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12 Commits
Author SHA1 Message Date
PoryGoneandGitHub b7c4fcb4c6 DKC3: Delete DKC3 (#6097) 2026-04-08 21:35:43 +02:00
williamronnandGitHub bcd3f9a74c WebHost: 2025 to 2026 (#6094) 2026-04-07 22:16:39 +02:00
Trevor LandGitHub 6262235161 Bomb Rush Cyberfunk: Fix logic requirement increasing after collecting item (#6105) 2026-04-07 22:15:47 +02:00
SilvrisandGitHub 030cb4b578 Various Worlds: purge world: MultiWorld (#5973) 2026-04-07 22:13:31 +02:00
agilbert1412andGitHub 36bab6f52a Stardew Valley: 0.6.7 Day 1 fixes (#6098)
- The Shane and Sebastian Portrait filler items werent tagged properly.
- The Beach Farm adds one secretsanity check, so it needs to be in the allsanity preset
- The Allsanity preset is renamed to "Maxsanity" to encourage better defined terminology and Allsanity means something else
- The "All Random" preset has been removed entirely. It has been the cause of too many beginner footguns over the years. People can still achieve the effect manually, but at least they'll have to try a little bit to ruin their own experience.
2026-04-07 21:38:04 +02:00
DuckandGitHub e0cfef3407 APWorld Builder: Add option to skip opening output folder (#5847) 2026-04-05 19:50:17 +02:00
DuckandGitHub bb2a775c05 WebHost: Fix hosting with invalid worlds installed (#5648) 2026-04-04 07:52:27 +02:00
palex00andGitHub 427b147818 APQuest: Add Link to Poptracker Pack to Setup Guide (#6089)
* Update setup_en.md

* Update setup_de.md
2026-04-01 22:43:14 +02:00
NewSoupViandGitHub 3f3c343fb3 APQuest: Fix focus issues (#6090)
* My best attempt at fixing focus issues on Android

* didn't mean to remove that
2026-04-01 22:42:08 +02:00
Bryce WilsonandGitHub debe4cf035 Pokemon Emerald: Bump version (#6083) 2026-04-01 19:18:42 +02:00
SilvrisandGitHub 68f25f4642 MM3: Bump world version (#6088) 2026-04-01 19:18:11 +02:00
NewSoupViandGitHub 3c4af8f432 APQuest: Tap to move (#6082)
* Tap to move

* inputs

* cleanup

* oops
2026-03-31 20:55:52 +02:00
89 changed files with 1550 additions and 4815 deletions
-1
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@@ -24,7 +24,6 @@ Currently, the following games are supported:
* The Witness
* Sonic Adventure 2: Battle
* Starcraft 2
* Donkey Kong Country 3
* Dark Souls 3
* Super Mario World
* Pokémon Red and Blue
+2 -1
View File
@@ -110,13 +110,14 @@ if __name__ == "__main__":
logging.exception(e)
logging.warning("Could not update LttP sprites.")
app = get_app()
from worlds import AutoWorldRegister
from worlds import AutoWorldRegister, network_data_package
# Update to only valid WebHost worlds
invalid_worlds = {name for name, world in AutoWorldRegister.world_types.items()
if not hasattr(world.web, "tutorials")}
if invalid_worlds:
logging.error(f"Following worlds not loaded as they are invalid for WebHost: {invalid_worlds}")
AutoWorldRegister.world_types = {k: v for k, v in AutoWorldRegister.world_types.items() if k not in invalid_worlds}
network_data_package["games"] = {k: v for k, v in network_data_package["games"].items() if k not in invalid_worlds}
create_options_files()
copy_tutorials_files_to_static()
if app.config["SELFLAUNCH"]:
+1 -1
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@@ -1,6 +1,6 @@
{% block footer %}
<footer id="island-footer">
<div id="copyright-notice">Copyright 2025 Archipelago</div>
<div id="copyright-notice">Copyright 2026 Archipelago</div>
<div id="links">
<a href="/sitemap">Site Map</a>
-
-3
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@@ -56,9 +56,6 @@
# Dark Souls III
/worlds/dark_souls_3/ @Marechal-L @nex3
# Donkey Kong Country 3
/worlds/dkc3/ @PoryGone
# DLCQuest
/worlds/dlcquest/ @axe-y @agilbert1412
-6
View File
@@ -69,12 +69,6 @@ flowchart LR
end
SNI <-- Various, depending on SNES device --> SMZ
%% Donkey Kong Country 3
subgraph Donkey Kong Country 3
DK3[SNES]
end
SNI <-- Various, depending on SNES device --> DK3
%% Super Mario World
subgraph Super Mario World
SMW[SNES]
-1
View File
@@ -108,7 +108,6 @@ Example:
```json
{
...
"Donkey Kong Country 3":"f90acedcd958213f483a6a4c238e2a3faf92165e",
"Factorio":"a699194a9589db3ebc0d821915864b422c782f44",
...
}
-5
View File
@@ -98,11 +98,6 @@ Root: HKCR; Subkey: "{#MyAppName}smpatch"; ValueData: "Arc
Root: HKCR; Subkey: "{#MyAppName}smpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smpatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apdkc3"; ValueData: "{#MyAppName}dkc3patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch"; ValueData: "Archipelago Donkey Kong Country 3 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}dkc3patch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apsmw"; ValueData: "{#MyAppName}smwpatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smwpatch"; ValueData: "Archipelago Super Mario World Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}smwpatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
+6 -3
View File
@@ -269,8 +269,9 @@ if not is_frozen():
from Launcher import open_folder
import argparse
parser = argparse.ArgumentParser("Build script for APWorlds")
parser.add_argument("worlds", type=str, default=(), nargs="*", help="Names of APWorlds to build.")
parser = argparse.ArgumentParser(prog="Build APWorlds", description="Build script for APWorlds")
parser.add_argument("worlds", type=str, default=(), nargs="*", help="names of APWorlds to build")
parser.add_argument("--skip_open_folder", action="store_true", help="don't open the output build folder")
args = parser.parse_args(launch_args)
if args.worlds:
@@ -320,7 +321,9 @@ if not is_frozen():
zf.write(pathlib.Path(world_directory, file), pathlib.Path(file_name, file))
zf.writestr(apworld.manifest_path, json.dumps(manifest))
open_folder(apworlds_folder)
if not args.skip_open_folder:
open_folder(apworlds_folder)
components.append(Component("Build APWorlds", func=_build_apworlds, cli=True,
description="Build APWorlds from loose-file world folders."))
+4 -4
View File
@@ -3,10 +3,10 @@ from Options import PerGameCommonOptions
from .Locations import location_table, AdventureLocation, dragon_room_to_region
def connect(world: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,
def connect(multiworld: MultiWorld, player: int, source: str, target: str, rule: callable = lambda state: True,
one_way=False, name=None):
source_region = world.get_region(source, player)
target_region = world.get_region(target, player)
source_region = multiworld.get_region(source, player)
target_region = multiworld.get_region(target, player)
if name is None:
name = source + " to " + target
@@ -22,7 +22,7 @@ def connect(world: MultiWorld, player: int, source: str, target: str, rule: call
source_region.exits.append(connection)
connection.connect(target_region)
if not one_way:
connect(world, player, target, source, rule, True)
connect(multiworld, player, target, source, rule, True)
def create_regions(options: PerGameCommonOptions, multiworld: MultiWorld, player: int, dragon_rooms: []) -> None:
+25 -25
View File
@@ -3,47 +3,47 @@ from worlds.generic.Rules import add_rule, set_rule, forbid_item
def set_rules(self) -> None:
world = self.multiworld
multiworld = self.multiworld
use_bat_logic = self.options.bat_logic.value == BatLogic.option_use_logic
set_rule(world.get_entrance("YellowCastlePort", self.player),
set_rule(multiworld.get_entrance("YellowCastlePort", self.player),
lambda state: state.has("Yellow Key", self.player))
set_rule(world.get_entrance("BlackCastlePort", self.player),
set_rule(multiworld.get_entrance("BlackCastlePort", self.player),
lambda state: state.has("Black Key", self.player))
set_rule(world.get_entrance("WhiteCastlePort", self.player),
set_rule(multiworld.get_entrance("WhiteCastlePort", self.player),
lambda state: state.has("White Key", self.player))
# a future thing would be to make the bat an actual item, or at least allow it to
# be placed in a castle, which would require some additions to the rules when
# use_bat_logic is true
if not use_bat_logic:
set_rule(world.get_entrance("WhiteCastleSecretPassage", self.player),
set_rule(multiworld.get_entrance("WhiteCastleSecretPassage", self.player),
lambda state: state.has("Bridge", self.player))
set_rule(world.get_entrance("WhiteCastlePeekPassage", self.player),
set_rule(multiworld.get_entrance("WhiteCastlePeekPassage", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
set_rule(world.get_entrance("BlackCastleVaultEntrance", self.player),
set_rule(multiworld.get_entrance("BlackCastleVaultEntrance", self.player),
lambda state: state.has("Bridge", self.player) or
state.has("Magnet", self.player))
dragon_slay_check = self.options.dragon_slay_check.value
if dragon_slay_check:
if self.difficulty_switch_b == DifficultySwitchB.option_hard_with_unlock_item:
set_rule(world.get_location("Slay Yorgle", self.player),
set_rule(multiworld.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(world.get_location("Slay Grundle", self.player),
set_rule(multiworld.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
set_rule(world.get_location("Slay Rhindle", self.player),
set_rule(multiworld.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player) and
state.has("Right Difficulty Switch", self.player))
else:
set_rule(world.get_location("Slay Yorgle", self.player),
set_rule(multiworld.get_location("Slay Yorgle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(world.get_location("Slay Grundle", self.player),
set_rule(multiworld.get_location("Slay Grundle", self.player),
lambda state: state.has("Sword", self.player))
set_rule(world.get_location("Slay Rhindle", self.player),
set_rule(multiworld.get_location("Slay Rhindle", self.player),
lambda state: state.has("Sword", self.player))
# really this requires getting the dot item, and having another item or enemy
@@ -51,37 +51,37 @@ def set_rules(self) -> None:
# to actually make randomized, since it is invisible. May add some options
# for how that works in the distant future, but for now, just say you need
# the bridge and black key to get to it, as that simplifies things a lot
set_rule(world.get_entrance("CreditsWall", self.player),
set_rule(multiworld.get_entrance("CreditsWall", self.player),
lambda state: state.has("Bridge", self.player) and
state.has("Black Key", self.player))
if not use_bat_logic:
set_rule(world.get_entrance("CreditsToFarSide", self.player),
set_rule(multiworld.get_entrance("CreditsToFarSide", self.player),
lambda state: state.has("Magnet", self.player))
# bridge literally does not fit in this space, I think. I'll just exclude it
forbid_item(world.get_location("Dungeon Vault", self.player), "Bridge", self.player)
forbid_item(multiworld.get_location("Dungeon Vault", self.player), "Bridge", self.player)
# don't put magnet in locations that can pull in-logic items out of reach unless the bat is in play
if not use_bat_logic:
forbid_item(world.get_location("Dungeon Vault", self.player), "Magnet", self.player)
forbid_item(world.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
forbid_item(world.get_location("Credits Right Side", self.player), "Magnet", self.player)
forbid_item(multiworld.get_location("Dungeon Vault", self.player), "Magnet", self.player)
forbid_item(multiworld.get_location("Red Maze Vault Entrance", self.player), "Magnet", self.player)
forbid_item(multiworld.get_location("Credits Right Side", self.player), "Magnet", self.player)
# and obviously we don't want to start with the game already won
forbid_item(world.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
overworld = world.get_region("Overworld", self.player)
forbid_item(multiworld.get_location("Inside Yellow Castle", self.player), "Chalice", self.player)
overworld = multiworld.get_region("Overworld", self.player)
for loc in overworld.locations:
forbid_item(loc, "Chalice", self.player)
add_rule(world.get_location("Chalice Home", self.player),
add_rule(multiworld.get_location("Chalice Home", self.player),
lambda state: state.has("Chalice", self.player) and state.has("Yellow Key", self.player))
# world.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
# multiworld.random.choice(overworld.locations).progress_type = LocationProgressType.PRIORITY
# all_locations = world.get_locations(self.player).copy()
# all_locations = multiworld.get_locations(self.player).copy()
# while priority_count < get_num_items():
# loc = world.random.choice(all_locations)
# loc = multiworld.random.choice(all_locations)
# if loc.progress_type == LocationProgressType.DEFAULT:
# loc.progress_type = LocationProgressType.PRIORITY
# priority_count += 1
+2 -2
View File
@@ -105,8 +105,8 @@ class AdventureWorld(World):
location_name_to_id: ClassVar[Dict[str, int]] = {name: data.location_id for name, data in location_table.items()}
required_client_version: Tuple[int, int, int] = (0, 3, 9)
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
self.rom_name: Optional[bytearray] = bytearray("", "utf8" )
self.dragon_rooms: [int] = [0x14, 0x19, 0x4]
self.dragon_slay_check: Optional[int] = 0
+4 -1
View File
@@ -30,7 +30,10 @@
C to fire available Confetti Cannons
Number Keys + Backspace for Math Trap\n
Rebinding controls might be added in the future :)"""
[b]Click to move also works![/b]
Click/tap Confetti Cannon to fire it
Submit Math Trap solution in the command line at the bottom"""
<VolumeSliderView>:
orientation: "horizontal"
+66 -2
View File
@@ -4,8 +4,9 @@ from argparse import Namespace
from enum import Enum
from typing import TYPE_CHECKING, Any
from CommonClient import CommonContext, gui_enabled, logger, server_loop
from CommonClient import ClientCommandProcessor, CommonContext, logger, server_loop
from NetUtils import ClientStatus
from Utils import gui_enabled
from ..game.events import ConfettiFired, LocationClearedEvent, MathProblemSolved, MathProblemStarted, VictoryEvent
from ..game.game import Game
@@ -41,6 +42,16 @@ class ConnectionStatus(Enum):
GAME_RUNNING = 3
class APQuestClientCommandProcessor(ClientCommandProcessor):
ctx: "APQuestContext"
def default(self, raw: str) -> None:
if self.ctx.external_math_trap_input(raw):
return
super().default(raw)
class APQuestContext(CommonContext):
game = "APQuest"
items_handling = 0b111 # full remote
@@ -65,6 +76,7 @@ class APQuestContext(CommonContext):
delay_intro_song: bool
ui: APQuestManager
command_processor = APQuestClientCommandProcessor
def __init__(
self, server_address: str | None = None, password: str | None = None, delay_intro_song: bool = False
@@ -172,7 +184,6 @@ class APQuestContext(CommonContext):
assert self.ap_quest_game is not None
self.ap_quest_game.gameboard.fill_remote_location_content(remote_item_graphic_overrides)
self.render()
self.ui.game_view.bind_keyboard()
self.connection_status = ConnectionStatus.GAME_RUNNING
self.ui.game_started()
@@ -244,6 +255,59 @@ class APQuestContext(CommonContext):
self.ap_quest_game.input(input_key)
self.render()
def queue_auto_move(self, target_x: int, target_y: int) -> None:
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
if not self.ui.game_view.focused > 1: # Must already be in focus
return
self.ap_quest_game.queue_auto_move(target_x, target_y)
self.ui.start_auto_move()
def do_auto_move_and_rerender(self) -> None:
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
changed = self.ap_quest_game.do_auto_move()
if changed:
self.render()
def confetti_and_rerender(self) -> None:
# Used by tap mode
if self.ap_quest_game is None:
return
if not self.ap_quest_game.gameboard.ready:
return
if self.ap_quest_game.attempt_fire_confetti_cannon():
self.render()
def external_math_trap_input(self, raw: str) -> bool:
if self.ap_quest_game is None:
return False
if not self.ap_quest_game.gameboard.ready:
return False
if not self.ap_quest_game.active_math_problem:
return False
raw = raw.strip()
if not raw:
return False
if not raw.isnumeric():
return False
self.ap_quest_game.math_problem_replace([int(digit) for digit in raw])
if not self.ap_quest_game.active_math_problem:
self.ui.game_view.force_focus()
self.render()
return True
def make_gui(self) -> "type[kvui.GameManager]":
self.load_kv()
return APQuestManager
+79 -29
View File
@@ -4,29 +4,26 @@ from math import sqrt
from random import choice, random
from typing import Any
from kivy.core.window import Keyboard, Window
from kivy.core.window import Window
from kivy.graphics import Color, Triangle
from kivy.graphics.instructions import Canvas
from kivy.input import MotionEvent
from kivy.uix.behaviors import ButtonBehavior
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import Image
from kivy.uix.widget import Widget
from kivymd.uix.recycleview import MDRecycleView
from CommonClient import logger
from ..game.inputs import Input
INPUT_MAP = {
"up": Input.UP,
INPUT_MAP_STR = {
"w": Input.UP,
"down": Input.DOWN,
"s": Input.DOWN,
"right": Input.RIGHT,
"d": Input.RIGHT,
"left": Input.LEFT,
"a": Input.LEFT,
"spacebar": Input.ACTION,
" ": Input.ACTION,
"c": Input.CONFETTI,
"0": Input.ZERO,
"1": Input.ONE,
@@ -38,38 +35,52 @@ INPUT_MAP = {
"7": Input.SEVEN,
"8": Input.EIGHT,
"9": Input.NINE,
"backspace": Input.BACKSPACE,
}
INPUT_MAP_SPECIAL_INT = {
# Arrow Keys and Backspace
273: Input.UP,
274: Input.DOWN,
275: Input.RIGHT,
276: Input.LEFT,
8: Input.BACKSPACE,
}
class APQuestGameView(MDRecycleView):
_keyboard: Keyboard | None = None
focused: int = 1
input_function: Callable[[Input], None]
def __init__(self, input_function: Callable[[Input], None], **kwargs: Any) -> None:
super().__init__(**kwargs)
self.input_function = input_function
self.bind_keyboard()
Window.bind(on_key_down=self._on_keyboard_down)
Window.bind(on_touch_down=self.check_focus)
self.opacity = 0.5
def on_touch_down(self, touch: MotionEvent) -> None:
self.bind_keyboard()
def bind_keyboard(self) -> None:
if self._keyboard is not None:
def check_focus(self, _, touch, *args, **kwargs) -> None:
if self.parent.collide_point(*touch.pos):
self.focused += 1
self.opacity = 1
return
self._keyboard = Window.request_keyboard(self._keyboard_closed, self)
self._keyboard.bind(on_key_down=self._on_keyboard_down)
def _keyboard_closed(self) -> None:
if self._keyboard is None:
return
self._keyboard.unbind(on_key_down=self._on_keyboard_down)
self._keyboard = None
self.focused = 0
self.opacity = 0.5
def _on_keyboard_down(self, _: Any, keycode: tuple[int, str], _1: Any, _2: Any) -> bool:
if keycode[1] in INPUT_MAP:
self.input_function(INPUT_MAP[keycode[1]])
return True
def force_focus(self) -> None:
Window.release_keyboard()
self.focused = 1
self.opacity = 1
def _on_keyboard_down(self, _: Any, keycode_int: int, _2: Any, keycode: str, _4: Any) -> bool:
if not self.focused:
return False
if keycode in INPUT_MAP_STR:
self.input_function(INPUT_MAP_STR[keycode])
elif keycode_int in INPUT_MAP_SPECIAL_INT:
self.input_function(INPUT_MAP_SPECIAL_INT[keycode_int])
return False
class APQuestGrid(GridLayout):
@@ -203,13 +214,23 @@ class Confetti:
return True
class ConfettiView(MDRecycleView):
class ConfettiView(Widget):
confetti: list[Confetti]
def __init__(self, **kwargs: Any) -> None:
super().__init__(**kwargs)
self.confetti = []
# Don't eat tap events for the game grid under the confetti view
def on_touch_down(self, touch) -> bool:
return False
def on_touch_move(self, touch) -> bool:
return False
def on_touch_up(self, touch) -> bool:
return False
def check_resize(self, _: int, _1: int) -> None:
parent_width, parent_height = self.parent.size
@@ -254,3 +275,32 @@ class VolumeSliderView(BoxLayout):
class APQuestControlsView(BoxLayout):
pass
class TapImage(ButtonBehavior, Image):
callback: Callable[[], None]
def __init__(self, callback: Callable[[], None], **kwargs) -> None:
self.callback = callback
super().__init__(**kwargs)
def on_release(self) -> bool:
self.callback()
return True
class TapIfConfettiCannonImage(ButtonBehavior, Image):
callback: Callable[[], None]
is_confetti_cannon: bool = False
def __init__(self, callback: Callable[[], None], **kwargs: dict[str, Any]) -> None:
self.callback = callback
super().__init__(**kwargs)
def on_release(self) -> bool:
if self.is_confetti_cannon:
self.callback()
return True
+36 -9
View File
@@ -6,6 +6,7 @@ from kvui import GameManager, MDNavigationItemBase
# isort: on
from typing import TYPE_CHECKING, Any
from kivy._clock import ClockEvent
from kivy.clock import Clock
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import Image
@@ -13,7 +14,16 @@ from kivy.uix.layout import Layout
from kivymd.uix.recycleview import MDRecycleView
from ..game.game import Game
from .custom_views import APQuestControlsView, APQuestGameView, APQuestGrid, ConfettiView, VolumeSliderView
from ..game.graphics import Graphic
from .custom_views import (
APQuestControlsView,
APQuestGameView,
APQuestGrid,
ConfettiView,
TapIfConfettiCannonImage,
TapImage,
VolumeSliderView,
)
from .graphics import PlayerSprite, get_texture
from .sounds import SoundManager
@@ -28,15 +38,17 @@ class APQuestManager(GameManager):
lower_game_grid: GridLayout
upper_game_grid: GridLayout
game_view: MDRecycleView
game_view: MDRecycleView | None = None
game_view_tab: MDNavigationItemBase
sound_manager: SoundManager
bottom_image_grid: list[list[Image]]
top_image_grid: list[list[Image]]
top_image_grid: list[list[TapImage]]
confetti_view: ConfettiView
move_event: ClockEvent | None
bottom_grid_is_grass: bool
def __init__(self, *args: Any, **kwargs: Any) -> None:
@@ -45,6 +57,7 @@ class APQuestManager(GameManager):
self.sound_manager.allow_intro_to_play = not self.ctx.delay_intro_song
self.top_image_grid = []
self.bottom_image_grid = []
self.move_event = None
self.bottom_grid_is_grass = False
def allow_intro_song(self) -> None:
@@ -71,10 +84,12 @@ class APQuestManager(GameManager):
def game_started(self) -> None:
self.switch_to_game_tab()
if self.game_view is not None:
self.game_view.force_focus()
self.sound_manager.game_started = True
def render(self, game: Game, player_sprite: PlayerSprite) -> None:
self.setup_game_grid_if_not_setup(game.gameboard.size)
self.setup_game_grid_if_not_setup(game)
# This calls game.render(), which needs to happen to update the state of math traps
self.render_gameboard(game, player_sprite)
@@ -104,6 +119,8 @@ class APQuestManager(GameManager):
for item_graphic, image_row in zip(rendered_item_column, self.top_image_grid, strict=False):
image = image_row[-1]
image.is_confetti_cannon = item_graphic == Graphic.CONFETTI_CANNON
texture = get_texture(item_graphic)
if texture is None:
image.opacity = 0
@@ -136,23 +153,25 @@ class APQuestManager(GameManager):
self.bottom_grid_is_grass = grass
def setup_game_grid_if_not_setup(self, size: tuple[int, int]) -> None:
def setup_game_grid_if_not_setup(self, game: Game) -> None:
if self.upper_game_grid.children:
return
self.top_image_grid = []
self.bottom_image_grid = []
for _row in range(size[1]):
size = game.gameboard.size
for row in range(size[1]):
self.top_image_grid.append([])
self.bottom_image_grid.append([])
for _column in range(size[0]):
for column in range(size[0]):
bottom_image = Image(fit_mode="fill", color=(0.3, 0.3, 0.3))
self.lower_game_grid.add_widget(bottom_image)
self.bottom_image_grid[-1].append(bottom_image)
top_image = Image(fit_mode="fill")
top_image = TapImage(lambda y=row, x=column: self.ctx.queue_auto_move(x, y), fit_mode="fill")
self.upper_game_grid.add_widget(top_image)
self.top_image_grid[-1].append(top_image)
@@ -160,11 +179,19 @@ class APQuestManager(GameManager):
image = Image(fit_mode="fill", color=(0.3, 0.3, 0.3))
self.lower_game_grid.add_widget(image)
image2 = Image(fit_mode="fill", opacity=0)
image2 = TapIfConfettiCannonImage(lambda: self.ctx.confetti_and_rerender(), fit_mode="fill", opacity=0)
self.upper_game_grid.add_widget(image2)
self.top_image_grid[-1].append(image2)
def start_auto_move(self) -> None:
if self.move_event is not None:
self.move_event.cancel()
self.ctx.do_auto_move_and_rerender()
self.move_event = Clock.schedule_interval(lambda _: self.ctx.do_auto_move_and_rerender(), 0.10)
def build(self) -> Layout:
container = super().build()
+17
View File
@@ -6,6 +6,11 @@
- Die [APQuest-apworld](https://github.com/NewSoupVi/Archipelago/releases),
falls diese nicht mit deiner Version von Archipelago gebündelt ist.
## Optionale Software
- [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest), zur Verwendung mit
[PopTracker](https://github.com/black-sliver/PopTracker/releases)
## Wie man spielt
Zuerst brauchst du einen Raum, mit dem du dich verbinden kannst.
@@ -41,3 +46,15 @@ Du solltest jetzt verbunden sein und kannst APQuest spielen.
Der APQuest Client kann zwischen verschiedenen Slots wechseln, ohne neugestartet werden zu müssen,
Klicke einfach den "Disconnect"-Knopf. Dann verbinde dich mit dem anderen Raum / Slot.
## Automatisches Tracken
AP Quest verfügt über einen voll funktionsfähigen, automatischen Tracker mit Karten der Spielwelt.
1. Lade [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest) und
[PopTracker](https://github.com/black-sliver/PopTracker/releases) herunter.
2. Lege das Tracker-Pack im Ordner „packs/“ deiner PopTracker-Installation ab.
3. Öffne PopTracker und lade das APQuest-Pack.
4. Für das automatische Tracking klick oben auf das „AP“-Symbol.
5. Gib die Serveradresse von Archipelago (die, mit der du deinen Client verbunden hast), den Slot-Namen und das Passwort ein.
+16
View File
@@ -6,6 +6,11 @@
- [The APQuest apworld](https://github.com/NewSoupVi/Archipelago/releases),
if not bundled with your version of Archipelago
## Optional Software
- [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest), for use with
[PopTracker](https://github.com/black-sliver/PopTracker/releases)
## How to play
First, you need a room to connect to. For this, you or someone you know has to generate a game.
@@ -40,3 +45,14 @@ You should now be connected and able to play APQuest.
The APQuest Client can seamlessly switch rooms without restarting.
Simply click the "Disconnect" button, then connect to a different slot/room.
## Auto-Tracking
AP Quest has a fully functional map tracker that supports auto-tracking.
1. Download [APQuest AP Tracker](https://github.com/palex00/ap-quest-tracker/releases/latest) and
[PopTracker](https://github.com/black-sliver/PopTracker/releases).
2. Put the tracker pack into packs/ in your PopTracker install.
3. Open PopTracker, and load the APQuest pack.
4. For autotracking, click on the "AP" symbol at the top.
5. Enter the Archipelago server address (the one you connected your client to), slot name, and password.
+43 -22
View File
@@ -17,8 +17,10 @@ class Entity:
class InteractableMixin:
auto_move_attempt_passing_through = False
@abstractmethod
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
pass
@@ -89,15 +91,16 @@ class Chest(Entity, InteractableMixin, LocationMixin):
self.is_open = True
self.update_solidity()
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.has_given_content:
return
return False
if self.is_open:
self.give_content(player)
return
return True
self.open()
return True
def content_success(self) -> None:
self.update_solidity()
@@ -135,47 +138,59 @@ class Door(Entity):
class KeyDoor(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.KEY_DOOR
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.is_open:
return
return False
if not player.has_item(Item.KEY):
return
return False
player.remove_item(Item.KEY)
self.open()
return True
class BreakableBlock(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.BREAKABLE_BLOCK
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.is_open:
return
return False
if not player.has_item(Item.HAMMER):
return
return False
player.remove_item(Item.HAMMER)
self.open()
return True
class Bush(Door, InteractableMixin):
auto_move_attempt_passing_through = True
closed_graphic = Graphic.BUSH
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.is_open:
return
return False
if not player.has_item(Item.SWORD):
return
return False
self.open()
return True
class Button(Entity, InteractableMixin):
solid = True
@@ -186,12 +201,13 @@ class Button(Entity, InteractableMixin):
def __init__(self, activates: ActivatableMixin) -> None:
self.activates = activates
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.activated:
return
return False
self.activated = True
self.activates.activate(player)
return True
@property
def graphic(self) -> Graphic:
@@ -240,9 +256,9 @@ class Enemy(Entity, InteractableMixin):
return
self.current_health = self.max_health
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.dead:
return
return False
if player.has_item(Item.SWORD):
self.current_health = max(0, self.current_health - 1)
@@ -250,9 +266,10 @@ class Enemy(Entity, InteractableMixin):
if self.current_health == 0:
if not self.dead:
self.die()
return
return True
player.damage(2)
return True
@property
def graphic(self) -> Graphic:
@@ -270,13 +287,15 @@ class EnemyWithLoot(Enemy, LocationMixin):
self.dead = True
self.solid = not self.has_given_content
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
if self.dead:
if not self.has_given_content:
self.give_content(player)
return
return True
return False
super().interact(player)
return True
@property
def graphic(self) -> Graphic:
@@ -303,10 +322,12 @@ class FinalBoss(Enemy):
}
enemy_default_graphic = Graphic.BOSS_1_HEALTH
def interact(self, player: Player) -> None:
def interact(self, player: Player) -> bool:
dead_before = self.dead
super().interact(player)
changed = super().interact(player)
if not dead_before and self.dead:
player.victory()
return changed
+74 -10
View File
@@ -23,6 +23,8 @@ class Game:
active_math_problem: MathProblem | None
active_math_problem_input: list[int] | None
auto_target_path: list[tuple[int, int]] = []
remotely_received_items: set[tuple[int, int, int]]
def __init__(
@@ -32,6 +34,7 @@ class Game:
self.gameboard = create_gameboard(hard_mode, hammer_exists, extra_chest)
self.player = Player(self.gameboard, self.queued_events.append)
self.active_math_problem = None
self.active_math_problem_input = None
self.remotely_received_items = set()
if random_object is None:
@@ -94,29 +97,40 @@ class Game:
return tuple(graphics_array)
def attempt_player_movement(self, direction: Direction) -> None:
def attempt_player_movement(self, direction: Direction, cancel_auto_move: bool = True) -> bool:
if cancel_auto_move:
self.cancel_auto_move()
self.player.facing = direction
delta_x, delta_y = direction.value
new_x, new_y = self.player.current_x + delta_x, self.player.current_y + delta_y
if not self.gameboard.get_entity_at(new_x, new_y).solid:
self.player.current_x = new_x
self.player.current_y = new_y
if self.gameboard.get_entity_at(new_x, new_y).solid:
return False
def attempt_interact(self) -> None:
self.player.current_x = new_x
self.player.current_y = new_y
return True
def attempt_interact(self) -> bool:
delta_x, delta_y = self.player.facing.value
entity_x, entity_y = self.player.current_x + delta_x, self.player.current_y + delta_y
entity = self.gameboard.get_entity_at(entity_x, entity_y)
if isinstance(entity, InteractableMixin):
entity.interact(self.player)
return entity.interact(self.player)
def attempt_fire_confetti_cannon(self) -> None:
if self.player.has_item(Item.CONFETTI_CANNON):
self.player.remove_item(Item.CONFETTI_CANNON)
self.queued_events.append(ConfettiFired(self.player.current_x, self.player.current_y))
return False
def attempt_fire_confetti_cannon(self) -> bool:
if not self.player.has_item(Item.CONFETTI_CANNON):
return False
self.player.remove_item(Item.CONFETTI_CANNON)
self.queued_events.append(ConfettiFired(self.player.current_x, self.player.current_y))
return True
def math_problem_success(self) -> None:
self.active_math_problem = None
@@ -154,6 +168,12 @@ class Game:
self.active_math_problem_input.pop()
self.check_math_problem_result()
def math_problem_replace(self, input: list[int]) -> None:
if self.active_math_problem_input is None:
return
self.active_math_problem_input = input[:2]
self.check_math_problem_result()
def input(self, input_key: Input) -> None:
if not self.gameboard.ready:
return
@@ -201,3 +221,47 @@ class Game:
def force_clear_location(self, location_id: int) -> None:
location = Location(location_id)
self.gameboard.force_clear_location(location)
def cancel_auto_move(self) -> None:
self.auto_target_path = []
def queue_auto_move(self, target_x: int, target_y: int) -> None:
self.cancel_auto_move()
path = self.gameboard.calculate_shortest_path(self.player.current_x, self.player.current_y, target_x, target_y)
self.auto_target_path = path
def do_auto_move(self) -> bool:
if not self.auto_target_path:
return False
target_x, target_y = self.auto_target_path.pop(0)
movement = target_x - self.player.current_x, target_y - self.player.current_y
direction = Direction(movement)
moved = self.attempt_player_movement(direction, cancel_auto_move=False)
if moved:
return True
# We are attempting to interact with something on the path.
# First, make the player face it.
if self.player.facing != direction:
self.player.facing = direction
self.auto_target_path.insert(0, (target_x, target_y))
return True
# If we are facing it, attempt to interact with it.
changed = self.attempt_interact()
if not changed:
self.cancel_auto_move()
return False
# If the interaction was successful, and this was the end of the path, stop
# (i.e. don't try to attack the attacked enemy over and over until it's dead)
if not self.auto_target_path:
self.cancel_auto_move()
return True
# If there is more to go, keep going along the path
self.auto_target_path.insert(0, (target_x, target_y))
return True
+34
View File
@@ -15,6 +15,7 @@ from .entities import (
EnemyWithLoot,
Entity,
FinalBoss,
InteractableMixin,
KeyDoor,
LocationMixin,
Wall,
@@ -23,6 +24,7 @@ from .generate_math_problem import MathProblem
from .graphics import DIGIT_TO_GRAPHIC, DIGIT_TO_GRAPHIC_ZERO_EMPTY, MATH_PROBLEM_TYPE_TO_GRAPHIC, Graphic
from .items import Item
from .locations import DEFAULT_CONTENT, Location
from .path_finding import find_path_or_closest
if TYPE_CHECKING:
from .player import Player
@@ -107,6 +109,21 @@ class Gameboard:
return tuple(graphics)
def as_traversability_bools(self) -> tuple[tuple[bool, ...], ...]:
traversability = []
for y, row in enumerate(self.gameboard):
traversable_row = []
for x, entity in enumerate(row):
traversable_row.append(
not entity.solid
or (isinstance(entity, InteractableMixin) and entity.auto_move_attempt_passing_through)
)
traversability.append(tuple(traversable_row))
return tuple(traversability)
def render_math_problem(
self, problem: MathProblem, current_input_digits: list[int], current_input_int: int | None
) -> tuple[tuple[Graphic, ...], ...]:
@@ -186,6 +203,23 @@ class Gameboard:
entity = self.remote_entity_by_location_id[location]
entity.force_clear()
def calculate_shortest_path(
self, source_x: int, source_y: int, target_x: int, target_y: int
) -> list[tuple[int, int]]:
gameboard_traversability = self.as_traversability_bools()
path = find_path_or_closest(gameboard_traversability, source_x, source_y, target_x, target_y)
if not path:
return path
# If the path stops just short of target, attempt interacting with it at the end
if abs(path[-1][0] - target_x) + abs(path[-1][1] - target_y) == 1:
if isinstance(self.gameboard[target_y][target_x], InteractableMixin):
path.append((target_x, target_y))
return path[1:] # Cut off starting tile
@property
def ready(self) -> bool:
return self.content_filled
@@ -6,6 +6,7 @@ from typing import NamedTuple
_random = random.Random()
class NumberChoiceConstraints(NamedTuple):
num_1_min: int
num_1_max: int
+84
View File
@@ -0,0 +1,84 @@
import heapq
from collections.abc import Generator
Point = tuple[int, int]
def heuristic(a: Point, b: Point) -> int:
# Manhattan distance (good for 4-directional grids)
return abs(a[0] - b[0]) + abs(a[1] - b[1])
def reconstruct_path(came_from: dict[Point, Point], current: Point) -> list[Point]:
path = [current]
while current in came_from:
current = came_from[current]
path.append(current)
path.reverse()
return path
def find_path_or_closest(
grid: tuple[tuple[bool, ...], ...], source_x: int, source_y: int, target_x: int, target_y: int
) -> list[Point]:
start = source_x, source_y
goal = target_x, target_y
rows, cols = len(grid), len(grid[0])
def in_bounds(p: Point) -> bool:
return 0 <= p[0] < rows and 0 <= p[1] < cols
def passable(p: Point) -> bool:
return grid[p[1]][p[0]]
def neighbors(p: Point) -> Generator[Point, None, None]:
x, y = p
for dx, dy in [(-1, 0), (1, 0), (0, -1), (0, 1)]:
np = (x + dx, y + dy)
if in_bounds(np) and passable(np):
yield np
open_heap: list[tuple[int, tuple[int, int]]] = []
heapq.heappush(open_heap, (0, start))
came_from: dict[Point, Point] = {}
g_score = {start: 0}
# Track best fallback node
best_node = start
best_dist = heuristic(start, goal)
visited = set()
while open_heap:
_, current = heapq.heappop(open_heap)
if current in visited:
continue
visited.add(current)
# Check if we reached the goal
if current == goal:
return reconstruct_path(came_from, current)
# Update "closest node" fallback
dist = heuristic(current, goal)
if dist < best_dist or (dist == best_dist and g_score[current] < g_score.get(best_node, float("inf"))):
best_node = current
best_dist = dist
for neighbor in neighbors(current):
tentative_g = g_score[current] + 1 # cost is 1 per move
if tentative_g < g_score.get(neighbor, float("inf")):
came_from[neighbor] = current
g_score[neighbor] = tentative_g
f_score = tentative_g + heuristic(neighbor, goal)
heapq.heappush(open_heap, (f_score, neighbor))
# Goal not reachable → return path to closest node
if best_node is not None:
return reconstruct_path(came_from, best_node)
return []
+1 -1
View File
@@ -116,7 +116,7 @@ def versum_hill_rave(state: CollectionState, player: int, limit: bool, glitched:
else:
return (
graffitiL(state, player, limit, 85)
and graffitiXL(state, player, limit, 48)
and graffitiXL(state, player, limit, 49)
)
else:
return (
@@ -0,0 +1,5 @@
{
"game": "Bomb Rush Cyberfunk",
"world_version": "1.0.6",
"authors": ["TRPG"]
}
+105 -105
View File
@@ -16,213 +16,213 @@ from .Locations import (
)
def create_regions(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
menu_region = Region("Menu", player, world, "Aranearum")
world.regions.append(menu_region)
def create_regions(multiworld: MultiWorld, options: CCCharlesOptions, player: int) -> None:
menu_region = Region("Menu", player, multiworld, "Aranearum")
multiworld.regions.append(menu_region)
start_camp_region = Region("Start Camp", player, world)
start_camp_region = Region("Start Camp", player, multiworld)
start_camp_region.add_locations(loc_start_camp, CCCharlesLocation)
world.regions.append(start_camp_region)
multiworld.regions.append(start_camp_region)
tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, world)
tony_tiddle_mission_region = Region("Tony Tiddle Mission", player, multiworld)
tony_tiddle_mission_region.add_locations(loc_tony_tiddle_mission, CCCharlesLocation)
world.regions.append(tony_tiddle_mission_region)
multiworld.regions.append(tony_tiddle_mission_region)
barn_region = Region("Barn", player, world)
barn_region = Region("Barn", player, multiworld)
barn_region.add_locations(loc_barn, CCCharlesLocation)
world.regions.append(barn_region)
multiworld.regions.append(barn_region)
candice_mission_region = Region("Candice Mission", player, world)
candice_mission_region = Region("Candice Mission", player, multiworld)
candice_mission_region.add_locations(loc_candice_mission, CCCharlesLocation)
world.regions.append(candice_mission_region)
multiworld.regions.append(candice_mission_region)
tutorial_house_region = Region("Tutorial House", player, world)
tutorial_house_region = Region("Tutorial House", player, multiworld)
tutorial_house_region.add_locations(loc_tutorial_house, CCCharlesLocation)
world.regions.append(tutorial_house_region)
multiworld.regions.append(tutorial_house_region)
swamp_edges_region = Region("Swamp Edges", player, world)
swamp_edges_region = Region("Swamp Edges", player, multiworld)
swamp_edges_region.add_locations(loc_swamp_edges, CCCharlesLocation)
world.regions.append(swamp_edges_region)
multiworld.regions.append(swamp_edges_region)
swamp_mission_region = Region("Swamp Mission", player, world)
swamp_mission_region = Region("Swamp Mission", player, multiworld)
swamp_mission_region.add_locations(loc_swamp_mission, CCCharlesLocation)
world.regions.append(swamp_mission_region)
multiworld.regions.append(swamp_mission_region)
junkyard_area_region = Region("Junkyard Area", player, world)
junkyard_area_region = Region("Junkyard Area", player, multiworld)
junkyard_area_region.add_locations(loc_junkyard_area, CCCharlesLocation)
world.regions.append(junkyard_area_region)
multiworld.regions.append(junkyard_area_region)
south_house_region = Region("South House", player, world)
south_house_region = Region("South House", player, multiworld)
south_house_region.add_locations(loc_south_house, CCCharlesLocation)
world.regions.append(south_house_region)
multiworld.regions.append(south_house_region)
junkyard_shed_region = Region("Junkyard Shed", player, world)
junkyard_shed_region = Region("Junkyard Shed", player, multiworld)
junkyard_shed_region.add_locations(loc_junkyard_shed, CCCharlesLocation)
world.regions.append(junkyard_shed_region)
multiworld.regions.append(junkyard_shed_region)
military_base_region = Region("Military Base", player, world)
military_base_region = Region("Military Base", player, multiworld)
military_base_region.add_locations(loc_military_base, CCCharlesLocation)
world.regions.append(military_base_region)
multiworld.regions.append(military_base_region)
south_mine_outside_region = Region("South Mine Outside", player, world)
south_mine_outside_region = Region("South Mine Outside", player, multiworld)
south_mine_outside_region.add_locations(loc_south_mine_outside, CCCharlesLocation)
world.regions.append(south_mine_outside_region)
multiworld.regions.append(south_mine_outside_region)
south_mine_inside_region = Region("South Mine Inside", player, world)
south_mine_inside_region = Region("South Mine Inside", player, multiworld)
south_mine_inside_region.add_locations(loc_south_mine_inside, CCCharlesLocation)
world.regions.append(south_mine_inside_region)
multiworld.regions.append(south_mine_inside_region)
middle_station_region = Region("Middle Station", player, world)
middle_station_region = Region("Middle Station", player, multiworld)
middle_station_region.add_locations(loc_middle_station, CCCharlesLocation)
world.regions.append(middle_station_region)
multiworld.regions.append(middle_station_region)
canyon_region = Region("Canyon", player, world)
canyon_region = Region("Canyon", player, multiworld)
canyon_region.add_locations(loc_canyon, CCCharlesLocation)
world.regions.append(canyon_region)
multiworld.regions.append(canyon_region)
watchtower_region = Region("Watchtower", player, world)
watchtower_region = Region("Watchtower", player, multiworld)
watchtower_region.add_locations(loc_watchtower, CCCharlesLocation)
world.regions.append(watchtower_region)
multiworld.regions.append(watchtower_region)
boulder_field_region = Region("Boulder Field", player, world)
boulder_field_region = Region("Boulder Field", player, multiworld)
boulder_field_region.add_locations(loc_boulder_field, CCCharlesLocation)
world.regions.append(boulder_field_region)
multiworld.regions.append(boulder_field_region)
haunted_house_region = Region("Haunted House", player, world)
haunted_house_region = Region("Haunted House", player, multiworld)
haunted_house_region.add_locations(loc_haunted_house, CCCharlesLocation)
world.regions.append(haunted_house_region)
multiworld.regions.append(haunted_house_region)
santiago_house_region = Region("Santiago House", player, world)
santiago_house_region = Region("Santiago House", player, multiworld)
santiago_house_region.add_locations(loc_santiago_house, CCCharlesLocation)
world.regions.append(santiago_house_region)
multiworld.regions.append(santiago_house_region)
port_region = Region("Port", player, world)
port_region = Region("Port", player, multiworld)
port_region.add_locations(loc_port, CCCharlesLocation)
world.regions.append(port_region)
multiworld.regions.append(port_region)
trench_house_region = Region("Trench House", player, world)
trench_house_region = Region("Trench House", player, multiworld)
trench_house_region.add_locations(loc_trench_house, CCCharlesLocation)
world.regions.append(trench_house_region)
multiworld.regions.append(trench_house_region)
doll_woods_region = Region("Doll Woods", player, world)
doll_woods_region = Region("Doll Woods", player, multiworld)
doll_woods_region.add_locations(loc_doll_woods, CCCharlesLocation)
world.regions.append(doll_woods_region)
multiworld.regions.append(doll_woods_region)
lost_stairs_region = Region("Lost Stairs", player, world)
lost_stairs_region = Region("Lost Stairs", player, multiworld)
lost_stairs_region.add_locations(loc_lost_stairs, CCCharlesLocation)
world.regions.append(lost_stairs_region)
multiworld.regions.append(lost_stairs_region)
east_house_region = Region("East House", player, world)
east_house_region = Region("East House", player, multiworld)
east_house_region.add_locations(loc_east_house, CCCharlesLocation)
world.regions.append(east_house_region)
multiworld.regions.append(east_house_region)
rockets_testing_ground_region = Region("Rockets Testing Ground", player, world)
rockets_testing_ground_region = Region("Rockets Testing Ground", player, multiworld)
rockets_testing_ground_region.add_locations(loc_rockets_testing_ground, CCCharlesLocation)
world.regions.append(rockets_testing_ground_region)
multiworld.regions.append(rockets_testing_ground_region)
rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, world)
rockets_testing_bunker_region = Region("Rockets Testing Bunker", player, multiworld)
rockets_testing_bunker_region.add_locations(loc_rockets_testing_bunker, CCCharlesLocation)
world.regions.append(rockets_testing_bunker_region)
multiworld.regions.append(rockets_testing_bunker_region)
workshop_region = Region("Workshop", player, world)
workshop_region = Region("Workshop", player, multiworld)
workshop_region.add_locations(loc_workshop, CCCharlesLocation)
world.regions.append(workshop_region)
multiworld.regions.append(workshop_region)
east_tower_region = Region("East Tower", player, world)
east_tower_region = Region("East Tower", player, multiworld)
east_tower_region.add_locations(loc_east_tower, CCCharlesLocation)
world.regions.append(east_tower_region)
multiworld.regions.append(east_tower_region)
lighthouse_region = Region("Lighthouse", player, world)
lighthouse_region = Region("Lighthouse", player, multiworld)
lighthouse_region.add_locations(loc_lighthouse, CCCharlesLocation)
world.regions.append(lighthouse_region)
multiworld.regions.append(lighthouse_region)
north_mine_outside_region = Region("North Mine Outside", player, world)
north_mine_outside_region = Region("North Mine Outside", player, multiworld)
north_mine_outside_region.add_locations(loc_north_mine_outside, CCCharlesLocation)
world.regions.append(north_mine_outside_region)
multiworld.regions.append(north_mine_outside_region)
north_mine_inside_region = Region("North Mine Inside", player, world)
north_mine_inside_region = Region("North Mine Inside", player, multiworld)
north_mine_inside_region.add_locations(loc_north_mine_inside, CCCharlesLocation)
world.regions.append(north_mine_inside_region)
multiworld.regions.append(north_mine_inside_region)
wood_bridge_region = Region("Wood Bridge", player, world)
wood_bridge_region = Region("Wood Bridge", player, multiworld)
wood_bridge_region.add_locations(loc_wood_bridge, CCCharlesLocation)
world.regions.append(wood_bridge_region)
multiworld.regions.append(wood_bridge_region)
museum_region = Region("Museum", player, world)
museum_region = Region("Museum", player, multiworld)
museum_region.add_locations(loc_museum, CCCharlesLocation)
world.regions.append(museum_region)
multiworld.regions.append(museum_region)
barbed_shelter_region = Region("Barbed Shelter", player, world)
barbed_shelter_region = Region("Barbed Shelter", player, multiworld)
barbed_shelter_region.add_locations(loc_barbed_shelter, CCCharlesLocation)
world.regions.append(barbed_shelter_region)
multiworld.regions.append(barbed_shelter_region)
west_beach_region = Region("West Beach", player, world)
west_beach_region = Region("West Beach", player, multiworld)
west_beach_region.add_locations(loc_west_beach, CCCharlesLocation)
world.regions.append(west_beach_region)
multiworld.regions.append(west_beach_region)
church_region = Region("Church", player, world)
church_region = Region("Church", player, multiworld)
church_region.add_locations(loc_church, CCCharlesLocation)
world.regions.append(church_region)
multiworld.regions.append(church_region)
west_cottage_region = Region("West Cottage", player, world)
west_cottage_region = Region("West Cottage", player, multiworld)
west_cottage_region.add_locations(loc_west_cottage, CCCharlesLocation)
world.regions.append(west_cottage_region)
multiworld.regions.append(west_cottage_region)
caravan_region = Region("Caravan", player, world)
caravan_region = Region("Caravan", player, multiworld)
caravan_region.add_locations(loc_caravan, CCCharlesLocation)
world.regions.append(caravan_region)
multiworld.regions.append(caravan_region)
trailer_cabin_region = Region("Trailer Cabin", player, world)
trailer_cabin_region = Region("Trailer Cabin", player, multiworld)
trailer_cabin_region.add_locations(loc_trailer_cabin, CCCharlesLocation)
world.regions.append(trailer_cabin_region)
multiworld.regions.append(trailer_cabin_region)
towers_region = Region("Towers", player, world)
towers_region = Region("Towers", player, multiworld)
towers_region.add_locations(loc_towers, CCCharlesLocation)
world.regions.append(towers_region)
multiworld.regions.append(towers_region)
north_beach_region = Region("North beach", player, world)
north_beach_region = Region("North beach", player, multiworld)
north_beach_region.add_locations(loc_north_beach, CCCharlesLocation)
world.regions.append(north_beach_region)
multiworld.regions.append(north_beach_region)
mine_shaft_region = Region("Mine Shaft", player, world)
mine_shaft_region = Region("Mine Shaft", player, multiworld)
mine_shaft_region.add_locations(loc_mine_shaft, CCCharlesLocation)
world.regions.append(mine_shaft_region)
multiworld.regions.append(mine_shaft_region)
mob_camp_region = Region("Mob Camp", player, world)
mob_camp_region = Region("Mob Camp", player, multiworld)
mob_camp_region.add_locations(loc_mob_camp, CCCharlesLocation)
world.regions.append(mob_camp_region)
multiworld.regions.append(mob_camp_region)
mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, world)
mob_camp_locked_room_region = Region("Mob Camp Locked Room", player, multiworld)
mob_camp_locked_room_region.add_locations(loc_mob_camp_locked_room, CCCharlesLocation)
world.regions.append(mob_camp_locked_room_region)
multiworld.regions.append(mob_camp_locked_room_region)
mine_elevator_exit_region = Region("Mine Elevator Exit", player, world)
mine_elevator_exit_region = Region("Mine Elevator Exit", player, multiworld)
mine_elevator_exit_region.add_locations(loc_mine_elevator_exit, CCCharlesLocation)
world.regions.append(mine_elevator_exit_region)
multiworld.regions.append(mine_elevator_exit_region)
mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, world)
mountain_ruin_outside_region = Region("Mountain Ruin Outside", player, multiworld)
mountain_ruin_outside_region.add_locations(loc_mountain_ruin_outside, CCCharlesLocation)
world.regions.append(mountain_ruin_outside_region)
multiworld.regions.append(mountain_ruin_outside_region)
mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, world)
mountain_ruin_inside_region = Region("Mountain Ruin Inside", player, multiworld)
mountain_ruin_inside_region.add_locations(loc_mountain_ruin_inside, CCCharlesLocation)
world.regions.append(mountain_ruin_inside_region)
multiworld.regions.append(mountain_ruin_inside_region)
prism_temple_region = Region("Prism Temple", player, world)
prism_temple_region = Region("Prism Temple", player, multiworld)
prism_temple_region.add_locations(loc_prism_temple, CCCharlesLocation)
world.regions.append(prism_temple_region)
multiworld.regions.append(prism_temple_region)
pickle_val_region = Region("Pickle Val", player, world)
pickle_val_region = Region("Pickle Val", player, multiworld)
pickle_val_region.add_locations(loc_pickle_val, CCCharlesLocation)
world.regions.append(pickle_val_region)
multiworld.regions.append(pickle_val_region)
shrine_near_temple_region = Region("Shrine Near Temple", player, world)
shrine_near_temple_region = Region("Shrine Near Temple", player, multiworld)
shrine_near_temple_region.add_locations(loc_shrine_near_temple, CCCharlesLocation)
world.regions.append(shrine_near_temple_region)
multiworld.regions.append(shrine_near_temple_region)
morse_bunker_region = Region("Morse Bunker", player, world)
morse_bunker_region = Region("Morse Bunker", player, multiworld)
morse_bunker_region.add_locations(loc_morse_bunker, CCCharlesLocation)
world.regions.append(morse_bunker_region)
multiworld.regions.append(morse_bunker_region)
# Place "Victory" event at "Final Boss" location
loc_final_boss = CCCharlesLocation(player, "Final Boss", None, prism_temple_region)
+74 -74
View File
@@ -4,212 +4,212 @@ from .Options import CCCharlesOptions
# Go mode: Green Egg + Blue Egg + Red Egg + Temple Key + Bug Spray (+ Remote Explosive x8 but the base game ignores it)
def set_rules(world: MultiWorld, options: CCCharlesOptions, player: int) -> None:
def set_rules(multiworld: MultiWorld, options: CCCharlesOptions, player: int) -> None:
# Tony Tiddle
set_rule(world.get_entrance("Barn Door", player),
set_rule(multiworld.get_entrance("Barn Door", player),
lambda state: state.has("Barn Key", player))
# Candice
set_rule(world.get_entrance("Tutorial House Door", player),
set_rule(multiworld.get_entrance("Tutorial House Door", player),
lambda state: state.has("Candice's Key", player))
# Lizbeth Murkwater
set_rule(world.get_location("Swamp Lizbeth Murkwater Mission End", player),
set_rule(multiworld.get_location("Swamp Lizbeth Murkwater Mission End", player),
lambda state: state.has("Dead Fish", player))
# Daryl
set_rule(world.get_location("Junkyard Area Chest Ancient Tablet", player),
set_rule(multiworld.get_location("Junkyard Area Chest Ancient Tablet", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Junkyard Area Daryl Mission End", player),
set_rule(multiworld.get_location("Junkyard Area Daryl Mission End", player),
lambda state: state.has("Ancient Tablet", player))
# South House
set_rule(world.get_location("South House Chest Scraps 1", player),
set_rule(multiworld.get_location("South House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("South House Chest Scraps 2", player),
set_rule(multiworld.get_location("South House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("South House Chest Scraps 3", player),
set_rule(multiworld.get_location("South House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("South House Chest Scraps 4", player),
set_rule(multiworld.get_location("South House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("South House Chest Scraps 5", player),
set_rule(multiworld.get_location("South House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("South House Chest Scraps 6", player),
set_rule(multiworld.get_location("South House Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# South Mine
set_rule(world.get_entrance("South Mine Gate", player),
set_rule(multiworld.get_entrance("South Mine Gate", player),
lambda state: state.has("South Mine Key", player))
set_rule(world.get_location("South Mine Inside Green Paint Can", player),
set_rule(multiworld.get_location("South Mine Inside Green Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Theodore
set_rule(world.get_location("Middle Station Theodore Mission End", player),
set_rule(multiworld.get_location("Middle Station Theodore Mission End", player),
lambda state: state.has("Blue Box", player))
# Watchtower
set_rule(world.get_location("Watchtower Pink Paint Can", player),
set_rule(multiworld.get_location("Watchtower Pink Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Sasha
set_rule(world.get_location("Haunted House Sasha Mission End", player),
set_rule(multiworld.get_location("Haunted House Sasha Mission End", player),
lambda state: state.has("Page Drawing", player, 8))
# Santiago
set_rule(world.get_location("Port Santiago Mission End", player),
set_rule(multiworld.get_location("Port Santiago Mission End", player),
lambda state: state.has("Journal", player))
# Trench House
set_rule(world.get_location("Trench House Chest Scraps 1", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Trench House Chest Scraps 2", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Trench House Chest Scraps 3", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Trench House Chest Scraps 4", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Trench House Chest Scraps 5", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Trench House Chest Scraps 6", player),
set_rule(multiworld.get_location("Trench House Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# East House
set_rule(world.get_location("East House Chest Scraps 1", player),
set_rule(multiworld.get_location("East House Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("East House Chest Scraps 2", player),
set_rule(multiworld.get_location("East House Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("East House Chest Scraps 3", player),
set_rule(multiworld.get_location("East House Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("East House Chest Scraps 4", player),
set_rule(multiworld.get_location("East House Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("East House Chest Scraps 5", player),
set_rule(multiworld.get_location("East House Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Rocket Testing Bunker
set_rule(world.get_entrance("Stuck Bunker Door", player),
set_rule(multiworld.get_entrance("Stuck Bunker Door", player),
lambda state: state.has("Timed Dynamite", player))
# John Smith
set_rule(world.get_location("Workshop John Smith Mission End", player),
set_rule(multiworld.get_location("Workshop John Smith Mission End", player),
lambda state: state.has("Box of Rockets", player))
# Claire
set_rule(world.get_location("Lighthouse Claire Mission End", player),
set_rule(multiworld.get_location("Lighthouse Claire Mission End", player),
lambda state: state.has("Breaker", player, 4))
# North Mine
set_rule(world.get_entrance("North Mine Gate", player),
set_rule(multiworld.get_entrance("North Mine Gate", player),
lambda state: state.has("North Mine Key", player))
set_rule(world.get_location("North Mine Inside Blue Paint Can", player),
set_rule(multiworld.get_location("North Mine Inside Blue Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Paul
set_rule(world.get_location("Museum Paul Mission End", player),
set_rule(multiworld.get_location("Museum Paul Mission End", player),
lambda state: state.has("Remote Explosive x8", player))
# lambda state: state.has("Remote Explosive", player, 8)) # TODO: Add an option to split remote explosives
# West Beach
set_rule(world.get_location("West Beach Chest Scraps 1", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("West Beach Chest Scraps 2", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("West Beach Chest Scraps 3", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("West Beach Chest Scraps 4", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("West Beach Chest Scraps 5", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("West Beach Chest Scraps 6", player),
set_rule(multiworld.get_location("West Beach Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
# Caravan
set_rule(world.get_location("Caravan Chest Scraps 1", player),
set_rule(multiworld.get_location("Caravan Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Caravan Chest Scraps 2", player),
set_rule(multiworld.get_location("Caravan Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Caravan Chest Scraps 3", player),
set_rule(multiworld.get_location("Caravan Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Caravan Chest Scraps 4", player),
set_rule(multiworld.get_location("Caravan Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Caravan Chest Scraps 5", player),
set_rule(multiworld.get_location("Caravan Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Ronny
set_rule(world.get_location("Towers Ronny Mission End", player),
set_rule(multiworld.get_location("Towers Ronny Mission End", player),
lambda state: state.has("Employment Contracts", player))
# North Beach
set_rule(world.get_location("North Beach Chest Scraps 1", player),
set_rule(multiworld.get_location("North Beach Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("North Beach Chest Scraps 2", player),
set_rule(multiworld.get_location("North Beach Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("North Beach Chest Scraps 3", player),
set_rule(multiworld.get_location("North Beach Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("North Beach Chest Scraps 4", player),
set_rule(multiworld.get_location("North Beach Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
# Mine Shaft
set_rule(world.get_location("Mine Shaft Chest Scraps 1", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 2", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 3", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 4", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 5", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 6", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 6", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Mine Shaft Chest Scraps 7", player),
set_rule(multiworld.get_location("Mine Shaft Chest Scraps 7", player),
lambda state: state.has("Lockpicks", player))
# Mob Camp
set_rule(world.get_entrance("Mob Camp Locked Door", player),
set_rule(multiworld.get_entrance("Mob Camp Locked Door", player),
lambda state: state.has("Mob Camp Key", player))
set_rule(world.get_location("Mob Camp Locked Room Stolen Bob", player),
set_rule(multiworld.get_location("Mob Camp Locked Room Stolen Bob", player),
lambda state: state.has("Broken Bob", player))
# Mountain Ruin
set_rule(world.get_entrance("Mountain Ruin Gate", player),
set_rule(multiworld.get_entrance("Mountain Ruin Gate", player),
lambda state: state.has("Mountain Ruin Key", player))
set_rule(world.get_location("Mountain Ruin Inside Red Paint Can", player),
set_rule(multiworld.get_location("Mountain Ruin Inside Red Paint Can", player),
lambda state: state.has("Lockpicks", player))
# Prism Temple
set_rule(world.get_location("Prism Temple Chest Scraps 1", player),
set_rule(multiworld.get_location("Prism Temple Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Prism Temple Chest Scraps 2", player),
set_rule(multiworld.get_location("Prism Temple Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Prism Temple Chest Scraps 3", player),
set_rule(multiworld.get_location("Prism Temple Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
# Pickle Lady
set_rule(world.get_location("Pickle Val Jar of Pickles", player),
set_rule(multiworld.get_location("Pickle Val Jar of Pickles", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Pickle Val Pickle Lady Mission End", player),
set_rule(multiworld.get_location("Pickle Val Pickle Lady Mission End", player),
lambda state: state.has("Jar of Pickles", player))
# Morse Bunker
set_rule(world.get_location("Morse Bunker Chest Scraps 1", player),
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 1", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Morse Bunker Chest Scraps 2", player),
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 2", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Morse Bunker Chest Scraps 3", player),
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 3", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Morse Bunker Chest Scraps 4", player),
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 4", player),
lambda state: state.has("Lockpicks", player))
set_rule(world.get_location("Morse Bunker Chest Scraps 5", player),
set_rule(multiworld.get_location("Morse Bunker Chest Scraps 5", player),
lambda state: state.has("Lockpicks", player))
# Add rules to reach the "Go mode"
set_rule(world.get_location("Final Boss", player),
set_rule(multiworld.get_location("Final Boss", player),
lambda state: state.has("Temple Key", player)
and state.has("Green Egg", player)
and state.has("Blue Egg", player)
and state.has("Red Egg", player))
world.completion_condition[player] = lambda state: state.has("Victory", player)
multiworld.completion_condition[player] = lambda state: state.has("Victory", player)
-47
View File
@@ -1,47 +0,0 @@
# Donkey Kong Country 3 - Changelog
## v1.1
### Features:
- KONGsanity option (Collect all KONG letters in each level for a check)
- Autosave option
- Difficulty option
- MERRY option
- Handle collected/co-op locations
### Bug Fixes:
- Fixed Mekanos softlock
- Prevent Brothers Bear giving extra Banana Birds
- Fixed Banana Bird Mother check sending prematurely
- Fix Logic bug with Krematoa level costs
## v1.0
### Features:
- Goal
- Knautilus
- Scuttle the Knautilus in Krematoa and defeat Baron K. Roolenstein to win
- Banana Bird Hunt
- Find the Banana Birds and rescue their mother to win
- Locations included:
- Level Flags
- Bonuses
- DK Coins
- Banana Bird Caves
- Items included:
- Progressive Boat Upgrade
- Three are placed into the item pool (Patch -> First Ski -> Second Ski)
- Bonus Coins
- DK Coins
- Krematoa Cogs
- Bear Coins
- 1-Up Balloons
- Level Shuffle is supported
- Music Shuffle is supported
- Kong Palette options are supported
- Starting life count can be set
-229
View File
@@ -1,229 +0,0 @@
import logging
from NetUtils import ClientStatus, color
from worlds.AutoSNIClient import SNIClient
snes_logger = logging.getLogger("SNES")
# FXPAK Pro protocol memory mapping used by SNI
ROM_START = 0x000000
WRAM_START = 0xF50000
WRAM_SIZE = 0x20000
SRAM_START = 0xE00000
DKC3_ROMNAME_START = 0x00FFC0
DKC3_ROMHASH_START = 0x7FC0
ROMNAME_SIZE = 0x15
ROMHASH_SIZE = 0x15
DKC3_RECV_PROGRESS_ADDR = WRAM_START + 0x632
DKC3_FILE_NAME_ADDR = WRAM_START + 0x5D9
DEATH_LINK_ACTIVE_ADDR = DKC3_ROMNAME_START + 0x15 # DKC3_TODO: Find a permanent home for this
class DKC3SNIClient(SNIClient):
game = "Donkey Kong Country 3"
patch_suffix = ".apdkc3"
async def deathlink_kill_player(self, ctx):
pass
# DKC3_TODO: Handle Receiving Deathlink
async def validate_rom(self, ctx):
from SNIClient import snes_read
rom_name = await snes_read(ctx, DKC3_ROMHASH_START, ROMHASH_SIZE)
if rom_name is None or rom_name == bytes([0] * ROMHASH_SIZE) or rom_name[:2] != b"D3":
return False
ctx.game = self.game
ctx.items_handling = 0b111 # remote items
ctx.rom = rom_name
#death_link = await snes_read(ctx, DEATH_LINK_ACTIVE_ADDR, 1)
## DKC3_TODO: Handle Deathlink
#if death_link:
# ctx.allow_collect = bool(death_link[0] & 0b100)
# await ctx.update_death_link(bool(death_link[0] & 0b1))
return True
async def game_watcher(self, ctx):
from SNIClient import snes_buffered_write, snes_flush_writes, snes_read
# DKC3_TODO: Handle Deathlink
save_file_name = await snes_read(ctx, DKC3_FILE_NAME_ADDR, 0x5)
if save_file_name is None or save_file_name[0] == 0x00 or save_file_name == bytes([0x55] * 0x05):
# We haven't loaded a save file
return
new_checks = []
from .Rom import location_rom_data, item_rom_data, boss_location_ids, level_unlock_map
location_ram_data = await snes_read(ctx, WRAM_START + 0x5FE, 0x81)
for loc_id, loc_data in location_rom_data.items():
if loc_id not in ctx.locations_checked:
data = location_ram_data[loc_data[0] - 0x5FE]
masked_data = data & (1 << loc_data[1])
bit_set = (masked_data != 0)
invert_bit = ((len(loc_data) >= 3) and loc_data[2])
if bit_set != invert_bit:
# DKC3_TODO: Handle non-included checks
new_checks.append(loc_id)
verify_save_file_name = await snes_read(ctx, DKC3_FILE_NAME_ADDR, 0x5)
if verify_save_file_name is None or verify_save_file_name[0] == 0x00 or verify_save_file_name == bytes([0x55] * 0x05) or verify_save_file_name != save_file_name:
# We have somehow exited the save file (or worse)
ctx.rom = None
return
rom = await snes_read(ctx, DKC3_ROMHASH_START, ROMHASH_SIZE)
if rom != ctx.rom:
ctx.rom = None
# We have somehow loaded a different ROM
return
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [new_check_id]}])
# DKC3_TODO: Make this actually visually display new things received (ASM Hook required)
recv_count = await snes_read(ctx, DKC3_RECV_PROGRESS_ADDR, 1)
recv_index = recv_count[0]
if recv_index < len(ctx.items_received):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))
snes_buffered_write(ctx, DKC3_RECV_PROGRESS_ADDR, bytes([recv_index]))
if item.item in item_rom_data:
item_count = await snes_read(ctx, WRAM_START + item_rom_data[item.item][0], 0x1)
new_item_count = item_count[0] + 1
for address in item_rom_data[item.item]:
snes_buffered_write(ctx, WRAM_START + address, bytes([new_item_count]))
# Handle Coin Displays
current_level = await snes_read(ctx, WRAM_START + 0x5E3, 0x5)
overworld_locked = ((await snes_read(ctx, WRAM_START + 0x5FC, 0x1))[0] == 0x01)
if item.item == 0xDC3002 and not overworld_locked and (current_level[0] == 0x0A and current_level[2] == 0x00 and current_level[4] == 0x03):
# Bazaar and Barter
item_count = await snes_read(ctx, WRAM_START + 0xB02, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xB02, bytes([new_item_count]))
elif item.item == 0xDC3002 and not overworld_locked and current_level[0] == 0x04:
# Swanky
item_count = await snes_read(ctx, WRAM_START + 0xA26, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xA26, bytes([new_item_count]))
elif item.item == 0xDC3003 and not overworld_locked and (current_level[0] == 0x0A and current_level[2] == 0x08 and current_level[4] == 0x01):
# Boomer
item_count = await snes_read(ctx, WRAM_START + 0xB02, 0x1)
new_item_count = item_count[0] + 1
snes_buffered_write(ctx, WRAM_START + 0xB02, bytes([new_item_count]))
else:
# Handle Patch and Skis
if item.item == 0xDC3007:
num_upgrades = 1
inventory = await snes_read(ctx, WRAM_START + 0x605, 0xF)
if (inventory[0] & 0x02):
num_upgrades = 3
elif (inventory[13] & 0x08) or (inventory[0] & 0x01):
num_upgrades = 2
if num_upgrades == 1:
snes_buffered_write(ctx, WRAM_START + 0x605, bytes([inventory[0] | 0x01]))
if inventory[4] == 0:
snes_buffered_write(ctx, WRAM_START + 0x609, bytes([0x01]))
elif inventory[6] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60B, bytes([0x01]))
elif inventory[8] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60D, bytes([0x01]))
elif inventory[10] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60F, bytes([0x01]))
cove_mekanos_progress = await snes_read(ctx, WRAM_START + 0x691, 0x2)
snes_buffered_write(ctx, WRAM_START + 0x691, bytes([cove_mekanos_progress[0] | 0x01]))
snes_buffered_write(ctx, WRAM_START + 0x692, bytes([cove_mekanos_progress[1] | 0x01]))
elif num_upgrades == 2:
snes_buffered_write(ctx, WRAM_START + 0x605, bytes([inventory[0] | 0x02]))
if inventory[4] == 0:
snes_buffered_write(ctx, WRAM_START + 0x609, bytes([0x02]))
elif inventory[6] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60B, bytes([0x02]))
elif inventory[8] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60D, bytes([0x02]))
elif inventory[10] == 0:
snes_buffered_write(ctx, WRAM_START + 0x60F, bytes([0x02]))
elif num_upgrades == 3:
snes_buffered_write(ctx, WRAM_START + 0x606, bytes([inventory[1] | 0x20]))
k3_ridge_progress = await snes_read(ctx, WRAM_START + 0x693, 0x2)
snes_buffered_write(ctx, WRAM_START + 0x693, bytes([k3_ridge_progress[0] | 0x01]))
snes_buffered_write(ctx, WRAM_START + 0x694, bytes([k3_ridge_progress[1] | 0x01]))
elif item.item == 0xDC3000:
# Handle Victory
if not ctx.finished_game:
await ctx.send_msgs([{"cmd": "StatusUpdate", "status": ClientStatus.CLIENT_GOAL}])
ctx.finished_game = True
else:
print("Item Not Recognized: ", item.item)
pass
await snes_flush_writes(ctx)
# Handle Collected Locations
levels_to_tiles = await snes_read(ctx, ROM_START + 0x3FF800, 0x60)
tiles_to_levels = await snes_read(ctx, ROM_START + 0x3FF860, 0x60)
for loc_id in ctx.checked_locations:
if loc_id not in ctx.locations_checked and loc_id not in boss_location_ids:
loc_data = location_rom_data[loc_id]
data = await snes_read(ctx, WRAM_START + loc_data[0], 1)
invert_bit = ((len(loc_data) >= 3) and loc_data[2])
if not invert_bit:
masked_data = data[0] | (1 << loc_data[1])
snes_buffered_write(ctx, WRAM_START + loc_data[0], bytes([masked_data]))
if (loc_data[1] == 1):
# Make the next levels accessible
level_id = loc_data[0] - 0x632
tile_id = levels_to_tiles[level_id] if levels_to_tiles[level_id] != 0xFF else level_id
tile_id = tile_id + 0x632
if tile_id in level_unlock_map:
for next_level_address in level_unlock_map[tile_id]:
next_level_id = next_level_address - 0x632
next_tile_id = tiles_to_levels[next_level_id] if tiles_to_levels[next_level_id] != 0xFF else next_level_id
next_tile_id = next_tile_id + 0x632
next_data = await snes_read(ctx, WRAM_START + next_tile_id, 1)
snes_buffered_write(ctx, WRAM_START + next_tile_id, bytes([next_data[0] | 0x01]))
await snes_flush_writes(ctx)
else:
masked_data = data[0] & ~(1 << loc_data[1])
snes_buffered_write(ctx, WRAM_START + loc_data[0], bytes([masked_data]))
await snes_flush_writes(ctx)
ctx.locations_checked.add(loc_id)
# Calculate Boomer Cost Text
boomer_cost_text = await snes_read(ctx, WRAM_START + 0xAAFD, 2)
if boomer_cost_text[0] == 0x31 and boomer_cost_text[1] == 0x35:
boomer_cost = await snes_read(ctx, ROM_START + 0x349857, 1)
boomer_cost_tens = int(boomer_cost[0]) // 10
boomer_cost_ones = int(boomer_cost[0]) % 10
snes_buffered_write(ctx, WRAM_START + 0xAAFD, bytes([0x30 + boomer_cost_tens, 0x30 + boomer_cost_ones]))
await snes_flush_writes(ctx)
boomer_final_cost_text = await snes_read(ctx, WRAM_START + 0xAB9B, 2)
if boomer_final_cost_text[0] == 0x32 and boomer_final_cost_text[1] == 0x35:
boomer_cost = await snes_read(ctx, ROM_START + 0x349857, 1)
boomer_cost_tens = boomer_cost[0] // 10
boomer_cost_ones = boomer_cost[0] % 10
snes_buffered_write(ctx, WRAM_START + 0xAB9B, bytes([0x30 + boomer_cost_tens, 0x30 + boomer_cost_ones]))
await snes_flush_writes(ctx)
-52
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import typing
from BaseClasses import Item
from .Names import ItemName
class ItemData(typing.NamedTuple):
code: typing.Optional[int]
progression: bool
quantity: int = 1
event: bool = False
class DKC3Item(Item):
game: str = "Donkey Kong Country 3"
# Separate tables for each type of item.
junk_table = {
ItemName.one_up_balloon: ItemData(0xDC3001, False),
ItemName.bear_coin: ItemData(0xDC3002, False),
}
collectable_table = {
ItemName.bonus_coin: ItemData(0xDC3003, True),
ItemName.dk_coin: ItemData(0xDC3004, True),
ItemName.banana_bird: ItemData(0xDC3005, True),
ItemName.krematoa_cog: ItemData(0xDC3006, True),
ItemName.progressive_boat: ItemData(0xDC3007, True),
}
inventory_table = {
ItemName.present: ItemData(0xDC3008, True),
ItemName.bowling_ball: ItemData(0xDC3009, True),
ItemName.shell: ItemData(0xDC300A, True),
ItemName.mirror: ItemData(0xDC300B, True),
ItemName.flower: ItemData(0xDC300C, True),
ItemName.wrench: ItemData(0xDC300D, True),
}
event_table = {
ItemName.victory: ItemData(0xDC3000, True),
}
# Complete item table.
item_table = {
**junk_table,
**collectable_table,
**event_table,
}
lookup_id_to_name: typing.Dict[int, str] = {data.code: item_name for item_name, data in item_table.items() if data.code}
-27
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@@ -1,27 +0,0 @@
Modified MIT License
Copyright (c) 2025 PoryGone
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, and/or distribute copies of the Software,
and to permit persons to whom the Software is furnished to do so, subject to
the following conditions:
No copy or substantial portion of the Software shall be sublicensed or relicensed
without the express written permission of the copyright holder(s)
No copy or substantial portion of the Software shall be sold without the express
written permission of the copyright holder(s)
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-115
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@@ -1,115 +0,0 @@
from .Names import LocationName
class DKC3Level():
nameIDAddress: int
levelIDAddress: int
nameID: int
levelID: int
def __init__(self, nameIDAddress: int, levelIDAddress: int, nameID: int, levelID: int):
self.nameIDAddress = nameIDAddress
self.levelIDAddress = levelIDAddress
self.nameID = nameID
self.levelID = levelID
level_dict = {
LocationName.lakeside_limbo_region: DKC3Level(0x34D19C, 0x34D19D, 0x01, 0x25),
LocationName.doorstop_dash_region: DKC3Level(0x34D1A7, 0x34D1A8, 0x02, 0x28),
LocationName.tidal_trouble_region: DKC3Level(0x34D1BD, 0x34D1BE, 0x04, 0x27),
LocationName.skiddas_row_region: DKC3Level(0x34D1C8, 0x34D1C9, 0x05, 0x2B),
LocationName.murky_mill_region: DKC3Level(0x34D1D3, 0x34D1D4, 0x0D, 0x2A),
LocationName.barrel_shield_bust_up_region: DKC3Level(0x34D217, 0x34D218, 0x0B, 0x30),
LocationName.riverside_race_region: DKC3Level(0x34D22D, 0x34D22E, 0x0C, 0x32),
LocationName.squeals_on_wheels_region: DKC3Level(0x34D238, 0x34D239, 0x06, 0x29),
LocationName.springin_spiders_region: DKC3Level(0x34D24E, 0x34D24F, 0x0E, 0x2F),
LocationName.bobbing_barrel_brawl_region: DKC3Level(0x34D264, 0x34D265, 0x37, 0x34),
LocationName.bazzas_blockade_region: DKC3Level(0x34D29D, 0x34D29E, 0x14, 0x35),
LocationName.rocket_barrel_ride_region: DKC3Level(0x34D2A8, 0x34D2A9, 0x15, 0x38),
LocationName.kreeping_klasps_region: DKC3Level(0x34D2BE, 0x34D2BF, 0x16, 0x26),
LocationName.tracker_barrel_trek_region: DKC3Level(0x34D2D4, 0x34D2D5, 0x17, 0x39),
LocationName.fish_food_frenzy_region: DKC3Level(0x34D2DF, 0x34D2E0, 0x18, 0x36),
LocationName.fire_ball_frenzy_region: DKC3Level(0x34D30D, 0x34D30E, 0x1B, 0x3B),
LocationName.demolition_drain_pipe_region: DKC3Level(0x34D323, 0x34D324, 0x1D, 0x40),
LocationName.ripsaw_rage_region: DKC3Level(0x34D339, 0x34D33A, 0x1E, 0x2E),
LocationName.blazing_bazookas_region: DKC3Level(0x34D34F, 0x34D350, 0x1F, 0x3C),
LocationName.low_g_labyrinth_region: DKC3Level(0x34D35A, 0x34D35B, 0x20, 0x3E),
LocationName.krevice_kreepers_region: DKC3Level(0x34D388, 0x34D389, 0x23, 0x41),
LocationName.tearaway_toboggan_region: DKC3Level(0x34D393, 0x34D394, 0x24, 0x2D),
LocationName.barrel_drop_bounce_region: DKC3Level(0x34D39E, 0x34D39F, 0x25, 0x3A),
LocationName.krack_shot_kroc_region: DKC3Level(0x34D3A9, 0x34D3AA, 0x26, 0x3D),
LocationName.lemguin_lunge_region: DKC3Level(0x34D3B4, 0x34D3B5, 0x27, 0x2C),
LocationName.buzzer_barrage_region: DKC3Level(0x34D40E, 0x34D40F, 0x2B, 0x44),
LocationName.kong_fused_cliffs_region: DKC3Level(0x34D424, 0x34D425, 0x2D, 0x42),
LocationName.floodlit_fish_region: DKC3Level(0x34D42F, 0x34D430, 0x2E, 0x37),
LocationName.pothole_panic_region: DKC3Level(0x34D43A, 0x34D43B, 0x2F, 0x45),
LocationName.ropey_rumpus_region: DKC3Level(0x34D450, 0x34D451, 0x30, 0x43),
LocationName.konveyor_rope_clash_region: DKC3Level(0x34D489, 0x34D48A, 0x38, 0x48),
LocationName.creepy_caverns_region: DKC3Level(0x34D49F, 0x34D4A0, 0x36, 0x46),
LocationName.lightning_lookout_region: DKC3Level(0x34D4AA, 0x34D4AB, 0x10, 0x33),
LocationName.koindozer_klamber_region: DKC3Level(0x34D4C0, 0x34D4C1, 0x34, 0x47),
LocationName.poisonous_pipeline_region: DKC3Level(0x34D4D6, 0x34D4D7, 0x39, 0x3F),
LocationName.stampede_sprint_region: DKC3Level(0x34D51A, 0x34D51B, 0x3D, 0x49),
LocationName.criss_cross_cliffs_region: DKC3Level(0x34D525, 0x34D526, 0x3E, 0x4A),
LocationName.tyrant_twin_tussle_region: DKC3Level(0x34D530, 0x34D531, 0x3F, 0x4B),
LocationName.swoopy_salvo_region: DKC3Level(0x34D53B, 0x34D53C, 0x40, 0x31),
#LocationName.rocket_rush_region: DKC3Level(0x34D546, 0x34D547, 0x05, 0x4C), # Rocket Rush is not getting shuffled
}
level_list = [
LocationName.lakeside_limbo_region,
LocationName.doorstop_dash_region,
LocationName.tidal_trouble_region,
LocationName.skiddas_row_region,
LocationName.murky_mill_region,
LocationName.barrel_shield_bust_up_region,
LocationName.riverside_race_region,
LocationName.squeals_on_wheels_region,
LocationName.springin_spiders_region,
LocationName.bobbing_barrel_brawl_region,
LocationName.bazzas_blockade_region,
LocationName.rocket_barrel_ride_region,
LocationName.kreeping_klasps_region,
LocationName.tracker_barrel_trek_region,
LocationName.fish_food_frenzy_region,
LocationName.fire_ball_frenzy_region,
LocationName.demolition_drain_pipe_region,
LocationName.ripsaw_rage_region,
LocationName.blazing_bazookas_region,
LocationName.low_g_labyrinth_region,
LocationName.krevice_kreepers_region,
LocationName.tearaway_toboggan_region,
LocationName.barrel_drop_bounce_region,
LocationName.krack_shot_kroc_region,
LocationName.lemguin_lunge_region,
LocationName.buzzer_barrage_region,
LocationName.kong_fused_cliffs_region,
LocationName.floodlit_fish_region,
LocationName.pothole_panic_region,
LocationName.ropey_rumpus_region,
LocationName.konveyor_rope_clash_region,
LocationName.creepy_caverns_region,
LocationName.lightning_lookout_region,
LocationName.koindozer_klamber_region,
LocationName.poisonous_pipeline_region,
LocationName.stampede_sprint_region,
LocationName.criss_cross_cliffs_region,
LocationName.tyrant_twin_tussle_region,
LocationName.swoopy_salvo_region,
#LocationName.rocket_rush_region,
]
-337
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import typing
from BaseClasses import Location
from .Names import LocationName
from worlds.AutoWorld import World
class DKC3Location(Location):
game: str = "Donkey Kong Country 3"
progress_byte: int = 0x000000
progress_bit: int = 0
inverted_bit: bool = False
def __init__(self, player: int, name: str = '', address: int = None, parent=None, prog_byte: int = None, prog_bit: int = None, invert: bool = False):
super().__init__(player, name, address, parent)
self.progress_byte = prog_byte
self.progress_bit = prog_bit
self.inverted_bit = invert
level_location_table = {
LocationName.lakeside_limbo_flag: 0xDC3000,
LocationName.lakeside_limbo_bonus_1: 0xDC3001,
LocationName.lakeside_limbo_bonus_2: 0xDC3002,
LocationName.lakeside_limbo_dk: 0xDC3003,
LocationName.doorstop_dash_flag: 0xDC3004,
LocationName.doorstop_dash_bonus_1: 0xDC3005,
LocationName.doorstop_dash_bonus_2: 0xDC3006,
LocationName.doorstop_dash_dk: 0xDC3007,
LocationName.tidal_trouble_flag: 0xDC3008,
LocationName.tidal_trouble_bonus_1: 0xDC3009,
LocationName.tidal_trouble_bonus_2: 0xDC300A,
LocationName.tidal_trouble_dk: 0xDC300B,
LocationName.skiddas_row_flag: 0xDC300C,
LocationName.skiddas_row_bonus_1: 0xDC300D,
LocationName.skiddas_row_bonus_2: 0xDC300E,
LocationName.skiddas_row_dk: 0xDC300F,
LocationName.murky_mill_flag: 0xDC3010,
LocationName.murky_mill_bonus_1: 0xDC3011,
LocationName.murky_mill_bonus_2: 0xDC3012,
LocationName.murky_mill_dk: 0xDC3013,
LocationName.barrel_shield_bust_up_flag: 0xDC3014,
LocationName.barrel_shield_bust_up_bonus_1: 0xDC3015,
LocationName.barrel_shield_bust_up_bonus_2: 0xDC3016,
LocationName.barrel_shield_bust_up_dk: 0xDC3017,
LocationName.riverside_race_flag: 0xDC3018,
LocationName.riverside_race_bonus_1: 0xDC3019,
LocationName.riverside_race_bonus_2: 0xDC301A,
LocationName.riverside_race_dk: 0xDC301B,
LocationName.squeals_on_wheels_flag: 0xDC301C,
LocationName.squeals_on_wheels_bonus_1: 0xDC301D,
LocationName.squeals_on_wheels_bonus_2: 0xDC301E,
LocationName.squeals_on_wheels_dk: 0xDC301F,
LocationName.springin_spiders_flag: 0xDC3020,
LocationName.springin_spiders_bonus_1: 0xDC3021,
LocationName.springin_spiders_bonus_2: 0xDC3022,
LocationName.springin_spiders_dk: 0xDC3023,
LocationName.bobbing_barrel_brawl_flag: 0xDC3024,
LocationName.bobbing_barrel_brawl_bonus_1: 0xDC3025,
LocationName.bobbing_barrel_brawl_bonus_2: 0xDC3026,
LocationName.bobbing_barrel_brawl_dk: 0xDC3027,
LocationName.bazzas_blockade_flag: 0xDC3028,
LocationName.bazzas_blockade_bonus_1: 0xDC3029,
LocationName.bazzas_blockade_bonus_2: 0xDC302A,
LocationName.bazzas_blockade_dk: 0xDC302B,
LocationName.rocket_barrel_ride_flag: 0xDC302C,
LocationName.rocket_barrel_ride_bonus_1: 0xDC302D,
LocationName.rocket_barrel_ride_bonus_2: 0xDC302E,
LocationName.rocket_barrel_ride_dk: 0xDC302F,
LocationName.kreeping_klasps_flag: 0xDC3030,
LocationName.kreeping_klasps_bonus_1: 0xDC3031,
LocationName.kreeping_klasps_bonus_2: 0xDC3032,
LocationName.kreeping_klasps_dk: 0xDC3033,
LocationName.tracker_barrel_trek_flag: 0xDC3034,
LocationName.tracker_barrel_trek_bonus_1: 0xDC3035,
LocationName.tracker_barrel_trek_bonus_2: 0xDC3036,
LocationName.tracker_barrel_trek_dk: 0xDC3037,
LocationName.fish_food_frenzy_flag: 0xDC3038,
LocationName.fish_food_frenzy_bonus_1: 0xDC3039,
LocationName.fish_food_frenzy_bonus_2: 0xDC303A,
LocationName.fish_food_frenzy_dk: 0xDC303B,
LocationName.fire_ball_frenzy_flag: 0xDC303C,
LocationName.fire_ball_frenzy_bonus_1: 0xDC303D,
LocationName.fire_ball_frenzy_bonus_2: 0xDC303E,
LocationName.fire_ball_frenzy_dk: 0xDC303F,
LocationName.demolition_drain_pipe_flag: 0xDC3040,
LocationName.demolition_drain_pipe_bonus_1: 0xDC3041,
LocationName.demolition_drain_pipe_bonus_2: 0xDC3042,
LocationName.demolition_drain_pipe_dk: 0xDC3043,
LocationName.ripsaw_rage_flag: 0xDC3044,
LocationName.ripsaw_rage_bonus_1: 0xDC3045,
LocationName.ripsaw_rage_bonus_2: 0xDC3046,
LocationName.ripsaw_rage_dk: 0xDC3047,
LocationName.blazing_bazookas_flag: 0xDC3048,
LocationName.blazing_bazookas_bonus_1: 0xDC3049,
LocationName.blazing_bazookas_bonus_2: 0xDC304A,
LocationName.blazing_bazookas_dk: 0xDC304B,
LocationName.low_g_labyrinth_flag: 0xDC304C,
LocationName.low_g_labyrinth_bonus_1: 0xDC304D,
LocationName.low_g_labyrinth_bonus_2: 0xDC304E,
LocationName.low_g_labyrinth_dk: 0xDC304F,
LocationName.krevice_kreepers_flag: 0xDC3050,
LocationName.krevice_kreepers_bonus_1: 0xDC3051,
LocationName.krevice_kreepers_bonus_2: 0xDC3052,
LocationName.krevice_kreepers_dk: 0xDC3053,
LocationName.tearaway_toboggan_flag: 0xDC3054,
LocationName.tearaway_toboggan_bonus_1: 0xDC3055,
LocationName.tearaway_toboggan_bonus_2: 0xDC3056,
LocationName.tearaway_toboggan_dk: 0xDC3057,
LocationName.barrel_drop_bounce_flag: 0xDC3058,
LocationName.barrel_drop_bounce_bonus_1: 0xDC3059,
LocationName.barrel_drop_bounce_bonus_2: 0xDC305A,
LocationName.barrel_drop_bounce_dk: 0xDC305B,
LocationName.krack_shot_kroc_flag: 0xDC305C,
LocationName.krack_shot_kroc_bonus_1: 0xDC305D,
LocationName.krack_shot_kroc_bonus_2: 0xDC305E,
LocationName.krack_shot_kroc_dk: 0xDC305F,
LocationName.lemguin_lunge_flag: 0xDC3060,
LocationName.lemguin_lunge_bonus_1: 0xDC3061,
LocationName.lemguin_lunge_bonus_2: 0xDC3062,
LocationName.lemguin_lunge_dk: 0xDC3063,
LocationName.buzzer_barrage_flag: 0xDC3064,
LocationName.buzzer_barrage_bonus_1: 0xDC3065,
LocationName.buzzer_barrage_bonus_2: 0xDC3066,
LocationName.buzzer_barrage_dk: 0xDC3067,
LocationName.kong_fused_cliffs_flag: 0xDC3068,
LocationName.kong_fused_cliffs_bonus_1: 0xDC3069,
LocationName.kong_fused_cliffs_bonus_2: 0xDC306A,
LocationName.kong_fused_cliffs_dk: 0xDC306B,
LocationName.floodlit_fish_flag: 0xDC306C,
LocationName.floodlit_fish_bonus_1: 0xDC306D,
LocationName.floodlit_fish_bonus_2: 0xDC306E,
LocationName.floodlit_fish_dk: 0xDC306F,
LocationName.pothole_panic_flag: 0xDC3070,
LocationName.pothole_panic_bonus_1: 0xDC3071,
LocationName.pothole_panic_bonus_2: 0xDC3072,
LocationName.pothole_panic_dk: 0xDC3073,
LocationName.ropey_rumpus_flag: 0xDC3074,
LocationName.ropey_rumpus_bonus_1: 0xDC3075,
LocationName.ropey_rumpus_bonus_2: 0xDC3076,
LocationName.ropey_rumpus_dk: 0xDC3077,
LocationName.konveyor_rope_clash_flag: 0xDC3078,
LocationName.konveyor_rope_clash_bonus_1: 0xDC3079,
LocationName.konveyor_rope_clash_bonus_2: 0xDC307A,
LocationName.konveyor_rope_clash_dk: 0xDC307B,
LocationName.creepy_caverns_flag: 0xDC307C,
LocationName.creepy_caverns_bonus_1: 0xDC307D,
LocationName.creepy_caverns_bonus_2: 0xDC307E,
LocationName.creepy_caverns_dk: 0xDC307F,
LocationName.lightning_lookout_flag: 0xDC3080,
LocationName.lightning_lookout_bonus_1: 0xDC3081,
LocationName.lightning_lookout_bonus_2: 0xDC3082,
LocationName.lightning_lookout_dk: 0xDC3083,
LocationName.koindozer_klamber_flag: 0xDC3084,
LocationName.koindozer_klamber_bonus_1: 0xDC3085,
LocationName.koindozer_klamber_bonus_2: 0xDC3086,
LocationName.koindozer_klamber_dk: 0xDC3087,
LocationName.poisonous_pipeline_flag: 0xDC3088,
LocationName.poisonous_pipeline_bonus_1: 0xDC3089,
LocationName.poisonous_pipeline_bonus_2: 0xDC308A,
LocationName.poisonous_pipeline_dk: 0xDC308B,
LocationName.stampede_sprint_flag: 0xDC308C,
LocationName.stampede_sprint_bonus_1: 0xDC308D,
LocationName.stampede_sprint_bonus_2: 0xDC308E,
LocationName.stampede_sprint_bonus_3: 0xDC308F,
LocationName.stampede_sprint_dk: 0xDC3090,
LocationName.criss_cross_cliffs_flag: 0xDC3091,
LocationName.criss_cross_cliffs_bonus_1: 0xDC3092,
LocationName.criss_cross_cliffs_bonus_2: 0xDC3093,
LocationName.criss_cross_cliffs_dk: 0xDC3094,
LocationName.tyrant_twin_tussle_flag: 0xDC3095,
LocationName.tyrant_twin_tussle_bonus_1: 0xDC3096,
LocationName.tyrant_twin_tussle_bonus_2: 0xDC3097,
LocationName.tyrant_twin_tussle_bonus_3: 0xDC3098,
LocationName.tyrant_twin_tussle_dk: 0xDC3099,
LocationName.swoopy_salvo_flag: 0xDC309A,
LocationName.swoopy_salvo_bonus_1: 0xDC309B,
LocationName.swoopy_salvo_bonus_2: 0xDC309C,
LocationName.swoopy_salvo_bonus_3: 0xDC309D,
LocationName.swoopy_salvo_dk: 0xDC309E,
LocationName.rocket_rush_flag: 0xDC309F,
LocationName.rocket_rush_dk: 0xDC30A0,
}
kong_location_table = {
LocationName.lakeside_limbo_kong: 0xDC3100,
LocationName.doorstop_dash_kong: 0xDC3104,
LocationName.tidal_trouble_kong: 0xDC3108,
LocationName.skiddas_row_kong: 0xDC310C,
LocationName.murky_mill_kong: 0xDC3110,
LocationName.barrel_shield_bust_up_kong: 0xDC3114,
LocationName.riverside_race_kong: 0xDC3118,
LocationName.squeals_on_wheels_kong: 0xDC311C,
LocationName.springin_spiders_kong: 0xDC3120,
LocationName.bobbing_barrel_brawl_kong: 0xDC3124,
LocationName.bazzas_blockade_kong: 0xDC3128,
LocationName.rocket_barrel_ride_kong: 0xDC312C,
LocationName.kreeping_klasps_kong: 0xDC3130,
LocationName.tracker_barrel_trek_kong: 0xDC3134,
LocationName.fish_food_frenzy_kong: 0xDC3138,
LocationName.fire_ball_frenzy_kong: 0xDC313C,
LocationName.demolition_drain_pipe_kong: 0xDC3140,
LocationName.ripsaw_rage_kong: 0xDC3144,
LocationName.blazing_bazookas_kong: 0xDC3148,
LocationName.low_g_labyrinth_kong: 0xDC314C,
LocationName.krevice_kreepers_kong: 0xDC3150,
LocationName.tearaway_toboggan_kong: 0xDC3154,
LocationName.barrel_drop_bounce_kong: 0xDC3158,
LocationName.krack_shot_kroc_kong: 0xDC315C,
LocationName.lemguin_lunge_kong: 0xDC3160,
LocationName.buzzer_barrage_kong: 0xDC3164,
LocationName.kong_fused_cliffs_kong: 0xDC3168,
LocationName.floodlit_fish_kong: 0xDC316C,
LocationName.pothole_panic_kong: 0xDC3170,
LocationName.ropey_rumpus_kong: 0xDC3174,
LocationName.konveyor_rope_clash_kong: 0xDC3178,
LocationName.creepy_caverns_kong: 0xDC317C,
LocationName.lightning_lookout_kong: 0xDC3180,
LocationName.koindozer_klamber_kong: 0xDC3184,
LocationName.poisonous_pipeline_kong: 0xDC3188,
LocationName.stampede_sprint_kong: 0xDC318C,
LocationName.criss_cross_cliffs_kong: 0xDC3191,
LocationName.tyrant_twin_tussle_kong: 0xDC3195,
LocationName.swoopy_salvo_kong: 0xDC319A,
}
boss_location_table = {
LocationName.belchas_barn: 0xDC30A1,
LocationName.arichs_ambush: 0xDC30A2,
LocationName.squirts_showdown: 0xDC30A3,
LocationName.kaos_karnage: 0xDC30A4,
LocationName.bleaks_house: 0xDC30A5,
LocationName.barboss_barrier: 0xDC30A6,
LocationName.kastle_kaos: 0xDC30A7,
LocationName.knautilus: 0xDC30A8,
}
secret_cave_location_table = {
LocationName.belchas_burrow: 0xDC30A9,
LocationName.kong_cave: 0xDC30AA,
LocationName.undercover_cove: 0xDC30AB,
LocationName.ks_cache: 0xDC30AC,
LocationName.hill_top_hoard: 0xDC30AD,
LocationName.bounty_beach: 0xDC30AE,
LocationName.smugglers_cove: 0xDC30AF,
LocationName.arichs_hoard: 0xDC30B0,
LocationName.bounty_bay: 0xDC30B1,
LocationName.sky_high_secret: 0xDC30B2,
LocationName.glacial_grotto: 0xDC30B3,
LocationName.cifftop_cache: 0xDC30B4,
LocationName.sewer_stockpile: 0xDC30B5,
LocationName.banana_bird_mother: 0xDC30B6,
}
brothers_bear_location_table = {
LocationName.bazaars_general_store_1: 0xDC30B7,
LocationName.bazaars_general_store_2: 0xDC30B8,
LocationName.brambles_bungalow: 0xDC30B9,
LocationName.flower_spot: 0xDC30BA,
LocationName.barters_swap_shop: 0xDC30BB,
LocationName.barnacles_island: 0xDC30BC,
LocationName.blues_beach_hut: 0xDC30BD,
LocationName.blizzards_basecamp: 0xDC30BE,
}
all_locations = {
**level_location_table,
**boss_location_table,
**secret_cave_location_table,
**brothers_bear_location_table,
**kong_location_table,
}
location_table = {}
def setup_locations(world: World):
location_table = {**level_location_table, **boss_location_table, **secret_cave_location_table}
if False:#world.options.include_trade_sequence:
location_table.update({**brothers_bear_location_table})
if world.options.kongsanity:
location_table.update({**kong_location_table})
return location_table
lookup_id_to_name: typing.Dict[int, str] = {id: name for name, _ in all_locations.items()}
-21
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# Junk Definitions
one_up_balloon = "1-Up Balloon"
bear_coin = "Bear Coin"
# Collectable Definitions
bonus_coin = "Bonus Coin"
dk_coin = "DK Coin"
banana_bird = "Banana Bird"
krematoa_cog = "Krematoa Cog"
# Inventory Definitions
progressive_boat = "Progressive Boat Upgrade"
present = "Present"
bowling_ball = "Bowling Ball"
shell = "Shell"
mirror = "Mirror"
flower = "Flupperius Petallus Pongus"
wrench = "No. 6 Wrench"
# Other Definitions
victory = "Donkey Kong"
-375
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@@ -1,375 +0,0 @@
# Level Definitions
lakeside_limbo_flag = "Lakeside Limbo - Flag"
lakeside_limbo_kong = "Lakeside Limbo - KONG"
lakeside_limbo_bonus_1 = "Lakeside Limbo - Bonus 1"
lakeside_limbo_bonus_2 = "Lakeside Limbo - Bonus 2"
lakeside_limbo_dk = "Lakeside Limbo - DK Coin"
doorstop_dash_flag = "Doorstop Dash - Flag"
doorstop_dash_kong = "Doorstop Dash - KONG"
doorstop_dash_bonus_1 = "Doorstop Dash - Bonus 1"
doorstop_dash_bonus_2 = "Doorstop Dash - Bonus 2"
doorstop_dash_dk = "Doorstop Dash - DK Coin"
tidal_trouble_flag = "Tidal Trouble - Flag"
tidal_trouble_kong = "Tidal Trouble - KONG"
tidal_trouble_bonus_1 = "Tidal Trouble - Bonus 1"
tidal_trouble_bonus_2 = "Tidal Trouble - Bonus 2"
tidal_trouble_dk = "Tidal Trouble - DK Coin"
skiddas_row_flag = "Skidda's Row - Flag"
skiddas_row_kong = "Skidda's Row - KONG"
skiddas_row_bonus_1 = "Skidda's Row - Bonus 1"
skiddas_row_bonus_2 = "Skidda's Row - Bonus 2"
skiddas_row_dk = "Skidda's Row - DK Coin"
murky_mill_flag = "Murky Mill - Flag"
murky_mill_kong = "Murky Mill - KONG"
murky_mill_bonus_1 = "Murky Mill - Bonus 1"
murky_mill_bonus_2 = "Murky Mill - Bonus 2"
murky_mill_dk = "Murky Mill - DK Coin"
barrel_shield_bust_up_flag = "Barrel Shield Bust-Up - Flag"
barrel_shield_bust_up_kong = "Barrel Shield Bust-Up - KONG"
barrel_shield_bust_up_bonus_1 = "Barrel Shield Bust-Up - Bonus 1"
barrel_shield_bust_up_bonus_2 = "Barrel Shield Bust-Up - Bonus 2"
barrel_shield_bust_up_dk = "Barrel Shield Bust-Up - DK Coin"
riverside_race_flag = "Riverside Race - Flag"
riverside_race_kong = "Riverside Race - KONG"
riverside_race_bonus_1 = "Riverside Race - Bonus 1"
riverside_race_bonus_2 = "Riverside Race - Bonus 2"
riverside_race_dk = "Riverside Race - DK Coin"
squeals_on_wheels_flag = "Squeals On Wheels - Flag"
squeals_on_wheels_kong = "Squeals On Wheels - KONG"
squeals_on_wheels_bonus_1 = "Squeals On Wheels - Bonus 1"
squeals_on_wheels_bonus_2 = "Squeals On Wheels - Bonus 2"
squeals_on_wheels_dk = "Squeals On Wheels - DK Coin"
springin_spiders_flag = "Springin' Spiders - Flag"
springin_spiders_kong = "Springin' Spiders - KONG"
springin_spiders_bonus_1 = "Springin' Spiders - Bonus 1"
springin_spiders_bonus_2 = "Springin' Spiders - Bonus 2"
springin_spiders_dk = "Springin' Spiders - DK Coin"
bobbing_barrel_brawl_flag = "Bobbing Barrel Brawl - Flag"
bobbing_barrel_brawl_kong = "Bobbing Barrel Brawl - KONG"
bobbing_barrel_brawl_bonus_1 = "Bobbing Barrel Brawl - Bonus 1"
bobbing_barrel_brawl_bonus_2 = "Bobbing Barrel Brawl - Bonus 2"
bobbing_barrel_brawl_dk = "Bobbing Barrel Brawl - DK Coin"
bazzas_blockade_flag = "Bazza's Blockade - Flag"
bazzas_blockade_kong = "Bazza's Blockade - KONG"
bazzas_blockade_bonus_1 = "Bazza's Blockade - Bonus 1"
bazzas_blockade_bonus_2 = "Bazza's Blockade - Bonus 2"
bazzas_blockade_dk = "Bazza's Blockade - DK Coin"
rocket_barrel_ride_flag = "Rocket Barrel Ride - Flag"
rocket_barrel_ride_kong = "Rocket Barrel Ride - KONG"
rocket_barrel_ride_bonus_1 = "Rocket Barrel Ride - Bonus 1"
rocket_barrel_ride_bonus_2 = "Rocket Barrel Ride - Bonus 2"
rocket_barrel_ride_dk = "Rocket Barrel Ride - DK Coin"
kreeping_klasps_flag = "Kreeping Klasps - Flag"
kreeping_klasps_kong = "Kreeping Klasps - KONG"
kreeping_klasps_bonus_1 = "Kreeping Klasps - Bonus 1"
kreeping_klasps_bonus_2 = "Kreeping Klasps - Bonus 2"
kreeping_klasps_dk = "Kreeping Klasps - DK Coin"
tracker_barrel_trek_flag = "Tracker Barrel Trek - Flag"
tracker_barrel_trek_kong = "Tracker Barrel Trek - KONG"
tracker_barrel_trek_bonus_1 = "Tracker Barrel Trek - Bonus 1"
tracker_barrel_trek_bonus_2 = "Tracker Barrel Trek - Bonus 2"
tracker_barrel_trek_dk = "Tracker Barrel Trek - DK Coin"
fish_food_frenzy_flag = "Fish Food Frenzy - Flag"
fish_food_frenzy_kong = "Fish Food Frenzy - KONG"
fish_food_frenzy_bonus_1 = "Fish Food Frenzy - Bonus 1"
fish_food_frenzy_bonus_2 = "Fish Food Frenzy - Bonus 2"
fish_food_frenzy_dk = "Fish Food Frenzy - DK Coin"
fire_ball_frenzy_flag = "Fire-Ball Frenzy - Flag"
fire_ball_frenzy_kong = "Fire-Ball Frenzy - KONG"
fire_ball_frenzy_bonus_1 = "Fire-Ball Frenzy - Bonus 1"
fire_ball_frenzy_bonus_2 = "Fire-Ball Frenzy - Bonus 2"
fire_ball_frenzy_dk = "Fire-Ball Frenzy - DK Coin"
demolition_drain_pipe_flag = "Demolition Drain-Pipe - Flag"
demolition_drain_pipe_kong = "Demolition Drain-Pipe - KONG"
demolition_drain_pipe_bonus_1 = "Demolition Drain-Pipe - Bonus 1"
demolition_drain_pipe_bonus_2 = "Demolition Drain-Pipe - Bonus 2"
demolition_drain_pipe_dk = "Demolition Drain-Pipe - DK Coin"
ripsaw_rage_flag = "Ripsaw Rage - Flag"
ripsaw_rage_kong = "Ripsaw Rage - KONG"
ripsaw_rage_bonus_1 = "Ripsaw Rage - Bonus 1"
ripsaw_rage_bonus_2 = "Ripsaw Rage - Bonus 2"
ripsaw_rage_dk = "Ripsaw Rage - DK Coin"
blazing_bazookas_flag = "Blazing Bazukas - Flag"
blazing_bazookas_kong = "Blazing Bazukas - KONG"
blazing_bazookas_bonus_1 = "Blazing Bazukas - Bonus 1"
blazing_bazookas_bonus_2 = "Blazing Bazukas - Bonus 2"
blazing_bazookas_dk = "Blazing Bazukas - DK Coin"
low_g_labyrinth_flag = "Low-G Labyrinth - Flag"
low_g_labyrinth_kong = "Low-G Labyrinth - KONG"
low_g_labyrinth_bonus_1 = "Low-G Labyrinth - Bonus 1"
low_g_labyrinth_bonus_2 = "Low-G Labyrinth - Bonus 2"
low_g_labyrinth_dk = "Low-G Labyrinth - DK Coin"
krevice_kreepers_flag = "Krevice Kreepers - Flag"
krevice_kreepers_kong = "Krevice Kreepers - KONG"
krevice_kreepers_bonus_1 = "Krevice Kreepers - Bonus 1"
krevice_kreepers_bonus_2 = "Krevice Kreepers - Bonus 2"
krevice_kreepers_dk = "Krevice Kreepers - DK Coin"
tearaway_toboggan_flag = "Tearaway Toboggan - Flag"
tearaway_toboggan_kong = "Tearaway Toboggan - KONG"
tearaway_toboggan_bonus_1 = "Tearaway Toboggan - Bonus 1"
tearaway_toboggan_bonus_2 = "Tearaway Toboggan - Bonus 2"
tearaway_toboggan_dk = "Tearaway Toboggan - DK Coin"
barrel_drop_bounce_flag = "Barrel Drop Bounce - Flag"
barrel_drop_bounce_kong = "Barrel Drop Bounce - KONG"
barrel_drop_bounce_bonus_1 = "Barrel Drop Bounce - Bonus 1"
barrel_drop_bounce_bonus_2 = "Barrel Drop Bounce - Bonus 2"
barrel_drop_bounce_dk = "Barrel Drop Bounce - DK Coin"
krack_shot_kroc_flag = "Krack-Shot Kroc - Flag"
krack_shot_kroc_kong = "Krack-Shot Kroc - KONG"
krack_shot_kroc_bonus_1 = "Krack-Shot Kroc - Bonus 1"
krack_shot_kroc_bonus_2 = "Krack-Shot Kroc - Bonus 2"
krack_shot_kroc_dk = "Krack-Shot Kroc - DK Coin"
lemguin_lunge_flag = "Lemguin Lunge - Flag"
lemguin_lunge_kong = "Lemguin Lunge - KONG"
lemguin_lunge_bonus_1 = "Lemguin Lunge - Bonus 1"
lemguin_lunge_bonus_2 = "Lemguin Lunge - Bonus 2"
lemguin_lunge_dk = "Lemguin Lunge - DK Coin"
buzzer_barrage_flag = "Buzzer Barrage - Flag"
buzzer_barrage_kong = "Buzzer Barrage - KONG"
buzzer_barrage_bonus_1 = "Buzzer Barrage - Bonus 1"
buzzer_barrage_bonus_2 = "Buzzer Barrage - Bonus 2"
buzzer_barrage_dk = "Buzzer Barrage - DK Coin"
kong_fused_cliffs_flag = "Kong-Fused Cliffs - Flag"
kong_fused_cliffs_kong = "Kong-Fused Cliffs - KONG"
kong_fused_cliffs_bonus_1 = "Kong-Fused Cliffs - Bonus 1"
kong_fused_cliffs_bonus_2 = "Kong-Fused Cliffs - Bonus 2"
kong_fused_cliffs_dk = "Kong-Fused Cliffs - DK Coin"
floodlit_fish_flag = "Floodlit Fish - Flag"
floodlit_fish_kong = "Floodlit Fish - KONG"
floodlit_fish_bonus_1 = "Floodlit Fish - Bonus 1"
floodlit_fish_bonus_2 = "Floodlit Fish - Bonus 2"
floodlit_fish_dk = "Floodlit Fish - DK Coin"
pothole_panic_flag = "Pothole Panic - Flag"
pothole_panic_kong = "Pothole Panic - KONG"
pothole_panic_bonus_1 = "Pothole Panic - Bonus 1"
pothole_panic_bonus_2 = "Pothole Panic - Bonus 2"
pothole_panic_dk = "Pothole Panic - DK Coin"
ropey_rumpus_flag = "Ropey Rumpus - Flag"
ropey_rumpus_kong = "Ropey Rumpus - KONG"
ropey_rumpus_bonus_1 = "Ropey Rumpus - Bonus 1"
ropey_rumpus_bonus_2 = "Ropey Rumpus - Bonus 2"
ropey_rumpus_dk = "Ropey Rumpus - DK Coin"
konveyor_rope_clash_flag = "Konveyor Rope Klash - Flag"
konveyor_rope_clash_kong = "Konveyor Rope Klash - KONG"
konveyor_rope_clash_bonus_1 = "Konveyor Rope Klash - Bonus 1"
konveyor_rope_clash_bonus_2 = "Konveyor Rope Klash - Bonus 2"
konveyor_rope_clash_dk = "Konveyor Rope Klash - DK Coin"
creepy_caverns_flag = "Creepy Caverns - Flag"
creepy_caverns_kong = "Creepy Caverns - KONG"
creepy_caverns_bonus_1 = "Creepy Caverns - Bonus 1"
creepy_caverns_bonus_2 = "Creepy Caverns - Bonus 2"
creepy_caverns_dk = "Creepy Caverns - DK Coin"
lightning_lookout_flag = "Lightning Lookout - Flag"
lightning_lookout_kong = "Lightning Lookout - KONG"
lightning_lookout_bonus_1 = "Lightning Lookout - Bonus 1"
lightning_lookout_bonus_2 = "Lightning Lookout - Bonus 2"
lightning_lookout_dk = "Lightning Lookout - DK Coin"
koindozer_klamber_flag = "Koindozer Klamber - Flag"
koindozer_klamber_kong = "Koindozer Klamber - KONG"
koindozer_klamber_bonus_1 = "Koindozer Klamber - Bonus 1"
koindozer_klamber_bonus_2 = "Koindozer Klamber - Bonus 2"
koindozer_klamber_dk = "Koindozer Klamber - DK Coin"
poisonous_pipeline_flag = "Poisonous Pipeline - Flag"
poisonous_pipeline_kong = "Poisonous Pipeline - KONG"
poisonous_pipeline_bonus_1 = "Poisonous Pipeline - Bonus 1"
poisonous_pipeline_bonus_2 = "Poisonous Pipeline - Bonus 2"
poisonous_pipeline_dk = "Poisonous Pipeline - DK Coin"
stampede_sprint_flag = "Stampede Sprint - Flag"
stampede_sprint_kong = "Stampede Sprint - KONG"
stampede_sprint_bonus_1 = "Stampede Sprint - Bonus 1"
stampede_sprint_bonus_2 = "Stampede Sprint - Bonus 2"
stampede_sprint_bonus_3 = "Stampede Sprint - Bonus 3"
stampede_sprint_dk = "Stampede Sprint - DK Coin"
criss_cross_cliffs_flag = "Criss Kross Cliffs - Flag"
criss_cross_cliffs_kong = "Criss Kross Cliffs - KONG"
criss_cross_cliffs_bonus_1 = "Criss Kross Cliffs - Bonus 1"
criss_cross_cliffs_bonus_2 = "Criss Kross Cliffs - Bonus 2"
criss_cross_cliffs_dk = "Criss Kross Cliffs - DK Coin"
tyrant_twin_tussle_flag = "Tyrant Twin Tussle - Flag"
tyrant_twin_tussle_kong = "Tyrant Twin Tussle - KONG"
tyrant_twin_tussle_bonus_1 = "Tyrant Twin Tussle - Bonus 1"
tyrant_twin_tussle_bonus_2 = "Tyrant Twin Tussle - Bonus 2"
tyrant_twin_tussle_bonus_3 = "Tyrant Twin Tussle - Bonus 3"
tyrant_twin_tussle_dk = "Tyrant Twin Tussle - DK Coin"
swoopy_salvo_flag = "Swoopy Salvo - Flag"
swoopy_salvo_kong = "Swoopy Salvo - KONG"
swoopy_salvo_bonus_1 = "Swoopy Salvo - Bonus 1"
swoopy_salvo_bonus_2 = "Swoopy Salvo - Bonus 2"
swoopy_salvo_bonus_3 = "Swoopy Salvo - Bonus 3"
swoopy_salvo_dk = "Swoopy Salvo - DK Coin"
rocket_rush_flag = "Rocket Rush - Flag"
rocket_rush_dk = "Rocket Rush - DK Coin"
# Boss Definitions
belchas_barn = "Belcha's Barn"
arichs_ambush = "Arich's Ambush"
squirts_showdown = "Squirt's Showdown"
kaos_karnage = "KAOS Karnage"
bleaks_house = "Bleak's House"
barboss_barrier = "Barbos's Barrier"
kastle_kaos = "Kastle KAOS"
knautilus = "Knautilus"
# Banana Bird Cave Definitions
belchas_burrow = "Belcha's Burrow"
kong_cave = "Kong Cave"
undercover_cove = "Undercover Cove"
ks_cache = "K's Cache"
hill_top_hoard = "Hill-Top Hoard"
bounty_beach = "Bounty Beach"
smugglers_cove = "Smuggler's Cove"
arichs_hoard = "Arich's Hoard"
bounty_bay = "Bounty Bay"
sky_high_secret = "Sky-High Secret"
glacial_grotto = "Glacial Grotto"
cifftop_cache = "Clifftop Cache"
sewer_stockpile = "Sewer Stockpile"
banana_bird_mother = "Banana Bird Mother"
# Brothers Bear Definitions
bazaars_general_store_1 = "Bazaar's General Store - 1"
bazaars_general_store_2 = "Bazaar's General Store - 2"
brambles_bungalow = "Bramble's Bungalow"
flower_spot = "Flower Spot"
barters_swap_shop = "Barter's Swap Shop"
barnacles_island = "Barnacle's Island"
blues_beach_hut = "Blue's Beach Hut"
blizzards_basecamp = "Bizzard's Basecamp"
# Region Definitions
menu_region = "Menu"
overworld_1_region = "Overworld 1"
overworld_2_region = "Overworld 2"
overworld_3_region = "Overworld 3"
overworld_4_region = "Overworld 4"
bazaar_region = "Bazaar's General Store Region"
bramble_region = "Bramble's Bungalow Region"
flower_spot_region = "Flower Spot Region"
barter_region = "Barter's Swap Shop Region"
barnacle_region = "Barnacle's Island Region"
blue_region = "Blue's Beach Hut Region"
blizzard_region = "Bizzard's Basecamp Region"
lake_orangatanga_region = "Lake Orangatanga"
kremwood_forest_region = "Kremwood Forest"
cotton_top_cove_region = "Cotton-Top Cove"
mekanos_region = "Mekanos"
k3_region = "K3"
razor_ridge_region = "Razor Ridge"
kaos_kore_region = "KAOS Kore"
krematoa_region = "Krematoa"
belchas_barn_region = "Belcha's Barn Region"
arichs_ambush_region = "Arich's Ambush Region"
squirts_showdown_region = "Squirt's Showdown Region"
kaos_karnage_region = "KAOS Karnage Region"
bleaks_house_region = "Bleak's House Region"
barboss_barrier_region = "Barbos's Barrier Region"
kastle_kaos_region = "Kastle KAOS Region"
knautilus_region = "Knautilus Region"
belchas_burrow_region = "Belcha's Burrow Region"
kong_cave_region = "Kong Cave Region"
undercover_cove_region = "Undercover Cove Region"
ks_cache_region = "K's Cache Region"
hill_top_hoard_region = "Hill-Top Hoard Region"
bounty_beach_region = "Bounty Beach Region"
smugglers_cove_region = "Smuggler's Cove Region"
arichs_hoard_region = "Arich's Hoard Region"
bounty_bay_region = "Bounty Bay Region"
sky_high_secret_region = "Sky-High Secret Region"
glacial_grotto_region = "Glacial Grotto Region"
cifftop_cache_region = "Clifftop Cache Region"
sewer_stockpile_region = "Sewer Stockpile Region"
lakeside_limbo_region = "Lakeside Limbo"
doorstop_dash_region = "Doorstop Dash"
tidal_trouble_region = "Tidal Trouble"
skiddas_row_region = "Skidda's Row"
murky_mill_region = "Murky Mill"
barrel_shield_bust_up_region = "Barrel Shield Bust-Up"
riverside_race_region = "Riverside Race"
squeals_on_wheels_region = "Squeals On Wheels"
springin_spiders_region = "Springin' Spiders"
bobbing_barrel_brawl_region = "Bobbing Barrel Brawl"
bazzas_blockade_region = "Bazza's Blockade"
rocket_barrel_ride_region = "Rocket Barrel Ride"
kreeping_klasps_region = "Kreeping Klasps"
tracker_barrel_trek_region = "Tracker Barrel Trek"
fish_food_frenzy_region = "Fish Food Frenzy"
fire_ball_frenzy_region = "Fire-Ball Frenzy"
demolition_drain_pipe_region = "Demolition Drain-Pipe"
ripsaw_rage_region = "Ripsaw Rage"
blazing_bazookas_region = "Blazing Bazukas"
low_g_labyrinth_region = "Low-G Labyrinth"
krevice_kreepers_region = "Krevice Kreepers"
tearaway_toboggan_region = "Tearaway Toboggan"
barrel_drop_bounce_region = "Barrel Drop Bounce"
krack_shot_kroc_region = "Krack-Shot Kroc"
lemguin_lunge_region = "Lemguin Lunge"
buzzer_barrage_region = "Buzzer Barrage"
kong_fused_cliffs_region = "Kong-Fused Cliffs"
floodlit_fish_region = "Floodlit Fish"
pothole_panic_region = "Pothole Panic"
ropey_rumpus_region = "Ropey Rumpus"
konveyor_rope_clash_region = "Konveyor Rope Klash"
creepy_caverns_region = "Creepy Caverns"
lightning_lookout_region = "Lightning Lookout"
koindozer_klamber_region = "Koindozer Klamber"
poisonous_pipeline_region = "Poisonous Pipeline"
stampede_sprint_region = "Stampede Sprint"
criss_cross_cliffs_region = "Criss Kross Cliffs"
tyrant_twin_tussle_region = "Tyrant Twin Tussle"
swoopy_salvo_region = "Swoopy Salvo"
rocket_rush_region = "Rocket Rush"
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from dataclasses import dataclass
from Options import Choice, Range, Toggle, DefaultOnToggle, OptionGroup, PerGameCommonOptions
class Goal(Choice):
"""
Determines the goal of the seed
Knautilus: Scuttle the Knautilus in Krematoa and defeat Baron K. Roolenstein
Banana Bird Hunt: Find a certain number of Banana Birds and rescue their mother
"""
display_name = "Goal"
option_knautilus = 0
option_banana_bird_hunt = 1
default = 0
class IncludeTradeSequence(Toggle):
"""
Allows logic to place items at the various steps of the trade sequence
"""
display_name = "Include Trade Sequence"
class DKCoinsForGyrocopter(Range):
"""
How many DK Coins are needed to unlock the Gyrocopter
Note: Achieving this number before unlocking the Turbo Ski will cause the game to grant you a
one-time upgrade to the next non-unlocked boat, until you return to Funky. Logic does not assume
that you will use this.
"""
display_name = "DK Coins for Gyrocopter"
range_start = 10
range_end = 41
default = 30
class KrematoaBonusCoinCost(Range):
"""
How many Bonus Coins are needed to unlock each level in Krematoa
"""
display_name = "Krematoa Bonus Coins Cost"
range_start = 1
range_end = 17
default = 15
class PercentageOfExtraBonusCoins(Range):
"""
What Percentage of unneeded Bonus Coins are included in the item pool
"""
display_name = "Percentage of Extra Bonus Coins"
range_start = 0
range_end = 100
default = 100
class NumberOfBananaBirds(Range):
"""
How many Banana Birds are put into the item pool
"""
display_name = "Number of Banana Birds"
range_start = 5
range_end = 15
default = 15
class PercentageOfBananaBirds(Range):
"""
What Percentage of Banana Birds in the item pool are required for Banana Bird Hunt
"""
display_name = "Percentage of Banana Birds"
range_start = 20
range_end = 100
default = 100
class KONGsanity(Toggle):
"""
Whether collecting all four KONG letters in each level grants a check
"""
display_name = "KONGsanity"
class LevelShuffle(Toggle):
"""
Whether levels are shuffled
"""
display_name = "Level Shuffle"
class Difficulty(Choice):
"""
Which Difficulty Level to use
NORML: The Normal Difficulty
HARDR: Many DK Barrels are removed
TUFST: Most DK Barrels and all Midway Barrels are removed
"""
display_name = "Difficulty"
option_norml = 0
option_hardr = 1
option_tufst = 2
default = 0
@classmethod
def get_option_name(cls, value) -> str:
if cls.auto_display_name:
return cls.name_lookup[value].upper()
else:
return cls.name_lookup[value]
class Autosave(DefaultOnToggle):
"""
Whether the game should autosave after each level
"""
display_name = "Autosave"
class MERRY(Toggle):
"""
Whether the Bonus Barrels will be Christmas-themed
"""
display_name = "MERRY"
class MusicShuffle(Toggle):
"""
Whether music is shuffled
"""
display_name = "Music Shuffle"
class KongPaletteSwap(Choice):
"""
Which Palette to use for the Kongs
"""
display_name = "Kong Palette Swap"
option_default = 0
option_purple = 1
option_spooky = 2
option_dark = 3
option_chocolate = 4
option_shadow = 5
option_red_gold = 6
option_gbc = 7
option_halloween = 8
default = 0
class StartingLifeCount(Range):
"""
How many extra lives to start the game with
"""
display_name = "Starting Life Count"
range_start = 1
range_end = 99
default = 5
dkc3_option_groups = [
OptionGroup("Goal Options", [
Goal,
KrematoaBonusCoinCost,
PercentageOfExtraBonusCoins,
NumberOfBananaBirds,
PercentageOfBananaBirds,
]),
OptionGroup("Aesthetics", [
Autosave,
MERRY,
MusicShuffle,
KongPaletteSwap,
StartingLifeCount,
]),
]
@dataclass
class DKC3Options(PerGameCommonOptions):
#death_link: DeathLink # Disabled
#include_trade_sequence: IncludeTradeSequence # Disabled
goal: Goal
krematoa_bonus_coin_cost: KrematoaBonusCoinCost
percentage_of_extra_bonus_coins: PercentageOfExtraBonusCoins
number_of_banana_birds: NumberOfBananaBirds
percentage_of_banana_birds: PercentageOfBananaBirds
dk_coins_for_gyrocopter: DKCoinsForGyrocopter
kongsanity: KONGsanity
level_shuffle: LevelShuffle
difficulty: Difficulty
autosave: Autosave
merry: MERRY
music_shuffle: MusicShuffle
kong_palette_swap: KongPaletteSwap
starting_life_count: StartingLifeCount
-954
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import typing
from BaseClasses import Region, Entrance
from worlds.AutoWorld import World
from .Locations import DKC3Location
from .Names import LocationName, ItemName
def create_regions(world: World, active_locations):
menu_region = create_region(world, active_locations, 'Menu', None)
overworld_1_region_locations = {}
if world.options.goal != "knautilus":
overworld_1_region_locations.update({LocationName.banana_bird_mother: []})
overworld_1_region = create_region(world, active_locations, LocationName.overworld_1_region,
overworld_1_region_locations)
overworld_2_region_locations = {}
overworld_2_region = create_region(world, active_locations, LocationName.overworld_2_region,
overworld_2_region_locations)
overworld_3_region_locations = {}
overworld_3_region = create_region(world, active_locations, LocationName.overworld_3_region,
overworld_3_region_locations)
overworld_4_region_locations = {}
overworld_4_region = create_region(world, active_locations, LocationName.overworld_4_region,
overworld_4_region_locations)
lake_orangatanga_region = create_region(world, active_locations, LocationName.lake_orangatanga_region, None)
kremwood_forest_region = create_region(world, active_locations, LocationName.kremwood_forest_region, None)
cotton_top_cove_region = create_region(world, active_locations, LocationName.cotton_top_cove_region, None)
mekanos_region = create_region(world, active_locations, LocationName.mekanos_region, None)
k3_region = create_region(world, active_locations, LocationName.k3_region, None)
razor_ridge_region = create_region(world, active_locations, LocationName.razor_ridge_region, None)
kaos_kore_region = create_region(world, active_locations, LocationName.kaos_kore_region, None)
krematoa_region = create_region(world, active_locations, LocationName.krematoa_region, None)
lakeside_limbo_region_locations = {
LocationName.lakeside_limbo_flag : [0x657, 1],
LocationName.lakeside_limbo_bonus_1 : [0x657, 2],
LocationName.lakeside_limbo_bonus_2 : [0x657, 3],
LocationName.lakeside_limbo_dk : [0x657, 5],
}
if world.options.kongsanity:
lakeside_limbo_region_locations[LocationName.lakeside_limbo_kong] = []
lakeside_limbo_region = create_region(world, active_locations, LocationName.lakeside_limbo_region,
lakeside_limbo_region_locations)
doorstop_dash_region_locations = {
LocationName.doorstop_dash_flag : [0x65A, 1],
LocationName.doorstop_dash_bonus_1 : [0x65A, 2],
LocationName.doorstop_dash_bonus_2 : [0x65A, 3],
LocationName.doorstop_dash_dk : [0x65A, 5],
}
if world.options.kongsanity:
doorstop_dash_region_locations[LocationName.doorstop_dash_kong] = []
doorstop_dash_region = create_region(world, active_locations, LocationName.doorstop_dash_region,
doorstop_dash_region_locations)
tidal_trouble_region_locations = {
LocationName.tidal_trouble_flag : [0x659, 1],
LocationName.tidal_trouble_bonus_1 : [0x659, 2],
LocationName.tidal_trouble_bonus_2 : [0x659, 3],
LocationName.tidal_trouble_dk : [0x659, 5],
}
if world.options.kongsanity:
tidal_trouble_region_locations[LocationName.tidal_trouble_kong] = []
tidal_trouble_region = create_region(world, active_locations, LocationName.tidal_trouble_region,
tidal_trouble_region_locations)
skiddas_row_region_locations = {
LocationName.skiddas_row_flag : [0x65D, 1],
LocationName.skiddas_row_bonus_1 : [0x65D, 2],
LocationName.skiddas_row_bonus_2 : [0x65D, 3],
LocationName.skiddas_row_dk : [0x65D, 5],
}
if world.options.kongsanity:
skiddas_row_region_locations[LocationName.skiddas_row_kong] = []
skiddas_row_region = create_region(world, active_locations, LocationName.skiddas_row_region,
skiddas_row_region_locations)
murky_mill_region_locations = {
LocationName.murky_mill_flag : [0x65C, 1],
LocationName.murky_mill_bonus_1 : [0x65C, 2],
LocationName.murky_mill_bonus_2 : [0x65C, 3],
LocationName.murky_mill_dk : [0x65C, 5],
}
if world.options.kongsanity:
murky_mill_region_locations[LocationName.murky_mill_kong] = []
murky_mill_region = create_region(world, active_locations, LocationName.murky_mill_region,
murky_mill_region_locations)
barrel_shield_bust_up_region_locations = {
LocationName.barrel_shield_bust_up_flag : [0x662, 1],
LocationName.barrel_shield_bust_up_bonus_1 : [0x662, 2],
LocationName.barrel_shield_bust_up_bonus_2 : [0x662, 3],
LocationName.barrel_shield_bust_up_dk : [0x662, 5],
}
if world.options.kongsanity:
barrel_shield_bust_up_region_locations[LocationName.barrel_shield_bust_up_kong] = []
barrel_shield_bust_up_region = create_region(world, active_locations,
LocationName.barrel_shield_bust_up_region,
barrel_shield_bust_up_region_locations)
riverside_race_region_locations = {
LocationName.riverside_race_flag : [0x664, 1],
LocationName.riverside_race_bonus_1 : [0x664, 2],
LocationName.riverside_race_bonus_2 : [0x664, 3],
LocationName.riverside_race_dk : [0x664, 5],
}
if world.options.kongsanity:
riverside_race_region_locations[LocationName.riverside_race_kong] = []
riverside_race_region = create_region(world, active_locations, LocationName.riverside_race_region,
riverside_race_region_locations)
squeals_on_wheels_region_locations = {
LocationName.squeals_on_wheels_flag : [0x65B, 1],
LocationName.squeals_on_wheels_bonus_1 : [0x65B, 2],
LocationName.squeals_on_wheels_bonus_2 : [0x65B, 3],
LocationName.squeals_on_wheels_dk : [0x65B, 5],
}
if world.options.kongsanity:
squeals_on_wheels_region_locations[LocationName.squeals_on_wheels_kong] = []
squeals_on_wheels_region = create_region(world, active_locations, LocationName.squeals_on_wheels_region,
squeals_on_wheels_region_locations)
springin_spiders_region_locations = {
LocationName.springin_spiders_flag : [0x661, 1],
LocationName.springin_spiders_bonus_1 : [0x661, 2],
LocationName.springin_spiders_bonus_2 : [0x661, 3],
LocationName.springin_spiders_dk : [0x661, 5],
}
if world.options.kongsanity:
springin_spiders_region_locations[LocationName.springin_spiders_kong] = []
springin_spiders_region = create_region(world, active_locations, LocationName.springin_spiders_region,
springin_spiders_region_locations)
bobbing_barrel_brawl_region_locations = {
LocationName.bobbing_barrel_brawl_flag : [0x666, 1],
LocationName.bobbing_barrel_brawl_bonus_1 : [0x666, 2],
LocationName.bobbing_barrel_brawl_bonus_2 : [0x666, 3],
LocationName.bobbing_barrel_brawl_dk : [0x666, 5],
}
if world.options.kongsanity:
bobbing_barrel_brawl_region_locations[LocationName.bobbing_barrel_brawl_kong] = []
bobbing_barrel_brawl_region = create_region(world, active_locations,
LocationName.bobbing_barrel_brawl_region,
bobbing_barrel_brawl_region_locations)
bazzas_blockade_region_locations = {
LocationName.bazzas_blockade_flag : [0x667, 1],
LocationName.bazzas_blockade_bonus_1 : [0x667, 2],
LocationName.bazzas_blockade_bonus_2 : [0x667, 3],
LocationName.bazzas_blockade_dk : [0x667, 5],
}
if world.options.kongsanity:
bazzas_blockade_region_locations[LocationName.bazzas_blockade_kong] = []
bazzas_blockade_region = create_region(world, active_locations, LocationName.bazzas_blockade_region,
bazzas_blockade_region_locations)
rocket_barrel_ride_region_locations = {
LocationName.rocket_barrel_ride_flag : [0x66A, 1],
LocationName.rocket_barrel_ride_bonus_1 : [0x66A, 2],
LocationName.rocket_barrel_ride_bonus_2 : [0x66A, 3],
LocationName.rocket_barrel_ride_dk : [0x66A, 5],
}
if world.options.kongsanity:
rocket_barrel_ride_region_locations[LocationName.rocket_barrel_ride_kong] = []
rocket_barrel_ride_region = create_region(world, active_locations, LocationName.rocket_barrel_ride_region,
rocket_barrel_ride_region_locations)
kreeping_klasps_region_locations = {
LocationName.kreeping_klasps_flag : [0x658, 1],
LocationName.kreeping_klasps_bonus_1 : [0x658, 2],
LocationName.kreeping_klasps_bonus_2 : [0x658, 3],
LocationName.kreeping_klasps_dk : [0x658, 5],
}
if world.options.kongsanity:
kreeping_klasps_region_locations[LocationName.kreeping_klasps_kong] = []
kreeping_klasps_region = create_region(world, active_locations, LocationName.kreeping_klasps_region,
kreeping_klasps_region_locations)
tracker_barrel_trek_region_locations = {
LocationName.tracker_barrel_trek_flag : [0x66B, 1],
LocationName.tracker_barrel_trek_bonus_1 : [0x66B, 2],
LocationName.tracker_barrel_trek_bonus_2 : [0x66B, 3],
LocationName.tracker_barrel_trek_dk : [0x66B, 5],
}
if world.options.kongsanity:
tracker_barrel_trek_region_locations[LocationName.tracker_barrel_trek_kong] = []
tracker_barrel_trek_region = create_region(world, active_locations, LocationName.tracker_barrel_trek_region,
tracker_barrel_trek_region_locations)
fish_food_frenzy_region_locations = {
LocationName.fish_food_frenzy_flag : [0x668, 1],
LocationName.fish_food_frenzy_bonus_1 : [0x668, 2],
LocationName.fish_food_frenzy_bonus_2 : [0x668, 3],
LocationName.fish_food_frenzy_dk : [0x668, 5],
}
if world.options.kongsanity:
fish_food_frenzy_region_locations[LocationName.fish_food_frenzy_kong] = []
fish_food_frenzy_region = create_region(world, active_locations, LocationName.fish_food_frenzy_region,
fish_food_frenzy_region_locations)
fire_ball_frenzy_region_locations = {
LocationName.fire_ball_frenzy_flag : [0x66D, 1],
LocationName.fire_ball_frenzy_bonus_1 : [0x66D, 2],
LocationName.fire_ball_frenzy_bonus_2 : [0x66D, 3],
LocationName.fire_ball_frenzy_dk : [0x66D, 5],
}
if world.options.kongsanity:
fire_ball_frenzy_region_locations[LocationName.fire_ball_frenzy_kong] = []
fire_ball_frenzy_region = create_region(world, active_locations, LocationName.fire_ball_frenzy_region,
fire_ball_frenzy_region_locations)
demolition_drain_pipe_region_locations = {
LocationName.demolition_drain_pipe_flag : [0x672, 1],
LocationName.demolition_drain_pipe_bonus_1 : [0x672, 2],
LocationName.demolition_drain_pipe_bonus_2 : [0x672, 3],
LocationName.demolition_drain_pipe_dk : [0x672, 5],
}
if world.options.kongsanity:
demolition_drain_pipe_region_locations[LocationName.demolition_drain_pipe_kong] = []
demolition_drain_pipe_region = create_region(world, active_locations,
LocationName.demolition_drain_pipe_region,
demolition_drain_pipe_region_locations)
ripsaw_rage_region_locations = {
LocationName.ripsaw_rage_flag : [0x660, 1],
LocationName.ripsaw_rage_bonus_1 : [0x660, 2],
LocationName.ripsaw_rage_bonus_2 : [0x660, 3],
LocationName.ripsaw_rage_dk : [0x660, 5],
}
if world.options.kongsanity:
ripsaw_rage_region_locations[LocationName.ripsaw_rage_kong] = []
ripsaw_rage_region = create_region(world, active_locations, LocationName.ripsaw_rage_region,
ripsaw_rage_region_locations)
blazing_bazookas_region_locations = {
LocationName.blazing_bazookas_flag : [0x66E, 1],
LocationName.blazing_bazookas_bonus_1 : [0x66E, 2],
LocationName.blazing_bazookas_bonus_2 : [0x66E, 3],
LocationName.blazing_bazookas_dk : [0x66E, 5],
}
if world.options.kongsanity:
blazing_bazookas_region_locations[LocationName.blazing_bazookas_kong] = []
blazing_bazookas_region = create_region(world, active_locations, LocationName.blazing_bazookas_region,
blazing_bazookas_region_locations)
low_g_labyrinth_region_locations = {
LocationName.low_g_labyrinth_flag : [0x670, 1],
LocationName.low_g_labyrinth_bonus_1 : [0x670, 2],
LocationName.low_g_labyrinth_bonus_2 : [0x670, 3],
LocationName.low_g_labyrinth_dk : [0x670, 5],
}
if world.options.kongsanity:
low_g_labyrinth_region_locations[LocationName.low_g_labyrinth_kong] = []
low_g_labyrinth_region = create_region(world, active_locations, LocationName.low_g_labyrinth_region,
low_g_labyrinth_region_locations)
krevice_kreepers_region_locations = {
LocationName.krevice_kreepers_flag : [0x673, 1],
LocationName.krevice_kreepers_bonus_1 : [0x673, 2],
LocationName.krevice_kreepers_bonus_2 : [0x673, 3],
LocationName.krevice_kreepers_dk : [0x673, 5],
}
if world.options.kongsanity:
krevice_kreepers_region_locations[LocationName.krevice_kreepers_kong] = []
krevice_kreepers_region = create_region(world, active_locations, LocationName.krevice_kreepers_region,
krevice_kreepers_region_locations)
tearaway_toboggan_region_locations = {
LocationName.tearaway_toboggan_flag : [0x65F, 1],
LocationName.tearaway_toboggan_bonus_1 : [0x65F, 2],
LocationName.tearaway_toboggan_bonus_2 : [0x65F, 3],
LocationName.tearaway_toboggan_dk : [0x65F, 5],
}
if world.options.kongsanity:
tearaway_toboggan_region_locations[LocationName.tearaway_toboggan_kong] = []
tearaway_toboggan_region = create_region(world, active_locations, LocationName.tearaway_toboggan_region,
tearaway_toboggan_region_locations)
barrel_drop_bounce_region_locations = {
LocationName.barrel_drop_bounce_flag : [0x66C, 1],
LocationName.barrel_drop_bounce_bonus_1 : [0x66C, 2],
LocationName.barrel_drop_bounce_bonus_2 : [0x66C, 3],
LocationName.barrel_drop_bounce_dk : [0x66C, 5],
}
if world.options.kongsanity:
barrel_drop_bounce_region_locations[LocationName.barrel_drop_bounce_kong] = []
barrel_drop_bounce_region = create_region(world, active_locations, LocationName.barrel_drop_bounce_region,
barrel_drop_bounce_region_locations)
krack_shot_kroc_region_locations = {
LocationName.krack_shot_kroc_flag : [0x66F, 1],
LocationName.krack_shot_kroc_bonus_1 : [0x66F, 2],
LocationName.krack_shot_kroc_bonus_2 : [0x66F, 3],
LocationName.krack_shot_kroc_dk : [0x66F, 5],
}
if world.options.kongsanity:
krack_shot_kroc_region_locations[LocationName.krack_shot_kroc_kong] = []
krack_shot_kroc_region = create_region(world, active_locations, LocationName.krack_shot_kroc_region,
krack_shot_kroc_region_locations)
lemguin_lunge_region_locations = {
LocationName.lemguin_lunge_flag : [0x65E, 1],
LocationName.lemguin_lunge_bonus_1 : [0x65E, 2],
LocationName.lemguin_lunge_bonus_2 : [0x65E, 3],
LocationName.lemguin_lunge_dk : [0x65E, 5],
}
if world.options.kongsanity:
lemguin_lunge_region_locations[LocationName.lemguin_lunge_kong] = []
lemguin_lunge_region = create_region(world, active_locations, LocationName.lemguin_lunge_region,
lemguin_lunge_region_locations)
buzzer_barrage_region_locations = {
LocationName.buzzer_barrage_flag : [0x676, 1],
LocationName.buzzer_barrage_bonus_1 : [0x676, 2],
LocationName.buzzer_barrage_bonus_2 : [0x676, 3],
LocationName.buzzer_barrage_dk : [0x676, 5],
}
if world.options.kongsanity:
buzzer_barrage_region_locations[LocationName.buzzer_barrage_kong] = []
buzzer_barrage_region = create_region(world, active_locations, LocationName.buzzer_barrage_region,
buzzer_barrage_region_locations)
kong_fused_cliffs_region_locations = {
LocationName.kong_fused_cliffs_flag : [0x674, 1],
LocationName.kong_fused_cliffs_bonus_1 : [0x674, 2],
LocationName.kong_fused_cliffs_bonus_2 : [0x674, 3],
LocationName.kong_fused_cliffs_dk : [0x674, 5],
}
if world.options.kongsanity:
kong_fused_cliffs_region_locations[LocationName.kong_fused_cliffs_kong] = []
kong_fused_cliffs_region = create_region(world, active_locations, LocationName.kong_fused_cliffs_region,
kong_fused_cliffs_region_locations)
floodlit_fish_region_locations = {
LocationName.floodlit_fish_flag : [0x669, 1],
LocationName.floodlit_fish_bonus_1 : [0x669, 2],
LocationName.floodlit_fish_bonus_2 : [0x669, 3],
LocationName.floodlit_fish_dk : [0x669, 5],
}
if world.options.kongsanity:
floodlit_fish_region_locations[LocationName.floodlit_fish_kong] = []
floodlit_fish_region = create_region(world, active_locations, LocationName.floodlit_fish_region,
floodlit_fish_region_locations)
pothole_panic_region_locations = {
LocationName.pothole_panic_flag : [0x677, 1],
LocationName.pothole_panic_bonus_1 : [0x677, 2],
LocationName.pothole_panic_bonus_2 : [0x677, 3],
LocationName.pothole_panic_dk : [0x677, 5],
}
if world.options.kongsanity:
pothole_panic_region_locations[LocationName.pothole_panic_kong] = []
pothole_panic_region = create_region(world, active_locations, LocationName.pothole_panic_region,
pothole_panic_region_locations)
ropey_rumpus_region_locations = {
LocationName.ropey_rumpus_flag : [0x675, 1],
LocationName.ropey_rumpus_bonus_1 : [0x675, 2],
LocationName.ropey_rumpus_bonus_2 : [0x675, 3],
LocationName.ropey_rumpus_dk : [0x675, 5],
}
if world.options.kongsanity:
ropey_rumpus_region_locations[LocationName.ropey_rumpus_kong] = []
ropey_rumpus_region = create_region(world, active_locations, LocationName.ropey_rumpus_region,
ropey_rumpus_region_locations)
konveyor_rope_clash_region_locations = {
LocationName.konveyor_rope_clash_flag : [0x657, 1],
LocationName.konveyor_rope_clash_bonus_1 : [0x657, 2],
LocationName.konveyor_rope_clash_bonus_2 : [0x657, 3],
LocationName.konveyor_rope_clash_dk : [0x657, 5],
}
if world.options.kongsanity:
konveyor_rope_clash_region_locations[LocationName.konveyor_rope_clash_kong] = []
konveyor_rope_clash_region = create_region(world, active_locations, LocationName.konveyor_rope_clash_region,
konveyor_rope_clash_region_locations)
creepy_caverns_region_locations = {
LocationName.creepy_caverns_flag : [0x678, 1],
LocationName.creepy_caverns_bonus_1 : [0x678, 2],
LocationName.creepy_caverns_bonus_2 : [0x678, 3],
LocationName.creepy_caverns_dk : [0x678, 5],
}
if world.options.kongsanity:
creepy_caverns_region_locations[LocationName.creepy_caverns_kong] = []
creepy_caverns_region = create_region(world, active_locations, LocationName.creepy_caverns_region,
creepy_caverns_region_locations)
lightning_lookout_region_locations = {
LocationName.lightning_lookout_flag : [0x665, 1],
LocationName.lightning_lookout_bonus_1 : [0x665, 2],
LocationName.lightning_lookout_bonus_2 : [0x665, 3],
LocationName.lightning_lookout_dk : [0x665, 5],
}
if world.options.kongsanity:
lightning_lookout_region_locations[LocationName.lightning_lookout_kong] = []
lightning_lookout_region = create_region(world, active_locations, LocationName.lightning_lookout_region,
lightning_lookout_region_locations)
koindozer_klamber_region_locations = {
LocationName.koindozer_klamber_flag : [0x679, 1],
LocationName.koindozer_klamber_bonus_1 : [0x679, 2],
LocationName.koindozer_klamber_bonus_2 : [0x679, 3],
LocationName.koindozer_klamber_dk : [0x679, 5],
}
if world.options.kongsanity:
koindozer_klamber_region_locations[LocationName.koindozer_klamber_kong] = []
koindozer_klamber_region = create_region(world, active_locations, LocationName.koindozer_klamber_region,
koindozer_klamber_region_locations)
poisonous_pipeline_region_locations = {
LocationName.poisonous_pipeline_flag : [0x671, 1],
LocationName.poisonous_pipeline_bonus_1 : [0x671, 2],
LocationName.poisonous_pipeline_bonus_2 : [0x671, 3],
LocationName.poisonous_pipeline_dk : [0x671, 5],
}
if world.options.kongsanity:
poisonous_pipeline_region_locations[LocationName.poisonous_pipeline_kong] = []
poisonous_pipeline_region = create_region(world, active_locations, LocationName.poisonous_pipeline_region,
poisonous_pipeline_region_locations)
stampede_sprint_region_locations = {
LocationName.stampede_sprint_flag : [0x67B, 1],
LocationName.stampede_sprint_bonus_1 : [0x67B, 2],
LocationName.stampede_sprint_bonus_2 : [0x67B, 3],
LocationName.stampede_sprint_bonus_3 : [0x67B, 4],
LocationName.stampede_sprint_dk : [0x67B, 5],
}
if world.options.kongsanity:
stampede_sprint_region_locations[LocationName.stampede_sprint_kong] = []
stampede_sprint_region = create_region(world, active_locations, LocationName.stampede_sprint_region,
stampede_sprint_region_locations)
criss_cross_cliffs_region_locations = {
LocationName.criss_cross_cliffs_flag : [0x67C, 1],
LocationName.criss_cross_cliffs_bonus_1 : [0x67C, 2],
LocationName.criss_cross_cliffs_bonus_2 : [0x67C, 3],
LocationName.criss_cross_cliffs_dk : [0x67C, 5],
}
if world.options.kongsanity:
criss_cross_cliffs_region_locations[LocationName.criss_cross_cliffs_kong] = []
criss_cross_cliffs_region = create_region(world, active_locations, LocationName.criss_cross_cliffs_region,
criss_cross_cliffs_region_locations)
tyrant_twin_tussle_region_locations = {
LocationName.tyrant_twin_tussle_flag : [0x67D, 1],
LocationName.tyrant_twin_tussle_bonus_1 : [0x67D, 2],
LocationName.tyrant_twin_tussle_bonus_2 : [0x67D, 3],
LocationName.tyrant_twin_tussle_bonus_3 : [0x67D, 4],
LocationName.tyrant_twin_tussle_dk : [0x67D, 5],
}
if world.options.kongsanity:
tyrant_twin_tussle_region_locations[LocationName.tyrant_twin_tussle_kong] = []
tyrant_twin_tussle_region = create_region(world, active_locations, LocationName.tyrant_twin_tussle_region,
tyrant_twin_tussle_region_locations)
swoopy_salvo_region_locations = {
LocationName.swoopy_salvo_flag : [0x663, 1],
LocationName.swoopy_salvo_bonus_1 : [0x663, 2],
LocationName.swoopy_salvo_bonus_2 : [0x663, 3],
LocationName.swoopy_salvo_bonus_3 : [0x663, 4],
LocationName.swoopy_salvo_dk : [0x663, 5],
}
if world.options.kongsanity:
swoopy_salvo_region_locations[LocationName.swoopy_salvo_kong] = []
swoopy_salvo_region = create_region(world, active_locations, LocationName.swoopy_salvo_region,
swoopy_salvo_region_locations)
rocket_rush_region_locations = {
LocationName.rocket_rush_flag : [0x67E, 1],
LocationName.rocket_rush_dk : [0x67E, 5],
}
rocket_rush_region = create_region(world, active_locations, LocationName.rocket_rush_region,
rocket_rush_region_locations)
belchas_barn_region_locations = {
LocationName.belchas_barn: [0x64F, 1],
}
belchas_barn_region = create_region(world, active_locations, LocationName.belchas_barn_region,
belchas_barn_region_locations)
arichs_ambush_region_locations = {
LocationName.arichs_ambush: [0x650, 1],
}
arichs_ambush_region = create_region(world, active_locations, LocationName.arichs_ambush_region,
arichs_ambush_region_locations)
squirts_showdown_region_locations = {
LocationName.squirts_showdown: [0x651, 1],
}
squirts_showdown_region = create_region(world, active_locations, LocationName.squirts_showdown_region,
squirts_showdown_region_locations)
kaos_karnage_region_locations = {
LocationName.kaos_karnage: [0x652, 1],
}
kaos_karnage_region = create_region(world, active_locations, LocationName.kaos_karnage_region,
kaos_karnage_region_locations)
bleaks_house_region_locations = {
LocationName.bleaks_house: [0x653, 1],
}
bleaks_house_region = create_region(world, active_locations, LocationName.bleaks_house_region,
bleaks_house_region_locations)
barboss_barrier_region_locations = {
LocationName.barboss_barrier: [0x654, 1],
}
barboss_barrier_region = create_region(world, active_locations, LocationName.barboss_barrier_region,
barboss_barrier_region_locations)
kastle_kaos_region_locations = {
LocationName.kastle_kaos: [0x655, 1],
}
kastle_kaos_region = create_region(world, active_locations, LocationName.kastle_kaos_region,
kastle_kaos_region_locations)
knautilus_region_locations = {
LocationName.knautilus: [0x656, 1],
}
knautilus_region = create_region(world, active_locations, LocationName.knautilus_region,
knautilus_region_locations)
belchas_burrow_region_locations = {
LocationName.belchas_burrow: [0x647, 1],
}
belchas_burrow_region = create_region(world, active_locations, LocationName.belchas_burrow_region,
belchas_burrow_region_locations)
kong_cave_region_locations = {
LocationName.kong_cave: [0x645, 1],
}
kong_cave_region = create_region(world, active_locations, LocationName.kong_cave_region,
kong_cave_region_locations)
undercover_cove_region_locations = {
LocationName.undercover_cove: [0x644, 1],
}
undercover_cove_region = create_region(world, active_locations, LocationName.undercover_cove_region,
undercover_cove_region_locations)
ks_cache_region_locations = {
LocationName.ks_cache: [0x642, 1],
}
ks_cache_region = create_region(world, active_locations, LocationName.ks_cache_region,
ks_cache_region_locations)
hill_top_hoard_region_locations = {
LocationName.hill_top_hoard: [0x643, 1],
}
hill_top_hoard_region = create_region(world, active_locations, LocationName.hill_top_hoard_region,
hill_top_hoard_region_locations)
bounty_beach_region_locations = {
LocationName.bounty_beach: [0x646, 1],
}
bounty_beach_region = create_region(world, active_locations, LocationName.bounty_beach_region,
bounty_beach_region_locations)
smugglers_cove_region_locations = {
LocationName.smugglers_cove: [0x648, 1],
}
smugglers_cove_region = create_region(world, active_locations, LocationName.smugglers_cove_region,
smugglers_cove_region_locations)
arichs_hoard_region_locations = {
LocationName.arichs_hoard: [0x649, 1],
}
arichs_hoard_region = create_region(world, active_locations, LocationName.arichs_hoard_region,
arichs_hoard_region_locations)
bounty_bay_region_locations = {
LocationName.bounty_bay: [0x64A, 1],
}
bounty_bay_region = create_region(world, active_locations, LocationName.bounty_bay_region,
bounty_bay_region_locations)
sky_high_secret_region_locations = {}
if False:#world.options.include_trade_sequence:
sky_high_secret_region_locations[LocationName.sky_high_secret] = [0x64B, 1]
sky_high_secret_region = create_region(world, active_locations, LocationName.sky_high_secret_region,
sky_high_secret_region_locations)
glacial_grotto_region_locations = {
LocationName.glacial_grotto: [0x64C, 1],
}
glacial_grotto_region = create_region(world, active_locations, LocationName.glacial_grotto_region,
glacial_grotto_region_locations)
cifftop_cache_region_locations = {}
if False:#world.options.include_trade_sequence:
cifftop_cache_region_locations[LocationName.cifftop_cache] = [0x64D, 1]
cifftop_cache_region = create_region(world, active_locations, LocationName.cifftop_cache_region,
cifftop_cache_region_locations)
sewer_stockpile_region_locations = {
LocationName.sewer_stockpile: [0x64E, 1],
}
sewer_stockpile_region = create_region(world, active_locations, LocationName.sewer_stockpile_region,
sewer_stockpile_region_locations)
# Set up the regions correctly.
world.multiworld.regions += [
menu_region,
overworld_1_region,
overworld_2_region,
overworld_3_region,
overworld_4_region,
lake_orangatanga_region,
kremwood_forest_region,
cotton_top_cove_region,
mekanos_region,
k3_region,
razor_ridge_region,
kaos_kore_region,
krematoa_region,
lakeside_limbo_region,
doorstop_dash_region,
tidal_trouble_region,
skiddas_row_region,
murky_mill_region,
barrel_shield_bust_up_region,
riverside_race_region,
squeals_on_wheels_region,
springin_spiders_region,
bobbing_barrel_brawl_region,
bazzas_blockade_region,
rocket_barrel_ride_region,
kreeping_klasps_region,
tracker_barrel_trek_region,
fish_food_frenzy_region,
fire_ball_frenzy_region,
demolition_drain_pipe_region,
ripsaw_rage_region,
blazing_bazookas_region,
low_g_labyrinth_region,
krevice_kreepers_region,
tearaway_toboggan_region,
barrel_drop_bounce_region,
krack_shot_kroc_region,
lemguin_lunge_region,
buzzer_barrage_region,
kong_fused_cliffs_region,
floodlit_fish_region,
pothole_panic_region,
ropey_rumpus_region,
konveyor_rope_clash_region,
creepy_caverns_region,
lightning_lookout_region,
koindozer_klamber_region,
poisonous_pipeline_region,
stampede_sprint_region,
criss_cross_cliffs_region,
tyrant_twin_tussle_region,
swoopy_salvo_region,
rocket_rush_region,
belchas_barn_region,
arichs_ambush_region,
squirts_showdown_region,
kaos_karnage_region,
bleaks_house_region,
barboss_barrier_region,
kastle_kaos_region,
knautilus_region,
belchas_burrow_region,
kong_cave_region,
undercover_cove_region,
ks_cache_region,
hill_top_hoard_region,
bounty_beach_region,
smugglers_cove_region,
arichs_hoard_region,
bounty_bay_region,
sky_high_secret_region,
glacial_grotto_region,
cifftop_cache_region,
sewer_stockpile_region,
]
bazaar_region_locations = {}
bramble_region_locations = {}
flower_spot_region_locations = {}
barter_region_locations = {}
barnacle_region_locations = {}
blue_region_locations = {}
blizzard_region_locations = {}
if False:#world.options.include_trade_sequence:
bazaar_region_locations.update({
LocationName.bazaars_general_store_1: [0x615, 2, True],
LocationName.bazaars_general_store_2: [0x615, 3, True],
})
bramble_region_locations[LocationName.brambles_bungalow] = [0x619, 2]
#flower_spot_region_locations.update({
# LocationName.flower_spot: [0x615, 3, True],
#})
barter_region_locations[LocationName.barters_swap_shop] = [0x61B, 3]
barnacle_region_locations[LocationName.barnacles_island] = [0x61D, 2]
blue_region_locations[LocationName.blues_beach_hut] = [0x621, 4]
blizzard_region_locations[LocationName.blizzards_basecamp] = [0x625, 4, True]
bazaar_region = create_region(world, active_locations, LocationName.bazaar_region, bazaar_region_locations)
bramble_region = create_region(world, active_locations, LocationName.bramble_region,
bramble_region_locations)
flower_spot_region = create_region(world, active_locations, LocationName.flower_spot_region,
flower_spot_region_locations)
barter_region = create_region(world, active_locations, LocationName.barter_region, barter_region_locations)
barnacle_region = create_region(world, active_locations, LocationName.barnacle_region,
barnacle_region_locations)
blue_region = create_region(world, active_locations, LocationName.blue_region, blue_region_locations)
blizzard_region = create_region(world, active_locations, LocationName.blizzard_region,
blizzard_region_locations)
world.multiworld.regions += [
bazaar_region,
bramble_region,
flower_spot_region,
barter_region,
barnacle_region,
blue_region,
blizzard_region,
]
def connect_regions(world: World, level_list):
names: typing.Dict[str, int] = {}
# Overworld
connect(world, world.player, names, 'Menu', LocationName.overworld_1_region)
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.overworld_2_region,
lambda state: (state.has(ItemName.progressive_boat, world.player, 1)))
connect(world, world.player, names, LocationName.overworld_2_region, LocationName.overworld_3_region,
lambda state: (state.has(ItemName.progressive_boat, world.player, 3)))
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.overworld_4_region,
lambda state: (state.has(ItemName.dk_coin, world.player, world.options.dk_coins_for_gyrocopter.value) and
state.has(ItemName.progressive_boat, world.player, 3)))
# World Connections
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.lake_orangatanga_region)
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.kremwood_forest_region)
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.bounty_beach_region)
connect(world, world.player, names, LocationName.overworld_1_region, LocationName.bazaar_region)
connect(world, world.player, names, LocationName.overworld_2_region, LocationName.cotton_top_cove_region)
connect(world, world.player, names, LocationName.overworld_2_region, LocationName.mekanos_region)
connect(world, world.player, names, LocationName.overworld_2_region, LocationName.kong_cave_region)
connect(world, world.player, names, LocationName.overworld_2_region, LocationName.bramble_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.k3_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.razor_ridge_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.kaos_kore_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.krematoa_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.undercover_cove_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.flower_spot_region)
connect(world, world.player, names, LocationName.overworld_3_region, LocationName.barter_region)
connect(world, world.player, names, LocationName.overworld_4_region, LocationName.belchas_burrow_region)
connect(world, world.player, names, LocationName.overworld_4_region, LocationName.ks_cache_region)
connect(world, world.player, names, LocationName.overworld_4_region, LocationName.hill_top_hoard_region)
# Lake Orangatanga Connections
lake_orangatanga_levels = [
level_list[0],
level_list[1],
level_list[2],
level_list[3],
level_list[4],
LocationName.belchas_barn_region,
LocationName.barnacle_region,
LocationName.smugglers_cove_region,
]
for i in range(0, len(lake_orangatanga_levels)):
connect(world, world.player, names, LocationName.lake_orangatanga_region, lake_orangatanga_levels[i])
# Kremwood Forest Connections
kremwood_forest_levels = [
level_list[5],
level_list[6],
level_list[7],
level_list[8],
level_list[9],
LocationName.arichs_ambush_region,
LocationName.arichs_hoard_region,
]
for i in range(0, len(kremwood_forest_levels) - 1):
connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[i])
connection = connect(world, world.player, names, LocationName.kremwood_forest_region, kremwood_forest_levels[-1],
lambda state: (state.can_reach(LocationName.riverside_race_flag, "Location", world.player)))
world.multiworld.register_indirect_condition(world.get_location(LocationName.riverside_race_flag).parent_region,
connection)
# Cotton-Top Cove Connections
cotton_top_cove_levels = [
LocationName.blue_region,
level_list[10],
level_list[11],
level_list[12],
level_list[13],
level_list[14],
LocationName.squirts_showdown_region,
LocationName.bounty_bay_region,
]
for i in range(0, len(cotton_top_cove_levels)):
connect(world, world.player, names, LocationName.cotton_top_cove_region, cotton_top_cove_levels[i])
# Mekanos Connections
mekanos_levels = [
level_list[15],
level_list[16],
level_list[17],
level_list[18],
level_list[19],
LocationName.kaos_karnage_region,
]
for i in range(0, len(mekanos_levels)):
connect(world, world.player, names, LocationName.mekanos_region, mekanos_levels[i])
if False:#world.options.include_trade_sequence:
connect(world, world.player, names, LocationName.mekanos_region, LocationName.sky_high_secret_region,
lambda state: (state.has(ItemName.bowling_ball, world.player, 1)))
else:
connection = connect(world, world.player, names, LocationName.mekanos_region,
LocationName.sky_high_secret_region,
lambda state: (state.can_reach(LocationName.bleaks_house, "Location", world.player)))
world.multiworld.register_indirect_condition(world.get_location(LocationName.bleaks_house).parent_region,
connection)
# K3 Connections
k3_levels = [
level_list[20],
level_list[21],
level_list[22],
level_list[23],
level_list[24],
LocationName.bleaks_house_region,
LocationName.blizzard_region,
LocationName.glacial_grotto_region,
]
for i in range(0, len(k3_levels)):
connect(world, world.player, names, LocationName.k3_region, k3_levels[i])
# Razor Ridge Connections
razor_ridge_levels = [
level_list[25],
level_list[26],
level_list[27],
level_list[28],
level_list[29],
LocationName.barboss_barrier_region,
]
for i in range(0, len(razor_ridge_levels)):
connect(world, world.player, names, LocationName.razor_ridge_region, razor_ridge_levels[i])
if False:#world.options.include_trade_sequence:
connect(world, world.player, names, LocationName.razor_ridge_region, LocationName.cifftop_cache_region,
lambda state: (state.has(ItemName.wrench, world.player, 1)))
else:
connect(world, world.player, names, LocationName.razor_ridge_region, LocationName.cifftop_cache_region)
# KAOS Kore Connections
kaos_kore_levels = [
level_list[30],
level_list[31],
level_list[32],
level_list[33],
level_list[34],
LocationName.sewer_stockpile_region,
]
for i in range(0, len(kaos_kore_levels)):
connect(world, world.player, names, LocationName.kaos_kore_region, kaos_kore_levels[i])
# Krematoa Connections
krematoa_levels = [
level_list[35],
level_list[36],
level_list[37],
level_list[38],
LocationName.rocket_rush_region,
]
for i in range(0, len(krematoa_levels)):
connect(world, world.player, names, LocationName.krematoa_region, krematoa_levels[i],
lambda state, i=i: (state.has(ItemName.bonus_coin, world.player, world.options.krematoa_bonus_coin_cost.value * (i+1))))
if world.options.goal == "knautilus":
connect(world, world.player, names, LocationName.kaos_kore_region, LocationName.knautilus_region)
connect(world, world.player, names, LocationName.krematoa_region, LocationName.kastle_kaos_region,
lambda state: (state.has(ItemName.krematoa_cog, world.player, 5)))
else:
connect(world, world.player, names, LocationName.kaos_kore_region, LocationName.kastle_kaos_region)
connect(world, world.player, names, LocationName.krematoa_region, LocationName.knautilus_region,
lambda state: (state.has(ItemName.krematoa_cog, world.player, 5)))
def create_region(world: World, active_locations, name: str, locations=None):
# Shamelessly stolen from the ROR2 definition
ret = Region(name, world.player, world.multiworld)
if locations:
for locationName, locationData in locations.items():
loc_id = active_locations.get(locationName, 0)
if loc_id:
loc_byte = locationData[0] if (len(locationData) > 0) else 0
loc_bit = locationData[1] if (len(locationData) > 1) else 0
loc_invert = locationData[2] if (len(locationData) > 2) else False
location = DKC3Location(world.player, locationName, loc_id, ret, loc_byte, loc_bit, loc_invert)
ret.locations.append(location)
return ret
def connect(world: World, player: int, used_names: typing.Dict[str, int], source: str, target: str,
rule: typing.Optional[typing.Callable] = None):
source_region = world.multiworld.get_region(source, player)
target_region = world.multiworld.get_region(target, player)
if target not in used_names:
used_names[target] = 1
name = target
else:
used_names[target] += 1
name = target + (' ' * used_names[target])
connection = Entrance(player, name, source_region)
if rule:
connection.access_rule = rule
source_region.exits.append(connection)
connection.connect(target_region)
return connection
-744
View File
@@ -1,744 +0,0 @@
import Utils
from Utils import read_snes_rom
from worlds.AutoWorld import World
from worlds.Files import APDeltaPatch
from .Levels import level_list, level_dict
USHASH = '120abf304f0c40fe059f6a192ed4f947'
ROM_PLAYER_LIMIT = 65535
import hashlib
import os
import math
level_unlock_map = {
0x657: [0x65A],
0x65A: [0x680, 0x639, 0x659],
0x659: [0x65D],
0x65D: [0x65C],
0x65C: [0x688, 0x64F],
0x662: [0x681, 0x664],
0x664: [0x65B],
0x65B: [0x689, 0x661],
0x661: [0x63A, 0x666],
0x666: [0x650, 0x649],
0x667: [0x66A],
0x66A: [0x682, 0x658],
0x658: [0x68A, 0x66B],
0x66B: [0x668],
0x668: [0x651],
0x66D: [0x63C, 0x672],
0x672: [0x68B, 0x660],
0x660: [0x683, 0x66E],
0x66E: [0x670],
0x670: [0x652],
0x673: [0x684, 0x65F],
0x65F: [0x66C],
0x66C: [0x66F],
0x66F: [0x65E],
0x65E: [0x63D, 0x653, 0x68C, 0x64C],
0x676: [0x63E, 0x674, 0x685],
0x674: [0x63F, 0x669],
0x669: [0x677],
0x677: [0x68D, 0x675],
0x675: [0x654],
0x67A: [0x640, 0x678],
0x678: [0x665],
0x665: [0x686, 0x679],
0x679: [0x68E, 0x671],
0x67B: [0x67C],
0x67C: [0x67D],
0x67D: [0x663],
0x663: [0x67E],
}
location_rom_data = {
0xDC3000: [0x657, 1], # Lakeside Limbo
0xDC3001: [0x657, 2],
0xDC3002: [0x657, 3],
0xDC3003: [0x657, 5],
0xDC3100: [0x657, 7],
0xDC3004: [0x65A, 1], # Doorstop Dash
0xDC3005: [0x65A, 2],
0xDC3006: [0x65A, 3],
0xDC3007: [0x65A, 5],
0xDC3104: [0x65A, 7],
0xDC3008: [0x659, 1], # Tidal Trouble
0xDC3009: [0x659, 2],
0xDC300A: [0x659, 3],
0xDC300B: [0x659, 5],
0xDC3108: [0x659, 7],
0xDC300C: [0x65D, 1], # Skidda's Row
0xDC300D: [0x65D, 2],
0xDC300E: [0x65D, 3],
0xDC300F: [0x65D, 5],
0xDC310C: [0x65D, 7],
0xDC3010: [0x65C, 1], # Murky Mill
0xDC3011: [0x65C, 2],
0xDC3012: [0x65C, 3],
0xDC3013: [0x65C, 5],
0xDC3110: [0x65C, 7],
0xDC3014: [0x662, 1], # Barrel Shield Bust-Up
0xDC3015: [0x662, 2],
0xDC3016: [0x662, 3],
0xDC3017: [0x662, 5],
0xDC3114: [0x662, 7],
0xDC3018: [0x664, 1], # Riverside Race
0xDC3019: [0x664, 2],
0xDC301A: [0x664, 3],
0xDC301B: [0x664, 5],
0xDC3118: [0x664, 7],
0xDC301C: [0x65B, 1], # Squeals on Wheels
0xDC301D: [0x65B, 2],
0xDC301E: [0x65B, 3],
0xDC301F: [0x65B, 5],
0xDC311C: [0x65B, 7],
0xDC3020: [0x661, 1], # Springin' Spiders
0xDC3021: [0x661, 2],
0xDC3022: [0x661, 3],
0xDC3023: [0x661, 5],
0xDC3120: [0x661, 7],
0xDC3024: [0x666, 1], # Bobbing Barrel Brawl
0xDC3025: [0x666, 2],
0xDC3026: [0x666, 3],
0xDC3027: [0x666, 5],
0xDC3124: [0x666, 7],
0xDC3028: [0x667, 1], # Bazza's Blockade
0xDC3029: [0x667, 2],
0xDC302A: [0x667, 3],
0xDC302B: [0x667, 5],
0xDC3128: [0x667, 7],
0xDC302C: [0x66A, 1], # Rocket Barrel Ride
0xDC302D: [0x66A, 2],
0xDC302E: [0x66A, 3],
0xDC302F: [0x66A, 5],
0xDC312C: [0x66A, 7],
0xDC3030: [0x658, 1], # Kreeping Klasps
0xDC3031: [0x658, 2],
0xDC3032: [0x658, 3],
0xDC3033: [0x658, 5],
0xDC3130: [0x658, 7],
0xDC3034: [0x66B, 1], # Tracker Barrel Trek
0xDC3035: [0x66B, 2],
0xDC3036: [0x66B, 3],
0xDC3037: [0x66B, 5],
0xDC3134: [0x66B, 7],
0xDC3038: [0x668, 1], # Fish Food Frenzy
0xDC3039: [0x668, 2],
0xDC303A: [0x668, 3],
0xDC303B: [0x668, 5],
0xDC3138: [0x668, 7],
0xDC303C: [0x66D, 1], # Fire-ball Frenzy
0xDC303D: [0x66D, 2],
0xDC303E: [0x66D, 3],
0xDC303F: [0x66D, 5],
0xDC313C: [0x66D, 7],
0xDC3040: [0x672, 1], # Demolition Drainpipe
0xDC3041: [0x672, 2],
0xDC3042: [0x672, 3],
0xDC3043: [0x672, 5],
0xDC3140: [0x672, 7],
0xDC3044: [0x660, 1], # Ripsaw Rage
0xDC3045: [0x660, 2],
0xDC3046: [0x660, 3],
0xDC3047: [0x660, 5],
0xDC3144: [0x660, 7],
0xDC3048: [0x66E, 1], # Blazing Bazukas
0xDC3049: [0x66E, 2],
0xDC304A: [0x66E, 3],
0xDC304B: [0x66E, 5],
0xDC3148: [0x66E, 7],
0xDC304C: [0x670, 1], # Low-G Labyrinth
0xDC304D: [0x670, 2],
0xDC304E: [0x670, 3],
0xDC304F: [0x670, 5],
0xDC314C: [0x670, 7],
0xDC3050: [0x673, 1], # Krevice Kreepers
0xDC3051: [0x673, 2],
0xDC3052: [0x673, 3],
0xDC3053: [0x673, 5],
0xDC3150: [0x673, 7],
0xDC3054: [0x65F, 1], # Tearaway Toboggan
0xDC3055: [0x65F, 2],
0xDC3056: [0x65F, 3],
0xDC3057: [0x65F, 5],
0xDC3154: [0x65F, 7],
0xDC3058: [0x66C, 1], # Barrel Drop Bounce
0xDC3059: [0x66C, 2],
0xDC305A: [0x66C, 3],
0xDC305B: [0x66C, 5],
0xDC3158: [0x66C, 7],
0xDC305C: [0x66F, 1], # Krack-Shot Kroc
0xDC305D: [0x66F, 2],
0xDC305E: [0x66F, 3],
0xDC305F: [0x66F, 5],
0xDC315C: [0x66F, 7],
0xDC3060: [0x65E, 1], # Lemguin Lunge
0xDC3061: [0x65E, 2],
0xDC3062: [0x65E, 3],
0xDC3063: [0x65E, 5],
0xDC3160: [0x65E, 7],
0xDC3064: [0x676, 1], # Buzzer Barrage
0xDC3065: [0x676, 2],
0xDC3066: [0x676, 3],
0xDC3067: [0x676, 5],
0xDC3164: [0x676, 7],
0xDC3068: [0x674, 1], # Kong-Fused Cliffs
0xDC3069: [0x674, 2],
0xDC306A: [0x674, 3],
0xDC306B: [0x674, 5],
0xDC3168: [0x674, 7],
0xDC306C: [0x669, 1], # Floodlit Fish
0xDC306D: [0x669, 2],
0xDC306E: [0x669, 3],
0xDC306F: [0x669, 5],
0xDC316C: [0x669, 7],
0xDC3070: [0x677, 1], # Pothole Panic
0xDC3071: [0x677, 2],
0xDC3072: [0x677, 3],
0xDC3073: [0x677, 5],
0xDC3170: [0x677, 7],
0xDC3074: [0x675, 1], # Ropey Rumpus
0xDC3075: [0x675, 2],
0xDC3076: [0x675, 3],
0xDC3077: [0x675, 5],
0xDC3174: [0x675, 7],
0xDC3078: [0x67A, 1], # Konveyor Rope Klash
0xDC3079: [0x67A, 2],
0xDC307A: [0x67A, 3],
0xDC307B: [0x67A, 5],
0xDC3178: [0x67A, 7],
0xDC307C: [0x678, 1], # Creepy Caverns
0xDC307D: [0x678, 2],
0xDC307E: [0x678, 3],
0xDC307F: [0x678, 5],
0xDC317C: [0x678, 7],
0xDC3080: [0x665, 1], # Lightning Lookout
0xDC3081: [0x665, 2],
0xDC3082: [0x665, 3],
0xDC3083: [0x665, 5],
0xDC3180: [0x665, 7],
0xDC3084: [0x679, 1], # Koindozer Klamber
0xDC3085: [0x679, 2],
0xDC3086: [0x679, 3],
0xDC3087: [0x679, 5],
0xDC3184: [0x679, 7],
0xDC3088: [0x671, 1], # Poisonous Pipeline
0xDC3089: [0x671, 2],
0xDC308A: [0x671, 3],
0xDC308B: [0x671, 5],
0xDC3188: [0x671, 7],
0xDC308C: [0x67B, 1], # Stampede Sprint
0xDC308D: [0x67B, 2],
0xDC308E: [0x67B, 3],
0xDC308F: [0x67B, 4],
0xDC3090: [0x67B, 5],
0xDC318C: [0x67B, 7],
0xDC3091: [0x67C, 1], # Criss Kross Cliffs
0xDC3092: [0x67C, 2],
0xDC3093: [0x67C, 3],
0xDC3094: [0x67C, 5],
0xDC3191: [0x67C, 7],
0xDC3095: [0x67D, 1], # Tyrant Twin Tussle
0xDC3096: [0x67D, 2],
0xDC3097: [0x67D, 3],
0xDC3098: [0x67D, 4],
0xDC3099: [0x67D, 5],
0xDC3195: [0x67D, 7],
0xDC309A: [0x663, 1], # Swoopy Salvo
0xDC309B: [0x663, 2],
0xDC309C: [0x663, 3],
0xDC309D: [0x663, 4],
0xDC309E: [0x663, 5],
0xDC319A: [0x663, 7],
0xDC309F: [0x67E, 1], # Rocket Rush
0xDC30A0: [0x67E, 5],
0xDC30A1: [0x64F, 1], # Bosses
0xDC30A2: [0x650, 1],
0xDC30A3: [0x651, 1],
0xDC30A4: [0x652, 1],
0xDC30A5: [0x653, 1],
0xDC30A6: [0x654, 1],
0xDC30A7: [0x655, 1],
0xDC30A8: [0x656, 1],
0xDC30A9: [0x647, 1], # Banana Bird Caves
0xDC30AA: [0x645, 1],
0xDC30AB: [0x644, 1],
0xDC30AC: [0x642, 1],
0xDC30AD: [0x643, 1],
0xDC30AE: [0x646, 1],
0xDC30AF: [0x648, 1],
0xDC30B0: [0x649, 1],
0xDC30B1: [0x64A, 1],
#0xDC30B2: [0x64B, 1], # Disabled until Trade Sequence
0xDC30B3: [0x64C, 1],
#0xDC30B4: [0x64D, 1], # Disabled until Trade Sequence
0xDC30B5: [0x64E, 1],
0xDC30B6: [0x5FE, 4], # Banana Bird Mother
# DKC3_TODO: Disabled until Trade Sequence
#0xDC30B7: [0x615, 2, True],
#0xDC30B8: [0x615, 3, True],
#0xDC30B9: [0x619, 2],
##0xDC30BA:
#0xDC30BB: [0x61B, 3],
#0xDC30BC: [0x61D, 2],
#0xDC30BD: [0x621, 4],
#0xDC30BE: [0x625, 4, True],
}
boss_location_ids = [
0xDC30A1,
0xDC30A2,
0xDC30A3,
0xDC30A4,
0xDC30A5,
0xDC30A6,
0xDC30A7,
0xDC30A8,
0xDC30B6,
]
item_rom_data = {
0xDC3001: [0x5D5], # 1-Up Balloon
0xDC3002: [0x5C9], # Bear Coin
0xDC3003: [0x5CB], # Bonus Coin
0xDC3004: [0x5CF], # DK Coin
0xDC3005: [0x5CD], # Banana Bird
0xDC3006: [0x5D1, 0x603], # Cog
}
music_rom_data = [
0x3D06B1,
0x3D0753,
0x3D071D,
0x3D07FA,
0x3D07C4,
0x3D08FE,
0x3D096C,
0x3D078E,
0x3D08CD,
0x3D09DD,
0x3D0A0E,
0x3D0AB3,
0x3D06E7,
0x3D0AE4,
0x3D0A45,
0x3D0B46,
0x3D0C40,
0x3D0897,
0x3D0B77,
0x3D0BD9,
0x3D0C71,
0x3D0866,
0x3D0B15,
0x3D0BA8,
0x3D0830,
0x3D0D04,
0x3D0CA2,
0x3D0A7C,
0x3D0D35,
0x3D0CD3,
0x3D0DC8,
0x3D0D66,
0x3D09AC,
0x3D0D97,
0x3D0C0F,
0x3D0DF9,
0x3D0E31,
0x3D0E62,
0x3D0934,
0x3D0E9A,
]
level_music_ids = [
0x06,
0x07,
0x08,
0x0A,
0x0B,
0x0E,
0x0F,
0x10,
0x17,
0x19,
0x1C,
0x1D,
0x1E,
0x21,
]
class LocalRom:
def __init__(self, file, name=None, hash=None):
self.name = name
self.hash = hash
self.orig_buffer = None
with open(file, 'rb') as stream:
self.buffer = read_snes_rom(stream)
#if patch:
# self.patch_rom()
# self.orig_buffer = self.buffer.copy()
#if vanillaRom:
# with open(vanillaRom, 'rb') as vanillaStream:
# self.orig_buffer = read_snes_rom(vanillaStream)
def read_bit(self, address: int, bit_number: int) -> bool:
bitflag = (1 << bit_number)
return ((self.buffer[address] & bitflag) != 0)
def read_byte(self, address: int) -> int:
return self.buffer[address]
def read_bytes(self, startaddress: int, length: int) -> bytearray:
return self.buffer[startaddress:startaddress + length]
def write_byte(self, address: int, value: int):
self.buffer[address] = value
def write_bytes(self, startaddress: int, values):
self.buffer[startaddress:startaddress + len(values)] = values
def write_to_file(self, file):
with open(file, 'wb') as outfile:
outfile.write(self.buffer)
def read_from_file(self, file):
with open(file, 'rb') as stream:
self.buffer = bytearray(stream.read())
def patch_rom(world: World, rom: LocalRom, active_level_list):
# Boomer Costs
bonus_coin_cost = world.options.krematoa_bonus_coin_cost
inverted_bonus_coin_cost = 0x100 - bonus_coin_cost
rom.write_byte(0x3498B9, inverted_bonus_coin_cost)
rom.write_byte(0x3498BA, inverted_bonus_coin_cost)
rom.write_byte(0x3498BB, inverted_bonus_coin_cost)
rom.write_byte(0x3498BC, inverted_bonus_coin_cost)
rom.write_byte(0x3498BD, inverted_bonus_coin_cost)
rom.write_byte(0x349857, bonus_coin_cost)
rom.write_byte(0x349862, bonus_coin_cost)
# Gyrocopter Costs
dk_coin_cost = world.options.dk_coins_for_gyrocopter
rom.write_byte(0x3484A6, dk_coin_cost)
rom.write_byte(0x3484D5, dk_coin_cost)
rom.write_byte(0x3484D7, 0x90)
rom.write_byte(0x3484DC, 0xEA)
rom.write_byte(0x3484DD, 0xEA)
rom.write_byte(0x3484DE, 0xEA)
rom.write_byte(0x348528, 0x80) # Prevent Single-Ski Lock
# Make Swanky free
rom.write_byte(0x348C48, 0x00)
rom.write_bytes(0x34AB70, bytearray([0xEA, 0xEA]))
rom.write_bytes(0x34ABF7, bytearray([0xEA, 0xEA]))
rom.write_bytes(0x34ACD0, bytearray([0xEA, 0xEA]))
# Banana Bird Costs
if world.options.goal == "banana_bird_hunt":
banana_bird_cost = math.floor(world.options.number_of_banana_birds * world.options.percentage_of_banana_birds / 100.0)
rom.write_byte(0x34AB85, banana_bird_cost)
rom.write_byte(0x329FD8, banana_bird_cost)
rom.write_byte(0x32A025, banana_bird_cost)
rom.write_byte(0x329FDA, 0xB0)
else:
# rom.write_byte(0x34AB84, 0x20) # These cause hangs at Wrinkly's
# rom.write_byte(0x329FD8, 0x20)
# rom.write_byte(0x32A025, 0x20)
rom.write_byte(0x329FDA, 0xB0)
# Baffle Mirror Fix
rom.write_byte(0x9133, 0x08)
rom.write_byte(0x9135, 0x0C)
rom.write_byte(0x9136, 0x2B)
rom.write_byte(0x9137, 0x06)
# Palette Swap
rom.write_byte(0x3B96A5, 0xD0)
if world.options.kong_palette_swap == "default":
rom.write_byte(0x3B96A9, 0x00)
rom.write_byte(0x3B96A8, 0x00)
elif world.options.kong_palette_swap == "purple":
rom.write_byte(0x3B96A9, 0x00)
rom.write_byte(0x3B96A8, 0x3C)
elif world.options.kong_palette_swap == "spooky":
rom.write_byte(0x3B96A9, 0x00)
rom.write_byte(0x3B96A8, 0xA0)
elif world.options.kong_palette_swap == "dark":
rom.write_byte(0x3B96A9, 0x05)
rom.write_byte(0x3B96A8, 0xA0)
elif world.options.kong_palette_swap == "chocolate":
rom.write_byte(0x3B96A9, 0x1D)
rom.write_byte(0x3B96A8, 0xA0)
elif world.options.kong_palette_swap == "shadow":
rom.write_byte(0x3B96A9, 0x45)
rom.write_byte(0x3B96A8, 0xA0)
elif world.options.kong_palette_swap == "red_gold":
rom.write_byte(0x3B96A9, 0x5D)
rom.write_byte(0x3B96A8, 0xA0)
elif world.options.kong_palette_swap == "gbc":
rom.write_byte(0x3B96A9, 0x20)
rom.write_byte(0x3B96A8, 0x3C)
elif world.options.kong_palette_swap == "halloween":
rom.write_byte(0x3B96A9, 0x70)
rom.write_byte(0x3B96A8, 0x3C)
if world.options.music_shuffle:
for address in music_rom_data:
rand_song = world.random.choice(level_music_ids)
rom.write_byte(address, rand_song)
# Starting Lives
rom.write_byte(0x9130, world.options.starting_life_count.value)
rom.write_byte(0x913B, world.options.starting_life_count.value)
# Cheat options
cheat_bytes = [0x00, 0x00]
if world.options.merry:
cheat_bytes[0] |= 0x01
if world.options.autosave:
cheat_bytes[0] |= 0x02
if world.options.difficulty == "tufst":
cheat_bytes[0] |= 0x80
cheat_bytes[1] |= 0x80
elif world.options.difficulty == "hardr":
cheat_bytes[0] |= 0x00
cheat_bytes[1] |= 0x00
elif world.options.difficulty == "norml":
cheat_bytes[1] |= 0x40
rom.write_bytes(0x8303, bytearray(cheat_bytes))
# Handle Level Shuffle Here
if world.options.level_shuffle:
for i in range(len(active_level_list)):
rom.write_byte(level_dict[level_list[i]].nameIDAddress, level_dict[active_level_list[i]].nameID)
rom.write_byte(level_dict[level_list[i]].levelIDAddress, level_dict[active_level_list[i]].levelID)
rom.write_byte(0x3FF800 + level_dict[active_level_list[i]].levelID, level_dict[level_list[i]].levelID)
rom.write_byte(0x3FF860 + level_dict[level_list[i]].levelID, level_dict[active_level_list[i]].levelID)
# First levels of each world
rom.write_byte(0x34BC3E, (0x32 + level_dict[active_level_list[0]].levelID))
rom.write_byte(0x34BC47, (0x32 + level_dict[active_level_list[5]].levelID))
rom.write_byte(0x34BC4A, (0x32 + level_dict[active_level_list[10]].levelID))
rom.write_byte(0x34BC53, (0x32 + level_dict[active_level_list[15]].levelID))
rom.write_byte(0x34BC59, (0x32 + level_dict[active_level_list[20]].levelID))
rom.write_byte(0x34BC5C, (0x32 + level_dict[active_level_list[25]].levelID))
rom.write_byte(0x34BC65, (0x32 + level_dict[active_level_list[30]].levelID))
rom.write_byte(0x34BC6E, (0x32 + level_dict[active_level_list[35]].levelID))
# Cotton-Top Cove Boss Unlock
rom.write_byte(0x34C02A, (0x32 + level_dict[active_level_list[14]].levelID))
# Kong-Fused Cliffs Unlock
rom.write_byte(0x34C213, (0x32 + level_dict[active_level_list[25]].levelID))
rom.write_byte(0x34C21B, (0x32 + level_dict[active_level_list[26]].levelID))
if world.options.goal == "knautilus":
# Swap Kastle KAOS and Knautilus
rom.write_byte(0x34D4E1, 0xC2)
rom.write_byte(0x34D4E2, 0x24)
rom.write_byte(0x34D551, 0xBA)
rom.write_byte(0x34D552, 0x23)
rom.write_byte(0x32F339, 0x55)
# Handle KONGsanity Here
if world.options.kongsanity:
# Arich's Hoard KONGsanity fix
rom.write_bytes(0x34BA8C, bytearray([0xEA, 0xEA]))
# Don't hide the level flag if the 0x80 bit is set
rom.write_bytes(0x34CE92, bytearray([0x80]))
# Use the `!` next to level name for indicating KONG letters
rom.write_bytes(0x34B8F0, bytearray([0x80]))
rom.write_bytes(0x34B8F3, bytearray([0x80]))
# Hijack to code to set the 0x80 flag for the level when you complete KONG
rom.write_bytes(0x3BCD4B, bytearray([0x22, 0x80, 0xFA, 0XB8])) # JSL $B8FA80
rom.write_bytes(0x38FA80, bytearray([0xDA])) # PHX
rom.write_bytes(0x38FA81, bytearray([0x48])) # PHA
rom.write_bytes(0x38FA82, bytearray([0x08])) # PHP
rom.write_bytes(0x38FA83, bytearray([0xE2, 0x20])) # SEP #20
rom.write_bytes(0x38FA85, bytearray([0x48])) # PHA
rom.write_bytes(0x38FA86, bytearray([0x18])) # CLC
rom.write_bytes(0x38FA87, bytearray([0x6D, 0xD3, 0x18])) # ADC $18D3
rom.write_bytes(0x38FA8A, bytearray([0x8D, 0xD3, 0x18])) # STA $18D3
rom.write_bytes(0x38FA8D, bytearray([0x68])) # PLA
rom.write_bytes(0x38FA8E, bytearray([0xC2, 0x20])) # REP 20
rom.write_bytes(0x38FA90, bytearray([0X18])) # CLC
rom.write_bytes(0x38FA91, bytearray([0x6D, 0xD5, 0x05])) # ADC $05D5
rom.write_bytes(0x38FA94, bytearray([0x8D, 0xD5, 0x05])) # STA $05D5
rom.write_bytes(0x38FA97, bytearray([0xAE, 0xB9, 0x05])) # LDX $05B9
rom.write_bytes(0x38FA9A, bytearray([0xBD, 0x32, 0x06])) # LDA $0632, X
rom.write_bytes(0x38FA9D, bytearray([0x09, 0x80, 0x00])) # ORA #8000
rom.write_bytes(0x38FAA0, bytearray([0x9D, 0x32, 0x06])) # STA $0632, X
rom.write_bytes(0x38FAA3, bytearray([0xAD, 0xD5, 0x18])) # LDA $18D5
rom.write_bytes(0x38FAA6, bytearray([0xD0, 0x03])) # BNE $80EA
rom.write_bytes(0x38FAA8, bytearray([0x9C, 0xD9, 0x18])) # STZ $18D9
rom.write_bytes(0x38FAAB, bytearray([0xA9, 0x78, 0x00])) # LDA #0078
rom.write_bytes(0x38FAAE, bytearray([0x8D, 0xD5, 0x18])) # STA $18D5
rom.write_bytes(0x38FAB1, bytearray([0x28])) # PLP
rom.write_bytes(0x38FAB2, bytearray([0x68])) # PLA
rom.write_bytes(0x38FAB3, bytearray([0xFA])) # PLX
rom.write_bytes(0x38FAB4, bytearray([0x6B])) # RTL
# End Handle KONGsanity
# Handle Credits
rom.write_bytes(0x32A5DF, bytearray([0x41, 0x52, 0x43, 0x48, 0x49, 0x50, 0x45, 0x4C, 0x41, 0x47, 0x4F, 0x20, 0x4D, 0x4F, 0xC4])) # "ARCHIPELAGO MOD"
rom.write_bytes(0x32A5EE, bytearray([0x00, 0x03, 0x50, 0x4F, 0x52, 0x59, 0x47, 0x4F, 0x4E, 0xC5])) # "PORYGONE"
from Utils import __version__
rom.name = bytearray(f'D3{__version__.replace(".", "")[0:3]}_{world.player}_{world.multiworld.seed:11}\0', 'utf8')[:21]
rom.name.extend([0] * (21 - len(rom.name)))
rom.write_bytes(0x7FC0, rom.name)
# DKC3_TODO: This is a hack, reconsider
# Don't grant (DK, Bonus, Bear) Coins
rom.write_byte(0x3BD454, 0xEA)
rom.write_byte(0x3BD455, 0xEA)
# Don't grant Cogs
rom.write_byte(0x3BD574, 0xEA)
rom.write_byte(0x3BD575, 0xEA)
rom.write_byte(0x3BD576, 0xEA)
# Don't grant Banana Birds at their caves
rom.write_byte(0x32DD62, 0xEA)
rom.write_byte(0x32DD63, 0xEA)
rom.write_byte(0x32DD64, 0xEA)
# Don't grant Banana Birds at Bears
rom.write_byte(0x3492DB, 0xEA)
rom.write_byte(0x3492DC, 0xEA)
rom.write_byte(0x3492DD, 0xEA)
rom.write_byte(0x3493F4, 0xEA)
rom.write_byte(0x3493F5, 0xEA)
rom.write_byte(0x3493F6, 0xEA)
# Don't grant present at Blizzard
rom.write_byte(0x8454, 0x00)
# Don't grant Patch and Skis from their bosses
rom.write_byte(0x3F3762, 0x00)
rom.write_byte(0x3F377B, 0x00)
rom.write_byte(0x3F3797, 0x00)
# Always allow Start+Select
rom.write_byte(0x8BAB, 0x01)
# Handle Alt Palettes in Krematoa
rom.write_byte(0x3B97E9, 0x80)
rom.write_byte(0x3B97EA, 0xEA)
class DKC3DeltaPatch(APDeltaPatch):
hash = USHASH
game = "Donkey Kong Country 3"
patch_file_ending = ".apdkc3"
@classmethod
def get_source_data(cls) -> bytes:
return get_base_rom_bytes()
def get_base_rom_bytes(file_name: str = "") -> bytes:
base_rom_bytes = getattr(get_base_rom_bytes, "base_rom_bytes", None)
if not base_rom_bytes:
file_name = get_base_rom_path(file_name)
base_rom_bytes = bytes(read_snes_rom(open(file_name, "rb")))
basemd5 = hashlib.md5()
basemd5.update(base_rom_bytes)
if USHASH != basemd5.hexdigest():
raise Exception('Supplied Base Rom does not match known MD5 for US(1.0) release. '
'Get the correct game and version, then dump it')
get_base_rom_bytes.base_rom_bytes = base_rom_bytes
return base_rom_bytes
def get_base_rom_path(file_name: str = "") -> str:
if not file_name:
from settings import get_settings
file_name = get_settings()["dkc3_options"]["rom_file"]
if not os.path.exists(file_name):
file_name = Utils.user_path(file_name)
return file_name
-31
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@@ -1,31 +0,0 @@
import math
from worlds.AutoWorld import World
from worlds.generic.Rules import add_rule
from .Names import LocationName, ItemName
def set_rules(world: World):
if False:#world.options.include_trade_sequence:
add_rule(world.multiworld.get_location(LocationName.barnacles_island, world.player),
lambda state: state.has(ItemName.shell, world.player))
add_rule(world.multiworld.get_location(LocationName.blues_beach_hut, world.player),
lambda state: state.has(ItemName.present, world.player))
add_rule(world.multiworld.get_location(LocationName.brambles_bungalow, world.player),
lambda state: state.has(ItemName.flower, world.player))
add_rule(world.multiworld.get_location(LocationName.barters_swap_shop, world.player),
lambda state: state.has(ItemName.mirror, world.player))
if world.options.goal != "knautilus":
required_banana_birds = math.floor(
world.options.number_of_banana_birds.value * (world.options.percentage_of_banana_birds.value / 100.0))
add_rule(world.multiworld.get_location(LocationName.banana_bird_mother, world.player),
lambda state: state.has(ItemName.banana_bird, world.player, required_banana_birds))
world.multiworld.completion_condition[world.player] = lambda state: state.has(ItemName.victory, world.player)
-233
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@@ -1,233 +0,0 @@
import dataclasses
import math
import os
import threading
import typing
import settings
from BaseClasses import Item, MultiWorld, Tutorial, ItemClassification
from Options import PerGameCommonOptions
from worlds.AutoWorld import WebWorld, World
from .Client import DKC3SNIClient
from .Items import DKC3Item, ItemData, item_table, inventory_table, junk_table
from .Levels import level_list
from .Locations import DKC3Location, all_locations, setup_locations
from .Names import ItemName, LocationName
from .Options import DKC3Options, dkc3_option_groups
from .Regions import create_regions, connect_regions
from .Rom import LocalRom, patch_rom, get_base_rom_path, DKC3DeltaPatch
from .Rules import set_rules
class DK3Settings(settings.Group):
class RomFile(settings.UserFilePath):
"""File name of the DKC3 US rom"""
copy_to = "Donkey Kong Country 3 - Dixie Kong's Double Trouble! (USA) (En,Fr).sfc"
description = "DKC3 (US) ROM File"
md5s = [DKC3DeltaPatch.hash]
rom_file: RomFile = RomFile(RomFile.copy_to)
class DKC3Web(WebWorld):
theme = "jungle"
setup_en = Tutorial(
"Multiworld Setup Guide",
"A guide to setting up the Donkey Kong Country 3 randomizer connected to an Archipelago Multiworld.",
"English",
"setup_en.md",
"setup/en",
["PoryGone"]
)
tutorials = [setup_en]
option_groups = dkc3_option_groups
class DKC3World(World):
"""
Donkey Kong Country 3 is an action platforming game.
Play as Dixie Kong and her baby cousin Kiddy as they try to solve the
mystery of why Donkey Kong and Diddy disappeared while on vacation.
"""
game: str = "Donkey Kong Country 3"
settings: typing.ClassVar[DK3Settings]
options_dataclass = DKC3Options
options: DKC3Options
topology_present = False
#hint_blacklist = {LocationName.rocket_rush_flag}
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = all_locations
active_level_list: typing.List[str]
web = DKC3Web()
def __init__(self, world: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
super().__init__(world, player)
@classmethod
def stage_assert_generate(cls, multiworld: MultiWorld):
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def _get_slot_data(self):
return {
#"death_link": self.options.death_link.value,
"active_levels": self.active_level_list,
}
def fill_slot_data(self) -> dict:
slot_data = self._get_slot_data()
for option_name in (attr.name for attr in dataclasses.fields(DKC3Options)
if attr not in dataclasses.fields(PerGameCommonOptions)):
option = getattr(self.options, option_name)
slot_data[option_name] = option.value
return slot_data
def create_regions(self):
location_table = setup_locations(self)
create_regions(self, location_table)
# Not generate basic
self.topology_present = self.options.level_shuffle.value
itempool: typing.List[DKC3Item] = []
# Levels
total_required_locations = 159
number_of_banana_birds = 0
# Rocket Rush Cog
total_required_locations -= 1
number_of_cogs = 4
self.multiworld.get_location(LocationName.rocket_rush_flag, self.player).place_locked_item(self.create_item(ItemName.krematoa_cog))
number_of_bosses = 8
if self.options.goal == "knautilus":
self.multiworld.get_location(LocationName.kastle_kaos, self.player).place_locked_item(self.create_item(ItemName.victory))
number_of_bosses = 7
else:
self.multiworld.get_location(LocationName.banana_bird_mother, self.player).place_locked_item(self.create_item(ItemName.victory))
number_of_banana_birds = self.options.number_of_banana_birds
# Bosses
total_required_locations += number_of_bosses
# Secret Caves
total_required_locations += 13
if self.options.kongsanity:
total_required_locations += 39
## Brothers Bear
if False:#self.options.include_trade_sequence:
total_required_locations += 10
number_of_bonus_coins = (self.options.krematoa_bonus_coin_cost * 5)
number_of_bonus_coins += math.ceil((85 - number_of_bonus_coins) * self.options.percentage_of_extra_bonus_coins / 100)
itempool += [self.create_item(ItemName.bonus_coin) for _ in range(number_of_bonus_coins)]
itempool += [self.create_item(ItemName.dk_coin) for _ in range(41)]
itempool += [self.create_item(ItemName.banana_bird) for _ in range(number_of_banana_birds)]
itempool += [self.create_item(ItemName.krematoa_cog) for _ in range(number_of_cogs)]
itempool += [self.create_item(ItemName.progressive_boat) for _ in range(3)]
total_junk_count = total_required_locations - len(itempool)
junk_pool = []
for item_name in self.multiworld.random.choices(list(junk_table.keys()), k=total_junk_count):
junk_pool.append(self.create_item(item_name))
itempool += junk_pool
self.active_level_list = level_list.copy()
if self.options.level_shuffle:
self.random.shuffle(self.active_level_list)
connect_regions(self, self.active_level_list)
self.multiworld.itempool += itempool
def generate_output(self, output_directory: str):
try:
rom = LocalRom(get_base_rom_path())
patch_rom(self, rom, self.active_level_list)
self.active_level_list.append(LocationName.rocket_rush_region)
rompath = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.sfc")
rom.write_to_file(rompath)
self.rom_name = rom.name
patch = DKC3DeltaPatch(os.path.splitext(rompath)[0]+DKC3DeltaPatch.patch_file_ending, player=self.player,
player_name=self.multiworld.player_name[self.player], patched_path=rompath)
patch.write()
except:
raise
finally:
self.rom_name_available_event.set() # make sure threading continues and errors are collected
if os.path.exists(rompath):
os.unlink(rompath)
def modify_multidata(self, multidata: dict):
import base64
# wait for self.rom_name to be available.
self.rom_name_available_event.wait()
rom_name = getattr(self, "rom_name", None)
# we skip in case of error, so that the original error in the output thread is the one that gets raised
if rom_name:
new_name = base64.b64encode(bytes(self.rom_name)).decode()
multidata["connect_names"][new_name] = multidata["connect_names"][self.multiworld.player_name[self.player]]
def extend_hint_information(self, hint_data: typing.Dict[int, typing.Dict[int, str]]):
if self.topology_present:
world_names = [
LocationName.lake_orangatanga_region,
LocationName.kremwood_forest_region,
LocationName.cotton_top_cove_region,
LocationName.mekanos_region,
LocationName.k3_region,
LocationName.razor_ridge_region,
LocationName.kaos_kore_region,
LocationName.krematoa_region,
]
er_hint_data = {}
for world_index in range(len(world_names)):
for level_index in range(5):
level_id: int = world_index * 5 + level_index
if level_id >= len(self.active_level_list):
break
level_region = self.multiworld.get_region(self.active_level_list[level_id], self.player)
for location in level_region.locations:
er_hint_data[location.address] = world_names[world_index]
hint_data[self.player] = er_hint_data
def create_item(self, name: str, force_non_progression=False) -> Item:
data = item_table[name]
if force_non_progression:
classification = ItemClassification.filler
elif data.progression:
classification = ItemClassification.progression
else:
classification = ItemClassification.filler
created_item = DKC3Item(name, classification, data.code, self.player)
return created_item
def get_filler_item_name(self) -> str:
return self.multiworld.random.choice(list(junk_table.keys()))
def set_rules(self):
set_rules(self)
-6
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@@ -1,6 +0,0 @@
{
"game": "Donkey Kong Country 3",
"authors": [ "PoryGone" ],
"minimum_ap_version": "0.6.3",
"world_version": "1.1.0"
}
@@ -1,35 +0,0 @@
# Donkey Kong Country 3
## Where is the options page?
The [player options page for this game](../player-options) contains all the options you need to configure and export a config file.
## What does randomization do to this game?
Items which the player would normally acquire throughout the game have been moved around. Logic remains, so the game is
always able to be completed, but because of the item shuffle the player may need to access certain areas before they
would in the vanilla game.
## What is the goal of Donkey Kong Country 3 when randomized?
There are two goals which can be chosen:
- `Knautilus`: Collect Bonus Coins and Krematoa Cogs to reach K. Rool's submarine in Krematoa
- `Banana Bird Hunt`: Collect Banana Birds to free the Banana Bird Mother
## What items and locations get shuffled?
All Bonus Coins, DK Coins, and Banana Birds (if on a `Banana Bird Hunt` goal) are randomized. Additionally, level clears award a location check.
The Patch and two Skis for upgrading the boat are included. Bear Coins are provided if additional items are needed for the item pool.
Four of the Five Krematoa Cogs are randomized, but the final one is always in its vanilla location at the Flag of Rocket Rush in Krematoa
## Which items can be in another player's world?
Any shuffled item can be in other players' worlds.
## What does another world's item look like in Donkey Kong Country 3
Items pickups all retain their original appearance. You won't know if an item belongs to another player until you collect.
## When the player receives an item, what happens?
Currently, the items are silently added to the player's inventory, which can be seen when saving the game.
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@@ -1,162 +0,0 @@
# Donkey Kong Country 3 Randomizer Setup Guide
## Required Software
- [Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases).
- Hardware or software capable of loading and playing SNES ROM files
- An emulator capable of connecting to SNI such as:
- snes9x-rr from: [snes9x rr](https://github.com/gocha/snes9x-rr/releases),
- BizHawk from: [TASVideos](https://tasvideos.org/BizHawk)
- RetroArch 1.10.3 or newer from: [RetroArch Website](https://retroarch.com?page=platforms). Or,
- An SD2SNES, FXPak Pro ([FXPak Pro Store Page](https://krikzz.com/store/home/54-fxpak-pro.html)), or other
compatible hardware
- Your legally obtained Donkey Kong Country 3 ROM file, probably named `Donkey Kong Country 3 - Dixie Kong's Double Trouble! (USA) (En,Fr).sfc`
## Optional Software
- Donkey Kong Country 3 Tracker
- PopTracker from: [PopTracker Releases Page](https://github.com/black-sliver/PopTracker/releases/)
- Donkey Kong Country 3 Archipelago PopTracker pack from: [DKC3 AP Tracker Releases Page](https://github.com/PoryGone/DKC3_AP_Tracker/releases/)
## Installation Procedures
### Windows Setup
1. Download and install [Archipelago](<https://github.com/ArchipelagoMW/Archipelago/releases/latest>). **The installer
file is located in the assets section at the bottom of the version information.**
2. The first time you do local generation or patch your game, you will be asked to locate your base ROM file.
This is your Donkey Kong Country 3 ROM file. This only needs to be done once.
3. If you are using an emulator, you should assign your Lua capable emulator as your default program for launching ROM
files.
1. Extract your emulator's folder to your Desktop, or somewhere you will remember.
2. Right-click on a ROM file and select **Open with...**
3. Check the box next to **Always use this app to open .sfc files**
4. Scroll to the bottom of the list and click the grey text **Look for another App on this PC**
5. Browse for your emulator's `.exe` file and click **Open**. This file should be located inside the folder you
extracted in step one.
## Create a Config (.yaml) File
### What is a config file and why do I need one?
See the guide on setting up a basic YAML at the Archipelago setup
guide: [Basic Multiworld Setup Guide](/tutorial/Archipelago/setup/en)
### Where do I get a config file?
The Player Options page on the website allows you to configure your personal options and export a config file from
them. Player options page: [Donkey Kong Country 3 Player Options Page](/games/Donkey%20Kong%20Country%203/player-options)
### Verifying your config file
If you would like to validate your config file to make sure it works, you may do so on the YAML Validator page. YAML
validator page: [YAML Validation page](/check)
## Generating a Single-Player Game
1. Navigate to the Player Options page, configure your options, and click the "Generate Game" button.
- Player Options page: [Donkey Kong Country 3 Player Options Page](/games/Donkey%20Kong%20Country%203/player-options)
2. You will be presented with a "Seed Info" page.
3. Click the "Create New Room" link.
4. You will be presented with a server page, from which you can download your patch file.
5. Double-click on your patch file, and the Donkey Kong Country 3 Client will launch automatically, create your ROM from the
patch file, and open your emulator for you.
## Joining a MultiWorld Game
### Obtain your patch file and create your ROM
When you join a multiworld game, you will be asked to provide your config file to whoever is hosting. Once that is done,
the host will provide you with either a link to download your patch file, or with a zip file containing everyone's patch
files. Your patch file should have a `.apdkc3` extension.
Put your patch file on your desktop or somewhere convenient, and double click it. This should automatically launch the
client, and will also create your ROM in the same place as your patch file.
### Connect to the client
#### With an emulator
When the client launched automatically, SNI should have also automatically launched in the background. If this is its
first time launching, you may be prompted to allow it to communicate through the Windows Firewall.
##### snes9x-rr
1. Load your ROM file if it hasn't already been loaded.
2. Click on the File menu and hover on **Lua Scripting**
3. Click on **New Lua Script Window...**
4. In the new window, click **Browse...**
5. Select the connector lua file included with your client
- Look in the Archipelago folder for `/SNI/lua/Connector.lua`.
6. If you see an error while loading the script that states `socket.dll missing` or similar, navigate to the folder of
the lua you are using in your file explorer and copy the `socket.dll` to the base folder of your snes9x install.
##### BizHawk
1. Ensure you have the BSNES core loaded. This is done with the main menubar, under:
- (≤ 2.8) `Config``Cores``SNES``BSNES`
- (≥ 2.9) `Config``Preferred Cores``SNES``BSNESv115+`
2. Load your ROM file if it hasn't already been loaded.
If you changed your core preference after loading the ROM, don't forget to reload it (default hotkey: Ctrl+R).
3. Drag+drop the `Connector.lua` file included with your client onto the main EmuHawk window.
- Look in the Archipelago folder for `/SNI/lua/Connector.lua`.
- You could instead open the Lua Console manually, click `Script``Open Script`, and navigate to `Connector.lua`
with the file picker.
##### RetroArch 1.10.3 or newer
You only have to do these steps once. Note, RetroArch 1.9.x will not work as it is older than 1.10.3.
1. Enter the RetroArch main menu screen.
2. Go to Settings --> User Interface. Set "Show Advanced Settings" to ON.
3. Go to Settings --> Network. Set "Network Commands" to ON. (It is found below Request Device 16.) Leave the default
Network Command Port at 55355. \
![Screenshot of Network Commands setting](../../generic/docs/retroarch-network-commands-en.png)
4. Go to Main Menu --> Online Updater --> Core Downloader. Scroll down and select "Nintendo - SNES / SFC (bsnes-mercury
Performance)".
When loading a ROM, be sure to select a **bsnes-mercury** core. These are the only cores that allow external tools to
read ROM data.
#### With hardware
This guide assumes you have downloaded the correct firmware for your device. If you have not done so already, please do
this now. SD2SNES and FXPak Pro users may download the appropriate firmware on the SD2SNES releases page. SD2SNES
releases page: [SD2SNES Releases Page](https://github.com/RedGuyyyy/sd2snes/releases)
Other hardware may find helpful information on the usb2snes platforms
page: [usb2snes Supported Platforms Page](http://usb2snes.com/#supported-platforms)
1. Close your emulator, which may have auto-launched.
2. Power on your device and load the ROM.
### Connect to the Archipelago Server
The patch file which launched your client should have automatically connected you to the AP Server. There are a few
reasons this may not happen however, including if the game is hosted on the website but was generated elsewhere. If the
client window shows "Server Status: Not Connected", simply ask the host for the address of the server, and copy/paste it
into the "Server" input field then press enter.
The client will attempt to reconnect to the new server address, and should momentarily show "Server Status: Connected".
### Play the game
When the client shows both SNES Device and Server as connected, you're ready to begin playing. Congratulations on
successfully joining a multiworld game!
## Hosting a MultiWorld game
The recommended way to host a game is to use our hosting service. The process is relatively simple:
1. Collect config files from your players.
2. Create a zip file containing your players' config files.
3. Upload that zip file to the Generate page above.
- Generate page: [WebHost Seed Generation Page](/generate)
4. Wait a moment while the seed is generated.
5. When the seed is generated, you will be redirected to a "Seed Info" page.
6. Click "Create New Room". This will take you to the server page. Provide the link to this page to your players, so
they may download their patch files from there.
7. Note that a link to a MultiWorld Tracker is at the top of the room page. The tracker shows the progress of all
players in the game. Any observers may also be given the link to this page.
8. Once all players have joined, you may begin playing.
+29 -29
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@@ -45,35 +45,35 @@ def create_regions(multiworld: MultiWorld, player: int, world_options: Options.D
def create_regions_basic_campaign(has_campaign_basic: bool, region_menu: Region, has_item_shuffle: bool, has_coinsanity: bool,
coin_bundle_size: int, player: int, world: MultiWorld):
coin_bundle_size: int, player: int, multiworld: MultiWorld):
if not has_campaign_basic:
return
region_menu.exits += [Entrance(player, "DLC Quest Basic", region_menu)]
locations_move_right = ["Movement Pack", "Animation Pack", "Audio Pack", "Pause Menu Pack"]
region_move_right = create_region_and_locations_basic("Move Right", locations_move_right, ["Moving"], player, world, 4)
region_move_right = create_region_and_locations_basic("Move Right", locations_move_right, ["Moving"], player, multiworld, 4)
create_coinsanity_locations_dlc_quest(has_coinsanity, coin_bundle_size, player, region_move_right)
locations_movement_pack = ["Time is Money Pack", "Psychological Warfare Pack", "Armor for your Horse Pack", "Shepherd Sheep"]
locations_movement_pack += conditional_location(has_item_shuffle, "Sword")
create_region_and_locations_basic("Movement Pack", locations_movement_pack, ["Tree", "Cloud"], player, world, 46)
create_region_and_locations_basic("Movement Pack", locations_movement_pack, ["Tree", "Cloud"], player, multiworld, 46)
locations_behind_tree = ["Double Jump Pack", "Map Pack", "Between Trees Sheep", "Hole in the Wall Sheep"] + conditional_location(has_item_shuffle, "Gun")
create_region_and_locations_basic("Behind Tree", locations_behind_tree, ["Behind Tree Double Jump", "Forest Entrance"], player, world, 60)
create_region_and_locations_basic("Psychological Warfare", ["West Cave Sheep"], ["Cloud Double Jump"], player, world, 100)
create_region_and_locations_basic("Behind Tree", locations_behind_tree, ["Behind Tree Double Jump", "Forest Entrance"], player, multiworld, 60)
create_region_and_locations_basic("Psychological Warfare", ["West Cave Sheep"], ["Cloud Double Jump"], player, multiworld, 100)
locations_double_jump_left = ["Pet Pack", "Top Hat Pack", "North West Alcove Sheep"]
create_region_and_locations_basic("Double Jump Total Left", locations_double_jump_left, ["Cave Tree", "Cave Roof"], player, world, 50)
create_region_and_locations_basic("Double Jump Total Left Cave", ["Top Hat Sheep"], [], player, world, 9)
create_region_and_locations_basic("Double Jump Total Left Roof", ["North West Ceiling Sheep"], [], player, world, 10)
create_region_and_locations_basic("Double Jump Total Left", locations_double_jump_left, ["Cave Tree", "Cave Roof"], player, multiworld, 50)
create_region_and_locations_basic("Double Jump Total Left Cave", ["Top Hat Sheep"], [], player, multiworld, 9)
create_region_and_locations_basic("Double Jump Total Left Roof", ["North West Ceiling Sheep"], [], player, multiworld, 10)
locations_double_jump_left_ceiling = ["Sexy Outfits Pack", "Double Jump Alcove Sheep", "Sexy Outfits Sheep"]
create_region_and_locations_basic("Double Jump Behind Tree", locations_double_jump_left_ceiling, ["True Double Jump"], player, world, 89)
create_region_and_locations_basic("True Double Jump Behind Tree", ["Double Jump Floating Sheep", "Cutscene Sheep"], [], player, world, 7)
create_region_and_locations_basic("The Forest", ["Gun Pack", "Night Map Pack"], ["Behind Ogre", "Forest Double Jump"], player, world, 171)
create_region_and_locations_basic("The Forest with double Jump", ["The Zombie Pack", "Forest Low Sheep"], ["Forest True Double Jump"], player, world, 76)
create_region_and_locations_basic("The Forest with double Jump Part 2", ["Forest High Sheep"], [], player, world, 203)
region_final_boss_room = create_region_and_locations_basic("The Final Boss Room", ["Finish the Fight Pack"], [], player, world)
create_region_and_locations_basic("Double Jump Behind Tree", locations_double_jump_left_ceiling, ["True Double Jump"], player, multiworld, 89)
create_region_and_locations_basic("True Double Jump Behind Tree", ["Double Jump Floating Sheep", "Cutscene Sheep"], [], player, multiworld, 7)
create_region_and_locations_basic("The Forest", ["Gun Pack", "Night Map Pack"], ["Behind Ogre", "Forest Double Jump"], player, multiworld, 171)
create_region_and_locations_basic("The Forest with double Jump", ["The Zombie Pack", "Forest Low Sheep"], ["Forest True Double Jump"], player, multiworld, 76)
create_region_and_locations_basic("The Forest with double Jump Part 2", ["Forest High Sheep"], [], player, multiworld, 203)
region_final_boss_room = create_region_and_locations_basic("The Final Boss Room", ["Finish the Fight Pack"], [], player, multiworld)
create_victory_event(region_final_boss_room, "Winning Basic", "Victory Basic", player)
connect_entrances_basic(player, world)
connect_entrances_basic(player, multiworld)
def create_regions_lfod_campaign(coin_bundle_size, has_campaign_lfod, has_coinsanity, has_item_shuffle, multiworld, player, region_menu):
@@ -141,20 +141,20 @@ def create_victory_event(region_victory: Region, event_name: str, item_name: str
location_victory.place_locked_item(create_event(player, item_name))
def connect_entrances_basic(player, world):
world.get_entrance("DLC Quest Basic", player).connect(world.get_region("Move Right", player))
world.get_entrance("Moving", player).connect(world.get_region("Movement Pack", player))
world.get_entrance("Tree", player).connect(world.get_region("Behind Tree", player))
world.get_entrance("Cloud", player).connect(world.get_region("Psychological Warfare", player))
world.get_entrance("Cloud Double Jump", player).connect(world.get_region("Double Jump Total Left", player))
world.get_entrance("Cave Tree", player).connect(world.get_region("Double Jump Total Left Cave", player))
world.get_entrance("Cave Roof", player).connect(world.get_region("Double Jump Total Left Roof", player))
world.get_entrance("Forest Entrance", player).connect(world.get_region("The Forest", player))
world.get_entrance("Behind Tree Double Jump", player).connect(world.get_region("Double Jump Behind Tree", player))
world.get_entrance("Behind Ogre", player).connect(world.get_region("The Final Boss Room", player))
world.get_entrance("Forest Double Jump", player).connect(world.get_region("The Forest with double Jump", player))
world.get_entrance("Forest True Double Jump", player).connect(world.get_region("The Forest with double Jump Part 2", player))
world.get_entrance("True Double Jump", player).connect(world.get_region("True Double Jump Behind Tree", player))
def connect_entrances_basic(player, multiworld):
multiworld.get_entrance("DLC Quest Basic", player).connect(multiworld.get_region("Move Right", player))
multiworld.get_entrance("Moving", player).connect(multiworld.get_region("Movement Pack", player))
multiworld.get_entrance("Tree", player).connect(multiworld.get_region("Behind Tree", player))
multiworld.get_entrance("Cloud", player).connect(multiworld.get_region("Psychological Warfare", player))
multiworld.get_entrance("Cloud Double Jump", player).connect(multiworld.get_region("Double Jump Total Left", player))
multiworld.get_entrance("Cave Tree", player).connect(multiworld.get_region("Double Jump Total Left Cave", player))
multiworld.get_entrance("Cave Roof", player).connect(multiworld.get_region("Double Jump Total Left Roof", player))
multiworld.get_entrance("Forest Entrance", player).connect(multiworld.get_region("The Forest", player))
multiworld.get_entrance("Behind Tree Double Jump", player).connect(multiworld.get_region("Double Jump Behind Tree", player))
multiworld.get_entrance("Behind Ogre", player).connect(multiworld.get_region("The Final Boss Room", player))
multiworld.get_entrance("Forest Double Jump", player).connect(multiworld.get_region("The Forest with double Jump", player))
multiworld.get_entrance("Forest True Double Jump", player).connect(multiworld.get_region("The Forest with double Jump Part 2", player))
multiworld.get_entrance("True Double Jump", player).connect(multiworld.get_region("True Double Jump Behind Tree", player))
def connect_entrances_lfod(multiworld, player):
+194 -194
View File
@@ -18,251 +18,251 @@ def has_enough_coin_freemium(player: int, coin: int):
return lambda state: state.prog_items[player][" coins freemium"] >= coin
def set_rules(world, player, world_options: Options.DLCQuestOptions):
set_basic_rules(world_options, player, world)
set_lfod_rules(world_options, player, world)
set_completion_condition(world_options, player, world)
def set_rules(multiworld, player, world_options: Options.DLCQuestOptions):
set_basic_rules(world_options, player, multiworld)
set_lfod_rules(world_options, player, multiworld)
set_completion_condition(world_options, player, multiworld)
def set_basic_rules(world_options, player, world):
def set_basic_rules(world_options, player, multiworld):
if world_options.campaign == Options.Campaign.option_live_freemium_or_die:
return
set_basic_entrance_rules(player, world)
set_basic_self_obtained_items_rules(world_options, player, world)
set_basic_shuffled_items_rules(world_options, player, world)
set_double_jump_glitchless_rules(world_options, player, world)
set_easy_double_jump_glitch_rules(world_options, player, world)
self_basic_coinsanity_funded_purchase_rules(world_options, player, world)
set_basic_self_funded_purchase_rules(world_options, player, world)
self_basic_win_condition(world_options, player, world)
set_basic_entrance_rules(player, multiworld)
set_basic_self_obtained_items_rules(world_options, player, multiworld)
set_basic_shuffled_items_rules(world_options, player, multiworld)
set_double_jump_glitchless_rules(world_options, player, multiworld)
set_easy_double_jump_glitch_rules(world_options, player, multiworld)
self_basic_coinsanity_funded_purchase_rules(world_options, player, multiworld)
set_basic_self_funded_purchase_rules(world_options, player, multiworld)
self_basic_win_condition(world_options, player, multiworld)
def set_basic_entrance_rules(player, world):
set_rule(world.get_entrance("Moving", player),
def set_basic_entrance_rules(player, multiworld):
set_rule(multiworld.get_entrance("Moving", player),
lambda state: state.has("Movement Pack", player))
set_rule(world.get_entrance("Cloud", player),
set_rule(multiworld.get_entrance("Cloud", player),
lambda state: state.has("Psychological Warfare Pack", player))
set_rule(world.get_entrance("Forest Entrance", player),
set_rule(multiworld.get_entrance("Forest Entrance", player),
lambda state: state.has("Map Pack", player))
set_rule(world.get_entrance("Forest True Double Jump", player),
set_rule(multiworld.get_entrance("Forest True Double Jump", player),
lambda state: state.has("Double Jump Pack", player))
def set_basic_self_obtained_items_rules(world_options, player, world):
def set_basic_self_obtained_items_rules(world_options, player, multiworld):
if world_options.item_shuffle != Options.ItemShuffle.option_disabled:
return
set_rule(world.get_entrance("Behind Ogre", player),
set_rule(multiworld.get_entrance("Behind Ogre", player),
lambda state: state.has("Gun Pack", player))
if world_options.time_is_money == Options.TimeIsMoney.option_required:
set_rule(world.get_entrance("Tree", player),
set_rule(multiworld.get_entrance("Tree", player),
lambda state: state.has("Time is Money Pack", player))
set_rule(world.get_entrance("Cave Tree", player),
set_rule(multiworld.get_entrance("Cave Tree", player),
lambda state: state.has("Time is Money Pack", player))
set_rule(world.get_location("Shepherd Sheep", player),
set_rule(multiworld.get_location("Shepherd Sheep", player),
lambda state: state.has("Time is Money Pack", player))
set_rule(world.get_location("North West Ceiling Sheep", player),
set_rule(multiworld.get_location("North West Ceiling Sheep", player),
lambda state: state.has("Time is Money Pack", player))
set_rule(world.get_location("North West Alcove Sheep", player),
set_rule(multiworld.get_location("North West Alcove Sheep", player),
lambda state: state.has("Time is Money Pack", player))
set_rule(world.get_location("West Cave Sheep", player),
set_rule(multiworld.get_location("West Cave Sheep", player),
lambda state: state.has("Time is Money Pack", player))
def set_basic_shuffled_items_rules(world_options, player, world):
def set_basic_shuffled_items_rules(world_options, player, multiworld):
if world_options.item_shuffle != Options.ItemShuffle.option_shuffled:
return
set_rule(world.get_entrance("Behind Ogre", player),
set_rule(multiworld.get_entrance("Behind Ogre", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player, 2))
set_rule(world.get_entrance("Tree", player),
set_rule(multiworld.get_entrance("Tree", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_entrance("Cave Tree", player),
set_rule(multiworld.get_entrance("Cave Tree", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_entrance("True Double Jump", player),
set_rule(multiworld.get_entrance("True Double Jump", player),
lambda state: state.has("Double Jump Pack", player))
set_rule(world.get_location("Shepherd Sheep", player),
set_rule(multiworld.get_location("Shepherd Sheep", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_location("North West Ceiling Sheep", player),
set_rule(multiworld.get_location("North West Ceiling Sheep", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_location("North West Alcove Sheep", player),
set_rule(multiworld.get_location("North West Alcove Sheep", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_location("West Cave Sheep", player),
set_rule(multiworld.get_location("West Cave Sheep", player),
lambda state: state.has("DLC Quest: Progressive Weapon", player))
set_rule(world.get_location("Gun", player),
set_rule(multiworld.get_location("Gun", player),
lambda state: state.has("Gun Pack", player))
if world_options.time_is_money == Options.TimeIsMoney.option_required:
set_rule(world.get_location("Sword", player),
set_rule(multiworld.get_location("Sword", player),
lambda state: state.has("Time is Money Pack", player))
def set_double_jump_glitchless_rules(world_options, player, world):
def set_double_jump_glitchless_rules(world_options, player, multiworld):
if world_options.double_jump_glitch != Options.DoubleJumpGlitch.option_none:
return
set_rule(world.get_entrance("Cloud Double Jump", player),
set_rule(multiworld.get_entrance("Cloud Double Jump", player),
lambda state: state.has("Double Jump Pack", player))
set_rule(world.get_entrance("Forest Double Jump", player),
set_rule(multiworld.get_entrance("Forest Double Jump", player),
lambda state: state.has("Double Jump Pack", player))
def set_easy_double_jump_glitch_rules(world_options, player, world):
def set_easy_double_jump_glitch_rules(world_options, player, multiworld):
if world_options.double_jump_glitch == Options.DoubleJumpGlitch.option_all:
return
set_rule(world.get_entrance("Behind Tree Double Jump", player),
set_rule(multiworld.get_entrance("Behind Tree Double Jump", player),
lambda state: state.has("Double Jump Pack", player))
set_rule(world.get_entrance("Cave Roof", player),
set_rule(multiworld.get_entrance("Cave Roof", player),
lambda state: state.has("Double Jump Pack", player))
def self_basic_coinsanity_funded_purchase_rules(world_options, player, world):
def self_basic_coinsanity_funded_purchase_rules(world_options, player, multiworld):
if world_options.coinsanity != Options.CoinSanity.option_coin:
return
if world_options.coinbundlequantity == -1:
self_basic_coinsanity_piece_rules(player, world)
self_basic_coinsanity_piece_rules(player, multiworld)
return
number_of_bundle = math.floor(825 / world_options.coinbundlequantity)
for i in range(number_of_bundle):
item_coin = f"DLC Quest: {world_options.coinbundlequantity * (i + 1)} Coin"
set_rule(world.get_location(item_coin, player),
set_rule(multiworld.get_location(item_coin, player),
has_enough_coin(player, world_options.coinbundlequantity * (i + 1)))
if 825 % world_options.coinbundlequantity != 0:
set_rule(world.get_location("DLC Quest: 825 Coin", player),
set_rule(multiworld.get_location("DLC Quest: 825 Coin", player),
has_enough_coin(player, 825))
set_rule(world.get_location("Movement Pack", player),
set_rule(multiworld.get_location("Movement Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(4 / world_options.coinbundlequantity)))
set_rule(world.get_location("Animation Pack", player),
set_rule(multiworld.get_location("Animation Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Audio Pack", player),
set_rule(multiworld.get_location("Audio Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Pause Menu Pack", player),
set_rule(multiworld.get_location("Pause Menu Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Time is Money Pack", player),
set_rule(multiworld.get_location("Time is Money Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(20 / world_options.coinbundlequantity)))
set_rule(world.get_location("Double Jump Pack", player),
set_rule(multiworld.get_location("Double Jump Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(100 / world_options.coinbundlequantity)))
set_rule(world.get_location("Pet Pack", player),
set_rule(multiworld.get_location("Pet Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Sexy Outfits Pack", player),
set_rule(multiworld.get_location("Sexy Outfits Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Top Hat Pack", player),
set_rule(multiworld.get_location("Top Hat Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Map Pack", player),
set_rule(multiworld.get_location("Map Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(140 / world_options.coinbundlequantity)))
set_rule(world.get_location("Gun Pack", player),
set_rule(multiworld.get_location("Gun Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(75 / world_options.coinbundlequantity)))
set_rule(world.get_location("The Zombie Pack", player),
set_rule(multiworld.get_location("The Zombie Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Night Map Pack", player),
set_rule(multiworld.get_location("Night Map Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(75 / world_options.coinbundlequantity)))
set_rule(world.get_location("Psychological Warfare Pack", player),
set_rule(multiworld.get_location("Psychological Warfare Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(50 / world_options.coinbundlequantity)))
set_rule(world.get_location("Armor for your Horse Pack", player),
set_rule(multiworld.get_location("Armor for your Horse Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(250 / world_options.coinbundlequantity)))
set_rule(world.get_location("Finish the Fight Pack", player),
set_rule(multiworld.get_location("Finish the Fight Pack", player),
lambda state: state.has("DLC Quest: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
def set_basic_self_funded_purchase_rules(world_options, player, world):
def set_basic_self_funded_purchase_rules(world_options, player, multiworld):
if world_options.coinsanity != Options.CoinSanity.option_none:
return
set_rule(world.get_location("Movement Pack", player),
set_rule(multiworld.get_location("Movement Pack", player),
has_enough_coin(player, 4))
set_rule(world.get_location("Animation Pack", player),
set_rule(multiworld.get_location("Animation Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Audio Pack", player),
set_rule(multiworld.get_location("Audio Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Pause Menu Pack", player),
set_rule(multiworld.get_location("Pause Menu Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Time is Money Pack", player),
set_rule(multiworld.get_location("Time is Money Pack", player),
has_enough_coin(player, 20))
set_rule(world.get_location("Double Jump Pack", player),
set_rule(multiworld.get_location("Double Jump Pack", player),
has_enough_coin(player, 100))
set_rule(world.get_location("Pet Pack", player),
set_rule(multiworld.get_location("Pet Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Sexy Outfits Pack", player),
set_rule(multiworld.get_location("Sexy Outfits Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Top Hat Pack", player),
set_rule(multiworld.get_location("Top Hat Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Map Pack", player),
set_rule(multiworld.get_location("Map Pack", player),
has_enough_coin(player, 140))
set_rule(world.get_location("Gun Pack", player),
set_rule(multiworld.get_location("Gun Pack", player),
has_enough_coin(player, 75))
set_rule(world.get_location("The Zombie Pack", player),
set_rule(multiworld.get_location("The Zombie Pack", player),
has_enough_coin(player, 5))
set_rule(world.get_location("Night Map Pack", player),
set_rule(multiworld.get_location("Night Map Pack", player),
has_enough_coin(player, 75))
set_rule(world.get_location("Psychological Warfare Pack", player),
set_rule(multiworld.get_location("Psychological Warfare Pack", player),
has_enough_coin(player, 50))
set_rule(world.get_location("Armor for your Horse Pack", player),
set_rule(multiworld.get_location("Armor for your Horse Pack", player),
has_enough_coin(player, 250))
set_rule(world.get_location("Finish the Fight Pack", player),
set_rule(multiworld.get_location("Finish the Fight Pack", player),
has_enough_coin(player, 5))
def self_basic_win_condition(world_options, player, world):
def self_basic_win_condition(world_options, player, multiworld):
if world_options.ending_choice == Options.EndingChoice.option_any:
set_rule(world.get_location("Winning Basic", player),
set_rule(multiworld.get_location("Winning Basic", player),
lambda state: state.has("Finish the Fight Pack", player))
if world_options.ending_choice == Options.EndingChoice.option_true:
set_rule(world.get_location("Winning Basic", player),
set_rule(multiworld.get_location("Winning Basic", player),
lambda state: state.has("Armor for your Horse Pack", player) and state.has("Finish the Fight Pack",
player))
def set_lfod_rules(world_options, player, world):
def set_lfod_rules(world_options, player, multiworld):
if world_options.campaign == Options.Campaign.option_basic:
return
set_lfod_entrance_rules(player, world)
set_boss_door_requirements_rules(player, world)
set_lfod_self_obtained_items_rules(world_options, player, world)
set_lfod_shuffled_items_rules(world_options, player, world)
self_lfod_coinsanity_funded_purchase_rules(world_options, player, world)
set_lfod_self_funded_purchase_rules(world_options, has_enough_coin_freemium, player, world)
set_lfod_entrance_rules(player, multiworld)
set_boss_door_requirements_rules(player, multiworld)
set_lfod_self_obtained_items_rules(world_options, player, multiworld)
set_lfod_shuffled_items_rules(world_options, player, multiworld)
self_lfod_coinsanity_funded_purchase_rules(world_options, player, multiworld)
set_lfod_self_funded_purchase_rules(world_options, has_enough_coin_freemium, player, multiworld)
def set_lfod_entrance_rules(player, world):
set_rule(world.get_entrance("Wall Jump Entrance", player),
def set_lfod_entrance_rules(player, multiworld):
set_rule(multiworld.get_entrance("Wall Jump Entrance", player),
lambda state: state.has("Wall Jump Pack", player))
set_rule(world.get_entrance("Harmless Plants", player),
set_rule(multiworld.get_entrance("Harmless Plants", player),
lambda state: state.has("Harmless Plants Pack", player))
set_rule(world.get_entrance("Name Change Entrance", player),
set_rule(multiworld.get_entrance("Name Change Entrance", player),
lambda state: state.has("Name Change Pack", player))
set_rule(world.get_entrance("Cut Content Entrance", player),
set_rule(multiworld.get_entrance("Cut Content Entrance", player),
lambda state: state.has("Cut Content Pack", player))
set_rule(world.get_entrance("Blizzard", player),
set_rule(multiworld.get_entrance("Blizzard", player),
lambda state: state.has("Season Pass", player))
set_rule(world.get_location("I Get That Reference!", player),
set_rule(multiworld.get_location("I Get That Reference!", player),
lambda state: state.has("Death of Comedy Pack", player))
set_rule(world.get_location("Story is Important", player),
set_rule(multiworld.get_location("Story is Important", player),
lambda state: state.has("DLC NPC Pack", player))
def set_boss_door_requirements_rules(player, world):
def set_boss_door_requirements_rules(player, multiworld):
sword_1 = "Big Sword Pack"
sword_2 = "Really Big Sword Pack"
sword_3 = "Unfathomable Sword Pack"
big_sword_location = world.get_location(sword_1, player)
really_big_sword_location = world.get_location(sword_2, player)
unfathomable_sword_location = world.get_location(sword_3, player)
big_sword_location = multiworld.get_location(sword_1, player)
really_big_sword_location = multiworld.get_location(sword_2, player)
unfathomable_sword_location = multiworld.get_location(sword_3, player)
big_sword_valid_locations = [big_sword_location]
really_big_sword_valid_locations = [big_sword_location, really_big_sword_location]
@@ -277,7 +277,7 @@ def set_boss_door_requirements_rules(player, world):
has_3_swords = lambda state: ((state.has(sword_1, player) or big_sword_during_boss_fight) and
(state.has(sword_2, player) or really_big_sword_during_boss_fight) and
(state.has(sword_3, player) or unfathomable_sword_during_boss_fight))
set_rule(world.get_entrance("Boss Door", player), has_3_swords)
set_rule(multiworld.get_entrance("Boss Door", player), has_3_swords)
def set_lfod_self_obtained_items_rules(world_options, player, multiworld):
@@ -295,234 +295,234 @@ def set_lfod_self_obtained_items_rules(world_options, player, multiworld):
multiworld.register_indirect_condition(world.get_region("Cut Content"), world.get_entrance("Pickaxe Hard Cave"))
def set_lfod_shuffled_items_rules(world_options, player, world):
def set_lfod_shuffled_items_rules(world_options, player, multiworld):
if world_options.item_shuffle != Options.ItemShuffle.option_shuffled:
return
set_rule(world.get_entrance("Vines", player),
set_rule(multiworld.get_entrance("Vines", player),
lambda state: state.has("Live Freemium or Die: Progressive Weapon", player))
set_rule(world.get_entrance("Behind Rocks", player),
set_rule(multiworld.get_entrance("Behind Rocks", player),
lambda state: state.has("Live Freemium or Die: Progressive Weapon", player, 2))
set_rule(world.get_entrance("Pickaxe Hard Cave", player),
set_rule(multiworld.get_entrance("Pickaxe Hard Cave", player),
lambda state: state.has("Live Freemium or Die: Progressive Weapon", player, 2))
set_rule(world.get_location("Wooden Sword", player),
set_rule(multiworld.get_location("Wooden Sword", player),
lambda state: state.has("Incredibly Important Pack", player))
set_rule(world.get_location("Pickaxe", player),
set_rule(multiworld.get_location("Pickaxe", player),
lambda state: state.has("Humble Indie Bindle", player))
set_rule(world.get_location("Humble Indie Bindle", player),
set_rule(multiworld.get_location("Humble Indie Bindle", player),
lambda state: state.has("Box of Various Supplies", player) and
state.can_reach("Cut Content", 'region', player))
set_rule(world.get_location("Box of Various Supplies", player),
set_rule(multiworld.get_location("Box of Various Supplies", player),
lambda state: state.can_reach("Cut Content", 'region', player))
def self_lfod_coinsanity_funded_purchase_rules(world_options, player, world):
def self_lfod_coinsanity_funded_purchase_rules(world_options, player, multiworld):
if world_options.coinsanity != Options.CoinSanity.option_coin:
return
if world_options.coinbundlequantity == -1:
self_lfod_coinsanity_piece_rules(player, world)
self_lfod_coinsanity_piece_rules(player, multiworld)
return
number_of_bundle = math.floor(889 / world_options.coinbundlequantity)
for i in range(number_of_bundle):
item_coin_freemium = f"Live Freemium or Die: {world_options.coinbundlequantity * (i + 1)} Coin"
set_rule(world.get_location(item_coin_freemium, player),
set_rule(multiworld.get_location(item_coin_freemium, player),
has_enough_coin_freemium(player, world_options.coinbundlequantity * (i + 1)))
if 889 % world_options.coinbundlequantity != 0:
set_rule(world.get_location("Live Freemium or Die: 889 Coin", player),
set_rule(multiworld.get_location("Live Freemium or Die: 889 Coin", player),
has_enough_coin_freemium(player, 889))
add_rule(world.get_entrance("Boss Door", player),
add_rule(multiworld.get_entrance("Boss Door", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(200 / world_options.coinbundlequantity)))
set_rule(world.get_location("Particles Pack", player),
set_rule(multiworld.get_location("Particles Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Day One Patch Pack", player),
set_rule(multiworld.get_location("Day One Patch Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Checkpoint Pack", player),
set_rule(multiworld.get_location("Checkpoint Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Incredibly Important Pack", player),
set_rule(multiworld.get_location("Incredibly Important Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(15 / world_options.coinbundlequantity)))
set_rule(world.get_location("Wall Jump Pack", player),
set_rule(multiworld.get_location("Wall Jump Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(35 / world_options.coinbundlequantity)))
set_rule(world.get_location("Health Bar Pack", player),
set_rule(multiworld.get_location("Health Bar Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Parallax Pack", player),
set_rule(multiworld.get_location("Parallax Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(5 / world_options.coinbundlequantity)))
set_rule(world.get_location("Harmless Plants Pack", player),
set_rule(multiworld.get_location("Harmless Plants Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(130 / world_options.coinbundlequantity)))
set_rule(world.get_location("Death of Comedy Pack", player),
set_rule(multiworld.get_location("Death of Comedy Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(15 / world_options.coinbundlequantity)))
set_rule(world.get_location("Canadian Dialog Pack", player),
set_rule(multiworld.get_location("Canadian Dialog Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(10 / world_options.coinbundlequantity)))
set_rule(world.get_location("DLC NPC Pack", player),
set_rule(multiworld.get_location("DLC NPC Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(15 / world_options.coinbundlequantity)))
set_rule(world.get_location("Cut Content Pack", player),
set_rule(multiworld.get_location("Cut Content Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(40 / world_options.coinbundlequantity)))
set_rule(world.get_location("Name Change Pack", player),
set_rule(multiworld.get_location("Name Change Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(150 / world_options.coinbundlequantity)))
set_rule(world.get_location("Season Pass", player),
set_rule(multiworld.get_location("Season Pass", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(199 / world_options.coinbundlequantity)))
set_rule(world.get_location("High Definition Next Gen Pack", player),
set_rule(multiworld.get_location("High Definition Next Gen Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(20 / world_options.coinbundlequantity)))
set_rule(world.get_location("Increased HP Pack", player),
set_rule(multiworld.get_location("Increased HP Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(10 / world_options.coinbundlequantity)))
set_rule(world.get_location("Remove Ads Pack", player),
set_rule(multiworld.get_location("Remove Ads Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Bundle", player,
math.ceil(25 / world_options.coinbundlequantity)))
def set_lfod_self_funded_purchase_rules(world_options, has_enough_coin_freemium, player, world):
def set_lfod_self_funded_purchase_rules(world_options, has_enough_coin_freemium, player, multiworld):
if world_options.coinsanity != Options.CoinSanity.option_none:
return
add_rule(world.get_entrance("Boss Door", player),
add_rule(multiworld.get_entrance("Boss Door", player),
has_enough_coin_freemium(player, 200))
set_rule(world.get_location("Particles Pack", player),
set_rule(multiworld.get_location("Particles Pack", player),
has_enough_coin_freemium(player, 5))
set_rule(world.get_location("Day One Patch Pack", player),
set_rule(multiworld.get_location("Day One Patch Pack", player),
has_enough_coin_freemium(player, 5))
set_rule(world.get_location("Checkpoint Pack", player),
set_rule(multiworld.get_location("Checkpoint Pack", player),
has_enough_coin_freemium(player, 5))
set_rule(world.get_location("Incredibly Important Pack", player),
set_rule(multiworld.get_location("Incredibly Important Pack", player),
has_enough_coin_freemium(player, 15))
set_rule(world.get_location("Wall Jump Pack", player),
set_rule(multiworld.get_location("Wall Jump Pack", player),
has_enough_coin_freemium(player, 35))
set_rule(world.get_location("Health Bar Pack", player),
set_rule(multiworld.get_location("Health Bar Pack", player),
has_enough_coin_freemium(player, 5))
set_rule(world.get_location("Parallax Pack", player),
set_rule(multiworld.get_location("Parallax Pack", player),
has_enough_coin_freemium(player, 5))
set_rule(world.get_location("Harmless Plants Pack", player),
set_rule(multiworld.get_location("Harmless Plants Pack", player),
has_enough_coin_freemium(player, 130))
set_rule(world.get_location("Death of Comedy Pack", player),
set_rule(multiworld.get_location("Death of Comedy Pack", player),
has_enough_coin_freemium(player, 15))
set_rule(world.get_location("Canadian Dialog Pack", player),
set_rule(multiworld.get_location("Canadian Dialog Pack", player),
has_enough_coin_freemium(player, 10))
set_rule(world.get_location("DLC NPC Pack", player),
set_rule(multiworld.get_location("DLC NPC Pack", player),
has_enough_coin_freemium(player, 15))
set_rule(world.get_location("Cut Content Pack", player),
set_rule(multiworld.get_location("Cut Content Pack", player),
has_enough_coin_freemium(player, 40))
set_rule(world.get_location("Name Change Pack", player),
set_rule(multiworld.get_location("Name Change Pack", player),
has_enough_coin_freemium(player, 150))
set_rule(world.get_location("Season Pass", player),
set_rule(multiworld.get_location("Season Pass", player),
has_enough_coin_freemium(player, 199))
set_rule(world.get_location("High Definition Next Gen Pack", player),
set_rule(multiworld.get_location("High Definition Next Gen Pack", player),
has_enough_coin_freemium(player, 20))
set_rule(world.get_location("Increased HP Pack", player),
set_rule(multiworld.get_location("Increased HP Pack", player),
has_enough_coin_freemium(player, 10))
set_rule(world.get_location("Remove Ads Pack", player),
set_rule(multiworld.get_location("Remove Ads Pack", player),
has_enough_coin_freemium(player, 25))
def set_completion_condition(world_options, player, world):
def set_completion_condition(world_options, player, multiworld):
if world_options.campaign == Options.Campaign.option_basic:
world.completion_condition[player] = lambda state: state.has("Victory Basic", player)
multiworld.completion_condition[player] = lambda state: state.has("Victory Basic", player)
if world_options.campaign == Options.Campaign.option_live_freemium_or_die:
world.completion_condition[player] = lambda state: state.has("Victory Freemium", player)
multiworld.completion_condition[player] = lambda state: state.has("Victory Freemium", player)
if world_options.campaign == Options.Campaign.option_both:
world.completion_condition[player] = lambda state: state.has("Victory Basic", player) and state.has(
multiworld.completion_condition[player] = lambda state: state.has("Victory Basic", player) and state.has(
"Victory Freemium", player)
def self_basic_coinsanity_piece_rules(player, world):
def self_basic_coinsanity_piece_rules(player, multiworld):
for i in range(1,8251):
item_coin = f"DLC Quest: {i} Coin Piece"
set_rule(world.get_location(item_coin, player),
set_rule(multiworld.get_location(item_coin, player),
has_enough_coin(player, math.ceil(i / 10)))
set_rule(world.get_location("Movement Pack", player),
set_rule(multiworld.get_location("Movement Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 40))
set_rule(world.get_location("Animation Pack", player),
set_rule(multiworld.get_location("Animation Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Audio Pack", player),
set_rule(multiworld.get_location("Audio Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Pause Menu Pack", player),
set_rule(multiworld.get_location("Pause Menu Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Time is Money Pack", player),
set_rule(multiworld.get_location("Time is Money Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 200))
set_rule(world.get_location("Double Jump Pack", player),
set_rule(multiworld.get_location("Double Jump Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 100))
set_rule(world.get_location("Pet Pack", player),
set_rule(multiworld.get_location("Pet Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Sexy Outfits Pack", player),
set_rule(multiworld.get_location("Sexy Outfits Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Top Hat Pack", player),
set_rule(multiworld.get_location("Top Hat Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Map Pack", player),
set_rule(multiworld.get_location("Map Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 1400))
set_rule(world.get_location("Gun Pack", player),
set_rule(multiworld.get_location("Gun Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 750))
set_rule(world.get_location("The Zombie Pack", player),
set_rule(multiworld.get_location("The Zombie Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
set_rule(world.get_location("Night Map Pack", player),
set_rule(multiworld.get_location("Night Map Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 750))
set_rule(world.get_location("Psychological Warfare Pack", player),
set_rule(multiworld.get_location("Psychological Warfare Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 500))
set_rule(world.get_location("Armor for your Horse Pack", player),
set_rule(multiworld.get_location("Armor for your Horse Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 2500))
set_rule(world.get_location("Finish the Fight Pack", player),
set_rule(multiworld.get_location("Finish the Fight Pack", player),
lambda state: state.has("DLC Quest: Coin Piece", player, 50))
def self_lfod_coinsanity_piece_rules(player, world):
def self_lfod_coinsanity_piece_rules(player, multiworld):
for i in range(1, 8891):
item_coin_freemium = f"Live Freemium or Die: {i} Coin Piece"
set_rule(world.get_location(item_coin_freemium, player),
set_rule(multiworld.get_location(item_coin_freemium, player),
has_enough_coin_freemium(player, math.ceil(i / 10)))
add_rule(world.get_entrance("Boss Door", player),
add_rule(multiworld.get_entrance("Boss Door", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 2000))
set_rule(world.get_location("Particles Pack", player),
set_rule(multiworld.get_location("Particles Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 50))
set_rule(world.get_location("Day One Patch Pack", player),
set_rule(multiworld.get_location("Day One Patch Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 50))
set_rule(world.get_location("Checkpoint Pack", player),
set_rule(multiworld.get_location("Checkpoint Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 50))
set_rule(world.get_location("Incredibly Important Pack", player),
set_rule(multiworld.get_location("Incredibly Important Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 150))
set_rule(world.get_location("Wall Jump Pack", player),
set_rule(multiworld.get_location("Wall Jump Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 350))
set_rule(world.get_location("Health Bar Pack", player),
set_rule(multiworld.get_location("Health Bar Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 50))
set_rule(world.get_location("Parallax Pack", player),
set_rule(multiworld.get_location("Parallax Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 50))
set_rule(world.get_location("Harmless Plants Pack", player),
set_rule(multiworld.get_location("Harmless Plants Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 1300))
set_rule(world.get_location("Death of Comedy Pack", player),
set_rule(multiworld.get_location("Death of Comedy Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 150))
set_rule(world.get_location("Canadian Dialog Pack", player),
set_rule(multiworld.get_location("Canadian Dialog Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 100))
set_rule(world.get_location("DLC NPC Pack", player),
set_rule(multiworld.get_location("DLC NPC Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 150))
set_rule(world.get_location("Cut Content Pack", player),
set_rule(multiworld.get_location("Cut Content Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 400))
set_rule(world.get_location("Name Change Pack", player),
set_rule(multiworld.get_location("Name Change Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 1500))
set_rule(world.get_location("Season Pass", player),
set_rule(multiworld.get_location("Season Pass", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 199))
set_rule(world.get_location("High Definition Next Gen Pack", player),
set_rule(multiworld.get_location("High Definition Next Gen Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 20))
set_rule(world.get_location("Increased HP Pack", player),
set_rule(multiworld.get_location("Increased HP Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 100))
set_rule(world.get_location("Remove Ads Pack", player),
set_rule(multiworld.get_location("Remove Ads Pack", player),
lambda state: state.has("Live Freemium or Die: Coin Piece", player, 250))
+2 -2
View File
@@ -43,7 +43,7 @@ class FaxanaduWorld(World):
item_name_to_item = {item.name: item for item in Items.items}
location_name_to_id = {loc.name: loc.id for loc in Locations.locations if loc.id is not None}
def __init__(self, world: MultiWorld, player: int):
def __init__(self, multiworld: MultiWorld, player: int):
self.filler_ratios: Dict[str, int] = {
item.name: item.count
for item in Items.items
@@ -51,7 +51,7 @@ class FaxanaduWorld(World):
}
# Remove poison by default to respect itemlinking
self.filler_ratios["Poison"] = 0
super().__init__(world, player)
super().__init__(multiworld, player)
def create_regions(self):
Regions.create_regions(self)
+2 -2
View File
@@ -41,8 +41,8 @@ class FF1Locations:
@staticmethod
def create_menu_region(player: int, locations: Dict[str, int],
rules: Dict[str, List[List[str]]], world: MultiWorld) -> Region:
menu_region = Region("Menu", player, world)
rules: Dict[str, List[List[str]]], multiworld: MultiWorld) -> Region:
menu_region = Region("Menu", player, multiworld)
for name, address in locations.items():
location = Location(player, name, address, menu_region)
## TODO REMOVE WHEN LOGIC FOR TOFR IS CORRECT
+2 -2
View File
@@ -50,8 +50,8 @@ class FF1World(World):
web = FF1Web()
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
self.locked_items = []
self.locked_locations = []
+2 -2
View File
@@ -33,10 +33,10 @@ def process_rules(spot, access):
add_rule(spot, lambda state: state.has_all(access, spot.player))
def create_region(world: MultiWorld, player: int, name: str, room_id=None, locations=None, links=None):
def create_region(multiworld: MultiWorld, player: int, name: str, room_id=None, locations=None, links=None):
if links is None:
links = []
ret = Region(name, player, world)
ret = Region(name, player, multiworld)
if locations:
for location in locations:
location.parent_region = ret
-25
View File
@@ -1,25 +0,0 @@
from .ExtractedData import region_names, exits, connectors
def create_regions(world, player: int):
from . import create_region, HKLocation, HKItem
world.regions.append(create_region(world, player, 'Menu', None, ['Hollow Nest S&Q']))
for region in region_names:
world.regions.append(create_region(world, player, region, [],
exits.get(region, [])))
for entrance_name, exit_name in connectors.items():
if exit_name:
target_region = world.get_entrance(exit_name, player).parent_region
world.get_entrance(entrance_name, player).connect(target_region)
if not entrance_name.endswith("_R"):
# a traversable entrance puts the name of the target door "into logic".
loc = HKLocation(player, exit_name, None, target_region)
loc.place_locked_item(HKItem(exit_name,
not exit_name.startswith("White_Palace_"),
None, "Event", player))
target_region.locations.append(loc)
else:
ent = world.get_entrance(entrance_name, player)
ent.parent_region.exits.remove(ent)
+144 -144
View File
@@ -126,7 +126,7 @@ def enter_hylemxylem(state: CollectionState, player: int) -> bool:
def set_rules(hylics2world):
world = hylics2world.multiworld
multiworld = hylics2world.multiworld
player = hylics2world.player
extra = hylics2world.options.extra_items_in_logic
@@ -135,23 +135,23 @@ def set_rules(hylics2world):
start_location = hylics2world.options.start_location
# Afterlife
add_rule(world.get_location("Afterlife: TV", player),
add_rule(multiworld.get_location("Afterlife: TV", player),
lambda state: cave_key(state, player))
# New Muldul
add_rule(world.get_location("New Muldul: Underground Chest", player),
add_rule(multiworld.get_location("New Muldul: Underground Chest", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("New Muldul: TV", player),
add_rule(multiworld.get_location("New Muldul: TV", player),
lambda state: house_key(state, player))
add_rule(world.get_location("New Muldul: Upper House Chest 1", player),
add_rule(multiworld.get_location("New Muldul: Upper House Chest 1", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Upper House Chest 2", player),
add_rule(multiworld.get_location("New Muldul: Upper House Chest 2", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Pot above Vault", player),
add_rule(multiworld.get_location("New Muldul: Pot above Vault", player),
lambda state: air_dash(state, player))
# New Muldul Vault
add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
add_rule(multiworld.get_location("New Muldul: Rescued Blerol 1", player),
lambda state: (
(
(
@@ -165,7 +165,7 @@ def set_rules(hylics2world):
)
or enter_hylemxylem(state, player)
))
add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
add_rule(multiworld.get_location("New Muldul: Rescued Blerol 2", player),
lambda state: (
(
(
@@ -179,194 +179,194 @@ def set_rules(hylics2world):
)
or enter_hylemxylem(state, player)
))
add_rule(world.get_location("New Muldul: Vault Left Chest", player),
add_rule(multiworld.get_location("New Muldul: Vault Left Chest", player),
lambda state: enter_hylemxylem(state, player))
add_rule(world.get_location("New Muldul: Vault Right Chest", player),
add_rule(multiworld.get_location("New Muldul: Vault Right Chest", player),
lambda state: enter_hylemxylem(state, player))
add_rule(world.get_location("New Muldul: Vault Bomb", player),
add_rule(multiworld.get_location("New Muldul: Vault Bomb", player),
lambda state: enter_hylemxylem(state, player))
# Viewax's Edifice
add_rule(world.get_location("Viewax's Edifice: Canopic Jar", player),
add_rule(multiworld.get_location("Viewax's Edifice: Canopic Jar", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Cave Sarcophagus", player),
add_rule(multiworld.get_location("Viewax's Edifice: Cave Sarcophagus", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
add_rule(multiworld.get_location("Viewax's Edifice: Shielded Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Shielded Key", player),
add_rule(multiworld.get_location("Viewax's Edifice: Shielded Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Pot", player),
add_rule(multiworld.get_location("Viewax's Edifice: Tower Pot", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Jar", player),
add_rule(multiworld.get_location("Viewax's Edifice: Tower Jar", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Tower Chest", player),
add_rule(multiworld.get_location("Viewax's Edifice: Tower Chest", player),
lambda state: (
paddle(state, player)
and tower_key(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Viewax Pot", player),
add_rule(multiworld.get_location("Viewax's Edifice: Viewax Pot", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
add_rule(multiworld.get_location("Viewax's Edifice: Defeat Viewax", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: TV", player),
add_rule(multiworld.get_location("Viewax's Edifice: TV", player),
lambda state: (
paddle(state, player)
and jail_key(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Sage Fridge", player),
add_rule(multiworld.get_location("Viewax's Edifice: Sage Fridge", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Item 1", player),
add_rule(multiworld.get_location("Viewax's Edifice: Sage Item 1", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Item 2", player),
add_rule(multiworld.get_location("Viewax's Edifice: Sage Item 2", player),
lambda state: air_dash(state, player))
# Arcade 1
add_rule(world.get_location("Arcade 1: Key", player),
add_rule(multiworld.get_location("Arcade 1: Key", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Coin Dash", player),
add_rule(multiworld.get_location("Arcade 1: Coin Dash", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Burrito Alcove 1", player),
add_rule(multiworld.get_location("Arcade 1: Burrito Alcove 1", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Burrito Alcove 2", player),
add_rule(multiworld.get_location("Arcade 1: Burrito Alcove 2", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Behind Spikes Banana", player),
add_rule(multiworld.get_location("Arcade 1: Behind Spikes Banana", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Pyramid Banana", player),
add_rule(multiworld.get_location("Arcade 1: Pyramid Banana", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Moving Platforms Muscle Applique", player),
add_rule(multiworld.get_location("Arcade 1: Moving Platforms Muscle Applique", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Bed Banana", player),
add_rule(multiworld.get_location("Arcade 1: Bed Banana", player),
lambda state: paddle(state, player))
# Airship
add_rule(world.get_location("Airship: Talk to Somsnosa", player),
add_rule(multiworld.get_location("Airship: Talk to Somsnosa", player),
lambda state: worm_room_key(state, player))
# Foglast
add_rule(world.get_location("Foglast: Underground Sarcophagus", player),
add_rule(multiworld.get_location("Foglast: Underground Sarcophagus", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Shielded Key", player),
add_rule(multiworld.get_location("Foglast: Shielded Key", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: TV", player),
add_rule(multiworld.get_location("Foglast: TV", player),
lambda state: (
air_dash(state, player)
and clicker(state, player)
))
add_rule(world.get_location("Foglast: Buy Clicker", player),
add_rule(multiworld.get_location("Foglast: Buy Clicker", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Shielded Chest", player),
add_rule(multiworld.get_location("Foglast: Shielded Chest", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Cave Fridge", player),
add_rule(multiworld.get_location("Foglast: Cave Fridge", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Roof Sarcophagus", player),
add_rule(multiworld.get_location("Foglast: Roof Sarcophagus", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 1", player),
add_rule(multiworld.get_location("Foglast: Under Lair Sarcophagus 1", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 2", player),
add_rule(multiworld.get_location("Foglast: Under Lair Sarcophagus 2", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Under Lair Sarcophagus 3", player),
add_rule(multiworld.get_location("Foglast: Under Lair Sarcophagus 3", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Sarcophagus", player),
add_rule(multiworld.get_location("Foglast: Sage Sarcophagus", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Item 1", player),
add_rule(multiworld.get_location("Foglast: Sage Item 1", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
add_rule(world.get_location("Foglast: Sage Item 2", player),
add_rule(multiworld.get_location("Foglast: Sage Item 2", player),
lambda state: (
air_dash(state, player)
and bridge_key(state, player)
))
# Drill Castle
add_rule(world.get_location("Drill Castle: Island Banana", player),
add_rule(multiworld.get_location("Drill Castle: Island Banana", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: Island Pot", player),
add_rule(multiworld.get_location("Drill Castle: Island Pot", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: Cave Sarcophagus", player),
add_rule(multiworld.get_location("Drill Castle: Cave Sarcophagus", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Drill Castle: TV", player),
add_rule(multiworld.get_location("Drill Castle: TV", player),
lambda state: air_dash(state, player))
# Sage Labyrinth
add_rule(world.get_location("Sage Labyrinth: Sage Item 1", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Item 1", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Item 2", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Item 2", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Left Arm", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Left Arm", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Right Arm", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Right Arm", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Left Leg", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Left Leg", player),
lambda state: deep_key(state, player))
add_rule(world.get_location("Sage Labyrinth: Sage Right Leg", player),
add_rule(multiworld.get_location("Sage Labyrinth: Sage Right Leg", player),
lambda state: deep_key(state, player))
# Sage Airship
add_rule(world.get_location("Sage Airship: TV", player),
add_rule(multiworld.get_location("Sage Airship: TV", player),
lambda state: all_tokens(state, player))
# Hylemxylem
add_rule(world.get_location("Hylemxylem: Upper Chamber Banana", player),
add_rule(multiworld.get_location("Hylemxylem: Upper Chamber Banana", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Across Upper Reservoir Chest", player),
add_rule(multiworld.get_location("Hylemxylem: Across Upper Reservoir Chest", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Chest", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Lower Reservoir Chest", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 1", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Lower Reservoir Burrito 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Lower Reservoir Burrito 2", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Lower Reservoir Burrito 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 1", player),
add_rule(multiworld.get_location("Hylemxylem: Lower Reservoir Hole Pot 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 2", player),
add_rule(multiworld.get_location("Hylemxylem: Lower Reservoir Hole Pot 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Pot 3", player),
add_rule(multiworld.get_location("Hylemxylem: Lower Reservoir Hole Pot 3", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Sarcophagus", player),
add_rule(multiworld.get_location("Hylemxylem: Lower Reservoir Hole Sarcophagus", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 1", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Upper Reservoir Burrito 1", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 2", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Upper Reservoir Burrito 2", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Drained Upper Reservoir Burrito 3", player),
add_rule(multiworld.get_location("Hylemxylem: Drained Upper Reservoir Burrito 3", player),
lambda state: upper_chamber_key(state, player))
add_rule(world.get_location("Hylemxylem: Upper Reservoir Hole Key", player),
add_rule(multiworld.get_location("Hylemxylem: Upper Reservoir Hole Key", player),
lambda state: upper_chamber_key(state, player))
# extra rules if Extra Items in Logic is enabled
if extra:
for i in world.get_region("Foglast", player).entrances:
for i in multiworld.get_region("Foglast", player).entrances:
add_rule(i, lambda state: charge_up(state, player))
for i in world.get_region("Sage Airship", player).entrances:
for i in multiworld.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: (
charge_up(state, player)
and paper_cup(state, player)
and worm_room_key(state, player)
))
for i in world.get_region("Hylemxylem", player).entrances:
for i in multiworld.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: (
charge_up(state, player)
and paper_cup(state, player)
))
add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
add_rule(multiworld.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
lambda state: (
charge_up(state, player)
and paper_cup(state, player)
@@ -374,9 +374,9 @@ def set_rules(hylics2world):
# extra rules if Shuffle Party Members is enabled
if party:
for i in world.get_region("Arcade Island", player).entrances:
for i in multiworld.get_region("Arcade Island", player).entrances:
add_rule(i, lambda state: party_3(state, player))
for i in world.get_region("Foglast", player).entrances:
for i in multiworld.get_region("Foglast", player).entrances:
add_rule(i, lambda state: (
party_3(state, player)
or (
@@ -384,197 +384,197 @@ def set_rules(hylics2world):
and jail_key(state, player)
)
))
for i in world.get_region("Sage Airship", player).entrances:
for i in multiworld.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: party_3(state, player))
for i in world.get_region("Hylemxylem", player).entrances:
for i in multiworld.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: party_3(state, player))
add_rule(world.get_location("Viewax's Edifice: Defeat Viewax", player),
add_rule(multiworld.get_location("Viewax's Edifice: Defeat Viewax", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Rescued Blerol 1", player),
add_rule(multiworld.get_location("New Muldul: Rescued Blerol 1", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Rescued Blerol 2", player),
add_rule(multiworld.get_location("New Muldul: Rescued Blerol 2", player),
lambda state: party_2(state, player))
add_rule(world.get_location("New Muldul: Vault Left Chest", player),
add_rule(multiworld.get_location("New Muldul: Vault Left Chest", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Right Chest", player),
add_rule(multiworld.get_location("New Muldul: Vault Right Chest", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Bomb", player),
add_rule(multiworld.get_location("New Muldul: Vault Bomb", player),
lambda state: party_3(state, player))
add_rule(world.get_location("Juice Ranch: Battle with Somsnosa", player),
add_rule(multiworld.get_location("Juice Ranch: Battle with Somsnosa", player),
lambda state: party_2(state, player))
add_rule(world.get_location("Juice Ranch: Somsnosa Joins", player),
add_rule(multiworld.get_location("Juice Ranch: Somsnosa Joins", player),
lambda state: party_2(state, player))
add_rule(world.get_location("Airship: Talk to Somsnosa", player),
add_rule(multiworld.get_location("Airship: Talk to Somsnosa", player),
lambda state: party_3(state, player))
add_rule(world.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
add_rule(multiworld.get_location("Sage Labyrinth: Motor Hunter Sarcophagus", player),
lambda state: party_3(state, player))
# extra rules if Shuffle Red Medallions is enabled
if medallion:
add_rule(world.get_location("New Muldul: Upper House Medallion", player),
add_rule(multiworld.get_location("New Muldul: Upper House Medallion", player),
lambda state: upper_house_key(state, player))
add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Rear Left Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Rear Right Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Center Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Front Left Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Front Right Medallion", player),
lambda state: (
enter_foglast(state, player)
and bridge_key(state, player)
and air_dash(state, player)
))
add_rule(world.get_location("Viewax's Edifice: Fort Wall Medallion", player),
add_rule(multiworld.get_location("Viewax's Edifice: Fort Wall Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Jar Medallion", player),
add_rule(multiworld.get_location("Viewax's Edifice: Jar Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Viewax's Edifice: Sage Chair Medallion", player),
add_rule(multiworld.get_location("Viewax's Edifice: Sage Chair Medallion", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Arcade 1: Lonely Medallion", player),
add_rule(multiworld.get_location("Arcade 1: Lonely Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Alcove Medallion", player),
add_rule(multiworld.get_location("Arcade 1: Alcove Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Arcade 1: Lava Medallion", player),
add_rule(multiworld.get_location("Arcade 1: Lava Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Foglast: Under Lair Medallion", player),
add_rule(multiworld.get_location("Foglast: Under Lair Medallion", player),
lambda state: bridge_key(state, player))
add_rule(world.get_location("Foglast: Mid-Air Medallion", player),
add_rule(multiworld.get_location("Foglast: Mid-Air Medallion", player),
lambda state: air_dash(state, player))
add_rule(world.get_location("Foglast: Top of Tower Medallion", player),
add_rule(multiworld.get_location("Foglast: Top of Tower Medallion", player),
lambda state: paddle(state, player))
add_rule(world.get_location("Hylemxylem: Lower Reservoir Hole Medallion", player),
add_rule(multiworld.get_location("Hylemxylem: Lower Reservoir Hole Medallion", player),
lambda state: upper_chamber_key(state, player))
# extra rules if Shuffle Red Medallions and Party Shuffle are enabled
if party and medallion:
add_rule(world.get_location("New Muldul: Vault Rear Left Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Rear Left Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Rear Right Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Rear Right Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Center Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Center Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Front Left Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Front Left Medallion", player),
lambda state: party_3(state, player))
add_rule(world.get_location("New Muldul: Vault Front Right Medallion", player),
add_rule(multiworld.get_location("New Muldul: Vault Front Right Medallion", player),
lambda state: party_3(state, player))
# entrances
for i in world.get_region("Airship", player).entrances:
for i in multiworld.get_region("Airship", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Arcade Island", player).entrances:
for i in multiworld.get_region("Arcade Island", player).entrances:
add_rule(i, lambda state: (
airship(state, player)
and air_dash(state, player)
))
for i in world.get_region("Worm Pod", player).entrances:
for i in multiworld.get_region("Worm Pod", player).entrances:
add_rule(i, lambda state: enter_wormpod(state, player))
for i in world.get_region("Foglast", player).entrances:
for i in multiworld.get_region("Foglast", player).entrances:
add_rule(i, lambda state: enter_foglast(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
for i in multiworld.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: skull_bomb(state, player))
for i in world.get_region("Sage Airship", player).entrances:
for i in multiworld.get_region("Sage Airship", player).entrances:
add_rule(i, lambda state: enter_sageship(state, player))
for i in world.get_region("Hylemxylem", player).entrances:
for i in multiworld.get_region("Hylemxylem", player).entrances:
add_rule(i, lambda state: enter_hylemxylem(state, player))
# random start logic (default)
if start_location == "waynehouse":
# entrances
for i in world.get_region("Viewax", player).entrances:
for i in multiworld.get_region("Viewax", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
and airship(state, player)
))
for i in world.get_region("TV Island", player).entrances:
for i in multiworld.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
for i in multiworld.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
for i in multiworld.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
# random start logic (Viewax's Edifice)
elif start_location == "viewaxs_edifice":
for i in world.get_region("Waynehouse", player).entrances:
for i in multiworld.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("New Muldul", player).entrances:
for i in multiworld.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("New Muldul Vault", player).entrances:
for i in multiworld.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("Drill Castle", player).entrances:
for i in multiworld.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: (
air_dash(state, player)
or airship(state, player)
))
for i in world.get_region("TV Island", player).entrances:
for i in multiworld.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
for i in multiworld.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
for i in multiworld.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
for i in multiworld.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))
# start logic (TV Island)
elif start_location == "tv_island":
for i in world.get_region("Waynehouse", player).entrances:
for i in multiworld.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul", player).entrances:
for i in multiworld.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul Vault", player).entrances:
for i in multiworld.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Drill Castle", player).entrances:
for i in multiworld.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Viewax", player).entrances:
for i in multiworld.get_region("Viewax", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Shield Facility", player).entrances:
for i in multiworld.get_region("Shield Facility", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Juice Ranch", player).entrances:
for i in multiworld.get_region("Juice Ranch", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
for i in multiworld.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))
# start logic (Shield Facility)
elif start_location == "shield_facility":
for i in world.get_region("Waynehouse", player).entrances:
for i in multiworld.get_region("Waynehouse", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul", player).entrances:
for i in multiworld.get_region("New Muldul", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("New Muldul Vault", player).entrances:
for i in multiworld.get_region("New Muldul Vault", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Drill Castle", player).entrances:
for i in multiworld.get_region("Drill Castle", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Viewax", player).entrances:
for i in multiworld.get_region("Viewax", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("TV Island", player).entrances:
for i in multiworld.get_region("TV Island", player).entrances:
add_rule(i, lambda state: airship(state, player))
for i in world.get_region("Sage Labyrinth", player).entrances:
for i in multiworld.get_region("Sage Labyrinth", player).entrances:
add_rule(i, lambda state: airship(state, player))
+2 -2
View File
@@ -95,10 +95,10 @@ class MM3World(World):
web = MM3WebWorld()
rom_name: bytearray
def __init__(self, world: MultiWorld, player: int):
def __init__(self, multiworld: MultiWorld, player: int):
self.rom_name = bytearray()
self.rom_name_available_event = threading.Event()
super().__init__(world, player)
super().__init__(multiworld, player)
self.weapon_damage = deepcopy(weapon_damage)
self.wily_4_weapons: dict[int, list[int]] = {}
+1 -1
View File
@@ -1,6 +1,6 @@
{
"game": "Mega Man 3",
"authors": ["Silvris"],
"world_version": "0.1.7",
"world_version": "0.1.8",
"minimum_ap_version": "0.6.4"
}
+4 -4
View File
@@ -463,13 +463,13 @@ class MMBN3World(World):
rompath: str = ""
try:
world = self.multiworld
multiworld = self.multiworld
player = self.player
rom = LocalRom(get_base_rom_path())
for location_name in location_table.keys():
location = world.get_location(location_name, player)
location = multiworld.get_location(location_name, player)
ap_item = location.item
item_id = ap_item.code
if item_id is not None:
@@ -511,7 +511,7 @@ class MMBN3World(World):
rom.insert_hint_text(location_data, item_name_text, long_item_text)
rom.inject_name(world.player_name[player])
rom.inject_name(self.player_name)
rompath = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.gba")
@@ -519,7 +519,7 @@ class MMBN3World(World):
rom.write_to_file(rompath)
patch = MMBN3DeltaPatch(os.path.splitext(rompath)[0]+MMBN3DeltaPatch.patch_file_ending, player=player,
player_name=world.player_name[player], patched_path=rompath)
player_name=self.player_name, patched_path=rompath)
patch.write()
except:
raise
+3 -3
View File
@@ -8,9 +8,9 @@ from .Hints import get_hint_area, HintAreaNotFound
from .Regions import TimeOfDay
def set_all_entrances_data(world, player):
def set_all_entrances_data(multiworld, player):
for type, forward_entry, *return_entry in entrance_shuffle_table:
forward_entrance = world.get_entrance(forward_entry[0], player)
forward_entrance = multiworld.get_entrance(forward_entry[0], player)
forward_entrance.data = forward_entry[1]
forward_entrance.type = type
forward_entrance.primary = True
@@ -18,7 +18,7 @@ def set_all_entrances_data(world, player):
forward_entrance.data['index'] = 0x1000 + forward_entrance.data['grotto_id']
if return_entry:
return_entry = return_entry[0]
return_entrance = world.get_entrance(return_entry[0], player)
return_entrance = multiworld.get_entrance(return_entry[0], player)
return_entrance.data = return_entry[1]
return_entrance.type = type
forward_entrance.bind_two_way(return_entrance)
+3 -3
View File
@@ -336,10 +336,10 @@ def replace_max_item(items, item, max, rand):
def generate_itempool(ootworld):
world = ootworld.multiworld
multiworld = ootworld.multiworld
player = ootworld.player
global random
random = world.random
random = multiworld.random
junk_pool = get_junk_pool(ootworld)
@@ -347,7 +347,7 @@ def generate_itempool(ootworld):
(pool, placed_items) = get_pool_core(ootworld)
ootworld.itempool = [ootworld.create_item(item) for item in pool]
for (location_name, item) in placed_items.items():
location = world.get_location(location_name, player)
location = multiworld.get_location(location_name, player)
location.place_locked_item(ootworld.create_item(item, allow_arbitrary_name=True))
+2 -2
View File
@@ -199,8 +199,8 @@ class Overcooked2Test(unittest.TestCase):
self.assertIn("Overcooked! 2", AutoWorldRegister.world_types.keys())
world_type = AutoWorldRegister.world_types["Overcooked! 2"]
world = setup_solo_multiworld(world_type)
state = world.get_all_state(False)
multiworld = setup_solo_multiworld(world_type)
state = multiworld.get_all_state(False)
# Test region logic
for logic in overworld_region_logic.values():
+13
View File
@@ -1,3 +1,16 @@
# 2.5.0
### Features
- Added a new option `dexsanity_encounter_types` to enable/disable dexsanity locations based on whether they can be
found in the allowed encounters. In other words, if Bulbasaur can only be found by fishing and fishing is not enabled,
a dexsanity location will not be created for Bulbasaur.
### Fixes
- Fixed generator error if Wailord or Relicanth are blacklisted during a dexsanity seed.
- Fixed generator error if player greatly restricts allowed opponent pokemon while force fully evolved is active.
# 2.4.1
### Fixes
+1 -1
View File
@@ -1,6 +1,6 @@
{
"game": "Pokemon Emerald",
"world_version": "2.4.1",
"world_version": "2.5.0",
"minimum_ap_version": "0.6.1",
"authors": ["Zunawe"]
}
+2 -2
View File
@@ -236,8 +236,8 @@ class RaftWorld(World):
"DeathLink": bool(self.options.death_link)
}
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
def create_region(multiworld: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, multiworld)
if locations:
for location in locations:
loc_id = locations_lookup_name_to_id.get(location, 0)
+10 -10
View File
@@ -116,10 +116,10 @@ class SMWorld(World):
Logic.factory('vanilla')
def __init__(self, world: MultiWorld, player: int):
def __init__(self, multiworld: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
self.locations = {}
super().__init__(world, player)
super().__init__(multiworld, player)
def generate_early(self):
Logic.factory('vanilla')
@@ -233,8 +233,8 @@ class SMWorld(World):
for key, value1 in accessPoint.intraTransitions.items():
set_entrance_rule(self.multiworld.get_entrance(accessPoint.Name + "->" + key, self.player), self.player, value1)
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
def create_region(self, multiworld: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, multiworld)
if locations:
for loc in locations:
location = self.locations[loc]
@@ -420,10 +420,10 @@ class SMWorld(World):
self.variaRando.randoExec.postProcessItemLocs(self.itemLocs, self.variaRando.args.hideItems)
@classmethod
def stage_post_fill(cls, world):
new_state = CollectionState(world)
def stage_post_fill(cls, multiworld):
new_state = CollectionState(multiworld)
progitempool = []
for item in world.itempool:
for item in multiworld.itempool:
if item.game == "Super Metroid" and item.advancement:
progitempool.append(item)
@@ -431,10 +431,10 @@ class SMWorld(World):
new_state.collect(item, True)
bossesLoc = ['Draygon', 'Kraid', 'Ridley', 'Phantoon', 'Mother Brain']
for player in world.get_game_players("Super Metroid"):
for player in multiworld.get_game_players("Super Metroid"):
for bossLoc in bossesLoc:
if not world.get_location(bossLoc, player).can_reach(new_state):
world.state.smbm[player].onlyBossLeft = True
if not multiworld.get_location(bossLoc, player).can_reach(new_state):
multiworld.state.smbm[player].onlyBossLeft = True
break
def getWordArray(self, w: int) -> List[int]:
+39 -39
View File
@@ -79,12 +79,12 @@ sm64_secrets_to_level = {secret: level for (level,secret) in sm64_level_to_secre
sm64_entrances_to_level = {**sm64_paintings_to_level, **sm64_secrets_to_level }
sm64_level_to_entrances = {**sm64_level_to_paintings, **sm64_level_to_secrets }
def create_regions(world: MultiWorld, options: SM64Options, player: int):
regSS = Region("Menu", player, world, "Castle Area")
def create_regions(multiworld: MultiWorld, options: SM64Options, player: int):
regSS = Region("Menu", player, multiworld, "Castle Area")
create_default_locs(regSS, locSS_table)
world.regions.append(regSS)
multiworld.regions.append(regSS)
regBoB = create_region("Bob-omb Battlefield", player, world)
regBoB = create_region("Bob-omb Battlefield", player, multiworld)
create_locs(regBoB, "BoB: Big Bob-Omb on the Summit", "BoB: Footrace with Koopa The Quick",
"BoB: Mario Wings to the Sky", "BoB: Behind Chain Chomp's Gate", "BoB: Bob-omb Buddy")
bob_island = create_subregion(regBoB, "BoB: Island", "BoB: Shoot to the Island in the Sky", "BoB: Find the 8 Red Coins")
@@ -92,7 +92,7 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(regBoB, "BoB: 100 Coins")
regWhomp = create_region("Whomp's Fortress", player, world)
regWhomp = create_region("Whomp's Fortress", player, multiworld)
create_locs(regWhomp, "WF: Chip Off Whomp's Block", "WF: Shoot into the Wild Blue", "WF: Red Coins on the Floating Isle",
"WF: Fall onto the Caged Island", "WF: Blast Away the Wall")
wf_tower = create_subregion(regWhomp, "WF: Tower", "WF: To the Top of the Fortress", "WF: Bob-omb Buddy")
@@ -100,8 +100,8 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(regWhomp, "WF: 100 Coins")
regJRBDoor = create_region("Jolly Roger Bay Door", player, world)
regJRB = create_region("Jolly Roger Bay", player, world)
regJRBDoor = create_region("Jolly Roger Bay Door", player, multiworld)
regJRB = create_region("Jolly Roger Bay", player, multiworld)
create_locs(regJRB, "JRB: Plunder in the Sunken Ship", "JRB: Can the Eel Come Out to Play?", "JRB: Treasure of the Ocean Cave",
"JRB: Blast to the Stone Pillar", "JRB: Through the Jet Stream", "JRB: Bob-omb Buddy")
jrb_upper = create_subregion(regJRB, 'JRB: Upper', "JRB: Red Coins on the Ship Afloat")
@@ -109,12 +109,12 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(jrb_upper, "JRB: 100 Coins")
regCCM = create_region("Cool, Cool Mountain", player, world)
regCCM = create_region("Cool, Cool Mountain", player, multiworld)
create_default_locs(regCCM, locCCM_table)
if options.enable_coin_stars:
create_locs(regCCM, "CCM: 100 Coins")
regBBH = create_region("Big Boo's Haunt", player, world)
regBBH = create_region("Big Boo's Haunt", player, multiworld)
create_locs(regBBH, "BBH: Go on a Ghost Hunt", "BBH: Ride Big Boo's Merry-Go-Round",
"BBH: Secret of the Haunted Books", "BBH: Seek the 8 Red Coins")
bbh_third_floor = create_subregion(regBBH, "BBH: Third Floor", "BBH: Eye to Eye in the Secret Room")
@@ -123,21 +123,21 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(regBBH, "BBH: 100 Coins")
regPSS = create_region("The Princess's Secret Slide", player, world)
regPSS = create_region("The Princess's Secret Slide", player, multiworld)
create_default_locs(regPSS, locPSS_table)
regSA = create_region("The Secret Aquarium", player, world)
regSA = create_region("The Secret Aquarium", player, multiworld)
create_default_locs(regSA, locSA_table)
regTotWC = create_region("Tower of the Wing Cap", player, world)
regTotWC = create_region("Tower of the Wing Cap", player, multiworld)
create_default_locs(regTotWC, locTotWC_table)
regBitDW = create_region("Bowser in the Dark World", player, world)
regBitDW = create_region("Bowser in the Dark World", player, multiworld)
create_default_locs(regBitDW, locBitDW_table)
create_region("Basement", player, world)
create_region("Basement", player, multiworld)
regHMC = create_region("Hazy Maze Cave", player, world)
regHMC = create_region("Hazy Maze Cave", player, multiworld)
create_locs(regHMC, "HMC: Swimming Beast in the Cavern", "HMC: Metal-Head Mario Can Move!",
"HMC: Watch for Rolling Rocks", "HMC: Navigating the Toxic Maze","HMC: 1Up Block Past Rolling Rocks")
hmc_red_coin_area = create_subregion(regHMC, "HMC: Red Coin Area", "HMC: Elevate for 8 Red Coins")
@@ -146,7 +146,7 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(hmc_red_coin_area, "HMC: 100 Coins")
regLLL = create_region("Lethal Lava Land", player, world)
regLLL = create_region("Lethal Lava Land", player, multiworld)
create_locs(regLLL, "LLL: Boil the Big Bully", "LLL: Bully the Bullies",
"LLL: 8-Coin Puzzle with 15 Pieces", "LLL: Red-Hot Log Rolling")
lll_upper_volcano = create_subregion(regLLL, "LLL: Upper Volcano", "LLL: Hot-Foot-It into the Volcano", "LLL: Elevator Tour in the Volcano")
@@ -154,7 +154,7 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(regLLL, "LLL: 100 Coins")
regSSL = create_region("Shifting Sand Land", player, world)
regSSL = create_region("Shifting Sand Land", player, multiworld)
create_locs(regSSL, "SSL: In the Talons of the Big Bird", "SSL: Shining Atop the Pyramid",
"SSL: Free Flying for 8 Red Coins", "SSL: Bob-omb Buddy",
"SSL: 1Up Block Outside Pyramid", "SSL: 1Up Block Pyramid Left Path", "SSL: 1Up Block Pyramid Back")
@@ -164,30 +164,30 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(regSSL, "SSL: 100 Coins")
regDDD = create_region("Dire, Dire Docks", player, world)
regDDD = create_region("Dire, Dire Docks", player, multiworld)
create_locs(regDDD, "DDD: Board Bowser's Sub", "DDD: Chests in the Current", "DDD: Through the Jet Stream",
"DDD: The Manta Ray's Reward", "DDD: Collect the Caps...", "DDD: Pole-Jumping for Red Coins")
if options.enable_coin_stars:
create_locs(regDDD, "DDD: 100 Coins")
regCotMC = create_region("Cavern of the Metal Cap", player, world)
regCotMC = create_region("Cavern of the Metal Cap", player, multiworld)
create_default_locs(regCotMC, locCotMC_table)
regVCutM = create_region("Vanish Cap under the Moat", player, world)
regVCutM = create_region("Vanish Cap under the Moat", player, multiworld)
create_default_locs(regVCutM, locVCutM_table)
regBitFS = create_region("Bowser in the Fire Sea", player, world)
regBitFS = create_region("Bowser in the Fire Sea", player, multiworld)
bitfs_upper = create_subregion(regBitFS, "BitFS: Upper", *locBitFS_table.keys())
regBitFS.subregions = [bitfs_upper]
create_region("Second Floor", player, world)
create_region("Second Floor", player, multiworld)
regSL = create_region("Snowman's Land", player, world)
regSL = create_region("Snowman's Land", player, multiworld)
create_default_locs(regSL, locSL_table)
if options.enable_coin_stars:
create_locs(regSL, "SL: 100 Coins")
regWDW = create_region("Wet-Dry World", player, world)
regWDW = create_region("Wet-Dry World", player, multiworld)
create_locs(regWDW, "WDW: Express Elevator--Hurry Up!")
wdw_top = create_subregion(regWDW, "WDW: Top", "WDW: Shocking Arrow Lifts!", "WDW: Top o' the Town",
"WDW: Secrets in the Shallows & Sky", "WDW: Bob-omb Buddy")
@@ -196,7 +196,7 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(wdw_top, "WDW: 100 Coins")
regTTM = create_region("Tall, Tall Mountain", player, world)
regTTM = create_region("Tall, Tall Mountain", player, multiworld)
ttm_middle = create_subregion(regTTM, "TTM: Middle", "TTM: Scary 'Shrooms, Red Coins", "TTM: Blast to the Lonely Mushroom",
"TTM: Bob-omb Buddy", "TTM: 1Up Block on Red Mushroom")
ttm_top = create_subregion(ttm_middle, "TTM: Top", "TTM: Scale the Mountain", "TTM: Mystery of the Monkey Cage",
@@ -205,9 +205,9 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(ttm_top, "TTM: 100 Coins")
create_region("Tiny-Huge Island (Huge)", player, world)
create_region("Tiny-Huge Island (Tiny)", player, world)
regTHI = create_region("Tiny-Huge Island", player, world)
create_region("Tiny-Huge Island (Huge)", player, multiworld)
create_region("Tiny-Huge Island (Tiny)", player, multiworld)
regTHI = create_region("Tiny-Huge Island", player, multiworld)
create_locs(regTHI, "THI: 1Up Block THI Small near Start")
thi_pipes = create_subregion(regTHI, "THI: Pipes", "THI: The Tip Top of the Huge Island", "THI: Pluck the Piranha Flower", "THI: Rematch with Koopa the Quick",
"THI: Five Itty Bitty Secrets", "THI: Wiggler's Red Coins", "THI: Bob-omb Buddy",
@@ -217,9 +217,9 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(thi_large_top, "THI: 100 Coins")
regFloor3 = create_region("Third Floor", player, world)
regFloor3 = create_region("Third Floor", player, multiworld)
regTTC = create_region("Tick Tock Clock", player, world)
regTTC = create_region("Tick Tock Clock", player, multiworld)
create_locs(regTTC, "TTC: Stop Time for Red Coins")
ttc_lower = create_subregion(regTTC, "TTC: Lower", "TTC: Roll into the Cage", "TTC: Get a Hand")
ttc_upper = create_subregion(ttc_lower, "TTC: Upper", "TTC: Timed Jumps on Moving Bars", "TTC: The Pit and the Pendulums")
@@ -228,7 +228,7 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(ttc_top, "TTC: 100 Coins")
regRR = create_region("Rainbow Ride", player, world)
regRR = create_region("Rainbow Ride", player, multiworld)
create_locs(regRR, "RR: Swingin' in the Breeze", "RR: Tricky Triangles!",
"RR: 1Up Block Top of Red Coin Maze", "RR: 1Up Block Under Fly Guy", "RR: Bob-omb Buddy")
rr_maze = create_subregion(regRR, "RR: Maze", "RR: Coins Amassed in a Maze")
@@ -238,24 +238,24 @@ def create_regions(world: MultiWorld, options: SM64Options, player: int):
if options.enable_coin_stars:
create_locs(rr_maze, "RR: 100 Coins")
regWMotR = create_region("Wing Mario over the Rainbow", player, world)
regWMotR = create_region("Wing Mario over the Rainbow", player, multiworld)
create_default_locs(regWMotR, locWMotR_table)
regBitS = create_region("Bowser in the Sky", player, world)
regBitS = create_region("Bowser in the Sky", player, multiworld)
create_locs(regBitS, "Bowser in the Sky 1Up Block")
bits_top = create_subregion(regBitS, "BitS: Top", "Bowser in the Sky Red Coins")
regBitS.subregions = [bits_top]
def connect_regions(world: MultiWorld, player: int, source: str, target: str, rule=None) -> Entrance:
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
def connect_regions(multiworld: MultiWorld, player: int, source: str, target: str, rule=None) -> Entrance:
sourceRegion = multiworld.get_region(source, player)
targetRegion = multiworld.get_region(target, player)
return sourceRegion.connect(targetRegion, rule=rule)
def create_region(name: str, player: int, world: MultiWorld) -> SM64Region:
region = SM64Region(name, player, world)
world.regions.append(region)
def create_region(name: str, player: int, multiworld: MultiWorld) -> SM64Region:
region = SM64Region(name, player, multiworld)
multiworld.regions.append(region)
return region
+61 -61
View File
@@ -8,24 +8,24 @@ from .Regions import connect_regions, SM64Levels, sm64_level_to_paintings, sm64_
sm64_level_to_secrets, sm64_secrets_to_level, sm64_entrances_to_level, sm64_level_to_entrances
from .Items import action_item_data_table
def shuffle_dict_keys(world, dictionary: dict) -> dict:
def shuffle_dict_keys(multiworld: MultiWorld, dictionary: dict) -> dict:
keys = list(dictionary.keys())
values = list(dictionary.values())
world.random.shuffle(keys)
multiworld.random.shuffle(keys)
return dict(zip(keys, values))
def fix_reg(entrance_map: Dict[SM64Levels, str], entrance: SM64Levels, invalid_regions: Set[str],
swapdict: Dict[SM64Levels, str], world):
swapdict: Dict[SM64Levels, str], multiworld: MultiWorld):
if entrance_map[entrance] in invalid_regions: # Unlucky :C
replacement_regions = [(rand_entrance, rand_region) for rand_entrance, rand_region in swapdict.items()
if rand_region not in invalid_regions]
rand_entrance, rand_region = world.random.choice(replacement_regions)
rand_entrance, rand_region = multiworld.random.choice(replacement_regions)
old_dest = entrance_map[entrance]
entrance_map[entrance], entrance_map[rand_entrance] = rand_region, old_dest
swapdict[entrance], swapdict[rand_entrance] = rand_region, old_dest
swapdict.pop(entrance)
def set_rules(world, options: SM64Options, player: int, area_connections: dict, star_costs: dict, move_rando_bitvec: int):
def set_rules(multiworld: MultiWorld, options: SM64Options, player: int, area_connections: dict, star_costs: dict, move_rando_bitvec: int):
randomized_level_to_paintings = sm64_level_to_paintings.copy()
randomized_level_to_secrets = sm64_level_to_secrets.copy()
valid_move_randomizer_start_courses = [
@@ -34,100 +34,100 @@ def set_rules(world, options: SM64Options, player: int, area_connections: dict,
"Dire, Dire Docks", "Snowman's Land"
] # Excluding WF, HMC, WDW, TTM, THI, TTC, and RR
if options.area_rando >= 1: # Some randomization is happening, randomize Courses
randomized_level_to_paintings = shuffle_dict_keys(world,sm64_level_to_paintings)
randomized_level_to_paintings = shuffle_dict_keys(multiworld,sm64_level_to_paintings)
# If not shuffling later, ensure a valid start course on move randomizer
if options.area_rando < 3 and move_rando_bitvec > 0:
swapdict = randomized_level_to_paintings.copy()
invalid_start_courses = {course for course in randomized_level_to_paintings.values() if course not in valid_move_randomizer_start_courses}
fix_reg(randomized_level_to_paintings, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, world)
fix_reg(randomized_level_to_paintings, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, world)
fix_reg(randomized_level_to_paintings, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, multiworld)
fix_reg(randomized_level_to_paintings, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, multiworld)
if options.area_rando == 2: # Randomize Secrets as well
randomized_level_to_secrets = shuffle_dict_keys(world,sm64_level_to_secrets)
randomized_level_to_secrets = shuffle_dict_keys(multiworld, sm64_level_to_secrets)
randomized_entrances = {**randomized_level_to_paintings, **randomized_level_to_secrets}
if options.area_rando == 3: # Randomize Courses and Secrets in one pool
randomized_entrances = shuffle_dict_keys(world, randomized_entrances)
randomized_entrances = shuffle_dict_keys(multiworld, randomized_entrances)
# Guarantee first entrance is a course
swapdict = randomized_entrances.copy()
if move_rando_bitvec == 0:
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, sm64_secrets_to_level.keys(), swapdict, world)
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, sm64_secrets_to_level.keys(), swapdict, multiworld)
else:
invalid_start_courses = {course for course in randomized_entrances.values() if course not in valid_move_randomizer_start_courses}
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.BOB_OMB_BATTLEFIELD, invalid_start_courses, swapdict, multiworld)
fix_reg(randomized_entrances, SM64Levels.WHOMPS_FORTRESS, invalid_start_courses, swapdict, multiworld)
# Guarantee BITFS is not mapped to DDD
fix_reg(randomized_entrances, SM64Levels.BOWSER_IN_THE_FIRE_SEA, {"Dire, Dire Docks"}, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.BOWSER_IN_THE_FIRE_SEA, {"Dire, Dire Docks"}, swapdict, multiworld)
# Guarantee COTMC is not mapped to HMC, cuz thats impossible. If BitFS -> HMC, also no COTMC -> DDD.
if randomized_entrances[SM64Levels.BOWSER_IN_THE_FIRE_SEA] == "Hazy Maze Cave":
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave", "Dire, Dire Docks"}, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave", "Dire, Dire Docks"}, swapdict, multiworld)
else:
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave"}, swapdict, world)
fix_reg(randomized_entrances, SM64Levels.CAVERN_OF_THE_METAL_CAP, {"Hazy Maze Cave"}, swapdict, multiworld)
# Destination Format: LVL | AREA with LVL = LEVEL_x, AREA = Area as used in sm64 code
# Cast to int to not rely on availability of SM64Levels enum. Will cause crash in MultiServer otherwise
area_connections.update({int(entrance_lvl): int(sm64_entrances_to_level[destination]) for (entrance_lvl,destination) in randomized_entrances.items()})
randomized_entrances_s = {sm64_level_to_entrances[entrance_lvl]: destination for (entrance_lvl,destination) in randomized_entrances.items()}
rf = RuleFactory(world, options, player, move_rando_bitvec)
rf = RuleFactory(multiworld, options, player, move_rando_bitvec)
connect_regions(world, player, "Menu", randomized_entrances_s["Bob-omb Battlefield"])
connect_regions(world, player, "Menu", randomized_entrances_s["Whomp's Fortress"],
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Bob-omb Battlefield"])
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Whomp's Fortress"],
rf.build_rule("", painting_lvl_name="WF", star_num_req=1))
# JRB door is separated from JRB itself because the secret aquarium can be accessed without entering the painting
connect_regions(world, player, "Menu", "Jolly Roger Bay Door", rf.build_rule("", star_num_req=3))
connect_regions(world, player, "Jolly Roger Bay Door", randomized_entrances_s["Jolly Roger Bay"],
connect_regions(multiworld, player, "Menu", "Jolly Roger Bay Door", rf.build_rule("", star_num_req=3))
connect_regions(multiworld, player, "Jolly Roger Bay Door", randomized_entrances_s["Jolly Roger Bay"],
rf.build_rule("", painting_lvl_name="JRB"))
connect_regions(world, player, "Menu", randomized_entrances_s["Cool, Cool Mountain"],
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Cool, Cool Mountain"],
rf.build_rule("", painting_lvl_name="CCM", star_num_req=3))
connect_regions(world, player, "Menu", randomized_entrances_s["Big Boo's Haunt"], lambda state: state.has("Power Star", player, 12))
connect_regions(world, player, "Menu", randomized_entrances_s["The Princess's Secret Slide"], lambda state: state.has("Power Star", player, 1))
connect_regions(world, player, "Jolly Roger Bay Door", randomized_entrances_s["The Secret Aquarium"],
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Big Boo's Haunt"], lambda state: state.has("Power Star", player, 12))
connect_regions(multiworld, player, "Menu", randomized_entrances_s["The Princess's Secret Slide"], lambda state: state.has("Power Star", player, 1))
connect_regions(multiworld, player, "Jolly Roger Bay Door", randomized_entrances_s["The Secret Aquarium"],
rf.build_rule("SF/BF | TJ & LG | MOVELESS & TJ"))
connect_regions(world, player, "Menu", randomized_entrances_s["Tower of the Wing Cap"], lambda state: state.has("Power Star", player, 10))
connect_regions(world, player, "Menu", randomized_entrances_s["Bowser in the Dark World"],
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Tower of the Wing Cap"], lambda state: state.has("Power Star", player, 10))
connect_regions(multiworld, player, "Menu", randomized_entrances_s["Bowser in the Dark World"],
lambda state: state.has("Power Star", player, star_costs["FirstBowserDoorCost"]))
connect_regions(world, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(multiworld, player, "Menu", "Basement", lambda state: state.has("Basement Key", player) or state.has("Progressive Key", player, 1))
connect_regions(world, player, "Basement", randomized_entrances_s["Hazy Maze Cave"])
connect_regions(world, player, "Basement", randomized_entrances_s["Lethal Lava Land"],
connect_regions(multiworld, player, "Basement", randomized_entrances_s["Hazy Maze Cave"])
connect_regions(multiworld, player, "Basement", randomized_entrances_s["Lethal Lava Land"],
rf.build_rule("", painting_lvl_name="LLL"))
connect_regions(world, player, "Basement", randomized_entrances_s["Shifting Sand Land"],
connect_regions(multiworld, player, "Basement", randomized_entrances_s["Shifting Sand Land"],
rf.build_rule("", painting_lvl_name="SSL"))
connect_regions(world, player, "Basement", randomized_entrances_s["Dire, Dire Docks"],
connect_regions(multiworld, player, "Basement", randomized_entrances_s["Dire, Dire Docks"],
rf.build_rule("", painting_lvl_name="DDD", star_num_req=star_costs["BasementDoorCost"]))
connect_regions(world, player, "Hazy Maze Cave", randomized_entrances_s["Cavern of the Metal Cap"])
connect_regions(world, player, "Basement", randomized_entrances_s["Vanish Cap under the Moat"],
connect_regions(multiworld, player, "Hazy Maze Cave", randomized_entrances_s["Cavern of the Metal Cap"])
connect_regions(multiworld, player, "Basement", randomized_entrances_s["Vanish Cap under the Moat"],
rf.build_rule("GP"))
entrance = connect_regions(world, player, "Basement", randomized_entrances_s["Bowser in the Fire Sea"],
entrance = connect_regions(multiworld, player, "Basement", randomized_entrances_s["Bowser in the Fire Sea"],
lambda state: state.has("Power Star", player, star_costs["BasementDoorCost"]) and
state.can_reach("DDD: Board Bowser's Sub", 'Location', player))
# Access to "DDD: Board Bowser's Sub" does not require access to other locations or regions, so the only region that
# needs to be registered is its parent region.
world.register_indirect_condition(world.get_location("DDD: Board Bowser's Sub", player).parent_region, entrance)
multiworld.register_indirect_condition(multiworld.get_location("DDD: Board Bowser's Sub", player).parent_region, entrance)
connect_regions(world, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(multiworld, player, "Menu", "Second Floor", lambda state: state.has("Second Floor Key", player) or state.has("Progressive Key", player, 2))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Snowman's Land"],
connect_regions(multiworld, player, "Second Floor", randomized_entrances_s["Snowman's Land"],
rf.build_rule("", painting_lvl_name="SL"))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Wet-Dry World"],
connect_regions(multiworld, player, "Second Floor", randomized_entrances_s["Wet-Dry World"],
rf.build_rule("", painting_lvl_name="WDW"))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tall, Tall Mountain"],
connect_regions(multiworld, player, "Second Floor", randomized_entrances_s["Tall, Tall Mountain"],
rf.build_rule("", painting_lvl_name="TTM"))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Tiny)"],
connect_regions(multiworld, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Tiny)"],
rf.build_rule("", painting_lvl_name="THI"))
connect_regions(world, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Huge)"],
connect_regions(multiworld, player, "Second Floor", randomized_entrances_s["Tiny-Huge Island (Huge)"],
rf.build_rule("", painting_lvl_name="THI"))
connect_regions(world, player, "Tiny-Huge Island (Tiny)", "Tiny-Huge Island")
connect_regions(world, player, "Tiny-Huge Island (Huge)", "Tiny-Huge Island")
connect_regions(multiworld, player, "Tiny-Huge Island (Tiny)", "Tiny-Huge Island")
connect_regions(multiworld, player, "Tiny-Huge Island (Huge)", "Tiny-Huge Island")
connect_regions(world, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, star_costs["SecondFloorDoorCost"]))
connect_regions(multiworld, player, "Second Floor", "Third Floor", lambda state: state.has("Power Star", player, star_costs["SecondFloorDoorCost"]))
connect_regions(world, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"],
connect_regions(multiworld, player, "Third Floor", randomized_entrances_s["Tick Tock Clock"],
rf.build_rule("LG/TJ/SF/BF/WK", painting_lvl_name="TTC"))
connect_regions(world, player, "Third Floor", randomized_entrances_s["Rainbow Ride"], rf.build_rule("TJ/SF/BF"))
connect_regions(world, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"], rf.build_rule("TJ/SF/BF"))
connect_regions(world, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, star_costs["StarsToFinish"]))
connect_regions(multiworld, player, "Third Floor", randomized_entrances_s["Rainbow Ride"], rf.build_rule("TJ/SF/BF"))
connect_regions(multiworld, player, "Third Floor", randomized_entrances_s["Wing Mario over the Rainbow"], rf.build_rule("TJ/SF/BF"))
connect_regions(multiworld, player, "Third Floor", "Bowser in the Sky", lambda state: state.has("Power Star", player, star_costs["StarsToFinish"]))
# Course Rules
# Bob-omb Battlefield
@@ -229,30 +229,30 @@ def set_rules(world, options: SM64Options, player: int, area_connections: dict,
rf.assign_rule("THI: 100 Coins", "GP")
rf.assign_rule("RR: 100 Coins", "GP & WK")
# Castle Stars
add_rule(world.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 12))
add_rule(world.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor", 'Region', player) and state.has("Power Star", player, 25))
add_rule(world.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Power Star", player, 35))
add_rule(multiworld.get_location("Toad (Basement)", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, 12))
add_rule(multiworld.get_location("Toad (Second Floor)", player), lambda state: state.can_reach("Second Floor", 'Region', player) and state.has("Power Star", player, 25))
add_rule(multiworld.get_location("Toad (Third Floor)", player), lambda state: state.can_reach("Third Floor", 'Region', player) and state.has("Power Star", player, 35))
if star_costs["MIPS1Cost"] > star_costs["MIPS2Cost"]:
(star_costs["MIPS2Cost"], star_costs["MIPS1Cost"]) = (star_costs["MIPS1Cost"], star_costs["MIPS2Cost"])
rf.assign_rule("MIPS 1", "DV | MOVELESS")
rf.assign_rule("MIPS 2", "DV | MOVELESS")
add_rule(world.get_location("MIPS 1", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS1Cost"]))
add_rule(world.get_location("MIPS 2", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS2Cost"]))
add_rule(multiworld.get_location("MIPS 1", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS1Cost"]))
add_rule(multiworld.get_location("MIPS 2", player), lambda state: state.can_reach("Basement", 'Region', player) and state.has("Power Star", player, star_costs["MIPS2Cost"]))
world.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player)
multiworld.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player)
if options.completion_type == "last_bowser_stage":
world.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player)
multiworld.completion_condition[player] = lambda state: state.can_reach("BitS: Top", 'Region', player)
elif options.completion_type == "all_bowser_stages":
world.completion_condition[player] = lambda state: state.can_reach("Bowser in the Dark World", 'Region', player) and \
multiworld.completion_condition[player] = lambda state: state.can_reach("Bowser in the Dark World", 'Region', player) and \
state.can_reach("BitFS: Upper", 'Region', player) and \
state.can_reach("BitS: Top", 'Region', player)
class RuleFactory:
world: MultiWorld
multiworld: MultiWorld
player: int
move_rando_bitvec: bool
area_randomizer: bool
@@ -280,8 +280,8 @@ class RuleFactory:
class SM64LogicException(Exception):
pass
def __init__(self, world, options: SM64Options, player: int, move_rando_bitvec: int):
self.world = world
def __init__(self, multiworld, options: SM64Options, player: int, move_rando_bitvec: int):
self.multiworld = multiworld
self.player = player
self.move_rando_bitvec = move_rando_bitvec
self.area_randomizer = options.area_rando > 0
@@ -291,7 +291,7 @@ class RuleFactory:
self.moveless = not options.strict_move_requirements
def assign_rule(self, target_name: str, rule_expr: str):
target = self.world.get_location(target_name, self.player) if target_name in location_table else self.world.get_entrance(target_name, self.player)
target = self.multiworld.get_location(target_name, self.player) if target_name in location_table else self.multiworld.get_entrance(target_name, self.player)
cannon_name = "Cannon Unlock " + target_name.split(':')[0]
try:
rule = self.build_rule(rule_expr, cannon_name)
+4 -4
View File
@@ -83,7 +83,7 @@ class SMZ3World(World):
# optimized message queues for 0.4.4
required_client_version = (0, 4, 4)
def __init__(self, world: MultiWorld, player: int):
def __init__(self, multiworld: MultiWorld, player: int):
self.rom_name_available_event = threading.Event()
self.locations: Dict[str, Location] = {}
self.unreachable = []
@@ -101,7 +101,7 @@ class SMZ3World(World):
ItemType.Super,
ItemType.PowerBomb
]]
super().__init__(world, player)
super().__init__(multiworld, player)
@classmethod
def isProgression(cls, itemType):
@@ -672,8 +672,8 @@ class SMZ3World(World):
self.locations[name] = newLoc
self.smz3World.locationLookup[name].APLocation = newLoc
def create_region(self, world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
def create_region(self, multiworld: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, multiworld)
if locations:
for loc in locations:
location = self.locations[loc]
+2 -2
View File
@@ -589,8 +589,8 @@ id,name,classification,groups,content_packs
666,Maru Portrait,filler,"ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE",
667,Penny Portrait,filler,"ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE",
668,Sam Portrait,filler,"ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE",
669,Sebastian Portrait,filler,"FILLER_DECORATION",
670,Shane Portrait,filler,"FILLER_DECORATION",
669,Sebastian Portrait,filler,"ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE",
670,Shane Portrait,filler,"ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE",
671,Trash Bear Arrival,progression,"TRASH_BEAR,COMMUNITY_REWARD",
672,Trash Bear Cleanup,filler,"TRASH_BEAR,COMMUNITY_REWARD",
673,Progressive Bookseller Days,progression,"BOOKSELLER",
1 id name classification groups content_packs
589 666 Maru Portrait filler ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE
590 667 Penny Portrait filler ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE
591 668 Sam Portrait filler ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE
592 669 Sebastian Portrait filler FILLER_DECORATION ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE
593 670 Shane Portrait filler FILLER_DECORATION ENDGAME_LOCATION_ITEMS,MAXIMUM_ONE,FILLER_DECORATION,REQUIRES_FRIENDSANITY_MARRIAGE
594 671 Trash Bear Arrival progression TRASH_BEAR,COMMUNITY_REWARD
595 672 Trash Bear Cleanup filler TRASH_BEAR,COMMUNITY_REWARD
596 673 Progressive Bookseller Days progression BOOKSELLER
+3 -58
View File
@@ -6,60 +6,6 @@ from . import options
from .jojapocalypse_options import Jojapocalypse, JojaStartPrice, JojaEndPrice, JojaPricingPattern, JojaPurchasesForMembership, JojaAreYouSure
from ..strings.ap_names.ap_option_names import EatsanityOptionName, ChefsanityOptionName, HatsanityOptionName
all_random_settings = {
"progression_balancing": "random",
"accessibility": "random",
options.Goal.internal_name: "random",
options.FarmType.internal_name: "random",
options.StartingMoney.internal_name: "random",
options.ProfitMargin.internal_name: "random",
options.BundleRandomization.internal_name: "random",
options.BundlePrice.internal_name: "random",
options.BundlePerRoom.internal_name: "random",
options.EntranceRandomization.internal_name: "random",
options.SeasonRandomization.internal_name: "random",
options.Cropsanity.internal_name: "random",
options.BackpackProgression.internal_name: "random",
options.BackpackSize.internal_name: "random",
options.ToolProgression.internal_name: "random",
options.ElevatorProgression.internal_name: "random",
options.SkillProgression.internal_name: "random",
options.BuildingProgression.internal_name: "random",
options.FestivalLocations.internal_name: "random",
options.ArcadeMachineLocations.internal_name: "random",
options.SpecialOrderLocations.internal_name: "random",
options.QuestLocations.internal_name: "random",
options.Fishsanity.internal_name: "random",
options.Museumsanity.internal_name: "random",
options.Monstersanity.internal_name: "random",
options.Shipsanity.internal_name: "random",
options.Cooksanity.internal_name: "random",
options.Craftsanity.internal_name: "random",
options.Friendsanity.internal_name: "random",
options.FriendsanityHeartSize.internal_name: "random",
options.Booksanity.internal_name: "random",
options.Moviesanity.internal_name: "random",
options.IncludeEndgameLocations.internal_name: "random",
options.NumberOfMovementBuffs.internal_name: "random",
options.ExcludeGingerIsland.internal_name: "random",
options.TrapDifficulty.internal_name: "random",
options.MultipleDaySleepEnabled.internal_name: "random",
options.MultipleDaySleepCost.internal_name: "random",
options.ExperienceMultiplier.internal_name: "random",
options.FriendshipMultiplier.internal_name: "random",
options.DebrisMultiplier.internal_name: "random",
options.QuickStart.internal_name: "random",
options.Gifting.internal_name: "random",
"death_link": "random",
options.Jojapocalypse.internal_name: Jojapocalypse.option_disabled,
options.JojaStartPrice.internal_name: JojaStartPrice.default,
options.JojaEndPrice.internal_name: JojaEndPrice.default,
options.JojaPricingPattern.internal_name: JojaPricingPattern.default,
options.JojaPurchasesForMembership.internal_name: JojaPurchasesForMembership.default,
options.JojaAreYouSure.internal_name: JojaAreYouSure.option_false,
}
easy_settings = {
options.Goal.internal_name: options.Goal.option_community_center,
options.FarmType.internal_name: "random",
@@ -414,9 +360,9 @@ minsanity_settings = {
options.JojaAreYouSure.internal_name: JojaAreYouSure.option_false,
}
allsanity_settings = {
maxsanity_settings = {
options.Goal.internal_name: options.Goal.default,
options.FarmType.internal_name: "random",
options.FarmType.internal_name: options.FarmType.option_beach,
options.StartingMoney.internal_name: options.StartingMoney.default,
options.ProfitMargin.internal_name: options.ProfitMargin.default,
options.BundleRandomization.internal_name: options.BundleRandomization.default,
@@ -476,12 +422,11 @@ allsanity_settings = {
sv_options_presets: Dict[str, Dict[str, Any]] = {
"All random": all_random_settings,
"Easy": easy_settings,
"Medium": medium_settings,
"Hard": hard_settings,
"Nightmare": nightmare_settings,
"Short": short_settings,
"Minsanity": minsanity_settings,
"Allsanity": allsanity_settings,
"Maxsanity": maxsanity_settings,
}
+4 -4
View File
@@ -12,7 +12,7 @@ class TestItemLinksEverythingIncluded(SVTestBase):
}
def test_filler_of_all_types_generated(self):
max_number_filler = 199
max_number_filler = 197
filler_generated = []
at_least_one_trap = False
at_least_one_island = False
@@ -41,7 +41,7 @@ class TestItemLinksNoIsland(SVTestBase):
}
def test_filler_has_no_island_but_has_traps(self):
max_number_filler = 192
max_number_filler = 190
filler_generated = []
at_least_one_trap = False
for i in range(0, max_iterations):
@@ -67,7 +67,7 @@ class TestItemLinksNoTraps(SVTestBase):
}
def test_filler_has_no_traps_but_has_island(self):
max_number_filler = 176
max_number_filler = 174
filler_generated = []
at_least_one_island = False
for i in range(0, max_iterations):
@@ -93,7 +93,7 @@ class TestItemLinksNoTrapsAndIsland(SVTestBase):
}
def test_filler_generated_without_island_or_traps(self):
max_number_filler = 169
max_number_filler = 167
filler_generated = []
for i in range(0, max_iterations):
filler = self.multiworld.worlds[1].get_filler_item_name()
+5 -5
View File
@@ -1,6 +1,6 @@
from BaseClasses import MultiWorld, get_seed, ItemClassification
from .bases import SVTestCase, solo_multiworld, setup_solo_multiworld
from .options.presets import get_minsanity_options, allsanity_no_mods_7_x_x
from .options.presets import get_minsanity_options, maxsanity_no_mods_7_x_x
from .. import StardewValleyWorld
from ..items import Group, item_table
from ..options import Friendsanity, SeasonRandomization, Museumsanity, Shipsanity, Goal
@@ -44,14 +44,14 @@ class TestItems(SVTestCase):
self.assertEqual(len(baby_permutations), 4)
def test_correct_number_of_stardrops(self):
allsanity_options = allsanity_no_mods_7_x_x()
with solo_multiworld(allsanity_options) as (multiworld, _):
maxsanity_options = maxsanity_no_mods_7_x_x()
with solo_multiworld(maxsanity_options) as (multiworld, _):
stardrop_items = [item for item in multiworld.get_items() if item.name == "Stardrop"]
self.assertEqual(len(stardrop_items), 7)
def test_no_duplicate_rings(self):
allsanity_options = allsanity_no_mods_7_x_x()
with solo_multiworld(allsanity_options) as (multiworld, _):
maxsanity_options = maxsanity_no_mods_7_x_x()
with solo_multiworld(maxsanity_options) as (multiworld, _):
ring_items = [item.name for item in multiworld.get_items() if Group.FILLER_RING in item_table[item.name].groups]
self.assertEqual(len(ring_items), len(set(ring_items)))
+2 -2
View File
@@ -5,7 +5,7 @@ from unittest import TestCase, SkipTest
from BaseClasses import MultiWorld
from .assertion import RuleAssertMixin
from .bases import setup_solo_multiworld, skip_long_tests
from .options.presets import minimal_locations_maximal_items, allsanity_mods_7_x_x
from .options.presets import minimal_locations_maximal_items, maxsanity_mods_7_x_x
from .. import StardewValleyWorld
from ..data.bundles_data.bundle_data import all_bundle_items_except_money
from ..logic.logic import StardewLogic
@@ -101,7 +101,7 @@ class LogicTestBase(RuleAssertMixin, TestCase):
class TestAllSanityLogic(LogicTestBase):
options = allsanity_mods_7_x_x()
options = maxsanity_mods_7_x_x()
@unittest.skip("This test does not pass because some content is still not in content packs.")
@@ -1,7 +1,7 @@
from BaseClasses import ItemClassification
from .bases import SVTestBase
from .options.presets import default_7_x_x, allsanity_no_mods_7_x_x, get_minsanity_options, \
minimal_locations_maximal_items, minimal_locations_maximal_items_with_island, allsanity_mods_7_x_x_exclude_disabled
from .options.presets import default_7_x_x, maxsanity_no_mods_7_x_x, get_minsanity_options, \
minimal_locations_maximal_items, minimal_locations_maximal_items_with_island, maxsanity_mods_7_x_x_exclude_disabled
from .. import location_table
from ..items import Group, item_table
from ..items.item_data import FILLER_GROUPS
@@ -63,7 +63,7 @@ class TestDefaultSettingsHasAllExpectedLocations(SVTestBase):
options = default_7_x_x()
def test_default_settings_has_exactly_locations(self):
expected_locations = 475
expected_locations = 471
real_locations = self.get_real_locations()
number_locations = len(real_locations)
print(f"Stardew Valley - Default options locations: {number_locations}")
@@ -75,33 +75,33 @@ class TestDefaultSettingsHasAllExpectedLocations(SVTestBase):
class TestAllSanitySettingsHasAllExpectedLocations(SVTestBase):
options = allsanity_no_mods_7_x_x()
options = maxsanity_no_mods_7_x_x()
def test_allsanity_without_mods_has_at_least_locations(self):
def test_maxsanity_without_mods_has_at_least_locations(self):
expected_locations = 2812
real_locations = self.get_real_locations()
number_locations = len(real_locations)
print(f"Stardew Valley - Allsanity Locations without mods: {number_locations}")
print(f"Stardew Valley - Maxsanity Locations without mods: {number_locations}")
self.assertGreaterEqual(number_locations, expected_locations)
if number_locations != expected_locations:
print(f"\tNew locations detected!"
f"\n\tPlease update test_allsanity_without_mods_has_at_least_locations"
f"\n\tPlease update test_maxsanity_without_mods_has_at_least_locations"
f"\n\t\tExpected: {expected_locations}"
f"\n\t\tActual: {number_locations}")
class TestAllSanityWithModsSettingsHasAllExpectedLocations(SVTestBase):
options = allsanity_mods_7_x_x_exclude_disabled()
options = maxsanity_mods_7_x_x_exclude_disabled()
def test_allsanity_with_mods_has_at_least_locations(self):
def test_maxsanity_with_mods_has_at_least_locations(self):
expected_locations = 3180 # It was 3473 before disabling SVE
real_locations = self.get_real_locations()
number_locations = len(real_locations)
print(f"Stardew Valley - Allsanity Locations with all mods: {number_locations}")
print(f"Stardew Valley - Maxsanity Locations with all mods: {number_locations}")
self.assertGreaterEqual(number_locations, expected_locations)
if number_locations != expected_locations:
print(f"\tNew locations detected!"
f"\n\tPlease update test_allsanity_with_mods_has_at_least_locations"
f"\n\tPlease update test_maxsanity_with_mods_has_at_least_locations"
f"\n\t\tExpected: {expected_locations}"
f"\n\t\tActual: {number_locations}")
@@ -3,7 +3,7 @@ import unittest
from BaseClasses import ItemClassification
from ..assertion import get_all_location_names
from ..bases import skip_long_tests, SVTestCase, solo_multiworld
from ..options.presets import setting_mins_and_maxes, allsanity_no_mods_7_x_x, get_minsanity_options, default_7_x_x
from ..options.presets import setting_mins_and_maxes, maxsanity_no_mods_7_x_x, get_minsanity_options, default_7_x_x
from ...items import Group, item_table
from ...items.item_data import FILLER_GROUPS
@@ -30,7 +30,7 @@ class TestCountsPerSetting(SVTestCase):
with self.subTest(f"{name}"):
highest_variance_items = -1
highest_variance_locations = -1
for preset in [allsanity_no_mods_7_x_x, default_7_x_x, get_minsanity_options]:
for preset in [maxsanity_no_mods_7_x_x, default_7_x_x, get_minsanity_options]:
lowest_items = 9999
lowest_locations = 9999
highest_items = -1
+7 -7
View File
@@ -1,21 +1,21 @@
from ..TestGeneration import get_all_permanent_progression_items
from ..assertion import ModAssertMixin, WorldAssertMixin
from ..bases import SVTestCase, SVTestBase, solo_multiworld
from ..options.presets import allsanity_mods_7_x_x
from ..options.presets import maxsanity_mods_7_x_x
from ... import options
from ...items import Group
from ...mods.mod_data import invalid_mod_combinations
from ...options.options import all_mods
class TestCanGenerateAllsanityWithMods(WorldAssertMixin, ModAssertMixin, SVTestCase):
class TestCanGenerateMaxsanityWithMods(WorldAssertMixin, ModAssertMixin, SVTestCase):
def test_allsanity_all_mods_when_generate_then_basic_checks(self):
with solo_multiworld(allsanity_mods_7_x_x()) as (multi_world, _):
def test_maxsanity_all_mods_when_generate_then_basic_checks(self):
with solo_multiworld(maxsanity_mods_7_x_x()) as (multi_world, _):
self.assert_basic_checks(multi_world)
def test_allsanity_all_mods_exclude_island_when_generate_then_basic_checks(self):
world_options = allsanity_mods_7_x_x()
def test_maxsanity_all_mods_exclude_island_when_generate_then_basic_checks(self):
world_options = maxsanity_mods_7_x_x()
world_options.update({options.ExcludeGingerIsland.internal_name: options.ExcludeGingerIsland.option_true})
with solo_multiworld(world_options) as (multi_world, _):
self.assert_basic_checks(multi_world)
@@ -106,7 +106,7 @@ class TestVanillaLogicAlternativeWhenQuestsAreNotRandomized(WorldAssertMixin, SV
"""We often forget to add an alternative rule that works when quests are not randomized. When this happens, some
Location are not reachable because they depend on items that are only added to the pool when quests are randomized.
"""
options = allsanity_mods_7_x_x() | {
options = maxsanity_mods_7_x_x() | {
options.QuestLocations.internal_name: options.QuestLocations.special_range_names["none"],
options.Goal.internal_name: options.Goal.option_perfection,
}
+19 -19
View File
@@ -45,7 +45,7 @@ def default_6_x_x():
}
def allsanity_no_mods_6_x_x():
def maxsanity_no_mods_6_x_x():
return {
options.ArcadeMachineLocations.internal_name: options.ArcadeMachineLocations.option_full_shuffling,
options.BackpackProgression.internal_name: options.BackpackProgression.option_progressive,
@@ -88,16 +88,16 @@ def allsanity_no_mods_6_x_x():
}
def allsanity_mods_6_x_x_exclude_disabled():
allsanity = allsanity_no_mods_6_x_x()
allsanity.update({options.Mods.internal_name: frozenset(options.enabled_mods_except_invalid_combinations)})
return allsanity
def maxsanity_mods_6_x_x_exclude_disabled():
maxsanity = maxsanity_no_mods_6_x_x()
maxsanity.update({options.Mods.internal_name: frozenset(options.enabled_mods_except_invalid_combinations)})
return maxsanity
def allsanity_mods_6_x_x():
allsanity = allsanity_no_mods_6_x_x()
allsanity.update({options.Mods.internal_name: frozenset(options.all_mods_except_invalid_combinations)})
return allsanity
def maxsanity_mods_6_x_x():
maxsanity = maxsanity_no_mods_6_x_x()
maxsanity.update({options.Mods.internal_name: frozenset(options.all_mods_except_invalid_combinations)})
return maxsanity
def default_7_x_x():
@@ -143,7 +143,7 @@ def default_7_x_x():
}
def allsanity_no_mods_7_x_x():
def maxsanity_no_mods_7_x_x():
return {
options.ArcadeMachineLocations.internal_name: options.ArcadeMachineLocations.option_full_shuffling,
options.BackpackProgression.internal_name: options.BackpackProgression.option_progressive,
@@ -188,16 +188,16 @@ def allsanity_no_mods_7_x_x():
}
def allsanity_mods_7_x_x():
allsanity = allsanity_no_mods_7_x_x()
allsanity.update({options.Mods.internal_name: frozenset(options.all_mods_except_invalid_combinations)})
return allsanity
def maxsanity_mods_7_x_x():
maxsanity = maxsanity_no_mods_7_x_x()
maxsanity.update({options.Mods.internal_name: frozenset(options.all_mods_except_invalid_combinations)})
return maxsanity
def allsanity_mods_7_x_x_exclude_disabled():
allsanity = allsanity_no_mods_7_x_x()
allsanity.update({options.Mods.internal_name: frozenset(options.enabled_mods_except_invalid_combinations)})
return allsanity
def maxsanity_mods_7_x_x_exclude_disabled():
maxsanity = maxsanity_no_mods_7_x_x()
maxsanity.update({options.Mods.internal_name: frozenset(options.enabled_mods_except_invalid_combinations)})
return maxsanity
def get_minsanity_options():
@@ -318,7 +318,7 @@ def setting_mins_and_maxes():
options.Fishsanity.internal_name: [options.Fishsanity.option_none, options.Fishsanity.option_all],
options.Friendsanity.internal_name: [options.Friendsanity.option_none, options.Friendsanity.option_all_with_marriage],
options.FriendsanityHeartSize.internal_name: [1, 8],
options.Goal.internal_name: options.Goal.option_allsanity,
options.Goal.internal_name: options.Goal.option_maxsanity,
options.IncludeEndgameLocations.internal_name: [options.IncludeEndgameLocations.option_false, options.IncludeEndgameLocations.option_true],
options.Mods.internal_name: frozenset(),
options.Monstersanity.internal_name: [options.Monstersanity.option_none, options.Monstersanity.option_one_per_monster],
@@ -9,7 +9,7 @@ from BaseClasses import get_seed
from Fill import distribute_items_restrictive, balance_multiworld_progression
from worlds import AutoWorld
from ..bases import SVTestCase, setup_multiworld
from ..options.presets import default_6_x_x, allsanity_no_mods_6_x_x, minimal_locations_maximal_items, allsanity_mods_7_x_x, allsanity_no_mods_7_x_x, \
from ..options.presets import default_6_x_x, maxsanity_no_mods_6_x_x, minimal_locations_maximal_items, maxsanity_mods_7_x_x, maxsanity_no_mods_7_x_x, \
default_7_x_x
default_number_generations = 25
@@ -213,9 +213,9 @@ class TestMinLocationMaxItems(SVPerformanceTestCase):
self.performance_test_multiworld(multiworld_options)
class TestAllsanityWithoutMods6xx(SVPerformanceTestCase):
class TestMaxsanityWithoutMods6xx(SVPerformanceTestCase):
acceptable_time_per_player = 10
options = allsanity_no_mods_6_x_x()
options = maxsanity_no_mods_6_x_x()
results = []
def test_solo(self):
@@ -242,9 +242,9 @@ class TestAllsanityWithoutMods6xx(SVPerformanceTestCase):
self.performance_test_multiworld(multiworld_options)
class TestAllsanityWithoutMods7xx(SVPerformanceTestCase):
class TestMaxsanityWithoutMods7xx(SVPerformanceTestCase):
acceptable_time_per_player = 10
options = allsanity_no_mods_7_x_x()
options = maxsanity_no_mods_7_x_x()
results = []
def test_solo(self):
@@ -270,9 +270,9 @@ class TestAllsanityWithoutMods7xx(SVPerformanceTestCase):
self.performance_test_multiworld(multiworld_options)
class TestAllsanityWithMods7xx(SVPerformanceTestCase):
class TestMaxsanityWithMods7xx(SVPerformanceTestCase):
acceptable_time_per_player = 25
options = allsanity_mods_7_x_x()
options = maxsanity_mods_7_x_x()
results = []
@unittest.skip
+2 -2
View File
@@ -1,5 +1,5 @@
from ..bases import SVTestBase
from ..options.presets import allsanity_mods_7_x_x
from ..options.presets import maxsanity_mods_7_x_x
from ... import locations_by_tag
from ...content.feature.hatsanity import to_location_name
from ...data.hats_data import Hats
@@ -75,7 +75,7 @@ class TestNoHatsLogic(SVTestBase):
class TestHatLocations(SVTestBase):
options = allsanity_mods_7_x_x()
options = maxsanity_mods_7_x_x()
def test_all_hat_locations_are_added(self):
location_names = [location.name for location in self.multiworld.get_locations()]
@@ -36,7 +36,7 @@ class DisabledMuseumRule(LiteralStardewRule):
class TestMuseumsanityDisabledExcludesMuseumDonationsFromOtherLocations(SVTestBase):
options = {
**presets.allsanity_mods_7_x_x(),
**presets.maxsanity_mods_7_x_x(),
options.Museumsanity.internal_name: options.Museumsanity.option_none
}
@@ -1,10 +1,10 @@
from ..bases import SVTestBase
from ..options.presets import allsanity_mods_7_x_x
from ..options.presets import maxsanity_mods_7_x_x
from ...stardew_rule import HasProgressionPercent
class TestHasProgressionPercentWithVictory(SVTestBase):
options = allsanity_mods_7_x_x()
options = maxsanity_mods_7_x_x()
skip_default_tests = True
def test_has_100_progression_percent_is_false_while_items_are_missing(self):
@@ -1,7 +1,7 @@
import argparse
import json
from worlds.stardew_valley.test.options.presets import allsanity_mods_7_x_x_exclude_disabled
from worlds.stardew_valley.test.options.presets import maxsanity_mods_7_x_x_exclude_disabled
from ..bases import setup_solo_multiworld
from ...options import FarmType, EntranceRandomization
@@ -12,7 +12,7 @@ if __name__ == "__main__":
args = parser.parse_args()
seed = args.seed
options = allsanity_mods_7_x_x_exclude_disabled()
options = maxsanity_mods_7_x_x_exclude_disabled()
options[FarmType.internal_name] = FarmType.option_standard
options[EntranceRandomization.internal_name] = EntranceRandomization.option_buildings
multi_world = setup_solo_multiworld(options, seed=seed)
@@ -2,7 +2,7 @@ import unittest
from unittest.mock import Mock
from ..bases import skip_long_tests, SVTestBase
from ..options.presets import allsanity_mods_7_x_x
from ..options.presets import maxsanity_mods_7_x_x
from ..options.utils import fill_namespace_with_default
from ... import STARDEW_VALLEY
from ...options import FarmType, BundleRandomization, EntranceRandomization
@@ -10,7 +10,7 @@ from ...options import FarmType, BundleRandomization, EntranceRandomization
@unittest.skipIf(skip_long_tests(), "Long tests disabled")
class TestUniversalTrackerGenerationIsStable(SVTestBase):
options = allsanity_mods_7_x_x()
options = maxsanity_mods_7_x_x()
options.update({
EntranceRandomization.internal_name: EntranceRandomization.option_buildings,
BundleRandomization.internal_name: BundleRandomization.option_shuffled,
@@ -1,12 +1,12 @@
from ...items import items_by_group, Group
from ...options import TrapDifficulty
from ...test.bases import SVTestCase, solo_multiworld
from ...test.options.presets import allsanity_mods_7_x_x, allsanity_no_mods_7_x_x
from ...test.options.presets import maxsanity_mods_7_x_x, maxsanity_no_mods_7_x_x
class TestTraps(SVTestCase):
def test_given_no_traps_when_generate_then_no_trap_in_pool(self):
world_options = allsanity_no_mods_7_x_x().copy()
world_options = maxsanity_no_mods_7_x_x().copy()
world_options[TrapDifficulty.internal_name] = TrapDifficulty.option_no_traps
with solo_multiworld(world_options) as (multi_world, _):
trap_items = [item_data.name for item_data in items_by_group[Group.TRAP]]
@@ -18,7 +18,7 @@ class TestTraps(SVTestCase):
def test_given_traps_when_generate_then_all_traps_in_pool(self):
trap_option = TrapDifficulty
world_options = allsanity_mods_7_x_x()
world_options = maxsanity_mods_7_x_x()
world_options.update({TrapDifficulty.internal_name: trap_option.option_easy})
with solo_multiworld(world_options) as (multi_world, _):
trap_items = [item_data.name for item_data in items_by_group[Group.TRAP] if Group.DEPRECATED not in item_data.groups]
+188 -188
View File
@@ -6,200 +6,200 @@ from .PreCalculatedWeights import PreCalculatedWeights
from .LogicExtensions import TimespinnerLogic
def create_regions_and_locations(world: MultiWorld, player: int, options: TimespinnerOptions,
def create_regions_and_locations(multiworld: MultiWorld, player: int, options: TimespinnerOptions,
precalculated_weights: PreCalculatedWeights):
locations_per_region: Dict[str, List[LocationData]] = split_location_datas_per_region(
get_location_datas(player, options, precalculated_weights))
regions = [
create_region(world, player, locations_per_region, 'Menu'),
create_region(world, player, locations_per_region, 'Tutorial'),
create_region(world, player, locations_per_region, 'Lake desolation'),
create_region(world, player, locations_per_region, 'Upper lake desolation'),
create_region(world, player, locations_per_region, 'Lower lake desolation'),
create_region(world, player, locations_per_region, 'Eastern lake desolation'),
create_region(world, player, locations_per_region, 'Library'),
create_region(world, player, locations_per_region, 'Library top'),
create_region(world, player, locations_per_region, 'Varndagroth tower left'),
create_region(world, player, locations_per_region, 'Varndagroth tower right (upper)'),
create_region(world, player, locations_per_region, 'Varndagroth tower right (lower)'),
create_region(world, player, locations_per_region, 'Varndagroth tower right (elevator)'),
create_region(world, player, locations_per_region, 'Sealed Caves (Sirens)'),
create_region(world, player, locations_per_region, 'Military Fortress'),
create_region(world, player, locations_per_region, 'Military Fortress (hangar)'),
create_region(world, player, locations_per_region, 'Lab Entrance'),
create_region(world, player, locations_per_region, 'Main Lab'),
create_region(world, player, locations_per_region, 'Lab Research'),
create_region(world, player, locations_per_region, 'The lab (upper)'),
create_region(world, player, locations_per_region, 'Emperors tower (courtyard)'),
create_region(world, player, locations_per_region, 'Emperors tower'),
create_region(world, player, locations_per_region, 'Skeleton Shaft'),
create_region(world, player, locations_per_region, 'Sealed Caves (Xarion)'),
create_region(world, player, locations_per_region, 'Refugee Camp'),
create_region(world, player, locations_per_region, 'Forest'),
create_region(world, player, locations_per_region, 'Left Side forest Caves'),
create_region(world, player, locations_per_region, 'Upper Lake Serene'),
create_region(world, player, locations_per_region, 'Lower Lake Serene'),
create_region(world, player, locations_per_region, 'Caves of Banishment (upper)'),
create_region(world, player, locations_per_region, 'Caves of Banishment (Maw)'),
create_region(world, player, locations_per_region, 'Caves of Banishment (Flooded)'),
create_region(world, player, locations_per_region, 'Caves of Banishment (Sirens)'),
create_region(world, player, locations_per_region, 'Castle Ramparts'),
create_region(world, player, locations_per_region, 'Castle Keep'),
create_region(world, player, locations_per_region, 'Castle Basement'),
create_region(world, player, locations_per_region, 'Royal towers (lower)'),
create_region(world, player, locations_per_region, 'Royal towers'),
create_region(world, player, locations_per_region, 'Royal towers (upper)'),
create_region(world, player, locations_per_region, 'Temporal Gyre'),
create_region(world, player, locations_per_region, 'Ancient Pyramid (entrance)'),
create_region(world, player, locations_per_region, 'Ancient Pyramid (left)'),
create_region(world, player, locations_per_region, 'Ancient Pyramid (right)'),
create_region(world, player, locations_per_region, 'Space time continuum')
create_region(multiworld, player, locations_per_region, 'Menu'),
create_region(multiworld, player, locations_per_region, 'Tutorial'),
create_region(multiworld, player, locations_per_region, 'Lake desolation'),
create_region(multiworld, player, locations_per_region, 'Upper lake desolation'),
create_region(multiworld, player, locations_per_region, 'Lower lake desolation'),
create_region(multiworld, player, locations_per_region, 'Eastern lake desolation'),
create_region(multiworld, player, locations_per_region, 'Library'),
create_region(multiworld, player, locations_per_region, 'Library top'),
create_region(multiworld, player, locations_per_region, 'Varndagroth tower left'),
create_region(multiworld, player, locations_per_region, 'Varndagroth tower right (upper)'),
create_region(multiworld, player, locations_per_region, 'Varndagroth tower right (lower)'),
create_region(multiworld, player, locations_per_region, 'Varndagroth tower right (elevator)'),
create_region(multiworld, player, locations_per_region, 'Sealed Caves (Sirens)'),
create_region(multiworld, player, locations_per_region, 'Military Fortress'),
create_region(multiworld, player, locations_per_region, 'Military Fortress (hangar)'),
create_region(multiworld, player, locations_per_region, 'Lab Entrance'),
create_region(multiworld, player, locations_per_region, 'Main Lab'),
create_region(multiworld, player, locations_per_region, 'Lab Research'),
create_region(multiworld, player, locations_per_region, 'The lab (upper)'),
create_region(multiworld, player, locations_per_region, 'Emperors tower (courtyard)'),
create_region(multiworld, player, locations_per_region, 'Emperors tower'),
create_region(multiworld, player, locations_per_region, 'Skeleton Shaft'),
create_region(multiworld, player, locations_per_region, 'Sealed Caves (Xarion)'),
create_region(multiworld, player, locations_per_region, 'Refugee Camp'),
create_region(multiworld, player, locations_per_region, 'Forest'),
create_region(multiworld, player, locations_per_region, 'Left Side forest Caves'),
create_region(multiworld, player, locations_per_region, 'Upper Lake Serene'),
create_region(multiworld, player, locations_per_region, 'Lower Lake Serene'),
create_region(multiworld, player, locations_per_region, 'Caves of Banishment (upper)'),
create_region(multiworld, player, locations_per_region, 'Caves of Banishment (Maw)'),
create_region(multiworld, player, locations_per_region, 'Caves of Banishment (Flooded)'),
create_region(multiworld, player, locations_per_region, 'Caves of Banishment (Sirens)'),
create_region(multiworld, player, locations_per_region, 'Castle Ramparts'),
create_region(multiworld, player, locations_per_region, 'Castle Keep'),
create_region(multiworld, player, locations_per_region, 'Castle Basement'),
create_region(multiworld, player, locations_per_region, 'Royal towers (lower)'),
create_region(multiworld, player, locations_per_region, 'Royal towers'),
create_region(multiworld, player, locations_per_region, 'Royal towers (upper)'),
create_region(multiworld, player, locations_per_region, 'Temporal Gyre'),
create_region(multiworld, player, locations_per_region, 'Ancient Pyramid (entrance)'),
create_region(multiworld, player, locations_per_region, 'Ancient Pyramid (left)'),
create_region(multiworld, player, locations_per_region, 'Ancient Pyramid (right)'),
create_region(multiworld, player, locations_per_region, 'Space time continuum')
]
if options.gyre_archives:
regions.extend([
create_region(world, player, locations_per_region, 'Ravenlord\'s Lair'),
create_region(world, player, locations_per_region, 'Ifrit\'s Lair'),
create_region(multiworld, player, locations_per_region, 'Ravenlord\'s Lair'),
create_region(multiworld, player, locations_per_region, 'Ifrit\'s Lair'),
])
if __debug__:
throwIfAnyLocationIsNotAssignedToARegion(regions, locations_per_region.keys())
world.regions += regions
multiworld.regions += regions
connectStartingRegion(world, player, options)
connectStartingRegion(multiworld, player, options)
flooded: PreCalculatedWeights = precalculated_weights
logic = TimespinnerLogic(player, options, precalculated_weights)
connect(world, player, 'Lake desolation', 'Lower lake desolation', lambda state: flooded.flood_lake_desolation or logic.has_timestop(state) or state.has('Talaria Attachment', player))
connect(world, player, 'Lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player), "Upper Lake Serene")
connect(world, player, 'Lake desolation', 'Skeleton Shaft', lambda state: flooded.flood_lake_desolation or logic.has_doublejump(state))
connect(world, player, 'Lake desolation', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Upper lake desolation', 'Lake desolation')
connect(world, player, 'Upper lake desolation', 'Eastern lake desolation')
connect(world, player, 'Lower lake desolation', 'Lake desolation')
connect(world, player, 'Lower lake desolation', 'Eastern lake desolation')
connect(world, player, 'Eastern lake desolation', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Eastern lake desolation', 'Library')
connect(world, player, 'Eastern lake desolation', 'Lower lake desolation')
connect(world, player, 'Eastern lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player), "Upper Lake Serene")
connect(world, player, 'Library', 'Eastern lake desolation')
connect(world, player, 'Library', 'Library top', lambda state: logic.has_doublejump(state) or state.has('Talaria Attachment', player))
connect(world, player, 'Library', 'Varndagroth tower left', logic.has_keycard_D)
connect(world, player, 'Library', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Library top', 'Library')
connect(world, player, 'Varndagroth tower left', 'Library')
connect(world, player, 'Varndagroth tower left', 'Varndagroth tower right (upper)', logic.has_keycard_C)
connect(world, player, 'Varndagroth tower left', 'Varndagroth tower right (lower)', logic.has_keycard_B)
connect(world, player, 'Varndagroth tower left', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
connect(world, player, 'Varndagroth tower left', 'Refugee Camp', lambda state: state.has('Timespinner Wheel', player) and state.has('Timespinner Spindle', player))
connect(world, player, 'Varndagroth tower right (upper)', 'Varndagroth tower left')
connect(world, player, 'Varndagroth tower right (upper)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
connect(world, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (upper)')
connect(world, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (lower)')
connect(world, player, 'Varndagroth tower right (lower)', 'Varndagroth tower left', logic.has_keycard_B)
connect(world, player, 'Varndagroth tower right (lower)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
connect(world, player, 'Varndagroth tower right (lower)', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
connect(world, player, 'Varndagroth tower right (lower)', 'Military Fortress', logic.can_kill_all_3_bosses)
connect(world, player, 'Varndagroth tower right (lower)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Sealed Caves (Sirens)', 'Varndagroth tower left', lambda state: state.has('Elevator Keycard', player))
connect(world, player, 'Sealed Caves (Sirens)', 'Varndagroth tower right (lower)', lambda state: state.has('Elevator Keycard', player))
connect(world, player, 'Sealed Caves (Sirens)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Military Fortress', 'Varndagroth tower right (lower)', logic.can_kill_all_3_bosses)
connect(world, player, 'Military Fortress', 'Temporal Gyre', lambda state: state.has('Timespinner Wheel', player) and logic.can_kill_all_3_bosses(state))
connect(world, player, 'Military Fortress', 'Military Fortress (hangar)', logic.has_doublejump)
connect(world, player, 'Military Fortress (hangar)', 'Military Fortress')
connect(world, player, 'Military Fortress (hangar)', 'Lab Entrance', lambda state: state.has('Water Mask', player) if flooded.flood_lab else logic.has_doublejump(state))
connect(world, player, 'Lab Entrance', 'Main Lab', lambda state: logic.has_keycard_B(state))
connect(world, player, 'Main Lab', 'Lab Entrance')
connect(world, player, 'Lab Entrance', 'Military Fortress (hangar)')
connect(world, player, 'Temporal Gyre', 'Military Fortress')
connect(world, player, 'Main Lab', 'Lab Research', lambda state: state.has('Lab Access Research', player) if options.lock_key_amadeus else logic.has_doublejump_of_npc(state))
connect(world, player, 'Main Lab', 'The lab (upper)', lambda state: logic.has_forwarddash_doublejump(state) and ((not options.lock_key_amadeus) or state.has('Lab Access Genza', player)))
connect(world, player, 'The lab (upper)', 'Main Lab', lambda state: options.lock_key_amadeus and state.has('Lab Access Genza', player))
connect(world, player, 'The lab (upper)', 'Emperors tower (courtyard)', logic.has_forwarddash_doublejump)
connect(world, player, 'The lab (upper)', 'Ancient Pyramid (entrance)', lambda state: state.has_all({'Timespinner Wheel', 'Timespinner Spindle', 'Timespinner Gear 1', 'Timespinner Gear 2', 'Timespinner Gear 3'}, player))
connect(world, player, 'Emperors tower (courtyard)', 'The lab (upper)')
connect(world, player, 'Emperors tower (courtyard)', 'Emperors tower', logic.has_doublejump)
connect(world, player, 'Emperors tower', 'Emperors tower (courtyard)')
connect(world, player, 'Skeleton Shaft', 'Lake desolation')
connect(world, player, 'Skeleton Shaft', 'Sealed Caves (Xarion)', logic.has_keycard_A)
connect(world, player, 'Skeleton Shaft', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Sealed Caves (Xarion)', 'Skeleton Shaft')
connect(world, player, 'Sealed Caves (Xarion)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Refugee Camp', 'Forest')
connect(world, player, 'Refugee Camp', 'Library', lambda state: (options.pyramid_start or options.inverted) and options.back_to_the_future and state.has_all({'Timespinner Wheel', 'Timespinner Spindle'}, player))
connect(world, player, 'Refugee Camp', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Forest', 'Refugee Camp')
connect(world, player, 'Forest', 'Left Side forest Caves', lambda state: flooded.flood_lake_serene_bridge or state.has('Talaria Attachment', player) or logic.has_timestop(state))
connect(world, player, 'Forest', 'Caves of Banishment (Sirens)')
connect(world, player, 'Forest', 'Castle Ramparts', lambda state: not options.gate_keep or state.has('Drawbridge Key', player) or logic.has_upwarddash(state))
connect(world, player, 'Left Side forest Caves', 'Forest')
connect(world, player, 'Left Side forest Caves', 'Upper Lake Serene', logic.has_timestop)
connect(world, player, 'Left Side forest Caves', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(world, player, 'Left Side forest Caves', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Upper Lake Serene', 'Left Side forest Caves')
connect(world, player, 'Upper Lake Serene', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(world, player, 'Lower Lake Serene', 'Upper Lake Serene')
connect(world, player, 'Lower Lake Serene', 'Left Side forest Caves')
connect(world, player, 'Lower Lake Serene', 'Caves of Banishment (upper)', lambda state: flooded.flood_lake_serene or logic.has_doublejump(state))
connect(world, player, 'Caves of Banishment (upper)', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(world, player, 'Caves of Banishment (upper)', 'Caves of Banishment (Maw)', lambda state: not flooded.flood_maw or state.has('Water Mask', player))
connect(world, player, 'Caves of Banishment (upper)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (upper)', lambda state: logic.has_doublejump(state) if not flooded.flood_maw else state.has('Water Mask', player))
connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Sirens)', lambda state: state.has_any({'Gas Mask', 'Talaria Attachment'}, player) )
connect(world, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Flooded)', lambda state: flooded.flood_maw or state.has('Water Mask', player))
connect(world, player, 'Caves of Banishment (Maw)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Caves of Banishment (Sirens)', 'Forest')
connect(world, player, 'Castle Ramparts', 'Forest')
connect(world, player, 'Castle Ramparts', 'Castle Keep')
connect(world, player, 'Castle Ramparts', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Castle Keep', 'Castle Ramparts')
connect(world, player, 'Castle Keep', 'Castle Basement', lambda state: not flooded.flood_basement or state.has('Water Mask', player))
connect(world, player, 'Castle Keep', 'Royal towers (lower)', lambda state: logic.has_doublejump(state) and (not options.royal_roadblock or logic.has_pink(state)))
connect(world, player, 'Castle Keep', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Royal towers (lower)', 'Castle Keep')
connect(world, player, 'Royal towers (lower)', 'Royal towers', lambda state: state.has('Timespinner Wheel', player) or logic.has_forwarddash_doublejump(state))
connect(world, player, 'Royal towers (lower)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Royal towers', 'Royal towers (lower)')
connect(world, player, 'Royal towers', 'Royal towers (upper)', logic.has_doublejump)
connect(world, player, 'Royal towers (upper)', 'Royal towers')
#connect(world, player, 'Ancient Pyramid (entrance)', 'The lab (upper)', lambda state: not is_option_enabled(world, player, "EnterSandman"))
connect(world, player, 'Ancient Pyramid (entrance)', 'Ancient Pyramid (left)', logic.has_doublejump)
connect(world, player, 'Ancient Pyramid (entrance)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (entrance)')
connect(world, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (right)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
connect(world, player, 'Ancient Pyramid (left)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Ancient Pyramid (right)', 'Ancient Pyramid (left)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
connect(world, player, 'Ancient Pyramid (right)', 'Space time continuum', logic.has_teleport)
connect(world, player, 'Space time continuum', 'Lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateLakeDesolation"))
connect(world, player, 'Space time continuum', 'Lower lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateKittyBoss"))
connect(world, player, 'Space time continuum', 'Library', lambda state: logic.can_teleport_to(state, "Present", "GateLeftLibrary"))
connect(world, player, 'Space time continuum', 'Varndagroth tower right (lower)', lambda state: logic.can_teleport_to(state, "Present", "GateMilitaryGate"))
connect(world, player, 'Space time continuum', 'Skeleton Shaft', lambda state: logic.can_teleport_to(state, "Present", "GateSealedCaves"))
connect(world, player, 'Space time continuum', 'Sealed Caves (Sirens)', lambda state: logic.can_teleport_to(state, "Present", "GateSealedSirensCave"))
connect(world, player, 'Space time continuum', 'Sealed Caves (Xarion)', lambda state: logic.can_teleport_to(state, "Present", "GateXarion"))
connect(world, player, 'Space time continuum', 'Upper Lake Serene', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneLeft"))
connect(world, player, 'Space time continuum', 'Left Side forest Caves', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneRight"))
connect(world, player, 'Space time continuum', 'Refugee Camp', lambda state: logic.can_teleport_to(state, "Past", "GateAccessToPast"))
connect(world, player, 'Space time continuum', 'Forest', lambda state: logic.can_teleport_to(state, "Past", "GateCastleRamparts"))
connect(world, player, 'Space time continuum', 'Castle Keep', lambda state: logic.can_teleport_to(state, "Past", "GateCastleKeep"))
connect(world, player, 'Space time continuum', 'Royal towers (lower)', lambda state: logic.can_teleport_to(state, "Past", "GateRoyalTowers"))
connect(world, player, 'Space time continuum', 'Caves of Banishment (Maw)', lambda state: logic.can_teleport_to(state, "Past", "GateMaw"))
connect(world, player, 'Space time continuum', 'Caves of Banishment (upper)', lambda state: logic.can_teleport_to(state, "Past", "GateCavesOfBanishment"))
connect(world, player, 'Space time continuum', 'Military Fortress (hangar)', lambda state: logic.can_teleport_to(state, "Present", "GateLabEntrance"))
connect(world, player, 'Space time continuum', 'The lab (upper)', lambda state: logic.can_teleport_to(state, "Present", "GateDadsTower"))
connect(world, player, 'Space time continuum', 'Ancient Pyramid (entrance)', lambda state: logic.can_teleport_to(state, "Time", "GateGyre") or logic.can_teleport_to(state, "Time", "GateLeftPyramid") or (not options.unchained_keys and options.enter_sandman))
connect(world, player, 'Space time continuum', 'Ancient Pyramid (right)', lambda state: logic.can_teleport_to(state, "Time", "GateRightPyramid"))
connect(multiworld, player, 'Lake desolation', 'Lower lake desolation', lambda state: flooded.flood_lake_desolation or logic.has_timestop(state) or state.has('Talaria Attachment', player))
connect(multiworld, player, 'Lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player), "Upper Lake Serene")
connect(multiworld, player, 'Lake desolation', 'Skeleton Shaft', lambda state: flooded.flood_lake_desolation or logic.has_doublejump(state))
connect(multiworld, player, 'Lake desolation', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Upper lake desolation', 'Lake desolation')
connect(multiworld, player, 'Upper lake desolation', 'Eastern lake desolation')
connect(multiworld, player, 'Lower lake desolation', 'Lake desolation')
connect(multiworld, player, 'Lower lake desolation', 'Eastern lake desolation')
connect(multiworld, player, 'Eastern lake desolation', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Eastern lake desolation', 'Library')
connect(multiworld, player, 'Eastern lake desolation', 'Lower lake desolation')
connect(multiworld, player, 'Eastern lake desolation', 'Upper lake desolation', lambda state: logic.has_fire(state) and state.can_reach('Upper Lake Serene', 'Region', player), "Upper Lake Serene")
connect(multiworld, player, 'Library', 'Eastern lake desolation')
connect(multiworld, player, 'Library', 'Library top', lambda state: logic.has_doublejump(state) or state.has('Talaria Attachment', player))
connect(multiworld, player, 'Library', 'Varndagroth tower left', logic.has_keycard_D)
connect(multiworld, player, 'Library', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Library top', 'Library')
connect(multiworld, player, 'Varndagroth tower left', 'Library')
connect(multiworld, player, 'Varndagroth tower left', 'Varndagroth tower right (upper)', logic.has_keycard_C)
connect(multiworld, player, 'Varndagroth tower left', 'Varndagroth tower right (lower)', logic.has_keycard_B)
connect(multiworld, player, 'Varndagroth tower left', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
connect(multiworld, player, 'Varndagroth tower left', 'Refugee Camp', lambda state: state.has('Timespinner Wheel', player) and state.has('Timespinner Spindle', player))
connect(multiworld, player, 'Varndagroth tower right (upper)', 'Varndagroth tower left')
connect(multiworld, player, 'Varndagroth tower right (upper)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
connect(multiworld, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (upper)')
connect(multiworld, player, 'Varndagroth tower right (elevator)', 'Varndagroth tower right (lower)')
connect(multiworld, player, 'Varndagroth tower right (lower)', 'Varndagroth tower left', logic.has_keycard_B)
connect(multiworld, player, 'Varndagroth tower right (lower)', 'Varndagroth tower right (elevator)', lambda state: state.has('Elevator Keycard', player))
connect(multiworld, player, 'Varndagroth tower right (lower)', 'Sealed Caves (Sirens)', lambda state: logic.has_keycard_B(state) and state.has('Elevator Keycard', player))
connect(multiworld, player, 'Varndagroth tower right (lower)', 'Military Fortress', logic.can_kill_all_3_bosses)
connect(multiworld, player, 'Varndagroth tower right (lower)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Sealed Caves (Sirens)', 'Varndagroth tower left', lambda state: state.has('Elevator Keycard', player))
connect(multiworld, player, 'Sealed Caves (Sirens)', 'Varndagroth tower right (lower)', lambda state: state.has('Elevator Keycard', player))
connect(multiworld, player, 'Sealed Caves (Sirens)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Military Fortress', 'Varndagroth tower right (lower)', logic.can_kill_all_3_bosses)
connect(multiworld, player, 'Military Fortress', 'Temporal Gyre', lambda state: state.has('Timespinner Wheel', player) and logic.can_kill_all_3_bosses(state))
connect(multiworld, player, 'Military Fortress', 'Military Fortress (hangar)', logic.has_doublejump)
connect(multiworld, player, 'Military Fortress (hangar)', 'Military Fortress')
connect(multiworld, player, 'Military Fortress (hangar)', 'Lab Entrance', lambda state: state.has('Water Mask', player) if flooded.flood_lab else logic.has_doublejump(state))
connect(multiworld, player, 'Lab Entrance', 'Main Lab', lambda state: logic.has_keycard_B(state))
connect(multiworld, player, 'Main Lab', 'Lab Entrance')
connect(multiworld, player, 'Lab Entrance', 'Military Fortress (hangar)')
connect(multiworld, player, 'Temporal Gyre', 'Military Fortress')
connect(multiworld, player, 'Main Lab', 'Lab Research', lambda state: state.has('Lab Access Research', player) if options.lock_key_amadeus else logic.has_doublejump_of_npc(state))
connect(multiworld, player, 'Main Lab', 'The lab (upper)', lambda state: logic.has_forwarddash_doublejump(state) and ((not options.lock_key_amadeus) or state.has('Lab Access Genza', player)))
connect(multiworld, player, 'The lab (upper)', 'Main Lab', lambda state: options.lock_key_amadeus and state.has('Lab Access Genza', player))
connect(multiworld, player, 'The lab (upper)', 'Emperors tower (courtyard)', logic.has_forwarddash_doublejump)
connect(multiworld, player, 'The lab (upper)', 'Ancient Pyramid (entrance)', lambda state: state.has_all({'Timespinner Wheel', 'Timespinner Spindle', 'Timespinner Gear 1', 'Timespinner Gear 2', 'Timespinner Gear 3'}, player))
connect(multiworld, player, 'Emperors tower (courtyard)', 'The lab (upper)')
connect(multiworld, player, 'Emperors tower (courtyard)', 'Emperors tower', logic.has_doublejump)
connect(multiworld, player, 'Emperors tower', 'Emperors tower (courtyard)')
connect(multiworld, player, 'Skeleton Shaft', 'Lake desolation')
connect(multiworld, player, 'Skeleton Shaft', 'Sealed Caves (Xarion)', logic.has_keycard_A)
connect(multiworld, player, 'Skeleton Shaft', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Sealed Caves (Xarion)', 'Skeleton Shaft')
connect(multiworld, player, 'Sealed Caves (Xarion)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Refugee Camp', 'Forest')
connect(multiworld, player, 'Refugee Camp', 'Library', lambda state: (options.pyramid_start or options.inverted) and options.back_to_the_future and state.has_all({'Timespinner Wheel', 'Timespinner Spindle'}, player))
connect(multiworld, player, 'Refugee Camp', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Forest', 'Refugee Camp')
connect(multiworld, player, 'Forest', 'Left Side forest Caves', lambda state: flooded.flood_lake_serene_bridge or state.has('Talaria Attachment', player) or logic.has_timestop(state))
connect(multiworld, player, 'Forest', 'Caves of Banishment (Sirens)')
connect(multiworld, player, 'Forest', 'Castle Ramparts', lambda state: not options.gate_keep or state.has('Drawbridge Key', player) or logic.has_upwarddash(state))
connect(multiworld, player, 'Left Side forest Caves', 'Forest')
connect(multiworld, player, 'Left Side forest Caves', 'Upper Lake Serene', logic.has_timestop)
connect(multiworld, player, 'Left Side forest Caves', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(multiworld, player, 'Left Side forest Caves', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Upper Lake Serene', 'Left Side forest Caves')
connect(multiworld, player, 'Upper Lake Serene', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(multiworld, player, 'Lower Lake Serene', 'Upper Lake Serene')
connect(multiworld, player, 'Lower Lake Serene', 'Left Side forest Caves')
connect(multiworld, player, 'Lower Lake Serene', 'Caves of Banishment (upper)', lambda state: flooded.flood_lake_serene or logic.has_doublejump(state))
connect(multiworld, player, 'Caves of Banishment (upper)', 'Lower Lake Serene', lambda state: not flooded.flood_lake_serene or state.has('Water Mask', player))
connect(multiworld, player, 'Caves of Banishment (upper)', 'Caves of Banishment (Maw)', lambda state: not flooded.flood_maw or state.has('Water Mask', player))
connect(multiworld, player, 'Caves of Banishment (upper)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (upper)', lambda state: logic.has_doublejump(state) if not flooded.flood_maw else state.has('Water Mask', player))
connect(multiworld, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Sirens)', lambda state: state.has_any({'Gas Mask', 'Talaria Attachment'}, player) )
connect(multiworld, player, 'Caves of Banishment (Maw)', 'Caves of Banishment (Flooded)', lambda state: flooded.flood_maw or state.has('Water Mask', player))
connect(multiworld, player, 'Caves of Banishment (Maw)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Caves of Banishment (Sirens)', 'Forest')
connect(multiworld, player, 'Castle Ramparts', 'Forest')
connect(multiworld, player, 'Castle Ramparts', 'Castle Keep')
connect(multiworld, player, 'Castle Ramparts', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Castle Keep', 'Castle Ramparts')
connect(multiworld, player, 'Castle Keep', 'Castle Basement', lambda state: not flooded.flood_basement or state.has('Water Mask', player))
connect(multiworld, player, 'Castle Keep', 'Royal towers (lower)', lambda state: logic.has_doublejump(state) and (not options.royal_roadblock or logic.has_pink(state)))
connect(multiworld, player, 'Castle Keep', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Royal towers (lower)', 'Castle Keep')
connect(multiworld, player, 'Royal towers (lower)', 'Royal towers', lambda state: state.has('Timespinner Wheel', player) or logic.has_forwarddash_doublejump(state))
connect(multiworld, player, 'Royal towers (lower)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Royal towers', 'Royal towers (lower)')
connect(multiworld, player, 'Royal towers', 'Royal towers (upper)', logic.has_doublejump)
connect(multiworld, player, 'Royal towers (upper)', 'Royal towers')
#connect(multiworld, player, 'Ancient Pyramid (entrance)', 'The lab (upper)', lambda state: not is_option_enabled(multiworld, player, "EnterSandman"))
connect(multiworld, player, 'Ancient Pyramid (entrance)', 'Ancient Pyramid (left)', logic.has_doublejump)
connect(multiworld, player, 'Ancient Pyramid (entrance)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (entrance)')
connect(multiworld, player, 'Ancient Pyramid (left)', 'Ancient Pyramid (right)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
connect(multiworld, player, 'Ancient Pyramid (left)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Ancient Pyramid (right)', 'Ancient Pyramid (left)', lambda state: flooded.flood_pyramid_shaft or logic.has_upwarddash(state))
connect(multiworld, player, 'Ancient Pyramid (right)', 'Space time continuum', logic.has_teleport)
connect(multiworld, player, 'Space time continuum', 'Lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateLakeDesolation"))
connect(multiworld, player, 'Space time continuum', 'Lower lake desolation', lambda state: logic.can_teleport_to(state, "Present", "GateKittyBoss"))
connect(multiworld, player, 'Space time continuum', 'Library', lambda state: logic.can_teleport_to(state, "Present", "GateLeftLibrary"))
connect(multiworld, player, 'Space time continuum', 'Varndagroth tower right (lower)', lambda state: logic.can_teleport_to(state, "Present", "GateMilitaryGate"))
connect(multiworld, player, 'Space time continuum', 'Skeleton Shaft', lambda state: logic.can_teleport_to(state, "Present", "GateSealedCaves"))
connect(multiworld, player, 'Space time continuum', 'Sealed Caves (Sirens)', lambda state: logic.can_teleport_to(state, "Present", "GateSealedSirensCave"))
connect(multiworld, player, 'Space time continuum', 'Sealed Caves (Xarion)', lambda state: logic.can_teleport_to(state, "Present", "GateXarion"))
connect(multiworld, player, 'Space time continuum', 'Upper Lake Serene', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneLeft"))
connect(multiworld, player, 'Space time continuum', 'Left Side forest Caves', lambda state: logic.can_teleport_to(state, "Past", "GateLakeSereneRight"))
connect(multiworld, player, 'Space time continuum', 'Refugee Camp', lambda state: logic.can_teleport_to(state, "Past", "GateAccessToPast"))
connect(multiworld, player, 'Space time continuum', 'Forest', lambda state: logic.can_teleport_to(state, "Past", "GateCastleRamparts"))
connect(multiworld, player, 'Space time continuum', 'Castle Keep', lambda state: logic.can_teleport_to(state, "Past", "GateCastleKeep"))
connect(multiworld, player, 'Space time continuum', 'Royal towers (lower)', lambda state: logic.can_teleport_to(state, "Past", "GateRoyalTowers"))
connect(multiworld, player, 'Space time continuum', 'Caves of Banishment (Maw)', lambda state: logic.can_teleport_to(state, "Past", "GateMaw"))
connect(multiworld, player, 'Space time continuum', 'Caves of Banishment (upper)', lambda state: logic.can_teleport_to(state, "Past", "GateCavesOfBanishment"))
connect(multiworld, player, 'Space time continuum', 'Military Fortress (hangar)', lambda state: logic.can_teleport_to(state, "Present", "GateLabEntrance"))
connect(multiworld, player, 'Space time continuum', 'The lab (upper)', lambda state: logic.can_teleport_to(state, "Present", "GateDadsTower"))
connect(multiworld, player, 'Space time continuum', 'Ancient Pyramid (entrance)', lambda state: logic.can_teleport_to(state, "Time", "GateGyre") or logic.can_teleport_to(state, "Time", "GateLeftPyramid") or (not options.unchained_keys and options.enter_sandman))
connect(multiworld, player, 'Space time continuum', 'Ancient Pyramid (right)', lambda state: logic.can_teleport_to(state, "Time", "GateRightPyramid"))
if options.gyre_archives:
connect(world, player, 'The lab (upper)', 'Ravenlord\'s Lair', lambda state: state.has('Merchant Crow', player))
connect(world, player, 'Ravenlord\'s Lair', 'The lab (upper)')
connect(world, player, 'Library top', 'Ifrit\'s Lair', lambda state: state.has('Kobo', player) and state.can_reach('Refugee Camp', 'Region', player), "Refugee Camp")
connect(world, player, 'Ifrit\'s Lair', 'Library top')
connect(multiworld, player, 'The lab (upper)', 'Ravenlord\'s Lair', lambda state: state.has('Merchant Crow', player))
connect(multiworld, player, 'Ravenlord\'s Lair', 'The lab (upper)')
connect(multiworld, player, 'Library top', 'Ifrit\'s Lair', lambda state: state.has('Kobo', player) and state.can_reach('Refugee Camp', 'Region', player), "Refugee Camp")
connect(multiworld, player, 'Ifrit\'s Lair', 'Library top')
def throwIfAnyLocationIsNotAssignedToARegion(regions: List[Region], regionNames: Set[str]):
@@ -223,8 +223,8 @@ def create_location(player: int, location_data: LocationData, region: Region) ->
return location
def create_region(world: MultiWorld, player: int, locations_per_region: Dict[str, List[LocationData]], name: str) -> Region:
region = Region(name, player, world)
def create_region(multiworld: MultiWorld, player: int, locations_per_region: Dict[str, List[LocationData]], name: str) -> Region:
region = Region(name, player, multiworld)
if name in locations_per_region:
for location_data in locations_per_region[name]:
@@ -233,17 +233,17 @@ def create_region(world: MultiWorld, player: int, locations_per_region: Dict[str
return region
def connectStartingRegion(world: MultiWorld, player: int, options: TimespinnerOptions):
menu = world.get_region('Menu', player)
tutorial = world.get_region('Tutorial', player)
space_time_continuum = world.get_region('Space time continuum', player)
def connectStartingRegion(multiworld: MultiWorld, player: int, options: TimespinnerOptions):
menu = multiworld.get_region('Menu', player)
tutorial = multiworld.get_region('Tutorial', player)
space_time_continuum = multiworld.get_region('Space time continuum', player)
if options.pyramid_start:
starting_region = world.get_region('Ancient Pyramid (entrance)', player)
starting_region = multiworld.get_region('Ancient Pyramid (entrance)', player)
elif options.inverted:
starting_region = world.get_region('Refugee Camp', player)
starting_region = multiworld.get_region('Refugee Camp', player)
else:
starting_region = world.get_region('Lake desolation', player)
starting_region = multiworld.get_region('Lake desolation', player)
menu_to_tutorial = Entrance(player, 'Tutorial', menu)
menu_to_tutorial.connect(tutorial)
@@ -256,20 +256,20 @@ def connectStartingRegion(world: MultiWorld, player: int, options: TimespinnerOp
space_time_continuum.exits.append(teleport_back_to_start)
def connect(world: MultiWorld, player: int, source: str, target: str,
def connect(multiworld: MultiWorld, player: int, source: str, target: str,
rule: Optional[Callable[[CollectionState], bool]] = None,
indirect: str = ""):
sourceRegion = world.get_region(source, player)
targetRegion = world.get_region(target, player)
sourceRegion = multiworld.get_region(source, player)
targetRegion = multiworld.get_region(target, player)
entrance = sourceRegion.connect(targetRegion, rule=rule)
if indirect:
indirectRegion = world.get_region(indirect, player)
if indirectRegion in world.indirect_connections:
world.indirect_connections[indirectRegion].add(entrance)
indirectRegion = multiworld.get_region(indirect, player)
if indirectRegion in multiworld.indirect_connections:
multiworld.indirect_connections[indirectRegion].add(entrance)
else:
world.indirect_connections[indirectRegion] = {entrance}
multiworld.indirect_connections[indirectRegion] = {entrance}
def split_location_datas_per_region(locations: List[LocationData]) -> Dict[str, List[LocationData]]:
+2 -2
View File
@@ -1,9 +1,9 @@
from BaseClasses import MultiWorld
def link_undertale_areas(world: MultiWorld, player: int):
def link_undertale_areas(multiworld: MultiWorld, player: int):
for (exit, region) in mandatory_connections:
world.get_entrance(exit, player).connect(world.get_region(region, player))
multiworld.get_entrance(exit, player).connect(multiworld.get_region(region, player))
# (Region name, list of exits)
+11 -11
View File
@@ -5,29 +5,29 @@ from .Locations import V6Location, location_table
v6areas = ["Laboratory", "The Tower", "Space Station 2", "Warp Zone"]
def create_regions(world: MultiWorld, player: int):
regOvr = Region("Menu", player, world, "Dimension VVVVVV")
def create_regions(multiworld: MultiWorld, player: int):
regOvr = Region("Menu", player, multiworld, "Dimension VVVVVV")
locOvr_names = ["Overworld (Pipe-shaped Segment)", "Overworld (Left of Ship)", "Overworld (Square Room)", "Overworld (Sad Elephant)",
"It's a Secret to Nobody", "Trench Warfare", "NPC Trinket", "V"]
regOvr.locations += [V6Location(player, loc_name, location_table[loc_name], regOvr) for loc_name in locOvr_names]
world.regions.append(regOvr)
multiworld.regions.append(regOvr)
regLab = Region("Laboratory", player, world)
regLab = Region("Laboratory", player, multiworld)
locLab_names = ["Young Man, It's Worth the Challenge", "Overworld (Outside Entanglement Generator)", "The Tantalizing Trinket", "Purest Unobtainium"]
regLab.locations += [V6Location(player, loc_name, location_table[loc_name], regLab) for loc_name in locLab_names]
world.regions.append(regLab)
multiworld.regions.append(regLab)
regTow = Region("The Tower", player, world)
regTow = Region("The Tower", player, multiworld)
locTow_names = ["The Tower 1", "The Tower 2"]
regTow.locations += [V6Location(player, loc_name, location_table[loc_name], regTow) for loc_name in locTow_names]
world.regions.append(regTow)
multiworld.regions.append(regTow)
regSp2 = Region("Space Station 2", player, world)
regSp2 = Region("Space Station 2", player, multiworld)
locSp2_names = ["One Way Room", "You Just Keep Coming Back", "Clarion Call", "Prize for the Reckless", "Doing things the hard way"]
regSp2.locations += [V6Location(player, loc_name, location_table[loc_name], regSp2) for loc_name in locSp2_names]
world.regions.append(regSp2)
multiworld.regions.append(regSp2)
regWrp = Region("Warp Zone", player, world)
regWrp = Region("Warp Zone", player, multiworld)
locWrp_names = ["Edge Games"]
regWrp.locations += [V6Location(player, loc_name, location_table[loc_name], regWrp) for loc_name in locWrp_names]
world.regions.append(regWrp)
multiworld.regions.append(regWrp)
+65 -65
View File
@@ -16,139 +16,139 @@ class WargrooveLogic(LogicMixin):
return self.can_reach(region, 'Region', player) and self.has(item, player)
def set_rules(world: MultiWorld, player: int):
def set_rules(multiworld: MultiWorld, player: int):
# Final Level
set_rule(world.get_location('Wargroove Finale: Victory', player),
set_rule(multiworld.get_location('Wargroove Finale: Victory', player),
lambda state: state._wargroove_has_item(player, "Final Bridges") and
state._wargroove_has_item(player, "Final Walls") and
state._wargroove_has_item(player, "Final Sickle"))
# Level 1
set_rule(world.get_location('Humble Beginnings: Caesar', player), lambda state: True)
set_rule(world.get_location('Humble Beginnings: Chest 1', player), lambda state: True)
set_rule(world.get_location('Humble Beginnings: Chest 2', player), lambda state: True)
set_rule(world.get_location('Humble Beginnings: Victory', player), lambda state: True)
set_region_exit_rules(world.get_region('Humble Beginnings', player),
[world.get_location('Humble Beginnings: Victory', player)])
set_rule(multiworld.get_location('Humble Beginnings: Caesar', player), lambda state: True)
set_rule(multiworld.get_location('Humble Beginnings: Chest 1', player), lambda state: True)
set_rule(multiworld.get_location('Humble Beginnings: Chest 2', player), lambda state: True)
set_rule(multiworld.get_location('Humble Beginnings: Victory', player), lambda state: True)
set_region_exit_rules(multiworld.get_region('Humble Beginnings', player),
[multiworld.get_location('Humble Beginnings: Victory', player)])
# Levels 2A-2C
set_rule(world.get_location('Best Friendssss: Find Sedge', player), lambda state: True)
set_rule(world.get_location('Best Friendssss: Victory', player), lambda state: True)
set_region_exit_rules(world.get_region('Best Friendssss', player),
[world.get_location('Best Friendssss: Victory', player)])
set_rule(multiworld.get_location('Best Friendssss: Find Sedge', player), lambda state: True)
set_rule(multiworld.get_location('Best Friendssss: Victory', player), lambda state: True)
set_region_exit_rules(multiworld.get_region('Best Friendssss', player),
[multiworld.get_location('Best Friendssss: Victory', player)])
set_rule(world.get_location('A Knight\'s Folly: Caesar', player), lambda state: True)
set_rule(world.get_location('A Knight\'s Folly: Victory', player), lambda state: True)
set_region_exit_rules(world.get_region('A Knight\'s Folly', player),
[world.get_location('A Knight\'s Folly: Victory', player)])
set_rule(multiworld.get_location('A Knight\'s Folly: Caesar', player), lambda state: True)
set_rule(multiworld.get_location('A Knight\'s Folly: Victory', player), lambda state: True)
set_region_exit_rules(multiworld.get_region('A Knight\'s Folly', player),
[multiworld.get_location('A Knight\'s Folly: Victory', player)])
set_rule(world.get_location('Denrunaway: Chest', player), lambda state: True)
set_rule(world.get_location('Denrunaway: Victory', player), lambda state: True)
set_region_exit_rules(world.get_region('Denrunaway', player), [world.get_location('Denrunaway: Victory', player)])
set_rule(multiworld.get_location('Denrunaway: Chest', player), lambda state: True)
set_rule(multiworld.get_location('Denrunaway: Victory', player), lambda state: True)
set_region_exit_rules(multiworld.get_region('Denrunaway', player), [multiworld.get_location('Denrunaway: Victory', player)])
# Levels 3AA-3AC
set_rule(world.get_location('Dragon Freeway: Victory', player),
set_rule(multiworld.get_location('Dragon Freeway: Victory', player),
lambda state: state._wargroove_has_item(player, 'Mage'))
set_region_exit_rules(world.get_region('Dragon Freeway', player),
[world.get_location('Dragon Freeway: Victory', player)])
set_region_exit_rules(multiworld.get_region('Dragon Freeway', player),
[multiworld.get_location('Dragon Freeway: Victory', player)])
set_rule(world.get_location('Deep Thicket: Find Sedge', player),
set_rule(multiworld.get_location('Deep Thicket: Find Sedge', player),
lambda state: state._wargroove_has_item(player, 'Mage'))
set_rule(world.get_location('Deep Thicket: Victory', player),
set_rule(multiworld.get_location('Deep Thicket: Victory', player),
lambda state: state._wargroove_has_item(player, 'Mage'))
set_region_exit_rules(world.get_region('Deep Thicket', player),
[world.get_location('Deep Thicket: Victory', player)])
set_region_exit_rules(multiworld.get_region('Deep Thicket', player),
[multiworld.get_location('Deep Thicket: Victory', player)])
set_rule(world.get_location('Corrupted Inlet: Victory', player),
set_rule(multiworld.get_location('Corrupted Inlet: Victory', player),
lambda state: state._wargroove_has_item(player, 'Barge') or
state._wargroove_has_item(player, 'Merfolk') or
state._wargroove_has_item(player, 'Warship'))
set_region_exit_rules(world.get_region('Corrupted Inlet', player),
[world.get_location('Corrupted Inlet: Victory', player)])
set_region_exit_rules(multiworld.get_region('Corrupted Inlet', player),
[multiworld.get_location('Corrupted Inlet: Victory', player)])
# Levels 3BA-3BC
set_rule(world.get_location('Mage Mayhem: Caesar', player),
set_rule(multiworld.get_location('Mage Mayhem: Caesar', player),
lambda state: state._wargroove_has_item(player, 'Harpy') or state._wargroove_has_item(player, 'Dragon'))
set_rule(world.get_location('Mage Mayhem: Victory', player),
set_rule(multiworld.get_location('Mage Mayhem: Victory', player),
lambda state: state._wargroove_has_item(player, 'Harpy') or state._wargroove_has_item(player, 'Dragon'))
set_region_exit_rules(world.get_region('Mage Mayhem', player), [world.get_location('Mage Mayhem: Victory', player)])
set_region_exit_rules(multiworld.get_region('Mage Mayhem', player), [multiworld.get_location('Mage Mayhem: Victory', player)])
set_rule(world.get_location('Endless Knight: Victory', player),
set_rule(multiworld.get_location('Endless Knight: Victory', player),
lambda state: state._wargroove_has_item(player, 'Eastern Bridges') and (
state._wargroove_has_item(player, 'Spearman') or
state._wargroove_has_item(player, 'Harpy') or
state._wargroove_has_item(player, 'Dragon')))
set_region_exit_rules(world.get_region('Endless Knight', player),
[world.get_location('Endless Knight: Victory', player)])
set_region_exit_rules(multiworld.get_region('Endless Knight', player),
[multiworld.get_location('Endless Knight: Victory', player)])
set_rule(world.get_location('Ambushed in the Middle: Victory (Blue)', player),
set_rule(multiworld.get_location('Ambushed in the Middle: Victory (Blue)', player),
lambda state: state._wargroove_has_item(player, 'Spearman'))
set_rule(world.get_location('Ambushed in the Middle: Victory (Green)', player),
set_rule(multiworld.get_location('Ambushed in the Middle: Victory (Green)', player),
lambda state: state._wargroove_has_item(player, 'Spearman'))
set_region_exit_rules(world.get_region('Ambushed in the Middle', player),
[world.get_location('Ambushed in the Middle: Victory (Blue)', player),
world.get_location('Ambushed in the Middle: Victory (Green)', player)])
set_region_exit_rules(multiworld.get_region('Ambushed in the Middle', player),
[multiworld.get_location('Ambushed in the Middle: Victory (Blue)', player),
multiworld.get_location('Ambushed in the Middle: Victory (Green)', player)])
# Levels 3CA-3CC
set_rule(world.get_location('The Churning Sea: Victory', player),
set_rule(multiworld.get_location('The Churning Sea: Victory', player),
lambda state: (state._wargroove_has_item(player, 'Merfolk') or state._wargroove_has_item(player, 'Turtle'))
and state._wargroove_has_item(player, 'Harpoon Ship'))
set_region_exit_rules(world.get_region('The Churning Sea', player),
[world.get_location('The Churning Sea: Victory', player)])
set_region_exit_rules(multiworld.get_region('The Churning Sea', player),
[multiworld.get_location('The Churning Sea: Victory', player)])
set_rule(world.get_location('Frigid Archery: Light the Torch', player),
set_rule(multiworld.get_location('Frigid Archery: Light the Torch', player),
lambda state: state._wargroove_has_item(player, 'Archer') and
state._wargroove_has_item(player, 'Southern Walls'))
set_rule(world.get_location('Frigid Archery: Victory', player),
set_rule(multiworld.get_location('Frigid Archery: Victory', player),
lambda state: state._wargroove_has_item(player, 'Archer'))
set_region_exit_rules(world.get_region('Frigid Archery', player),
[world.get_location('Frigid Archery: Victory', player)])
set_region_exit_rules(multiworld.get_region('Frigid Archery', player),
[multiworld.get_location('Frigid Archery: Victory', player)])
set_rule(world.get_location('Archery Lessons: Chest', player),
set_rule(multiworld.get_location('Archery Lessons: Chest', player),
lambda state: state._wargroove_has_item(player, 'Knight') and
state._wargroove_has_item(player, 'Southern Walls'))
set_rule(world.get_location('Archery Lessons: Victory', player),
set_rule(multiworld.get_location('Archery Lessons: Victory', player),
lambda state: state._wargroove_has_item(player, 'Knight') and
state._wargroove_has_item(player, 'Southern Walls'))
set_region_exit_rules(world.get_region('Archery Lessons', player),
[world.get_location('Archery Lessons: Victory', player)])
set_region_exit_rules(multiworld.get_region('Archery Lessons', player),
[multiworld.get_location('Archery Lessons: Victory', player)])
# Levels 4AA-4AC
set_rule(world.get_location('Surrounded: Caesar', player),
set_rule(multiworld.get_location('Surrounded: Caesar', player),
lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Surrounded'))
set_rule(world.get_location('Surrounded: Victory', player),
set_rule(multiworld.get_location('Surrounded: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Surrounded'))
set_rule(world.get_location('Darkest Knight: Victory', player),
set_rule(multiworld.get_location('Darkest Knight: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Darkest Knight'))
set_rule(world.get_location('Robbed: Victory', player),
set_rule(multiworld.get_location('Robbed: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Thief', 'Robbed') and
state._wargroove_has_item(player, 'Rifleman'))
# Levels 4BA-4BC
set_rule(world.get_location('Open Season: Caesar', player),
set_rule(multiworld.get_location('Open Season: Caesar', player),
lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Open Season') and
state._wargroove_has_item(player, 'Knight'))
set_rule(world.get_location('Open Season: Victory', player),
set_rule(multiworld.get_location('Open Season: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Open Season') and
state._wargroove_has_item(player, 'Knight'))
set_rule(world.get_location('Doggo Mountain: Find all the Dogs', player),
set_rule(multiworld.get_location('Doggo Mountain: Find all the Dogs', player),
lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Doggo Mountain'))
set_rule(world.get_location('Doggo Mountain: Victory', player),
set_rule(multiworld.get_location('Doggo Mountain: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Knight', 'Doggo Mountain'))
set_rule(world.get_location('Tenri\'s Fall: Victory', player),
set_rule(multiworld.get_location('Tenri\'s Fall: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Tenri\'s Fall') and
state._wargroove_has_item(player, 'Thief'))
set_rule(world.get_location('Foolish Canal: Victory', player),
set_rule(multiworld.get_location('Foolish Canal: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Mage', 'Foolish Canal') and
state._wargroove_has_item(player, 'Spearman'))
# Levels 4CA-4CC
set_rule(world.get_location('Master of the Lake: Victory', player),
set_rule(multiworld.get_location('Master of the Lake: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Warship', 'Master of the Lake'))
set_rule(world.get_location('A Ballista\'s Revenge: Victory', player),
set_rule(multiworld.get_location('A Ballista\'s Revenge: Victory', player),
lambda state: state._wargroove_has_item_and_region(player, 'Ballista', 'A Ballista\'s Revenge'))
set_rule(world.get_location('Rebel Village: Victory (Pink)', player),
set_rule(multiworld.get_location('Rebel Village: Victory (Pink)', player),
lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Rebel Village'))
set_rule(world.get_location('Rebel Village: Victory (Red)', player),
set_rule(multiworld.get_location('Rebel Village: Victory (Red)', player),
lambda state: state._wargroove_has_item_and_region(player, 'Spearman', 'Rebel Village'))
+2 -2
View File
@@ -143,8 +143,8 @@ class WargrooveWorld(World):
return self.multiworld.random.choice(["Commander Defense Boost", "Income Boost"])
def create_region(world: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, world)
def create_region(multiworld: MultiWorld, player: int, name: str, locations=None, exits=None):
ret = Region(name, player, multiworld)
if locations:
for location in locations:
loc_id = location_table.get(location, 0)
+4 -4
View File
@@ -218,12 +218,12 @@ def dice_simulation_state_change(state, player, frags_per_dice, frags_per_roll,
return state.prog_items[player]["maximum_achievable_score"]
def set_yacht_rules(world: MultiWorld, player: int, frags_per_dice, frags_per_roll, allowed_categories, difficulty):
def set_yacht_rules(multiworld: MultiWorld, player: int, frags_per_dice, frags_per_roll, allowed_categories, difficulty):
"""
Sets rules on reaching scores
"""
for location in world.get_locations(player):
for location in multiworld.get_locations(player):
set_rule(
location,
lambda state, curscore=location.yacht_dice_score, player=player: dice_simulation_state_change(
@@ -233,8 +233,8 @@ def set_yacht_rules(world: MultiWorld, player: int, frags_per_dice, frags_per_ro
)
def set_yacht_completion_rules(world: MultiWorld, player: int):
def set_yacht_completion_rules(multiworld: MultiWorld, player: int):
"""
Sets rules on completion condition
"""
world.completion_condition[player] = lambda state: state.has("Victory", player)
multiworld.completion_condition[player] = lambda state: state.has("Victory", player)
+1 -2
View File
@@ -341,7 +341,6 @@ class YoshisIslandWorld(World):
def generate_output(self, output_directory: str) -> None:
rompath = "" # if variable is not declared finally clause may fail
try:
world = self.multiworld
player = self.player
rom = LocalRom(get_base_rom_path())
patch_rom(self, rom, self.player)
@@ -351,7 +350,7 @@ class YoshisIslandWorld(World):
self.rom_name = rom.name
patch = YoshisIslandDeltaPatch(os.path.splitext(rompath)[0] + YoshisIslandDeltaPatch.patch_file_ending,
player=player, player_name=world.player_name[player], patched_path=rompath)
player=player, player_name=self.player_name, patched_path=rompath)
patch.write()
finally:
self.rom_name_available_event.set()
+2 -2
View File
@@ -130,8 +130,8 @@ class Yugioh06World(World):
campaign_opponents: List[OpponentData]
is_draft_mode: bool
def __init__(self, world: MultiWorld, player: int):
super().__init__(world, player)
def __init__(self, multiworld: MultiWorld, player: int):
super().__init__(multiworld, player)
def generate_early(self):
self.starting_opponent = ""
+2 -2
View File
@@ -128,8 +128,8 @@ class ZillionWorld(World):
"""
logic_cache: ZillionLogicCache | None = None
def __init__(self, world: MultiWorld, player: int) -> None:
super().__init__(world, player)
def __init__(self, multiworld: MultiWorld, player: int) -> None:
super().__init__(multiworld, player)
self.logger = logging.getLogger("Zillion")
self.lsi = ZillionWorld.LogStreamInterface(self.logger)
self.zz_system = System()