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NewSoupVi-
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NewSoupVi-
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b4752cd32d |
@@ -77,4 +77,4 @@ There, you will find examples of games in the `worlds` folder:
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You may also find developer documentation in the `docs` folder:
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[/docs Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs).
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If you have more questions, feel free to ask in the **#archipelago-dev** channel on our Discord.
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If you have more questions, feel free to ask in the **#ap-world-dev** channel on our Discord.
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@@ -118,9 +118,6 @@
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# Noita
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/worlds/noita/ @ScipioWright @heinermann
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# Ocarina of Time
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/worlds/oot/ @espeon65536
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# Old School Runescape
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/worlds/osrs @digiholic
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@@ -230,6 +227,9 @@
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# Links Awakening DX
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# /worlds/ladx/
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# Ocarina of Time
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# /worlds/oot/
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## Disabled Unmaintained Worlds
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# The following worlds in this repo are currently unmaintained and disabled as they do not work in core. If you are
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@@ -24,7 +24,7 @@ display as `Value1` on the webhost.
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files, and both will resolve as `value1`. This should be used when changing options around, i.e. changing a Toggle to a
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Choice, and defining `alias_true = option_full`.
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- All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or
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`(Named/Special)Range`) support `random` as a generic option. `random` chooses from any of the available values for that
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`(Named)Range`) support `random` as a generic option. `random` chooses from any of the available values for that
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option, and is reserved by AP. You can set this as your default value, but you cannot define your own `option_random`.
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However, you can override `from_text` and handle `text == "random"` to customize its behavior or
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implement it for additional option types.
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@@ -129,6 +129,23 @@ class Difficulty(Choice):
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default = 1
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```
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### Option Visibility
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Every option has a Visibility IntFlag, defaulting to `all` (`0b1111`). This lets you choose where the option will be
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displayed. This only impacts where options are displayed, not how they can be used. Hidden options are still valid
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options in a yaml. The flags are as follows:
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* `none` (`0b0000`): This option is not shown anywhere
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* `template` (`0b0001`): This option shows up in template yamls
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* `simple_ui` (`0b0010`): This option shows up on the options page
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* `complex_ui` (`0b0100`): This option shows up on the advanced/weighted options page
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* `spoiler` (`0b1000`): This option shows up in spoiler logs
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```python
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from Options import Choice, Visibility
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class HiddenChoiceOption(Choice):
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visibility = Visibility.none
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```
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### Option Groups
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Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
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by your world on the player-options and weighted-options pages. In the generated template files, there will be a comment
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@@ -38,7 +38,7 @@ Recommended steps
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* Refer to [Windows Compilers on the python wiki](https://wiki.python.org/moin/WindowsCompilers) for details.
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Generally, selecting the box for "Desktop Development with C++" will provide what you need.
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* Build tools are not required if all modules are installed pre-compiled. Pre-compiled modules are pinned on
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[Discord in #archipelago-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
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[Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
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* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
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* Run Generate.py which will prompt installation of missing modules, press enter to confirm
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@@ -26,8 +26,17 @@ Unless these are shared between multiple people, we expect the following from ea
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### Adding a World
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When we merge your world into the core Archipelago repository, you automatically become world maintainer unless you
|
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nominate someone else (i.e. there are multiple devs). You can define who is allowed to approve changes to your world
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in the [CODEOWNERS](/docs/CODEOWNERS) document.
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nominate someone else (i.e. there are multiple devs).
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||||
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### Being added as a maintainer to an existing implementation
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At any point, a world maintainer can approve the addition of another maintainer to their world.
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In order to do this, either an existing maintainer or the new maintainer must open a PR updating the
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[CODEOWNERS](/docs/CODEOWNERS) file.
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This change must be approved by all existing maintainers of the affected world, the new maintainer candidate, and
|
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one core maintainer.
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To help the core team review the change, information about the new maintainer and their contributions should be
|
||||
included in the PR description.
|
||||
|
||||
### Getting Voted
|
||||
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@@ -35,7 +44,7 @@ When a world is unmaintained, the [core maintainers](https://github.com/orgs/Arc
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can vote for a new maintainer if there is a candidate.
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For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
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The time limit is 1 week, but can end early if the majority is reached earlier.
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Voting shall be conducted on Discord in #archipelago-dev.
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Voting shall be conducted on Discord in #ap-core-dev.
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||||
|
||||
## Dropping out
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||||
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@@ -51,7 +60,7 @@ for example when they become unreachable.
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For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
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The time limit is 2 weeks, but can end early if the majority is reached earlier AND the world maintainer was pinged and
|
||||
made their case or was pinged and has been unreachable for more than 2 weeks already.
|
||||
Voting shall be conducted on Discord in #archipelago-dev. Commits that are a direct result of the voting shall include
|
||||
Voting shall be conducted on Discord in #ap-core-dev. Commits that are a direct result of the voting shall include
|
||||
date, voting members and final result in the commit message.
|
||||
|
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## Handling of Unmaintained Worlds
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@@ -601,11 +601,11 @@ class HKWorld(World):
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if change:
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for effect_name, effect_value in item_effects.get(item.name, {}).items():
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state.prog_items[item.player][effect_name] += effect_value
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if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}:
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if state.prog_items[item.player].get('RIGHTDASH', 0) and \
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state.prog_items[item.player].get('LEFTDASH', 0):
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(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"]) = \
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([max(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"])] * 2)
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if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}:
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if state.prog_items[item.player].get('RIGHTDASH', 0) and \
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state.prog_items[item.player].get('LEFTDASH', 0):
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(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"]) = \
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([max(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"])] * 2)
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return change
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def remove(self, state, item: HKItem) -> bool:
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@@ -204,11 +204,10 @@ class WitnessWorld(World):
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||||
]
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if early_items:
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random_early_item = self.random.choice(early_items)
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if (
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self.options.puzzle_randomization == "sigma_expert"
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or self.options.victory_condition == "panel_hunt"
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):
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# In Expert and Panel Hunt, only tag the item as early, rather than forcing it onto the gate.
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mode = self.options.puzzle_randomization
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if mode == "sigma_expert" or mode == "umbra_variety" or self.options.victory_condition == "panel_hunt":
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# In Expert and Variety, only tag the item as early, rather than forcing it onto the gate.
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# Same with panel hunt, since the Tutorial Gate Open panel is used for something else
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self.multiworld.local_early_items[self.player][random_early_item] = 1
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else:
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# Force the item onto the tutorial gate check and remove it from our random pool.
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@@ -255,7 +254,7 @@ class WitnessWorld(World):
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self.get_region(region).add_locations({loc: self.location_name_to_id[loc]})
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warning(
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||||
f"""Location "{loc}" had to be added to {self.player_name}'s world
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||||
f"""Location "{loc}" had to be added to {self.player_name}'s world
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||||
due to insufficient sphere 1 size."""
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||||
)
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||||
|
||||
|
||||
1223
worlds/witness/data/WitnessLogicVariety.txt
Normal file
1223
worlds/witness/data/WitnessLogicVariety.txt
Normal file
File diff suppressed because it is too large
Load Diff
@@ -13,6 +13,22 @@ ITEM_GROUPS: Dict[str, Set[str]] = {}
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# item list during get_progression_items.
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_special_usefuls: List[str] = ["Puzzle Skip"]
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||||
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ALWAYS_GOOD_SYMBOL_ITEMS: Set[str] = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
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MODE_SPECIFIC_GOOD_ITEMS: Dict[str, Set[str]] = {
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"none": set(),
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"sigma_normal": set(),
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"sigma_expert": {"Triangles"},
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"umbra_variety": {"Triangles"}
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}
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MODE_SPECIFIC_GOOD_DISCARD_ITEMS: Dict[str, Set[str]] = {
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"none": {"Triangles"},
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"sigma_normal": {"Triangles"},
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"sigma_expert": {"Arrows"},
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"umbra_variety": set() # Variety Discards use both Arrows and Triangles, so neither of them are that useful alone
|
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}
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||||
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||||
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||||
def populate_items() -> None:
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for item_name, definition in static_witness_logic.ALL_ITEMS.items():
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@@ -17,6 +17,7 @@ from .utils import (
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get_items,
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get_sigma_expert_logic,
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get_sigma_normal_logic,
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get_umbra_variety_logic,
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||||
get_vanilla_logic,
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logical_or_witness_rules,
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parse_lambda,
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@@ -292,6 +293,11 @@ def get_sigma_expert() -> StaticWitnessLogicObj:
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return StaticWitnessLogicObj(get_sigma_expert_logic())
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@cache_argsless
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def get_umbra_variety() -> StaticWitnessLogicObj:
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return StaticWitnessLogicObj(get_umbra_variety_logic())
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||||
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||||
def __getattr__(name: str) -> StaticWitnessLogicObj:
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if name == "vanilla":
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return get_vanilla()
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@@ -299,6 +305,8 @@ def __getattr__(name: str) -> StaticWitnessLogicObj:
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return get_sigma_normal()
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if name == "sigma_expert":
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return get_sigma_expert()
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||||
if name == "umbra_variety":
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||||
return get_umbra_variety()
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raise AttributeError(f"module '{__name__}' has no attribute '{name}'")
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||||
|
||||
|
||||
|
||||
@@ -215,6 +215,10 @@ def get_sigma_expert_logic() -> List[str]:
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return get_adjustment_file("WitnessLogicExpert.txt")
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|
||||
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def get_umbra_variety_logic() -> List[str]:
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return get_adjustment_file("WitnessLogicVariety.txt")
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|
||||
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def get_vanilla_logic() -> List[str]:
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return get_adjustment_file("WitnessLogicVanilla.txt")
|
||||
|
||||
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||||
@@ -53,7 +53,7 @@ def get_always_hint_items(world: "WitnessWorld") -> List[str]:
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||||
wincon = world.options.victory_condition
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||||
|
||||
if discards:
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if difficulty == "sigma_expert":
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if difficulty == "sigma_expert" or difficulty == "umbra_variety":
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always.append("Arrows")
|
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else:
|
||||
always.append("Triangles")
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||||
@@ -250,10 +250,15 @@ class PanelHuntDiscourageSameAreaFactor(Range):
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class PuzzleRandomization(Choice):
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"""
|
||||
Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
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"Sigma Normal" randomizes puzzles close to their original mechanics and difficulty.
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"Sigma Expert" is an entirely new experience with extremely difficult random puzzles. Do not underestimate this mode, it is brutal.
|
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"Umbra Variety" focuses on unique symbol combinations not featured in the original game. It is harder than Sigma Normal, but easier than Sigma Expert.
|
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"None" means that the puzzles are unchanged from the original game.
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"""
|
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display_name = "Puzzle Randomization"
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option_sigma_normal = 0
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||||
option_sigma_expert = 1
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option_umbra_variety = 3
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option_none = 2
|
||||
|
||||
|
||||
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||||
@@ -7,7 +7,6 @@ from typing import TYPE_CHECKING, Dict, List, Set, cast
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from BaseClasses import Item, ItemClassification, MultiWorld
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||||
|
||||
from .data import static_items as static_witness_items
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||||
from .data import static_logic as static_witness_logic
|
||||
from .data.item_definition_classes import (
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||||
DoorItemDefinition,
|
||||
ItemCategory,
|
||||
@@ -155,16 +154,12 @@ class WitnessPlayerItems:
|
||||
"""
|
||||
output: Set[str] = set()
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if self._world.options.shuffle_symbols:
|
||||
output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
|
||||
discards_on = self._world.options.shuffle_discarded_panels
|
||||
mode = self._world.options.puzzle_randomization.current_key
|
||||
|
||||
if self._world.options.shuffle_discarded_panels:
|
||||
if self._world.options.puzzle_randomization == "sigma_expert":
|
||||
output.add("Arrows")
|
||||
else:
|
||||
output.add("Triangles")
|
||||
|
||||
# Replace progressive items with their parents.
|
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output = {static_witness_logic.get_parent_progressive_item(item) for item in output}
|
||||
output = static_witness_items.ALWAYS_GOOD_SYMBOL_ITEMS | static_witness_items.MODE_SPECIFIC_GOOD_ITEMS[mode]
|
||||
if discards_on:
|
||||
output |= static_witness_items.MODE_SPECIFIC_GOOD_DISCARD_ITEMS[mode]
|
||||
|
||||
# Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
|
||||
# before create_items so that we'll be able to check placed items instead of just removing all items mentioned
|
||||
|
||||
@@ -87,12 +87,14 @@ class WitnessPlayerLogic:
|
||||
self.DIFFICULTY = world.options.puzzle_randomization
|
||||
|
||||
self.REFERENCE_LOGIC: StaticWitnessLogicObj
|
||||
if self.DIFFICULTY == "sigma_expert":
|
||||
if self.DIFFICULTY == "sigma_normal":
|
||||
self.REFERENCE_LOGIC = static_witness_logic.sigma_normal
|
||||
elif self.DIFFICULTY == "sigma_expert":
|
||||
self.REFERENCE_LOGIC = static_witness_logic.sigma_expert
|
||||
elif self.DIFFICULTY == "umbra_variety":
|
||||
self.REFERENCE_LOGIC = static_witness_logic.umbra_variety
|
||||
elif self.DIFFICULTY == "none":
|
||||
self.REFERENCE_LOGIC = static_witness_logic.vanilla
|
||||
else:
|
||||
self.REFERENCE_LOGIC = static_witness_logic.sigma_normal
|
||||
|
||||
self.CONNECTIONS_BY_REGION_NAME_THEORETICAL: Dict[str, Set[Tuple[str, WitnessRule]]] = copy.deepcopy(
|
||||
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
|
||||
|
||||
@@ -30,6 +30,8 @@ class WitnessPlayerRegions:
|
||||
self.reference_logic = static_witness_logic.sigma_normal
|
||||
elif difficulty == "sigma_expert":
|
||||
self.reference_logic = static_witness_logic.sigma_expert
|
||||
elif difficulty == "umbra_variety":
|
||||
self.reference_logic = static_witness_logic.umbra_variety
|
||||
else:
|
||||
self.reference_logic = static_witness_logic.vanilla
|
||||
|
||||
|
||||
@@ -96,6 +96,39 @@ class TestSymbolsRequiredToWinElevatorVanilla(WitnessTestBase):
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||||
self.assert_can_beat_with_minimally(exact_requirement)
|
||||
|
||||
|
||||
class TestSymbolsRequiredToWinElevatorVariety(WitnessTestBase):
|
||||
options = {
|
||||
"shuffle_lasers": True,
|
||||
"mountain_lasers": 1,
|
||||
"victory_condition": "elevator",
|
||||
"early_symbol_item": False,
|
||||
"puzzle_randomization": "umbra_variety",
|
||||
}
|
||||
|
||||
def test_symbols_to_win(self) -> None:
|
||||
"""
|
||||
In symbol shuffle, the only way to reach the Elevator is through Mountain Entry by descending the Mountain.
|
||||
This requires a very specific set of symbol items per puzzle randomization mode.
|
||||
In this case, we check Variety Puzzles.
|
||||
"""
|
||||
|
||||
exact_requirement = {
|
||||
"Monastery Laser": 1,
|
||||
"Progressive Dots": 2,
|
||||
"Progressive Stars": 2,
|
||||
"Progressive Symmetry": 1,
|
||||
"Black/White Squares": 1,
|
||||
"Colored Squares": 1,
|
||||
"Shapers": 1,
|
||||
"Rotated Shapers": 1,
|
||||
"Eraser": 1,
|
||||
"Triangles": 1,
|
||||
"Arrows": 1,
|
||||
}
|
||||
|
||||
self.assert_can_beat_with_minimally(exact_requirement)
|
||||
|
||||
|
||||
class TestPanelsRequiredToWinElevator(WitnessTestBase):
|
||||
options = {
|
||||
"shuffle_lasers": True,
|
||||
|
||||
@@ -54,6 +54,7 @@ class TestMaxEntityShuffle(WitnessTestBase):
|
||||
|
||||
class TestPostgameGroupedDoors(WitnessTestBase):
|
||||
options = {
|
||||
"puzzle_randomization": "umbra_variety",
|
||||
"shuffle_postgame": True,
|
||||
"shuffle_discarded_panels": True,
|
||||
"shuffle_doors": "doors",
|
||||
|
||||
@@ -46,6 +46,9 @@ class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase):
|
||||
{
|
||||
"puzzle_randomization": "none",
|
||||
},
|
||||
{
|
||||
"puzzle_randomization": "umbra_variety",
|
||||
}
|
||||
]
|
||||
|
||||
common_options = {
|
||||
@@ -63,12 +66,15 @@ class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase):
|
||||
self.assertFalse(self.get_items_by_name("Arrows", 1))
|
||||
self.assertTrue(self.get_items_by_name("Arrows", 2))
|
||||
self.assertFalse(self.get_items_by_name("Arrows", 3))
|
||||
self.assertTrue(self.get_items_by_name("Arrows", 4))
|
||||
|
||||
with self.subTest("Test that Discards ask for Triangles in normal, but Arrows in expert."):
|
||||
desert_discard = "0x17CE7"
|
||||
triangles = frozenset({frozenset({"Triangles"})})
|
||||
arrows = frozenset({frozenset({"Arrows"})})
|
||||
both = frozenset({frozenset({"Triangles", "Arrows"})})
|
||||
|
||||
self.assertEqual(self.multiworld.worlds[1].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles)
|
||||
self.assertEqual(self.multiworld.worlds[2].player_logic.REQUIREMENTS_BY_HEX[desert_discard], arrows)
|
||||
self.assertEqual(self.multiworld.worlds[3].player_logic.REQUIREMENTS_BY_HEX[desert_discard], triangles)
|
||||
self.assertEqual(self.multiworld.worlds[4].player_logic.REQUIREMENTS_BY_HEX[desert_discard], both)
|
||||
|
||||
Reference in New Issue
Block a user