, IDK why KCEK made different functions for this one)
rom_data.write_int32(0xE7D54, 0x00000000) # NOP
rom_data.write_int16(0xE7908, 0x1000)
rom_data.write_byte(0xE7A5C, 0x10)
rom_data.write_int32(0xE7F08, 0x0C0FF3DF) # JAL 0x803FCF7C
rom_data.write_int32s(0xBFCF7C, patches.chandelier_item_flags_setter)
rom_data.write_int32(0xE87F8, 0x00000000) # NOP
rom_data.write_int16(0xE836C, 0x1000)
rom_data.write_int32(0xE8B40, 0x0C0FF3CD) # JAL 0x803FCF34
rom_data.write_int32s(0xBFCF34, patches.three_hit_item_flags_setter)
# Villa foyer chandelier-specific functions (yeah, IDK why KCEK made different functions for this one)
rom_data.write_int32(0xE7D54, 0x00000000) # NOP
rom_data.write_int16(0xE7908, 0x1000)
rom_data.write_byte(0xE7A5C, 0x10)
rom_data.write_int32(0xE7F08, 0x0C0FF3DF) # JAL 0x803FCF7C
rom_data.write_int32s(0xBFCF7C, patches.chandelier_item_flags_setter)
# New flag values to put in each 3HB vanilla flag's spot
rom_data.write_int32(0x10C7C8, 0x8000FF48) # FoS dirge maiden rock
rom_data.write_int32(0x10C7B0, 0x0200FF48) # FoS S1 bridge rock
rom_data.write_int32(0x10C86C, 0x0010FF48) # CW upper rampart save nub
rom_data.write_int32(0x10C878, 0x4000FF49) # CW Dracula switch slab
rom_data.write_int32(0x10CAD8, 0x0100FF49) # Tunnel twin arrows slab
rom_data.write_int32(0x10CAE4, 0x0004FF49) # Tunnel lonesome bucket pit rock
rom_data.write_int32(0x10CB54, 0x4000FF4A) # UW poison parkour ledge
rom_data.write_int32(0x10CB60, 0x0080FF4A) # UW skeleton crusher ledge
rom_data.write_int32(0x10CBF0, 0x0008FF4A) # CC Behemoth crate
rom_data.write_int32(0x10CC2C, 0x2000FF4B) # CC elevator pedestal
rom_data.write_int32(0x10CC70, 0x0200FF4B) # CC lizard locker slab
rom_data.write_int32(0x10CD88, 0x0010FF4B) # ToE pre-midsavepoint platforms ledge
rom_data.write_int32(0x10CE6C, 0x4000FF4C) # ToSci invisible bridge crate
rom_data.write_int32(0x10CF20, 0x0080FF4C) # CT inverted battery slab
rom_data.write_int32(0x10CF2C, 0x0008FF4C) # CT inverted door slab
rom_data.write_int32(0x10CF38, 0x8000FF4D) # CT final room door slab
rom_data.write_int32(0x10CF44, 0x1000FF4D) # CT Renon slab
rom_data.write_int32(0x10C908, 0x0008FF4D) # Villa foyer chandelier
rom_data.write_byte(0x10CF37, 0x04) # pointer for CT final room door slab item data
# New flag values to put in each 3HB vanilla flag's spot
rom_data.write_int32(0x10C7C8, 0x8000FF48) # FoS dirge maiden rock
rom_data.write_int32(0x10C7B0, 0x0200FF48) # FoS S1 bridge rock
rom_data.write_int32(0x10C86C, 0x0010FF48) # CW upper rampart save nub
rom_data.write_int32(0x10C878, 0x4000FF49) # CW Dracula switch slab
rom_data.write_int32(0x10CAD8, 0x0100FF49) # Tunnel twin arrows slab
rom_data.write_int32(0x10CAE4, 0x0004FF49) # Tunnel lonesome bucket pit rock
rom_data.write_int32(0x10CB54, 0x4000FF4A) # UW poison parkour ledge
rom_data.write_int32(0x10CB60, 0x0080FF4A) # UW skeleton crusher ledge
rom_data.write_int32(0x10CBF0, 0x0008FF4A) # CC Behemoth crate
rom_data.write_int32(0x10CC2C, 0x2000FF4B) # CC elevator pedestal
rom_data.write_int32(0x10CC70, 0x0200FF4B) # CC lizard locker slab
rom_data.write_int32(0x10CD88, 0x0010FF4B) # ToE pre-midsavepoint platforms ledge
rom_data.write_int32(0x10CE6C, 0x4000FF4C) # ToSci invisible bridge crate
rom_data.write_int32(0x10CF20, 0x0080FF4C) # CT inverted battery slab
rom_data.write_int32(0x10CF2C, 0x0008FF4C) # CT inverted door slab
rom_data.write_int32(0x10CF38, 0x8000FF4D) # CT final room door slab
rom_data.write_int32(0x10CF44, 0x1000FF4D) # CT Renon slab
rom_data.write_int32(0x10C908, 0x0008FF4D) # Villa foyer chandelier
rom_data.write_byte(0x10CF37, 0x04) # pointer for CT final room door slab item data
# Once-per-frame gameplay checks
rom_data.write_int32(0x6C848, 0x080FF40D) # J 0x803FD034

248
worlds/cvcotm/LICENSES.txt Normal file
View File

@@ -0,0 +1,248 @@
Regarding the sprite data specifically for the Archipelago logo found in data > patches.py:
The Archipelago Logo is © 2022 by Krista Corkos and Christopher Wilson and licensed under Attribution-NonCommercial 4.0
International. Logo modified by Liquid Cat to fit artstyle and uses within this mod. To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc/4.0/
The other custom sprites that I made, as long as you don't lie by claiming you were the one who drew them, I am fine
with you using and distributing them however you want to. -Liquid Cat
========================================================================================================================
For the lz10.py and cvcotm_text.py modules specifically the MIT license applies. Its terms are as follows:
MIT License
cvcotm_text.py Copyright (c) 2024 Liquid Cat
(Please consider the associated pixel data for the ASCII characters missing from CotM in data > patches.py
in the public domain, if there was any thought that that could even be copyrighted. -Liquid Cat)
lz10.py Copyright (c) 2024 lilDavid, NoiseCrush
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.
========================================================================================================================
Everything else in this world package not mentioned above can be assumed covered by standalone CotMR's Apache license
being a piece of a direct derivative of it. The terms are as follows:
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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Copyright 2021-2024 DevAnj, fusecavator, spooky, Malaert64
Archipelago version by Liquid Cat
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4
worlds/cvcotm/NOTICE.txt Normal file
View File

@@ -0,0 +1,4 @@
Circle of the Moon Randomizer
Copyright 2021-2024 DevAnj, fusecavator, spooky, Malaert64
Archipelago version by Liquid Cat

221
worlds/cvcotm/__init__.py Normal file
View File

@@ -0,0 +1,221 @@
import os
import typing
import settings
import base64
import logging
from BaseClasses import Item, Region, Tutorial, ItemClassification
from .items import CVCotMItem, FILLER_ITEM_NAMES, ACTION_CARDS, ATTRIBUTE_CARDS, cvcotm_item_info, \
get_item_names_to_ids, get_item_counts
from .locations import CVCotMLocation, get_location_names_to_ids, BASE_ID, get_named_locations_data, \
get_location_name_groups
from .options import cvcotm_option_groups, CVCotMOptions, SubWeaponShuffle, IronMaidenBehavior, RequiredSkirmishes, \
CompletionGoal, EarlyEscapeItem
from .regions import get_region_info, get_all_region_names
from .rules import CVCotMRules
from .data import iname, lname
from .presets import cvcotm_options_presets
from worlds.AutoWorld import WebWorld, World
from .aesthetics import shuffle_sub_weapons, get_location_data, get_countdown_flags, populate_enemy_drops, \
get_start_inventory_data
from .rom import RomData, patch_rom, get_base_rom_path, CVCotMProcedurePatch, CVCOTM_CT_US_HASH, CVCOTM_AC_US_HASH, \
CVCOTM_VC_US_HASH
from .client import CastlevaniaCotMClient
class CVCotMSettings(settings.Group):
class RomFile(settings.UserFilePath):
"""File name of the Castlevania CotM US rom"""
copy_to = "Castlevania - Circle of the Moon (USA).gba"
description = "Castlevania CotM (US) ROM File"
md5s = [CVCOTM_CT_US_HASH, CVCOTM_AC_US_HASH, CVCOTM_VC_US_HASH]
rom_file: RomFile = RomFile(RomFile.copy_to)
class CVCotMWeb(WebWorld):
theme = "stone"
options_presets = cvcotm_options_presets
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Archipleago Castlevania: Circle of the Moon randomizer on your computer and "
"connecting it to a multiworld.",
"English",
"setup_en.md",
"setup/en",
["Liquid Cat"]
)]
option_groups = cvcotm_option_groups
class CVCotMWorld(World):
"""
Castlevania: Circle of the Moon is a launch title for the Game Boy Advance and the first of three Castlevania games
released for the handheld in the "Metroidvania" format. As Nathan Graves, wielding the Hunter Whip and utilizing the
Dual Set-Up System for new possibilities, you must battle your way through Camilla's castle and rescue your master
from a demonic ritual to restore the Count's power...
"""
game = "Castlevania - Circle of the Moon"
item_name_groups = {
"DSS": ACTION_CARDS.union(ATTRIBUTE_CARDS),
"Card": ACTION_CARDS.union(ATTRIBUTE_CARDS),
"Action": ACTION_CARDS,
"Action Card": ACTION_CARDS,
"Attribute": ATTRIBUTE_CARDS,
"Attribute Card": ATTRIBUTE_CARDS,
"Freeze": {iname.serpent, iname.cockatrice, iname.mercury, iname.mars},
"Freeze Action": {iname.mercury, iname.mars},
"Freeze Attribute": {iname.serpent, iname.cockatrice}
}
location_name_groups = get_location_name_groups()
options_dataclass = CVCotMOptions
options: CVCotMOptions
settings: typing.ClassVar[CVCotMSettings]
origin_region_name = "Catacomb"
hint_blacklist = frozenset({lname.ba24}) # The Battle Arena reward, if it's put in, will always be a Last Key.
item_name_to_id = {name: cvcotm_item_info[name].code + BASE_ID for name in cvcotm_item_info
if cvcotm_item_info[name].code is not None}
location_name_to_id = get_location_names_to_ids()
# Default values to possibly be updated in generate_early
total_last_keys: int = 0
required_last_keys: int = 0
auth: bytearray
web = CVCotMWeb()
def generate_early(self) -> None:
# Generate the player's unique authentication
self.auth = bytearray(self.random.getrandbits(8) for _ in range(16))
# If Required Skirmishes are on, force the Required and Available Last Keys to 8 or 9 depending on which option
# was chosen.
if self.options.required_skirmishes == RequiredSkirmishes.option_all_bosses:
self.options.required_last_keys.value = 8
self.options.available_last_keys.value = 8
elif self.options.required_skirmishes == RequiredSkirmishes.option_all_bosses_and_arena:
self.options.required_last_keys.value = 9
self.options.available_last_keys.value = 9
self.total_last_keys = self.options.available_last_keys.value
self.required_last_keys = self.options.required_last_keys.value
# If there are more Last Keys required than there are Last Keys in total, drop the required Last Keys to
# the total Last Keys.
if self.required_last_keys > self.total_last_keys:
self.required_last_keys = self.total_last_keys
logging.warning(f"[{self.player_name}] The Required Last Keys "
f"({self.options.required_last_keys.value}) is higher than the Available Last Keys "
f"({self.options.available_last_keys.value}). Lowering the required number to: "
f"{self.required_last_keys}")
self.options.required_last_keys.value = self.required_last_keys
# Place the Double or Roc Wing in local_early_items if the Early Escape option is being used.
if self.options.early_escape_item == EarlyEscapeItem.option_double:
self.multiworld.local_early_items[self.player][iname.double] = 1
elif self.options.early_escape_item == EarlyEscapeItem.option_roc_wing:
self.multiworld.local_early_items[self.player][iname.roc_wing] = 1
elif self.options.early_escape_item == EarlyEscapeItem.option_double_or_roc_wing:
self.multiworld.local_early_items[self.player][self.random.choice([iname.double, iname.roc_wing])] = 1
def create_regions(self) -> None:
# Create every Region object.
created_regions = [Region(name, self.player, self.multiworld) for name in get_all_region_names()]
# Attach the Regions to the Multiworld.
self.multiworld.regions.extend(created_regions)
for reg in created_regions:
# Add the Entrances to all the Regions.
ent_destinations_and_names = get_region_info(reg.name, "entrances")
if ent_destinations_and_names is not None:
reg.add_exits(ent_destinations_and_names)
# Add the Locations to all the Regions.
loc_names = get_region_info(reg.name, "locations")
if loc_names is None:
continue
locations_with_ids, locked_pairs = get_named_locations_data(loc_names, self.options)
reg.add_locations(locations_with_ids, CVCotMLocation)
# Place locked Items on all of their associated Locations.
for locked_loc, locked_item in locked_pairs.items():
self.get_location(locked_loc).place_locked_item(self.create_item(locked_item,
ItemClassification.progression))
def create_item(self, name: str, force_classification: typing.Optional[ItemClassification] = None) -> Item:
if force_classification is not None:
classification = force_classification
else:
classification = cvcotm_item_info[name].default_classification
code = cvcotm_item_info[name].code
if code is not None:
code += BASE_ID
created_item = CVCotMItem(name, classification, code, self.player)
return created_item
def create_items(self) -> None:
item_counts = get_item_counts(self)
# Set up the items correctly
self.multiworld.itempool += [self.create_item(item, classification) for classification in item_counts for item
in item_counts[classification] for _ in range(item_counts[classification][item])]
def set_rules(self) -> None:
# Set all the Entrance and Location rules properly.
CVCotMRules(self).set_cvcotm_rules()
def generate_output(self, output_directory: str) -> None:
# Get out all the Locations that are not Events. Only take the Iron Maiden switch if the Maiden Detonator is in
# the item pool.
active_locations = [loc for loc in self.multiworld.get_locations(self.player) if loc.address is not None and
(loc.name != lname.ct21 or self.options.iron_maiden_behavior ==
IronMaidenBehavior.option_detonator_in_pool)]
# Location data
offset_data = get_location_data(self, active_locations)
# Sub-weapons
if self.options.sub_weapon_shuffle:
offset_data.update(shuffle_sub_weapons(self))
# Item drop randomization
if self.options.item_drop_randomization:
offset_data.update(populate_enemy_drops(self))
# Countdown
if self.options.countdown:
offset_data.update(get_countdown_flags(self, active_locations))
# Start Inventory
start_inventory_data = get_start_inventory_data(self)
offset_data.update(start_inventory_data[0])
patch = CVCotMProcedurePatch(player=self.player, player_name=self.player_name)
patch_rom(self, patch, offset_data, start_inventory_data[1])
rom_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}"
f"{patch.patch_file_ending}")
patch.write(rom_path)
def fill_slot_data(self) -> dict:
return {"death_link": self.options.death_link.value,
"iron_maiden_behavior": self.options.iron_maiden_behavior.value,
"ignore_cleansing": self.options.ignore_cleansing.value,
"skip_tutorials": self.options.skip_tutorials.value,
"required_last_keys": self.required_last_keys,
"completion_goal": self.options.completion_goal.value}
def get_filler_item_name(self) -> str:
return self.random.choice(FILLER_ITEM_NAMES)
def modify_multidata(self, multidata: typing.Dict[str, typing.Any]):
# Put the player's unique authentication in connect_names.
multidata["connect_names"][base64.b64encode(self.auth).decode("ascii")] = \
multidata["connect_names"][self.player_name]

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from BaseClasses import ItemClassification, Location
from .options import ItemDropRandomization, Countdown, RequiredSkirmishes, IronMaidenBehavior
from .locations import cvcotm_location_info
from .items import cvcotm_item_info, MAJORS_CLASSIFICATIONS
from .data import iname
from typing import TYPE_CHECKING, Dict, List, Iterable, Tuple, NamedTuple, Optional, TypedDict
if TYPE_CHECKING:
from . import CVCotMWorld
class StatInfo(TypedDict):
# Amount this stat increases per Max Up the player starts with.
amount_per: int
# The most amount of this stat the player is allowed to start with. Problems arise if the stat exceeds 9999, so we
# must ensure it can't if the player raises any class to level 99 as well as collects 255 of that max up. The game
# caps hearts at 999 automatically, so it doesn't matter so much for that one.
max_allowed: int
# The key variable in extra_stats that the stat max up affects.
variable: str
extra_starting_stat_info: Dict[str, StatInfo] = {
iname.hp_max: {"amount_per": 10,
"max_allowed": 5289,
"variable": "extra health"},
iname.mp_max: {"amount_per": 10,
"max_allowed": 3129,
"variable": "extra magic"},
iname.heart_max: {"amount_per": 6,
"max_allowed": 999,
"variable": "extra hearts"},
}
other_player_subtype_bytes = {
0xE4: 0x03,
0xE6: 0x14,
0xE8: 0x0A
}
class OtherGameAppearancesInfo(TypedDict):
# What type of item to place for the other player.
type: int
# What item to display it as for the other player.
appearance: int
other_game_item_appearances: Dict[str, Dict[str, OtherGameAppearancesInfo]] = {
# NOTE: Symphony of the Night is currently an unsupported world not in main.
"Symphony of the Night": {"Life Vessel": {"type": 0xE4,
"appearance": 0x01},
"Heart Vessel": {"type": 0xE4,
"appearance": 0x00}},
"Timespinner": {"Max HP": {"type": 0xE4,
"appearance": 0x01},
"Max Aura": {"type": 0xE4,
"appearance": 0x02},
"Max Sand": {"type": 0xE8,
"appearance": 0x0F}}
}
# 0 = Holy water 22
# 1 = Axe 24
# 2 = Knife 32
# 3 = Cross 6
# 4 = Stopwatch 12
# 5 = Small heart
# 6 = Big heart
rom_sub_weapon_offsets = {
0xD034E: b"\x01",
0xD0462: b"\x02",
0xD064E: b"\x00",
0xD06F6: b"\x02",
0xD0882: b"\x00",
0xD0912: b"\x02",
0xD0C2A: b"\x02",
0xD0C96: b"\x01",
0xD0D92: b"\x02",
0xD0DCE: b"\x01",
0xD1332: b"\x00",
0xD13AA: b"\x01",
0xD1722: b"\x02",
0xD17A6: b"\x01",
0xD1926: b"\x01",
0xD19AA: b"\x02",
0xD1A9A: b"\x02",
0xD1AA6: b"\x00",
0xD1EBA: b"\x00",
0xD1ED2: b"\x01",
0xD2262: b"\x02",
0xD23B2: b"\x03",
0xD256E: b"\x02",
0xD2742: b"\x02",
0xD2832: b"\x04",
0xD2862: b"\x01",
0xD2A2A: b"\x01",
0xD2DBA: b"\x04",
0xD2DC6: b"\x00",
0xD2E02: b"\x02",
0xD2EFE: b"\x04",
0xD2F0A: b"\x02",
0xD302A: b"\x00",
0xD3042: b"\x01",
0xD304E: b"\x04",
0xD3066: b"\x02",
0xD322E: b"\x04",
0xD334E: b"\x04",
0xD3516: b"\x03",
0xD35CA: b"\x02",
0xD371A: b"\x01",
0xD38EE: b"\x00",
0xD3BE2: b"\x02",
0xD3D1A: b"\x01",
0xD3D56: b"\x02",
0xD3ECA: b"\x00",
0xD3EE2: b"\x02",
0xD4056: b"\x01",
0xD40E6: b"\x04",
0xD413A: b"\x04",
0xD4326: b"\x00",
0xD460E: b"\x00",
0xD48D2: b"\x00",
0xD49E6: b"\x01",
0xD4ABE: b"\x02",
0xD4B8A: b"\x01",
0xD4D0A: b"\x04",
0xD4EAE: b"\x02",
0xD4F0E: b"\x00",
0xD4F92: b"\x02",
0xD4FB6: b"\x01",
0xD503A: b"\x03",
0xD5646: b"\x01",
0xD5682: b"\x02",
0xD57C6: b"\x02",
0xD57D2: b"\x02",
0xD58F2: b"\x00",
0xD5922: b"\x01",
0xD5B9E: b"\x02",
0xD5E26: b"\x01",
0xD5E56: b"\x02",
0xD5E7A: b"\x02",
0xD5F5E: b"\x00",
0xD69EA: b"\x02",
0xD69F6: b"\x01",
0xD6A02: b"\x00",
0xD6A0E: b"\x04",
0xD6A1A: b"\x03",
0xD6BE2: b"\x00",
0xD6CBA: b"\x01",
0xD6CDE: b"\x02",
0xD6EEE: b"\x00",
0xD6F1E: b"\x02",
0xD6F42: b"\x01",
0xD6FC6: b"\x04",
0xD706E: b"\x00",
0xD716A: b"\x02",
0xD72AE: b"\x01",
0xD75BA: b"\x03",
0xD76AA: b"\x04",
0xD76B6: b"\x00",
0xD76C2: b"\x01",
0xD76CE: b"\x02",
0xD76DA: b"\x03",
0xD7D46: b"\x00",
0xD7D52: b"\x00",
}
LOW_ITEMS = [
41, # Potion
42, # Meat
48, # Mind Restore
51, # Heart
46, # Antidote
47, # Cure Curse
17, # Cotton Clothes
18, # Prison Garb
12, # Cotton Robe
1, # Leather Armor
2, # Bronze Armor
3, # Gold Armor
39, # Toy Ring
40, # Bear Ring
34, # Wristband
36, # Arm Guard
37, # Magic Gauntlet
38, # Miracle Armband
35, # Gauntlet
]
MID_ITEMS = [
43, # Spiced Meat
49, # Mind High
52, # Heart High
19, # Stylish Suit
20, # Night Suit
13, # Silk Robe
14, # Rainbow Robe
4, # Chainmail
5, # Steel Armor
6, # Platinum Armor
24, # Star Bracelet
29, # Cursed Ring
25, # Strength Ring
26, # Hard Ring
27, # Intelligence Ring
28, # Luck Ring
23, # Double Grips
]
HIGH_ITEMS = [
44, # Potion High
45, # Potion Ex
50, # Mind Ex
53, # Heart Ex
54, # Heart Mega
21, # Ninja Garb
22, # Soldier Fatigues
15, # Magic Robe
16, # Sage Robe
7, # Diamond Armor
8, # Mirror Armor
9, # Needle Armor
10, # Dark Armor
30, # Strength Armband
31, # Defense Armband
32, # Sage Armband
33, # Gambler Armband
]
COMMON_ITEMS = LOW_ITEMS + MID_ITEMS
RARE_ITEMS = LOW_ITEMS + MID_ITEMS + HIGH_ITEMS
class CVCotMEnemyData(NamedTuple):
name: str
hp: int
attack: int
defense: int
exp: int
type: Optional[str] = None
cvcotm_enemy_info: List[CVCotMEnemyData] = [
# Name HP ATK DEF EXP
CVCotMEnemyData("Medusa Head", 6, 120, 60, 2),
CVCotMEnemyData("Zombie", 48, 70, 20, 2),
CVCotMEnemyData("Ghoul", 100, 190, 79, 3),
CVCotMEnemyData("Wight", 110, 235, 87, 4),
CVCotMEnemyData("Clinking Man", 80, 135, 25, 21),
CVCotMEnemyData("Zombie Thief", 120, 185, 30, 58),
CVCotMEnemyData("Skeleton", 25, 65, 45, 4),
CVCotMEnemyData("Skeleton Bomber", 20, 50, 40, 4),
CVCotMEnemyData("Electric Skeleton", 42, 80, 50, 30),
CVCotMEnemyData("Skeleton Spear", 30, 65, 46, 6),
CVCotMEnemyData("Skeleton Boomerang", 60, 170, 90, 112),
CVCotMEnemyData("Skeleton Soldier", 35, 90, 60, 16),
CVCotMEnemyData("Skeleton Knight", 50, 140, 80, 39),
CVCotMEnemyData("Bone Tower", 84, 201, 280, 160),
CVCotMEnemyData("Fleaman", 60, 142, 45, 29),
CVCotMEnemyData("Poltergeist", 105, 360, 380, 510),
CVCotMEnemyData("Bat", 5, 50, 15, 4),
CVCotMEnemyData("Spirit", 9, 55, 17, 1),
CVCotMEnemyData("Ectoplasm", 12, 165, 51, 2),
CVCotMEnemyData("Specter", 15, 295, 95, 3),
CVCotMEnemyData("Axe Armor", 55, 120, 130, 31),
CVCotMEnemyData("Flame Armor", 160, 320, 300, 280),
CVCotMEnemyData("Flame Demon", 300, 315, 270, 600),
CVCotMEnemyData("Ice Armor", 240, 470, 520, 1500),
CVCotMEnemyData("Thunder Armor", 204, 340, 320, 800),
CVCotMEnemyData("Wind Armor", 320, 500, 460, 1800),
CVCotMEnemyData("Earth Armor", 130, 230, 280, 240),
CVCotMEnemyData("Poison Armor", 260, 382, 310, 822),
CVCotMEnemyData("Forest Armor", 370, 390, 390, 1280),
CVCotMEnemyData("Stone Armor", 90, 220, 320, 222),
CVCotMEnemyData("Ice Demon", 350, 492, 510, 4200),
CVCotMEnemyData("Holy Armor", 350, 420, 450, 1700),
CVCotMEnemyData("Thunder Demon", 180, 270, 230, 450),
CVCotMEnemyData("Dark Armor", 400, 680, 560, 3300),
CVCotMEnemyData("Wind Demon", 400, 540, 490, 3600),
CVCotMEnemyData("Bloody Sword", 30, 220, 500, 200),
CVCotMEnemyData("Golem", 650, 520, 700, 1400),
CVCotMEnemyData("Earth Demon", 150, 90, 85, 25),
CVCotMEnemyData("Were-wolf", 160, 265, 110, 140),
CVCotMEnemyData("Man Eater", 400, 330, 233, 700),
CVCotMEnemyData("Devil Tower", 10, 140, 200, 17),
CVCotMEnemyData("Skeleton Athlete", 100, 100, 50, 25),
CVCotMEnemyData("Harpy", 120, 275, 200, 271),
CVCotMEnemyData("Siren", 160, 443, 300, 880),
CVCotMEnemyData("Imp", 90, 220, 99, 103),
CVCotMEnemyData("Mudman", 25, 79, 30, 2),
CVCotMEnemyData("Gargoyle", 60, 160, 66, 3),
CVCotMEnemyData("Slime", 40, 102, 18, 11),
CVCotMEnemyData("Frozen Shade", 112, 490, 560, 1212),
CVCotMEnemyData("Heat Shade", 80, 240, 200, 136),
CVCotMEnemyData("Poison Worm", 120, 30, 20, 12),
CVCotMEnemyData("Myconid", 50, 250, 114, 25),
CVCotMEnemyData("Will O'Wisp", 11, 110, 16, 9),
CVCotMEnemyData("Spearfish", 40, 360, 450, 280),
CVCotMEnemyData("Merman", 60, 303, 301, 10),
CVCotMEnemyData("Minotaur", 410, 520, 640, 2000),
CVCotMEnemyData("Were-horse", 400, 540, 360, 1970),
CVCotMEnemyData("Marionette", 80, 160, 150, 127),
CVCotMEnemyData("Gremlin", 30, 80, 33, 2),
CVCotMEnemyData("Hopper", 40, 87, 35, 8),
CVCotMEnemyData("Evil Pillar", 20, 460, 800, 480),
CVCotMEnemyData("Were-panther", 200, 300, 130, 270),
CVCotMEnemyData("Were-jaguar", 270, 416, 170, 760),
CVCotMEnemyData("Bone Head", 24, 60, 80, 7),
CVCotMEnemyData("Fox Archer", 75, 130, 59, 53),
CVCotMEnemyData("Fox Hunter", 100, 290, 140, 272),
CVCotMEnemyData("Were-bear", 265, 250, 140, 227),
CVCotMEnemyData("Grizzly", 600, 380, 200, 960),
CVCotMEnemyData("Cerberus", 600, 150, 100, 500, "boss"),
CVCotMEnemyData("Beast Demon", 150, 330, 250, 260),
CVCotMEnemyData("Arch Demon", 320, 505, 400, 1000),
CVCotMEnemyData("Demon Lord", 460, 660, 500, 1950),
CVCotMEnemyData("Gorgon", 230, 215, 165, 219),
CVCotMEnemyData("Catoblepas", 550, 500, 430, 1800),
CVCotMEnemyData("Succubus", 150, 400, 350, 710),
CVCotMEnemyData("Fallen Angel", 370, 770, 770, 6000),
CVCotMEnemyData("Necromancer", 500, 200, 250, 2500, "boss"),
CVCotMEnemyData("Hyena", 93, 140, 70, 105),
CVCotMEnemyData("Fishhead", 80, 320, 504, 486),
CVCotMEnemyData("Dryad", 120, 300, 360, 300),
CVCotMEnemyData("Mimic Candle", 990, 600, 600, 6600, "candle"),
CVCotMEnemyData("Brain Float", 20, 50, 25, 10),
CVCotMEnemyData("Evil Hand", 52, 150, 120, 63),
CVCotMEnemyData("Abiondarg", 88, 388, 188, 388),
CVCotMEnemyData("Iron Golem", 640, 290, 450, 8000, "boss"),
CVCotMEnemyData("Devil", 1080, 800, 900, 10000),
CVCotMEnemyData("Witch", 144, 330, 290, 600),
CVCotMEnemyData("Mummy", 100, 100, 35, 3),
CVCotMEnemyData("Hipogriff", 300, 500, 210, 740),
CVCotMEnemyData("Adramelech", 1800, 380, 360, 16000, "boss"),
CVCotMEnemyData("Arachne", 330, 420, 288, 1300),
CVCotMEnemyData("Death Mantis", 200, 318, 240, 400),
CVCotMEnemyData("Alraune", 774, 490, 303, 2500),
CVCotMEnemyData("King Moth", 140, 290, 160, 150),
CVCotMEnemyData("Killer Bee", 8, 308, 108, 88),
CVCotMEnemyData("Dragon Zombie", 1400, 390, 440, 15000, "boss"),
CVCotMEnemyData("Lizardman", 100, 345, 400, 800),
CVCotMEnemyData("Franken", 1200, 700, 350, 2100),
CVCotMEnemyData("Legion", 420, 610, 375, 1590),
CVCotMEnemyData("Dullahan", 240, 550, 440, 2200),
CVCotMEnemyData("Death", 880, 600, 800, 60000, "boss"),
CVCotMEnemyData("Camilla", 1500, 650, 700, 80000, "boss"),
CVCotMEnemyData("Hugh", 1400, 570, 750, 120000, "boss"),
CVCotMEnemyData("Dracula", 1100, 805, 850, 150000, "boss"),
CVCotMEnemyData("Dracula", 3000, 1000, 1000, 0, "final boss"),
CVCotMEnemyData("Skeleton Medalist", 250, 100, 100, 1500),
CVCotMEnemyData("Were-jaguar", 320, 518, 260, 1200, "battle arena"),
CVCotMEnemyData("Were-wolf", 340, 525, 180, 1100, "battle arena"),
CVCotMEnemyData("Catoblepas", 560, 510, 435, 2000, "battle arena"),
CVCotMEnemyData("Hipogriff", 500, 620, 280, 1900, "battle arena"),
CVCotMEnemyData("Wind Demon", 490, 600, 540, 4000, "battle arena"),
CVCotMEnemyData("Witch", 210, 480, 340, 1000, "battle arena"),
CVCotMEnemyData("Stone Armor", 260, 585, 750, 3000, "battle arena"),
CVCotMEnemyData("Devil Tower", 50, 560, 700, 600, "battle arena"),
CVCotMEnemyData("Skeleton", 150, 400, 200, 500, "battle arena"),
CVCotMEnemyData("Skeleton Bomber", 150, 400, 200, 550, "battle arena"),
CVCotMEnemyData("Electric Skeleton", 150, 400, 200, 700, "battle arena"),
CVCotMEnemyData("Skeleton Spear", 150, 400, 200, 580, "battle arena"),
CVCotMEnemyData("Flame Demon", 680, 650, 600, 4500, "battle arena"),
CVCotMEnemyData("Bone Tower", 120, 500, 650, 800, "battle arena"),
CVCotMEnemyData("Fox Hunter", 160, 510, 220, 600, "battle arena"),
CVCotMEnemyData("Poison Armor", 380, 680, 634, 3600, "battle arena"),
CVCotMEnemyData("Bloody Sword", 55, 600, 1200, 2000, "battle arena"),
CVCotMEnemyData("Abiondarg", 188, 588, 288, 588, "battle arena"),
CVCotMEnemyData("Legion", 540, 760, 480, 2900, "battle arena"),
CVCotMEnemyData("Marionette", 200, 420, 400, 1200, "battle arena"),
CVCotMEnemyData("Minotaur", 580, 700, 715, 4100, "battle arena"),
CVCotMEnemyData("Arachne", 430, 590, 348, 2400, "battle arena"),
CVCotMEnemyData("Succubus", 300, 670, 630, 3100, "battle arena"),
CVCotMEnemyData("Demon Lord", 590, 800, 656, 4200, "battle arena"),
CVCotMEnemyData("Alraune", 1003, 640, 450, 5000, "battle arena"),
CVCotMEnemyData("Hyena", 210, 408, 170, 1000, "battle arena"),
CVCotMEnemyData("Devil Armor", 500, 804, 714, 6600),
CVCotMEnemyData("Evil Pillar", 55, 655, 900, 1500, "battle arena"),
CVCotMEnemyData("White Armor", 640, 770, 807, 7000),
CVCotMEnemyData("Devil", 1530, 980, 1060, 30000, "battle arena"),
CVCotMEnemyData("Scary Candle", 150, 300, 300, 900, "candle"),
CVCotMEnemyData("Trick Candle", 200, 400, 400, 1400, "candle"),
CVCotMEnemyData("Nightmare", 250, 550, 550, 2000),
CVCotMEnemyData("Lilim", 400, 800, 800, 8000),
CVCotMEnemyData("Lilith", 660, 960, 960, 20000),
]
# NOTE: Coffin is omitted from the end of this, as its presence doesn't
# actually impact the randomizer (all stats and drops inherited from Mummy).
BOSS_IDS = [enemy_id for enemy_id in range(len(cvcotm_enemy_info)) if cvcotm_enemy_info[enemy_id].type == "boss"]
ENEMY_TABLE_START = 0xCB2C4
NUMBER_ITEMS = 55
COUNTDOWN_TABLE_ADDR = 0x673400
ITEM_ID_SHINNING_ARMOR = 11
def shuffle_sub_weapons(world: "CVCotMWorld") -> Dict[int, bytes]:
"""Shuffles the sub-weapons amongst themselves."""
sub_bytes = list(rom_sub_weapon_offsets.values())
world.random.shuffle(sub_bytes)
return dict(zip(rom_sub_weapon_offsets, sub_bytes))
def get_countdown_flags(world: "CVCotMWorld", active_locations: Iterable[Location]) -> Dict[int, bytes]:
"""Figures out which Countdown numbers to increase for each Location after verifying the Item on the Location should
count towards a number.
Which number to increase is determined by the Location's "countdown" attr in its CVCotMLocationData."""
next_pos = COUNTDOWN_TABLE_ADDR + 0x40
countdown_flags: List[List[int]] = [[] for _ in range(16)]
countdown_dict = {}
ptr_offset = COUNTDOWN_TABLE_ADDR
# Loop over every Location.
for loc in active_locations:
# If the Location's Item is not Progression/Useful-classified with the "Majors" Countdown being used, or if the
# Location is the Iron Maiden switch with the vanilla Iron Maiden behavior, skip adding its flag to the arrays.
if (not loc.item.classification & MAJORS_CLASSIFICATIONS and world.options.countdown ==
Countdown.option_majors):
continue
countdown_index = cvcotm_location_info[loc.name].countdown
# Take the Location's address if the above condition is satisfied, and get the flag value out of it.
countdown_flags[countdown_index] += [loc.address & 0xFF, 0]
# Write the Countdown flag arrays and array pointers correctly. Each flag list should end with a 0xFFFF to indicate
# the end of an area's list.
for area_flags in countdown_flags:
countdown_dict[ptr_offset] = int.to_bytes(next_pos | 0x08000000, 4, "little")
countdown_dict[next_pos] = bytes(area_flags + [0xFF, 0xFF])
ptr_offset += 4
next_pos += len(area_flags) + 2
return countdown_dict
def get_location_data(world: "CVCotMWorld", active_locations: Iterable[Location]) -> Dict[int, bytes]:
"""Gets ALL the Item data to go into the ROM. Items consist of four bytes; the first two represent the object ID
for the "category" of item that it belongs to, the third is the sub-value for which item within that "category" it
is, and the fourth controls the appearance it takes."""
location_bytes = {}
for loc in active_locations:
# Figure out the item ID bytes to put in each Location's offset here.
# If it's a CotM Item, always write the Item's primary type byte.
if loc.item.game == "Castlevania - Circle of the Moon":
type_byte = cvcotm_item_info[loc.item.name].code >> 8
# If the Item is for this player, set the subtype to actually be that Item.
# Otherwise, set a dummy subtype value that is different for every item type.
if loc.item.player == world.player:
subtype_byte = cvcotm_item_info[loc.item.name].code & 0xFF
else:
subtype_byte = other_player_subtype_bytes[type_byte]
# If it's a DSS Card, set the appearance based on whether it's progression or not; freeze combo cards should
# all appear blue in color while the others are standard purple/yellow. Otherwise, set the appearance the
# same way as the subtype for local items regardless of whether it's actually local or not.
if type_byte == 0xE6:
if loc.item.advancement:
appearance_byte = 1
else:
appearance_byte = 0
else:
appearance_byte = cvcotm_item_info[loc.item.name].code & 0xFF
# If it's not a CotM Item at all, always set the primary type to that of a Magic Item and the subtype to that of
# a dummy item. The AP Items are all under Magic Items.
else:
type_byte = 0xE8
subtype_byte = 0x0A
# Decide which AP Item to use to represent the other game item.
if loc.item.classification & ItemClassification.progression and \
loc.item.classification & ItemClassification.useful:
appearance_byte = 0x0E # Progression + Useful
elif loc.item.classification & ItemClassification.progression:
appearance_byte = 0x0C # Progression
elif loc.item.classification & ItemClassification.useful:
appearance_byte = 0x0B # Useful
elif loc.item.classification & ItemClassification.trap:
appearance_byte = 0x0D # Trap
else:
appearance_byte = 0x0A # Filler
# Check if the Item's game is in the other game item appearances' dict, and if so, if the Item is under that
# game's name. If it is, change the appearance accordingly.
# Right now, only SotN and Timespinner stat ups are supported.
other_game_name = world.multiworld.worlds[loc.item.player].game
if other_game_name in other_game_item_appearances:
if loc.item.name in other_game_item_appearances[other_game_name]:
type_byte = other_game_item_appearances[other_game_name][loc.item.name]["type"]
subtype_byte = other_player_subtype_bytes[type_byte]
appearance_byte = other_game_item_appearances[other_game_name][loc.item.name]["appearance"]
# Create the correct bytes object for the Item on that Location.
location_bytes[cvcotm_location_info[loc.name].offset] = bytes([type_byte, 1, subtype_byte, appearance_byte])
return location_bytes
def populate_enemy_drops(world: "CVCotMWorld") -> Dict[int, bytes]:
"""Randomizes the enemy-dropped items throughout the game within each other. There are three tiers of item drops:
Low, Mid, and High. Each enemy has two item slots that can both drop its own item; a Common slot and a Rare one.
On Normal item randomization, easy enemies (below 61 HP) will only have Low-tier drops in both of their stats,
bosses and candle enemies will be guaranteed to have High drops in one or both of their slots respectively (bosses
are made to only drop one slot 100% of the time), and everything else can have a Low or Mid-tier item in its Common
drop slot and a Low, Mid, OR High-tier item in its Rare drop slot.
If Item Drop Randomization is set to Tiered, the HP threshold for enemies being considered "easily" will raise to
below 144, enemies in the 144-369 HP range (inclusive) will have a Low-tier item in its Common slot and a Mid-tier
item in its rare slot, and enemies with more than 369 HP will have a Mid-tier in its Common slot and a High-tier in
its Rare slot. Candles and bosses still have Rares in all their slots, but now the guaranteed drops that land on
bosses will be exclusive to them; no other enemy in the game will have their item.
This and select_drop are the most directly adapted code from upstream CotMR in this package by far. Credit where
it's due to Spooky for writing the original, and Malaert64 for further refinements and updating what used to be
Random Item Hardmode to instead be Tiered Item Mode. The original C code this was adapted from can be found here:
https://github.com/calm-palm/cotm-randomizer/blob/master/Program/randomizer.c#L1028"""
placed_low_items = [0] * len(LOW_ITEMS)
placed_mid_items = [0] * len(MID_ITEMS)
placed_high_items = [0] * len(HIGH_ITEMS)
placed_common_items = [0] * len(COMMON_ITEMS)
placed_rare_items = [0] * len(RARE_ITEMS)
regular_drops = [0] * len(cvcotm_enemy_info)
regular_drop_chances = [0] * len(cvcotm_enemy_info)
rare_drops = [0] * len(cvcotm_enemy_info)
rare_drop_chances = [0] * len(cvcotm_enemy_info)
# Set boss items first to prevent boss drop duplicates.
# If Tiered mode is enabled, make these items exclusive to these enemies by adding an arbitrary integer larger
# than could be reached normally (e.g.the total number of enemies) and use the placed high items array instead of
# the placed rare items one.
if world.options.item_drop_randomization == ItemDropRandomization.option_tiered:
for boss_id in BOSS_IDS:
regular_drops[boss_id] = select_drop(world, HIGH_ITEMS, placed_high_items, True)
else:
for boss_id in BOSS_IDS:
regular_drops[boss_id] = select_drop(world, RARE_ITEMS, placed_rare_items, start_index=len(COMMON_ITEMS))
# Setting drop logic for all enemies.
for i in range(len(cvcotm_enemy_info)):
# Give Dracula II Shining Armor occasionally as a joke.
if cvcotm_enemy_info[i].type == "final boss":
regular_drops[i] = rare_drops[i] = ITEM_ID_SHINNING_ARMOR
regular_drop_chances[i] = rare_drop_chances[i] = 5000
# Set bosses' secondary item to none since we already set the primary item earlier.
elif cvcotm_enemy_info[i].type == "boss":
# Set rare drop to none.
rare_drops[i] = 0
# Max out rare boss drops (normally, drops are capped to 50% and 25% for common and rare respectively, but
# Fuse's patch AllowAlwaysDrop.ips allows setting the regular item drop chance to 10000 to force a drop
# always)
regular_drop_chances[i] = 10000
rare_drop_chances[i] = 0
# Candle enemies use a similar placement logic to the bosses, except items that land on them are NOT exclusive
# to them on Tiered mode.
elif cvcotm_enemy_info[i].type == "candle":
if world.options.item_drop_randomization == ItemDropRandomization.option_tiered:
regular_drops[i] = select_drop(world, HIGH_ITEMS, placed_high_items)
rare_drops[i] = select_drop(world, HIGH_ITEMS, placed_high_items)
else:
regular_drops[i] = select_drop(world, RARE_ITEMS, placed_rare_items, start_index=len(COMMON_ITEMS))
rare_drops[i] = select_drop(world, RARE_ITEMS, placed_rare_items, start_index=len(COMMON_ITEMS))
# Set base drop chances at 20-30% for common and 15-20% for rare.
regular_drop_chances[i] = 2000 + world.random.randint(0, 1000)
rare_drop_chances[i] = 1500 + world.random.randint(0, 500)
# On All Bosses and Battle Arena Required, the Shinning Armor at the end of Battle Arena is removed.
# We compensate for this by giving the Battle Arena Devil a 100% chance to drop Shinning Armor.
elif cvcotm_enemy_info[i].name == "Devil" and cvcotm_enemy_info[i].type == "battle arena" and \
world.options.required_skirmishes == RequiredSkirmishes.option_all_bosses_and_arena:
regular_drops[i] = ITEM_ID_SHINNING_ARMOR
rare_drops[i] = 0
regular_drop_chances[i] = 10000
rare_drop_chances[i] = 0
# Low-tier items drop from enemies that are trivial to farm (60 HP or less)
# on Normal drop logic, or enemies under 144 HP on Tiered logic.
elif (world.options.item_drop_randomization == ItemDropRandomization.option_normal and
cvcotm_enemy_info[i].hp <= 60) or \
(world.options.item_drop_randomization == ItemDropRandomization.option_tiered and
cvcotm_enemy_info[i].hp <= 143):
# Low-tier enemy drops.
regular_drops[i] = select_drop(world, LOW_ITEMS, placed_low_items)
rare_drops[i] = select_drop(world, LOW_ITEMS, placed_low_items)
# Set base drop chances at 6-10% for common and 3-6% for rare.
regular_drop_chances[i] = 600 + world.random.randint(0, 400)
rare_drop_chances[i] = 300 + world.random.randint(0, 300)
# Rest of Tiered logic, by Malaert64.
elif world.options.item_drop_randomization == ItemDropRandomization.option_tiered:
# If under 370 HP, mid-tier enemy.
if cvcotm_enemy_info[i].hp <= 369:
regular_drops[i] = select_drop(world, LOW_ITEMS, placed_low_items)
rare_drops[i] = select_drop(world, MID_ITEMS, placed_mid_items)
# Otherwise, enemy HP is 370+, thus high-tier enemy.
else:
regular_drops[i] = select_drop(world, MID_ITEMS, placed_mid_items)
rare_drops[i] = select_drop(world, HIGH_ITEMS, placed_high_items)
# Set base drop chances at 6-10% for common and 3-6% for rare.
regular_drop_chances[i] = 600 + world.random.randint(0, 400)
rare_drop_chances[i] = 300 + world.random.randint(0, 300)
# Regular enemies outside Tiered logic.
else:
# Select a random regular and rare drop for every enemy from their respective lists.
regular_drops[i] = select_drop(world, COMMON_ITEMS, placed_common_items)
rare_drops[i] = select_drop(world, RARE_ITEMS, placed_rare_items)
# Set base drop chances at 6-10% for common and 3-6% for rare.
regular_drop_chances[i] = 600 + world.random.randint(0, 400)
rare_drop_chances[i] = 300 + world.random.randint(0, 300)
# Return the randomized drop data as bytes with their respective offsets.
enemy_address = ENEMY_TABLE_START
drop_data = {}
for i, enemy_info in enumerate(cvcotm_enemy_info):
drop_data[enemy_address] = bytes([regular_drops[i], 0, regular_drop_chances[i] & 0xFF,
regular_drop_chances[i] >> 8, rare_drops[i], 0, rare_drop_chances[i] & 0xFF,
rare_drop_chances[i] >> 8])
enemy_address += 20
return drop_data
def select_drop(world: "CVCotMWorld", drop_list: List[int], drops_placed: List[int], exclusive_drop: bool = False,
start_index: int = 0) -> int:
"""Chooses a drop from a given list of drops based on another given list of how many drops from that list were
selected before. In order to ensure an even number of drops are distributed, drops that were selected the least are
the ones that will be picked from.
Calling this with exclusive_drop param being True will force the number of the chosen item really high to ensure it
will never be picked again."""
# Take the list of placed item drops beginning from the starting index.
drops_from_start_index = drops_placed[start_index:]
# Determine the lowest drop counts and the indices with that drop count.
lowest_number = min(drops_from_start_index)
indices_with_lowest_number = [index for index, placed in enumerate(drops_from_start_index) if
placed == lowest_number]
random_index = world.random.choice(indices_with_lowest_number)
random_index += start_index # Add start_index back on
# Increment the number of this item placed, unless it should be exclusive to the boss / candle, in which case
# set it to an arbitrarily large number to make it exclusive.
if exclusive_drop:
drops_placed[random_index] += 999
else:
drops_placed[random_index] += 1
# Return the in-game item ID of the chosen item.
return drop_list[random_index]
def get_start_inventory_data(world: "CVCotMWorld") -> Tuple[Dict[int, bytes], bool]:
"""Calculate and return the starting inventory arrays. Different items go into different arrays, so they all have
to be handled accordingly."""
start_inventory_data = {}
magic_items_array = [0 for _ in range(8)]
cards_array = [0 for _ in range(20)]
extra_stats = {"extra health": 0,
"extra magic": 0,
"extra hearts": 0}
start_with_detonator = False
# If the Iron Maiden Behavior option is set to Start Broken, consider ourselves starting with the Maiden Detonator.
if world.options.iron_maiden_behavior == IronMaidenBehavior.option_start_broken:
start_with_detonator = True
# Always start with the Dash Boots.
magic_items_array[0] = 1
for item in world.multiworld.precollected_items[world.player]:
array_offset = item.code & 0xFF
# If it's a Maiden Detonator we're starting with, set the boolean for it to True.
if item.name == iname.ironmaidens:
start_with_detonator = True
# If it's a Max Up we're starting with, check if increasing the extra amount of that stat will put us over the
# max amount of the stat allowed. If it will, set the current extra amount to the max. Otherwise, increase it by
# the amount that it should.
elif "Max Up" in item.name:
info = extra_starting_stat_info[item.name]
if extra_stats[info["variable"]] + info["amount_per"] > info["max_allowed"]:
extra_stats[info["variable"]] = info["max_allowed"]
else:
extra_stats[info["variable"]] += info["amount_per"]
# If it's a DSS card we're starting with, set that card's value in the cards array.
elif "Card" in item.name:
cards_array[array_offset] = 1
# If it's none of the above, it has to be a regular Magic Item.
# Increase that Magic Item's value in the Magic Items array if it's not greater than 240. Last Keys are the only
# Magic Item wherein having more than one is relevant.
else:
# Decrease the Magic Item array offset by 1 if it's higher than the unused Map's item value.
if array_offset > 5:
array_offset -= 1
if magic_items_array[array_offset] < 240:
magic_items_array[array_offset] += 1
# Add the start inventory arrays to the offset data in bytes form.
start_inventory_data[0x680080] = bytes(magic_items_array)
start_inventory_data[0x6800A0] = bytes(cards_array)
# Add the extra max HP/MP/Hearts to all classes' base stats. Doing it this way makes us less likely to hit the max
# possible Max Ups.
# Vampire Killer
start_inventory_data[0xE08C6] = int.to_bytes(100 + extra_stats["extra health"], 2, "little")
start_inventory_data[0xE08CE] = int.to_bytes(100 + extra_stats["extra magic"], 2, "little")
start_inventory_data[0xE08D4] = int.to_bytes(50 + extra_stats["extra hearts"], 2, "little")
# Magician
start_inventory_data[0xE090E] = int.to_bytes(50 + extra_stats["extra health"], 2, "little")
start_inventory_data[0xE0916] = int.to_bytes(400 + extra_stats["extra magic"], 2, "little")
start_inventory_data[0xE091C] = int.to_bytes(50 + extra_stats["extra hearts"], 2, "little")
# Fighter
start_inventory_data[0xE0932] = int.to_bytes(200 + extra_stats["extra health"], 2, "little")
start_inventory_data[0xE093A] = int.to_bytes(50 + extra_stats["extra magic"], 2, "little")
start_inventory_data[0xE0940] = int.to_bytes(50 + extra_stats["extra hearts"], 2, "little")
# Shooter
start_inventory_data[0xE0832] = int.to_bytes(50 + extra_stats["extra health"], 2, "little")
start_inventory_data[0xE08F2] = int.to_bytes(100 + extra_stats["extra magic"], 2, "little")
start_inventory_data[0xE08F8] = int.to_bytes(250 + extra_stats["extra hearts"], 2, "little")
# Thief
start_inventory_data[0xE0956] = int.to_bytes(50 + extra_stats["extra health"], 2, "little")
start_inventory_data[0xE095E] = int.to_bytes(50 + extra_stats["extra magic"], 2, "little")
start_inventory_data[0xE0964] = int.to_bytes(50 + extra_stats["extra hearts"], 2, "little")
return start_inventory_data, start_with_detonator

563
worlds/cvcotm/client.py Normal file
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from typing import TYPE_CHECKING, Set
from .locations import BASE_ID, get_location_names_to_ids
from .items import cvcotm_item_info, MAJORS_CLASSIFICATIONS
from .locations import cvcotm_location_info
from .cvcotm_text import cvcotm_string_to_bytearray
from .options import CompletionGoal, CVCotMDeathLink, IronMaidenBehavior
from .rom import ARCHIPELAGO_IDENTIFIER_START, ARCHIPELAGO_IDENTIFIER, AUTH_NUMBER_START, QUEUED_TEXT_STRING_START
from .data import iname, lname
from BaseClasses import ItemClassification
from NetUtils import ClientStatus
import worlds._bizhawk as bizhawk
import base64
from worlds._bizhawk.client import BizHawkClient
if TYPE_CHECKING:
from worlds._bizhawk.context import BizHawkClientContext
CURRENT_STATUS_ADDRESS = 0xD0
POISON_TIMER_TILL_DAMAGE_ADDRESS = 0xD8
POISON_DAMAGE_VALUE_ADDRESS = 0xDE
GAME_STATE_ADDRESS = 0x45D8
FLAGS_ARRAY_START = 0x25374
CARDS_ARRAY_START = 0x25674
NUM_RECEIVED_ITEMS_ADDRESS = 0x253D0
MAX_UPS_ARRAY_START = 0x2572C
MAGIC_ITEMS_ARRAY_START = 0x2572F
QUEUED_TEXTBOX_1_ADDRESS = 0x25300
QUEUED_TEXTBOX_2_ADDRESS = 0x25302
QUEUED_MSG_DELAY_TIMER_ADDRESS = 0x25304
QUEUED_SOUND_ID_ADDRESS = 0x25306
DELAY_TIMER_ADDRESS = 0x25308
CURRENT_CUTSCENE_ID_ADDRESS = 0x26000
NATHAN_STATE_ADDRESS = 0x50
CURRENT_HP_ADDRESS = 0x2562E
CURRENT_MP_ADDRESS = 0x25636
CURRENT_HEARTS_ADDRESS = 0x2563C
CURRENT_LOCATION_VALUES_START = 0x253FC
ROM_NAME_START = 0xA0
AREA_SEALED_ROOM = 0x00
AREA_BATTLE_ARENA = 0x0E
GAME_STATE_GAMEPLAY = 0x06
GAME_STATE_CREDITS = 0x21
NATHAN_STATE_SAVING = 0x34
STATUS_POISON = b"\x02"
TEXT_ID_DSS_TUTORIAL = b"\x1D\x82"
TEXT_ID_MULTIWORLD_MESSAGE = b"\xF2\x84"
SOUND_ID_UNUSED_SIMON_FANFARE = b"\x04"
SOUND_ID_MAIDEN_BREAKING = b"\x79"
# SOUND_ID_NATHAN_FREEZING = b"\x7A"
SOUND_ID_BAD_CONFIG = b"\x2D\x01"
SOUND_ID_DRACULA_CHARGE = b"\xAB\x01"
SOUND_ID_MINOR_PICKUP = b"\xB3\x01"
SOUND_ID_MAJOR_PICKUP = b"\xB4\x01"
ITEM_NAME_LIMIT = 300
PLAYER_NAME_LIMIT = 50
FLAG_HIT_IRON_MAIDEN_SWITCH = 0x2A
FLAG_SAW_DSS_TUTORIAL = 0xB1
FLAG_WON_BATTLE_ARENA = 0xB2
FLAG_DEFEATED_DRACULA_II = 0xBC
# These flags are communicated to the tracker as a bitfield using this order.
# Modifying the order will cause undetectable autotracking issues.
EVENT_FLAG_MAP = {
FLAG_HIT_IRON_MAIDEN_SWITCH: "FLAG_HIT_IRON_MAIDEN_SWITCH",
FLAG_WON_BATTLE_ARENA: "FLAG_WON_BATTLE_ARENA",
0xB3: "FLAG_DEFEATED_CERBERUS",
0xB4: "FLAG_DEFEATED_NECROMANCER",
0xB5: "FLAG_DEFEATED_IRON_GOLEM",
0xB6: "FLAG_DEFEATED_ADRAMELECH",
0xB7: "FLAG_DEFEATED_DRAGON_ZOMBIES",
0xB8: "FLAG_DEFEATED_DEATH",
0xB9: "FLAG_DEFEATED_CAMILLA",
0xBA: "FLAG_DEFEATED_HUGH",
0xBB: "FLAG_DEFEATED_DRACULA_I",
FLAG_DEFEATED_DRACULA_II: "FLAG_DEFEATED_DRACULA_II"
}
DEATHLINK_AREA_NAMES = ["Sealed Room", "Catacomb", "Abyss Staircase", "Audience Room", "Triumph Hallway",
"Machine Tower", "Eternal Corridor", "Chapel Tower", "Underground Warehouse",
"Underground Gallery", "Underground Waterway", "Outer Wall", "Observation Tower",
"Ceremonial Room", "Battle Arena"]
class CastlevaniaCotMClient(BizHawkClient):
game = "Castlevania - Circle of the Moon"
system = "GBA"
patch_suffix = ".apcvcotm"
sent_initial_packets: bool
self_induced_death: bool
local_checked_locations: Set[int]
client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
killed_dracula_2: bool
won_battle_arena: bool
sent_message_queue: list
death_causes: list
currently_dead: bool
synced_set_events: bool
saw_arena_win_message: bool
saw_dss_tutorial: bool
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
from CommonClient import logger
try:
# Check ROM name/patch version
game_names = await bizhawk.read(ctx.bizhawk_ctx, [(ROM_NAME_START, 0xC, "ROM"),
(ARCHIPELAGO_IDENTIFIER_START, 12, "ROM")])
if game_names[0].decode("ascii") != "DRACULA AGB1":
return False
if game_names[1] == b'\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00':
logger.info("ERROR: You appear to be running an unpatched version of Castlevania: Circle of the Moon. "
"You need to generate a patch file and use it to create a patched ROM.")
return False
if game_names[1].decode("ascii") != ARCHIPELAGO_IDENTIFIER:
logger.info("ERROR: The patch file used to create this ROM is not compatible with "
"this client. Double check your client version against the version being "
"used by the generator.")
return False
except UnicodeDecodeError:
return False
except bizhawk.RequestFailedError:
return False # Should verify on the next pass
ctx.game = self.game
ctx.items_handling = 0b001
ctx.want_slot_data = True
ctx.watcher_timeout = 0.125
return True
async def set_auth(self, ctx: "BizHawkClientContext") -> None:
auth_raw = (await bizhawk.read(ctx.bizhawk_ctx, [(AUTH_NUMBER_START, 16, "ROM")]))[0]
ctx.auth = base64.b64encode(auth_raw).decode("utf-8")
# Initialize all the local client attributes here so that nothing will be carried over from a previous CotM if
# the player tried changing CotM ROMs without resetting their Bizhawk Client instance.
self.sent_initial_packets = False
self.local_checked_locations = set()
self.self_induced_death = False
self.client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
self.killed_dracula_2 = False
self.won_battle_arena = False
self.sent_message_queue = []
self.death_causes = []
self.currently_dead = False
self.synced_set_events = False
self.saw_arena_win_message = False
self.saw_dss_tutorial = False
def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None:
if cmd != "Bounced":
return
if "tags" not in args:
return
if ctx.slot is None:
return
if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name:
if "cause" in args["data"]:
cause = args["data"]["cause"]
if cause == "":
cause = f"{args['data']['source']} killed you without a word!"
if len(cause) > ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT:
cause = cause[:ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT]
else:
cause = f"{args['data']['source']} killed you without a word!"
# Highlight the player that killed us in the game's orange text.
if args['data']['source'] in cause:
words = cause.split(args['data']['source'], 1)
cause = words[0] + "" + args['data']['source'] + "" + words[1]
self.death_causes += [cause]
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
if ctx.server is None or ctx.server.socket.closed or ctx.slot_data is None or ctx.slot is None:
return
try:
# Scout all Locations and get our Set events upon initial connection.
if not self.sent_initial_packets:
await ctx.send_msgs([{
"cmd": "LocationScouts",
"locations": [code for name, code in get_location_names_to_ids().items()
if code in ctx.server_locations],
"create_as_hint": 0
}])
await ctx.send_msgs([{
"cmd": "Get",
"keys": [f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"]
}])
self.sent_initial_packets = True
read_state = await bizhawk.read(ctx.bizhawk_ctx, [(GAME_STATE_ADDRESS, 1, "EWRAM"),
(FLAGS_ARRAY_START, 32, "EWRAM"),
(CARDS_ARRAY_START, 20, "EWRAM"),
(NUM_RECEIVED_ITEMS_ADDRESS, 2, "EWRAM"),
(MAX_UPS_ARRAY_START, 3, "EWRAM"),
(MAGIC_ITEMS_ARRAY_START, 8, "EWRAM"),
(QUEUED_TEXTBOX_1_ADDRESS, 2, "EWRAM"),
(DELAY_TIMER_ADDRESS, 2, "EWRAM"),
(CURRENT_CUTSCENE_ID_ADDRESS, 1, "EWRAM"),
(NATHAN_STATE_ADDRESS, 1, "EWRAM"),
(CURRENT_HP_ADDRESS, 18, "EWRAM"),
(CURRENT_LOCATION_VALUES_START, 2, "EWRAM")])
game_state = int.from_bytes(read_state[0], "little")
event_flags_array = read_state[1]
cards_array = list(read_state[2])
max_ups_array = list(read_state[4])
magic_items_array = list(read_state[5])
num_received_items = int.from_bytes(bytearray(read_state[3]), "little")
queued_textbox = int.from_bytes(bytearray(read_state[6]), "little")
delay_timer = int.from_bytes(bytearray(read_state[7]), "little")
cutscene = int.from_bytes(bytearray(read_state[8]), "little")
nathan_state = int.from_bytes(bytearray(read_state[9]), "little")
health_stats_array = bytearray(read_state[10])
area = int.from_bytes(bytearray(read_state[11][0:1]), "little")
room = int.from_bytes(bytearray(read_state[11][1:]), "little")
# Get out each of the individual health/magic/heart values.
hp = int.from_bytes(health_stats_array[0:2], "little")
max_hp = int.from_bytes(health_stats_array[4:6], "little")
# mp = int.from_bytes(health_stats_array[8:10], "little") Not used. But it's here if it's ever needed!
max_mp = int.from_bytes(health_stats_array[12:14], "little")
hearts = int.from_bytes(health_stats_array[14:16], "little")
max_hearts = int.from_bytes(health_stats_array[16:], "little")
# If there's no textbox already queued, the delay timer is 0, we are not in a cutscene, and Nathan's current
# state value is not 0x34 (using a save room), it should be safe to inject a textbox message.
ok_to_inject = not queued_textbox and not delay_timer and not cutscene \
and nathan_state != NATHAN_STATE_SAVING
# Make sure we are in the Gameplay or Credits states before detecting sent locations.
# If we are in any other state, such as the Game Over state, reset the textbox buffers back to 0 so that we
# don't receive the most recent item upon loading back in.
#
# If the intro cutscene floor broken flag is not set, then assume we are in the demo; at no point during
# regular gameplay will this flag not be set.
if game_state not in [GAME_STATE_GAMEPLAY, GAME_STATE_CREDITS] or not event_flags_array[6] & 0x02:
self.currently_dead = False
await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, [0 for _ in range(12)], "EWRAM")])
return
# Enable DeathLink if it's in our slot_data.
if "DeathLink" not in ctx.tags and ctx.slot_data["death_link"]:
await ctx.update_death_link(True)
# Send a DeathLink if we died on our own independently of receiving another one.
if "DeathLink" in ctx.tags and hp == 0 and not self.currently_dead:
self.currently_dead = True
# Check if we are in Dracula II's arena. The game considers this part of the Sealed Room area,
# which I don't think makes sense to be player-facing like this.
if area == AREA_SEALED_ROOM and room == 2:
area_of_death = "Dracula's realm"
# If we aren't in Dracula II's arena, then take the name of whatever area the player is currently in.
else:
area_of_death = DEATHLINK_AREA_NAMES[area]
await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished in {area_of_death}. Dracula has won!")
# Update the Dracula II and Battle Arena events already being done on past separate sessions for if the
# player is running the Battle Arena and Dracula goal.
if f"castlevania_cotm_events_{ctx.team}_{ctx.slot}" in ctx.stored_data:
if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] is not None:
if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x2:
self.won_battle_arena = True
if ctx.stored_data[f"castlevania_cotm_events_{ctx.team}_{ctx.slot}"] & 0x800:
self.killed_dracula_2 = True
# If we won the Battle Arena, haven't seen the win message yet, and are in the Arena at the moment, pop up
# the win message while playing the game's unused Theme of Simon Belmont fanfare.
if self.won_battle_arena and not self.saw_arena_win_message and area == AREA_BATTLE_ARENA \
and ok_to_inject and not self.currently_dead:
win_message = cvcotm_string_to_bytearray(" A 「WINNER」 IS 「YOU」!▶", "little middle", 0,
wrap=False)
await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
(QUEUED_SOUND_ID_ADDRESS, SOUND_ID_UNUSED_SIMON_FANFARE, "EWRAM"),
(QUEUED_TEXT_STRING_START, win_message, "ROM")])
self.saw_arena_win_message = True
# If we have any queued death causes, handle DeathLink giving here.
elif self.death_causes and ok_to_inject and not self.currently_dead:
# Inject the oldest cause as a textbox message and play the Dracula charge attack sound.
death_text = self.death_causes[0]
death_writes = [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
(QUEUED_SOUND_ID_ADDRESS, SOUND_ID_DRACULA_CHARGE, "EWRAM")]
# If we are in the Battle Arena and are not using the On Including Arena DeathLink option, extend the
# DeathLink message and don't actually kill Nathan.
if ctx.slot_data["death_link"] != CVCotMDeathLink.option_arena_on and area == AREA_BATTLE_ARENA:
death_text += "◊The Battle Arena nullified the DeathLink. Go fight fair and square!"
else:
# Otherwise, kill Nathan by giving him a 9999 damage-dealing poison status that hurts him as soon as
# the death cause textbox is dismissed.
death_writes += [(CURRENT_STATUS_ADDRESS, STATUS_POISON, "EWRAM"),
(POISON_TIMER_TILL_DAMAGE_ADDRESS, b"\x38", "EWRAM"),
(POISON_DAMAGE_VALUE_ADDRESS, b"\x0F\x27", "EWRAM")]
# Add the final death text and write the whole shebang.
death_writes += [(QUEUED_TEXT_STRING_START,
bytes(cvcotm_string_to_bytearray(death_text + "", "big middle", 0)), "ROM")]
await bizhawk.write(ctx.bizhawk_ctx, death_writes)
# Delete the oldest death cause that we just wrote and set currently_dead to True so the client doesn't
# think we just died on our own on the subsequent frames before the Game Over state.
del(self.death_causes[0])
self.currently_dead = True
# If we have a queue of Locations to inject "sent" messages with, do so before giving any subsequent Items.
elif self.sent_message_queue and ok_to_inject and not self.currently_dead and ctx.locations_info:
loc = self.sent_message_queue[0]
# Truncate the Item name. ArchipIDLE's FFXIV Item is 214 characters, for comparison.
item_name = ctx.item_names.lookup_in_slot(ctx.locations_info[loc].item, ctx.locations_info[loc].player)
if len(item_name) > ITEM_NAME_LIMIT:
item_name = item_name[:ITEM_NAME_LIMIT]
# Truncate the player name. Player names are normally capped at 16 characters, but there is no limit on
# ItemLink group names.
player_name = ctx.player_names[ctx.locations_info[loc].player]
if len(player_name) > PLAYER_NAME_LIMIT:
player_name = player_name[:PLAYER_NAME_LIMIT]
sent_text = cvcotm_string_to_bytearray(f"{item_name}」 sent to 「{player_name}」◊", "big middle", 0)
# Set the correct sound to play depending on the Item's classification.
if item_name == iname.ironmaidens and \
ctx.slot_info[ctx.locations_info[loc].player].game == "Castlevania - Circle of the Moon":
mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
sent_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken for 「{player_name}」◊",
"big middle", 0)
elif ctx.locations_info[loc].flags & MAJORS_CLASSIFICATIONS:
mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
elif ctx.locations_info[loc].flags & ItemClassification.trap:
mssg_sfx_id = SOUND_ID_BAD_CONFIG
else: # Filler
mssg_sfx_id = SOUND_ID_MINOR_PICKUP
await bizhawk.write(ctx.bizhawk_ctx, [(QUEUED_TEXTBOX_1_ADDRESS, TEXT_ID_MULTIWORLD_MESSAGE, "EWRAM"),
(QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM"),
(QUEUED_TEXT_STRING_START, sent_text, "ROM")])
del(self.sent_message_queue[0])
# If the game hasn't received all items yet, it's ok to inject, and the current number of received items
# still matches what we read before, then write the next incoming item into the inventory and, separately,
# the textbox ID to trigger the multiworld textbox, sound effect to play when the textbox opens, number to
# increment the received items count by, and the text to go into the multiworld textbox. The game will then
# do the rest when it's able to.
elif num_received_items < len(ctx.items_received) and ok_to_inject and not self.currently_dead:
next_item = ctx.items_received[num_received_items]
# Figure out what inventory array and offset from said array to increment based on what we are
# receiving.
flag_index = 0
flag_array = b""
inv_array = []
inv_array_start = 0
text_id_2 = b"\x00\x00"
item_type = next_item.item & 0xFF00
inv_array_index = next_item.item & 0xFF
if item_type == 0xE600: # Card
inv_array_start = CARDS_ARRAY_START
inv_array = cards_array
mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
# If skip_tutorials is off and the saw DSS tutorial flag is not set, set the flag and display it
# for the second textbox.
if not self.saw_dss_tutorial and not ctx.slot_data["skip_tutorials"]:
flag_index = FLAG_SAW_DSS_TUTORIAL
flag_array = event_flags_array
text_id_2 = TEXT_ID_DSS_TUTORIAL
elif item_type == 0xE800 and inv_array_index == 0x09: # Maiden Detonator
flag_index = FLAG_HIT_IRON_MAIDEN_SWITCH
flag_array = event_flags_array
mssg_sfx_id = SOUND_ID_MAIDEN_BREAKING
elif item_type == 0xE800: # Any other Magic Item
inv_array_start = MAGIC_ITEMS_ARRAY_START
inv_array = magic_items_array
mssg_sfx_id = SOUND_ID_MAJOR_PICKUP
if inv_array_index > 5: # The unused Map's index is skipped over.
inv_array_index -= 1
else: # Max Up
inv_array_start = MAX_UPS_ARRAY_START
mssg_sfx_id = SOUND_ID_MINOR_PICKUP
inv_array = max_ups_array
item_name = ctx.item_names.lookup_in_slot(next_item.item)
player_name = ctx.player_names[next_item.player]
# Truncate the player name.
if len(player_name) > PLAYER_NAME_LIMIT:
player_name = player_name[:PLAYER_NAME_LIMIT]
# If the Item came from a different player, display a custom received message. Otherwise, display the
# vanilla received message for that Item.
if next_item.player != ctx.slot:
text_id_1 = TEXT_ID_MULTIWORLD_MESSAGE
if item_name == iname.ironmaidens:
received_text = cvcotm_string_to_bytearray(f"「Iron Maidens」 broken by "
f"{player_name}」◊", "big middle", 0)
else:
received_text = cvcotm_string_to_bytearray(f"{item_name}」 received from "
f"{player_name}」◊", "big middle", 0)
text_write = [(QUEUED_TEXT_STRING_START, bytes(received_text), "ROM")]
# If skip_tutorials is off, display the Item's tutorial for the second textbox (if it has one).
if not ctx.slot_data["skip_tutorials"] and cvcotm_item_info[item_name].tutorial_id is not None:
text_id_2 = cvcotm_item_info[item_name].tutorial_id
else:
text_id_1 = cvcotm_item_info[item_name].text_id
text_write = []
# Check if the player has 255 of the item being received. If they do, don't increment that counter
# further.
refill_write = []
count_write = []
flag_write = []
count_guard = []
flag_guard = []
# If there's a value to increment in an inventory array, do so here after checking to see if we can.
if inv_array_start:
if inv_array[inv_array_index] + 1 > 0xFF:
# If it's a stat max up being received, manually give a refill of that item's stat.
# Normally, the game does this automatically by incrementing the number of that max up.
if item_name == iname.hp_max:
refill_write = [(CURRENT_HP_ADDRESS, int.to_bytes(max_hp, 2, "little"), "EWRAM")]
elif item_name == iname.mp_max:
refill_write = [(CURRENT_MP_ADDRESS, int.to_bytes(max_mp, 2, "little"), "EWRAM")]
elif item_name == iname.heart_max:
# If adding +6 Hearts doesn't put us over the player's current max Hearts, do so.
# Otherwise, set the player's current Hearts to the current max.
if hearts + 6 > max_hearts:
new_hearts = max_hearts
else:
new_hearts = hearts + 6
refill_write = [(CURRENT_HEARTS_ADDRESS, int.to_bytes(new_hearts, 2, "little"), "EWRAM")]
else:
# If our received count of that item is not more than 255, increment it normally.
inv_address = inv_array_start + inv_array_index
count_guard = [(inv_address, int.to_bytes(inv_array[inv_array_index], 1, "little"), "EWRAM")]
count_write = [(inv_address, int.to_bytes(inv_array[inv_array_index] + 1, 1, "little"),
"EWRAM")]
# If there's a flag value to set, do so here.
if flag_index:
flag_bytearray_index = flag_index // 8
flag_address = FLAGS_ARRAY_START + flag_bytearray_index
flag_guard = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index], 1, "little"), "EWRAM")]
flag_write = [(flag_address, int.to_bytes(flag_array[flag_bytearray_index] |
(0x01 << (flag_index % 8)), 1, "little"), "EWRAM")]
await bizhawk.guarded_write(ctx.bizhawk_ctx,
[(QUEUED_TEXTBOX_1_ADDRESS, text_id_1, "EWRAM"),
(QUEUED_TEXTBOX_2_ADDRESS, text_id_2, "EWRAM"),
(QUEUED_MSG_DELAY_TIMER_ADDRESS, b"\x01", "EWRAM"),
(QUEUED_SOUND_ID_ADDRESS, mssg_sfx_id, "EWRAM")]
+ count_write + flag_write + text_write + refill_write,
# Make sure the number of received items and number to overwrite are still
# what we expect them to be.
[(NUM_RECEIVED_ITEMS_ADDRESS, read_state[3], "EWRAM")]
+ count_guard + flag_guard),
locs_to_send = set()
# Check each bit in each flag byte for set Location and event flags.
checked_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
for byte_index, byte in enumerate(event_flags_array):
for i in range(8):
and_value = 0x01 << i
if byte & and_value != 0:
flag_id = byte_index * 8 + i
location_id = flag_id + BASE_ID
if location_id in ctx.server_locations:
locs_to_send.add(location_id)
# If the flag for pressing the Iron Maiden switch is set, and the Iron Maiden behavior is
# vanilla (meaning we really pressed the switch), send the Iron Maiden switch as checked.
if flag_id == FLAG_HIT_IRON_MAIDEN_SWITCH and ctx.slot_data["iron_maiden_behavior"] == \
IronMaidenBehavior.option_vanilla:
locs_to_send.add(cvcotm_location_info[lname.ct21].code + BASE_ID)
# If the DSS tutorial flag is set, let the client know, so it's not shown again for
# subsequently-received cards.
if flag_id == FLAG_SAW_DSS_TUTORIAL:
self.saw_dss_tutorial = True
if flag_id in EVENT_FLAG_MAP:
checked_set_events[EVENT_FLAG_MAP[flag_id]] = True
# Update the client's statuses for the Battle Arena and Dracula goals.
if flag_id == FLAG_WON_BATTLE_ARENA:
self.won_battle_arena = True
if flag_id == FLAG_DEFEATED_DRACULA_II:
self.killed_dracula_2 = True
# Send Locations if there are any to send.
if locs_to_send != self.local_checked_locations:
self.local_checked_locations = locs_to_send
if locs_to_send is not None:
# Capture all the Locations with non-local Items to send that are in ctx.missing_locations
# (the ones that were definitely never sent before).
if ctx.locations_info:
self.sent_message_queue += [loc for loc in locs_to_send if loc in ctx.missing_locations and
ctx.locations_info[loc].player != ctx.slot]
# If we still don't have the locations info at this point, send another LocationScout packet just
# in case something went wrong, and we never received the initial LocationInfo packet.
else:
await ctx.send_msgs([{
"cmd": "LocationScouts",
"locations": [code for name, code in get_location_names_to_ids().items()
if code in ctx.server_locations],
"create_as_hint": 0
}])
await ctx.send_msgs([{
"cmd": "LocationChecks",
"locations": list(locs_to_send)
}])
# Check the win condition depending on what our completion goal is.
# The Dracula option requires the "killed Dracula II" flag to be set or being in the credits state.
# The Battle Arena option requires the Shinning Armor pickup flag to be set.
# Otherwise, the Battle Arena and Dracula option requires both of the above to be satisfied simultaneously.
if ctx.slot_data["completion_goal"] == CompletionGoal.option_dracula:
win_condition = self.killed_dracula_2
elif ctx.slot_data["completion_goal"] == CompletionGoal.option_battle_arena:
win_condition = self.won_battle_arena
else:
win_condition = self.killed_dracula_2 and self.won_battle_arena
# Send game clear if we've satisfied the win condition.
if not ctx.finished_game and win_condition:
ctx.finished_game = True
await ctx.send_msgs([{
"cmd": "StatusUpdate",
"status": ClientStatus.CLIENT_GOAL
}])
# Update the tracker event flags
if checked_set_events != self.client_set_events and ctx.slot is not None:
event_bitfield = 0
for index, (flag, flag_name) in enumerate(EVENT_FLAG_MAP.items()):
if checked_set_events[flag_name]:
event_bitfield |= 1 << index
await ctx.send_msgs([{
"cmd": "Set",
"key": f"castlevania_cotm_events_{ctx.team}_{ctx.slot}",
"default": 0,
"want_reply": False,
"operations": [{"operation": "or", "value": event_bitfield}],
}])
self.client_set_events = checked_set_events
except bizhawk.RequestFailedError:
# Exit handler and return to main loop to reconnect.
pass

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@@ -0,0 +1,178 @@
from typing import Literal
cvcotm_char_dict = {"\n": 0x09, " ": 0x26, "!": 0x4A, '"': 0x78, "#": 0x79, "$": 0x7B, "%": 0x68, "&": 0x73, "'": 0x51,
"(": 0x54, ")": 0x55, "*": 0x7A, "+": 0x50, ",": 0x4C, "-": 0x58, ".": 0x35, "/": 0x70, "0": 0x64,
"1": 0x6A, "2": 0x63, "3": 0x6C, "4": 0x71, "5": 0x69, "6": 0x7C, "7": 0x7D, "8": 0x72, "9": 0x85,
":": 0x86, ";": 0x87, "<": 0x8F, "=": 0x90, ">": 0x91, "?": 0x48, "@": 0x98, "A": 0x3E, "B": 0x4D,
"C": 0x44, "D": 0x45, "E": 0x4E, "F": 0x56, "G": 0x4F, "H": 0x40, "I": 0x43, "J": 0x6B, "K": 0x66,
"L": 0x5F, "M": 0x42, "N": 0x52, "O": 0x67, "P": 0x4B, "Q": 0x99, "R": 0x46, "S": 0x41, "T": 0x47,
"U": 0x60, "V": 0x6E, "W": 0x49, "X": 0x6D, "Y": 0x53, "Z": 0x6F, "[": 0x59, "\\": 0x9A, "]": 0x5A,
"^": 0x9B, "_": 0xA1, "a": 0x29, "b": 0x3C, "c": 0x33, "d": 0x32, "e": 0x28, "f": 0x3A, "g": 0x39,
"h": 0x31, "i": 0x2D, "j": 0x62, "k": 0x3D, "l": 0x30, "m": 0x36, "n": 0x2E, "o": 0x2B, "p": 0x38,
"q": 0x61, "r": 0x2C, "s": 0x2F, "t": 0x2A, "u": 0x34, "v": 0x3F, "w": 0x37, "x": 0x57, "y": 0x3B,
"z": 0x65, "{": 0xA3, "|": 0xA4, "}": 0xA5, "`": 0xA2, "~": 0xAC,
# Special command characters
"": 0x02, # Press A with prompt arrow.
"": 0x03, # Press A without prompt arrow.
"\t": 0x01, # Clear the text buffer; usually after pressing A to advance.
"\b": 0x0A, # Reset text alignment; usually after pressing A.
"": 0x06, # Start orange text
"": 0x07, # End orange text
}
# Characters that do not contribute to the line length.
weightless_chars = {"\n", "", "", "\b", "\t", "", ""}
def cvcotm_string_to_bytearray(cvcotm_text: str, textbox_type: Literal["big top", "big middle", "little middle"],
speed: int, portrait: int = 0xFF, wrap: bool = True,
skip_textbox_controllers: bool = False) -> bytearray:
"""Converts a string into a textbox bytearray following CVCotM's string format."""
text_bytes = bytearray(0)
if portrait == 0xFF and textbox_type != "little middle":
text_bytes.append(0x0C) # Insert the character to convert a 3-line named textbox into a 4-line nameless one.
# Figure out the start and end params for the textbox based on what type it is.
if textbox_type == "little middle":
main_control_start_param = 0x10
main_control_end_param = 0x20
elif textbox_type == "big top":
main_control_start_param = 0x40
main_control_end_param = 0xC0
else:
main_control_start_param = 0x80
main_control_end_param = 0xC0
# Figure out the number of lines and line length limit.
if textbox_type == "little middle":
total_lines = 1
len_limit = 29
elif textbox_type != "little middle" and portrait != 0xFF:
total_lines = 3
len_limit = 21
else:
total_lines = 4
len_limit = 23
# Wrap the text if we are opting to do so.
if wrap:
refined_text = cvcotm_text_wrap(cvcotm_text, len_limit, total_lines)
else:
refined_text = cvcotm_text
# Add the textbox control characters if we are opting to add them.
if not skip_textbox_controllers:
text_bytes.extend([0x1D, main_control_start_param + (speed & 0xF)]) # Speed should be a value between 0 and 15.
# Add the portrait (if we are adding one).
if portrait != 0xFF and textbox_type != "little middle":
text_bytes.extend([0x1E, portrait & 0xFF])
for i, char in enumerate(refined_text):
if char in cvcotm_char_dict:
text_bytes.extend([cvcotm_char_dict[char]])
# If we're pressing A to advance, add the text clear and reset alignment characters.
if char in ["", ""] and not skip_textbox_controllers:
text_bytes.extend([0x01, 0x0A])
else:
text_bytes.extend([0x48])
# Add the characters indicating the end of the whole message.
if not skip_textbox_controllers:
text_bytes.extend([0x1D, main_control_end_param, 0x00])
else:
text_bytes.extend([0x00])
return text_bytes
def cvcotm_text_truncate(cvcotm_text: str, textbox_len_limit: int) -> str:
"""Truncates a string at a given in-game text line length."""
line_len = 0
for i in range(len(cvcotm_text)):
if cvcotm_text[i] not in weightless_chars:
line_len += 1
if line_len > textbox_len_limit:
return cvcotm_text[0x00:i]
return cvcotm_text
def cvcotm_text_wrap(cvcotm_text: str, textbox_len_limit: int, total_lines: int = 4) -> str:
"""Rebuilds a string with some of its spaces replaced with newlines to ensure the text wraps properly in an in-game
textbox of a given length. If the number of lines allowed per textbox is exceeded, an A prompt will be placed
instead of a newline."""
words = cvcotm_text.split(" ")
new_text = ""
line_len = 0
num_lines = 1
for word_index, word in enumerate(words):
# Reset the word length to 0 on every word iteration and make its default divider a space.
word_len = 0
word_divider = " "
# Check if we're at the very beginning of a line and handle the situation accordingly by increasing the current
# line length to account for the space if we are not. Otherwise, the word divider should be nothing.
if line_len != 0:
line_len += 1
else:
word_divider = ""
new_word = ""
for char_index, char in enumerate(word):
# Check if the current character contributes to the line length.
if char not in weightless_chars:
line_len += 1
word_len += 1
# If we're looking at a manually-placed newline, add +1 to the lines counter and reset the length counters.
if char == "\n":
word_len = 0
line_len = 0
num_lines += 1
# If this puts us over the line limit, insert the A advance prompt character.
if num_lines > total_lines:
num_lines = 1
new_word += ""
# If we're looking at a manually-placed A advance prompt, reset the lines and length counters.
if char in ["", ""]:
word_len = 0
line_len = 0
num_lines = 1
# If the word alone is long enough to exceed the line length, wrap without moving the entire word.
if word_len > textbox_len_limit:
word_len = 1
line_len = 1
num_lines += 1
word_splitter = "\n"
# If this puts us over the line limit, replace the newline with the A advance prompt character.
if num_lines > total_lines:
num_lines = 1
word_splitter = ""
new_word += word_splitter
# If the total length of the current line exceeds the line length, wrap the current word to the next line.
if line_len > textbox_len_limit:
word_divider = "\n"
line_len = word_len
num_lines += 1
# If we're over the allowed number of lines to be displayed in the textbox, insert the A advance
# character instead.
if num_lines > total_lines:
num_lines = 1
word_divider = ""
# Add the character to the new word if the character is not a newline immediately following up an A advance.
if char != "\n" or new_word[len(new_word)-1] not in ["", ""]:
new_word += char
new_text += word_divider + new_word
return new_text

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double = "Double"
tackle = "Tackle"
kick_boots = "Kick Boots"
heavy_ring = "Heavy Ring"
cleansing = "Cleansing"
roc_wing = "Roc Wing"
last_key = "Last Key"
ironmaidens = "Maiden Detonator"
heart_max = "Heart Max Up"
mp_max = "MP Max Up"
hp_max = "HP Max Up"
salamander = "Salamander Card"
serpent = "Serpent Card"
mandragora = "Mandragora Card"
golem = "Golem Card"
cockatrice = "Cockatrice Card"
manticore = "Manticore Card"
griffin = "Griffin Card"
thunderbird = "Thunderbird Card"
unicorn = "Unicorn Card"
black_dog = "Black Dog Card"
mercury = "Mercury Card"
venus = "Venus Card"
jupiter = "Jupiter Card"
mars = "Mars Card"
diana = "Diana Card"
apollo = "Apollo Card"
neptune = "Neptune Card"
saturn = "Saturn Card"
uranus = "Uranus Card"
pluto = "Pluto Card"
dracula = "The Count Downed"
shinning_armor = "Where's My Super Suit?"

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