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105 Commits

Author SHA1 Message Date
Chris Wilson
f8fe779add Merge branch 'main' into fix-text-choice 2024-05-31 17:23:01 -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
Chris Wilson
95af4554d5 Update WebHostLib/options.py
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-05-28 21:00:32 -04:00
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
Chris Wilson
e95a850f11 Merge branch 'main' into fix-text-choice 2024-05-23 18:23:44 -04:00
Chris Wilson
1b8b256886 Fix TextChoice options with custom values improperly being included in YAML output 2024-05-23 18:19:14 -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
237 changed files with 23108 additions and 4407 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

@@ -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:

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
@@ -319,18 +320,34 @@ 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 +395,7 @@ 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 +418,7 @@ 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 +445,9 @@ 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 +482,14 @@ 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)
@@ -478,6 +498,11 @@ 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":

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

@@ -175,11 +175,16 @@ class Context:
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]]
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 +241,7 @@ 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 = {}
@@ -287,12 +293,12 @@ 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 +307,12 @@ 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 +323,11 @@ 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 +336,7 @@ 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 +358,7 @@ 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 +457,7 @@ 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:
@@ -464,6 +470,9 @@ class Context:
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]
# sorted access spheres
self.spheres = decoded_obj.get("spheres", [])
# saving
def save(self, now=False) -> bool:
@@ -483,7 +492,7 @@ 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 +510,12 @@ 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 +529,19 @@ 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 +608,7 @@ 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 +631,16 @@ 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 +660,13 @@ 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 +700,7 @@ 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 +759,21 @@ 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)
@@ -985,7 +1005,7 @@ 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)' % (
ctx.logger.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]))
info_text = json_format_send_event(new_item, target_player)
@@ -1546,6 +1566,9 @@ 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 +1578,10 @@ 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. "
@@ -1625,7 +1648,7 @@ 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}")
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 +1691,7 @@ 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']]
@@ -2286,7 +2309,7 @@ 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

@@ -24,7 +24,7 @@ if typing.TYPE_CHECKING:
class OptionError(ValueError):
pass
class Visibility(enum.IntFlag):
none = 0b0000
template = 0b0001
@@ -140,12 +140,6 @@ 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 +744,9 @@ 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)
@@ -984,7 +948,7 @@ 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`
"""
@@ -1160,7 +1124,47 @@ 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 +1202,11 @@ 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

@@ -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()
@@ -493,7 +496,7 @@ 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 +547,7 @@ 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 +575,7 @@ 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 +598,7 @@ 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 +606,20 @@ 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 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 +736,7 @@ 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 +790,7 @@ 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

@@ -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

@@ -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 +1,229 @@
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]
else:
logging.debug(f"{option} not exported to Web Options.")
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)
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."
json_data = json.dumps(world.web.options_presets, cls=SetEncoder)
response = Response(json_data)
response.headers["Content-Type"] = "application/json"
return response
# Normal random is supported, but needs to be handled explicitly.
if option_value == "random":
player_options["presetOptions"][preset_name][option_name] = option_value
@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');
});
};

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 */

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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;
}
}

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@@ -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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{% 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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{% 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

@@ -41,10 +41,8 @@
</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 %}
@@ -53,16 +51,18 @@
{% 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

@@ -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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@@ -6,16 +6,18 @@
#
# 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
# Aquaria
/worlds/aquaria/ @tioui
# ArchipIDLE
/worlds/archipidle/ @LegendaryLinux
@@ -25,6 +27,9 @@
# 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

@@ -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

@@ -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: "";

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

@@ -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 +1,23 @@
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

@@ -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"""
@@ -220,23 +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.
@@ -283,7 +304,7 @@ 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 +321,7 @@ 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 +525,10 @@ 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 = {
@@ -536,18 +561,3 @@ 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

@@ -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,
}
}

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()

View File

@@ -0,0 +1,243 @@
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)

View File

@@ -0,0 +1,462 @@
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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worlds/ahit/Items.py Normal file
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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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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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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

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# 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.

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# 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.

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from test.bases import WorldTestBase
class HatInTimeTestBase(WorldTestBase):
game = "A Hat in Time"

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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

@@ -18,7 +18,7 @@ import subprocess
import threading
import concurrent.futures
import bsdiff4
from typing import Optional, List
from typing import Collection, Optional, List, SupportsIndex
from BaseClasses import CollectionState, Region, Location, MultiWorld
from Utils import local_path, user_path, int16_as_bytes, int32_as_bytes, snes_to_pc, is_frozen, parse_yaml, read_snes_rom
@@ -52,7 +52,7 @@ except:
enemizer_logger = logging.getLogger("Enemizer")
class LocalRom(object):
class LocalRom:
def __init__(self, file, patch=True, vanillaRom=None, name=None, hash=None):
self.name = name
@@ -71,13 +71,13 @@ class LocalRom(object):
def read_byte(self, address: int) -> int:
return self.buffer[address]
def read_bytes(self, startaddress: int, length: int) -> bytes:
def read_bytes(self, startaddress: int, length: int) -> bytearray:
return self.buffer[startaddress:startaddress + length]
def write_byte(self, address: int, value: int):
self.buffer[address] = value
def write_bytes(self, startaddress: int, values):
def write_bytes(self, startaddress: int, values: Collection[SupportsIndex]) -> None:
self.buffer[startaddress:startaddress + len(values)] = values
def encrypt_range(self, startaddress: int, length: int, key: bytes):

View File

@@ -399,8 +399,8 @@ def global_rules(multiworld: MultiWorld, player: int):
set_rule(multiworld.get_entrance('Swamp Palace (North)', player), lambda state: state.has('Hookshot', player) and state._lttp_has_key('Small Key (Swamp Palace)', player, 5))
if not multiworld.small_key_shuffle[player] and multiworld.glitches_required[player] not in ['hybrid_major_glitches', 'no_logic']:
forbid_item(multiworld.get_location('Swamp Palace - Entrance', player), 'Big Key (Swamp Palace)', player)
set_rule(multiworld.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
set_rule(multiworld.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
add_rule(multiworld.get_location('Swamp Palace - Prize', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
add_rule(multiworld.get_location('Swamp Palace - Boss', player), lambda state: state._lttp_has_key('Small Key (Swamp Palace)', player, 6))
if multiworld.pot_shuffle[player]:
# key can (and probably will) be moved behind bombable wall
set_rule(multiworld.get_location('Swamp Palace - Waterway Pot Key', player), lambda state: can_use_bombs(state, player))

View File

@@ -64,7 +64,8 @@ configuración personal y descargar un fichero "YAML".
### Configuración YAML avanzada
Una version mas avanzada del fichero Yaml puede ser creada usando la pagina ["Weighted settings"](/weighted-settings),
Una version mas avanzada del fichero Yaml puede ser creada usando la pagina
["Weighted settings"](/games/A Link to the Past/weighted-options),
la cual te permite tener almacenadas hasta 3 preajustes. La pagina "Weighted Settings" tiene muchas opciones
representadas con controles deslizantes. Esto permite elegir cuan probable los valores de una categoría pueden ser
elegidos sobre otros de la misma.

View File

@@ -66,9 +66,10 @@ paramètres personnels et de les exporter vers un fichier YAML.
### Configuration avancée du fichier YAML
Une version plus avancée du fichier YAML peut être créée en utilisant la page
des [paramètres de pondération](/weighted-settings), qui vous permet de configurer jusqu'à trois préréglages. Cette page
a de nombreuses options qui sont essentiellement représentées avec des curseurs glissants. Cela vous permet de choisir
quelles sont les chances qu'une certaine option apparaisse par rapport aux autres disponibles dans une même catégorie.
des [paramètres de pondération](/games/A Link to the Past/weighted-options), qui vous permet de configurer jusqu'à
trois préréglages. Cette page a de nombreuses options qui sont essentiellement représentées avec des curseurs
glissants. Cela vous permet de choisir quelles sont les chances qu'une certaine option apparaisse par rapport aux
autres disponibles dans une même catégorie.
Par exemple, imaginez que le générateur crée un seau étiqueté "Mélange des cartes", et qu'il place un morceau de papier
pour chaque sous-option. Imaginez également que la valeur pour "On" est 20 et la valeur pour "Off" est 40.

214
worlds/aquaria/Items.py Normal file
View File

@@ -0,0 +1,214 @@
"""
Author: Louis M
Date: Fri, 15 Mar 2024 18:41:40 +0000
Description: Manage items in the Aquaria game multiworld randomizer
"""
from typing import Optional
from enum import Enum
from BaseClasses import Item, ItemClassification
class ItemType(Enum):
"""
Used to indicate to the multi-world if an item is useful or not
"""
NORMAL = 0
PROGRESSION = 1
JUNK = 2
class ItemGroup(Enum):
"""
Used to group items
"""
COLLECTIBLE = 0
INGREDIENT = 1
RECIPE = 2
HEALTH = 3
UTILITY = 4
SONG = 5
TURTLE = 6
class AquariaItem(Item):
"""
A single item in the Aquaria game.
"""
game: str = "Aquaria"
"""The name of the game"""
def __init__(self, name: str, classification: ItemClassification,
code: Optional[int], player: int):
"""
Initialisation of the Item
:param name: The name of the item
:param classification: If the item is useful or not
:param code: The ID of the item (if None, it is an event)
:param player: The ID of the player in the multiworld
"""
super().__init__(name, classification, code, player)
class ItemData:
"""
Data of an item.
"""
id: int
count: int
type: ItemType
group: ItemGroup
def __init__(self, id: int, count: int, type: ItemType, group: ItemGroup):
"""
Initialisation of the item data
@param id: The item ID
@param count: the number of items in the pool
@param type: the importance type of the item
@param group: the usage of the item in the game
"""
self.id = id
self.count = count
self.type = type
self.group = group
"""Information data for every (not event) item."""
item_table = {
# name: ID, Nb, Item Type, Item Group
"Anemone": ItemData(698000, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_anemone
"Arnassi statue": ItemData(698001, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_arnassi_statue
"Big seed": ItemData(698002, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_big_seed
"Glowing seed": ItemData(698003, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_bio_seed
"Black pearl": ItemData(698004, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_blackpearl
"Baby blaster": ItemData(698005, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_blaster
"Crab armor": ItemData(698006, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_crab_costume
"Baby dumbo": ItemData(698007, 1, ItemType.PROGRESSION, ItemGroup.UTILITY), # collectible_dumbo
"Tooth": ItemData(698008, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_boss
"Energy statue": ItemData(698009, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_statue
"Krotite armor": ItemData(698010, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_energy_temple
"Golden starfish": ItemData(698011, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_gold_star
"Golden gear": ItemData(698012, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_golden_gear
"Jelly beacon": ItemData(698013, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_beacon
"Jelly costume": ItemData(698014, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_jelly_costume
"Jelly plant": ItemData(698015, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_jelly_plant
"Mithalas doll": ItemData(698016, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithala_doll
"Mithalan dress": ItemData(698017, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalan_costume
"Mithalas banner": ItemData(698018, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_banner
"Mithalas pot": ItemData(698019, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mithalas_pot
"Mutant costume": ItemData(698020, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_mutant_costume
"Baby nautilus": ItemData(698021, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_nautilus
"Baby piranha": ItemData(698022, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_piranha
"Arnassi Armor": ItemData(698023, 1, ItemType.NORMAL, ItemGroup.UTILITY), # collectible_seahorse_costume
"Seed bag": ItemData(698024, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_seed_bag
"King's Skull": ItemData(698025, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_skull
"Song plant spore": ItemData(698026, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_spore_seed
"Stone head": ItemData(698027, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_stone_head
"Sun key": ItemData(698028, 1, ItemType.NORMAL, ItemGroup.COLLECTIBLE), # collectible_sun_key
"Girl costume": ItemData(698029, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_teen_costume
"Odd container": ItemData(698030, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_treasure_chest
"Trident": ItemData(698031, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_trident_head
"Turtle egg": ItemData(698032, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_turtle_egg
"Jelly egg": ItemData(698033, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_upsidedown_seed
"Urchin costume": ItemData(698034, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_urchin_costume
"Baby walker": ItemData(698035, 1, ItemType.JUNK, ItemGroup.COLLECTIBLE), # collectible_walker
"Vedha's Cure-All-All": ItemData(698036, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Vedha'sCure-All
"Zuuna's perogi": ItemData(698037, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_Zuuna'sperogi
"Arcane poultice": ItemData(698038, 7, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_arcanepoultice
"Berry ice cream": ItemData(698039, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_berryicecream
"Buttery sea loaf": ItemData(698040, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_butterysealoaf
"Cold borscht": ItemData(698041, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldborscht
"Cold soup": ItemData(698042, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_coldsoup
"Crab cake": ItemData(698043, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_crabcake
"Divine soup": ItemData(698044, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_divinesoup
"Dumbo ice cream": ItemData(698045, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_dumboicecream
"Fish oil": ItemData(698046, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
"Glowing egg": ItemData(698047, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
"Hand roll": ItemData(698048, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_handroll
"Healing poultice": ItemData(698049, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
"Hearty soup": ItemData(698050, 5, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_heartysoup
"Hot borscht": ItemData(698051, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_hotborscht
"Hot soup": ItemData(698052, 3, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
"Ice cream": ItemData(698053, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_icecream
"Leadership roll": ItemData(698054, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
"Leaf poultice": ItemData(698055, 5, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_leafpoultice
"Leeching poultice": ItemData(698056, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leechingpoultice
"Legendary cake": ItemData(698057, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_legendarycake
"Loaf of life": ItemData(698058, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_loafoflife
"Long life soup": ItemData(698059, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_longlifesoup
"Magic soup": ItemData(698060, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_magicsoup
"Mushroom x 2": ItemData(698061, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_mushroom
"Perogi": ItemData(698062, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_perogi
"Plant leaf": ItemData(698063, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Plump perogi": ItemData(698064, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_plumpperogi
"Poison loaf": ItemData(698065, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonloaf
"Poison soup": ItemData(698066, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_poisonsoup
"Rainbow mushroom": ItemData(698067, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_rainbowmushroom
"Rainbow soup": ItemData(698068, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_rainbowsoup
"Red berry": ItemData(698069, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redberry
"Red bulb x 2": ItemData(698070, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_redbulb
"Rotten cake": ItemData(698071, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottencake
"Rotten loaf x 8": ItemData(698072, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_rottenloaf
"Rotten meat": ItemData(698073, 5, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Royal soup": ItemData(698074, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_royalsoup
"Sea cake": ItemData(698075, 4, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_seacake
"Sea loaf": ItemData(698076, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
"Shark fin soup": ItemData(698077, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sharkfinsoup
"Sight poultice": ItemData(698078, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_sightpoultice
"Small bone x 2": ItemData(698079, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
"Small egg": ItemData(698080, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
"Small tentacle x 2": ItemData(698081, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smalltentacle
"Special bulb": ItemData(698082, 5, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_specialbulb
"Special cake": ItemData(698083, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_specialcake
"Spicy meat x 2": ItemData(698084, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_spicymeat
"Spicy roll": ItemData(698085, 11, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicyroll
"Spicy soup": ItemData(698086, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spicysoup
"Spider roll": ItemData(698087, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_spiderroll
"Swamp cake": ItemData(698088, 3, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_swampcake
"Tasty cake": ItemData(698089, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastycake
"Tasty roll": ItemData(698090, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_tastyroll
"Tough cake": ItemData(698091, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_toughcake
"Turtle soup": ItemData(698092, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_turtlesoup
"Vedha sea crisp": ItemData(698093, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_vedhaseacrisp
"Veggie cake": ItemData(698094, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiecake
"Veggie ice cream": ItemData(698095, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggieicecream
"Veggie soup": ItemData(698096, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_veggiesoup
"Volcano roll": ItemData(698097, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_volcanoroll
"Health upgrade": ItemData(698098, 5, ItemType.NORMAL, ItemGroup.HEALTH), # upgrade_health_?
"Wok": ItemData(698099, 1, ItemType.NORMAL, ItemGroup.UTILITY), # upgrade_wok
"Eel oil x 2": ItemData(698100, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_eeloil
"Fish meat x 2": ItemData(698101, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishmeat
"Fish oil x 3": ItemData(698102, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_fishoil
"Glowing egg x 2": ItemData(698103, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_glowingegg
"Healing poultice x 2": ItemData(698104, 2, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_healingpoultice
"Hot soup x 2": ItemData(698105, 1, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_hotsoup
"Leadership roll x 2": ItemData(698106, 1, ItemType.NORMAL, ItemGroup.RECIPE), # ingredient_leadershiproll
"Leaf poultice x 3": ItemData(698107, 2, ItemType.PROGRESSION, ItemGroup.RECIPE), # ingredient_leafpoultice
"Plant leaf x 2": ItemData(698108, 2, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Plant leaf x 3": ItemData(698109, 4, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_plantleaf
"Rotten meat x 2": ItemData(698110, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Rotten meat x 8": ItemData(698111, 1, ItemType.JUNK, ItemGroup.INGREDIENT), # ingredient_rottenmeat
"Sea loaf x 2": ItemData(698112, 1, ItemType.JUNK, ItemGroup.RECIPE), # ingredient_sealoaf
"Small bone x 3": ItemData(698113, 3, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallbone
"Small egg x 2": ItemData(698114, 1, ItemType.NORMAL, ItemGroup.INGREDIENT), # ingredient_smallegg
"Li and Li song": ItemData(698115, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_li
"Shield song": ItemData(698116, 1, ItemType.NORMAL, ItemGroup.SONG), # song_shield
"Beast form": ItemData(698117, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_beast
"Sun form": ItemData(698118, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_sun
"Nature form": ItemData(698119, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_nature
"Energy form": ItemData(698120, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_energy
"Bind song": ItemData(698121, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_bind
"Fish form": ItemData(698122, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_fish
"Spirit form": ItemData(698123, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_spirit
"Dual form": ItemData(698124, 1, ItemType.PROGRESSION, ItemGroup.SONG), # song_dual
"Transturtle Veil top left": ItemData(698125, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil01
"Transturtle Veil top right": ItemData(698126, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_veil02
"Transturtle Open Water top right": ItemData(698127, 1, ItemType.PROGRESSION,
ItemGroup.TURTLE), # transport_openwater03
"Transturtle Forest bottom left": ItemData(698128, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest04
"Transturtle Home water": ItemData(698129, 1, ItemType.NORMAL, ItemGroup.TURTLE), # transport_mainarea
"Transturtle Abyss right": ItemData(698130, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_abyss03
"Transturtle Final Boss": ItemData(698131, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_finalboss
"Transturtle Simon says": ItemData(698132, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_forest05
"Transturtle Arnassi ruins": ItemData(698133, 1, ItemType.PROGRESSION, ItemGroup.TURTLE), # transport_seahorse
}

574
worlds/aquaria/Locations.py Normal file
View File

@@ -0,0 +1,574 @@
"""
Author: Louis M
Date: Fri, 15 Mar 2024 18:41:40 +0000
Description: Manage locations in the Aquaria game multiworld randomizer
"""
from BaseClasses import Location
class AquariaLocation(Location):
"""
A location in the game.
"""
game: str = "Aquaria"
"""The name of the game"""
def __init__(self, player: int, name="", code=None, parent=None) -> None:
"""
Initialisation of the object
:param player: the ID of the player
:param name: the name of the location
:param code: the ID (or address) of the location (Event if None)
:param parent: the Region that this location belongs to
"""
super(AquariaLocation, self).__init__(player, name, code, parent)
self.event = code is None
class AquariaLocations:
locations_verse_cave_r = {
"Verse cave, bulb in the skeleton room": 698107,
"Verse cave, bulb in the path left of the skeleton room": 698108,
"Verse cave right area, Big Seed": 698175,
}
locations_verse_cave_l = {
"Verse cave, the Naija hint about here shield ability": 698200,
"Verse cave left area, bulb in the center part": 698021,
"Verse cave left area, bulb in the right part": 698022,
"Verse cave left area, bulb under the rock at the end of the path": 698023,
}
locations_home_water = {
"Home water, bulb below the grouper fish": 698058,
"Home water, bulb in the path below Nautilus Prime": 698059,
"Home water, bulb in the little room above the grouper fish": 698060,
"Home water, bulb in the end of the left path from the verse cave": 698061,
"Home water, bulb in the top left path": 698062,
"Home water, bulb in the bottom left room": 698063,
"Home water, bulb close to the Naija's home": 698064,
"Home water, bulb under the rock in the left path from the verse cave": 698065,
}
locations_home_water_nautilus = {
"Home water, Nautilus Egg": 698194,
}
locations_home_water_transturtle = {
"Home water, Transturtle": 698213,
}
locations_naija_home = {
"Naija's home, bulb after the energy door": 698119,
"Naija's home, bulb under the rock at the right of the main path": 698120,
}
locations_song_cave = {
"Song cave, Erulian spirit": 698206,
"Song cave, bulb in the top left part": 698071,
"Song cave, bulb in the big anemone room": 698072,
"Song cave, bulb in the path to the singing statues": 698073,
"Song cave, bulb under the rock in the path to the singing statues": 698074,
"Song cave, bulb under the rock close to the song door": 698075,
"Song cave, Verse egg": 698160,
"Song cave, Jelly beacon": 698178,
"Song cave, Anemone seed": 698162,
}
locations_energy_temple_1 = {
"Energy temple first area, beating the energy statue": 698205,
"Energy temple first area, bulb in the bottom room blocked by a rock": 698027,
}
locations_energy_temple_idol = {
"Energy temple first area, Energy Idol": 698170,
}
locations_energy_temple_2 = {
"Energy temple second area, bulb under the rock": 698028,
}
locations_energy_temple_altar = {
"Energy temple bottom entrance, Krotite armor": 698163,
}
locations_energy_temple_3 = {
"Energy temple third area, bulb in the bottom path": 698029,
}
locations_energy_temple_boss = {
"Energy temple boss area, Fallen god tooth": 698169,
}
locations_energy_temple_blaster_room = {
"Energy temple blaster room, Blaster egg": 698195,
}
locations_openwater_tl = {
"Open water top left area, bulb under the rock in the right path": 698001,
"Open water top left area, bulb under the rock in the left path": 698002,
"Open water top left area, bulb to the right of the save cristal": 698003,
}
locations_openwater_tr = {
"Open water top right area, bulb in the small path before Mithalas": 698004,
"Open water top right area, bulb in the path from the left entrance": 698005,
"Open water top right area, bulb in the clearing close to the bottom exit": 698006,
"Open water top right area, bulb in the big clearing close to the save cristal": 698007,
"Open water top right area, bulb in the big clearing to the top exit": 698008,
"Open water top right area, first urn in the Mithalas exit": 698148,
"Open water top right area, second urn in the Mithalas exit": 698149,
"Open water top right area, third urn in the Mithalas exit": 698150,
}
locations_openwater_tr_turtle = {
"Open water top right area, bulb in the turtle room": 698009,
"Open water top right area, Transturtle": 698211,
}
locations_openwater_bl = {
"Open water bottom left area, bulb behind the chomper fish": 698011,
"Open water bottom left area, bulb inside the lowest fish pass": 698010,
}
locations_skeleton_path = {
"Open water skeleton path, bulb close to the right exit": 698012,
"Open water skeleton path, bulb behind the chomper fish": 698013,
}
locations_skeleton_path_sc = {
"Open water skeleton path, King skull": 698177,
}
locations_arnassi = {
"Arnassi Ruins, bulb in the right part": 698014,
"Arnassi Ruins, bulb in the left part": 698015,
"Arnassi Ruins, bulb in the center part": 698016,
"Arnassi ruins, Song plant spore on the top of the ruins": 698179,
"Arnassi ruins, Arnassi Armor": 698191,
}
locations_arnassi_path = {
"Arnassi Ruins, Arnassi statue": 698164,
"Arnassi Ruins, Transturtle": 698217,
}
locations_arnassi_crab_boss = {
"Arnassi ruins, Crab armor": 698187,
}
locations_simon = {
"Kelp forest, beating Simon says": 698156,
"Simon says area, Transturtle": 698216,
}
locations_mithalas_city = {
"Mithalas city, first bulb in the left city part": 698030,
"Mithalas city, second bulb in the left city part": 698035,
"Mithalas city, bulb in the right part": 698031,
"Mithalas city, bulb at the top of the city": 698033,
"Mithalas city, first bulb in a broken home": 698034,
"Mithalas city, second bulb in a broken home": 698041,
"Mithalas city, bulb in the bottom left part": 698037,
"Mithalas city, first bulb in one of the homes": 698038,
"Mithalas city, second bulb in one of the homes": 698039,
"Mithalas city, first urn in one of the homes": 698123,
"Mithalas city, second urn in one of the homes": 698124,
"Mithalas city, first urn in the city reserve": 698125,
"Mithalas city, second urn in the city reserve": 698126,
"Mithalas city, third urn in the city reserve": 698127,
}
locations_mithalas_city_top_path = {
"Mithalas city, first bulb at the end of the top path": 698032,
"Mithalas city, second bulb at the end of the top path": 698040,
"Mithalas city, bulb in the top path": 698036,
"Mithalas city, Mithalas pot": 698174,
"Mithalas city, urn in the cathedral flower tube entrance": 698128,
}
locations_mithalas_city_fishpass = {
"Mithalas city, Doll": 698173,
"Mithalas city, urn inside a home fish pass": 698129,
}
locations_cathedral_l = {
"Mithalas city castle, bulb in the flesh hole": 698042,
"Mithalas city castle, Blue banner": 698165,
"Mithalas city castle, urn in the bedroom": 698130,
"Mithalas city castle, first urn of the single lamp path": 698131,
"Mithalas city castle, second urn of the single lamp path": 698132,
"Mithalas city castle, urn in the bottom room": 698133,
"Mithalas city castle, first urn on the entrance path": 698134,
"Mithalas city castle, second urn on the entrance path": 698135,
}
locations_cathedral_l_tube = {
"Mithalas castle, beating the priests": 698208,
}
locations_cathedral_l_sc = {
"Mithalas city castle, Trident head": 698183,
}
locations_cathedral_r = {
"Mithalas cathedral, first urn in the top right room": 698136,
"Mithalas cathedral, second urn in the top right room": 698137,
"Mithalas cathedral, third urn in the top right room": 698138,
"Mithalas cathedral, urn in the flesh room with fleas": 698139,
"Mithalas cathedral, first urn in the bottom right path": 698140,
"Mithalas cathedral, second urn in the bottom right path": 698141,
"Mithalas cathedral, urn behind the flesh vein": 698142,
"Mithalas cathedral, urn in the top left eyes boss room": 698143,
"Mithalas cathedral, first urn in the path behind the flesh vein": 698144,
"Mithalas cathedral, second urn in the path behind the flesh vein": 698145,
"Mithalas cathedral, third urn in the path behind the flesh vein": 698146,
"Mithalas cathedral, one of the urns in the top right room": 698147,
"Mithalas cathedral, Mithalan Dress": 698189,
"Mithalas cathedral right area, urn below the left entrance": 698198,
}
locations_cathedral_underground = {
"Cathedral underground, bulb in the center part": 698113,
"Cathedral underground, first bulb in the top left part": 698114,
"Cathedral underground, second bulb in the top left part": 698115,
"Cathedral underground, third bulb in the top left part": 698116,
"Cathedral underground, bulb close to the save cristal": 698117,
"Cathedral underground, bulb in the bottom right path": 698118,
}
locations_cathedral_boss = {
"Cathedral boss area, beating Mithalan God": 698202,
}
locations_forest_tl = {
"Kelp Forest top left area, bulb in the bottom left clearing": 698044,
"Kelp Forest top left area, bulb in the path down from the top left clearing": 698045,
"Kelp Forest top left area, bulb in the top left clearing": 698046,
"Kelp Forest top left, Jelly Egg": 698185,
}
locations_forest_tl_fp = {
"Kelp Forest top left area, bulb close to the Verse egg": 698047,
"Kelp forest top left area, Verse egg": 698158,
}
locations_forest_tr = {
"Kelp Forest top right area, bulb under the rock in the right path": 698048,
"Kelp Forest top right area, bulb at the left of the center clearing": 698049,
"Kelp Forest top right area, bulb in the left path's big room": 698051,
"Kelp Forest top right area, bulb in the left path's small room": 698052,
"Kelp Forest top right area, bulb at the top of the center clearing": 698053,
"Kelp forest top right area, Black pearl": 698167,
}
locations_forest_tr_fp = {
"Kelp Forest top right area, bulb in the top fish pass": 698050,
}
locations_forest_bl = {
"Kelp Forest bottom left area, bulb close to the spirit crystals": 698054,
"Kelp forest bottom left area, Walker baby": 698186,
"Kelp Forest bottom left area, Transturtle": 698212,
}
locations_forest_br = {
"Kelp forest bottom right area, Odd Container": 698168,
}
locations_forest_boss = {
"Kelp forest boss area, beating Drunian God": 698204,
}
locations_forest_boss_entrance = {
"Kelp Forest boss room, bulb at the bottom of the area": 698055,
}
locations_forest_fish_cave = {
"Kelp Forest bottom left area, Fish cave puzzle": 698207,
}
locations_forest_sprite_cave = {
"Kelp Forest sprite cave, bulb inside the fish pass": 698056,
}
locations_forest_sprite_cave_tube = {
"Kelp Forest sprite cave, bulb in the second room": 698057,
"Kelp Forest Sprite Cave, Seed bag": 698176,
}
locations_mermog_cave = {
"Mermog cave, bulb in the left part of the cave": 698121,
}
locations_mermog_boss = {
"Mermog cave, Piranha Egg": 698197,
}
locations_veil_tl = {
"The veil top left area, In the Li cave": 698199,
"The veil top left area, bulb under the rock in the top right path": 698078,
"The veil top left area, bulb hidden behind the blocking rock": 698076,
"The veil top left area, Transturtle": 698209,
}
locations_veil_tl_fp = {
"The veil top left area, bulb inside the fish pass": 698077,
}
locations_turtle_cave = {
"Turtle cave, Turtle Egg": 698184,
}
locations_turtle_cave_bubble = {
"Turtle cave, bulb in bubble cliff": 698000,
"Turtle cave, Urchin costume": 698193,
}
locations_veil_tr_r = {
"The veil top right area, bulb in the middle of the wall jump cliff": 698079,
"The veil top right area, golden starfish at the bottom right of the bottom path": 698180,
}
locations_veil_tr_l = {
"The veil top right area, bulb in the top of the water fall": 698080,
"The veil top right area, Transturtle": 698210,
}
locations_veil_bl = {
"The veil bottom area, bulb in the left path": 698082,
}
locations_veil_b_sc = {
"The veil bottom area, bulb in the spirit path": 698081,
}
locations_veil_bl_fp = {
"The veil bottom area, Verse egg": 698157,
}
locations_veil_br = {
"The veil bottom area, Stone Head": 698181,
}
locations_octo_cave_t = {
"Octopus cave, Dumbo Egg": 698196,
}
locations_octo_cave_b = {
"Octopus cave, bulb in the path below the octopus cave path": 698122,
}
locations_sun_temple_l = {
"Sun temple, bulb in the top left part": 698094,
"Sun temple, bulb in the top right part": 698095,
"Sun temple, bulb at the top of the high dark room": 698096,
"Sun temple, Golden Gear": 698171,
}
locations_sun_temple_r = {
"Sun temple, first bulb of the temple": 698091,
"Sun temple, bulb on the left part": 698092,
"Sun temple, bulb in the hidden room of the right part": 698093,
"Sun temple, Sun key": 698182,
}
locations_sun_temple_boss_path = {
"Sun Worm path, first path bulb": 698017,
"Sun Worm path, second path bulb": 698018,
"Sun Worm path, first cliff bulb": 698019,
"Sun Worm path, second cliff bulb": 698020,
}
locations_sun_temple_boss = {
"Sun temple boss area, beating Sun God": 698203,
}
locations_abyss_l = {
"Abyss left area, bulb in hidden path room": 698024,
"Abyss left area, bulb in the right part": 698025,
"Abyss left area, Glowing seed": 698166,
"Abyss left area, Glowing Plant": 698172,
}
locations_abyss_lb = {
"Abyss left area, bulb in the bottom fish pass": 698026,
}
locations_abyss_r = {
"Abyss right area, bulb behind the rock in the whale room": 698109,
"Abyss right area, bulb in the middle path": 698110,
"Abyss right area, bulb behind the rock in the middle path": 698111,
"Abyss right area, bulb in the left green room": 698112,
"Abyss right area, Transturtle": 698214,
}
locations_ice_cave = {
"Ice cave, bulb in the room to the right": 698083,
"Ice cave, First bulbs in the top exit room": 698084,
"Ice cave, Second bulbs in the top exit room": 698085,
"Ice cave, third bulbs in the top exit room": 698086,
"Ice cave, bulb in the left room": 698087,
}
locations_bubble_cave = {
"Bubble cave, bulb in the left cave wall": 698089,
"Bubble cave, bulb in the right cave wall (behind the ice cristal)": 698090,
}
locations_bubble_cave_boss = {
"Bubble cave, Verse egg": 698161,
}
locations_king_jellyfish_cave = {
"King Jellyfish cave, bulb in the right path from King Jelly": 698088,
"King Jellyfish cave, Jellyfish Costume": 698188,
}
locations_whale = {
"The whale, Verse egg": 698159,
}
locations_sunken_city_r = {
"Sunken city right area, crate close to the save cristal": 698154,
"Sunken city right area, crate in the left bottom room": 698155,
}
locations_sunken_city_l = {
"Sunken city left area, crate in the little pipe room": 698151,
"Sunken city left area, crate close to the save cristal": 698152,
"Sunken city left area, crate before the bedroom": 698153,
}
locations_sunken_city_l_bedroom = {
"Sunken city left area, Girl Costume": 698192,
}
locations_sunken_city_boss = {
"Sunken city, bulb on the top of the boss area (boiler room)": 698043,
}
locations_body_c = {
"The body center area, breaking li cage": 698201,
"The body main area, bulb on the main path blocking tube": 698097,
}
locations_body_l = {
"The body left area, first bulb in the top face room": 698066,
"The body left area, second bulb in the top face room": 698069,
"The body left area, bulb below the water stream": 698067,
"The body left area, bulb in the top path to the top face room": 698068,
"The body left area, bulb in the bottom face room": 698070,
}
locations_body_rt = {
"The body right area, bulb in the top face room": 698100,
}
locations_body_rb = {
"The body right area, bulb in the top path to the bottom face room": 698098,
"The body right area, bulb in the bottom face room": 698099,
}
locations_body_b = {
"The body bottom area, bulb in the Jelly Zap room": 698101,
"The body bottom area, bulb in the nautilus room": 698102,
"The body bottom area, Mutant Costume": 698190,
}
locations_final_boss_tube = {
"Final boss area, first bulb in the turtle room": 698103,
"Final boss area, second bulbs in the turtle room": 698104,
"Final boss area, third bulbs in the turtle room": 698105,
"Final boss area, Transturtle": 698215,
}
locations_final_boss = {
"Final boss area, bulb in the boss third form room": 698106,
}
location_table = {
**AquariaLocations.locations_openwater_tl,
**AquariaLocations.locations_openwater_tr,
**AquariaLocations.locations_openwater_tr_turtle,
**AquariaLocations.locations_openwater_bl,
**AquariaLocations.locations_skeleton_path,
**AquariaLocations.locations_skeleton_path_sc,
**AquariaLocations.locations_arnassi,
**AquariaLocations.locations_arnassi_path,
**AquariaLocations.locations_arnassi_crab_boss,
**AquariaLocations.locations_sun_temple_l,
**AquariaLocations.locations_sun_temple_r,
**AquariaLocations.locations_sun_temple_boss_path,
**AquariaLocations.locations_sun_temple_boss,
**AquariaLocations.locations_verse_cave_r,
**AquariaLocations.locations_verse_cave_l,
**AquariaLocations.locations_abyss_l,
**AquariaLocations.locations_abyss_lb,
**AquariaLocations.locations_abyss_r,
**AquariaLocations.locations_energy_temple_1,
**AquariaLocations.locations_energy_temple_2,
**AquariaLocations.locations_energy_temple_3,
**AquariaLocations.locations_energy_temple_boss,
**AquariaLocations.locations_energy_temple_blaster_room,
**AquariaLocations.locations_energy_temple_altar,
**AquariaLocations.locations_energy_temple_idol,
**AquariaLocations.locations_mithalas_city,
**AquariaLocations.locations_mithalas_city_top_path,
**AquariaLocations.locations_mithalas_city_fishpass,
**AquariaLocations.locations_cathedral_l,
**AquariaLocations.locations_cathedral_l_tube,
**AquariaLocations.locations_cathedral_l_sc,
**AquariaLocations.locations_cathedral_r,
**AquariaLocations.locations_cathedral_underground,
**AquariaLocations.locations_cathedral_boss,
**AquariaLocations.locations_forest_tl,
**AquariaLocations.locations_forest_tl_fp,
**AquariaLocations.locations_forest_tr,
**AquariaLocations.locations_forest_tr_fp,
**AquariaLocations.locations_forest_bl,
**AquariaLocations.locations_forest_br,
**AquariaLocations.locations_forest_boss,
**AquariaLocations.locations_forest_boss_entrance,
**AquariaLocations.locations_forest_sprite_cave,
**AquariaLocations.locations_forest_sprite_cave_tube,
**AquariaLocations.locations_forest_fish_cave,
**AquariaLocations.locations_home_water,
**AquariaLocations.locations_home_water_transturtle,
**AquariaLocations.locations_home_water_nautilus,
**AquariaLocations.locations_body_l,
**AquariaLocations.locations_body_rt,
**AquariaLocations.locations_body_rb,
**AquariaLocations.locations_body_c,
**AquariaLocations.locations_body_b,
**AquariaLocations.locations_final_boss_tube,
**AquariaLocations.locations_final_boss,
**AquariaLocations.locations_song_cave,
**AquariaLocations.locations_veil_tl,
**AquariaLocations.locations_veil_tl_fp,
**AquariaLocations.locations_turtle_cave,
**AquariaLocations.locations_turtle_cave_bubble,
**AquariaLocations.locations_veil_tr_r,
**AquariaLocations.locations_veil_tr_l,
**AquariaLocations.locations_veil_bl,
**AquariaLocations.locations_veil_b_sc,
**AquariaLocations.locations_veil_bl_fp,
**AquariaLocations.locations_veil_br,
**AquariaLocations.locations_ice_cave,
**AquariaLocations.locations_king_jellyfish_cave,
**AquariaLocations.locations_bubble_cave,
**AquariaLocations.locations_bubble_cave_boss,
**AquariaLocations.locations_naija_home,
**AquariaLocations.locations_mermog_cave,
**AquariaLocations.locations_mermog_boss,
**AquariaLocations.locations_octo_cave_t,
**AquariaLocations.locations_octo_cave_b,
**AquariaLocations.locations_sunken_city_l,
**AquariaLocations.locations_sunken_city_r,
**AquariaLocations.locations_sunken_city_boss,
**AquariaLocations.locations_sunken_city_l_bedroom,
**AquariaLocations.locations_simon,
**AquariaLocations.locations_whale,
}

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worlds/aquaria/Options.py Normal file
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"""
Author: Louis M
Date: Fri, 15 Mar 2024 18:41:40 +0000
Description: Manage options in the Aquaria game multiworld randomizer
"""
from dataclasses import dataclass
from Options import Toggle, Choice, Range, DeathLink, PerGameCommonOptions, DefaultOnToggle, StartInventoryPool
class IngredientRandomizer(Choice):
"""
Select if the simple ingredients (that do not have a recipe) should be randomized.
If "Common Ingredients" is selected, the randomization will exclude the "Red Bulb", "Special Bulb" and "Rukh Egg".
"""
display_name = "Randomize Ingredients"
option_off = 0
option_common_ingredients = 1
option_all_ingredients = 2
default = 0
class DishRandomizer(Toggle):
"""Randomize the drop of Dishes (Ingredients with recipe)."""
display_name = "Dish Randomizer"
class TurtleRandomizer(Choice):
"""Randomize the transportation turtle."""
display_name = "Turtle Randomizer"
option_none = 0
option_all = 1
option_all_except_final = 2
default = 2
class EarlyEnergyForm(DefaultOnToggle):
""" Force the Energy Form to be in a location early in the game """
display_name = "Early Energy Form"
class AquarianTranslation(Toggle):
"""Translate the Aquarian scripture in the game into English."""
display_name = "Translate Aquarian"
class BigBossesToBeat(Range):
"""
The number of big bosses to beat before having access to the creator (the final boss). The big bosses are
"Fallen God", "Mithalan God", "Drunian God", "Sun God" and "The Golem".
"""
display_name = "Big bosses to beat"
range_start = 0
range_end = 5
default = 0
class MiniBossesToBeat(Range):
"""
The number of minibosses to beat before having access to the creator (the final boss). The minibosses are
"Nautilus Prime", "Blaster Peg Prime", "Mergog", "Mithalan priests", "Octopus Prime", "Crabbius Maximus",
"Mantis Shrimp Prime" and "King Jellyfish God Prime".
Note that the Energy Statue and Simon Says are not minibosses.
"""
display_name = "Minibosses to beat"
range_start = 0
range_end = 8
default = 0
class Objective(Choice):
"""
The game objective can be to kill the creator or to kill the creator after obtaining all three secret memories.
"""
display_name = "Objective"
option_kill_the_creator = 0
option_obtain_secrets_and_kill_the_creator = 1
default = 0
class SkipFirstVision(Toggle):
"""
The first vision in the game, where Naija transforms into Energy Form and gets flooded by enemies, is quite cool but
can be quite long when you already know what is going on. This option can be used to skip this vision.
"""
display_name = "Skip Naija's first vision"
class NoProgressionHardOrHiddenLocation(Toggle):
"""
Make sure that there are no progression items at hard-to-reach or hard-to-find locations.
Those locations are very High locations (that need beast form, soup and skill to get),
every location in the bubble cave, locations where need you to cross a false wall without any indication,
the Arnassi race, bosses and minibosses. Useful for those that want a more casual run.
"""
display_name = "No progression in hard or hidden locations"
class LightNeededToGetToDarkPlaces(DefaultOnToggle):
"""
Make sure that the sun form or the dumbo pet can be acquired before getting to dark places.
Be aware that navigating in dark places without light is extremely difficult.
"""
display_name = "Light needed to get to dark places"
class BindSongNeededToGetUnderRockBulb(Toggle):
"""
Make sure that the bind song can be acquired before having to obtain sing bulbs under rocks.
"""
display_name = "Bind song needed to get sing bulbs under rocks"
class UnconfineHomeWater(Choice):
"""
Open the way out of the Home water area so that Naija can go to open water and beyond without the bind song.
"""
display_name = "Unconfine Home Water Area"
option_off = 0
option_via_energy_door = 1
option_via_transturtle = 2
option_via_both = 3
default = 0
@dataclass
class AquariaOptions(PerGameCommonOptions):
"""
Every option in the Aquaria randomizer
"""
start_inventory_from_pool: StartInventoryPool
objective: Objective
mini_bosses_to_beat: MiniBossesToBeat
big_bosses_to_beat: BigBossesToBeat
turtle_randomizer: TurtleRandomizer
early_energy_form: EarlyEnergyForm
light_needed_to_get_to_dark_places: LightNeededToGetToDarkPlaces
bind_song_needed_to_get_under_rock_bulb: BindSongNeededToGetUnderRockBulb
unconfine_home_water: UnconfineHomeWater
no_progression_hard_or_hidden_locations: NoProgressionHardOrHiddenLocation
ingredient_randomizer: IngredientRandomizer
dish_randomizer: DishRandomizer
aquarian_translation: AquarianTranslation
skip_first_vision: SkipFirstVision
death_link: DeathLink

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"""
Author: Louis M
Date: Fri, 15 Mar 2024 18:41:40 +0000
Description: Main module for Aquaria game multiworld randomizer
"""
from typing import List, Dict, ClassVar, Any
from worlds.AutoWorld import World, WebWorld
from BaseClasses import Tutorial, MultiWorld, ItemClassification
from .Items import item_table, AquariaItem, ItemType, ItemGroup
from .Locations import location_table
from .Options import AquariaOptions
from .Regions import AquariaRegions
class AquariaWeb(WebWorld):
"""
Class used to generate the Aquaria Game Web pages (setup, tutorial, etc.)
"""
theme = "ocean"
bug_report_page = "https://github.com/tioui/Aquaria_Randomizer/issues"
setup = Tutorial(
"Multiworld Setup Guide",
"A guide to setting up Aquaria for MultiWorld.",
"English",
"setup_en.md",
"setup/en",
["Tioui"]
)
setup_fr = Tutorial(
"Guide de configuration Multimonde",
"Un guide pour configurer Aquaria MultiWorld",
"Français",
"setup_fr.md",
"setup/fr",
["Tioui"]
)
tutorials = [setup, setup_fr]
class AquariaWorld(World):
"""
Aquaria is a side-scrolling action-adventure game. It follows Naija, an
aquatic humanoid woman, as she explores the underwater world of Aquaria.
Along her journey, she learns about the history of the world she inhabits
as well as her own past. The gameplay focuses on a combination of swimming,
singing, and combat, through which Naija can interact with the world. Her
songs can move items, affect plants and animals, and change her physical
appearance into other forms that have different abilities, like firing
projectiles at hostile creatures, or passing through barriers inaccessible
to her in her natural form.
From: https://en.wikipedia.org/wiki/Aquaria_(video_game)
"""
game: str = "Aquaria"
"The name of the game"
topology_present = True
"show path to required location checks in spoiler"
web: WebWorld = AquariaWeb()
"The web page generation informations"
item_name_to_id: ClassVar[Dict[str, int]] =\
{name: data.id for name, data in item_table.items()}
"The name and associated ID of each item of the world"
item_name_groups = {
"Damage": {"Energy form", "Nature form", "Beast form",
"Li and Li song", "Baby nautilus", "Baby piranha",
"Baby blaster"},
"Light": {"Sun form", "Baby dumbo"}
}
"""Grouping item make it easier to find them"""
location_name_to_id = location_table
"The name and associated ID of each location of the world"
base_id = 698000
"The starting ID of the items and locations of the world"
ingredients_substitution: List[int]
"Used to randomize ingredient drop"
options_dataclass = AquariaOptions
"Used to manage world options"
options: AquariaOptions
"Every options of the world"
regions: AquariaRegions
"Used to manage Regions"
exclude: List[str]
def __init__(self, multiworld: MultiWorld, player: int):
"""Initialisation of the Aquaria World"""
super(AquariaWorld, self).__init__(multiworld, player)
self.regions = AquariaRegions(multiworld, player)
self.ingredients_substitution = []
self.exclude = []
def create_regions(self) -> None:
"""
Create every Region in `regions`
"""
self.regions.add_regions_to_world()
self.regions.connect_regions()
self.regions.add_event_locations()
def create_item(self, name: str) -> AquariaItem:
"""
Create an AquariaItem using 'name' as item name.
"""
result: AquariaItem
try:
data = item_table[name]
classification: ItemClassification = ItemClassification.useful
if data.type == ItemType.JUNK:
classification = ItemClassification.filler
elif data.type == ItemType.PROGRESSION:
classification = ItemClassification.progression
result = AquariaItem(name, classification, data.id, self.player)
except BaseException:
raise Exception('The item ' + name + ' is not valid.')
return result
def __pre_fill_item(self, item_name: str, location_name: str, precollected) -> None:
"""Pre-assign an item to a location"""
if item_name not in precollected:
self.exclude.append(item_name)
data = item_table[item_name]
item = AquariaItem(item_name, ItemClassification.useful, data.id, self.player)
self.multiworld.get_location(location_name, self.player).place_locked_item(item)
def get_filler_item_name(self):
"""Getting a random ingredient item as filler"""
ingredients = []
for name, data in item_table.items():
if data.group == ItemGroup.INGREDIENT:
ingredients.append(name)
filler_item_name = self.random.choice(ingredients)
return filler_item_name
def create_items(self) -> None:
"""Create every item in the world"""
precollected = [item.name for item in self.multiworld.precollected_items[self.player]]
if self.options.turtle_randomizer.value > 0:
if self.options.turtle_randomizer.value == 2:
self.__pre_fill_item("Transturtle Final Boss", "Final boss area, Transturtle", precollected)
else:
self.__pre_fill_item("Transturtle Veil top left", "The veil top left area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Veil top right", "The veil top right area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Open Water top right", "Open water top right area, Transturtle",
precollected)
self.__pre_fill_item("Transturtle Forest bottom left", "Kelp Forest bottom left area, Transturtle",
precollected)
self.__pre_fill_item("Transturtle Home water", "Home water, Transturtle", precollected)
self.__pre_fill_item("Transturtle Abyss right", "Abyss right area, Transturtle", precollected)
self.__pre_fill_item("Transturtle Final Boss", "Final boss area, Transturtle", precollected)
# The last two are inverted because in the original game, they are special turtle that communicate directly
self.__pre_fill_item("Transturtle Simon says", "Arnassi Ruins, Transturtle", precollected)
self.__pre_fill_item("Transturtle Arnassi ruins", "Simon says area, Transturtle", precollected)
for name, data in item_table.items():
if name in precollected:
precollected.remove(name)
self.multiworld.itempool.append(self.create_item(self.get_filler_item_name()))
else:
if name not in self.exclude:
for i in range(data.count):
item = self.create_item(name)
self.multiworld.itempool.append(item)
def set_rules(self) -> None:
"""
Launched when the Multiworld generator is ready to generate rules
"""
self.regions.adjusting_rules(self.options)
self.multiworld.completion_condition[self.player] = lambda \
state: state.has("Victory", self.player)
def generate_basic(self) -> None:
"""
Player-specific randomization that does not affect logic.
Used to fill then `ingredients_substitution` list
"""
simple_ingredients_substitution = [i for i in range(27)]
if self.options.ingredient_randomizer.value > 0:
if self.options.ingredient_randomizer.value == 1:
simple_ingredients_substitution.pop(-1)
simple_ingredients_substitution.pop(-1)
simple_ingredients_substitution.pop(-1)
self.random.shuffle(simple_ingredients_substitution)
if self.options.ingredient_randomizer.value == 1:
simple_ingredients_substitution.extend([24, 25, 26])
dishes_substitution = [i for i in range(27, 76)]
if self.options.dish_randomizer:
self.random.shuffle(dishes_substitution)
self.ingredients_substitution.clear()
self.ingredients_substitution.extend(simple_ingredients_substitution)
self.ingredients_substitution.extend(dishes_substitution)
def fill_slot_data(self) -> Dict[str, Any]:
return {"ingredientReplacement": self.ingredients_substitution,
"aquarianTranslate": bool(self.options.aquarian_translation.value),
"secret_needed": self.options.objective.value > 0,
"minibosses_to_kill": self.options.mini_bosses_to_beat.value,
"bigbosses_to_kill": self.options.big_bosses_to_beat.value,
"skip_first_vision": bool(self.options.skip_first_vision.value),
"unconfine_home_water_energy_door": self.options.unconfine_home_water.value in [1, 3],
"unconfine_home_water_transturtle": self.options.unconfine_home_water.value in [2, 3],
}

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# Aquaria
## Game page in other languages:
* [Français](/games/Aquaria/info/fr)
## Where is the options page?
The player options page for this game contains all the options you need to configure and export a config file. Player
options page link: [Aquaria Player Options Page](../player-options).
## What does randomization do to this game?
The locations in the randomizer are:
- All sing bulbs
- All Mithalas Urns
- All Sunken City crates
- Collectible treasure locations (including pet eggs and costumes)
- Beating Simon says
- Li cave
- Every Transportation Turtle (also called transturtle)
- Locations where you get songs:
* Erulian spirit cristal
* Energy status mini-boss
* Beating Mithalan God boss
* Fish cave puzzle
* Beating Drunian God boss
* Beating Sun God boss
* Breaking Li cage in the body
Note that, unlike the vanilla game, when opening sing bulbs, Mithalas urns and Sunken City crates,
nothing will come out of them. The moment those bulbs, urns and crates are opened, the location is considered checked.
The items in the randomizer are:
- Dishes (used to learn recipes)<sup>*</sup>
- Some ingredients
- The Wok (third plate used to cook 3-ingredient recipes everywhere)
- All collectible treasure (including pet eggs and costumes)
- Li and Li's song
- All songs (other than Li's song since it is learned when Li is obtained)
- Transportation to transturtles
Also, there is the option to randomize every ingredient drops (from fishes, monsters
or plants).
<sup>*</sup> Note that, unlike in the vanilla game, the recipes for dishes (other than the Sea Loaf)
cannot be cooked (or learned) before being obtained as randomized items. Also, enemies and plants
that drop dishes that have not been learned before will drop ingredients of this dish instead.
## What is the goal of the game?
The goal of the Aquaria game is to beat the creator. You can also add other goals like getting
secret memories, beating a number of mini-bosses and beating a number of bosses.
## Which items can be in another player's world?
Any items specified above can be in another player's world.
## What does another world's item look like in Aquaria?
No visuals are shown when finding locations other than collectible treasure.
For those treasures, the visual of the treasure is visually unchanged.
After collecting a location check, a message will be shown to inform the player
what has been collected and who will receive it.
## When the player receives an item, what happens?
When you receive an item, a message will pop up to inform you where you received
the item from and which one it was.

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# Aquaria
## Où se trouve la page des options ?
La [page des options du joueur pour ce jeu](../player-options) contient tous
les options dont vous avez besoin pour configurer et exporter le fichier.
## Quel est l'effet de la randomisation sur ce jeu ?
Les localisations du "Ransomizer" sont:
- tous les bulbes musicaux;
- toutes les urnes de Mithalas;
- toutes les caisses de la cité engloutie;
- les localisations des trésors de collections (incluant les oeufs d'animaux de compagnie et les costumes);
- Battre Simom dit;
- La caverne de Li;
- Les tortues de transportation (transturtle);
- Localisation ou on obtient normalement les musiques,
* cristal de l'esprit Erulien,
* le mini-boss de la statue de l'énergie,
* battre le dieu de Mithalas,
* résoudre l'énigme de la caverne des poissons,
* battre le dieu Drunien,
* battre le dieu du soleil,
* détruire la cage de Li dans le corps,
À noter que, contrairement au jeu original, lors de l'ouverture d'un bulbe musical, d'une urne de Mithalas ou
d'une caisse de la cité engloutie, aucun objet n'en sortira. La localisation représentée par l'objet ouvert est reçue
dès l'ouverture.
Les objets pouvant être obtenus sont:
- les recettes (permettant d'apprendre les recettes*);
- certains ingrédients;
- le Wok (la troisième assiette permettant de cuisiner avec trois ingrédients n'importe où);
- Tous les trésors de collection (incluant les oeufs d'animal de compagnie et les costumes);
- Li et la musique de Li;
- Toutes les musiques (autre que la musique de Li puisque cette dernière est apprise en obtenant Li);
- Les localisations de transportation.
Il y a également l'option pour mélanger les ingrédients obtenus en éliminant des monstres, des poissons ou des plantes.
*À noter que, contrairement au jeu original, il est impossible de cuisiner une recette qui n'a pas préalablement
été apprise en obtenant un repas en tant qu'objet. À noter également que les ennemies et plantes qui
donnent un repas dont la recette n'a pas préalablement été apprise vont donner les ingrédients de cette
recette.
## Quel est le but de Aquaria ?
Dans Aquaria, le but est de battre le monstre final (le créateur). Il est également possible d'ajouter
des buts comme obtenir les trois souvenirs secrets, ou devoir battre une quantité de boss ou de mini-boss.
## Quels objets peuvent se trouver dans le monde d'un autre joueur ?
Tous les objets indiqués plus haut peuvent être obtenus à partir du monde d'un autre joueur.
## À quoi ressemble un objet d'un autre monde dans ce jeu
Autre que pour les trésors de collection (dont le visuel demeure inchangé),
les autres localisations n'ont aucun visuel. Lorsqu'une localisation randomisée est obtenue,
un message est affiché à l'écran pour indiquer quel objet a été trouvé et pour quel joueur.
## Que se passe-t-il lorsque le joueur reçoit un objet ?
Chaque fois qu'un objet est reçu, un message apparaît à l'écran pour en informer le joueur.

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# Aquaria Randomizer Setup Guide
## Required Software
- The original Aquaria Game (purchasable from most online game stores)
- The [Aquaria randomizer](https://github.com/tioui/Aquaria_Randomizer/releases)
## Optional Software
- For sending [commands](/tutorial/Archipelago/commands/en) like `!hint`: the TextClient from [the most recent Archipelago release](https://github.com/ArchipelagoMW/Archipelago/releases)
## Installation and execution Procedures
### Windows
First, you should copy the original Aquaria folder game. The randomizer will possibly modify the game so that
the original game will stop working. Copying the folder will guarantee that the original game keeps on working.
Also, in Windows, the save files are stored in the Aquaria folder. So copying the Aquaria folder for every Multiworld
game you play will make sure that every game has its own save game.
Unzip the Aquaria randomizer release and copy all unzipped files in the Aquaria game folder. The unzipped files are:
- aquaria_randomizer.exe
- OpenAL32.dll
- override (directory)
- SDL2.dll
- usersettings.xml
- wrap_oal.dll
- cacert.pem
If there is a conflict between files in the original game folder and the unzipped files, you should overwrite
the original files with the ones from the unzipped randomizer.
Finally, to launch the randomizer, you must use the command line interface (you can open the command line interface
by typing `cmd` in the address bar of the Windows File Explorer). Here is the command line used to start the
randomizer:
```bash
aquaria_randomizer.exe --name YourName --server theServer:thePort
```
or, if the room has a password:
```bash
aquaria_randomizer.exe --name YourName --server theServer:thePort --password thePassword
```
### Linux when using the AppImage
If you use the AppImage, just copy it into the Aquaria game folder. You then have to make it executable. You
can do that from command line by using:
```bash
chmod +x Aquaria_Randomizer-*.AppImage
```
or by using the Graphical Explorer of your system.
To launch the randomizer, just launch in command line:
```bash
./Aquaria_Randomizer-*.AppImage --name YourName --server theServer:thePort
```
or, if the room has a password:
```bash
./Aquaria_Randomizer-*.AppImage --name YourName --server theServer:thePort --password thePassword
```
Note that you should not have multiple Aquaria_Randomizer AppImage file in the same folder. If this situation occurs,
the preceding commands will launch the game multiple times.
### Linux when using the tar file
First, you should copy the original Aquaria folder game. The randomizer will possibly modify the game so that
the original game will stop working. Copying the folder will guarantee that the original game keeps on working.
Untar the Aquaria randomizer release and copy all extracted files in the Aquaria game folder. The extracted files are:
- aquaria_randomizer
- override (directory)
- usersettings.xml
- cacert.pem
If there is a conflict between files in the original game folder and the extracted files, you should overwrite
the original files with the ones from the extracted randomizer files.
Then, you should use your system package manager to install `liblua5`, `libogg`, `libvorbis`, `libopenal` and `libsdl2`.
On Debian base system (like Ubuntu), you can use the following command:
```bash
sudo apt install liblua5.1-0-dev libogg-dev libvorbis-dev libopenal-dev libsdl2-dev
```
Also, if there are certain `.so` files in the original Aquaria game folder (`libgcc_s.so.1`, `libopenal.so.1`,
`libSDL-1.2.so.0` and `libstdc++.so.6`), you should remove them from the Aquaria Randomizer game folder. Those are
old libraries that will not work on the recent build of the randomizer.
To launch the randomizer, just launch in command line:
```bash
./aquaria_randomizer --name YourName --server theServer:thePort
```
or, if the room has a password:
```bash
./aquaria_randomizer --name YourName --server theServer:thePort --password thePassword
```
Note: If you get a permission denied error when using the command line, you can use this command to be
sure that your executable has executable permission:
```bash
chmod +x aquaria_randomizer
```

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# Guide de configuration MultiWorld d'Aquaria
## Logiciels nécessaires
- Le jeu Aquaria original (trouvable sur la majorité des sites de ventes de jeux vidéo en ligne)
- Le client Randomizer d'Aquaria [Aquaria randomizer](https://github.com/tioui/Aquaria_Randomizer/releases)
- De manière optionnel, pour pouvoir envoyer des [commandes](/tutorial/Archipelago/commands/en) comme `!hint`: utilisez le client texte de [la version la plus récente d'Archipelago](https://github.com/ArchipelagoMW/Archipelago/releases)
## Procédures d'installation et d'exécution
### Windows
En premier lieu, vous devriez effectuer une nouvelle copie du jeu d'Aquaria original à chaque fois que vous effectuez une
nouvelle partie. La première raison de cette copie est que le randomizer modifie des fichiers qui rendront possiblement
le jeu original non fonctionnel. La seconde raison d'effectuer cette copie est que les sauvegardes sont créées
directement dans le répertoire du jeu. Donc, la copie permet d'éviter de perdre vos sauvegardes du jeu d'origine ou
encore de charger une sauvegarde d'une ancienne partie de multiworld (ce qui pourrait avoir comme conséquence de briser
la logique du multiworld).
Désarchiver le randomizer d'Aquaria et copier tous les fichiers de l'archive dans le répertoire du jeu d'Aquaria. Le
fichier d'archive devrait contenir les fichiers suivants:
- aquaria_randomizer.exe
- OpenAL32.dll
- override (directory)
- SDL2.dll
- usersettings.xml
- wrap_oal.dll
- cacert.pem
S'il y a des conflits entre les fichiers de l'archive zip et les fichiers du jeu original, vous devez utiliser
les fichiers contenus dans l'archive zip.
Finalement, pour lancer le randomizer, vous devez utiliser la ligne de commande (vous pouvez ouvrir une interface de
ligne de commande, entrez l'adresse `cmd` dans la barre d'adresse de l'explorateur de fichier de Windows). Voici
la ligne de commande à utiliser pour lancer le randomizer:
```bash
aquaria_randomizer.exe --name VotreNom --server leServeur:LePort
```
ou, si vous devez entrer un mot de passe:
```bash
aquaria_randomizer.exe --name VotreNom --server leServeur:LePort --password leMotDePasse
```
### Linux avec le fichier AppImage
Si vous utilisez le fichier AppImage, copiez le fichier dans le répertoire du jeu d'Aquaria. Ensuite, assurez-vous de
le mettre exécutable. Vous pouvez mettre le fichier exécutable avec la commande suivante:
```bash
chmod +x Aquaria_Randomizer-*.AppImage
```
ou bien en utilisant l'explorateur graphique de votre système.
Pour lancer le randomizer, utiliser la commande suivante:
```bash
./Aquaria_Randomizer-*.AppImage --name VotreNom --server LeServeur:LePort
```
Si vous devez entrer un mot de passe:
```bash
./Aquaria_Randomizer-*.AppImage --name VotreNom --server LeServeur:LePort --password LeMotDePasse
```
À noter que vous ne devez pas avoir plusieurs fichiers AppImage différents dans le même répertoire. Si cette situation
survient, le jeu sera lancé plusieurs fois.
### Linux avec le fichier tar
En premier lieu, assurez-vous de faire une copie du répertoire du jeu d'origine d'Aquaria. Les fichiers contenus
dans le randomizer auront comme impact de rendre le jeu d'origine non fonctionnel. Donc, effectuer la copie du jeu
avant de déposer le randomizer à l'intérieur permet de vous assurer de garder une version du jeu d'origine fonctionnel.
Désarchiver le fichier tar et copier tous les fichiers qu'il contient dans le répertoire du jeu d'origine d'Aquaria. Les
fichiers extraient du fichier tar devraient être les suivants:
- aquaria_randomizer
- override (directory)
- usersettings.xml
- cacert.pem
S'il y a des conflits entre les fichiers de l'archive tar et les fichiers du jeu original, vous devez utiliser
les fichiers contenus dans l'archive tar.
Ensuite, vous devez installer manuellement les librairies dont dépend le jeu: liblua5, libogg, libvorbis, libopenal and
libsdl2. Vous pouvez utiliser le système de "package" de votre système pour les installer. Voici un exemple avec
Debian (et Ubuntu):
```bash
sudo apt install liblua5.1-0-dev libogg-dev libvorbis-dev libopenal-dev libsdl2-dev
```
Notez également que s'il y a des fichiers ".so" dans le répertoire d'Aquaria (`libgcc_s.so.1`, `libopenal.so.1`,
`libSDL-1.2.so.0` and `libstdc++.so.6`), vous devriez les retirer. Il s'agit de vieille version des librairies qui
ne sont plus fonctionnelles dans les systèmes modernes et qui pourrait empêcher le randomizer de fonctionner.
Pour lancer le randomizer, utiliser la commande suivante:
```bash
./aquaria_randomizer --name VotreNom --server LeServeur:LePort
```
Si vous devez entrer un mot de passe:
```bash
./aquaria_randomizer --name VotreNom --server LeServeur:LePort --password LeMotDePasse
```
Note: Si vous avez une erreur de permission lors de l'exécution du randomizer, vous pouvez utiliser cette commande
pour vous assurer que votre fichier est exécutable:
```bash
chmod +x aquaria_randomizer
```

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Base class for the Aquaria randomizer unit tests
"""
from test.bases import WorldTestBase
# Every location accessible after the home water.
after_home_water_locations = [
"Sun Crystal",
"Home water, Transturtle",
"Open water top left area, bulb under the rock in the right path",
"Open water top left area, bulb under the rock in the left path",
"Open water top left area, bulb to the right of the save cristal",
"Open water top right area, bulb in the small path before Mithalas",
"Open water top right area, bulb in the path from the left entrance",
"Open water top right area, bulb in the clearing close to the bottom exit",
"Open water top right area, bulb in the big clearing close to the save cristal",
"Open water top right area, bulb in the big clearing to the top exit",
"Open water top right area, first urn in the Mithalas exit",
"Open water top right area, second urn in the Mithalas exit",
"Open water top right area, third urn in the Mithalas exit",
"Open water top right area, bulb in the turtle room",
"Open water top right area, Transturtle",
"Open water bottom left area, bulb behind the chomper fish",
"Open water bottom left area, bulb inside the lowest fish pass",
"Open water skeleton path, bulb close to the right exit",
"Open water skeleton path, bulb behind the chomper fish",
"Open water skeleton path, King skull",
"Arnassi Ruins, bulb in the right part",
"Arnassi Ruins, bulb in the left part",
"Arnassi Ruins, bulb in the center part",
"Arnassi ruins, Song plant spore on the top of the ruins",
"Arnassi ruins, Arnassi Armor",
"Arnassi Ruins, Arnassi statue",
"Arnassi Ruins, Transturtle",
"Arnassi ruins, Crab armor",
"Simon says area, Transturtle",
"Mithalas city, first bulb in the left city part",
"Mithalas city, second bulb in the left city part",
"Mithalas city, bulb in the right part",
"Mithalas city, bulb at the top of the city",
"Mithalas city, first bulb in a broken home",
"Mithalas city, second bulb in a broken home",
"Mithalas city, bulb in the bottom left part",
"Mithalas city, first bulb in one of the homes",
"Mithalas city, second bulb in one of the homes",
"Mithalas city, first urn in one of the homes",
"Mithalas city, second urn in one of the homes",
"Mithalas city, first urn in the city reserve",
"Mithalas city, second urn in the city reserve",
"Mithalas city, third urn in the city reserve",
"Mithalas city, first bulb at the end of the top path",
"Mithalas city, second bulb at the end of the top path",
"Mithalas city, bulb in the top path",
"Mithalas city, Mithalas pot",
"Mithalas city, urn in the cathedral flower tube entrance",
"Mithalas city, Doll",
"Mithalas city, urn inside a home fish pass",
"Mithalas city castle, bulb in the flesh hole",
"Mithalas city castle, Blue banner",
"Mithalas city castle, urn in the bedroom",
"Mithalas city castle, first urn of the single lamp path",
"Mithalas city castle, second urn of the single lamp path",
"Mithalas city castle, urn in the bottom room",
"Mithalas city castle, first urn on the entrance path",
"Mithalas city castle, second urn on the entrance path",
"Mithalas castle, beating the priests",
"Mithalas city castle, Trident head",
"Mithalas cathedral, first urn in the top right room",
"Mithalas cathedral, second urn in the top right room",
"Mithalas cathedral, third urn in the top right room",
"Mithalas cathedral, urn in the flesh room with fleas",
"Mithalas cathedral, first urn in the bottom right path",
"Mithalas cathedral, second urn in the bottom right path",
"Mithalas cathedral, urn behind the flesh vein",
"Mithalas cathedral, urn in the top left eyes boss room",
"Mithalas cathedral, first urn in the path behind the flesh vein",
"Mithalas cathedral, second urn in the path behind the flesh vein",
"Mithalas cathedral, third urn in the path behind the flesh vein",
"Mithalas cathedral, one of the urns in the top right room",
"Mithalas cathedral, Mithalan Dress",
"Mithalas cathedral right area, urn below the left entrance",
"Cathedral underground, bulb in the center part",
"Cathedral underground, first bulb in the top left part",
"Cathedral underground, second bulb in the top left part",
"Cathedral underground, third bulb in the top left part",
"Cathedral underground, bulb close to the save cristal",
"Cathedral underground, bulb in the bottom right path",
"Cathedral boss area, beating Mithalan God",
"Kelp Forest top left area, bulb in the bottom left clearing",
"Kelp Forest top left area, bulb in the path down from the top left clearing",
"Kelp Forest top left area, bulb in the top left clearing",
"Kelp Forest top left, Jelly Egg",
"Kelp Forest top left area, bulb close to the Verse egg",
"Kelp forest top left area, Verse egg",
"Kelp Forest top right area, bulb under the rock in the right path",
"Kelp Forest top right area, bulb at the left of the center clearing",
"Kelp Forest top right area, bulb in the left path's big room",
"Kelp Forest top right area, bulb in the left path's small room",
"Kelp Forest top right area, bulb at the top of the center clearing",
"Kelp forest top right area, Black pearl",
"Kelp Forest top right area, bulb in the top fish pass",
"Kelp Forest bottom left area, bulb close to the spirit crystals",
"Kelp forest bottom left area, Walker baby",
"Kelp Forest bottom left area, Transturtle",
"Kelp forest bottom right area, Odd Container",
"Kelp forest boss area, beating Drunian God",
"Kelp Forest boss room, bulb at the bottom of the area",
"Kelp Forest bottom left area, Fish cave puzzle",
"Kelp Forest sprite cave, bulb inside the fish pass",
"Kelp Forest sprite cave, bulb in the second room",
"Kelp Forest Sprite Cave, Seed bag",
"Mermog cave, bulb in the left part of the cave",
"Mermog cave, Piranha Egg",
"The veil top left area, In the Li cave",
"The veil top left area, bulb under the rock in the top right path",
"The veil top left area, bulb hidden behind the blocking rock",
"The veil top left area, Transturtle",
"The veil top left area, bulb inside the fish pass",
"Turtle cave, Turtle Egg",
"Turtle cave, bulb in bubble cliff",
"Turtle cave, Urchin costume",
"The veil top right area, bulb in the middle of the wall jump cliff",
"The veil top right area, golden starfish at the bottom right of the bottom path",
"The veil top right area, bulb in the top of the water fall",
"The veil top right area, Transturtle",
"The veil bottom area, bulb in the left path",
"The veil bottom area, bulb in the spirit path",
"The veil bottom area, Verse egg",
"The veil bottom area, Stone Head",
"Octopus cave, Dumbo Egg",
"Octopus cave, bulb in the path below the octopus cave path",
"Bubble cave, bulb in the left cave wall",
"Bubble cave, bulb in the right cave wall (behind the ice cristal)",
"Bubble cave, Verse egg",
"Sun temple, bulb in the top left part",
"Sun temple, bulb in the top right part",
"Sun temple, bulb at the top of the high dark room",
"Sun temple, Golden Gear",
"Sun temple, first bulb of the temple",
"Sun temple, bulb on the left part",
"Sun temple, bulb in the hidden room of the right part",
"Sun temple, Sun key",
"Sun Worm path, first path bulb",
"Sun Worm path, second path bulb",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"Sun temple boss area, beating Sun God",
"Abyss left area, bulb in hidden path room",
"Abyss left area, bulb in the right part",
"Abyss left area, Glowing seed",
"Abyss left area, Glowing Plant",
"Abyss left area, bulb in the bottom fish pass",
"Abyss right area, bulb behind the rock in the whale room",
"Abyss right area, bulb in the middle path",
"Abyss right area, bulb behind the rock in the middle path",
"Abyss right area, bulb in the left green room",
"Abyss right area, Transturtle",
"Ice cave, bulb in the room to the right",
"Ice cave, First bulbs in the top exit room",
"Ice cave, Second bulbs in the top exit room",
"Ice cave, third bulbs in the top exit room",
"Ice cave, bulb in the left room",
"King Jellyfish cave, bulb in the right path from King Jelly",
"King Jellyfish cave, Jellyfish Costume",
"The whale, Verse egg",
"Sunken city right area, crate close to the save cristal",
"Sunken city right area, crate in the left bottom room",
"Sunken city left area, crate in the little pipe room",
"Sunken city left area, crate close to the save cristal",
"Sunken city left area, crate before the bedroom",
"Sunken city left area, Girl Costume",
"Sunken city, bulb on the top of the boss area (boiler room)",
"The body center area, breaking li cage",
"The body main area, bulb on the main path blocking tube",
"The body left area, first bulb in the top face room",
"The body left area, second bulb in the top face room",
"The body left area, bulb below the water stream",
"The body left area, bulb in the top path to the top face room",
"The body left area, bulb in the bottom face room",
"The body right area, bulb in the top face room",
"The body right area, bulb in the top path to the bottom face room",
"The body right area, bulb in the bottom face room",
"The body bottom area, bulb in the Jelly Zap room",
"The body bottom area, bulb in the nautilus room",
"The body bottom area, Mutant Costume",
"Final boss area, first bulb in the turtle room",
"Final boss area, second bulbs in the turtle room",
"Final boss area, third bulbs in the turtle room",
"Final boss area, Transturtle",
"Final boss area, bulb in the boss third form room",
"Kelp forest, beating Simon says",
"Beating Fallen God",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Blaster Peg Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating Crabbius Maximus",
"Beating Mantis Shrimp Prime",
"Beating King Jellyfish God Prime",
"First secret",
"Second secret",
"Third secret",
"Sunken City cleared",
"Objective complete",
]
class AquariaTestBase(WorldTestBase):
"""Base class for Aquaria unit tests"""
game = "Aquaria"

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the beast form
"""
from worlds.aquaria.test import AquariaTestBase
class BeastFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the beast form"""
def test_beast_form_location(self) -> None:
"""Test locations that require beast form"""
locations = [
"Mithalas castle, beating the priests",
"Arnassi ruins, Crab armor",
"Arnassi ruins, Song plant spore on the top of the ruins",
"Mithalas city, first bulb at the end of the top path",
"Mithalas city, second bulb at the end of the top path",
"Mithalas city, bulb in the top path",
"Mithalas city, Mithalas pot",
"Mithalas city, urn in the cathedral flower tube entrance",
"Mermog cave, Piranha Egg",
"Mithalas cathedral, Mithalan Dress",
"Turtle cave, bulb in bubble cliff",
"Turtle cave, Urchin costume",
"Sun Worm path, first cliff bulb",
"Sun Worm path, second cliff bulb",
"The veil top right area, bulb in the top of the water fall",
"Bubble cave, bulb in the left cave wall",
"Bubble cave, bulb in the right cave wall (behind the ice cristal)",
"Bubble cave, Verse egg",
"Sunken city, bulb on the top of the boss area (boiler room)",
"Octopus cave, Dumbo Egg",
"Beating the Golem",
"Beating Mergog",
"Beating Crabbius Maximus",
"Beating Octopus Prime",
"Beating Mantis Shrimp Prime",
"King Jellyfish cave, Jellyfish Costume",
"King Jellyfish cave, bulb in the right path from King Jelly",
"Beating King Jellyfish God Prime",
"Beating Mithalan priests",
"Sunken City cleared"
]
items = [["Beast form"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the bind song (without the location
under rock needing bind song option)
"""
from worlds.aquaria.test import AquariaTestBase, after_home_water_locations
class BindSongAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the bind song"""
options = {
"bind_song_needed_to_get_under_rock_bulb": False,
}
def test_bind_song_location(self) -> None:
"""Test locations that require Bind song"""
locations = [
"Verse cave right area, Big Seed",
"Home water, bulb in the path below Nautilus Prime",
"Home water, bulb in the bottom left room",
"Home water, Nautilus Egg",
"Song cave, Verse egg",
"Energy temple first area, beating the energy statue",
"Energy temple first area, bulb in the bottom room blocked by a rock",
"Energy temple first area, Energy Idol",
"Energy temple second area, bulb under the rock",
"Energy temple bottom entrance, Krotite armor",
"Energy temple third area, bulb in the bottom path",
"Energy temple boss area, Fallen god tooth",
"Energy temple blaster room, Blaster egg",
*after_home_water_locations
]
items = [["Bind song"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the bind song (with the location
under rock needing bind song option)
"""
from worlds.aquaria.test import AquariaTestBase
from worlds.aquaria.test.test_bind_song_access import after_home_water_locations
class BindSongOptionAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the bind song"""
options = {
"bind_song_needed_to_get_under_rock_bulb": True,
}
def test_bind_song_location(self) -> None:
"""Test locations that require Bind song with the bind song needed option activated"""
locations = [
"Verse cave right area, Big Seed",
"Verse cave left area, bulb under the rock at the end of the path",
"Home water, bulb under the rock in the left path from the verse cave",
"Song cave, bulb under the rock close to the song door",
"Song cave, bulb under the rock in the path to the singing statues",
"Naija's home, bulb under the rock at the right of the main path",
"Home water, bulb in the path below Nautilus Prime",
"Home water, bulb in the bottom left room",
"Home water, Nautilus Egg",
"Song cave, Verse egg",
"Energy temple first area, beating the energy statue",
"Energy temple first area, bulb in the bottom room blocked by a rock",
"Energy temple first area, Energy Idol",
"Energy temple second area, bulb under the rock",
"Energy temple bottom entrance, Krotite armor",
"Energy temple third area, bulb in the bottom path",
"Energy temple boss area, Fallen god tooth",
"Energy temple blaster room, Blaster egg",
*after_home_water_locations
]
items = [["Bind song"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Fri, 03 May 2024 14:07:35 +0000
Description: Unit test used to test accessibility of region with the home water confine via option
"""
from worlds.aquaria.test import AquariaTestBase
class ConfinedHomeWaterAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of region with the unconfine home water option disabled"""
options = {
"unconfine_home_water": 0,
"early_energy_form": False
}
def test_confine_home_water_location(self) -> None:
"""Test region accessible with confined home water"""
self.assertFalse(self.can_reach_region("Open water top left area"), "Can reach Open water top left area")
self.assertFalse(self.can_reach_region("Home Water, turtle room"), "Can reach Home Water, turtle room")

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the dual song
"""
from worlds.aquaria.test import AquariaTestBase
class LiAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the dual song"""
options = {
"turtle_randomizer": 1,
}
def test_li_song_location(self) -> None:
"""Test locations that require the dual song"""
locations = [
"The body bottom area, bulb in the Jelly Zap room",
"The body bottom area, bulb in the nautilus room",
"The body bottom area, Mutant Costume",
"Final boss area, bulb in the boss third form room",
"Objective complete"
]
items = [["Dual form"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the bind song (without the early
energy form option)
"""
from worlds.aquaria.test import AquariaTestBase
class EnergyFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the energy form"""
options = {
"early_energy_form": False,
}
def test_energy_form_location(self) -> None:
"""Test locations that require Energy form"""
locations = [
"Home water, Nautilus Egg",
"Naija's home, bulb after the energy door",
"Energy temple first area, bulb in the bottom room blocked by a rock",
"Energy temple second area, bulb under the rock",
"Energy temple bottom entrance, Krotite armor",
"Energy temple third area, bulb in the bottom path",
"Energy temple boss area, Fallen god tooth",
"Energy temple blaster room, Blaster egg",
"Mithalas castle, beating the priests",
"Mithalas cathedral, first urn in the top right room",
"Mithalas cathedral, second urn in the top right room",
"Mithalas cathedral, third urn in the top right room",
"Mithalas cathedral, urn in the flesh room with fleas",
"Mithalas cathedral, first urn in the bottom right path",
"Mithalas cathedral, second urn in the bottom right path",
"Mithalas cathedral, urn behind the flesh vein",
"Mithalas cathedral, urn in the top left eyes boss room",
"Mithalas cathedral, first urn in the path behind the flesh vein",
"Mithalas cathedral, second urn in the path behind the flesh vein",
"Mithalas cathedral, third urn in the path behind the flesh vein",
"Mithalas cathedral, one of the urns in the top right room",
"Mithalas cathedral, Mithalan Dress",
"Mithalas cathedral right area, urn below the left entrance",
"Cathedral boss area, beating Mithalan God",
"Kelp Forest top left area, bulb close to the Verse egg",
"Kelp forest top left area, Verse egg",
"Kelp forest boss area, beating Drunian God",
"Mermog cave, Piranha Egg",
"Octopus cave, Dumbo Egg",
"Sun temple boss area, beating Sun God",
"Arnassi ruins, Crab armor",
"King Jellyfish cave, bulb in the right path from King Jelly",
"King Jellyfish cave, Jellyfish Costume",
"Sunken city, bulb on the top of the boss area (boiler room)",
"Final boss area, bulb in the boss third form room",
"Beating Fallen God",
"Beating Mithalan God",
"Beating Drunian God",
"Beating Sun God",
"Beating the Golem",
"Beating Nautilus Prime",
"Beating Blaster Peg Prime",
"Beating Mergog",
"Beating Mithalan priests",
"Beating Octopus Prime",
"Beating Crabbius Maximus",
"Beating King Jellyfish God Prime",
"First secret",
"Sunken City cleared",
"Objective complete",
]
items = [["Energy form"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without the fish form
"""
from worlds.aquaria.test import AquariaTestBase
class FishFormAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without the fish form"""
options = {
"turtle_randomizer": 1,
}
def test_fish_form_location(self) -> None:
"""Test locations that require fish form"""
locations = [
"The veil top left area, bulb inside the fish pass",
"Mithalas city, Doll",
"Mithalas city, urn inside a home fish pass",
"Kelp Forest top right area, bulb in the top fish pass",
"The veil bottom area, Verse egg",
"Open water bottom left area, bulb inside the lowest fish pass",
"Kelp Forest top left area, bulb close to the Verse egg",
"Kelp forest top left area, Verse egg",
"Mermog cave, bulb in the left part of the cave",
"Mermog cave, Piranha Egg",
"Beating Mergog",
"Octopus cave, Dumbo Egg",
"Octopus cave, bulb in the path below the octopus cave path",
"Beating Octopus Prime",
"Abyss left area, bulb in the bottom fish pass",
"Arnassi ruins, Arnassi Armor"
]
items = [["Fish form"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without Li
"""
from worlds.aquaria.test import AquariaTestBase
class LiAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without Li"""
options = {
"turtle_randomizer": 1,
}
def test_li_song_location(self) -> None:
"""Test locations that require Li"""
locations = [
"Sunken city right area, crate close to the save cristal",
"Sunken city right area, crate in the left bottom room",
"Sunken city left area, crate in the little pipe room",
"Sunken city left area, crate close to the save cristal",
"Sunken city left area, crate before the bedroom",
"Sunken city left area, Girl Costume",
"Sunken city, bulb on the top of the boss area (boiler room)",
"The body center area, breaking li cage",
"The body main area, bulb on the main path blocking tube",
"The body left area, first bulb in the top face room",
"The body left area, second bulb in the top face room",
"The body left area, bulb below the water stream",
"The body left area, bulb in the top path to the top face room",
"The body left area, bulb in the bottom face room",
"The body right area, bulb in the top face room",
"The body right area, bulb in the top path to the bottom face room",
"The body right area, bulb in the bottom face room",
"The body bottom area, bulb in the Jelly Zap room",
"The body bottom area, bulb in the nautilus room",
"The body bottom area, Mutant Costume",
"Final boss area, bulb in the boss third form room",
"Beating the Golem",
"Sunken City cleared",
"Objective complete"
]
items = [["Li and Li song", "Body tongue cleared"]]
self.assertAccessDependency(locations, items)

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"""
Author: Louis M
Date: Thu, 18 Apr 2024 18:45:56 +0000
Description: Unit test used to test accessibility of locations with and without a light (Dumbo pet or sun form)
"""
from worlds.aquaria.test import AquariaTestBase
class LightAccessTest(AquariaTestBase):
"""Unit test used to test accessibility of locations with and without light"""
options = {
"turtle_randomizer": 1,
"light_needed_to_get_to_dark_places": True,
}
def test_light_location(self) -> None:
"""Test locations that require light"""
locations = [
# Since the `assertAccessDependency` sweep for events even if I tell it not to, those location cannot be
# tested.
# "Third secret",
# "Sun temple, bulb in the top left part",
# "Sun temple, bulb in the top right part",
# "Sun temple, bulb at the top of the high dark room",
# "Sun temple, Golden Gear",
# "Sun Worm path, first path bulb",
# "Sun Worm path, second path bulb",
# "Sun Worm path, first cliff bulb",
"Octopus cave, Dumbo Egg",
"Kelp forest bottom right area, Odd Container",
"Kelp forest top right area, Black pearl",
"Abyss left area, bulb in hidden path room",
"Abyss left area, bulb in the right part",
"Abyss left area, Glowing seed",
"Abyss left area, Glowing Plant",
"Abyss left area, bulb in the bottom fish pass",
"Abyss right area, bulb behind the rock in the whale room",
"Abyss right area, bulb in the middle path",
"Abyss right area, bulb behind the rock in the middle path",
"Abyss right area, bulb in the left green room",
"Abyss right area, Transturtle",
"Ice cave, bulb in the room to the right",
"Ice cave, First bulbs in the top exit room",
"Ice cave, Second bulbs in the top exit room",
"Ice cave, third bulbs in the top exit room",
"Ice cave, bulb in the left room",
"Bubble cave, bulb in the left cave wall",
"Bubble cave, bulb in the right cave wall (behind the ice cristal)",
"Bubble cave, Verse egg",
"Beating Mantis Shrimp Prime",
"King Jellyfish cave, bulb in the right path from King Jelly",
"King Jellyfish cave, Jellyfish Costume",
"Beating King Jellyfish God Prime",
"The whale, Verse egg",
"First secret",
"Sunken city right area, crate close to the save cristal",
"Sunken city right area, crate in the left bottom room",
"Sunken city left area, crate in the little pipe room",
"Sunken city left area, crate close to the save cristal",
"Sunken city left area, crate before the bedroom",
"Sunken city left area, Girl Costume",
"Sunken city, bulb on the top of the boss area (boiler room)",
"Sunken City cleared",
"Beating the Golem",
"Beating Octopus Prime",
"Final boss area, bulb in the boss third form room",
"Objective complete",
]
items = [["Sun form", "Baby dumbo", "Has sun crystal"]]
self.assertAccessDependency(locations, items)

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