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3 Commits

Author SHA1 Message Date
NewSoupVi
a9e79854a8 Merge branch 'main' into NewSoupVi-patch-30 2024-12-12 14:57:04 +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
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
553 changed files with 8609 additions and 47903 deletions

View File

@@ -1,21 +1,8 @@
{
"include": [
"../BizHawkClient.py",
"../Patch.py",
"../test/param.py",
"../test/general/test_groups.py",
"../test/general/test_helpers.py",
"../test/general/test_memory.py",
"../test/general/test_names.py",
"../test/multiworld/__init__.py",
"../test/multiworld/test_multiworlds.py",
"../test/netutils/__init__.py",
"../test/programs/__init__.py",
"../test/programs/test_multi_server.py",
"../test/utils/__init__.py",
"../test/webhost/test_descriptions.py",
"type_check.py",
"../worlds/AutoSNIClient.py",
"type_check.py"
"../Patch.py"
],
"exclude": [

View File

@@ -132,7 +132,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

View File

@@ -11,7 +11,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**/CMakeLists.txt'
- '**.CMakeLists'
- '.github/workflows/ctest.yml'
pull_request:
paths:
@@ -21,7 +21,7 @@ on:
- '**.hh?'
- '**.hpp'
- '**.hxx'
- '**/CMakeLists.txt'
- '**.CMakeLists'
- '.github/workflows/ctest.yml'
jobs:
@@ -36,9 +36,9 @@ jobs:
steps:
- uses: actions/checkout@v4
- uses: ilammy/msvc-dev-cmd@0b201ec74fa43914dc39ae48a89fd1d8cb592756
- uses: ilammy/msvc-dev-cmd@v1
if: startsWith(matrix.os,'windows')
- uses: Bacondish2023/setup-googletest@49065d1f7a6d21f6134864dd65980fe5dbe06c73
- uses: Bacondish2023/setup-googletest@v1
with:
build-type: 'Release'
- name: Build tests

View File

@@ -64,7 +64,7 @@ jobs:
# charset-normalizer was somehow incomplete in the github runner
"${{ env.PYTHON }}" -m venv venv
source venv/bin/activate
"${{ env.PYTHON }}" -m pip install --upgrade pip "PyGObject<3.51.0" charset-normalizer
"${{ env.PYTHON }}" -m pip install --upgrade pip PyGObject charset-normalizer
python setup.py build_exe --yes bdist_appimage --yes
echo -e "setup.py build output:\n `ls build`"
echo -e "setup.py dist output:\n `ls dist`"

View File

@@ -26,7 +26,7 @@ jobs:
- name: "Install dependencies"
run: |
python -m pip install --upgrade pip pyright==1.1.392.post0
python -m pip install --upgrade pip pyright==1.1.358
python ModuleUpdate.py --append "WebHostLib/requirements.txt" --force --yes
- name: "pyright: strict check on specific files"

2
.gitignore vendored
View File

@@ -4,13 +4,11 @@
*_Spoiler.txt
*.bmbp
*.apbp
*.apcivvi
*.apl2ac
*.apm3
*.apmc
*.apz5
*.aptloz
*.aptww
*.apemerald
*.pyc
*.pyd

View File

@@ -511,7 +511,7 @@ if __name__ == '__main__':
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -19,7 +19,6 @@ import Options
import Utils
if TYPE_CHECKING:
from entrance_rando import ERPlacementState
from worlds import AutoWorld
@@ -427,12 +426,12 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
def get_all_state(self, use_cache: bool) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
ret = CollectionState(self, allow_partial_entrances)
ret = CollectionState(self)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
@@ -718,11 +717,10 @@ class CollectionState():
path: Dict[Union[Region, Entrance], PathValue]
locations_checked: Set[Location]
stale: Dict[int, bool]
allow_partial_entrances: bool
additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = []
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
def __init__(self, parent: MultiWorld):
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -731,7 +729,6 @@ class CollectionState():
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in parent.get_all_ids()}
self.allow_partial_entrances = allow_partial_entrances
for function in self.additional_init_functions:
function(self, parent)
for items in parent.precollected_items.values():
@@ -766,8 +763,6 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
@@ -793,9 +788,7 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
blocked_connections.update(new_region.exits)
@@ -815,7 +808,6 @@ class CollectionState():
ret.advancements = self.advancements.copy()
ret.path = self.path.copy()
ret.locations_checked = self.locations_checked.copy()
ret.allow_partial_entrances = self.allow_partial_entrances
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
@@ -869,40 +861,21 @@ class CollectionState():
def has(self, item: str, player: int, count: int = 1) -> bool:
return self.prog_items[player][item] >= count
# for loops are specifically used in all/any/count methods, instead of all()/any()/sum(), to avoid the overhead of
# creating and iterating generator instances. In `return all(player_prog_items[item] for item in items)`, the
# argument to all() would be a new generator instance, for example.
def has_all(self, items: Iterable[str], player: int) -> bool:
"""Returns True if each item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if not player_prog_items[item]:
return False
return True
return all(self.prog_items[player][item] for item in items)
def has_any(self, items: Iterable[str], player: int) -> bool:
"""Returns True if at least one item name of items is in state at least once."""
player_prog_items = self.prog_items[player]
for item in items:
if player_prog_items[item]:
return True
return False
return any(self.prog_items[player][item] for item in items)
def has_all_counts(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if each item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] < count:
return False
return True
return all(self.prog_items[player][item] >= count for item, count in item_counts.items())
def has_any_count(self, item_counts: Mapping[str, int], player: int) -> bool:
"""Returns True if at least one item name is in the state at least as many times as specified."""
player_prog_items = self.prog_items[player]
for item, count in item_counts.items():
if player_prog_items[item] >= count:
return True
return False
return any(self.prog_items[player][item] >= count for item, count in item_counts.items())
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
@@ -930,20 +903,11 @@ class CollectionState():
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
total += player_prog_items[item_name]
return total
return sum(self.prog_items[player][item_name] for item_name in items)
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
player_prog_items = self.prog_items[player]
total = 0
for item_name in items:
if player_prog_items[item_name] > 0:
total += 1
return total
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -1008,11 +972,6 @@ class CollectionState():
self.stale[item.player] = True
class EntranceType(IntEnum):
ONE_WAY = 1
TWO_WAY = 2
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
@@ -1020,24 +979,19 @@ class Entrance:
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None) -> None:
self.name = name
self.parent_region = parent
self.player = player
self.randomization_group = randomization_group
self.randomization_type = randomization_type
def can_reach(self, state: CollectionState) -> bool:
assert self.parent_region, f"called can_reach on an Entrance \"{self}\" with no parent_region"
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and self not in state.path:
if not self.hide_path and not self in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True
@@ -1049,32 +1003,6 @@ class Entrance:
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
"""
Determines whether this is a valid source transition, that is, whether the entrance
randomizer is allowed to pair it to place any other regions. By default, this is the
same as a reachability check, but can be modified by Entrance implementations to add
other restrictions based on the placement state.
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
return self.can_reach(er_state.collection_state)
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
"""
Determines whether a given Entrance is a valid target transition, that is, whether
the entrance randomizer is allowed to pair this Entrance to that Entrance. By default,
only allows connection between entrances of the same type (one ways only go to one ways,
two ways always go to two ways) and prevents connecting an exit to itself in coupled mode.
:param other: The proposed Entrance to connect to
:param dead_end: Whether the other entrance considered a dead end by Entrance randomization
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
# the implementation of coupled causes issues for self-loops since the reverse entrance will be the
# same as the forward entrance. In uncoupled they are ok.
return self.randomization_type == other.randomization_type and (not er_state.coupled or self.name != other.name)
def __repr__(self):
multiworld = self.parent_region.multiworld if self.parent_region else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
@@ -1224,16 +1152,6 @@ class Region:
self.exits.append(exit_)
return exit_
def create_er_target(self, name: str) -> Entrance:
"""
Creates and returns an Entrance object as an entrance to this region
:param name: name of the Entrance being created
"""
entrance = self.entrance_type(self.player, name)
entrance.connect(self)
return entrance
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
"""
@@ -1336,26 +1254,13 @@ class Location:
class ItemClassification(IntFlag):
filler = 0b0000
""" aka trash, as in filler items like ammo, currency etc """
progression = 0b0001
""" Item that is logically relevant.
Protects this item from being placed on excluded or unreachable locations. """
useful = 0b0010
""" Item that is especially useful.
Protects this item from being placed on excluded or unreachable locations.
When combined with another flag like "progression", it means "an especially useful progression item". """
trap = 0b0100
""" Item that is detrimental in some way. """
skip_balancing = 0b1000
""" should technically never occur on its own
Item that is logically relevant, but progression balancing should not touch.
Typically currency or other counted items. """
filler = 0b0000 # aka trash, as in filler items like ammo, currency etc,
progression = 0b0001 # Item that is logically relevant
useful = 0b0010 # Item that is generally quite useful, but not required for anything logical
trap = 0b0100 # detrimental item
skip_balancing = 0b1000 # should technically never occur on its own
# Item that is logically relevant, but progression balancing should not touch.
# Typically currency or other counted items.
progression_skip_balancing = 0b1001 # only progression gets balanced
def as_flag(self) -> int:

View File

@@ -31,7 +31,6 @@ import ssl
if typing.TYPE_CHECKING:
import kvui
import argparse
logger = logging.getLogger("Client")
@@ -460,13 +459,6 @@ class CommonContext:
await self.send_msgs([payload])
await self.send_msgs([{"cmd": "Get", "keys": ["_read_race_mode"]}])
async def check_locations(self, locations: typing.Collection[int]) -> set[int]:
"""Send new location checks to the server. Returns the set of actually new locations that were sent."""
locations = set(locations) & self.missing_locations
if locations:
await self.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(locations)}])
return locations
async def console_input(self) -> str:
if self.ui:
self.ui.focus_textinput()
@@ -709,16 +701,8 @@ class CommonContext:
logger.exception(msg, exc_info=exc_info, extra={'compact_gui': True})
self._messagebox_connection_loss = self.gui_error(msg, exc_info[1])
def make_gui(self) -> "type[kvui.GameManager]":
"""
To return the Kivy `App` class needed for `run_gui` so it can be overridden before being built
Common changes are changing `base_title` to update the window title of the client and
updating `logging_pairs` to automatically make new tabs that can be filled with their respective logger.
ex. `logging_pairs.append(("Foo", "Bar"))`
will add a "Bar" tab which follows the logger returned from `logging.getLogger("Foo")`
"""
def make_gui(self) -> typing.Type["kvui.GameManager"]:
"""To return the Kivy App class needed for run_gui so it can be overridden before being built"""
from kvui import GameManager
class TextManager(GameManager):
@@ -907,7 +891,6 @@ async def process_server_cmd(ctx: CommonContext, args: dict):
ctx.disconnected_intentionally = True
ctx.event_invalid_game()
elif 'IncompatibleVersion' in errors:
ctx.disconnected_intentionally = True
raise Exception('Server reported your client version as incompatible. '
'This probably means you have to update.')
elif 'InvalidItemsHandling' in errors:
@@ -1058,32 +1041,6 @@ def get_base_parser(description: typing.Optional[str] = None):
return parser
def handle_url_arg(args: "argparse.Namespace",
parser: "typing.Optional[argparse.ArgumentParser]" = None) -> "argparse.Namespace":
"""
Parse the url arg "archipelago://name:pass@host:port" from launcher into correct launch args for CommonClient
If alternate data is required the urlparse response is saved back to args.url if valid
"""
if not args.url:
return args
url = urllib.parse.urlparse(args.url)
if url.scheme != "archipelago":
if not parser:
parser = get_base_parser()
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
return args
args.url = url
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
return args
def run_as_textclient(*args):
class TextContext(CommonContext):
# Text Mode to use !hint and such with games that have no text entry
@@ -1096,7 +1053,7 @@ def run_as_textclient(*args):
if password_requested and not self.password:
await super(TextContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect(game="")
await self.send_connect()
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
@@ -1125,10 +1082,20 @@ def run_as_textclient(*args):
parser.add_argument("url", nargs="?", help="Archipelago connection url")
args = parser.parse_args(args)
args = handle_url_arg(args, parser=parser)
# handle if text client is launched using the "archipelago://name:pass@host:port" url from webhost
if args.url:
url = urllib.parse.urlparse(args.url)
if url.scheme == "archipelago":
args.connect = url.netloc
if url.username:
args.name = urllib.parse.unquote(url.username)
if url.password:
args.password = urllib.parse.unquote(url.password)
else:
parser.error(f"bad url, found {args.url}, expected url in form of archipelago://archipelago.gg:38281")
# use colorama to display colored text highlighting on windows
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -261,7 +261,7 @@ if __name__ == '__main__':
parser = get_base_parser()
args = parser.parse_args()
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

51
Fill.py
View File

@@ -235,30 +235,18 @@ def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item],
name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False,
check_location_can_fill: bool = False) -> None:
move_unplaceable_to_start_inventory: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
if check_location_can_fill:
state = CollectionState(multiworld)
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.can_fill(state, item_to_fill, check_access=False)
else:
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.item_rule(item_to_fill)
while locations and itempool:
item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations):
if location_can_fill_item(location, item_to_place):
if location.item_rule(item_to_place):
# popping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
@@ -279,7 +267,7 @@ def remaining_fill(multiworld: MultiWorld,
location.item = None
placed_item.location = None
if location_can_fill_item(location, item_to_place):
if location.item_rule(item_to_place):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
@@ -502,13 +490,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=True, allow_partial=True)
if prioritylocations:
# retry with one_item_per_player off because some priority fills can fail to fill with that optimization
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
name="Priority", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
@@ -537,8 +519,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.\n"
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
f"There are {len(progitempool)} more progression items than there are available locations.",
multiworld=multiworld,
)
accessibility_corrections(multiworld, multiworld.state, defaultlocations)
@@ -556,7 +537,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. "
f"There are {len(excludedlocations)} more excluded locations than excludable items.",
f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
multiworld=multiworld,
)
@@ -577,26 +558,6 @@ def distribute_items_restrictive(multiworld: MultiWorld,
print_data = {"items": items_counter, "locations": locations_counter}
logging.info(f"Per-Player counts: {print_data})")
more_locations = locations_counter - items_counter
more_items = items_counter - locations_counter
for player in multiworld.player_ids:
if more_locations[player]:
logging.error(
f"Player {multiworld.get_player_name(player)} had {more_locations[player]} more locations than items.")
elif more_items[player]:
logging.warning(
f"Player {multiworld.get_player_name(player)} had {more_items[player]} more items than locations.")
if unfilled:
raise FillError(
f"Unable to fill all locations.\n" +
f"Unfilled locations({len(unfilled)}): {unfilled}"
)
else:
logging.warning(
f"Unable to place all items.\n" +
f"Unplaced items({len(unplaced)}): {unplaced}"
)
def flood_items(multiworld: MultiWorld) -> None:
# get items to distribute

View File

@@ -42,9 +42,7 @@ def mystery_argparse():
help="Path to output folder. Absolute or relative to cwd.") # absolute or relative to cwd
parser.add_argument('--race', action='store_true', default=defaults.race)
parser.add_argument('--meta_file_path', default=defaults.meta_file_path)
parser.add_argument('--log_level', default=defaults.loglevel, help='Sets log level')
parser.add_argument('--log_time', help="Add timestamps to STDOUT",
default=defaults.logtime, action='store_true')
parser.add_argument('--log_level', default='info', help='Sets log level')
parser.add_argument("--csv_output", action="store_true",
help="Output rolled player options to csv (made for async multiworld).")
parser.add_argument("--plando", default=defaults.plando_options,
@@ -77,7 +75,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
seed = get_seed(args.seed)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level, add_timestamp=args.log_time)
Utils.init_logging(f"Generate_{seed}", loglevel=args.log_level)
random.seed(seed)
seed_name = get_seed_name(random)
@@ -440,7 +438,7 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
if "linked_options" in weights:
weights = roll_linked_options(weights)
valid_keys = {"triggers"}
valid_keys = set()
if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"], valid_keys)
@@ -499,23 +497,15 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
# TODO remove plando_items after moving it to the options system
valid_keys.add("plando_items")
for option_key in game_weights:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":
# TODO there are still more LTTP options not on the options system
valid_keys |= {"sprite_pool", "sprite", "random_sprite_on_event"}
roll_alttp_settings(ret, game_weights)
# log a warning for options within a game section that aren't determined as valid
for option_key in game_weights:
if option_key in valid_keys:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
return ret

View File

@@ -1,7 +1,7 @@
MIT License
Copyright (c) 2017 LLCoolDave
Copyright (c) 2025 Berserker66
Copyright (c) 2022 Berserker66
Copyright (c) 2022 CaitSith2
Copyright (c) 2021 LegendaryLinux

View File

@@ -28,7 +28,6 @@ from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
from NetUtils import ClientStatus
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
from worlds.ladx.ItemTracker import ItemTracker
from worlds.ladx.LADXR.checkMetadata import checkMetadataTable
from worlds.ladx.Locations import get_locations_to_id, meta_to_name
@@ -101,23 +100,19 @@ class LAClientConstants:
WRamCheckSize = 0x4
WRamSafetyValue = bytearray([0]*WRamCheckSize)
wRamStart = 0xC000
hRamStart = 0xFF80
hRamSize = 0x80
MinGameplayValue = 0x06
MaxGameplayValue = 0x1A
VictoryGameplayAndSub = 0x0102
class RAGameboy():
cache = []
cache_start = 0
cache_size = 0
last_cache_read = None
socket = None
def __init__(self, address, port) -> None:
self.cache_start = LAClientConstants.wRamStart
self.cache_size = LAClientConstants.hRamStart + LAClientConstants.hRamSize - LAClientConstants.wRamStart
self.address = address
self.port = port
self.socket = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
@@ -136,14 +131,9 @@ class RAGameboy():
async def get_retroarch_status(self):
return await self.send_command("GET_STATUS")
def set_checks_range(self, checks_start, checks_size):
self.checks_start = checks_start
self.checks_size = checks_size
def set_location_range(self, location_start, location_size, critical_addresses):
self.location_start = location_start
self.location_size = location_size
self.critical_location_addresses = critical_addresses
def set_cache_limits(self, cache_start, cache_size):
self.cache_start = cache_start
self.cache_size = cache_size
def send(self, b):
if type(b) is str:
@@ -198,57 +188,21 @@ class RAGameboy():
if not await self.check_safe_gameplay():
return
attempts = 0
while True:
# RA doesn't let us do an atomic read of a large enough block of RAM
# Some bytes can't change in between reading location_block and hram_block
location_block = await self.read_memory_block(self.location_start, self.location_size)
hram_block = await self.read_memory_block(LAClientConstants.hRamStart, LAClientConstants.hRamSize)
verification_block = await self.read_memory_block(self.location_start, self.location_size)
valid = True
for address in self.critical_location_addresses:
if location_block[address - self.location_start] != verification_block[address - self.location_start]:
valid = False
if valid:
break
attempts += 1
# Shouldn't really happen, but keep it from choking
if attempts > 5:
return
checks_block = await self.read_memory_block(self.checks_start, self.checks_size)
cache = []
remaining_size = self.cache_size
while remaining_size:
block = await self.async_read_memory(self.cache_start + len(cache), remaining_size)
remaining_size -= len(block)
cache += block
if not await self.check_safe_gameplay():
return
self.cache = bytearray(self.cache_size)
start = self.checks_start - self.cache_start
self.cache[start:start + len(checks_block)] = checks_block
start = self.location_start - self.cache_start
self.cache[start:start + len(location_block)] = location_block
start = LAClientConstants.hRamStart - self.cache_start
self.cache[start:start + len(hram_block)] = hram_block
self.cache = cache
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
while remaining_size:
chunk = await self.async_read_memory(address + len(block), remaining_size)
remaining_size -= len(chunk)
block += chunk
return block
async def read_memory_cache(self, addresses):
# TODO: can we just update once per frame?
if not self.last_cache_read or self.last_cache_read + 0.1 < time.time():
await self.update_cache()
if not self.cache:
@@ -281,7 +235,7 @@ class RAGameboy():
def check_command_response(self, command: str, response: bytes):
if command == "VERSION":
ok = re.match(r"\d+\.\d+\.\d+", response.decode('ascii')) is not None
ok = re.match("\d+\.\d+\.\d+", response.decode('ascii')) is not None
else:
ok = response.startswith(command.encode())
if not ok:
@@ -405,12 +359,11 @@ class LinksAwakeningClient():
auth = binascii.hexlify(await self.gameboy.async_read_memory(0x0134, 12)).decode()
self.auth = auth
async def wait_and_init_tracker(self, magpie: MagpieBridge):
async def wait_and_init_tracker(self):
await self.wait_for_game_ready()
self.tracker = LocationTracker(self.gameboy)
self.item_tracker = ItemTracker(self.gameboy)
self.gps_tracker = GpsTracker(self.gameboy)
magpie.gps_tracker = self.gps_tracker
async def recved_item_from_ap(self, item_id, from_player, next_index):
# Don't allow getting an item until you've got your first check
@@ -452,11 +405,9 @@ class LinksAwakeningClient():
return (await self.gameboy.read_memory_cache([LAClientConstants.wGameplayType]))[LAClientConstants.wGameplayType] == 1
async def main_tick(self, item_get_cb, win_cb, deathlink_cb):
await self.gameboy.update_cache()
await self.tracker.readChecks(item_get_cb)
await self.item_tracker.readItems()
await self.gps_tracker.read_location()
await self.gps_tracker.read_entrances()
current_health = (await self.gameboy.read_memory_cache([LAClientConstants.wLinkHealth]))[LAClientConstants.wLinkHealth]
if self.deathlink_debounce and current_health != 0:
@@ -506,7 +457,7 @@ class LinksAwakeningContext(CommonContext):
la_task = None
client = None
# TODO: does this need to re-read on reset?
found_checks = set()
found_checks = []
last_resend = time.time()
magpie_enabled = False
@@ -514,10 +465,6 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
return f"{self.slot_info[self.slot].name}_{storage_key}"
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str], magpie: typing.Optional[bool]) -> None:
self.client = LinksAwakeningClient()
self.slot_data = {}
@@ -558,17 +505,9 @@ class LinksAwakeningContext(CommonContext):
self.ui = LADXManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def send_new_entrances(self, entrances: typing.Dict[str, str]):
# Store the entrances we find on the server for future sessions
message = [{
"cmd": "Set",
"key": self.slot_storage_key,
"default": {},
"want_reply": False,
"operations": [{"operation": "update", "value": entrances}],
}]
async def send_checks(self):
message = [{"cmd": 'LocationChecks', "locations": self.found_checks}]
await self.send_msgs(message)
had_invalid_slot_data = None
@@ -597,20 +536,14 @@ class LinksAwakeningContext(CommonContext):
logger.info("victory!")
await self.send_msgs(message)
self.won = True
async def request_found_entrances(self):
await self.send_msgs([{"cmd": "Get", "keys": [self.slot_storage_key]}])
# Ask for updates so that players can co-op entrances in a seed
await self.send_msgs([{"cmd": "SetNotify", "keys": [self.slot_storage_key]}])
async def on_deathlink(self, data: typing.Dict[str, typing.Any]) -> None:
if self.ENABLE_DEATHLINK:
self.client.pending_deathlink = True
def new_checks(self, item_ids, ladxr_ids):
self.found_checks.update(item_ids)
create_task_log_exception(self.check_locations(self.found_checks))
self.found_checks += item_ids
create_task_log_exception(self.send_checks())
if self.magpie_enabled:
create_task_log_exception(self.magpie.send_new_checks(ladxr_ids))
@@ -627,10 +560,6 @@ class LinksAwakeningContext(CommonContext):
while self.client.auth == None:
await asyncio.sleep(0.1)
# Just return if we're closing
if self.exit_event.is_set():
return
self.auth = self.client.auth
await self.send_connect()
@@ -643,12 +572,6 @@ class LinksAwakeningContext(CommonContext):
if cmd == "ReceivedItems":
for index, item in enumerate(args["items"], start=args["index"]):
self.client.recvd_checks[index] = item
if cmd == "Retrieved" and self.magpie_enabled and self.slot_storage_key in args["keys"]:
self.client.gps_tracker.receive_found_entrances(args["keys"][self.slot_storage_key])
if cmd == "SetReply" and self.magpie_enabled and args["key"] == self.slot_storage_key:
self.client.gps_tracker.receive_found_entrances(args["value"])
async def sync(self):
sync_msg = [{'cmd': 'Sync'}]
@@ -662,12 +585,6 @@ class LinksAwakeningContext(CommonContext):
checkMetadataTable[check.id])] for check in ladxr_checks]
self.new_checks(checks, [check.id for check in ladxr_checks])
for check in ladxr_checks:
if check.value and check.linkedItem:
linkedItem = check.linkedItem
if 'condition' not in linkedItem or linkedItem['condition'](self.slot_data):
self.client.item_tracker.setExtraItem(check.linkedItem['item'], check.linkedItem['qty'])
async def victory():
await self.send_victory()
@@ -701,36 +618,21 @@ class LinksAwakeningContext(CommonContext):
if not self.client.recvd_checks:
await self.sync()
await self.client.wait_and_init_tracker(self.magpie)
await self.client.wait_and_init_tracker()
min_tick_duration = 0.1
last_tick = time.time()
while True:
await self.client.main_tick(on_item_get, victory, deathlink)
await asyncio.sleep(0.1)
now = time.time()
tick_duration = now - last_tick
sleep_duration = max(min_tick_duration - tick_duration, 0)
await asyncio.sleep(sleep_duration)
last_tick = now
if self.last_resend + 5.0 < now:
self.last_resend = now
await self.check_locations(self.found_checks)
await self.send_checks()
if self.magpie_enabled:
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
await self.magpie.send_gps(self.client.gps_tracker)
self.magpie.slot_data = self.slot_data
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
new_entrances = await self.magpie.send_gps(self.client.gps_tracker)
if new_entrances:
await self.send_new_entrances(new_entrances)
except Exception:
# Don't let magpie errors take out the client
pass
@@ -799,6 +701,6 @@ async def main():
await ctx.shutdown()
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -33,15 +33,10 @@ WINDOW_MIN_HEIGHT = 525
WINDOW_MIN_WIDTH = 425
class AdjusterWorld(object):
class AdjusterSubWorld(object):
def __init__(self, random):
self.random = random
def __init__(self, sprite_pool):
import random
self.sprite_pool = {1: sprite_pool}
self.per_slot_randoms = {1: random}
self.worlds = {1: self.AdjusterSubWorld(random)}
class ArgumentDefaultsHelpFormatter(argparse.RawTextHelpFormatter):

View File

@@ -370,7 +370,7 @@ if __name__ == "__main__":
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -148,8 +148,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
else:
multiworld.worlds[1].options.non_local_items.value = set()
multiworld.worlds[1].options.local_items.value = set()
AutoWorld.call_all(multiworld, "connect_entrances")
AutoWorld.call_all(multiworld, "generate_basic")
# remove starting inventory from pool items.

View File

@@ -28,11 +28,9 @@ ModuleUpdate.update()
if typing.TYPE_CHECKING:
import ssl
from NetUtils import ServerConnection
import colorama
import websockets
from websockets.extensions.permessage_deflate import PerMessageDeflate
import colorama
try:
# ponyorm is a requirement for webhost, not default server, so may not be importable
from pony.orm.dbapiprovider import OperationalError
@@ -47,7 +45,7 @@ from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, Networ
from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
colorama.just_fix_windows_console()
colorama.init()
def remove_from_list(container, value):
@@ -121,14 +119,13 @@ def get_saving_second(seed_name: str, interval: int = 60) -> int:
class Client(Endpoint):
version = Version(0, 0, 0)
tags: typing.List[str]
tags: typing.List[str] = []
remote_items: bool
remote_start_inventory: bool
no_items: bool
no_locations: bool
no_text: bool
def __init__(self, socket: "ServerConnection", ctx: Context) -> None:
def __init__(self, socket: websockets.WebSocketServerProtocol, ctx: Context):
super().__init__(socket)
self.auth = False
self.team = None
@@ -178,7 +175,6 @@ class Context:
"compatibility": int}
# team -> slot id -> list of clients authenticated to slot.
clients: typing.Dict[int, typing.Dict[int, typing.List[Client]]]
endpoints: list[Client]
locations: LocationStore # typing.Dict[int, typing.Dict[int, typing.Tuple[int, int, int]]]
location_checks: typing.Dict[typing.Tuple[int, int], typing.Set[int]]
hints_used: typing.Dict[typing.Tuple[int, int], int]
@@ -368,28 +364,18 @@ class Context:
return True
def broadcast_all(self, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in self.endpoints
if endpoint.auth and not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in self.endpoints if endpoint.auth)
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
msg_is_text = all(msg["cmd"] == "PrintJSON" for msg in msgs)
data = self.dumper(msgs)
endpoints = (
endpoint
for endpoint in itertools.chain.from_iterable(self.clients[team].values())
if not (msg_is_text and endpoint.no_text)
)
async_start(self.broadcast_send_encoded_msgs(endpoints, data))
msgs = self.dumper(msgs)
endpoints = (endpoint for endpoint in itertools.chain.from_iterable(self.clients[team].values()))
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast(self, endpoints: typing.Iterable[Client], msgs: typing.List[dict]):
msgs = self.dumper(msgs)
@@ -403,13 +389,13 @@ class Context:
await on_client_disconnected(self, endpoint)
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
if not client.auth or client.no_text:
if not client.auth:
return
async_start(self.send_msgs(client,
[{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}
@@ -458,7 +444,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}
@@ -757,24 +743,23 @@ class Context:
concerns[player].append(data)
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
# only remember hints that were not already found at the time of creation
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
if recipients is None or slot in recipients:
clients = filter(lambda c: not c.no_text, self.clients[team].get(slot, []))
clients = self.clients[team].get(slot)
if not clients:
continue
client_hints = [datum[1] for datum in sorted(hint_data, key=lambda x: x[0].finding_player != slot)]
@@ -783,7 +768,7 @@ class Context:
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 and hint.finding_player == finding_player:
if hint.location == seeked_location:
return hint
return None
@@ -833,7 +818,7 @@ def update_aliases(ctx: Context, team: int):
async_start(ctx.send_encoded_msgs(client, cmd))
async def server(websocket: "ServerConnection", path: str = "/", ctx: Context = None) -> None:
async def server(websocket, path: str = "/", ctx: Context = None):
client = Client(websocket, ctx)
ctx.endpoints.append(client)
@@ -924,10 +909,6 @@ async def on_client_joined(ctx: Context, client: Client):
"If your client supports it, "
"you may have additional local commands you can list with /help.",
{"type": "Tutorial"})
if not any(isinstance(extension, PerMessageDeflate) for extension in client.socket.extensions):
ctx.notify_client(client, "Warning: your client does not support compressed websocket connections! "
"It may stop working in the future. If you are a player, please report this to the "
"client's developer.")
ctx.client_connection_timers[client.team, client.slot] = datetime.datetime.now(datetime.timezone.utc)
@@ -1078,37 +1059,21 @@ def send_items_to(ctx: Context, team: int, target_slot: int, *items: NetworkItem
def register_location_checks(ctx: Context, team: int, slot: int, locations: typing.Iterable[int],
count_activity: bool = True):
slot_locations = ctx.locations[slot]
new_locations = set(locations) - ctx.location_checks[team, slot]
new_locations.intersection_update(slot_locations) # ignore location IDs unknown to this multidata
new_locations.intersection_update(ctx.locations[slot]) # ignore location IDs unknown to this multidata
if new_locations:
if count_activity:
ctx.client_activity_timers[team, slot] = datetime.datetime.now(datetime.timezone.utc)
sortable: list[tuple[int, int, int, int]] = []
for location in new_locations:
# extract all fields to avoid runtime overhead in LocationStore
item_id, target_player, flags = slot_locations[location]
# sort/group by receiver and item
sortable.append((target_player, item_id, location, flags))
info_texts: list[dict[str, typing.Any]] = []
for target_player, item_id, location, flags in sorted(sortable):
item_id, target_player, flags = ctx.locations[slot][location]
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
if len(info_texts) >= 140:
# split into chunks that are close to compression window of 64K but not too big on the wire
# (roughly 1300-2600 bytes after compression depending on repetitiveness)
ctx.broadcast_team(team, info_texts)
info_texts.clear()
info_texts.append(json_format_send_event(new_item, target_player))
ctx.broadcast_team(team, info_texts)
del info_texts
del sortable
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
ctx.location_checks[team, slot] |= new_locations
send_new_items(ctx)
@@ -1135,7 +1100,7 @@ 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):
prev_hint = ctx.get_hint(team, finding_player, location_id)
prev_hint = ctx.get_hint(team, slot, location_id)
if prev_hint:
hints.append(prev_hint)
else:
@@ -1821,9 +1786,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
ctx.clients[team][slot].append(client)
client.version = args['version']
client.tags = args['tags']
client.no_locations = "TextOnly" in client.tags or "Tracker" in client.tags
# set NoText for old PopTracker clients that predate the tag to save traffic
client.no_text = "NoText" in client.tags or ("PopTracker" in client.tags and client.version < (0, 5, 1))
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
connected_packet = {
"cmd": "Connected",
"team": client.team, "slot": client.slot,
@@ -1896,9 +1859,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
client.tags = args["tags"]
if set(old_tags) != set(client.tags):
client.no_locations = 'TextOnly' in client.tags or 'Tracker' in client.tags
client.no_text = "NoText" in client.tags or (
"PopTracker" in client.tags and client.version < (0, 5, 1)
)
ctx.broadcast_text_all(
f"{ctx.get_aliased_name(client.team, client.slot)} (Team #{client.team + 1}) has changed tags "
f"from {old_tags} to {client.tags}.",
@@ -1927,8 +1887,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
for location in args["locations"]:
if type(location) is not int:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Locations has to be a list of integers',
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'LocationScouts',
"original_cmd": cmd}])
return
@@ -2031,7 +1990,6 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
args["cmd"] = "SetReply"
value = ctx.stored_data.get(args["key"], args.get("default", 0))
args["original_value"] = copy.copy(value)
args["slot"] = client.slot
for operation in args["operations"]:
func = modify_functions[operation["operation"]]
value = func(value, operation["value"])

View File

@@ -5,20 +5,11 @@ import enum
import warnings
from json import JSONEncoder, JSONDecoder
if typing.TYPE_CHECKING:
from websockets import WebSocketServerProtocol as ServerConnection
import websockets
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_UNSPECIFIED = 0
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
HINT_FOUND = 40
class JSONMessagePart(typing.TypedDict, total=False):
text: str
# optional
@@ -28,8 +19,6 @@ class JSONMessagePart(typing.TypedDict, total=False):
player: int
# if type == item indicates item flags
flags: int
# if type == hint_status
hint_status: HintStatus
class ClientStatus(ByValue, enum.IntEnum):
@@ -40,6 +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
@@ -152,7 +149,7 @@ decode = JSONDecoder(object_hook=_object_hook).decode
class Endpoint:
socket: "ServerConnection"
socket: websockets.WebSocketServerProtocol
def __init__(self, socket):
self.socket = socket
@@ -195,7 +192,6 @@ class JSONTypes(str, enum.Enum):
location_name = "location_name"
location_id = "location_id"
entrance_name = "entrance_name"
hint_status = "hint_status"
class JSONtoTextParser(metaclass=HandlerMeta):
@@ -277,10 +273,6 @@ class JSONtoTextParser(metaclass=HandlerMeta):
node["color"] = 'blue'
return self._handle_color(node)
def _handle_hint_status(self, node: JSONMessagePart):
node["color"] = status_colors.get(node["hint_status"], "red")
return self._handle_color(node)
class RawJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
@@ -327,13 +319,6 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
def add_json_hint_status(parts: list, hint_status: HintStatus, text: typing.Optional[str] = None, **kwargs):
parts.append({"text": text if text != None else status_names.get(hint_status, "(unknown)"),
"hint_status": hint_status, "type": JSONTypes.hint_status, **kwargs})
class Hint(typing.NamedTuple):
receiving_player: int
finding_player: int
@@ -378,7 +363,8 @@ class Hint(typing.NamedTuple):
else:
add_json_text(parts, "'s World")
add_json_text(parts, ". ")
add_json_hint_status(parts, self.status)
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,

View File

@@ -1,6 +1,7 @@
import tkinter as tk
import argparse
import logging
import random
import os
import zipfile
from itertools import chain
@@ -196,6 +197,7 @@ def set_icon(window):
def adjust(args):
# Create a fake multiworld and OOTWorld to use as a base
multiworld = MultiWorld(1)
multiworld.per_slot_randoms = {1: random}
ootworld = OOTWorld(multiworld, 1)
# Set options in the fake OOTWorld
for name, option in chain(cosmetic_options.items(), sfx_options.items()):

View File

@@ -346,7 +346,7 @@ if __name__ == '__main__':
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -137,7 +137,7 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved.
If this is None, it inherits the value of `WebWorld.rich_text_options_doc`. For
If this is None, it inherits the value of `World.rich_text_options_doc`. For
backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation.
@@ -496,7 +496,7 @@ class TextChoice(Choice):
def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \
f"'{value}' is not a valid option for '{self.__class__.__name__}'"
f"{value} is not a valid option for {self.__class__.__name__}"
self.value = value
@property
@@ -617,17 +617,17 @@ class PlandoBosses(TextChoice, metaclass=BossMeta):
used_locations.append(location)
used_bosses.append(boss)
if not cls.valid_boss_name(boss):
raise ValueError(f"'{boss.title()}' is not a valid boss name.")
raise ValueError(f"{boss.title()} is not a valid boss name.")
if not cls.valid_location_name(location):
raise ValueError(f"'{location.title()}' is not a valid boss location name.")
raise ValueError(f"{location.title()} is not a valid boss location name.")
if not cls.can_place_boss(boss, location):
raise ValueError(f"'{location.title()}' is not a valid location for {boss.title()} to be placed.")
raise ValueError(f"{location.title()} is not a valid location for {boss.title()} to be placed.")
else:
if cls.duplicate_bosses:
if not cls.valid_boss_name(option):
raise ValueError(f"'{option}' is not a valid boss name.")
raise ValueError(f"{option} is not a valid boss name.")
else:
raise ValueError(f"'{option.title()}' is not formatted correctly.")
raise ValueError(f"{option.title()} is not formatted correctly.")
@classmethod
def can_place_boss(cls, boss: str, location: str) -> bool:
@@ -689,9 +689,9 @@ class Range(NumericOption):
@classmethod
def weighted_range(cls, text) -> Range:
if text == "random-low":
return cls(cls.triangular(cls.range_start, cls.range_end, 0.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_start))
elif text == "random-high":
return cls(cls.triangular(cls.range_start, cls.range_end, 1.0))
return cls(cls.triangular(cls.range_start, cls.range_end, cls.range_end))
elif text == "random-middle":
return cls(cls.triangular(cls.range_start, cls.range_end))
elif text.startswith("random-range-"):
@@ -717,11 +717,11 @@ class Range(NumericOption):
f"{random_range[0]}-{random_range[1]} is outside allowed range "
f"{cls.range_start}-{cls.range_end} for option {cls.__name__}")
if text.startswith("random-range-low"):
return cls(cls.triangular(random_range[0], random_range[1], 0.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[0]))
elif text.startswith("random-range-middle"):
return cls(cls.triangular(random_range[0], random_range[1]))
elif text.startswith("random-range-high"):
return cls(cls.triangular(random_range[0], random_range[1], 1.0))
return cls(cls.triangular(random_range[0], random_range[1], random_range[1]))
else:
return cls(random.randint(random_range[0], random_range[1]))
@@ -739,16 +739,8 @@ class Range(NumericOption):
return str(self.value)
@staticmethod
def triangular(lower: int, end: int, tri: float = 0.5) -> int:
"""
Integer triangular distribution for `lower` inclusive to `end` inclusive.
Expects `lower <= end` and `0.0 <= tri <= 1.0`. The result of other inputs is undefined.
"""
# Use the continuous range [lower, end + 1) to produce an integer result in [lower, end].
# random.triangular is actually [a, b] and not [a, b), so there is a very small chance of getting exactly b even
# when a != b, so ensure the result is never more than `end`.
return min(end, math.floor(random.triangular(0.0, 1.0, tri) * (end - lower + 1) + lower))
def triangular(lower: int, end: int, tri: typing.Optional[int] = None) -> int:
return int(round(random.triangular(lower, end, tri), 0))
class NamedRange(Range):
@@ -825,15 +817,15 @@ class VerifyKeys(metaclass=FreezeValidKeys):
for item_name in self.value:
if item_name not in world.item_names:
picks = get_fuzzy_results(item_name, world.item_names, limit=1)
raise Exception(f"Item '{item_name}' from option '{self}' "
f"is not a valid item name from '{world.game}'. "
raise Exception(f"Item {item_name} from option {self} "
f"is not a valid item name from {world.game}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
elif self.verify_location_name:
for location_name in self.value:
if location_name not in world.location_names:
picks = get_fuzzy_results(location_name, world.location_names, limit=1)
raise Exception(f"Location '{location_name}' from option '{self}' "
f"is not a valid location name from '{world.game}'. "
raise Exception(f"Location {location_name} from option {self} "
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]:
@@ -1119,11 +1111,11 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
used_entrances.append(entrance)
used_exits.append(exit)
if not cls.validate_entrance_name(entrance):
raise ValueError(f"'{entrance.title()}' is not a valid entrance.")
raise ValueError(f"{entrance.title()} is not a valid entrance.")
if not cls.validate_exit_name(exit):
raise ValueError(f"'{exit.title()}' is not a valid exit.")
raise ValueError(f"{exit.title()} is not a valid exit.")
if not cls.can_connect(entrance, exit):
raise ValueError(f"Connection between '{entrance.title()}' and '{exit.title()}' is invalid.")
raise ValueError(f"Connection between {entrance.title()} and {exit.title()} is invalid.")
@classmethod
def from_any(cls, data: PlandoConFromAnyType) -> Self:
@@ -1387,8 +1379,8 @@ class ItemLinks(OptionList):
picks_group = get_fuzzy_results(item_name, world.item_name_groups.keys(), limit=1)
picks_group = f" or '{picks_group[0][0]}' ({picks_group[0][1]}% sure)" if allow_item_groups else ""
raise Exception(f"Item '{item_name}' from item link '{item_link}' "
f"is not a valid item from '{world.game}' for '{pool_name}'. "
raise Exception(f"Item {item_name} from item link {item_link} "
f"is not a valid item from {world.game} for {pool_name}. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure){picks_group}")
if allow_item_groups:
pool |= world.item_name_groups.get(item_name, {item_name})
@@ -1579,11 +1571,10 @@ def dump_player_options(multiworld: MultiWorld) -> None:
player_output = {
"Game": multiworld.game[player],
"Name": multiworld.get_player_name(player),
"ID": player,
}
output.append(player_output)
for option_key, option in world.options_dataclass.type_hints.items():
if option.visibility == Visibility.none:
if issubclass(Removed, option):
continue
display_name = getattr(option, "display_name", option_key)
player_output[display_name] = getattr(world.options, option_key).current_option_name
@@ -1592,7 +1583,7 @@ def dump_player_options(multiworld: MultiWorld) -> None:
game_option_names.append(display_name)
with open(output_path(f"generate_{multiworld.seed_name}.csv"), mode="w", newline="") as file:
fields = ["ID", "Game", "Name", *all_option_names]
fields = ["Game", "Name", *all_option_names]
writer = DictWriter(file, fields)
writer.writeheader()
writer.writerows(output)

View File

@@ -79,9 +79,6 @@ Currently, the following games are supported:
* Faxanadu
* Saving Princess
* Castlevania: Circle of the Moon
* Inscryption
* Civilization VI
* The Legend of Zelda: The Wind Waker
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

@@ -243,9 +243,6 @@ class SNIContext(CommonContext):
# Once the games handled by SNIClient gets made to be remote items,
# this will no longer be needed.
async_start(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}]))
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
def run_gui(self) -> None:
from kvui import GameManager
@@ -735,6 +732,6 @@ async def main() -> None:
if __name__ == '__main__':
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -500,7 +500,7 @@ def main():
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(_main())
colorama.deinit()

View File

@@ -152,15 +152,8 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share'))
home_path.cached_path = xdg_data_home + '/Archipelago'
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -443,8 +436,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection,
self.options_module.PlandoText)):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -542,8 +534,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
sys.__excepthook__(exc_type, exc_value, exc_traceback)
return
logging.getLogger(exception_logger).exception("Uncaught exception",
exc_info=(exc_type, exc_value, exc_traceback),
extra={"NoStream": exception_logger is None})
exc_info=(exc_type, exc_value, exc_traceback))
return orig_hook(exc_type, exc_value, exc_traceback)
handle_exception._wrapped = True
@@ -941,7 +932,7 @@ def freeze_support() -> None:
def visualize_regions(root_region: Region, file_name: str, *,
show_entrance_names: bool = False, show_locations: bool = True, show_other_regions: bool = True,
linetype_ortho: bool = True, regions_to_highlight: set[Region] | None = None) -> None:
linetype_ortho: bool = True) -> None:
"""Visualize the layout of a world as a PlantUML diagram.
:param root_region: The region from which to start the diagram from. (Usually the "Menu" region of your world.)
@@ -957,22 +948,16 @@ def visualize_regions(root_region: Region, file_name: str, *,
Items without ID will be shown in italics.
:param show_other_regions: (default True) If enabled, regions that can't be reached by traversing exits are shown.
:param linetype_ortho: (default True) If enabled, orthogonal straight line parts will be used; otherwise polylines.
:param regions_to_highlight: Regions that will be highlighted in green if they are reachable.
Example usage in World code:
from Utils import visualize_regions
state = self.multiworld.get_all_state(False)
state.update_reachable_regions(self.player)
visualize_regions(self.get_region("Menu"), "my_world.puml", show_entrance_names=True,
regions_to_highlight=state.reachable_regions[self.player])
visualize_regions(self.multiworld.get_region("Menu", self.player), "my_world.puml")
Example usage in Main code:
from Utils import visualize_regions
for player in multiworld.player_ids:
visualize_regions(multiworld.get_region("Menu", player), f"{multiworld.get_out_file_name_base(player)}.puml")
"""
if regions_to_highlight is None:
regions_to_highlight = set()
assert root_region.multiworld, "The multiworld attribute of root_region has to be filled"
from BaseClasses import Entrance, Item, Location, LocationProgressType, MultiWorld, Region
from collections import deque
@@ -1025,7 +1010,7 @@ def visualize_regions(root_region: Region, file_name: str, *,
uml.append(f"\"{fmt(region)}\" : {{field}} {lock}{fmt(location)}")
def visualize_region(region: Region) -> None:
uml.append(f"class \"{fmt(region)}\" {'#00FF00' if region in regions_to_highlight else ''}")
uml.append(f"class \"{fmt(region)}\"")
if show_locations:
visualize_locations(region)
visualize_exits(region)

View File

@@ -446,6 +446,6 @@ if __name__ == '__main__':
parser = get_base_parser(description="Wargroove Client, for text interfacing.")
args, rest = parser.parse_known_args()
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -3,13 +3,13 @@ from typing import List, Tuple
from flask import Blueprint
from ..models import Seed, Slot
from ..models import Seed
api_endpoints = Blueprint('api', __name__, url_prefix="/api")
def get_players(seed: Seed) -> List[Tuple[str, str]]:
return [(slot.player_name, slot.game) for slot in seed.slots.order_by(Slot.player_id)]
return [(slot.player_name, slot.game) for slot in seed.slots]
from . import datapackage, generate, room, user # trigger registration

View File

@@ -30,4 +30,4 @@ def get_seeds():
"creation_time": seed.creation_time,
"players": get_players(seed.slots),
})
return jsonify(response)
return jsonify(response)

View File

@@ -117,7 +117,6 @@ class WebHostContext(Context):
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load
self.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_name_groups.get("Archipelago", {})}
missing_checksum = False
for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game]
@@ -133,13 +132,11 @@ class WebHostContext(Context):
continue
else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}")
else:
missing_checksum = True # Game rolled on old AP and will load data package from multidata
self.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_name_groups.get(game, {})
if not game_data_packages and not missing_checksum:
if not game_data_packages:
# all static -> use the static dicts directly
self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups

View File

@@ -31,11 +31,11 @@ def get_meta(options_source: dict, race: bool = False) -> Dict[str, Union[List[s
server_options = {
"hint_cost": int(options_source.get("hint_cost", ServerOptions.hint_cost)),
"release_mode": str(options_source.get("release_mode", ServerOptions.release_mode)),
"remaining_mode": str(options_source.get("remaining_mode", ServerOptions.remaining_mode)),
"collect_mode": str(options_source.get("collect_mode", ServerOptions.collect_mode)),
"release_mode": options_source.get("release_mode", ServerOptions.release_mode),
"remaining_mode": options_source.get("remaining_mode", ServerOptions.remaining_mode),
"collect_mode": options_source.get("collect_mode", ServerOptions.collect_mode),
"item_cheat": bool(int(options_source.get("item_cheat", not ServerOptions.disable_item_cheat))),
"server_password": str(options_source.get("server_password", None)),
"server_password": options_source.get("server_password", None),
}
generator_options = {
"spoiler": int(options_source.get("spoiler", GeneratorOptions.spoiler)),

View File

@@ -1,11 +1,11 @@
flask>=3.1.0
werkzeug>=3.1.3
flask>=3.0.3
werkzeug>=3.0.6
pony>=0.7.19
waitress>=3.0.2
waitress>=3.0.0
Flask-Caching>=2.3.0
Flask-Compress>=1.17
Flask-Limiter>=3.12
bokeh>=3.6.3
markupsafe>=3.0.2
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.5.2
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1

View File

@@ -22,7 +22,7 @@ players to rely upon each other to complete their game.
While a multiworld game traditionally requires all players to be playing the same game, a multi-game multiworld allows
players to randomize any of the supported games, and send items between them. This allows players of different
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworlds.
games to interact with one another in a single multiplayer environment. Archipelago supports multi-game multiworld.
Here is a list of our [Supported Games](https://archipelago.gg/games).
## Can I generate a single-player game with Archipelago?

View File

@@ -75,27 +75,6 @@
#inventory-table img.acquired.green{ /*32CD32*/
filter: hue-rotate(84deg) saturate(10) brightness(0.7);
}
#inventory-table img.acquired.hotpink{ /*FF69B4*/
filter: sepia(100%) hue-rotate(300deg) saturate(10);
}
#inventory-table img.acquired.lightsalmon{ /*FFA07A*/
filter: sepia(100%) hue-rotate(347deg) saturate(10);
}
#inventory-table img.acquired.crimson{ /*DB143B*/
filter: sepia(100%) hue-rotate(318deg) saturate(10) brightness(0.86);
}
#inventory-table span{
color: #B4B4A0;
font-size: 40px;
max-width: 40px;
max-height: 40px;
filter: grayscale(100%) contrast(75%) brightness(30%);
}
#inventory-table span.acquired{
filter: none;
}
#inventory-table div.image-stack{
display: grid;

View File

@@ -1,6 +1,6 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2025 Archipelago</div>
<div id="copyright-notice">Copyright 2024 Archipelago</div>
<div id="links">
<a href="/sitemap">Site Map</a>
-

View File

@@ -213,7 +213,7 @@
{% endmacro %}
{% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Pick a random value for this option.">
<div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲

View File

@@ -99,52 +99,6 @@
{% endif %}
</div>
</div>
{% if 'PrismBreak' in options or 'LockKeyAmadeus' in options or 'GateKeep' in options %}
<div class="table-row">
{% if 'PrismBreak' in options %}
<div class="C1">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Laser Access'] }}" class="hotpink {{ 'acquired' if 'Laser Access A' in acquired_items }}" title="Laser Access A" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Laser Access'] }}" class="lightsalmon {{ 'acquired' if 'Laser Access I' in acquired_items }}" title="Laser Access I" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Laser Access'] }}" class="crimson {{ 'acquired' if 'Laser Access M' in acquired_items }}" title="Laser Access M" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'LockKeyAmadeus' in options %}
<div class="C2">
<div class="image-stack">
<div class="stack-front">
<div class="stack-top-left">
<img src="{{ icons['Lab Glasses'] }}" class="{{ 'acquired' if 'Lab Access Genza' in acquired_items }}" title="Lab Access Genza" />
</div>
<div class="stack-top-right">
<img src="{{ icons['Eye Orb'] }}" class="{{ 'acquired' if 'Lab Access Dynamo' in acquired_items }}" title="Lab Access Dynamo" />
</div>
<div class="stack-bottum-left">
<img src="{{ icons['Lab Coat'] }}" class="{{ 'acquired' if 'Lab Access Research' in acquired_items }}" title="Lab Access Research" />
</div>
<div class="stack-bottum-right">
<img src="{{ icons['Demon'] }}" class="{{ 'acquired' if 'Lab Access Experiment' in acquired_items }}" title="Lab Access Experiment" />
</div>
</div>
</div>
</div>
{% endif %}
{% if 'GateKeep' in options %}
<div class="C3">
<span class="{{ 'acquired' if 'Drawbridge Key' in acquired_items }}" title="Drawbridge Key">&#10070;</span>
</div>
{% endif %}
</div>
{% endif %}
</div>
<table id="location-table">

View File

@@ -100,7 +100,7 @@
{% else %}
<div class="unsupported-option">
This option cannot be modified here. Please edit your .yaml file manually.
This option is not supported. Please edit your .yaml file manually.
</div>
{% endif %}

View File

@@ -1071,11 +1071,6 @@ if "Timespinner" in network_data_package["games"]:
"Plasma Orb": "https://timespinnerwiki.com/mediawiki/images/4/44/Plasma_Orb.png",
"Kobo": "https://timespinnerwiki.com/mediawiki/images/c/c6/Familiar_Kobo.png",
"Merchant Crow": "https://timespinnerwiki.com/mediawiki/images/4/4e/Familiar_Crow.png",
"Laser Access": "https://timespinnerwiki.com/mediawiki/images/9/99/Historical_Documents.png",
"Lab Glasses": "https://timespinnerwiki.com/mediawiki/images/4/4a/Lab_Glasses.png",
"Eye Orb": "https://timespinnerwiki.com/mediawiki/images/a/a4/Eye_Orb.png",
"Lab Coat": "https://timespinnerwiki.com/mediawiki/images/5/51/Lab_Coat.png",
"Demon": "https://timespinnerwiki.com/mediawiki/images/f/f8/Familiar_Demon.png",
}
timespinner_location_ids = {
@@ -1123,9 +1118,6 @@ if "Timespinner" in network_data_package["games"]:
timespinner_location_ids["Ancient Pyramid"] += [
1337237, 1337238, 1337239,
1337240, 1337241, 1337242, 1337243, 1337244, 1337245]
if (slot_data["PyramidStart"]):
timespinner_location_ids["Ancient Pyramid"] += [
1337233, 1337234, 1337235]
display_data = {}

View File

@@ -386,7 +386,7 @@ if __name__ == '__main__':
parser.add_argument('diff_file', default="", type=str, nargs="?",
help='Path to a Archipelago Binary Patch file')
args = parser.parse_args()
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main(args))
colorama.deinit()

View File

@@ -147,8 +147,3 @@
rectangle: self.x-2, self.y-2, self.width+4, self.height+4
<ServerToolTip>:
pos_hint: {'center_y': 0.5, 'center_x': 0.5}
<AutocompleteHintInput>
size_hint_y: None
height: dp(30)
multiline: False
write_tab: False

View File

@@ -121,14 +121,6 @@ Response:
Expected Response Type: `HASH_RESPONSE`
- `MEMORY_SIZE`
Returns the size in bytes of the specified memory domain.
Expected Response Type: `MEMORY_SIZE_RESPONSE`
Additional Fields:
- `domain` (`string`): The name of the memory domain to check
- `GUARD`
Checks a section of memory against `expected_data`. If the bytes starting
at `address` do not match `expected_data`, the response will have `value`
@@ -224,12 +216,6 @@ Response:
Additional Fields:
- `value` (`string`): The returned hash
- `MEMORY_SIZE_RESPONSE`
Contains the size in bytes of the specified memory domain.
Additional Fields:
- `value` (`number`): The size of the domain in bytes
- `GUARD_RESPONSE`
The result of an attempted `GUARD` request.
@@ -390,15 +376,6 @@ request_handlers = {
return res
end,
["MEMORY_SIZE"] = function (req)
local res = {}
res["type"] = "MEMORY_SIZE_RESPONSE"
res["value"] = memory.getmemorydomainsize(req["domain"])
return res
end,
["GUARD"] = function (req)
local res = {}
local expected_data = base64.decode(req["expected_data"])
@@ -636,11 +613,9 @@ end)
if bizhawk_major < 2 or (bizhawk_major == 2 and bizhawk_minor < 7) then
print("Must use BizHawk 2.7.0 or newer")
elseif bizhawk_major > 2 or (bizhawk_major == 2 and bizhawk_minor > 9) then
print("Warning: This version of BizHawk is newer than this script. If it doesn't work, consider downgrading to 2.9.")
else
if bizhawk_major > 2 or (bizhawk_major == 2 and bizhawk_minor > 10) then
print("Warning: This version of BizHawk is newer than this script. If it doesn't work, consider downgrading to 2.10.")
end
if emu.getsystemid() == "NULL" then
print("No ROM is loaded. Please load a ROM.")
while emu.getsystemid() == "NULL" do

View File

@@ -1816,7 +1816,7 @@ end
-- Main control handling: main loop and socket receive
function APreceive()
function receive()
l, e = ootSocket:receive()
-- Handle incoming message
if e == 'closed' then
@@ -1874,7 +1874,7 @@ function main()
end
if (curstate == STATE_OK) or (curstate == STATE_INITIAL_CONNECTION_MADE) or (curstate == STATE_TENTATIVELY_CONNECTED) then
if (frame % 30 == 0) then
APreceive()
receive()
end
elseif (curstate == STATE_UNINITIALIZED) then
if (frame % 60 == 0) then

View File

@@ -45,9 +45,6 @@
# ChecksFinder
/worlds/checksfinder/ @SunCatMC
# Civilization VI
/worlds/civ6/ @hesto2
# Clique
/worlds/clique/ @ThePhar
@@ -84,9 +81,6 @@
# Hylics 2
/worlds/hylics2/ @TRPG0
# Inscryption
/worlds/inscryption/ @DrBibop @Glowbuzz
# Kirby's Dream Land 3
/worlds/kdl3/ @Silvris
@@ -102,9 +96,6 @@
# Lingo
/worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @threeandthreee
# Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -158,7 +149,7 @@
/worlds/saving_princess/ @LeonarthCG
# Shivers
/worlds/shivers/ @GodlFire @korydondzila
/worlds/shivers/ @GodlFire
# A Short Hike
/worlds/shorthike/ @chandler05 @BrandenEK
@@ -214,9 +205,6 @@
# Wargroove
/worlds/wargroove/ @FlySniper
# The Wind Waker
/worlds/tww/ @tanjo3
# The Witness
/worlds/witness/ @NewSoupVi @blastron
@@ -245,6 +233,9 @@
# Final Fantasy (1)
# /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
# Ocarina of Time
# /worlds/oot/

View File

@@ -43,26 +43,3 @@ A faster alternative to the `for` loop would be to use a [list comprehension](ht
```py
item_pool += [self.create_filler() for _ in range(total_locations - len(item_pool))]
```
---
### I learned about indirect conditions in the world API document, but I want to know more. What are they and why are they necessary?
The world API document mentions how to use `multiworld.register_indirect_condition` to register indirect conditions and **when** you should use them, but not *how* they work and *why* they are necessary. This is because the explanation is quite complicated.
Region sweep (the algorithm that determines which regions are reachable) is a Breadth-First Search of the region graph. It starts from the origin region, checks entrances one by one, and adds newly reached regions and their entrances to the queue until there is nothing more to check.
For performance reasons, AP only checks every entrance once. However, if an entrance's access_rule depends on region access, then the following may happen:
1. The entrance is checked and determined to be nontraversable because the region in its access_rule hasn't been reached yet during the graph search.
2. Then, the region in its access_rule is determined to be reachable.
This entrance *would* be in logic if it were rechecked, but it won't be rechecked this cycle.
To account for this case, AP would have to recheck all entrances every time a new region is reached until no new regions are reached.
An indirect condition is how you can manually define that a specific entrance needs to be rechecked during region sweep if a specific region is reached during it.
This keeps most of the performance upsides. Even in a game making heavy use of indirect conditions (ex: The Witness), using them is significantly faster than just "rechecking each entrance until nothing new is found".
The reason entrance access rules using `location.can_reach` and `entrance.can_reach` are also affected is because they call `region.can_reach` on their respective parent/source region.
We recognize it can feel like a trap since it will not alert you when you are missing an indirect condition, and that some games have very complex access rules.
As of [PR #3682 (Core: Region handling customization)](https://github.com/ArchipelagoMW/Archipelago/pull/3682) being merged, it is possible for a world to opt out of indirect conditions entirely, instead using the system of checking each entrance whenever a region has been reached, although this does come with a performance cost.
Opting out of using indirect conditions should only be used by games that *really* need it. For most games, it should be reasonable to know all entrance &rarr; region dependencies, making indirect conditions preferred because they are much faster.

View File

@@ -1,424 +0,0 @@
# Entrance Randomization
This document discusses the API and underlying implementation of the generic entrance randomization algorithm
exposed in [entrance_rando.py](/entrance_rando.py). Throughout the doc, entrance randomization is frequently abbreviated
as "ER."
This doc assumes familiarity with Archipelago's graph logic model. If you don't have a solid understanding of how
regions work, you should start there.
## Entrance randomization concepts
### Terminology
Some important terminology to understand when reading this doc and working with ER is listed below.
* Entrance rando - sometimes called "room rando," "transition rando," "door rando," or similar,
this is a game mode in which the game map itself is randomized.
In Archipelago, these things are often represented as `Entrance`s in the region graph, so we call it Entrance rando.
* Entrances and exits - entrances are ways into your region, exits are ways out of the region. In code, they are both
represented as `Entrance` objects. In this doc, the terms "entrances" and "exits" will be used in this sense; the
`Entrance` class will always be referenced in a code block with an uppercase E.
* Dead end - a connected group of regions which can never help ER progress. This means that it:
* Is not in any indirect conditions/access rules.
* Has no plando'd or otherwise preplaced progression items, including events.
* Has no randomized exits.
* One way transition - a transition that, in the game, is not safe to reverse through (for example, in Hollow Knight,
some transitions are inaccessible backwards in vanilla and would put you out of bounds). One way transitions are
paired together during randomization to prevent such unsafe game states. Most transitions are not one way.
### Basic randomization strategy
The Generic ER algorithm works by using the logic structures you are already familiar with. To give a basic example,
let's assume a toy world is defined with the vanilla region graph modeled below. In this diagram, the smaller boxes
represent regions while the larger boxes represent scenes. Scenes are not an Archipelago concept, the grouping is
purely illustrative.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Lower Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Upper Left Door] <--> AR1
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> AL2
BR1 <--> AL1
AR1 <--> CL1
CR1 <--> DL1
DR1 <--> EL1
CR2 <--> EL2
classDef hidden display:none;
```
First, the world begins by splitting the `Entrance`s which should be randomized. This is essentially all that has to be
done on the world side; calling the `randomize_entrances` function will do the rest, using your region definitions and
logic to generate a valid world layout by connecting the partially connected edges you've defined. After you have done
that, your region graph might look something like the following diagram. Note how each randomizable entrance/exit pair
(represented as a bidirectional arrow) is disconnected on one end.
> [!NOTE]
> It is required to use explicit indirect conditions when using Generic ER. Without this restriction,
> Generic ER would have no way to correctly determine that a region may be required in logic,
> leading to significantly higher failure rates due to mis-categorized regions.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> T1:::hidden
T2:::hidden <--> AL1
T3:::hidden <--> AL2
AR1 <--> T5:::hidden
BR1 <--> T4:::hidden
T6:::hidden <--> CL1
CR1 <--> T7:::hidden
CR2 <--> T11:::hidden
T8:::hidden <--> DL1
DR1 <--> T9:::hidden
T10:::hidden <--> EL1
T12:::hidden <--> EL2
classDef hidden display:none;
```
From here, you can call the `randomize_entrances` function and Archipelago takes over. Starting from the Menu region,
the algorithm will sweep out to find eligible region exits to randomize. It will then select an eligible target entrance
and connect them, prioritizing giving access to unvisited regions first until all regions are placed. Once the exit has
been connected to the new region, placeholder entrances are deleted. This process is visualized in the diagram below
with the newly connected edge highlighted in red.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> CL1
T2:::hidden <--> AL1
T3:::hidden <--> AL2
AR1 <--> T5:::hidden
BR1 <--> T4:::hidden
CR1 <--> T7:::hidden
CR2 <--> T11:::hidden
T8:::hidden <--> DL1
DR1 <--> T9:::hidden
T10:::hidden <--> EL1
T12:::hidden <--> EL2
classDef hidden display:none;
linkStyle 8 stroke:red,stroke-width:5px;
```
This process is then repeated until all disconnected `Entrance`s have been connected or deleted, eventually resulting
in a randomized region layout.
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph startingRoom [Starting Room]
S[Starting Room Right Door]
end
subgraph sceneA [Scene A]
AL1[Scene A Upper Left Door] <--> AR1[Scene A Right Door]
AL2[Scene A Lower Left Door] <--> AR1
end
subgraph sceneB [Scene B]
BR1[Scene B Right Door]
end
subgraph sceneC [Scene C]
CL1[Scene C Left Door] <--> CR1[Scene C Upper Right Door]
CL1 <--> CR2[Scene C Lower Right Door]
end
subgraph sceneD [Scene D]
DL1[Scene D Left Door] <--> DR1[Scene D Right Door]
end
subgraph endingRoom [Ending Room]
EL1[Ending Room Upper Left Door] <--> Victory
EL2[Ending Room Lower Left Door] <--> Victory
end
Menu --> S
S <--> CL1
AR1 <--> DL1
BR1 <--> EL2
CR1 <--> EL1
CR2 <--> AL1
DR1 <--> AL2
classDef hidden display:none;
```
#### ER and minimal accessibility
In general, even on minimal accessibility, ER will prefer to provide access to as many regions as possible. This is for
2 reasons:
1. Generally, having items spread across the world is going to be a more fun/engaging experience for players than
severely restricting their map. Imagine an ER arrangement with just the start region, the goal region, and exactly
enough locations in between them to get the goal - this may be the intuitive behavior of minimal, or even the desired
behavior in some cases, but it is not a particularly interesting randomizer.
2. Giving access to more of the world will give item fill a higher chance to succeed.
However, ER will cull unreachable regions and exits if necessary to save the generation of a beaten minimal.
## Usage
### Defining entrances to be randomized
The first step to using generic ER is defining entrances to be randomized. In order to do this, you will need to
leave partially disconnected exits without a `target_region` and partially disconnected entrances without a
`parent_region`. You can do this either by hand using `region.create_exit` and `region.create_er_target`, or you can
create your vanilla region graph and then use `disconnect_entrance_for_randomization` to split the desired edges.
If you're not sure which to use, prefer the latter approach as it will automatically satisfy the requirements for
coupled randomization (discussed in more depth later).
> [!TIP]
> It's recommended to give your `Entrance`s non-default names when creating them. The default naming scheme is
> `f"{parent_region} -> {target_region}"` which is generally not helpful in an entrance rando context - after all,
> the target region will not be the same as vanilla and regions are often not user-facing anyway. Instead consider names
> that describe the location of the exit, such as "Starting Room Right Door."
When creating your `Entrance`s you should also set the randomization type and group. One-way `Entrance`s represent
transitions which are impossible to traverse in reverse. All other transitions are two-ways. To ensure that all
transitions can be accessed in the game, one-ways are only randomized with other one-ways and two-ways are only
randomized with other two-ways. You can set whether an `Entrance` is one-way or two-way using the `randomization_type`
attribute.
`Entrance`s can also set the `randomization_group` attribute to allow for grouping during randomization. This can be
any integer you define and may be based on player options. Some possible use cases for grouping include:
* Directional matching - only match leftward-facing transitions to rightward-facing ones
* Terrain matching - only match water transitions to water transitions and land transitions to land transitions
* Dungeon shuffle - only shuffle entrances within a dungeon/area with each other
* Combinations of the above
By default, all `Entrance`s are placed in the group 0. An entrance can only be a member of one group, but a given group
may connect to many other groups.
### Calling generic ER
Once you have defined all your entrances and exits and connected the Menu region to your region graph, you can call
`randomize_entrances` to perform randomization.
#### Coupled and uncoupled modes
In coupled randomization, an entrance placed from A to B guarantees that the reverse placement B to A also exists
(assuming that A and B are both two-way doors). Uncoupled randomization does not make this guarantee.
When using coupled mode, there are some requirements for how placeholder ER targets for two-ways are named.
`disconnect_entrance_for_randomization` will handle this for you. However, if you opt to create your ER targets and
exits by hand, you will need to ensure that ER targets into a region are named the same as the exit they correspond to.
This allows the randomizer to find and connect the reverse pairing after the first pairing is completed. See the diagram
below for an example of incorrect and correct naming.
Incorrect target naming:
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph a [" "]
direction TB
target1
target2
end
subgraph b [" "]
direction TB
Region
end
Region["Room1"] -->|Room1 Right Door| target1:::hidden
Region --- target2:::hidden -->|Room2 Left Door| Region
linkStyle 1 stroke:none;
classDef hidden display:none;
style a display:none;
style b display:none;
```
Correct target naming:
```mermaid
%%{init: {"graph": {"defaultRenderer": "elk"}} }%%
graph LR
subgraph a [" "]
direction TB
target1
target2
end
subgraph b [" "]
direction TB
Region
end
Region["Room1"] -->|Room1 Right Door| target1:::hidden
Region --- target2:::hidden -->|Room1 Right Door| Region
linkStyle 1 stroke:none;
classDef hidden display:none;
style a display:none;
style b display:none;
```
#### Implementing grouping
When you created your entrances, you defined the group each entrance belongs to. Now you will have to define how groups
should connect with each other. This is done with the `target_group_lookup` and `preserve_group_order` parameters.
There is also a convenience function `bake_target_group_lookup` which can help to prepare group lookups when more
complex group mapping logic is needed. Some recipes for `target_group_lookup` are presented here.
For the recipes below, assume the following groups (if the syntax used here is unfamiliar to you, "bit masking" and
"bitwise operators" would be the terms to search for):
```python
class Groups(IntEnum):
# Directions
LEFT = 1
RIGHT = 2
TOP = 3
BOTTOM = 4
DOOR = 5
# Areas
FIELD = 1 << 3
CAVE = 2 << 3
MOUNTAIN = 3 << 3
# Bitmasks
DIRECTION_MASK = FIELD - 1
AREA_MASK = ~0 << 3
```
Directional matching:
```python
direction_matching_group_lookup = {
# with preserve_group_order = False, pair a left transition to either a right transition or door randomly
# with preserve_group_order = True, pair a left transition to a right transition, or else a door if no
# viable right transitions remain
Groups.LEFT: [Groups.RIGHT, Groups.DOOR],
# ...
}
```
Terrain matching or dungeon shuffle:
```python
def randomize_within_same_group(group: int) -> List[int]:
return [group]
identity_group_lookup = bake_target_group_lookup(world, randomize_within_same_group)
```
Directional + area shuffle:
```python
def get_target_groups(group: int) -> List[int]:
# example group: LEFT | CAVE
# example result: [RIGHT | CAVE, DOOR | CAVE]
direction = group & Groups.DIRECTION_MASK
area = group & Groups.AREA_MASK
return [pair_direction | area for pair_direction in direction_matching_group_lookup[direction]]
target_group_lookup = bake_target_group_lookup(world, get_target_groups)
```
#### When to call `randomize_entrances`
The correct step for this is `World.connect_entrances`.
Currently, you could theoretically do it as early as `World.create_regions` or as late as `pre_fill`.
However, there are upcoming changes to Item Plando and Generic Entrance Randomizer to make the two features work better
together.
These changes necessitate that entrance randomization is done exactly in `World.connect_entrances`.
It is fine for your Entrances to be connected differently or not at all before this step.
#### Informing your client about randomized entrances
`randomize_entrances` returns the completed `ERPlacementState`. The `pairings` attribute contains a list of the
created placements by name which can be used to populate slot data.
### Imposing custom constraints on randomization
Generic ER is, as the name implies, generic! That means that your world may have some use case which is not covered by
the ER implementation. To solve this, you can create a custom `Entrance` class which provides custom implementations
for `is_valid_source_transition` and `can_connect_to`. These allow arbitrary constraints to be implemented on
randomization, for instance helping to prevent restrictive sphere 1s or ensuring a maximum distance from a "hub" region.
> [!IMPORTANT]
> When implementing these functions, make sure to use `super().is_valid_source_transition` and `super().can_connect_to`
> as part of your implementation. Otherwise ER may behave unexpectedly.
## Implementation details
This section is a medium-level explainer of the implementation of ER for those who don't want to decipher the code.
However, a basic understanding of the mechanics of `fill_restrictive` will be helpful as many of the underlying
algorithms are shared
ER uses a forward fill approach to create the region layout. First, ER collects `all_state` and performs a region sweep
from Menu, similar to fill. ER then proceeds in stages to complete the randomization:
1. Attempt to connect all non-dead-end regions, prioritizing access to unseen regions so there will always be new exits
to pair off.
2. Attempt to connect all dead-end regions, so that all regions will be placed
3. Connect all remaining dangling edges now that all regions are placed.
1. Connect any other dead end entrances (e.g. second entrances to the same dead end regions).
2. Connect all remaining non-dead-ends amongst each other.
The process for each connection will do the following:
1. Select a randomizable exit of a reachable region which is a valid source transition.
2. Get its group and check `target_group_lookup` to determine which groups are valid targets.
3. Look up ER targets from those groups and find one which is valid according to `can_connect_to`
4. Connect the source exit to the target's target_region and delete the target.
* In stage 1, before placing the last valid source transition, an additional speculative sweep is performed to ensure
that there will be an available exit after the placement so randomization can continue.
5. If it's coupled mode, find the reverse exit and target by name and connect them as well.
6. Sweep to update reachable regions.
7. Call the `on_connect` callback.
This process repeats until the stage is complete, no valid source transition is found, or no valid target transition is
found for any source transition. Unlike fill, there is no attempt made to save a failed randomization.

View File

@@ -47,9 +47,6 @@ Packets are simple JSON lists in which any number of ordered network commands ca
An object can contain the "class" key, which will tell the content data type, such as "Version" in the following example.
Websocket connections should support per-message compression. Uncompressed connections are deprecated and may stop
working in the future.
Example:
```javascript
[{"cmd": "RoomInfo", "version": {"major": 0, "minor": 1, "build": 3, "class": "Version"}, "tags": ["WebHost"], ... }]
@@ -264,7 +261,6 @@ Sent to clients in response to a [Set](#Set) package if want_reply was set to tr
| key | str | The key that was updated. |
| value | any | The new value for the key. |
| original_value | any | The value the key had before it was updated. Not present on "_read" prefixed special keys. |
| slot | int | The slot that originally sent the Set package causing this change. |
Additional arguments added to the [Set](#Set) package that triggered this [SetReply](#SetReply) will also be passed along.
@@ -363,11 +359,11 @@ An enumeration containing the possible hint states.
```python
import enum
class HintStatus(enum.IntEnum):
HINT_UNSPECIFIED = 0 # The receiving player has not specified any status
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
HINT_FOUND = 40 # The location has been collected. Status cannot be changed once found.
```
- 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`.
@@ -533,9 +529,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup> + 1, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -544,7 +540,7 @@ In JSON this may look like:
| ----- | ----- |
| 0 | Nothing special about this item |
| 0b001 | If set, indicates the item can unlock logical advancement |
| 0b010 | If set, indicates the item is especially useful |
| 0b010 | If set, indicates the item is important but not in a way that unlocks advancement |
| 0b100 | If set, indicates the item is a trap |
### JSONMessagePart
@@ -558,7 +554,6 @@ class JSONMessagePart(TypedDict):
color: Optional[str] # only available if type is a color
flags: Optional[int] # only available if type is an item_id or item_name
player: Optional[int] # only available if type is either item or location
hint_status: Optional[HintStatus] # only available if type is hint_status
```
`type` is used to denote the intent of the message part. This can be used to indicate special information which may be rendered differently depending on client. How these types are displayed in Archipelago's ALttP client is not the end-all be-all. Other clients may choose to interpret and display these messages differently.
@@ -574,7 +569,6 @@ Possible values for `type` include:
| location_id | Location ID, should be resolved to Location Name |
| location_name | Location Name, not currently used over network, but supported by reference Clients. |
| entrance_name | Entrance Name. No ID mapping exists. |
| hint_status | The [HintStatus](#HintStatus) of the hint. Both `text` and `hint_status` are given. |
| color | Regular text that should be colored. Only `type` that will contain `color` data. |
@@ -748,7 +742,6 @@ Tags are represented as a list of strings, the common client tags follow:
| HintGame | Indicates the client is a hint game, made to send hints instead of locations. Special join/leave message,¹ `game` is optional.² |
| Tracker | Indicates the client is a tracker, made to track instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| TextOnly | Indicates the client is a basic client, made to chat instead of sending locations. Special join/leave message,¹ `game` is optional.² |
| NoText | Indicates the client does not want to receive text messages, improving performance if not needed. |
¹: When connecting or disconnecting, the chat message shows e.g. "tracking".\
²: Allows `game` to be empty or null in [Connect](#connect). Game and version validation will then be skipped.

View File

@@ -95,7 +95,7 @@ user hovers over the yellow "(?)" icon, and included in the YAML templates gener
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting `WebWorld.rich_text_options_doc = True`.
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html

View File

@@ -43,9 +43,9 @@ Recommended steps
[Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
* Run ModuleUpdate.py which will prompt installation of missing modules, press enter to confirm
* In PyCharm: right-click ModuleUpdate.py and select `Run 'ModuleUpdate'`
* Without PyCharm: open a command prompt in the source folder and type `py ModuleUpdate.py`
* Run Generate.py which will prompt installation of missing modules, press enter to confirm
* In PyCharm: right-click Generate.py and select `Run 'Generate'`
* Without PyCharm: open a command prompt in the source folder and type `py Generate.py`
## macOS

View File

@@ -73,47 +73,15 @@ When tests are run, this class will create a multiworld with a single player hav
generic tests, as well as the new custom test. Each test method definition will create its own separate solo multiworld
that will be cleaned up after. If you don't want to run the generic tests on a base, `run_default_tests` can be
overridden. For more information on what methods are available to your class, check the
[WorldTestBase definition](/test/bases.py#L106).
[WorldTestBase definition](/test/bases.py#L104).
#### Alternatives to WorldTestBase
Unit tests can also be created using [TestBase](/test/bases.py#L16) or
Unit tests can also be created using [TestBase](/test/bases.py#L14) or
[unittest.TestCase](https://docs.python.org/3/library/unittest.html#unittest.TestCase) depending on your use case. These
may be useful for generating a multiworld under very specific constraints without using the generic world setup, or for
testing portions of your code that can be tested without relying on a multiworld to be created first.
#### Parametrization
When defining a test that needs to cover a range of inputs it is useful to parameterize (to run the same test
for multiple inputs) the base test. Some important things to consider when attempting to parametrize your test are:
* [Subtests](https://docs.python.org/3/library/unittest.html#distinguishing-test-iterations-using-subtests)
can be used to have parametrized assertions that show up similar to individual tests but without the overhead
of needing to instantiate multiple tests; however, subtests can not be multithreaded and do not have individual
timing data, so they are not suitable for slow tests.
* Archipelago's tests are test-runner-agnostic. That means tests are not allowed to use e.g. `@pytest.mark.parametrize`.
Instead, we define our own parametrization helpers in [test.param](/test/param.py).
* Classes inheriting from `WorldTestBase`, including those created by the helpers in `test.param`, will run all
base tests by default, make sure the produced tests actually do what you aim for and do not waste a lot of
extra CPU time. Consider using `TestBase` or `unittest.TestCase` directly
or setting `WorldTestBase.run_default_tests` to False.
#### Performance Considerations
Archipelago is big enough that the runtime of unittests can have an impact on productivity.
Individual tests should take less than a second, so they can be properly multithreaded.
Ideally, thorough tests are directed at actual code/functionality. Do not just create and/or fill a ton of individual
Multiworlds that spend most of the test time outside what you actually want to test.
Consider generating/validating "random" games as part of your APWorld release workflow rather than having that be part
of continuous integration, and add minimal reproducers to the "normal" tests for problems that were found.
You can use [@unittest.skipIf](https://docs.python.org/3/library/unittest.html#unittest.skipIf) with an environment
variable to keep all the benefits of the test framework while not running the marked tests by default.
## Running Tests
#### Using Pycharm
@@ -132,11 +100,3 @@ next to the run and debug buttons.
#### Running Tests without Pycharm
Run `pip install pytest pytest-subtests`, then use your IDE to run tests or run `pytest` from the source folder.
#### Running Tests Multithreaded
pytest can run multiple test runners in parallel with the pytest-xdist extension.
Install with `pip install pytest-xdist`.
Run with `pytest -n12` to spawn 12 process that each run 1/12th of the tests.

View File

@@ -222,8 +222,8 @@ could also be progress in a research tree, or even something more abstract like
Each location has a `name` and an `address` (hereafter referred to as an `id`), is placed in a Region, has access rules,
and has a classification. The name needs to be unique within each game and must not be numeric (must contain least 1
letter or symbol). The ID needs to be unique across all locations within the game.
Locations and items can share IDs, and locations can share IDs with other games' locations.
letter or symbol). The ID needs to be unique across all games, and is best kept in the same range as the item IDs.
Locations and items can share IDs, so typically a game's locations and items start at the same ID.
World-specific IDs must be in the range 1 to 2<sup>53</sup>-1; IDs ≤ 0 are global and reserved.
@@ -243,15 +243,12 @@ progression. Progression items will be assigned to locations with higher priorit
and satisfy progression balancing.
The name needs to be unique within each game, meaning if you need to create multiple items with the same name, they
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
The ID thus also needs to be unique across all items with different names within the game.
Items and locations can share IDs, and items can share IDs with other games' items.
will all have the same ID. Name must not be numeric (must contain at least 1 letter or symbol).
Other classifications include:
* `filler`: a regular item or trash item
* `useful`: item that is especially useful. Cannot be placed on excluded or unreachable locations. When combined with
another flag like "progression", it means "an especially useful progression item".
* `useful`: generally quite useful, but not required for anything logical. Cannot be placed on excluded locations
* `trap`: negative impact on the player
* `skip_balancing`: denotes that an item should not be moved to an earlier sphere for the purpose of balancing (to be
combined with `progression`; see below)
@@ -291,7 +288,7 @@ 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 (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)),
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
@@ -331,7 +328,7 @@ 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#L301-L304),
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
@@ -492,9 +489,6 @@ In addition, the following methods can be implemented and are called in this ord
after this step. Locations cannot be moved to different regions after this step.
* `set_rules(self)`
called to set access and item rules on locations and entrances.
* `connect_entrances(self)`
by the end of this step, all entrances must exist and be connected to their source and target regions.
Entrance randomization should be done here.
* `generate_basic(self)`
player-specific randomization that does not affect logic can be done here.
* `pre_fill(self)`, `fill_hook(self)` and `post_fill(self)`
@@ -562,13 +556,17 @@ from .items import is_progression # this is just a dummy
def create_item(self, item: str) -> MyGameItem:
# this is called when AP wants to create an item by name (for plando) or when you call it from your own code
classification = ItemClassification.progression if is_progression(item) else ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item], self.player)
classification = ItemClassification.progression if is_progression(item) else
ItemClassification.filler
return MyGameItem(item, classification, self.item_name_to_id[item],
self.player)
def create_event(self, event: str) -> MyGameItem:
# while we are at it, we can also add a helper to create events
return MyGameItem(event, ItemClassification.progression, None, self.player)
return MyGameItem(event, True, None, self.player)
```
#### create_items
@@ -701,92 +699,9 @@ When importing a file that defines a class that inherits from `worlds.AutoWorld.
is automatically extended by the mixin's members. These members should be prefixed with the name of the implementing
world since the namespace is shared with all other logic mixins.
LogicMixin is handy when your logic is more complex than one-to-one location-item relationships.
A game in which "The red key opens the red door" can just express this relationship through a one-line access rule.
But now, consider a game with a heavy focus on combat, where the main logical consideration is which enemies you can
defeat with your current items.
There could be dozens of weapons, armor pieces, or consumables that each improve your ability to defeat
specific enemies to varying degrees. It would be useful to be able to keep track of "defeatable enemies" as a state variable,
and have this variable be recalculated as necessary based on newly collected/removed items.
This is the capability of LogicMixin: Adding custom variables to state that get recalculated as necessary.
In general, a LogicMixin class should have at least one mutable variable that is tracking some custom state per player,
as well as `init_mixin` and `copy_mixin` functions so that this variable gets initialized and copied correctly when
`CollectionState()` and `CollectionState.copy()` are called respectively.
```python
from BaseClasses import CollectionState, MultiWorld
from worlds.AutoWorld import LogicMixin
class MyGameState(LogicMixin):
mygame_defeatable_enemies: Dict[int, Set[str]] # per player
def init_mixin(self, multiworld: MultiWorld) -> None:
# Initialize per player with the corresponding "nothing" value, such as 0 or an empty set.
# You can also use something like Collections.defaultdict
self.mygame_defeatable_enemies = {
player: set() for player in multiworld.get_game_players("My Game")
}
def copy_mixin(self, new_state: CollectionState) -> CollectionState:
# Be careful to make a "deep enough" copy here!
new_state.mygame_defeatable_enemies = {
player: enemies.copy() for player, enemies in self.mygame_defeatable_enemies.items()
}
```
After doing this, you can now access `state.mygame_defeatable_enemies[player]` from your access rules.
Usually, doing this coincides with an override of `World.collect` and `World.remove`, where the custom state variable
gets recalculated when a relevant item is collected or removed.
```python
# __init__.py
def collect(self, state: CollectionState, item: Item) -> bool:
change = super().collect(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] |= get_newly_unlocked_enemies(state)
return change
def remove(self, state: CollectionState, item: Item) -> bool:
change = super().remove(state, item)
if change and item in COMBAT_ITEMS:
state.mygame_defeatable_enemies[self.player] -= get_newly_locked_enemies(state)
return change
```
Using LogicMixin can greatly slow down your code if you don't use it intelligently. This is because `collect`
and `remove` are called very frequently during fill. If your `collect` & `remove` cause a heavy calculation
every time, your code might end up being *slower* than just doing calculations in your access rules.
One way to optimise recalculations is to make use of the fact that `collect` should only unlock things,
and `remove` should only lock things.
In our example, we have two different functions: `get_newly_unlocked_enemies` and `get_newly_locked_enemies`.
`get_newly_unlocked_enemies` should only consider enemies that are *not already in the set*
and check whether they were **unlocked**.
`get_newly_locked_enemies` should only consider enemies that are *already in the set*
and check whether they **became locked**.
Another impactful way to optimise LogicMixin is to use caching.
Your custom state variables don't actually need to be recalculated on every `collect` / `remove`, because there are
often multiple calls to `collect` / `remove` between access rule calls. Thus, it would be much more efficient to hold
off on recaculating until the an actual access rule call happens.
A common way to realize this is to define a `mygame_state_is_stale` variable that is set to True in `collect`, `remove`,
and `init_mixin`. The calls to the actual recalculating functions are then moved to the start of the relevant
access rules like this:
```python
def can_defeat_enemy(state: CollectionState, player: int, enemy: str) -> bool:
if state.mygame_state_is_stale[player]:
state.mygame_defeatable_enemies[player] = recalculate_defeatable_enemies(state)
state.mygame_state_is_stale[player] = False
return enemy in state.mygame_defeatable_enemies[player]
```
Only use LogicMixin if necessary. There are often other ways to achieve what it does, like making clever use of
`state.prog_items`, using event items, pseudo-regions, etc.
Some uses could be to add additional variables to the state object, or to have a custom state machine that gets modified
with the state.
Please do this with caution and only when necessary.
#### pre_fill
@@ -836,16 +751,14 @@ def generate_output(self, output_directory: str) -> None:
### Slot Data
If a client or tracker needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning a `dict` with
`str` keys that can be serialized with json. However, to not waste resources, it should be limited to data that is
absolutely necessary. Slot data is sent to your client once it has successfully
[connected](network%20protocol.md#connected).
If the game client needs to know information about the generated seed, a preferred method of transferring the data
is through the slot data. This is filled with the `fill_slot_data` method of your world by returning
a `dict` with `str` keys that can be serialized with json.
But, to not waste resources, it should be limited to data that is absolutely necessary. Slot data is sent to your client
once it has successfully [connected](network%20protocol.md#connected).
If you need to know information about locations in your world, instead of propagating the slot data, it is preferable
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. Adding
item/location pairs is unnecessary since the AP server already retains and freely gives that information to clients
that request it. The most common usage of slot data is sending option results that the client needs to be aware of.
to use [LocationScouts](network%20protocol.md#locationscouts), since that data already exists on the server. The most
common usage of slot data is sending option results that the client needs to be aware of.
```python
def fill_slot_data(self) -> Dict[str, Any]:

View File

@@ -1,488 +0,0 @@
import itertools
import logging
import random
import time
from collections import deque
from collections.abc import Callable, Iterable
from BaseClasses import CollectionState, Entrance, Region, EntranceType
from Options import Accessibility
from worlds.AutoWorld import World
class EntranceRandomizationError(RuntimeError):
pass
class EntranceLookup:
class GroupLookup:
_lookup: dict[int, list[Entrance]]
def __init__(self):
self._lookup = {}
def __len__(self):
return sum(map(len, self._lookup.values()))
def __bool__(self):
return bool(self._lookup)
def __getitem__(self, item: int) -> list[Entrance]:
return self._lookup.get(item, [])
def __iter__(self):
return itertools.chain.from_iterable(self._lookup.values())
def __repr__(self):
return str(self._lookup)
def add(self, entrance: Entrance) -> None:
self._lookup.setdefault(entrance.randomization_group, []).append(entrance)
def remove(self, entrance: Entrance) -> None:
group = self._lookup[entrance.randomization_group]
group.remove(entrance)
if not group:
del self._lookup[entrance.randomization_group]
dead_ends: GroupLookup
others: GroupLookup
_random: random.Random
_expands_graph_cache: dict[Entrance, bool]
_coupled: bool
def __init__(self, rng: random.Random, coupled: bool):
self.dead_ends = EntranceLookup.GroupLookup()
self.others = EntranceLookup.GroupLookup()
self._random = rng
self._expands_graph_cache = {}
self._coupled = coupled
def _can_expand_graph(self, entrance: Entrance) -> bool:
"""
Checks whether an entrance is able to expand the region graph, either by
providing access to randomizable exits or by granting access to items or
regions used in logic conditions.
:param entrance: A randomizable (no parent) region entrance
"""
# we've seen this, return cached result
if entrance in self._expands_graph_cache:
return self._expands_graph_cache[entrance]
visited = set()
q: deque[Region] = deque()
q.append(entrance.connected_region)
while q:
region = q.popleft()
visited.add(region)
# check if the region itself is progression
if region in region.multiworld.indirect_connections:
self._expands_graph_cache[entrance] = True
return True
# check if any placed locations are progression
for loc in region.locations:
if loc.advancement:
self._expands_graph_cache[entrance] = True
return True
# check if there is a randomized exit out (expands the graph directly) or else search any connected
# regions to see if they are/have progression
for exit_ in region.exits:
# randomizable exits which are not reverse of the incoming entrance.
# uncoupled mode is an exception because in this case going back in the door you just came in could
# actually lead somewhere new
if not exit_.connected_region and (not self._coupled or exit_.name != entrance.name):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
q.append(exit_.connected_region)
self._expands_graph_cache[entrance] = False
return False
def add(self, entrance: Entrance) -> None:
lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends
lookup.add(entrance)
def remove(self, entrance: Entrance) -> None:
lookup = self.others if self._can_expand_graph(entrance) else self.dead_ends
lookup.remove(entrance)
def get_targets(
self,
groups: Iterable[int],
dead_end: bool,
preserve_group_order: bool
) -> Iterable[Entrance]:
lookup = self.dead_ends if dead_end else self.others
if preserve_group_order:
for group in groups:
self._random.shuffle(lookup[group])
ret = [entrance for group in groups for entrance in lookup[group]]
else:
ret = [entrance for group in groups for entrance in lookup[group]]
self._random.shuffle(ret)
return ret
def __len__(self):
return len(self.dead_ends) + len(self.others)
class ERPlacementState:
"""The state of an ongoing or completed entrance randomization"""
placements: list[Entrance]
"""The list of randomized Entrance objects which have been connected successfully"""
pairings: list[tuple[str, str]]
"""A list of pairings of connected entrance names, of the form (source_exit, target_entrance)"""
world: World
"""The world which is having its entrances randomized"""
collection_state: CollectionState
"""The CollectionState backing the entrance randomization logic"""
coupled: bool
"""Whether entrance randomization is operating in coupled mode"""
def __init__(self, world: World, coupled: bool):
self.placements = []
self.pairings = []
self.world = world
self.coupled = coupled
self.collection_state = world.multiworld.get_all_state(False, True)
@property
def placed_regions(self) -> set[Region]:
return self.collection_state.reachable_regions[self.world.player]
def find_placeable_exits(self, check_validity: bool, usable_exits: list[Entrance]) -> list[Entrance]:
if check_validity:
blocked_connections = self.collection_state.blocked_connections[self.world.player]
placeable_randomized_exits = [ex for ex in usable_exits
if not ex.connected_region
and ex in blocked_connections
and ex.is_valid_source_transition(self)]
else:
# this is on a beaten minimal attempt, so any exit anywhere is fair game
placeable_randomized_exits = [ex for ex in usable_exits if not ex.connected_region]
self.world.random.shuffle(placeable_randomized_exits)
return placeable_randomized_exits
def _connect_one_way(self, source_exit: Entrance, target_entrance: Entrance) -> None:
target_region = target_entrance.connected_region
target_region.entrances.remove(target_entrance)
source_exit.connect(target_region)
self.collection_state.stale[self.world.player] = True
self.placements.append(source_exit)
self.pairings.append((source_exit.name, target_entrance.name))
def test_speculative_connection(self, source_exit: Entrance, target_entrance: Entrance,
usable_exits: set[Entrance]) -> bool:
copied_state = self.collection_state.copy()
# simulated connection. A real connection is unsafe because the region graph is shallow-copied and would
# propagate back to the real multiworld.
copied_state.reachable_regions[self.world.player].add(target_entrance.connected_region)
copied_state.blocked_connections[self.world.player].remove(source_exit)
copied_state.blocked_connections[self.world.player].update(target_entrance.connected_region.exits)
copied_state.update_reachable_regions(self.world.player)
copied_state.sweep_for_advancements()
# test that at there are newly reachable randomized exits that are ACTUALLY reachable
available_randomized_exits = copied_state.blocked_connections[self.world.player]
for _exit in available_randomized_exits:
if _exit.connected_region:
continue
# ignore the source exit, and, if coupled, the reverse exit. They're not actually new
if _exit.name == source_exit.name or (self.coupled and _exit.name == target_entrance.name):
continue
# make sure we are only paying attention to usable exits
if _exit not in usable_exits:
continue
# technically this should be is_valid_source_transition, but that may rely on side effects from
# on_connect, which have not happened here (because we didn't do a real connection, and if we did, we would
# not want them to persist). can_reach is a close enough approximation most of the time.
if _exit.can_reach(copied_state):
return True
return False
def connect(
self,
source_exit: Entrance,
target_entrance: Entrance
) -> tuple[list[Entrance], list[Entrance]]:
"""
Connects a source exit to a target entrance in the graph, accounting for coupling
:returns: The newly placed exits and the dummy entrance(s) which were removed from the graph
"""
source_region = source_exit.parent_region
target_region = target_entrance.connected_region
self._connect_one_way(source_exit, target_entrance)
# if we're doing coupled randomization place the reverse transition as well.
if self.coupled and source_exit.randomization_type == EntranceType.TWO_WAY:
for reverse_entrance in source_region.entrances:
if reverse_entrance.name == source_exit.name:
if reverse_entrance.parent_region:
raise EntranceRandomizationError(
f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} "
f"because the reverse entrance is already parented to "
f"{reverse_entrance.parent_region.name}.")
break
else:
raise EntranceRandomizationError(f"Two way exit {source_exit.name} had no corresponding entrance in "
f"{source_exit.parent_region.name}")
for reverse_exit in target_region.exits:
if reverse_exit.name == target_entrance.name:
if reverse_exit.connected_region:
raise EntranceRandomizationError(
f"Could not perform coupling on {source_exit.name} -> {target_entrance.name} "
f"because the reverse exit is already connected to "
f"{reverse_exit.connected_region.name}.")
break
else:
raise EntranceRandomizationError(f"Two way entrance {target_entrance.name} had no corresponding exit "
f"in {target_region.name}.")
self._connect_one_way(reverse_exit, reverse_entrance)
return [source_exit, reverse_exit], [target_entrance, reverse_entrance]
return [source_exit], [target_entrance]
def bake_target_group_lookup(world: World, get_target_groups: Callable[[int], list[int]]) \
-> dict[int, list[int]]:
"""
Applies a transformation to all known entrance groups on randomizable exists to build a group lookup table.
:param world: Your World instance
:param get_target_groups: Function to call that returns the groups that a specific group type is allowed to
connect to
"""
unique_groups = { entrance.randomization_group for entrance in world.multiworld.get_entrances(world.player)
if entrance.parent_region and not entrance.connected_region }
return { group: get_target_groups(group) for group in unique_groups }
def disconnect_entrance_for_randomization(entrance: Entrance, target_group: int | None = None,
one_way_target_name: str | None = None) -> None:
"""
Given an entrance in a "vanilla" region graph, splits that entrance to prepare it for randomization
in randomize_entrances. This should be done after setting the type and group of the entrance. Because it attempts
to meet strict entrance naming requirements for coupled mode, this function may produce unintuitive results when
called only on a single entrance; it produces eventually-correct outputs only after calling it on all entrances.
:param entrance: The entrance which will be disconnected in preparation for randomization.
:param target_group: The group to assign to the created ER target. If not specified, the group from
the original entrance will be copied.
:param one_way_target_name: The name of the created ER target if `entrance` is one-way. This argument
is required for one-way entrances and is ignored otherwise.
"""
child_region = entrance.connected_region
parent_region = entrance.parent_region
# disconnect the edge
child_region.entrances.remove(entrance)
entrance.connected_region = None
# create the needed ER target
if entrance.randomization_type == EntranceType.TWO_WAY:
# for 2-ways, create a target in the parent region with a matching name to support coupling.
# targets in the child region will be created when the other direction edge is disconnected
target = parent_region.create_er_target(entrance.name)
else:
# for 1-ways, the child region needs a target. naming is not a concern for coupling so we
# allow it to be user provided (and require it, to prevent an unhelpful assumed name in pairings)
if not one_way_target_name:
raise ValueError("Cannot disconnect a one-way entrance without a target name specified")
target = child_region.create_er_target(one_way_target_name)
target.randomization_type = entrance.randomization_type
target.randomization_group = target_group or entrance.randomization_group
def randomize_entrances(
world: World,
coupled: bool,
target_group_lookup: dict[int, list[int]],
preserve_group_order: bool = False,
er_targets: list[Entrance] | None = None,
exits: list[Entrance] | None = None,
on_connect: Callable[[ERPlacementState, list[Entrance]], None] | None = None
) -> ERPlacementState:
"""
Randomizes Entrances for a single world in the multiworld.
:param world: Your World instance
:param coupled: Whether connected entrances should be coupled to go in both directions
:param target_group_lookup: Map from each group to a list of the groups that it can be connect to. Every group
used on an exit must be provided and must map to at least one other group. The default
group is 0.
:param preserve_group_order: Whether the order of groupings should be preserved for the returned target_groups
:param er_targets: The list of ER targets (Entrance objects with no parent region) to use for randomization.
Remember to be deterministic! If not provided, automatically discovers all valid targets
in your world.
:param exits: The list of exits (Entrance objects with no target region) to use for randomization.
Remember to be deterministic! If not provided, automatically discovers all valid exits in your world.
:param on_connect: A callback function which allows specifying side effects after a placement is completed
successfully and the underlying collection state has been updated.
"""
if not world.explicit_indirect_conditions:
raise EntranceRandomizationError("Entrance randomization requires explicit indirect conditions in order "
+ "to correctly analyze whether dead end regions can be required in logic.")
start_time = time.perf_counter()
er_state = ERPlacementState(world, coupled)
entrance_lookup = EntranceLookup(world.random, coupled)
# similar to fill, skip validity checks on entrances if the game is beatable on minimal accessibility
perform_validity_check = True
if not er_targets:
er_targets = sorted([entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region], key=lambda x: x.name)
if not exits:
exits = sorted([ex for region in world.multiworld.get_regions(world.player)
for ex in region.exits if not ex.connected_region], key=lambda x: x.name)
if len(er_targets) != len(exits):
raise EntranceRandomizationError(f"Unable to randomize entrances due to a mismatched count of "
f"entrances ({len(er_targets)}) and exits ({len(exits)}.")
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
for entrance in er_targets:
entrance_lookup.add(entrance)
# place the menu region and connected start region(s)
er_state.collection_state.update_reachable_regions(world.player)
def do_placement(source_exit: Entrance, target_entrance: Entrance) -> None:
placed_exits, removed_entrances = er_state.connect(source_exit, target_entrance)
# remove the placed targets from consideration
for entrance in removed_entrances:
entrance_lookup.remove(entrance)
# propagate new connections
er_state.collection_state.update_reachable_regions(world.player)
er_state.collection_state.sweep_for_advancements()
if on_connect:
on_connect(er_state, placed_exits)
def needs_speculative_sweep(dead_end: bool, require_new_exits: bool, placeable_exits: list[Entrance]) -> bool:
# speculative sweep is expensive. We currently only do it as a last resort, if we might cap off the graph
# entirely
if len(placeable_exits) > 1:
return False
# in certain stages of randomization we either expect or don't care if the search space shrinks.
# we should never speculative sweep here.
if dead_end or not require_new_exits or not perform_validity_check:
return False
# edge case - if all dead ends have pre-placed progression or indirect connections, they are pulled forward
# into the non dead end stage. In this case, and only this case, it's possible that the last connection may
# actually be placeable in stage 1. We need to skip speculative sweep in this case because we expect the graph
# to get capped off.
# check to see if we are proposing the last placement
if not coupled:
# in uncoupled, this check is easy as there will only be one target.
is_last_placement = len(entrance_lookup) == 1
else:
# a bit harder, there may be 1 or 2 targets depending on if the exit to place is one way or two way.
# if it is two way, we can safely assume that one of the targets is the logical pair of the exit.
desired_target_count = 2 if placeable_exits[0].randomization_type == EntranceType.TWO_WAY else 1
is_last_placement = len(entrance_lookup) == desired_target_count
# if it's not the last placement, we need a sweep
return not is_last_placement
def find_pairing(dead_end: bool, require_new_exits: bool) -> bool:
nonlocal perform_validity_check
placeable_exits = er_state.find_placeable_exits(perform_validity_check, exits)
for source_exit in placeable_exits:
target_groups = target_group_lookup[source_exit.randomization_group]
for target_entrance in entrance_lookup.get_targets(target_groups, dead_end, preserve_group_order):
# when requiring new exits, ideally we would like to make it so that every placement increases
# (or keeps the same number of) reachable exits. The goal is to continue to expand the search space
# so that we do not crash. In the interest of performance and bias reduction, generally, just checking
# that we are going to a new region is a good approximation. however, we should take extra care on the
# very last exit and check whatever exits we open up are functionally accessible.
# this requirement can be ignored on a beaten minimal, islands are no issue there.
exit_requirement_satisfied = (not perform_validity_check or not require_new_exits
or target_entrance.connected_region not in er_state.placed_regions)
if exit_requirement_satisfied and source_exit.can_connect_to(target_entrance, dead_end, er_state):
if (needs_speculative_sweep(dead_end, require_new_exits, placeable_exits)
and not er_state.test_speculative_connection(source_exit, target_entrance, exits_set)):
continue
do_placement(source_exit, target_entrance)
return True
else:
# no source exits had any valid target so this stage is deadlocked. retries may be implemented if early
# deadlocking is a frequent issue.
lookup = entrance_lookup.dead_ends if dead_end else entrance_lookup.others
# if we're in a stage where we're trying to get to new regions, we could also enter this
# branch in a success state (when all regions of the preferred type have been placed, but there are still
# additional unplaced entrances into those regions)
if require_new_exits:
if all(e.connected_region in er_state.placed_regions for e in lookup):
return False
# if we're on minimal accessibility and can guarantee the game is beatable,
# we can prevent a failure by bypassing future validity checks. this check may be
# expensive; fortunately we only have to do it once
if perform_validity_check and world.options.accessibility == Accessibility.option_minimal \
and world.multiworld.has_beaten_game(er_state.collection_state, world.player):
# ensure that we have enough locations to place our progression
accessible_location_count = 0
prog_item_count = len([item for item in world.multiworld.itempool if item.advancement and item.player == world.player])
# short-circuit location checking in this case
if prog_item_count == 0:
return True
for region in er_state.placed_regions:
for loc in region.locations:
if not loc.item and loc.can_reach(er_state.collection_state):
# don't count locations with preplaced items
accessible_location_count += 1
if accessible_location_count >= prog_item_count:
perform_validity_check = False
# pretend that this was successful to retry the current stage
return True
unplaced_entrances = [entrance for region in world.multiworld.get_regions(world.player)
for entrance in region.entrances if not entrance.parent_region]
unplaced_exits = [exit_ for region in world.multiworld.get_regions(world.player)
for exit_ in region.exits if not exit_.connected_region]
entrance_kind = "dead ends" if dead_end else "non-dead ends"
region_access_requirement = "requires" if require_new_exits else "does not require"
raise EntranceRandomizationError(
f"None of the available entrances are valid targets for the available exits.\n"
f"Randomization stage is placing {entrance_kind} and {region_access_requirement} "
f"new region/exit access by default\n"
f"Placeable entrances: {lookup}\n"
f"Placeable exits: {placeable_exits}\n"
f"All unplaced entrances: {unplaced_entrances}\n"
f"All unplaced exits: {unplaced_exits}")
# stage 1 - try to place all the non-dead-end entrances
while entrance_lookup.others:
if not find_pairing(dead_end=False, require_new_exits=True):
break
# stage 2 - try to place all the dead-end entrances
while entrance_lookup.dead_ends:
if not find_pairing(dead_end=True, require_new_exits=True):
break
# stage 3 - all the regions should be placed at this point. We now need to connect dangling edges
# stage 3a - get the rest of the dead ends (e.g. second entrances into already-visited regions)
# doing this before the non-dead-ends is important to ensure there are enough connections to
# go around
while entrance_lookup.dead_ends:
find_pairing(dead_end=True, require_new_exits=False)
# stage 3b - tie all the other loose ends connecting visited regions to each other
while entrance_lookup.others:
find_pairing(dead_end=False, require_new_exits=False)
running_time = time.perf_counter() - start_time
if running_time > 1.0:
logging.info(f"Took {running_time:.4f} seconds during entrance randomization for player {world.player},"
f"named {world.multiworld.player_name[world.player]}")
return er_state

View File

@@ -221,11 +221,6 @@ Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcivvi"; ValueData: "{#MyAppName}apcivvipatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch"; ValueData: "Archipelago Civilization 6 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoLauncher.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}apcivvipatch\shell\open\command"; ValueData: """{app}\ArchipelagoLauncher.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";

82
kvui.py
View File

@@ -26,10 +26,6 @@ import Utils
if Utils.is_frozen():
os.environ["KIVY_DATA_DIR"] = Utils.local_path("data")
import platformdirs
os.environ["KIVY_HOME"] = os.path.join(platformdirs.user_config_dir("Archipelago", False), "kivy")
os.makedirs(os.environ["KIVY_HOME"], exist_ok=True)
from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
@@ -44,7 +40,7 @@ from kivy.core.image import ImageLoader, ImageLoaderBase, ImageData
from kivy.base import ExceptionHandler, ExceptionManager
from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
from kivy.properties import BooleanProperty, ObjectProperty
from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
@@ -68,7 +64,6 @@ 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.dropdown import DropDown
from kivy.uix.image import AsyncImage
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
@@ -310,50 +305,6 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
self.selected = is_selected
class AutocompleteHintInput(TextInput):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = DropDown()
self.dropdown.bind(on_select=lambda instance, x: setattr(self, 'text', x))
self.bind(on_text_validate=self.on_message)
def on_message(self, instance):
App.get_running_app().commandprocessor("!hint "+instance.text)
def on_text(self, instance, value):
if len(value) >= self.min_chars:
self.dropdown.clear_widgets()
ctx: context_type = App.get_running_app().ctx
if not ctx.game:
return
item_names = ctx.item_names._game_store[ctx.game].values()
def on_press(button: Button):
split_text = MarkupLabel(text=button.text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
for item_name in item_names:
try:
index = item_name.lower().index(lowered)
except ValueError:
pass # substring not found
else:
text = escape_markup(item_name)
text = text[:index] + "[b]" + text[index:index+len(value)]+"[/b]"+text[index+len(value):]
btn = Button(text=text, size_hint_y=None, height=dp(30), markup=True)
btn.bind(on_release=on_press)
self.dropdown.add_widget(btn)
if not self.dropdown.attach_to:
self.dropdown.open(self)
else:
self.dropdown.dismiss()
class HintLabel(RecycleDataViewBehavior, BoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
@@ -444,11 +395,8 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
if child.collide_point(*touch.pos):
key = child.sort_key
if key == "status":
parent.hint_sorter = lambda element: status_sort_weights[element["status"]["hint"]["status"]]
else:
parent.hint_sorter = lambda element: (
remove_between_brackets.sub("", element[key]["text"]).lower()
)
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
@@ -622,10 +570,8 @@ class GameManager(App):
# show Archipelago tab if other logging is present
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout())
self.hint_log = HintLog(self.json_to_kivy_parser)
hint_panel = self.add_client_tab("Hints", HintLog(self.json_to_kivy_parser))
self.log_panels["Hints"] = hint_panel.content
hint_panel.content.add_widget(self.hint_log)
if len(self.logging_pairs) == 1:
self.tabs.default_tab_text = "Archipelago"
@@ -752,7 +698,7 @@ class GameManager(App):
def update_hints(self):
hints = self.ctx.stored_data.get(f"_read_hints_{self.ctx.team}_{self.ctx.slot}", [])
self.hint_log.refresh_hints(hints)
self.log_panels["Hints"].refresh_hints(hints)
# default F1 keybind, opens a settings menu, that seems to break the layout engine once closed
def open_settings(self, *largs):
@@ -807,17 +753,6 @@ class UILog(RecycleView):
element.height = element.texture_size[1]
class HintLayout(BoxLayout):
orientation = "vertical"
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
boxlayout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
boxlayout.add_widget(Label(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(30)))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "Found",
HintStatus.HINT_UNSPECIFIED: "Unspecified",
@@ -832,13 +767,6 @@ status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_FOUND: 0,
HintStatus.HINT_UNSPECIFIED: 1,
HintStatus.HINT_NO_PRIORITY: 2,
HintStatus.HINT_AVOID: 3,
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(RecycleView):

View File

@@ -2,6 +2,3 @@
python_files = test_*.py Test*.py # TODO: remove Test* once all worlds have been ported
python_classes = Test
python_functions = test
testpaths =
test
worlds

View File

@@ -1,14 +1,14 @@
colorama>=0.4.6
websockets>=13.0.1,<14
PyYAML>=6.0.2
jellyfish>=1.1.3
jinja2>=3.1.6
jellyfish>=1.1.0
jinja2>=3.1.4
schema>=0.7.7
kivy>=2.3.1
bsdiff4>=1.2.6
platformdirs>=4.3.6
certifi>=2025.1.31
cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
kivy>=2.3.0
bsdiff4>=1.2.4
platformdirs>=4.2.2
certifi>=2024.8.30
cython>=3.0.11
cymem>=2.0.8
orjson>=3.10.7
typing_extensions>=4.12.2

View File

@@ -109,7 +109,7 @@ class Group:
def get_type_hints(cls) -> Dict[str, Any]:
"""Returns resolved type hints for the class"""
if cls._type_cache is None:
if not cls.__annotations__ or not isinstance(next(iter(cls.__annotations__.values())), str):
if not isinstance(next(iter(cls.__annotations__.values())), str):
# non-str: assume already resolved
cls._type_cache = cls.__annotations__
else:
@@ -270,20 +270,15 @@ class Group:
# fetch class to avoid going through getattr
cls = self.__class__
type_hints = cls.get_type_hints()
entries = [e for e in self]
if not entries:
# write empty dict for empty Group with no instance values
cls._dump_value({}, f, indent=" " * level)
# validate group
for name in cls.__annotations__.keys():
assert hasattr(cls, name), f"{cls}.{name} is missing a default value"
# dump ordered members
for name in entries:
for name in self:
attr = cast(object, getattr(self, name))
attr_cls = type_hints[name] if name in type_hints else attr.__class__
attr_cls_origin = typing.get_origin(attr_cls)
# resolve to first type for doc string
while attr_cls_origin is Union or attr_cls_origin is types.UnionType:
while attr_cls_origin is Union: # resolve to first type for doc string
attr_cls = typing.get_args(attr_cls)[0]
attr_cls_origin = typing.get_origin(attr_cls)
if attr_cls.__doc__ and attr_cls.__module__ != "builtins":
@@ -683,8 +678,6 @@ class GeneratorOptions(Group):
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap")
loglevel: str = "info"
logtime: bool = False
class SNIOptions(Group):
@@ -792,17 +785,7 @@ class Settings(Group):
if location:
from Utils import parse_yaml
with open(location, encoding="utf-8-sig") as f:
from yaml.error import MarkedYAMLError
try:
options = parse_yaml(f.read())
except MarkedYAMLError as ex:
if ex.problem_mark:
f.seek(0)
lines = f.readlines()
problem_line = lines[ex.problem_mark.line]
error_line = " " * ex.problem_mark.column + "^"
raise Exception(f"{ex.context} {ex.problem}\n{problem_line}{error_line}")
raise ex
options = parse_yaml(f.read())
# TODO: detect if upgrade is required
# TODO: once we have a cache for _world_settings_name_cache, detect if any game section is missing
self.update(options or {})

View File

@@ -18,15 +18,7 @@ def run_locations_benchmark():
class BenchmarkRunner:
gen_steps: typing.Tuple[str, ...] = (
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
"generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
rule_iterations: int = 100_000
if sys.version_info >= (3, 9):

View File

@@ -1,4 +1,4 @@
cmake_minimum_required(VERSION 3.16)
cmake_minimum_required(VERSION 3.5)
project(ap-cpp-tests)
enable_testing()
@@ -7,8 +7,8 @@ find_package(GTest REQUIRED)
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
add_definitions("/source-charset:utf-8")
# set(CMAKE_CXX_FLAGS_DEBUG "/MDd") # this is the default
# set(CMAKE_CXX_FLAGS_RELEASE "/MD") # this is the default
set(CMAKE_CXX_FLAGS_DEBUG "/MTd")
set(CMAKE_CXX_FLAGS_RELEASE "/MT")
elseif (CMAKE_CXX_COMPILER_ID STREQUAL "GNU")
# enable static analysis for gcc
add_compile_options(-fanalyzer -Werror)

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@@ -5,15 +5,7 @@ from BaseClasses import CollectionState, Item, ItemClassification, Location, Mul
from worlds import network_data_package
from worlds.AutoWorld import World, call_all
gen_steps = (
"generate_early",
"create_regions",
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill")
def setup_solo_multiworld(

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@@ -1,460 +0,0 @@
import unittest
from enum import IntEnum
from BaseClasses import Region, EntranceType, MultiWorld, Entrance
from entrance_rando import disconnect_entrance_for_randomization, randomize_entrances, EntranceRandomizationError, \
ERPlacementState, EntranceLookup, bake_target_group_lookup
from Options import Accessibility
from test.general import generate_test_multiworld, generate_locations, generate_items
from worlds.generic.Rules import set_rule
class ERTestGroups(IntEnum):
LEFT = 1
RIGHT = 2
TOP = 3
BOTTOM = 4
directionally_matched_group_lookup = {
ERTestGroups.LEFT: [ERTestGroups.RIGHT],
ERTestGroups.RIGHT: [ERTestGroups.LEFT],
ERTestGroups.TOP: [ERTestGroups.BOTTOM],
ERTestGroups.BOTTOM: [ERTestGroups.TOP]
}
def generate_entrance_pair(region: Region, name_suffix: str, group: int):
lx = region.create_exit(region.name + name_suffix)
lx.randomization_group = group
lx.randomization_type = EntranceType.TWO_WAY
le = region.create_er_target(region.name + name_suffix)
le.randomization_group = group
le.randomization_type = EntranceType.TWO_WAY
def generate_disconnected_region_grid(multiworld: MultiWorld, grid_side_length: int, region_size: int = 0,
region_type: type[Region] = Region):
"""
Generates a grid-like region structure for ER testing, where menu is connected to the top-left region, and each
region "in vanilla" has 2 2-way exits going either down or to the right, until reaching the goal region in the
bottom right
"""
for row in range(grid_side_length):
for col in range(grid_side_length):
index = row * grid_side_length + col
name = f"region{index}"
region = region_type(name, 1, multiworld)
multiworld.regions.append(region)
generate_locations(region_size, 1, region=region, tag=f"_{name}")
if row == 0 and col == 0:
multiworld.get_region("Menu", 1).connect(region)
if col != 0:
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
if col != grid_side_length - 1:
generate_entrance_pair(region, "_right", ERTestGroups.RIGHT)
if row != 0:
generate_entrance_pair(region, "_top", ERTestGroups.TOP)
if row != grid_side_length - 1:
generate_entrance_pair(region, "_bottom", ERTestGroups.BOTTOM)
class TestEntranceLookup(unittest.TestCase):
def test_shuffled_targets(self):
"""tests that get_targets shuffles targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, False)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets
if prev != group.randomization_group]
# technically possible that group order may not be shuffled, by some small chance, on some seeds. but generally
# a shuffled list should alternate more frequently which is the desired behavior here
self.assertGreater(len(group_order), 2)
def test_ordered_targets(self):
"""tests that get_targets does not shuffle targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region]
for entrance in er_targets:
lookup.add(entrance)
retrieved_targets = lookup.get_targets([ERTestGroups.TOP, ERTestGroups.BOTTOM],
False, True)
prev = None
group_order = [prev := group.randomization_group for group in retrieved_targets if prev != group.randomization_group]
self.assertEqual([ERTestGroups.TOP, ERTestGroups.BOTTOM], group_order)
class TestBakeTargetGroupLookup(unittest.TestCase):
def test_lookup_generation(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
world = multiworld.worlds[1]
expected = {
ERTestGroups.LEFT: [-ERTestGroups.LEFT],
ERTestGroups.RIGHT: [-ERTestGroups.RIGHT],
ERTestGroups.TOP: [-ERTestGroups.TOP],
ERTestGroups.BOTTOM: [-ERTestGroups.BOTTOM]
}
actual = bake_target_group_lookup(world, lambda g: [-g])
self.assertEqual(expected, actual)
class TestDisconnectForRandomization(unittest.TestCase):
def test_disconnect_default_2way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.TWO_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e)
self.assertIsNone(e.connected_region)
self.assertEqual([], r2.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r1.entrances))
self.assertIsNone(r1.entrances[0].parent_region)
self.assertEqual("e", r1.entrances[0].name)
self.assertEqual(EntranceType.TWO_WAY, r1.entrances[0].randomization_type)
self.assertEqual(1, r1.entrances[0].randomization_group)
def test_disconnect_default_1way(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, one_way_target_name="foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(1, r2.entrances[0].randomization_group)
def test_disconnect_default_1way_no_vanilla_target_raises(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
with self.assertRaises(ValueError):
disconnect_entrance_for_randomization(e)
def test_disconnect_uses_alternate_group(self):
multiworld = generate_test_multiworld()
r1 = Region("r1", 1, multiworld)
r2 = Region("r2", 1, multiworld)
e = r1.create_exit("e")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = 1
e.connect(r2)
disconnect_entrance_for_randomization(e, 2, "foo")
self.assertIsNone(e.connected_region)
self.assertEqual([], r1.entrances)
self.assertEqual(1, len(r1.exits))
self.assertEqual(e, r1.exits[0])
self.assertEqual(1, len(r2.entrances))
self.assertIsNone(r2.entrances[0].parent_region)
self.assertEqual("foo", r2.entrances[0].name)
self.assertEqual(EntranceType.ONE_WAY, r2.entrances[0].randomization_type)
self.assertEqual(2, r2.entrances[0].randomization_group)
class TestRandomizeEntrances(unittest.TestCase):
def test_determinism(self):
"""tests that the same output is produced for the same input"""
multiworld1 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld1, 5)
multiworld2 = generate_test_multiworld()
generate_disconnected_region_grid(multiworld2, 5)
result1 = randomize_entrances(multiworld1.worlds[1], False, directionally_matched_group_lookup)
result2 = randomize_entrances(multiworld2.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual(result1.pairings, result2.pairings)
for e1, e2 in zip(result1.placements, result2.placements):
self.assertEqual(e1.name, e2.name)
self.assertEqual(e1.parent_region.name, e1.parent_region.name)
self.assertEqual(e1.connected_region.name, e2.connected_region.name)
def test_all_entrances_placed(self):
"""tests that all entrances and exits were placed, all regions are connected, and no dangling edges exist"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
# 5x5 grid + menu
self.assertEqual(26, len(result.placed_regions))
self.assertEqual(80, len(result.pairings))
self.assertEqual(80, len(result.placements))
def test_coupled(self):
"""tests that in coupled mode, all 2 way transitions have an inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_coupled(_: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(2, len(placed_entrances))
self.assertEqual(placed_entrances[0].parent_region, placed_entrances[1].connected_region)
self.assertEqual(placed_entrances[1].parent_region, placed_entrances[0].connected_region)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup,
on_connect=verify_coupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_uncoupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_coupled_succeeds_stage1_indirect_condition(self):
multiworld = generate_test_multiworld()
menu = multiworld.get_region("Menu", 1)
generate_entrance_pair(menu, "_right", ERTestGroups.RIGHT)
end = Region("End", 1, multiworld)
multiworld.regions.append(end)
generate_entrance_pair(end, "_left", ERTestGroups.LEFT)
multiworld.register_indirect_condition(end, None)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
self.assertSetEqual({
("Menu_right", "End_left"),
("End_left", "Menu_right")
}, set(result.pairings))
def test_uncoupled(self):
"""tests that in uncoupled mode, no transitions have an (intentional) inverse"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
seen_placement_count = 0
def verify_uncoupled(state: ERPlacementState, placed_entrances: list[Entrance]):
nonlocal seen_placement_count
seen_placement_count += len(placed_entrances)
self.assertEqual(1, len(placed_entrances))
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup,
on_connect=verify_uncoupled)
# if we didn't visit every placement the verification on_connect doesn't really mean much
self.assertEqual(len(result.placements), seen_placement_count)
def test_oneway_twoway_pairing(self):
"""tests that 1 ways are only paired to 1 ways and 2 ways are only paired to 2 ways"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
region26 = Region("region26", 1, multiworld)
multiworld.regions.append(region26)
for index, region in enumerate(["region4", "region20", "region24"]):
x = multiworld.get_region(region, 1).create_exit(f"{region}_bottom_1way")
x.randomization_type = EntranceType.ONE_WAY
x.randomization_group = ERTestGroups.BOTTOM
e = region26.create_er_target(f"region26_top_1way{index}")
e.randomization_type = EntranceType.ONE_WAY
e.randomization_group = ERTestGroups.TOP
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the 1 way entrances have 1way in the name,
# so test for that since the ER target will have been discarded
if "1way" in exit_name:
self.assertIn("1way", entrance_name)
def test_group_constraints_satisfied(self):
"""tests that all grouping constraints are satisfied"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
result = randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
for exit_name, entrance_name in result.pairings:
# we have labeled our entrances in such a way that all the entrances contain their group in the name
# so test for that since the ER target will have been discarded
if "top" in exit_name:
self.assertIn("bottom", entrance_name)
if "bottom" in exit_name:
self.assertIn("top", entrance_name)
if "left" in exit_name:
self.assertIn("right", entrance_name)
if "right" in exit_name:
self.assertIn("left", entrance_name)
def test_minimal_entrance_rando(self):
"""tests that entrance randomization can complete with minimal accessibility and unreachable exits"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_minimal_entrance_rando_with_collect_override(self):
"""
tests that entrance randomization can complete with minimal accessibility and unreachable exits
when the world defines a collect override that add extra values to prog_items
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(10, 1, True)
multiworld.itempool += prog_items
filler_items = generate_items(15, 1, False)
multiworld.itempool += filler_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
old_collect = multiworld.worlds[1].collect
def new_collect(state, item):
old_collect(state, item)
state.prog_items[item.player]["counter"] += 300
multiworld.worlds[1].collect = new_collect
randomize_entrances(multiworld.worlds[1], False, directionally_matched_group_lookup)
self.assertEqual([], [entrance for region in multiworld.get_regions()
for entrance in region.entrances if not entrance.parent_region])
self.assertEqual([], [exit_ for region in multiworld.get_regions()
for exit_ in region.exits if not exit_.connected_region])
def test_restrictive_region_requirement_does_not_fail(self):
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 2, 1)
region = Region("region4", 1, multiworld)
multiworld.regions.append(region)
generate_entrance_pair(multiworld.get_region("region0", 1), "_right2", ERTestGroups.RIGHT)
generate_entrance_pair(region, "_left", ERTestGroups.LEFT)
blocked_exits = ["region1_left", "region1_bottom",
"region2_top", "region2_right",
"region3_left", "region3_top"]
for exit_name in blocked_exits:
blocked_exit = multiworld.get_entrance(exit_name, 1)
blocked_exit.access_rule = lambda state: state.can_reach_region("region4", 1)
multiworld.register_indirect_condition(region, blocked_exit)
result = randomize_entrances(multiworld.worlds[1], True, directionally_matched_group_lookup)
# verifying that we did in fact place region3 adjacent to region0 to unblock all the other connections
# (and implicitly, that ER didn't fail)
self.assertTrue(("region0_right", "region4_left") in result.pairings
or ("region0_right2", "region4_left") in result.pairings)
def test_fails_when_mismatched_entrance_and_exit_count(self):
"""tests that entrance randomization fast-fails if the input exit and entrance count do not match"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
multiworld.get_region("region1", 1).create_exit("extra")
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unreachable_exit(self):
"""tests that entrance randomization fails if an exit is never reachable (non-minimal accessibility)"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_fails_when_some_unconnectable_exit(self):
"""tests that entrance randomization fails if an exit can't be made into a valid placement (non-minimal)"""
class CustomEntrance(Entrance):
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
if other.name == "region1_right":
return False
class CustomRegion(Region):
entrance_type = CustomEntrance
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5, region_type=CustomRegion)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)
def test_minimal_er_fails_when_not_enough_locations_to_fit_progression(self):
"""
tests that entrance randomization fails in minimal accessibility if there are not enough locations
available to place all progression items locally
"""
multiworld = generate_test_multiworld()
multiworld.worlds[1].options.accessibility = Accessibility.from_any(Accessibility.option_minimal)
multiworld.completion_condition[1] = lambda state: state.can_reach("region24", player=1)
generate_disconnected_region_grid(multiworld, 5, 1)
prog_items = generate_items(30, 1, True)
multiworld.itempool += prog_items
e = multiworld.get_entrance("region1_right", 1)
set_rule(e, lambda state: False)
self.assertRaises(EntranceRandomizationError, randomize_entrances, multiworld.worlds[1], False,
directionally_matched_group_lookup)

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@@ -1,63 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all, World
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
def test_entrance_connection_steps(self):
"""Tests that Entrances are connected and not changed after connect_entrances."""
def get_entrance_name_to_source_and_target_dict(world: World):
return [
(entrance.name, entrance.parent_region, entrance.connected_region)
for entrance in world.get_entrances()
]
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
additional_steps = ("generate_basic", "pre_fill")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, gen_steps)
original_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertTrue(
all(entrance[1] is not None and entrance[2] is not None for entrance in original_entrances),
f"{game_name} had unconnected entrances after connect_entrances"
)
for step in additional_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
step_entrances = get_entrance_name_to_source_and_target_dict(multiworld.worlds[1])
self.assertEqual(
original_entrances, step_entrances, f"{game_name} modified entrances during {step}"
)
def test_all_state_before_connect_entrances(self):
"""Before connect_entrances, Entrance objects may be unconnected.
Thus, we test that get_all_state is performed with allow_partial_entrances if used before or during
connect_entrances."""
gen_steps = ("generate_early", "create_regions", "create_items", "set_rules", "connect_entrances")
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game_name=game_name):
multiworld = setup_solo_multiworld(world_type, ())
original_get_all_state = multiworld.get_all_state
def patched_get_all_state(use_cache: bool, allow_partial_entrances: bool = False):
self.assertTrue(allow_partial_entrances, (
"Before the connect_entrances step finishes, other worlds might still have partial entrances. "
"As such, any call to get_all_state must use allow_partial_entrances = True."
))
return original_get_all_state(use_cache, allow_partial_entrances)
multiworld.get_all_state = patched_get_all_state
for step in gen_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)

View File

@@ -1,8 +1,6 @@
import unittest
from typing import Callable, Dict, Optional
from typing_extensions import override
from BaseClasses import CollectionState, MultiWorld, Region
@@ -10,7 +8,6 @@ class TestHelpers(unittest.TestCase):
multiworld: MultiWorld
player: int = 1
@override
def setUp(self) -> None:
self.multiworld = MultiWorld(self.player)
self.multiworld.game[self.player] = "helper_test_game"
@@ -41,15 +38,15 @@ class TestHelpers(unittest.TestCase):
"TestRegion1": {"TestRegion2": "connection"},
"TestRegion2": {"TestRegion1": None},
}
reg_exit_set: Dict[str, set[str]] = {
"TestRegion1": {"TestRegion3"}
}
exit_rules: Dict[str, Callable[[CollectionState], bool]] = {
"TestRegion1": lambda state: state.has("test_item", self.player)
}
self.multiworld.regions += [Region(region, self.player, self.multiworld, regions[region]) for region in regions]
with self.subTest("Test Location Creation Helper"):
@@ -76,7 +73,7 @@ class TestHelpers(unittest.TestCase):
entrance_name = exit_name if exit_name else f"{parent} -> {exit_reg}"
self.assertEqual(exit_rules[exit_reg],
self.multiworld.get_entrance(entrance_name, self.player).access_rule)
for region in reg_exit_set:
current_region = self.multiworld.get_region(region, self.player)
current_region.add_exits(reg_exit_set[region])

View File

@@ -39,7 +39,7 @@ class TestImplemented(unittest.TestCase):
"""Tests that if a world creates slot data, it's json serializable."""
for game_name, world_type in AutoWorldRegister.world_types.items():
# has an await for generate_output which isn't being called
if game_name in {"Ocarina of Time"}:
if game_name in {"Ocarina of Time", "Zillion"}:
continue
multiworld = setup_solo_multiworld(world_type)
with self.subTest(game=game_name, seed=multiworld.seed):
@@ -52,77 +52,3 @@ class TestImplemented(unittest.TestCase):
def test_no_failed_world_loads(self):
if failed_world_loads:
self.fail(f"The following worlds failed to load: {failed_world_loads}")
def test_explicit_indirect_conditions_spheres(self):
"""Tests that worlds using explicit indirect conditions produce identical spheres as when using implicit
indirect conditions"""
# Because the iteration order of blocked_connections in CollectionState.update_reachable_regions() is
# nondeterministic, this test may sometimes pass with the same seed even when there are missing indirect
# conditions.
for game_name, world_type in AutoWorldRegister.world_types.items():
multiworld = setup_solo_multiworld(world_type)
world = multiworld.get_game_worlds(game_name)[0]
if not world.explicit_indirect_conditions:
# The world does not use explicit indirect conditions, so it can be skipped.
continue
# The world may override explicit_indirect_conditions as a property that cannot be set, so try modifying it.
try:
world.explicit_indirect_conditions = False
world.explicit_indirect_conditions = True
except Exception:
# Could not modify the attribute, so skip this world.
with self.subTest(game=game_name, skipped="world.explicit_indirect_conditions could not be set"):
continue
with self.subTest(game=game_name, seed=multiworld.seed):
distribute_items_restrictive(multiworld)
call_all(multiworld, "post_fill")
# Note: `multiworld.get_spheres()` iterates a set of locations, so the order that locations are checked
# is nondeterministic and may vary between runs with the same seed.
explicit_spheres = list(multiworld.get_spheres())
# Disable explicit indirect conditions and produce a second list of spheres.
world.explicit_indirect_conditions = False
implicit_spheres = list(multiworld.get_spheres())
# Both lists should be identical.
if explicit_spheres == implicit_spheres:
# Test passed.
continue
# Find the first sphere that was different and provide a useful failure message.
zipped = zip(explicit_spheres, implicit_spheres)
for sphere_num, (sphere_explicit, sphere_implicit) in enumerate(zipped, start=1):
# Each sphere created with explicit indirect conditions should be identical to the sphere created
# with implicit indirect conditions.
if sphere_explicit != sphere_implicit:
reachable_only_with_implicit = sorted(sphere_implicit - sphere_explicit)
if reachable_only_with_implicit:
locations_and_parents = [(loc, loc.parent_region) for loc in reachable_only_with_implicit]
self.fail(f"Sphere {sphere_num} created with explicit indirect conditions did not contain"
f" the same locations as sphere {sphere_num} created with implicit indirect"
f" conditions. There may be missing indirect conditions for connections to the"
f" locations' parent regions or connections from other regions which connect to"
f" these regions."
f"\nLocations that should have been reachable in sphere {sphere_num} and their"
f" parent regions:"
f"\n{locations_and_parents}")
else:
# Some locations were only present in the sphere created with explicit indirect conditions.
# This should not happen because missing indirect conditions should only reduce
# accessibility, not increase accessibility.
reachable_only_with_explicit = sorted(sphere_explicit - sphere_implicit)
self.fail(f"Sphere {sphere_num} created with explicit indirect conditions contained more"
f" locations than sphere {sphere_num} created with implicit indirect conditions."
f" This should not happen."
f"\nUnexpectedly reachable locations in sphere {sphere_num}:"
f"\n{reachable_only_with_explicit}")
self.fail("Unreachable")
def test_no_items_or_locations_or_regions_submitted_in_init(self):
"""Test that worlds don't submit items/locations/regions to the multiworld in __init__"""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, ())
self.assertEqual(len(multiworld.itempool), 0)
self.assertEqual(len(multiworld.get_locations()), 0)
self.assertEqual(len(multiworld.get_regions()), 0)

View File

@@ -1,6 +1,5 @@
import unittest
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
@@ -9,31 +8,12 @@ class TestBase(unittest.TestCase):
def test_create_item(self):
"""Test that a world can successfully create all items in its datapackage"""
for game_name, world_type in AutoWorldRegister.world_types.items():
multiworld = setup_solo_multiworld(world_type, steps=("generate_early", "create_regions", "create_items"))
proxy_world = multiworld.worlds[1]
proxy_world = setup_solo_multiworld(world_type, ()).worlds[1]
for item_name in world_type.item_name_to_id:
test_state = CollectionState(multiworld)
with self.subTest("Create Item", item_name=item_name, game_name=game_name):
item = proxy_world.create_item(item_name)
with self.subTest("Item Name", item_name=item_name, game_name=game_name):
self.assertEqual(item.name, item_name)
if item.advancement:
with self.subTest("Item State Collect", item_name=item_name, game_name=game_name):
test_state.collect(item, True)
with self.subTest("Item State Remove", item_name=item_name, game_name=game_name):
test_state.remove(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items,
"Item Collect -> Remove should restore empty state.")
else:
with self.subTest("Item State Collect No Change", item_name=item_name, game_name=game_name):
# Non-Advancement should not modify state.
test_state.collect(item)
self.assertEqual(test_state.prog_items, multiworld.state.prog_items)
def test_item_name_group_has_valid_item(self):
"""Test that all item name groups contain valid items. """
# This cannot test for Event names that you may have declared for logic, only sendable Items.
@@ -87,7 +67,7 @@ class TestBase(unittest.TestCase):
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "create_items")
additional_steps = ("set_rules", "connect_entrances", "generate_basic", "pre_fill")
additional_steps = ("set_rules", "generate_basic", "pre_fill")
excluded_games = ("Links Awakening DX", "Ocarina of Time", "SMZ3")
worlds_to_test = {game: world
for game, world in AutoWorldRegister.world_types.items() if game not in excluded_games}
@@ -104,7 +84,7 @@ class TestBase(unittest.TestCase):
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", "connect_entrances", "generate_basic", "pre_fill")
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):

View File

@@ -45,12 +45,6 @@ class TestBase(unittest.TestCase):
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "connect_entrances")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during rule creation")
self.assertEqual(location_count, len(multiworld.get_locations()),
f"{game_name} modified locations count during rule creation")
call_all(multiworld, "generate_basic")
self.assertEqual(region_count, len(multiworld.get_regions()),
f"{game_name} modified region count during generate_basic")

View File

@@ -1,21 +1,16 @@
import unittest
from BaseClasses import MultiWorld
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld
class TestWorldMemory(unittest.TestCase):
def test_leak(self) -> None:
def test_leak(self):
"""Tests that worlds don't leak references to MultiWorld or themselves with default options."""
import gc
import weakref
refs: dict[str, weakref.ReferenceType[MultiWorld]] = {}
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game creation", game_name=game_name):
with self.subTest("Game", game_name=game_name):
weak = weakref.ref(setup_solo_multiworld(world_type))
refs[game_name] = weak
gc.collect()
for game_name, weak in refs.items():
with self.subTest("Game cleanup", game_name=game_name):
gc.collect()
self.assertFalse(weak(), "World leaked a reference")

View File

@@ -3,7 +3,7 @@ from worlds.AutoWorld import AutoWorldRegister
class TestNames(unittest.TestCase):
def test_item_names_format(self) -> None:
def test_item_names_format(self):
"""Item names must not be all numeric in order to differentiate between ID and name in !hint"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):
@@ -11,7 +11,7 @@ class TestNames(unittest.TestCase):
self.assertFalse(item_name.isnumeric(),
f"Item name \"{item_name}\" is invalid. It must not be numeric.")
def test_location_name_format(self) -> None:
def test_location_name_format(self):
"""Location names must not be all numeric in order to differentiate between ID and name in !hint_location"""
for gamename, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game=gamename):

View File

@@ -1,11 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister
from worlds.Files import AutoPatchRegister
class TestPatches(unittest.TestCase):
def test_patch_name_matches_game(self) -> None:
for game_name in AutoPatchRegister.patch_types:
with self.subTest(game=game_name):
self.assertIn(game_name, AutoWorldRegister.world_types.keys(),
f"Patch '{game_name}' does not match the name of any world.")

View File

@@ -2,11 +2,11 @@ import unittest
from BaseClasses import CollectionState
from worlds.AutoWorld import AutoWorldRegister
from . import setup_solo_multiworld, gen_steps
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
gen_steps = gen_steps
gen_steps = ["generate_early", "create_regions", "create_items", "set_rules", "generate_basic", "pre_fill"]
default_settings_unreachable_regions = {
"A Link to the Past": {

View File

@@ -1,19 +0,0 @@
import unittest
import os
class TestBase(unittest.TestCase):
def test_requirements_file_ends_on_newline(self):
"""Test that all requirements files end on a newline"""
import Utils
requirements_files = [Utils.local_path("requirements.txt"),
Utils.local_path("WebHostLib", "requirements.txt")]
worlds_path = Utils.local_path("worlds")
for entry in os.listdir(worlds_path):
requirements_path = os.path.join(worlds_path, entry, "requirements.txt")
if os.path.isfile(requirements_path):
requirements_files.append(requirements_path)
for requirements_file in requirements_files:
with self.subTest(path=requirements_file):
with open(requirements_file) as f:
self.assertEqual(f.read()[-1], "\n")

View File

@@ -1,29 +0,0 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister, call_all
from . import setup_solo_multiworld
class TestBase(unittest.TestCase):
gen_steps = (
"generate_early",
"create_regions",
)
test_steps = (
"create_items",
"set_rules",
"connect_entrances",
"generate_basic",
"pre_fill",
)
def test_all_state_is_available(self):
"""Ensure all_state can be created at certain steps."""
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest("Game", game=game_name):
multiworld = setup_solo_multiworld(world_type, self.gen_steps)
for step in self.test_steps:
with self.subTest("Step", step=step):
call_all(multiworld, step)
self.assertTrue(multiworld.get_all_state(False, True))

View File

@@ -1,5 +1,5 @@
import unittest
from typing import ClassVar, List, Tuple
from typing import List, Tuple
from unittest import TestCase
from BaseClasses import CollectionState, Location, MultiWorld
@@ -7,7 +7,6 @@ from Fill import distribute_items_restrictive
from Options import Accessibility
from worlds.AutoWorld import AutoWorldRegister, call_all, call_single
from ..general import gen_steps, setup_multiworld
from ..param import classvar_matrix
class MultiworldTestBase(TestCase):
@@ -64,18 +63,15 @@ class TestAllGamesMultiworld(MultiworldTestBase):
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")
@classvar_matrix(game=AutoWorldRegister.world_types.keys())
class TestTwoPlayerMulti(MultiworldTestBase):
game: ClassVar[str]
def test_two_player_single_game_fills(self) -> None:
"""Tests that a multiworld of two players for each registered game world can generate."""
world_type = AutoWorldRegister.world_types[self.game]
self.multiworld = setup_multiworld([world_type, world_type], ())
for world in self.multiworld.worlds.values():
world.options.accessibility.value = Accessibility.option_full
self.assertSteps(gen_steps)
with self.subTest("filling multiworld", games=world_type.game, seed=self.multiworld.seed):
distribute_items_restrictive(self.multiworld)
call_all(self.multiworld, "post_fill")
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")
for world_type in AutoWorldRegister.world_types.values():
self.multiworld = setup_multiworld([world_type, world_type], ())
for world in self.multiworld.worlds.values():
world.options.accessibility.value = Accessibility.option_full
self.assertSteps(gen_steps)
with self.subTest("filling multiworld", games=world_type.game, seed=self.multiworld.seed):
distribute_items_restrictive(self.multiworld)
call_all(self.multiworld, "post_fill")
self.assertTrue(self.fulfills_accessibility(), "Collected all locations, but can't beat the game")

View File

@@ -1,46 +0,0 @@
import itertools
import sys
from typing import Any, Callable, Iterable
def classvar_matrix(**kwargs: Iterable[Any]) -> Callable[[type], None]:
"""
Create a new class for each variation of input, allowing to generate a TestCase matrix / parametrization that
supports multi-threading and has better reporting for ``unittest --durations=...`` and ``pytest --durations=...``
than subtests.
The kwargs will be set as ClassVars in the newly created classes. Use as ::
@classvar_matrix(var_name=[value1, value2])
class MyTestCase(unittest.TestCase):
var_name: typing.ClassVar[...]
:param kwargs: A dict of ClassVars to set, where key is the variable name and value is a list of all values.
:return: A decorator to be applied to a class.
"""
keys: tuple[str]
values: Iterable[Iterable[Any]]
keys, values = zip(*kwargs.items())
values = map(lambda v: sorted(v) if isinstance(v, (set, frozenset)) else v, values)
permutations_dicts = [dict(zip(keys, v)) for v in itertools.product(*values)]
def decorator(cls: type) -> None:
mod = sys.modules[cls.__module__]
for permutation in permutations_dicts:
class Unrolled(cls): # type: ignore
pass
for k, v in permutation.items():
setattr(Unrolled, k, v)
params = ", ".join([f"{k}={repr(v)}" for k, v in permutation.items()])
params = f"{{{params}}}"
Unrolled.__module__ = cls.__module__
Unrolled.__qualname__ = f"{cls.__qualname__}{params}"
setattr(mod, f"{cls.__name__}{params}", Unrolled)
return None
return decorator

View File

@@ -86,7 +86,3 @@ class SNIClient(abc.ABC, metaclass=AutoSNIClientRegister):
async def deathlink_kill_player(self, ctx: SNIContext) -> None:
""" override this with implementation to kill player """
pass
def on_package(self, ctx: SNIContext, cmd: str, args: Dict[str, Any]) -> None:
""" override this with code to handle packages from the server """
pass

View File

@@ -7,7 +7,7 @@ import sys
import time
from random import Random
from dataclasses import make_dataclass
from typing import (Any, Callable, ClassVar, Dict, FrozenSet, Iterable, List, Mapping, Optional, Set, TextIO, Tuple,
from typing import (Any, Callable, ClassVar, Dict, FrozenSet, List, Mapping, Optional, Set, TextIO, Tuple,
TYPE_CHECKING, Type, Union)
from Options import item_and_loc_options, ItemsAccessibility, OptionGroup, PerGameCommonOptions
@@ -378,10 +378,6 @@ class World(metaclass=AutoWorldRegister):
"""Method for setting the rules on the World's regions and locations."""
pass
def connect_entrances(self) -> None:
"""Method to finalize the source and target regions of the World's entrances"""
pass
def generate_basic(self) -> None:
"""
Useful for randomizing things that don't affect logic but are better to be determined before the output stage.
@@ -538,24 +534,12 @@ class World(metaclass=AutoWorldRegister):
def get_location(self, location_name: str) -> "Location":
return self.multiworld.get_location(location_name, self.player)
def get_locations(self) -> "Iterable[Location]":
return self.multiworld.get_locations(self.player)
def get_entrance(self, entrance_name: str) -> "Entrance":
return self.multiworld.get_entrance(entrance_name, self.player)
def get_entrances(self) -> "Iterable[Entrance]":
return self.multiworld.get_entrances(self.player)
def get_region(self, region_name: str) -> "Region":
return self.multiworld.get_region(region_name, self.player)
def get_regions(self) -> "Iterable[Region]":
return self.multiworld.get_regions(self.player)
def push_precollected(self, item: Item) -> None:
self.multiworld.push_precollected(item)
@property
def player_name(self) -> str:
return self.multiworld.get_player_name(self.player)

View File

@@ -18,42 +18,16 @@ class Type(Enum):
class Component:
"""
A Component represents a process launchable by Archipelago Launcher, either by a User action in the GUI,
by resolving an archipelago://user:pass@host:port link from the WebHost, by resolving a patch file's metadata,
or by using a component name arg while running the Launcher in CLI i.e. `ArchipelagoLauncher.exe "Text Client"`
Expected to be appended to LauncherComponents.component list to be used.
"""
display_name: str
"""Used as the GUI button label and the component name in the CLI args"""
type: Type
"""
Enum "Type" classification of component intent, for filtering in the Launcher GUI
If not set in the constructor, it will be inferred by display_name
"""
script_name: Optional[str]
"""Recommended to use func instead; Name of file to run when the component is called"""
frozen_name: Optional[str]
"""Recommended to use func instead; Name of the frozen executable file for this component"""
icon: str # just the name, no suffix
"""Lookup ID for the icon path in LauncherComponents.icon_paths"""
cli: bool
"""Bool to control if the component gets launched in an appropriate Terminal for the OS"""
func: Optional[Callable]
"""
Function that gets called when the component gets launched
Any arg besides the component name arg is passed into the func as well, so handling *args is suggested
"""
file_identifier: Optional[Callable[[str], bool]]
"""
Function that is run against patch file arg to identify which component is appropriate to launch
If the function is an Instance of SuffixIdentifier the suffixes will also be valid for the Open Patch component
"""
game_name: Optional[str]
"""Game name to identify component when handling launch links from WebHost"""
supports_uri: Optional[bool]
"""Bool to identify if a component supports being launched by launch links from WebHost"""
def __init__(self, display_name: str, script_name: Optional[str] = None, frozen_name: Optional[str] = None,
cli: bool = False, icon: str = 'icon', component_type: Optional[Type] = None,
@@ -87,7 +61,7 @@ class Component:
processes = weakref.WeakSet()
def launch_subprocess(func: Callable, name: str | None = None, args: Tuple[str, ...] = ()) -> None:
def launch_subprocess(func: Callable, name: str = None, args: Tuple[str, ...] = ()) -> None:
global processes
import multiprocessing
process = multiprocessing.Process(target=func, name=name, args=args)
@@ -95,14 +69,6 @@ def launch_subprocess(func: Callable, name: str | None = None, args: Tuple[str,
processes.add(process)
def launch(func: Callable, name: str | None = None, args: Tuple[str, ...] = ()) -> None:
from Utils import is_kivy_running
if is_kivy_running():
launch_subprocess(func, name, args)
else:
func(*args)
class SuffixIdentifier:
suffixes: Iterable[str]
@@ -119,7 +85,7 @@ class SuffixIdentifier:
def launch_textclient(*args):
import CommonClient
launch(CommonClient.run_as_textclient, name="TextClient", args=args)
launch_subprocess(CommonClient.run_as_textclient, name="TextClient", args=args)
def _install_apworld(apworld_src: str = "") -> Optional[Tuple[pathlib.Path, pathlib.Path]]:

View File

@@ -55,7 +55,6 @@ async def lock(ctx) -> None
async def unlock(ctx) -> None
async def get_hash(ctx) -> str
async def get_memory_size(ctx, domain: str) -> int
async def get_system(ctx) -> str
async def get_cores(ctx) -> dict[str, str]
async def ping(ctx) -> None
@@ -169,10 +168,9 @@ select dialog and they will be associated with BizHawkClient. This does not affe
associate the file extension with Archipelago.
`validate_rom` is called to figure out whether a given ROM belongs to your client. It will only be called when a ROM is
running on a system you specified in your `system` class variable. Take extra care here, because your code will run
against ROMs that you have no control over. If you're reading an address deep in ROM, you might want to check the size
of ROM before you attempt to read it using `get_memory_size`. If you decide to claim this ROM as yours, this is where
you should do setup for things like `items_handling`.
running on a system you specified in your `system` class variable. In most cases, that will be a single system and you
can be sure that you're not about to try to read from nonexistent domains or out of bounds. If you decide to claim this
ROM as yours, this is where you should do setup for things like `items_handling`.
`game_watcher` is the "main loop" of your client where you should be checking memory and sending new items to the ROM.
`BizHawkClient` will make sure that your `game_watcher` only runs when your client has validated the ROM, and will do
@@ -270,8 +268,6 @@ server connection before trying to interact with it.
- By default, the player will be asked to provide their slot name after connecting to the server and validating, and
that input will be used to authenticate with the `Connect` command. You can override `set_auth` in your own client to
set it automatically based on data in the ROM or on your client instance.
- Use `get_memory_size` inside `validate_rom` if you need to read at large addresses, in case some other game has a
smaller ROM size.
- You can override `on_package` in your client to watch raw packages, but don't forget you also have access to a
subclass of `CommonContext` and its API.
- You can import `BizHawkClientContext` for type hints using `typing.TYPE_CHECKING`. Importing it without conditions at

View File

@@ -10,7 +10,7 @@ import base64
import enum
import json
import sys
from typing import Any, Sequence
import typing
BIZHAWK_SOCKET_PORT_RANGE_START = 43055
@@ -44,10 +44,10 @@ class SyncError(Exception):
class BizHawkContext:
streams: tuple[asyncio.StreamReader, asyncio.StreamWriter] | None
streams: typing.Optional[typing.Tuple[asyncio.StreamReader, asyncio.StreamWriter]]
connection_status: ConnectionStatus
_lock: asyncio.Lock
_port: int | None
_port: typing.Optional[int]
def __init__(self) -> None:
self.streams = None
@@ -122,12 +122,12 @@ async def get_script_version(ctx: BizHawkContext) -> int:
return int(await ctx._send_message("VERSION"))
async def send_requests(ctx: BizHawkContext, req_list: list[dict[str, Any]]) -> list[dict[str, Any]]:
async def send_requests(ctx: BizHawkContext, req_list: typing.List[typing.Dict[str, typing.Any]]) -> typing.List[typing.Dict[str, typing.Any]]:
"""Sends a list of requests to the BizHawk connector and returns their responses.
It's likely you want to use the wrapper functions instead of this."""
responses = json.loads(await ctx._send_message(json.dumps(req_list)))
errors: list[ConnectorError] = []
errors: typing.List[ConnectorError] = []
for response in responses:
if response["type"] == "ERROR":
@@ -151,7 +151,7 @@ async def ping(ctx: BizHawkContext) -> None:
async def get_hash(ctx: BizHawkContext) -> str:
"""Gets the hash value of the currently loaded ROM"""
"""Gets the system name for the currently loaded ROM"""
res = (await send_requests(ctx, [{"type": "HASH"}]))[0]
if res["type"] != "HASH_RESPONSE":
@@ -160,16 +160,6 @@ async def get_hash(ctx: BizHawkContext) -> str:
return res["value"]
async def get_memory_size(ctx: BizHawkContext, domain: str) -> int:
"""Gets the size in bytes of the specified memory domain"""
res = (await send_requests(ctx, [{"type": "MEMORY_SIZE", "domain": domain}]))[0]
if res["type"] != "MEMORY_SIZE_RESPONSE":
raise SyncError(f"Expected response of type MEMORY_SIZE_RESPONSE but got {res['type']}")
return res["value"]
async def get_system(ctx: BizHawkContext) -> str:
"""Gets the system name for the currently loaded ROM"""
res = (await send_requests(ctx, [{"type": "SYSTEM"}]))[0]
@@ -180,7 +170,7 @@ async def get_system(ctx: BizHawkContext) -> str:
return res["value"]
async def get_cores(ctx: BizHawkContext) -> dict[str, str]:
async def get_cores(ctx: BizHawkContext) -> typing.Dict[str, str]:
"""Gets the preferred cores for systems with multiple cores. Only systems with multiple available cores have
entries."""
res = (await send_requests(ctx, [{"type": "PREFERRED_CORES"}]))[0]
@@ -233,8 +223,8 @@ async def set_message_interval(ctx: BizHawkContext, value: float) -> None:
raise SyncError(f"Expected response of type SET_MESSAGE_INTERVAL_RESPONSE but got {res['type']}")
async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]],
guard_list: Sequence[tuple[int, Sequence[int], str]]) -> list[bytes] | None:
async def guarded_read(ctx: BizHawkContext, read_list: typing.Sequence[typing.Tuple[int, int, str]],
guard_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> typing.Optional[typing.List[bytes]]:
"""Reads an array of bytes at 1 or more addresses if and only if every byte in guard_list matches its expected
value.
@@ -262,7 +252,7 @@ async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int,
"domain": domain
} for address, size, domain in read_list])
ret: list[bytes] = []
ret: typing.List[bytes] = []
for item in res:
if item["type"] == "GUARD_RESPONSE":
if not item["value"]:
@@ -276,7 +266,7 @@ async def guarded_read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int,
return ret
async def read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]]) -> list[bytes]:
async def read(ctx: BizHawkContext, read_list: typing.Sequence[typing.Tuple[int, int, str]]) -> typing.List[bytes]:
"""Reads data at 1 or more addresses.
Items in `read_list` should be organized `(address, size, domain)` where
@@ -288,8 +278,8 @@ async def read(ctx: BizHawkContext, read_list: Sequence[tuple[int, int, str]]) -
return await guarded_read(ctx, read_list, [])
async def guarded_write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Sequence[int], str]],
guard_list: Sequence[tuple[int, Sequence[int], str]]) -> bool:
async def guarded_write(ctx: BizHawkContext, write_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]],
guard_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> bool:
"""Writes data to 1 or more addresses if and only if every byte in guard_list matches its expected value.
Items in `write_list` should be organized `(address, value, domain)` where
@@ -326,7 +316,7 @@ async def guarded_write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Seq
return True
async def write(ctx: BizHawkContext, write_list: Sequence[tuple[int, Sequence[int], str]]) -> None:
async def write(ctx: BizHawkContext, write_list: typing.Sequence[typing.Tuple[int, typing.Sequence[int], str]]) -> None:
"""Writes data to 1 or more addresses.
Items in write_list should be organized `(address, value, domain)` where

View File

@@ -5,9 +5,9 @@ A module containing the BizHawkClient base class and metaclass
from __future__ import annotations
import abc
from typing import TYPE_CHECKING, Any, ClassVar
from typing import TYPE_CHECKING, Any, ClassVar, Dict, Optional, Tuple, Union
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch as launch_component
from worlds.LauncherComponents import Component, SuffixIdentifier, Type, components, launch_subprocess
if TYPE_CHECKING:
from .context import BizHawkClientContext
@@ -15,7 +15,7 @@ if TYPE_CHECKING:
def launch_client(*args) -> None:
from .context import launch
launch_component(launch, name="BizHawkClient", args=args)
launch_subprocess(launch, name="BizHawkClient", args=args)
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
@@ -24,9 +24,9 @@ components.append(component)
class AutoBizHawkClientRegister(abc.ABCMeta):
game_handlers: ClassVar[dict[tuple[str, ...], dict[str, BizHawkClient]]] = {}
game_handlers: ClassVar[Dict[Tuple[str, ...], Dict[str, BizHawkClient]]] = {}
def __new__(cls, name: str, bases: tuple[type, ...], namespace: dict[str, Any]) -> AutoBizHawkClientRegister:
def __new__(cls, name: str, bases: Tuple[type, ...], namespace: Dict[str, Any]) -> AutoBizHawkClientRegister:
new_class = super().__new__(cls, name, bases, namespace)
# Register handler
@@ -54,7 +54,7 @@ class AutoBizHawkClientRegister(abc.ABCMeta):
return new_class
@staticmethod
async def get_handler(ctx: "BizHawkClientContext", system: str) -> BizHawkClient | None:
async def get_handler(ctx: "BizHawkClientContext", system: str) -> Optional[BizHawkClient]:
for systems, handlers in AutoBizHawkClientRegister.game_handlers.items():
if system in systems:
for handler in handlers.values():
@@ -65,13 +65,13 @@ class AutoBizHawkClientRegister(abc.ABCMeta):
class BizHawkClient(abc.ABC, metaclass=AutoBizHawkClientRegister):
system: ClassVar[str | tuple[str, ...]]
system: ClassVar[Union[str, Tuple[str, ...]]]
"""The system(s) that the game this client is for runs on"""
game: ClassVar[str]
"""The game this client is for"""
patch_suffix: ClassVar[str | tuple[str, ...] | None]
patch_suffix: ClassVar[Optional[Union[str, Tuple[str, ...]]]]
"""The file extension(s) this client is meant to open and patch (e.g. ".apz3")"""
@abc.abstractmethod

View File

@@ -6,7 +6,7 @@ checking or launching the client, otherwise it will probably cause circular impo
import asyncio
import enum
import subprocess
from typing import Any
from typing import Any, Dict, Optional
from CommonClient import CommonContext, ClientCommandProcessor, get_base_parser, server_loop, logger, gui_enabled
import Patch
@@ -41,18 +41,17 @@ class BizHawkClientCommandProcessor(ClientCommandProcessor):
class BizHawkClientContext(CommonContext):
command_processor = BizHawkClientCommandProcessor
server_seed_name: str | None = None
auth_status: AuthStatus
password_requested: bool
client_handler: BizHawkClient | None
slot_data: dict[str, Any] | None = None
rom_hash: str | None = None
client_handler: Optional[BizHawkClient]
slot_data: Optional[Dict[str, Any]] = None
rom_hash: Optional[str] = None
bizhawk_ctx: BizHawkContext
watcher_timeout: float
"""The maximum amount of time the game watcher loop will wait for an update from the server before executing"""
def __init__(self, server_address: str | None, password: str | None):
def __init__(self, server_address: Optional[str], password: Optional[str]):
super().__init__(server_address, password)
self.auth_status = AuthStatus.NOT_AUTHENTICATED
self.password_requested = False
@@ -69,8 +68,6 @@ class BizHawkClientContext(CommonContext):
if cmd == "Connected":
self.slot_data = args.get("slot_data", None)
self.auth_status = AuthStatus.AUTHENTICATED
elif cmd == "RoomInfo":
self.server_seed_name = args.get("seed_name", None)
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
@@ -103,7 +100,6 @@ class BizHawkClientContext(CommonContext):
async def disconnect(self, allow_autoreconnect: bool=False):
self.auth_status = AuthStatus.NOT_AUTHENTICATED
self.server_seed_name = None
await super().disconnect(allow_autoreconnect)
@@ -235,28 +231,20 @@ async def _run_game(rom: str):
)
def _patch_and_run_game(patch_file: str):
async def _patch_and_run_game(patch_file: str):
try:
metadata, output_file = Patch.create_rom_file(patch_file)
Utils.async_start(_run_game(output_file))
return metadata
except Exception as exc:
logger.exception(exc)
Utils.messagebox("Error Patching Game", str(exc), True)
return {}
def launch(*launch_args: str) -> None:
def launch(*launch_args) -> None:
async def main():
parser = get_base_parser()
parser.add_argument("patch_file", default="", type=str, nargs="?", help="Path to an Archipelago patch file")
args = parser.parse_args(launch_args)
if args.patch_file != "":
metadata = _patch_and_run_game(args.patch_file)
if "server" in metadata:
args.connect = metadata["server"]
ctx = BizHawkClientContext(args.connect, args.password)
ctx.server_task = asyncio.create_task(server_loop(ctx), name="ServerLoop")
@@ -264,6 +252,9 @@ def launch(*launch_args: str) -> None:
ctx.run_gui()
ctx.run_cli()
if args.patch_file != "":
Utils.async_start(_patch_and_run_game(args.patch_file))
watcher_task = asyncio.create_task(_game_watcher(ctx), name="GameWatcher")
try:
@@ -276,6 +267,6 @@ def launch(*launch_args: str) -> None:
Utils.init_logging("BizHawkClient", exception_logger="Client")
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -3,4 +3,4 @@ mpyq>=0.2.5
portpicker>=1.5.2
aiohttp>=3.8.4
loguru>=0.7.0
protobuf==3.20.3
protobuf==3.20.3

View File

@@ -1,8 +1,9 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import Dict
from Options import Choice, DefaultOnToggle, DeathLink, Range, Toggle, PerGameCommonOptions
from dataclasses import dataclass
from Options import Choice, Option, DefaultOnToggle, DeathLink, Range, Toggle, PerGameCommonOptions
class FreeincarnateMax(Range):

View File

@@ -1,6 +1,6 @@
from BaseClasses import MultiWorld, Region, Entrance, LocationProgressType
from Options import PerGameCommonOptions
from .Locations import location_table, AdventureLocation, dragon_room_to_region
from .Locations import location_table, LocationData, AdventureLocation, dragon_room_to_region
def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,

View File

@@ -2,14 +2,14 @@ import hashlib
import json
import os
import zipfile
from typing import Any
import bsdiff4
from typing import Optional, Any
import Utils
from .Locations import AdventureLocation, LocationData
from settings import get_settings
from worlds.Files import APPatch, AutoPatchRegister
from .Locations import LocationData
import bsdiff4
ADVENTUREHASH: str = "157bddb7192754a45372be196797f284"

View File

@@ -1,24 +1,35 @@
import base64
import copy
import itertools
import math
import os
import typing
from typing import ClassVar, Dict, Optional, Tuple
import settings
from BaseClasses import Item, ItemClassification, MultiWorld, Tutorial, LocationProgressType
import typing
from enum import IntFlag
from typing import Any, ClassVar, Dict, List, Optional, Set, Tuple
from BaseClasses import Entrance, Item, ItemClassification, MultiWorld, Region, Tutorial, \
LocationProgressType
from Utils import __version__
from Options import AssembleOptions
from worlds.AutoWorld import WebWorld, World
from worlds.LauncherComponents import Component, components, SuffixIdentifier
from Fill import fill_restrictive
from worlds.generic.Rules import add_rule, set_rule
from .Options import DragonRandoType, DifficultySwitchA, DifficultySwitchB, \
AdventureOptions
from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, \
AdventureAutoCollectLocation
from .Items import item_table, ItemData, nothing_item_id, event_table, AdventureItem, standard_item_max
from .Locations import location_table, base_location_id, LocationData, get_random_room_in_regions
from .Offsets import static_item_data_location, items_ram_start, static_item_element_size, item_position_table, \
static_first_dragon_index, connector_port_offset, yorgle_speed_data_location, grundle_speed_data_location, \
rhindle_speed_data_location, item_ram_addresses, start_castle_values, start_castle_offset
from .Options import DragonRandoType, DifficultySwitchA, DifficultySwitchB, AdventureOptions
from .Regions import create_regions
from .Rom import get_base_rom_bytes, get_base_rom_path, AdventureDeltaPatch, apply_basepatch, AdventureAutoCollectLocation
from .Rules import set_rules
from worlds.LauncherComponents import Component, components, SuffixIdentifier
# Adventure
components.append(Component('Adventure Client', 'AdventureClient', file_identifier=SuffixIdentifier('.apadvn')))

View File

@@ -261,6 +261,6 @@ def launch():
# options = Utils.get_options()
import colorama
colorama.just_fix_windows_console()
colorama.init()
asyncio.run(main())
colorama.deinit()

View File

@@ -141,12 +141,9 @@ def set_dw_rules(world: "HatInTimeWorld"):
add_dw_rules(world, all_clear)
add_rule(main_stamp, main_objective.access_rule)
add_rule(all_clear, main_objective.access_rule)
# Only set bonus stamp rules to require All Clear if we don't auto complete bonuses
# Only set bonus stamp rules if we don't auto complete bonuses
if not world.options.DWAutoCompleteBonuses and not world.is_bonus_excluded(all_clear.name):
add_rule(bonus_stamps, all_clear.access_rule)
else:
# As soon as the Main Objective is completed, the bonuses auto-complete.
add_rule(bonus_stamps, main_objective.access_rule)
if world.options.DWShuffle:
for i in range(len(world.dw_shuffle)-1):
@@ -346,7 +343,6 @@ def create_enemy_events(world: "HatInTimeWorld"):
def set_enemy_rules(world: "HatInTimeWorld"):
no_tourist = "Camera Tourist" in world.excluded_dws or "Camera Tourist" in world.excluded_bonuses
difficulty = get_difficulty(world)
for enemy, regions in hit_list.items():
if no_tourist and enemy in bosses:
@@ -376,14 +372,6 @@ def set_enemy_rules(world: "HatInTimeWorld"):
or state.has("Zipline Unlock - The Lava Cake Path", world.player)
or state.has("Zipline Unlock - The Windmill Path", world.player))
elif enemy == "Toilet":
if area == "Toilet of Doom":
# The boss firewall is in the way and can only be skipped on Expert logic using a cherry hover.
add_rule(event, lambda state: has_paintings(state, world, 1, allow_skip=difficulty == Difficulty.EXPERT))
if difficulty < Difficulty.HARD:
# Hard logic and above can cross the boss arena gap with a cherry bridge.
add_rule(event, lambda state: can_use_hookshot(state, world))
elif enemy == "Director":
if area == "Dead Bird Studio Basement":
add_rule(event, lambda state: can_use_hookshot(state, world))
@@ -442,7 +430,7 @@ hit_list = {
# Bosses
"Mafia Boss": ["Down with the Mafia!", "Encore! Encore!", "Boss Rush"],
"Director": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
"Conductor": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
"Toilet": ["Toilet of Doom", "Boss Rush"],
"Snatcher": ["Your Contract has Expired", "Breaching the Contract", "Boss Rush",
@@ -466,7 +454,7 @@ triple_enemy_locations = [
bosses = [
"Mafia Boss",
"Director",
"Conductor",
"Toilet",
"Snatcher",
"Toxic Flower",

View File

@@ -206,7 +206,7 @@ ahit_locations = {
"Subcon Village - Graveyard Ice Cube": LocData(2000325077, "Subcon Forest Area"),
"Subcon Village - House Top": LocData(2000325471, "Subcon Forest Area"),
"Subcon Village - Ice Cube House": LocData(2000325469, "Subcon Forest Area"),
"Subcon Village - Snatcher Statue Chest": LocData(2000323730, "Subcon Forest Behind Boss Firewall"),
"Subcon Village - Snatcher Statue Chest": LocData(2000323730, "Subcon Forest Area", paintings=1),
"Subcon Village - Stump Platform Chest": LocData(2000323729, "Subcon Forest Area"),
"Subcon Forest - Giant Tree Climb": LocData(2000325470, "Subcon Forest Area"),
@@ -233,7 +233,7 @@ ahit_locations = {
"Subcon Forest - Long Tree Climb Chest": LocData(2000323734, "Subcon Forest Area",
required_hats=[HatType.DWELLER], paintings=2),
"Subcon Forest - Boss Arena Chest": LocData(2000323735, "Subcon Forest Boss Arena"),
"Subcon Forest - Boss Arena Chest": LocData(2000323735, "Subcon Forest Area"),
"Subcon Forest - Manor Rooftop": LocData(2000325466, "Subcon Forest Area",
hit_type=HitType.dweller_bell, paintings=1),
@@ -264,6 +264,7 @@ ahit_locations = {
required_hats=[HatType.DWELLER], paintings=3),
"Subcon Forest - Tall Tree Hookshot Swing": LocData(2000324766, "Subcon Forest Area",
required_hats=[HatType.DWELLER],
hookshot=True,
paintings=3),
@@ -322,7 +323,7 @@ ahit_locations = {
"Alpine Skyline - The Twilight Path": LocData(2000334434, "Alpine Skyline Area", required_hats=[HatType.DWELLER]),
"Alpine Skyline - The Twilight Bell: Wide Purple Platform": LocData(2000336478, "The Twilight Bell"),
"Alpine Skyline - The Twilight Bell: Ice Platform": LocData(2000335826, "The Twilight Bell"),
"Alpine Skyline - Goat Outpost Horn": LocData(2000334760, "Alpine Skyline Area (TIHS)", hookshot=True),
"Alpine Skyline - Goat Outpost Horn": LocData(2000334760, "Alpine Skyline Area"),
"Alpine Skyline - Windy Passage": LocData(2000334776, "Alpine Skyline Area (TIHS)", hookshot=True),
"Alpine Skyline - The Windmill: Inside Pon Cluster": LocData(2000336395, "The Windmill"),
"Alpine Skyline - The Windmill: Entrance": LocData(2000335783, "The Windmill"),
@@ -406,12 +407,12 @@ act_completions = {
hit_type=HitType.umbrella_or_brewing, hookshot=True, paintings=1),
"Act Completion (Queen Vanessa's Manor)": LocData(2000312017, "Queen Vanessa's Manor",
hit_type=HitType.dweller_bell, paintings=1),
hit_type=HitType.umbrella, paintings=1),
"Act Completion (Mail Delivery Service)": LocData(2000312032, "Mail Delivery Service",
required_hats=[HatType.SPRINT]),
"Act Completion (Your Contract has Expired)": LocData(2000311390, "Your Contract has Expired - Post Fight",
"Act Completion (Your Contract has Expired)": LocData(2000311390, "Your Contract has Expired",
hit_type=HitType.umbrella),
"Act Completion (Time Rift - Pipe)": LocData(2000313069, "Time Rift - Pipe", hookshot=True),
@@ -877,7 +878,7 @@ snatcher_coins = {
dlc_flags=HatDLC.death_wish),
"Snatcher Coin - Top of HQ (DW: BTH)": LocData(0, "Beat the Heat", snatcher_coin="Snatcher Coin - Top of HQ",
hit_type=HitType.umbrella, dlc_flags=HatDLC.death_wish),
dlc_flags=HatDLC.death_wish),
"Snatcher Coin - Top of Tower": LocData(0, "Mafia Town Area (HUMT)", snatcher_coin="Snatcher Coin - Top of Tower",
dlc_flags=HatDLC.death_wish),
@@ -976,6 +977,7 @@ event_locs = {
**snatcher_coins,
"HUMT Access": LocData(0, "Heating Up Mafia Town"),
"TOD Access": LocData(0, "Toilet of Doom"),
"YCHE Access": LocData(0, "Your Contract has Expired"),
"AFR Access": LocData(0, "Alpine Free Roam"),
"TIHS Access": LocData(0, "The Illness has Spread"),

View File

@@ -338,7 +338,7 @@ class MinExtraYarn(Range):
There must be at least this much more yarn over the total number of yarn needed to craft all hats.
For example, if this option's value is 10, and the total yarn needed to craft all hats is 40,
there must be at least 50 yarn in the pool."""
display_name = "Min Extra Yarn"
display_name = "Max Extra Yarn"
range_start = 5
range_end = 15
default = 10

View File

@@ -347,7 +347,7 @@ def create_regions(world: "HatInTimeWorld"):
sf_act3 = create_region_and_connect(world, "Toilet of Doom", "Subcon Forest - Act 3", subcon_forest)
sf_act4 = create_region_and_connect(world, "Queen Vanessa's Manor", "Subcon Forest - Act 4", subcon_forest)
sf_act5 = create_region_and_connect(world, "Mail Delivery Service", "Subcon Forest - Act 5", subcon_forest)
sf_finale = create_region_and_connect(world, "Your Contract has Expired", "Subcon Forest - Finale", subcon_forest)
create_region_and_connect(world, "Your Contract has Expired", "Subcon Forest - Finale", subcon_forest)
# ------------------------------------------- ALPINE SKYLINE ------------------------------------------ #
alpine_skyline = create_region_and_connect(world, "Alpine Skyline", "Telescope -> Alpine Skyline", spaceship)
@@ -386,24 +386,11 @@ def create_regions(world: "HatInTimeWorld"):
create_rift_connections(world, create_region(world, "Time Rift - Bazaar"))
sf_area: Region = create_region(world, "Subcon Forest Area")
sf_behind_boss_firewall: Region = create_region(world, "Subcon Forest Behind Boss Firewall")
sf_boss_arena: Region = create_region(world, "Subcon Forest Boss Arena")
sf_area.connect(sf_behind_boss_firewall, "SF Area -> SF Behind Boss Firewall")
sf_behind_boss_firewall.connect(sf_boss_arena, "SF Behind Boss Firewall -> SF Boss Arena")
sf_act1.connect(sf_area, "Subcon Forest Entrance CO")
sf_act2.connect(sf_area, "Subcon Forest Entrance SW")
sf_act3.connect(sf_area, "Subcon Forest Entrance TOD")
sf_act4.connect(sf_area, "Subcon Forest Entrance QVM")
sf_act5.connect(sf_area, "Subcon Forest Entrance MDS")
# YCHE puts the player directly in the boss arena, with no access to the rest of Subcon Forest by default.
sf_finale.connect(sf_boss_arena, "Subcon Forest Entrance YCHE")
# To support the Snatcher Hover expert logic for Act Completion (Your Contract has Expired), the act completion has
# to go in a separate region because the Snatcher Hover gives direct access to the Act Completion, but does not
# give access to the act itself.
sf_finale_post_fight: Region = create_region(world, "Your Contract has Expired - Post Fight")
# This connection must never have any rules placed on it because they will not be inherited when setting up act
# connections, only the rules for the entrances to the act and the rules for the Act Completion are inherited.
sf_finale.connect(sf_finale_post_fight, "YCHE -> YCHE - Post Fight")
create_rift_connections(world, create_region(world, "Time Rift - Sleepy Subcon"))
create_rift_connections(world, create_region(world, "Time Rift - Pipe"))
@@ -960,16 +947,6 @@ def get_shuffled_region(world: "HatInTimeWorld", region: str) -> str:
return name
def get_region_shuffled_to(world: "HatInTimeWorld", region: str) -> str:
if world.options.ActRandomizer:
original_ci: str = chapter_act_info[region]
shuffled_ci = world.act_connections[original_ci]
return next(act_name for act_name, ci in chapter_act_info.items()
if ci == shuffled_ci)
else:
return region
def get_region_location_count(world: "HatInTimeWorld", region_name: str, included_only: bool = True) -> int:
count = 0
region = world.multiworld.get_region(region_name, world.player)

View File

@@ -414,7 +414,7 @@ def set_moderate_rules(world: "HatInTimeWorld"):
# Moderate: Mystifying Time Mesa time trial without hats
set_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
lambda state: True)
lambda state: can_use_hookshot(state, world))
# Moderate: Goat Refinery from TIHS with Sprint only
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
@@ -481,8 +481,9 @@ def set_hard_rules(world: "HatInTimeWorld"):
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player),
lambda state: has_paintings(state, world, 3))
# Cherry bridge over boss arena gap
set_rule(world.get_entrance("SF Behind Boss Firewall -> SF Boss Arena"), lambda state: True)
# Cherry bridge over boss arena gap (painting still expected)
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
set_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player),
lambda state: has_paintings(state, world, 2, True))
@@ -492,6 +493,9 @@ def set_hard_rules(world: "HatInTimeWorld"):
lambda state: has_paintings(state, world, 3, True))
# SDJ
add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT) and has_paintings(state, world, 2), "or")
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
@@ -529,10 +533,7 @@ def set_expert_rules(world: "HatInTimeWorld"):
# Expert: Mafia Town - Above Boats, Top of Lighthouse, and Hot Air Balloon with nothing
set_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Top of Lighthouse", world.player), lambda state: True)
# There are not enough buckets/beach balls to bucket/ball hover in Heating Up Mafia Town, so any other Mafia Town
# act is required.
add_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player),
lambda state: state.can_reach_region("Mafia Town Area", world.player), "or")
set_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player), lambda state: True)
# Expert: Clear Dead Bird Studio with nothing
for loc in world.multiworld.get_region("Dead Bird Studio - Post Elevator Area", world.player).locations:
@@ -565,65 +566,31 @@ def set_expert_rules(world: "HatInTimeWorld"):
lambda state: True)
# Expert: Cherry Hovering
# Skipping the boss firewall is possible with a Cherry Hover.
set_rule(world.get_entrance("SF Area -> SF Behind Boss Firewall"),
lambda state: has_paintings(state, world, 1, True))
# The boss arena gap can be crossed in reverse with a Cherry Hover.
subcon_boss_arena = world.get_region("Subcon Forest Boss Arena")
subcon_behind_boss_firewall = world.get_region("Subcon Forest Behind Boss Firewall")
subcon_boss_arena.connect(subcon_behind_boss_firewall, "SF Boss Arena -> SF Behind Boss Firewall")
subcon_area = world.multiworld.get_region("Subcon Forest Area", world.player)
yche = world.multiworld.get_region("Your Contract has Expired", world.player)
entrance = yche.connect(subcon_area, "Subcon Forest Entrance YCHE")
subcon_area = world.get_region("Subcon Forest Area")
# The boss firewall can be skipped in reverse with a Cherry Hover, but it is not possible to remove the boss
# firewall from reverse because the paintings to burn to remove the firewall are on the other side of the firewall.
# Therefore, a painting skip is required. The paintings could be burned by already having access to
# "Subcon Forest Area" through another entrance, but making a new connection to "Subcon Forest Area" in that case
# would be pointless.
if not world.options.NoPaintingSkips:
# The import cannot be done at the module-level because it would cause a circular import.
from .Regions import get_region_shuffled_to
subcon_behind_boss_firewall.connect(subcon_area, "SF Behind Boss Firewall -> SF Area")
# Because the Your Contract has Expired entrance can now reach "Subcon Forest Area", it needs to be connected to
# each of the Subcon Forest Time Rift entrances, like the other Subcon Forest Acts.
yche = world.get_region("Your Contract has Expired")
def connect_to_shuffled_act_at(original_act_name):
region_name = get_region_shuffled_to(world, original_act_name)
return yche.connect(world.get_region(region_name), f"{original_act_name} Portal - Entrance YCHE")
# Rules copied from `Rules.set_rift_rules()` with painting logic removed because painting skips must be
# available.
entrance = connect_to_shuffled_act_at("Time Rift - Pipe")
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, world.get_entrance("Subcon Forest - Act 2").connected_region, entrance)
entrance = connect_to_shuffled_act_at("Time Rift - Village")
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, world.get_entrance("Subcon Forest - Act 4").connected_region, entrance)
entrance = connect_to_shuffled_act_at("Time Rift - Sleepy Subcon")
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if world.options.NoPaintingSkips:
add_rule(entrance, lambda state: has_paintings(state, world, 1))
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, True))
# Set painting rules only. Skipping paintings is determined in has_paintings
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, True))
set_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player),
lambda state: has_paintings(state, world, 3, True))
# You can cherry hover to Snatcher's post-fight cutscene, which completes the level without having to fight him
yche_post_fight = world.get_region("Your Contract has Expired - Post Fight")
subcon_area.connect(yche_post_fight, "Snatcher Hover")
# Cherry Hover from YCHE also works, so there are no requirements for the Act Completion.
set_rule(world.get_location("Act Completion (Your Contract has Expired)"), lambda state: True)
subcon_area.connect(yche, "Snatcher Hover")
set_rule(world.multiworld.get_location("Act Completion (Your Contract has Expired)", world.player),
lambda state: True)
if world.is_dlc2():
# Expert: clear Rush Hour with nothing
if world.options.NoTicketSkips != NoTicketSkips.option_true:
if not world.options.NoTicketSkips:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), lambda state: True)
else:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
@@ -714,18 +681,12 @@ def set_subcon_rules(world: "HatInTimeWorld"):
lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.DWELLER))
# You can't skip over the boss arena wall without cherry hover.
set_rule(world.get_entrance("SF Area -> SF Behind Boss Firewall"),
lambda state: has_paintings(state, world, 1, False))
# You can't skip over the boss arena wall without cherry hover, so these two need to be set this way
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: state.has("TOD Access", world.player) and can_use_hookshot(state, world)
and has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
# The hookpoints to cross the boss arena gap are only present in Toilet of Doom.
set_rule(world.get_entrance("SF Behind Boss Firewall -> SF Boss Arena"),
lambda state: state.has("TOD Access", world.player)
and can_use_hookshot(state, world))
# The Act Completion is in the Toilet of Doom region, so the same rules as passing the boss firewall and crossing
# the boss arena gap are required. "TOD Access" is implied from the region so does not need to be included in the
# rule.
# The painting wall can't be skipped without cherry hover, which is Expert
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, False))
@@ -778,7 +739,7 @@ def set_dlc1_rules(world: "HatInTimeWorld"):
# This particular item isn't present in Act 3 for some reason, yes in vanilla too
add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player),
lambda state: (state.can_reach("Bon Voyage!", "Region", world.player) and can_use_hookshot(state, world))
lambda state: state.can_reach("Bon Voyage!", "Region", world.player)
or state.can_reach("Ship Shape", "Region", world.player))

View File

@@ -12,13 +12,13 @@ from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses
from worlds.AutoWorld import World, WebWorld, CollectionState
from worlds.generic.Rules import add_rule
from typing import List, Dict, TextIO
from worlds.LauncherComponents import Component, components, icon_paths, launch as launch_component, Type
from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type
from Utils import local_path
def launch_client():
from .Client import launch
launch_component(launch, name="AHITClient")
launch_subprocess(launch, name="AHITClient")
components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client,

View File

@@ -21,7 +21,7 @@
3. Click the **Betas** tab. In the **Beta Participation** dropdown, select `tcplink`.
While it downloads, you can subscribe to the [Archipelago workshop mod](https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601).
While it downloads, you can subscribe to the [Archipelago workshop mod.]((https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601))
4. Once the game finishes downloading, start it up.
@@ -62,4 +62,4 @@ The level that the relic set unlocked will stay unlocked.
### When I start a new save file, the intro cinematic doesn't get skipped, Hat Kid's body is missing and the mod doesn't work!
There is a bug on older versions of A Hat in Time that causes save file creation to fail to work properly
if you have too many save files. Delete them and it should fix the problem.
if you have too many save files. Delete them and it should fix the problem.

View File

@@ -119,9 +119,7 @@ def KholdstareDefeatRule(state, player: int) -> bool:
def VitreousDefeatRule(state, player: int) -> bool:
return ((can_shoot_arrows(state, player) and can_use_bombs(state, player, 10))
or can_shoot_arrows(state, player, 35) or state.has("Silver Bow", player)
or has_melee_weapon(state, player))
return can_shoot_arrows(state, player) or has_melee_weapon(state, player)
def TrinexxDefeatRule(state, player: int) -> bool:

View File

@@ -464,7 +464,7 @@ async def track_locations(ctx, roomid, roomdata) -> bool:
snes_logger.info(f"Discarding recent {len(new_locations)} checks as ROM Status has changed.")
return False
else:
await ctx.check_locations(new_locations)
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": new_locations}])
await snes_flush_writes(ctx)
return True

View File

@@ -484,7 +484,8 @@ def generate_itempool(world):
if multiworld.randomize_cost_types[player]:
# Heart and Arrow costs require all Heart Container/Pieces and Arrow Upgrades to be advancement items for logic
for item in items:
if item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart"):
if (item.name in ("Boss Heart Container", "Sanctuary Heart Container", "Piece of Heart")
or "Arrow Upgrade" in item.name):
item.classification = ItemClassification.progression
else:
# Otherwise, logic has some branches where having 4 hearts is one possible requirement (of several alternatives)
@@ -712,7 +713,7 @@ def get_pool_core(world, player: int):
pool.remove("Rupees (20)")
if retro_bow:
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (70)'}
replace = {'Single Arrow', 'Arrows (10)', 'Arrow Upgrade (+5)', 'Arrow Upgrade (+10)', 'Arrow Upgrade (50)'}
pool = ['Rupees (5)' if item in replace else item for item in pool]
if world.small_key_shuffle[player] == small_key_shuffle.option_universal:
pool.extend(diff.universal_keys)

View File

@@ -7,7 +7,7 @@ from worlds.AutoWorld import World
def GetBeemizerItem(world, player: int, item):
item_name = item if isinstance(item, str) else item.name
if item_name not in trap_replaceable or player in world.groups:
if item_name not in trap_replaceable:
return item
# first roll - replaceable item should be replaced, within beemizer_total_chance
@@ -110,9 +110,9 @@ item_table = {'Bow': ItemData(IC.progression, None, 0x0B, 'You have\nchosen the\
'Crystal 7': ItemData(IC.progression, 'Crystal', (0x08, 0x34, 0x64, 0x40, 0x7C, 0x06), None, None, None, None, None, None, "a blue crystal"),
'Single Arrow': ItemData(IC.filler, None, 0x43, 'a lonely arrow\nsits here.', 'and the arrow', 'stick-collecting kid', 'sewing needle for sale', 'fungus for arrow', 'archer boy sews again', 'an arrow'),
'Arrows (10)': ItemData(IC.filler, None, 0x44, 'This will give\nyou ten shots\nwith your bow!', 'and the arrow pack','stick-collecting kid', 'sewing kit for sale', 'fungus for arrows', 'archer boy sews again','ten arrows'),
'Arrow Upgrade (+10)': ItemData(IC.progression_skip_balancing, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': ItemData(IC.progression_skip_balancing, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (70)': ItemData(IC.progression_skip_balancing, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+10)': ItemData(IC.useful, None, 0x54, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (+5)': ItemData(IC.useful, None, 0x53, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Arrow Upgrade (70)': ItemData(IC.useful, None, 0x4D, 'increase arrow\nstorage, low\nlow price', 'and the quiver', 'quiver-enlarging kid', 'arrow boost for sale', 'witch and more skewers', 'upgrade boy sews more again', 'arrow capacity'),
'Single Bomb': ItemData(IC.filler, None, 0x27, 'I make things\ngo BOOM! But\njust once.', 'and the explosion', 'the bomb-holding kid', 'firecracker for sale', 'blend fungus into bomb', '\'splosion boy explodes again', 'a bomb'),
'Bombs (3)': ItemData(IC.filler, None, 0x28, 'I make things\ngo triple\nBOOM!!!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'three bombs'),
'Bombs (10)': ItemData(IC.filler, None, 0x31, 'I make things\ngo BOOM! Ten\ntimes!', 'and the explosions', 'the bomb-holding kid', 'firecrackers for sale', 'blend fungus into bombs', '\'splosion boy explodes again', 'ten bombs'),

View File

@@ -515,15 +515,10 @@ def _populate_sprite_table():
logging.debug(f"Spritefile {file} could not be loaded as a valid sprite.")
with concurrent.futures.ThreadPoolExecutor() as pool:
sprite_paths = [user_path('data', 'sprites', 'alttpr'), user_path('data', 'sprites', 'custom')]
for dir in [dir for dir in sprite_paths if os.path.isdir(dir)]:
for dir in [user_path('data', 'sprites', 'alttpr'), user_path('data', 'sprites', 'custom')]:
for file in os.listdir(dir):
pool.submit(load_sprite_from_file, os.path.join(dir, file))
if "link" not in _sprite_table:
logging.info("Link sprite was not loaded. Loading link from base rom")
load_sprite_from_file(get_base_rom_path())
class Sprite():
sprite_size = 28672
@@ -559,11 +554,6 @@ class Sprite():
self.sprite = filedata[0x80000:0x87000]
self.palette = filedata[0xDD308:0xDD380]
self.glove_palette = filedata[0xDEDF5:0xDEDF9]
h = hashlib.md5()
h.update(filedata)
if h.hexdigest() == LTTPJPN10HASH:
self.name = "Link"
self.author_name = "Nintendo"
elif filedata.startswith(b'ZSPR'):
self.from_zspr(filedata, filename)
else:
@@ -1557,9 +1547,9 @@ def patch_rom(world: MultiWorld, rom: LocalRom, player: int, enemized: bool):
rom.write_byte(0x18003B, 0x01 if world.map_shuffle[player] else 0x00) # maps showing crystals on overworld
# compasses showing dungeon count
if local_world.clock_mode or world.dungeon_counters[player] == 'off':
if local_world.clock_mode or not world.dungeon_counters[player]:
rom.write_byte(0x18003C, 0x00) # Currently must be off if timer is on, because they use same HUD location
elif world.dungeon_counters[player] == 'on':
elif world.dungeon_counters[player] is True:
rom.write_byte(0x18003C, 0x02) # always on
elif world.compass_shuffle[player] or world.dungeon_counters[player] == 'pickup':
rom.write_byte(0x18003C, 0x01) # show on pickup

View File

@@ -592,9 +592,9 @@ def global_rules(multiworld: MultiWorld, player: int):
lambda state: can_kill_most_things(state, player, 8) and has_fire_source(state, player) and state.multiworld.get_entrance('Ganons Tower Torch Rooms', player).parent_region.dungeon.bosses['middle'].can_defeat(state))
set_rule(multiworld.get_location('Ganons Tower - Mini Helmasaur Key Drop', player), lambda state: can_kill_most_things(state, player, 1))
set_rule(multiworld.get_location('Ganons Tower - Pre-Moldorm Chest', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7) and can_use_bombs(state, player))
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 7))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Door', player),
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8) and can_use_bombs(state, player))
lambda state: state._lttp_has_key('Small Key (Ganons Tower)', player, 8))
set_rule(multiworld.get_entrance('Ganons Tower Moldorm Gap', player),
lambda state: state.has('Hookshot', player) and state.multiworld.get_entrance('Ganons Tower Moldorm Gap', player).parent_region.dungeon.bosses['top'].can_defeat(state))
set_defeat_dungeon_boss_rule(multiworld.get_location('Agahnim 2', player))
@@ -1120,28 +1120,28 @@ def toss_junk_item(world, player):
raise Exception("Unable to find a junk item to toss to make room for a TR small key")
def set_trock_key_rules(multiworld, player):
def set_trock_key_rules(world, player):
# First set all relevant locked doors to impassible.
for entrance in ['Turtle Rock Dark Room Staircase', 'Turtle Rock (Chain Chomp Room) (North)', 'Turtle Rock (Chain Chomp Room) (South)', 'Turtle Rock Entrance to Pokey Room', 'Turtle Rock (Pokey Room) (South)', 'Turtle Rock (Pokey Room) (North)', 'Turtle Rock Big Key Door']:
set_rule(multiworld.get_entrance(entrance, player), lambda state: False)
set_rule(world.get_entrance(entrance, player), lambda state: False)
all_state = multiworld.get_all_state(use_cache=False, allow_partial_entrances=True)
all_state = world.get_all_state(use_cache=False)
all_state.reachable_regions[player] = set() # wipe reachable regions so that the locked doors actually work
all_state.stale[player] = True
# Check if each of the four main regions of the dungoen can be reached. The previous code section prevents key-costing moves within the dungeon.
can_reach_back = all_state.can_reach(multiworld.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(multiworld.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(multiworld.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(multiworld.get_region('Turtle Rock (Second Section)', player))
can_reach_back = all_state.can_reach(world.get_region('Turtle Rock (Eye Bridge)', player))
can_reach_front = all_state.can_reach(world.get_region('Turtle Rock (Entrance)', player))
can_reach_big_chest = all_state.can_reach(world.get_region('Turtle Rock (Big Chest)', player))
can_reach_middle = all_state.can_reach(world.get_region('Turtle Rock (Second Section)', player))
# If you can't enter from the back, the door to the front of TR requires only 2 small keys if the big key is in one of these chests since 2 key doors are locked behind the big key door.
# If you can only enter from the middle, this includes all locations that can only be reached by exiting the front. This can include Laser Bridge and Crystaroller if the front and back connect via Dark DM Ledge!
front_locked_locations = {('Turtle Rock - Compass Chest', player), ('Turtle Rock - Roller Room - Left', player), ('Turtle Rock - Roller Room - Right', player)}
if can_reach_middle and not can_reach_back and not can_reach_front:
normal_regions = all_state.reachable_regions[player].copy()
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: True)
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: True)
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: True)
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: True)
all_state.update_reachable_regions(player)
front_locked_regions = all_state.reachable_regions[player].difference(normal_regions)
front_locked_locations = set((location.name, player) for region in front_locked_regions for location in region.locations)
@@ -1151,38 +1151,37 @@ def set_trock_key_rules(multiworld, player):
# Big key door requires the big key, obviously. We removed this rule in the previous section to flag front_locked_locations correctly,
# otherwise crystaroller room might not be properly marked as reachable through the back.
set_rule(multiworld.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player) and can_kill_most_things(state, player, 10) and can_bomb_or_bonk(state, player))
set_rule(world.get_entrance('Turtle Rock Big Key Door', player), lambda state: state.has('Big Key (Turtle Rock)', player))
# No matter what, the key requirement for going from the middle to the bottom should be five keys.
set_rule(multiworld.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock Dark Room Staircase', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
# Now we need to set rules based on which entrances we have access to. The most important point is whether we have back access. If we have back access, we
# might open all the locked doors in any order, so we need maximally restrictive rules.
if can_reach_back:
set_rule(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state._lttp_has_key('Small Key (Turtle Rock)', player, 6) or location_item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: (state._lttp_has_key('Small Key (Turtle Rock)', player, 6) or location_item_name(state, 'Turtle Rock - Big Key Chest', player) == ('Small Key (Turtle Rock)', player)))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(multiworld.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
set_rule(world.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
else:
# Middle to front requires 3 keys if the back is locked by this door, otherwise 5
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3)
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3)
if item_name_in_location_names(state, 'Big Key (Turtle Rock)', player, front_locked_locations.union({('Turtle Rock - Pokey 1 Key Drop', player)}))
else state._lttp_has_key('Small Key (Turtle Rock)', player, 5))
# Middle to front requires 4 keys if the back is locked by this door, otherwise 6
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4)
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (South)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 4)
if item_name_in_location_names(state, 'Big Key (Turtle Rock)', player, front_locked_locations)
else state._lttp_has_key('Small Key (Turtle Rock)', player, 6))
# Front to middle requires 3 keys (if the middle is accessible then these doors can be avoided, otherwise no keys can be wasted)
set_rule(multiworld.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
set_rule(multiworld.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
set_rule(multiworld.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 1))
set_rule(world.get_entrance('Turtle Rock (Chain Chomp Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 3))
set_rule(world.get_entrance('Turtle Rock (Pokey Room) (North)', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 2))
set_rule(world.get_entrance('Turtle Rock Entrance to Pokey Room', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, 1))
set_rule(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
set_rule(world.get_location('Turtle Rock - Big Key Chest', player), lambda state: state._lttp_has_key('Small Key (Turtle Rock)', player, tr_big_key_chest_keys_needed(state)))
def tr_big_key_chest_keys_needed(state):
# This function handles the key requirements for the TR Big Chest in the situations it having the Big Key should logically require 2 keys, small key
@@ -1195,30 +1194,30 @@ def set_trock_key_rules(multiworld, player):
return 6
# If TR is only accessible from the middle, the big key must be further restricted to prevent softlock potential
if not can_reach_front and not multiworld.small_key_shuffle[player]:
if not can_reach_front and not world.small_key_shuffle[player]:
# Must not go in the Big Key Chest - only 1 other chest available and 2+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Big Key Chest', player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location('Turtle Rock - Big Key Chest', player), 'Big Key (Turtle Rock)', player)
if not can_reach_big_chest:
# Must not go in the Chain Chomps chest - only 2 other chests available and 3+ keys required for all other chests
forbid_item(multiworld.get_location('Turtle Rock - Chain Chomps', player), 'Big Key (Turtle Rock)', player)
forbid_item(multiworld.get_location('Turtle Rock - Pokey 2 Key Drop', player), 'Big Key (Turtle Rock)', player)
if multiworld.accessibility[player] == 'full':
if multiworld.big_key_shuffle[player] and can_reach_big_chest:
forbid_item(world.get_location('Turtle Rock - Chain Chomps', player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location('Turtle Rock - Pokey 2 Key Drop', player), 'Big Key (Turtle Rock)', player)
if world.accessibility[player] == 'full':
if world.big_key_shuffle[player] and can_reach_big_chest:
# Must not go in the dungeon - all 3 available chests (Chomps, Big Chest, Crystaroller) must be keys to access laser bridge, and the big key is required first
for location in ['Turtle Rock - Chain Chomps', 'Turtle Rock - Compass Chest',
'Turtle Rock - Pokey 1 Key Drop', 'Turtle Rock - Pokey 2 Key Drop',
'Turtle Rock - Roller Room - Left', 'Turtle Rock - Roller Room - Right']:
forbid_item(multiworld.get_location(location, player), 'Big Key (Turtle Rock)', player)
forbid_item(world.get_location(location, player), 'Big Key (Turtle Rock)', player)
else:
# A key is required in the Big Key Chest to prevent a possible softlock. Place an extra key to ensure 100% locations still works
item = item_factory('Small Key (Turtle Rock)', multiworld.worlds[player])
location = multiworld.get_location('Turtle Rock - Big Key Chest', player)
item = item_factory('Small Key (Turtle Rock)', world.worlds[player])
location = world.get_location('Turtle Rock - Big Key Chest', player)
location.place_locked_item(item)
toss_junk_item(multiworld, player)
toss_junk_item(world, player)
if multiworld.accessibility[player] != 'full':
set_always_allow(multiworld.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
if world.accessibility[player] != 'full':
set_always_allow(world.get_location('Turtle Rock - Big Key Chest', player), lambda state, item: item.name == 'Small Key (Turtle Rock)' and item.player == player
and state.can_reach(state.multiworld.get_region('Turtle Rock (Second Section)', player)))
def set_big_bomb_rules(world, player):

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