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@@ -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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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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[/docs Folder in Archipelago Code](https://github.com/ArchipelagoMW/Archipelago/tree/main/docs).
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||||||
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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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If you have more questions, feel free to ask in the **#archipelago-dev** channel on our Discord.
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|||||||
@@ -118,6 +118,9 @@
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# Noita
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# Noita
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||||||
/worlds/noita/ @ScipioWright @heinermann
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/worlds/noita/ @ScipioWright @heinermann
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||||||
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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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# Old School Runescape
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/worlds/osrs @digiholic
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/worlds/osrs @digiholic
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@@ -227,9 +230,6 @@
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# Links Awakening DX
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# Links Awakening DX
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||||||
# /worlds/ladx/
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# /worlds/ladx/
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||||||
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# Ocarina of Time
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# /worlds/oot/
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||||||
## Disabled Unmaintained Worlds
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## Disabled Unmaintained Worlds
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||||||
|
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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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# 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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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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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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- All options with a fixed set of possible values (i.e. those which inherit from `Toggle`, `(Text)Choice` or
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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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`(Named/Special)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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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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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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implement it for additional option types.
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@@ -129,23 +129,6 @@ class Difficulty(Choice):
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default = 1
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default = 1
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```
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```
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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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||||||
|
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||||||
class HiddenChoiceOption(Choice):
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|
||||||
visibility = Visibility.none
|
|
||||||
```
|
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||||||
|
|
||||||
### Option Groups
|
### Option Groups
|
||||||
Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
|
Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
|
||||||
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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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
|
|||||||
* Refer to [Windows Compilers on the python wiki](https://wiki.python.org/moin/WindowsCompilers) for details.
|
* Refer to [Windows Compilers on the python wiki](https://wiki.python.org/moin/WindowsCompilers) for details.
|
||||||
Generally, selecting the box for "Desktop Development with C++" will provide what you need.
|
Generally, selecting the box for "Desktop Development with C++" will provide what you need.
|
||||||
* Build tools are not required if all modules are installed pre-compiled. Pre-compiled modules are pinned on
|
* Build tools are not required if all modules are installed pre-compiled. Pre-compiled modules are pinned on
|
||||||
[Discord in #ap-core-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
|
[Discord in #archipelago-dev](https://discord.com/channels/731205301247803413/731214280439103580/905154456377757808)
|
||||||
|
|
||||||
* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
|
* It is recommended to use [PyCharm IDE](https://www.jetbrains.com/pycharm/)
|
||||||
* Run Generate.py which will prompt installation of missing modules, press enter to confirm
|
* Run Generate.py which will prompt installation of missing modules, press enter to confirm
|
||||||
|
|||||||
@@ -288,8 +288,8 @@ like entrance randomization in logic.
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Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
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Regions have a list called `exits`, containing `Entrance` objects representing transitions to other regions.
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||||||
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||||||
There must be one special region, "Menu", from which the logic unfolds. AP assumes that a player will always be able to
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There must be one special region (Called "Menu" by default, but configurable using [origin_region_name](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L295-L296)),
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||||||
return to the "Menu" region by resetting the game ("Save and quit").
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from which the logic unfolds. AP assumes that a player will always be able to return to this starting region by resetting the game ("Save and quit").
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|
|
||||||
### Entrances
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### Entrances
|
||||||
|
|
||||||
@@ -328,6 +328,9 @@ Even doing `state.can_reach_location` or `state.can_reach_entrance` is problemat
|
|||||||
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
|
You can use `multiworld.register_indirect_condition(region, entrance)` to explicitly tell the generator that, when a given region becomes accessible, it is necessary to re-check a specific entrance.
|
||||||
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
|
You **must** use `multiworld.register_indirect_condition` if you perform this kind of `can_reach` from an entrance access rule, unless you have a **very** good technical understanding of the relevant code and can reason why it will never lead to problems in your case.
|
||||||
|
|
||||||
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Alternatively, you can set [world.explicit_indirect_conditions = False](https://github.com/ArchipelagoMW/Archipelago/blob/main/worlds/AutoWorld.py#L298-L301),
|
||||||
|
avoiding the need for indirect conditions at the expense of performance.
|
||||||
|
|
||||||
### Item Rules
|
### Item Rules
|
||||||
|
|
||||||
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
|
An item rule is a function that returns `True` or `False` for a `Location` based on a single item. It can be used to
|
||||||
@@ -463,7 +466,7 @@ The world has to provide the following things for generation:
|
|||||||
|
|
||||||
* the properties mentioned above
|
* the properties mentioned above
|
||||||
* additions to the item pool
|
* additions to the item pool
|
||||||
* additions to the regions list: at least one called "Menu"
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* additions to the regions list: at least one named after the world class's origin_region_name ("Menu" by default)
|
||||||
* locations placed inside those regions
|
* locations placed inside those regions
|
||||||
* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
|
* a `def create_item(self, item: str) -> MyGameItem` to create any item on demand
|
||||||
* applying `self.multiworld.push_precollected` for world-defined start inventory
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* applying `self.multiworld.push_precollected` for world-defined start inventory
|
||||||
@@ -516,7 +519,7 @@ def generate_early(self) -> None:
|
|||||||
|
|
||||||
```python
|
```python
|
||||||
def create_regions(self) -> None:
|
def create_regions(self) -> None:
|
||||||
# Add regions to the multiworld. "Menu" is the required starting point.
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# Add regions to the multiworld. One of them must use the origin_region_name as its name ("Menu" by default).
|
||||||
# Arguments to Region() are name, player, multiworld, and optionally hint_text
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# Arguments to Region() are name, player, multiworld, and optionally hint_text
|
||||||
menu_region = Region("Menu", self.player, self.multiworld)
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menu_region = Region("Menu", self.player, self.multiworld)
|
||||||
self.multiworld.regions.append(menu_region) # or use += [menu_region...]
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self.multiworld.regions.append(menu_region) # or use += [menu_region...]
|
||||||
|
|||||||
@@ -26,17 +26,8 @@ Unless these are shared between multiple people, we expect the following from ea
|
|||||||
### Adding a World
|
### Adding a World
|
||||||
|
|
||||||
When we merge your world into the core Archipelago repository, you automatically become world maintainer unless you
|
When we merge your world into the core Archipelago repository, you automatically become world maintainer unless you
|
||||||
nominate someone else (i.e. there are multiple devs).
|
nominate someone else (i.e. there are multiple devs). You can define who is allowed to approve changes to your world
|
||||||
|
in the [CODEOWNERS](/docs/CODEOWNERS) document.
|
||||||
### Being added as a maintainer to an existing implementation
|
|
||||||
|
|
||||||
At any point, a world maintainer can approve the addition of another maintainer to their world.
|
|
||||||
In order to do this, either an existing maintainer or the new maintainer must open a PR updating the
|
|
||||||
[CODEOWNERS](/docs/CODEOWNERS) file.
|
|
||||||
This change must be approved by all existing maintainers of the affected world, the new maintainer candidate, and
|
|
||||||
one core maintainer.
|
|
||||||
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
|
### Getting Voted
|
||||||
|
|
||||||
@@ -44,7 +35,7 @@ When a world is unmaintained, the [core maintainers](https://github.com/orgs/Arc
|
|||||||
can vote for a new maintainer if there is a candidate.
|
can vote for a new maintainer if there is a candidate.
|
||||||
For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
|
For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
|
||||||
The time limit is 1 week, but can end early if the majority is reached earlier.
|
The time limit is 1 week, but can end early if the majority is reached earlier.
|
||||||
Voting shall be conducted on Discord in #ap-core-dev.
|
Voting shall be conducted on Discord in #archipelago-dev.
|
||||||
|
|
||||||
## Dropping out
|
## Dropping out
|
||||||
|
|
||||||
@@ -60,7 +51,7 @@ for example when they become unreachable.
|
|||||||
For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
|
For a vote to pass, the majority of participating core maintainers must vote in the affirmative.
|
||||||
The time limit is 2 weeks, but can end early if the majority is reached earlier AND the world maintainer was pinged and
|
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.
|
made their case or was pinged and has been unreachable for more than 2 weeks already.
|
||||||
Voting shall be conducted on Discord in #ap-core-dev. Commits that are a direct result of the voting shall include
|
Voting shall be conducted on Discord in #archipelago-dev. Commits that are a direct result of the voting shall include
|
||||||
date, voting members and final result in the commit message.
|
date, voting members and final result in the commit message.
|
||||||
|
|
||||||
## Handling of Unmaintained Worlds
|
## Handling of Unmaintained Worlds
|
||||||
|
|||||||
@@ -601,11 +601,11 @@ class HKWorld(World):
|
|||||||
if change:
|
if change:
|
||||||
for effect_name, effect_value in item_effects.get(item.name, {}).items():
|
for effect_name, effect_value in item_effects.get(item.name, {}).items():
|
||||||
state.prog_items[item.player][effect_name] += effect_value
|
state.prog_items[item.player][effect_name] += effect_value
|
||||||
if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}:
|
if item.name in {"Left_Mothwing_Cloak", "Right_Mothwing_Cloak"}:
|
||||||
if state.prog_items[item.player].get('RIGHTDASH', 0) and \
|
if state.prog_items[item.player].get('RIGHTDASH', 0) and \
|
||||||
state.prog_items[item.player].get('LEFTDASH', 0):
|
state.prog_items[item.player].get('LEFTDASH', 0):
|
||||||
(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"]) = \
|
(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"]) = \
|
||||||
([max(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"])] * 2)
|
([max(state.prog_items[item.player]["RIGHTDASH"], state.prog_items[item.player]["LEFTDASH"])] * 2)
|
||||||
return change
|
return change
|
||||||
|
|
||||||
def remove(self, state, item: HKItem) -> bool:
|
def remove(self, state, item: HKItem) -> bool:
|
||||||
|
|||||||
@@ -204,10 +204,11 @@ class WitnessWorld(World):
|
|||||||
]
|
]
|
||||||
if early_items:
|
if early_items:
|
||||||
random_early_item = self.random.choice(early_items)
|
random_early_item = self.random.choice(early_items)
|
||||||
mode = self.options.puzzle_randomization
|
if (
|
||||||
if mode == "sigma_expert" or mode == "umbra_variety" or self.options.victory_condition == "panel_hunt":
|
self.options.puzzle_randomization == "sigma_expert"
|
||||||
# In Expert and Variety, only tag the item as early, rather than forcing it onto the gate.
|
or self.options.victory_condition == "panel_hunt"
|
||||||
# Same with panel hunt, since the Tutorial Gate Open panel is used for something else
|
):
|
||||||
|
# In Expert and Panel Hunt, only tag the item as early, rather than forcing it onto the gate.
|
||||||
self.multiworld.local_early_items[self.player][random_early_item] = 1
|
self.multiworld.local_early_items[self.player][random_early_item] = 1
|
||||||
else:
|
else:
|
||||||
# Force the item onto the tutorial gate check and remove it from our random pool.
|
# Force the item onto the tutorial gate check and remove it from our random pool.
|
||||||
@@ -254,7 +255,7 @@ class WitnessWorld(World):
|
|||||||
self.get_region(region).add_locations({loc: self.location_name_to_id[loc]})
|
self.get_region(region).add_locations({loc: self.location_name_to_id[loc]})
|
||||||
|
|
||||||
warning(
|
warning(
|
||||||
f"""Location "{loc}" had to be added to {self.player_name}'s world
|
f"""Location "{loc}" had to be added to {self.player_name}'s world
|
||||||
due to insufficient sphere 1 size."""
|
due to insufficient sphere 1 size."""
|
||||||
)
|
)
|
||||||
|
|
||||||
|
|||||||
File diff suppressed because it is too large
Load Diff
@@ -13,22 +13,6 @@ ITEM_GROUPS: Dict[str, Set[str]] = {}
|
|||||||
# item list during get_progression_items.
|
# item list during get_progression_items.
|
||||||
_special_usefuls: List[str] = ["Puzzle Skip"]
|
_special_usefuls: List[str] = ["Puzzle Skip"]
|
||||||
|
|
||||||
ALWAYS_GOOD_SYMBOL_ITEMS: Set[str] = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
|
|
||||||
|
|
||||||
MODE_SPECIFIC_GOOD_ITEMS: Dict[str, Set[str]] = {
|
|
||||||
"none": set(),
|
|
||||||
"sigma_normal": set(),
|
|
||||||
"sigma_expert": {"Triangles"},
|
|
||||||
"umbra_variety": {"Triangles"}
|
|
||||||
}
|
|
||||||
|
|
||||||
MODE_SPECIFIC_GOOD_DISCARD_ITEMS: Dict[str, Set[str]] = {
|
|
||||||
"none": {"Triangles"},
|
|
||||||
"sigma_normal": {"Triangles"},
|
|
||||||
"sigma_expert": {"Arrows"},
|
|
||||||
"umbra_variety": set() # Variety Discards use both Arrows and Triangles, so neither of them are that useful alone
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
def populate_items() -> None:
|
def populate_items() -> None:
|
||||||
for item_name, definition in static_witness_logic.ALL_ITEMS.items():
|
for item_name, definition in static_witness_logic.ALL_ITEMS.items():
|
||||||
|
|||||||
@@ -17,7 +17,6 @@ from .utils import (
|
|||||||
get_items,
|
get_items,
|
||||||
get_sigma_expert_logic,
|
get_sigma_expert_logic,
|
||||||
get_sigma_normal_logic,
|
get_sigma_normal_logic,
|
||||||
get_umbra_variety_logic,
|
|
||||||
get_vanilla_logic,
|
get_vanilla_logic,
|
||||||
logical_or_witness_rules,
|
logical_or_witness_rules,
|
||||||
parse_lambda,
|
parse_lambda,
|
||||||
@@ -293,11 +292,6 @@ def get_sigma_expert() -> StaticWitnessLogicObj:
|
|||||||
return StaticWitnessLogicObj(get_sigma_expert_logic())
|
return StaticWitnessLogicObj(get_sigma_expert_logic())
|
||||||
|
|
||||||
|
|
||||||
@cache_argsless
|
|
||||||
def get_umbra_variety() -> StaticWitnessLogicObj:
|
|
||||||
return StaticWitnessLogicObj(get_umbra_variety_logic())
|
|
||||||
|
|
||||||
|
|
||||||
def __getattr__(name: str) -> StaticWitnessLogicObj:
|
def __getattr__(name: str) -> StaticWitnessLogicObj:
|
||||||
if name == "vanilla":
|
if name == "vanilla":
|
||||||
return get_vanilla()
|
return get_vanilla()
|
||||||
@@ -305,8 +299,6 @@ def __getattr__(name: str) -> StaticWitnessLogicObj:
|
|||||||
return get_sigma_normal()
|
return get_sigma_normal()
|
||||||
if name == "sigma_expert":
|
if name == "sigma_expert":
|
||||||
return get_sigma_expert()
|
return get_sigma_expert()
|
||||||
if name == "umbra_variety":
|
|
||||||
return get_umbra_variety()
|
|
||||||
raise AttributeError(f"module '{__name__}' has no attribute '{name}'")
|
raise AttributeError(f"module '{__name__}' has no attribute '{name}'")
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -215,10 +215,6 @@ def get_sigma_expert_logic() -> List[str]:
|
|||||||
return get_adjustment_file("WitnessLogicExpert.txt")
|
return get_adjustment_file("WitnessLogicExpert.txt")
|
||||||
|
|
||||||
|
|
||||||
def get_umbra_variety_logic() -> List[str]:
|
|
||||||
return get_adjustment_file("WitnessLogicVariety.txt")
|
|
||||||
|
|
||||||
|
|
||||||
def get_vanilla_logic() -> List[str]:
|
def get_vanilla_logic() -> List[str]:
|
||||||
return get_adjustment_file("WitnessLogicVanilla.txt")
|
return get_adjustment_file("WitnessLogicVanilla.txt")
|
||||||
|
|
||||||
|
|||||||
@@ -53,7 +53,7 @@ def get_always_hint_items(world: "WitnessWorld") -> List[str]:
|
|||||||
wincon = world.options.victory_condition
|
wincon = world.options.victory_condition
|
||||||
|
|
||||||
if discards:
|
if discards:
|
||||||
if difficulty == "sigma_expert" or difficulty == "umbra_variety":
|
if difficulty == "sigma_expert":
|
||||||
always.append("Arrows")
|
always.append("Arrows")
|
||||||
else:
|
else:
|
||||||
always.append("Triangles")
|
always.append("Triangles")
|
||||||
|
|||||||
@@ -250,15 +250,10 @@ class PanelHuntDiscourageSameAreaFactor(Range):
|
|||||||
class PuzzleRandomization(Choice):
|
class PuzzleRandomization(Choice):
|
||||||
"""
|
"""
|
||||||
Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
|
Puzzles in this randomizer are randomly generated. This option changes the difficulty/types of puzzles.
|
||||||
"Sigma Normal" randomizes puzzles close to their original mechanics and difficulty.
|
|
||||||
"Sigma Expert" is an entirely new experience with extremely difficult random puzzles. Do not underestimate this mode, it is brutal.
|
|
||||||
"Umbra Variety" focuses on unique symbol combinations not featured in the original game. It is harder than Sigma Normal, but easier than Sigma Expert.
|
|
||||||
"None" means that the puzzles are unchanged from the original game.
|
|
||||||
"""
|
"""
|
||||||
display_name = "Puzzle Randomization"
|
display_name = "Puzzle Randomization"
|
||||||
option_sigma_normal = 0
|
option_sigma_normal = 0
|
||||||
option_sigma_expert = 1
|
option_sigma_expert = 1
|
||||||
option_umbra_variety = 3
|
|
||||||
option_none = 2
|
option_none = 2
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ from typing import TYPE_CHECKING, Dict, List, Set, cast
|
|||||||
from BaseClasses import Item, ItemClassification, MultiWorld
|
from BaseClasses import Item, ItemClassification, MultiWorld
|
||||||
|
|
||||||
from .data import static_items as static_witness_items
|
from .data import static_items as static_witness_items
|
||||||
|
from .data import static_logic as static_witness_logic
|
||||||
from .data.item_definition_classes import (
|
from .data.item_definition_classes import (
|
||||||
DoorItemDefinition,
|
DoorItemDefinition,
|
||||||
ItemCategory,
|
ItemCategory,
|
||||||
@@ -154,12 +155,16 @@ class WitnessPlayerItems:
|
|||||||
"""
|
"""
|
||||||
output: Set[str] = set()
|
output: Set[str] = set()
|
||||||
if self._world.options.shuffle_symbols:
|
if self._world.options.shuffle_symbols:
|
||||||
discards_on = self._world.options.shuffle_discarded_panels
|
output = {"Dots", "Black/White Squares", "Symmetry", "Shapers", "Stars"}
|
||||||
mode = self._world.options.puzzle_randomization.current_key
|
|
||||||
|
|
||||||
output = static_witness_items.ALWAYS_GOOD_SYMBOL_ITEMS | static_witness_items.MODE_SPECIFIC_GOOD_ITEMS[mode]
|
if self._world.options.shuffle_discarded_panels:
|
||||||
if discards_on:
|
if self._world.options.puzzle_randomization == "sigma_expert":
|
||||||
output |= static_witness_items.MODE_SPECIFIC_GOOD_DISCARD_ITEMS[mode]
|
output.add("Arrows")
|
||||||
|
else:
|
||||||
|
output.add("Triangles")
|
||||||
|
|
||||||
|
# Replace progressive items with their parents.
|
||||||
|
output = {static_witness_logic.get_parent_progressive_item(item) for item in output}
|
||||||
|
|
||||||
# Remove items that are mentioned in any plando options. (Hopefully, in the future, plando will get resolved
|
# 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
|
# before create_items so that we'll be able to check placed items instead of just removing all items mentioned
|
||||||
|
|||||||
@@ -87,14 +87,12 @@ class WitnessPlayerLogic:
|
|||||||
self.DIFFICULTY = world.options.puzzle_randomization
|
self.DIFFICULTY = world.options.puzzle_randomization
|
||||||
|
|
||||||
self.REFERENCE_LOGIC: StaticWitnessLogicObj
|
self.REFERENCE_LOGIC: StaticWitnessLogicObj
|
||||||
if self.DIFFICULTY == "sigma_normal":
|
if self.DIFFICULTY == "sigma_expert":
|
||||||
self.REFERENCE_LOGIC = static_witness_logic.sigma_normal
|
|
||||||
elif self.DIFFICULTY == "sigma_expert":
|
|
||||||
self.REFERENCE_LOGIC = static_witness_logic.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":
|
elif self.DIFFICULTY == "none":
|
||||||
self.REFERENCE_LOGIC = static_witness_logic.vanilla
|
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.CONNECTIONS_BY_REGION_NAME_THEORETICAL: Dict[str, Set[Tuple[str, WitnessRule]]] = copy.deepcopy(
|
||||||
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
|
self.REFERENCE_LOGIC.STATIC_CONNECTIONS_BY_REGION_NAME
|
||||||
|
|||||||
@@ -30,8 +30,6 @@ class WitnessPlayerRegions:
|
|||||||
self.reference_logic = static_witness_logic.sigma_normal
|
self.reference_logic = static_witness_logic.sigma_normal
|
||||||
elif difficulty == "sigma_expert":
|
elif difficulty == "sigma_expert":
|
||||||
self.reference_logic = static_witness_logic.sigma_expert
|
self.reference_logic = static_witness_logic.sigma_expert
|
||||||
elif difficulty == "umbra_variety":
|
|
||||||
self.reference_logic = static_witness_logic.umbra_variety
|
|
||||||
else:
|
else:
|
||||||
self.reference_logic = static_witness_logic.vanilla
|
self.reference_logic = static_witness_logic.vanilla
|
||||||
|
|
||||||
|
|||||||
@@ -96,39 +96,6 @@ class TestSymbolsRequiredToWinElevatorVanilla(WitnessTestBase):
|
|||||||
self.assert_can_beat_with_minimally(exact_requirement)
|
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):
|
class TestPanelsRequiredToWinElevator(WitnessTestBase):
|
||||||
options = {
|
options = {
|
||||||
"shuffle_lasers": True,
|
"shuffle_lasers": True,
|
||||||
|
|||||||
@@ -54,7 +54,6 @@ class TestMaxEntityShuffle(WitnessTestBase):
|
|||||||
|
|
||||||
class TestPostgameGroupedDoors(WitnessTestBase):
|
class TestPostgameGroupedDoors(WitnessTestBase):
|
||||||
options = {
|
options = {
|
||||||
"puzzle_randomization": "umbra_variety",
|
|
||||||
"shuffle_postgame": True,
|
"shuffle_postgame": True,
|
||||||
"shuffle_discarded_panels": True,
|
"shuffle_discarded_panels": True,
|
||||||
"shuffle_doors": "doors",
|
"shuffle_doors": "doors",
|
||||||
|
|||||||
@@ -46,9 +46,6 @@ class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase):
|
|||||||
{
|
{
|
||||||
"puzzle_randomization": "none",
|
"puzzle_randomization": "none",
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"puzzle_randomization": "umbra_variety",
|
|
||||||
}
|
|
||||||
]
|
]
|
||||||
|
|
||||||
common_options = {
|
common_options = {
|
||||||
@@ -66,15 +63,12 @@ class TestSymbolRequirementsMultiworld(WitnessMultiworldTestBase):
|
|||||||
self.assertFalse(self.get_items_by_name("Arrows", 1))
|
self.assertFalse(self.get_items_by_name("Arrows", 1))
|
||||||
self.assertTrue(self.get_items_by_name("Arrows", 2))
|
self.assertTrue(self.get_items_by_name("Arrows", 2))
|
||||||
self.assertFalse(self.get_items_by_name("Arrows", 3))
|
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."):
|
with self.subTest("Test that Discards ask for Triangles in normal, but Arrows in expert."):
|
||||||
desert_discard = "0x17CE7"
|
desert_discard = "0x17CE7"
|
||||||
triangles = frozenset({frozenset({"Triangles"})})
|
triangles = frozenset({frozenset({"Triangles"})})
|
||||||
arrows = frozenset({frozenset({"Arrows"})})
|
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[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[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[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