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2 Commits

Author SHA1 Message Date
NewSoupVi
b874b6c6d7 So much simpler 2024-06-13 06:46:01 +02:00
NewSoupVi
94ed49ae2a WeightedOptions: Fix default values that are 2 or more words 2024-06-12 23:51:05 +02:00
55 changed files with 359 additions and 642 deletions

View File

@@ -36,7 +36,6 @@ jobs:
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
Expand-Archive -Path enemizer.zip -DestinationPath EnemizerCLI -Force
choco install innosetup --version=6.2.2 --allow-downgrade
- name: Build
run: |
python -m pip install --upgrade pip

View File

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

View File

@@ -225,9 +225,6 @@ class CommonContext:
def lookup_in_slot(self, code: int, slot: typing.Optional[int] = None) -> str:
"""Returns the name for an item/location id in the context of a specific slot or own slot if `slot` is
omitted.
Use of `lookup_in_slot` should not be used when not connected to a server. If looking in own game, set
`ctx.game` and use `lookup_in_game` method instead.
"""
if slot is None:
slot = self.ctx.slot

View File

@@ -65,7 +65,7 @@ def get_seed_name(random_source) -> str:
return f"{random_source.randint(0, pow(10, seeddigits) - 1)}".zfill(seeddigits)
def main(args=None) -> Tuple[argparse.Namespace, int]:
def main(args=None):
# __name__ == "__main__" check so unittests that already imported worlds don't trip this.
if __name__ == "__main__" and "worlds" in sys.modules:
raise Exception("Worlds system should not be loaded before logging init.")
@@ -237,7 +237,8 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
with open(os.path.join(args.outputpath if args.outputpath else ".", f"generate_{seed_name}.yaml"), "wt") as f:
yaml.dump(important, f)
return erargs, seed
from Main import main as ERmain
return ERmain(erargs, seed)
def read_weights_yamls(path) -> Tuple[Any, ...]:
@@ -446,14 +447,6 @@ def handle_option(ret: argparse.Namespace, game_weights: dict, option_key: str,
def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.bosses):
"""
Roll options from specified weights, usually originating from a .yaml options file.
Important note:
The same weights dict is shared between all slots using the same yaml (e.g. generic weights file for filler slots).
This means it should never be modified without making a deepcopy first.
"""
from worlds import AutoWorldRegister
if "linked_options" in weights:
@@ -554,9 +547,7 @@ def roll_alttp_settings(ret: argparse.Namespace, weights):
if __name__ == '__main__':
import atexit
confirmation = atexit.register(input, "Press enter to close.")
erargs, seed = main()
from Main import main as ERmain
multiworld = ERmain(erargs, seed)
multiworld = main()
if __debug__:
import gc
import sys

View File

@@ -53,8 +53,8 @@ class AssembleOptions(abc.ABCMeta):
attrs["name_lookup"].update({option_id: name for name, option_id in new_options.items()})
options.update(new_options)
# apply aliases, without name_lookup
aliases = attrs["aliases"] = {name[6:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("alias_")}
aliases = {name[6:].lower(): option_id for name, option_id in attrs.items() if
name.startswith("alias_")}
assert (
name in {"Option", "VerifyKeys"} or # base abstract classes don't need default
@@ -126,28 +126,10 @@ class Option(typing.Generic[T], metaclass=AssembleOptions):
# can be weighted between selections
supports_weighting = True
rich_text_doc: typing.Optional[bool] = None
"""Whether the WebHost should render the Option's docstring as rich text.
If this is True, the Option's docstring is interpreted as reStructuredText_,
the standard Python markup format. In the WebHost, it's rendered to HTML so
that lists, emphasis, and other rich text features are displayed properly.
If this is False, the docstring is instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved.
If this is None, it inherits the value of `World.rich_text_options_doc`. For
backwards compatibility, this defaults to False, but worlds are encouraged to
set it to True and use reStructuredText for their Option documentation.
.. _reStructuredText: https://docutils.sourceforge.io/rst.html
"""
# filled by AssembleOptions:
name_lookup: typing.ClassVar[typing.Dict[T, str]] # type: ignore
# https://github.com/python/typing/discussions/1460 the reason for this type: ignore
options: typing.ClassVar[typing.Dict[str, int]]
aliases: typing.ClassVar[typing.Dict[str, int]]
def __repr__(self) -> str:
return f"{self.__class__.__name__}({self.current_option_name})"
@@ -753,12 +735,6 @@ class NamedRange(Range):
elif value > self.range_end and value not in self.special_range_names.values():
raise Exception(f"{value} is higher than maximum {self.range_end} for option {self.__class__.__name__} " +
f"and is also not one of the supported named special values: {self.special_range_names}")
# See docstring
for key in self.special_range_names:
if key != key.lower():
raise Exception(f"{self.__class__.__name__} has an invalid special_range_names key: {key}. "
f"NamedRange keys must use only lowercase letters, and ideally should be snake_case.")
self.value = value
@classmethod
@@ -1145,13 +1121,10 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
class Accessibility(Choice):
"""Set rules for reachability of your items/locations.
- **Locations:** ensure everything can be reached and acquired.
- **Items:** ensure all logically relevant items can be acquired.
- **Minimal:** ensure what is needed to reach your goal can be acquired.
"""
Locations: ensure everything can be reached and acquired.
Items: ensure all logically relevant items can be acquired.
Minimal: ensure what is needed to reach your goal can be acquired."""
display_name = "Accessibility"
rich_text_doc = True
option_locations = 0
option_items = 1
option_minimal = 2
@@ -1160,15 +1133,14 @@ class Accessibility(Choice):
class ProgressionBalancing(NamedRange):
"""A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
"""
A system that can move progression earlier, to try and prevent the player from getting stuck and bored early.
A lower setting means more getting stuck. A higher setting means less getting stuck.
"""
default = 50
range_start = 0
range_end = 99
display_name = "Progression Balancing"
rich_text_doc = True
special_range_names = {
"disabled": 0,
"normal": 50,
@@ -1233,36 +1205,29 @@ class CommonOptions(metaclass=OptionsMetaProperty):
class LocalItems(ItemSet):
"""Forces these items to be in their native world."""
display_name = "Local Items"
rich_text_doc = True
class NonLocalItems(ItemSet):
"""Forces these items to be outside their native world."""
display_name = "Non-local Items"
rich_text_doc = True
class StartInventory(ItemDict):
"""Start with these items."""
verify_item_name = True
display_name = "Start Inventory"
rich_text_doc = True
class StartInventoryPool(StartInventory):
"""Start with these items and don't place them in the world.
The game decides what the replacement items will be.
"""
The game decides what the replacement items will be."""
verify_item_name = True
display_name = "Start Inventory from Pool"
rich_text_doc = True
class StartHints(ItemSet):
"""Start with these item's locations prefilled into the ``!hint`` command."""
"""Start with these item's locations prefilled into the !hint command."""
display_name = "Start Hints"
rich_text_doc = True
class LocationSet(OptionSet):
@@ -1271,33 +1236,28 @@ class LocationSet(OptionSet):
class StartLocationHints(LocationSet):
"""Start with these locations and their item prefilled into the ``!hint`` command."""
"""Start with these locations and their item prefilled into the !hint command"""
display_name = "Start Location Hints"
rich_text_doc = True
class ExcludeLocations(LocationSet):
"""Prevent these locations from having an important item."""
"""Prevent these locations from having an important item"""
display_name = "Excluded Locations"
rich_text_doc = True
class PriorityLocations(LocationSet):
"""Prevent these locations from having an unimportant item."""
"""Prevent these locations from having an unimportant item"""
display_name = "Priority Locations"
rich_text_doc = True
class DeathLink(Toggle):
"""When you die, everyone dies. Of course the reverse is true too."""
display_name = "Death Link"
rich_text_doc = True
class ItemLinks(OptionList):
"""Share part of your item pool with other players."""
display_name = "Item Links"
rich_text_doc = True
default = []
schema = Schema([
{
@@ -1364,7 +1324,6 @@ class ItemLinks(OptionList):
class Removed(FreeText):
"""This Option has been Removed."""
rich_text_doc = True
default = ""
visibility = Visibility.none
@@ -1467,18 +1426,14 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
return data, notes
def yaml_dump_scalar(scalar) -> str:
# yaml dump may add end of document marker and newlines.
return yaml.dump(scalar).replace("...\n", "").strip()
for game_name, world in AutoWorldRegister.world_types.items():
if not world.hidden or generate_hidden:
option_groups = get_option_groups(world)
grouped_options = get_option_groups(world)
with open(local_path("data", "options.yaml")) as f:
file_data = f.read()
res = Template(file_data).render(
option_groups=option_groups,
__version__=__version__, game=game_name, yaml_dump=yaml_dump_scalar,
option_groups=grouped_options,
__version__=__version__, game=game_name, yaml_dump=yaml.dump,
dictify_range=dictify_range,
)

View File

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

View File

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

View File

@@ -3,7 +3,6 @@ import json
import os
from textwrap import dedent
from typing import Dict, Union
from docutils.core import publish_parts
import yaml
from flask import redirect, render_template, request, Response
@@ -67,22 +66,6 @@ def filter_dedent(text: str) -> str:
return dedent(text).strip("\n ")
@app.template_filter("rst_to_html")
def filter_rst_to_html(text: str) -> str:
"""Converts reStructuredText (such as a Python docstring) to HTML."""
if text.startswith(" ") or text.startswith("\t"):
text = dedent(text)
elif "\n" in text:
lines = text.splitlines()
text = lines[0] + "\n" + dedent("\n".join(lines[1:]))
return publish_parts(text, writer_name='html', settings=None, settings_overrides={
'raw_enable': False,
'file_insertion_enabled': False,
'output_encoding': 'unicode'
})['body']
@app.template_test("ordered")
def test_ordered(obj):
return isinstance(obj, collections.abc.Sequence)

View File

@@ -12,12 +12,12 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
*/
/* Base styles for the element that has a tooltip */
[data-tooltip], .tooltip-container {
[data-tooltip], .tooltip {
position: relative;
}
/* Base styles for the entire tooltip */
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
[data-tooltip]:before, [data-tooltip]:after, .tooltip:before, .tooltip:after {
position: absolute;
visibility: hidden;
opacity: 0;
@@ -39,15 +39,14 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
pointer-events: none;
}
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip-container:hover:before,
.tooltip-container:hover .tooltip {
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip:hover:before, .tooltip:hover:after{
visibility: visible;
opacity: 1;
word-break: break-word;
}
/** Directional arrow styles */
[data-tooltip]:before, .tooltip-container:before {
.tooltip:before, [data-tooltip]:before {
z-index: 10000;
border: 6px solid transparent;
background: transparent;
@@ -55,7 +54,7 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Content styles */
[data-tooltip]:after, .tooltip {
.tooltip:after, [data-tooltip]:after {
width: 260px;
z-index: 10000;
padding: 8px;
@@ -64,26 +63,24 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
background-color: hsla(0, 0%, 20%, 0.9);
color: #fff;
content: attr(data-tooltip);
white-space: pre-wrap;
font-size: 14px;
line-height: 1.2;
}
[data-tooltip]:after {
white-space: pre-wrap;
}
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
[data-tooltip]:before, [data-tooltip]:after{
visibility: hidden;
opacity: 0;
pointer-events: none;
}
[data-tooltip]:before, [data-tooltip]:after, .tooltip-container:before, .tooltip {
[data-tooltip]:before, [data-tooltip]:after, .tooltip:before, .tooltip:after,
.tooltip-top:before, .tooltip-top:after {
bottom: 100%;
left: 50%;
}
[data-tooltip]:before, .tooltip-container:before {
[data-tooltip]:before, .tooltip:before, .tooltip-top:before {
margin-left: -6px;
margin-bottom: -12px;
border-top-color: #000;
@@ -91,19 +88,19 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Horizontally align tooltips on the top and bottom */
[data-tooltip]:after, .tooltip {
[data-tooltip]:after, .tooltip:after, .tooltip-top:after {
margin-left: -80px;
}
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip-container:hover:before,
.tooltip-container:hover .tooltip {
[data-tooltip]:hover:before, [data-tooltip]:hover:after, .tooltip:hover:before, .tooltip:hover:after,
.tooltip-top:hover:before, .tooltip-top:hover:after {
-webkit-transform: translateY(-12px);
-moz-transform: translateY(-12px);
transform: translateY(-12px);
}
/** Tooltips on the left */
.tooltip-left:before, [data-tooltip].tooltip-left:after, .tooltip-left .tooltip {
.tooltip-left:before, .tooltip-left:after {
right: 100%;
bottom: 50%;
left: auto;
@@ -118,14 +115,14 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-left-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-left:hover:before, [data-tooltip].tooltip-left:hover:after, .tooltip-left:hover .tooltip {
.tooltip-left:hover:before, .tooltip-left:hover:after {
-webkit-transform: translateX(-12px);
-moz-transform: translateX(-12px);
transform: translateX(-12px);
}
/** Tooltips on the bottom */
.tooltip-bottom:before, [data-tooltip].tooltip-bottom:after, .tooltip-bottom .tooltip {
.tooltip-bottom:before, .tooltip-bottom:after {
top: 100%;
bottom: auto;
left: 50%;
@@ -139,15 +136,14 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-bottom-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-bottom:hover:before, [data-tooltip].tooltip-bottom:hover:after,
.tooltip-bottom:hover .tooltip {
.tooltip-bottom:hover:before, .tooltip-bottom:hover:after {
-webkit-transform: translateY(12px);
-moz-transform: translateY(12px);
transform: translateY(12px);
}
/** Tooltips on the right */
.tooltip-right:before, [data-tooltip].tooltip-right:after, .tooltip-right .tooltip {
.tooltip-right:before, .tooltip-right:after {
bottom: 50%;
left: 100%;
}
@@ -160,8 +156,7 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
border-right-color: hsla(0, 0%, 20%, 0.9);
}
.tooltip-right:hover:before, [data-tooltip].tooltip-right:hover:after,
.tooltip-right:hover .tooltip {
.tooltip-right:hover:before, .tooltip-right:hover:after {
-webkit-transform: translateX(12px);
-moz-transform: translateX(12px);
transform: translateX(12px);
@@ -173,16 +168,7 @@ give it one of the following classes: tooltip-left, tooltip-right, tooltip-top,
}
/** Center content vertically for tooltips ont he left and right */
[data-tooltip].tooltip-left:after, [data-tooltip].tooltip-right:after,
.tooltip-left .tooltip, .tooltip-right .tooltip {
.tooltip-left:after, .tooltip-right:after {
margin-left: 0;
margin-bottom: -16px;
}
.tooltip ul, .tooltip ol {
padding-left: 1rem;
}
.tooltip :last-child {
margin-bottom: 0;
}

View File

@@ -57,9 +57,9 @@
<select id="{{ option_name }}-select" data-option-name="{{ option_name }}" {{ "disabled" if option.default == "random" }}>
{% for key, val in option.special_range_names.items() %}
{% if option.default == val %}
<option value="{{ val }}" selected>{{ key|replace("_", " ")|title }} ({{ val }})</option>
<option value="{{ val }}" selected>{{ key }} ({{ val }})</option>
{% else %}
<option value="{{ val }}">{{ key|replace("_", " ")|title }} ({{ val }})</option>
<option value="{{ val }}">{{ key }} ({{ val }})</option>
{% endif %}
{% endfor %}
<option value="custom" hidden>Custom</option>
@@ -111,7 +111,7 @@
</div>
{% endmacro %}
{% macro ItemDict(option_name, option) %}
{% macro ItemDict(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for item_name in (option.valid_keys|sort if (option.valid_keys|length > 0) else world.item_names|sort) %}
@@ -135,7 +135,7 @@
</div>
{% endmacro %}
{% macro LocationSet(option_name, option) %}
{% macro LocationSet(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.location_name_groups.keys()|sort %}
@@ -158,7 +158,7 @@
</div>
{% endmacro %}
{% macro ItemSet(option_name, option) %}
{% macro ItemSet(option_name, option, world) %}
{{ OptionTitle(option_name, option) }}
<div class="option-container">
{% for group_name in world.item_name_groups.keys()|sort %}
@@ -196,18 +196,7 @@
{% macro OptionTitle(option_name, option) %}
<label for="{{ option_name }}">
{{ option.display_name|default(option_name) }}:
<span
class="interactive tooltip-container"
{% if not (option.rich_text_doc | default(world.web.rich_text_options_doc, true)) %}
data-tooltip="{{(option.__doc__ | default("Please document me!"))|replace('\n ', '\n')|escape|trim}}"
{% endif %}>
(?)
{% if option.rich_text_doc | default(world.web.rich_text_options_doc, true) %}
<div class="tooltip">
{{ option.__doc__ | default("**Please document me!**") | rst_to_html | safe }}
</div>
{% endif %}
</span>
<span class="interactive" data-tooltip="{% filter dedent %}{{(option.__doc__ | default("Please document me!"))|escape }}{% endfilter %}">(?)</span>
</label>
{% endmacro %}

View File

@@ -1,5 +1,5 @@
{% extends 'pageWrapper.html' %}
{% import 'playerOptions/macros.html' as inputs with context %}
{% import 'playerOptions/macros.html' as inputs %}
{% block head %}
<title>{{ world_name }} Options</title>
@@ -94,16 +94,16 @@
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option) }}
{{ inputs.LocationSet(option_name, option, world) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option) }}
{{ inputs.ItemSet(option_name, option, world) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}
@@ -134,16 +134,16 @@
{{ inputs.FreeText(option_name, option) }}
{% elif issubclass(option, Options.ItemDict) and option.verify_item_name %}
{{ inputs.ItemDict(option_name, option) }}
{{ inputs.ItemDict(option_name, option, world) }}
{% elif issubclass(option, Options.OptionList) and option.valid_keys %}
{{ inputs.OptionList(option_name, option) }}
{% elif issubclass(option, Options.LocationSet) and option.verify_location_name %}
{{ inputs.LocationSet(option_name, option) }}
{{ inputs.LocationSet(option_name, option, world) }}
{% elif issubclass(option, Options.ItemSet) and option.verify_item_name %}
{{ inputs.ItemSet(option_name, option) }}
{{ inputs.ItemSet(option_name, option, world) }}
{% elif issubclass(option, Options.OptionSet) and option.valid_keys %}
{{ inputs.OptionSet(option_name, option) }}

View File

@@ -41,13 +41,13 @@
The following values have special meanings, and may fall outside the normal range.
<ul>
{% for name, value in option.special_range_names.items() %}
<li>{{ value }}: {{ name|replace("_", " ")|title }}</li>
<li>{{ value }}: {{ name }}</li>
{% endfor %}
</ul>
{% endif %}
<div class="add-option-div">
<input type="number" class="range-option-value" data-option="{{ option_name }}" />
<button type="button" class="add-range-option-button" data-option="{{ option_name }}">Add</button>
<button class="add-range-option-button" data-option="{{ option_name }}">Add</button>
</div>
</div>
<table class="range-rows" data-option="{{ option_name }}">
@@ -72,7 +72,7 @@
This option allows custom values only. Please enter your desired values below.
<div class="custom-value-wrapper">
<input class="custom-value" data-option="{{ option_name }}" placeholder="Custom Value" />
<button type="button" data-option="{{ option_name }}">Add</button>
<button data-option="{{ option_name }}">Add</button>
</div>
<table>
<tbody>
@@ -89,7 +89,7 @@
Custom values are also allowed for this option. To create one, enter it into the input box below.
<div class="custom-value-wrapper">
<input class="custom-value" data-option="{{ option_name }}" placeholder="Custom Value" />
<button type="button" data-option="{{ option_name }}">Add</button>
<button data-option="{{ option_name }}">Add</button>
</div>
</div>
<table>

View File

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

View File

@@ -68,21 +68,21 @@ requires:
{%- elif option.options -%}
{%- for suboption_option_id, sub_option_name in option.name_lookup.items() %}
{{ yaml_dump(sub_option_name) }}: {% if suboption_option_id == option.default %}50{% else %}0{% endif %}
{{ sub_option_name }}: {% if suboption_option_id == option.default %}50{% else %}0{% endif %}
{%- endfor -%}
{%- if option.name_lookup[option.default] not in option.options %}
{{ yaml_dump(option.default) }}: 50
{{ option.default }}: 50
{%- endif -%}
{%- elif option.default is string %}
{{ yaml_dump(option.default) }}: 50
{{ option.default }}: 50
{%- elif option.default is iterable and option.default is not mapping %}
{{ option.default | list }}
{%- else %}
{{ yaml_dump(option.default) | indent(4, first=false) }}
{{ yaml_dump(option.default) | trim | indent(4, first=false) }}
{%- endif -%}
{{ "\n" }}
{%- endfor %}

View File

@@ -87,6 +87,9 @@
# Lingo
/worlds/lingo/ @hatkirby
# Links Awakening DX
/worlds/ladx/ @zig-for
# Lufia II Ancient Cave
/worlds/lufia2ac/ @el-u
/worlds/lufia2ac/docs/ @wordfcuk @el-u
@@ -215,8 +218,6 @@
# Final Fantasy (1)
# /worlds/ff1/
# Links Awakening DX
# /worlds/ladx/
## Disabled Unmaintained Worlds

View File

@@ -85,50 +85,6 @@ class ExampleWorld(World):
options: ExampleGameOptions
```
### Option Documentation
Options' [docstrings] are used as their user-facing documentation. They're displayed on the WebHost setup page when a
user hovers over the yellow "(?)" icon, and included in the YAML templates generated for each game.
[docstrings]: /docs/world%20api.md#docstrings
The WebHost can display Option documentation either as plain text with all whitespace preserved (other than the base
indentation), or as HTML generated from the standard Python [reStructuredText] format. Although plain text is the
default for backwards compatibility, world authors are encouraged to write their Option documentation as
reStructuredText and enable rich text rendering by setting `World.rich_text_options_doc = True`.
[reStructuredText]: https://docutils.sourceforge.io/rst.html
```python
from worlds.AutoWorld import WebWorld
class ExampleWebWorld(WebWorld):
# Render all this world's options as rich text.
rich_text_options_doc = True
```
You can set a single option to use rich or plain text by setting
`Option.rich_text_doc`.
```python
from Options import Toggle, Range, Choice, PerGameCommonOptions
class Difficulty(Choice):
"""Sets overall game difficulty.
- **Easy:** All enemies die in one hit.
- **Normal:** Enemies and the player both have normal health bars.
- **Hard:** The player dies in one hit."""
display_name = "Difficulty"
rich_text_doc = True
option_easy = 0
option_normal = 1
option_hard = 2
default = 1
```
### Option Groups
Options may be categorized into groups for display on the WebHost. Option groups are displayed in the order specified
by your world on the player-options and weighted-options pages. In the generated template files, there will be a comment

View File

@@ -56,12 +56,6 @@ webhost:
* `options_page` can be changed to a link instead of an AP-generated options page.
* `rich_text_options_doc` controls whether [Option documentation] uses plain text (`False`) or rich text (`True`). It
defaults to `False`, but world authors are encouraged to set it to `True` for nicer-looking documentation that looks
good on both the WebHost and the YAML template.
[Option documentation]: /docs/options%20api.md#option-documentation
* `theme` to be used for your game-specific AP pages. Available themes:
| dirt | grass (default) | grassFlowers | ice | jungle | ocean | partyTime | stone |

View File

@@ -329,7 +329,7 @@ class WorldTestBase(unittest.TestCase):
for n in range(len(locations) - 1, -1, -1):
if locations[n].can_reach(state):
sphere.append(locations.pop(n))
self.assertTrue(sphere or self.multiworld.worlds[1].options.accessibility == "minimal",
self.assertTrue(sphere or self.multiworld.accessibility[1] == "minimal",
f"Unreachable locations: {locations}")
if not sphere:
break

View File

@@ -26,7 +26,6 @@ def _generate_local_inner(games: Iterable[str],
with TemporaryDirectory() as players_dir:
with TemporaryDirectory() as output_dir:
import Generate
import Main
for n, game in enumerate(games, 1):
player_path = Path(players_dir) / f"{n}.yaml"
@@ -43,7 +42,7 @@ def _generate_local_inner(games: Iterable[str],
sys.argv = [sys.argv[0], "--seed", str(hash(tuple(games))),
"--player_files_path", players_dir,
"--outputpath", output_dir]
Main.main(*Generate.main())
Generate.main()
output_files = list(Path(output_dir).glob('*.zip'))
assert len(output_files) == 1
final_file = dest / output_files[0].name

View File

@@ -9,7 +9,6 @@ from pathlib import Path
from tempfile import TemporaryDirectory
import Generate
import Main
class TestGenerateMain(unittest.TestCase):
@@ -59,7 +58,7 @@ class TestGenerateMain(unittest.TestCase):
'--player_files_path', str(self.abs_input_dir),
'--outputpath', self.output_tempdir.name]
print(f'Testing Generate.py {sys.argv} in {os.getcwd()}')
Main.main(*Generate.main())
Generate.main()
self.assertOutput(self.output_tempdir.name)
@@ -68,7 +67,7 @@ class TestGenerateMain(unittest.TestCase):
'--player_files_path', str(self.rel_input_dir),
'--outputpath', self.output_tempdir.name]
print(f'Testing Generate.py {sys.argv} in {os.getcwd()}')
Main.main(*Generate.main())
Generate.main()
self.assertOutput(self.output_tempdir.name)
@@ -87,7 +86,7 @@ class TestGenerateMain(unittest.TestCase):
sys.argv = [sys.argv[0], '--seed', '0',
'--outputpath', self.output_tempdir.name]
print(f'Testing Generate.py {sys.argv} in {os.getcwd()}, player_files_path={self.yaml_input_dir}')
Main.main(*Generate.main())
Generate.main()
finally:
user_path.cached_path = user_path_backup

View File

@@ -223,21 +223,6 @@ class WebWorld(metaclass=WebWorldRegister):
option_groups: ClassVar[List[OptionGroup]] = []
"""Ordered list of option groupings. Any options not set in a group will be placed in a pre-built "Game Options"."""
rich_text_options_doc = False
"""Whether the WebHost should render Options' docstrings as rich text.
If this is True, Options' docstrings are interpreted as reStructuredText_,
the standard Python markup format. In the WebHost, they're rendered to HTML
so that lists, emphasis, and other rich text features are displayed
properly.
If this is False, the docstrings are instead interpreted as plain text, and
displayed as-is on the WebHost with whitespace preserved. For backwards
compatibility, this is the default.
.. _reStructuredText: https://docutils.sourceforge.io/rst.html
"""
location_descriptions: Dict[str, str] = {}
"""An optional map from location names (or location group names) to brief descriptions for users."""

View File

@@ -128,4 +128,3 @@ from .AutoWorld import AutoWorldRegister
network_data_package: DataPackage = {
"games": {world_name: world.get_data_package_data() for world_name, world in AutoWorldRegister.world_types.items()},
}

View File

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

View File

@@ -220,7 +220,26 @@ def get_invalid_bunny_revival_dungeons():
yield 'Sanctuary'
def no_logic_rules(world, player):
"""
Add OWG transitions to no logic player's world
"""
create_no_logic_connections(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'))
create_no_logic_connections(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted', player))
# Glitched speed drops.
create_no_logic_connections(player, world, get_glitched_speed_drops_dw(world.mode[player] == 'inverted'))
# Mirror clip spots.
if world.mode[player] != 'inverted':
create_no_logic_connections(player, world, get_mirror_clip_spots_dw())
create_no_logic_connections(player, world, get_mirror_offset_spots_dw())
else:
create_no_logic_connections(player, world, get_mirror_offset_spots_lw(player))
def overworld_glitch_connections(world, player):
# Boots-accessible locations.
create_owg_connections(player, world, get_boots_clip_exits_lw(world.mode[player] == 'inverted'))
create_owg_connections(player, world, get_boots_clip_exits_dw(world.mode[player] == 'inverted', player))

View File

@@ -10,7 +10,7 @@ from . import OverworldGlitchRules
from .Bosses import GanonDefeatRule
from .Items import item_factory, item_name_groups, item_table, progression_items
from .Options import small_key_shuffle
from .OverworldGlitchRules import overworld_glitches_rules
from .OverworldGlitchRules import no_logic_rules, overworld_glitches_rules
from .Regions import LTTPRegionType, location_table
from .StateHelpers import (can_extend_magic, can_kill_most_things,
can_lift_heavy_rocks, can_lift_rocks,
@@ -33,6 +33,7 @@ def set_rules(world):
'WARNING! Seeds generated under this logic often require major glitches and may be impossible!')
if world.players == 1:
no_logic_rules(world, player)
for exit in world.get_region('Menu', player).exits:
exit.hide_path = True
return

View File

@@ -146,7 +146,7 @@ class Castlevania64Client(BizHawkClient):
text_color = bytearray([0xA2, 0x0B])
else:
text_color = bytearray([0xA2, 0x02])
received_text, num_lines = cv64_text_wrap(f"{ctx.item_names.lookup_in_game(next_item.item)}\n"
received_text, num_lines = cv64_text_wrap(f"{ctx.item_names.lookup_in_slot(next_item.item)}\n"
f"from {ctx.player_names[next_item.player]}", 96)
await bizhawk.guarded_write(ctx.bizhawk_ctx,
[(0x389BE1, [next_item.item & 0xFF], "RDRAM"),

View File

@@ -86,7 +86,7 @@ class DKC3SNIClient(SNIClient):
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
location = ctx.location_names.lookup_in_slot(new_check_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [new_check_id]}])
@@ -99,7 +99,7 @@ class DKC3SNIClient(SNIClient):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))

View File

@@ -60,18 +60,17 @@ class DOOM2World(World):
# Item ratio that scales depending on episode count. These are the ratio for 3 episode. In DOOM1.
# The ratio have been tweaked seem, and feel good.
items_ratio: Dict[str, float] = {
"Armor": 39,
"Mega Armor": 23,
"Berserk": 11,
"Armor": 41,
"Mega Armor": 25,
"Berserk": 12,
"Invulnerability": 10,
"Partial invisibility": 18,
"Supercharge": 26,
"Supercharge": 28,
"Medikit": 15,
"Box of bullets": 13,
"Box of rockets": 13,
"Box of shotgun shells": 13,
"Energy cell pack": 10,
"Megasphere": 7
"Energy cell pack": 10
}
def __init__(self, multiworld: MultiWorld, player: int):
@@ -234,7 +233,6 @@ class DOOM2World(World):
self.create_ratioed_items("Invulnerability", itempool)
self.create_ratioed_items("Partial invisibility", itempool)
self.create_ratioed_items("Supercharge", itempool)
self.create_ratioed_items("Megasphere", itempool)
while len(itempool) < self.location_count:
itempool.append(self.create_item(self.get_filler_item_name()))

View File

@@ -247,7 +247,7 @@ async def game_watcher(ctx: FactorioContext):
if ctx.locations_checked != research_data:
bridge_logger.debug(
f"New researches done: "
f"{[ctx.location_names.lookup_in_game(rid) for rid in research_data - ctx.locations_checked]}")
f"{[ctx.location_names.lookup_in_slot(rid) for rid in research_data - ctx.locations_checked]}")
ctx.locations_checked = research_data
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": tuple(research_data)}])
death_link_tick = data.get("death_link_tick", 0)
@@ -360,7 +360,7 @@ async def factorio_server_watcher(ctx: FactorioContext):
transfer_item: NetworkItem = ctx.items_received[ctx.send_index]
item_id = transfer_item.item
player_name = ctx.player_names[transfer_item.player]
item_name = ctx.item_names.lookup_in_game(item_id)
item_name = ctx.item_names.lookup_in_slot(item_id)
factorio_server_logger.info(f"Sending {item_name} to Nauvis from {player_name}.")
commands[ctx.send_index] = f"/ap-get-technology {item_name}\t{ctx.send_index}\t{player_name}"
ctx.send_index += 1

View File

@@ -11,8 +11,8 @@ Some steps also assume use of Windows, so may vary with your OS.
## Installing the Archipelago software
The most recent public release of Archipelago can be found on GitHub:
[Archipelago Lastest Release](https://github.com/ArchipelagoMW/Archipelago/releases/latest).
The most recent public release of Archipelago can be found on the GitHub Releases page:
[Archipelago Releases Page](https://github.com/ArchipelagoMW/Archipelago/releases).
Run the exe file, and after accepting the license agreement you will be asked which components you would like to
install.

View File

@@ -71,7 +71,6 @@ class HereticWorld(World):
"Tome of Power": 16,
"Silver Shield": 10,
"Enchanted Shield": 5,
"Torch": 5,
"Morph Ovum": 3,
"Mystic Urn": 2,
"Chaos Device": 1,
@@ -243,7 +242,6 @@ class HereticWorld(World):
self.create_ratioed_items("Mystic Urn", itempool)
self.create_ratioed_items("Ring of Invincibility", itempool)
self.create_ratioed_items("Shadowsphere", itempool)
self.create_ratioed_items("Torch", itempool)
self.create_ratioed_items("Timebomb of the Ancients", itempool)
self.create_ratioed_items("Tome of Power", itempool)
self.create_ratioed_items("Silver Shield", itempool)

View File

@@ -330,7 +330,7 @@ class KDL3SNIClient(SNIClient):
item = ctx.items_received[recv_amount]
recv_amount += 1
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_amount, len(ctx.items_received)))
@@ -415,7 +415,7 @@ class KDL3SNIClient(SNIClient):
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
location = ctx.location_names.lookup_in_slot(new_check_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/'
f'{len(ctx.missing_locations) + len(ctx.checked_locations)})')

View File

@@ -4,7 +4,6 @@ import importlib.machinery
import os
import pkgutil
from collections import defaultdict
from typing import TYPE_CHECKING
from .romTables import ROMWithTables
from . import assembler
@@ -68,14 +67,10 @@ from BaseClasses import ItemClassification
from ..Locations import LinksAwakeningLocation
from ..Options import TrendyGame, Palette, MusicChangeCondition, BootsControls
if TYPE_CHECKING:
from .. import LinksAwakeningWorld
# Function to generate a final rom, this patches the rom with all required patches
def generateRom(args, world: "LinksAwakeningWorld"):
def generateRom(args, settings, ap_settings, auth, seed_name, logic, rnd=None, multiworld=None, player_name=None, player_names=[], player_id = 0):
rom_patches = []
player_names = list(world.multiworld.player_name.values())
rom = ROMWithTables(args.input_filename, rom_patches)
rom.player_names = player_names
@@ -89,10 +84,10 @@ def generateRom(args, world: "LinksAwakeningWorld"):
for pymod in pymods:
pymod.prePatch(rom)
if world.ladxr_settings.gfxmod:
patches.aesthetics.gfxMod(rom, os.path.join("data", "sprites", "ladx", world.ladxr_settings.gfxmod))
if settings.gfxmod:
patches.aesthetics.gfxMod(rom, os.path.join("data", "sprites", "ladx", settings.gfxmod))
item_list = [item for item in world.ladxr_logic.iteminfo_list if not isinstance(item, KeyLocation)]
item_list = [item for item in logic.iteminfo_list if not isinstance(item, KeyLocation)]
assembler.resetConsts()
assembler.const("INV_SIZE", 16)
@@ -121,7 +116,7 @@ def generateRom(args, world: "LinksAwakeningWorld"):
assembler.const("wLinkSpawnDelay", 0xDE13)
#assembler.const("HARDWARE_LINK", 1)
assembler.const("HARD_MODE", 1 if world.ladxr_settings.hardmode != "none" else 0)
assembler.const("HARD_MODE", 1 if settings.hardmode != "none" else 0)
patches.core.cleanup(rom)
patches.save.singleSaveSlot(rom)
@@ -135,7 +130,7 @@ def generateRom(args, world: "LinksAwakeningWorld"):
patches.core.easyColorDungeonAccess(rom)
patches.owl.removeOwlEvents(rom)
patches.enemies.fixArmosKnightAsMiniboss(rom)
patches.bank3e.addBank3E(rom, world.multi_key, world.player, player_names)
patches.bank3e.addBank3E(rom, auth, player_id, player_names)
patches.bank3f.addBank3F(rom)
patches.bank34.addBank34(rom, item_list)
patches.core.removeGhost(rom)
@@ -146,11 +141,10 @@ def generateRom(args, world: "LinksAwakeningWorld"):
from ..Options import ShuffleSmallKeys, ShuffleNightmareKeys
if world.options.shuffle_small_keys != ShuffleSmallKeys.option_original_dungeon or\
world.options.shuffle_nightmare_keys != ShuffleNightmareKeys.option_original_dungeon:
if ap_settings["shuffle_small_keys"] != ShuffleSmallKeys.option_original_dungeon or ap_settings["shuffle_nightmare_keys"] != ShuffleNightmareKeys.option_original_dungeon:
patches.inventory.advancedInventorySubscreen(rom)
patches.inventory.moreSlots(rom)
if world.ladxr_settings.witch:
if settings.witch:
patches.witch.updateWitch(rom)
patches.softlock.fixAll(rom)
patches.maptweaks.tweakMap(rom)
@@ -164,9 +158,9 @@ def generateRom(args, world: "LinksAwakeningWorld"):
patches.tarin.updateTarin(rom)
patches.fishingMinigame.updateFinishingMinigame(rom)
patches.health.upgradeHealthContainers(rom)
if world.ladxr_settings.owlstatues in ("dungeon", "both"):
if settings.owlstatues in ("dungeon", "both"):
patches.owl.upgradeDungeonOwlStatues(rom)
if world.ladxr_settings.owlstatues in ("overworld", "both"):
if settings.owlstatues in ("overworld", "both"):
patches.owl.upgradeOverworldOwlStatues(rom)
patches.goldenLeaf.fixGoldenLeaf(rom)
patches.heartPiece.fixHeartPiece(rom)
@@ -176,110 +170,106 @@ def generateRom(args, world: "LinksAwakeningWorld"):
patches.songs.upgradeMarin(rom)
patches.songs.upgradeManbo(rom)
patches.songs.upgradeMamu(rom)
if world.ladxr_settings.tradequest:
patches.tradeSequence.patchTradeSequence(rom, world.ladxr_settings.boomerang)
if settings.tradequest:
patches.tradeSequence.patchTradeSequence(rom, settings.boomerang)
else:
# Monkey bridge patch, always have the bridge there.
rom.patch(0x00, 0x333D, assembler.ASM("bit 4, e\njr Z, $05"), b"", fill_nop=True)
patches.bowwow.fixBowwow(rom, everywhere=world.ladxr_settings.bowwow != 'normal')
if world.ladxr_settings.bowwow != 'normal':
patches.bowwow.fixBowwow(rom, everywhere=settings.bowwow != 'normal')
if settings.bowwow != 'normal':
patches.bowwow.bowwowMapPatches(rom)
patches.desert.desertAccess(rom)
if world.ladxr_settings.overworld == 'dungeondive':
if settings.overworld == 'dungeondive':
patches.overworld.patchOverworldTilesets(rom)
patches.overworld.createDungeonOnlyOverworld(rom)
elif world.ladxr_settings.overworld == 'nodungeons':
elif settings.overworld == 'nodungeons':
patches.dungeon.patchNoDungeons(rom)
elif world.ladxr_settings.overworld == 'random':
elif settings.overworld == 'random':
patches.overworld.patchOverworldTilesets(rom)
mapgen.store_map(rom, world.ladxr_logic.world.map)
mapgen.store_map(rom, logic.world.map)
#if settings.dungeon_items == 'keysy':
# patches.dungeon.removeKeyDoors(rom)
# patches.reduceRNG.slowdownThreeOfAKind(rom)
patches.reduceRNG.fixHorseHeads(rom)
patches.bomb.onlyDropBombsWhenHaveBombs(rom)
if world.options.music_change_condition == MusicChangeCondition.option_always:
if ap_settings['music_change_condition'] == MusicChangeCondition.option_always:
patches.aesthetics.noSwordMusic(rom)
patches.aesthetics.reduceMessageLengths(rom, world.random)
patches.aesthetics.reduceMessageLengths(rom, rnd)
patches.aesthetics.allowColorDungeonSpritesEverywhere(rom)
if world.ladxr_settings.music == 'random':
patches.music.randomizeMusic(rom, world.random)
elif world.ladxr_settings.music == 'off':
if settings.music == 'random':
patches.music.randomizeMusic(rom, rnd)
elif settings.music == 'off':
patches.music.noMusic(rom)
if world.ladxr_settings.noflash:
if settings.noflash:
patches.aesthetics.removeFlashingLights(rom)
if world.ladxr_settings.hardmode == "oracle":
if settings.hardmode == "oracle":
patches.hardMode.oracleMode(rom)
elif world.ladxr_settings.hardmode == "hero":
elif settings.hardmode == "hero":
patches.hardMode.heroMode(rom)
elif world.ladxr_settings.hardmode == "ohko":
elif settings.hardmode == "ohko":
patches.hardMode.oneHitKO(rom)
if world.ladxr_settings.superweapons:
if settings.superweapons:
patches.weapons.patchSuperWeapons(rom)
if world.ladxr_settings.textmode == 'fast':
if settings.textmode == 'fast':
patches.aesthetics.fastText(rom)
if world.ladxr_settings.textmode == 'none':
if settings.textmode == 'none':
patches.aesthetics.fastText(rom)
patches.aesthetics.noText(rom)
if not world.ladxr_settings.nagmessages:
if not settings.nagmessages:
patches.aesthetics.removeNagMessages(rom)
if world.ladxr_settings.lowhpbeep == 'slow':
if settings.lowhpbeep == 'slow':
patches.aesthetics.slowLowHPBeep(rom)
if world.ladxr_settings.lowhpbeep == 'none':
if settings.lowhpbeep == 'none':
patches.aesthetics.removeLowHPBeep(rom)
if 0 <= int(world.ladxr_settings.linkspalette):
patches.aesthetics.forceLinksPalette(rom, int(world.ladxr_settings.linkspalette))
if 0 <= int(settings.linkspalette):
patches.aesthetics.forceLinksPalette(rom, int(settings.linkspalette))
if args.romdebugmode:
# The default rom has this build in, just need to set a flag and we get this save.
rom.patch(0, 0x0003, "00", "01")
# Patch the sword check on the shopkeeper turning around.
if world.ladxr_settings.steal == 'never':
if settings.steal == 'never':
rom.patch(4, 0x36F9, "FA4EDB", "3E0000")
elif world.ladxr_settings.steal == 'always':
elif settings.steal == 'always':
rom.patch(4, 0x36F9, "FA4EDB", "3E0100")
if world.ladxr_settings.hpmode == 'inverted':
if settings.hpmode == 'inverted':
patches.health.setStartHealth(rom, 9)
elif world.ladxr_settings.hpmode == '1':
elif settings.hpmode == '1':
patches.health.setStartHealth(rom, 1)
patches.inventory.songSelectAfterOcarinaSelect(rom)
if world.ladxr_settings.quickswap == 'a':
if settings.quickswap == 'a':
patches.core.quickswap(rom, 1)
elif world.ladxr_settings.quickswap == 'b':
elif settings.quickswap == 'b':
patches.core.quickswap(rom, 0)
patches.core.addBootsControls(rom, world.options.boots_controls)
patches.core.addBootsControls(rom, ap_settings['boots_controls'])
world_setup = world.ladxr_logic.world_setup
world_setup = logic.world_setup
JUNK_HINT = 0.33
RANDOM_HINT= 0.66
# USEFUL_HINT = 1.0
# TODO: filter events, filter unshuffled keys
all_items = world.multiworld.get_items()
our_items = [item for item in all_items
if item.player == world.player
and item.location
and item.code is not None
and item.location.show_in_spoiler]
all_items = multiworld.get_items()
our_items = [item for item in all_items if item.player == player_id and item.location and item.code is not None and item.location.show_in_spoiler]
our_useful_items = [item for item in our_items if ItemClassification.progression in item.classification]
def gen_hint():
chance = world.random.uniform(0, 1)
chance = rnd.uniform(0, 1)
if chance < JUNK_HINT:
return None
elif chance < RANDOM_HINT:
location = world.random.choice(our_items).location
location = rnd.choice(our_items).location
else: # USEFUL_HINT
location = world.random.choice(our_useful_items).location
location = rnd.choice(our_useful_items).location
if location.item.player == world.player:
if location.item.player == player_id:
name = "Your"
else:
name = f"{world.multiworld.player_name[location.item.player]}'s"
name = f"{multiworld.player_name[location.item.player]}'s"
if isinstance(location, LinksAwakeningLocation):
location_name = location.ladxr_item.metadata.name
@@ -287,8 +277,8 @@ def generateRom(args, world: "LinksAwakeningWorld"):
location_name = location.name
hint = f"{name} {location.item} is at {location_name}"
if location.player != world.player:
hint += f" in {world.multiworld.player_name[location.player]}'s world"
if location.player != player_id:
hint += f" in {multiworld.player_name[location.player]}'s world"
# Cap hint size at 85
# Realistically we could go bigger but let's be safe instead
@@ -296,7 +286,7 @@ def generateRom(args, world: "LinksAwakeningWorld"):
return hint
hints.addHints(rom, world.random, gen_hint)
hints.addHints(rom, rnd, gen_hint)
if world_setup.goal == "raft":
patches.goal.setRaftGoal(rom)
@@ -309,7 +299,7 @@ def generateRom(args, world: "LinksAwakeningWorld"):
# Patch the generated logic into the rom
patches.chest.setMultiChest(rom, world_setup.multichest)
if world.ladxr_settings.overworld not in {"dungeondive", "random"}:
if settings.overworld not in {"dungeondive", "random"}:
patches.entrances.changeEntrances(rom, world_setup.entrance_mapping)
for spot in item_list:
if spot.item and spot.item.startswith("*"):
@@ -328,16 +318,15 @@ def generateRom(args, world: "LinksAwakeningWorld"):
patches.core.addFrameCounter(rom, len(item_list))
patches.core.warpHome(rom) # Needs to be done after setting the start location.
patches.titleScreen.setRomInfo(rom, world.multi_key, world.multiworld.seed_name, world.ladxr_settings,
world.player_name, world.player)
if world.options.ap_title_screen:
patches.titleScreen.setRomInfo(rom, auth, seed_name, settings, player_name, player_id)
if ap_settings["ap_title_screen"]:
patches.titleScreen.setTitleGraphics(rom)
patches.endscreen.updateEndScreen(rom)
patches.aesthetics.updateSpriteData(rom)
if args.doubletrouble:
patches.enemies.doubleTrouble(rom)
if world.options.text_shuffle:
if ap_settings["text_shuffle"]:
buckets = defaultdict(list)
# For each ROM bank, shuffle text within the bank
for n, data in enumerate(rom.texts._PointerTable__data):
@@ -347,20 +336,20 @@ def generateRom(args, world: "LinksAwakeningWorld"):
for bucket in buckets.values():
# For each bucket, make a copy and shuffle
shuffled = bucket.copy()
world.random.shuffle(shuffled)
rnd.shuffle(shuffled)
# Then put new text in
for bucket_idx, (orig_idx, data) in enumerate(bucket):
rom.texts[shuffled[bucket_idx][0]] = data
if world.options.trendy_game != TrendyGame.option_normal:
if ap_settings["trendy_game"] != TrendyGame.option_normal:
# TODO: if 0 or 4, 5, remove inaccurate conveyor tiles
room_editor = RoomEditor(rom, 0x2A0)
if world.options.trendy_game == TrendyGame.option_easy:
if ap_settings["trendy_game"] == TrendyGame.option_easy:
# Set physics flag on all objects
for i in range(0, 6):
rom.banks[0x4][0x6F1E + i -0x4000] = 0x4
@@ -371,7 +360,7 @@ def generateRom(args, world: "LinksAwakeningWorld"):
# Add new conveyor to "push" yoshi (it's only a visual)
room_editor.objects.append(Object(5, 3, 0xD0))
if world.options.trendy_game >= TrendyGame.option_harder:
if int(ap_settings["trendy_game"]) >= TrendyGame.option_harder:
"""
Data_004_76A0::
db $FC, $00, $04, $00, $00
@@ -385,12 +374,12 @@ def generateRom(args, world: "LinksAwakeningWorld"):
TrendyGame.option_impossible: (3, 16),
}
def speed():
return world.random.randint(*speeds[world.options.trendy_game])
return rnd.randint(*speeds[ap_settings["trendy_game"]])
rom.banks[0x4][0x76A0-0x4000] = 0xFF - speed()
rom.banks[0x4][0x76A2-0x4000] = speed()
rom.banks[0x4][0x76A6-0x4000] = speed()
rom.banks[0x4][0x76A8-0x4000] = 0xFF - speed()
if world.options.trendy_game >= TrendyGame.option_hardest:
if int(ap_settings["trendy_game"]) >= TrendyGame.option_hardest:
rom.banks[0x4][0x76A1-0x4000] = 0xFF - speed()
rom.banks[0x4][0x76A3-0x4000] = speed()
rom.banks[0x4][0x76A5-0x4000] = speed()
@@ -414,10 +403,10 @@ def generateRom(args, world: "LinksAwakeningWorld"):
for channel in range(3):
color[channel] = color[channel] * 31 // 0xbc
if world.options.warp_improvements:
patches.core.addWarpImprovements(rom, world.options.additional_warp_points)
if ap_settings["warp_improvements"]:
patches.core.addWarpImprovements(rom, ap_settings["additional_warp_points"])
palette = world.options.palette
palette = ap_settings["palette"]
if palette != Palette.option_normal:
ranges = {
# Object palettes
@@ -483,8 +472,8 @@ def generateRom(args, world: "LinksAwakeningWorld"):
SEED_LOCATION = 0x0134
# Patch over the title
assert(len(world.multi_key) == 12)
rom.patch(0x00, SEED_LOCATION, None, binascii.hexlify(world.multi_key))
assert(len(auth) == 12)
rom.patch(0x00, SEED_LOCATION, None, binascii.hexlify(auth))
for pymod in pymods:
pymod.postPatch(rom)

View File

@@ -1,9 +1,7 @@
from dataclasses import dataclass
import os.path
import typing
import logging
from Options import Choice, Toggle, DefaultOnToggle, Range, FreeText, PerGameCommonOptions, OptionGroup
from Options import Choice, Option, Toggle, DefaultOnToggle, Range, FreeText
from collections import defaultdict
import Utils
@@ -16,7 +14,7 @@ class LADXROption:
def to_ladxr_option(self, all_options):
if not self.ladxr_name:
return None, None
return (self.ladxr_name, self.name_lookup[self.value].replace("_", ""))
@@ -34,10 +32,9 @@ class Logic(Choice, LADXROption):
option_hard = 2
option_glitched = 3
option_hell = 4
default = option_normal
class TradeQuest(DefaultOffToggle, LADXROption):
"""
[On] adds the trade items to the pool (the trade locations will always be local items)
@@ -46,14 +43,12 @@ class TradeQuest(DefaultOffToggle, LADXROption):
display_name = "Trade Quest"
ladxr_name = "tradequest"
class TextShuffle(DefaultOffToggle):
"""
[On] Shuffles all the text in the game
[Off] (default) doesn't shuffle them.
"""
class Rooster(DefaultOnToggle, LADXROption):
"""
[On] Adds the rooster to the item pool.
@@ -62,7 +57,6 @@ class Rooster(DefaultOnToggle, LADXROption):
display_name = "Rooster"
ladxr_name = "rooster"
class Boomerang(Choice):
"""
[Normal] requires Magnifying Lens to get the boomerang.
@@ -73,7 +67,6 @@ class Boomerang(Choice):
gift = 1
default = gift
class EntranceShuffle(Choice, LADXROption):
"""
[WARNING] Experimental, may fail to fill
@@ -82,20 +75,19 @@ class EntranceShuffle(Choice, LADXROption):
If random start location and/or dungeon shuffle is enabled, then these will be shuffled with all the non-connector entrance pool.
Note, some entrances can lead into water, use the warp-to-home from the save&quit menu to escape this."""
# [Advanced] Simple, but two-way connector caves are shuffled in their own pool as well.
# [Expert] Advanced, but caves/houses without items are also shuffled into the Simple entrance pool.
# [Insanity] Expert, but the Raft Minigame hut and Mamu's cave are added to the non-connector pool.
#[Advanced] Simple, but two-way connector caves are shuffled in their own pool as well.
#[Expert] Advanced, but caves/houses without items are also shuffled into the Simple entrance pool.
#[Insanity] Expert, but the Raft Minigame hut and Mamu's cave are added to the non-connector pool.
option_none = 0
option_simple = 1
# option_advanced = 2
# option_expert = 3
# option_insanity = 4
#option_advanced = 2
#option_expert = 3
#option_insanity = 4
default = option_none
display_name = "Experimental Entrance Shuffle"
ladxr_name = "entranceshuffle"
class DungeonShuffle(DefaultOffToggle, LADXROption):
"""
[WARNING] Experimental, may fail to fill
@@ -104,14 +96,12 @@ class DungeonShuffle(DefaultOffToggle, LADXROption):
display_name = "Experimental Dungeon Shuffle"
ladxr_name = "dungeonshuffle"
class APTitleScreen(DefaultOnToggle):
"""
Enables AP specific title screen and disables the intro cutscene
"""
display_name = "AP Title Screen"
class BossShuffle(Choice):
none = 0
shuffle = 1
@@ -125,12 +115,10 @@ class DungeonItemShuffle(Choice):
option_own_world = 2
option_any_world = 3
option_different_world = 4
# option_delete = 5
# option_start_with = 6
#option_delete = 5
#option_start_with = 6
alias_true = 3
alias_false = 0
ladxr_item: str
class ShuffleNightmareKeys(DungeonItemShuffle):
"""
@@ -144,7 +132,6 @@ class ShuffleNightmareKeys(DungeonItemShuffle):
display_name = "Shuffle Nightmare Keys"
ladxr_item = "NIGHTMARE_KEY"
class ShuffleSmallKeys(DungeonItemShuffle):
"""
Shuffle Small Keys
@@ -156,8 +143,6 @@ class ShuffleSmallKeys(DungeonItemShuffle):
"""
display_name = "Shuffle Small Keys"
ladxr_item = "KEY"
class ShuffleMaps(DungeonItemShuffle):
"""
Shuffle Dungeon Maps
@@ -170,7 +155,6 @@ class ShuffleMaps(DungeonItemShuffle):
display_name = "Shuffle Maps"
ladxr_item = "MAP"
class ShuffleCompasses(DungeonItemShuffle):
"""
Shuffle Dungeon Compasses
@@ -183,7 +167,6 @@ class ShuffleCompasses(DungeonItemShuffle):
display_name = "Shuffle Compasses"
ladxr_item = "COMPASS"
class ShuffleStoneBeaks(DungeonItemShuffle):
"""
Shuffle Owl Beaks
@@ -196,7 +179,6 @@ class ShuffleStoneBeaks(DungeonItemShuffle):
display_name = "Shuffle Stone Beaks"
ladxr_item = "STONE_BEAK"
class ShuffleInstruments(DungeonItemShuffle):
"""
Shuffle Instruments
@@ -213,7 +195,6 @@ class ShuffleInstruments(DungeonItemShuffle):
option_vanilla = 100
alias_false = 100
class Goal(Choice, LADXROption):
"""
The Goal of the game
@@ -226,7 +207,7 @@ class Goal(Choice, LADXROption):
option_instruments = 1
option_seashells = 2
option_open = 3
default = option_instruments
def to_ladxr_option(self, all_options):
@@ -235,7 +216,6 @@ class Goal(Choice, LADXROption):
else:
return LADXROption.to_ladxr_option(self, all_options)
class InstrumentCount(Range, LADXROption):
"""
Sets the number of instruments required to open the Egg
@@ -246,7 +226,6 @@ class InstrumentCount(Range, LADXROption):
range_end = 8
default = 8
class NagMessages(DefaultOffToggle, LADXROption):
"""
Controls if nag messages are shown when rocks and crystals are touched. Useful for glitches, annoying for everyone else.
@@ -254,7 +233,6 @@ class NagMessages(DefaultOffToggle, LADXROption):
display_name = "Nag Messages"
ladxr_name = "nagmessages"
class MusicChangeCondition(Choice):
"""
Controls how the music changes.
@@ -265,8 +243,6 @@ class MusicChangeCondition(Choice):
option_sword = 0
option_always = 1
default = option_always
# Setting('hpmode', 'Gameplay', 'm', 'Health mode', options=[('default', '', 'Normal'), ('inverted', 'i', 'Inverted'), ('1', '1', 'Start with 1 heart'), ('low', 'l', 'Low max')], default='default',
# description="""
# [Normal} health works as you would expect.
@@ -295,7 +271,6 @@ class Bowwow(Choice):
swordless = 1
default = normal
class Overworld(Choice, LADXROption):
"""
[Dungeon Dive] Create a different overworld where all the dungeons are directly accessible and almost no chests are located in the overworld.
@@ -309,10 +284,9 @@ class Overworld(Choice, LADXROption):
# option_shuffled = 3
default = option_normal
# Setting('superweapons', 'Special', 'q', 'Enable super weapons', default=False,
#Setting('superweapons', 'Special', 'q', 'Enable super weapons', default=False,
# description='All items will be more powerful, faster, harder, bigger stronger. You name it.'),
# Setting('quickswap', 'User options', 'Q', 'Quickswap', options=[('none', '', 'Disabled'), ('a', 'a', 'Swap A button'), ('b', 'b', 'Swap B button')], default='none',
#Setting('quickswap', 'User options', 'Q', 'Quickswap', options=[('none', '', 'Disabled'), ('a', 'a', 'Swap A button'), ('b', 'b', 'Swap B button')], default='none',
# description='Adds that the select button swaps with either A or B. The item is swapped with the top inventory slot. The map is not available when quickswap is enabled.',
# aesthetic=True),
# Setting('textmode', 'User options', 'f', 'Text mode', options=[('fast', '', 'Fast'), ('default', 'd', 'Normal'), ('none', 'n', 'No-text')], default='fast',
@@ -355,7 +329,7 @@ class BootsControls(Choice):
option_bracelet = 1
option_press_a = 2
option_press_b = 3
class LinkPalette(Choice, LADXROption):
"""
@@ -378,7 +352,6 @@ class LinkPalette(Choice, LADXROption):
def to_ladxr_option(self, all_options):
return self.ladxr_name, str(self.value)
class TrendyGame(Choice):
"""
[Easy] All of the items hold still for you
@@ -397,7 +370,6 @@ class TrendyGame(Choice):
option_impossible = 5
default = option_normal
class GfxMod(FreeText, LADXROption):
"""
Sets the sprite for link, among other things
@@ -408,7 +380,7 @@ class GfxMod(FreeText, LADXROption):
normal = ''
default = 'Link'
__spriteDir: str = Utils.local_path(os.path.join('data', 'sprites', 'ladx'))
__spriteDir: str = Utils.local_path(os.path.join('data', 'sprites','ladx'))
__spriteFiles: typing.DefaultDict[str, typing.List[str]] = defaultdict(list)
extensions = [".bin", ".bdiff", ".png", ".bmp"]
@@ -417,15 +389,16 @@ class GfxMod(FreeText, LADXROption):
name, extension = os.path.splitext(file)
if extension in extensions:
__spriteFiles[name].append(file)
def __init__(self, value: str):
super().__init__(value)
def verify(self, world, player_name: str, plando_options) -> None:
if self.value == "Link" or self.value in GfxMod.__spriteFiles:
return
raise Exception(
f"LADX Sprite '{self.value}' not found. Possible sprites are: {['Link'] + list(GfxMod.__spriteFiles.keys())}")
raise Exception(f"LADX Sprite '{self.value}' not found. Possible sprites are: {['Link'] + list(GfxMod.__spriteFiles.keys())}")
def to_ladxr_option(self, all_options):
if self.value == -1 or self.value == "Link":
@@ -434,12 +407,10 @@ class GfxMod(FreeText, LADXROption):
assert self.value in GfxMod.__spriteFiles
if len(GfxMod.__spriteFiles[self.value]) > 1:
logger.warning(
f"{self.value} does not uniquely identify a file. Possible matches: {GfxMod.__spriteFiles[self.value]}. Using {GfxMod.__spriteFiles[self.value][0]}")
logger.warning(f"{self.value} does not uniquely identify a file. Possible matches: {GfxMod.__spriteFiles[self.value]}. Using {GfxMod.__spriteFiles[self.value][0]}")
return self.ladxr_name, self.__spriteDir + "/" + GfxMod.__spriteFiles[self.value][0]
class Palette(Choice):
"""
Sets the palette for the game.
@@ -459,7 +430,6 @@ class Palette(Choice):
option_pink = 4
option_inverted = 5
class Music(Choice, LADXROption):
"""
[Vanilla] Regular Music
@@ -471,6 +441,7 @@ class Music(Choice, LADXROption):
option_shuffled = 1
option_off = 2
def to_ladxr_option(self, all_options):
s = ""
if self.value == self.option_shuffled:
@@ -479,95 +450,55 @@ class Music(Choice, LADXROption):
s = "off"
return self.ladxr_name, s
class WarpImprovements(DefaultOffToggle):
"""
[On] Adds remake style warp screen to the game. Choose your warp destination on the map after jumping in a portal and press B to select.
[Off] No change
"""
class AdditionalWarpPoints(DefaultOffToggle):
"""
[On] (requires warp improvements) Adds a warp point at Crazy Tracy's house (the Mambo teleport spot) and Eagle's Tower
[Off] No change
"""
ladx_option_groups = [
OptionGroup("Goal Options", [
Goal,
InstrumentCount,
]),
OptionGroup("Shuffles", [
ShuffleInstruments,
ShuffleNightmareKeys,
ShuffleSmallKeys,
ShuffleMaps,
ShuffleCompasses,
ShuffleStoneBeaks
]),
OptionGroup("Warp Points", [
WarpImprovements,
AdditionalWarpPoints,
]),
OptionGroup("Miscellaneous", [
TradeQuest,
Rooster,
TrendyGame,
NagMessages,
BootsControls
]),
OptionGroup("Experimental", [
DungeonShuffle,
EntranceShuffle
]),
OptionGroup("Visuals & Sound", [
LinkPalette,
Palette,
TextShuffle,
APTitleScreen,
GfxMod,
Music,
MusicChangeCondition
])
]
@dataclass
class LinksAwakeningOptions(PerGameCommonOptions):
logic: Logic
links_awakening_options: typing.Dict[str, typing.Type[Option]] = {
'logic': Logic,
# 'heartpiece': DefaultOnToggle, # description='Includes heart pieces in the item pool'),
# 'seashells': DefaultOnToggle, # description='Randomizes the secret sea shells hiding in the ground/trees. (chest are always randomized)'),
# 'heartcontainers': DefaultOnToggle, # description='Includes boss heart container drops in the item pool'),
# 'instruments': DefaultOffToggle, # description='Instruments are placed on random locations, dungeon goal will just contain a random item.'),
tradequest: TradeQuest # description='Trade quest items are randomized, each NPC takes its normal trade quest item, but gives a random item'),
'tradequest': TradeQuest, # description='Trade quest items are randomized, each NPC takes its normal trade quest item, but gives a random item'),
# 'witch': DefaultOnToggle, # description='Adds both the toadstool and the reward for giving the toadstool to the witch to the item pool'),
rooster: Rooster # description='Adds the rooster to the item pool. Without this option, the rooster spot is still a check giving an item. But you will never find the rooster. Any rooster spot is accessible without rooster by other means.'),
'rooster': Rooster, # description='Adds the rooster to the item pool. Without this option, the rooster spot is still a check giving an item. But you will never find the rooster. Any rooster spot is accessible without rooster by other means.'),
# 'boomerang': Boomerang,
# 'randomstartlocation': DefaultOffToggle, # 'Randomize where your starting house is located'),
experimental_dungeon_shuffle: DungeonShuffle # 'Randomizes the dungeon that each dungeon entrance leads to'),
experimental_entrance_shuffle: EntranceShuffle
'experimental_dungeon_shuffle': DungeonShuffle, # 'Randomizes the dungeon that each dungeon entrance leads to'),
'experimental_entrance_shuffle': EntranceShuffle,
# 'bossshuffle': BossShuffle,
# 'minibossshuffle': BossShuffle,
goal: Goal
instrument_count: InstrumentCount
'goal': Goal,
'instrument_count': InstrumentCount,
# 'itempool': ItemPool,
# 'bowwow': Bowwow,
# 'overworld': Overworld,
link_palette: LinkPalette
warp_improvements: WarpImprovements
additional_warp_points: AdditionalWarpPoints
trendy_game: TrendyGame
gfxmod: GfxMod
palette: Palette
text_shuffle: TextShuffle
shuffle_nightmare_keys: ShuffleNightmareKeys
shuffle_small_keys: ShuffleSmallKeys
shuffle_maps: ShuffleMaps
shuffle_compasses: ShuffleCompasses
shuffle_stone_beaks: ShuffleStoneBeaks
music: Music
shuffle_instruments: ShuffleInstruments
music_change_condition: MusicChangeCondition
nag_messages: NagMessages
ap_title_screen: APTitleScreen
boots_controls: BootsControls
'link_palette': LinkPalette,
'warp_improvements': WarpImprovements,
'additional_warp_points': AdditionalWarpPoints,
'trendy_game': TrendyGame,
'gfxmod': GfxMod,
'palette': Palette,
'text_shuffle': TextShuffle,
'shuffle_nightmare_keys': ShuffleNightmareKeys,
'shuffle_small_keys': ShuffleSmallKeys,
'shuffle_maps': ShuffleMaps,
'shuffle_compasses': ShuffleCompasses,
'shuffle_stone_beaks': ShuffleStoneBeaks,
'music': Music,
'shuffle_instruments': ShuffleInstruments,
'music_change_condition': MusicChangeCondition,
'nag_messages': NagMessages,
'ap_title_screen': APTitleScreen,
'boots_controls': BootsControls,
}

View File

@@ -1,4 +1,4 @@
import settings
import worlds.Files
import hashlib
import Utils
@@ -32,7 +32,7 @@ def get_base_rom_bytes(file_name: str = "") -> bytes:
def get_base_rom_path(file_name: str = "") -> str:
options = settings.get_settings()
options = Utils.get_options()
if not file_name:
file_name = options["ladx_options"]["rom_file"]
if not os.path.exists(file_name):

View File

@@ -1,5 +1,4 @@
import binascii
import dataclasses
import os
import pkgutil
import tempfile
@@ -8,7 +7,7 @@ import typing
import bsdiff4
import settings
from BaseClasses import Entrance, Item, ItemClassification, Location, Tutorial, MultiWorld
from BaseClasses import Entrance, Item, ItemClassification, Location, Tutorial
from Fill import fill_restrictive
from worlds.AutoWorld import WebWorld, World
from .Common import *
@@ -18,14 +17,14 @@ from .LADXR import generator
from .LADXR.itempool import ItemPool as LADXRItemPool
from .LADXR.locations.constants import CHEST_ITEMS
from .LADXR.locations.instrument import Instrument
from .LADXR.logic import Logic as LADXRLogic
from .LADXR.logic import Logic as LAXDRLogic
from .LADXR.main import get_parser
from .LADXR.settings import Settings as LADXRSettings
from .LADXR.worldSetup import WorldSetup as LADXRWorldSetup
from .Locations import (LinksAwakeningLocation, LinksAwakeningRegion,
create_regions_from_ladxr, get_locations_to_id)
from .Options import DungeonItemShuffle, ShuffleInstruments, LinksAwakeningOptions, ladx_option_groups
from .Rom import LADXDeltaPatch, get_base_rom_path
from .Options import DungeonItemShuffle, links_awakening_options, ShuffleInstruments
from .Rom import LADXDeltaPatch
DEVELOPER_MODE = False
@@ -65,7 +64,7 @@ class LinksAwakeningWebWorld(WebWorld):
["zig"]
)]
theme = "dirt"
option_groups = ladx_option_groups
class LinksAwakeningWorld(World):
"""
@@ -74,9 +73,8 @@ class LinksAwakeningWorld(World):
"""
game = LINKS_AWAKENING # name of the game/world
web = LinksAwakeningWebWorld()
options_dataclass = LinksAwakeningOptions
options: LinksAwakeningOptions
option_definitions = links_awakening_options # options the player can set
settings: typing.ClassVar[LinksAwakeningSettings]
topology_present = True # show path to required location checks in spoiler
@@ -104,11 +102,7 @@ class LinksAwakeningWorld(World):
prefill_dungeon_items = None
ladxr_settings: LADXRSettings
ladxr_logic: LADXRLogic
ladxr_itempool: LADXRItemPool
multi_key: bytearray
player_options = None
rupees = {
ItemName.RUPEES_20: 20,
@@ -119,13 +113,17 @@ class LinksAwakeningWorld(World):
}
def convert_ap_options_to_ladxr_logic(self):
self.ladxr_settings = LADXRSettings(dataclasses.asdict(self.options))
self.player_options = {
option: getattr(self.multiworld, option)[self.player] for option in self.option_definitions
}
self.ladxr_settings.validate()
self.laxdr_options = LADXRSettings(self.player_options)
self.laxdr_options.validate()
world_setup = LADXRWorldSetup()
world_setup.randomize(self.ladxr_settings, self.random)
self.ladxr_logic = LADXRLogic(configuration_options=self.ladxr_settings, world_setup=world_setup)
self.ladxr_itempool = LADXRItemPool(self.ladxr_logic, self.ladxr_settings, self.random).toDict()
world_setup.randomize(self.laxdr_options, self.multiworld.random)
self.ladxr_logic = LAXDRLogic(configuration_options=self.laxdr_options, world_setup=world_setup)
self.ladxr_itempool = LADXRItemPool(self.ladxr_logic, self.laxdr_options, self.multiworld.random).toDict()
def create_regions(self) -> None:
# Initialize
@@ -182,8 +180,8 @@ class LinksAwakeningWorld(World):
# For any and different world, set item rule instead
for dungeon_item_type in ["maps", "compasses", "small_keys", "nightmare_keys", "stone_beaks", "instruments"]:
option_name = "shuffle_" + dungeon_item_type
option: DungeonItemShuffle = getattr(self.options, option_name)
option = "shuffle_" + dungeon_item_type
option = self.player_options[option]
dungeon_item_types[option.ladxr_item] = option.value
@@ -191,11 +189,11 @@ class LinksAwakeningWorld(World):
num_items = 8 if dungeon_item_type == "instruments" else 9
if option.value == DungeonItemShuffle.option_own_world:
self.options.local_items.value |= {
self.multiworld.local_items[self.player].value |= {
ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
}
elif option.value == DungeonItemShuffle.option_different_world:
self.options.non_local_items.value |= {
self.multiworld.non_local_items[self.player].value |= {
ladxr_item_to_la_item_name[f"{option.ladxr_item}{i}"] for i in range(1, num_items + 1)
}
# option_original_dungeon = 0
@@ -217,7 +215,7 @@ class LinksAwakeningWorld(World):
else:
item = self.create_item(item_name)
if not self.options.tradequest and isinstance(item.item_data, TradeItemData):
if not self.multiworld.tradequest[self.player] and isinstance(item.item_data, TradeItemData):
location = self.multiworld.get_location(item.item_data.vanilla_location, self.player)
location.place_locked_item(item)
location.show_in_spoiler = False
@@ -289,7 +287,7 @@ class LinksAwakeningWorld(World):
if item.player == self.player
and item.item_data.ladxr_id in start_loc.ladxr_item.OPTIONS and not item.location]
if possible_start_items:
index = self.random.choice(possible_start_items)
index = self.multiworld.random.choice(possible_start_items)
start_item = self.multiworld.itempool.pop(index)
start_loc.place_locked_item(start_item)
@@ -338,7 +336,7 @@ class LinksAwakeningWorld(World):
# Get the list of locations and shuffle
all_dungeon_locs_to_fill = sorted(all_dungeon_locs)
self.random.shuffle(all_dungeon_locs_to_fill)
self.multiworld.random.shuffle(all_dungeon_locs_to_fill)
# Get the list of items and sort by priority
def priority(item):
@@ -435,12 +433,6 @@ class LinksAwakeningWorld(World):
return "TRADING_ITEM_LETTER"
@classmethod
def stage_assert_generate(cls, multiworld: MultiWorld):
rom_file = get_base_rom_path()
if not os.path.exists(rom_file):
raise FileNotFoundError(rom_file)
def generate_output(self, output_directory: str):
# copy items back to locations
for r in self.multiworld.get_regions(self.player):
@@ -467,19 +459,34 @@ class LinksAwakeningWorld(World):
loc.ladxr_item.location_owner = self.player
rom_name = Rom.get_base_rom_path()
out_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.player_name}.gbc"
out_name = f"AP-{self.multiworld.seed_name}-P{self.player}-{self.multiworld.player_name[self.player]}.gbc"
out_path = os.path.join(output_directory, f"{self.multiworld.get_out_file_name_base(self.player)}.gbc")
parser = get_parser()
args = parser.parse_args([rom_name, "-o", out_name, "--dump"])
rom = generator.generateRom(args, self)
name_for_rom = self.multiworld.player_name[self.player]
all_names = [self.multiworld.player_name[i + 1] for i in range(len(self.multiworld.player_name))]
rom = generator.generateRom(
args,
self.laxdr_options,
self.player_options,
self.multi_key,
self.multiworld.seed_name,
self.ladxr_logic,
rnd=self.multiworld.per_slot_randoms[self.player],
player_name=name_for_rom,
player_names=all_names,
player_id = self.player,
multiworld=self.multiworld)
with open(out_path, "wb") as handle:
rom.save(handle, name="LADXR")
# Write title screen after everything else is done - full gfxmods may stomp over the egg tiles
if self.options.ap_title_screen:
if self.player_options["ap_title_screen"]:
with tempfile.NamedTemporaryFile(delete=False) as title_patch:
title_patch.write(pkgutil.get_data(__name__, "LADXR/patches/title_screen.bdiff4"))
@@ -487,16 +494,16 @@ class LinksAwakeningWorld(World):
os.unlink(title_patch.name)
patch = LADXDeltaPatch(os.path.splitext(out_path)[0]+LADXDeltaPatch.patch_file_ending, player=self.player,
player_name=self.player_name, patched_path=out_path)
player_name=self.multiworld.player_name[self.player], patched_path=out_path)
patch.write()
if not DEVELOPER_MODE:
os.unlink(out_path)
def generate_multi_key(self):
return bytearray(self.random.getrandbits(8) for _ in range(10)) + self.player.to_bytes(2, 'big')
return bytearray(self.multiworld.random.getrandbits(8) for _ in range(10)) + self.player.to_bytes(2, 'big')
def modify_multidata(self, multidata: dict):
multidata["connect_names"][binascii.hexlify(self.multi_key).decode()] = multidata["connect_names"][self.player_name]
multidata["connect_names"][binascii.hexlify(self.multi_key).decode()] = multidata["connect_names"][self.multiworld.player_name[self.player]]
def collect(self, state, item: Item) -> bool:
change = super().collect(state, item)

View File

@@ -16,7 +16,6 @@ from .regions import create_regions
class LingoWebWorld(WebWorld):
option_groups = lingo_option_groups
rich_text_options_doc = True
theme = "grass"
tutorials = [Tutorial(
"Multiworld Setup Guide",

View File

@@ -9,12 +9,8 @@ from .items import TRAP_ITEMS
class ShuffleDoors(Choice):
"""If on, opening doors will require their respective "keys".
- **Simple:** Doors are sorted into logical groups, which are all opened by
receiving an item.
- **Complex:** The items are much more granular, and will usually only open
a single door each.
"""
In "simple", doors are sorted into logical groups, which are all opened by receiving an item.
In "complex", the items are much more granular, and will usually only open a single door each."""
display_name = "Shuffle Doors"
option_none = 0
option_simple = 1
@@ -23,37 +19,24 @@ class ShuffleDoors(Choice):
class ProgressiveOrangeTower(DefaultOnToggle):
"""When "Shuffle Doors" is on, this setting governs the manner in which the Orange Tower floors open up.
- **Off:** There is an item for each floor of the tower, and each floor's
item is the only one needed to access that floor.
- **On:** There are six progressive items, which open up the tower from the
bottom floor upward.
If off, there is an item for each floor of the tower, and each floor's item is the only one needed to access that floor.
If on, there are six progressive items, which open up the tower from the bottom floor upward.
"""
display_name = "Progressive Orange Tower"
class ProgressiveColorful(DefaultOnToggle):
"""When "Shuffle Doors" is on "complex", this setting governs the manner in which The Colorful opens up.
- **Off:** There is an item for each room of The Colorful, meaning that
random rooms in the middle of the sequence can open up without giving you
access to them.
- **On:** There are ten progressive items, which open up the sequence from
White forward.
"""
If off, there is an item for each room of The Colorful, meaning that random rooms in the middle of the sequence can open up without giving you access to them.
If on, there are ten progressive items, which open up the sequence from White forward."""
display_name = "Progressive Colorful"
class LocationChecks(Choice):
"""Determines what locations are available.
- **Normal:** There will be a location check for each panel set that would
ordinarily open a door, as well as for achievement panels and a small
handful of other panels.
- **Reduced:** Many of the locations that are associated with opening doors
are removed.
- **Insanity:** Every individual panel in the game is a location check.
"""
On "normal", there will be a location check for each panel set that would ordinarily open a door, as well as for achievement panels and a small handful of other panels.
On "reduced", many of the locations that are associated with opening doors are removed.
On "insanity", every individual panel in the game is a location check."""
display_name = "Location Checks"
option_normal = 0
option_reduced = 1
@@ -61,20 +44,16 @@ class LocationChecks(Choice):
class ShuffleColors(DefaultOnToggle):
"""If on, an item is added to the pool for every puzzle color (besides White).
You will need to unlock the requisite colors in order to be able to solve
puzzles of that color.
"""
If on, an item is added to the pool for every puzzle color (besides White).
You will need to unlock the requisite colors in order to be able to solve puzzles of that color.
"""
display_name = "Shuffle Colors"
class ShufflePanels(Choice):
"""If on, the puzzles on each panel are randomized.
On "rearrange", the puzzles are the same as the ones in the base game, but
are placed in different areas.
"""
On "rearrange", the puzzles are the same as the ones in the base game, but are placed in different areas."""
display_name = "Shuffle Panels"
option_none = 0
option_rearrange = 1
@@ -87,26 +66,22 @@ class ShufflePaintings(Toggle):
class EnablePilgrimage(Toggle):
"""Determines how the pilgrimage works.
- **On:** You are required to complete a pilgrimage in order to access the
Pilgrim Antechamber.
- **Off:** The pilgrimage will be deactivated, and the sun painting will be
added to the pool, even if door shuffle is off.
"""
If on, you are required to complete a pilgrimage in order to access the Pilgrim Antechamber.
If off, the pilgrimage will be deactivated, and the sun painting will be added to the pool, even if door shuffle is off."""
display_name = "Enable Pilgrimage"
class PilgrimageAllowsRoofAccess(DefaultOnToggle):
"""If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
"""
If on, you may use the Crossroads roof access during a pilgrimage (and you may be expected to do so).
Otherwise, pilgrimage will be deactivated when going up the stairs.
"""
display_name = "Allow Roof Access for Pilgrimage"
class PilgrimageAllowsPaintings(DefaultOnToggle):
"""If on, you may use paintings during a pilgrimage (and you may be expected to do so).
"""
If on, you may use paintings during a pilgrimage (and you may be expected to do so).
Otherwise, pilgrimage will be deactivated when going through a painting.
"""
display_name = "Allow Paintings for Pilgrimage"
@@ -114,17 +89,11 @@ class PilgrimageAllowsPaintings(DefaultOnToggle):
class SunwarpAccess(Choice):
"""Determines how access to sunwarps works.
- **Normal:** All sunwarps are enabled from the start.
- **Disabled:** All sunwarps are disabled. Pilgrimage must be disabled when
this is used.
- **Unlock:** Sunwarps start off disabled, and all six activate once you
receive an item.
- **Individual:** Sunwarps start off disabled, and each has a corresponding
item that unlocks it.
- **Progressive:** Sunwarps start off disabled, and they unlock in order
using a progressive item.
"""
On "normal", all sunwarps are enabled from the start.
On "disabled", all sunwarps are disabled. Pilgrimage must be disabled when this is used.
On "unlock", sunwarps start off disabled, and all six activate once you receive an item.
On "individual", sunwarps start off disabled, and each has a corresponding item that unlocks it.
On "progressive", sunwarps start off disabled, and they unlock in order using a progressive item."""
display_name = "Sunwarp Access"
option_normal = 0
option_disabled = 1
@@ -140,16 +109,10 @@ class ShuffleSunwarps(Toggle):
class VictoryCondition(Choice):
"""Change the victory condition.
- **The End:** the goal is to solve THE END at the top of the tower.
- **The Master:** The goal is to solve THE MASTER at the top of the tower,
after getting the number of achievements specified in the Mastery
Achievements option.
- **Level 2:** The goal is to solve LEVEL 2 in the second room, after
solving the number of panels specified in the Level 2 Requirement option.
- **Pilgrimage:** The goal is to solve PILGRIM in the Pilgrim Antechamber,
typically after performing a Pilgrimage.
"""
On "the_end", the goal is to solve THE END at the top of the tower.
On "the_master", the goal is to solve THE MASTER at the top of the tower, after getting the number of achievements specified in the Mastery Achievements option.
On "level_2", the goal is to solve LEVEL 2 in the second room, after solving the number of panels specified in the Level 2 Requirement option.
On "pilgrimage", the goal is to solve PILGRIM in the Pilgrim Antechamber, typically after performing a Pilgrimage."""
display_name = "Victory Condition"
option_the_end = 0
option_the_master = 1
@@ -159,12 +122,9 @@ class VictoryCondition(Choice):
class MasteryAchievements(Range):
"""The number of achievements required to unlock THE MASTER.
- In the base game, 21 achievements are needed.
- If you include The Scientific and The Unchallenged, which are in the base
game but are not counted for mastery, 23 would be required.
- If you include the custom achievement (The Wanderer), 24 would be
required.
In the base game, 21 achievements are needed.
If you include The Scientific and The Unchallenged, which are in the base game but are not counted for mastery, 23 would be required.
If you include the custom achievement (The Wanderer), 24 would be required.
"""
display_name = "Mastery Achievements"
range_start = 1
@@ -174,10 +134,9 @@ class MasteryAchievements(Range):
class Level2Requirement(Range):
"""The number of panel solves required to unlock LEVEL 2.
In the base game, 223 are needed. Note that this count includes ANOTHER TRY.
When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for
free.
In the base game, 223 are needed.
Note that this count includes ANOTHER TRY.
When set to 1, the panel hunt is disabled, and you can access LEVEL 2 for free.
"""
display_name = "Level 2 Requirement"
range_start = 1
@@ -186,10 +145,9 @@ class Level2Requirement(Range):
class EarlyColorHallways(Toggle):
"""When on, a painting warp to the color hallways area will appear in the starting room.
This lets you avoid being trapped in the starting room for long periods of
time when door shuffle is on.
"""
When on, a painting warp to the color hallways area will appear in the starting room.
This lets you avoid being trapped in the starting room for long periods of time when door shuffle is on.
"""
display_name = "Early Color Hallways"
@@ -203,8 +161,8 @@ class TrapPercentage(Range):
class TrapWeights(OptionDict):
"""Specify the distribution of traps that should be placed into the pool.
"""
Specify the distribution of traps that should be placed into the pool.
If you don't want a specific type of trap, set the weight to zero.
"""
display_name = "Trap Weights"

View File

@@ -147,7 +147,7 @@ class L2ACSNIClient(SNIClient):
snes_items_received += 1
snes_logger.info("Received %s from %s (%s) (%d/%d in list)" % (
ctx.item_names.lookup_in_game(item.item),
ctx.item_names.lookup_in_slot(item.item),
ctx.player_names[item.player],
ctx.location_names.lookup_in_slot(item.location, item.player),
snes_items_received, len(ctx.items_received)))

View File

@@ -231,8 +231,6 @@ class MessengerRules:
self.is_aerobatic,
"Autumn Hills Seal - Trip Saws":
self.has_wingsuit,
"Autumn Hills Seal - Double Swing Saws":
self.has_vertical,
# forlorn temple
"Forlorn Temple Seal - Rocket Maze":
self.has_vertical,
@@ -432,8 +430,6 @@ class MessengerHardRules(MessengerRules):
{
"Autumn Hills Seal - Spike Ball Darts":
lambda state: self.has_vertical(state) and self.has_windmill(state) or self.is_aerobatic(state),
"Autumn Hills Seal - Double Swing Saws":
lambda state: self.has_vertical(state) or self.can_destroy_projectiles(state),
"Bamboo Creek - Claustro":
self.has_wingsuit,
"Bamboo Creek Seal - Spike Ball Pits":

View File

@@ -0,0 +1,3 @@
# Pokemon Emerald
Version 2.0.0

View File

@@ -661,9 +661,6 @@ class PokemonRedBlueWorld(World):
"dark_rock_tunnel_logic": self.multiworld.dark_rock_tunnel_logic[self.player].value,
"split_card_key": self.multiworld.split_card_key[self.player].value,
"all_elevators_locked": self.multiworld.all_elevators_locked[self.player].value,
"require_pokedex": self.multiworld.require_pokedex[self.player].value,
"area_1_to_1_mapping": self.multiworld.area_1_to_1_mapping[self.player].value,
"blind_trainers": self.multiworld.blind_trainers[self.player].value,
}

View File

@@ -15,7 +15,7 @@ As we are using BizHawk, this guide is only applicable to Windows and Linux syst
## Optional Software
- [Pokémon Red and Blue Archipelago Map Tracker](https://github.com/coveleski/rb_tracker/releases/latest), for use with [PopTracker](https://github.com/black-sliver/PopTracker/releases)
- [Pokémon Red and Blue Archipelago Map Tracker](https://github.com/j-imbo/pkmnrb_jim/releases/latest), for use with [PopTracker](https://github.com/black-sliver/PopTracker/releases)
## Configuring BizHawk
@@ -109,7 +109,7 @@ server uses password, type in the bottom textfield `/connect <address>:<port> [p
Pokémon Red and Blue has a fully functional map tracker that supports auto-tracking.
1. Download [Pokémon Red and Blue Archipelago Map Tracker](https://github.com/coveleski/rb_tracker/releases/latest) and [PopTracker](https://github.com/black-sliver/PopTracker/releases).
1. Download [Pokémon Red and Blue Archipelago Map Tracker](https://github.com/j-imbo/pkmnrb_jim/releases/latest) and [PopTracker](https://github.com/black-sliver/PopTracker/releases).
2. Open PopTracker, and load the Pokémon Red and Blue pack.
3. Click on the "AP" symbol at the top.
4. Enter the AP address, slot name and password.

View File

@@ -17,7 +17,7 @@ Al usar BizHawk, esta guía solo es aplicable en los sistemas de Windows y Linux
## Software Opcional
- [Tracker de mapa para Pokémon Red and Blue Archipelago](https://github.com/coveleski/rb_tracker/releases/latest), para usar con [PopTracker](https://github.com/black-sliver/PopTracker/releases)
- [Tracker de mapa para Pokémon Red and Blue Archipelago](https://github.com/j-imbo/pkmnrb_jim/releases/latest), para usar con [PopTracker](https://github.com/black-sliver/PopTracker/releases)
## Configurando BizHawk
@@ -101,7 +101,7 @@ Ahora ya estás listo para tu aventura en Kanto.
Pokémon Red and Blue tiene un mapa completamente funcional que soporta seguimiento automático.
1. Descarga el [Tracker de mapa para Pokémon Red and Blue Archipelago](https://github.com/coveleski/rb_tracker/releases/latest) y [PopTracker](https://github.com/black-sliver/PopTracker/releases).
1. Descarga el [Tracker de mapa para Pokémon Red and Blue Archipelago](https://github.com/j-imbo/pkmnrb_jim/releases/latest) y [PopTracker](https://github.com/black-sliver/PopTracker/releases).
2. Abre PopTracker, y carga el pack de Pokémon Red and Blue.
3. Haz clic en el símbolo "AP" en la parte superior.
4. Ingresa la dirección de AP, nombre del slot y contraseña (si es que hay).

View File

@@ -48,7 +48,7 @@
7. Install protontricks, on the Steam Deck this can be done via the Discover store, on other distros instructions vary, [see its github page](https://github.com/Matoking/protontricks).
8. Download the [.NET 7 Desktop Runtime for x64 Windows](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.17-windows-x64-installer). If this link does not work, the download can be found on [this page](https://dotnet.microsoft.com/en-us/download/dotnet/7.0).
8. Download the [.NET 7 Desktop Runtime for x64 Windows](https://dotnet.microsoft.com/en-us/download/dotnet/thank-you/runtime-desktop-7.0.17-windows-x64-installer}. If this link does not work, the download can be found on [this page](https://dotnet.microsoft.com/en-us/download/dotnet/7.0).
9. Right click the .NET 7 Desktop Runtime exe, and assuming protontricks was installed correctly, the option to "Open with Protontricks Launcher" should be available. Click that, and in the popup window that opens, select SAModManager.exe. Follow the prompts after this to install the .NET 7 Desktop Runtime for SAModManager. Once it is done, you should be able to successfully launch SAModManager to steam.

View File

@@ -243,10 +243,10 @@ class StarcraftClientProcessor(ClientCommandProcessor):
self.formatted_print(f" [u]{faction.name}[/u] ")
for item_id in categorized_items[faction]:
item_name = self.ctx.item_names.lookup_in_game(item_id)
item_name = self.ctx.item_names.lookup_in_slot(item_id)
received_child_items = items_received_set.intersection(parent_to_child.get(item_id, []))
matching_children = [child for child in received_child_items
if item_matches_filter(self.ctx.item_names.lookup_in_game(child))]
if item_matches_filter(self.ctx.item_names.lookup_in_slot(child))]
received_items_of_this_type = items_received.get(item_id, [])
item_is_match = item_matches_filter(item_name)
if item_is_match or len(matching_children) > 0:
@@ -1164,7 +1164,7 @@ def request_unfinished_missions(ctx: SC2Context) -> None:
objectives = set(ctx.locations_for_mission(mission))
if objectives:
remaining_objectives = objectives.difference(ctx.checked_locations)
unfinished_locations[mission] = [ctx.location_names.lookup_in_game(location_id) for location_id in remaining_objectives]
unfinished_locations[mission] = [ctx.location_names.lookup_in_slot(location_id) for location_id in remaining_objectives]
else:
unfinished_locations[mission] = []

View File

@@ -269,7 +269,7 @@ class SC2Manager(GameManager):
for loc in self.ctx.locations_for_mission(mission_name):
if loc in self.ctx.missing_locations:
count += 1
locations[lookup_location_id_to_type[loc]].append(self.ctx.location_names.lookup_in_game(loc))
locations[lookup_location_id_to_type[loc]].append(self.ctx.location_names.lookup_in_slot(loc))
plando_locations = []
for plando_loc in self.ctx.plando_locations:

View File

@@ -1,4 +1,4 @@
from typing import Dict, TYPE_CHECKING
from typing import Dict, List, TYPE_CHECKING
from collections.abc import Callable
from BaseClasses import CollectionState
from worlds.generic.Rules import forbid_item
@@ -78,7 +78,7 @@ def all_skull_dials_available(state: CollectionState, player: int) -> bool:
def get_rules_lookup(player: int):
rules_lookup: Dict[str, Dict[str, Callable[[CollectionState], bool]]] = {
rules_lookup: Dict[str, List[Callable[[CollectionState], bool]]] = {
"entrances": {
"To Office Elevator From Underground Blue Tunnels": lambda state: state.has("Key for Office Elevator", player),
"To Office Elevator From Office": lambda state: state.has("Key for Office Elevator", player),
@@ -195,15 +195,6 @@ def set_rules(world: "ShiversWorld") -> None:
for location_name, rule in rules_lookup["lightning"].items():
multiworld.get_location(location_name, player).access_rule = rule
# Register indirect conditions
multiworld.register_indirect_condition(world.get_region("Burial"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Egypt"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Gods Room"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Tar River"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Werewolf"), world.get_entrance("To Slide Room"))
multiworld.register_indirect_condition(world.get_region("Prehistoric"), world.get_entrance("To Tar River From Lobby"))
# forbid cloth in janitor closet and oil in tar river
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Bottom DUPE", player)
forbid_item(multiworld.get_location("Accessible: Storage: Janitor Closet", player), "Cloth Pot Top DUPE", player)
@@ -235,3 +226,7 @@ def set_rules(world: "ShiversWorld") -> None:
# Set completion condition
multiworld.completion_condition[player] = lambda state: (first_nine_ixupi_capturable(state, player) and lightning_capturable(state, player))

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@@ -123,7 +123,7 @@ class SMSNIClient(SNIClient):
location_id = locations_start_id + item_index
ctx.locations_checked.add(location_id)
location = ctx.location_names.lookup_in_game(location_id)
location = ctx.location_names.lookup_in_slot(location_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [location_id]}])
@@ -151,7 +151,7 @@ class SMSNIClient(SNIClient):
snes_buffered_write(ctx, SM_RECV_QUEUE_WCOUNT,
bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), item_out_ptr, len(ctx.items_received)))

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@@ -448,7 +448,7 @@ class SMWSNIClient(SNIClient):
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
location = ctx.location_names.lookup_in_slot(new_check_id)
snes_logger.info(
f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [new_check_id]}])
@@ -501,14 +501,14 @@ class SMWSNIClient(SNIClient):
recv_index += 1
sending_game = ctx.slot_info[item.player].game
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'),
color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))
if self.should_show_message(ctx, item):
if item.item != 0xBC0012 and item.item not in trap_rom_data:
# Don't send messages for Boss Tokens
item_name = ctx.item_names.lookup_in_game(item.item)
item_name = ctx.item_names.lookup_in_slot(item.item)
player_name = ctx.player_names[item.player]
receive_message = generate_received_text(item_name, player_name)
@@ -516,7 +516,7 @@ class SMWSNIClient(SNIClient):
snes_buffered_write(ctx, SMW_RECV_PROGRESS_ADDR, bytes([recv_index&0xFF, (recv_index>>8)&0xFF]))
if item.item in trap_rom_data:
item_name = ctx.item_names.lookup_in_game(item.item)
item_name = ctx.item_names.lookup_in_slot(item.item)
player_name = ctx.player_names[item.player]
receive_message = generate_received_text(item_name, player_name)
@@ -597,7 +597,7 @@ class SMWSNIClient(SNIClient):
for loc_id in ctx.checked_locations:
if loc_id not in ctx.locations_checked:
ctx.locations_checked.add(loc_id)
loc_name = ctx.location_names.lookup_in_game(loc_id)
loc_name = ctx.location_names.lookup_in_slot(loc_id)
if loc_name not in location_id_to_level_id:
continue

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@@ -109,7 +109,7 @@ class SMZ3SNIClient(SNIClient):
location_id = locations_start_id + convertLocSMZ3IDToAPID(item_index)
ctx.locations_checked.add(location_id)
location = ctx.location_names.lookup_in_game(location_id)
location = ctx.location_names.lookup_in_slot(location_id)
snes_logger.info(f'New Check: {location} ({len(ctx.locations_checked)}/{len(ctx.missing_locations) + len(ctx.checked_locations)})')
await ctx.send_msgs([{"cmd": 'LocationChecks', "locations": [location_id]}])
@@ -132,7 +132,7 @@ class SMZ3SNIClient(SNIClient):
item_out_ptr += 1
snes_buffered_write(ctx, SMZ3_RECV_PROGRESS_ADDR + recv_progress_addr_table_offset, bytes([item_out_ptr & 0xFF, (item_out_ptr >> 8) & 0xFF]))
logging.info('Received %s from %s (%s) (%d/%d in list)' % (
color(ctx.item_names.lookup_in_game(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
color(ctx.item_names.lookup_in_slot(item.item), 'red', 'bold'), color(ctx.player_names[item.player], 'yellow'),
ctx.location_names.lookup_in_slot(item.location, item.player), item_out_ptr, len(ctx.items_received)))
await snes_flush_writes(ctx)

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@@ -53,7 +53,6 @@ You can also use the Universal Tracker (by Faris and qwint) to find a complete l
## What should I know regarding logic?
In general:
- Nighttime is not considered in logic. Every check in the game is obtainable during the day.
- Bushes are not considered in logic. It is assumed that the player will find a way past them, whether it is with a sword, a bomb, fire, luring an enemy, etc. There is also an option in the in-game randomizer settings menu to clear some of the early bushes.
- The Cathedral is accessible during the day by using the Hero's Laurels to reach the Overworld fuse near the Swamp entrance.
- The Secret Legend chest at the Cathedral can be obtained during the day by opening the Holy Cross door from the outside.

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@@ -174,13 +174,6 @@ class ShuffleLadders(Toggle):
class TunicPlandoConnections(PlandoConnections):
"""
Generic connection plando. Format is:
- entrance: "Entrance Name"
exit: "Exit Name"
percentage: 100
Percentage is an integer from 0 to 100 which determines whether that connection will be made. Defaults to 100 if omitted.
"""
entrances = {*(portal.name for portal in portal_mapping), "Shop", "Shop Portal"}
exits = {*(portal.name for portal in portal_mapping), "Shop", "Shop Portal"}

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@@ -399,16 +399,6 @@ class WitnessPlayerLogic:
mnt_lasers = world.options.mountain_lasers
chal_lasers = world.options.challenge_lasers
# Victory Condition
if victory == "elevator":
self.VICTORY_LOCATION = "0x3D9A9"
elif victory == "challenge":
self.VICTORY_LOCATION = "0x0356B"
elif victory == "mountain_box_short":
self.VICTORY_LOCATION = "0x09F7F"
elif victory == "mountain_box_long":
self.VICTORY_LOCATION = "0xFFF00"
# Exclude panels from the post-game if shuffle_postgame is false.
if not world.options.shuffle_postgame:
adjustment_linesets_in_order += self.handle_postgame(world)
@@ -428,6 +418,17 @@ class WitnessPlayerLogic:
if not victory == "challenge":
adjustment_linesets_in_order.append(["Disabled Locations:", "0x0A332"])
# Victory Condition
if victory == "elevator":
self.VICTORY_LOCATION = "0x3D9A9"
elif victory == "challenge":
self.VICTORY_LOCATION = "0x0356B"
elif victory == "mountain_box_short":
self.VICTORY_LOCATION = "0x09F7F"
elif victory == "mountain_box_long":
self.VICTORY_LOCATION = "0xFFF00"
# Long box can usually only be solved by opening Mountain Entry. However, if it requires 7 lasers or less
# (challenge_lasers <= 7), you can now solve it without opening Mountain Entry first.
# Furthermore, if the user sets mountain_lasers > 7, the box is rotated to not require Mountain Entry either.
@@ -873,7 +874,7 @@ class WitnessPlayerLogic:
self.PRECOMPLETED_LOCATIONS = set()
self.EXCLUDED_LOCATIONS = set()
self.ADDED_CHECKS = set()
self.VICTORY_LOCATION: str
self.VICTORY_LOCATION = "0x0356B"
self.ALWAYS_EVENT_NAMES_BY_HEX = {
"0x00509": "+1 Laser (Symmetry Laser)",

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@@ -116,7 +116,7 @@ class YoshisIslandSNIClient(SNIClient):
for new_check_id in new_checks:
ctx.locations_checked.add(new_check_id)
location = ctx.location_names.lookup_in_game(new_check_id)
location = ctx.location_names.lookup_in_slot(new_check_id)
total_locations = len(ctx.missing_locations) + len(ctx.checked_locations)
snes_logger.info(f"New Check: {location} ({len(ctx.locations_checked)}/{total_locations})")
await ctx.send_msgs([{"cmd": "LocationChecks", "locations": [new_check_id]}])
@@ -127,7 +127,7 @@ class YoshisIslandSNIClient(SNIClient):
item = ctx.items_received[recv_index]
recv_index += 1
logging.info("Received %s from %s (%s) (%d/%d in list)" % (
color(ctx.item_names.lookup_in_game(item.item), "red", "bold"),
color(ctx.item_names.lookup_in_slot(item.item), "red", "bold"),
color(ctx.player_names[item.player], "yellow"),
ctx.location_names.lookup_in_slot(item.location, item.player), recv_index, len(ctx.items_received)))