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61 Commits

Author SHA1 Message Date
NewSoupVi
117295fd29 MultiServer.py: Another Hint Priority + Item Links bug oh boy
Basically, hints for itemlink worlds' locations get stored in ctx.hints under
1. the location's player
2. **every individual player** that is participating in the itemlink.

Right now, the updatehint code tries to replace and resend the hint under the itemlinked player, which doesn't work.
2025-04-13 20:49:55 +02:00
black-sliver
ec1e113b4c Doc: fix parse_yaml in adding games.md (#4872) 2025-04-13 13:10:36 +02:00
agilbert1412
347efac0cd DLC Quest - Skip two long tests in the main pipeline (#4862)
* - Set up the two long tests to only run when the specific config is active

* Apply Black Sliver's suggestion
2025-04-12 02:41:08 +02:00
Jérémie Bolduc
b7b5bf58aa Stardew Valley: Use classvar_matrix to split tests (#4762)
* Unroll tests for better parallelization

* fix ut test

* self review

* bro it's the second time today I have to commit some garbage to have a github action rerun because messenger fails what is this

* my god can the tests plz pass

* code reviews

* code reviews

* move TestRandomWorlds out of long module
2025-04-12 02:19:17 +02:00
Fabian Dill
a324c97815 Factorio: fix FloatRanges writing effectively nil into the mod (#4846) 2025-04-11 20:52:20 +02:00
Natalie Weizenbaum
f263a0bc91 DS3: Mark a lizard location that was previously not annotated (#4860) 2025-04-10 21:18:49 -04:00
Mysteryem
6a9299018c MLSS: Fix generation error with emblem hunt and no digspots (#4859) 2025-04-10 21:17:28 -04:00
Jérémie Bolduc
ee471a48bd Stardew Valley: Fix some determinism issues with entrance rando when playing with mods (#4812) 2025-04-10 14:34:21 -04:00
qwint
879d7c23b7 HK: Workaround for NamedRange webhost bug (#4819) 2025-04-10 14:18:43 -04:00
massimilianodelliubaldini
934b09238e Docs: Update to adding games.md (#4816) 2025-04-10 13:21:33 -04:00
Carter Hesterman
1fd8e4435e Civ 6: Update setup documentation to account for common pitfalls (#4797) 2025-04-10 13:19:03 -04:00
Aaron Wagener
50fd42d0c2 The Messenger: Add a plando guide (#4719) 2025-04-10 13:13:38 -04:00
Aaron Wagener
399958c881 The Messenger: Add an FAQ (#4718) 2025-04-10 13:03:05 -04:00
qwint
78c93d7e39 Docs: Add FAQ section for corrupted metadata debugging (#4705)
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2025-04-10 13:00:48 -04:00
qwint
e3b8a60584 Webhost: Fix Sphere Tracker crashing on item links (#4855) 2025-04-10 03:29:11 +02:00
Star Rauchenberger
b7263edfd0 Lingo: Removed unnecessary "global" keywords (#4854) 2025-04-10 01:41:07 +02:00
Ziktofel
1ee749b352 SC2 Client: Fix missing mission tooltip after KivyMD switch (#4827) 2025-04-09 22:21:16 +02:00
Alchav
f93734f9e3 Pokemon Red and Blue: PC Item Fix (#4835)
* Pokemon Red and Blue PC Item fix

* Respect non_local_items for PC Item

* prefer exclude if also in priority locations

---------

Co-authored-by: alchav <alchav@jalchavware.com>
2025-04-09 13:20:56 -04:00
Fabian Dill
e211dfa1c2 WebHost: use JS to refresh waitSeed if scripting is enabled (#4843) 2025-04-09 07:43:28 +02:00
Zach 'Phar' Parks
0f7deb1d2a WebHost: Remove styleController.js and replace functionality with HTML/CSS. (#4852)
* ensure footer stays at bottom of page without JS

* Remove some other usages.
2025-04-08 23:46:46 -05:00
black-sliver
f2cb16a5be CI: update action ubuntu build runners to 22.04 (#4847) 2025-04-09 01:38:46 +02:00
Mysteryem
98477e27aa Core: Speed up fill_restrictive item_pool pop loop (#4536)
* Core: Speed up fill_restrictive item_pool pop loop

Items from `reachable_items` are placed in last-in-first-out order, so
items being placed will be towards the end of `item_pool`, but the
iteration to find the item was iterating from the start of `item_pool`.

Now also uses `del` instead of `.pop()` for an additional, tiny,
performance increase.

It is unlikely for there to be a noticeable difference in most cases.
Only generating with many worlds with a high percentage of progression
items and fast access rules is likely to see a difference with this
change.

--skip_output generation of 400 template A Hat in Time yamls with
progression balancing disabled goes from 76s to 43s (43% reduction) for
me with this patch. This placed 43200 progression items out of 89974
items total (48% progression items).

* Fix comment typo

"be" was missing.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-04-08 23:57:31 +02:00
threeandthreee
4149db1a01 LADX: Stop using Utils.get_options (#4818)
* init

* use get

* Update LinksAwakeningClient.py

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

* Update LinksAwakeningClient.py

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-04-08 23:54:50 +02:00
Jérémie Bolduc
9ac921380f Stardew Valley: Refactor buildings to use content packs (#4239)
* create building data object and rename ItemSource to Source to be more generic

# Conflicts:
#	worlds/stardew_valley/content/game_content.py

# Conflicts:
#	worlds/stardew_valley/data/artisan.py
#	worlds/stardew_valley/data/game_item.py
#	worlds/stardew_valley/data/harvest.py
#	worlds/stardew_valley/data/shop.py

* remove compound sources, replace by other requirements which already handle this usecase

* add coops to content packs

* add building progression in game features

* add shippping bin to starting building; remove has_house

* replace config check with feature

* add other buildings in content packs

* not passing

* tests passes, unbelievable

* use newly create methods more

* use new assets to ease readability

* self review

* fix flake8 maybe

* properly split rule for mapping cave systems

* fix tractor garage name

* self review

* add upgrade_from to farm house buldings

* don't override building name variable in logic

* remove has_group from buildings

* mark some items easy in grinding logic so blueprints buildings can be in more early spheres

* move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now

* remove price_multiplier, turns out it's unused during generation

* disable shop source for mapping cave systems

* bunch of code review changes

* add petbowl and farmhouse to autobuilding

* set min easy items to 300

* fix farm type
2025-04-08 12:37:45 -04:00
CookieCat
286e24629f AHIT: Add start_inventory_from_pool and get_filler_item_name (#4798)
* Update __init__.py

* Update Options.py
2025-04-08 12:26:30 -04:00
Emily
ab2efc0c5c kvui: actually fix [u] and [/u] appearing in copied hints (#4842) 2025-04-08 18:06:19 +02:00
NewSoupVi
60d6078e1f Wind Waker: Don't collect nonprogression #4826 2025-04-07 23:17:25 +02:00
black-sliver
f94492b2d3 CI: ignore F824 (#4790)
This is an added check in flake8 that does not really fit the goal
of the github action and currently throws a lot of errors.
2025-04-07 00:39:25 +02:00
Star Rauchenberger
f03bb61747 Lingo: Add "shuffle_postgame" flag to slot data (#4825)
This allows the tracker to see whether postgame is shuffled in the player's world, and if it's not, allows it to hide locations/paintings accordingly.
2025-04-07 00:02:34 +02:00
Silvris
dc4e8bae98 Core: post-KivyMD cleanup (#4815)
* Removed now unused imports from Launcher
* Moved ImageIcon and ImageButton to use ApAsyncImage for compatibility with apworlds
* Adjusted image size in the Launcher from 40x40 to 48x48. This is already larger than the size in previous versions, and a docs update is soon to follow.
* Expose `dynamic_scheme_contrast` to user.kv, allowing users to set high contrast.
* ScrollBox's default scroll_type was set to only content, so the scrollbar in Launcher was nonfunctional.
* Adjusted the spacing of the title of a component when a description is present to be closer to the center.
* Launcher now scrolls to the top automatically when changing between filters
2025-04-06 20:11:16 +02:00
Star Rauchenberger
ac26f8be8b Lingo: Mark some items as ProgUseful (#4822) 2025-04-06 19:44:33 +02:00
black-sliver
8c79499573 SoE: remove use of deprecated Utils.get_options() (#4821) 2025-04-06 17:00:14 +02:00
black-sliver
63fbcc5fc8 WebHost: custom proc title for Generator and MultiHoster (#4310)
* WebHost: custom proctitle for Generator and MultiHoster

* Update setproctitle to 1.3.5
2025-04-06 13:50:24 +02:00
Fabian Dill
cad217af19 Core: update cert file daily in customserver.py (#4454) 2025-04-06 05:31:14 +02:00
Exempt-Medic
a6ad4a8293 Docs: Remove false claim that rules can be done in generate_basic (#4809) 2025-04-05 13:51:22 -04:00
Silvris
503999cb32 Core: KivyMD and Launcher overhaul (#3934)
Shifts the contents of `kvui.py`, and thus all CommonClient-based clients as well as Launcher, to using KivyMD. KivyMD is an extension for Kivy that is almost fully compatible with pre-existing Kivy components, while providing Material Design support for theming and overall visual design as well as useful pre-existing built in components such as Snackbars, Tooltips, and a built-in File Manager (not currently being used).

As a part of this shift, the launcher was completely overhauled, adding the ability to filter the list of components down to each type of component, the ability to define favorite components and filter to them, and add shortcuts for launcher components to the desktop. An optional description field was added to Component for display within the new launcher.

The theme (Light/Dark) and primary palette have also been exposed to users via client/user.kv.
2025-04-05 18:46:24 +02:00
threeandthreee
c2d8f2443e LADX: more tracker support (#4355)
* init

* oops
2025-04-05 18:39:31 +02:00
Ishigh1
4571ed7e2f Core: Made want_reply follow the specs in the docs #4750 2025-04-05 18:35:00 +02:00
Exempt-Medic
ef5cbd3ba3 Adventure: Set Victory Condition Earlier (#4810) 2025-04-05 12:30:08 -04:00
Aaron Wagener
5c162bd7ce Core: add an is_event property to Item to match the one on Location (#3401) 2025-04-05 18:07:06 +02:00
NewSoupVi
7bdaaa25c1 Core: Prevent worlds from using LogicMixin incorrectly (having class variables without an init_mixin) (#3974)
* Core: Prevent people from using LogicMixin incorrectly

There's a world that ran into some issues because it defined its custom LogicMixin variables at the class level.

This caused "instance bleed" when new CollectionState objects were created.

I don't think there is ever a reason to have a non-function class variable on LogicMixin without also having `init_mixin`, so this asserts that this is the case.

Tested:
Doesn't fail any current worlds
Correctly fails the world in question

Also, not gonna call out that world because it was literally my fault for explaining it to them wrong :D

* Verbose af

* Update AutoWorld.py
2025-04-05 18:06:30 +02:00
NewSoupVi
9a5a02b654 MultiServer Extend datastore "update" operation to work on lists as well, acting as a pseudo "set union". #4666 2025-04-05 18:05:58 +02:00
Mysteryem
4fea6b6e9b Core: Remove Location.__hash__ (#4274)
`Location` does not override `__eq__` so should not override `__hash__`.

With this patch, this makes operations on sets of locations slightly
faster because they will use `object.__hash__` rather than
`Location.__hash__`.

`object.__hash__` is about 4 to 5 times faster than `Location.__hash__`
for me. Generation often uses sets of locations, so this slightly speeds
up generation.

The only place I could find that was hashing locations directly was
`WitnessLocationHint.__hash__`, but it has implemented a matching
`__eq__`, so is fine.

For security reasons, Python randomizes its hash seed each time it is
started, so the result of the `hash()` function is nondeterministic and
can't have been used by worlds for anything that needed to be
deterministic and can't have been used to compare information hashed at
generation time to information hashed by a client.
2025-04-05 17:53:59 +02:00
Mysteryem
bd8b8822ac Core: Pass maximum exploration states in distribute_items_restrictive (#4535)
The base state passed to fill_restrictive should be as maximal as
possible otherwise fill_restrictive has to repeatedly re-sweep and
collect from advancement locations that were reachable from before
fill_restrictive has placed a single item.

This is not added within fill_restrictive itself because it is common
for fills to be performed using a partial 'all_state', which is already
a maximum exploration state.

With --skip_output generation of every template yaml, except FF, KH
and Shivers, this prevented repeatedly re-sweeping 576 advancement
locations in every sweep within progression fill, reducing the
generation time from 124s to 113s for me (8.8% reduction, averaged over
5 generations each).
2025-04-05 17:50:19 +02:00
NewSoupVi
0a44c3ec49 The Witness: Move the Easter Egg Hunt option group lower so that the tooltip isn't cut off (#4789) 2025-04-05 17:48:18 +02:00
NewSoupVi
3262984386 The Witness: Option tooltip clarifications (#4807)
* Missing colon

* Clarify Panel Hunt

* Unnecessary line break

* that wasn't meant to be in here
2025-04-05 17:47:16 +02:00
LiquidCat64
180265c8f4 CVCotM: Fix DeathLinks sent by a different instance of the same slot not being received. (#4726)
* Fix same-slot-different-player DeathLinks not being received.

* A few more comments.
2025-04-05 10:27:51 -04:00
PinkSwitch
a9b4d33cd2 Yoshi's Island: Fix Piece of Luigi not goaling until reset (#4709) 2025-04-05 16:07:37 +02:00
Mysteryem
5dfb9b28f7 Core: Improve iteration speed of Region.Register objects (#4583)
Without implementing __iter__ directly, calling iter() on a
Region.Register on Python 3.12 would return a new generator implemented
as follows:
```py
        def __iter__(self) -> int:
            i = 0
            try:
                while True:
                    v = self[i]
                    yield v
                    i += 1
            except IndexError:
                return None
```
This was determined by disassembling the returned generator with
dis.dis() and then constructing a function that disassembles into the
same bytecode.

The iterator returned by `iter(self._list)` is faster than this
generator, so using it slightly improves generation performance on
average.

Iteration of Region.Register objects is used a lot in
`CollectionState.update_reachable_regions` in both of the private
_update methods that get called. The performance gain here will vary
depending on how many regions a world has and how many exits those
regions have on average.

For a game like Blasphemous, with a lot of regions and exits, generation
of 10 template Blasphemous yamls with `--skip_output --seed 1` and
progression balancing disabled went from 19.0s to 16.4s (14.2% reduction
in generation duration).
2025-04-05 15:59:39 +02:00
Benjamin S Wolf
ec75793ac3 Core: Add spoiler-only output mode (#4059)
* Core: Add spoiler-only output mode

* spoiler-only exceptions

* Move new errors to mystery_argparse
2025-04-05 09:50:52 -04:00
CodeGorilla
cd4da36863 GER: Only consider usable exits when calculating dead-ends (#4701)
* Only consider usable exits when calculating whether or not a region is a dead-end

* Update EntranceLookup unit tests

* Add new dead-end test

* Add additional explanation to the new test

* minor formatting tweak

based on review feedback

---------

Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
2025-04-05 09:21:38 -04:00
Nocallia
1749e22569 Stardew: Fix minor grammar issues in Options (#4800) 2025-04-05 08:20:51 -04:00
axe-y
0cce88cfbc DLC Quest: Fix more items than location with non existing start inventory (#4735)
* DLC Quest Bug Fix
Start inventory item that do not exist in the present world do not make more trap item to appear anymore

* Update worlds/dlcquest/Items.py

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>

* DLC Quest Bug Fix
did the recommendation of Mysteryem and made the item not exist in the pool of item created

* DLC Quest Bug Fix
did the recommendation of agilbert1412 and made a check by name instead of item to itemData

* DLC Quest Bug Fix
overcook failed test

* DLC Quest Bug Fix
re-type correctly a type hint

---------

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2025-04-05 08:19:54 -04:00
black-sliver
61e83a300b Clients: stop updating datapackage in persistent_storage (#4799)
Still uses things that are in there but stops writing to it.
2025-04-05 11:51:01 +02:00
Exempt-Medic
136a13aac7 Docs: Include that DeathLink cause can be an empty string (#4729) 2025-04-04 22:39:18 -04:00
massimilianodelliubaldini
2c90db9ae7 Docs: Additional detail and organization to adding games.md (#4805)
* Additional detail and organization to adding games.md

* Minor fixes.

* Update docs/adding games.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Code review updates.

* More updates.

* Client icon blurb.

* Update docs/adding games.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Revert one line.

* Filler item name blurb.

* Updates for Violet.

* Reorganize client expectations.

* Missed a line delete.

* Doctor's orders

---------

Co-authored-by: qwint <qwint.42@gmail.com>
2025-04-05 04:18:47 +02:00
Richard Snider
507e051a5a Core: Handle integer arguments in player names gracefully (#4151) 2025-04-05 03:36:20 +02:00
Scipio Wright
b5bf9ed1d7 TUNIC: Error message in the spot that UT errors at if you have an old APWorld #4788
Schnice and Shrimple
2025-04-05 00:53:13 +02:00
Fabian Dill
215eb7e473 core: increment version (#4808) 2025-04-04 23:25:37 +02:00
qwint
f42233699a Core: make accessibility_corrections only state.remove if the location was collected 2025-04-04 23:20:45 +02:00
massimilianodelliubaldini
1bec68df4d WebHost: Standardize some 404 redirects (#4642) 2025-04-04 23:11:45 +02:00
151 changed files with 2511 additions and 1452 deletions

View File

@@ -65,7 +65,7 @@ jobs:
continue-on-error: false
if: env.diff != '' && matrix.task == 'flake8'
run: |
flake8 --count --select=E9,F63,F7,F82 --show-source --statistics ${{ env.diff }}
flake8 --count --select=E9,F63,F7,F82 --ignore F824 --show-source --statistics ${{ env.diff }}
- name: "flake8: Lint modified files"
continue-on-error: true

View File

@@ -99,8 +99,8 @@ jobs:
if-no-files-found: error
retention-days: 7 # keep for 7 days, should be enough
build-ubuntu2004:
runs-on: ubuntu-20.04
build-ubuntu2204:
runs-on: ubuntu-22.04
steps:
# - copy code below to release.yml -
- uses: actions/checkout@v4

View File

@@ -29,8 +29,8 @@ jobs:
# build-release-windows: # this is done by hand because of signing
# build-release-macos: # LF volunteer
build-release-ubuntu2004:
runs-on: ubuntu-20.04
build-release-ubuntu2204:
runs-on: ubuntu-22.04
steps:
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV

View File

@@ -616,7 +616,7 @@ class MultiWorld():
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int:
if type(location.item.code) is int and type(location.address) is int:
locations.add(location)
else:
events.add(location)
@@ -1106,6 +1106,9 @@ class Region:
def __len__(self) -> int:
return self._list.__len__()
def __iter__(self):
return iter(self._list)
# This seems to not be needed, but that's a bit suspicious.
# def __del__(self):
# self.clear()
@@ -1310,9 +1313,6 @@ class Location:
multiworld = self.parent_region.multiworld if self.parent_region and self.parent_region.multiworld else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
def __hash__(self):
return hash((self.name, self.player))
def __lt__(self, other: Location):
return (self.player, self.name) < (other.player, other.name)
@@ -1416,6 +1416,10 @@ class Item:
def flags(self) -> int:
return self.classification.as_flag()
@property
def is_event(self) -> bool:
return self.code is None
def __eq__(self, other: object) -> bool:
if not isinstance(other, Item):
return NotImplemented

View File

@@ -625,9 +625,6 @@ class CommonContext:
def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package)
current_cache = Utils.persistent_load().get("datapackage", {}).get("games", {})
current_cache.update(data_package["games"])
Utils.persistent_store("datapackage", "games", current_cache)
logger.info(f"Got new ID/Name DataPackage for {', '.join(data_package['games'])}")
for game, game_data in data_package["games"].items():
Utils.store_data_package_for_checksum(game, game_data)

21
Fill.py
View File

@@ -75,9 +75,11 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place:
for p, pool_item in enumerate(item_pool):
# The items added into `reachable_items` are placed starting from the end of each deque in
# `reachable_items`, so the items being placed are more likely to be found towards the end of `item_pool`.
for p, pool_item in enumerate(reversed(item_pool), start=1):
if pool_item is item:
item_pool.pop(p)
del item_pool[-p]
break
maximum_exploration_state = sweep_from_pool(
@@ -348,10 +350,10 @@ def accessibility_corrections(multiworld: MultiWorld, state: CollectionState, lo
if (location.item is not None and location.item.advancement and location.address is not None and not
location.locked and location.item.player not in minimal_players):
pool.append(location.item)
state.remove(location.item)
location.item = None
if location in state.advancements:
state.advancements.remove(location)
state.remove(location.item)
locations.append(location)
if pool and locations:
locations.sort(key=lambda loc: loc.progress_type != LocationProgressType.PRIORITY)
@@ -500,13 +502,15 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_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,
maximum_exploration_state = sweep_from_pool(multiworld.state)
fill_restrictive(multiworld, maximum_exploration_state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority Retry", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
@@ -514,14 +518,15 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
# "advancement/progression fill"
maximum_exploration_state = sweep_from_pool(multiworld.state)
if panic_method == "swap":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=True,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=True,
name="Progression", single_player_placement=single_player)
elif panic_method == "raise":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
name="Progression", single_player_placement=single_player)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, swap=False,
fill_restrictive(multiworld, maximum_exploration_state, defaultlocations, progitempool, swap=False,
allow_partial=True, name="Progression", single_player_placement=single_player)
if progitempool:
for item in progitempool:

View File

@@ -54,12 +54,22 @@ def mystery_argparse():
parser.add_argument("--skip_output", action="store_true",
help="Skips generation assertion and output stages and skips multidata and spoiler output. "
"Intended for debugging and testing purposes.")
parser.add_argument("--spoiler_only", action="store_true",
help="Skips generation assertion and multidata, outputting only a spoiler log. "
"Intended for debugging and testing purposes.")
args = parser.parse_args()
if args.skip_output and args.spoiler_only:
parser.error("Cannot mix --skip_output and --spoiler_only")
elif args.spoiler == 0 and args.spoiler_only:
parser.error("Cannot use --spoiler_only when --spoiler=0. Use --skip_output or set --spoiler to a different value")
if not os.path.isabs(args.weights_file_path):
args.weights_file_path = os.path.join(args.player_files_path, args.weights_file_path)
if not os.path.isabs(args.meta_file_path):
args.meta_file_path = os.path.join(args.player_files_path, args.meta_file_path)
args.plando: PlandoOptions = PlandoOptions.from_option_string(args.plando)
return args
@@ -108,6 +118,8 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
raise Exception("Cannot mix --sameoptions with --meta")
else:
meta_weights = None
player_id = 1
player_files = {}
for file in os.scandir(args.player_files_path):
@@ -164,6 +176,7 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
erargs.outputpath = args.outputpath
erargs.skip_prog_balancing = args.skip_prog_balancing
erargs.skip_output = args.skip_output
erargs.spoiler_only = args.spoiler_only
erargs.name = {}
erargs.csv_output = args.csv_output
@@ -279,22 +292,30 @@ def get_choice(option, root, value=None) -> Any:
raise RuntimeError(f"All options specified in \"{option}\" are weighted as zero.")
class SafeDict(dict):
def __missing__(self, key):
return '{' + key + '}'
class SafeFormatter(string.Formatter):
def get_value(self, key, args, kwargs):
if isinstance(key, int):
if key < len(args):
return args[key]
else:
return "{" + str(key) + "}"
else:
return kwargs.get(key, "{" + key + "}")
def handle_name(name: str, player: int, name_counter: Counter):
name_counter[name.lower()] += 1
number = name_counter[name.lower()]
new_name = "%".join([x.replace("%number%", "{number}").replace("%player%", "{player}") for x in name.split("%%")])
new_name = string.Formatter().vformat(new_name, (), SafeDict(number=number,
NUMBER=(number if number > 1 else ''),
player=player,
PLAYER=(player if player > 1 else '')))
new_name = SafeFormatter().vformat(new_name, (), {"number": number,
"NUMBER": (number if number > 1 else ''),
"player": player,
"PLAYER": (player if player > 1 else '')})
# Run .strip twice for edge case where after the initial .slice new_name has a leading whitespace.
# Could cause issues for some clients that cannot handle the additional whitespace.
new_name = new_name.strip()[:16].strip()
if new_name == "Archipelago":
raise Exception(f"You cannot name yourself \"{new_name}\"")
return new_name

View File

@@ -1,5 +1,5 @@
"""
Archipelago launcher for bundled app.
Archipelago Launcher
* if run with APBP as argument, launch corresponding client.
* if run with executable as argument, run it passing argv[2:] as arguments
@@ -8,9 +8,7 @@ Archipelago launcher for bundled app.
Scroll down to components= to add components to the launcher as well as setup.py
"""
import argparse
import itertools
import logging
import multiprocessing
import shlex
@@ -20,10 +18,11 @@ import urllib.parse
import webbrowser
from os.path import isfile
from shutil import which
from typing import Callable, Optional, Sequence, Tuple, Union
from typing import Callable, Optional, Sequence, Tuple, Union, Any
if __name__ == "__main__":
import ModuleUpdate
ModuleUpdate.update()
import settings
@@ -105,7 +104,8 @@ components.extend([
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Unrated/18+ Discord Server", icon="discord",
func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
])
@@ -114,7 +114,7 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
url = urllib.parse.urlparse(path)
queries = urllib.parse.parse_qs(url.query)
launch_args = (path, *launch_args)
client_component = None
client_component = []
text_client_component = None
if "game" in queries:
game = queries["game"][0]
@@ -122,49 +122,40 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
game = "Archipelago"
for component in components:
if component.supports_uri and component.game_name == game:
client_component = component
client_component.append(component)
elif component.display_name == "Text Client":
text_client_component = component
if client_component is None:
from kvui import MDButton, MDButtonText
from kivymd.uix.dialog import MDDialog, MDDialogHeadlineText, MDDialogContentContainer, MDDialogSupportingText
from kivymd.uix.divider import MDDivider
if not client_component:
run_component(text_client_component, *launch_args)
return
else:
popup_text = MDDialogSupportingText(text="Select client to open and connect with.")
component_buttons = [MDDivider()]
for component in [text_client_component, *client_component]:
component_buttons.append(MDButton(
MDButtonText(text=component.display_name),
on_release=lambda *args, comp=component: run_component(comp, *launch_args),
style="text"
))
component_buttons.append(MDDivider())
from kvui import App, Button, BoxLayout, Label, Window
MDDialog(
# Headline
MDDialogHeadlineText(text="Connect to Multiworld"),
# Text
popup_text,
# Content
MDDialogContentContainer(
*component_buttons,
orientation="vertical"
),
class Popup(App):
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
super().__init__()
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
return layout
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
).open()
def identify(path: Union[None, str]) -> Tuple[Union[None, str], Union[None, Component]]:
@@ -220,100 +211,166 @@ def launch(exe, in_terminal=False):
subprocess.Popen(exe)
def create_shortcut(button: Any, component: Component) -> None:
from pyshortcuts import make_shortcut
script = sys.argv[0]
wkdir = Utils.local_path()
script = f"{script} \"{component.display_name}\""
make_shortcut(script, name=f"Archipelago {component.display_name}", icon=local_path("data", "icon.ico"),
startmenu=False, terminal=False, working_dir=wkdir)
button.menu.dismiss()
refresh_components: Optional[Callable[[], None]] = None
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
def run_gui(path: str, args: Any) -> None:
from kvui import (ThemedApp, MDFloatLayout, MDGridLayout, ScrollBox)
from kivy.properties import ObjectProperty
from kivy.core.window import Window
from kivy.uix.relativelayout import RelativeLayout
from kivy.metrics import dp
from kivymd.uix.button import MDIconButton
from kivymd.uix.card import MDCard
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.snackbar import MDSnackbar, MDSnackbarText
class Launcher(App):
from kivy.lang.builder import Builder
class LauncherCard(MDCard):
component: Component | None
image: str
context_button: MDIconButton = ObjectProperty(None)
def __init__(self, *args, component: Component | None = None, image_path: str = "", **kwargs):
self.component = component
self.image = image_path
super().__init__(args, kwargs)
class Launcher(ThemedApp):
base_title: str = "Archipelago Launcher"
container: ContainerLayout
grid: GridLayout
_tool_layout: Optional[ScrollBox] = None
_client_layout: Optional[ScrollBox] = None
top_screen: MDFloatLayout = ObjectProperty(None)
navigation: MDGridLayout = ObjectProperty(None)
grid: MDGridLayout = ObjectProperty(None)
button_layout: ScrollBox = ObjectProperty(None)
cards: list[LauncherCard]
current_filter: Sequence[str | Type] | None
def __init__(self, ctx=None):
def __init__(self, ctx=None, path=None, args=None):
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
self.favorites = []
self.launch_uri = path
self.launch_args = args
self.cards = []
self.current_filter = (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
persistent = Utils.persistent_load()
if "launcher" in persistent:
if "favorites" in persistent["launcher"]:
self.favorites.extend(persistent["launcher"]["favorites"])
if "filter" in persistent["launcher"]:
if persistent["launcher"]["filter"]:
filters = []
for filter in persistent["launcher"]["filter"].split(", "):
if filter == "favorites":
filters.append(filter)
else:
filters.append(Type[filter])
self.current_filter = filters
super().__init__()
def _refresh_components(self) -> None:
def set_favorite(self, caller):
if caller.component.display_name in self.favorites:
self.favorites.remove(caller.component.display_name)
caller.icon = "star-outline"
else:
self.favorites.append(caller.component.display_name)
caller.icon = "star"
def build_button(component: Component) -> Widget:
def build_card(self, component: Component) -> LauncherCard:
"""
Builds a card widget for a given component.
:param component: The component associated with the button.
:return: The created Card Widget.
"""
Builds a button widget for a given component.
button_card = LauncherCard(component=component,
image_path=icon_paths[component.icon])
Args:
component (Component): The component associated with the button.
def open_menu(caller):
caller.menu.open()
Returns:
None. The button is added to the parent grid layout.
menu_items = [
{
"text": "Add shortcut on desktop",
"leading_icon": "laptop",
"on_release": lambda: create_shortcut(button_card.context_button, component)
}
]
button_card.context_button.menu = MDDropdownMenu(caller=button_card.context_button, items=menu_items)
button_card.context_button.bind(on_release=open_menu)
"""
button = Button(text=component.display_name, size_hint_y=None, height=40)
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)
return box_layout
return button
return button_card
def _refresh_components(self, type_filter: Sequence[str | Type] | None = None) -> None:
if not type_filter:
type_filter = [Type.CLIENT, Type.ADJUSTER, Type.TOOL, Type.MISC]
favorites = "favorites" in type_filter
# clear before repopulating
assert self._tool_layout and self._client_layout, "must call `build` first"
tool_children = reversed(self._tool_layout.layout.children)
assert self.button_layout, "must call `build` first"
tool_children = reversed(self.button_layout.layout.children)
for child in tool_children:
self._tool_layout.layout.remove_widget(child)
client_children = reversed(self._client_layout.layout.children)
for child in client_children:
self._client_layout.layout.remove_widget(child)
self.button_layout.layout.remove_widget(child)
_tools = {c.display_name: c for c in components if c.type == Type.TOOL}
_clients = {c.display_name: c for c in components if c.type == Type.CLIENT}
_adjusters = {c.display_name: c for c in components if c.type == Type.ADJUSTER}
_miscs = {c.display_name: c for c in components if c.type == Type.MISC}
cards = [card for card in self.cards if card.component.type in type_filter
or favorites and card.component.display_name in self.favorites]
for (tool, client) in itertools.zip_longest(itertools.chain(
_tools.items(), _miscs.items(), _adjusters.items()
), _clients.items()):
# column 1
if tool:
self._tool_layout.layout.add_widget(build_button(tool[1]))
# column 2
if client:
self._client_layout.layout.add_widget(build_button(client[1]))
self.current_filter = type_filter
for card in cards:
self.button_layout.layout.add_widget(card)
top = self.button_layout.children[0].y + self.button_layout.children[0].height \
- self.button_layout.height
scroll_percent = self.button_layout.convert_distance_to_scroll(0, top)
self.button_layout.scroll_y = max(0, min(1, scroll_percent[1]))
def filter_clients(self, caller):
self._refresh_components(caller.type)
def build(self):
self.container = ContainerLayout()
self.grid = GridLayout(cols=2)
self.container.add_widget(self.grid)
self.grid.add_widget(Label(text="General", size_hint_y=None, height=40))
self.grid.add_widget(Label(text="Clients", size_hint_y=None, height=40))
self._tool_layout = ScrollBox()
self._tool_layout.layout.orientation = "vertical"
self.grid.add_widget(self._tool_layout)
self._client_layout = ScrollBox()
self._client_layout.layout.orientation = "vertical"
self.grid.add_widget(self._client_layout)
self._refresh_components()
self.top_screen = Builder.load_file(Utils.local_path("data/launcher.kv"))
self.grid = self.top_screen.ids.grid
self.navigation = self.top_screen.ids.navigation
self.button_layout = self.top_screen.ids.button_layout
self.set_colors()
self.top_screen.md_bg_color = self.theme_cls.backgroundColor
global refresh_components
refresh_components = self._refresh_components
Window.bind(on_drop_file=self._on_drop_file)
return self.container
for component in components:
self.cards.append(self.build_card(component))
self._refresh_components(self.current_filter)
return self.top_screen
def on_start(self):
if self.launch_uri:
handle_uri(self.launch_uri, self.launch_args)
self.launch_uri = None
self.launch_args = None
@staticmethod
def component_action(button):
MDSnackbar(MDSnackbarText(text="Opening in a new window..."), y=dp(24), pos_hint={"center_x": 0.5},
size_hint_x=0.5).open()
if button.component.func:
button.component.func()
else:
@@ -333,7 +390,13 @@ def run_gui():
self.root_window.close()
super()._stop(*largs)
Launcher().run()
def on_stop(self):
Utils.persistent_store("launcher", "favorites", self.favorites)
Utils.persistent_store("launcher", "filter", ", ".join(filter.name if isinstance(filter, Type) else filter
for filter in self.current_filter))
super().on_stop()
Launcher(path=path, args=args).run()
# avoiding Launcher reference leak
# and don't try to do something with widgets after window closed
@@ -360,16 +423,14 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
path = args.get("Patch|Game|Component|url", None)
if path is not None:
if path.startswith("archipelago://"):
handle_uri(path, args.get("args", ()))
return
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if not path.startswith("archipelago://"):
file, component = identify(path)
if file:
args['file'] = file
if component:
args['component'] = component
if not component:
logging.warning(f"Could not identify Component responsible for {path}")
if args["update_settings"]:
update_settings()
@@ -378,7 +439,7 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
elif "component" in args:
run_component(args["component"], *args["args"])
elif not args["update_settings"]:
run_gui()
run_gui(path, args.get("args", ()))
if __name__ == '__main__':
@@ -400,6 +461,7 @@ if __name__ == '__main__':
main(parser.parse_args())
from worlds.LauncherComponents import processes
for process in processes:
# we await all child processes to close before we tear down the process host
# this makes it feel like each one is its own program, as the Launcher is closed now

View File

@@ -26,6 +26,7 @@ import typing
from CommonClient import (CommonContext, get_base_parser, gui_enabled, logger,
server_loop)
from NetUtils import ClientStatus
from worlds.ladx import LinksAwakeningWorld
from worlds.ladx.Common import BASE_ID as LABaseID
from worlds.ladx.GpsTracker import GpsTracker
from worlds.ladx.TrackerConsts import storage_key
@@ -139,7 +140,7 @@ class RAGameboy():
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
@@ -237,7 +238,7 @@ class RAGameboy():
self.cache[start:start + len(hram_block)] = hram_block
self.last_cache_read = time.time()
async def read_memory_block(self, address: int, size: int):
block = bytearray()
remaining_size = size
@@ -245,7 +246,7 @@ class RAGameboy():
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):
@@ -514,8 +515,8 @@ class LinksAwakeningContext(CommonContext):
magpie_task = None
won = False
@property
def slot_storage_key(self):
@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:
@@ -529,9 +530,7 @@ class LinksAwakeningContext(CommonContext):
def run_gui(self) -> None:
import webbrowser
import kvui
from kvui import Button, GameManager
from kivy.uix.image import Image
from kvui import GameManager, ImageButton
class LADXManager(GameManager):
logging_pairs = [
@@ -544,21 +543,15 @@ class LinksAwakeningContext(CommonContext):
b = super().build()
if self.ctx.magpie_enabled:
button = Button(text="", size=(30, 30), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
image = Image(size=(16, 16), texture=magpie_logo())
button.add_widget(image)
def set_center(_, center):
image.center = center
button.bind(center=set_center)
button = ImageButton(texture=magpie_logo(), fit_mode="cover", image_size=(32, 32), size_hint_x=None,
on_press=lambda _: webbrowser.open('https://magpietracker.us/?enable_autotracker=1'))
self.connect_layout.add_widget(button)
return b
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 = [{
@@ -597,12 +590,12 @@ 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]}])
# 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:
@@ -638,12 +631,18 @@ class LinksAwakeningContext(CommonContext):
if cmd == "Connected":
self.game = self.slot_info[self.slot].game
self.slot_data = args.get("slot_data", {})
# This is sent to magpie over local websocket to make its own connection
self.slot_data.update({
"server_address": self.server_address,
"slot_name": self.player_names[self.slot],
"password": self.password,
})
# TODO - use watcher_event
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])
@@ -722,8 +721,10 @@ class LinksAwakeningContext(CommonContext):
try:
self.magpie.set_checks(self.client.tracker.all_checks)
await self.magpie.set_item_tracker(self.client.item_tracker)
self.magpie.slot_data = self.slot_data
if self.slot_data and "slot_data" in self.magpie.features and not self.magpie.has_sent_slot_data:
self.magpie.slot_data = self.slot_data
await self.magpie.send_slot_data()
if self.client.gps_tracker.needs_found_entrances:
await self.request_found_entrances()
self.client.gps_tracker.needs_found_entrances = False
@@ -741,8 +742,8 @@ class LinksAwakeningContext(CommonContext):
await asyncio.sleep(1.0)
def run_game(romfile: str) -> None:
auto_start = typing.cast(typing.Union[bool, str],
Utils.get_options()["ladx_options"].get("rom_start", True))
auto_start = LinksAwakeningWorld.settings.rom_start
if auto_start is True:
import webbrowser
webbrowser.open(romfile)

11
Main.py
View File

@@ -81,7 +81,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
del item_digits, location_digits, item_count, location_count
# This assertion method should not be necessary to run if we are not outputting any multidata.
if not args.skip_output:
if not args.skip_output and not args.spoiler_only:
AutoWorld.call_stage(multiworld, "assert_generate")
AutoWorld.call_all(multiworld, "generate_early")
@@ -224,6 +224,15 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
logger.info(f'Beginning output...')
outfilebase = 'AP_' + multiworld.seed_name
if args.spoiler_only:
if args.spoiler > 1:
logger.info('Calculating playthrough.')
multiworld.spoiler.create_playthrough(create_paths=args.spoiler > 2)
multiworld.spoiler.to_file(output_path('%s_Spoiler.txt' % outfilebase))
logger.info('Done. Skipped multidata modification. Total time: %s', time.perf_counter() - start)
return multiworld
output = tempfile.TemporaryDirectory()
with output as temp_dir:
output_players = [player for player in multiworld.player_ids if AutoWorld.World.generate_output.__code__

View File

@@ -66,9 +66,13 @@ def pop_from_container(container, value):
return container
def update_dict(dictionary, entries):
dictionary.update(entries)
return dictionary
def update_container_unique(container, entries):
if isinstance(container, list):
existing_container_as_set = set(container)
container.extend([entry for entry in entries if entry not in existing_container_as_set])
else:
container.update(entries)
return container
def queue_gc():
@@ -109,7 +113,7 @@ modify_functions = {
# lists/dicts:
"remove": remove_from_list,
"pop": pop_from_container,
"update": update_dict,
"update": update_container_unique,
}
@@ -1978,11 +1982,13 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
concerning_slots = ctx.slot_set(hint.receiving_player) | {hint.finding_player}
for slot in concerning_slots:
ctx.replace_hint(client.team, slot, hint, new_hint)
ctx.save()
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
for slot in concerning_slots:
ctx.on_changed_hints(client.team, slot)
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
@@ -2037,7 +2043,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
value = func(value, operation["value"])
ctx.stored_data[args["key"]] = args["value"] = value
targets = set(ctx.stored_data_notification_clients[args["key"]])
if args.get("want_reply", True):
if args.get("want_reply", False):
targets.add(client)
if targets:
ctx.broadcast(targets, [args])

View File

@@ -47,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.6.1"
__version__ = "0.6.2"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")

View File

@@ -214,17 +214,11 @@ class WargrooveContext(CommonContext):
def run_gui(self):
"""Import kivy UI system and start running it as self.ui_task."""
from kvui import GameManager, HoverBehavior, ServerToolTip
from kivy.uix.tabbedpanel import TabbedPanelItem
from kivymd.uix.tab import MDTabsItem, MDTabsItemText
from kivy.lang import Builder
from kivy.uix.button import Button
from kivy.uix.togglebutton import ToggleButton
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import AsyncImage, Image
from kivy.uix.stacklayout import StackLayout
from kivy.uix.label import Label
from kivy.properties import ColorProperty
from kivy.uix.image import Image
import pkgutil
class TrackerLayout(BoxLayout):

View File

@@ -9,7 +9,7 @@ from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit
from pony.orm import db_session, select, commit, PrimaryKey
from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException
@@ -36,12 +36,21 @@ def handle_generation_failure(result: BaseException):
logging.exception(e)
def _mp_gen_game(gen_options: dict, meta: dict[str, Any] | None = None, owner=None, sid=None) -> PrimaryKey | None:
from setproctitle import setproctitle
setproctitle(f"Generator ({sid})")
res = gen_game(gen_options, meta=meta, owner=owner, sid=sid)
setproctitle(f"Generator (idle)")
return res
def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
try:
meta = json.loads(generation.meta)
options = restricted_loads(generation.options)
logging.info(f"Generating {generation.id} for {len(options)} players")
pool.apply_async(gen_game, (options,),
pool.apply_async(_mp_gen_game, (options,),
{"meta": meta,
"sid": generation.id,
"owner": generation.owner},
@@ -55,6 +64,10 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
def init_generator(config: dict[str, Any]) -> None:
from setproctitle import setproctitle
setproctitle("Generator (idle)")
try:
import resource
except ModuleNotFoundError:

View File

@@ -227,6 +227,9 @@ def set_up_logging(room_id) -> logging.Logger:
def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
cert_file: typing.Optional[str], cert_key_file: typing.Optional[str],
host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue):
from setproctitle import setproctitle
setproctitle(name)
Utils.init_logging(name)
try:
import resource
@@ -247,8 +250,23 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
raise Exception("Worlds system should not be loaded in the custom server.")
import gc
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
del cert_file, cert_key_file, ponyconfig
if not cert_file:
def get_ssl_context():
return None
else:
load_date = None
ssl_context = load_server_cert(cert_file, cert_key_file)
def get_ssl_context():
nonlocal load_date, ssl_context
today = datetime.date.today()
if load_date != today:
ssl_context = load_server_cert(cert_file, cert_key_file)
load_date = today
return ssl_context
del ponyconfig
gc.collect() # free intermediate objects used during setup
loop = asyncio.get_event_loop()
@@ -263,12 +281,12 @@ def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
assert ctx.server is None
try:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=get_ssl_context())
await ctx.server
except OSError: # likely port in use
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=get_ssl_context())
await ctx.server
port = 0

View File

@@ -135,6 +135,7 @@ def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=Non
{"bosses", "items", "connections", "texts"}))
erargs.skip_prog_balancing = False
erargs.skip_output = False
erargs.spoiler_only = False
erargs.csv_output = False
name_counter = Counter()

View File

@@ -35,6 +35,12 @@ def start_playing():
@app.route('/games/<string:game>/info/<string:lang>')
@cache.cached()
def game_info(game, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in world.web.game_info_languages:
raise KeyError("Sorry, this game's info page is not available in that language yet.")
except KeyError:
return abort(404)
return render_template('gameInfo.html', game=game, lang=lang, theme=get_world_theme(game))
@@ -52,6 +58,12 @@ def games():
@app.route('/tutorial/<string:game>/<string:file>/<string:lang>')
@cache.cached()
def tutorial(game, file, lang):
try:
world = AutoWorldRegister.world_types[game]
if lang not in [tut.link.split("/")[1] for tut in world.web.tutorials]:
raise KeyError("Sorry, the tutorial is not available in that language yet.")
except KeyError:
return abort(404)
return render_template("tutorial.html", game=game, file=file, lang=lang, theme=get_world_theme(game))

View File

@@ -6,7 +6,7 @@ from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response
from flask import redirect, render_template, request, Response, abort
import Options
from Utils import local_path
@@ -142,7 +142,10 @@ def weighted_options_old():
@app.route("/games/<string:game>/weighted-options")
@cache.cached()
def weighted_options(game: str):
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
try:
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
except KeyError:
return abort(404)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
@@ -197,7 +200,10 @@ def generate_weighted_yaml(game: str):
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
try:
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
except KeyError:
return abort(404)
# YAML generator for player-options

View File

@@ -9,3 +9,4 @@ bokeh>=3.6.3
markupsafe>=3.0.2
Markdown>=3.7
mdx-breakless-lists>=1.0.1
setproctitle>=1.3.5

View File

@@ -23,7 +23,6 @@ window.addEventListener('load', () => {
showdown.setOption('strikethrough', true);
showdown.setOption('literalMidWordUnderscores', true);
gameInfo.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
// Reset the id of all header divs to something nicer
for (const header of document.querySelectorAll('h1, h2, h3, h4, h5, h6')) {
@@ -42,10 +41,5 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView();
}
});
}).catch((error) => {
console.error(error);
gameInfo.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}">here</a> to return to safety.</h3>`;
});
});

View File

@@ -6,6 +6,4 @@ window.addEventListener('load', () => {
document.getElementById('file-input').addEventListener('change', () => {
document.getElementById('host-game-form').submit();
});
adjustFooterHeight();
});

View File

@@ -1,47 +0,0 @@
const adjustFooterHeight = () => {
// If there is no footer on this page, do nothing
const footer = document.getElementById('island-footer');
if (!footer) { return; }
// If the body is taller than the window, also do nothing
if (document.body.offsetHeight > window.innerHeight) {
footer.style.marginTop = '0';
return;
}
// Add a margin-top to the footer to position it at the bottom of the screen
const sibling = footer.previousElementSibling;
const margin = (window.innerHeight - sibling.offsetTop - sibling.offsetHeight - footer.offsetHeight);
if (margin < 1) {
footer.style.marginTop = '0';
return;
}
footer.style.marginTop = `${margin}px`;
};
const adjustHeaderWidth = () => {
// If there is no header, do nothing
const header = document.getElementById('base-header');
if (!header) { return; }
const tempDiv = document.createElement('div');
tempDiv.style.width = '100px';
tempDiv.style.height = '100px';
tempDiv.style.overflow = 'scroll';
tempDiv.style.position = 'absolute';
tempDiv.style.top = '-500px';
document.body.appendChild(tempDiv);
const scrollbarWidth = tempDiv.offsetWidth - tempDiv.clientWidth;
document.body.removeChild(tempDiv);
const documentRoot = document.compatMode === 'BackCompat' ? document.body : document.documentElement;
const margin = (documentRoot.scrollHeight > documentRoot.clientHeight) ? 0-scrollbarWidth : 0;
document.getElementById('base-header-right').style.marginRight = `${margin}px`;
};
window.addEventListener('load', () => {
window.addEventListener('resize', adjustFooterHeight);
window.addEventListener('resize', adjustHeaderWidth);
adjustFooterHeight();
adjustHeaderWidth();
});

View File

@@ -25,7 +25,6 @@ window.addEventListener('load', () => {
showdown.setOption('literalMidWordUnderscores', true);
showdown.setOption('disableForced4SpacesIndentedSublists', true);
tutorialWrapper.innerHTML += (new showdown.Converter()).makeHtml(results);
adjustHeaderWidth();
const title = document.querySelector('h1')
if (title) {
@@ -49,10 +48,5 @@ window.addEventListener('load', () => {
scrollTarget?.scrollIntoView();
}
});
}).catch((error) => {
console.error(error);
tutorialWrapper.innerHTML =
`<h2>This page is out of logic!</h2>
<h3>Click <a href="${window.location.origin}/tutorial">here</a> to return to safety.</h3>`;
});
});

View File

@@ -36,6 +36,13 @@ html{
body{
margin: 0;
display: flex;
flex-direction: column;
min-height: calc(100vh - 110px);
}
main {
flex-grow: 1;
}
a{

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Page Not Found (404)</title>
@@ -13,5 +14,4 @@
The page you're looking for doesn&apos;t exist.<br />
<a href="/">Click here to return to safety.</a>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Upload Multidata</title>
@@ -27,6 +28,4 @@
</div>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Archipelago</title>
@@ -57,5 +58,4 @@
</div>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -5,26 +5,29 @@
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/tooltip.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/cookieNotice.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/globalStyles.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/styleController.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/cookieNotice.js") }}"></script>
{% block head %}
<title>Archipelago</title>
{% endblock %}
</head>
<body>
<main>
{% with messages = get_flashed_messages() %}
{% if messages %}
<div>
{% for message in messages | unique %}
<div class="user-message">{{ message }}</div>
{% endfor %}
</div>
{% endif %}
{% endwith %}
{% with messages = get_flashed_messages() %}
{% if messages %}
<div>
{% for message in messages | unique %}
<div class="user-message">{{ message }}</div>
{% endfor %}
</div>
{% block body %}
{% endblock %}
</main>
{% if show_footer %}
{% include "islandFooter.html" %}
{% endif %}
{% endwith %}
{% block body %}
{% endblock %}
</body>
</html>

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Generation failed, please retry.</title>
@@ -15,5 +16,4 @@
{{ seed_error }}
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,4 +1,5 @@
{% extends 'pageWrapper.html' %}
{% set show_footer = True %}
{% block head %}
<title>Start Playing</title>
@@ -26,6 +27,4 @@
</p>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,5 +1,6 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>View Seed {{ seed.id|suuid }}</title>
@@ -50,5 +51,4 @@
</table>
</div>
</div>
{% include 'islandFooter.html' %}
{% endblock %}

View File

@@ -1,9 +1,12 @@
{% extends 'pageWrapper.html' %}
{% import "macros.html" as macros %}
{% set show_footer = True %}
{% block head %}
<title>Generation in Progress</title>
<meta http-equiv="refresh" content="1">
<noscript>
<meta http-equiv="refresh" content="1">
</noscript>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/waitSeed.css") }}"/>
{% endblock %}
@@ -15,5 +18,34 @@
Waiting for game to generate, this page auto-refreshes to check.
</div>
</div>
{% include 'islandFooter.html' %}
<script>
const waitSeedDiv = document.getElementById("wait-seed");
async function checkStatus() {
try {
const response = await fetch("{{ url_for('api.wait_seed_api', seed=seed_id) }}");
if (response.status !== 202) {
// Seed is ready; reload page to load seed page.
location.reload();
return;
}
const data = await response.json();
waitSeedDiv.innerHTML = `
<h1>Generation in Progress</h1>
<p>${data.text}</p>
`;
setTimeout(checkStatus, 1000); // Continue polling.
} catch (error) {
waitSeedDiv.innerHTML = `
<h1>Progress Unknown</h1>
<p>${error.message}<br />(Last checked: ${new Date().toLocaleTimeString()})</p>
`;
setTimeout(checkStatus, 1000);
}
}
setTimeout(checkStatus, 1000);
</script>
{% endblock %}

View File

@@ -14,23 +14,51 @@
salmon: "FA8072" # typically trap item
white: "FFFFFF" # not used, if you want to change the generic text color change color in Label
orange: "FF7700" # Used for command echo
<Label>:
color: "FFFFFF"
<TabbedPanel>:
tab_width: root.width / app.tab_count
# KivyMD theming parameters
theme_style: "Dark" # Light/Dark
primary_palette: "Green" # Many options
dynamic_scheme_name: "TONAL_SPOT"
dynamic_scheme_contrast: 0.0
<MDLabel>:
color: self.theme_cls.primaryColor
<TooltipLabel>:
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
adaptive_height: True
font_size: dp(20)
markup: True
halign: "left"
<SelectableLabel>:
size_hint: 1, None
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1)
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerLowColor
Rectangle:
size: self.size
pos: self.pos
<MarkupDropdownItem>
orientation: "vertical"
MDLabel:
text: root.text
valign: "center"
padding_x: "12dp"
shorten: True
shorten_from: "right"
theme_text_color: "Custom"
markup: True
text_color:
app.theme_cls.onSurfaceVariantColor \
if not root.text_color else \
root.text_color
MDDivider:
md_bg_color:
( \
app.theme_cls.outlineVariantColor \
if not root.divider_color \
else root.divider_color \
) \
if root.divider else \
(0, 0, 0, 0)
<UILog>:
messages: 1000 # amount of messages stored in client logs.
cols: 1
@@ -49,7 +77,7 @@
<HintLabel>:
canvas.before:
Color:
rgba: (.0, 0.9, .1, .3) if self.selected else (0.2, 0.2, 0.2, 1) if self.striped else (0.18, 0.18, 0.18, 1)
rgba: (.0, 0.9, .1, .3) if self.selected else self.theme_cls.surfaceContainerHighColor if self.striped else self.theme_cls.surfaceContainerLowColor
Rectangle:
size: self.size
pos: self.pos
@@ -152,3 +180,16 @@
height: dp(30)
multiline: False
write_tab: False
<ScrollBox>:
layout: layout
bar_width: "12dp"
scroll_wheel_distance: 40
do_scroll_x: False
scroll_type: ['bars', 'content']
MDBoxLayout:
id: layout
orientation: "vertical"
spacing: 10
size_hint_y: None
height: self.minimum_height

142
data/launcher.kv Normal file
View File

@@ -0,0 +1,142 @@
<LauncherCard>:
id: main
style: "filled"
padding: "4dp"
size_hint: 1, None
height: "75dp"
context_button: context
MDRelativeLayout:
ApAsyncImage:
source: main.image
size: (48, 48)
size_hint_y: None
pos_hint: {"center_x": 0.1, "center_y": 0.5}
MDLabel:
text: main.component.display_name
pos_hint:{"center_x": 0.5, "center_y": 0.75 if main.component.description else 0.65}
halign: "center"
font_style: "Title"
role: "medium"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDLabel:
text: main.component.description
pos_hint: {"center_x": 0.5, "center_y": 0.35}
halign: "center"
role: "small"
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDIconButton:
component: main.component
icon: "star" if self.component.display_name in app.favorites else "star-outline"
style: "standard"
pos_hint:{"center_x": 0.85, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
on_release: app.set_favorite(self)
MDIconButton:
id: context
icon: "menu"
style: "standard"
pos_hint:{"center_x": 0.95, "center_y": 0.8}
theme_text_color: "Custom"
text_color: app.theme_cls.primaryColor
MDButton:
pos_hint:{"center_x": 0.9, "center_y": 0.25}
size_hint_y: None
height: "25dp"
component: main.component
on_release: app.component_action(self)
MDButtonText:
text: "Open"
#:import Type worlds.LauncherComponents.Type
MDFloatLayout:
id: top_screen
MDGridLayout:
id: grid
cols: 2
spacing: "5dp"
padding: "10dp"
MDGridLayout:
id: navigation
cols: 1
size_hint_x: 0.25
MDButton:
id: all
style: "text"
type: (Type.CLIENT, Type.TOOL, Type.ADJUSTER, Type.MISC)
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "asterisk"
MDButtonText:
text: "All"
MDButton:
id: client
style: "text"
type: (Type.CLIENT, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "controller"
MDButtonText:
text: "Client"
MDButton:
id: Tool
style: "text"
type: (Type.TOOL, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "desktop-classic"
MDButtonText:
text: "Tool"
MDButton:
id: adjuster
style: "text"
type: (Type.ADJUSTER, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "wrench"
MDButtonText:
text: "Adjuster"
MDButton:
id: misc
style: "text"
type: (Type.MISC, )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "dots-horizontal-circle-outline"
MDButtonText:
text: "Misc"
MDButton:
id: favorites
style: "text"
type: ("favorites", )
on_release: app.filter_clients(self)
MDButtonIcon:
icon: "star"
MDButtonText:
text: "Favorites"
MDNavigationDrawerDivider:
ScrollBox:
id: button_layout

View File

@@ -1,5 +1,8 @@
# Adding Games
Like all contributions to Archipelago, New Game implementations should follow the [Contributing](/docs/contributing.md)
guide.
Adding a new game to Archipelago has two major parts:
* Game Modification to communicate with Archipelago server (hereafter referred to as "client")
@@ -13,30 +16,51 @@ it will not be detailed here.
The client is an intermediary program between the game and the Archipelago server. This can either be a direct
modification to the game, an external program, or both. This can be implemented in nearly any modern language, but it
must fulfill a few requirements in order to function as expected. The specific requirements the game client must follow
to behave as expected are:
must fulfill a few requirements in order to function as expected. Libraries for most modern languages and the spec for
various packets can be found in the [network protocol](/docs/network%20protocol.md) API reference document.
### Hard Requirements
In order for the game client to behave as expected, it must be able to perform these functions:
* Handle both secure and unsecure websocket connections
* Detect and react when a location has been "checked" by the player by sending a network packet to the server
* Receive and parse network packets when the player receives an item from the server, and reward it to the player on
demand
* **Any** of your items can be received any number of times, up to and far surpassing those that the game might
normally expect from features such as starting inventory, item link replacement, or item cheating
* Players and the admin can cheat items to the player at any time with a server command, and these items may not have
a player or location attributed to them
* Reconnect if the connection is unstable and lost while playing
* Be able to change the port for saved connection info
* Rooms hosted on the website attempt to reserve their port, but since there are a limited number of ports, this
privilege can be lost, requiring the room to be moved to a new port
* Reconnect if the connection is unstable and lost while playing
* Keep an index for items received in order to resync. The ItemsReceived Packets are a single list with guaranteed
order.
* Receive items that were sent to the player while they were not connected to the server
* The player being able to complete checks while offline and sending them when reconnecting is a good bonus, but not
strictly required
privilege can be lost, requiring the room to be moved to a new port
* Send a status update packet alerting the server that the player has completed their goal
Libraries for most modern languages and the spec for various packets can be found in the
[network protocol](/docs/network%20protocol.md) API reference document.
Regarding items and locations, the game client must be able to handle these tasks:
#### Location Handling
Send a network packet to the server when it detects a location has been "checked" by the player in-game.
* If actions were taken in game that would usually trigger a location check, and those actions can only ever be taken
once, but the client was not connected when they happened: The client must send those location checks on connection
so that they are not permanently lost, e.g. by reading flags in the game state or save file.
#### Item Handling
Receive and parse network packets from the server when the player receives an item.
* It must reward items to the player on demand, as items can come from other players at any time.
* It must be able to reward copies of an item, up to and beyond the number the game normally expects. This may happen
due to features such as starting inventory, item link replacement, admin commands, or item cheating. **Any** of
your items can be received **any** number of times.
* Admins and players may use server commands to create items without a player or location attributed to them. The
client must be able to handle these items.
* It must keep an index for items received in order to resync. The ItemsReceived Packets are a single list with a
guaranteed order.
* It must be able to receive items that were sent to the player while they were not connected to the server.
### Encouraged Features
These are "nice to have" features for a client, but they are not strictly required. It is encouraged to add them
if possible.
* If your client appears in the Archipelago Launcher, you may define an icon for it that differentiates it from
other clients. The icon size is 48x48 pixels, but smaller or larger images will scale to that size.
## World
@@ -44,35 +68,94 @@ The world is your game integration for the Archipelago generator, webhost, and m
information necessary for creating the items and locations to be randomized, the logic for item placement, the
datapackage information so other game clients can recognize your game data, and documentation. Your world must be
written as a Python package to be loaded by Archipelago. This is currently done by creating a fork of the Archipelago
repository and creating a new world package in `/worlds/`. A bare minimum world implementation must satisfy the
following requirements:
repository and creating a new world package in `/worlds/`.
* A folder within `/worlds/` that contains an `__init__.py`
* A `World` subclass where you create your world and define all of its rules
* A unique game name
* For webhost documentation and behaviors, a `WebWorld` subclass that must be instantiated in the `World` class
definition
* The game_info doc must follow the format `{language_code}_{game_name}.md`
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call
during generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
regarding the API can be found in the [world api doc](/docs/world%20api.md). Before publishing, make sure to also
check out [world maintainer.md](/docs/world%20maintainer.md).
### Hard Requirements
A bare minimum world implementation must satisfy the following requirements:
* It has a folder with the name of your game (or an abbreviation) under `/worlds/`
* The `/worlds/{game}` folder contains an `__init__.py`
* Any subfolders within `/worlds/{game}` that contain `*.py` files also contain an `__init__.py` for frozen build
packaging
* The game folder has at least one game_info doc named with follow the format `{language_code}_{game_name}.md`
* The game folder has at least one setup doc
* There must be a `World` subclass in your game folder (typically in `/worlds/{game}/__init__.py`) where you create
your world and define all of its rules and features
Within the `World` subclass you should also have:
* A [unique game name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L260)
* An [instance](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295) of a `WebWorld`
subclass for webhost documentation and behaviors
* In your `WebWorld`, if you wrote a game_info doc in more than one language, override the list of
[game info languages](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L210) with the
ones you include.
* In your `WebWorld`, override the list of
[tutorials](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L213) with each tutorial
or setup doc you included in the game folder.
* A mapping for items and locations defining their names and ids for clients to be able to identify them. These are
`item_name_to_id` and `location_name_to_id`, respectively.
* Create an item when `create_item` is called both by your code and externally
* An `options_dataclass` defining the options players have available to them
* A `Region` for your player with the name "Menu" to start from
* Create a non-zero number of locations and add them to your regions
* Create a non-zero number of items **equal** to the number of locations and add them to the multiworld itempool
* All items submitted to the multiworld itempool must not be manually placed by the World. If you need to place specific
items, there are multiple ways to do so, but they should not be added to the multiworld itempool.
`item_name_to_id` and `location_name_to_id`, respectively.
* An implementation of `create_item` that can create an item when called by either your code or by another process
within Archipelago
* At least one `Region` for your player to start from (i.e. the Origin Region)
* The default name of this region is "Menu" but you may configure a different name with
[origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L299)
* A non-zero number of locations, added to your regions
* A non-zero number of items **equal** to the number of locations, added to the multiworld itempool
* In rare cases, there may be 0-location-0-item games, but this is extremely atypical.
* A set
[completion condition](https://github.com/ArchipelagoMW/Archipelago/blob/main/BaseClasses.py#L77) (aka "goal") for
the player.
* Use your player as the index (`multiworld.completion_condition[player]`) for your world's completion goal.
Notable caveats:
* The "Menu" region will always be considered the "start" for the player
* The "Menu" region is *always* considered accessible; i.e. the player is expected to always be able to return to the
### Encouraged Features
These are "nice to have" features for a world, but they are not strictly required. It is encouraged to add them
if possible.
* An implementation of
[get_filler_item_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L473)
* By default, this function chooses any item name from `item_name_to_id`, so you want to limit it to only the true
filler items.
* An `options_dataclass` defining the options players have available to them
* This should be accompanied by a type hint for `options` with the same class name
* A [bug report page](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L220)
* A list of [option groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L226)
for better organization on the webhost
* A dictionary of [options presets](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L223)
for player convenience
* A dictionary of [item name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L273)
for player convenience
* A dictionary of
[location name groups](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L276)
for player convenience
* Other games may also benefit from your name group dictionaries for hints, features, etc.
### Discouraged or Prohibited Behavior
These are behaviors or implementations that are known to cause various issues. Some of these points have notable
workarounds or preferred methods which should be used instead:
* All items submitted to the multiworld itempool must not be manually placed by the World.
* If you need to place specific items, there are multiple ways to do so, but they should not be added to the
multiworld itempool.
* It is not allowed to use `eval` for most reasons, chiefly due to security concerns.
* It is discouraged to use PyYAML (i.e. `yaml.load`) directly due to security concerns.
* When possible, use `Utils.parse_yaml` instead, as this defaults to the safe loader and the faster C parser.
* When submitting regions or items to the multiworld (`multiworld.regions` and `multiworld.itempool` respectively),
do **not** use `=` as this will overwrite all elements for all games in the seed.
* Instead, use `append`, `extend`, or `+=`.
### Notable Caveats
* The Origin Region will always be considered the "start" for the player
* The Origin Region is *always* considered accessible; i.e. the player is expected to always be able to return to the
start of the game from anywhere
* When submitting regions or items to the multiworld (multiworld.regions and multiworld.itempool respectively), use
`append`, `extend`, or `+=`. **Do not use `=`**
* Regions are simply containers for locations that share similar access rules. They do not have to map to
concrete, physical areas within your game and can be more abstract like tech trees or a questline.
The base World class can be found in [AutoWorld](/worlds/AutoWorld.py). Methods available for your world to call during
generation can be found in [BaseClasses](/BaseClasses.py) and [Fill](/Fill.py). Some examples and documentation
regarding the API can be found in the [world api doc](/docs/world%20api.md).
Before publishing, make sure to also check out [world maintainer.md](/docs/world%20maintainer.md).

View File

@@ -66,3 +66,22 @@ The reason entrance access rules using `location.can_reach` and `entrance.can_re
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.
---
### I uploaded the generated output of my world to the webhost and webhost is erroring on corrupted multidata
The error `Could not load multidata. File may be corrupted or incompatible.` occurs when uploading a locally generated
file where there is an issue with the multidata contained within it. It may come with a description like
`(No module named 'worlds.myworld')` or `(global 'worlds.myworld.names.ItemNames' is forbidden)`
Pickling is a way to compress python objects such that they can be decompressed and be used to rebuild the
python objects. This means that if one of your custom class instances ends up in the multidata, the server would not
be able to load that custom class to decompress the data, which can fail either because the custom class is unknown
(because it cannot load your world module) or the class it's attempting to import to decompress is deemed unsafe.
Common situations where this can happen include:
* Using Option instances directly in slot_data. Ex: using `options.option_name` instead of `options.option_name.value`.
Also, consider using the `options.as_dict("option_name", "option_two")` helper.
* Using enums as Location/Item names in the datapackage. When building out `location_name_to_id` and `item_name_to_id`,
make sure that you are not using your enum class for either the names or ids in these mappings.

View File

@@ -470,7 +470,7 @@ The following operations can be applied to a datastorage key
| right_shift | Applies a bitwise right-shift to the current value of the key by `value`. |
| remove | List only: removes the first instance of `value` found in the list. |
| pop | List or Dict: for lists it will remove the index of the `value` given. for dicts it removes the element with the specified key of `value`. |
| update | Dict only: Updates the dictionary with the specified elements given in `value` creating new keys, or updating old ones if they previously existed. |
| update | List or Dict: Adds the elements of `value` to the container if they weren't already present. In the case of a Dict, already present keys will have their corresponding values updated. |
### SetNotify
Used to register your current session for receiving all [SetReply](#SetReply) packages of certain keys to allow your client to keep track of changes.
@@ -756,8 +756,8 @@ Tags are represented as a list of strings, the common client tags follow:
### DeathLink
A special kind of Bounce packet that can be supported by any AP game. It targets the tag "DeathLink" and carries the following data:
| Name | Type | Notes |
|--------|-------|--------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, this should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |
| Name | Type | Notes |
|--------|-------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| time | float | Unix Time Stamp of time of death. |
| cause | str | Optional. Text to explain the cause of death. When provided, or checked, if the string is non-empty, it should contain the player name, ex. "Berserker was run over by a train." |
| source | str | Name of the player who first died. Can be a slot name, but can also be a name from within a multiplayer game. |

View File

@@ -606,8 +606,8 @@ from .items import get_item_type
def set_rules(self) -> None:
# For some worlds this step can be omitted if either a Logic mixin
# (see below) is used, it's easier to apply the rules from data during
# location generation or everything is in generate_basic
# (see below) is used or it's easier to apply the rules from data during
# location generation
# set a simple rule for an region
set_rule(self.multiworld.get_entrance("Boss Door", self.player),

View File

@@ -50,13 +50,15 @@ class EntranceLookup:
_random: random.Random
_expands_graph_cache: dict[Entrance, bool]
_coupled: bool
_usable_exits: set[Entrance]
def __init__(self, rng: random.Random, coupled: bool):
def __init__(self, rng: random.Random, coupled: bool, usable_exits: set[Entrance]):
self.dead_ends = EntranceLookup.GroupLookup()
self.others = EntranceLookup.GroupLookup()
self._random = rng
self._expands_graph_cache = {}
self._coupled = coupled
self._usable_exits = usable_exits
def _can_expand_graph(self, entrance: Entrance) -> bool:
"""
@@ -95,7 +97,8 @@ class EntranceLookup:
# 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):
if (not exit_.connected_region and (not self._coupled or exit_.name != entrance.name)
and exit_ in self._usable_exits):
self._expands_graph_cache[entrance] = True
return True
elif exit_.connected_region and exit_.connected_region not in visited:
@@ -333,7 +336,6 @@ def randomize_entrances(
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
@@ -349,6 +351,7 @@ def randomize_entrances(
# used when membership checks are needed on the exit list, e.g. speculative sweep
exits_set = set(exits)
entrance_lookup = EntranceLookup(world.random, coupled, exits_set)
for entrance in er_targets:
entrance_lookup.add(entrance)

467
kvui.py
View File

@@ -35,8 +35,7 @@ from kivy.config import Config
Config.set("input", "mouse", "mouse,disable_multitouch")
Config.set("kivy", "exit_on_escape", "0")
Config.set("graphics", "multisamples", "0") # multisamples crash old intel drivers
from kivy.app import App
from kivymd.uix.divider import MDDivider
from kivy.core.window import Window
from kivy.core.clipboard import Clipboard
from kivy.core.text.markup import MarkupLabel
@@ -46,30 +45,32 @@ from kivy.clock import Clock
from kivy.factory import Factory
from kivy.properties import BooleanProperty, ObjectProperty, NumericProperty
from kivy.metrics import dp
from kivy.effects.scroll import ScrollEffect
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.uix.gridlayout import GridLayout
from kivy.uix.layout import Layout
from kivy.uix.textinput import TextInput
from kivy.uix.scrollview import ScrollView
from kivy.uix.recycleview import RecycleView
from kivy.uix.tabbedpanel import TabbedPanel, TabbedPanelItem
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.label import Label
from kivy.uix.progressbar import ProgressBar
from kivy.uix.dropdown import DropDown
from kivy.utils import escape_markup
from kivy.lang import Builder
from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.uix.behaviors import FocusBehavior
from kivy.uix.behaviors import FocusBehavior, ToggleButtonBehavior
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
from kivymd.app import MDApp
from kivymd.uix.gridlayout import MDGridLayout
from kivymd.uix.floatlayout import MDFloatLayout
from kivymd.uix.boxlayout import MDBoxLayout
from kivymd.uix.tab.tab import MDTabsPrimary, MDTabsItem, MDTabsItemText, MDTabsCarousel
from kivymd.uix.menu import MDDropdownMenu
from kivymd.uix.menu.menu import MDDropdownTextItem
from kivymd.uix.dropdownitem import MDDropDownItem, MDDropDownItemText
from kivymd.uix.button import MDButton, MDButtonText, MDButtonIcon, MDIconButton
from kivymd.uix.label import MDLabel, MDIcon
from kivymd.uix.recycleview import MDRecycleView
from kivymd.uix.textfield.textfield import MDTextField
from kivymd.uix.progressindicator import MDLinearProgressIndicator
from kivymd.uix.scrollview import MDScrollView
from kivymd.uix.tooltip import MDTooltip, MDTooltipPlain
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
@@ -86,6 +87,85 @@ else:
remove_between_brackets = re.compile(r"\[.*?]")
class ThemedApp(MDApp):
def set_colors(self):
text_colors = KivyJSONtoTextParser.TextColors()
self.theme_cls.theme_style = getattr(text_colors, "theme_style", "Dark")
self.theme_cls.primary_palette = getattr(text_colors, "primary_palette", "Green")
self.theme_cls.dynamic_scheme_name = getattr(text_colors, "dynamic_scheme_name", "TONAL_SPOT")
self.theme_cls.dynamic_scheme_contrast = getattr(text_colors, "dynamic_scheme_contrast", 0.0)
class ImageIcon(MDButtonIcon, AsyncImage):
def __init__(self, *args, **kwargs):
super().__init__(args, kwargs)
self.image = ApAsyncImage(**kwargs)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ImageButton(MDIconButton):
def __init__(self, **kwargs):
image_args = dict()
for kwarg in ("fit_mode", "image_size", "color", "source", "texture"):
val = kwargs.pop(kwarg, "None")
if val != "None":
image_args[kwarg.replace("image_", "")] = val
super().__init__()
self.image = ApAsyncImage(**image_args)
def set_center(button, center):
self.image.center_x = self.center_x
self.image.center_y = self.center_y
self.bind(center=set_center)
self.add_widget(self.image)
def add_widget(self, widget, index=0, canvas=None):
return super(MDIcon, self).add_widget(widget)
class ScrollBox(MDScrollView):
layout: MDBoxLayout = ObjectProperty(None)
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
# thanks kivymd
class ToggleButton(MDButton, ToggleButtonBehavior):
def __init__(self, *args, **kwargs):
super(ToggleButton, self).__init__(*args, **kwargs)
self.bind(state=self._update_bg)
def _update_bg(self, _, state: str):
if self.disabled:
return
if self.theme_bg_color == "Primary":
self.theme_bg_color = "Custom"
if state == "down":
self.md_bg_color = self.theme_cls.primaryColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.onPrimaryColor
child.icon_color = self.theme_cls.onPrimaryColor
else:
self.md_bg_color = self.theme_cls.surfaceContainerLowestColor
for child in self.children:
if child.theme_text_color == "Primary":
child.theme_text_color = "Custom"
if child.theme_icon_color == "Primary":
child.theme_icon_color = "Custom"
child.text_color = self.theme_cls.primaryColor
child.icon_color = self.theme_cls.primaryColor
# I was surprised to find this didn't already exist in kivy :(
class HoverBehavior(object):
"""originally from https://stackoverflow.com/a/605348110"""
@@ -125,7 +205,7 @@ class HoverBehavior(object):
Factory.register("HoverBehavior", HoverBehavior)
class ToolTip(Label):
class ToolTip(MDTooltipPlain):
pass
@@ -133,49 +213,30 @@ class ServerToolTip(ToolTip):
pass
class ScrollBox(ScrollView):
layout: BoxLayout
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.layout = BoxLayout(size_hint_y=None)
self.layout.bind(minimum_height=self.layout.setter("height"))
self.add_widget(self.layout)
self.effect_cls = ScrollEffect
self.bar_width = dp(12)
self.scroll_type = ["content", "bars"]
class HovererableLabel(HoverBehavior, Label):
class HovererableLabel(HoverBehavior, MDLabel):
pass
class TooltipLabel(HovererableLabel):
tooltip = None
class TooltipLabel(HovererableLabel, MDTooltip):
tooltip_display_delay = 0.1
def create_tooltip(self, text, x, y):
text = text.replace("<br>", "\n").replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]")
if self.tooltip:
# update
self.tooltip.children[0].text = text
else:
self.tooltip = FloatLayout()
tooltip_label = ToolTip(text=text)
self.tooltip.add_widget(tooltip_label)
fade_in_animation.start(self.tooltip)
App.get_running_app().root.add_widget(self.tooltip)
# handle left-side boundary to not render off-screen
x = max(x, 3 + self.tooltip.children[0].texture_size[0] / 2)
# position float layout
self.tooltip.x = x - self.tooltip.width / 2
self.tooltip.y = y - self.tooltip.height / 2 + 48
center_x, center_y = self.to_window(self.center_x, self.center_y)
self.shift_y = y - center_y
shift_x = center_x - x
if shift_x > 0:
self.shift_left = shift_x
else:
self.shift_right = shift_x
def remove_tooltip(self):
if self.tooltip:
App.get_running_app().root.remove_widget(self.tooltip)
self.tooltip = None
if self._tooltip:
# update
self._tooltip.text = text
else:
self._tooltip = ToolTip(text=text, pos_hint={})
self.display_tooltip()
def on_mouse_pos(self, window, pos):
if not self.get_root_window():
@@ -202,26 +263,26 @@ class TooltipLabel(HovererableLabel):
def on_leave(self):
self.remove_tooltip()
self._tooltip = None
class ServerLabel(HovererableLabel):
class ServerLabel(HovererableLabel, MDTooltip):
tooltip_display_delay = 0.1
def __init__(self, *args, **kwargs):
super(HovererableLabel, self).__init__(*args, **kwargs)
self.layout = FloatLayout()
self.popuplabel = ServerToolTip(text="Test")
self.layout.add_widget(self.popuplabel)
self._tooltip = ServerToolTip(text="Test")
def on_enter(self):
self.popuplabel.text = self.get_text()
App.get_running_app().root.add_widget(self.layout)
fade_in_animation.start(self.layout)
self._tooltip.text = self.get_text()
self.display_tooltip()
def on_leave(self):
App.get_running_app().root.remove_widget(self.layout)
self.animation_tooltip_dismiss()
@property
def ctx(self) -> context_type:
return App.get_running_app().ctx
return MDApp.get_running_app().ctx
def get_text(self):
if self.ctx.server:
@@ -262,11 +323,11 @@ class ServerLabel(HovererableLabel):
return "No current server connection. \nPlease connect to an Archipelago server."
class MainLayout(GridLayout):
class MainLayout(MDGridLayout):
pass
class ContainerLayout(FloatLayout):
class ContainerLayout(MDFloatLayout):
pass
@@ -286,6 +347,11 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
return super(SelectableLabel, self).refresh_view_attrs(
rv, index, data)
def on_size(self, instance_label, size: list) -> None:
super().on_size(instance_label, size)
if self.parent:
self.width = self.parent.width
def on_touch_down(self, touch):
""" Add selection on touch down """
if super(SelectableLabel, self).on_touch_down(touch):
@@ -297,9 +363,9 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
# Not a fan of the following few lines, but they work.
temp = MarkupLabel(text=self.text).markup
text = "".join(part for part in temp if not part.startswith("["))
cmdinput = App.get_running_app().textinput
cmdinput = MDApp.get_running_app().textinput
if not cmdinput.text:
input_text = get_input_text_from_response(text, App.get_running_app().last_autofillable_command)
input_text = get_input_text_from_response(text, MDApp.get_running_app().last_autofillable_command)
if input_text is not None:
cmdinput.text = input_text
@@ -310,30 +376,115 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
""" Respond to the selection of items in the view. """
self.selected = is_selected
class AutocompleteHintInput(TextInput):
class MarkupDropdownTextItem(MDDropdownTextItem):
def __init__(self):
super().__init__()
for child in self.children:
if child.__class__ == MDLabel:
child.markup = True
print(self.text)
# Currently, this only lets us do markup on text that does not have any icons
# Create new TextItems as needed
class MarkupDropdown(MDDropdownMenu):
def on_items(self, instance, value: list) -> None:
"""
The method sets the class that will be used to create the menu item.
"""
items = []
viewclass = "MarkupDropdownTextItem"
for data in value:
if "viewclass" not in data:
if (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MarkupDropdownTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingTrailingIconTextItem"
elif (
"leading_icon" in data
and "trailing_icon" in data
and "trailing_text" not in data
):
viewclass = "MDDropdownLeadingTrailingIconItem"
elif (
"leading_icon" not in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownTrailingTextItem"
elif (
"leading_icon" in data
and "trailing_icon" not in data
and "trailing_text" in data
):
viewclass = "MDDropdownLeadingIconTrailingTextItem"
data["viewclass"] = viewclass
if "height" not in data:
data["height"] = dp(48)
items.append(data)
self._items = items
# Update items in view
if hasattr(self, "menu"):
self.menu.data = self._items
class AutocompleteHintInput(MDTextField):
min_chars = NumericProperty(3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.dropdown = DropDown()
self.dropdown = MarkupDropdown(caller=self, position="bottom", border_margin=dp(24), width=self.width)
self.dropdown.bind(on_select=lambda instance, x: setattr(self, 'text', x))
self.bind(on_text_validate=self.on_message)
self.bind(width=lambda instance, x: setattr(self.dropdown, "width", x))
def on_message(self, instance):
App.get_running_app().commandprocessor("!hint "+instance.text)
MDApp.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
self.dropdown.items.clear()
ctx: context_type = MDApp.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
def on_press(text):
split_text = MarkupLabel(text=text).markup
return self.dropdown.select("".join(text_frag for text_frag in split_text
if not text_frag.startswith("[")))
lowered = value.lower()
@@ -345,20 +496,29 @@ class AutocompleteHintInput(TextInput):
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)
self.dropdown.items.append({
"text": text,
"on_release": lambda: on_press(text),
"markup": True
})
if not self.dropdown.parent:
self.dropdown.open()
else:
self.dropdown.dismiss()
class HintLabel(RecycleDataViewBehavior, BoxLayout):
status_icons = {
HintStatus.HINT_NO_PRIORITY: "information",
HintStatus.HINT_PRIORITY: "exclamation-thick",
HintStatus.HINT_AVOID: "alert"
}
class HintLabel(RecycleDataViewBehavior, MDBoxLayout):
selected = BooleanProperty(False)
striped = BooleanProperty(False)
index = None
dropdown: DropDown
dropdown: MDDropdownMenu
def __init__(self):
super(HintLabel, self).__init__()
@@ -369,29 +529,28 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
self.entrance_text = ""
self.status_text = ""
self.hint = {}
for child in self.children:
child.bind(texture_size=self.set_height)
ctx = MDApp.get_running_app().ctx
menu_items = []
ctx = App.get_running_app().ctx
self.dropdown = DropDown()
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = MDDropDownItem(MDDropDownItemText(text=name), size_hint_y=None, height=dp(50))
status_button.status = status
menu_items.append({
"text": name,
"leading_icon": status_icons[status],
"on_release": lambda x=status: select(self, x)
})
def set_value(button):
self.dropdown.select(button.status)
self.dropdown = MDDropdownMenu(caller=self.ids["status"], items=menu_items)
def select(instance, data):
ctx.update_hint(self.hint["location"],
self.hint["finding_player"],
data)
for status in (HintStatus.HINT_NO_PRIORITY, HintStatus.HINT_PRIORITY, HintStatus.HINT_AVOID):
name = status_names[status]
status_button = Button(text=name, size_hint_y=None, height=dp(50))
status_button.status = status
status_button.bind(on_release=set_value)
self.dropdown.add_widget(status_button)
self.dropdown.bind(on_select=select)
self.dropdown.bind(on_release=self.dropdown.dismiss)
def set_height(self, instance, value):
self.height = max([child.texture_size[1] for child in self.children])
@@ -406,7 +565,6 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
self.entrance_text = data["entrance"]["text"]
self.status_text = data["status"]["text"]
self.hint = data["status"]["hint"]
self.height = self.minimum_height
return super(HintLabel, self).refresh_view_attrs(rv, index, data)
def on_touch_down(self, touch):
@@ -419,10 +577,10 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
if status_label.collide_point(*touch.pos):
if self.hint["status"] == HintStatus.HINT_FOUND:
return
ctx = App.get_running_app().ctx
ctx = MDApp.get_running_app().ctx
if ctx.slot_concerns_self(self.hint["receiving_player"]): # If this player owns this hint
# open a dropdown
self.dropdown.open(self.ids["status"])
self.dropdown.open()
elif self.selected:
self.parent.clear_selection()
else:
@@ -431,8 +589,7 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
if self.entrance_text != "Vanilla"
else "", ". (", self.status_text.lower(), ")"))
temp = MarkupLabel(text).markup
text = "".join(
part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
text = "".join(part for part in temp if not part.startswith("["))
Clipboard.copy(escape_markup(text).replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]"))
return self.parent.select_with_touch(self.index, touch)
else:
@@ -455,7 +612,7 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
else:
parent.sort_key = key
parent.reversed = False
App.get_running_app().update_hints()
MDApp.get_running_app().update_hints()
def apply_selection(self, rv, index, is_selected):
""" Respond to the selection of items in the view. """
@@ -463,7 +620,7 @@ class HintLabel(RecycleDataViewBehavior, BoxLayout):
self.selected = is_selected
class ConnectBarTextInput(TextInput):
class ConnectBarTextInput(MDTextField):
def insert_text(self, substring, from_undo=False):
s = substring.replace("\n", "").replace("\r", "")
return super(ConnectBarTextInput, self).insert_text(s, from_undo=from_undo)
@@ -473,7 +630,7 @@ def is_command_input(string: str) -> bool:
return len(string) > 0 and string[0] in "/!"
class CommandPromptTextInput(TextInput):
class CommandPromptTextInput(MDTextField):
MAXIMUM_HISTORY_MESSAGES = 50
def __init__(self, **kwargs) -> None:
@@ -521,7 +678,7 @@ class CommandPromptTextInput(TextInput):
class MessageBox(Popup):
class MessageBoxLabel(Label):
class MessageBoxLabel(MDLabel):
def __init__(self, **kwargs):
super().__init__(**kwargs)
self._label.refresh()
@@ -539,14 +696,31 @@ class MessageBox(Popup):
self.height += max(0, label.height - 18)
class GameManager(App):
class ClientTabs(MDTabsPrimary):
carousel: MDTabsCarousel
lock_swiping = True
def __init__(self, *args, **kwargs):
self.carousel = MDTabsCarousel(lock_swiping=True)
super().__init__(*args, MDDivider(size_hint_y=None, height=dp(4)), self.carousel, **kwargs)
self.size_hint_y = 1
def remove_tab(self, tab, content=None):
if content is None:
content = tab.content
self.ids.container.remove_widget(tab)
self.carousel.remove_widget(content)
self.on_size(self, self.size)
class GameManager(ThemedApp):
logging_pairs = [
("Client", "Archipelago"),
]
base_title: str = "Archipelago Client"
last_autofillable_command: str
main_area_container: GridLayout
main_area_container: MDGridLayout
""" subclasses can add more columns beside the tabs """
def __init__(self, ctx: context_type):
@@ -581,18 +755,26 @@ class GameManager(App):
return max(1, len(self.tabs.tab_list))
return 1
def on_start(self):
def on_start(*args):
self.root.md_bg_color = self.theme_cls.backgroundColor
super().on_start()
Clock.schedule_once(on_start)
def build(self) -> Layout:
self.set_colors()
self.container = ContainerLayout()
self.grid = MainLayout()
self.grid.cols = 1
self.connect_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
self.connect_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(70),
spacing=5, padding=(5, 10))
# top part
server_label = ServerLabel()
server_label = ServerLabel(halign="center")
self.connect_layout.add_widget(server_label)
self.server_connect_bar = ConnectBarTextInput(text=self.ctx.suggested_address or "archipelago.gg:",
size_hint_y=None,
height=dp(30), multiline=False, write_tab=False)
size_hint_y=None, role="medium",
height=dp(70), multiline=False, write_tab=False)
def connect_bar_validate(sender):
if not self.ctx.server:
@@ -600,26 +782,31 @@ class GameManager(App):
self.server_connect_bar.bind(on_text_validate=connect_bar_validate)
self.connect_layout.add_widget(self.server_connect_bar)
self.server_connect_button = Button(text="Connect", size=(dp(100), dp(30)), size_hint_y=None, size_hint_x=None)
self.server_connect_button = MDButton(MDButtonText(text="Connect"), style="filled", size=(dp(100), dp(70)),
size_hint_x=None, size_hint_y=None, radius=5, pos_hint={"center_y": 0.55})
self.server_connect_button.bind(on_press=self.connect_button_action)
self.server_connect_button.height = self.server_connect_bar.height
self.connect_layout.add_widget(self.server_connect_button)
self.grid.add_widget(self.connect_layout)
self.progressbar = ProgressBar(size_hint_y=None, height=3)
self.progressbar = MDLinearProgressIndicator(size_hint_y=None, height=3)
self.grid.add_widget(self.progressbar)
# middle part
self.tabs = TabbedPanel(size_hint_y=1)
self.tabs.default_tab_text = "All"
self.tabs = ClientTabs()
self.tabs.add_widget(MDTabsItem(MDTabsItemText(text="All" if len(self.logging_pairs) > 1 else "Archipelago")))
self.log_panels["All"] = self.tabs.default_tab_content = UILog(*(logging.getLogger(logger_name)
for logger_name, name in
self.logging_pairs))
for logger_name, name in
self.logging_pairs))
self.tabs.carousel.add_widget(self.tabs.default_tab_content)
for logger_name, display_name in self.logging_pairs:
bridge_logger = logging.getLogger(logger_name)
panel = TabbedPanelItem(text=display_name)
self.log_panels[display_name] = panel.content = UILog(bridge_logger)
self.log_panels[display_name] = UILog(bridge_logger)
if len(self.logging_pairs) > 1:
panel = MDTabsItem(MDTabsItemText(text=display_name))
panel.content = self.log_panels[display_name]
# show Archipelago tab if other logging is present
self.tabs.carousel.add_widget(panel.content)
self.tabs.add_widget(panel)
hint_panel = self.add_client_tab("Hints", HintLayout())
@@ -627,21 +814,20 @@ class GameManager(App):
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"
self.main_area_container = GridLayout(size_hint_y=1, rows=1)
self.main_area_container = MDGridLayout(size_hint_y=1, rows=1)
self.main_area_container.add_widget(self.tabs)
self.grid.add_widget(self.main_area_container)
# bottom part
bottom_layout = BoxLayout(orientation="horizontal", size_hint_y=None, height=dp(30))
info_button = Button(size=(dp(100), dp(30)), text="Command:", size_hint_x=None)
bottom_layout = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(70), spacing=5, padding=(5, 10))
info_button = MDButton(MDButtonText(text="Command:"), radius=5, style="filled", size=(dp(100), dp(70)),
size_hint_x=None, size_hint_y=None, pos_hint={"center_y": 0.575})
info_button.bind(on_release=self.command_button_action)
bottom_layout.add_widget(info_button)
self.textinput = CommandPromptTextInput(size_hint_y=None, height=dp(30), multiline=False, write_tab=False)
self.textinput.bind(on_text_validate=self.on_message)
info_button.height = self.textinput.height
self.textinput.text_validate_unfocus = False
bottom_layout.add_widget(self.textinput)
self.grid.add_widget(bottom_layout)
@@ -662,24 +848,26 @@ class GameManager(App):
def add_client_tab(self, title: str, content: Widget) -> Widget:
"""Adds a new tab to the client window with a given title, and provides a given Widget as its content.
Returns the new tab widget, with the provided content being placed on the tab as content."""
new_tab = TabbedPanelItem(text=title)
new_tab = MDTabsItem(MDTabsItemText(text=title))
new_tab.content = content
self.tabs.add_widget(new_tab)
self.tabs.carousel.add_widget(new_tab.content)
return new_tab
def update_texts(self, dt):
if hasattr(self.tabs.content.children[0], "fix_heights"):
self.tabs.content.children[0].fix_heights() # TODO: remove this when Kivy fixes this upstream
for slide in self.tabs.carousel.slides:
if hasattr(slide, "fix_heights"):
slide.fix_heights() # TODO: remove this when Kivy fixes this upstream
if self.ctx.server:
self.title = self.base_title + " " + Utils.__version__ + \
f" | Connected to: {self.ctx.server_address} " \
f"{'.'.join(str(e) for e in self.ctx.server_version)}"
self.server_connect_button.text = "Disconnect"
self.server_connect_button._button_text.text = "Disconnect"
self.server_connect_bar.readonly = True
self.progressbar.max = len(self.ctx.checked_locations) + len(self.ctx.missing_locations)
self.progressbar.value = len(self.ctx.checked_locations)
else:
self.server_connect_button.text = "Connect"
self.server_connect_button._button_text.text = "Connect"
self.server_connect_bar.readonly = False
self.title = self.base_title + " " + Utils.__version__
self.progressbar.value = 0
@@ -742,8 +930,8 @@ class GameManager(App):
def enable_energy_link(self):
if not hasattr(self, "energy_link_label"):
self.energy_link_label = Label(text="Energy Link: Standby",
size_hint_x=None, width=150)
self.energy_link_label = MDLabel(text="Energy Link: Standby",
size_hint_x=None, width=150, halign="center")
self.connect_layout.add_widget(self.energy_link_label)
def set_new_energy_link_value(self):
@@ -779,8 +967,9 @@ class LogtoUI(logging.Handler):
self.on_log(self.format(record))
class UILog(RecycleView):
class UILog(MDRecycleView):
messages: typing.ClassVar[int] # comes from kv file
adaptive_height = True
def __init__(self, *loggers_to_handle, **kwargs):
super(UILog, self).__init__(**kwargs)
@@ -807,13 +996,13 @@ class UILog(RecycleView):
element.height = element.texture_size[1]
class HintLayout(BoxLayout):
class HintLayout(MDBoxLayout):
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 = MDBoxLayout(orientation="horizontal", size_hint_y=None, height=dp(55))
boxlayout.add_widget(MDLabel(text="New Hint:", size_hint_x=None, size_hint_y=None, height=dp(55)))
boxlayout.add_widget(AutocompleteHintInput())
self.add_widget(boxlayout)
@@ -846,8 +1035,7 @@ status_sort_weights: dict[HintStatus, int] = {
HintStatus.HINT_PRIORITY: 4,
}
class HintLog(RecycleView):
class HintLog(MDRecycleView):
header = {
"receiving": {"text": "[u]Receiving Player[/u]"},
"item": {"text": "[u]Item[/u]"},
@@ -858,7 +1046,7 @@ class HintLog(RecycleView):
"hint": {"receiving_player": -1, "location": -1, "finding_player": -1, "status": ""}},
"striped": True,
}
data: list[typing.Any]
sort_key: str = ""
reversed: bool = True
@@ -871,7 +1059,7 @@ class HintLog(RecycleView):
if not hints: # Fix the scrolling looking visually wrong in some edge cases
self.scroll_y = 1.0
data = []
ctx = App.get_running_app().ctx
ctx = MDApp.get_running_app().ctx
for hint in hints:
if not hint.get("status"): # Allows connecting to old servers
hint["status"] = HintStatus.HINT_FOUND if hint["found"] else HintStatus.HINT_UNSPECIFIED
@@ -935,7 +1123,8 @@ class ImageLoaderPkgutil(ImageLoaderBase):
data = pkgutil.get_data(module, path)
return self._bytes_to_data(data)
def _bytes_to_data(self, data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
@staticmethod
def _bytes_to_data(data: typing.Union[bytes, bytearray]) -> typing.List[ImageData]:
loader = next(loader for loader in ImageLoader.loaders if loader.can_load_memory())
return loader.load(loader, io.BytesIO(data))

View File

@@ -12,3 +12,6 @@ cython>=3.0.12
cymem>=2.0.11
orjson>=3.10.15
typing_extensions>=4.12.2
pyshortcuts>=1.9.1
kivymd @ git+https://github.com/kivymd/KivyMD@5ff9d0d
kivymd>=2.0.1.dev0

View File

@@ -629,12 +629,13 @@ cx_Freeze.setup(
ext_modules=cythonize("_speedups.pyx"),
options={
"build_exe": {
"packages": ["worlds", "kivy", "cymem", "websockets"],
"packages": ["worlds", "kivy", "cymem", "websockets", "kivymd"],
"includes": [],
"excludes": ["numpy", "Cython", "PySide2", "PIL",
"pandas", "zstandard"],
"pandas"],
"zip_includes": [],
"zip_include_packages": ["*"],
"zip_exclude_packages": ["worlds", "sc2"],
"zip_exclude_packages": ["worlds", "sc2", "kivymd"],
"include_files": [], # broken in cx 6.14.0, we use more special sauce now
"include_msvcr": False,
"replace_paths": ["*."],

View File

@@ -65,8 +65,10 @@ class TestEntranceLookup(unittest.TestCase):
"""tests that get_targets shuffles targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
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:
@@ -86,8 +88,10 @@ class TestEntranceLookup(unittest.TestCase):
"""tests that get_targets does not shuffle targets between groups when requested"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True)
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
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:
@@ -99,6 +103,30 @@ class TestEntranceLookup(unittest.TestCase):
group_order = [prev := group.randomization_group for group in retrieved_targets if prev != group.randomization_group]
self.assertEqual([ERTestGroups.TOP, ERTestGroups.BOTTOM], group_order)
def test_selective_dead_ends(self):
"""test that entrances that EntranceLookup has not been told to consider are ignored when finding dead-ends"""
multiworld = generate_test_multiworld()
generate_disconnected_region_grid(multiworld, 5)
exits_set = set([ex for region in multiworld.get_regions(1)
for ex in region.exits if not ex.connected_region
and ex.name != "region20_right" and ex.name != "region21_left"])
lookup = EntranceLookup(multiworld.worlds[1].random, coupled=True, usable_exits=exits_set)
er_targets = [entrance for region in multiworld.get_regions(1)
for entrance in region.entrances if not entrance.parent_region and
entrance.name != "region20_right" and entrance.name != "region21_left"]
for entrance in er_targets:
lookup.add(entrance)
# region 20 is the bottom left corner of the grid, and therefore only has a right entrance from region 21
# and a top entrance from region 15; since we've told lookup to ignore the right entrance from region 21,
# the top entrance from region 15 should be considered a dead-end
dead_end_region = multiworld.get_region("region20", 1)
for dead_end in dead_end_region.entrances:
if dead_end.name == "region20_top":
break
# there should be only this one dead-end
self.assertTrue(dead_end in lookup.dead_ends)
self.assertEqual(len(lookup.dead_ends), 1)
class TestBakeTargetGroupLookup(unittest.TestCase):
def test_lookup_generation(self):

View File

@@ -9,7 +9,8 @@ from worlds.LauncherComponents import Component, SuffixIdentifier, Type, compone
if TYPE_CHECKING:
from SNIClient import SNIContext
component = Component('SNI Client', 'SNIClient', component_type=Type.CLIENT, file_identifier=SuffixIdentifier(".apsoe"))
component = Component('SNI Client', 'SNIClient', component_type=Type.CLIENT, file_identifier=SuffixIdentifier(".apsoe"),
description="A client for connecting to SNES consoles via Super Nintendo Interface.")
components.append(component)

View File

@@ -110,6 +110,16 @@ class AutoLogicRegister(type):
elif not item_name.startswith("__"):
if hasattr(CollectionState, item_name):
raise Exception(f"Name conflict on Logic Mixin {name} trying to overwrite {item_name}")
assert callable(function) or "init_mixin" in dct, (
f"{name} defined class variable {item_name} without also having init_mixin.\n\n"
"Explanation:\n"
"Class variables that will be mutated need to be inintialized as instance variables in init_mixin.\n"
"If your LogicMixin variables aren't actually mutable / you don't intend to mutate them, "
"there is no point in using LogixMixin.\n"
"LogicMixin exists to track custom state variables that change when items are collected/removed."
)
setattr(CollectionState, item_name, function)
return new_class

View File

@@ -27,6 +27,8 @@ class Component:
"""
display_name: str
"""Used as the GUI button label and the component name in the CLI args"""
description: str
"""Optional description displayed on the GUI underneath the display name"""
type: Type
"""
Enum "Type" classification of component intent, for filtering in the Launcher GUI
@@ -58,8 +60,9 @@ class Component:
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,
func: Optional[Callable] = None, file_identifier: Optional[Callable[[str], bool]] = None,
game_name: Optional[str] = None, supports_uri: Optional[bool] = False):
game_name: Optional[str] = None, supports_uri: Optional[bool] = False, description: str = "") -> None:
self.display_name = display_name
self.description = description
self.script_name = script_name
self.frozen_name = frozen_name or f'Archipelago{script_name}' if script_name else None
self.icon = icon

View File

@@ -238,14 +238,12 @@ class AdventureWorld(World):
def create_regions(self) -> None:
create_regions(self.options, self.multiworld, self.player, self.dragon_rooms)
set_rules = set_rules
def generate_basic(self) -> None:
self.multiworld.get_location("Chalice Home", self.player).place_locked_item(
self.create_event("Victory", ItemClassification.progression))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Victory", self.player)
set_rules = set_rules
def pre_fill(self):
# Place empty items in filler locations here, to limit
# the number of exported empty items and the density of stuff in overworld.

View File

@@ -2,7 +2,7 @@ from typing import List, TYPE_CHECKING, Dict, Any
from schema import Schema, Optional
from dataclasses import dataclass
from worlds.AutoWorld import PerGameCommonOptions
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup, StartInventoryPool
if TYPE_CHECKING:
from . import HatInTimeWorld
@@ -625,6 +625,8 @@ class ParadeTrapWeight(Range):
@dataclass
class AHITOptions(PerGameCommonOptions):
start_inventory_from_pool: StartInventoryPool
EndGoal: EndGoal
ActRandomizer: ActRandomizer
ActPlando: ActPlando

View File

@@ -1,6 +1,6 @@
from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
calculate_yarn_costs, alps_hooks
calculate_yarn_costs, alps_hooks, junk_weights
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
get_total_locations
@@ -78,6 +78,9 @@ class HatInTimeWorld(World):
self.nyakuza_thug_items: Dict[str, int] = {}
self.badge_seller_count: int = 0
def get_filler_item_name(self) -> str:
return self.random.choices(list(junk_weights.keys()), weights=junk_weights.values(), k=1)[0]
def generate_early(self):
adjust_options(self)

View File

@@ -121,6 +121,7 @@ class ALTTPWeb(WebWorld):
)
tutorials = [setup_en, setup_de, setup_es, setup_fr, msu, msu_es, msu_fr, plando, oof_sound]
game_info_languages = ["en", "fr"]
class ALTTPWorld(World):

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@@ -41,6 +41,7 @@ class AquariaWeb(WebWorld):
)
tutorials = [setup, setup_fr]
game_info_languages = ["en", "fr"]
class AquariaWorld(World):

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@@ -51,7 +51,7 @@ Boosts have logic associated with them in order to verify you can always reach t
- I need to kill a unit with a slinger/archer/musketman or some other obsolete unit I can't build anymore, how can I do this?
- Don't forget you can go into the Tech Tree and click on a Vanilla tech you've received in order to toggle it on/off. This is necessary in order to pursue some of the boosts if you receive techs in certain orders.
- Something happened, and I'm not able to unlock the boost due to game rules!
- A few scenarios you may worry about: "Found a religion", "Make an alliance with another player", "Develop an alliance to level 2", "Build a wonder from X Era", to name a few. Any boost that is "miss-able" has been flagged as an "Excluded" location and will not ever receive a progression item. For a list of how each boost is flagged, take a look [here](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/boosts.json).
- A few scenarios you may worry about: "Found a religion", "Make an alliance with another player", "Develop an alliance to level 2", "Build a wonder from X Era", to name a few. Any boost that is "miss-able" has been flagged as an "Excluded" location and will not ever receive a progression item. For a list of how each boost is flagged, take a look [here](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/civ_6/data/boosts.py).
- I'm worried that my `PROGRESSIVE_ERA` item is going to be stuck in a boost I won't have time to complete before my maximum unlocked era ends!
- The unpredictable timing of boosts and unlocking them can occasionally lead to scenarios where you'll have to first encounter a locked era defeat and then load a previous save. To help reduce the frequency of this, local `PROGRESSIVE_ERA` items will never be located at a boost check.
- There's too many boosts, how will I know which one's I should focus on?!

View File

@@ -14,22 +14,17 @@ The following are required in order to play Civ VI in Archipelago:
## Enabling the tuner
Depending on how you installed Civ 6 you will have to navigate to one of the following:
- `YOUR_USER/Documents/My Games/Sid Meier's Civilization VI/AppOptions.txt`
- `YOUR_USER/AppData/Local/Firaxis Games/Sid Meier's Civilization VI/AppOptions.txt`
Once you have located your `AppOptions.txt`, do a search for `Enable FireTuner`. Set `EnableTuner` to `1` instead of `0`. **NOTE**: While this is active, achievements will be disabled.
In the main menu, navigate to the "Game Options" page. On the "Game" menu, make sure that "Tuner (disables achievements)" is enabled.
## Mod Installation
1. Download and unzip the latest release of the mod from [GitHub](https://github.com/hesto2/civilization_archipelago_mod/releases/latest).
2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`.
2. Copy the folder containing the mod files to your Civ VI mods folder. On Windows, this is usually located at `C:\Users\YOUR_USER\Documents\My Games\Sid Meier's Civilization VI\Mods`. If you use OneDrive, check if the folder is instead located in your OneDrive file structure.
3. After the Archipelago host generates a game, you should be given a `.apcivvi` file. Associate the file with the Archipelago Launcher and double click it.
4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder.
4. Copy the contents of the new folder it generates (it will have the same name as the `.apcivvi` file) into your Civilization VI Archipelago Mod folder. If double clicking the `.apcivvi` file doesn't generate a folder, you can just rename it to a file ending with `.zip` and extract its contents to a new folder. To do this, right click the `.apcivvi` file and click "Rename", make sure it ends in `.zip`, then right click it again and select "Extract All".
5. Your finished mod folder should look something like this:

View File

@@ -31,6 +31,7 @@ class CliqueWebWorld(WebWorld):
)
tutorials = [setup_en, setup_de]
game_info_languages = ["en", "de"]
class CliqueWorld(World):

View File

@@ -1,4 +1,4 @@
from typing import TYPE_CHECKING, Set
from typing import TYPE_CHECKING, Set, Optional
from .locations import BASE_ID, get_location_names_to_ids
from .items import cvcotm_item_info, MAJORS_CLASSIFICATIONS
from .locations import cvcotm_location_info
@@ -91,6 +91,7 @@ class CastlevaniaCotMClient(BizHawkClient):
patch_suffix = ".apcvcotm"
sent_initial_packets: bool
self_induced_death: bool
time_of_sent_death: Optional[float]
local_checked_locations: Set[int]
client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
killed_dracula_2: bool
@@ -139,6 +140,7 @@ class CastlevaniaCotMClient(BizHawkClient):
self.sent_initial_packets = False
self.local_checked_locations = set()
self.self_induced_death = False
self.time_of_sent_death = None
self.client_set_events = {flag_name: False for flag, flag_name in EVENT_FLAG_MAP.items()}
self.killed_dracula_2 = False
self.won_battle_arena = False
@@ -156,14 +158,16 @@ class CastlevaniaCotMClient(BizHawkClient):
return
if ctx.slot is None:
return
if "DeathLink" in args["tags"] and args["data"]["source"] != ctx.slot_info[ctx.slot].name:
if "DeathLink" in args["tags"] and args["data"]["time"] != self.time_of_sent_death:
if "cause" in args["data"]:
cause = args["data"]["cause"]
# If the other game sent a death with a blank string for the cause, use the default death message.
if cause == "":
cause = f"{args['data']['source']} killed you without a word!"
if len(cause) > ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT:
cause = cause[:ITEM_NAME_LIMIT + PLAYER_NAME_LIMIT]
else:
# If the other game sent a death with no cause at all, use the default death message.
cause = f"{args['data']['source']} killed you without a word!"
# Highlight the player that killed us in the game's orange text.
@@ -259,8 +263,13 @@ class CastlevaniaCotMClient(BizHawkClient):
else:
area_of_death = DEATHLINK_AREA_NAMES[area]
# Send the death.
await ctx.send_death(f"{ctx.player_names[ctx.slot]} perished in {area_of_death}. Dracula has won!")
# Record the time in which the death was sent so when we receive the packet we can tell it wasn't our
# own death. ctx.on_deathlink overwrites it later, so it MUST be grabbed now.
self.time_of_sent_death = ctx.last_death_link
# Update the Dracula II and Battle Arena events already being done on past separate sessions for if the
# player is running the Battle Arena and Dracula goal.
if f"castlevania_cotm_events_{ctx.team}_{ctx.slot}" in ctx.stored_data:

View File

@@ -930,7 +930,7 @@ location_tables: Dict[str, List[DS3LocationData]] = {
"Great Swamp Ring", miniboss=True), # Giant Crab drop
DS3LocationData("RS: Blue Sentinels - Horace", "Blue Sentinels",
missable=True, npc=True), # Horace quest
DS3LocationData("RS: Crystal Gem - stronghold, lizard", "Crystal Gem"),
DS3LocationData("RS: Crystal Gem - stronghold, lizard", "Crystal Gem", lizard=True),
DS3LocationData("RS: Fading Soul - woods by Crucifixion Woods bonfire", "Fading Soul",
static='03,0:53300210::'),

View File

@@ -98,14 +98,14 @@ def create_trap_items(world, world_options: Options.DLCQuestOptions, trap_needed
return traps
def create_items(world, world_options: Options.DLCQuestOptions, locations_count: int, random: Random):
def create_items(world, world_options: Options.DLCQuestOptions, locations_count: int, excluded_items: list[str], random: Random):
created_items = []
if world_options.campaign == Options.Campaign.option_basic or world_options.campaign == Options.Campaign.option_both:
create_items_basic(world_options, created_items, world)
create_items_basic(world_options, created_items, world, excluded_items)
if (world_options.campaign == Options.Campaign.option_live_freemium_or_die or
world_options.campaign == Options.Campaign.option_both):
create_items_lfod(world_options, created_items, world)
create_items_lfod(world_options, created_items, world, excluded_items)
trap_items = create_trap_items(world, world_options, locations_count - len(created_items), random)
created_items += trap_items
@@ -113,8 +113,12 @@ def create_items(world, world_options: Options.DLCQuestOptions, locations_count:
return created_items
def create_items_lfod(world_options, created_items, world):
def create_items_lfod(world_options, created_items, world, excluded_items):
for item in items_by_group[Group.Freemium]:
if item.name in excluded_items:
excluded_items.remove(item)
continue
if item.has_any_group(Group.DLC):
created_items.append(world.create_item(item))
if item.has_any_group(Group.Item) and world_options.item_shuffle == Options.ItemShuffle.option_shuffled:
@@ -128,8 +132,12 @@ def create_items_lfod(world_options, created_items, world):
create_coin(world_options, created_items, world, 889, 200, Group.Freemium)
def create_items_basic(world_options, created_items, world):
def create_items_basic(world_options, created_items, world, excluded_items):
for item in items_by_group[Group.DLCQuest]:
if item.name in excluded_items:
excluded_items.remove(item.name)
continue
if item.has_any_group(Group.DLC):
created_items.append(world.create_item(item))
if item.has_any_group(Group.Item) and world_options.item_shuffle == Options.ItemShuffle.option_shuffled:

View File

@@ -34,6 +34,7 @@ class DLCqwebworld(WebWorld):
["Deoxis"]
)
tutorials = [setup_en, setup_fr]
game_info_languages = ["en", "fr"]
class DLCqworld(World):
@@ -65,10 +66,10 @@ class DLCqworld(World):
for location in self.multiworld.get_locations(self.player)
if not location.advancement])
items_to_exclude = [excluded_items
items_to_exclude = [excluded_items.name
for excluded_items in self.multiworld.precollected_items[self.player]]
created_items = create_items(self, self.options, locations_count + len(items_to_exclude), self.multiworld.random)
created_items = create_items(self, self.options, locations_count, items_to_exclude, self.multiworld.random)
self.multiworld.itempool += created_items
@@ -83,9 +84,7 @@ class DLCqworld(World):
else:
early_items[self.player]["Movement Pack"] = 1
for item in items_to_exclude:
if item in self.multiworld.itempool:
self.multiworld.itempool.remove(item)
def precollect_coinsanity(self):
if self.options.campaign == Options.Campaign.option_basic:

View File

@@ -1,10 +1,11 @@
import unittest
from typing import Dict
from BaseClasses import MultiWorld
from Options import NamedRange
from .option_names import options_to_include
from .checks.world_checks import assert_can_win, assert_same_number_items_locations
from . import DLCQuestTestBase, setup_dlc_quest_solo_multiworld
from .checks.world_checks import assert_can_win, assert_same_number_items_locations
from .option_names import options_to_include
def basic_checks(tester: DLCQuestTestBase, multiworld: MultiWorld):
@@ -38,6 +39,8 @@ class TestGenerateDynamicOptions(DLCQuestTestBase):
basic_checks(self, multiworld)
def test_given_option_truple_when_generate_then_basic_checks(self):
if self.skip_long_tests:
raise unittest.SkipTest("Long tests disabled")
num_options = len(options_to_include)
for option1_index in range(0, num_options):
for option2_index in range(option1_index + 1, num_options):
@@ -59,6 +62,8 @@ class TestGenerateDynamicOptions(DLCQuestTestBase):
basic_checks(self, multiworld)
def test_given_option_quartet_when_generate_then_basic_checks(self):
if self.skip_long_tests:
raise unittest.SkipTest("Long tests disabled")
num_options = len(options_to_include)
for option1_index in range(0, num_options):
for option2_index in range(option1_index + 1, num_options):

View File

@@ -1,19 +1,26 @@
from typing import ClassVar
from typing import Dict, FrozenSet, Tuple, Any
import os
from argparse import Namespace
from typing import ClassVar
from typing import Dict, FrozenSet, Tuple, Any
from BaseClasses import MultiWorld
from test.bases import WorldTestBase
from .. import DLCqworld
from test.general import gen_steps, setup_solo_multiworld as setup_base_solo_multiworld
from worlds.AutoWorld import call_all
from .. import DLCqworld
class DLCQuestTestBase(WorldTestBase):
game = "DLCQuest"
world: DLCqworld
player: ClassVar[int] = 1
# Set False to run tests that take long
skip_long_tests: bool = True
@classmethod
def setUpClass(cls) -> None:
super().setUpClass()
cls.skip_long_tests = not bool(os.environ.get("long"))
def world_setup(self, *args, **kwargs):
super().world_setup(*args, **kwargs)

View File

@@ -8,17 +8,20 @@ from schema import Schema, Optional, And, Or, SchemaError
from Options import Choice, OptionDict, OptionSet, DefaultOnToggle, Range, DeathLink, Toggle, \
StartInventoryPool, PerGameCommonOptions, OptionGroup
# schema helpers
class FloatRange:
def __init__(self, low, high):
self._low = low
self._high = high
def validate(self, value):
def validate(self, value) -> float:
if not isinstance(value, (float, int)):
raise SchemaError(f"should be instance of float or int, but was {value!r}")
if not self._low <= value <= self._high:
raise SchemaError(f"{value} is not between {self._low} and {self._high}")
return float(value)
LuaBool = Or(bool, And(int, lambda n: n in (0, 1)))

View File

@@ -43,6 +43,7 @@ class FFMQWebWorld(WebWorld):
)
tutorials = [setup_en, setup_fr]
game_info_languages = ["en", "fr"]
class FFMQWorld(World):

View File

@@ -450,7 +450,7 @@ class GrubHuntGoal(NamedRange):
display_name = "Grub Hunt Goal"
range_start = 1
range_end = 46
special_range_names = {"all": -1}
special_range_names = {"all": -1, "forty_six": 46}
default = 46

View File

@@ -184,6 +184,7 @@ class MagpieBridge:
ws = None
features = []
slot_data = {}
has_sent_slot_data = False
def use_entrance_tracker(self):
return "entrances" in self.features \
@@ -199,7 +200,7 @@ class MagpieBridge:
logger.info(
f"Connected, supported features: {message['features']}")
self.features = message["features"]
await self.send_handshAck()
if message["type"] == "sendFull":
@@ -207,8 +208,6 @@ class MagpieBridge:
await self.send_all_inventory()
if "checks" in self.features:
await self.send_all_checks()
if "slot_data" in self.features and self.slot_data:
await self.send_slot_data(self.slot_data)
if self.use_entrance_tracker():
await self.send_gps(diff=False)
@@ -220,7 +219,7 @@ class MagpieBridge:
if the_id == "0x2A7":
return "0x2A1-1"
return the_id
async def send_handshAck(self):
if not self.ws:
return
@@ -288,17 +287,17 @@ class MagpieBridge:
return await self.gps_tracker.send_entrances(self.ws, diff)
async def send_slot_data(self, slot_data):
async def send_slot_data(self):
if not self.ws:
return
logger.debug("Sending slot_data to magpie.")
message = {
"type": "slot_data",
"slot_data": slot_data
"slot_data": self.slot_data
}
await self.ws.send(json.dumps(message))
self.has_sent_slot_data = True
async def serve(self):
async with websockets.serve(lambda w: self.handler(w), "", 17026, logger=logger):

View File

@@ -589,4 +589,6 @@ class LinksAwakeningWorld(World):
for option, value in dataclasses.asdict(self.options).items() if option in slot_options_display_name
})
slot_data.update({"entrance_mapping": self.ladxr_logic.world_setup.entrance_mapping})
return slot_data

View File

@@ -174,7 +174,7 @@ class LingoWorld(World):
"death_link", "victory_condition", "shuffle_colors", "shuffle_doors", "shuffle_paintings", "shuffle_panels",
"enable_pilgrimage", "sunwarp_access", "mastery_achievements", "level_2_requirement", "location_checks",
"early_color_hallways", "pilgrimage_allows_roof_access", "pilgrimage_allows_paintings", "shuffle_sunwarps",
"group_doors", "speed_boost_mode"
"group_doors", "speed_boost_mode", "shuffle_postgame"
]
slot_data = {

View File

@@ -34,12 +34,32 @@ ITEMS_BY_GROUP: Dict[str, List[str]] = {}
TRAP_ITEMS: List[str] = ["Slowness Trap", "Iceland Trap", "Atbash Trap"]
PROGUSEFUL_ITEMS: List[str] = [
"Crossroads - Roof Access",
"Black",
"Red",
"Blue",
"Yellow",
"Purple",
"Sunwarps",
"Tenacious Entrance Panels",
"The Tenacious - Black Palindromes (Panels)",
"Hub Room - RAT (Panel)",
"Outside The Wanderer - WANDERLUST (Panel)",
"Orange Tower Panels"
]
def get_prog_item_classification(item_name: str):
if item_name in PROGUSEFUL_ITEMS:
return ItemClassification.progression | ItemClassification.useful
else:
return ItemClassification.progression
def load_item_data():
global ALL_ITEM_TABLE, ITEMS_BY_GROUP
for color in ["Black", "Red", "Blue", "Yellow", "Green", "Orange", "Gray", "Brown", "Purple"]:
ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), ItemClassification.progression,
ALL_ITEM_TABLE[color] = ItemData(get_special_item_id(color), get_prog_item_classification(color),
ItemType.COLOR, False, [])
ITEMS_BY_GROUP.setdefault("Colors", []).append(color)
@@ -53,16 +73,16 @@ def load_item_data():
door_groups.add(door.door_group)
ALL_ITEM_TABLE[door.item_name] = \
ItemData(get_door_item_id(room_name, door_name), ItemClassification.progression, ItemType.NORMAL,
door.has_doors, door.painting_ids)
ItemData(get_door_item_id(room_name, door_name), get_prog_item_classification(door.item_name),
ItemType.NORMAL, door.has_doors, door.painting_ids)
ITEMS_BY_GROUP.setdefault("Doors", []).append(door.item_name)
if door.item_group is not None:
ITEMS_BY_GROUP.setdefault(door.item_group, []).append(door.item_name)
for group in door_groups:
ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group),
ItemClassification.progression, ItemType.NORMAL, True, [])
ALL_ITEM_TABLE[group] = ItemData(get_door_group_item_id(group), get_prog_item_classification(group),
ItemType.NORMAL, True, [])
ITEMS_BY_GROUP.setdefault("Doors", []).append(group)
panel_groups: Set[str] = set()
@@ -72,11 +92,12 @@ def load_item_data():
panel_groups.add(panel_door.panel_group)
ALL_ITEM_TABLE[panel_door.item_name] = ItemData(get_panel_door_item_id(room_name, panel_door_name),
ItemClassification.progression, ItemType.NORMAL, False, [])
get_prog_item_classification(panel_door.item_name),
ItemType.NORMAL, False, [])
ITEMS_BY_GROUP.setdefault("Panels", []).append(panel_door.item_name)
for group in panel_groups:
ALL_ITEM_TABLE[group] = ItemData(get_panel_group_item_id(group), ItemClassification.progression,
ALL_ITEM_TABLE[group] = ItemData(get_panel_group_item_id(group), get_prog_item_classification(group),
ItemType.NORMAL, False, [])
ITEMS_BY_GROUP.setdefault("Panels", []).append(group)
@@ -101,7 +122,7 @@ def load_item_data():
for item_name in PROGRESSIVE_ITEMS:
ALL_ITEM_TABLE[item_name] = ItemData(get_progressive_item_id(item_name),
ItemClassification.progression, ItemType.NORMAL, False, [])
get_prog_item_classification(item_name), ItemType.NORMAL, False, [])
# Initialize the item data at module scope.

View File

@@ -35,8 +35,6 @@ LOCATIONS_BY_GROUP: Dict[str, List[str]] = {}
def load_location_data():
global ALL_LOCATION_TABLE, LOCATIONS_BY_GROUP
for room_name, panels in PANELS_BY_ROOM.items():
for panel_name, panel in panels.items():
location_name = f"{room_name} - {panel_name}" if panel.location_name is None else panel.location_name

View File

@@ -58,8 +58,7 @@ def hash_file(path):
def load_static_data(ll1_path, ids_path):
global PAINTING_EXITS, SPECIAL_ITEM_IDS, PANEL_LOCATION_IDS, DOOR_LOCATION_IDS, DOOR_ITEM_IDS, \
DOOR_GROUP_ITEM_IDS, PROGRESSIVE_ITEM_IDS, PANEL_DOOR_ITEM_IDS, PANEL_GROUP_ITEM_IDS
global PAINTING_EXITS
# Load in all item and location IDs. These are broken up into groups based on the type of item/location.
with open(ids_path, "r") as file:
@@ -128,7 +127,7 @@ def load_static_data(ll1_path, ids_path):
def process_single_entrance(source_room: str, room_name: str, door_obj) -> RoomEntrance:
global PAINTING_ENTRANCES, PAINTING_EXIT_ROOMS
global PAINTING_ENTRANCES
entrance_type = EntranceType.NORMAL
if "painting" in door_obj and door_obj["painting"]:
@@ -175,8 +174,6 @@ def process_entrance(source_room, doors, room_obj):
def process_panel_door(room_name, panel_door_name, panel_door_data):
global PANEL_DOORS_BY_ROOM, PANEL_DOOR_BY_PANEL_BY_ROOM
panels: List[RoomAndPanel] = list()
for panel in panel_door_data["panels"]:
if isinstance(panel, dict):
@@ -215,8 +212,6 @@ def process_panel_door(room_name, panel_door_name, panel_door_data):
def process_panel(room_name, panel_name, panel_data):
global PANELS_BY_ROOM
# required_room can either be a single room or a list of rooms.
if "required_room" in panel_data:
if isinstance(panel_data["required_room"], list):
@@ -310,8 +305,6 @@ def process_panel(room_name, panel_name, panel_data):
def process_door(room_name, door_name, door_data):
global DOORS_BY_ROOM
# The item name associated with a door can be explicitly specified in the configuration. If it is not, it is
# generated from the room and door name.
if "item_name" in door_data:
@@ -409,8 +402,6 @@ def process_door(room_name, door_name, door_data):
def process_painting(room_name, painting_data):
global PAINTINGS, REQUIRED_PAINTING_ROOMS, REQUIRED_PAINTING_WHEN_NO_DOORS_ROOMS
# Read in information about this painting and store it in an object.
painting_id = painting_data["id"]
@@ -468,8 +459,6 @@ def process_painting(room_name, painting_data):
def process_sunwarp(room_name, sunwarp_data):
global SUNWARP_ENTRANCES, SUNWARP_EXITS
if sunwarp_data["direction"] == "enter":
SUNWARP_ENTRANCES[sunwarp_data["dots"] - 1] = room_name
else:
@@ -477,8 +466,6 @@ def process_sunwarp(room_name, sunwarp_data):
def process_progressive_door(room_name, progression_name, progression_doors):
global PROGRESSIVE_ITEMS, PROGRESSIVE_DOORS_BY_ROOM
# Progressive items are configured as a list of doors.
PROGRESSIVE_ITEMS.add(progression_name)
@@ -497,8 +484,6 @@ def process_progressive_door(room_name, progression_name, progression_doors):
def process_progressive_panel(room_name, progression_name, progression_panel_doors):
global PROGRESSIVE_ITEMS, PROGRESSIVE_PANELS_BY_ROOM
# Progressive items are configured as a list of panel doors.
PROGRESSIVE_ITEMS.add(progression_name)
@@ -517,8 +502,6 @@ def process_progressive_panel(room_name, progression_name, progression_panel_doo
def process_room(room_name, room_data):
global ALL_ROOMS
room_obj = Room(room_name, [])
if "entrances" in room_data:

View File

@@ -46,8 +46,16 @@ class MessengerWeb(WebWorld):
"setup/en",
["alwaysintreble"],
)
plando_en = Tutorial(
"The Messenger Plando Guide",
"A guide detailing The Messenger's various supported plando options.",
"English",
"plando_en.md",
"plando/en",
["alwaysintreble"],
)
tutorials = [tut_en]
tutorials = [tut_en, plando_en]
class MessengerWorld(World):

View File

@@ -1,6 +1,7 @@
# The Messenger
## Quick Links
- [Setup](/tutorial/The%20Messenger/setup/en)
- [Options Page](/games/The%20Messenger/player-options)
- [Courier Github](https://github.com/Brokemia/Courier)
@@ -26,6 +27,7 @@ obtained. You'll be forced to do sections of the game in different ways with you
## Where can I find items?
You can find items wherever items can be picked up in the original game. This includes:
* Shopkeeper dialog where the player originally gains movement items
* Quest Item pickups
* Music Box notes
@@ -42,6 +44,7 @@ group of items. Hinting for a group will choose a random item from the group tha
for it.
The groups you can use for The Messenger are:
* Notes - This covers the music notes
* Keys - An alternative name for the music notes
* Crest - The Sun and Moon Crests
@@ -64,16 +67,29 @@ The groups you can use for The Messenger are:
be entered in game.
## Known issues
* Ruxxtin Coffin cutscene will sometimes not play correctly, but will still reward the item
* If you receive the Magic Firefly while in Quillshroom Marsh, The De-curse Queen cutscene will not play. You can exit
to Searing Crags and re-enter to get it to play correctly.
* Teleporting back to HQ, then returning to the same level you just left through a Portal can cause Ninja to run left
and enter a different portal than the one entered by the player or lead to other incorrect inputs, causing a soft lock
* Text entry menus don't accept controller input
* In power seal hunt mode, the chest must be opened by entering the shop from a level. Teleporting to HQ and opening the
chest will not work.
## What do I do if I have a problem?
If you believe something happened that isn't intended, please get the `log.txt` from the folder of your game
installation and send a bug report either on GitHub or the [Archipelago Discord Server](http://archipelago.gg/discord)
## FAQ
* The tracker says I can get some checks in Howling Grotto, but I can't defeat the Emerald Golem. How do I get there?
* Due to the way the vanilla game handles bosses and level transitions, if you die to him, the room will be unlocked,
and you can leave.
* I have the money wrench. Why won't the shopkeeper let me enter the sink?
* The money wrench is both an item you must find or receive from another player and a location check, which you must
purchase from the Artificer, as in vanilla.
* How do I unfreeze Manfred? Where is the monk?
* The monk will only appear near Manfred after you cleanse the Queen of Quills with the fairy (magic firefly).
* I have all the power seals I need to win, but nothing is happening when I open the chest.
* Due to how the level loading code works, I am currently unable to teleport you out of HQ at will; you must enter the
shop from within a level.

View File

@@ -0,0 +1,101 @@
# The Messenger Plando Guide
This guide details the usage of the game-specific plando options that The Messenger has. The Messenger also supports the
generic item plando. For more information on what plando is and for information covering item plando, refer to the
[generic Archipelago plando guide](/tutorial/Archipelago/plando/en). The Messenger also uses the generic connection
plando system, but with specific behaviors that will be covered in this guide along with the other options.
## Shop Price Plando
This option allows you to specify prices for items in both shops. This also supports weighting, allowing you to choose
from multiple different prices for any given item.
### Example
```yaml
The Messenger:
shop_price_plan:
Karuta Plates: 50
Devil's Due: 1
Barmath'azel Figurine:
# left side is price, right side is weight
500: 10
700: 5
1000: 20
```
This block will make the item at the `Karuta Plates` node cost 50 shards, `Devil's Due` will cost 1 shard, and
`Barmath'azel Figurine` will cost either 500, 700, or 1000, with 1000 being the most likely with a 20/35 chance.
## Portal Plando
This option allows you to specify certain outputs for the portals. This option will only be checked if portal shuffle
and the `connections` plando host setting are enabled.
A portal connection is plandoed by specifying an `entrance` and an `exit`. This option also supports `percentage`, which
is the percent chance that that connection occurs. The `entrance` is which portal is going to be entered, whereas the
`exit` is where the portal will lead and can include a shop location, a checkpoint, or any portal. However, the
portal exit must also be in the available pool for the selected portal shuffle option. For example, if portal shuffle is
set to `shops`, then the valid exits will only be portals and shops; any exit that is a checkpoint will not be valid. If
portal shuffle is set to `checkpoints`, you may not have multiple portals lead to the same area, e.g. `Seashell` and
`Spike Wave` may not both be used since they are both in Quillshroom Marsh. If the option is set to `anywhere`, then all
exits are valid.
All valid connections for portal shuffle can be found by scrolling through the [portals module](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/portals.py#L12).
The entrance and exit should be written exactly as they appear within that file, except for when the **exit** point is a
portal. In that case, it should have "Portal" included.
### Example
```yaml
The Messenger:
portal_plando:
- entrance: Riviere Turquoise
exit: Wingsuit
- entrance: Sunken Shrine
exit: Sunny Day
- entrance: Searing Crags
exit: Glacial Peak Portal
```
This block will make it so that the Riviere Turquoise Portal will exit to the Wingsuit Shop, the Sunken Shrine Portal
will exit to the Sunny Day checkpoint, and the Searing Crags Portal will exit to the Glacial Peak Portal.
## Transition Plando
This option allows you to specify certain connections when using transition shuffle. This will only work if
transition shuffle and the `connections` plando host setting are enabled.
Each transition connection is plandoed by specifying its attributes:
* `entrance` is where you will enter this transition from.
* `exit` is where the transition will lead.
* `percentage` is the chance this connection will happen at all.
* `direction` is used to specify whether this connection will also go in reverse. This entry will be ignored if the
transition shuffle is set to `coupled` or if the specified connection can only occur in one direction, such as exiting
to Riviere Turquoise. The default direction is "both", which will make it so that returning through the exit
transition will return you to where you entered it from. "entrance" and "exit" are treated the same, with them both
making this transition only one-way.
Valid connections can be found in the [`RANDOMIZED_CONNECTIONS` dictionary](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/connections.py#L640).
The keys (left) are entrances, and values (right) are exits. Whether you want the connection to go both ways or not,
both sides must either be two-way or one-way; E.g. connecting Artificer (Corrupted Future Portal) to one of the
Quillshroom Marsh entrances is not a valid pairing. A pairing can be determined to be two-way if both the entrance and
exit of that pair are an exit and entrance of another pairing, respectively.
### Example
```yaml
The Messenger:
plando_connections:
- entrance: Searing Crags - Top
exit: Dark Cave - Right
- entrance: Glacial Peak - Left
exit: Corrupted Future
```
This block will create the following connections:
1. Leaving Searing Crags towards Glacial Peak will take you to the beginning of Dark Cave, and leaving the Dark Cave
door will return you to the top of Searing Crags.
2. Taking Manfred to leave Glacial Peak, will take you to Corrupted Future. There is no reverse connection here so it
will always be one-way.

View File

@@ -16,17 +16,8 @@ class MessengerAccessibility(ItemsAccessibility):
class PortalPlando(PlandoConnections):
"""
Plando connections to be used with portal shuffle. Direction is ignored.
List of valid connections can be found here: https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/portals.py#L12.
The entering Portal should *not* have "Portal" appended.
For the exits, those in checkpoints and shops should just be the name of the spot, while portals should have " Portal" at the end.
Example:
- entrance: Riviere Turquoise
exit: Wingsuit
- entrance: Sunken Shrine
exit: Sunny Day
- entrance: Searing Crags
exit: Glacial Peak Portal
Plando connections to be used with portal shuffle.
Documentation on using this can be found in The Messenger plando guide.
"""
display_name = "Portal Plando Connections"
portals = [f"{portal} Portal" for portal in PORTALS]
@@ -40,14 +31,7 @@ class PortalPlando(PlandoConnections):
class TransitionPlando(PlandoConnections):
"""
Plando connections to be used with transition shuffle.
List of valid connections can be found at https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/messenger/connections.py#L641.
Dictionary keys (left) are entrances and values (right) are exits. If transition shuffle is on coupled all plando
connections will be coupled. If on decoupled, "entrance" and "exit" will be treated the same, simply making the
plando connection one-way from entrance to exit.
Example:
- entrance: Searing Crags - Top
exit: Dark Cave - Right
direction: both
Documentation on using this can be found in The Messenger plando guide.
"""
display_name = "Transition Plando Connections"
entrances = frozenset(RANDOMIZED_CONNECTIONS.keys())
@@ -147,7 +131,9 @@ class MusicBox(DefaultOnToggle):
class NotesNeeded(Range):
"""How many notes are needed to access the Music Box."""
"""
How many notes need to be found in order to access the Music Box. 6 are always needed to enter, so this places the others in your start inventory.
"""
display_name = "Notes Needed"
range_start = 1
range_end = 6

View File

@@ -148,12 +148,13 @@ def set_rules(world: "MLSSWorld", excluded):
and StateLogic.canDash(state, world.player)
and StateLogic.canCrash(state, world.player)
)
add_rule(
world.get_location(LocationName.BowsersCastleWendyLarryHallwayDigspot),
lambda state: StateLogic.ultra(state, world.player)
and StateLogic.fire(state, world.player)
and StateLogic.canCrash(state, world.player)
)
if world.options.chuckle_beans != 0:
add_rule(
world.get_location(LocationName.BowsersCastleWendyLarryHallwayDigspot),
lambda state: StateLogic.ultra(state, world.player)
and StateLogic.fire(state, world.player)
and StateLogic.canCrash(state, world.player)
)
add_rule(
world.get_location(LocationName.BowsersCastleBeforeFawfulFightBlock1),
lambda state: StateLogic.canDig(state, world.player)

View File

@@ -130,6 +130,7 @@ class OOTWeb(WebWorld):
tutorials = [setup, setup_fr, setup_de]
option_groups = oot_option_groups
game_info_languages = ["en", "de"]
class OOTWorld(World):

View File

@@ -1580,16 +1580,22 @@ def create_regions(world):
world.random.shuffle(world.item_pool)
if not world.options.key_items_only:
if "Player's House 2F - Player's PC" in world.options.exclude_locations:
acceptable_item = lambda item: item.excludable
elif "Player's House 2F - Player's PC" in world.options.priority_locations:
acceptable_item = lambda item: item.advancement
else:
acceptable_item = lambda item: True
def acceptable_item(item):
return ("Badge" not in item.name and "Trap" not in item.name and item.name != "Pokedex"
and "Coins" not in item.name and "Progressive" not in item.name
and ("Player's House 2F - Player's PC" not in world.options.exclude_locations or item.excludable)
and ("Player's House 2F - Player's PC" in world.options.exclude_locations or
"Player's House 2F - Player's PC" not in world.options.priority_locations or item.advancement))
for i, item in enumerate(world.item_pool):
if acceptable_item(item):
if acceptable_item(item) and (item.name not in world.options.non_local_items.value):
world.pc_item = world.item_pool.pop(i)
break
else:
for i, item in enumerate(world.item_pool):
if acceptable_item(item):
world.pc_item = world.item_pool.pop(i)
break
advancement_items = [item.name for item in world.item_pool if item.advancement] \
+ [item.name for item in world.multiworld.precollected_items[world.player] if

View File

@@ -5,12 +5,11 @@ from NetUtils import JSONMessagePart
from kvui import GameManager, HoverBehavior, ServerToolTip, KivyJSONtoTextParser
from kivy.app import App
from kivy.clock import Clock
from kivy.uix.tabbedpanel import TabbedPanelItem
from kivy.uix.gridlayout import GridLayout
from kivy.lang import Builder
from kivy.uix.label import Label
from kivy.uix.button import Button
from kivy.uix.floatlayout import FloatLayout
from kivymd.uix.tooltip import MDTooltip
from kivy.uix.scrollview import ScrollView
from kivy.properties import StringProperty
@@ -26,30 +25,22 @@ class HoverableButton(HoverBehavior, Button):
pass
class MissionButton(HoverableButton):
class MissionButton(HoverableButton, MDTooltip):
tooltip_text = StringProperty("Test")
def __init__(self, *args, **kwargs):
super(HoverableButton, self).__init__(*args, **kwargs)
self.layout = FloatLayout()
self.popuplabel = ServerToolTip(text=self.text, markup=True)
self.popuplabel.padding = [5, 2, 5, 2]
self.layout.add_widget(self.popuplabel)
super(HoverableButton, self).__init__(**kwargs)
self._tooltip = ServerToolTip(text=self.text, markup=True)
self._tooltip.padding = [5, 2, 5, 2]
def on_enter(self):
self.popuplabel.text = self.tooltip_text
self._tooltip.text = self.tooltip_text
if self.ctx.current_tooltip:
App.get_running_app().root.remove_widget(self.ctx.current_tooltip)
if self.tooltip_text == "":
self.ctx.current_tooltip = None
else:
App.get_running_app().root.add_widget(self.layout)
self.ctx.current_tooltip = self.layout
if self.tooltip_text != "":
self.display_tooltip()
def on_leave(self):
self.ctx.ui.clear_tooltip()
self.remove_tooltip()
@property
def ctx(self) -> SC2Context:

View File

@@ -41,6 +41,7 @@ class Starcraft2WebWorld(WebWorld):
)
tutorials = [setup_en, setup_fr]
game_info_languages = ["en", "fr"]
class SC2World(World):

View File

@@ -4,7 +4,6 @@ from typing import BinaryIO, Optional
import Utils
from worlds.Files import APDeltaPatch
USHASH = '6e9c94511d04fac6e0a1e582c170be3a'
@@ -20,9 +19,9 @@ class SoEDeltaPatch(APDeltaPatch):
def get_base_rom_path(file_name: Optional[str] = None) -> str:
options = Utils.get_options()
if not file_name:
file_name = options["soe_options"]["rom_file"]
from . import SoEWorld
file_name = SoEWorld.settings.rom_file
if not file_name:
raise ValueError("Missing soe_options -> rom_file from host.yaml")
if not os.path.exists(file_name):

View File

@@ -145,7 +145,7 @@ class StardewValleyWorld(World):
def create_items(self):
self.precollect_starting_season()
self.precollect_farm_type_items()
self.precollect_building_items()
items_to_exclude = [excluded_items
for excluded_items in self.multiworld.precollected_items[self.player]
if not item_table[excluded_items.name].has_any_group(Group.RESOURCE_PACK,
@@ -200,9 +200,16 @@ class StardewValleyWorld(World):
starting_season = self.create_item(self.random.choice(season_pool))
self.multiworld.push_precollected(starting_season)
def precollect_farm_type_items(self):
if self.options.farm_type == FarmType.option_meadowlands and self.options.building_progression & BuildingProgression.option_progressive:
self.multiworld.push_precollected(self.create_item("Progressive Coop"))
def precollect_building_items(self):
building_progression = self.content.features.building_progression
# Not adding items when building are vanilla because the buildings are already placed in the world.
if not building_progression.is_progressive:
return
for building in building_progression.starting_buildings:
item, quantity = building_progression.to_progressive_item(building)
for _ in range(quantity):
self.multiworld.push_precollected(self.create_item(item))
def setup_logic_events(self):
def register_event(name: str, region: str, rule: StardewRule):

View File

@@ -1,8 +1,9 @@
from . import content_packs
from .feature import cropsanity, friendsanity, fishsanity, booksanity, skill_progression, tool_progression
from .feature import cropsanity, friendsanity, fishsanity, booksanity, building_progression, skill_progression, tool_progression
from .game_content import ContentPack, StardewContent, StardewFeatures
from .unpacking import unpack_content
from .. import options
from ..strings.building_names import Building
def create_content(player_options: options.StardewValleyOptions) -> StardewContent:
@@ -20,7 +21,7 @@ def choose_content_packs(player_options: options.StardewValleyOptions):
if player_options.special_order_locations & options.SpecialOrderLocations.value_qi:
active_packs.append(content_packs.qi_board_content_pack)
for mod in player_options.mods.value:
for mod in sorted(player_options.mods.value):
active_packs.append(content_packs.by_mod[mod])
return active_packs
@@ -29,6 +30,7 @@ def choose_content_packs(player_options: options.StardewValleyOptions):
def choose_features(player_options: options.StardewValleyOptions) -> StardewFeatures:
return StardewFeatures(
choose_booksanity(player_options.booksanity),
choose_building_progression(player_options.building_progression, player_options.farm_type),
choose_cropsanity(player_options.cropsanity),
choose_fishsanity(player_options.fishsanity),
choose_friendsanity(player_options.friendsanity, player_options.friendsanity_heart_size),
@@ -109,6 +111,32 @@ def choose_friendsanity(friendsanity_option: options.Friendsanity, heart_size: o
raise ValueError(f"No friendsanity feature mapped to {str(friendsanity_option.value)}")
def choose_building_progression(building_option: options.BuildingProgression,
farm_type_option: options.FarmType) -> building_progression.BuildingProgressionFeature:
starting_buildings = {Building.farm_house, Building.pet_bowl, Building.shipping_bin}
if farm_type_option == options.FarmType.option_meadowlands:
starting_buildings.add(Building.coop)
if (building_option == options.BuildingProgression.option_vanilla
or building_option == options.BuildingProgression.option_vanilla_cheap
or building_option == options.BuildingProgression.option_vanilla_very_cheap):
return building_progression.BuildingProgressionVanilla(
starting_buildings=starting_buildings,
)
starting_buildings.remove(Building.shipping_bin)
if (building_option == options.BuildingProgression.option_progressive
or building_option == options.BuildingProgression.option_progressive_cheap
or building_option == options.BuildingProgression.option_progressive_very_cheap):
return building_progression.BuildingProgressionProgressive(
starting_buildings=starting_buildings,
)
raise ValueError(f"No building progression feature mapped to {str(building_option.value)}")
skill_progression_by_option = {
options.SkillProgression.option_vanilla: skill_progression.SkillProgressionVanilla(),
options.SkillProgression.option_progressive: skill_progression.SkillProgressionProgressive(),

View File

@@ -1,4 +1,5 @@
from . import booksanity
from . import building_progression
from . import cropsanity
from . import fishsanity
from . import friendsanity

View File

@@ -0,0 +1,53 @@
from abc import ABC
from dataclasses import dataclass
from typing import ClassVar, Set, Tuple
from ...strings.building_names import Building
progressive_house = "Progressive House"
# This assumes that the farm house is always available, which might not be true forever...
progressive_house_by_upgrade_name = {
Building.farm_house: 0,
Building.kitchen: 1,
Building.kids_room: 2,
Building.cellar: 3
}
def to_progressive_item(building: str) -> Tuple[str, int]:
"""Return the name of the progressive item and its quantity required to unlock the building.
"""
if building in [Building.coop, Building.barn, Building.shed]:
return f"Progressive {building}", 1
elif building.startswith("Big"):
return f"Progressive {building[building.index(' ') + 1:]}", 2
elif building.startswith("Deluxe"):
return f"Progressive {building[building.index(' ') + 1:]}", 3
elif building in progressive_house_by_upgrade_name:
return progressive_house, progressive_house_by_upgrade_name[building]
return building, 1
def to_location_name(building: str) -> str:
return f"{building} Blueprint"
@dataclass(frozen=True)
class BuildingProgressionFeature(ABC):
is_progressive: ClassVar[bool]
starting_buildings: Set[str]
to_progressive_item = staticmethod(to_progressive_item)
progressive_house = progressive_house
to_location_name = staticmethod(to_location_name)
class BuildingProgressionVanilla(BuildingProgressionFeature):
is_progressive = False
class BuildingProgressionProgressive(BuildingProgressionFeature):
is_progressive = True

View File

@@ -3,9 +3,10 @@ from __future__ import annotations
from dataclasses import dataclass, field
from typing import Dict, Iterable, Set, Any, Mapping, Type, Tuple, Union
from .feature import booksanity, cropsanity, fishsanity, friendsanity, skill_progression, tool_progression
from .feature import booksanity, cropsanity, fishsanity, friendsanity, skill_progression, building_progression, tool_progression
from ..data.building import Building
from ..data.fish_data import FishItem
from ..data.game_item import GameItem, ItemSource, ItemTag
from ..data.game_item import GameItem, Source, ItemTag
from ..data.skill import Skill
from ..data.villagers_data import Villager
@@ -20,16 +21,17 @@ class StardewContent:
game_items: Dict[str, GameItem] = field(default_factory=dict)
fishes: Dict[str, FishItem] = field(default_factory=dict)
villagers: Dict[str, Villager] = field(default_factory=dict)
farm_buildings: Dict[str, Building] = field(default_factory=dict)
skills: Dict[str, Skill] = field(default_factory=dict)
quests: Dict[str, Any] = field(default_factory=dict)
def find_sources_of_type(self, types: Union[Type[ItemSource], Tuple[Type[ItemSource]]]) -> Iterable[ItemSource]:
def find_sources_of_type(self, types: Union[Type[Source], Tuple[Type[Source]]]) -> Iterable[Source]:
for item in self.game_items.values():
for source in item.sources:
if isinstance(source, types):
yield source
def source_item(self, item_name: str, *sources: ItemSource):
def source_item(self, item_name: str, *sources: Source):
item = self.game_items.setdefault(item_name, GameItem(item_name))
item.add_sources(sources)
@@ -50,6 +52,7 @@ class StardewContent:
@dataclass(frozen=True)
class StardewFeatures:
booksanity: booksanity.BooksanityFeature
building_progression: building_progression.BuildingProgressionFeature
cropsanity: cropsanity.CropsanityFeature
fishsanity: fishsanity.FishsanityFeature
friendsanity: friendsanity.FriendsanityFeature
@@ -70,13 +73,13 @@ class ContentPack:
# def item_hook
# ...
harvest_sources: Mapping[str, Iterable[ItemSource]] = field(default_factory=dict)
harvest_sources: Mapping[str, Iterable[Source]] = field(default_factory=dict)
"""Harvest sources contains both crops and forageables, but also fruits from trees, the cave farm and stuff harvested from tapping like maple syrup."""
def harvest_source_hook(self, content: StardewContent):
...
shop_sources: Mapping[str, Iterable[ItemSource]] = field(default_factory=dict)
shop_sources: Mapping[str, Iterable[Source]] = field(default_factory=dict)
def shop_source_hook(self, content: StardewContent):
...
@@ -86,12 +89,12 @@ class ContentPack:
def fish_hook(self, content: StardewContent):
...
crafting_sources: Mapping[str, Iterable[ItemSource]] = field(default_factory=dict)
crafting_sources: Mapping[str, Iterable[Source]] = field(default_factory=dict)
def crafting_hook(self, content: StardewContent):
...
artisan_good_sources: Mapping[str, Iterable[ItemSource]] = field(default_factory=dict)
artisan_good_sources: Mapping[str, Iterable[Source]] = field(default_factory=dict)
def artisan_good_hook(self, content: StardewContent):
...
@@ -101,6 +104,11 @@ class ContentPack:
def villager_hook(self, content: StardewContent):
...
farm_buildings: Iterable[Building] = ()
def farm_building_hook(self, content: StardewContent):
...
skills: Iterable[Skill] = ()
def skill_hook(self, content: StardewContent):

View File

@@ -1,7 +1,25 @@
from ..game_content import ContentPack
from ..mod_registry import register_mod_content_pack
from ...data.building import Building
from ...data.shop import ShopSource
from ...mods.mod_data import ModNames
from ...strings.artisan_good_names import ArtisanGood
from ...strings.building_names import ModBuilding
from ...strings.metal_names import MetalBar
from ...strings.region_names import Region
register_mod_content_pack(ContentPack(
ModNames.tractor,
farm_buildings=(
Building(
ModBuilding.tractor_garage,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=150_000,
items_price=((20, MetalBar.iron), (5, MetalBar.iridium), (1, ArtisanGood.battery_pack)),
),
),
),
),
))

View File

@@ -5,7 +5,7 @@ from typing import Iterable, Mapping, Callable
from .game_content import StardewContent, ContentPack, StardewFeatures
from .vanilla.base import base_game as base_game_content_pack
from ..data.game_item import GameItem, ItemSource
from ..data.game_item import GameItem, Source
def unpack_content(features: StardewFeatures, packs: Iterable[ContentPack]) -> StardewContent:
@@ -61,6 +61,10 @@ def register_pack(content: StardewContent, pack: ContentPack):
content.villagers[villager.name] = villager
pack.villager_hook(content)
for building in pack.farm_buildings:
content.farm_buildings[building.name] = building
pack.farm_building_hook(content)
for skill in pack.skills:
content.skills[skill.name] = skill
pack.skill_hook(content)
@@ -73,7 +77,7 @@ def register_pack(content: StardewContent, pack: ContentPack):
def register_sources_and_call_hook(content: StardewContent,
sources_by_item_name: Mapping[str, Iterable[ItemSource]],
sources_by_item_name: Mapping[str, Iterable[Source]],
hook: Callable[[StardewContent], None]):
for item_name, sources in sources_by_item_name.items():
item = content.game_items.setdefault(item_name, GameItem(item_name))

View File

@@ -1,10 +1,13 @@
from ..game_content import ContentPack
from ...data import villagers_data, fish_data
from ...data.game_item import GenericSource, ItemTag, Tag, CustomRuleSource, CompoundSource
from ...data.building import Building
from ...data.game_item import GenericSource, ItemTag, Tag, CustomRuleSource
from ...data.harvest import ForagingSource, SeasonalForagingSource, ArtifactSpotSource
from ...data.requirement import ToolRequirement, BookRequirement, SkillRequirement
from ...data.shop import ShopSource, MysteryBoxSource, ArtifactTroveSource, PrizeMachineSource, FishingTreasureChestSource
from ...strings.artisan_good_names import ArtisanGood
from ...strings.book_names import Book
from ...strings.building_names import Building as BuildingNames
from ...strings.crop_names import Fruit
from ...strings.fish_names import WaterItem
from ...strings.food_names import Beverage, Meal
@@ -12,6 +15,7 @@ from ...strings.forageable_names import Forageable, Mushroom
from ...strings.fruit_tree_names import Sapling
from ...strings.generic_names import Generic
from ...strings.material_names import Material
from ...strings.metal_names import MetalBar
from ...strings.region_names import Region, LogicRegion
from ...strings.season_names import Season
from ...strings.seed_names import Seed, TreeSeed
@@ -229,10 +233,10 @@ pelican_town = ContentPack(
ShopSource(money_price=20000, shop_region=LogicRegion.bookseller_3),),
Book.mapping_cave_systems: (
Tag(ItemTag.BOOK, ItemTag.BOOK_POWER),
CompoundSource(sources=(
GenericSource(regions=(Region.adventurer_guild_bedroom,)),
ShopSource(money_price=20000, shop_region=LogicRegion.bookseller_3),
))),
GenericSource(regions=(Region.adventurer_guild_bedroom,)),
# Disabling the shop source for better game design.
# ShopSource(money_price=20000, shop_region=LogicRegion.bookseller_3),
),
Book.monster_compendium: (
Tag(ItemTag.BOOK, ItemTag.BOOK_POWER),
CustomRuleSource(create_rule=lambda logic: logic.monster.can_kill_many(Generic.any)),
@@ -385,5 +389,204 @@ pelican_town = ContentPack(
villagers_data.vincent,
villagers_data.willy,
villagers_data.wizard,
),
farm_buildings=(
Building(
BuildingNames.barn,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=6000,
items_price=((350, Material.wood), (150, Material.stone))
),
),
),
Building(
BuildingNames.big_barn,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=12_000,
items_price=((450, Material.wood), (200, Material.stone))
),
),
upgrade_from=BuildingNames.barn,
),
Building(
BuildingNames.deluxe_barn,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=25_000,
items_price=((550, Material.wood), (300, Material.stone))
),
),
upgrade_from=BuildingNames.big_barn,
),
Building(
BuildingNames.coop,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=4000,
items_price=((300, Material.wood), (100, Material.stone))
),
),
),
Building(
BuildingNames.big_coop,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=10_000,
items_price=((400, Material.wood), (150, Material.stone))
),
),
upgrade_from=BuildingNames.coop,
),
Building(
BuildingNames.deluxe_coop,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=20_000,
items_price=((500, Material.wood), (200, Material.stone))
),
),
upgrade_from=BuildingNames.big_coop,
),
Building(
BuildingNames.fish_pond,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=5000,
items_price=((200, Material.stone), (5, WaterItem.seaweed), (5, WaterItem.green_algae))
),
),
),
Building(
BuildingNames.mill,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=2500,
items_price=((50, Material.stone), (150, Material.wood), (4, ArtisanGood.cloth))
),
),
),
Building(
BuildingNames.shed,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=15_000,
items_price=((300, Material.wood),)
),
),
),
Building(
BuildingNames.big_shed,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=20_000,
items_price=((550, Material.wood), (300, Material.stone))
),
),
upgrade_from=BuildingNames.shed,
),
Building(
BuildingNames.silo,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=100,
items_price=((100, Material.stone), (10, Material.clay), (5, MetalBar.copper))
),
),
),
Building(
BuildingNames.slime_hutch,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=10_000,
items_price=((500, Material.stone), (10, MetalBar.quartz), (1, MetalBar.iridium))
),
),
),
Building(
BuildingNames.stable,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=10_000,
items_price=((100, Material.hardwood), (5, MetalBar.iron))
),
),
),
Building(
BuildingNames.well,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=1000,
items_price=((75, Material.stone),)
),
),
),
Building(
BuildingNames.shipping_bin,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=250,
items_price=((150, Material.wood),)
),
),
),
Building(
BuildingNames.pet_bowl,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=5000,
items_price=((25, Material.hardwood),)
),
),
),
Building(
BuildingNames.kitchen,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=10_000,
items_price=((450, Material.wood),)
),
),
upgrade_from=BuildingNames.farm_house,
),
Building(
BuildingNames.kids_room,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=65_000,
items_price=((100, Material.hardwood),)
),
),
upgrade_from=BuildingNames.kitchen,
),
Building(
BuildingNames.cellar,
sources=(
ShopSource(
shop_region=Region.carpenter,
money_price=100_000,
),
),
upgrade_from=BuildingNames.kids_room,
),
)
)

View File

@@ -1,10 +1,10 @@
from dataclasses import dataclass
from .game_item import ItemSource
from .game_item import Source
@dataclass(frozen=True, kw_only=True)
class MachineSource(ItemSource):
class MachineSource(Source):
item: str # this should be optional (worm bin)
machine: str
# seasons

View File

@@ -0,0 +1,16 @@
from dataclasses import dataclass, field
from functools import cached_property
from typing import Optional, Tuple
from .game_item import Source
@dataclass(frozen=True)
class Building:
name: str
sources: Tuple[Source, ...] = field(kw_only=True)
upgrade_from: Optional[str] = field(default=None, kw_only=True)
@cached_property
def is_upgrade(self) -> bool:
return self.upgrade_from is not None

View File

@@ -27,7 +27,7 @@ class ItemTag(enum.Enum):
@dataclass(frozen=True)
class ItemSource(ABC):
class Source(ABC):
add_tags: ClassVar[Tuple[ItemTag]] = ()
other_requirements: Tuple[Requirement, ...] = field(kw_only=True, default_factory=tuple)
@@ -38,23 +38,18 @@ class ItemSource(ABC):
@dataclass(frozen=True, kw_only=True)
class GenericSource(ItemSource):
class GenericSource(Source):
regions: Tuple[str, ...] = ()
"""No region means it's available everywhere."""
@dataclass(frozen=True)
class CustomRuleSource(ItemSource):
class CustomRuleSource(Source):
"""Hopefully once everything is migrated to sources, we won't need these custom logic anymore."""
create_rule: Callable[[Any], StardewRule]
@dataclass(frozen=True, kw_only=True)
class CompoundSource(ItemSource):
sources: Tuple[ItemSource, ...] = ()
class Tag(ItemSource):
class Tag(Source):
"""Not a real source, just a way to add tags to an item. Will be removed from the item sources during unpacking."""
tag: Tuple[ItemTag, ...]
@@ -69,10 +64,10 @@ class Tag(ItemSource):
@dataclass(frozen=True)
class GameItem:
name: str
sources: List[ItemSource] = field(default_factory=list)
sources: List[Source] = field(default_factory=list)
tags: Set[ItemTag] = field(default_factory=set)
def add_sources(self, sources: Iterable[ItemSource]):
def add_sources(self, sources: Iterable[Source]):
self.sources.extend(source for source in sources if type(source) is not Tag)
for source in sources:
self.add_tags(source.add_tags)

View File

@@ -1,18 +1,18 @@
from dataclasses import dataclass
from typing import Tuple, Sequence, Mapping
from .game_item import ItemSource, ItemTag
from .game_item import Source, ItemTag
from ..strings.season_names import Season
@dataclass(frozen=True, kw_only=True)
class ForagingSource(ItemSource):
class ForagingSource(Source):
regions: Tuple[str, ...]
seasons: Tuple[str, ...] = Season.all
@dataclass(frozen=True, kw_only=True)
class SeasonalForagingSource(ItemSource):
class SeasonalForagingSource(Source):
season: str
days: Sequence[int]
regions: Tuple[str, ...]
@@ -22,17 +22,17 @@ class SeasonalForagingSource(ItemSource):
@dataclass(frozen=True, kw_only=True)
class FruitBatsSource(ItemSource):
class FruitBatsSource(Source):
...
@dataclass(frozen=True, kw_only=True)
class MushroomCaveSource(ItemSource):
class MushroomCaveSource(Source):
...
@dataclass(frozen=True, kw_only=True)
class HarvestFruitTreeSource(ItemSource):
class HarvestFruitTreeSource(Source):
add_tags = (ItemTag.CROPSANITY,)
sapling: str
@@ -46,7 +46,7 @@ class HarvestFruitTreeSource(ItemSource):
@dataclass(frozen=True, kw_only=True)
class HarvestCropSource(ItemSource):
class HarvestCropSource(Source):
add_tags = (ItemTag.CROPSANITY,)
seed: str
@@ -61,5 +61,5 @@ class HarvestCropSource(ItemSource):
@dataclass(frozen=True, kw_only=True)
class ArtifactSpotSource(ItemSource):
class ArtifactSpotSource(Source):
amount: int

View File

@@ -509,6 +509,7 @@ id,name,classification,groups,mod_name
561,Fishing Bar Size Bonus,filler,PLAYER_BUFF,
562,Quality Bonus,filler,PLAYER_BUFF,
563,Glow Bonus,filler,PLAYER_BUFF,
564,Pet Bowl,progression,BUILDING,
4001,Burnt Trap,trap,TRAP,
4002,Darkness Trap,trap,TRAP,
4003,Frozen Trap,trap,TRAP,
1 id name classification groups mod_name
509 561 Fishing Bar Size Bonus filler PLAYER_BUFF
510 562 Quality Bonus filler PLAYER_BUFF
511 563 Glow Bonus filler PLAYER_BUFF
512 564 Pet Bowl progression BUILDING
513 4001 Burnt Trap trap TRAP
514 4002 Darkness Trap trap TRAP
515 4003 Frozen Trap trap TRAP

View File

@@ -21,6 +21,11 @@ class SkillRequirement(Requirement):
level: int
@dataclass(frozen=True)
class RegionRequirement(Requirement):
region: str
@dataclass(frozen=True)
class SeasonRequirement(Requirement):
season: str

View File

@@ -1,14 +1,14 @@
from dataclasses import dataclass
from typing import Tuple, Optional
from .game_item import ItemSource
from .game_item import Source
from ..strings.season_names import Season
ItemPrice = Tuple[int, str]
@dataclass(frozen=True, kw_only=True)
class ShopSource(ItemSource):
class ShopSource(Source):
shop_region: str
money_price: Optional[int] = None
items_price: Optional[Tuple[ItemPrice, ...]] = None
@@ -20,20 +20,20 @@ class ShopSource(ItemSource):
@dataclass(frozen=True, kw_only=True)
class MysteryBoxSource(ItemSource):
class MysteryBoxSource(Source):
amount: int
@dataclass(frozen=True, kw_only=True)
class ArtifactTroveSource(ItemSource):
class ArtifactTroveSource(Source):
amount: int
@dataclass(frozen=True, kw_only=True)
class PrizeMachineSource(ItemSource):
class PrizeMachineSource(Source):
amount: int
@dataclass(frozen=True, kw_only=True)
class FishingTreasureChestSource(ItemSource):
class FishingTreasureChestSource(Source):
amount: int

View File

@@ -23,9 +23,9 @@ def setup_early_items(multiworld, options: stardew_options.StardewValleyOptions,
add_seasonal_candidates(early_candidates, options)
if options.building_progression & stardew_options.BuildingProgression.option_progressive:
if content.features.building_progression.is_progressive:
early_forced.append(Building.shipping_bin)
if options.farm_type != stardew_options.FarmType.option_meadowlands:
if Building.coop not in content.features.building_progression.starting_buildings:
early_candidates.append("Progressive Coop")
early_candidates.append("Progressive Barn")

View File

@@ -15,7 +15,7 @@ from .data.game_item import ItemTag
from .logic.logic_event import all_events
from .mods.mod_data import ModNames
from .options import StardewValleyOptions, TrapItems, FestivalLocations, ExcludeGingerIsland, SpecialOrderLocations, SeasonRandomization, Museumsanity, \
BuildingProgression, ElevatorProgression, BackpackProgression, ArcadeMachineLocations, Monstersanity, Goal, \
ElevatorProgression, BackpackProgression, ArcadeMachineLocations, Monstersanity, Goal, \
Chefsanity, Craftsanity, BundleRandomization, EntranceRandomization, Shipsanity, Walnutsanity, EnabledFillerBuffs
from .strings.ap_names.ap_option_names import BuffOptionName, WalnutsanityOptionName
from .strings.ap_names.ap_weapon_names import APWeapon
@@ -225,7 +225,7 @@ def create_unique_items(item_factory: StardewItemFactory, options: StardewValley
create_tools(item_factory, content, items)
create_skills(item_factory, content, items)
create_wizard_buildings(item_factory, options, items)
create_carpenter_buildings(item_factory, options, items)
create_carpenter_buildings(item_factory, content, items)
items.append(item_factory("Railroad Boulder Removed"))
items.append(item_factory(CommunityUpgrade.fruit_bats))
items.append(item_factory(CommunityUpgrade.mushroom_boxes))
@@ -353,30 +353,14 @@ def create_wizard_buildings(item_factory: StardewItemFactory, options: StardewVa
items.append(item_factory("Woods Obelisk"))
def create_carpenter_buildings(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):
building_option = options.building_progression
if not building_option & BuildingProgression.option_progressive:
def create_carpenter_buildings(item_factory: StardewItemFactory, content: StardewContent, items: List[Item]):
building_progression = content.features.building_progression
if not building_progression.is_progressive:
return
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Coop"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Progressive Barn"))
items.append(item_factory("Well"))
items.append(item_factory("Silo"))
items.append(item_factory("Mill"))
items.append(item_factory("Progressive Shed"))
items.append(item_factory("Progressive Shed", ItemClassification.useful))
items.append(item_factory("Fish Pond"))
items.append(item_factory("Stable"))
items.append(item_factory("Slime Hutch"))
items.append(item_factory("Shipping Bin"))
items.append(item_factory("Progressive House"))
items.append(item_factory("Progressive House"))
items.append(item_factory("Progressive House"))
if ModNames.tractor in options.mods:
items.append(item_factory("Tractor Garage"))
for building in content.farm_buildings.values():
item_name, _ = building_progression.to_progressive_item(building.name)
items.append(item_factory(item_name))
def create_quest_rewards(item_factory: StardewItemFactory, options: StardewValleyOptions, items: List[Item]):

View File

@@ -11,7 +11,7 @@ from .data.game_item import ItemTag
from .data.museum_data import all_museum_items
from .mods.mod_data import ModNames
from .options import ExcludeGingerIsland, ArcadeMachineLocations, SpecialOrderLocations, Museumsanity, \
FestivalLocations, BuildingProgression, ElevatorProgression, BackpackProgression, FarmType
FestivalLocations, ElevatorProgression, BackpackProgression, FarmType
from .options import StardewValleyOptions, Craftsanity, Chefsanity, Cooksanity, Shipsanity, Monstersanity
from .strings.goal_names import Goal
from .strings.quest_names import ModQuest, Quest
@@ -261,6 +261,19 @@ def extend_baby_locations(randomized_locations: List[LocationData]):
randomized_locations.extend(baby_locations)
def extend_building_locations(randomized_locations: List[LocationData], content: StardewContent):
building_progression = content.features.building_progression
if not building_progression.is_progressive:
return
for building in content.farm_buildings.values():
if building.name in building_progression.starting_buildings:
continue
location_name = building_progression.to_location_name(building.name)
randomized_locations.append(location_table[location_name])
def extend_festival_locations(randomized_locations: List[LocationData], options: StardewValleyOptions, random: Random):
if options.festival_locations == FestivalLocations.option_disabled:
return
@@ -485,10 +498,7 @@ def create_locations(location_collector: StardewLocationCollector,
if skill_progression.is_mastery_randomized(skill):
randomized_locations.append(location_table[skill.mastery_name])
if options.building_progression & BuildingProgression.option_progressive:
for location in locations_by_tag[LocationTags.BUILDING_BLUEPRINT]:
if location.mod_name is None or location.mod_name in options.mods:
randomized_locations.append(location_table[location.name])
extend_building_locations(randomized_locations, content)
if options.arcade_machine_locations != ArcadeMachineLocations.option_disabled:
randomized_locations.extend(locations_by_tag[LocationTags.ARCADE_MACHINE_VICTORY])

View File

@@ -20,7 +20,6 @@ class LogicRegistry:
self.museum_rules: Dict[str, StardewRule] = {}
self.festival_rules: Dict[str, StardewRule] = {}
self.quest_rules: Dict[str, StardewRule] = {}
self.building_rules: Dict[str, StardewRule] = {}
self.special_order_rules: Dict[str, StardewRule] = {}
self.sve_location_rules: Dict[str, StardewRule] = {}

View File

@@ -1,22 +1,22 @@
import typing
from functools import cached_property
from typing import Dict, Union
from typing import Union
from Utils import cache_self1
from .base_logic import BaseLogic, BaseLogicMixin
from .has_logic import HasLogicMixin
from .money_logic import MoneyLogicMixin
from .received_logic import ReceivedLogicMixin
from .region_logic import RegionLogicMixin
from ..options import BuildingProgression
from ..stardew_rule import StardewRule, True_, False_, Has
from ..strings.artisan_good_names import ArtisanGood
from ..stardew_rule import StardewRule, true_
from ..strings.building_names import Building
from ..strings.fish_names import WaterItem
from ..strings.material_names import Material
from ..strings.metal_names import MetalBar
from ..strings.region_names import Region
has_group = "building"
if typing.TYPE_CHECKING:
from .source_logic import SourceLogicMixin
else:
SourceLogicMixin = object
AUTO_BUILDING_BUILDINGS = {Building.shipping_bin, Building.pet_bowl, Building.farm_house}
class BuildingLogicMixin(BaseLogicMixin):
@@ -25,78 +25,38 @@ class BuildingLogicMixin(BaseLogicMixin):
self.building = BuildingLogic(*args, **kwargs)
class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, MoneyLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin]]):
def initialize_rules(self):
self.registry.building_rules.update({
# @formatter:off
Building.barn: self.logic.money.can_spend(6000) & self.logic.has_all(Material.wood, Material.stone),
Building.big_barn: self.logic.money.can_spend(12000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.barn),
Building.deluxe_barn: self.logic.money.can_spend(25000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_barn),
Building.coop: self.logic.money.can_spend(4000) & self.logic.has_all(Material.wood, Material.stone),
Building.big_coop: self.logic.money.can_spend(10000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.coop),
Building.deluxe_coop: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.big_coop),
Building.fish_pond: self.logic.money.can_spend(5000) & self.logic.has_all(Material.stone, WaterItem.seaweed, WaterItem.green_algae),
Building.mill: self.logic.money.can_spend(2500) & self.logic.has_all(Material.stone, Material.wood, ArtisanGood.cloth),
Building.shed: self.logic.money.can_spend(15000) & self.logic.has(Material.wood),
Building.big_shed: self.logic.money.can_spend(20000) & self.logic.has_all(Material.wood, Material.stone) & self.logic.building.has_building(Building.shed),
Building.silo: self.logic.money.can_spend(100) & self.logic.has_all(Material.stone, Material.clay, MetalBar.copper),
Building.slime_hutch: self.logic.money.can_spend(10000) & self.logic.has_all(Material.stone, MetalBar.quartz, MetalBar.iridium),
Building.stable: self.logic.money.can_spend(10000) & self.logic.has_all(Material.hardwood, MetalBar.iron),
Building.well: self.logic.money.can_spend(1000) & self.logic.has(Material.stone),
Building.shipping_bin: self.logic.money.can_spend(250) & self.logic.has(Material.wood),
Building.kitchen: self.logic.money.can_spend(10000) & self.logic.has(Material.wood) & self.logic.building.has_house(0),
Building.kids_room: self.logic.money.can_spend(65000) & self.logic.has(Material.hardwood) & self.logic.building.has_house(1),
Building.cellar: self.logic.money.can_spend(100000) & self.logic.building.has_house(2),
# @formatter:on
})
def update_rules(self, new_rules: Dict[str, StardewRule]):
self.registry.building_rules.update(new_rules)
class BuildingLogic(BaseLogic[Union[BuildingLogicMixin, RegionLogicMixin, ReceivedLogicMixin, HasLogicMixin, SourceLogicMixin]]):
@cache_self1
def has_building(self, building: str) -> StardewRule:
# Shipping bin is special. The mod auto-builds it when received, no need to go to Robin.
if building is Building.shipping_bin:
if not self.options.building_progression & BuildingProgression.option_progressive:
return True_()
return self.logic.received(building)
def can_build(self, building_name: str) -> StardewRule:
building = self.content.farm_buildings.get(building_name)
assert building is not None, f"Building {building_name} not found."
source_rule = self.logic.source.has_access_to_any(building.sources)
if not building.is_upgrade:
return source_rule
upgrade_rule = self.logic.building.has_building(building.upgrade_from)
return self.logic.and_(upgrade_rule, source_rule)
@cache_self1
def has_building(self, building_name: str) -> StardewRule:
building_progression = self.content.features.building_progression
if building_name in building_progression.starting_buildings:
return true_
if not building_progression.is_progressive:
return self.logic.building.can_build(building_name)
# Those buildings are special. The mod auto-builds them when received, no need to go to Robin.
if building_name in AUTO_BUILDING_BUILDINGS:
return self.logic.received(Building.shipping_bin)
carpenter_rule = self.logic.building.can_construct_buildings
if not self.options.building_progression & BuildingProgression.option_progressive:
return Has(building, self.registry.building_rules, has_group) & carpenter_rule
count = 1
if building in [Building.coop, Building.barn, Building.shed]:
building = f"Progressive {building}"
elif building.startswith("Big"):
count = 2
building = " ".join(["Progressive", *building.split(" ")[1:]])
elif building.startswith("Deluxe"):
count = 3
building = " ".join(["Progressive", *building.split(" ")[1:]])
return self.logic.received(building, count) & carpenter_rule
item, count = building_progression.to_progressive_item(building_name)
return self.logic.received(item, count) & carpenter_rule
@cached_property
def can_construct_buildings(self) -> StardewRule:
return self.logic.region.can_reach(Region.carpenter)
@cache_self1
def has_house(self, upgrade_level: int) -> StardewRule:
if upgrade_level < 1:
return True_()
if upgrade_level > 3:
return False_()
carpenter_rule = self.logic.building.can_construct_buildings
if self.options.building_progression & BuildingProgression.option_progressive:
return carpenter_rule & self.logic.received(f"Progressive House", upgrade_level)
if upgrade_level == 1:
return carpenter_rule & Has(Building.kitchen, self.registry.building_rules, has_group)
if upgrade_level == 2:
return carpenter_rule & Has(Building.kids_room, self.registry.building_rules, has_group)
# if upgrade_level == 3:
return carpenter_rule & Has(Building.cellar, self.registry.building_rules, has_group)

View File

@@ -17,6 +17,7 @@ from ..data.recipe_data import RecipeSource, StarterSource, ShopSource, SkillSou
from ..data.recipe_source import CutsceneSource, ShopTradeSource
from ..options import Chefsanity
from ..stardew_rule import StardewRule, True_, False_
from ..strings.building_names import Building
from ..strings.region_names import LogicRegion
from ..strings.skill_names import Skill
from ..strings.tv_channel_names import Channel
@@ -32,7 +33,7 @@ class CookingLogic(BaseLogic[Union[HasLogicMixin, ReceivedLogicMixin, RegionLogi
BuildingLogicMixin, RelationshipLogicMixin, SkillLogicMixin, CookingLogicMixin]]):
@cached_property
def can_cook_in_kitchen(self) -> StardewRule:
return self.logic.building.has_house(1) | self.logic.skill.has_level(Skill.foraging, 9)
return self.logic.building.has_building(Building.kitchen) | self.logic.skill.has_level(Skill.foraging, 9)
# Should be cached
def can_cook(self, recipe: CookingRecipe = None) -> StardewRule:

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