* convert ladxr section to markdown, other adjustments
make links clickable
crow icon -> open tracker
adjust for removed sprite sheets
some adjustments in ladxr section for differences in the ap version:
we don't have a casual logic
we don't have stealing options
* fix link, and another correction
Removed `self.junkItemsNames = [item.Type.name for item in junkItems]` from `create_items` as that was pulling massive amounts of HeartPieces (because they're in junkItems in upstream) to be added if the start_inventory_from_pool was extensive. Getting more than 20 Heart Containers can lead to OHKO situations.
ETank was also removed as a junk item that can be used as filler in the earlier defined list of junk items that AP allows since you should only have 14 in the pool. It's not a problem to have more per se, but you really shouldn't have 27 of them in the pool, either. Ammo and such is much less of a problem to have crazy amounts of.
* fix(docker): Correct copy command to use recursive flag for EnemizerCLI
- Changed 'cp' to 'cp -r' to properly copy EnemizerCLI directory
* docs(deployment): Update container deployment documentation
- Specify minimum versions for Docker and Podman
- Add requirement for Docker Buildx plugin
* Sweep events per-player to reduce sweep iterations
By finding all accessible locations per player and then collecting the
items from those locations, if any collected items belong to a different
player, then that player may be able to access more locations the next
time all of their accessible locations are found. This reduces the
number of iterations necessary to sweep through and collect from all
accessible locations.
* Also sweep per-player in MultiWorld.can_beat_game
* Deduplicate code by using sweep_for_events in can_beat_game
sweep_for_events has been modified to be able to return a generator and
to be able to change the set of locations that are filtered out. This
way, the same code can be used by both functions.
* Skip checking locations by assuming each world only logically depends on itself
While this assumption almost always holds true, worlds are allowed to
logically depend on other worlds, so the sweep always double checks at
the end by checking the locations of every world before finishing.
* Fix missed update to CollectionState.collect implementation
Collecting items with prevent_sweep=True (previously event=True) no
longer always returns True, so the return value should now be checked.
* Comment and variable name consistency/clarity
accessible/inaccessible -> reachable/unreachable
final sweep iteration -> extra sweep iteration
maybe_final_sweep -> checking_if_finished
* Apply suggestions from code review
Use Iterator in return type hint instead of Iterable to help indicate that the returned value can only be iterated once.
Be consistent in return statements. Because sweep_for_events can return a value now, the conditional branch that has no intended return value should explicitly return None.
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Update terminology from 'event' to 'advancement'
* Add typing overloads for sweep_for_advancements
This makes it so type-checkers and IDEs can see which calls return
`None` and which calls return `Iterator` so that it doesn't complain
about returning an `Iterator` from `sweep_for_events` or about iterating
through `None` in `can_beat_game`.
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Update comment for why discard the player after finding their locations
A lack of clarity was brought up in review.
* Update for removed typing import
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Since this does not have versions anymore, we check the sha256
and require manual intervention if it changed.
TODO: look for a way to do reproducible appimages again.
* chore(ci): exclude deployment and Docker files from unit test workflow triggers
- Modify unittests workflow to ignore changes in deploy directory and Docker-related files
* CreateHint command
* Docs
* oops
* forgot an arg
* Update MultiServer.py
* Add documentation on what happens when the hint already exists but with a different status (nothing)
* Early exit if no locations provided
* Add a clarifying comment to the code as well
* change wording a bit
* UPDATE: Dark Souls 3 setup docs to be more clear
* UPDATE: DS3 Setup docs to make offline mode more explicit
* UPDATE: Dark Souls 3 setup docs to be more clear
* UPDATE: DS3 Setup docs to make offline mode more explicit
* EDIT: DS3 setup docs to be up to date
Collecting an item into a CollectionState without sweeping, finding all
reachable locations, removing that item from the state, and then finding
all reachable locations again could result in more locations being
reachable than before the item was initially collected into the
CollectionState.
This issue was present because OoT was not invalidating its reachable
region caches for the different ages when items were removed from the
CollectionState.
To fix the issue, this PR has updated `OOTWorld.remove()` to invalid its
caches, like how `CollectionState.remove()` invalidates the core
Archipelago caches.
* fix(env): Prevent module update during requirements processing
- Add environment variable SKIP_REQUIREMENTS_UPDATE check
- Ensure update is skipped if SKIP_REQUIREMENTS_UPDATE is set to true
* squash! fix(env): Prevent module update during requirements processing - Add environment variable SKIP_REQUIREMENTS_UPDATE check - Ensure update is skipped if SKIP_REQUIREMENTS_UPDATE is set to true
* feat(docker): Add initial Docker configuration for project
- Add .dockerignore file to ignore unnecessary files
- Create Dockerfile with basic build and deployment configuration
* feat(docker): Updated Docker configuration for improved security and build efficiency
- Removed sensitive files from .dockerignore
- Moved WORKDIR to /app in Dockerfile
- Added gunicorn==23.0.0 dependency in RUN command
- Created new docker-compose.yml file for service definition
* feat(deployment): Implement containerized deployment configuration
- Add additional environment variables for Python optimization
- Update Dockerfile with new dependencies: eventlet, gevent, tornado
- Create docker-compose.yml and configure services for web and nginx
- Implement example configurations for web host settings and gunicorn
- Establish nginx configuration for reverse proxy
- Remove outdated docker-compose.yml from root directory
* feat(deploy): Introduce Docker Compose configuration for multi-world deployment
- Separate web service into two containers, one for main process and one for gunicorn
- Update container configurations for improved security and maintainability
- Remove unused volumes and network configurations
* docs: Add new documentation for deploying Archipelago using containers
- Document standalone image build and run process
- Include example Docker Compose file for container orchestration
- Provide information on services defined in the `docker-compose.yaml` file
- Mention optional Enemizer feature and Git requirements
* fixup! feat(docker): Updated Docker configuration for improved security and build efficiency - Removed sensitive files from .dockerignore - Moved WORKDIR to /app in Dockerfile - Added gunicorn==23.0.0 dependency in RUN command - Created new docker-compose.yml file for service definition
* feat(deploy): Updated gunicorn configuration example
- Adjusted worker and thread counts
- Switched worker class from sync to gthread
- Changed log level to info
- Added example code snippet for customizing worker count
* fix(deploy): Adjust concurrency settings for self-launch configuration
- Reduce the number of world generators from 8 to 3
- Decrease the number of hosters from 5 to 4
* docs(deploy using containers): Improve readability, fix broken links
- Update links to other documentation pages
- Improve formatting for better readability
- Remove unnecessary sections and files
- Add note about building the image requiring a local copy of ArchipelagoMW source code
* Update deploy/example_config.yaml
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update deploy/example_selflaunch.yaml
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update Dockerfile
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Update deploy/example_selflaunch.yaml
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* fixup! Update Dockerfile
* fix(Dockerfile): Update package installations to use latest versions
- Remove specific version pins for git and libc6-dev
- Ensure compatibility with newer package updates
* feat(ci): Add GitHub Actions workflow for building and publishing Docker images
- Create a new workflow for Docker image build and publish
- Configure triggers for push and pull_request on main branch
- Set up QEMU and Docker Buildx for multi-platform builds
- Implement Docker login for GitHub Container Registry
- Include Docker image metadata extraction and tagging
* feat(healthcheck): Update Dockerfile and docker-compose for health checks
- Add health check for the Webhost service in Dockerfile
- Modify docker-compose to include a placeholder health check for multiworld service
- Standardize comments and remove unnecessary lines
* Revert "feat(ci): Add GitHub Actions workflow for building and publishing Docker images"
This reverts commit 32a51b2726.
* feat(docker): Enhance Dockerfile with Cython build stage
- Add Cython builder stage for compiling speedups
- Update package installation and organization for efficiency
- Improve caching by copying requirements before installing
- Add documentation for rootless Podman
* fixup! feat(docker): Enhance Dockerfile with Cython build stage - Add Cython builder stage for compiling speedups - Update package installation and organization for efficiency - Improve caching by copying requirements before installing - Add documentation for rootless Podman
---------
Co-authored-by: Adrian Priestley <apriestley@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Adrian Priestley <apriestley@bob.localdomain>
* Options: forbid worlds just dumping every single option they don't need
* make the equal proper
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* update the id formatter to use staticmethods to not fake the unused self arg, and then use the formatter for the user session endpoints
* missed an id (ty treble)
* clean up duplicate code
* Update WebHostLib/__init__.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* keep the BaseConverter format
* lol, change all the instances
* revert this
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Add new deprioritized item flag
* 4 retries
* indent
* .
* style
* I think this is nicer
* Nicer
* remove two lines again that I added unnecessarily
* I think this test makes a bit more sense like this
* Idk how to word this lol
* Add progression_deprioritized_skip_balancing bc why not ig
* More text
* Update Fill.py
* Update Fill.py
* I am the big stupid
* Actually collect the other half of progression items into state when filling without them
* More clarity on the descriptions (hopefully)
* visually separate technical description and use cases
* Actually make the call do what the comments say it does
The previous swap_state can often be used as the base state to create
the next swap_state. This previous swap_state will already have
collected all items in item_pool and is likely to have checked many
locations, meaning that creating the next swap_state from it instead of
from base_state is faster.
From generating with extra code to raise an exception if more than 2
previous swap states were used, and using A Hat in Time and Pokemon
Red/Blue yamls that often result in lots of swapping in progression
fill, I could not get a single seed go through more than 2 previous swap
states. A few worlds' pre-fills do often use more than 2 previous swap
states, notably LADX which sometimes goes through over 20.
Given a 20 player Pokemon Red/Blue multiworld that usually generates in
around 16 or 17 seconds, but on a specific seed that results in 56
swaps, generation went from about 260 seconds before this patch to about
104 seconds after this patch (generated with a meta.yaml to disable
progression balancing and `python -O Generate.py --skip_output`).
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Calling the dunder method has to:
1. Look up the dunder method for that object/class
2. Bind a new method instance to the object instance
3. Call the method with its arguments
4. Run the appropriate operation on the object
Whereas running the appropriate operation on the object from the start
skips straight to step 4.
Region.Register.__getitem__ is called a lot without #4583. In that case,
generation of 10 template Blasphemous yamls with
`--skip_output --seed 1` and progression balancing disabled went from
19.0s to 18.8s (1.3% reduction in generation duration).
From profiling with `timeit`
```py
def __getitem__(self, index: int) -> Location:
return self._list[index]
```
appears to be about twice as fast as the old code:
```py
def __getitem__(self, index: int) -> Location:
return self._list.__getitem__(index)
```
Besides this, there is not expected to be any noticeable difference in
performance, and there is not expected to be any difference in semantics
with these changes.
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Assert at the beginning of distribute items restrictive that no items in the itempool already have locations associated with them
* actual message
* placement
* oops
* Update Fill.py
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* reduced slot_data to only what should be needed by PopTracker (for https://github.com/ArchipelagoMW/Archipelago/pull/5039)
moves uuid caching to appdata and uuid generation to be a random uuid instead of getnode's hardware address driven identifier and updates docs to point to the shared cache
* replace Clique with V6 in unit tests
* no hard mode in V6
* modify regex in copy_world to allow : str
* oops
* I see now
* work around all typing
* there actually needs to be something
* Update setup_en.md
Updated setup instructions for Civilization VI in Archipelago
* Update en_Civilization VI.md
Updated info page for Civilization VI in Archipelago
* Update setup_en.md
* implement tabs as NavigationBar
* update the underline bar with the screen manager
* remove some unneeded kv
* remove the underline in favor of a full tab highlight
* fix insert transitions
* use on_release instead of on_press
* minor cleanup
* add remove_client_tab and add a caller to the NavigationBar for back compat
* unused imports
* Update kvui.py
---------
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* gift version 3
* update settings usage
* that really has just been broken this entire time
* remove unnecessary print
* Update client.py
* fix random flavor handling
* fix incorrect sender/receiver
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fixing open waters urns not breakable with nature forms logic bug
* Using list in comprehension only when useful
* Replacing damaging items by a constant
* Removing comprehension list creating from lambda
* Fix Branch (Not Crow)
* Oops
* Mark Aldrich Ruby as missable
* Expand comment
* Short circuit
* Mark Twin Dragon Greatshield as missable
* Add missable cause
A couple of Entrance access rules were checking for being able to reach
a Location, but a Location first checks for being able to reach its
parent Region, so it needs to be registered that access to that parent
Region can give access to the Entrance.
The `Behind Rocks` and `Pickaxe Hard Cave` Entrances require being able
to reach the `Cut Content` region, but no indirect conditions were being
registered for this region.
The `set_lfod_self_obtained_items_rules` function was also using a
`world` parameter that was actually expecting a `MultiWorld` instance,
so I have renamed it for clarity and updated the function to use
`world.get_entrance()` rather than `multiworld.get_entrance()`.
Much of the rest of the file passes `MultiWorld` instances to `world`
parameters, but fixing all of these is out of the scope of the changes
in this patch, so has not been included.
* move to playercontainer
* moves patch_file_ending handling to APPlayerContainer and updates the worlds using it to define their extensions
* give oot a patch_file_ending as well
- Cleans up a few missed references in the setup guide.
- Refactors Options class to use metaclass and decorators to enforce friendly limits on multiple levels.
- Templates generated from the website, even ones with `random` should not fail generation because the website will only allow values inside the friendly limits.
- _Uploaded_ yamls to the website with `random`, should also now respect friendly limits without the need for `random-range` shenanigans.
- _Uploaded_ yamls to the website, or yamls that are used to generate locally, that have hard-defined values outside the friendly limits, will be clamped/dragged/massaged into those limits (with logged warnings).
- Removed an early completion goal that was playing havoc with fill. Not enough people seem to use this goal, so its loss will not be mourned.
* calc relevant components before opening the launcher app so it can be skipped for text client only uri launches
* generically passthrough the url arg
* Apply suggestions from code review
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* flip if not else
* Update Launcher.py
* pluralize
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Fix playthrough
* oops
* oops 2
* I don't like this
* that should do it
* Update BaseClasses.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Update BaseClasses.py
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Gives WebHost the ability to verify that a patch file is an APPlayerContainer (defined by #4331 as a APContainer containing the "player" field), and allowed it to display any patch file that it can verify is an APPlayerContainer.
- Players and AI can sacrifice their own units and upload them to the multiworld.
- Players and AI can summon random units from the multiworld.
- Has 4 new separate options for how many sacrifices and summons either the player or the AI can make per level attempt.
- New /sacrifice_summon command to toggle sacrifices and summons on/off. Useful if the AI makes a level impossible with their summons.
- Linux Support.
- Is an apworld now.
---------
Co-authored-by: Raspberry Floof <raspberry@rosenthalcastle.org>
Co-authored-by: KScl <ks@rosenthalcastle.org>
Co-authored-by: Abigail Fox <Raspberryfloof@users.noreply.github.com>
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
The DS3 static randomizer uses the relative ordering of location names
to map between Archipelago's notion of location IDs and the static
randomizer's. Treating unrandomized locations as excluded can break this
behavior by removing some locations from the list, causing further
locations to be incorrectly assigned.
The only reason this wasn't a bigger problem up to this point was that
location order only matters on a per-region and per-item basis. That
means this only causes problems in practice when a single region has
multiple locations with the same default item, and some of those
locations are randomized while others are not. Since exclusions (and
thus randomization) are usually done based on item types, we managed to
dodge this bullet for a long time.
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Implement New Game (#1)
* Jak 1: Initial commit: Cell Locations, Items, and Regions modeled.
* Jak 1: Wrote Regions, Rules, init. Untested.
* Jak 1: Fixed mistakes, need better understanding of Entrances.
* Jak 1: Fixed bugs, refactored Regions, added missing Special Checks. First spoiler log generated.
* Jak 1: Add Scout Fly Locations, code and style cleanup.
* Jak 1: Add Scout Flies to Regions.
* Jak 1: Add version info.
* Jak 1: Reduced code smell.
* Jak 1: Fixed UT bugs, added Free The Sages as Locations.
* Jak 1: Refactor ID scheme to better fit game's scheme. Add more subregions and rules, but still missing one-way Entrances.
* Jak 1: Add some one-ways, adjust scout fly offset.
* Jak 1: Found Scout Fly ID's for first 4 maps.
* Jak 1: Add more scout fly ID's, refactor game/AP ID translation for easier reading and code reuse.
* Jak 1: Fixed a few things. Four maps to go.
* Jak 1: Last of the scout flies mapped!
* Jak 1: simplify citadel sages logic.
* Jak 1: WebWorld setup, some documentation.
* Jak 1: Initial checkin of Client. Removed the colon from the game name.
* Jak 1: Refactored client into components, working on async communication between the client and the game.
* Jak 1: In tandem with new ArchipelaGOAL memory structure, define read_memory.
* Jak 1: There's magic in the air...
* Jak 1: Fixed bug translating scout fly ID's.
* Jak 1: Make the REPL a little more verbose, easier to debug.
* Jak 1: Did you know Snowy Mountain had such specific unlock requirements? I didn't.
* Jak 1: Update Documentation.
* Jak 1: Simplify user interaction with agents, make process more robust/less dependent on order of ops.
* Jak 1: Simplified startup process, updated docs, prayed.
* Jak 1: quick fix to settings.
* Jak and Daxter: Genericize Items, Update Scout Fly logic, Add Victory Condition. (#3)
* Jak 1: Update to 0.4.6. Decouple locations from items, support filler items.
* Jak 1: Total revamp of Items. This is where everything broke.
* Jak 1: Decouple 7 scout fly checks from normal checks, update regions/rules for orb counts/traders.
* Jak 1: correct regions/rules, account for sequential oracle/miner locations.
* Jak 1: make nicer strings.
* Jak 1: Add logic for finished game. First full run complete!
* Jak 1: update group names.
* Jak and Daxter - Gondola, Pontoons, Rules, Regions, and Client Update
* Jak 1: Overhaul of regions, rules, and special locations. Updated game info page.
* Jak 1: Preparations for Alpha. Reintroducing automatic startup in client. Updating docs, readme, codeowners.
* Alpha Updates (#15)
* Jak 1: Consolidate client into apworld, create launcher icon, improve setup docs.
* Jak 1: Update setup guide.
* Jak 1: Load title screen, save states of in/outboxes.
* Logging Update (#16)
* Jak 1: Separate info and debug logs.
* Jak 1: Update world info to refer to Archipelago Options menu.
* Deathlink (#18)
* Jak 1: Implement Deathlink. TODO: make it optional...
* Jak 1: Issue a proper send-event for deathlink deaths.
* Jak 1: Added cause of death to deathlink, fixed typo.
* Jak 1: Make Deathlink toggleable.
* Jak 1: Added player name to death text, added zoomer/flut/fishing text, simplified GOAL call for deathlink.
* Jak 1: Fix death text in client logger.
* Move Randomizer (#26)
* Finally remove debug-segment text, update Python imports to relative paths.
* HUGE refactor to Regions/Rules to support move rando, first hub area coded.
* More refactoring.
* Another refactor - may squash.
* Fix some Rules, reuse some code by returning key regions from build_regions.
* More regions added. A couple of TODOs.
* Fixed trade logic, added LPC regions.
* Added Spider, Snowy, Boggy. Fixed Misty's orbs.
* Fix circular import, assert orb counts per level, fix a few naming errors.
* Citadel added, missing locs and connections fixed. First move rando seed generated.
* Add Move Rando to Options class.
* Fixed rules for prerequisite moves.
* Implement client functionality for move rando, add blurbs to game info page.
* Fix wrong address for cache checks.
* Fix byte alignment of offsets, refactor read_memory for better code reuse.
* Refactor memory offsets and add some unit tests.
* Make green eco the filler item, also define a maximum ID. Fix Boggy tether locations.
* Move rando fixes (#29)
* Fix virtual regions in Snowy. Fix some GMC problems.
* Fix Deathlink on sunken slides.
* Removed unncessary code causing build failure.
* Orbsanity (#32)
* My big dumb shortcut: a 2000 item array.
* A better idea: bundle orbs as a numerical option and make array variable size.
* Have Item/Region generation respect the chosen Orbsanity bundle size. Fix trade logic.
* Separate Global/Local Orbsanity options. TODO - re-introduce orb factory for per-level option.
* Per-level Orbsanity implemented w/ orb bundle factory.
* Implement Orbsanity for client, fix some things up for regions.
* Fix location name/id mappings.
* Fix client orb collection on connection.
* Fix minor Deathlink bug, add Update instructions.
* Finishing Touches (#36)
* Set up connector level thresholds, completion goal choices.
* Send AP sender/recipient info to game via client.
* Slight refactors.
* Refactor option checking, add DataStorage handling of traded orbs.
* Update instructions to change order of load/connect.
* Add Option check to ensure enough Locations exist for Cell Count thresholds. Fix Final Door region.
* Need some height move to get LPC sunken chamber cell.
* Rename completion_condition to jak_completion_condition (#41)
* The Afterparty (#42)
* Fixes to Jak client, rules, options, and more.
* Post-rebase fixes.
* Remove orbsanity reset code, optimize game text in client.
* More game text optimization.
* Added more specific troubleshooting/setup instructions.
* Add known issue about large releases taking time. (Dodge 6,666th commit.)
* Remove "Bundle of", Add location name groups, set better default RootDirectory for new players.
* Make orb trade amounts configurable, make orbsanity defaults more reasonable.
* Add HUD info to doc.
* Exempt's Code Review Updates (#43)
* Round 1 of code review updates, the easy stuff.
* Factor options checking away from region/rule creation.
* Code review updates round 2, more complex stuff.
* Code review updates round 3: the mental health annihilator
* Code review updates part 4: redemption.
* More code review feedback, simplifying code, etc.
* Added a host.yaml option to override friendly limits, plus a couple of code review updates.
* Added singleplayer limits, player names to enforcement rules.
* Updated friendly limits to be more strict, optimized recalculate logic.
* Today's the big day Jak: updates docs for mod support in OpenGOAL Launcher
* Rearranged and clarified some instructions, ADDED PATH-SPACE FIX TO CLIENT.
* Fix deathlink reset stalls on a busy client. (#47)
* Jak & Daxter Client : queue game text messages to get items faster during release (#48)
* queue game text messages to write them during the main_tick function and empty the message queue faster during release
* wrap comment for code style character limit
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* remove useless blank line
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* whitespace code style
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Move JsonMessageData dataclass outside of ReplClient class for code clarity
---------
Co-authored-by: massimilianodelliubaldini <8584296+massimilianodelliubaldini@users.noreply.github.com>
* Item Classifications (and REPL fixes) (#49)
* Changes to item classifications
* Bugfixes to power cell thresholds.
* Fix bugs in item_type_helper.
* Refactor 100 cell door to pass unit tests.
* Quick fix to ReplClient.
* Not so quick fix to ReplClient.
* Display friendly limits in options tooltips.
* Use math.ceil like a normal person.
* Missed a space.
* Fix non-accessibility due to bad orb calculation.
* Updated documentation.
* More Options, More Docs, More Tests (#51)
* Reorder cell counts, require punch for Klaww.
* Friendlier friendly friendlies.
* Removed custom_worlds references from docs/setup guide, focused OpenGOAL Launcher language.
* Increased breadth of unit tests.
* Clean imports of unit tests.
* Create OptionGroups.
* Fix region rule bug with Punch for Klaww.
* Include Punch For Klaww in slot data.
* Update worlds/jakanddaxter/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Temper and Harden Text Client (#52)
* Provide config path so OpenGOAL can use mod-specific saves and settings.
* Add versioning to MemoryReader. Harden the client against user errors.
* Updated comments.
* Add Deathlink as a "statement of intent" to the YAML. Small updates to client.
* Revert deathlink changes.
* Update error message.
* Added color markup to log messages printed in text client.
* Separate loggers by agent, write markup to GUI and non-markup to disk simultaneously.
* Refactor MemoryReader callbacks from main_tick to constructor.
* Make callback names more... informative.
* Give users explicit instructions in error messages.
* Stellar Messaging (#54)
* Use new ap-messenger functions for text writing.
* Remove Powershell requirement, bump memory version to 3.
* Error message update w/ instructions for game crash.
* Create no console window for gk.
* ISO Data Enhancement (#58)
* Add iso-path as argument to GOAL compiler.
# Conflicts:
# worlds/jakanddaxter/Client.py
* More resilient handling of iso_path.
* Fixed scout fly ID mismatches.
* Corrected iso_data subpath.
* Update memory version to 4.
* Docs update for iso_data.
* Auto Detect OpenGOAL Install (#63)
* Auto detect OpenGOAL install path. Also fix Deathlink on server connection.
* Updated docs, add instructions to error messages.
* Slight tweak to error text.
* J&D : add per region location groups (#64)
* add per region power cells location group
* add per region scout flies location group
* add per zone orb bundle groups
(I'm not particularly happy about this code, but I figured doing it this way was the point of least friction/duplication)
* guess who forgot 9 very important characters in each line of the last commit
* Rearrange location group names, quick fix to client error handling.
* Fix pycharm warnings.
* Fix more pycharm warnings.
* Light cleanup: fix icons, add bug report page, remove py 3.8 code.
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Update worlds/jakanddaxter/Options.py
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Code review updates on comments, tooltips, and type hints.
* Update type hint for lists in regions.
* Missed todo removal.
* More type hint updates.
* Small region updates for location accessibility, small updates to world guide and README.md.
* Add GMC scout fly location group.
* Improved sanitization of game text.
* Traps 2 (#70)
* Add trap items, relevant options, and citadel orb caches.
* Update REPL to send traps to game.
* Fix item counter.
* Allow player to select which traps to use.
* Fix host.yaml doc strings, ap-setup-options typing, bump memory version to 5.
* Alter some trap names.
* Update world doc.
* Add health trap.
* Added 3 more trap types.
* Protect against empty trap list.
* Reword traps paragraph in world doc.
* Another update to trap paragraph.
* Concisify trap option docstring.
* Timestamp on game log file.
* Update client to handle waiting on title screen.
* Send slot name and seed to game.
* Use self.random instead.
* Update setup doc for new title screen.
* Quick clarification of orb caches in world doc.
* Sanitize slot info earlier.
* Added to and improved unit tests.
* Light cleanup on world.
* Optimizations to movement rules, docs: known issues update.
* Quick fixes for beta 0.5.0 release: template options and LPC logic.
* Quick fix to spoiler counts.
* Reorganize world guide for faster navigation.
* Fix links.
* Update HUD section.
* Found a way to render apostrophes in item names.
* March Refactors (#77)
* Reorg imports, small fix to Rock Village movement.
* Fix wait-on-title message never going to ready message.
* Colorama init fix.
* Swap trap list for a dictionary of trap weights.
* The more laws, the less justice.
* Quick readability update.
* Have memory reader provide instructions for slow booting games.
* Revert some things.
* Update setup_en.md
* Update HUD mode lingo for combined msgs.
* Remade launcher icon, sized correctly.
* I don't know why I can't be satisfied with things.
* Apply suggestions from Scipio
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Properly use the settings API instead of Utils.
* Newline on requirements.txt.
* Add __init__ files for frozen builds.
* Replace an ap_inform function with a CommonClient built-in.
* Resize icon to match kivymd expected size.
* First round of Treble code reviews.
* Second round of Treble code reviews.
* Third round of Treble code reviews.
* Missed an unncessary if condition.
* Missed unnecessary comments.
* Fourth round of Treble code reviews.
* Switch trap dictionary to OptionCounter.
* Use existing slot name/seed from network protocol.
* Violet code review updates.
* Violet code review updates part 2.
* Refactor to avoid floating imports (Violet part 3).
* Found a few more valid characters for messaging.
* Move tests out of init, add colon to game name (now that it's safe).
* But don't include those chars for file text.
* Implement Vi suggestion on webhost-capable friendly limits.
* Revert "Implement Vi suggestion on webhost-capable friendly limits."
This reverts commit 2d012b7f4a.
* Rename all files for PEP8.
* Refactor how maximums work on webhost.
* Fix rogue UT.
* Don't rush.
* Fix client post-PEP8.
---------
Co-authored-by: Justus Lind <DeamonHunter@users.noreply.github.com>
Co-authored-by: Romain BERNARD <30secondstodraw@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
`prev_state` starts off as a copy of `swap_state` and then `swap_state`
collects `item_to_place`. Collecting an item must never reduce
accessibility (otherwise generation breaks horribly), so it is
guaranteed that `swap_state` will always be able to reach at least as
many locations as `prev_state`, so `new_loc_count >= prev_loc_count` is
always `True`.
As a sideeffect of this change, this fixes generation of Pokemon Emerald
with locally shuffled Badges/HMs when there are worlds with unconnected
entrances present in the multiworld e.g. KH1. This is because this
location counting did not respect `single_player_placement=True` and
counted reachable locations across the entire multiworld.
Fixes#4834 as a sideeffect of removing the redundant code.
- Fixes Shadow's mission count being set by Sonic's mission count option
- Fixes one small logic error on `Security Hall - 5` on Hard Logic difficulty
- Removes stray character that was probably harmless
* Kivy: Add a button prompt box
* auto format the buttons to display 2 per row to look nicer
* update to kivymd
* have the uri popup use the new API
* have messenger use the new API
* make the buttonprompt import even more lazy
* messenger needs to be lazy too
* make the buttons take up the full dialog width
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
This item name is unusual in that it loses the word "round" when it's
infused, *and* the only guaranteed drop in the base game is the infused
"Blessed Red and White Round Shield +1". But since we're just listing
the uninfused version, we should use the uninfused name.
* demonstrate our pytest/CI configuration missing a __init__ test failure
* tell pytest/CI to run tests in __init__.py files
* revert the demonstration test failure
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Docs: tests: add naming / file naming conventions
Deprecates putting stuff into `__init__.py`.
This may be relevant for test discovery in the future.
* Docs: tests: fix class naming
* Docs: tests: update examples
* Punctuation is hard
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Revert part of one suggestion
The first set of () make the sentence make less sense.
* Docs: tests: clarify that __init__.py may be empty
* Make sentence nicer to read
I simply kept the original wording, but I agree that it reads somewhat odd
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Update tests.md
Spelled out that tests will not run without running UpdateModule.py first and including a link to the instructions on how to do that.
* Applied black-silver's feedback and also I ran into tests that don't run correctly unless you also have run Webhost.py once. I have included that in the documentation as well.
* More black-silver feedback.
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Writing combat logic helpers
* More helpers!
* More logic!
* Rename has_stick to has_melee, some fixes per Medic's review
* Clamp max power from sword upgrades
* Wrote the rest of the helpers
* Remove unused import
* Apply item classifications
* Create the combat logic option
* Item classification varies based on option
* Add the shop sword logic stuff in
* Add the rules for the boss-only option
* Fix tiny issues
* Some early Overworld combat logic
* Fill out swamp combat logic
* Add note
* Bump up Boss Scav and Heir
* More revisions to combat logic
* Some changes, currently broken
* New system for power, kinda jank probably
* Revisions to new system, needs more balancing
* Cap attack upgrades
* Uncap mp power since it's directly related to damage output
* Voidlings
* Put together a table showing the vanilla-expected stats for each area
* Added some info on potion counts
* Made new helper functions
* Make has_required_stats
* Make has_combat_reqs
* Update er_rules for new combat reqs
* Fix all the broken things ever
* Remove outdated todo
* Make temp option for testing logic
* More flexible choices for combat items
* Hard require sword for bosses
* Temporarily default combat logic to on
* Finish writing overworld combat logic
* East Forest combat logic done
* Remove a few easy ones
* Finish beneath the well
* Dark Tomb combat logic
* West Garden combat logic
* make unit tests checkmark again
* Weird west garden dagger house edge case
* Try block for that weird west garden edge case
* Add quarry combat logic
* Update to filter out unreachable regions outside of ER
* Fortress Grave Path logic, and a couple fixes to the west garden logic
* Fortress east shortcut logic, and rewriting the try except blocks to use finally
* Refactor to use a new function cause wow there was a lot of repeated code
* Add combat logic to the other two sets of fortress fuses
* Add combat rules to beneath the vault
* Fix missing cathedral -> elevator connection
* Combat logic for cathedral to elevator
* Add cathedral main region, rename cathedral -> cathedral entry
* Setup cathedral combat logic
* Adjust locations' regions for ER
* Add laurels zip logic to the chest in the spike room in cathedral
* Add combat logic to frog's domain
* Move frog's domain locations to regions for combat logic
* Add new frog's domain regions for combat logic
* Update region name for frog's domain
* Fix typo
* Add more regions for lower zig
* Move around lower zig regions for combat logic
* Lower Zig combat logic
* Upper zig combat logic
* Fix typo
* Fix typos
* Fix missing world.
* Update combat logic description
* Add todo
* Add todo
* Don't make zig skip if er or fixed shop is off
* Make it so zig skip is only made with fewer shops and er
* Temporarily default combat logic on
* Update test to explicitly disable combat logic
* Update test_access.py
* Slight wording changes
* Fix bugs, refactor quarry regions so you can access chests in lower quarry with ice grapples
* Run through checks you can do with magic dagger
* Run through checks you can do with magic dagger
* Add rule for entering town portal of having equipment to deal with enemies
* Add rule for atoll near the 6 crabs surrounding a poor defenseless baby slorm
* Update the rule for the chest near the 6 crabs surrounding a slorm to also possibly require laurels
* Revamp combat logic function to work properly without melee
* Add laurels rules to combat logic chests
* Modify beneath the vault bridge rule to need a lantern if combat logic is on
* Put in money logic
* Dagger or combat for swamp big skeleton chest
* Remove the 100 moneys from logic
* Modify lower zig ls drop region destinations
* Remove completed todo
* Reword combat logic option description, remove test option
* Add combat logic to slot data
* Merge Silent's missing slot data bugfix PR #3628
* Remove test combat option
* Update combat logic description
* Fix secret gathering place issue
* Fix secret gathering place issue
* Fix lower zig ls rule
* Fix accidentally removed librarian rule
* Remove redundant rule
* Update gauntlet rule to hard-require a sword
* Add test for a problematic connection
* Adjust combat logic to deal with weird edge cases so it doesn't take stuff out of logic that was previously in logic
* Fix create_item classification
* Update some comments
* Update per exempt's suggestion
* Add combat logic to the well boss fight, reorder the combat logic stuff a little to better section them off
* Add EntranceLayout option
* Add back LogicRules as an invisible option, to not break old yamls
* Fix a bug with seed group, continue changing fixed shop to entrance layout
* Fix missed fixed shop -> entrance layout spot
* Fix bug in seed groups with fixed shop on and off
* Add entrance layout to the UT regen stuff
* Put direction. in, will add them later
* Remove unused elevation from portal class
* Got like half of them in
* Finish adding all of the directions
* Add combat rule for zig front to back
* Update per Medic's suggestion
* Update ladder storage without items option description
* Mess with state with collect and remove to save like 2 seconds (never again)
* Save even more time, still never going to do this again on anything else
* Add option check for collect and remove
* Add directions to shop portals
* Update direction in Portal with default
* Move Direction above Portal
* Add decoupled option, mess with plando connection stuff
* Merge, implement verify plando directions
* Condense the stuff in change and remove to less lines (thanks medic)
* Remove unused thing
* Swap to using logicmixin instead of prog_items (thanks Vi)
* Fix consistency in stat counters
* Add back something that was needed
* Fix mistake when adding back
* Making the fix better (thanks medic)
* Make it actually return false if it gets to the backup lists and fails them
* Fix stuff after merge
* Add outlet regions, create new regions as needed for them
* Put together part of decoupled and direction pairs
* make direction pairs work
* Make decoupled work
* Make fixed shop work again
* Fix a few minor bugs
* Fix a few minor bugs
* Fix plando
* god i love programming
* Reorder portal list
* Update portal sorter for variable shops
* Add missing parameter
* Some cleanup of prints and functions
* Fix typo
* it's aliiiiiive
* Make seed groups not sync decoupled
* Add test with full-shop plando
* Fix bug with vanilla portals
* Handle plando connections and direction pair errors
* Update plando checking for decoupled
* Fix typo
* Fix exception text to be shorter
* Add some more comments
* Add todo note
* Remove unused safety thing
* Remove extra plando connections definition in options
* Make seed groups in decoupled with overlapping but not fully overlapped plando connections interact nicely without messing with what the entrances look like in the spoiler log
* Fix weird edge case that is technically user error
* Add note to fixed shop
* Fix parsing shop names in UT
* Remove debug print
* Actually make UT work
* multiworld. to world.
* Fix typo from merge
* Make it so the shops show up in the entrance hints
* Fix bug in ladder storage rules
* Remove blank line
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
# worlds/tunic/rules.py
# worlds/tunic/test/test_access.py
* Fix issues after merge
* Update plando connections stuff in docs
* Fix library mistake
* has_stick -> has_melee
* has_stick -> has_melee
* Add a failsafe for direction pairing
* Fix playthrough crash bug
* Remove init from logicmixin
* Updates per code review (thanks hesto)
* has_stick to has_melee in newer update
* has_stick to has_melee in newer update
* # Conflicts:
# worlds/tunic/__init__.py
# worlds/tunic/combat_logic.py
# worlds/tunic/er_data.py
# worlds/tunic/er_rules.py
# worlds/tunic/er_scripts.py
* Cleanup more stuff after merge
* Revert "Cleanup more stuff after merge"
This reverts commit a6ee9a93da.
* Revert "# Conflicts:"
This reverts commit c74ccd74a4.
* Cleanup more stuff after merge
* Swap to .get for decoupled so it works with older games probably maybe
* Fix after merge
* Fix typo
* Fix UT support with fixed shop option
* Backport plando connections fix
* Fix issue with fixed shop + decoupled
* Make the error not duplicate the while loop condition
* Fix rule for quarry back to monastery
* Fix more stuff after merge
* Make it not output anything if you set plando connections but not ER
* Add obvious note to plando connections description
* Fix after merge
* add comment to commented out connection
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
This adds the requirement of a void mayo for the Goblin Problem quest. There are also some small adjustments to related rules
- Fishing a void mayo is only considered an option during the Goblin Problem quest, as the odds of finding one after the quest drops drastically.
- Entrance to the witch hut now requires the goblin problem quest, not just a void mayo.
- Fishing rules are all moved to `fishing_logic.py`.
- `can_fish_at` no longer check that you have any of the fishing regions and the region you actually want to fish in.
- created `can_fish_anywhere` and `can_crab_pot_anywhere` to better illustrate when any fish satisfies the rule.
### Features:
- Trap Link
- When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Ring Link
- Any coin amounts gained and lost by a linked player will be instantly shared with all other active linked players
Co-authored-by: TheLX5 <luisyuregi@gmail.com>
FakeROM instances were being created with default arguments, which
included a mutable default argument data dictionary, so all FakeROM
instances would be writing to and reading the same dictionary, resulting
in broken patch data in multiworlds with more than one Super Metroid
world.
* CI: github attestation for manually started builds
* CI: include appimage zsync in build attestation
* CI: github attestation for Linux release builds
* CI: reorder steps in build.yml
* CI: add windows builds to release.yml
* CI: order jobs in release.yml
* CI: add missing permission to release.yml
* CI: enable windows build in release.yml
* CI: false is skip
* CounterOption
* bring back the negative exception for ItemDict
* Backwards compatibility
* ruff on witness
* fix in calls
* move the contains
* comment
* comment
* Add option min and max values for CounterOption
* Use min 0 for TrapWeights
* This is safe now
* ruff
* This fits on one line again now
* OptionCounter
* Update Options.py
* Couple more typing things
* Update Options.py
* Make StartInventory work again, also make LocationCounter theoretically work
* Docs
* more forceful wording
* forced line break
* Fix unit test (that wasn't breaking?)
* Add trapweights to witness option presets to 'prove' that the unit test passes
* Make it so you can order stuff
* Update macros.html
* region.add_event function
* Make it return the location bc why not
* Actually item bc that seems more useful
* Update BaseClasses.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update BaseClasses.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* add all the requested features from code review
* oop
* roughly sort args in order of importance (imo)
* Fix typing
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Core: deprecate old options API
* also deprecate assigning options via option_definitions
---------
Co-authored-by: alwaysintreble <mmmcheese158@gmail.com>
Basically, hints for itemlink worlds' locations get stored in ctx.hints under
1. the location's player
2. **every individual player** that is participating in the itemlink.
Right now, the updatehint code tries to replace and resend the hint under the itemlinked player, which doesn't work.
* Add fuzzy search box to Launcher.
* move func bind to the kv and prefer substring matching (#79)
* move the func bind to the kv
* prefer substr matching
* Remove fuzzy results, rely on substring only.
* Use early return instead of else.
* Add type hint to filter_clients_by_type.
* Activate search on keyboard input.
* Clear search box when filtering by type.
* Update Launcher.py
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
#4239 refactored buildings, but introduced iteration of a set when precollecting the building items into start inventory.
The iteration order of sets varies between separate Python processes due to set order being partially based on the hashes of the objects in the set and because Python processes each have a random hash seed by default.
* Adds a new class allowing TextFields to be resized
* Resizes most CommonClient components to be more in-line with pre-KivyMD
* Change the color of SelectableLabels and TooltipLabels to white
* Fixed ClientTabs not correctly showing the current tab indicator
* The server label now features a (i) icon to indicate that it can be hovered over.
* Changed the default `primary_palette` to `Lightsteelblue` and the default `dynamic_scheme_name` to `VIBRANT`
* Properly set attributes on `KivyJSONToTextParser.TextColors` so that proper typing can be utilized if an individual value is needed
* Fixed some buttons being discolored permanently once pressed
* Sped up the animations of button ripples and tab switching
* Added the ability to insert a new tab to `GameManager.add_client_tab`
* Hovering over the "Command" button in CommonClient will now display the contents of `/help` as a popup (note: this popup can be too large on default height for adequately large /help (SC2 Client), but should always fit fine on fullscreen).
* Fixed invalid sizing of MessageBox errors, and changed their text color to white
* Terraria integration
* Precollected items for debugging
* Fix item classification
* Golem requires Plantera's Bulb
* Pumpkin Moon requires Dungeon
* Progressive Dungeon
* Reorg, Options.py work
* Items are boss flags
* Removed unused option
* Removed nothing
* Wall, Plantera, and Zenith goals
* Achievements and items
* Fixed The Cavalry and Completely Awesome achievements
* Made "Dead Men Tell No Tales" a grindy achievement
* Some docs, Python 3.8 compat
* docs
* Fix extra item and "Head in the Clouds" being included when achievements are disabled
* Requested changes
* Fix potential thread unsafety, replace Nothing with 50 Silver
* Remove a log
* Corrected heading
* Added incompatible mods list
* In-progress calamity integration
* Terraria events progress
* Rules use events
* Removed an intentional crash I accidentally left in
* Fixed infinite loop
* Moved rules to data file
* Moved item rewards to data file
* Generating from data file
* Fixed broken Mech Boss goal
* Changes Calamity makes to vanilla rules, Calamity final bosses goal
* Added Deerclops, fixed Zenith goal
* Final detailed vanilla pass
* Disable calamity goals
* Typo
* Fixed some reward items not adding to item pool
* In-progress unit test fixes
* Unit test fixes
* `.apworld` compat
* Organized rewards file, made Frog Leg and Fllpper available in vanilla
* Water Walking Boots and Titan Glove rewards
* Add goals to slot data
* Fixed Hammush logic in Post-Mech goal
* Fixed coin rewards
* Updated Terraria docs
* Formatted
* Deathlink in-progress
* Boots of the Hero is grindy
* Fixed zenith goal not placing an item
* Address review
* Gelatin World Tour is grindy
* Difficulty notice
* Switched some achievements' grindiness
* Added "Hey! Listen!" achievement
* Terarria Python 3.8 compat
* Fixed Terraria You and What Army logic
* Calamity minion accessories
* Typo
* Calamity integration
* `deathlink` -> `death_link`
Co-authored-by: Zach Parks <zach@alliware.com>
* Missing `.`
Co-authored-by: Zach Parks <zach@alliware.com>
* Incorrect type annotation
Co-authored-by: Zach Parks <zach@alliware.com>
* `deathlink` -> `death_link` 2
Co-authored-by: Zach Parks <zach@alliware.com>
* Style
Co-authored-by: Zach Parks <zach@alliware.com>
* Markdown style
Co-authored-by: Zach Parks <zach@alliware.com>
* Markdown style 2
Co-authored-by: Zach Parks <zach@alliware.com>
* Address review
* Fix bad merge
* Terraria utility mod recommendations
* Calamity minion armor logic
* ArmorMinions -> Armor Minions, boss rush goal, fixed unplaced item
* Fixed unplaced item
* Started on Terraria 1.4.4
* Crate logic
* getfixedboi, 1.4.4 achievements, shimmer, town slimes, `Rule`, `Condition`, etc
* More clam getfixedboi logic, bar decraft logic, `NotGetfixedboi` -> `Not Getfixedboi`
* Calamity fixes
* Calamity crate ore logic
* Fixed item accessibility not generating in getfixedboi, fixed not generating with incompatible options, fixed grindy function
* Early achievements, separate achievement category options
* Infinity +1 Sword achievement can be location in later goals
* The Frequent Flyer is impossible in Calamity getfixedboi
* Add Enchanted Sword and Starfury for starting inventories
* Don't Dread on Me is redundant in Calamity
* In Calamity getfixedboi, Queen Bee summons enemies who drop Plague Cell Canisters
* Can't use Gelatin Crystal outside Hallow
* You can't get the Terminus without flags
* Typo
* Options difficult warnings
* Robbing the Grave is Hardmode
* Don't reserve an ID for unused Victory item
* Plantera is accessible early in Calamity via Giant Plantera's Bulbs
* Unshuffled Life Crystal and Defender Medal items
* Comment about Midas' Blessing
* Update worlds/terraria/Options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Remove stray expression
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Review suggestions
* Option naming caps consistency, add Laser Drill, Lunatic Cultist alt reqs, fix Eldritch Soul Artifact, Ceaseless Void reqs Dungeon
* Cal Clone doesn't drop Broken Hero Sword anymore, Laser Drill is weaker in Calamity
Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com>
* Fix Acid Rain logic
* Fix XB-∞ Hekate failing accessibility checks (by commenting it out bc it doesn't affect logic)
* Hardmode ores being fishable early in Calamity is not a bug anymore
* Mecha Mayhem is inaccessible in getfixedboi
* Update worlds/terraria/Rules.dsv
Co-authored-by: Seafo <92278897+Seatori@users.noreply.github.com>
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: Zach Parks <zach@alliware.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Seatori <92278897+Seatori@users.noreply.github.com>
* Unroll tests for better parallelization
* fix ut test
* self review
* bro it's the second time today I have to commit some garbage to have a github action rerun because messenger fails what is this
* my god can the tests plz pass
* code reviews
* code reviews
* move TestRandomWorlds out of long module
* Pokemon Red and Blue PC Item fix
* Respect non_local_items for PC Item
* prefer exclude if also in priority locations
---------
Co-authored-by: alchav <alchav@jalchavware.com>
* Core: Speed up fill_restrictive item_pool pop loop
Items from `reachable_items` are placed in last-in-first-out order, so
items being placed will be towards the end of `item_pool`, but the
iteration to find the item was iterating from the start of `item_pool`.
Now also uses `del` instead of `.pop()` for an additional, tiny,
performance increase.
It is unlikely for there to be a noticeable difference in most cases.
Only generating with many worlds with a high percentage of progression
items and fast access rules is likely to see a difference with this
change.
--skip_output generation of 400 template A Hat in Time yamls with
progression balancing disabled goes from 76s to 43s (43% reduction) for
me with this patch. This placed 43200 progression items out of 89974
items total (48% progression items).
* Fix comment typo
"be" was missing.
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* create building data object and rename ItemSource to Source to be more generic
# Conflicts:
# worlds/stardew_valley/content/game_content.py
# Conflicts:
# worlds/stardew_valley/data/artisan.py
# worlds/stardew_valley/data/game_item.py
# worlds/stardew_valley/data/harvest.py
# worlds/stardew_valley/data/shop.py
* remove compound sources, replace by other requirements which already handle this usecase
* add coops to content packs
* add building progression in game features
* add shippping bin to starting building; remove has_house
* replace config check with feature
* add other buildings in content packs
* not passing
* tests passes, unbelievable
* use newly create methods more
* use new assets to ease readability
* self review
* fix flake8 maybe
* properly split rule for mapping cave systems
* fix tractor garage name
* self review
* add upgrade_from to farm house buldings
* don't override building name variable in logic
* remove has_group from buildings
* mark some items easy in grinding logic so blueprints buildings can be in more early spheres
* move stuff around to maybe avoid future conflicts cuz I have like 10 PRs opened right now
* remove price_multiplier, turns out it's unused during generation
* disable shop source for mapping cave systems
* bunch of code review changes
* add petbowl and farmhouse to autobuilding
* set min easy items to 300
* fix farm type
* Removed now unused imports from Launcher
* Moved ImageIcon and ImageButton to use ApAsyncImage for compatibility with apworlds
* Adjusted image size in the Launcher from 40x40 to 48x48. This is already larger than the size in previous versions, and a docs update is soon to follow.
* Expose `dynamic_scheme_contrast` to user.kv, allowing users to set high contrast.
* ScrollBox's default scroll_type was set to only content, so the scrollbar in Launcher was nonfunctional.
* Adjusted the spacing of the title of a component when a description is present to be closer to the center.
* Launcher now scrolls to the top automatically when changing between filters
Shifts the contents of `kvui.py`, and thus all CommonClient-based clients as well as Launcher, to using KivyMD. KivyMD is an extension for Kivy that is almost fully compatible with pre-existing Kivy components, while providing Material Design support for theming and overall visual design as well as useful pre-existing built in components such as Snackbars, Tooltips, and a built-in File Manager (not currently being used).
As a part of this shift, the launcher was completely overhauled, adding the ability to filter the list of components down to each type of component, the ability to define favorite components and filter to them, and add shortcuts for launcher components to the desktop. An optional description field was added to Component for display within the new launcher.
The theme (Light/Dark) and primary palette have also been exposed to users via client/user.kv.
* Core: Prevent people from using LogicMixin incorrectly
There's a world that ran into some issues because it defined its custom LogicMixin variables at the class level.
This caused "instance bleed" when new CollectionState objects were created.
I don't think there is ever a reason to have a non-function class variable on LogicMixin without also having `init_mixin`, so this asserts that this is the case.
Tested:
Doesn't fail any current worlds
Correctly fails the world in question
Also, not gonna call out that world because it was literally my fault for explaining it to them wrong :D
* Verbose af
* Update AutoWorld.py
`Location` does not override `__eq__` so should not override `__hash__`.
With this patch, this makes operations on sets of locations slightly
faster because they will use `object.__hash__` rather than
`Location.__hash__`.
`object.__hash__` is about 4 to 5 times faster than `Location.__hash__`
for me. Generation often uses sets of locations, so this slightly speeds
up generation.
The only place I could find that was hashing locations directly was
`WitnessLocationHint.__hash__`, but it has implemented a matching
`__eq__`, so is fine.
For security reasons, Python randomizes its hash seed each time it is
started, so the result of the `hash()` function is nondeterministic and
can't have been used by worlds for anything that needed to be
deterministic and can't have been used to compare information hashed at
generation time to information hashed by a client.
The base state passed to fill_restrictive should be as maximal as
possible otherwise fill_restrictive has to repeatedly re-sweep and
collect from advancement locations that were reachable from before
fill_restrictive has placed a single item.
This is not added within fill_restrictive itself because it is common
for fills to be performed using a partial 'all_state', which is already
a maximum exploration state.
With --skip_output generation of every template yaml, except FF, KH
and Shivers, this prevented repeatedly re-sweeping 576 advancement
locations in every sweep within progression fill, reducing the
generation time from 124s to 113s for me (8.8% reduction, averaged over
5 generations each).
Without implementing __iter__ directly, calling iter() on a
Region.Register on Python 3.12 would return a new generator implemented
as follows:
```py
def __iter__(self) -> int:
i = 0
try:
while True:
v = self[i]
yield v
i += 1
except IndexError:
return None
```
This was determined by disassembling the returned generator with
dis.dis() and then constructing a function that disassembles into the
same bytecode.
The iterator returned by `iter(self._list)` is faster than this
generator, so using it slightly improves generation performance on
average.
Iteration of Region.Register objects is used a lot in
`CollectionState.update_reachable_regions` in both of the private
_update methods that get called. The performance gain here will vary
depending on how many regions a world has and how many exits those
regions have on average.
For a game like Blasphemous, with a lot of regions and exits, generation
of 10 template Blasphemous yamls with `--skip_output --seed 1` and
progression balancing disabled went from 19.0s to 16.4s (14.2% reduction
in generation duration).
* Only consider usable exits when calculating whether or not a region is a dead-end
* Update EntranceLookup unit tests
* Add new dead-end test
* Add additional explanation to the new test
* minor formatting tweak
based on review feedback
---------
Co-authored-by: CodeGorilla <3672561+Ars-Ignis@users.noreply.github.com>
* DLC Quest Bug Fix
Start inventory item that do not exist in the present world do not make more trap item to appear anymore
* Update worlds/dlcquest/Items.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* DLC Quest Bug Fix
did the recommendation of Mysteryem and made the item not exist in the pool of item created
* DLC Quest Bug Fix
did the recommendation of agilbert1412 and made a check by name instead of item to itemData
* DLC Quest Bug Fix
overcook failed test
* DLC Quest Bug Fix
re-type correctly a type hint
---------
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* Note death link and trap link in game info page
* Update worlds/tunic/docs/en_TUNIC.md
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Turn it into a bulleted list
- Across Doom 1993 and Doom 2, any items that are accessible in Ultra-Violence from the start of the level without putting the player in any danger are now considered in logic when that level is first received, without needing any weapons available. This is intended to give generation more possible outs for bad placements.
- This affects the following maps in Doom 1993:
- Toxin Refinery (E1M3): 1 location.
- Command Control (E1M4): 1 location.
- Computer Station (E1M7): 1 location.
- Deimos Lab (E2M4): 1 location.
- Tower of Babel (E2M8): 1 location.
- Unholy Cathedral (E3M5): 1 location.
- This affects the following maps in Doom 2:
- The Waste Tunnels (MAP05): 2 locations.
- Dead Simple (MAP07): 2 locations.
- The Pit (MAP09): 1 location.
- Refueling Base (MAP10): 1 location.
- Nirvana (MAP21): 1 location, except see below.
- Icon of Sin (MAP30): 9 locations.
- Grosse (MAP32): 2 locations.
- Doom 2 has had some more significant logical adjustments made.
- The following Pro tricks have been added to Pro logic:
- Circle of Death (MAP11): Lowering the exit wall without the Red key by hitting the switch to do so from the nukage. This makes three items previously locked behind the Red key available early, as well as the exit.
- Suburbs (MAP16): Reaching the exit without any keys, as the gap between the pillar and the wall is large enough to let you through if you position yourself well. While multiple other squeeze glides exist (for example, you can skip the Yellow key in MAP21 by using one), this one is significantly easier than the rest; it does not require much precision, nor does it require vertical mouse movement.
- Nirvana (MAP21): Skipping the Blue key, as there is a gigantic gap between the bars that attempt to block you.
- The Chasm (MAP24): Skipping the Blue key by going extremely far through the nukage and finding one of a couple specific teleporters is now considered a Pro trick, and standard logic now expects the key to be obtained.
- The following levels have had other logic adjustments:
- The Waste Tunnels (MAP05): Requirements lowered to Shotgun + Super Shotgun + (Chaingun | Plasma gun).
- The Crusher (MAP06): Requirements lowered to Shotgun + (Chaingun | Plasma gun) for areas immediately accessible. Going beyond the Blue key door also requires Super Shotgun.
- The Factory (MAP12): The outdoors area, and the little room to the right of where you start, are accessible in sphere 1. These three items are all easily obtainable with only the pistol. The remaining items that are not in the central area are accessible with (Super Shotgun | Plasma gun), while the items in that area are accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 2 not having an available sphere 1, and allows solo Episode 2 games.
- Nirvana (MAP21): As above, the item in the starting room is accessible in sphere 1. Every other item that doesn't require a key is accessible with (Super Shotgun | Plasma gun). The room in which you use the Yellow key is accessible with Super Shotgun + Chaingun + (Plasma gun | BFG9000). This fixes Episode 3 not having an available sphere 1, and allows solo Episode 3 games.
- The Catacombs (MAP22): The four items in the opening room only require (Shotgun | Super Shotgun | Plasma gun). The rest of the level is as before.
- Bloodfalls (MAP25): Requirements lowered to Shotgun + Super Shotgun + Chaingun, as this level is unusually easy for its placement in the game. Progressing past the Blue key door additionally requires (Rocket launcher | Plasma gun | BFG9000) solely to deal with the Arch-vile at the end of the level.
- Wolfenstein (MAP31): Requirements lowered to Chaingun + (Shotgun | Super Shotgun). This is closer to what the game expects from a non-secret hunting player from a pistol start.
- The following logic bugs in Heretic have been fixed:
- Quay (E5M3): An item in a Blue key locked hallway was previously marked as being in the "Main" region, thus considered to be accessible without that key. It has been moved to the appropriate "Blue" region.
- Courtyard (E5M4): Logic previously assumed you could reach the Wings of Wrath from the opening room, when that isn't actually possible. Changing this moved some items previously in the "Main" region into a new "Green" region, and items previously in the "Kakis" (Yellow OR Green) are now in a "Yellow" region instead. Fixes#4662.
- For known problematic solo episodes, some additional special cases have been added.
- Doom 1993, Episode 3: One of either the Shotgun or Chaingun is placed early. Slough of Despair (E3M2) is given as an additional starting level.
- Doom 2, Episode 3: One of either the Super Shotgun or Plasma gun is placed early.
- Heretic, Episode 1: The Docks (E1M1) - Yellow key is placed early.
- The following levels (and thus, their items and locations) were renamed, due to typos or other oddities:
- `Barrels o Fun (MAP23)` -> `Barrels o' Fun (MAP23)`
- `Wolfenstein2 (MAP31)` -> `Wolfenstein (MAP31)`
- `Grosse2 (MAP32)` -> `Grosse (MAP32)`
- `D'Sparil'S Keep (E3M8)` -> `D'Sparil's Keep (E3M8)`
- `The Aquifier (E3M9)` -> `The Aquifer (E3M9)`
Adds The Legend of Zelda: The Wind Waker as a supported game in Archipelago. The game uses [LagoLunatic's randomizer](https://github.com/LagoLunatic/wwrando) as its base (regarding logic, options, etc.) and builds from there.
* [Core][GER] Allow and require user-provided target name when splitting 1-way entrances
* Move target naming onto a parameter of disconnect_entrance_for_randomization
Changelog:
Features:
- New Goal
- Minigame Madness
- Win a certain number of each type of Minigame Trap, then defeat the Finalhazard to win!
- How many of each Minigame are required can be set by an Option
- When the required amount of a Minigame has been received, that Minigame can be replayed in the Chao World Lobby
- New optional Location Checks
- Bigsanity
- Go fishing with Big in each stage for a Location Check
- Itemboxsanity
- Either Extra Life Boxes or All Item Boxes
- New Items
- New Traps
- Literature Trap
- Controller Drift Trap
- Poison Trap
- Bee Trap
- New Minigame Traps
- Breakout Trap
- Fishing Trap
- Trivia Trap
- Pokemon Trivia Trap
- Pokemon Count Trap
- Number Sequence Trap
- Light Up Path Trap
- Pinball Trap
- Math Quiz Trap
- Snake Trap
- Input Sequence Trap
- Trap Link
- When you receive a trap, you send a copy of it to every other player with Trap Link enabled
- Boss Gate Plando
- Expert Logic Difficulty
- Use at your own risk. This difficulty requires complete mastery of SA2.
- Missions can now be enabled and disabled per-character, instead of just per-style
- Minigame Difficulty can now be set to "Chaos", which selects a new difficulty randomly per-trap received
Quality of Life:
- Gate Stages and Mission Orders are now displayed in the spoiler log
- Additional play stats are saved and displayed with the randomizer credits
- Stage Locations progress UI now displays in multiple pages when Itemboxsanity is enabled
- Current stage mission order and progress are now shown when paused in-level
- Chaos Emeralds are now shown when paused in-level
- Location Name Groups were created
- Moved SA2B to the new Options system
- Option Presets were created
- Error Messages are more obvious
Bug Fixes:
- Added missing `Dry Lagoon - 12 Animals` location
- Flying Dog boss should no longer crash when you have done at least 3 Intermediate Kart Races
- Invincibility can no longer be received in the King Boom Boo fight, preventing a crash
- Chaos Emeralds should no longer disproportionately end up in Cannon's Core or the final Level Gate
- Going into submenus from the pause menu should no longer reset traps
- `Sonic - Magic Gloves` are now plural
- Junk items will no longer cause a crash when in a falling state
- Chao Garden:
- Prevent races from occasionally becoming uncompletable when using the "Prize Only" option
- Properly allow Hero Chao to participate in Dark Races
- Don't allow the Chao Garden to send locations when connected to an invalid server
- Prevent the Chao Garden from resetting your life count
- Fix Chao World Entrance Shuffle causing inaccessible Neutral Garden
- Fix pressing the 'B' button to take you to the proper location in Chao World Entrance Shuffle
- Prevent Chao Karate progress icon overflow
- Prevent changing Chao Timescale while paused or while a Minigame is active
- Logic Fixes:
- `Mission Street - Chao Key 1` (Hard Logic) now requires no upgrades
- `Mission Street - Chao Key 2` (Hard Logic) now requires no upgrades
- `Crazy Gadget - Hidden 1` (Standard Logic) now requires `Sonic - Bounce Bracelet` instead of `Sonic - Light Shoes`
- `Lost Colony - Hidden 1` (Standard Logic) now requires `Eggman - Jet Engine`
- `Mad Space - Gold Beetle` (Standard Logic) now only requires `Rouge - Iron Boots`
- `Cosmic Wall - Gold Beetle` (Standard and Hard Logic) now only requires `Eggman - Jet Engine`
* DKC3, PKMN R/B/Em, M&L specific item matches
* MLSS Bean types are now discrete
* Add Doom 1/2 items
* Add Doom 1/2 items, actually
* Add Inscryption items
* Add more SA2B items, Minecraft
* Add VVVVVV
* Add misc items, comma fixes
* Hat in Time items
* Misc changes
* Expand TODO
* Add more OoT items, Pokemon consumables
* KH2
* KH1, adjust KH2 items
* Formatting fixes
* more item changes, fix kh1 name
* Fix KH1 name
* Add Full Heal to MEDICINE graphics
* Final comma fixes before PR
* Add Full Restore as Medicine
* Move some names to generic, drink fixes, double-quotes consistency fix
* moved ROCK SMASH match to PHRASES dict
* Removed some redundant name checks, remove Old Amber check from Emerald
* Added "PASS" generic check as "LETTER" sprite
* Removed TODO
* Corrected KH1 name for real this time
* Icon assignment now uppers freogin item string during comparison
* Doom skull keys are now NIGHTMARE_KEY, added QUILL as generic for FEATHER
* KH2 armor is Blunic, accessories are Ribbons
* KH1 accessories/armor are Blunic
* "ROCK SMASH" is now "BOMB"
* Removed extra space
### Features:
- New optional Location Checks
- Checkpointsanity
- Hair Color
- Allows for setting of Maddy's hair color in each of No Dash, One Dash, Two Dash, and Feather states
- Other Player Ghosts
- A game config option allows you to see ghosts of other Celeste 64 players in the multiworld
### Quality of Life:
- Checkpoint Warping
- Received Checkpoint items allow for warping to their respective checkpoint
- These items are on their respective checkpoint location if Checkpointsanity is disabled
- Logic accounts for being able to warp to otherwise inaccessible areas
- Checkpoints are a possible option for a starting item on Standard Logic + Move Shuffle + Checkpointsanity
- New Options toggle to enable/disable background input
### Bug Fixes:
- Traffic Blocks now correctly appear disabled within Cassettes
* Tests: unroll test_multiworlds.TestTwoPlayerMulti
Also adds a helper function that other tests can use to unroll tests.
* Docs: add more details to docs/tests.md
* Explain parametrization, subtests and link to the new helper
* Mention some performance details and work-arounds
* Mention multithreading / pytest-xdist
* Tests: make param.classvar_matrix accept sets
* CI: add test/param.py to type checking
* Tests: add missing typing to test/param.py
* Tests: fix typo in test/param.py doc comment
Co-authored-by: qwint <qwint.42@gmail.com>
* update docs
* Docs: reword note on performance
---------
Co-authored-by: qwint <qwint.42@gmail.com>
* Add test that stage1 ER will not fail due to speculative sweeping an indirect conditioned dead end
* Skip speculative sweep if it's the last entrance placement
* Better implementation of needs_speculative_sweep
* pep8
* Added mission order to randomized stuff, added a mention to the default option collect on goal, added an issue about mission order progress vs AP collect
* Remove false menion of collect being note modifyable after the mworld was gen
* Simplification of some sentences
* American spelling, header newline, and other
* Revert gray to grey, corrected some colors
* Forgot a gray -> grey
* Replace how the faction color option is described to side-step difference within yaml and client. Both fr/en.
* Change Regions, Areas and Connections to dataclasses/NamedTuples
* Move to new file
* we do a little renaming
* Purge the 'lambda' naming in favor of 'rule' or 'WitnessRule'
* missed one
* unnecessary change
* omega oops
* NOOOOOOOO
* Merge error
* mypy thing
* don't allow one-way and two-way entrances to be connected to each other
* add special handling for the tower hq nodes since they share the same parent region
* Change the logic for the 3 Zora's Domain Beehives to support new rule
Implement new logic changes to these 3 locations
* Update LogicHelpers.json with new rule for beehives that only appear for child link
Added below the "can_break_upper_beehive" a new helper called "can_break_upper_beehive_child" which removes the requirement for hookshot to avoid a logic error in the Zora Domain Beehives where it checks whether child or adult can break beehives, even though these beehives do not appear as an adult.
* Update LogicHelpers.json moving the call for is_child
As is_child is already called for can_use (Boomerang), it's a bit redundant to include the check for using the Boomerang, so it's being moved to be with the Bombchu check to ensure that it's not expected if the Bombchu Logic Rule is turned on that Adult can use bombchus to break the beehives. This effectively does the same thing, but should be better on performance.
* - Add requirement on Aurora Vineyard tablet to start the quest
* - Add rule for using the aurora vineyard staircase
* - Added a test for the tablet
* - Add a few missing items to the test
* - Introduce a new item to split the quest from the door and avoir ER issues
* - Optimize imports
* - Forgot to generate the item
* fix Aurora mess
# Conflicts:
# worlds/stardew_valley/rules.py
# worlds/stardew_valley/test/mods/TestMods.py
* fix a couple errors in the cherry picked commit, added a method to improve readability and reduce chance of human error on story quest conditions
* - remove blank line
* - Code review comments
* - fixed weird assert name
* - fixed accidentally surviving line
* - Fixed imports
---------
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
* Landstalker: Fixed duplicate entrance names when using the "No teleport tree requirements" option
* Landstalker: Fixed more cases of duplicate entrance names when using "Shuffle Trees" with open trees
* Landstalker: Fixed endgame locations being present in "Reach Kazalt" goal
* Landstalker: Fixed Lithograph hint pointing at the wrong player
* Landstalker: Updated docs to remove the link to Steam since game got delisted
* Landstalker: Fixed high value hint_count rarely failing at generation
* Landstalker: Fixed dynamic shop prices being potentially invalid in case of a progression balancing (changes by ExemptMedic)
* Bottom to central path sealed off
* Bottom-to-left-path to right path sealed off
* Central opening (r4444): Left unsealed, paths seperated
* Top right half rocks fixed
* Middle to top opening sealed
* Right hallway seal correctly positioned
* Top right ladder: Fixed overlapping walls
A new `Subcon Forest - Behind Boss Firewall` region is added for
`Subcon Village - Snatcher Statue Chest`. `Subcon Forest Area` connects
to this new region, requiring either the first
`Progressive Painting Unlock`, or Expert logic +
`NoPaintingSkips: false`.
A new `Subcon Forest Boss Arena` region is added for
`Subcon Forest - Boss Arena Chest` because this is immediately
accessible from YCHE. There are connections to this region from
`Your Contract has Expired` (no requirements) and from
`Subcon Forest - Behind Boss Firewall` (requiring either Hard logic or
`Hookshot Badge` + `TOD Access`).
A reverse connection is also added to Expert logic, for
`Subcon Forest Boss Arena` -> `Subcon Forest - Behind Boss Firewall`.
This could be extended to include Hard logic if there is a reasonable
Cherry Bridge setup.
A reverse connection is also added to Expert logic, for
`Subcon Forest - Behind Boss Firewall` -> `Subcon Forest Area`, so long
as `NoPaintingSkips: false` because it is impossible to burn the
paintings to remove the firewall, from behind the firewall.
A new `Your Contract has Expired - Post Fight` region is added for the
Snatcher post fight cutscene to prevent the Snatcher Hover trick giving
access to YCHE, which would otherwise also give access to the new
`Subcon Forest Boss Arena` Region.
The paintings and boss arena gap logic for `Snatcher Statue Chest` and
`Boss Arena Chest` are now handled using the connections to/from these
new regions rather than being on the locations themselves.
The logic for `Act Completion (Toilet of Doom)` remains unchanged
because it has to be in the `Toilet of Doom` region.
In Expert logic, with `NoPaintingSkips: false`, YCHE is added as a rift
access region to Subcon Forest Time Rift entrances.
The `YCHE Access` event is no longer used and has been removed.
- Fixes painting skips logic for Subcon Village - Snatcher Statue Chest
- Fixes Subcon Forest - Boss Arena Chest being inaccessible from YCHE
- Adds Expert logic to reach `Snatcher Statue Chest` from YCHE
- Adds Expert logic to skip the boss firewall in reverse from YCHE so
long as painting skips are not removed from logic
- Adds Expert logic to access Subcon Forest Time Rift entrances from
YCHE so long as painting skips are not removed from logic
* The Messenger: transition rando
* remove unused import
* always link both directions for plando when using coupled transitions
* er_type was renamed to randomization_type
* use frozenset for things that shouldn't change
* review suggestions
* do portal and transition shuffle in `connect_entrances`
* remove some unnecessary connections that were causing entrance caching collisions
* add test for strictest possible ER settings
* use unittest.skip on the skipped test, so we don't waste time doing setUp and tearDown
* use the world helpers
* make the plando connection description more verbose
* always add searing crags portal if portal shuffle is disabled
* guarantee an arbitrary number of locations with first connection
* make the constraints more lenient for a bit more variety
* Init
* remove submodule
* Init
* Update docs
* Fix tests
* Update to use apcivvi
* Update Readme and codeowners
* Minor changes
* Remove .value from options (except starting hint)
* Minor updates
* remove unnecessary property
* Cleanup Rules and Region
* Fix output file generation
* Implement feedback
* Remove 'AP' tag and fix issue with format strings and using same quotes
* Update worlds/civ_6/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Minor docs changes
* minor updates
* Small rework of create items
* Minor updates
* Remove unused variable
* Move client to Launcher Components with rest of similar clients
* Revert "Move client to Launcher Components with rest of similar clients"
This reverts commit f9fd5df9fd.
* modify component
* Fix generation issues
* Fix tests
* Minor change
* Add improvement and test case
* Minor options changes
* .
* Preliminary Review
* Fix failing test due to slot data serialization
* Format json
* Remove exclude missable boosts
* Update options (update goody hut text, make research multiplier a range)
* Update docs punctuation and slot data init
* Move priority/excluded locations into options
* Implement docs PR feedback
* PR Feedback for options
* PR feedback misc
* Update location classification and fix client type
* Fix typings
* Update research cost multiplier
* Remove unnecessary location priority code
* Remove extrenous use of items()
* WIP PR Feedback
* WIP PR Feedback
* Add victory event
* Add option set for death link effect
* PR improvements
* Update post fill hint to support items with multiple classifications
* remove unnecessary len
* Move location exclusion logic
* Update test to use set instead of accidental dict
* Update docs around progressive eras and boost locations
* Update docs for options to be more readable
* Fix issue with filler items and prehints
* Update filler_data to be static
* Update links in docs
* Minor updates and PR feedback
* Update boosts data
* Update era required items
* Update existing techs
* Update existing techs
* move boost data class
* Update reward data
* Update prereq data
* Update new items and progressive districts
* Remove unused code
* Make filler item name func more efficient
* Update death link text
* Move Civ6 to the end of readme
* Fix bug with hidden locations and location.name
* Partial PR Feedback Implementation
* Format changes
* Minor review feedback
* Modify access rules to use list created in generate_early
* Modify boost rules to precalculate requirements
* Remove option checks from access rules
* Fix issue with pre initialized dicts
* Add inno setup for civ6 client
* Update inno_setup.iss
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* merge group options so specific handling is not needed when generating filler pool
* fix
* remove unneeded imports
* self review
* remove unneeded imports
* looks like typing was missing woopsi
* sm64ex: use item data class
* rearrange imports
* Dict to dict
* remove optional typing
* bonus item descriptions since we can also add stuff for webworld easily
* remove item descriptions (rip) and decrease verbosity for classifications
* formatting
* Timespinner: Add "no hell spiders" enemy rando option that is present in upstream settings
* Timespinner: Prism Break support tweaks (including tracker support)
* Timespinner: Add support for upstream Lock Key Amadeus flag
* Timespinner: Add support for upstream Risky Warps flag
* Timespinner: Add support for upstream Pyramid Start flag
* Timespinner: fix error in lab connectivity logic
* Timespinner: use has_all to simplify one check
Per PR suggestion.
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Timespinner: fix apparent logic error inherited from in-rando logic
* Timespinner: adjust "Origins" location logic slightly further to account for a Risky Warps case
* Timespinner: remove the backward compat options for the recent flag additions
* Timespinner: add newly added Gate Keep option from rando
* Timespinner: adjust the laser access colours in the tracker
* Timespinner: fix an item description in the tracker
* Timespinner: based on testing feedback, put Laser Access items in their own category
* Timespinner: add support for new upstream flag Royal Roadblock
* Timespinner: also ensure the new flag gets put in slot data
* Timespinner: fix bug in universal tracker support indicating castle basement is accessible at the lower Rising Tides flooding level
* Timespinner: exclude Talaria Attachment and Timespinner Wheel from pyramid start starter progression items
* Timespinner: fix region logic for the left pyramid warp
* Timespinner: fix main Gyre access logic when Risky Warps warps you behind the lasers
* Timespinner: apply suggested spacing fix
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: sgrunt <sgrunt1987@gmail.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Starting out
* Rules for breakable regions
* make the rest of it work, it's pr ready, boom
* Make it work in not pot shuffle
* Fix after merge
* Fix item id overlap
* Move breakable, grass, and local fill options in yaml
* Fix groups getting overwritten
* Rename, add new breakables
* Rename more stuff
* Time to rename them again
* Make it actually default for breakable shuffle
* Burn the signs down
* Fix west courtyard pot regions
* Fix fortress courtyard and beneath the fortress loc groups again
* More missing loc group conversions
* Replace instances of world.player with player, same for multiworld
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove unused import
* create tool progression feature and unwrap option
* replace option usage with calling feature
* add comment explaining why some logic is a weird place
* replace item creation logic with feature
* self review and add unit tests
* rename test cuz I named them too long
* add a test for the trash can useful stuff cuz I thought there was a bug but turns out it works
* self review again
* remove price_multiplier, turns out it's unused during generation
* damn it 3.11 why are you like this
* use blacksmith region when checking vanilla tools
* fix rule
* move can mine using in tool logic
* remove changes to performance test
* properly set the option I guess
* properly set options 2
* that's what happen when you code too late
* Doom, Doom 2, Heretic: customizable ammo capacity
* Do not progression balance capacity up items
* Prog fill still doesn't agree, just go with our original idea
* Clean up the new options a bit
- Gave all options a consistent and easily readable naming scheme
(`max_ammo_<type>` and `added_ammo_<type>`)
- Don't show the new options in the spoiler log,
as they do not affect logic
- Fix the Doom games' Split Backpack option accidentally referring to
Heretic's Bag of Holding
The logging change across all three games is incidental, as at some
point I did run into that condition by happenstance and it turns out
that it throws an exception due to bad formatting if it's reached
* Do the visibility change for Heretic as well
* Update required client version
* Remove spoiler log restriction on options
* Remove Visibility import now made redundant
* Pokemon Emerald: Change some dexsanity vanilla items to evo items
If a species evolves via item use (Fire Stone, Metal Coat, etc.), use that as it's vanilla item instead of a ball
* Pokemon Emerald: Remove accidentally added print
* Pokemon Emerald: Update changelog
* Pokemon Emerald: Adjust changelog
* Pokemon Emerald: Remove unnecessary else
* Pokemon Emerald: Fix changelog
* adding qwints suggestions
* add stat increase protection and ingame yml stuff
* idk how I forgot these
* reword things
* Update worlds/kh2/Client.py
Co-authored-by: qwint <qwint.42@gmail.com>
* 3.12 compat
* too long of a line
* why didnt I do this before lol
* reading is hard
* missed one
* forgot the self
* fix crash if you get datapackage that isnt kh2
* update to main?
* update to use 0.10 as base and fix violet's base 0 on hex values
* reverting this because I'm bad at my job
---------
Co-authored-by: qwint <qwint.42@gmail.com>
* Expand and validate the RAM cache
* Part way through location improvement
* Fixed location tracking
* Preliminary entrance tracking support
* Actually send entrance messages
* Store found entrances on the server
* Bit of cleanup
* Added rupee count, items linked to checks
* Send Magpie a handshAck
* Got my own version wrong
* Remove the Beta name
* Only send slot_data if there's something in it
* Ask the server for entrance updates
* Small fix to stabilize Link's location when changing rooms
* Oops, server storage is shared between worlds
* Deal with null responses from the server
* Added UNUSED_KEY item
This was causing confusion and Discord support requests because the
instructions there are no longer compatible with the latest version of
Archipelago.
This also lists me as the primary author of the new setup guide.
* Secret Feature
* Fixes
* Fixes and unit tests
* renaming some variables
* Fix the thing
* unit test for elevator egg
* Docstring
* reword
* Fix duplicate locations I think?
* Remove debug thing
* Add the tests back lol
* Make it so that you can exclude an egg to disable it
* Improve hint text for easter eggs
* Update worlds/witness/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/witness/player_logic.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/witness/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/witness/player_logic.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/witness/rules.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update test_easter_egg_shuffle.py
* This was actually not necessary, since this is the Egg requirements, nothing to do with location names
* Move one of them
* Improve logic
* Lol
* Moar
* Adjust unit tests
* option docstring adjustment
* Recommend door shuffle
* Don't overlap IDs
* Option description idk
* Change the way the difficulties work to reward playing higher modes
* Fix merge
* add some stuff to generate_data_file (this file is not imported during gen, don't review it :D)
* oop
* space
* This can be earlier than I thought, apparently.
* buffer
* Comment
* Make sure the option is VERY visible
* Some mypy stuff
* apparently ruff wants this
* .
* durinig
* Update options.py
* Explain the additional effects of each difficulty
* Fix logic of flood room secret
* Add Southern Peninsula Area
* oop
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* More hex quest updates
- Implement page ability shuffle for hex quest
- Fix keys behind bosses if hex goal is less than 3
- Added check to fix conflicting hex quest options
- Add option to slot data
* Change option comparison
* Change option checking and fix some stuff
- also keep prayer first on low hex counts
* Update option defaulting
* Update option checking
* Fix option assignment again
* Show player name in option warning
* Add new option to universal tracker stuff
* Update __init__.py
* Make helper method for getting total hexagons in itempool
* Update options.py
* Update option value passthrough
* Change ability shuffle to default on
* Check for hexagons option when writing spoiler
* add groups and a preset
* formatting
* pull zig's tarin's gift improvements
* typing
* alias groups for progressive items
* change tarins gift option a bit
* add bush breakers item group
* fix typo
* bush_breaker option, respect non_local_items
* review suggestions
* cleaner
thx exempt
* Update worlds/ladx/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* fix gen failures for dungeon shuffle
* exclude shovel based on entrance mapping
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* marin text
* Adds lots of Marin Flavour Text (#32)
* Updates of Splash text 24-09-18
* Re-Adds '
* use pkgutil
* Adds all community suggestions up until 20/09/2024 (#33)
* Adds all community suggestions up until 20/09/2024
* cutting deathlink jokes
---------
Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>
* drop piracy-adjacent jokes
* marin text was too long
* more submissions
* no longer looking for new maintainer
---------
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* Move a couple locations to monastery
* Connect Quarry Back to Monastery
* Quarry Back -> Monastery with laurels, Monastery -> Monastery Back with wand/sword
* Add Monastery Back region
* Move a couple non-ER locations to monastery back
* Monastery front -> back with sword, wand, or laurels zip
* also laurels zip for non-ER
* CI: ctest: fix trigger on CMakeLists change
* CI: ctest: update cmake version
this removes a warning
and matches gtest
* CI: ctest: remove explicit build mode for MSVC
gtest switched to dynamic libc (/MD), which is default, so this just works now
* uses itempool count vs unfilled location count instead of counting prog_items values which could have custom counters
* move unfilled location check to before can_reach
* add tests for successful minimal GER call with extra collect override prog_items in the pool to regression test issue fixed in this PR
* Potential fix for attack issue
* also put the lazy version of the swamp fix in for good measure
* fix extra line
* now it is good
* Add the test, roll the other PR into this one
* Make the test exception more useful
* Remove debug print
* Combat logic fixed?
* Move a few areas to before well instead of east forest
* Put in qwint's suggestions in test
* Implement qwint's suggestions in combat_logic.py
* Implement qwint's suggestions for combat_logic.py
* Fix typo
* Remove experimental from combat logic description
* Remove copy_mixin again
* Add comment about copy_mixin
* Use a more proper random
* Some optimizations from Vi's comments
* Core: Replace generator creation/iteration in CollectionState methods
Using generators in these functions incurs overhead to create the new
generator instance, call the `any`/`all`/`sum` function and have the
`any`/`all`/`sum` function iterate the generator, which in turn iterates
the iterable.
Replacing the use of generators with for loops is faster.
Getting `self.prog_items[player]` once in advance also improves
performance of iterating longer iterables.
* Add comment on the choice of for loops instead of any()/all()/sum()
* [LADX] Fix minimal accessibility
* allow_partial for minimal accessibility
* create the correct partial_all_state
* skip our prefills rather than removing after
* dont rebuild our prefill list
---------
Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>
* Tests: massively improve the memory leak test performance
With the growing number of worlds, GC becomes the bottleneck and slows down the test.
* Tests: fix typing in general/test_memory
* MultiServer: add NoText tag and handling
* MultiServer: deprecate and warn for uncompressed connections
* MultiServer: fix missing space in no compression warning
* - Unrolled and improved the structure of the test for Mods + ER, to improve total performance and performance on individual tests for threading purposes
* Use | instead of Union[]
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
* - Remove unused using
---------
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
* adds docstring to make_gui describing what things you might want to change without dealing with kivy/kvui directly (there are better places to document those)
* Update CommonClient.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Update CommonClient.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* skips opening a subprocess if kivy (and thus the launcher gui) hasn't been loaded so stdin can function as expected on --nogui and similar
* this exists lol
* keep old function around and use new function for CC component
* fix name=None typing
* unit test that get all state is called with partial entrances before connect_entrances
* fix the two worlds doing it
* lol
* unused import
* Update test/general/test_entrances.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update test_entrances.py
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add connect_entrances
* update ER docs
* fix that test, but also ew
* Add a test that asserts the new finalization
* Rewrite test a bit
* rewrite some more
* blank line
* rewrite rewrite rewrite
* rewrite rewrite rewrite
* RE. WRITE.
* oops
* Bruh
* I guess, while we're at it
* giga oops
* It's been a long day
* Switch KH1 over to this design with permission of GICU
* Revert
* Oops
* Bc I like it
* Update locations.py
* Core: some low-hanging fruit on the strict type check
* bump pyright version
* bump pyright version
* bump pyright and remove file that's no longer easy
* PMDs now check to make sure you have enough unlockers for all of them before any are in logic, to avoid softlocks
* Adds Humor and BlckMnd to the pool and sets logic for Villain and Comedian. Patch not yet updated to remove starting inventory
* Adds Serenade as a check
* Fixes hide and seek completion to use proper Yoka Zoo map. Updates bsdiff patch to 1.2
* Adds option for excluding Secret Area, and item/location groups for further customization
* Update worlds/mmbn3/Locations.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/mmbn3/Regions.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/mmbn3/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/mmbn3/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/mmbn3/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Replaces can_reach generic with can_reach_region or can_reach_location, where applciable
* Unlocker is now a progression item, Excluded Locations is now a Set
* Missed a merge marker
* Excluded locations is no longer a set since you can't append to a set with +=
* Excluded locations is now a set again since you apparent can append to a set with |=
* Replaces more lists with sets. Fixes wording in option descriptions
* Update worlds/mmbn3/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fix Director boss photo logic
The rules were being added to for the "Director" boss in
`set_enemy_rules()`, which didn't exist because the boss created was
called "Conductor" instead.
The name of the boss has been changed to "Director", to match, because
it is more accurate due to DJ Grooves possibly being the boss instead of
The Conductor.
The missing logic was the `Hookshot Badge` requirement, however, the
boss events are only used as part of the `Camera Tourist - All Clear`
location, which requires every boss event to be reachable, and the
Toxic Flower boss also has a `Hookshot Badge` requirement, so the
missing `Hookshot Badge` for the Director boss had no effect on logic.
The boss event locations are hidden from spoiler output, so to get a
spoiler showing the Director boss event accessed before having
`Hookshot Badge`, spoiler output had to be modified to also show the
hidden locations. Example sphere from playthrough that should not be
possible because it gets the `Hookshot Badge` and the `Conductor` event
(now renamed to `Director`) in the same sphere:
```
5: {
Act Completion (Time Rift - Dead Bird Studio): Relic (Crayon Box)
Conductor - Dead Bird Studio Basement: Conductor
Dead Bird Studio (Rift) - Page: Behind Cardboard Planet: Time Piece
Dead Bird Studio (Rift) - Page: Near Time Rift Gate: Hookshot Badge
Picture Perfect - Hats Buy Building: Metro Ticket - Blue
Snatcher - Your Contract has Expired: Snatcher
}
```
* Add missing Hookshot + Painting logic for Toilet boss picture
Includes the Hard logic of crossing the gap with a cherry bridge instead
of hookshot and the expert logic of being able to skip the boss firewall
with a cherry hover.
* Fix Alpine Skyline - Goat Outpost Horn region
`Alpine Skyline - Goat Outpost Horn` is accessible from The Illness has
Spread, but was being added to the region that is only accessible from
Alpine Free Roam. `Alpine Skyline - Goat Outpost Horn` has been moved to
the region that is accessible from both The Illness has Spread and
Alpine Free Roam.
* Add missing HitType.umbrella logic for Top of HQ Coin in Beat the Heat
Like Heating up Mafia Town, the cannon to the Mafia HQ area only opens
once all the faucets have been turned off by hitting them. This requires
the Umbrella when umbrella logic is enabled, but the Snatcher Coin on
top of Mafia HQ was missing this requirement when accessed from Beat the
Heat.
* Add missing Main Objective requirement for auto-completed Bonus Stamps
When a Main Objective is not excluded, but the bonuses are excluded, the
bonuses auto-complete once the Main Objective is completed. The
requirement to complete the Main Objective was missing, so the logic was
incorrectly awarding bonus stamps as soon as a Contract was unlocked,
even when it was not possible to complete the Main Objective of that
Contract.
* Add missing Hookshot requirement for The Arctic Cruise - Toilet from Bon Voyage!
`The Arctic Cruise - Toilet` is accessed from the `Cruise Ship` region,
but it is only present in the Ship Shape and Bon Voyage! acts.
Ship Shape and Rock the Boat can access `Cruise Ship` without any items,
but Bon Voyage! requires the Hookshot Badge to reach `Cruise Ship`.
With how the logic was set up, it was incorrectly giving access to
`The Arctic Cruise - Toilet` if the player had access to Bon Voyage!
but only had access to `Cruise Ship` through Rock the Boat.
* Fix Expert logic Rush Hour-only ticket skips
The code was checking `if not world.options.NoTicketSkips:`, but that
would only be `True` for `False`. For "rush_hour" (for Rush Hour-only
ticket skips), it would be `False`, causing Rush Hour-only ticket skips
to act as if ticket skips were disabled.
* Remove Mystifying Time Mesa: Zipline gaining Hookshot requirement in moderate logic
Alpine Skyline - Mystifying Time Mesa: Zipline does not normally
require Hookshot Badge because it is an implied requirement due to only
being accessible from Alpine Free Roam which does require Hookshot
Badge. In normal logic difficulty, the location does not have an
explicit Hookshot Badge requirement, but moderate logic was adding a
Hookshot Badge requirement. This extraneous Hookshot Badge requirement
has been removed.
* Fix Act Completion (Queen Vanessa's Manor) not being accessible with Dweller Mask/Brewing Hat
It was logically requiring the Umbrella hit type only, whereas all the
other locations in Queen Vanessa's Manor require the Dweller Bell hit
type which additionally allows Dweller Mask or Brewing Hat.
* Remove Dweller Mask requirement for Subcon Forest - Tall Tree Hookshot Swing
The Dweller Mask is not used in the intended vanilla route to get this
item, so this requirement seems to have been a mistake.
* Remove unused SDJ option for Subcon Forest - Long Tree Climb Chest
Hard logic can already reach this location with nothing (other than
paintings), so the "or" logic of being able to perform an SDJ was
unused.
* Require any non-HUMT Mafia Town act for Hot Air Balloon with nothing
Two buckets/beach balls are required to bucket/ball hover, but there is
only a single beach ball accessible in Heating Up Mafia Town, and
no accessible buckets.
There is an alternative strategy for Top of Lighthouse that only
requires a single beach ball, so that location can still be reached with
nothing from Heating Up Mafia Town.
* Use `get_difficulty()` helper in `set_enemy_rules`
Co-authored-by: Exempt-Medic <60412657+exempt-medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+exempt-medic@users.noreply.github.com>
* Fix crash when trying to log an exception
In https://github.com/ArchipelagoMW/Archipelago/pull/3028, we added a new logging filter which checked `record.msg`.
However, you can pass whatever you want into a logging call. In this case, what we missed was ecc3094c70/MultiServer.py (L530C1-L530C37), where we pass an Exception object as the message. This currently causes a crash with the new filter.
The logging module supports this. It has no typing and can handle passing objects as messages just fine.
What you're supposed to use, as far as I understand it, is `record.getMessage()` instead of `record.msg`.
* Update Utils.py
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Fix certain items not being added to slot data
* Change where items get added to slot data
* Add initial grass randomizer stuff
* Fix rules
* Update grass.py
Improve location names
* Remove wand and gun from logic
* Update __init__.py
* Fix logic for two pieces of grass in atoll
* Make early bushes only contain grass
* Backport changes to grass rando (#20)
* Backport changes to grass rando
* add_rule instead of set_rule for the special cases, add special cases for back of swamp laurels area cause I should've made a new region for the swamp upper entrance
* Remove item name group for grass
* Update grass rando option descriptions
- Also ignore grass fill for single player games
* Ignore grass fill option for solo rando
* Update er_rules.py
* Fix pre fill issue
* Remove duplicate option
* Add excluded grass locations back
* Hide grass fill option from simple ui options page
* Check for start with sword before setting grass rules
* Update worlds/tunic/options.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Exclude grass from get_filler_item_name
- non-grass rando games were accidentally seeing grass items get shuffled in as filler, which is funny but probably shouldn't happen
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* change the rest of grass_fill to local_fill
* Filter out grass from filler_items
* remove -> discard
* Update worlds/tunic/__init__.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* change has_stick to has_melee
* Update grass list with combat logic regions
* More fixes from combat logic merge
* Fix some dumb stuff (#21)
* Reorganize pre fill for grass
* Update option value passthrough
* Update __init__.py
* Fix region name
* Make separate pools for the grass and non-grass fills (#22)
* Make separate pools for the grass and non-grass fills
* Update worlds/tunic/__init__.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Fix those things in the PR (#23)
* Use excludable property
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Modify UT support to make a better pattern
* Handle keyerror for logic_rules option
* Missed self.passthrough value setting
* Less laziness for passthrough
* Remove extra newline
* Fix missing using_ut = True, also remove now unnecessary try except since 0.5.1 is out
* New UT thing, it goes in this PR because it's been open for 5 months for a very very tiny change
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* SM Varia can now generate without ROM
* removed stage_assert_generate
This affects builds with non-writable installation directories.
Instead of saving data in ~/Archipelago we now use $XDG_DATA_HOME/Archipelago
(defaulting to ~/.local/share/Archipelago).
If ~/Archipelago still exists we move it to the new location and link ~/Archipelago to it.
Motivation: This follows the [XDG Base Directory Specification](https://specifications.freedesktop.org/basedir-spec/latest/)
to at least some degree and doesn't clutter the user's home directory.
Option resolution for the `StartingLocation` option (the only
`ChoiceIsRandom` subclass) was writing to the `randomized` attribute on
the class instead of on the instance, meaning that
`self.options.starting_location.randomized` would be `True` for all
Blasphemous players in the multiworld if any one of the players set
their `StartingLocation` option to `"random"`.
This patch fixes the issue by writing to the `randomized` attribute on
the new instance instead of on the class.
This allows for example, making a blueprint of your rocket silo with requester chests specifying a request for the 2-8 rocket part ingredients needed to build the rocket.
* Initial implementation of Generic ER
* Move ERType to Entrance.Type, fix typing imports
* updates based on testing (read: flailing)
* Updates from feedback
* Various bug fixes in ERCollectionState
* Use deque instead of queue.Queue
* Allow partial entrances in collection state earlier, doc improvements
* Prevent early loops in region graph, improve reusability of ER stage code
* Typos, grammar, PEP8, and style "fixes"
* use RuntimeError instead of bare Exceptions
* return tuples from connect since it's slightly faster for our purposes
* move the shuffle to the beginning of find_pairing
* do er_state placements within pairing lookups to remove code duplication
* requested adjustments
* Add some temporary performance logging
* Use CollectionState to track available exits and placed regions
* Add a method to automatically disconnect entrances in a coupled-compliant way
Update docs and cleanup todos
* Make find_placeable_exits deterministic by sorting blocked_connections set
* Move EntranceType out of Entrance
* Handle minimal accessibility, autodetect regions, and improvements to disconnect
* Add on_connect callback to react to succeeded entrance placements
* Relax island-prevention constraints after a successful run on minimal accessibility; better error message on failure
* First set of unit tests for generic ER
* Change on_connect to send lists, add unit tests for EntranceLookup
* Fix duplicated location names in tests
* Update tests after merge
* Address review feedback, start docs with diagrams
* Fix rendering of hidden nodes in ER doc
* Move most docstring content into a docs article
* Clarify when randomize_entrances can be called safely
* Address review feedback
* Apply suggestions from code review
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Docs on ERPlacementState, add coupled/uncoupled handling to deadend detection
* Documentation clarifications
* Update groups to allow any hashable
* Restrict groups from hashable to int
* Implement speculative sweeping in stage 1, address misc review comments
* Clean unused imports in BaseClasses.py
* Restrictive region/speculative sweep test
* sweep_for_events->advancement
* Remove redundant __str__
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Allow partial entrances in auto indirect condition sweep
* Treat regions needed for logic as non-dead-end regardless of if they have exits, flip order of stage 3 and 4 to ensure there are enough exits for the dead ends
* Typing fixes suggested by mypy
* Remove erroneous newline
Not sure why the merge conflict editor is different and worse than the normal editor. Crazy
* Use modern typing for ER
* Enforce the use of explicit indirect conditions
* Improve doc on required indirect conditions
---------
Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: alwaysintreble <mmmcheese158@gmail.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
The data from `WORLD_PATHS_JSON` is supposed to be constant logic data
shared by all Landstalker worlds, but `add_path_requirements()` was
modifying this data such that after adding a `Lantern` requirement for a
dark region, subsequent Landstalker worlds to have their logic set could
also be affected by this `Lantern` requirement and previous Landstalker
worlds without damage boosting logic could also be affected by this
`Lantern` requirement because they could all be using the same list
instances. This issue would only occur for paths that have
`"requiredItems"` because all paths without required items would create
a new empty list, avoiding the problem.
The items in `data["itemsPlacedWhenCrossing"]` were also getting added
once for each Landstalker player, but there are no paths that have both
`"itemsPlacedWhenCrossing"` and `"requiredItems"`, so all such cases
would start from a new empty list of required items and avoid modifying
`WORLD_PATHS_JSON`.
* Worked locally before that so this is a lot of work . So, initial push
* Changes in init with better create_regions (Thanks to Phar on discord). Add a rule for victory. Change the regions list to remove menu in the destination.
* Added tests for location rules and changed rule locations to lists instead of sets
* Fixed game var in InscryptionLocation
* Fixed location access by using the same system from The Messenger
* Remove unuse rules in init and add region rules. Add all the act 2 locations and items.
* Add locations rule for the left of the bridge in act 2
* Added test for bridge requirement and added a dash to locationfor clarity
* Added more act 2 rules and removed completion rule
* Created docs for website, added Salmon Card item, marked multiple items as "progression", renamed tomb checks, added more location rules, re-added completion rule
* Renamed tower bath check to "Tentacle", added monocle as requirement for some checks, adjusted setup doc a bit
* Added tentacle to monocle test
* Added forest burrow chest rule
* Switch the two clock location because the id was swapped and screwed with the logic
* Added Ancient Obol rule and adjusted docs
* Added act 3 locations/items/rules/tests
* Added drone & battery to trader rules
* Fixed tutorial docs, added more act 3 rules, renamed holo pelt locations
* Add an option for the optional death card feature
* Added well check and quill item, added rules and tests
* Renamed Gems module and Gems drone
* Added slot data options
* Added rule for act 3 middle pelt
* Added option for randomize ability and uptade the randomize deck option to fit the new setup
* Added randomize ability in slot data
* Added more requirements for mycologists boss since it's pretty much an impossible fight early on
* Finished the french translation of the installation guide
* Changed the french title in the guide
* Added goal option and tests associated to it + fixed goal requirement missing quill
* Added goal option to docs and removed references to the now discarded API mod. Fixed some french translations.
* Added ourobot item + renamed some goal settings
* Fixed locations and items for act 1 goal
* Added skip tutorial option. Cleanup and rename of some options. Added tower requirement for Mycologist Key check. Fixed missing comma in act 2 locations oopsies.
* Added missing rules for Extra Battery, Nano Armor and Goobert's painting
* Added act 1 deathlink behaviour and epitaph pieces randomization options + made pieces progressive + adjusted docs
* Fixed some docs typos
* Added act 3 clock rule. Paintings 2, 3 and Goobert's painting can no longer contain progression items.
* New options system and fixed act 1 goal option breaking
* Added skip epilogue and painting checks balancing options. Renamed randomize abilities to randomize sigils. Fixed generation issue with epitaph pieces randomization. Goobert's painting no longer forces filler. Removed traps option for now. Reworded some option descriptions.
* Attempting type fix for python 3.8
* Attempting type fix for python 3.8 again
* Added starting only option for randomize deck
* Fixed arbitrary rule error
* Import fix attempt
* Migrated to DeathLinkMixin instead of creating a custom DeathLink option, cleaned up imports, renamed Death Link related options to include "death_link" instead of "deathlink", replaced numeral values for option checking into class attributes for readability, slight optimization to tower rule, fixed typo in codes option description.
* Added bug report page to web class, condensed pelt rules to one function, added items/locations count in game docs and adjusted some sections
* Added Inscryption to CODEOWNERS
* Implemented a bunch of suggestions: Better handling of painting option, options as dict for slot data, remove redundant auto_display_name, use of has_all, better goal tests, demote skink card to filler if goal is act 1 and force filler on paintings
* Makes clover plant and squirrel head progression items if paintings are balanced + fixed other issues
* filler items, start inventory from pool, '->"
* Fix bleeding issue
* Copy the list instead
* Fixed bleeding using proper deep copy
* Remove unnecessary for loops in tests
* Add defaults to choice options
---------
Co-authored-by: Benjamin Gregoire <benjamingregoire@outlook.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* open mabe option
swaps east mabe rocks for bushes
* add open mabe to slot data
* use upstream overworld option
Instead of a standalone option, use upstream's "overworld" option, which we don't use yet but it leaves better space for the future
* use ladxr_setting for consistency
* newline
* enable some upstream settings
* flashing just disabled, no setting
* just enable fast text
* noflash and textmode as hidden options
* typo
* drop whitespace changes
* add hard mode to slot data
* textmode adjustments
fast text default (fixing mistake)
remove no text option (its buggy)
* unhide options
* Update worlds/ladx/Options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* adjustments
* Also indents plando_connections properly
* Adding apostrophe quotes around item, location, entrance/exit and boss names to make errors more readable
* Update plando_en.md
* Fixing test in Lufia II
When running Generate.py, uncaught exceptions are logged once to a file and twice to the console due to keeping the original excepthook. We can avoid this by filtering the file log out of the stream handler.
The `REGION_DEWFORD_TOWN/MAIN -> REGION_ROUTE109/BEACH` and
`REGION_ROUTE109/BEACH -> REGION_DEWFORD_TOWN/MAIN` entrances require
access to the
`REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN -> REGION_DEWFORD_TOWN/MAIN`
entrance in their access rules, so require indirect conditions for the
parent_region of the entrance: `REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN`.
* synonyms to new file, many added
* handle singular rupee
* remove redundant map and compass entries
* automatic pluralization
* add guardian acorn and piece of power
* move phrases to ItemIconGuessing.py
* organize, comment
* fix tab spacing
* fix
* add tunic and noita synonyms
* remove triangle instrument synonym
* reorganize, add some matches
* add tunic lucky up
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* handle camelCase and single rupee
* add indicate_progression option
Adds alternative system for foreign item icons that simply indicates whether or not the item is a progression item.
* improve splitting
drops some more characters, and also dont bother with rejoined stuff in name_cache because our splitting is better
* the witness stuff
* forbid more
* remove boost and surge
* Update worlds/ladx/ItemIconGuessing.py
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* match by game name
look at the name of the foreign game and only use game-specific entries for that game
* show message for all key drops
* updates from async test
* vi suggestions
* Adding FNAFW suggestions from @lolz1190 (#40)
* Adding FNAFW suggestions from @lolz1190
* missing comma
---------
Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* Add panel hunt plando option
* Keys are strs
* oops
* better message
* ,
* this doesn ot need to be here
* don't replace pre picked panels
* Update options.py
* rebase error
* rebase error
* oops
* Mypy
* ruff
* another rebase error
* actually this is a stupid change too
* bring over that change™️
* Update entity_hunt.py
* Update entity_hunt.py
* Update entity_hunt.py
Generation on Python 3.12 would print SyntaxWarnings due to invalid '\d'
escape sequences added in #3832.
Use raw strings to avoid `\` being used to escape characters.
* sm64ex: Rework logic for 100 Coins
* sm64ex: 100 Coins Vanilla Option
* sm64ex: Avoiding raw int comparisons for 100 coin option
* sm64ex: Change 100 coin option from toggle to choice
* sm64ex: use snake_case for 100 coin option
* just use "vanilla" for option comparison (exempt-medic feedback)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* sm64ex: remove vanilla 100 coins from item pool to remove overfilling stars
* yeah
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove range condition (35 is the min for total stars)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add the cotm package with working seed playthrough generation.
* Add the proper event flag IDs for the Item codes.
* Oooops. Put the world completion condition in!
* Adjust the game name and abbreviations.
* Implement more settings.
* Account for too many start_inventory_from_pool cards with Halve DSS Cards Placed.
* Working (albeit very sloooooooooooow) ROM patching.
* Screw you, bsdiff! AP Procedure Patch for life!
* Nuke stage_assert_generate as the ROM is no longer needed for that.
* Working item writing and position adjusting.
* Fix the magic item graphics in Locations wherein they can be fixed.
* Enable sub-weapon shuffle
* Get the seed display working.
* Get the enemy item drop randomization working. Phew!
* Enemy drop rando and seed display fixes.
* Functional Countdown + Early Double setting
* Working multiworld (yay!)
* Fix item links and demo shenanigans.
* Add Wii U VC hash and a docs section explaining the rereleases.
* Change all client read/writes to EWRAM instead of Combined WRAM.
* Custom text insertion foundations.
* Working text converter and word wrap detector.
* More refinements to the text wrap system.
* Well and truly working sent/received messages.
* Add DeathLink and Battle Arena goal options.
* Add tracker stuff, unittests, all locations countdown, presets.
* Add to README, CODEOWNERS, and inno_setup
* Add to README, CODEOWNERS, and inno_setup
* Address some suggestions/problems.
* Switch the Items and Locations to using dataclasses.
* Add note about the alternate classes to the Game Page.
* Oooops, typo!
* Touch up the Options descriptions.
* Fix Battle Arena flag being detected incorrectly on connection and name the locked location/item pairs better.
* Implement option groups
* Swap the Lizard-man Locations into their correct Regions.
* Local start inventory, better DeathLink message handling, handle receiving over 255 of an item.
* Update the PopTracker pack links to no longer point to the Releases page.
* Add Skip Dialogues option.
* Update the presets for the accessibility rework.
* Swap the choices in the accessibility preset options.
* Uhhhhhhh...just see the apworld v4 changelog for this one.
* Ooops, typo!
* .
* Bunch of small stuff
* Correctly change "Fake" to "Breakable" in this comment.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Make can_touch_water one line.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Make broke_iron_maidens one line.
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fix majors countdown and make can_open_ceremonial_door one line.
* Make the Trap AP Item less obvious.
* Add Progression + Useful stuff, patcher handling for incompatible versions, and fix some mypy stuff.
* Better option groups.
* Change Early Double to Early Escape Item.
* Update DeathLink description and ditch the Menu region.
* Fix the Start Broken choice for Iron Maiden Behavior
* Remove the forced option change with Arena goal + required All Bosses and Arena.
* Update the Game Page with the removal of the forced option combination change.
* Fix client potential to send packets nonstop.
* More review addressing.
* Fix the new select_drop code.
* Fix the new select_drop code for REAL this time.
* Send another LocationScout if we send Location checks without having the Location info.
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Add more panels that should be panels
* Make it so the caves panel items don't exist in early caves
* Remove unused import
* oops
* Remove Jungle to Monastery Garden from usefulification list
* Add a basic test
* ruff
---------
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* proguseful
* ruff
* variable rename
* variable rename
* Better (?) comment
* Better way to do this? I guess
* sure
* ruff
* Eh, it's not worth it. Here's the much simpler version
* don't need this now
* Improve some classification checks while we're at it
* Only proguseful obelisk keys if eps are individual
* Vi don't forget about itemlinks challenge difficulty impossible
* People other than Vi also don't forget about ItemLinks challenge difficulty impossible
This PR is mainly refactoring. Here is what changed:
- Changing item names so that each words are capitalized (`Energy Form` instead of `Energy form`)
- Removing duplication of string literal by using:
- Constants for items and locations,
- Region's name attribute for entrances,
- Clarify some documentations,
- Adding some region to be more representative of the game and to remove listing of locations in the rules (prioritize entrance rules over individual location rules).
This is the other minor modifications that are not refactoring:
- Adding an early bind song option since that can be used to exit starting area.
- Changing Sun God to Lumerean God to be coherent with the other gods.
- Changing Home Water to Home Waters and Open Water to Open Waters to be coherent with the game.
- Removing a rules to have an attack to go in Mithalas Cathedral since you can to get some checks in it without an attack.
- Adding some options to slot data to be used with Poptracker.
- Fixing a little but still potentially logic breaking bug.
* Raft: Place locked items in create_items and fix get_pre_fill_items
`pre_fill` runs after item plando, and item plando could place an item
at a location where Raft was intending to place a locked item, which
would crash generation.
This patch moves the placement of these locked items earlier, into
`create_items`.
Setting items into `multiworld.raft_frequencyItemsPerPlayer` for each
player has been replaced with passing `frequencyItems` to the new
`place_frequencyItems` function.
`setLocationItem` and `setLocationItemFromRegion` have been moved into
the new `place_frequencyItems` function so that they can capture the
`frequencyItems` argument variable.
The `get_pre_fill_items` function could return a list of all previously
placed items across the entire multiworld which was not correct. It
should have returned the items in
`multiworld.raft_frequencyItemsPerPlayer[self.player]`. Now that these
items are placed in `create_items` instead of `pre_fill`,
`get_pre_fill_items` is no longer necessary and has been removed.
* self.multiworld.get_location -> self.get_location
Changed the occurences in the modified code.
* Saving Princess: initial commit
* settings -> options
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* settings -> options
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* replace RegionData class with List[str]
RegionData was only wrapping a List[str], so we can directly use List[str]
* world: MultiWorld -> multiworld: MultiWorld
* use world's random instead of multiworld's
* use state's has_any and has_all where applicable
* remove unused StartInventory import
* reorder PerGameCommonOptions
* fix relative AutoWorld import
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
* clean up double spaces
* local commands -> Local Commands
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* remove redundant which items section
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* game info rework
* clean up item count redundancy
* add game to readme and codeowners
* fix get_region_entrance return type
* world.multiworld.get -> world.get
* add more events
added events for the boss kills that open the gate, as well as for system power being restored
these only apply if expanded pool is not selected
* add client/autoupdater to launcher
* reorder commands in game info
* update docs with automated installation info
* add quick links to doc
* Update setup_en.md
* remove standalone saving princess client
* doc fixes
* code improvements and redundant default removal
as suggested by @Exempt-Medic
this includes the removal of events from the item/location name to id, as well as checking for the player name being ASCII
* add option to change launch coammnd
the LaunchCommand option is filled to either the executable or wine with the necessary arguments based on Utils.is_windows
* simplify valid install check
* mod installer improvements
now deletes possible existing files before installing the mod
* add option groups and presets
* add required client version
* update docs about cheat items pop-ups
items sent directly by the server (such as with starting inventory) now have pop-ups just like any other item
* add Steam Input issue to faq
* Saving Princess: BRAINOS requires all weapons
* Saving Princess: Download dll and patch together
Previously, gm-apclientpp.dll was downloaded from its own repo
With this update, the dll is instead extracted from the same zip as the game's patch
* Saving Princess: Add URI launch support
* Saving Princess: goal also requires all weapons
given it's past brainos
* Saving Princess: update docs
automatic connection support was added, docs now reflect this
* Saving Princess: extend([item]) -> append(item)
* Saving Princess: automatic connection validation
also parses the slot, password and host:port into parameters for the game
* Saving Princess: change subprocess .run to .Popen
This keeps the game from freezing the launcher while it is running
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Fully updates requirements.py to live LADXR (#19)
* Updates dungeon2.py to LADXR-Live (#20)
No logic changes or bugfix are in this file. It is only code cleanup.
* Update dungeon1.py (#21)
- The Three of a Kind with Bomb is moved from Normal to Hard Logic
The rest is code cleanup.
lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference
* Fully updates dungeon3.py to LADXR-live (#22)
Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot
Everything else is cleanup.
* Fully update dungeon4.py to LADXR-live logic (#23)
Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam
The rest is code cleanup
* Updates dungeon5.py mostly to LADXR-Live Logic (#24)
Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)
The rest is cleanup.
The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69
* Fully update dungeon6.py logic (#25)
Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases
Everything else is cleanup
* Fully update dungeon7.py to LADXR-live logic (#26)
Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only
Everything else is code cleanup
* Fully updates dungeon8.py to LADXR-live (#27)
Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way
The rest is code cleanup
* Fully update dungeonColor.py to LADXR-live (#28)
Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs
Everything else is code cleanup
* Updating overworld.py (#29)
* Updating overworld.py
This tries to update all logic of the Overworld.
Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps
I stopped counting and need to go over this again.
Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.
* remove featherless fisher under bridge from hard
it was moved to hell upstream and its already present in our code
---------
Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>
* fixes
* add test messages
* Adds Pegasus Boots to the test (#31)
* Fix d6 boss_key logic (#30)
* restore hardmode logic
* higher logic fixes
* add bush requirement to the raft
in case the player needs to farm rupees to play again
---------
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
* add groups and a preset
* formatting
* typing
* alias groups for progressive items
* add bush breakers item group
* fix typo
* some manual location groups
* drop dummy dungeon items from groups
* text shuffle exclusions
Exclude owl statues, library books, goal sign, signpost maze, and various rupee prices from text shuffle
* clearer variable name
* KH2: Add missing indirect conditions for Final region access
Entrances to the Final region require being able to reach any one of a
number of locations, but for a location to be reachable, its parent
region must also be reachable, so indirect conditions must be added for
these regions.
* Use World.get_location
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Use World.get_location, for real this time
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* LADX: Magnifying Glass fixes
Removed the duplicate item (Magnifying Lens), and made the real one a filler item.
* Update worlds/ladx/Items.py
Co-authored-by: threeandthreee <alex@3and3.dev>
---------
Co-authored-by: threeandthreee <alex@3and3.dev>
* Core: warn if a yaml is empty
* WebHost: ignore empty yaml
Generate: log which yaml documents are empty
* Actually remove empty yamls from weight_cache
* More verbose variable name
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Improved sm64ex advanced setup docs
This edit clarifies some things that are not obvious in the version that is currently live on the site.
This should prevent others from needing to go spelunking in Discord chat history to figure out how to do advanced builds.
* Update worlds/sm64ex/docs/setup_en.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* copyediting
---------
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* create a first draft of the feature
* use feature in items and locations
* add content to more places
* use feature in logic
* replace option check by feature
* remove unused code
* remove weird white space
* some import nitpicking
* flip negative if
* Docs: update min required version
and add comment about security.
* Core: rework python version check
* CI: set min micro update for build and release
* Add kivy overrides to allow AsyncImage source paths of the format ap:worlds.module/subpath/to/data.png that use pkgutil to load files from within an apworld
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* change original-load variable name for clarity per review
* add comment to record pkgutil format
* remove dependency on PIL
* i hate typing
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)
* first working single-world randomized SM rom patches
* - SM now displays message when getting an item outside for someone else (fills ROM item table)
This is dependant on modifications done to sm_randomizer_rom project
* First working MultiWorld SM
* some missing things:
- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM
* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)
* - reenabled balancing
* post rebase fixes
* updated SmClient.py
* + added VariaRandomizer LICENSE
* + added sm_randomizer_rom project (which builds sm.ips)
* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning
* properly revert change made to CollectionState and more cleaning
* Fixed multiworld support patch not working with VariaRandomizer's
* missing file commit
* Fixed syntax error in unused code to satisfy Linter
* Revert "Fixed multiworld support patch not working with VariaRandomizer's"
This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.
* many fixes and improovement
- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players
* Fixed multiworld support patch not working with VariaRandomizer's
Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches
* + added missing files from variaRandomizer project
* + added missing variaRandomizer files (custom sprites)
+ started integrating VariaRandomizer options (WIP)
* Some fixes for player and server name display
- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH
* Fixed Goal completion not triggering in smClient
* integrated VariaRandomizer's options into AP (WIP)
- startAP is working
- door rando is working
- skillset is working
* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")
* skillset are now instanced per player instead of being a singleton class
* RomPatches are now instanced per player instead of being a singleton class
* DoorManager is now instanced per player instead of being a singleton class
* - fixed the last bugs that prevented generation of >1 SM world
* fixed crash when no skillset preset is specified in randoPreset (default to "casual")
* maxDifficulty support and itemsounds removal
- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now
* Fixed bad merge
* Post merge adaptation
* fixed player name length fix that got lost with the merge
* fixed generation with other game type than SM
* added default randoPreset json for SM in playerSettings.yaml
* fixed broken SM client following merge
* beautified json skillset presets
* Fixed ArchipelagoSmClient not building
* Fixed conflict between mutliworld patch and beam_doors_plms patch
- doorsColorsRando now working
* SM generation now outputs APBP
- Fixed paths for patches and presets when frozen
* added missing file and fixed multithreading issue
* temporarily set data_version = 0
* more work
- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3
* commited missing asm files
fixed start item reserve breaking game (was using bad write offset when patching)
* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).
fixed crash in SMClient when loosing connection to SNI
* fixed No Energy Item missing its ID
fixed Plando
* merge post fixes
* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)
* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)
* fixed start item x-ray HUD display
* Fixed start items being sent by the server (is all handled in ROM)
Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified
* fixed settings that could be applied to any SM players
* fixed auth to server only using player name (now does as ALTTP to authenticate)
* - fixed End Credits broken text
* added non SM item name display
* added all supported SM options in playerSettings.yaml
* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region
did some cleaning (mainly reverts on unnecessary core classes
* minor setting fixes and tweaks
- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting
* added option start_inventory_removes_from_pool
fixed option names formatting
fixed lint errors
small code and repo cleanup
* Hopefully fixed ROR2 that could not send any items
* - fixed missing required change to ROR2
* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)
* fixed typo with doors_colors_rando
* fixed checksum
* added custom sprites for off-world items (progression or not)
the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu
* - added missing change following upstream merge
- changed patch filename extension from apbp to apm3 so patch can be used with the new client
* added morph placement options: early means local and sphere 1
* fixed failing unit tests
* - fixed broken custom_preset options
* - big cleanup to remove unnecessary or unsupported features
* - more cleanup
* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips
- small cleanup
* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)
* fixed g4_skip patch that can be not applied if hud is enabled
* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)
* - updated basepatch to reflect g4_skip removal
- moved more asm files to SMBasepatch project
* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)
* fixed wrong path if using built as exe
* - cleaned exposed maxDifficulty options
- removed always enabled Knows
* Merged LttPClient and SMClient into SNIClient
* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service
* small doc precision
* - added death_link support
- fixed broken Goal Completion
- post merge fix
* - removed now useless presets
* - fixed bad internal mapping with maxDiff
- increases maxDiff if only Bosses is preventing beating the game
* - added support for lowercase custom preset sections (knows, settings and controller)
- fixed controller settings not applying to ROM
* - fixed death loop when dying with Door rando, bomb or speed booster as starting items
- varia's backup save should now be usable (automatically enabled when doing door rando)
* -added docstring for generated yaml
* fixed bad merge
* fixed broken infinity max difficulty
* commented debug prints
* adjusted credits to mark progression speed and difficulty as Non Available
* added support for more than 255 players (will print Archipelago for higher player number)
* fixed missing cleanup
* added support for 65535 different player names in ROM
* fixed generations failing when only bosses are unreachable
* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish
* fixed failling generations when using 'fun' settings
Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings
* fixed debug logger
* removed unsupported "suits_restriction" option
* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)
* - fixed deathlink emptying reserves
- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves
* - merged death_link and death_link_survive options
* fixed death_link
* added a fallback default starting location instead of failing generation if an invalid one was chosen
* added Nothing and NoEnergy as hint blacklist
added missing NoEnergy as local items and removed it from progression
* now doesnt require ROM for generation
* removed stage_assert_generate
* fixed conflict with main and small cleanup
* Core: Allow option groups to specify option order
* words hard
* Actually use the earlier built dictionary for faster in checking
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
---------
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Rewrite start inventory from pool code
* I think this is nicer?
* lol
* I just made it even shorter and nicer
* comments :D
* I think this makes more logical sense
* final change I promise
* HOLD UP THIS IS SO SHORT NOW
* ???????? Vi pls
* ???????? Vi pls????????????????
* this was probably important idk
* Lmao this just did not work correctly at all
* Core: fix settings API for removal of Python 3.8, 3.9
This is fixing 2 problems:
- The `World` class has the annotation:
`settings: ClassVar[Optional["Group"]]`
so `MyWorld.settings` should not raise an exception like it does for some worlds.
With the `Optional` there, it looks like it should return `None` for the worlds that don't use it. So that's what I changed it to.
- `Group.update` had some code that required `typing.Union` instead of the Python 3.10 `|` for unions.
added unit test for this fix
added change in Zillion that I used to discover this problem and used it to test the test
* fix copy-pasted stuff
* tuple instead of set
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
* Split elevators come to you
* .
* unit test
* mypy stuff
* Fine. I'll fix the fcking commented out code. Happy?
* ruff
* """""Backwards compatibility"""""
* ruff
* make it look better
* #
* fix presets
* fix a unit test
* Make that explicit in the code
* Improve description
This means its diff will be collapsed by default on PRs that change it, because it is an "auto generated" file that does not need to be looked at by reviewers
* Pokemon Emerald: Rework location tags to categories
* Pokemon Emerald: Rework item tags, automatically create item/location groups
* Pokemon Emerald: Move item and location groups to data.py, add some regional location groups
* Map Regions
* Pokemon Emerald: Fix up location groups
* Pokemon Emerald: Move groups to their own file
* Pokemon Emerald: Add meta groups for location groups
* Pokemon Emerald: Fix has_group using updated item group name
* Pokemon Emerald: Add sanity check for maps in location groups
* Pokemon Emerald: Remove missed use of location.tags
* Pokemon Emerald: Reclassify white and black flutes
* Pokemon Emerald: Update changelog
* Pokemon Emerald: Adjust changelog
---------
Co-authored-by: Tsukino <16899482+Tsukino-uwu@users.noreply.github.com>
* Add timestamps to logging for improved debugging
* Add datetime to general logging; particularly useful for large seeds.
* Move console timestamps from Main to Utils.init_logging (better location)
* Update Main.py
remove spurious blank line
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
---------
Co-authored-by: Zach Parks <zach@alliware.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* Actually take item from pool when plandoing from_pool
* Remove the awkward index thing
* oops left a comment in
* there wasn't a line break here before
* Only remove if actually found, check against player number
* oops
* Go back to index based system so we can just remove at the end
* Comment
* Fix error on None
* Update Fill.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Add Start Inventory From Pool
Just as the title implies
* Update Options.py
Fix dataclass since I had just pulled changes from prior options.py without seeing if anythin had changed
* Update Options.py
One more time with feeling
* Update worlds/smz3/Options.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Introduce 'Hint Priority' concept
* fix error when sorting hints while not connected
* fix 'found' -> 'status' kivy stuff
* remove extraneous warning
this warning fired if you clicked to select or toggle priority of any hint, as you weren't clicking on the header...
* skip scanning individual header widgets when not clicking on the header
* update hints on disconnection
* minor cleanup
* minor fixes/cleanup
* fix: hints not updating properly for receiving player
* update re: review
* 'type() is' -> 'isinstance()'
* cleanup, re: Jouramie's review
* Change 'priority' to 'status', add 'Unspecified' and 'Avoid' statuses, update colors
* cleanup
* move dicts out of functions
* fix: new hints being returned when hint already exists
* fix: show `Found` properly when hinting already-found hints
* import `Hint` and `HintStatus` directly from `NetUtils`
* Default any hinted `Trap` item to be classified as `Avoid` by default
* add some sanity checks
* re: Vi's feedback
* move dict out of function
* Update kvui.py
* remove unneeded dismiss message
* allow lclick to drop hint status dropdown
* underline hint statuses to indicate clickability
* only underline clickable statuses
* Update kvui.py
* Update kvui.py
---------
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* sm64ex: add option groups
* sm64ex: rename sanity options group to item options
* sm64ex: rename sanity options group to logic options
* sm64ex: seperate star costs from goal options and add entrance rando to logic options
* sm64ex: seperate ability options from logic options group
* Core: Fix playthrough only checking half of the sphere 0 items
The lists of precollected items were being mutated while iterating those
same lists, causing playthrough to skip checking half of the sphere 0
advancement items.
This patch ensures the lists are copied before they are iterated.
* Replace chain.from_iterable with two for loops for better clarity
Added a comment to `multiworld.push_precollected(item)` to explain that
it is also modifying `precollected_items`.
* Fix it so item linked locations are correct in slot data
* List -> Set
* Cache the locations instead
* Just loop the multiworld once
* Move it all to fill slot data and pretend we're doing a stage
* Move groups up so it doesn't loop over the multiworld locations if no item links are present
* Update worlds/tunic/__init__.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
---------
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
Reconnecting an act in a telescope to a time rift removes the entrances
to the time rift from its access regions because it will be accessible
from the telescope instead.
By doing so early on, as a starting act with insanity act randomizer or
as a plando-ed act, this can happen before the time rift itself has been
reconnected to an act or other time rift. In which case, when later
attempting to connect that time rift to an act or other time rift, the
entrances from the rift access regions will no longer exist, so must be
re-created. The original code was mistakenly re-creating the entrances
from the time rift being reconnected, instead of from the rift access
regions.
* Removes explicit indirect conditions
* Changes special rules function add rule instead of setting, and call it unconditionally
* Fixes issues in rule generation that have been around but unused the whole time
* Finally moves rules out into a separate file. Fixes level-related logic
* Removes redundant max skill level checks on canoes, since they're in the skill training rules now
* For some reason, canoe logic assumed you could always walk from lumbridge to south varrock without farms. This has been fixed
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Quests now respect skill limits and can be excluded. Tasks that take multiple skills how actually check all skills
* Adds alternative route for cooking that doesn't require fishing
* Remove debug code
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Aquaria: Remove BaseException handling from create_item
Catching `BaseException` without re-raising the exception should almost
never be done because `BaseException` includes exit exceptions, such as
`SystemExit` and `KeyboardInterrupt`.
Ideally, the caught exception types should be as narrow as possible to
not mask bugs from catching unexpected exceptions. Having narrow
exception types can also help indicate to other developers what
exceptions are expected to be raisable by the code within the `try`
clause.
Similarly, the `try` clause should ideally contain the minimum code
necessary, to avoid masking bugs in the case that code within the `try`
clause that is not expected to raise an exception does so.
In this case, the only expected exception that can occur appears to be
`item_table[name]` that can raise a `KeyError` when `create_item()` is
passed an unexpected `name` argument. So this patch moves the other code
out of the `try` clause and changes the caught exception types to only
`KeyError`.
* Remove try-except
The KeyError that would be raised will be propagated as-is rather than
raising a new exception in its place.
* Remove extra newline
The original code did not have this newline, so it has been removed.
* change to persist all hints to ctx.hints regardless of found status
* remove if not found entirely as it seems like it was added to not double charge hint points
9842399d8b
* Add missing connection to the furnace entry by west garden
* Add missing connection to the furnace entry by west garden
* Add missing hard ls for ruined passage door
* Allow shield for LS
* Split PR into two
* Split PR into two
* Split PR into two
* Add dark tomb ice grapple through the wall
* move special cases to be outside strict
* Update text.py
* fix wily machine edge case, incorrect weapons, and time stopper failsafe
* bump world version
* weakness checking is inclusive
* Update __init__.py
* add air shooter to edge case validation
* TLOZ: Assorded Logic Fixes
- Add needing arrows for Pols Voice rule. Not super necessary at the moment since wooden arrows are always accessible in one of the opening shops, but future proofing for future plans
- Create Gohma Locations and make sure all Gohma blocked locations have the required rule (was missing at least one location before)
- Remove the rule requiring Bow for all locations of level 8 (not sure why that was there, it's theoretically redundant now that Gohma and Pols Voice are properly marked)
- Make sure Digdogger locations properly require Recorder, and clean up redundant Level 7 rules as level 7 currently requires Recorder to access the entrance
* Update worlds/tloz/Rules.py
forgor that has_any exists
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Remove world = multiworld
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* improve energy link performance on large surfaces
* Add Energy link bridge storage table to initialization.
* Fix event based energy link for Factorio 2.0
* Adjust energy link bridge for quality.
If a world uses a `Location` or `Entrance` subclass that overrides the
`item_rule`/`access_rule` class attribute, then
`spot.__class__.item_rule`/`spot.__class__.access_rule` will get the
overridden rule, which may not be an empty rule.
Uses of `spot.__class__` have been replaced with getting the class
attribute rule belonging to the `Location` or `Entrance` class.
* Also makes adjustments to the style for these slots by italicizing its names (including multi-tracker).
* Player-specific trackers do not link to ItemLink player trackers (they do not exist).
* Fixes a bug on Factorio multi-tracker when item links exist.
* WebHost: use new safe yaml template filename
this mirrors the change in ArchipelagoMW/#4106 in WebHost
* WebHost: install docs into safe filename and require docs to be named safe
* Test: update doc test for safe name
* WebHost: fix import order to not break ModuleUpdate
* add quotes around strings containing {{ game }}
* do the actually correct thing instead of a hack
thanks berserker66 for pointing out to me that I was doing this the
completly wrong way, so I fixed it up
* Clean up filenames to prevent illegal chars
* Use %s substitution instead of concatenation
* whoops
somehow i removed a space from the comment for the regex, so this adds
it back
* Use pre-existing function in Utils.py
* Test: add test for option yaml with colon
---------
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
This will make it easier for players to understand when they have a
mismatch between their DS3 apworld and their local randomizer version,
mitigating a common source of confusion and support requests.
* Core: Detect and account for apworlds being downloaded with a (1) in their name
* Reword comment
* Always use internal module name
* Requested changes from black-silver
* Landstalker: remove global ref to multiworld
`cached_spheres` holds a reference to the multiworld, which leaks the multiworld if multidata is skipped. Instead of making it a class variable, give a reference to each matching world.
* Switch to using `get_game_worlds`
- removed tutorialization (Craft/Do X to unlock tech)
- start with everything needed for power, electric mining drills, science lab and automation science already unlocked
- updated world gen
- updated mod api use
- updated fluid boxes (CaitSith2)
- new option: free sample quality (needs quality mod)
- removed old gruft, faster gen speed, faster load time
- lists space age as explicitly not supported, so it prevents the game from trying to load both
- fixes Y offset of traps being wrong (way higher than intended)
- client now has a 5 second timeout to communicate with the bound factorio server, so it aborts actions if the server died
- savegames are now stored in write_data_directory -> saves -> Archipelago
- add cargo-landing-pad handling
- starting rocket silo and cargo landing pad respect free sample quality
- supports Factorio 2.0
---------
Co-authored-by: CaitSith2 <d_good@caitsith2.com>
* Core: downgrade websockets to 13.x
14.x currently doesn't work for MultiServer.
14.x is not supported with py3.8, so updating to 14.x should be scheduled for AP 0.6.0.
* CI: 5min timeout for hosting test
* MultiServer: properly shutdown even if ctx is invalid
* CI: increase hosting test timeout to 10min
this is 4x expected time, just to be safe.
* TUNIC: Add Shop indirect condition
The `Overworld -> Cube Cave Entrance Region` Entrance checks
`can_shop()` which checks for being able to reach the "Shop" Region, so
the Entrance requires an indirect condition of reaching the "Shop"
Region.
* Rename entrance variable to cube_entrance
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
---------
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
stage_post_fill iterates sets of locations, so the iteration order is
non-deterministic, resulting in different items being converted from
Progression to Useful when generating with the same seed.
This patch makes stage_post_fill deterministic by sorting the duplicate
pokemon locations in each sphere before choosing which of the duplicates
should remain as progression.
Some worlds might want to check for "Item is junk", i.e. an excludable item.
Because this is both `filler` and `trap`, and because `filler` is `0`, there are many "wrong ways" to do this. So I think we should provide a helper function for it.
ALttP makes common use of entrances with access rules that require
another entrance to be accessible. This results in requiring an indirect
condition to be registered for the other entrance's `.parent_region`,
but this indirect condition is often missing.
There are so many missing indirect conditions, and due to the complexity
of some of the chained rules, it is simply not realistic to add all the
missing indirect conditions.
This patch changes ALttP to use automatic indirect conditions instead of
explicit indirect conditions and removes the places that were
registering indirect conditions.
Without this patch, the missing indirect conditions almost never have an
effect on generating with default options, but enabling certain options,
such as `glitches_required` or `entrance_shuffle` can result in
frequently checking entrances that are missing indirect conditions.
Examples of complex chained rules:
`get_rule_to_add()` in `Rules.set_bunny_rules()` can create
rules on entrances that require access to any of a number of different
other entrances, which should require the parent regions of all of those
other entrances to be registered as indirect conditions.
There are entrance access rules that check
`StateHelpers.can_kill_most_things()` (e.g. `Turtle Rock Second Section
Bomb Wall`), which can check `can_extend_magic()`, which checks for
being able to buy unlimited `Blue Potion`, which checks for being able
to reach a shop that sells unlimited `Blue Potion`. This is usually
`Potion Shop`, but there is a yaml option that shuffles shop
inventories, so the shop that sells unlimited `Blue Potion` can be
randomized, meaning that the region that should be registered as an
indirect condition can also be randomized.
Example of many missing indirect conditions:
With `small_key_shuffle: universal`, every single
`ALttPLogic._lttp_has_key()` checks for being able to reach shops that
sell an unlimited number of universal Small Keys. Meaning that every
entrance access rule that uses `_lttp_has_key()` should register all
shop regions that sell unlimited universal small keys as indirect
conditions.
* Rogue Legacy: Remove item/location id overlap rejection code.
RL has been updated to support id overlaps.
* Update __init__.py
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Core: The Item Links fix to end them all
This puts the bandaid that was holding Item Links together for years back on.
It's a bad solution
But it's what we had previously, and the change away from this is what broke them
So in the interest of 0.5.1 releasing this century, maybe we should just go with this.
* Update AutoWorld.py
* somehow this mixup got into the final grubhunt PR
* catch a case I didn't test before
* Update worlds/hk/__init__.py
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* first pass at adding grub count tests
* add tests to explicitly show counting/not counting of player2s grubs
* forgot a test rename
---------
Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
* Tests: Add a test that weights file generates different results per player correctly
* Update test/programs/test_generate.py
* Generate.main() return and accessibility options were changed
* Added rematch information to game page
* Better wording
* Actually correct the language
* Update worlds/pokemon_emerald/docs/en_Pokemon Emerald.md
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Linked to rom_changes_en.md rather than adding to the game page
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
All entrances to Cooks_Guild and Crafting_Guild and all entrances using
special logic for canoes were missing indirect conditions for the
regions that the cooking, crafting and woodcutting skill rules require
access to.
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df617.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb3.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d3.
* Changed order of options
Also changed 'both options' to 'the website'
* Rephrase the offline-play part
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Previously, because `default(..., true)` only checks if the
left-hand-side is falsey, not just `None`, this always forced options
to render in non-rich mode if they were explicitly set to
`rich_text_doc = None`. Now it matches the intended and documented
behavior, where `None` falls back to the world's
`rich_text_options_doc` setting.
* WebHost: restore fragment links for glossary and faq
such as /faq/en/#what-does-multi-game-mean
* WebHost: faq, glossary: make markdown titles clickable
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df617.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb3.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d3.
* Revert "Textual fixes and changes"
This reverts commit e9432f9245.
* Remove Victory item and make it an event instead
* Yacht Dice logic fix, no decreasing score when obtain item
take 2
* Logic fix: Revert max_tries and mults, change ordering
* Remove spaces :^)
* Updated weights that are stochastically ordered by dice/roll
In the trimming of the weights, sometimes it having 4 rolls would be better than having 5 rolls.
I did a check that this does not happen for any dice increment or roll increment
* Swap for-loops to increase performance
This method is faster if the first for-loop contains fewer items.
Since the function is called with, typically, `dist2` having less items, let's loop over `dist2` first. This makes the entire program 10% faster.
* Remove options with 0 chance from list
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* WebHost: reduce precision and optimize header-logo.svg
technically those files will not produce an identical output when rendered
however the difference is virtually impossible to see even when rendered to w=4096
* WebHost: keep original svg
The "filling multiworld" subtest was at the wrong indentation, so was
only running for the last world_type.
"games" has additionally been added to the subtest to help better
identify failures.
Now that the subtest is actually being run for each world type, this
adds about 20 seconds to the duration of the test on my machine.
* Pokemon Emerald: Another guarded write on wonder trades
* Pokemon Emerald: Reorder sending wonder trade and erasing data
In case the guarded write fails
* DS3: Point the DS3 client link to my GitHub
It's not clear if/when my PR will land for the upstream fork, or if we'll just start using my fork as the primary source of truth. For now, it's the only one with 3.0.0-compatible releases.
* DS3: Document Proton support
* DS3: Document another way to get a YAML template
* DS3: Don't say that the mod will force offline mode
ModEngine2 is *supposed to* do this, but in practice it does not
* Code review
* Update Linux instructions per user experiences
* Remove outdated information from SM64 setup guide
Recent build changes have made it so that old saves no longer remove logical gates or prevent Toads from granting stars, remove info highlighting these issues.
* Better line break location
* Core: Move connection.parent_region assert to can_reach
This is how it already works for locations and it feels more correct to me to check in the place where the crash would happen.
Also update location error to be a bit more verbose
* Bring back the other assert
* Update BaseClasses.py
* duh
* Fuck it
* Major fixes
* a
* b
* Even more fixes
* New option - NoFreeRoamFinale
* a
* Hat Logic Fix
* Just to be safe
* multiworld.random to world.random
* KeyError fix
* Update .gitignore
* Update __init__.py
* Zoinks Scoob
* ffs
* Ruh Roh Raggy, more r-r-r-random bugs!
* 0.9b - cleanup + expanded logic difficulty
* Update Rules.py
* Update Regions.py
* AttributeError fix
* 0.10b - New Options
* 1.0 Preparations
* Docs
* Docs 2
* Fixes
* Update __init__.py
* Fixes
* variable capture my beloathed
* Fixes
* a
* 10 Seconds logic fix
* 1.1
* 1.2
* a
* New client
* More client changes
* 1.3
* Final touch-ups for 1.3
* 1.3.1
* 1.3.3
* Zero Jumps gen error fix
* more fixes
* Formatting improvements
* typo
* Update __init__.py
* Revert "Update __init__.py"
This reverts commit e178a7c0a6.
* init
* Update to new options API
* Missed some
* Snatcher Coins fix
* Missed some more
* some slight touch ups
* rewind
* a
* fix things
* Revert "Merge branch 'main' of https://github.com/CookieCat45/Archipelago-ahit"
This reverts commit a2360fe197, reversing
changes made to b8948bc495.
* Update .gitignore
* 1.3.6
* Final touch-ups
* Fix client and leftover old options api
* Delete setup-ahitclient.py
* Update .gitignore
* old python version fix
* proper warnings for invalid act plandos
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* Update worlds/ahit/docs/setup_en.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* 120 char per line
* "settings" to "options"
* Update DeathWishRules.py
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* No more loading the data package
* cleanup + act plando fixes
* almost forgot
* Update Rules.py
* a
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Options stuff
* oop
* no unnecessary type hints
* warn about depot download length in setup guide
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* typo
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Update worlds/ahit/Rules.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* review stuff
* More stuff from review
* comment
* 1.5 Update
* link fix?
* link fix 2
* Update setup_en.md
* Update setup_en.md
* Update setup_en.md
* Evil
* Good fucking lord
* Review stuff again + Logic fixes
* More review stuff
* Even more review stuff - we're almost done
* DW review stuff
* Finish up review stuff
* remove leftover stuff
* a
* assert item
* add A Hat in Time to readme/codeowners files
* Fix range options not being corrected properly
* 120 chars per line in docs
* Update worlds/ahit/Regions.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove some unnecessary option.class.value
* Remove data_version and more option.class.value
* Update worlds/ahit/Items.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove the rest of option.class.value
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* review stuff
* Replace connect_regions with Region.connect
* review stuff
* Remove unnecessary Optional from LocData
* Remove HatType.NONE
* Update worlds/ahit/test/TestActs.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* fix so default tests actually don't run
* Improve performance for death wish rules
* rename test file
* change test imports
* 1000 is probably unnecessary
* a
* change state.count to state.has
* stuff
* starting inventory hats fix
* shouldn't have done this lol
* make ship shape task goal equal to number of tasksanity checks if set to 0
* a
* change act shuffle starting acts + logic updates
* dumb
* option groups + lambda capture cringe + typo
* a
* b
* missing option in groups
* c
* Fix Your Contract Has Expired being placed on first level when it shouldn't
* yche fix
* formatting
* major logic bug fix for death wish
* Update Regions.py
* Add missing indirect connections
* Fix generation error from chapter 2 start with act shuffle off
* a
* Revert "a"
This reverts commit df58bbcd99.
* Revert "Fix generation error from chapter 2 start with act shuffle off"
This reverts commit 0f4d441824.
* Fix option typo
* I lied, it's actually two lines
---------
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* duh
* Fuck it
* Major fixes
* a
* b
* Even more fixes
* New option - NoFreeRoamFinale
* a
* Hat Logic Fix
* Just to be safe
* multiworld.random to world.random
* KeyError fix
* Update .gitignore
* Update __init__.py
* Zoinks Scoob
* ffs
* Ruh Roh Raggy, more r-r-r-random bugs!
* 0.9b - cleanup + expanded logic difficulty
* Update Rules.py
* Update Regions.py
* AttributeError fix
* 0.10b - New Options
* 1.0 Preparations
* Docs
* Docs 2
* Fixes
* Update __init__.py
* Fixes
* variable capture my beloathed
* Fixes
* a
* 10 Seconds logic fix
* 1.1
* 1.2
* a
* New client
* More client changes
* 1.3
* Final touch-ups for 1.3
* 1.3.1
* 1.3.3
* Zero Jumps gen error fix
* more fixes
* Formatting improvements
* typo
* Update __init__.py
* Revert "Update __init__.py"
This reverts commit e178a7c0a6.
* init
* Update to new options API
* Missed some
* Snatcher Coins fix
* Missed some more
* some slight touch ups
* rewind
* a
* fix things
* Revert "Merge branch 'main' of https://github.com/CookieCat45/Archipelago-ahit"
This reverts commit a2360fe197, reversing
changes made to b8948bc495.
* Update .gitignore
* 1.3.6
* Final touch-ups
* Fix client and leftover old options api
* Delete setup-ahitclient.py
* Update .gitignore
* old python version fix
* proper warnings for invalid act plandos
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* Update worlds/ahit/docs/setup_en.md
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
* 120 char per line
* "settings" to "options"
* Update DeathWishRules.py
* Update worlds/ahit/docs/en_A Hat in Time.md
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
* No more loading the data package
* cleanup + act plando fixes
* almost forgot
* Update Rules.py
* a
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Options stuff
* oop
* no unnecessary type hints
* warn about depot download length in setup guide
* Update worlds/ahit/Options.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* typo
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* Update worlds/ahit/Rules.py
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
* review stuff
* More stuff from review
* comment
* 1.5 Update
* link fix?
* link fix 2
* Update setup_en.md
* Update setup_en.md
* Update setup_en.md
* Evil
* Good fucking lord
* Review stuff again + Logic fixes
* More review stuff
* Even more review stuff - we're almost done
* DW review stuff
* Finish up review stuff
* remove leftover stuff
* a
* assert item
* add A Hat in Time to readme/codeowners files
* Fix range options not being corrected properly
* 120 chars per line in docs
* Update worlds/ahit/Regions.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove some unnecessary option.class.value
* Remove data_version and more option.class.value
* Update worlds/ahit/Items.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Remove the rest of option.class.value
* Update worlds/ahit/DeathWishLocations.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* review stuff
* Replace connect_regions with Region.connect
* review stuff
* Remove unnecessary Optional from LocData
* Remove HatType.NONE
* Update worlds/ahit/test/TestActs.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* fix so default tests actually don't run
* Improve performance for death wish rules
* rename test file
* change test imports
* 1000 is probably unnecessary
* a
* change state.count to state.has
* stuff
* starting inventory hats fix
* shouldn't have done this lol
* make ship shape task goal equal to number of tasksanity checks if set to 0
* a
* change act shuffle starting acts + logic updates
* dumb
* option groups + lambda capture cringe + typo
* a
* b
* missing option in groups
* c
* Fix Your Contract Has Expired being placed on first level when it shouldn't
* yche fix
* formatting
* major logic bug fix for death wish
* Update Regions.py
* Add missing indirect connections
* Fix generation error from chapter 2 start with act shuffle off
* a
* Revert "a"
This reverts commit df58bbcd99.
* Revert "Fix generation error from chapter 2 start with act shuffle off"
This reverts commit 0f4d441824.
* fix async lag
* Update Client.py
* shop item names need this now
* fix indentation
---------
Co-authored-by: Danaël V. <104455676+ReverM@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: Ixrec <ericrhitchcock@gmail.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df617.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb3.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
* Textual fixes and changes
* Remove Victory item and use event instead.
* Revert "Remove Victory item and use event instead."
This reverts commit c2f7d674d3.
* Revert "Textual fixes and changes"
This reverts commit e9432f9245.
* Remove Victory item and make it an event instead
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* set filler item
also rename "Master Stalfos' Message" to "Nothing" as it shows up in game, and "Gel" to "Zol Attack"
* fix for extra gold leaves
* fix for start_inventory
* Quiz updates
* Enable Partial Trainersanity
* Losable Key Items Still Count
* New options api
* Type Chart Seed
* Continue switching to new options API
* Level Scaling and Quiz fixes
* Level Scaling and Quiz fixes
* Clarify that palettes are only for Super Gameboy
* Type chart seed groups use one random players' options
* remove goal option again
* Text updates
* Trainersanity Trainers ignore Blind Trainers setting
* Re-order simple connecting interiors so that directions are preserved when possible
* Dexsanity exact number
* Year update
* Dexsanity Doc update
* revert accidental file deletion
* Fixes
* Add world parameter to logic calls
* restore correct seeded random object
* missing world.options changes
* Trainersanity table bug fix
* delete entrances as well as exits when restarting door shuffle
* Do not collect route 25 item for level scaling if trainer is trainersanity
* world.options in level_scaling.py
* Update worlds/pokemon_rb/level_scaling.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/pokemon_rb/encounters.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update worlds/pokemon_rb/encounters.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* world -> multiworld
* Fix Cerulean Cave Hidden Item Center Rocks region
* Fix Cerulean Cave Hidden Item Center Rocks region for real
* Remove "self-locking" rules
* Update worlds/pokemon_rb/regions.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Fossil events
* Update worlds/pokemon_rb/level_scaling.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
---------
Co-authored-by: alchav <alchav@jalchavware.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* make yaml_output arg a bool instead of number
* make yaml_output dump all player options as csv
* it sorts by game so swap those columns
* capitalize game and name headers
* use a list and just add an if before adding instead of sorting
* skip options that the world doesn't want displayed
* check if the class is a subclass of Removed specifically instead of the none flag
* don't create empty rows
* add a header for every game option that isn't from the common ones even if they have the same name
* add to webhost gen args so it can still gen
* WebHost: add spinner to room command
and show error message if fetch fails due to NetworkError
* WebHost: don't update room log while tab is inactive
* WebHost: don't include log for automated requests
* WebHost: refresh room also for re-spinups
and do that from javascript
* Test, WebHost: send fake user-agent where required
* WebHost: remove wrong comment in host room
* - Created a test for the "Mapping Cave Systems" book
* - Added missing rule to marlon's bedroom
* - Can kill any monster, not just green slime
* - Added a compound source structure, but I ended up deciding to not use it here. Still keeping it as it will probably be useful eventually
* - Use the compound source of the monster compoundium (ironic, I know)
* - Add required elevators
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* add a more clear error message for a missing exit
* remove portal region from the available pool
* ensure plando portals are in the correct spot in the list and it gets cleared correctly
`CollectionState.update_reachable_regions()` un-stales the state for all
players, but when checking `OOTRegion.can_reach()`, it would only update
OOT's age region accessibility when the state was stale, so if the state
was always un-staled by `update_reachable_regions()` immediately before
`OOTRegion.can_reach()`, OOT's age region accessibility would never
update.
This patch fixes the issue by replacing use of CollectionState.stale
with a separate stale state dictionary specific to OOT that is only
un-staled by `_oot_update_age_reachable_regions()`.
OOT's collect() and remove() implementations have been updated to stale
the new OOT-specific state.
Entrances to SciLab_Cyberworld and Yoka_Cyberworld had logic for being
able to reach SciLab_Overworld, but did not register this indirect
condition.
Entrances to Beach_Cyberworld had logic for being able to reach
Yoka_Overworld, but did not register this indirect condition.
Entrances to Undernet and Secret_Area had logic for having a high enough
explore score, but explore score is calculated based on the
accessibility of a number of regions and no indirect conditions were
being registered for these regions.
* fix single player item links
* Make a variable and fix weird spacing
* use advancement instead of classification
---------
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
The Bowser in the Fire Sea randomized entrance has an access rule that
requires being able to reach "DDD: Board Bowser's Sub", but being able
to reach a location also requires being able to reach the region that
location is in, so an indirect condition is required.
* Add the yacht dice (from other git) world to the yacht dice fork
* Update .gitignore
* Removed zillion because it doesn't work
* Update .gitignore
* added zillion again...
* Now you can have 0 extra fragments
* Added alt categories, also options
* Added item categories
* Extra categories are now working! 🐶
* changed options and added exceptions
* Testing if I change the generate.py
* Revert "Testing if I change the generate.py"
This reverts commit 7c2b3df617.
* ignore gitignore
* Delete .gitignore
* Update .gitignore
* Update .gitignore
* Update logic, added multiplicative categories
* Changed difficulties
* Update offline mode so that it works again
* Adjusted difficulty
* New version of the apworld, with 1000 as final score, always
Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)
* Changed yaml and small bug fixes
Fix when goal and max are same
Options: changed chance to weight
* no changes, just whitespaces
* changed how logic works
Now you put an array of mults and the cpu gets a couple of tries
* Changed logic, tweaked a bit too
* Preparation for 2.0
* logic tweak
* Logic for alt categories properly now
* Update setup_en.md
* Update en_YachtDice.md
* Improve performance of add_distributions
* Formatting style
* restore gitignore to APMW
* Tweaked generation parameters and methods
* Version 2.0.3
manual input option
max score in logic always 2.0.3
faster gen
* Comments and editing
* Renamed setup guide
* Improved create_items code
* init of locations: remove self.event line
* Moved setting early items to generate_early
* Add my name to CODEOWNERS
* Added Yacht Dice to the readme in list of games
* Improve performance of Yacht Dice
* newline
* Improve typing
* This is actually just slower lol
* Update worlds/yachtdice/Items.py
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* Update Options.py
* Styling
* finished text whichstory option
* removed roll and rollfragments; not used
* import; worlds not world :)
* Option groups!
* ruff styling, fix
* ruff format styling!
* styling and capitalization of options
* small comment
* Cleaned up the "state_is_a_list" a little bit
* RUFF 🐶
* Changed filling the itempool for efficiency
Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.
* 🐶
* Removed plando "fix"
* Changed indent of score multiplier
* faster location function
* Comments to docstrings
* fixed making location closest to goal_score be goal_score
* options format
* iterate keys and values of a dict together
* small optimization ListState
* faster collection of categories
* return arguments instead of making a list (will 🐶 later)
* Instead of turning it into a tuple, you can just make a tuple literal
* remove .keys()
* change .random and used enumerate
* some readability improvements
* Remove location "0", we don't use that one
* Remove lookup_id_to_name entirely
I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.
* .append instead of += for single items, percentile function changed
Also an extra comment for location ids.
* remove ) too many
* Removed sorted from category list
* Hash categories (which makes it slower :( )
Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?
* Revert "Hash categories (which makes it slower :( )"
This reverts commit 34f2c1aed8.
* temporary push: 40% faster generation test
Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.
* Add Points item category
* Reverse changes of bad idea :)
* ruff 🐶
* Use numpy and pmf function to speed up gen
Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D
* Revert "Use numpy and pmf function to speed up gen"
This reverts commit 9290191cb3.
* Step inbetween to change the weights
* Changed the weights to make it faster
135 -> 81 seconds on 100 random yamls
* Adjusted max_dist, split dice_simulation function
* Removed nonlocal and pass arguments instead
* Change "weight-lists" to Dict[str, float]
* Removed the return from ini_locations.
Also added explanations to cat_weights
* Choice options; dont'use .value (will ruff later)
* Only put important options in slotdata
* 🐶
* Add Dict import
* Split the cache per player, limit size to 400.
* 🐶
* added , because of style
* Update apworld version to 2.0.6
2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.
* Multiple smaller code improvements
- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-
* 🐶 ruff
* Mostly minimize_extra_items improvements
- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
- you start with 2 dice and 2 rolls
- there will be less locations/items at the start of you game
* ruff 🐶
* Removed printing options
* Reworded some option descriptions
* Yacht Dice: setup: change release-link to latest
On the installation page, link to the latest release, instead of the page with all releases
* Several fixes and changes
-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster
* 🐶
* Revert setup to what it was (latest, without S)
* remove temp weights file, shouldn't be here
* Made sure that there is not too many step score multipliers.
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
* add filler item name
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
* The Witness: Fix hints always displaying the Witness player
Got a bit too trigger happy with changing instances of `world.multiworld.player_name` to `world.player_name` - Some of these were actually *supposed* to be other players.
Alternate title: The Witness doesn't have a Silph Scope
* that one i guess
* add deck support to the messenger mod setup
* Add tkinter cleanup because it's janky
* prompt about launching the game instead of just doing it
* add "better" file validation to courier checking
* make it a bit more palatable
* make it a bit more palatable
* add the executable's md5 to ensure the correct file is selected
* handle a bad md5 and show a message
* make the utils wrapper snake_case and add a docstring
* use stored archive instead of head
* don't give other people the convenience method ig
* make Generate handle slots without names defined better
* set name dict before loop so we don't have to check for its existence later
* move setter so it's more obvious why
* fix and add test
* add test to make sure we check xp can be earned
* fix python 3.8 test my god I hope it gets removed soon
* fixing some review comments
* curse you monstersanity
* move month rule to has_level vanilla, so next level is in logic once the previous item is received
* use progressive masteries to skills in test alsanity
* rename reset_collection_state
* add more tests around skill and masteries rules
* progressive level issue
---------
Co-authored-by: agilbert1412 <alexgilbert@yahoo.com>
* Launcher "Text Client" --connect archipelago.gg:38281
should work, it doesn't, this fixes that
* more explicit handling of expected values
* removing launcher updates meaning this pr cannot stand alone but will not have merge issues later
* add parser failure when an invalid url is found
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* adds handling for the `--` cli arg by having launcher capture, ignore, and pass through all of the values after it, while only processing (and validating) the values before it
updates text client and its components to allow for args to be passed through, captured in run_as_textclient, and used in parse_args if present
* Update worlds/LauncherComponents.py
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* explicitly using default args for parse_args when launched directly
* revert manual arg parsing by request
* Update CommonClient.py
* Update LauncherComponents.py
* :)
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Draft of SC2 EN documentation update: added hotkey, known issues; enhanced goal and prog balancing description. Added place holder for changes to apply in the French documentation.
* Enforced StarCraft over Starcraft, added information on locations in the FR documentation
* Removed a mention to a no longer available third link in the required software (since download_data deprecated the need to do it by hand)
* First version of FR campaign restriction for sc2; rewriting (FR/EN) of randomizer goal description
* Finished description for sc2 AP goal , minor formating
* Added, both en/fr, indications that logic is locations wise and not mission wise (i.e. you might need to dip)
* Enforced the 120 carac limit to last commit
* Removed mention of needing to use the weighted option page to exlcude unit/upgrades since it is not longer the case in AP v0.5.0
* Added mention of /received being different in SC2 client (both language). Added Known issues in the FR version.
* Simplified the text a bit and corrected some errors
* Enforced, again, Star-C-raft; setting -> option; applied sugg for readability enhancement
* Clean these functions up, get the hell out of here 5 parameter function
* Clean up a bunch of rules that no longer need to be multi-lined since the functions are shorter
* Clean up some range functions
* Update to use world instead of player like Vi recommended
* Fix merge conflict
* Create new options
* Slightly revise ls rule
* Update options.py
* Update options.py
* Add tedious option for ls
* Update laurels zips description
* Create new options
* Slightly revise ls rule
* Update options.py
* Update options.py
* Add tedious option for ls
* Update laurels zips description
* Creating structures to redo ladder storage rules
* Put together overworld ladder groups, remove tedious
* Write up the rules for the regular rules
* Update slot data and UT stuff
* Put new ice grapple stuff in er rules
* Ice grapple hard to get to fountain cross room
* More ladder data
* Wrote majority of overworld ladder rules
* Finish the ladder storage rules
* Update notes
* Add note
* Add well rail to the rules
* More rules
* Comment out logically irrelevant entrances
* Update with laurels_zip helper
* Add parameter to has_ice_grapple_logic for difficulty
* Add new parameter to has_ice_grapple_logic
* Move ice grapple chest to lower forest in ER/ladders
* Fix rule
* Finishing out hooking the new rules into the code
* Fix bugs
* Add more hard ice grapples
* Fix more bugs
* Shops my beloved
* Change victory condition back
* Remove debug stuff
* Update plando connections description
* Fix extremely rare bug
* Add well front -> back hard ladder storages
* Note in ls rules about knocking yourself down with bombs being out of logic
* Add atoll fuse with wand + hard ls
* Add some nonsense that boils down to activating the fuse in overworld
* Further update LS description
* Fix missing logic on bridge switch chest in upper zig
* Revise upper zig rule change to account for ER
* Fix merge conflict
* Fix formatting, fix rule for heir access after merge
* Add the shop sword logic stuff in
* Remove todo that was already done
* Fill out a to-do with some cursed nonsense
* Fix event in wrong region
* Fix missing cathedral -> elevator connection
* Fix missing cathedral -> elevator connection
* Add ER exception to cathedral -> elevator
* Fix secret gathering place issue
* Fix incorrect ls rule
* Move 3 locations to Quarry Back since they're easily accessible from the back
* Also update non-er region
* Remove redundant parentheses
* Add new test for a weird edge case in ER
* Slight option description updates
* Use has_ladder in spots where it wasn't used for some reason, add a comment
* Fix unit test for ER
* Update per exempt's suggestion
* Add back LogicRules as an invisible option, to not break old yamls
* Remove unused elevation from portal class
* Update ladder storage without items description
* Remove shop_scene stuff since it's no longer relevant in the mod by the time this version comes out
* Remove shop scene stuff from game info since it's no longer relevant in the mod by the time this comes out
* Update portal list to match main
* god I love github merging things
* Remove note
* Add ice grapple hard path from upper overworld to temple rafters entrance
* Actually that should be medium
* Remove outdated note
* Add ice grapple hard for swamp mid to the ledge
* Add missing laurels zip in swamp
* Some fixes to the ladder storage data while reviewing it
* Add unit test for weird edge case
* Backport outlet region system to fix ls bug
* Fix incorrect ls, add todo
* Add missing swamp ladder storage connections
* Add swamp zip to er data
* Add swamp zip to er rules
* Add hard ice grapple for forest grave path main to upper
* Add ice grapple logic for all bomb walls except the east quarry one
* Add ice grapple logic for frog stairs eye to mouth without the ladder
* Add hard ice grapple for overworld to the stairs to west garden
* Add the ice grapple boss quick kills to medium ice grappling
* Add the reverse connection for the ice grapple kill on Garden Knight
* Add atoll house ice grapple push, and add west garden ice grapple entry to the regular rules
* Pokemon Emerald: Use some new state functions, improve rule reuse
* Pokemon Emerald: Remove a couple more extra lambdas
* Pokemon Emerald: Swap some rules to use exclusive groups/lists
* Pokemon Emerald: Linting
We're not gonna keep both me and the linter happy here, but this at least gets things more consistent
* Pokemon Emerald: Update _exclusive to _unique
* moves the title name in CommonContext.run_gui into a parameter defaulted to the normal default so others using it don't have to rewrite everything
* Change to using a GameManager attribute instead of a default param
* Update CommonClient.py
treble suggestion 1
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update CommonClient.py
treble suggestion 2
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
* Update CommonClient.py
treble suggestion 3
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
* Use make_gui() instead of a property to push kivy importing back to lazy loading regardless of gui_enabled status
* cleanup
* almost forgot to type it
* change make_gui to be a class so clients can subclass it
* clean up code readability
---------
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
* Core: have webhost slot name links go through the launcher so that components can use them
* fix query handling, remove debug prints, and change mousover text for new behavior
* remove a missed debug and unused function
* filter room id to suuid since that's what everything else uses
* pass args to common client correctly
* add GUI to select which client to open
* remove args parsing and "require" components to parse it themselves
* support for messenger since it was basically already done
* use "proper" args argparsing and clean up uri handling
* use a timer and auto launch text client if no component is found
* change the timer to be a bit more appealing. also found a bug lmao
* don't hold 5 hostage and capitalize URI ig
---------
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-09-08 00:03:04 +02:00
1459 changed files with 180340 additions and 46039 deletions
logging.info("Downloading AP randomizer mod. This may take a moment...")
apmod_resp=requests.get(url)
ifapmod_resp.status_code==200:
withopen(new_ap_mod,'wb')asf:
f.write(apmod_resp.content)
logging.info(f"Wrote new mod file to {new_ap_mod}")
ifold_ap_modisnotNone:
os.remove(old_ap_mod)
logging.info(f"Removed old mod file from {old_ap_mod}")
else:
logging.error(f"Error retrieving the randomizer mod (status code {apmod_resp.status_code}).")
logging.error(f"Please report this issue on the Archipelago Discord server.")
sys.exit(1)
defcheck_eula(forge_dir):
"""Check if the EULA is agreed to, and prompt the user to read and agree if necessary."""
eula_path=os.path.join(forge_dir,"eula.txt")
ifnotos.path.isfile(eula_path):
# Create eula.txt
withopen(eula_path,'w')asf:
f.write("#By changing the setting below to TRUE you are indicating your agreement to our EULA (https://account.mojang.com/documents/minecraft_eula).\n")
f.write(f"#{strftime('%a%b %d%X%Z %Y')}\n")
f.write("eula=false\n")
withopen(eula_path,'r+')asf:
text=f.read()
if'false'intext:
# Prompt user to agree to the EULA
logging.info("You need to agree to the Minecraft EULA in order to run the server.")
logging.info("The EULA can be found at https://account.mojang.com/documents/minecraft_eula")
Some files were not shown because too many files have changed in this diff
Show More
Reference in New Issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.