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131 Commits

Author SHA1 Message Date
Fabian Dill
37b77398a7 Merge branch 'main' into multiserver_data_store_datapackage 2024-06-03 15:27:37 +02:00
Star Rauchenberger
fb2c194e37 Lingo: Fix Basement access with THE MASTER (#3231) 2024-06-03 03:51:27 -05:00
Zach Parks
cff7327558 Utils: Fix mistake made with KeyedDefaultDict from #1933 that broke tracker functionality. (#3433) 2024-06-03 03:45:01 -05:00
Scipio Wright
70e9ccb13c TUNIC: Fix plando connections, seed groups, and UT support (#3429) 2024-06-03 03:44:37 -05:00
Exempt-Medic
d9120f0bea WebHost: Allowing options that work on WebHost to be used in presets (#3441) 2024-06-03 03:42:27 -05:00
Remy Jette
424c8b0be9 Pokemon RB: Add an item group for each HM to improve hinting (#3311)
* Pokemon RB: Add an item group for each HM

HMs are suffixed with the name of the move, e.g. "HM02 Fly". If TM
move are randomized, they do not have the move name, e.g. "TM02".

If someone hints for an HM using the just the number, the fuzzy matching
sees "TM02" as closer than "HM02 Fly", and in fact sees it as close
enough to not ask the user to confirm, leading them to waste hint points
on non-progression item that they didn't intend.

Emerald already does this for this reason, adding the same for RB.

* Add the new groups for HMs in the item_table instead
2024-06-03 04:42:15 +02:00
qwint
6432560fe5 Fix Egg_Shop typo in costsanity (#3447) 2024-06-03 04:39:34 +02:00
Emily
dedabad290 APSudoku: take over maintaining hintgame sudoku from bk_sudoku (#3432) 2024-06-02 11:45:46 -05:00
NewSoupVi
e49b1f9fbb The Witness: Automatic Postgame & Disabled Panels Calculation (#2698)
* Refactor postgame code to be more readable

* Change all references to options to strings

* oops

* Fix some outdated code related to yaml-disabled EPs

* Small fixes to short/longbox stuff (thanks Medic)

* comment

* fix duplicate

* Removed triplicate lmfao

* Better comment

* added another 'unfun' postgame consideration

* comment

* more option strings

* oops

* Remove an unnecessary comparison

* another string missed

* New classification changes (Credit: Exempt-Medic)

* Don't need to pass world

* Comments

* Replace it with another magic system because why not at this point :DDDDDD

* oops

* Oops

* Another was missed

* Make events conditions. Disable_Non_Randomized will no longer just 'have all events'

* What the fuck? Has this just always been broken?

* Don't have boolean function with 'not' in the name

* Another useful classification

* slight code refactor

* Funny haha booleans

* This would create a really bad merge error

* I can't believe this actually kind of works

* And here's the punchline. + some bugfixes

* Comment dat code

* Comments galore

* LMAO OOPS

* so nice I did it twice

* debug x2

* Careful

* Add more comments

* That comment is a bit unnecessary now

* Fix overriding region connections

* Correct a comment

* Correct again

* Rename variable

* Idk I guess this is in this branch now

* More tweaking of postgame & comments

* This is commit just exists to fix that grammar error

* I think I can just fucking delete this now???

* Forgot to reset something here

* Delete dead codepath

* Obelisk Keys were getting yote erroneously

* More comments

* Fix duplicate connections

* Oopsington III

* performance improvements & cleanup

* More rules cleanup and performance improvements

* Oh cool I can do this huh

* Okay but this is even more swag tho

* Lazy eval

* remove some implicit checks

* Is this too magical yet

* more guard magic

* Maaaaaaaagiccccccccc

* Laaaaaaaaaaaaaaaazzzzzzyyyyyyyyyyy

* Make it docstring

* Newline bc I like that better

* this is a little spooky lol

* lol

* Wait

* spoO

* Better variable name and comment

* Improved comment again

* better API

* oops I deleted a deepcopy

* lol help

* Help???

* player_regionsns lmao

* Add some comments

* Make doors disabled properly again. I hope this works

* Don't disable lasers

* Omega oops

* Make Floor 2 Exit not exist

* Make a fix that's warps compatible

* I think this was an oversight, I tested a seed and it seems to have the same result

* This is definitely less Violet than before

* Does this feel more violet lol

* Exception if a laser gets disabled, cleanup

* Ruff

* >:(

* consistent utils import

* Make autopostgame more reviewable (hopefully)

* more reviewability

* WitnessRule

* replace another instance of it

* lint

* style

* comment

* found the bug

* Move comment

* Get rid of cache and ugly allow_victory

* comments and lint
2024-06-01 23:11:28 +02:00
Fabian Dill
da33d1576a WebHost: update trackers only if they're visible. (#3407) 2024-06-01 17:07:58 +02:00
Fabian Dill
13bc121c27 Webhost: Sphere Tracker (#3412) 2024-06-01 14:43:11 +02:00
Fabian Dill
bbc79a5b99 LttP: allow Triforce Piece as start inventory item (#3292) 2024-06-01 14:38:45 +02:00
Ishigh1
3cb5452455 Core: Fix auto-fill in the text client when clicking on a hint suggestion (#3267) 2024-06-01 07:32:41 -05:00
Nicholas Saylor
8dbc8d2d41 Installer: Prevent ALTTP Sprite Download from being Interrupted (#3293) 2024-06-01 06:42:02 -05:00
Dinopony
1e205f9d73 Landstalker: Fixed rare generation issues (#3353)
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-06-01 06:39:57 -05:00
Exempt-Medic
97c9c5310b PKMN R/B: Fixing Key Items Only + Removed Exp. All (#3420) 2024-06-01 06:35:33 -05:00
Silvris
4e5b6bb3d2 Core: move PlandoConnections and PlandoTexts to the options system (#2904)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: beauxq <beauxq@yahoo.com>
Co-authored-by: alwaysintreble <mmmcheese158@gmail.com>
2024-06-01 06:34:41 -05:00
Bryce Wilson
f40b10dc97 Pokemon Emerald: Adjust options (#3278) 2024-06-01 06:14:40 -05:00
NewSoupVi
4cab3b6371 The Witness: Put Treehouse Both Orange Bridges EP on the normal EPs exclusion list (#3308) 2024-06-01 06:13:00 -05:00
Bryce Wilson
67cd32b37c Pokemon Emerald: Use self.player_name (#3384) 2024-06-01 06:12:37 -05:00
Rensen3
91c89604a5 YGO06: prevent multiple players affecting each others procedure patch (#3409) 2024-06-01 06:10:02 -05:00
Louis M
f2587d5d27 Aquatia: Locations name changed due to typo's, grammar, or inconsistencies (#3421) 2024-06-01 06:09:34 -05:00
Exempt-Medic
2a5de8567e Docs: Making option description more readable and accurate (#3426) 2024-06-01 06:07:43 -05:00
Zach Parks
5aa6ad63ca Core: Remove Universally Unique ID Requirements (Per-Game Data Packages) (#1933) 2024-06-01 06:07:13 -05:00
Chris Wilson
f3003ff147 Fix options pages sometimes displaying blank values in form fields (#3364) 2024-05-31 22:41:49 -04:00
Chris Wilson
15e06e1779 Fix TextChoice options sometimes creating a broken YAML (#3390)
* Fix TextChoice options with custom values improperly being included in YAML output

* Update WebHostLib/options.py

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

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-05-31 22:41:03 -04:00
Exempt-Medic
b055a39454 PKMN R/B: "J.r" -> "Jr." (#3423) 2024-05-31 14:48:21 -05:00
BadMagic100
7058575c95 Hollow Knight: Add missing comma (#3403) 2024-05-30 19:57:54 +02:00
Salzkorn
2fe8c43351 SC2: Fix Kerrigan Primal Form on Half Completion (#3419) 2024-05-30 18:52:01 +02:00
black-sliver
6f6bf3c62d CustomServer: properly 'inherit' Archipelago from static_server_data (#3366)
This fixes a potential exception during room spin-up.
2024-05-30 18:16:13 +02:00
Witchybun
378af4b07c Stardew Valley: Fix magic altar logic (#3417)
* Fix magic altar logic

* Force a tuple (really?)

* Fix received and force progression on all spells

* Reversing the tuple change (?yllaer)
2024-05-29 20:16:19 +02:00
Zach Parks
34f903e97a CODEOWNERS: Remove @jtoyoda as world maintainer for Final Fantasy (#3398) 2024-05-29 09:59:40 -05:00
Fabian Dill
e31a7093de WebHost: use settings defaults for /api/generate and options -> Single Player Generate (#3411) 2024-05-29 16:53:18 +02:00
neocerber
527559395c Docs, Starcraft 2: Add French documentation for setup and game page (#3031)
* Started to create the french doc

* First version of sc2 setup in french finish, created the file for the introduction of the game in french

* French-fy upgrade in setup, continue translation of game description

* Finish writing FR game page, added a link to it on the english game page. Re-read and corrected both the game page and setup page.

* Corrected a sentence in the SC2 English setup guide.

* Applied 120 carac limits for french part, applied modification for consistency.

* Added reference to website yaml checker, applied several wording correction/suggestions

* Modified link to AP page to be in relative (fr/en), uniformed SC2 and random writing (fr), applied some suggestons in writing quality(fr), added a mention to the datapackage (fr/en), enhanced prog balancing recommendation (fr)

* Correction of some grammar issues

* Removed name correction for english part since done in other PR; added mention to hotkey and language restriction

* Applied suggestions of peer review

* Applied mofications proposed by reviewer about the external website

---------

Co-authored-by: neocerber <neorcerber@gmail.com>
2024-05-29 03:48:52 +02:00
Aaron Wagener
649ee117da Docs: improve contributing sign posting (#2888)
* Docs: improve sign posting for contributing

* fix styling as per the style guide

* address review comments

* apply medic's feedback
2024-05-29 03:46:17 +02:00
qwint
5b34e06c8b adds godtuner to prog and requires it for godhome flower quest manually (#3402) 2024-05-29 03:37:44 +02:00
Seldom
04e9f5c47a Migrate Terraria to new options API (#3414) 2024-05-28 20:37:07 +02:00
Aaron Wagener
dfc347cd24 Core: add options to the list of valid names instead of deleting game weights (#3381) 2024-05-27 23:52:23 +02:00
Fabian Dill
74aa4eca9d MultiServer: make !hint prefer early sphere (#2862) 2024-05-27 18:43:25 +02:00
Justus Lind
df877a9254 Muse Dash: 4.4.0 (#3395) 2024-05-27 02:27:43 +02:00
Bryce Wilson
70d97a0eb4 BizHawkClient: Add suggestion when no handler is found (#3375) 2024-05-27 02:27:04 +02:00
black-sliver
f249c36f8b Setup: pin cx_freeze to 7.0.0 (#3406)
7.1.0 is broken on Linux when using pygobject, which we use as optional dependency for kivy.
2024-05-26 21:22:40 +02:00
NewSoupVi
61e88526cf Core: Rename "count_exclusive" methods to "count_unique" (#3386)
* rename exclusive to unique

* lint

* group as well
2024-05-25 13:14:13 +02:00
Exempt-Medic
18390ecc09 Witness: Fix option description (#3396)
* Fixing description

* Another mistake
2024-05-24 19:32:23 +02:00
Aaron Wagener
8045c8717c Webhost: Allow Option Groups to specify whether they start collapsed (#3370)
* allow option groups to specify whether they should be hidden or not

* allow worlds to override whether game options starts collapsed

* remove Game Options assert so the visibility of that group can be changed

* if "Game Options" or "Item & Location Options" groups are specified, fix casing

* don't allow item & location options to have duplicates of the auto added options

* use a generator instead of a comprehension

* use consistent naming
2024-05-24 01:18:21 -04:00
NewSoupVi
613e76689e CODEOWNERS: Actually link the correct person for Yu Gi Oh (#3389) 2024-05-23 20:25:41 -05:00
Exempt-Medic
2a47f03e72 Docs: Update trigger guide and advanced yaml guide (#3385)
* I guess these don't exist anymore

* Update worlds/generic/docs/advanced_settings_en.md

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

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-05-23 20:36:45 -04:00
Aaron Wagener
8b992cbf00 Webhost: Disallow empty option groups (#3369)
* move item_and_loc_options out of the meta class and into the Options module

* don't allow empty world specified option groups

* reuse option_group generation code instead of rewriting it

* delete the default group if it's empty

* indent
2024-05-23 18:50:40 -04:00
Doug Hoskisson
d09b214309 Core: Utils.py typing (#3064)
* Core: Utils.py typing

`get_fuzzy_results` typing

There are places that this is called with a `word_list` that is not a `Sequence`, and it is valid (e.g., `set` or `dict`).

To decide the right type, we look at how `word_list` is used:
- the parameter to `len` - requires `__len__`
- the 2nd parameter to `map` - requires `__iter__`

Then we look at https://docs.python.org/3/library/collections.abc.html#collections-abstract-base-classes and ask what is the simplest type that includes both `__len__` and `__iter__`: `Collection`

(Python 3.8 requires using the alias in `typing`, instead of `collections.abc`)

* a bit more typing and cleaning

* fine, take away my fun for something that no one is ever going to see anyway...

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

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-05-23 19:55:45 +02:00
Fabian Dill
860ab10b0b Generate: remove tag "-" (#3036)
* Generate: introduce Remove, similar to Merge

* make + dict behave as + for each value


---------

Co-authored-by: Zach Parks <zach@alliware.com>
2024-05-23 15:03:21 +02:00
CookieCat
3f8c348a49 AHIT: Fix Your Contract has Expired being placed on the first level when it shouldn't (#3379) 2024-05-23 09:49:17 +02:00
Zach Parks
e1ff5073b5 WebHost, Core: Move item and location descriptions to WebWorld responsibilities. (#2508)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: el-u <109771707+el-u@users.noreply.github.com>
2024-05-23 02:08:08 -05:00
Star Rauchenberger
8b6eae0a14 Lingo: Add option groups (#3352)
* Lingo: Add option groups

* Touched up option docstrings
2024-05-23 02:22:39 +02:00
agilbert1412
89d0dae299 Stardew valley: Create Option Groups (#3376)
* - Fix link in Stardew Setup Guide

* - Create option groups for Stardew Valley

* - Cleaned up the imports

* - Fixed double quotes and trailing comma

* - Improve order in the multipliers category
2024-05-23 02:22:28 +02:00
LiquidCat64
56d01f3913 CV64: Add option groups (#3360)
* Add the option groups.

* Get rid of all mid-sentence line breaks.
2024-05-23 02:16:13 +02:00
Scipio Wright
a43e294786 TUNIC: Add option presets (#3377)
* Add option presets

* why the hell is there an s here

* entrance rando yes
2024-05-23 02:12:59 +02:00
Justus Lind
92392c0e65 Update Song List to Muse Dash 4.3.0 (#3216) 2024-05-23 02:11:27 +02:00
Star Rauchenberger
893a157b23 Lingo: Minor logic fixes (part 2) (#3250)
* Lingo: Minor logic fixes (part 2)

* Update the datafile

* Renamed Fearless Mastery

* Move Rhyme Room LEAP into upper room

* Rename Artistic achievement location

* Fix broken wondrous painting

* Added a test for the Wondrous painting thing
2024-05-23 02:09:52 +02:00
Scipio Wright
02d3fdf2a6 Update options to look better on webhost after update, also give death link a description (#3329) 2024-05-23 02:05:21 +02:00
Bryce Wilson
cd160842ba BizHawkClient: Linting/style (#3335) 2024-05-23 02:03:42 +02:00
Bryce Wilson
93f63a3e31 Pokemon Emerald: Fix broken Markdown in spanish setup guide (#3320)
* Pokemon Emerald: Fix broken Markdown in spanish setup guide

* Pokemon Emerald: Minor formatting in spanish setup guide

* oops
2024-05-23 02:01:27 +02:00
Scipio Wright
b4fec93c82 Update guide with some linux instructions (#3330) 2024-05-23 02:00:06 +02:00
Exempt-Medic
1ae0a9b76f WebHost: Fixing default values for LocationSets (#3374)
* Update macros.html

* Update macros.html
2024-05-23 01:58:06 +02:00
Fabian Dill
0ea20f3929 Core: add panic_method setting (#3261) 2024-05-22 14:02:18 +02:00
PoryGone
20134d3b1e Celeste 64: Option Groups (#3321)
* Celeste 64: Option Groups

* Retarget OptionGroup import
2024-05-21 18:22:39 -04:00
PoryGone
a1c2e8715e DKC3: Option Groups (#3322)
* DKC3: Option Groups

* Retarget OptionGroup import
2024-05-21 18:19:37 -04:00
NewSoupVi
61be79b7ea The Witness: Option Groups & Tooltip formatting (#3342)
* Add option groups

* Option tooltip formatting

* eof

* reindent, apparently I'm stupid

* lint

* oops indent
2024-05-21 18:17:12 -04:00
Scipio Wright
e7544d835c TUNIC: Add option groups, fix option descriptions (#3344)
* Add option groups, fix up option descriptions

* Change sword progression description back

* Add missed newline change, missed space after asterisk
2024-05-21 18:12:52 -04:00
PoryGone
62e68ba1cc SMW: Option Groups and Presets (#3345)
* SMW: Add Option Groups and Presets

* Fix Boss Shuffle Preset

* Tooltip formatting
2024-05-21 18:09:05 -04:00
Trevor L
9441cc31b7 Hylics 2: Update option docstrings (#3359)
* Update Options.py

* "pool" -> "item pool"
2024-05-21 17:53:00 -04:00
PoryGone
5c66681233 SA2B: Option Groups and Dataclass (#3357)
* Merge Conflicts

* SA2B: Option Groups

* Re-add erroneously-removed import
2024-05-21 17:48:23 -04:00
Trevor L
92b1f3cd19 Bomb Rush Cyberfunk: Update option docstrings (#3358)
* Update Options.py

* Update Options.py
2024-05-21 17:31:01 -04:00
jamesbrq
514ad69f44 Remove logging from validate_rom (#3362) 2024-05-21 20:57:59 +02:00
Fabian Dill
461f5db35a Customserver: only save on exit if it's in a good state. (#3351) 2024-05-21 14:08:59 +02:00
CookieCat
fe7bc8784d A Hat in Time: Implement New Game (#2640)
Adds A Hat in Time as a supported game in Archipelago.
2024-05-20 09:04:06 +02:00
Louis M
c792ae76ca Aquaria: Adding Aquaria to README and some other minors changes (#3313) 2024-05-20 08:58:44 +02:00
Chris Wilson
bfe215d5a7 Use world.web.options_presets directly instead of creating an empty dict first (#3348) 2024-05-20 01:57:07 -04:00
Chris Wilson
5910b94deb Update options pages macros to respect valid_keys for item and location options (#3347) 2024-05-20 00:26:42 -04:00
Fabian Dill
14ffd1c70c Subnautica: fix use of _valid_keys were valid_keys should be used. (#3346)
* Subnautica: fix use of _valid_keys were valid_keys should be used.

* Update Options.py
2024-05-20 00:20:01 -04:00
Scipio Wright
754fc11c1b TUNIC: ER Refactor for better plando connections, fewer shops improvement (#3075)
* Fixed shop changes

* Update option description

* Apply suggestions from Vi's review (thank you)

* Fix for plando connections on a full scene

* Plando connections should work better now for complicated paths

* Even more good plando connections yes

* Starting to move the info over

* Fixing up formatting a bit

* Remove unneeded item info

* Put in updated_reachable_regions, to replace add_dependent_regions

* Updated to match ladder shuffle

* More stuff I guess

* It functions!

* It mostly works with plando now, some slight issues still

* Fixed minor logic bug

* Fixed world leakage

* Change exception message

* Make exception message better for troubleshooting failed connections

* Merged with main

* technically a logic fix but it would never matter cause no start shuffle

* Add a couple more alias item groups cause yeah

* Rename beneath the vault front -> beneath the vault main

* Flip lantern access rule to the region

* Add missing connection to traversal reqs

* Move start_inventory_from_pool to the top so that it's next to start_inventory

* Reword the fixed shop description slightly

* Refactor per ixrec's comments

* Greatly reduced an overcomplicated block because Vi is cool and smart and also cool

* Rewrite traversal reqs thing per Vi's comments
2024-05-20 01:01:24 +02:00
Star Rauchenberger
12cde88f95 Lingo: Fixed edge case sunwarp shuffle accessibility issue (#3228)
* Lingo: Fixed edge case sunwarp shuffle accessibility issue

* Minor readability update

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-05-20 00:56:24 +02:00
Alchav
e0b6889634 ALTTP: Second attempt to fix Swamp Palace boss logic (#3315) 2024-05-19 22:18:41 +02:00
black-sliver
14321d6ba2 Factorio: update factorio-rcon (#3198)
2.1.1 didn't work with py3.8, 2.1.2 fixes that
2024-05-19 20:41:18 +02:00
black-sliver
e978109410 WebHost: properly stop worker threads (#3340)
* WebHost: properly stop worker threads

* Less jank

* Forgot the try-catch around the while true
2024-05-19 20:40:36 +02:00
black-sliver
019dfb8242 CustomServer: re-add missing Archipelago to data package (#3341) 2024-05-19 20:40:08 +02:00
Doug Hoskisson
8e9a050889 Zillion: "item counts" OptionGroup (#3338) 2024-05-19 14:36:47 -04:00
Fabian Dill
2801e21296 WebHost: fixup WebHostLib/options.py (#3332)
* WebHost: fixup WebHostLib/options.py

* Update WebHostLib/options.py

* Update WebHostLib/options.py

* fix visibility flag handling
2024-05-19 14:21:46 -04:00
Fabian Dill
e97eddcdaf WebHost: move atexit saving to end of room hosting function (#3339) 2024-05-19 18:25:56 +02:00
Fabian Dill
d3f4ee4994 WebHost: re-introduce per-Room Locker (#3337) 2024-05-19 16:31:35 +02:00
black-sliver
cf34f125d6 CustomServer: don't mutate static server data (#3334)
when switching to multiple rooms per process, we ended up modifying the static server data
because that's how _load works and the data is now shared between multiple rooms.
2024-05-19 15:32:11 +02:00
Fabian Dill
663b50b33e WebHost: fix AutoLauncher restarting rooms due to race condition (#3333) 2024-05-19 15:17:55 +02:00
Doug Hoskisson
230a9e620b Core: move OptionGroup definition to Options.py (#3325) 2024-05-19 04:40:41 +02:00
Silvris
1b6fb7b090 Tests: test that no worlds fail to load (#3318)
* test that no worlds fail to load

* pep8

* Update test_implemented.py

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-05-19 00:42:58 +02:00
jamesbrq
0e893889c7 MLSS: General bugfixes + Add patch extension to inno_setup.iss (#3286)
* Remove outdated header change for ROM verification

* Update Connections to be compatible with python ver. 3.8

* Update inno_setup.iss

* Update inno_setup.iss
2024-05-18 22:26:50 +02:00
Rensen3
2bc345504e YGO06: make sure it runs on 3.8 support (#3324)
* YGO06: make sure it runs on python 3.8

* YGO06: change merge of dict, so it runs on python 3.8
2024-05-18 13:53:17 +02:00
Chris Wilson
5e3c5dedf3 WebHost: Massive overhaul of options pages (#2614)
* Implement support for option groups. WebHost options pages still need to be updated.

* Remove debug output

* In-progress conversion of player-options to Jinja rendering

* Support "Randomize" button without JS, transpile SCSS to CSS, include map file for later editors

* Un-alphabetize options, add default group name for item/location Option classes, implement more option types

* Re-flow UI generation to avoid printing rows with unsupported or invalid option types, add support for TextChoice options

* Support all remaining option types

* Rendering improvements and CSS fixes for prettiness

* Wrap options in a form, update button styles, fix labels, disable inputs where the default is random, nuke the JS

* Minor CSS tweaks, as recommended by the designer

* Hide JS-required elements in noscript tag. Add JS reactivity to range, named-range, and randomize buttons.

* Fix labels, add JS handling for TextChoice

* Make option groups collapsable

* PEP8 current option_groups progress (#2604)

* Make the python more PEP8 and remove unneeded imports

* remove LocationSet from `Item & Location Options` group

* It's ugly, but YAML generation is working

* Stop generating JSON files for player-options pages

* Do not include ItemDict entries whose values are zero

* Properly format yaml output

* Save options when form is submitted, load options on page load

* Fix options being omitted from the page if a group has an even number of options

* Implement generate-game, escape option descriptions

* Fix "randomize" checkboxes not properly setting YAML options to "random"

* Add a separator between item/location groups and items/locations in their respective lists

* Implement option presets

* Fix docs to detail what actually ended up happening

* implement option groups on webworld to allow dev sorting (#2616)

* Force extremely long item/location/option names with no spaces to text-wrap

* Fix "randomize" button being too wide in single-column display, change page header to include game name

* Update preset select to read "custom" when updating form inputs. Show error message if the user doesn't input a name

* Un-break weighted-options, add option group names to weighted options

* Nuke weighted-options. Set up framework to rebuild it in Jinja.

* Generate styles with scss, remove styles which will be replaced, add placeholders for worlds

* Support Toggle, DefaultOnToggle, and Choice options in weighted-options

* Implement expand/collapse without JS for worlds and option groups

* Properly style set options

* Implement Range and NamedRange. Also, CSS is hard.

* Add support for remaining option types. JS and backend still forthcoming.

* Add JS functionality for collapsing game divs, populating span values on range updates. Add <noscript> tag to warn users with JS disabled.

* Support showing/hiding game divs based on range value for game

* Add support for adding/deleting range rows

* Save settings to localStorage on form submission

* Save deleted options on form submission

* Break weighted-options into a per-game page.

- Break weighted-options into a per-game page
- Add "advanced options" links to supported games page
- Use details/summary tags on supported games, player-options, and weighted-options
- Fix bug preventing previously deleted rows from being removed on page load if JS is enabled
- Move route handling for options pages to options.py
- Remove world handling from weighted-options

* Implement loading previous settings from localStorage on page load if JS is enabled

* Weighted options can now generate YAML files and single-player games

* options pages now respect option visibility settings for simple and complex pages

* Remove `/weighted-settings` redirect, fix weighted-options link on player-options page

* Fix instance of AutoWorld not having access to proper `random`

* Catch instances of frozenset along with set

* Restore word-wrap in tooltips

* Fix word wrap in player-options labels

* Add `dedent` filter to help with formatting tooltips in player-options

* Do not change the ordering of keys when printing yaml files

* Move necessary import out of conditional statement

* Expand only the first option group by default on both options pages

* Respect option visibility when generating yaml template files

* Swap to double quotes

* Replace instances of `/weighted-settings` with `/weighted-options`, swap out incomplete links

* Strip newlines and spaces after applying dedent filter

* Fix documentation for option groups

* Update site map

* Update various docs

* Sort OptionSet lists alphabetically

* Minor style tweak

* Fix extremely long text overflowing tooltips

* Convert player-options to use CSS grid instead of tables

* Do not display link to weighted-options page on supported games if the options page is an external link

* Update worlds/AutoWorld.py

Bugfix by @alwaysintreble

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

* Fix NamedRange options not being properly set if a preset it loaded

* Move option-presets route into options.py

* Include preset name in YAML if not "default" and not "custom"

* Removed macros for PlandoBosses and DefaultOnToggle, as they were handled by their parent classes

* Fix not disabling custom inputs when the randomize button is clicked

* Only sort OptionList and OptionSet valid_keys if they are unordered

* Quick style fixes for player-settings to give `select` elements `text-overflow: ellipsis` and increase base size of left-column

* Prevent showing a horizontal scroll bar on player-options if the browser width was beneath a certain threshold

* Fix a bug in weighted-options which prevented inputting a negative value for new range inputs

---------

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2024-05-18 00:11:57 -04:00
NewSoupVi
5fb0126754 Core: Player name property on world class (#3042)
* player property on world class

* Remove dat shi from overcooked

* Update worlds/AutoWorld.py

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

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-05-18 00:18:57 +02:00
Rensen3
b4c263fc9d YGO06: add new game yugioh06 to CODEOWNERS inno_setup and readme (#3316) 2024-05-18 00:09:03 +02:00
Bryce Wilson
013862b068 Pokemon Emerald: Update changelog (#3317)
* Pokemon Emerald: Update changelog

* Pokemon Emerald: Fix spelling error in changelog

Co-authored-by: Remy Jette <remy@remyjette.com>

---------

Co-authored-by: Remy Jette <remy@remyjette.com>
2024-05-18 00:06:30 +02:00
Doug Hoskisson
280b67f996 some worlds: some typing in LocalRom (#3090)
* some worlds: some typing in `LocalRom`

### `read_bytes`

It's not safe to return `bytearray` when we think it's `bytes`
```python
a = rom.read_bytes(8, 3)
hash(a)  # This won't crash, right?
```

### `write_bytes`

`Iterable[SupportsIndex]` is what's required for `bytearray.__setitem__(slice, values)`
We need to add `__len__` for the `len(values)` in this function.

* remove `object` inheritance
2024-05-17 21:41:57 +02:00
NewSoupVi
9ae7083bfc Fix Monastery Entry RIght righqeuotghqeougtfgas (#3213) 2024-05-17 19:29:55 +02:00
NewSoupVi
bd18018852 The Witness: Fix Mountain Floor 2 Near Row 5 Symbol Requirement (#3212) 2024-05-17 19:29:46 +02:00
Exempt-Medic
b4b79bcd78 BRCF: Small Fixes (#3314)
* Plural fix

* Update link
2024-05-17 19:24:32 +02:00
Rensen3
539ee1c5da Yu-Gi-oh! 2006: implement new game (#2795)
* Initial implementation of Yu-Gi-Oh! WC 2006

* Added Opponents and banlists

* Initial implementation of Yu-Gi-Oh! WC 2006

* Added Opponents and banlists

* Added Campaign Logic

* Added Bonuses Logic

* Added challenge logic

* fixed yugioh client

* ygo06 rom cleanup and include lua

* ygo06 patch cleanup

* ygo06 move client to world folder

* lots of small changes

* bug fixes

* implemented filler item for yugioh06

* BizHawkClient: Add client and connector

* BizHawkClient: Add launcher component and inno_setup lines

* BizHawkClient: Misc stability updates and small improvements

Bad commit organization a consequence of working with two different branches and not keeping the commits separated

* BizHawkClient: Add docstrings

* BizHawkClient: Pull in changes from other branch

* BizHawkClient: Fix no handler message not displaying after changed ROMs

* BizHawkClient: Remove extra print statement from lua

* BizHawkClient: Change version command to use raw strings

* BizHawkClient: Change script version to single integer

* YGO06: added logic for "all expect type forbidden" limited duels

* YGO06: Structure Deck choice now affects logic. Fixed a bug with tier 5 campaign opponents. Added logic for TD16 Union.

* BizHawkClient: Add newline to version for lua script

* BizHawkClient: Call send_connect from BizHawkClient's watcher loop

* BizHawkClient: Add handling for failed request getting script version

* BizHawkClient: Have base64.lua check lua version explicitly for bit operations

On 2.9, it would detect LuaJIT and flood the console with deprecation warnings

* BizHawkClient: Update connector script for slightly better errors and address Gambatte frame sync issue

* BizHawkClient: Remove accidentally added print statements

* BizHawkClient: Fix connector server not closing correctly

* BizHawkClient: Move some connector code around, some linting

* BizHawkClient: Small cleanup in lua

* BizHawkClient: Lua linting

* BizHawkClient: Remove outdated sentences in docstrings

* YGO06: Logic additions and bug fixes

* BizHawkClient: Correctly null check patch file arg

* BizHawkClient: Initialize logging

* BizHawkClient: Move code to worlds/_bizhawk

Also splits out BizHawk communication functions to their own file for use outside this client

* BizHawkClient: Add license to connector lua, add types to docs

* BizHawkClient: Add module docstrings

* YGO06: Logic additions

* BizHawkClient: Allow clients to define multiple systems

* BizHawkClient: Better logging and handling of interruptions to connection to script

* YGO06: Logic additions

* YGO06: Added text to options

* YGO06: Ported to bizhawk client

* YGO06: fix goal not being detected

* YGO06: fix access item rule for tier 5 column 1 and 2

* YGO06: docu and bug fixes

* YGO06: change name

* YGO06: some fixes

* YGO06: fix starting opponent and booster not applying

* YGO06: added option to reduce the amount of challenges and remove the no ban list from pool.

* YGO06: added rom being asked for on first use

* YGO06: fix rules for challenges

* YGO06: create proper rules for TD04 Ritual Summon

* YGO06: mark most banlists as usefull instead of progression

* YGO06: reduce the required core boosters across the board

* YGO06: fix client not loading if another game already loaded the bizhawk client

* YGO06: fix client not finding the bizhawk client.

* YGO06: fix TD08 Draw not giving out an item

* YGO06: small text changes

* YGO06: update to version 0.4.4

* YGO06: logic mixin clean-up

* YGO06: added option for campaign opponents as goal

* Pokemon Emerald add encounter table randomization

* Pokemon Emerald: Item ball randomization working

* Pokemon Emerald: Clean up code a little

* Pokemon Emerald: Partial rework of region/location creation

* Pokemon Emerald: Dedupe items and add more readable names

* Refactor region creation to manually defined regions

* Split region json

* Use new data.json with flattened constants and add HM locations

* YGO06: bug fixes

* YGO06: bug fix

* YGO06: changes default options to be more beginner friendly

* YGO06: attempt at universal tracker support. Settings are stored in slot data now.

* YGO06: fix for older python versions

* YGO06: fix slot data

* YGO06: added diiferent opponents to the campaign

* YGO06: fix small bug with opponent icons

* YGO06: fix unwanted changes

* YGO06: repair merge with main

* YGO06: map out all of the opponents

* YGO06: added opponent shuffle

* YGO06: added logic to opponent shuffle

* YGO06: added option to use ocg art

* YGO06: bug_fixes

* YGO06: removed todos, since they are not needed anymore

* YGO06: added draft mode

* YGO06: added logic to draft mode

* YGO06: Added Money multiplier when you lose

* YGO06: Fixed Unit Test errors

* YGO06: Added Random deck option

* YGO06: Bug fix with registering client

* YGO06: client clean-up

* YGO06: fixed card misspellings

* YGO06: removed unused imports and other small changes

* YGO06: small changes

* YGO06: fix generation error when the combination of starting with "No Banlist" and not adding "No Banlist" to the pool is selected

* YGO06: fix ocg art path overwriting Huge Revolution bugfix

* YGO06: added comments and other minor changes

* YGO06: fixed byte length in client for money

* YGO06: fixes for webhost and options

* YGO06: use the proper random function

* YGO06: change settings to options

* YGO06: move to procedure patch

* YGO06: fix imports

* YGO06: fix download link for patch not showing

* YGO06: remove unnecessary Optional

* YGO06: fix universal tracker stuff

* YGO06: add typings

* YGO06: small cleanup

* yugioh06:  small change to setup

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

* YGO06: remove logic mixin

* YGO06: fix create item and implement create filler and get filler item name

* YGO06: remove double lambdas

* YGO06: use pkgutil.get_data instaed pf zipFile

* YGO06: fix starting items being duplicated

* YGO06: lots of small changes

* YGO06: moved functions to match execution order

* YGO06: run ruff

* YGO06: run ruff format

* YGO06: fix ruff errors

* YGO06: undo ruff format for rules

* YGO06: move import to prevent circular dependency

* YGO06: remove unused class

* YGO06: optimizing rules

* YGO06: some optimization and small bug fix

---------

Co-authored-by: Zunawe <gyroscope15@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-05-17 19:23:05 +02:00
Exempt-Medic
5fb1d0f98a FF1: Switching Options System (#3302) 2024-05-17 19:19:55 +02:00
Louis M
89a2a3c35b Aquaria: implement new game (#3197)
This is a new world for the Aquaria game (https://www.bit-blot.com/aquaria/).
2024-05-17 12:29:00 +02:00
Fabian Dill
7900e4c9a4 WebHost: use a limited process pool to run Rooms (#3214) 2024-05-17 12:21:01 +02:00
Fabian Dill
3dbdd048cd Core: prevent "Could not find identify Component responsible for None" from being logged. (#3225) 2024-05-17 12:19:41 +02:00
Trevor L
68323b46a9 Bomb Rush Cyberfunk: Implement new game (#2925)
Adds Team Reptile's Bomb Rush Cyberfunk as a new game.
2024-05-17 12:13:40 +02:00
Aaron Wagener
2447be92d8 The Messenger: fix generation failure for no portal shuffle with 3 available portals (#3200) 2024-05-17 10:18:50 +02:00
NewSoupVi
88dd27eb3a The Witness: Use OptionError (#3258)
* Use OptionError

* ruff
2024-05-17 10:07:38 +02:00
Exempt-Medic
6d8ac5d054 Core: Remove deprecated get_current_option_name and SpecialRange (#3296)
* Removing deprecated function

* Removing SpecialRange
2024-05-17 10:02:25 +02:00
Exempt-Medic
5a2d839412 Removing deprecated item_count (#3309) 2024-05-17 09:54:57 +02:00
Doug Hoskisson
4bd4a2c541 Docs: remove obsolete yaml generation info (#3304)
* Docs: remove obsolete yaml generation info

This line was added when we didn't have the "Generate Template Options" button in the launcher.

* add information about `Launcher.py`
2024-05-17 01:26:43 +02:00
FlySniper
705cb2e816 Wargroove: Switched to options API. (#3306)
* Wargroove: Switched to options API.

* Update Options.py

* Update __init__.py

* Options is plural

* Wargroove: Options updates with some small fixes.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-05-16 18:46:13 +02:00
NewSoupVi
467bbd7754 WebHost: Fix setup guide link not working for games with special characters (#3269)
* WebHost: Fix setup guide link not working for games with special characters

* use url_for with _anchor (#3279)
2024-05-15 21:40:40 -04:00
LiquidCat64
4da9cdd91c CV64: Fix items with weird characters landing on Renon's shop crashing (#3305) 2024-05-15 23:50:04 +02:00
chandler05
6576b069f2 Hylics 2: Remove Random Start option and replace it with Start Location option (#3289)
* Hylics 2: Remove Random Start option and replace it with Start Location option

* remove choice

* Readd random start to slot data

* newlines

* Add random_start as a Removed option
2024-05-14 20:35:32 +02:00
Scipio Wright
b78781ab3e Docs: Update advanced yaml guide wording for priority locations (#3298)
* Update advanced yaml guide wording

* Update options api as well

* Update exclude locations description slightly to use more current verbiage

* Update priority locations in options api.md to note what happens if it runs out

* Remove auto-added bullet points

* Slightly mess with wording to make it more succinct
2024-05-14 20:28:15 +02:00
Aaron Wagener
9a82edc931 World: remove ClassVar typing from topology_present (#3294) 2024-05-14 04:35:33 +02:00
Doug Hoskisson
77cce68c08 Zillion: remove deprecated Logger.warn (#3295) 2024-05-13 20:31:15 +02:00
Exempt-Medic
f38655d6b6 Bumper Stickers and Meritous: Options and world: multiworld fixes (#3281)
* Update Options.py

* Update __init__.py

* Correct case

* Correct case

* Update Meritous and actually use Options

* Oops

* Fixing world: multiworld
2024-05-12 18:52:34 +02:00
Exempt-Medic
701fbab837 Core: World: MultiWorld and another deprecated option getter (#3254)
* world: multiworld and deprecated options getting

* Oops

* Found two more
2024-05-12 18:51:20 +02:00
Aaron Wagener
af83050b75 Core: log warning for unknown options (#1385)
* throw an error for unknown options

* move the error to the end of trigger resolution and make trigger names valid

* add bad hardcoded stuff for LTTP

* use itertools.chain instead of a ChainMap

* remove accidental unused import

* make the check after both trigger resolutions so no valid keys are missed, and only check relevant game.

* log a warning instead of crashing

* delete options from the weights once it gets registered for cleaner erroring

* grammar hard

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

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-05-10 23:00:13 +02:00
Exempt-Medic
8db3e40094 Removing old option getters (#3285) 2024-05-10 16:29:07 +02:00
Trevor L
d48f2ab1b4 Core: Add list/item group exclusive methods to CollectionState (#3192)
* Group exclusive methods

* Add docstrings

* Apply suggestions from code review

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

* Put lines back with no whitespace

* Add list methods

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-05-08 18:34:32 +02:00
Bryce Wilson
0f1b16d640 Pokemon Emerald: Change Lilycove access logic (#3277)
* Pokemon Emerald: Change logical access to lilycove from east

* Pokemon Emerald: Add tests
2024-05-08 18:26:13 +02:00
Fabian Dill
27ae7e081f Update MultiServer.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-04-09 00:26:07 +02:00
Fabian Dill
add68329e6 MultiServer: make name groups also public 2023-12-04 22:00:10 +01:00
Fabian Dill
0768bc066a MultiServer: alternative data store based DataPackage retrieval 2023-12-04 21:51:26 +01:00
Fabian Dill
001fdfbe9f MultiServer: introduce Get keys that don't need auth 2023-12-04 21:50:10 +01:00
348 changed files with 25552 additions and 5843 deletions

8
AHITClient.py Normal file
View File

@@ -0,0 +1,8 @@
from worlds.ahit.Client import launch
import Utils
import ModuleUpdate
ModuleUpdate.update()
if __name__ == "__main__":
Utils.init_logging("AHITClient", exception_logger="Client")
launch()

View File

@@ -112,7 +112,7 @@ class AdventureContext(CommonContext):
if ': !' not in msg:
self._set_message(msg, SYSTEM_MESSAGE_ID)
elif cmd == "ReceivedItems":
msg = f"Received {', '.join([self.item_names[item.item] for item in args['items']])}"
msg = f"Received {', '.join([self.item_names.lookup_in_slot(item.item) for item in args['items']])}"
self._set_message(msg, SYSTEM_MESSAGE_ID)
elif cmd == "Retrieved":
if f"adventure_{self.auth}_freeincarnates_used" in args["keys"]:

View File

@@ -718,10 +718,6 @@ class CollectionState():
def count(self, item: str, player: int) -> int:
return self.prog_items[player][item]
def item_count(self, item: str, player: int) -> int:
Utils.deprecate("Use count instead.")
return self.count(item, player)
def has_from_list(self, items: Iterable[str], player: int, count: int) -> bool:
"""Returns True if the state contains at least `count` items matching any of the item names from a list."""
found: int = 0
@@ -731,10 +727,25 @@ class CollectionState():
if found >= count:
return True
return False
def has_from_list_unique(self, items: Iterable[str], player: int, count: int) -> bool:
"""Returns True if the state contains at least `count` items matching any of the item names from a list.
Ignores duplicates of the same item."""
found: int = 0
player_prog_items = self.prog_items[player]
for item_name in items:
found += player_prog_items[item_name] > 0
if found >= count:
return True
return False
def count_from_list(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state."""
return sum(self.prog_items[player][item_name] for item_name in items)
def count_from_list_unique(self, items: Iterable[str], player: int) -> int:
"""Returns the cumulative count of items from a list present in state. Ignores duplicates of the same item."""
return sum(self.prog_items[player][item_name] > 0 for item_name in items)
# item name group related
def has_group(self, item_name_group: str, player: int, count: int = 1) -> bool:
@@ -747,6 +758,18 @@ class CollectionState():
return True
return False
def has_group_unique(self, item_name_group: str, player: int, count: int = 1) -> bool:
"""Returns True if the state contains at least `count` items present in a specified item group.
Ignores duplicates of the same item.
"""
found: int = 0
player_prog_items = self.prog_items[player]
for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]:
found += player_prog_items[item_name] > 0
if found >= count:
return True
return False
def count_group(self, item_name_group: str, player: int) -> int:
"""Returns the cumulative count of items from an item group present in state."""
player_prog_items = self.prog_items[player]
@@ -755,6 +778,15 @@ class CollectionState():
for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]
)
def count_group_unique(self, item_name_group: str, player: int) -> int:
"""Returns the cumulative count of items from an item group present in state.
Ignores duplicates of the same item."""
player_prog_items = self.prog_items[player]
return sum(
player_prog_items[item_name] > 0
for item_name in self.multiworld.worlds[player].item_name_groups[item_name_group]
)
# Item related
def collect(self, item: Item, event: bool = False, location: Optional[Location] = None) -> bool:
if location:
@@ -1014,7 +1046,7 @@ class Location:
self.parent_region = parent
def can_fill(self, state: CollectionState, item: Item, check_access=True) -> bool:
return ((self.always_allow(state, item) and item.name not in state.multiworld.non_local_items[item.player])
return ((self.always_allow(state, item) and item.name not in state.multiworld.worlds[item.player].options.non_local_items)
or ((self.progress_type != LocationProgressType.EXCLUDED or not (item.advancement or item.useful))
and self.item_rule(item)
and (not check_access or self.can_reach(state))))
@@ -1210,7 +1242,7 @@ class Spoiler:
logging.debug('The following items could not be reached: %s', ['%s (Player %d) at %s (Player %d)' % (
location.item.name, location.item.player, location.name, location.player) for location in
sphere_candidates])
if any([multiworld.accessibility[location.item.player] != 'minimal' for location in sphere_candidates]):
if any([multiworld.worlds[location.item.player].options.accessibility != 'minimal' for location in sphere_candidates]):
raise RuntimeError(f'Not all progression items reachable ({sphere_candidates}). '
f'Something went terribly wrong here.')
else:

View File

@@ -1,5 +1,6 @@
from __future__ import annotations
import collections
import copy
import logging
import asyncio
@@ -8,6 +9,7 @@ import sys
import typing
import time
import functools
import warnings
import ModuleUpdate
ModuleUpdate.update()
@@ -173,10 +175,74 @@ class CommonContext:
items_handling: typing.Optional[int] = None
want_slot_data: bool = True # should slot_data be retrieved via Connect
# data package
# Contents in flux until connection to server is made, to download correct data for this multiworld.
item_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown item (ID:{code})')
location_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')
class NameLookupDict:
"""A specialized dict, with helper methods, for id -> name item/location data package lookups by game."""
def __init__(self, ctx: CommonContext, lookup_type: typing.Literal["item", "location"]):
self.ctx: CommonContext = ctx
self.lookup_type: typing.Literal["item", "location"] = lookup_type
self._unknown_item: typing.Callable[[int], str] = lambda key: f"Unknown {lookup_type} (ID: {key})"
self._archipelago_lookup: typing.Dict[int, str] = {}
self._flat_store: typing.Dict[int, str] = Utils.KeyedDefaultDict(self._unknown_item)
self._game_store: typing.Dict[str, typing.ChainMap[int, str]] = collections.defaultdict(
lambda: collections.ChainMap(self._archipelago_lookup, Utils.KeyedDefaultDict(self._unknown_item)))
self.warned: bool = False
# noinspection PyTypeChecker
def __getitem__(self, key: str) -> typing.Mapping[int, str]:
# TODO: In a future version (0.6.0?) this should be simplified by removing implicit id lookups support.
if isinstance(key, int):
if not self.warned:
# Use warnings instead of logger to avoid deprecation message from appearing on user side.
self.warned = True
warnings.warn(f"Implicit name lookup by id only is deprecated and only supported to maintain "
f"backwards compatibility for now. If multiple games share the same id for a "
f"{self.lookup_type}, name could be incorrect. Please use "
f"`{self.lookup_type}_names.lookup_in_game()` or "
f"`{self.lookup_type}_names.lookup_in_slot()` instead.")
return self._flat_store[key] # type: ignore
return self._game_store[key]
def __len__(self) -> int:
return len(self._game_store)
def __iter__(self) -> typing.Iterator[str]:
return iter(self._game_store)
def __repr__(self) -> str:
return self._game_store.__repr__()
def lookup_in_game(self, code: int, game_name: typing.Optional[str] = None) -> str:
"""Returns the name for an item/location id in the context of a specific game or own game if `game` is
omitted.
"""
if game_name is None:
game_name = self.ctx.game
assert game_name is not None, f"Attempted to lookup {self.lookup_type} with no game name available."
return self._game_store[game_name][code]
def lookup_in_slot(self, code: int, slot: typing.Optional[int] = None) -> str:
"""Returns the name for an item/location id in the context of a specific slot or own slot if `slot` is
omitted.
"""
if slot is None:
slot = self.ctx.slot
assert slot is not None, f"Attempted to lookup {self.lookup_type} with no slot info available."
return self.lookup_in_game(code, self.ctx.slot_info[slot].game)
def update_game(self, game: str, name_to_id_lookup_table: typing.Dict[str, int]) -> None:
"""Overrides existing lookup tables for a particular game."""
id_to_name_lookup_table = Utils.KeyedDefaultDict(self._unknown_item)
id_to_name_lookup_table.update({code: name for name, code in name_to_id_lookup_table.items()})
self._game_store[game] = collections.ChainMap(self._archipelago_lookup, id_to_name_lookup_table)
self._flat_store.update(id_to_name_lookup_table) # Only needed for legacy lookup method.
if game == "Archipelago":
# Keep track of the Archipelago data package separately so if it gets updated in a custom datapackage,
# it updates in all chain maps automatically.
self._archipelago_lookup.clear()
self._archipelago_lookup.update(id_to_name_lookup_table)
# defaults
starting_reconnect_delay: int = 5
@@ -231,7 +297,7 @@ class CommonContext:
# message box reporting a loss of connection
_messagebox_connection_loss: typing.Optional["kvui.MessageBox"] = None
def __init__(self, server_address: typing.Optional[str], password: typing.Optional[str]) -> None:
def __init__(self, server_address: typing.Optional[str] = None, password: typing.Optional[str] = None) -> None:
# server state
self.server_address = server_address
self.username = None
@@ -271,6 +337,9 @@ class CommonContext:
self.exit_event = asyncio.Event()
self.watcher_event = asyncio.Event()
self.item_names = self.NameLookupDict(self, "item")
self.location_names = self.NameLookupDict(self, "location")
self.jsontotextparser = JSONtoTextParser(self)
self.rawjsontotextparser = RawJSONtoTextParser(self)
self.update_data_package(network_data_package)
@@ -486,19 +555,17 @@ class CommonContext:
or remote_checksum != cache_checksum:
needed_updates.add(game)
else:
self.update_game(cached_game)
self.update_game(cached_game, game)
if needed_updates:
await self.send_msgs([{"cmd": "GetDataPackage", "games": [game_name]} for game_name in needed_updates])
def update_game(self, game_package: dict):
for item_name, item_id in game_package["item_name_to_id"].items():
self.item_names[item_id] = item_name
for location_name, location_id in game_package["location_name_to_id"].items():
self.location_names[location_id] = location_name
def update_game(self, game_package: dict, game: str):
self.item_names.update_game(game, game_package["item_name_to_id"])
self.location_names.update_game(game, game_package["location_name_to_id"])
def update_data_package(self, data_package: dict):
for game, game_data in data_package["games"].items():
self.update_game(game_data)
self.update_game(game_data, game)
def consume_network_data_package(self, data_package: dict):
self.update_data_package(data_package)

64
Fill.py
View File

@@ -35,8 +35,8 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
"""
:param multiworld: Multiworld to be filled.
:param base_state: State assumed before fill.
:param locations: Locations to be filled with item_pool
:param item_pool: Items to fill into the locations
:param locations: Locations to be filled with item_pool, gets mutated by removing locations that get filled.
:param item_pool: Items to fill into the locations, gets mutated by removing items that get placed.
:param single_player_placement: if true, can speed up placement if everything belongs to a single player
:param lock: locations are set to locked as they are filled
:param swap: if true, swaps of already place items are done in the event of a dead end
@@ -220,7 +220,8 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item],
name: str = "Remaining") -> None:
name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
@@ -284,13 +285,21 @@ def remaining_fill(multiworld: MultiWorld,
if unplaced_items and locations:
# There are leftover unplaceable items and locations that won't accept them
raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
f"Unplaced items:\n"
f"{', '.join(str(item) for item in unplaced_items)}\n"
f"Unfilled locations:\n"
f"{', '.join(str(location) for location in locations)}\n"
f"Already placed {len(placements)}:\n"
f"{', '.join(str(place) for place in placements)}")
if move_unplaceable_to_start_inventory:
last_batch = []
for item in unplaced_items:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
last_batch.append(multiworld.worlds[item.player].create_filler())
remaining_fill(multiworld, locations, unplaced_items, name + " Start Inventory Retry")
else:
raise FillError(f"No more spots to place {len(unplaced_items)} items. Remaining locations are invalid.\n"
f"Unplaced items:\n"
f"{', '.join(str(item) for item in unplaced_items)}\n"
f"Unfilled locations:\n"
f"{', '.join(str(location) for location in locations)}\n"
f"Already placed {len(placements)}:\n"
f"{', '.join(str(place) for place in placements)}")
itempool.extend(unplaced_items)
@@ -420,7 +429,8 @@ def distribute_early_items(multiworld: MultiWorld,
return fill_locations, itempool
def distribute_items_restrictive(multiworld: MultiWorld) -> None:
def distribute_items_restrictive(multiworld: MultiWorld,
panic_method: typing.Literal["swap", "raise", "start_inventory"] = "swap") -> None:
fill_locations = sorted(multiworld.get_unfilled_locations())
multiworld.random.shuffle(fill_locations)
# get items to distribute
@@ -470,8 +480,29 @@ def distribute_items_restrictive(multiworld: MultiWorld) -> None:
if progitempool:
# "advancement/progression fill"
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool, single_player_placement=multiworld.players == 1,
name="Progression")
if panic_method == "swap":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=True,
on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
elif panic_method == "raise":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=False,
on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
elif panic_method == "start_inventory":
fill_restrictive(multiworld, multiworld.state, defaultlocations, progitempool,
swap=False, allow_partial=True,
on_place=mark_for_locking, name="Progression", single_player_placement=multiworld.players == 1)
if progitempool:
for item in progitempool:
logging.debug(f"Moved {item} to start_inventory to prevent fill failure.")
multiworld.push_precollected(item)
filleritempool.append(multiworld.worlds[item.player].create_filler())
logging.warning(f"{len(progitempool)} items moved to start inventory,"
f" due to failure in Progression fill step.")
progitempool[:] = []
else:
raise ValueError(f"Generator Panic Method {panic_method} not recognized.")
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
@@ -486,7 +517,9 @@ def distribute_items_restrictive(multiworld: MultiWorld) -> None:
inaccessible_location_rules(multiworld, multiworld.state, defaultlocations)
remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded")
remaining_fill(multiworld, excludedlocations, filleritempool, "Remaining Excluded",
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. "
@@ -495,7 +528,8 @@ def distribute_items_restrictive(multiworld: MultiWorld) -> None:
restitempool = filleritempool + usefulitempool
remaining_fill(multiworld, defaultlocations, restitempool)
remaining_fill(multiworld, defaultlocations, restitempool,
move_unplaceable_to_start_inventory=panic_method=="start_inventory")
unplaced = restitempool
unfilled = defaultlocations

View File

@@ -9,6 +9,7 @@ import urllib.parse
import urllib.request
from collections import Counter
from typing import Any, Dict, Tuple, Union
from itertools import chain
import ModuleUpdate
@@ -22,9 +23,7 @@ from Main import main as ERmain
from settings import get_settings
from Utils import parse_yamls, version_tuple, __version__, tuplize_version
from worlds.alttp.EntranceRandomizer import parse_arguments
from worlds.alttp.Text import TextTable
from worlds.AutoWorld import AutoWorldRegister
from worlds.generic import PlandoConnection
from worlds import failed_world_loads
@@ -319,18 +318,34 @@ def update_weights(weights: dict, new_weights: dict, update_type: str, name: str
logging.debug(f'Applying {new_weights}')
cleaned_weights = {}
for option in new_weights:
option_name = option.lstrip("+")
option_name = option.lstrip("+-")
if option.startswith("+") and option_name in weights:
cleaned_value = weights[option_name]
new_value = new_weights[option]
if isinstance(new_value, (set, dict)):
if isinstance(new_value, set):
cleaned_value.update(new_value)
elif isinstance(new_value, list):
cleaned_value.extend(new_value)
elif isinstance(new_value, dict):
cleaned_value = dict(Counter(cleaned_value) + Counter(new_value))
else:
raise Exception(f"Cannot apply merge to non-dict, set, or list type {option_name},"
f" received {type(new_value).__name__}.")
cleaned_weights[option_name] = cleaned_value
elif option.startswith("-") and option_name in weights:
cleaned_value = weights[option_name]
new_value = new_weights[option]
if isinstance(new_value, set):
cleaned_value.difference_update(new_value)
elif isinstance(new_value, list):
for element in new_value:
cleaned_value.remove(element)
elif isinstance(new_value, dict):
cleaned_value = dict(Counter(cleaned_value) - Counter(new_value))
else:
raise Exception(f"Cannot apply remove to non-dict, set, or list type {option_name},"
f" received {type(new_value).__name__}.")
cleaned_weights[option_name] = cleaned_value
else:
cleaned_weights[option_name] = new_weights[option]
new_options = set(cleaned_weights) - set(weights)
@@ -378,7 +393,7 @@ def roll_linked_options(weights: dict) -> dict:
return weights
def roll_triggers(weights: dict, triggers: list) -> dict:
def roll_triggers(weights: dict, triggers: list, valid_keys: set) -> dict:
weights = copy.deepcopy(weights) # make sure we don't write back to other weights sets in same_settings
weights["_Generator_Version"] = Utils.__version__
for i, option_set in enumerate(triggers):
@@ -401,7 +416,7 @@ def roll_triggers(weights: dict, triggers: list) -> dict:
if category_name:
currently_targeted_weights = currently_targeted_weights[category_name]
update_weights(currently_targeted_weights, category_options, "Triggered", option_set["option_name"])
valid_keys.add(key)
except Exception as e:
raise ValueError(f"Your trigger number {i + 1} is invalid. "
f"Please fix your triggers.") from e
@@ -428,8 +443,9 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
if "linked_options" in weights:
weights = roll_linked_options(weights)
valid_keys = set()
if "triggers" in weights:
weights = roll_triggers(weights, weights["triggers"])
weights = roll_triggers(weights, weights["triggers"], valid_keys)
requirements = weights.get("requires", {})
if requirements:
@@ -464,12 +480,14 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
world_type = AutoWorldRegister.world_types[ret.game]
game_weights = weights[ret.game]
if any(weight.startswith("+") for weight in game_weights) or \
any(weight.startswith("+") for weight in weights):
raise Exception(f"Merge tag cannot be used outside of trigger contexts.")
for weight in chain(game_weights, weights):
if weight.startswith("+"):
raise Exception(f"Merge tag cannot be used outside of trigger contexts. Found {weight}")
if weight.startswith("-"):
raise Exception(f"Remove tag cannot be used outside of trigger contexts. Found {weight}")
if "triggers" in game_weights:
weights = roll_triggers(weights, game_weights["triggers"])
weights = roll_triggers(weights, game_weights["triggers"], valid_keys)
game_weights = weights[ret.game]
ret.name = get_choice('name', weights)
@@ -478,38 +496,20 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key, option in world_type.options_dataclass.type_hints.items():
handle_option(ret, game_weights, option_key, option, plando_options)
valid_keys.add(option_key)
for option_key in game_weights:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
if PlandoOptions.items in plando_options:
ret.plando_items = game_weights.get("plando_items", [])
if ret.game == "A Link to the Past":
roll_alttp_settings(ret, game_weights, plando_options)
if PlandoOptions.connections in plando_options:
ret.plando_connections = []
options = game_weights.get("plando_connections", [])
for placement in options:
if roll_percentage(get_choice("percentage", placement, 100)):
ret.plando_connections.append(PlandoConnection(
get_choice("entrance", placement),
get_choice("exit", placement),
get_choice("direction", placement, "both")
))
roll_alttp_settings(ret, game_weights)
return ret
def roll_alttp_settings(ret: argparse.Namespace, weights, plando_options):
ret.plando_texts = {}
if PlandoOptions.texts in plando_options:
tt = TextTable()
tt.removeUnwantedText()
options = weights.get("plando_texts", [])
for placement in options:
if roll_percentage(get_choice_legacy("percentage", placement, 100)):
at = str(get_choice_legacy("at", placement))
if at not in tt:
raise Exception(f"No text target \"{at}\" found.")
ret.plando_texts[at] = str(get_choice_legacy("text", placement))
def roll_alttp_settings(ret: argparse.Namespace, weights):
ret.sprite_pool = weights.get('sprite_pool', [])
ret.sprite = get_choice_legacy('sprite', weights, "Link")
if 'random_sprite_on_event' in weights:

View File

@@ -259,7 +259,7 @@ def main(args: Optional[Union[argparse.Namespace, dict]] = None):
elif not args:
args = {}
if "Patch|Game|Component" in args:
if args.get("Patch|Game|Component", None) is not None:
file, component = identify(args["Patch|Game|Component"])
if file:
args['file'] = file

16
Main.py
View File

@@ -13,7 +13,7 @@ import worlds
from BaseClasses import CollectionState, Item, Location, LocationProgressType, MultiWorld, Region
from Fill import balance_multiworld_progression, distribute_items_restrictive, distribute_planned, flood_items
from Options import StartInventoryPool
from Utils import __version__, output_path, version_tuple
from Utils import __version__, output_path, version_tuple, get_settings
from settings import get_settings
from worlds import AutoWorld
from worlds.generic.Rules import exclusion_rules, locality_rules
@@ -272,7 +272,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if multiworld.algorithm == 'flood':
flood_items(multiworld) # different algo, biased towards early game progress items
elif multiworld.algorithm == 'balanced':
distribute_items_restrictive(multiworld)
distribute_items_restrictive(multiworld, get_settings().generator.panic_method)
AutoWorld.call_all(multiworld, 'post_fill')
@@ -372,6 +372,17 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
checks_in_area: Dict[int, Dict[str, Union[int, List[int]]]] = {}
# get spheres -> filter address==None -> skip empty
spheres: List[Dict[int, Set[int]]] = []
for sphere in multiworld.get_spheres():
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
if type(sphere_location.address) is int:
current_sphere[sphere_location.player].add(sphere_location.address)
if current_sphere:
spheres.append(dict(current_sphere))
multidata = {
"slot_data": slot_data,
"slot_info": slot_info,
@@ -386,6 +397,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
"tags": ["AP"],
"minimum_versions": minimum_versions,
"seed_name": multiworld.seed_name,
"spheres": spheres,
"datapackage": data_package,
}
AutoWorld.call_all(multiworld, "modify_multidata", multidata)

View File

@@ -37,7 +37,7 @@ except ImportError:
import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore
@@ -168,18 +168,25 @@ class Context:
slot_info: typing.Dict[int, NetworkSlot]
generator_version = Version(0, 0, 0)
checksums: typing.Dict[str, str]
item_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown item (ID:{code})')
item_names: typing.Dict[str, typing.Dict[int, str]] = (
collections.defaultdict(lambda: Utils.KeyedDefaultDict(lambda code: f'Unknown item (ID:{code})')))
item_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
location_names: typing.Dict[int, str] = Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')
location_names: typing.Dict[str, typing.Dict[int, str]] = (
collections.defaultdict(lambda: Utils.KeyedDefaultDict(lambda code: f'Unknown location (ID:{code})')))
location_name_groups: typing.Dict[str, typing.Dict[str, typing.Set[str]]]
all_item_and_group_names: typing.Dict[str, typing.Set[str]]
all_location_and_group_names: typing.Dict[str, typing.Set[str]]
non_hintable_names: typing.Dict[str, typing.Set[str]]
public_stored_data_keys: typing.Set[str] # keys that can be retrieved by a client that has not reached "auth" yet
spheres: typing.List[typing.Dict[int, typing.Set[int]]]
""" each sphere is { player: { location_id, ... } } """
logger: logging.Logger
def __init__(self, host: str, port: int, server_password: str, password: str, location_check_points: int,
hint_cost: int, item_cheat: bool, release_mode: str = "disabled", collect_mode="disabled",
remaining_mode: str = "disabled", auto_shutdown: typing.SupportsFloat = 0, compatibility: int = 2,
log_network: bool = False):
log_network: bool = False, logger: logging.Logger = logging.getLogger()):
self.logger = logger
super(Context, self).__init__()
self.slot_info = {}
self.log_network = log_network
@@ -236,6 +243,7 @@ class Context:
self.stored_data = {}
self.stored_data_notification_clients = collections.defaultdict(weakref.WeakSet)
self.read_data = {}
self.spheres = []
# init empty to satisfy linter, I suppose
self.gamespackage = {}
@@ -245,6 +253,7 @@ class Context:
self.all_item_and_group_names = {}
self.all_location_and_group_names = {}
self.non_hintable_names = collections.defaultdict(frozenset)
self.public_stored_data_keys = set()
self._load_game_data()
@@ -265,14 +274,21 @@ class Context:
if "checksum" in game_package:
self.checksums[game_name] = game_package["checksum"]
for item_name, item_id in game_package["item_name_to_id"].items():
self.item_names[item_id] = item_name
self.item_names[game_name][item_id] = item_name
for location_name, location_id in game_package["location_name_to_id"].items():
self.location_names[location_id] = location_name
self.location_names[game_name][location_id] = location_name
self.all_item_and_group_names[game_name] = \
set(game_package["item_name_to_id"]) | set(self.item_name_groups[game_name])
self.all_location_and_group_names[game_name] = \
set(game_package["location_name_to_id"]) | set(self.location_name_groups.get(game_name, []))
archipelago_item_names = self.item_names["Archipelago"]
archipelago_location_names = self.location_names["Archipelago"]
for game in [game_name for game_name in self.gamespackage if game_name != "Archipelago"]:
# Add Archipelago items and locations to each data package.
self.item_names[game].update(archipelago_item_names)
self.location_names[game].update(archipelago_location_names)
def item_names_for_game(self, game: str) -> typing.Optional[typing.Dict[str, int]]:
return self.gamespackage[game]["item_name_to_id"] if game in self.gamespackage else None
@@ -287,12 +303,12 @@ class Context:
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception(f"Exception during send_msgs, could not send {msg}")
self.logger.exception(f"Exception during send_msgs, could not send {msg}")
await self.disconnect(endpoint)
return False
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
self.logger.info(f"Outgoing message: {msg}")
return True
async def send_encoded_msgs(self, endpoint: Endpoint, msg: str) -> bool:
@@ -301,12 +317,12 @@ class Context:
try:
await endpoint.socket.send(msg)
except websockets.ConnectionClosed:
logging.exception("Exception during send_encoded_msgs")
self.logger.exception("Exception during send_encoded_msgs")
await self.disconnect(endpoint)
return False
else:
if self.log_network:
logging.info(f"Outgoing message: {msg}")
self.logger.info(f"Outgoing message: {msg}")
return True
async def broadcast_send_encoded_msgs(self, endpoints: typing.Iterable[Endpoint], msg: str) -> bool:
@@ -317,11 +333,11 @@ class Context:
try:
websockets.broadcast(sockets, msg)
except RuntimeError:
logging.exception("Exception during broadcast_send_encoded_msgs")
self.logger.exception("Exception during broadcast_send_encoded_msgs")
return False
else:
if self.log_network:
logging.info(f"Outgoing broadcast: {msg}")
self.logger.info(f"Outgoing broadcast: {msg}")
return True
def broadcast_all(self, msgs: typing.List[dict]):
@@ -330,7 +346,7 @@ class Context:
async_start(self.broadcast_send_encoded_msgs(endpoints, msgs))
def broadcast_text_all(self, text: str, additional_arguments: dict = {}):
logging.info("Notice (all): %s" % text)
self.logger.info("Notice (all): %s" % text)
self.broadcast_all([{**{"cmd": "PrintJSON", "data": [{ "text": text }]}, **additional_arguments}])
def broadcast_team(self, team: int, msgs: typing.List[dict]):
@@ -352,7 +368,7 @@ class Context:
def notify_client(self, client: Client, text: str, additional_arguments: dict = {}):
if not client.auth:
return
logging.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
self.logger.info("Notice (Player %s in team %d): %s" % (client.name, client.team + 1, text))
async_start(self.send_msgs(client, [{"cmd": "PrintJSON", "data": [{ "text": text }], **additional_arguments}]))
def notify_client_multiple(self, client: Client, texts: typing.List[str], additional_arguments: dict = {}):
@@ -451,7 +467,7 @@ class Context:
for game_name, data in decoded_obj.get("datapackage", {}).items():
if game_name in game_data_packages:
data = game_data_packages[game_name]
logging.info(f"Loading embedded data package for game {game_name}")
self.logger.info(f"Loading embedded data package for game {game_name}")
self.gamespackage[game_name] = data
self.item_name_groups[game_name] = data["item_name_groups"]
if "location_name_groups" in data:
@@ -459,10 +475,29 @@ class Context:
del data["location_name_groups"]
del data["item_name_groups"] # remove from data package, but keep in self.item_name_groups
self._init_game_data()
def _add_public_data_store_key(key: str, retriever: typing.Callable[[], typing.Any]):
"""Add key to read_data and also public_stored_data_keys, to allow retrieval before auth."""
self.public_stored_data_keys.add(key)
self.read_data[key] = retriever
for game_name, game_package in self.gamespackage.items():
_add_public_data_store_key(f"datapackage_checksum_{game_name}",
lambda lgame=game_name: self.checksums.get(lgame, None))
_add_public_data_store_key(f"item_name_to_id_{game_name}",
lambda lgame=game_name: self.gamespackage[lgame]["item_name_to_id"])
_add_public_data_store_key(f"location_name_to_id_{game_name}",
lambda lgame=game_name: self.gamespackage[lgame]["location_name_to_id"])
for game_name, data in self.item_name_groups.items():
self.read_data[f"item_name_groups_{game_name}"] = lambda lgame=game_name: self.item_name_groups[lgame]
_add_public_data_store_key(f"item_name_groups_{game_name}",
lambda lgame=game_name: self.item_name_groups[lgame])
for game_name, data in self.location_name_groups.items():
self.read_data[f"location_name_groups_{game_name}"] = lambda lgame=game_name: self.location_name_groups[lgame]
_add_public_data_store_key(f"location_name_groups_{game_name}",
lambda lgame=game_name: self.location_name_groups[lgame])
# sorted access spheres
self.spheres = decoded_obj.get("spheres", [])
# saving
@@ -483,7 +518,7 @@ class Context:
with open(self.save_filename, "wb") as f:
f.write(zlib.compress(encoded_save))
except Exception as e:
logging.exception(e)
self.logger.exception(e)
return False
else:
return True
@@ -501,12 +536,12 @@ class Context:
save_data = restricted_loads(zlib.decompress(f.read()))
self.set_save(save_data)
except FileNotFoundError:
logging.error('No save data found, starting a new game')
self.logger.error('No save data found, starting a new game')
except Exception as e:
logging.exception(e)
self.logger.exception(e)
self._start_async_saving()
def _start_async_saving(self):
def _start_async_saving(self, atexit_save: bool = True):
if not self.auto_saver_thread:
def save_regularly():
# time.time() is platform dependent, so using the expensive datetime method instead
@@ -520,18 +555,19 @@ class Context:
next_wakeup = (second - get_datetime_second()) % self.auto_save_interval
time.sleep(max(1.0, next_wakeup))
if self.save_dirty:
logging.debug("Saving via thread.")
self.logger.debug("Saving via thread.")
self._save()
except OperationalError as e:
logging.exception(e)
logging.info(f"Saving failed. Retry in {self.auto_save_interval} seconds.")
self.logger.exception(e)
self.logger.info(f"Saving failed. Retry in {self.auto_save_interval} seconds.")
else:
self.save_dirty = False
self.auto_saver_thread = threading.Thread(target=save_regularly, daemon=True)
self.auto_saver_thread.start()
import atexit
atexit.register(self._save, True) # make sure we save on exit too
if atexit_save:
import atexit
atexit.register(self._save, True) # make sure we save on exit too
def get_save(self) -> dict:
self.recheck_hints()
@@ -598,7 +634,7 @@ class Context:
if "stored_data" in savedata:
self.stored_data = savedata["stored_data"]
# count items and slots from lists for items_handling = remote
logging.info(
self.logger.info(
f'Loaded save file with {sum([len(v) for k, v in self.received_items.items() if k[2]])} received items '
f'for {sum(k[2] for k in self.received_items)} players')
@@ -621,6 +657,16 @@ class Context:
self.recheck_hints(team, slot)
return self.hints[team, slot]
def get_sphere(self, player: int, location_id: int) -> int:
"""Get sphere of a location, -1 if spheres are not available."""
if self.spheres:
for i, sphere in enumerate(self.spheres):
if location_id in sphere.get(player, set()):
return i
raise KeyError(f"No Sphere found for location ID {location_id} belonging to player {player}. "
f"Location or player may not exist.")
return -1
def get_players_package(self):
return [NetworkPlayer(t, p, self.get_aliased_name(t, p), n) for (t, p), n in self.player_names.items()]
@@ -640,13 +686,13 @@ class Context:
try:
raise Exception(f"Could not set server option {key}, skipping.") from e
except Exception as e:
logging.exception(e)
logging.debug(f"Setting server option {key} to {value} from supplied multidata")
self.logger.exception(e)
self.logger.debug(f"Setting server option {key} to {value} from supplied multidata")
setattr(self, key, value)
elif key == "disable_item_cheat":
self.item_cheat = not bool(value)
else:
logging.debug(f"Unrecognized server option {key}")
self.logger.debug(f"Unrecognized server option {key}")
def get_aliased_name(self, team: int, slot: int):
if (team, slot) in self.name_aliases:
@@ -680,7 +726,7 @@ class Context:
self.hints[team, player].add(hint)
new_hint_events.add(player)
logging.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
self.on_new_hint(team, slot)
for slot, hint_data in concerns.items():
@@ -739,21 +785,21 @@ async def server(websocket, path: str = "/", ctx: Context = None):
try:
if ctx.log_network:
logging.info("Incoming connection")
ctx.logger.info("Incoming connection")
await on_client_connected(ctx, client)
if ctx.log_network:
logging.info("Sent Room Info")
ctx.logger.info("Sent Room Info")
async for data in websocket:
if ctx.log_network:
logging.info(f"Incoming message: {data}")
ctx.logger.info(f"Incoming message: {data}")
for msg in decode(data):
await process_client_cmd(ctx, client, msg)
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
logging.exception(e)
ctx.logger.exception(e)
finally:
if ctx.log_network:
logging.info("Disconnected")
ctx.logger.info("Disconnected")
await ctx.disconnect(client)
@@ -763,10 +809,7 @@ async def on_client_connected(ctx: Context, client: Client):
for slot, connected_clients in clients.items():
if connected_clients:
name = ctx.player_names[team, slot]
players.append(
NetworkPlayer(team, slot,
ctx.name_aliases.get((team, slot), name), name)
)
players.append(NetworkPlayer(team, slot, ctx.name_aliases.get((team, slot), name), name))
games = {ctx.games[x] for x in range(1, len(ctx.games) + 1)}
games.add("Archipelago")
await ctx.send_msgs(client, [{
@@ -781,8 +824,6 @@ async def on_client_connected(ctx: Context, client: Client):
'permissions': get_permissions(ctx),
'hint_cost': ctx.hint_cost,
'location_check_points': ctx.location_check_points,
'datapackage_versions': {game: game_data["version"] for game, game_data
in ctx.gamespackage.items() if game in games},
'datapackage_checksums': {game: game_data["checksum"] for game, game_data
in ctx.gamespackage.items() if game in games and "checksum" in game_data},
'seed_name': ctx.seed_name,
@@ -985,9 +1026,9 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
new_item = NetworkItem(item_id, location, slot, flags)
send_items_to(ctx, team, target_player, new_item)
logging.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[item_id],
ctx.player_names[(team, target_player)], ctx.location_names[location]))
ctx.logger.info('(Team #%d) %s sent %s to %s (%s)' % (
team + 1, ctx.player_names[(team, slot)], ctx.item_names[ctx.slot_info[target_player].game][item_id],
ctx.player_names[(team, target_player)], ctx.location_names[ctx.slot_info[slot].game][location]))
info_text = json_format_send_event(new_item, target_player)
ctx.broadcast_team(team, [info_text])
@@ -1041,8 +1082,8 @@ def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
f"{ctx.item_names[hint.item]} is " \
f"at {ctx.location_names[hint.location]} " \
f"{ctx.item_names[ctx.slot_info[hint.receiving_player].game][hint.item]} is " \
f"at {ctx.location_names[ctx.slot_info[hint.finding_player].game][hint.location]} " \
f"in {ctx.player_names[team, hint.finding_player]}'s World"
if hint.entrance:
@@ -1071,28 +1112,6 @@ def json_format_send_event(net_item: NetworkItem, receiving_player: int):
"item": net_item}
def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bool, str]:
picks = Utils.get_fuzzy_results(input_text, possible_answers, limit=2)
if len(picks) > 1:
dif = picks[0][1] - picks[1][1]
if picks[0][1] == 100:
return picks[0][0], True, "Perfect Match"
elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
elif dif > 5:
return picks[0][0], True, "Close Match"
else:
return picks[0][0], False, f"Too many close matches for '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
else:
if picks[0][1] > 90:
return picks[0][0], True, "Only Option Match"
else:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
class CommandMeta(type):
def __new__(cls, name, bases, attrs):
commands = attrs["commands"] = {}
@@ -1344,7 +1363,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.remaining_mode == "enabled":
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
@@ -1357,7 +1376,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
if self.ctx.client_game_state[self.client.team, self.client.slot] == ClientStatus.CLIENT_GOAL:
remaining_item_ids = get_remaining(self.ctx, self.client.team, self.client.slot)
if remaining_item_ids:
self.output("Remaining items: " + ", ".join(self.ctx.item_names[item_id]
self.output("Remaining items: " + ", ".join(self.ctx.item_names[self.client.slot.game][item_id]
for item_id in remaining_item_ids))
else:
self.output("No remaining items found.")
@@ -1375,7 +1394,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
locations = get_missing_checks(self.ctx, self.client.team, self.client.slot)
if locations:
names = [self.ctx.location_names[location] for location in locations]
game = self.ctx.slot_info[self.client.slot].game
names = [self.ctx.location_names[game][location] for location in locations]
if filter_text:
location_groups = self.ctx.location_name_groups[self.ctx.games[self.client.slot]]
if filter_text in location_groups: # location group name
@@ -1400,7 +1420,8 @@ class ClientMessageProcessor(CommonCommandProcessor):
locations = get_checked_checks(self.ctx, self.client.team, self.client.slot)
if locations:
names = [self.ctx.location_names[location] for location in locations]
game = self.ctx.slot_info[self.client.slot].game
names = [self.ctx.location_names[game][location] for location in locations]
if filter_text:
location_groups = self.ctx.location_name_groups[self.ctx.games[self.client.slot]]
if filter_text in location_groups: # location group name
@@ -1481,10 +1502,10 @@ class ClientMessageProcessor(CommonCommandProcessor):
elif input_text.isnumeric():
game = self.ctx.games[self.client.slot]
hint_id = int(input_text)
hint_name = self.ctx.item_names[hint_id] \
if not for_location and hint_id in self.ctx.item_names \
else self.ctx.location_names[hint_id] \
if for_location and hint_id in self.ctx.location_names \
hint_name = self.ctx.item_names[game][hint_id] \
if not for_location and hint_id in self.ctx.item_names[game] \
else self.ctx.location_names[game][hint_id] \
if for_location and hint_id in self.ctx.location_names[game] \
else None
if hint_name in self.ctx.non_hintable_names[game]:
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
@@ -1546,6 +1567,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.ctx.random.shuffle(not_found_hints)
# By popular vote, make hints prefer non-local placements
not_found_hints.sort(key=lambda hint: int(hint.receiving_player != hint.finding_player))
# By another popular vote, prefer early sphere
not_found_hints.sort(key=lambda hint: self.ctx.get_sphere(hint.finding_player, hint.location),
reverse=True)
hints = found_hints + old_hints
while can_pay > 0:
@@ -1555,10 +1579,10 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints.append(hint)
can_pay -= 1
self.ctx.hints_used[self.client.team, self.client.slot] += 1
points_available = get_client_points(self.ctx, self.client)
self.ctx.notify_hints(self.client.team, hints)
if not_found_hints:
points_available = get_client_points(self.ctx, self.client)
if hints and cost and int((points_available // cost) == 0):
self.output(
f"There may be more hintables, however, you cannot afford to pay for any more. "
@@ -1621,11 +1645,26 @@ def get_slot_points(ctx: Context, team: int, slot: int) -> int:
ctx.get_hint_cost(slot) * ctx.hints_used[team, slot])
async def process_get(ctx: Context, client: Client, args: dict, cmd: dict):
if "keys" not in args or not isinstance(args["keys"], list):
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Retrieve', "original_cmd": cmd}])
return
args["cmd"] = "Retrieved"
keys = args["keys"]
args["keys"] = {
key: ctx.read_data.get(key[6:], lambda: None)() if key.startswith("_read_") else
ctx.stored_data.get(key, None)
for key in keys
}
await ctx.send_msgs(client, [args])
async def process_client_cmd(ctx: Context, client: Client, args: dict):
try:
cmd: str = args["cmd"]
except:
logging.exception(f"Could not get command from {args}")
except Exception:
ctx.logger.exception(f"Could not get command from {args}")
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "cmd", "original_cmd": None,
"text": f"Could not get command from {args} at `cmd`"}])
raise
@@ -1668,7 +1707,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
if ctx.compatibility == 0 and args['version'] != version_tuple:
errors.add('IncompatibleVersion')
if errors:
logging.info(f"A client connection was refused due to: {errors}, the sent connect information was {args}.")
ctx.logger.info(f"A client connection was refused due to: {errors}, the sent connect information was {args}.")
await ctx.send_msgs(client, [{"cmd": "ConnectionRefused", "errors": list(errors)}])
else:
team, slot = ctx.connect_names[args['name']]
@@ -1727,6 +1766,9 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
await ctx.send_msgs(client, [{"cmd": "DataPackage",
"data": {"games": ctx.gamespackage}}])
elif cmd == "Get" and args.get("keys", None) and all(key in ctx.public_stored_data_keys for key in args["keys"]):
await process_get(ctx, client, args, cmd)
elif client.auth:
if cmd == "ConnectUpdate":
if not args:
@@ -1822,18 +1864,7 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
await ctx.send_encoded_msgs(bounceclient, msg)
elif cmd == "Get":
if "keys" not in args or type(args["keys"]) != list:
await ctx.send_msgs(client, [{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'Retrieve', "original_cmd": cmd}])
return
args["cmd"] = "Retrieved"
keys = args["keys"]
args["keys"] = {
key: ctx.read_data.get(key[6:], lambda: None)() if key.startswith("_read_") else
ctx.stored_data.get(key, None)
for key in keys
}
await ctx.send_msgs(client, [args])
await process_get(ctx, client, args, cmd)
elif cmd == "Set":
if "key" not in args or args["key"].startswith("_read_") or \
@@ -2286,7 +2317,7 @@ async def auto_shutdown(ctx, to_cancel=None):
if to_cancel:
for task in to_cancel:
task.cancel()
logging.info("Shutting down due to inactivity.")
ctx.logger.info("Shutting down due to inactivity.")
while not ctx.exit_event.is_set():
if not ctx.client_activity_timers.values():

View File

@@ -247,7 +247,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
def _handle_item_id(self, node: JSONMessagePart):
item_id = int(node["text"])
node["text"] = self.ctx.item_names[item_id]
node["text"] = self.ctx.item_names.lookup_in_slot(item_id, node["player"])
return self._handle_item_name(node)
def _handle_location_name(self, node: JSONMessagePart):
@@ -255,8 +255,8 @@ class JSONtoTextParser(metaclass=HandlerMeta):
return self._handle_color(node)
def _handle_location_id(self, node: JSONMessagePart):
item_id = int(node["text"])
node["text"] = self.ctx.location_names[item_id]
location_id = int(node["text"])
node["text"] = self.ctx.location_names.lookup_in_slot(location_id, node["player"])
return self._handle_location_name(node)
def _handle_entrance_name(self, node: JSONMessagePart):

View File

@@ -12,6 +12,7 @@ from copy import deepcopy
from dataclasses import dataclass
from schema import And, Optional, Or, Schema
from typing_extensions import Self
from Utils import get_fuzzy_results, is_iterable_except_str
@@ -24,7 +25,7 @@ if typing.TYPE_CHECKING:
class OptionError(ValueError):
pass
class Visibility(enum.IntFlag):
none = 0b0000
template = 0b0001
@@ -140,12 +141,6 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
def current_key(self) -> str:
return self.name_lookup[self.value]
def get_current_option_name(self) -> str:
"""Deprecated. use current_option_name instead. TODO remove around 0.4"""
logging.warning(DeprecationWarning(f"get_current_option_name for {self.__class__.__name__} is deprecated."
f" use current_option_name instead. Worlds should use {self}.current_key"))
return self.current_option_name
@property
def current_option_name(self) -> str:
"""For display purposes. Worlds should be using current_key."""
@@ -750,39 +745,9 @@ class NamedRange(Range):
return super().from_text(text)
class SpecialRange(NamedRange):
special_range_cutoff = 0
# TODO: remove class SpecialRange, earliest 3 releases after 0.4.3
def __new__(cls, value: int) -> SpecialRange:
from Utils import deprecate
deprecate(f"Option type {cls.__name__} is a subclass of SpecialRange, which is deprecated and pending removal. "
"Consider switching to NamedRange, which supports all use-cases of SpecialRange, and more. In "
"NamedRange, range_start specifies the lower end of the regular range, while special values can be "
"placed anywhere (below, inside, or above the regular range).")
return super().__new__(cls)
@classmethod
def weighted_range(cls, text) -> Range:
if text == "random-low":
return cls(cls.triangular(cls.special_range_cutoff, cls.range_end, cls.special_range_cutoff))
elif text == "random-high":
return cls(cls.triangular(cls.special_range_cutoff, cls.range_end, cls.range_end))
elif text == "random-middle":
return cls(cls.triangular(cls.special_range_cutoff, cls.range_end))
elif text.startswith("random-range-"):
return cls.custom_range(text)
elif text == "random":
return cls(random.randint(cls.special_range_cutoff, cls.range_end))
else:
raise Exception(f"random text \"{text}\" did not resolve to a recognized pattern. "
f"Acceptable values are: random, random-high, random-middle, random-low, "
f"random-range-low-<min>-<max>, random-range-middle-<min>-<max>, "
f"random-range-high-<min>-<max>, or random-range-<min>-<max>.")
class FreezeValidKeys(AssembleOptions):
def __new__(mcs, name, bases, attrs):
assert not "_valid_keys" in attrs, "'_valid_keys' gets set by FreezeValidKeys, define 'valid_keys' instead."
if "valid_keys" in attrs:
attrs["_valid_keys"] = frozenset(attrs["valid_keys"])
return super(FreezeValidKeys, mcs).__new__(mcs, name, bases, attrs)
@@ -932,6 +897,228 @@ class ItemSet(OptionSet):
convert_name_groups = True
class PlandoText(typing.NamedTuple):
at: str
text: typing.List[str]
percentage: int = 100
PlandoTextsFromAnyType = typing.Union[
typing.Iterable[typing.Union[typing.Mapping[str, typing.Any], PlandoText, typing.Any]], typing.Any
]
class PlandoTexts(Option[typing.List[PlandoText]], VerifyKeys):
default = ()
supports_weighting = False
display_name = "Plando Texts"
def __init__(self, value: typing.Iterable[PlandoText]) -> None:
self.value = list(deepcopy(value))
super().__init__()
def verify(self, world: typing.Type[World], player_name: str, plando_options: "PlandoOptions") -> None:
from BaseClasses import PlandoOptions
if self.value and not (PlandoOptions.texts & plando_options):
# plando is disabled but plando options were given so overwrite the options
self.value = []
logging.warning(f"The plando texts module is turned off, "
f"so text for {player_name} will be ignored.")
@classmethod
def from_any(cls, data: PlandoTextsFromAnyType) -> Self:
texts: typing.List[PlandoText] = []
if isinstance(data, typing.Iterable):
for text in data:
if isinstance(text, typing.Mapping):
if random.random() < float(text.get("percentage", 100)/100):
at = text.get("at", None)
if at is not None:
given_text = text.get("text", [])
if isinstance(given_text, str):
given_text = [given_text]
texts.append(PlandoText(
at,
given_text,
text.get("percentage", 100)
))
elif isinstance(text, PlandoText):
if random.random() < float(text.percentage/100):
texts.append(text)
else:
raise Exception(f"Cannot create plando text from non-dictionary type, got {type(text)}")
cls.verify_keys([text.at for text in texts])
return cls(texts)
else:
raise NotImplementedError(f"Cannot Convert from non-list, got {type(data)}")
@classmethod
def get_option_name(cls, value: typing.List[PlandoText]) -> str:
return str({text.at: " ".join(text.text) for text in value})
def __iter__(self) -> typing.Iterator[PlandoText]:
yield from self.value
def __getitem__(self, index: typing.SupportsIndex) -> PlandoText:
return self.value.__getitem__(index)
def __len__(self) -> int:
return self.value.__len__()
class ConnectionsMeta(AssembleOptions):
def __new__(mcs, name: str, bases: tuple[type, ...], attrs: dict[str, typing.Any]):
if name != "PlandoConnections":
assert "entrances" in attrs, f"Please define valid entrances for {name}"
attrs["entrances"] = frozenset((connection.lower() for connection in attrs["entrances"]))
assert "exits" in attrs, f"Please define valid exits for {name}"
attrs["exits"] = frozenset((connection.lower() for connection in attrs["exits"]))
if "__doc__" not in attrs:
attrs["__doc__"] = PlandoConnections.__doc__
cls = super().__new__(mcs, name, bases, attrs)
return cls
class PlandoConnection(typing.NamedTuple):
class Direction:
entrance = "entrance"
exit = "exit"
both = "both"
entrance: str
exit: str
direction: typing.Literal["entrance", "exit", "both"] # TODO: convert Direction to StrEnum once 3.8 is dropped
percentage: int = 100
PlandoConFromAnyType = typing.Union[
typing.Iterable[typing.Union[typing.Mapping[str, typing.Any], PlandoConnection, typing.Any]], typing.Any
]
class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=ConnectionsMeta):
"""Generic connections plando. Format is:
- entrance: "Entrance Name"
exit: "Exit Name"
direction: "Direction"
percentage: 100
Direction must be one of 'entrance', 'exit', or 'both', and defaults to 'both' if omitted.
Percentage is an integer from 1 to 100, and defaults to 100 when omitted."""
display_name = "Plando Connections"
default = ()
supports_weighting = False
entrances: typing.ClassVar[typing.AbstractSet[str]]
exits: typing.ClassVar[typing.AbstractSet[str]]
duplicate_exits: bool = False
"""Whether or not exits should be allowed to be duplicate."""
def __init__(self, value: typing.Iterable[PlandoConnection]):
self.value = list(deepcopy(value))
super(PlandoConnections, self).__init__()
@classmethod
def validate_entrance_name(cls, entrance: str) -> bool:
return entrance.lower() in cls.entrances
@classmethod
def validate_exit_name(cls, exit: str) -> bool:
return exit.lower() in cls.exits
@classmethod
def can_connect(cls, entrance: str, exit: str) -> bool:
"""Checks that a given entrance can connect to a given exit.
By default, this will always return true unless overridden."""
return True
@classmethod
def validate_plando_connections(cls, connections: typing.Iterable[PlandoConnection]) -> None:
used_entrances: typing.List[str] = []
used_exits: typing.List[str] = []
for connection in connections:
entrance = connection.entrance
exit = connection.exit
direction = connection.direction
if direction not in (PlandoConnection.Direction.entrance,
PlandoConnection.Direction.exit,
PlandoConnection.Direction.both):
raise ValueError(f"Unknown direction: {direction}")
if entrance in used_entrances:
raise ValueError(f"Duplicate Entrance {entrance} not allowed.")
if not cls.duplicate_exits and exit in used_exits:
raise ValueError(f"Duplicate Exit {exit} not allowed.")
used_entrances.append(entrance)
used_exits.append(exit)
if not cls.validate_entrance_name(entrance):
raise ValueError(f"{entrance.title()} is not a valid entrance.")
if not cls.validate_exit_name(exit):
raise ValueError(f"{exit.title()} is not a valid exit.")
if not cls.can_connect(entrance, exit):
raise ValueError(f"Connection between {entrance.title()} and {exit.title()} is invalid.")
@classmethod
def from_any(cls, data: PlandoConFromAnyType) -> Self:
if not isinstance(data, typing.Iterable):
raise Exception(f"Cannot create plando connections from non-List value, got {type(data)}.")
value: typing.List[PlandoConnection] = []
for connection in data:
if isinstance(connection, typing.Mapping):
percentage = connection.get("percentage", 100)
if random.random() < float(percentage / 100):
entrance = connection.get("entrance", None)
if is_iterable_except_str(entrance):
entrance = random.choice(sorted(entrance))
exit = connection.get("exit", None)
if is_iterable_except_str(exit):
exit = random.choice(sorted(exit))
direction = connection.get("direction", "both")
if not entrance or not exit:
raise Exception("Plando connection must have an entrance and an exit.")
value.append(PlandoConnection(
entrance,
exit,
direction,
percentage
))
elif isinstance(connection, PlandoConnection):
if random.random() < float(connection.percentage / 100):
value.append(connection)
else:
raise Exception(f"Cannot create connection from non-Dict type, got {type(connection)}.")
cls.validate_plando_connections(value)
return cls(value)
def verify(self, world: typing.Type[World], player_name: str, plando_options: "PlandoOptions") -> None:
from BaseClasses import PlandoOptions
if self.value and not (PlandoOptions.connections & plando_options):
# plando is disabled but plando options were given so overwrite the options
self.value = []
logging.warning(f"The plando connections module is turned off, "
f"so connections for {player_name} will be ignored.")
@classmethod
def get_option_name(cls, value: typing.List[PlandoConnection]) -> str:
return ", ".join(["%s %s %s" % (connection.entrance,
"<=>" if connection.direction == PlandoConnection.Direction.both else
"<=" if connection.direction == PlandoConnection.Direction.exit else
"=>",
connection.exit) for connection in value])
def __getitem__(self, index: typing.SupportsIndex) -> PlandoConnection:
return self.value.__getitem__(index)
def __iter__(self) -> typing.Iterator[PlandoConnection]:
yield from self.value
def __len__(self) -> int:
return len(self.value)
class Accessibility(Choice):
"""Set rules for reachability of your items/locations.
Locations: ensure everything can be reached and acquired.
@@ -946,8 +1133,10 @@ class Accessibility(Choice):
class ProgressionBalancing(NamedRange):
"""A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck."""
"""
A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck.
"""
default = 50
range_start = 0
range_end = 99
@@ -984,7 +1173,7 @@ class CommonOptions(metaclass=OptionsMetaProperty):
def as_dict(self, *option_names: str, casing: str = "snake") -> typing.Dict[str, typing.Any]:
"""
Returns a dictionary of [str, Option.value]
:param option_names: names of the options to return
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
"""
@@ -1020,7 +1209,7 @@ class LocalItems(ItemSet):
class NonLocalItems(ItemSet):
"""Forces these items to be outside their native world."""
display_name = "Not Local Items"
display_name = "Non-local Items"
class StartInventory(ItemDict):
@@ -1083,7 +1272,8 @@ class ItemLinks(OptionList):
])
@staticmethod
def verify_items(items: typing.List[str], item_link: str, pool_name: str, world, allow_item_groups: bool = True) -> typing.Set:
def verify_items(items: typing.List[str], item_link: str, pool_name: str, world,
allow_item_groups: bool = True) -> typing.Set:
pool = set()
for item_name in items:
if item_name not in world.item_names and (not allow_item_groups or item_name not in world.item_name_groups):
@@ -1160,7 +1350,47 @@ class DeathLinkMixin:
death_link: DeathLink
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True):
class OptionGroup(typing.NamedTuple):
"""Define a grouping of options."""
name: str
"""Name of the group to categorize these options in for display on the WebHost and in generated YAMLS."""
options: typing.List[typing.Type[Option[typing.Any]]]
"""Options to be in the defined group."""
start_collapsed: bool = False
"""Whether the group will start collapsed on the WebHost options pages."""
item_and_loc_options = [LocalItems, NonLocalItems, StartInventory, StartInventoryPool, StartHints,
StartLocationHints, ExcludeLocations, PriorityLocations, ItemLinks]
"""
Options that are always populated in "Item & Location Options" Option Group. Cannot be moved to another group.
If desired, a custom "Item & Location Options" Option Group can be defined, but only for adding additional options to
it.
"""
def get_option_groups(world: typing.Type[World], visibility_level: Visibility = Visibility.template) -> typing.Dict[
str, typing.Dict[str, typing.Type[Option[typing.Any]]]]:
"""Generates and returns a dictionary for the option groups of a specified world."""
option_groups = {option: option_group.name
for option_group in world.web.option_groups
for option in option_group.options}
# add a default option group for uncategorized options to get thrown into
ordered_groups = ["Game Options"]
[ordered_groups.append(group) for group in option_groups.values() if group not in ordered_groups]
grouped_options = {group: {} for group in ordered_groups}
for option_name, option in world.options_dataclass.type_hints.items():
if visibility_level & option.visibility:
grouped_options[option_groups.get(option, "Game Options")][option_name] = option
# if the world doesn't have any ungrouped options, this group will be empty so just remove it
if not grouped_options["Game Options"]:
del grouped_options["Game Options"]
return grouped_options
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:
import os
import yaml
@@ -1198,15 +1428,11 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
for game_name, world in AutoWorldRegister.world_types.items():
if not world.hidden or generate_hidden:
all_options: typing.Dict[str, AssembleOptions] = {
option_name: option for option_name, option in world.options_dataclass.type_hints.items()
if option.visibility & Visibility.template
}
grouped_options = get_option_groups(world)
with open(local_path("data", "options.yaml")) as f:
file_data = f.read()
res = Template(file_data).render(
options=all_options,
option_groups=grouped_options,
__version__=__version__, game=game_name, yaml_dump=yaml.dump,
dictify_range=dictify_range,
)

View File

@@ -1,8 +1,10 @@
# [Archipelago](https://archipelago.gg) ![Discord Shield](https://discordapp.com/api/guilds/731205301247803413/widget.png?style=shield) | [Install](https://github.com/ArchipelagoMW/Archipelago/releases)
Archipelago provides a generic framework for developing multiworld capability for game randomizers. In all cases, presently, Archipelago is also the randomizer itself.
Archipelago provides a generic framework for developing multiworld capability for game randomizers. In all cases,
presently, Archipelago is also the randomizer itself.
Currently, the following games are supported:
* The Legend of Zelda: A Link to the Past
* Factorio
* Minecraft
@@ -66,6 +68,10 @@ Currently, the following games are supported:
* A Short Hike
* Yoshi's Island
* Mario & Luigi: Superstar Saga
* Bomb Rush Cyberfunk
* Aquaria
* Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006
* A Hat in Time
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled
@@ -73,36 +79,57 @@ windows binaries.
## History
Archipelago is built upon a strong legacy of brilliant hobbyists. We want to honor that legacy by showing it here. The repositories which Archipelago is built upon, inspired by, or otherwise owes its gratitude to are:
Archipelago is built upon a strong legacy of brilliant hobbyists. We want to honor that legacy by showing it here.
The repositories which Archipelago is built upon, inspired by, or otherwise owes its gratitude to are:
* [bonta0's MultiWorld](https://github.com/Bonta0/ALttPEntranceRandomizer/tree/multiworld_31)
* [AmazingAmpharos' Entrance Randomizer](https://github.com/AmazingAmpharos/ALttPEntranceRandomizer)
* [VT Web Randomizer](https://github.com/sporchia/alttp_vt_randomizer)
* [Dessyreqt's alttprandomizer](https://github.com/Dessyreqt/alttprandomizer)
* [Zarby89's](https://github.com/Ijwu/Enemizer/commits?author=Zarby89) and [sosuke3's](https://github.com/Ijwu/Enemizer/commits?author=sosuke3) contributions to Enemizer, which make the vast majority of Enemizer contributions.
* [Zarby89's](https://github.com/Ijwu/Enemizer/commits?author=Zarby89)
and [sosuke3's](https://github.com/Ijwu/Enemizer/commits?author=sosuke3) contributions to Enemizer, which make up the
vast majority of Enemizer contributions.
We recognize that there is a strong community of incredibly smart people that have come before us and helped pave the path. Just because one person's name may be in a repository title does not mean that only one person made that project happen. We can't hope to perfectly cover every single contribution that lead up to Archipelago but we hope to honor them fairly.
We recognize that there is a strong community of incredibly smart people that have come before us and helped pave the
path. Just because one person's name may be in a repository title does not mean that only one person made that project
happen. We can't hope to perfectly cover every single contribution that lead up to Archipelago, but we hope to honor
them fairly.
### Path to the Archipelago
Archipelago was directly forked from bonta0's `multiworld_31` branch of ALttPEntranceRandomizer (this project has a long legacy of its own, please check it out linked above) on January 12, 2020. The repository was then named to _MultiWorld-Utilities_ to better encompass its intended function. As Archipelago matured, then known as "Berserker's MultiWorld" by some, we found it necessary to transform our repository into a root level repository (as opposed to a 'forked repo') and change the name (which came later) to better reflect our project.
Archipelago was directly forked from bonta0's `multiworld_31` branch of ALttPEntranceRandomizer (this project has a
long legacy of its own, please check it out linked above) on January 12, 2020. The repository was then named to
_MultiWorld-Utilities_ to better encompass its intended function. As Archipelago matured, then known as
"Berserker's MultiWorld" by some, we found it necessary to transform our repository into a root level repository
(as opposed to a 'forked repo') and change the name (which came later) to better reflect our project.
## Running Archipelago
For most people, all you need to do is head over to the [releases](https://github.com/ArchipelagoMW/Archipelago/releases) page then download and run the appropriate installer, or AppImage for Linux-based systems.
If you are a developer or are running on a platform with no compiled releases available, please see our doc on [running Archipelago from source](docs/running%20from%20source.md).
For most people, all you need to do is head over to
the [releases page](https://github.com/ArchipelagoMW/Archipelago/releases), then download and run the appropriate
installer, or AppImage for Linux-based systems.
If you are a developer or are running on a platform with no compiled releases available, please see our doc on
[running Archipelago from source](docs/running%20from%20source.md).
## Related Repositories
This project makes use of multiple other projects. We wouldn't be here without these other repositories and the contributions of their developers, past and present.
This project makes use of multiple other projects. We wouldn't be here without these other repositories and the
contributions of their developers, past and present.
* [z3randomizer](https://github.com/ArchipelagoMW/z3randomizer)
* [Enemizer](https://github.com/Ijwu/Enemizer)
* [Ocarina of Time Randomizer](https://github.com/TestRunnerSRL/OoT-Randomizer)
## Contributing
For contribution guidelines, please see our [Contributing doc.](/docs/contributing.md)
To contribute to Archipelago, including the WebHost, core program, or by adding a new game, see our
[Contributing guidelines](/docs/contributing.md).
## FAQ
For Frequently asked questions, please see the website's [FAQ Page.](https://archipelago.gg/faq/en/)
For Frequently asked questions, please see the website's [FAQ Page](https://archipelago.gg/faq/en/).
## Code of Conduct
Please refer to our [code of conduct.](/docs/code_of_conduct.md)
Please refer to our [code of conduct](/docs/code_of_conduct.md).

View File

@@ -247,8 +247,8 @@ async def process_undertale_cmd(ctx: UndertaleContext, cmd: str, args: dict):
with open(os.path.join(ctx.save_game_folder, filename), "w") as f:
toDraw = ""
for i in range(20):
if i < len(str(ctx.item_names[l.item])):
toDraw += str(ctx.item_names[l.item])[i]
if i < len(str(ctx.item_names.lookup_in_slot(l.item))):
toDraw += str(ctx.item_names.lookup_in_slot(l.item))[i]
else:
break
f.write(toDraw)

102
Utils.py
View File

@@ -46,7 +46,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.4.6"
__version__ = "0.5.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -101,8 +101,7 @@ def cache_self1(function: typing.Callable[[S, T], RetType]) -> typing.Callable[[
@functools.wraps(function)
def wrap(self: S, arg: T) -> RetType:
cache: Optional[Dict[T, RetType]] = typing.cast(Optional[Dict[T, RetType]],
getattr(self, cache_name, None))
cache: Optional[Dict[T, RetType]] = getattr(self, cache_name, None)
if cache is None:
res = function(self, arg)
setattr(self, cache_name, {arg: res})
@@ -209,10 +208,11 @@ def output_path(*path: str) -> str:
def open_file(filename: typing.Union[str, "pathlib.Path"]) -> None:
if is_windows:
os.startfile(filename)
os.startfile(filename) # type: ignore
else:
from shutil import which
open_command = which("open") if is_macos else (which("xdg-open") or which("gnome-open") or which("kde-open"))
assert open_command, "Didn't find program for open_file! Please report this together with system details."
subprocess.call([open_command, filename])
@@ -300,21 +300,21 @@ def get_options() -> Settings:
return get_settings()
def persistent_store(category: str, key: typing.Any, value: typing.Any):
def persistent_store(category: str, key: str, value: typing.Any):
path = user_path("_persistent_storage.yaml")
storage: dict = persistent_load()
category = storage.setdefault(category, {})
category[key] = value
storage = persistent_load()
category_dict = storage.setdefault(category, {})
category_dict[key] = value
with open(path, "wt") as f:
f.write(dump(storage, Dumper=Dumper))
def persistent_load() -> typing.Dict[str, dict]:
storage = getattr(persistent_load, "storage", None)
def persistent_load() -> Dict[str, Dict[str, Any]]:
storage: Union[Dict[str, Dict[str, Any]], None] = getattr(persistent_load, "storage", None)
if storage:
return storage
path = user_path("_persistent_storage.yaml")
storage: dict = {}
storage = {}
if os.path.exists(path):
try:
with open(path, "r") as f:
@@ -323,7 +323,7 @@ def persistent_load() -> typing.Dict[str, dict]:
logging.debug(f"Could not read store: {e}")
if storage is None:
storage = {}
persistent_load.storage = storage
setattr(persistent_load, "storage", storage)
return storage
@@ -365,6 +365,7 @@ def store_data_package_for_checksum(game: str, data: typing.Dict[str, Any]) -> N
except Exception as e:
logging.debug(f"Could not store data package: {e}")
def get_default_adjuster_settings(game_name: str) -> Namespace:
import LttPAdjuster
adjuster_settings = Namespace()
@@ -383,7 +384,9 @@ def get_adjuster_settings(game_name: str) -> Namespace:
default_settings = get_default_adjuster_settings(game_name)
# Fill in any arguments from the argparser that we haven't seen before
return Namespace(**vars(adjuster_settings), **{k:v for k,v in vars(default_settings).items() if k not in vars(adjuster_settings)})
return Namespace(**vars(adjuster_settings), **{
k: v for k, v in vars(default_settings).items() if k not in vars(adjuster_settings)
})
@cache_argsless
@@ -407,13 +410,13 @@ safe_builtins = frozenset((
class RestrictedUnpickler(pickle.Unpickler):
generic_properties_module: Optional[object]
def __init__(self, *args, **kwargs):
def __init__(self, *args: Any, **kwargs: Any) -> None:
super(RestrictedUnpickler, self).__init__(*args, **kwargs)
self.options_module = importlib.import_module("Options")
self.net_utils_module = importlib.import_module("NetUtils")
self.generic_properties_module = None
def find_class(self, module, name):
def find_class(self, module: str, name: str) -> type:
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by MultiServer -> savegame/multidata
@@ -437,7 +440,7 @@ class RestrictedUnpickler(pickle.Unpickler):
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
def restricted_loads(s):
def restricted_loads(s: bytes) -> Any:
"""Helper function analogous to pickle.loads()."""
return RestrictedUnpickler(io.BytesIO(s)).load()
@@ -455,6 +458,15 @@ class KeyedDefaultDict(collections.defaultdict):
"""defaultdict variant that uses the missing key as argument to default_factory"""
default_factory: typing.Callable[[typing.Any], typing.Any]
def __init__(self,
default_factory: typing.Callable[[Any], Any] = None,
seq: typing.Union[typing.Mapping, typing.Iterable, None] = None,
**kwargs):
if seq is not None:
super().__init__(default_factory, seq, **kwargs)
else:
super().__init__(default_factory, **kwargs)
def __missing__(self, key):
self[key] = value = self.default_factory(key)
return value
@@ -493,7 +505,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
file_handler.setFormatter(logging.Formatter(log_format))
class Filter(logging.Filter):
def __init__(self, filter_name, condition):
def __init__(self, filter_name: str, condition: typing.Callable[[logging.LogRecord], bool]) -> None:
super().__init__(filter_name)
self.condition = condition
@@ -544,7 +556,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
)
def stream_input(stream, queue):
def stream_input(stream: typing.TextIO, queue: "asyncio.Queue[str]"):
def queuer():
while 1:
try:
@@ -572,7 +584,7 @@ class VersionException(Exception):
pass
def chaining_prefix(index: int, labels: typing.Tuple[str]) -> str:
def chaining_prefix(index: int, labels: typing.Sequence[str]) -> str:
text = ""
max_label = len(labels) - 1
while index > max_label:
@@ -595,7 +607,7 @@ def format_SI_prefix(value, power=1000, power_labels=("", "k", "M", "G", "T", "P
return f"{value.quantize(decimal.Decimal('1.00'))} {chaining_prefix(n, power_labels)}"
def get_fuzzy_results(input_word: str, wordlist: typing.Sequence[str], limit: typing.Optional[int] = None) \
def get_fuzzy_results(input_word: str, word_list: typing.Collection[str], limit: typing.Optional[int] = None) \
-> typing.List[typing.Tuple[str, int]]:
import jellyfish
@@ -603,21 +615,55 @@ def get_fuzzy_results(input_word: str, wordlist: typing.Sequence[str], limit: ty
return (1 - jellyfish.damerau_levenshtein_distance(word1.lower(), word2.lower())
/ max(len(word1), len(word2)))
limit: int = limit if limit else len(wordlist)
limit = limit if limit else len(word_list)
return list(
map(
lambda container: (container[0], int(container[1]*100)), # convert up to limit to int %
sorted(
map(lambda candidate:
(candidate, get_fuzzy_ratio(input_word, candidate)),
wordlist),
map(lambda candidate: (candidate, get_fuzzy_ratio(input_word, candidate)), word_list),
key=lambda element: element[1],
reverse=True)[0:limit]
reverse=True
)[0:limit]
)
)
def open_filename(title: str, filetypes: typing.Sequence[typing.Tuple[str, typing.Sequence[str]]], suggest: str = "") \
def get_intended_text(input_text: str, possible_answers) -> typing.Tuple[str, bool, str]:
picks = get_fuzzy_results(input_text, possible_answers, limit=2)
if len(picks) > 1:
dif = picks[0][1] - picks[1][1]
if picks[0][1] == 100:
return picks[0][0], True, "Perfect Match"
elif picks[0][1] < 75:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
elif dif > 5:
return picks[0][0], True, "Close Match"
else:
return picks[0][0], False, f"Too many close matches for '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
else:
if picks[0][1] > 90:
return picks[0][0], True, "Only Option Match"
else:
return picks[0][0], False, f"Didn't find something that closely matches '{input_text}', " \
f"did you mean '{picks[0][0]}'? ({picks[0][1]}% sure)"
def get_input_text_from_response(text: str, command: str) -> typing.Optional[str]:
if "did you mean " in text:
for question in ("Didn't find something that closely matches",
"Too many close matches"):
if text.startswith(question):
name = get_text_between(text, "did you mean '",
"'? (")
return f"!{command} {name}"
elif text.startswith("Missing: "):
return text.replace("Missing: ", "!hint_location ")
return None
def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typing.Iterable[str]]], suggest: str = "") \
-> typing.Optional[str]:
logging.info(f"Opening file input dialog for {title}.")
@@ -734,7 +780,7 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
root.update()
def title_sorted(data: typing.Sequence, key=None, ignore: typing.Set = frozenset(("a", "the"))):
def title_sorted(data: typing.Iterable, key=None, ignore: typing.AbstractSet[str] = frozenset(("a", "the"))):
"""Sorts a sequence of text ignoring typical articles like "a" or "the" in the beginning."""
def sorter(element: Union[str, Dict[str, Any]]) -> str:
if (not isinstance(element, str)):
@@ -788,7 +834,7 @@ class DeprecateDict(dict):
log_message: str
should_error: bool
def __init__(self, message, error: bool = False) -> None:
def __init__(self, message: str, error: bool = False) -> None:
self.log_message = message
self.should_error = error
super().__init__()

View File

@@ -176,7 +176,7 @@ class WargrooveContext(CommonContext):
if not os.path.isfile(path):
open(path, 'w').close()
# Announcing commander unlocks
item_name = self.item_names[network_item.item]
item_name = self.item_names.lookup_in_slot(network_item.item)
if item_name in faction_table.keys():
for commander in faction_table[item_name]:
logger.info(f"{commander.name} has been unlocked!")
@@ -197,7 +197,7 @@ class WargrooveContext(CommonContext):
open(print_path, 'w').close()
with open(print_path, 'w') as f:
f.write("Received " +
self.item_names[network_item.item] +
self.item_names.lookup_in_slot(network_item.item) +
" from " +
self.player_names[network_item.player])
f.close()
@@ -342,7 +342,7 @@ class WargrooveContext(CommonContext):
faction_items = 0
faction_item_names = [faction + ' Commanders' for faction in faction_table.keys()]
for network_item in self.items_received:
if self.item_names[network_item.item] in faction_item_names:
if self.item_names.lookup_in_slot(network_item.item) in faction_item_names:
faction_items += 1
starting_groove = (faction_items - 1) * self.starting_groove_multiplier
# Must be an integer larger than 0

View File

@@ -117,7 +117,7 @@ if __name__ == "__main__":
logging.basicConfig(format='[%(asctime)s] %(message)s', level=logging.INFO)
from WebHostLib.lttpsprites import update_sprites_lttp
from WebHostLib.autolauncher import autohost, autogen
from WebHostLib.autolauncher import autohost, autogen, stop
from WebHostLib.options import create as create_options_files
try:
@@ -138,3 +138,11 @@ if __name__ == "__main__":
else:
from waitress import serve
serve(app, port=app.config["PORT"], threads=app.config["WAITRESS_THREADS"])
else:
from time import sleep
try:
while True:
sleep(1) # wait for process to be killed
except (SystemExit, KeyboardInterrupt):
pass
stop() # stop worker threads

View File

@@ -23,6 +23,7 @@ app.jinja_env.filters['all'] = all
app.config["SELFHOST"] = True # application process is in charge of running the websites
app.config["GENERATORS"] = 8 # maximum concurrent world gens
app.config["HOSTERS"] = 8 # maximum concurrent room hosters
app.config["SELFLAUNCH"] = True # application process is in charge of launching Rooms.
app.config["SELFLAUNCHCERT"] = None # can point to a SSL Certificate to encrypt Room websocket connections
app.config["SELFLAUNCHKEY"] = None # can point to a SSL Certificate Key to encrypt Room websocket connections
@@ -83,6 +84,6 @@ def register():
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options
app.register_blueprint(api.api_endpoints)

View File

@@ -56,15 +56,6 @@ def get_datapackage():
return network_data_package
@api_endpoints.route('/datapackage_version')
@cache.cached()
def get_datapackage_versions():
from worlds import AutoWorldRegister
version_package = {game: world.data_version for game, world in AutoWorldRegister.world_types.items()}
return version_package
@api_endpoints.route('/datapackage_checksum')
@cache.cached()
def get_datapackage_checksums():

View File

@@ -3,26 +3,25 @@ from __future__ import annotations
import json
import logging
import multiprocessing
import threading
import time
import typing
from uuid import UUID
from datetime import timedelta, datetime
from threading import Event, Thread
from uuid import UUID
from pony.orm import db_session, select, commit
from Utils import restricted_loads
from .locker import Locker, AlreadyRunningException
_stop_event = Event()
def launch_room(room: Room, config: dict):
# requires db_session!
if room.last_activity >= datetime.utcnow() - timedelta(seconds=room.timeout):
multiworld = multiworlds.get(room.id, None)
if not multiworld:
multiworld = MultiworldInstance(room, config)
multiworld.start()
def stop():
"""Stops previously launched threads"""
global _stop_event
stop_event = _stop_event
_stop_event = Event() # new event for new threads
stop_event.set()
def handle_generation_success(seed_id):
@@ -59,39 +58,50 @@ def init_db(pony_config: dict):
db.generate_mapping()
def cleanup():
"""delete unowned user-content"""
with db_session:
# >>> bool(uuid.UUID(int=0))
# True
rooms = Room.select(lambda room: room.owner == UUID(int=0)).delete(bulk=True)
seeds = Seed.select(lambda seed: seed.owner == UUID(int=0) and not seed.rooms).delete(bulk=True)
slots = Slot.select(lambda slot: not slot.seed).delete(bulk=True)
# Command gets deleted by ponyorm Cascade Delete, as Room is Required
if rooms or seeds or slots:
logging.info(f"{rooms} Rooms, {seeds} Seeds and {slots} Slots have been deleted.")
def autohost(config: dict):
def keep_running():
stop_event = _stop_event
try:
with Locker("autohost"):
# delete unowned user-content
with db_session:
# >>> bool(uuid.UUID(int=0))
# True
rooms = Room.select(lambda room: room.owner == UUID(int=0)).delete(bulk=True)
seeds = Seed.select(lambda seed: seed.owner == UUID(int=0) and not seed.rooms).delete(bulk=True)
slots = Slot.select(lambda slot: not slot.seed).delete(bulk=True)
# Command gets deleted by ponyorm Cascade Delete, as Room is Required
if rooms or seeds or slots:
logging.info(f"{rooms} Rooms, {seeds} Seeds and {slots} Slots have been deleted.")
run_guardian()
while 1:
time.sleep(0.1)
cleanup()
hosters = []
for x in range(config["HOSTERS"]):
hoster = MultiworldInstance(config, x)
hosters.append(hoster)
hoster.start()
while not stop_event.wait(0.1):
with db_session:
rooms = select(
room for room in Room if
room.last_activity >= datetime.utcnow() - timedelta(days=3))
for room in rooms:
launch_room(room, config)
# we have to filter twice, as the per-room timeout can't currently be PonyORM transpiled.
if room.last_activity >= datetime.utcnow() - timedelta(seconds=room.timeout + 5):
hosters[room.id.int % len(hosters)].start_room(room.id)
except AlreadyRunningException:
logging.info("Autohost reports as already running, not starting another.")
import threading
threading.Thread(target=keep_running, name="AP_Autohost").start()
Thread(target=keep_running, name="AP_Autohost").start()
def autogen(config: dict):
def keep_running():
stop_event = _stop_event
try:
with Locker("autogen"):
@@ -112,8 +122,7 @@ def autogen(config: dict):
commit()
select(generation for generation in Generation if generation.state == STATE_ERROR).delete()
while 1:
time.sleep(0.1)
while not stop_event.wait(0.1):
with db_session:
# for update locks the database row(s) during transaction, preventing writes from elsewhere
to_start = select(
@@ -124,37 +133,45 @@ def autogen(config: dict):
except AlreadyRunningException:
logging.info("Autogen reports as already running, not starting another.")
import threading
threading.Thread(target=keep_running, name="AP_Autogen").start()
Thread(target=keep_running, name="AP_Autogen").start()
multiworlds: typing.Dict[type(Room.id), MultiworldInstance] = {}
class MultiworldInstance():
def __init__(self, room: Room, config: dict):
self.room_id = room.id
def __init__(self, config: dict, id: int):
self.room_ids = set()
self.process: typing.Optional[multiprocessing.Process] = None
with guardian_lock:
multiworlds[self.room_id] = self
self.ponyconfig = config["PONY"]
self.cert = config["SELFLAUNCHCERT"]
self.key = config["SELFLAUNCHKEY"]
self.host = config["HOST_ADDRESS"]
self.rooms_to_start = multiprocessing.Queue()
self.rooms_shutting_down = multiprocessing.Queue()
self.name = f"MultiHoster{id}"
def start(self):
if self.process and self.process.is_alive():
return False
logging.info(f"Spinning up {self.room_id}")
process = multiprocessing.Process(group=None, target=run_server_process,
args=(self.room_id, self.ponyconfig, get_static_server_data(),
self.cert, self.key, self.host),
name="MultiHost")
args=(self.name, self.ponyconfig, get_static_server_data(),
self.cert, self.key, self.host,
self.rooms_to_start, self.rooms_shutting_down),
name=self.name)
process.start()
# bind after start to prevent thread sync issues with guardian.
self.process = process
def start_room(self, room_id):
while not self.rooms_shutting_down.empty():
self.room_ids.remove(self.rooms_shutting_down.get(block=True, timeout=None))
if room_id in self.room_ids:
pass # should already be hosted currently.
else:
self.room_ids.add(room_id)
self.rooms_to_start.put(room_id)
def stop(self):
if self.process:
self.process.terminate()
@@ -168,40 +185,6 @@ class MultiworldInstance():
self.process = None
guardian = None
guardian_lock = threading.Lock()
def run_guardian():
global guardian
global multiworlds
with guardian_lock:
if not guardian:
try:
import resource
except ModuleNotFoundError:
pass # unix only module
else:
# Each Server is another file handle, so request as many as we can from the system
file_limit = resource.getrlimit(resource.RLIMIT_NOFILE)[1]
# set soft limit to hard limit
resource.setrlimit(resource.RLIMIT_NOFILE, (file_limit, file_limit))
def guard():
while 1:
time.sleep(1)
done = []
with guardian_lock:
for key, instance in multiworlds.items():
if instance.done():
instance.collect()
done.append(key)
for key in done:
del (multiworlds[key])
guardian = threading.Thread(name="Guardian", target=guard)
from .models import Room, Generation, STATE_QUEUED, STATE_STARTED, STATE_ERROR, db, Seed, Slot
from .customserver import run_server_process, get_static_server_data
from .generate import gen_game

View File

@@ -5,6 +5,7 @@ import collections
import datetime
import functools
import logging
import multiprocessing
import pickle
import random
import socket
@@ -53,17 +54,19 @@ del MultiServer
class DBCommandProcessor(ServerCommandProcessor):
def output(self, text: str):
logging.info(text)
self.ctx.logger.info(text)
class WebHostContext(Context):
room_id: int
def __init__(self, static_server_data: dict):
def __init__(self, static_server_data: dict, logger: logging.Logger):
# static server data is used during _load_game_data to load required data,
# without needing to import worlds system, which takes quite a bit of memory
self.static_server_data = static_server_data
super(WebHostContext, self).__init__("", 0, "", "", 1, 40, True, "enabled", "enabled", "enabled", 0, 2)
super(WebHostContext, self).__init__("", 0, "", "", 1,
40, True, "enabled", "enabled",
"enabled", 0, 2, logger=logger)
del self.static_server_data
self.main_loop = asyncio.get_running_loop()
self.video = {}
@@ -71,6 +74,7 @@ class WebHostContext(Context):
def _load_game_data(self):
for key, value in self.static_server_data.items():
# NOTE: attributes are mutable and shared, so they will have to be copied before being modified
setattr(self, key, value)
self.non_hintable_names = collections.defaultdict(frozenset, self.non_hintable_names)
@@ -98,18 +102,37 @@ class WebHostContext(Context):
multidata = self.decompress(room.seed.multidata)
game_data_packages = {}
static_gamespackage = self.gamespackage # this is shared across all rooms
static_item_name_groups = self.item_name_groups
static_location_name_groups = self.location_name_groups
self.gamespackage = {"Archipelago": static_gamespackage.get("Archipelago", {})} # this may be modified by _load
self.item_name_groups = {"Archipelago": static_item_name_groups.get("Archipelago", {})}
self.location_name_groups = {"Archipelago": static_location_name_groups.get("Archipelago", {})}
for game in list(multidata.get("datapackage", {})):
game_data = multidata["datapackage"][game]
if "checksum" in game_data:
if self.gamespackage.get(game, {}).get("checksum") == game_data["checksum"]:
# non-custom. remove from multidata
if static_gamespackage.get(game, {}).get("checksum") == game_data["checksum"]:
# non-custom. remove from multidata and use static data
# games package could be dropped from static data once all rooms embed data package
del multidata["datapackage"][game]
else:
row = GameDataPackage.get(checksum=game_data["checksum"])
if row: # None if rolled on >= 0.3.9 but uploaded to <= 0.3.8. multidata should be complete
game_data_packages[game] = Utils.restricted_loads(row.data)
continue
else:
self.logger.warning(f"Did not find game_data_package for {game}: {game_data['checksum']}")
self.gamespackage[game] = static_gamespackage.get(game, {})
self.item_name_groups[game] = static_item_name_groups.get(game, {})
self.location_name_groups[game] = static_location_name_groups.get(game, {})
if not game_data_packages:
# all static -> use the static dicts directly
self.gamespackage = static_gamespackage
self.item_name_groups = static_item_name_groups
self.location_name_groups = static_location_name_groups
return self._load(multidata, game_data_packages, True)
@db_session
@@ -119,7 +142,7 @@ class WebHostContext(Context):
savegame_data = Room.get(id=self.room_id).multisave
if savegame_data:
self.set_save(restricted_loads(Room.get(id=self.room_id).multisave))
self._start_async_saving()
self._start_async_saving(atexit_save=False)
threading.Thread(target=self.listen_to_db_commands, daemon=True).start()
@db_session
@@ -159,72 +182,125 @@ def get_static_server_data() -> dict:
return data
def run_server_process(room_id, ponyconfig: dict, static_server_data: dict,
def set_up_logging(room_id) -> logging.Logger:
import os
# logger setup
logger = logging.getLogger(f"RoomLogger {room_id}")
# this *should* be empty, but just in case.
for handler in logger.handlers[:]:
logger.removeHandler(handler)
handler.close()
file_handler = logging.FileHandler(
os.path.join(Utils.user_path("logs"), f"{room_id}.txt"),
"a",
encoding="utf-8-sig")
file_handler.setFormatter(logging.Formatter("[%(asctime)s]: %(message)s"))
logger.setLevel(logging.INFO)
logger.addHandler(file_handler)
return logger
def run_server_process(name: str, ponyconfig: dict, static_server_data: dict,
cert_file: typing.Optional[str], cert_key_file: typing.Optional[str],
host: str):
host: str, rooms_to_run: multiprocessing.Queue, rooms_shutting_down: multiprocessing.Queue):
Utils.init_logging(name)
try:
import resource
except ModuleNotFoundError:
pass # unix only module
else:
# Each Server is another file handle, so request as many as we can from the system
file_limit = resource.getrlimit(resource.RLIMIT_NOFILE)[1]
# set soft limit to hard limit
resource.setrlimit(resource.RLIMIT_NOFILE, (file_limit, file_limit))
del resource, file_limit
# establish DB connection for multidata and multisave
db.bind(**ponyconfig)
db.generate_mapping(check_tables=False)
async def main():
if "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded in the custom server.")
if "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded in the custom server.")
import gc
Utils.init_logging(str(room_id), write_mode="a")
ctx = WebHostContext(static_server_data)
ctx.load(room_id)
ctx.init_save()
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
gc.collect() # free intermediate objects used during setup
try:
ctx.server = websockets.serve(functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
import gc
ssl_context = load_server_cert(cert_file, cert_key_file) if cert_file else None
del cert_file, cert_key_file, ponyconfig
gc.collect() # free intermediate objects used during setup
await ctx.server
except OSError: # likely port in use
ctx.server = websockets.serve(functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
loop = asyncio.get_event_loop()
await ctx.server
port = 0
for wssocket in ctx.server.ws_server.sockets:
socketname = wssocket.getsockname()
if wssocket.family == socket.AF_INET6:
# Prefer IPv4, as most users seem to not have working ipv6 support
if not port:
port = socketname[1]
elif wssocket.family == socket.AF_INET:
port = socketname[1]
if port:
logging.info(f'Hosting game at {host}:{port}')
with db_session:
room = Room.get(id=ctx.room_id)
room.last_port = port
else:
logging.exception("Could not determine port. Likely hosting failure.")
with db_session:
ctx.auto_shutdown = Room.get(id=room_id).timeout
ctx.shutdown_task = asyncio.create_task(auto_shutdown(ctx, []))
await ctx.shutdown_task
async def start_room(room_id):
with Locker(f"RoomLocker {room_id}"):
try:
logger = set_up_logging(room_id)
ctx = WebHostContext(static_server_data, logger)
ctx.load(room_id)
ctx.init_save()
try:
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, ctx.port, ssl=ssl_context)
# ensure auto launch is on the same page in regard to room activity.
with db_session:
room: Room = Room.get(id=ctx.room_id)
room.last_activity = datetime.datetime.utcnow() - datetime.timedelta(seconds=room.timeout + 60)
await ctx.server
except OSError: # likely port in use
ctx.server = websockets.serve(
functools.partial(server, ctx=ctx), ctx.host, 0, ssl=ssl_context)
logging.info("Shutting down")
await ctx.server
port = 0
for wssocket in ctx.server.ws_server.sockets:
socketname = wssocket.getsockname()
if wssocket.family == socket.AF_INET6:
# Prefer IPv4, as most users seem to not have working ipv6 support
if not port:
port = socketname[1]
elif wssocket.family == socket.AF_INET:
port = socketname[1]
if port:
ctx.logger.info(f'Hosting game at {host}:{port}')
with db_session:
room = Room.get(id=ctx.room_id)
room.last_port = port
else:
ctx.logger.exception("Could not determine port. Likely hosting failure.")
with db_session:
ctx.auto_shutdown = Room.get(id=room_id).timeout
ctx.shutdown_task = asyncio.create_task(auto_shutdown(ctx, []))
await ctx.shutdown_task
with Locker(room_id):
try:
asyncio.run(main())
except (KeyboardInterrupt, SystemExit):
with db_session:
room = Room.get(id=room_id)
# ensure the Room does not spin up again on its own, minute of safety buffer
room.last_activity = datetime.datetime.utcnow() - datetime.timedelta(minutes=1, seconds=room.timeout)
except Exception:
with db_session:
room = Room.get(id=room_id)
room.last_port = -1
# ensure the Room does not spin up again on its own, minute of safety buffer
room.last_activity = datetime.datetime.utcnow() - datetime.timedelta(minutes=1, seconds=room.timeout)
raise
except (KeyboardInterrupt, SystemExit):
if ctx.saving:
ctx._save()
except Exception as e:
with db_session:
room = Room.get(id=room_id)
room.last_port = -1
logger.exception(e)
raise
else:
if ctx.saving:
ctx._save()
finally:
try:
with (db_session):
# ensure the Room does not spin up again on its own, minute of safety buffer
room = Room.get(id=room_id)
room.last_activity = datetime.datetime.utcnow() - \
datetime.timedelta(minutes=1, seconds=room.timeout)
logging.info(f"Shutting down room {room_id} on {name}.")
finally:
await asyncio.sleep(5)
rooms_shutting_down.put(room_id)
class Starter(threading.Thread):
def run(self):
while 1:
next_room = rooms_to_run.get(block=True, timeout=None)
asyncio.run_coroutine_threadsafe(start_room(next_room), loop)
logging.info(f"Starting room {next_room} on {name}.")
starter = Starter()
starter.daemon = True
starter.start()
loop.run_forever()

View File

@@ -6,7 +6,7 @@ import random
import tempfile
import zipfile
from collections import Counter
from typing import Any, Dict, List, Optional, Union
from typing import Any, Dict, List, Optional, Union, Set
from flask import flash, redirect, render_template, request, session, url_for
from pony.orm import commit, db_session
@@ -16,6 +16,7 @@ from Generate import PlandoOptions, handle_name
from Main import main as ERmain
from Utils import __version__
from WebHostLib import app
from settings import ServerOptions, GeneratorOptions
from worlds.alttp.EntranceRandomizer import parse_arguments
from .check import get_yaml_data, roll_options
from .models import Generation, STATE_ERROR, STATE_QUEUED, Seed, UUID
@@ -23,25 +24,22 @@ from .upload import upload_zip_to_db
def get_meta(options_source: dict, race: bool = False) -> Dict[str, Union[List[str], Dict[str, Any]]]:
plando_options = {
options_source.get("plando_bosses", ""),
options_source.get("plando_items", ""),
options_source.get("plando_connections", ""),
options_source.get("plando_texts", "")
}
plando_options -= {""}
plando_options: Set[str] = set()
for substr in ("bosses", "items", "connections", "texts"):
if options_source.get(f"plando_{substr}", substr in GeneratorOptions.plando_options):
plando_options.add(substr)
server_options = {
"hint_cost": int(options_source.get("hint_cost", 10)),
"release_mode": options_source.get("release_mode", "goal"),
"remaining_mode": options_source.get("remaining_mode", "disabled"),
"collect_mode": options_source.get("collect_mode", "disabled"),
"item_cheat": bool(int(options_source.get("item_cheat", 1))),
"hint_cost": int(options_source.get("hint_cost", ServerOptions.hint_cost)),
"release_mode": options_source.get("release_mode", ServerOptions.release_mode),
"remaining_mode": options_source.get("remaining_mode", ServerOptions.remaining_mode),
"collect_mode": options_source.get("collect_mode", ServerOptions.collect_mode),
"item_cheat": bool(int(options_source.get("item_cheat", not ServerOptions.disable_item_cheat))),
"server_password": options_source.get("server_password", None),
}
generator_options = {
"spoiler": int(options_source.get("spoiler", 0)),
"race": race
"spoiler": int(options_source.get("spoiler", GeneratorOptions.spoiler)),
"race": race,
}
if race:
@@ -70,37 +68,41 @@ def generate(race=False):
flash(options)
else:
meta = get_meta(request.form, race)
results, gen_options = roll_options(options, set(meta["plando_options"]))
if any(type(result) == str for result in results.values()):
return render_template("checkResult.html", results=results)
elif len(gen_options) > app.config["MAX_ROLL"]:
flash(f"Sorry, generating of multiworlds is limited to {app.config['MAX_ROLL']} players. "
f"If you have a larger group, please generate it yourself and upload it.")
elif len(gen_options) >= app.config["JOB_THRESHOLD"]:
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=json.dumps(meta),
state=STATE_QUEUED,
owner=session["_id"])
commit()
return redirect(url_for("wait_seed", seed=gen.id))
else:
try:
seed_id = gen_game({name: vars(options) for name, options in gen_options.items()},
meta=meta, owner=session["_id"].int)
except BaseException as e:
from .autolauncher import handle_generation_failure
handle_generation_failure(e)
return render_template("seedError.html", seed_error=(e.__class__.__name__ + ": " + str(e)))
return redirect(url_for("view_seed", seed=seed_id))
return start_generation(options, meta)
return render_template("generate.html", race=race, version=__version__)
def start_generation(options: Dict[str, Union[dict, str]], meta: Dict[str, Any]):
results, gen_options = roll_options(options, set(meta["plando_options"]))
if any(type(result) == str for result in results.values()):
return render_template("checkResult.html", results=results)
elif len(gen_options) > app.config["MAX_ROLL"]:
flash(f"Sorry, generating of multiworlds is limited to {app.config['MAX_ROLL']} players. "
f"If you have a larger group, please generate it yourself and upload it.")
elif len(gen_options) >= app.config["JOB_THRESHOLD"]:
gen = Generation(
options=pickle.dumps({name: vars(options) for name, options in gen_options.items()}),
# convert to json compatible
meta=json.dumps(meta),
state=STATE_QUEUED,
owner=session["_id"])
commit()
return redirect(url_for("wait_seed", seed=gen.id))
else:
try:
seed_id = gen_game({name: vars(options) for name, options in gen_options.items()},
meta=meta, owner=session["_id"].int)
except BaseException as e:
from .autolauncher import handle_generation_failure
handle_generation_failure(e)
return render_template("seedError.html", seed_error=(e.__class__.__name__ + ": " + str(e)))
return redirect(url_for("view_seed", seed=seed_id))
def gen_game(gen_options: dict, meta: Optional[Dict[str, Any]] = None, owner=None, sid=None):
if not meta:
meta: Dict[str, Any] = {}

View File

@@ -37,25 +37,6 @@ def start_playing():
return render_template(f"startPlaying.html")
# TODO for back compat. remove around 0.4.5
@app.route("/weighted-settings")
def weighted_settings():
return redirect("weighted-options", 301)
@app.route("/weighted-options")
@cache.cached()
def weighted_options():
return render_template("weighted-options.html")
# Player options pages
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
return render_template("player-options.html", game=game, theme=get_world_theme(game))
# Game Info Pages
@app.route('/games/<string:game>/info/<string:lang>')
@cache.cached()

View File

@@ -1,205 +1,257 @@
import collections.abc
import json
import logging
import os
import typing
from textwrap import dedent
from typing import Dict, Union
import yaml
from flask import redirect, render_template, request, Response
import Options
from Utils import local_path
from worlds.AutoWorld import AutoWorldRegister
handled_in_js = {"start_inventory", "local_items", "non_local_items", "start_hints", "start_location_hints",
"exclude_locations", "priority_locations"}
from . import app, cache
from .generate import get_meta
def create():
def create() -> None:
target_folder = local_path("WebHostLib", "static", "generated")
yaml_folder = os.path.join(target_folder, "configs")
Options.generate_yaml_templates(yaml_folder)
def get_html_doc(option_type: type(Options.Option)) -> str:
if not option_type.__doc__:
return "Please document me!"
return "\n".join(line.strip() for line in option_type.__doc__.split("\n")).strip()
weighted_options = {
"baseOptions": {
"description": "Generated by https://archipelago.gg/",
"name": "",
"game": {},
},
"games": {},
}
def get_world_theme(game_name: str) -> str:
if game_name in AutoWorldRegister.world_types:
return AutoWorldRegister.world_types[game_name].web.theme
return 'grass'
for game_name, world in AutoWorldRegister.world_types.items():
all_options: typing.Dict[str, Options.AssembleOptions] = world.options_dataclass.type_hints
def render_options_page(template: str, world_name: str, is_complex: bool = False) -> Union[Response, str]:
world = AutoWorldRegister.world_types[world_name]
if world.hidden or world.web.options_page is False:
return redirect("games")
visibility_flag = Options.Visibility.complex_ui if is_complex else Options.Visibility.simple_ui
# Generate JSON files for player-options pages
player_options = {
"baseOptions": {
"description": f"Generated by https://archipelago.gg/ for {game_name}",
"game": game_name,
"name": "",
},
}
start_collapsed = {"Game Options": False}
for group in world.web.option_groups:
start_collapsed[group.name] = group.start_collapsed
game_options = {}
visible: typing.Set[str] = set()
visible_weighted: typing.Set[str] = set()
return render_template(
template,
world_name=world_name,
world=world,
option_groups=Options.get_option_groups(world, visibility_level=visibility_flag),
start_collapsed=start_collapsed,
issubclass=issubclass,
Options=Options,
theme=get_world_theme(world_name),
)
for option_name, option in all_options.items():
if option.visibility & Options.Visibility.simple_ui:
visible.add(option_name)
if option.visibility & Options.Visibility.complex_ui:
visible_weighted.add(option_name)
if option_name in handled_in_js:
pass
def generate_game(options: Dict[str, Union[dict, str]]) -> Union[Response, str]:
from .generate import start_generation
return start_generation(options, get_meta({}))
elif issubclass(option, Options.Choice) or issubclass(option, Options.Toggle):
game_options[option_name] = this_option = {
"type": "select",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": get_html_doc(option),
"defaultValue": None,
"options": []
}
for sub_option_id, sub_option_name in option.name_lookup.items():
if sub_option_name != "random":
this_option["options"].append({
"name": option.get_option_name(sub_option_id),
"value": sub_option_name,
})
if sub_option_id == option.default:
this_option["defaultValue"] = sub_option_name
def send_yaml(player_name: str, formatted_options: dict) -> Response:
response = Response(yaml.dump(formatted_options, sort_keys=False))
response.headers["Content-Type"] = "text/yaml"
response.headers["Content-Disposition"] = f"attachment; filename={player_name}.yaml"
return response
if not this_option["defaultValue"]:
this_option["defaultValue"] = "random"
elif issubclass(option, Options.Range):
game_options[option_name] = {
"type": "range",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": get_html_doc(option),
"defaultValue": option.default if hasattr(
option, "default") and option.default != "random" else option.range_start,
"min": option.range_start,
"max": option.range_end,
}
@app.template_filter("dedent")
def filter_dedent(text: str) -> str:
return dedent(text).strip("\n ")
if issubclass(option, Options.NamedRange):
game_options[option_name]["type"] = 'named_range'
game_options[option_name]["value_names"] = {}
for key, val in option.special_range_names.items():
game_options[option_name]["value_names"][key] = val
elif issubclass(option, Options.ItemSet):
game_options[option_name] = {
"type": "items-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": get_html_doc(option),
"defaultValue": list(option.default)
}
@app.template_test("ordered")
def test_ordered(obj):
return isinstance(obj, collections.abc.Sequence)
elif issubclass(option, Options.LocationSet):
game_options[option_name] = {
"type": "locations-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": get_html_doc(option),
"defaultValue": list(option.default)
}
elif issubclass(option, Options.VerifyKeys) and not issubclass(option, Options.OptionDict):
if option.valid_keys:
game_options[option_name] = {
"type": "custom-list",
"displayName": option.display_name if hasattr(option, "display_name") else option_name,
"description": get_html_doc(option),
"options": list(option.valid_keys),
"defaultValue": list(option.default) if hasattr(option, "default") else []
}
@app.route("/games/<string:game>/option-presets", methods=["GET"])
@cache.cached()
def option_presets(game: str) -> Response:
world = AutoWorldRegister.world_types[game]
presets = {}
for preset_name, preset in world.web.options_presets.items():
presets[preset_name] = {}
for preset_option_name, preset_option in preset.items():
if preset_option == "random":
presets[preset_name][preset_option_name] = preset_option
continue
option = world.options_dataclass.type_hints[preset_option_name].from_any(preset_option)
if isinstance(option, Options.NamedRange) and isinstance(preset_option, str):
assert preset_option in option.special_range_names, \
f"Invalid preset value '{preset_option}' for '{preset_option_name}' in '{preset_name}'. " \
f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}."
presets[preset_name][preset_option_name] = option.value
elif isinstance(option, (Options.Range, Options.OptionSet, Options.OptionList, Options.ItemDict)):
presets[preset_name][preset_option_name] = option.value
elif isinstance(preset_option, str):
# Ensure the option value is valid for Choice and Toggle options
assert option.name_lookup[option.value] == preset_option, \
f"Invalid option value '{preset_option}' for '{preset_option_name}' in preset '{preset_name}'. " \
f"Values must not be resolved to a different option via option.from_text (or an alias)."
# Use the name of the option
presets[preset_name][preset_option_name] = option.current_key
else:
logging.debug(f"{option} not exported to Web Options.")
# Use the name of the option
presets[preset_name][preset_option_name] = option.current_key
player_options["presetOptions"] = {}
for preset_name, preset in world.web.options_presets.items():
player_options["presetOptions"][preset_name] = {}
for option_name, option_value in preset.items():
# Random range type settings are not valid.
assert (not str(option_value).startswith("random-")), \
f"Invalid preset value '{option_value}' for '{option_name}' in '{preset_name}'. Special random " \
f"values are not supported for presets."
class SetEncoder(json.JSONEncoder):
def default(self, obj):
from collections.abc import Set
if isinstance(obj, Set):
return list(obj)
return json.JSONEncoder.default(self, obj)
# Normal random is supported, but needs to be handled explicitly.
if option_value == "random":
player_options["presetOptions"][preset_name][option_name] = option_value
json_data = json.dumps(presets, cls=SetEncoder)
response = Response(json_data)
response.headers["Content-Type"] = "application/json"
return response
@app.route("/weighted-options")
def weighted_options_old():
return redirect("games", 301)
@app.route("/games/<string:game>/weighted-options")
@cache.cached()
def weighted_options(game: str):
return render_options_page("weightedOptions/weightedOptions.html", game, is_complex=True)
@app.route("/games/<string:game>/generate-weighted-yaml", methods=["POST"])
def generate_weighted_yaml(game: str):
if request.method == "POST":
intent_generate = False
options = {}
for key, val in request.form.items():
if "||" not in key:
if len(str(val)) == 0:
continue
option = world.options_dataclass.type_hints[option_name].from_any(option_value)
if isinstance(option, Options.NamedRange) and isinstance(option_value, str):
assert option_value in option.special_range_names, \
f"Invalid preset value '{option_value}' for '{option_name}' in '{preset_name}'. " \
f"Expected {option.special_range_names.keys()} or {option.range_start}-{option.range_end}."
options[key] = val
else:
if int(val) == 0:
continue
# Still use the true value for the option, not the name.
player_options["presetOptions"][preset_name][option_name] = option.value
elif isinstance(option, Options.Range):
player_options["presetOptions"][preset_name][option_name] = option.value
elif isinstance(option_value, str):
# For Choice and Toggle options, the value should be the name of the option. This is to prevent
# setting a preset for an option with an overridden from_text method that would normally be okay,
# but would not be okay for the webhost's current implementation of player options UI.
assert option.name_lookup[option.value] == option_value, \
f"Invalid option value '{option_value}' for '{option_name}' in preset '{preset_name}'. " \
f"Values must not be resolved to a different option via option.from_text (or an alias)."
player_options["presetOptions"][preset_name][option_name] = option.current_key
else:
# int and bool values are fine, just resolve them to the current key for webhost.
player_options["presetOptions"][preset_name][option_name] = option.current_key
[option, setting] = key.split("||")
options.setdefault(option, {})[setting] = int(val)
os.makedirs(os.path.join(target_folder, 'player-options'), exist_ok=True)
# Error checking
if "name" not in options:
return "Player name is required."
filtered_player_options = player_options
filtered_player_options["gameOptions"] = {
option_name: option_data for option_name, option_data in game_options.items()
if option_name in visible
# Remove POST data irrelevant to YAML
if "intent-generate" in options:
intent_generate = True
del options["intent-generate"]
if "intent-export" in options:
del options["intent-export"]
# Properly format YAML output
player_name = options["name"]
del options["name"]
formatted_options = {
"name": player_name,
"game": game,
"description": f"Generated by https://archipelago.gg/ for {game}",
game: options,
}
with open(os.path.join(target_folder, 'player-options', game_name + ".json"), "w") as f:
json.dump(filtered_player_options, f, indent=2, separators=(',', ': '))
if intent_generate:
return generate_game({player_name: formatted_options})
filtered_player_options["gameOptions"] = {
option_name: option_data for option_name, option_data in game_options.items()
if option_name in visible_weighted
else:
return send_yaml(player_name, formatted_options)
# Player options pages
@app.route("/games/<string:game>/player-options")
@cache.cached()
def player_options(game: str):
return render_options_page("playerOptions/playerOptions.html", game, is_complex=False)
# YAML generator for player-options
@app.route("/games/<string:game>/generate-yaml", methods=["POST"])
def generate_yaml(game: str):
if request.method == "POST":
options = {}
intent_generate = False
for key, val in request.form.items(multi=True):
if key in options:
if not isinstance(options[key], list):
options[key] = [options[key]]
options[key].append(val)
else:
options[key] = val
for key, val in options.copy().items():
key_parts = key.rsplit("||", 2)
# Detect and build ItemDict options from their name pattern
if key_parts[-1] == "qty":
if key_parts[0] not in options:
options[key_parts[0]] = {}
if val != "0":
options[key_parts[0]][key_parts[1]] = int(val)
del options[key]
# Detect keys which end with -custom, indicating a TextChoice with a possible custom value
elif key_parts[-1].endswith("-custom"):
if val:
options[key_parts[-1][:-7]] = val
del options[key]
# Detect random-* keys and set their options accordingly
for key, val in options.copy().items():
if key.startswith("random-"):
options[key.removeprefix("random-")] = "random"
del options[key]
# Error checking
if not options["name"]:
return "Player name is required."
# Remove POST data irrelevant to YAML
preset_name = 'default'
if "intent-generate" in options:
intent_generate = True
del options["intent-generate"]
if "intent-export" in options:
del options["intent-export"]
if "game-options-preset" in options:
preset_name = options["game-options-preset"]
del options["game-options-preset"]
# Properly format YAML output
player_name = options["name"]
del options["name"]
description = f"Generated by https://archipelago.gg/ for {game}"
if preset_name != 'default' and preset_name != 'custom':
description += f" using {preset_name} preset"
formatted_options = {
"name": player_name,
"game": game,
"description": description,
game: options,
}
if not world.hidden and world.web.options_page is True:
# Add the random option to Choice, TextChoice, and Toggle options
for option in filtered_player_options["gameOptions"].values():
if option["type"] == "select":
option["options"].append({"name": "Random", "value": "random"})
if not option["defaultValue"]:
option["defaultValue"] = "random"
weighted_options["baseOptions"]["game"][game_name] = 0
weighted_options["games"][game_name] = {
"gameSettings": filtered_player_options["gameOptions"],
"gameItems": tuple(world.item_names),
"gameItemGroups": [
group for group in world.item_name_groups.keys() if group != "Everything"
],
"gameItemDescriptions": world.item_descriptions,
"gameLocations": tuple(world.location_names),
"gameLocationGroups": [
group for group in world.location_name_groups.keys() if group != "Everywhere"
],
"gameLocationDescriptions": world.location_descriptions,
}
with open(os.path.join(target_folder, 'weighted-options.json'), "w") as f:
json.dump(weighted_options, f, indent=2, separators=(',', ': '))
if intent_generate:
return generate_game({player_name: formatted_options})
else:
return send_yaml(player_name, formatted_options)

View File

@@ -1,523 +0,0 @@
let gameName = null;
window.addEventListener('load', () => {
gameName = document.getElementById('player-options').getAttribute('data-game');
// Update game name on page
document.getElementById('game-name').innerText = gameName;
fetchOptionData().then((results) => {
let optionHash = localStorage.getItem(`${gameName}-hash`);
if (!optionHash) {
// If no hash data has been set before, set it now
optionHash = md5(JSON.stringify(results));
localStorage.setItem(`${gameName}-hash`, optionHash);
localStorage.removeItem(gameName);
}
if (optionHash !== md5(JSON.stringify(results))) {
showUserMessage(
'Your options are out of date! Click here to update them! Be aware this will reset them all to default.'
);
document.getElementById('user-message').addEventListener('click', resetOptions);
}
// Page setup
createDefaultOptions(results);
buildUI(results);
adjustHeaderWidth();
// Event listeners
document.getElementById('export-options').addEventListener('click', () => exportOptions());
document.getElementById('generate-race').addEventListener('click', () => generateGame(true));
document.getElementById('generate-game').addEventListener('click', () => generateGame());
// Name input field
const playerOptions = JSON.parse(localStorage.getItem(gameName));
const nameInput = document.getElementById('player-name');
nameInput.addEventListener('keyup', (event) => updateBaseOption(event));
nameInput.value = playerOptions.name;
// Presets
const presetSelect = document.getElementById('game-options-preset');
presetSelect.addEventListener('change', (event) => setPresets(results, event.target.value));
for (const preset in results['presetOptions']) {
const presetOption = document.createElement('option');
presetOption.innerText = preset;
presetSelect.appendChild(presetOption);
}
presetSelect.value = localStorage.getItem(`${gameName}-preset`);
results['presetOptions']['__default'] = {};
}).catch((e) => {
console.error(e);
const url = new URL(window.location.href);
window.location.replace(`${url.protocol}//${url.hostname}/page-not-found`);
})
});
const resetOptions = () => {
localStorage.removeItem(gameName);
localStorage.removeItem(`${gameName}-hash`);
localStorage.removeItem(`${gameName}-preset`);
window.location.reload();
};
const fetchOptionData = () => new Promise((resolve, reject) => {
const ajax = new XMLHttpRequest();
ajax.onreadystatechange = () => {
if (ajax.readyState !== 4) { return; }
if (ajax.status !== 200) {
reject(ajax.responseText);
return;
}
try{ resolve(JSON.parse(ajax.responseText)); }
catch(error){ reject(error); }
};
ajax.open('GET', `${window.location.origin}/static/generated/player-options/${gameName}.json`, true);
ajax.send();
});
const createDefaultOptions = (optionData) => {
if (!localStorage.getItem(gameName)) {
const newOptions = {
[gameName]: {},
};
for (let baseOption of Object.keys(optionData.baseOptions)){
newOptions[baseOption] = optionData.baseOptions[baseOption];
}
for (let gameOption of Object.keys(optionData.gameOptions)){
newOptions[gameName][gameOption] = optionData.gameOptions[gameOption].defaultValue;
}
localStorage.setItem(gameName, JSON.stringify(newOptions));
}
if (!localStorage.getItem(`${gameName}-preset`)) {
localStorage.setItem(`${gameName}-preset`, '__default');
}
};
const buildUI = (optionData) => {
// Game Options
const leftGameOpts = {};
const rightGameOpts = {};
Object.keys(optionData.gameOptions).forEach((key, index) => {
if (index < Object.keys(optionData.gameOptions).length / 2) {
leftGameOpts[key] = optionData.gameOptions[key];
} else {
rightGameOpts[key] = optionData.gameOptions[key];
}
});
document.getElementById('game-options-left').appendChild(buildOptionsTable(leftGameOpts));
document.getElementById('game-options-right').appendChild(buildOptionsTable(rightGameOpts));
};
const buildOptionsTable = (options, romOpts = false) => {
const currentOptions = JSON.parse(localStorage.getItem(gameName));
const table = document.createElement('table');
const tbody = document.createElement('tbody');
Object.keys(options).forEach((option) => {
const tr = document.createElement('tr');
// td Left
const tdl = document.createElement('td');
const label = document.createElement('label');
label.textContent = `${options[option].displayName}: `;
label.setAttribute('for', option);
const questionSpan = document.createElement('span');
questionSpan.classList.add('interactive');
questionSpan.setAttribute('data-tooltip', options[option].description);
questionSpan.innerText = '(?)';
label.appendChild(questionSpan);
tdl.appendChild(label);
tr.appendChild(tdl);
// td Right
const tdr = document.createElement('td');
let element = null;
const randomButton = document.createElement('button');
switch(options[option].type) {
case 'select':
element = document.createElement('div');
element.classList.add('select-container');
let select = document.createElement('select');
select.setAttribute('id', option);
select.setAttribute('data-key', option);
if (romOpts) { select.setAttribute('data-romOpt', '1'); }
options[option].options.forEach((opt) => {
const optionElement = document.createElement('option');
optionElement.setAttribute('value', opt.value);
optionElement.innerText = opt.name;
if ((isNaN(currentOptions[gameName][option]) &&
(parseInt(opt.value, 10) === parseInt(currentOptions[gameName][option]))) ||
(opt.value === currentOptions[gameName][option]))
{
optionElement.selected = true;
}
select.appendChild(optionElement);
});
select.addEventListener('change', (event) => updateGameOption(event.target));
element.appendChild(select);
// Randomize button
randomButton.innerText = '🎲';
randomButton.classList.add('randomize-button');
randomButton.setAttribute('data-key', option);
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
randomButton.addEventListener('click', (event) => toggleRandomize(event, select));
if (currentOptions[gameName][option] === 'random') {
randomButton.classList.add('active');
select.disabled = true;
}
element.appendChild(randomButton);
break;
case 'range':
element = document.createElement('div');
element.classList.add('range-container');
let range = document.createElement('input');
range.setAttribute('id', option);
range.setAttribute('type', 'range');
range.setAttribute('data-key', option);
range.setAttribute('min', options[option].min);
range.setAttribute('max', options[option].max);
range.value = currentOptions[gameName][option];
range.addEventListener('change', (event) => {
document.getElementById(`${option}-value`).innerText = event.target.value;
updateGameOption(event.target);
});
element.appendChild(range);
let rangeVal = document.createElement('span');
rangeVal.classList.add('range-value');
rangeVal.setAttribute('id', `${option}-value`);
rangeVal.innerText = currentOptions[gameName][option] !== 'random' ?
currentOptions[gameName][option] : options[option].defaultValue;
element.appendChild(rangeVal);
// Randomize button
randomButton.innerText = '🎲';
randomButton.classList.add('randomize-button');
randomButton.setAttribute('data-key', option);
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
randomButton.addEventListener('click', (event) => toggleRandomize(event, range));
if (currentOptions[gameName][option] === 'random') {
randomButton.classList.add('active');
range.disabled = true;
}
element.appendChild(randomButton);
break;
case 'named_range':
element = document.createElement('div');
element.classList.add('named-range-container');
// Build the select element
let namedRangeSelect = document.createElement('select');
namedRangeSelect.setAttribute('data-key', option);
Object.keys(options[option].value_names).forEach((presetName) => {
let presetOption = document.createElement('option');
presetOption.innerText = presetName;
presetOption.value = options[option].value_names[presetName];
const words = presetOption.innerText.split('_');
for (let i = 0; i < words.length; i++) {
words[i] = words[i][0].toUpperCase() + words[i].substring(1);
}
presetOption.innerText = words.join(' ');
namedRangeSelect.appendChild(presetOption);
});
let customOption = document.createElement('option');
customOption.innerText = 'Custom';
customOption.value = 'custom';
customOption.selected = true;
namedRangeSelect.appendChild(customOption);
if (Object.values(options[option].value_names).includes(Number(currentOptions[gameName][option]))) {
namedRangeSelect.value = Number(currentOptions[gameName][option]);
}
// Build range element
let namedRangeWrapper = document.createElement('div');
namedRangeWrapper.classList.add('named-range-wrapper');
let namedRange = document.createElement('input');
namedRange.setAttribute('type', 'range');
namedRange.setAttribute('data-key', option);
namedRange.setAttribute('min', options[option].min);
namedRange.setAttribute('max', options[option].max);
namedRange.value = currentOptions[gameName][option];
// Build rage value element
let namedRangeVal = document.createElement('span');
namedRangeVal.classList.add('range-value');
namedRangeVal.setAttribute('id', `${option}-value`);
namedRangeVal.innerText = currentOptions[gameName][option] !== 'random' ?
currentOptions[gameName][option] : options[option].defaultValue;
// Configure select event listener
namedRangeSelect.addEventListener('change', (event) => {
if (event.target.value === 'custom') { return; }
// Update range slider
namedRange.value = event.target.value;
document.getElementById(`${option}-value`).innerText = event.target.value;
updateGameOption(event.target);
});
// Configure range event handler
namedRange.addEventListener('change', (event) => {
// Update select element
namedRangeSelect.value =
(Object.values(options[option].value_names).includes(parseInt(event.target.value))) ?
parseInt(event.target.value) : 'custom';
document.getElementById(`${option}-value`).innerText = event.target.value;
updateGameOption(event.target);
});
element.appendChild(namedRangeSelect);
namedRangeWrapper.appendChild(namedRange);
namedRangeWrapper.appendChild(namedRangeVal);
element.appendChild(namedRangeWrapper);
// Randomize button
randomButton.innerText = '🎲';
randomButton.classList.add('randomize-button');
randomButton.setAttribute('data-key', option);
randomButton.setAttribute('data-tooltip', 'Toggle randomization for this option!');
randomButton.addEventListener('click', (event) => toggleRandomize(
event, namedRange, namedRangeSelect)
);
if (currentOptions[gameName][option] === 'random') {
randomButton.classList.add('active');
namedRange.disabled = true;
namedRangeSelect.disabled = true;
}
namedRangeWrapper.appendChild(randomButton);
break;
default:
console.error(`Ignoring unknown option type: ${options[option].type} with name ${option}`);
return;
}
tdr.appendChild(element);
tr.appendChild(tdr);
tbody.appendChild(tr);
});
table.appendChild(tbody);
return table;
};
const setPresets = (optionsData, presetName) => {
const defaults = optionsData['gameOptions'];
const preset = optionsData['presetOptions'][presetName];
localStorage.setItem(`${gameName}-preset`, presetName);
if (!preset) {
console.error(`No presets defined for preset name: '${presetName}'`);
return;
}
const updateOptionElement = (option, presetValue) => {
const optionElement = document.querySelector(`#${option}[data-key='${option}']`);
const randomElement = document.querySelector(`.randomize-button[data-key='${option}']`);
if (presetValue === 'random') {
randomElement.classList.add('active');
optionElement.disabled = true;
updateGameOption(randomElement, false);
} else {
optionElement.value = presetValue;
randomElement.classList.remove('active');
optionElement.disabled = undefined;
updateGameOption(optionElement, false);
}
};
for (const option in defaults) {
let presetValue = preset[option];
if (presetValue === undefined) {
// Using the default value if not set in presets.
presetValue = defaults[option]['defaultValue'];
}
switch (defaults[option].type) {
case 'range':
const numberElement = document.querySelector(`#${option}-value`);
if (presetValue === 'random') {
numberElement.innerText = defaults[option]['defaultValue'] === 'random'
? defaults[option]['min'] // A fallback so we don't print 'random' in the UI.
: defaults[option]['defaultValue'];
} else {
numberElement.innerText = presetValue;
}
updateOptionElement(option, presetValue);
break;
case 'select': {
updateOptionElement(option, presetValue);
break;
}
case 'named_range': {
const selectElement = document.querySelector(`select[data-key='${option}']`);
const rangeElement = document.querySelector(`input[data-key='${option}']`);
const randomElement = document.querySelector(`.randomize-button[data-key='${option}']`);
if (presetValue === 'random') {
randomElement.classList.add('active');
selectElement.disabled = true;
rangeElement.disabled = true;
updateGameOption(randomElement, false);
} else {
rangeElement.value = presetValue;
selectElement.value = Object.values(defaults[option]['value_names']).includes(parseInt(presetValue)) ?
parseInt(presetValue) : 'custom';
document.getElementById(`${option}-value`).innerText = presetValue;
randomElement.classList.remove('active');
selectElement.disabled = undefined;
rangeElement.disabled = undefined;
updateGameOption(rangeElement, false);
}
break;
}
default:
console.warn(`Ignoring preset value for unknown option type: ${defaults[option].type} with name ${option}`);
break;
}
}
};
const toggleRandomize = (event, inputElement, optionalSelectElement = null) => {
const active = event.target.classList.contains('active');
const randomButton = event.target;
if (active) {
randomButton.classList.remove('active');
inputElement.disabled = undefined;
if (optionalSelectElement) {
optionalSelectElement.disabled = undefined;
}
} else {
randomButton.classList.add('active');
inputElement.disabled = true;
if (optionalSelectElement) {
optionalSelectElement.disabled = true;
}
}
updateGameOption(active ? inputElement : randomButton);
};
const updateBaseOption = (event) => {
const options = JSON.parse(localStorage.getItem(gameName));
options[event.target.getAttribute('data-key')] = isNaN(event.target.value) ?
event.target.value : parseInt(event.target.value);
localStorage.setItem(gameName, JSON.stringify(options));
};
const updateGameOption = (optionElement, toggleCustomPreset = true) => {
const options = JSON.parse(localStorage.getItem(gameName));
if (toggleCustomPreset) {
localStorage.setItem(`${gameName}-preset`, '__custom');
const presetElement = document.getElementById('game-options-preset');
presetElement.value = '__custom';
}
if (optionElement.classList.contains('randomize-button')) {
// If the event passed in is the randomize button, then we know what we must do.
options[gameName][optionElement.getAttribute('data-key')] = 'random';
} else {
options[gameName][optionElement.getAttribute('data-key')] = isNaN(optionElement.value) ?
optionElement.value : parseInt(optionElement.value, 10);
}
localStorage.setItem(gameName, JSON.stringify(options));
};
const exportOptions = () => {
const options = JSON.parse(localStorage.getItem(gameName));
const preset = localStorage.getItem(`${gameName}-preset`);
switch (preset) {
case '__default':
options['description'] = `Generated by https://archipelago.gg with the default preset.`;
break;
case '__custom':
options['description'] = `Generated by https://archipelago.gg.`;
break;
default:
options['description'] = `Generated by https://archipelago.gg with the ${preset} preset.`;
}
if (!options.name || options.name.toString().trim().length === 0) {
return showUserMessage('You must enter a player name!');
}
const yamlText = jsyaml.safeDump(options, { noCompatMode: true }).replaceAll(/'(\d+)':/g, (x, y) => `${y}:`);
download(`${document.getElementById('player-name').value}.yaml`, yamlText);
};
/** Create an anchor and trigger a download of a text file. */
const download = (filename, text) => {
const downloadLink = document.createElement('a');
downloadLink.setAttribute('href','data:text/yaml;charset=utf-8,'+ encodeURIComponent(text))
downloadLink.setAttribute('download', filename);
downloadLink.style.display = 'none';
document.body.appendChild(downloadLink);
downloadLink.click();
document.body.removeChild(downloadLink);
};
const generateGame = (raceMode = false) => {
const options = JSON.parse(localStorage.getItem(gameName));
if (!options.name || options.name.toLowerCase() === 'player' || options.name.trim().length === 0) {
return showUserMessage('You must enter a player name!');
}
axios.post('/api/generate', {
weights: { player: options },
presetData: { player: options },
playerCount: 1,
spoiler: 3,
race: raceMode ? '1' : '0',
}).then((response) => {
window.location.href = response.data.url;
}).catch((error) => {
let userMessage = 'Something went wrong and your game could not be generated.';
if (error.response.data.text) {
userMessage += ' ' + error.response.data.text;
}
showUserMessage(userMessage);
console.error(error);
});
};
const showUserMessage = (message) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = message;
userMessage.classList.add('visible');
window.scrollTo(0, 0);
userMessage.addEventListener('click', () => {
userMessage.classList.remove('visible');
userMessage.addEventListener('click', hideUserMessage);
});
};
const hideUserMessage = () => {
const userMessage = document.getElementById('user-message');
userMessage.classList.remove('visible');
userMessage.removeEventListener('click', hideUserMessage);
};

View File

@@ -0,0 +1,335 @@
let presets = {};
window.addEventListener('load', async () => {
// Load settings from localStorage, if available
loadSettings();
// Fetch presets if available
await fetchPresets();
// Handle changes to range inputs
document.querySelectorAll('input[type=range]').forEach((range) => {
const optionName = range.getAttribute('id');
range.addEventListener('change', () => {
document.getElementById(`${optionName}-value`).innerText = range.value;
// Handle updating named range selects to "custom" if appropriate
const select = document.querySelector(`select[data-option-name=${optionName}]`);
if (select) {
let updated = false;
select?.childNodes.forEach((option) => {
if (option.value === range.value) {
select.value = range.value;
updated = true;
}
});
if (!updated) {
select.value = 'custom';
}
}
});
});
// Handle changes to named range selects
document.querySelectorAll('.named-range-container select').forEach((select) => {
const optionName = select.getAttribute('data-option-name');
select.addEventListener('change', (evt) => {
document.getElementById(optionName).value = evt.target.value;
document.getElementById(`${optionName}-value`).innerText = evt.target.value;
});
});
// Handle changes to randomize checkboxes
document.querySelectorAll('.randomize-checkbox').forEach((checkbox) => {
const optionName = checkbox.getAttribute('data-option-name');
checkbox.addEventListener('change', () => {
const optionInput = document.getElementById(optionName);
const namedRangeSelect = document.querySelector(`select[data-option-name=${optionName}]`);
const customInput = document.getElementById(`${optionName}-custom`);
if (checkbox.checked) {
optionInput.setAttribute('disabled', '1');
namedRangeSelect?.setAttribute('disabled', '1');
if (customInput) {
customInput.setAttribute('disabled', '1');
}
} else {
optionInput.removeAttribute('disabled');
namedRangeSelect?.removeAttribute('disabled');
if (customInput) {
customInput.removeAttribute('disabled');
}
}
});
});
// Handle changes to TextChoice input[type=text]
document.querySelectorAll('.text-choice-container input[type=text]').forEach((input) => {
const optionName = input.getAttribute('data-option-name');
input.addEventListener('input', () => {
const select = document.getElementById(optionName);
const optionValues = [];
select.childNodes.forEach((option) => optionValues.push(option.value));
select.value = (optionValues.includes(input.value)) ? input.value : 'custom';
});
});
// Handle changes to TextChoice select
document.querySelectorAll('.text-choice-container select').forEach((select) => {
const optionName = select.getAttribute('id');
select.addEventListener('change', () => {
document.getElementById(`${optionName}-custom`).value = '';
});
});
// Update the "Option Preset" select to read "custom" when changes are made to relevant inputs
const presetSelect = document.getElementById('game-options-preset');
document.querySelectorAll('input, select').forEach((input) => {
if ( // Ignore inputs which have no effect on yaml generation
(input.id === 'player-name') ||
(input.id === 'game-options-preset') ||
(input.classList.contains('group-toggle')) ||
(input.type === 'submit')
) {
return;
}
input.addEventListener('change', () => {
presetSelect.value = 'custom';
});
});
// Handle changes to presets select
document.getElementById('game-options-preset').addEventListener('change', choosePreset);
// Save settings to localStorage when form is submitted
document.getElementById('options-form').addEventListener('submit', (evt) => {
const playerName = document.getElementById('player-name');
if (!playerName.value.trim()) {
evt.preventDefault();
window.scrollTo(0, 0);
showUserMessage('You must enter a player name!');
}
saveSettings();
});
});
// Save all settings to localStorage
const saveSettings = () => {
const options = {
inputs: {},
checkboxes: {},
};
document.querySelectorAll('input, select').forEach((input) => {
if (input.type === 'submit') {
// Ignore submit inputs
}
else if (input.type === 'checkbox') {
options.checkboxes[input.id] = input.checked;
}
else {
options.inputs[input.id] = input.value
}
});
const game = document.getElementById('player-options').getAttribute('data-game');
localStorage.setItem(game, JSON.stringify(options));
};
// Load all options from localStorage
const loadSettings = () => {
const game = document.getElementById('player-options').getAttribute('data-game');
const options = JSON.parse(localStorage.getItem(game));
if (options) {
if (!options.inputs || !options.checkboxes) {
localStorage.removeItem(game);
return;
}
// Restore value-based inputs and selects
Object.keys(options.inputs).forEach((key) => {
try{
document.getElementById(key).value = options.inputs[key];
const rangeValue = document.getElementById(`${key}-value`);
if (rangeValue) {
rangeValue.innerText = options.inputs[key];
}
} catch (err) {
console.error(`Unable to restore value to input with id ${key}`);
}
});
// Restore checkboxes
Object.keys(options.checkboxes).forEach((key) => {
try{
if (options.checkboxes[key]) {
document.getElementById(key).setAttribute('checked', '1');
}
} catch (err) {
console.error(`Unable to restore value to input with id ${key}`);
}
});
}
// Ensure any input for which the randomize checkbox is checked by default, the relevant inputs are disabled
document.querySelectorAll('.randomize-checkbox').forEach((checkbox) => {
const optionName = checkbox.getAttribute('data-option-name');
if (checkbox.checked) {
const input = document.getElementById(optionName);
if (input) {
input.setAttribute('disabled', '1');
}
const customInput = document.getElementById(`${optionName}-custom`);
if (customInput) {
customInput.setAttribute('disabled', '1');
}
}
});
};
/**
* Fetch the preset data for this game and apply the presets if localStorage indicates one was previously chosen
* @returns {Promise<void>}
*/
const fetchPresets = async () => {
const response = await fetch('option-presets');
presets = await response.json();
const presetSelect = document.getElementById('game-options-preset');
presetSelect.removeAttribute('disabled');
const game = document.getElementById('player-options').getAttribute('data-game');
const presetToApply = localStorage.getItem(`${game}-preset`);
const playerName = localStorage.getItem(`${game}-player`);
if (presetToApply) {
localStorage.removeItem(`${game}-preset`);
presetSelect.value = presetToApply;
applyPresets(presetToApply);
}
if (playerName) {
document.getElementById('player-name').value = playerName;
localStorage.removeItem(`${game}-player`);
}
};
/**
* Clear the localStorage for this game and set a preset to be loaded upon page reload
* @param evt
*/
const choosePreset = (evt) => {
if (evt.target.value === 'custom') { return; }
const game = document.getElementById('player-options').getAttribute('data-game');
localStorage.removeItem(game);
localStorage.setItem(`${game}-player`, document.getElementById('player-name').value);
if (evt.target.value !== 'default') {
localStorage.setItem(`${game}-preset`, evt.target.value);
}
document.querySelectorAll('#options-form input, #options-form select').forEach((input) => {
if (input.id === 'player-name') { return; }
input.removeAttribute('value');
});
window.location.replace(window.location.href);
};
const applyPresets = (presetName) => {
// Ignore the "default" preset, because it gets set automatically by Jinja
if (presetName === 'default') {
saveSettings();
return;
}
if (!presets[presetName]) {
console.error(`Unknown preset ${presetName} chosen`);
return;
}
const preset = presets[presetName];
Object.keys(preset).forEach((optionName) => {
const optionValue = preset[optionName];
// Handle List and Set options
if (Array.isArray(optionValue)) {
document.querySelectorAll(`input[type=checkbox][name=${optionName}]`).forEach((checkbox) => {
if (optionValue.includes(checkbox.value)) {
checkbox.setAttribute('checked', '1');
} else {
checkbox.removeAttribute('checked');
}
});
return;
}
// Handle Dict options
if (typeof(optionValue) === 'object' && optionValue !== null) {
const itemNames = Object.keys(optionValue);
document.querySelectorAll(`input[type=number][data-option-name=${optionName}]`).forEach((input) => {
const itemName = input.getAttribute('data-item-name');
input.value = (itemNames.includes(itemName)) ? optionValue[itemName] : 0
});
return;
}
// Identify all possible elements
const normalInput = document.getElementById(optionName);
const customInput = document.getElementById(`${optionName}-custom`);
const rangeValue = document.getElementById(`${optionName}-value`);
const randomizeInput = document.getElementById(`random-${optionName}`);
const namedRangeSelect = document.getElementById(`${optionName}-select`);
// It is possible for named ranges to use name of a value rather than the value itself. This is accounted for here
let trueValue = optionValue;
if (namedRangeSelect) {
namedRangeSelect.querySelectorAll('option').forEach((opt) => {
if (opt.innerText.startsWith(optionValue)) {
trueValue = opt.value;
}
});
namedRangeSelect.value = trueValue;
}
// Handle options whose presets are "random"
if (optionValue === 'random') {
normalInput.setAttribute('disabled', '1');
randomizeInput.setAttribute('checked', '1');
if (customInput) {
customInput.setAttribute('disabled', '1');
}
if (rangeValue) {
rangeValue.innerText = normalInput.value;
}
if (namedRangeSelect) {
namedRangeSelect.setAttribute('disabled', '1');
}
return;
}
// Handle normal (text, number, select, etc.) and custom inputs (custom inputs exist with TextChoice only)
normalInput.value = trueValue;
normalInput.removeAttribute('disabled');
randomizeInput.removeAttribute('checked');
if (customInput) {
document.getElementById(`${optionName}-custom`).removeAttribute('disabled');
}
if (rangeValue) {
rangeValue.innerText = trueValue;
}
});
saveSettings();
};
const showUserMessage = (text) => {
const userMessage = document.getElementById('user-message');
userMessage.innerText = text;
userMessage.addEventListener('click', hideUserMessage);
userMessage.style.display = 'block';
};
const hideUserMessage = () => {
const userMessage = document.getElementById('user-message');
userMessage.removeEventListener('click', hideUserMessage);
userMessage.style.display = 'none';
};

View File

@@ -1,18 +1,16 @@
window.addEventListener('load', () => {
// Add toggle listener to all elements with .collapse-toggle
const toggleButtons = document.querySelectorAll('.collapse-toggle');
toggleButtons.forEach((e) => e.addEventListener('click', toggleCollapse));
const toggleButtons = document.querySelectorAll('details');
// Handle game filter input
const gameSearch = document.getElementById('game-search');
gameSearch.value = '';
gameSearch.addEventListener('input', (evt) => {
if (!evt.target.value.trim()) {
// If input is empty, display all collapsed games
// If input is empty, display all games as collapsed
return toggleButtons.forEach((header) => {
header.style.display = null;
header.firstElementChild.innerText = '▶';
header.nextElementSibling.classList.add('collapsed');
header.removeAttribute('open');
});
}
@@ -21,12 +19,10 @@ window.addEventListener('load', () => {
// If the game name includes the search string, display the game. If not, hide it
if (header.getAttribute('data-game').toLowerCase().includes(evt.target.value.toLowerCase())) {
header.style.display = null;
header.firstElementChild.innerText = '▼';
header.nextElementSibling.classList.remove('collapsed');
header.setAttribute('open', '1');
} else {
header.style.display = 'none';
header.firstElementChild.innerText = '▶';
header.nextElementSibling.classList.add('collapsed');
header.removeAttribute('open');
}
});
});
@@ -35,30 +31,14 @@ window.addEventListener('load', () => {
document.getElementById('collapse-all').addEventListener('click', collapseAll);
});
const toggleCollapse = (evt) => {
const gameArrow = evt.target.firstElementChild;
const gameInfo = evt.target.nextElementSibling;
if (gameInfo.classList.contains('collapsed')) {
gameArrow.innerText = '▼';
gameInfo.classList.remove('collapsed');
} else {
gameArrow.innerText = '▶';
gameInfo.classList.add('collapsed');
}
};
const expandAll = () => {
document.querySelectorAll('.collapse-toggle').forEach((header) => {
if (header.style.display === 'none') { return; }
header.firstElementChild.innerText = '▼';
header.nextElementSibling.classList.remove('collapsed');
document.querySelectorAll('details').forEach((detail) => {
detail.setAttribute('open', '1');
});
};
const collapseAll = () => {
document.querySelectorAll('.collapse-toggle').forEach((header) => {
if (header.style.display === 'none') { return; }
header.firstElementChild.innerText = '▶';
header.nextElementSibling.classList.add('collapsed');
document.querySelectorAll('details').forEach((detail) => {
detail.removeAttribute('open');
});
};

View File

@@ -27,7 +27,7 @@ const adjustTableHeight = () => {
* @returns {string}
*/
const secondsToHours = (seconds) => {
let hours = Math.floor(seconds / 3600);
let hours = Math.floor(seconds / 3600);
let minutes = Math.floor((seconds - (hours * 3600)) / 60).toString().padStart(2, '0');
return `${hours}:${minutes}`;
};
@@ -38,18 +38,18 @@ window.addEventListener('load', () => {
info: false,
dom: "t",
stateSave: true,
stateSaveCallback: function(settings, data) {
stateSaveCallback: function (settings, data) {
delete data.search;
localStorage.setItem(`DataTables_${settings.sInstance}_/tracker`, JSON.stringify(data));
},
stateLoadCallback: function(settings) {
stateLoadCallback: function (settings) {
return JSON.parse(localStorage.getItem(`DataTables_${settings.sInstance}_/tracker`));
},
footerCallback: function(tfoot, data, start, end, display) {
footerCallback: function (tfoot, data, start, end, display) {
if (tfoot) {
const activityData = this.api().column('lastActivity:name').data().toArray().filter(x => !isNaN(x));
Array.from(tfoot?.children).find(td => td.classList.contains('last-activity')).innerText =
(activityData.length) ? secondsToHours(Math.min(...activityData)) : 'None';
(activityData.length) ? secondsToHours(Math.min(...activityData)) : 'None';
}
},
columnDefs: [
@@ -123,49 +123,64 @@ window.addEventListener('load', () => {
event.preventDefault();
}
});
const tracker = document.getElementById('tracker-wrapper').getAttribute('data-tracker');
const target_second = document.getElementById('tracker-wrapper').getAttribute('data-second') + 3;
const target_second = parseInt(document.getElementById('tracker-wrapper').getAttribute('data-second')) + 3;
console.log("Target second of refresh: " + target_second);
function getSleepTimeSeconds(){
function getSleepTimeSeconds() {
// -40 % 60 is -40, which is absolutely wrong and should burn
var sleepSeconds = (((target_second - new Date().getSeconds()) % 60) + 60) % 60;
return sleepSeconds || 60;
}
let update_on_view = false;
const update = () => {
const target = $("<div></div>");
console.log("Updating Tracker...");
target.load(location.href, function (response, status) {
if (status === "success") {
target.find(".table").each(function (i, new_table) {
const new_trs = $(new_table).find("tbody>tr");
const footer_tr = $(new_table).find("tfoot>tr");
const old_table = tables.eq(i);
const topscroll = $(old_table.settings()[0].nScrollBody).scrollTop();
const leftscroll = $(old_table.settings()[0].nScrollBody).scrollLeft();
old_table.clear();
if (footer_tr.length) {
$(old_table.table).find("tfoot").html(footer_tr);
}
old_table.rows.add(new_trs);
old_table.draw();
$(old_table.settings()[0].nScrollBody).scrollTop(topscroll);
$(old_table.settings()[0].nScrollBody).scrollLeft(leftscroll);
});
$("#multi-stream-link").replaceWith(target.find("#multi-stream-link"));
} else {
console.log("Failed to connect to Server, in order to update Table Data.");
console.log(response);
}
})
setTimeout(update, getSleepTimeSeconds()*1000);
if (document.hidden) {
console.log("Document reporting as not visible, not updating Tracker...");
update_on_view = true;
} else {
update_on_view = false;
const target = $("<div></div>");
console.log("Updating Tracker...");
target.load(location.href, function (response, status) {
if (status === "success") {
target.find(".table").each(function (i, new_table) {
const new_trs = $(new_table).find("tbody>tr");
const footer_tr = $(new_table).find("tfoot>tr");
const old_table = tables.eq(i);
const topscroll = $(old_table.settings()[0].nScrollBody).scrollTop();
const leftscroll = $(old_table.settings()[0].nScrollBody).scrollLeft();
old_table.clear();
if (footer_tr.length) {
$(old_table.table).find("tfoot").html(footer_tr);
}
old_table.rows.add(new_trs);
old_table.draw();
$(old_table.settings()[0].nScrollBody).scrollTop(topscroll);
$(old_table.settings()[0].nScrollBody).scrollLeft(leftscroll);
});
$("#multi-stream-link").replaceWith(target.find("#multi-stream-link"));
} else {
console.log("Failed to connect to Server, in order to update Table Data.");
console.log(response);
}
})
}
updater = setTimeout(update, getSleepTimeSeconds() * 1000);
}
setTimeout(update, getSleepTimeSeconds()*1000);
let updater = setTimeout(update, getSleepTimeSeconds() * 1000);
window.addEventListener('resize', () => {
adjustTableHeight();
tables.draw();
});
window.addEventListener('visibilitychange', () => {
if (!document.hidden && update_on_view) {
console.log("Page became visible, tracker should be refreshed.");
clearTimeout(updater);
update();
}
});
adjustTableHeight();
});

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,223 @@
let deletedOptions = {};
window.addEventListener('load', () => {
const worldName = document.querySelector('#weighted-options').getAttribute('data-game');
// Generic change listener. Detecting unique qualities and acting on them here reduces initial JS initialisation time
// and handles dynamically created elements
document.addEventListener('change', (evt) => {
// Handle updates to range inputs
if (evt.target.type === 'range') {
// Update span containing range value. All ranges have a corresponding `{rangeId}-value` span
document.getElementById(`${evt.target.id}-value`).innerText = evt.target.value;
// If the changed option was the name of a game, determine whether to show or hide that game's div
if (evt.target.id.startsWith('game||')) {
const gameName = evt.target.id.split('||')[1];
const gameDiv = document.getElementById(`${gameName}-container`);
if (evt.target.value > 0) {
gameDiv.classList.remove('hidden');
} else {
gameDiv.classList.add('hidden');
}
}
}
});
// Generic click listener
document.addEventListener('click', (evt) => {
// Handle creating new rows for Range options
if (evt.target.classList.contains('add-range-option-button')) {
const optionName = evt.target.getAttribute('data-option');
addRangeRow(optionName);
}
// Handle deleting range rows
if (evt.target.classList.contains('range-option-delete')) {
const targetRow = document.querySelector(`tr[data-row="${evt.target.getAttribute('data-target')}"]`);
setDeletedOption(
targetRow.getAttribute('data-option-name'),
targetRow.getAttribute('data-value'),
);
targetRow.parentElement.removeChild(targetRow);
}
});
// Listen for enter presses on inputs intended to add range rows
document.addEventListener('keydown', (evt) => {
if (evt.key === 'Enter') {
evt.preventDefault();
}
if (evt.key === 'Enter' && evt.target.classList.contains('range-option-value')) {
const optionName = evt.target.getAttribute('data-option');
addRangeRow(optionName);
}
});
// Detect form submission
document.getElementById('weighted-options-form').addEventListener('submit', (evt) => {
// Save data to localStorage
const weightedOptions = {};
document.querySelectorAll('input[name]').forEach((input) => {
const keys = input.getAttribute('name').split('||');
// Determine keys
const optionName = keys[0] ?? null;
const subOption = keys[1] ?? null;
// Ensure keys exist
if (!weightedOptions[optionName]) { weightedOptions[optionName] = {}; }
if (subOption && !weightedOptions[optionName][subOption]) {
weightedOptions[optionName][subOption] = null;
}
if (subOption) { return weightedOptions[optionName][subOption] = determineValue(input); }
if (optionName) { return weightedOptions[optionName] = determineValue(input); }
});
localStorage.setItem(`${worldName}-weights`, JSON.stringify(weightedOptions));
localStorage.setItem(`${worldName}-deletedOptions`, JSON.stringify(deletedOptions));
});
// Remove all deleted values as specified by localStorage
deletedOptions = JSON.parse(localStorage.getItem(`${worldName}-deletedOptions`) || '{}');
Object.keys(deletedOptions).forEach((optionName) => {
deletedOptions[optionName].forEach((value) => {
const targetRow = document.querySelector(`tr[data-row="${value}-row"]`);
targetRow.parentElement.removeChild(targetRow);
});
});
// Populate all settings from localStorage on page initialisation
const previousSettingsJson = localStorage.getItem(`${worldName}-weights`);
if (previousSettingsJson) {
const previousSettings = JSON.parse(previousSettingsJson);
Object.keys(previousSettings).forEach((option) => {
if (typeof previousSettings[option] === 'string') {
return document.querySelector(`input[name="${option}"]`).value = previousSettings[option];
}
Object.keys(previousSettings[option]).forEach((value) => {
const input = document.querySelector(`input[name="${option}||${value}"]`);
if (!input?.type) {
return console.error(`Unable to populate option with name ${option}||${value}.`);
}
switch (input.type) {
case 'checkbox':
input.checked = (parseInt(previousSettings[option][value], 10) === 1);
break;
case 'range':
input.value = parseInt(previousSettings[option][value], 10);
break;
case 'number':
input.value = previousSettings[option][value].toString();
break;
default:
console.error(`Found unsupported input type: ${input.type}`);
}
});
});
}
});
const addRangeRow = (optionName) => {
const inputQuery = `input[type=number][data-option="${optionName}"].range-option-value`;
const inputTarget = document.querySelector(inputQuery);
const newValue = inputTarget.value;
if (!/^-?\d+$/.test(newValue)) {
alert('Range values must be a positive or negative integer!');
return;
}
inputTarget.value = '';
const tBody = document.querySelector(`table[data-option="${optionName}"].range-rows tbody`);
const tr = document.createElement('tr');
tr.setAttribute('data-row', `${optionName}-${newValue}-row`);
tr.setAttribute('data-option-name', optionName);
tr.setAttribute('data-value', newValue);
const tdLeft = document.createElement('td');
tdLeft.classList.add('td-left');
const label = document.createElement('label');
label.setAttribute('for', `${optionName}||${newValue}`);
label.innerText = newValue.toString();
tdLeft.appendChild(label);
tr.appendChild(tdLeft);
const tdMiddle = document.createElement('td');
tdMiddle.classList.add('td-middle');
const range = document.createElement('input');
range.setAttribute('type', 'range');
range.setAttribute('min', '0');
range.setAttribute('max', '50');
range.setAttribute('value', '0');
range.setAttribute('id', `${optionName}||${newValue}`);
range.setAttribute('name', `${optionName}||${newValue}`);
tdMiddle.appendChild(range);
tr.appendChild(tdMiddle);
const tdRight = document.createElement('td');
tdRight.classList.add('td-right');
const valueSpan = document.createElement('span');
valueSpan.setAttribute('id', `${optionName}||${newValue}-value`);
valueSpan.innerText = '0';
tdRight.appendChild(valueSpan);
tr.appendChild(tdRight);
const tdDelete = document.createElement('td');
const deleteSpan = document.createElement('span');
deleteSpan.classList.add('range-option-delete');
deleteSpan.classList.add('js-required');
deleteSpan.setAttribute('data-target', `${optionName}-${newValue}-row`);
deleteSpan.innerText = '❌';
tdDelete.appendChild(deleteSpan);
tr.appendChild(tdDelete);
tBody.appendChild(tr);
// Remove this option from the set of deleted options if it exists
unsetDeletedOption(optionName, newValue);
};
/**
* Determines the value of an input element, or returns a 1 or 0 if the element is a checkbox
*
* @param {object} input - The input element.
* @returns {number} The value of the input element.
*/
const determineValue = (input) => {
switch (input.type) {
case 'checkbox':
return (input.checked ? 1 : 0);
case 'range':
return parseInt(input.value, 10);
default:
return input.value;
}
};
/**
* Sets the deleted option value for a given world and option name.
* If the world or option does not exist, it creates the necessary entries.
*
* @param {string} optionName - The name of the option.
* @param {*} value - The value to be set for the deleted option.
* @returns {void}
*/
const setDeletedOption = (optionName, value) => {
deletedOptions[optionName] = deletedOptions[optionName] || [];
deletedOptions[optionName].push(`${optionName}-${value}`);
};
/**
* Removes a specific value from the deletedOptions object.
*
* @param {string} optionName - The name of the option.
* @param {*} value - The value to be removed
* @returns {void}
*/
const unsetDeletedOption = (optionName, value) => {
if (!deletedOptions.hasOwnProperty(optionName)) { return; }
if (deletedOptions[optionName].includes(`${optionName}-${value}`)) {
deletedOptions[optionName].splice(deletedOptions[optionName].indexOf(`${optionName}-${value}`), 1);
}
if (deletedOptions[optionName].length === 0) {
delete deletedOptions[optionName];
}
};

View File

@@ -44,7 +44,7 @@ a{
font-family: LexendDeca-Regular, sans-serif;
}
button{
button, input[type=submit]{
font-weight: 500;
font-size: 0.9rem;
padding: 10px 17px 11px 16px; /* top right bottom left */
@@ -57,7 +57,7 @@ button{
cursor: pointer;
}
button:active{
button:active, input[type=submit]:active{
border-right: 1px solid rgba(0, 0, 0, 0.5);
border-bottom: 1px solid rgba(0, 0, 0, 0.5);
padding-right: 16px;
@@ -66,11 +66,11 @@ button:active{
margin-bottom: 2px;
}
button.button-grass{
button.button-grass, input[type=submit].button-grass{
border: 1px solid black;
}
button.button-dirt{
button.button-dirt, input[type=submit].button-dirt{
border: 1px solid black;
}
@@ -111,4 +111,4 @@ h5, h6{
.interactive{
color: #ffef00;
}
}

View File

@@ -23,7 +23,7 @@
.markdown a{}
.markdown h1{
.markdown h1, .markdown details summary.h1{
font-size: 52px;
font-weight: normal;
font-family: LondrinaSolid-Regular, sans-serif;
@@ -33,7 +33,7 @@
text-shadow: 1px 1px 4px #000000;
}
.markdown h2{
.markdown h2, .markdown details summary.h2{
font-size: 38px;
font-weight: normal;
font-family: LondrinaSolid-Light, sans-serif;
@@ -45,7 +45,7 @@
text-shadow: 1px 1px 2px #000000;
}
.markdown h3{
.markdown h3, .markdown details summary.h3{
font-size: 26px;
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
@@ -55,7 +55,7 @@
margin-bottom: 0.5rem;
}
.markdown h4{
.markdown h4, .markdown details summary.h4{
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 24px;
@@ -63,21 +63,21 @@
margin-bottom: 24px;
}
.markdown h5{
.markdown h5, .markdown details summary.h5{
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 22px;
cursor: pointer;
}
.markdown h6{
.markdown h6, .markdown details summary.h6{
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 20px;
cursor: pointer;;
}
.markdown h4, .markdown h5,.markdown h6{
.markdown h4, .markdown h5, .markdown h6{
margin-bottom: 0.5rem;
}

View File

@@ -1,244 +0,0 @@
html{
background-image: url('../static/backgrounds/grass.png');
background-repeat: repeat;
background-size: 650px 650px;
}
#player-options{
box-sizing: border-box;
max-width: 1024px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#player-options #player-options-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#player-options code{
background-color: #d9cd8e;
border-radius: 4px;
padding-left: 0.25rem;
padding-right: 0.25rem;
color: #000000;
}
#player-options #user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
}
#player-options #user-message.visible{
display: block;
cursor: pointer;
}
#player-options h1{
font-size: 2.5rem;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-shadow: 1px 1px 4px #000000;
}
#player-options h2{
font-size: 40px;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-transform: lowercase;
text-shadow: 1px 1px 2px #000000;
}
#player-options h3, #player-options h4, #player-options h5, #player-options h6{
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#player-options input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#player-options input:not([type]):focus{
border: 1px solid #ffffff;
}
#player-options select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
}
#player-options #game-options, #player-options #rom-options{
display: flex;
flex-direction: row;
}
#player-options #meta-options {
display: flex;
justify-content: space-between;
gap: 20px;
padding: 3px;
}
#player-options div {
display: flex;
flex-grow: 1;
}
#player-options #meta-options label {
display: inline-block;
min-width: 180px;
flex-grow: 1;
}
#player-options #meta-options input,
#player-options #meta-options select {
box-sizing: border-box;
min-width: 150px;
width: 50%;
}
#player-options .left, #player-options .right{
flex-grow: 1;
}
#player-options .left{
margin-right: 10px;
}
#player-options .right{
margin-left: 10px;
}
#player-options table{
margin-bottom: 30px;
width: 100%;
}
#player-options table .select-container{
display: flex;
flex-direction: row;
}
#player-options table .select-container select{
min-width: 200px;
flex-grow: 1;
}
#player-options table select:disabled{
background-color: lightgray;
}
#player-options table .range-container{
display: flex;
flex-direction: row;
}
#player-options table .range-container input[type=range]{
flex-grow: 1;
}
#player-options table .range-value{
min-width: 20px;
margin-left: 0.25rem;
}
#player-options table .named-range-container{
display: flex;
flex-direction: column;
}
#player-options table .named-range-wrapper{
display: flex;
flex-direction: row;
margin-top: 0.25rem;
}
#player-options table .named-range-wrapper input[type=range]{
flex-grow: 1;
}
#player-options table .randomize-button {
max-height: 24px;
line-height: 16px;
padding: 2px 8px;
margin: 0 0 0 0.25rem;
font-size: 12px;
border: 1px solid black;
border-radius: 3px;
}
#player-options table .randomize-button.active {
background-color: #ffef00; /* Same as .interactive in globalStyles.css */
}
#player-options table .randomize-button[data-tooltip]::after {
left: unset;
right: 0;
}
#player-options table label{
display: block;
min-width: 200px;
margin-right: 4px;
cursor: default;
}
#player-options th, #player-options td{
border: none;
padding: 3px;
font-size: 17px;
vertical-align: top;
}
@media all and (max-width: 1024px) {
#player-options {
border-radius: 0;
}
#player-options #meta-options {
flex-direction: column;
justify-content: flex-start;
gap: 6px;
}
#player-options #game-options{
justify-content: flex-start;
flex-wrap: wrap;
}
#player-options .left,
#player-options .right {
margin: 0;
}
#game-options table {
margin-bottom: 0;
}
#game-options table label{
display: block;
min-width: 200px;
}
#game-options table tr td {
width: 50%;
}
}

View File

@@ -0,0 +1,310 @@
@import "../markdown.css";
html {
background-image: url("../../static/backgrounds/grass.png");
background-repeat: repeat;
background-size: 650px 650px;
overflow-x: hidden;
}
#player-options {
box-sizing: border-box;
max-width: 1024px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
word-break: break-all;
}
#player-options #player-options-header h1 {
margin-bottom: 0;
padding-bottom: 0;
}
#player-options #player-options-header h1:nth-child(2) {
font-size: 1.4rem;
margin-top: -8px;
margin-bottom: 0.5rem;
}
#player-options .js-warning-banner {
width: calc(100% - 1rem);
padding: 0.5rem;
border-radius: 4px;
background-color: #f3f309;
color: #000000;
margin-bottom: 0.5rem;
text-align: center;
}
#player-options .group-container {
padding: 0;
margin: 0;
}
#player-options .group-container h2 {
user-select: none;
cursor: unset;
}
#player-options .group-container h2 label {
cursor: pointer;
}
#player-options #player-options-button-row {
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#player-options #user-message {
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
cursor: pointer;
}
#player-options h1 {
font-size: 2.5rem;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-shadow: 1px 1px 4px #000000;
}
#player-options h2 {
font-size: 40px;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-transform: lowercase;
text-shadow: 1px 1px 2px #000000;
}
#player-options h3, #player-options h4, #player-options h5, #player-options h6 {
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
#player-options input:not([type]) {
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#player-options input:not([type]):focus {
border: 1px solid #ffffff;
}
#player-options select {
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
text-overflow: ellipsis;
}
#player-options .game-options {
display: flex;
flex-direction: row;
}
#player-options .game-options .left, #player-options .game-options .right {
display: grid;
grid-template-columns: 12rem auto;
grid-row-gap: 0.5rem;
grid-auto-rows: min-content;
align-items: start;
min-width: 480px;
width: 50%;
}
#player-options #meta-options {
display: flex;
justify-content: space-between;
gap: 20px;
padding: 3px;
}
#player-options #meta-options input, #player-options #meta-options select {
box-sizing: border-box;
width: 200px;
}
#player-options .left, #player-options .right {
flex-grow: 1;
margin-bottom: 0.5rem;
}
#player-options .left {
margin-right: 20px;
}
#player-options .select-container {
display: flex;
flex-direction: row;
max-width: 270px;
}
#player-options .select-container select {
min-width: 200px;
flex-grow: 1;
}
#player-options .select-container select:disabled {
background-color: lightgray;
}
#player-options .range-container {
display: flex;
flex-direction: row;
max-width: 270px;
}
#player-options .range-container input[type=range] {
flex-grow: 1;
}
#player-options .range-container .range-value {
min-width: 20px;
margin-left: 0.25rem;
}
#player-options .named-range-container {
display: flex;
flex-direction: column;
max-width: 270px;
}
#player-options .named-range-container .named-range-wrapper {
display: flex;
flex-direction: row;
margin-top: 0.25rem;
}
#player-options .named-range-container .named-range-wrapper input[type=range] {
flex-grow: 1;
}
#player-options .free-text-container {
display: flex;
flex-direction: column;
max-width: 270px;
}
#player-options .free-text-container input[type=text] {
flex-grow: 1;
}
#player-options .text-choice-container {
display: flex;
flex-direction: column;
max-width: 270px;
}
#player-options .text-choice-container .text-choice-wrapper {
display: flex;
flex-direction: row;
margin-bottom: 0.25rem;
}
#player-options .text-choice-container .text-choice-wrapper select {
flex-grow: 1;
}
#player-options .option-container {
display: flex;
flex-direction: column;
background-color: rgba(0, 0, 0, 0.25);
border: 1px solid rgba(20, 20, 20, 0.25);
border-radius: 3px;
color: #ffffff;
max-height: 10rem;
min-width: 14.5rem;
overflow-y: auto;
padding-right: 0.25rem;
padding-left: 0.25rem;
}
#player-options .option-container .option-divider {
width: 100%;
height: 2px;
background-color: rgba(20, 20, 20, 0.25);
margin-top: 0.125rem;
margin-bottom: 0.125rem;
}
#player-options .option-container .option-entry {
display: flex;
flex-direction: row;
align-items: flex-start;
margin-bottom: 0.125rem;
margin-top: 0.125rem;
user-select: none;
}
#player-options .option-container .option-entry:hover {
background-color: rgba(20, 20, 20, 0.25);
}
#player-options .option-container .option-entry input[type=checkbox] {
margin-right: 0.25rem;
}
#player-options .option-container .option-entry input[type=number] {
max-width: 1.5rem;
max-height: 1rem;
margin-left: 0.125rem;
text-align: center;
/* Hide arrows on input[type=number] fields */
-moz-appearance: textfield;
}
#player-options .option-container .option-entry input[type=number]::-webkit-outer-spin-button, #player-options .option-container .option-entry input[type=number]::-webkit-inner-spin-button {
-webkit-appearance: none;
margin: 0;
}
#player-options .option-container .option-entry label {
flex-grow: 1;
margin-right: 0;
min-width: unset;
display: unset;
}
#player-options .randomize-button {
display: flex;
flex-direction: column;
justify-content: center;
height: 22px;
max-width: 30px;
margin: 0 0 0 0.25rem;
font-size: 14px;
border: 1px solid black;
border-radius: 3px;
background-color: #d3d3d3;
user-select: none;
}
#player-options .randomize-button:hover {
background-color: #c0c0c0;
cursor: pointer;
}
#player-options .randomize-button label {
line-height: 22px;
padding-left: 5px;
padding-right: 2px;
margin-right: 4px;
width: 100%;
height: 100%;
min-width: unset;
}
#player-options .randomize-button label:hover {
cursor: pointer;
}
#player-options .randomize-button input[type=checkbox] {
display: none;
}
#player-options .randomize-button:has(input[type=checkbox]:checked) {
background-color: #ffef00; /* Same as .interactive in globalStyles.css */
}
#player-options .randomize-button:has(input[type=checkbox]:checked):hover {
background-color: #eedd27;
}
#player-options .randomize-button[data-tooltip]::after {
left: unset;
right: 0;
}
#player-options label {
display: block;
margin-right: 4px;
cursor: default;
word-break: break-word;
}
#player-options th, #player-options td {
border: none;
padding: 3px;
font-size: 17px;
vertical-align: top;
}
@media all and (max-width: 1024px) {
#player-options {
border-radius: 0;
}
#player-options #meta-options {
flex-direction: column;
justify-content: flex-start;
gap: 6px;
}
#player-options .game-options {
justify-content: flex-start;
flex-wrap: wrap;
}
}
/*# sourceMappingURL=playerOptions.css.map */

View File

@@ -0,0 +1 @@
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@import "../markdown.css";
html{
background-image: url('../../static/backgrounds/grass.png');
background-repeat: repeat;
background-size: 650px 650px;
overflow-x: hidden;
}
#player-options{
box-sizing: border-box;
max-width: 1024px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
word-break: break-all;
#player-options-header{
h1{
margin-bottom: 0;
padding-bottom: 0;
}
h1:nth-child(2){
font-size: 1.4rem;
margin-top: -8px;
margin-bottom: 0.5rem;
}
}
.js-warning-banner{
width: calc(100% - 1rem);
padding: 0.5rem;
border-radius: 4px;
background-color: #f3f309;
color: #000000;
margin-bottom: 0.5rem;
text-align: center;
}
.group-container{
padding: 0;
margin: 0;
h2{
user-select: none;
cursor: unset;
label{
cursor: pointer;
}
}
}
#player-options-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
cursor: pointer;
}
h1{
font-size: 2.5rem;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-shadow: 1px 1px 4px #000000;
}
h2{
font-size: 40px;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
text-transform: lowercase;
text-shadow: 1px 1px 2px #000000;
}
h3, h4, h5, h6{
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
}
input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
&:focus{
border: 1px solid #ffffff;
}
}
select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
text-overflow: ellipsis;
}
.game-options{
display: flex;
flex-direction: row;
.left, .right{
display: grid;
grid-template-columns: 12rem auto;
grid-row-gap: 0.5rem;
grid-auto-rows: min-content;
align-items: start;
min-width: 480px;
width: 50%;
}
}
#meta-options{
display: flex;
justify-content: space-between;
gap: 20px;
padding: 3px;
input, select{
box-sizing: border-box;
width: 200px;
}
}
.left, .right{
flex-grow: 1;
margin-bottom: 0.5rem;
}
.left{
margin-right: 20px;
}
.select-container{
display: flex;
flex-direction: row;
max-width: 270px;
select{
min-width: 200px;
flex-grow: 1;
&:disabled{
background-color: lightgray;
}
}
}
.range-container{
display: flex;
flex-direction: row;
max-width: 270px;
input[type=range]{
flex-grow: 1;
}
.range-value{
min-width: 20px;
margin-left: 0.25rem;
}
}
.named-range-container{
display: flex;
flex-direction: column;
max-width: 270px;
.named-range-wrapper{
display: flex;
flex-direction: row;
margin-top: 0.25rem;
input[type=range]{
flex-grow: 1;
}
}
}
.free-text-container{
display: flex;
flex-direction: column;
max-width: 270px;
input[type=text]{
flex-grow: 1;
}
}
.text-choice-container{
display: flex;
flex-direction: column;
max-width: 270px;
.text-choice-wrapper{
display: flex;
flex-direction: row;
margin-bottom: 0.25rem;
select{
flex-grow: 1;
}
}
}
.option-container{
display: flex;
flex-direction: column;
background-color: rgba(0, 0, 0, 0.25);
border: 1px solid rgba(20, 20, 20, 0.25);
border-radius: 3px;
color: #ffffff;
max-height: 10rem;
min-width: 14.5rem;
overflow-y: auto;
padding-right: 0.25rem;
padding-left: 0.25rem;
.option-divider{
width: 100%;
height: 2px;
background-color: rgba(20, 20, 20, 0.25);
margin-top: 0.125rem;
margin-bottom: 0.125rem;
}
.option-entry{
display: flex;
flex-direction: row;
align-items: flex-start;
margin-bottom: 0.125rem;
margin-top: 0.125rem;
user-select: none;
&:hover{
background-color: rgba(20, 20, 20, 0.25);
}
input[type=checkbox]{
margin-right: 0.25rem;
}
input[type=number]{
max-width: 1.5rem;
max-height: 1rem;
margin-left: 0.125rem;
text-align: center;
/* Hide arrows on input[type=number] fields */
-moz-appearance: textfield;
&::-webkit-outer-spin-button, &::-webkit-inner-spin-button{
-webkit-appearance: none;
margin: 0;
}
}
label{
flex-grow: 1;
margin-right: 0;
min-width: unset;
display: unset;
}
}
}
.randomize-button{
display: flex;
flex-direction: column;
justify-content: center;
height: 22px;
max-width: 30px;
margin: 0 0 0 0.25rem;
font-size: 14px;
border: 1px solid black;
border-radius: 3px;
background-color: #d3d3d3;
user-select: none;
&:hover{
background-color: #c0c0c0;
cursor: pointer;
}
label{
line-height: 22px;
padding-left: 5px;
padding-right: 2px;
margin-right: 4px;
width: 100%;
height: 100%;
min-width: unset;
&:hover{
cursor: pointer;
}
}
input[type=checkbox]{
display: none;
}
&:has(input[type=checkbox]:checked){
background-color: #ffef00; /* Same as .interactive in globalStyles.css */
&:hover{
background-color: #eedd27;
}
}
&[data-tooltip]::after{
left: unset;
right: 0;
}
}
label{
display: block;
margin-right: 4px;
cursor: default;
word-break: break-word;
}
th, td{
border: none;
padding: 3px;
font-size: 17px;
vertical-align: top;
}
}
@media all and (max-width: 1024px) {
#player-options {
border-radius: 0;
#meta-options {
flex-direction: column;
justify-content: flex-start;
gap: 6px;
}
.game-options{
justify-content: flex-start;
flex-wrap: wrap;
}
}
}

View File

@@ -8,30 +8,15 @@
cursor: unset;
}
#games h1{
#games h1, #games details summary.h1{
font-size: 60px;
cursor: unset;
}
#games h2{
#games h2, #games details summary.h2{
color: #93dcff;
margin-bottom: 2px;
}
#games .collapse-toggle{
cursor: pointer;
}
#games h2 .collapse-arrow{
font-size: 20px;
display: inline-block; /* make vertical-align work */
padding-bottom: 9px;
vertical-align: middle;
padding-right: 8px;
}
#games p.collapsed{
display: none;
text-transform: none;
}
#games a{

View File

@@ -42,6 +42,7 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip:hover:before, .tooltip:hover:after{
visibility: visible;
opacity: 1;
word-break: break-word;
}
/** Directional arrow styles */

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@@ -1,315 +0,0 @@
html{
background-image: url('../static/backgrounds/grass.png');
background-repeat: repeat;
background-size: 650px 650px;
scroll-padding-top: 90px;
}
#weighted-settings{
max-width: 1000px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#weighted-settings #games-wrapper{
width: 100%;
}
#weighted-settings .setting-wrapper{
width: 100%;
margin-bottom: 2rem;
}
#weighted-settings .setting-wrapper .add-option-div{
display: flex;
flex-direction: row;
justify-content: flex-start;
margin-bottom: 1rem;
}
#weighted-settings .setting-wrapper .add-option-div button{
width: auto;
height: auto;
margin: 0 0 0 0.15rem;
padding: 0 0.25rem;
border-radius: 4px;
cursor: default;
}
#weighted-settings .setting-wrapper .add-option-div button:active{
margin-bottom: 1px;
}
#weighted-settings p.setting-description{
margin: 0 0 1rem;
}
#weighted-settings p.hint-text{
margin: 0 0 1rem;
font-style: italic;
}
#weighted-settings .jump-link{
color: #ffef00;
cursor: pointer;
text-decoration: underline;
}
#weighted-settings table{
width: 100%;
}
#weighted-settings table th, #weighted-settings table td{
border: none;
}
#weighted-settings table td{
padding: 5px;
}
#weighted-settings table .td-left{
font-family: LexendDeca-Regular, sans-serif;
padding-right: 1rem;
width: 200px;
}
#weighted-settings table .td-middle{
display: flex;
flex-direction: column;
justify-content: space-evenly;
padding-right: 1rem;
}
#weighted-settings table .td-right{
width: 4rem;
text-align: right;
}
#weighted-settings table .td-delete{
width: 50px;
text-align: right;
}
#weighted-settings table .range-option-delete{
cursor: pointer;
}
#weighted-settings .items-wrapper{
display: flex;
flex-direction: row;
justify-content: space-between;
}
#weighted-settings .items-div h3{
margin-bottom: 0.5rem;
}
#weighted-settings .items-wrapper .item-set-wrapper{
width: 24%;
font-weight: bold;
}
#weighted-settings .item-container{
border: 1px solid #ffffff;
border-radius: 2px;
width: 100%;
height: 300px;
overflow-y: auto;
overflow-x: hidden;
margin-top: 0.125rem;
font-weight: normal;
}
#weighted-settings .item-container .item-div{
padding: 0.125rem 0.5rem;
cursor: pointer;
}
#weighted-settings .item-container .item-div:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .item-container .item-qty-div{
display: flex;
flex-direction: row;
justify-content: space-between;
padding: 0.125rem 0.5rem;
cursor: pointer;
}
#weighted-settings .item-container .item-qty-div .item-qty-input-wrapper{
display: flex;
flex-direction: column;
justify-content: space-around;
}
#weighted-settings .item-container .item-qty-div input{
min-width: unset;
width: 1.5rem;
text-align: center;
}
#weighted-settings .item-container .item-qty-div:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .hints-div, #weighted-settings .locations-div{
margin-top: 2rem;
}
#weighted-settings .hints-div h3, #weighted-settings .locations-div h3{
margin-bottom: 0.5rem;
}
#weighted-settings .hints-container, #weighted-settings .locations-container{
display: flex;
flex-direction: row;
justify-content: space-between;
}
#weighted-settings .hints-wrapper, #weighted-settings .locations-wrapper{
width: calc(50% - 0.5rem);
font-weight: bold;
}
#weighted-settings .hints-wrapper .simple-list, #weighted-settings .locations-wrapper .simple-list{
margin-top: 0.25rem;
height: 300px;
font-weight: normal;
}
#weighted-settings #weighted-settings-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#weighted-settings code{
background-color: #d9cd8e;
border-radius: 4px;
padding-left: 0.25rem;
padding-right: 0.25rem;
color: #000000;
}
#weighted-settings #user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
}
#weighted-settings #user-message.visible{
display: block;
cursor: pointer;
}
#weighted-settings h1{
font-size: 2.5rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffffff;
text-shadow: 1px 1px 4px #000000;
}
#weighted-settings h2{
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffe993;
text-transform: none;
text-shadow: 1px 1px 2px #000000;
}
#weighted-settings h3, #weighted-settings h4, #weighted-settings h5, #weighted-settings h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
text-transform: none;
}
#weighted-settings a{
color: #ffef00;
cursor: pointer;
}
#weighted-settings input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#weighted-settings input:not([type]):focus{
border: 1px solid #ffffff;
}
#weighted-settings select{
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
background-color: #ffffff;
}
#weighted-settings .game-options, #weighted-settings .rom-options{
display: flex;
flex-direction: column;
}
#weighted-settings .simple-list{
display: flex;
flex-direction: column;
max-height: 300px;
overflow-y: auto;
border: 1px solid #ffffff;
border-radius: 4px;
}
#weighted-settings .simple-list .list-row label{
display: block;
width: calc(100% - 0.5rem);
padding: 0.0625rem 0.25rem;
}
#weighted-settings .simple-list .list-row label:hover{
background-color: rgba(0, 0, 0, 0.1);
}
#weighted-settings .simple-list .list-row label input[type=checkbox]{
margin-right: 0.5rem;
}
#weighted-settings .simple-list hr{
width: calc(100% - 2px);
margin: 2px auto;
border-bottom: 1px solid rgb(255 255 255 / 0.6);
}
#weighted-settings .invisible{
display: none;
}
@media all and (max-width: 1000px), all and (orientation: portrait){
#weighted-settings .game-options{
justify-content: flex-start;
flex-wrap: wrap;
}
#game-options table label{
display: block;
min-width: 200px;
}
}

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@@ -0,0 +1,232 @@
html {
background-image: url("../../static/backgrounds/grass.png");
background-repeat: repeat;
background-size: 650px 650px;
scroll-padding-top: 90px;
}
#weighted-options {
max-width: 1000px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
}
#weighted-options #weighted-options-header h1 {
margin-bottom: 0;
padding-bottom: 0;
}
#weighted-options #weighted-options-header h1:nth-child(2) {
font-size: 1.4rem;
margin-top: -8px;
margin-bottom: 0.5rem;
}
#weighted-options .js-warning-banner {
width: calc(100% - 1rem);
padding: 0.5rem;
border-radius: 4px;
background-color: #f3f309;
color: #000000;
margin-bottom: 0.5rem;
text-align: center;
}
#weighted-options .option-wrapper {
width: 100%;
margin-bottom: 2rem;
}
#weighted-options .option-wrapper .add-option-div {
display: flex;
flex-direction: row;
justify-content: flex-start;
margin-bottom: 1rem;
}
#weighted-options .option-wrapper .add-option-div button {
width: auto;
height: auto;
margin: 0 0 0 0.15rem;
padding: 0 0.25rem;
border-radius: 4px;
cursor: default;
}
#weighted-options .option-wrapper .add-option-div button:active {
margin-bottom: 1px;
}
#weighted-options p.option-description {
margin: 0 0 1rem;
}
#weighted-options p.hint-text {
margin: 0 0 1rem;
font-style: italic;
}
#weighted-options table {
width: 100%;
margin-top: 0.5rem;
margin-bottom: 1.5rem;
}
#weighted-options table th, #weighted-options table td {
border: none;
}
#weighted-options table td {
padding: 5px;
}
#weighted-options table .td-left {
font-family: LexendDeca-Regular, sans-serif;
padding-right: 1rem;
width: 200px;
}
#weighted-options table .td-middle {
display: flex;
flex-direction: column;
justify-content: space-evenly;
padding-right: 1rem;
}
#weighted-options table .td-right {
width: 4rem;
text-align: right;
}
#weighted-options table .td-delete {
width: 50px;
text-align: right;
}
#weighted-options table .range-option-delete {
cursor: pointer;
}
#weighted-options #weighted-options-button-row {
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#weighted-options #user-message {
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
}
#weighted-options #user-message.visible {
display: block;
cursor: pointer;
}
#weighted-options h1 {
font-size: 2.5rem;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
color: #ffffff;
text-shadow: 1px 1px 4px #000000;
}
#weighted-options h2, #weighted-options details summary.h2 {
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffe993;
text-transform: none;
text-shadow: 1px 1px 2px #000000;
}
#weighted-options h3, #weighted-options h4, #weighted-options h5, #weighted-options h6 {
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
text-transform: none;
cursor: unset;
}
#weighted-options h3.option-group-header {
margin-top: 0.75rem;
font-weight: bold;
}
#weighted-options a {
color: #ffef00;
cursor: pointer;
}
#weighted-options input:not([type]) {
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
}
#weighted-options input:not([type]):focus {
border: 1px solid #ffffff;
}
#weighted-options .invisible {
display: none;
}
#weighted-options .unsupported-option {
margin-top: 0.5rem;
}
#weighted-options .set-container, #weighted-options .dict-container, #weighted-options .list-container {
display: flex;
flex-direction: column;
background-color: rgba(0, 0, 0, 0.25);
border: 1px solid rgba(20, 20, 20, 0.25);
border-radius: 3px;
color: #ffffff;
max-height: 15rem;
min-width: 14.5rem;
overflow-y: auto;
padding-right: 0.25rem;
padding-left: 0.25rem;
margin-top: 0.5rem;
}
#weighted-options .set-container .divider, #weighted-options .dict-container .divider, #weighted-options .list-container .divider {
width: 100%;
height: 2px;
background-color: rgba(20, 20, 20, 0.25);
margin-top: 0.125rem;
margin-bottom: 0.125rem;
}
#weighted-options .set-container .set-entry, #weighted-options .set-container .dict-entry, #weighted-options .set-container .list-entry, #weighted-options .dict-container .set-entry, #weighted-options .dict-container .dict-entry, #weighted-options .dict-container .list-entry, #weighted-options .list-container .set-entry, #weighted-options .list-container .dict-entry, #weighted-options .list-container .list-entry {
display: flex;
flex-direction: row;
align-items: flex-start;
padding-bottom: 0.25rem;
padding-top: 0.25rem;
user-select: none;
line-height: 1rem;
}
#weighted-options .set-container .set-entry:hover, #weighted-options .set-container .dict-entry:hover, #weighted-options .set-container .list-entry:hover, #weighted-options .dict-container .set-entry:hover, #weighted-options .dict-container .dict-entry:hover, #weighted-options .dict-container .list-entry:hover, #weighted-options .list-container .set-entry:hover, #weighted-options .list-container .dict-entry:hover, #weighted-options .list-container .list-entry:hover {
background-color: rgba(20, 20, 20, 0.25);
}
#weighted-options .set-container .set-entry input[type=checkbox], #weighted-options .set-container .dict-entry input[type=checkbox], #weighted-options .set-container .list-entry input[type=checkbox], #weighted-options .dict-container .set-entry input[type=checkbox], #weighted-options .dict-container .dict-entry input[type=checkbox], #weighted-options .dict-container .list-entry input[type=checkbox], #weighted-options .list-container .set-entry input[type=checkbox], #weighted-options .list-container .dict-entry input[type=checkbox], #weighted-options .list-container .list-entry input[type=checkbox] {
margin-right: 0.25rem;
}
#weighted-options .set-container .set-entry input[type=number], #weighted-options .set-container .dict-entry input[type=number], #weighted-options .set-container .list-entry input[type=number], #weighted-options .dict-container .set-entry input[type=number], #weighted-options .dict-container .dict-entry input[type=number], #weighted-options .dict-container .list-entry input[type=number], #weighted-options .list-container .set-entry input[type=number], #weighted-options .list-container .dict-entry input[type=number], #weighted-options .list-container .list-entry input[type=number] {
max-width: 1.5rem;
max-height: 1rem;
margin-left: 0.125rem;
text-align: center;
/* Hide arrows on input[type=number] fields */
-moz-appearance: textfield;
}
#weighted-options .set-container .set-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .set-container .set-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .set-container .dict-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .set-container .dict-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .set-container .list-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .set-container .list-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .dict-container .set-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .dict-container .set-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .dict-container .dict-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .dict-container .dict-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .dict-container .list-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .dict-container .list-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .list-container .set-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .list-container .set-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .list-container .dict-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .list-container .dict-entry input[type=number]::-webkit-inner-spin-button, #weighted-options .list-container .list-entry input[type=number]::-webkit-outer-spin-button, #weighted-options .list-container .list-entry input[type=number]::-webkit-inner-spin-button {
-webkit-appearance: none;
margin: 0;
}
#weighted-options .set-container .set-entry label, #weighted-options .set-container .dict-entry label, #weighted-options .set-container .list-entry label, #weighted-options .dict-container .set-entry label, #weighted-options .dict-container .dict-entry label, #weighted-options .dict-container .list-entry label, #weighted-options .list-container .set-entry label, #weighted-options .list-container .dict-entry label, #weighted-options .list-container .list-entry label {
flex-grow: 1;
margin-right: 0;
min-width: unset;
display: unset;
}
.hidden {
display: none;
}
@media all and (max-width: 1000px), all and (orientation: portrait) {
#weighted-options .game-options {
justify-content: flex-start;
flex-wrap: wrap;
}
#game-options table label {
display: block;
min-width: 200px;
}
}
/*# sourceMappingURL=weightedOptions.css.map */

View File

@@ -0,0 +1 @@
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View File

@@ -0,0 +1,274 @@
html{
background-image: url('../../static/backgrounds/grass.png');
background-repeat: repeat;
background-size: 650px 650px;
scroll-padding-top: 90px;
}
#weighted-options{
max-width: 1000px;
margin-left: auto;
margin-right: auto;
background-color: rgba(0, 0, 0, 0.15);
border-radius: 8px;
padding: 1rem;
color: #eeffeb;
#weighted-options-header{
h1{
margin-bottom: 0;
padding-bottom: 0;
}
h1:nth-child(2){
font-size: 1.4rem;
margin-top: -8px;
margin-bottom: 0.5rem;
}
}
.js-warning-banner{
width: calc(100% - 1rem);
padding: 0.5rem;
border-radius: 4px;
background-color: #f3f309;
color: #000000;
margin-bottom: 0.5rem;
text-align: center;
}
.option-wrapper{
width: 100%;
margin-bottom: 2rem;
.add-option-div{
display: flex;
flex-direction: row;
justify-content: flex-start;
margin-bottom: 1rem;
button{
width: auto;
height: auto;
margin: 0 0 0 0.15rem;
padding: 0 0.25rem;
border-radius: 4px;
cursor: default;
&:active{
margin-bottom: 1px;
}
}
}
}
p{
&.option-description{
margin: 0 0 1rem;
}
&.hint-text{
margin: 0 0 1rem;
font-style: italic;
};
}
table{
width: 100%;
margin-top: 0.5rem;
margin-bottom: 1.5rem;
th, td{
border: none;
}
td{
padding: 5px;
}
.td-left{
font-family: LexendDeca-Regular, sans-serif;
padding-right: 1rem;
width: 200px;
}
.td-middle{
display: flex;
flex-direction: column;
justify-content: space-evenly;
padding-right: 1rem;
}
.td-right{
width: 4rem;
text-align: right;
}
.td-delete{
width: 50px;
text-align: right;
}
.range-option-delete{
cursor: pointer;
}
}
#weighted-options-button-row{
display: flex;
flex-direction: row;
justify-content: space-between;
margin-top: 15px;
}
#user-message{
display: none;
width: calc(100% - 8px);
background-color: #ffe86b;
border-radius: 4px;
color: #000000;
padding: 4px;
text-align: center;
&.visible{
display: block;
cursor: pointer;
}
}
h1{
font-size: 2.5rem;
font-weight: normal;
width: 100%;
margin-bottom: 0.5rem;
color: #ffffff;
text-shadow: 1px 1px 4px #000000;
}
h2, details summary.h2{
font-size: 2rem;
font-weight: normal;
border-bottom: 1px solid #ffffff;
width: 100%;
margin-bottom: 0.5rem;
color: #ffe993;
text-transform: none;
text-shadow: 1px 1px 2px #000000;
}
h3, h4, h5, h6{
color: #ffffff;
text-shadow: 1px 1px 1px rgba(0, 0, 0, 0.5);
text-transform: none;
cursor: unset;
}
h3{
&.option-group-header{
margin-top: 0.75rem;
font-weight: bold;
}
}
a{
color: #ffef00;
cursor: pointer;
}
input:not([type]){
border: 1px solid #000000;
padding: 3px;
border-radius: 3px;
min-width: 150px;
&:focus{
border: 1px solid #ffffff;
}
}
.invisible{
display: none;
}
.unsupported-option{
margin-top: 0.5rem;
}
.set-container, .dict-container, .list-container{
display: flex;
flex-direction: column;
background-color: rgba(0, 0, 0, 0.25);
border: 1px solid rgba(20, 20, 20, 0.25);
border-radius: 3px;
color: #ffffff;
max-height: 15rem;
min-width: 14.5rem;
overflow-y: auto;
padding-right: 0.25rem;
padding-left: 0.25rem;
margin-top: 0.5rem;
.divider{
width: 100%;
height: 2px;
background-color: rgba(20, 20, 20, 0.25);
margin-top: 0.125rem;
margin-bottom: 0.125rem;
}
.set-entry, .dict-entry, .list-entry{
display: flex;
flex-direction: row;
align-items: flex-start;
padding-bottom: 0.25rem;
padding-top: 0.25rem;
user-select: none;
line-height: 1rem;
&:hover{
background-color: rgba(20, 20, 20, 0.25);
}
input[type=checkbox]{
margin-right: 0.25rem;
}
input[type=number]{
max-width: 1.5rem;
max-height: 1rem;
margin-left: 0.125rem;
text-align: center;
/* Hide arrows on input[type=number] fields */
-moz-appearance: textfield;
&::-webkit-outer-spin-button, &::-webkit-inner-spin-button{
-webkit-appearance: none;
margin: 0;
}
}
label{
flex-grow: 1;
margin-right: 0;
min-width: unset;
display: unset;
}
}
}
}
.hidden{
display: none;
}
@media all and (max-width: 1000px), all and (orientation: portrait){
#weighted-options .game-options{
justify-content: flex-start;
flex-wrap: wrap;
}
#game-options table label{
display: block;
min-width: 200px;
}
}

View File

@@ -24,7 +24,8 @@
<br />
{% endif %}
{% if room.tracker %}
This room has a <a href="{{ url_for("get_multiworld_tracker", tracker=room.tracker) }}">Multiworld Tracker</a> enabled.
This room has a <a href="{{ url_for("get_multiworld_tracker", tracker=room.tracker) }}">Multiworld Tracker</a>
and a <a href="{{ url_for("get_multiworld_sphere_tracker", tracker=room.tracker) }}">Sphere Tracker</a> enabled.
<br />
{% endif %}
The server for this room will be paused after {{ room.timeout//60//60 }} hours of inactivity.

View File

@@ -0,0 +1,72 @@
{% extends "tablepage.html" %}
{% block head %}
{{ super() }}
<title>Multiworld Sphere Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for("static", filename="styles/tracker.css") }}" />
<script type="application/ecmascript" src="{{ url_for("static", filename="assets/trackerCommon.js") }}"></script>
{% endblock %}
{% block body %}
{% include "header/dirtHeader.html" %}
<div id="tracker-wrapper" data-tracker="{{ room.tracker | suuid }}">
<div id="tracker-header-bar">
<input placeholder="Search" id="search" />
<div class="info">
{% if tracker_data.get_spheres() %}
This tracker lists already found locations by their logical access sphere.
It ignores items that cannot be sent
and will therefore differ from the sphere numbers in the spoiler playthrough.
This tracker will automatically update itself periodically.
{% else %}
This Multiworld has no Sphere data, likely due to being too old, cannot display data.
{% endif %}
</div>
</div>
<div id="tables-container">
{%- for team, players in tracker_data.get_all_players().items() %}
<div class="table-wrapper">
<table id="checks-table" class="table non-unique-item-table">
<thead>
<tr>
<th>Sphere</th>
{#- Mimicking hint table header for familiarity. #}
<th>Finder</th>
<th>Receiver</th>
<th>Item</th>
<th>Location</th>
<th>Game</th>
</tr>
</thead>
<tbody>
{%- for sphere in tracker_data.get_spheres() %}
{%- set current_sphere = loop.index %}
{%- for player, sphere_location_ids in sphere.items() %}
{%- set checked_locations = tracker_data.get_player_checked_locations(team, player) %}
{%- set finder_game = tracker_data.get_player_game(team, player) %}
{%- set player_location_data = tracker_data.get_player_locations(team, player) %}
{%- for location_id in sphere_location_ids.intersection(checked_locations) %}
<tr>
{%- set item_id, receiver, item_flags = player_location_data[location_id] %}
{%- set receiver_game = tracker_data.get_player_game(team, receiver) %}
<td>{{ current_sphere }}</td>
<td>{{ tracker_data.get_player_name(team, player) }}</td>
<td>{{ tracker_data.get_player_name(team, receiver) }}</td>
<td>{{ tracker_data.item_id_to_name[receiver_game][item_id] }}</td>
<td>{{ tracker_data.location_id_to_name[finder_game][location_id] }}</td>
<td>{{ finder_game }}</td>
</tr>
{%- endfor %}
{%- endfor %}
{%- endfor %}
</tbody>
</table>
</div>
{%- endfor -%}
</div>
</div>
{% endblock %}

View File

@@ -10,7 +10,7 @@
{% include "header/dirtHeader.html" %}
{% include "multitrackerNavigation.html" %}
<div id="tracker-wrapper" data-tracker="{{ room.tracker | suuid }}">
<div id="tracker-wrapper" data-tracker="{{ room.tracker | suuid }}" data-second="{{ saving_second }}">
<div id="tracker-header-bar">
<input placeholder="Search" id="search" />

View File

@@ -1,180 +0,0 @@
<!DOCTYPE html>
<html lang="en">
<head>
<title>{{ player_name }}&apos;s Tracker</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename='styles/ootTracker.css') }}"/>
<script type="application/ecmascript" src="{{ url_for('static', filename='assets/ootTracker.js') }}"></script>
</head>
<body>
<div id="player-tracker-wrapper" data-tracker="{{ room.tracker|suuid }}">
<table id="inventory-table">
<tr>
<td><img src="{{ ocarina_url }}" class="{{ 'acquired' if 'Ocarina' in acquired_items }}" title="Ocarina" /></td>
<td><img src="{{ icons['Bombs'] }}" class="{{ 'acquired' if 'Bomb Bag' in acquired_items }}" title="Bombs" /></td>
<td><img src="{{ icons['Bow'] }}" class="{{ 'acquired' if 'Bow' in acquired_items }}" title="Fairy Bow" /></td>
<td><img src="{{ icons['Fire Arrows'] }}" class="{{ 'acquired' if 'Fire Arrows' in acquired_items }}" title="Fire Arrows" /></td>
<td><img src="{{ icons['Kokiri Sword'] }}" class="{{ 'acquired' if 'Kokiri Sword' in acquired_items }}" title="Kokiri Sword" /></td>
<td><img src="{{ icons['Biggoron Sword'] }}" class="{{ 'acquired' if 'Biggoron Sword' in acquired_items }}" title="Biggoron's Sword" /></td>
<td><img src="{{ icons['Mirror Shield'] }}" class="{{ 'acquired' if 'Mirror Shield' in acquired_items }}" title="Mirror Shield" /></td>
</tr>
<tr>
<td><img src="{{ icons['Slingshot'] }}" class="{{ 'acquired' if 'Slingshot' in acquired_items }}" title="Slingshot" /></td>
<td><img src="{{ icons['Bombchus'] }}" class="{{ 'acquired' if has_bombchus }}" title="Bombchus" /></td>
<td>
<div class="counted-item">
<img src="{{ hookshot_url }}" class="{{ 'acquired' if 'Progressive Hookshot' in acquired_items }}" title="Progressive Hookshot" />
<div class="item-count">{{ hookshot_length }}</div>
</div>
</td>
<td><img src="{{ icons['Ice Arrows'] }}" class="{{ 'acquired' if 'Ice Arrows' in acquired_items }}" title="Ice Arrows" /></td>
<td><img src="{{ strength_upgrade_url }}" class="{{ 'acquired' if 'Progressive Strength Upgrade' in acquired_items }}" title="Progressive Strength Upgrade" /></td>
<td><img src="{{ icons['Goron Tunic'] }}" class="{{ 'acquired' if 'Goron Tunic' in acquired_items }}" title="Goron Tunic" /></td>
<td><img src="{{ icons['Zora Tunic'] }}" class="{{ 'acquired' if 'Zora Tunic' in acquired_items }}" title="Zora Tunic" /></td>
</tr>
<tr>
<td><img src="{{ icons['Boomerang'] }}" class="{{ 'acquired' if 'Boomerang' in acquired_items }}" title="Boomerang" /></td>
<td><img src="{{ icons['Lens of Truth'] }}" class="{{ 'acquired' if 'Lens of Truth' in acquired_items }}" title="Lens of Truth" /></td>
<td><img src="{{ icons['Megaton Hammer'] }}" class="{{ 'acquired' if 'Megaton Hammer' in acquired_items }}" title="Megaton Hammer" /></td>
<td><img src="{{ icons['Light Arrows'] }}" class="{{ 'acquired' if 'Light Arrows' in acquired_items }}" title="Light Arrows" /></td>
<td><img src="{{ scale_url }}" class="{{ 'acquired' if 'Progressive Scale' in acquired_items }}" title="Progressive Scale" /></td>
<td><img src="{{ icons['Iron Boots'] }}" class="{{ 'acquired' if 'Iron Boots' in acquired_items }}" title="Iron Boots" /></td>
<td><img src="{{ icons['Hover Boots'] }}" class="{{ 'acquired' if 'Hover Boots' in acquired_items }}" title="Hover Boots" /></td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ bottle_url }}" class="{{ 'acquired' if bottle_count > 0 }}" title="Bottles" />
<div class="item-count">{{ bottle_count if bottle_count > 0 else '' }}</div>
</div>
</td>
<td><img src="{{ icons['Dins Fire'] }}" class="{{ 'acquired' if 'Dins Fire' in acquired_items }}" title="Din's Fire" /></td>
<td><img src="{{ icons['Farores Wind'] }}" class="{{ 'acquired' if 'Farores Wind' in acquired_items }}" title="Farore's Wind" /></td>
<td><img src="{{ icons['Nayrus Love'] }}" class="{{ 'acquired' if 'Nayrus Love' in acquired_items }}" title="Nayru's Love" /></td>
<td>
<div class="counted-item">
<img src="{{ wallet_url }}" class="{{ 'acquired' if 'Progressive Wallet' in acquired_items }}" title="Progressive Wallet" />
<div class="item-count">{{ wallet_size }}</div>
</div>
</td>
<td><img src="{{ magic_meter_url }}" class="{{ 'acquired' if 'Magic Meter' in acquired_items }}" title="Magic Meter" /></td>
<td><img src="{{ icons['Gerudo Membership Card'] }}" class="{{ 'acquired' if 'Gerudo Membership Card' in acquired_items }}" title="Gerudo Membership Card" /></td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ icons['Zeldas Lullaby'] }}" class="{{ 'acquired' if 'Zeldas Lullaby' in acquired_items }}" title="Zelda's Lullaby" id="lullaby"/>
<div class="item-count">Zelda</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Eponas Song'] }}" class="{{ 'acquired' if 'Eponas Song' in acquired_items }}" title="Epona's Song" id="epona" />
<div class="item-count">Epona</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Sarias Song'] }}" class="{{ 'acquired' if 'Sarias Song' in acquired_items }}" title="Saria's Song" id="saria"/>
<div class="item-count">Saria</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Suns Song'] }}" class="{{ 'acquired' if 'Suns Song' in acquired_items }}" title="Sun's Song" id="sun"/>
<div class="item-count">Sun</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Song of Time'] }}" class="{{ 'acquired' if 'Song of Time' in acquired_items }}" title="Song of Time" id="time"/>
<div class="item-count">Time</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Song of Storms'] }}" class="{{ 'acquired' if 'Song of Storms' in acquired_items }}" title="Song of Storms" />
<div class="item-count">Storms</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Gold Skulltula Token'] }}" class="{{ 'acquired' if token_count > 0 }}" title="Gold Skulltula Tokens" />
<div class="item-count">{{ token_count }}</div>
</div>
</td>
</tr>
<tr>
<td>
<div class="counted-item">
<img src="{{ icons['Minuet of Forest'] }}" class="{{ 'acquired' if 'Minuet of Forest' in acquired_items }}" title="Minuet of Forest" />
<div class="item-count">Min</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Bolero of Fire'] }}" class="{{ 'acquired' if 'Bolero of Fire' in acquired_items }}" title="Bolero of Fire" />
<div class="item-count">Bol</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Serenade of Water'] }}" class="{{ 'acquired' if 'Serenade of Water' in acquired_items }}" title="Serenade of Water" />
<div class="item-count">Ser</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Requiem of Spirit'] }}" class="{{ 'acquired' if 'Requiem of Spirit' in acquired_items }}" title="Requiem of Spirit" />
<div class="item-count">Req</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Nocturne of Shadow'] }}" class="{{ 'acquired' if 'Nocturne of Shadow' in acquired_items }}" title="Nocturne of Shadow" />
<div class="item-count">Noc</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Prelude of Light'] }}" class="{{ 'acquired' if 'Prelude of Light' in acquired_items }}" title="Prelude of Light" />
<div class="item-count">Pre</div>
</div>
</td>
<td>
<div class="counted-item">
<img src="{{ icons['Triforce'] if game_finished else icons['Triforce Piece'] }}" class="{{ 'acquired' if game_finished or piece_count > 0 }}" title="{{ 'Triforce' if game_finished else 'Triforce Pieces' }}" id=triforce />
<div class="item-count">{{ piece_count if piece_count > 0 else '' }}</div>
</div>
</td>
</tr>
</table>
<table id="location-table">
<tr>
<td></td>
<td><img src="{{ icons['Small Key'] }}" title="Small Keys" /></td>
<td><img src="{{ icons['Boss Key'] }}" title="Boss Key" /></td>
<td class="right-align">Items</td>
</tr>
{% for area in checks_done %}
<tr class="location-category" id="{{area}}-header">
<td>{{ area }} {{'▼' if area != 'Total'}}</td>
<td class="smallkeys">{{ small_key_counts.get(area, '-') }}</td>
<td class="bosskeys">{{ boss_key_counts.get(area, '-') }}</td>
<td class="counter">{{ checks_done[area] }} / {{ checks_in_area[area] }}</td>
</tr>
<tbody class="locations hide" id="{{area}}">
{% for location in location_info[area] %}
<tr>
<td class="location-name">{{ location }}</td>
<td></td>
<td></td>
<td class="counter">{{ '✔' if location_info[area][location] else '' }}</td>
</tr>
{% endfor %}
</tbody>
{% endfor %}
</table>
</div>
</body>
</html>

View File

@@ -1,62 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>{{ game }} Options</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/player-options.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/md5.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/player-options.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/'+theme+'Header.html' %}
<div id="player-options" class="markdown" data-game="{{ game }}">
<div id="user-message"></div>
<h1><span id="game-name">Player</span> Options</h1>
<p>Choose the options you would like to play with! You may generate a single-player game from this page,
or download an options file you can use to participate in a MultiWorld.</p>
<p>
A more advanced options configuration for all games can be found on the
<a href="/weighted-options">Weighted options</a> page.
<br />
A list of all games you have generated can be found on the <a href="/user-content">User Content Page</a>.
<br />
You may also download the
<a href="/static/generated/configs/{{ game }}.yaml">template file for this game</a>.
</p>
<div id="meta-options">
<div>
<label for="player-name">
Player Name: <span class="interactive" data-tooltip="This is the name you use to connect with your game. This is also known as your 'slot name'.">(?)</span>
</label>
<input id="player-name" placeholder="Player" data-key="name" maxlength="16" />
</div>
<div>
<label for="game-options-preset">
Options Preset: <span class="interactive" data-tooltip="Select from a list of developer-curated presets (if any) or reset all options to their defaults.">(?)</span>
</label>
<select id="game-options-preset">
<option value="__default">Defaults</option>
<option value="__custom" hidden>Custom</option>
</select>
</div>
</div>
<h2>Game Options</h2>
<div id="game-options">
<div id="game-options-left" class="left"></div>
<div id="game-options-right" class="right"></div>
</div>
<div id="player-options-button-row">
<button id="export-options">Export Options</button>
<button id="generate-game">Generate Game</button>
<button id="generate-race">Generate Race</button>
</div>
</div>
{% endblock %}

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@@ -0,0 +1,210 @@
{% macro Toggle(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="select-container">
<select id="{{ option_name }}" name="{{ option_name }}" {{ "disabled" if option.default == "random" }}>
{% if option.default == 1 %}
<option value="false">No</option>
<option value="true" selected>Yes</option>
{% else %}
<option value="false" selected>No</option>
<option value="true">Yes</option>
{% endif %}
</select>
{{ RandomizeButton(option_name, option) }}
</div>
{% endmacro %}
{% macro Choice(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="select-container">
<select id="{{ option_name }}" name="{{ option_name }}" {{ "disabled" if option.default == "random" }}>
{% for id, name in option.name_lookup.items() %}
{% if name != "random" %}
{% if option.default == id %}
<option value="{{ name }}" selected>{{ option.get_option_name(id) }}</option>
{% else %}
<option value="{{ name }}">{{ option.get_option_name(id) }}</option>
{% endif %}
{% endif %}
{% endfor %}
</select>
{{ RandomizeButton(option_name, option) }}
</div>
{% endmacro %}
{% macro Range(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="range-container">
<input
type="range"
id="{{ option_name }}"
name="{{ option_name }}"
min="{{ option.range_start }}"
max="{{ option.range_end }}"
value="{{ option.default | default(option.range_start) if option.default != "random" else option.range_start }}"
{{ "disabled" if option.default == "random" }}
/>
<span id="{{ option_name }}-value" class="range-value js-required">
{{ option.default | default(option.range_start) if option.default != "random" else option.range_start }}
</span>
{{ RandomizeButton(option_name, option) }}
</div>
{% endmacro %}
{% macro NamedRange(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="named-range-container">
<select id="{{ option_name }}-select" data-option-name="{{ option_name }}" {{ "disabled" if option.default == "random" }}>
{% for key, val in option.special_range_names.items() %}
{% if option.default == val %}
<option value="{{ val }}" selected>{{ key }} ({{ val }})</option>
{% else %}
<option value="{{ val }}">{{ key }} ({{ val }})</option>
{% endif %}
{% endfor %}
<option value="custom" hidden>Custom</option>
</select>
<div class="named-range-wrapper">
<input
type="range"
id="{{ option_name }}"
name="{{ option_name }}"
min="{{ option.range_start }}"
max="{{ option.range_end }}"
value="{{ option.default | default(option.range_start) if option.default != "random" else option.range_start }}"
{{ "disabled" if option.default == "random" }}
/>
<span id="{{ option_name }}-value" class="range-value js-required">
{{ option.default | default(option.range_start) if option.default != "random" else option.range_start }}
</span>
{{ RandomizeButton(option_name, option) }}
</div>
</div>
{% endmacro %}
{% macro FreeText(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="free-text-container">
<input type="text" id="{{ option_name }}" name="{{ option_name }}" value="{{ option.default }}" />
</div>
{% endmacro %}
{% macro TextChoice(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="text-choice-container">
<div class="text-choice-wrapper">
<select id="{{ option_name }}" name="{{ option_name }}" {{ "disabled" if option.default == "random" }}>
{% for id, name in option.name_lookup.items()|sort %}
{% if name != "random" %}
{% if option.default == id %}
<option value="{{ name }}" selected>{{ option.get_option_name(id) }}</option>
{% else %}
<option value="{{ name }}">{{ option.get_option_name(id) }}</option>
{% endif %}
{% endif %}
{% endfor %}
<option value="custom" hidden>Custom</option>
</select>
{{ RandomizeButton(option_name, option) }}
</div>
<input type="text" id="{{ option_name }}-custom" name="{{ option_name }}-custom" data-option-name="{{ option_name }}" placeholder="Custom value..." />
</div>
{% endmacro %}
{% macro ItemDict(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="option-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input type="number" id="{{ option_name }}-{{ item_name }}-qty" name="{{ option_name }}||{{ item_name }}||qty" value="{{ option.default[item_name]|default("0") }}" data-option-name="{{ option_name }}" data-item-name="{{ item_name }}" />
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionList(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for key in (option.valid_keys if option.valid_keys is ordered else option.valid_keys|sort) %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ key }}" name="{{ option_name }}" value="{{ key }}" {{ "checked" if key in option.default }} />
<label for="{{ option_name }}-{{ key }}">{{ key }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro LocationSet(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.location_name_groups.keys()|sort %}
{% if group_name != "Everywhere" %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ group_name }}" name="{{ option_name }}" value="{{ group_name }}" {{ "checked" if group_name in option.default }} />
<label for="{{ option_name }}-{{ group_name }}">{{ group_name }}</label>
</div>
{% endif %}
{% endfor %}
{% if world.location_name_groups.keys()|length > 1 %}
<div class="option-divider">&nbsp;</div>
{% endif %}
{% for location_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.location_names|sort) %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ location_name }}" name="{{ option_name }}" value="{{ location_name }}" {{ "checked" if location_name in option.default }} />
<label for="{{ option_name }}-{{ location_name }}">{{ location_name }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro ItemSet(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.item_name_groups.keys()|sort %}
{% if group_name != "Everything" %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ group_name }}" name="{{ option_name }}" value="{{ group_name }}" {{ "checked" if group_name in option.default }} />
<label for="{{ option_name }}-{{ group_name }}">{{ group_name }}</label>
</div>
{% endif %}
{% endfor %}
{% if world.item_name_groups.keys()|length > 1 %}
<div class="option-divider">&nbsp;</div>
{% endif %}
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ item_name }}" name="{{ option_name }}" value="{{ item_name }}" {{ "checked" if item_name in option.default }} />
<label for="{{ option_name }}-{{ item_name }}">{{ item_name }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionSet(option_name, option) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for key in (option.valid_keys if option.valid_keys is ordered else option.valid_keys|sort) %}
<div class="option-entry">
<input type="checkbox" id="{{ option_name }}-{{ key }}" name="{{ option_name }}" value="{{ key }}" {{ "checked" if key in option.default }} />
<label for="{{ option_name }}-{{ key }}">{{ key }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionTitle(option_name, option) %}
<label for="{{ option_name }}">
{{ option.display_name|default(option_name) }}:
<span class="interactive" data-tooltip="{% filter dedent %}{{(option.__doc__ | default("Please document me!"))|escape }}{% endfilter %}">(?)</span>
</label>
{% endmacro %}
{% macro RandomizeButton(option_name, option) %}
<div class="randomize-button" data-tooltip="Toggle randomization for this option!">
<label for="random-{{ option_name }}">
<input type="checkbox" id="random-{{ option_name }}" name="random-{{ option_name }}" class="randomize-checkbox" data-option-name="{{ option_name }}" {{ "checked" if option.default == "random" }} />
🎲
</label>
</div>
{% endmacro %}

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@@ -0,0 +1,166 @@
{% extends 'pageWrapper.html' %}
{% import 'playerOptions/macros.html' as inputs %}
{% block head %}
<title>{{ world_name }} Options</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/playerOptions/playerOptions.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/md5.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/playerOptions.js") }}"></script>
<noscript>
<style>
.js-required{
display: none;
}
</style>
</noscript>
{% endblock %}
{% block body %}
{% include 'header/'+theme+'Header.html' %}
<div id="player-options" class="markdown" data-game="{{ world_name }}" data-presets="{{ presets }}">
<noscript>
<div class="js-warning-banner">
This page has reduced functionality without JavaScript.
</div>
</noscript>
<div id="user-message">{{ message }}</div>
<div id="player-options-header">
<h1>{{ world_name }}</h1>
<h1>Player Options</h1>
</div>
<p>Choose the options you would like to play with! You may generate a single-player game from this page,
or download an options file you can use to participate in a MultiWorld.</p>
<p>
A more advanced options configuration for all games can be found on the
<a href="weighted-options">Weighted options</a> page.
<br />
A list of all games you have generated can be found on the <a href="/user-content">User Content Page</a>.
<br />
You may also download the
<a href="/static/generated/configs/{{ world_name }}.yaml">template file for this game</a>.
</p>
<form id="options-form" method="post" enctype="application/x-www-form-urlencoded" action="generate-yaml">
<div id="meta-options">
<div>
<label for="player-name">
Player Name: <span class="interactive" data-tooltip="This is the name you use to connect with your game. This is also known as your 'slot name'.">(?)</span>
</label>
<input id="player-name" placeholder="Player" name="name" maxlength="16" />
</div>
<div class="js-required">
<label for="game-options-preset">
Options Preset: <span class="interactive" data-tooltip="Select from a list of developer-curated presets (if any) or reset all options to their defaults.">(?)</span>
</label>
<select id="game-options-preset" name="game-options-preset" disabled>
<option value="default">Default</option>
{% for preset_name in world.web.options_presets %}
<option value="{{ preset_name }}">{{ preset_name }}</option>
{% endfor %}
<option value="custom" hidden>Custom</option>
</select>
</div>
</div>
<div id="option-groups">
{% for group_name, group_options in option_groups.items() %}
<details class="group-container" {% if not start_collapsed[group_name] %}open{% endif %}>
<summary class="h2">{{ group_name }}</summary>
<div class="game-options">
<div class="left">
{% for option_name, option in group_options.items() %}
{% if loop.index <= (loop.length / 2)|round(0,"ceil") %}
{% if issubclass(option, Options.Toggle) %}
{{ inputs.Toggle(option_name, option) }}
{% elif issubclass(option, Options.TextChoice) %}
{{ inputs.TextChoice(option_name, option) }}
{% elif issubclass(option, Options.Choice) %}
{{ inputs.Choice(option_name, option) }}
{% elif issubclass(option, Options.NamedRange) %}
{{ inputs.NamedRange(option_name, option) }}
{% elif issubclass(option, Options.Range) %}
{{ inputs.Range(option_name, option) }}
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option, world) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option, world) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}
{% endif %}
{% endif %}
{% endfor %}
</div>
<div class="right">
{% for option_name, option in group_options.items() %}
{% if loop.index > (loop.length / 2)|round(0,"ceil") %}
{% if issubclass(option, Options.Toggle) %}
{{ inputs.Toggle(option_name, option) }}
{% elif issubclass(option, Options.TextChoice) %}
{{ inputs.TextChoice(option_name, option) }}
{% elif issubclass(option, Options.Choice) %}
{{ inputs.Choice(option_name, option) }}
{% elif issubclass(option, Options.NamedRange) %}
{{ inputs.NamedRange(option_name, option) }}
{% elif issubclass(option, Options.Range) %}
{{ inputs.Range(option_name, option) }}
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option, world) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option, world) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}
{% endif %}
{% endif %}
{% endfor %}
</div>
</div>
</details>
{% endfor %}
</div>
<div id="player-options-button-row">
<input type="submit" name="intent-export" value="Export Options" />
<input type="submit" name="intent-generate" value="Generate Single-Player Game">
</div>
</form>
</div>
{% endblock %}

View File

@@ -24,7 +24,6 @@
<li><a href="/games">Supported Games Page</a></li>
<li><a href="/tutorial">Tutorials Page</a></li>
<li><a href="/user-content">User Content</a></li>
<li><a href="/weighted-options">Weighted Options Page</a></li>
<li><a href="{{url_for('stats')}}">Game Statistics</a></li>
<li><a href="/glossary/en">Glossary</a></li>
</ul>
@@ -50,8 +49,12 @@
<ul>
{% for game in games | title_sorted %}
{% if game['has_settings'] %}
<li><a href="{{ url_for('player_options', game=game['title']) }}">{{ game['title'] }}</a></li>
{% endif %}
<li>{{ game['title'] }}</li>
<ul>
<li><a href="{{ url_for('player_options', game=game['title']) }}">Player Options</a></li>
<li><a href="{{ url_for('weighted_options', game=game['title']) }}">Weighted Options</a></li>
</ul>
{% endif %}
{% endfor %}
</ul>
</div>

View File

@@ -41,28 +41,28 @@
</div>
{% for game_name in worlds | title_sorted %}
{% set world = worlds[game_name] %}
<h2 class="collapse-toggle" data-game="{{ game_name }}">
<span class="collapse-arrow"></span>{{ game_name }}
</h2>
<p class="collapsed">
<details data-game="{{ game_name }}">
<summary class="h2">{{ game_name }}</summary>
{{ world.__doc__ | default("No description provided.", true) }}<br />
<a href="{{ url_for("game_info", game=game_name, lang="en") }}">Game Page</a>
{% if world.web.tutorials %}
<span class="link-spacer">|</span>
<a href="{{ url_for("tutorial_landing") }}#{{ game_name }}">Setup Guides</a>
<a href="{{ url_for("tutorial_landing", _anchor = game_name | urlencode) }}">Setup Guides</a>
{% endif %}
{% if world.web.options_page is string %}
<span class="link-spacer">|</span>
<a href="{{ world.web.options_page }}">Options Page</a>
<a href="{{ world.web.options_page }}">Options Page (External Link)</a>
{% elif world.web.options_page %}
<span class="link-spacer">|</span>
<a href="{{ url_for("player_options", game=game_name) }}">Options Page</a>
<span class="link-spacer">|</span>
<a href="{{ url_for("weighted_options", game=game_name) }}">Advanced Options</a>
{% endif %}
{% if world.web.bug_report_page %}
<span class="link-spacer">|</span>
<a href="{{ world.web.bug_report_page }}">Report a Bug</a>
{% endif %}
</p>
</details>
{% endfor %}
</div>
{% endblock %}

View File

@@ -1,48 +0,0 @@
{% extends 'pageWrapper.html' %}
{% block head %}
<title>{{ game }} Options</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weighted-options.css") }}" />
<script type="application/ecmascript" src="https://cdn.jsdelivr.net/npm/axios/dist/axios.min.js"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/md5.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/js-yaml.min.js") }}"></script>
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weighted-options.js") }}"></script>
{% endblock %}
{% block body %}
{% include 'header/grassHeader.html' %}
<div id="weighted-settings" class="markdown" data-game="{{ game }}">
<div id="user-message"></div>
<h1>Weighted Options</h1>
<p>Weighted options allow you to choose how likely a particular option is to be used in game generation.
The higher an option is weighted, the more likely the option will be chosen. Think of them like
entries in a raffle.</p>
<p>Choose the games and options you would like to play with! You may generate a single-player game from
this page, or download an options file you can use to participate in a MultiWorld.</p>
<p>A list of all games you have generated can be found on the <a href="/user-content">User Content</a>
page.</p>
<p><label for="player-name">Please enter your player name. This will appear in-game as you send and receive
items if you are playing in a MultiWorld.</label><br />
<input id="player-name" placeholder="Player Name" data-key="name" maxlength="16" />
</p>
<div id="game-choice">
<!-- User chooses games by weight -->
</div>
<!-- To be generated and populated per-game with weight > 0 -->
<div id="games-wrapper">
</div>
<div id="weighted-settings-button-row">
<button id="export-options">Export Options</button>
<button id="generate-game">Generate Game</button>
<button id="generate-race">Generate Race</button>
</div>
</div>
{% endblock %}

View File

@@ -0,0 +1,249 @@
{% macro Toggle(option_name, option) %}
<table>
<tbody>
{{ RangeRow(option_name, option, "No", "false") }}
{{ RangeRow(option_name, option, "Yes", "true") }}
{{ RandomRows(option_name, option) }}
</tbody>
</table>
{% endmacro %}
{% macro DefaultOnToggle(option_name, option) %}
<!-- Toggle handles defaults properly, so we just reuse that -->
{{ Toggle(option_name, option) }}
{% endmacro %}
{% macro Choice(option_name, option) %}
<table>
<tbody>
{% for id, name in option.name_lookup.items() %}
{% if name != 'random' %}
{{ RangeRow(option_name, option, option.get_option_name(id), name) }}
{% endif %}
{% endfor %}
{{ RandomRows(option_name, option) }}
</tbody>
</table>
{% endmacro %}
{% macro Range(option_name, option) %}
<div class="hint-text js-required">
This is a range option.
<br /><br />
Accepted values:<br />
Normal range: {{ option.range_start }} - {{ option.range_end }}
{% if option.special_range_names %}
<br /><br />
The following values has special meaning, and may fall outside the normal range.
<ul>
{% for name, value in option.special_range_names.items() %}
<li>{{ value }}: {{ name }}</li>
{% endfor %}
</ul>
{% endif %}
<div class="add-option-div">
<input type="number" class="range-option-value" data-option="{{ option_name }}" />
<button class="add-range-option-button" data-option="{{ option_name }}">Add</button>
</div>
</div>
<table class="range-rows" data-option="{{ option_name }}">
<tbody>
{{ RangeRow(option_name, option, option.range_start, option.range_start, True) }}
{% if option.range_start < option.default < option.range_end %}
{{ RangeRow(option_name, option, option.default, option.default, True) }}
{% endif %}
{{ RangeRow(option_name, option, option.range_end, option.range_end, True) }}
{{ RandomRows(option_name, option) }}
</tbody>
</table>
{% endmacro %}
{% macro NamedRange(option_name, option) %}
<!-- Range is able to properly handle NamedDRange options -->
{{ Range(option_name, option) }}
{% endmacro %}
{% macro FreeText(option_name, option) %}
<div class="hint-text">
This option allows custom values only. Please enter your desired values below.
<div class="custom-value-wrapper">
<input class="custom-value" data-option="{{ option_name }}" placeholder="Custom Value" />
<button data-option="{{ option_name }}">Add</button>
</div>
<table>
<tbody>
<!-- This table to be filled by JS -->
</tbody>
</table>
</div>
{% endmacro %}
{% macro TextChoice(option_name, option) %}
<div class="hint-text">
Custom values are also allowed for this option. To create one, enter it into the input box below.
<div class="custom-value-wrapper">
<input class="custom-value" data-option="{{ option_name }}" placeholder="Custom Value" />
<button data-option="{{ option_name }}">Add</button>
</div>
</div>
<table>
<tbody>
{% for id, name in option.name_lookup.items() %}
{% if name != 'random' %}
{{ RangeRow(option_name, option, option.get_option_name(id), name) }}
{% endif %}
{% endfor %}
{{ RandomRows(option_name, option) }}
</tbody>
</table>
{% endmacro %}
{% macro PlandoBosses(option_name, option) %}
<!-- PlandoBosses is handled by its parent, TextChoice -->
{{ TextChoice(option_name, option) }}
{% endmacro %}
{% macro ItemDict(option_name, option, world) %}
<div class="dict-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="dict-entry">
<label for="{{ option_name }}-{{ item_name }}-qty">{{ item_name }}</label>
<input
type="number"
id="{{ option_name }}-{{ item_name }}-qty"
name="{{ option_name }}||{{ item_name }}"
value="0"
/>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionList(option_name, option) %}
<div class="list-container">
{% for key in option.valid_keys|sort %}
<div class="list-entry">
<input
type="checkbox"
id="{{ option_name }}-{{ key }}"
name="{{ option_name }}||{{ key }}"
value="1"
/>
<label for="{{ option_name }}-{{ key }}">
{{ key }}
</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro LocationSet(option_name, option, world) %}
<div class="set-container">
{% for group_name in world.location_name_groups.keys()|sort %}
{% if group_name != "Everywhere" %}
<div class="set-entry">
<input type="checkbox" id="{{ option_name }}-{{ group_name }}" name="{{ option_name }}||{{ group_name }}" value="1" {{ "checked" if group_name in option.default }} />
<label for="{{ option_name }}-{{ group_name }}">{{ group_name }}</label>
</div>
{% endif %}
{% endfor %}
{% if world.location_name_groups.keys()|length > 1 %}
<div class="divider">&nbsp;</div>
{% endif %}
{% for location_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.location_names|sort) %}
<div class="set-entry">
<input type="checkbox" id="{{ option_name }}-{{ location_name }}" name="{{ option_name }}||{{ location_name }}" value="1" {{ "checked" if location_name in option.default }} />
<label for="{{ option_name }}-{{ location_name }}">{{ location_name }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro ItemSet(option_name, option, world) %}
<div class="set-container">
{% for group_name in world.item_name_groups.keys()|sort %}
{% if group_name != "Everything" %}
<div class="set-entry">
<input type="checkbox" id="{{ option_name }}-{{ group_name }}" name="{{ option_name }}||{{ group_name }}" value="1" {{ "checked" if group_name in option.default }} />
<label for="{{ option_name }}-{{ group_name }}">{{ group_name }}</label>
</div>
{% endif %}
{% endfor %}
{% if world.item_name_groups.keys()|length > 1 %}
<div class="set-divider">&nbsp;</div>
{% endif %}
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
<div class="set-entry">
<input type="checkbox" id="{{ option_name }}-{{ item_name }}" name="{{ option_name }}||{{ item_name }}" value="1" {{ "checked" if item_name in option.default }} />
<label for="{{ option_name }}-{{ item_name }}">{{ item_name }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionSet(option_name, option) %}
<div class="set-container">
{% for key in option.valid_keys|sort %}
<div class="set-entry">
<input type="checkbox" id="{{ option_name }}-{{ key }}" name="{{ option_name }}||{{ key }}" value="1" {{ "checked" if key in option.default }} />
<label for="{{ option_name }}-{{ key }}">{{ key }}</label>
</div>
{% endfor %}
</div>
{% endmacro %}
{% macro OptionTitleTd(option_name, value) %}
<td class="td-left">
<label for="{{ option_name }}||{{ value }}">
{{ option.display_name|default(option_name) }}
</label>
</td>
{% endmacro %}
{% macro RandomRows(option_name, option, extra_column=False) %}
{% for key, value in {"Random": "random", "Random (Low)": "random-low", "Random (Middle)": "random-middle", "Random (High)": "random-high"}.items() %}
{{ RangeRow(option_name, option, key, value) }}
{% endfor %}
{% endmacro %}
{% macro RangeRow(option_name, option, display_value, value, can_delete=False) %}
<tr data-row="{{ option_name }}-{{ value }}-row" data-option-name="{{ option_name }}" data-value="{{ value }}">
<td class="td-left">
<label for="{{ option_name }}||{{ value }}">
{{ display_value }}
</label>
</td>
<td class="td-middle">
<input
type="range"
id="{{ option_name }}||{{ value }}"
name="{{ option_name }}||{{ value }}"
min="0"
max="50"
{% if option.default == value %}
value="25"
{% else %}
value="0"
{% endif %}
/>
</td>
<td class="td-right">
<span id="{{ option_name }}||{{ value }}-value">
{% if option.default == value %}
25
{% else %}
0
{% endif %}
</span>
</td>
{% if can_delete %}
<td>
<span class="range-option-delete js-required" data-target="{{ option_name }}-{{ value }}-row">
</span>
</td>
{% else %}
<td><!-- This td empty on purpose --></td>
{% endif %}
</tr>
{% endmacro %}

View File

@@ -0,0 +1,119 @@
{% extends 'pageWrapper.html' %}
{% import 'weightedOptions/macros.html' as inputs %}
{% block head %}
<title>{{ world_name }} Weighted Options</title>
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/markdown.css") }}" />
<link rel="stylesheet" type="text/css" href="{{ url_for('static', filename="styles/weightedOptions/weightedOptions.css") }}" />
<script type="application/ecmascript" src="{{ url_for('static', filename="assets/weightedOptions.js") }}"></script>
<noscript>
<style>
.js-required{
display: none;
}
</style>
</noscript>
{% endblock %}
{% block body %}
{% include 'header/'+theme+'Header.html' %}
<div id="weighted-options" class="markdown" data-game="{{ world_name }}">
<noscript>
<div class="js-warning-banner">
This page has reduced functionality without JavaScript.
</div>
</noscript>
<div id="user-message"></div>
<div id="weighted-options-header">
<h1>{{ world_name }}</h1>
<h1>Weighted Options</h1>
</div>
<form id="weighted-options-form" method="post" enctype="application/x-www-form-urlencoded" action="generate-weighted-yaml">
<p>Weighted options allow you to choose how likely a particular option&apos;s value is to be used in game
generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like
entries in a raffle.</p>
<p>Choose the options you would like to play with! You may generate a single-player game from
this page, or download an options file you can use to participate in a MultiWorld.</p>
<p>A list of all games you have generated can be found on the <a href="/user-content">User Content</a>
page.</p>
<p><label for="player-name">Please enter your player name. This will appear in-game as you send and receive
items if you are playing in a MultiWorld.</label><br />
<input id="player-name" placeholder="Player Name" name="name" maxlength="16" />
</p>
<div id="{{ world_name }}-container">
{% for group_name, group_options in option_groups.items() %}
<details {% if not start_collapsed[group_name] %}open{% endif %}>
<summary class="h2">{{ group_name }}</summary>
{% for option_name, option in group_options.items() %}
<div class="option-wrapper">
<h4>{{ option.display_name|default(option_name) }}</h4>
<div class="option-description">
{{ option.__doc__ }}
</div>
{% if issubclass(option, Options.Toggle) %}
{{ inputs.Toggle(option_name, option) }}
{% elif issubclass(option, Options.DefaultOnToggle) %}
{{ inputs.DefaultOnToggle(option_name, option) }}
{% elif issubclass(option, Options.PlandoBosses) %}
{{ inputs.PlandoBosses(option_name, option) }}
{% elif issubclass(option, Options.TextChoice) %}
{{ inputs.TextChoice(option_name, option) }}
{% elif issubclass(option, Options.Choice) %}
{{ inputs.Choice(option_name, option) }}
{% elif issubclass(option, Options.NamedRange) %}
{{ inputs.NamedRange(option_name, option) }}
{% elif issubclass(option, Options.Range) %}
{{ inputs.Range(option_name, option) }}
{% elif issubclass(option, Options.FreeText) %}
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option, world) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option, world) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}
{% else %}
<div class="unsupported-option">
This option is not supported. Please edit your .yaml file manually.
</div>
{% endif %}
</div>
{% endfor %}
</details>
{% endfor %}
</div>
<div id="weighted-options-button-row">
<input type="submit" name="intent-export" value="Export Options" />
<input type="submit" name="intent-generate" value="Generate Single-Player Game">
</div>
</form>
</div>
{% endblock %}

View File

@@ -3,8 +3,9 @@ import collections
from dataclasses import dataclass
from typing import Any, Callable, Dict, List, Optional, Set, Tuple, NamedTuple, Counter
from uuid import UUID
from email.utils import parsedate_to_datetime
from flask import render_template
from flask import render_template, make_response, Response, request
from werkzeug.exceptions import abort
from MultiServer import Context, get_saving_second
@@ -291,47 +292,47 @@ class TrackerData:
return video_feeds
@_cache_results
def get_spheres(self) -> List[List[int]]:
""" each sphere is { player: { location_id, ... } } """
return self._multidata.get("spheres", [])
def _process_if_request_valid(incoming_request, room: Optional[Room]) -> Optional[Response]:
if not room:
abort(404)
if_modified = incoming_request.headers.get("If-Modified-Since", None)
if if_modified:
if_modified = parsedate_to_datetime(if_modified)
# if_modified has less precision than last_activity, so we bring them to same precision
if if_modified >= room.last_activity.replace(microsecond=0):
return make_response("", 304)
@app.route("/tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>")
def get_player_tracker(tracker: UUID, tracked_team: int, tracked_player: int, generic: bool = False) -> str:
def get_player_tracker(tracker: UUID, tracked_team: int, tracked_player: int, generic: bool = False) -> Response:
key = f"{tracker}_{tracked_team}_{tracked_player}_{generic}"
tracker_page = cache.get(key)
if tracker_page:
return tracker_page
response: Optional[Response] = cache.get(key)
if response:
return response
timeout, tracker_page = get_timeout_and_tracker(tracker, tracked_team, tracked_player, generic)
cache.set(key, tracker_page, timeout)
return tracker_page
@app.route("/generic_tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>")
def get_generic_game_tracker(tracker: UUID, tracked_team: int, tracked_player: int) -> str:
return get_player_tracker(tracker, tracked_team, tracked_player, True)
@app.route("/tracker/<suuid:tracker>", defaults={"game": "Generic"})
@app.route("/tracker/<suuid:tracker>/<game>")
@cache.memoize(timeout=TRACKER_CACHE_TIMEOUT_IN_SECONDS)
def get_multiworld_tracker(tracker: UUID, game: str):
# Room must exist.
room = Room.get(tracker=tracker)
if not room:
abort(404)
tracker_data = TrackerData(room)
enabled_trackers = list(get_enabled_multiworld_trackers(room).keys())
if game not in _multiworld_trackers:
return render_generic_multiworld_tracker(tracker_data, enabled_trackers)
response = _process_if_request_valid(request, room)
if response:
return response
return _multiworld_trackers[game](tracker_data, enabled_trackers)
timeout, last_modified, tracker_page = get_timeout_and_player_tracker(room, tracked_team, tracked_player, generic)
response = make_response(tracker_page)
response.last_modified = last_modified
cache.set(key, response, timeout)
return response
def get_timeout_and_tracker(tracker: UUID, tracked_team: int, tracked_player: int, generic: bool) -> Tuple[int, str]:
# Room must exist.
room = Room.get(tracker=tracker)
if not room:
abort(404)
def get_timeout_and_player_tracker(room: Room, tracked_team: int, tracked_player: int, generic: bool)\
-> Tuple[int, datetime.datetime, str]:
tracker_data = TrackerData(room)
# Load and render the game-specific player tracker, or fallback to generic tracker if none exists.
@@ -341,7 +342,48 @@ def get_timeout_and_tracker(tracker: UUID, tracked_team: int, tracked_player: in
else:
tracker = render_generic_tracker(tracker_data, tracked_team, tracked_player)
return (tracker_data.get_room_saving_second() - datetime.datetime.now().second) % 60 or 60, tracker
return ((tracker_data.get_room_saving_second() - datetime.datetime.now().second)
% TRACKER_CACHE_TIMEOUT_IN_SECONDS or TRACKER_CACHE_TIMEOUT_IN_SECONDS, room.last_activity, tracker)
@app.route("/generic_tracker/<suuid:tracker>/<int:tracked_team>/<int:tracked_player>")
def get_generic_game_tracker(tracker: UUID, tracked_team: int, tracked_player: int) -> Response:
return get_player_tracker(tracker, tracked_team, tracked_player, True)
@app.route("/tracker/<suuid:tracker>", defaults={"game": "Generic"})
@app.route("/tracker/<suuid:tracker>/<game>")
def get_multiworld_tracker(tracker: UUID, game: str) -> Response:
key = f"{tracker}_{game}"
response: Optional[Response] = cache.get(key)
if response:
return response
# Room must exist.
room = Room.get(tracker=tracker)
response = _process_if_request_valid(request, room)
if response:
return response
timeout, last_modified, tracker_page = get_timeout_and_multiworld_tracker(room, game)
response = make_response(tracker_page)
response.last_modified = last_modified
cache.set(key, response, timeout)
return response
def get_timeout_and_multiworld_tracker(room: Room, game: str)\
-> Tuple[int, datetime.datetime, str]:
tracker_data = TrackerData(room)
enabled_trackers = list(get_enabled_multiworld_trackers(room).keys())
if game in _multiworld_trackers:
tracker = _multiworld_trackers[game](tracker_data, enabled_trackers)
else:
tracker = render_generic_multiworld_tracker(tracker_data, enabled_trackers)
return ((tracker_data.get_room_saving_second() - datetime.datetime.now().second)
% TRACKER_CACHE_TIMEOUT_IN_SECONDS or TRACKER_CACHE_TIMEOUT_IN_SECONDS, room.last_activity, tracker)
def get_enabled_multiworld_trackers(room: Room) -> Dict[str, Callable]:
@@ -411,9 +453,30 @@ def render_generic_multiworld_tracker(tracker_data: TrackerData, enabled_tracker
videos=tracker_data.get_room_videos(),
item_id_to_name=tracker_data.item_id_to_name,
location_id_to_name=tracker_data.location_id_to_name,
saving_second=tracker_data.get_room_saving_second(),
)
def render_generic_multiworld_sphere_tracker(tracker_data: TrackerData) -> str:
return render_template(
"multispheretracker.html",
room=tracker_data.room,
tracker_data=tracker_data,
)
@app.route("/sphere_tracker/<suuid:tracker>")
@cache.memoize(timeout=TRACKER_CACHE_TIMEOUT_IN_SECONDS)
def get_multiworld_sphere_tracker(tracker: UUID):
# Room must exist.
room = Room.get(tracker=tracker)
if not room:
abort(404)
tracker_data = TrackerData(room)
return render_generic_multiworld_sphere_tracker(tracker_data)
# TODO: This is a temporary solution until a proper Tracker API can be implemented for tracker templates and data to
# live in their respective world folders.

View File

@@ -152,7 +152,7 @@ def get_payload(ctx: ZeldaContext):
def reconcile_shops(ctx: ZeldaContext):
checked_location_names = [ctx.location_names[location] for location in ctx.checked_locations]
checked_location_names = [ctx.location_names.lookup_in_slot(location) for location in ctx.checked_locations]
shops = [location for location in checked_location_names if "Shop" in location]
left_slots = [shop for shop in shops if "Left" in shop]
middle_slots = [shop for shop in shops if "Middle" in shop]
@@ -190,7 +190,7 @@ async def parse_locations(locations_array, ctx: ZeldaContext, force: bool, zone=
locations_checked = []
location = None
for location in ctx.missing_locations:
location_name = ctx.location_names[location]
location_name = ctx.location_names.lookup_in_slot(location)
if location_name in Locations.overworld_locations and zone == "overworld":
status = locations_array[Locations.major_location_offsets[location_name]]

View File

@@ -45,7 +45,10 @@ requires:
{% endmacro %}
{{ game }}:
{%- for option_key, option in options.items() %}
{%- for group_name, group_options in option_groups.items() %}
# {{ group_name }}
{%- for option_key, option in group_options.items() %}
{{ option_key }}:
{%- if option.__doc__ %}
# {{ option.__doc__
@@ -83,3 +86,4 @@ requires:
{%- endif -%}
{{ "\n" }}
{%- endfor %}
{%- endfor %}

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@@ -6,25 +6,30 @@
#
# All usernames must be GitHub usernames (and are case sensitive).
###################
## Active Worlds ##
###################
# Adventure
/worlds/adventure/ @JusticePS
# A Hat in Time
/worlds/ahit/ @CookieCat45
# A Link to the Past
/worlds/alttp/ @Berserker66
# Sudoku (APSudoku)
/worlds/apsudoku/ @EmilyV99
# Aquaria
/worlds/aquaria/ @tioui
# ArchipIDLE
/worlds/archipidle/ @LegendaryLinux
# Sudoku (BK Sudoku)
/worlds/bk_sudoku/ @Jarno458
# Blasphemous
/worlds/blasphemous/ @TRPG0
# Bomb Rush Cyberfunk
/worlds/bomb_rush_cyberfunk/ @TRPG0
# Bumper Stickers
/worlds/bumpstik/ @FelicitusNeko
@@ -58,9 +63,6 @@
# Factorio
/worlds/factorio/ @Berserker66
# Final Fantasy
/worlds/ff1/ @jtoyoda
# Final Fantasy Mystic Quest
/worlds/ffmq/ @Alchav @wildham0
@@ -197,15 +199,31 @@
# Yoshi's Island
/worlds/yoshisisland/ @PinkSwitch
#Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006
/worlds/yugioh06/ @Rensen3
# Zillion
/worlds/zillion/ @beauxq
# Zork Grand Inquisitor
/worlds/zork_grand_inquisitor/ @nbrochu
##################################
## Disabled Unmaintained Worlds ##
##################################
## Active Unmaintained Worlds
# The following worlds in this repo are currently unmaintained, but currently still work in core. If any update breaks
# compatibility, these worlds may be moved to `worlds_disabled`. If you are interested in stepping up as maintainer for
# any of these worlds, please review `/docs/world maintainer.md` documentation.
# Final Fantasy (1)
# /worlds/ff1/
## Disabled Unmaintained Worlds
# The following worlds in this repo are currently unmaintained and disabled as they do not work in core. If you are
# interested in stepping up as maintainer for any of these worlds, please review `/docs/world maintainer.md`
# documentation.
# Ori and the Blind Forest
# /worlds_disabled/oribf/ <Unmaintained>
# /worlds_disabled/oribf/

View File

@@ -1,43 +1,49 @@
# Contributing
Contributions are welcome. We have a few requests for new contributors:
All contributions are welcome, though we have a few requests of contributors, whether they be for core, webhost, or new
game contributions:
* **Follow styling guidelines.**
Please take a look at the [code style documentation](/docs/style.md)
to ensure ease of communication and uniformity.
* **Ensure that critical changes are covered by tests.**
It is strongly recommended that unit tests are used to avoid regression and to ensure everything is still working.
If you wish to contribute by adding a new game, please take a look at the [logic unit test documentation](/docs/tests.md).
If you wish to contribute to the website, please take a look at [these tests](/test/webhost).
* **Ensure that critical changes are covered by tests.**
It is strongly recommended that unit tests are used to avoid regression and to ensure everything is still working.
If you wish to contribute by adding a new game, please take a look at
the [logic unit test documentation](/docs/tests.md).
If you wish to contribute to the website, please take a look at [these tests](/test/webhost).
* **Do not introduce unit test failures/regressions.**
Archipelago supports multiple versions of Python. You may need to download older Python versions to fully test
your changes. Currently, the oldest supported version is [Python 3.8](https://www.python.org/downloads/release/python-380/).
It is recommended that automated github actions are turned on in your fork to have github run all of the unit tests after pushing.
You can turn them on here:
![Github actions example](./img/github-actions-example.png)
Archipelago supports multiple versions of Python. You may need to download older Python versions to fully test
your changes. Currently, the oldest supported version
is [Python 3.8](https://www.python.org/downloads/release/python-380/).
It is recommended that automated github actions are turned on in your fork to have github run unit tests after
pushing.
You can turn them on here:
![Github actions example](./img/github-actions-example.png)
* **When reviewing PRs, please leave a message about what was done.**
We don't have full test coverage, so manual testing can help.
For code changes that could affect multiple worlds or that could have changes in unexpected code paths, manual testing
or checking if all code paths are covered by automated tests is desired. The original author may not have been able
to test all possibly affected worlds, or didn't know it would affect another world. In such cases, it is helpful to
state which games or settings were rolled, if any.
Please also tell us if you looked at code, just did functional testing, did both, or did neither.
If testing the PR depends on other PRs, please state what you merged into what for testing.
We cannot determine what "LGTM" means without additional context, so that should not be the norm.
We don't have full test coverage, so manual testing can help.
For code changes that could affect multiple worlds or that could have changes in unexpected code paths, manual testing
or checking if all code paths are covered by automated tests is desired. The original author may not have been able
to test all possibly affected worlds, or didn't know it would affect another world. In such cases, it is helpful to
state which games or settings were rolled, if any.
Please also tell us if you looked at code, just did functional testing, did both, or did neither.
If testing the PR depends on other PRs, please state what you merged into what for testing.
We cannot determine what "LGTM" means without additional context, so that should not be the norm.
Other than these requests, we tend to judge code on a case-by-case basis.
Other than these requests, we tend to judge code on a case-by-case basis.
For contribution to the website, please refer to the [WebHost README](/WebHostLib/README.md).
If you want to contribute to the core, you will be subject to stricter review on your pull requests. It is recommended
that you get in touch with other core maintainers via the [Discord](https://archipelago.gg/discord).
If you want to add Archipelago support for a new game, please take a look at the [adding games documentation](/docs/adding%20games.md), which details what is required
to implement support for a game, as well as tips for how to get started.
If you want to merge a new game into the main Archipelago repo, please make sure to read the responsibilities as a
[world maintainer](/docs/world%20maintainer.md).
If you want to add Archipelago support for a new game, please take a look at
the [adding games documentation](/docs/adding%20games.md)
which details what is required to implement support for a game, and has tips on to get started.
If you want to merge a new game into the main Archipelago repo, please make sure to read the responsibilities as a
[world maintainer](/docs/world%20maintainer.md).
For other questions, feel free to explore the [main documentation folder](/docs/) and ask us questions in the #archipelago-dev channel
of the [Discord](https://archipelago.gg/discord).
For other questions, feel free to explore the [main documentation folder](/docs), and ask us questions in the
#ap-world-dev channel of the [Discord](https://archipelago.gg/discord).

View File

@@ -53,7 +53,7 @@ Example:
```
## (Server -> Client)
These packets are are sent from the multiworld server to the client. They are not messages which the server accepts.
These packets are sent from the multiworld server to the client. They are not messages which the server accepts.
* [RoomInfo](#RoomInfo)
* [ConnectionRefused](#ConnectionRefused)
* [Connected](#Connected)
@@ -80,7 +80,6 @@ Sent to clients when they connect to an Archipelago server.
| hint_cost | int | The percentage of total locations that need to be checked to receive a hint from the server. |
| location_check_points | int | The amount of hint points you receive per item/location check completed. |
| games | list\[str\] | List of games present in this multiworld. |
| datapackage_versions | dict\[str, int\] | Data versions of the individual games' data packages the server will send. Used to decide which games' caches are outdated. See [Data Package Contents](#Data-Package-Contents). **Deprecated. Use `datapackage_checksums` instead.** |
| datapackage_checksums | dict[str, str] | Checksum hash of the individual games' data packages the server will send. Used by newer clients to decide which games' caches are outdated. See [Data Package Contents](#Data-Package-Contents) for more information. |
| seed_name | str | Uniquely identifying name of this generation |
| time | float | Unix time stamp of "now". Send for time synchronization if wanted for things like the DeathLink Bounce. |
@@ -500,9 +499,9 @@ In JSON this may look like:
{"item": 3, "location": 3, "player": 3, "flags": 0}
]
```
`item` is the item id of the item. Item ids are in the range of ± 2<sup>53</sup>-1.
`item` is the item id of the item. Item ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`location` is the location id of the item inside the world. Location ids are in the range of ± 2<sup>53</sup>-1.
`location` is the location id of the item inside the world. Location ids are only supported in the range of [-2<sup>53</sup>, 2<sup>53</sup> - 1], with anything ≤ 0 reserved for Archipelago use.
`player` is the player slot of the world the item is located in, except when inside an [LocationInfo](#LocationInfo) Packet then it will be the slot of the player to receive the item
@@ -646,15 +645,47 @@ class Hint(typing.NamedTuple):
```
### Data Package Contents
A data package is a JSON object which may contain arbitrary metadata to enable a client to interact with the Archipelago server most easily. Currently, this package is used to send ID to name mappings so that clients need not maintain their own mappings.
A data package is a JSON object which may contain arbitrary metadata to enable a client to interact with the Archipelago
server most easily and not maintain their own mappings. Some contents include:
We encourage clients to cache the data package they receive on disk, or otherwise not tied to a session. You will know when your cache is outdated if the [RoomInfo](#RoomInfo) packet or the datapackage itself denote a different version. A special case is datapackage version 0, where it is expected the package is custom and should not be cached.
- Name to ID mappings for items and locations.
- A checksum of each game's data package for clients to tell if a cached package is invalid.
Note:
* Any ID is unique to its type across AP: Item 56 only exists once and Location 56 only exists once.
* Any Name is unique to its type across its own Game only: Single Arrow can exist in two games.
* The IDs from the game "Archipelago" may be used in any other game.
Especially Location ID -1: Cheat Console and -2: Server (typically Remote Start Inventory)
We encourage clients to cache the data package they receive on disk, or otherwise not tied to a session. You will know
when your cache is outdated if the [RoomInfo](#RoomInfo) packet or the datapackage itself denote a different checksum
than any locally cached ones.
**Important Notes about IDs and Names**:
* IDs ≤ 0 are reserved for "Archipelago" and should not be used by other world implementations.
* The IDs from the game "Archipelago" (in `worlds/generic`) may be used in any world.
* Especially Location ID `-1`: `Cheat Console` and `-2`: `Server` (typically Remote Start Inventory)
* Any names and IDs are only unique in its own world data package, but different games may reuse these names or IDs.
* At runtime, you will need to look up the game of the player to know which item or location ID/Name to lookup in the
data package. This can be easily achieved by reviewing the `slot_info` for a particular player ID prior to lookup.
* For example, a data package like this is valid (Some properties such as `checksum` were omitted):
```json
{
"games": {
"Game A": {
"location_name_to_id": {
"Boss Chest": 40
},
"item_name_to_id": {
"Item X": 12
}
},
"Game B": {
"location_name_to_id": {
"Minigame Prize": 40
},
"item_name_to_id": {
"Item X": 40
}
}
}
}
```
#### Contents
| Name | Type | Notes |
@@ -668,7 +699,6 @@ GameData is a **dict** but contains these keys and values. It's broken out into
|---------------------|----------------|-------------------------------------------------------------------------------------------------------------------------------|
| item_name_to_id | dict[str, int] | Mapping of all item names to their respective ID. |
| location_name_to_id | dict[str, int] | Mapping of all location names to their respective ID. |
| version | int | Version number of this game's data. Deprecated. Used by older clients to request an updated datapackage if cache is outdated. |
| checksum | str | A checksum hash of this game's data. |
### Tags

View File

@@ -85,6 +85,25 @@ class ExampleWorld(World):
options: ExampleGameOptions
```
### Option Groups
Options may be categorized into groups for display on the WebHost. Option groups are displayed alphabetically on the
player-options and weighted-options pages. Options without a group name are categorized into a generic "Game Options"
group.
```python
from worlds.AutoWorld import WebWorld
from Options import OptionGroup
class MyWorldWeb(WebWorld):
option_groups = [
OptionGroup('Color Options', [
Options.ColorblindMode,
Options.FlashReduction,
Options.UIColors,
]),
]
```
### Option Checking
Options are parsed by `Generate.py` before the worlds are created, and then the option classes are created shortly after
world instantiation. These are created as attributes on the MultiWorld and can be accessed with
@@ -155,10 +174,12 @@ Gives the player starting hints for where the items defined here are.
Gives the player starting hints for the items on locations defined here.
### ExcludeLocations
Marks locations given here as `LocationProgressType.Excluded` so that progression items can't be placed on them.
Marks locations given here as `LocationProgressType.Excluded` so that neither progression nor useful items can be
placed on them.
### PriorityLocations
Marks locations given here as `LocationProgressType.Priority` forcing progression items on them.
Marks locations given here as `LocationProgressType.Priority` forcing progression items on them if any are available in
the pool.
### ItemLinks
Allows users to share their item pool with other players. Currently item links are per game. A link of one game between

View File

@@ -17,13 +17,14 @@ Then run any of the starting point scripts, like Generate.py, and the included M
required modules and after pressing enter proceed to install everything automatically.
After this, you should be able to run the programs.
* `Launcher.py` gives access to many components, including clients registered in `worlds/LauncherComponents.py`.
* The Launcher button "Generate Template Options" will generate default yamls for all worlds.
* With yaml(s) in the `Players` folder, `Generate.py` will generate the multiworld archive.
* `MultiServer.py`, with the filename of the generated archive as a command line parameter, will host the multiworld locally.
* `--log_network` is a command line parameter useful for debugging.
* `WebHost.py` will host the website on your computer.
* You can copy `docs/webhost configuration sample.yaml` to `config.yaml`
to change WebHost options (like the web hosting port number).
* As a side effect, `WebHost.py` creates the template yamls for all the games in `WebHostLib/static/generated`.
## Windows

View File

@@ -121,6 +121,53 @@ class RLWeb(WebWorld):
# ...
```
* `location_descriptions` (optional) WebWorlds can provide a map that contains human-friendly descriptions of locations
or location groups.
```python
# locations.py
location_descriptions = {
"Red Potion #6": "In a secret destructible block under the second stairway",
"L2 Spaceship": """
The group of all items in the spaceship in Level 2.
This doesn't include the item on the spaceship door, since it can be
accessed without the Spaceship Key.
"""
}
# __init__.py
from worlds.AutoWorld import WebWorld
from .locations import location_descriptions
class MyGameWeb(WebWorld):
location_descriptions = location_descriptions
```
* `item_descriptions` (optional) WebWorlds can provide a map that contains human-friendly descriptions of items or item
groups.
```python
# items.py
item_descriptions = {
"Red Potion": "A standard health potion",
"Spaceship Key": """
The key to the spaceship in Level 2.
This is necessary to get to the Star Realm.
""",
}
# __init__.py
from worlds.AutoWorld import WebWorld
from .items import item_descriptions
class MyGameWeb(WebWorld):
item_descriptions = item_descriptions
```
### MultiWorld Object
The `MultiWorld` object references the whole multiworld (all items and locations for all players) and is accessible
@@ -178,37 +225,6 @@ Classification is one of `LocationProgressType.DEFAULT`, `PRIORITY` or `EXCLUDED
The Fill algorithm will force progression items to be placed at priority locations, giving a higher chance of them being
required, and will prevent progression and useful items from being placed at excluded locations.
#### Documenting Locations
Worlds can optionally provide a `location_descriptions` map which contains human-friendly descriptions of locations and
location groups. These descriptions will show up in location-selection options on the Weighted Options page. Extra
indentation and single newlines will be collapsed into spaces.
```python
# locations.py
location_descriptions = {
"Red Potion #6": "In a secret destructible block under the second stairway",
"L2 Spaceship":
"""
The group of all items in the spaceship in Level 2.
This doesn't include the item on the spaceship door, since it can be accessed without the Spaceship Key.
"""
}
```
```python
# __init__.py
from worlds.AutoWorld import World
from .locations import location_descriptions
class MyGameWorld(World):
location_descriptions = location_descriptions
```
### Items
Items are all things that can "drop" for your game. This may be RPG items like weapons, or technologies you normally
@@ -233,37 +249,6 @@ Other classifications include:
* `progression_skip_balancing`: the combination of `progression` and `skip_balancing`, i.e., a progression item that
will not be moved around by progression balancing; used, e.g., for currency or tokens, to not flood early spheres
#### Documenting Items
Worlds can optionally provide an `item_descriptions` map which contains human-friendly descriptions of items and item
groups. These descriptions will show up in item-selection options on the Weighted Options page. Extra indentation and
single newlines will be collapsed into spaces.
```python
# items.py
item_descriptions = {
"Red Potion": "A standard health potion",
"Spaceship Key":
"""
The key to the spaceship in Level 2.
This is necessary to get to the Star Realm.
"""
}
```
```python
# __init__.py
from worlds.AutoWorld import World
from .items import item_descriptions
class MyGameWorld(World):
item_descriptions = item_descriptions
```
### Events
An Event is a special combination of a Location and an Item, with both having an `id` of `None`. These can be used to

View File

@@ -75,7 +75,7 @@ Name: "{commondesktop}\{#MyAppName} Launcher"; Filename: "{app}\ArchipelagoLaunc
[Run]
Filename: "{tmp}\vc_redist.x64.exe"; Parameters: "/passive /norestart"; Check: IsVCRedist64BitNeeded; StatusMsg: "Installing VC++ redistributable..."
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."; Flags: nowait; Components: lttp_sprites
Filename: "{app}\ArchipelagoLttPAdjuster"; Parameters: "--update_sprites"; StatusMsg: "Updating Sprite Library..."; Components: lttp_sprites
Filename: "{app}\ArchipelagoLauncher"; Parameters: "--update_settings"; StatusMsg: "Updating host.yaml..."; Flags: runasoriginaluser runhidden
Filename: "{app}\ArchipelagoLauncher"; Description: "{cm:LaunchProgram,{#StringChange('Launcher', '&', '&&')}}"; Flags: nowait postinstall skipifsilent
@@ -169,6 +169,11 @@ Root: HKCR; Subkey: "{#MyAppName}pkmnepatch"; ValueData: "Ar
Root: HKCR; Subkey: "{#MyAppName}pkmnepatch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}pkmnepatch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apmlss"; ValueData: "{#MyAppName}mlsspatch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mlsspatch"; ValueData: "Archipelago Mario & Luigi Superstar Saga Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mlsspatch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}mlsspatch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apcv64"; ValueData: "{#MyAppName}cv64patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cv64patch"; ValueData: "Archipelago Castlevania 64 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}cv64patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
@@ -194,6 +199,11 @@ Root: HKCR; Subkey: "{#MyAppName}yipatch"; ValueData: "Archi
Root: HKCR; Subkey: "{#MyAppName}yipatch\DefaultIcon"; ValueData: "{app}\ArchipelagoSNIClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}yipatch\shell\open\command"; ValueData: """{app}\ArchipelagoSNIClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".apygo06"; ValueData: "{#MyAppName}ygo06patch"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch"; ValueData: "Archipelago Yu-Gi-Oh 2006 Patch"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\DefaultIcon"; ValueData: "{app}\ArchipelagoBizHawkClient.exe,0"; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}ygo06patch\shell\open\command"; ValueData: """{app}\ArchipelagoBizHawkClient.exe"" ""%1"""; ValueType: string; ValueName: "";
Root: HKCR; Subkey: ".archipelago"; ValueData: "{#MyAppName}multidata"; Flags: uninsdeletevalue; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata"; ValueData: "Archipelago Server Data"; Flags: uninsdeletekey; ValueType: string; ValueName: "";
Root: HKCR; Subkey: "{#MyAppName}multidata\DefaultIcon"; ValueData: "{app}\ArchipelagoServer.exe,0"; ValueType: string; ValueName: "";

30
kvui.py
View File

@@ -64,7 +64,7 @@ from kivy.uix.popup import Popup
fade_in_animation = Animation(opacity=0, duration=0) + Animation(opacity=1, duration=0.25)
from NetUtils import JSONtoTextParser, JSONMessagePart, SlotType
from Utils import async_start
from Utils import async_start, get_input_text_from_response
if typing.TYPE_CHECKING:
import CommonClient
@@ -285,16 +285,10 @@ class SelectableLabel(RecycleDataViewBehavior, TooltipLabel):
temp = MarkupLabel(text=self.text).markup
text = "".join(part for part in temp if not part.startswith(("[color", "[/color]", "[ref=", "[/ref]")))
cmdinput = App.get_running_app().textinput
if not cmdinput.text and " did you mean " in text:
for question in ("Didn't find something that closely matches, did you mean ",
"Too many close matches, did you mean "):
if text.startswith(question):
name = Utils.get_text_between(text, question,
"? (")
cmdinput.text = f"!{App.get_running_app().last_autofillable_command} {name}"
break
elif not cmdinput.text and text.startswith("Missing: "):
cmdinput.text = text.replace("Missing: ", "!hint_location ")
if not cmdinput.text:
input_text = get_input_text_from_response(text, App.get_running_app().last_autofillable_command)
if input_text is not None:
cmdinput.text = input_text
Clipboard.copy(text.replace("&amp;", "&").replace("&bl;", "[").replace("&br;", "]"))
return self.parent.select_with_touch(self.index, touch)
@@ -683,10 +677,18 @@ class HintLog(RecycleView):
for hint in hints:
data.append({
"receiving": {"text": self.parser.handle_node({"type": "player_id", "text": hint["receiving_player"]})},
"item": {"text": self.parser.handle_node(
{"type": "item_id", "text": hint["item"], "flags": hint["item_flags"]})},
"item": {"text": self.parser.handle_node({
"type": "item_id",
"text": hint["item"],
"flags": hint["item_flags"],
"player": hint["receiving_player"],
})},
"finding": {"text": self.parser.handle_node({"type": "player_id", "text": hint["finding_player"]})},
"location": {"text": self.parser.handle_node({"type": "location_id", "text": hint["location"]})},
"location": {"text": self.parser.handle_node({
"type": "location_id",
"text": hint["location"],
"player": hint["finding_player"],
})},
"entrance": {"text": self.parser.handle_node({"type": "color" if hint["entrance"] else "text",
"color": "blue", "text": hint["entrance"]
if hint["entrance"] else "Vanilla"})},

View File

@@ -643,17 +643,6 @@ class GeneratorOptions(Group):
PLAYTHROUGH = 2
FULL = 3
class GlitchTriforceRoom(IntEnum):
"""
Glitch to Triforce room from Ganon
When disabled, you have to have a weapon that can hurt ganon (master sword or swordless/easy item functionality
+ hammer) and have completed the goal required for killing ganon to be able to access the triforce room.
1 -> Enabled.
0 -> Disabled (except in no-logic)
"""
OFF = 0
ON = 1
class PlandoOptions(str):
"""
List of options that can be plando'd. Can be combined, for example "bosses, items"
@@ -665,6 +654,14 @@ class GeneratorOptions(Group):
OFF = 0
ON = 1
class PanicMethod(str):
"""
What to do if the current item placements appear unsolvable.
raise -> Raise an exception and abort.
swap -> Attempt to fix it by swapping prior placements around. (Default)
start_inventory -> Move remaining items to start_inventory, generate additional filler items to fill locations.
"""
enemizer_path: EnemizerPath = EnemizerPath("EnemizerCLI/EnemizerCLI.Core") # + ".exe" is implied on Windows
player_files_path: PlayerFilesPath = PlayerFilesPath("Players")
players: Players = Players(0)
@@ -673,6 +670,7 @@ class GeneratorOptions(Group):
spoiler: Spoiler = Spoiler(3)
race: Race = Race(0)
plando_options: PlandoOptions = PlandoOptions("bosses, connections, texts")
panic_method: PanicMethod = PanicMethod("swap")
class SNIOptions(Group):

View File

@@ -21,7 +21,7 @@ from pathlib import Path
# This is a bit jank. We need cx-Freeze to be able to run anything from this script, so install it
try:
requirement = 'cx-Freeze>=7.0.0'
requirement = 'cx-Freeze==7.0.0'
import pkg_resources
try:
pkg_resources.require(requirement)

View File

@@ -0,0 +1,23 @@
import unittest
from Utils import get_intended_text, get_input_text_from_response
class TestClient(unittest.TestCase):
def test_autofill_hint_from_fuzzy_hint(self) -> None:
tests = (
("item", ["item1", "item2"]), # Multiple close matches
("itm", ["item1", "item21"]), # No close match, multiple option
("item", ["item1"]), # No close match, single option
("item", ["\"item\" 'item' (item)"]), # Testing different special characters
)
for input_text, possible_answers in tests:
item_name, usable, response = get_intended_text(input_text, possible_answers)
self.assertFalse(usable, "This test must be updated, it seems get_fuzzy_results behavior changed")
hint_command = get_input_text_from_response(response, "hint")
self.assertIsNotNone(hint_command,
"The response to fuzzy hints is no longer recognized by the hint autofill")
self.assertEqual(hint_command, f"!hint {item_name}",
"The hint command autofilled by the response is not correct")

View File

@@ -6,22 +6,6 @@ from . import setup_solo_multiworld
class TestIDs(unittest.TestCase):
def test_unique_items(self):
"""Tests that every game has a unique ID per item in the datapackage"""
known_item_ids = set()
for gamename, world_type in AutoWorldRegister.world_types.items():
current = len(known_item_ids)
known_item_ids |= set(world_type.item_id_to_name)
self.assertEqual(len(known_item_ids) - len(world_type.item_id_to_name), current)
def test_unique_locations(self):
"""Tests that every game has a unique ID per location in the datapackage"""
known_location_ids = set()
for gamename, world_type in AutoWorldRegister.world_types.items():
current = len(known_location_ids)
known_location_ids |= set(world_type.location_id_to_name)
self.assertEqual(len(known_location_ids) - len(world_type.location_id_to_name), current)
def test_range_items(self):
"""There are Javascript clients, which are limited to Number.MAX_SAFE_INTEGER due to 64bit float precision."""
for gamename, world_type in AutoWorldRegister.world_types.items():

View File

@@ -3,6 +3,7 @@ import unittest
from Fill import distribute_items_restrictive
from NetUtils import encode
from worlds.AutoWorld import AutoWorldRegister, call_all
from worlds import failed_world_loads
from . import setup_solo_multiworld
@@ -47,3 +48,7 @@ class TestImplemented(unittest.TestCase):
for key, data in multiworld.worlds[1].fill_slot_data().items():
self.assertIsInstance(key, str, "keys in slot data must be a string")
self.assertIsInstance(encode(data), str, f"object {type(data).__name__} not serializable.")
def test_no_failed_world_loads(self):
if failed_world_loads:
self.fail(f"The following worlds failed to load: {failed_world_loads}")

View File

@@ -25,6 +25,8 @@ class TestBase(unittest.TestCase):
{"medallions", "stones", "rewards", "logic_bottles"},
"Starcraft 2":
{"Missions", "WoL Missions"},
"Yu-Gi-Oh! 2006":
{"Campaign Boss Beaten"}
}
for game_name, world_type in AutoWorldRegister.world_types.items():
with self.subTest(game_name, game_name=game_name):
@@ -62,15 +64,6 @@ class TestBase(unittest.TestCase):
for item in multiworld.itempool:
self.assertIn(item.name, world_type.item_name_to_id)
def test_item_descriptions_have_valid_names(self):
"""Ensure all item descriptions match an item name or item group name"""
for game_name, world_type in AutoWorldRegister.world_types.items():
valid_names = world_type.item_names.union(world_type.item_name_groups)
for name in world_type.item_descriptions:
with self.subTest("Name should be valid", game=game_name, item=name):
self.assertIn(name, valid_names,
"All item descriptions must match defined item names")
def test_itempool_not_modified(self):
"""Test that worlds don't modify the itempool after `create_items`"""
gen_steps = ("generate_early", "create_regions", "create_items")

View File

@@ -66,12 +66,3 @@ class TestBase(unittest.TestCase):
for location in locations:
self.assertIn(location, world_type.location_name_to_id)
self.assertNotIn(group_name, world_type.location_name_to_id)
def test_location_descriptions_have_valid_names(self):
"""Ensure all location descriptions match a location name or location group name"""
for game_name, world_type in AutoWorldRegister.world_types.items():
valid_names = world_type.location_names.union(world_type.location_name_groups)
for name in world_type.location_descriptions:
with self.subTest("Name should be valid", game=game_name, location=name):
self.assertIn(name, valid_names,
"All location descriptions must match defined location names")

View File

@@ -31,7 +31,7 @@ class TestPlayerOptions(unittest.TestCase):
self.assertEqual(new_weights["list_2"], ["string_3"])
self.assertEqual(new_weights["list_1"], ["string", "string_2"])
self.assertEqual(new_weights["dict_1"]["option_a"], 50)
self.assertEqual(new_weights["dict_1"]["option_b"], 0)
self.assertEqual(new_weights["dict_1"]["option_b"], 50)
self.assertEqual(new_weights["dict_1"]["option_c"], 50)
self.assertNotIn("option_f", new_weights["dict_2"])
self.assertEqual(new_weights["dict_2"]["option_g"], 50)

View File

@@ -0,0 +1,106 @@
import unittest
import NetUtils
from CommonClient import CommonContext
class TestCommonContext(unittest.IsolatedAsyncioTestCase):
async def asyncSetUp(self):
self.ctx = CommonContext()
self.ctx.slot = 1 # Pretend we're player 1 for this.
self.ctx.slot_info.update({
1: NetUtils.NetworkSlot("Player 1", "__TestGame1", NetUtils.SlotType.player),
2: NetUtils.NetworkSlot("Player 2", "__TestGame1", NetUtils.SlotType.player),
3: NetUtils.NetworkSlot("Player 3", "__TestGame2", NetUtils.SlotType.player),
})
self.ctx.consume_players_package([
NetUtils.NetworkPlayer(1, 1, "Player 1", "Player 1"),
NetUtils.NetworkPlayer(1, 2, "Player 2", "Player 2"),
NetUtils.NetworkPlayer(1, 3, "Player 3", "Player 3"),
])
# Using IDs outside the "safe range" for testing purposes only. If this fails unit tests, it's because
# another world is not following the spec for allowed ID ranges.
self.ctx.update_data_package({
"games": {
"__TestGame1": {
"location_name_to_id": {
"Test Location 1 - Safe": 2**54 + 1,
"Test Location 2 - Duplicate": 2**54 + 2,
},
"item_name_to_id": {
"Test Item 1 - Safe": 2**54 + 1,
"Test Item 2 - Duplicate": 2**54 + 2,
},
},
"__TestGame2": {
"location_name_to_id": {
"Test Location 3 - Duplicate": 2**54 + 2,
},
"item_name_to_id": {
"Test Item 3 - Duplicate": 2**54 + 2,
},
},
},
})
async def test_archipelago_datapackage_lookups_exist(self):
assert "Archipelago" in self.ctx.item_names, "Archipelago item names entry does not exist"
assert "Archipelago" in self.ctx.location_names, "Archipelago location names entry does not exist"
async def test_implicit_name_lookups(self):
# Items
assert self.ctx.item_names[2**54 + 1] == "Test Item 1 - Safe"
assert self.ctx.item_names[2**54 + 3] == f"Unknown item (ID: {2**54+3})"
assert self.ctx.item_names[-1] == "Nothing"
# Locations
assert self.ctx.location_names[2**54 + 1] == "Test Location 1 - Safe"
assert self.ctx.location_names[2**54 + 3] == f"Unknown location (ID: {2**54+3})"
assert self.ctx.location_names[-1] == "Cheat Console"
async def test_explicit_name_lookups(self):
# Items
assert self.ctx.item_names["__TestGame1"][2**54+1] == "Test Item 1 - Safe"
assert self.ctx.item_names["__TestGame1"][2**54+2] == "Test Item 2 - Duplicate"
assert self.ctx.item_names["__TestGame1"][2**54+3] == f"Unknown item (ID: {2**54+3})"
assert self.ctx.item_names["__TestGame1"][-1] == "Nothing"
assert self.ctx.item_names["__TestGame2"][2**54+1] == f"Unknown item (ID: {2**54+1})"
assert self.ctx.item_names["__TestGame2"][2**54+2] == "Test Item 3 - Duplicate"
assert self.ctx.item_names["__TestGame2"][2**54+3] == f"Unknown item (ID: {2**54+3})"
assert self.ctx.item_names["__TestGame2"][-1] == "Nothing"
# Locations
assert self.ctx.location_names["__TestGame1"][2**54+1] == "Test Location 1 - Safe"
assert self.ctx.location_names["__TestGame1"][2**54+2] == "Test Location 2 - Duplicate"
assert self.ctx.location_names["__TestGame1"][2**54+3] == f"Unknown location (ID: {2**54+3})"
assert self.ctx.location_names["__TestGame1"][-1] == "Cheat Console"
assert self.ctx.location_names["__TestGame2"][2**54+1] == f"Unknown location (ID: {2**54+1})"
assert self.ctx.location_names["__TestGame2"][2**54+2] == "Test Location 3 - Duplicate"
assert self.ctx.location_names["__TestGame2"][2**54+3] == f"Unknown location (ID: {2**54+3})"
assert self.ctx.location_names["__TestGame2"][-1] == "Cheat Console"
async def test_lookup_helper_functions(self):
# Checking own slot.
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 1) == "Test Item 1 - Safe"
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 2) == "Test Item 2 - Duplicate"
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 3) == f"Unknown item (ID: {2 ** 54 + 3})"
assert self.ctx.item_names.lookup_in_slot(-1) == f"Nothing"
# Checking others' slots.
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 1, 2) == "Test Item 1 - Safe"
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 2, 2) == "Test Item 2 - Duplicate"
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 1, 3) == f"Unknown item (ID: {2 ** 54 + 1})"
assert self.ctx.item_names.lookup_in_slot(2 ** 54 + 2, 3) == "Test Item 3 - Duplicate"
# Checking by game.
assert self.ctx.item_names.lookup_in_game(2 ** 54 + 1, "__TestGame1") == "Test Item 1 - Safe"
assert self.ctx.item_names.lookup_in_game(2 ** 54 + 2, "__TestGame1") == "Test Item 2 - Duplicate"
assert self.ctx.item_names.lookup_in_game(2 ** 54 + 3, "__TestGame1") == f"Unknown item (ID: {2 ** 54 + 3})"
assert self.ctx.item_names.lookup_in_game(2 ** 54 + 1, "__TestGame2") == f"Unknown item (ID: {2 ** 54 + 1})"
assert self.ctx.item_names.lookup_in_game(2 ** 54 + 2, "__TestGame2") == "Test Item 3 - Duplicate"
# Checking with Archipelago ids are valid in any game package.
assert self.ctx.item_names.lookup_in_slot(-1, 2) == "Nothing"
assert self.ctx.item_names.lookup_in_slot(-1, 3) == "Nothing"
assert self.ctx.item_names.lookup_in_game(-1, "__TestGame1") == "Nothing"
assert self.ctx.item_names.lookup_in_game(-1, "__TestGame2") == "Nothing"

View File

@@ -0,0 +1,23 @@
import unittest
from worlds.AutoWorld import AutoWorldRegister
class TestWebDescriptions(unittest.TestCase):
def test_item_descriptions_have_valid_names(self) -> None:
"""Ensure all item descriptions match an item name or item group name"""
for game_name, world_type in AutoWorldRegister.world_types.items():
valid_names = world_type.item_names.union(world_type.item_name_groups)
for name in world_type.web.item_descriptions:
with self.subTest("Name should be valid", game=game_name, item=name):
self.assertIn(name, valid_names,
"All item descriptions must match defined item names")
def test_location_descriptions_have_valid_names(self) -> None:
"""Ensure all location descriptions match a location name or location group name"""
for game_name, world_type in AutoWorldRegister.world_types.items():
valid_names = world_type.location_names.union(world_type.location_name_groups)
for name in world_type.web.location_descriptions:
with self.subTest("Name should be valid", game=game_name, location=name):
self.assertIn(name, valid_names,
"All location descriptions must match defined location names")

View File

@@ -1,7 +1,7 @@
import unittest
from worlds import AutoWorldRegister
from Options import Choice, NamedRange, Toggle, Range
from Options import ItemDict, NamedRange, NumericOption, OptionList, OptionSet
class TestOptionPresets(unittest.TestCase):
@@ -14,7 +14,7 @@ class TestOptionPresets(unittest.TestCase):
with self.subTest(game=game_name, preset=preset_name, option=option_name):
try:
option = world_type.options_dataclass.type_hints[option_name].from_any(option_value)
supported_types = [Choice, Toggle, Range, NamedRange]
supported_types = [NumericOption, OptionSet, OptionList, ItemDict]
if not any([issubclass(option.__class__, t) for t in supported_types]):
self.fail(f"'{option_name}' in preset '{preset_name}' for game '{game_name}' "
f"is not a supported type for webhost. "

View File

@@ -3,19 +3,17 @@ from __future__ import annotations
import hashlib
import logging
import pathlib
import random
import re
import sys
import time
from random import Random
from dataclasses import make_dataclass
from typing import (Any, Callable, ClassVar, Dict, FrozenSet, List, Mapping,
Optional, Set, TextIO, Tuple, TYPE_CHECKING, Type, Union)
from typing import (Any, Callable, ClassVar, Dict, FrozenSet, List, Mapping, Optional, Set, TextIO, Tuple,
TYPE_CHECKING, Type, Union)
from Options import PerGameCommonOptions
from Options import item_and_loc_options, OptionGroup, PerGameCommonOptions
from BaseClasses import CollectionState
if TYPE_CHECKING:
import random
from BaseClasses import MultiWorld, Item, Location, Tutorial, Region, Entrance
from . import GamesPackage
from settings import Group
@@ -53,17 +51,12 @@ class AutoWorldRegister(type):
dct["item_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
in dct.get("item_name_groups", {}).items()}
dct["item_name_groups"]["Everything"] = dct["item_names"]
dct["item_descriptions"] = {name: _normalize_description(description) for name, description
in dct.get("item_descriptions", {}).items()}
dct["item_descriptions"]["Everything"] = "All items in the entire game."
dct["location_names"] = frozenset(dct["location_name_to_id"])
dct["location_name_groups"] = {group_name: frozenset(group_set) for group_name, group_set
in dct.get("location_name_groups", {}).items()}
dct["location_name_groups"]["Everywhere"] = dct["location_names"]
dct["all_item_and_group_names"] = frozenset(dct["item_names"] | set(dct.get("item_name_groups", {})))
dct["location_descriptions"] = {name: _normalize_description(description) for name, description
in dct.get("location_descriptions", {}).items()}
dct["location_descriptions"]["Everywhere"] = "All locations in the entire game."
# move away from get_required_client_version function
if "game" in dct:
@@ -118,6 +111,39 @@ class AutoLogicRegister(type):
return new_class
class WebWorldRegister(type):
def __new__(mcs, name: str, bases: Tuple[type, ...], dct: Dict[str, Any]) -> WebWorldRegister:
# don't allow an option to appear in multiple groups, allow "Item & Location Options" to appear anywhere by the
# dev, putting it at the end if they don't define options in it
option_groups: List[OptionGroup] = dct.get("option_groups", [])
prebuilt_options = ["Game Options", "Item & Location Options"]
seen_options = []
item_group_in_list = False
for group in option_groups:
assert group.options, "A custom defined Option Group must contain at least one Option."
# catch incorrectly titled versions of the prebuilt groups so they don't create extra groups
title_name = group.name.title()
if title_name in prebuilt_options:
group.name = title_name
if group.name == "Item & Location Options":
assert not any(option in item_and_loc_options for option in group.options), \
f"Item and Location Options cannot be specified multiple times"
group.options.extend(item_and_loc_options)
item_group_in_list = True
else:
for option in group.options:
assert option not in item_and_loc_options, \
f"{option} cannot be moved out of the \"Item & Location Options\" Group"
assert len(group.options) == len(set(group.options)), f"Duplicate options in option group {group.name}"
for option in group.options:
assert option not in seen_options, f"{option} found in two option groups"
seen_options.append(option)
if not item_group_in_list:
option_groups.append(OptionGroup("Item & Location Options", item_and_loc_options, True))
return super().__new__(mcs, name, bases, dct)
def _timed_call(method: Callable[..., Any], *args: Any,
multiworld: Optional["MultiWorld"] = None, player: Optional[int] = None) -> Any:
start = time.perf_counter()
@@ -172,7 +198,7 @@ def call_stage(multiworld: "MultiWorld", method_name: str, *args: Any) -> None:
_timed_call(stage_callable, multiworld, *args)
class WebWorld:
class WebWorld(metaclass=WebWorldRegister):
"""Webhost integration"""
options_page: Union[bool, str] = True
@@ -194,6 +220,15 @@ class WebWorld:
options_presets: Dict[str, Dict[str, Any]] = {}
"""A dictionary containing a collection of developer-defined game option presets."""
option_groups: ClassVar[List[OptionGroup]] = []
"""Ordered list of option groupings. Any options not set in a group will be placed in a pre-built "Game Options"."""
location_descriptions: Dict[str, str] = {}
"""An optional map from location names (or location group names) to brief descriptions for users."""
item_descriptions: Dict[str, str] = {}
"""An optional map from item names (or item group names) to brief descriptions for users."""
class World(metaclass=AutoWorldRegister):
"""A World object encompasses a game's Items, Locations, Rules and additional data or functionality required.
@@ -206,8 +241,8 @@ class World(metaclass=AutoWorldRegister):
game: ClassVar[str]
"""name the game"""
topology_present: ClassVar[bool] = False
"""indicate if world type has any meaningful layout/pathing"""
topology_present: bool = False
"""indicate if this world has any meaningful layout/pathing"""
all_item_and_group_names: ClassVar[FrozenSet[str]] = frozenset()
"""gets automatically populated with all item and item group names"""
@@ -220,35 +255,9 @@ class World(metaclass=AutoWorldRegister):
item_name_groups: ClassVar[Dict[str, Set[str]]] = {}
"""maps item group names to sets of items. Example: {"Weapons": {"Sword", "Bow"}}"""
item_descriptions: ClassVar[Dict[str, str]] = {}
"""An optional map from item names (or item group names) to brief descriptions for users.
Individual newlines and indentation will be collapsed into spaces before these descriptions are
displayed. This may cover only a subset of items.
"""
location_name_groups: ClassVar[Dict[str, Set[str]]] = {}
"""maps location group names to sets of locations. Example: {"Sewer": {"Sewer Key Drop 1", "Sewer Key Drop 2"}}"""
location_descriptions: ClassVar[Dict[str, str]] = {}
"""An optional map from location names (or location group names) to brief descriptions for users.
Individual newlines and indentation will be collapsed into spaces before these descriptions are
displayed. This may cover only a subset of locations.
"""
data_version: ClassVar[int] = 0
"""
Increment this every time something in your world's names/id mappings changes.
When this is set to 0, that world's DataPackage is considered in "testing mode", which signals to servers/clients
that it should not be cached, and clients should request that world's DataPackage every connection. Not
recommended for production-ready worlds.
Deprecated. Clients should utilize `checksum` to determine if DataPackage has changed since last connection and
request a new DataPackage, if necessary.
"""
required_client_version: Tuple[int, int, int] = (0, 1, 6)
"""
override this if changes to a world break forward-compatibility of the client
@@ -283,7 +292,7 @@ class World(metaclass=AutoWorldRegister):
location_names: ClassVar[Set[str]]
"""set of all potential location names"""
random: random.Random
random: Random
"""This world's random object. Should be used for any randomization needed in world for this player slot."""
settings_key: ClassVar[str]
@@ -300,7 +309,7 @@ class World(metaclass=AutoWorldRegister):
assert multiworld is not None
self.multiworld = multiworld
self.player = player
self.random = random.Random(multiworld.random.getrandbits(64))
self.random = Random(multiworld.random.getrandbits(64))
multiworld.per_slot_randoms[player] = self.random
def __getattr__(self, item: str) -> Any:
@@ -504,6 +513,10 @@ class World(metaclass=AutoWorldRegister):
def get_region(self, region_name: str) -> "Region":
return self.multiworld.get_region(region_name, self.player)
@property
def player_name(self) -> str:
return self.multiworld.get_player_name(self.player)
@classmethod
def get_data_package_data(cls) -> "GamesPackage":
sorted_item_name_groups = {
@@ -518,7 +531,6 @@ class World(metaclass=AutoWorldRegister):
"item_name_to_id": cls.item_name_to_id,
"location_name_groups": sorted_location_name_groups,
"location_name_to_id": cls.location_name_to_id,
"version": cls.data_version,
}
res["checksum"] = data_package_checksum(res)
return res
@@ -536,18 +548,3 @@ def data_package_checksum(data: "GamesPackage") -> str:
assert sorted(data) == list(data), "Data not ordered"
from NetUtils import encode
return hashlib.sha1(encode(data).encode()).hexdigest()
def _normalize_description(description):
"""
Normalizes a description in item_descriptions or location_descriptions.
This allows authors to write descritions with nice indentation and line lengths in their world
definitions without having it affect the rendered format.
"""
# First, collapse the whitespace around newlines and the ends of the description.
description = re.sub(r' *\n *', '\n', description.strip())
# Next, condense individual newlines into spaces.
description = re.sub(r'(?<!\n)\n(?!\n)', ' ', description)
return description

View File

@@ -33,7 +33,6 @@ class GamesPackage(TypedDict, total=False):
location_name_groups: Dict[str, List[str]]
location_name_to_id: Dict[str, int]
checksum: str
version: int # TODO: Remove support after per game data packages API change.
class DataPackage(TypedDict):

View File

@@ -103,7 +103,7 @@ async def connect(ctx: BizHawkContext) -> bool:
return True
except (TimeoutError, ConnectionRefusedError):
continue
# No ports worked
ctx.streams = None
ctx.connection_status = ConnectionStatus.NOT_CONNECTED

View File

@@ -2,7 +2,6 @@
A module containing the BizHawkClient base class and metaclass
"""
from __future__ import annotations
import abc
@@ -12,14 +11,13 @@ from worlds.LauncherComponents import Component, SuffixIdentifier, Type, compone
if TYPE_CHECKING:
from .context import BizHawkClientContext
else:
BizHawkClientContext = object
def launch_client(*args) -> None:
from .context import launch
launch_subprocess(launch, name="BizHawkClient")
component = Component("BizHawk Client", "BizHawkClient", component_type=Type.CLIENT, func=launch_client,
file_identifier=SuffixIdentifier())
components.append(component)
@@ -56,7 +54,7 @@ class AutoBizHawkClientRegister(abc.ABCMeta):
return new_class
@staticmethod
async def get_handler(ctx: BizHawkClientContext, system: str) -> Optional[BizHawkClient]:
async def get_handler(ctx: "BizHawkClientContext", system: str) -> Optional[BizHawkClient]:
for systems, handlers in AutoBizHawkClientRegister.game_handlers.items():
if system in systems:
for handler in handlers.values():
@@ -77,7 +75,7 @@ class BizHawkClient(abc.ABC, metaclass=AutoBizHawkClientRegister):
"""The file extension(s) this client is meant to open and patch (e.g. ".apz3")"""
@abc.abstractmethod
async def validate_rom(self, ctx: BizHawkClientContext) -> bool:
async def validate_rom(self, ctx: "BizHawkClientContext") -> bool:
"""Should return whether the currently loaded ROM should be handled by this client. You might read the game name
from the ROM header, for example. This function will only be asked to validate ROMs from the system set by the
client class, so you do not need to check the system yourself.
@@ -86,18 +84,18 @@ class BizHawkClient(abc.ABC, metaclass=AutoBizHawkClientRegister):
as necessary (such as setting `ctx.game = self.game`, modifying `ctx.items_handling`, etc...)."""
...
async def set_auth(self, ctx: BizHawkClientContext) -> None:
async def set_auth(self, ctx: "BizHawkClientContext") -> None:
"""Should set ctx.auth in anticipation of sending a `Connected` packet. You may override this if you store slot
name in your patched ROM. If ctx.auth is not set after calling, the player will be prompted to enter their
username."""
pass
@abc.abstractmethod
async def game_watcher(self, ctx: BizHawkClientContext) -> None:
async def game_watcher(self, ctx: "BizHawkClientContext") -> None:
"""Runs on a loop with the approximate interval `ctx.watcher_timeout`. The currently loaded ROM is guaranteed
to have passed your validator when this function is called, and the emulator is very likely to be connected."""
...
def on_package(self, ctx: BizHawkClientContext, cmd: str, args: dict) -> None:
def on_package(self, ctx: "BizHawkClientContext", cmd: str, args: dict) -> None:
"""For handling packages from the server. Called from `BizHawkClientContext.on_package`."""
pass

View File

@@ -3,7 +3,6 @@ A module containing context and functions relevant to running the client. This m
checking or launching the client, otherwise it will probably cause circular import issues.
"""
import asyncio
import enum
import subprocess
@@ -77,7 +76,7 @@ class BizHawkClientContext(CommonContext):
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
async def server_auth(self, password_requested: bool = False):
async def server_auth(self, password_requested: bool=False):
self.password_requested = password_requested
if self.bizhawk_ctx.connection_status != ConnectionStatus.CONNECTED:
@@ -103,7 +102,7 @@ class BizHawkClientContext(CommonContext):
await self.send_connect()
self.auth_status = AuthStatus.PENDING
async def disconnect(self, allow_autoreconnect: bool = False):
async def disconnect(self, allow_autoreconnect: bool=False):
self.auth_status = AuthStatus.NOT_AUTHENTICATED
await super().disconnect(allow_autoreconnect)
@@ -148,7 +147,8 @@ async def _game_watcher(ctx: BizHawkClientContext):
script_version = await get_script_version(ctx.bizhawk_ctx)
if script_version != EXPECTED_SCRIPT_VERSION:
logger.info(f"Connector script is incompatible. Expected version {EXPECTED_SCRIPT_VERSION} but got {script_version}. Disconnecting.")
logger.info(f"Connector script is incompatible. Expected version {EXPECTED_SCRIPT_VERSION} but "
f"got {script_version}. Disconnecting.")
disconnect(ctx.bizhawk_ctx)
continue
@@ -177,7 +177,8 @@ async def _game_watcher(ctx: BizHawkClientContext):
if ctx.client_handler is None:
if not showed_no_handler_message:
logger.info("No handler was found for this game")
logger.info("No handler was found for this game. Double-check that the apworld is installed "
"correctly and that you loaded the right ROM file.")
showed_no_handler_message = True
continue
else:

View File

@@ -241,4 +241,4 @@ adventure_option_definitions: Dict[str, type(Option)] = {
"difficulty_switch_b": DifficultySwitchB,
"start_castle": StartCastle,
}
}

View File

@@ -113,7 +113,6 @@ class AdventureWorld(World):
settings: ClassVar[AdventureSettings]
item_name_to_id: ClassVar[Dict[str, int]] = {name: data.id for name, data in item_table.items()}
location_name_to_id: ClassVar[Dict[str, int]] = {name: data.location_id for name, data in location_table.items()}
data_version: ClassVar[int] = 1
required_client_version: Tuple[int, int, int] = (0, 3, 9)
def __init__(self, world: MultiWorld, player: int):

232
worlds/ahit/Client.py Normal file
View File

@@ -0,0 +1,232 @@
import asyncio
import Utils
import websockets
import functools
from copy import deepcopy
from typing import List, Any, Iterable
from NetUtils import decode, encode, JSONtoTextParser, JSONMessagePart, NetworkItem
from MultiServer import Endpoint
from CommonClient import CommonContext, gui_enabled, ClientCommandProcessor, logger, get_base_parser
DEBUG = False
class AHITJSONToTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
return self._handle_text(node) # No colors for the in-game text
class AHITCommandProcessor(ClientCommandProcessor):
def _cmd_ahit(self):
"""Check AHIT Connection State"""
if isinstance(self.ctx, AHITContext):
logger.info(f"AHIT Status: {self.ctx.get_ahit_status()}")
class AHITContext(CommonContext):
command_processor = AHITCommandProcessor
game = "A Hat in Time"
def __init__(self, server_address, password):
super().__init__(server_address, password)
self.proxy = None
self.proxy_task = None
self.gamejsontotext = AHITJSONToTextParser(self)
self.autoreconnect_task = None
self.endpoint = None
self.items_handling = 0b111
self.room_info = None
self.connected_msg = None
self.game_connected = False
self.awaiting_info = False
self.full_inventory: List[Any] = []
self.server_msgs: List[Any] = []
async def server_auth(self, password_requested: bool = False):
if password_requested and not self.password:
await super(AHITContext, self).server_auth(password_requested)
await self.get_username()
await self.send_connect()
def get_ahit_status(self) -> str:
if not self.is_proxy_connected():
return "Not connected to A Hat in Time"
return "Connected to A Hat in Time"
async def send_msgs_proxy(self, msgs: Iterable[dict]) -> bool:
""" `msgs` JSON serializable """
if not self.endpoint or not self.endpoint.socket.open or self.endpoint.socket.closed:
return False
if DEBUG:
logger.info(f"Outgoing message: {msgs}")
await self.endpoint.socket.send(msgs)
return True
async def disconnect(self, allow_autoreconnect: bool = False):
await super().disconnect(allow_autoreconnect)
async def disconnect_proxy(self):
if self.endpoint and not self.endpoint.socket.closed:
await self.endpoint.socket.close()
if self.proxy_task is not None:
await self.proxy_task
def is_connected(self) -> bool:
return self.server and self.server.socket.open
def is_proxy_connected(self) -> bool:
return self.endpoint and self.endpoint.socket.open
def on_print_json(self, args: dict):
text = self.gamejsontotext(deepcopy(args["data"]))
msg = {"cmd": "PrintJSON", "data": [{"text": text}], "type": "Chat"}
self.server_msgs.append(encode([msg]))
if self.ui:
self.ui.print_json(args["data"])
else:
text = self.jsontotextparser(args["data"])
logger.info(text)
def update_items(self):
# just to be safe - we might still have an inventory from a different room
if not self.is_connected():
return
self.server_msgs.append(encode([{"cmd": "ReceivedItems", "index": 0, "items": self.full_inventory}]))
def on_package(self, cmd: str, args: dict):
if cmd == "Connected":
self.connected_msg = encode([args])
if self.awaiting_info:
self.server_msgs.append(self.room_info)
self.update_items()
self.awaiting_info = False
elif cmd == "ReceivedItems":
if args["index"] == 0:
self.full_inventory.clear()
for item in args["items"]:
self.full_inventory.append(NetworkItem(*item))
self.server_msgs.append(encode([args]))
elif cmd == "RoomInfo":
self.seed_name = args["seed_name"]
self.room_info = encode([args])
else:
if cmd != "PrintJSON":
self.server_msgs.append(encode([args]))
def run_gui(self):
from kvui import GameManager
class AHITManager(GameManager):
logging_pairs = [
("Client", "Archipelago")
]
base_title = "Archipelago A Hat in Time Client"
self.ui = AHITManager(self)
self.ui_task = asyncio.create_task(self.ui.async_run(), name="UI")
async def proxy(websocket, path: str = "/", ctx: AHITContext = None):
ctx.endpoint = Endpoint(websocket)
try:
await on_client_connected(ctx)
if ctx.is_proxy_connected():
async for data in websocket:
if DEBUG:
logger.info(f"Incoming message: {data}")
for msg in decode(data):
if msg["cmd"] == "Connect":
# Proxy is connecting, make sure it is valid
if msg["game"] != "A Hat in Time":
logger.info("Aborting proxy connection: game is not A Hat in Time")
await ctx.disconnect_proxy()
break
if ctx.seed_name:
seed_name = msg.get("seed_name", "")
if seed_name != "" and seed_name != ctx.seed_name:
logger.info("Aborting proxy connection: seed mismatch from save file")
logger.info(f"Expected: {ctx.seed_name}, got: {seed_name}")
text = encode([{"cmd": "PrintJSON",
"data": [{"text": "Connection aborted - save file to seed mismatch"}]}])
await ctx.send_msgs_proxy(text)
await ctx.disconnect_proxy()
break
if ctx.connected_msg and ctx.is_connected():
await ctx.send_msgs_proxy(ctx.connected_msg)
ctx.update_items()
continue
if not ctx.is_proxy_connected():
break
await ctx.send_msgs([msg])
except Exception as e:
if not isinstance(e, websockets.WebSocketException):
logger.exception(e)
finally:
await ctx.disconnect_proxy()
async def on_client_connected(ctx: AHITContext):
if ctx.room_info and ctx.is_connected():
await ctx.send_msgs_proxy(ctx.room_info)
else:
ctx.awaiting_info = True
async def proxy_loop(ctx: AHITContext):
try:
while not ctx.exit_event.is_set():
if len(ctx.server_msgs) > 0:
for msg in ctx.server_msgs:
await ctx.send_msgs_proxy(msg)
ctx.server_msgs.clear()
await asyncio.sleep(0.1)
except Exception as e:
logger.exception(e)
logger.info("Aborting AHIT Proxy Client due to errors")
def launch():
async def main():
parser = get_base_parser()
args = parser.parse_args()
ctx = AHITContext(args.connect, args.password)
logger.info("Starting A Hat in Time proxy server")
ctx.proxy = websockets.serve(functools.partial(proxy, ctx=ctx),
host="localhost", port=11311, ping_timeout=999999, ping_interval=999999)
ctx.proxy_task = asyncio.create_task(proxy_loop(ctx), name="ProxyLoop")
if gui_enabled:
ctx.run_gui()
ctx.run_cli()
await ctx.proxy
await ctx.proxy_task
await ctx.exit_event.wait()
Utils.init_logging("AHITClient")
# options = Utils.get_options()
import colorama
colorama.init()
asyncio.run(main())
colorama.deinit()

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from .Types import HatInTimeLocation, HatInTimeItem
from .Regions import create_region
from BaseClasses import Region, LocationProgressType, ItemClassification
from worlds.generic.Rules import add_rule
from typing import List, TYPE_CHECKING
from .Locations import death_wishes
from .Options import EndGoal
if TYPE_CHECKING:
from . import HatInTimeWorld
dw_prereqs = {
"So You're Back From Outer Space": ["Beat the Heat"],
"Snatcher's Hit List": ["Beat the Heat"],
"Snatcher Coins in Mafia Town": ["So You're Back From Outer Space"],
"Rift Collapse: Mafia of Cooks": ["So You're Back From Outer Space"],
"Collect-a-thon": ["So You're Back From Outer Space"],
"She Speedran from Outer Space": ["Rift Collapse: Mafia of Cooks"],
"Mafia's Jumps": ["She Speedran from Outer Space"],
"Vault Codes in the Wind": ["Collect-a-thon", "She Speedran from Outer Space"],
"Encore! Encore!": ["Collect-a-thon"],
"Security Breach": ["Beat the Heat"],
"Rift Collapse: Dead Bird Studio": ["Security Breach"],
"The Great Big Hootenanny": ["Security Breach"],
"10 Seconds until Self-Destruct": ["The Great Big Hootenanny"],
"Killing Two Birds": ["Rift Collapse: Dead Bird Studio", "10 Seconds until Self-Destruct"],
"Community Rift: Rhythm Jump Studio": ["10 Seconds until Self-Destruct"],
"Snatcher Coins in Battle of the Birds": ["The Great Big Hootenanny"],
"Zero Jumps": ["Rift Collapse: Dead Bird Studio"],
"Snatcher Coins in Nyakuza Metro": ["Killing Two Birds"],
"Speedrun Well": ["Beat the Heat"],
"Rift Collapse: Sleepy Subcon": ["Speedrun Well"],
"Boss Rush": ["Speedrun Well"],
"Quality Time with Snatcher": ["Rift Collapse: Sleepy Subcon"],
"Breaching the Contract": ["Boss Rush", "Quality Time with Snatcher"],
"Community Rift: Twilight Travels": ["Quality Time with Snatcher"],
"Snatcher Coins in Subcon Forest": ["Rift Collapse: Sleepy Subcon"],
"Bird Sanctuary": ["Beat the Heat"],
"Snatcher Coins in Alpine Skyline": ["Bird Sanctuary"],
"Wound-Up Windmill": ["Bird Sanctuary"],
"Rift Collapse: Alpine Skyline": ["Bird Sanctuary"],
"Camera Tourist": ["Rift Collapse: Alpine Skyline"],
"Community Rift: The Mountain Rift": ["Rift Collapse: Alpine Skyline"],
"The Illness has Speedrun": ["Rift Collapse: Alpine Skyline", "Wound-Up Windmill"],
"The Mustache Gauntlet": ["Wound-Up Windmill"],
"No More Bad Guys": ["The Mustache Gauntlet"],
"Seal the Deal": ["Encore! Encore!", "Killing Two Birds",
"Breaching the Contract", "No More Bad Guys"],
"Rift Collapse: Deep Sea": ["Rift Collapse: Mafia of Cooks", "Rift Collapse: Dead Bird Studio",
"Rift Collapse: Sleepy Subcon", "Rift Collapse: Alpine Skyline"],
"Cruisin' for a Bruisin'": ["Rift Collapse: Deep Sea"],
}
dw_candles = [
"Snatcher's Hit List",
"Zero Jumps",
"Camera Tourist",
"Snatcher Coins in Mafia Town",
"Snatcher Coins in Battle of the Birds",
"Snatcher Coins in Subcon Forest",
"Snatcher Coins in Alpine Skyline",
"Snatcher Coins in Nyakuza Metro",
]
annoying_dws = [
"Vault Codes in the Wind",
"Boss Rush",
"Camera Tourist",
"The Mustache Gauntlet",
"Rift Collapse: Deep Sea",
"Cruisin' for a Bruisin'",
"Seal the Deal", # Non-excluded if goal
]
# includes the above as well
annoying_bonuses = [
"So You're Back From Outer Space",
"Encore! Encore!",
"Snatcher's Hit List",
"Vault Codes in the Wind",
"10 Seconds until Self-Destruct",
"Killing Two Birds",
"Zero Jumps",
"Boss Rush",
"Bird Sanctuary",
"The Mustache Gauntlet",
"Wound-Up Windmill",
"Camera Tourist",
"Rift Collapse: Deep Sea",
"Cruisin' for a Bruisin'",
"Seal the Deal",
]
dw_classes = {
"Beat the Heat": "Hat_SnatcherContract_DeathWish_HeatingUpHarder",
"So You're Back From Outer Space": "Hat_SnatcherContract_DeathWish_BackFromSpace",
"Snatcher's Hit List": "Hat_SnatcherContract_DeathWish_KillEverybody",
"Collect-a-thon": "Hat_SnatcherContract_DeathWish_PonFrenzy",
"Rift Collapse: Mafia of Cooks": "Hat_SnatcherContract_DeathWish_RiftCollapse_MafiaTown",
"Encore! Encore!": "Hat_SnatcherContract_DeathWish_MafiaBossEX",
"She Speedran from Outer Space": "Hat_SnatcherContract_DeathWish_Speedrun_MafiaAlien",
"Mafia's Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses_MafiaAlien",
"Vault Codes in the Wind": "Hat_SnatcherContract_DeathWish_MovingVault",
"Snatcher Coins in Mafia Town": "Hat_SnatcherContract_DeathWish_Tokens_MafiaTown",
"Security Breach": "Hat_SnatcherContract_DeathWish_DeadBirdStudioMoreGuards",
"The Great Big Hootenanny": "Hat_SnatcherContract_DeathWish_DifficultParade",
"Rift Collapse: Dead Bird Studio": "Hat_SnatcherContract_DeathWish_RiftCollapse_Birds",
"10 Seconds until Self-Destruct": "Hat_SnatcherContract_DeathWish_TrainRushShortTime",
"Killing Two Birds": "Hat_SnatcherContract_DeathWish_BirdBossEX",
"Snatcher Coins in Battle of the Birds": "Hat_SnatcherContract_DeathWish_Tokens_Birds",
"Zero Jumps": "Hat_SnatcherContract_DeathWish_NoAPresses",
"Speedrun Well": "Hat_SnatcherContract_DeathWish_Speedrun_SubWell",
"Rift Collapse: Sleepy Subcon": "Hat_SnatcherContract_DeathWish_RiftCollapse_Subcon",
"Boss Rush": "Hat_SnatcherContract_DeathWish_BossRush",
"Quality Time with Snatcher": "Hat_SnatcherContract_DeathWish_SurvivalOfTheFittest",
"Breaching the Contract": "Hat_SnatcherContract_DeathWish_SnatcherEX",
"Snatcher Coins in Subcon Forest": "Hat_SnatcherContract_DeathWish_Tokens_Subcon",
"Bird Sanctuary": "Hat_SnatcherContract_DeathWish_NiceBirdhouse",
"Rift Collapse: Alpine Skyline": "Hat_SnatcherContract_DeathWish_RiftCollapse_Alps",
"Wound-Up Windmill": "Hat_SnatcherContract_DeathWish_FastWindmill",
"The Illness has Speedrun": "Hat_SnatcherContract_DeathWish_Speedrun_Illness",
"Snatcher Coins in Alpine Skyline": "Hat_SnatcherContract_DeathWish_Tokens_Alps",
"Camera Tourist": "Hat_SnatcherContract_DeathWish_CameraTourist_1",
"The Mustache Gauntlet": "Hat_SnatcherContract_DeathWish_HardCastle",
"No More Bad Guys": "Hat_SnatcherContract_DeathWish_MuGirlEX",
"Seal the Deal": "Hat_SnatcherContract_DeathWish_BossRushEX",
"Rift Collapse: Deep Sea": "Hat_SnatcherContract_DeathWish_RiftCollapse_Cruise",
"Cruisin' for a Bruisin'": "Hat_SnatcherContract_DeathWish_EndlessTasks",
"Community Rift: Rhythm Jump Studio": "Hat_SnatcherContract_DeathWish_CommunityRift_RhythmJump",
"Community Rift: Twilight Travels": "Hat_SnatcherContract_DeathWish_CommunityRift_TwilightTravels",
"Community Rift: The Mountain Rift": "Hat_SnatcherContract_DeathWish_CommunityRift_MountainRift",
"Snatcher Coins in Nyakuza Metro": "Hat_SnatcherContract_DeathWish_Tokens_Metro",
}
def create_dw_regions(world: "HatInTimeWorld"):
if world.options.DWExcludeAnnoyingContracts:
for name in annoying_dws:
world.excluded_dws.append(name)
if not world.options.DWEnableBonus or world.options.DWAutoCompleteBonuses:
for name in death_wishes:
world.excluded_bonuses.append(name)
elif world.options.DWExcludeAnnoyingBonuses:
for name in annoying_bonuses:
world.excluded_bonuses.append(name)
if world.options.DWExcludeCandles:
for name in dw_candles:
if name not in world.excluded_dws:
world.excluded_dws.append(name)
spaceship = world.multiworld.get_region("Spaceship", world.player)
dw_map: Region = create_region(world, "Death Wish Map")
entrance = spaceship.connect(dw_map, "-> Death Wish Map")
add_rule(entrance, lambda state: state.has("Time Piece", world.player, world.options.DWTimePieceRequirement))
if world.options.DWShuffle:
# Connect Death Wishes randomly to one another in a linear sequence
dw_list: List[str] = []
for name in death_wishes.keys():
# Don't shuffle excluded or invalid Death Wishes
if not world.is_dlc2() and name == "Snatcher Coins in Nyakuza Metro" or world.is_dw_excluded(name):
continue
dw_list.append(name)
world.random.shuffle(dw_list)
count = world.random.randint(world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value)
dw_shuffle: List[str] = []
total = min(len(dw_list), count)
for i in range(total):
dw_shuffle.append(dw_list[i])
# Seal the Deal is always last if it's the goal
if world.options.EndGoal == EndGoal.option_seal_the_deal:
if "Seal the Deal" in dw_shuffle:
dw_shuffle.remove("Seal the Deal")
dw_shuffle.append("Seal the Deal")
world.dw_shuffle = dw_shuffle
prev_dw = dw_map
for death_wish_name in dw_shuffle:
dw = create_region(world, death_wish_name)
prev_dw.connect(dw)
create_dw_locations(world, dw)
prev_dw = dw
else:
# DWShuffle is disabled, use vanilla connections
for key in death_wishes.keys():
if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
world.excluded_dws.append(key)
continue
dw = create_region(world, key)
if key == "Beat the Heat":
dw_map.connect(dw, f"{dw_map.name} -> Beat the Heat")
elif key in dw_prereqs.keys():
for name in dw_prereqs[key]:
parent = world.multiworld.get_region(name, world.player)
parent.connect(dw, f"{parent.name} -> {key}")
create_dw_locations(world, dw)
def create_dw_locations(world: "HatInTimeWorld", dw: Region):
loc_id = death_wishes[dw.name]
main_objective = HatInTimeLocation(world.player, f"{dw.name} - Main Objective", loc_id, dw)
full_clear = HatInTimeLocation(world.player, f"{dw.name} - All Clear", loc_id + 1, dw)
main_stamp = HatInTimeLocation(world.player, f"Main Stamp - {dw.name}", None, dw)
bonus_stamps = HatInTimeLocation(world.player, f"Bonus Stamps - {dw.name}", None, dw)
main_stamp.show_in_spoiler = False
bonus_stamps.show_in_spoiler = False
dw.locations.append(main_stamp)
dw.locations.append(bonus_stamps)
main_stamp.place_locked_item(HatInTimeItem(f"1 Stamp - {dw.name}",
ItemClassification.progression, None, world.player))
bonus_stamps.place_locked_item(HatInTimeItem(f"2 Stamp - {dw.name}",
ItemClassification.progression, None, world.player))
if dw.name in world.excluded_dws:
main_objective.progress_type = LocationProgressType.EXCLUDED
full_clear.progress_type = LocationProgressType.EXCLUDED
elif world.is_bonus_excluded(dw.name):
full_clear.progress_type = LocationProgressType.EXCLUDED
dw.locations.append(main_objective)
dw.locations.append(full_clear)

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from worlds.AutoWorld import CollectionState
from .Rules import can_use_hat, can_use_hookshot, can_hit, zipline_logic, get_difficulty, has_paintings
from .Types import HatType, Difficulty, HatInTimeLocation, HatInTimeItem, LocData, HitType
from .DeathWishLocations import dw_prereqs, dw_candles
from BaseClasses import Entrance, Location, ItemClassification
from worlds.generic.Rules import add_rule, set_rule
from typing import List, Callable, TYPE_CHECKING
from .Locations import death_wishes
from .Options import EndGoal
if TYPE_CHECKING:
from . import HatInTimeWorld
# Any speedruns expect the player to have Sprint Hat
dw_requirements = {
"Beat the Heat": LocData(hit_type=HitType.umbrella),
"So You're Back From Outer Space": LocData(hookshot=True),
"Mafia's Jumps": LocData(required_hats=[HatType.ICE]),
"Vault Codes in the Wind": LocData(required_hats=[HatType.SPRINT]),
"Security Breach": LocData(hit_type=HitType.umbrella_or_brewing),
"10 Seconds until Self-Destruct": LocData(hookshot=True),
"Community Rift: Rhythm Jump Studio": LocData(required_hats=[HatType.ICE]),
"Speedrun Well": LocData(hookshot=True, hit_type=HitType.umbrella_or_brewing),
"Boss Rush": LocData(hit_type=HitType.umbrella, hookshot=True),
"Community Rift: Twilight Travels": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
"Bird Sanctuary": LocData(hookshot=True),
"Wound-Up Windmill": LocData(hookshot=True),
"The Illness has Speedrun": LocData(hookshot=True),
"Community Rift: The Mountain Rift": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
"Camera Tourist": LocData(misc_required=["Camera Badge"]),
"The Mustache Gauntlet": LocData(hookshot=True, required_hats=[HatType.DWELLER]),
"Rift Collapse - Deep Sea": LocData(hookshot=True),
}
# Includes main objective requirements
dw_bonus_requirements = {
# Some One-Hit Hero requirements need badge pins as well because of Hookshot
"So You're Back From Outer Space": LocData(required_hats=[HatType.SPRINT]),
"Encore! Encore!": LocData(misc_required=["One-Hit Hero Badge"]),
"10 Seconds until Self-Destruct": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
"Boss Rush": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
"Community Rift: Twilight Travels": LocData(required_hats=[HatType.BREWING]),
"Bird Sanctuary": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"], required_hats=[HatType.DWELLER]),
"Wound-Up Windmill": LocData(misc_required=["One-Hit Hero Badge", "Badge Pin"]),
"The Illness has Speedrun": LocData(required_hats=[HatType.SPRINT]),
"The Mustache Gauntlet": LocData(required_hats=[HatType.ICE]),
"Rift Collapse - Deep Sea": LocData(required_hats=[HatType.DWELLER]),
}
dw_stamp_costs = {
"So You're Back From Outer Space": 2,
"Collect-a-thon": 5,
"She Speedran from Outer Space": 8,
"Encore! Encore!": 10,
"Security Breach": 4,
"The Great Big Hootenanny": 7,
"10 Seconds until Self-Destruct": 15,
"Killing Two Birds": 25,
"Snatcher Coins in Nyakuza Metro": 30,
"Speedrun Well": 10,
"Boss Rush": 15,
"Quality Time with Snatcher": 20,
"Breaching the Contract": 40,
"Bird Sanctuary": 15,
"Wound-Up Windmill": 30,
"The Illness has Speedrun": 35,
"The Mustache Gauntlet": 35,
"No More Bad Guys": 50,
"Seal the Deal": 70,
}
required_snatcher_coins = {
"Snatcher Coins in Mafia Town": ["Snatcher Coin - Top of HQ", "Snatcher Coin - Top of Tower",
"Snatcher Coin - Under Ruined Tower"],
"Snatcher Coins in Battle of the Birds": ["Snatcher Coin - Top of Red House", "Snatcher Coin - Train Rush",
"Snatcher Coin - Picture Perfect"],
"Snatcher Coins in Subcon Forest": ["Snatcher Coin - Swamp Tree", "Snatcher Coin - Manor Roof",
"Snatcher Coin - Giant Time Piece"],
"Snatcher Coins in Alpine Skyline": ["Snatcher Coin - Goat Village Top", "Snatcher Coin - Lava Cake",
"Snatcher Coin - Windmill"],
"Snatcher Coins in Nyakuza Metro": ["Snatcher Coin - Green Clean Tower", "Snatcher Coin - Bluefin Cat Train",
"Snatcher Coin - Pink Paw Fence"],
}
def set_dw_rules(world: "HatInTimeWorld"):
if "Snatcher's Hit List" not in world.excluded_dws or "Camera Tourist" not in world.excluded_dws:
set_enemy_rules(world)
dw_list: List[str] = []
if world.options.DWShuffle:
dw_list = world.dw_shuffle
else:
for name in death_wishes.keys():
dw_list.append(name)
for name in dw_list:
if name == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
continue
dw = world.multiworld.get_region(name, world.player)
if not world.options.DWShuffle and name in dw_stamp_costs.keys():
for entrance in dw.entrances:
add_rule(entrance, lambda state, n=name: state.has("Stamps", world.player, dw_stamp_costs[n]))
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
all_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
main_stamp = world.multiworld.get_location(f"Main Stamp - {name}", world.player)
bonus_stamps = world.multiworld.get_location(f"Bonus Stamps - {name}", world.player)
if not world.options.DWEnableBonus:
# place nothing, but let the locations exist still, so we can use them for bonus stamp rules
all_clear.address = None
all_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, world.player))
all_clear.show_in_spoiler = False
# No need for rules if excluded - stamps will be auto-granted
if world.is_dw_excluded(name):
continue
modify_dw_rules(world, name)
add_dw_rules(world, main_objective)
add_dw_rules(world, all_clear)
add_rule(main_stamp, main_objective.access_rule)
add_rule(all_clear, main_objective.access_rule)
# Only set bonus stamp rules if we don't auto complete bonuses
if not world.options.DWAutoCompleteBonuses and not world.is_bonus_excluded(all_clear.name):
add_rule(bonus_stamps, all_clear.access_rule)
if world.options.DWShuffle:
for i in range(len(world.dw_shuffle)-1):
name = world.dw_shuffle[i+1]
prev_dw = world.multiworld.get_region(world.dw_shuffle[i], world.player)
entrance = world.multiworld.get_entrance(f"{prev_dw.name} -> {name}", world.player)
add_rule(entrance, lambda state, n=prev_dw.name: state.has(f"1 Stamp - {n}", world.player))
else:
for key, reqs in dw_prereqs.items():
if key == "Snatcher Coins in Nyakuza Metro" and not world.is_dlc2():
continue
access_rules: List[Callable[[CollectionState], bool]] = []
entrances: List[Entrance] = []
for parent in reqs:
entrance = world.multiworld.get_entrance(f"{parent} -> {key}", world.player)
entrances.append(entrance)
if not world.is_dw_excluded(parent):
access_rules.append(lambda state, n=parent: state.has(f"1 Stamp - {n}", world.player))
for entrance in entrances:
for rule in access_rules:
add_rule(entrance, rule)
if world.options.EndGoal == EndGoal.option_seal_the_deal:
world.multiworld.completion_condition[world.player] = lambda state: \
state.has("1 Stamp - Seal the Deal", world.player)
def add_dw_rules(world: "HatInTimeWorld", loc: Location):
bonus: bool = "All Clear" in loc.name
if not bonus:
data = dw_requirements.get(loc.name)
else:
data = dw_bonus_requirements.get(loc.name)
if data is None:
return
if data.hookshot:
add_rule(loc, lambda state: can_use_hookshot(state, world))
for hat in data.required_hats:
add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h))
for misc in data.misc_required:
add_rule(loc, lambda state, item=misc: state.has(item, world.player))
if data.paintings > 0 and world.options.ShuffleSubconPaintings:
add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))
if data.hit_type is not HitType.none and world.options.UmbrellaLogic:
if data.hit_type == HitType.umbrella:
add_rule(loc, lambda state: state.has("Umbrella", world.player))
elif data.hit_type == HitType.umbrella_or_brewing:
add_rule(loc, lambda state: state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.BREWING))
elif data.hit_type == HitType.dweller_bell:
add_rule(loc, lambda state: state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.BREWING)
or can_use_hat(state, world, HatType.DWELLER))
def modify_dw_rules(world: "HatInTimeWorld", name: str):
difficulty: Difficulty = get_difficulty(world)
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
if name == "The Illness has Speedrun":
# All stamps with hookshot only in Expert
if difficulty >= Difficulty.EXPERT:
set_rule(full_clear, lambda state: True)
else:
add_rule(main_objective, lambda state: state.has("Umbrella", world.player))
elif name == "The Mustache Gauntlet":
add_rule(main_objective, lambda state: state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.ICE) or can_use_hat(state, world, HatType.BREWING))
elif name == "Vault Codes in the Wind":
# Sprint is normally expected here
if difficulty >= Difficulty.HARD:
set_rule(main_objective, lambda state: True)
elif name == "Speedrun Well":
# All stamps with nothing :)
if difficulty >= Difficulty.EXPERT:
set_rule(main_objective, lambda state: True)
elif name == "Mafia's Jumps":
if difficulty >= Difficulty.HARD:
set_rule(main_objective, lambda state: True)
set_rule(full_clear, lambda state: True)
elif name == "So You're Back from Outer Space":
# Without Hookshot
if difficulty >= Difficulty.HARD:
set_rule(main_objective, lambda state: True)
elif name == "Wound-Up Windmill":
# No badge pin required. Player can switch to One Hit Hero after the checkpoint and do level without it.
if difficulty >= Difficulty.MODERATE:
set_rule(full_clear, lambda state: can_use_hookshot(state, world)
and state.has("One-Hit Hero Badge", world.player))
if name in dw_candles:
set_candle_dw_rules(name, world)
def set_candle_dw_rules(name: str, world: "HatInTimeWorld"):
main_objective = world.multiworld.get_location(f"{name} - Main Objective", world.player)
full_clear = world.multiworld.get_location(f"{name} - All Clear", world.player)
if name == "Zero Jumps":
add_rule(main_objective, lambda state: state.has("Zero Jumps", world.player))
add_rule(full_clear, lambda state: state.has("Zero Jumps", world.player, 4)
and state.has("Train Rush (Zero Jumps)", world.player) and can_use_hat(state, world, HatType.ICE))
# No Ice Hat/painting required in Expert for Toilet Zero Jumps
# This painting wall can only be skipped via cherry hover.
if get_difficulty(world) < Difficulty.EXPERT or world.options.NoPaintingSkips:
set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, False))
else:
set_rule(world.multiworld.get_location("Toilet of Doom (Zero Jumps)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world))
set_rule(world.multiworld.get_location("Contractual Obligations (Zero Jumps)", world.player),
lambda state: has_paintings(state, world, 1, False))
elif name == "Snatcher's Hit List":
add_rule(main_objective, lambda state: state.has("Mafia Goon", world.player))
add_rule(full_clear, lambda state: state.has("Enemy", world.player, 12))
elif name == "Camera Tourist":
add_rule(main_objective, lambda state: state.has("Enemy", world.player, 8))
add_rule(full_clear, lambda state: state.has("Boss", world.player, 6)
and state.has("Triple Enemy Photo", world.player))
elif "Snatcher Coins" in name:
coins: List[str] = []
for coin in required_snatcher_coins[name]:
coins.append(coin)
add_rule(full_clear, lambda state, c=coin: state.has(c, world.player))
# any coin works for the main objective
add_rule(main_objective, lambda state: state.has(coins[0], world.player)
or state.has(coins[1], world.player)
or state.has(coins[2], world.player))
def create_enemy_events(world: "HatInTimeWorld"):
no_tourist = "Camera Tourist" in world.excluded_dws
for enemy, regions in hit_list.items():
if no_tourist and enemy in bosses:
continue
for area in regions:
if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1():
continue
if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
continue
if area == "Bluefin Tunnel" and not world.is_dlc2():
continue
if world.options.DWShuffle and area in death_wishes.keys() and area not in world.dw_shuffle:
continue
region = world.multiworld.get_region(area, world.player)
event = HatInTimeLocation(world.player, f"{enemy} - {area}", None, region)
event.place_locked_item(HatInTimeItem(enemy, ItemClassification.progression, None, world.player))
region.locations.append(event)
event.show_in_spoiler = False
for name in triple_enemy_locations:
if name == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
continue
if world.options.DWShuffle and name in death_wishes.keys() and name not in world.dw_shuffle:
continue
region = world.multiworld.get_region(name, world.player)
event = HatInTimeLocation(world.player, f"Triple Enemy Photo - {name}", None, region)
event.place_locked_item(HatInTimeItem("Triple Enemy Photo", ItemClassification.progression, None, world.player))
region.locations.append(event)
event.show_in_spoiler = False
if name == "The Mustache Gauntlet":
add_rule(event, lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
def set_enemy_rules(world: "HatInTimeWorld"):
no_tourist = "Camera Tourist" in world.excluded_dws or "Camera Tourist" in world.excluded_bonuses
for enemy, regions in hit_list.items():
if no_tourist and enemy in bosses:
continue
for area in regions:
if (area == "Bon Voyage!" or area == "Time Rift - Deep Sea") and not world.is_dlc1():
continue
if area == "Time Rift - Tour" and (not world.is_dlc1() or world.options.ExcludeTour):
continue
if area == "Bluefin Tunnel" and not world.is_dlc2():
continue
if world.options.DWShuffle and area in death_wishes and area not in world.dw_shuffle:
continue
event = world.multiworld.get_location(f"{enemy} - {area}", world.player)
if enemy == "Toxic Flower":
add_rule(event, lambda state: can_use_hookshot(state, world))
if area == "The Illness has Spread":
add_rule(event, lambda state: not zipline_logic(world) or
state.has("Zipline Unlock - The Birdhouse Path", world.player)
or state.has("Zipline Unlock - The Lava Cake Path", world.player)
or state.has("Zipline Unlock - The Windmill Path", world.player))
elif enemy == "Director":
if area == "Dead Bird Studio Basement":
add_rule(event, lambda state: can_use_hookshot(state, world))
elif enemy == "Snatcher" or enemy == "Mustache Girl":
if area == "Boss Rush":
# need to be able to kill toilet and snatcher
add_rule(event, lambda state: can_hit(state, world) and can_use_hookshot(state, world))
if enemy == "Mustache Girl":
add_rule(event, lambda state: can_hit(state, world, True) and can_use_hookshot(state, world))
elif area == "The Finale" and enemy == "Mustache Girl":
add_rule(event, lambda state: can_use_hookshot(state, world)
and can_use_hat(state, world, HatType.DWELLER))
elif enemy == "Shock Squid" or enemy == "Ninja Cat":
if area == "Time Rift - Deep Sea":
add_rule(event, lambda state: can_use_hookshot(state, world))
# Enemies for Snatcher's Hit List/Camera Tourist, and where to find them
hit_list = {
"Mafia Goon": ["Mafia Town Area", "Time Rift - Mafia of Cooks", "Time Rift - Tour",
"Bon Voyage!", "The Mustache Gauntlet", "Rift Collapse: Mafia of Cooks",
"So You're Back From Outer Space"],
"Sleepy Raccoon": ["She Came from Outer Space", "Down with the Mafia!", "The Twilight Bell",
"She Speedran from Outer Space", "Mafia's Jumps", "The Mustache Gauntlet",
"Time Rift - Sleepy Subcon", "Rift Collapse: Sleepy Subcon"],
"UFO": ["Picture Perfect", "So You're Back From Outer Space", "Community Rift: Rhythm Jump Studio"],
"Rat": ["Down with the Mafia!", "Bluefin Tunnel"],
"Shock Squid": ["Bon Voyage!", "Time Rift - Sleepy Subcon", "Time Rift - Deep Sea",
"Rift Collapse: Sleepy Subcon"],
"Shromb Egg": ["The Birdhouse", "Bird Sanctuary"],
"Spider": ["Subcon Forest Area", "The Mustache Gauntlet", "Speedrun Well",
"The Lava Cake", "The Windmill"],
"Crow": ["Mafia Town Area", "The Birdhouse", "Time Rift - Tour", "Bird Sanctuary",
"Time Rift - Alpine Skyline", "Rift Collapse: Alpine Skyline"],
"Pompous Crow": ["The Birdhouse", "Time Rift - The Lab", "Bird Sanctuary", "The Mustache Gauntlet"],
"Fiery Crow": ["The Finale", "The Lava Cake", "The Mustache Gauntlet"],
"Express Owl": ["The Finale", "Time Rift - The Owl Express", "Time Rift - Deep Sea"],
"Ninja Cat": ["The Birdhouse", "The Windmill", "Bluefin Tunnel", "The Mustache Gauntlet",
"Time Rift - Curly Tail Trail", "Time Rift - Alpine Skyline", "Time Rift - Deep Sea",
"Rift Collapse: Alpine Skyline"],
# Bosses
"Mafia Boss": ["Down with the Mafia!", "Encore! Encore!", "Boss Rush"],
"Conductor": ["Dead Bird Studio Basement", "Killing Two Birds", "Boss Rush"],
"Toilet": ["Toilet of Doom", "Boss Rush"],
"Snatcher": ["Your Contract has Expired", "Breaching the Contract", "Boss Rush",
"Quality Time with Snatcher"],
"Toxic Flower": ["The Illness has Spread", "The Illness has Speedrun"],
"Mustache Girl": ["The Finale", "Boss Rush", "No More Bad Guys"],
}
# Camera Tourist has a bonus that requires getting three different types of enemies in one photo.
triple_enemy_locations = [
"She Came from Outer Space",
"She Speedran from Outer Space",
"Mafia's Jumps",
"The Mustache Gauntlet",
"The Birdhouse",
"Bird Sanctuary",
"Time Rift - Tour",
]
bosses = [
"Mafia Boss",
"Conductor",
"Toilet",
"Snatcher",
"Toxic Flower",
"Mustache Girl",
]

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from BaseClasses import Item, ItemClassification
from .Types import HatDLC, HatType, hat_type_to_item, Difficulty, ItemData, HatInTimeItem
from .Locations import get_total_locations
from .Rules import get_difficulty
from .Options import get_total_time_pieces, CTRLogic
from typing import List, Dict, TYPE_CHECKING
if TYPE_CHECKING:
from . import HatInTimeWorld
def create_itempool(world: "HatInTimeWorld") -> List[Item]:
itempool: List[Item] = []
if world.has_yarn():
yarn_pool: List[Item] = create_multiple_items(world, "Yarn",
world.options.YarnAvailable.value,
ItemClassification.progression_skip_balancing)
for i in range(int(len(yarn_pool) * (0.01 * world.options.YarnBalancePercent))):
yarn_pool[i].classification = ItemClassification.progression
itempool += yarn_pool
for name in item_table.keys():
if name == "Yarn":
continue
if not item_dlc_enabled(world, name):
continue
if not world.options.HatItems and name in hat_type_to_item.values():
continue
item_type: ItemClassification = item_table.get(name).classification
if world.is_dw_only():
if item_type is ItemClassification.progression \
or item_type is ItemClassification.progression_skip_balancing:
continue
else:
if name == "Scooter Badge":
if world.options.CTRLogic is CTRLogic.option_scooter or get_difficulty(world) >= Difficulty.MODERATE:
item_type = ItemClassification.progression
elif name == "No Bonk Badge" and world.is_dw():
item_type = ItemClassification.progression
# some death wish bonuses require one hit hero + hookshot
if world.is_dw() and name == "Badge Pin" and not world.is_dw_only():
item_type = ItemClassification.progression
if item_type is ItemClassification.filler or item_type is ItemClassification.trap:
continue
if name in act_contracts.keys() and not world.options.ShuffleActContracts:
continue
if name in alps_hooks.keys() and not world.options.ShuffleAlpineZiplines:
continue
if name == "Progressive Painting Unlock" and not world.options.ShuffleSubconPaintings:
continue
if world.options.StartWithCompassBadge and name == "Compass Badge":
continue
if name == "Time Piece":
tp_list: List[Item] = create_multiple_items(world, name, get_total_time_pieces(world), item_type)
for i in range(int(len(tp_list) * (0.01 * world.options.TimePieceBalancePercent))):
tp_list[i].classification = ItemClassification.progression
itempool += tp_list
continue
itempool += create_multiple_items(world, name, item_frequencies.get(name, 1), item_type)
itempool += create_junk_items(world, get_total_locations(world) - len(itempool))
return itempool
def calculate_yarn_costs(world: "HatInTimeWorld"):
min_yarn_cost = int(min(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
max_yarn_cost = int(max(world.options.YarnCostMin.value, world.options.YarnCostMax.value))
max_cost = 0
for i in range(5):
hat: HatType = HatType(i)
if not world.is_hat_precollected(hat):
cost: int = world.random.randint(min_yarn_cost, max_yarn_cost)
world.hat_yarn_costs[hat] = cost
max_cost += cost
else:
world.hat_yarn_costs[hat] = 0
available_yarn: int = world.options.YarnAvailable.value
if max_cost > available_yarn:
world.options.YarnAvailable.value = max_cost
available_yarn = max_cost
extra_yarn = max_cost + world.options.MinExtraYarn - available_yarn
if extra_yarn > 0:
world.options.YarnAvailable.value += extra_yarn
def item_dlc_enabled(world: "HatInTimeWorld", name: str) -> bool:
data = item_table[name]
if data.dlc_flags == HatDLC.none:
return True
elif data.dlc_flags == HatDLC.dlc1 and world.is_dlc1():
return True
elif data.dlc_flags == HatDLC.dlc2 and world.is_dlc2():
return True
elif data.dlc_flags == HatDLC.death_wish and world.is_dw():
return True
return False
def create_item(world: "HatInTimeWorld", name: str) -> Item:
data = item_table[name]
return HatInTimeItem(name, data.classification, data.code, world.player)
def create_multiple_items(world: "HatInTimeWorld", name: str, count: int = 1,
item_type: ItemClassification = ItemClassification.progression) -> List[Item]:
data = item_table[name]
itemlist: List[Item] = []
for i in range(count):
itemlist += [HatInTimeItem(name, item_type, data.code, world.player)]
return itemlist
def create_junk_items(world: "HatInTimeWorld", count: int) -> List[Item]:
trap_chance = world.options.TrapChance.value
junk_pool: List[Item] = []
junk_list: Dict[str, int] = {}
trap_list: Dict[str, int] = {}
ic: ItemClassification
for name in item_table.keys():
ic = item_table[name].classification
if ic == ItemClassification.filler:
if world.is_dw_only() and "Pons" in name:
continue
junk_list[name] = junk_weights.get(name)
elif trap_chance > 0 and ic == ItemClassification.trap:
if name == "Baby Trap":
trap_list[name] = world.options.BabyTrapWeight.value
elif name == "Laser Trap":
trap_list[name] = world.options.LaserTrapWeight.value
elif name == "Parade Trap":
trap_list[name] = world.options.ParadeTrapWeight.value
for i in range(count):
if trap_chance > 0 and world.random.randint(1, 100) <= trap_chance:
junk_pool.append(world.create_item(
world.random.choices(list(trap_list.keys()), weights=list(trap_list.values()), k=1)[0]))
else:
junk_pool.append(world.create_item(
world.random.choices(list(junk_list.keys()), weights=list(junk_list.values()), k=1)[0]))
return junk_pool
def get_shop_trap_name(world: "HatInTimeWorld") -> str:
rand = world.random.randint(1, 9)
name = ""
if rand == 1:
name = "Time Plece"
elif rand == 2:
name = "Time Piece (Trust me bro)"
elif rand == 3:
name = "TimePiece"
elif rand == 4:
name = "Time Piece?"
elif rand == 5:
name = "Time Pizza"
elif rand == 6:
name = "Time piece"
elif rand == 7:
name = "TIme Piece"
elif rand == 8:
name = "Time Piece (maybe)"
elif rand == 9:
name = "Time Piece ;)"
return name
ahit_items = {
"Yarn": ItemData(2000300001, ItemClassification.progression_skip_balancing),
"Time Piece": ItemData(2000300002, ItemClassification.progression_skip_balancing),
# for HatItems option
"Sprint Hat": ItemData(2000300049, ItemClassification.progression),
"Brewing Hat": ItemData(2000300050, ItemClassification.progression),
"Ice Hat": ItemData(2000300051, ItemClassification.progression),
"Dweller Mask": ItemData(2000300052, ItemClassification.progression),
"Time Stop Hat": ItemData(2000300053, ItemClassification.progression),
# Badges
"Projectile Badge": ItemData(2000300024, ItemClassification.useful),
"Fast Hatter Badge": ItemData(2000300025, ItemClassification.useful),
"Hover Badge": ItemData(2000300026, ItemClassification.useful),
"Hookshot Badge": ItemData(2000300027, ItemClassification.progression),
"Item Magnet Badge": ItemData(2000300028, ItemClassification.useful),
"No Bonk Badge": ItemData(2000300029, ItemClassification.useful),
"Compass Badge": ItemData(2000300030, ItemClassification.useful),
"Scooter Badge": ItemData(2000300031, ItemClassification.useful),
"One-Hit Hero Badge": ItemData(2000300038, ItemClassification.progression, HatDLC.death_wish),
"Camera Badge": ItemData(2000300042, ItemClassification.progression, HatDLC.death_wish),
# Relics
"Relic (Burger Patty)": ItemData(2000300006, ItemClassification.progression),
"Relic (Burger Cushion)": ItemData(2000300007, ItemClassification.progression),
"Relic (Mountain Set)": ItemData(2000300008, ItemClassification.progression),
"Relic (Train)": ItemData(2000300009, ItemClassification.progression),
"Relic (UFO)": ItemData(2000300010, ItemClassification.progression),
"Relic (Cow)": ItemData(2000300011, ItemClassification.progression),
"Relic (Cool Cow)": ItemData(2000300012, ItemClassification.progression),
"Relic (Tin-foil Hat Cow)": ItemData(2000300013, ItemClassification.progression),
"Relic (Crayon Box)": ItemData(2000300014, ItemClassification.progression),
"Relic (Red Crayon)": ItemData(2000300015, ItemClassification.progression),
"Relic (Blue Crayon)": ItemData(2000300016, ItemClassification.progression),
"Relic (Green Crayon)": ItemData(2000300017, ItemClassification.progression),
# DLC
"Relic (Cake Stand)": ItemData(2000300018, ItemClassification.progression, HatDLC.dlc1),
"Relic (Shortcake)": ItemData(2000300019, ItemClassification.progression, HatDLC.dlc1),
"Relic (Chocolate Cake Slice)": ItemData(2000300020, ItemClassification.progression, HatDLC.dlc1),
"Relic (Chocolate Cake)": ItemData(2000300021, ItemClassification.progression, HatDLC.dlc1),
"Relic (Necklace Bust)": ItemData(2000300022, ItemClassification.progression, HatDLC.dlc2),
"Relic (Necklace)": ItemData(2000300023, ItemClassification.progression, HatDLC.dlc2),
# Garbage items
"25 Pons": ItemData(2000300034, ItemClassification.filler),
"50 Pons": ItemData(2000300035, ItemClassification.filler),
"100 Pons": ItemData(2000300036, ItemClassification.filler),
"Health Pon": ItemData(2000300037, ItemClassification.filler),
"Random Cosmetic": ItemData(2000300044, ItemClassification.filler),
# Traps
"Baby Trap": ItemData(2000300039, ItemClassification.trap),
"Laser Trap": ItemData(2000300040, ItemClassification.trap),
"Parade Trap": ItemData(2000300041, ItemClassification.trap),
# Other
"Badge Pin": ItemData(2000300043, ItemClassification.useful),
"Umbrella": ItemData(2000300033, ItemClassification.progression),
"Progressive Painting Unlock": ItemData(2000300003, ItemClassification.progression),
# DLC
"Metro Ticket - Yellow": ItemData(2000300045, ItemClassification.progression, HatDLC.dlc2),
"Metro Ticket - Green": ItemData(2000300046, ItemClassification.progression, HatDLC.dlc2),
"Metro Ticket - Blue": ItemData(2000300047, ItemClassification.progression, HatDLC.dlc2),
"Metro Ticket - Pink": ItemData(2000300048, ItemClassification.progression, HatDLC.dlc2),
}
act_contracts = {
"Snatcher's Contract - The Subcon Well": ItemData(2000300200, ItemClassification.progression),
"Snatcher's Contract - Toilet of Doom": ItemData(2000300201, ItemClassification.progression),
"Snatcher's Contract - Queen Vanessa's Manor": ItemData(2000300202, ItemClassification.progression),
"Snatcher's Contract - Mail Delivery Service": ItemData(2000300203, ItemClassification.progression),
}
alps_hooks = {
"Zipline Unlock - The Birdhouse Path": ItemData(2000300204, ItemClassification.progression),
"Zipline Unlock - The Lava Cake Path": ItemData(2000300205, ItemClassification.progression),
"Zipline Unlock - The Windmill Path": ItemData(2000300206, ItemClassification.progression),
"Zipline Unlock - The Twilight Bell Path": ItemData(2000300207, ItemClassification.progression),
}
relic_groups = {
"Burger": {"Relic (Burger Patty)", "Relic (Burger Cushion)"},
"Train": {"Relic (Mountain Set)", "Relic (Train)"},
"UFO": {"Relic (UFO)", "Relic (Cow)", "Relic (Cool Cow)", "Relic (Tin-foil Hat Cow)"},
"Crayon": {"Relic (Crayon Box)", "Relic (Red Crayon)", "Relic (Blue Crayon)", "Relic (Green Crayon)"},
"Cake": {"Relic (Cake Stand)", "Relic (Chocolate Cake)", "Relic (Chocolate Cake Slice)", "Relic (Shortcake)"},
"Necklace": {"Relic (Necklace Bust)", "Relic (Necklace)"},
}
item_frequencies = {
"Badge Pin": 2,
"Progressive Painting Unlock": 3,
}
junk_weights = {
"25 Pons": 50,
"50 Pons": 25,
"100 Pons": 10,
"Health Pon": 35,
"Random Cosmetic": 35,
}
item_table = {
**ahit_items,
**act_contracts,
**alps_hooks,
}

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worlds/ahit/Locations.py Normal file

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from typing import List, TYPE_CHECKING, Dict, Any
from schema import Schema, Optional
from dataclasses import dataclass
from worlds.AutoWorld import PerGameCommonOptions
from Options import Range, Toggle, DeathLink, Choice, OptionDict, DefaultOnToggle, OptionGroup
if TYPE_CHECKING:
from . import HatInTimeWorld
def create_option_groups() -> List[OptionGroup]:
option_group_list: List[OptionGroup] = []
for name, options in ahit_option_groups.items():
option_group_list.append(OptionGroup(name=name, options=options))
return option_group_list
def adjust_options(world: "HatInTimeWorld"):
if world.options.HighestChapterCost < world.options.LowestChapterCost:
world.options.HighestChapterCost.value, world.options.LowestChapterCost.value = \
world.options.LowestChapterCost.value, world.options.HighestChapterCost.value
if world.options.FinalChapterMaxCost < world.options.FinalChapterMinCost:
world.options.FinalChapterMaxCost.value, world.options.FinalChapterMinCost.value = \
world.options.FinalChapterMinCost.value, world.options.FinalChapterMaxCost.value
if world.options.BadgeSellerMaxItems < world.options.BadgeSellerMinItems:
world.options.BadgeSellerMaxItems.value, world.options.BadgeSellerMinItems.value = \
world.options.BadgeSellerMinItems.value, world.options.BadgeSellerMaxItems.value
if world.options.NyakuzaThugMaxShopItems < world.options.NyakuzaThugMinShopItems:
world.options.NyakuzaThugMaxShopItems.value, world.options.NyakuzaThugMinShopItems.value = \
world.options.NyakuzaThugMinShopItems.value, world.options.NyakuzaThugMaxShopItems.value
if world.options.DWShuffleCountMax < world.options.DWShuffleCountMin:
world.options.DWShuffleCountMax.value, world.options.DWShuffleCountMin.value = \
world.options.DWShuffleCountMin.value, world.options.DWShuffleCountMax.value
total_tps: int = get_total_time_pieces(world)
if world.options.HighestChapterCost > total_tps-5:
world.options.HighestChapterCost.value = min(45, total_tps-5)
if world.options.LowestChapterCost > total_tps-5:
world.options.LowestChapterCost.value = min(45, total_tps-5)
if world.options.FinalChapterMaxCost > total_tps:
world.options.FinalChapterMaxCost.value = min(50, total_tps)
if world.options.FinalChapterMinCost > total_tps:
world.options.FinalChapterMinCost.value = min(50, total_tps)
if world.is_dlc1() and world.options.ShipShapeCustomTaskGoal <= 0:
# automatically determine task count based on Tasksanity settings
if world.options.Tasksanity:
world.options.ShipShapeCustomTaskGoal.value = world.options.TasksanityCheckCount * world.options.TasksanityTaskStep
else:
world.options.ShipShapeCustomTaskGoal.value = 18
# Don't allow Rush Hour goal if DLC2 content is disabled
if world.options.EndGoal == EndGoal.option_rush_hour and not world.options.EnableDLC2:
world.options.EndGoal.value = EndGoal.option_finale
# Don't allow Seal the Deal goal if Death Wish content is disabled
if world.options.EndGoal == EndGoal.option_seal_the_deal and not world.is_dw():
world.options.EndGoal.value = EndGoal.option_finale
if world.options.DWEnableBonus:
world.options.DWAutoCompleteBonuses.value = 0
if world.is_dw_only():
world.options.EndGoal.value = EndGoal.option_seal_the_deal
world.options.ActRandomizer.value = 0
world.options.ShuffleAlpineZiplines.value = 0
world.options.ShuffleSubconPaintings.value = 0
world.options.ShuffleStorybookPages.value = 0
world.options.ShuffleActContracts.value = 0
world.options.EnableDLC1.value = 0
world.options.LogicDifficulty.value = LogicDifficulty.option_normal
world.options.DWTimePieceRequirement.value = 0
def get_total_time_pieces(world: "HatInTimeWorld") -> int:
count: int = 40
if world.is_dlc1():
count += 6
if world.is_dlc2():
count += 10
return min(40+world.options.MaxExtraTimePieces, count)
class EndGoal(Choice):
"""The end goal required to beat the game.
Finale: Reach Time's End and beat Mustache Girl. The Finale will be in its vanilla location.
Rush Hour: Reach and complete Rush Hour. The level will be in its vanilla location and Chapter 7
will be the final chapter. You also must find Nyakuza Metro itself and complete all of its levels.
Requires DLC2 content to be enabled.
Seal the Deal: Reach and complete the Seal the Deal death wish main objective.
Requires Death Wish content to be enabled."""
display_name = "End Goal"
option_finale = 1
option_rush_hour = 2
option_seal_the_deal = 3
default = 1
class ActRandomizer(Choice):
"""If enabled, shuffle the game's Acts between each other.
Light will cause Time Rifts to only be shuffled amongst each other,
and Blue Time Rifts and Purple Time Rifts to be shuffled separately."""
display_name = "Shuffle Acts"
option_false = 0
option_light = 1
option_insanity = 2
default = 1
class ActPlando(OptionDict):
"""Plando acts onto other acts. For example, \"Train Rush\": \"Alpine Free Roam\" will place Alpine Free Roam
at Train Rush."""
display_name = "Act Plando"
schema = Schema({
Optional(str): str
})
class ActBlacklist(OptionDict):
"""Blacklist acts from being shuffled onto other acts. Multiple can be listed per act.
For example, \"Barrel Battle\": [\"The Big Parade\", \"Dead Bird Studio\"]
will prevent The Big Parade and Dead Bird Studio from being shuffled onto Barrel Battle."""
display_name = "Act Blacklist"
schema = Schema({
Optional(str): list
})
class FinaleShuffle(Toggle):
"""If enabled, chapter finales will only be shuffled amongst each other in act shuffle."""
display_name = "Finale Shuffle"
class LogicDifficulty(Choice):
"""Choose the difficulty setting for logic.
For an exhaustive list of all logic tricks for each difficulty, see this Google Doc:
https://docs.google.com/document/d/1x9VLSQ5davfx1KGamR9T0mD5h69_lDXJ6H7Gq7knJRI/edit?usp=sharing"""
display_name = "Logic Difficulty"
option_normal = -1
option_moderate = 0
option_hard = 1
option_expert = 2
default = -1
class CTRLogic(Choice):
"""Choose how you want to logically clear Cheating the Race."""
display_name = "Cheating the Race Logic"
option_time_stop_only = 0
option_scooter = 1
option_sprint = 2
option_nothing = 3
default = 0
class RandomizeHatOrder(Choice):
"""Randomize the order that hats are stitched in.
Time Stop Last will force Time Stop to be the last hat in the sequence."""
display_name = "Randomize Hat Order"
option_false = 0
option_true = 1
option_time_stop_last = 2
default = 1
class YarnBalancePercent(Range):
"""How much (in percentage) of the yarn in the pool that will be progression balanced."""
display_name = "Yarn Balance Percentage"
default = 20
range_start = 0
range_end = 100
class TimePieceBalancePercent(Range):
"""How much (in percentage) of time pieces in the pool that will be progression balanced."""
display_name = "Time Piece Balance Percentage"
default = 35
range_start = 0
range_end = 100
class StartWithCompassBadge(DefaultOnToggle):
"""If enabled, start with the Compass Badge. In Archipelago, the Compass Badge will track all items in the world
(instead of just Relics). Recommended if you're not familiar with where item locations are."""
display_name = "Start with Compass Badge"
class CompassBadgeMode(Choice):
"""closest - Compass Badge points to the closest item regardless of classification
important_only - Compass Badge points to progression/useful items only
important_first - Compass Badge points to progression/useful items first, then it will point to junk items"""
display_name = "Compass Badge Mode"
option_closest = 1
option_important_only = 2
option_important_first = 3
default = 1
class UmbrellaLogic(Toggle):
"""Makes Hat Kid's default punch attack do absolutely nothing, making the Umbrella much more relevant and useful"""
display_name = "Umbrella Logic"
class ShuffleStorybookPages(DefaultOnToggle):
"""If enabled, each storybook page in the purple Time Rifts is an item check.
The Compass Badge can track these down for you."""
display_name = "Shuffle Storybook Pages"
class ShuffleActContracts(DefaultOnToggle):
"""If enabled, shuffle Snatcher's act contracts into the pool as items"""
display_name = "Shuffle Contracts"
class ShuffleAlpineZiplines(Toggle):
"""If enabled, Alpine's zipline paths leading to the peaks will be locked behind items."""
display_name = "Shuffle Alpine Ziplines"
class ShuffleSubconPaintings(Toggle):
"""If enabled, shuffle items into the pool that unlock Subcon Forest fire spirit paintings.
These items are progressive, with the order of Village-Swamp-Courtyard."""
display_name = "Shuffle Subcon Paintings"
class NoPaintingSkips(Toggle):
"""If enabled, prevent Subcon fire wall skips from being in logic on higher difficulty settings."""
display_name = "No Subcon Fire Wall Skips"
class StartingChapter(Choice):
"""Determines which chapter you will be guaranteed to be able to enter at the beginning of the game."""
display_name = "Starting Chapter"
option_1 = 1
option_2 = 2
option_3 = 3
option_4 = 4
default = 1
class ChapterCostIncrement(Range):
"""Lower values mean chapter costs increase slower. Higher values make the cost differences more steep."""
display_name = "Chapter Cost Increment"
range_start = 1
range_end = 8
default = 4
class ChapterCostMinDifference(Range):
"""The minimum difference between chapter costs."""
display_name = "Minimum Chapter Cost Difference"
range_start = 1
range_end = 8
default = 4
class LowestChapterCost(Range):
"""Value determining the lowest possible cost for a chapter.
Chapter costs will, progressively, be calculated based on this value (except for the final chapter)."""
display_name = "Lowest Possible Chapter Cost"
range_start = 0
range_end = 10
default = 5
class HighestChapterCost(Range):
"""Value determining the highest possible cost for a chapter.
Chapter costs will, progressively, be calculated based on this value (except for the final chapter)."""
display_name = "Highest Possible Chapter Cost"
range_start = 15
range_end = 45
default = 25
class FinalChapterMinCost(Range):
"""Minimum Time Pieces required to enter the final chapter. This is part of your goal."""
display_name = "Final Chapter Minimum Time Piece Cost"
range_start = 0
range_end = 50
default = 30
class FinalChapterMaxCost(Range):
"""Maximum Time Pieces required to enter the final chapter. This is part of your goal."""
display_name = "Final Chapter Maximum Time Piece Cost"
range_start = 0
range_end = 50
default = 35
class MaxExtraTimePieces(Range):
"""Maximum number of extra Time Pieces from the DLCs.
Arctic Cruise will add up to 6. Nyakuza Metro will add up to 10. The absolute maximum is 56."""
display_name = "Max Extra Time Pieces"
range_start = 0
range_end = 16
default = 16
class YarnCostMin(Range):
"""The minimum possible yarn needed to stitch a hat."""
display_name = "Minimum Yarn Cost"
range_start = 1
range_end = 12
default = 4
class YarnCostMax(Range):
"""The maximum possible yarn needed to stitch a hat."""
display_name = "Maximum Yarn Cost"
range_start = 1
range_end = 12
default = 8
class YarnAvailable(Range):
"""How much yarn is available to collect in the item pool."""
display_name = "Yarn Available"
range_start = 30
range_end = 80
default = 50
class MinExtraYarn(Range):
"""The minimum number of extra yarn in the item pool.
There must be at least this much more yarn over the total number of yarn needed to craft all hats.
For example, if this option's value is 10, and the total yarn needed to craft all hats is 40,
there must be at least 50 yarn in the pool."""
display_name = "Max Extra Yarn"
range_start = 5
range_end = 15
default = 10
class HatItems(Toggle):
"""Removes all yarn from the pool and turns the hats into individual items instead."""
display_name = "Hat Items"
class MinPonCost(Range):
"""The minimum number of Pons that any item in the Badge Seller's shop can cost."""
display_name = "Minimum Shop Pon Cost"
range_start = 10
range_end = 800
default = 75
class MaxPonCost(Range):
"""The maximum number of Pons that any item in the Badge Seller's shop can cost."""
display_name = "Maximum Shop Pon Cost"
range_start = 10
range_end = 800
default = 300
class BadgeSellerMinItems(Range):
"""The smallest number of items that the Badge Seller can have for sale."""
display_name = "Badge Seller Minimum Items"
range_start = 0
range_end = 10
default = 4
class BadgeSellerMaxItems(Range):
"""The largest number of items that the Badge Seller can have for sale."""
display_name = "Badge Seller Maximum Items"
range_start = 0
range_end = 10
default = 8
class EnableDLC1(Toggle):
"""Shuffle content from The Arctic Cruise (Chapter 6) into the game. This also includes the Tour time rift.
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!"""
display_name = "Shuffle Chapter 6"
class Tasksanity(Toggle):
"""If enabled, Ship Shape tasks will become checks. Requires DLC1 content to be enabled."""
display_name = "Tasksanity"
class TasksanityTaskStep(Range):
"""How many tasks the player must complete in Tasksanity to send a check."""
display_name = "Tasksanity Task Step"
range_start = 1
range_end = 3
default = 1
class TasksanityCheckCount(Range):
"""How many Tasksanity checks there will be in total."""
display_name = "Tasksanity Check Count"
range_start = 1
range_end = 30
default = 18
class ExcludeTour(Toggle):
"""Removes the Tour time rift from the game. This option is recommended if you don't want to deal with
important levels being shuffled onto the Tour time rift, or important items being shuffled onto Tour pages
when your goal is Time's End."""
display_name = "Exclude Tour Time Rift"
class ShipShapeCustomTaskGoal(Range):
"""Change the number of tasks required to complete Ship Shape. If this option's value is 0, the number of tasks
required will be TasksanityTaskStep x TasksanityCheckCount, if Tasksanity is enabled. If Tasksanity is disabled,
it will use the game's default of 18.
This option will not affect Cruisin' for a Bruisin'."""
display_name = "Ship Shape Custom Task Goal"
range_start = 0
range_end = 90
default = 0
class EnableDLC2(Toggle):
"""Shuffle content from Nyakuza Metro (Chapter 7) into the game.
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE NYAKUZA METRO DLC INSTALLED!!!"""
display_name = "Shuffle Chapter 7"
class MetroMinPonCost(Range):
"""The cheapest an item can be in any Nyakuza Metro shop. Includes ticket booths."""
display_name = "Metro Shops Minimum Pon Cost"
range_start = 10
range_end = 800
default = 50
class MetroMaxPonCost(Range):
"""The most expensive an item can be in any Nyakuza Metro shop. Includes ticket booths."""
display_name = "Metro Shops Maximum Pon Cost"
range_start = 10
range_end = 800
default = 200
class NyakuzaThugMinShopItems(Range):
"""The smallest number of items that the thugs in Nyakuza Metro can have for sale."""
display_name = "Nyakuza Thug Minimum Shop Items"
range_start = 0
range_end = 5
default = 2
class NyakuzaThugMaxShopItems(Range):
"""The largest number of items that the thugs in Nyakuza Metro can have for sale."""
display_name = "Nyakuza Thug Maximum Shop Items"
range_start = 0
range_end = 5
default = 4
class NoTicketSkips(Choice):
"""Prevent metro gate skips from being in logic on higher difficulties.
Rush Hour option will only consider the ticket skips for Rush Hour in logic."""
display_name = "No Ticket Skips"
option_false = 0
option_true = 1
option_rush_hour = 2
class BaseballBat(Toggle):
"""Replace the Umbrella with the baseball bat from Nyakuza Metro.
DLC2 content does not have to be shuffled for this option but Nyakuza Metro still needs to be installed."""
display_name = "Baseball Bat"
class EnableDeathWish(Toggle):
"""Shuffle Death Wish contracts into the game. Each contract by default will have 1 check granted upon completion.
DO NOT ENABLE THIS OPTION IF YOU DO NOT HAVE SEAL THE DEAL DLC INSTALLED!!!"""
display_name = "Enable Death Wish"
class DeathWishOnly(Toggle):
"""An alternative gameplay mode that allows you to exclusively play Death Wish in a seed.
This has the following effects:
- Death Wish is instantly unlocked from the start
- All hats and other progression items are instantly given to you
- Useful items such as Fast Hatter Badge will still be in the item pool instead of in your inventory at the start
- All chapters and their levels are unlocked, act shuffle is forced off
- Any checks other than Death Wish contracts are completely removed
- All Pons in the item pool are replaced with Health Pons or random cosmetics
- The EndGoal option is forced to complete Seal the Deal"""
display_name = "Death Wish Only"
class DWShuffle(Toggle):
"""An alternative mode for Death Wish where each contract is unlocked one by one, in a random order.
Stamp requirements to unlock contracts is removed. Any excluded contracts will not be shuffled into the sequence.
If Seal the Deal is the end goal, it will always be the last Death Wish in the sequence.
Disabling candles is highly recommended."""
display_name = "Death Wish Shuffle"
class DWShuffleCountMin(Range):
"""The minimum number of Death Wishes that can be in the Death Wish shuffle sequence.
The final result is clamped at the number of non-excluded Death Wishes."""
display_name = "Death Wish Shuffle Minimum Count"
range_start = 5
range_end = 38
default = 18
class DWShuffleCountMax(Range):
"""The maximum number of Death Wishes that can be in the Death Wish shuffle sequence.
The final result is clamped at the number of non-excluded Death Wishes."""
display_name = "Death Wish Shuffle Maximum Count"
range_start = 5
range_end = 38
default = 25
class DWEnableBonus(Toggle):
"""In Death Wish, add a location for completing all of a DW contract's bonuses,
in addition to the location for completing the DW contract normally.
WARNING!! Only for the brave! This option can create VERY DIFFICULT SEEDS!
ONLY turn this on if you know what you are doing to yourself and everyone else in the multiworld!
Using Peace and Tranquility to auto-complete the bonuses will NOT count!"""
display_name = "Shuffle Death Wish Full Completions"
class DWAutoCompleteBonuses(DefaultOnToggle):
"""If enabled, auto complete all bonus stamps after completing the main objective in a Death Wish.
This option will have no effect if bonus checks (DWEnableBonus) are turned on."""
display_name = "Auto Complete Bonus Stamps"
class DWExcludeAnnoyingContracts(DefaultOnToggle):
"""Exclude Death Wish contracts from the pool that are particularly tedious or take a long time to reach/clear.
Excluded Death Wishes are automatically completed as soon as they are unlocked.
This option currently excludes the following contracts:
- Vault Codes in the Wind
- Boss Rush
- Camera Tourist
- The Mustache Gauntlet
- Rift Collapse: Deep Sea
- Cruisin' for a Bruisin'
- Seal the Deal (non-excluded if goal, but the checks are still excluded)"""
display_name = "Exclude Annoying Death Wish Contracts"
class DWExcludeAnnoyingBonuses(DefaultOnToggle):
"""If Death Wish full completions are shuffled in, exclude tedious Death Wish full completions from the pool.
Excluded bonus Death Wishes automatically reward their bonus stamps upon completion of the main objective.
This option currently excludes the following bonuses:
- So You're Back From Outer Space
- Encore! Encore!
- Snatcher's Hit List
- 10 Seconds until Self-Destruct
- Killing Two Birds
- Zero Jumps
- Bird Sanctuary
- Wound-Up Windmill
- Vault Codes in the Wind
- Boss Rush
- Camera Tourist
- The Mustache Gauntlet
- Rift Collapse: Deep Sea
- Cruisin' for a Bruisin'
- Seal the Deal"""
display_name = "Exclude Annoying Death Wish Full Completions"
class DWExcludeCandles(DefaultOnToggle):
"""If enabled, exclude all candle Death Wishes."""
display_name = "Exclude Candle Death Wishes"
class DWTimePieceRequirement(Range):
"""How many Time Pieces that will be required to unlock Death Wish."""
display_name = "Death Wish Time Piece Requirement"
range_start = 0
range_end = 35
default = 15
class TrapChance(Range):
"""The chance for any junk item in the pool to be replaced by a trap."""
display_name = "Trap Chance"
range_start = 0
range_end = 100
default = 0
class BabyTrapWeight(Range):
"""The weight of Baby Traps in the trap pool.
Baby Traps place a multitude of the Conductor's grandkids into Hat Kid's hands, causing her to lose her balance."""
display_name = "Baby Trap Weight"
range_start = 0
range_end = 100
default = 40
class LaserTrapWeight(Range):
"""The weight of Laser Traps in the trap pool.
Laser Traps will spawn multiple giant lasers (from Snatcher's boss fight) at Hat Kid's location."""
display_name = "Laser Trap Weight"
range_start = 0
range_end = 100
default = 40
class ParadeTrapWeight(Range):
"""The weight of Parade Traps in the trap pool.
Parade Traps will summon multiple Express Band owls with knives that chase Hat Kid by mimicking her movement."""
display_name = "Parade Trap Weight"
range_start = 0
range_end = 100
default = 20
@dataclass
class AHITOptions(PerGameCommonOptions):
EndGoal: EndGoal
ActRandomizer: ActRandomizer
ActPlando: ActPlando
ActBlacklist: ActBlacklist
ShuffleAlpineZiplines: ShuffleAlpineZiplines
FinaleShuffle: FinaleShuffle
LogicDifficulty: LogicDifficulty
YarnBalancePercent: YarnBalancePercent
TimePieceBalancePercent: TimePieceBalancePercent
RandomizeHatOrder: RandomizeHatOrder
UmbrellaLogic: UmbrellaLogic
StartWithCompassBadge: StartWithCompassBadge
CompassBadgeMode: CompassBadgeMode
ShuffleStorybookPages: ShuffleStorybookPages
ShuffleActContracts: ShuffleActContracts
ShuffleSubconPaintings: ShuffleSubconPaintings
NoPaintingSkips: NoPaintingSkips
StartingChapter: StartingChapter
CTRLogic: CTRLogic
EnableDLC1: EnableDLC1
Tasksanity: Tasksanity
TasksanityTaskStep: TasksanityTaskStep
TasksanityCheckCount: TasksanityCheckCount
ExcludeTour: ExcludeTour
ShipShapeCustomTaskGoal: ShipShapeCustomTaskGoal
EnableDeathWish: EnableDeathWish
DWShuffle: DWShuffle
DWShuffleCountMin: DWShuffleCountMin
DWShuffleCountMax: DWShuffleCountMax
DeathWishOnly: DeathWishOnly
DWEnableBonus: DWEnableBonus
DWAutoCompleteBonuses: DWAutoCompleteBonuses
DWExcludeAnnoyingContracts: DWExcludeAnnoyingContracts
DWExcludeAnnoyingBonuses: DWExcludeAnnoyingBonuses
DWExcludeCandles: DWExcludeCandles
DWTimePieceRequirement: DWTimePieceRequirement
EnableDLC2: EnableDLC2
BaseballBat: BaseballBat
MetroMinPonCost: MetroMinPonCost
MetroMaxPonCost: MetroMaxPonCost
NyakuzaThugMinShopItems: NyakuzaThugMinShopItems
NyakuzaThugMaxShopItems: NyakuzaThugMaxShopItems
NoTicketSkips: NoTicketSkips
LowestChapterCost: LowestChapterCost
HighestChapterCost: HighestChapterCost
ChapterCostIncrement: ChapterCostIncrement
ChapterCostMinDifference: ChapterCostMinDifference
MaxExtraTimePieces: MaxExtraTimePieces
FinalChapterMinCost: FinalChapterMinCost
FinalChapterMaxCost: FinalChapterMaxCost
YarnCostMin: YarnCostMin
YarnCostMax: YarnCostMax
YarnAvailable: YarnAvailable
MinExtraYarn: MinExtraYarn
HatItems: HatItems
MinPonCost: MinPonCost
MaxPonCost: MaxPonCost
BadgeSellerMinItems: BadgeSellerMinItems
BadgeSellerMaxItems: BadgeSellerMaxItems
TrapChance: TrapChance
BabyTrapWeight: BabyTrapWeight
LaserTrapWeight: LaserTrapWeight
ParadeTrapWeight: ParadeTrapWeight
death_link: DeathLink
ahit_option_groups: Dict[str, List[Any]] = {
"General Options": [EndGoal, ShuffleStorybookPages, ShuffleAlpineZiplines, ShuffleSubconPaintings,
ShuffleActContracts, MinPonCost, MaxPonCost, BadgeSellerMinItems, BadgeSellerMaxItems,
LogicDifficulty, NoPaintingSkips, CTRLogic],
"Act Options": [ActRandomizer, StartingChapter, LowestChapterCost, HighestChapterCost,
ChapterCostIncrement, ChapterCostMinDifference, FinalChapterMinCost, FinalChapterMaxCost,
FinaleShuffle, ActPlando, ActBlacklist],
"Item Options": [StartWithCompassBadge, CompassBadgeMode, RandomizeHatOrder, YarnAvailable, YarnCostMin,
YarnCostMax, MinExtraYarn, HatItems, UmbrellaLogic, MaxExtraTimePieces, YarnBalancePercent,
TimePieceBalancePercent],
"Arctic Cruise Options": [EnableDLC1, Tasksanity, TasksanityTaskStep, TasksanityCheckCount,
ShipShapeCustomTaskGoal, ExcludeTour],
"Nyakuza Metro Options": [EnableDLC2, MetroMinPonCost, MetroMaxPonCost, NyakuzaThugMinShopItems,
NyakuzaThugMaxShopItems, BaseballBat, NoTicketSkips],
"Death Wish Options": [EnableDeathWish, DWTimePieceRequirement, DWShuffle, DWShuffleCountMin, DWShuffleCountMax,
DWEnableBonus, DWAutoCompleteBonuses, DWExcludeAnnoyingContracts, DWExcludeAnnoyingBonuses,
DWExcludeCandles, DeathWishOnly],
"Trap Options": [TrapChance, BabyTrapWeight, LaserTrapWeight, ParadeTrapWeight]
}
slot_data_options: List[str] = [
"EndGoal",
"ActRandomizer",
"ShuffleAlpineZiplines",
"LogicDifficulty",
"CTRLogic",
"RandomizeHatOrder",
"UmbrellaLogic",
"StartWithCompassBadge",
"CompassBadgeMode",
"ShuffleStorybookPages",
"ShuffleActContracts",
"ShuffleSubconPaintings",
"NoPaintingSkips",
"HatItems",
"EnableDLC1",
"Tasksanity",
"TasksanityTaskStep",
"TasksanityCheckCount",
"ShipShapeCustomTaskGoal",
"ExcludeTour",
"EnableDeathWish",
"DWShuffle",
"DeathWishOnly",
"DWEnableBonus",
"DWAutoCompleteBonuses",
"DWTimePieceRequirement",
"EnableDLC2",
"MetroMinPonCost",
"MetroMaxPonCost",
"BaseballBat",
"NoTicketSkips",
"MinPonCost",
"MaxPonCost",
"death_link",
]

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worlds/ahit/Regions.py Normal file

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from worlds.AutoWorld import CollectionState
from worlds.generic.Rules import add_rule, set_rule
from .Locations import location_table, zipline_unlocks, is_location_valid, contract_locations, \
shop_locations, event_locs
from .Types import HatType, ChapterIndex, hat_type_to_item, Difficulty, HitType
from BaseClasses import Location, Entrance, Region
from typing import TYPE_CHECKING, List, Callable, Union, Dict
from .Options import EndGoal, CTRLogic, NoTicketSkips
if TYPE_CHECKING:
from . import HatInTimeWorld
act_connections = {
"Mafia Town - Act 2": ["Mafia Town - Act 1"],
"Mafia Town - Act 3": ["Mafia Town - Act 1"],
"Mafia Town - Act 4": ["Mafia Town - Act 2", "Mafia Town - Act 3"],
"Mafia Town - Act 6": ["Mafia Town - Act 4"],
"Mafia Town - Act 7": ["Mafia Town - Act 4"],
"Mafia Town - Act 5": ["Mafia Town - Act 6", "Mafia Town - Act 7"],
"Battle of the Birds - Act 2": ["Battle of the Birds - Act 1"],
"Battle of the Birds - Act 3": ["Battle of the Birds - Act 1"],
"Battle of the Birds - Act 4": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"],
"Battle of the Birds - Act 5": ["Battle of the Birds - Act 2", "Battle of the Birds - Act 3"],
"Battle of the Birds - Finale A": ["Battle of the Birds - Act 4", "Battle of the Birds - Act 5"],
"Battle of the Birds - Finale B": ["Battle of the Birds - Finale A"],
"Subcon Forest - Finale": ["Subcon Forest - Act 1", "Subcon Forest - Act 2",
"Subcon Forest - Act 3", "Subcon Forest - Act 4",
"Subcon Forest - Act 5"],
"The Arctic Cruise - Act 2": ["The Arctic Cruise - Act 1"],
"The Arctic Cruise - Finale": ["The Arctic Cruise - Act 2"],
}
def can_use_hat(state: CollectionState, world: "HatInTimeWorld", hat: HatType) -> bool:
if world.options.HatItems:
return state.has(hat_type_to_item[hat], world.player)
if world.hat_yarn_costs[hat] <= 0: # this means the hat was put into starting inventory
return True
return state.has("Yarn", world.player, get_hat_cost(world, hat))
def get_hat_cost(world: "HatInTimeWorld", hat: HatType) -> int:
cost = 0
for h in world.hat_craft_order:
cost += world.hat_yarn_costs[h]
if h == hat:
break
return cost
def painting_logic(world: "HatInTimeWorld") -> bool:
return bool(world.options.ShuffleSubconPaintings)
# -1 = Normal, 0 = Moderate, 1 = Hard, 2 = Expert
def get_difficulty(world: "HatInTimeWorld") -> Difficulty:
return Difficulty(world.options.LogicDifficulty)
def has_paintings(state: CollectionState, world: "HatInTimeWorld", count: int, allow_skip: bool = True) -> bool:
if not painting_logic(world):
return True
if not world.options.NoPaintingSkips and allow_skip:
# In Moderate there is a very easy trick to skip all the walls, except for the one guarding the boss arena
if get_difficulty(world) >= Difficulty.MODERATE:
return True
return state.has("Progressive Painting Unlock", world.player, count)
def zipline_logic(world: "HatInTimeWorld") -> bool:
return bool(world.options.ShuffleAlpineZiplines)
def can_use_hookshot(state: CollectionState, world: "HatInTimeWorld"):
return state.has("Hookshot Badge", world.player)
def can_hit(state: CollectionState, world: "HatInTimeWorld", umbrella_only: bool = False):
if not world.options.UmbrellaLogic:
return True
return state.has("Umbrella", world.player) or not umbrella_only and can_use_hat(state, world, HatType.BREWING)
def has_relic_combo(state: CollectionState, world: "HatInTimeWorld", relic: str) -> bool:
return state.has_group(relic, world.player, len(world.item_name_groups[relic]))
def get_relic_count(state: CollectionState, world: "HatInTimeWorld", relic: str) -> int:
return state.count_group(relic, world.player)
# This is used to determine if the player can clear an act that's required to unlock a Time Rift
def can_clear_required_act(state: CollectionState, world: "HatInTimeWorld", act_entrance: str) -> bool:
entrance: Entrance = world.multiworld.get_entrance(act_entrance, world.player)
if not state.can_reach(entrance.connected_region, "Region", world.player):
return False
if "Free Roam" in entrance.connected_region.name:
return True
name: str = f"Act Completion ({entrance.connected_region.name})"
return world.multiworld.get_location(name, world.player).access_rule(state)
def can_clear_alpine(state: CollectionState, world: "HatInTimeWorld") -> bool:
return state.has("Birdhouse Cleared", world.player) and state.has("Lava Cake Cleared", world.player) \
and state.has("Windmill Cleared", world.player) and state.has("Twilight Bell Cleared", world.player)
def can_clear_metro(state: CollectionState, world: "HatInTimeWorld") -> bool:
return state.has("Nyakuza Intro Cleared", world.player) \
and state.has("Yellow Overpass Station Cleared", world.player) \
and state.has("Yellow Overpass Manhole Cleared", world.player) \
and state.has("Green Clean Station Cleared", world.player) \
and state.has("Green Clean Manhole Cleared", world.player) \
and state.has("Bluefin Tunnel Cleared", world.player) \
and state.has("Pink Paw Station Cleared", world.player) \
and state.has("Pink Paw Manhole Cleared", world.player)
def set_rules(world: "HatInTimeWorld"):
# First, chapter access
starting_chapter = ChapterIndex(world.options.StartingChapter)
world.chapter_timepiece_costs[starting_chapter] = 0
# Chapter costs increase progressively. Randomly decide the chapter order, except for Finale
chapter_list: List[ChapterIndex] = [ChapterIndex.MAFIA, ChapterIndex.BIRDS,
ChapterIndex.SUBCON, ChapterIndex.ALPINE]
final_chapter = ChapterIndex.FINALE
if world.options.EndGoal == EndGoal.option_rush_hour:
final_chapter = ChapterIndex.METRO
chapter_list.append(ChapterIndex.FINALE)
elif world.options.EndGoal == EndGoal.option_seal_the_deal:
final_chapter = None
chapter_list.append(ChapterIndex.FINALE)
if world.is_dlc1():
chapter_list.append(ChapterIndex.CRUISE)
if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
chapter_list.append(ChapterIndex.METRO)
chapter_list.remove(starting_chapter)
world.random.shuffle(chapter_list)
# Make sure Alpine is unlocked before any DLC chapters are, as the Alpine door needs to be open to access them
if starting_chapter is not ChapterIndex.ALPINE and (world.is_dlc1() or world.is_dlc2()):
index1 = 69
index2 = 69
pos: int
lowest_index: int
chapter_list.remove(ChapterIndex.ALPINE)
if world.is_dlc1():
index1 = chapter_list.index(ChapterIndex.CRUISE)
if world.is_dlc2() and final_chapter is not ChapterIndex.METRO:
index2 = chapter_list.index(ChapterIndex.METRO)
lowest_index = min(index1, index2)
if lowest_index == 0:
pos = 0
else:
pos = world.random.randint(0, lowest_index)
chapter_list.insert(pos, ChapterIndex.ALPINE)
lowest_cost: int = world.options.LowestChapterCost.value
highest_cost: int = world.options.HighestChapterCost.value
cost_increment: int = world.options.ChapterCostIncrement.value
min_difference: int = world.options.ChapterCostMinDifference.value
last_cost = 0
for i, chapter in enumerate(chapter_list):
min_range: int = lowest_cost + (cost_increment * i)
if min_range >= highest_cost:
min_range = highest_cost-1
value: int = world.random.randint(min_range, min(highest_cost, max(lowest_cost, last_cost + cost_increment)))
cost = world.random.randint(value, min(value + cost_increment, highest_cost))
if i >= 1:
if last_cost + min_difference > cost:
cost = last_cost + min_difference
cost = min(cost, highest_cost)
world.chapter_timepiece_costs[chapter] = cost
last_cost = cost
if final_chapter is not None:
final_chapter_cost: int
if world.options.FinalChapterMinCost == world.options.FinalChapterMaxCost:
final_chapter_cost = world.options.FinalChapterMaxCost.value
else:
final_chapter_cost = world.random.randint(world.options.FinalChapterMinCost.value,
world.options.FinalChapterMaxCost.value)
world.chapter_timepiece_costs[final_chapter] = final_chapter_cost
add_rule(world.multiworld.get_entrance("Telescope -> Mafia Town", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.MAFIA]))
add_rule(world.multiworld.get_entrance("Telescope -> Battle of the Birds", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
add_rule(world.multiworld.get_entrance("Telescope -> Subcon Forest", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.SUBCON]))
add_rule(world.multiworld.get_entrance("Telescope -> Alpine Skyline", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE])
and can_use_hat(state, world, HatType.BREWING) and can_use_hat(state, world, HatType.DWELLER))
if world.is_dlc1():
add_rule(world.multiworld.get_entrance("Telescope -> Arctic Cruise", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.CRUISE]))
if world.is_dlc2():
add_rule(world.multiworld.get_entrance("Telescope -> Nyakuza Metro", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE])
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.METRO])
and can_use_hat(state, world, HatType.DWELLER) and can_use_hat(state, world, HatType.ICE))
if not world.options.ActRandomizer:
set_default_rift_rules(world)
table = {**location_table, **event_locs}
for (key, data) in table.items():
if not is_location_valid(world, key):
continue
if key in contract_locations.keys():
continue
loc = world.multiworld.get_location(key, world.player)
for hat in data.required_hats:
add_rule(loc, lambda state, h=hat: can_use_hat(state, world, h))
if data.hookshot:
add_rule(loc, lambda state: can_use_hookshot(state, world))
if data.paintings > 0 and world.options.ShuffleSubconPaintings:
add_rule(loc, lambda state, paintings=data.paintings: has_paintings(state, world, paintings))
if data.hit_type is not HitType.none and world.options.UmbrellaLogic:
if data.hit_type == HitType.umbrella:
add_rule(loc, lambda state: state.has("Umbrella", world.player))
elif data.hit_type == HitType.umbrella_or_brewing:
add_rule(loc, lambda state: state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.BREWING))
elif data.hit_type == HitType.dweller_bell:
add_rule(loc, lambda state: state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.BREWING)
or can_use_hat(state, world, HatType.DWELLER))
for misc in data.misc_required:
add_rule(loc, lambda state, item=misc: state.has(item, world.player))
set_specific_rules(world)
# Putting all of this here, so it doesn't get overridden by anything
# Illness starts the player past the intro
alpine_entrance = world.multiworld.get_entrance("AFR -> Alpine Skyline Area", world.player)
add_rule(alpine_entrance, lambda state: can_use_hookshot(state, world))
if world.options.UmbrellaLogic:
add_rule(alpine_entrance, lambda state: state.has("Umbrella", world.player))
if zipline_logic(world):
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player))
add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player),
lambda state: state.has("Zipline Unlock - The Lava Cake Path", world.player))
add_rule(world.multiworld.get_entrance("-> The Windmill", world.player),
lambda state: state.has("Zipline Unlock - The Windmill Path", world.player))
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
lambda state: state.has("Zipline Unlock - The Twilight Bell Path", world.player))
add_rule(world.multiworld.get_location("Act Completion (The Illness has Spread)", world.player),
lambda state: state.has("Zipline Unlock - The Birdhouse Path", world.player)
and state.has("Zipline Unlock - The Lava Cake Path", world.player)
and state.has("Zipline Unlock - The Windmill Path", world.player))
if zipline_logic(world):
for (loc, zipline) in zipline_unlocks.items():
add_rule(world.multiworld.get_location(loc, world.player),
lambda state, z=zipline: state.has(z, world.player))
dummy_entrances: List[Entrance] = []
for (key, acts) in act_connections.items():
if "Arctic Cruise" in key and not world.is_dlc1():
continue
entrance: Entrance = world.multiworld.get_entrance(key, world.player)
region: Region = entrance.connected_region
access_rules: List[Callable[[CollectionState], bool]] = []
dummy_entrances.append(entrance)
# Entrances to this act that we have to set access_rules on
entrances: List[Entrance] = []
for i, act in enumerate(acts, start=1):
act_entrance: Entrance = world.multiworld.get_entrance(act, world.player)
access_rules.append(act_entrance.access_rule)
required_region = act_entrance.connected_region
name: str = f"{key}: Connection {i}"
new_entrance: Entrance = required_region.connect(region, name)
entrances.append(new_entrance)
# Copy access rules from act completions
if "Free Roam" not in required_region.name:
rule: Callable[[CollectionState], bool]
name = f"Act Completion ({required_region.name})"
rule = world.multiworld.get_location(name, world.player).access_rule
access_rules.append(rule)
for e in entrances:
for rules in access_rules:
add_rule(e, rules)
for e in dummy_entrances:
set_rule(e, lambda state: False)
set_event_rules(world)
if world.options.EndGoal == EndGoal.option_finale:
world.multiworld.completion_condition[world.player] = lambda state: state.has("Time Piece Cluster", world.player)
elif world.options.EndGoal == EndGoal.option_rush_hour:
world.multiworld.completion_condition[world.player] = lambda state: state.has("Rush Hour Cleared", world.player)
def set_specific_rules(world: "HatInTimeWorld"):
add_rule(world.multiworld.get_location("Mafia Boss Shop Item", world.player),
lambda state: state.has("Time Piece", world.player, 12)
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
set_mafia_town_rules(world)
set_botb_rules(world)
set_subcon_rules(world)
set_alps_rules(world)
if world.is_dlc1():
set_dlc1_rules(world)
if world.is_dlc2():
set_dlc2_rules(world)
difficulty: Difficulty = get_difficulty(world)
if difficulty >= Difficulty.MODERATE:
set_moderate_rules(world)
if difficulty >= Difficulty.HARD:
set_hard_rules(world)
if difficulty >= Difficulty.EXPERT:
set_expert_rules(world)
def set_moderate_rules(world: "HatInTimeWorld"):
# Moderate: Gallery without Brewing Hat
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Gallery)", world.player), lambda state: True)
# Moderate: Above Boats via Ice Hat Sliding
add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player),
lambda state: can_use_hat(state, world, HatType.ICE), "or")
# Moderate: Clock Tower Chest + Ruined Tower with nothing
add_rule(world.multiworld.get_location("Mafia Town - Clock Tower Chest", world.player), lambda state: True)
add_rule(world.multiworld.get_location("Mafia Town - Top of Ruined Tower", world.player), lambda state: True)
# Moderate: enter and clear The Subcon Well without Hookshot and without hitting the bell
for loc in world.multiworld.get_region("The Subcon Well", world.player).locations:
set_rule(loc, lambda state: has_paintings(state, world, 1))
# Moderate: Vanessa Manor with nothing
for loc in world.multiworld.get_region("Queen Vanessa's Manor", world.player).locations:
set_rule(loc, lambda state: has_paintings(state, world, 1))
set_rule(world.multiworld.get_location("Subcon Forest - Manor Rooftop", world.player),
lambda state: has_paintings(state, world, 1))
# Moderate: Village Time Rift with nothing IF umbrella logic is off
if not world.options.UmbrellaLogic:
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True)
# Moderate: get to Birdhouse/Yellow Band Hills without Brewing Hat
set_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
lambda state: can_use_hookshot(state, world))
set_rule(world.multiworld.get_location("Alpine Skyline - Yellow Band Hills", world.player),
lambda state: can_use_hookshot(state, world))
# Moderate: The Birdhouse - Dweller Platforms Relic with only Birdhouse access
set_rule(world.multiworld.get_location("Alpine Skyline - The Birdhouse: Dweller Platforms Relic", world.player),
lambda state: True)
# Moderate: Twilight Path without Dweller Mask
set_rule(world.multiworld.get_location("Alpine Skyline - The Twilight Path", world.player), lambda state: True)
# Moderate: Mystifying Time Mesa time trial without hats
set_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
lambda state: can_use_hookshot(state, world))
# Moderate: Goat Refinery from TIHS with Sprint only
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
lambda state: state.has("TIHS Access", world.player)
and can_use_hat(state, world, HatType.SPRINT), "or")
# Moderate: Finale Telescope with only Ice Hat
add_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE])
and can_use_hat(state, world, HatType.ICE), "or")
# Moderate: Finale without Hookshot
set_rule(world.multiworld.get_location("Act Completion (The Finale)", world.player),
lambda state: can_use_hat(state, world, HatType.DWELLER))
if world.is_dlc1():
# Moderate: clear Rock the Boat without Ice Hat
add_rule(world.multiworld.get_location("Rock the Boat - Post Captain Rescue", world.player), lambda state: True)
add_rule(world.multiworld.get_location("Act Completion (Rock the Boat)", world.player), lambda state: True)
# Moderate: clear Deep Sea without Ice Hat
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
# There is a glitched fall damage volume near the Yellow Overpass time piece that warps the player to Pink Paw.
# Yellow Overpass time piece can also be reached without Hookshot quite easily.
if world.is_dlc2():
# No Hookshot
set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Station)", world.player),
lambda state: True)
# No Dweller, Hookshot, or Time Stop for these
set_rule(world.multiworld.get_location("Pink Paw Station - Cat Vacuum", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Pink Paw Station - Behind Fan", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Pink Paw Station - Pink Ticket Booth", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Pink Paw Station)", world.player), lambda state: True)
for key in shop_locations.keys():
if "Pink Paw Station Thug" in key and is_location_valid(world, key):
set_rule(world.multiworld.get_location(key, world.player), lambda state: True)
# Moderate: clear Rush Hour without Hookshot
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: state.has("Metro Ticket - Pink", world.player)
and state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player)
and can_use_hat(state, world, HatType.ICE)
and can_use_hat(state, world, HatType.BREWING))
# Moderate: Bluefin Tunnel + Pink Paw Station without tickets
if not world.options.NoTicketSkips:
set_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player), lambda state: True)
set_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player), lambda state: True)
def set_hard_rules(world: "HatInTimeWorld"):
# Hard: clear Time Rift - The Twilight Bell with Sprint+Scooter only
add_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT)
and state.has("Scooter Badge", world.player), "or")
# No Dweller Mask required
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Floating Rocks", world.player),
lambda state: has_paintings(state, world, 3))
set_rule(world.multiworld.get_location("Subcon Forest - Dweller Platforming Tree B", world.player),
lambda state: has_paintings(state, world, 3))
# Cherry bridge over boss arena gap (painting still expected)
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
set_rule(world.multiworld.get_location("Subcon Forest - Noose Treehouse", world.player),
lambda state: has_paintings(state, world, 2, True))
set_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
lambda state: has_paintings(state, world, 2, True))
set_rule(world.multiworld.get_location("Subcon Forest - Tall Tree Hookshot Swing", world.player),
lambda state: has_paintings(state, world, 3, True))
# SDJ
add_rule(world.multiworld.get_location("Subcon Forest - Long Tree Climb Chest", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT) and has_paintings(state, world, 2), "or")
add_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
# Hard: Goat Refinery from TIHS with nothing
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
lambda state: state.has("TIHS Access", world.player), "or")
if world.is_dlc1():
# Hard: clear Deep Sea without Dweller Mask
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Deep Sea)", world.player),
lambda state: can_use_hookshot(state, world))
if world.is_dlc2():
# Hard: clear Green Clean Manhole without Dweller Mask
set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player),
lambda state: can_use_hat(state, world, HatType.ICE))
# Hard: clear Rush Hour with Brewing Hat only
if world.options.NoTicketSkips is not NoTicketSkips.option_true:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING))
else:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING)
and state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player)
and state.has("Metro Ticket - Pink", world.player))
def set_expert_rules(world: "HatInTimeWorld"):
# Finale Telescope with no hats
set_rule(world.multiworld.get_entrance("Telescope -> Time's End", world.player),
lambda state: state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.FINALE]))
# Expert: Mafia Town - Above Boats, Top of Lighthouse, and Hot Air Balloon with nothing
set_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Top of Lighthouse", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Mafia Town - Hot Air Balloon", world.player), lambda state: True)
# Expert: Clear Dead Bird Studio with nothing
for loc in world.multiworld.get_region("Dead Bird Studio - Post Elevator Area", world.player).locations:
set_rule(loc, lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player), lambda state: True)
# Expert: Clear Dead Bird Studio Basement without Hookshot
for loc in world.multiworld.get_region("Dead Bird Studio Basement", world.player).locations:
set_rule(loc, lambda state: True)
# Expert: get to and clear Twilight Bell without Dweller Mask.
# Dweller Mask OR Sprint Hat OR Brewing Hat OR Time Stop + Umbrella required to complete act.
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
lambda state: can_use_hookshot(state, world), "or")
add_rule(world.multiworld.get_location("Act Completion (The Twilight Bell)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING)
or can_use_hat(state, world, HatType.DWELLER)
or can_use_hat(state, world, HatType.SPRINT)
or (can_use_hat(state, world, HatType.TIME_STOP) and state.has("Umbrella", world.player)))
# Expert: Time Rift - Curly Tail Trail with nothing
# Time Rift - Twilight Bell and Time Rift - Village with nothing
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Curly Tail Trail)", world.player),
lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player), lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Time Rift - The Twilight Bell)", world.player),
lambda state: True)
# Expert: Cherry Hovering
subcon_area = world.multiworld.get_region("Subcon Forest Area", world.player)
yche = world.multiworld.get_region("Your Contract has Expired", world.player)
entrance = yche.connect(subcon_area, "Subcon Forest Entrance YCHE")
if world.options.NoPaintingSkips:
add_rule(entrance, lambda state: has_paintings(state, world, 1))
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, True))
# Set painting rules only. Skipping paintings is determined in has_paintings
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: has_paintings(state, world, 1, True))
set_rule(world.multiworld.get_location("Subcon Forest - Magnet Badge Bush", world.player),
lambda state: has_paintings(state, world, 3, True))
# You can cherry hover to Snatcher's post-fight cutscene, which completes the level without having to fight him
subcon_area.connect(yche, "Snatcher Hover")
set_rule(world.multiworld.get_location("Act Completion (Your Contract has Expired)", world.player),
lambda state: True)
if world.is_dlc2():
# Expert: clear Rush Hour with nothing
if not world.options.NoTicketSkips:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player), lambda state: True)
else:
set_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player)
and state.has("Metro Ticket - Pink", world.player))
# Expert: Yellow/Green Manhole with nothing using a Boop Clip
set_rule(world.multiworld.get_location("Act Completion (Yellow Overpass Manhole)", world.player),
lambda state: True)
set_rule(world.multiworld.get_location("Act Completion (Green Clean Manhole)", world.player),
lambda state: True)
def set_mafia_town_rules(world: "HatInTimeWorld"):
add_rule(world.multiworld.get_location("Mafia Town - Behind HQ Chest", world.player),
lambda state: state.can_reach("Act Completion (Heating Up Mafia Town)", "Location", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# Old guys don't appear in SCFOS
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Steel Beams)", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player))
add_rule(world.multiworld.get_location("Mafia Town - Old Man (Seaside Spaghetti)", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player))
# Only available outside She Came from Outer Space
add_rule(world.multiworld.get_location("Mafia Town - Mafia Geek Platform", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("Down with the Mafia!", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# Only available outside Down with the Mafia! (for some reason)
add_rule(world.multiworld.get_location("Mafia Town - On Scaffolding", world.player),
lambda state: state.can_reach("Welcome to Mafia Town", "Region", world.player)
or state.can_reach("Barrel Battle", "Region", world.player)
or state.can_reach("She Came from Outer Space", "Region", world.player)
or state.can_reach("Cheating the Race", "Region", world.player)
or state.can_reach("Heating Up Mafia Town", "Region", world.player)
or state.can_reach("The Golden Vault", "Region", world.player))
# For some reason, the brewing crate is removed in HUMT
add_rule(world.multiworld.get_location("Mafia Town - Secret Cave", world.player),
lambda state: state.has("HUMT Access", world.player), "or")
# Can bounce across the lava to get this without Hookshot (need to die though)
add_rule(world.multiworld.get_location("Mafia Town - Above Boats", world.player),
lambda state: state.has("HUMT Access", world.player), "or")
if world.options.CTRLogic == CTRLogic.option_nothing:
set_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player), lambda state: True)
elif world.options.CTRLogic == CTRLogic.option_sprint:
add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT), "or")
elif world.options.CTRLogic == CTRLogic.option_scooter:
add_rule(world.multiworld.get_location("Act Completion (Cheating the Race)", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT)
and state.has("Scooter Badge", world.player), "or")
def set_botb_rules(world: "HatInTimeWorld"):
if not world.options.UmbrellaLogic and get_difficulty(world) < Difficulty.MODERATE:
set_rule(world.multiworld.get_location("Dead Bird Studio - DJ Grooves Sign Chest", world.player),
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
set_rule(world.multiworld.get_location("Dead Bird Studio - Tepee Chest", world.player),
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
set_rule(world.multiworld.get_location("Dead Bird Studio - Conductor Chest", world.player),
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
set_rule(world.multiworld.get_location("Act Completion (Dead Bird Studio)", world.player),
lambda state: state.has("Umbrella", world.player) or can_use_hat(state, world, HatType.BREWING))
def set_subcon_rules(world: "HatInTimeWorld"):
set_rule(world.multiworld.get_location("Act Completion (Time Rift - Village)", world.player),
lambda state: can_use_hat(state, world, HatType.BREWING) or state.has("Umbrella", world.player)
or can_use_hat(state, world, HatType.DWELLER))
# You can't skip over the boss arena wall without cherry hover, so these two need to be set this way
set_rule(world.multiworld.get_location("Subcon Forest - Boss Arena Chest", world.player),
lambda state: state.has("TOD Access", world.player) and can_use_hookshot(state, world)
and has_paintings(state, world, 1, False) or state.has("YCHE Access", world.player))
# The painting wall can't be skipped without cherry hover, which is Expert
set_rule(world.multiworld.get_location("Act Completion (Toilet of Doom)", world.player),
lambda state: can_use_hookshot(state, world) and can_hit(state, world)
and has_paintings(state, world, 1, False))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 2", world.player),
lambda state: state.has("Snatcher's Contract - The Subcon Well", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 3", world.player),
lambda state: state.has("Snatcher's Contract - Toilet of Doom", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 4", world.player),
lambda state: state.has("Snatcher's Contract - Queen Vanessa's Manor", world.player))
add_rule(world.multiworld.get_entrance("Subcon Forest - Act 5", world.player),
lambda state: state.has("Snatcher's Contract - Mail Delivery Service", world.player))
if painting_logic(world):
add_rule(world.multiworld.get_location("Act Completion (Contractual Obligations)", world.player),
lambda state: has_paintings(state, world, 1, False))
def set_alps_rules(world: "HatInTimeWorld"):
add_rule(world.multiworld.get_entrance("-> The Birdhouse", world.player),
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.BREWING))
add_rule(world.multiworld.get_entrance("-> The Lava Cake", world.player),
lambda state: can_use_hookshot(state, world))
add_rule(world.multiworld.get_entrance("-> The Windmill", world.player),
lambda state: can_use_hookshot(state, world))
add_rule(world.multiworld.get_entrance("-> The Twilight Bell", world.player),
lambda state: can_use_hookshot(state, world) and can_use_hat(state, world, HatType.DWELLER))
add_rule(world.multiworld.get_location("Alpine Skyline - Mystifying Time Mesa: Zipline", world.player),
lambda state: can_use_hat(state, world, HatType.SPRINT) or can_use_hat(state, world, HatType.TIME_STOP))
add_rule(world.multiworld.get_entrance("Alpine Skyline - Finale", world.player),
lambda state: can_clear_alpine(state, world))
add_rule(world.multiworld.get_location("Alpine Skyline - Goat Refinery", world.player),
lambda state: state.has("AFR Access", world.player)
and can_use_hookshot(state, world)
and can_hit(state, world, True))
def set_dlc1_rules(world: "HatInTimeWorld"):
add_rule(world.multiworld.get_entrance("Cruise Ship Entrance BV", world.player),
lambda state: can_use_hookshot(state, world))
# This particular item isn't present in Act 3 for some reason, yes in vanilla too
add_rule(world.multiworld.get_location("The Arctic Cruise - Toilet", world.player),
lambda state: state.can_reach("Bon Voyage!", "Region", world.player)
or state.can_reach("Ship Shape", "Region", world.player))
def set_dlc2_rules(world: "HatInTimeWorld"):
add_rule(world.multiworld.get_entrance("-> Bluefin Tunnel", world.player),
lambda state: state.has("Metro Ticket - Green", world.player)
or state.has("Metro Ticket - Blue", world.player))
add_rule(world.multiworld.get_entrance("-> Pink Paw Station", world.player),
lambda state: state.has("Metro Ticket - Pink", world.player)
or state.has("Metro Ticket - Yellow", world.player) and state.has("Metro Ticket - Blue", world.player))
add_rule(world.multiworld.get_entrance("Nyakuza Metro - Finale", world.player),
lambda state: can_clear_metro(state, world))
add_rule(world.multiworld.get_location("Act Completion (Rush Hour)", world.player),
lambda state: state.has("Metro Ticket - Yellow", world.player)
and state.has("Metro Ticket - Blue", world.player)
and state.has("Metro Ticket - Pink", world.player))
for key in shop_locations.keys():
if "Green Clean Station Thug B" in key and is_location_valid(world, key):
add_rule(world.multiworld.get_location(key, world.player),
lambda state: state.has("Metro Ticket - Yellow", world.player), "or")
def reg_act_connection(world: "HatInTimeWorld", region: Union[str, Region], unlocked_entrance: Union[str, Entrance]):
reg: Region
entrance: Entrance
if isinstance(region, str):
reg = world.multiworld.get_region(region, world.player)
else:
reg = region
if isinstance(unlocked_entrance, str):
entrance = world.multiworld.get_entrance(unlocked_entrance, world.player)
else:
entrance = unlocked_entrance
world.multiworld.register_indirect_condition(reg, entrance)
# See randomize_act_entrances in Regions.py
# Called before set_rules
def set_rift_rules(world: "HatInTimeWorld", regions: Dict[str, Region]):
# This is accessing the regions in place of these time rifts, so we can set the rules on all the entrances.
for entrance in regions["Time Rift - Gallery"].entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING)
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
for entrance in regions["Time Rift - The Lab"].entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
for entrance in regions["Time Rift - Sewers"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4"))
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 4",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Bazaar"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6"))
reg_act_connection(world, world.multiworld.get_entrance("Mafia Town - Act 6",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Mafia of Cooks"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
for entrance in regions["Time Rift - The Owl Express"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2"))
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3"))
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 2",
world.player).connected_region, entrance)
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 3",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - The Moon"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4"))
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5"))
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 4",
world.player).connected_region, entrance)
reg_act_connection(world, world.multiworld.get_entrance("Battle of the Birds - Act 5",
world.player).connected_region, entrance)
for entrance in regions["Time Rift - Dead Bird Studio"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
for entrance in regions["Time Rift - Pipe"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 2",
world.player).connected_region, entrance)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in regions["Time Rift - Village"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, world.multiworld.get_entrance("Subcon Forest - Act 4",
world.player).connected_region, entrance)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in regions["Time Rift - Sleepy Subcon"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 3))
for entrance in regions["Time Rift - Curly Tail Trail"].entrances:
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
for entrance in regions["Time Rift - The Twilight Bell"].entrances:
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
for entrance in regions["Time Rift - Alpine Skyline"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if world.is_dlc1():
for entrance in regions["Time Rift - Balcony"].entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale"))
for entrance in regions["Time Rift - Deep Sea"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
if world.is_dlc2():
for entrance in regions["Time Rift - Rumbi Factory"].entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace"))
# Basically the same as above, but without the need of the dict since we are just setting defaults
# Called if Act Rando is disabled
def set_default_rift_rules(world: "HatInTimeWorld"):
for entrance in world.multiworld.get_region("Time Rift - Gallery", world.player).entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.BREWING)
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.BIRDS]))
for entrance in world.multiworld.get_region("Time Rift - The Lab", world.player).entrances:
add_rule(entrance, lambda state: can_use_hat(state, world, HatType.DWELLER)
and state.has("Time Piece", world.player, world.chapter_timepiece_costs[ChapterIndex.ALPINE]))
for entrance in world.multiworld.get_region("Time Rift - Sewers", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 4"))
reg_act_connection(world, "Down with the Mafia!", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Bazaar", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Mafia Town - Act 6"))
reg_act_connection(world, "Heating Up Mafia Town", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Mafia of Cooks", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Burger"))
for entrance in world.multiworld.get_region("Time Rift - The Owl Express", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 2"))
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 3"))
reg_act_connection(world, "Murder on the Owl Express", entrance.name)
reg_act_connection(world, "Picture Perfect", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - The Moon", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 4"))
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Battle of the Birds - Act 5"))
reg_act_connection(world, "Train Rush", entrance.name)
reg_act_connection(world, "The Big Parade", entrance.name)
for entrance in world.multiworld.get_region("Time Rift - Dead Bird Studio", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Train"))
for entrance in world.multiworld.get_region("Time Rift - Pipe", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 2"))
reg_act_connection(world, "The Subcon Well", entrance.name)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in world.multiworld.get_region("Time Rift - Village", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "Subcon Forest - Act 4"))
reg_act_connection(world, "Queen Vanessa's Manor", entrance.name)
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 2))
for entrance in world.multiworld.get_region("Time Rift - Sleepy Subcon", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "UFO"))
if painting_logic(world):
add_rule(entrance, lambda state: has_paintings(state, world, 3))
for entrance in world.multiworld.get_region("Time Rift - Curly Tail Trail", world.player).entrances:
add_rule(entrance, lambda state: state.has("Windmill Cleared", world.player))
for entrance in world.multiworld.get_region("Time Rift - The Twilight Bell", world.player).entrances:
add_rule(entrance, lambda state: state.has("Twilight Bell Cleared", world.player))
for entrance in world.multiworld.get_region("Time Rift - Alpine Skyline", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Crayon"))
if world.is_dlc1():
for entrance in world.multiworld.get_region("Time Rift - Balcony", world.player).entrances:
add_rule(entrance, lambda state: can_clear_required_act(state, world, "The Arctic Cruise - Finale"))
for entrance in world.multiworld.get_region("Time Rift - Deep Sea", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Cake"))
if world.is_dlc2():
for entrance in world.multiworld.get_region("Time Rift - Rumbi Factory", world.player).entrances:
add_rule(entrance, lambda state: has_relic_combo(state, world, "Necklace"))
def set_event_rules(world: "HatInTimeWorld"):
for (name, data) in event_locs.items():
if not is_location_valid(world, name):
continue
event: Location = world.multiworld.get_location(name, world.player)
if data.act_event:
add_rule(event, world.multiworld.get_location(f"Act Completion ({data.region})", world.player).access_rule)

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from enum import IntEnum, IntFlag
from typing import NamedTuple, Optional, List
from BaseClasses import Location, Item, ItemClassification
class HatInTimeLocation(Location):
game = "A Hat in Time"
class HatInTimeItem(Item):
game = "A Hat in Time"
class HatType(IntEnum):
SPRINT = 0
BREWING = 1
ICE = 2
DWELLER = 3
TIME_STOP = 4
class HitType(IntEnum):
none = 0
umbrella = 1
umbrella_or_brewing = 2
dweller_bell = 3
class HatDLC(IntFlag):
none = 0b000
dlc1 = 0b001
dlc2 = 0b010
death_wish = 0b100
dlc1_dw = 0b101
dlc2_dw = 0b110
class ChapterIndex(IntEnum):
SPACESHIP = 0
MAFIA = 1
BIRDS = 2
SUBCON = 3
ALPINE = 4
FINALE = 5
CRUISE = 6
METRO = 7
class Difficulty(IntEnum):
NORMAL = -1
MODERATE = 0
HARD = 1
EXPERT = 2
class LocData(NamedTuple):
id: int = 0
region: str = ""
required_hats: List[HatType] = []
hookshot: bool = False
dlc_flags: HatDLC = HatDLC.none
paintings: int = 0 # Paintings required for Subcon painting shuffle
misc_required: List[str] = []
# For UmbrellaLogic setting only.
hit_type: HitType = HitType.none
# Other
act_event: bool = False # Only used for event locations. Copy access rule from act completion
nyakuza_thug: str = "" # Name of Nyakuza thug NPC (for metro shops)
snatcher_coin: str = "" # Only for Snatcher Coin event locations, name of the Snatcher Coin item
class ItemData(NamedTuple):
code: Optional[int]
classification: ItemClassification
dlc_flags: Optional[HatDLC] = HatDLC.none
hat_type_to_item = {
HatType.SPRINT: "Sprint Hat",
HatType.BREWING: "Brewing Hat",
HatType.ICE: "Ice Hat",
HatType.DWELLER: "Dweller Mask",
HatType.TIME_STOP: "Time Stop Hat",
}

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from BaseClasses import Item, ItemClassification, Tutorial, Location, MultiWorld
from .Items import item_table, create_item, relic_groups, act_contracts, create_itempool, get_shop_trap_name, \
calculate_yarn_costs
from .Regions import create_regions, randomize_act_entrances, chapter_act_info, create_events, get_shuffled_region
from .Locations import location_table, contract_locations, is_location_valid, get_location_names, TASKSANITY_START_ID, \
get_total_locations
from .Rules import set_rules
from .Options import AHITOptions, slot_data_options, adjust_options, RandomizeHatOrder, EndGoal, create_option_groups
from .Types import HatType, ChapterIndex, HatInTimeItem, hat_type_to_item
from .DeathWishLocations import create_dw_regions, dw_classes, death_wishes
from .DeathWishRules import set_dw_rules, create_enemy_events, hit_list, bosses
from worlds.AutoWorld import World, WebWorld, CollectionState
from typing import List, Dict, TextIO
from worlds.LauncherComponents import Component, components, icon_paths, launch_subprocess, Type
from Utils import local_path
def launch_client():
from .Client import launch
launch_subprocess(launch, name="AHITClient")
components.append(Component("A Hat in Time Client", "AHITClient", func=launch_client,
component_type=Type.CLIENT, icon='yatta'))
icon_paths['yatta'] = local_path('data', 'yatta.png')
class AWebInTime(WebWorld):
theme = "partyTime"
option_groups = create_option_groups()
tutorials = [Tutorial(
"Multiworld Setup Guide",
"A guide for setting up A Hat in Time to be played in Archipelago.",
"English",
"ahit_en.md",
"setup/en",
["CookieCat"]
)]
class HatInTimeWorld(World):
"""
A Hat in Time is a cute-as-peck 3D platformer featuring a little girl who stitches hats for wicked powers!
Freely explore giant worlds and recover Time Pieces to travel to new heights!
"""
game = "A Hat in Time"
item_name_to_id = {name: data.code for name, data in item_table.items()}
location_name_to_id = get_location_names()
options_dataclass = AHITOptions
options: AHITOptions
item_name_groups = relic_groups
web = AWebInTime()
def __init__(self, multiworld: "MultiWorld", player: int):
super().__init__(multiworld, player)
self.act_connections: Dict[str, str] = {}
self.shop_locs: List[str] = []
self.hat_craft_order: List[HatType] = [HatType.SPRINT, HatType.BREWING, HatType.ICE,
HatType.DWELLER, HatType.TIME_STOP]
self.hat_yarn_costs: Dict[HatType, int] = {HatType.SPRINT: -1, HatType.BREWING: -1, HatType.ICE: -1,
HatType.DWELLER: -1, HatType.TIME_STOP: -1}
self.chapter_timepiece_costs: Dict[ChapterIndex, int] = {ChapterIndex.MAFIA: -1,
ChapterIndex.BIRDS: -1,
ChapterIndex.SUBCON: -1,
ChapterIndex.ALPINE: -1,
ChapterIndex.FINALE: -1,
ChapterIndex.CRUISE: -1,
ChapterIndex.METRO: -1}
self.excluded_dws: List[str] = []
self.excluded_bonuses: List[str] = []
self.dw_shuffle: List[str] = []
self.nyakuza_thug_items: Dict[str, int] = {}
self.badge_seller_count: int = 0
def generate_early(self):
adjust_options(self)
if self.options.StartWithCompassBadge:
self.multiworld.push_precollected(self.create_item("Compass Badge"))
if self.is_dw_only():
return
# If our starting chapter is 4 and act rando isn't on, force hookshot into inventory
# If starting chapter is 3 and painting shuffle is enabled, and act rando isn't, give one free painting unlock
start_chapter: ChapterIndex = ChapterIndex(self.options.StartingChapter)
if start_chapter == ChapterIndex.ALPINE or start_chapter == ChapterIndex.SUBCON:
if not self.options.ActRandomizer:
if start_chapter == ChapterIndex.ALPINE:
self.multiworld.push_precollected(self.create_item("Hookshot Badge"))
if self.options.UmbrellaLogic:
self.multiworld.push_precollected(self.create_item("Umbrella"))
if start_chapter == ChapterIndex.SUBCON and self.options.ShuffleSubconPaintings:
self.multiworld.push_precollected(self.create_item("Progressive Painting Unlock"))
def create_regions(self):
# noinspection PyClassVar
self.topology_present = bool(self.options.ActRandomizer)
create_regions(self)
if self.options.EnableDeathWish:
create_dw_regions(self)
if self.is_dw_only():
return
create_events(self)
if self.is_dw():
if "Snatcher's Hit List" not in self.excluded_dws or "Camera Tourist" not in self.excluded_dws:
create_enemy_events(self)
# place vanilla contract locations if contract shuffle is off
if not self.options.ShuffleActContracts:
for name in contract_locations.keys():
self.multiworld.get_location(name, self.player).place_locked_item(create_item(self, name))
def create_items(self):
if self.has_yarn():
calculate_yarn_costs(self)
if self.options.RandomizeHatOrder:
self.random.shuffle(self.hat_craft_order)
if self.options.RandomizeHatOrder == RandomizeHatOrder.option_time_stop_last:
self.hat_craft_order.remove(HatType.TIME_STOP)
self.hat_craft_order.append(HatType.TIME_STOP)
# move precollected hats to the start of the list
for i in range(5):
hat = HatType(i)
if self.is_hat_precollected(hat):
self.hat_craft_order.remove(hat)
self.hat_craft_order.insert(0, hat)
self.multiworld.itempool += create_itempool(self)
def set_rules(self):
if self.is_dw_only():
# we already have all items if this is the case, no need for rules
self.multiworld.push_precollected(HatInTimeItem("Death Wish Only Mode", ItemClassification.progression,
None, self.player))
self.multiworld.completion_condition[self.player] = lambda state: state.has("Death Wish Only Mode",
self.player)
if not self.options.DWEnableBonus:
for name in death_wishes:
if name == "Snatcher Coins in Nyakuza Metro" and not self.is_dlc2():
continue
if self.options.DWShuffle and name not in self.dw_shuffle:
continue
full_clear = self.multiworld.get_location(f"{name} - All Clear", self.player)
full_clear.address = None
full_clear.place_locked_item(HatInTimeItem("Nothing", ItemClassification.filler, None, self.player))
full_clear.show_in_spoiler = False
return
if self.options.ActRandomizer:
randomize_act_entrances(self)
set_rules(self)
if self.is_dw():
set_dw_rules(self)
def create_item(self, name: str) -> Item:
return create_item(self, name)
def fill_slot_data(self) -> dict:
slot_data: dict = {"Chapter1Cost": self.chapter_timepiece_costs[ChapterIndex.MAFIA],
"Chapter2Cost": self.chapter_timepiece_costs[ChapterIndex.BIRDS],
"Chapter3Cost": self.chapter_timepiece_costs[ChapterIndex.SUBCON],
"Chapter4Cost": self.chapter_timepiece_costs[ChapterIndex.ALPINE],
"Chapter5Cost": self.chapter_timepiece_costs[ChapterIndex.FINALE],
"Chapter6Cost": self.chapter_timepiece_costs[ChapterIndex.CRUISE],
"Chapter7Cost": self.chapter_timepiece_costs[ChapterIndex.METRO],
"BadgeSellerItemCount": self.badge_seller_count,
"SeedNumber": str(self.multiworld.seed), # For shop prices
"SeedName": self.multiworld.seed_name,
"TotalLocations": get_total_locations(self)}
if self.has_yarn():
slot_data.setdefault("SprintYarnCost", self.hat_yarn_costs[HatType.SPRINT])
slot_data.setdefault("BrewingYarnCost", self.hat_yarn_costs[HatType.BREWING])
slot_data.setdefault("IceYarnCost", self.hat_yarn_costs[HatType.ICE])
slot_data.setdefault("DwellerYarnCost", self.hat_yarn_costs[HatType.DWELLER])
slot_data.setdefault("TimeStopYarnCost", self.hat_yarn_costs[HatType.TIME_STOP])
slot_data.setdefault("Hat1", int(self.hat_craft_order[0]))
slot_data.setdefault("Hat2", int(self.hat_craft_order[1]))
slot_data.setdefault("Hat3", int(self.hat_craft_order[2]))
slot_data.setdefault("Hat4", int(self.hat_craft_order[3]))
slot_data.setdefault("Hat5", int(self.hat_craft_order[4]))
if self.options.ActRandomizer:
for name in self.act_connections.keys():
slot_data[name] = self.act_connections[name]
if self.is_dlc2() and not self.is_dw_only():
for name in self.nyakuza_thug_items.keys():
slot_data[name] = self.nyakuza_thug_items[name]
if self.is_dw():
i = 0
for name in self.excluded_dws:
if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal":
continue
slot_data[f"excluded_dw{i}"] = dw_classes[name]
i += 1
i = 0
if not self.options.DWAutoCompleteBonuses:
for name in self.excluded_bonuses:
if name in self.excluded_dws:
continue
slot_data[f"excluded_bonus{i}"] = dw_classes[name]
i += 1
if self.options.DWShuffle:
shuffled_dws = self.dw_shuffle
for i in range(len(shuffled_dws)):
slot_data[f"dw_{i}"] = dw_classes[shuffled_dws[i]]
shop_item_names: Dict[str, str] = {}
for name in self.shop_locs:
loc: Location = self.multiworld.get_location(name, self.player)
assert loc.item
item_name: str
if loc.item.classification is ItemClassification.trap and loc.item.game == "A Hat in Time":
item_name = get_shop_trap_name(self)
else:
item_name = loc.item.name
shop_item_names.setdefault(str(loc.address), item_name)
slot_data["ShopItemNames"] = shop_item_names
for name, value in self.options.as_dict(*self.options_dataclass.type_hints).items():
if name in slot_data_options:
slot_data[name] = value
return slot_data
def extend_hint_information(self, hint_data: Dict[int, Dict[int, str]]):
if self.is_dw_only() or not self.options.ActRandomizer:
return
new_hint_data = {}
alpine_regions = ["The Birdhouse", "The Lava Cake", "The Windmill",
"The Twilight Bell", "Alpine Skyline Area", "Alpine Skyline Area (TIHS)"]
metro_regions = ["Yellow Overpass Station", "Green Clean Station", "Bluefin Tunnel", "Pink Paw Station"]
for key, data in location_table.items():
if not is_location_valid(self, key):
continue
location = self.multiworld.get_location(key, self.player)
region_name: str
if data.region in alpine_regions:
region_name = "Alpine Free Roam"
elif data.region in metro_regions:
region_name = "Nyakuza Free Roam"
elif "Dead Bird Studio - " in data.region:
region_name = "Dead Bird Studio"
elif data.region in chapter_act_info.keys():
region_name = location.parent_region.name
else:
continue
new_hint_data[location.address] = get_shuffled_region(self, region_name)
if self.is_dlc1() and self.options.Tasksanity:
ship_shape_region = get_shuffled_region(self, "Ship Shape")
id_start: int = TASKSANITY_START_ID
for i in range(self.options.TasksanityCheckCount):
new_hint_data[id_start+i] = ship_shape_region
hint_data[self.player] = new_hint_data
def write_spoiler_header(self, spoiler_handle: TextIO):
for i in self.chapter_timepiece_costs:
spoiler_handle.write("Chapter %i Cost: %i\n" % (i, self.chapter_timepiece_costs[ChapterIndex(i)]))
for hat in self.hat_craft_order:
spoiler_handle.write("Hat Cost: %s: %i\n" % (hat, self.hat_yarn_costs[hat]))
def collect(self, state: "CollectionState", item: "Item") -> bool:
old_count: int = state.count(item.name, self.player)
change = super().collect(state, item)
if change and old_count == 0:
if "Stamp" in item.name:
if "2 Stamp" in item.name:
state.prog_items[self.player]["Stamps"] += 2
else:
state.prog_items[self.player]["Stamps"] += 1
elif "(Zero Jumps)" in item.name:
state.prog_items[self.player]["Zero Jumps"] += 1
elif item.name in hit_list.keys():
if item.name not in bosses:
state.prog_items[self.player]["Enemy"] += 1
else:
state.prog_items[self.player]["Boss"] += 1
return change
def remove(self, state: "CollectionState", item: "Item") -> bool:
old_count: int = state.count(item.name, self.player)
change = super().collect(state, item)
if change and old_count == 1:
if "Stamp" in item.name:
if "2 Stamp" in item.name:
state.prog_items[self.player]["Stamps"] -= 2
else:
state.prog_items[self.player]["Stamps"] -= 1
elif "(Zero Jumps)" in item.name:
state.prog_items[self.player]["Zero Jumps"] -= 1
elif item.name in hit_list.keys():
if item.name not in bosses:
state.prog_items[self.player]["Enemy"] -= 1
else:
state.prog_items[self.player]["Boss"] -= 1
return change
def has_yarn(self) -> bool:
return not self.is_dw_only() and not self.options.HatItems
def is_hat_precollected(self, hat: HatType) -> bool:
for item in self.multiworld.precollected_items[self.player]:
if item.name == hat_type_to_item[hat]:
return True
return False
def is_dlc1(self) -> bool:
return bool(self.options.EnableDLC1)
def is_dlc2(self) -> bool:
return bool(self.options.EnableDLC2)
def is_dw(self) -> bool:
return bool(self.options.EnableDeathWish)
def is_dw_only(self) -> bool:
return self.is_dw() and bool(self.options.DeathWishOnly)
def is_dw_excluded(self, name: str) -> bool:
# don't exclude Seal the Deal if it's our goal
if self.options.EndGoal.value == EndGoal.option_seal_the_deal and name == "Seal the Deal" \
and f"{name} - Main Objective" not in self.options.exclude_locations:
return False
if name in self.excluded_dws:
return True
return f"{name} - Main Objective" in self.options.exclude_locations
def is_bonus_excluded(self, name: str) -> bool:
if self.is_dw_excluded(name) or name in self.excluded_bonuses:
return True
return f"{name} - All Clear" in self.options.exclude_locations

View File

@@ -0,0 +1,53 @@
# A Hat in Time
## 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.
Chapter costs are randomized in a progressive order based on your options,
so for example you could go to Subcon Forest -> Battle of the Birds -> Alpine Skyline, etc. in that order.
If act shuffle is turned on, the levels and Time Rifts in these chapters will be randomized as well.
To unlock and access a chapter's Time Rift in act shuffle,
the levels in place of the original acts required to unlock the Time Rift in the vanilla game must be completed,
and then you must enter a level that allows you to access that Time Rift.
For example, Time Rift: Bazaar requires Heating Up Mafia Town to be completed in the vanilla game.
To unlock this Time Rift in act shuffle (and therefore the level it contains)
you must complete the level that was shuffled in place of Heating Up Mafia Town
and then enter the Time Rift through a Mafia Town level.
## What items and locations get shuffled?
Time Pieces, Relics, Yarn, Badges, and most other items are shuffled.
Unlike in the vanilla game, yarn is typeless, and hats will be automatically stitched
in a set order once you gather enough yarn for each hat.
Hats can also optionally be shuffled as individual items instead.
Any items in the world, shops, act completions,
and optionally storybook pages or Death Wish contracts are locations.
Any freestanding items that are considered to be progression or useful
will have a rainbow streak particle attached to them.
Filler items will have a white glow attached to them instead.
## Which items can be in another player's world?
Any of the items which can be shuffled may also be placed into another player's world. It is possible to choose to limit
certain items to your own world.
## What does another world's item look like in A Hat in Time?
Items belonging to other worlds are represented by a badge with the Archipelago logo on it.
## When the player receives an item, what happens?
When the player receives an item, it will play the item collect effect and information about the item
will be printed on the screen and in the in-game developer console.
## Is the DLC required to play A Hat in Time in Archipelago?
No, the DLC expansions are not required to play. Their content can be enabled through certain options
that are disabled by default, but please don't turn them on if you don't own the respective DLC.

View File

@@ -0,0 +1,102 @@
# Setup Guide for A Hat in Time in Archipelago
## Required Software
- [Steam release of A Hat in Time](https://store.steampowered.com/app/253230/A_Hat_in_Time/)
- [Archipelago Workshop Mod for A Hat in Time](https://steamcommunity.com/sharedfiles/filedetails/?id=3026842601)
## Optional Software
- [A Hat in Time Archipelago Map Tracker](https://github.com/Mysteryem/ahit-poptracker/releases), for use with [PopTracker](https://github.com/black-sliver/PopTracker/releases)
## Instructions
1. Have Steam running. Open the Steam console with this link: [steam://open/console](steam://open/console)
This may not work for some browsers. If that's the case, and you're on Windows, open the Run dialog using Win+R,
paste the link into the box, and hit Enter.
2. In the Steam console, enter the following command:
`download_depot 253230 253232 7770543545116491859`. ***Wait for the console to say the download is finished!***
This can take a while to finish (30+ minutes) depending on your connection speed, so please be patient. Additionally,
**try to prevent your connection from being interrupted or slowed while Steam is downloading the depot,**
or else the download may potentially become corrupted (see first FAQ issue below).
3. Once the download finishes, go to `steamapps/content/app_253230` in Steam's program folder.
4. There should be a folder named `depot_253232`. Rename it to HatinTime_AP and move it to your `steamapps/common` folder.
5. In the HatinTime_AP folder, navigate to `Binaries/Win64` and create a new file: `steam_appid.txt`.
In this new text file, input the number **253230** on the first line.
6. Create a shortcut of `HatinTimeGame.exe` from that folder and move it to wherever you'd like.
You will use this shortcut to open the Archipelago-compatible version of A Hat in Time.
7. Start up the game using your new shortcut. To confirm if you are on the correct version,
go to Settings -> Game Settings. If you don't see an option labelled ***Live Game Events*** you should be running
the correct version of the game. In Game Settings, make sure ***Enable Developer Console*** is checked.
## Connecting to the Archipelago server
To connect to the multiworld server, simply run the **ArchipelagoAHITClient**
(or run it from the Launcher if you have the apworld installed) and connect it to the Archipelago server.
The game will connect to the client automatically when you create a new save file.
## Console Commands
Commands will not work on the title screen, you must be in-game to use them. To use console commands,
make sure ***Enable Developer Console*** is checked in Game Settings and press the tilde key or TAB while in-game.
`ap_say <message>` - Send a chat message to the server. Supports commands, such as `!hint` or `!release`.
`ap_deathlink` - Toggle Death Link.
## FAQ/Common Issues
### I followed the setup, but I receive an odd error message upon starting the game or creating a save file!
If you receive an error message such as
**"Failed to find default engine .ini to retrieve My Documents subdirectory to use. Force quitting."** or
**"Failed to load map "hub_spaceship"** after booting up the game or creating a save file respectively, then the depot
download was likely corrupted. The only way to fix this is to start the entire download all over again.
Unfortunately, this appears to be an underlying issue with Steam's depot downloader. The only way to really prevent this
from happening is to ensure that your connection is not interrupted or slowed while downloading.
### The game keeps crashing on startup after the splash screen!
This issue is unfortunately very hard to fix, and the underlying cause is not known. If it does happen however,
try the following:
- Close Steam **entirely**.
- Open the downpatched version of the game (with Steam closed) and allow it to load to the titlescreen.
- Close the game, and then open Steam again.
- After launching the game, the issue should hopefully disappear. If not, repeat the above steps until it does.
### I followed the setup, but "Live Game Events" still shows up in the options menu!
The most common cause of this is the `steam_appid.txt` file. If you're on Windows 10, file extensions are hidden by
default (thanks Microsoft). You likely made the mistake of still naming the file `steam_appid.txt`, which, since file
extensions are hidden, would result in the file being named `steam_appid.txt.txt`, which is incorrect.
To show file extensions in Windows 10, open any folder, click the View tab at the top, and check
"File name extensions". Then you can correct the name of the file. If the name of the file is correct,
and you're still running into the issue, re-read the setup guide again in case you missed a step.
If you still can't get it to work, ask for help in the Discord thread.
### The game is running on the older version, but it's not connecting when starting a new save!
For unknown reasons, the mod will randomly disable itself in the mod menu. To fix this, go to the Mods menu
(rocket icon) in-game, and re-enable the mod.
### Why do relics disappear from the stands in the Spaceship after they're completed?
This is intentional behaviour. Because of how randomizer logic works, there is no way to predict the order that
a player will place their relics. Since there are a limited amount of relic stands in the Spaceship, relics are removed
after being completed to allow for the placement of more relics without being potentially locked out.
The level that the relic set unlocked will stay unlocked.
### When I start a new save file, the intro cinematic doesn't get skipped, Hat Kid's body is missing and the mod doesn't work!
There is a bug on older versions of A Hat in Time that causes save file creation to fail to work properly
if you have too many save files. Delete them and it should fix the problem.

View File

@@ -0,0 +1,5 @@
from test.bases import WorldTestBase
class HatInTimeTestBase(WorldTestBase):
game = "A Hat in Time"

View File

@@ -0,0 +1,31 @@
from ..Regions import act_chapters
from ..Rules import act_connections
from . import HatInTimeTestBase
class TestActs(HatInTimeTestBase):
run_default_tests = False
options = {
"ActRandomizer": 2,
"EnableDLC1": 1,
"EnableDLC2": 1,
"ShuffleActContracts": 0,
}
def test_act_shuffle(self):
for i in range(300):
self.world_setup()
self.collect_all_but([""])
for name in act_chapters.keys():
region = self.multiworld.get_region(name, 1)
for entrance in region.entrances:
if entrance.name in act_connections.keys():
continue
self.assertTrue(self.can_reach_entrance(entrance.name),
f"Can't reach {name} from {entrance}\n"
f"{entrance.parent_region.entrances[0]} -> {entrance.parent_region} "
f"-> {entrance} -> {name}"
f" (expected method of access)")

View File

@@ -339,7 +339,7 @@ async def track_locations(ctx, roomid, roomdata) -> bool:
def new_check(location_id):
new_locations.append(location_id)
ctx.locations_checked.add(location_id)
location = ctx.location_names[location_id]
location = ctx.location_names.lookup_in_slot(location_id)
snes_logger.info(
f'New Check: {location} ' +
f'({len(ctx.checked_locations) + 1 if ctx.checked_locations else len(ctx.locations_checked)}/' +
@@ -552,9 +552,9 @@ class ALTTPSNIClient(SNIClient):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names[item.item], 'red', 'bold'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names[item.location], recv_index, len(ctx.items_received)))
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))
snes_buffered_write(ctx, RECV_PROGRESS_ADDR,
bytes([recv_index & 0xFF, (recv_index >> 8) & 0xFF]))

View File

@@ -1,8 +1,11 @@
import typing
from BaseClasses import MultiWorld
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, StartInventoryPool, PlandoBosses,\
FreeText, Removed
from Options import Choice, Range, Option, Toggle, DefaultOnToggle, DeathLink, \
StartInventoryPool, PlandoBosses, PlandoConnections, PlandoTexts, FreeText, Removed
from .EntranceShuffle import default_connections, default_dungeon_connections, \
inverted_default_connections, inverted_default_dungeon_connections
from .Text import TextTable
class GlitchesRequired(Choice):
@@ -721,7 +724,27 @@ class AllowCollect(DefaultOnToggle):
display_name = "Allow Collection of checks for other players"
class ALttPPlandoConnections(PlandoConnections):
entrances = set([connection[0] for connection in (
*default_connections, *default_dungeon_connections, *inverted_default_connections,
*inverted_default_dungeon_connections)])
exits = set([connection[1] for connection in (
*default_connections, *default_dungeon_connections, *inverted_default_connections,
*inverted_default_dungeon_connections)])
class ALttPPlandoTexts(PlandoTexts):
"""Text plando. Format is:
- text: 'This is your text'
at: text_key
percentage: 100
Percentage is an integer from 1 to 100, and defaults to 100 when omitted."""
valid_keys = TextTable.valid_keys
alttp_options: typing.Dict[str, type(Option)] = {
"plando_connections": ALttPPlandoConnections,
"plando_texts": ALttPPlandoTexts,
"start_inventory_from_pool": StartInventoryPool,
"goal": Goal,
"mode": Mode,

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